Ivan's Issue | Golden Sun Walkthrough "3/27" (No Commentary)

Ivan's Issue | Golden Sun Walkthrough "3/27" (No Commentary)

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Published on ● Video Link: https://www.youtube.com/watch?v=S4GICPMhTjk



Game:
Golden Sun (2001)
Category:
Walkthrough
Duration: 30:38
3,356 views
42


- Story -

In this part, we leave Vale and run into our first Djinn, Flint. Flint explains how Djinn work (read the notes below for a further breakdown on how they work) and joins our group as our first Djinn. We then cross the World Map to the town of Vault and watch a man named Hammett flee. Hammett fails to go where he intended and ends up heading north to the town of Lunpa instead. After watching that, we enter the town of Vault and meet with a boy named Ivan. Ivan reveals that he has special abilities such as Mind Read which lets him read the mind of whoever he is in contact with. In doing so, he realizes that both Garet and Isaac have special abilities just like him and that they are called Psynergy. Willing to trust them, Ivan tells the two that Master Hammett left him behind because the Shaman Rod was stolen by a group of thieves and it was Ivan's fault that it happened. The two agree to help and Ivan joins the party. After a bit the trio track down the thieves and work together to corner them and read their minds. Doing so reveals that they are keeping the Shaman Rod and many other stolen goods somewhere in the Inn. The trio then search the Inn and locate the items, but are ambushed by the thieves and forced into battle. After successfully defeating the thieves, Ivan recovers the Shaman Rod, but learns that Master Hammett has been kidnapped by Dodonpa, the evil leader of the town of Lunpa. Ivan then thanks Isaac and Garet for their help and leaves the party to attempt to save Hammett by himself.

- Notes -

Flint explained a fair bit on how Djinn work, but I'll detail it here as well. There are 28 Djinn in the game, totaling 7 for each Element. Flint is the first of the Earth (Venus) Djinn that works best with an Adept of it's type, namely Isaac. The Djinn are all located in set locations and will mainly be obtained by solving puzzles, or defeating them in battle (obnoxiously, these ones also have the ability to flee from battle, forcing you to leave the area and return in order to try again). Once a Djinn is obtained, we can "Equip" it to any of our Adepts to strengthen them in both stats and Psynergy abilities. I'll use Flint as an example. Once Flint is equipped to Isaac, his name will appear in white and he can be used in battle from the "Djinn" menu to use his special ability, which is a powerful sword slash. After using his ability, his name will turn red and we can do one of two things with him. We can either spend Isaac's next turn, "setting" Flint, which will allow him to be ready for another attack on the following turn, or we can use him for Summoning. If you want to summon, you can go to the "Summon" menu to use Venus, which requires 1 "used" Venus Djinn, in this case Flint. After summoning, any Djinn used in the summon will have their names turn yellow. This means they are on standby or cooldown and will be useless until a set number of turns pass by (which is the number next to their name). Outside of battle, you can set your red named Djinn back to white at anytime, or turn them red to instantly summon during the next battle, however this is extremely dangerous as using them to summon will temporarily lower your stats until they cooldown. Lastly, you can run around outside of battle to have Djinn finish cooling down, you will hear a beeping sound effect when one finishes.

With Ivan on our team, although temporarily, we have our first Wind Adept.




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