Quick answers for Golden Sun: Dark Dawn.
- When is the second major collection audit?
- Before Belinsk Ruins and before asking the chipmunk in Belinsk's central square to play the Arangoa Prelude. Matthew's controlled party should have 38 Djinn; Sveta later rejoins with five more, bringing the ledger to 43.
- What should I prepare before Dullahan?
- Aim for at least the low 60s, save again before the Iris tablet, and keep Ivy and Doldrum available on fast characters. Dullahan follows a repeating eight-turn cycle; stopping the Djinn Storm turn is safer than recovering after it.
Required: Leave With the Gate Card
After defeating Dim Dragon for the first time, choose either reward chest and open it; on the first clear either one gives the Gate Card. Before leaving, press X, choose Items, and choose Matthew: the Gate Card should be in his list, or in another Adept’s if his is full. Konpa Gate will not open without it. If it is missing, load the separate save made before the trials and clear them again.
What should I check before Konpa Cave’s first cutoff?
Before opening the Stealthy Scout boss door in Konpa Cave, confirm these seven Djinn, the Zagan summon from the Lumberyard, and a separate save. The boss door is the safe warning point.
- Venus: Flint and Flower
- Mars: Forge and Fever
- Mercury: Chill
- Jupiter: Gust and Jolt
- Summon: Zagan
- Safety: a separate save before the boss door
Backtrack for anything missing before the battle. The route closes at the lower cave exit after the battle. Do not cross it with western-Angara pickups unfinished. Keep the pre-boss save as insurance; if already beyond the closure, reload it to recover the collection route.
Continue with the complete route in the app.
What this Golden Sun: Dark Dawn guide covers.
Major route checkpoints.
- Lookout Cabin and Goma Plateau
- Tanglewood and Abandoned Mine
- Patcher's Place to Konpa Cave
- Passaj, Kaocho, and Ayuthay
- Barai Temple and Ouroboros
- Craggy Peak and Teppe Ruins
- Belinsk and the Grave Eclipse
- Eastern Sea and Umbra Gear
- Apollo Ascent and Sanctum
- Final battles
- Four optional dungeons
- Dullahan and Iris
Djinn counts stay part of the route.
The guide uses collection totals at meaningful boundaries: seven before the first western-Angara closure, 38 before Belinsk Ruins, 45 before Eoleo joins, 71 before Aurora, and the complete set of 72 before the post-game superboss route. These audits make a long playthrough recoverable without turning every room into a separate checklist.
More quick answers.
- Where is the final Djinni?
- Aurora is recruited at the Apollo Sanctum Gate, in the Venus gate wing, the last of the four elemental trials. Aurora completes the set of 72.
- Do the optional dungeons require cleared data?
- Most do not. Burning Island Cave Revisited and Otka Island open with the Sol Blade, and the Lost Ship is available earlier. Crossbone Isle alone requires a cleared save.
Continue with the complete route in Retro Game Guides.
- Tap Open Guide in App.
- The supported game is added when a free library slot is available.
- The Standard Edition opens at saved progress and stays ready for offline reading.