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Table of Contents
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I.)	Summary/Spoiler Warning
II.)	Venus Djinn (w1-w7)
III.)	Mercury Djinn (x1-x7)
IV.)	Mars Djinn (y1-y7)
V.)	Jupiter (z1-z7)
VI.)	Djinn Charms
	1.0	Introduction
	2.0	Djinn Chests
		2.1 Djinni Mimics
		2.2 Mercury Mimic
		2.3 Mars Mimic
		2.4 Venus Mimic
		2.5 Jupiter Mimic
	3.0	Mis Venus Charms (3.1-3.4)
	4.0	Mis Mercury Charms (4.1-4.4)
	5.0	Mis Mars Charms (5.1 -5.4)
	6.0	Mis Jupiter Charms (6.1 -6.4)
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I.) Summary/Spoiler Warning
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This is a guide on the all the updates to Djinn as well as to all the Djinn charms in Golden Sun: Dawn of Djinn, a modification of the orginal Golden Sun for the GBA.  Spoilers to new Djinn, the Djinn Charms, and the locations they may show up will be included. As I will go into great detail of exactly what Djinn and the Charms do in this guide.

All Djinn are in the same locations as the orginal game, while Djinn charms are scattered around certain chest that previously just had equipment, along with a few fights you'll likely already do if you're on your way to collect every Djinn in the game. 
So if you wish to experience this game as blind as possible I would recomend skipping this guide and using your OG Golden Sun knowledge and be dillgant in looking out for all the items you can find, you may be surprised by what you find.

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II.) Venus Djinn
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w1) Flint (Peaceful)
Location:
Joins you as you leave Vale

In Battle:
Strike a foe with similar multiplier as before, but now also has a chance of lower the foe's defense.
Details:
1.6% damage multiplier and drop 25% defense


w2) Chasm (Peaceful)
Location:
In Kolima with a hidden passage to the gate. Read the books in town for a hint.

In Battle:
Absorb party damage in a void.
Details:
Replaces Granite, but functions like Flash where damage to the whole party gets reduced by 90% instead of 50%.


w3) Mineral (Fight)
Location: In Mongol Forest where Quartz used to be.  Defeat it in battle to have it join you.

In Battle:
Restores PP to the party.
Details:
Has a base of 10 PP recovery (Earth element), plus 7% of max PP. A range of 9, so you can select which party memeber recovers PP the most.


w4) Vine (Fight Overworld)
Location: Just as you exit Lamakan Desert into the overworld, there will be an island-like area. Walk by the patch of trees and eventually you'll encounter it in a random battle.

In Battle:
Trap all foes in damaging vines that lowers speed.
Details:
Does a full 0.8% atk multiplier to all enemies drops their speed to half max speed.


w5) Curare (Peaceful)
Location: In Vault there's a Djinn hiding in a tree. Once you have reveal you can ring the bell at the far end of town to scare it out.  To reach it, you must go to the grave area with the puppy and cast Reveal, this will reveal the entrance to Vault Cave. Complete that, and Curare should be waiting for you.

In Battle:
Strike a foe and may stun them.
Details:
50 added damage to one target and may stun.


w6) Java (Peaceful)
Location: It's in Kalay Docks but since it's on the other side of the landslide, you can't get it until after taking the Tolbi-bound ship.  Once you hit land, backtrack to the area and you should be able to reach it once you reach Kalay Docks once more.

In Battle:
Invograte an ally while slightly healing them.
Detail:
Heals 50 HP (no elemental atribute) and lets target move twice the following turn.


w7) Putrid (Grand Djinn Fight)
Location: Void/Crossbone Island
Once you reach the 6th floor of the island, it and it co-horts will challenge you to a fight. Defeat it to go through the door and complete the puzzles to collect it without further conflict.

In Battle:
Sing a song of demise to hurt foes and remove their boosts
Detail:
Does 80 base earth elemental damage to 3 foes. If affected, it will also remove their stat boosts.
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III.) Mercury Djinn
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x1) Spa (Peaceful)
Location: Comes with Mia when she joins your party.

In Battle:
Heals HP and a little PP to a selected party member
60% of max HP as well as ~12 PP (based on water elemental power)


x2) Shiver (Fight)
Location:
Can be found at the Mercury Lighthouse in a room hidden behind a waterfall. Defeat it in battle and it'll join you.

In battle:
Strike a set of foes, lowering their attack in the process.
Detail:
Attack up to 3 foes, for 25 added damage, could drop attack by 12.5%


x3) Angler (Peaceful)
Location:
Found in Xian. Talk to the water carrying lady at the right time to make a puddle you can freeze to reach it.

In Battle:
Strike a foe, recovering PP in the process
Details
Does a 1.5% atk multiplier to a single target. The user may recover 10% of the damage as PP.


x4) Rapid (Fight)
Location:
Hidden deep within Altin Peak.  If solve the minecart puzzle to make your way over and beat it in battle it will join you.

In Battle:
Boost the entire party speed while healing them.
Detail
Heals ~80 HP (based on water elemental power) to the entire party and boost their speed to double it's usual max.


x5) Flurry (Fight Overworld)
Location:
Well west of Tolbi, south-west of Altmiller Cave, you can encounter it in a random battle around the first patch of trees over the bridge. Beat it in battle and it'll join you.

In battle:
Unleash a snowstorm that makes foes slumber.
Detail:
Damages up to 5 foes for 50 elemental damage (Diminishing) and may put them asleep.


x6) Wade (Peaceful)
Location:
Your reward from Donpa after clearing the fortress.  Return back once Hammet is taken to safety and he'll give you access to his storage room where it is being held.

In battle:
Pause a foe's movement while recovering some of their Psynergy.
Detail:
Restores ~30PP of a single foe and Paralyzes them for 1 turn.


x7) Dew (Grand Djinn Fight)
Location:
You'll find it along your way through Shulla Gate. Solve the sliding puzzle to reach it.  If you can manage to defeat it, it's yours.  As a Grand Djinn this will be much harder than a normal Djinn fight, but the stats and abilites it grants you is well worth it.

In battle:
Restore the PP of a set of allies and may also revive them.
Detail:
Restores ~22 PP (based on water elemental power) to 3 allies. Power diminishes the future away from the central target. 
It can also revive allies, though the odds depend on who is targeted.  Center target has an 80% chance of reviving if down and the odds of those to the left and right of them is less than that.
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IV.) Mars Djinn
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y1) Smith (Fight)
Location:
Hanging out along the way out of Goma Cave. Solve a puzzle to reach it. If you can defeat it in battle, it'll join you.

In battle:
Boosts the party's attack by 25%, along with resoring a small amount of PP (base of 6 fire elemental power)


y2) Blanket (Peaceful)
Location:
Solve a sliding puzzle in Imil to reach a cave it's hiding in.

In Battle:
Strike a foe and may put them asleep
Details:
1.4% attack multiplier to a single target, may cause sleep.


y3) Mica (Overworld battle)
Location:
After reaching Xian, head north on the overworld, if done correctly you'll reach a bridge to a small island between Xian and Kolima. It'll appear in a random battle in this patch of land. Beat it and it'll join you.

In battle:
Boost the entire party's defense 25%


y4) Fatigue (Peaceful)
Location:
In Kalay, you'll find a cave to the Kalay Tunnel.  The Djinn is hidden within the tunnel and will join you peacefully.

In battle:
Strike a set of foes, dropping their resistance.

Strike up to 5 foes with a 0.7% attack mutipler, dropping their resistance by 20.


y5) Glint (Peceful)
Location:
It is hanging out in Tolbi, though you'll have to solve a bit of a puzzle in town to figure out how to reach it.

In battle:
Restores any ailment from one ally
Details
Restores general ailments (like Psynergy seals or stun), poison, haunt, or any combination of the three.


y6) Mirage (Grand Djinn Fight)
Location:
Near the end of Suhalla Desert, right before triggering the boss fight, use reveal near the edge of the cliffside. You should reveal a way across and some footprints to follow. Follow them and you'll find the Djinn waiting to fight you. As a Grand Djinn this will be much harder than a normal Djinn fight, but the stats and abilites it grants you is well worth it.

In Battle:
Heals and guards all allies through illusions.
Details
Heal around 80 hp (fire elemental) to the full party as well as cut any damage taken by half for this turn.


Arid (Peaceful)
Location:
Up on the rooftops in Lalivero. One of the buildings have a way up to the roof. Once you find it, it'll join you.

In Battle:
Strike a set of foes, draining life from them to recover health.
Details
Does 40 Added damage to 3 foes. Recovers 50% of the total damage to HP.
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V.) Jupiter Djinn
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(z1) Seep (Peaceful)
Location:
In an underground cave in Bilbin. There may be some bookshelfs in Lord McCoy's palace that give you more of a clue.

In batle:
Strike a foe, recovering half the damage to the user's health
Details
1.5% attack multiplier to one foe, half the damage is recovered to the user.


(z2) Jolt (Fight)
Location:
Found on the branches of Tret Tree. Beat it in battle to have it join you.

In Battle:
Strike an ally to revive them to a small amount of HP without fail.
Details
Revives a Downed ally to 70 HP (non elemental). Can be used on an ally to heal 70 HP, even if they are not Downed.


(z3) Breeze (Fight)
Location:
Appears in Fuchin Falls Caves, fight it and it'll join you and give you a way to access Force without clearing the rest of the dungeon.
In Battle:
Raise resistance of the party by 40.


(z4) Swill (Peaceful)
Location
Hidden in the mirages of Lamakan Desert

In battle:
Damage up to 5 foes, restoring some PP in the process.
Details:
Does 55 base damage (diminishing power) and may recover 10% of damage to PP.


(z5) Draft (Peaceful)
Location:
Once you gain both Reveal and Lift, make your way back to Vale to the gate with the small bolder. Lifting that bolder should allow you to get to Vale Cave where the Djinn resides. Solve the puzzles with a combination of Lift and Reveal and it'll join you.

In battle:
Damage a foe, removing boosts in the process.
Details:
Does 60 base damage to a single foe and eliminates status boosts.


(z6) Boom (Fight)
Location:
Deep within Altmiller Cave you can find and challenge it to a fight. Once you beat it, it'll join you.
In battle

Damage up to 3 foes with a sound wave. The damage may triple
Details:
Base damage of 50 to 3 foes. The attack has a chance of tripling damage with each target.


(z7) Filter (Grand Djinn Fight)
Location:
Found within Babi Lighthouse that can be reach in a side area. Beat it in battle and it'll join you. As a Grand Djinn this will be much harder than a normal Djinn fight, but the stats and abilites it grants you is well worth it.

In Battle:
Cures basic ailments while restoring PP to the entire party.
Details
Restore ~12PP(based on wind power); cures stun, sleep, delusion, curse, and Psynergy seal. But does not heal poison or haunt.

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VI.) Djinni Charms
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1.0 Introduction
Djinni Charms are a new mechanic for Dawn of Djinn.  Throughout your adventure you see that various items have been changed from OG Golden Sun. Part of that includes various chests now containing a Djinni Charm.  Djinni Charms are Djinni in either a premature or weaken state. Djinn themselves are manifestations of pure Psynergy and Djinni Charms are the form many take before they fully awaken.  

While they are not ready to assist you to the same degree a of a normal Djinn, they can still assist you in battle.  If you equip a Djinn charm it'll take up your ring equipment slot, but grant you a slight resistance to their element.  In addition you can use their skill as Psynergy in battle adding additional customization to your characters beyond the usual class system.  However, as Djinn in the charm state has not fully awaken, they need assistance from Adepts to unleash their powers.  Because of this only an Adept of the same elemental alignment as the Djinn can equip them. For example Isaac is a Venus Adept, so a Venus Djinni Charm needs to be equipped to him in order to be usable in battle. Issac can equip Venus charms, Garret can equip Mars charms, Ivan can equip Jupiter charms, and Mia can equip Mercury charms. In additon, each Adept can have only one Djinni Charm equipped at a time, as it does take up an equipment slot.  

Being able to have only one at a time, you'll have to think about what abilites would be most useful to bring into each battle. Though the abilites are different enough that there's flexability on which ones to bring based on your battle style and the classes you decided to have for your party members.  Thankfully if your inventory gets too full, you can sell the charms and rebuy them at a cheap price to better manage your inventory.

2.0 Djinni Chests
Through out your adventure, you'll find various chest that contain gems resembling the elemental stars.  These are the unawaken forms Djinn take, Djinni Charms. However, not all of them are free.  Monsters called "Djinn Mimics" have gotten to some of them first.

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2.1 Djinni Mimics
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These mysterious monsters seemed to have appeared around the time the Djinn were awaken.  Not much is known about these monsters besides they seem to come from a far off island of powerful monsters and they crave the power of Djinn. They are powerful monsters and weild powers of the Djinn they've collected. Though if one is defeated one can obtain the Djinni they've contained as a Djinni Charm. Across the lands Isaac's party will take them, there are four Djinni Mimics, one for each element.

2.2 Mercury Mimic
Found disguised as the chest in the opening area of Vault Cave.  It can be obtained as soon as Ivan gets Reveal.  Defeating it rewards you with the Mercury Djinni Hail, as a Djinni Charm. Granting you a single target water attack that can lower defence.

2.3 Mars Mimic
Found disguised as one of the early chest hidden in Altimer Cave.  Defeating it rewards you with the Mars Djinni Scorch, as a Djinni Charm.  Granting you a single target fire attack that can stun a foe.

2.4 Venus Mimic
Found disguised as a chest in the Shulla Desert, blocked off by tornados.  Defeating it rewards you with the Venus Djinn Clover, as a Djinni Charm.  Granting you a spell that can cure poison from the entire party.

2.5 Jupiter Mimic
Found disguised as a chest between floors 1 & 2 on the island of power, known in vanilla as Crossbone Isles. You can actually get to it before the Mars or Venus Mimic if you are aware of the early Crossbone Isles trick.  

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3.0 Mis Venus Djinni Charms
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3.1 Garland
Location:
Mongol Forest where the Elven Shirt used to be.  Follow all the paths the Apes lead in the forest to assure you don't miss it.

Effect:
Heals an ally for 60 HP while also curing aliements such as Stun, Sleep, Delusion, Curse, and Psynergy Seal


3.2 Clover
Location: 
Contained by the Djinni Mimic in Shulla Desert
Effect:
Restores posion (including venom) from the entire party


3.3 Magnet
Location:
On floor 3 of the island where the Fairy Ring used to be. It is one of the rewards you can get for collecting all the keys and unlocking bloor doors.

Effect:
Unleash an earth elemental attack of 60 base damage on a single target that may stun.


3.4 Bane
Location: 
When entering Floor 6 of the island, you'll encounter a Grand Djinni Fight, when you defeat it in battle it'll drop Bane as a Djinni Charm.
Effect:
Strike a foe that may cause venom. (Does earth damage based on attack stat plus 35.)

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4.0 Mis Mercury Djinni Charms
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4.1 Foam
Location:
Rewarded to you when defeating the first Hydros Statue of Altin Peak, instead of the Frost Gem.

Effect:
Does water elemental damage with a base of 30 to 3 foes, cutting Agility to half it's base in the process.


4.2 Hail
Location:
Contained by the Djinni Mimic in Vault Cave

Effect:
Strike a foe, dropping defense by 25% in the process. (Does water damage based on attack stat plus 30.)


4.3 Cascade
Location:
On floor 5 of the island where the Ninja Garb used to be. Solve the log pushing puzzle properly to reach it.

Effect:
Heals an ally for 80 HP (water element) while also boosting their elemental resistance by 40.


4.4 Geyser
Location:
Part of your reward for defeating the monster guiding floor 9 of the island.

Effect:
Strike a foe and may instantly defeat them. (Does water damage based on attack plus 40)

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5.0 Mis Mars Djinni Charms
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5.1 Glare
Location:
In the chest on Tret Tree's where the Healing Ring used to be.

Effect:
Strike 3 foes, deluding them in the process. (Does fire damage based on attack stat plus 15.)


5.2 Scorch
Location:
Contained by the Djinni Mimic in Altimer Cave.

Effect:
Strike a foe, deluding them in the process. (Does fire damage based on attack stat plus 32.)


5.3 Brand
Location:
Rewarded to you by Babi if you win the finals of Colosso.

Effect:
Strike a foe and may seal their Psynergy in the process. (Does fire damage based on attack stat plus 30)


5.4 Sauna
Location:
Found on floor 2 of the island where the Mystery Blade used to be.

Effect:
Heals the party 30% of their max HP. (fire)

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6.0 Mis Jupiter Djinni Charms
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6.1 Blether
Location:
Found in Bilibin Cave where the Eleven Rapier used to be.  Solving a Psynergy puzzle outside the dungeon will get you to the high grounds needed to reach it.

Effect:
Strike a foe with a 1.2 attack mutipler of wind damage, dropping resitance by 40


6.2 Kite
Location:
In Hammet's Palace where the Water Jacket used to be.

Effect:
Takes Psynergy from both the user and the selected ally, but allows that ally to move twice the following turn.
Details:
Costs 15PP and drains ~13PP from the ally when used. In return the ally moves twice next turn.


6.3 Luff
Location:
Contained by the mimic inbetween floors 1 & 2 of the island.

Effect:
Guarnteed to seal the Psynergy of a single target without fail (even on bosses).


6.4 Simoom
Location:
Part of your reward for defeating the monster guiding floor 9 of the island.

Effect:
Strike up to 3 foes for base 50 wind elemental damage and may inflict venom.