Jewel Master FAQ/Walkthrough v1.0 Copyright (C) 2002 by Dalez -- dalez@intercom.net Last Updated 04/08/2002 @ 17:49 The latest version of this FAQ can ALWAYS be found at... GameFAQs http://www.gamefaqs.com *============================================================================* Table of Contents - Introduction - Story - Controls - Rings and Magic - Walkthrough x Stage 1: Forest Ruins x Stage 2: Desert of Despair x Stage 3: Frozen Caverns x Stage 4: Crimson Valley x Stage 5: Castle Jardine - Ring and Spirit Locations - Closing *============================================================================* *============================================================================* Introduction Greetings, and welcome to my FAQ/Walkthrough for "Jewel Master", for the Sega Genesis. I'm sure the first thing you're wondering is why I decided to write a guide for this game, so I'll fill you in. I happened upon Jewel Master when browsing around in the local game store for a role-playing game that I hadn't played yet. Of course, Jewel Master isn't a role-playing game, but it looked appealing, so I picked it up. Jewel Master isn't a bad little action game, and the ring/spell system it employs is quite unique. And now that I have access to the Internet and all, I couldn't help but notice that there is virtually no information on the Internet on the game. Noticing it was on the Requested Guides list at GameFAQs, and having been through the game countless times before, I decided to put together a guide for it. And, well, here we are. The purpose of this guide is to help you get through the game as painlessly as possible. I've pointed out things to watch out for in each of the levels, as well as recommendations on what spells to use, etc, based on my experience. Of course, none of this is set in stone, so think of this as merely a guideline to follow. In a game such as this, there are countless strategies to use. The real point of the guide is to help out those who happen to be stuck, and I hope that the guide does indeed serve its purpose. The first few sections are comprised of some basic information about the game. If you know all this already and just want to get to the good stuff, the 'Walkthrough' section is what you'll want to look at. *============================================================================* Story Legends once told of a kingdom known as Mythgard, which enjoyed unending peace and prosperity. The people of the kingdom went about their daily lives, enjoying great happiness. Unfortunately, such peace could not last, and it ended abruptly as the Demon King, Jardine the Mad, came to power. He summoned forth a legion of foul monsters and demons forth from the Underworld, in an attempt to crush the kingdom of Mythgard. The weeks passed, and the kingdom fell further and further into Jardine's clutches, until there came a point where nearly the entire kingdom was obliterated. However, it was then that the twelve Elemental Masters stood against Jardine, and a fierce and legendary battle between the forces of Good and Evil ensued. The battle raged on until only four of the twelve Elemental Masters remained. In a last ditch effort, the four remaining Masters combined their power to create the Elemental Blade, the only weapon powerful enough to stand against Jardine the Mad. It was then that the Jewel Master, weaver of the Elements, was summoned. Possessing magical rings of great power, the Jewel Master was able to use these rings to shape elemental spells with which to defeat the legions of Evil. Unfortunately, ten of the twelve rings have been scattered throughout the Kingdom, and their location remains unknown. As the Jewel Master, you must seek out the remaining ten rings, reclaim the Elemental Blade, and strike down Jardine the Mad for good. All that is left of the forces of Good are pooled into the Elemental Blade... will it be enough to defeat the foul legions of the Demon King...? *============================================================================* Controls The controls in Jewel Master are very simple -- simple enough in fact to most likely warrant this section unnecessary, but I figured I would put in just for completeness' sake. D-Pad: Left and Right will move the Jewel Master in the corresponding direction. By pressing Down, you can crouch down, and by pressing and holding Up, you will be able to fire some spells straight above you. Start Button: Begins the game; When in play brings up the Ring Selection screen, where you may change/equip your rings. A Button: Casts the spell that you currently have equipped on your 'Left' hand. If no spell is equipped, there will be no effect. B Button: Casts the spell that you currently have equipped on your 'Right' hand. C Button: Jump. If you hold Down on the D-Pad while pressing C, you may be able to drop down to an area below you. The Jewel Master starts with two units of health, each unit having four different colors... Green when full, Yellow when about halfway depleted, Red when almost depleted, and Black when empty. Of course, if all of your health units run out, the Jewel Master will perish and you'll have to Continue from the beginning of the area. Throughout the game you will find elemental spirits, one in each of the first four stages, who will not only fill up your life, but give you an extra health unit. It is in your best interest to find them. That about sums it up for the controls of the game. Indeed it was quite simple, no? *============================================================================* Rings and Magic Being an elemental master, your character will find a variety of magical rings throughout the adventure that can be used to invoke powerful arcane arts that will be your only weapons in the quest against Jardine. You possess only two rings at the beginning of the game.. the other ten will be found during the course of the game. First I shall describe the types of rings. There are twelve rings that you can possess in Jewel Master, four of each elemental type -- Fire, Water, Wind, and Earth. Each group of rings is divided into three levels of strength, for uniformity's sake we'll just call these "level 1", "level 2", and "level 3". For example, a Level 2 Fire Ring is stronger than a Level 1 Fire Ring. How can you tell what type of ring you have? All you have to do is simply look at the colour and type of the ring... - Level 1 Rings have a small jewel set in the center of them. - Level 2 Rings have a mid-size jewel, which almost resembles a helmet. - Level 3 Rings have a large jewel, in the shape of a fireball. - Rings of Fire are Red, Rings of Water are Blue, Rings of Wind are Black, and Rings of Earth are Green. Obviously, you have two hands, and are allowed to wear two rings on both hands. The combination of rings that you are wearing determines what spell you can invoke when you use that hand (remember, pressing A invokes your left hand, pressing B your right). For example, wearing just a Level 1 Fire Ring on your left hand "equips" your left hand with the "Flame" spell, and whenever you press A, the Flame spell will be cast. Combinations of rings will work too... for example, Level 1 Fire and Wind rings create the "Fire Ball" spell. Not all combinations will work, however, and those that don't will yield no spell, thus making that hand useless. Always try to make sure that you have one spell equipped on each hand. Most spells also have varying degrees of strength depending on what rings you have equipped. For example, wearing one Fire ring on a hand will yield the simple "Flame" spell, but if you are wearing a Level 2 or Level 3 Fire ring, the spell will be more intense than if you were wearing a Level 1 ring. One last note -- rings of opposite alignment tend to cancel each other out. Specifically Fire and Water, and also Wind and Earth offer no spells when equipped together. Additionally as an example, if you equip a Level 2 Fire and Level 1 Water Ring, you will essentially have the same effect as a Level 1 Fire Ring, as the Water Ring cancels out one of the levels of the Fire Ring. Thus, avoid equipping rings of opposite alignment on the same hand. Below is a listing of the spells you can acquire, what rings you must equip to gain them, and a brief description of the spell. These will be your only weapons on your quest, so make use of them wisely! ________________ ___/Listing of Magic\_________________________________________________________ Barrier - Water Level X Creates a barrier of electricity that surrounds you for a very short period of time. It will protect you from enemy attacks, but as it is a weak barrier, will not completely shield you, merely lessen the damage from blows. - As Water strength increases, the duration of the Barrier increases. Blade - Fire Level 3 + Water Level 3 AND Earth Level 3 + Wind Level 3 The legendary Blade of the four remaining Element Masters. With a swing of the blade, the enemy is assault with an energy wave containing the essence of the four elements. The Blade is the most powerful spell in the game, and will be your best hope against Jardine! Double Jump - Earth Level 3 Grants the user with the ability to perform a jump within a jump. By pressing the Jump button in the middle of a jump, you will be able to jump one more time, giving you a much higher reach. When used in conjunction with high jump, you can really catch some air! Earthquake - Earth Level X This magic makes the earth shake with fury, causing any monsters on the ground to be briefly stunned. However, it will not work on monsters who fly or otherwise spend most of their time off the ground. - As Earth strength increases, the intensity of the earthquake and the duration that monsters remain stunned goes up. Fire Ball - Fire Level X + Wind Level X A variation of the Flame spell, this magic shoots off a fireball straight in front of you. Only one fireball can be on screen at once, so it can be rather slow to cast, but has a far greater range. Useful for attacking foes from afar. - As Fire strength increases, the fireball intensity will increase. 2 Fireballs will be thrown at level 2 strength, 3 Fireballs at level 3 strength. - As Wind strength increases, more fireballs can be on-screen at a time, or the fireballs will travel faster. Fire Viper - Fire Level 3 + Earth Level X Invokes a bouncing "viper" of flame which bounces along the ground towards its enemies, burning any that it touches. Pretty useless against flying enemies, but quite effective against those on the ground. - As Earth strength increases, the length of the 'viper' will increase. Fire Wall - Fire Level 1/2 + Earth Level X (Also see Fire Viper) Creates a small pillar of flame which erupts from the ground directly in front of you. Although the range is very short and the pillar stands only about as tall as yourself, it is a decent spell for monsters at very close range. Flame - Fire Level X The most basic Fire spell shoots forth a fan of flame from your fingertips. It is not a fireball, and thus has a range no longer than a few feet in front of you (that's speaking in relative terms, of course ^^). Useful for attacking close-range monsters. - As Fire strength increases, the fan of flame will be wider and dispersed further from your fingertips. At Level 3 strength a fan of flame about as tall as yourself will shoot out a few feet in front of you! High Jump - Wind Level 2 Allows you to jump approximately twice as high! Ice Dagger - Earth Level X + Water Level X Creates a sharp blade of ice which is hurled straight forward. If the ice blade strikes a wall, it will bounce back towards you, which can be useful for striking monsters behind you as well. - As Earth strength increases, the Ice Dagger will travel faster. - As Water strength increases, more Ice Daggers will be released... 2 Daggers at level 2 strength, 3 Daggers at level 3 strength. Speed Up - Wind Level 1 This spell will speed up your movements for as long as you wear the ring. In other words, no push of button is necessary to activate it -- it lasts until you take the ring off or combine another spell. Wave - Water Level X + Wind Level X This magic fires off a wave of energy in front of you, which zig-zags up and down as it flies. Similar to Fire Ball, but can hit enemies that are a bit higher or lower than you. Like Fire Ball, only one wave may be on-screen at a time. - As Wind strength increases, more energy waves can be on-screen at a time -- 2 Waves for level 2 and 3 Waves for level 3. ______________________________________________________________________________ *================================-----------=================================* Walkthrough This section consists of an entire walkthrough of all five stages of the game. I have done my best to outline the best steps to take in each section of the level in order to help you get through it as painlessly as possible, but there is always the possibility that something may be unclear -- or of course, the possibility that a different strategy might work. Let these serve as guidelines, not necessarily strict steps that you must take in order to succeed.. remember, half the fun of any game is devising your own new ways to get past rough spots. And thus... the walkthrough! ______________________ ____/Level 1 : Forest Ruins\__________________________________________________ Rings Found: Level 1 Wind, Level 1 Earth The adventure begins in the forest just outside a set of ancient ruins on the outskirts of Mythgard. You begin the game with two spells already equipped, Flame on your left hand, Barrier on your right hand. Since you only have two rings you won't be able to change these just yet, but they will serve you well, at least during the early parts of the game. Move to the right and use your Flame to wipe out the Goblins that attack. Several birds will also attack you from above, shoot your Flame upwards (hold Up on the D-Pad while attacking) to get rid of them quickly. Proceed slowly as you cross the river, as fierce fish will leap up at you. Shoot your Flame upwards as they pass over you to dispatch them, then continue right. A Troll will shortly attack you.. he will take about four Flame bursts to take down. The easiest way to get rid of him is simply stand still as he approaches and jab the A button -- you can easily get four shots in before he has a chance to attack you. Continue right to enter the ruins area, and climb up the stairs. Beware as you move right, as a Golem will attack. They move quickly, so the best way to get rid of them is to move in, hit them with a Flame, then retreat as they attack. After six of these, the Golem will perish and relinquish the Level 1 Wind Ring -- be sure to get it! At this point you have a choice -- you can combine it with either the Fire or Water rings to create the Fire Ball or Wave spells, or replace your Barrier with the Speed Up. For now, I recommend adding the Earth Ring to your left hand to make Fire Ball -- it'll be useful for the rest of the first level. Proceed right, and descend the stairs back down into the forest. With the Fire Ball spell you will be able to easily take out the Goblins, Trolls, and Carnivorous Plants while staying far out of range of their attacks. As you re-enter the ruins, keep your distance from the statues as they will fire out fireballs at you (as long as you keep your distance you can easily avoid or jump over them). As you near the top of the ruins you will probably see a Rock Golem moving back and forth above you, as well as another statue. Position yourself near the top of the stairs and hurl fireballs at the statue, running back down if it throws a fireball at you. Once the statue is destroyed, you can take out the Golem in the same fashion. Take it slow as you move right, as more Golems tend to pop out from the ground. Pass under the fire-spitting pillars and go back downstairs (make sure to watch out for the statue here, as well). As you move left, get ready for a Golem that moves considerably quicker than the others... if it gets too close simply jump over it and shoot fireballs at its back. Further on to the left you will notice a strange-looking rock on the ground. Duck down and fire several fireballs at it, and as it explodes, the Earth spirit Gnome will emerge. As thanks for his rescue, Gnome will increase your maximum health capacity by one! As you climb down, beware of the statue at the foot of the stairs, and prepare for a boss fight! * Level 1 Boss: Demon Panther For this fight, I recommend equipping Fire Ball on your left hand if it isn't there already, and keeping Barrier on your right (even though you won't be using it). Before the battle begins, position yourself under the Panther statue and shoot fireballs straight up at it. As it materializes into its animal state, it will leap over to the left, then come charging back at you. The easiest way to defeat this boss is to leap over the panther as it charges, then as you land immediately turn around and shoot a fireball as it attempts to regain its bearings. When it charges you again, repeat the process by jumping over it, then throwing a fireball at it before it has a chance to attack you again. The panther is very quick, but with a little practice you should be able to cut this kitty down to size without much problem. ****************************************************************************** After the battle, the Demon Panther will drop the Level 1 Earth Ring, which you should be sure to pick up. Congratulations, you've completed Stage 1! ___________________________ ____/Level 2 : Desert of Despair\_____________________________________________ Rings Found: Level 2 Wind, Level 2 Fire, Level 3 Fire Now would be a good time to re-evaluate what spells you currently have equipped. The Ice Dagger spell works very well in this level, so I recommend keeping Fire Ball while changing your other hand to Ice Dagger. Though it may seem silly to have two attacking spells equipped, one will be more useful against a certain type of enemy here in the desert. Move to the right, while making sure to watch out for the Sand Locusts that occasionally fly in on you -- these you will want to dispatch with the Fire Ball spell. Most of the Scorpion Rats lying in the sand can be taken out with an Ice Dagger before they even emerge, simply shoot their tails that stick up out of the sand and be rid of them. For the ones that your Ice Dagger can't reach due to the sand dunes, inch in as close as possible, then blast them as they leap out. Watch out for the Cacti in this section as well, as when you destroy them their spines fly up into the air, and if they land atop you they'll do some damage. Soon a Sand Worm will emerge from the desert... simply hurl Ice Daggers at it (or better yet, if you can, run under it and fire them up at its belly) to defeat it -- be sure to do so as it drops the Level 2 Wind Ring! Be sure to equip it on your Fire Ball hand -- with Level 2 Wind strength you can shoot have two Fireballs on screen rather than just one! Take care for more Sand Worms as you proceed right -- the first one will leap out behind you, so make sure to turn around and pelt it with Ice Daggers and/or Fireballs to get rid of it, lest it chase you through the rest of the level. Eventually you will come to a very large sand dune. As you scale down the other side, beware of another worm that pops out from behind you, and continue right to reach the ruined Desert Civilization. Watch for more of those pesky birds as you head to the right, and take out the bone statue (treat these as you did the statues in the first level). Drop down to the lower level, destroy the next statue, then equip your High Jump in order to access the area above. Proceed left and down the other side, removing a few more of those annoying statues along the way. Once you hit the bottom, head to the right, and up into the first area you see above you. As you climb upwards, eventually you'll reach the top of the structure again. Once you do, you can re-equip Fire Ball back onto your right hand. Move to the right and drop down once again. Be sure to quickly take out the statue on your right -- if he fires an energy ball at you you'll have a tough time avoiding it in these narrow corridors. The best way is to use both your attack skills at once ("the ol' one-two, as they say... left-right, left-right). On your way down you will notice a strange well... be sure to go over and examine it, as it holds the Wind Spirit Sylph, who will also grant you with another maximum Health Point! At this point, exchange your Ice Dagger with Speed Up, and drop down to the bottom. You'll be faced with a Mini-Boss... a Ghost Skeleton. The bones on the floor will rise up into the shape of a skeleton; immediately start hurling fireballs, striking the bones even as they form. When the skeleton fully forms he will begin to fly towards you. This is where the Speed Up comes in handy.. should he get too close try to jump him or run under him, and wait for him to fly over in your direction. Then simply dash back to your original position and resume your fireball assault. Once all of his bones are knocked away, simply blast the skull with a couple of more shots and it will be defeated, leaving behind the Level 2 Fire Ring as its parting gift. Be sure to grab it and equip it on your Fire Ball hand... with level 2 Fire strength each shot will fire off two fireballs (and, 90% of the time, two is better than one. ^.^)! Head right and start climbing back up. After destroying the first statue, move to the right into what at first seems to be an empty room. However, you can actually jump into the right-hand wall! Continue upward to reach an enclosed room with some hidden food (the foreground blocks it so that you can't see it, simply walk behind it to find the food) that will restore your strength! Go back to where the statue was and continue climbing. Once you reach the top beware of some more birds who want to drop down on you, then proceed right (don't go back left, as if you fall into the hole, you'll have to climb ALL the way back up here again!). Once you exit the Civilization area, replace your Speed Up with the Ice Dagger spell once again. As you go to the right, Drakes will descend upon you from above.. they are easily taken out with a few Fireball shots, however. There are also large fire-boulders (as I call them) bouncing around.. you can either jump them, or in the case of the ones that bounce higher, run under them, or take them out with the Ice Dagger spell. Since they're made of fire, Fireball obviously won't have an effect on them, but it's up to you whether to destroy them or simply dodge them. As you reach the end of this small section, you will meet the boss -- the Desert Phoenix! * Level 2 Boss: Desert Phoenix The Ice Dagger spell is the attack spell of choice here.. the other hand will alternate between Speed Up/High Jump throughout the battle. Start the battle with Speed Up equipped. As the fight begins, begin throwing Ice Daggers at the Phoenix, and make your way to the hole in the middle. As the Phoenix begins rising up into the air, continue firing Daggers above you until he begins his attack pattern. The Phoenix will dart quickly across the screen several times (although you can hit him with Ice Daggers during this time, it would require really good timing), then fly to either the right or left-hand side and begin throwing fireballs at you. Once he stops his dives across the screen, emerge from the hole, and run in the opposite direction to the side where he stopped (if he stopped on the left, run to the right-hand edge, and vice versa). Don't get too far ahead of the Phoenix as you run, else he'll increase his speed as well, and you may get hit. Once you hit the edge, switch your Speed Up with the High Jump spell. Then as he hurls his fireballs, jump up in the air and hit him with Ice Daggers. If you went over far enough the Phoenix will be far enough away so that his fireballs won't even reach you, so just keep jumping and shooting until he resumes diving across the screen again. At that point, switch back to your Speed Up ring, run back to the hole in the center, and wait for him to stop again. Simply repeat this pattern and you shouldn't have any problems getting rid of this fiery nuisance. ****************************************************************************** The Desert Phoenix will drop the Level 3 Fire Ring when it is defeated, which you should of course pick up. Stage 2 is now complete! ^_^ ________________________ ____/Level 3 : Frozen Caverns\________________________________________________ Rings Found: Level 2 Earth, Level 2 Water, Level 3 Water First, you will want to equip the Fire Ball spell back onto your right hand if you haven't done so already. Simply head to the right, using your Fire Ball spell to dispatch the Ice Demons that get in your way. As you reach the frozen lake, hedgehog-like monsters will rise up from the lake and charge at you... these can also be taken out easily enough with a Fire Ball. As you pass by the clipper ship in the background, start taking it slowly as not too long afterwards a giant Yeti will descend down and attack! Run under it as it jumps towards you, then turn around and blast it with fireballs. If it approaches again, wait for it to jump, then run under it again. Try to avoid touching it -- it can do quite a bit of damage to you. After several fireball shots, the Yeti will be defeated, and it will drop the Level 2 Earth Ring... be sure to snag it! Equip your new ring on your Ice Dagger hand, then continue to the right, into the Frozen Caverns. When you reach the river, jump over to the right, so that you're on the platform just above the river (you can always equip the High Jump ring if you have trouble with the jump). You'll see a strange looking Jellyfish-like creature here.. simply stand a safe distance away and blast it with a few fireballs and it will be destroyed, dropping the level 2 Water Ring! Be sure to equip it on your Ice Dagger hand as well! Go back to the left and take the upper path. Hurl fireballs above you to wipe out the beehives and bats, and switch your Ice Dagger for High Jump to reach the very top of the caverns. Now, make your way to the right, but keep your High Jump equipped, that way if you happen to fall back down you can easily jump back up to the top again. When you reach the far right you'll notice a pillar of ice with something seemingly trapped inside! Break the ice with some fireballs, and the Water spirit Undine will be freed! She will grant you with one maximum health point, then disappear. Once you have done this, drop back down and proceed to the right. It's only a short distance until you reach the boss, the Rock Carapace! * Level 3 Boss: Rock Carapace Ice Dagger is actually the best weapon to use against this boss. I recommend putting Barrier as your other spell, as it may be useful during this boss fight. There is a trick that you can pull on this boss to defeat it rather easily. You'll notice a floating ice block just near the turtle's body. On the ice just below that you'll see two small ridges on the ice; position yourself so that you are just barely standing on the left ridge. Face right, duck down and fire Ice Daggers. If you're standing in the correct spot, both daggers will bounce off the ice and fly up at a diagonal, directly at the turtle's head. The large ice shards that the turtle throws will land directly in front of you, leaving you unharmed. The only thing that poses a threat to you is the icicles that fall from the ceiling... if you see that one is about to land on you, put up a Barrier to shield yourself, then resume your position and keep firing. It is a rather cheesy method, but with it this boss can be defeated very easily. ****************************************************************************** Once it is destroyed, the Rock Carapace will drop the Level 3 Water Ring. It's ripe for the picking, so snag it and move onto the next stage!! ________________________ ____/Level 4 : Crimson Valley\________________________________________________ Rings Found: Level 3 Wind, Level 3 Earth The action can get rather fast and furious in this level, so I recommend switching Ice Dagger for Fire Ball at this point, and also equipping Speed Up on your other hand, to help give you a speed edge over the opposition. As you move to the right, two Golems will attack you, but they will be easy enough thanks to your level 3 Fireball spell. Continue right, getting rid of the face statues set into the rock, as well as the Drakes that fly in above you. Further right, you'll notice statues underneath of you that your Fireball won't be able to reach. Just run past them, but make sure to watch out for the boulders that they spit up at you. Proceed onward, making sure to watch out for more of those annoying fish as you cross the river -- unlike in the first level you can simply blast them with your Fire Ball spell once and be rid of them. Shortly you will reach a waterfall with a thin log bridge spanning it. Walk onto the bridge and soon enough it will give way, dropping you down to the bottom of the waterfall. Veer to the left as you fall, as there is a Lesser Demon at the bottom, waiting to attack you. Though the Lesser Demon has very low attacking power, he is very fast and has a tendency to fly into you. When he begins his flight, hurl Fireballs up in the air, and when he descends down, move in close to him and fire for all you're worth. The energy waves he fires at you aren't very damaging, but a Barrier spell could always help if you really want to conserve your Health. Once the Demon is out of the way, it will drop the Level 3 Wind Ring. Be sure to pick it up and equip it on your Fire Ball hand. Then move onward onto the second section of the Valley. Take out the boulder-dropping monsters above you, and pick up the food they drop (you can reach those ledges with either the High Jump or the Double Jump, which you can get by equipping the level 3 Wind Ring that you just found). Continue right and down the slope, watching out for more of those rock-spitting face statues below you. As you move forward, watch out for a Golem who sneaks up behind you. Just after that is an area where you can drop down, by holding Down on the D-Pad and pressing the Jump button (you'll be able to slightly see the area below you). Down there you'll find a small swamp lake, and when you approach it the Fire Spirit will appear! Walk over to it and, just like all the others, it will grant you with an extra point of health. You should now have six units of life, your maximum. Jump back up and continue right. You'll now come across pits of lava which are too large to jump across normally. Keep your Fire Ball spell equipped, and exchange your other hand's spell with Double Jump (Put your Level 2 Wind Ring onto the Fire Ball spell). After the first couple of pits you'll notice there will be ledges above you that you can jump up to. Head up to the upper area, getting rid of the rock statues, and soon enough the ledges will stop. Once you reach the final ledge, equip your Fire Ball hand with the Speed Up spell, and make a running jump off the ledge. You should land on another ledge below you that has a Healing Potion on it (the Double Jump will help you make it). From there, simply drop back down to the bottom of the valley and continue right. Keep your Double Jump equipped, as there is still one more lava pit to traverse before reaching the boss -- the Dark Dragon! * Level 4 Boss: Dark Dragon This boss is rather hard, as he can take an awful lot of hits before dying. As he descends, position yourself directly under his head (his only weak point), and hurl Fire Balls straight up. He's tall enough so that when he lands, you can continue to sit there and shoot Fire Balls at him. As for your other hand, I recommend either High Jump or Barrier. When the Dark Dragon breathes in, he's about to hurl a Fireball at you, so quickly run to the right, and jump, or put up your Barrier. The jump method is preferred, because the fireballs can hurt. If the Dragon takes a _large_ breath, he'll shoot four fireballs in rapid succession at you, in which case you can either switch to your Double Jump, or do quick jumps in between the fireballs. If you stay directly under his head as you're firing, the Dragon should stay in the same spot, however if not he may fly over to the right -- if he does, simply run to the edge of the screen, wait for him to land, then resume your position under his head. The Dragon can be a tough boss, but if you hit him fast enough and hard enough, you will be able to defeat him! ****************************************************************************** As the Dark Dragon ascends back up into the sky, he will drop the Level 3 Earth Ring. However, he's not dead just yet! Quickly pick up the Ring -- with this you will have all twelve of the rings! Equip the Level 3 Fire and Level 3 Water rings on your left hand, and the Level 3 Wind and Level 3 Earth rings on your right hand. When all four elements combine, you will gain access to the 'Blade' spell, the most powerful weapon in the game, and the preferred weapon of choice for the remainder of the game. Before moving on to Jardine's Castle, the skeleton of the Dark Dragon will re-animate and try once again to defeat you! * Level 4 Boss, Part 2: Bone Dragon If you are using the Elemental Blade, this portion of the battle is ridiculously easy. Simply swing the blade as the skeleton descends, and it should be dead in two swings. The Bone Dragon can be very difficult unless taken out quickly, so the Blade is the obvious weapon choice here. ****************************************************************************** Once the Dragon is defeated for good, you can move onto the final stage! ________________________ ____/Level 5 : Castle Jardine\________________________________________________ You've finally made it to Jardine's castle! You'll want to keep the Blade equipped for the duration of the stage.. it is tremendously more powerful than any of your other spells. Beware of the ravens that fly down as you proceed through the initial section of the castle... simply turn around and swing your Blade to be rid of them. As you move right, watch out for a strange floating block that shoots out jets of flame.. simply duck down and it will pass harmlessly above you. Proceed to the right, and once up the stairs starting head back towards the left. Duck under another of those floating blocks, and proceed to the left. Soon another block will approach, this one much lower. Run up as close as you can to it, then duck. The block itself will not harm you, but the flame jet touches you, you'll take damage -- if you ran up close enough to it, the jet shouldn't be able to reach you. Proceed up some more stairs, then start back towards the right again. Soon you'll see more stairs, as well as a ledge high above you. Take out all the nearby enemies, then switch to your Double Jump, and jump up to the ledge above. Switch back to your Blade, then head left and you'll find a Healing Potion on the balcony. Chances are you're still hurt from the Dark Dragon battle, so be sure to get it! Move back to the right, but instead of dropping back down, jump to the next ledge. Proceed to the dead-end, and kill the flail-swinging statue on the other side of the wall. Now go back to the area where you used the Double Jump. Drop back down, and proceed to the right. You'll soon reach an area where there is a drop below you. Drop down, and there will be a small ledge below you. If you fall, you can use High Jump in conjunction with Double Jump to get back up there. Cross over to the right, past where the statue you killed was, and continue onward. You'll soon reach a terrace, where there are more pesky ravens to get rid of, as well a strange green.. thing on the wall. The tentacle-like thing is only vulnerable when it opens its eye, just before it strikes. When its eye opens, swing the Blade and it should die after one hit. Beware, as the tentacle can reach all the way across the screen, so if it attacks you will most likely get hit unless you can move out of the way quickly enough. In the next area, you will be able to drop down to the basement. Get rid of those annoying critters as you land, then proceed left. There will be a few floating blocks here that you cannot avoid, so switch to your Barrier and put it up as they pass to reduce the damage. Once you see a ledge above you, switch to Double Jump and jump up there, then quickly switch back to Blade to defeat the pillar. Drop down into the water, then proceed to the right until you reach the wall. Way above you is a pillar on the ledge that will cause problems when you jump across the circular platforms you saw earlier. A way you can get rid of it is by positioning yourself just to the right of the last circular platform, then equipping High Jump + Double Jump. Jump as high as you can, then just before you reach the height of your jump, equip Fire Ball and blast the Pillar. Once it's gone, use High Jump + Double Jump to jump onto that last circular platform, then _quickly_ over to the ledge, as the circular platforms contain spears that stab up when jumped upon. Put your Blade back on, then continue to the right and drop down. Destroy the mechanism to your right, and a bridge will appear across the pit you fell down into earlier. Cross, and proceed onto the next section of the Castle. If you drop down, you will find a river, where you can find a Healing Potion at the far left end. There are a lot of fish down here, so you'll probably get hit as you fall, but fortunately they can't deal much damage. Proceed to the right, jumping as you cross the buttons on the floor (they contain spears as well), and High Jump up to the ledge above you. Proceed up the stairs to the left, and once you reach the top swing your Blade to get rid of the Ooze that does a very good job of blending right in with the wall. Hop onto the block you see, and it will carry you up to the top of the room. If you jump off to the left, you can get another Healing Potion, but beware the false floor before it... equip your Double Jump then jump across to it. Hop off the block to the right once it reaches the top of its course, then jump across the various ledges (Double Jump works well here). As you continue right, jumping across the ledges, you'll notice a pillar above you. Ignore it and simply drop down into the pit in front of it, and you'll fall down into a water-filled area. Jump onto the upper ledge and move right, then once you hit the wall equip a spell such as Fire Ball to get rid of the Ooze above you. Jump up, move to the right, and use High Jump + Double Jump to get to the ledge high above you. Move back to the left, then continue upwards (more Ooze to get rid of here). Once up top, you can finally re-equip your Blade. Further on to the right is the Desert Phoenix that you defeated at the end of Stage 2... watch how quickly it falls to the power of the Blade. Once it is defeated proceed to the right, to the final section of Jardine's Castle. Before facing Jardine, you'll have to face off statues of the four elemental spirits. You'll first face Efreet, the spirit of Fire. This one is rather easy -- Efreet will shoot off fireballs at you, but your Blade energy can dissipate them and attack the statue at the same time. It will take a few swings, but the statue should go down rather easily. Next is Undine, the spirit of Water. She will fire off Ice Daggers, and to be honest the quickest way to beat her is just run right up to the statue and swing for all your worth. If you do this she might not even have the chance to fire off an Ice Dagger. After climbing up and proceeding back to the left, you'll meet the statue of Gnome, spirit of Earth. This one is a bit annoying as he tends to summon an Earthquake which stuns you, then attacking with his ball and chain. After the earthquake, jump up, and usually the ball will pass right under you. Even so, it isn't all that damaging, and the statue falls quite easily. Finally is the statue of Sylph, spirit of Wind, whom fires off Waves at you. Just like Undine, if you run right up to the statue and swing continuously, you most likely won't even get hurt. Once all four statues are defeated, proceed to the top of the castle. Move to the right to face Jardine in the final battle! * Level 5 Boss: Jardine the Mad Jardine has some very dark magic at his command, and thus will not be an easy opponent. The best thing to do is start swinging your Blade as soon as you see him. If you move in real close to Jardine, you can hit with both your blade and the energy wave it shoots out in one shot, making the battle go a lot quicker. As he phases out he will change into a black skull... when he does this your best bet is to get as far away as possible, and duck. When it stops, it'll spit out a boulder which rolls along the ground at you.. jump over it, then the Skull will come back down and re-phase into Jardine's form, at which point you should start assaulting him with close-range Blade spells once again. The next time he phases out he will reach out with a phantom image of himself which fires across the room. It's too large to jump over normally, so equip your High Jump (or Double Jump) and jump just before it appears. He'll then transform back into the Skull and continue his pattern. When in skull form he has no real flight pattern, and thus will probably be the cause of most of your damage during the fight. Jardine really isn't all that difficult, and attacking him at really close range with your Blade makes the battle go a lot quicker. Remember, Jardine is now the only thing that stands between you, and victory... ****************************************************************************** *============================================================================* Ring and Spirit Locations This section simply lists the locations of all twelve rings in the game, as well as all four of the trapped Elemental Spirits. This could be useful if you're just curious as to where these are without having to resort to the full-blown walkthrough. :Rings: Fire, Level 1: The Jewel Master begins the game with this ring equipped. Fire, Level 2: This ring is dropped by the Skeleton mini-boss about halfway through Stage 2. Fire, Level 3: This ring is dropped by the Desert Phoenix, the boss of Stage 2. Water, Level 1: The Jewel Master begins the game with this ring equipped. Water, Level 2: Dropped by the strange jellyfish-like creature just after you enter the Frozen Cavern in Stage 3. Water, Level 3: Dropped by the Rock Carapace, the boss of Stage 3. Wind, Level 1: Dropped by a Golem just after you enter the first ruined structure in Stage 1. Wind, Level 2: Dropped by the first Sand Worm in Stage 2. Wind, Level 3: Dropped by the Lesser Demon mini-boss, about halfway through Stage 4. Earth, Level 1: Dropped by the Demon Panther, the boss of Stage 1. Earth, Level 2: Dropped by the Yeti that appears as you cross the frozen river in Stage 3. Earth, Level 3: Dropped by the Dark Dragon, the boss of Stage 4. :Spirits: Earth, Stage 1: Near the end of the stage, you'll see a strange looking rock on the ground (right around when the music changes). Destroy it to rescue Gnome the Earth Spirit. Wind, Stage 2: In the ruined civilization section, you'll notice a strange well just before the Ghost Skeleton mini-boss. Examine the well to free Sylph the Wind Spirit. Water, Stage 3: In the upper-right hand corner of the Frozen Caverns is a wall of ice, with the spirit visible inside. Destroy the ice barrier to free Undine the Water Spirit. Fire, Stage 4: In the second section of the valley, just before the first lava pit, is an area where you can drop down. You'll find a small section of swamp where Efreet the Fire Spirit resides! *============================================================================* Closing This is the end of my Jewel Master FAQ/Walkthrough. If you have any comments or corrections for the guide, or if you still need help on something with the game, you can certainly E-Mail me and I'll do my best to help. E-Mail: dalez@intercom.net Contacting me: I receive an awful lot of E-Mail, the better part of it spam (what else?). Thus, when writing regarding this guide, please make sure that you put "Jewel Master" in the subject line, that way I won't accidentally overlook it. Also, that helps me in the long run, because as I have written other guides previously, and if I'm having trouble discerning what game you're talking about, it'll take that much longer to get a response. Signing off, until the next update.... Jewel Master FAQ/Walkthrough (c) 2002 by Dalez (dalez@intercom.net) All Rights Reserved Void where prohibited. Finance charges may apply. See dealer for details. ==========================================EOF================================