Jewel Master FAQ/Walkthrough v1.0
                    Copyright (C) 2002 by Dalez -- [email protected]
                            Last Updated  04/08/2002 @ 17:49

 The latest version of this FAQ can ALWAYS be found at...
    GameFAQs                           http://www.gamefaqs.com


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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
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*============================================================================*
                                  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:  [email protected]
 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 ([email protected])
All Rights Reserved
Void where prohibited.  Finance charges may apply.  See dealer for details.

==========================================EOF================================