🌐 Written: April 28th-May 2nd, 2025 🌐
Red Jewel Guide
Disclaimer: May contain spoilers
Hello, gamers and readers alike, welcome to my blog and thank you for taking the time to tune in today, I really appreciate it!In 1993 the former video game developer Quintet famously worked on two games on the Super Famicom in tandem: ActRaiser 2 and Gaia Gensōki (which was localized by Nintendo for both the North American SNES marker as Illusion of Gaia in 1994 and as Illusion of Time for the European SNES in 1995; my understanding is that the PAL version falls more in line with the original Japanese release than the North American version), making their debuts in the respective order (both of which just so happen to be dark on both a thematic and tonal level, making me think that Quintet may have had major concerns with the human condition in 1993--I dread to imagine if this game were made via the lens of today's human condition, honestly, the first half of this decade has been a mess, but that's neither here nor there). Gaia Gensōki is the second iteration in what has since been regarded as the spiritual Gaia trilogy having been preceded by SoulBlader in 1992 (SoulBlazer outside Japan) and followed up by Tenchi Sōzō in 1995 (which was released by Nintendo in Europe as Terranigma in 1996). I love the first and third games, especially Terranigma, they're honestly among my top favorite action-adventure games on the Nintendo 16-bit system of all time, but with Gaia I don't feel quite as much love for as the other two. I feel my feelings may have soured a tiny bit over the years (because in the past I do recall feeling highly for it when I got acquainted with Illusion of Gaia in 2010 and then gravitated more toward Gaia Gensōki when I got to play the original edition in 2014) because it revolves around the human condition (for those unaware, Quintet usually had things to say when it came to their games when it came to exploring themes, and Gaia is no exception; the way I see it, this game in particular is a celebration of the positive human elements as well as an indictment of the negative human elements, especially the latter), but I recently got to revisit it for the first time in several years from April 23rd to 24th, 2025 via Gaia Gensōki, and to my surprise it still holds up very well visually, aurally, and functionally but in terms of story I don't feel that it's fully polished (if we're going by the theory that the entirety of the game is all in the main character's imagination as implicitly implied by the post-credits ending it would explain the myriad of plot conveniences and occasional shortsightedness following otherwise serious moments, but also he needs to undergo massive therapy because there are so many disturbing instances in his imagination, like that Jackal immolation scene for instance which for all intents and purposes is a genuinely horrific moment in the way it's played out 😨).
On the whole, I do think it's a good game, I just don't regard it as highly as either SoulBlader or Terranigma. The thing is, I do see the appeal, I really do (and I do see why anyone would rank it above the other two), but I do find it to be very dark on a thematic and tonal level which is part of why I prefer Terranigma because to me that game felt like it struck a perfect balance between lighthearted and dark (and also narratively it's succinctly crafted from beginning to end). But hey, it's all subjective, to each their own, we all have our opinion on things (agree or not, as long as we're respectful about it, it's all good).
Alas, I've been having a hard time motivating myself making another review (I feel like I might be losing my touch, also I've taken an inordinate amount of screenshots for the video games I so badly want to cover but am having a hard time getting them done). So I decided to create a quick little thing in the form of this game's Red Jewel Guide.
Strewn throughout Gaia are 50 Red Jewels for you to collect, most of which are found in either jewel cases or inconspicuous spots while there are also those that are gathered in the most random and unusual of ways. With the exception of a couple instances, it is up to you to deliver them to Gem the Jeweler (who will disguise himself as a regular NPC) either personally or by choosing it on the inventory screen and using the item button to magically deliver it to the Jeweler. Depending how many Red Jewels you collected when speaking to the Jeweler, you'll be given an herb (3), defense force (5), life force (8), strength force (12), Psycho Power (20), Dark Power (30), and Gem's secret (50). By collecting all 50, you will be taken to a secret dungeon that is not available in any other circumstance, but it is quite a bonus if you're up to the task (not that it will affect the ending in any way).
I'm just going to go by the original Super Famicom release so I'll be using the Japanese names of the characters and names rather than the names they were altered to in Illusion of Gaia specifically (outside of the biblical sounding "Leviathan" to "Riverson", I don't know why the other characters' names were changed, I didn't find those too objective), just to preface before I begin the Red Jewel guide. Now that that's out of the way, let's start:
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South Cape
Once Tim's opening narration is concluded and his friends leave school to go to spend the rest of the day at their hideout, have him walk up the stairs to access the roof. Here you will
find the first Dark Space, which you can decide to enter (or not). More pressingly, you'll want to go the opposite side of the bell tower that you emerged from. Walk close to the bell and inspect it to obtain your first Red Jewel. After that either drop down or go downstairs.
Next head down and enter the penultimate house to the left of the bottom region by the body of water. Once you entered the house walk to the back wall to head down to the barren
looking basement. Hidden inside the second jar from the back right corner is a Red Jewel, walk toward it and inspect it to add it to your growing Red Jewel count.
After having Tim hang out with his friends at his hideout (and showing off some of his telekinetic powers at their behest), head out to find that it's getting darker. The last of South Cape's three Red Jewels may just be the most obnoxiously hidden out of the 50 bar none, and that's thanks [citation needed] in no small part due to the random number generator. Basically, you want there to be a fisherman showing up across from the hideout. In order to have that happen, however, you'll want to reenter the hideout and exit out from it as many times as needed. There is no guarantee how many times you need to do it, some
playthroughs you might be fortunate enough to have to do it a handful of times while other times require an inordinate amount of repetition in this regard, but the fact of the matter is that it is always random. When you do see the fisherman, walk down to the jar beside him to fish out the Red Jewel. If you're trigger happy when do have him in your sights, stop, don't go back inside until you get the Red Jewel otherwise the fisherman will relocate himself and you'll have no recourse but to start the game over (I've had this happen once, so I speak from experience 😖). Be sure you've got all three Red Jewels from South Cape, because once you leave Tim's home for the second and last time later on you won't be coming back.
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Edward Castle
After having confirmed that he was formally summoned to the castle via letter by the king (albeit under false pretenses, but he doesn't know that yet), the two guards who accosted him just now allow Tim to enter the premises. Follow the guard who came from the right side and
wait until he stations himself right behind the column centered between the stairways that lead to the upper floor and the cellar respectively. Talk to the guard, and in exchange for not saying a word about him slacking off he'll give Tim a Red Jewel. Do this before anything else.
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Edward Prison
Sometime during the prison escape there is a switch beside a wall for seemingly no reason. If you pay attention, though, there is a secret door that is concealed for the only way to reveal it is to drop down on the switch from above. Enter it to access a secret room with a spirit idling
the upper left corner which you can converse with and smackdab in the center is a jewel case which contains a Red Jewel inside it. Continue your prison escape.
Later on you'll find yourself walking up a set of stairs leading to a small square path with moving spiked obstacles. Time your movements to not sustain damage, then have Freedan
walk down and after veer left to contend with a skeleton who is guarding a jewel case containing another Red Jewel. Once you've got it in your possession, make way for the exit.
From there, walk a head a little bit, then go the right side of the line of barrels, after that walk down to the corner and have Tim inspect the bottom barrel to claim a Red Jewel. Be sure you've gotten all four Red Jewels here, for once Edward Castle has been vacated by Tim and Karen (whom he agrees to take along) there is no coming back to this place.
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Itory Village
Once Tim has played the melody from his flute the village of Itory, which initially appeared as nothing but plains and green pasture, will be revealed to both him and Karen. From there walk left to the log pile and inspect it to recover a Red Jewel. Do this before heading for and clearing the Larai Cliffs, otherwise you won't be able to have an opportunity to get it again.
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Larai Cliffs
You've been to this room before, only you had limited access to it from the bottom exit. Later you'll be entering this room once again but through the backdoor, leading you to the jewel case that contains the Red Jewel you need. Collect it before fighting the boss.
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Incan Gold Ship
After having a dream involving his late mother, Tim wakes up to find that the Incan Gold Ship which had previously been golden and whole has long been rotted up and become decrepit with all the inhabitants onboard being rendered as skull and bones. He also finds that his friends have inexplicably arrived on the scene, some being outside. Head toward the
bow of the doomed galleon and talk with Tim's purple haired friend Morris, who will give him a Red Jewel in his final act as a human before being devoured by the Leviathan (only to be reincarnated as one himself later, somehow regaining his previous form's subconscious when communicating through Morse code...?). At any rate, do this before inspecting the corpse of the dead queen or you'll lose the opportunity to collect the game's 10th Red Jewel forever.
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Diamond Coast
After Tim comes to after having succumbed to scurvy, hop out of bed and head outside the doctor's domain. Inspect the jar to the immediate right to discover a Red Jewel inside. After having talked with Karen once indoors she will attend the company of the beagle Turbo, in a cameo appearance from SoulBlader, outside. Collect the Red Jewel before talking to Karen a second time, otherwise you'll forfeit your chance at collecting this specific one.
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Freajia
Once arrived at Freajia, a guide will welcome Tim and Karen and lead them to a nearby hotel where they reunite with Lily (who's since been employed here since they got separated by the Leviathan) and an amnesiac Rob. Head up the stairs to the second floor and enter the room across from the row of flowers, then inspect the green jar by the plant to find a Red Jewel.
Head all the way to the right from the hotel, looking down from that end there is a field of flowers but if you pay close attention you will find that there is a straight line of nothing but grass. Hold down to jump over to the hidden path, now continue following the grassy path
way up you will meet a strange yet unusually jovial robed figure lingering and laughing by himself. Talk to the robed figure and he'll give Tim a Red Jewel as a keepsake. Keep following the path until you return to the more pertinent whole of Freajia.
When you've reached the back alley in the upper right region of Freajia (through the roof of one building and dropping to the other side), follow a path that goes down until you find a ladder situated on a wall. Climb up the ladder to make way for the roof, then drop down from
said roof onto the roof below, then take the stairs leading inside the house. Inside you will find a man sheltering a slave who's hiding behind a plant in the lower right corner. Exit the
after that go up all the way to the back alley. Once at the top go in the right direction where you'll spot two robed figures who are searching for a slave that has gotten out of their custody. Talk to the one on the right and he will ask you if you have seen the slave, answer "yes", then when inquiring to you about his whereabouts give him the truthful answer and Tim will be given a Red Jewel before the two set off to recapture said slave. Well, you got what you wanted, but at what cost? You are officially a terrible person. Thinking about it long and hard, I think the most damning thing about this moment isn't the mere fact that Tim committed an immoral act at all (but make no mistake, it's still bad no matter how you slice it) so much as the fact that this gets purely treated like an afterthought. Literally no acknowledgement that he did a bad at any point going forward, but who's got time for that level of critical thinking, empathy, and self-awareness in 1993 (that or there just wasn't any room to incorporate that introspection or any hint of it)? All this accomplishes is just making Gaia appear highly shortsighted about itself which leaves a bad taste in the mouth.
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Diamond Valley
At one point in the mine have Tim stand in front of a rocky surface and you'll notice that his hair is starting to flow. A poor miner has got himself trapped inside. Charge up the Psycho Dash and let go to amass the power to destroy the rocks thereby freeing the miner. As a
show of thanks for releasing him, the miner will personally hand deliver three Red Jewels to Gem the Jeweler himself. Be sure to have gotten these Red Jewels as well as the ones back at Freajia before restoring Rob's memory and being informed that Tim's cousin Neele has got a cottage nearby, for once that happens you won't be coming back.
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Sky Garden
At one point you will come across a field with four rows of winged lion statues facing each on the top surface of the Sky Garden. Dispose of the bothersome enemies along the way, then make your way to the upper right stairs leading to a jewel case with a Red Jewel inside.
The second of the Sky Garden's Red Jewels is located in the bottom surface. While on the top surface, after dealing the enemies in, head up to the segment with largely formed X pattern (only there's a small gap) and then have yourself dropping down from the edge to land on the
bottom surface. Of note since the theme of this dungeon revolves around opposites (both in practice and thematically), there are moments when progressing ahead on either side that you'll have to press the occasional switch which will either raise or lower a blockade that's nearby (e.g. a blockade that's raised on the top surface will be lowered in the bottom surface). With that knowledge in mind, be sure that the blockade leading toward the left side is lowered down to ensure that you have access to the jewel case containing a Red Jewel.
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Sea Palace
After Neele's plane crashed, Tim will find himself inside a sunken palace beneath the waters. Head right, along the way you will find a skeleton whom you can attack but will remain idle and cannot hurt you in its current state which he will take note of. Head offscreen to the right to find a transparent Karen (oh no) and a jewel case that contains a Red Jewel inside.
After navigating yourself further in the palace you will emerge from a door that will take you to an open path where you could either go left or go right. Head right through the hallway
and keep doing so until you come to a big area where you find a jewel case near the end of the wall which houses the very Red Jewel that you need to add to your growing count.
Further along you will find yourself following a path all the way to the left until you stumble across a door that will take you to a small chamber upstairs that's got another jewel case that contains the third and last Red Jewel of the sunken palace. Be sure to collect all three before you head to Mu for you won't be coming back after fighting against the vampires later.
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Mu
walking in that direction where you now have access to the jewel case that was fully submerged in water before. Open it up to claim the Red Jewel, but be sure to do so before facing off against the vampires for you won't be able to return to this spot after the fact.
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Dark Angel
From hereon in, starting from Dark Angel, you'll have infinite opportunities at revisiting these locales if you so choose in the event that you may have overlooked a Red Jewel or two (it's just unfortunate that roughly the first half of the game proper doesn't share that same benefit). At one point you will find yourself in a room filled with portraits and dancing women. Walk straight to the fountain and inspect it to fish out this area's first Red Jewel.
While journeying through the depths of these underwater caves you'll come across a small gap and a door right beside it. While running toward the small gap perform the Psycho Slide to access its chamber which houses a jewel case containing a Red Jewel inside.
Once you've made your way inside a heavily concealed segment of the cave there are a series of doorways toward the right segment. Enter the second door and walk toward the second tall vase from the left side and inspect it to collect a Red Jewel. After that, continue on.
After having spoken with Ishtar the highly enigmatic painter will have Tim undergo a test in order to be given the means to restore Karen to her former self after having been trapped in a painting by him after having been painted (it's not unreasonable to say this game has a mild tendency of being unhinged). The test entails spot the difference which is the only time you'll be able to control a cursor to move around and click (during the second half of each puzzle)--they're... not that remarkable, points for incorporating this kind of puzzle at least, but they're not altogether remarkable in my opinion (not that they're the game's focal point)--and the penultimate of the four scenarios has got a jewel case which houses a different item each time. Naturally, you should click on the jewel case, which will contain a Red Jewel.
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Watermia
In the bottom right region of Watermia is a building hosting a deadly game of Russian Glass (which Tim will engage in later on), but more importantly you should make way for the back right corner and inspect the jar closest to the corner to receive a Red Jewel.
Now head to the lower left region of Watermia and walk behind the house to access the leftmost side of the raftlike structure. The first tall vase you reach from the top, close to the water by itself and not lined up, shelters a Red Jewel which you will take upon inspecting it.
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Banri Castle
Partway through the Great Wall there'll be a moment when you must go all the way to the left side where there's a set of stairs going up. Dispose of the archers stationed here and head up to a small chamber housing a jewel case that contains this area's sole Red Jewel.
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Euro
Once you've finished your business in Watermia, talk to Neele and he'll accompany Tim, Karen, and Eric to Euro to meet with his parents. Exit the room and head all the way to the
left end of the hallway and enter the door which will take you to the room of Neele's sister Ann. Talk with Ann and choose the second option (otherwise you'll be in a perpetual "but thou must" dialogue cycle until you choose the correct one), having done so she will request
from Tim to get her an apple from the central marketplace. Head to the bottom left merchant stand and buy an apple from her, then go back to Neele's parents' mansion to give Ann the very apple she asked for. She'll tell Tim that she would like another apple, so comply with her request and do the same thing you've done before. After consuming the second apple, Ann will ask for a third, so repeat the process one more time. This time, however, Tim's cousin inquires his motivation to keep bringing her apples, which was apparently a way of testing Tim's loyalty to Karen...? And for that Ann swears to maintain Karen's current location a secret from bad actors (i.e. the Jackal)...? As reward, she will give you a Red Jewel.
You can access it either from the rightmost section of Euro going left or you can make way from the central marketplace going right, moving up, then a tad right again. Your choice.
Go back to the rightmost section of Euro, only this time move a little upward until you see a couple buildings to your left side by side with what appears to be a bit of a gap signifying you can walk through (may require a bit of proper positioning). Once through move up and climb the rope ladder which will grant you access to the city's church building. Enter inside and
walk toward the statue of the Virgin Mary, where you'll notice Tim's hair being blown. Inspect the statue to reveal a hidden doorway, now walk to the basement area to find several
slaves who've been hidden from sight and chained up from right to left (with the statue of a well-recognized religious figure used as a front to hide such abhorrent slave labor and/or practices, possibly by Neele's parents too). That's... quite the disturbing commentary on the horrors of the past, Quintet. Sadly Tim is unable to free the slaves (but he won't have to, since his cousin Neele will liberate them all later), but what you can do is walk to the barrel next to the wall on the right and inspect it to procure a Red Jewel.
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Watermia
After having spent a bit of time in Euro, go to the world map and choose to head to Watermia again by riding a Kruk there. Head to the upper region to talk with Rob who will tell you that
his amnesiac father to the left of the place he's staying at is making a recovery. Go visit Rob's father who has since gained some lucidity and regales an adventure of his to Tim before being handed a Red Jewel that he had found in his travels.
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Sacred Mountain
At one point you must follow a vine-like path that leads to the left side, where the entryway to a new screen is indicated each time by the petals sprouting out near the edge. Emerge to the new screen and make your way to the trio of Amanita muscaria where positioned in the Northernmost of the three mushrooms is a jewel case containing the Red Jewel you need.
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Small Village
After having finished business in Euro, Tim, Eric, and Karen reunited with her pet Pig travel to a seemingly uninhabited village that is scorching hot with the odd skull and bone here and
there (they'll learn soon enough that that is not the case). Enter the hut on the right to find three village maidens who've been turned to stone. There's nothing you can do about them for the time being, alas (but once you find the cure in Angkor Wat, you will). From the entrance make your way to the jar on the left and inspect it to retrieve a Red Jewel.
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Angkor Wat
The first of Angkor Wat's four Red Jewels is manageable enough to get to, where you can either run down the ramp to gain just enough traction to scale up the opposing ramp or you can perform a Psycho Spin from the center and spin fast to the right to make it to the top. Regardless what you do, open the jewel case after that to collect the Red Jewel inside.
At one point you will find yourself at a dead end with a T-shaped platform which you can access by going up the stairs from the bottom. On top is a jewel case with Red Jewel.
At an upper level in the temple you will need Tim to perform a Pyscho Slide through the small gap from the top to reach the other side. After that you should make way for the hole
to the right and drop down it. You will land on a high platform that can only be reached in this manner which is inhabited by a lone jewel case which has got a Red Jewel inside.
After having taken the stairs leading to the upper level, walk down and then walk to the right (save dropping down on the hole midway for later), then walk all the way down again. Now
run all the way to the left end of the narrow path, finally head all the way up to ascend the stairs to an upper platform to access the jewel case containing Angkor Wat's last Red Jewel.
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Small Village
Upon retrieving the Gorgon Flower from Angkor Wat, make your way back to the village and go back to the right hut you visited beforehand. With the Gorgon Flower equipped, stand in
front of each maiden to liberate them from their stone curse one at a time, and as a way of thanking you the central one will reward you with a Red Jewel prompting Karen and Eric to enter. If you wanted to, you could hold off picking up the Red Jewel from the jar for later and use the Gorgon Flower in the same go. The choice is yours.
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Dao
Inside one of the buildings you will come across a snake charmer who'll engage Tim in a timed challenge to whack as many snakes as possible with his flute. The best trick I find is to remain in the center and extend a little range to either side when needed (plus, the central snake will always be hit this way). The challenge is over once the snake charmer calls time and informs you of how many snakes have been whacked total. As a reward for Tim playing, he will hand deliver two Red Jewels to Gem the Jeweler personally.
In the upper right region of Dao are a couple of men conversing with one another as well as a pair of Kruks. Slightly above the uppermost Kruk, while standing on the foliage over by the edge, have Tim inspect that area to recover a hidden Red Jewel.
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Pyramid
Descend the stairs from the left and enter the Dark Space to be acquainted with and gain the ability to transform into Shadow as well as be given the Aura item to turn into liquid. Exit the Dark Space and head up the stairs leading toward the right, and you will notice that there's a bricked pattern at the top. With the Aura equipped as Shadow (provided there are bricks below), turn into liquid and you will phase down to a concealed chamber below. Once fully formed, inspect the inconspicuous spot in the back left corner to recover a hidden Red Jewel.
After having descended down a flight of stairs, follow the long winding corridor to the end, defeat enemies along the way, and you'll come across a jewel case with a Red Jewel inside.
This next one can only be accessed as Tim. At a point you will arrive at a large gap with a ramp on each side. By the ramp, charge up and perform the Psycho Dash to the right thereby propelling you to cross over to the other side. Deal with the invisible enemies and then walk up to the jewel case by the back wall to collect a Red Jewel waiting to be gathered.
At one point you will take set of stairs leading you to a small chamber where six mummies lie in wait to attack the unsuspecting visitor. Dispose of them all at once and you'll be free to open the jewel case to claim the very next Red Jewel to add to your collection.
You are required to play through this segment as Shadow in order to claim the last of the Pyramid's Red Jewels. At the top of these stairs, be sure to have the Aura equipped in order to become liquid and phase down the bricked pattern to find yourself in a tiny chamber housing the jewel case containing the very thing you need, then use the warp after to return.
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Tower of Babel
and walk all the way to the right until you see a little casket situated between a couple of Freedan statues, where he recollects was where he found the flute that he's had in his possession since. Inspect the casket and Tim will collect the 50th and final Red Jewel.
At the very top of the tower there will be one final Dark Space to enter and save in but also a spirit which you can talk to. Upon gathering all the Red Jewels it will ask Tim if he wishes to go back to Dao, to which you must agree. From there go and find Gem the Jeweler either at Dao or you can backtrack all the way to Euro or Watermia or even in Dark Angel, and once he realizes you've got all 50 Red Jewels gathered he will take you to his mansion.
Said mansion is in actuality a secret dungeon which may just be among the more challenging in the entire game: with a set of three palette swapped editions of monster types you've fought before (minus the stat upgrade upon clearing the whole room) under a perpetually haunting deluge of spectral ghosts and phantasms, one solitary jewel case housing a healing herb, culminating in a battle against Solid Arm, the first boss from SoulBlader (but with the added middle conveyor belt moving downward introduced in the Western SNES version SoulBlazer), who to me appears worse off here than he did in the 1992 classic. Whether or not you get to play this dungeon won't affect the outcome and ending one iota.
Thank you for reading my guide, please leave me a comment and let me know what you think (neither spam nor NSFW is allowed); hope you have a great day, be a kind human, and take care!