Each jewel is defended by a deadly Guardian; a Knight, a Gargoyle and
a Fire Eagle. Watch out for the Guardians, because they are invulnerable!
Along the way, the adventurer can bump into strange mushrooms: these are
a gamble. Either they will recharge Sabreman's energy and award 100 points
(30% chance) or, more likely (70% chance), they will kill him.
Various collectables can be found around the land. Three of these
represent special pledges which can be exchanged for the jewels. The
others simply increase the score.
Once a pledge has been exchanged for a jewel, it will be no longer
possible to pick up that object again. If your inventory is empty,
jewels cannot be collected.