Steve Jacksons Sorcery! Wiki
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The Sun Jewel is a magical item used to cast SUN to create light. The mechanics of how this works is you will recieve a buff "made light" that lasts for a short while which allows you to see things you otherwise wouldn't have, and can unlock extra options on how to proceed. If you drop or throw the sun jewel while it is active, it will continue to light up its surroundings, which can be useful if you want to see something further away.

Locations[]

Sorcery! 2[]

  • Lower Khare, by looting the Mantis-Man
  • Cast FOG in the market and start pickpocketing. If you don't already own a sun jewel, you will steal one.
  • Upper Khare, on the wall of the red eye prison
  • East Khare, can be bought for 15 gold at the market, or you can haggle the price down to 10 gp.
  • Cast TAK at the top of the Ziggurat, closing your first, and waiting for the gold sparks. If you already own a gold-backed mirror, you will receive a sun jewel, otherwise you will get the gold-backed mirror.

Sorcery! 3[]

  • Centaur encounter in the northwestern part of the map. Obtained only if you don't have the Green-haired Wig and the Cloth Skullcap
  • Near the steaming holes left of the old tree in the southwestern section of the map. If you have a Sun Jewel already, you get a Giant Tooth Pendant instead.

Sorcery! 4[]

  • Buy from the Hoofborn merchant.
  • In the treasury, by looting the SUN grimalkin. This option is only available if you played sorcery! 3. This is extremely unusual as every other trigger of the type "when did you start the adventure?" throughout the series rewards the players who have played less and therefore need more gear to be up to par. This is possibly a bug where the trigger got switched around by accident.

Uses[]

Sorcery! 2[]

  • SUN the painting of yourself. This has no effect.
  • SUN while in the western sewers. You get to see the wall of water coming for you.
  • If you own a sun jewel while leaving the wasteland late in the evening, your character will specifically refuse to use it to light the way, leading to falling in a hidden portal trap.
  • SUN while in the wasteland well. This allows you to see the ladder down to the sewers; however, you will be unable to hide from the goblins unless you smother the light.
  • SUN in Lord Shinva’s mausoleum to avoid dying to the deathwraith.
  • SUN after the goblins kill Sansas in the sewers. This will make the goblins leave you alone.
  • SUN at the base of the Ziggurat. You get to see its shape more clearly.
  • SUN in Courga's temple. This isn't useful.
  • SUN at the North gate. This isn't useful.

Sorcery! 3[]

  • SUN while fighting a giant bat. This isn't useful.
  • SUN at the top of the cliff at night. This allows you to see the staircase, like in the daytime.
  • Drop the lit sun jewel over the edge of the staircase at night
  • SUN at the back of Elthera's cave in the past. This allows you to read the prophecies involving the blood candle and the larder of Throgg.
  • SUN at the back of Elthera's cave in the present. This allows you to read the prophecies giving you cryptic clues towards the moon, air, water and time serpents: their locations and/or weaknesses.
  • SUN in fishtail rock at night in the present. You can read the message on how to summon Shadrack, like in the daytime.
  • SUN in fishtail tock at night in the past. You can read another message by Shadrack, like in the daytime.
  • SUN in the plains beacon. This unlocks the options of cutting the vines up to the top and of finding the pack containing poison, blimberry and snake-bite antidote.
  • SUN the dead black elf leader. This isn't useful.
  • If you give Dintainta a Sun Jewel, she will give you the upgraded rewards. You may ask 3 standard questions, which can be: 1° what kind of sorceress she is 2° what the Sleepless Ram is and how to get passed it 3° about the tunnels in the mountains 4° the location of the Water Serpent 5° two of the serpent's weaknesses (chosen at random) 6° nothing can defeat time. In addition to these 3 questions, you may request a staff of oak sapling, some ideas on how to defeat the time serpent, or how to get passed the Sleepless Ram.
  • In the Kariamma tunnels, there are lines in the game code specifically referring to you carrying a lit sun jewel. However, you can't cast magic while in the tunnels, and there is no option of casting it before entering the tunnel. It is theoretically possible to access these by casting SUN at a nearby location and then rushing to Kariamma before the spell wears off, though it is unknown if this is possibly in practice. If succesful, this would allow you to loot the yellow feather and crystal tooth.
  • SUN at the well at the temple of Throff. You can drop the lit gem down the well to see the gem vein. Alternatively, you may place the sun jewel in the bucket and lower it down so that you can get it back later.
  • SUN at the pole. This isn't useful.
  • SUN in the middle of the steppes. This isn't useful.
  • SUN the shape in the forest at night to reveal it is just a fallen tree.
  • SUN while wandering the forest at night to avoid being attacked by snattacats.
  • SUN in Aliizi's hut to allow you to read Alizzi's message.
  • SUN when Fenestra casts MUD on you. This is not the counter to MUD and has no effect.
  • SUN where the bridge vanished into the past if it has been only partially beaconed.
  • SUN the air serpent. This isn't useful.
  • SUN the water serpent. This isn't useful.
  • SUN on the island of the time serpent. This isn't useful.
  • SUN near the south harbour. This isn't useful.

Sorcery! 4[]

  • SUN the spikehawk. This isn't useful.
  • SUN in the left cave. This isn't useful as there is enough light to see regardless.
  • SUN in the middle cave. This wakes the skunkbear that was sleeping here.
  • SUN in the tavern cellar combined with FOG to have the spell counter each other and teach you the FOG/SUN counterspell.
  • SUN the bat lookout. It will immediately spot you and try to sound the alarm.
  • SUN the sidegate to the field. This isn't useful.
  • SUN the mutants. This blinds them, giving them -2 skill.
  • SUN outside the BIG tower. This isn't useful.
  • SUN in the NIF tower to see the ladder out.
  • SUN outside the YAZ tower. This isn't useful.
  • SUN in the FOG tower to counter it and learn the counterspell. You can also smash the grimalkin.
  • SUN in the KIN tower. This isn't useful.
  • SUN in the SIX tower to unleash chaos.
  • SUN in the SAP tower will allow you to pass.
  • SUN in the FAL tower. This isn't useful.
  • SUN in the LAW tower. This isn't useful.
  • SUN in the POP tower. This isn't useful.
  • SUN in Daddu Ley. Due to a bug, it will tell you that "you do not have a sun jewel" even if you have one. This is because the code for this encounter was directly copy-pasted from sorcery! 1, where owning a sun jewel was impossible.
  • SUN at the vault entrance. This isn't useful.
  • SUN in the gas trap room to see where the gas is coming from.
  • SUN in the arrow trap room. You take 4 damage from the arrows.
  • SUN the third throben door. This is not the correct spell to unlock it.
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