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- GENIE
-
-
- Al Qadim: The Genie's Curse is the latest from SSI. It features
- a new and improved interface and game engine. Never before has an AD&D
- computer adaptation felt so fast paced and exciting.
- The graphics are stunning, arcade-like, smoothly scrolling, and
- colorful. The perspective is that of a slant-overhead view that allows
- you to guide your character through the adventure. In comparison the
- view and scrolling are much better than those of Ultima series.
- The sound card support is absolute in SSI tradition with a
- multitude of brands featured. Music and sound effects are appropriate.
- It must be noted, however, that they failed to render the true Arabian
- night tales atmosphere. But that doesn't overly hurt the game play.
- The RPG rules are those of AD&D's Al Qadim setting. In other
- words the game abides by the AD&D 2nd Edition rules and is enriched by
- exiting new concepts, spells, and creatures designed especially for this
- campaign setting. You play a single character, a corsair (fighter
- type). Swordplay is enhanced to a semi-arcade level with a special
- feature: the ability to learn up to three specific combat moves. Those
- combat moves become available as you increase in level and find a
- trainer willing to teach them to you. Limited spell-casting is allowed
- by the use moonstone shards paralleling rods and staffs (limited number
- of charges) which you must acquire in the adventure. The bestiary is
- close to standard but even the classic creatures are tainted with a
- touch of Arabian exoticism making each and every battle a new experience.
- Judging by the monsters, the game requires the skills of a 7th level
- character equipped with considerable amount of extra healing potions.
- The action is three dimensional: an outdoor phase with random encounters
- of wandering monsters, a dungeon/city phase involving interaction with
- predetermined numbers of NPC's and creatures, and the additional travel
- phase such as your travels aboard your ship which sometimes result in
- encounters with pirates, undead, or water elementals. The game includes
- several mind boggling puzzles and, on occasion, dexterity requiring
- arcade challenges.
- This game is excellent. Pure art in form and principle, it
- however does not present much of a challenge to the gifted gamer.
- Game play to solve the game at the Medium level of difficulty without
- cheats (I edited my save game later) is approximately 10 hours.
- Disappointing for a five disk game. It appears that the game
- was designed with novice players in mind. It is indeed excellent for
- people with no previous AD&D experience. A lot can be expected from
- future releases using this formidable engine, that is, if SSI does not
- rupture its contract with TSR, which seems to be the case...
-
-
-
- ┌────────────────────────────┐
- │ STORY AND ACTION GUIDELINE │
- └────────────────────────────┘
-
- ───> Graduating From the Academy
-
- The game opens with a test. Your master who taught the ancient
- secrets of the corsairs sends you through a maze that requires agility,
- speed, and quick thinking, in order to determine your fitness to graduate.
- The basic principle behind the puzzle: move fast and stop as little as you
- can. You are being chased by a disintegrating field which makes you start
- over if it touches you. Slalom around spears and boulders, dash across
- springing pun gee sticks, fiery infernos, grasping pincers, sliding
- rotary blades, and dodge fiery missiles, rolling boulders, and aggressive
- fire elementals. You'll have very little time to think or pause. You
- must react quickly and take your chance whenever possible.
-
- Strategies:
-
- - Avoid wide open spaces and try to cling to the walls. Many traps are set
- where no hindrance is visible.
- - Keep your priorities straight. You have barely enough time to make it.
- - Your greed will have to wait. When you finish, you will see a big chest
- which contains enough reward to get you started.
- - The teleporter is located north of that chest and will send you
- outside the walls of your home city of Zaratan.
- - For this first phase, and all subsequent phases, make it a habit
- to crush the vases and pieces of furniture whenever you encounter them.
- Very often they contain treasures, sometimes they offer the only safe
- way through an area. Secret passages may be obscured by pieces of
- furniture.
-
-
- ───> The Home City of Zaratan
-
- The second phase involves unravelling the story line in your home
- city. As you enter, your sister greets you and takes you to your
- father, who will give you the family sword of honor which can only harm
- your enemies. After conversing with him, visit the other houses of your
- family compound:
-
- - Your home, where your mother awaits.
- - Your brother Tarik's house.
- - Your Aunt's, who has a present for you.
-
- Once you are done with the family, visit each and every other house:
-
- - The compound of the rival family, the Wassab's.
- - The trainer's home who can teach you new combat moves.
- - The Inn.
- - The Temple where you can donate some money (this will result in a gain
- in experience).
- - The Qadi's office which is discussed later on.
- - Your sister's house at the south west corner of town.
- The potion shop.
- - The Sorcerers' Guild.
- - The bazaar.
- - The barracks.
- - Various residents' homes.
-
- The main tasks:
- - Talk to each and every of your family members.
- - Go to the bazaar, the merchant's daughter is dying and she needs purple
- berries to survive. The purple berries are located in the monster-
- infested oasis west of town.
- - Go to the Qadi's office. He will give you a document that will hopefully
- bring and end to the feud between your family and the Wassab's.
- - Take the Qadi's treaty to the Wassab compound. When challenged by the
- young Wassab son, politely decline. The Wassab elder will require your
- father's signature first.
- - Head back home and get him to sign.
- - Return to the Wassab elder, he will then ask that you and your sister
- also sign publicly in front of the Qadi's office.
- - Fetch and convince your sister (upon meeting her again she will give you
- a present).
- - Return in company of your sister to the Qadi's office. There you both
- sign the non-aggression pact.
- - Throughout the city you will encounter private citizens in need of
- donations. Be generous. Every time you give you will be rewarded by some
- amount of experience.
- - With the little money you have you may want to buy some healing potions at
- the shop.
- - Before going any further you must have dealt with the oasis covered in the
- next section.
-
- ───> The Monster Infested Oasis
-
- The oasis is infested with monsters which include:
-
- - Hyenas
- - Air Elementals
- - Thorn shooting bushes
- - Giant wild boars
- - Swarms of hornets
-
- The basic idea is find the one unique purple berry bush located in
- the middle of the oasis next to the water.
- As you collect the berries you will meet a mermaid. Promise her to
- keep the knowledge of her existence secret and she will give you a message
- from her master to bring to the Qadi.
- Return to the city, give the berries to the bazaar keeper and
- honor your oath to the mermaid and do not reveal her existence when
- asked. Then go to the Qadi's office to deliver the message.
- Somewhere around this time your old master will appear before you
- warning you of omens of great dangers facing you. He will then give you a
- few magical presents including a scroll to read before your nemesis when you
- will finally meet them.
- Return to the oasis bearing the reply to the message, the mermaid
- will tell you of a healing pool in the oasis located on the other side of
- the water from where you are standing, next to two trees. As you reach it,
- step onto it and your wounds will be healed.
- When you are done here, return to the city and a new plot will
- unravel. Earlier during the day, about the time you signed the pact with
- the Wassab family, a ominous storm had started. The storm has now cleared
- up now and one of your trading ships brings bad news. While they were at
- sea they passed by a Wassab ship when suddenly the storm hit. The magical
- storm only affected the Wassab ship, sparing your own, and the attack was
- the doing of your family's genie. Such an attack is full of consequences
- considering your family had just signed a pact of non-aggression binding
- your genie. Only your father, sister, and brother have control of the
- genie. And when the Wassab's file a complaint with the Qadi, your
- family gets blamed. But there is more. Aboard the Wassab ship was Kara,
- your bride to be, the Caliph's daughter and the Caliph himself. They were
- coming to greet you before the wedding. The Qadi sends you back to the
- oasis to search the western shore for survivors.
- Go back to the oasis and you will find the Caliph, alive and well,
- but under the assault of hyenas.
- After saving his life, he will insist that you search the debris for
- his treasure which consists of a locket pendant with his daughter's picture.
- You can find lying next to a barrel near the north west corner of the shore.
- You can then return to the city. The Wassab will make formal
- accusations against your family before the Caliph. Your family is ordered
- to summon the family genie to explain his action. When Muliban, your genie,
- appears, he declares he was given a direct order by a member of your family
- and your brother Tarik is still nowhere to be found. Your family is
- imprisoned back in the Caliph's palace in the capital city on another island.
- Since you had no control over the genie you remain free but are banned from
- Zaratan and cannot re-enter the city gates.
-
- The adventure really begins now. Head back to the oasis to seek
- the council of the mermaid. She tells you that you must locate the
- magical ship on Deadman's Reef. In order to get to Deadman's Reef you
- must head to the south west shore of the oasis and speak the words
- "Jorgizra Jetzona". Once you secure the ship she tells you to head
- to the northern part of the oasis to the mage's tower and seek an
- audience by speaking the words "Azullah Batan".
- Head to the southwest shore and speaks the words: they will summon
- a giant turtle. Climb on its back and it will take you to Deadman's Reef.
-
- ───> Deadman's Reef
-
- Deadman's Reef is inhabited by:
-
- - Zombies
- - Skeletons
- - Thorn shooting bushes
-
- Find three keys on the shore, two of which are found in chests
- lying behind bushes. Beware of treasure lying around, for greed magically
- invokes zombies.
- Once you are done, climb the shipwreck. Move fast, for there is
- an archer taking shots at you.
- Go below deck. One of the keys will open the first door, and you'll
- have to face a couple of skeletons. The other two keys will open the
- next set of doors which lead into the quarters of a mage who will hurl
- potent magic at you. Once you defeat her, you will gain several
- treasures and access to the portal to the ship located on the wall of
- that room.
- Enter the portal. Once in the next plane of existence, head
- to the center of the platform, there lies a large green orb. Shatter
- the orb. As a result the ship will be restored and be teleported to the
- sea. Whenever you come back into this room and touch the smaller orb, your
- wounds will be healed.
- Go back above deck and talk to the helmsman. Learn what he has to
- tell you, and ask it to take you back to Zaratan.
- In order to get off the boat, just climb onto the row-boat. It
- will take you to the south shore of the Oasis.
- Proceed north to the mage's tower and at the gate speak the words
- you were taught earlier.
-
-
- ───> The Mage's Tower
-
- As you enter the tower, you will be teleported to a challenge
- area. Here are the basic guidelines on how to easily make it across:
-
- - Where there are patterns of circles on the floor, step in succession
- on the blue highlighted patterns. This will open the doors or engage
- the mechanisms needed to proceed.
- - In one instance, you will be tested for mnemonic abilities (one of the
- two tests administered by the acid pool entity). In that instance you
- have a round pattern of those circles which alternately light up. Step
- on those which light up and when they do not light up anymore, step on
- the center face. Keep track of which circles light up and which ones
- light up more than once, as you will be quizzed on it afterwards.
- Also, when asked about the significance of the rune, tell the truth: you
- have no idea.
-
- - Stay away from the green puddles as much as you possible. Some acid
- slime elementals tend to originate from these if you stay around.
- - There are poisonous spiders. Beware, when poisoned, you will loose
- hit points steadily until the effect subsides after a couple minutes.
-
- - In order to cross a section of acid pool or open a locked door, you will
- often need to activate levers. When stuck, make sure you have activated
- all the levers you have encountered.
- - In one instance, you will need to push levers in order to lower spikes
- blocking your way.
- - In another, you will have to pull successions of levers in order to create
- a path of rock tiles through a lava pool. That is the only instance where
- the order in which you pull the levers matters. The initial order is:
-
- + Lever North
- + Lever South
- + New Lever North
- + New Lever Farther North
- + New Lever South
-
- And then you will have to figure out the rest for yourself. After a
- little trial and error you will get to more levers on the other walls of
- the pool and one single lever standing on a tile. Once all are activated,
- you will have access to a sliding plate which will take you from your last
- position to the exit on the opposite side of the entrance to the pool.
-
- - When addressing the stone faces, show humility, honor, and be
- absolutely honest.
- - For instance, when asked why you are in this area, reply that you came to
- restore your family's honor.
- - When asked if you attacked the master of the maze, say you would out of
- self defense.
- - When questioned by the jealous husband, reply that a wife's lover has
- no honor because marriage is sacred.
- - When talking to the wife, say that she should be trusted and that her love
- is beautiful and precious and should be shown for the world to see.
- - Later on, when asked again by the jealous husband, promise never to talk
- to the mermaid again.
-
- - When all else fails, and you are stuck in a corridor, pay attention
- to shifting patterns in the walls. There is, at one point, a secret
- passage.
-
- - In some situations in order to cross pools you will need to step on
- sliding stones, which have specific courses back and forth on the pools.
- Sometimes you need to hop from stone to stone until you manage to get
- your way across it.
-
- If you follow these guidelines, you will eventually succeed and
- get past every obstacle. You will be teleported back into the tower.
- Go upstairs, enter the quarters of the mage where you will meet him and
- his wife, none other than the mermaid you had previously met. After
- discussing with the mage for a while, he will tell you what your next course
- of action should be: you must regain control of Muliban, your family's
- genie and find who ordered the attack. In order to get to that point,
- you need to find the Genie's Lords. You can learn the name of their
- island on the Isle of Shibaz by asking the Hermit in the Library. The
- mage gives you an enchanted mirror to get what you seek from the Hermit
- if all else fails.
- As an additional request, the mermaid will address you. Make sure
- to mention that her husband made you promise never to address her again.
- After the oath is lifted, she will ask from you a gilded dove.
- You may leave the tower and head back to your ship. If you want to
- fulfill the mermaids request, you should set sail to the capital, enter
- the city, and locate the Supernatural Emporium where you can buy the gilded
- dove.
- Then return the dove to the mermaid in the tower, in exchange her
- husband gives you a scroll to speak before your true enemy.
-
-
- ───> The Capital City
-
- Before going to the island of Shibaz, you may want to go to the
- Capital city visit your parents in the jail of the Palace. The City's
- shops feature:
-
- - Barracks : Stay away.
-
- - Mess Hall : Stay away.
-
- - Ha-Kim's Heating : He sells the Hottest Coals in the World. When you need
- them later on in the game, come get them here.
-
- - Reptilian Desires: Here is sold the Wisest Snake in the World. When you
- need it later on, come get it here.
-
- - Desert Salvation : Local Healer. You can get your wounds healed for a fee.
- Don't bother, either use the orb in your ship or buy
- healing potions rather than waste your money here.
-
- - Sand Point Gambling Club:
- Gamble up to 500 coins at a time! If you win you gain twice as
- as much as you gambled (500 brings 1000 for a new total of 1500 coins).
- The game is "guess the number". you have 6 tries to guess a
- number between 1 and 100.
- Strategy:
- + 1st guess: 50
- + 2nd Guess: if value is lower: 30
- if value is higher: 70
- + 3rd Guess: if you have bound the value between the two previous:
- if the value is between 30 and 50, select 40.
- + 4th Guess: if it's between 30 and 40 select 35
- + 5th Guess: if it's between 30 and 35 select 32 or 33.
- + 6th Guess: depending wether its high or low, you have either the
- right answer automatically or you have to choose
- between two answers.
-
- + If you had too short on answer 2, then extend the bracket by 10
- for the 3rd guess.
- If then you have a range do as above within the new bracket. Your
- odds will then be the same as above.
-
- + If you missed again on 3, then extend the guess by ten more, then
- your guess become more difficult.
- + And so on...
-
- With your earnings, invest in extra healing potions, and/or shards,
- at the Supernatural Emporium.
-
- - Shop with no sign: Trainer: Train here to learn new combat moves as you
- increase in levels. There are 3 combat moves:
- + Hack
- + Sweep
- + Twirling Sweep
- They are activated by holding the attack button until
- the gem symbol on top of the screen light up.
-
- - Private Homes: Stay away.
-
- - Ingrid shop of wonders: She will sell you Idrid's Veil for a large amount
- of gems. Come back here when you need it.
-
- - Traveler's rest: The Inn is closed, but enter it anyway. One of the
- two patrons will be of assistance in finding the location
- of the Bottle of Eternal Emptiness.
-
- - Supernatural Emporium: He will sell you the Gilded Dove. When you need it
- come and get it from here.
- In addition, he sells the following:
- + Potions: - Healing: Not very good
- - Extra Healing: Excellent!
- - Giant Strength: Raises it to 22, making your hits cause
- more damage. Temporary effect.
- - Invulnerability: Makes you much harder to hit. Temporary
- effect.
- - Oil of Elemental Invulnerability: + Fire
- + Air
- + Earth
- + Water
- Makes you impervious to the attacks of these elementals, and
- more resistant to spells based on these elements. Temporary
- effect.
-
- + Moonstone Shards: These are available in limited quantities only. They
- are listed from the most potent and limited to least
- powerful and relatively abundant.
-
- - Lightning (25 charges): Sends a bolts bouncing around
- causing great damage.
- - Cone of Cold (12): Has a broad, single directional area of
- effect.
- - Water Blast (15): Very effective against Fire Elementals
- - Sunfire (10): Fireball-like area effect upon impact.
- - Sun Scorch (15)
- - Fire Arrow ( 7)
- - Magic Missile (12)
-
- - For Rent: This is the house of a forger who was recently incarcerated.
-
- - Office Of Trade: He has the bone key. Come get it from him when you
- need it.
- He will exchange gem to gold and vice versa:
- + Get 10 gold for a gem.
- + Get 1 gem for 11 gold.
-
- NOTE: About money matters: If you do not use a cheat, use your money wisely.
- do not by any magical items except for Extra healing potions, until
- you have acquired all the special items mentioned in each stores listed
- above. If you need more, go gamble, the odds are actually quite good.
- If you're dead broke, travel a lot just to run into pirates and or
- undeads. You'll capture some amount of wealth after the battles, in
- chest near the helm of the captured ships.
-
- The last building in the city is the Palace.
-
- ───> The Caliph's Castle ( First Visit )
-
- In the Castle Gardens, you will find some gold behind bushes and
- flower beds. help yourself to it. In addition, you may converse with a
- prisoner through the grate east of the entrance.
-
- As you enter the castle for the first time, you basic objective is
- to obtain the permission to visit your father in the dungeons below.
- Ask the Vizier that you would like to see your family. He will then
- ask you wether you wish to see the Caliph for that purpose. Reply positively.
- Once taken to see the caliph, ask to meet with your family. When
- refused to, insist that you give your word to not attempt to break the law
- in any way. The Caliph will have the Vizier use his telepathic powers to scan
- your mind for your true intentions. He'll ask you questions. Reply the truth.
- You have no new information concerning the case against your family.
- The caliph will authorize you to go see your father, but not the other
- members of your family (mother and sister). With the permission, head for
- the western living quarters, and find the stairs leading to the dungeons,
- guarded by the captain of the guard. Tell him you are allowed a visit, and
- proceed downstairs.
-
- Your father's cell is located in the northern part of the dungeon.
- You'll be taken straight to him, and instructed not to attempt finding your
- other relatives.
- Talk to him, and he'll ask you to go find your mother and sister and
- inquire about their health.
- You may wander about. Talk to the prisoners. One of them will tell
- an interesting story about the Vizier's Seal, which will make more sense later
- as the plot unravels.
- Beware not to talk to either your mother or sister in the presence of
- guards or robots. If you are caught talking to them, the game is over. The
- robots only see you when they are close by you, and cannot see behind them.
- The only guard to worry about is the one guarding the northern cells (where
- your father is located). Your sister is loosing her mind, but will talk to
- you and give you a present. Your mother is doing fine.
- Return to your father. He'll thank you profusely and even give you
- a present.
-
- You may now leave the castle at once only to return after you have
- accomplished several quests.
-
-
- ───> The Island of Shibaz, home of the Library Hermit
-
- Once back at the ship, head for the island of Shibaz and go on
- shore. Make your way through the abandoned buildings collecting
- treasures and scrolls as you go.
-
- Strategies:
-
- - In one of the rooms you will see two chests and two pieces of furniture.
- DO NOT ENTER THE ROOM!!! The furniture and chests will magically come to
- life and destroy you.
- - Besides the standard monsters, you will find, in a path lined with spears,
- new creatures. They are some kind of hags with the ability to become
- invisible. You must make sure to use your shards or sling on these. There
- are two of them (at medium level). Enter the path and fire straight ahead.
- The hags only reappear when they are attacking you, at close range.
- - In the halls beyond the hags, you will encounter three statues. Talk to
- them. Inspect the statues, and to the first, give a coin. To the second,
- give the scroll you found on this same island, earlier, called "Heart of
- Stone".
- - You will encounter a magical talking chest. Give it treasure, gems, and
- as many as you possibly can. As a reward you will get a moonstone shard
- that will magically empower your sword.
- - You will see a man on a flying carpet. Manage to reach him, and talk to
- him. Be courteous and request to have access to his library. He'll open
- the passage to the library, in a room in which you previously noticed a
- mysterious structure.
- - Go to the new set of stairs and climb down.
-
-
- ───> The Library Maze
-
- The Library can be reached only after defeating the maze. Here
- are the basic guidelines for doing that successfully:
-
- - Monsters: There are a lot of Fire Elementals. They roam the northern
- section of the maze. Some are hidden behind vases, waiting for you to
- break them. A way to handle them is to run and shoot at them with your
- sling.
- - Behind a vase, in the northern section, is a fighter of great skill. Be
- ready to spar against her.
-
- - At some points you will see the Hermit on his flying carpet. Talk to him
- and ask him about the location of the Genies Lords isle. Be very
- respectful of him, and do not lose your patience. Eventually he will
- tell you that in order to reach the library you need to get the magic
- carpet.
-
- - Statues: At some locations, you will be faced with moving statues that
- seem to be attracted to you. When they initially reach you, they will
- cause some damage. They presence around you greatly slows your movement.
- A way to get rid of them is to leave the area they protect, and in order
- to get past them, you need to move fast and plan your route carefully.
- - In one of the rooms, many statues will run toward you. The only way to
- get past them is to push a level in the same room, which will turn them
- off. In that same room are patterns lit and unlit in a purple light on
- the floor. Light all the patterns to trigger passage to the next room.
-
- - Bridges: there are levers next to each bridges. Whenever you reach one,
- pull the lever so the bridge allows passage to the other side of the
- chasm.
- - At one location, you need to switch levers to activate a bridge and then
- rush to cross before the bridge goes back to it's original position.
- Once you cross you'll be stranded on a small plateau. In order to leave
- that area, take to book laying around. Read it aloud across the chasm.
- Then, proceed to the northern bank of the plateau, and attempt to get off
- until a green energy path appears. Get on the magical path and force
- your way on it until its patterns lead you to the main bank.
-
- - Vases: break them all, several contain treasures.
- - In a path way, the northern wall is lined with vases. Break the vases
- and walk on the broken remnants because the path to the south is lined
- with deadly traps.
-
- - Whenever you encounter purple runes on the floor step on them. It causes
- them to become unlit in many places. There is a huge chest in the
- southern section of the maze, surrounded by impregnable spikes. When you
- have stepped on all the runes, a path of rune will enable you to cross
- around the wall of spikes and let you access the chest.
- - At another location, you have a series of flashing runes. Step on them
- in a row, as fast as you can. they will become all unlit at once for a
- very brief instant, and as a result, you will be able to cross the gate
- nearby, otherwise blocked by a wall of force.
- - In the room of the moving statues mentioned earlier, you need to step
- on all the runes to light them up and activate passage to the next room,
- a skeletal bridge that will lead you to the flying carpet.
-
- - In some areas, walking along a path triggers either flame paths or spikes
- to block the passage behind or ahead. Most of the time you have another
- way around.
- - In one area an annoying wall of spikes next to a single statue blocks the
- passage to the north. In order to go around, deactivate the wall by
- walking to the south ledge, then, instead of coming back up the same way,
- walk across the bridge that you need to previously extend across the chasm,
- and come to the same statue from the western path.
-
- Once you reach the flying carpet, fly to the adjacent northern
- platform, where a set of stairs await you. Land by flying overhead the
- purple rune, then climb down the stairs.
-
-
-