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-
- ───> The Library
-
- In the library you need to discover the name of the Genies Lords'
- Isle. There are two ways to do so.
-
- - There is a secret passage in the northern section of the library. You can
- see Scaly Horned Ogres go through it. Behind a vase, past the secret
- passage, is a scroll. Break the vase and read it. The name of the
- Isle is Jaza'ir Jiza.
- - You were given a mirror by the mage of the oasis' tower. Put the mirror
- in one of the two named chests:
-
- + Casket of Eternal Hope
- + Casket of Wordily Care (this one works faster)
-
- Then talk to the Hermit, and keep on telling him you have a present
- for him until he directs you to put it in one of the caskets. By that time,
- he'll go check the caskets. When he finds the mirror, talk to him again, and
- you'll easily get him to reveal the name of the isle.
-
- Here are some additional guidelines:
-
- - There are several scrolls throughout the area. They all are worthless
- except the one mentioned above.
- - There are several treasures in the library, beside the scroll that you
- seek.
- - Monsters: + Scaly-Horned Ogres
- + Earth Elementals
- + Fire Elementals
- + Poisonous Spiders
-
- Once you have the scroll and are done exploring for treasure,
- you can leave the library by the stairs. In the maze, climb on the Flying
- Carpet and fly to the stairwell leading outside. Next to it is a purple
- rune. Land there, climb up and return to your ship.
-
-
- ───> The Genie's Lords Isle & The Isle of Senat
-
- This Island is free of wandering monsters. However, you will soon
- discover that its access is restricted, as giant fists of sand prevent you
- to walk toward the center of the isle.
- Circle the isle to the west and south. Eventually you will reach a
- point where there is an opening amidst a semi-circle of ever-moving fists.
- Enter here and you will soon reach the Carpet of the Efreet in charge of
- admissions.
- Ask the Efreet for an audience with the Genie's Lords. He will
- refuse and sound abusive. Keep your tone respectful, and insist.
- Eventually he will send you fetch the Wisest Snake in the world for his
- master. Go back to the capital city, where you can purchase it for a
- few gems at Reptilian Desires.
- The Efreet will then ask you to get him the Hottest coals in the
- world. Go the the capital city and get it from Ha-Kim's Heating.
- When addressing the Efreet again, stress the urgency of your quest.
- He will then send you get Idrid's Veil. You can get it from Ingrid's shop
- of wonders in the capital city.
- Finally the Efreet will yet send you get him a last item: a Bottle
- of Eternal Emptiness. In order to find about its location, go back to the
- capital city and enter the Closed Inn. One of the two patrons will tell you
- that it is located on the Island of Senat.
-
- Set sail for the Island of Senat. This is a fiery volcanic roc
- plagued by fire elementals. DO NOT FIGHT!!! The very fact of simply
- standing on that fiery inferno hurts! Just dodge the Elementals and proceed
- to the center of the isle where you shall find the bottle. Then return as
- fast as you came to your boat.
-
- Return the bottle to the Efreet, and convince him to open it in order
- to make sure it truly is what you claim it is. Upon opening it, he'll be
- sucked it. Simply cork the bottle, and the path is clear.
- There are three features on the isle:
-
- - The Agent of the Djinns: He roams the western part of the enclosure on a
- flying carpet. Talk to him, although that does not seem to lead to much
- results.
- - The Agent of the Daos: His walks the eastern part of the enclosure. He
- will tell you how to reach the Djinn Lords through the chessboard.
-
- - The Chessboard: There are 4 paths of entrance for the board at each cardinal
- point. Each leads to one of the the Djinn Lords.
-
- + North path: Go down 5 cases, east 3 cases and up 1 case. This leads you
- to the Marid, great lord of the isle. Talk to him, and be patient as
- he goes through his extensive tales of battle with the Efreet Lord.
- He will express the wish to recover his Storyteller. He has her voice in
- a bottle.
-
- + East path: Go west 5 cases, up 3 cases and east 1 case. This leads to
- the Djinn Lords. The Red Lord is Saratah, and the Blue Lord Budisha.
- Address them by their proper names. When talking to them, one will
- start on a topic and stop. Then address the next for more.
-
- + West path: Go east 5 cases, down 3 cases and west 1 case. This leads
- to the Dao Lords' underground lair. You need not be announced by
- the Dao guarding the bridge, and may just go past him if he refuses
- to grant you passage. Past the Dao is a flock of winged creatures which
- you will have to battle. To the south is a cell in which the mute story
- teller is held captive. Attempt to communicate with her. To the north
- is the Dao lord. He may deal with you if you have something of interest
- for him.
-
- + South Path: Go north 5 cases, east 3 cases and south 1 case. This leads
- to the Efreet lord. Talk to the entrance guard. He will request an
- audience for you, but the Lord will refuse. The only way to reach the
- Lord is to cross the Chessboard, but if you enter it, an Efreet will
- launch deadly flames that will instantly kill you. You need a special
- item to make it across. To leave this area, ask the Efreet guard to
- teleport you back. Be patient, and if he dismisses you wait a while and
- try again.
-
- Dealing with the Djinn Lords requires a certain course of action:
-
- - Talk to the Djinn Lords. they will tell you you need to address the Marid
- Lord.
- - Talk to the Marid Lord. He will ask for the return of his storyteller
- in exchange of help against the Efreet Lord.
- - Talk to the Dao Lord. He will ask for an Airy Jewel of Pale Blue Fire
- from the Djinns.
- - Return to the Djinn Lords. Tell them of the prize required by the Dao
- Lords. They will require something from you for it. Say you'll agree to
- their price. They'll ask too much. Then say you'll sail to the end of the
- world to find the Ardonat Isle <sp>. They will rebuke you saying that it
- is a sunken isle, and reply you'll do it anyway. They'll reward you for
- your courage and give you the jewel.
- - Return to the Dao Lord. Give the jewel, and you can go get the Storyteller.
- - Take the Storyteller back to the Marid Lord. There she will regain her
- voice and claim her freedom. Request the reward you are due. The Marid
- lord will give you an Efreet Potion.
- - Return to the Efreet Lord, drink the Efreet potion and step on the chess
- board. The flames will not harm you. Walk to the Lord and talk to him.
- He will tell you of the Nameless ones, of the Genie's Curse. He will
- reveal that your own father is a Nameless One, and give you a moonstone
- shard to further empower your sword.
-
- You may now set sail toward the Capital City and the Caliph's
- palace.
-
-
- ───> The Capital City and the Caliph's Palace ( Second Visit )
-
- Go straight to the castle. Ask the Vizier for a meeting with your
- father. Your request will be denied by the Caliph. Proceed toward the
- exit of the castle. As you reach it, a servant will walk to you and tell you
- that Sumie, the head of the kitchen has planned a feast in your honor and
- wishes to talk to you.
- Go meet Sumie. She's the servant wearing orange clothes and standing
- next to the fireplace in the castle's kitchen. She will offer help by telling
- you of a locked secret passage to the Dungeons located in the North-Eastern
- storage cellar of the kitchen. In order to get the key to the passage, she
- will tell you to go to the Office of trade in the city.
- Go to the Office of trade, next to the city's entrance. When the
- tenant asks you for what service you desire, reply that you wish nothing.
- Then proceed behind the counter and ask him for the key, letting him know
- you were sent by Sumie. He will tell you to get them from the Baker.
- Go to the baker, selling his goods in the open market in the
- northern section of town. Ask for the Key of Bone, and he will oblige.
- Return to the castle, and talk to Sumie. She will explain that in
- order to reach the new dungeon where you father is kept, you need to cross
- the Old, monster infested dungeon. Also, she asks that you return the Key
- once you're done talking to your father.
-
- Go the North-Eastern cellar of the kitchen, and climb down to the
- old dungeon.
-
-
- ────> The Castle's Old Dungeon
-
- In your first descent in the dungeon do the following:
-
- - In the first rubble-ridden room, there is a key along the southern wall,
- hidden by a boulder.
- - Proceed to the next room. It is inhabited by Giant Poisonous Spiders.
- From the right angle, you may dispose of them easily with your sling.
- Move the rocks to clear the path.
- - Proceed to the next room. You will find a secret passage in the eastern
- wall, leading to a cell. Leave the cell via the south, and you will
- be greeted by an awful stench. Follow your nose, and proceed east to the
- next cell, inhabited by a Cyclop.
- - Enter the Cyclop's cell, but do not attack. Ask for a compromise. He will
- allow you to search his room if you promise to take him out of the castle's
- walls. Accept the deal, but ask him to first disguise. He will fetch a
- blanket and use it as a veil.
- - Lead the Cyclop upstairs, to the kitchen. Sumie, alarmed, will intercept
- you. Tell her you must take him outside, and ask her to cover his scent
- with aromas.
- - Lead the Cyclop out of the castle. Stay clear of wandering guards, and
- walk as far from standing guards as you can.
- - Once outside the castle, tell the cyclop to remain disguised. Take him
- across the city, and to the shore.
- - Once at the shore, he will tell you of the treasure of the nameless ones
- magically protected on an island.
-
- Before going any further, sail to the treasure island. It is
- protected by Thorn-throwing bushes and Cyclops. Make your way to the
- walkway bound by columns. You will reach a large chest in a circular
- area. The area is trapped with lightning bolts. The way to reach the
- chest is to approach from behind. A frontal approach will make it
- vanish. Once you get the chest, you both will be teleported outside
- the deadly ring. Take the contents, which include yet another scroll
- to read before your enemies (the Nameless Ones).
-
- Make your way back to the Castle, and proceed back to the Cyclop's
- cell in the Old Dungeon. Read the scroll lying around. The first step
- in this section is to open a door, and the way to do it is as follows:
-
- - The cells may have inhabitants, so get ready for battle. One of the cells
- contains green-acid puddles. Once done in that room, you should make
- sure to close the cell door.
- - There are 6 cells and a hallway. There are pressure plates in 4 of the
- six cells, and 2 in the hallway. There is, in each room a lichen covered
- wall. Each pressure plate corresponds to the nearest lichen-covered plate.
- For each of the 6 plates, do the following:
- - Cover the Plate with a boulder, by dragging it on top of it, or by standing
- on top of it, if it allows you to reach the lichen-covered section of wall
- corresponding to it.
- - Hit the Lichen-covered section of wall 8 times. A metallic sound will
- be heard, then a lever will appear. Pull the lever.
- - Once you did that, no need to remain on the pressure plate (in the
- hallway, you may drag the boulder to the next pressure plate). repeat
- the operation until the 6 levers are pulled, at which time the door
- will be unlocked.
-
- Proceed to the next room. There, you will have two pressure plates.
- Cover one with the boulder, and the other with the stone table. Then
- proceed to the northern wall, and hit the lichen covered section, and pull
- the lever in the same fashion you did it earlier.
- Upon doing that, you will open an hallway lined with 8 locked cells,
- and 8 levers will line the western wall of the current room.
-
- - Pull a SINGLE lever, and hurry to the cell-lined hallway.
- - Find the open cell, enter, clear it of its fiendish occupants, and take the
- contents of the treasure cell. Each cell contains different types of
- monsters, including Earth Elementals, Skeletons, Hags, a mage etc...
- Repeat the operation until you've cleared each and every cells.
- - The center cell to the south will seem empty, and has a hole in the southern
- wall. This is the way to the New Dungeon where your father is kept. It
- is guarded by a fearsome Ettin. This battle will be trying, so be prepared.
- Do not hesitate to use any shards you may have in your arsenal.
- - Once you defeated the Ettin, proceed south, and you will reach the New
- Dungeon.
-
- ───> The Castle's New Dungeon ( Second Visit )
-
- You must reach your father and talk to him. You may not be seen
- by either the guards or automations, or the game is over. Follow the
- following guidelines.
-
- - Observe the path of the Robots, and use the fact that they can not see very
- far, or at all behind them. The robots NEVER change their routes.
- - Make use of the open cells and the halls not frequented by the Robots.
- - Your father cell is located all the way to the North, in a section guarded
- by a single human guard. you must make sure not to be seen by the guard
- when going to talk to your father.
-
- Your father will tell you of the Nameless ones, and that he used to
- be one of them. He will instruct you that reading their spells backward will
- weaken them. This applies to the scroll you have just found in the Nameless
- Ones treasure pointed out by the Cyclop.
-
- - When done talking to your father, leave the section with the same care
- you used upon entering. The guard has a clockwise route, so go the
- same way, but do not run into him from behind, because he could spot
- you.
- - Dodge the robots back to the old dungeons and then the kitchen.
- - Return the keys to the dungeon to Sumie.
-
-
- ───> The Castle and the Private chambers ( Third Visit )
-
- Proceed toward the exit of the castle. You will see a scroll laying
- next to a pillar. Read it. It is from a man named Obdel, and it instructs
- you to go meet him in the South Banquet Hall of the Castle.
- Go meet Obdel. He will tell you that the person responsible for all
- your trouble is The Vizier and that he magically controls the Caliph. He
- will give you a One-Time Use teleportation ring that will take you to the
- Vizier chamber so you may find the proof to expose him.
-
- - Go to the Meditation, a room with weird tile pattern located in the South
- West wing of the castle. Activate the ring.
- - You are teleported in the Vizier's Chambers, where one of his lieutenant is
- working. Sneak past from behind, toward the western exit.
- - You end up in a hallway. There is a guard roaming this long hallway. You
- must wait for him to do away and sprint into the western side of the
- the hallway, and hide behind a column.
- - When the guard passes by toward the Eastern side of the Hall, go through
- the southern passage.
- - There are two guards here, and a tea table. Push the tea table past the
- guards and wait. When they go after it, time yourself, and proceed
- straight to the SOUTH (ignore the opening to the east, it's a trap).
- - You will find yourself in the Harem Chamber. Talk to the woman to the
- East. Address her as Catspaw. She will recognize who you are and give you
- a key to the secret passage in the caliph's chambers. She will instruct
- you to put the key under the Caliph's Mattress when you're done.
- - Hide behind the door. She will call the Guards in.
- - When she calls the guards in, get out of the room. BEWARE: be very careful
- not to hit the vase, for it will alarm them of your presence.
- - Proceed straight north for the Caliph's chamber. But Beware... The hall
- guard may be standing there. Timing is everything. If you're in doubt,
- hide behind a column, and wait to be sure the guard went away to the east.
- - In the Caliph's room, go to the Eastern Chamber. DO NOT TOUCH ANY TREASURE
- or you'll be caught by an alarm, and the game is over. Unlock the
- secret passage.
- - You will find a chest and the Vizier's Journal. Take it. You may also
- take the content of the chest in this room.
- - Return to the chamber, and put the key under the mattress.
- - Proceed back to the hall, making sure to avoid the guard by hiding behind
- columns, and return east, to the Vizier's Chamber.
- - In the Vizier's Chamber, sneak behind the Lieutenant, south and east and
- teleport back to the meditation Chamber.
-
- Head straight for the South Banquet Hall. Talk to the Servant there.
- He will tell you that Obdel got a message and left for his chambers.
- Go to Obdel Chambers, located in the center section of the South
- Western wing of the castle (room to the left). Go through the drawer of
- the piece of furniture. You will find a scroll. Read it. It reads that
- Obdel is supposed to meet someone next to the city's gate.
-
- Leave the Castle, and proceed to the city's entrance. When you'll
- get close to the enclosure filled with wagons, you'll spot Obdel, waiting.
- Sneak behind a wagon, where you can observe Obdel, and wait.
- A mercenary will meet him. You hear them talking about the Island
- of Al'Katraz. Obdel was setting the Vizier up. The Caliph is the one who
- had the Vizier's Seal forged. He is under the control of the Nameless Ones.
- They were trying to get rid of the Vizier. Once the meeting is over, let
- Obdel pass, and follow the mercenary to the south, outside the city.
- As you reach the mercenary, he will vanish. Return to the boat,
- and set sail toward the island of Al'Katraz.
-
-
- ────> The Island of Al'Katraz
-
- Upon getting on the island, you'll be attacked by a group of
- winged creatures, so be ready for battle.
- There are 2 factions on the island's surface, at war with one
- another. As you proceed to either section, some guards will attack
- you. You may be able to pacify them temporarily. The leaders of each
- faction are located on a southern peninsula East and West, respectfully.
- Attempt to stop the war between them if you wish. I personally
- didn't feel like it, and when they attacked me, after I said something that
- triggered them, I simply disposed of both factions. They have several
- fighters, and you may need to carefully prepare and go heal yourself between
- fights.
- In any case, once the leaders have been laid to eternal rest, you
- will find a key on each to a shrine located in each section. Enter the
- two shrines, and meditate. You will be revealed the two words of the
- password to the prisons below the Well: HAMA and BAZAN.
- You can visit the other Houses. Persuade the wounded that your
- intentions are honorable. They will tell you that the war between each
- side is due to the action of the Nameless Ones' magic under the Well.
- Proceed to the Well, and speak the words of the password while
- standing in front of it.
-
-
- ────> The Prison of Al'Katraz
-
- The course of action in the prison is pretty simple: Kill and
- destroy everybody you encounter. Guidelines:
-
- - Locate the Mercenary captain's quarters. There you will face several
- guards, including a pair of Cyclops, and the skillful Captain.
- - Enter the chambers of the captain. Take the Rusty key under the bed.
- Look into the water. You will see the features of a mage. Claim you
- are a delivery boy that ended up there by mistake. You will find
- notes that indicate that your brother's voice is in a bottle on
- Aballat's Isle.
- - The mage will eventually come to investigate. When he does, kill him.
- - Proceed back toward the two cell blocks to the east. Free all the
- prisoners. One of the prisoner is your brother Tarik. Offer him
- a healing potion. You will soon realize that his voice was stolen and
- he was left mute.
- - To the West are the monster-ridden dungeons. If you feel up to it,
- force the northern gate open and proceed east.
- - Beware! if your brother is with you, the controls may confuse an
- attempted attack with an attempt to talk to him. Make sure to
- have him out of the way when you are engaged.
- - You will meet several monsters and find a lot of treasure. The final
- room contains two Ettins. They are formidable enemies. Do not
- hesitate to use your arsenal of shards.
-
- Return to the Ship with your brother. Take him below deck. Set
- sail for Aballat Isle.
-
-
- ───> Aballat Isle
-
- Search the isle for bottle hidden behind bushes throughout the isle.
- You will find several of them. Open them, and set their contents free.
- In one bottle, located behind a bush on the north of the Island, you
- will find your brother's voice.
- A few giant wolves roam the isle, and will need to be disposed of.
- In the buildings, you will find people guarding bottles. Most of them are
- magically bound to do so, against their will. Hear their sad tales, release
- the contents of the bottles, and set them free.
-
- Once you are done, return to the ship and go meet your brother below
- deck. Tell your brother to summon Muliban, your family's Genie. Muliban
- will appear and you will decide of the next course of action. Tarik and
- Muliban will go back to the Castle, and attempt to save your family from an
- execution, and you will sail toward the lair of the Nameless Ones, Al-Naqqil,
- reachable, now that Mulliban has blown the magical fog hiding it.
-
-
- ───> Al-Naqqil, Home of the Nameless Ones
-
- You need to locate 3 magical necklaces that will allow you to
- walk past 3 sets of magically protected secret passages, and locate the gate
- to the extra-dimensional planes. Guidelines:
-
- - You will encounter several Winged Minions, and a couple Cyclops.
- - In a section, to the North, you need to find a secret passage to the
- chambers of 3 mages. One of them will great you outside, and the others
- meet you in their quarters. You will find a necklace on them.
- - Read all parchments. They will tell you how the Nameless ones have been
- attempting to harness the powers of the Great Moonstone from Sorcerer
- Isle (the Island of your home, Zaratan). In order to take it they needed
- your father out of the way, and instigated the plot to frame them. They
- capture prisoners to feed on their life force, transmuting them into
- monsters. They hold your fiance, princess Kara, for that purpose, and
- you may already be too late. The nameless ones undergo a transformation
- as they use the power of the Moonstone, slowly becoming ethereal, and
- transforming into extra-planar beings.
- - In a chamber to the South East, you will find a fading Nameless one in
- the process of burning evidence of their activities. His magic his
- even more potent than that of the previous mages. You will get a second
- necklace from him. You may have to cross a secret passage to get here.
- - There is a large room filled with beds. In the South-Western corner is
- a table. Smash it. A secret passage will be revealed beyond.
- - In the Eastern section on the lair, you will find another large room,
- protected by a mage. Inside the room is another fading Nameless One.
- Upon defeating him, you will find the 3rd necklace.
- - Find a set of secret passages to the east, and they will lead you
- to the blue gate to the extra-planar dimensions.
-
-
- ───> The Outer-Planes
-
- NOTICE: The saved game I included in this release will take you at the
- very beginning of this phase.
-
- In the planes follow the Guidelines:
-
- - Walk from platform to platform by pushing on the edges. Sometimes, stepping
- on an edge or at the end of the path triggers another path to open up.
- - On the platforms with gates and orbs, break the orbs. That will set the
- creatures imprisoned free. Defeat the creatures, and in some instances, you
- will free the prisoner that was being transformed into a monster.
- - On one such instance you will fight a Hag, and will find out that it was
- in fact Kara. You will have to leave her behind an proceed to find the
- Nameless Ones.
- - You will Meet a nameless one at one point. He is no longer human. His
- magic is extremely potent. Although he seems totally ethereal, your
- magical sword may affect him, but you should use shards also.
- - On one Platform you will find a lone Globe. Break it and proceed on the
- next available path. This will take you back to the ship. You have
- destroyed the orb holding the shipmate prisoner. He will express his
- gratitude. Tell him that you wish to return to the outer planes to finish
- off the Nameless ones.
- - One platform houses the Great Moonstone. You can break its influence on
- the orbs. Then touch it and it will heal you.
- - Finally you will end up on a final platform, and be confronted by the last
- Nameless One. Hit him with all you've got.
-
- Finally, you destroy him. Muliban appears and tells you that all
- went well, and your family was rescued. He magically heals Princess Kara
- and brings her to you. He then transports back the Moonstone to Sorcerer
- Island, and takes you to the Caliph's Palace to get married.
- All is well that ends well... for now...
-
-
-
- ┌────────────┐
- │ CONCLUSION │
- └────────────┘
-
- This game was worth playing, but too simple for the experienced CRPG
- player. I hope you will use this in-depth solve, because I truly had no
- desire to write it, with finals and all... I had finished the game in
- 10 hours, last weekend, and have been delaying this until now. But as a
- Pentagram Member, it was my duty to bring you the tools you may need for
- better enjoying yourself.
-
-
- Personal greets go out to:
-
- + My Lazy-ass Buddy Dr. Insanity
- + The Divine Bandieto, true son of God, and king of the world
- + Your-ass-will-soon-be-mine Faceless
- + The Entire PTG Posse
- + Ralph and KiWi
- + Killerette and her HV crew
-
- Little note: The Scene is garbage, and so is Terratron since they
- endorse such crap. Judging by my docs and all, I feel
- my opinion on that matter is more than relevant. And
- if you disagree, bite me.
-
- Vows of success to all facing finals...
-
- Until next time,
-
-