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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,