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Al-Qadim (e)

Cover
THE GENIE'S CURSE



INTRODUCTION
GENERAL HINTS
OPENING SEQUENCE
BECOMING A CORSAIR
ZARATAN & OASIS
MAGICAL SHIP
SORCERER'S TOWER
BANDAR AL-SA'ADAT
CALIPH'S PALACE
SHIBAZ
JAZA'IR JIZA & SENAT
BANDAR DUNGEONS
PALACE INTRIGUE
ALKATRAZ
ABALLAT
HAJAR
AL-NAQQIL
COPYRIGHT


INTRODUCTION
These instructions do not really comprise a detailed walkthrough. I instead
provide a guideline so that you can efficiently progress through the Genie's
Curse game to a successful conclusion. I assume you are familiar with operating
the game's user interface and will practice combat and learn how to deal with
the traps. At this time, I have not included solutions to, what I think of as,
the puzzle mazes, nor any maps. This will mean you are free to enjoy exploring
the mazes and solving such puzzles on your own!
These instructions can not, nor do they attempt to, predict every combat
encounter.
The Genie's Curse is not a completely linear game, so this walkthrough is only
one order of events while others will also lead to a successful game completion.



GENERAL HINTS 
  Save after every small piece of progress. This is particularly true in the new 
  dungeon in Bandar where your family will be imprisoned, as the automated 
  copper guards are quite difficult to evade and also in the private apartments 
  of the palace. 
  Keep different save game files, in case you get completely stuck. You may need 
  to restore an earlier saved game. 
  If you get stuck in a walled area, the chances are there is an illusory wall 
  you must walk through to progress. 
  Keep track of your hit points or health line. Make sure you have plenty of 
  healing potions and don't forget you can interrupt combat to down a potion 
  and/or change weapons. 
  Make good use of the two healing areas that maximize your hit points and cost 
  nothing. These are the healing pool at the oasis on Zaratan and the ship board 
  portal. 
  You will need to get combat instruction twice, to learn the two advanced 
  attack moves. Visit the weapon's master in the new store in Bandar when the 
  game says you are ready to learn.
  Read about the different magic weapons in the rule book to determine how to 
  deal with the more difficult creatures, like the evil magicians. 
  Act honorably and selflessly as befits a Corsair when conversing with others. 
  Otherwise you will not learn what you need to. 
  Explore thoroughly. Smash all pots, open all chests and pick up all treasure! 
  Then you will not need to visit Bandar to re-supply so much. You will then 
  have plenty of gold pieces to spend near the end of the game. By that time, 
  you may have run down the supplies you found from exploring thoroughly. 



OPENING SEQUENCE 
You have been away from home training to be a Corsair. Your teacher is about to 
put you through the final test. When you pass you will return home.



BECOMING A CORSAIR 
Talk to your teacher, then follow him north. When you have mastered the maze you 
will be able to go home. This maze helps you learn how to navigate similar
problems you will encounter later on and prevent you from taking on greater 
problems before you can handle them. Collect the coins if you can and open the 
chest at the end to get some initial supplies. Then step on to the carpet 
teleporter to transport home.



ZARATAN & OASIS
There is a map of Zaratan in the game rule book 
Head north and meet your sister. Talk to her. She will take you to your father. 
Talk to him. He will keep moving away but persist on stopping him and talk to 
him until he has nothing new to tell you. Walk into the building east of where 
you met your father. Talk to your mother in the same manner. Open the drawer and 
read the scroll. 
Visit the house to the north, your bother's. Open the drawer and read the 
scroll. 
Go to the house to the west, Babazar's house. Talk to Babazar, then try to talk 
to his daughter. Talk to Babazar again and he will ask you to fetch some purple 
berries. 
Visit the potion shop, near the town gate, and buy as many healing potions as
you can afford. 
Leave town and head west to the oasis. The berries are on a little peninsula 
jutting north into the lake. As you pick them, a mermaid appears. Remember! Act 
very honorably! Agree to her terms. She asks you pass on a message to the Qadi. 
Return to town. You will meet your teacher on the way. Return to Babazar. Do not 
reveal the appearance of the mermaid. 
Head north to the Qadi's office. Talk to the Qadi. He will ask you to take a 
treaty to your father and Haroom abi Wassab for them to sign. Agree to do this. 
Find your father and urge him to sign the treaty. Go to the Wassab's house to 
the west. After talking with the Wassabs, you must fetch your sister. Go to the 
house in the south west corner and talk to your sister. Follow her to the 
courtyard outside the Qadi's office. Here you will meet with Haroom to finalize 
the signing of the treaty. Go into the Qadi's office and hand over the signed 
treaty and tell the Qadi the mermaid's message. 
At this point, it is fun to explore more of your home town as pretty soon you 
won't be able to. 
Return to the mermaid at the little peninsula at the oasis and talk to her. Walk 
around the oasis until you locate the healing pool. Use it. 
Return to town. Your mother will meet you. You will hear of the bizarre storm 
and shipwreck, and of your family's apparent dishonor. Agree to search for
survivors of the shipwreck. 
Leave town and head west to the oasis then go north. Find the Caliph then talk 
to him. Go further north and find the golden chest behind the first barrel. Open 
the chest. Lead the Caliph back to town. Further devastating events transpire 
and you are forced to leave. 
Visit your only friend outside town, the mermaid. Don't act like a wimp! She 
will tell you about a magical ship, a way to get to the ship and tell you how to 
gain access to Farid's tower.



MAGICAL SHIP 
Head to the south west area where a turtle will appear. He takes you over to the 
magical ship. But first you have to fight for it. Pick up all the treasure, 
including a huge key, a green key and a small key. When you have cleaned up the 
whole place, including the guy shooting at you from the ship, go into the hold 
at the back of the ship and make your way to the evil magician. Kill him with 
the sunfire shard. Then enter the portal. Click on the green ball twice. You can 
return here to be healed any time you are on the ship for most of the adventure. 
The ship looks in brand spanking new condition now! Return to the deck and go to
the stern. Talk to the captain and ask to sail to Zaratan. 
From now on if your ship is attacked while you are sailing, you must defeat the 
enemy completely. Take anything you find on any pirate ships and click on your 
captain to resume the voyage. Before leaving the ship, get completely healed at 
the portal.



SORCERER'S TOWER 
Go to Farid's tower to the west of town and say "Azzulah Batan" to enter. Go 
north until you are transported to another area. Make your way through the maze 
until you finally meet the sorcerer. He will give you some useful information 
and an enchanted mirror. His wife will request you fetch her a golden dove.



BANDAR AL-SA'ADAT 
Sail to Bandar and go north to the city gates. Claim to be of noble birth to 
gain entrance. 
Explore the town. Train at Zubakon's new cramped training facility. At the
Supernatural Emporium you will need 200 gold pieces to buy the golden dove. If 
you need to, try winning (or losing) some money at the Sand's Point Gambling 
Club. Desert Salve-ation will cast spells on you that have an immediate effect 
to heal your wounds, for a price. 
Return to your ship and sail to Zaratan. Go to Farid's tower. Hand over the 
golden dove to the mermaid and she will give you some more information and some 
parchments.



CALIPH'S PALACE 
Return to Bandar and go to the far north of the town to the palace. Enter the 
palace. 
Ask the Vizier if you can see your family, hence the Caliph and wait for the 
gong. Pay the fee to enter the dungeon. Visit with your father, give him a 
healing potion and agree to visit your mother and sister. Find each of their 
cells, talk to each of them, then return to your father. 
Leave the dungeon and explore the palace.



SHIBAZ 
Return to your ship and sail to Shibaz. Find the stone heart scroll then find 
the two statues. Feed the left one with gold coins and the right one with the 
scroll. This will summon Rashidin. 
You will have to approach Rashidin where he has 'parked' his flying carpet. Talk 
to him and he will open up, in a nearby building, the entrance to his library. 
Enter the library. You now have anther maze like puzzle to solve, as Rashidin is 
incredibly difficult to communicate with. Eventually, you will find your way 
down to the scrolls. Find the casket of eternal hope and put the mirror in it. 
Rashidin will find the mirror and start arguing with someone he sees in it. 
Interrupt him and he will tell you that the Isle of Genies is Jaza'ir Jiza.



JAZA'IR JIZA & SENAT
Talk to the efreeti, the gatekeeper, who is blocking your way to the paved 
checkerboard area. Talk to the dao, Zugalamuhayt to the right. He will direct 
you to the sha'ir, so find him next, on the left. You have to find the snake, so 
return to Bandar.
Buy the wise serpent from the Reptilian Desires store. Return to Jaza'ir. 
Give the snake to the efreeti gatekeeper. She will devour it! Talk to the dao 
again and he will suggest a weapon will win over the gatekeeper. Talk to the 
sha'ir and he will suggest the Singing Scimitar. Run this idea by the dao. He 
likes the idea, so talk to the sha'ir yet again. He will leave to locate the 
Singing Scimitar. Wait for him to return and he will tell you the weapon is on 
Senat. 
Take your ship to Senat. You will find the Singing Scimitar in the gold chest. 
Return to Jaza'ir. 
Talk to the sha'ir and follow his plan. Take the 'Singing Scimitar' to the dao. 
Follow the dao to the efreeti and go through to the checkerboard. 
Walk over the checkerboard and you will discover there are four different 
colored paths. Each path will lead to someone who will aid your quest as 
follows: 
Blue path: Beya 
Purple path: Satarah (red) and Bubishah (blue) 
Green path: Aziz 
Red path: Mirza Gubishbuskin 
First visit Beya. She won't be helpful yet, but this gives you an opportunity to 
clear out the Nas Nas and explore. Then visit Satarah and Bubishah. You have to
speak to them alternately. They will tell you to visit Aziz. Talk to them so 
they let you leave. Visit Aziz and he will tell you a long story and mention 
Shahar Izad. 
Visit Beya again and ask about Shahar Izad. She will agree to return Shahar Izad 
in exchange for an airy jewel. Return to Satarah and Bubishah. Agree to the 
impossible and they will then give you a jewel. Take the jewel to Beya and she 
will let you collect Shahar Izad. 
Return with Shahar to Aziz. Talk to Aziz and he will restore her voice and give 
you an efreet potion. 
Finally take the red path. Ignore the exchange between the efreeti and the 
genie. Use the efreet potion and walk over the checkerboard and through the 
flames. Mirza will then talk to you. He will give you some very interesting 
information and advise you to talk to your father about the Nameless Ones.



BANDAR DUNGEONS 
Leave Jaza'ir Jiza and sail to Bandar. 
Go to the palace and ask the Vizier about visiting your family and an audience 
with the Caliph. This is refused. You need to find another way into the
dungeons. 
Try to leave the palace. A servant will approach you. Be agreeable and he will 
ask you to see Sumia. Sumia is the woman dressed in yellow standing by the 
fireplace north of the kitchen area. Talk to Sumia and accept her help. You need 
to fetch a key from the Trade Officer near the city gates. 
Leave the palace and go to the Money Changer and Trade Officer and discuss trade 
business and then the key. He gives you instructions to get the key from the 
baker. Talk to the man selling cakes near the well. He will give you the key. 
Return to Sumia at the palace. She will give you instructions for getting into 
and navigating the old dungeon. Enter the dungeon through the north wall of the 
room immediately east of Sumia. Look for notes and follow their instructions and 
clues. When you find the Cyclops, help him escape, then return to the old 
dungeon. When you enter the new dungeon, be careful not to be spotted by the 
guards. Find your father and he will explain about the Nameless Masters and give 
you some more very useful information. Return through the connecting tunnel to 
the old dungeon and return to Sumia.



PALACE INTRIGUE
Go to leave the palace but stop to read the note at the exit. Find the man 
dressed in green in the south banquet hall. Agree to help to uncover the 
Vizier's plot. 
Go the room with the blue patterned floor and use the ring. Read the scroll in 
the cabinet where the man is sleeping. Find the tea trolley and push it past the 
guards. Go straight into the harem. Talk to the wife in the blue dress standing 
by green cushions on the right and follow her instructions and hide behind the 
door. Go into the Vizier's bedroom while the guards are distracted. Find the 
secret room in the right wing of the bedroom. Take the treasure and read the 
journal. Slide the key under the mattress in the bedroom and return to the blue 
patterned room to teleport back the main part of the palace. 
Leave the palace and head for the city gates. Near the city gates you will see 
Obdel. Hide and watch what happens next. When Obdel leaves, follow him and 
accost him. You will get some more useful information before Obdel disappears. 
Return to the palace and approach the Vizier. Tell him about the plot against 
him.



ALKATRAZ
Return to your ship and sail to Alkatraz. 
First talk to the Razif leader and convince him to let you help end the feud. 
Then find the Ganlet leader and do the same. Tell the Razif leader that the 
Ganlets have also agreed to end the feud and meet them at the well. Ask them how 
you can find the mercenaries. Find the red and blue metallic keys in the 
illusory flames. Then meditate in each of the two buildings with flowers 
outside. Go to the well and use the words you learned while meditating. The 
entrance to the mercenaries' hideout will be revealed. 
Go down to the hideout and kill everyone. Find the rusty key in the mage's 
bedroom. Free all the prisoners and collect your brother. He will tell you to 
find his voice in Aballat. Take your brother to your ship and leave him in the 
sleeping area below deck to recover.



ABALLAT 
Sail to Aballat and open all the bottles. One of the bottles contains your 
brother's voice. Return to the ship and talk with your brother. He will summon 
the family genie and you will make a plan to save the family and destroy the 
Nameless Masters. Agree to handle the Nameless Masters.



HAJAR 
This is an optional trip. Read this whole section before going ahead. It is 
useful but damaging to the health. If you helped the Cyclops escape from the old 
dungeon in Bandar, this is the island the Cyclops told you the Nameless Masters 
left some treasure protected by powerful magic and some Cyclops guards. Sail to 
Hajar and kill all the Cyclops. Make your way to the end of the columned 
pathway. Before stepping into the circle of pillars, save. As soon as you 
approach the chest you will be bombarded by lightning spells and the chest will 
disappear. The chest will reappear somewhere else in the circle a second or two 
later. Prepare for this havoc by acquiring and protecting yourself with potions. 
Keep trying to run to the chest and open it before it disappears again. You will 
either succeed or die! When and if you succeed, the treasure includes another 
parchment that will be very useful against the nastiest of the Nameless Masters.



AL-NAQQIL
Before you set sail for Al-Naqqil, make sure you are loaded up with potions. You
will not get another opportunity to heal yourself other than with the potions
you carry after you arrive at Al-Naqqil.
Once you have entered the Nameless Masters palace at Al-Naqqil, find the Nas Nas
bedroom to the west and kill all the Nas Nas. One of them has a special
necklace. Go to the Nameless Masters' chamber in the north east corner and kill
the Nameless Masters here. A Nameless Master, just south of the Nameless
Masters' chamber, intent on killing you, has the second special necklace. These
necklaces enable you to detect illusory walls. The final and third special
necklace is worn by a Nameless Master who is his room beyond an illusory wall in
the north west corner. After you have the third necklace, go south through the
illusory walls then west through another illusory wall to get to a teleport.
Walk into the teleport.
Touch all the green globes as you are able to reach them and kill all the
monsters. There are one or two more very powerful Nameless Masters/Monsters to
kill here, after you find the princess, so use the parchment spells to drain
their power. (Be careful not to increase their power!).
Enjoy the closing sequences!