Defenders of Oasis Walkthrough V. 2.0
(for the Sega Game Gear)
Barry W. Cantin (BCantin@NO-SPAM!.aol.com) (remove the NO-SPAM! to reply)
October 1999
There have been several updates to this FAQ since the 1/97 V 1.0 release. I
have filled in some of the blanks, and re-wrote a few areas with more detail.
I updated the monster HP list, replacing the range values ("somewhere between
this value and that") with the actual values. This was a VERY tedious process
since I wanted to get them all correct to the exact value, and only attacks of
certain values would do it.
A spell list was added, with brief descriptions of what each does. Also,
I have also corrected a few errors that were in the first version.
Since the last release of the Walkthrough, I've received a lot of E-mail from
DoO players who helped fill in some of the blanks. For all help NOT related
to finding the Barbado, thanks to:
Paul Clark (Paul_Clark@juno.com)
Zen Davis (zengrunge@geocities.com)
Charles C. Faust (faustc@juno.com)
Mike Gilliland (mike_g@page.az.net)
Jody Hopewell (jody@moose.ncia.net)
Tim Ingram (ingram@plinet.com)
P. Milano (PMilano885@aol.com)
Nick Pearson (Sigfried@ix.netcom.com)
l woods (lwoods@gte.net)
skull@ief.iconcrossroads.org
I received SO many E-mails answering the question I posed in the last version,
"Where is the Barbado?" - I'd like to thank everybody who replied, I had
actually found it myself shortly after I released the first version of the
walkthrough, as well as a few other spells and things. I received about
eighty responses to this question - too many to list - so, thanks to everyone
who took the time to reply. ("It's under the altar...")
This will probably be the last version of the walkthrough, since it appears
that everything in the game has been found and I think I have addressed the
various questions and gaps that the previous version left unanswered.
Spell, item, and monster lists follow the Walkthrough.
-------------------------------------------------------------------------------
** Walkthrough **
Chapter 1 Burning Castle
The game starts with the opening sequence. After the King is finished talking
with you (the "Prince"), talk to everyone in the castle for information. You
are told to go greet the Princess of Mahamood, whose ship has just arrived.
BEFORE you do this, go into the town and look for the Goods Shop (it's got a
sign outside with a potion bottle on it), which is located in the lower left
part of the village. Go talk to the merchant and buy NINE herbs, you will
most definitely need them soon.
Next, go to the dock to greet the Princess. The dock is to the east of the
village. On the dock you learn that they cannot find the Princess, so go back
to Shanadar to look for her. Before you find her, you will have to speak with
the fellow blocking the entrance to the canal (stairs down to it) in Shanadar
(close to the gate leading to the dock). He will tell you that he saw a woman
fitting her description headed for the Tavern. Sure enough, she is in the
Tavern (lower right part of the village), being harassed by three Ruffians.
You will automatically go into combat mode when you encounter them. They are
not difficult to defeat - do this, and then the game goes into "automatic
story sequence" (i.e. you cannot control the Prince's actions but rather sit
and watch the story develop). You'll soon find out why you needed those
herbs.
The Prince is awakened out of his bed to learn that the kingdom is under
attack, and that the King wants him to take the Princess safely back to
Mahamood. The King also gives the Prince something VERY important - "Ring
One", which he refers to as a record of the family's history. Follow the
Tutor to the escape tunnel and go through the city's sewers (battle spiders
here) and out into the city's waterway. Here, fight Sorcerers to gain EPs and
build your character. When you're strong enough, fight the Imperial Soldiers
marching around the city. Use the herbs to heal up the Prince when his HPs
get low (each herb restores 20 HP). After the Prince reaches level 5 or 6, go
back to the dock where you'll see the traitor who caused all this mess --
General Kohle. Fight him but don't expect to win just yet. He has a magical
sword that causes you to faint immediately. Let him defeat you, you cannot
win this battle (yet).
You'll wake up next in the hideout of the Resistance. Talk to the Leader, who
tells you of a Magic Lamp you'll need to defeat Kohle and his magical sword.
Be sure to say hi to the fellow at the doorway as you exit, and he'll give you
a HOLY herb.
Make your way back to the castle through the waterway and sewers, and just
below the fountain in the castle you'll see the Prince's Tutor. Just before
he dies, he gives the Prince the Key to the Shanadar Treasury ("Key of S").
Go to the treasury at the back of the castle, use the key to open the doors,
and go in and help yourself. There are six chests to open, and they contain
the following: HERB (2), Hemp, Cape,, Plating, and a Kutar. Immediately
equip yourself with the Cape (better protection) and the Kutar (better sword).
Next, go to the bottom of the room and get the Lamp, which is sitting on a
pedestal. The Genie will then join the party. IMMEDIATELY use the Hemp and
the Plating on the Genie to make him more powerful. Also, the Genie can be
used to heal the Prince, instead of relying on the herbs (although the herbs
may still be useful!).
Go back to the Resistance hideout to rest up. Then, go back to the Dock to
meet General Kohle again. At the very first opportunity, have the Genie cast
VARYU on Kohle to inhibit the magical powers of the sword. That way, the
Prince won't faint when struck by it. Defeat the two Soldiers flanking him
and then Kohle. upon his defeat, he dives into the water swearing revenge.
You are then instructed to get the Princess to Mahamood ASAP.
Chapter 2 First Mate
This chapter starts with everybody on the ship en route to Mahamood. There is
a traveling merchant with the following items for sale:
TRAVELING MERCHANT ON SHIP
----item------------cost---
Holy Herb 40
Talisman 1080
Hemp 500
Plating 490
Gilding 2490
Note that you can sell him the Mantle and Shamshir sword you started with,
since you won't need them any more (replaced by the Cape and Kutar). Good to
buy - if you can afford it - a hemp and a plating for the Genie, and Holy
Herbs with whatever's left over.
Talk to everyone on the ship. Talk to the lookout in particular, since it
triggers the next part of the story. At this point, go down to the Captain's
Quarters and Saleem joins the party. Before leaving, be sure to talk with the Captain again. He will give you 500 Dinar to purchase the water (after all,
they aren't pirates...) The ship stops at an island to get water, get off the
ship here and follow the path to the village. (Along the way you will battle
Cyclops and Worms)
When the party arrives at the village, go see the village elder and he will
allow your party to rest and heal up there. There is a shop on the island,
which has the following selection of goods:
ISLAND GOODS SHOP
----item------------cost---
Herb 20
Snake Act 30
Barrel 200
Saber 810
Cloak 1050
At this point, it's a good idea to build your characters' attributes. Go
fight the local monsters and rest up at the village when HPs and the Genie's
MPs get low. A good area to fight is to the southeast of the village, there's
a corridor that will take you to an old temple. Here you can fight Daeva and
Cockatrice monsters to elevate the characters more quickly. Get the Prince up
to about level 10, then go back to the village elder to rest. Talk to all the
villagers to learn more about the area as well. When you can afford it, buy
two sabers and two cloaks from the shop. Equip the Prince and Saleem
immediately (don't forget to sell off the old swords and mantles - you'll need
all the extra cash you can get).
Go back to the ship, where you learn that the Captain (Saleem's father) was
killed by the Imperial Elite Troops - Al-Karria in particular. The party will
then battle 3 Assassins then 2 Crocottas. After defeating those, Al-Karria
takes the ship (with the Princess on it) and leaves. Saleem vows revenge on
Al-Karria.
At this point, go back to the village and speak with the Elder to rest up.
Talk to all the villagers again to learn about the Temple. Go back to the
Temple, examine the FIRST text on the wall, then go BACK to the village. Talk
to the Elder again, a few times. He will give you the "Mirror of Knowledge"
(located toward the right side of the hut). With this Mirror, you can read
the text written on the walls (which includes more spells for the Genie).
This is a good time to load up on goods from the shop. Buy as many herbs,
barrels, and snake acts from the shop as you can. You get the most money from
defeating Cyclops, which tend to linger just west of the temple (near the
"solitary tree"), so getting more money for the purchases shouldn't be a
problem. When you're ready, go back to the Temple again.
Inside is a maze to explore. Learn spells "Urus" and "Almaty". Read about
Dagon, and at this point the party learns about polishing and plating the lamp
to make the Genie stronger. You will notice a large room in the center which
contains an alter. There is some sort of squirrel-like animal (sacrifice?) on
it. Go to the left side of it, search, and it will move... revealing a
stairway down. Descent the stairs and you will be in a small room with a
single treasure chest. Open it up to receive the "Barbado" - the harp of
sleep. (This is useful against certain monsters, particularly Golems in the
near future.)
Note that in these blue maze rooms, there are several walls which are
illusionary. You can walk through a wall (left <-> right) when there is no
shadow, and in fact you'll have to do it to get through this maze.
At the back of this first section of maze is a green "evil creature". You can
get to it via the left side, one of the sections of wall is illusionary (lower
left). When you approach him (search), he will ask you what his real name is.
If you missed it, be sure to visit the lower left room in the maze; there is a
wall inscription that will reveal this creature's name to be "Dagon". The
Prince will tell this to the creature, and a battle ensues. Upon defeating
Dagon, the party is allowed to pass to the second part of the maze.
In this second part, search carefully for the room with the spell "Asha".
Also, make sure to visit all the underground passages. There is a room with
several treasure chests, inside which the party will find silk (use
immediately on the genie), holy herb, and worm act. There is also a crystal
in this area, use it on the Genie immediately as well to make him more
powerful.
The object here is to get to the very back of this maze. When the party
passes through the back, there is one last section of cavern to pass through
before they are outside. Here, there is another wall inscription with a very
important spell inscribed on it - "Raag". This is the teleport spell, which
the Genie will cast to send the party to Mahamood.
Chapter 3 Capital Gylan
Start at Saleem's home in Mahamood, where the party can rest. There is one
shop here with three separate windows for a weapons shop, an armor shop, and a
goods store.
WEAPONS SHOP ARMOR SHOP
----item------------cost--- ----item------------cost---
Shamshir 280 Cape 370
Kutar 380 Bandana 1180
Jambiya 1850 Shield 2210
Chakram 5780 Circlet 2940
GOODS SHOP
----item------------cost---
Herb 20
Snake Act 40
Holy Herb 80
Talisman 2580
As soon as possible, equip Saleem with a Chakram. Also, get a circlet for
Saleem, a Jambiya for the Prince, and shields for the Prince and Saleem. This
will maximize attack and defense for the party (note that the Genie does not
use armor or weapons).
Go to the Mahamood Castle (north of village). Talk to everyone,
*particularly* Kala Han the Magician. He tells you that the Princess is
probably being held captive in the Capital Gylan. Teleport (with the spell
"Raag") into Gylan, go up to the castle, and you will be refused entry without
a passport. Go down to the dock and fight some monsters, build up some EPs
and Dinars. Go back to Mahamood, and buy equipment when possible (to equip
the characters as listed above). Go back to see Kala Han again, he tells you
that you will need a passport. There is an Imperial Soldier at the SW corner
of the village who deserted the army. Talk to him and he will give you a
passport that will get you into Gylan Castle. (Note: if you go back to
Shanadar after this, the Imperial Soldiers there will not attack you since you
have the Passport and they recognize you as "one of their own".)
Next, teleport to Gylan and go into the castle, using the passport to get in.
Inside there is another maze with a few treasure chests scattered. Open as
many as possible. When you locate the Princess, a trap door opens and traps
the party in a dungeon below. Here, Kohle reappears. Again, have the Genie
cast VARYU on him (to disable the magical qualities of his sword) and defeat
him a second time. Agmar the Thief joins the party at this point. Search
Kohle to get the Key of Gylan ("Key of G"), then read the inscription on the
wall to rest up and heal the party completely. use the key to escape from the
cell and wander throughout the underground maze to find a way out. Down here
you can learn the following spells (by reading wall inscriptions) for the
Genie: "Amultart", "Wofmanaf", and "Asma". Find a Jambiya sword (equip Agmar
immediately with it) and an F. Stone (for later use). There will be one area
you cannot access due to a force field, come back to it later. Note that
Agmar's levels will increase RAPIDLY as long as he is conscious at the end of
a fight.
Explore the castle THOROUGHLY. Open every chest, there are lots of goodies to
be had here. Get the princess using the Key of Gylan. Go back to the first
part of the castle maze and open all the locked doors with the Key of G.
There are several treasures (and a few empty chests), including a Worm Act
(resurrect party member during battle), Holy Herb, Speed Pot (use immediately
on one of the characters), and Gilding (use immediately on the Genie). When
finished, exit the castle through the south - but just before exiting HEAL UP
the party with the Genie's spells (Alma, Almaty) and/or herbs and holy herbs.
As soon as you exit the castle Al-Karria catches up with the party. Here you
will confront three Elites. Defeat them - and Al goes back into the Castle
while the party goes back to Mahamood.
Chapter 4 Lost Tomb
To start this chapter the Princess gives the Prince an Amulet ("can put dead
spirits to rest"). Make sure that the party is equipped with the following
weapons and armor at this point:
Prince: Arm = Jambiya
Head = Bandana
Body = Shield
Saleem: Arm = Chakram
Head = Circlet
Body = Shield
Agmar: Arm = Jambiya
Head = Turban
Body = Shield
See the Magician Kala Han in the Library again, he tells you to go see his
cousin in the Village of Ulk. The third ring is supposedly hidden in the
"Tomb of the Wise" near there.
Teleport (with the spell "Raag") to Ulk, where you will find a deserted
village. There are some bandits there - defeat them, then the villagers will
come out of hiding. The basement of one of the buildings is where you can
find Tala Han, talk to him. Rest the party there as well (ie talk to the guy
by the bed). The Tomb is just east of the village but the Bandits stole the
Hammer needed to open the gates.
There are three merchant shops in Ulk: Weapons, Armor, and Goods.
WEAPONS SHOP ARMOR SHOP
----item------------cost--- ----item------------cost---
Shamshir 230 Mantle 250
Saber 810 Turban 360
Jambiya 1540 Cuirass 3550
Kris 3850 Mask 6090
GOODS SHOP
----item------------cost---
Herb 20
Holy Herb 70
Worm Act 180
Gilding 4980
When you can afford it, buy a Cuirass for Saleem, a Kris for Agmar, and a Mask
for Agmar. Here is the ideal weapons/armor configuration for the party at
this time:
Prince: Arm = Jambiya
Head = Bandana
Body = Shield
Saleem: Arm = Chakram
Head = Circlet
Body = Cuirass
Agmar: Arm = Kris
Head = Mask
Body = Shield
There are two places in Ulk where the party can rest up. The first is the
basement where Tala Han lives. The other is in the sheep's pen: go up to the
sheep and examine it. The Prince will count it. Examine again, the Prince
counts again. A third time and the party falls asleep (cute, huh?) fully
rested and healed.
The next goal is to get the Hammer from the thieves. Leave Ulk via the north
exit, then go W and N through the forest path. You will eventually cross a
bridge going east and then around some hills toward the south and east.
Be sure to speak with *everybody* in Ulk before you go to the hideout. If you
don't, you will be stuck trying the password "Open Sesame" over and over
again, without any luck. One of the Ulk townspeople will suggest that you go
near the hideout and listen for the current password.
At this point, take the party to hide behind some trees (in front of the cave
entrance) to listen for the password. After this, go up to the cave entrance
and use the password to enter (automatic). Go into the caves, particularly
the back area. Open all the chests, you will find the Hammer as well as some
Silk and Gilding (for the Genie). In this part of the cave the party will
encounter the Trifids (monsters). On the right hand part of the back caves is
a wall inscription that you can read to rest undisturbed, and regain HPs/MPs.
Finish examining the cave and upon exiting, Ali Baba and his thieves will be
waiting outside. Defeat all the bandits and Ali Baba, then go back to Ulk to
rest.
After the party is rested up, go to the goods store and stock up COMPLETELY on
herbs and holy herbs; maybe a gilding or two to get the Genie's powers up.
Next, leave Ulk via the north and then go EAST to the Tomb entrance. Use the
Hammer to enter the Tomb of the Wise.
The tomb is another maze. Explore it thoroughly. Downstairs is a wall
inscription for the Genie spell "Kshasla" (clear obstacles). More
inscriptions talk about destiny, the Rings, etc. (fyi, Ring One = Ring of
Power, Ring Two = Ring of Words, Ring Three = Ring of Soul and all three make
up "Destiny").
At the top part by the lava stream cast "Kshasla" to freeze the lava. The
party can now walk on it. Get the crystal from the chest (use on Genie
immediately). Also up here are wall inscriptions with the spells "Halwtart"
(incredibly useful!) and "Skanda".
Open all chests, particularly the ICE treasure chests. There is also the
spell "Ashawan" on a wall inscription. In the ice area, you will slip until
stopped. Here, the goal is to get to the steps leading down that are located
off to the left part of the ice field. It is possible to maneuver throughout
the ice chests to get over to those stairs. In order to do this, go to the
bottom where there is no ice (in the ice room). Go to the far left of that
area. Then, take two steps to the right, then up onto the ice. You will be
stopped by a chest. Then right, down, left, up, and left. You will be at the
stairs leading down at this point. At the bottom level (down these stairs)
there is a room at the back with a line of Gargoyles (guarding Ring Two). As
you pass each pair of Gargoyles, they come to life and you have to battle
them. At the end is a chest containing Ring Two. When you get the Ring, you
will hear a message from Jamseed about the Rings.
There are two ice levels - the lower one can be reached via the stairs at the
bottom of the room, or by falling through one of the many pits (black areas in
the ice) in the upper ice level.
Before leaving the ice room, make sure you have opened all the chests (may
need to carefully check where to stand at the bottom to slide into the two
remaining chests). Also, be sure to go downstairs from the main ice room,
there are two more chests (Power Pot and Crystal) plus the spell "Ashawan".
After exiting the Cave, the Princess meets you and begs for the Genie's Lamp.
The lovesick Prince gives it to her, at which point it is revealed that it's
really Al-Karria in an illusion. He disappears with the Genie Lamp. (The
Genie is not in your party at this point)
Go back to Ulk and talk to Tala Han and the Resistance member down there who
wants you to go back to Shanadar with him. First, rest up, stock up on herbs
and holy herbs, then go outside and meet the ship (which is waiting in the
water near the entrance to the Tomb of the Wise).
The ship takes the party back to Shanadar. Here, go to the castle and fight
past two pairs of Elites. Al-Karria gets the other two Rings from you while
forcing you to fight your zombified father (the deceased King) and your own
Genie. Defeat them, free the King's soul with the Amulet the Princess gave
you, get the Genie back, and this ends Chapter 4.
Chapter 5 Ahriman
Shanadar has now been liberated, and the shops re-opened.
WEAPONS SHOP ARMOR SHOP
----item------------cost--- ----item------------cost---
Kutar 320 Cape 310
Saber 810 Herberk 7070
Falchion 7950 Pillow 10200
Hilt 6260 Helm 12520
GOODS SHOP
----item------------cost---
Herb 20
Holy Herb 20
Snake Act 30
Worm Act 180
Silk 8880
The Hilt can be used with the F. Stone (recovered at Gylan Castle) to create a
sword called "Firenar", which has average strength for a sword but also emits
FIREBALLS. The Pillow is a very odd item. It can be used during combat by
one of the party members to sleep and recover HPs. Yes, DURING COMBAT. Go
figure. %^)
Here is the ideal weapons/armor configuration for the party at this time:
Prince: Arm = Falchion
Head = Helm
Body = Shield
Saleem: Arm = Chakram
Head = Circlet
Body = Cuirass
Agmar: Arm = Kris
Head = Mask
Body = Herberk
This is a good time to build the characters' attributes and bank account. One
good way to do this is to teleport back to Ulk and go back to Ali Baba's caves
to fight the Trifids at the back of the caverns again. The loot is good and
the characters can always re-heal themselves by reading the wall inscription
and resting. This way, the party can afford the weapons and armor for the
above configuration, and also afford some Silk to get the Genie's HPs up.
Note also that the party can teleport at any time (while outdoors) to any
village using the Raag spell, so if there's something from one of the other
shops you want, use Raag to teleport there to get it.
Next, go back to Gylan. Fight Al-Karria right away and get the Key of the
Empire ("Key of E") from him. Go to the door that did not previously open and
use it. When you get to the force field, cast the spell "Kshasla" to stop it.
Go up through it. When the party encounters the General, cast VARYU
immediately since he's wielding one of those magical swords. You can now
explore a new area of Gylan castle, be sure to collect all the treasures here.
One of the force-field-protected areas contains a chest with "Sp. Mantle" in
it, which can be used by the Prince.
Get through the maze to the back room to confront Al once again, this time as
a magical beast called "Skylla". Defeat him and go through to the back.
Watch as the bad guys turn the Rings to ash and Ahriman is brought back to
life. The party winds up back at Mahamood.
Rest up and don't let your comrades talk you into giving up. Talk to the
Magician once more and then go back to Gylan castle where the rings were
burned. Collect the rings' remnants ("Ring Ash") for later use. Return to
Mahamood to see Kala Han the Magician again, and he explains how to
"resurrect" the rings in front of Ahriman. When the party leaves the castle,
be sure to talk to the villagers. One of them is ranting about the "Tower in
the Desert", the Tower of Jiklart. This is the next destination.
Cast Raag to teleport to Jiklart. Upon entering the Tower, you'll see a blue
teleport dot just above and in the center. This isn't very useful until you
find the Key of the Tower. Instead, explore the levels (via the stairs),
learn the spells and collect the treasures from the chests scattered around.
Find the Poisonar Sword (inflicts nominal damage but poisons enemies in the
process). There are four spells inscribed in the walls here: "Ast",
"Meialma", "Asman", and "Afnawar". Note that some of the treasure chests here
contain monsters called "Zu-Z" and "Zu-A". If you open one of these chests
you will fight the monster. Defeating Zu-Z or Zu-A will result in a LOT of
money and some good EPs, but the real treasure of these guys is that they will
cast a whirlwind spell on the Party to whisk it to a different area of the
Tower. Zu-Z sends the party to a Zu-A, and vice- versa. Use them to go from
one side of the tower to the other. NOTE: Zu-A and Zu-Z do NOT fight the
party; just cast the whirlwind.
Search the entire area to also find the Key of the Tower ("Key of T"). Also
find the Talwar Sword. It's a good idea to have the Genie cast Halwtart
during the easy battles to replenish his MPs. There is a trap door on one of
the higher levels which is activated when you try to use the Key to open some
doors (this is in the upper right of one of the dark purple levels). Keep
going upwards until you find the Roc. When you find him, defeat him and he
will then offer to fly you to the "Other World". He can be used to fly the
party back and forth, if so desired. Since a LOT of money will be acquired
during this phase of the game, it might be wise to leave the tower once or
twice to go buy some things for the Genie (Silk, Gilding, or Plating) to get
his attributes up.
Note: after you have the Key of the Tower and have unlocked some doors
upstairs with it, you can use the afore-mentioned teleporter to take you up
quickly.
After crossing over to "the other world", you'll notice that the walls are a
different color (glowing). Explore the area thoroughly - included in the
treasures are "Crystal" (use on Genie), "Sp. Cape", "Kwarnaf", and a "Power
Pot". At the end of this section is a teleporter which takes the party to a
different part of the Tower. There are wall inscriptions here, read them all.
More chests can be opened: "Speed Pot", "Sp. Cape", and "Crown". Off to the
left is a room with four statues ("Salwa"). When you enter the room you will
be attacked by each, one at a time. After defeating all four, heal up the
party and take the teleport in that room. (Remember, you can always leave the
Tower of Jiklart via the Roc and return anytime -- as much as you want from
here on out.)
Read the wall inscriptions in this next area carefully, which describe the
"Beginning", the "Next", and the "End". This is the order in which you must
solve this puzzle.
--*--
/ | \
/ | \ B = Beginning
| | | N = Next
| | | E = End
N E B
The first thing to do, as described by the inscriptions, is to get the Evil
Eye. This is located in a chest in the lower left area. (Another chest below
this contains a Life Pot). Get the Evil Eye and take it to the statue at "B".
Search this statue to fit the Evil Eye. The Taarmaty will come to life and,
being so angry at having been awakened, will attack the party. Defeat it and
move on to the Next ("N"). (Get the Silk from the nearby chest and use
immediately on the Genie) When you examine the statue at "N", the eyes glow
red and fall out - at which point you acquire the "Dead Eye". This Taarmaty
comes to life too, and defeat it to continue. Go back to "E", the "End", and
put the Dead Eye in the Taarmaty statue there. It will come to life and after
it is defeated the walls start to glow. Take the new teleport nearby to the
next area. Before you leave the area, though, make sure you have acquired all
the items from the treasure chests - besides the ones mentioned above, there
is one near the "Beginning" wall inscription that contains a Gilding (for the
Genie).
Here, there are chests similar to the Zu-A and Zu-Z chests from earlier,
except these chests contain Marzu-A and Marzu-Z monsters. These DO fight back
and must be defeated in order to activate the whirlwind that whisks the party
from Marzu-A to Marzu-Z, and vice-versa. There are a couple chests in the
area that do not contain Marzu-A and Marzu-Z, and in these can be found a
"Crown" and a "Bottle". The passageways tend to be circular here, at the
bottom of one will be two treasure chests (you're coming from the right):
---------------
|C1| |C2|
---------------
You do not have to open either chest; simply walk beneath them, there's enough
room to fit. Continue along to the left of |C1|, and then go all the way up
to the chest at the end (you will pass a chest to the oft along the way).
Fight Marzu-a to get to the next area. Follow the path and open another chest
(Marzu-z) to transport the party to the next area. This next path will
continue around down to another teleporter, which is located directly above a
wall inscription which has already been read. Take the teleporter to move on.
This next area contains four chests, one in each corner of the room. The
treasures: "Power Pot", "Speed Pot", "Life Pot", and "Sp. Cloak".. ***NOTE:
DO NOT USE the pots on a character whose corresponding attribute is maxxed out
at 99; for example, if the Prince has SPEED = 99, do not use the Speed Pot on
him since it will be wasted. His speed will never get higher than 99. Check
your characters first to see if they could really benefit from these pots
before using them (if nothing else, the Genie can always use them since he
never raises a level and gets stronger only by found and bought items). Also,
equip (immediately) the character with the lowest defense with the Sp. Cloak
(this will probably be Saleem).
There are four statues in this area, and an inscription to read in the center
("Dolge, the Wizard of Lies, has three false forms. His only true identity
is..."). Three of these statues are illusions of Dolge, and one (the TOP one)
is the real thing. Might as well fight them all in case one of the characters
can advance a level.
After defeating the real Dolge (at top) a teleporter appears just below. Take
it and go to the next area. This next area has three floor switches that
activate passage-blocking walls. Search the area for a wall inscription that
gives a hint at how to solve this: activate all three wall switches from left
to right (to block all three passages), then go back to the left one and
activate the left one to OPEN the passage. There is another teleporter here,
take it.
This is the final area. A wall inscription tells you this. The party will be
met almost immediately by Akmanaf - defeat him and go up to the chamber above.
This is the room where Ahriman awaits. As the party crosses the room, HPs are
drained from each member with each step. Just before reaching Ahriman at the
top, heal up everyone completely for the final battle with Ahriman.
Talk to Ahriman, the Prince brings the rings back with the Lamp (as Kala Han
instructed), and then the party fights Ahriman. Strategy for beating him:
allow the Genie to IMMEDIATELY cast Wofmanaf as many times as possible to
boost the party's defenses. When one party member gets low on HPs, cast
Almaty. Do not use the Genie to fight Ahriman, but rather as a defensive
weapon and a healer (also to remove poison with "Snake Act" when it gets bad
for one of the other characters; also to use Worm Act to revive any fallen
party members). He is not too difficult to defeat, and after several rounds
he should be dispatched. Here the game goes back into Story mode and the game
is finished. Enjoy the credits! %^)
General strategies/hints
If the Genie has all his MPs, use him to fight the harder monsters (not
Ahriman) with one of the offensive spells. Be sure to use him regularly to
heal everyone with the Almaty spell. Sometimes it's good to look for a fight
with fairly weak monsters so that he can immediately cast "Halwtart" to go
back into the Lamp and regenerate MPs. The party can stay out in mazes and
caverns indefinitely using this technique.
Against certain creatures, the Genie has a negligible attack. Instead of
using the Genie to fight these monsters for little or no damage, use him to
heal wounded party members (spell or herb), play the Barbado to lull the
monsters to sleep, etc. He will be much more useful this way and can
contribute significantly to a battle.
Keep the party completely stocked with Herbs, Holy Herbs, Snake Act, and Worm
Act. They're not expensive and you never know what's going to happen.
Always attack the same monster when being attacked by a group -- do NOT spread
attacks over the whole group. This will limit the number of attacks the
monsters can hit you with.
When fighting monsters with the "fast drop attack" (they rise into the air for
a round or so), after the monster has risen have all members PARRY (have Agmar
HIDE) to reduce/minimize the damage from the attack.
Other than the above case, in general it is NOT advantageous to use Agmar's
HIDE/ASSAULT attack -- in the space of two attacks (say 200% damage) he will
only get in one attack (equivalently about 150% damage). Only useful in above
and when he's really hurt and needs to be healed.
Poisoned characters: this will happen much more later on in the game, when
most monsters have poison attacks. The poison affects a character slowly,
through a couple phases before the character is stunned and faints. The first
message tells you that the character "begins to feel the effects of the
poison". At this stage, it is not necessary to use a Snake Act (in case he
gets hit with a poison attack again, you want to conserve these since you can
only carry nine at a time). Wait until the last stage, when the character
"feels the effect of poison strongly", before using a Snake Act on him. Note
that any character can use a Snake Act on another. Also, be careful of
multiple hits - the more poison hits a character takes, the faster the poison
works against him.
** Monsters **
The monsters are listed, more or less, in order of appearance in the game.
Name HPs to Kill EPs Dinar Comments
------------------------------------------------------------------------------
Ruffian 24 2 5 Only found at beginning of game
Spider 18 1 2 Poison attack
Sorcerer 16 3 7 Casts fireball spell
Imperial
Soldier 21 8 2
Majunun 14 6 15 Casts lightning spell
Ghoul 18 4 11 Poison attack
Kohle (1st) 80 200 250 Uses magical sword, cast VARYU to stop
Cyclops 40 11 61 Can attack all party members at once
Worm 17 9 23 Poison attack
Daeva 45 39 45 Breathes grey gas (puts one to sleep)
Cockatrice 76 48 27 Glares/bloodshot eyes, makes one faint
Assassin 81 100 60
Crocotta 200 200 119
Mushus 55 38 76 Poison attack
Golem 30 76 95
Shelob 56 48 25 Poison attack
Brocken 100 43 135 Casts lightning spell (multiple hits)
Dagon 197 400 298 Breathes grey gas (puts one to sleep)
Blob 192 69 26 Poison attack
Barometz 91 57 135 Breathes grey gas (puts one to sleep)
Leucotta 121 61 141
Marid 174 91 138 Breathes grey gas (puts one to sleep)
Magician 70 81 100 Lightning, cloaks to increase defense
Lamia 164 79 123 Poison attack
Wendigo 379 88 185 Breathes green gas (can poison party)
Kohle (2nd) 388 4000 300 Uses magical sword, cast VARYU to stop
Kashaf 171 99 147 Breathes lightning (hits entire party)
Pazuzu 138 91 119 Poison/"fast drop attack"
Basilisk 100 344 20 Poison attack, glares/eyes (faint)
Thief 200 43 95 Hide/assault ability
Elite 206 103 60 Poison attack
Argos 182 91 182 Multiple attack (simultaneous)
Sandworm 59 114 188 Multiple and poison attack
Echidna 430 389 147
Trifid 183 119 445 Poison/grey gas (sleep) attack
Ali Baba 350 1113 600 Hide/assault ability
Dahhak 190 101 222 Breathes lightning (hits entire party)
Tarasque 190 102 215 Breathes green gas (can poison party)
Ungliant 122 88 122 Poison attack
Talos 79 110 342
Jin 200 109 133 Spells: fireball, heal (monsters)
Gargoyle 333 159 155 Glares/bloodshot eyes, makes one faint
Witch 100 111 250 Firestorm, cloaks self to inc. defense
King 400 2999 621
Genie (1) -- -- Casts attack/heal spells
Al Karria 420 1765 173 Poison attack, self heal (40 hp)
General 201 129 167 Uses magical sword, cast VARYU to stop
Shogoth 323 106 19 Poison attack
Oannes 249 234 83 Breathes grey gas (puts one to sleep)
Skylla 720 1999 227 Al-Karria (again)
Mummia 335 270 295 Breathes green gas (can poison party)
Vrtra 350 465(2) 772 Can attack all party members at once
Titan 119 " (2) "
PaBil-Sg 220 241 45 Poison attack
Efreet 500 321 413
Shaytan 281 211 167 Breathes grey gas (puts one to sleep)
Peryton 200 98 80 Glares/bloodshot eyes, makes one faint
Bao A Que 700 316 11 Poison attack
Zu-Z 433 9 999 Whirlwind transport to different area
Zu-A 433 9 999 Whirlwind transport to different area
Marduk 250 299 241 Protects self (increases defense)
Roc 825 1444 450 Multiple attack, severe chop attack
Gigaworm 370 345 265 Multiple simultaneous attack
Zahhark 600 412 447 Poison attack, self-heal spell
Zariche 500 876 500 Poison attack
Tiamat 542 434 333 Breathes lightning (hits entire party)
Salwa 606 917 600 Poison attack
Taarmaty 697 989 700 Casts lightning spell (severe)
Marzu-A 433 69 99 \__/ Transports party to another area,
Marzu-Z 433 69 99 / \ and can use poison attack
Dolge 777 1011 800 Poison attack, breathes sleep gas
Akmanaf 888 1493 900 Poison attack, multiple attack
Ahriman 999 n/a n/a Poison attack, bloodshot faint attack
(1) The Genie's hit points are whatever they were before Al-Karria stole the
Genie from you.
(2) Vrtra and Titan combined result in 465 EPs and 772 Dinars, no separate
numbers available.
Items not described in the game manual
Amulet: Used once to free the dead King's soul (at end of Chapter 4)
Bottle: Captures Genie-types of monsters during combat, no EPs/Din awarded
Crystal: Increases Genie's defense by 7
F. Stone: Have the Prince use this with "Hilt" to make Firenar sword (1)
Gilding: Increases Genie's current and max Hit Points by 15
H. Stone: Have the Prince use this with "Hilt" to make Holynar sword (1)
Hemp: Increases Genie's current and max Magic Points by 5
Life Pot: Increases character's stamina by 3 or 4 points
Power Pot: Increases character's power by 2 or 3 points
Silk: Increases Genie's current and max Magic Points by 15
Speed Pot: Increases character's speed by 4 or 5 points
Talisman: Restores party's HP
Worm Act: Can be used by anyone during combat to resurrect a fallen member
(other than the Genie)
(1) To properly use the F. Stone and H. Stone items: first, you must buy a
hilt at the weapons shop in Shanadar. Next, equip the Prince with the
Hilt. Then, select either the F. Stone or the H. Stone ("fire stone" and
"holy stone", respectively). You will then be asked which character to
use it on; select the Prince. The Hilt is then transformed into either
the Firenar or the Holynar. The Holynar can be given to Saleem or Agmar,
or used by the Prince; the Firenar can only be used by the Prince.
** Weapons and Armor **
Note: The Genie does not use a weapon so he is not listed here.
P = Prince S = Saleem A = Agmar
Weapon Who can use Additional ability
-----------------------------------------------------------------------------
Shamshir P, S, A +0
Kutar P +4
Saber P, S +9
Jambiya P, S, A +12
Falchion P +22
Holynar P, S, A +27
Chakram S +30
Kris A +30
Talwar P +42
Kwarnaf P +47
Hilt P -2 (1) see below
Poisonar P, S, A +0 Poisons opponent when hit
Firenar P +0 Additional fireball attack
(1) Do not equip this, use F. Stone with it to make Firenar sword, or use
H. Stone with it to make the Holynar sword. (I recommend the Holynar)
Armor (head) Who can use Additional ability
-----------------------------------------------------------------------------
Turban P, S, A +0
Bandana P +2
Circlet S +6
Pillow P, S, A +6/7 If this is equipped then during
the next battle this character
will regain all his HPs
Mask A +8
Crown P, S +12
Helm P +17
Armor (body) Who can use Additional ability
-----------------------------------------------------------------------------
Mantle P, S, A +0
Cape P +4
Cloak P, S, A +6
Shield P, S, A +10
Sp. Mantle P +17
Cuirass S +22
Herberk A +22
Sp. Cape P, S, A +27
Sp. Cloak P, S, A +32
** Spells **
Note: It is possible to beat the game without finding *all* of these, but a
few are essential to the quest, such as "Raag" (teleport). The game manual
describes the spell functions, this table is just a listing of the MPs
required to cast each.
Spell MPs required Where it can be found
-------------------------------------------------------
Alma 3 Originally with Genie
Haoma 3 Originally with Genie
Varyu 10 Originally with Genie
Urus 4 Island Temple (first area)
Almaty 8 Island Temple (first area)
Asha 2 Island Temple (second area)
Raag 0 Island Temple (last room)
Asma 6 Gylan Castle (second area, underground)
Wofmanaf 5 Gylan Castle (second area, underground)
Amultart 7 Gylan Castle (second area, underground)
Kshasla 0 Tomb of the Wise (underground, left side)
Halwtart 0 Tomb of the Wise (across lava, left side)
Skanda 2 Tomb of the Wise (across lava, right side)
Ashawan 9 Tomb of the Wise (lower ice level, left side)
Asman 10 Jiklart Tower
Meialma 12 Jiklart Tower
Ast 11 Jiklart Tower
Afnawar 16 Jiklart Tower
Spell List
note: attack spells do NOT work on any hiding (thieves, etc.) enemies!
Afnawar: attack - does 100-120 damage to all enemies
Alma: heals 20-40 HP for one character
Almaty: full heal for one character
Amultart: revives one unconscious character
Asha: attack - does 40-60 damage to one enemy
Ashawan: attack - does 80-100 damage to one enemy
Asma: attack - does 40-60 damage to all enemies
Asman: attack - does 60-80 damage to all enemies
Ast: attack - suffocates one enemy
Halwtart: Genie returns to his lamp for the remainder of the battle,
and recovers some HPs and MPs. The longer he's in the lamp,
the more of both he can recover
Haoma: poison antidote for one character
Kshasla: lets the party go past some barriers
Meialma: heals 60 HPs to all party members
Raag: teleports the party to any city already visited
Skanda: escape from battle
Urus: makes one character more powerful/stronger for the battle
Varyu: stops one enemy from casting magic for the fight duration
Wofmanaf: increases the party's defense for the duration of the battle
Misc. hints
* Against certain creatures, the Genie has little or no attack (for example,
the Golem). Do not have the Genie attack in this situation, instead use
him to heal the other party members or play the Barbado harp to lull the
monsters to sleep.
* Always try to stock up to the maximum nine items whenever possible. It's
preferable initially to use the Genie's spellcasting ability to heal
injured party members, as it will save money (on not replenishing
herbs/holy herbs/barrels/etc.).
* Don't hesitate to rest often. There is no time limit with the game, so an
additional rest time won't penalize the group in any way.
* The "Pillow of Dreams", which can be bought at the Shanadar Goods shop (or
found in the Tower of Jiklart), is not very useful if the Genie has the
Halwtart spell.
* When entering a new area with a wall inscription, read it *first*. It
could be a chance to rest before a battle.
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