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!