YEAR: 1989
GENRE: Text Adventure \ Interactive Fiction
WHERE TO GET IT: GOG
============================================================
ORIGINAL VERSION
FIGHTER
PART 1
============================================================
PLEASE NOTE: All map directions are in italic.
DAY 1
You begin your adventures in the land of Shapier, enjoying
breakfast with your good friend Abdulla Do, in the Katta’s tail Inn.
When Abdulla has finished talking, STAND up and leave
the Inn.
Outside the Inn, Alichica is here, with his stall. He mentions
a MAP and a COMPASS. Great! ASK
ABOUT MAP and ASK ABOUT COMPASS. You need both
of those things, so BARGAIN MAP. Dang, you hit a
snag! Your money is no good here. You have 150 gold
coins, but the currency in Shapier is Dinars. You need to get your
money changed into Dinars. But in order to do that, you need to
find the Money Changer.
ASK ABOUT MONEY CHANGER - Ali gives you some very
confusing directions. Go over to Lisha, the Katta selling
flowers, and ASK ABOUT MONEY CHANGER. Lisha tells
you that the Money Changer lives in Dinar Tarik. Okay, let’s go and
find this mysterious Money Changer.
From the Gate Plaza, where you are now:
Head straight north, all the way to the next plaza, the Fountain Plaza.
Go down one screen, so you can see the Magic Shop (with the
big eye).
Go through door on the left, next to the brass-seller.
Go forward (only about 2 or 3 steps) to the intersection.
READ SIGN.
Turn right into Naufara Darb.
Follow the path (ignore that door on the right) to the intersection.
READ SIGN.
Turn left into Dinar Tarik.
Follow the path (ignore that door on the right) to another intersection.
READ SIGN.
Turn left (so you are still on DINAR TARIK).
Follow the long path, until you reach the Money Changer.
The Money Changer introduces herself as Dinarzad. Have a LOOK around
the place, if you want. Walk up to her and EXCHANGE MONEY.
You need to exchange all 150 GOLD COINS into 105 GOLDEN
DINARS.
Now you have the local currency, you can use it to buy things.
You still need that COMPASS and MAP from
Alichica. Let’s head back there now.
From the Money Changer:
Walk down.
READ SIGN.
Follow path through all the turns.
Enter through door on the right.
READ SIGN.
Follow path through all the turns (ignore door on the left)
When you reach a doorway on each side, READ SIGN
Take doorway on the right, into Naufara Darb.
Follow path forward, then READ SIGN.
Take doorway on the left, into Tarik Of Rafir.
Follow path along all the turns.
When you reach a doorway on each side, READ SIGN.
Take doorway on the right, into Trab Darb.
Walk forward to the intersection.
READ SIGN.
Turn right into Shmali Tarik.
Follow path through all the turns.
Phew! You’re back in the Fountain Plaza.
Walk down one screen, to the Meat Seller Stall. Head up
through doorway at top of the screen. Continue along path,
until you’re back at Alichica’s stall in the Gate Plaza.
Walk over to Ali, and BARGAIN MAP and BARGAIN
COMPASS. This time, he sells them to you. Now you
can USE MAP any time to travel around the city.
Places you’ve already visited are marked on the map, and you
can jump to them by clicking on them. You can also USE COMPASS to
check which direction you’re travelling.
Now you are new in town. So you should find the Guild Hall
and register yourself. USE MAP now, and click on
the left side of Fighter’s Plaza. You find yourself outside the
Guild Hall. If a liontaur is resting here, ASK ABOUT
LIONTAUR. He introduces himself as Rakeesh, so ASK
ABOUT RAKEESH. Notice his leg is bandaged - ASK ABOUT
LEG. Poor Rakeesh - that sounds like a painful injury.
Also, ASK ABOUT MAGIC, ASK ABOUT AZIZA, ASK
ABOUT MONSTERS, ASK ABOUT PALADIN. Now enter
the Guild Hall.
Inside the Guild Hall, Uhura greets you. ASK ABOUT UHURA, ASK ABOUT
RAKEESH, ASK ABOUT GUILD HALL (note that Uhura is
a good teacher), and ASK ABOUT MONSTERS. LOOK around
the Guild Hall - it seems like an interesting place. Walk over
to log book on the right, and SIGN LOG BOOK then READ
LOG BOOK. Now walk over to the Quest Board on the back
wall, and READ BOARD. Click on each of the 5 notices
to see what your quests are. Click on ‘Done’ to exit
the close-up.
Now remember, Uhura said she is a good teacher. You are a
warrior, and you need to practice your fighting skills. Enter
door on the right, and practice with Uhura. Combat is done
using Number Pad on the right of your keyboard. Listen to Uhura’s
advice. When you are feeling tired, leave the Guild Hall, and go
back outside.
USE MAP and jump to Katta’s Tail Inn. Enter your room at top
right of the Inn, and rest for 1 Hour. You awake feeling much
refreshed. Now you still have things to do, so leave the Inn.
Outside, in the Gate Plaza, USE MAP, and click on the right
side of the Fighter’s Plaza. The Weapon’s Shop is here - enter
the shop. LOOK around the shop, then ASK ABOUT
WEAPONS. You can’t do anything else here at the moment, so
leave the shop.
Walk over to Cloth Merchant Stand on the right, and BARGAIN CLOTH
BAG. Now walk over to Leather Merchant Stand on the
left, and BARGAIN WATERSKIN (2 will do for now).
Walk down one screen, so you are outside the Guild Hall again.
Check the time (Ctrl & D), and if it’s still the afternoon,
enter the Guild Hall, enter the training room, and get another lesson
from Uhura. When you are tired, leave the Guild Hall, USE MAP,
and jump back to Katta’s Tail Inn to rest for an hour. Repeat
this, until Sunset.
When Sunset approaches, return to Katta’s Tail Inn. SIT down
next to Abdulla. Shema brings you some supper, so tell her THANKS.
EAT the food, then STAND up, enter your
room at top right of the Inn, and sleep Until Dawn.
DAY 2
After a peaceful night’s sleep, you awaken the next morning
feeling very refreshed. SIT down at the table, and Shema
brings your break- fast. She is dancing tonight, and asks you
to come and watch her. Of course you’ll watch her dancing!
Tell her THANKS for the breakfast, then EAT the
food. Now STAND up and leave the Inn.
Outside the Inn, SAVE YOUR GAME HERE. USE MAP and
jump to left side of Fountain Plaza. Walk over to the fountain,
and DRINK WATER to quench your thirst. Also, FILL
WATERSKINS with water.
Notice Apothecary on the left. Enter Apothecary, LOOK around
the shop, and ASK ABOUT PILLS. He didn’t hear you
the first time, so again, ASK ABOUT PILLS. Now ASK
ABOUT HEALING PILLS, ASK ABOUT POISON CURE PILLS,
and ASK ABOUT VIGOR PILLS. These pills will come in
VERY handy, so BARGAIN HEALING PILLS, BARGAIN POISON CURE
PILLS, and BARGAIN VIGOR PILLS. Again, BARGAIN HEALING
PILLS, BARGAIN POISON CURE PILLS, and BARGAIN VIGOR
PILLS, so you have 8 of each pill. Now leave
the Apothecary.
Walk down one screen, so you can see the Magic Shop (it has the
big eye above it), and enter the shop. Wow, there’s a lot of
interesting things on the shelves here. Keapon Laffin, the shop
owner is sitting on a cloud! ASK ABOUT SHOP, ASK
ABOUT MAGIC, ASK ABOUT SPELLS. You can’t do
anything else here at the moment, so leave the shop.
Walk over to Brass Merchant on the left, and ASK ABOUT LAMPS, then BARGAIN LAMP.
Now USE MAP, and jump to Guild Hall, which is found in the
Fighter’s Plaza. Enter Training Room on the left, and get a lesson
from Uhura. When you are feeling tired, leave the
Guild Hall, USE MAP, and jump to Katta’s Tale Inn.
In Katta’s Tale Inn, enter your room at the top right, and rest for
1 Hour. You wake up feeling refreshed. Leave the Inn.
You’re back in the Gate Plaza. Walk down one screen, to find
yourself at the Saurus Stable. SAVE YOUR GAME HERE.
Ali Fakir will try to sell you a Saurus. As soon as you
can, BUY SAURUS (don’t ‘Bargain’ for this -
strangely, you don’t get a good deal this time). Say NO to his
first offer of 50 DINARS. Keep saying NO to
him, until he gets down to 10 DINARS, then tell him YES.
He sells you a cute green dinosaur (who promptly gives your
face a huge lick), then he leaves. You are now the proud owner of a
green Saurus, and you are eager to explore the desert. MOUNT
SAURUS, then exit down one screen, so you are at the City
Overlook in the desert.
SAVE YOUR GAME HERE. Head down 5 screens, until you see a
rock that looks like a dinosaur head. Your prospective will
change, with the camera jumping to behind you instead of in front of
you, but don’t let that fool you. Just keep going in the
same direction - South. If you see a monster, fight it,
then SEARCH BODY afterwards. As a fighter, you
should aim to kill at least 1 of each type of monster.
When you reach the dinosaur head rock, turn left (East), and head
for the Oasis.
At the Oasis, DISMOUNT your saurus, and DRINK water
from the pool. Your saurus may also take a nice drink from the
pool. Now there is a man here, with his long white beard
wrapped around a tree. If you read the Quest Board, you’ll know this
is the Dervish - his beard is the ‘Whirl‘ mentioned on the
Quest Board. ASK ABOUT CREATURE, ASK ABOUT BEAST, ASK
ABOUT PUZZLE and pay careful attention to what he says.
ASK ABOUT WHEN, ASK ABOUT WHO, ASK ABOUT
WHAT, ASK ABOUT WHERE, ASK ABOUT WHY.
He is telling you about a caged beast in the desert. Now ASK
ABOUT BEARD, then GET BEARD. Now MOUNT your
saurus again, and GO HOME. Your saurus’s natural
homing instinct will have no trouble finding his way there.
Back at the City Overlook, head down (North) to the Saurus Stables. DISMOUNT your saurus,
and the guard will put him back in the stables for you.
Walk up (North) to the Gate Plaza. Don’t forget that Shema
is dancing at Katta’s Tail Inn tonight. Check the time (Ctrl
& D), and if it’s still the afternoon, USE MAP, and jump
to the Guild Hall, which is found in Fighter’s Plaza. If the
Challenger is outside the Guild Hall, just ignore him. You are
not a thief, so you do not need this skill.
Enter Training Room in the Guild Hall, and get a lesson from Uhura. You
know the drill - when you’re tired, return to Katta’s Tail Inn
to rest for 1 hour, then return here for another lesson.
When evening arrives, USE MAP, and jump to Katta’s Tail Inn.
SIT down at the table, and watch as Shema dances.
That spin she does at the end is spectacular. When
her performance is over, ORDER FOOD, and tell Shema THANKS.
Now EAT the food, STAND up, and go
to your room. SLEEP UNTIL DAWN.
DAY 3
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some breakfast.
Tell her THANKS, then EAT the food.
Now STAND up, and leave the Inn. As you are
leaving, Shameen tells you that Omar the poem is performing here
tonight.
SAVE YOUR GAME HERE. The first order of business today, is to
find the Astrologer. Talk to Alichica and ASK ABOUT
ASTROLOGER. His directions are just as confusing as
yesterday. Never mind.
This is how you find the Astrologer:
Leave the Gate Plaza by the top exit.
Walk along street until you see a door on either side.
READ SIGN.
Turn right into Sharki Darb.
Follow long path along (ignore that door on the left) to the intersection.
READ SIGN
Turn right into Tarik Of Stars
Follow path along, until you reach Astrologer’s House.
As soon as you enter, Abu will ask for your name, so TYPE
YOUR NAME. Now ASK ABOUT FORTUNE. But he
can’t tell your fortune without knowing a bit about you, so TELL
ABOUT SELF. But he still can’t tell your fortune yet - you need
to come back later. So leave the Astrologer’s House.
USE MAP, and jump to left side of the Fountain Plaza. A
beggar should be here - show some compassion, and GIVE
CENTIME to the beggar. Now walk down one screen, so
you can see the Magic Shop. Enter Magic Shop, and SELL WHIRL (the Dervish’s
beard) to Keopon Laffin, then leave the shop.
Walk over to the fountain, and DRINK some water,
then FILL WATERSKINS. Let’s find the Enchantress
now.
From outside the Magic Shop:
Leave Fountain Plaza through the top exit.
Follow path until you see a door on each side.
READ SIGN.
Turn right into Shmali Tarik.
Follow path to the intersection.
READ SIGN.
Turn right into Shmali Tarik.
Follow path through all the turns.
When you reach door on the left, READ SIGN.
Go through door on left, into Sitt Tarik.
There’s a purple door in front of you - the Enchantress's door.
KNOCK DOOR. You’ll be asked some questions, which you need
to answer correctly, before you can enter the door.
Who is it that seeks to enter?
TYPE YOUR NAME.
Who is it that sent you here?
KEAPON LAFFIN.
What element is most appropriate for the owner of the Magic Shop?
AIR.
My first is the first. My second is the last. Next comes
myself. Then back to the end, and to the beginning again.
Who am I?
AZIZA.
You are now invited into Aziza’s home. Be polite to her!
Walk down the steps to sit down at the table with her.
She asks if you want some tea, so tell her YES. ASK ABOUT
AZIZA and ASK ABOUT MAGIC. Now LOOK around
her home - she seems to have a water theme going. There’s
nothing else you can do here at the moment, so tell her BYE.
You automatically leave the house.
Now as a fighter, you need to build up your fighting skills. USE
MAP, and jump to the Gate Plaza. Walk down to the Saurus
Stables, wait until your green saurus is in sight, then GET
SAURUS. SAVE YOUR GAME HERE. Now go out into the
desert, and look for (and defeat) a Brigand. When you defeat
him, SEARCH BODY for some goodies. Avoid other
monsters for now - you’re not ready to deal with them yet. Now
while you are fighting baddies, your saurus will run off in fear.
Don’t worry, after you defeat your enemy, simply leave
the screen, then return, and your loyal saurus will be here again.
Continue your search for Brigands.
Keep an eye on the time, and when Sunset approaches, GO HOME.
Walk up to the Saurus Stables, and DISMOUNT your
saurus. Make your way up to Katta’s Tail Inn, and enter the
Inn.
Inside the Inn, SIT down at the table, and watch Omar
recite his poem. When the poem is finished, ORDER FOOD,
and Shema will bring your supper. Tell her THANKS, then EAT the
food. Now STAND up, enter your bedroom at top right of
the Inn, and SLEEP UNTIL DAWN.
DAY 4
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some
breakfast. She tells you that there was a fire outside, in the
Plaza, this morning. Oh dear! EAT your
breakfast, STAND up, and leave the Inn.
Outside, the Plaza is a sorry sight, with only the chars of Ali’s
stall remaining. ASK ABOUT FIRE.
Remember yesterday, the Astrologer said to come back in the
future, to ask about the future. USE MAP, jump to the
Astrologer's house, and ASK ABOUT FUTURE. Now leave
the house.
Now check your stats. If your strength is at least 85, USE
MAP, and jump to the Weapons Shop, which is found in the
Fighter’s Plaza. Issur, the shop owner, still isn’t very
friendly. SAVE YOUR GAME HERE. ASK ABOUT ARM
WRESTLING, then BET with Issur. Read the
on-screen instructions, then start playing. You should beat
Issur fairly easily. If not, reload your game and try again.
After you beat him, he refuses to arm wrestle with you again,
so leave the shop.
Now you still have some monsters to fight. USE MAP, and
jump to the Gate Plaza. Walk down to the Saurus Stables, wait until
your green saurus is in sight, then GET SAURUS. Now
go out into the desert, and SAVE YOUR GAME HERE. Look
for, and defeat, a Brigand (SEARCH BODY afterwards), and
a Scorpion (GET TAIL afterwards). Remember to keep an eye on
your stats, and USE HEALING PILL and USE
VIGOR PILL when necessary. Also remember to SAVE
YOUR GAME after each enemy. If you feel overwhelmed by
baddies, simply ESCAPE, to run away. After you defeat
an enemy, leave the screen, return, then MOUNT your
saurus, and look for more monsters.
Keep an eye on the time, and when Sunset approaches, GO HOME.
From the City Overlook, make your way up to Katta’s Tail Inn.
Inside the Inn, SIT down and the table, and Shema will
bring your supper. Tell her THANKS, then EAT the
food. Now STAND up again, and leave the Inn.
USE MAP, and jump to the Fountain Plaza. USE HEALING PILL and USE
VIGOR PILL to top-up your stats. Now DRINK water
from the fountain, and FILL WATERSKINS from the fountain.
Now wait until it gets dark, then USE MAP, and jump to the
Gate Plaza. It’s time to face the night-time monsters.
Walk down to the Saurus Stables, wait until your green saurus
is in sight, then GET SAURUS. Now go out into the
desert, and SAVE YOUR GAME HERE. Look for, and
defeat, Jackel Men (SEARCH BODY afterwards), Ghoul (GET
CLAWS afterwards), and Terrorsaurus.
When you’ve had enough of fighting monsters, tell your saurus to GO HOME.
Now head up to the Saurus Stables, and DISMOUNT your saurus.
Make your way into Katta’s Tail Inn, enter your room at
top right, and SLEEP UNTIL DAWN.
DAY 5
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, next to Abdulla. He tells
you that the Fire Elemental has hit Shapier, and things are not
looking good. ASK ABOUT FIRE, ASK ABOUT ELEMENTAL,
and ASK ABOUT FIRE ELEMENTAL. Now ORDER
FOOD, and Shema will bring your breakfast. STAND up,
and SAVE YOUR GAME HERE.
Leave the Inn, but be careful, since the Fire Elemental is outside.
Leave the Gate Plaza through the top exit, being careful you don’t
get burned.
You need to find out how to defeat the Fire Elemental. Once in
the safety of the streets, USE MAP, and jump to Aziza’s
house.
When you’re at the purple door, KNOCK DOOR, and Aziza will
let you in. Walk down the stairs at sit down at the table with
her. She will ask if you want to share some tea, so tell
her YES. Now ASK ABOUT ELEMENTAL then ASK
ABOUT FIRE ELEMENTAL, ASK ABOUT CONTAINER. ASK
ABOUT CONTRARY ELEMENT. That’s all the information she has
for you, so tell her THANKS and then say BYE to leave.
You may be getting low on rations at this point, so USE MAP,
and click on left sift of the Fountain Plaza. Approach Food
Stall on the left, and BARGAIN RATIONS. Just get 3
for the moment.
Now after your fighting spree yesterday, you should have
some goodies to sell. USE MAP, and jump to the
Apothecary. SELL TAIL (from the scorpion) and SELL
CLAWS (from the ghoul). You should also top up on some
supplies. BARGAIN HEALING PILLS - repeat this 3
times. BARGAIN VIGOR PILLS - repeat this 3 times.
Now Harik is a knowledgeable guy. Maybe he would know
something about the Fire Elemental? ASK ABOUT FIRE, ASK
ABOUT FIRE ELEMENTAL, ASK ABOUT FLAME, and ASK ABOUT
INCENSE. BARGAIN FOR INCENSE. Now remember what
Dervish said about the Caged Beast a couple of days ago? ASK
ABOUT DISPEL POTION. Harik tells you that he needs a
Griffin’s Feather and a Fruit Of Compassion to complete a
Dispel Potion. Now leave the shop.
Walk towards the fountain, and FILL WATERSKINS. SAVE
YOUR GAME HERE.
USE MAP and jump to the Gate Plaza. USE INCENSE to lure
the fire up into the streets, away from the Plaza. Continue
walking up until you run out of incense, then DROP LAMP onto
the ground. Walk towards the Elemental (but be careful not to
get burned) and USE WATERSKIN. The Fire Elemental
should jump into the lamp, so GET LAMP. That's the end
of the Fire Elemental, and you now have a MAGIC LAMP! Well
done!
USE MAP, and jump to left side the Fountain Plaza. DRINK water from
the fountain, and FILL WATERSKINS.
USE MAP, and jump to the Guild Hall. Enter the Training Room,
and practice with Uhura until evening.
When Sunset approaches, return to Katta’s Tail Inn. SIT down
at the table next to Abdulla, and ORDER FOOD. Shema
brings your supper, so tell her THANKS, and EAT the
food. After supper, STAND up, and leave the Inn.
Now wait until it gets dark. If you didn‘t manage to kill at least
one of each monster last night, try again tonight. Walk down to
the Saurus Stables, wait until your green saurus is in sight,
then GET SAURUS. Now go out into the desert, and SAVE
YOUR GAME HERE. Look for, and defeat, Jackel Men (SEARCH
BODY afterwards), Ghoul (GET CLAWS afterwards),
and Terrorsaurus.
When you’ve had enough of fighting monsters, tell your saurus to GO HOME.
Now head up to the Saurus Stables, and DISMOUNT your saurus.
Make your way into Katta’s Tail Inn, enter your room at
top right, and SLEEP UNTIL DAWN.
DAY 6
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some
breakfast. Tell her THANKS, then EAT your breakfast.
Now STAND up, and leave the Inn.
SAVE YOUR GAME HERE. It’s a quiet day today, after
the excitement of yesterday. If there’s any monsters you haven’t
beaten yet, go out into the desert, and fight them now.
Practice your fighting skills with Uhura for the day, or simply go
back to Katta’s Tale Inn and SLEEP UNTIL EVENING.
When evening arrives, SIT down at the table in Katta’s
Tail Inn. Shema will bring your supper, so tell her THANKS,
then EAT the food. After supper, STAND up,
go to your room at top right, and SLEEP UNTIL DAWN.
DAY 7
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed.
SIT down at the table, and Shema will bring you some
breakfast. Tell her THANKS, then EAT your breakfast.
Now STAND up, and leave the Inn.
SAVE YOUR GAME HERE. USE MAP, and jump to Guild
Hall. Rakeesh thanks you for saving Shapier from the Fire
Elemental, and gives you 50 DINARS as a reward.
Tell him THANKS, then leave the Guild Hall.
USE MAP, and jump to left side of the Fountain Plaza. Omar is
here, reciting one of his poems - stay and listen to the poem until
he’s finished (you’ll know he’s finished when the Fountain starts
running again). Now leave the area, but return again straight
away. Omar has dropped his PURSE on the
ground. LOOK PURSE, then GET PURSE.
You can return his purse next time you see him.
Practice your fighting skills with Uhura for the day - you need to
get your strength up to 130. You’ll see why, soon enough.
When evening arrives, SIT down at the table in Katta’s
Tail Inn. Shema will bring your supper, so tell her THANKS,
then EAT the food. After supper, STAND up,
go to your room at top right, and SLEEP UNTIL DAWN.
No comments:
Post a Comment