YEAR: 1989
GENRE: Text Adventure \ Interactive Fiction
WHERE TO GET IT: GOG
============================================================
ORIGINAL VERSION
MAGIC USER
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 goodfriend 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, then leave the Guild Hall.
Walk down one screen, so you can see the Weapons Shop. Enter
the shop and LOOK around, 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).
Now since you are a Magic User, you need to be good at
casting spells. Let’s start practicing now. Walk up into
the streets, and CAST OPEN. Keep doing this until
you run out of Magic Points.
Check the time, and if it’s still the afternoon, explore the streets for
a while. When Sunset approaches, USE MAP, and jump
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 breakfast. 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, ASK
ABOUT VIGOR PILLS, and ASK ABOUT MANA PILLS.
These pills will come in VERY handy, so BARGAIN HEALING PILLS, BARGAIN
POISON CURE PILLS, and BARGAIN VIGOR PILLS, and BARGAIN
MANA PILLS. 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, ASK ABOUT
FORCE BOLT, ASK ABOUT LEVITATE, ASK ABOUT DAZZLE.
Being a Magic User, these spells would come in handy, so BARGAIN
FORCE BOLT, BARGAIN LEVITATE, and BARGAIN DAZZLE.
Now leave the shop.
Now USE MAP, and jump to 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. Try to avoid any monsters you see.
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. Now you still need a lot
of practice in casting your spells. Let’s start with Detect
Magic, since that uses the least amount of Magic Points. Walk
up into the streets, and CAST DETECT MAGIC. Keep doing
this until you run out of Magic Points. Now when you run out of
Magic Points, USE MAP and jump to Katta’s Tail Inn.
Enter your room at top right and SLEEP FOR ONE HOUR,
then return to the streets to practice your magic again.
Keep doing this until evening.
Don’t forget that Shema is dancing at Katta’s Tail Inn tonight.
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 Brass Merchant on the left, and ASK ABOUT LAMPS, then BARGAIN LAMP.
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 Entress'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. Since you are
a Magic Use, also ASK ABOUT WIT (Wizard‘s Institute
Of Technocery). 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 since you are a Magic User, you should be ready to join WIT (Wizard’s
Institute Of Technocery) so you can become an official Wizard.
You just need to find it first. SAVE YOUR GAME HERE.
From outside Aziza’s house:
Walk down into Shmali Tarik
CAST DETECT MAGIC
Walk up to the intersection
Turn left into Khalsa Darb
CAST DETECT MAGIC
Follow path until you see doorway on the right
CAST DETECT MAGIC
Take doorway on right into Kudra Darb
Follow path until you see doorway on the right
CAST DETECT MAGIC
Take doorway on right into Sahir Tarik
This appears to be a dead end
CAST DETECT MAGIC - a door will appear
USE MANA PILL to top up your Magic Points
SAVE YOUR GAME HERE
CAST OPEN at the door in front of you
You can now enter WIT
You hear voices ask you some questions, and you need to answer them correctly.
What is your name?
TYPE YOUR NAME
Why have you sought to enter into the Wizard's Institute?
WIZARD
Who do you call upon to be your sponsor and mentor?
ERASMUS
The voices, along with Erasmus, have a discussion amongst themselves.
Eventually, you enter a pre-test room to decide if you can take the
Initiation Tests. You see 3 bells here.
CAST DETECT MAGIC
CAST FETCH at the bell that shimmers
CAST TRIGGER at the bell on the stand
You have passed the pre-test. The voices will ask if you want to be
a Wizard, so say YES, then enter the Test Room.
TEST 1
SAVE YOUR GAME HERE. A spinning staff appears in front of you.
CAST FETCH on the staff. As it approaches, CAST LEVITATE.
Use the Up Arrow Key to rise above the spinning staff, and stay
levitated above it until it passes.
TEST 2
SAVE YOUR GAME HERE. A stone wall appears in front of you.
CAST TRIGGER at the wall to turn it into a stone monster. CAST DAZZLE to
distract it. CLIMB WALL. Now CAST CALM at
wall.
TEST 3
SAVE YOUR GAME HERE. A big block of ice appears in front of you.
CAST FLAME DART at the ice to melt some of it. There’s
now a crack in the ice block - it‘s hard to see, but it‘s in the
centre of the ice block. After the water passes, CAST FORCE
BOLT at crack near centre of the ice. The crack is now more
visible, so CAST FORCE BOLT again at crack. The ice
block splits even further. One last time, CAST FORCE BOLT at the
crack, and the ice should be gone.
TEST 4
SAVE YOUR GAME HERE. A doorway appears in front of you.
CAST OPEN at the doorway to open it. There is a fire behind the
doorway, so CAST CALM. You managed to put the fire
out, but it has burned a big hole in the ground in front of you. You
need a bridge to cross over the hole. CAST FETCH at
the doorway to close it. CAST FORCE BOLT at the top
of the doorway to knock it over the big hole. Now walk over
your newly created bridge.
Congratulations! You have passed all 4 tests, and become a
Wizard’s Initiate. The 4 wizards ask if you want to put aside
the hero business, and dedicate you life to studying with them.
As tempting as this may sound, you can’t abandon your
friends, Shapier, and all those who need you, so tell them NO.
Erasmus is pleased with your decision, and rewards you with the
Reversal Spell, before sending you back out into the streets of
Shapier. You are now an official Wizard!
You did well, but all that spellcasting took a lot out of
you. USE MAP and jump to Katta’s Tail Inn.
Enter your room a top-right and SLEEP FOR ONE HOUR.
You may be an official Wizard now, but you still need to practice
your spells. Head out into the streets, and CAST
TRIGGER (or any other spell) for a while.
Remember that Omar the poet is performing tonight, so keep an
eye on the time. When Sunset approaches, USE MAP and
jump to Katta’s Tail 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.
Time to practise your spellcasting again. In the streets, CAST DAZZLE (or
any other spell) until you run out of Magic Points. Go back to
Katta’s Tail Inn to SLEEP FOR ONE HOUR, then return to
the streets to practice your magic.
Keep an eye on the time, and when Sunset approaches, USE MAP and
jump to Katta’s Tail Inn. SIT down and the table, and
Shema will bring your supper. Tell her THANKS, then EAT the
food. Now STAND up again, go to your room at the 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. Tell her THANKS,
then EAT the food. 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 right, and BARGAIN RATIONS. Just get 3
for the moment.
The Apothecary is here, so enter the Apothecary. 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.
Walk up into the streets, and practice CASTing spells until
evening. The aim is to get each spell up to at least 90.
It will take you several days to get to this level, so
better start practising.
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, go to your room,
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 defeating the Fire Elemental yesterday.
Go into the streets, and practice CASTing your spells.
Try to get each spell up to at least 90.
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.
Now you have the reward money from Rakeesh, you can buy some more
supplies. Enter Apothecary on the left, and BARGAIN
MANA PILLS. Again, BARGAIN MANA PILLS, so
you’ve bought 8 in total. This will help a lot, when you’re practising
your spells. Leave the Apothecary.
Walk up to fountain, DRINK water, and FILL
WATERSKINS.
Walk up into the streets, and practice CAST LEVITATE for
a while. You need this spell at a decent level before facing
the Air Elemental, so try and get it to at least 60.
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