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| The world isn't actually called "Al-Qadim," is it? |
When I last wrote, I had discovered that some group called the Nameless Masters (which paradoxically means that they're not "nameless") was behind the Genie's Curse, my family's ruin, and the kidnapping of my fiancée, Princess Kara. My father, once a member, had told me that they had their headquarters on the fog-shrouded island of Al-Naqqil. I guess the fog shrouding it was keeping my ship's captain from plotting a course there.
Meanwhile, a grateful cyclops that I rescued from the caliph's dungeon had told me about a magical treasure on the island of Hajar. I had found its location, but I was unable to approach it without the chest disappearing and my getting zapped with lightning bolts.
I never did solve that problem except to brute-force my way through it. It turns out that the chest didn't disappear permanently. If I could survive long enough, it reappeared then disappeared a couple of times before reappearing permanently. So it was just a matter of gulping Potions of Extra Healing every time my health got too low. I must have used a dozen of them. The chest had a scroll with a phrase on it; that's the third one in my inventory. The first two, I was explicitly told to read them when I faced my nemesis.
I was out of leads at this point, so I did what I always do in such situations: Make the rounds, talk to everyone again, and try to pick up a new thread. This game makes that easy since the city of Bandar al-Sa'adat is really the only place to go in such situations. While I was re-exploring, I took the opportunity to spend most of my remaining gold on potions, including Giant Strength, Invulnerability, and Extra Healing.
I found the next clue in the form of a scroll left lying on the floor of the palace entrance. That was pretty careless—anyone could have picked it up. It was signed simply "O." and it directed me to meet someone in the south banquet hall. "O." was revealed as Obdel, one of the caliph's courtiers. He claimed that Vizier Zummerand was the mastermind behind the plot to discredit my family. "His mind-control magics are responsible for the caliph's recent tyranny!" He suggested that he could help me burgle the vizier's apartment looking for evidence.
There was something about the way that he spoke that made me not trust him immediately, so I declined on ethical grounds, but that just caused him to call the guards, claiming I'd threatened him, and my game ended in the dungeons. Thus, I went along with it. He told me where I could find the vizier's journal along with the wealth confiscated from my family, but—and here's a red flag: "Don't waste time looking through the vizier's effects. He often writes fictitious documents proclaiming his innocence for anyone who burgles his room to find." Right.
He gave me a teleportation ring, which worked in that room with the strange pattern on the floor. To get to the vizier's chambers, I had to sneak past several guards and I had to stop by the harem. Some of these steps had to be taken in a very precise sequence or else I got caught; for instance, hiding behind a door while the caliph's wife called for the guards, emerging only when she gave a special signal, taking care not to bump a vase on the way. This again had a solid Quest for Glory feel to it.
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| Hiding behind a door while the caliph's wife distracts some guards. |
Obdel was correct that the vizier had written a lot of things that suggested he was innocent. These included a note that he felt the order imprisoning my family and seizing their property was against the law, a note fearing that the Nameless Masters are getting control of the caliph, and a warning that many of the courtiers had joined the Nameless Masters. "I suspect they have a way to teleport their agents into my private chambers," he wrote presciently.
The journal to which Obdel had directed me was, in contrast, comically villainous: "I, the vizier, shall magically control the mind of the weak-willed caliph and hold TOTAL POWER in all of Bandar al-Sa'adat!" But what really clinched it was the vizier's seal at the bottom of this entry. I already knew that the vizier's seal had been forged by someone in the palace, and I later discovered that the bedchamber with the note to "see Shubakan" (the forger) was Obdel's. So while the vizier being the villain would fit with a lot of tropes from past games and literature, I wasn't remotely convinced.
I thus went right to the vizier with this information, but he wouldn't speak to me. "Something important has surfaced. Please come back and see me later." Meanwhile, Obdel had been summoned out of the palace by a note from "The Courier." It instructed Obdel to meet him near the gates.
I followed Obdel there and hid behind a wagon while Obdel met with the mysterious Courier. The Courier asked if I had "taken the bait." They insulted me for a while before the Courier mentioned having to go to (groan) Al'Katraz Island. From further conversation, it appeared that the vizier was blocking the Nameless Masters' attempts to control the caliph's mind with magic, which is why they wanted him out of the way.
The Courier left and Obdel headed back to the palace. I caught up with him and demanded answers. After some threats, Obdel confessed that he served the Nameless Masters and the Courier was a guard at the island. He screamed and was teleported away. I raced out the city gates to catch the Courier, and I found him hanging around the coast. He, too, vanished when I got rough with him.
Back on the palace, this time the vizier would see me. I related to him what I had discovered. He was angry that I had entered his chambers but grateful for the information. He encouraged me to hurry on with my quest before my family was executed.
That meant going to Al'Katraz. I was going to object to the punny use of the name, but I guess the name of the real place goes back to Arabic via Spanish. The game's version of the island had a dungeon prison. On the surface lived two clans, the Ganlat and the Razif, in the third year of a blood feud that had decimated both clans. It was clear to me that it had been started by the Nameless Masters. Both sides were so sick of the war that they leapt at my suggestions to bring it to an end. After some back-and-forth, I brought the two leaders together to a peace conference and they told me how to get into the dungeon.
This was one of the few places in which I saved the game and tried a different option. The player can choose to support one side and accept its mission to wipe out the other; he can also just kill everyone. This, in fact, is the easiest path, since in this one part of the game, walking up to a non-hostile creature and hitting ENTER doesn't start conversation; it attacks them. I had to reload a few times when I accidentally started combat with a bunch of guards.
The dungeon was fun. Like the one beneath the caliph's palace, it had originally been designed to hold monsters, but it was now being used by the Nameless Masters to hold their captives. The monster section was completely optional but a fun place to get some additional experience. As I entered the dungeon, I took stock of my shards and found that I had one "Magic Missile," three "Fire Arrow," two "Sunscorch," two "Sunfire," two "Sun Dazzle," two "Water Blast," and a "Lightning." I vowed not to use my sling again until I'd burned through all of these shards, which each had between 5 and 25 charges. They lasted most of the rest of the game. Of them, "Sun Dazzle" was easily the most valuable. It blinds targets, causing them to stop attacking and wander around randomly.
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| I did find mostly death there. |
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| I couldn't time a lot of action shots, but here's a good one of me destroying someone with a spell. |
The first part of the dungeon was full of mercenaries working for the Nameless Masters. I cut through them with glee. There were a couple of major discoveries. First, some paperwork indicated that the prison was just a temporary holding area for prisoners who would later be taken to another place to have their "life energies" drained.
Second, my brother was one of the prisoners! I rescued him from his squalid cell and fortified him with a healing potion. The Nameless Masters had somehow stolen his voice so he couldn't summon the genie. When I asked how we could get his voice back, he wrote in the dirt: "Aballat Isle."
There were almost a dozen more prisoners to free; each earned me 600 experience points. I always love moments in games when I free prisoners.
Having Tarik in tow caused some interface problems in the rest of the dungeon, where the game thought I was trying to talk to him when instead I was trying to fight. There really was no good reason to map both actions to a single button. I eventually had to get him trapped behind some furniture so I could finish exploring without him.
The monster part of the dungeon had ammuts, giant spiders, giant bats, mummies, and ettins, some of these appearing in the game for the first time.
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| I died taking this screenshot. |
A battle with a couple of ettins was the most difficult fight in the game. They weren't just powerful; they were fast. I couldn't do my usual trick of keeping out of their reach while pelting them with spells or sling stones. I won it only with "Sun Dazzle" and potions of both Giant Strength and Invulnerability. There were lots of treasure chests and even more shards.
Back in the ship, my brother in tow, we set sail for the Island of Aballat. It had a single complex with a few battles. Various bottles and vases were scattered all over the island, each holding some aspect of a victim of the Nameless Masters (e.g., one man's mind, another's heartbeat, a child's laugh, a father's tears, a woman's singing voice, a warrior's honor). As I opened these bottles, I freed the essences to return to their original hosts. Some were guarded by minions of the Nameless Masters, some of them under compulsion. My brother's voice was in one of the jars.
I thought one of the jars may have held the caliph's mind, so I returned to Bandar al-Sa'adat to see if anything had changed. I couldn't even get into the palace, alas. It was "magically sealed by the order of the caliph."
Meanwhile, with his voice back, Tarik could tell me his story: During his trip to Sorcerer's Isle, he was kidnapped in the night by mysterious figures who stole his voice. They manipulated it to summon Muliban, then spoke some kind of incantation to enslave the genie. He remembered the words spoken, and I told him what our father had told me: that he could break the spell by saying the incantation in reverse.
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| I'd have to spend the next 40 minutes writing down the original incantation and teaching myself how to say it in reverse. |
Tarik summoned Muliban and broke the enchantment. Muliban was pleased. The game hadn't really given me any indication of his character, whether he resented his bondage to my family and was happy to betray them, or whether he considered us (at worst) benevolent masters. I guess the answer is the latter. He called us his friends and apologized for betraying us. He explained that Sorcerer's Isle had a giant Moonstone beneath its sands, and the Nameless Masters, once my father was out of the way, forced Muliban to teleport it to their headquarters.
I asked about Princess Kara. "The last I saw of her, she was trapped behind a portal that was draining her life," he said. "If she still lives, she is no longer the princess you remember." That's grim.
Given that the Nameless Masters could simply speak their spell and control Muliban again, he refused to engage them directly. Instead, he recommended that he and Tarik go to Bandar al-Sa'adat to rescue our family while I went to Al-Naqqil to confront the Nameless Masters. Muliban said he could blow away the fog hiding their island.
I sailed to Al-Naqqil and entered the Nameless Masters' fortress. I had to run around killing mages and collecting their magic necklaces, which were necessary to later enter a portal. The battles were tough, but by now I had dozens of Potions of Extra Healing (and found more in the fortress) and could just gulp them when my health was low.
Scrolls and journals in the fortress revealed that the Nameless Masters' magic requires "human life-force as its catalyst." They originally used their own, but it caused them to "degrade into monstrous forms," lose their minds, and even grow translucent. Hence, they started kidnapping others to drain their life forces instead, keeping them in magical stasis powered by gems. Taking control of the caliph provided them with a constant stream of political prisoners. They believed the power of the giant Moonstone would help restore their bodies and minds.
A few times in the fortress, I thought I was stuck, but I kept finding secret doors. Eventually, I found a teleporter that brought me to a dark dimension full of platforms interconnected by magic walkways. Oddly, it seemed to be the same dimension accessible from the hold of my ship. I don't know what to make of that.
Many of the platforms had blue force fields on the north edge and gems in the center. If I smashed the gems, it dropped the force fields and released the captives. Some were monsters and immediately attacked me. These included a cyclops, an ogrima, a pirate, and a mummy. Some of these creatures turned into humans after I killed them, thanking me for saving them.
Killing an ogrima somehow freed the spirit of my ship's captain. Before long, I reached the end of a platform and was teleported to my ship. The golden statue was replaced with a djinn, who promised he'd stay with me in reward for freeing him. I had the option to sail anywhere, I suppose so I could get more potions and magic items if necessary, but I told him to return me to the void.
There was a weird encounter with my "twin," a creature created by magic. He died a lot faster than I would have. You have to read the manual to understand this encounter. The twin was a "markeen":
A lesser genie cursed at birth to be the spitting image of a human baby. The markeen then grows of age as the human does, continuing to be an identical twin. However, the genie is not spiritually linked to the human and can die earlier or later. The markeen is not necessarily evil and will rarely encounter its human double. Other genies look down upon the markeen, often exiling them to a life of seclusion.
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| I feel like there's a whole story we're not getting here. What was he doing before the Nameless Masters caught him? Why was he created? |
I found the giant Moonstone at one point and didn't think to do anything with it.
I killed a greater ghul, and it turned into Princess Kara, weakened and dying. She told me how Muliban kidnapped her, and I explained what had happened up to this point. She kissed me and told me to finish the quest.
The final battle was with a Nameless Master in an indecipherable bestial form, half-invisible. I think he was probably Draken, referred to in a scroll in the fortress: "Draken is too horrible to look at. He roams the dark dimension where no one need gaze on him." I guessed he was my "nemesis," although the game didn't set this up very well. I had three scrolls I was supposed to read in the presence of my nemesis, so I read them one by one. The first two damaged him but the third strengthened him! I lost track of which was which, so I don't know who screwed me. Or maybe I was supposed to read the third backwards? Whatever the case, he still died quickly.
The denouement began as soon as I had killed him. Muliban appeared to tell me that my family was safe and that he had deposited all the freed prisoners on my ship for my captain to take to their home islands. He then healed Princess Kara ("I do not wish to make this a habit, you understand, but occasionally, genies can perform favors"). He reported that the caliph was free from the Nameless Masters' influence and the vizier was slapping some sense into him.
Muliban teleported us to Bandar al-Sa'adat, where Kara was reunited with her father. He announced that we would be married that very day. The caliph apologized to my family, and my father forgave him. The game ended with a few shots of my wedding to Princess Kara and with promises that my quest was not over; that I would face further adventures "that will forever change the world of Al-Qadim."
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| This would have been an awesome place for a twist in which my father decapitated the caliph and announced that he was taking the Nameless Masters' power for himself. |
Miscellaneous notes:
- I ended the game at Level 7, about 15,000 experience points short of Level 8. I appreciate that the highest level isn't easily achievable.
- Here's something I wrote in my notes: "Final things didn't respond to ENTER, were timed." I have no idea what that's talking about.
- I never used a single Oil of [Fire/Earth/Air/Water] Elemental Invulnerability. The elementals were some of the easiest enemies in the game; I don't know why there were special potions to protect against them. As far as I can tell, Potions of Invulnerability do nothing. What the game really needed was Potions of Speed.
- I ended with the equivalent of about 10,000 gold pieces. I could have bought 50 more Potions of Extra Healing with that.
- I didn't discover until late in the game that in addition to smashing chairs, tables, and other furniture, the character can slash banners by standing in front of them and hitting ENTER. This accomplishes nothing but to make you feel good.
- I ended the game with a +2 sword, a +2 sling, and a +3 Ring of Protection. I don't know whether there were opportunities I missed to enhance these further.
I don't know whether I have enough material for a separate "Summary and Rating" posting, but I've been trying to reach out to lead designer Herb Perez, and I want to give him a couple more days to respond. So we'll finish up in a couple of days. There was no great twist in the plot, but it did come to a relatively satisfying conclusion.
Final time: 24 hours






























































