Sceptre Of Baghdad+ by Onslaught&Triad
GAMENOTE [1] OR GAME WALKTHROUGH [2] ? - - - IT WAS THE FIRST DAY OF THE YEAR AND THE PEOPLE HAD STARTED TO GATHER IN THE PALACE YARD... - AT NOON THE BELOVED CALIPH MUST SHOW THE SACRED SCEPTRE TO PROVE HIS RIGHT TO RULE OVER THE LAND OF BAGHDAD. - THE CALIPH WOKE UP IN HIS BED FEELING VERY STRANGE. EVERYTHING AROUND HIM SEEMED TOHAVE GROWN BIGGER! - NERVOUSLY HE RAN THROUGH THE PALACE TO THE ROOM WHERE HE KEPT HIS MAGIC LAMP. HE CLIMBED ONTO THE TABLE AND POLISHED THE LAMP UNTIL A GENIE APPEARD........ - - - "WHY AM I SO SMALL"? "WHAT HAS HAPPEND TO MY PALACE"? "WHAT DOES ALL THIS MEAN"? ASKED THE CALIPH. - IT SEEMS THAT AN EVIL WIZARD FROM A LAND ACROSS THE GREAT SEA HAS CONJURED YOUR PALACE FULL OF MONSTERS AND OBSTACLES TO PREVENT YOU FROM SHOWING THE SCEPTRE AT NOON. HE INTENDS TO DIVEST YOU OF ALL YOUR POWER AND BECOME THE CALIPH HIMSELF! - - OOOOOOO "I AM DOOMED TO REMAIN IN THIS LAMP!" REPLIED THE GENIE. - - O OR JOY LEFT - RUNSTOP LEFT ARROW - P OR JOY RIGHT - - Q OR JOY UP - A OR JOY DOWN - SPACE OR JOY FIRE - - OOOOOOO - WHEN YOU COLLECT AN OBJECT THE CURRANT OBJECT IN YOUR INVENTORY WINDOW WILL BE EXCHANGED WITH THE NEW OBJECT. YOU CAN ONLY CARRY - AT ANY ONE TIME. - - YOU CAN ASK THE LAMP FOR CLUES BY USING THE HANKY. (ITS A GOOD IDEA TO LEAVE THE HANKY IN THE SAME ROOM!) - - FINDING THIS SAVES YOUR PRESENT GAME. TORETURN TO THAT POSITION SELECT - IN THE OPTIONS MENU. - - OOOOOOO - DESIGN, CODING, GRAPHICS AND SFX BY - SCEPTRE MUSIC COMPOSED AND PRODUCED BY - INSTRUCTION MUSIC COMPOSED BY - - SUPPORT SINCE THE INITIAL OUTSET HAS BEEN VERY BAD! IF YOU LIKE MY SOFTWARE AND WANT TO SEE MORE, THEN SEND ME A CONTRIBUTION TO SHOW YOUR THANKS!! - - OOOOOOO - - - - - - - - - COPYRIGHT 1994 JON WELLS I - PLAYING THIS PRODUCT - - - - - - - - - - ++++ /P - ,__/J+ - + , P_/++ - // *+ - TA[A ATA[A^ATA A - TA[A ATA[A^ATA[A]ATA[A^ATA[A A[A - GAMENOTE [1] OR GAME WALKTHROUGH [2] ? - NCUT - ALKTHROUGH - HIS IS A SUGGESTED SOLUTION OF THE GAME - HE GAME CAN MOST PROBABLY BE SOLVED IN ANOTHER ORDERTHAN DESCRIBED BELOW, AND ALSO BY EXCHANGING OTHER OBJECTS AT DIFFERENT TIMES. - HIS SOLUTION IS THE BEST WE HAVEFOUND THOUGH, AND HAS BEEN TESTED TO WORK. - EADING THIS SOLUTION MIGHT SPOIL THE FUN OF THIS VERY NICE GAME. - EPLAYED THE GAME FOR SEVERAL HOURS TRYINGTO COMPLETE THIS WALKTHROUGH, AND EVEN INVOLVED OUR GIRLFRIENDS IN THE PROCESS TO SOLVE THE MYSTERY. - T WAS WELL SPENT TIME, THE GAME IS A JOY TO PLAY. - F YOU DON'T WANT TO HAVE THE FULL SOLUTION, POLISH THE LAMP AT TIMES TO GET HINTS AND TIPS, EVEN IF THESE ARE RATHER HARD TO FIGURE OUT. - OU HAVE BEEN WARNED! - LSO, NOTE THAT USING INFINITIVE LIFES MAKES IT POSSIBLE TO WALK AROUND IN THE DESERT, UNDER THE WATER, OVER THE COAL AND SO ON, WITHOUT DYING. - OU CAN SEE YOUR ENERGY DRAIN FROM IT, BUT USING THETRAINER NEVER LETS YOU LOOSE A LIFE. - HIS DOESN'T MEAN YOU DON'T HAVE TO SOLVE THE PROBLEMS RELATED TO THESE PLACES! - F YOU SKIP THEM, YOU WONT BE ABLE TO COMPLETE THE GAME. - F YOU GET STUCK ANYWHERE, YOU CAN COMMIT SUICIDE USING RUN/STOP. - LSO NOTE THAT THERE ARE SOME OBJECTS INTHIS GAME THAT DOESN'T DO MUCH GOOD, BUTAPPARENTLY YOU HAVE TO ATLEAST PICK THEMUP ONCE DURING GAMEPLAY TO COMPLETE THE GAME. - HE WALKTHROUGH STARTS ON THE NEXT PAGE. - UCK! / - HE TWO ADVENTURERS, - WOFLOWER - OLUTION: - OLISH THE LAMP WITH THE - IND YOUR WAY UPSTAIRS, TO THE HALL LEADING TO THE BEDROOM. - NTER THE BEDROOM. - HIS WAY, YOU HAVE MADE SURE THAT THE EVIL MAN REFUSING YOU TO ENTER THE BEDROOM BEFORECLEANING THE PALACE WONT APPEAR. - O TO THE AIRPORT ( - AGHDAD) AND FLY OVER THE SEA. - ALK INTO THE TOWER AND USE THE - TO ERECT THE ROPE. - LIMB UP THE ROPE, EXCHANGE - ITCHIKE TO "HEAVEN" WITH THE BIRD. - ALK OUT FROM THE SCREEN, AND FIND YOURSELF ON THE OTHER SIDE OF THE SEA AGAIN. - ALKOUT THE PLATFORM AND THE BEEHIVE WILL FALL DOWN. - BUTTERFLY ESCAPES AS THE BEEHIVE SHATTERS. - SE THE FLYING CARPET AGAIN TO GET TO THE OTHER SIDE. - O INSIDE THE TOWER AGAIN, EXCHANGE THE - O OUT, CONTINUE LEFT. - IND THE STATUE, CLIMB UPTHE PLATFORM AND GIVE THE - TO THE STATUE, THAT WILL FLY AWAY. - AGDHAD TO GO BACK TO THE OTHER SIDE. - ALK TO THE BEDROOM HALLWAY ON THE SECOND FLOOR. - OW, GO BACK TO MOTHER NATURE WERE THE BUTTERFLYFLIES AROUND. - ATCH THE BUTTERFLY USING THE - O INSIDE THE PALACE AGAIN, FIND THE SPIDER AND FEED THE BUTTERFLY TO THE SPIDER. - P THE STAIRS AGAIN, WALK ALL THE WAY TO THE ACTUAL BEDROOM, OPEN THE LAST WARDROBE WITH THE - (TADA, A SECRET PASSAGE!). - FOR THE - HEN GO BACK INSIDE THE PALACE AND FIND THE POND. - OW EXCHANGE THE - EEN ON FLYING, VISIT - AGDHAD AND FLY TO THE OPPOSITE SIDE OF THE SEA. - UMP DOWN THE HOLE WHERE THE STATUE ONCE WAS SITUATED. - ALK TO THE BOTTOM AND THROUGH YET ANOTHER HOLE IN THE FLOOR. - ET BACK UP FROM THE UNDERGROUND (PRESS UP WHILE STANDINGBETWEEN THE TWO TORCHES TO GET OUT, AT THE SAME SPOT AS YOU CAME DOWN). - NCE OUT OF THE STATUE-HOLE, GO RIGHT TOTHE TREE WITH THE MONKEY AND THE - TO SHOOT DOWN THE - FROM THE TREE. - HIS IS DONE BY EXCHANGING THE - WITH THE - , WHILE CARRYING THE LOADED - AND TAKEIT INSTEAD OF THE - NCE YOU ARE INPOSSESION OF THE - , GO BACK TOTHE PLATFORM OF THE GONE STATUE AND JUMP IN AGAIN. - O RIGHT, WATCH OUT FOR THE SHARKS, AND EXCHANGE THE - . - OW, HAVING BOTH THE - WITH YOU, GET BACK UP TO THE SURFACE AND GO LEFT UNTIL YOU REACH THE DESERT. - , THE STRONG SUN IN THE DESERT WOULD KILL YOU, BUT NOW YOU'RE SAFE. - ON YOUR HEAD YOU CAN ALSO SAFELY JUMP DOWN THE WATERHOLE WITHOUT DROWNING. - HILE INTHE WATER, EXCHANGE THE - O RIGHT UNTIL THE WATERFALL CARRIES YOU BACK TO THE UNDERGROUND. - AGAIN, AND LEAVE THE - BEHIND. - IME FOR ANOTHER TRIP TO THE - EDUSA (THE GREENISH MONSTER) AND SHOW THE - ATURALLY, SHE CAN'T STAND THE SIGHT OF HERSELF AND WILL EXPLODE. - . - AKE YOUR WAY TO THE BEDROOM, THROUGH THE SECRET WARDROBE AND EXCHANGE THE - ET BACK INTO THE BEDROOM, FIND THE - BEHIND. - OW, EQUIPPED WITH THE - YOU TAKE ANOTHER TRIP ACROSS THE SEA. - NCE AGAIN GO DOWN THE PLATFORM WERE THE STATUE ONCE WAS, AND ENTER THE UNDERGROUND. - PEN THEDOOR IN THE FLOOR WITH THE - HEN OPEN THE DOOR IN THE NEXT ROOM WITHTHE - (OPEN SESAME!). - O BACK TO THE OTHER SIDE, FIND THE BALCONY AND EXCHANGE YOUR - ALK TO THE BEDROOM HALLWAY AND GET THE - ,LEAVING THE BOOKBEHIND. - O THROUGH THE SECRET PASSAGE INTHE WARDROBE, & WALK ALL THE WAY TO THE BULL. - , THE BULL TURNS NICE AS A LAMB. - AGHDAD AND FLY OVER THE SEA. - LIMB DOWN THE UNDERGROUND ONCE AGAIN, AND EXCHANGE THE - IN THE WHEEL CONTROLLING THE BRIDGE WITH THE NEW ONE. - HE BRIDGE WILL NOW LOWER. - O LEFT AND BACK INTO THE DOORWAY IN THE FLOOR, AND THEN INTO THE NEXT ROOM. - & COLLECT GOLD FROM THE HEAPOF GOLD ON THE FLOOR. - O BACK TO THE OTHER SIDE OF THE SEA. - ALK BACK TO THE BEDROOM, INTO THE WARDROBE AND FIND THE SHOESHOP. - SING THE GOLD YOU CAN ENTER THE SHOP. - O TO THE RIGHT, AND ENTER THEWEAPONSHOP, ONCE AGAIN USING THE SACK WITH GOLD. - . - EMEMBER WHERE YOU PUT THE - OMEWHERE CLOSE TO - O FIND IT AGAIN, AND EXCHANGE THE - NOTHER VISIT TO - AGHDAD AND YOU'RE ONCE AGAIN ON THE OTHER SIDE OF THE SEA. - ISIT THE UNDERGROUND AND WALK OVER THE BRIDGE YOU FIXED EARLIER. - , YOU CAN WALK ACROSS THE HOT COAL WITHOUT DYING. - XCHANGE THE NOW USELESS - AND GO BACK OVER THE COAL AND THEN THE BRIDGE. - AND EXCHANGE THE - O BACK OVER THE SEA. - OW, FIND YOUR WAY BACK TO WHERE YOU LEFT THE - GETS SHARP, AND YOU CAN GO VISIT THE CYCLOPE. - OKING THE CYCLOPE'S EYE OUT MAKES IT DISAPPEAR. - O BACK AND FIND THE - XCHANGE ANY OBJECT YOU HAVE FOR IT. - O TO THE ROOM WHERE THE SPIDER ONCE LIVED, AND CHOP OFF A BIT OF THE SPIDERWEB WITH THE - TO GET THE - . - O BACK TO WHERE YOU DROPPED THE - AND EXCHANGE THE OTHER OBJECT FOR IT, SO YOU HAVE THE - FROM THE SPIDERWEB. - IS ALMOST READY! - AND DROP THE REMAINING - FOR LATER USE BY EXCHANGING IT FOR THE - . - O THROUGH THE WARDROBE ON THE SECOND FLOOR AGAIN AND PAY A VISIT TO THE WITCHMASTER IN HIS HOLLOW. - , THE WITCHMASTER CAN'T USE HIS DANGEROUS MAGIC. - O BACK TO WHERE YOU LEFT THE LOADED - AND PICK IT UP AGAIN. - OU SHOULD NOW CARRY THE - . - O TO THE ROOM WITH THE STONE HANGING FROM THE ROOF, AND USE THE - TO SHOOT IT DOWN. - HE STONE HITS THE BOARD AND YOU FIND YOURSELF FLYING INTO THE NEXT ROOM, OVER THE WALL. - FROM THE ROOM AND JUMP INTO THE WHIRLS TO BE LET OUT AGAIN. - INALLY, WALK OUT THE BALCONY, ALL THE WAY TO THE EDGE, AND SHOW THE - TO YOUR PEOPLE. - ONGRATULATIONS, YOU HAVE COMPLETED THE GAME! - HIS IS A SUGGESTED SOLUTION OF THE GAME - HE GAME CAN MOST PROBABLY BE SOLVED IN ANOTHER ORDERTHAN DESCRIBED BELOW, AND ALSO BY - G EXCHANGING OTHER OBJECTS AT DIFFERENT TIMES. - HIS SOLUTION IS THE BEST WE HAVEFOUND THOUGH, AND HAS BEEN TESTED TO - EADING THIS SOLUTION MIGHT - D SPOIL THE FUN OF THIS VERY NICE GAME. - EPLAYED THE GAME FOR SEVERAL HOURS TRYINGTO COMPLETE THIS WALKTHROUGH, AND EVEN INVOLVED OUR GIRLFRIENDS IN THE PROCESS TO SOLVE THE MYSTERY. - T WAS WELL SPENT TIME, THE GAME IS A JOY TO PLAY. - F YOU DON'T WANT TO HAVE THE FULL SOLUTION, POLISH THE LAMP AT TIMES TO GET HINTS AND TIPS, EVEN IF THESE ARE RATHER HARD TO FIGURE OUT. - OU HAVE BEEN WARNED! - LSO, NOTE THAT USING INFINITIVE LIFES MAKES IT POSSIBLE TO WALK AROUND IN THE DESERT, UNDER THE WATER, OVER THE COAL AND SO ON, WITHOUT DYING. - OU CAN SEE YOUR ENERGY DRAIN FROM IT, BUT USING THETRAINER NEVER LETS YOU LOOSE A LIFE. - HIS DOESN'T MEAN YOU DON'T HAVE TO - E SOLVE THE PROBLEMS RELATED TO THESE - F YOU SKIP THEM, YOU WONT BE ABLE TO COMPLETE THE GAME. - F YOU GET STUCK ANYWHERE, YOU CAN COMMIT SUICIDE USING RUN/STOP. - LSO NOTE THAT THERE ARE SOME OBJECTS INTHIS GAME THAT DOESN'T DO MUCH GOOD, BUTAPPARENTLY YOU HAVE TO ATLEAST PICK THEMUP ONCE DURING GAMEPLAY TO COMPLETE THE GAME. - HE WALKTHROUGH STARTS ON THE NEXT PAGE. - HE TWO ADVENTURERS, - OLISH THE LAMP WITH THE - F UPSTAIRS, TO THE HALL LEADING TO THE - NTER THE BEDROOM. - HIS WAY, YOU HAVE MADE SURE THAT THE EVIL MAN - D REFUSING YOU TO ENTER THE BEDROOM BEFORECLEANING THE PALACE WONT APPEAR. - O TO THE AIRPORT ( - AGHDAD) AND FLY OVER THE SEA. - ALK INTO THE TOWER AND USE THE - TO ERECT THE ROPE. - LIMB UP THE ROPE, EXCHANGE - ITCHIKE TO "HEAVEN" WITH THE BIRD. - ALK OUT FROM THE SCREEN, AND FIND YOURSELF ON THE OTHER SIDE OF THE SEA AGAIN. - ALKOUT THE PLATFORM AND THE BEEHIVE WILL FALL DOWN. - BUTTERFLY ESCAPES AS THE BEEHIVE SHATTERS. - SE THE FLYING CARPET AGAIN TO GET TO THE OTHER SIDE. - F INSIDE THE TOWER AGAIN, EXCHANGE THE - H CONTINUE LEFT. - IND THE STATUE, CLIMB UPTHE PLATFORM AND GIVE THE - TO THE STATUE, THAT WILL FLY AWAY. - AGDHAD TO GO BACK TO THE OTHER SIDE. - ALK TO THE BEDROOM - G HALLWAY ON THE SECOND FLOOR. - OW, GO BACK TO MOTHER NATURE WERE THE BUTTERFLYFLIES AROUND. - ATCH THE BUTTERFLY USING THE - O INSIDE THE PALACE - D AGAIN, FIND THE SPIDER AND FEED THE - E BUTTERFLY TO THE SPIDER. - P THE STAIRS AGAIN, WALK ALL THE WAY TO THE ACTUAL BEDROOM, OPEN THE LAST WARDROBE WITH - (TADA, A SECRET PASSAGE!). - HEN GO BACK INSIDE THE PALACE AND FIND THE POND. - EEN ON FLYING, VISIT - AGDHAD AND FLY TO THE - H OPPOSITE SIDE OF THE SEA. - UMP DOWN THE HOLE WHERE THE STATUE ONCE WAS SITUATED. - ALK TO THE BOTTOM AND THROUGH YET - F ANOTHER HOLE IN THE FLOOR. - G THE UNDERGROUND (PRESS UP WHILE STANDINGBETWEEN THE TWO TORCHES TO GET OUT, AT THE SAME SPOT AS YOU CAME DOWN). - NCE OUT OF THE STATUE-HOLE, GO RIGHT TOTHE TREE WITH THE MONKEY AND THE - TO SHOOT DOWN THE - FROM THE TREE. - E BY EXCHANGING THE - , WHILE CARRYING THE LOADED - AND TAKEIT INSTEAD OF THE - NCE YOU ARE INPOSSESION OF THE - , GO BACK TOTHE PLATFORM OF THE GONE STATUE AND - E JUMP IN AGAIN. - O RIGHT, WATCH OUT FOR THE SHARKS, AND EXCHANGE THE - OW, HAVING BOTH THE - WITH YOU, GET BACK UP TO THE SURFACE AND GO LEFT UNTIL YOU REACH THE DESERT. - , THE STRONG SUN IN THE DESERT WOULD KILL YOU, BUT NOW YOU'RE SAFE. - ON YOUR HEAD YOU CAN ALSO SAFELY JUMP DOWN THE WATERHOLE WITHOUT DROWNING. - HILE INTHE WATER, EXCHANGE THE - O RIGHT UNTIL THE WATERFALL - D CARRIES YOU BACK TO THE UNDERGROUND. - AGAIN, AND LEAVE THE - IME FOR ANOTHER TRIP TO THE - EDUSA (THE GREENISH - F MONSTER) AND SHOW THE - ATURALLY, SHE CAN'T STAND THE SIGHT OF HERSELF AND WILL EXPLODE. - AKE YOUR WAY TO THE BEDROOM, THROUGH THE SECRET WARDROBE AND EXCHANGE THE - ET BACK INTO THE BEDROOM, FIND THE - OW, EQUIPPED WITH THE - YOU TAKE ANOTHER TRIP - E ACROSS THE SEA. - NCE AGAIN GO DOWN THE PLATFORM WERE THE STATUE ONCE WAS, AND ENTER THE UNDERGROUND. - PEN THEDOOR IN THE FLOOR WITH THE - HEN OPEN THE DOOR IN THE NEXT ROOM WITHTHE - (OPEN SESAME!). - O BACK TO THE OTHER SIDE, FIND THE - E BALCONY AND EXCHANGE YOUR - ALK TO THE BEDROOM HALLWAY AND GET THE - ,LEAVING THE BOOKBEHIND. - O THROUGH THE SECRET PASSAGE INTHE WARDROBE, & WALK ALL THE WAY TO THE BULL. - , THE BULL TURNS - D NICE AS A LAMB. - AGHDAD AND FLY OVER THE SEA. - E DOWN THE UNDERGROUND ONCE AGAIN, AND - F CONTROLLING THE BRIDGE WITH THE NEW ONE. - HE BRIDGE WILL NOW LOWER. - O LEFT AND BACK INTO THE DOORWAY IN THE FLOOR, AND THEN INTO THE NEXT ROOM. - & COLLECT GOLD FROM THE HEAPOF GOLD ON THE FLOOR. - D OTHER SIDE OF THE SEA. - ALK BACK TO THE BEDROOM, INTO THE - F WARDROBE AND FIND THE SHOESHOP. - SING THE GOLD YOU CAN ENTER THE SHOP. - O TO THE RIGHT, AND ENTER THEWEAPONSHOP, ONCE AGAIN USING THE SACK WITH GOLD. - EMEMBER WHERE YOU PUT THE - OMEWHERE CLOSE TO - O FIND IT AGAIN, AND EXCHANGE THE - NOTHER VISIT TO - AGHDAD AND YOU'RE ONCE AGAIN ON THE OTHER SIDE OF THE SEA. - ISIT THE UNDERGROUND AND WALK OVER THE BRIDGE YOU FIXED EARLIER. - , YOU CAN WALK ACROSS THE HOT COAL WITHOUT DYING. - AND GO BACK OVER THE COAL AND THEN THE BRIDGE. - AND EXCHANGE THE - O BACK OVER THE SEA. - OW, FIND YOUR WAY BACK TO WHERE YOU - GETS SHARP, AND YOU CAN GO VISIT THE - OKING THE CYCLOPE'S EYE OUT MAKES IT DISAPPEAR. - O BACK AND FIND THE - XCHANGE ANY OBJECT YOU HAVE - O TO THE ROOM WHERE THE SPIDER ONCE LIVED, AND CHOP OFF A BIT OF THE SPIDERWEB WITH THE - O BACK TO WHERE YOU DROPPED THE - D AND EXCHANGE THE OTHER OBJECT FOR IT, SO YOU HAVE THE - FROM THE SPIDERWEB. - IS ALMOST READY! - FOR LATER USE BY - D EXCHANGING IT FOR THE - FLOOR AGAIN AND PAY A VISIT TO THE - F WITCHMASTER IN HIS HOLLOW. - , THE WITCHMASTER CAN'T USE HIS - D DANGEROUS MAGIC. - O BACK TO WHERE YOU LEFT THE LOADED - AND PICK IT UP AGAIN. - D SHOULD NOW CARRY THE - O TO THE ROOM WITH THE STONE HANGING FROM THE ROOF, AND USE THE - TO SHOOT IT DOWN. - HE STONE HITS THE BOARD AND YOU FIND YOURSELF FLYING INTO THE NEXT ROOM, OVER THE WALL. - FROM THE ROOM AND JUMP INTO THE WHIRLS TO BE LET OUT AGAIN. - INALLY, WALK OUT THE BALCONY, ALL THE WAY TO THE EDGE, AND SHOW THE - TO YOUR PEOPLE. - ONGRATULATIONS, YOU -