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Welcome to Shapier! When you start out, you'll be talking to Abdulla-Doo. Stand and leave the inn to reach the front square. Ali Chica will try to sell you a map, but you can't buy anything yet, since you haven't exchanged your Gold Coins for Dinars. Head up the first alley to reach the main square. Even more merchants will be here, but you don't have any Dinars yet. Head to the other side of the square, then enter the alley by the Brass Merchant. This will be Narfura Darb. Keep going down it until you reach Dinar Tarik. Enter Dinar Tarik. Follow the alley. When you reach a junction, look to find which street continues down Dinar Tarik. Follow it to the end, and you'll reach the money changer. Exchange your money to get your Dinars. Now follow the street back to the main square, and return to the front square. Buy a map. You can now use it to travel to any part of Shapier instantly. Also be sure to buy a compass. Return to the main square. It's time to do some shopping. Buy some food rations from the food merchants; you'll need them. If you're a Wizard, head to the Magic Shop to buy Levitation, Dazzle, and Force Bolt. Thieves also need to buy some Magic Rope. Also, if you're a sick, twisted, perverted guy (or gal), buy the X-ray glasses. Head to the Apothecary. You can buy some Healing Pills, Vigor Pills, Mana Pills, and Poison Cure Pills here. Also be sure to ask about Dispel Potion. Now head to the leftmost square. Enter the Weapons Shop. You won't be able to do much here right now, but get it on your map anyway. Now leave and buy waterskins from the leather merchant. You need all the spares you can hold. Head into the Adventurers' Guild to meet Uhura. Sign the logbook and look at the bulletin board. If you're a Fighter, you can also build up your combat skills by fighting her in the back room. Another thing at the Adventurers' Guild is the Acrobatics instructer. If you have a Thief skill, he'll appear with a tightrope. He'll challenge you to cross to the other side. When you get on, the controls will be explained, then have to cross without falling off. Get plenty of practice here, especially if you're a Thief; you'll need it later. Now go to the rightmost square. There's not much here, but you should get this on your map. Don't bother going to the Sultan's Palace, though; you can't get in. Also of brief note is the Astrologer. From the Palace Plaza, enter the Tarik of Stars and don't stray from the road until you reach the end. You'll find the Astrologer. Ask about your future. Just a brief note, though; the Astrologer serves no use AT ALL outside of points. So get the ten points from him, then move on with your life. Now return to the Inn. Enter the back room and sleep until morning. The next day, sit and order a meal. Eat, then stand and leave the Inn. Head out the gate. Honest Ali will be outside, selling Sauruses for travel in the desert. Buy a Saurus (don't mind the steep price), and he'll give you a nice, big, GREEN one! Sheesh, we got ripped off there, didn't we? Anyway, you can mount it, but you don't really need to go to the desert just yet. Hang around Shapier until night. Return to the inn, then sit to watch Shema dance. Now stand and go to your room. Sleep until morning. Now, for lack of a better place to put it, I'll mention Aziza the Enchantress. Head down Shmali Tarik until your map shows a small side street. Enter it, then knock on the door. You'll then be asked a series of questions: Q: What is your name? Q: Who sent you here? Q: How was the leg of Rakeesh injured? When she gives you the riddle, you'll need to give her name. If you screw up here, either you didn't read the above paragraphs or you have no brain. You'll know be able to enter. Greet Aziza, then walk over to the table. You'll automatically sit. When she offers tea, say yes. When you want to finish the conversasion, say Good-bye, and you'll leave. Once again, hang around town until night. Return to the inn, and the poet Omar will be there. Sit and watch the show, then stand and go to bed. Be prepared, because tomorrow, the problems begin. Onward, ho! |