"The Magic of Scherezade" FAQ

                               by Vaustein

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  One day peaceful Arabia was attacked by the demons. The evil magician
 Sabaron summoned them from the dark world for his evil desire. One brave
magician attempted to fight him, but he failed and his sweetheart was taken
  and all his memories erased. He was even thrown into a different time
period. Do you remember this? The young magician is you. Only you can save
                   Arabia. Please fight Sabaron again!

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It is my pleasure to make available this FAQ for "The Magic of Scherezade",
a Nintendo Entertainment System game release by Culture Brain c1989. MOS
holds a distinguished position among the old NES classics for its mixture
of game play concepts, the depth of options, classy graphics, and an
excellent soundtrack. MOS was reviewed in the second issue of GamePro
magazine, and in Game Players (Vol. 1 #4, I believe) by the legendary
William "The General" Trotter. Both reviews heaped praise on the
originality and beauty of MOS. I cannot help but agree.

This FAQ is written based upon my own experience with the game, having
played through it entirely and seen all the puzzles and game locations. My
design objectives are to provide an effective walkthrough of the puzzles,
and to augment the manual. I cannot claim to have replaced the manual
entirely; I don't have one since I bought the game used. Therefore, feel
free to contact me via email with additional information from the manual.
Furthermore, small bits of information herein may be erroneous or
incomplete. Feel free to email me with additions or corrections.

Exact directions on how to get everywhere are not provided. Most of the
game's maze-like structure is fairly easy to navigate. It really is
difficult to get lost. However, such details are provided for a few areas
that are particularly difficult to navigate, or that have very
easy-to-remember directions.

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Spirit of the Blue Star, what brings you to my blessed mosque?

  * Terms and Abbreviations
  * The Tale of Scherezade - Overview/general hints
  * Lists of Items, Spells, and Businesses
  * World One - Water World Mooroon
  * World Two - Desert World Alalart
  * World Three - Forest World Samalkand
  * World Four - Flower World Celestern
  * World Five - Evil Magician Sabaron

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Terms and Abbreviations

  * ADVC - Adventure Game Combat. Combat which occurs in during normal
    travel in "overhead" mode. This requires some digital dexterity.
  * Ally - Companions of the hero. They are found during your travels
    through Arabia, and are ready to fight and to die for your cause.
  * ASE - Alalart Solar Eclipse. A cosmic event which occurs when the moon
    blocks out the Blue Star Airosche.
  * C - Rupies. The unit of currency. Also called "coins".
  * Directions - North, South, East, West = N, S, E, W (up, down, right,
    left)
  * E - Experience. As experience increases, maximum HP and MP increases,
    attacks become stronger, and new spells are learned.
  * Form - Formation. As new allies are found, new formations become
    available for RPG combat mode. Each formation makes one particularly
    powerful offensive spell available.
  * GM - Great Magic. Great Magics are given by wise men, one per world.
    They can only be cast once, and only during the Alalart Solar Eclipse.
  * HP - Hit Points. Measure of health, as any RPG buff knows. When it
    hits zero, you get an all-expenses-paid trip to the halls of Allah.
  * MF - Magic Field. A Rupia Tree will appear here and grant you lots of
    money if you planted a Rupia Seed during the ASE in the corresponding
    Magic Field in the past.
  * MP - Magic Points. Most spells consume a portion of these.
  * NPC - Non player-character. Everyone who is not the hero.
  * PC - Player-character. The hero, whom you directly control. It would
    be incorrect to refer to him as "Isfa", since you play the descendant
    of Isfa.
  * RPGC - Role Playing Game Combat. Randomly occurs when the PC walks off
    a screen. In this mode, allies may assist in the fight, and the player
    must make tactical decisions.
  * TD - Time Door. Each world has a Time Door through which travel from
    the present to the past or future is possible.

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The Tale of Scherezade

The Five Worlds of Arabia, ruled by the good Sultan Feisal, are besieged by
terrible demons. The demons have been summoned by the evil magician
Sabaron, who desires the kingdom and the Sultan's daughter Scherezade. The
most powerful of the demons is Goragora, who will surely be unstoppable if
allowed to enter this world. The descendant of the heroic magician Isfa and
Scherezade's true love fought against Sabaron but was unprepared, and
Sabaron hurled the youth back through time. A vision of his love and the
appearance of Coronya the Time Fairy gives the heir to Isfa's legacy the
courage to face Sabaron again!

Each of the five worlds holds a different demon to be dealt with, and each
world has a Time Door permitting travel between the the present and either
the past or future. Our protagonist must find companions in each world to
assist him in the battle against Sabaron and Goragora. These allies often
bring with them special items that enhance the hero's power.

The young magician has access to many spells and weapons, and may alter his
powers by changing his class to Fighter, Saint, or Magician. As a Fighter,
sword attacks are most powerful. As a Magician, magic rod attacks are quite
potent. The Saint has weaker overall attack power than the other two
classes, but is unaffected by "fields" that cause damage when walked over.
I recommend that the Saint class be avoided unless it is required to solve
a puzzle. Otherwise, use Fighter class for most of each world. The Fighter
class is best for fending off most opposition. When you are ready to enter
a demon's palace, though, switch to Magician. Failing to do so will make
the fights against demons much more difficult, since magic rods are
necessary to harm them.

One of the interesting twists of this game is that the typical adventure
game style of top-down-viewed action fighting is complemented by random
role-playing game combat scenes. In RPG combat, the player selects from
among his allies to assist in the fight, and chooses moves for his side.
Then, in common computer RPG style, each sides takes turns executing their
moves for each turn. Mercenary troops may be hired to fight with the hero
in RPG combat situations, and I strongly recommend having some with you at
all times. Whenever you have the opportunity, try to hire enough of them to
bring their total number to at least eight. They are hired in sets of four.

There are two game events that are not thoroughly addressed in this
document. One is the appearance of a veiled woman who gives away 50 coins.
Must be a rich merchant's widow. The other event is "magic icons", large
brick circles with engraved hexagrams which restore your MP when you step
on them.

Here are a few special passwords that you can enter.

  * xW (1W, 2W, etc.): Starts you on World x with maximum experience,
    bountiful supplies, and all allies and special items found. All that
    is left to do is to destroy the world's demon.
  * Wx (W1, W2, etc.): Starts you on World x with minimum experience,
    scant supplies, and no allies nor any special items found.
  * SOUND: Activates the sound test. Use UP and DOWN to cycle through the
    entrancing musical tracks, and START to play them.

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Lists of Items, Spells, and Businesses
                                          ITEM LIST

  Item
  Name                                    Item Description
Bread   Restores 50 HP automatically when HP falls to 0.
MashroobRestores 50 MP automatically when MP falls to 0.
Key     Opens closed doors in palaces.
Amulet  ???
Rupia
Seed    Makes PC invisible and invulnerable. Also planted in MFs.
Magic
Carpet  Warps PC out of palaces and caves. Also transports to towns visited in current time.

Horn    Animates statues in palace rooms with closed doors. Just run into a statue, destroy
        them all, and the door opens.
Hammer  Invokes falling stars to attack all enemies on screen.
Map     Displays position in palaces and mazes on a square grid. Hit SELECT.
Swords  Several types. A melee weapon most effective by Fighter class.
Magic
Rods    Several types. A range weapon most effective by Magician class.

                              BUSINESS LIST

      Type                             Description

Shop            Sells items. Standard stock includes bread, mashroob, r.
                seeds, m. carpets.
Hotel           Sleeping here recovers the HP and MP of PC and allies.

Mosque          Come here to change class, get a password, and resurrect
                fallen allies.
Casino          Gamble for money here. Odds are better during ASE.

Mercs           Hire troops in sets of 4. Troops fight with the PC in
                RPGC, and grow in strength each world.

Magic UniversityTake courses to learn about Forms and GMs. Swords and
                Rods are often given for courses completed.

        PC SPELL LIST - Available when experience levels increase

  Name  MP Cost World                        Effect
Pampoo  2       1     +10 HP
Bolttor14       1     Damages 1 enemy in ADVC, 5 in RPGC

Oprin   5       1     Open secret passages. Should only be used where
                      indicated.
Defenee 2       1     Enhances armor, lessening damage
Corbock 2       2     Turns enemies into defenseless creatures
Flamol1 20      2     Damages all enemies
Bolttor25       3     Upgrade of Bolttor1
Shrink  2       3     Upgrade of Corbock
Flamol2 25      3     Upgrade of Flamol1

Ramipas 10      3     Prevents being ambushed in adventure mode, and
                      prevents RPGC altogether
Bolttor3???     4     Upgrade of Bolttor2
Caraba  20      4     Upgrade of Shrink
Marita  4       5     +50 HP (upgrade of Pampoo)
Flamol3 30      5     Upgrade of Flamol2

                  NPC SPELL LIST - Very incomplete. Only
                             applies to RPGC

                 Name                Effect
                Mymy   Stops enemies from attacking
                Seal   Stops enemies from casting spells
                SilleitTurns caster into mirror
                WhistleAll allies of caster recover MP
                Matato All allies of caster recover MP
                Perius Summons rain to damage all enemies

                             FORM SPELL LIST

  Name   Form          Use VS                        Effect
GyzacornCygnus Basido Squad            Killer winds, damage all enemies

MoniburnLibra  Air Squad               Turns enemies into fireworks,
                                       killing them
TornadorAries  Fire Squad              Killer winds, damage all enemies
Stardon Sirius Gilas Regiment          Stars falls, damaging all enemies
ThundernKaitos Magma Regiment          Thunder, damaging all enemies

FireboltDragon Razlon and Zodor        Major fire damage, most effective
               Divisions               offensive spell

    GM SPELL LIST - Granted by one wise man per world. Used only once,
                               during ASE.

      Name                            Effect
    Monecom  Sets C to 999, gives Bread and Mashroob also
    Raincom  Stops constant damage during travel in W2
    SpringcomStops constant damage during travel in W3
    Moscom   Causes Mosque to appear for class change
    Libcom   Resurrects and fully restores HP and MP of PC and allies
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World 1 - Water World Mooroon

CAPTIVE - Princess
Ashelato                DEMON - Water Demon Gilga

TD - Pier NE of Rudoria MF Pres - South shore of    MF Past - Same as in
                        lake, E of Rudoria          present
GM - Monecom; Cave in
the past

PRESENT CONDITIONS

  * NOTE - The ally Kebabu is in this world somewhere. I've forgotten
    where, but you'll find him soon enough. Sorry :-)
  * Town of Meshudo: Hotel; Mosque; Shop; Game starts here.
  * Town of Rudoria: Shop; Hotel; Jad (hint about TD)
  * Town of Poponill: Hotel; Casino; Dogos (tips)
  * - To get to the next two locations, jump off North Cape (NE of
    Poponill) with Faruk in party
  * Mermaid Town of Horen: Shop(keys, horns); Mercs
  * Palace of Aqua: Home of Gilga. Bring keys and horns. When you find a
    room with a locked door and two statues, run into one, then destroy
    them when they animate.
  * Water Demon Gilga: Attack all wide-open eyes with Flame rod (2 shots
    each). Use Pampoo as needed after Thunder attacks. When Gilga changes
    form, destroy each one at a time with Flame.

PAST CONDITIONS (50 years). Towns are generally in the same places as in
the present in this world.

  * Town of Rudorra: Magic Univ. (has Scimitar sword, Flame rod); Shop;
    Mosque
  * Town of Horen: Hotel; Mercs; Shop; Faruk (ally)
  * Cave: S of Horen

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World Two - Desert World Alalart
CAPTIVE - Princess Ishutal   DEMON - Curly

TD - 6S 1E of Copanes        MF Pres - 2N 4E of      MF Past - S of Alart
                             Malart
GM - Raincom; 3N 1E of
Malart

PRESENT CONDITIONS

  * Town of Malart (START): Shop; Mosque
  * Town of Copanes (E of Malart): Hotel; Shop; Gun Meca (ally)
  * There might be a third town.
  * Palace of Curly: Go E beyond two locked doors to find Epin (ally).
  * Demon Curly: Make sure Epin in party. Use Flamol1 7 or 8 times, then
    attack with Stardust rod when Curly changes form

PAST CONDITIONS (300 years)

  * Cave (SW of Alart): Supica (ally); Watch out for trap floors that drop
    you down into a pit, you'll have to re-enter the cave again if you
    fall into one.
  * Town of Alart: Talk to people here, then return to present to get Gun
    Meca. Shop(maps); Magic U.(Dragoon swd/Stardust rod); Mosque; Lah
    (Ally, has Magic Boots)
  * Town of Sudari: Lots of Oprin stairs here. 2 shops; Casino; Mercs;
    Hotel

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World Three - Forest World Samalkand
CAPTIVE - Princess Roxanne DEMON - Troll

TD - SW of Kasimeel        MF Pres - N of exit from       MF Past - NE of
                           Kashina's Cave                 TD
GM - Springcom; 1W 2N of
Nubia

NOTE: In this world, you will notice that the bees and bandits that attack
you during your travels often turn into creepy bat-like things when you
attack them. When they are in their sickening form, you have roughly 30
seconds to destroy them before a grim reaper-like ghost appears. The ghost
will doggedly follow you everywhere, and it can take a lot of punishment
before it goes down.

PRESENT CONDITIONS

  * Town of Nubia: Hotel; Shop
  * Cimaron Tree (W of Kasimeel): Note reference to Saint; get password
    CHOCOLA
  * Town of Kasimeel: Magic U. (Red Armor); Shop; Mosque (become a saint
    here before travelling to the future); Hotel (25C)
  * Kashina's Cave (Far W of Kasimeel): need Cimaron Seed from future for
    lighting. Go NW for Kashim's sword, NE for the exit near Troll's
    Palace.
  * Frozen Palace: 1N 1W 1N from Kashim's Cave exit
  * Town of Passora: Shop(amulets, horn, key); Mustafa (Ally), give him
    100c; Hotel
  * Frozen Palace: Ignore the door guarded by statues
  * Demon Troll: Upstairs; Use rod against him. When he changes shape,
    shoot his eyes out one at a time.

FUTURE CONDITIONS (30 years)

  * Cimaron Tree: 1W 2N of TD. Answer NO, then give password CHOCOLA for
    Cimaron Seed
  * Town of Kasimeel: Shop; Hotel
  * Town of Nubia: Supapa the Dollmaker creates Pukin (Ally) from Cimaron
    Seed; Shop(maps); Mercs; Casino

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World Four - Flower World Celestern
CAPTIVE - King       DEMON - Fire Demon
Feisal               Salamander
                                           MF Past - Through the forest
TD - SE of Chigris   MF Pres - W of        to the lava area, then 1E 1N
                     Chigris
                                           1W
GM - Moscom; Yufla
Palace in past

PRESENT CONDITIONS

  * Town of Yufla: Shop; Mercs; Casino; Hotel
  * Desert Area: The path from Yufla leads to a desert maze. Though it
    appears large and formidable, it's very easy to navigate. It has two
    exits besides the entrance from Yufla. To the SW there is the Town of
    Chigris in a lava-filled area, and to the SE is a blighted forest and
    the town of Pao.
  * Town of Chigris: Hotel; Mosque; Shop(maps)
  * Town of Pao: Shop(keys, horns, amulets); Magic U. (Crystal rod)
  * Fire Palace (SE of Pao): Find Gubibi (ally, has Holy Robe) 1N of
    entrance before going back in time. Do NOT confront Salamander!!

PAST CONDITIONS (3000 years)

  * Fairy Town: Michael Jackson; Richard Simmons ;-) Shop; Mosque
  * Lava Area: The path from Fairy Town leads from a forest to a land of
    ashes. Go far NW for Lava Cape, far E for Yufla Palace. Go N on a pier
    near Yufla Palace to find a Magic Icon.
  * Town of Lava (jump into Lava Cape if you have Gubibi): Rainy (ally,
    you must be a fighter, and answer NO to both questions or game ends!);
    exit to shore of Lava Cape
  * Fire Palace: Rostam sword is on second floor, NW corner.
  * Demon Salamander: Shoot Salamander in the eyes with your rod as
    quickly as possible. He moves fast, and he gradually heals.

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World Five - Evil Magician Sabaron
CAPTIVE - Princess ScherezadeDEMON - Goragora
TD - Fire Palace             MF Pres - None   MF Past - None
GM - Libcom; SE of Chigris

  * Town of Yufla: Shop; Casino; Hassan (last ally); Hotel
  * Town of Pao: Shop(keys, horns, amulets); Approach Kaji with Legend
    sword to get Armor of Light.
  * Mercs: SW of Forest Maze entrance
  * Town of Chigris: Hotel; Shop(maps)
  * Fire Palace: Cave entrance here. In the cave, walk 2E, 1N, take
    stairs, 1E, 1S, take stairs, 1S, 1E, 1N to Magic U. Follow your
    current path W to find the entrace to Sabaron's Palace and the TD.
  * Sabaron's Palace: Head E, N, and W as far as possible. Talk to
    Sabaron, answer CORONYA (duh!), get Isfa rod. Go S to a Magic Icon,
    then S to a place that looks like glowing bubbles.
  * "Glowing Bubbles": N, E, N, W, N, N to get to Airosche's room. Stand
    on moon and shoot N (if you don't hear a bell, try to stand more on
    the moon). Stand on the sun and shoot N. Stand on the hexagram that
    appears and shoot N when the hexagram glows blue. The fight with
    Goragora begins!
  * Archdemon Goragora: Move away from his maw while constantly hitting
    him with BOLTTOR3. When he changes shape, shoot him with the Isfa rod.
    By the way, be sure to have plenty of bread and mashroob before taking
    him on. If you are lacking supplies, there is a shop in the SW
    quadrant of a large central room.

PAST CONDITIONS (3000 years)

  * Light Palace: Look at your map. Work your way to the square on the map
    that is 2N and 3E from the TD. Walk through a jar near the bottom of
    the screen. Walk 2S, 1E, enter N door, then next N door to claim the
    Legend sword and your birthright as the descendant of Isfa!
  * Return to the present, go to Pao, talk to Kaji, then go 1S of Pao and
    step between the two trees adjacent to the lake. Go S along the path
    that appears, get Armor of Light.

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This document was written by Justin S. Davis ("Vaustein"), 7/2/97.
Email Vaustein
This document may be distributed for viewing and downloading so long as the
source is not modified in any way.