The Magic of Scheherazade/Chapter 3: Forest World Samalkand

Samalkand present
 You must now begin your journey north to Kasimeel. When you start, head two screens west and two screens north to the lower (!) on the map and cast Oprin. You will reveal a staircase that leads to a maiden who offers you 50 Rupias for defeating Sabaron. Then work your way to the eastern sides of the map, particularly the cut down woods. You will encounter bouncing trees in these areas. They are not too difficult to kill, and they award a lot of experience points. It's not too hard to reach level 12 in very little time, and level 13 with just a little extra effort. Be careful, however, as they can remove a lot of hit points if they gang up on you. Stay close to an exit just in case.  Continue north up the east side, and then west above the lake. From the lake, head straight north and you will find an MP recovery field. Cast Pampoo until your health is fully restored and then stand on the star to recover all your MP. The continue back to the east and head north until you reach the Town of Kasimeel(B)  In Kasimeel, you will meet Mohamed, who informs you that he planted a Cimaron seed to the west of town. Remember this bit of info as you continue to talk to town members. Many here will talk of spring time. 
 * 1) You begin the third chapter right outside of the town of Nubia (A).  Inside, you will hear a lot of talk about a maze, the Cimaron tree, and how they are related.  The fruit of the Cimaron tree is needed to light up the darkness of the maze.  Many citizens will also be concerned about the onset of winter.

 Once you are ready, you'll need to explore the region to the west of town. If you travel far enough, Coronya will tell you to cast Oprin at the location marked with a (c). Doing so will cause a staircase to appear, and below you will meet a young Cimaron tree. The tree will tell you that it doesn't have enough power, but it will grant its first born to a Saint in the future. It will give you a password to identify yourself, so write it down or try not to forget it. After meeting the young tree, you must choose between going south or further west. Heading further west will lead you to the entrance of the very dark maze that you should not try to attempt without the Cimaron fruit. So instead head south and follow the trail that will eventually lead you to the location of the time door (t). Step inside and head to the future. It will help if you are already a Saint, as you will do a lot less backtracking. Fighting as a Saint can be a little awkward at first since you are restricted to the weakest weapons possible. However, you will find your defense is significantly better. 

Samalkand future
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 * 1) As you can see, Alalart wasn't always a desert.  500 years ago, Alalart was home to a lush forest.  It also contains an interesting feature.  Once you arrive through the time door (t), if you travel west and then north, you will arrive at an MP field.  If you stand in the center of the star, all of your MP will be restored.  Cast Pampoo until you are fully healed before stepping on the star.
 * 2) The south-eastern region of the forest can largely be ignored, although it's not a bad idea to explore it in search of enemies to fight and gain experience.  You should be able to reach level 7 relatively quickly.  You will meet a few new enemies, such as the carnivorous Gol flowers.  Some familiar enemies will have new tricks.  Some seemingly normal thieves and wasps will transform into different creatures when they are attacked.  Continue your attack until they completely defeated.
 * 3) Your first goal in the past is to arrive in the town of Alart (C).  However, when you arrive, all of the townspeople will be speaking a different language.  Continue to explore the town until Coronya exclaims that he met a translator robot in Copanes, then walk into the building above and try to talk to the man inside (this must happen or Gun Meca will not join you.)  Once this happen, you can return to the time door (t), return to the present, and return to Copanes (B) where you must talk with Gun Meca again.  He will be so excited by your discovery, he will volunteer to join you.  You can now form the Libra formation.  Then return to the time door and return to Alart.  (You may choose to use Carpets to make this process faster.)
 * 4) Back in Alart, Gun Meca will translate all that the people have to say to you.

From Alart, make your way to the west, and then south. If you travel south all the way, you will reach a magic field (m). If you are fortunate enough to arrive during a solar eclipse, be sure to plant a Rupia Seed here, and return to the future to reap the rewards. Your goal is to explore the cave (!) located to the west. Cast Oprin to find it when Coronya advises you. 

Samalkand present returned
As you may have gathered, Epin is very important to the people of Sudari, and he is being held captive in the Dark Palace. It should be your next destination. (It's very wise to purchase as much Mashroob as possible before you head for the palace.) From Sudari, head west and follow the north path until you reach the palace. Along the way, Coronya will advise you to cast Oprin. If you do, you will find a woman who offers you 50 Rupias in support of your attempt to defeat Sabaron.</li> </ol>
 * 1) With Supica in your party, you are now ready to traverse the maze desert to the west of Malart (A).  Return to Malart (using a Carpet if you like), and head to the east.  If you planted a Rupia Seed, don't forget to visit the magic field in the eastern desert, although you may wish to visit the next town first to hire some Troopers before you do so.
 * 2) Once you enter the maze desert, Supica will appear on the screen, and travel in one particular direction.  As long as you follow Supica, you will successfully navigate the maze desert.  If you do not follow him, you will become lost, and walk aimlessly through an endless desert (walk south to return to the path to Malart.)
 * 3) Provided you follow Supica and use the correct path, you will arrive right outside of Sudari (D) town, which has an unusual arrangment.  Most of the points of interest in the front portion of town are hidden from view.  A secret staircase leads to an underground tunnel that takes you to the back portion of the town.

Southern maze

 * The southern maze is considerably bigger than the cave in the first chapter, and much less straight forward. You will have to travel through long passages to make progress through here.  You begin at point (a).
 * Once again, Bones wander thruogh much of the maze and serve as a good source of experience points. You should easily reach level 8 by this point.
 * The greatest source of frustration in this cave will be the hidden pitfalls place along the long corridor down the middle of the cave. If you trigger a pitfall, you will land in an isolated room with a staircase that leads back to the outside.  While the pitfalls are hidden, they are always found in two particular spots.  A pitfall is always located on the left side of the corridor around the middle of the screen, and another pitfall is always located on the right side of the corridor near the top.  Therefore, the safest way to proceed through the corridor is to travel along the right side of the corridor until you are just above half way, and then switch to the left side before continuing the rest of the way up.  To help, use the pathways on the left and right sides of the corridor to help line yourself up.
 * After you reach the top of the long corridor, head to the right and visit the room above point (b). You will locate Supica, and he will join your party.  Now you can exit the cave (the pitfalls can actually serve as a shortcut), and head back to the time door so that you can return to the present.

Dark Palace

 * The Dark Palace is not much bigger than the Aqua Palace from the previous chapter, and it is actually a lot more straightforward. If you arrive here during a solar eclipse, you will truly understand why this place is called the Dark Palace.
 * You will predominantly face thieves throughout the whole palace, although there is one Hebel corridor. You must also be careful to navigate around the damage tiles.  If you must cross them, do so quickly or simply jump over them.
 * There is only one location that offers you two directions to choose from. When you reach this location, be sure to explore the right path before heading through the door in order to locate Epin at (b).  When you reach this empty room, cast Oprin and you will find the stairs which lead to Epin's cell.  Rescue him and he will happily join you as an ally.  You can now form the Aeries formation.
 * Once you have Epin, return to the fork in your path, and begin heading up through the door. You will find a room with three statues.  Remember to throw a Horn at one of them to avoid a fight with them and open the door.  Head through, and prepare for the boss fight by healing and casting Defenee.

Palace Boss: Curly

 * 1) Like the boss of the first chapter, Curly has two different forms.  However, while Curly's forms are not very different in appearance, they are quite different in strategy.  The key to beating Curly's first form may seem a little unintuitive.  She will just sit there, and no rod or sword attacks will have any effect on her.  The only attack which is effective against her is the Flamol1 spell.  It takes 20 MP to cast, and if you're low on MP, you will begin to use up your Mashroob supply.  If you run out of MP and Mashroob, you will have no choice but to use the Ring to escape the battle and return to a town to rest up and buy more Mashroob.  After you cast Flamol1 on Curly, she may retaliate with a damaging star spell of her own.  It takes around 8 Flamol1 spells to defeat Curlyu's first form.
 * 2) [[Image:mos_world2_boss2.gif|thumb|right|Curly's second form]] Once you have damaged Curly with enough Flamol1 spells, Epin will appear and use his whistle to reveal Curly's true form.  In this form, she has six arms which lob star projectiles straight down at you.  She moves back and forth as she waves her arms around.  You must use a rod to shoot at her arms.  When an arm takes enough damage, it disappears.  Sometimes she casts a spell of restoration, and may regenerate an arm as a result, but it doesn't always appear to have an effect.  Once you destroy all six arms completely, Curly will be defeated.

Once Curly is defeated, you will be promoted to level 10 if you did not reach it already. You will rescue the second of Sheherazade's sisters, Ishutal. You will then see the dialog between your rapidly expanding party as they fly on a magic carpet to the world of the next chapter, Forest World Samalkand. -->