Magic Lamp Stage 1-1
Complete Walkthrough
Hello and welcome dear gamers to our Dress up! Time Princess Magic Lamp walkthrough, where we go through the entire story and include all the gameplay elements, including our guide to outfits we used and how to obtain them. This story is based on the, of course, familiar Aladin storyline and it is adapted for the game.
This is the well-known rags-to-riches, zero to hero, princes, and the tramp love story adaptation. Of course, it is adapted a little bit to fit the storytelling model of the game, so here the female character is the main one, and other characters are a bit different, albeit quite recognizable to all who know the original story.
The storyline is divided into two chapters. The first chapter has 16 stages and the second one has 15, and we will do them all in this walkthrough. Magic Lamp stage 1-1 starts as per usual, with Alison waking up in someone else’s body and discovering she is in a new story in the magic book.
This Magic Lamp stage 1-1 is an easy introduction in the story and requires no special effort to get the perfect score in the end, although you must always have it in all chapters as we’ve seen so far in the game. The stage hint suggests these two outfits, the Faraway Journey dress, and the Road Ahead leg cuffs. They are not mandatory currently, but these are items frequently used throughout this story and you might as well craft them. They are obtained through encounters with Light during Magic Lamp.
As Alison opens her eyes, she finds herself in a small, sparsely furnished house, obviously within the story’s familiar Arabian theme. She hears music and a busy marketplace outside the locked door of her room. Her head hurts…
As Alison attempts to recover her focus, she looks down subconsciously and sees that she is in a torn and tattered shirt, covered in wounds. The room, the clothes, and the wounds… She remembers that this scene is exactly like the one she read in a book…
Alison finally realizes she is again drawn into a world inside of a book. At this moment, a mystery man appears.
He tells her she can’t escape. The man says he has never seen such a stubborn slave before. “Slave?!” Alison yells… “I’m not a slave! I’m…” she can’t finish the sentence and her memories flash in her mind. She starts remembering this life, living in the slums, being surrounded by people skinny as herself.
She starts remembering how she got here. It would appear that the local militia rushed in, tied up, and dragged away from her and several of the other people she was with at the time. There was screaming, crying, reprimands, and abuses, and Alison remembers one distinct face with a smirk…
It is this slaver, who has abducted them all intending to sell them into slavery obviously. Alison demands that he lets her go. But, as expected, he disregards her plea. Slaver tells her “in your dreams” as he explains what valuable goods she is and that he will sell her for a good price.
As she threatens to expose him, the slaver laughs and explains how this is all legal, unlike what she did. The slaver now threatens the girl how she will have to justify herself to the magistrate. She is, of course, confused.
The slaver accuses her of trying to fool him. He tells her she was stealing pancakes and it is just as stealing gold in the eyes of the law here. He then continues by explaining how the entire Full Moon Kingdom is currently rehabilitating refugees. He then again reminds her of the consequences of theft.
As the slaver starts counting the possible consequences for theft, the gloating makes Alison even more furious. He quickly advises her to wise up, clean up, and look tidy. If she is lucky enough, she might be fortunate enough to be sold to a rich man. As he tells her this, he throws some clothes at her.
The slaver continues on explaining how this is better for her than her previous living situation. Being an orphan and living in the streets of the slum, she should instead learn to sing, dance, recite and write. He tells her that with her looks, she won’t have to do much else, just attend dinner parties every day. In fact, the slaver tells her she should be thanking him.
Feeling humiliated by his smile, the angst in Alison reminds her of the original owner of this body and this life. She is a stubborn girl. She then thinks to herself to calm down and stop provoking this man. It won’t do her any good.
The slaver threatens with a whipping if the girl doesn’t start obeying him and raises the whip in his hand for her to see. Alison feels the body she is in shrinking back instinctively and she suppresses her urge to speak back at the slaver.
She reasons how it is too dangerous to continue antagonizing this man. She should instead lay low and try to think of a way to get out of this predicament. After this, we get the clothes the slaver gave us and it is dress-up time in this Magic Lamp stage 1-1. However, Alison insists that the slaver leaves her alone to change.
The slaver agrees although he gloats even more at the shift in the girl’s attitude. He then leaves and closes the door behind him. Alison then realizes both of her legs are shaking uncontrollably. She feels that an aggressive person is lurking inside of the body she is currently in as well. She tired herself out intentionally to prevent her from attacking. She needs to change out of the torn and tattered clothes she is in and then try to find a way to escape.
The required clothing traits for this stage are Simple and Gentle, so we will go ahead and filter these out. We will prioritize the Magic Lamp clothing we already have, but you use whichever is best for the occasion and gives you the best result.
For the first head slot, we will use the Butterfly Tango hair bow. It is a clothing item from the Swan Lake storyline, with its blueprint appearing on the Parven’s Shop randomly. It comes at a solid 4-star rank and it will give us 420 in Simple clothing trait, for our current needs.
We shall use the Hazelnut Mocha hairstyle. It is a very useful item, obtained by raising your VIP level in the game. We got it at a very good 5-star rank and it will provide us with 666 in Simple for our current needs.
And, for the last head slot, we will use the Cateye Shades sunglasses as these are the best that fit our current outfit needs. They are obtained as a random Magical Gift drop. We have these maxed out at 6 stars and they will give us 728 in Simple for this current outfit needs.
We shall use the dress suggested in the stage hint, which is the Faraway Journey from the Magic Lamp storyline. You can obtain this item easily from the encounters with the Serpent Queen during Magic Lamp. It comes at 3 stars and awards 545 in both Simple and Gentle.
The other suggested item from the Magic Lamp stage 1-1 hint, the Road Ahead leg cuffs are also obtained from encounters in the story, but from encounters with Light. Not to spoil the story for you, you will meet these characters later on. They come at only 2 stars and give 2019 in both Simple and Gentle, but it will be sufficient.
You can use any socks you manage. We will put on the Spotless Socks that we have at 3 stars and they will contribute us with 188 in Simple for our current outfit needs. You can take whichever you have that has the highest score contribution. These are obtained from the Charlotte Harris encounters during the Gotham Memoirs storyline.
For the first accessory, the neck slot, we will use the Starlit Flowers collar from the Swan Lake story. The blueprint for this item appears randomly on the Parven’s Shop once you have the appropriate story downloaded and it comes with 4 stars, giving us 336 in Simple.
For the ear slot, we will use the Lovesick Lament earrings. Now, these are from the Magic Lamp story (Stage 1- 12) and we got them because we’ve already gone through the story previously, but you can use the best ones you have. These come at 4 stars and will give us 336 in Simple.
No particular items are recommended for the bracer slot, so we will use the Dancing Memories accessory set. We have it at a high 5-star rank and they will give us 588 in Simple. This item is obtained by raising the VIP level.
We will use another Swan Lake item in this outfit, this time the Shepherd’s Song for the ring slot. Now, the blueprint for this one comes from the Parven’s Shop and it starts at 4 stars, giving us 308 in Simple for our current outfit needs.
For our handheld slot, we will use the Yummy Picnic-Pink basket that we have at a high 5-star rank. This item is obtained by anyone who logs in to the Dress up! Time Princess game for 30 days and it awards 588 in Gentle.
We will use the Lovestruck makeup style, which is obtained from the 2021 Valentine’s Day even in-game. However, if you don’t have it, use whichever can contribute to either Gentle or Simple or both. This one we have at 5 stars and it gives us 432 in Gentle.
For the pet slot, you can use whichever pet contributes to you the most. We use a level 4 cat with 162 in Simple.
Lastly, we will use the Flintlock Pistol relic as it will increase all our dress item’s score by 38.2%. We have this at level 25 and it is awakened. Now, let’s see how we did in total…
We scored perfect, with a total 4366 score. This yields all of the stage’s rewards, although we already got ‘em as mentioned. Now, let’s see what happens next in this story introduction and if Alison will connect with her new body further and find a way out of her predicament.
The girl notices she is wearing a mysterious pendant. It doesn’t look expensive but it has a strange glow and reminds Alison of something… a sense of strange familiarity washes over her. She thinks that it must be quite important to the owner of this body she’s in currently, probably a relic left by her loved one or something.
She studies the pendant carefully and thinks about how to resolve her difficult issues at hand at the same time. There is a man on the other side of a locked door and, as Alison thinks about escape, her gaze lands on a window.
The idea of a window escape seems plausible at the moment. There are some sturdy-looking pots in the corner of the room which might be used to break the wood bars. However, she only has one chance because, as she breaks the bars, it is bound to cause a ruckus and the slaver will barge in immediately, and after that escape will probably become utterly impossible. (At this point, you are to tap on the window once)
The slaver hears the noise but it is too late. Alison, in her new and still unidentified body, is now out on the street. However, she hears the slaver shouting upstairs that the slave has escaped and he gives instructions for his lackeys to hurry and catch her. Alison looks around and finds herself in a marketplace. She now has to choose which way to go as we arrive at the first branching path in this story. We will go through both choices in our Magic Lamp stage 1-1 walkthrough below:
Into the crowdThe choice to go Into the crowd
The idea of blending in with the crown seems plausible and Alison she does so. She hears the slaver shout to her to stop, but he can’t see her and is instead standing in the market, seemingly lost. However, she wasn’t looking and she runs into a well-dressed man…
The guy seems polite enough and asks her if she’s hurt. Alison tells him that if he hasn’t gotten in her way… But, before she can finish the sentence, the man in front of her stretches his hand out to her. She hesitates for a moment and decides to stand up on her own. The man is about to speak again, but a roar interrupts him…
It’s the slaver, still not giving up the chase for her. He shouts threats through the crown, as his men are still searching for her. But, he is near and Alison looks frantically for someplace to hide. At that moment, the young man she ran into grabs her and tells her to follow him.
He offers to help and, this time, Alison accepts. She tells him she doesn’t know him but he explains how this is her only chance and he tells her “trust me!” She takes his hand and they go along a path by the clothing stall. After a time, they are safe…
It would seem the man led her to a safe place out of the crowd and the city. He also gives her pendant to her, saying how she dropped it when they ran into each other. He puts it in her hand and she grips it tightly, utterly surprised.
Alison thanks him, knowing that the pendant is important, just now exactly why at this point. She tells him that he’d helped her so much in such a short time and that she can’t thank him enough. Finally, she asks his name and we meet our first friend in this story…
It is Kahir. Finally, Alison remembers her name or the name of this body….it’s Gina and she introduces herself to Kahir. The name came naturally to her. Kahir asks how she fell into the hands of the slaver. He notices she doesn’t look like a slave.
Gina explains how she used to live in the slums and it was there where she was taken. As she talks, more memories of this body’s life come to her. She remembers past experiences and tells some of them to Kahir, leaving out the worst parts. After hearing the story, Kahir is pissed…
HE is furious that the Kingdom’s law seems to be omitted and that people use such violence to such means. He is determined to see the scoundrels punished, and Gina agrees wholeheartedly. Her anger amuses Kahir and he regains his gentle demeanor.
He is interested in what Gina plans to do next and we again arrive at a branching choice in this stage. We can choose for Gina to go ask about her friends or take her revenge on that slaver. We will go through both of these in this Magic Lamp walkthrough, so please find them below…
Ask about my friendsThe choice to ask about Gina’s friends
Gina intends to go back and ask about her friends in the slums. She hopes they too haven’t been taken and sold into slavery like her. She thanks Kahir for his help and explains that she must go now. But, Kahir keeps Gina from leaving and explains that the slaver that she escaped from might still be looking for her and that it is too dangerous for her to go alone.
He offers to join her on her quest as it would serve both to protect her and to investigate the people who are breaking the king’s law. Gina welcomes his presence but is curious about why he is so interested in investigating lawbreakers.
Kahir tells her that it is in the best interest of their city, the kingdom, and all the people. He is also curious since such crime is unusual and he wants to find these scoundrels and get to the bottom of things. Kahir tells Gina he intends on finding them and bringing them to justice, so he can protect the vulnerable citizens of the kingdom.
Gina pays Kahir several compliments and tells him that if more nobles cared about these injustices against the marginalized people, slums and slavery would be a thing of the past. It would appear that she guesses he is of a noble line, given his interests and appearance. Kahir replies…
He makes a fair point about the nobles not being connected enough to the other less fortunate people. Finally, he prompts Gina that they will talk later and that they should now go catch her kidnappers. And, this marks the end of Magic Lamp stage 1-1 in our chosen path. We will now go over all other choices in this story.
Back to Previous ChoiceThe choice to run into the alley
This additional choice won’t cost extra stamina, apart from the stamina used up for repeating the stage, of course. When chosen, instead of heading into the market, Gina finds a small path and decides to follow it.
That alley turns out to lead to a maze of others just like it in this capital city. After a short time, Gina is lost and she can’t figure out where to go. Her throat dries out and she almost loses her breath in her search. Luckily, she is saved by the sound of shouting vendors…
Hearing the sound of salvation, she rushes to find it only to run into someone. She runs into her captor…
Gina ran into her slaver, who obviously knows his way around here. He gives her a ferocious look and raises his whip, intending to punish her on the spot. However, before he can take a swing, she rushes under his whip arm and past him, bursting into the busy street. At this point, we are returned to the original choice and we must take the first one, to go into the crowd. We will now skip to the second choice in Magic Lamp stage 1-1.
The choice to teach the slaver a lesson
We now choose the other option, to find the slaver and take our vengeance on him. This choice, however, does cost the extra stamina.
Gina tells Kahir she wants to find the slaver and teach him a lesson. Kahir explains that what he did is unforgivable, but if everyone would always take revenge, the kingdom would fall to ruin. He tells gina that only by believing in the King and the rule of law can their kingdom have a bright future.
Gina doesn’t like that Kahir is attempting to sway her from her vengeance. She regrets not fighting in the first place and she also tells Kahir that her escape was not an easy one. Finally, she tells him she should return to the slum. This also concerns Kahir…
He offers to join her since the slums were the stage these villains use for their crimes and kidnappings. He wants to investigate it further, but Gina is curious about why he would do that.
Kahir tells her that it is in the best interest of their city, the kingdom, and all the people. He is also curious since such crime is unusual and he wants to find these scoundrels and get to the bottom of things. Kahir tells Gina he intends on finding them and bringing them to justice, so he can protect the vulnerable citizens of the kingdom.
Gina pays Kahir several compliments and tells him that if more nobles cared about these injustices against the marginalized people, slums and slavery would be a thing of the past. It would appear that she guesses he is of a noble line, given his interests and appearance. Kahir replies…
He makes a fair point about the nobles not being connected enough to the other less fortunate people. Finally, he prompts Gina that they will talk later and that they should now go catch her kidnappers. And, this marks the end of Dress up! Time Princess Magic Lamp stage 1-1 walkthrough in all branching paths. Out guide continues in the next stage.
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