Quest for Glory 2: Trial by Fire walkthrough
- Quest for Glory 2: Trial by Fire
- walkthrough
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| T R I A L B Y F I R E |
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A FAQ/Walkthrough by CyricZ
Version 1.2
E-mail: cyricz42 at yahoo.com
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Table of Contents
1. Introduction
2. The Story So Far
3. Getting Started
3A. The Classes
3B. Importing a Hero
3C. Character Statistics
3D. Magic Spells
3E. Surviving in this Crazy World
4. The Desert Realm of Shapeir
4A. Map and Points of Interest
4B. Characters
4C. Monsters
4D. Items
5. Fighter Walkthrough
6. Magic User Walkthrough
7. Thief Walkthrough
8. The Whole Story and Epilogue
9. Miscellany
9A. FAQ
9B. Point List
9C. Frequently Missed Points
9D. Ways to Die
9E. Conversation Topics
9F. Debug Mode
10. Standard Guide Stuff
10A. Legal
10B. E-mail Guidelines
10C. Credits
10D. Version Updates
10E. The Final Word
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1. INTRODUCTION
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Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy about the
series. The greatest thing about the series is the well-done connection
between RPG and the classic Sierra graphic adventure. Unlike most other of
Sierra's adventures, the Quest for Glory series has more non-linear elements.
The combat, the spells, the loot, and the silly puns and jokes all make for a
great adventure.
In the second game of the five game series, you, the Hero of Spielburg, are
travelling to the desert land of Shapeir. You're to save the city by
defeating Elementals cast upon it, and later save the city of Raseir by
determining what became of the missing Emir.
This game is the most story-like and linear (which still isn't all that
linear) since everything happens on certain days, but it's executed very well
and leaves you more than enough time to practice and hone your skills.
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2. THE STORY SO FAR
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In the beginning of his adventure, our hero (you) left his hometown to make a
name for himself as a true hero. He went to Spielburg, a valley that had been
cursed for many years. The Baron tried to drive away the Ogress, Baba Yaga,
but she cursed him instead, and he lost his son and daughter. The realm was
overrun with brigands and monsters, and the Baron locked himself away in his
castle.
Although a dangerous land, the Hero made many friends. He made acquaintanes
of the Katta innkeepers, Shameen and Shema, and their merchant friend, Abdulla
Doo. He also met such people as Zara, the owner of the Magic Shop, the Wizard
Erasmus and his rat-like familiar Fenrus, not to mention the Dryad who
protected the woods, and the particularly nasty seller of information, Bruno.
He also went to many interesting places, including cliffs with strange
plant-life, to the majestic Flying Falls, to the meadow known as Erana's
Peace. He first learned of the great Archmage Erana there, and, even though
he was told the meadow was her final resting place, he found no evidence to
prove that.
But being a hero's more than making friends and influencing people, the Hero
set to work. He explored a cave and found a Kobold Magic User. Taking the
Kobold's key, he freed an enchanted bear, who turned out to be the Baron of
Spielburg's lost son, Barnard. This was the first stepping stone. By spying
on Bruno and another brigand's plot to overthrow their leader, the Hero found
a way into the fortress of the brigands. Passing by a great Minotaur, Toro,
the Hero invaded the fortress, snuck his way to the leader's room, and
dispelled the enchantment on her. The leader was, in reality, the Baron's
daughter, Elsa. After leaving the fortress, the Hero made a final visit to
the Ogress, Baba Yaga. Using a Magic Mirror against her, he reflected back
her own evil magic and forced her to flee the land.
Now, the Hero of Spielburg joins his friends Shameen, Shema, and Abdulla Doo.
With the recovery of Abdulla's wealth, which includes his magical carpet, the
four travel to the desert realm of Shapeir, which needs heroes, too.
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3. GETTING STARTED
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=================
3A. The Classes =
=================
Once you start a new game, you'll have the choice of picking one of the
game's three classes. Any class can easily complete the game, of course, but
some have harder times at survival than others.
---
The Fighter
You've proven yourself capable at the claws and weapons of the monsters of
Spielburg. Goblins tremble at your name, and the wild Sauruses do well to
avoid you. You have demonstrated your skill at the blade numerous times, and
bear the scars of your victories with pride. Now you face a new land, new
monsters to fight, and new obstacles to bash your way through.
The Fighter is the most straight-forward class. He speaks mostly through his
blade, and his diplomacy is through his muscles. Choose the Fighter if you
want an easier time solving puzzles, and are more interested in out-and-out
combat.
Starting Stats:
Strength: 70
Intelligence: 40
Agility: 60
Vitality: 70
Luck: 50
Weapon Use: 70
Parry: 60
Dodge: 40
Throwing: 50
You start your quest with 150 Gold Coins from the Land of Spielburg, five Food
Rations, a Full Waterskin, a Broadsword, a Shield, and Chainmail Armor.
---
The Magic User
Magical flame flies from your fingertips. You can create coruscating lights
to blind any. You can empower your weapon with magical energy, open doors
from afar, and grab the cookie jar from the top of the fridge without using a
chair. Now, it's time to upgrade your status. You must now apply your
abilities among your peers, and earn your position in the Wizards' Institute
of Technocery.
Choose the Magic User to wield the mystical forces of the arcane. Solve
puzzles with your amazing spells, and make monsters tremble when you move
your hand in the slightest motion, for fear that you will bring down fire and
fury on them.
Starting Stats:
Strength: 40
Intelligence: 70
Agility: 60
Vitality: 50
Luck: 50
Weapon Use: 40
Dodge: 50
Magic: 70
Spell Skills:
Open: 40
Detect Magic: 40
Trigger: 30
Zap: 50
Calm: 40
Flame Dart: 50
Fetch: 40
You start your quest with 150 Gold Coins from the Land of Spielburg, five
Food Rations, a Full Waterskin, a Dagger, and Leather Armor.
---
The Thief
You can creep without making a sound, and can foil simple locks with a twist
of your lockpick. You glide through the night, scaling walls, deftly placing
daggers between the eyes of nosy guards, searching for that one greatest
treasure in all the land.
The Thief works around his problems rather than attacking them directly.
Although only moderately skilled in combat, the Thief has plenty of skills to
help him avoid it, if used properly. And, as always, there's the chance to
improve one's personal holdings.
Starting Stats:
Strength: 50
Intelligence: 50
Agility: 70
Vitality: 50
Luck: 60
Weapon Use: 50
Dodge: 50
Stealth: 60
Lockpicking: 60
Throwing: 50
Climbing: 60
You start your quest with 150 Gold Coins from the Land of Spielburg, five Food
Rations, a Full Waterskin, five Daggers, Leather Armor, your Thieves' Guild
License, your Thief's Tool Kit, and of course, knowledge of the all-important
Thief Sign.
---
Once you select your class, you'll have the opportunity to name him, and
adjust his base statistics. You have a pool of 50 points, which you can
distribute to your skills in five-point increments.
If you want to add five points to a skill that your class doesn't normally
have, you can do so, but you'll have to spend fifteen points for the first
five. In this manner, you can give yourself three skills that you could not
normally have.
Speaking of creating hybrids, I personally don't like it, for every class can
reach 500 Puzzle Points, and if you want to do particular acts, just use that
class. Of course, if you like being able to cast spells while sneaking
around in houses you've broken into, go right ahead.
If you give a Fighter or Thief Magic, you'll start with Open, Zap, Calm,
Flame Dart, and Fetch, all at the skill your Magic is at.
If you give a Fighter or Magic User a Lockpicking skill, you'll be given
a Lock Pick. Go nuts.
======================
3B. Importing a Hero =
======================
Another one of Quest for Glory's charms is the ability to carry your hero over
from previous adventures. You'll be installed in the new quest just as you
left yourself from Spielburg. All your stats will be the same as you left
them, even if they're below the entry level for creating a hero. This
includes Spell Skills.
If, for some odd reason, your Fighter dropped his Sword or Shield in
Spielburg, you'll be given new ones. If you never got Chainmail Armor, you
will have some.
Your Magic User (or other class who has Magic) will start with all the spells
he had when he left Spielburg. If he doesn't have Open, Zap, Calm, Flame
Dart, or Fetch, he'll be given those spells at entry level skill.
If your Thief (or person with Thiefy skills) has a Lock Pick, he'll still
keep it. You'll be given the Theives' Guild License, and a Tool Kit if you
don't already have one.
All classes have the same number of Daggers they had at the end of the last
game, unless you're a Magic User or Thief and you have zero, in which case
you'll be given one. (Happy Belated Birthday!)
As for money, imported Heroes will have all their Silver Coins converted to
Gold Coins (rounded down), and will have 140 Gold Coins added (in case you're
wondering, that's 50 for rescuing Elsa, 30 for the Brigand Warlock, and 60 for
the Brigand Leader, which you did at the end of the game all in one fell
swoop).
And regardless of anything else, all Heroes will start with five Food Rations
and a Full Waterskin.
==========================
3C. Character Statistics =
==========================
Any time you press CTRL+S, you'll bring up your Character Screen, where you
can observe how your stats change. Here are all the stats and how to increase
them. Every stat maxes out at 200.
---
Attributes (Basic Stuff) -
Strength: Your physical prowess, Strength determines how hard you can hit, how
well you can muscle your way through things, and how much you can carry.
Strength is the most useful for the Fighter, since he spends most of his time
using his muscles. Strength also determines how many Health Points you have.
- You can increase Strength through physical exercise and through combat
(particularly by striking).
Intelligence: Your mental prowess. Intelligence is most useful for Wizards.
Not only does it determine how effective spells are, but also factors
directly to Mana Points.
- You can increase Intelligence by casting spells, learning things, solving
puzzles, or making good moves in combat (i.e. successfully dodging an attack
and counterstriking).
Agility: This is a measure of how well you can move. A good Agility means you
can duck, dodge, and hide better. Thieves need top-notch Agility to perform
their myriad skills. Agility also factors towards Stamina Points.
- You can increase Agility by performing some of the Thief skills (Climbing,
Lockpicking, Stealth), or through combat (particularly Dodging).
Vitality: Although most useful for Fighters, Vitality is good for everyone to
have. This measures your ability to take damage well. Vitality factors
directly to your Health Points and Stamina Points as well.
- You can increase Vitality through most any physical action, particularly by
taking damage in combat.
Luck: A very mysterious skill, Luck factors into a lot of things, and is most
useful to the Thief. I'd imagine Luck is drawn against when performing a
skill that has a chance of failing, as well as random stuff like monster
encounters.
- Increasing Luck is not very well understood. In this game, Luck seems to go
up with most any action you perform, so just keep fighting or performing
skills and Luck should increase enough.
Honor: This is the measure of the good deeds one does throughout his quest.
This is a new skill added for Quest for Glory II. In this game, Honor
doesn't really count for much until the end, which I'll explain at some
point. By the way, Honor can never have points assigned to it. All Heroes
start with an Honor of 50 regardless of anything else.
- Increase Honor by doing honorable actions. Many specific quest actions will
increase honor, and more simple ways are by giving money to the poor, or
flowers to the ladies.
---
Skills (Specific Stuff) -
Weapon Use: Everyone has this skill, since everyone has a weapon. This is the
skill of sticking your pointy object into the other guy. A high Weapon Use
factors towards damage caused and successful strikes.
- Increase Weapon Use by attacking in combat.
Parry: Only Fighters have a true need for this skill, since stopping enemy
attacks is much easier with a sword or shield than it is with a dagger. A
higher Parry skill indicates a better chance at taking less damage while
parrying a weapon.
- Increase Parry by blocking or parrying in combat (more so if you're
successful).
Dodge: Everyone has Dodge. One can't take hits forever, and a good Dodge
skill ensures that you'll be able to avoid blows more successfully.
- Increase Dodge by dodging in combat (more so if you're successful).
Stealth: An essential Thief Skill. No people want their houses robbed by
someone who bangs around like a drunk Moose. Having Stealth activates the
"Sneak" ability, which makes you much less noticable to baddies or the
occasional law officer.
- Increase Stealth by having Sneak active. Just Sneak everywhere and you'll
max it out eventually.
Lockpicking (aka Pick Locks, I hate grammatical errors): To get into realms of
fabulous cash and prizes, you'll need to open door number 1, and your Thief's
lock pick helps, but you need the skill to use it.
- Increase Lockpicking by picking on doors. This can be done on any door in
Shapeir in the alleys.
Throwing: Useful for both Fighters and Thieves, a good Throwing skill can peg
a monster with a few extra rocks or daggers before they get close enough to
fight up close. Throwing can also be used to hit or knock off things that
are far off.
- Increasing Throwing can come from throwing rocks or daggers.
Climbing: Another Thief Skill, you'll need it for scaling walls, trees, gates,
ropes, and other non-ladder surfaces.
- Increase Climbing by, naturally, climbing. Unfortunately, I can never
max Climbing in this game, but you don't really need to.
Magic: The Magic User's skill at manipulating reality. Not much else to say
about this, generally. More will be said in the Spells section about each
individual spell's effectiveness.
- Increase Magic by casting, casting, and casting some more.
Communication: This is a new skill for Quest for Glory II. This is your
ability to speak well. This is good for bargaining. If you choose to
"bargain" instead of "buy" something, you'll have your Communication drawn
against for successful haggling. Some shopkeepers and merchants require a
higher Communication skill than others for successful bargaining, and some
can't be bargained with at all, no matter what. Like Honor, this also cannot
have points assigned to it. I don't know what formula is used for
determining your starting Communication, but the order of skill from lowest
to highest seems to be Fighter -> Thief -> Magic User.
- Increase Communication by talking with people, and attempting to bargain.
---
General Health Points -
Health Points: If you hit 0, you die. Pretty simple. The maximum amount of
Health you have is determined by adding two-thirds of your Vitality to
one-third of your Strength. So, if you have a Strength of 30 and a Vitality
of 60, your Health Point max is 50.
Stamina Points: This is your measure of stamina for performing strenuous acts,
such as fighting, casting spells, running, throwing, climbing, etc. Your max
Stamina is determined by adding one-half of your Agility to one-half of your
Vitality.
Mana Points: Mana is your measure of magical energy. Each spell uses a
certain amount of mana. Your max Mana is determined by adding two-thirds of
your Magic Skill to one-third of your Intelligence. Naturally, if your Magic
Skill is zero, your Mana Points will also be zero, no matter how high your
Intelligence.
---
Scores -
Puzzle Points: Much like most other Sierra games, you get points for doing
special acts. The max is 500, and every class has its own special way of
reaching that high. In the Miscellany section, there's a Point List.
Experience: This is much like a basic score. Talk to someone, buy something,
kill something, and you'll get some experience. It's not really worth
anything, except for show. Starting Heroes will have 4000, and Imported
Heroes will have 5000. Whee.
==================
3D. Magic Spells =
==================
While so many games give you a billion offensive spells to eviscerate your
enemies, Quest for Glory take a different approach. Sure, the magic users of
other games can lay waste to any bad guy, but what happens if they misplace
their keys, or if they need to reach the book at the top of the shelf? This
is why Quest for Glory makes the Magic User skilled in a bunch of all-around
magic.
Each spell can be built up to 200 in skill by casting it repeatedly.
---
Older Spells (Spells in the last game):
"Open"
MP: 2
Found: Any class with Magic begins with it.
Description: Open is useful for unlocking simple locks and opening doors.
Use it when you want to hang back from the thing you open.
"Detect Magic"
MP: 2
Found: Magic Users begin with it. Can be purchased in the Magic Shop for 10
dinars.
Description: This is a very general spell, and is used to detect any
existing magical auras in the immediate area.
R. Rogers' Reactivating Ritual, aka "Trigger"
MP: 3
Found: Magic Users begin with it. Can be purchased at the Magic Shop for 15
dinars.
Description: This lovely little spell can be used to set off any magical
spells in the immediate area. It can make invisible things visible,
activate teleport spells, or set off magical traps while the caster is still
at a safe distance. Pretty handy.
Erasmus' Razzle Dazzle, aka "Dazzle"
MP: 3
Found: You will start with it only if you got it in Quest for Glory I. Can
be purchased at the Magic Shop for 25 dinars.
Description: Dazzle creates a brilliant flash of light that will stun
anything for a small time while it pauses to rub its eyes. This only works,
naturally, if the creature HAS eyes. Having more skill in this spell will
cause monsters to be delayed for longer. Although it doesn't last as long
as Calm, this skill CAN be used in combat.
Leyden's Latent 'Lectrical Discharge, aka "Zap"
MP: 3
Found: Any class with Magic begins with it.
Description: Casting Zap will charge your weapon with magical energy. The
next strike will release the energy. It can only be cast once at a time.
Increasing your skill will increase the damage done with the charged weapon.
"Calm"
MP: 4
Found: Any class with Magic begins with it.
Description: Since most Wizards like to avoid direct combat, you can use this
spell to immediately cause any threatening monster to cease its hostile
intent and contemplate the universe and its bellybutton. This works on most
enemies with a pulse. It's ineffective in actual combat, however. Having
more skill in this spell will cause monsters to be delayed for longer.
"Flame Dart"
MP: 5
Found: Any class with Magic begins with it.
Description: The Flame Dart produces a small ball of magical flame which you
can direct at an opponent, either in combat or while still at a distance.
It can also be used, get this, to burn things. As you increase in skill,
your Flame Darts will do more damage.
Lowenhard's Lariat of Legerdemain, aka "Fetch"
MP: 5
Found: Any class with Magic begins with it.
Description: Fetch is useful for grabbing objects that are distant. It can
mostly be used on small, non-living objects. With practice, you can use it
to move objects from one place to another.
---
New Spells:
Aronson's Arcane Arbalest of Action and Reaction, aka "Force Bolt"
MP: 6
Found: Purchase in the Magic Shop for 20 dinars.
Description: Force Bolt creates a globe of forceful energy. This can be used
to attack enemies or to give things that little extra push from far off.
This spell can be used in close combat.
Ellen's Enchanted Elevator, aka "Levitate"
MP: 7 (Initial cast, continually drains MP while active)
Found: Purchase in the Magic Shop for 30 dinars.
Description: Levitate allows you to move up and down in your plane of
existence. You cannot, however, move to side to side, but you can, in
theory, grab ledges or whatever while floating to pull yourself up onto
solid ground.
Kirkov's Cosmic Karma Cookies, aka "Reversal"
MP: 8
Found: Become a Wizard at the Wizards' Institute of Technocery.
Description: Reversal will allow any spell cast at you to be reflected. This
may not always be back at the caster. When two Wizards duel and have
Reversal, the results can be quite dangerous for spectators.
===================================
3E. Surviving in this Crazy World =
===================================
Surviving the Keyboard
Yes, this is back in the days of text parsers. You'll live.
In Quest for Glory II, the mouse can also be used. Use the left mouse button
to move your Hero to the desired spot, or the right mouse button to look at
whatever is at the spot. There are a lot more things to look at than there
were in Quest for Glory I, so don't be afraid to use it indiscriminately.
As for the keyboard, it's helpful to know some of the hot key functions.
Items in quotes will be entered into the text parser as a short cut.
CTRL+A = "Ask about" (follow with a topic to start a conversation)
CTRL+C = "Cast" (follow with a spell name)
CTRL+D = Time of Day
CTRL+E = "Escape" (will get you out of combat)
CTRL+F = "Fight" (generally enough to initiate combat with nearby monsters)
CTRL+L = "Look at" (follow with something you want a better description of)
CTRL+H = Compass Heading
CTRL+I or Tab = Inventory
CTRL+P = Pause Game
CTRL+R = Read Map
CTRL+Q = Quit Screen
CTRL+S = Character Screen
CTRL+T = "Tell about" (follow with "yourself" or whatever)
CTRL+Y = Silly Clowns
F3 = Repeat Last Command
F5 = Save Screen
F7 = Restore Screen
F9 = Restart Screen
Quest for Glory understands most simple verbs. Just type the verb and its
object and you should be able to get around fine. Common action-type verbs
include: "walk", "run", "sneak", "sit", "stand", "climb", "mount",
"dismount", "open", "close", "move", "throw", "take", "give", "buy", "sell",
"bargain", "pick". Y'know, simple things.
You'll need to use the text parser to converse with people as well, with the
"ask about" command. Common things to ask about are: Name, Shapeir, Raseir,
Sultan, Emir, Money, Rumor, Katta, Magic. Of course, plenty of characters
specialize in their own field which you'll have to ask specific questions
about. For each character (later on, in Miscellany), I'll assemble possible
things to ask about.
---
Desert Survival
Let's start with SAVE OFTEN!!!
You are a human, and as such, you'll need to eat, sleep, and keep from
getting hurt too much.
If you have food rations, you'll eat automatically, and you can eat food
items from the food merchants to sate your appetite. You can also get two
full meals at the Inn a day, for free, since you helped Shameen and Shema.
Water is another big concern. You should purchase a few extra water skins
from the leather sales-Katta and you can fill them with water either in the
Fountain Plaza or at the Desert Oasis.
Also, a good essential piece of desert equipment is the riding Saurus. The
Saurus makes travel faster and safer. Saurii are advertised as being able to
defend their master, but the one you purchase won't be so thrilled at the
prospect. One of the uses, however, is that any time you're riding, you can
type "go home" and your Saurus will automatically take you to the Shapeir
Overlook. If your Saurus does toss you or run off, eliminate the immediate
threat, leave, and return to the screen and he'll be there.
Sleeping is another concern. If you do not sleep for a couple of days, your
stamina will drop much quicker. It's generally advisable to sleep every day,
and to get a full night's rest, you need to sleep before midnight. Of
course, you can't sleep just anywhere.
Learn the time scale of the game. Although you have no clock or anything,
you'll go by the sun. There are eight "times" in the game.
- Day is Dawning: Most shops are open, except Money Changer. Day monsters
show up.
- Mid-morning: Money Changer opens.
- Midday
- Mid-afternoon
- Sunset Approaches: Inn switches to "Dinner" mode.
- Night is still young: Most shops close up. Night monsters show up.
- Middle of the Night: Inn switches to "Normal" mode.
- Not yet Dawn: Money Changer closes.
There are only two places you will be allowed to sleep in Shapeir. The far
better choice is the Katta's Tail Inn. There, you can pick how long you want
to sleep. "Until Dawn" will let you sleep until Day is Dawning of the next
day. "Until Evening" will let you sleep until The Night is still young.
"One Hour" may not even move you ahead a time frame. Note, however, that
sleeping at the Inn is not an immediate ticket to full Health and Mana
restoration. Even sleeping one hour, however, will max out your Stamina.
The other place to sleep is at the Oasis in the Desert. There, you will
automatically sleep to the next one of the two: Day is Dawning, the Night is
still young. Don't sleep away from Shapeir for too long, because you might
miss some important news.
Staying alive in a combat sense is pivotal, of course. Pills to restore any
of your three Health Meters can be purchased at Harik Attar's Apothecary. He
also sells pills that can protect you from poison, specifically, the
Scorpion's poison.
---
Surviving Combat
Generally, you'll be set upon by a monster in the desert. It'll be running
towards you and you can either "fight" it, or let it get close and attack
you. If you want, you can throw rocks or daggers, or cast spells such as
Zap, Flame Dart, Force Bolt, Calm, or Dazzle. You can also just "run".
When you engage in combat, you'll most often be switched to a special combat
screen, where you'll see your own Health Meters in the upper left, and the
enemy's in the upper right. Attacking and defending is amatter of using the
numeric keypad (don't forget to turn Num Lock off)
7 = High Swing
8 = Thrust
9 = Low Swing
4 = High Parry
5 = Mid Parry
6 = Low Parry
1 = Left Dodge
2 = Back Dodge
3 = Right Dodge
It's very simple. Attack until the monster's dead. Dodge or Parry when
necessary. If you wish, you can cast Zap, Flame Dart, Force Bolt, or Dazzle.
If you feel you're taking too much damage, you can "escape". Once you
escape, you'll automatically run for the nearest exit. Some monsters will
give up fast, others will chase you until you find a relatively safe spot.
After combat, you should always "search the body". Several monsters
carry money.
---
Surviving Financially
The currency of Shapeir is the golden dinar and the brass centime, with 100
centimes in exchange for one dinar. You'll need to exchange your Gold Coins
from Spielburg at the Money Changer to get any money. Opportunities for more
cash will arise in your adventure:
Renewable Resources:
Killing Monsters: Brigands and Jackalmen carry money. Search them after you
kill them.
Components for the Apothecary: Finding components for Harik Attar will earn
you money as well:
- Scorpion Tail: 20 dinars
- Ghoul Claws: 15 dinars each
Non-renewable Resources:
Thieving: You can find jobs in Shapeir if you know who to ask.
Completing Quests: You get rewards for defeating the Elementals from various
important people.
Also, be sure to bargain whenever you can. Higher Communication skills will
mean you can bargain successfully more. The easiest to bargain with are the
merchants in the plazas. You don't need a very high skill to bargain with
them. You need it to be a bit higher to bargain with Keapon Laffin, and it
needs to be quite high to bargain with Harik Attar. Don't even try
bargaining with Issur.
******************************************************************************
4. THE DESERT REALM OF SHAPEIR *CONTAINS SPOILERS*
******************************************************************************
================================
4A. Map and Points of Interest =
================================
Unfortunately, the city of Shapeir is far too complicated to be able to draw
a map here. Fortunately, if you've purchased your game legally, you should
have a map in the manual of your game box. Also, you can buy a map which
also has a representation whenever you read it (CTRL+R). This map will also
show your location. Quite handy, indeed.
However, I can give a general idea of how the city is laid out.
__________________________________________________________
| WIT |
| EOF EN |
|______ ______ ______|___
__| |WS | |MS | | |
|AG| POF | | FP | | PP | P |
|__| | | | | | |
|______| MC |______|AP |______|___|
| ____ MW |
| | GP |KI |
|__________________________|____|_______________________AS_|
SS
The desert of Shapeir goes on nearly forever in westerly and easterly
directions. There are only a few nearby points that are necessary to
complete your quest. All are measured in skareen (screen ^_^) lengths.
========================= ---- ===================================
| | GF | | | | SO | | | | | | | TR |
| | | | | | | | | | | | | |
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
| DP | | | | | | | | | | | | |
| | | | | | | | | | | | | |
0----0----0----0----0----0----0----0----0----0----0----0----0----0
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
| | | | | | | | | DO | | | | |
| | | | | | | | | | | | | |
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
That's enough desert for you to wander around in, right? All the dashed
lines are borders that can be crossed. The equal signs are the northern
border mountains. The line about four screens down marked with zeroes is
where your perspective shifts. Normally, you look at the background to be in
the north. Once you flip, though, the background will be in the south. Take
care not to get turned around too much.
Oh, and just to give you a connection between the two maps, the bottom of the
city map "SS" (Saurus Stables) connects to the "SO" on the desert map
"Shapeir Overlook".
"KI" - Katta's Tail Inn
This is your starting point for the adventure. There is no better place to
find good food, good entertainment, and good friends than the Katta's Tail
Inn. Your good friends, Shameen and Shema, run the inn, and Abdulla Doo
stops by from time to time to eat. You may have two meals a day on the
house, and your room is always available to accommodate you.
"GP" - Gate Plaza
This is a smaller plaza. Out the south end is the gate to the city, which is
always open. In this plaza is a snake charmer, who charms for his centimes.
There is also Lisha, the flower merchant, and Ali Chica, the tour guide.
Prices in parentheses are bargain prices:
Lisha's Flowers:
- Bouquet of Flowers: 10 centimes (5 centimes)
Ali Chica's Tours of Shapeir:
- Map of Shapeir: 1 dinar (50 centimes)
- Compass: 1 dinar (50 centimes)
"FP" - Fountain Plaza
The very center of Shapeir, this plaza's main attraction is the magical
fountain that pours forth life-giving water continuously. Many merchants
peddle their wares here. You can also find the entrances to the Magic Shop
and the Apothecary here.
Prices in parentheses are bargain prices:
Scoree and Sloree's Fine Foods:
- Dates: 30 centimes (20 centimes)
- Bread: 30 centimes (20 centimes)
- Falafels: 70 centimes (60 centimes)
- Saurus-on-a-Stick: 70 centimes (60 centimes)
- Lizard Jerky (aka Rations): 1 dinar for five (90 centimes)
Toshur's Pottery:
- Empty Pot: 3 dinars (2 dinars)
Tashtari's Brass:
- Brass Lamp: 15 dinars (10 dinars)
Saba's Baskets: N/A (don't need a basket)
Lasham's Plants: N/A (but you can ask for a pot of earth)
"POF" - Plaza of Fighters
This is where the action is in Shapeir. You'll find the Adventurers' Guild
here, as well as Issur's Weapon Shop. Also, there's talk of an acrobat that
can walk the tightrope who performs here.
Prices in parentheses are bargain prices:
Kiram's Clothwork:
- Cloth Bag: 50 centimes (20 centimes)
Mirak's Leather:
- Waterskin: 1 dinar (50 centimes)
"PP" - Palace Plaza
The Palace towers above this plaza. This is the ritzy section of town.
Sashanan's Jewelers: N/A (too expensive)
Tiram's Carpets: N/A (too expensive)
"P" - Palace
The Sultan's Palace is, naturally, where the Sultan resides. It's tough to
get an invitation there, though.
"SS" - Saurus Stables
Outside the gate of the city, you'll find the lot where you'll be able to
purchase a riding Saurus. As you can see, Saruii are much more docile here
than in Spielburg. Riding a Saurus is a much safer way to travel in the
desert than on foot, so you're best to purchase one.
Honest Ali Fakir's Used Saurus:
- Saurus: 50 dinars (20 dinars)
"AP" - Apothecary
Harik Attar is the druggist in Shapeir, and his apothecary is well-stocked
with pills to aid you in your quest. He also makes potions on special
order, and has other merchandise related to medicine that you can purchase.
Prices in parentheses are bargain prices or bargain amounts:
- Oil: 20 centimes (15 centimes)
- Incense: 70 centimes (free)
- Vigor Pills: Three for 5 dinars (Four for 5 dinars)
- Healing Pills: Three for 10 dinars (Four for 10 dinars)
- Poison Cure Pills: Three for 12 dinars (Four for 12 dinars)
- Mana Pills: Three for 15 dinars (Four for 15 dinars)
"MS" - Magic Shop
Keapon Laffin runs this whimsical shop. He sells many magic items and
spells. Magic Users should definitely make a stop here.
Prices in parentheses are bargain prices:
- X-Ray Glasses: 15 dinars
- Magic Rope: 125 dinars (115 dinars)
- Detect Magic Spell: 10 dinars (5 dinars)
- Trigger Spell: 15 dinars (5 dinars)
- Force Bolt Spell: 20 dinars (10 dinars)
- Dazzle Spell: 25 dinars (15 dinars)
- Levitate: 30 dinars (20 dinars)
"MC" - Money Changer
Dinarzad, the Money Changer, runs her shop here, at the end of Dinar
Tarik. She will exchange Gold Coins for dinars, and she'll charge a small
exchange fee. She charges more for larger sums of exchanging, so it's best
to exchange your coins 50 at a time, where the exchange rate is merely ten
percent. You should definitely visit this place first in your travels.
"AG" - Adventurers' Guild
The Guild of Shapeir is run by the Simbani Warrior woman, Uhura. She is
more than willing to impart her knowledge of the creatures of the desert,
and she'll also train with adventurers in the practice room. This is the
best place to increase your combat related attributes and skills, because
you can't get hurt here. The Guild is also a hangout of the Liontaur
Paladin, Rakeesh. You can converse with Rakeesh here.
"WS" - Weapon Shop
You can buy weapons at this shop from Issur. You can also arm-wrestle him
for some money. Don't try bargaining with him, though.
- Daggers: 5 dinars each
- Fine Sword: 100 dinars
"EN" - Home of the Enchantress
Aziza, the Enchantress of Shapeir, makes her home here, off Shmali Tarik.
See Aziza in Characters for more information.
"AS" - Astrologer's Home
Abu al-Njun, the Astrologer, has his home and observatory here, at the end
of the Tarik of Stars. See Astrologer in Characters for more information.
"WIT" - Wizards' Institute of Technocery
This is one of the several entrances to the Institute, at the end of Sahir
Tarik. To enter, one must use the very thing one seeks.
"EOF" - Eternal Order of Fighters
At the end of Askeri Darb, one sees an unmarked door. This is the entrance
to the test chamber of the EOF. You may only enter this by invitation (and
only if you're a Fighter). Basically, the EOF was formed because all the
Fighters were jealous of WIT and Thieves' Guilds.
"MW" - Metal Worker's Home
This is the only locked, but unbarred door in the city.
"SO" - Shapeir Overlook
In the desert, this is where you can see a lovely view of the city of
Shapeir.
"GF" - Griffin Cliff
A Griffin nests in the mountains here. He won't disturb you if you don't
disturb him.
"TR" - Tree in the Desert
This is a very odd-looking tree.
"DO" - Desert Oasis
The only other source of water besides the magical fountain in Shapeir. The
Dervish hangs out here.
"DP" - Dervish's Puzzle
Something odd is here, and you need to help it. I'll explain more in the
walkthrough.
These locations do not include those in Raseir. There's no need for a
map there, and things happen far more storylike, so there's no need to
explore.
================
4B. Characters =
================
Shapeir is full of many interesting people, and you'll make plenty of
new friends.
The Hero (Ego) - (human male from Willowsby)
Following your acceptance of title as "Hero of Spielburg", you were almost
immediately whisked away by your Katta friends and Abdulla Doo to help
Shapeir. Following your arrival, you changed from you standard outfit to a
more local costume of a blue patterened vest, white shirt, purple pants and
a pair of curly-toed boots.
---
Citizens of Shapeir -
This also includes people who live out in the desert.
Harun al-Rashid - (human male from Shapeir)
The Sultan of Shapeir is a most wise and strong man. He has ruled the
realm for some time, and his people all respect him.
Shameen - (Katta male from Raseir)
His name means "He of the Lion". Your old friend, Shameen, who apparently
doesn't need much sleep, sits at the door of the Katta's Tail Inn, welcoming
all who come in.
Shema - (Katta female from Raseir)
Her name means "She of the Dance". Shameen's mate, Shema, is the cook of
the Inn, and she is also part of the entertainment. Her dance must be seen
to be treasured.
Abdulla Doo - (human male from Shapeir)
Master Merchant of the land of Shapeir, Abdulla made quite a killing from
being the first in the valley of Spielburg. He now works in his homeland,
and is sometimes found at the Inn.
Ali Chica - (human male from Fredonia)
This man looks like he could play the piano, but strangely. He's the "tour
guide" to Shapeir, and sells maps and compasses for people to buy.
Ali T. Fakir - (human male from Fredonia)
Know what the T stands for? Edgar. But you were close. You Bet Your
Life you've seen him before. Honest Ali Fakir will sell you a lovely
riding Saurus for a reasonable price, and if he can't, he'll sell you one
for an unreasonable price.
Katta Merchants - (Katta males and females from Raseir)
Most of the human merchants are off for the summer. Only the Katta
merchants can brave the serious heat of the desert all day. You'll find
the merchants in the plazas of the city:
Lisha - Flowers
Toshur - Pottery
Scoree - Food
Sloree - Meat
Tashtari - Brass
Lasham - Plants
Saba - Baskets
Kiram - Cloth
Mirak - Leather
Sashanan - Jewelry
Tiram - Rugs
Shih'had, The Beggar - (human male from Shapeir)
Not nearly as much help as Sam the Beggar from Spielburg, Shih'had is,
nevertheless, a good source of Honor if you keep giving to him.
Dinarzad - (human female from Shapeir)
Her name means "Child of Gold Coins". The Money Changer of Shapeir is
quite the flirt, and she's a valuable contact for thieves.
Harik Attar - (human male from Shapeir)
His name means "Fire Druggist". Harik Attar runs the Apothecary in
Shapeir, and will sell pills for replenishing your health, among other
things.
Keapon Laffin - (Gnome male from Shapeir)
Be it ever so humble, there's no face like Gnome's. Keapon's quite the
card and master of puns, so watch for all his double meanings. He'll sell
you a spell, Nell, or maybe a Magic Rope, Dope.
Issur of the House of Usher - (human male from Shapeir)
The proprietor of the Weapon Shop is very arrogant and no-nonsense. He's
impossible to bargain with. He loves to arm-wrestle, and is very strong.
The good part about him is that he makes the best weapons around.
Rasha Rakeesh Sah Tarna - (Liontaur male from Tarna)
This is the first time you meet another Hero. Rakeesh has a very good
reputation, but he's getting old. He was once the King of Tarna, but he
gave up the title to fight the demons that plagued his homeland as a
Paladin. During that time, his leg was injured by a demon's poison. He's a
very good source of information about monsters and fighting.
Uhura - (human female from the land of the Simbani)
Uhura wanted all her life to be a Warrior of her Simbani tribe. All the
Warriors were men, but she proved herself and earned the title. The only
problem was that she also wanted to be a mother, and a mother couldn't be a
Warrior. She left her homeland and went to Shapeir, where she met a Palace
Guard, married him, and gave birth to her son, Simba. Now, she's the
Guildmaster in Shapeir, and is availble for information and combat practice.
Simba - (human male from the land of the Simbani, born in Shapeir)
Uhura's son, Simba is still but a baby. He takes after his mother.
Agi the Agile - (human male from Shapeir)
The Challenger of Acrobatics, Agi will show up in the Plaza of Fighters
on certain days if you have a Climbing skill, where he'll teach you how to
walk the tightrope. If you can cross, you'll win money.
Aziza, the Enchantress - (human female from Shapeir)
Her name means "Highly Prized". A powerful Enchantress, and a very formal
and proper woman, Aziza's magic revolves around water, and the magic of
reflection and true sight. She requires much of her guests, however, and
you must mind your P's and Q's when you visit.
Abu al-Njun, the Astrologer - (human male from Shapeir)
There is much to be seen from the stars. The Astrologer is a man who can't
see much past the end of his nose, but he knows his stuff when it comes to
observing the heavens, and he'll tell you your future if you ask.
The Wizards of WIT - (human males from parts unknown)
What is probably the "Registrar" for the Wizard's Institute of Technocery,
these quadruplets represent each of the four elements of Nature: Earth,
Fire, Water, and Air. They challenge all entrants to the Institute.
Erasmus - (human male from Zauberberg)
Fenrus - (familiar)
While not actually in Shapeir, Erasmus and Fenrus, your old magical buddies
from Spielburg, will also be your representatives to the Wizard's Institute
of Technocery.
Omar - (human male from Shapeir)
The Poet is a very wise individual. He tells a good story, and he knows
much about the land.
Ja'Afar - (human male from Shapeir)
The Poet's translator is always at his side.
Abu bin Ma'amar - (human male from Shapeir)
The Silversmith of Shapeir, Abu has much wealth in his home.
Kamar, Kareem, Abdul, and Jabbar bin Ma'amar - (human males from Shapeir)
The sons of Abu, all four are enlisted in the Guard of Shapeir.
Merv the Griffin - (Griffin male from Shapeir)
It's not quite understood if the Griffin's intelligent, but he does seem to
respond to being spoken to. He lives out in the desert in his nesting spot,
and doesn't like being disturbed.
The Dervish - (human male from Shapeir)
Why is he there? Who cares. What's important is that you've got a really
old guy with a beard wrapped around a tree, and that's impressive! He knows
much about lots of things, and he has a challenge for you later in the quest.
Al Scurva - (human male from Raseir)
He was thought to be an apprentice of a master magician, but he's
disappeared recently. 'Course, no one really cares.
---
Residents of Raseir -
If you don't want to be spoiled here, don't read on, as this covers all
the characters you meet once you enter Raseir.
Emir Arus al-Din - (human male from Raseir)
The old Emir disappeared a year ago from Raseir. No one knows what became
of him, except those responsible, of course. He wasn't a terribly good
ruler, but he had a good heart.
Emir Ali al-Din Hasan - (human male from Raseir)
The new Emir is far worse than his brother, Arus. It is rumored that he
shuts himself up in his room and hides from all.
Khaveen - (human male from Raseir)
The Captain of the Raseirian Guard is quite the bully. He doesn't like
you very much at all. It's said that he runs the city of Raseir, but it's
also said that he takes orders from another.
Signor Ferrari - (human male from parts unknown)
Ferrari is a businessman. He owns the Blue Parrot Inn, and runs all illicit
activites in Raseir, but he'd never admit it. He's your contact in Raseir
if you're a Thief.
Wilmer - (human male from Raseir)
The bartender in Raseir is just as talkative as the one in Spielburg, but he
sells some pretty tasty beverages.
Ugarte - (human male from Raseir)
The seller of information, Ugarte knows everything about everyone, or so he
says.
Zayishah - (human female from Raseir)
The daughter of the new Emir is not happy with the condition of the city.
Unfortunately, there's little she can do about it, as she's shut up in the
Harem with the rest of the single women.
Mayzun - (human female from Raseir)
She has been Zayishah's servant since she was little, and her slave since
slavery was allowed. She would do anything for Zayishah.
Sharaf - (Katta male from Raseir)
His name means "Honor". The only Katta left in Rasier, Sharaf is Shema's
cousin. He wouldn't leave with the rest of the Katta. He swore he would
stay behind until he could free the city.
Ad Avis - (human male from Raseir)
The true cause behind all the misdeeds in Raseir, Ad Avis is a very powerful
Wizard. He desires two things: complete Power and complete Control.
Nawar, Budar, Layla, Kahla, Dunya, Sulayma, Ruzhat - (human females from
Raseir)
Any woman who is not a mother, wife, or young daughter is confined to the
Harem. These young ladies don't appreciate their imprisonment, and they
know how to keep secrets.
Abu, Barli, Hajib, and the rest of the Eunuchs - (human males from Raseir)
Eunuchs, in case you didn't know, are men who have been castrated so that
they'd have no feelings towards women. These men are trusted to guard the
Harem, and they're VERY good fighters.
==============
4C. Monsters =
==============
The desert of Shapeir is dangerous enough with the blazing heat, cloying
sand, and fierce winds. If that weren't enough, many fierce creatures roam
the sands, seeking for prey. You must always be prepared to fight when you
travel the desert. The difficulty of the monsters is rated out of 10, with 1
being the easiest, and 10 being the hardest.
---
Random Monsters
These monsters will attack you from the left or right side in the
sands. When they get too close, you'll automatically pull out your
weapon and fight. Most will chase you for a bit if you decide to run.
Brigand - I dunno how the heck they survive just running around by
themselves, but these heavy-clothed jerks with scimitars will charge you
solo during the day time. They aren't particularly strong however. They
carry anywhere between about 3-6 dinars in cash and change.
Difficulty: 3
Jackalmen - These humanoid bandits generally travel in packs. They only
attack at night. There can be anywhere from one to five of them attacking
you at a time. You'll fight the pack one at a time. They quicker than
Brigands, but not much stronger. The problem could be their sheer weight in
numbers. Each Jackalman can carry about 4 dinars in cash and change, and it
adds up for each one.
Difficulty: 2 for one, +1 for each extra
Ghoul - This undead terror roams the sands at night. It looks like a
skeleton with tattered clothes and tiny strands of hair. It attacks with a
touch that drains the life out of its victim. The touch doesn't physically
harm you, but it will drain your stamina. Once your stamina hits zero, the
Ghoul will finish you. Ghoul Claws are a component for the apothecary, and
Ghouls will generally have between 2 and 5 good claws for you to sell.
Difficulty: 5
Scorpion - Sure, I've bet you've seen tiny little red guys that can pinch you
a bit, or make your arm numb for a few hours, but you've never seen these
huge, black terrors of the sands. They attack at all times of the day.
They have massive claws, and if they catch you with their tail, it's good
night unless you've taken a Poison Cure Pill. Even then, being stung
multiple times won't last you long. However, these abominations are only
moderate fighters, and a skilled hero can dish the pain out to these guys
before they can get their tail thing goin'. The apothecary will pay for the
Tail of a Scorpion.
Difficulty: 7
Terrorsaurus - This guy makes the Saurus Rex look, well, a BIT less
dangerous. These purple guys resemble miniature Tyrannosauruses. They
travel at all times of the day. They have a nasty bite and can also employ
their hind legs to kick. They can hit relatively hard, and they can also
take a lot of punishment. Be careful when going up against one.
Difficulty: 8
---
Unique Monsters
These dangers are only encountered once in your adventure, and mostly
under special circumstances.
Griffin - The cross between a lion and an eagle is actually semi-intelligent,
and it doesn't attack humans often. The only reason it'll act hostile is if
it was attacked first. The general idea is NOT to attack it. It wouldn't
be very honorable. If you feel you must fight it, throw or cast something
at it while it sleeps, and it'll get ticked soon enough. In the next desert
screen, it'll fly across the background and swoop down to attack. If it
gets damaged enough, it'll run away, only to attack on the next screen.
Once finally killed, it'll detonate (no, really) some distance away. It
carries nothing.
Difficulty: 6
Elementals - These magical beings are made from the essences of each of
the five Elements: Earth, Air, Water, Pizza, and Fire. Okay, okay. The
whole Pizza Elemental thing's just a joke dreamed up by Sierra. You won't
have to face one. Anyway, each of the four Elementals will be sent to
Shapeir one by one. They have tremendous power, and given enough time, can
destroy the city. Fighting an Elemental is usually not a matter of combat,
but more of a matter of playing the Elemental's contrary element against it.
More will be said of this in the actual Walkthroughs.
Difficulty: Varies
There are other adversaries to face as the game progresses, but telling
about them now would ruin the surprise.
===========
4D. Items =
===========
Here are all the items that exist for you to carry. Looking up these,
however, can result in some pretty major spoilers.
---
Combat Items
Broadsword
Found: Start Fighter Quest with one.
Description: This is the sword you've carried since your Spielburg
adventure. It's good for killing monsters and waving around threateningly.
Fine Sword
Found: Issur's Weapon Shop for 100 dinars.
Description: This really nice piece of metal is a step above your old sword.
It's lighter, more durable, and generally hurts monsters more than your
other sword.
Soulforge
Found: Adventurer's Guild, lent by Rakeesh.
Rakeesh's magical flaming Paladin sword, Soulforge was given to him when he
first took oath as Paladin. He'll lend it to you if you need a little fire
on your side.
Shield
Found: Start Fighter Quest with one.
Description: This is the Shield you've used since Spielburg. It's a bit
beat-up, but it's still in fine condition.
Dagger
Found: Start Magic User or Thief Quest with one. Issur's Weapon Shop for 5
dinars each.
Description: The Dagger is small, but it's still deadly in the hands of a
skilled hero such as yourself, as a thrown or close combat weapon. Thieves
should carry a good supply of these, at least ten.
Leather Armor
Found: Start Magic User or Thief Quest with one.
Description: The Leather Armor doesn't offer much protection, but at least it
doesn't restrict your movements if you need to cast complicated spells or
perform tricky acrobatic movements.
Chainmail Armor
Found: Start Fighter Quest with one.
Description: Formed from connecting rings of metal, Chainmail is quite heavy,
but it provides the protection a Fighter needs in his day-to-day rumbling.
---
Survival Items
Food Ration (aka Lizard Jerky)
Found: Start any Quest with five. Buy more at Food Seller at five for a
dinar.
Description: Lizard Jerky is the food you automatically eat when hungry.
You'll generally need to eat twice a day, and if you don't eat at the Inn,
you'll eat your rations. Don't run out, or you'll die.
Waterskin (Full, Mostly Full, Half-full, Almost Empty, Empty)
Found: Start any Quest with one. Buy at Mirak's Leather Stand for one dinar.
Description: The vessel of life throughout your adventure in the desert, the
Waterskin. Generally, if you spend a full day out in the desert, or out in
the sun, you'll use up one full waterskin. Of course, you won't use all of
it if you're inside at times, or you travel at night. Just be sure to check
your skins occasionally. You should probably carry around five.
Healing Pill
Found: Apothecary at three for 10 dinars.
Description: The good stuff kids go for. These lovely pills will replenish
about half your lost Health Points. Munch whenever you hit a lousy stretch
of combat.
Vigor Pill
Found: Apothecary at three for 5 dinars.
Description: These pills will fully restore your Stamina when you eat one.
Better than that crap at GNC, I'll tell ya.
Poison Cure Pill
Found: Apothecary at three for 12 dinars.
Description: The poison of the Desert Scorpion is most deadly. Fortunately,
Harik had long ago developed a cure for the venom. One pill taken before
combat with a Scorpion will ensure that a sting won't kill you.
Mana Pill
Found: Apothecary at three for 15 dinars.
Description: These super-charged pills will restore about half your Mana when
taken.
Saurus
Found: Saurus Stables for 50 dinars.
Description: Although you don't actually carry your Saurus, he's in your
inventory to show you do own one.
---
Thief Items (including Stolen Goods)
Lock Pick
Found: Import a Thief with one.
Description: This thin metal wire-type tool is a bit obsolete in the face of
the Thief's Tool Kit, but you might as well carry it around for nostalgic
purposes.
Thief's Tool Kit
Found: Start a Thief Quest with one.
Description: This kit contains everything you need to get ahead, or at least
inside. Most any lock can be licked with a little luck.
Thieves' Guild License
Found: Start a Thief Quest with one.
Description: Proof that you're a member in good standing of some Guild
somewhere. The picture on it doesn't look anything like you.
Silver Tea Service
Found: Steal from Metal Worker's House.
Description: A beautiful set wrought of silver. A certain attractive lady
has her eye on this, and would pay a good price for it.
Emerald Bowl
Found: Steal from Metal Worker's House.
Description: Another fine treasure just lying around the Metal Worker's
House for your grubby little hands to snatch up.
Silver Dagger
Found: Steal from Metal Worker's House.
Description: It's hidden well, but this treasure is worth the find.
Blackbird
Found: Steal from Khaveen's House.
Description: Could this be the stuff that dreams are made of? Probably not.
This sculpture is said to be worth a sultan's ransom, but it looks just like
an ordinary sculpture of a bird.
---
Ingredients and Components
Scorpion Tail
Found: On dead Scorpions.
Description: The Apothecary always needs the venom of Scorpions to make
Poison Cure Pills. Take all the tails you can get for good cash flow.
Ghoul Claw
Found: On (re)dead Ghouls.
Description: The Apothecary will pay for the claws of a Ghoul. He's trying
to make a pill that will nullify the effects of a Ghoul's touch.
Whirl of Beard
Found: At the Desert Oasis.
Description: Keapon Laffin needs a piece of the Dervish's beard for some
kooky spell, and he'll pay you for fetching some for him.
Griffin Feather
Found: Griffin Nest.
Description: Since a Griffin is a constant flux between two beasts, its
feathers can be used as a catalyst for change, thus it's a good ingredient
to have in a Dispel Potion.
Fruit of Compassion
Found: Tree in the Desert.
Description: For acts of kindness, sacrifice, and love, you may receive this
magical fruit. It's very powerful and very rare. It's also an ingredient
for a Dispel Potion.
---
Items from the Bazaar
Map
Found: Ali Chica's Tourism Stand (Gate Plaza) for 1 dinar.
Description: Once you buy this map, open it by pressing CTRL+R. Click on any
plaza or location you've already been to (marked by an icon) and you'll use
your unnerring sense of direction and head there.
These are the icons:
Katta Head = Katta's Tail Inn
Saurus Head = Saurus Stables
Mortar and Pestle = Apothecary
Little Guy on a Cloud = Magic Shop
Sword and Shield = Weapon Shop
Blue Rectangle in Fighters Plaza = Adventurer's Guild Hall
Dollar Sign = Money Changer
Star = Astrologer
Eye = Enchantress
White Pillars = Wizard's Institute of Technocery
Note that the EOF and the Metal Worker's House are not in icon form,
since you can only visit those places once.
Compass
Found: Ali Chica's Tourism Stand (Gate Plaza) for 1 dinar.
Description: Once you buy this, look at it by pressing CTRL+H. You'll see
which direction the four compass points are in. Now, this compass doesn't go
with the way your Hero is facing. The direction on the top of the compass
relates to the top of the screen, so if the direction on top is north, then
to the top of the screen is north.
Bouquet of Flowers
Found: Lisha's Flower Stand (Gate Plaza) for 10 centimes.
Description: These lovely flowers make a nice gift for the ladies, but
since you're not quite ready to settle down yet, they're pretty useless,
unless you're looking for Honor.
Empty Pot
Found: Toshur's Pottery Stand (Fountain Plaza) for 3 dinars.
Description: This is a pot. It makes pot-like noises and has a pot-like
smell.
Brass Lamp
Found: Tashtari's Brass Stand (Fountain Plaza) for 15 dinars.
Description: This lamp would light the way if you had a fire to put in it.
Pot of Dirt
Found: Lasham's Plant Stand or Magic Shop.
Description: It's free in both places. Just ask for it. It's a simple clay
pot filled with soil.
Cloth Bag
Found: Kiram's Clothing Stand for 50 centimes.
Description: This is a simple cloth bag that can be used to haul sand or
other earth-like substances.
---
Apothecary Items
Pouch of Incense
Found: Apothecary for 70 centimes.
Description: This is that stuff that smells funky when you burn it. It's
said that fire is quite attracted to it.
Flask of Oil
Found: Apothecary for 30 centimes.
Description: Oils are used in religious ceremonies, to give food a certain
flavor, and to loosen squeaky hinges. You're not a priest, or a cook.
Powder of Burning
Found: Apothecary.
Description: This powder is a potassium nitrate derivative made from bat
guano, charcoal, sulfur and ambergris (which makes it smell interesting).
Basically, it's gunpowder. Unfortunately, Harik has only a little bit left,
and will only part with it if you are in dire need of it.
Dispel Potion
Found: Apothecary.
Description: This type of Dispel Potion is a bit more confining than the
one used in Spielburg. The old one only needed to be splashed on its
target. In this case, the enchanted one needs to drink the potion, and a
hair of the person must be mixed into the potion. The good news is that
Harik is only missing two of the ingredients: a Griffin Feather, and the
Fruit of Compassion.
---
Miscellaneous Items
Gold Coin
Found: Start any Quest with some.
Description: From the land of Spielburg, these are coins you got in your last
adventure. You need to give these to the Money Changer, Dinarzad, so that
she can give you dinars in return.
Small Rock
Found: Out in the desert, all around, just "get rocks", and you'll snag some.
Description: These can be used as cheap throwing weapons. They don't do much
damage, though.
Leather Purse
Found: In the Fountain Plaza
Description: Someone left this behind. If you know who, return it to them,
and you'll be richly rewarded (in spirit).
X-Ray Glasses
Found: Magic Shop for 15 dinars.
Description: There is a use for this thing, but I run a family show here, and
I have no intention of telling you what to do with them, because it's not
all that PG-rated. Just look at some QfG sites on the Net and you'll find
out what they do soon enough.
---
Other Quest Items
Magic Lamp
Found: Brass Lamp becomes this once you capture the Fire Elemental.
Description: The "Found" really says it all. You can now use the lamp to
light the darkness.
Bellows
Found: Above Issur's Weapon Shop.
Description: This is the container for the Air Elemental. Issur will only
give it to you if you beat him at arm-wrestling, which you can't do if
you're a Magic User or a Thief. In which case, you'll have to wait until
night and swipe them.
Bag of Sand
Found: Cloth Bag becomes this when you "get sand".
Description: The sand can be used to subdue the Air Elemental.
Bag containing Earth Elemental
Found: Cloth Bag becomes this when you capture the Earth Elemental.
Description: The Earth Elemental in your hands has useful properties,
particularly for plants.
Waterskin containing Water Elemental
Found: Waterskin becomes this when you capture the Water Elemental.
Description: What could one possibly use a limitless source of water for,
hmm? Don't worry about trying to use this, you'll use it automatically when
the time comes.
Sapphire Pin
Found: Sashanan's Jewelry Stand
Description: This pin is magical in the eyes of the Katta. With it, you are
forever a friend to all Kattas.
Secret EOF Membership Badge
Found: EOF
Description: It has a secret runic inscription, so secret that no one knows
what it means, but it identifies you as a member of the Eternal Order of
Fighters.
Change of Clothes
Found: Given to you by Shema when you leave for Raseir.
Description: This is simply a spare set of clothes for parties, charity
functions, high-power business meetings.
Raseirian Visa
Found: Given to you by Khaveen when you enter Raseir.
Description: This small card says that you are allowed to enter and leave
Raseir. Don't leave town without it. It's everywhere you don't want to be.
Mirror
Found: Given to you by Zayishah.
Description: This mirror is a sign that you are a friend to the women of the
Harem. It's also a fully functional mirror of the light-reflecting variety.
Djinni Ring
Found: In the Forbidden City.
Description: Wouldn't you know it, this ring contains a Djinni! Hot diggity!
******************************************************************************
5. FIGHTER WALKTHROUGH
******************************************************************************
Numbers in parentheses are points added as you do stuff.
Day 1
As you begin your quest, you'll be in the Katta's Tail Inn, speaking with
Abdulla Doo, Master Merchant and Trader of Shapeir. Feel free to question
him about any matters. When you're done, "stand" (You'd be surprised how
many people had trouble with that).
Question Shameen if you wish, then leave the Inn. Your main objectives here
on Day 1 is to at least visit the Money Changer, and maybe do a bit of
shopping while you're at it.
Outside, you can question Ali Chica if you wish, but you won't be able to buy
anything. Head north on Junub Tarik all the way to the next plaza, the
Fountain Plaza. Here, also, you can talk to the merchants, maybe visit the
Apothecary and Magic Shop, but where you need to go is west on Dinar Tarik
(which is the street next to Tashtari the Brass Seller). On Dinar Tarik, go
all the way to the end until you reach a two-way passage. Go right. Follow
the passage (making all the turns and avoiding streets that branch off) all
the way until you reach another two-way at the end. Go left. Keep going
until you hit another two-way passage and go left. Keep going and you'll
reach the Money Changer.
At the Money Changer's, speak to Dinarzad. Look at Franc if you wish for
some money puns. "exchange money" to exchange your Gold Coins. It's best to
exchange them in 50 coin increments or less (depending on your patience) so
that you get a better rate than trading them all at once. (7)
Now that your purse is full of the coin of the realm, you can do a bit of
shopping, but I'll stick all that shopping stuff in the next section. You
can go exploring now, or just go back to the Inn, or even go out into the
Desert and kill something.
---
Exploring the City
The City of Shapeir has many places to visit, and many points to be earned.
Here are things you should do at certain places whenever you have free time
(and you should have a lot of free time).
Just so you know, I won't cover Elemental related items here. I'll put those
in when you go tackling the Elementals.
Gate Plaza:
Be sure to buy a map (7) and a compass (7) from Ali Chica. He can also give
you directions to most any place in town. You may find Shih'had the Beggar
here. Be sure to give him at least one centime (3).
Fountain Plaza:
Buy some extra Lizard Jerky from the food merchants. You can fill your
Waterskins at the Fountain, of course.
Apothecary:
Harik Attar knows a lot about potions, pills, oils, and other types of stuff
you'd go to an apothecary for. If you ask him about nothing else, ask about
fire (3) and earth (3) to see some nice visual effects. Be sure to buy all
the kinds of pills you'll need for this adventure, especially Poison Cure
Pills (3). Oh, and be sure to ask him about the ingredients for the Dispel
Potion.
Magic Shop:
There's not much a Fighter can do here, except chat with Keapon Laffin. Since
his element is quite obviously Air, be sure to ask him about the Air
Elemental (5). If you read the board in the Adventurer's Guild, you can also
ask him about the "whirl" he needs.
Plaza of Fighters:
Be sure to buy some extra Waterskins from Mirak. Sometimes you can find
Rakeesh outside the guild sunning himself.
Adventurers' Guild:
Here's where you can talk with Rakeesh and Uhura. Be sure to ask about
monsters (3) and Paladins (3). The two know a great deal about the monsters
in the area. To practice fighting with Uhura, just go to the room on the
right (5). You can use this place to easily build up all your combat
skills. If you get exhausted, just rest at the Inn for an hour to max your
stamina, and come back. Before you leave, be sure to sign your name in the
Adventurer's Logbook (3).
Weapon Shop:
You'll want to trade your old sword into Issur for his Fine Sword at some
point, and you may want to invest in a dagger or two. Also, you can
arm-wrestle him. You should have a pretty high Strength to do it, though.
Quickly press Left until you build up enough power, then press Space several
times to beat him (7).
Astrologer:
To get to the Astrologer's House, simply go to the Palace Plaza, leave by the
south street (Tarik of Stars), and follow it all the way to the end. Can't
miss it (5). Talk to the Astrologer, and be sure to ask him about your
future. He'll ask you to tell him about yourself. Do so, and come back
the next day to learn a bit about what's in store (5).
Enchantress:
Now, Aziza's one you'll actually have to do some work to meet. To get to her
house, go north from the Fountain Plaza, then follow Shmali Tarik. If you
look at your map, you'll see a tiny unnamed street in the northeastern section
of the city. That's where Aziza's house is. Once you get there, knock on the
door, and she'll ask you four questions:
"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)
"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't know)
The third question depends on who you answered for the second.
If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"
If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"
If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"
And the final question:
"My first is the first. My second is the last. Next comes myself. Then
back to the end, and to the beginning again. Who am I?"
Answer, duh, "Aziza".
She'll let you in (and will let you in on all subsequent visits) (7).
First thing to do is "greet" when you enter. Then walk over to the table and
you'll automatically sit. When she asks if you want to share tea, say "yes".
Then you can question her. Be sure to ask her about Elementals, in general
and each specific one. She also knows much about other magical beings in the
area. When you are done speaking with her, say "farewell", and you'll leave.
---
Desert Exploration
As a Fighter, you'll get points for killing all types of monsters. Be sure
to check the Monsters section for info about them.
Brigand: 3
Terrorsaurus: 3
Jackalman: 3
Ghoul: 3
Scorpion: 3
And be sure to grab the Scorpion Tail (5) and Ghoul Claws (5) when you kill
the respective monsters. You don't get points for selling them, but you do
get points for collecting them.
About the only thing you can do at this point in time is to get the Griffin
Feather. You'll need a decent amount of Strength though. Head to the
Griffin Nest, which is west from the Shapeir Overlook (3). Look at the rocks.
"move rock" and you can get the feather underneath it (7).
---
Day 2
Not much to do on this day, but at night you can watch Shema perform her
lovely dance at the Inn.
---
Day 3
Again, not much going on, but at night be sure to catch Omar's poetry at the
Inn (3). This is also a good time to question him.
---
Day 4
This day has your first portent of Elementals in the city. You step outside
the inn to find the stand of Ali Chica burned to an almost crisp. This is
the work of the Fire Elemental. This is the last chance you'll have to buy a
map or compass from Ali Chica. It'd be wise to prepare for the Elemental's
arrival. The way Aziza describes it is that you need to lure it away from
the plaza to the confined streets, weaken it with water, and capture it in
the proper container. Well, you've got the water in your Waterskins. The
lure you need is incense from Harik Attar. Buy it from him at the
Apothecary (7). Finally, you need the container, which is in the form of a
lamp which you can buy from Tashtari in the Fountain Plaza (7).
---
Day 5
You wake up to find the Fire Elemental raging outside. You have until Day 7
to get rid of it before it destroys the city. You can take a few brushes
with the flaming one, but it's best to keep your distance. "Use incense" and
move up and into the alley. Once inside, "put down lamp" or "drop lamp", and
then "use water" on the Fire Elemental. Boom. Magic Lamp. (20)
---
Day 7
Go to the Adventurers' Guild. There, Rakeesh will give you your reward for
stopping the Fire Elemental (3). Head down to the Fountain Plaza and you'll
find Omar camped out there. Listen to his entire poem (four verses) and
leave and come back to find his purse on the ground. You can give it back to
him on Day 11 for Honor, or just take the money in it.
Time to get ready for the Air Elemental. If you've spoken to Keapon and
Aziza about this, you'll know to use Earth to stop it, and you'll need a
Bellows to contain it. To get the earth you need, either "buy pot of dirt"
from Lasham, who'll give it to you for free, or ask Keapon about "fooler's
earth", who'll also give it to you for free. You can also buy a cloth bag
and fill it with sand from the desert. At any rate, you need one of those
items. To get the Bellows, go to the Weapon Shop. If you haven't beaten him
in arm-wrestling already, now's the time to do so. Once you do, "take
bellows", and he'll give them to you (7).
---
Day 8
The Elemental of Air kicks up the dust in the Palace Plaza. You have until
Day 11 to take care of him. Defeating him is pretty simple. Simply walk up
to it and get sucked into its funnel. While inside, "drop dirt" or "drop
sand" and you'll put it in the center of the funnel, which will slow him
down. Now, "use bellows" and you'll suck him right up (20). Whee! Oh, and
Shema dances tonight.
---
Day 11
You should get ready for the Earth Elemental now. All you need to do at this
point is to go to the Kiram's Clothing Stand and buy a Cloth Bag (7). Omar
will poetize tonight, and he'll give you your 50 dinar reward for defeating
the Air Elemental (3).
---
Day 12
This is the day of the Earth Elemental. He's stalking the streets right now,
causing general mayhem. You have until Day 14 to take care of it. Go to the
Adventurer's Guild and talk to Rakeesh. Ask him about his sword, and he'll
lend Soulforge to you (7). The magical sword will flame only for the battle
with the Earth Elemental, and you must return it to Uhura after you've
finished. The Earth Elemental is usually on the streets in the northeastern
area of the city. Just wander around and eventually he'll pop up. Fight
him. Once you turn him into dust, "get earth", and you'll put him in the
bag (20).
Now that you have the Earth Elemental, there's plenty more to do today, but it
can be done at any time. First thing's first. Go to the Guild and return
Soulforge. Next, go to Aziza's house. If you've been exploring in the
desert, you may have noticed a strange tree that looks like a woman. Ask
Aziza about the tree, and she'll tell you the tale of Julanar the Healer and
what you must do to free her spirit (7). With the capture of the Earth
Elemental, you have all items necessary.
Go to the desert. Head east from the Shapier Overlook until you reach the
tree. The first gift, the Gift of Kindness, is to "give water" to the
tree (7). After which, "tell about yourself" (5). The second gift is the
Gift of Magic. "Give earth" to the tree (7). Now, "tell about earth" (5).
Finally, as a Gift of Love, "hug tree" (5), and tell her her name,
"Julanar" (5). The Fruit of Compassion will form on one of her branches.
You'll take the gift as thanks for restoring Julanar's spirit (7).
Now, head back to the Shapeir Overlook, go three screens east, and six south
to reach the Oasis. The Dervish there will tell you about a puzzle with five
W's. Ask him about the puzzle, and ask him about each of the W's,
especially "where". Go two screens north and a bunch of screens west to find
a cage with a ravenous beast (5). You cannot do anything for him now, but
return to the Dervish, and ask about the beast (5). It's also a good idea to
"take beard" now, so that you can get the reward from Keapon about the
whirling part of the Dervish (5).
Now that you have the Fruit of Compassion, and you should have picked up a
Griffin Feather (if not do that now), go back to Harik and give him the two
ingredients. He'll give you three Dispel Potions (7).
Return to the caged beast in the desert. To dispel him, you'll need to add
some of its hair to the potion, but he won't let you take it. To get him
distracted, give him some food or water (5). Then "take hair", and you'll
automatically put it in the potion. Give it the potion, and it'll return to
the apprentice sorcerer, Al Scurva, who will tell you about Ad Avis, his
former master (15).
Like I said before, the Julanar and Dispel Potion stuff can be done any time,
just make sure it's done before the end of Day 16.
---
Day 13
There's not a whole lot going on, but visit the Guild and Uhura will hand you
a note that was left in the Guild. They're watching you.
---
Day 14
This is the day of the Water Elemental. Note I didn't give you a heck of a
lot of time to prepare, but you should already have all you need, and you
need to capture it before Day 16. Go to the Fountain and there you see the
watery tart, splashing around in the fountain. DON'T GET TOO CLOSE, or
she'll suck the water right out of you. Instead, "put down waterskin", and
then "use bellows". You'll blow her right out of the fountain and she'll
drop right into your waterskin. Easy as pie (20).
Now, if you go to the Guild again today, Uhura will mention another note on
the door. Tomorrow night.
Go to the Palace of the Plaza, and Sashanan will thank you for all that you've
done for the people of the Katta by giving you the Katta's magical Sapphire
Pin (5).
---
Day 15
There's one more note at the Guild for you. Do what it says. As soon as
night falls, go to the end of Askeri Darb, off of Saif Darb to the north of
the Plaza of Fighters. At the end of the road, you'll see a partially open
door. Enter the darkness. When the voice is finished talking, just stand
there and don't do anything. After a minute of rough-housing, the lights will
be lit, and you'll find yourself chained to a wall. As soon as you have
control, "break chains". You'll break them with just enough time to face your
adversary bare-handed. All you can do is dodge, so dodge to the right
several times, and you'll avoid the man's blade and race for your equipment.
Fight the man, and when you've got him on the floor, you'll be told to kill
him. What you do next is up to you. You have the option to kill or not kill
your helpless adversary. Regardless of the outcome, you are now qualified
to enter the Eternal Order of Fighters, and you'll get the Secret EOF
Badge (7).
---
Day 16
On this, your last day in Shapeir, there's much to do. You can go around to
all the Katta merchants and receive their thanks and well wishes, as well as
go to the Apothecary and pick up plenty of pills. As a matter of fact, if
you plan on continuing this character to the next game, it'd be wise to buy
as many Healing Pills as possible, because you carry them into the next game,
and they cost an arm and a leg there.
Anyway, what you really need to do is visit Aziza's house. She'll invite you
in, but your Saurus will follow (D'oh.) She'll spin some magic and you'll
learn a very interesting fact about your Saurus (7).
Also, go to the Guild and Rakeesh and Uhura will give you your farewells.
Rakeesh will request combat practice with you. Practice with him (5), and
he'll teach you a few things about fighting with honor. You can practice
with him all day if you wish.
At the end of the day, go to the Inn, and the Poet will give you his last
reading, and your reward for defeating the last two Elementals (6).
---
Day 17
In the morning, the caravan will leave immediately. The game takes control
at this point. Shema will give you several rations and a change of clothes
and you'll be sent on your way, with a new Saurus (which looks exactly like
your old one, but who cares). You'll meet up with the caravan, and the
game's intermission will carry out.
---
Raseir
Time is kinda meaningless at this point. Everything happens in order here,
and you're really powerless to prevent it.
As you enter the city, you'll have the pleasure of meeting the friendly
happy-go-lucky Captain of the Raseirian Guard, Khaveen. He'll slap you
around for a bit, then give you a Visa, which will allow you to leave and
reenter the city.
The city of Rasier is exactly the same as Shapeir, except its compass
directions are flipped, and many of the streets are closed off. The Fountain
Plaza, Gate Plaza, and Palace Plaza are open, as well as all connecting
streets, but you can't go anywhere else.
Anyway, go to the Blue Parrot Inn. It's quite a bit more seedy than the
Katta's Tail. Sit down and you'll speak to Signor Ferrari. When he asks
about drinks, pick either one, but don't refuse. Leave and return to the Inn
when Sunset Approaches to speak to Ferrari some more, and you'll also meet
Ugarte, who will sell you some info if you're interested. Hang around the
Inn until night (turn up the Time Scale if you wish) and you can enter your
room, which is quite lovely.
The next morning, head south (on the main street, the city is flipped,
remember?). Once you reach the Fountain Plaza, you'll see a bit of a
disturbance. Khaveen confronts Ugarte about his water smuggling and carries
him off to the dungeons of Raseir. Head back to the Gate Plaza.
About halfway along the street, you'll be interrupted by a strange veiled
woman who'll tell you to follow her. You have to do this, by the by, or
you'll be arrested. Yeah. Follow the woman and enter the open door. You'll
have the pleasure of meeting Zayishah, daughter of the current Emir, Ali
al-Din Hasan. She wants your clothes and your Visa. Yeah, she's gonna
leave the city looking like you. Give her your clothes (5), your spare
clothes, that is.
...
Eyes front, mister.
...
Now, hand her your Visa (5), and she'll give you her hand mirror as a token
of thanks. Leave after she takes off. Note that you can't leave town now.
Time is now acceleterated to mid-afternoon. Hang around until sunset, then
head back into the Inn and Ferrari will tell you about Ugarte. Wait around
until night (you can guess there's not much goin' on in this town) and head
to bed.
The next morning, Ferrari will tell you it's been a pleasure doing business
with you, and you'll leave the Inn and be arrested by the guards for breaking
God knows what law (probably wearing purple pants on an alternate Tuesday or
something).
Anyway, you're unceremoniously tossed in a smelly, fetid cell with only a
Katta for company who won't talk to you. But, wait. Aren't you friend to
all the Kattas? Show him your pin (7), and he'll trust you. Now, to get out
of the dungeon. Fortunately, Raseir needs to rethink their 11 dinar security
system. Simply "break door" and you're loose. The Katta, Sharaf, will point
out a secret escape route, and you'll help him open it. BE SURE TO GRAB YOUR
EQUIPMENT! Then, "enter passage" and you'll leave the dungeon (7). You'll
be in the streets of Raseir in short order. Head along the streets and
you'll soon be on the road to the Dead Parrot Inn, or WILL YOU???
A magical aura surrounds you, and you have your first introduction to your
good friend, Ad Avis. You remember Ad Avis, right? He helped you escape
from the dungeon. He's your bestest buddy in the whole wide world. When you
were kids, he gave you part of his ice-cream cone when you dropped yours by
accident. He lent you those 30 dinars you needed to make rent that one time.
You two are gonna save the Emir by finding the statue of Iblis!
---
Forbidden City
The two of you will be outside the ancient ruins (apparently, you took the
last bus there). Ad Avis can't seem to open the door. You'll need to help
the poor schmoe. "Use mirror" and you'll reflect the moonlight onto the door,
opening it (5). He'll send you in and the door will close behind you.
You're now inside a very dark cave. Fortunately, you have a lamp, with a
very helpful Fire Elemental, no less. "Rub lamp" and you'll have your light.
Head west to the next screen. "Put out lamp". Watch the logs floating down
the fast-moving river. Go up to the shore closest to the waterfall and
"jump" when a log gets nearby. "Jump" again once the log reaches the
opposite shore (7).
Now, there's this weird windhole. Not only will it try to suck you in, but
if you get past it, the fierce wind will prevent you from reaching the next
chamber. What you have to do is "force rock" near the windhole (7). The
rocks above it will collapse, and you'll be able to go up behind the
waterfall, right onto the next screen, and further right onto the screen
after that.
In this hot hot room, you'll have to simply walk the path around, avoiding
the lava and the venting flames as much as possible. It's not that hard, but
you can get a bit hurt from it. Make it to the far side and you'll enter the
next room (7).
You're now on a cliff, and the rest of the chamber is below you. What do I
have to spell it out for you? "Jump" (7)! Walk up to the impressive-looking
door. It'll tell you to speak the name of power. If you've paid attention
to local legends (and the prophecy Ad Avis rattled off), you'll know the name
of power is "Suleiman" (7). Pass through the door.
In this chamber, you'll notice something piled up in the dark. Get close to
it. Cha-ching! Tray-sure! Ah, but don't touch. It's forbidden and evil and
stuff. Just walk through the next door (7).
Now, you're in the final room. You'll automatically walk up to the pedestal
with the Statue of Iblis on it, and be frozen just as you are about to grab
it. Ad Avis will teleport in (why couldn't he just have done that in the
first place?), grab the statue, tell you about how he'll release Iblis, the
mightiest of all Djinn, to do his bidding, and he'll block the door, trapping
you here, before teleporting off. Now what? Well, head down to a stalagmite
near the bottom of the room, and you'll see a flash, "look flash" and you'll
see a ring. "Get ring" (7), and you'll put it on your finger, and a magical
Djinni will swoosh out! Oi! A thousand and one yeeeeears will give you such
a CRICK in the NECK!! 'Kay. No more Aladdin references.
So, you've got a Djinni at your command, but it's not so simple as wishing
for the Statue of Iblis. Ask him about "wishes" (7), and he'll tell you that
you can wish for Health, which will fully restore you, you can wish for
Prowess, which by wishing for any skill will immediately boost it by 50
whopping points, and you can wish for Teleport, which will take you as close
to Iblis as the Djinni can. So, wish for two skills you're kinda lacking in,
and wish for Teleport as your final wish. Whoosh!
---
Showdown at the Emir's Palace
You'll be deposited outside the Emir's palace. Sharaf, the Katta you freed,
will sneak by and tell you that the Underground is almost ready to attack the
Palace. Run up to the main gates of the palace. There'll be two guards at
the gate, and a Eunuch patrolling the wall. If you have a rock or a dagger,
throw it at the Eunuch to silence him. If not, don't worry about it. In any
case, "fight", and you'll battle the two guards one at a time. Once you
finish them, "break door" and you'll enter the palace (5).
You'll automatically make your way around the palace, and you'll enter one
last chamber, that Khaveen is standing guard over. "Jump" down, and Khaveen
will tell you he's been waiting for this. That makes two of us, homeboy.
Fight Khaveen, who's pretty good. Sooner or later, he'll knock your sword
out of your hands. He'll tell you to yield. Don't. Just "get sword", and
you'll skillfully grab it, while avoiding a vicious blow. Fight some more
and you'll knock Khaveen's sword out of his hands. He's helpless. What do
you do? Do you kill him with one blow? Or do you tell him to "pick up your
sword", and finish him off honorably? Whatever you do, you'll eventually
deal your final blow to him, and he'll lie still on the ground (15).
Now, for the door. If you have a rock or dagger, throw it at the door to
activate the magic trap on it, or you can just "break door" and take it like
a man. After the trap's gone, "break door" to make your way in.
Now that you're in the final room, you'll automatically enter combat with the
stone statue that just awakened. You can't hurt the thing, so just "escape".
Immediately run into an unlit candle to knock it over and break the summoning
spell. Ad Avis will be a little ticked, and will start sending flaming
fireballs at you, which will hurt. Run around the left side towards the
brazier. He'll set it on fire. Run through the flames, and you'll push Ad
Avis over the edge of the balcony, where he will meet his horrible death on
the flagstones below. Hooray! You won! The Djinni will take the statue of
Iblis and return to the city, hanging around just long enough to tell you the
REAL prophecy. ^_^ (15)
After taking care of business in Raseir, (including restoring the fountain
with the Water Elemental), you'll be taken back to Shapeir to receive your
Hero's welcome (20).
The ceremony will play out a bit differently depending on what you do.
First, Shameen and Shema will speak for you, about what you did in Spielburg,
and about defeating the Elementals.
If you spared Walid in the Eternal Order of Fighters, he will speak for you
here, about how you spared his life (even if "killing" him wouldn't have
really killed him).
If you restored Julanar the Healer's spirit, Aziza will speak for you and
explain about the whole Julanar situation.
Zayishah will then speak for you about helping her leave the oppression of
her homeland at the risk of your life.
Your Saurus will "Gronk", and you will give him a Dispel Potion, to change
him back to the original Emir, Arus al-Din, and he'll speak for you.
Finally, the Sultan will speak for you, saying how he watched over you as the
Poet Omar, how he now proclaims you a Hero, and how he now calls you his son.
Congratulations Prince of Shapeir and Hero of Two Lands! You should
now have 500 out of 500 points!
But is this the end?
Did you act always with honor? Did you give to the poor? Did you return a
lost purse? Did you spare the fighter, Walid? Did you allow Khaveen to pick
up his sword instead of killing him outright?
Is there anyone now who will speak for this son of the Sultan?
Rakeesh: "I shall speak for him!"
Rakeesh will tell you how great a man of Honor you are. He will give to
you his sword, Soulforge, and he will now proclaim you a Paladin! (50)
Oh, if this didn't happen, check the FAQ. There is a bit of a procedure
involved, but it isn't too complicated.
******************************************************************************
6. MAGIC USER WALKTHROUGH
******************************************************************************
Numbers in parentheses are points added as you do stuff.
Day 1
As you begin your quest, you'll be in the Katta's Tail Inn, speaking with
Abdulla Doo, Master Merchant and Trader of Shapeir. Feel free to question
him about any matters. When you're done, "stand" (You'd be surprised how
many people had trouble with that).
Question Shameen if you wish, then leave the Inn. Your main objectives here
on Day 1 is to at least visit the Money Changer, and maybe do a bit of
shopping while you're at it.
Outside, you can question Ali Chica if you wish, but you won't be able to buy
anything. Head north on Junub Tarik all the way to the next plaza, the
Fountain Plaza. Here, also, you can talk to the merchants, maybe visit the
Apothecary and Magic Shop, but where you need to go is west on Dinar Tarik
(which is the street next to Tashtari the Brass Seller). On Dinar Tarik, go
all the way to the end until you reach a two-way passage. Go right. Follow
the passage (making all the turns and avoiding streets that branch off) all
the way until you reach another two-way at the end. Go left. Keep going
until you hit another two-way passage and go left. Keep going and you'll
reach the Money Changer.
At the Money Changer's, speak to Dinarzad. Look at Franc if you wish for
some money puns. "exchange money" to exchange your Gold Coins. It's best to
exchange them in 50 coin increments or less (depending on your patience) so
that you get a better rate than trading them all at once. (7)
Now that your purse is full of the coin of the realm, you can do a bit of
shopping, but I'll stick all that shopping stuff in the next section. You
can go exploring now, or just go back to the Inn, or even go out into the
Desert and kill something.
---
Exploring the City
The City of Shapeir has many places to visit, and many points to be earned.
Here are things you should do at certain places whenever you have free time
(and you should have a lot of free time).
Just so you know, I won't cover Elemental related items here. I'll put those
in when you go tackling the Elementals.
Gate Plaza:
Be sure to buy a map (7) and a compass (7) from Ali Chica. He can also give
you directions to most any place in town. You may find Shih'had the Beggar
here. Be sure to give him at least one centime (3).
Fountain Plaza:
Buy some extra Lizard Jerky from the food merchants. You can fill your
Waterskins at the Fountain, of course.
Apothecary:
Harik Attar knows a lot about potions, pills, oils, and other types of stuff
you'd go to an apothecary for. If you ask him about nothing else, ask about
fire (3) and earth (3) to see some nice visual effects. Be sure to buy all
the kinds of pills, especially Mana Pills, which you'll need quite a few of.
Oh, and be sure to ask him about the ingredients for the Dispel Potion.
Magic Shop:
Since you are a man of the art, you should buy all the spells that you don't
yet have from Keapon Laffin as soon as possible. He knows much about magic
and the people who use it, and can give you directions, if you wish. Since
his element is quite obviously Air, be sure to ask him about the Air
Elemental (5). If you read the board in the Adventurer's Guild, you can
also ask him about the "whirl" he needs.
Plaza of Fighters:
Be sure to buy some extra Waterskins from Mirak. Sometimes you can find
Rakeesh outside the guild sunning himself.
Adventurers' Guild:
Here's where you can talk with Rakeesh and Uhura. The two know a great deal
about the monsters in the area. To practice fighting with Uhura, just go to
the room on the right. You can use this place to easily build up all your
combat skills. If you get exhausted, just rest at the Inn for an hour to max
your stamina, and come back. Before you leave, be sure to sign your name in
the Adventurer's Logbook (3).
Weapon Shop:
The Magic User doesn't have much of a place at all here. If you honestly
need Daggers, you can buy them, but Issur has little to do with a wussy like
yourself.
Astrologer:
To get to the Astrologer's House, simply go to the Palace Plaza, leave by the
south street (Tarik of Stars), and follow it all the way to the end. Can't
miss it (5). Talk to the Astrologer, and be sure to ask him about your
future. He'll ask you to tell him about yourself. Do so, and come back
the next day to learn a bit about what's in store (5).
Enchantress:
Now, Aziza's one you'll actually have to do some work to meet. To get to her
house, go north from the Fountain Plaza, then follow Shmali Tarik. If you
look at your map, you'll see a tiny unnamed street in the northeastern section
of the city. That's where Aziza's house is. Once you get there, knock on the
door, and she'll ask you four questions:
"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)
"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't know)
The third question depends on who you answered for the second.
If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"
If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"
If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"
And the final question:
"My first is the first. My second is the last. Next comes myself. Then
back to the end, and to the beginning again. Who am I?"
Answer, duh, "Aziza".
She'll let you in (and will let you in on all subsequent visits) (7).
First thing to do is "greet" when you enter. Then walk over to the table and
you'll automatically sit. When she asks if you want to share tea, say "yes".
Then you can question her. Be sure to ask her about Elementals, in general
and each specific one. She also knows much about other magical beings in the
area. When you are done speaking with her, say "farewell", and you'll leave.
---
Wizards' Institute of Technocery:
This is the big Magic User thing, as you can become a fully licensed Wizard
here. As Aziza says, to find the Institute, you must use the very for thing
for which you seek it. That, of course, means to cast Detect in the city
streets (7). An arrow will flash pointing you in the proper direction of WIT.
Of course, since you worked so hard to find this guide online, I'll tell you
that WIT is in the northern central most alley. When you enter the alley,
either cast Detect to see the door, and then cast Open at it, or just cast
Open at the back wall (11).
Oh, just to let you know, you should have every spell up to this point from
the Magic Shop.
You'll enter the ivory pillars and wide-open spaces of WIT, passing by many
Wizards you never knew, until you finally reach the end of the path, and some
familiar faces. The Wizards of WIT will ask your name. Tell them. They
will ask you what you seek. Say "Magic", and they will ask you to choose a
sponsor for your entry into WIT. You can choose anyone in the area, Zara, Ad
Avis, Aziza, Erana, Merlin, Houdini, but the only one who'll accept is your
good buddy Erasmus from Spielburg.
Erasmus will give you a pretest to determine if you can enter the actual
entrance exam. You'll be presented with a stand and three bells. The object
is to make the correct one ring. This test is really quite simple. Cast
Detect to see the proper bell, then cast Fetch on that bell to put it on the
stand, then cast Trigger on that bell. Ring a ding ding. (7)
You'll now be sent into the actual test. You'll be walking on an endless
path. Soon, you'll come upon the Air Wizard. He'll disappear, leaving his
staff behind, which will spin with incredible force. Cast Fetch on the staff
to move it closer to you, then cast Levitate to rise above it. Stay above it
until it passes, and then you'll continue (7).
Next comes the Earth Wizard. He'll create a large stone wall ahead of you.
Cast Trigger on it, and it'll become some kind of earth beast. Cast Calm,
and it'll fall asleep. Walk up to it and you'll climb right over it. Once
you pass it, it'll wake up again. Quickly cast Calm once more (7).
Next comes the Water Wizard. He'll form a large block of ice. Cast Flame
Dart on the ice to melt the hoarfrost. Cast Force Bolt in the very center of
the ice to widen a crack. Finally, cast Open to separate the two halves (7).
Finally, is the Fire Wizard. You'll have a door with some flames burning
behind it. Cast Open on the door. Cast Calm on the fire, which will leave a
hole in the path. Cast Fetch on the door to close it, and finally, cast
Force Bolt to knock it onto the hole. Congrats! You've made it to WIT's
end! (15)
You'll return to the main hall of WIT and the Wizards will accept you
as a Wizard Initiate. They offer you the chance to become a scholar and
study with the best and the brightest. But, you know that you're needed as a
Hero, not a bookworm, so refuse their oath (7). Erasmus will commend you for
your actions and give you the spell of Reversal as your graduation present.
---
Desert Exploration
The Desert is a good place to practice your spells and get some live-fire
action with the monsters, but the Magic User doesn't really need to go here at
all.
About the only thing you can do at this point in time is to get the Griffin
Feather. You'll need the Levitate spell, though. Head to the Griffin Nest,
which is west from the Shapeir Overlook (3). Get close to the wall of the
nest and cast Levitate. Lift yourself up, and "take feather" (7).
---
Day 2
Not much to do on this day, but at night you can watch Shema perform her
lovely dance at the Inn.
---
Day 3
Again, not much going on, but at night be sure to catch Omar's poetry at the
Inn (3). This is also a good time to question him.
---
Day 4
This day has your first portent of Elementals in the city. You step outside
the inn to find the stand of Ali Chica burned to an almost crisp. This is
the work of the Fire Elemental. This is the last chance you'll have to buy a
map or compass from Ali Chica. It'd be wise to prepare for the Elemental's
arrival. The way Aziza describes it is that you need to lure it away from
the plaza to the confined streets, weaken it with water, and capture it in
the proper container. Well, you've got the water in your Waterskins. The
lure you need is incense from Harik Attar. Buy it from him at the
Apothecary (7). Finally, you need the container, which is in the form of a
lamp which you can buy from Tashtari in the Fountain Plaza (7).
---
Day 5
You wake up to find the Fire Elemental raging outside. You have until Day 7
to get rid of it before it destroys the city. You can take a few brushes
with the flaming one, but it's best to keep your distance. "Use incense" and
move up and into the alley. Once inside, "put down lamp" or "drop lamp", and
then "use water" on the Fire Elemental. Boom. Magic Lamp. (20)
---
Day 7
Go to the Adventurers' Guild. There, Rakeesh will give you your reward for
stopping the Fire Elemental (3). Head down to the Fountain Plaza and you'll
find Omar camped out there. Listen to his entire poem (four verses) and
leave and come back to find his purse on the ground. You can give it back to
him on Day 11 for Honor, or just take the money in it.
Time to get ready for the Air Elemental. If you've spoken to Keapon and
Aziza about this, you'll know to use Earth to stop it, and you'll need a
Bellows to contain it. To get the earth you need, either "buy pot of dirt"
from Lasham, who'll give it to you for free, or ask Keapon about "fooler's
earth", who'll also give it to you for free. You can also buy a cloth bag
and fill it with sand from the desert. At any rate, you need one of those
items. To get the Bellows, you need to enter the Fighter's Plaza outside the
Weapon Shop after dark. Quickly cast Fetch on the Bellows before a guard
shows up and accosts you for taking them (7).
---
Day 8
The Elemental of Air kicks up the dust in the Palace Plaza. You have until
Day 11 to take care of him. Defeating him is pretty simple. Levitate up in
the air and wait until the Elemental moves under you. "Drop dirt" or "drop
sand" and you'll put it in the center of the funnel, which will slow him
down. Now, "use bellows" and you'll suck him right up (20). Whee! Oh, and
Shema dances tonight.
---
Day 11
You should get ready for the Earth Elemental now. All you need to do at this
point is to go to the Kiram's Clothing Stand and buy a Cloth Bag (7). Omar
will poetize tonight, and he'll give you your 50 dinar reward for defeating
the Air Elemental (3).
---
Day 12
This is the day of the Earth Elemental. He's stalking the streets right now,
causing general mayhem. You have until Day 14 to take care of it. The Earth
Elemental is usually on the streets in the northeastern area of the city.
Just wander around and eventually he'll pop up. Once he does, cast multiple
Flame Darts at him. Once you turn him into dust, "get earth", and you'll put
him in the bag (20).
Now that you have the Earth Elemental, there's plenty more to do today, but it
can be done at any time. First, go to Aziza's house. If you've been
exploring in the desert, you may have noticed a strange tree that looks like
a woman. Ask Aziza about the tree, and she'll tell you the tale of Julanar
the Healer and what you must do to free her spirit (7). With the capture of
the Earth Elemental, you have all items necessary.
Go to the desert. Head east from the Shapier Overlook until you reach the
tree. The first gift, the Gift of Kindness, is to "give water" to the
tree (7). After which, "tell about yourself" (5). The second gift is the
Gift of Magic. "Give earth" to the tree (7). Now, "tell about earth" (5).
Finally, as a Gift of Love, "hug tree" (5), and tell her her name,
"Julanar" (5). The Fruit of Compassion will form on one of her branches.
You'll take the gift as thanks for restoring Julanar's spirit (7).
Now, head back to the Shapeir Overlook, go three screens east, and six south
to reach the Oasis. The Dervish there will tell you about a puzzle with five
W's. Ask him about the puzzle, and ask him about each of the W's,
especially "where". Go two screens north and a bunch of screens west to find
a cage with a ravenous beast (5). You cannot do anything for him now, but
return to the Dervish, and ask about the beast (5). It's also a good idea to
"take beard" now, so that you can get the reward from Keapon about the
whirling part of the Dervish (5).
Now that you have the Fruit of Compassion, and you should have picked up a
Griffin Feather (if not do that now), go back to Harik and give him the two
ingredients. He'll give you three Dispel Potions (7).
Return to the caged beast in the desert. To dispel him, you'll need to add
some of its hair to the potion, but he won't let you take it. To get him
distracted, give him some food or water (5). Then "take hair", and you'll
automatically put it in the potion. Give it the potion, and it'll return to
the apprentice sorcerer, Al Scurva, who will tell you about Ad Avis, his
former master (15).
Like I said before, the Julanar and Dispel Potion stuff can be done any time,
just make sure it's done before the end of Day 16.
---
Day 14
This is the day of the Water Elemental. Note I didn't give you a heck of a
lot of time to prepare, but you should already have all you need, and you
need to capture it before Day 16. Go to the Fountain and there you see the
watery tart, splashing around in the fountain. DON'T GET TOO CLOSE, or
she'll suck the water right out of you. Instead, "put down waterskin", and
then "use bellows". You'll blow her right out of the fountain and she'll
drop right into your waterskin. Easy as pie (20).
Go to the Palace Plaza, and Sashanan will thank you for all that you've done
for the people of the Katta by giving you the Katta's magical Sapphire
Pin (5).
---
Day 16
On this, your last day in Shapeir, there's much to do. You can go around to
all the Katta merchants and receive their thanks and well wishes, as well as
go to the Apothecary and pick up plenty of pills. As a matter of fact, if
you plan on continuing this character to the next game, it'd be wise to buy
as many Healing Pills and Mana Pills as possible, because you carry them into
the next game, and they cost an arm and a leg there.
Anyway, what you really need to do is visit Aziza's house. She'll invite you
in, but your Saurus will follow (D'oh.) She'll spin some magic and you'll
learn a very interesting fact about your Saurus (7).
Also, go to the Guild and Rakeesh and Uhura will give you your farewells.
If you wish to practice combat, you'll go up against Rakeesh.
At the end of the day, go to the Inn, and the Poet will give you his last
reading, and your reward for defeating the last two Elementals (6).
---
Day 17
In the morning, the caravan will leave immediately. The game takes control
at this point. Shema will give you several rations and a change of clothes
and you'll be sent on your way, with a new Saurus (which looks exactly like
your old one, but who cares). You'll meet up with the caravan, and the
game's intermission will carry out.
---
Raseir
Time is kinda meaningless at this point. Everything happens in order here,
and you're really powerless to prevent it.
As you enter the city, you'll have the pleasure of meeting the friendly
happy-go-lucky Captain of the Raseirian Guard, Khaveen. He'll slap you
around for a bit, then give you a Visa, which will allow you to leave and
reenter the city.
The city of Rasier is exactly the same as Shapeir, except its compass
directions are flipped, and many of the streets are closed off. The Fountain
Plaza, Gate Plaza, and Palace Plaza are open, as well as all connecting
streets, but you can't go anywhere else.
Anyway, go to the Blue Parrot Inn. It's quite a bit more seedy than the
Katta's Tail. Sit down and you'll speak to Signor Ferrari. When he asks
about drinks, pick either one, but don't refuse. Leave and return to the Inn
when Sunset Approaches to speak to Ferrari some more, and you'll also meet
Ugarte, who will sell you some info if you're interested. Hang around the
Inn until night (turn up the Time Scale if you wish) and you can enter your
room, which is quite lovely.
The next morning, head south (on the main street, the city is flipped,
remember?). Once you reach the Fountain Plaza, you'll see a bit of a
disturbance. Khaveen confronts Ugarte about his water smuggling and carries
him off to the dungeons of Raseir. Head back to the Gate Plaza.
About halfway along the street, you'll be interrupted by a strange veiled
woman who'll tell you to follow her. You have to do this, by the by, or
you'll be arrested. Yeah. Follow the woman and enter the open door. You'll
have the pleasure of meeting Zayishah, daughter of the current Emir, Ali
al-Din Hasan. She wants your clothes and your Visa. Yeah, she's gonna
leave the city looking like you. Give her your clothes (5), your spare
clothes, that is.
...
Eyes front, mister.
...
Now, hand her your Visa (5), and she'll give you her hand mirror as a token
of thanks. Leave after she takes off. Note that you can't leave town now.
Time is now acceleterated to mid-afternoon. Hang around until sunset, then
head back into the Inn and Ferrari will tell you about Ugarte. Wait around
until night (you can guess there's not much goin' on in this town) and head
to bed.
The next morning, Ferrari will tell you it's been a pleasure doing business
with you, and you'll leave the Inn and be arrested by the guards for breaking
God knows what law (probably wearing purple pants on an alternate Tuesday or
something).
Anyway, you're unceremoniously tossed in a smelly, fetid cell with only a
Katta for company who won't talk to you. But, wait. Aren't you friend to
all the Kattas? Show him your pin (7), and he'll trust you. Now, to get out
of the dungeon. Fortunately, Raseir needs to rethink their 11 dinar security
system. Simply cast Open on the door and you're loose. The Katta, Sharaf,
will point out a secret escape route, and you'll help him open it. BE SURE
TO GRAB YOUR EQUIPMENT! Then, "enter passage" and you'll leave the
dungeon (7). You'll be in the streets of Raseir in short order. Head along
the streets and you'll soon be on the road to the Dead Parrot Inn, or WILL
YOU???
A magical aura surrounds you, and you have your first introduction to your
good friend, Ad Avis. You remember Ad Avis, right? He helped you escape
from the dungeon. He's your bestest buddy in the whole wide world. When you
were kids, he gave you part of his ice-cream cone when you dropped yours by
accident. He lent you those 30 dinars you needed to make rent that one time.
You two are gonna save the Emir by finding the statue of Iblis!
---
Forbidden City
The two of you will be outside the ancient ruins (apparently, you took the
last bus there). Ad Avis can't seem to open the door. You'll need to help
the poor schmoe. "Use mirror" and you'll reflect the moonlight onto the door,
opening it (5). He'll send you in and the door will close behind you.
You're now inside a very dark cave. Fortunately, you have a lamp, with a
very helpful Fire Elemental, no less. "Rub lamp" and you'll have your light.
Head west to the next screen. "Put out lamp". Watch the logs floating down
the fast-moving river. Go up to the shore closest to the waterfall and
"jump" when a log gets nearby. "Jump" again once the log reaches the
opposite shore (7).
Now, there's this weird windhole. Not only will it try to suck you in, but
if you get past it, the fierce wind will prevent you from reaching the next
chamber. What you have to do is cast Force Bolt on the rocks above the
windhole (7). The rocks will collapse, and you'll be able to go up behind
the waterfall, right onto the next screen, and further right onto the screen
after that.
In this hot hot room, you'll have to simply walk the path around, avoiding
the lava and the venting flames as much as possible. It's not that hard, but
you can get a bit hurt from it. Make it to the far side and you'll enter the
next room (7).
You're now on a cliff, and the rest of the chamber is below you. Cast
Levitate and you'll float down to the floor (7). Walk up to the
impressive-looking door. It'll tell you to speak the name of power. If
you've paid attention to local legends (and the prophecy Ad Avis rattled
off), you'll know the name of power is "Suleiman" (7). Pass through the
door.
In this chamber, you'll notice something piled up in the dark. Get close to
it. Cha-ching! Tray-sure! Ah, but don't touch. It's forbidden and evil and
stuff. Just walk through the next door (7).
Now, you're in the final room. You'll automatically walk up to the pedestal
with the Statue of Iblis on it, and be frozen just as you are about to grab
it. Ad Avis will teleport in (why couldn't he just have done that in the
first place?), grab the statue, tell you about how he'll release Iblis, the
mightiest of all Djinn, to do his bidding, and he'll block the door, trapping
you here, before teleporting off. Now what? Well, head down to a stalagmite
near the bottom of the room, and you'll see a flash, "look flash" and you'll
see a ring. "Get ring" (7), and you'll put it on your finger, and a magical
Djinni will swoosh out! Oi! A thousand and one yeeeeears will give you such
a CRICK in the NECK!! 'Kay. No more Aladdin references.
So, you've got a Djinni at your command, but it's not so simple as wishing
for the Statue of Iblis. Ask him about "wishes" (7), and he'll tell you that
you can wish for Health, which will fully restore you, you can wish for
Prowess, which by wishing for any skill will immediately boost it by 50
whopping points, and you can wish for Teleport, which will take you as close
to Iblis as the Djinni can. So, wish for two skills you're kinda lacking in,
and wish for Teleport as your final wish. Whoosh!
---
Showdown at the Emir's Palace
You'll be deposited outside the Emir's palace. Sharaf, the Katta you freed,
will sneak by and tell you that the Underground is almost ready to attack the
Palace. Run up to the main gates of the palace. There'll be two guards at
the gate, and a Eunuch patrolling the wall. Quickly cast Flame Dart or Force
Bolt on the Eunuch to take him out, then cast Dazzle to blind the guards.
Finally, cast Open on the door, and enter the palace.
You'll make your way around the palace, and you'll enter one last chamber,
that Khaveen is standing guard over. Cast Calm and he'll wander off. Cast
Levitate to float down to the floor. Now, for the door. It's got a spell on
it. Cast Trigger on it to activate the explosive spell, then cast Open on
it. Now, and this is very important, cast Reversal! You'll need it! Enter
the Ritual Chamber (7).
First problem once you enter the room is the statue that animates when you
get close to it. First, cast Trigger on the statue to make it crumble. Now,
cast either Force Bolt or Fetch on an unlit candle. This will break Ad Avis'
spell. He'll be understandably ticked, and will cast his trademark
shape-changing spell on you. Fortunately, if you have Reversal activated,
it'll rebound off you. Unfortunately for Khaveen, he wanders into the room
(maybe to ask about a raise?) and gets turned into a snake. Poor guy. Now,
Ad Avis will get wise to the Reversal spell, and will prepare a spell that
will engulf you in flame. Get about to the center of the room, and cast
Force Bolt on the wall between the first and second pillars on the left side
of the balcony. The spell will rebound into the brazier, the brazier will
fall on Ad Avis, and Ad Avis will fall off the edge (25)! Who's the
Mastah Spellcastah? The Djinni will thank you, and take the Statue of
Iblis back to the Forbidden City, pausing to recite the real prophecy.
After taking care of business in Raseir, (including restoring the fountain
with the Water Elemental), you'll be taken back to Shapeir to receive your
Hero's welcome (20).
The ceremony will play out a bit differently depending on what you do.
First, Shameen and Shema will speak for you, about what you did in Spielburg,
and about defeating the Elementals.
If you restored Julanar the Healer's spirit, Aziza will speak for you and
explain about the whole Julanar situation.
Zayishah will then speak for you about helping her leave the oppression of
her homeland at the risk of your life.
Your Saurus will "Gronk", and you will give him a Dispel Potion, to change
him back to the original Emir, Arus al-Din, and he'll speak for you.
Finally, the Sultan will speak for you, saying how he watched over you as the
Poet Omar, how he now proclaims you a Hero, and how he now calls you his son.
Congratulations Prince of Shapeir and Hero of Two Lands! You should
now have 500 out of 500 points!
******************************************************************************
7. THIEF WALKTHROUGH
******************************************************************************
Numbers in parentheses are points added as you do stuff.
Day 1
As you begin your quest, you'll be in the Katta's Tail Inn, speaking with
Abdulla Doo, Master Merchant and Trader of Shapeir. Feel free to question
him about any matters. When you're done, "stand" (You'd be surprised how
many people had trouble with that).
Question Shameen if you wish, then leave the Inn. Your main objectives here
on Day 1 is to at least visit the Money Changer, and maybe do a bit of
shopping while you're at it.
Outside, you can question Ali Chica if you wish, but you won't be able to buy
anything. Head north on Junub Tarik all the way to the next plaza, the
Fountain Plaza. Here, also, you can talk to the merchants, maybe visit the
Apothecary and Magic Shop, but where you need to go is west on Dinar Tarik
(which is the street next to Tashtari the Brass Seller). On Dinar Tarik, go
all the way to the end until you reach a two-way passage. Go right. Follow
the passage (making all the turns and avoiding streets that branch off) all
the way until you reach another two-way at the end. Go left. Keep going
until you hit another two-way passage and go left. Keep going and you'll
reach the Money Changer.
At the Money Changer's, speak to Dinarzad. Look at Franc if you wish for some
money puns. "exchange money" to exchange your Gold Coins. It's best to
exchange them in 50 coin increments or less (depending on your patience) so
that you get a better rate than trading them all at once (7). Also, make
sure you "make thief sign" to Dinarzad, who'll have a job for you
tomorrow (3).
Now that your purse is full of the coin of the realm, you can do a bit of
shopping, but I'll stick all that shopping stuff in the next section. You
can go exploring now, or just go back to the Inn, or even go out into the
Desert and kill something.
---
Exploring the City
The City of Shapeir has many places to visit, and many points to be earned.
Here are things you should do at certain places whenever you have free time
(and you should have a lot of free time).
Just so you know, I won't cover Elemental related items here. I'll put those
in when you go tackling the Elementals.
Gate Plaza:
Be sure to buy a map (7) and a compass (7) from Ali Chica. He can also give
you directions to most any place in town. You may find Shih'had the Beggar
here. Be sure to give him at least one centime (3).
Fountain Plaza:
Buy some extra Lizard Jerky from the food merchants. You can fill your
Waterskins at the Fountain, of course.
Apothecary:
Harik Attar knows a lot about potions, pills, oils, and other types of stuff
you'd go to an apothecary for. If you ask him about nothing else, ask about
fire (3) and earth (3) to see some nice visual effects. Be sure to buy all
the kinds of pills you'll need for this adventure. Make sure you also invest
in some Oil (3). Oh, and be sure to ask him about the ingredients for the
Dispel Potion.
Magic Shop:
It's very important that you buy the Magic Rope from Keapon as soon as
possible (5). Since his element is quite obviously Air, be sure to ask him
about the Air Elemental (5). If you read the board in the Adventurer's
Guild, you can also ask him about the "whirl" he needs.
Plaza of Fighters:
Be sure to buy some extra Waterskins from Mirak. Sometimes you can find
Rakeesh outside the guild sunning himself. You can also find Agi the Agile
who will challenge you to walk a tightrope. If you can do so, you'll win
five dinars. To walk the rope, you need to press Left to step forward, then
Right to hold you position. It's pretty easy, but you'll probably take
longer if you have a lower Agility.
Adventurers' Guild:
Here's where you can talk with Rakeesh and Uhura. The two know a great deal
about the monsters in the area. To practice fighting with Uhura, just go to
the room on the right. You can use this place to easily build up all your
combat skills. If you get exhausted, just rest at the Inn for an hour to max
your stamina, and come back. Before you leave, be sure to sign your name in
the Adventurer's Logbook (3).
Weapon Shop:
You'll probably want to invest in some extra Daggers. I suggest having at
least ten.
Astrologer:
To get to the Astrologer's House, simply go to the Palace Plaza, leave by the
south street (Tarik of Stars), and follow it all the way to the end. Can't
miss it (5). Talk to the Astrologer, and be sure to ask him about your
future. He'll ask you to tell him about yourself. Do so, and come back
the next day to learn a bit about what's in store (5).
Enchantress:
Now, Aziza's one you'll actually have to do some work to meet. To get to her
house, go north from the Fountain Plaza, then follow Shmali Tarik. If you
look at your map, you'll see a tiny unnamed street in the northeastern section
of the city. That's where Aziza's house is. Once you get there, knock on the
door, and she'll ask you four questions:
"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)
"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't know)
The third question depends on who you answered for the second.
If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"
If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"
If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"
And the final question:
"My first is the first. My second is the last. Next comes myself. Then
back to the end, and to the beginning again. Who am I?"
Answer, duh, "Aziza".
She'll let you in (and will let you in on all subsequent visits) (7).
First thing to do is "greet" when you enter. Then walk over to the table and
you'll automatically sit. When she asks if you want to share tea, say "yes".
Then you can question her. Be sure to ask her about Elementals, in general
and each specific one. She also knows much about other magical beings in the
area. When you are done speaking with her, say "farewell", and you'll leave.
---
Night Prowling
Return to Money Changer:
Any time after you make the Thief Sign to Dinarzad, return to her shop and
she'll set you up with a job. You are to go to a house off Rani Tarik at
the "middle of the night" and steal a Silver Tea Service for her.
Metal Worker's House:
The house is in the southeast portion of the city. There's an unnamed alley
on the map off a street. That is your destination. You'll know it's the
right place because you see a blue sconce. Start sneaking, and then pick the
lock on the door (3). Once inside, you'll see the tea service on the shelf
nearby. Grab it (3). At this point, someone will walk into the room.
Fortunately, Kareem is far too smashed to notice you. Next, oil the hinges
on the wardrobe on the back wall (3). Search the wardrobe and you'll find an
emerald bowl (3). Now, move the rug in the center of the room and you'll see
a trapdoor. Open the trapdoor. Oh, heck. Someone's coming. "Roll back
rug", then "hide". You'll crouch down in the corner. Abdul will also be
drunk, but he'll notice oddities in the house. Once he passes, move the rug
again. Pick the lock on the chest in the trapdoor and take the money (3).
Once again, someone's coming. "Roll back rug", and "hide in wardrobe" this
time. Jabbar is fully alert and will notice anything wrong. Once he passes,
move the rug once more, and search the chest to find a false bottom and a
silver dagger (5). Take it, roll back the rug, and leave. Return to
Dinarzad the next morning and fence the three treasures you picked up (3).
She'll also mention a possible job on the Weapon Shop.
Weapon Shop by Night:
At night, pick the lock on the door (3). Close the door behind you once you
enter. Your loot is under the anvil. If your Strength isn't all that high,
you may have to oil it. Move the anvil, open the trapdoor, and pick the lock
on the strongbox (3). Take the money, and leave the shop. Much easier
compared to the Metal Worker's House.
---
Desert Exploration
The Desert is a good place to get some live-fire action with the monsters,
but the Thief doesn't really need to go here at all.
About the only thing you can do at this point in time is to get the Griffin
Feather. You'll need the Magic Rope, though. Head to the Griffin Nest,
which is west from the Shapeir Overlook (3). Get close to the wall of the
nest and use the rope. Climb up, and "take feather" (7).
---
Day 2
Not much to do on this day, but at night you can watch Shema perform her
lovely dance at the Inn.
---
Day 3
Again, not much going on, but at night be sure to catch Omar's poetry at the
Inn (3). This is also a good time to question him.
---
Day 4
This day has your first portent of Elementals in the city. You step outside
the inn to find the stand of Ali Chica burned to an almost crisp. This is
the work of the Fire Elemental. This is the last chance you'll have to buy a
map or compass from Ali Chica. It'd be wise to prepare for the Elemental's
arrival. The way Aziza describes it is that you need to lure it away from
the plaza to the confined streets, weaken it with water, and capture it in
the proper container. Well, you've got the water in your Waterskins. The
lure you need is incense from Harik Attar. Buy it from him at the
Apothecary (7). Finally, you need the container, which is in the form of a
lamp which you can buy from Tashtari in the Fountain Plaza (7).
---
Day 5
You wake up to find the Fire Elemental raging outside. You have until Day 7
to get rid of it before it destroys the city. You can take a few brushes
with the flaming one, but it's best to keep your distance. "Use incense" and
move up and into the alley. Once inside, "put down lamp" or "drop lamp", and
then "use water" on the Fire Elemental. Boom. Magic Lamp. (20)
---
Day 7
Go to the Adventurers' Guild. There, Rakeesh will give you your reward for
stopping the Fire Elemental (3). Head down to the Fountain Plaza and you'll
find Omar camped out there. Listen to his entire poem (four verses) and
leave and come back to find his purse on the ground. You can give it back to
him on Day 11 for Honor, or just take the money in it.
Time to get ready for the Air Elemental. If you've spoken to Keapon and
Aziza about this, you'll know to use Earth to stop it, and you'll need a
Bellows to contain it. To get the earth you need, either "buy pot of dirt"
from Lasham, who'll give it to you for free, or ask Keapon about "fooler's
earth", who'll also give it to you for free. You can also buy a cloth bag
and fill it with sand from the desert. At any rate, you need one of those
items. To get the Bellows, go to the Weapon Shop at night. Use the Magic
Rope near the house, climb up and grab the Bellows quickly before a guard
shows up (7).
---
Day 8
The Elemental of Air kicks up the dust in the Palace Plaza. You have until
day 11 to take care of him. Defeating him is pretty simple. Use the Magic
Rope to climb up above the funnel. Once it passes beneath you, "drop dirt"
or "drop sand" and you'll put it in the center of the funnel, which will slow
him down. Now, "use bellows" and you'll suck him right up (20). Whee!
You can also go to the Fighter's Plaza. The challenge is harder because of
the increased wind, so you'll win ten dinars if you walk the rope
successfully. Oh, and Shema dances tonight.
---
Day 11
You should get ready for the Earth Elemental now. All you need to do at this
point is to go to the Kiram's Clothing Stand and buy a Cloth Bag (7). Omar
will poetize tonight, and he'll give you your 50 dinar reward for defeating
the Air Elemental (3).
---
Day 12
This is the day of the Earth Elemental. He's stalking the streets right
now, causing general mayhem. You have until Day 14 to take care of it. Go
to the Apothecary and tell Harik about the Earth Elemental. He'll give you
the Powder of Burning to use against him (5). The Earth Elemental is usually
on the streets in the northeastern area of the city. Just wander around and
eventually he'll pop up. Throw the powder at him. Once you turn him into
dust, "get earth", and you'll put him in the bag (20).
Now that you have the Earth Elemental, there's plenty more to do today, but it
can be done at any time. First thing's first. Go to the Guild and return
Soulforge. Next, go to Aziza's house. If you've been exploring in the
desert, you may have noticed a strange tree that looks like a woman. Ask
Aziza about the tree, and she'll tell you the tale of Julanar the Healer and
what you must do to free her spirit (7). With the capture of the Earth
Elemental, you have all items necessary.
Go to the desert. Head east from the Shapier Overlook until you reach the
tree. The first gift, the Gift of Kindness, is to "give water" to the
tree (7). After which, "tell about yourself" (5). The second gift is the
Gift of Magic. "Give earth" to the tree (7). Now, "tell about earth" (5).
Finally, as a Gift of Love, "hug tree" (5), and tell her her name,
"Julanar" (5). The Fruit of Compassion will form on one of her branches.
You'll take the gift as thanks for restoring Julanar's spirit (7).
Now, head back to the Shapeir Overlook, go three screens east, and six south
to reach the Oasis. The Dervish there will tell you about a puzzle with five
W's. Ask him about the puzzle, and ask him about each of the W's,
especially "where". Go two screens north and a bunch of screens west to find
a cage with a ravenous beast (5). You cannot do anything for him now, but
return to the Dervish, and ask about the beast (5). It's also a good idea to
"take beard" now, so that you can get the reward from Keapon about the
whirling part of the Dervish (5).
Now that you have the Fruit of Compassion, and you should have picked up a
Griffin Feather (if not do that now), go back to Harik and give him the two
ingredients. He'll give you three Dispel Potions (7).
Return to the caged beast in the desert. To dispel him, you'll need to add
some of its hair to the potion, but he won't let you take it. To get him
distracted, give him some food or water (5). Then "take hair", and you'll
automatically put it in the potion. Give it the potion, and it'll return to
the apprentice sorcerer, Al Scurva, who will tell you about Ad Avis, his
former master (15).
Like I said before, the Julanar and Dispel Potion stuff can be done any time,
just make sure it's done before the end of Day 16.
---
Day 14
This is the day of the Water Elemental. Note I didn't give you a heck of a
lot of time to prepare, but you should already have all you need, and you
need to capture it before Day 16. Go to the Fountain and there you see the
watery tart, splashing around in the fountain. DON'T GET TOO CLOSE, or
she'll suck the water right out of you. Instead, "put down waterskin", and
then "use bellows". You'll blow her right out of the fountain and she'll
drop right into your waterskin. Easy as pie (20).
Go to the Palace of the Plaza, and Sashanan will thank you for all that you've
done for the people of the Katta by giving you the Katta's magical Sapphire
Pin (5).
---
Day 16
On this, your last day in Shapeir, there's much to do. You can go around to
all the Katta merchants and receive their thanks and well wishes, as well as
go to the Apothecary and pick up plenty of pills. As a matter of fact, if
you plan on continuing this character to the next game, it'd be wise to buy
as many Healing Pills as possible, because you carry them into the next game,
and they cost an arm and a leg there.
Anyway, what you really need to do is visit Aziza's house. She'll invite you
in, but your Saurus will follow (D'oh.) She'll spin some magic and you'll
learn a very interesting fact about your Saurus (7).
Also, go to the Guild and Rakeesh and Uhura will give you your farewells.
If you practice combat today, you'll go up against Rakeesh, so do that if you
feel like it.
At the end of the day, go to the Inn, and the Poet will give you his last
reading, and your reward for defeating the last two Elementals (6).
---
Day 17
In the morning, the caravan will leave immediately. The game takes control
at this point. Shema will give you several rations and a change of clothes
and you'll be sent on your way, with a new Saurus (which looks exactly like
your old one, but who cares). You'll meet up with the caravan, and the
game's intermission will carry out.
---
Raseir
Time is kinda meaningless at this point. Everything happens in order here,
and you're really powerless to prevent it.
As you enter the city, you'll have the pleasure of meeting the friendly
happy-go-lucky Captain of the Raseirian Guard, Khaveen. He'll slap you
around for a bit, then give you a Visa, which will allow you to leave and
reenter the city.
The city of Rasier is exactly the same as Shapeir, except its compass
directions are flipped, and many of the streets are closed off. The Fountain
Plaza, Gate Plaza, and Palace Plaza are open, as well as all connecting
streets, but you can't go anywhere else.
Anyway, go to the Blue Parrot Inn. It's quite a bit more seedy than the
Katta's Tail. Sit down and you'll speak to Signor Ferrari. When he asks
about drinks, pick either one, but don't refuse. Also, make sure to "make
thief sign" at Ferrari (5). Leave and return to the Inn when Sunset
Approaches to speak to Ferrari some more, and you'll also meet Ugarte, who
will sell you some info if you're interested. Hang around the Inn until
night (turn up the Time Scale if you wish) and you can enter your room, which
is quite lovely.
The next morning, head south (on the main street, the city is flipped,
remember?). Once you reach the Fountain Plaza, you'll see a bit of a
disturbance. Khaveen confronts Ugarte about his water smuggling and carries
him off to the dungeons of Raseir. Head back to the Gate Plaza.
About halfway along the street, you'll be interrupted by a strange veiled
woman who'll tell you to follow her. You have to do this, by the by, or
you'll be arrested. Yeah. Follow the woman and enter the open door. You'll
have the pleasure of meeting Zayishah, daughter of the current Emir, Ali
al-Din Hasan. She wants your clothes and your Visa. Yeah, she's gonna
leave the city looking like you. Give her your clothes (5), your spare
clothes, that is.
...
Eyes front, mister.
...
Now, hand her your Visa (5), and she'll give you her hand mirror as a token
of thanks. Leave after she takes off. Note that you can't leave town now.
Time is now acceleterated to mid-afternoon. Hang around until sunset, then
head back into the Inn and Ferrari will tell you about Ugarte. He'll also
want to speak to you about your skills and a job he has for you. He wants
you to go to a house in the Fountain Plaza and steal a black statue of a
bird. Go outside and wait around until night.
Once night approaches, start sneaking, and go to the open window in the
Fountain Plaza. Use the Magic Rope and climb up to the window (3). Once
inside, sneak around in front of the canopy bed. You'll creak a board. Be
sure to stop moving until the guy in the bed stops tossing and turning.
Sneak over to the nearby cabinet and oil its hinges (3). Now, pick the lock
on the cabinet and take the Blackbird (5). Exit the house via the window.
Now, head back to the Inn and give Ferrari the bird (3). Once the dialogue
is finished, go to your room to sleep.
The next morning, Ferrari will tell you it's been a pleasure doing business
with you, and you'll leave the Inn and be arrested by the guards for breaking
God knows what law (probably wearing purple pants on an alternate Tuesday or
something).
Anyway, you're unceremoniously tossed in a smelly, fetid cell with only a
Katta for company who won't talk to you. But, wait. Aren't you friend to
all the Kattas? Show him your pin (7), and he'll trust you. Now, to get out
of the dungeon. Fortunately, Raseir needs to rethink their 11 dinar security
system. Simply "pick lock" and you'll use your pin to open up the gate. The
Katta, Sharaf, will point out a secret escape route, and you'll help him open
it. BE SURE TO GRAB YOUR EQUIPMENT! Then, "enter passage" and you'll leave
the dungeon (7). You'll be in the streets of Raseir in short order. Head
along the streets and you'll soon be on the road to the Dead Parrot Inn, or
WILL YOU???
A magical aura surrounds you, and you have your first introduction to your
good friend, Ad Avis. You remember Ad Avis, right? He helped you escape
from the dungeon. He's your bestest buddy in the whole wide world. When you
were kids, he gave you part of his ice-cream cone when you dropped yours by
accident. He lent you those 30 dinars you needed to make rent that one time.
You two are gonna save the Emir by finding the statue of Iblis!
---
Forbidden City
The two of you will be outside the ancient ruins (apparently, you took the
last bus there). Ad Avis can't seem to open the door. You'll need to help
the poor schmoe. "Use mirror" and you'll reflect the moonlight onto the door,
opening it (5). He'll send you in and the door will close behind you.
You're now inside a very dark cave. Fortunately, you have a lamp, with a
very helpful Fire Elemental, no less. "Rub lamp" and you'll have your light.
Head west to the next screen. "Put out lamp". Watch the logs floating down
the fast-moving river. Go up to the shore closest to the waterfall and
"jump" when a log gets nearby. "Jump" again once the log reaches the
opposite shore (7).
Now, there's this weird windhole. Not only will it try to suck you in, but
if you get past it, the fierce wind will prevent you from reaching the next
chamber. What you have to do is "pick rock" near the windhole and you'll use
your tools (7). The rocks above it will collapse, and you'll be able to go up
behind the waterfall, right onto the next screen, and further right onto the
screen after that.
In this hot hot room, you'll have to simply walk the path around, avoiding
the lava and the venting flames as much as possible. It's not that hard, but
you can get a bit hurt from it. Make it to the far side and you'll enter the
next room (7).
You're now on a cliff, and the rest of the chamber is below you. Use the
Magic Rope to lower yourself safely to the floor (7). Walk up to the
impressive-looking door. It'll tell you to speak the name of power. If
you've paid attention to local legends (and the prophecy Ad Avis rattled
off), you'll know the name of power is "Suleiman" (7). Pass through the door.
In this chamber, you'll notice something piled up in the dark. Get close to
it. Cha-ching! Tray-sure! Ah, but don't touch. It's forbidden and evil and
stuff. Just walk through the next door (7).
Now, you're in the final room. You'll automatically walk up to the pedestal
with the Statue of Iblis on it, and be frozen just as you are about to grab
it. Ad Avis will teleport in (why couldn't he just have done that in the
first place?), grab the statue, tell you about how he'll release Iblis, the
mightiest of all Djinn, to do his bidding, and he'll block the door, trapping
you here, before teleporting off. Now what? Well, head down to a stalagmite
near the bottom of the room, and you'll see a flash, "look flash" and you'll
see a ring. "Get ring" (7), and you'll put it on your finger, and a magical
Djinni will swoosh out! Oi! A thousand and one yeeeeears will give you such
a CRICK in the NECK!! 'Kay. No more Aladdin references.
So, you've got a Djinni at your command, but it's not so simple as wishing
for the Statue of Iblis. Ask him about "wishes" (7), and he'll tell you that
you can wish for Health, which will fully restore you, you can wish for
Prowess, which by wishing for any skill will immediately boost it by 50
whopping points, and you can wish for Teleport, which will take you as close
to Iblis as the Djinni can. So, wish for two skills you're kinda lacking in,
and wish for Teleport as your final wish. Whoosh!
---
Showdown at the Emir's Palace
You'll be deposited outside the Emir's palace. Sharaf, the Katta you freed,
will sneak by and tell you that the Underground is almost ready to attack the
Palace. Run up to the main gates of the palace. There'll be two guards at
the gate, and a Eunuch patrolling the wall. Throw a Dagger at the Eunuch to
silence him. Next, use the Magic Rope to climb up to the wall. Note the
silk scarf on the left wall. Run off to the left (3).
Wow! You're earning your pay now, folks! You'll go through a little scene
with the ladies in the harem. You're not in any real danger here and you'll
soon move into the next room.
There are several Eunuchs here. Tap Down to sneak down to the statue. Nawar
will call over one of the Eunuchs. Wait until the pacing Eunuch is out of
sight, then sneak Left over to the table. Wait until he passes again, then
sneak Up into the tower (5).
You'll see Ad Avis across the way performing the summoning ritual.
Fortunately, you've arrived rather early in the ritual, so use the Magic Rope
and you'll extend it horizontally. Tightrope walk across it using techniques
you learned back in Shapeir. Once you reach the end, throw a dagger at an
unlit candle (3). Ad Avis will be understandably ticked, and will start
casting Flame Darts at you. "Duck" the first one, then quickly get ready to
duck the second one, which comes right after it. Now, edge over to the other
pillar so you can get a good shot at him. As soon as Ad Avis speaks, though,
be ready to "duck" another shot. Once you reach the other pillar, "duck"
once more, then throw a dagger at him to knock him back. He'll toss one last
Flame Dart at you, then you can throw one final dagger at him which will
knock him over the edge. Woo hoo! Go you! The Djinni will thank you and
leave to return the Statue of Iblis to the Forbidden City, pausing long
enough to tell you the REAL prophecy. ^_^ (20)
After taking care of business in Raseir, (including restoring the fountain
with the Water Elemental), you'll be taken back to Shapeir to receive your
Hero's welcome (20).
The ceremony will play out a bit differently depending on what you do.
First, Shameen and Shema will speak for you, about what you did in Spielburg,
and about defeating the Elementals.
If you spared Walid in the Eternal Order of Fighters, he will speak for you
here, about how you spared his life (even if "killing" him wouldn't have
really killed him).
If you restored Julanar the Healer's spirit, Aziza will speak for you and
explain about the whole Julanar situation.
Zayishah will then speak for you about helping her leave the oppression of
her homeland at the risk of your life.
Your Saurus will "Gronk", and you will give him a Dispel Potion, to change
him back to the original Emir, Arus al-Din, and he'll speak for you.
Finally, the Sultan will speak for you, saying how he watched over you as the
Poet Omar, how he now proclaims you a Hero, and how he now calls you his son.
Congratulations Prince of Shapeir and Hero of Two Lands! You should
now have 500 out of 500 points!
******************************************************************************
8. THE WHOLE STORY AND EPILOGUE
******************************************************************************
1001 years ago, a great war was fought on the sands of Shapeir. Iblis, the
mightiest of all Djinni, tried to take over the world. Suleiman bin Daoud,
greatest of all sultans of Shapeir, summoned as many Djinn as he could and
imprisoned Iblis in a statue, and turned his city into his tomb. Suleiman,
then sent one Djinni to remain behind in the tomb, for a prophecy stated that
Iblis could rise again.
For the past 70 years, the wizard known as Ad Avis served the Dark Master.
He studied the magic that controls the minds of men. He learned of Iblis,
attempted to translate the prophecy, and figured he could summon the Djinni to
be his chariot in taking over the world, and he would proclaim himself the
Dark Master. A year before the events in Trial by Fire, he usurped the old
Emir, placed his brother on the throne as his puppet, and hired Khaveen to be
Captain of the Raseirian Guard. He imposed highly strict laws and
regulations. His plan was perfect. The Emir was the figurehead, and Khaveen
was the blade. With these two "running" Raseir, Ad Avis maintained an
anonymity. He drove the Katta from Raseir, and prepared rituals that would
summon Elementals onto Shapeir. He figured doing this would bring about the
arrival of a Hero that he could use to retrieve Iblis.
The prophecy fell into place with the arrival of the Hero of Spielburg. You
entered the city and defeated each of the Elementals. You travelled to
Raseir, and made your presence known. A few days after your arrival, Ad Avis
had you arrested, but he made your escape easy, so that he could intercept
you and hypnotize you. He took you to the Forbidden City, whereby you passed
all the Trials and found the Statue of Iblis. Ad Avis took the statue from
you, gloating in his triumph. Fortunately for you, his fatal mistake was in
the mistranslation of the prophecy. He assumed you were "He Who Waits
Behind". What he didn't know was that actually referred to the Djinni
Suleiman had set to guard the Statue. Using the Djinni, you returned to
Raseir, and, in a final showdown, defeated Ad Avis by knocking him from the
balcony of the Ritual Chamber.
Now, the Sultan has declared you his son, and, as the Prince of Shapeir, you
have truly earned your standing as a Hero.
After your victory, both Emirs of Raseir retired. A new ruler welcomed back
the Katta to their home city and Raseir became prosperous once again. That
new ruler is Zayishah.
But many questions remain unanswered. It was said that as Ad Avis fell, he
called out for help from his Master. Who is this Master? Although it was
certain that Ad Avis was killed in his fall, why could his body not be found?
Another question refers to the plant-woman Julanar. You freed her spirit,
but will she ever walk this world as a human again?
Of course, these and many other questions will be answered (or at least
alluded to) in the next chapter of the Quest for Glory saga, Wages of War.
******************************************************************************
9. MISCELLANY
******************************************************************************
=========
9A. FAQ =
=========
Q: How do I become a Paladin?
A: You may become this hidden class at the end of the game. Any class can
become one, but the Thief cannot get full points if he decides to become a
Paladin.
Game programmer Corey Cole explained the sure-fire way to become a Paladin in
an interview:
"Quest for Glory II has three criteria that determine whether your character
will become a Paladin at the end of the game. By the way, Paladinhood is
recommended primarily for Fighters; becoming a Paladin may hamper the
activities of a Thief, in particular. It is also difficult to perform certain
types of Magic while carrying the Paladin's traditional sword and shield.
"To become a Paladin, you must have achieved an Honor score of at least 75.
You must also have at least 25 "Paladin Points" as described below (these and
others will be added to your score if/when you become a Paladin). Finally, you
must *not* have done any of certain dishonorable actions:
Killing Khaveen when he's unarmed.
Taking money from Omar's purse before returning the purse.
Having to be reminded (by Uhura) to return Rakeesh's sword. (You must
return it voluntarily.)
Entering the Metal Worker's House in Shapeir or Khaveen's house in
Raseir.
Trying to kill a helpless opponent in your EOF initiation.
"Paladin Points" are awarded as follows:
Return Omar's lost purse (found in the fountain plaza) (7 PP).
Return Rakeesh's sword without being asked (5 PP).
Be polite to Aziza and impress her with your manners (don't get kicked
out) (3 PP).
Refuse to kill Walid at the EOF Initiation(just say "no") (7 PP).
Give money to the beggar more than once (5 PP).
Tell Khaveen to "retrieve your sword" (7 PP).
Use Calm spell on Khaveen (7 PP).
"You *lose* 10 Paladin Points if you disturb/kill the Griffin. (There is a
way to get a Griffin feather without bothering the Griffin.) This was not
supposed to have been a total disqualifier, but it effectively is (since you
can get at most 34 Paladin Points prior to becoming a Paladin, and losing 10
reduces you to 24 -- below the limit). Sorry! If we ever do a remake, we'll
reduce the penalty to -5.
Qualify as Paladin (6 PP). Note that Wizards and Thieves who manage to
qualify as Paladins receive an extra 12 points, since they don't have the
opportunity to return Rakeesh's sword or spare the EOF fighter's life.
Be officially recognized (ceremony at end-game) (10 PP).
"That's the definitive word. May you become a true Paladin on your
Quest!"
- Corey Cole
Q: Where can I find this game?
A: Nowadays, this game can probably only be found as a part of the Quest for
Glory Anthology. You can order it from Sierra, or maybe get lucky and find
it in a game store.
Q: I can't move at the beginning of the game!
A: Type "stand", you doorknob.
Q: What are the X-Ray Glasses used for?
A: Sorry. It's a secret. Of course, if you "wear" them in certain areas,
you may get a hint about when to wear them.
Q: I got an OOPS error and got kicked from the game!
A: If you follow my instructions in the walkthroughs to the letter, you
probably won't encounter it again. A common place for this to occur is in
the Ritual Chamber, if you defeat Ad Avis BEFORE breaking the spell. Just
make sure to move a candle first, then take down the Wizard.
Q: Who's that black painting in WIT?
A: That was Ad Avis' Dark Master, who was expelled for his crimes.
Q: Who are those other paintings in WIT?
A: Aziza and Ad Avis you should recognize from this game. Houdini and Merlin
are there for jokes. Zara and Erasmus were Wizards you met in Spielburg, in
your last adventure. Erana was a wonderful and powerful sorceress who was
great at making places of safety in hostile areas. She hasn't responded a
summons in a very long time, and she is presumed dead. The empty portrait
is Ad Avis' Dark Master, expelled for crimes against magic and nature.
Q: Where's the Pizza Elemental?
A: It was just a joke in the manual. It doesn't exist in the game.
All other questions should be answerable in other points of the guide.
================
9B. Point List =
================
All points are grouped in columns. The first column is for the Fighter,
the second for the Magic User, and the third for the Thief.
City of Shapeir -
Anywhere in the Streets of Shapeir
7 Cast Detect Magic and see the magical arrow
20 20 20 Capture the Earth Elemental
Money Changer
7 7 7 Exchange money with Dinarzad
3 Make Thief Sign to Dinarzad
3 Fence stolen items
Gate Plaza Area
7 7 7 Buy a Map from Ali Chica
7 7 7 Buy a Compass from Ali Chica
7 7 7 Buy a Saurus from the Saurus Stables
3 3 3 Give money to Shih'had the Beggar
20 20 20 Capture the Fire Elemental
Katta's Tail Inn
3 3 3 Listen to Omar's reading on Day 3
3 3 3 Receive reward from Omar on Day 11
6 6 6 Receive reward from Omar on Day 16
Fountain Plaza Area
7 7 7 Buy a Lamp from Tashtari
20 20 20 Capture the Water Elemental
Apothecary
7 7 7 Buy a Pouch of Incense
3 Buy Poison Cure Pills
3 Buy a Flask of Oil
5 Receive Powder of Burning
3 3 3 Ask Harik Attar about "fire"
3 3 3 Ask Harik Attar about "earth"
7 7 7 Receive Dispel Potions from Harik Attar
Magic Shop
5 5 5 Ask Keapon Laffin about "Air Elemental"
5 Buy Magic Rope
Plaza of Fighters
7 7 7 Buy Cloth Bag from Kiram
5 Successfully walk the tightrope
Weapon Shop
3 Break into Weapon Shop
3 Pick lock on Issur's strongbox and get money
7 Defeat Issur at Arm Wrestling
7 7 7 Get/steal Bellows
Adventurers' Guild Hall
3 3 3 Sign name in Adventurer's Logbook
3 Ask Rakeesh about "Paladins"
3 Ask Uhura about "monsters"
5 Practice fighting with Uhura
3 3 3 Receive reward from Rakeesh for defeating Fire Elemental
7 Borrow Soulforge from Rakeesh for fighting Earth Elemental
5 Practice fighting with Rakeesh on Day 16
Palace Plaza
20 20 20 Capture the Air Elemental
5 5 5 Receive Sapphire Pin from Shashanan after Water Elemental
Astrologer's Home
5 5 5 Visit Astrologer
5 5 5 Ask Astrologer about "future" and then ask again the next day
Enchantress' Home
7 7 7 Enter Aziza's home
7 7 7 Ask Aziza about "tree/plant"
7 7 7 Visit on Day 16
Wizards' Institute of Technocery
11 Enter W.I.T.
7 Pass Erasmus' Test
7 Pass Air Challenge
7 Pass Earth Challenge
7 Pass Water Challenge
15 Pass Fire Challenge
7 Refuse to take the oath/Learn Reversal
Metal Worker's House
3 Break into Metal Worker's House
3 Steal Silver Tea Service
3 Oil hinges on the wardrobe
3 Search cupboard and find Emerald Bowl
3 Get dinars from chest under the rug
5 Search chest and find Silver Dagger
Eternal Order of Fighters
7 Pass EOF Entrance Exam
Desert -
Monsters
3 Kill a Desert Brigand
3 Kill a Jackalman
3 Kill a Ghoul
3 Kill a Scorpion
3 Kill a Terrorsaurus
5 Get a Scorpion Tail
5 Get Ghoul Claws
Griffin's Nest
3 3 3 Discover Griffin's Nest
7 7 7 Find a Griffin Feather
Tree
7 7 7 Give water to tree
5 5 5 Tell tree about "yourself"
7 7 7 Give Earth Elemental to tree
5 5 5 Tell tree about "earth"
5 5 5 Hug the tree
5 5 5 Say "Julanar"
7 7 7 Receive the Fruit of Compassion
Oasis
5 5 5 Take a Whirl of Beard
5 5 5 Ask Dervish about "beast"
Dervish Puzzle
5 5 5 Discover caged beast
5 5 5 Give food/water to the beast
15 15 15 Give Dispel Potion to the beast
City of Raseir -
5 Make the Thief Sign to Ferrari
5 5 5 Give Spare Clothes to Zayishah
5 5 5 Give Visa to Zayishah
3 Enter Khaveen's House
3 Oil hinges of the cabinet
5 Get the Blackbird
3 Give Ferrari the Blackbird
7 7 7 Show the Sapphire Pin to Sharaf
7 7 7 Escape from the Dungeon
The Forbidden City -
5 5 5 Use the Hand Mirror to open the door
7 7 7 Cross the underground river
7 7 7 Block the air draft
7 7 7 Get past lava room
7 7 7 Jump/levitate/use rope to get down from cliff
7 7 7 Say Suleiman at the door
5 5 5 Pass treasure chamber
7 7 7 Get Djinni Ring
7 7 7 Ask Djinni about "wishes"
Raseirian Palace -
5 Enter Palace
15 Kill Khaveen
7 Enter Ritual Chamber
3 Enter Harem
5 Reach Guard Tower
3 Move a candle
15 25 20 Destroy Ad Avis
20 20 20 Attend the Hero Ceremony at the Sultan's Palace
==============================
9C. Frequently Missed Points =
==============================
Here are a bunch of deeds that people often miss, or seem to be easily
missed. Also, this section details parts of the game that you must do
properly to get full credit.
All Signs Point to Yes! -
Yeah, WIT's location may be very obvious, but you still get points (even
after passing) for casting Detect anywhere in the city.
Elemental Interview -
Aziza may be your go-to gal for Elementals, but others have info as well.
Make sure to ask Harik Attar about "fire" and "earth", and make sure to
ask Keapon Laffin about "air elemental".
Combat Consulting -
Again, a simple case of overlooking conversation points. If you're a
Fighter, ask Rakeesh about "paladins", and Uhura about "monsters" when
Rakeesh isn't around.
Dinarzad's Job -
I'm just putting in the point-worthy stuff, here. If you want all info on
how to stay alive, check the walkthrough. Ready? Get the tea service.
Oil the cupboard doors. "Search cupboard" to find the bowl. "Roll carpet"
to find the chest of dinars, then "search chest" to find the silver dagger
beneath it.
=================
9D. Ways to Die =
=================
Yes, my FAQ will be different, I said! Not only will I include all the
usual crud, I'll also add stuff that'll kill ya! Y'know, stuff that
you should probably avoid. Some are actually worth doing for laughs.
Yup. I've marked funny ones with an asterisk (*).
Anywhere:
Exhaust yourself
Starve yourself
Die of Thirst
Perform an action that hurts a bit repeatedly until you die
"Pick nose" with a low Lockpicking skill *
City of Shapeir:
Perform magic or illegal activities around guards too many times
Try to pick the lock on Aziza's door twice
Get torched by the Fire Elemental *
Get pounded by the Earth Elemental
Get sucked dry by the Water Elemental *
Take the Oath in WIT
Walk out on Saurus Seller several times (You MUST buy a Saurus)
Make it to Day 7 without defeating Fire Elemental
Make it to Day 11 without defeating Air Elemental
Make it to Day 14 without defeating Earth Elemental
Make it to Day 16 without defeating Water Elemental
Make it to Day 30 without taking the caravan to Raseir
Thievery:
Stay too long in Metal Worker's House or Weapon Shop
Break into Metal Worker's House at the wrong time *
Walk (don't Sneak) in Metal Worker's House
Try to enter curtained room
Don't hide or roll back rug when Abdul enters
Don't hide in wardrobe or roll back rug when Jabbar enters
Desert:
Get killed by a Brigand, Jackalman, Terrorsaurus, or Scorpion (by claws)
Get killed by a Ghoul
Get killed by a Scorpion's sting
Get killed by the Griffin
Throw something or cast a spell on the tree *
Open the beast's cage
Raseir:
Refuse a drink from Ferrari
Attack anyone in the Blue Parrot Inn
Get caught out at night
Refuse to help Mayzun and Zayishah or pass them by
Attack Zayishah or Mayzun
Give clothes to Zayishah after you've dropped your clothes *
Give your Visa to Zayishah after you've dropped your Visa *
Khaveen's House:
Walk and don't sneak
Keep moving after creaking the floorboards
Wake Khaveen
Try to throw something at Khaveen
Kill Khaveen
Open the squeaky hinged door without oiling it first
Dungeon:
Leave the Dungeon without grabbing the equipment
Wait too long for the guards to come back
Open the Dungeon door
Forbidden City:
Annoy Ad Avis so that he turns you into a Saurus
Drop lamp prior to entering cave
Fall in underground river
Mistime jump onto log
Don't jump off log
Get torched by lava room too many times
Say the incorrect name of power three times
Try to take treasure in treasure room
Try to cast a spell or throw something in treasure room
Use all three wishes, but none on the teleport
Palace of Raseir:
Take too much time most anywhere and let the ritual carry out
Take too long fighting the guards (Fighter)
Let the guards notice you and call more (Magic User or Thief)
Be seen by the Eunuch on the wall (Magic User or Thief)
Leave the wall off to the right (Magic User or Thief)
Attempt to fight Khaveen without a sword
Yield to Khaveen (Fighter)
Don't do anything when Khaveen tells you to yield (Fighter)
Lose to Khaveen (Fighter)
Search Khaveen twice (Fighter)
Break the spell, but get killed by fireballs (Fighter)
Get killed by the stone statue (Fighter or Magic User)
Don't cast Reversal before breaking the spell (Magic User) *
Break the spell and have Reversal cast, but don't do anything
afterwards (Magic User)
Get caught by the Eunuchs in the Guard Room (Thief)
Fall off the tightrope (Thief)
Get hit by one of Ad Avis' Flame Darts (Thief)
So, basically, if the ritual carries out, Iblis will rise above the
city in all his evil grandeur. What Ad Avis doesn't know, mostly
through his mistranslation of the prophecy, is that Iblis cannot be
controlled. In Iblis' rising, the roof of the Ritual Chamber will
collapse, crushing Ad Avis. Iblis will then proceed to destroy all of
Raseir in his fury, to then continue onto Shapeir, then the rest of
the world.
=========================
9E. Conversation Topics =
=========================
Unfortunately, there's no way to determine if I covered everything
here. I just made some guesses, and picked some relevant topics.
Fortunately, plenty of people respond to the same topics. I'll include
the major ones up here.
Everyone: Name, Shapeir, Raseir, Sultan, Emir, Rumor, Magic, Katta,
Desert, Palace
Anyone in Shapeir: Money Changer, Guild, Fountain, Elementals,
Enchantress, Astrologer
Any Katta Merchant: Flowers, Baskets, Pots, Food, Brass, Plants,
Leather, Cloth, Jewelry, Rugs, Price
Of course, many people have their own specific topics. I tried to find
as many as possible. Some may not even respond to some of the Everyone
topics. Don't sweat too hard about it.
Abdulla Doo - Shameen, Shema, Food, Plaza, Caravan, Djinni, Monsters,
Inn, Omar, Brigand, Spielburg, Fire Elemental, Air Elemental, Earth
Elemental, Water Elemental
Shameen - Shema, Abdulla, Inn, Dance, Omar, Astrologer, Liontaur,
Spielburg, Brigands
Shema - Shameen, Abdulla, Inn, Dance, Food, Sharaf
Ali Chica - Map, Compass, Souvenir, Duck, Weapons, Apothecary, Magic
Shop, Fire (after his stand burns down), Fire Elemental (after his
stand burns down)
Scoree/Sloree - Bread, Dates, Falafel, Saurus, Jerky
Tashtari - Lamp, Brazier, Tea Server
Harik Attar (Apothecary) - Pills, Potions, Healing Pills, Vigor Pills,
Poison Cure Pills, Mana Pills, Dispel Potion, Feather, Fruit, Plant,
Fire, Earth, Components, Scorpion, Ghoul, Powder, Oil, Incense,
Experiments
Keapon Laffin - Shop, Spells, Open, Fetch, Zap, Detect, Trigger, Dazzle,
Flame Dart, Force Bolt, Levitate, Reversal, Rope, WIT, Air, Earth,
Fire Elemental, Air Elemental, Earth Elemental, Water Elemental,
Fooler's Earth, Dervish, Whirl, Saurus, Container, Glasses, Fish
Dinarzad - Exchange, Guard, Centime, Thief, Ferrari, Job, Goats,
Jackal, Tool, Oil, Date, Kiss
Kiram - Bag
Mirak - Waterskin
Issur - Weapon, Sword, Dagger, Mace, Axe, Shield, Mail, Anvil, Bellows,
Wrestling
Rakeesh - Hero, Liontaur, Paladin, Will, Sword, Uhura, Baby, Book,
Monsters, Brigand, Jackalmen, Ghoul, Scorpion, Terrorsaurus, Griffin,
Moose, Leg, Tarna, Demon, Wizard, Fire Elemental, Air Elemental,
Earth Elemental, Water Elemental, Nature
Uhura - Rakeesh, Simba, Spear, Monsters, Brigand, Jackalmen, Ghoul,
Scorpion, Terrorsaurus, Griffin, Moose, Home, Fighting, Book, Paladin,
Djinni, Sword, Board, EOF
Astrologer - Signs, Stars, Hero, Future, Planets, Rebus, Model, Hasan,
Chart, Dragon, Scorpion, Hand, Astrology, Darkness, Eye
Enchantress - Keapon, WIT, Ad Avis, Rakeesh, Paladin, Water, Fire
Elemental, Air Elemental, Earth Elemental, Water Elemental, Tree,
Djinni, Iblis, Suleiman, Fish, Container
Uns al-Wujud - Monsters, Griffin, Oasis, Dervish, Saurus, Stable
Abdallah bin Tahir - Monsters, Griffin, Oasis, Dervish, Saurus, Stable
Ali Fakir - Saurus, Price
Dervish - Dervish, Hero, Monsters, Brigand, Scorpion, Terrorsaurus,
Ghoul, Oasis, Tree, Saurus, Beard, Djinni, Caravan, Puzzle, What,
When, Where, How, Why, Beast
Omar - Poem, Ja'afar, Inn, Caravan, Rakeesh, Paladin
Ferrari - Inn, Wilmer, Ugarte, Khaveen, Ad Avis
Wilmer - Drinks, Water, Coffee, Sling
Ugarte - Ferrari, Water, Khaveen, Ad Avis
Zayishah - Mayzun, Khaveen, Ad Avis, Power, Harem
Mayzun - Zayishah, Khaveen, Ad Avis, Harem, Underground
Djinni - Djinni, Suleiman, Iblis, Ring, Health, Prowess, Teleport
================
9F. Debug Mode =
================
Yes, there is a very easy way to cheat in this game.
The way to open the cheat mode is to type in "suck blue frog". After
which, you can use ALT commands to adjust the game in many varied
ways.
ALT+B will allow you to adjust the number of Dinars and Centimes you
have, as well as adjust your Communication Skill.
ALT+I will let you enter the number of an item (from the list below),
and how many of that item you want.
1 = Centime
2 = Dinar
3 = Food Ration
4 = Broadsword
5 = Dagger
6 = Leather Armor
7 = Shield
8 = Piece of Paper *
9 = Small Rock
10 = Lock Pick
11 = Thief's Tool Kit
12 = Thieves' Guild License
13 = Pouch of Incense
14 = Whirl of Beard
15 = Chainmail Armor
16 = Magic Rope
17 = Gold Coin
18 = Healing Pill
19 = Mana Pill
20 = Vigor Pill
21 = Dispel Potion
22 = Map
23 = Compass
24 = Fine Sword
25 = Bellows (No Air Elemental)
26 = Bouquet of Flowers
27 = Sapphire Pin
28 = Griffin Feather
29 = Scorpion Tail
30 = Ghoul Claw
31 = Soulforge
32 = Pot of Dirt
33 = Brass Lamp
34 = Basket *
35 = Empty Pot
36 = Fruit of Compassion
37 = Waterskin
38 = Cloth Sack
39 = Powder of Burning
40 = EOF Badge
41 = Raseirian Visa
42 = Flask of Oil
43 = Waterskin with Water Elemental
44 = Djinni Ring
45 = Silk Scarf *
46 = Hand Mirror
47 = Blackbird
48 = Poison Cure Pill
49 = Change of Clothes
50 = Saurus
51 = Bag of Sand
52 = Bag with Earth Elemental
53 = Silver Tea Service
54 = X-Ray Glasses
55 = Leather Purse
56 = Silver Dagger
57 = Emerald Bowl
58 = Rusty Nail *
Items marked with a star were removed for the final version of the
game. Note that some items aren't in there, like the Magic Lamp.
ALT+K will let you adjust your skills. First type in the number of the
skill you wish to adjust (from the list below), then type in the new
value of the skill.
0 = Strength
1 = Intelligence
2 = Agility
3 = Vitality
4 = Luck
5 = Weapon Use
6 = Parry
7 = Dodge
8 = Stealth
9 = Lockpicking
10 = Throwing
11 = Climbing
12 = Magic
13 = Communication
14 = Honor
15 = Experience
16 = Health Points
17 = Stamina Points
18 = Mana Points
19 = Skill in Open
20 = Skill in Detect Magic
21 = Skill in Trigger
22 = Skill in Dazzle
23 = Skill in Zap
24 = Skill in Calm
25 = Skill in Flame Dart
26 = Skill in Fetch
27 = Skill in Force Bolt
28 = Skill in Levitate
29 = Skill in Reversal
ALT+H will allow you to alter every single skill. Just type in a value
and every skill will be that number.
ALT+T will bring up a prompt that will teleport you to another location.
I don't know all the numbers, and have no desire to learn them. You're
on your own here. There's a good chance you'll get an OOPS error and
will be kicked.
ALT+E will bring up a little tech window about Ego's (you) status. Your
position, movement state, and other junk.
ALT+S will bring up windows about the sprites in the area. Nice to be
able to see what moves.
ALT+P will alter the colors so that you can see what is in each level
of the foreground and background.
ALT+C will alter the colors so that you can see where you can move to
go to a new area or trigger a conversation.
ALT+V will turn off the effect of either ALT+P or ALT+C.
ALT+F displays the memory status.
ALT+G displays the Path Maker. I suggest not fiddling with it.
ALT+Z or ALT+X will immediately quit the game (without the Quit Window
prompt).
******************************************************************************
10. STANDARD GUIDE STUFF
******************************************************************************
============
10A. Legal =
============
This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not take
it in whole or in part and claim it as your own. You may not alter it in any
way, even if you ask me first, and that includes putting it in HTML format.
Please dont post this on your site unless you have express consent by me.
Ive put a lot of time into this. Give me some credit.
Currently, the following sites have permission to post my FAQ:
www.gamefaqs.com
www.gamewinners.com
www.gamers-realm.com
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10B. E-mail Guidelines =
========================
If you wish to e-mail me, be sure to follow these guidelines.
- Make ABSOLUTELY sure I haven't already answered your question in the
guide.
- Make sure it has something to do with Quest for Glory for God's
sake. I don't want spam, chain letters, offers for friendship.
Compliment me on the FAQ all you want, though.
- Make sure you say Quest for Glory at one point in your e-mail. I have
more than one FAQ, and asking a generic question such as "How do I
save?" doesn't tell me much.
- Spell correctly and use proper grammar, please. If I can't understand
your e-mail, it'll go to the junk pile.
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10C. Credits =
==============
CJayC and Al Amaloo for having this on their sites.
Sierra, particularly Lori Ann and Corey Cole, for making such an incredible
series.
======================
10D. Version Updates =
======================
Version 1.0 - 7/7/01 - Well, there you have it. I don't really intend
to do another version, unless something really weird comes up.
Version 1.1 - 1/18/05 - Whoa. Three and a half years since I wrote this?
I'm updating with my current FAQ format in preparation for AGD Interactive's
VGA remake of the game, which promises to be super hot.
Version 1.2 - 3/17/05 - A few more changes and updates.
=====================
10E. The Final Word =
=====================
So, there's the second game in the series. Again, this is one of my
favorites. Mostly, it's because of the time frame and how the whole story
just seems to flow so well. There are also many challenges for each of the
classes.
Be sure to check out my other guides for the Quest for Glory games, too! I
love this series! Did I mention that?