Quest for Glory II: Trial By Fire Walkthrough :
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Walkthrough - Quest for Glory II FAQ/Walkthrough==========================================================================================
======
Quest for Glory 2: Trial by Fire FAQ/Walkthru
By Sac
E-mail: epicgames@crosswinds.net
Web site: http://www.sachw.cjb.net
Version 2.7
==========================================================================================
======
You can always get the latest version of this FAQ from-
~~~~~~~~~~~~
GameFAQs http://www.gamesfaqs.com
CheatCodes.com http://www.cheatcode.com
Sac's Gaming Page http://www.crosswinds.net/~epicgames/Sac
Other FAQs by me-
~~~~~~~~~~~~~~~~~
Quest for Glory 4: Shadows of Darkness-FAQ/Walkthru
SaGa Frontier 2- Battle of South Moundtop guide.
Version History
---------------
16/10/2000 v1.0 - First started the guide, and got the contents and character guide done.
(UNRELEASED)
20/10/2000 v1.1 - Began and completed the item list and started work on the walkthru,
getting up
to day 1.
23/10/2000 v1.2 - Added day two to the walkthru, as well as the sources and credits
sections. I
also had to work on the layout a little bit, because this file got too
large
for Notepad.
06/11/2000 v1.3 - Added days three to seven to the walkthru.
14/05/2001 v1.4 - After a LOOOOONG absence of updating, I'm back and ready to go. In the
time
since I last updated, I've changed both websites and e-mail addresses.
Anybody
who has sent me an e-mail, and never got a response, sorry, but I
stopped
checking my old Sacinc.net e-mail address not long after my last update.
(I
did e-mail one guy from an old dbzmail address, which had all the
sacinc.net
mails sent to it) Now, this update only sees a small addition, that of
the
monster list, but I'll resume work on the walkthru soon.
14/05/2001 v1.6 - Another update today. I fixed a number of spelling and grammar errors,
as well
as fixing up the name of the Saurus Rex (Which I called a Terrorsaurus
in the
last version) And finally I added another day to the walkthru, day 8.
The
other major change was fixing up the format because I now use a 800x600
resolution. (UNRELEASED)
13/06/2001 v2.0 - Walkthru completed up to day 27. I'm almost done! I also decided to
added 2
new sections to the FAQ. The first is the "Silly Clowns" sections, and
I'll
talk about that section more when I start work on it. The second section
is
the "Cheats" section and, obviously, it contains cheats you can use to
help
you in the game. And yes, it IS complete. But if you know of any other
cheats,
feel free to e-mail me (epicgames@crosswinds.net)
18/06/2001 v2.5 - I finally completed the walkthru! But you should keep in mind that there
are
a few places for Fighters that I'm not 100% sure are correct, so I'll
be
playing through as a Fighter again, just to be on the safe side. I also
did a
complete proof read, so most (If not all) of my spelling errors and
typos
should have been dealth with now. I'll now start work on the paladin
guide,
the complete points lists and the silly clowns list, so expect to see
them
soon!
09/08/2001 v2.7 - I started work on the full points list today. So far I have the points
that
all character classes can get, as well as the points only fighters can
get.
The others will be coming soon.
----------
Disclaimer
----------
Feel free to download this FAQ onto your hardrive, but you may not post this on your web
site
(Unless you ask me first), or sell it. Also, this FAQ may not be used in any form of
magazine
walkthru (And that includes fanzines and online gaming mags!)
This document is copyright (C)2001 by Sac
-------
Contents
-------
1. Intro
2. Story
3. NPC List
4. Complete Item List
5. Complete Spell List
6. The monsters of Shapier
7. Walkthru (All character types)
8. Complete Points List (NOT COMPLETE)
9. Becoming a Paladin (NOT COMPLETE)
10. Silly Clowns (NOT COMPLETE)
11. Cheats
12. Sources
13. Credits
--------
1: Intro
--------
Quest for Glory 2 was the first adventure game I ever played, and it also happens to be
one of
the best. The combination of fighting and adventure puzzle solving, along with RPG stat
building means this game is FUN! But QFG2 is also one of the harder Adventure games out
there,
and it's very easy to get stuck. Please keep in mind taht this FAQ has been designed on PC
with
an 800x600 display, so if you are using a 640x480 display, you'll find it difficult to
read with
using word wrap. So without further ado, here's my guide...
--------
2: Story
--------
After becoming the hero of Speilburg, you and your friends Abdulla Doo, Shameen and Shema
board
Abdulla's magic carpet, and head for the land of Shapier.
It is a busy day in the Gate Plaza. Ali Chica is trying to talk someone into buying
something,
and the small katta is playing his flute. Suddenly a large flying carpet lands in the
middle of
the plaza! Two humans and two katta scramble up off the carpet. "No no! that costume just
will
not do" says Shema. Shameen points at the hero, and magically, his costume changes. "Now
you
look like a hero, shapier style!" Shameen says, smiling.
Welcome to the land of Djinn, genies and deserts. Welcome hero...to Shapier!
-----------
3: NPC List
-----------
This is a list of all the imporantant NPC (Non player characters) that you will encounter
in
QFG2, and where they can be found. Note that sometimes a character may pop in different
locations (eg: Rakeesh) so I'm only going to list the place you first encounter them.
-=Shapier=-
Abdulla Doo
~~~~~~~~~~
Location: Katta's Tail Inn
Notes: Abdulla is a friend of yours. You met in in Speilburg during QFG1, where he had
been
robbed of his good by the brigands. Now that he has returned to his homeland of Shapier,
the
Sultan made him very rich by purchasing his magic carpet. He likes to spend his time in
the
Katta'a Tail Inn, and is always telling you about how good Shema's tea is.
Shameen
~~~~~~~
Location: Katta's Tail Inn
Notes: Shameen is the innkeeper of the Katta's Tail Inn, and he is a very good friend of
yours,
and is also Shema's husband. You met him in QFG1, when he was trapped in Speilburg, and
had
opened an inn there.
Shema
~~~~~
Location: Katta's Tail Inn
Notes: Shema is the wife of Shameen is a very good friend of yours. She acts as the cook
and the
waitress of the Katta's Tail Inn, and seems to be related to most of the merchants in the
city
of Shapier. On some nights, Shema will perform a dance in the Inn.
Ali Chica
~~~~~~~~~
Location: Gate Plaza
Notes: This guy has the feel of a greezy second hand car salesman, and most of what he
sells you
can't buy. He DOES have some items you might find interesting though...
Sitar
~~~~~
Location: Gate Plaza
Notes: Sitar is a shy Musician that plays his music in the Gate Plaza. Sometimes he
performs in
the inn.
Lisha
~~~~~
Location: Gate Plaza
Notes: Lishar is a young female katta that sells flowers in the gate Plaza.
Ali Fakir
~~~~~~~~~
Location: The Saurus stables
Notes: Doesn't this guy seem familiar? Be carefull when dealing with him, because he won't
think
twice about ripping you off.
Toshur
~~~~~~
Location: Southern end of the Fountain Plaza
Notes: Toshur sell pots.
Scoree and Sloree
~~~~~~~~~~~~~~~~~
Location: Southern end of the Fountain Plaza
Notes: This husband and wife pair sell food from their two stands. You can purchase
rations from
them, or you can buy something to eat while your there. (Note: Scoree and Sloree...or
Corey and
Lori? hmmmm....lol :)
Harik Attar
~~~~~~~~~~~
Location: The Apothecary
Notes: Harrik makes many pills and potions that can aid you on your quest, and his
knowledge of
the elements is also very helpfull.
Lasham
~~~~~~
Location: Northern end of the Fountain Plaza
Notes: Lasham sells many kind of plants from his stall, as well as other plant related
materials.
Saba
~~~~
Location: Northern end of the Fountain Plaza
Notes: Saba weaves baskets of all shapes and sizes.
Tashtari
~~~~~~~~
Location: Northern end of the Fountain Plaza
Notes: Tashtari makes many items from brass, lamps among them.
Keapon Laffin
~~~~~~~~~~~~~
Location: The Magic Shop
Notes: This funny little Gnome rides a cloud, and he has a warped sense of humor (NEVER
mention
to the word "fish" to him). While he can sell you many spells, his own area of expertise
is wind
magic. He is also the newphew of Aziza.
Dinarzad
~~~~~~~~
Location: The Money changer's alley (Dinar tarrick)
Notes: Dinarzad will exchange any foreign coins for the Dinar and Centimes used is
Shapier.
Thieves will find her to be very interesting...
Kiram
~~~~~
Location: Eastern end of the Plaza of the Fighter
Notes: Kiram sells clothes and other cloth items.
Mirak
~~~~~
Location: Eastern end of the Plaza of the Fighter
Notes: Mirak sells leather goods, such as belts and waterskins.
Issur
~~~~~
Location: The Weapons shop
Notes: Issur is a surly muscleman. His shop sells many kinds of weapons and armor. In his
spare
time, Issur likes to arm wrestle, and he has actually won many trophies becuase of his
strength
and skill at arm wrestling. He might even be willing to Arm wrestler you, if you ask
him...
Rakeesh
~~~~~~~
Location: Western end of the Plaza of the Fighter
Notes: Rakeesh the Liontaur was once a king of the far away land of Tarna, But gave up
his
kingdome to become a mighty Paladin. But this all changed when his leg was injured a
firce
battle against an evil demon wizard that threatened his conutry, and was also the reason
he
became a paladin in the first place.
(Author's note: You can find out more about Rakeesh, and the land of Tarna, in Quest for
Glory
3: Wages of War)
The Challenger
~~~~~~~~~~~~~~
Location: Western end of the Plaza of the Fighter
Notes: If your a theif, or have the ability to climb, then this guy will appear. You can
bet
money on weather you can cross the tightrope he has set up as easily as he can. Thieves
will
probably find this to be more interesting than Fighters' and Magic Users'.
Uhura
~~~~~
Location: The Adventurer's guild
Notes: This brave warrior woman is only too happy too help you hone your skills by
sparring with
you in the guild's combat area. She's all not as stuck up as the Weapons Master from QFG1.
Also,
like Rakeesh, she also comes from Tarna.
Baby Simba
~~~~~~~~~~
Location: The Adventurer's guild
Notes: This baby is smarter than he looks!! Seriously though, he is the young son of
Uhura. His
father is never mentioned in this game at all.
Sashanan
~~~~~~~~
Location: Palace Plaza
Notes: Sashanan sells jewerly. His wares are beyond your meagre budget.
Tiram
~~~~~
Location: Palace Plaza
Notes: Tiran sells carpets. Unfortunetly, only the normal, non magic kind.
Abu al-Njun
~~~~~~~~~~~
Location: The Astrologer's (Tarrick of the stars)
Notes: Abu studies to stars so that he can learn of the future. What he can tell you might
come
in handy.
Aziza
~~~~~
Location: Her own house (Sitt Tarrick, a side street from Shamali Tarrick)
Notes: A mysterious enchantress. She specialises in water magic. But she won't just see
anybody.
Only those who are intelligent and polite.
Magister Erasmus of Zauberberg
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Location: WIT
Notes: Erasmus is an old wizard you met in Speilburg (Although, unless your character was
a
magic user, you probably didn't have much to do with him) Despite appearing incompetent,
Erasmus
is a VERY powerful wizard, probably among the most wizards in Gloriana.
(Author's note: While this fact isn't mentioned until Quest for Glory 5, the name of the
world
where your hero lives and adventure sin is called "Gloriana")
Fenrus
~~~~~~
Location: W.I.T.
Notes: Fenrus is the familiar of Eramus. Although you never actually see him in this game,
he is
a talking rat. That wears a small wizards hat. And he loves cheese ;)
Elemental Wizards(Air, Earth, Water and Fire)
~~~~~~~~~~~~~~~~~
Location: W.I.T.
Notes: These old wizards of Air, Earth, Water and Fire administer your proper test, after
you
have passed the pre-test with Erasmus at the W.I.T.
The Beggar
~~~~~~~~~~
Location: Southern end of the Fountain Plaza
Notes: Sometimes it pays to be kind...
Ja'Afar
~~~~~~~
Location: Katta's Tail Inn
Notes: The constant travel companion, friend and translator of the Poet Omar.
The Poet Omar
~~~~~~~~~~~~~
Location: Katta's Tail Inn
Notes: Omar writes alot of poetry and is always accompanied by his friend and translator,
Ja'Afar.
Sultan Harun Al-rasid
~~~~~~~~~~~~~~~~~~~~~
Location: The Palace
Notes: The ruler of Shapier, he is so good and kind to his subjects that they can't speak
his
praises enough.
-=Desert=-
Dervish
~~~~~~~
Location: The Oasis
Notes: While this old man may seem like he's crazy, he's actually very wise.
Al Scurva
~~~~~~~~~
Location: Cage in the desert
Notes: This apprentice sorcerer was transformed into a beast by his former master, Ad
Avis. He
doesn't seem very grateful for having been rescued, but at least he thanks you for the
food
and water you gave him.
-=Rasier=-
Khaveen
~~~~~~~
Location: Gate Plaza
Notes: This guy is the captain for the Rasierian guards, and he DOESN'T like you. Be
carefull
around him.
Signor Ferrari
~~~~~~~~~~~~~~
Location: Blue Parrot Inn
Notes: A strange man wearing a fez and carrying a small whip. For some reason, he seems to
want
to help you. But can he be trusted?
Wilmer
~~~~~~
Location Blue Parrot Inn
Notes: The bartender at the blue parrot Inn, he reminds you of Bruno (A tough thief)from
Speilburg.
Ugarte
~~~~~~
Location: Blue Parrot Inn
Notes: A friend of Signor Ferrari's. He sells water cheaper than you can buy it from the
Emir's
men.
Zayishah
~~~~~~~~
Location: Zayishah's room
Notes: While looking around in Rasier, you are asked to follow a woman. When you do,
Zayishah
tells you that Khaveen plans to force her to marry him, and asks you for your clothes and
your
visa. Should you help her?
Mayzun
~~~~~~
Location: Zayishah's room
Notes: Mayzun is the servant of Zayishah, and will help you if you help Zayishah.
Former Emir Arus Al-din
~~~~~~~~~
Location: Unknown
Notes: The former Emir was highly respected by those he rules, but he disappeared the
previous
year.
Emir Ali Hasan
~~~~~~~~~~~~~~
Location: Hiding in his room, Rasier Palace
Notes: While Ali, the brother of Arus, is the current Emir, his is nothing but a puppet
ruler,
and those that speak of him have nothing but curses to say.
Sharaf
~~~~~~
Location: The Rasier jail
Notes: You first meet this Katta in the jails of Rasier. If you can gain his trust, he may
prove
to be a valuable ally. And yes, he's related to Shema :)
Ad Avis
~~~~~~~
Location: Streets of Rasier
Notes: After escaping from the jail, you encounter Ad Avis. At first your wary, but
then...Gee,
he's not such a bad fellow, is he? But still...
Djinni
~~~~~~
Location: Tomb of Iblis
Notes: This crazy Djinni lives in the ring you found in the Forbidden city. While he his
magic
may not always work, you can depend on his three wishes.
Iblis
~~~~~
Location: Tomb of Iblis
Notes: Why does Ad Avis seek this being called Iblis, and what are his powers?
---------------------
4. Complete Item List
---------------------
The following is a list of every item in the game your character can posses
in his inventory.
Leather Armor:
If your a magic user or a thief, you'll start with this armor. It's not possible to
purchase
another.
Chain Mail:
This is the armor that the fighter starts with, and while it is better, it's also much
heavier.
You can find no better armors, nor can you replace your chain mail armor if you lose it
(i.e.
drop it).
Shield:
Once again, only the fighter starts with a shield, and it cannot be replaced if lost.
Lock Picks:
If you give a fighter or magic user the ability to pick locks, they'll start with these.
These
slender tools are used for trying to opned locked door. (Note: Unlike other games, your
lock
picks will never break in QFG2).
Thieves tool kit:
Only thieves can gain this item, and they also start the game with it. This tool kit
contains
many different lock picks and other thieving tools that will be invaluable in when
acquiring
items.
Thieve's guild license:
Thieves start with this. Gained from the chief thief of Speilburg during Quest for Glory
1.
Gold Coins:
All heroes start with these. Imported heroes will start with either more or less coins,
depending on how well you did in QFG1. The gold coin is the currency used in Speilburg,
and
most of what you have is a reward from the baron for your heroic deeds.
Brass Centime:
Shapiers version of a 1 cent coin. Basically useless, although all of the merchants in
Shapier
will accept them.
Golden Dinar:
The Shapiern dollar coin, you will want to collect as many of these as you can!
Magical Map of Shapier:
Can it be! Ali Chica actually sells you something...and it works! This map allowed you to
instantly revisit any important location in the city of Shapier, instantly. But it will
only
work in the streets and plazas of Shapier, no where else.
Magical Compass:
Once again Ali Chica surprises you by also selling you this useful compass.
Food Rations:
Sloree and Scoree will sell theses food rations to you. When adventuring for prolonger
periods
in the desert, even the best heroes need to eat. And rations are easy to carry around than
a
roast saurus!
Broadsword:
Fighters start the game with this large, but cumbersome, weapon.
Fine Sword:
Ah! This is better! Issur makes a good weapon...and he makes you pay a good price for it
too.
Daggers:
You can never have too many daggers, so buy a few from Issur. Thieves should always have
at
least two or three.
Bellows:
Hey, that sure is an interesting looking bellows above Issur's sign, isn't it?
Small rocks:
These can be picked up in the desert...but only if there are no larger rocks on the
screen.
Whirls of beards:
The dervish has such a large beard, I'm sure he won't miss a few hairs.
Worthless X ray glass:
These glasses are useless! They don't do anything! Or do they...
Magic Rope:
If you can climb, be sure to buy this off Keapon. If your a theif, then you'd be a fool
not too!
Pouches of Incense:
Pooh! This stuff stinks! Seems to burn easily though.
Containers of oil:
You wouldn't wanna put this stuff on your bar-be-que. Useful for when you wanna quiet
some
squeaky hinges.
Power of Burning:
Only the thief will need to buy these, and even then, they are only usefull for a certain
task.
Don't worry, you'll know when the time comes...
Healing Pills:
These pills of Harrick's patch you up better than the potions the Healer sold back in
Speilburg.
Just the thing to take after a hard fought battle with a Saurus Rex
Vigor Pill:
Feeling tired? Just had your energy sapped by a Ghoul? Then you'll want one of these.
Mana pills:
When you just can't cast spells anymore, of of these fill top up your mana. Useless to
fighters
and thieves (Unless you gave them magic at the start of the game)
Poison Cure Pills:
Take one of these and you'll be safe from poison. At least, until you've been poisoned,
when
you'll need to take another.
Dispel Potion:
You've had quite a bit of experience with these, although there are no baron's daughters
turned
in invincible brigand leaders in this game, so what could you need the dispel potion
for...
(No, not the tree)
Flower Bouquets:
This flowers sure do wilt quickly in the desert heat.
Sapphire Pin:
You can't buy this token of katta trust. It has to be given to you.
Griffen feather:
If your brave enough, you might be able to find a feather near the griffon's nest. Just
make
sure you don't wake the Griffon up in the process!
Scorpion tails:
Kill a scorpion before you try and acquire one of these.
Ghoul claws:
Y'know, it'd be easier to get some of these if you killed the ghoul first.
Soulforge (Rakeesh's sword):
When the times comes, Rakeesh will lend his sword to a fighter. If your a mage or a thief,
you
won't be able to use it, thus, he won't offer to let you borrow it.
Pots of dirt:
Now what would a hero want with one of these?
Brass lamps:
It's always handy to have a lamp. Even if the one you buy doesn't seem to work.
Empty pot:
When your out of dirt, your left with one of these.
Fruit of compassion:
To say anything about this here would be a spoiler. Read the walkthru for details.
Waterskins:
The more the better. The desert sun can be brutal in Shapier.
Cloth bags:
Well, I guess you might need to buy one of these sometime.
EOF Secret Membership Badge:
This shows your membership of the Eternal Order of Fighters.
Rasierian Visa:
Khaveen gives you this when you first enter Rasier. You'll need it to get in and out of
the
city.
Essence of Water elemental:
No spoilers here. For details, see the walkthru.
Djinni Ring:
You can find this in the Tomb of Iblis.
Hand Mirror:
A reward for helping Zayishah.
Black Bird:
Signor Ferrari wants you (If your a thief) to steal this from Khaveen's room.
(NOTE: I've been told that this is a reference to an old movie, but what that
movie is I don't know.)
Change of clothing:
Given to you by Shema when you join the caravan travelling to Rasier.
Saurus:
On Day 2, you can buy this saurus from a funny little man standing in front of the saurus
stables. I wonder why yours looks so different from the others? (Notes: Even though your
riding
your saurus, and not carrying it around, it's still listed in your inventory)
Bag of Sand:
If you pick up sand while carrying a cloth bag, you'll get one of these. Useless and a
waste of
a bag.
Essence of Earth Elemental:
See the walkthru for deatils
Silver Tea Service:
Thieves can steal this.
Emerald Bowl:
Another item that can be stolen.
Silver Dagger:
In the same place that you stole the two items above, you can find (And steal) this. It
can't be
used as a regular dagger though.
Omar's leather purse:
Oh dear. It seems that after reading poetry in the fountain plaza, Omar dropped his
purse.
Should you keep it, or return it?
Rusty Nail:
Thieves can find this if they have nothing else after being captured and jailed is
Rasier.
----------------------
5. Complete Spell List
----------------------
Here is a list of every spell in the game, it's mp cost, a short description of it's use
and
where you aquire the spell. Non Magic users can posses every spell except for Zap.
Open, 2MP
Location: The Magic shop (magic users start with it)
Description: A simple spell that can be used to spring simple locks and open doors. When a
door
has been barred, however, it is useless.
Detect Magic, 2MP
Location: The Magic shop (magic users start with it)
Description: Used to detect spells cast by others, such as magical signs or traps. Detect
Magic
can also let the caster know if any magic is present in an area. Useful if you want to
know if
something you are looking at is magical.
Zap, 3MP
Location: Magic Users start with it.
Description: Zap charges the magic users weapon will a small amount of magical energy.
When you
attack a foe, they will be caused addition damage because of the charged energy. Zap is
only
good for one attack though, so it must be recast before attacking your foe each time.
Trigger, 3MP
Location: The Magic shop (magic users start with it)
Description: Trigger is used to do just that. Trigger things. To be more precise, it's
used to
trigger other magical spells. So, for example, a wizard could create a magical exploded
trap,
then move away and TRIGGER it when his prey is close enough. You won't find much use for
it,
but practise it all the same.
Dazzle, 3MP
Location: The Magic shop (magic users start with it)
Description: Dazzle, or to use it's full name Erasmus' Razzle Dazzle, creates a very
bright
light in front of the caster, blinding (for a short while) anyone (or anything) that looks
at it.
Calm, 4MP
Location: The Magic shop (magic users start with it)
Description: The spell, creates an intense feeling of calm to surround the area the cast
is in.
Any monsters or people will suddenly calm down, and just stand where they are, feeling
calm.
Best used to escape before combat happens as, if cast DURING combat, the monster will
just
calmly eat you.
Flame Dart, 5MP
Location: he Magic shop (magic users start with it)
Description: The first of the ranged offensive spells available to you, Flame Dart creates
a
small dart of fire, that you can send towards your opponent to damage them.
Fetch, 5MP
Location: The Magic shop (magic users start with it)
Description: Creates a ring of magic "fetch" whatever item the magic users wishes to have
brought
to him or her.
Force Bolt, 6MP
Location: The Magic shop
Description: The second of the ranged offensive spells. Force bolt creates a bolt of pure
magical force, that the caster may send to strike his or her enemies. Unlike Flame Dart
though,
Force Bolt will not dissipate upon contact, but will continue to bounce around for a short
while.
Levitate, 7MP
Location: The Magic shop
Description: Levitate is used to rise the caster up off the ground. While under the
effects of
this spell, you can move your arms, and look around, but not much else.
Reversal, 8MP
Location: W.I.T.
Description: AH! Your first defensive spell! Reversal surrounds the caster will a shield
of
magic that repels ranged offensive spells such as Flame Dart and Force Bolt. Players of
Quest
for Glory 1 will recognise this as being the spell the kobold used against them.
------------------------
6. Complete Monster List
-------------------------
There are three types of monster in Quest for Glory two. First, there is the day time
monster.
These guys are pretty weak and only come out during the day. Next you have your night
time
monster. A bit stronger, but still nothing to worry about. And then you have the other
monsters,
who you might encounter at ANY time. These guys are the toughest of the tough. Finally,
keep in
mind that I only list the MONSTERS that you fight normally, not the people or animals you
might
face during your adventure.
Day
~~~
Brigand-
A bearded man wearing a turban. They carry a simple sword, and pose no threat at all, not
even
at the start of the game, despite Uhura tells you.
Night
~~~~~
Ghoul-
These undead guys can be a problem, as their attacks drain your stamina instead of your
health.
But if your careful, their are nothing to worry about.
Jackalmen-
The number of these guy you will encounter varies, but generally you'll encounter a group
of
them instead of just one or two. Like the goblins in Quest for Glory 1, you must fight
each
Jackalman one at a time, without time to rest in between battle. But fear not, as their
almost
as weak as brigands, if not more so.
Other
~~~~~
Scorpions-
Unless you have a poison cure pill, avoid these beasts at all costs, for if it grabs you
with
it's claws, it will kill you instantly. But if you have a stock of poison cure pills (make
sure
you take one BEFORE fighting a scorpion) Then the scorpions aren't too hard to beat.
Saurus Rex-
And I net you thought saurus's were either weak and purple monsters, or friendly green
animals.
When you first start the game, don't go near these guys, as they're fast and can easily
tear you
to pieces, even later on in the game when you are more skilled. The most dangerous desert
monster in the game.
-----------
7. Walkthru
-----------
This walkthru will go day by day, containing instructions for how to solve each puzzle, as
well
as tips for other things that each character class might want to do. keep in mind that
there are
always a few differant ways to solve each puzzle. Also, I'm going to assume that your not
mixing
character classes.(eg: Giving a thief magic, or a magic user the skills to a parry)
One last thing, I'm not going to be telling when to check your rations or fill your
waterskins
(Unless your required to either to solve a puzzle). Keep an eye on your inventory, and
buy
rations or fill your waterskin when needed. The game will let you know when your character
has
no water.
Day 1
~~~~~
You start off sitting in the Katta's Tail Inn, talking with Abdulla. Stand up and exit the
inn.
Ignore Ali Chica and head through the walkway in the top of your screen. Walk along the
street
until you come to the fountain plaza. head towards the bottom of the screen, and then walk
into
the archway to the left. Now follow "Dinar Tarrick" (Type "Look at sign" each time you
some to
the end of a street.) until you come to the money changer. Now change your golden
Speilburg
coins. The money changer will take a percentage of your money, and I've found that the
best way
to maximise your money is to change yours 5 at a time.
Now that you have some money, there's something you should know. Whenever you buy
something from
a merchant in Shapier, always "BARGAIN" for it. Not only will this raise your
communication
skill (Newly added in QFG2, it was not present in QFG1), but there's a chance you could
get the
item cheaper. Thieves should "MAKE THEIF SIGN".
Return the way you came, and go back to the fountain plaza. Now it's time to start
shopping!
First, buy a lamp from the brass stand. Next, visit the apothecary. All classes should
buy
healing and vigor pills. Thieves should buy oil, Magic users mana pills and fighters
poison cure
pills. Now head for the magic shop. Fighters will find nothing much of use here, so they
can
leave right away. Magic Users should purchase whichever of the spells they want (And can
afford)
while thieves should buy the magic rope. Don't worry if you don't have enough money for
all the
spells or the rope. You'll have plenty of money soon enough. Next, return to the gate
plaza.
Purchase the map and compass from Ali Chica.
The map: Now that you have the magic map, you'll only have to explore the streets of
Shapier
when first travelling somewhere important, or if you want to, because once you've visited
a
place, it show sup on your map, and clicking on will allow you to travel there instantly.
At
this stage, all four plazas, the palace, the Katta's Tail Inn, the money changer, the
apothecary and the
magic shop will all be on your map. Also, where you click on the map determines which half
of
the fountain(or fighters) plaza you will end up in.
Travel to the Fighters Plaza, and purchase a waterskin from the leather merchant. Now
enter the
weapons store. Magic Users should leave right away, as they will want nothing in here.
Fighters
should (if they have at least 100 dinars) bargain for the fine sword. Thieves and
Fighters
should both purchase some daggers (Don't bother bargaining for these, Issur will make no
deals
concerning his daggers). Head to the other end of the Fighters Plaza, and speak with
Rakeesh.
Ask him about Paladins if you want to, then enter the adventurers guild. Speak with Uhura,
then
read and sign the guest book, and read the notice board. walk to the door at the top right
of
the screen, and enter it to spar with Uhura. Fighters should heal with pills and spar with
Uhura
a few more times, while Magic Users and Thieves can leave at this point.
Travel back to the gate plaza and walk outside to visit the Saurus Stables. Speak with
the
guard, and look at the saurus. You can visit the desert if you wish, but I wouldn't
advise
doing so yet. Now you can either explore the city, or return to the inn. Either way, sleep
or
explore until night time. Now sit down at the table and order your dinner (Type "ORDER").
Thank Shema, eat and then stand up and sleep until Dawn.
Day 2
~~~~~
Once you've woken up, sit down, order your food, then thank Shema and eat it. Next go to
the
adventurer's guild and practice with Uhuru. When you exit the guild, thieves (And
character who
can climb) should take up the challenger's offer. Don't worry if you fall off a few times,
as
the challenger will continue to show up again a few times. After this, use your map to go
to the
saurus stables. When you arrive, you spot that there is a sign on the gates of the stable,
and a
funny little man, named Ali Fakir, will try and sell his last saurus to you. Now you will
want
this saurus, but rather than typing "Bargain for Saurus", type "Buy Saurus". Ali Fakir
will
start telling you about all this extra stuff he's going to throw in and for only 50
dinars. Tell
him "NO". Say no to each of his offers until he comes down to 5 dinars. Ali Fakir will not
go
any lower than this. Now, buying the saurus using this method will not raise your
communication
skill (because your not bargaining)but it's better because you can save your cash for
other
things.
NOTE: If you don't want to buy the saurus right away, you don't have to. But, if you
continue to not buy it, the game will end eventually.
The Saurus: Now that you own a saurus, you can freely wander the desert. Go anywhere you
want,
and don't bother to make a map(The desert is -WAAAAAAY- to large to map every screen.)
When your
sick of the desert, just type "GO HOME" and, provided your saurus has a clear path to the
edge
of the screen, you will leave that screen and end up overlooking the city.
After Ali Fakir has left, you should ride your saurus. Head towards the bottom of the
screen.
This will take you to the city overlook. As I said in the above paragraph, this is where
you
will end up when you tell your saurus to go home. Now that we're in the desert, there is a
few
things we can do. First, we'll visit the Dervish's Oasis. to get there head south for
five
screens (At one point, the "camera" angle will change. Don't worry about this as you will
still
be heading south.) You can tell when your at the right screen, because one of the rocks
there
will look sorta of like a dinosaur's head (At least, it does to me). From here, head east
for
three screens. Your now at the Oasis.
Oasis: Besides the obvious things to do here, such as talk to the dervish and drink water
(Typing drink water will also cause your hero to check his waterskins, and fill them if
needed),
you can also rest and sleep here. Typing "REST" will cause your hero to nap for an hour.
But if
you type sleep, you sleep until the end of the day/night. (That is, if't night, you'll
sleep
until dawn. If it's day, you'll sleep until night time). And lastly, you can't ride your
saurus
while he's having a drink. Don'[t worry though, as he only takes a few seconds.
After talking to the dervish and getting some water, take a piece of his beard. (Remember
Keapon
Laffin's poster at the adventure's guild?) Thieves and magic user's return to the
overlook, and
practice throwing (thieves) or their spells (Magic Users). Fighters should just wander
aimlessly
around the desert, killing any monsters they come across.(See the monsters section for
deatils
on how to fight each creature).
Your done fighting or practising (or both), return to the Katta's Tail Inn. (Sleep until
evening if it's still daytime.) Come out and watch Shema dance, Order your dinner, then
return
to your room and sleep until dawn.
Day Three
~~~~~~~~~
Do the standard morning activities (Breakfast, practice with Uhuru). Use your map to
travel to
the palace plaza, and from there go into the doorway to the left. Follow "Tarik of the
Stars"
until you reach the astrologer. Tell him your name, and then "ASK ABOUT FUTURE" and then
"TELL
ABOUT PAST". Leave the Astrologer, go to the southern end of the fountain plaza and give a
coin
to the beggar (doesn't matter which sort). Now head for the northern end of the fountain
plaza
and enter the magic shop. Sell the whirl of beard to Keapon. (Magic users should bargain
for any
spells that they haven't bought yet, while thieves should purchase the rope if they
haven't
already). Leave the magic shop, and exit at the top of the screen. Follow "Shmali Tarik".
When
you come to the intersection of Schmali and Sitt, turn left into "Sitt Tarik". You'll
find
yourself looking at a door with an eye in the center of it. Knock on the door. You'll be
asked
the following questions:
Q:"Who is it that seeks to enter?"
A: Your name
Q:"Who is it that sent you here?"
A: Keapon Laffin
Q:"What element is most appropriate to the owner of the magic shop?"
A: Air
Q:"My first is the first, my second is the last, next comes myself, Then back to the end,
and
beginning again. Who am I?"
A: Aziza
If you make a mistake, exit the screen and try again. After you've supplied the right
answers,
the door will open, and Aziza the enchantrees will admit you. (from now on, you'll be able
to
return here using the map. Also, you won't have to answer the questions to gain entrance
any more. Just knock to get in) Aziza will ask you to sit down. (typing "SIT" will not
work
here. Instead, just walk over to the table and you'll sit down automatically). When Aziza
offers you
tea, say yes. For now, there is nothing you need to ask Aziza, so say "GOODBYE". Your
character
will now stand up and leave automatically.
W.I.T
magic users or mixed characters might have noticed something when walking the streets. If
you
cast "DETECT MAGIC", you'll see a magic arrow appear. Follow these arrows to their source.
(If
you don't want to do that, then, after talking to Aziza, return to "Schmali Tarik" and
head
north (use your compass if unsure of which direction is north) and continue until you come
to
"Kalsa Darb". Turn left and proceed until you come to "Kudra Darb", turning right. When
you come to
"Sahir Tarik", turn right. Now cast detect magic. This will cause a door to appear at the
end of
the alley. cast open and it will, surprise surprise, open. Enter it. Your now in the
beautiful
Wizard's Institue of Technology. You'll begin to hear a number of voices, and they will
ask you
some questions. Failing them them will result in your being kicked out. First, the voices
will
ask yoru name. (just type your characters name), then your purpose ("To become a wizard")
and
finally, you'll be asked for a sponsor. You can choose any of the wizards whose portraits
you
can see, although only Erasmus will agree to be your sponsor. The voices will carry on for
a
bit, then they will contact Erasmus. He will begin your pre-test. You'll find yourself in
a
strange area, unable to move. There will be three bells and a small stand in front of you.
To
solve this puzzle, cast "DETECT MAGIC". A bell will flash. Cast "FETCH" on that one, and
you
will move it to the small stand. cast "TRIGGER" on the bell on the stand, and it will
ring,
letting you know that you have passed the pre-test. Erasmus will congratulate you, as well
as
give you a few clues. You'll exit back to the main hall of the W.I.T. The voices will ask
if
your ready. If you have a few mana pills, say yes. If you have none, say no, buy some,
then
return and say yes. You'll find yourself walking along an endless pathway in what appears
to be
space. The Air Wizard will appear, and begin his test. To pass, cast "FETCH" on the staff,
so
that it moves towards you. Now cast "LEVITATE" and move up until the staff has gone.
You'll
continue along the path until the Earth wizard appears and issues his test. To continue,
first
cast "TRIGGER", then "CALM". Now climb over the wall. When it comes to life again, cast
"TRIGGER" for a second time. you'll walk to the end of the path and continue. Now it's
time for
the Water Wizard's challenge. Cast "FLAME DART" at the iceberg, then "FORCE BOLT", aiming
the
bolts for the center of the iceberg. Continue casting until both halves of the iceberg
fall of
the screen. You'll now face the final test, that of the Fire Wizard. When the door
appears, cast
"OPEN" on it. Now cast "CALM", to make the flames die down. They'll disappear, but your
left
with a hole in the path. Cast "FETCH" and aim it at the door to close it, and then cast
"FORCE
BOLT", aiming it for the top of the door. It will fall over, allowing you to continue.
Now that you've passed the tests, you will be returned to the W.I.T. where the elemental
wizards
will offer to let you join them. Say no. Erasmus will congratulate you on passing the
tests, and
inform you that your now a wizard, not just a magic user. He'll then give you the
reversal
spell, and transport you back to the alley. From now on, you can't enter the W.I.T any
more.
Now explore or sleep until evening (Fighters' should spend the day fighting monsters.
Fighters
should defeat at least one of each type of monsters. See the monsters section for details
of how
to find monsters and when then can be found.). Return top the inn at night, and sit down
and
listen to Omar the poet, then order your dinner, eat it and go to sleep.
Thieving time
While fighters' and wizards should sleep after Omar has finished, thieves should exit the
inn.
Return to the money changer, and she will give you a job and some directions. Follow them
until
you come to an alleyway with a blue lamp above a door. Start sneaking (Type "STEALTH" to
sneak
around.) and wait until midnight. Once it's the correct time, approach the door and pick
the
lock. If, at any time, you make a noise in this house, stop and wait for a few seconds
before
continuing. Now sneak over the shelves, and take the teapot that's there. Sneak over to
the
wardrobe, and use the oil on the hinges. Search the wardrobe and get the bowl that you
find
there. Now sneak over to the large carpet on the floor, and look under it. At this point a
man
enter the house and look right at you! Luckily, Hasan is blind and he doesn't you. Whew!
Now
return to where you rolled up the carpet, and open the trapdoor you revealed. At this
point,
you'll hear a noise outside. Hide the trapdoor (Type "UNROLL CARPET") and then hide in
the
wardrobe. When Ahmak has gone, exit the wardrobe, and roll up the carpet again. Pick the
lock
on the chest inside the opened trapdoor. Once again you'll hear a noise again, so unroll
the
carpet and go back to the wardrobe. When Jabir has gone, exit the wardrobe and return to
the
trapdoor. Get the dinars out of the chest and then serach it. You'll find a false bottom
counting a jewel encrusted dagger. Now that you've finished looting these poor people
(Hey, a
thiefs gotta make a living somehow), sneak out, return to the and go to sleep.
(NOTE: Non thieves that have the skills of stealth and lock picking can enter this place,
but
you won't get as much out of it as a thief will.)
Day Four
~~~~~~~~
Do your usual morning thing, with everyone eating breakfast and fighting once with Uhura,
the
fighter fighting a couple more times, and the thief walking the challenger's tightrope.
When you
leave the inn this morning, Shameen will warn you about a strange fire, and upon entering
the
gate plaza, all the merchant, save Ali Chica will be gone. Ali's stall will be nothing but
a
pile of burned wood, so I hope you bought the map and compass already. Despite his claims
of
selling you burnt wood, Ali Chica won't sell any to you. Despite the report of the strange
fire, day 4
will prove to be pretty uninteresting. The thief should report to Dinarzaad that he was
successful, and bargain with for a good price for the stolen items. Don't forget to ask
about
the safe! Fighters should visit the weapons shop, and ask Issur about arm wrestling, then
challenge him. (Make sure you lose to Issur. If you will now, a bug will mean that he
will
refuse to take up your challenge again) If you remembered to speak with the astrologer
yesterday, then go and see him now and "ASK ABOUT FORTUNE". Now that you've done that,
spend
the day honing your skills. Wizards and Fighters should travel into the desert (Wizards
should
stay in the city overview and just practice their spells), while thieves should practice
their
sneaking and locking in the street of Shapier. When night approaches, return to the inn,
eat
your dinner and go to sleep.
Day Five
~~~~~~~~
When you sit down this morning, Abdulla will tell you that you will soon be called upon to
save
the city(Shapier) from being awash in flames. So much for your holiday after saving
Spielburg
from Baba Yaga and the brigands. When you leave the inn, you can see the elemental dancing
around
the now empty gate plaza. Don't go near it, as you cannot fight it, and it can hurt you
simply by
touching you. (If the elemental touches the inn's sign, it will burn and won't be fixed
for the
rest of the game). So, avoid the fire elemental, and then proceed with your usual morning
activities. Once your done with them, it's time to pay Azziz a visit.(Remember to be
polite and
mind your manner. Just because Aziza has let you in, it doesn't mean she won't kick you
out!)
Once seated, ask her about: "ELEMENTAL", "FIRE ELEMENTAL", "CONTAINER", "CONTRARY
ELEMENT".
Thank her and leave. Using your map, go top the Apothecary. After getting Harik's
attention
(Notice how he talks about the fire elemental?) ask him about "FIRE". Once his
demonstration is
over, bargain for some incense (Only purchase/bargain for 1. If you get more than that,
you will
be unable to defeat the fire elemental because of a bug.) leave, and fill your water
skins. NOW
your ready to tackle that fire elemental! Travel back to the gate plaza, and "USE
INCENSE". Walk
up into the street leading to the fountain plaza. Continue walking up the screen until
your
incense runs out. Now "USE LAMP" and wait until the fire elemental approaches you. When
it's
close enough, "USE WATER" (If your unsure of when it's close enough, just keep typing
"USE
WATER" every few seconds.) Now weakened, and trapped, the fire elemental has nowhere to go
but
into your lamp! Congratulations, you've defeated the first of the elementals! Now get your
lamp,
and kill time until evening.
(NOTE: If you messed up your timing, and the elemental escaped, don't worry. Just get
another
pouch of incense, and try again. Also, you have until day 6 to defeat the fire elemental.
If you
don't do it then, the city will be destroyed at the start of day 7, ending your game.)
Day Six
~~~~~~~
Follow your standard morning Activities (Fighters should, for now, continue to challenge
and
lose to Issur at arm wrestling. While you lose money, you gain strength.) Thieves should
purchase a few more daggers from Issur. Now just explore and train your character for the
rest
of the day. At night time, thieves should exit the inn, and head to the fighters plaza,
and
break into Issurs' shop. Use oil on his anvil, and push it away from the trap door it
hiden.
Open the trapdoor, and take the money you find there. (If your thief isn't strong enough,
then
move everything back as it was, and try again tomorrow). Now return to the inn and sleep.
Day Seven
~~~~~~~~~
Another uneventful day. Do the normal morning things, but make sure you visit Omar an
Ja'afar in
the southern end of the fountain plaza, Stand still and listen to their poetry until Omar
has
finished. (You'll know he's finished when the fountain starts running again) Leave, and
return a
bit later. You'll notice that Omar left something behind, and it turns out to be his
purse. It's
up to you weather you keep it or return it. Continue to explore and/or train your hero,
then
return to the inn and go to sleep.
Day Eight
~~~~~~~~~
(The air elemental appears in the palace plaza today. You MUST defeat before day 11, or
your
game will end.)
Once you've woken up, and train at the guild hall (With thieves also working on their
skill in
the streets as well as with the challenger, and magic users practising their spells in
the
desert). Now FIGHTERS should go to the weapons store (And if you haven't already done
so,
bargain with Issur for the Fine Sword). Now ASK ABOUT AIR ELEMENTAL then BET. You'll now
be
taken to a mini game where your character must defeat Issur at arm wrestling. As long as
you
have a good strength rating, you should have no problems. If you can't beat him, then
first,
make sure your at full health and stamina. If you still can't beat him, fight with Aziza
and in
the desert to raise your strength. (If you can't beat him now, keep coming back each day
until
you do.) Issur will then "give" you his bellows. Wizards and thieves have others means
of
acquiring the bellows, which I'll discuss later.
(NOTE: In some versions of the game, if you arm wrestle and beat Issur before the air
elemental
appears, he'll refuse to arm wrestle you again, even when asked about the air elemental.
There's
nothing you can do about this, it's a bug)
Now, all characters should visit Aziza, and ASK ABOUT AIR ELEMENTAL.
After that, go to the the magic shop to ASK ABOUT AIR ELEMENTAL and to ASK ABOUT AIR.
Next, pay
a visit to Keapon Laffin at the magic shop, and ASK ABOUT AIR, ASK ABOUT AIR ELEMENTAL.
Keapon
will mention a cryptic clue to defeating the air elemental, but the jey word he mentions
is
"mud". So ASK ABOUT MUD (or earth). Keapon will then mention "fooler's earth" so...ASK
ABOUT
FOOLERS EARTH, and you'll be given some dirt. (NOTE: You can also buy some dirt from the
plant
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Another Quest for Glory II: Trial By Fire Walkthrough :
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