Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
5005 lines
228 KiB
Plaintext
5005 lines
228 KiB
Plaintext
# Quest for Glory II: Trial by Fire - Walkthrough by CYRICZ
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# Source: GameFAQs (archived from archive.org)
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# Date archived: 2018-2019
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<h2 class="title">FAQ/Walkthrough by <a class="contrib1" href="/web/20190509132120/https://gamefaqs.gamespot.com/community/CyricZ">CyricZ</a><form action="https://web.archive.org/web/20190509132120/https://www.paypal.com/cgi-bin/webscr" method="post" target="_new" class="tipjar_form"><input type="hidden" name="cmd" value="_s-xclick"/><input type="hidden" name="encrypted" value="-----BEGIN PKCS7-----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-----END PKCS7-----"/><input type="image" src="https://web.archive.org/web/20190509132120im_/https://gamefaqs.akamaized.net/images/default/paypal_donate.gif" border="0" name="submit" alt="Donate directly to the author of this contribution" title="Donate directly to the author of this contribution"/><img alt="" border="0" src="https://web.archive.org/web/20190509132120im_/https://www.paypalobjects.com/en_US/i/scr/pixel.gif" width="1" height="1/"></form></h2>
|
||
<p><b>Version:</b> 1.2 | <b>Updated:</b> 03/30/05</p> </div>
|
||
</div>
|
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|
||
|
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|
||
<div id="faqwrap" class="ffaq">
|
||
<pre class="faqtext" id="faqtext"><span id="faqspan-1">******************************************************************************
|
||
|
||
/¯¯¯¯¯¯\
|
||
/ \
|
||
| |
|
||
| /¯¯\ |__ __ _____ ____ ______
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| / \ | || | ___|/ ___|__ __|
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| | | | || | |___ ||___ ||
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||
| | _ | | || | ___|\___ \ ||
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| \ \ / | \/ | |___ ___|| ||
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||
| \ \ |\____/|_____||____/ ||
|
||
| \ \ |
|
||
\ \ \/ ______ __ ______
|
||
\_____\ \ | ___| / \ | __ \
|
||
\ \| |___ / \| |__| |
|
||
\ \ ___| /\ | _/
|
||
/¯¯¯¯¯¯\ ¯| | | \/ | |\ \
|
||
/ ___ \ | | \ /| | \ \
|
||
| / \ ||__| \__/ |__| \_\
|
||
| | \_|___ __ _________ __
|
||
| | _____| | / \ | __ \ \ / /
|
||
| | | | | / \| |__| | \/ /
|
||
| | |__ | | | /\ | _/ \ /
|
||
| | | | |__| \/ | |\ \ | |
|
||
| | | | |\ /| | \ \ | |
|
||
| \__/ |______| \__/ |__| \_\ |_|
|
||
\ / ____________
|
||
\______/ | |
|
||
|__ __ __|
|
||
| | | |
|
||
| | | |
|
||
| | | |
|
||
__| |__| |__
|
||
| |
|
||
|____________|
|
||
|
||
___________________________
|
||
| T R I A L B Y F I R E |
|
||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
||
******************************************************************************
|
||
A FAQ/Walkthrough by CyricZ
|
||
Version 1.2
|
||
E-mail: cyricz42 at yahoo.com
|
||
******************************************************************************
|
||
|
||
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
|
||
|
||
******************************************************************************
|
||
1. INTRODUCTION
|
||
******************************************************************************
|
||
|
||
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.
|
||
|
||
******************************************************************************
|
||
2. THE STORY SO FAR
|
||
******************************************************************************
|
||
|
||
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.
|
||
|
||
******************************************************************************
|
||
3. GETTING STARTED
|
||
******************************************************************************
|
||
|
||
=================
|
||
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 </span><span id="faqspan-2">
|
||
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 </span><span id="faqspan-3">
|
||
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 </span><span id="faqspan-4">
|
||
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 don’t post this on your site unless you have express consent by me.
|
||
I’ve 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
|
||
|
||
========================
|
||
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.
|
||
|
||
==============
|
||
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?
|
||
</span></pre>
|
||
</div>
|
||
|
||
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|
||
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|
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$('#faq_search_input').keyup(function()
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function dismiss_faq_search_results(fixed)
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{
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$('#faq_search_results').hide();
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$('#faq_search_overlay').fadeTo(200,0).remove();
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if(!fixed)
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$('#faq_search_module, #faq_search_results').removeClass('fixed');
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$('#faq_header_wrap').removeClass('search');
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if($('.search_mobile').is(':visible'))
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