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Quest for Glory II: Trial by Fire (Walkthrough)

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 · 29 Dec 2019
Quest for Glory II: Trial by Fire - front cover
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Quest for Glory II: Trial by Fire - front cover

QUEST FOR GLORY 2: TRIAL BY FIRE

1 General Information, Choosing a Character, Beginning
2 The Elementals
3 Raseir, Endgame
4 Thieves
5 Magic Users
6 Fighters

QUEST FOR GLORY 2: TRIAL BY FIRE: Part 1

GENERAL INSTRUCTIONS

This walkthru is divided into six parts. This part explains how to get started and the first part of the game. Part Two deals with the Elementals, and Part Three takes you through the game's conclusion. Parts Four, Five, and Six give specific instructions for the various character types. Due to the fact that you may use different character types, the walkthru will vary throughout the game depending on the type of character you have. Read the walkthru specific to your character along with the first three parts of the general walkthru for the complete solution.

This walkthru will also tell you how to finish the game with any type of character, but it will NOT tell you how to get the highest possible score. We don't want to take ALL the fun out of the game! (If you're that determined to get a perfect score, Sierra On-Line has a hint book available with the complete point list.)

QUEST FOR GLORY 2 is based, more or less, on a time schedule. Certain nasty characters (the Elementals) arrive on fixed days, and the caravan for Raseir leaves Shapeir at dawn on Day 17. Unlike QUEST FOR GLORY 1, you can't spend as much time as you want building up your character. So, preliminaries done, on with the game!

SELECTING OR IMPORTING A CHARACTER

If you played QUEST FOR GLORY 1: SO YOU WANT TO BE A HERO, (sold originally as HERO'S QUEST 1: SO YOU WANT TO BE A HERO), then you will probably have a character from that game to import. A strong character imported from QUEST FOR GLORY 1 can save a bit of time and effort in building up a new character. Be advised, however, that some early releases of QUEST FOR GLORY 2 always imported a saved character from QUEST FOR GLORY 1 as a fighter, no matter what type you had played in that game. You can tell if the game thinks you're a fighter because you're given a shield in your inventory.

If you import a character which is supposed to be a thief or magic user but you have a shield, you may want to either contact Sierra On-Line in the CompuServe Game Publishers Forum, or download the patch file for QUEST FOR GLORY 2 from that Forum's Sierra On-Line LIBrary; that file fixes this early bug. Be advised that a shield isn't all that useful if you're a magic user since you can't cast spells in close combat if you're carrying a shield.

If you don't have a saved character from QUEST FOR GLORY 1, or if you want to try a different character, don't worry. You can build up a new character's skills quickly enough. As to what type of character to start with, the best answer is to try all three! Or better yet, try a "mixed character," a Fighter with Magic skills, a Magic User with Thief Skills, or -- the ultimate character -- a Thief with both Fighter and Magic. (Only a pure thief can possess ALL characteristics).

BUILDING UP YOUR SKILLS AND GAINING HONOR

The first order of business (after asking Abdulla Doo about Elementals, Djinns, and the like) is to STAND and leave the inn. Outside, in the Gate Plaza you will see Ali Chica (merchant), Lisha (flower girl), and a snake charmer. At this point you don't have any money that is accepted in Shapeir, so you'll have to change your money from Spielbergs to the coin of the realm at the Money Changer's. If you try to buy a map or compass from Ali Chica (both of which come in very handy in the game), he'll say, "What do you think I am, a Money Changer?" So, ask Ali about Money Changers, and how to find them. Well, I guess Ali isn't much better at giving directions than I am, but Lisha the flower girl (next to Ali's stand) is more helpful. So, now we know that the Money Changer is at the end of Dinar Tarik.

You'll have to find your own way to Dinar Tarik using the paper map in your game package. (Since this is the closest thing to "copy protection" that the game has, I will not provide directions in this walkthru.)

Using your paper map from the game package, go to the end of Dinar Tarik. Look at Dinarazid the Money Changer, talk to her, then EXCHANGE MONEY. Exchange all of it: You don't need Spielberg money here in Shapeir.

While you're at Dinarazid's place, be sure to LOOK AT Mark, the guard! (Also, if your character has Thief skills, see the special Thieves' Section of this walkthru at this point.)

Go back to the Gate Plaza and buy a map, as well as a compass. Henceforth, you have an "electronic map" that you can call up whenever you're in Shapeir (the electronic map doesn't work anywhere else).

It's time to explore Shapeir. (You can call up the electronic map by typing <CTRL-R> on IBM and compatible machines. For other computers, consult the manual that came with your game package.) You can click the arrow on any of the plazas and -- once you have found them -- on shops and other points of interest in Shapeir. Doing so takes you there automatically.

In the Fighter's Plaza is Mirak the leather merchant, who sells waterskins. Also, Issur's weapons shop is here, as well as the Guild Hall and Kiram the cloth merchant. (Note that KIRAM is MIRAK spelled backwards.) You will have use of all these people and places later in the game.

The first item of business for a Hero (after obtaining local currency) is to visit the Guild to sign the Log Book. So, go to the Fighter's Plaza (this is at the left of the "electronic map" in the large open area). Go to the Fighter's Plaza, enter the Guild Hall, walk over to the book (just under the Moose), and sign in. Then, go over to the Bulletin Board (at the back left of the room) and read the job notices.

Looks like a couple of jobs are available: The Magic Shop proprietor wants a "whirl of dervish," and Harik at the Apothecary wants ingredients from the desert. Both the Magic Shop and the Apothecary are located off the Fountain Plaza in the center of Shapeir; however, before going to the Fountain Plaza, this is a good time to build up your character a bit while you have the chance.

Uhura at the Fighter's Guild is the instructor. Go into the room at the back right of the main room of the Fighter's Guild, and practice fighting with Uhura until you use up all your stamina points and drop. (Whatever character type you have, you'll still need some basic skills with a blade, which you can build up by practicing with Uhura.) You can always return to the Katta's Tail Inn for an hour of sleep to build your stamina back up to your maximum. Work on your character whenever you have any spare time by practicing with Uhura to build up your fighting skills. If you have magic skills, go out in the desert to practice them. If you have thief skills, go into the alleys of Shapeir and practice stealth and lockpicking.

All right, having practiced with Uhura, you will now exit the Fighter's Guild. Before you leave the Fighter's Plaza, though, walk to the other half of the plaza (toward the bottom of your computer screen). Notice the weapons shop with the blacksmith's bellows over the door for a sign? Go in this door so that the shop itself will be on your "electronic map" in the future.

Now, exit the shop and go back to the Fighter's Plaza. Call up your electronic map and click on the Fountain Plaza (at the center of Shapeir). While you're at the Fountain Plaza, fill your waterskin at the fountain. Also note the Katta merchants in the Fountain Plaza, particularly Tashtari the brass merchant, who sells lamps, and the food vendors, from whom you can buy additional rations. (If you run out of food, you will, of course, die; get some extra rations while you're at it.) Then, go into the shops in the Fountain Plaza (one on each end of the plaza).

The drugstore is run by Harik, who is very busy and will always have to be spoken to twice to get his attention. Ask Harik about INGREDIENTS, and he'll tell you what you can bring him from the desert for payment: ghoul claws and scorpion tails. (If you imported a character from QUEST FOR GLORY 1, you might be ready to take on a Ghoul or Scorpion, but if you're starting fresh, you won't be ready for these fellows yet!)

The magic shop is run by Keapon Laffin, who enjoys a good laugh from time to time. Look around the shop and click the right button on everything. (If you're a magic user, see the special section for magic users.) The oversized X-ray glasses on a bottom shelf in the back right might be something you'll want to buy at this point. (A bit of slightly off-color humor involving the glasses occurs on Day 28 in Raseir.)

Ask Keapon about magic (whether you're a magic user or not). He will mention the enchantress, Aziza, and tell you where to find her place. No matter what kind of character you are, Aziza is an important person to know. Aziza's is off the east end of Shmali Tarik, Keapon tells us. This is as good a time as any to meet Aziza. Leave the Magic Shop, and enter the alley at the north end of the Fountain Plaza. (Each of the Plazas has directional signs over its exit: an "N" and an "S" for North and South, or an "E" and a "W" for East and West.) Continue north along the alley, going straight past the first turn (which leads to the left), and walk until you reach a "T." Turn right at this "T" (which will put you on Shmali Tarik) and proceed until you find a side street leading off to your left. This street leads to Aziza's.

AZIZA'S

Knock on the door. You will now have to answer a quiz. The first question is simply, "What is your name?" If you don't know your name (in the game), you can find out easily enough by getting the statistics screen (<CTRL-S> on IBM machines). Type in your name, exactly as you typed it originally. The next question, "Who sent you here?" can be answered, "Keapon Laffin." As to what element is most appropriate to Keapon, remember the shop looked like a cloud, with all sorts of wind toys around: The answer to this question is "Air." Finally, answer the riddle, "What is my name?" AZIZA, of course!

Having been granted access, Aziza will invite you to sit. Walk over to and start down the stairs toward Aziza's table (the game will take over automatically and seat you). When Aziza asks, "Shall we share tea?" answer YES. After the tea ceremony, you can ask Aziza about many things. She is a fount of information. (Magic Users: See the special section for you.) For now, you might want to ASK ABOUT SHAPEIR. When she finishes telling you, say THANK YOU, and then say FAREWELL. Always answer YES about sharing tea, and say THANK YOU and FAREWELL at the end.

Always say THANK YOU to everyone to build up your Honor Statistic. You can build your honor up to its maximum of 200 points by knocking on Aziza's door, going to the table, answering YES to "Shall we share tea?", asking some questions, saying THANK YOU, and saying FAREWELL. Repeat this sequence as soon as you are outside the door, over and over.

For now, though, you have more exploring to do. (Having found Aziza's once, you can return to it using the "electronic map" because it is now marked on your map for clicking.) After saying THANK YOU and FAREWELL, you are outside Aziza's door.

The next place to visit is the Astrologer. Call up your electronic map, and click on the Palace Plaza (at the extreme east end of Shapeir). Exit the Palace Plaza from the south (placing the "W" exit at the top of your screen and going toward the left of the screen will take you South), continue straight when you get to the side street, and you will reach the Astrologer. Again, tell him your name (in the game) and talk to him. Leave the Astrologer (he will now be on your electronic map), and call up your electronic map. Return to the Gate Plaza, and go out the gate, toward the bottom of the screen. Ask the guard about the sauruses. The guard will tell you that the saurus salesman will be at the lot tomorrow (Day 2). So, go back in the gate and over to the Katta's Tail Inn. Proceed around the divider (behind Shameen) to the bedroom. Sleep for ONE HOUR. (You'll never want to sleep for longer than this, unless you're just trying to kill time. One hour will bring your stamina back up to full.)

Now, walk outside to the plaza, call up the electronic map, click on the Fighter's Guild, and go back to Uhura for more practice. Continue alternating between practicing with Uhura and returning to the Katta's Tail Inn to sleep for ONE HOUR until sunset. Then, go back to the Inn, enter the main room, and type SIT. Shema will bring you dinner (don't forget to say THANK YOU), then type EAT FOOD. Shema is a great cook, and you'll be eating here twice a day -- at dawn and sunset -- for your entire stay in Shapeir.

If you haven't just slept for an hour, do so now. Then, you'll be ready to go out into the desert to practice your skills tonight. (Don't worry about what the guard tells you; you're safer in the desert WITHOUT a saurus!) In fact, if you get into trouble in a fight in the desert, you can always type ESCAPE, and run away. You'll be doing a lot of this until you build up your skills, anyway.

First, make sure your waterskin is full. If it's not, go to the Fountain Plaza and fill the waterskin. Never go out into the desert without a full waterskin. It would be a good idea to see Mirak the leather merchant in the Fighter's Plaza (in the daytime, of course) and buy 4 or 5 extra waterskins. The game doesn't really pay attention to weight limits, insofar as I could tell, and extra water can come in handy in a desert world!

Go out the gate, and walk south to the "Shapeir overlook" (one screen south of the saurus lot). If you are a Fighter or Thief, pick up rocks. Pick up a LOT of rocks (about 100 or so): You're going to practice your throwing. (Magic users need not do this, since they have no throwing ability, anyway, and can't build up what they don't have to begin with.)

If you're a magic user, practice magic instead (try FLAME DART). Unlike other characters, you won't be able to build up magic points as fast as stamina, and after using up your magic points, you're through practicing for the night. Magic users who have used up all their magic points can go back into Shapeir and go visit Aziza again (she's open all night) to build up honor.

Go one screen south from the overlook and position your character at the right side of the screen, facing back toward Shapeir, and be ready for a quick escape if the need arises. (Nasties won't follow you to the Shapeir overlook). Then, if you're a fighter or thief, type THROW ROCK, pick a target, and click. Continue throwing rocks until a bad character appears. Save your game often, particularly in the early stages when you're trying to build up your character because you're very likely to get killed! If the critter is a Ghoul (skeleton), a Terrorsaurus (big, mean saurus), or Scorpion, quickly head back to the Shapeir overlook before a fight starts. Return to the screen, position your character again, and continue to practice throwing. If the monster is a Jackalman AND if your stamina points are high, try fighting him. You can always type ESCAPE if you get into trouble.

When your stamina runs low, go back into Shapeir, go to the Katta Tail Inn, and sleep for an hour. Then, head back out to the desert for more practice. Do this all night until dawn.

When dawn approaches, go into the main room of the Inn, and SIT down for breakfast (Thank you, Shema!). Then, go outside, head to the Saurus lot, and buy a saurus. Meet Roget The Saurus! (Boo! Hiss! Bad, bad pun!)

Now that dawn is here and you have the saurus, continue practicing with Uhura to build up your fighting skills. (Uhura, unlike Aziza, doesn't keep night hours.)

Once your skills are up to 100 or so in fighting, you have a much better chance of winning real fights out in the desert, and (at least with Jackalmen and Brigands) you get money for it. When you defeat a Jackalman or Brigand, always type SEARCH BODY to get their money. Think of it as compensation for the wear and tear on your weapons! If you beat a Scorpion or Ghoul, remember that Harik pays for scorpion tails and ghoul claws. Get the tail (if it's a scorpion) or the claws (if it's a ghoul).

Continue in this manner, practicing with Uhura until you're good enough, going out into the desert to fight and win money, and sleeping for an hour at the Inn when your stamina runs low (eating breakfast at dawn and dinner at sunset) until DAY 4. Something important is about to happen: The first of the four Elementals arrives in Shapeir! Don't forget to watch Shema dance (at evening on Day 2) and to listen to the Omar the Poet (at sunset on Day 3)! Both of these events take place at the Katta's Tail Inn.

QUEST FOR GLORY 2: TRIAL BY FIRE: Part 2

FIRE ELEMENTAL

At breakfast on Day 4, you will be told by Shema that the first elemental, the Fire Elemental, has arrived (which you will also notice when you step outside the Katta's Tail Inn). You've got to do something about old Hot Pants before he burns down the city!

This is a good time to talk to Aziza. Call up the electronic map and click on Aziza's place. Knock, go to the table, and say YES to tea, in the usual fashion. Then, ASK ABOUT FIRE ELEMENTAL. Aziza will tell you a little about the Fire Elemental, but Fire isn't really her specialty. Also, ASK ABOUT CONTAINERS. Say THANK YOU then FAREWELL, call up the map, and go to the Apothecary to talk to Harik. When you get Harik's attention, ASK ABOUT FIRE ELEMENTAL, then following his "hint," ASK ABOUT FLAME. Buy INCENSE.

You'll need something in which to put the fire elemental; make sure your waterskin is full. Go to the Fountain Plaza and talk to Tashtari the brass merchant (west side of the north end of the plaza, across from Keapon Laffin's Magic Shop). Buy a lamp: It's great for storing fire! You can practice for the rest of the day because the Fire Elemental won't be where you can reach it until the middle of the night on Day 4.

Continue to practice and sleep for an hour through the evening on Day 4. When you get the "you are getting tired" message during the night of Day 4, head for the Gate Plaza. If the Fire Elemental isn't there yet, go into the inn and sleep for an hour and try again. (The elemental arrives near the end of the "middle of the night" when it has almost reached "before dawn" on Day 5.)

When you find the Fire Elemental in the Gate Plaza, type USE INCENSE, then hit the "up-arrow" key to move into the alley at the north of the plaza. When your character appears in the alley, it will stop. Hit the up-arrow key to continue, until you run out of incense. (NOTE: Some early versions of QUEST FOR GLORY 2 had a bug here, and you couldn't complete this sequence if you had more than one packet of incense. So, if you have more than one packet, drop all of them but one before you get to this point.)

When you run out of incense, type USE LAMP (you will put the lamp down). When the Fire Elemental gets close to you, type USE WATERSKIN, pick up your magic lamp, and congratulations! You've just handled the first elemental. Of course, the next three are harder!

By now, you should have built up your character enough that you can handle anything in the desert. So, out the gate you go (after you've filled your waterskin(s)). This is a good time to see the Dervish, get the "whirl" for Keapon Laffin, and to explore the desert a bit.

This time, you'll ride the saurus since you're going somewhere. But first ask the guard about the Dervish, then ask about the Oasis. Convenient unit of measurement they have in Shapeir, no? Skreens?

The guard at the gate will tell you the Dervish is at the Oasis, five screens south and three screens east of the city overlook. (The overlook is one screen south of the main gate where you can see the city to the north. This will be your "reference point" for further directions.)

Go to the Oasis, talk to the Dervish, and notice the beard wrapped around the tree. The beard is the "whirl of dervish." GET BEARD, fill your waterskin, GET ON the saurus, and GO HOME. (One advantage of a saurus is they get you home fast!)

Do some more exploring of the desert while you're here. From the overlook, go straight west four screens, along the rock wall. You'll see a large bird in a nest. This is the Griffin. You'll ask about the Griffin when you get back to Shapeir. (The one to ask is Harik at the Apothecary.)

For now, GO HOME again, then go EAST along the rock wall, this time seven screens. Notice the strange tree? Ask Aziza about the tree when you get back. GO HOME again and GET OFF (the guard will "park" Roget for you). Go in the gate, go to Aziza's, and, after the tea ceremony, ASK ABOUT TREE. Ah, another quest! Say THANK YOU and FAREWELL, then go to the Apothecary. ASK ABOUT GRIFFIN. Then, ASK ABOUT POTIONS and ASK ABOUT DISPEL POTION. So, you need a griffin feather? Well, you know where those grow: on griffins! (You'll need to consult the special section of this walkthru for your character type to get the griffin feather, though, since this is customized for each.) Leave the Apothecary and go to Keapon Laffin's magic shop. It's time to deliver (and collect for) the "whirl of dervish!"

Get the griffin feather (using the section for your character), then continue to build up your character, fighting nasties in the desert and practicing with Uhura. Don't forget to drop in to see Aziza often for the Honor points: Remember your manners!

Continue increasing your skills up until dawn on Day 7 when the next "event" will occur. On Day 7, you'll see a beggar outside the inn. (You might encounter him earlier.) Whenever you see the beggar, always give him money (GIVE MONEY TO BEGGAR). Again, being nice counts in this game!

Go to the Fountain Plaza. You'll see Omar the poet outside the Apothecary. Save the game, listen to Omar for a while (he talks kind of slow, but you have to wait here a bit, anyway), then go in the Apothecary, and come back out. You should see that not only has Omar gone, but a there's purse on the ground where he was sitting. (If the purse isn't there, you didn't listen to Omar long enough; restore and listen longer this time.) Pick up the purse and return it to Omar for more points. (You can also try giving it to Rakeesh at the Fighter's Guild. I think you can get points both ways.)

At this point, consult the supplement for your particular type of character for how to get the bellows, which Issur (the weaponsmith in the Fighter's Plaza) uses for a sign outside his shop: You'll need it tomorrow on Day 8!

Continue building and resting until dawn of Day 8 when another Elemental will arrive: Air!

AIR ELEMENTAL

The expert on Air magic is Keapon Laffin at the magic shop, so go talk to him. ASK ABOUT AIR ELEMENTAL, then ASK ABOUT MUD. Now that you've got something to use on old windy, I hope that by now you've built up either your strength or your throwing (or both) to at least 150 points. You'll need them!

With the mud and the bellows, go to the Palace Plaza. If your strength is up, you can just walk into the Air Elemental, and DROP DIRT. If your throwing is 150, you can throw the dirt at the top of the funnel. (If neither your strength nor throwing is that high, what have you been doing? I TOLD you to practice at every opportunity!) If worse comes to worse, save your game, and try throwing anyway. You can always get a lucky hit with throwing, even if your skill isn't up to it. When you get the dirt in the Air Elemental, USE BELLOWS, and you'll have handled two Elementals! Congratulations, Hero!

Now, it's time to go talk to the Dervish. Keapon Laffin probably told you (when you asked about the Air Elemental) that the Dervish had sent for you -- something about "baiting a beast." (Note the reference to "cagey.") However, the caged beast doesn't really appear until the next Elemental -- the Earth Elemental -- does. When the caged beast does appear, it's in the desert, five screens west of the city overlook and three screens south.

Keep practicing on your skills dawn on Day 12, when the Earth Elemental arrives on the scene.

EARTH ELEMENTAL

Both Harik (at the Apothecary) and Aziza can give you hints about dealing with the Earth Elemental. So, go visit both of them. Also, ask Aziza about what to put the Earth Elemental in. She will suggest a cloth bag. There is a cloth merchant who sells cloth bags located in the Fighter's Plaza (go buy a cloth bag). (You know that fire is the key to defeating the Earth Elemental, but the three different characters each use a different kind of fire for this. So, dealing with the Earth Elemental is covered in the special supplement for your character type.)

TREE, CAGED BEAST

Having captured the Earth Elemental, it's time to do something about the tree. Go talk to Aziza again. ASK ABOUT TREE. Aziza will tell you the whole procedure for helping the tree. First, you must give the tree water, and tell it about yourself. Then, you must give the tree a "gift of magic that would be useful to the tree," and tell how you got it. (The gift of magic is the Earth Elemental.) Next, you must display a show of affection (hug the tree). Finally, you must say her name, Julinar. The sequence is as follows (remember that the tree was seven screens due east of the Shapeir overlook):

USE WATERSKIN, TELL ABOUT MYSELF, USE EARTH ELEMENTAL, TELL ABOUT EARTH ELEMENTAL, HUG TREE, and SAY JULINAR.

Now, go back to the Apothecary with the fruit you got from Julinar and the griffin feather. Give the feather to Harik, then give him the fruit. Harik will give you three dispel potions. With these potions in hand, you're ready to deal with the caged beast. Fill your waterskins while you're at it, then go looking for the caged beast. The beast is five screens west of the Shapeir overlook, and three screens south. First you've got to distract the beast while you get the fresh hair. GIVE WATER TO BEAST, GET HAIR, then GIVE POTION TO BEAST. Return to Shapeir, and practice like mad until the arrival of the last Elemental -- the Water Elemental -- on Day 14.

WATER ELEMENTAL

When the Water Elemental arrives, you'll hear about it at breakfast from Abdulla Doo, who will return to the Inn. Dealing with the Water Elemental is easy. Go to see Aziza (the water expert), ASK ABOUT WATER ELEMENTAL, then ASK ABOUT CONTAINERS. A Water Elemental can be contained in a waterskin and is vulnerable to air. No problem; you've got waterskins, and you have a bellowsful of Air Elemental. Go to the Fountain Plaza where you'll meet "the watery tart." USE WATERSKIN then USE BELLOWS and you will have successfully dealt with all the Elementals! Don't forget to pick up the waterskin containing the Water Elemental.

QUEST FOR GLORY 2: TRIAL BY FIRE: Part 3

ON THE ROAD TO RASEIR

Practice some more until Day 15, when Shema will tell you that Aziza wants to talk to you the next day (Day 16). Also, she tells you to go see her cousin (the jeweler) in the Palace Plaza. Go see the cousin on Day 15. You'll be given a pin which will come in very handy later in Raseir. Shema should have told you about another cousin of hers in Raseir, Sharaf, by now. The pin can be used to identify yourself to Sharaf. Go see Aziza on Day 16. So, that's what happened to the Emir! Well, we're off to Raseir tomorrow with the caravan which leaves before dawn on Day 17. But first, on the evening of Day 16, the poet Omar will speak at sunset at the Inn, and he'll give you a reward.

After listening to Omar's poem, GIVE PURSE TO OMAR (remember, you found Omar's purse in the Fountain Plaza on Day 7?) for more honor points. (You'll find out later that Omar is just his "stage name"; the poet is none other than the Sultan himself!)

ARRIVAL IN RASEIR

You're off to the evil-ridden city of Raseir! You'll find that your map doesn't work in Raseir, but, then, there isn't much to do or many places to go in Raseir anyway; there's nothing in the desert outside Raseir, either! The trip takes ten days; thus, leaving at dawn on Day 17 makes your time of arrival in Raseir the afternoon of Day 27.

Enter the Blue Parrot Inn, and talk to Signor Ferrari. Talk to him again at sunset on Day 27. (If you're a thief, see the special section for thieves; otherwise, wait around until after sundown, then go to the sleeping room.)

When you get up on Day 28, go to Raseir's Fountain Plaza. Walk around the guards to the left of your screen, and watch the script with the water smuggler. Then, head back to the Gate Plaza again.

(A hint for lecherous types: If you bought the X-ray glasses from Keapon Laffin at the Magic Shop back in Shapeir, save your game, and wear the glasses. Compare the following scene with and without the glasses. Note that the description while wearing the glasses says that they were "like looking through a veil"?)

Along the way, you'll meet a woman; follow her into the door. GIVE CLOTHES TO ZAYISHAH and GIVE VISA TO ZAYISHAH. Take the mirror, go back to the Gate Plaza, and wait until sundown (again, unless you're a thief, in which case refer to the special instructions). Go to bed; when you get up on Day 29, the excitement begins!

ESCAPE FROM JAIL, FORBIDDEN CITY

When you leave the Blue Parrot on Day 29, you are hauled off to prison. Notice the katta in the corner? This is Shema's cousin Sharaf. Sharaf won't trust you until you show him the pin you were given by the katta back in Shapeir on Day 15. Only then will he offer to help you escape.

If you are a fighter, just break down the prison cell door. If you're a magic user, CAST OPEN. If a thief, pick the lock with the pin. Before leaving by the secret passage Sharaf shows you, GET EQUIPMENT.

Ad Avis (the bad guy) will nab you as you head away from the jail cell and take you to the Forbidden City (described in your game manual). Ad Avis can't get the moon between the symbols on the door, but you can. USE MIRROR when you get the chance to do something. When you're inside the cave, USE LAMP for light. Proceed to the next screen (the one with the river and waterfall). Go up by the waterfall, JUMP ON LOG, then JUMP OFF when you get near the projection from the left bank (near the bottom of the screen).

Before going on, you'll need to do something about the wind. You can either PUSH ROCKS, or (if a magic user) CAST FORCE BOLT to close the rocks. Proceed up the stairs by the waterfall, and along the path, through the lava room. When you get to the overlook where you can see the door into the secret chamber, you can USE ROPE to get down (if you're a thief); otherwise, jump down. As you approach the door, you're asked for the Word of Power. The Word is the name of the one man who defeated Iblis: SULEIMAN. The door will open. Go through to the next door (don't try to take any of the gold along the way!).

ENDGAME

An automated sequence takes over here in which Ad Avis appears, takes Iblis, and seals you in. Get up, and walk down by the door. You'll see the Djinn's ring shining on the tip of a rock. TAKE RING and the Djinn will appear.

For your first two wishes, all you can wish for is to build up character points (Honor not included!). For your third wish, WISH FOR ESCAPE. You'll be back in the Palace Plaza in Raseir, ready for the endgame (after talking to Sharaf, who will try to provide a distraction to give you cover).

(Since the endgame is completely different for each of the three character types, refer to the specific walkthru for your character for the thrilling conclusion.)

Congratulations, Hero! Now, save your character (which, hopefully, you've really boosted throughout the game) for QUEST FOR GLORY 3: SHADOW OF DARKNESS!


QUEST FOR GLORY 2: TRIAL BY FIRE: Part 4

SPECIAL INFORMATION FOR THIEVES

This is the "Thieves Only" supplement to the general walkthru for QUEST FOR GLORY 2: TRIAL BY FIRE.

So, you're a thief (placing thumb on nose, fingers outspread, wiggling fingers while focusing on thumb and patting belly)? Congratulations: You have picked the most enjoyable career for a role-playing gamer!

The first special note for a thief is that you can have ALL the characteristics (unlike any other type). So in choosing your character, add the characteristics (magic, parry) normally lacking in thieves, and be good at everything! Be warned, however, that you only get credit for the Thieves' Solution to puzzles in QUEST FOR GLORY 2!

The first thing for an honorable thief to do in a new town is to find your Guild. In Shapeir, there really isn't a Thieves' Guild, but when there isn't a Guild handy (as you probably know), the nearest politician, lawyer, or banker will do nicely. There being no politicians or lawyers in Shapeir either, that leaves the banker. Dinarzad, the money changer, is in effect your "guild master" for Shapeir! (Sure beats what those OTHER characters get, no?)

When you go to change your Spielberg money with Dinarzad, be sure to MAKE SIGN, then ASK ABOUT JOB. Okay, you'll have to come back and see her! Mark this down on your calendar: Go see Dinarzad about sunset on Day 2. Before you do, you'll have to get the right "equipment" (or as Dinarzad so cutely puts it, "something to help with the insertion"). You can buy oil from Harik at the Apothecary, so go to the Fountain plaza and buy some oil.

Now, to get prepared, you've got to build up the old STEALTH and, particularly, LOCKPICKING. While those other clowns are out being eaten by Terrorsauruses in the desert, head down a dark alley and start practicing at the first door you come to. You can't pick it open, but you can build up skill by practice. Alternate between SNEAK and WALK to build up stealth, and just keep repeating PICK LOCK to build up your lockpicking. Try to get both up to around 100 or so before you go back to see Dinarzad for your first "assignment." Don't forget to go outside to buy the saurus on Day 2, though, and go to the Fighter's Plaza to try out the rope walk (special just for thieves to practice their agility).

You've gone back to Dinarzad at sunset on day 2 and the job. At "noon of this night" means midnight. The game, in response to a <CTRL-D>, will tell you "middle of the night," and you'll get the "you are getting tired" message when midnight arrives. In the meantime, find the place Dinarzad told you about, and SAVE YOUR GAME.

When midnight arrives, go into SNEAK mode, and PICK LOCK. Get the silver tea set off the shelf (to the right of the door), USE OIL to oil the cabinet hinges, then LOOK UNDER RUG: a trapdoor! OPEN TRAPDOOR. Uh-oh, it sounds like someone's coming home! Fortunately, the first son is so bombed he can't even see you standing right in the middle of the room, but the other two sons (who will be home momentarily) aren't in the same condition. So, PICK LOCK to get the chest open, and here comes the second son! UNROLL RUG (so he won't be suspicious), HIDE IN CLOSET until son number 2 has gone, then ROLL RUG, and GET MONEY. Here comes son number 3. UNROLL RUG and HIDE IN CLOSET. When he's past, sneak over to the door, leave, and head to Dinarzad's to fence the loot!

When you fence the silver tea service, Dinarzad will tell you about another job: under the anvil at the weaponsmith's. You'll go back tomorrow (night of Day 3) for this one. While you're at it, ASK ABOUT RASEIR. Dinarzad will tell you who to contact in Raseir: Signor Ferrari. (You can't miss him in Raseir.)

So, on Day 3, when night arrives (after listening to Omar at the Inn), go to the Fighter's Plaza, save the game, then SNEAK and PICK LOCK at the weaponsmith's. USE OIL ON ANVIL (that thing is heavy), then PUSH ANVIL, OPEN TRAPDOOR, and PICK LOCK. (I like to CLOSE CHEST, CLOSE TRAPDOOR, and PUSH ANVIL back to leave no traces.) Go outside and save your game.

While you're at it, notice the bellows sign. You'll come back for that once you get a rope.

Next day (Day 4) during the day, go to Keapon Laffin's and buy the magic rope. On night 4, go back to the Fighter's Plaza, save the game, USE ROPE, TAKE BELLOWS, and climb back down again (you'll need the bellows for the Air Elemental).

The rope is good for one other thing in Shapeir. The griffin can be reached with USE ROPE while you're in its screen. Climb the rope until you're just slightly above the griffin, then TAKE FEATHER. Climb down and go back to Shapeir.

That's all the "work" you can do in Shapeir. Play the rest of Shapeir as indicated in the GENERAL walkthru until you get to the Earth Elemental. You don't have magic or a magic flame, and can't borrow Rakeesh's flaming sword the way a fighter can, so you'll have to use the next best thing: a bomb! Ask Harik at the Apothecary about EARTH ELEMENTAL, then ASK ABOUT EARTH. He'll tell you that he has gunpowder! To get the gunpowder from Harik, you'll have to talk to some of the Kattas in the plaza (who have seen the Earth Elemental) after the Earth Elemental appears. Then, go back to Harik and TELL ABOUT EARTH ELEMENTAL. You'll finally convince Harik to give you the gunpowder. Save your game before using it because there is only a limited amount of it! Throw the gunpowder when you find the Earth Elemental in the alleys.

RASEIR

When you arrive at Raseir, enter the Blue Parrot. Remember, Dinarzad said Signor Ferrari was the closest thing to a "guild master" we have in Raseir, but don't trust him too much? Well, the guy at the table by the door is Ferrari. Sit down, talk to him, and MAKE SIGN. When he offers you refreshment, get coffee, but don't drink it: It's DRUGGED!

Ferrari will tell you to come back both on the evening of Day 27 (your first day in Raseir) and on the evening of Day 28 (your second day). On the night of Day 28, he'll have a job for you.

Go outside and head north toward the Fountain Plaza. Save before you get there and go into SNEAK _before_ you enter the Plaza. You may have to wait a bit for dark, but when it arrives go into the plaza, staying in SNEAK mode. Khaveen's window is on the right of your screen. USE ROPE, go up the rope, and enter the window. Return to SNEAK mode (in case you got out of it while climbing the rope). Sneak across to the cabinet, USE OIL before PICK LOCK, then OPEN CABINET, and GET BIRD. Sneak back over to the window and out. Return to the Blue Parrot and GIVE BIRD TO FERRARI. (Another wiseguy game writer, eh?)

At dawn on Day 29 you get arrested. To get out of the cell (besides showing the pin to Sharaf) PICK LOCK WITH PIN. You can USE ROPE to get down to the door in the Forbidden City after going through the lava room.

ENDGAME AT THE PALACE

Finally, you come to the thief's endgame. This is where being a thief really pays off! While the other characters have to fight their way in through the nasty guards at the front door, you can go in the second story through the Harem!

When you get to the Palace Plaza (after talking to Sharaf, as described in the GENERAL walkthru), save the game, then go to the palace side of the plaza. Go into SNEAK mode, and when the eunuch on the second floor balcony just disappears out of sight at the left end of the balcony, type USE ROPE. The eunuch will come back as you're getting set up with the rope and continue off to the right end. Go up the rope QUICKLY while the eunuch is still going across the balcony (he doesn't look behind him, only ahead). Use the "left-arrow" key to go in the door on the left end of the balcony before the eunuch comes back into view (on the right side of the balcony).

After an enjoyable "chat" with the ladies of the Harem, sneak out the door to the left when the time comes. You'll more or less automatically sneak behind the table, while the ladies distract the eunuch. When the other eunuch walking his beat over by the wall disappears out of sight to the left, sneak forward to the table that the guard was at before the ladies distracted him. When the patrolling eunuch goes off to the right (behind the harem wall), slip forward and out the door to the balcony.

Okay, it's time to use the rope. USE ROPE and use the "left-arrow" key to cross the rope. When you get to the other side, THROW DAGGER at an unlit candle, and get ready to duck! Move to the pillar nearest Ad Avis, alternating between using the "right-arrow" key and typing DUCK, until you get there. Then, throw daggers at Ad Avis until you hit him and he falls backward off the tower.

Congratulations, Hero! You win!

QUEST FOR GLORY 2: TRIAL BY FIRE: Part 5

SPECIAL INFORMATION FOR MAGIC USERS

This is the "Magic Users Only" supplement to the general walkthru for QUEST FOR GLORY 2: TRIAL BY FIRE.

Okay, magic user, the first two special things you'll have to do are to get a full complement of spells and to find (and get admitted to) W.I.T.

You can buy any spells you don't have (if you imported a magic user from QUEST FOR GLORY 1, aka HERO'S QUEST 1, you will have more starting spells than if you started fresh) from Keapon Laffin at the magic shop in the Fountain Plaza. Go there and buy all the spells you're lacking. You MUST have the following spells: FLAME DART, FORCE BOLT, DETECT MAGIC, TRIGGER, FETCH, CALM, and LEVITATE. Later (in Raseir at the endgame), you must also have DAZZLE. You will need REVERSAL, but you'll get that from W.I.T.

If your magic skills aren't high, you won't pass the entrance exams to W.I.T. until they are, but that's no problem: You can go back again and again until you DO pass. In the meantime, each attempt to pass builds up your magic.

Talk to Keapon Laffin at the magic shop and ask him about W.I.T. Also, ask Aziza about W.I.T. So, it takes magic to find W.I.T., does it? Well, the obvious magic spell to locate a place like W.I.T. is DETECT MAGIC. After leaving Aziza's place, CAST DETECT MAGIC. You'll see an arrow pointing directly to W.I.T. (This arrow, alas, doesn't pay any attention to walls in your way, but you can get the general idea of which way W.I.T. is by using your compass, noting which way the arrow points, and where you are on your electronic map.) You'll soon find out that W.I.T. is due north of Shapeir at the center of town. On your paper map, there is a small street that extends north to a dead end, directly north of (and in line with) the Fountain Plaza, and North West of Aziza's place. Casting DETECT MAGIC on this dead end street will reveal a door. CAST OPEN, aim at the door handle, and you've found W.I.T.! After this, you can just go to W.I.T. on your electronic map; CAST OPEN where you know the door knob to be.

When you are questioned, tell them your name (as you typed it in and as it appears on your status screen). When asked why you are there, tell them, "I WANT TO BE A WIZARD." When asked to name a "sponsor," pick ERASMUS.

Now, for the preliminary examination in the room with the three bells:

First, CAST DETECT MAGIC, and note which bell glows. Then, CAST FETCH and aim at the bell that glowed. Finally, CAST TRIGGER and aim at the bell that is now on the pedestal.

Congratulations; alas, the real test is still ahead of you!

Remember: In the W.I.T. tests, you can always go back and try again if you run out of magic points. The more you use magic, the stronger you get, and the more magic points you will have (once they build up, of course). Also, you can buy MANA PILLS from Harik at the Apothecary, at a cost of 15 dinars for 3 pills. Each pill will give you back half of your total magic points.

The first W.I.T. test is the Wind Test. CAST FETCH and aim at the center of the spinning wand. Then, CAST LEVITATE and hit the "up-arrow" key to levitate while the "fetched" wand passes under you.

Next comes the Earth Test. You've got to move that big slab of brick before you can get past it. CAST TRIGGER and aim at the brick wall. Uh-oh, he's mad! CAST CALM. Now, just walk forward and you'll automatically climb over the (lowered) wall. You may need to CAST CALM again, particularly if your CALM spell isn't all that potent yet, or if he wakes up before he goes off the end of the belt.

Next is the Water Test. This is Ice, so try a bit of fire on it. CAST FLAME DART and aim at the middle of the iceberg. Look, a crack! CAST FORCE BOLT and aim at the crack. Continue with CAST FORCE BOLT and aim them at the edge of one of the split parts of the ice until the ice falls off the belt to the sides.

Finally, the Fire Test. CAST OPEN to move the door out of your way. CAST CALM to stop the fire. Now, you've got to cover that hole, so CAST FETCH and aim at the knob on the open door to close it. Finally, CAST FORCE BOLT and aim at the very top of the door (leverage). Congratulations, you've passed the entrance exams to W.I.T.! Now, of course, you turn them down! You don't want to spend the rest of your life in W.I.T.; you want to get back to Shapeir and help folks! Select NO. Erasmus will congratulate you and give you the REVERSAL spell as a "consolation prize." By the way, you'll need REVERSAL in the endgame!

Another special feature for Magic Users is how to get the bellows to deal with the Air Elemental. Simple: Go to the Fighter's Plaza at night, and cast either FETCH at the bellows, or LEVITATE and float up to TAKE BELLOWS. No sweat. You should see how hard the other types have to work to get those bellows!

Dealing with the Earth Elemental is another area where magic users have it easy. Just go into the alleys until the Earth Elemental appears. When it does, CAST FLAME DART until you get him. If you've increased your FLAME DART skill high enough, two or three should do it.

Next, you need to get the griffin feather. Again, it's simple. CAST LEVITATE, go up, and TAKE FEATHER. See? It's easy for magic users!

This takes care of the special solutions for magic users in Shapeir. After you go to Raseir on Days 17-27, there are some more special solutions, including an endgame completely different from the other character types.

RASEIR

The first special situation for magic users is when you are thrown into jail on Day 29. Show the Katta the pin Shema's cousin in Shapeir gave you. Then CAST OPEN at the cell lock to get you and the Katta out of the cell.

In the Forbidden City, once you are past the underground stream, you can close the hole through which the wind is blowing (to the left of the stream) with a FORCE BOLT aimed at the rocks lining the hole.

ENDGAME

Ready to finish off Ad Avis? After the Djinn drops you off in the Palace Plaza and as soon as Sharaf leaves, go to the front of the palace. CAST DAZZLE to stun the guards, CAST OPEN at the gates, and go right in.

From the balcony (with Ad Avis down below), CAST CALM, which will confuse Ad Avis. CAST LEVITATE to get down. CAST REVERSAL, then CAST OPEN at the door and enter it.

You're going to have to get away from that statue, so CAST TRIGGER at him. Now, CAST FORCE BOLT at an unlit candle to break up the circle. To get a better angle, move over to the left side of the room, and CAST FORCE BOLT, but AIM AT THE LEFT WALL (to the left of the charcoal burner). Force bolts, remember, can bounce off things. This will knock the brazier into Ad Avis, burn him up, and send him over the tower wall.

Congratulations, Hero! You win!

QUEST FOR GLORY 2: TRIAL BY FIRE: Part 6

SPECIAL INFORMATION FOR FIGHTERS

This is the "Fighters Only" supplement to the general walkthru for QUEST FOR GLORY 2: TRIAL BY FIRE.

Fighters have one goal that other characters do not: a fighter -- and only a fighter -- can become a Paladin! To become a Paladin, you have to always be "good," which means being polite, always saying THANK YOU to everyone, and never forgetting to say FAREWELL before leaving Aziza. You have to build up honor in every possible way. When the beggar in the plaza asks for money, always give it to him. Visit Aziza often, and you'll you get honor points every time if you say "YES" to tea, "THANK YOU," and "FAREWELL" before you leave. Always remember to say "THANK YOU" to Shema when she brings you a meal. Be sure to find Omar's purse in the Fountain Plaza (see the general walkthru) and return it. And, finally, be sure you free the caged beast in the desert (also discussed in the general walkthru).

ADDITIONAL SPECIAL INSTRUCTIONS FOR FIGHTERS

To get the bellows, you have to arm-wrestle Issur the weaponsmith, and beat him. Then, when you type GET BELLOWS, he will give them to you. (Other character types have to steal the bellows.)

To deal with the Earth Elemental, you'll need a flaming sword. When the Earth Elemental appears, go to the Fighters' Guild, and talk to Rakeesh. After he's tried and failed, he'll lend you his flaming sword, Soulforge. Make SURE you return it to Uhura after you finish off the Earth Elemental!

Since you can't fly, you'll have to find a griffin feather on the ground. LOOK (there are rocks on the ground in the griffin's nest area), then MOVE ROCK (if you're strong enough) to GET FEATHER.

Go by the Fighters' Guild every day, particularly after Day 12 or so. Uhura will have frequent cryptic notes for you. Finally, on the night of Day 15, you will be told to go to a door at the end of a street. (In early versions of the game, at least, the street was incorrectly given. The correct street is Askeri Darb, a short distance northeast of the Fighter's Plaza.) Go there, and you'll be given the initiation test for the Eternal Order of Fighters.

First, when you're in chains, BREAK CHAINS (you'll know if you're strong enough). Then, hit the "diagonal" keys until you finally get around the swordsman. Defeat him once you have your sword but, of course, DO NOT kill him! (He'll speak up for you in the endgame after you've dealt with Ad Avis).

RASEIR

The only "special" thing for fighters before the endgame at the Palace Plaza is to get out of the jail cell on the morning of Day 29. Show the pin to the Katta to identify you as a friend of the kattas, and then BREAK DOOR. A big strong guy like you can break out of a cell like this!

ENDGAME

You're at the Palace Plaza where the Djinn took you, and Sharaf has just left. Rush over to the palace side of the plaza. Type FIGHT GUARDS and do your stuff, fighter! Then, BREAK GATES and go in.

From the balcony, CLIMB DOWN ROPE, and fight Khaveen. When your sword is knocked away, PICK UP SWORD. When HIS sword is knocked away, PICK UP SWORD and you'll return it to him. Finally, finish him off in a fair fight. This, together with the other "good deeds" you've performed, will earn you a Paladinship and your own flaming sword in the final triumphant scene.

BREAK DOOR and go in. You've got to get away from that statue since you can't hurt it, so ESCAPE. Run to the left away from the statue, then run into an unlit candle to knock it over. Run forward along the left wall toward Ad Avis (never mind his magic fire!) and you'll automatically push him over the edge of the wall.

Congratulations, Hero! You win!

QUEST FOR GLORY 2: TRIAL BY FIRE is published and distributed by Sierra On-Line.

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