Written by Patrick Manlig
Edited/HTML enhanced by Paul Pollack (Internet: paul.pollack@intol.com,
www.intol.com/\paul\paul.htm)
Table of Contents
- Editor's notes
- Start of the game
- Locations of interest in Shapeir
- Solutions to assorted puzzles
Editor's Notes
Walkthrus regarding the Quest for Glory series, and walkthrus in general,
are primarily written in a quick & dirty fashion, meaning that they are
not meant to provide you with the maximum points but just to provide a quick
and positive ending to the game. While this should still be a walkthru, I do
feel that some additional information is needed.
As in Quest for Glory I (original), there are certain debug
codes that the programmers left in place, even after the game was finished.
These are available by typing SUCK BLUE FROG anytime during the
game and using an ALT-letter combination.
Valid ALT-letter combinations include ALT-W (Feature Writer
-- don't touch!), ALT-B (edit money/communications skill), ALT-K (edit one skill
by number; numbers not included in this text), ALT-H (edit all skills), ALT-I
(Edit inventory items -- numbers not included here), ALT-T (teleport to a location
and a time; Einstein would be proud), ALT-S (list the sprites currently on screen),
ALT-E (ego status), ALT-P (changes the objects on the screen to turn to only
one color depending on whether it it's in the foreground or background), ALT-F
(displays the memory status), ALT-G (Path Maker -- don't touch!), ALT-Z (quits),
ALT-X (quits), ALT-C (shows you possible locations to move), ALT V (turns the
effects of ALT-C and ALT-P off) AND ALT-N (?).
Note that the required numbers for the above cheats are not listed here,
as I didn't wish to way down the page. Enough experimentation should be enough,
but for those of you who would like a complete list, e-mail
me.
Most graphics shown are thumbnails; clicking on one of them will bring up
a bigger, more life-like screen shot. Sketches are taken from the Famous Adventurer's
Correspondence School guides from Quest for Glory I and II. Happy gaming!
The Town of Shapeir:
In the town there are the following locations of interest:
- The saurus pen
- Here you can buy your own riding saurus on day 2 or 3.
- The Katta's Tale Inn
- The Alchemist
- Here you can buy pills and sell different ingredients. You can also
buy the incense that will be needed do defeat the fire elemental later on.
Ask Harik about fire, since this is his specialty. He will also be able
to mix up some dispel potions for you.
- The Magic Shop
- This shop is run by Keapon Laffin, a person attuned to the element of
air. He can provide information on the element of air as well as spells
and a magic rope. If asked for, he will give away fool's earth. (or something
like that)
- The fountain plaza
- Here you can fill your waterskins, get dirt from the florist, buy a
brass lamp to contain a fire elemental and buy food.
- Aziza
- The enchantress will let you in if you answer her questions. You can
then get information about the different elementals and the enchanted tree
in the desert. While she tells something about all the elementals, she is
most attuned to the element of water.
- Palace plaza
- I think this is the place to buy a cloth bag, that will be used to store
a earth elemental later on. Aside from that the only thing that can be obtained
here is a pin that you're given as a gift after defeating the elementals.
- Fighter plaza
- Here you should find Rakeesh, a paladin and a noble warrior. He can
lend you a magical, flaming sword to defeat the earth elemental. He can
also tell you 'bout the element of earth. Blacksmith. This man sells swords
and daggers, and also like arm wrestling. It's a good way to add to your
strength. Also, on his sign hangs the bellows that you will use to capture
the air elemental.
- Adventurers' guild
- Here you can train, sign your name in the book, and find different quests
on the board.
- Astrologer
- You can get your future told here. If there's anything more to do, I
admit I missed it.
- Moneychanger
- As have been said, you change money here and get assignments if a thief.
- Nest of the griffin
- Can be found if walking left along the cliffs when entering the desert.
Scare the griffin away, and then use the magic rope or levitate to get a
feather. (This can be tricky)
- Enchanted tree
- Follow the cliffs to the right when entering the desert to get here.
- Oasis of the dervish
- Ask the guard at the town gate for instructions on how to find this
place. What you want here is some of the dervish' beard. On to the quest
When you've familiarized yourself with the Town, the elementals should start
to appear.
So, we find ourselves in Shapeir. An oasis in the middle
of the vast desert. We start in the Katta's Tail Inn, talking to Abdulla. Talk
to him and he will tell you that you should explore the town. But to do this
effectively you will need a map of the town layout. The Inn isn't the place
to look for such a thing, so we decide to leave this place. When exiting the
Inn, we enter a plaza, and in one corner there is a fellow trying to sell some
junk, like ashtrays, t-shirts, maps.. Hey - did he say map? That's exactly what
we need now! But when talking the man we soon find out that the money from spielburg
isn't accepted here! Fortunately, there is a moneychanger in this town, and
if you follow the instructions Ali Chicha gives you, you will eventually find
her.
After exchanging your money for Shapeir money, return to the stand of Ali
Chicha. Buy the map and compass from him. Now we have taken the first step to
exploring the town. During the following 12 or so days, all we'll have to do
is to defeat several elementals attacking the town. But there are other fun
things to do, as well.
The Magic-User will want to become a member of the WIT. To
become a such, You will first have to find where it's located. There are two
magicians in this town that you can ask, Keapon Laffin and Aziza. However, none
of those will tell you much. Perhaps give a pointer. To find WIT, you will have
to use the spell Detect magic to locate a certain cul-de-sac. When you think
you have found the right spot, cast an Open spell to enter WIT. Once inside
WIT you will be asked why you seek admittance (answer something like magic),
and will be asked to choose a mentor. You can see pictures of different persons,
among them Aziza. But she says she don't know you well enough. Hmm.. Who is
it on that painting? Remember ol' Erasmus? Well, he seems to remember you, and
despite much moaning from other Wizards, he can be chosen your mentor. Then,
all you have to do is to pass those tests... The first test is in a dark room,
where you will have to use detect magic, fetch and trigger to perform what Erasmus
ask you to do. Then it's on to the path of Wizardry. First to block your way
along this path is the element of air, in the form of a fan. Make the fan move
towards you and then levitate to let it pass under you. Thus, the first obstacle
has been negated. Next to hinder you is the element of earth. He can be coped
with by casting several calm spells after casting detect magic (or was it trigger?).
Just climb over the elemental when he is calm. The third element is fire. To
get past this one, extinguish the fire with a calm spell. (be sure to open the
door with a fetch spell first) Then, after closing the door (another fetch spell),
cast a force bolt at the upper half of the door. The door will allow you to
cross the hole. The last hinder is the element of water. It will have to be
melted with a flame dart, and then cracked with several well placed force bolts.
Once you have finished this, you will be accepted as an initiate in WIT. You
do not want to remain there, however, no matter what the other wizards say.
The Thief should seek out the moneychanger for more than
one reason. She just happens to be the local thieves' guild, and she will give
you an assignment if you identify yourself as a thief. Just follow her directions,
and remember to lift the rug. (if surprised, just hide in the closet - but be
sure you've oiled the hinges first) As a reward for a well done assignment,
she will then give you directions as to where more money can be found.
The Fighter will later be given the opportunity to join the EOF
(ask the adventurers' guild manager about this), but it will take some time
before this happens. When it does, just follow the instructions you get (the
letters left at the adventurers' guild) and simply break the chains when you're
going to be 'executed'.
The first one is the fire elemental, that will ravage
the gates plaza one day after it's first heard of. To defeat this hot- head,
get some incense that you spread on the ground. Then lead the elemental into
the alley and place the brass lamp on the ground. When You run out of incense,
use a full waterskin to force the elemental into the lamp. Voila, you now have
a magic lamp! Four days later, an air elemental will appear in the palace plaza.
This guy really doesn't like dirt, so if you throw some at him, he'll be paralyzed
for a while. When paralyzed, the elemental fit just nicely in the bellows.
The next challenge is the Earth elemental. It will
roam the streets of the town an can be encountered anywhere buy in the plazas.
To defeat it, you'll have to use fire. The two ways to do this is to use either
the flame dart spell or Rakeesh's Soulforge. Be sure to collect the remains
in a cloth bag.
The last threat to the city is a water elemental
appearing in the fountain. The only thing that can drive it from the fountain
is the air elemental captured in the bellows. It can then be captured in an
empty waterskin. The last important thing to do before leaving with the caravan
to Raseir is to have Harik make dispel potions. To do this, he needs some ingredients.
All of those you should already have collected, except for
one. The missing ingredient is the 'Fruit of Compassion'. To obtain this, you
will need to visit Aziza and ask her on the plant. Then get to the tree and
give it water, while telling it about yourself. Give it earth and tell it about
your deeds. Lastly, give it a hug and tell her her name. (Julanar) The tree
will now bear fruit, and Harik should be able to make the potions. (some things
are omitted here, but those pose no problems while playing the game) On to Raseir
You will now travel to the town of Raseir, where evil rules. After entering
the town, enter the Blue Parrot. There you'll find the head of the thieves'
guild in Raseir - a really slimy guy. He will have you steal a statuette of
a falcon from the captain of the guard. But first, you should meet a lady in
distress. She wants your pass, so that she can get out of the city. Of course,
that means YOU cant get out anymore, but we're supposed to be heroes, aren't
we? Give her your clothes and pass, and then you'll get a mirror in exchange.
Now to stealing the statue. Enter the central plaza sneaking,
and wait 'til the guard disappears. (as soon as it gets dark) Then use the magic
rope or the levitate spell to get to the window on the second floor. Enter the
room within and steal the statue from the cabinet. (once again you'll have to
use oil to make sure those hinges doesn't make any sound) Upon returning to
the 'Blue Parrot' you will be arrested as soon as you leave the tavern. In the
prison Remember the pin the Katta gave you? Remember what associations it gave
you? Well after talking to the Katta in the cell (and showing him the pin) You
skillfully use the pin to pick the lock to the cell. The Katta then show you
a secret passage leading out of here. Don't forget your gear, though.
At the other end you will part, just to run into Ad Avis.
He will hypnotize you and you will suddenly find yourself in the lost city.
The crypt Since the prophecy seems unwilling to fulfill itself, you'll have
to help it a bit. With the help of the mirror, the stars will suddenly be in
the correct positions and the door to the crypt will open. Ad Avis will then
urge you to go into the crypt. Again you will fight the elements. This time
Water is the first to oppose you as an underwater stream block your way. Every
now and then there floats past a log, could this be of any help? On the other
side of the stream there's a hole in the wall which creates a strong wind. Use
force bolt ore brute force to block the hole, and you've negated the second
element. You can then traverse the path to the room with boiling lava. Once
in there it helps to keep cool - if you find this hard, you should pour something
on yourself. On the other side of the lava you will find a cliff and a door
below it. To get down, use the rope or the spell levitate.
Once you approach the door, it will start asking nosy
questions. (only one, actually) The answer to the question could be discerned
from conversation with Abdulla, but why you should think of doing this before
you get the question, I don't know. The answer is 'Suleiman' (Ben Daoud, I think)
The only thing now standing between you and the statue of Iblis is the treasury.
Just don't take any of those goodies, and you'll get through this room without
problems. Now you enter the room where the statue of Iblis is located. The final
battle Just before you reach the statue, Ad Avis appears out of thin air. He
then seal the cave and leave you there to die. Fortunately, Ad Avis has misinterpreted
the prophecy, and when looking carefully you will find a ring on a stalagmite,
containing 'He who is left behind'. This being is a djinn,
and has the power to grant wishes. Since you have three, you can use two to
improve your character, while using the last to teleport back to Raseir. Once
here, you again meet the Katta from the cell, and he tells you that you should
sneak into the palace while the Kattas keep the guards busy. sneaking to the
palace, you see a handkerchief tied to the battlement. Wait until the guard
moves away, and then levitate or climb to where the hanky is. You now enter
the harem. (Wish one could stay there, sigh!) After a long scene, you will sneak
past the eunuchs guarding the harem. Now we find ourselves watching how Ad Avis
is freeing Iblis.

Since this is something that should be avoided, our task is to stop him,
but how? It is essential to stop him from finishing the ritual, and since you
can't get him from here, you must use the rope to get to the tower. Once there,
you can throw a dagger at one of the candles and break the spell. However, this
will upset Ad Avis. He will do his best to kill you, but if you duck, and throw
daggers at him, you should be able to kill him. (I had a hard time doing this,
mainly because I never got across the rope fast enough to stop Ad Avis from
freeing Iblis) Now all you have to do is to relax and watch the ending scene
- you have completed Quest For Glory II : Trial By Fire.
(This may be incorrect, since I am writing it without
being able to play the game and confirm that it's correct. It was a while since
I completed Quest for Glory II, so my memory may fail me.)
Created by Patrick Manlig and HTML enhanced by Paul
Pollack for Games Domain