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| T R I A L B Y F I R E |
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(AGDI REMAKE!!!)
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A FAQ/Walkthrough by CyricZ
Version 1.2
E-mail: cyricz42 at yahoo.com
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Table of Contents
1. Introduction
2. The Story So Far
3. Getting Started
3A. Controls
3B. The Classes
3C. Importing a Hero
3D. Character Statistics
3E. Magic Spells
3F. Surviving in this Crazy World
4. The Desert Realm of Shapeir
4A. Map and Points of Interest
4B. Characters
4C. Items
5. Combat
5A. The New Combat System
5B. Enemies
6. Fighter Walkthrough
7. Magic User Walkthrough
8. Thief Walkthrough
9. The Whole Story and Epilogue
10. Miscellany
10A. FAQ
10B. What's New in the Remake?
10C. Point List
10D. Frequently Missed Points
10E. Ways to Die
10F. Conversation Topics
11. Extras and Sidequests
11A. Magical Games
11B. Poetic Graffiti
11C. Fact or Fiction?
11D. Other Little Things
11E. Easter Egg Central *COMING SOON*
12. Standard Guide Stuff
12A. Legal
12B. E-mail Guidelines
12C. Credits
12D. Version Updates
12E. The Final Word
Hey, everybody! It's my great pleasure and honor to welcome you to my
FAQ/Walkthrough for one of the most long-awaited remakes in adventure gaming
history. Quest for Glory II: Trial by Fire has been successfully remade and
updated using the famed AGS engine and is now available from download from
the website of the extremely talented game developers: AGD Interactive.
Visit their website at www.agdinteractive.com to download today! It's totally
free!
So yeah, I'll reconfirm it: I love Quest for Glory. I'm absolutely crazy
about the series. This is a superior example of connecting modern RPG and the
classic Sierra graphic adventure. Unlike most of Sierra's other 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, as the recently-established
Hero of Spielburg, travel to the mystical desert land of Shapeir. The Emir of
Raseir, Shapeir's sister city, has gone missing, and foul magic is suspected
to be at work. It will be your task to discover the mystery behind his
disappearance, as well as combat the magical forces bent on Shapeir's
destruction.
Gameplay-wise, this game is the most story-based and linear since many events
take place on certain days, but these events are non-intrusive in nature and
leave you with more than enough time to practice and hone your skills.
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2. THE STORY SO FAR
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In the beginning of his grand sweeping adventure, our hero (named and
portrayed by you, the player) left his hometown to make a name for himself as
a true hero. He travelled to the rustic barony of Spielburg, a valley that
had been cursed for many years. The Ogress, Baba Yaga, was the source of this
curse, taking revenge on the Baron for his attempt to drive the witch from his
peaceful valley. The curse cost him his son and daughter, as well as many of
his guards and holdings. The realm then became overrun with brigands and
monsters, and the Baron locked himself away in his castle.
Although a dangerous land, the Hero found many friends to be made among the
population. He made acquaintances of the Katta innkeepers, Shameen and Shema,
and their merchant friend, Abdulla Doo. He also met beings of great magical
power such 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.
He also met some particularly inscrutable types, such as the nasty seller of
information, Bruno. He also visited many scenic locales, including cliffs
with strange plant-life, the majestic Flying Falls, and the meadow known as
Erana's Peace, rumored to be the final resting place of the great Archmage.
But being a hero's more than making friends and influencing people, so the
Hero set to work righting wrongs. In a deep cave guarded by a Kobold Magic
User, the Hero freed an enchanted bear, who turned out to be the Baron of
Spielburg's lost son, Barnard. This was the first stepping stone to greater
things. By spying on Bruno and another brigand's plot to overthrow their
leader, the Hero discovered a secret way into the fortress of the brigands.
Passing by the great Minotaur, Toro, the Hero invaded the fortress, snuck his
way to the leader's room, and dispelled the enchantment on her. The leader
was, in reality, the Baron's daughter, Elsa. After leaving the fortress, the
Hero made a final visit to the Ogress, Baba Yaga. Using a Magic Mirror
against her, he reflected back her own evil magic and forced her to flee the
land.
Now, the Hero of Spielburg joins his friends Shameen, Shema, and Abdulla Doo.
With the recovery of Abdulla's wealth, which includes his magical carpet, the
four travel to the desert realm of Shapeir, which needs heroes, too.
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3. GETTING STARTED
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In this section, you'll find all you need to get this train wreck a-rollin'.
==============
3A. Controls =
==============
Main Interface
The new interface of this remake is the basic Sierra (and AGS) point-and-click
interface, updated from the original text parser interface. Move the cursor
to the top of the screen to view the icon sets. You can also toggle through
the 1st, 2nd, 3rd, 4th, and 7th icons using the right mouse button. Whenver
I say "click", it's with the left mouse button, unless I say otherwise.
The first icon is the Walk icon, which looks like a miniature you. Click it
anywhere to walk to that location, if you're able. The third mouse button
will automatically switch to this.
The second icon is the Look icon, represented by an eye. Click to look at
stuff. Click on any general vague part of the screen to get a general view
of the area, and specific items for detailed descriptions.
The third icon is the Touch icon, represented by a hand. Click on objects to
take, search, or manipulate them. For instance, you can use it on doors to
open them, the fountain to drink some water, or your Saurus to climb on it.
The fourth icon is the Talk icon, represented by a mouth. Click on people to
ask them about things, or on yourself to tell about things (who you'll speak
to depends on who you're close to). More will be said on dialogue shortly.
The fifth icon is the Special icon, which looks like a swirly thing.
Click on it to open a new window. In this new window:
- Click on the image of you walking to resume walking if you've been running
or sneaking.
- Click on the image of you running to start running.
- Click on the image of you sneaking to start sneaking (if you have any
points applied to Stealth).
- Click on the image of you snoozing to get some rest. In most areas, this
will let you rest for an hour. In your room at the inn, you can use it to
sleep until morning or evening, as well as one hour.
- Click on your studly portrait to view your Character Screen.
- Click on the hourglass to get the time of day. You'll get a message
approximating the time.
- Click the check mark to close the window.
The sixth icon is the Magic Icon, which looks like a five-pointed star, and
you can only access it if you have points in your Magic skill. Click it to
open a Magic Spells window. There, you can use the eye to get info about a
spell, the pointer to pick a spell to cast, click OK to close the window,
and the question mark to get info about the icons and your spells. Each
magic spell is represented by a different icon:
Open: Key
Detect: Eye
Trigger: Circle of light with a cross in the middle
Dazzle: Three sparkles of light
Zap: Sword
Calm: Open hand
Flame Dart: Small fire
Fetch: Cupped hand
Force Bolt: Dotted burst
Levitate: Ball of light with motion lines implying upward motion
Reversal: Arrow looping up, then down
Some spells need to be targeted. Once you select them, your cursor will
become a crosshair. Click the crosshair on your target to cast it there.
The following spells need to be targeted: Open, Trigger, Flame Dart, Fetch,
Force Bolt.
The seventh icon is the Active Item Icon. Click on it to use the Inventory
Item you have recently selected. Click the item where you want to use it.
The eighth icon is the Inventory Icon, which looks like a chest. Click
on it to access the inventory window. There, you can use the eye to
look at an item, the pointer to take an item to use, the question mark to
get info about the other icons, and the OK to close the window.
The ninth icon is the Console Icon, which looks like a slider. Use it
to bring up the menu to Save, Restore, Restart, or Quit your game, as
well as adjust the speed, difficulty, and sound volumes. You can also change
the dialogue type (discussed below), the combat keys and "auto-assist", which
is discussed in the Combat section, and whether or not "Silly Clowns" are on
(which refer to cute little jokes that pop up in the game).
The tenth icon is the Help icon, which looks like a question mark. Click it
to access several pages of text describing the above.
---
Dialogue
Talking with characters has taken on a rather unique form. At the outset of
the game, you'll be asked to pick a dialogue option. You have a choice of
point & click, the text parser, or both.
The text parser was the original way to communicate in the original QfG1 and
QfG2, where you'd type in "ask about", then a possibly relevant subject.
This required you to listen carefully to topics that the character brings up
so you can continue to probe him along those lines.
The point & click system was introduced originally in the remake of Quest for
Glory I. Instead of fishing for things to ask about, you'll be given a list
of various relevant topics. Asking of a particular topic could branch new
topics to discuss, thus the term "dialogue trees" that came to describe it.
This remake allows you to do either or both. If just text parser is turned
on, then clicking the Mouth on a character will bring up the parser for you
to ask them about something. Good if you want to go freestyle, but the
real important stuff might get missed. With the point & click turned on,
you'll be given relevant topics to ask. With both turned on, you'll have the
option to slide a subject in on the side if you wish. Also, dialogue trees
can change as the days progress, so be sure to check in with characters often
for new news.
---
Keyboard Controls
In addition to using the main interface, you can also employ several keyboard
functions.
You can use the numeric pad (with Num Lock turned off) to move your character
in the desired direction.
Also, there are several hotkey functions you can employ during gameplay:
CTRL+H or Backspace = Compass Heading
CTRL+I or Tab = Inventory in a list format
CTRL+R = Read Map
CTRL+Q = Quit Screen
CTRL+S = Character Screen
CTRL+T = Time of Day
CTRL+W = Shows you how many steps you've taken thus far
F1 = Help Screen
F5 = Save Screen
F6 = Recast last non-targeted spell (good for building up skill in it)
F7 = Restore Screen
F9 = Restart Screen
F12 = Take Screenshot
=================
3B. 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 against 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.
You start your quest with a Money Pouch containing 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 foe. 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 amongst 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.
You start your quest with a Money Pouch containing 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.
You start your quest with a Money Pouch containing 150 Gold Coins from the
Land of Spielburg, five Food Rations, a Full Waterskin, five Daggers, Leather
Armor, your Thieves' Guild License, your Thieves' Toolkit, and of course,
knowledge of the all-important Thief Sign.
---
Character Adjustment
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 amongst 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 cotton to 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 was established at.
If you give a Fighter or Magic User a Lockpicking skill, you'll be given
a Lock Pick.
---
One Last Thing
Once you click "Start Game", you'll be given two final options.
The first option is for dialogue, where you can select to have the point and
click style only, the text parser only, or both at the same time. This
setting can be changed at any time during the game from the System Menu.
The second option is for how complicated you want Shapeir to be. In the
original game, the city of Shapeir was a vast maze of streets and alleys that
was rather difficult to navigate, particularly early on when you don't have
the map at hand. That said, for nostalgia sake, you can use the original
alleyway layout, or you can select a simplified layout that makes getting to
the actual points of interest a LOT easier. This setting cannot be changed
once the game is underway. This setting will also eliminate a few cool
Easter Eggs.
======================
3C. Importing a Hero =
======================
Another one of Quest for Glory's charms is the ability to carry your hero over
from previous adventures.
To import your hero, take the .sav file you created upon completing the first
game and place it in your QfGII folder alongside the rest of the files. The
"Import" function will immediately go to that directory to find character
files.
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.
NOTE: In the original game, you were not given a pool of 50 points to add if
you imported. In the remake, you will be given a 25 point pool.
There are a bunch of other little tidbits about importing that are generally
not considered for people who play normally, but I'll announce them as a
list, anyway:
- Fighters will always start with a Broadsword, Shield, and Chainmail Armor,
regardless of whether they didn't have them at the end of the last game.
- Magic Users (or any class with points in the Magic skill) will have all the
spells they completed the last game with. If you didn't find/buy one or more
of the following spells, they will be given to you at the beginning at entry
level skill: Open, Trigger, Zap, Calm, Flame Dart, Detect, and Fetch.
- Thieves (or characters with points in Thief skills) will retain a Lock Pick
if they finished the last game with it. If you didn't have a Thieves'
Toolkit, they will get one for this adventure. The Thieves' Guild License
can also be carried but serves no purpose in this game.
- All classes retain the same number of Daggers they finished the last game
with. The only exception is for Magic Users or Thieves that ended the last
game with zero Daggers, in which case they'll begin with one.
- If your character had Chainmail Armor, regardless of class, they will
keep it. This is even true for Magic Users and Thieves.
- If your character had one or more potions of Undead Unguent when they
finished the last game, they will carry those to this game.
- 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).
- Regardless of anything else, all Heroes will start with five Food Rations
and a Full Waterskin.
---
Changing Class
Something that was present in later Quest for Glory games and now brought to
this remake is the ability to change class on your imported Hero.
If you decide to change your Hero's class, you will retain all the skills
you had in your old class at the same levels, and any skills your new
class should have will be given to you, all at a starting level of 1.
A few more rules apply as well. Fighters who become a different class will
lose their sword and shield, but retain their armor. Thieves will no longer
have their License, but will get/retain the Lockpick and Toolkit. All
rules above apply as well, such as retaining daggers, spells, etc.
==========================
3D. Character Statistics =
==========================
Any time you press CTRL+S or click on your portrait in the "Special" icon
section, 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). Throwing is also a great way to gain
Strength.
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). In this game, Fighters tend to gain Intelligence
more easily since they have fewer means of "grinding" for it. Thieves can
grind it by Lockpicking.
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. One way to increase it is engage in
combat and make good moves.
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.
---
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 (must be at melee range
for it to count).
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 (must be at melee range for it to
count).
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. This skill is also useful for avoiding monsters
in the wild.
- 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
chew on you. Throwing can also be used to hit or knock off things that
are far off.
- Increasing Throwing can come from throwing rocks or daggers. Just pick up
some rocks off the ground and throw them ad nauseum to drive this up.
Climbing: Another Thief Skill, you'll need it for scaling walls, trees, gates,
ropes, and other non-ladder surfaces.
- Increase Climbing by, naturally, climbing. A good place to grind this is
the Oasis, at the tree next to the Dervish.
Communication: This is a new skill for Quest for Glory II. This is your
ability to speak well. This is good for bargaining. When you try to make a
purchase, the bargaining window will open, and you'll be able to suggest a
new price for the item. A higher Communication means being able to talk the
item down to cheaper. This cannot have points assigned to it at the
beginning of the game. It's calcuated by the formula of three times your
Intelligence, plus your Luck, divided by four. So, if you have an
Intelligence of 70, and a Luck of 58, then your Comm. will be:
((70 X 3) + 58) / 4 = 67
- Increase Communication by buying things and attempting to bargain.
Successful bargainings will increase your skill faster. I've found buying
flowers (and subsequently giving them) is a nice quick way to go about
this.
Honor: This is the measure of the good deeds one does throughout his quest.
This is another 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 (which is by far the fastest way). You can also
decrease Honor during the course of the game by doing bad things, such as
attacking something defenseless, stealing stuff, or generally being a jerk.
---
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. If you run out, doing something strenuous will be at the cost of
your health.
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.
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. For
non-targeted spells, use the F6 key to cast it over and over again quickly,
without having to go to the menu.
---
Older Spells (Spells from 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, or when you've
come across something locked and you don't have the key.
"Detect Magic"
MP: 2
Found: Any class with Magic begins with it.
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: Any class with Magic begins with it.
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 to burn things. As you increase in skill, your Flame
Darts will do more damage in combat.
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 combat. While it doesn't generally cause as much
damage as Flame Dart, it is a guaranteed knockdown.
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 (or back in time), 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.
===================================
3F. Surviving in this Crazy World =
===================================
Desert Survival
Let's start with SAVE OFTEN!!!
Your character is a regular 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, click the
Mouth on yourself and select "Return to the City. 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 locks up. Make sure you have the key from Shameen
to get in.
- Not Yet Dawn: Money Changer closes.
There are only three 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 two places to sleep are at the Oasis in the desert and at the Tree
found in the desert. You can treat each just like your room, there, being
able to sleep an hour, until Morning, or until Evening. Don't sleep away from
Shapeir for too long, because you might miss some important news. Also, you
cannot sleep at the tree during the daytime until it grows leaves to shade
you.
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 used to be here, but it's a big deal now, so it's got its
own section further below.
---
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 (maximum of five)
- Ghoul Claws: 15 dinars each (maximum of ten)
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 a price down more.
******************************************************************************
4. THE DESERT REALM OF SHAPEIR *CONTAINS MINOR 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, in the game launcher, open the PDF of the FACS
manual, where you'll find a map which you should probably print out. Also,
you can buy a map which also has a representation whenever you read it
(CTRL+R, or click the map on yourself). This map will also show your
location. Quite handy, indeed.
However, I can give a general idea of how the city is laid out.
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 lengths.
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. New to the
remake is a storage chest in your room for placing extra belongings when you
don't need to carry them around everywhere.
"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, Sitar, who charms for his
centimes. There is also Lisha, the flower merchant, and Alichica, the tour
guide.
Lisha's Flowers:
- Bouquet of Flowers: 10 centimes
- Dried Flower Art: 38 dinars (see Section 11D for availability)
Alichica's Tours of Shapeir:
- Map of Shapeir: 100 centimes
- Compass: 100 centimes
- Sand Dome: 10 dinars (see Section 11D for availability)
- Saurus Foot Trash Can: 10 dinars (see Section 11D for availability)
"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.
Scoree and Sloree's Fine Foods:
- Dates: 30 centimes
- Bread: 30 centimes
- Falafels: 70 centimes
- Saurus-on-a-Stick: 70 centimes
- Lizard Jerky (aka Rations): 100 centimes for five
- Signed Game Box: 31 dinars (see Section 11D for availability)
- Bumper Sticker: 31 dinars (see Section 11D for availability)
Toshur's Pottery:
- Empty Pot: 300 centimes
- Decorative Pot: 37 dinars (see Section 11D for availability)
Tashtari's Brass:
- Brass Lamp: 15 dinars
- Brass Jug: 36 dinars (see Section 11D for availability)
- Big Brass Jar: 36 dinars (see Section 11D for availability)
Saba's Baskets:
- Small Basket: 300 centimes
- Weaving: 33 dinars (see Section 11D for availability)
Lasham's Plants:
- Potted Plant: 35 dinars (see Section 11D for availability)
"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.
Kiram's Clothwork:
- Cloth Bag: 50 centimes
Mirak's Leather:
- Waterskin: 100 centimes
- Leather Boots: 500 centimes (takes 3 days to complete, must have entered
combat with a Ghoul)
"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:
- Carpet: 50 dinars (see Section 11D for availability)
"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, Saurii 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
"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.
- Oil: 20 centimes
- Incense: 70 centimes
- Vigor Pills: Three for 500 centimes
- Healing Pills: Three for 10 dinars
- Poison Cure Pills: Three for 12 dinars
- Mana Pills: Three 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.
- X-Ray Glasses: 15 dinars
- Magic Rope: 125 dinars
- Detect Magic Spell: 10 dinars
- Trigger Spell: 15 dinars
- Force Bolt Spell: 20 dinars
- Dazzle Spell: 25 dinars
- Levitate: 30 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. The Guild is
also a hangout of the Liontaur Paladin, Rakeesh. If you wish to practice
fighting, go through the right-hand door to the training area, then ask
Uhura about Tutorial to learn the new combat commands, then about Challenge
for a proper sparring match. It's worth noting that as you build in skills,
Uhura will try to step up her game to match yours.
"WS" - Weapon Shop
You can buy weapons at this shop from Issur. You can also arm-wrestle him
for some money.
- Daggers: 500 centimes 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 the entrance to the Institute in Shapeir, one of several throughout
the world of Gloriana, situated at the end of Sahir Tarik. It is said that </pre><pre id="faqspan-2">
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 one of the few locked, but unbarred doors 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, as things happen far more storylike, so there's no need to
explore.
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 your 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 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.
Alichica - (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
There are also several other merchants dotted around the streets of
Shapeir. These have been added for the remake and you will not buy
anything from them.
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. If you learn enough magic,
he'll allow you to challenge him to a game of Force Bolt Flurry.
Issur of the House of Usher - (human male from Shapeir)
The proprietor of the Weapon Shop is very arrogant and no-nonsense. 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 on in years. In the distant past, he was once
the King of Tarna, but he gave up that title and became a Paladin to fight
the demons that plagued his homeland. 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 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, if
Rakeesh is to be believed.
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. If you learn enough magic,
she'll allow you to challenge her to a game of Wizard's Whirl.
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. He performs at the Inn on certain days and can also be
found in the Fountain Plaza on others.
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 - (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, but he tends to speak a bit sideways when getting
to his point. He has a challenge for you later in the quest.
Al Scurva - (human male from Raseir)
He was thought to be the apprentice of a master magician, but he's
disappeared recently. 'Course, no one really cares.
---
Residents of Raseir -
If you don't want to be spoiled here, don't read on, as this covers all
the characters you meet once you enter Raseir.
Emir Arus al-Din - (human male from Raseir)
The old Emir disappeared a year ago from Raseir. No one knows what became
of him, except those responsible, of course. He wasn't a terribly good
ruler, but he had a good heart.
Emir Ali al-Din Hasan - (human male from Raseir)
The new Emir is far worse than his brother, Arus. It is rumored that he
shuts himself up in his room and hides from all.
Khaveen - (human male from Raseir)
The Captain of the Raseirian Guard is quite the bully. He doesn't like
you very much at all. It's said that he runs the city of Raseir, but it's
also said that he takes orders from another.
Signor Ferrari - (human male from parts unknown)
Ferrari is a businessman. He owns the Blue Parrot Inn, and runs all illicit
activites in Raseir, but he'd never admit it. He's your contact in Raseir
if you're a Thief.
Wilmer - (human male from Raseir)
The bartender in Raseir is just as talkative as the one in Spielburg, but he
sells some pretty tasty beverages.
Ugarte - (human male from Raseir)
The seller of information, Ugarte knows everything about everyone, or so he
says.
Zayishah - (human female from Raseir)
The daughter of the new Emir is not happy with the condition of the city.
Unfortunately, there's little she can do about it, as she's shut up in the
Harem with the rest of the single women.
Mayzun - (human female from Raseir)
She has been Zayishah's servant since she was little, and her slave since
slavery was allowed. She would do anything for Zayishah.
Sharaf - (Katta male from Raseir)
His name means "Honor". The only Katta left in Rasier, Sharaf is Shema's
cousin. He wouldn't leave with the rest of the Katta. He swore he would
stay behind until he could free the city.
Ad Avis - (human male from Raseir)
The true cause behind all the misdeeds in Raseir, Ad Avis is a very powerful
Wizard. He desires two things: complete Power and complete Control.
Nawar, Budar, Layla, Kahla, Dunya, Sulayma, Ruzhat - (human females from
Raseir)
Any woman who is not a mother, wife, or young daughter is confined to the
Harem. These young ladies don't appreciate their imprisonment, and they
know how to keep secrets.
Abu, Barli, Hajib, and the rest of the Eunuchs - (human males from Raseir)
Eunuchs, in case you didn't know, are men who have been castrated so that
they'd have no feelings towards women, and are thus allowed to guard them.
These men are trusted to guard the Harem, and they're VERY good fighters.
===========
4C. 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.
Description: 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, but preferably more.
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
Money Pouch
Found: Start any Quest with it.
Description: Your pouch holds all the money you find on your quest. Don't
lose it or anything. The currency of Shapeir is 100 centimes to the dinar.
You begin your quest with it filled with Gold Coins from Spielburg, which
you'll need to exchange at Dinarzad's.
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 500 centimes.
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 Registration
Found: Saurus Stables for 50 dinars.
Description: This fancy piece of parchment states that you are the proud
owner and operator of a fine riding saurus.
Undead Unguent
Found: Imported from QfG1.
Description: This holdover from the last game, if you kept some, can be used
and it will be useful against Ghouls. Melee attacks from Ghouls will do
no damage, nor will the strikes replenish the Ghoul's MP. You'll still
recoil from strikes, however.
---
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 Thieves' Toolkit, but you might as well carry it around for nostalgic
purposes.
Thieves' Toolkit
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.
Magic Rope
Found: Purchase from Keapon Laffin for 125 dinars.
Description: Amazing how a little bit of magic can simply remove the need
for a hook or grapnel. With this tool, you can scale to new heights that
were previously unreachable. Be careful, though. You only get 50 uses
of the rope, but you can always buy a new one, unless you can't.
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. In
fact, you may not want to get rid of it, despite its worth. There may
be other uses for it.
Jade Necklace
Found: Steal from Guard's House.
Description: A considerable dig through a well-locked jewelry box will
yield this item.
Silver Scimitars
Found: Steal from Guard's House.
Description: This decoration is displayed rather prominently, so be sure to
make it one of the last things you grab before beating a hasty retreat.
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 needs the venom of Scorpions to make Poison Cure
Pills. You can turn in a maximum of five for 20 dinars each.
Ghoul Claw
Found: On (re)dead Ghouls.
Description: The Apothecary will pay 15 dinars for the claws of a Ghoul. He's
trying to make a pill that will nullify the effects of a Ghoul's touch. You
can give him a maximum of ten.
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 15 dinars 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: Alichica's Tourism Stand (Gate Plaza) for 100 centimes.
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
Rx Insignia = 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: Alichica's Tourism Stand (Gate Plaza) for 100 centimes.
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 300 centimes.
Description: This is a pot. It makes pot-like noises and has a pot-like
smell. If you ask Keapon Laffin or Lasham for earth, they will fill this
pot. If you don't have one when you ask, they'll give you a pot, anyway.
Small Basket
Found: Saba's Basket Stand (Fountain Plaza) for 300 centimes.
Description: This reed-made basket can be used to scoop up sand from the
desert, much like the Cloth Bag.
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 (Plaza of Fighters) 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
Inn Key
Found: Given to you by Shameen at night if you try to leave the Inn.
Description: The Katta's Tail Inn will close at midnight, so you'll need
this if you want to get back inside.
Small Rock
Found: Out in the desert, all around, just click the Hand on the ground and
you'll snag some.
Description: These can be used as cheap throwing weapons. They don't do much
damage, though.
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.
Ghoul Head
Found: On a Ghoul if you've been to the Adventurer's Guild.
Description: What possessed you to pick this up is beyond me, but you can
turn it in to Uhura and she'll stick it on the wall to be your very own
trophy. You have to specifically click on the head and can only pick it up
if the Ghoul died with its head falling off.
Note
Found: Given by Uhura on Day 13, 14, and 15 if you're a Fighter
Description: A simple piece of paper with bad handwriting. Having it isn't
as important as knowing what's written on it.
---
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 is difficult to do if
you're a Magic User or a Thief. There are other ways for those guys to
obtain the same Bellows, though. Check the walkthroughs.
Bag of Sand
Found: Cloth Bag becomes this when you click it on the desert sands.
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!
---
Room Decorations
NOTE: All these items are pretty useless. They can only be used to
decorate your room, and were included as a way to spend the tons of dinars
you'll end up having before the game's over. Many of these items will not
show up until a certain point in the game, so keep talking to these
merchants until they offer them. See Section 11D later in the guide for a
full breakdown of when and how they're available.
Sand Dome
Found: At Alichica's Tourism Stand (Gate Plaza) for 10 dinars.
Description: It's a little Shapeir in a jar! Shake it to see the sand fly.
Saurus Foot Trashcan
Found: At Alichica's Tourism Stand (Gate Plaza) for 10 dinars.
Description: Red Saurus, specifically. Good for hookshots of wadded up
balls of paper, I guess.
Small Carpet
Found: At Tiram's Carpet Stand (Palace Plaza) for 50 dinars.
Description: This carpet you cannot carry, but will be placed in your room
automatically.
Decorative Pot
Found: At Toshur's Pottery (Fountain Plaza) for 37 dinars.
Description: This blue or brown pot (varies depending on game) will make a
fetching conversation piece. You can say: "I bought that pot at the
bazaar in Shapeir."
Potted Plant
Found: At Lasham's Plants (Fountain Plaza) for 35 dinars.
Description: Well, it's no Japanese Peace Lily, but it will oxygenate the
room for you. You can't carry it; it will be sent automatically to your
room.
Brass Jug
Found: At Tashtari's Brass Stand (Fountain Plaza) for 36 dinars.
Description: A fine example of Tashtari's work, perfect for placing on top
of your closet.
Big Brass Vase
Found: At Tashtari's Brass Stand (Fountain Plaza) for 36 dinars.
Description: This gargantuan piece represents the pinnacle of Tashtari's
skill. Whenever I see it, all I can think of is using it hide under while
sneaking around.
Weaving
Found: At Saba's Basket Stand (Fountain Plaza) for 33 dinars.
Description: This weaving could have a pattern or a familiar face on it.
It will look lovely on your wall.
Dried Flower Art
Found: At Lisha's Flower Stand (Gate Plaza) for 37 dinars.
Description: Do you know how hard it is to work in dried flowers? Pretty
hard. Lisha's quite the artist, and this will make a great addition to
your room.
Bumper Sticker
Found: At Sloree's Meat Stand (Fountain Plaza) for 31 dinars.
Description: It's rumored that Scoree and Sloree have one of these on the
back of their own car. Of course, they can't GO anywhere in this car,
combustion engines not having been invented, yet.
Signed Game Box
Found: At Sloree's Meat Stand (Fountain Plaza) for 31 dinars.
Description: This might become quite the collector's item, someday. I threw
mine out ages ago. :(
Electric Fan
Found: Beat Keapon Laffin twice at his Force Bolt Flurry game.
Description: This would be a great way to cool down your room, if not for
the fact that you have no place to plug it into.
---
New Items
Leather Boots
Found: At Mirak's Leather stand for 500 centimes (after you fight your
first Ghoul)
Description: It may take a few days for Mirak to make this, but once he
does, you'll have tough boots that can withstand the Acid Spit of the
Ghouls. You just have to fight a Ghoul first to be able to ask them from
him (but you don't have to kill it, you can run away).
Flat Box
Found: Askeri Darb, at the very end of the street, in a pile of garbage.
Description: This odd box seems to be made out of a harder substance than
paper, but softer than wood. What could it have originally contained?
Warrior's Diary
Found: On the corpse of an enemy roaming the city.
Description: This item is described in much greater detail in section 11B.
******************************************************************************
5. COMBAT
******************************************************************************
===========================
5A. The New Combat System =
===========================
Get ready to rumble, because the remake of Quest for Glory II has a
*significantly* reworked combat scheme.
NOTE BEFORE WE GET GOING: Turn off Num Lock! The numeric keypad requires it
to be off to input commands, unless you choose to remap them, of course.
First, the beginnings of combat, which largely haven't changed:
Most often, you'll be set upon by a monster in the desert. It'll be running
towards you and you can either click your weapon on it, or let it get close
and engage you. If you're able, while the monster is still at a distance, you
can throw rocks or daggers, or cast spells such as Zap, Flame Dart, Force
Bolt, Calm, or Dazzle. You can also just run away.
There are some combat instances that are scripted and you won't have the usual
extra opportunities. These combats are still largely played out in the same
manner.
---
Now for the meat of the matter. Once 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.
You and your enemy are now in a combat "zone", which basically consists of
five "spaces" in a row. You and your enemy will start in the middle space,
and each of you has two spaces behind you.
---
Basic Combat -
Advancing/Retreating: Press 2 to move away from your foe backwards, or 8 to
move towards him if there's at least a space between the two of you.
Dodging: Press 1 to dodge to the left, and press 3 to dodge to the right. If
you do this just as your enemy begins his attack, you'll successfully dodge
it, providing you stepped in the proper direction, and your skill is high
enough.
Evasive Manuevers: Press 2 just before your enemy strikes to perform a generic
evasive move: if your opponent is attacking high, you'll duck. If your
opponent is attacking low, you'll jump up. If your opponent is attacking to
the middle, you'll jump back a space, which will cost you ground and stamina,
but it works almost all the time as opposed to the tricks of dodging. The
jump back will not work, of course, if you have nowhere to jump back to.
Blocking/Parrying: Press 4 just before your enemy strikes in an attempt to
block the attack with your shield. Press 6 to attempt to parry with your
sword. These movements have a smaller timing window than dodging, but they
keep you in the action for launching counter strikes. You can block and
parry in any direction that you're being attacked.
Striking: Press 9 for a quick thrust which causes a small amount of damage.
Press 7 for a slower swing that causes a larger amount of damage. Watch
your enemy carefully to time your attacks.
Knockdowns: As you pound an enemy, you will sometimes knock them down, which
will push them back a space. Advance and push them back into a corner to
gain the advantage. Of course, knockdowns can also apply to you.
---
Advanced Combat -
Throwing Daggers: Anyone with the Throwing skill can use this in comabt if
they have more than one dagger and aren't currently carrying a shield. While
at least one space from your enemy, press Q to throw it. It's fast, but it
can be dodged. If you're a Thief, you can throw daggers rapidly to pile
on the damage, although you will run out of daggers quickly this way.
Backstab: This is a Thief skill only and requires Throwing and Stealth.
Sneak around the desert, and if your Stealth is high enough, you may happen
upon a monster walking the other way. You can get its attention if you
want, but a particularly devastating move is to throw a dagger at this
point. Depending on your Throwing skill and Strength, this may be a
one-hit kill. This will cost you Honor, though, like you need it.
Spells: The Magic User can employ a few spells while in combat.
Zap: Press W to cast. It takes a couple of seconds, which will leave you
open for attack. The next strike will cause extra damage and will knock
the enemy down. Also, this gives you a bonus to the chance of performing a
jumping lunge after jumping back.
Dazzle: Press S to cast. The enemy will pause to rub their eyes. If the
enemy is ready for it, they may cover their eyes ahead of time.
Force Bolt: Press A to cast. This will cause lesser damage to the enemy and
is a guaranteed knockdown. You cannot cast this while in melee range. If
you beat Keapon Laffin at Force Bolt Flurry, you can then charge this spell
for much greater power by holding down the button.
Flame Dart: Press D to cast. This will cause greater damage to the enemy
than Force Bolt. You cannot cast this while in melee range. If you beat
Aziza at Wizard's Whirl, you can then charge this spell for much greater
power by holding down the button.
Combo Attacks:
Plunge:
Requirement - Weapon Use = 105(F)
Weapon Use = 110(T)
Weapon Use = 115(M)
For dagger users, follow up a swing with a quick thrust for a downward
plunge (press 9, then 7). Fighters can use this skill by storing their
sword and shield in their storage chest, taking a dagger into combat.
Inverse Swing:
Requirement - Weapon Use = 105(F)
Once learned, a Fighter can use a double attack. Press 7, then 9.
Overhead Slash:
Requirement - Weapon Use = 145(F)
Once learned, a sword user can use a triple knockdown attack. Press 7,
then 9, then 7 again. If the final strike connects, it will always score
a knockdown.
Special Moves:
Leaping Lunge:
Requirement - None, but is drawn against Luck for success (F,M,T)
This skill is an unblockable leaping attack. If you press 2 and jump back,
you have a random chance of then jumping forward with this attack.
Sidekick:
Requirement - Agility = 110(F,M,T)
This will help you in fights with multiple enemies (like Jackalmen). As a
second enemy tries to flank you, press 5 to kick them away.
Backflip:
Requirement - Agility = 180(F)
Agility = 190(M)
Agility = 160(T) or complete Rope Walking once
Once you learn this attack, you can press 2 or E just as you're being
knocked to the ground to quickly spring to your feet. This counts as a
"jump back", meaning you'll have a chance for a Leaping Lunge.
Counter Slash:
Requirement - Parry = 110(F), block then swing
Parry = 120(F), parry then swing
Parry = 130(F), block then slash
Parry = 140(F), parry then slash
This is a skill that allows you to immediately retaliate after being
attacked if you time it right. The first one you learn is to block with 4,
after which you can swing with 9. The second is to parry with 6, then
swing with 7. As you increase in skill, you'll also begin to throw in
overhead slashes as a counterattack, which can cause greater damage.
Rising Slash:
Requirement - Dodge = 120(F)
When you successfully duck an attack with 2, retaliate by immediately
pressing 7 to slash upwards, which is an immediate knockdown.
Skull-Splitter:
Requirement - Dodge = 130(F)
When your opponent is attempting to attack with a low strike, immediately
press E to leap in the air and drop him with a downwards slash.
There are other special moves to be found, but they're very specific to a
certain time, so I'll only bring them up then.
Oh, and big thanks go out to Erpy for giving me all those exact stats data
for the requirements of the special moves.
W = Zap
S = Dazzle
A = Force Bolt
D = Flame Dart
Q = Throw Dagger
E = Special
All these keys can be remapped in the System menu.
Practice, practice, PRACTICE with Uhura, not only to get a feel of it, but to
also build up your skills, which actually need to be considerable to cause a
good amount of hurt in this game. We're talking at least 100 on Strength and
Weapon Use. A favorite tactic is to practice with Uhura until exhaustion,
rest an hour in the guild, then go again.
---
Aftermath -
After combat, assuming it went well, you should always search the body by
clicking the Hand on it. Some monsters carry money. Others carry components
for Harik Attar, but you need to learn about them from him before you can
gather them. Also, save and heal up if you need it.
If you were riding your Saurus and got kicked off, simply go straight up to
scroll back to normal, and he'll return.
---
Auto-Assist -
This can be found under the System menu, under Combat Options.
Also known as the "copilot", you can use this on low-to-medium difficulty to
let the computer help you out in combat. It won't fight for you, but you
can suggest trends for it to follow, particularly when enemies attack you.
For instance, you can use the Block vs. Parry slider so the copilot can decide
how to handle incoming attacks.
I'll elaborate on this as I get more practice with it, but it's not a number
one priority for me at the moment.
=============
5B. Enemies =
=============
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.
As a general note for the update, monsters are a LOT more difficult than
they used to be. Be extremely careful and well-prepared when you go out
to fight. Have high levels of your relevant skills, enough pills to recover,
and most probably your Saurus so you can go home at a moment's notice. Also,
make sure you learn some skills like the leaping lunge, sidekicks, and combo
attacks. I used to have difficulty levels here, but the tips will tell a
better story.
---
Uhura -
HP: 180(E), 210(N), 240(H)
Defense: 2
Properties:
Very agile
Chains attacks together
Counters while getting up
Attacks:
Mid Stab: 8 - A chest-height stab, can't be ducked or jumped
High Stab: 9 - A stab at head height, can be ducked
Low Stab: 7 - A stab at the knees, can be jumped over
Defensive Kip-up: 6 - When knocked down, Uhura will get up with a kick
which can score a knockdown
Whirling Spear: 16 - Spins her spear and stabs, scoring a knockdown
Abilities:
Counterattack - Will respond to direct attacks
Shield Block - Can block attacks on shield
Evasive Sidestep - Will step outside range of attacks
Tips: Since you're not fighting Uhura for your life, tips aren't really that
important. That said, Uhura tries to set herself to match your own skills.
The more skilled you are, the more attacks and abilities she uses. The
lowest levels will just have her using stabs, blocks, and sidesteps. As you
train more with her, she'll start using her counterattack, kip-up, combo
attacks and the Whirling Spear. Also, you're fighting with Stamina, not
HP, so performing moves and taking hits will drain your SP. Lastly, Uhura
won't let you use magic or throw daggers while in combat.
---
Brigand -
Appears: Daytime in the desert
HP: 60(E), 75(N), 90(H)
Defense: 3
Properties:
Basic swordsman
Balanced skillset
Possesses throwing daggers
Attacks:
Swing: 9 - A horizontal sword swing
Slash: 8 - A vertical overhead slash
Dagger Toss: 10 - Throws daggers at range
Abilities:
Counterattack - Will respond to direct attacks
Evasive Sidestep - Will step outside range of attacks
Parry - Can block direct attacks with weapon
Tips: Do NOT back away from this guy, because he'll throw daggers nonstop,
making it tough to close the gap or retaliate with your own long-range
attacks without being interrupted. At close range, respond with simple
attacks and defense. Don't get too fancy because he'll take advantage of
it.
Reward: Between 3 and 9 dinars in cash and change.
---
Jackalman -
Appears: Nighttime in the desert, anywhere between one and five at a time.
HP: 50(E), 60(N), 70(H)
Defense: 3
Properties:
Weak fighter
Limited skillset
Attacks in groups
Weakest attack first
Attacks:
Slash: 9 - A vertical overhead slash
Abilities:
Evasive Jump Upwards - Jumps straight up to avoid attacks
Tips: Well, as you can see, one Jackalman alone is pretty pathetic. Their
danger is in their numbers. While you focus on one Jackal, the others will
bounce around the side of the combat area (and sometimes the back) ready
to take cheap shots at you. You shouldn't fight them without the Sidekick
ability, as you'll simply be dodging or parrying all attacks without being
able to respond. Outside of that, the one you're facing probably won't
give you much trouble, so be patient in your fighting, unless you're
already pretty buff. I wouldn't suggest using spells or daggers, because
they're actually pretty good at dodging them.
Rewards: About 2 to 5 dinars in cash and change each. Make sure to search
each pile of corpses.
---
Ghoul -
Appears: Nighttime in the desert
HP: 80(E), 125(N), 145(H)
Defense: 4
Properties:
Various attack spells
Various support spells
Stores life drained from victims as MP
Attacks:
Scratch right: 8 - Claws with the right hand, draining HP and SP and adding
to its MP
Swipe: 10 - Performs a double-clawed attack, draining HP and SP and adding
to its MP
Scratch left: 7 - Claws with the left hand, draining HP and SP and adding
to its MP
Grab and Bite: 14 - Bites you, draining HP and SP and adding to its MP
Acid Breath: 14 - Spits a pool of acid in front of it that hurts if you
step on it, unless you're wearing Leather Boots
Loogie: 12 - A long range acid spit that travels rather fast
Boom: 20 - A spell that will later be featured in QfGV; Ghoul tosses a
skull that will explode if you walk over it
Hellfire: 25 - Casts a wall of flame that travels the length of the combat
zone; must be jumped over to avoid, using 8 or 2
First Aid: +15 - Restores health to the Ghoul (orange light)
Abilites:
Drain: Claws will drain HP and SP from you and add to the Ghoul's HP,
instead of just the usual MP (red light)
Zap: Much like the Magic User's Zap spell, boosts attack once (green light)
Wall: Will block two attacks (a round blue shield appears for a moment)
Focus: Will speed up MP recharge for the Ghoul (purple light), which costs
the Ghoul 15 HP to cast, and can be nullified with a strike.
Boost: Will speed up the Ghoul in its idle animation (blue light)
Fade: Will lose its physical form to dodge attacks
Phase: Will quickly move across the combat zone to attack or retreat
Tips: Geez! Remember when all these guys did was just claw at you every
once in a while? The Ghoul is a serious foe no matter what your class,
but is rather designed with Magic Users in mind, given all its long-range
attacks and inability to dodge. If you hang back and let it cast a bunch
of spells, it will become relatively tame as its MP drains. At that point
you can close in and hit him hard or hammer him with hard spells.
Reward: 2 Ghoul Claws, which you can only take after asking Harik Attar
about them.
---
Scorpion -
Appears: Anytime in the desert
HP: 90(E), 130(N), 170(H)
Defense: 6
Properties:
Very durable
Poisonous tail
Follows set pattern when attacking
Attacks:
Mid Slash Right: 10 - Attacks with right-hand claw to the mid-section
Low Slash Right: 9 - Attacks with right-hand claw to the knees, can be
jumped
Mid Slash Left: 10 - Attacks with left-hand claw to the mid-section
Low Slash Left: 9 - Attacks with left-hand claw to the knees, can be
jumped
Twin Pincer: 15 - Will use both claws at once to attack, can be jumped
Countergrip: 6 - Can catch attack with the left claw and retaliate with
the right.
Death Sting: FATAL - Scorpion will wiggle its tail, then grab with both
claws and sting; if no Poison Cure Pill has been taken, attack will be
fatal
Abilites:
Counterattack - Will respond to direct attacks
Pincer Block - Will block attacks with pincers
Anticpate - Will prepare an attack for you when you move in range
Tips: That "follows set pattern" isn't just window dressing. Once you watch
the Scorpion's first few moves, it will repeat them throughout the battle,
only deviating for counterattacking and the occasional tail sting. While the
Scorpion can block, it's also rather slow and can't dodge. Use this to your
advantage if you're a Magic User or Thief and bury long-range attacks
repeatedly into its hide. If you have to get close, then use hit and fade
strategies, getting in hits, then going on the defensive, especially if you
haven't taken a Poison Cure Pill.
Reward: A Scorpion Tail, which you can only take after asking Harik Attar
about them.
---
Terrorsaurus -
Appears: Anytime in the desert
HP: 100(E), 135(N), 170(H)
Defense: 5
Properties:
Very aggressive
Very durable
Little variety in attack pattern
Attacks:
Bite: 11 - Chomps on you with sharp teeth
Kick: 12 - Kicks with a hind leg, can be ducked, but not blocked
Tail Sweep: 13 - A low sweep that can be jumped
Headbutt: 14 - A charging headbutt used from a space away, very fast
Maul: 7+7+7+7+7 - Leaps forward with claws extended and starts chewing on
you for multiple hits
Abilities:
Evasive Leap - Will jump two spaces forwards or backwards
Tips: Tough and vicious. Since these guys don't give you a reward outside
of Puzzle Points for the Fighter, it might just be best to run, because
they can take a lot of hits and dish them out. That said, the Fighter
should try to corner them, while the Magic User and Thief should try to
keep them at serious distance at all times because they can't defend.
---
Griffin -
Appears: Only in one spot, the Griffin Nest
HP: 200(E), 320(N), 420(H)
Defense: 4
Properties:
Smart fighter
High mobility
Defensive on ground
Aggressive in air
Attacks:
Double Claw: 9+9 - While on the ground, will double-strike with claws
Wing Repel: 5 - While blocking on the ground, will flip out its wings to
push you back
Claw Dash Left: 12 - While in the air, will rush forward with its left
claw out when at range
Scratch Left: 11 - While in the air, will attack with its left claw in
melee range
Scratch Right: 11 - While in the air, will attack with its right claw in
melee range
Claw Dash Right: 12 - While in the air, will rush forward with its right
claw out when at range
Bodycheck: 16 - From range, will dash straight at you with a hard attack
Abduction: 23 - When in the air, will grab you, fly up, then slam you to
the ground
Abilities:
Wing Block: While on the ground, will block attacks with its wings
Tips: Well, first of all, you don't need to attack the Griffin at all.
He'll only fight you if you attack him while he's sleeping, which isn't a
very nice thing to do, but it's the only way to fight him. The Griffin
fight happens in three stages. Each stage will require you to knock down
a certain amount of HP before it runs off, and at each stage, it will
change its attack pattern. The first stage will have the Griffin entirely
on the ground, using its Double Claw, Wing Repel, and Wing Block. Once it
runs off and you find it the second time, it'll switch between ground and
air strategies. It'll move quickly in the air and attack with its
scratches and claw dashes. Once you chase it off the second time, it
will be tough to find again. You might need to wait a day or two before
it shows up for the final (and longest) fight, in which it will add its
two most devastating attacks. While it's on the ground, it'll be really
tough to get damage on him, and spells and daggers are pretty much useless.
Save those for when it's in the air, because it can't defend while flying. </pre><pre id="faqspan-3">
A worthy opponent, if you feel you HAVE to fight it.
As a last note, the encounters with the Griffin are set to specific days to
avoid getting mauled too early. The first encounter is right after you bug
it. The second encounter won't occur until after Day 7. The last one won't
occur until after Day 14. If you first bug him after Day 7 or 14, then after
your first encounter, the very next one (or two) will be against him.
---
There are other adversaries to face as the game progresses, but telling
about them now would ruin the surprise.
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, click the Walk icon anywhere or say
goodbye to Abdulla to stand.
Question Shameen if you wish, then leave the Inn. Your main objective 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 Alichica 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 Naufara Darb
(which is the street next to Tashtari the Brass Seller). Follow it until you
can go south on Dinar Tarik, then follow Dinar Tarik all the way to the end,
avoiding turns into other streets. At the end you'll reach the Money Changer.
At the Money Changer's, speak to Dinarzad. Either click your Money Pouch on
her, or click the Mouth on yourself and select "Exchange Coins" 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, go back to the Inn, go to the Adventurer's Guild and
train for the rest of the day, or even go out into the Desert and kill
something (or perhaps get killed by 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 Alichica. He can also give
you directions to most any place in town. On certain days, 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. Buy a few pills if you want, but I wouldn't
suggest breaking the bank. Make sure to pick up some Poison Cure Pills,
though (3). Once you buy your Saurus and can get a handle on your cash flow,
you'll want to stock up more, particularly if you feel like exploring the
desert.
Magic Shop:
There's not much a Fighter can do here, except chat with Keapon Laffin. That
said, if you read the board in the Adventurer's Guild, you can 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. So be sure to ask Uhura about Monsters (3)
and Rakeesh about Paladin (3). To practice fighting with Uhura, just go to
the room on the right, then talk to her and select Challenge (5). I'd also
suggest going through the Tutorial, too, since combat has changed quite a
bit since the original version. You can use this place to build up all your
combat skills. If you get exhausted, rest at the main room of the Guild for
an hour to regain stamina, then go again. As you build your skills, you
should learn the advanced moves: Leaping Lunge, the Inverse Swing, the
Sidekick, two types of Counter Slash, the Overhead Slash, the Rising Slash,
and the Skull-splitter. 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.
There are two ways to beat him, either press Left until you build up enough
power, then press Space to beat him, or press Enter every time your hands
shake and then wait until he tires (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
"Fortune". 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. It actually does have a name that escapes me, but the
important thing is that 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", "Omar", "Harik", 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 "Omar":
"What purpose does the poet's companion serve?"
Answer "translator"
If you answered "Harik":
"What element does the Apothecary specialize in?"
Answer "fire"
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. She knows much about magical beings in the area,
and is your go-to gal for Elementals, but we'll cross that bridge when we
get to it. When you are done speaking with her, make sure to Say Goodbye,
instead of just getting up, 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.
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. Make sure you talk to Harik first so you
know about collecting these in the first place.
---
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 Alichica 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, compass, or any lame souvenirs from Alichica.
---
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.
Now, to gain info on its defeat. First, head to Aziza to specifically ask
her about the Fire Elemental, and she'll describe how to beat it. You need a
lure, a container, and water to put it out. Well, you have the water in your
waterskins, so that's one down. Next, go to the one who knows a lot about
fire. Go to Harik Attar and ask him about "Fire Elemental" and then about
"Flame" (3), which will show you some visual effects and mention incense as a
lure. Purchase this incense (7). Now, head to Tashtari the brass seller and
buy his lamp. You may also be able to talk to him about the Fire Elemental
and get the lamp for free (7).
Now, head back to the Gate Plaza to take this candle down. Click the incense
on the ground to pull it out and move up and into the alley. Once inside,
click the lamp on the ground, then click your waterskin 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.
---
Day 8
The Elemental of Air kicks up the dust in the Palace Plaza. You have until
Day 11 to take care of him. Speak to Aziza to learn that the nature of
Air is its freedom of movement, and you have to use Earth against it. She
also hints asking someone who knows more about air than she does. Well,
that'd be Keapon Laffin, so head over and ask him about the Air
Elemental (5). He'll tell you that you need to slow him down using dirt,
and if you ask him about capture, he'll mention that bellows would work.
You can get the dirt in one of two places. Ask Keapon about dirt and then
"Fooler's Earth" and he'll give you a pot of dirt. Also, you can go right
outside and talk to Lasham, the Katta who sells plants, and tell her
about the Air Elemental. You'll receive a pot of dirt as well. Both are
free, and neither gives you points, so do whatever. Heck, you can even go
to the cloth seller, buy a cloth bag, and fill it with sand from outside if
you want to.
Now for the bellows. The only set you can find is hanging above Issur's
Weapon Shop. If you go in and tell him about the Air Elemental, he'll
offer to arm-wrestle you for them. Defeat him and you'll earn your prize (7).
With the dirt and bellows in hand, head to the Palace Plaza to take on the
windbag. Defeating him is actually pretty simple. Just walk right into the
funnel to withstand the wind, then click the pot of dirt or the bag of sand if
you have it and you'll put it in the center of the funnel, which will slow him
down. Now, click the bellows on him and you'll suck him right up (20). Two
down, two to go. Oh, and Shema dances tonight.
---
Day 11
Omar will poetize tonight, and he'll give you your 50 dinar reward for
defeating the Air Elemental (3). Don't spend it all in one place, now.
---
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. As usual,
talk to Aziza, and she'll tell you to use Fire against it and to put it in a
cloth bag. If you haven't bought one already, go to the cloth seller, Kiram,
in the Plaza of Fighters, and buy a cloth bag (7). As for the fire, you'll
need a bit of help. Head to the Apothecary and tell Harik Attar all about
it. Ask about Earth for some more neat visual effects (3).
That said, he won't give you a means to win. For that, you'll have to go
the Adventurer's Guild. Talk to Rakeesh about the Earth Elemental and he'll
bring up his sword, Soulforge. Talk to him about that, and he'll lend it to
you so you can take on the Earth Elemental yourself (7).
The Earth Elemental is usually on the streets anywhere in the city. He only
pops up in corners, though, so wander around and eventually he'll attack.
Walk up to him to engage in combat:
Earth Elemental -
HP: 180(E), 220(N), 300(H)
Defense: 8
Properties:
Superhuman strength
Immune to pain
Good throwing arm
Only harmed by flame
Attacks:
Punch Left: 12 - A left hook with a rocky fist
Punch Right: 14 - A right cross with a rocky fist
Double Punch: 10+14 - A double attack with the right hand, forward and
backward
Slam: 22 - Grabs you and throws you against the wall
Regenerate: +3 - Will restore a small amount of HP
Abilities:
Shockwave: Will slam the ground, knocking you to the floor, unless you jump
over it with 8 or 2.
Merge: Will move through the combat zone by sinking into the ground
Tips: This fight will take place more than once. As you weaken him, he will
retreat twice to be found in another place. The first time, he'll only use
his normal punching attacks. Getting in his face and slapping him with
Soulforge is more than enough this time. When you face him a second time,
he'll add the Shockwave and Double Punch to his attacks. Use 2 to jump
over the shockwave and continue to slash him. For the final battle, he'll
try to grab you and throw you against the wall. Now, you have to play it
smart and avoid his grabs. He'll also be able to regenerate some HP, but
it won't be a considerable amount. Make sure you heal between fights, and
especially before the last one.
Once Rocky's a pile of cinders, click your bag on him, and you'll scoop him
up (20). Return to the Guild and give Soulforge to Uhura or Rakeesh.
---
The Beast and the Healer
Now that you have the Earth Elemental, there's plenty more to do today, but it
can be done at any time between now and when the caravan leaves in five days.
At the gate, you'll get a message from the gate guard about something from
the Dervish. From 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 then the Beast (5), and ask him
about each of the W's, especially "where". It's also a good idea to click
the Hand on his beard now, so that you can get the reward from Keapon about
the "whirling part" of the Dervish (5). 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 you'll now have a new talking point.
Return to town, drop of the whirl at Keapon for your quick cash, then go to
the Apothecary, and talk to Harik Attar about the Beast. He'll mention
dispel potions, so bring up that subject and he'll mention two ingredients
he'll need to make them: a Griffin feather, and the Fruit of Compassion.
Ask him about the Fruit, and he'll mention that Aziza knows more it than he
does. So, now your dialogue trip takes you to the Enchantress to discuss a
tree that looks like a woman, which you may have seen if you've explored the
desert.
Ask Aziza about the tree (under "Daily News"), 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 click a Waterskin on the
tree (7). After which, click the Mouth on yourself and "Tell About
Spielburg" (5). The second gift is the Gift of Magic. Click the bag with
the Earth Elemental on the tree (7). Now, click the Mouth on yourself and
"Tell About Earth Elemental" (5). Finally, as a Gift of Love, click the Hand
on the tree to give it a hug (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).
As for the feather, we'll need to find the Griffin first. From the Shapeir
Overlook, head west along the rocks until you reach his little alcove (3).
Sure, you can kill him if you want, but it's not like he's bothering you.
Use the Hand on the rock on the floor to lift it up and you'll find a
feather (7).
Feather in your cap, return to the Apothecary and hand over the pieces of
the puzzle. Harik will 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 use the Hand on him, and
you'll take a hair and 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 only one interesting thing going on today. Head to the Adventurer's
Guild. Uhura will give you a note that someone left.
---
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. Talk to Aziza and she'll explain that you
need to use Air to draw it away from the fountain, and then to another water
source. 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, click a Waterskin on the ground, and then click the
bellows on her. 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).
Lastly, head to the Adventurer's Guild again to receive a second note.
---
Day 15
Head to the Guild today once more to receive your final note, instructing you
to travel to the end of Askeri Darb. It's off Saib Darb as you head north
out of the Plaza of Fighters.
Go there at night and you'll find the door at the very end of the alley will
be open. Enter and listen to the voices. Step forward to accept their
challenge and you'll find yourself in an interesting predicament. Click
the Hand on yourself to start breaking the chains. Once the swordsman steps
up to you, dodge an attack and you'll immediately head for the sword at the
other end of the hall.
Controls:
Swing: 7
Slash: 9
Parry Swing: 4
Parry Slash: 6
Counterattack Slash: 6 to block and 7 to retaliate
Counterattack Swing: 4 to block and 9 to retaliate
Lock Blades: E after blocking using 4
Break Lock: 7 after locking (if you have the upper hand)
Walid -
HP: 150(E), 200(N), 250(H)
Defense: 2
Properties:
Good attack
Low defense
Well trained in use of two-handed scimitar
Attacks:
Swing: 13 - A cross-body slash
Slash: 15 - A downward slice
Reverse Kick: 19 - When he gets the upper hand locking blades
Abilities:
Counterattack - Will respond to direct attacks
Lock Blades - Can lock blades upon parrying an attack
Parry - can block direct attacks with weapon
Tips: There are two ways to take this guy down. The easier way is if you
have a good amount of Luck to apply to Leaping Lunge (which you better)
simply jump back from all his attacks and hope you strike back. The other
way is to properly counterattack all of Walid's strikes, since he does
nothing but straight out attack, and will probably counterattack if you
strike first. The trick is to figure out how he'll attack. Both attacks
start with him raising the sword over his head, but the swing goes faster.
When he's going for a slash, he'll pause for a second. Once you see both in
action, the time difference will be obvious. Doesn't make it any easier to
react, but it's something.
Once Walid's on the floor, you'll be told to kill him. Click the sword on
him and you'll be given the option to Obey or Refuse. Obey, and you'll earn
the respect of those watching you. Refusing might be more honorable,
though. Either way you choose, you'll be accepted into the Eternal Order of
Fighters (7). You'll automatically wake up the next morning.
---
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.
At this point, Rakeesh will offer to train with you. Definitely accept his
offer (5).
Rakeesh -
HP: 120(E), 170(N), 220(H)
Defense: 4
Properties:
Expert swordsman
Defensive fighting style
Prefers parrying over dodging
Attacks:
Swing: 11 - A side swing
Slash: 13 - A downward slash
Sweeper: 20 - An unblockable mid-range attack (he roars before using it)
Ankh Slash: 13+8+13 - A devastating triple strike
Abilites:
Counterattack - Will respond to direct attacks
Dodge - Will rear up on his hind legs to avoid blows
Parry - can block direct attacks with weapon
Feint - Will attempt a feint to fool you
Anticipate - Will prepare an attack for when you move in range
Honor Shield - Will invoke the Paladin's protection and allow Ankh Slash
to be used. Will also randomly protect Rakeesh from hits.
Tips: Since this is just for fun, there's really not much to say except that
Rakeesh is pretty darn good. Enjoy fighting this master of the blade and
get some good multi-parry runs in so you can get comfortable with it.
You'll both have HP meters for the fight, but this is just so that your
Stamina doesn't drain too fast. No one will die from this. All damage you
take will then be transferred to your Stamina following the fight.
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).
Just as a frame of reference, if you've done everything for points up to
now, you should have 362.
---
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 colored a fetching red.
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. You can actually look at your map
to see what's open.
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. After your conversation,
the rest of the day is yours, and you can even go out to the desert to engage
in some Saurus combat. It's kinda cool, but you won't be doing it for long,
so don't get comfortable.
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.
Once you're done speaking to Ugarte and Ferrari, 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 (you
can guess there's not much goin' on in this town), then head back into the
Inn and Ferrari will tell you about Ugarte. From here, you can 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 click the Hand on the door and you'll break it down. The
Katta, Sharaf, will point out a secret escape route, and you'll help him open
it. BE SURE TO GRAB YOUR EQUIPMENT! Then, click the Hand on the 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 Blue
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. Click the hand mirror on the door or the moon 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. Click the lamp on yourself and you'll
have your light. Head west to the next screen. Watch the logs floating down
the fast-moving river. Go up to the shore closest to the waterfall and click
the Hand on a log when one gets nearby to jump on it. Click the hand on the
opposite shore once the log reaches it (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 click the Hand on the rocks, and select
Apply Force (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. Click the
Hand on the lower area to jump 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. Click the Hand on the
flash and you'll grab a ring (7), 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 (even past 200), and you can wish for Teleport, which will
take you as close to Iblis as the Djinni can.
Now, as a Fighter, you've got an important decision to make. Wishing for
the proper Prowess boosts can give you awesome new combat skills. Here's
how they break down.
Wish for Strength/Weapon Use - Quadruple Slash: Press 7, 9, E.
Wish for Vitality/Parry - Spinning Slash: Press E after parrying with 6.
Wish for Agility/Dodge - Cannonball Strike: Press E as your opponent is
slashing to leap up and strike hard.
So, wish for the two skills you think you'd want (all of them are pretty
good), and wish for the 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, click your Sword on the guards to initiate combat.
Palace Guards -
HP: 60(E), 75(N), 90(H)
Defense: 5
Properties:
Strong attack
Durable armor
Trained to operate in groups
Attacks:
Swing: 12 - A horizontal sword swing
Slash: 10 - A vertical overhead slash
Abilites:
Counterattack - Will respond to direct attacks
Parry - can block direct attacks with weapon
Evasive Sidestep - Will step outside range of attacks
Tips: Like Jackalmen, this is a multi-enemy battle, facing three guards.
These guys are basically Brigands, so it's pretty much a multi-Brigand
fight. Do not ignore the others as you focus on one. Also, don't feel
like you have to use your super-awesome skills on these guys, except for
the last one, of course. Fight conservatively as these guys can wear you
down if you let them.
Once all three guards are a pile, HEAL UP COMPLETELY (trust me), then run up
to the door, and click the Hand on it to break it down. 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. Click the Hand on the
lower area to jump down, and Khaveen will tell you he's been waiting for
this. That makes two of us, homeboy.
Khaveen -
Attacks:
Stab: 6 - A forward thrust
Swing: 6 - A horizontal sword swing
Abilities:
Counterattack - Will respond to direct attacks
Shield Block - Will block attacks with shield
Parry - Can block direct attacks with weapon
Evasive Sidestep - Will step outside range of attacks
Duck - Will duck beneath horizontal attacks
Tips: This is kind of a story fight at first. Trade blows a while. At some
point, Khaveen will disarm you and order you to yield. Click the Hand on
yourself and Refuse to Yield three times (or just wait) and he'll prepare
his sword. At that point, click on yourself again and Go For Your Sword.
Fight some more and you'll knock Khaveen's sword from his hands. At this
point, click the Hand on him. You have a choice here. If you choose to
kill him, you may do so, and this fight will be a lot easier. If not,
Give Him Another Chance and the fight will begin in earnest.
Khaveen (for reals) -
HP: 160(E), 190(N), 240(H)
Defense: 8
Properties:
Expert swordsman
Wears strong platemail
Versatile combatant
Not a nice guy
Attacks:
Stab: 11 - A forward thrust
Swing: 10 - A horizontal sword swing
Inverse Swing: 10 - A backswing after the first swing
Overhead Slash: 11 - A vertical swing after the second swing
Quadruple Slash: 16 - A rising slash after the third swing
Leaping Lunge: 20 - A jumping slash after being knocked back or jumping
back.
Rising Slash: 11 - A slash upwards from the ground after ducking
Skull-splitter: 25 - A jumping strike down from above
Sword Dance: 19 - A spinning manuever intended as a counterattack
Side-slash: 30 - A jumping strike from the side
Abilities:
Evasive Sidestep - Will step outside range of attacks
Block/Parry - Can block direct attacks with weapon and shield
Evasive Jump - Will hop backwards out of range
Duck - Will duck beneath horizontal attacks
Safe Landing - Can flip and catch his feet after being knocked back
Anticipate - Will prepare an attack for when you move in range
Tips: Aw yeah. Welcome to flavor country. In case you hadn't noticed,
Khaveen pretty much has all the skills you do, plus those Master skills you
could get from the Djinni. My advice? Fight smart. Don't let up. Push
him back. Use your own Master skills if you can. If you've practiced your
combat enough, you should be quick enough to respond to his attacks. If
not, best of luck to you. If you get yourself cornered, you're pretty much
good as dead.
Khaveen will be lying on the floor, dead at your hands (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 click the Hand on it and
take it like a man. After the trap's gone, open the door.
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 press
Esc to 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 (15). 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. ^_^
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!
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.
******************************************************************************
7. 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, click the Walk icon anywhere or say
goodbye to Abdulla to stand.
Question Shameen if you wish, then leave the Inn. Your main objective 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 Alichica 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 Naufara Darb
(which is the street next to Tashtari the Brass Seller). Follow it until you
can go south on Dinar Tarik, then follow Dinar Tarik all the way to the end,
avoiding turns into other streets. At the end you'll reach the Money Changer.
At the Money Changer's, speak to Dinarzad. Either click your Money Pouch on
her, or click the Mouth on yourself and select "Exchange Coins" 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, go back to the Inn, go to the Adventurer's Guild and
train for the rest of the day, or even go out into the Desert and kill
something (or perhaps get killed by 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 Alichica. He can also give
you directions to most any place in town. On certain days, 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. Buy a few pills if you want, but I wouldn't
suggest breaking the bank. However, you may want to at least pick up some
Mana Pills, which you'll need quite a few of. Once you buy your Saurus and
can get a handle on your cash flow, you'll want to stock up more, particularly
if you feel like exploring the desert.
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.
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, then talk to her and select Challenge. I'd also
suggest going through the Tutorial, too, since combat has changed quite a
bit since the original version. You can use this place to build up all your
combat skills. If you get exhausted, rest at the main room of the Guild for
an hour to regain stamina, then go again. As you build your skills, you
should learn the advanced moves: Leaping Lunge, the Plunge combo attack, and
the Sidekick. 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
"Fortune". 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. It actually does have a name that escapes me, but the
important thing is that 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", "Omar", "Harik", 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 "Omar":
"What purpose does the poet's companion serve?"
Answer "translator"
If you answered "Harik":
"What element does the Apothecary specialize in?"
Answer "fire"
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. She knows much about magical beings in the area,
and is your go-to gal for Elementals, but we'll cross that bridge when we
get to it. When you are done speaking with her, make sure to Say Goodbye,
instead of just getting up, 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 use the Hand or Mouth on any
portrait in the area: Zara, Ad Avis, Aziza, Erana, Merlin, Houdini, or the
empty portrait (save first), 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, you face 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.
This will forever FOREVER change your class in the character screen from
Magic User to Wizard. Aren't you just hot stuff?
---
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. That, and the fact that combat with monsters is VERY dangerous for the
average Magic User.
---
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 Alichica 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, compass, or any lame souvenirs from Alichica.
---
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.
Now, to gain info on its defeat. First, head to Aziza to specifically ask
her about the Fire Elemental, and she'll describe how to beat it. You need a
lure, a container, and water to put it out. Well, you have the water in your
waterskins, so that's one down. Next, go to the one who knows a lot about
fire. Go to Harik Attar and ask him about "Fire Elemental" and then about </pre><pre id="faqspan-4">
"Flame" (3), which will show you some visual effects and mention incense as a
lure. Purchase this incense (7). Now, head to Tashtari the brass seller and
buy his lamp. You may also be able to talk to him about the Fire Elemental
and get the lamp for free (7).
Now, head back to the Gate Plaza to take this candle down. Click the incense
on the ground to pull it out and move up and into the alley. Once inside,
click the lamp on the ground, then click your waterskin 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.
---
Day 8
The Elemental of Air kicks up the dust in the Palace Plaza. You have until
Day 11 to take care of him. Speak to Aziza to learn that the nature of
Air is its freedom of movement, and you have to use Earth against it. She
also hints asking someone who knows more about air than she does. Well,
that'd be Keapon Laffin, so head over and ask him about the Air
Elemental (5). He'll tell you that you need to slow him down using dirt,
and if you ask him about capture, he'll mention that bellows would work.
You can get the dirt in one of two places. Ask Keapon about dirt and then
"Fooler's Earth" and he'll give you a pot of dirt. Also, you can go right
outside and talk to Lasham, the Katta who sells plants, and tell her
about the Air Elemental. You'll receive a pot of dirt as well. Both are
free, and neither gives you points, so do whatever. Heck, you can even go
to the cloth seller, buy a cloth bag, and fill it with sand from outside if
you want to.
Now for the bellows. The only set you can find is hanging above Issur's
Weapon Shop. If you go in and tell him about the Air Elemental, he'll
offer to arm-wrestle you for them. You can try it if you have a good amount
of Strength, but that's not really your style, is it? If your Communication
is at least 80, cast Calm to pacify him, then tell him about the Air
Elemental once more and he'll give them to you. If both your Strength and
your Communication are pitiful, you'll have to get them in a dishonest
manner. At night, go to the plaza and cast Fetch on them before a guard shows
up. At any rate, you'll have the bellows (7).
With the dirt and bellows in hand, head to the Palace Plaza to take on the
windbag. Defeating him is actually pretty simple. Levitate up in the air and
wait until the Elemental moves under you. Click the pot of dirt or the bag
of sand if you have it and you'll put it in the center of the funnel, which
will slow him down. Now, click the bellows on him and you'll suck him right
up (20). Two down, two to go. Oh, and Shema dances tonight.
---
Day 11
Omar will poetize tonight, and he'll give you your 50 dinar reward for
defeating the Air Elemental (3). Don't spend it all in one place, now.
---
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. As usual,
talk to Aziza, and she'll tell you to use Fire against it and to put it in a
cloth bag. If you haven't bought one already, go to the cloth seller, Kiram,
in the Plaza of Fighters, and buy a cloth bag (7). As for the fire, you've
got that covered already, don't you? Just to be safe, go talk to Harik
Attar about Earth for some more neat visual effects (3).
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. Depending on your skill, it may take many or
few. If he gets close enough for combat, you can only damage him with Flame
Darts, but do your best to keep back. If you have to, you can run and find
him later. Once you turn him into dust, click your bag on him, and you'll
scoop him up (20).
---
The Beast and the Healer
Now that you have the Earth Elemental, there's plenty more to do today, but it
can be done at any time between now and when the caravan leaves in five days.
At the gate, you'll get a message from the gate guard about something from
the Dervish. From 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 then the Beast (5), and ask him
about each of the W's, especially "where". It's also a good idea to click
the Hand on his beard now, so that you can get the reward from Keapon about
the "whirling part" of the Dervish (5). 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 you'll now have a new talking point.
Return to town, drop of the whirl at Keapon for your quick cash, then go to
the Apothecary, and talk to Harik Attar about the Beast. He'll mention
dispel potions, so bring up that subject and he'll mention two ingredients
he'll need to make them: a Griffin feather, and the Fruit of Compassion.
Ask him about the Fruit, and he'll mention that Aziza knows more it than he
does. So, now your dialogue trip takes you to the Enchantress to discuss a
tree that looks like a woman, which you may have seen if you've explored the
desert.
Ask Aziza about the tree (under "Daily News"), 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 click a Waterskin on the
tree (7). After which, click the Mouth on yourself and "Tell About
Spielburg" (5). The second gift is the Gift of Magic. Click the bag with
the Earth Elemental on the tree (7). Now, click the Mouth on yourself and
"Tell About Earth Elemental" (5). Finally, as a Gift of Love, click the Hand
on the tree to give it a hug (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).
As for the feather, we'll need to find the Griffin first. From the Shapeir
Overlook, head west along the rocks until you reach his little alcove (3).
Sure, you can kill him if you want, but it's not like he's bothering you.
Get close to the wall of the nest and cast Levitate. Lift yourself up, and
click the Hand on the nest to find the feather (7).
Feather in your cap, return to the Apothecary and hand over the pieces of
the puzzle. Harik will 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 use the Hand on him, and
you'll take a hair and 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. Talk to Aziza and she'll explain that you
need to use Air to draw it away from the fountain, and then to another water
source. 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, click a Waterskin on the ground, and then click the
bellows on her. 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.
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).
Just as a frame of reference, if you've done everything for points up to
now, you should have 365.
---
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 colored a fetching red.
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. You can actually look at your map
to see what's open.
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. The rest of the day is
yours, and you can even go out to the desert to engage in some Saurus
combat. It's kinda cool, but you won't be doing it for long, so don't get
comfortable.
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.
Once you're done speaking to Ugarte and Ferrari, 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 (you
can guess there's not much goin' on in this town), then head back into the
Inn and Ferrari will tell you about Ugarte. 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. Careful with your
targeting so you don't hit the dungeon door behind it. The Katta, Sharaf,
will point out a secret escape route, and you'll help him open it. BE SURE
TO GRAB YOUR EQUIPMENT! Then, click the Hand on the 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 Blue 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. Click the hand mirror on the door or the moon 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. Click the lamp on yourself and you'll
have your light. Head west to the next screen. Watch the logs floating down
the fast-moving river. Go up to the shore closest to the waterfall and click
the Hand on a log when one gets nearby to jump on it. Click the hand on the
opposite shore once the log reaches it (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. Walk to the
left edge and cast Levitate to 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. Click the Hand on the
flash and you'll grab a ring (7), 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 (even past 200), 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 the 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 can also cast
Levitate near the pillar to float up and head off to the left.)
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 (something that will look familiar if you've played
the fourth game). 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!
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, click the Walk icon anywhere or say
goodbye to Abdulla to stand.
Question Shameen if you wish, then leave the Inn. Your main objective 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 Alichica 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 Naufara Darb
(which is the street next to Tashtari the Brass Seller). Follow it until you
can go south on Dinar Tarik, then follow Dinar Tarik all the way to the end,
avoiding turns into other streets. At the end you'll reach the Money Changer.
At the Money Changer's, speak to Dinarzad. Either click your Money Pouch on
her, or click the Mouth on yourself and select "Exchange Coins" 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). Oh, and while there's no Thieves' Guild in this one-
Saurus town, you should click the Mouth on yourself so you can "Make Thief
Sign" to Dinarzad. She mentions a job she may have for you (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, go back to the Inn, go to the Adventurer's Guild and
train for the rest of the day, or even go out into the Desert and kill
something (or perhaps get killed by 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 Alichica. He can also give
you directions to most any place in town. On certain days, 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. Buy a few pills if you want, but I wouldn't
suggest breaking the bank. Once you buy your Saurus and can get a handle on
your cash flow, you'll want to stock up more, particularly if you feel like
exploring the desert. Just to take care of it now, buy your flask of Oil
from him (3).
Magic Shop:
You'd think a man of your style wouldn't have much to do with a giggling
buffoon, but Keapon Laffin is your source for your Magic Rope. Make sure
you buy this at some point. It's really expensive, so you might want to
wait until you do a job later on, but definitely pick it up (5).
Plaza of Fighters:
Be sure to buy some extra Waterskins from Mirak. Sometimes you can find
Rakeesh outside the guild sunning himself. Starting on Day 2, and at
various days onwards, you can find the acrobat, "Agi the Agile", who will
challenge you to walk a tightrope. Bet a dinar, and you'll win five. I
suggest building up your Agility to at least 100-120 before attempting this,
as you'll wobble a lot less. Follow the controls, and try to continually
step forward. If you see yourself shake, either press Right to hold your
position (but don't use it too much) or adjust yourself with Up or Down.
Make sure you cross it at least once during your stay (5).
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, then talk to her and select Challenge. I'd also
suggest going through the Tutorial, too, since combat has changed quite a
bit since the original version. You can use this place to build up all your
combat skills. If you get exhausted, rest at the main room of the Guild for
an hour to regain stamina, then go again. As you build your skills, you
should learn the advanced moves: Leaping Lunge, the Plunge combo attack, the
Sidekick, and the Backflip. Before you leave, be sure to sign your name in
the Adventurer's Logbook (3).
Weapon Shop:
While I'm sure Issur will very politely mention how much he disapproves of
your profession, the Thief does have some business here so you can buy as
many daggers that you can cram into your pants without cutting off something
important. You may have some more business here, later, but let's not get
ahead of ourselves.
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
"Fortune". 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. It actually does have a name that escapes me, but the
important thing is that 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", "Omar", "Harik", 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 "Omar":
"What purpose does the poet's companion serve?"
Answer "translator"
If you answered "Harik":
"What element does the Apothecary specialize in?"
Answer "fire"
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. She knows much about magical beings in the area,
and is your go-to gal for Elementals, but we'll cross that bridge when we
get to it. When you are done speaking with her, make sure to Say Goodbye,
instead of just getting up, and you'll leave.
---
Night Prowling
Return to Money Changer:
Come back to the Money Changer's at night and she might ask you to do a job
for her. Your objective is to head to a house off Rani Tarik at the "middle
of the night" (by your time scale) and steal a silver tea service for her.
Build up your lockpicking skills to a respectable amount by clicking on
doors.
Metal Worker's House:
Head to the southeastern portion of the streets and make your way to Rani
Tarik, then Zrir Darb, a tiny little alleyway. You'll know you're in the
right spot because there's a sconce aflame here. Get in sneaky mode, then
pick the lock on the door (3). Once inside, you should see the tea
service right on the nearby shelf, so snag it (3). Of course, this job is
hardly over, as there's quite a bit more loot to pluck from this house.
Note the wardrobe in the back. Use your oil on the rusty hinges (3) before
opening it. Click the Eye on the inside portion to notice an emerald bowl.
Grab it (3). Now, click the Hand on that rug that dominates the room to
find a trapdoor. At this point, young Kareem will stumble into the house,
far too smashed to even notice you. Open the trapdoor. Geez, another
person's showing up? Abdul is slightly more alert than his brother, so
click the Hand on the rug again to unroll it, then click at the table to
hide near it. Abdul won't notice you, so go back to the rug. Roll it up,
and use your Toolkit on the hole to open the chest inside. Take the dinars
inside (3), and you'll get your last lousy surprise. The final brother,
Jabbar, is coming, and he's fully alert. Unroll the rug again, and this
time, open the wardrobe, then click the Hand on the inside to hide in there.
Once Jabbar passes, step back out, then head back to the rug once more.
Examine the Chest multiple times and then Take Contents again and you'll find
a small silver dagger (5). Take it, unroll the rug, and leave.
You may now return to Dinarzad (if she's open) and fence your items. To do
so, click them on her and you'll get a bargaining window as if you were
buying something, only you can jack up the price instead of down. Mind you
that Dinarzad's a bit of a tough customer, so you can't ask for much extra,
but push it a bit and unload your treasures on her (3).
Weapon Shop by Night:
Stop by Dinarzad's one night and she might mention the Weapon Shop. Accept
the job, then go to the Plaza of Fighters. Pick the lock on the door to
break in (3). You can try to push the anvil, and if it resists, put some
oil around its base. Open the trapdoor, pick open the strongbox, and take
the rather healthy amount of money inside (3). Replace everything as you
found it and take off.
Guard's House:
There's one more house to purloin, and Dinarzad will tell you about it rather
late in your stay in Shapeir, probably around Day 13 or 14. Head to her
place at night and she'll offer a tip for 20 dinars. Pay up and she'll
tell you about a house on Sahir Tarik, which is at the very north end of
town. There's a door on the left in that alley, which you can pick open if
you come early in the evening.
Once inside, let me tell you that there are two hiding places here; one
behind the table, and one behind the curtain (click the Hand on each).
Either are quite serviceable. First, head to the table, where you'll find a
small jewelry box. It takes a LOT of skill to get it open (about 170, I'm
told). Once you do, "Search Box" multiple times until you find someting,
but it's tangled. Use your dagger on it to cut your way through to the jade
necklace. Next, head for the chest of drawers at the back right. You'll
take the daggers and pill inside. At this point, some action will occur
outside, so get to hiding. Once everyone clears the room, head for the
cabinet on the left side. Open it, and you'll take the bag of coins inside.
This action will trigger another scene, so first quickly hide. A guard will
come in, looking for "father's stash". At this point you should realize that
you're holding it, and it will be noticed missing. The objective is to put
it back in the cabinet or in the drawers (whichever is closer) while the
guard is searching the other spot, and quickly hide again. It's not easy,
but it's doable. Once the guard finds the bag, he'll head back out, and
you're home free. Take the bag again. Finally, use your Magic Rope near
the back of the room (make sure you don't get so close that you hit the
squeaky board in the very back) and climb up and take the silver scimitars.
Don't take these earlier, because they will very obviously be missed.
You can now leave and return to Dinarzad to pawn off your goods.
---
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. That, and the fact that
combat with monsters is VERY dangerous for the average Thief.
---
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 Alichica 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, compass, or any lame souvenirs from Alichica.
---
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.
Now, to gain info on its defeat. First, head to Aziza to specifically ask
her about the Fire Elemental, and she'll describe how to beat it. You need a
lure, a container, and water to put it out. Well, you have the water in your
waterskins, so that's one down. Next, go to the one who knows a lot about
fire. Go to Harik Attar and ask him about "Fire Elemental" and then about
"Flame" (3), which will show you some visual effects and mention incense as a
lure. Purchase this incense (7). Now, head to Tashtari the brass seller and
buy his lamp. You may also be able to talk to him about the Fire Elemental
and get the lamp for free (7).
Now, head back to the Gate Plaza to take this candle down. Click the incense
on the ground to pull it out and move up and into the alley. Once inside,
click the lamp on the ground, then click your waterskin 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.
---
Day 8
The Elemental of Air kicks up the dust in the Palace Plaza. You have until
Day 11 to take care of him. Speak to Aziza to learn that the nature of
Air is its freedom of movement, and you have to use Earth against it. She
also hints asking someone who knows more about air than she does. Well,
that'd be Keapon Laffin, so head over and ask him about the Air
Elemental (5). He'll tell you that you need to slow him down using dirt,
and if you ask him about capture, he'll mention that bellows would work.
You can get the dirt in one of two places. Ask Keapon about dirt and then
"Fooler's Earth" and he'll give you a pot of dirt. Also, you can go right
outside and talk to Lasham, the Katta who sells plants, and tell her
about the Air Elemental. You'll receive a pot of dirt as well. Both are
free, and neither gives you points, so do whatever. Heck, you can even go
to the cloth seller, buy a cloth bag, and fill it with sand from outside if
you want to.
Now for the bellows. The only set you can find is hanging above Issur's
Weapon Shop. If you go in and tell him about the Air Elemental, he'll
offer to arm-wrestle you for them. You can try it if you have a good amount
of Strength, but that's not really your style, is it? If you have lousy
Strength, you'll have to do something else that's actually quite your style.
Wait until dark, go outside the Weapon Shop, step right up next to the door,
and use the Magic Rope near the door before a guard shows up. Snag the
puffers off the wall (7).
With the dirt and bellows in hand, head to the Palace Plaza to take on the
windbag. Defeating him is actually pretty simple. Climb up the Magic Rope,
then wait until the Elemental moves under you. Click the pot of dirt or the
bag of sand if you have it and you'll put it in the center of the funnel,
which will slow him down. Now, click the bellows on him and you'll suck him
right up (20). Two down, two to go. Oh, and Shema dances tonight.
---
Day 11
Omar will poetize tonight, and he'll give you your 50 dinar reward for
defeating the Air Elemental (3). Don't spend it all in one place, now.
---
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. As usual,
talk to Aziza, and she'll tell you to use Fire against it and to put it in a
cloth bag. If you haven't bought one already, go to the cloth seller, Kiram,
in the Plaza of Fighters, and buy a cloth bag (7). As for the fire, you'll
need a bit of help. Head to the Apothecary and tell Harik Attar all about
it. Ask about Earth for some more neat visual effects (3). He'll mention
Power of Burning, so Tell About Earth Elemental, and he'll hand you six
bags of the stuff (5).
The Earth Elemental is usually on the streets anywhere in the city. He only
pops up in corners, though, so wander around and eventually he'll attack.
Once he does, throw the Powder right at his STUPID FACE. If he gets close
enough for combat, you'll have to use the "Q" button to throw it, but it's
possible to hit him the necessary three times. Once Rocky's a pile of
cinders, click your bag on him, and you'll scoop him up (20).
---
The Beast and the Healer
Now that you have the Earth Elemental, there's plenty more to do today, but it
can be done at any time between now and when the caravan leaves in five days.
At the gate, you'll get a message from the gate guard about something from
the Dervish. From 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 then the Beast (5), and ask him
about each of the W's, especially "where". It's also a good idea to click
the Hand on his beard now, so that you can get the reward from Keapon about
the "whirling part" of the Dervish (5). 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 you'll now have a new talking point.
Return to town, drop of the whirl at Keapon for your quick cash, then go to
the Apothecary, and talk to Harik Attar about the Beast. He'll mention
dispel potions, so bring up that subject and he'll mention two ingredients
he'll need to make them: a Griffin feather, and the Fruit of Compassion.
Ask him about the Fruit, and he'll mention that Aziza knows more it than he
does. So, now your dialogue trip takes you to the Enchantress to discuss a
tree that looks like a woman, which you may have seen if you've explored the
desert.
Ask Aziza about the tree (under "Daily News"), 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 click a Waterskin on the
tree (7). After which, click the Mouth on yourself and "Tell About
Spielburg" (5). The second gift is the Gift of Magic. Click the bag with
the Earth Elemental on the tree (7). Now, click the Mouth on yourself and
"Tell About Earth Elemental" (5). Finally, as a Gift of Love, click the Hand
on the tree to give it a hug (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).
As for the feather, we'll need to find the Griffin first. From the Shapeir
Overlook, head west along the rocks until you reach his little alcove (3).
Sure, you can kill him if you want, but it's not like he's bothering you.
Get close to the wall of the nest and use the Magic Rope. Climb up to the
nest, and click the Hand on the nest (not the Griffin) to find the
feather (7).
Feather in your cap, return to the Apothecary and hand over the pieces of
the puzzle. Harik will 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 use the Hand on him, and
you'll take a hair and 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. Talk to Aziza and she'll explain that you
need to use Air to draw it away from the fountain, and then to another water
source. 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, click a Waterskin on the ground, and then click the
bellows on her. 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 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.
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).
Just as a frame of reference, if you've done everything for points up to
now, you should have 347.
---
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 colored a fetching red.
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. You can actually look at your map
to see what's open.
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. After your conversation,
click the Mouth on yourself and Make Thief Sign to Ferrari (5), as he may
have a job for you. The rest of the day is yours, and you can even go out
to the desert to engage in some Saurus combat. It's kinda cool, but you
won't be doing it for long, so don't get comfortable. That said, if you're
low on daggers (less than 7), then you should probably make it a point to
head out to the desert and fight some Brigands, as you can find some daggers
on them (which ONLY works in this circumstance).
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.
Once you're done speaking to Ugarte and Ferrari, 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 (you
can guess there's not much goin' on in this town), then head back into the
Inn and Ferrari will tell you about Ugarte. Now, if you've given Ferrari
the sign, he'll have your job ready for you.
Go to the Fountain Plaza. There's only one open window here, so use your
Magic Rope to shimmy up to it (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 use your Pin 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, click the Hand on the 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 Blue
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. Click the hand mirror on the door or the moon 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. Click the lamp on yourself and you'll
have your light. Head west to the next screen. Watch the logs floating down
the fast-moving river. Go up to the shore closest to the waterfall and click
the Hand on a log when one gets nearby to jump on it. Click the hand on the
opposite shore once the log reaches it (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 use your Toolkit on the hole (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. Walk to the </pre><pre id="faqspan-5">
left edge and use your Magic Rope to climb 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. Click the Hand on the
flash and you'll grab a ring (7), 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 (even past 200), 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 the 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
near yourself and you'll extend it horizontally. Tightrope walk across it
using techniques you learned back in Shapeir. Don't worry about Khaveen
showing up behind you. You should be able to make it all the way to the end
before he does, with even enough time to wave bye-bye. Once you reach the
end, throw a dagger at the unlit candle (3). Ad Avis will be understandably
ticked, and will start casting Flame Darts at you. Push Down to 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 (20). 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. ^_^
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!
******************************************************************************
9. 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.
Q: What has changed in the remake from the original?
A: A lot of things, but not the overriding plot (unlike AGDI's remake of
King's Quest II). I have a section detailing a large amount of things that
have been added or changed, but I haven't specifically listed EVERY Easter
Egg or dialogue modification.
Q: How do I get new combat moves?
A: Combat moves are directly tied to your stats. If your stats reach a
certain level, practice in the Guild and Uhura or Rakeesh will mention that
you can use a new move. Usually, it's Rakeesh who brings up the really
cool moves. So make sure to check in when he's in the Guild on Days 2, 7,
12, and 16. That said, you don't NEED their say-so to use the move, just
the requisite skill requirement.
Q: How can I play the magic games?
A: Keapon Laffin will play with you at any time as long as you have all the
necessary spells. Aziza will only play with you if you become a proper
Wizard at WIT.
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.
Use the X-Ray Glasses where there supposed to be used (you know who you are).
"Paladin Points" are awarded as follows:
Return Omar's lost purse (found in the fountain plaza) on Day 7 (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 (click sword on him and select
"Refuse") (7 PP).
Give money to the beggar more than once (5 PP).
Once you disarm Khaveen, "Give Him Another Chance" (7 PP).
Use Calm spell on Khaveen (7 PP).
You lose 5 Paladin Points if you disturb/kill the Griffin.
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: 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: 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.
All other questions should be answerable in other points of the guide.
================================
10B. What's New in the Remake? =
================================
A big question, so it gets its own section:
---
Story -
Largely unchanged. Plot is exactly the same, even down to some points that
make it silly or a little forced. Given how the whole series has already
been made, there are now references to the rest of the world of Gloriana.
For instance, Uhura will now respond to talking about her homeland of the
Simbani.
---
Interface -
The interface now uses the AGS point-and-click style, which itself was based
on the engine Sierra designed for their VGA graphic adventures, using
seperate cursors for looking, interacting, talking, etc., and being able to
cycle through those quickly.
Dialogue is now accomplished through a point-and-click style instead of the
text parser, although the text parser can be used, and even in tandem with the
point-and-click, if the user desires.
---
Graphics -
The graphics have been updated to a 256-color VGA scheme. Largely, how
every "room" has been set up remains the same. For example, Katta's Tail Inn
still has Shameen sitting to the right of the door, with your room in the hall
behind, etc.
When speaking to other characters, they will have portraits that appear to
show them speaking (no voice, though).
Certain spells have lighting effects applied to them (like Dazzle).
Several different animations have been used to showcase new types of movement,
particularly in combat.
The street environments are considerably more detailed, with windows, plant-
life, some (useless) Katta merchants, etc.
---
Sound -
The music has been remastered using modern programming. All tunes retain
their original flavor, although some are more varied (like each monster having
their own combat tune).
Sound effects have been updated. Some actions/spells use sound effects that
would appear in later games (like the Force Bolt's casting noise used in
Dragon Fire). Also, vocal grunts have been added to combat.
---
Combat -
SERIOUSLY updated in a new scheme that seems to look like the original style,
but that's where the similarities end. New moves have been added, for both
the Hero and his opponents, as well as an advance and retreat system, a more
dedicated spell system, and a LOT of difficulty. Furthermore, an option is
present to let the computer help you with fighting.
Also, in the Adventurer's Guild, Uhura can give you a tutorial on how to
fight, as well as advanced info on how to properly deal with the updated
monsters. Uhura will also vary her tactics in sparring to match your
relative skill level.
---
Other Gameplay -
Before beginning the game, the player has the option to use a simplified
layout of the once very complicated streets of Shapeir, allowing easier
exploration of its long and twisting alleys. The original format is also
available.
The streets themselves will no longer scroll. Sections of streets all have
their own separate screens, with focus on the turns and branching paths.
Two new magic games are available for practitioners of the art: Keapon
Laffin's Force Bolt Flurry, and Aziza's variation on Wizard's Whirl: Sim
Siddhi. Both are quite involved and require ingenuity on the part of the
player. Beating your opponent in these games will give you improved versions
of your offensive spells.
There are extra items available for purchase at the bazaar from certain
merchants. Some of these can help you proceed through the game, while others
can be used to decorate your room at the Katta's Tail Inn. None of them are
essential for progress.
The bargaining system from Quest for Glory III has been applied to the
purchasing, allowing you to suggest a new price for any merchandise you want
to buy, rather than a flat bargaining being allowed.
---
Secrets -
A veritable ton of new secrets and easter eggs are available for those who
search well, and that's not including the massive amounts of new text chock
full of horrible puns. One day I may have a section for Easter Eggs, but
it's much more fun if you search for and find them yourself.
I will say a couple of things here. Search the southwestern part of the city
for a "shop" that was rumored to be in the original but never made it to the
final cut. Also, head south on Junub Tarik towards the crossroads and you
might see some odd faces crossing the street in front of you from other
AGDI projects (or Himalaya Studios, depending on the game).
Oh, and all the old secrets and bad puns remain.
=================
10C. 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.
Just as a note: the point list in the remake is EXACTLY the same as the
original, so don't worry about the points being shuffled around at all.
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 Alichica
7 7 7 Buy a Compass from Alichica
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 "Flame"
3 3 3 Ask Harik Attar about "Earth"
7 7 7 Receive Dispel Potions from Harik Attar
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 Sashanan after Water Elemental
Astrologer's Home
5 5 5 Visit Astrologer
5 5 5 Ask Astrologer about "Fortune" and then ask again the next day
Enchantress' Home
7 7 7 Enter Aziza's home
7 7 7 Ask Aziza about "Tree/Plant/Fruit of Compassion"
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
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 Elemental"
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 Reach Ritual Chamber
15 25 20 Destroy Ad Avis
20 20 20 Attend the Hero Ceremony at the Sultan's Palace
*** I've recently found that there are several people you can ask about
"Monsters" and get the points, such as Uns al-Wujud at the gate.
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 "Flame" and "Earth", and make sure to
ask Keapon Laffin about "Air Elemental". These can be typed in or they're
brought up in conversation the day the respective Elementals show up.
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 the cupboard to find the bowl. Roll up the
carpet to find the chest of dinars, then "Examine Chest" multiple times to
find the silver dagger beneath it.
==================
10E. 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 (*). Deaths that require you to
be at low health (in that they hurt a little bit) are marked with a plus
sign (+).
Anywhere:
Exhaust yourself (fighting, running, sneaking, etc.) +
Starve yourself
Die of Thirst
With low health, cast Levitate, then run out of Mana at a high altitude +
"Pick nose" with a low Lockpicking skill *
City of Shapeir:
Perform magic or illegal activities around guards twice
Show an item you stole from the Metal Worker's House to Jabbar the guard
Try to pick the lock or cast Open on Aziza's door twice
Get torched by the Fire Elemental *+
Cast offensive spells at the Bellows to destroy them *
If caught stealing Bellows, try to "Make an Excuse"
Get pounded by the Earth Elemental +
Get sucked dry by the Water Elemental *
In WIT, choose the black painting as your sponsor, then say yes. *NEW*
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 (sleeping at the oasis)
Thievery:
Metal Worker's House -
Stay too long
If you walk (and don't sneak) in the house, answer when the father calls,
either saying "Yes" when someone is already in the house, or "No" at any
time, or not answering at all.
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
Throw a dagger or cast an offensive spell at the curtained room
Throw a dagger or cast an offensive speel anywhere else
Cast Fetch on the shelves of pottery *
Issur's Weapon Shop -
Stay too long
Guard's House -
Stay too long
Get caught by guards in the house as they patrol
Walk and don't sneak
Desert:
Get killed by a Brigand, Jackalman, Terrorsaurus, or Scorpion (by claws)
(two possible messages) +
Get killed by a Ghoul's claws +
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:
Don't sit down with Ferrari on your first meeting
Refuse a drink from Ferrari
Attack anyone in the Blue Parrot Inn
Get caught out at night by guards
Refuse to help Mayzun and Zayishah or pass them by
Walk out of Zayishah's room
Delay too long in Zayishah's room before she leaves
Attack Zayishah or Mayzun
Try to "kiss" Zayishah multiple times
Type in "give clothes" to Zayishah after you've dropped your clothes *
Type in "give Visa" to Zayishah after you've dropped your Visa *
Khaveen's House:
Walk and don't sneak
Keep moving after creaking the floorboards
Try to throw something at Khaveen
Kill Khaveen (use a sword on him)
Try to leave by the doorway
Try to attack the guard in the doorway
Open the squeaky hinged door without oiling it first
Hesitate to give Ferrari the Blackbird
Try to give the Blackbird to Ferrari when you don't have it
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
Walk around without using the lamp
Fall in underground river
Mistime jump onto log
Don't jump off log
Fall off the ledge high in the first room +
Get torched by lava room +
Fall off the ledge in the room with the door +
Say the incorrect name of power four 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)
Be killed by the guards (Fighter) +
Let the guards notice you and call more (Magic User or Thief)
Be seen by the Eunuch while 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 and let him kill you
(Fighter)
Lose to Khaveen (Fighter) +
Search Khaveen twice (Fighter)
Break the spell, but get killed by fireballs (Fighter) +
Stand in the ring of fire for too long (Fighter) +
Get killed by the stone statue (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) *NEW-ISH* (worth seeing ^_^)
Stay in the harem for too long (Thief)
Sneak at the wrong time in the Eunuch Room (Thief)
Stay too long in the Eunuch Room (Thief)
Fall off the tightrope (Thief)
Get pulled off the tightrope by Khaveen (Thief)
Get hit by one of Ad Avis' Flame Darts (Thief)
Push Up while already standing, hitting the magical barrier (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.
With the new point and click conversation boxes, this section is ALMOST
obsolete, but since the text parser still exists, I think I'll leave this in
just for reference if you want to see everything a person has to say.
Every character's list will have three sections:
Normal: What shows up on pretty much every day as a conversation point as part
of the dialogue trees.
Topical: Topics that only pop up at certain days if something new is
happening, or if you've seen or witnessed something (but can be typed into
the text parser at almost any time), or if you're a certain class or have a
certain skill. If it's not obvious when you can speak about this, I'll make
a note of it (although most of them are rather obvious). Sometimes if you
type this in the parser, the subject will appear in the dialogue tree,
possibly before you'd need it.
Secret: Topics that cannot be found in the trees at all and must be typed in
through the text parser. Sometimes, they're just topics that normal dialogue
wouldn't lead to. Other times, these are jokes or Easter Eggs.
Tell About: Lastly, there are several topics you can bring up to certain by
clicking the Mouth on yourself and typing in the respective topic. Certain
significant characters will respond to these topics. For certain topics
(like the Elementals) the characters will not respond until it's relevant
(while they're rampaging or after you've beaten them).
In all sections, there are multiple words that elicit the same response (for
instance, for Shameen, asking "Name" and "Shameen" will give the same
response). I've not bothered to include EVERY word that will get a response,
just one for each type of response.
Abdulla Doo -
Normal: Abdulla, Daily News, Shapeir, Desert, Raseir, Spielburg, Rumor,
Inn, Bazaar, Djinn, Katta, Food, Shameen, Shema, Monsters, Emir, Arus,
Carpet, Treasure, Brigands
Topical: Thieves' Guild, Fire Elemental, Water Elemental
Secret: Plaza, Caravan, Omar, Air Elemental, Earth Elemental
Issur -
Normal: Issur, Daily News, Trophies, Shapeir, Desert, Rumor, Arm Wrestling,
Weapons, Guild, Dinarzad, Sword, Dagger, Mace, Axe, Chainmail, Monster
Topical: Thieves' Guild, Bellows
Secret: Anvil, EOF
Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental,
Earth Elemental, Water Elemental, Inn, Beast, Rakeesh, Julanar, Emir
NOTE: You can only tell things to Issur after joining the EOF.
******************************************************************************
11. EXTRAS AND SIDEQUESTS
******************************************************************************
This section is dedicated to the large number of added goodies to the
remake, although there will be some parts that the original will contribute
to.
====================
11A. Magical Games =
====================
That's right! After the absence of magical games in ALL of the QfG sequels,
the remake of this game gives you these friendly magical showdowns between you
and two members in good standing of the magical community.
---
Force Bolt Flurry
To learn about playing games, you can talk to Aziza the Enchantress about
magical games. She'll drop his name, and at that point, you can go to the
Magic Shop, click the Mouth on yourself, and challenge the little man.
Spells required for this game are: Detect Magic, Trigger, Fetch, Force Bolt
The main play area is a five-by five grid, laid out thus:
The equals signs are the top and bottom walls of the play field. The
periods are the 25 spaces of the play field, and the o's represent each
player's five clouds.
The aim of the game is for one player to knock out all five clouds of the
other player. The first to do this wins.
The kicker of the game, though, is that you cannot attack the other clouds
directly. Sixteen prisms are on the board, spread across the outer border
and the center spot, with one space empty. The idea is to bounce a Force
Bolt across the field of prisms and hit another player's cloud.
The prisms themselves are unique little thingies. Each one has a green line
travelling to its center and a red arrow pointing out of it. What this
means is that a Force Bolt hitting a prism in the direction of the green
line will leave it by the direction of the red arrow. So, if the green line
is coming from the right and the red arrow is pointing down, a Force Bolt
coming from the right will be kicked off downard. This angle of incidence
holds true for ALL incoming angles, regardless of where the actual green line
is coming from, so by the same prism described above, a Force Bolt coming from
the bottom will be kicked off to the left, and a Force Bolt coming from the
upper right will be kicked to the lower right, and so on.
As a quick note on the walls, they exist as bumpers. A Force Bolt striking
them at an angle will leave at the opposite angle. One coming perpendicular
to it will bounce straight back. There are no walls on the left or right
side of the playing field, so anything that goes that far out is out of play
(and you cannot harm each other, this being friendly and all).
The game is turn-based, and each player uses a turn on one of the following
spells:
Force Bolt: Used to launch your attack. Pick any of the five lines of the
grid and you will walk up and shoot your Force Bolt straight to the left,
where it will enter the prism maze. You can ONLY shoot your Force Bolt
straight to the left initially, never at an angle.
Trigger: Use on any prism and you will rotate its red arrow (not its green
line) clockwise by one of the six possible directions. Those six directions
are any of the four diagonals to the green line and the two perpedicular
to the green line. A prism can never have a red arrow pointing directly
away from or towards the green line.
Fetch: Use this on any prism and you'll remove it from its current spot to
be placed in the empty spot. Useful if it would take too many rotations to
make it useful.
Pass: Forfeit your turn and let Keapon take another. I personally never see
a reason to do this, as even if you have no good moves at the moment, you
can always try to mess with Keapon's plot.
There are also several other actions you can do that won't cost you a turn:
Detect: Use this spell and any cloud that is in danger of being Force Bolted
will be lit up. Note that this will not tell either of you exactly where
to shoot to hit it, but you can probably work backwards to the origin.
Rotate Symbol: Click this and pick any prism and you'll rotate it along both
the green line and red arrow. This changes nothing about the prism, but
you'll be able to see more easily where a Force Bolt will bounce to if it
connects at a certain angle, which is useful when mapping out a route.
Rotate Symbol with Red X: Click this to reset all viewed rotations to their
original setting, with the green line coming from the right.
Mana Pill: Chow down on a pill you're carrying if you're running low on juice.
Grid: Click this to view a series of diagonal lines, which can help in
viewing how everything connects on diagonals. I never use it, but I guess
I'm more mathematically minded.
All that said, here are some tips for getting by:
1. Take your time. The game is not timed, and despite Keapon's irrascible
sense of humor, he won't bug you while you play, so relax and think clearly.
2. Cast Detect pretty much every turn. The only reason you wouldn't want
to is if you're feeling like you're hot stuff. It's always worth it to
know what clouds are in danger.</pre><pre id="faqspan-6">
3. Plot your route. Kinda goes without saying, but take the Rotate tool out
and trace what will happen at each of the five entry points of Force Bolts.
NEVER let a Force Bolt out randomly, because chances could be that you'll
hit your own cloud.
4. Use as few moves as possible. Keapon's rather efficient in his paths,
so you have to be the same. Check each possible route and work out ones that
need the fewest moves to prepare the Force Bolt, if any at all. Also,
weigh the options of using Trigger OR Fetch.
5. Use the walls. They cannot be moved or rotated like prisms, meaning the
more walls you bounce off of, the less chance you have of Keapon changing
your path.
6. Watch Keapon's moves. Specifically, watch how they will affect yours in
the next turn. Make sure you remember all the prisms you will use in the
next Force Bolt, and change your plans if he changes one of them. Keapon
will only be concerned about his own paths and won't deliberately try to
mess you up, but the chance of crossfire exists.
7. Know when to work for yourself, and when to work against Keapon. If
you have equal clouds or you have more, you can focus on attack, but if he
has the advantage, make sure you block any moves that will threaten your
clouds.
The first time you beat Keapon at his game, he'll give you a scroll that will
increase the potential power of your Force Bolt spell. You'll be able to
hold down the button to charge it up. Charged spells do 100% more damage
at the cost of 50% more mana.
The second time you beat Keapon, he'll gift you an Electric Fan, which can
be used to decorate your room.
Any other time you beat him, he'll restore all your Mana Points for free.
This will make playing games very useful for building up your skills.
---
Wizard's Whirl
After establishing yourself as a Wizard at WIT, talk to Aziza about Magic
Games. She'll offer to challenge you to her variation of Wizard's Whirl,
which she refers to as "Sim Siddhi" (gag). Since you need certification to
play, it's rather academic that you need all the spells up to this point, but
specific spells used in this game are Trigger, Open, Flame Dart, and Calm.
First off, this game is more complicated than Force Bolt Flurry. The idea
is to get your little Elemental avatar down to the very center of the game
board.
The game board itself is rectangular in shape. Each side of the rectangle
is populated by an "element". Earth is a series of gray squares. Air is a
moving gray mass. Fire is a red mass. Water is a blue mass. There are
four "tiers" to the board, as well, which I'll explain in a moment.
Each wizard controls an Elemental avatar. You control the one with the green
shadow, and Aziza controls the one with the blue shadow. The object is to
have your avatar move around the board, then proceed down through the tiers
on the board until he reaches the center. To be allowed to go down a tier,
you must have had your avatar touch all four sides of the tier it's currently
on, but not necessarily make a complete circuit.
Now, you cannot directly control how your avatar moves. You can only clear
or change the path for it. After you make your move, your avatar will
attempt to progress along the game board, but will stop if its way is blocked,
or if the path ahead would harm it.
Speaking of harm, if any situation arises where the path your avatar is on
becomes harmful to it, it will be returned to your starting point.
Here's what each spell does, but I'll go into more detail about how to
properly use them further on:
Trigger: Use to change your avatar's elemental form, which cycles according to
contrary elements. Earth -> Fire -> Water -> Air -> Earth. You're not
allowed to Trigger your avatar if it will then be harmed by the element it
stands on.
Open: On each tier are two tower-like blockades in the corners of the board.
Cast Open on any blockade and it will be moved to one of the two empty
corners randomly. No Elemental can cross a blockade.
Flame Dart: Cast on any set of Earth tiles to turn it into Fire. Cannot be
cast on a set of tiles already occupied by an avatar.
Calm: Cast on any set of Fire tiles to turn it into Air. Cannot be cast on a
set of tiles already occupied by an avatar.
In addition to your spells, you may also use a turn to move your avatar down
or up a tier, if it's allowed. You will only be allowed to move down a tier
if you've touched all four sides of the tier you're on, and you won't be
harmed by the element on the next tier down.
So, the gist is to get your avatar in the proper form so he can cross the
proper tiles and move the fastest around the board. Each Elemental type has
different properties, strengths, and weaknesses. It's also worth noting that,
regardless of how big each side of the game board on each tier looks, ALL
sides have "two spaces" of travel time, which will become more evident as I
describe the Elemental types:
Fire Elemental: Can move two spaces over Fire. Will change Earth to Fire upon
touching it. Is harmed by Air and Water.
Water Elemental: Can move two spaces over Fire and Water. Moves only one
space over Air. Is harmed by Earth. Can turn Fire into Air if the Fire
tiles aren't bordered by more Fire tiles.
Air Elemental: Can move three spaces over Air and Water. Is harmed by Earth
and Fire.
Earth Elemental: Can move only one space over Earth, Water, and Air. Is
harmed by Fire. Changes any Air into Earth upon touching it.
So basically what is meant by spaces is that it takes one "space" for an
avatar to move from one end of a side to the other, then another space for it
to round the corner. This is true all the way down the tiers, even though the
fourth looks really small comparatively.
Also, paths are affected not only by the Elementals on them, or the spells
used, but also the surrounding paths, if they're not blocked by blockades.
For instance, Fire will spread on any adjacent Earth paths. Water, when
adjacent to Fire, will douse it, turning both to Air.
So as you can see, the strategy is to find a groove between form and path so
you can make the best progress and not die on the way. Here are a few
tips to success, although a lot of it can be attributed to luck:
1. Plan your route. Easier said than done, I know, but look ahead to see
whether your best plan is to try to change the path ahead with a spell, or
change your avatar so they can survive or thrive on it.
2. Tier progress is "saved". If you get sent back to the beginning, you'll
be able to jump down to tiers you've received clearance for at any time,
as long as it's safe to do so.
3. Use the blockades, not only for yourself, but against your opponent. For
example, if a blockade is all that's separating Earth and Fire tiles and
your opponent's avatar is Earth, remove the blockade and you'll roast it.
4. Be mean. If you have no move that will move your avatar faster, then
try to impede Aziza's progress. Blast a nearby Earth space with a Flame
Dart if it will spread to another Earth space and roast an Earth avatar.
The first time you beat Aziza at her game, she'll improve your knowledge of
Flame Dart so you can charge it up in combat. Charged spells do 100% more
damage at the cost of 50% more mana.
All other times you beat Aziza, she'll restore your Mana Points.
This sidequest features a villain running around the streets of Shapeir.
You don't need anything specific to begin it, so you can do it as early as
Day 1, although I wouldn't recommend it, given the relative challenge your
enemy presents.
Aaaanyway, among other cool things dotting the streets of Shapeir, you may
have noticed graffiti written on several walls. If you're really having
trouble finding some, there's some scratched on Dinar Tarik not too far
from Dinarzad's place. The writing will say one of four things, which may
change every time you click on them:
"Those who wish to follow the way of the sword should start at the very
beginning or face their undoing."
"Misfortune will arise when the dinar hits the fountain."
"Those who dare to walk to the fiery road will not return unscathed."
"Those who turn onto the dark, starry path will face great peril."
These writings actually refer to streets in the city. Specifically, they
refer to specific intersections that meet at a T. You'll go down a street,
and it will end and branch off in two directions, and that's where you'll
need to be.
The first statement refers to Askeri Darb as it approaches Saif Darb.
The second refers Naufara Darb as it hits Dinar Tarik.
The third refers to Harik Darb, specifically as it ends at Junub Tarik.
The last refers to the Tarik of Stars, where it connects to Sharki Darb, and
you have to approach at night.
Okay, so the deal is that when you read a message, then that particular
street is "activated" and you'll find the event there. If you read the
message again or a different one, then the event will be moved to the new
spot.
Okay, so what is this "event" I keep alluding to? Well, when you reach an
activated area, a Brigand will rush out and attack you, right there in the
streets! You'll have to fight him.
Sweeping Sir James -
HP: 60(E), 75(N), 90(H) (doubled for Hybrid)
Defense: 3 (4 for Fighter)
Properties:
Adventurer turned crook
Possesses skills of multiple classes
Attacks:
Swing: 9 (12 for Fighter) - A horizontal sword swing
Slash: 8 (11 for Fighter) - A vertical overhead slash
Dagger Toss: 10 - Throws daggers at range (Thief only)
Quick Dagger Toss: 10 (Thief only)
Flame Dart: 25 (Magic User only)
Abilities:
Draw/sheath Sword - Can put away his weapon or pull it back out as needed
(Magic User and Thief)
Zap - Much like the Magic User's spell, boosts attack once (Magic User only)
Counterattack - Will respond to direct attacks (Fighter only)
Evasive Sidestep - Will step outside range of attacks
Parry - Can block direct attacks with weapon (Fighter only)
Tips: This Brigand is different from the ones you can face in the desert.
He employs the skills of one of the three classes of Hero when he fights.
If he's "Fighter"-type, then he'll have a Defense of 4, and only the Swing
and Slash attacks, but he'll have the boosted attack numbers (the ones in
parentheses). If he's a "Magic User"-type, then he can't counterattack or
parry, but he'll have Flame Dart and Zap. If he's a "Thief"-type, then he
still can't counterattack or parry, but he'll have the two Dagger Toss
skills.
Once you beat him down to next to nothing, he'll run off and you'll be all
set for that area. You'll then have to track him down to the other three
areas (by viewing messages) and fight him in all four areas. In each area,
he'll change his tactics to one of the other classes. In the LAST fight,
he'll be a hybrid of all three classes, having ALL the listed skills,
including attack and defense bonuses, as well as doubled HP.
Once you finally finish him on the last fight, he'll have no treasure on
him besides a "Warrior's Diary". This little item will be carried with you
and you can click it on yourself to view it. It will record all your combat
records throughout the game.
The first page is for you. It shows your current Max HP, your base attack
(based on your current weapon), your defense (based on your armor). It then
shows a count of how many times you've escaped combat, and how many you've
won.
The opposite page is about certain events you've done. It records the
following things:
Arm Wrestling (Won/Lost)
Rope Walking (Success/Fail)
Force Bolt Flurry (Won/Lost)
Wizard's Whirl (Won/Lost)
Trainings Lost
Successful Backstabs
Saurus Victories
All the pages after that will feature all the enemies you've entered combat
with. You'll get a picture of them, their Max HP, their Defense, how many
you've killed, or if you killed the only one, general properties of their
style, and on the opposite pages, each of their attacks and moves and how
much damage the attacks take, for those you've experienced personally.
It's really for a completionist more than anything (like me) who has to know
everything about his foes. Fun to look at but largely useless. Every
enemy you face (including Rakeesh and Uhura) will be added to this journal,
and if it isn't obvious by now, it's what I used to fill in blurbs in the
Combat section and walkthroughs.
Oh, and just so you know, the Brigand you faced here will not be added to it,
nor will the creature you'll face in the sidequest described below.
=======================
11C. Fact or Fiction? =
=======================
This is the sidequest for the most dangerous enemy you'll ever face. This is
where the men are separated from the mice.
Before even beginning this undertaking, you must have at least defeated the
Fire Elemental.
The first sign of this fearsome creature is found at the end of Askeri Darb.
You'll see a pile of trash at the end of the alley and a curious flat box in
the pile. Click the Hand on it twice and you'll pick it up.
Furthermore, once you complete the sidequest above, the graffiti on the walls
will say random things. Keep clicking on any writing and eventually it will
say:
"The Doom from the East has passed and is now between Here and Infinity."
That is your target, and the hint on how to find him is right in the
message. The Doom came from the East, so it's obviously heading west, and
it passed by, so it's to the west of the city of Shapeir. Between Here and
Infinity means that it's somewhere out in the gigantic desert, to the west.
Head out to the sands, either row 4 or row 5 (just above or below where the
screen flips), then start heading west. You'll have to go a good 40 screens,
at least, before you happen upon your quarry, but keep going and eventually
you'll run across him. I suggest saving multiple times on the way, because
once you run into him, the scene will take over. You'll be asked if you want
to fight or trick the creature. If you say "trick", you won't have to deal
with him, but you'll never have the opportunity again. If you select,
"fight", like a real Hero, then you'll begin the greatest battle ever
recorded:
Pizza Elemental -
HP: 100
Defense: Like its size
Properties:
Bad accent
Big appetite
Bad sense of orientation
Attacks:
Pepperoni Punch Left (11) - Swings with its left fist
Pepperoni Punch Right (11) - Swings with its right fist
Arti-Choke (30) - Wiggles it tentacles, then grabs you for multiple hits;
attack ignores defense, always doing 30 damage regardless of your armor
Margarita Monsoon (12) - Will invoke at the beginning of the fight, causing
pizzas to rain down on all squares of the battlefield
Fast Food Binge (Fatal, unless...) - Swallows you whole
Jalapeno Heal (Various) - Creates a pizza and eats it to restore health
Tips:
The Pizza Elemental's defense is so high that all attacks do a damage of 1.
Okay, the first thing to worry about is the Pizza Rain. Watch the shadows
as the pizzas fall and move back and forth to avoid them. The pizzas drop
in all five of the combat spaces, but they tend to drop much less in the
top spot, which is the only place Ol' Doughy will stand. Of course, that's
in range of most of the rest of his attacks. Still, it's the best place to
be. Don't worry about side-dodging or blocking any attacks. When he
swings his fist, duck at the last second (jumping back is too tiring), then
thrust. That's it. Just thrust. No combos, no fancy attacks. When the
tentacles wiggle, step back, then move forward again when they stop. As for
the Chomp attack, it's easy to know when it's coming, because pizzas will
constantly rain down on the 2nd, 4th, and 5th spots, and he'll wiggle his
tentacles at the top. Obviously, the only safe spot is the 3rd spot, which
is where he'll rub his belly, then grab you with his tongue. If this
happens, you must strike him while inside or you'll die. Lastly, the most
annoying thing he can do is create a pizza and eat it, which will restore
his health. There is a way to make it ineffective, though. When he does
the Chomp attack, purposely get sucked up and cut your way back out. The
next pizza he tries to eat will give him indigestion instead of heal him.
In the end, you'll find that another thing you have to worry about is your
stamina, since you'll be striking and moving many times, so know when to
back off and just step back and forth between the pizza rain so you don't
exhaust yourself. Practice, practice. It can be done.
Some alternate strategies include dumping your Shield if you're a Fighter
in storage, since it won't help you in this fight. Some even suggest
dumping your Chainmail, since you'll move faster, but you will take damage
more easily. That's up to you. As for spells and throwing daggers,
remember that they all take time to set up, time that could see you
splatted into the sand by a large thin-crust.
Once you finish off your foe, he'll be reduced to his weakened form. At
this point, you can click the Hand on him to completely restore yourself.
Alternatively, if you brought the Flat Box. Click that on him and you'll
carry him around. From then on, you can eat some of him up to four times
to completely restore your health.
==========================
11D. Other Little Things =
==========================
A Street By Any Other Name
This is easily missed, and not particularly helpful normally (which is why I
didn't bring it up in the walkthrough), but kinda neat to learn (and may be
useful for the 11B sidequest). Any time BEFORE the first time you visit
Dinarzad, talk to Shameen or Shema and ask about "Moneychanger" (type it in
the parser). They will respond by filling you in on the street names of
the city and translate them for you into the Common language. From here on
out, whenever you stroll around the city and come to intersections, you'll
get both the Arabic name for the street and the Common translation.
---
Interior Decorating
One of the slight (yet not truly important) oversights in the original
version of this game was a rather large amount of money your Hero could
potentially have by the time he left Shapeir. This money turned out to be
useless in the end, since you lose it all in Raseir, and start the third
game with a set amount.
The developers of the remake decided to put that money to use by offering
you extra items that the Katta merchants can have for you. These tend to
cost quite a bit, and they have no use besides displaying in your room at
the Inn, but it's better than letting all that cash sit around burning a
hole in your money pouch, right?
First of all, with the exception of Alichica's extra items, all of these
items are available on a random day between Day 5 and Day 10, which is
calculated the first time you walk into your room. For another, again with
the exception of Alichica, each merchant will offer you only one of their
two items, and which one you can buy is determined by varied criteria,
each of which is explained below:
Alichica -
Sand Dome: This is added to his shopping list when you first go up and talk
to him. The only way you can miss this is if you ignore him the first time
he talks to you.
Saurus Foot Trashcan: This is added to his shopping list when he first
mentions it as you enter the Gate Plaza.
Lisha -
Lisha's Dried Flower Art will be different depending on whether or not you
have received the Fruit of Compassion. If you buy the Art before receiving
the fruit, the art will be of a nighttime view of Shapeir. If you buy the
Art afterwards, the art will be of Julanar's alcove in the desert.
Toshur -
Toshur's Decorative Pot will be blue if the day you buy it is even (8, 10,
etc.) and brown if the day you but it is odd (7, 9, 11, etc.)
Scoree and Sloree -
What the lifemates will sell you will differ depending on how many dinars
you have in your purse. If the number is even, you'll get the Bumper
Sticker, and if the number is odd, you'll get the Signed Game Box.
Tashtari -
What Mr. Sunset Glow will sell you depends on how many combat victories
you have (which can be read in the Warrior's Diary if you have it). If the
number of victories ends in 0-4, he'll sell you the Brass Jar. If the number
of victories ends in 5-9, he'll sell you the Big Brass Vase.
Saba -
The two possibilties for Saba are a brownish weaving and a weaving of a
portrait of the Hero. How to get each one depends on the exact time "cycle"
you're in, whether it's even or odd, respectively. Each day has 38 time
cycles, with Cycle 1 being the very beginning of "Day is Dawning". Without
debug capabilities, it's impossible to know exactly what time cycle you're
in. I suggest just saving first, buying the Weaving, and if it's not the
one you want, walk around for a while, then come back and try again.
Lasham -
Lasham's Potted Plant will come in a red vase if you buy it on Day 11 or
earlier, and it will come in a blue vase if you buy it on Day 12 or later.
Tiram -
The carpet Tiram sells you will be emerald-colored if you buy it when
Day is Dawning, at Midday, or when Sunset Approaches. It will be sapphire-
colored if you buy it at Mid-Morning, or Mid-Afternoon.
Keapon Laffin -
Mr. Giggles will give you the Electric Fan only if you beat him twice at
his Force Bolt Flurry game, meaning you must have a Magic skill to get
this.
Big thanks to Erpy for all this data.
---
Saurus Combat
As you head towards Raseir, you're given a new Saurus to replace the old
one. The first thing you'll notice about this one is that it's red. The
next thing you can only notice if you go out into the desert on Day 27 and
get into combat. Your Saurus will NOT toss you from the saddle and run off.
You will be able to enter combat on the back of your Saurus, and can use
him to attack.
The kick and bite can be done at melee range and the charge must be done
one space away. In the end, fighting as a Saurus is quite similar to
fighting as a Terrorsaurus, using many of the same attacks.
Now, the Saurus is quite powerful, but he has a natural preservation
instinct. If you get hit enough (usually enough for a knockdown), he'll toss
you from his back and will step to the sidelines. At that point, the meter
down in the bottom left will start of fill up. When it's completely full,
use the Special button (E) to remount.
That's all there really is to it. Your Saurus Victories will be marked on
your Warrior's Diary, but given how you can only do this in one afternoon,
there's not much to it.
---
Alternate Thief Endgame
This doesn't get you any points, which is why I didn't include it in the
walkthrough (oh, and the whole fact that I didn't even know this path
existed until Erpy told me about it). Once at Raseir's Palace, the Thief
has a potential alternate method of getting through the endgame.
In the end, this is mostly the same as the Fighter path, and might be
necessary to you if you don't have a Magic Rope, or the one you had ran out
of uses, or you have a small amount of daggers; not enough to use against
Ad Avis. If that's the case, even going up by the palace wall will lead
you to this path, but simply fighting your way through the front door will
lead you to it no matter how bad off you are.
So, beat down the guards at the gate, then get through the main door. Once
you end up in the antechamber, you can't fight Khaveen, because he refuses
to go up against you if you don't have a sword and shield. If you're a
Thief/Magic User hybrid, you must use Calm to remove him from the area. If
not, you have to do it the fun way. Watch Khaveen as he patrols and he'll
eventually walk under your balcony. Click the dagger on him and you'll leap
down and stab him, which is a cool way to kill him, but it costs you Honor.
From here, you'll need to do the rest of the game the Fighter way: bust
through the door with the spell on it, evade combat with the statue. Run
into a candle, then run through the flames.
=========================
11E. Easter Egg Central =
=========================
This will be coming soon. For one, it's good for everyone to search for
these on their own so they have the satisfaction. For another, as soon as
I start on a partial list, I'm going to be swamped with e-mails about how
to improve it, so I'll take my time on this part.
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:
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.
==============
12C. Credits =
==============
CJayC, SBAllen, and all webmasters for having this on their sites.
Sierra, particularly Lori Ann and Corey Cole, for making such an incredible
series.
The very dedicated and talented members of AGD Interactive, for taking several
years of their lives for the fans of the Quest for Glory series.
Lots of thanks to Erpy (the guy who did a lot of the game's programming, and
the entire combat system) for helping me pin down stats and certain
requirements to get certani items.
The fans of Quest for Glory, without which this remake probably wouldn't have
been possible, and all those who supplied help for me in finishing this
guide.
======================
12D. Version Updates =
======================
Version 1.0 - 9/2/2008 - Okay. I've made the necessary adjustments so
basically everything but the Extras section should be complete. Also,
I'm probably missing a good number of Conversation Topics and some Ways to
Die, so help me out there. Oh, and I also need a few damage values on
Khaveen's attacks.
Version 1.1 - 9/7/2008 - Erpy, among other people, helped me a LOT in filling
in blanks here, so kudos to them. Got the sidequests part up and cleaned up
a lot of stuff.
Version 1.2 - 9/15/2008 - Version 1.1 of the game is out, so an update is
natural. A few minor changes to the combat, and added certain answers you
can give Aziza.
=====================
12E. The Final Word =
=====================
Wow. There's love for your work, and then there's these guys. So much
effort on the art, the style, the combat, and the humor. What a talented
bunch of people AGD Interactive is.
Be sure to check out my other guides for the Quest for Glory games, too! I
love this series! Did I mention that?