1013 lines
39 KiB
Plaintext
1013 lines
39 KiB
Plaintext
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You have selected the Quest For Glory Series.
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1 ... Quest For Glory I So You Want To Be a Hero?
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2 ... Quest For Glory II Trial By Fire
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X ... eXit to Series Selection Menu
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Please enter selection: 2
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This is the Quest For Glory II hint section.
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Please select the area in which you are having trouble.
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1 ... Getting Started
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2 ... The City of Shapeir
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3 ... The Inn, Guild, Palace, and Shops
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4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
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5 ... Elementals and the missing Emir of Raseir
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6 ... Surviving the Desert
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7 ... The City of Raseir
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8 ... The Forbidden City
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9 ... End Game (the Emir's Palace in Raseir)
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X ... eXit to Series Selection Menu
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Please enter selection: 1
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Problem:
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Advice on playing as a Fighter.
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Hint:
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To create a fighter, add more points to your Strength and
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Vitality, as well as your fighting skills. Read in your Advanced
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Adventuring Manual the section on "Advanced Fighting" and "The
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Land of Shapeir". A fighter needs a daily regimen of exercise to
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build up his abilities, so practice frequently with Uhura at the
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Guild Hall. He should learn about the monsters inhabiting the
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desert by talking to Uhura and Rakeesh. He should also learn
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something about desert survival by talking to the guard at the
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city gate. The fighter should seek out monsters in the desert to
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hone his fighting skills, once he is properly prepared for
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desert travel. Equipping with the finest available sword will
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increase his chances at survival, and wagering with Issur will
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help increase his strength.
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Problem:
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Advice on playing as a Magic User.
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Hint:
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To create a Magic User, add more points to your Intelligence and
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Agility, as well as your Magic skill. Read in your Famous
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Adventurer's Correspondence School Manual the section on
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"Advanced Magic Using", "Basic Spell Usage" and "Advanced Spell
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Usage". Visit the Magic Shop to gain new spells and information
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about magic. Talk to the Enchantress to learn more about the
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magic of this land. Become a Wizard by finding the "Wizard's
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Institute of Technocery" and passing the entrance exams.
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Problem:
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Hints on becoming a Wizard.
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Hint:
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To become a Wizard, you must first find the "Wizard's Institute
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of Technocery". This is carefully concealed so only a Magic User
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can find it. Use your spells in the streets of Shapeir to locate
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and enter the "Wizard's Institute of Technocery". You might
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detect something worthwhile. Take the tests, but don't worry if
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you don't succeed at first. The practice in spell casting will
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help increase you skills.
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Problem:
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Advice on playing as a Thief.
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Hint:
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To create a Thief, add more points to your Agility, Vitality,
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and Luck, as well as to your Stealth and Lock Picking skills.
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Read the section upon Advanced Thieving Techniques in your
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Famous Adventurer's Correspondence School Manual and make sure
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you are equipped with the latest in thieving technology. Make
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contact with your local Thief representative by making the
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"Sign", and learn the best places to use your particular
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talents. Practice your skills wherever possible, and never
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resist a good challenge.
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Problem:
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Hints on becoming a Journeyman Thief.
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Hint:
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To become a Journeyman Thief, you need first to practice your
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skills in Shapeir. Once you are in Raseir, you need to contact
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the head of the Thieves' Guild. He will ask you to "recover" an
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object for him through the use of your skills. Once you
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accomplish this mission, you will earn the respect and title of
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"Journeyman".
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Problem:
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Hints on becoming a Paladin.
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Hint:
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To become a Paladin, you must concentrate on doing things
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honorably. Read the section on Paladins under "Combat Careers"
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in your Famous Adventurer's Correspondence School Manual, but
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remember, it is a bit biased. Talk to Rakeesh and Omar about
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Paladins and Heroes. Do good deeds wherever and whenever you
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can, and never attack an unarmed opponent. Always choose the
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most honorable way to do something.
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Problem:
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How do I Import a character?
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Hint:
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First play Quest For Glory I to the conclusion and follow the
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directions to create a character disk for transfer. Then, when
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you start "Quest for Glory II - Trial by Fire", select the
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"Import a Hero" and follow the directions given.
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Problem:
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A little background on your character before this game.
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Hint:
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In "Quest for Glory I - So You Want to Be a Hero", you were a
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beginning adventurer fresh from the Famous Adventurer's
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Correspondence School for Heroes." You visited the land of
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Spielburg, drawn by a notice that the town was besieged by
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brigands. You helped rescue the son and daughter of the Baron
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Stefan von Spielburg, and drove Baba Yaga from the land. You
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also made many friends, including Shameen, Shema, Abdulla, and
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the eccentric Wizard Erasmus with his magical rat, Fenrus. For
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more information, talk to Abdulla and Shameen. Better yet, buy
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the game and play it - you'll like it!
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Problem:
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The plot of Trial By Fire.
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Hint:
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Read the section on the "Special Southern Supplement - The Land
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of Shapeir" in your "Famous Adventurer's Correspondence School
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Manual". Talk to Rakeesh and listen to Omar's poetry readings at
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the Katta's Tail Inn on the evening of day three. Someone is
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behind the Emir's disappearance in Raseir, and is trying to take
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over all of Shapeir as well. Only a skilled and cunning Hero
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like yourself can overcome his deadly magic and solve the
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mystery of who is behind these actions.
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****************************************************************
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This is the Quest For Glory II hint section.
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Please select the area in which you are having trouble.
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1 ... Getting Started
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2 ... The City of Shapeir
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3 ... The Inn, Guild, Palace, and Shops
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4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
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5 ... Elementals and the missing Emir of Raseir
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6 ... Surviving the Desert
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7 ... The City of Raseir
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8 ... The Forbidden City
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9 ... End Game (the Emir's Palace in Raseir)
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X ... eXit to Series Selection Menu
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Please enter selection: 2
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Problem:
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How do I exchange my "old" money?
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Hint:
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Ask about the Money Changer. Harik Attar, Abdulla, and the Katta
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merchants all can help you. Use the map supplied with the game
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to figure out where in the city she should be, following the
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directions you have been given. Alichica's directions will also
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get you to the Money Changer's, but it is very hard to follow
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them.
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Problem:
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What should I do when I locate the Money Changer?
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Hint:
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The Money Changer will be overjoyed to exchange some money with
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you (for a slight commission, of course). You can get a better
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deal exchanging a little money at a time. Ask her about Raseir,
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money, and Sultan. She is an excellent source of information if
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you are a thief and approach her correctly. After you've done
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her a favor, show her your stuff and bargain about it. You'll
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get a better deal. She'll also tell you another place to use
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your skills.
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Problem:
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Help! I keep getting lost in Shapeir!
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Hint:
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Whenever you come to a passageway in the alleys, type "Look".
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This will give you the names of the streets you have come
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across. Locate the streets on the map supplied with the game to
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navigate around the city. As soon as you have some Dinars and
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Centimes, buy a map from Alichica and use it to help you get
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around.
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Problem:
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I need some tips on what to do in Shapier.
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Hint:
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Abdulla is a wealth of gossip when he is around, so ask him
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questions about what he is saying. Talking to everyone you meet
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and asking questions will give you a feel for what is going on
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in Shapeir. You can always go mongering for rumors. Go to the
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Guild Hall and read the "Quest Board" for things to do. If you
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really want some adventure, go out in the desert and fight some
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monsters. That should keep you busy. Just don't stay out too
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long, or you might not survive.
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Problem:
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What should I do in the bazaars?
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Hint:
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The Katta merchants in the bazaars will be happy to sell you
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things, some of which are crucial to your survival. Try
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bargaining with them if you are running short of money. They
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will also occasionally keep you informed about what is going on
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in the plazas. Everyone knows one another in the bazaars, and
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they are certainly keeping track of your actions.
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Problem:
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All the plazas are empty of merchants! What happened?
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Hint:
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If you enter a plaza and the merchants are gone and the scene is
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dark, then press the "control key" and the letter "D". This will
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give you the time of day. The merchants of the bazaar fold up
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their stands at night. If it is daytime and the merchants are
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not present, perhaps there is a good reason for this. See if any
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Elementals are around.
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Problem:
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I found something lying around in the fountain plaza. What should
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I do with it?
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Hint:
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Look at the object when you pick it up. There is a clue to its
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owner inside. You can keep it, take the money, or try to return
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it to the owner. This is entirely up to you and your character.
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****************************************************************
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This is the Quest For Glory II hint section.
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Please select the area in which you are having trouble.
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1 ... Getting Started
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2 ... The City of Shapeir
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3 ... The Inn, Guild, Palace, and Shops
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4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
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5 ... Elementals and the missing Emir of Raseir
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6 ... Surviving the Desert
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7 ... The City of Raseir
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8 ... The Forbidden City
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9 ... End Game (the Emir's Palace in Raseir)
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X ... eXit to Series Selection Menu
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Please enter selection: 3
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Problem:
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What should I do at the Katta's Tail Inn?
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Hint:
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The Katta's Tail Inn is a place to stay the night and get free
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meals, as well as a great source of information. Abdulla is a
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good source of gossip when he is around, so ask him about the
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Sultan, the Astrologer, the News, the Emir, and Raseir. Shema is
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the motherly type who tries to make sure you get a good meal.
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Sit down in the morning and evening to order some wonderful
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meals. For entertainment, watch her dance on the nights of her
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performance. For information, ask her about Raseir, rumors,
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Sharaf, and the Underground. Shameen will keep you informed
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about what goes on at the Inn and events in the city. Ask him
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about Raseir, the Sultan, and guest. When Omar performs, it is
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best to sit down and listen. Ask him about Dervish, Raseir,
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Paladin, and Enchantress. It is very rewarding to make a point
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of showing up on the evenings he is to perform. Shameen will
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remind you of the days he shows up.
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Problem:
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The Apothecary.
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Hint:
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The Apothecary is the source of pills which will help your
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survival. Harik Attar is a man obsessed with fire, and a good
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source for information on the subject. Ask him about Pills,
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Dispel Potions, Components, Raseir, Fruit of Compassion, and the
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Fire Elemental.
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Problem:
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The Magic Shop.
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Hint:
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The Magic Shop is the place for Magic Items and information. If
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you are a Magic User, you can get spells here. If you practice
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the arts of thieving, a crucial magic item can be purchased,
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providing you have obtained enough money. Keapon Laffin may be
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an airhead and overly fond of dropping names, but he does know a
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lot about magic and the magical things going on around Shapeir.
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Drop in to his store whenever you have a question. Ask him about
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magic, the enchantress, the dervish, spells, the Air Elemental
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and anything else that has to do with magic.
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Problem:
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The Weapons Shop.
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Hint:
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The Weapon Shop of Issur is the source for daggers and a good
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Sword. It also has an object which will be critical for the
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defeat of an elemental, but it isn't for sale. Issur is a bully
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and a braggart, but he is strong. Ask him about Arm Wrestling,
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and use him to help build up your strength. If you are a thief,
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this place can be profitable, but you need more information from
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the Money Changer first.
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Problem:
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The Guild Hall.
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Hint:
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Read about the Guild Hall in your Famous Adventurer's
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Correspondence School Manual. Study the Quest Board for
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information on things that need to be done and how to make some
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money in the city. Make the Guild Hall a regular stop in your
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adventuring activities. You never know just what might be
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waiting for you there. Uhura knows a lot about fighting.
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Practice martial arts with her to increase your skills and
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chance at survival in the desert. Ask her about monsters,
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Rakeesh, Raseir, and the Sultan. Rakeesh is sometimes found
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around the Guild Hall. He works with the Sultan, and helps
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reward the virtuous. Ask him about Paladins, his leg, the demon,
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his kingdom, monsters, and power. He can be a big help to the
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fighter against an Earth Elemental.
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Problem:
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The Palace of Shapeir -
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Hint:
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The only way to get into the Palace of Shapeir is to win the
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game. The Hero Awards Ceremony is held there.
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****************************************************************
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This is the Quest For Glory II hint section.
|
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Please select the area in which you are having trouble.
|
||
|
|
||
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1 ... Getting Started
|
||
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2 ... The City of Shapeir
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3 ... The Inn, Guild, Palace, and Shops
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4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
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5 ... Elementals and the missing Emir of Raseir
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6 ... Surviving the Desert
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7 ... The City of Raseir
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8 ... The Forbidden City
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9 ... End Game (the Emir's Palace in Raseir)
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X ... eXit to Series Selection Menu
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Please enter selection: 4
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Problem:
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The Enchantress Aziza.
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Hint:
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The Enchantress Aziza knows much about the Magic of this land,
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especially Water-related Magic and Elemental lore, and is more
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than willing to share this with you, providing you approach her
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politely. Her house is located off the east end of Shmali Tarik
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on the side street called "Sitt Tarik". To visit her, do what
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one normally does when approaching a stranger's door and answer
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her questions truthfully. If you don't know who sent you, you
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can always reply, "Keapon Laffin", if you remember what element
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the shopkeeper of the Magic Shop has between his ears. As for
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the riddle she poses, think in terms of the alphabet. Aziza will
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give you crucial information about Magic, the Djinn, Iblis, the
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various Elementals, contrary elements, containers, and the
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Plant. Make a point of visiting her on day 16 as she requests.
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Problem:
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The Astrologer.
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Hint:
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The Astrologer lives at the south end of Tarik of Stars. He can
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give you information about astrology and the omens of the
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future, as long as you are honest with him. He will even
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foretell your future, if you are willing to tell him about
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yourself and return another day. If you want to be kind, ask him
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about money and follow up on what he says.
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Problem:
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The Wizard's Institute of Technocery.
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Hint:
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The Wizard's Institute of Technocrey is hidden so that only
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Magic Users can find it. Use one of your spells in the streets
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of Shapeir to find the way there. You will need someone to
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sponsor you at this prestigious school, so pick the Archmage
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from Spielburg (see "The Story Thus Far..." in your Technical
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Manual). His pre-test is pretty simple, use the Detect Magic,
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Fetch, and Trigger spells. Don't worry if you don't succeed at
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first - you are getting valuable practice, and you can always
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try again later. To pass the Wizard's test, you will need almost
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all the available spells purchase what you do not have from the
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Magic Shop. Stock up on Mana pills from the Apothecary. Try your
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spells against the challenges knowing that you are gaining
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experience as you use them.
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Problem:
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How to pass the Wizard's Test.
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Hint:
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The trick to the Air challenge is to stay above the problem once
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it comes to you. With the Earth challenge it helps to remember
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that what can be done can sometimes be undone. The Water
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challenge tries to teach you to only use a spell as long as it
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is effective, and by targeting your efforts where they will
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provide the most leverage. The Fire challenge is an open and
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shut puzzle. Air challenge - Fetch and Levitate. Earth challenge
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- Trigger and 2 Calms. Water or Ice challenge - Flame Dart,
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||
|
Force Bolt, and Open. Fire challenge - Open, Calm, Fetch, and
|
||
|
Force Bolt. Don't take the easy way out once you are an
|
||
|
initiate!
|
||
|
|
||
|
Problem:
|
||
|
The Eternal Order of Fighters.
|
||
|
|
||
|
Hint:
|
||
|
The Order will call on you once you have proven yourself as a
|
||
|
Fighter. You will need high fighting skills to become a member
|
||
|
so make sure you practice daily. Check the Guild Hall on days
|
||
|
13, 14, and 15 for more information. After sunset on day 15, go
|
||
|
to the east end of Askeri Darb. You'll have to trust them, and
|
||
|
prove yourself in battle. Use your dodging skills to obtain your
|
||
|
weapon and shield. It will be your skills against their best
|
||
|
warrior.
|
||
|
|
||
|
Problem:
|
||
|
The Break-in House (if you are a thief).
|
||
|
|
||
|
Hint:
|
||
|
First contact the Money Changer and follow her directions about
|
||
|
when and where to go. Be fully equipped as the Money Changer
|
||
|
suggests. When you find the right place at the right time, SAVE
|
||
|
your game. Remember to use all your thieving skills here, and
|
||
|
search the room carefully. Don't forget to look under the
|
||
|
carpet. Be as quiet as you can, and when in doubt, hide. If you
|
||
|
don't want to get caught, make sure you put the obvious things
|
||
|
back the way you found them.
|
||
|
|
||
|
Problem:
|
||
|
Care and feeding of your Saurus.
|
||
|
|
||
|
Hint:
|
||
|
You must buy a Saurus if you want to win the game. You will have
|
||
|
to deal with Ali Fakir on day 2 or so. Hold out for the best
|
||
|
deal. 5 dinar is the least he will settle for. DON'T refuse the
|
||
|
final offer. Once you own a saurus, type RIDE to get it out of
|
||
|
the pen. You may also MOUNT and DISMOUNT. The saurus, at first,
|
||
|
may seem to be a bad bargain, but this is a very special saurus.
|
||
|
If you are lost in the desert, tell it to go home and it will
|
||
|
take you directly to the stable. It will also allow you to
|
||
|
travel faster and use less water. If the Saurus runs away from a
|
||
|
monster, just defeat the monster, wander out of the room, then
|
||
|
come back and your Saurus will be waiting. It really is very
|
||
|
loyal. If you still can't find him, head back to town on your
|
||
|
own. Your Saurus will eventually make its way back to the
|
||
|
stable. The guard at the gate will take care of your saurus once
|
||
|
you dismount.
|
||
|
|
||
|
****************************************************************
|
||
|
|
||
|
This is the Quest For Glory II hint section.
|
||
|
Please select the area in which you are having trouble.
|
||
|
|
||
|
1 ... Getting Started
|
||
|
2 ... The City of Shapeir
|
||
|
3 ... The Inn, Guild, Palace, and Shops
|
||
|
4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
|
||
|
5 ... Elementals and the missing Emir of Raseir
|
||
|
6 ... Surviving the Desert
|
||
|
7 ... The City of Raseir
|
||
|
8 ... The Forbidden City
|
||
|
9 ... End Game (the Emir's Palace in Raseir)
|
||
|
X ... eXit to Series Selection Menu
|
||
|
|
||
|
Please enter selection: 5
|
||
|
|
||
|
Problem:
|
||
|
Elemental information.
|
||
|
|
||
|
Hint:
|
||
|
Read the Section in your Famous Adventurer's Correspondence
|
||
|
School Manual on Elementals (page 20). Fortunately, you will
|
||
|
never meet the most powerful Elemental mentioned, so don't be
|
||
|
concerned about the anchovies. Talk to Aziza and Keapon Laffin
|
||
|
to get some basic information. There are two parts to the defeat
|
||
|
of an Elemental: Contrary Elements and Containers. There are
|
||
|
also people in Shapeir who have an affinity for certain
|
||
|
elements. Those are the ones to ask questions about a specific
|
||
|
Elemental.
|
||
|
|
||
|
Problem:
|
||
|
Defeating the Fire Elemental.
|
||
|
|
||
|
Hint:
|
||
|
First talk to Aziza about Elementals, contrary elements,
|
||
|
containers, and the Fire Elemental. Then talk to Harik at the
|
||
|
Apothecary about the Fire Elemental and Flame. You will need to
|
||
|
buy incense from him in order to lure the Elemental away from
|
||
|
the plaza before you can capture it. Don't buy more than 1
|
||
|
packet of incense. You will also need water from the fountain as
|
||
|
the Contrary Element and a proper container for fire (a lamp).
|
||
|
You will need to lure the Fire Elemental, put the lamp down
|
||
|
before you weaken it with its contrary Element, and capture it
|
||
|
in the container.
|
||
|
|
||
|
Problem:
|
||
|
Defeating the Air Elemental.
|
||
|
|
||
|
Hint:
|
||
|
First talk to Aziza about Elementals, contrary elements,
|
||
|
containers, and the Air Elemental. Then talk to Keapon Laffin.
|
||
|
He will give you a very subtle clue about what is a proper
|
||
|
container for air (a bellows). It hangs above the Weapon Shop.
|
||
|
If you tell Issur about the Air Elemental, you can try to win it
|
||
|
at arm wrestling if you are a very strong fighter-type. The
|
||
|
thief will probably need to steal it at night, but will need the
|
||
|
magic rope. The Magic User has a couple of ways to get it. The
|
||
|
easiest is to use a spell at night. You can get the Contrary
|
||
|
Element (dirt) in the Fountain Plaza from someone who uses it,
|
||
|
or from Keapon if you ask about it. To use the Contrary Element
|
||
|
against the Air Elemental, the fighter needs to use Strength and
|
||
|
then drop the contrary element. The Thief can use his throwing
|
||
|
skill to get it into the funnel. The Magic User needs to rise
|
||
|
above the Elemental and drop the Contrary Element. Then you just
|
||
|
capture Air Elemental in the container.
|
||
|
|
||
|
Problem:
|
||
|
Defeating the Earth Elemental.
|
||
|
|
||
|
Hint:
|
||
|
First talk to Aziza about Elementals, contrary elements,
|
||
|
containers, and the Earth Elemental. You will need to wear down
|
||
|
the Earth Elemental with the Contrary Element (fire) before you
|
||
|
can capture it. Go talk to Rakeesh, the liontaur, for some
|
||
|
ideas. If you are a Fighter, Rakeesh will be more than happy to
|
||
|
loan you what you need. A thief should talk to Harik at the
|
||
|
Apothecary about the Earth Elemental and Earth. You will have to
|
||
|
bargain carefully for what you need. The Magic User is able to
|
||
|
use one of his spells against the Earth Elemental, but it will
|
||
|
take a lot of spells to weaken it. The container (cloth sack)
|
||
|
can be purchased from a merchant in the Fighter's Plaza.
|
||
|
|
||
|
Problem:
|
||
|
Defeating the Water Elemental.
|
||
|
|
||
|
Hint:
|
||
|
Ask Aziza about the Water Elemental, Contrary Elements, and
|
||
|
Containers. You already have a source for the Contrary Element
|
||
|
(the bellows with air), as well as a container for the Water
|
||
|
Elemental (a waterskin). Just don't get too close to the Water
|
||
|
Elemental unless you have these ready.
|
||
|
|
||
|
****************************************************************
|
||
|
|
||
|
This is the Quest For Glory II hint section.
|
||
|
Please select the area in which you are having trouble.
|
||
|
|
||
|
1 ... Getting Started
|
||
|
2 ... The City of Shapeir
|
||
|
3 ... The Inn, Guild, Palace, and Shops
|
||
|
4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
|
||
|
5 ... Elementals and the missing Emir of Raseir
|
||
|
6 ... Surviving the Desert
|
||
|
7 ... The City of Raseir
|
||
|
8 ... The Forbidden City
|
||
|
9 ... End Game (the Emir's Palace in Raseir)
|
||
|
X ... eXit to Series Selection Menu
|
||
|
|
||
|
Please enter selection: 5
|
||
|
|
||
|
Problem:
|
||
|
Exploring the Desert.
|
||
|
|
||
|
Hint:
|
||
|
Read the desert survival section (page 14) in your Manual. Talk
|
||
|
to the gate guard about preparations. It is also a wise idea to
|
||
|
buy a compass from Alichica to keep from getting turned around.
|
||
|
Healing pills and Vigor pills from the Apothecary will help you
|
||
|
survive monster encounters. If you do get lost and you have your
|
||
|
saurus, just say "go home" and the saurus will take you there.
|
||
|
If you are lost without a saurus, remember the mountains are
|
||
|
both north and south of the city of Shapeir, but the city rests
|
||
|
in the northern mountains. To learn more about combat, read the
|
||
|
combat section in your Technical Manual (page 9). Talk to Uhura
|
||
|
and Rakeesh about monsters. Practice your fighting skills with
|
||
|
Uhura and she will give you valuable tips on combatting the
|
||
|
various monsters. Some monsters may be too tough for you when
|
||
|
you are starting out, so don't forget to run away if your health
|
||
|
points get low.
|
||
|
|
||
|
Problem:
|
||
|
Dealing with the Dervish.
|
||
|
|
||
|
Hint:
|
||
|
The Dervish is five screens south of Shapeir and three screens
|
||
|
to the east in the Oasis. He is happy to talk to you, although
|
||
|
he doesn't seem to say much. On day twelve, he will try to get
|
||
|
you to visit him. Seems he has a puzzle for you to solve. Ask
|
||
|
him for details about what he says. You will find the puzzle
|
||
|
five screens west of the city of Shapeir and three screens down.
|
||
|
You can also rest or sleep at the Oasis, but don't stay away
|
||
|
from town too long!
|
||
|
|
||
|
Problem:
|
||
|
The Griffin.
|
||
|
|
||
|
Hint:
|
||
|
The Griffin nests along the cliff sides west of town. It is
|
||
|
usually best to let sleeping Griffins lie. You may need a
|
||
|
feather, though. If you are a Fighter and do some careful
|
||
|
searching, you may uncover one. The Thief will need to do a
|
||
|
fancy rope trick to get a feather. The Magic User should do
|
||
|
something similar to the Thief, but with magic.
|
||
|
|
||
|
Problem:
|
||
|
The Plant Woman.
|
||
|
|
||
|
Hint:
|
||
|
The Plant Woman can be found along the mountains several screens
|
||
|
to the east of the City of Shapeir. Talk to the Enchantress
|
||
|
about the Plant Woman, and Aziza will tell you a sad story. She
|
||
|
will also tell you how to help. Follow her instructions in
|
||
|
order, pull some magic out of your sack, say her name, and the
|
||
|
Plant Woman will give you a gift. Julanar may not yet be human,
|
||
|
but your part in her story ends here. Once the tree blooms, she
|
||
|
will provide some shade for resting.
|
||
|
|
||
|
Problem:
|
||
|
The Caged Beast.
|
||
|
|
||
|
Hint:
|
||
|
The Dervish asks some important questions about the Caged Beast
|
||
|
to which you must learn the answers. Don't show too much pity
|
||
|
for this monster, but remember nothing survives long in this
|
||
|
desert without supplies. Talk to the Apothecary about Dispel
|
||
|
Potions and Fruit of Compassion. Talk to Aziza about the Plant
|
||
|
Woman. After you have the Fruit and the Feather, give them to
|
||
|
Harik to make you a potion. You will need to add the final
|
||
|
ingredient when you get back to the Beast. Distract it first
|
||
|
before you try to get that its fur. Then give the Dispel Potion
|
||
|
to the Beast, and see what happens.
|
||
|
|
||
|
Problem:
|
||
|
Fighting Jackalmen and Brigands.
|
||
|
|
||
|
Hint:
|
||
|
To learn more about combat, read the combat section in your
|
||
|
Technical Manual (page 9). Talk to Uhura and Rakeesh about
|
||
|
monsters. Practice your fighting skills with Uhura and she will
|
||
|
give you valuable tips on combatting the various monsters.
|
||
|
Remember to search the body of the brigand after you defeat him.
|
||
|
The Jackalmen will try to overwhelm you by sheer numbers.
|
||
|
Whenever you are low in Health Points, run away.
|
||
|
|
||
|
Problem:
|
||
|
Fighting scorpions.
|
||
|
|
||
|
Hint:
|
||
|
Before you fight a Scorpion, talk to Harik at the Apothecary
|
||
|
about pills. He has some you'll need. Practice your dodging and
|
||
|
blocking skills with Uhura. You don't want that Scorpion's tail
|
||
|
to hit you. Make sure you take a pill before combat just in
|
||
|
case. If in doubt whether you can win, run away. If you do
|
||
|
defeat it, get the tail.
|
||
|
|
||
|
Problem:
|
||
|
Fighting Ghouls.
|
||
|
|
||
|
Hint:
|
||
|
The Ghouls only come out at night. Ask Uhura and Rakeesh about
|
||
|
them. Unlike most monsters, they don't really hurt you, they
|
||
|
just sap your will to live. If your Stamina gets low while
|
||
|
fighting them - run away. Once a Ghoul drains all of your
|
||
|
Stamina, you are finished. When you have destroyed the Ghoul,
|
||
|
don't forget to collect its claws.
|
||
|
|
||
|
Problem:
|
||
|
Fighting Terrorsauruses (or is that sauri?).
|
||
|
|
||
|
Hint:
|
||
|
The Terrorsaurus is the toughest monster in the desert. Make
|
||
|
sure you build up your combat skills before you try to face him.
|
||
|
Run away if you have to, but remember, the Terrorsaurus is fast.
|
||
|
You might not escape. Take some Healing and Stamina Pills if you
|
||
|
get a chance.
|
||
|
|
||
|
****************************************************************
|
||
|
|
||
|
This is the Quest For Glory II hint section.
|
||
|
Please select the area in which you are having trouble.
|
||
|
|
||
|
1 ... Getting Started
|
||
|
2 ... The City of Shapeir
|
||
|
3 ... The Inn, Guild, Palace, and Shops
|
||
|
4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
|
||
|
5 ... Elementals and the missing Emir of Raseir
|
||
|
6 ... Surviving the Desert
|
||
|
7 ... The City of Raseir
|
||
|
8 ... The Forbidden City
|
||
|
9 ... End Game (the Emir's Palace in Raseir)
|
||
|
X ... eXit to Series Selection Menu
|
||
|
|
||
|
Please enter selection: 7
|
||
|
|
||
|
Problem:
|
||
|
How do I get to Raseir?
|
||
|
|
||
|
Hint:
|
||
|
The only way to get to Raseir is by caravan, and the caravan
|
||
|
leaves Shapeir on day 17. Just get a good rest the night before
|
||
|
at the Katta's Tail Inn, and you'll be on your way in the
|
||
|
morning. One special note: if you are a thief, make sure you
|
||
|
have a supply of oil before you leave!
|
||
|
|
||
|
Problem:
|
||
|
How do I obtain reservations at the Blue Parrot Inn?
|
||
|
|
||
|
Hint:
|
||
|
Senor Ferrari at the Blue Parrot Inn is a very important man, so
|
||
|
it is important to follow his "suggestions". This will be the
|
||
|
place you spend the night, assuming you stay on Ferrari's good
|
||
|
side. He is a most influential man, and can introduce you to
|
||
|
someone who knows things about you. Ask him about Raseir, the
|
||
|
Inn, the Emir, and rumors. Your room is past the wall behind the
|
||
|
bar, but you can only use it at night. Don't worry about paying
|
||
|
for your room there. You will discover that you have already
|
||
|
paid more than enough.
|
||
|
|
||
|
Problem:
|
||
|
What should I do when introduced to Ugarte?
|
||
|
|
||
|
Hint:
|
||
|
When you have been introduced to Ugarte, it is best to pay him
|
||
|
for information. Ask him about service, water, someone,
|
||
|
expected, lackeys, fountain, and prophecy.
|
||
|
|
||
|
Problem:
|
||
|
What should I do on my second day in Raseir?
|
||
|
|
||
|
Hint:
|
||
|
The natives are going out of their way to stage some
|
||
|
entertainment for you, so be sure to visit the far southern end
|
||
|
of the Fountain Plaza in Raseir. If you head back towards the
|
||
|
Blue Parrot Inn afterwards, you will meet a mysterious stranger.
|
||
|
Follow her and then follow the instructions given there. After
|
||
|
that, you can explore the town some more, but keep track of the
|
||
|
time of day. You'd better not be out after dark.
|
||
|
|
||
|
Problem:
|
||
|
How do I handle a Harem Girl?
|
||
|
|
||
|
Hint:
|
||
|
Give the Harem Girl what she wants, but first ask about Khaveen,
|
||
|
marry, father, disguise, Ad Avis, Power, control, Harem, and
|
||
|
magic.
|
||
|
|
||
|
Problem:
|
||
|
A Thief's Guide to Raseir.
|
||
|
|
||
|
Hint:
|
||
|
Make the thief sign at the Blue Parrot Inn when talking to Senor
|
||
|
Ferrari. He will give you information about a little favor he
|
||
|
wants you to do. Follow his instructions. You will need all your
|
||
|
thief skills and equipment to handle this case. Use your stealth
|
||
|
to travel at night, and your rope to get into the house. Be very
|
||
|
patient, take your time. Don't make any more noise than you have
|
||
|
to. If you do make noise, stop and wait a few moments before
|
||
|
moving again. Before you can actually get the Bird, you will
|
||
|
need to handle the hinges and the lock. Then quietly sneak out
|
||
|
the way you came in.
|
||
|
|
||
|
Problem:
|
||
|
What should I do in the Dungeons of the Emir's Palace?
|
||
|
|
||
|
Hint:
|
||
|
There are three things you must do to escape the dungeon. Open
|
||
|
the gate to the cell, get your equipment, and find the secret
|
||
|
passage out. If you are a Magic User or a Fighter, use your
|
||
|
natural skills to escape. If you are a thief, your equipment is
|
||
|
missing. You will have to make do with what you can find. Check
|
||
|
your inventory or the hay near the Katta prisoner. Get your
|
||
|
stuff and search the room. Use your strength or a spell to open
|
||
|
the secret passage. Then escape.
|
||
|
|
||
|
Problem:
|
||
|
What do I do my friend, Ad Avis?
|
||
|
|
||
|
Hint:
|
||
|
Ad Avis is a wonderful person, or so he says. Just do what he
|
||
|
wants, and you will get along fine with him, if you survive.
|
||
|
After all, you don't really have a choice!
|
||
|
|
||
|
****************************************************************
|
||
|
|
||
|
This is the Quest For Glory II hint section.
|
||
|
Please select the area in which you are having trouble.
|
||
|
|
||
|
1 ... Getting Started
|
||
|
2 ... The City of Shapeir
|
||
|
3 ... The Inn, Guild, Palace, and Shops
|
||
|
4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
|
||
|
5 ... Elementals and the missing Emir of Raseir
|
||
|
6 ... Surviving the Desert
|
||
|
7 ... The City of Raseir
|
||
|
8 ... The Forbidden City
|
||
|
9 ... End Game (the Emir's Palace in Raseir)
|
||
|
X ... eXit to Series Selection Menu
|
||
|
|
||
|
Please enter selection: 8
|
||
|
|
||
|
Problem:
|
||
|
How can I enter the city?
|
||
|
|
||
|
Hint:
|
||
|
When Ad Avis tells you to open the door, use what Zayishah gave
|
||
|
you (check your inventory).
|
||
|
|
||
|
Problem:
|
||
|
I can't see in here!
|
||
|
|
||
|
Hint:
|
||
|
Rub the magic item you made earlier to see your way around. You
|
||
|
will need to do something in the Water Room next door to stop
|
||
|
the wind in this room.
|
||
|
|
||
|
Problem:
|
||
|
How can I make it over the river?
|
||
|
|
||
|
Hint:
|
||
|
Set the Arcade Difficulty Level in your Game menu to a level
|
||
|
appropriate to your own skill. Save your game. To cross the
|
||
|
water, try it near the waterfall. Jump on at the right time,
|
||
|
then jump off when you get near land. Restore your game if you
|
||
|
make a mistake. Both the Fighter and the Magic User need to
|
||
|
apply Force here to stop the wind in the Air Room. The Thief
|
||
|
needs to use his powers of observation and his Thief tools
|
||
|
("rock picks"?). Then climb the rocks to the left of the
|
||
|
waterfall and cross back through the Air Room and into the Fire
|
||
|
Room.
|
||
|
|
||
|
Problem:
|
||
|
How can I get past the geysers?
|
||
|
|
||
|
Hint:
|
||
|
Use water on yourself, time the fire geysers carefully, and move
|
||
|
quickly but cautiously through this room.
|
||
|
|
||
|
Problem:
|
||
|
I'm in the room with the door, what should I do?
|
||
|
|
||
|
Hint:
|
||
|
When you enter here, it might be wise to take a Healing Pill
|
||
|
after the Fire Room. A Thief uses his rope to get down off the
|
||
|
ledge, a Magic User uses an up and down sort of spell, and the
|
||
|
Fighter just has to be Macho. To open the door, you will need to
|
||
|
say the name of the one who bound Iblis (Suleiman). Read the
|
||
|
Land of Shapeir Background and History Section in your Famous
|
||
|
Adventurer's Correspondence School Manual.
|
||
|
|
||
|
Problem:
|
||
|
How can I get the Treasure?
|
||
|
|
||
|
Hint:
|
||
|
The entire Treasure room is a trap, so save as you come in if
|
||
|
you want to check out ways to die. Otherwise, ignore the obvious
|
||
|
and pass through safely.
|
||
|
Please enter selection: n
|
||
|
|
||
|
Problem:
|
||
|
What should I do when I find the Statue of Iblis?
|
||
|
|
||
|
Hint:
|
||
|
As you head upward towards the glowing statue of Iblis, you will
|
||
|
find yourself trapped by Ad Avis. After he leaves, use your lamp
|
||
|
to see the way around, and you will find a very magical ring to
|
||
|
help you escape.
|
||
|
|
||
|
Problem:
|
||
|
How do I handle the Genie of the Ring?
|
||
|
|
||
|
Hint:
|
||
|
Ask the Djinni about wishes, master, prophecy, ring, prowess,
|
||
|
health, and teleport. Wish for the things he can give you, but
|
||
|
don't waste all of the wishes. Use the final wish to "wish for
|
||
|
transport", so you can escape the Forbidden City.
|
||
|
|
||
|
****************************************************************
|
||
|
|
||
|
This is the Quest For Glory II hint section.
|
||
|
Please select the area in which you are having trouble.
|
||
|
1 ... Getting Started
|
||
|
2 ... The City of Shapeir
|
||
|
3 ... The Inn, Guild, Palace, and Shops
|
||
|
4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
|
||
|
5 ... Elementals and the missing Emir of Raseir
|
||
|
6 ... Surviving the Desert
|
||
|
7 ... The City of Raseir
|
||
|
8 ... The Forbidden City
|
||
|
9 ... End Game (the Emir's Palace in Raseir)
|
||
|
X ... eXit to Series Selection Menu
|
||
|
|
||
|
Please enter selection: 9
|
||
|
|
||
|
Problem:
|
||
|
How can I enter the Palace of the Emir of Raseir as a fighter?
|
||
|
|
||
|
Hint:
|
||
|
The fighter has no option but to fight the guards and force the
|
||
|
door to get into the castle. Do it quickly before more guards
|
||
|
arrive.
|
||
|
|
||
|
Problem:
|
||
|
How can I enter the Palace of the Emir of Raseir as a thief?
|
||
|
|
||
|
Hint:
|
||
|
The Thief needs to sneak in the shadows up to the Palace wall
|
||
|
and uses his rope to go off left when the Eunuch guard is not
|
||
|
watching.
|
||
|
|
||
|
Problem:
|
||
|
How can I enter the Palace of the Emir of Raseir as a Magic User?
|
||
|
|
||
|
Hint:
|
||
|
The Magic User must cast "Dazzle" at the guards, and then "Open"
|
||
|
at the Palace gates, to enter.
|
||
|
|
||
|
Problem:
|
||
|
I am a Fighter. How can I get past Khaveen?
|
||
|
Hint:
|
||
|
Jump down from the Balcony and challenge Khaveen to a duel after
|
||
|
the guard has gone. Never give up, but you will need to be a
|
||
|
very skilled Fighter to defeat Khaveen. Get your weapon while
|
||
|
you can. Take a Healing Pill after the battle if you can, and
|
||
|
head for the door to the Ritual Chamber. You will take some
|
||
|
damage opening the door.
|
||
|
|
||
|
Problem:
|
||
|
I am a Thief. How can I get past the Eunuch Guards?
|
||
|
|
||
|
Hint:
|
||
|
Timing is essential in this room. First hide behind the Fish
|
||
|
fountain, and let the Harem Girl distract the one Eunuch Guard.
|
||
|
Keep an eye on the roving guard, and be ready to move before he
|
||
|
can see you. Hide behind the table next until the roving guard
|
||
|
is out of the room, then quickly sneak across to the door
|
||
|
outside.
|
||
|
|
||
|
Problem:
|
||
|
I am a Magic User. How can I get past Khaveen?
|
||
|
|
||
|
Hint:
|
||
|
The Magic User should use the Calm spell upon Khaveen after the
|
||
|
guard is gone. You can then use a spell to get down, use a spell
|
||
|
to prepare yourself for Ad Avis, use a spell to open the door to
|
||
|
the Ritual Chamber and then go in.
|
||
|
|
||
|
Problem:
|
||
|
How do I defeat Ad Avis as a Fighter?
|
||
|
|
||
|
Hint:
|
||
|
You have no time to waste in this room. Avoid combat with the
|
||
|
living statue, kick over a candle, then move to the left side of
|
||
|
the screen. Run towards Ad Avis before he can cast too many
|
||
|
spells. Don't let a little fire stop you from getting him.
|
||
|
|
||
|
Problem:
|
||
|
I am a Thief and I can't reach Ad Avis!
|
||
|
|
||
|
Hint:
|
||
|
You will need to use your rope to get to Ad Avis, and all your
|
||
|
balancing skills. Once on the other side, throw something at one
|
||
|
of the candles to stop the ritual. Carefully avoid the Spells Ad
|
||
|
Avis is throwing at you. Move to the right pillar to get a
|
||
|
direct line of sight at Ad Avis, and keep throwing daggers at
|
||
|
him.
|
||
|
|
||
|
Problem:
|
||
|
How do I defeat Ad Avis as a Magic User?
|
||
|
|
||
|
Hint:
|
||
|
You have no time to waste here. Cast a spell to stop the living
|
||
|
statue (remember the WIT "Earth" test?), make sure you have a
|
||
|
protection spell going, and cast a spell at one of the unlit
|
||
|
candles to keep Ad Avis from lighting it. Now you have made Ad
|
||
|
Avis really mad. If you are protected, Ad Avis will not be able
|
||
|
to cast a spell directly at you, but unfortunately, he has the
|
||
|
same Protection. You will need to use an indirect spell against
|
||
|
him before he figures out how to get you. Move a bit left, cast
|
||
|
a spell to bounce off the wall and knock the brazier into Ad
|
||
|
Avis to defeat him.
|
||
|
|
||
|
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
||
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
||
|
|
||
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
||
|
Burn This Flag Zardoz 408/363-9766
|
||
|
realitycheck Poindexter Fortran 510/527-1662
|
||
|
Lies Unlimited Mick Freen 801/278-2699
|
||
|
The New Dork Sublime Biffnix 415/864-DORK
|
||
|
The Shrine Rif Raf 206/794-6674
|
||
|
Planet Mirth Simon Jester 510/786-6560
|
||
|
|
||
|
"Raw Data for Raw Nerves"
|
||
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|