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Quest for Glory 2 Walkthrough

    Contents:

  1. Editor's notes
  2. Start of the game
  3. Locations of interest in Shapeir
  4. Saurus pen
  5. Katta's Tale Inn
  6. Alchemist
  7. Magic shop
  8. Fountain Plaza
  9. Aziza
  10. Palace Plaza
  11. Fighter's Plaza
  12. Adventurer's Guild
  13. Astrologer
  14. Moneychanger
  15. Nest of the griffin
  16. Enchanted tree
  17. Oasis of the dervish
  18. Acquiring a map
  19. Joining the thieves guild (Thieves only)
  20. Becoming a member of WIT (Magic users only)
  21. How to join the EOF (Fighters only)
  22. Facing the fire elemental
  23. Putting the earth elemental in his place
  24. Tackling the water elemental's challenge
  25. The Fruit of Compassion
  26. Absconding with the sacred statue
  27. What to do when Ad-Avis hypnotizes you
  28. Answering the door's nosy question
  29. What to wish for when you find the djinn
  30. Facing the master mage Ad Avis
  31. References
  32. Letters
    Quest for Glory 2: Trial by Fire Walkthru

    Written by Patrick Manlig
    Edited/HTML enhanced by Paul Pollack (Internet: paul.pollack@intol.com, www.intol.com/\paul\paul.htm)


    Table of Contents


    Editor's Notes

    Walkthrus regarding the Quest for Glory series, and walkthrus in general, are primarily written in a quick & dirty fashion, meaning that they are not meant to provide you with the maximum points but just to provide a quick and positive ending to the game. While this should still be a walkthru, I do feel that some additional information is needed.

    As in Quest for Glory I (original), there are certain debug codes that the programmers left in place, even after the game was finished. These are available by typing SUCK BLUE FROG anytime during the game and using an ALT-letter combination.

    Valid ALT-letter combinations include ALT-W (Feature Writer -- don't touch!), ALT-B (edit money/communications skill), ALT-K (edit one skill by number; numbers not included in this text), ALT-H (edit all skills), ALT-I (Edit inventory items -- numbers not included here), ALT-T (teleport to a location and a time; Einstein would be proud), ALT-S (list the sprites currently on screen), ALT-E (ego status), ALT-P (changes the objects on the screen to turn to only one color depending on whether it it's in the foreground or background), ALT-F (displays the memory status), ALT-G (Path Maker -- don't touch!), ALT-Z (quits), ALT-X (quits), ALT-C (shows you possible locations to move), ALT V (turns the effects of ALT-C and ALT-P off) AND ALT-N (?).

    Note that the required numbers for the above cheats are not listed here, as I didn't wish to way down the page. Enough experimentation should be enough, but for those of you who would like a complete list, e-mail me.

    Most graphics shown are thumbnails; clicking on one of them will bring up a bigger, more life-like screen shot. Sketches are taken from the Famous Adventurer's Correspondence School guides from Quest for Glory I and II. Happy gaming!


    The Town of Shapeir:

    In the town there are the following locations of interest:

    The saurus pen
    Here you can buy your own riding saurus on day 2 or 3.

    The Katta's Tale Inn

    The Alchemist
    Here you can buy pills and sell different ingredients. You can also buy the incense that will be needed do defeat the fire elemental later on. Ask Harik about fire, since this is his specialty. He will also be able to mix up some dispel potions for you.

    The Magic Shop
    This shop is run by Keapon Laffin, a person attuned to the element of air. He can provide information on the element of air as well as spells and a magic rope. If asked for, he will give away fool's earth. (or something like that)

    The fountain plaza
    Here you can fill your waterskins, get dirt from the florist, buy a brass lamp to contain a fire elemental and buy food.

    Aziza
    The enchantress will let you in if you answer her questions. You can then get information about the different elementals and the enchanted tree in the desert. While she tells something about all the elementals, she is most attuned to the element of water.


    Palace plaza
    I think this is the place to buy a cloth bag, that will be used to store a earth elemental later on. Aside from that the only thing that can be obtained here is a pin that you're given as a gift after defeating the elementals.

    Fighter plaza
    Here you should find Rakeesh, a paladin and a noble warrior. He can lend you a magical, flaming sword to defeat the earth elemental. He can also tell you 'bout the element of earth. Blacksmith. This man sells swords and daggers, and also like arm wrestling. It's a good way to add to your strength. Also, on his sign hangs the bellows that you will use to capture the air elemental.

    Adventurers' guild
    Here you can train, sign your name in the book, and find different quests on the board.

    Astrologer
    You can get your future told here. If there's anything more to do, I admit I missed it.

    Moneychanger
    As have been said, you change money here and get assignments if a thief.

    Nest of the griffin
    Can be found if walking left along the cliffs when entering the desert. Scare the griffin away, and then use the magic rope or levitate to get a feather. (This can be tricky)

    Enchanted tree
    Follow the cliffs to the right when entering the desert to get here.

    Oasis of the dervish
    Ask the guard at the town gate for instructions on how to find this place. What you want here is some of the dervish' beard. On to the quest When you've familiarized yourself with the Town, the elementals should start to appear.

    So, we find ourselves in Shapeir. An oasis in the middle of the vast desert. We start in the Katta's Tail Inn, talking to Abdulla. Talk to him and he will tell you that you should explore the town. But to do this effectively you will need a map of the town layout. The Inn isn't the place to look for such a thing, so we decide to leave this place. When exiting the Inn, we enter a plaza, and in one corner there is a fellow trying to sell some junk, like ashtrays, t-shirts, maps.. Hey - did he say map? That's exactly what we need now! But when talking the man we soon find out that the money from spielburg isn't accepted here! Fortunately, there is a moneychanger in this town, and if you follow the instructions Ali Chicha gives you, you will eventually find her.

    After exchanging your money for Shapeir money, return to the stand of Ali Chicha. Buy the map and compass from him. Now we have taken the first step to exploring the town. During the following 12 or so days, all we'll have to do is to defeat several elementals attacking the town. But there are other fun things to do, as well.

    The Magic-User will want to become a member of the WIT. To become a such, You will first have to find where it's located. There are two magicians in this town that you can ask, Keapon Laffin and Aziza. However, none of those will tell you much. Perhaps give a pointer. To find WIT, you will have to use the spell Detect magic to locate a certain cul-de-sac. When you think you have found the right spot, cast an Open spell to enter WIT. Once inside WIT you will be asked why you seek admittance (answer something like magic), and will be asked to choose a mentor. You can see pictures of different persons, among them Aziza. But she says she don't know you well enough. Hmm.. Who is it on that painting? Remember ol' Erasmus? Well, he seems to remember you, and despite much moaning from other Wizards, he can be chosen your mentor. Then, all you have to do is to pass those tests... The first test is in a dark room, where you will have to use detect magic, fetch and trigger to perform what Erasmus ask you to do. Then it's on to the path of Wizardry. First to block your way along this path is the element of air, in the form of a fan. Make the fan move towards you and then levitate to let it pass under you. Thus, the first obstacle has been negated. Next to hinder you is the element of earth. He can be coped with by casting several calm spells after casting detect magic (or was it trigger?). Just climb over the elemental when he is calm. The third element is fire. To get past this one, extinguish the fire with a calm spell. (be sure to open the door with a fetch spell first) Then, after closing the door (another fetch spell), cast a force bolt at the upper half of the door. The door will allow you to cross the hole. The last hinder is the element of water. It will have to be melted with a flame dart, and then cracked with several well placed force bolts. Once you have finished this, you will be accepted as an initiate in WIT. You do not want to remain there, however, no matter what the other wizards say.

    The Thief should seek out the moneychanger for more than one reason. She just happens to be the local thieves' guild, and she will give you an assignment if you identify yourself as a thief. Just follow her directions, and remember to lift the rug. (if surprised, just hide in the closet - but be sure you've oiled the hinges first) As a reward for a well done assignment, she will then give you directions as to where more money can be found.

    The Fighter will later be given the opportunity to join the EOF (ask the adventurers' guild manager about this), but it will take some time before this happens. When it does, just follow the instructions you get (the letters left at the adventurers' guild) and simply break the chains when you're going to be 'executed'.

    The first one is the fire elemental, that will ravage the gates plaza one day after it's first heard of. To defeat this hot- head, get some incense that you spread on the ground. Then lead the elemental into the alley and place the brass lamp on the ground. When You run out of incense, use a full waterskin to force the elemental into the lamp. Voila, you now have a magic lamp! Four days later, an air elemental will appear in the palace plaza. This guy really doesn't like dirt, so if you throw some at him, he'll be paralyzed for a while. When paralyzed, the elemental fit just nicely in the bellows.

    The next challenge is the Earth elemental. It will roam the streets of the town an can be encountered anywhere buy in the plazas. To defeat it, you'll have to use fire. The two ways to do this is to use either the flame dart spell or Rakeesh's Soulforge. Be sure to collect the remains in a cloth bag.

    The last threat to the city is a water elemental appearing in the fountain. The only thing that can drive it from the fountain is the air elemental captured in the bellows. It can then be captured in an empty waterskin. The last important thing to do before leaving with the caravan to Raseir is to have Harik make dispel potions. To do this, he needs some ingredients. All of those you should already have collected, except for one. The missing ingredient is the 'Fruit of Compassion'. To obtain this, you will need to visit Aziza and ask her on the plant. Then get to the tree and give it water, while telling it about yourself. Give it earth and tell it about your deeds. Lastly, give it a hug and tell her her name. (Julanar) The tree will now bear fruit, and Harik should be able to make the potions. (some things are omitted here, but those pose no problems while playing the game) On to Raseir You will now travel to the town of Raseir, where evil rules. After entering the town, enter the Blue Parrot. There you'll find the head of the thieves' guild in Raseir - a really slimy guy. He will have you steal a statuette of a falcon from the captain of the guard. But first, you should meet a lady in distress. She wants your pass, so that she can get out of the city. Of course, that means YOU cant get out anymore, but we're supposed to be heroes, aren't we? Give her your clothes and pass, and then you'll get a mirror in exchange.

    Now to stealing the statue. Enter the central plaza sneaking, and wait 'til the guard disappears. (as soon as it gets dark) Then use the magic rope or the levitate spell to get to the window on the second floor. Enter the room within and steal the statue from the cabinet. (once again you'll have to use oil to make sure those hinges doesn't make any sound) Upon returning to the 'Blue Parrot' you will be arrested as soon as you leave the tavern. In the prison Remember the pin the Katta gave you? Remember what associations it gave you? Well after talking to the Katta in the cell (and showing him the pin) You skillfully use the pin to pick the lock to the cell. The Katta then show you a secret passage leading out of here. Don't forget your gear, though.

    At the other end you will part, just to run into Ad Avis. He will hypnotize you and you will suddenly find yourself in the lost city. The crypt Since the prophecy seems unwilling to fulfill itself, you'll have to help it a bit. With the help of the mirror, the stars will suddenly be in the correct positions and the door to the crypt will open. Ad Avis will then urge you to go into the crypt. Again you will fight the elements. This time Water is the first to oppose you as an underwater stream block your way. Every now and then there floats past a log, could this be of any help? On the other side of the stream there's a hole in the wall which creates a strong wind. Use force bolt ore brute force to block the hole, and you've negated the second element. You can then traverse the path to the room with boiling lava. Once in there it helps to keep cool - if you find this hard, you should pour something on yourself. On the other side of the lava you will find a cliff and a door below it. To get down, use the rope or the spell levitate.

    Once you approach the door, it will start asking nosy questions. (only one, actually) The answer to the question could be discerned from conversation with Abdulla, but why you should think of doing this before you get the question, I don't know. The answer is 'Suleiman' (Ben Daoud, I think) The only thing now standing between you and the statue of Iblis is the treasury. Just don't take any of those goodies, and you'll get through this room without problems. Now you enter the room where the statue of Iblis is located. The final battle Just before you reach the statue, Ad Avis appears out of thin air. He then seal the cave and leave you there to die. Fortunately, Ad Avis has misinterpreted the prophecy, and when looking carefully you will find a ring on a stalagmite, containing 'He who is left behind'. This being is a djinn, and has the power to grant wishes. Since you have three, you can use two to improve your character, while using the last to teleport back to Raseir. Once here, you again meet the Katta from the cell, and he tells you that you should sneak into the palace while the Kattas keep the guards busy. sneaking to the palace, you see a handkerchief tied to the battlement. Wait until the guard moves away, and then levitate or climb to where the hanky is. You now enter the harem. (Wish one could stay there, sigh!) After a long scene, you will sneak past the eunuchs guarding the harem. Now we find ourselves watching how Ad Avis is freeing Iblis.

    Since this is something that should be avoided, our task is to stop him, but how? It is essential to stop him from finishing the ritual, and since you can't get him from here, you must use the rope to get to the tower. Once there, you can throw a dagger at one of the candles and break the spell. However, this will upset Ad Avis. He will do his best to kill you, but if you duck, and throw daggers at him, you should be able to kill him. (I had a hard time doing this, mainly because I never got across the rope fast enough to stop Ad Avis from freeing Iblis) Now all you have to do is to relax and watch the ending scene - you have completed Quest For Glory II : Trial By Fire.

    (This may be incorrect, since I am writing it without being able to play the game and confirm that it's correct. It was a while since I completed Quest for Glory II, so my memory may fail me.)


    Created by Patrick Manlig

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