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- QUEST for GLORY II: TRIAL by FIRE
-
- Typed by ??? Of SKID ROW. Edited by PARASITE.
-
-
- Page 1 follows:
- ---------------
-
- Table of Contents
-
- What is Quest for Glory? .................. 2
-
- Creating a Character ...................... 2
-
- The Story thus Far ........................ 6
-
- Living in this Crazy World ................ 7
-
- Combat .................................... 9
-
- How to Read this Manual
-
- All Systems ............................... 12
-
- Amiga ..................................... 16
-
- All Systems - How to Play ................. 16
-
- Trial by Fire Menus ....................... 18
-
- Communicating with Quest for Glory ........ 21
-
- Interacting with Quest for Glory .......... 23
-
- Page 2 follows:
- ---------------
-
- WHAT IS QUEST FOR GLORY?
-
- Quest for Glory combines the character development and combat of
- fantasy role-playing games with the basic adventure game concept
- of exploring and solving its puzzles. Trial by Fire is the second
- Quest for Glory scenario.
-
- The essence of role-playing is that you must try to think as your
- character would when faced with a dilemma. In Quest for Glory II, you
- can choose from three basic character types - the strong fighter,
- the mysterious magician, or the wily thief. Each has the same goal:
- to find Arus al-Din and restore him to the rank of Emir of Raseir.
- Each character will, however, set about accomplishing that goal in a
- different way. The magician may use spells to overcome some obstacles,
- but might not survive a pitched battle with a monster. The thief must
- find a crafty way around the same problem that the fighter or magic
- user would approach directly.
-
- Experience can be a tremendous asset to you as a hero. Your
- attributes will improve as you play the game. Tasks that are beyond
- your ability early on may become less difficult as your skills
- improve.
-
- Conversation is a very important element of Trial by Fire. You
- will meet many strange people and creatures in Shapeir. To learn about
- your surroundings and your quest, it will be necessary to speak with
- everyone you meet. Like your character, the beings you meet will
- have distinct personalities, and their skill and knowledge may lie
- in different areas. You'll want to ask specific questions, and find
- out all you can.
-
- Every hero must deal with his share of foul and ferocious monsters.
- If you want to be a hero, you'll have to fight or avoid them, as they
- don't tend to favor discussion. Each battle you fight with provide
- you with valuable experience, and many victories will yield treasure
- that you will need to buy food and equipment.
-
- A hero's life isn't always serious, though. Between desperate
- encounters with terrible monsters and life-and-death decisions lie
- many light-hearted, humorous and downright silly moments. Shapeir
- is a strange place with a multi-faceted personality, as you will
- soon see.
-
- Creating a Character
-
- Before beginning your adventure, you'll choose from three basic
- character types - The Fighter, The Magic User, or The Thief. Your
- selection will determine much about the sorts of obstacles you will
- encounter, and the means by which you will over-
-
- Page 3 follows:
- ---------------
-
- come them. Choose CREATE CHARACTER from the starting screen. You will
- see the character selection screen. Choose the highlighted character
- from the character selection screen by pressing [ENTER] key or by
- pointing with your mouse and clicking (multi-button mouse users will
- use the left button).
-
-
- First of all, you can import your character from Quest for Glory I. If
- you are like me and didn't finish it, you can create a new character.
- The choices you have are Fighter, Magic-User and Thief.
-
- Importing a Character From Spielburg
-
- If you successfully completed Quest For Glory I: So You Want To Be
- A Hero, your hero can travel to Shapeir by magic carpet and once again
- help you defeat evil.
-
- Locate the diskette on which you saved your hero after the QFGI
- victory celebration.
-
- Load Trial By Fire, insert the saved hero diskette into a drive
- and choose IMPORT CHARACTER. A file selector box will appear on the
- screen, listing the files on the disk in drive A:. If your Hero is
- in another disk or directory, choose CHANGE DIRECTORY.
-
- Use your mouse or [Arrow] keys to highlight the name of the file
- containing your saved Hero, then click on the Import box or press
- [ENTER].
-
- To go back to the initial selection screen, choose CANCEL, or press
- [ENTER].
-
- Each type of character comes with its own set of skills and abilities,
- some specific to the character type, some common to all three. Every
- type has pre-assigned point values for appropriate abilities. In
- addition, you will begin the game with a 50 point 'pool' to assign to
- the areas in which you wish your character to be strongest (see
- Assigning Skill Points, below).
-
- After you have chosen a character, you must name it. You may type
- in any name you like.
-
- The Fighter:
-
- The Fighter depends upon his skill with weapons, his strength and
- his vitality to survive the rigors of life as a Hero. His weapon is
- his sword, and his best defense is his shield. We recommend that you
- play a Fighter if this is your first Quest for Glory adventure.
-
- The Magic-User:
-
- The Magic User must rely upon his intelligence and the successful
- casting of magic spells. He can best protect himself by avoiding
- close combat.
-
- Page 4 follows:
- ---------------
-
- The Thief:
-
- The Thief counts on his skills, stealth, and agility. His weapon of
- choice is the dagger, and he prefers to throw it from a distance. He
- can best defend himself in combat by dodging.
-
- Assigning Skill Points
-
- To highlight a skill, use the mouse cursor or the up and down
- [Arrow] keys. To assign points to a skill, press the right [Arrow]
- key. Each time the right [Arrow] key is pressed, 5 points will be
- assigned to the highlighted skill. Press the left [Arrow] key to
- subtract 5 points from a skill. (You may not reduce skill points
- below the original value of that skill.) For 'fine tuning' use the
- [+] and [-] keys to add or subtract one point at a time.
-
- To attain a skill not normally available to your character type (such
- as lock-picking for a fighter), choose the desired skill from the skill
- menu and assign points using the procedure described above. Acquiring
- a new skill costs 10 points, which means the minimum skill level
- of 5 will require 15 points from the 'Points Available' pool. These
- will be assigned automatically.
-
- Page 5 follows:
- ---------------
-
- Points for Health, Stamina or Magic cannot be changed by you directly.
- The values for these attributes will change automatically as you gain
- experience, suffer damage and modify certain skills.
-
- Strength is important in performing physical activities, especially
- combat. The Fighter must be strong to be effective.
-
- Intelligence will enable the Magic User to succesfully learn and
- cast spells, and will benefit all characters when engaged in mental
- activities, such as out-thinking opponents in combat, or trying to
- think effectively.
-
- Agility is important during combat, and vital to lock-picking and
- stealth. The Thief cannot prosper without high agility.
-
- Vitality determines how much damage a character can sustain, and
- how quickly he will recover from damage and strenuous physical activity.
- High vitality is particularly useful to the Fighter.
-
- Luck can aid you in many subtle and mysterious ways, and is especially
- important to the Thief.
-
- Honor aids your interactions with those characters who live their
- lives by a code of honor. Honor points must be earned - they can not
- be assigned directly.
-
- Skills:
-
- Weapon Skill determines the character's ability to land a successful
- blow in combat.
-
- Parry is the ability to block an opponent's blow using a wepon or
- shield.
-
- Dodge is a skill used to avoid a blow by ducking or sidestepping it.
-
- Stealth is the art of moving quietly and discreetly, taking advantage
- of shadows and other camouflage when sneaking around.
-
- Pick Locks is the skill that allows a character to triumph over locked
- doors, chests, etc. A lock pick of thief's tool kit is necessary
- to use this skill.
-
- Throw determines your character's aptitude for throwing and
- accurately hitting a target with a small object such as a rock or a
- dagger.
-
- Climb is the skill that allows a character to scale difficult
- surfaces.
-
- Magic is the basic skill required to learn and cast magical spells.
-
- Communication is the skill of putting your thoughts in order and
- expressing your self effectively to others.
-
- Page 6 follows:
- ---------------
-
- Each character also posseses attributes that are set automatically
- based on certain skills and abilities:
-
- Health Points gauge the amount of damage a character can suffer
- before he will die.
-
- Stamina Points determine how much energy a character has to perform
- physical activities. When Stamina points are low, the character is
- tired. He will fight less effectively, and may be injured more easily.
-
- Magic Points measure the amount of mana or magical energy a
- character has, and therefore how much magic he can perform. When magic
- points are gone, the character will be unable to cast spells.
-
- Skills and abilities improve with practice. The skills your
- character exercises frequently will improve more rapidly, while
- those left unused will remain fixed at their original levels.
- Your character can only advance in skills in which he has at least
- five points.
-
- The Story Thus Far...
-
-
- You begin Trial By Fire flush with the success of your last
- adventure (as depicted in Quest for Glory I: So You Wan To Be A Hero).
- As you recall, you arrived in Spielburg with little but your Famous
- Adventurers' Correspondence School diploma. But now you are the
- Hero of Spielburg, having defeated the brigands and driven Baba Yaga
- from the valley. You also made many important friends, including the
- Archmage Erasmus (and his faithful companion Fenrus), and the Baron
- Stefan von Spielburg. Your friendship with the Kattas Shema and
- Shameen, and Abdulla Doo the Merchant, has led to your current quest.
-
- You are now riding with Abdulla and the Kattas on the merchant's
- magical carpet, recovered from the briagand's stolen treasures.
- After a long and harrowing journey, you at last arrive in the magnificent
- city of Shapeir. Unfortunately, just when you thought you could take
- a well-earned rest, you discover that Shapeir has problems of its own.
- A Hero is needed here, too!
-
- Now you must become your character, and learn to think as he would,
- use his unique skills to experience the land of Shapeir, and be a Hero
- on your Quest for Glory.
-
- Page 7 follows:
- ---------------
-
- Living in this Crazy World
-
- Just as in real life, there are basic things a person must do to
- stay alive. You will need to eat a couple of meals each day. If you
- are carrying food, you'll eat automatically, but try not to run out
- of rations. Be especially careful not to run out of water. In the
- desert, water is life itself.
-
- You'll also need a certain amount of rest or sleep to regain Health,
- Stamina and Magic points. Without rest or sleep you will use these
- points quickly. Sleep is best accomplished in the safety of an inn.
-
- Also, as in real life, basic necessities often cost money. To earn
- money, you can fulfill a quest (thereby obtaining a reward), or defeat
- a wealthy monster. The thief has other options. The coin of the realm
- of Shapeir is unlike that of Spielburg. Here, 100 brass centimes=
- 1 golden dinar. Supplies such as food, equipment, magical spells
- and healing points can be purchased from the local merchants.
-
- You will carry most of your equipment in a backpack. The amount you
- can carry is determined by your strength and the weight of the
- equipment.
-
- If for some reason you are in a hurry (a monster on your tail, or
- some such thing), type run to move more quickly. Don't run too far
- though, or you'll soon become tired. Type walk to resume walking
- normally. Characters with points assigned to STEALTH can also sneak
- when appropriate.
-
- Finding Your Way Around Shapeir
-
- The city of Shapeir, in contrast to the quaint Alpine village of
- Spielburg, is an ancient and thriving metropolis. Many first-time
- visitors find Shapeir's dense maze of streets and alleyways almost
- overwhelming. Outside the gates is the seemingly endless Shapeir
- Desert.
-
- The keys to keeping yourself oriented in this vast realm are proper
- use of a map and compass, taking advantage of such clues as street
- signs and the knowledge of local citizens.
-
- The Map
-
- Purchasing a map in the game will help your character find his way
- around the streets of Shapeir without getting hopelessly lost. Once
- your character has a map, you can type "use map" anywhere in the streets
- and plazas of Shapeir. Then, simply place your cursor on a map location,
- click the mouse button or press [ENTER], and your character
-
- Page 8 follows:
- ---------------
-
- will walk directly there (unless, of course, something gets in his way).
- Until you have visited a location (such as a particular shop), it will
- not show up on the map. As you explore the city, you will discover
- more places and your map will become more useful. It's better than
- getting lost.
-
- To exit the map, press [ESC].
-
- The Compass
-
- A compass is a very useful item for navigating the trackless
- desert, or even finding your way around town.
-
- Street Signs
-
- Even natives of Shapeir sometimes need a reminder as to where they
- are going and which way they are heading. (Wizards in particular
- are notorious for having dificulty in this area.) For this reason,
- street signs are prominently posted at all major intersections and in
- the plazas. Plaza signs also often include direction symbols.
-
- Asking Directions
-
- One way to find locations you haven't visited yet is to talk to the
- locals. A clear, concise set of directions may be your reward. (Of
- course, that rather depends on whom you ask!)
-
- The Saurus and Desert Travel
-
- Distances in the desert can be deceiving, and it is easy to lose your
- way. A well-trained desert Saurus purchased from a reliable dealer can
- mean the difference between exploring the desert in comfort and death
- from sunstroke or dehydration. Whether you are walking or riding, never
- travel in the desert without a full waterskin. Night travel is also a
- good way to avoid the desert blazing sun.
-
- Winning the Game
-
- When you complete Quest for Glory II successfully, you will be given
- the opportunity to save your character for use in Quest for Glory III:
- Shadows of Darkness. You will be asked to insert a formatted, writeable
- disk. Save this disk, as it will allow you to begin Shadows of Darkness
- with your character from Trial by Fire.
-
- Page 9 follows:
- ---------------
-
- Talking to Other Characters
-
- You will meet many strange beings in Shapeir - some human, some
- otherwise. Most of them know things that you don't. By speaking with
- them you can gain some of that knowledge.
-
- Everyone you meet will understand sentences in which you ask about
- something in their areas of expertise. You might ask about magic when
- speaking with the Astrologer or the Enchantress, or ask about heroes
- when you visit the Adventurer's Guild Hall. You'll want to jot down
- anything that seems important, as your conversations will provide you
- with most of the clues you'll need to save the land and once more prove
- your worth as a Hero.
-
- Many of the replies to your queries will suggest additional
- questions to ask, or lead you to others who can provide you with
- useful information. For example, when you ask Shameen about his inn,
- you will learn of the poet Omar.
-
- Combat
-
- The world is full of monsters and villains, and if you want to stay
- alive long enough to become a Hero, you really ought to learn to how to
- fight them. A clash will occur any time a monster comes near enough
- to strike your character, or when you type fight.
-
- Combat can take place in the room where you encounter a monster
- (allowing more movement and strategy), or the screen may change to a
- close-up view of the monster.
-
- When you encounter a monster, you will need to react quickly. You
- can throw daggers or cast an appropriate spell while the monster is
- still at a distance, or you can type fight to engage in battle. While
- in combat, you can cast some spells, but you won't have time to use
- healing or other potions.
-
- In Quest for Glory II combat, you can Attack, Parry, Dodge, or Cast
- spells (assuming your character has the appropriate skills). All
- combat moves are made with the numeric keypad (see chart). In general,
- the top row of keys (7, 8, and 9) represent Attacks, the middle row
- (4, 5, and 6) represent Parries, and the bottom row (1, 2, and 3)
- cause your character to Dodge.
-
- A Swing is a powerful blow that generally does more damage than a
- Thrust. However, it takes slightly longer, giving your opponent a
- better chance to defend himself. Choose a High Swing or Low Swing
- to take advantage of weaknesses in your opponent's defense.
-
- Page 10 follows:
- ----------------
-
- The direct Thrust is faster and harder to defend against, but leaves
- the attacker more open to a counterthrust. Use a Thrust when accuracy
- is more important than damage, as against a fast-moving but lightly-
- armored opponent.
-
- All attacks benefit from careful planning and timing. Parry or Dodge
- your opponent's attacks while preparing your next blow. Attacking too
- quickly will make you tire rapidly, and you will not hit as often as
- when you delay your thrusts.
-
- The Parry, most often practiced by Fighters, is the art of blocking
- your opponent's attack with your weapon or shield. Parrying is quicker
- than dodging, and less tiring, but must be timed properly to stop the
- enemy attack.
-
- Dodging is the art of physically avoiding your opponent's attacks.
- It is the only defensive skill available to most Theives and Magic
- Users, and can also be crucial to Fighters when facing a clearly more
- dangerous opponent. Watch your enemy carefully - anticipate his
- moves, and choose the proper Dodge accordingly.
-
- Spells which may ordinarliy be used in close combat include:
- Flame Dart, Force Bolt, Zap, and Dazzle. When in doubt, Run Away
- (but watch your backside!)
-
- Numberic Keyboard Keys:
-
- 7- Swing High 8- Thrust 9- Swing Low
- 4- High Parry 5- Middle Parry 6- Low Parry
- 1- Dodge Left 2- Dodge Back 3- Dodge Right
-
- In terms of combat strategies, timing and defense are both
- important in Quest for Glory II. Try to strike when your opponent
- is 'open'. and anticipate his attacks to better defend yourself.
-
- If you feel that the situation has gotten out of hand, you can
- type escape, or press [CTRL-E] to retreat.
-
- Many battles can be avoided, and it might be wise at time to do
- so. Combat, how-
-
- Page 11 follows:
- ----------------
-
- ever, is one of the best ways for an aspiring Hero to practice and
- improve skills. Each time you defeat a monster, you'll gain valuable
- experience that will increase your chances in future battles.
- Remember, always search the body of your opponent after winning a
- battle, for some creatures carry money or other useful items.
-
- In most cases, Status Bars are displayed during combat, keeping
- you informed of Health, Stamina and Mana (magic energy) points for
- your character. As you become injured, Health points diminish. You
- will use Stamina points as you work hard at fighting or using your
- skills. When Stamina points are depleted, energy is drawn from
- Health. When Health points are gone, the character is dead. A Health
- bar is also displayed for your opponent, to show how badly it is
- injured. Your opponent's Stamina is not displayed, since it would
- not be obvious to you during combat.
-
- Thief Skills
-
- Thief characters have two special skills: 'Pick Locks' and
- 'Stealth.' To use these skills type pick lock to gain entrance to
- a locked door, or sneak to move quietly. When you are finished
- 'sneaking,' type walk to resume walking normally.
-
- Magic
-
- A Magic User begins the game with several spells. For a
- thorough discussion of these spells and their effects, see the
- Famous Adventurer's Correspondence School Manual, pages 5-8.
- The spells he possesses will be listed in his inventory. Also listed
- will be the number of Magic Points needed to cast a spell, and the level
- of skill the character has in each spell. His spell casting will improve
- with practice. To use a spell, type cast (or press [CTRL-C]), then
- type the name of the spell.
-
- Targeting Spells
-
- In Trial by Fire some spells must be targeted. If you cast such a
- spell, a targeting cursor will apppear onscreen. The targeting
- cursor is in the shape of crosshairs. Use the mouse or [Arrow] keys
- to move the cursor to where you want to cast the spell, then click
- your left mouse button or press [ENTER].
-
- The spell's success will depend on your skill in magic in general,
- and your skill with that spell in particular. Practice pays.
-
- Page 12 follows:
- ----------------
-
- How to Read this Manual
-
- Throughout this manual we will use the following ways of representing
- information:
-
- MENU COMMANDS will be capitalized.
- Example: SAVE, RESTORE, QUIT, PAUSE GAME
-
- Typed commands will appear as bold type.
- Examples: 'type: ask about shapeir' 'type: cd \sierra'
-
- Portions of the command line not meant to be typed will not appear
- in bold type. For example, in the line 'type: cd \sierra', 'type:'
- should not be typed.
-
- [Keystrokes] will appear in brackets setting them off from the
- surrounding text. The brackets are not keystrokes and should not
- be typed.
- Examples: [Spacebar], [Tab], [PageUp]
-
- Two or more keys that should be pressed at the same time will be
- separated by a hyphen (-). This hyphen is not a keystroke, and should
- not be typed.
- Examples: 'Press [CTRL-I] to view your inventory.'
-
- The terms 'disk', 'floppy disk', and 'diskette' are used
- interchangeably to refer to either 3.5" or 5.25" external data
- storage disks. The term 'hard disk' is used to refer to a fixed,
- no-removable data storage disk.
-
- ALL SYSTEMS
- -----------
-
- PLEASE NOTE: If there is a README file on your game diskette, it may
- contain important information and instructions that were not available
- at the time the documentation and other materials for this game were
- printed. Failure to review the README file before installing the
- program may result in unexpected consequences during the installation
- and/or running of the program.
-
- GETTING STARTED: DISKETTE DRIVES
-
- It is always advisable to make back-ups of your master program
- diskettes to increase the life of the masters and guard against
- accidents. Follow your computer's instructions to make copies
- of all game diskettes.
-
- Page 13 follows:
- ----------------
-
- If you will be playing from diskettes rather than a hard disk,
- you will also want to format a blank diskette for saving games.
- In fact, saving games to diskettes is a good idea, even if you are
- playing the game from your hard disk. Follow your computer's
- instructions to format a blank diskette and keep it handy for saving
- your game as you play. For some helpful tips on saving games,
- see the 'Saving Your Game' (Page 22) and 'Interacting with Quest
- for Glory' (Page 23) sections of this manual.
-
- When installing your program, you may be prompted to insert a
- 'Drivers' disk. If you receive this prompt, please examine your
- disks and insert the disk marked 'Drivers' and press [ENTER], so
- that the appropriate drivers will be loaded. Some games do not include
- a separate 'Drivers' disk.
-
- Page 16 follows:
- ----------------
-
- AMIGA
- -----
-
- INSTALLING THE GAME
-
- NOTE: RENAME your copies of all game disks to remove the words 'COPY
- OF' from the disk name. If the words 'COPY OF' are not removed from
- the disk names of ALL the copies, the system will continue to ask
- for the original disk, and will not run the game.
-
- 1. Boot your system with Workbench, and double-click on the INSTALL
- icon.
-
- 2. Follow the on-screen prompts, choosing your selection with the
- mouse by clicking once on the item.
-
- 3. You will be asked if you wish to install the game on your hard
- disk. If you do NOT wish the game to be installed on your hard disk,
- select NO. If you want to install the game on your hard disk,
- select YES.
-
- 4. Using your mouse, select which hard disk you wish to install
- the game onto.
-
- 5. Follow the on-screen prompts to complete the installation.
-
- LOADING INSTRUCTIONS
-
- From Floppy Diskettes:
-
- 1. If you have less than 1 megabyte of memory for your Amiga,
- disconnect any external drives while your system is off.
-
- 2. Insert Disk #1 into drive DF0:.
-
- 3. Turn on your system.
-
- From Hard Disk:
-
- 1. Load Workbench and double-click on your hard disk icon.
-
- 2. Double-click on the SIERRA drawer.
-
- 3. Double-click on the drawer for the desired Sierra game.
-
- 4. Double-click on the game icon.
-
- Page 17 follows:
- ----------------
-
- ALL SYSTEMS
- -----------
-
- HOW TO PLAY
-
- MOVING YOUR HERO
-
- You may move your character on the screen with the [Arrow] keys,
- the numeric keypad, or the mouse. To halt your character's steps
- with the keypad, press the number 5, or press the last used direction
- key again. Do not attempt to move the character to start and stop
- continuously, resulting in very slow progress.
-
- Using the mouse, position the arrow to where you want the character
- to move, then click the left mouse button.
-
- Cursor Keys:
-
- Up Arrow - UP
- Down Arrow - DOWN
- Left Arrow - LEFT
- Right Arrow - RIGHT
-
- Numeric Keypad:
-
- 7 - NW
- 8 - N
- 9 - NE
- 4 - W
- 5 - STOP
- 6 - E
- 1 - SW
- 2 - S
- 3 - SE
-
- SPECIAL CURSORS
-
- Quest for Glory II uses special mouse cursors during certain modes
- of play. The shape of each cursor shows you what actions are
- available to your character at that time. If you are not using
- a mouse to play, the special cursor will usually appear in the lower
- right corner of the screen to inform you of the current mode.
-
- Dagger - When you see this cursor, you can move your character and/or
- type commands.
-
- Face - When you see this cursor, you can neither move your character
- nor type commands.
-
- Page 18 follows:
- ----------------
-
- Shield - This cursor is for aiming targeted spells or when throwing
- something (see Targeting Spells, page 11). You will see this
- cursor then you cast a spell that must be targeted. Move
- the cursor to the place onscreen where you want to aim a
- spell.
-
- TRIAL BY FIRE MENUS
-
- When you press [ESC], a menu bar will appear at the top of your
- screen with several menus that can be opened to show the command
- choices available to you.
-
- Use the left and right [Arrow] keys to open a menu, and the up and
- down [Arrow] keys to highlight items within a menu.
-
- If the menu choice opens a screen with two or more choices, use the
- [Tab] key to move between the choices.
-
- Press [ENTER] to select a highlighted command.
-
- Press [ESC] to return to the game without choosing a command.
-
- Menu........................Shortcut Command Keys
-
- Sierra Menu
-
- About Quest for Glory II..... [Ctrl-G]
- Help......................... [F1]
- Silly Clowns................. [Ctrl-Y]
-
- File Menu
-
- Save Game.................... [F5]
- Restore Game................. [F7]
- Restart Game................. [F9]
- Quit......................... [Ctrl-Q]
-
- Page 19 follows:
- ----------------
-
- Game Menu
-
- Faster Animation............. +
- Normal Animation............. =
- Slower Animation............. -
- Sound Volume................. [Ctrl-V]
- Turn Sound on/off............ [F2]
- Arcade Difficulty............ [F4]
- Game Detail.................. [F6]
- Game Time Scale.............. [F8]
-
- Action Menu
-
- Cast Spell................... [Ctrl-C]
- Fight........................ [Ctrl-F]
- Escape....................... [Ctrl-E]
- Pause Game................... [Ctrl-p]
- Repeat Last Command.......... [F3]
-
- Information Menu
-
- Inventory.................... [Ctrl-I]/[Tab]
- Character.................... [Ctrl-S]
- Time/Day..................... [Ctrl-D]
- Ask About.................... [Ctrl-A]
- Tell About................... [Ctrl-T]
- Look At...................... [Ctrl-L]
- Read Map..................... [Ctrl-R]
- Compass Heading.............. [Ctrl-H]/[Backspace]
-
- OTHER SHORTCUT KEYS
-
- [Spacebar]...................... Repeat last command
- [Shift-Click]................... Look At
-
- Page 20 follows:
- ----------------
-
- SHIFT-CLICK* is a feature that will allow you to 'look' at a person or
- object using your mouse. Place the mouse arrow on the desired person
- or object, then hold down the [SHIFT] key and press the mouse button.
- You will now receive a descriptive message.
-
- * Please note: Multi-button mouse users should use the RIGHT mouse
- button, and need not press [SHIFT].
-
- GAME SPEED CONTROL
-
- At times it may be useful to slow down the speed of the game
- animation in order to negotiate a trcky section, or observe
- something more carefully. At other times, you may wish to speed up
- game actions. In Quest for Glory II, animation speed is controlled by
- the [+] and [-] keys, or by selecting a choice from the Speed menu,
- using the mouse or [Arrow] keys.
-
- GAME TIME SCALE
-
- You can adjust the speed at which days and nights pass in the game
- by choosing GAME TIME SCALE from the Game menu.
-
- GAME DETAIL
-
- If your computer system is running the game too slowly, you may
- want to adjust the amount of nonessential animation in the game. At
- the beginning of the game, Game Detail will be automatically set at
- the best level for your system's speed. This level will be shown
- on the Game Details screen as OPTIMAL. You can adjust the detail
- level at any time during game play by choosing Game Detail and
- making another selection from the Game Detail Screen. NOTE: WE DO NOT
- RECOMMEND SETTING THE DETAIL LEVEL HIGHER THAN THE OPTIMAL LEVEL FOR
- YOUR SYSTEM.
-
- ARCADE LEVEL
-
- You can set the difficulty level of arcade sequences (combat and
- skill-based puzzles) using the ARCADE LEVEL option in the Action menu.
-
- USING THE MOUSE (optional)
-
- Your mouse will be useful to you in moving your character, and in
- learning about your surroundings. To move your character using the
- mouse, position the arrow to where you want the charcter to move,
- then click the left mouse button. In many scenes, you can find out
- about a person or object by using the [SHIFT-CLICK] feature described
- above.
-
- Page 21 follows:
- ----------------
-
- EXAMPLES OF COMMON COMMANDS
-
- Communicating with Quest for Glory II
-
- Many characters in the game will have information of one kind or
- another for you. To talk with a character, type: ask about [character,
- subject or object] (for example: ask about the brigands) or press
- [CTRL-A], then type [character, subject or object]. Using a mouse,
- choose the menu command ask about. Try different approaches, and
- remember : talk to everyone you meet!
-
- You may encounter objects you need along the way. To take an
- object, type: take [object]. For example, take the note. You will
- need to use the objects you acquire as you explore. You can try
- different things such as typing: use the [object], or give the
- [object] to [character]. Different approaches to a puzzle may bring
- about a different outcome.
-
- Pay close attention to details. To examine objects, type look at
- the [object], (for example: look at the table), or press [CTRL-L],
- then type the name of the object.
-
- Using a mouse you can also use the 'Shift-Click' feature described
- above. To get a general description of the current room or scene,
- type look, or use your mouse to choose LOOK from the menu.
-
- RETYPING COMMANDS
-
- If you wish to repeat a command select REPEAT LAST COMMAND from the
- ACTION menu or press the [CPACEBAR] or [F3].
-
- INVENTORY/SPELL LIST
-
- If you wish to see the items you are carrying and/or the magic spells
- you have, select INVENTORY from the Action menu, press [CTRL-I], or
- press the [TAB] key.
-
- You will see a list of the items you are carrying and the spells
- (if any). An asterisk (*) will appear next to any spell that is
- currently active.
-
- Press [ENTER] or [ESC] to resume play.
-
- PAUSING THE GAME
-
- If you wish to pause the game, select PAUSE from the Action
- menu, press [Ctrl-P] or [ESC] or [ENTER] to resume play.
-
- Page 22 follows:
- ----------------
-
- SAVING YOUR GAME
-
- If you wish to save your game, select SAVE from the File menu, or
- type save, or press [F5]. To allow for errors in judgement and
- creative exploration, we recommend that you frequently save your game
- in progress, and that you save several different games from different
- points as you play. You will always want to save your game before
- encountering potentially dangerous situations. You should also
- save your game after you have made significant progress.
-
- Please note: If you're playing from diskettes, you must have a
- separate formatted diskette ready before you can save a game.
-
- If you choose to save games to your hard disk, we suggest you
- create one or more saved game directories or folders on your hard disk.
- See your computer's instructions for creating directories or folders.
-
- You may name your saved games using the standard English phrases.
- For example, if you are standing by a fountain, you might call
- your game 'standing by fountain', or simply 'fountain'.
-
- RESTORING YOUR GAME
-
- Select RETORE from the File menu, or type retore, or press [F7].
- You will be prompted to select the game you wish to restore. (On
- a single drive system, you will be prompted to insert your save
- game disk.) Highlight the desired game and select RESTORE. If the
- game you wish to restore is in a different directory, select CHANGE
- DIRECTORY.
-
- Please note: If you do not have a mouse, use the [TAB] key to
- toggle between RESTORE and CHANGE DIRECTORY.
-
- QUITTING YOUR GAME
-
- If you wish to stop playing, select QUIT from the File menu,
- or type quit, or press [CTRL-Q].
-
- RESTARTING THE GAME
-
- If you wish to restart your game at any time during play, select
- RESTART from the file menu, or type restart, or press [F9] key. The
- game will begin at the opening scroll.
-
- Page 23 follows:
- ----------------
-
- INTERACTING WITH QUEST FOR GLORY II
-
- You can generally interact with the game by simple commands
- consisting of as little as a noun and a verb. For instance,
- the command sit in the chair can be shortened to sit chair, or
- even sit. Unless otherwise directed, follow all typed commands
- with [ENTER].
-
- A message window will appear after you enter each command, and at
- other times during the game. When you have read the message, press
- [ENTER] to remove the window and resume play.
-
- Trial by Fire understands many common verbs. Here are some you
- might try:
-
- ASK CLOSE FIGHT MOUNT RIDE STAND
-
- BARGAIN DISMOUNT GET MOVE RUN TELL
-
- BET DRINK GIVE OIL SEARCH THANK
-
- BUY DROP GO OPEN SHOW THROW
-
- CAST EAT JUMP PICK SIT USE
-
- CLIMB ESCAPE LOOK READ SNEAK WALK
-
-
- LOOK everywhere. Thoroughly explore your surroundings. Open
- doors and drawers, lookunder things and behind things for valuable
- objects and clues. Look closely at all objects you encounter or you
- may miss important details.
-
- EXPLORE each area of the game very carefully. Search every area
- of Shapeir. Be careful! There are many hazards awaiting you!
-
- DRAW A MAP as you progress through the game. Make a note of each
- area you visit, and include information about objects found there and
- dangerous areas nearby. If you miss an area, you may miss an
- important clue.
-
- ASK ABOUT anything you think a character might know. This is by
- far the best way to learn what is really going on in Shapeir. But use
- discretion! Some characters will be friendly and helpful. They may
- give you valuable information and advice. Others may mislead you.
-
- Page 24 follows:
- ----------------
-
- Some Common Things to Ask About:
-
- Shapeir Raseir Rumor Money Elemental Monster
-
- Weather Name Magic Sultan Emir Guild
-
-
- GET objects you think you will need. You will come across a
- number of objects that may be of use to you later, but don't overload
- your character. The amount that you can carry will vary depending
- on your strength. You can see an inventory of items on hand by
- pressing the TAB key at any time.
-
- USE the items you have picked up to solve problems in the game, or
- to help you to make progress and discover more clues.
-
- BE CAREFUL, and remain alert at all times - disaster may strike
- in the most unlikely of places.
-
- DON'T GET DISCOURAGED. If you come to an obstacle that seems
- insurmountable, don't despair. Spend some time exploring another
- area, and come back later. Every problem in the game has at least
- one solution, and some have more than one. Sometimes solving a
- problem one way will make it harder to solve the next one, and
- sometimes it will make it easier. If you get stuck, you might try
- backtracking to an ealier point in the game, then choosing a
- different path.
-
- End.
-