home *** CD-ROM | disk | FTP | other *** search
- QFG II Walkthrough - brief
-
- 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 some-
- thing 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 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 Tail Inn
-
- Retire here when it's time to sleep. Also, Omar the prophet will speak
- here on occasion.
-
- The Alchemist.
-
- Here you can buy pills and sell differentingredients. You can also buy
- the incense that will be needed do defeat the fire elemental later on.
- Ask Harik on 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 flourist, buut a
- brass lamp to contain a fire elemental and buy food.
-
- Aziza.
-
- The encantress will let you in if you answer her questions. You can then
- 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 armwrestling. 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. 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. Viola, 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 foun-
- tain. 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 ingre-
- dients. 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 traver 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 associasions 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 wich creates
- a strong wind. Use force bolt ore brute foce 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 staue 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 mis-
- interpreted 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 chracter, 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 kepp 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 eunucks guarding the harem.
- Now we find ourselves watching how Ad Avis is freeing Iblis. Since this
- is somthing 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 cant get
- him from here, you must use the rope to get to the tower. uce 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.