17 October 2021

Quest For Glory 2: Trial By Fire

 

YEAR:  2011


GENRE:  Point & Click Adventure


WHERE TO GET IT:   AGD Interactive




Part 1

Part 2

Part 3



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AGD REMAKE

MAGIC USER

PART 1

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PLEASE NOTE:  


All map directions are in italic.


It’s important to bargain for things as much as possible, to improve your Communication Skills.  


DAY 1

 

You begin your adventures in the land of Shapier, enjoying breakfast with your good friend Abdulla Do, in the Katta’s tail Inn.  

 

Talk to Abdulla, and work through all the topics.  Now stand up, walk over to Shameen, talk to him, and work through all the topics.  When you are ready, leave the inn.  

 

Outside the Inn, Alichica is here, with his stall.  He mentions a MAP and a COMPASS.  Great!  Talk to him and work through all the topics.  Now click the Talk Icon on yourself to Make Purchase.  Dang, you hit a snag!  Your money is no good here.  You have 150 gold coins, but the currency in Shapier is Dinars.  You need to get your money changed into Dinars.  But in order to do that, you need to find the Money Changer.  You can talk to Alichica again if you want, and ask about Shapier, then Moneychanger, but the directions he gives you are very confusing.  

 

Okay, here’s how you find the Money Changer.

 


From the Gate Plaza, where you are now:


Head straight north, all the way to the next plaza, the Fountain Plaza.  
Go down one screen, so you can see the Magic Shop (with the big eye). 
Go through door on the left, next to the brass-seller.  
Go forward to the intersection.  
Turn right into Naufara Darb.  
Follow the path (ignore that path on the right) to the intersection. 
Turn left into Dinar Tarik.
Follow the path (ignore that path on the right) to another intersection.  

Turn left (so you are still on Dinar Tarik).
Follow the long path, until you reach the Money Changer.

 


The Money Changer introduces herself as Dinarzad.  Have a look around the place, if you want.  Talk to Dinarzad and work through all the topics.  Now use  the Talk Icon on yourself, and Exchange Coins.  You need to exchange all 150 GOLD COINS into 105 GOLDEN DINARS.  

 

Now you have the local currency, you can use it to buy things.  You still need that COMPASS and MAP from Alichica.  Let’s head back there now.  

 


From the Money Changer:


Walk down.
Follow path through all the turns.
Enter through path on the right, into Dinar Tarik.
Follow path through all the turns (ignore path on the left) 
Take path on the right, into Naufara Darb.
Follow path through all the turns.
Enter through path on the left, into Tarik Of Rafir.
Follow path along all the turns.
Take path on the right, into Trab Darb.  
Walk forward to the intersection.
Turn right into Shmali Tarik.
Follow path through all the turns. 


Phew!  You’re back in the Fountain Plaza.  

 


Walk down one screen, to the Meat Seller Stall.  Head up through doorway at top of the screen.  Continue along path, until you’re back at Alichica’s stall in the Gate Plaza.  Walk over to Ali, use the Talk Icon on yourself, and Make Purchase.  Now you need the MAP and the COMPASS.  Bartering is an essential way of communicating in Shapier, so select the MAP, and offer 70 CENTIMES, then find a middle ground, so you can buy the MAP.  Now again, use the Talk Icon on yourself, and Make Purchase.  This time, select the COMPASS, and offer 70 CENTIMES, then find a middle ground, so you can buy the COMPASS.  Now you can use the MAP and COMPASS any time to travel around the city.  Click the COMPASS on yourself, and it will pop up on-screen, so you can always see which direction you’re heading.  Click the MAP on yourself to see the map on-screen.  Places you’ve already visited are marked on the map, and you can jump to them by clicking on them.  

 

Now you are new in town, so you should find the Guild Hall and register yourself.  Click the MAP on yourself now, and click on Plaza Of The Fighters West.  You find yourself outside the Guild Hall.  There is a liontaur - Rakeesh - sunbathing outside the Guild Hall.  Talk to him, and work through all the topics.  Now use the Talk Icon on yourself, and Greet him, Tell About Spielburg, then Say Goodbye.  Now enter the Guild Hall.  

 

Inside the Guild Hall, Uhura greets you.  Talk to her and work through all the topics.  Now use the Talk Icon on yourself, and Greet her, Tell About Spielburg, then Say Goodbye.  Have a look around the Guild Hall if you like - it seems like an interesting place.  Sign the LOG BOOK on the right, then look at the LOG BOOK to read it.  Now click on the Quest Board on the back wall, and look at each of the 5 posters to see what your quests are.  Click on ‘Done’ to exit the close-up, then leave the Guild Hall.

 

Outside the Guild Hall, walk down one screen.  The Weapon’s Shop is here - enter the shop.  Look around the shop if you like.  Now Talk to Issur and work through all the topics.  You can’t do anything else here at the moment, so leave the shop.  

 

Walk over to Cloth Merchant Stand on the right, talk to him, and work through all the topics.  Now use Talk Icon on yourself, and Make Purchase.  Select the CLOTH BAG and offer 30 CENTIMES for it, then find a middle ground, so you can buy the CLOTH BAG.  Now walk over to Leather Merchant Stand on the left, talk to him, and work through all the topics.  Click Talk Icon on yourself and Make Purchase.  Select the WATERSKIN, change the quantity to 2, and offer 75 CENTIMES for it, then find a middle ground, so you can buy the WATERSKIN.  

 

Now since you are a Magic User, you need to be good at casting spells.  Let’s start practicing now.  Walk up into the streets, and cast OPEN.  Keep doing this until you run out of Mana Points.  When you run out of Mana Points, click MAP on yourself, and jump back to Katta’s Tail Inn.  Enter your room at top right on the inn, click on the bed, and Rest An Hour.  Then return to the streets, and cast OPEN again.  Repeat this, until evening.  

 

When evening comes, return to Katta’s Tail Inn.  Sit down next to Abdulla.  Shema brings you some supper - click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Now click on the food in front of you to eat it.  When you have finished your supper, stand up, go to your room, and Sleep Until Morning.  


DAY 2

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room, and sit down at the table.  Shema brings your breakfast.  She is dancing tonight, and asks you to come and watch her.  Of course you’ll watch her dancing!  Talk to her and ask her about Daily News, then Dance, then Enough Already.  Now click the Talk Icon on yourself and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up and leave the Inn.  

 

Outside the Inn, SAVE YOUR GAME HERE.  Click MAP on yourself and jump to Plaza Of The Fountain South.  Click on the fountain to drink from it, and use your WATERSKINS on the fountain to fill them with water.  

 

Notice Apothecary on the left.  Enter Apothecary, Look around the shop if you like.  Talk to Harik and work through all the topics.  Now use the Talk Icon on yourself, and Greet him, then Make Purchase.  Select the HEALING PILLS (red bottle), offer 5 DINARS for them, and find a middle ground, so you can buy the HEALING PILLS.  Since you are a Magic User, use Talk Icon on yourself again and Make Purchase.  Select the MANA PILLS (blue bottle), and offer 5 DINARS for them, then find a middle ground so you can buy the MANA PILLS.  Leave the other pills for now - you can come back and get them when you have more money.  Now leave the Apothecary.  

 

Walk down one screen, so you can see the Magic Shop (it has the big eye above it), and enter the shop.  Wow, there’s a lot of interesting things on the shelves here.  Keapon Laffin, the shop owner is sitting on a cloud!  Talk to him, and work through all the topics - make sure you ask about all the spells.  Now click the Talk Icon on yourself, and Make Purchase.  Select FORCE BOLT, offer 10 DINARS for it, then barter over the price.  Use Talk Icon on yourself and Make Purchase.  Select LEVITATE, offer 20 DINARS for it, then barter over the price.  Use Talk Icon on yourself and Make Purchase.  Select DAZZLE, offer 15 DINARS for it, then barter over the price.  When you have all 3 spells, leave the shop.  

 

Use MAP on yourself, and jump to the Gate Plaza.  SAVE YOUR GAME HERE.  Walk down one screen, to find yourself at the Saurus Stable.  Ali Fakir will try to sell you a Saurus.  Tell him YES you want to buy a Saurus.  Say NO to his first offer of 50 DINARS.  Keep saying NO to him, until he gets down to 10 DINARS, then tell him YES.  He sells you a cute green dinosaur for 10 DINARS (who promptly gives your face a huge lick), then he leaves.  You are now the proud owner of a green Saurus, and you are eager to explore the desert.  Click on the Saurus to mount him, then exit down one screen, so you are at the City Overlook in the desert.  

 

SAVE YOUR GAME HERE.  Head down 5 screens, until you see a rock that looks like a dinosaur head.  Your prospective will change, with the camera jumping to behind you instead of in front of you, but don’t let that fool you.  Just keep going in the same direction - South.  Try to avoid any monsters you see.  

 

When you reach the dinosaur head rock, turn left (East), and head for the Oasis.  

 

At the Oasis, click on your saurus to dismount, and click on the pool to drink the water.  Your saurus may also take a nice drink from the pool.  Now there is a man here, with his long white beard wrapped around a tree.  If you read the Quest Board, you’ll know this is the Dervish - his beard is the ‘Whirl‘ mentioned on the Quest Board.  Talk to him and work through all the topics.  Click on his BEARD to get some of it (so you have the ‘Whirl’). Now click on your Saurus to mount him again, talk to him, and Return To The City.  Your Saurus’s natural homing instinct will have no trouble finding his way there.  

 

Back at the City Overlook, head down (North) to the Saurus Stables.  Click on your saurus to dismount him, and the guard will put him back in the stables for you.  

 

Walk up (North) to the Gate Plaza.  Now you still need a lot of practice in casting your spells.  Let’s start with Detect Magic, since that uses the least amount of Magic Points.  Walk up into the streets, and cast DETECT MAGIC.  Keep doing this until you run out of Mana Points.  When you run out of Mana Points, use MAP on yourself and jump to Katta’s Tail Inn.  Enter your room at top right, click on the bed, and Rest An Hour, then return to the streets to practice your magic again.  Keep doing this until evening.  

 

When evening arrives, return to Katta’s Tail Inn.  Sit down at the table, and watch as Shema dances.  That spin she does at the end is spectacular.  When her performance is over, talk to Shameen, and Order A Meal.  When Shema brings your supper, use Talk Icon on yourself, Thank Shema, then Say Goodbye.  Now click on the food in front of you to eat it.  When you’ve finished, stand up, go to your room, click on the bed, and  Sleep Until Morning.  


DAY 3

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room, and sit down at the table.  Shema brings your breakfast.  Talk to her and ask her about Daily News, then Omar, then Enough Already.  Now click the Talk Icon on yourself and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up and leave the Inn.  As you are leaving, Shameen tells you that Omar the poet is performing here tonight.  

 

SAVE YOUR GAME HERE.  The first order of business today, is to find the Astrologer.  You can talk to Alichica and ask about the Astrologer if you like, but his directions are just as confusing as before.  Never mind.  

 


This is how you find the Astrologer:

 


Leave the Gate Plaza by the top exit.  
Walk up to the first intersection.
Turn right into Sharki Darb.  
Follow long path along (ignore that path on the left) to the intersection.

Turn right into Tarik Of Stars
Follow path along, until you reach Astrologer’s House.  

 


As soon as you enter, Abu will ask for your name, so TYPE YOUR NAME.  Talk to Abu and work through all the topics.  He can’t tell your future without knowing a bit about you, so click the Talk Icon on yourself, Greet him, Tell About Spielburg, then Say Goodbye.  But he still can’t tell your future yet - you need to come back later.  So leave the Astrologer’s House.  

 

Click MAP on yourself, and jump to Plaza Of The Fountain South.  A beggar should be here - show some compassion, and click your COIN PURSE on the beggar and give him a CENTIME.  Now walk down one screen, so you can see the Magic Shop.  Enter Magic Shop, and give WHIRL (the Dervish’s beard) to Keopon Laffin, to sell it to him.  Now leave the shop.  

 

Walk over to Brass Merchant on the left, talk to him, and work through all the topics.  Now use Talk Icon on yourself and Make Purchase.  Select Lamp, offer 5 DINARS for it, and barter over the price.  

 

Click on the fountain to drink from it, and also fill your WATERSKINS here.  Let’s find the Enchantress now.  

 


From outside the Magic Shop:


Leave Fountain Plaza through the top exit.  
Follow path to the intersection (ignore that path on the left).
Turn right into Shmali Tarik.
Follow path, until you see path on the left.
Go through door on left, into Sitt Tarik.  
There’s a purple door in front of you - the Enchantress’s door.

 


Knock On Door.  You’ll be asked some questions, which you need to answer correctly, before you can enter the door.  

 


Who is it that seeks to enter?
TYPE YOUR NAME.

 

Who is it that sent you here?
KEAPON LAFFIN.

 

What element is most appropriate for the owner of the Magic Shop?
AIR.

 

My first is the first.  My second is the last.  Next comes myself.  Then back to the end, and to the beginning again.  Who am I?
AZIZA.

 


You are now invited into Aziza’s home.  Be polite to her!  Walk down the steps to sit down at the table with her.  She asks if you want some tea, so use the Talk Icon on yourself, and Answer Yes.  Look around her home - she seems to have a water theme going.  Now talk to her and work through all the topics.  Since you are a Magic User, make sure you ask about WIT (Wizard’s Institute Of Technocery).   There’s nothing else you can do here at the moment, so click the Talk Icon on yourself, and Say Goodbye.  You automatically leave the house.  

 

Now since you are a Magic User, you should be ready to join WIT (Wizard’s Institute Of Technocery) so you can become an official Wizard.  You just need to find it first.  SAVE YOUR GAME HERE.  

 


From outside Aziza’s house:


Walk down into Shmali Tarik
Cast DETECT MAGIC
Walk up to the intersection
Cast DETECT MAGIC
Turn left into Khalsa Darb
Cast DETECT MAGIC
Follow path until you see another path on the right
Cast DETECT MAGIC
Take path on right into Kudra Darb
Follow path until you see doorway on the right
Cast DETECT MAGIC
Take doorway on right into Sahir Tarik
This appears to be a dead end
Cast DETECT MAGIC - a door will appear
Use a MANA PILL to top up your Mana Points
SAVE YOUR GAME HERE
Cast OPEN at the door in front of you
You can now enter WIT

 


You hear voices ask you some questions, and you need to answer them correctly.  

 


What is your name? 
TYPE YOUR NAME

 

Why have you sought to enter WIT?
WIZARD

 

Who do you call upon to be your sponsor and mentor?
Click on the portrait of Erasmus

 


The voices, along with Erasmus, have a discussion amongst themselves.  Eventually, you enter a pre-test room to decide if you can take the Initiation Tests.  You see 3 bells here. 

 


Cast DETECT MAGIC
Cast FETCH at the bell that shimmers
Cast TRIGGER at the bell on the stand  

 


You have passed the pre-test.  The voices will ask if you want to be a Wizard, so say YES, then enter the Test Room.  

 


TEST 1
SAVE YOUR GAME HERE.  A spinning staff appears in front of you.  

Cast FETCH on the staff.  As it approaches, Cast LEVITATE.  Use the Up Arrow Key to rise above the spinning staff, and stay levitated above it until it passes, then lower yourself down again.  

 

 

TEST 2
SAVE YOUR GAME HERE.  A stone wall appears in front of you.  

Cast TRIGGER at the wall to turn it into a stone monster.  Cast DAZZLE to distract it.  Climb over the wall.  Now Cast CALM at wall.  

 

 

TEST 3
SAVE YOUR GAME HERE.  A big block of ice appears in front of you.  

Cast FLAME DART at the ice to melt some of it.  There’s now a big crack going down the centre of the ice block.  After the water passes, Cast FORCE BOLT at crack near centre of the ice.  The crack is now more visible, so Cast FORCE BOLT again at crack.  The ice block splits even further.  One last time, Cast FORCE BOLT at the crack, and the ice should be gone.

 

 

TEST 4

SAVE YOUR GAME HERE.  A doorway appears in front of you.  

Cast OPEN at the doorway to open it.  There is a fire behind the doorway, so Cast CALM.  You managed to put the fire out, but it has burned a big hole in the ground in front of you.  You need a bridge to cross over the hole.  Cast FETCH at the doorway to close it.  Cast FORCE BOLT at the top of the doorway to knock it over the big hole.  Now walk over your newly created bridge.   

 


Congratulations!  You have passed all 4 tests, and become a Wizard’s Initiate.  The 4 wizards ask if you want to put aside the hero business, and dedicate you life to studying with them.  As tempting as this may sound, you can’t abandon your friends, Shapier, and all those who need you, so tell them NO.  Erasmus is pleased with your decision, and rewards you with the Reversal Spell, before sending you back out into the streets of Shapier.  You are now an official Wizard!  

 

You did well, but all that spell-casting took a lot out of you.  Use MAP on yourself and jump to Katta’s Tail Inn.  Enter your room a top-right, click on the bed, and Rest An Hour.  

 

You may be an official Wizard now, but you still need to practice your spells.  Head out into the streets, and cast TRIGGER (or any other spell) for a while.  

 

Remember that Omar the poet is performing tonight, so keep an eye on the time.  When evening approaches, use MAP on yourself and jump to Katta’s Tail Inn.  Sit down at the table, and watch Omar recite his poem.  When the poem is finished, stand up, walk over to Omar, talk to him, and work through all the topics.  Now use the Talk Icon on yourself, Greet Omar, Thank Poet, then Say Goodbye.  Now sit down at the table again, and Shema will bring your supper.  Use the Talk Icon on yourself and Thank Shema, then Say Goodbye.  Now click on the food in front of you to eat it.  When you’ve finished, stand up, go to your room, and  Sleep Until Morning.  

DAY 4

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table.  Shema brings your breakfast, and tells you about a strange fire that prevented the stall holders from setting up their stalls in the Plaza outside.  Oh dear!  Use the Talk Icon on yourself, Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up and leave the Inn.  

 

Outside, the Plaza is a sorry sight, with only the chars of Ali’s stall remaining.  Talk to Alichica, ask about Daily News, then Fire Elemental.  Poor Ali!  SAVE YOUR GAME HERE.  

 

Remember yesterday, the Astrologer said to come back in the future, to ask about the future.  Click MAP on yourself and jump to the Astrologer's house.  Talk to him, and ask about Fortune, then Enough Already.  Now leave the house.  

 

Time to practise your spell-casting again.  In the streets, cast DAZZLE (or any other spell) until you run out of Mana Points.  When you run out of Mana Points, go back to Katta’s Tail Inn, Rest An Hour, then return to the streets to practice your magic.  

 

Keep an eye on the time, and when evening approaches, use MAP on yourself and jump to Katta’s Tail Inn.  Inside the Inn, sit down at the table, and Shema will bring your supper.  Use the Talk Icon on yourself, Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your supper.  Now stand up again, go to your room at the top right, and Sleep Until Morning.  


DAY 5

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table next to Abdulla.  He tells you that the Fire Elemental has hit Shapier, and things are not looking good.  Shema brings your breakfast, so click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now talk toAbdulla, and ask about Daily News, then Fire Elemental.  Now stand up, and SAVE YOUR GAME HERE.  

 

Leave the Inn, but be careful, since the Fire Elemental is outside.  Leave the Gate Plaza through the top exit, being careful you don’t get burned.  

 

You need to find out how to defeat the Fire Elemental.  Once in the safety of the streets, click MAP on yourself, and jump to Aziza’s house.  

 

When you’re at the purple door, Knock On Door, and Aziza will let you in.  Walk down the stairs at sit down at the table with her.  She will ask if you want to share some tea, so click the Talk Icon on yourself, and Answer Yes.  Now talk to Aziza, ask about Daily News, then Elemental, Fire Elemental, Contrary Element, and Capture.  That’s all the information she has for you, so click the Talk Icon on yourself,  Thank Aziza, then Say Goodbye to leave. 

 

Click MAP on yourself, and jump to the Apothecary.  Now Harik is a knowledgeable guy.  Maybe he would know something about the Fire Elemental?  Talk to Harik, ask about Daily News, then Fire, Flame, and Incense.  Now use Talk Icon on yourself and Tell About the Fire Elemental.  Now Make A Purchase, select the INCENSE, and offer 50 CENTIMES for it.  Harik is feeling very generous, and gives it to you for free since it will save the city.  Now leave the shop.  

 

Walk towards the fountain, drink from the fountain, and fill your WATERSKINS.  SAVE YOUR GAME HERE.  

 

Click MAP on yourself and jump to the Gate Plaza.  Use INCENSE on the fire, and lure it up into the streets, away from the Plaza.  Continue walking up until you run out of incense, then place LAMP on the ground.  Walk towards the Elemental (but be careful not to get burned) and use WATERSKIN on the Fire Elemental.  The Fire Elemental should jump into the lamp, so get the LAMP.  That's the end of the Fire Elemental, and you now have a MAGIC LAMP!  Well done!  

 

Click MAP on yourself, and jump to Plaza Of The Fountain North.  Drink water from the fountain, and fill your WATERSKINS from the fountain.  

 

Walk up into the streets, and practice CASTing spells until evening.  The aim is to get each spell (except Zap - Zap is not important) up to at least Level 100.  It will take you several days to get to this level, so better start practising. 

 

When evening approaches, return to Katta’s Tail Inn.  Sit down at the table next to Abdulla.  Shema brings your supper, so use Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your supper.  After supper, stand up, go to your room, and Sleep Until Morning.  


DAY 6

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table.  Shema brings your breakfast, so click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up, and leave the inn. 

 

SAVE YOUR  GAME HERE.  It’s a quiet day today, after the excitement of defeating the Fire Elemental yesterday.  

 

Go into the streets, and practice CASTing your spells.  Try to get each spell (except Zap) up to at least 100.  

 

When evening arrives, sit down at the table in Katta’s Tail Inn.   Shema brings your supper, so use Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your supper.  After supper, stand up, go to your room at top right, and Sleep Until Morning.  


DAY 7

After a peaceful night’s sleep, you awaken the next morning feeling very refreshed.  Leave your room and sit down at the table.  Shema brings your breakfast, so click the Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your breakfast.  Now stand up, and leave the inn. 

 

SAVE YOUR GAME HERE.  Click MAP on yourself, and jump to Guild Hall.  Rakeesh thanks you for saving Shapier from the Fire Elemental, and gives you 50 DINARS as a reward.  Now leave the Guild Hall.  

 

Use MAP on yourself, and jump to Plaza Of The Fountain South.  Omar is here, reciting one of his poems.  Listen to his poem - there’s 4 verses, with a long pause in between each verse.  Now leave the area, but return again straight away.  Omar has dropped his PURSE on the ground.  Look at the PURSE, then take the PURSE.  You can return it to him next time you see him.  

 

If you are getting low on rations, approach Food Stall on the right (Sloree‘s stall), use Talk Icon on yourself, and Buy Meat.  Select Lizard Jerky Rations, offer 70 CENTIMES, then barter over the price.    

 

Walk up to fountain, drink the water, then fill your WATERSKINS from the fountain.  

 

Walk up into the streets, and practice cast LEVITATE for a while.   You need this spell at a decent level before facing the Air Elemental, so try and get it to at least 100. 

 

When evening arrives, sit down at the table in Katta’s Tail Inn.   Shema brings your supper, so use Talk Icon on yourself, and Thank Shema, then Say Goodbye.  Click on the food in front of you to eat your supper.  After supper, stand up, go to your room at top right, and Sleep Until Morning.  

 

 

 

 

Continued In Part 2...


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