QUEST FOR GLORY II
TRIAL BY FIRE
WALKTHROUGH - FIGHTER (PART 1)
This walkthrough was written by Frodo for The Hero's Glory
PLEASE NOTE: All map directions are in italic.
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.
When Abdulla has finished talking, STAND up and leave the Inn.
Outside the Inn, Alichica is here, with his stall. He mentions a MAP
and a COMPASS. Great! ASK ABOUT MAP and ASK ABOUT
COMPASS. You need both of those things, so BARGAIN MAP. 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.
ASK ABOUT MONEY CHANGER - Ali gives you some very confusing
directions. Go over to Lisha, the Katta selling flowers, and ASK
ABOUT MONEY CHANGER. Lisha tells you that the Money Changer
lives in Dinar Tarik. Okay, let’s go and find this mysterious 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 (only about 2 or 3 steps) to the intersection.
READ SIGN.
Turn right into Naufara Darb.
Follow the path (ignore that door on the right) to the intersection.
READ SIGN.
Turn left into Dinar Tarik.
Follow the path (ignore that door on the right) to another
intersection.
READ SIGN.
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. Walk up to her and EXCHANGE
MONEY. 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.
READ SIGN.
Follow path through all the turns.
Enter through door on the right.
READ SIGN.
Follow path through all the turns (ignore door on the left)
When you reach a doorway on each side, READ SIGN
Take doorway on the right, into Naufara Darb.
Follow path forward, then READ SIGN.
Take doorway on the left, into Tarik Of Rafir.
Follow path along all the turns.
When you reach a doorway on each side, READ SIGN.
Take doorway on the right, into Trab Darb.
Walk forward to the intersection.
READ SIGN.
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, and BARGAIN MAP and BARGAIN COMPASS. This
time, he sells them to you. Now you can USE MAP any time to travel
around the city. Places you’ve already visited are marked on the map,
and you can jump to them by clicking on them. You can also USE
COMPASS to check which direction you’re travelling.
Now you are new in town. So you should find the Guild Hall and
register yourself. USE MAP now, and click on the left side of
Fighter’s Plaza. You find yourself outside the Guild Hall. If a liontaur
is resting here, ASK ABOUT LIONTAUR. He introduces himself as
Rakeesh, so ASK ABOUT RAKEESH. Notice his leg is bandaged -
ASK ABOUT LEG. Poor Rakeesh - that sounds like a painful injury.
Also, ASK ABOUT MAGIC, ASK ABOUT AZIZA, ASK ABOUT
MONSTERS, ASK ABOUT PALADIN. Now enter the Guild Hall.
Inside the Guild Hall, Uhura greets you. ASK ABOUT UHURA, ASK
ABOUT RAKEESH, ASK ABOUT GUILD HALL (note that Uhura is a
good teacher), and ASK ABOUT MONSTERS. LOOK around the Guild
Hall - it seems like an interesting place. Walk over to log book on the
right, and SIGN LOG BOOK then READ LOG BOOK. Now walk over to
the Quest Board on the back wall, and READ BOARD. Click on each of
the 5 notices to see what your quests are. Click on ‘Done’ to exit the
close-up.
Now remember, Uhura said she is a good teacher. You are a warrior,
and you need to practice your fighting skills. Enter door on the right,
and practice with Uhura. Combat is done using Number Pad on the
right of your keyboard. Listen to Uhura’s advice. When you are
feeling tired, leave the Guild Hall, and go back outside.
USE MAP and jump to Katta’s Tail Inn. Enter your room at top right
of the Inn, and rest for 1 Hour. You awake feeling much refreshed.
Now you still have things to do, so leave the Inn.
Outside, in the Gate Plaza, USE MAP, and click on the right side of the
Fighter’s Plaza. The Weapon’s Shop is here - enter the shop. LOOK
around the shop, then ASK ABOUT WEAPONS. You can’t do
anything else here at the moment, so leave the shop.
Walk over to Cloth Merchant Stand on the right, and BARGAIN
CLOTH BAG. Now walk over to Leather Merchant Stand on the left,
and BARGAIN WATERSKIN (2 will do for now).
Walk down one screen, so you are outside the Guild Hall again. Check
the time (Ctrl & D), and if it’s still the afternoon, enter the Guild Hall,
enter the training room, and get another lesson from Uhura. When
you are tired, leave the Guild Hall, USE MAP, and jump back to Katta’s
Tail Inn to rest for an hour. Repeat this, until Sunset.
When Sunset approaches, return to Katta’s Tail Inn. SIT down next
to Abdulla. Shema brings you some supper, so tell her THANKS. EAT
the food, then STAND up, enter your room at top right of the Inn, and
sleep Until Dawn.
DAY 2
After a peaceful night’s sleep, you awaken the next morning feeling
very refreshed. SIT down at the table, and Shema brings your break-
fast. She is dancing tonight, and asks you to come and watch her. Of
course you’ll watch her dancing! Tell her THANKS for the breakfast,
then EAT the food. Now STAND up and leave the Inn.
Outside the Inn, SAVE YOUR GAME HERE. USE MAP and jump to
left side of Fountain Plaza. Walk over to the fountain, and DRINK
WATER to quench your thirst. Also, FILL WATERSKINS with water.
Notice Apothecary on the left. Enter Apothecary, LOOK around the
shop, and ASK ABOUT PILLS. He didn’t hear you the first time, so
again, ASK ABOUT PILLS. Now ASK ABOUT HEALING PILLS, ASK
ABOUT POISON CURE PILLS, and ASK ABOUT VIGOR PILLS. These
pills will come in VERY handy, so BARGAIN HEALING PILLS,
BARGAIN POISON CURE PILLS, and BARGAIN VIGOR PILLS. Again,
BARGAIN HEALING PILLS, BARGAIN POISON CURE PILLS, and
BARGAIN VIGOR PILLS, so you have 8 of each pill. 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! ASK ABOUT SHOP, ASK ABOUT MAGIC, ASK ABOUT
SPELLS. You can’t do anything else here at the moment, so leave the
shop.
Walk over to Brass Merchant on the left, and ASK ABOUT LAMPS,
then BARGAIN LAMP. Now USE MAP, and jump to Guild Hall, which
is found in the Fighter’s Plaza. Enter Training Room on the left, and
get a lesson from Uhura. When you are feeling tired, leave the Guild
Hall, USE MAP, and jump to Katta’s Tale Inn.
In Katta’s Tale Inn, enter your room at the top right, and rest for 1
Hour. You wake up feeling refreshed. Leave the Inn.
You’re back in the Gate Plaza. Walk down one screen, to find yourself
at the Saurus Stable. SAVE YOUR GAME HERE. Ali Fakir will try to
sell you a Saurus. As soon as you can, BUY SAURUS (don’t ‘Bargain’
for this - strangely, you don’t get a good deal this time). 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 (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. MOUNT SAURUS, 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.
If you see a monster, fight it, then SEARCH BODY afterwards. As a
fighter, you should aim to kill at least 1 of each type of monster.
When you reach the dinosaur head rock, turn left (East), and head for
the Oasis.
At the Oasis, DISMOUNT your saurus, and DRINK water from the
pool. 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. ASK ABOUT
CREATURE, ASK ABOUT BEAST, ASK ABOUT PUZZLE and pay
careful attention to what he says. ASK ABOUT WHEN, ASK ABOUT
WHO, ASK ABOUT WHAT, ASK ABOUT WHERE, ASK ABOUT WHY.
He is telling you about a caged beast in the desert. Now ASK ABOUT
BEARD, then GET BEARD. Now MOUNT your saurus again, and GO
HOME. 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.
DISMOUNT your saurus, and the guard will put him back in the
stables for you.
Walk up (North) to the Gate Plaza. Don’t forget that Shema is
dancing at Katta’s Tail Inn tonight. Check the time (Ctrl & D), and if
it’s still the afternoon, USE MAP, and jump to the Guild Hall, which is
found in Fighter’s Plaza. If the Challenger is outside the Guild Hall,
just ignore him. You are not a thief, so you do not need this skill.
Enter Training Room in the Guild Hall, and get a lesson from Uhura.
You know the drill - when you’re tired, return to Katta’s Tail Inn to
rest for 1 hour, then return here for another lesson.
When evening arrives, USE MAP, and jump 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, ORDER
FOOD, and tell Shema THANKS. Now EAT the food, STAND up, and
go to your room. SLEEP UNTIL DAWN.
DAY 3
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed. SIT
down at the table, and Shema will bring you some breakfast. Tell her
THANKS, then EAT the food. Now STAND up, and leave the Inn. As
you are leaving, Shameen tells you that Omar the poem is performing
here tonight.
SAVE YOUR GAME HERE. The first order of business today, is to find
the Astrologer.Talk to Alichica and ASK ABOUT ASTROLOGER. His
directions are just as confusing as yesterday. Never mind.
This is how you find the Astrologer:
Leave the Gate Plaza by the top exit.
Walk along street until you see a door on either side.
READ SIGN.
Turn right into Sharki Darb.
Follow long path along (ignore that door on the left) to the
intersection.
READ SIGN
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. Now ASK ABOUT FORTUNE. But he can’t tell your fortune
without knowing a bit about you, so TELL ABOUT SELF. But he still
can’t tell your fortune yet - you need to come back later. So leave the
Astrologer’s House.
USE MAP, and jump to left side of the Fountain Plaza. A beggar
should be here - show some compassion, and GIVE CENTIME to the
beggar. Now walk down one screen, so you can see the Magic Shop.
Enter Magic Shop, and SELL WHIRL (the Dervish’s beard) to Keopon
Laffin, then leave the shop.
Walk over to the fountain, and DRINK some water, then FILL
WATERSKINS. Let’s find the Enchantress now.
From outside the Magic Shop:
Leave Fountain Plaza through the top exit.
Follow path until you see a door on each side.
READ SIGN.
Turn right into Shmali Tarik.
Follow path to the intersection.
READ SIGN.
Turn right into Shmali Tarik.
Follow path through all the turns.
When you reach door on the left, READ SIGN.
Go through door on left, into Sitt Tarik.
There’s a purple door in front of you - the Enchantress's door.
KNOCK 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 tell her YES. ASK ABOUT AZIZA and ASK ABOUT
MAGIC. Now LOOK around her home - she seems to have a water
theme going. There’s nothing else you can do here at the moment,
so tell her BYE. You automatically leave the house.
Now as a fighter, you need to build up your fighting skills. USE MAP,
and jump to the Gate Plaza. Walk down to the Saurus Stables, wait
until your green saurus is in sight, then GET SAURUS. SAVE YOUR
GAME HERE. Now go out into the desert, and look for (and defeat) a
Brigand. When you defeat him, SEARCH BODY for some goodies.
Avoid other monsters for now - you’re not ready to deal with them
yet. Now while you are fighting baddies, your saurus will run off in
fear. Don’t worry, after you defeat your enemy, simply leave the
screen, then return, and your loyal saurus will be here again.
Continue your search for Brigands.
Keep an eye on the time, and when Sunset approaches, GO HOME.
Walk up to the Saurus Stables, and DISMOUNT your saurus. Make
your way up to Katta’s Tail Inn, and enter the Inn.
Inside the Inn, SIT down at the table, and watch Omar recite his
poem. When the poem is finished, ORDER FOOD, and Shema will
bring your supper. Tell her THANKS, then EAT the food. Now
STAND up, enter your bedroom at top right of the Inn, and SLEEP
UNTIL DAWN.
DAY 4
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed. SIT
down at the table, and Shema will bring you some breakfast. She
tells you that there was a fire outside, in the Plaza, this morning. Oh
dear! EAT your breakfast, STAND up, and leave the Inn.
Outside, the Plaza is a sorry sight, with only the chars of Ali’s stall
remaining. ASK ABOUT FIRE.
Remember yesterday, the Astrologer said to come back in the future,
to ask about the future. USE MAP, jump to the Astrologer's house,
and ASK ABOUT FUTURE. Now leave the house.
Now check your stats. If your strength is at least 85, USE MAP, and
jump to the Weapons Shop, which is found in the Fighter’s Plaza.
Issur, the shop owner, still isn’t very friendly. SAVE YOUR GAME
HERE. ASK ABOUT ARM WRESTLING, then BET with Issur. Read
the on-screen instructions, then start playing. You should beat Issur
fairly easily. If not, reload your game and try again. After you beat
him, he refuses to arm wrestle with you again, so leave the shop.
Now you still have some monsters to fight. USE MAP, and jump to
the Gate Plaza. Walk down to the Saurus Stables, wait until your
green saurus is in sight, then GET SAURUS. Now go out into the
desert, and SAVE YOUR GAME HERE. Look for, and defeat, a
Brigand (SEARCH BODY afterwards), and a Scorpion (GET TAIL
afterwards). Remember to keep an eye on your stats, and USE
HEALING PILL and USE VIGOR PILL when necessary. Also
remember to SAVE YOUR GAME after each enemy. If you feel
overwhelmed by baddies, simply ESCAPE, to run away. After you
defeat an enemy, leave the screen, return, then MOUNT your saurus,
and look for more monsters.
Keep an eye on the time, and when Sunset approaches, GO HOME.
From the City Overlook, make your way up to Katta’s Tail Inn.
Inside the Inn, SIT down and the table, and Shema will bring your
supper. Tell her THANKS, then EAT the food. Now STAND up again,
and leave the Inn.
USE MAP, and jump to the Fountain Plaza. USE HEALING PILL and
USE VIGOR PILL to top-up your stats. Now DRINK water from the
fountain, and FILL WATERSKINS from the fountain.
Now wait until it gets dark, then USE MAP, and jump to the Gate
Plaza. It’s time to face the night-time monsters. Walk down to the
Saurus Stables, wait until your green saurus is in sight, then GET
SAURUS. Now go out into the desert, and SAVE YOUR GAME
HERE. Look for, and defeat, Jackel Men (SEARCH BODY after-
wards), Ghoul (GET CLAWS afterwards), and Terrorsaurus.
When you’ve had enough of fighting monsters, tell your saurus to GO
HOME. Now head up to the Saurus Stables, and DISMOUNT your
saurus. Make your way into Katta’s Tail Inn, enter your room at top
right, and SLEEP UNTIL DAWN.
DAY 5
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed. SIT
down at the table, next to Abdulla. He tells you that the Fire
Elemental has hit Shapier, and things are not looking good. ASK
ABOUT FIRE, ASK ABOUT ELEMENTAL, and ASK ABOUT FIRE
ELEMENTAL. Now ORDER FOOD, and Shema will bring your
breakfast. 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, USE MAP, and jump to Aziza’s house.
When you’re at the purple door, KNOCK 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 tell her YES. Now ASK ABOUT
ELEMENTAL then ASK ABOUT FIRE ELEMENTAL, ASK ABOUT CONTAINER. ASK ABOUT CONTRARY ELEMENT. That’s all the
information she has for you, so tell her THANKS and then say BYE to
leave.
You may be getting low on rations at this point, so USE MAP, and
click on left sift of the Fountain Plaza. Approach Food Stall on the
left, and BARGAIN RATIONS. Just get 3 for the moment.
Now after your fighting spree yesterday, you should have some
goodies to sell. USE MAP, and jump to the Apothecary. SELL TAIL
(from the scorpion) and SELL CLAWS (from the ghoul). You should
also top up on some supplies. BARGAIN HEALING PILLS - repeat
this 3 times. BARGAIN VIGOR PILLS - repeat this 3 times. Now
Harik is a knowledgeable guy. Maybe he would know something
about the Fire Elemental? ASK ABOUT FIRE, ASK ABOUT FIRE
ELEMENTAL, ASK ABOUT FLAME, and ASK ABOUT INCENSE.
BARGAIN FOR INCENSE. Now remember what Dervish said about
the Caged Beast a couple of days ago? ASK ABOUT DISPEL POTION.
Harik tells you that he needs a Griffin’s Feather and a Fruit Of
Compassion to complete a Dispel Potion. Now leave the shop.
Walk towards the fountain, and FILL WATERSKINS. SAVE YOUR
GAME HERE.
USE MAP and jump to the Gate Plaza. USE INCENSE to lure the fire
up into the streets, away from the Plaza. Continue walking up until
you run out of incense, then DROP LAMP onto the ground. Walk
towards the Elemental (but be careful not to get burned) and USE
WATERSKIN. The Fire Elemental should jump into the lamp, so GET
LAMP. That's the end of the Fire Elemental, and you now have a MAGIC LAMP! Well done!
USE MAP, and jump to left side the Fountain Plaza. DRINK water
from the fountain, and FILL WATERSKINS.
USE MAP, and jump to the Guild Hall. Enter the Training Room, and
practice with Uhura until evening.
When Sunset approaches, return to Katta’s Tail Inn. SIT down at the
table next to Abdulla, and ORDER FOOD. Shema brings your supper,
so tell her THANKS, and EAT the food. After supper, STAND up, and
leave the Inn.
Now wait until it gets dark. If you didn‘t manage to kill at least one
of each monster last night, try again tonight. Walk down to the
Saurus Stables, wait until your green saurus is in sight, then GET
SAURUS. Now go out into the desert, and SAVE YOUR GAME
HERE. Look for, and defeat, Jackel Men (SEARCH BODY afterwards),
Ghoul (GET CLAWS afterwards), and Terrorsaurus.
When you’ve had enough of fighting monsters, tell your saurus to GO
HOME. Now head up to the Saurus Stables, and DISMOUNT your
saurus. Make your way into Katta’s Tail Inn, enter your room at top
right, and SLEEP UNTIL DAWN.
DAY 6
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed. SIT
down at the table, and Shema will bring you some breakfast. Tell her
THANKS, then EAT your breakfast. Now STAND up, and leave the
Inn.
SAVE YOUR GAME HERE. It’s a quiet day today, after the
excitement of yesterday. If there’s any monsters you haven’t beaten
yet, go out into the desert, and fight them now.
Practice your fighting skills with Uhura for the day, or simply go back
to Katta’s Tale Inn and SLEEP UNTIL EVENING.
When evening arrives, SIT down at the table in Katta’s Tail Inn.
Shema will bring your supper, so tell her THANKS, then EAT the
food. After supper, STAND up, go to your room at top right, and
SLEEP UNTIL DAWN.
DAY 7
You sleep well at Katta’s Tail Inn, and wake up feeling refreshed. SIT
down at the table, and Shema will bring you some breakfast. Tell her
THANKS, then EAT your breakfast. Now STAND up, and leave the
Inn.
SAVE YOUR GAME HERE. USE MAP, and jump to Guild Hall.
Rakeesh thanks you for saving Shapier from the Fire Elemental, and
gives you 50 DINARS as a reward. Tell him THANKS, then leave the
Guild Hall.
USE MAP, and jump to left side of the Fountain Plaza. Omar is here,
reciting one of his poems - stay and listen to the poem until he’s
finished (you’ll know he’s finished when the Fountain starts running
again). Now leave the area, but return again straight away. Omar
has dropped his PURSE on the ground. LOOK PURSE, then GET
PURSE. You can return his purse next time you see him.
Practice your fighting skills with Uhura for the day - you need to get
your strength up to 130. You’ll see why, soon enough.
When evening arrives, SIT down at the table in Katta’s Tail Inn.
Shema will bring your supper, so tell her THANKS, then EAT the
food. After supper, STAND up, go to your room at top right, and
SLEEP UNTIL DAWN.