QUEST FOR GLORY II
TRIAL BY FIRE
WALKTHROUGH - MAGIC USER (PART 1)
This walkthrough was written by Frodo for The Hero's Glory
 
 
 
PLEASE NOTE: All map directions are in italic.
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DAY 1
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You begin your adventures in the land of Shapier, enjoying breakfast
with your goodfriend 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, then leave the Guild Hall.
Walk down one screen, so you can see the Weapons Shop. Enter the
shop and LOOK around, 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).
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 Magic Points.
Check the time, and if it’s still the afternoon, explore the streets for a
while. When Sunset approaches, USE MAP, and jump 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.
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DAY 2
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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, ASK ABOUT VIGOR PILLS, and ASK
ABOUT MANA PILLS. These pills will come in VERY handy, so
BARGAIN HEALING PILLS, BARGAIN POISON CURE PILLS, and
BARGAIN VIGOR PILLS, and BARGAIN MANA PILLS. 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, ASK ABOUT FORCE BOLT, ASK ABOUT LEVITATE, ASK
ABOUT DAZZLE. Being a Magic User, these spells would come in
handy, so BARGAIN FORCE BOLT, BARGAIN LEVITATE, and
BARGAIN DAZZLE. Now leave the shop.
Now USE MAP, and jump to 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.
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, 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. 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 Magic
Points. Now when you run out of Magic Points, USE MAP and jump
to Katta’s Tail Inn. Enter your room at top right and SLEEP FOR ONE
HOUR, then return to the streets to practice your magic again. Keep
doing this until evening.
Don’t forget that Shema is dancing at Katta’s Tail Inn tonight. 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.
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DAY 3
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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 Brass Merchant on the left, and ASK ABOUT LAMPS,
then BARGAIN LAMP.
Walk over to the fountain, and DRINK some water, then FILL
WATERSKINS. Let’s find the Enchantress now.
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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 Entress'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. Since you are a Magic Use, also ASK ABOUT WIT (Wizard‘s
Institute Of Technocery). 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 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
Turn left into Khalsa Darb
CAST DETECT MAGIC
Follow path until you see doorway on the right
CAST DETECT MAGIC
Take doorway 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 MANA PILL to top up your Magic 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
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Why have you sought to enter into the Wizard's Institute?
WIZARD
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Who do you call upon to be your sponsor and mentor?
ERASMUS
The voices, along with Erasmus, have a discussion amongst them-
selves. 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.
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 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 crack in the ice
block - it‘s hard to see, but it‘s in 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
and jump to Katta’s Tail Inn. Enter your room a top-right and SLEEP
FOR ONE 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 Sunset approaches, USE MAP and jump to
Katta’s Tail 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.
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DAY 4
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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.
Time to practise your spell-casting again. In the streets, CAST
DAZZLE (or any other spell) until you run out of Magic Points. Go
back to Katta’s Tail Inn to SLEEP FOR ONE HOUR, then return to the
streets to practice your magic.
Keep an eye on the time, and when Sunset approaches, USE MAP
and jump to Katta’s Tail Inn. SIT down and the table, and Shema will
bring your supper. Tell her THANKS, then EAT the food. Now
STAND up again, go to your room at the top right, and SLEEP UNTIL
DAWN.
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DAY 5
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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 break-
fast. Tell her THANKS, then EAT the food. 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
right, and BARGAIN RATIONS. Just get 3 for the moment.
The Apothecary is here, so enter the Apothecary. 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.
Walk up into the streets, and practice CASTing spells until evening.
The aim is to get each spell up to at least 90. It will take you several
days to get to this level, so better start practising.
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, go
to your room, and SLEEP UNTIL DAWN.
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DAY 6
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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 defeating the Fire Elemental yesterday.
Go into the streets, and practice CASTing your spells. Try to get each
spell up to at least 90.
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.
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DAY 7
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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.
Now you have the reward money from Rakeesh, you can buy some
more supplies. Enter Apothecary on the left, and BARGAIN MANA
PILLS. Again, BARGAIN MANA PILLS, so you’ve bought 8 in total.
This will help a lot, when you’re practising your spells. Leave the
Apothecary.
Walk up to fountain, DRINK water, and FILL WATERSKINS.
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 60.
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.
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