QUEST FOR GLORY II
TRIAL BY FIRE
WALKTHROUGH - THIEF (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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Now you are a thief, so it’s important for you to be able to get in and out of places undetected. As soon as you can, start SNEAKing around. If at any time the game takes you into a normal sneak, make sure to enter SNEAK mode again.
DAY 1
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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.
Sneak down one screen, so you can see the Magic Shop (with the big
eye).
Sneak through door on the left, next to the brass-seller.
Sneak 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. Sneak up to her and EXCHANGE
MONEY. You need to exchange all 150 GOLD COINS into 105
GOLDEN DINARS. Now, Dinarzad is actually the Chief Thief in
Shapier. MAKE THIEF SIGN to her, and she’ll tell you to come back
tomorrow evening.
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:
Sneak 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.
Sneak 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.
Sneak 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.
Sneak 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, and ASK ABOUT
MONSTERS. LOOK around the Guild Hall - it seems like an
interesting place. Sneak over to log book on the right, and SIGN
LOG BOOK then READ LOG BOOK. Now sneak 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.
Sneak down to the next screen, and see the Weapon’s Shop. Enter
shop, and LOOK around, then ASK ABOUT WEAPONS and ASK
ABOUT DAGGERS. Don’t buy anything here yet - you’re just starting
out, and you haven’t got much money. Just leave the shop.
Sneak over to Cloth Merchant Stand on the right, and BARGAIN
CLOTH BAG. Now sneak over to Leather Merchant Stand on the left,
and BARGAIN WATERSKIN - 2 will do for now.
SAVE YOUR GAME HERE. Now as a thief, you need good lock
picking skills, so you can break into places. Go into the streets, find a
door, and PICK LOCK. When you get tired, USE MAP, jump to Katta’s
Tail Inn, go into your room at top right, and rest for an hour. Then
come back to the streets and practice PICK LOCK again. Keep
practicing 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.
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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. Sneak 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. Also,
since you are a thief, ASK ABOUT OIL and BUY OIL (you can‘t bargain
for the oil, I‘m afraid). Now leave the Apothecary.
Sneak 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.
Sneak over to Brass Merchant on the left, and ASK ABOUT LAMPS,
then BARGAIN LAMP. Now USE MAP, and jump to the left side of
the Fighter’s Plaza. You see a man outside the Guild Hall, walking on
a tightrope. Being a thief, you need to have this skill. He is
challenging anyone to walk the tightrope, so TAKE CHALLENGE,
GIVE DINAR, then CLIMB up the rope. Read the on-screen
instructions. Take your time, and don’t rush this. If you succeed,
SAVE YOUR GAME HERE. If you don’t succeed, you need to improve
your Agility by SNEAKing around more. Now GIVE DINAR to
challenge him again. Again, CLIMB up the rope, and take your time
crossing the tightrope. Keep challenging him (SAVING each time you
are successful) until he refuses to challenge you again, because
you‘ve won all his money.
When you’ve finished with the Challenger, USE MAP, and jump to the
Gate Plaza. Sneak 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.
Sneak 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, sneak up into the streets, find a door, and
PICK LOCK for a while - you need the practice. When you’re tired,
USE MAP and jump to Katta’s Tail Inn to rest for 1 hour, then practice
SNEAKing again.
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
leave the Inn.
Now it’s time for you to shine. Night time is when the world comes
alive for you. USE MAP and jump to the Money Changer. She asks if
you are interested in doing a ‘little job’ for her, so tell her YES, then
ASK ABOUT JOB. She gives you directions to the Metal Worker’s
house, and wants you to steal a silver tea service, along with any-
thing else that takes your fancy. Leave the Money Changer for now.
Here’s how to find the Metal Worker’s House:
USE MAP and jump to the Gate Plaza.
Leave the Gate Plaza through the top exit.
Sneak forward a few steps.
When you see a doorway on each side, READ SIGN.
Sneak right, into Sharki Darb.
Follow path through several turns.
When you see doorway on the left, READ SIGN.
Sneak left, into Rani Tarik.
Follow path through several turns.
When you see doorway on the right, READ SIGN.
Sneak right, into Zrir Darb.
You’ve reached the Metal Worker’s house.
SAVE YOUR GAME HERE. Well, you’ve found the Metal Worker’s
house, but you need to wait until midnight before you can enter.
When ‘You Are Getting Tired‘, you know it‘s time. Make sure you are
SNEAKing, then PICK LOCK. If you’ve been practising this skill, it
should be no bother to you.
Inside the house, SAVE YOUR GAME HERE. LOOK SHELF on the
left - the tea service that the Money Changer wants is here, so TAKE
TEA SERVICE. If you step on a creaky floorboard, stop for a while,
then continue. Now LOOK WARDROBE and USE OIL ON
WARDROBE to oil the hinges. OPEN WARDROBE and SEARCH
WARDROBE - you automatically take an emerald bowl. Now walk
over to the rug, LOOK RUG, and MOVE RUG. Kareem enters the
house at this point, but luckily, he is too drunk to see you. Phew!
Anyway, under the rug, you find a trapdoor. LOOK TRAPDOOR and
OPEN TRAPDOOR. You hear another voice outside the door. Quickly,
CLOSE TRAPDOOR, REPLACE RUG, and HIDE - you’ll crouch down in
the corner. Abdul enters the house, but he is also too drunk to see
you. After he leaves, you can continue. MOVE RUG and OPEN
TRAPDOOR - there is a locked chest in this hiding hole. PICK LOCK
then TAKE MONEY to get 60 Dinars. You’re rich! But there are
more voices outside! Quickly, REPLACE RUG then HIDE IN
WARDROBE (you can’t just crouch in the corner this time). Jabbar
enters the house, and he is NOT drunk - he would notice anything out
of place. Good thing you hid in the wardrobe! Now when he leaves,
go back to the rug, MOVE RUG and SEARCH CHEST. You find a
silver dagger, which you automatically take. That’s all you can take
from the Metal Worker’s house - you just have to cover your tracks
now. CLOSE TRAPDOOR, REPLACE RUG, then walk over to the door
to leave the house.
Wow! That was intense! ALMOST getting caught so many times -
what a thrill!
Now you’ve been to the Metal Worker’s house, let’s go back to the
Money Changer. USE MAP and jump to the Money Changer. SELL
TEA SERVICE to Dinarzad, SELL BOWL to Dinarzad, and SELL
DAGGER to Dinarzad. Now leave her shop.
Well, it’s been a VERY exciting day for you, but it’s late now, and you
are tired. USE MAP and jump to Katta’s Tail Inn. Go to your room at
the top right, and 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.
Sneak 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 sneak down one screen, so you can see the Magic Shop.
Enter Magic Shop, and SELL WHIRL (the Dervish’s beard) to Keopon
Laffin. Since you are a thief, you need some rope, ASK ABOUT ROPE,
then BARGAIN ROPE. Now leave the shop.
Sneak 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.
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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.
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You are now invited into Aziza’s home. Be polite to her! Sneak 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.
Make sure you are SNEAKing. Now you still need to practice your
lock picking skills, so you can break into other places. Go into the
streets, find a door, and PICK LOCK. Keep practicing this until
evening.
When evening comes, 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 and leave the Inn.
Dinarzad should have another job lined up for you. USE MAP and
jump to the Money Changer. ASK ABOUT JOB, and she tells you
about the Weapons Shop. Leave the Money Changer.
USE MAP and jump to the right side of the Fighter’s Plaza. Now
there are still too many people around for what you have planned, so
you need to wait until it gets dark. Now when the stall-holders have
packed up for the day, walk over to the door of the Weapons Shop,
and PICK LOCK to enter.
Inside the Weapons Shop, SAVE YOUR GAME HERE. You have to be
quick here. Make sure you CLOSE DOOR, so you don’t attract any
unwanted attention. Now you‘re not strong enough to move the
heavy anvil, but there are other ways! USE OIL, then PUSH ANVIL.
Ah-ha! A trapdoor was hiding underneath the anvil, just as Dinarzad
told you! OPEN TRAPDOOR, PICK LOCK on the strongbox, and you
automatically take the money that was inside. You just have to cover
your tracks now, so Issur won’t know you’ve been here. CLOSE
TRAPDOOR and MOVE ANVIL to put it back in place. Now walk over
to the door and OPEN DOOR, then simply walk out of the Weapons
Shop. That was a nice haul!
It’s late now, and you are tired. USE MAP, and jump to Katta’s Tail
Inn. Go to your room at top-right, 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.
You may be getting low on rations now. So USE MAP and jump to
left side of the Fountain Plaza. Approach the Katta food stall on the
left, and BARGAIN RATIONS - 5 will do for now. Now DRINK WATER
from the fountain, and FILL WATERSKINS.
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.
Do what you like for the rest of the day. When evening comes, make
your way to Katta’s Tail Inn. Enter your room at 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. STAND up, make sure you are still SNEAKing, 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. Sneak 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.
USE MAP, and jump to 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.
Sneak 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. Sneak
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.
Sneak up into the streets, find a door, and practice PICK LOCK for a
while. Try to get your skill level up to at least 130. When you’ve had
enough, return to Katta’s Tail Inn, enter your room at top right, and
SLEEP UNTIL EVENING.
When evening arrives, 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. You should hopefully have a decent
amount of money now. USE MAP and jump to the Weapon’s Shop.
ASK ABOUT DAGGERS and BUY DAGGERS (unfortunately, you can’t
get a good deal on the daggers) - 6 should be enough. Leave the
shop.
USE MAP and jump to the Apothecary. BARGAIN HEALING PILLS
and BARGAIN VIGOR PILLS. Now leave the shop.
Now you have some daggers, it’s time to work on your Throwing
Skills. Sneak up into the streets, and SAVE YOUR GAME HERE.
THROW DAGGER then GET DAGGER. Keep practicing this until
evening.
When evening arrives, USE MAP and jump to Katta’s Tail Inn. SIT
down at the table. 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 still need to improve your Throwing Skills. Sneak up into the
streets, and THROW DAGGER, then GET DAGGER. You need to get
your skill level up to at least 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.
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