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               /ŻŻŻŻŻŻ\                                               
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               /ŻŻŻŻŻŻ\ Ż|  |   |  \/  |  |\ \                         
              /   ___  \ |  |    \    /|  | \ \                       
             |   /   \  ||__|     \__/ |__|  \_\                      
             |  |     \_|___      __   _________    __             
             |  |  _____|   |    /  \ |  __  \  \  / /                 
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                    ___________________________            
                   | T R I A L   B Y   F I R E | 
                    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ            
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An FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: [email protected]
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Table of Contents

1. Introduction
2. The Story So Far
3. Getting Started
   A. The Classes
   B. Importing a Hero
   C. Character Statistics
   D. Magic Spells
   E. Surviving in this Crazy World
4. The Desert Realm of Shapeir
   A. Map and Points of Interest
   B. Characters
   C. Monsters
   D. Items
5. Fighter Walkthrough
6. Magic User Walkthrough
7. Thief Walkthrough
8. The Whole Story and Epilogue
9. Miscellany
   A. FAQ
   B. Point List
   C. Ways to Die
   D. Conversation Topics
   E. Debug Mode
10. Standard Guide Stuff
   A. Legal
   B. E-mail Guidelines
   C. Credits
   D. Version Updates
   E. The Final Word

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1. Introduction

Okay, I'll admit it.  I love Quest for Glory.  I'm absolutely crazy 
about the series.  The greatest thing about the series is the well-done 
connection between RPG and the classic Sierra graphic adventure.  Unlike 
most other of Sierra's adventures, the Quest for Glory series has more 
non-linear elements.  The combat, the spells, the loot, and the silly 
puns and jokes all make for a great adventure.

In the second game of the five game series, you, the Hero of Spielburg,
are travelling to the desert land of Shapeir.  You're to save the city 
by defeating Elementals cast upon it, and later save the city of 
Raseir by determining what became of the missing Emir.

This game is the most story-like and linear (which still isn't all that 
linear) since everything happens on certain days, but it's executed 
very well and leaves you more than enough time to practice and hone 
your skills.

***********************************************************************

2. The Story So Far

In the beginning of his adventure, our hero (you) left his hometown to 
make a name for himself as a true hero.  He went to Spielburg, a valley 
that had been cursed for many years.  The Baron tried to drive away the 
Ogress, Baba Yaga, but she cursed him instead, and he lost his son and 
daughter.  The realm was overrun with brigands and monsters, and the 
Baron locked himself away in his castle.  

Although a dangerous land, the Hero made many friends.  He made 
acquaintanes of the Katta innkeepers, Shameen and Shema, and their 
merchant friend, Abdulla Doo.  He also met such people as Zara, the 
owner of the Magic Shop, the Wizard Erasmus and his rat-like familiar 
Fenrus, not to mention the Dryad who protected the woods, and the 
particularly nasty seller of information, Bruno.  He also went to many 
interesting places, including cliffs with strange plant-life, to the 
majestic Flying Falls, to the meadow known as Erana's Peace.  He first 
learned of the great Archmage Erana there, and, even though he was told 
the meadow was her final resting place, he found no evidence to prove 
that.

But being a hero's more than making friends and influencing people, the 
Hero set to work.  He explored a cave and found a Kobold Magic User.  
Taking the Kobold's key, he freed an enchanted bear, who turned out to 
be the Baron of Spielburg's lost son, Barnard.  This was the first 
stepping stone.  By spying on Bruno and another brigand's plot to 
overthrow their leader, the Hero found a way into the fortress of the 
brigands.  Passing by a great Minotaur, Toro, the Hero invaded the 
fortress, snuck his way to the leader's room, and dispelled the 
enchantment on her.  The leader was, in reality, the Baron's daughter, 
Elsa.  After leaving the fortress, the Hero made a final visit to the 
Ogress, Baba Yaga.  Using a Magic Mirror against her, he reflected back 
her own evil magic and forced her to flee the land.

Now, the Hero of Spielburg joins his friends Shameen, Shema, and 
Abdulla Doo.  With the recovery of Abdulla's wealth, which includes his 
magical carpet, the four travel to the desert realm of Shapeir, which 
needs heroes, too...

***********************************************************************

3. Getting Started

---

A. The Classes

Once you start a new game, you'll have the choice of picking one of the 
game's three classes.  Any class can easily complete the game, of 
course, but some have harder times at survival than others...

The Fighter

You've proven yourself capable at the claws and weapons of the monsters 
of Spielburg.  Goblins tremble at your name, and the wild Sauruses do 
well to avoid you.  You have demonstrated your skill at the blade 
numerous times, and bear the scars of your victories with pride.  Now 
you face a new land, new monsters to fight, and new obstacles to bash 
your way through.

The Fighter is the most straight-forward class.  He speaks mostly 
through his blade, and his diplomacy is through his muscles.  Choose 
the Fighter if you want an easier time solving puzzles, and are more 
interested in out-and-out combat.

Starting Stats:

Strength: 70
Intelligence: 40
Agility: 60
Vitality: 70
Luck: 50
Weapon Use: 70
Parry: 60
Dodge: 40
Throwing: 50

You start your quest with 150 Gold Coins from the Land of Spielburg, 
five Food Rations, a Full Waterskin, a Broadsword, a Shield, and 
Chainmail Armor.

---

The Magic User

Magical flame flies from your fingertips.  You can create coruscating 
lights to blind any.  You can empower your weapon with magical energy, 
open doors from afar, and grab the cookie jar from the top of the 
fridge without using a chair.  Now, it's time to upgrade your status.  
You must now apply your abilities among your peers, and earn your 
position in the Wizards' Institute of Technocery.

Choose the Magic User to wield the mystical forces of the arcane.  
Solve puzzles with your amazing spells, and make monsters tremble when 
you move your hand in the slightest motion, for fear that you will 
bring down fire and fury on them.

Starting Stats:

Strength: 40
Intelligence: 70
Agility: 60
Vitality: 50
Luck: 50
Weapon Use: 40
Dodge: 50
Magic: 70

Spell Skills:

Open: 40
Detect Magic: 40
Trigger: 30
Zap: 50
Calm: 40
Flame Dart: 50
Fetch: 40

You start your quest with 150 Gold Coins from the Land of Spielburg, 
five Food Rations, a Full Waterskin, a Dagger, and Leather Armor.

---

The Thief

You can creep without making a sound, and can foil simple locks with a 
twist of your lockpick.  You glide through the night, scaling walls, 
deftly placing daggers between the eyes of nosy guards, searching for 
that one greatest treasure in all the land.

The Thief works around his problems rather than attacking them directly.  
Although only moderately skilled in combat, the Thief has plenty of 
skills to help him avoid it, if used properly.  And, as always, there's 
the chance to improve one's personal holdings...

Starting Stats:

Strength: 50
Intelligence: 50
Agility: 70
Vitality: 50
Luck: 60
Weapon Use: 50
Dodge: 50
Stealth: 60
Lockpicking: 60
Throwing: 50
Climbing: 60

You start your quest with 150 Gold Coins from the Land of Spielburg, 
five Food Rations, a Full Waterskin, five Daggers, Leather Armor, your 
Thieves' Guild License, your Thief's Tool Kit, and of course, knowledge 
of the all-important Thief Sign.

---

Once you select your class, you'll have the opportunity to name him, and 
adjust his base statistics.  You have a pool of 50 points, which you 
can distribute to your skills in five-point increments.

If you want to add five points to a skill that your class doesn't 
normally have, you can do so, but you'll have to spend fifteen points 
for the first five.  In this manner, you can give yourself three skills 
that you could not normally have.

Speaking of creating hybrids, I personally don't like it, for every 
class can reach 500 Puzzle Points, and if you want to do particular 
acts, just use that class.  Of course, if you like being able to cast 
spells while sneaking around in houses you've broken into, go right 
ahead...

If you give a Fighter or Thief Magic, you'll start with Open, Zap, Calm, 
Flame Dart, and Fetch, all at the skill your Magic is at.

If you give a Fighter or Magic User a Lockpicking skill, you'll be given 
a Lock Pick.  Go nuts.

---

B. Importing a Hero

Another one of Quest for Glory's charms is the ability to carry your 
hero over from previous adventures.  You'll be installed in the new 
quest just as you left yourself from Spielburg.  All your stats will 
be the same as you left them, even if they're below the entry level for 
creating a hero.  This includes Spell Skills.

If, for some odd reason, your Fighter dropped his Sword or Shield in 
Spielburg, you'll be given new ones.  If you never got Chainmail Armor, 
you will have some.

Your Magic User (or other class who has Magic) will start with all the 
spells he had when he left Spielburg.  If he doesn't have Open, Zap, 
Calm, Flame Dart, or Fetch, he'll be given those spells at entry level 
skill.

If your Thief (or person with Thiefy skills) has a Lock Pick, he'll 
still keep it.  You'll be given the Theives' Guild License, and a Tool 
Kit if you don't already have one.

All classes have the same number of Daggers they had at the end of the 
last game, unless you're a Magic User or Thief and you have zero, in 
which case you'll be given one.  (Happy Belated Birthday!)

As for money, imported Heroes will have all their Silver Coins converted 
to Gold Coins (rounded down), and will have 140 Gold Coins added (in 
case you're wondering, that's 50 for rescuing Elsa, 30 for the Brigand
Warlock, and 60 for the Brigand Leader, which you did at the end of the 
game all in one fell swoop).

And regardless of anything else, all Heroes will start with five Food 
Rations and a Full Waterskin.

---

C. Character Statistics

Any time you press CTRL+S, you'll bring up your Character Screen, where 
you can observe how your stats change.  Here are all the stats and how 
to increase them.  Every stat maxes out at 200.

Attributes (Basic Stuff) -

Strength: Your physical prowess, Strength determines how hard you can 
hit, how well you can muscle your way through things, and how much you 
can carry.  Strength is the most useful for the Fighter, since he 
spends most of his time using his muscles.  Strength also determines 
how many Health Points you have.  

- You can increase Strength through physical exercise and through combat 
(particularly by striking).

Intelligence: How smart youse is.  Intelligence is most useful for 
Wizards.  Not only does it determine how effective spells are, but also 
factors directly to Mana Points.

- You can increase Intelligence by casting spells, learning things, 
solving puzzles, or making good moves in combat (i.e. successfully 
dodging an attack and counterstriking).

Agility: This is a measure of how well you can move.  A good Agility 
means you can duck, dodge, and hide better.  Thieves need top-notch 
Agility to perform their myriad skills.  Agility also factors towards 
Stamina Points.

- You can increase Agility by performing some of the Thief skills 
(Climbing, Lockpicking, Stealth), or through combat (particularly 
Dodging).

Vitality: Although most useful for Fighters, Vitality is good for 
everyone to have.  This measures your ability to take damage well.  
Vitality factors directly to your Health Points and Stealth Points as 
well.

- You can increase Vitality through most any physical action, 
particularly by taking damage in combat.

Luck: A very mysterious skill, Luck factors into a lot of things, and 
is most useful to the Thief.  How does Luck factor into things?  I 
really don't know, exactly...

- Increasing Luck is not very well understood.  In this game, Luck 
seems to go up with most any action you perform, so just keep fighting 
or performing skills and Luck should increase enough.

Honor: This is the measure of the good deeds one does throughout his 
quest.  This is a new skill added for Quest for Glory II.  In this game, 
Honor doesn't really count for much until the end, which I'll explain 
at some point.  By the way, Honor can never have points assigned to it.  
All Heroes start with an Honor of 50 regardless of anything else.

- Increase Honor by doing honorable actions.  Many specific quest 
actions will increase honor, and more simple ways are by giving money 
to the poor, or flowers to the ladies.

Skills (Specific Stuff) -

Weapon Use: Everyone has this skill, since everyone has a weapon.  This 
is the skill of sticking your pointy object into the other guy.  A high 
Weapon Use factors towards damage caused and successful strikes.

- Increase Weapon Use by attacking in combat.

Parry: Only Fighters have a true need for this skill, since stopping 
enemy attacks is much easier with a sword or shield than it is with a 
dagger.  A higher Parry skill indicates a better chance at taking less 
damage while parrying a weapon.

- Increase Parry by blocking or parrying in combat (more so if you're 
successful).

Dodge: Everyone has Dodge.  No, this is not your skill at driving a 
Durango.  One can't take hits forever, and a good Dodge skill ensures 
that you'll be able to avoid blows more successfully.

- Increase Dodge by dodging in combat (more so if you're successful).

Stealth: An essential Thief Skill.  No people want their houses robbed 
by someone who bangs around like a drunk Moose.  Having Stealth 
activates the "Sneak" ability, which makes you much less noticable to 
baddies or the occasional law officer.

- Increase Stealth by having Sneak active.  Just Sneak everywhere and 
you'll max it out eventually...

Lockpicking (aka Pick Locks, I hate grammatical errors): To get into 
realms of fabulous cash and prizes, you'll need to open door number 1, 
and your Thief's lock pick helps, but you need the skill to use it.

- Increase Lockpicking by picking on doors.  This can be done on any 
door in Shapeir in the alleys.

Throwing: Useful for both Fighters and Thieves, a good Throwing skill 
can peg a monster with a few extra rocks or daggers before they get 
close enough to fight up close.  Throwing can also be used to hit or 
knock off things that are far off.

- Increasing Throwing can come from throwing rocks or daggers.  
Unfortunately, I've never been able to max out my Throwing Skill...

Climbing: Another Thief Skill, you'll need it for scaling walls, trees, 
gates, ropes, and other non-ladder surfaces.

- Increase Climbing by, naturally, climbing.  Unfortunately, I can never 
max Climbing in this game, but you don't really need to...

Magic: The Magic User's skill at manipulating reality.  Not much else 
to say about this, generally.  More will be said in the Spells section 
about each individual spell's effectiveness.

- Increase Magic by casting, casting, and casting some more...

Communication: This is a new skill for Quest for Glory II.  This is your 
ability to speak well.  This is good for bargaining.  If you choose to 
"bargain" instead of "buy" something, you'll have your Communication 
drawn against for successful haggling.  Some shopkeepers and merchants 
require a higher Communication skill than others for successful 
bargaining, and some can't be bargained with at all, no matter what.  
Like Honor, this also cannot have points assigned to it.  I don't know 
what formula is used for determining your starting Communication, but 
the order of skill from lowest to highest seems to be Fighter -} Thief
-} Magic User.

- Increase Communication by talking with people, and attempting to 
bargain.

General Health Points -

Health Points: If you hit 0, you die.  Pretty simple.  The maximum 
amount of Health you have is determined by adding two-thirds of your 
Vitality to one-third of your Strength.  So, if you have a Strength of 
30 and a Vitality of 60, your Health Point max is 50.

Stamina Points: This is your measure of stamina for performing strenuous 
acts, such as fighting, casting spells, running, throwing, climbing, 
etc.  Your max Stamina is determined by adding one-half of your Agility 
to one-half of your Vitality.

Mana Points: Mana is your measure of magical energy.  Each spell uses a 
certain amount of mana.  Your max Mana is determined by adding two-
thirds of your Magic Skill to one-third of your Intelligence.  
Naturally, if your Magic Skill is zero, your Mana Points will also be 
zero, no matter how high your Intelligence.

Scores -

Puzzle Points: Much like most other Sierra games, you get points for 
doing special acts.  The max is 500, and every class has its own 
special way of reaching that high.  In the Miscellany section, there's 
a Point List.

Experience: This is much like a basic score.  Talk to someone, buy 
something, kill something, and you'll get some experience.  It's not 
really worth anything, except for show.  Starting Heroes will have 
4000, and Imported Heroes will have 5000.  Whee.

---

D. Magic Spells

While so many games give you a billion offensive spells to eviscerate 
your enemies, Quest for Glory take a different approach.  Sure, the 
magic users of other games can lay waste to any bad guy, but what 
happens if they misplace their keys, or if they need to reach the book 
at the top of the shelf?  This is why Quest for Glory makes the Magic 
User skilled in a bunch of all-around magic.

Each spell can be built up to 200 in skill by casting it repeatedly.

Older Spells (Spells in the last game):

"Open"

MP: 2
Found: Any class with Magic begins with it.
Description: Open is useful for unlocking simple locks and opening 
doors.  Use it when you want to hang back from the thing you open.

"Detect Magic"

MP: 2
Found: Magic Users begin with it.  Can be purchased in the Magic Shop 
for 10 dinars.
Description: This is a very general spell, and is used to detect any 
existing magical auras in the immediate area.

R. Rogers' Reactivating Ritual, aka "Trigger"

MP: 3 
Found: Magic Users begin with it.  Can be purchased at the Magic Shop 
for 15 dinars.
Description: This lovely little spell can be used to set off any 
magical spells in the immediate area.  It can make invisible things 
visible, activate teleport spells, or set off magical traps while the 
caster is still at a safe distance.  Pretty handy.

Erasmus' Razzle Dazzle, aka "Dazzle"

MP: 3
Found: You will start with it only if you got it in Quest for Glory I.  
Can be purchased at the Magic Shop for 25 dinars.
Description: Dazzle creates a brilliant flash of light that will stun 
anything for a small time while it pauses to rub its eyes.  This only 
works, naturally, if the creature HAS eyes.  Having more skill in this 
spell will cause monsters to be delayed for longer.  Although it doesn't 
last as long as Calm, this skill CAN be used in combat.

Leyden's Latent 'Lectrical Discharge, aka "Zap"

MP: 3
Found: Any class with Magic begins with it.
Description: Casting Zap will charge your weapon with magical energy.  
The next strike will release the energy.  It can only be cast once at a 
time.  Increasing your skill will increase the damage done with the 
charged weapon.

"Calm"

MP: 4
Found: Any class with Magic begins with it.
Description: Since most Magic Users like to avoid direct combat, you 
can use this spell to immediately cause any threatening monster to 
cease its hostile intent and contemplate the universe and its 
bellybutton.  This works on most enemies with a pulse.  It's ineffective 
in actual combat, however.  Having more skill in this spell will cause 
monsters to be delayed for longer.

"Flame Dart"

MP: 5
Found: Any class with Magic begins with it.
Description: The Flame Dart produces a small ball of magical flame 
which you can direct at an opponent, either in combat or while still at 
a distance.  It can also be used, get this, to burn things.  As you 
increase in skill, your Flame Darts will do more damage.

Lowenhard's Lariat of Legerdemain, aka "Fetch"

MP: 5
Found: Any class with Magic begins with it.
Description: Fetch is useful for grabbing objects that are distant.  It 
can mostly be used on small, non-living objects.  With practice, you 
can use it to move objects from one place to another.

New Spells:

Aronson's Arcane Arbalest of Action and Reaction, aka "Force Bolt"

MP: 6
Found: Purchase in the Magic Shop for 20 dinars.
Description: Force Bolt creates a globe of forceful energy.  This can 
be used to attack enemies or to give things that little extra push from 
far off.  This spell can be used in close combat.

Ellen's Enchanted Elevator, aka "Levitate"

MP: 7 (Initial cast, continually drains MP while active)
Found: Purchase in the Magic Shop for 30 dinars.
Description: Levitate allows you to move up and down in your plane of 
existence.  You cannot, however, move to side to side, but you can, in 
theory, grab ledges or whatever while floating to pull yourself up onto 
solid ground.

Kirkov's Cosmic Karma Cookies, aka "Reversal"

MP: 8
Found: Become a Wizard at the Wizards' Institute of Technocery.
Description: Reversal will allow any spell cast at you to be reflected.  
This may not always be back at the caster.  When two Wizards duel and 
have Reversal, the results can be quite dangerous for spectators.

---

E. Surviving in this Crazy World

---

Surviving the Keyboard

Yes, this is back in the days of text parsers.  You'll live.  

In Quest for Glory II, the mouse can also be used.  Use the left mouse 
button to move your Hero to the desired spot, or the right mouse 
button to look at whatever is at the spot.  There are a lot more things 
to look at than there were in Quest for Glory I, so don't be afraid to 
use it indiscriminately.

As for the keyboard, it's helpful to know some of the hot key 
functions.  Items in quotes will be entered into the text parser as a 
short cut.

CTRL+A = "Ask about" (follow with a topic to start a conversation)
CTRL+C = "Cast" (follow with a spell name)
CTRL+D = Time of Day
CTRL+E = "Escape" (will get you out of combat)
CTRL+F = "Fight" (generally enough to initiate combat with nearby 
   monsters)
CTRL+L = "Look at" (follow with something you want a better description 
   of)
CTRL+H = Compass Heading
CTRL+I or Tab = Inventory
CTRL+P = Pause Game
CTRL+R = Read Map
CTRL+Q = Quit Screen
CTRL+S = Character Screen
CTRL+T = "Tell about" (follow with "yourself" or whatever)
CTRL+Y = Silly Clowns
F3 = Repeat Last Command
F5 = Save Screen
F7 = Restore Screen
F9 = Restart Screen

Quest for Glory understands most simple verbs.  Just type the verb and 
its object and you should be able to get around fine.  Common action-
type verbs include: "walk", "run", "sneak", "sit", "stand", "climb", 
"mount", "dismount", "open", "close", "move", "throw", "take", "give", 
"buy", "sell", "bargain", "pick".  Y'know, simple things...

You'll need to use the text parser to converse with people as well, with 
the "ask about" command.  Common things to ask about are: Name, Shapeir, 
Raseir, Sultan, Emir, Money, Rumor, Katta, Magic.  Of course, plenty of 
characters specialize in their own field which you'll have to ask 
specific questions about.  For each character (later on, in 
Miscellany), I'll assemble possible things to ask about.

---

Desert Survival

Let's start with SAVE OFTEN!!!

You are a human, and as such, you'll need to eat, sleep, and keep from 
getting hurt too much.  

If you have food rations, you'll eat automatically, and you can eat 
food items from the food merchants to sate your appetite.  You can 
also get two full meals at the Inn a day, for free, since you helped 
Shameen and Shema.

Water is another big concern.  You should purchase a few extra water 
skins from the leather sales-Katta and you can fill them with water 
either in the Fountain Plaza or at the Desert Oasis.

Also, a good essential piece of desert equipment is the riding Saurus.  
The Saurus makes travel faster and safer.  Saurii are advertised as 
being able to defend their master, but the one you purchase won't be 
so thrilled at the prospect.  One of the uses, however, is that any 
time you're riding, you can type "go home" and your Saurus will 
automatically take you to the Shapeir Overlook.

Sleeping is another concern.  If you do not sleep for a couple of days, 
your stamina will drop much quicker.  It's generally advisable to sleep 
every day, and to get a full night's rest, you need to sleep before 
midnight.  Of course, you can't sleep just anywhere.

Learn the time scale of the game.  Although you have no clock or 
anything, you'll go by the sun.  There are eight "times" in the game.

Day is Dawning: Most shops are open, except Money Changer.  Day monsters 
  show up.
Mid-morning: Money Changer opens.
Midday
Mid-afternoon
Sunset Approaches: Inn switches to "Dinner" mode.
Night is still young: Most shops close up.  Night monsters show up.
Middle of the Night: Inn switches to "Normal" mode.
Not yet Dawn: Money Changer closes.

There are only two places you will be allowed to sleep in Shapeir.  The 
far better choice is the Katta's Tail Inn.  There, you can pick how 
long you want to sleep.  "Until Dawn" will let you sleep until Day is 
Dawning of the next day.  "Until Evening" will let you sleep until The 
Night is still young.  "One Hour" may not even move you ahead a time 
frame.  Note, however, that sleeping at the Inn is not an immediate 
ticket to full restoration.  Even sleeping one hour, however, will max 
out your Stamina.

The other place to sleep is at the Oasis in the Desert.  There, you will 
automatically sleep to the next one of the two: Day is Dawning, the 
Night is still young.  Don't sleep away from Shapeir for too long, 
because you might miss some important news.

Staying alive in a combat sense is pivotal, of course.  Pills to 
restore any of your three Health Meters can be purchased at Harik 
Attar's Apothecary.  He also sells pills that can protect you from 
poison, specifically, the Scorpion's poison.

---

Surviving Combat

Generally, you'll be set upon by a monster in the desert.  It'll be 
running towards you and you can either "fight" it, or let it get close 
and attack you.  If you want, you can throw rocks or daggers, or cast 
spells such as Zap, Flame Dart, Force Bolt, Calm, or Dazzle.  You can 
also just "run".

When you engage in combat, you'll most often be switched to a special 
combat screen, where you'll see your own Health Meters in the upper 
left, and the enemy's in the upper right.  Attacking and defending is a
matter of using the numeric keypad (don't forget to turn Num Lock off)

7 = High Swing
8 = Thrust
9 = Low Swing
4 = High Parry
5 = Mid Parry
6 = Low Parry
1 = Left Dodge
2 = Back Dodge
3 = Right Dodge

It's very simple.  Attack until the monster's dead.  Dodge or Parry 
when necessary.  If you wish, you can cast Zap, Flame Dart, Force Bolt, 
or Dazzle.  If you feel you're taking too much damage, you can "escape".  
Once you escape, you'll automatically run for the nearest exit.  Some 
monsters will give up fast, others will chase you until you find a 
relatively safe spot.

After combat, you should always "search the body".  Several monsters 
carry money.

---

Surviving Financially

The currency of Shapeir is the golden dinar and the brass centime, with 
100 centimes in exchange for one dinar.  You'll need to exchange your 
Gold Coins from Spielburg at the Money Changer to get any money.  
Opportunities for more cash will arise in your adventure:

Renewable Resources:

Killing Monsters: Brigands and Jackalmen carry money.  Search them 
after you kill them.

Components for the Apothecary: Finding components for Harik Attar will 
earn you money as well:

Scorpion Tail: 20 dinars
Ghoul Claws: 15 dinars each

Non-renewable Resources:

Thieving: You can find jobs in Shapeir if you know who to ask...

Completing Quests: You get rewards for defeating the Elementals from 
various important people.

Also, be sure to bargain whenever you can.  Higher Communication skills 
will mean you can bargain successfully more.  The easiest to bargain 
with are the merchants in the plazas.  You don't need a very high 
skill to bargain with them.  You need it to be a bit higher to bargain 
with Keapon Laffin, and it needs to be quite high to bargain with Harik 
Attar.  Don't even try bargaining with Issur.

***********************************************************************

5. The Desert Realm of Shapier *CONTAINS SPOILERS*

---

A. Map and Points of Interest

Unfortunately, the city of Shapeir is far too complicated to be able to 
draw a map here.  Fortunately, if you've purchased your game legally, 
you should have a map in the manual of your game box.  Also, you can 
buy a map which also has a representation whenever you read it (CTRL+R).  
This map will also show your location.  Quite handy, indeed.

However, I can give a general idea of how the city is laid out.

     __________________________________________________________      
    |                            WIT                           |     
    |       EOF                               EN               |     
    |______                    ______                    ______|___  
  __|      |WS                |      |MS                |      |   | 
 |AG| POF  |                  |  FP  |                  |  PP  | P | 
 |__|      |                  |      |                  |      |   | 
    |______|         MC       |______|AP                |______|___| 
    |                           ____            MW             |     
    |                          | GP |KI                        |     
    |__________________________|____|_______________________AS_|     
                                SS                                   
                                                                      
The desert of Shapeir goes on nearly forever in westerly and easterly 
directions.  There are only a few nearby points that are necessary to 
complete your quest.  All are measured in skareen (screen ^_^) lengths.
                                                                       
==================================================================     
|    | GF |    |    |    | SO |    |    |    |    |    |    | TR |  
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
 ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----      
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
 ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----      
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
 ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----      
| DP |    |    |    |    |    |    |    |    |    |    |    |    |  
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
0----0----0----0----0----0----0----0----0----0----0----0----0----0     
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
 ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----      
|    |    |    |    |    |    |    |    | DO |    |    |    |    |  
|    |    |    |    |    |    |    |    |    |    |    |    |    |  
 ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----      

That's enough desert for you to wander around in, right?  All the 
dashed lines are borders that can be crossed.  The equal signs are the 
northern border mountains.  The line about four screens down marked with 
zeroes is where your perspective shifts.  Normally, you look at the 
background to be in the north.  Once you flip, though, the background 
will be in the south.  Take care not to get turned around too much...

Oh, and just to give you a connection between the two maps, the bottom 
of the city map "SS" (Saurus Stables) connects to the "SO" on the desert 
map "Shapeir Overlook".

"KI" - Katta's Tail Inn

This is your starting point for the adventure.  There is no better 
place to find good food, good entertainment, and good friends than the 
Katta's Tail Inn.  Your good friends, Shameen and Shema, run the inn, 
and Abdulla Doo stops by from time to time to eat.  You may have two 
meals a day on the house, and your room is always available to 
accommodate you.

"GP" - Gate Plaza

This is a smaller plaza.  Out the south end is the gate to the city, 
which is always open.  In this plaza is a snake charmer, who charms 
for his centimes.  There is also Lisha, the flower merchant, and Ali 
Chica, the tour guide.

Prices in parentheses are bargain prices:

Lisha's Flowers: 10 centimes (5 centimes)

Ali Chica's Tours of Shapeir:
Map of Shapeir: 1 dinar (50 centimes)
Compass: 1 dinar (50 centimes)

"FP" - Fountain Plaza

The very center of Shapeir, this plaza's main attraction is the magical 
fountain that pours forth life-giving water continuously.  Many 
merchants peddle their wares here.  You can also find the entrances to 
the Magic Shop and the Apothecary here.

Prices in parentheses are bargain prices:

Scoree and Sloree's Fine Foods:
Dates: 30 centimes (20 centimes)
Bread: 30 centimes (20 centimes)
Falafels: 70 centimes (60 centimes)
Saurus-on-a-Stick: 70 centimes (60 centimes)
Lizard Jerky (aka Rations): 1 dinar for five (90 centimes)

Toshur's Pottery:
Empty Pot: 3 dinars (2 dinars)

Tashtari's Brass:
Brass Lamp: 15 dinars (10 dinars)

Saba's Baskets: N/A (don't need a basket)

Lasham's Plants: N/A (but you can ask for a pot of earth)

"POF" - Plaza of Fighters

This is where the action is in Shapeir.  You'll find the Adventurers' 
Guild here, as well as Issur's Weapon Shop.  Also, there's talk of an 
acrobat that can walk the tightrope who performs here.

Prices in parentheses are bargain prices:

Kiram's Clothwork:
Cloth Bag: 50 centimes (20 centimes)

Mirak's Leather:
Waterskin: 1 dinar (50 centimes)

"PP" - Palace Plaza

The Palace towers above this plaza.  This is the ritzy section of town.

Sashanan's Jewelers: N/A (too expensive)

Tiram's Carpets: N/A (too expensive)

"P" - Palace

The Sultan's Palace is, naturally, where the Sultan resides.  It's 
tough to get an invitation there, though...

"SS" - Saurus Stables

Outside the gate of the city, you'll find the lot where you'll be able 
to purchase a riding Saurus.  As you can see, Saruii are much more 
docile here than in Spielburg.  Riding a Saurus is a much safer way to 
travel in the desert than on foot, so you're best to purchase one.

Honest Ali Fakir's Used Saurus: 50 dinars (20 dinars)

"AP" - Apothecary

Harik Attar is the druggist in Shapeir, and his apothecary is well-
stocked with pills to aid you in your quest.  He also makes potions on 
special order, and has other merchandise related to medicine that you 
can purchase.

Prices in parentheses are bargain prices or bargain amounts:

Oil: 20 centimes (15 centimes)
Incense: 70 centimes (free)
Vigor Pills: Three for 5 dinars (Four for 5 dinars)
Healing Pills: Three for 10 dinars (Four for 10 dinars)
Poison Cure Pills: Three for 12 dinars (Four for 12 dinars)
Mana Pills: Three for 15 dinars (Four for 15 dinars)

"MS" - Magic Shop

Keapon Laffin runs this whimsical shop.  He sells many magic items and 
spells.  Magic Users should definitely make a stop here.

Prices in parentheses are bargain prices:

X-Ray Glasses: 15 dinars 
Magic Rope: 125 dinars (115 dinars)
Detect Magic Spell: 10 dinars (5 dinars)
Trigger Spell: 15 dinars (5 dinars)
Force Bolt Spell: 20 dinars (10 dinars)
Dazzle Spell: 25 dinars (15 dinars)
Levitate: 30 dinars (20 dinars)

"MC" - Money Changer

Dinarzad, the Money Changer, runs her shop here, at the end of Dinar 
Tarik.  She will exchange Gold Coins for dinars, and she'll charge a 
small exchange fee.  She charges more for larger sums of exchanging, so 
it's best to exchange your coins 50 at a time, where the exchange rate 
is merely ten percent.  You should definitely visit this place first 
in your travels.

"AG" - Adventurers' Guild

The Guild of Shapeir is run by the Simbani Warrior woman, Uhura.  She 
is more than willing to impart her knowledge of the creatures of the 
desert, and she'll also train with adventurers in the practice room.  
This is the best place to increase your combat related attributes and 
skills, because you can't get hurt here.

The Guild is also a hangout of the Liontaur Paladin, Rakeesh.  You can 
converse with Rakeesh here.

"WS" - Weapon Shop

You can buy weapons at this shop from Issur.  You can also arm-wrestle 
him for some money.  Don't try bargaining with him, though.

Daggers: 5 dinars each
Fine Sword: 100 dinars

"EN" - Home of the Enchantress

Aziza, the Enchantress of Shapeir, makes her home here, off Shmali 
Tarik.  See Aziza in Characters for more information.

"AS" - Astrologer's Home

Abu al-Njun, the Astrologer, has his home and observatory here, at the 
end of the Tarik of Stars.  See Astrologer in Characters for more 
information.

"WIT" - Wizards' Institute of Technocery

This is one of the several entrances to the Institute, at the end of 
Sahir Tarik.  To enter, one must use the very thing one seeks.

"EOF" - Eternal Order of Fighters

At the end of Askeri Darb, one sees an unmarked door.  This is the 
entrance to the test chamber of the EOF.  You may only enter this by 
invitation (and only if you're a Fighter).  Basically, the EOF was 
formed because all the Fighters were jealous of WIT and Thieves' Guilds.

"MW" - Metal Worker's Home

This is the only locked, but unbarred door in the city...

"SO" - Shapeir Overlook

In the desert, this is where you can see a lovely view of the city of 
Shapeir.

"GF" - Griffin Cliff

A Griffin nests in the mountains here.  He won't disturb you if you 
don't disturb him.

"TR" - Tree in the Desert

This is a very odd-looking tree...

"DO" - Desert Oasis

The only other source of water besides the magical fountain in Shapeir.  
The Dervish hangs out here.

"DP" - Dervish's Puzzle

Something odd is here, and you need to help it.  I'll explain more in 
the walkthrough.

These locations do not include those in Raseir.  There's no need for a 
map there, and things happen far more storylike, so there's no need to 
explore.

---

B. Characters

Shapeir is full of many interesting people, and you'll make plenty of 
new friends.

Citizens of Shapeir - 

This also includes people who live out in the desert.

Harun al-Rashid - (human male from Shapeir)

The Sultan of Shapeir is a most wise and strong man.  He has ruled the 
realm for some time, and his people all respect him.

Shameen - (Katta male from Raseir)

His name means "He of the Lion".  Your old friend, Shameen, who 
apparently doesn't need much sleep, sits at the door of the Katta's 
Tail Inn, welcoming all who come in.

Shema - (Katta female from Raseir)

Her name means "She of the Dance".  Shameen's mate, Shema, is the cook 
of the Inn, and she is also part of the entertainment.  Her dance must 
be seen to be treasured.

Abdulla Doo - (human male from Shapeir)

Master Merchant of the land of Shapeir, Abdulla made quite a killing 
from being the first in the valley of Spielburg.  He now works in his 
homeland, and is sometimes found at the Inn.

Ali Chica - (human male from Fredonia)

This man looks like he could play the piano, but strangely.  He's the 
"tour guide" to Shapeir, and sells maps and compasses for people to 
buy.

Ali T. Fakir - (human male from Fredonia)

Know what the T stands for?  Edgar.  But you were close...  You Bet Your 
Life you've seen him before.  Honest Ali Fakir will sell you a lovely 
riding Saurus for a reasonable price, and if he can't, he'll sell you 
one for an unreasonable price.

Katta Merchants - (Katta males and females from Raseir)

Most of the human merchants are off for the summer.  Only the Katta 
merchants can brave the serious heat of the desert all day.  You'll find
the merchants in the plazas of the city:

Lisha - Flowers
Toshur - Pottery 
Scoree - Food
Sloree - Meat
Tashtari - Brass
Lasham - Plants
Saba - Baskets
Kiram - Cloth
Mirak - Leather
Sashanan - Jewelry
Tiram - Rugs

Shih'had, The Beggar - (human male from Shapeir)

Not nearly as much help as Sam the Beggar from Spielburg, Shih'had is, 
nevertheless, a good source of Honor if you keep giving to him.

Dinarzad - (human female from Shapeir)

Her name means "Child of Gold Coins".  The Money Changer of Shapeir is 
quite the flirt, and she's a valuable contact for thieves...

Harik Attar - (human male from Shapeir)

His name means "Fire Druggist".  Harik Attar runs the Apothecary in 
Shapeir, and will sell pills for replenishing your health, among other 
things.

Keapon Laffin - (Gnome male from Shapeir)

Be it ever so humble, there's no face like Gnome's.  Keapon's quite the 
card and master of puns, so watch for all his double meanings.  He'll 
sell you a spell, Nell, or maybe a Magic Rope, Dope...

Issur of the House of Usher - (human male from Shapeir)

The proprietor of the Weapon Shop is very arrogant and no-nonsense.  
He's impossible to bargain with.  He loves to arm-wrestle, and is very 
strong.  The good part about him is that he makes the best weapons 
around.

Rasha Rakeesh Sah Tarna - (Liontaur male from Tarna)

This is the first time you meet another Hero.  Rakeesh has a very good 
reputation, but he's getting old.  He was once the King of Tarna, but 
he gave up the title to fight the demons that plagued his homeland as a 
Paladin.  During that time, his leg was injured by a demon's poison.  
He's a very good source of information about monsters and fighting.

Uhura - (human female from the land of the Simbani)

Uhura wanted all her life to be a Warrior of her Simbani tribe.  All the 
Warriors were men, but she proved herself and earned the title.  The 
only problem was that she also wanted to be a mother, and a mother 
couldn't be a Warrior.  She left her homeland and went to Shapeir, where
she met a Palace Guard, married him, and gave birth to her son, Simba.  
Now, she's the Guildmaster in Shapeir, and is availble for information 
and combat practice.

Simba - (human male from the land of the Simbani, born in Shapeir)

Uhura's son, Simba is still but a baby.  He takes after his mother.

Agi the Agile - (human male from Shapeir)

The Challenger of Acrobatics, Agi will show up in the Plaza of Fighters 
on certain days if you have a Climbing skill, where he'll teach you how 
to walk the tightrope.  If you can cross, you'll win money.

Aziza, the Enchantress - (human female from Shapeir)

Her name means "Highly Prized".  A powerful Enchantress, and a very 
formal and proper woman, Aziza's magic revolves around water, and the 
magic of reflection and true sight.  She requires much of her guests, 
however, and you must mind your P's and Q's when you visit.

Abu al-Njun, the Astrologer - (human male from Shapeir)

There is much to be seen from the stars.  The Astrologer is a man who 
can't see much past the end of his nose, but he knows his stuff when it 
comes to observing the heavens, and he'll tell you your future if you 
ask...

The Wizards of WIT - (human males from parts unknown)

What is probably the "Registrar" for the Wizard's Institute of 
Technocery, these quadruplets represent each of the four elements of 
Nature: Earth, Fire, Water, and Air.  They challenge all entrants to 
the Institute.

Erasmus - (human male from Zauberberg)
Fenrus - (familiar)

While not actually in Shapeir, Erasmus and Fenrus, your old magical 
buddies from Spielburg, will also be your representatives to the 
Wizard's Institute of Technocery.

Omar - (human male from Shapeir)

The Poet is a very wise individual.  He tells a good story, and he 
knows much about the land.

Ja'Afar - (human male from Shapeir)

The Poet's translator is always at his side.

Abu bin Ma'amar - (human male from Shapeir)

The Silversmith of Shapeir, Abu has much wealth in his home.

Kamar, Kareem, Abdul, and Jabbar bin Ma'amar - (human males from 
   Shapeir)

The sons of Abu, all four are enlisted in the Guard of Shapeir.

Merv the Griffin - (Griffin male from Shapeir)

It's not quite understood if the Griffin's intelligent, but he does 
seem to respond to being spoken to.  He lives out in the desert in his 
nesting spot, and doesn't like being disturbed.

The Dervish - (human male from Shapeir)

Why is he there?  Who cares.  What's important is that you've got a 
really old guy with a beard wrapped around a tree, and that's 
impressive!  He knows much about lots of things, and he has a challenge 
for you later in the quest.

Al Scurva - (human male from Raseir)

He was thought to be an apprentice of a master magician, but he's 
disappeared recently.  'Course, no one really cares...

Residents of Raseir - 

If you don't want to be spoiled here, don't read on, as this covers all 
the characters you meet once you enter Raseir.

Emir Arus al-Din - (human male from Raseir)

The old Emir disappeared a year ago from Raseir.  No one knows what 
became of him, except those responsible, of course.  He wasn't a 
terribly good ruler, but he had a good heart.

Emir Ali al-Din Hasan - (human male from Raseir)

The new Emir is far worse than his brother, Arus.  It is rumored that 
he shuts himself up in his room and hides from all.

Khaveen - (human male from Raseir)

The Captain of the Raseirian Guard is quite the bully.  He doesn't like 
you very much at all.  It's said that he runs the city of Raseir, but 
it's also said that he takes orders from another.

Signor Ferrari - (human male from parts unknown)

Ferrari is a businessman.  He owns the Blue Parrot Inn, and runs all 
illicit activites in Raseir, but he'd never admit it.  He's your 
contact in Raseir if you're a Thief.

Wilmer - (human male from Raseir)

The bartender in Raseir is just as talkative as the one in Spielburg, 
but he sells some pretty tasty beverages...

Ugarte - (human male from Raseir)

The seller of information, Ugarte knows everything about everyone, or 
so he says.

Zayishah - (human female from Raseir)

The daughter of the new Emir is not happy with the condition of the 
city.  Unfortunately, there's little she can do about it, as she's shut 
up in the Harem with the rest of the single women.

Mayzun - (human female from Raseir)

She has been Zayishah's servant since she was little, and her slave 
since slavery was allowed.  She would do anything for Zayishah.

Sharaf - (Katta male from Raseir)

His name means "Honor".  The only Katta left in Rasier, Sharaf is 
Shema's cousin.  He wouldn't leave with the rest of the Katta.  He 
swore he would stay behind until he could free the city.

Ad Avis - (human male from Raseir)

The true cause behind all the misdeeds in Raseir, Ad Avis is a very 
powerful Wizard.  He desires two things: complete Power and complete 
Control.

Nawar, Budar, Layla, Kahla, Dunya, Sulayma, Ruzhat - (human females 
from Raseir)

Any woman who is not a mother, wife, or young daughter is confined to 
the Harem.  These young ladies don't appreciate their imprisonment, and 
they know how to keep secrets...

Abu, Barli, Hajib, and the rest of the Eunuchs - (human males from 
Raseir)

Eunuchs, in case you didn't know, are men who have been castrated so 
that they'd have no feelings towards women.  These men are trusted to 
guard the Harem, and they're VERY good fighters...

---

C. Monsters

The desert of Shapeir is dangerous enough with the blazing heat, 
cloying sand, and fierce winds.  If that weren't enough, many fierce 
creatures roam the sands, seeking for prey.  You must always be 
prepared to fight when you travel the desert.  The difficulty of the 
monsters is rated out of 10, with 1 being the easiest, and 10 being the 
hardest.

---

Random Monsters

These monsters will attack you from the left or right side in the 
sands.  When they get too close, you'll automatically pull out your 
weapon and fight.  Most will chase you for a bit if you decide to run.

Brigand - I dunno how the heck they survive just running around by 
themselves, but these heavy-clothed jerks with scimitars will charge 
you solo during the day time.  They aren't particularly strong however.  
They carry anywhere between about 3-6 dinars in cash and change.
Difficulty: 3

Jackalmen - These humanoid bandits generally travel in packs.  They only 
attack at night.  There can be anywhere from one to five of them 
attacking you at a time.  You'll fight the pack one at a time.  They 
quicker than Brigands, but not much stronger.  The problem could be 
their sheer weight in numbers.  Each Jackalman can carry about 4 dinars 
in cash and change, and it adds up for each one.
Difficulty: 2 for one, +1 for each extra

Ghoul - This undead terror roams the sands at night.  It looks like a 
skeleton with tattered clothes and tiny strands of hair.  It attacks 
with a touch that drains the life out of its victim.  The touch doesn't 
physically harm you, but it will drain your stamina.  Once your stamina 
hits zero, the Ghoul will finish you.  Ghoul Claws are a component for 
the apothecary, and Ghouls will generally have between 2 and 5 good 
claws for you to sell.
Difficulty: 5

Scorpion - Sure, I've bet you've seen tiny little red guys that can 
pinch you a bit, or make your arm numb for a few minutes, but you've 
never seen these huge, black terrors of the sands.  They attack at all 
times of the day.  They have massive claws, and if they catch you with 
their tail, it's good night unless you've taken a Poison Cure Pill.  
Even then, being stung multiple times won't last you long.  However, 
these abominations are only moderate fighters, and a skilled hero can 
dish the pain out to these guys before they can get their tail thing 
goin'.  The apothecary will pay for the Tail of a Scorpion.
Difficulty: 7

Terrorsaurus - This guy makes the Saurus Rex look, well, a BIT less 
dangerous.  These purple guys resemble miniature Tyrannosauruses.  They 
travel at all times of the day.  They have a nasty bite and can also 
employ their hind legs to kick.  They can hit relatively hard, and they 
can also take a lot of punishment.  Be careful when going up against 
one.
Difficulty: 8

---

Unique Monsters

These dangers are only encountered once in your adventure, and mostly 
under special circumstances.

Griffin - The cross between a lion and an eagle is actually semi-
intelligent, and it doesn't attack humans often.  The only reason it'll 
act hostile is if it was attacked first.  The general idea is NOT to 
attack it.  It wouldn't be very honorable.  If you feel you must fight 
it, throw or cast something at it while it sleeps, and it'll get ticked 
soon enough.  In the next desert screen, it'll fly across the 
background and swoop down to attack.  If it gets damaged enough, it'll 
run away, only to attack on the next screen.  Once finally killed, it'll 
detonate (no, really) some distance away.  It carries nothing.
Difficulty: 6

Elementals - These magical beings are made from the essences of each of 
the five Elements: Earth, Air, Water, Pizza, and Fire.
...
Okay okay.  The whole Pizza Elemental thing's just a joke dreamed up 
by Sierra.  You won't have to face one...
Anyway, each of the four Elementals will be sent to Shapeir one by one.  
They have tremendous power, and given enough time, can destroy the 
city.  Fighting an Elemental is usually not a matter of combat, but more 
of a matter of playing the Elemental's contrary element against it.  
More will be said of this in the actual Walkthroughs.
Difficulty: Varies

There are other adversaries to face as the game progresses, but telling 
about them now would ruin the surprise.

---

D. Items

Here are all the items that exist for you to carry.  Looking up these, 
however, can result in some pretty major spoilers...

---

Combat Items

Broadsword
Found: Start Fighter Quest with one.
Description: This is the sword you've carried since your Spielburg 
adventure.  It's good for killing monsters and waving around 
threateningly.

Fine Sword
Found: Issur's Weapon Shop for 100 dinars.
Description: This really nice piece of metal is a step above your old 
sword.  It's lighter, more durable, and generally hurts monsters more 
than your other sword.

Soulforge
Found: Adventurer's Guild, lent by Rakeesh.
Rakeesh's magical flaming Paladin sword, Soulforge was given to him when 
he first took oath as Paladin.  He'll lend it to you if you need a 
little fire on your side.

Shield
Found: Start Fighter Quest with one.
Description: This is the Shield you've used since Spielburg.  It's a bit 
beat-up, but it's still in fine condition.

Dagger
Found: Start Magic User or Thief Quest with one.  Issur's Weapon Shop 
for 5 dinars each.
Description: The Dagger is small, but it's still deadly in the hands of 
a skilled hero such as yourself, as a thrown or close combat weapon.  
Thieves should carry a good supply of these, at least ten.

Leather Armor
Found: Start Magic User or Thief Quest with one.
Description: The Leather Armor doesn't offer much protection, but at 
least it doesn't restrict your movements if you need to cast complicated 
spells or perform tricky acrobatic movements.

Chainmail Armor
Found: Start Fighter Quest with one.
Description: Formed from connecting rings of metal, Chainmail is quite
heavy, but it provides the protection a Fighter needs in his day-to-day 
rumbling.

---

Survival Items

Food Ration (aka Lizard Jerky)
Found: Start any Quest with five.  Buy more at Food Seller at five for 
a dinar.
Description: Lizard Jerky is the food you automatically eat when 
hungry.  You'll generally need to eat twice a day, and if you don't eat 
at the Inn, you'll eat your rations.  Don't run out, or you'll die...

Waterskin (Full, Mostly Full, Half-full, Almost Empty, Empty)
Found: Start any Quest with one.  Buy at Mirak's Leather Stand for one 
dinar.
Description: The vessel of life throughout your adventure in the desert, 
the Waterskin.  Generally, if you spend a full day out in the desert, or 
out in the sun, you'll use up one full waterskin.  Of course, you won't 
use all of it if you're inside at times, or you travel at night.  Just 
be sure to check your skins occasionally.  You should probably carry 
around five.

Healing Pill
Found: Apothecary at three for 10 dinars.
Description: The good stuff kids go for.  These lovely pills will 
replenish about half your lost Health Points.  Munch whenever you hit a 
lousy stretch of combat.

Vigor Pill
Found: Apothecary at three for 5 dinars.
Description: These pills will fully restore your Stamina when you eat 
one.  Better than that crap at GNC, I'll tell ya...

Poison Cure Pill
Found: Apothecary at three for 12 dinars.
Description: The poison of the Desert Scorpion is most deadly.  
Fortunately, Harik had long ago developed a cure for the venom.  One 
pill taken before combat with a Scorpion will ensure that a sting won't 
kill you.

Mana Pill
Found: Apothecary at three for 15 dinars.
Description: These super-charged pills will restore about half your 
Mana when taken.

Saurus
Found: Saurus Stables for 50 dinars.
Description: Although you don't actually carry your Saurus, he's in 
your inventory to show you do own one...

---

Thief Items (including Stolen Goods)

Lock Pick
Found: Import a Thief with one.
Description: This thin metal wire-type tool is a bit obsolete in the 
face of the Thief's Tool Kit, but you might as well carry it around 
for nostalgic purposes.

Thief's Tool Kit
Found: Start a Thief Quest with one.
Description: This kit contains everything you need to get ahead, or at 
least inside.  Most any lock can be licked with a little luck.

Thieves' Guild License
Found: Start a Thief Quest with one.
Description: Proof that you're a member in good standing of some Guild 
somewhere.  The picture on it doesn't look anything like you...

Silver Tea Service
Found: Steal from Metal Worker's House.
Description: A beautiful set wrought of silver.  A certain attractive 
lady has her eye on this, and would pay a good price for it.

Emerald Bowl
Found: Steal from Metal Worker's House.
Description: Another fine treasure just lying around the Metal Worker's 
House for your grubby little hands to snatch up.

Silver Dagger
Found: Steal from Metal Worker's House.
Description: It's hidden well, but this treasure is worth the find.

Blackbird
Found: Steal from Khaveen's House.
Description: Could this be the stuff that dreams are made of?  Probably 
not.  This sculpture is said to be worth a sultan's ransom, but it 
looks just like an ordinary sculpture of a bird...

Ingredients and Components

Scorpion Tail
Found: On dead Scorpions.
Description: The Apothecary always needs the venom of Scorpions to make 
Poison Cure Pills.  Take all the tails you can get for good cash flow.

Ghoul Claw
Found: On (re)dead Ghouls.
Description: The Apothecary will pay for the claws of a Ghoul.  He's 
trying to make a pill that will nullify the effects of a Ghoul's touch.

Whirl of Beard
Found: At the Desert Oasis.
Description: Keapon Laffin needs a piece of the Dervish's beard for 
some kooky spell, and he'll pay you for fetching some for him.

Griffin Feather
Found: Griffin Nest.
Description: Since a Griffin is a constant flux between two beasts, its 
feathers can be used as a catalyst for change, thus it's a good 
ingredient to have in a Dispel Potion.

Fruit of Compassion
Found: Tree in the Desert.
Description: For acts of kindness, sacrifice, and love, you may 
receive this magical fruit.  It's very powerful and very rare.  It's 
also an ingredient for a Dispel Potion.

Items from the Bazaar

Map
Found: Ali Chica's Tourism Stand (Gate Plaza) for 1 dinar.
Description: Once you buy this map, open it by pressing CTRL+R.  Click 
on any plaza or location you've already been to (marked by an icon) and 
you'll use your unnerring sense of direction and head there.
These are the icons:
Katta Head = Katta's Tail Inn
Saurus Head = Saurus Stables
Mortar and Pestle = Apothecary
Little Guy on a Cloud = Magic Shop
Sword and Shield = Weapon Shop
Blue Rectangle in Fighters Plaza = Adventurer's Guild Hall
Dollar Sign = Money Changer
Star = Astrologer
Eye = Enchantress
White Pillars = Wizard's Institute of Technocery
Note that the EOF and the Metal Worker's House are not in icon form, 
since you can only visit those places once.

Compass
Found: Ali Chica's Tourism Stand (Gate Plaza) for 1 dinar.
Description: Once you buy this, look at it by pressing CTRL+H.  You'll 
see which direction the four compass points are in.  Now, this compass 
doesn't go with the way your Hero is facing.  The direction on the top 
of the compass relates to the top of the screen, so if the direction on 
top is north, then to the top of the screen is north.

Bouquet of Flowers
Found: Lisha's Flower Stand (Gate Plaza) for 10 centimes.
Description: These lovely flowers make a nice gift for the ladies, but 
since you're not quite ready to settle down yet, they're pretty useless, 
unless you're looking for Honor.

Empty Pot
Found: Toshur's Pottery Stand (Fountain Plaza) for 3 dinars.
Description: This is a pot.  It makes pot-like noises and has a 
pot-like smell.

Brass Lamp
Found: Tashtari's Brass Stand (Fountain Plaza) for 15 dinars.
Description: This lamp would light the way if you had a fire to put in 
it.

Pot of Dirt
Found: Lasham's Plant Stand or Magic Shop.
Description: It's free in both places.  Just ask for it.  It's a simple 
clay pot filled with soil.

Cloth Bag
Found: Kiram's Clothing Stand for 50 centimes.
Description: This is a simple cloth bag that can be used to haul sand 
or other earth-like substances.

Apothecary Items

Pouch of Incense
Found: Apothecary for 70 centimes.
Description: This is that stuff that smells funky when you burn it.  
It's said that fire is quite attracted to it.

Flask of Oil
Found: Apothecary for 30 centimes.
Description: Oils are used in religious ceremonies, to give food a 
certain flavor, and to loosen squeaky hinges.  You're not a priest, or a 
cook.

Powder of Burning
Found: Apothecary.
Description: This powder is a potassium nitrate derivative made from 
bat guano, charcoal, sulfur and ambergris (which makes it smell 
interestin).  Basically, it's gunpowder...  Unfortunately, Harik has 
only a little bit left, and will only part with it if you are in dire 
need of it.

Dispel Potion
Found: Apothecary.
Description: This type of Dispel Potion is a bit more confining than the 
one used in Spielburg.  The old one only needed to be splashed on its 
target.  In this case, the enchanted one needs to drink the potion, and 
a hair of the person must be mixed into the potion.  The good news is 
that Harik is only missing two of the ingredients: a Griffin Feather, 
and the Fruit of Compassion.

Miscellaneous Items

Gold Coin
Found: Start any Quest with some.
Description: From the land of Spielburg, these are coins you got in 
your last adventure.  You need to give these to the Money Changer, 
Dinarzad, so that she can give you dinars in return.

Small Rock
Found: Out in the desert, all around, just "get rocks", and you'll 
snag some.
Description: These can be used as cheap throwing weapons.  They don't 
do much damage, though.

Leather Purse
Found: In the Fountain Plaza
Description: Someone left this behind.  If you know who, return it to 
them, and you'll be richly rewarded (in spirit)...

X-Ray Glasses
Found: Magic Shop for 15 dinars.
Description: There is a use for this thing, but I run a family show 
here, and I have no intention of telling you what to do with them, 
because it's not all that PG-rated...  Just look at some QfG sites on 
the Net and you'll find out what they do soon enough...

Other Quest Items

Magic Lamp
Found: Brass Lamp becomes this once you capture the Fire Elemental.
Description: The "Found" really says it all.  You can now use the lamp 
to light the darkness.

Bellows
Found: Above Issur's Weapon Shop.
Description: This is the container for the Air Elemental.  Issur will 
only give it to you if you beat him at arm-wrestling, which you can't 
do if you're a Magic User or a Thief.  In which case, you'll have to 
wait until night and swipe them.

Bag of Sand
Found: Cloth Bag becomes this when you "get sand".
Description: The sand can be used to subdue the Air Elemental.

Bag containing Earth Elemental
Found: Cloth Bag becomes this when you capture the Earth Elemental.
Description: The Earth Elemental in your hands has useful properties, 
particularly for plants.

Waterskin containing Water Elemental
Found: Waterskin becomes this when you capture the Water Elemental.
Description: What could one possibly use a limitless source of water 
for, hmm?  Don't worry about trying to use this, you'll use it 
automatically when the time comes.

Sapphire Pin
Found: Sashanan's Jewelry Stand
Description: This pin is magical in the eyes of the Katta.  With it, 
you are forever a friend to all Kattas.

Secret EOF Membership Badge
Found: EOF
Description: It has a secret runic inscription, so secret that no one 
knows what it means, but it identifies you as a member of the Eternal 
Order of Fighters.

Change of Clothes
Found: Given to you by Shema when you leave for Raseir.
Description: This is simply a spare set of clothes for parties, charity 
functions, high-power business meetings...

Raseirian Visa
Found: Given to you by Khaveen when you enter Raseir.
Description: This small card says that you are allowed to enter and 
leave Raseir.  Don't leave town without it.  It's everywhere you don't 
want to be.

Mirror
Found: Given to you by Zayishah.
Description: This mirror is a sign that you are a friend to the women 
of the Harem.  It's also a fully functional mirror of the 
light-reflecting variety.

Djinni Ring
Found: In the Forbidden City.
Description: Wouldn't you know it, this ring contains a Djinni!  Hot 
diggity!

***********************************************************************

5. Fighter Walkthrough

Numbers in parentheses are points added as you do stuff.

Day 1

As you begin your quest, you'll be in the Katta's Tail Inn, speaking 
with Abdulla Doo, Master Merchant and Trader of Shapeir.  Feel free to 
question him about any matters.  When you're done, "stand" (You'd be 
surprised how many people had trouble with that).

Question Shameen if you wish, then leave the Inn.  Your main objectives 
here on Day 1 is to at least visit the Money Changer, and maybe do a 
bit of shopping while you're at it.

Outside, you can question Ali Chica if you wish, but you won't be able 
to buy anything.  Head north on Junub Tarik all the way to the next 
plaze, the Fountain Plaza.  Here, also, you can talk to the merchants, 
maybe visit the Apothecary and Magic Shop, but where you need to go is 
west on Dinar Tarik (which is the street next to Tashtari the Brass 
Seller).  On Dinar Tarik, go all the way to the end until you reach a 
two-way passage.  Go right.  Follow the passage (making all the turns 
and avoiding streets that branch off) all the way until you reach 
another two-way at the end.  Go left.  Keep going until you hit another 
two-way passage and go left.  Keep going and you'll reach the Money 
Changer.

At the Money Changer's, speak to Dinarzad.  Look at Franc if you wish 
for some money puns.  "exchange money" to exchange your Gold Coins.  
It's best to exchange them in 50 coin increments or less (depending on 
your patience) so that you get a better rate than trading them all at 
once. (7)

Now that your purse is full of the coin of the realm, you can do a bit 
of shopping, but I'll stick all that shopping stuff in the next 
section.  You can go exploring now, or just go back to the Inn, or even 
go out into the Desert and kill something...

---

Exploring the City

The City of Shapeir has many places to visit, and many points to be 
earned.  Here are things you should do at certain places whenever you 
have free time (and you should have a lot of free time).

Just so you know, I won't cover Elemental related items here.  I'll 
put those in when you go tackling the Elementals.

Gate Plaza: 

Be sure to buy a map (7) and a compass (7) from Ali Chica.  He can also 
give you directions to most any place in town.  You may find Shih'had 
the Beggar here.  Be sure to give him at least one centime (3).

Fountain Plaza:

Buy some extra Lizard Jerky from the food merchants.  You can find the 
poet Omar's Leather Purse here at some point.  Return it to him for 
some Honor.  You can fill your Waterskins at the Fountain, of course.

Apothecary:

Harik Attar knows a lot about potions, pills, oils, and other types of 
stuff you'd go to an apothecary for.  If you ask him about nothing else, 
ask about fire (3) and earth (3) to see some nice visual effects.  Be 
sure to buy all the kinds of pills you'll need for this adventure, 
especially Poison Cure Pills (3).  Oh, and be sure to ask him about 
the ingredients for the Dispel Potion.

Magic Shop:

There's not much a Fighter can do here, except chat with Keapon Laffin.  
Since his element is quite obviously Air, be sure to ask him about the 
Air Elemental (5).  If you read the board in the Adventurer's Guild, 
you can also ask him about the "whirl" he needs.

Plaza of Fighters:

Be sure to buy some extra Waterskins from Mirak.  Sometimes you can 
find Rakeesh outside the guild sunning himself.

Adventurers' Guild:

Here's where you can talk with Rakeesh and Uhura.  Be sure to ask about 
monsters (3) and Paladins (3).  The two know a great deal about the 
monsters in the area.  To practice fighting with Uhura, just go to the 
room on the right (5).  You can use this place to easily build up all 
your combat skills.  If you get exhausted, just rest at the Inn for an 
hour to max your stamina, and come back.  Before you leave, be sure to 
sign your name in the Adventurer's Logbook (3).

Weapon Shop:

You'll want to trade your old sword into Issur for his Fine Sword at 
some point, and you may want to invest in a dagger or two.  Also, you 
can arm-wrestle him.  You should have a pretty high Strength to do it, 
though.  Quickly press Left until you build up enough power, then press 
Space several times to beat him (7).

Astrologer:

To get to the Astrologer's House, simply go to the Palace Plaza, leave 
by the south street (Tarik of Stars), and follow it all the way to the 
end.  Can't miss it (5).  Talk to the Astrologer, and be sure to ask him 
about your future (5).  He'll ask you to tell him about yourself.  Do 
so, and come back the next day to learn a bit about your future.

Enchantress:

Now, Aziza's one you'll actually have to do some work to meet.  To get 
to her house, go north from the Fountain Plaza, then follow Shmali 
Tarik.  If you look at your map, you'll see a tiny unnamed street in 
the northeastern section of the city.  That's where Aziza's house is.  
Once you get there, knock on the door, and she'll ask you four 
questions:

"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)

"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't 
know)

The third question depends on who you answered for the second.

If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"

If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"

If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"

And the final question:
"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?"
Answer, duh, "Aziza".

She'll let you in (and will let you in on all subsequent visits) (7).

First thing to do is "greet" when you enter.  Then walk over to the 
table and you'll automatically sit.  When she asks if you want to share 
tea, say "yes".  Then you can question her.  Be sure to ask her about 
Elementals, in general and each specific one.  She also knows much about 
other magical beings in the area.  When you are done speaking with her, 
say "farewell", and you'll leave.

---

Desert Exploration

As a Fighter, you'll get points for killing all types of monsters.  Be 
sure to check the Monsters section for info about them.

Brigand: 3
Terrorsaurus: 3
Jackalman: 3
Ghoul: 3
Scorpion: 3

And be sure to grab the Scorpion Tail (5) and Ghoul Claws (5) when you 
kill the respective monsters.  You don't get points for selling them, 
but you do get points for collecting them.

About the only thing you can do at this point in time is to get the 
Griffin Feather.  You'll need a decent amount of Strength though.  Head 
to the Griffin Nest, which is west from the Shapeir Overlook (3). Look 
at the rocks.  "move rock" and you can get the feather underneath 
it (7).

---

Day 2

Not much to do on this day, but at night you can watch Shema perform 
her lovely dance at the Inn.

---

Day 3

Again, not much going on, but at night be sure to catch Omar's poetry 
at the Inn (3).  This is also a good time to question him.

---

Day 4

This day has your first portent of Elementals in the city.  You step 
outside the inn to find the stand of Ali Chica burned to an almost 
crisp.  This is the work of the Fire Elemental.  This is the last chance 
you'll have to buy a map or compass from Ali Chica.  It'd be wise to 
prepare for the Elemental's arrival.  The way Aziza describes it is 
that you need to lure it away from the plaza to the confined streets, 
weaken it with water, and capture it in the proper container.  Well, 
you've got the water in your Waterskins.  The lure you need is incense 
from Harik Attar.  Buy it from him at the Apothecary (7).  Finally, you 
need the container, which is in the form of a lamp which you can buy 
from Tashtari in the Fountain Plaza (7).

---

Day 5

You wake up to find the Fire Elemental raging outside.  You have until 
Day 7 to get rid of it before it destroys the city.  You can take a 
few brushes with the flaming one, but it's best to keep your distance.  
"Use incense" and move up and into the alley.  Once inside, "put down 
lamp" or "drop lamp", and then "use water" on the Fire Elemental.  Boom.  
Magic Lamp. (20)

---

Day 7

Go to the Adventurers' Guild.  There, Rakeesh will give you your 
reward for stopping the Fire Elemental (3).  Time to get ready for the 
Air Elemental.  If you've spoken to Keapon and Aziza about this, you'll 
know to use Earth to stop it, and you'll need a Bellows to contain it.  
To get the earth you need, either "buy pot of dirt" from Lasham, who'll 
give it to you for free, or ask Keapon about "fooler's earth", who'll 
also give it to you for free.  You can also buy a cloth bag and fill it 
with sand from the desert.  At any rate, you need one of those items.  
To get the Bellows, go to the Weapon Shop.  If you haven't beaten him 
in arm-wrestling already, now's the time to do so.  Once you do, "take 
bellows", and he'll give them to you (7).

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza.  You have 
until day 11 to take care of him.  Defeating him is pretty simple.  
Simply walk up to it and get sucked into its funnel.  While inside, 
"drop dirt" or "drop sand" and you'll put it in the center of the 
funnel, which will slow him down.  Now, "use bellows" and you'll suck 
him right up (20).  Whee!  Oh, and Shema dances tonight....

---

Day 11

You should get ready for the Earth Elemental now.  All you need to do at 
this point is to go to the Kiram's Clothing Stand and buy a Cloth 
Bag (7).  Omar will poetize tonight, and he'll give you your 50 dinar 
reward for defeating the Air Elemental (3).

---

Day 12

This is the day of the Earth Elemental.  He's stalking the streets right 
now, causing general mayhem.  You have until Day 14 to take care of it.  
Go to the Adventurer's Guild and talk to Rakeesh.  Ask him about his 
sword, and he'll lend Soulforge to you (7).  The magical sword will 
flame only for the battle with the Earth Elemental, and you must return 
it to Uhura after you've finished.  The Earth Elemental is usually on 
the streets in the northeastern area of the city.  Just wander around 
and eventually he'll pop up.  Fight him.  Once you turn him into dust, 
"get earth", and you'll put him in the bag (20).

Now that you have the Earth Elemental, there's plenty more to do today, 
but it can be done at any time.  First thing's first.  Go to the Guild 
and return Soulforge.  Next, go to Aziza's house.  If you've been 
exploring in the desert, you may have noticed a strange tree that looks 
like a woman.  Ask Aziza about the tree, and she'll tell you the tale 
of Julanar the Healer and what you must do to free her spirit (7).  
With the capture of the Earth Elemental, you have all items necessary.

Go to the desert.  Head east from the Shapier Overlook until you reach 
the tree.  The first gift, the Gift of Kindness, is to "give water" to 
the tree (7).  After which, "tell about yourself" (5).  The second gift 
is the Gift of Magic.  "Give earth" to the tree (7).  Now, "tell about 
earth" (5).  Finally, as a Gift of Love, "hug tree" (5), and tell her 
her name, "Julanar" (5).  The Fruit of Compassion will form on one of 
her branches.  You'll take the gift as thanks for restoring Julanar's 
spirit (7).

Now, head back to the Shapeir Overlook, go three screens east, and six 
south to reach the Oasis.  The Dervish there will tell you about a 
puzzle with five W's.  Ask him about the puzzle, and ask him about each 
of the W's, especially "where".  Go two screens north and a bunch of 
screens west to find a cage with a ravenous beast (5).  You cannot do 
anything for him now, but return to the Dervish, and ask about the 
beast (5).  It's also a good idea to "take beard" now, so that you can 
get the reward from Keapon about the whirling part of the Dervish (5).

Now that you have the Fruit of Compassion, and you should have picked 
up a Griffin Feather (if not do that now), go back to Harik and give him 
the two ingredients.  He'll give you three Dispel Potions (7).

Return to the caged beast in the desert.  To dispel him, you'll need to 
add some of its hair to the potion, but he won't let you take it.  
To get him distracted, give him some food or water (5).  Then "take 
hair", and you'll automatically put it in the potion.  Give it the 
potion, and it'll return to the apprentice sorcerer, Al Scurva, who 
will tell you about Ad Avis, his former master (15).

Like I said before, the Julanar and Dispel Potion stuff can be done any 
time, just make sure it's done before the end of Day 16.

---

Day 13

There's not a whole lot going on, but visit the Guild and Uhura will 
hand you a note that was left in the Guild.  They're watching you.

---

Day 14

This is the day of the Water Elemental.  Note I didn't give you a heck 
of a lot of time to prepare, but you should already have all you need, 
and you need to capture it before Day 16.  Go to the Fountain and there 
you see the watery tart, splashing around in the fountain.  DON'T GET 
TOO CLOSE, or she'll suck the water right out of you.  Instead, "put 
down waterskin", and then "use bellows".  You'll blow her right out of 
the fountain and she'll drop right into your waterskin.  Easy as 
pie (20).

Now, if you go to the Guild again today, Uhura will mention another note 
on the door.  Tomorrow night...

Go to the Palace of the Plaza, and Sashanan will thank you for all that 
you've done for the people of the Katta by giving you the Katta's 
magical Sapphire Pin (5).

---

Day 15

There's one more note at the Guild for you.  Do what it says.  As soon 
as night falls, go to the end of Askeri Darb, off of Saif Darb to the 
north of the Plaza of Fighters.  At the end of the road, you'll see a 
partially open door.  Enter the darkness.  When the voice is finished 
talking, just stand there and don't do anything.  After a minute of 
rough-housing, the lights will be lit, and you'll find yourself chained 
to a wall.  As soon as you have control, "break chains".  You'll break 
them with just enough time to face your adversary bare-handed.  All you 
can do is dodge, so dodge to the right several times, and you'll avoid 
the man's blade and race for your equipment.  Fight the man, and when 
you've got him on the floor, you'll be told to kill him.  What you do 
next is up to you.  You have the option to kill or not kill your 
helpless adversary...  Regardless of the outcome, you are now qualified 
to enter the Eternal Order of Fighters, and you'll get the Secret EOF 
Badge (7).

---

Day 16

On this, your last day in Shapeir, there's much to do.  You can go 
around to all the Katta merchants and receive their thanks and well 
wishes, as well as go to the Apothecary and pick up plenty of pills.  
As a matter of fact, if you plan on continuing this character to the 
next game, it'd be wise to buy as many Healing Pills as possible, 
because you carry them into the next game, and they cost an arm and a 
leg there.

Anyway, what you really need to do is visit Aziza's house.  She'll 
invite you in, but your Saurus will follow (D'oh...)  She'll spin some 
magic and you'll learn a very interesting fact about your Saurus (7).

Also, go to the Guild and Rakeesh and Uhura will give you your 
farewells.  Rakeesh will request combat practice with you.  Practice 
with him (5), and he'll teach you a few things about fighting with 
honor.  You can practice with him all day if you wish.

At the end of the day, go to the Inn, and the Poet will give you his 
last reading, and your reward for defeating the last two Elementals (6).

---

Day 17

In the morning, the caravan will leave immediately.  The game takes 
control at this point.  Shema will give you several rations and a change 
of clothes and you'll be sent on your way, with a new Saurus (which 
looks exactly like your old one, but who cares).  You'll meet up with 
the caravan, and the game's intermission will carry out.

---

Raseir

Time is kinda meaningless at this point.  Everything happens in order 
here, and you're really powerless to prevent it.

As you enter the city, you'll have the pleasure of meeting the friendly 
happy-go-lucky Captain of the Raseirian Guard, Khaveen.  He'll slap you 
around for a bit, then give you a Visa, which will allow you to leave 
and reenter the city.

The city of Rasier is exactly the same as Shapeir, except its compass 
directions are flipped, and many of the streets are closed off.  The 
Fountain Plaza, Gate Plaza, and Palace Plaza are open, as well as all 
connecting streets, but you can't go anywhere else.

Anyway, go to the Blue Parrot Inn.  It's quite a bit more seedy than 
the Katta's Tail.  Sit down and you'll speak to Signor Ferrari.  When 
he asks about drinks, pick either one, but don't refuse.  Leave and 
return to the Inn when Sunset Approaches to speak to Ferrari some more, 
and you'll also meet Ugarte, who will sell you some info if you're 
interested.  Hang around the Inn until night (turn up the Time Scale if 
you wish) and you can enter your room, which is quite lovely.

The next morning, head south (on the main street, the city is flipped, 
remember?).  Once you reach the Fountain Plaza, you'll see a bit of a 
disturbance.  Khaveen confronts Ugarte about his water smuggling and 
carries him off to the dungeons of Raseir.  Head back to the Gate Plaza.  

About halfway along the street, you'll be interrupted by a strange 
veiled woman who'll tell you to follow her.  You have to do this, by 
the by, or you'll be arrested...  Yeah...  Follow the woman and enter 
the open door.  You'll have the pleasure of meeting Zayishah, daughter 
of the current Emir, Ali al-Din Hasan.  She wants your clothes... and 
your Visa.  Yeah, she's gonna leave the city looking like you.  Give her 
your clothes (5), your spare clothes, that is...

...

Eyes front, mister...

...

Now, hand her your Visa (5), and she'll give you her hand mirror as a 
token of thanks.  Leave after she takes off.  Note that you can't 
leave town now...

Time is now acceleterated to mid-afternoon.  Hang around until sunset, 
then head back into the Inn and Ferrari will tell you about Ugarte.  
Wait around until night (you can guess there's not much goin' on in this 
town) and head to bed.

The next morning, Ferrari will tell you it's been a pleasure doing 
business with you, and you'll leave the Inn and be arrested by the 
guards for breaking God knows what law (probably wearing purple pants 
on an alternate Tuesday or something)...

Anyway, you're unceremoniously tossed in a smelly, fetid cell with only 
a Katta for company who won't talk to you.  But, wait.  Aren't you 
friend to all the Kattas?  Show him your pin (7), and he'll trust you.  
Now, to get out of the dungeon.  Fortunately, Raseir needs to rethink 
their 11 dinar security system.  Simply "break door" and you're loose.  
The Katta, Sharaf, will point out a secret escape route, and you'll 
help him open it.  BE SURE TO GRAB YOUR EQUIPMENT!  Then, "enter 
passage" and you'll leave the dungeon (7).  You'll be in the streets of 
Raseir in short order.  Head along the streets and you'll soon be on 
the road to the Dead Parrot Inn, or WILL YOU???

A magical aura surrounds you, and you have your first introduction to 
your good friend, Ad Avis.  You remember Ad Avis, right?  He helped you 
escape from the dungeon.  He's your bestest buddy in the whole wide 
world.  When you were kids, he gave you part of his ice-cream cone when 
you dropped yours by accident.  He lent you those 30 dinars you needed 
to make rent that one time.  You two are gonna save the Emir by finding 
the statue of Iblis!

---

Forbidden City

The two of you will be outside the ancient ruins (apparently, you took 
the last bus there).  Ad Avis can't seem to open the door.  You'll need 
to help the poor schmoe.  "Use mirror" and you'll reflect the moonlight 
onto the door, opening it (5).  He'll send you in and the door will 
close behind you.

You're now inside a very dark cave.  Fortunately, you have a lamp, with 
a very helpful Fire Elemental, no less.  "Rub lamp" and you'll have 
your light.  Head west to the next screen.  "Put out lamp".  Watch the 
logs floating down the fast-moving river.  Go up to the shore closest 
to the waterfall and "jump" when a log gets nearby.  "Jump" again once 
the log reaches the opposite shore (7).

Now, there's this weird windhole.  Not only will it try to suck you in, 
but if you get past it, the fierce wind will prevent you from reaching 
the next chamber.  What you have to do is "force rock" near the 
windhole (7).  The rocks above it will collapse, and you'll be able to 
go up behind the waterfall, right onto the next screen, and further 
right onto the screen after that.

In this hot hot room, you'll have to simply walk the path around, 
avoiding the lava and the venting flames as much as possible.  It's not 
that hard, but you can get a bit hurt from it.  Make it to the far side 
and you'll enter the next room (7).

You're now on a cliff, and the rest of the chamber is below you.  What 
do I have to spell it out for you?  "Jump" (7)!  Walk up to the 
impressive-looking door.  It'll tell you to speak the name of power.  
If you've paid attention to local legends (and the prophecy Ad Avis 
rattled off), you'll know the name of power is "Suleiman" (7).  Pass 
through the door.

In this chamber, you'll notice something piled up in the dark.  Get 
close to it...  Cha-ching!  Tray-sure!  Ah, but don't touch.  It's 
forbidden and evil and stuff...  Just walk through the next door (7).

Now, you're in the final room.  You'll automatically walk up to the 
pedestal with the Statue of Iblis on it, and be frozen just as you are 
about to grab it.  Ad Avis will teleport in (why couldn't he just have 
done that in the first place?), grab the statue, tell you about how 
he'll release Iblis, the mightiest of all Djinn, to do his bidding, 
and he'll block the door, trapping you here, before teleporting off.  
Now what?  Well, head down to a stalagmite near the bottom of the room, 
and you'll see a flash, "look flash" and you'll see a ring.  "Get 
ring" (7), and you'll put it on your finger, and a magical Djinni will 
swoosh out!  Oi!  A thousand and one yeeeeears will give you such a 
CRICK in the NECK!!  'Kay.  No more Aladdin references...

So, you've got a Djinni at your command, but it's not so simple as 
wishing for the Statue of Iblis.  Ask him about "wishes" (7), and he'll 
tell you that you can wish for Health, which will fully restore you, 
you can wish for Prowess, which by wishing for any skill will 
immediately boost it by 50 whopping points, and you can wish for 
Teleport, which will take you as close to Iblis as the Djinni can.  So, 
wish for two skills you're kinda lacking in, and wish for Teleport as 
your final wish.  Whoosh!

---

Showdown at the Emir's Palace

You'll be deposited outside the Emir's palace.  Sharaf, the Katta you 
freed, will sneak by and tell you that the Underground is almost ready 
to attack the Palace.  Run up to the main gates of the palace.  There'll 
be two guards at the gate, and a Eunuch patrolling the wall.  If you 
have a rock or a dagger, throw it at the Eunuch to silence him.  If not, 
don't worry about it.  In any case, "fight", and you'll battle the two 
guards one at a time.  Once you finish them, "break door" and you'll 
enter the palace (5).  

You'll make your way around the palace, and you'll enter one last 
chamber, that Khaveen is standing guard over.  "Jump" down, and Khaveen 
will tell you he's been waiting for this.  That makes two of us, 
homeboy...

Fight Khaveen, who's pretty good.  Sooner or later, he'll knock your 
sword out of your hands.  He'll tell you to yield.  Don't.  Just "get 
sword", and you'll skillfully grab it, while avoiding a vicious blow.  
Fight some more and you'll knock Khaveen's sword out of his hands.  He's 
helpless.  What do you do?  Do you kill him with one blow?  Or do you 
tell him to "pick up your sword", and finish him off honorably?  
Whatever you do, you'll eventually deal your final blow to him, and 
he'll lie still on the ground (15).

Now, for the door.  "Break door".  YOW!  That felt great!  Try "break 
door" again.  Okay.  We're in.

Now that you're in the final room, you'll automatically enter combat 
with the stone statue that just awakened.  You can't hurt the thing, 
so just "escape".  Immediately run into an unlit candle to knock it 
over and break the summoning spell.  Ad Avis will be a little ticked, 
and will start sending flaming fireballs at you, which will hurt.  Run 
around the left side towards the brazier.  He'll set it on fire.  Run 
through the flames, and you'll push Ad Avis over the edge of the 
balcony, where he will meet his horrible death on the flagstones 
below.  Hooray!  You won!  The Djinni will take the statue of Iblis and 
return to the city, hanging around just long enough to tell you the 
REAL prophecy... ^_^ (15)

After taking care of business in Raseir, (including restoring the 
fountain with the Water Elemental), you'll be taken back to Shapeir to 
receive your Hero's welcome (20).

The ceremony will play out a bit differently depending on what you do.  

First, Shameen and Shema will speak for you, about what you did in 
Spielburg, and about defeating the Elementals.

If you spared Walid in the Eternal Order of Fighters, he will speak for 
you here, about how you spared his life (even if "killing" him wouldn't 
have really killed him).

If you restored Julanar the Healer's spirit, Aziza will speak for you 
and explain about the whole Julanar situation.

Zayishah will then speak for you about helping her leave the oppression 
of her homeland at the risk of your life.

Your Saurus will "Gronk", and you will give him a Dispel Potion, to 
change him back to the original Emir, Arus al-Din, and he'll speak for 
you.

Finally, the Sultan will speak for you, saying how he watched over you 
as the Poet Omar, how he now proclaims you a Hero, and how he now calls 
you his son.

Congratulations Prince of Shapeir and Hero of Two Lands!  You should 
now have 500 out of 500 points!

But is this the end?

Did you act always with honor?  Did you give to the poor?  Did you 
return a lost purse?  Did you spare the fighter, Walid?  Did you allow 
Khaveen to pick up his sword instead of killing him outright?

Is there anyone now who will speak for this son of the sultan?

Rakeesh: "I shall speak for him!"

Rakeesh will tell you how great a man of Honor you are.  He will give to 
you his sword, Soulforge, and he will now proclaim you a Paladin! (50)

Oh, if this didn't happen, check the FAQ.  There is a bit of a procedure 
involved, but it isn't too complicated.

***********************************************************************

6. Magic User Walkthrough

Numbers in parentheses are points added as you do stuff.

Day 1

As you begin your quest, you'll be in the Katta's Tail Inn, speaking 
with Abdulla Doo, Master Merchant and Trader of Shapeir.  Feel free to 
question him about any matters.  When you're done, "stand" (You'd be 
surprised how many people had trouble with that).

Question Shameen if you wish, then leave the Inn.  Your main objectives 
here on Day 1 is to at least visit the Money Changer, and maybe do a 
bit of shopping while you're at it.

Outside, you can question Ali Chica if you wish, but you won't be able 
to buy anything.  Head north on Junub Tarik all the way to the next 
plaze, the Fountain Plaza.  Here, also, you can talk to the merchants, 
maybe visit the Apothecary and Magic Shop, but where you need to go is 
west on Dinar Tarik (which is the street next to Tashtari the Brass 
Seller).  On Dinar Tarik, go all the way to the end until you reach a 
two-way passage.  Go right.  Follow the passage (making all the turns 
and avoiding streets that branch off) all the way until you reach 
another two-way at the end.  Go left.  Keep going until you hit another 
two-way passage and go left.  Keep going and you'll reach the Money 
Changer.

At the Money Changer's, speak to Dinarzad.  Look at Franc if you wish 
for some money puns.  "exchange money" to exchange your Gold Coins.  
It's best to exchange them in 50 coin increments or less (depending on 
your patience) so that you get a better rate than trading them all at 
once. (7)

Now that your purse is full of the coin of the realm, you can do a bit 
of shopping, but I'll stick all that shopping stuff in the next 
section.  You can go exploring now, or just go back to the Inn, or even 
go out into the Desert and kill something...

---

Exploring the City

The City of Shapeir has many places to visit, and many points to be 
earned.  Here are things you should do at certain places whenever you 
have free time (and you should have a lot of free time).

Just so you know, I won't cover Elemental related items here.  I'll 
put those in when you go tackling the Elementals.

Gate Plaza: 

Be sure to buy a map (7) and a compass (7) from Ali Chica.  He can also 
give you directions to most any place in town.  You may find Shih'had 
the Beggar here.  Be sure to give him at least one centime (3).

Fountain Plaza:

Buy some extra Lizard Jerky from the food merchants.  You can find the 
poet Omar's Leather Purse here at some point.  Return it to him for 
some Honor.  You can fill your Waterskins at the Fountain, of course.

Apothecary:

Harik Attar knows a lot about potions, pills, oils, and other types of 
stuff you'd go to an apothecary for.  If you ask him about nothing else, 
ask about fire (3) and earth (3) to see some nice visual effects.  Be 
sure to buy all the kinds of pills, especially Mana Pills, which you'll 
need quite a few of.  Oh, and be sure to ask him about the ingredients 
for the Dispel Potion.

Magic Shop:

Since you are a man of the art, you should buy all the spells that you 
don't yet have from Keapon Laffin as soon as possible.  He knows much 
about magic and the people who use it, and can give you directions, if 
you wish.  Since his element is quite obviously Air, be sure to ask him 
about the Air Elemental (5).  If you read the board in the 
Adventurer's Guild, you can also ask him about the "whirl" he needs.

Plaza of Fighters:

Be sure to buy some extra Waterskins from Mirak.  Sometimes you can 
find Rakeesh outside the guild sunning himself.

Adventurers' Guild:

Here's where you can talk with Rakeesh and Uhura.  The two know a great 
deal about the monsters in the area.  To practice fighting with Uhura, 
just go to the room on the right.  You can use this place to easily 
build up all your combat skills.  If you get exhausted, just rest at 
the Inn for an hour to max your stamina, and come back.  Before you 
leave, be sure to sign your name in the Adventurer's Logbook (3).

Weapon Shop:

The Magic User doesn't have much of a place at all here.  If you 
honestly need Daggers, you can buy them, but Issur has little to do with 
a wussy like yourself.

Astrologer:

To get to the Astrologer's House, simply go to the Palace Plaza, leave 
by the south street (Tarik of Stars), and follow it all the way to the 
end.  Can't miss it (5).  Talk to the Astrologer, and be sure to ask him 
about your future (5).  He'll ask you to tell him about yourself.  Do 
so, and come back the next day to learn a bit about your future.

Enchantress:

Now, Aziza's one you'll actually have to do some work to meet.  To get 
to her house, go north from the Fountain Plaza, then follow Shmali 
Tarik.  If you look at your map, you'll see a tiny unnamed street in 
the northeastern section of the city.  That's where Aziza's house is.  
Once you get there, knock on the door, and she'll ask you four 
questions:

"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)

"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't 
know)

The third question depends on who you answered for the second.

If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"

If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"

If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"

And the final question:
"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?"
Answer, duh, "Aziza".

She'll let you in (and will let you in on all subsequent visits) (7).

First thing to do is "greet" when you enter.  Then walk over to the 
table and you'll automatically sit.  When she asks if you want to share 
tea, say "yes".  Then you can question her.  Be sure to ask her about 
Elementals, in general and each specific one.  She also knows much about 
other magical beings in the area.  When you are done speaking with her, 
say "farewell", and you'll leave.

Wizards' Institute of Technocery:

This is the big Magic User thing, as you can become a Wizard here.  As 
Aziza says, to find the Institute, you must use the very for thing for 
which you seek it.  That, of course, means to cast Detect in the city 
streets (7).  An arrow will flash pointing you in the proper direction 
of WIT.

Of course, since you worked so hard to find this guide online, I'll 
tell you that WIT is in the northern central most alley.  When you enter 
the alley, either cast Detect to see the door, and then cast Open at it, 
or just cast Open at the back wall (11).

Oh, just to let you know, you should have every spell up to this 
point from the Magic Shop.

You'll enter the ivory pillars and wide-open spaces of WIT, passing by 
many Wizards you never knew, until you finally reach the end of the 
path, and some familiar faces.  The Wizards of WIT will ask your name.  
Tell them.  They will ask you what you seek.  Say "Magic", and they will 
ask you to choose a sponsor for your entry into WIT.  You can choose 
anyone in the area, Zara, Ad Avis, Aziza, Erana, Merlin, Houdini...  
But the only one who'll accept is your good buddy Erasmus from 
Spielburg.

Erasmus will give you a pretest to determine if you can enter the actual 
entrance exam.  You'll be presented with a stand and three bells.  The 
object is to make the correct one ring.  This test is really quite 
simple.  Cast Detect to see the proper bell, then cast Fetch on that 
bell to put it on the stand, then cast Trigger on that bell.  Ring a 
ding ding... (7)

You'll now be sent into the actual test.  You'll be walking on an 
endless path.  Soon, you'll come upon the Air Wizard.  He'll disappear, 
leaving his staff behind, which will spin with incredible force.  Cast 
Fetch on the staff to move it closer to you, then cast Levitate to rise 
above it.  Stay above it until it passes, and then you'll continue (7).

Next comes the Earth Wizard.  He'll create a large stone wall ahead of 
you.  Cast Trigger on it, and it'll become some kind of earth beast.  
Cast Calm, and it'll fall asleep.  Walk up to it and you'll climb right 
over it.  Once you pass it, it'll wake up again.  Quickly cast Calm once 
more (7).

Next comes the Water Wizard.  He'll form a large block of ice.  Cast 
Flame Dart on the ice to melt the hoarfrost.  Cast Force Bolt in the 
very center of the ice to widen a crack.  Finally, cast Open to separate 
the two halves (7).

Finally, is the Fire Wizard.  You'll have a door with some flames 
burning behind it.  Cast Open on the door.  Cast Calm on the fire, 
which will leave a hole in the path.  Cast Fetch on the door to close 
it, and finally, cast Force Bolt to knock it onto the hole.  Congrats!  
You've made it to WIT's end! (15)

You'll return to the main hall of WIT and the Wizards will accept you 
as a Wizard Initiate.  They offer you the chance to become a scholar and 
study with the best and the brightest.  But, you know that you're 
needed as a Hero, not a bookworm, so refuse their oath (7).  Erasmus 
will commend you for your actions and give you the spell of Reversal as 
your graduation present.

---

Desert Exploration

The Desert is a good place to practice your spells and get some live-
fire action with the monsters, but the Magic User doesn't really need 
to go here at all.

About the only thing you can do at this point in time is to get the 
Griffin Feather.  You'll need the Levitate spell, though.  Head to the 
Griffin Nest, which is west from the Shapeir Overlook (3).  Get close 
to the wall of the nest and cast Levitate.  Lift yourself up, and 
"take feather" (7).

---

Day 2

Not much to do on this day, but at night you can watch Shema perform 
her lovely dance at the Inn.

---

Day 3

Again, not much going on, but at night be sure to catch Omar's poetry 
at the Inn (3).  This is also a good time to question him.

---

Day 4

This day has your first portent of Elementals in the city.  You step 
outside the inn to find the stand of Ali Chica burned to an almost 
crisp.  This is the work of the Fire Elemental.  This is the last chance 
you'll have to buy a map or compass from Ali Chica.  It'd be wise to 
prepare for the Elemental's arrival.  The way Aziza describes it is 
that you need to lure it away from the plaza to the confined streets, 
weaken it with water, and capture it in the proper container.  Well, 
you've got the water in your Waterskins.  The lure you need is incense 
from Harik Attar.  Buy it from him at the Apothecary (7).  Finally, you 
need the container, which is in the form of a lamp which you can buy 
from Tashtari in the Fountain Plaza (7).

---

Day 5

You wake up to find the Fire Elemental raging outside.  You have until 
Day 7 to get rid of it before it destroys the city.  You can take a 
few brushes with the flaming one, but it's best to keep your distance.  
"Use incense" and move up and into the alley.  Once inside, "put down 
lamp" or "drop lamp", and then "use water" on the Fire Elemental.  Boom.  
Magic Lamp. (20)

---

Day 7

Go to the Adventurers' Guild.  There, Rakeesh will give you your 
reward for stopping the Fire Elemental (3).  Time to get ready for the 
Air Elemental.  If you've spoken to Keapon and Aziza about this, you'll 
know to use Earth to stop it, and you'll need a Bellows to contain it.  
To get the earth you need, either "buy pot of dirt" from Lasham, who'll 
give it to you for free, or ask Keapon about "fooler's earth", who'll 
also give it to you for free.  You can also buy a cloth bag and fill it 
with sand from the desert.  At any rate, you need one of those items.  
To get the Bellows, you need to enter the Fighter's Plaza outside the 
Weapon Shop after dark.  Quickly cast Fetch on the Bellows before a 
guard shows up and accosts you for taking them (7).

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza.  You have 
until day 11 to take care of him.  Defeating him is pretty simple.  
Levitate up in the air and wait until the Elemental moves under you. 
"Drop dirt" or "drop sand" and you'll put it in the center of the 
funnel, which will slow him down.  Now, "use bellows" and you'll suck 
him right up (20).  Whee!  Oh, and Shema dances tonight....

---

Day 11

You should get ready for the Earth Elemental now.  All you need to do at 
this point is to go to the Kiram's Clothing Stand and buy a Cloth 
Bag (7).  Omar will poetize tonight, and he'll give you your 50 dinar 
reward for defeating the Air Elemental (3).

---

Day 12

This is the day of the Earth Elemental.  He's stalking the streets right 
now, causing general mayhem.  You have until Day 14 to take care of it.  
The Earth Elemental is usually on the streets in the northeastern area 
of the city.  Just wander around and eventually he'll pop up.  Once he 
does, cast multiple Flame Darts at him.  Once you turn him into dust, 
"get earth", and you'll put him in the bag (20).

Now that you have the Earth Elemental, there's plenty more to do today, 
but it can be done at any time.  First, go to Aziza's house.  If you've 
been exploring in the desert, you may have noticed a strange tree that 
looks like a woman.  Ask Aziza about the tree, and she'll tell you the 
tale of Julanar the Healer and what you must do to free her spirit (7).  
With the capture of the Earth Elemental, you have all items necessary.

Go to the desert.  Head east from the Shapier Overlook until you reach 
the tree.  The first gift, the Gift of Kindness, is to "give water" to 
the tree (7).  After which, "tell about yourself" (5).  The second gift 
is the Gift of Magic.  "Give earth" to the tree (7).  Now, "tell about 
earth" (5).  Finally, as a Gift of Love, "hug tree" (5), and tell her 
her name, "Julanar" (5).  The Fruit of Compassion will form on one of 
her branches.  You'll take the gift as thanks for restoring Julanar's 
spirit (7).

Now, head back to the Shapeir Overlook, go three screens east, and six 
south to reach the Oasis.  The Dervish there will tell you about a 
puzzle with five W's.  Ask him about the puzzle, and ask him about each 
of the W's, especially "where".  Go two screens north and a bunch of 
screens west to find a cage with a ravenous beast (5).  You cannot do 
anything for him now, but return to the Dervish, and ask about the 
beast (5).  It's also a good idea to "take beard" now, so that you can 
get the reward from Keapon about the whirling part of the Dervish (5).

Now that you have the Fruit of Compassion, and you should have picked 
up a Griffin Feather (if not do that now), go back to Harik and give him 
the two ingredients.  He'll give you three Dispel Potions (7).

Return to the caged beast in the desert.  To dispel him, you'll need to 
add some of its hair to the potion, but he won't let you take it.  
To get him distracted, give him some food or water (5).  Then "take 
hair", and you'll automatically put it in the potion.  Give it the 
potion, and it'll return to the apprentice sorcerer, Al Scurva, who 
will tell you about Ad Avis, his former master (15).

Like I said before, the Julanar and Dispel Potion stuff can be done any 
time, just make sure it's done before the end of Day 16.

---

Day 14

This is the day of the Water Elemental.  Note I didn't give you a heck 
of a lot of time to prepare, but you should already have all you need, 
and you need to capture it before Day 16.  Go to the Fountain and there 
you see the watery tart, splashing around in the fountain.  DON'T GET 
TOO CLOSE, or she'll suck the water right out of you.  Instead, "put 
down waterskin", and then "use bellows".  You'll blow her right out of 
the fountain and she'll drop right into your waterskin.  Easy as 
pie (20).

Go to the Palace of the Plaza, and Sashanan will thank you for all that 
you've done for the people of the Katta by giving you the Katta's 
magical Sapphire Pin (5).

---

Day 16

On this, your last day in Shapeir, there's much to do.  You can go 
around to all the Katta merchants and receive their thanks and well 
wishes, as well as go to the Apothecary and pick up plenty of pills.  
As a matter of fact, if you plan on continuing this character to the 
next game, it'd be wise to buy as many Healing Pills and Mana Pills as 
possible, because you carry them into the next game, and they cost an 
arm and a leg there.

Anyway, what you really need to do is visit Aziza's house.  She'll 
invite you in, but your Saurus will follow (D'oh...)  She'll spin some 
magic and you'll learn a very interesting fact about your Saurus (7).

Also, go to the Guild and Rakeesh and Uhura will give you your 
farewells.  Although it was meant for Fighters, if you decide to 
practice, you'll go up against Rakeesh.  You can practice with him all 
day if you wish.

At the end of the day, go to the Inn, and the Poet will give you his 
last reading, and your reward for defeating the last two Elementals (6).

---

Day 17

In the morning, the caravan will leave immediately.  The game takes 
control at this point.  Shema will give you several rations and a change 
of clothes and you'll be sent on your way, with a new Saurus (which 
looks exactly like your old one, but who cares).  You'll meet up with 
the caravan, and the game's intermission will carry out.

---

Raseir

Time is kinda meaningless at this point.  Everything happens in order 
here, and you're really powerless to prevent it.

As you enter the city, you'll have the pleasure of meeting the friendly 
happy-go-lucky Captain of the Raseirian Guard, Khaveen.  He'll slap you 
around for a bit, then give you a Visa, which will allow you to leave 
and reenter the city.

The city of Rasier is exactly the same as Shapeir, except its compass 
directions are flipped, and many of the streets are closed off.  The 
Fountain Plaza, Gate Plaza, and Palace Plaza are open, as well as all 
connecting streets, but you can't go anywhere else.

Anyway, go to the Blue Parrot Inn.  It's quite a bit more seedy than 
the Katta's Tail.  Sit down and you'll speak to Signor Ferrari.  When 
he asks about drinks, pick either one, but don't refuse.  Leave and 
return to the Inn when Sunset Approaches to speak to Ferrari some more, 
and you'll also meet Ugarte, who will sell you some info if you're 
interested.  Hang around the Inn until night (turn up the Time Scale if 
you wish) and you can enter your room, which is quite lovely.

The next morning, head south (on the main street, the city is flipped, 
remember?).  Once you reach the Fountain Plaza, you'll see a bit of a 
disturbance.  Khaveen confronts Ugarte about his water smuggling and 
carries him off to the dungeons of Raseir.  Head back to the Gate Plaza.  

About halfway along the street, you'll be interrupted by a strange 
veiled woman who'll tell you to follow her.  You have to do this, by 
the by, or you'll be arrested...  Yeah...  Follow the woman and enter 
the open door.  You'll have the pleasure of meeting Zayishah, daughter 
of the current Emir, Ali al-Din Hasan.  She wants your clothes... and 
your Visa.  Yeah, she's gonna leave the city looking like you.  Give her 
your clothes (5), your spare clothes, that is...

...

Eyes front, mister...

...

Now, hand her your Visa (5), and she'll give you her hand mirror as a 
token of thanks.  Leave after she takes off.  Note that you can't 
leave town now...

Time is now acceleterated to mid-afternoon.  Hang around until sunset, 
then head back into the Inn and Ferrari will tell you about Ugarte.  
Wait around until night (you can guess there's not much goin' on in this 
town) and head to bed.

The next morning, Ferrari will tell you it's been a pleasure doing 
business with you, and you'll leave the Inn and be arrested by the 
guards for breaking God knows what law (probably wearing purple pants 
on an alternate Tuesday or something)...

Anyway, you're unceremoniously tossed in a smelly, fetid cell with only 
a Katta for company who won't talk to you.  But, wait.  Aren't you 
friend to all the Kattas?  Show him your pin (7), and he'll trust you.  
Now, to get out of the dungeon.  Fortunately, Raseir needs to rethink 
their 11 dinar security system.  Simply cast Open on the door and 
you're loose.  The Katta, Sharaf, will point out a secret escape route, 
and you'll help him open it.  BE SURE TO GRAB YOUR EQUIPMENT!  Then, 
"enter passage" and you'll leave the dungeon (7).  You'll be in the 
streets of Raseir in short order.  Head along the streets and you'll 
soon be on the road to the Dead Parrot Inn, or WILL YOU???

A magical aura surrounds you, and you have your first introduction to 
your good friend, Ad Avis.  You remember Ad Avis, right?  He helped you 
escape from the dungeon.  He's your bestest buddy in the whole wide 
world.  When you were kids, he gave you part of his ice-cream cone when 
you dropped yours by accident.  He lent you those 30 dinars you needed 
to make rent that one time.  You two are gonna save the Emir by finding 
the statue of Iblis!

---

Forbidden City

The two of you will be outside the ancient ruins (apparently, you took 
the last bus there).  Ad Avis can't seem to open the door.  You'll need 
to help the poor schmoe.  "Use mirror" and you'll reflect the moonlight 
onto the door, opening it (5).  He'll send you in and the door will 
close behind you.

You're now inside a very dark cave.  Fortunately, you have a lamp, with 
a very helpful Fire Elemental, no less.  "Rub lamp" and you'll have 
your light.  Head west to the next screen.  "Put out lamp".  Watch the 
logs floating down the fast-moving river.  Go up to the shore closest 
to the waterfall and "jump" when a log gets nearby.  "Jump" again once 
the log reaches the opposite shore (7).

Now, there's this weird windhole.  Not only will it try to suck you in, 
but if you get past it, the fierce wind will prevent you from reaching 
the next chamber.  What you have to do is cast Force Bolt on the rocks 
above the windhole (7).  The rocks will collapse, and you'll be able to 
go up behind the waterfall, right onto the next screen, and further 
right onto the screen after that.

In this hot hot room, you'll have to simply walk the path around, 
avoiding the lava and the venting flames as much as possible.  It's not 
that hard, but you can get a bit hurt from it.  Make it to the far side 
and you'll enter the next room (7).

You're now on a cliff, and the rest of the chamber is below you.  Cast 
Levitate and you'll float down to the floor (7).  Walk up to the 
impressive-looking door.  It'll tell you to speak the name of power.  
If you've paid attention to local legends (and the prophecy Ad Avis 
rattled off), you'll know the name of power is "Suleiman" (7).  Pass 
through the door.

In this chamber, you'll notice something piled up in the dark.  Get 
close to it...  Cha-ching!  Tray-sure!  Ah, but don't touch.  It's 
forbidden and evil and stuff...  Just walk through the next door (7).

Now, you're in the final room.  You'll automatically walk up to the 
pedestal with the Statue of Iblis on it, and be frozen just as you are 
about to grab it.  Ad Avis will teleport in (why couldn't he just have 
done that in the first place?), grab the statue, tell you about how 
he'll release Iblis, the mightiest of all Djinn, to do his bidding, 
and he'll block the door, trapping you here, before teleporting off.  
Now what?  Well, head down to a stalagmite near the bottom of the room, 
and you'll see a flash, "look flash" and you'll see a ring.  "Get 
ring" (7), and you'll put it on your finger, and a magical Djinni will 
swoosh out!  Oi!  A thousand and one yeeeeears will give you such a 
CRICK in the NECK!!  'Kay.  No more Aladdin references...

So, you've got a Djinni at your command, but it's not so simple as 
wishing for the Statue of Iblis.  Ask him about "wishes" (7), and he'll 
tell you that you can wish for Health, which will fully restore you, 
you can wish for Prowess, which by wishing for any skill will 
immediately boost it by 50 whopping points, and you can wish for 
Teleport, which will take you as close to Iblis as the Djinni can.  So, 
wish for two skills you're kinda lacking in, and wish for Teleport as 
your final wish.  Whoosh!

---

Showdown at the Emir's Palace

You'll be deposited outside the Emir's palace.  Sharaf, the Katta you 
freed, will sneak by and tell you that the Underground is almost ready 
to attack the Palace.  Run up to the main gates of the palace.  There'll 
be two guards at the gate, and a Eunuch patrolling the wall.  Quickly 
cast Flame Dart or Force Bolt on the Eunuch to take him out, then cast 
Dazzle to blind the guards.  Finally, cast Open on the door, and enter 
the palace.

You'll make your way around the palace, and you'll enter one last 
chamber, that Khaveen is standing guard over.  Cast Calm and he'll 
wander off.  Cast Levitate to float down to the floor.  Now, for the 
door.  It's got a spell on it.  Cast Trigger on it to activate the 
explosive spell, then cast Open on it.  Now, and this is very important, 
cast Reversal!  You'll need it!  Enter the Ritual Chamber (7).

First problem once you enter the room is the statue that animates when 
you get close to it.  First, cast Trigger on the statue to make it 
crumble.  Now, cast either Force Bolt or Fetch on an unlit candle.  This 
will break Ad Avis' spell.  He'll be understandably ticked, and will 
cast his trademark shape-changing spell on you.  Fortunately, if you 
have Reversal activated, it'll rebound off you.  Unfortunately for 
Khaveen, he wanders into the room (maybe to ask about a raise?) and 
gets turned into a snake.  Poor guy...  Now, Ad Avis will get wise to 
the Reversal spell, and will prepare a spell that will engulf you in 
flame.  Get about to the center of the room, and cast Force Bolt on the 
wall between the first and second pillars on the left side of the 
balcony.  The spell will rebound into the brazier, the brazier will 
fall on Ad Avis, and Ad Avis will fall off the edge (25)!  Who's the 
Mastah Spellcastah?  The Djinni will thank you, and take the Statue of 
Iblis back to the Forbidden City, pausing to recite the real prophecy.

After taking care of business in Raseir, (including restoring the 
fountain with the Water Elemental), you'll be taken back to Shapeir to 
receive your Hero's welcome (20).

The ceremony will play out a bit differently depending on what you do.  

First, Shameen and Shema will speak for you, about what you did in 
Spielburg, and about defeating the Elementals.

If you restored Julanar the Healer's spirit, Aziza will speak for you 
and explain about the whole Julanar situation.

Zayishah will then speak for you about helping her leave the oppression 
of her homeland at the risk of your life.

Your Saurus will "Gronk", and you will give him a Dispel Potion, to 
change him back to the original Emir, Arus al-Din, and he'll speak for 
you.

Finally, the Sultan will speak for you, saying how he watched over you 
as the Poet Omar, how he now proclaims you a Hero, and how he now calls 
you his son.

Congratulations Prince of Shapeir and Hero of Two Lands!  You should 
now have 500 out of 500 points!

***********************************************************************

7. Thief Walkthrough

Numbers in parentheses are points added as you do stuff.

Day 1

As you begin your quest, you'll be in the Katta's Tail Inn, speaking 
with Abdulla Doo, Master Merchant and Trader of Shapeir.  Feel free to 
question him about any matters.  When you're done, "stand" (You'd be 
surprised how many people had trouble with that).

Question Shameen if you wish, then leave the Inn.  Your main objectives 
here on Day 1 is to at least visit the Money Changer, and maybe do a 
bit of shopping while you're at it.

Outside, you can question Ali Chica if you wish, but you won't be able 
to buy anything.  Head north on Junub Tarik all the way to the next 
plaze, the Fountain Plaza.  Here, also, you can talk to the merchants, 
maybe visit the Apothecary and Magic Shop, but where you need to go is 
west on Dinar Tarik (which is the street next to Tashtari the Brass 
Seller).  On Dinar Tarik, go all the way to the end until you reach a 
two-way passage.  Go right.  Follow the passage (making all the turns 
and avoiding streets that branch off) all the way until you reach 
another two-way at the end.  Go left.  Keep going until you hit another 
two-way passage and go left.  Keep going and you'll reach the Money 
Changer.

At the Money Changer's, speak to Dinarzad.  Look at Franc if you wish 
for some money puns.  "exchange money" to exchange your Gold Coins.  
It's best to exchange them in 50 coin increments or less (depending on 
your patience) so that you get a better rate than trading them all at 
once (7).  Also, make sure you "make thief sign" to Dinarzad, who'll 
have a job for you tomorrow (3).

Now that your purse is full of the coin of the realm, you can do a bit 
of shopping, but I'll stick all that shopping stuff in the next 
section.  You can go exploring now, or just go back to the Inn, or even 
go out into the Desert and kill something...

---

Exploring the City

The City of Shapeir has many places to visit, and many points to be 
earned.  Here are things you should do at certain places whenever you 
have free time (and you should have a lot of free time).

Just so you know, I won't cover Elemental related items here.  I'll 
put those in when you go tackling the Elementals.

Gate Plaza: 

Be sure to buy a map (7) and a compass (7) from Ali Chica.  He can also 
give you directions to most any place in town.  You may find Shih'had 
the Beggar here.  Be sure to give him at least one centime (3).

Fountain Plaza:

Buy some extra Lizard Jerky from the food merchants.  You can find the 
poet Omar's Leather Purse here at some point.  Return it to him for 
some Honor.  You can fill your Waterskins at the Fountain, of course.

Apothecary:

Harik Attar knows a lot about potions, pills, oils, and other types of 
stuff you'd go to an apothecary for.  If you ask him about nothing else, 
ask about fire (3) and earth (3) to see some nice visual effects.  Be 
sure to buy all the kinds of pills you'll need for this adventure.  Make 
sure you also invest in some Oil (3).  Oh, and be sure to ask him about 
the ingredients for the Dispel Potion.

Magic Shop:

It's very important that you buy the Magic Rope from Keapon as soon as 
possible (5).  Since his element is quite obviously Air, be sure to ask 
him about the Air Elemental (5).  If you read the board in the 
Adventurer's Guild, you can also ask him about the "whirl" he needs.

Plaza of Fighters:

Be sure to buy some extra Waterskins from Mirak.  Sometimes you can 
find Rakeesh outside the guild sunning himself.  You can also find Agi 
the Agile who will challenge you to walk a tightrope.  If you can do so, 
you'll win five dinars.  To walk the rope, you need to press Left to 
step forward, then Right to hold you position.  It's pretty easy, but 
you'll probably take longer if you have a lower Agility.

Adventurers' Guild:

Here's where you can talk with Rakeesh and Uhura.  The two know a great 
deal about the monsters in the area.  To practice fighting with Uhura, 
just go to the room on the right.  You can use this place to easily 
build up all your combat skills.  If you get exhausted, just rest at 
the Inn for an hour to max your stamina, and come back.  Before you 
leave, be sure to sign your name in the Adventurer's Logbook (3).

Weapon Shop:

You'll probably want to invest in some extra Daggers.  I suggest having 
at least ten.

Astrologer:

To get to the Astrologer's House, simply go to the Palace Plaza, leave 
by the south street (Tarik of Stars), and follow it all the way to the 
end.  Can't miss it (5).  Talk to the Astrologer, and be sure to ask him 
about your future (5).  He'll ask you to tell him about yourself.  Do 
so, and come back the next day to learn a bit about your future.

Enchantress:

Now, Aziza's one you'll actually have to do some work to meet.  To get 
to her house, go north from the Fountain Plaza, then follow Shmali 
Tarik.  If you look at your map, you'll see a tiny unnamed street in 
the northeastern section of the city.  That's where Aziza's house is.  
Once you get there, knock on the door, and she'll ask you four 
questions:

"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)

"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't 
know)

The third question depends on who you answered for the second.

If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"

If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"

If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"

And the final question:
"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?"
Answer, duh, "Aziza".

She'll let you in (and will let you in on all subsequent visits) (7).

First thing to do is "greet" when you enter.  Then walk over to the 
table and you'll automatically sit.  When she asks if you want to share 
tea, say "yes".  Then you can question her.  Be sure to ask her about 
Elementals, in general and each specific one.  She also knows much about 
other magical beings in the area.  When you are done speaking with her, 
say "farewell", and you'll leave.

Return to Money Changer:

Any time after you make the Thief Sign to Dinarzad, return to her shop 
and she'll set you up with a job.  You are to go to a house off Rani 
Tarik and steal a Silver Tea Service for her.

Metal Worker's House:

The house is in the southeast portion of the city.  There's an unnamed 
alley on the map off a street.  That is your destination.  You'll know 
it's the right place because you see a blue sconce.  Start sneaking, 
and then pick the lock on the door (3).  Once inside, you'll see the tea 
service on the shelf nearby.  Grab it (3).  At this point, someone will 
walk into the room.  Fortunately, Kareem is far too smashed to notice 
you.  Next, oil the hinges on the wardrobe on the back wall (3).  
Search the wardrobe and you'll find an emerald bowl (3).  Now, move the 
rug in the center of the room and you'll see a trapdoor.  Open the 
trapdoor.  Oh, heck.  Someone's coming.  "Roll back rug", then "hide".  
You'll crouch down in the corner.  Abdul will also be drunk, but he'll 
notice oddities in the house.  Once he passes, move the rug again.  
Pick the lock on the chest in the trapdoor and take the money (3).  
Once again, someone's coming.  "Roll back rug", and "hide in wardrobe" 
this time.  Jabbar is fully alert and will notice anything wrong.  Once 
he passes, move the rug once more, and search the chest to find a false 
bottom and a silver dagger (5).  Take it, roll back the rug, and leave.
Return to Dinarzad the next morning and fence the three treasures you 
picked up (3).  She'll also mention a possible job on the Weapon Shop.

Weapon Shop by Night:

At night, pick the lock on the door (3).  Close the door behind you once 
you enter.  Your loot is under the anvil.  If your Strength isn't all 
that high, you may have to oil it.  Move the anvil, open the trapdoor, 
and pick the lock on the strongbox (3).  Take the money, and leave the 
shop.  Much easier compared to the Metal Worker's House.

---

Desert Exploration

The Desert is a good place to get some live-fire action with the 
monsters, but the Thief doesn't really need to go here at all.

About the only thing you can do at this point in time is to get the 
Griffin Feather.  You'll need the Magic Rope, though.  Head to the 
Griffin Nest, which is west from the Shapeir Overlook (3).  Get close 
to the wall of the nest and use the rope.  Climb up, and "take 
feather" (7).

---

Day 2

Not much to do on this day, but at night you can watch Shema perform 
her lovely dance at the Inn.

---

Day 3

Again, not much going on, but at night be sure to catch Omar's poetry 
at the Inn (3).  This is also a good time to question him.

---

Day 4

This day has your first portent of Elementals in the city.  You step 
outside the inn to find the stand of Ali Chica burned to an almost 
crisp.  This is the work of the Fire Elemental.  This is the last chance 
you'll have to buy a map or compass from Ali Chica.  It'd be wise to 
prepare for the Elemental's arrival.  The way Aziza describes it is 
that you need to lure it away from the plaza to the confined streets, 
weaken it with water, and capture it in the proper container.  Well, 
you've got the water in your Waterskins.  The lure you need is incense 
from Harik Attar.  Buy it from him at the Apothecary (7).  Finally, you 
need the container, which is in the form of a lamp which you can buy 
from Tashtari in the Fountain Plaza (7).

---

Day 5

You wake up to find the Fire Elemental raging outside.  You have until 
Day 7 to get rid of it before it destroys the city.  You can take a 
few brushes with the flaming one, but it's best to keep your distance.  
"Use incense" and move up and into the alley.  Once inside, "put down 
lamp" or "drop lamp", and then "use water" on the Fire Elemental.  Boom.  
Magic Lamp. (20)

---

Day 7

Go to the Adventurers' Guild.  There, Rakeesh will give you your 
reward for stopping the Fire Elemental (3).  Time to get ready for the 
Air Elemental.  If you've spoken to Keapon and Aziza about this, you'll 
know to use Earth to stop it, and you'll need a Bellows to contain it.  
To get the earth you need, either "buy pot of dirt" from Lasham, who'll 
give it to you for free, or ask Keapon about "fooler's earth", who'll 
also give it to you for free.  You can also buy a cloth bag and fill it 
with sand from the desert.  At any rate, you need one of those items.  
To get the Bellows, go to the Weapon Shop at night.  Use the Magic Rope 
near the house, climb up and grab the Bellows quickly before a guard 
shows up (7).

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza.  You have 
until day 11 to take care of him.  Defeating him is pretty simple.  
Use the Magic Rope to climb up above the funnel.  Once it passes beneath 
you, "drop dirt" or "drop sand" and you'll put it in the center of the 
funnel, which will slow him down.  Now, "use bellows" and you'll suck 
him right up (20).  Whee!  

You can also go to the Fighter's Plaza.  The challenge is harder because 
of the increased wind, so you'll win ten dinars if you walk the rope 
successfully.  Oh, and Shema dances tonight....

---

Day 11

You should get ready for the Earth Elemental now.  All you need to do at 
this point is to go to the Kiram's Clothing Stand and buy a Cloth 
Bag (7).  Omar will poetize tonight, and he'll give you your 50 dinar 
reward for defeating the Air Elemental (3).

---

Day 12

This is the day of the Earth Elemental.  He's stalking the streets right 
now, causing general mayhem.  You have until Day 14 to take care of it.  
Go to the Apothecary and tell Harik about the Earth Elemental.  He'll 
give you the Powder of Burning to use against him (5).  The Earth 
Elemental is usually on the streets in the northeastern area of the 
city.  Just wander around and eventually he'll pop up.  Throw the 
powder at him.  Once you turn him into dust, "get earth", and you'll 
put him in the bag (20).

Now that you have the Earth Elemental, there's plenty more to do today, 
but it can be done at any time.  First, go to Aziza's house.  If you've 
been exploring in the desert, you may have noticed a strange tree that 
looks like a woman.  Ask Aziza about the tree, and she'll tell you the 
tale of Julanar the Healer and what you must do to free her spirit (7).  
With the capture of the Earth Elemental, you have all items necessary.

Go to the desert.  Head east from the Shapier Overlook until you reach 
the tree.  The first gift, the Gift of Kindness, is to "give water" to 
the tree (7).  After which, "tell about yourself" (5).  The second gift 
is the Gift of Magic.  "Give earth" to the tree (7).  Now, "tell about 
earth" (5).  Finally, as a Gift of Love, "hug tree" (5), and tell her 
her name, "Julanar" (5).  The Fruit of Compassion will form on one of 
her branches.  You'll take the gift as thanks for restoring Julanar's 
spirit (7).

Now, head back to the Shapeir Overlook, go three screens east, and six 
south to reach the Oasis.  The Dervish there will tell you about a 
puzzle with five W's.  Ask him about the puzzle, and ask him about each 
of the W's, especially "where".  Go two screens north and a bunch of 
screens west to find a cage with a ravenous beast (5).  You cannot do 
anything for him now, but return to the Dervish, and ask about the 
beast (5).  It's also a good idea to "take beard" now, so that you can 
get the reward from Keapon about the whirling part of the Dervish (5).

Now that you have the Fruit of Compassion, and you should have picked 
up a Griffin Feather (if not do that now), go back to Harik and give him 
the two ingredients.  He'll give you three Dispel Potions (7).

Return to the caged beast in the desert.  To dispel him, you'll need to 
add some of its hair to the potion, but he won't let you take it.  
To get him distracted, give him some food or water (5).  Then "take 
hair", and you'll automatically put it in the potion.  Give it the 
potion, and it'll return to the apprentice sorcerer, Al Scurva, who 
will tell you about Ad Avis, his former master (15).

Like I said before, the Julanar and Dispel Potion stuff can be done any 
time, just make sure it's done before the end of Day 16.

---

Day 14

This is the day of the Water Elemental.  Note I didn't give you a heck 
of a lot of time to prepare, but you should already have all you need, 
and you need to capture it before Day 16.  Go to the Fountain and there 
you see the watery tart, splashing around in the fountain.  DON'T GET 
TOO CLOSE, or she'll suck the water right out of you.  Instead, "put 
down waterskin", and then "use bellows".  You'll blow her right out of 
the fountain and she'll drop right into your waterskin.  Easy as 
pie (20).

Go to the Palace of the Plaza, and Sashanan will thank you for all that 
you've done for the people of the Katta by giving you the Katta's 
magical Sapphire Pin (5).

---

Day 16

On this, your last day in Shapeir, there's much to do.  You can go 
around to all the Katta merchants and receive their thanks and well 
wishes, as well as go to the Apothecary and pick up plenty of pills.  
As a matter of fact, if you plan on continuing this character to the 
next game, it'd be wise to buy as many Healing Pills as possible, 
because you carry them into the next game, and they cost an arm and a 
leg there.

Anyway, what you really need to do is visit Aziza's house.  She'll 
invite you in, but your Saurus will follow (D'oh...)  She'll spin some 
magic and you'll learn a very interesting fact about your Saurus (7).

Also, go to the Guild and Rakeesh and Uhura will give you your 
farewells.  Although it was meant for Fighters, if you decide to 
practice, you'll go up against Rakeesh.  You can practice with him all 
day if you wish.

At the end of the day, go to the Inn, and the Poet will give you his 
last reading, and your reward for defeating the last two Elementals (6).

---

Day 17

In the morning, the caravan will leave immediately.  The game takes 
control at this point.  Shema will give you several rations and a change 
of clothes and you'll be sent on your way, with a new Saurus (which 
looks exactly like your old one, but who cares).  You'll meet up with 
the caravan, and the game's intermission will carry out.

---

Raseir

Time is kinda meaningless at this point.  Everything happens in order 
here, and you're really powerless to prevent it.

As you enter the city, you'll have the pleasure of meeting the friendly 
happy-go-lucky Captain of the Raseirian Guard, Khaveen.  He'll slap you 
around for a bit, then give you a Visa, which will allow you to leave 
and reenter the city.

The city of Rasier is exactly the same as Shapeir, except its compass 
directions are flipped, and many of the streets are closed off.  The 
Fountain Plaza, Gate Plaza, and Palace Plaza are open, as well as all 
connecting streets, but you can't go anywhere else.

Anyway, go to the Blue Parrot Inn.  It's quite a bit more seedy than 
the Katta's Tail.  Sit down and you'll speak to Signor Ferrari.  When 
he asks about drinks, pick either one, but don't refuse.  Also, make 
sure to "make thief sign" at Ferrari (5).  Leave and return to the Inn 
when Sunset Approaches to speak to Ferrari some more, and you'll also 
meet Ugarte, who will sell you some info if you're interested.  Hang 
around the Inn until night (turn up the Time Scale if you wish) and you 
can enter your room, which is quite lovely.

The next morning, head south (on the main street, the city is flipped, 
remember?).  Once you reach the Fountain Plaza, you'll see a bit of a 
disturbance.  Khaveen confronts Ugarte about his water smuggling and 
carries him off to the dungeons of Raseir.  Head back to the Gate Plaza.  

About halfway along the street, you'll be interrupted by a strange 
veiled woman who'll tell you to follow her.  You have to do this, by 
the by, or you'll be arrested...  Yeah...  Follow the woman and enter 
the open door.  You'll have the pleasure of meeting Zayishah, daughter 
of the current Emir, Ali al-Din Hasan.  She wants your clothes... and 
your Visa.  Yeah, she's gonna leave the city looking like you.  Give her 
your clothes (5), your spare clothes, that is...

...

Eyes front, mister...

...

Now, hand her your Visa (5), and she'll give you her hand mirror as a 
token of thanks.  Leave after she takes off.  Note that you can't 
leave town now...

Time is now acceleterated to mid-afternoon.  Hang around until sunset, 
then head back into the Inn and Ferrari will tell you about Ugarte.  
He'll also want to speak to you about your skills and a job he has for 
you.  He wants you to go to a house in the Fountain Plaza and steal a 
black statue of a bird.  Go outside and wait around until night.

Once night approaches, start sneaking, and go to the open window in the 
Fountain Plaza.  Use the Magic Rope and climb up to the window (3).  
Once inside, sneak around in front of the canopy bed.  You'll creak a 
board.  Be sure to stop moving until the guy in the bed stops tossing 
and turning.  Sneak over to the nearby cabinet and oil its hinges (3).  
Now, pick the lock on the cabinet and take the Blackbird (5).  Exit the 
house via the window.  Now, head back to the Inn and give Ferrari the 
bird (3).  Once the dialogue is finished, go to your room to sleep.

The next morning, Ferrari will tell you it's been a pleasure doing 
business with you, and you'll leave the Inn and be arrested by the 
guards for breaking God knows what law (probably wearing purple pants 
on an alternate Tuesday or something)...

Anyway, you're unceremoniously tossed in a smelly, fetid cell with only 
a Katta for company who won't talk to you.  But, wait.  Aren't you 
friend to all the Kattas?  Show him your pin (7), and he'll trust you.  
Now, to get out of the dungeon.  Fortunately, Raseir needs to rethink 
their 11 dinar security system.  Simply "pick lock" and you'll use your 
pin to open up the gate.  The Katta, Sharaf, will point out a secret 
escape route, and you'll help him open it.  BE SURE TO GRAB YOUR 
EQUIPMENT!  Then, "enter passage" and you'll leave the dungeon (7).  
You'll be in the streets of Raseir in short order.  Head along the 
streets and you'll soon be on the road to the Dead Parrot Inn, or WILL 
YOU???

A magical aura surrounds you, and you have your first introduction to 
your good friend, Ad Avis.  You remember Ad Avis, right?  He helped you 
escape from the dungeon.  He's your bestest buddy in the whole wide 
world.  When you were kids, he gave you part of his ice-cream cone when 
you dropped yours by accident.  He lent you those 30 dinars you needed 
to make rent that one time.  You two are gonna save the Emir by finding 
the statue of Iblis!

---

Forbidden City

The two of you will be outside the ancient ruins (apparently, you took 
the last bus there).  Ad Avis can't seem to open the door.  You'll need 
to help the poor schmoe.  "Use mirror" and you'll reflect the moonlight 
onto the door, opening it (5).  He'll send you in and the door will 
close behind you.

You're now inside a very dark cave.  Fortunately, you have a lamp, with 
a very helpful Fire Elemental, no less.  "Rub lamp" and you'll have 
your light.  Head west to the next screen.  "Put out lamp".  Watch the 
logs floating down the fast-moving river.  Go up to the shore closest 
to the waterfall and "jump" when a log gets nearby.  "Jump" again once 
the log reaches the opposite shore (7).

Now, there's this weird windhole.  Not only will it try to suck you in, 
but if you get past it, the fierce wind will prevent you from reaching 
the next chamber.  What you have to do is "pick rock" near the 
windhole and you'll use your tools (7).  The rocks above it will 
collapse, and you'll be able to go up behind the waterfall, right onto 
the next screen, and further right onto the screen after that.

In this hot hot room, you'll have to simply walk the path around, 
avoiding the lava and the venting flames as much as possible.  It's not 
that hard, but you can get a bit hurt from it.  Make it to the far side 
and you'll enter the next room (7).

You're now on a cliff, and the rest of the chamber is below you.  Use 
the Magic Rope to lower yourself safely to the floor (7).  Walk up to 
the impressive-looking door.  It'll tell you to speak the name of power.  
If you've paid attention to local legends (and the prophecy Ad Avis 
rattled off), you'll know the name of power is "Suleiman" (7).  Pass 
through the door.

In this chamber, you'll notice something piled up in the dark.  Get 
close to it...  Cha-ching!  Tray-sure!  Ah, but don't touch.  It's 
forbidden and evil and stuff...  Just walk through the next door (7).

Now, you're in the final room.  You'll automatically walk up to the 
pedestal with the Statue of Iblis on it, and be frozen just as you are 
about to grab it.  Ad Avis will teleport in (why couldn't he just have 
done that in the first place?), grab the statue, tell you about how 
he'll release Iblis, the mightiest of all Djinn, to do his bidding, 
and he'll block the door, trapping you here, before teleporting off.  
Now what?  Well, head down to a stalagmite near the bottom of the room, 
and you'll see a flash, "look flash" and you'll see a ring.  "Get 
ring" (7), and you'll put it on your finger, and a magical Djinni will 
swoosh out!  Oi!  A thousand and one yeeeeears will give you such a 
CRICK in the NECK!!  'Kay.  No more Aladdin references...

So, you've got a Djinni at your command, but it's not so simple as 
wishing for the Statue of Iblis.  Ask him about "wishes" (7), and he'll 
tell you that you can wish for Health, which will fully restore you, 
you can wish for Prowess, which by wishing for any skill will 
immediately boost it by 50 whopping points, and you can wish for 
Teleport, which will take you as close to Iblis as the Djinni can.  So, 
wish for two skills you're kinda lacking in, and wish for Teleport as 
your final wish.  Whoosh!

---

Showdown at the Emir's Palace

You'll be deposited outside the Emir's palace.  Sharaf, the Katta you 
freed, will sneak by and tell you that the Underground is almost ready 
to attack the Palace.  Run up to the main gates of the palace.  There'll 
be two guards at the gate, and a Eunuch patrolling the wall.  Throw a 
Dagger at the Eunuch to silence him.  Next, use the Magic Rope to climb 
up to the wall.  Note the silk scarf on the left wall.  Run off to the 
left (3).

Wow!  You're earning your pay now, folks!  You'll go through a little 
scene with the ladies in the harem.  You're not in any real danger here 
and you'll soon move into the next room.

There are several Eunuchs here.  Tap Down to sneak down to the statue.  
Nawar will call over one of the Eunuchs.  Wait until the pacing Eunuch 
is out of sight, then sneak Left over to the table.  Wait until he 
passes again, then sneak Up into the tower (5).

You'll see Ad Avis across the way performing the summoning ritual.  
Fortunately, you've arrived rather early in the ritual, so use the Magic 
Rope and you'll extend it horizontally.  Tightrope walk across it 
using techniques you learned back in Shapeir.  Once you reach the end, 
throw a dagger at an unlit candle (3).  Ad Avis will be understandably 
ticked, and will start casting Flame Darts at you.  "Duck" the first 
one, then quickly get ready to duck the second one, which comes right 
after it.  Now, edge over to the other pillar so you can get a good 
shot at him.  As soon as Ad Avis speaks, though, be ready to "duck" 
another shot.  Once you reach the other pillar, "duck" once more, then 
throw a dagger at him to knock him back.  He'll toss one last Flame 
Dart at you, then you can throw one final dagger at him which will 
knock him over the edge.  Woo hoo!  Go you!  The Djinni will thank you 
and leave to return the Statue of Iblis to the Forbidden City, pausing 
long enough to tell you the REAL prophecy... ^_^ (20)

After taking care of business in Raseir, (including restoring the 
fountain with the Water Elemental), you'll be taken back to Shapeir to 
receive your Hero's welcome (20).

The ceremony will play out a bit differently depending on what you do.  

First, Shameen and Shema will speak for you, about what you did in 
Spielburg, and about defeating the Elementals.

If you restored Julanar the Healer's spirit, Aziza will speak for you 
and explain about the whole Julanar situation.

Zayishah will then speak for you about helping her leave the oppression 
of her homeland at the risk of your life.

Your Saurus will "Gronk", and you will give him a Dispel Potion, to 
change him back to the original Emir, Arus al-Din, and he'll speak for 
you.

Finally, the Sultan will speak for you, saying how he watched over you 
as the Poet Omar, how he now proclaims you a Hero, and how he now calls 
you his son.

Congratulations Prince of Shapeir and Hero of Two Lands!  You should 
now have 500 out of 500 points!

***********************************************************************

8. The Whole Story and Epilogue

1001 years ago, a great war was fought on the sands of Shapeir.  Iblis, 
the mightiest of all Djinni, tried to take over the world.  Suleiman 
bin Daoud, greatest of all sultans of Shapeir, summoned as many Djinn 
as he could an imprisoned Iblis in a statue, and turned his city into 
his tomb.  Suleiman, then sent one Djinni to remain behind in the tomb, 
for a prophecy stated that Iblis could rise again.

For the past 70 years, the wizard known as Ad Avis served the Dark 
Master.  He studied the magic that controls the minds of men.  He 
learned of Iblis, attempted to translate the prophecy, and figured he 
could summon the Djinni to be his chariot in taking over the world, and 
he would proclaim himself the Dark Master.  A year before the events 
in Trial by Fire, he usurped the old Emir, placed his brother on the 
throne as his puppet, and hired Khaveen to be Captain of the Raseirian 
Guard.  He imposed highly strict laws and regulations.  His plan was 
perfect.  The Emir was the figurehead, and Khaveen was the blade.  With 
these two "running" Raseir, Ad Avis maintained an anonymity.  He drove 
the Katta from Raseir, and prepared rituals that would summon Elementals 
onto Shapeir.  He figured doing this would bring about the arrival of 
a Hero that he could use to retrieve Iblis.

The prophecy fell into place with the arrival of the Hero of Spielburg.  
You entered the city and defeated each of the Elementals.  You 
travelled to Raseir, and made your presence known.  A few days after 
your arrival, Ad Avis had you arrested, but he made your escape easy, so 
that he could intercept you and hypnotize you.  He took you to the 
Forbidden City, whereby you passed all the Trials and found the Statue 
of Iblis.  Ad Avis took the statue from you, gloating in his triumph.  
Fortunately for you, his fatal mistake was in the mistranslation of the 
prophecy.  He assumed you were "He Who Waits Behind".  What he didn't 
know was that actually referred to the Djinni Suleiman had set to 
guard the Statue.  Using the Djinni, you returned to Raseir, and, in a 
final showdown, defeated Ad Avis by knocking him from the balcony of 
the Ritual Chamber.

Now, the Sultan has declared you his son, and, as the Prince of Shapeir, 
you have truly earned your standing as a Hero.

After your victory, both Emirs of Raseir retired.  A new ruler welcomed 
back the Katta to their home city and Raseir became prosperous once 
again.  That new ruler is Zayishah.

But many questions remain unanswered.  It was said that as Ad Avis fell, 
he called out for help from his Master.  Who is this Master?  Although 
it was certain that Ad Avis was killed in his fall, why could his body 
not be found?

Another question refers to the plant-woman Julanar.  You freed her 
spirit, but will she ever walk this world as a human again?

Of course, this and many other questions will be answered in the next 
chapters of the Quest for Glory saga, Wages of War.

***********************************************************************

9. Miscellany

---

A. FAQ

Q: How do I become a Paladin?

A: You may become this hidden class at the end of the game.  Any class 
can become one, but the Thief cannot get full points if he decides to 
become a Paladin.

Game programmer Corey Cole explained the sure-fire way to become a 
Paladin in an interview:

"Quest for Glory II has three criteria that determine whether your 
character will become a Paladin at the end of the game. By the way, 
Paladinhood is recommended primarily for Fighters; becoming a Paladin 
may hamper the activities of a Thief, in particular. It is also 
difficult to perform certain types of Magic while carrying the 
Paladin's traditional sword and shield.

"To become a Paladin, you must have achieved an Honor score of at least 
75. You must also have at least 25 "Paladin Points" as described below 
(these and others will be added to your score if/when you become a 
Paladin). Finally, you must *not* have done any of certain dishonorable 
actions:

Killing Khaveen when he's unarmed. 
Taking money from Omar's purse before returning the purse. 
Having to be reminded (by Uhura) to return Rakeesh's sword. (You must 
return it voluntarily.) 
Entering the Metal Worker's House in Shapeir or Khaveen's house in 
 Raseir. 
Trying to kill a helpless opponent in your EOF initiation. 

"Paladin Points" are awarded as follows:

Return Omar's lost purse (found in the fountain plaza) (7 PP). 
Return Rakeesh's sword without being asked (5 PP). 
Be polite to Aziza and impress her with your manners (don't get kicked 
 out) (3 PP). 
Refuse to kill Walid at the EOF Initiation(just say "no") (7 PP). 
Give money to the beggar more than once (5 PP). 
Tell Khaveen to "retrieve your sword" (7 PP). 
Use Calm spell on Khaveen (7 PP). 

"You *lose* 10 Paladin Points if you disturb/kill the Griffin. (There is 
a way to get a Griffin feather without bothering the Griffin.) This was 
not supposed to have been a total disqualifier, but it effectively is 
(since you can get at most 34 Paladin Points prior to becoming a 
Paladin, and losing 10 reduces you to 24 -- below the limit). Sorry! If 
we ever do a remake, we'll reduce the penalty to -5. 

Qualify as Paladin (6 PP). Note that Wizards and Thieves who manage to 
qualify as Paladins receive an extra 12 points, since they don't have 
the opportunity to return Rakeesh's sword or spare the EOF fighter's 
life.

Be officially recognized (ceremony at end-game) (10 PP).
 
"That's the definitive word. May you become a true Paladin on your 
Quest!"

- Corey Cole

Q: Where can I find this game?

A: Nowadays, this game can probably only be found as a part of the 
Quest for Glory Anthology.  You can order it from Sierra, or maybe get 
lucky and find it in a game store.

Q: I can't move at the beginning of the game!

A: Type "stand", you doorknob...

Q: What are the X-Ray Glasses used for?

A: Sorry.  It's a secret...  Of course, if you "wear" them in certain 
areas, you may get a hint about when to wear them.

Q: I got an OOPS error and got kicked from the game!

A: If you follow my instructions in the walkthroughs to the letter, you 
probably won't encounter it again.  A common place for this to occur is 
in the Ritual Chamber, if you defeat Ad Avis BEFORE breaking the spell.  
Just make sure to move a candle first, then take down the Wizard.

Q: Who's that black painting in WIT?

A: That was Ad Avis' Dark Master, who was expelled for his crimes.

Q: Who are those other paintings in WIT?

A: Aziza and Ad Avis you should recognize from this game.  Houdini and 
Merlin are there for jokes.  Zara and Erasmus were Wizards you met in 
Spielburg, in your last adventure.  Erana was a wonderful and powerful 
sorceress who was great at making places of safety in hostile areas.  
She hasn't responded a summons in a very long time, and she is presumed 
dead.

Q: Where's the Pizza Elemental?

A: It was just a joke in the manual.  It doesn't exist in the game.

All other questions should be answerable in other points of the guide.

---

B. Point List

All points are grouped in columns.  The first column is for the Fighter, 
the second for the Magic User, and the third for the Thief.

City of Shapeir -

Anywhere in the Streets of Shapeir

   7      Cast Detect Magic and see the magical arrow 
20 20 20  Capture the Earth Elemental 
  
Money Changer
 
7  7  7   Exchange money with Dinarzad 
      3   Make Thief Sign to Dinarzad 
      3   Fence stolen items 

Gate Plaza Area
 
7  7  7   Buy a Map from Ali Chica 
7  7  7   Buy a Compass from Ali Chica 
7  7  7   Buy a Saurus from the Saurus Stables
3  3  3   Give money to Shih'had the Beggar 
20 20 20  Capture the Fire Elemental 

Katta's Tail Inn

3  3  3   Listen to Omar's reading on Day 3 
3  3  3   Receive reward from Omar on Day 11 
6  6  6   Receive reward from Omar on Day 16 

Fountain Plaza Area

7  7  7   Buy a Lamp from Tashtari 
20 20 20  Capture the Water Elemental 

Apothecary

7  7  7   Buy a Pouch of Incense 
3         Buy Poison Cure Pills 
      3   Buy a Flask of Oil 
      5   Receive Powder of Burning 
3  3  3   Ask Harik Attar about "fire" 
3  3  3   Ask Harik Attar about "earth"
7  7  7   Receive Dispel Potions from Harik Attar

Magic Shop
 
5  5  5   Ask Keapon Laffin about "Air Elemental" 
      5   Buy Magic Rope

Plaza of Fighters
 
7  7  7   Buy Cloth Bag from Kiram 
      5   Successfully walk the tightrope

Weapon Shop

      3   Break into Weapon Shop 
      3   Pick lock on Issur's strongbox and get money 
7         Defeat Issur at Arm Wrestling 
7  7  7   Get/steal Bellows 

Adventurers' Guild Hall

3  3  3   Sign name in Adventurer's Logbook 
3         Ask Rakeesh about "Paladins" 
3         Ask Uhura about "monsters" 
5         Practice fighting with Uhura 
3  3  3   Receive reward from Rakeesh for defeating fire elemental 
7         Borrow Soulforge from Rakeesh 
5         Practice fighting with Rakeesh

Palace Plaza
 
20 20 20  Capture the Air Elemental 
5  5  5   Receive Sapphire Pin from Shashanan

Astrologer's Home

5  5  5   Visit Astrologer 
5  5  5   Ask Astrologer about "future"

Enchantress' Home

7  7  7   Enter Aziza's home
7  7  7   Ask Aziza about "tree/plant/healer" 
7  7  7   Visit on Day 16

Wizards' Institute of Technocery
 
   11     Enter W.I.T. 
   7      Pass Erasmus' Test 
   7      Pass Air Challenge 
   7      Pass Earth Challenge 
   7      Pass Water Challenge 
   15     Pass Fire Challenge 
   7      Refuse to take the oath/Learn Reversal 

Metal Worker's House

      3   Break into Metal Worker's House 
      3   Steal Silver Tea Service 
      3   Oil hinges on the wardrobe
      3   Search cupboard and find Emerald Bowl 
      3   Get dinars from chest under the rug 
      5   Search chest and find Silver Dagger 

Eternal Order of Fighters
 
7         Pass EOF Entrance Exam

Desert -

Monsters

3         Kill a Desert Brigand 
3         Kill a Jackalman 
3         Kill a Ghoul 
3         Kill a Scorpion 
3         Kill a Terrorsaurus 
5         Get a Scorpion Tail 
5         Get Ghoul Claws 

Griffin's Nest

3  3  3   Discover Griffin's Nest 
7  7  7   Find a Griffin Feather 

Tree

7  7  7   Give water to tree 
5  5  5   Tell tree about "yourself" 
7  7  7   Give Earth Elemental to tree 
5  5  5   Tell tree about "earth"
5  5  5   Hug the tree 
5  5  5   Say "Julanar"
7  7  7   Receive the Fruit of Compassion

Oasis

5  5  5   Take a Whirl of Beard 
5  5  5   Ask Dervish about "beast"

Dervish Puzzle
 
5  5  5   Discover caged beast 
5  5  5   Give food/water to the beast 
15 15 15  Give Dispel Potion to the beast 
  
City of Raseir -

      5   Make the Thief Sign to Ferrari 
5  5  5   Give Spare Clothes to Zayishah 
5  5  5   Give Visa to Zayishah 
      3   Enter Khaveen's House 
      3   Oil hinges of the cabinet
      5   Get the Blackbird 
      3   Give Ferrari the Blackbird
7  7  7   Show the Sapphire Pin to Sharaf 
7  7  7   Escape from the Dungeon 
  
The Forbidden City -

5  5  5   Use the Hand Mirror to open the door 
7  7  7   Cross the underground river 
7  7  7   Block the air draft 
7  7  7   Get past lava room 
7  7  7   Jump/levitate/use rope to get down from cliff 
7  7  7   Say Suleiman at the door
5  5  5   Pass treasure chamber 
7  7  7   Get Djinni Ring 
7  7  7   Ask Djinni about "wishes" 
  
Raseirian Palace -

5         Enter Palace 
15        Kill Khaveen 
   7      Enter Ritual Chamber 
      3   Enter Harem 
      5   Reach Guard Tower 
      3   Move a candle 
15 25 20  Destroy Ad Avis 
20 20 20  Attend the Hero Ceremony at the Sultan's Palace

---

C. Ways to Die

Yes, my FAQ will be different, I said!  Not only will I include all the 
usual crud, I'll also add stuff that'll kill ya!  Y'know, stuff that 
you should probably avoid.  Some are actually worth doing for laughs.  
Yup.  I've marked funny ones with an asterisk (*).

Anywhere:

Exhaust yourself
Starve yourself
Die of Thirst
Perform an action that hurts a bit repeatedly until you die
"Pick nose" with a low Lockpicking skill *

City of Shapeir:

Perform magic or illegal activities around guards too many times
Try to pick the lock on Aziza's door
Get torched by the Fire Elemental *
Get pounded by the Earth Elemental
Get sucked dry by the Water Elemental *
Take the Oath in WIT
Walk out on Saurus Seller several times (You MUST buy a Saurus)
Make it to Day 7 without defeating Fire Elemental
Make it to Day 11 without defeating Air Elemental
Make it to Day 14 without defeating Earth Elemental
Make it to Day 16 without defeating Water Elemental
Make it to Day 30 without taking the caravan to Raseir

Thievery:

Stay too long in Metal Worker's House or Weapon Shop
Break into Metal Worker's House at the wrong time *
Walk (don't Sneak) in Metal Worker's House 
Try to enter curtained room 
Don't hide or roll back rug when Abdul enters
Don't hide in wardrobe or roll back rug when Jabbar enters

Desert:

Get killed by a Brigand, Jackalman, Terrorsaurus, or Scorpion (by claws)
Get killed by a Ghoul
Get killed by a Scorpion's sting
Get killed by the Griffin
Throw something or cast a spell on the tree *
Open the beast's cage

Raseir:

Refuse a drink from Ferrari
Attack anyone in the Blue Parrot Inn
Get caught out at night
Refuse to help Mayzun and Zayishah or pass them by
Attack Zayishah or Mayzun
Give clothes to Zayishah after you've dropped your clothes *
Give your Visa to Zayishah after you've dropped your Visa *

Khaveen's House:

Walk and don't sneak
Keep moving after creaking the floorboards
Wake Khaveen
Try to throw something at Khaveen
Kill Khaveen
Open the squeaky hinged door without oiling it first

Dungeon:
Leave the Dungeon without grabbing the equipment
Wait too long for the guards to come back
Open the Dungeon door

Forbidden City:
Annoy Ad Avis so that he turns you into a Saurus
Drop lamp prior to entering cave
Fall in underground river
Mistime jump onto log
Don't jump off log
Get torched by lava room too many times
Say the incorrect name of power three times
Try to take treasure in treasure room
Try to cast a spell or throw something in treasure room
Use all three wishes, but none on the teleport

Palace of Raseir:
Take too much time most anywhere and let the ritual carry out
Take too long fighting the guards (Fighter)
Let the guards notice you and call more (Magic User or Thief)
Be seen by the Eunuch on the wall (Magic User or Thief)
Leave the wall off to the right (Magic User or Thief)
Attempt to fight Khaveen without a sword
Yield to Khaveen (Fighter)
Don't do anything when Khaveen tells you to yield (Fighter)
Lose to Khaveen (Fighter)
Search Khaveen twice (Fighter)
Break the spell, but get killed by fireballs (Fighter)
Get killed by the stone statue (Fighter or Magic User)
Don't cast Reversal before breaking the spell (Magic User) *
Break the spell and have Reversal cast, but don't do anything 
  afterwards (Magic User)
Get caught by the Eunuchs in the Guard Room
Fall off the tightrope
Get hit by one of Ad Avis' Flame Darts

So, basically, if the ritual carries out, Iblis will rise above the 
city in all his evil grandeur.  What Ad Avis doesn't know, mostly 
through his mistranslation of the prophecy, is that Iblis cannot be 
controlled.  In Iblis' rising, the roof of the Ritual Chamber will 
collapse, crushing Ad Avis.  Iblis will then proceed to destroy all of 
Raseir in his fury, to then continue onto Shapeir, then the rest of 
the world.

---

D. Conversation Topics

Unfortunately, there's no way to determine if I covered everything 
here.  I just made some guesses, and picked some relevant topics.

Fortunately, plenty of people respond to the same topics.  I'll include 
the major ones up here.

Everyone: Name, Shapeir, Raseir, Sultan, Emir, Rumor, Magic, Katta, 
  Desert, Palace

Anyone in Shapeir: Money Changer, Guild, Fountain, Elementals, 
  Enchantress, Astrologer

Any Katta Merchant: Flowers, Baskets, Pots, Food, Brass, Plants, 
  Leather, Cloth, Jewelry, Rugs, Price

Of course, many people have their own specific topics.  I tried to find 
as many as possible.  Some may not even respond to some of the Everyone 
topics.  Don't sweat too hard about it...

Abdulla Doo - Shameen, Shema, Food, Plaza, Caravan, Djinni, Monsters, 
  Inn, Omar, Brigand, Spielburg, Fire Elemental, Air Elemental, Earth 
  Elemental, Water Elemental

Shameen - Shema, Abdulla, Inn, Dance, Omar, Astrologer, Liontaur, 
  Spielburg, Brigands

Shema - Shameen, Abdulla, Inn, Dance, Food, Sharaf

Ali Chica - Map, Compass, Souvenir, Duck, Weapons, Apothecary, Magic 
  Shop, Fire (after his stand burns down), Fire Elemental (after his 
  stand burns down)

Scoree/Sloree - Bread, Dates, Falafel, Saurus, Jerky

Tashtari - Lamp, Brazier, Tea Server

Harik Attar (Apothecary) - Pills, Potions, Healing Pills, Vigor Pills, 
  Poison Cure Pills, Mana Pills, Dispel Potion, Feather, Fruit, Plant, 
  Fire, Earth, Components, Scorpion, Ghoul, Powder, Oil, Incense, 
  Experiments

Keapon Laffin - Shop, Spells, Open, Fetch, Zap, Detect, Trigger, Dazzle, 
  Flame Dart, Force Bolt, Levitate, Reversal, Rope, WIT, Air, Earth, 
  Fire Elemental, Air Elemental, Earth Elemental, Water Elemental, 
  Fooler's Earth, Dervish, Whirl, Saurus, Container, Glasses, Fish

Dinarzad - Exchange, Guard, Centime, Thief, Ferrari, Job, Goats, 
  Jackal, Tool, Oil, Date, Kiss

Kiram - Bag

Mirak - Waterskin

Issur - Weapon, Sword, Dagger, Mace, Axe, Shield, Mail, Anvil, Bellows, 
  Wrestling

Rakeesh - Hero, Liontaur, Paladin, Will, Sword, Uhura, Baby, Book, 
  Monsters, Brigand, Jackalmen, Ghoul, Scorpion, Terrorsaurus, Griffin, 
  Moose, Leg, Tarna, Demon, Wizard, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Nature

Uhura - Rakeesh, Simba, Spear, Monsters, Brigand, Jackalmen, Ghoul, 
  Scorpion, Terrorsaurus, Griffin, Moose, Home, Fighting, Book, Paladin, 
  Djinni, Sword, Board, EOF

Astrologer - Signs, Stars, Hero, Future, Planets, Rebus, Model, Hasan, 
  Chart, Dragon, Scorpion, Hand, Astrology, Darkness

Enchantress - Keapon, WIT, Ad Avis, Rakeesh, Paladin, Water, Fire 
  Elemental, Air Elemental, Earth Elemental, Water Elemental, Tree, 
  Djinni, Iblis, Suleiman, Fish, Container

Uns al-Wujud - Monsters, Griffin, Oasis, Dervish, Saurus, Stable

Abdallah bin Tahir - Monsters, Griffin, Oasis, Dervish, Saurus, Stable

Ali Fakir - Saurus, Price

Dervish - Dervish, Hero, Monsters, Brigand, Scorpion, Terrorsaurus, 
  Ghoul, Oasis, Tree, Saurus, Beard, Djinni, Caravan, Puzzle, What, 
  When, Where, How, Why, Beast

Omar - Poem, Ja'afar, Inn, Caravan, Rakeesh, Paladin

Ferrari - Inn, Wilmer, Ugarte, Khaveen, Ad Avis

Wilmer - Drinks, Water, Coffee, Sling

Ugarte - Ferrari, Water, Khaveen, Ad Avis

Zayishah - Mayzun, Khaveen, Ad Avis, Power, Harem

Mayzun - Zayishah, Khaveen, Ad Avis, Harem, Underground

Djinni - Djinni, Suleiman, Iblis, Ring, Health, Prowess, Teleport

---

E. Debug Mode

Yes, there is a very easy way to cheat in this game.

The way to open the cheat mode is to type in "suck blue frog".  After 
which, you can use ALT commands to adjust the game in many varied 
ways...

ALT+B will allow you to adjust the number of Dinars and Centimes you 
have, as well as adjust your Communication Skill.

ALT+I will let you enter the number of an item (from the list below), 
and how many of that item you want.

1 = Centime
2 = Dinar
3 = Food Ration
4 = Broadsword
5 = Dagger
6 = Leather Armor
7 = Shield
8 = Piece of Paper *
9 = Small Rock
10 = Lock Pick
11 = Thief's Tool Kit
12 = Thieves' Guild License
13 = Pouch of Incense
14 = Whirl of Beard
15 = Chainmail Armor
16 = Magic Rope
17 = Gold Coin
18 = Healing Pill
19 = Mana Pill
20 = Vigor Pill
21 = Dispel Potion
22 = Map
23 = Compass
24 = Fine Sword
25 = Bellows (No Air Elemental)
26 = Bouquet of Flowers
27 = Sapphire Pin
28 = Griffin Feather
29 = Scorpion Tail
30 = Ghoul Claw
31 = Soulforge
32 = Pot of Dirt
33 = Brass Lamp
34 = Basket *
35 = Empty Pot
36 = Fruit of Compassion
37 = Waterskin
38 = Cloth Sack
39 = Powder of Burning
40 = EOF Badge
41 = Raseirian Visa
42 = Flask of Oil
43 = Waterskin with Water Elemental
44 = Djinni Ring
45 = Silk Scarf *
46 = Hand Mirror
47 = Blackbird
48 = Poison Cure Pill
49 = Change of Clothes
50 = Saurus
51 = Bag of Sand
52 = Bag with Earth Elemental
53 = Silver Tea Service
54 = X-Ray Glasses
55 = Leather Purse
56 = Silver Dagger
57 = Emerald Bowl
58 = Rusty Nail *

Items marked with a star were removed for the final version of the 
game.  Note that some items aren't in there, like the Magic Lamp.

ALT+K will let you adjust your skills.  First type in the number of the 
skill you wish to adjust (from the list below), then type in the new 
value of the skill.

0 = Strength
1 = Intelligence
2 = Agility
3 = Vitality
4 = Luck
5 = Weapon Use
6 = Parry
7 = Dodge
8 = Stealth
9 = Lockpicking
10 = Throwing
11 = Climbing
12 = Magic
13 = Communication
14 = Honor
15 = Experience
16 = Health Points
17 = Stamina Points
18 = Mana Points
19 = Skill in Open
20 = Skill in Detect Magic
21 = Skill in Trigger
22 = Skill in Dazzle
23 = Skill in Zap
24 = Skill in Calm
25 = Skill in Flame Dart
26 = Skill in Fetch
27 = Skill in Force Bolt
28 = Skill in Levitate
29 = Skill in Reversal

ALT+H will allow you to alter every single skill.  Just type in a value 
and every skill will be that number.

ALT+T will bring up a prompt that will teleport you to another location.  
I don't know all the numbers, and have no desire to learn them.  You're 
on your own here.  There's a good chance you'll get an OOPS error and 
will be kicked...

ALT+E will bring up a little tech window about Ego's (you) status.  Your 
position, movement state, and other junk.

ALT+S will bring up windows about the sprites in the area.  Nice to be 
able to see what moves...

ALT+P will alter the colors so that you can see what is in each level 
of the foreground and background.

ALT+C will alter the colors so that you can see where you can move to 
go to a new area or trigger a conversation.

ALT+V will turn off the effect of either ALT+P or ALT+C.

ALT+F displays the memory status.

ALT+G displays the Path Maker.  I suggest not fiddling with it...

ALT+Z or ALT+X will immediately quit the game (without the Quit Window 
prompt).

***********************************************************************

10. Standard Guide Stuff

---

A. Legal

This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz.  You may not 
take it in whole or in part and claim it as your own. You may not alter 
it in any way, even if you ask me first, and that includes putting it 
in HTML format.  Please don’t post this on your site unless you have 
express consent by me.  I’ve put a lot of time into this.  Give me some 
credit...

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com

---

B. E-mail Guidelines

If you wish to e-mail me, be sure to follow these guidelines...

- Make ABSOLUTELY sure I haven't already answered your question in the 
guide.
- Make sure it has something to do with Quest for Glory for God's 
sake.  I don't want spam, chain letters, offers for friendship.  
Compliment me on the FAQ all you want, though...
- Make sure you say Quest for Glory at one point in your e-mail.  I have 
more than one FAQ, and asking a generic question such as "How do I 
save?" doesn't tell me much.
- Spell correctly and use proper grammar, please.  If I can't understand 
your e-mail, it'll go to the junk pile...

---

C. Credits

CJayC and Al Amaloo for having this on their sites.

Sierra, particularly Lori Ann and Corey Cole, for making such an 
incredible series.

---

D. Version Updates

Version 1.0 - 7/7/01 - Well, there you have it.  I don't really intend 
to do another version, unless something really weird comes up.

---

E. The Final Word

So, there's the second game in the series.  Again, this is one of my 
favorites.  Mostly, it's because of the time frame and how the whole 
story just seems to flow so well.  There are also many challenges for 
each of the classes.

Be sure to check out my other guides for the Quest for Glory games, 
too!  I love this series!  Did I mention that?

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