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    FAQ/Walkthrough by CyricZ

    Version: 1.2 | Updated: 03/30/05 | Search Guide | Bookmark Guide

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                              ___________________________            
                             | T R I A L   B Y   F I R E | 
                              ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ            
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    A FAQ/Walkthrough by CyricZ
    Version 1.2
    E-mail: cyricz42 at yahoo.com
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    Table of Contents
    
    1. Introduction
    2. The Story So Far
    3. Getting Started
       3A. The Classes
       3B. Importing a Hero
       3C. Character Statistics
       3D. Magic Spells
       3E. Surviving in this Crazy World
    4. The Desert Realm of Shapeir
       4A. Map and Points of Interest
       4B. Characters
       4C. Monsters
       4D. Items
    5. Fighter Walkthrough
    6. Magic User Walkthrough
    7. Thief Walkthrough
    8. The Whole Story and Epilogue
    9. Miscellany
       9A. FAQ
       9B. Point List
       9C. Frequently Missed Points
       9D. Ways to Die
       9E. Conversation Topics
       9F. Debug Mode
    10. Standard Guide Stuff
       10A. Legal
       10B. E-mail Guidelines
       10C. Credits
       10D. Version Updates
       10E. 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
    ******************************************************************************
    
    =================
    3A. 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.
    
    ======================
    3B. 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.
    
    ==========================
    3C. 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: Your mental prowess.  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 Stamina 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.  I'd imagine Luck is drawn against when performing a 
     skill that has a chance of failing, as well as random stuff like monster 
     encounters.
    
    - 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.  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.  
    
    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.
    
    ==================
    3D. 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 Wizards 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.
    
    ===================================
    3E. 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.  If your Saurus does toss you or run off, eliminate the immediate 
    threat, leave, and return to the screen and he'll be there.
    
    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 Health and Mana 
    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 amatter 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.
    
    ******************************************************************************
    4. THE DESERT REALM OF SHAPEIR *CONTAINS SPOILERS*
    ******************************************************************************
    
    ================================
    4A. 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: 
     - Bouquet of 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: 
     - 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.
    
    ================
    4B. Characters =
    ================
    
    Shapeir is full of many interesting people, and you'll make plenty of 
    new friends.
    
    The Hero (Ego) - (human male from Willowsby)
     Following your acceptance of title as "Hero of Spielburg", you were almost 
     immediately whisked away by your Katta friends and Abdulla Doo to help 
     Shapeir.  Following your arrival, you changed from you standard outfit to a 
     more local costume of a blue patterened vest, white shirt, purple pants and 
     a pair of curly-toed boots.
    
    ---
    
    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.
    
    ==============
    4C. 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 hours, 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.
    
    ===========
    4D. 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 interesting).  
     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 plaza, 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 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.  He'll ask you to tell him about yourself.  Do so, and come back 
    the next day to learn a bit about what's in store (5).
    
    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).  Head down to the Fountain Plaza and you'll 
    find Omar camped out there.  Listen to his entire poem (four verses) and 
    leave and come back to find his purse on the ground.  You can give it back to 
    him on Day 11 for Honor, or just take the money in it.
    
    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 automatically 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.  If you have a rock or dagger, throw it at the door to 
    activate the magic trap on it, or you can just "break door" and take it like 
    a man.  After the trap's gone, "break door" to make your way 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 plaza, 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 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.  He'll ask you to tell him about yourself.  Do so, and come back 
    the next day to learn a bit about what's in store (5).
    
    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 fully licensed 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).  Head down to the Fountain Plaza and you'll 
    find Omar camped out there.  Listen to his entire poem (four verses) and 
    leave and come back to find his purse on the ground.  You can give it back to 
    him on Day 11 for Honor, or just take the money in it.
    
    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 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.  
    If you wish to practice combat, you'll go up against Rakeesh.
    
    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 plaza, 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 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.  He'll ask you to tell him about yourself.  Do so, and come back 
    the next day to learn a bit about what's in store (5).
    
    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.
    
    ---
    
    Night Prowling
    
    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 at 
    the "middle of the night" 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).  Head down to the Fountain Plaza and you'll 
    find Omar camped out there.  Listen to his entire poem (four verses) and 
    leave and come back to find his purse on the ground.  You can give it back to 
    him on Day 11 for Honor, or just take the money in it.
    
    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 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 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.  
    If you practice combat today, you'll go up against Rakeesh, so do that if you 
    feel like it.
    
    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 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!
    
    ******************************************************************************
    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 and 
    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, these and many other questions will be answered (or at least 
    alluded to) in the next chapter of the Quest for Glory saga, Wages of War.
    
    ******************************************************************************
    9. MISCELLANY
    ******************************************************************************
    =========
    9A. 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.  The empty portrait 
     is Ad Avis' Dark Master, expelled for crimes against magic and nature.
    
    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.
    
    ================
    9B. 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 for fighting Earth Elemental
    5         Practice fighting with Rakeesh on Day 16
    
    Palace Plaza
     
    20 20 20  Capture the Air Elemental 
    5  5  5   Receive Sapphire Pin from Shashanan after Water Elemental
    
    Astrologer's Home
    
    5  5  5   Visit Astrologer 
    5  5  5   Ask Astrologer about "future" and then ask again the next day
    
    Enchantress' Home
    
    7  7  7   Enter Aziza's home
    7  7  7   Ask Aziza about "tree/plant" 
    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
    
    ==============================
    9C. Frequently Missed Points =
    ==============================
    
    Here are a bunch of deeds that people often miss, or seem to be easily 
    missed.  Also, this section details parts of the game that you must do 
    properly to get full credit.
    
    All Signs Point to Yes! -
     Yeah, WIT's location may be very obvious, but you still get points (even 
     after passing) for casting Detect anywhere in the city.
    
    Elemental Interview -
     Aziza may be your go-to gal for Elementals, but others have info as well.  
     Make sure to ask Harik Attar about "fire" and "earth", and make sure to 
     ask Keapon Laffin about "air elemental".
    
    Combat Consulting -
     Again, a simple case of overlooking conversation points.  If you're a 
     Fighter, ask Rakeesh about "paladins", and Uhura about "monsters" when 
     Rakeesh isn't around.
    
    Dinarzad's Job -
     I'm just putting in the point-worthy stuff, here.  If you want all info on 
     how to stay alive, check the walkthrough.  Ready?  Get the tea service.  
     Oil the cupboard doors.  "Search cupboard" to find the bowl.  "Roll carpet" 
     to find the chest of dinars, then "search chest" to find the silver dagger 
     beneath it.
    
    =================
    9D. 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 twice
    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 (Thief)
    Fall off the tightrope (Thief)
    Get hit by one of Ad Avis' Flame Darts (Thief)
    
    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.
    
    =========================
    9E. 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, Eye
    
    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
    
    ================
    9F. 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
    ******************************************************************************
    
    ============
    10A. 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
    www.gamers-realm.com
    
    ========================
    10B. 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.
    
    ==============
    10C. Credits =
    ==============
    
    CJayC and Al Amaloo for having this on their sites.
    
    Sierra, particularly Lori Ann and Corey Cole, for making such an incredible 
    series.
    
    ======================
    10D. 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.
    
    Version 1.1 - 1/18/05 - Whoa.  Three and a half years since I wrote this?  
    I'm updating with my current FAQ format in preparation for AGD Interactive's 
    VGA remake of the game, which promises to be super hot.
    
    Version 1.2 - 3/17/05 - A few more changes and updates.
    
    =====================
    10E. 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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