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                          ___________________________            
                         | T R I A L   B Y   F I R E | 
                          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ  

                               (AGDI REMAKE!!!)
          
******************************************************************************
A FAQ/Walkthrough by CyricZ
Version 1.2
E-mail: cyricz42 at yahoo.com
******************************************************************************

Table of Contents

1. Introduction
2. The Story So Far
3. Getting Started
   3A. Controls
   3B. The Classes
   3C. Importing a Hero
   3D. Character Statistics
   3E. Magic Spells
   3F. Surviving in this Crazy World
4. The Desert Realm of Shapeir
   4A. Map and Points of Interest
   4B. Characters
   4C. Items
5. Combat
   5A. The New Combat System
   5B. Enemies
6. Fighter Walkthrough
7. Magic User Walkthrough
8. Thief Walkthrough
9. The Whole Story and Epilogue
10. Miscellany
   10A. FAQ
   10B. What's New in the Remake?
   10C. Point List
   10D. Frequently Missed Points
   10E. Ways to Die
   10F. Conversation Topics
11. Extras and Sidequests
   11A. Magical Games
   11B. Poetic Graffiti
   11C. Fact or Fiction?
   11D. Other Little Things
   11E. Easter Egg Central *COMING SOON*
12. Standard Guide Stuff
   12A. Legal
   12B. E-mail Guidelines
   12C. Credits
   12D. Version Updates
   12E. The Final Word

******************************************************************************
1. INTRODUCTION
******************************************************************************

Hey, everybody!  It's my great pleasure and honor to welcome you to my 
FAQ/Walkthrough for one of the most long-awaited remakes in adventure gaming 
history.  Quest for Glory II: Trial by Fire has been successfully remade and 
updated using the famed AGS engine and is now available from download from 
the website of the extremely talented game developers: AGD Interactive.  
Visit their website at www.agdinteractive.com to download today!  It's totally 
free!

So yeah, I'll reconfirm it: I love Quest for Glory.  I'm absolutely crazy 
about the series.  This is a superior example of connecting modern RPG and the 
classic Sierra graphic adventure.  Unlike most of Sierra's other 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, as the recently-established 
Hero of Spielburg, travel to the mystical desert land of Shapeir.  The Emir of 
Raseir, Shapeir's sister city, has gone missing, and foul magic is suspected 
to be at work.  It will be your task to discover the mystery behind his 
disappearance, as well as combat the magical forces bent on Shapeir's 
destruction.

Gameplay-wise, this game is the most story-based and linear since many events 
take place on certain days, but these events are non-intrusive in nature and 
leave you with more than enough time to practice and hone your skills.

******************************************************************************
2. THE STORY SO FAR
******************************************************************************

In the beginning of his grand sweeping adventure, our hero (named and 
portrayed by you, the player) left his hometown to make a name for himself as 
a true hero.  He travelled to the rustic barony of Spielburg, a valley that 
had been cursed for many years.  The Ogress, Baba Yaga, was the source of this 
curse, taking revenge on the Baron for his attempt to drive the witch from his 
peaceful valley.  The curse cost him his son and daughter, as well as many of 
his guards and holdings.  The realm then became overrun with brigands and 
monsters, and the Baron locked himself away in his castle.  

Although a dangerous land, the Hero found many friends to be made among the 
population.  He made acquaintances of the Katta innkeepers, Shameen and Shema, 
and their merchant friend, Abdulla Doo.  He also met beings of great magical 
power such 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.  
He also met some particularly inscrutable types, such as the nasty seller of 
information, Bruno.  He also visited many scenic locales, including cliffs 
with strange plant-life, the majestic Flying Falls, and the meadow known as 
Erana's Peace, rumored to be the final resting place of the great Archmage.

But being a hero's more than making friends and influencing people, so the 
Hero set to work righting wrongs.  In a deep cave guarded by a Kobold Magic 
User, the Hero freed an enchanted bear, who turned out to be the Baron of 
Spielburg's lost son, Barnard.  This was the first stepping stone to greater 
things.  By spying on Bruno and another brigand's plot to overthrow their 
leader, the Hero discovered a secret way into the fortress of the brigands.  
Passing by the 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
******************************************************************************

In this section, you'll find all you need to get this train wreck a-rollin'.

==============
3A. Controls =
==============

Main Interface

The new interface of this remake is the basic Sierra (and AGS) point-and-click 
interface, updated from the original text parser interface.  Move the cursor 
to the top of the screen to view the icon sets.  You can also toggle through 
the 1st, 2nd, 3rd, 4th, and 7th icons using the right mouse button.  Whenver 
I say "click", it's with the left mouse button, unless I say otherwise.  

The first icon is the Walk icon, which looks like a miniature you.  Click it 
anywhere to walk to that location, if you're able.  The third mouse button 
will automatically switch to this.

The second icon is the Look icon, represented by an eye.  Click to look at 
stuff.  Click on any general vague part of the screen to get a general view 
of the area, and specific items for detailed descriptions.

The third icon is the Touch icon, represented by a hand.  Click on objects to 
take, search, or manipulate them.  For instance, you can use it on doors to 
open them, the fountain to drink some water, or your Saurus to climb on it.

The fourth icon is the Talk icon, represented by a mouth.  Click on people to 
ask them about things, or on yourself to tell about things (who you'll speak 
to depends on who you're close to).  More will be said on dialogue shortly.

The fifth icon is the Special icon, which looks like a swirly thing.  
Click on it to open a new window.  In this new window:
 - Click on the image of you walking to resume walking if you've been running 
    or sneaking.
 - Click on the image of you running to start running.
 - Click on the image of you sneaking to start sneaking (if you have any 
    points applied to Stealth).
 - Click on the image of you snoozing to get some rest.  In most areas, this 
    will let you rest for an hour.  In your room at the inn, you can use it to 
    sleep until morning or evening, as well as one hour.
 - Click on your studly portrait to view your Character Screen.
 - Click on the hourglass to get the time of day.  You'll get a message 
    approximating the time.
 - Click the check mark to close the window.

The sixth icon is the Magic Icon, which looks like a five-pointed star, and 
you can only access it if you have points in your Magic skill.  Click it to 
open a Magic Spells window.  There, you can use the eye to get info about a 
spell, the pointer to pick a spell to cast, click OK to close the window, 
and the question mark to get info about the icons and your spells.  Each 
magic spell is represented by a different icon:

Open: Key
Detect: Eye
Trigger: Circle of light with a cross in the middle
Dazzle: Three sparkles of light
Zap: Sword
Calm: Open hand
Flame Dart: Small fire
Fetch: Cupped hand
Force Bolt: Dotted burst
Levitate: Ball of light with motion lines implying upward motion
Reversal: Arrow looping up, then down

Some spells need to be targeted.  Once you select them, your cursor will 
become a crosshair.  Click the crosshair on your target to cast it there.
The following spells need to be targeted: Open, Trigger, Flame Dart, Fetch, 
Force Bolt.

The seventh icon is the Active Item Icon.  Click on it to use the Inventory 
Item you have recently selected.  Click the item where you want to use it.

The eighth icon is the Inventory Icon, which looks like a chest.  Click 
on it to access the inventory window.  There, you can use the eye to 
look at an item, the pointer to take an item to use, the question mark to 
get info about the other icons, and the OK to close the window.

The ninth icon is the Console Icon, which looks like a slider.  Use it 
to bring up the menu to Save, Restore, Restart, or Quit your game, as 
well as adjust the speed, difficulty, and sound volumes.  You can also change 
the dialogue type (discussed below), the combat keys and "auto-assist", which 
is discussed in the Combat section, and whether or not "Silly Clowns" are on 
(which refer to cute little jokes that pop up in the game).

The tenth icon is the Help icon, which looks like a question mark.  Click it 
to access several pages of text describing the above.

---

Dialogue

Talking with characters has taken on a rather unique form.  At the outset of 
the game, you'll be asked to pick a dialogue option.  You have a choice of 
point & click, the text parser, or both.

The text parser was the original way to communicate in the original QfG1 and 
QfG2, where you'd type in "ask about", then a possibly relevant subject.  
This required you to listen carefully to topics that the character brings up 
so you can continue to probe him along those lines.

The point & click system was introduced originally in the remake of Quest for 
Glory I.  Instead of fishing for things to ask about, you'll be given a list 
of various relevant topics.  Asking of a particular topic could branch new 
topics to discuss, thus the term "dialogue trees" that came to describe it.

This remake allows you to do either or both.  If just text parser is turned 
on, then clicking the Mouth on a character will bring up the parser for you 
to ask them about something.  Good if you want to go freestyle, but the 
real important stuff might get missed.  With the point & click turned on, 
you'll be given relevant topics to ask.  With both turned on, you'll have the 
option to slide a subject in on the side if you wish.  Also, dialogue trees 
can change as the days progress, so be sure to check in with characters often 
for new news.

---

Keyboard Controls

In addition to using the main interface, you can also employ several keyboard 
functions.

You can use the numeric pad (with Num Lock turned off) to move your character 
in the desired direction.

Also, there are several hotkey functions you can employ during gameplay:

CTRL+H or Backspace = Compass Heading
CTRL+I or Tab = Inventory in a list format
CTRL+R = Read Map
CTRL+Q = Quit Screen
CTRL+S = Character Screen
CTRL+T = Time of Day
CTRL+W = Shows you how many steps you've taken thus far
F1 = Help Screen
F5 = Save Screen
F6 = Recast last non-targeted spell (good for building up skill in it)
F7 = Restore Screen
F9 = Restart Screen
F12 = Take Screenshot

=================
3B. 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 against 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 a Money Pouch containing 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 foe.  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 amongst 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
Magic: 70
Weapon Use: 40
Dodge: 50

Spell Skills:

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

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

---

Character Adjustment

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 amongst 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 cotton to 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 was established at.

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

---

One Last Thing

Once you click "Start Game", you'll be given two final options.

The first option is for dialogue, where you can select to have the point and 
click style only, the text parser only, or both at the same time.  This 
setting can be changed at any time during the game from the System Menu.

The second option is for how complicated you want Shapeir to be.  In the 
original game, the city of Shapeir was a vast maze of streets and alleys that 
was rather difficult to navigate, particularly early on when you don't have 
the map at hand.  That said, for nostalgia sake, you can use the original 
alleyway layout, or you can select a simplified layout that makes getting to 
the actual points of interest a LOT easier.  This setting cannot be changed 
once the game is underway.  This setting will also eliminate a few cool 
Easter Eggs.

======================
3C. Importing a Hero =
======================

Another one of Quest for Glory's charms is the ability to carry your hero over 
from previous adventures.

To import your hero, take the .sav file you created upon completing the first 
game and place it in your QfGII folder alongside the rest of the files.  The 
"Import" function will immediately go to that directory to find character 
files.

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.

NOTE: In the original game, you were not given a pool of 50 points to add if 
you imported.  In the remake, you will be given a 25 point pool.

There are a bunch of other little tidbits about importing that are generally 
not considered for people who play normally, but I'll announce them as a 
list, anyway:

- Fighters will always start with a Broadsword, Shield, and Chainmail Armor, 
 regardless of whether they didn't have them at the end of the last game.
- Magic Users (or any class with points in the Magic skill) will have all the 
 spells they completed the last game with.  If you didn't find/buy one or more 
 of the following spells, they will be given to you at the beginning at entry 
 level skill: Open, Trigger, Zap, Calm, Flame Dart, Detect, and Fetch.
- Thieves (or characters with points in Thief skills) will retain a Lock Pick 
 if they finished the last game with it.  If you didn't have a Thieves' 
 Toolkit, they will get one for this adventure.  The Thieves' Guild License 
 can also be carried but serves no purpose in this game.
- All classes retain the same number of Daggers they finished the last game 
 with.  The only exception is for Magic Users or Thieves that ended the last 
 game with zero Daggers, in which case they'll begin with one.
- If your character had Chainmail Armor, regardless of class, they will 
 keep it.  This is even true for Magic Users and Thieves.
- If your character had one or more potions of Undead Unguent when they 
 finished the last game, they will carry those to this game.
- 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).
- Regardless of anything else, all Heroes will start with five Food Rations 
 and a Full Waterskin.

---

Changing Class

Something that was present in later Quest for Glory games and now brought to 
this remake is the ability to change class on your imported Hero.

If you decide to change your Hero's class, you will retain all the skills 
you had in your old class at the same levels, and any skills your new 
class should have will be given to you, all at a starting level of 1.  
A few more rules apply as well.  Fighters who become a different class will 
lose their sword and shield, but retain their armor.  Thieves will no longer 
have their License, but will get/retain the Lockpick and Toolkit.  All 
rules above apply as well, such as retaining daggers, spells, etc.

==========================
3D. Character Statistics =
==========================

Any time you press CTRL+S or click on your portrait in the "Special" icon 
section, 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).  Throwing is also a great way to gain 
 Strength.

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).  In this game, Fighters tend to gain Intelligence 
 more easily since they have fewer means of "grinding" for it.  Thieves can 
 grind it by Lockpicking.

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.  One way to increase it is engage in 
 combat and make good moves.

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.

---

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 (must be at melee range 
 for it to count).

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 (must be at melee range for it to 
 count).

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.  This skill is also useful for avoiding monsters 
 in the wild.

- 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 
 chew on you.  Throwing can also be used to hit or knock off things that 
 are far off.

- Increasing Throwing can come from throwing rocks or daggers.  Just pick up 
 some rocks off the ground and throw them ad nauseum to drive this up.

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

- Increase Climbing by, naturally, climbing.  A good place to grind this is 
 the Oasis, at the tree next to the Dervish.

Communication: This is a new skill for Quest for Glory II.  This is your 
 ability to speak well.  This is good for bargaining.  When you try to make a 
 purchase, the bargaining window will open, and you'll be able to suggest a 
 new price for the item.  A higher Communication means being able to talk the 
 item down to cheaper.  This cannot have points assigned to it at the 
 beginning of the game.  It's calcuated by the formula of three times your 
 Intelligence, plus your Luck, divided by four.  So, if you have an 
 Intelligence of 70, and a Luck of 58, then your Comm. will be:
 ((70 X 3) + 58) / 4 = 67

- Increase Communication by buying things and attempting to bargain.  
 Successful bargainings will increase your skill faster.  I've found buying 
 flowers (and subsequently giving them) is a nice quick way to go about 
 this.

Honor: This is the measure of the good deeds one does throughout his quest.  
 This is another 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 (which is by far the fastest way).  You can also 
 decrease Honor during the course of the game by doing bad things, such as 
 attacking something defenseless, stealing stuff, or generally being a jerk.

---

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.  If you run out, doing something strenuous will be at the cost of 
 your health.

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.

==================
3E. 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.  For 
non-targeted spells, use the F6 key to cast it over and over again quickly, 
without having to go to the menu.

---

Older Spells (Spells from 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, or when you've 
 come across something locked and you don't have the key.

"Detect Magic"
MP: 2
Found: Any class with Magic begins with it.
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: Any class with Magic begins with it.
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 to burn things.  As you increase in skill, your Flame 
 Darts will do more damage in combat.

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 combat.  While it doesn't generally cause as much 
 damage as Flame Dart, it is a guaranteed knockdown.

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 (or back in time), 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.

===================================
3F. Surviving in this Crazy World =
===================================

Desert Survival

Let's start with SAVE OFTEN!!!

Your character is a regular 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, click the 
Mouth on yourself and select "Return to the City.  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 locks up.  Make sure you have the key from Shameen 
 to get in.
- Not Yet Dawn: Money Changer closes.

There are only three 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 two places to sleep are at the Oasis in the desert and at the Tree 
found in the desert.  You can treat each just like your room, there, being 
able to sleep an hour, until Morning, or until Evening.  Don't sleep away from 
Shapeir for too long, because you might miss some important news.  Also, you 
cannot sleep at the tree during the daytime until it grows leaves to shade 
you.

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 used to be here, but it's a big deal now, so it's got its 
own section further below.

---

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 (maximum of five)
- Ghoul Claws: 15 dinars each (maximum of ten)

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 a price down more.

******************************************************************************
4. THE DESERT REALM OF SHAPEIR *CONTAINS MINOR 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, in the game launcher, open the PDF of the FACS 
manual, where you'll find a map which you should probably print out.  Also, 
you can buy a map which also has a representation whenever you read it 
(CTRL+R, or click the map on yourself).  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 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.  New to the 
 remake is a storage chest in your room for placing extra belongings when you 
 don't need to carry them around everywhere.

"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, Sitar, who charms for his 
 centimes.  There is also Lisha, the flower merchant, and Alichica, the tour 
 guide.

 Lisha's Flowers: 
 - Bouquet of Flowers: 10 centimes
 - Dried Flower Art: 38 dinars (see Section 11D for availability)

 Alichica's Tours of Shapeir:
 - Map of Shapeir: 100 centimes
 - Compass: 100 centimes
 - Sand Dome: 10 dinars (see Section 11D for availability)
 - Saurus Foot Trash Can: 10 dinars (see Section 11D for availability)

"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.

 Scoree and Sloree's Fine Foods:
 - Dates: 30 centimes
 - Bread: 30 centimes
 - Falafels: 70 centimes
 - Saurus-on-a-Stick: 70 centimes
 - Lizard Jerky (aka Rations): 100 centimes for five
 - Signed Game Box: 31 dinars (see Section 11D for availability)
 - Bumper Sticker: 31 dinars (see Section 11D for availability)

 Toshur's Pottery:
 - Empty Pot: 300 centimes
 - Decorative Pot: 37 dinars (see Section 11D for availability)

 Tashtari's Brass:
 - Brass Lamp: 15 dinars
 - Brass Jug: 36 dinars (see Section 11D for availability)
 - Big Brass Jar: 36 dinars (see Section 11D for availability)

 Saba's Baskets:
 - Small Basket: 300 centimes
 - Weaving: 33 dinars (see Section 11D for availability)

 Lasham's Plants:
 - Potted Plant: 35 dinars (see Section 11D for availability)

"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.

 Kiram's Clothwork:
 - Cloth Bag: 50 centimes

 Mirak's Leather:
 - Waterskin: 100 centimes
 - Leather Boots: 500 centimes (takes 3 days to complete, must have entered 
    combat with a Ghoul)

"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:
 - Carpet: 50 dinars (see Section 11D for availability)

"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, Saurii 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

"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.
 - Oil: 20 centimes
 - Incense: 70 centimes
 - Vigor Pills: Three for 500 centimes
 - Healing Pills: Three for 10 dinars
 - Poison Cure Pills: Three for 12 dinars
 - Mana Pills: Three 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.
 - X-Ray Glasses: 15 dinars 
 - Magic Rope: 125 dinars
 - Detect Magic Spell: 10 dinars
 - Trigger Spell: 15 dinars
 - Force Bolt Spell: 20 dinars
 - Dazzle Spell: 25 dinars
 - Levitate: 30 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.  The Guild is 
 also a hangout of the Liontaur Paladin, Rakeesh.  If you wish to practice 
 fighting, go through the right-hand door to the training area, then ask 
 Uhura about Tutorial to learn the new combat commands, then about Challenge 
 for a proper sparring match.  It's worth noting that as you build in skills, 
 Uhura will try to step up her game to match yours.

"WS" - Weapon Shop
 You can buy weapons at this shop from Issur.  You can also arm-wrestle him 
 for some money.
 - Daggers: 500 centimes 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 the entrance to the Institute in Shapeir, one of several throughout 
 the world of Gloriana, situated at the end of Sahir Tarik.  It is said that 
 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 one of the few locked, but unbarred doors 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, as 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 your 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 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.

Alichica - (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
 There are also several other merchants dotted around the streets of 
 Shapeir.  These have been added for the remake and you will not buy 
 anything from them.

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.  If you learn enough magic, 
 he'll allow you to challenge him to a game of Force Bolt Flurry.

Issur of the House of Usher - (human male from Shapeir)
 The proprietor of the Weapon Shop is very arrogant and no-nonsense.  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 on in years.  In the distant past, he was once 
 the King of Tarna, but he gave up that title and became a Paladin to fight 
 the demons that plagued his homeland.  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 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, if 
 Rakeesh is to be believed.

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.  If you learn enough magic, 
 she'll allow you to challenge her to a game of Wizard's Whirl.

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.  He performs at the Inn on certain days and can also be 
 found in the Fountain Plaza on others.

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 - (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, but he tends to speak a bit sideways when getting 
 to his point.  He has a challenge for you later in the quest.

Al Scurva - (human male from Raseir)
 He was thought to be the 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, and are thus allowed to guard them.  
 These men are trusted to guard the Harem, and they're VERY good fighters.

===========
4C. 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.
Description: 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, but preferably more.

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

Money Pouch
Found: Start any Quest with it.
Description: Your pouch holds all the money you find on your quest.  Don't 
 lose it or anything.  The currency of Shapeir is 100 centimes to the dinar.  
 You begin your quest with it filled with Gold Coins from Spielburg, which 
 you'll need to exchange at Dinarzad's.

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 500 centimes.
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 Registration
Found: Saurus Stables for 50 dinars.
Description: This fancy piece of parchment states that you are the proud 
 owner and operator of a fine riding saurus.

Undead Unguent
Found: Imported from QfG1.
Description: This holdover from the last game, if you kept some, can be used 
 and it will be useful against Ghouls.  Melee attacks from Ghouls will do 
 no damage, nor will the strikes replenish the Ghoul's MP.  You'll still 
 recoil from strikes, however.

---

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 Thieves' Toolkit, but you might as well carry it around for nostalgic 
 purposes.

Thieves' Toolkit
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.

Magic Rope
Found: Purchase from Keapon Laffin for 125 dinars.
Description: Amazing how a little bit of magic can simply remove the need 
 for a hook or grapnel.  With this tool, you can scale to new heights that 
 were previously unreachable.  Be careful, though.  You only get 50 uses 
 of the rope, but you can always buy a new one, unless you can't.

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.  In 
 fact, you may not want to get rid of it, despite its worth.  There may 
 be other uses for it.

Jade Necklace
Found: Steal from Guard's House.
Description: A considerable dig through a well-locked jewelry box will 
 yield this item.

Silver Scimitars
Found: Steal from Guard's House.
Description: This decoration is displayed rather prominently, so be sure to 
 make it one of the last things you grab before beating a hasty retreat.

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 needs the venom of Scorpions to make Poison Cure 
 Pills.  You can turn in a maximum of five for 20 dinars each.

Ghoul Claw
Found: On (re)dead Ghouls.
Description: The Apothecary will pay 15 dinars for the claws of a Ghoul.  He's 
 trying to make a pill that will nullify the effects of a Ghoul's touch.  You 
 can give him a maximum of ten.

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 15 dinars 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: Alichica's Tourism Stand (Gate Plaza) for 100 centimes.
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
 Rx Insignia = 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: Alichica's Tourism Stand (Gate Plaza) for 100 centimes.
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 300 centimes.
Description: This is a pot.  It makes pot-like noises and has a pot-like 
 smell.  If you ask Keapon Laffin or Lasham for earth, they will fill this 
 pot.  If you don't have one when you ask, they'll give you a pot, anyway.

Small Basket
Found: Saba's Basket Stand (Fountain Plaza) for 300 centimes.
Description: This reed-made basket can be used to scoop up sand from the 
 desert, much like the Cloth Bag.

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 (Plaza of Fighters) 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

Inn Key
Found: Given to you by Shameen at night if you try to leave the Inn.
Description: The Katta's Tail Inn will close at midnight, so you'll need 
 this if you want to get back inside.

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

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.

Ghoul Head
Found: On a Ghoul if you've been to the Adventurer's Guild.
Description: What possessed you to pick this up is beyond me, but you can 
 turn it in to Uhura and she'll stick it on the wall to be your very own 
 trophy.  You have to specifically click on the head and can only pick it up 
 if the Ghoul died with its head falling off.

Note
Found: Given by Uhura on Day 13, 14, and 15 if you're a Fighter
Description: A simple piece of paper with bad handwriting.  Having it isn't 
 as important as knowing what's written on it.

---

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 is difficult to do if 
 you're a Magic User or a Thief.  There are other ways for those guys to 
 obtain the same Bellows, though.  Check the walkthroughs.

Bag of Sand
Found: Cloth Bag becomes this when you click it on the desert sands.
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!

---

Room Decorations

NOTE: All these items are pretty useless.  They can only be used to 
decorate your room, and were included as a way to spend the tons of dinars 
you'll end up having before the game's over.  Many of these items will not 
show up until a certain point in the game, so keep talking to these 
merchants until they offer them.  See Section 11D later in the guide for a 
full breakdown of when and how they're available.

Sand Dome
Found: At Alichica's Tourism Stand (Gate Plaza) for 10 dinars.
Description: It's a little Shapeir in a jar!  Shake it to see the sand fly.

Saurus Foot Trashcan
Found: At Alichica's Tourism Stand (Gate Plaza) for 10 dinars.
Description: Red Saurus, specifically.  Good for hookshots of wadded up 
 balls of paper, I guess.

Small Carpet
Found: At Tiram's Carpet Stand (Palace Plaza) for 50 dinars.
Description: This carpet you cannot carry, but will be placed in your room 
 automatically.

Decorative Pot
Found: At Toshur's Pottery (Fountain Plaza) for 37 dinars.
Description: This blue or brown pot (varies depending on game) will make a 
 fetching conversation piece.  You can say: "I bought that pot at the 
 bazaar in Shapeir."

Potted Plant
Found: At Lasham's Plants (Fountain Plaza) for 35 dinars.
Description: Well, it's no Japanese Peace Lily, but it will oxygenate the 
 room for you.  You can't carry it; it will be sent automatically to your 
 room.

Brass Jug
Found: At Tashtari's Brass Stand (Fountain Plaza) for 36 dinars.
Description: A fine example of Tashtari's work, perfect for placing on top 
 of your closet.

Big Brass Vase
Found: At Tashtari's Brass Stand (Fountain Plaza) for 36 dinars.
Description: This gargantuan piece represents the pinnacle of Tashtari's 
 skill.  Whenever I see it, all I can think of is using it hide under while 
 sneaking around.

Weaving
Found: At Saba's Basket Stand (Fountain Plaza) for 33 dinars.
Description: This weaving could have a pattern or a familiar face on it.  
 It will look lovely on your wall.

Dried Flower Art
Found: At Lisha's Flower Stand (Gate Plaza) for 37 dinars.
Description: Do you know how hard it is to work in dried flowers?  Pretty 
 hard.  Lisha's quite the artist, and this will make a great addition to 
 your room.

Bumper Sticker
Found: At Sloree's Meat Stand (Fountain Plaza) for 31 dinars.
Description: It's rumored that Scoree and Sloree have one of these on the 
 back of their own car.  Of course, they can't GO anywhere in this car, 
 combustion engines not having been invented, yet.

Signed Game Box
Found: At Sloree's Meat Stand (Fountain Plaza) for 31 dinars.
Description: This might become quite the collector's item, someday.  I threw 
 mine out ages ago. :(

Electric Fan
Found: Beat Keapon Laffin twice at his Force Bolt Flurry game.
Description: This would be a great way to cool down your room, if not for 
 the fact that you have no place to plug it into.

---

New Items

Leather Boots
Found: At Mirak's Leather stand for 500 centimes (after you fight your 
 first Ghoul)
Description: It may take a few days for Mirak to make this, but once he 
 does, you'll have tough boots that can withstand the Acid Spit of the 
 Ghouls.  You just have to fight a Ghoul first to be able to ask them from 
 him (but you don't have to kill it, you can run away).

Flat Box
Found: Askeri Darb, at the very end of the street, in a pile of garbage.
Description: This odd box seems to be made out of a harder substance than 
 paper, but softer than wood.  What could it have originally contained?

Warrior's Diary
Found: On the corpse of an enemy roaming the city.
Description: This item is described in much greater detail in section 11B.

******************************************************************************
5. COMBAT 
******************************************************************************
===========================
5A. The New Combat System =
===========================

Get ready to rumble, because the remake of Quest for Glory II has a 
*significantly* reworked combat scheme.

NOTE BEFORE WE GET GOING: Turn off Num Lock!  The numeric keypad requires it 
to be off to input commands, unless you choose to remap them, of course.

First, the beginnings of combat, which largely haven't changed:

Most often, you'll be set upon by a monster in the desert.  It'll be running 
towards you and you can either click your weapon on it, or let it get close 
and engage you.  If you're able, while the monster is still at a distance, you 
can throw rocks or daggers, or cast spells such as Zap, Flame Dart, Force 
Bolt, Calm, or Dazzle.  You can also just run away.

There are some combat instances that are scripted and you won't have the usual 
extra opportunities.  These combats are still largely played out in the same 
manner.

---

Now for the meat of the matter.  Once 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.

You and your enemy are now in a combat "zone", which basically consists of 
five "spaces" in a row.  You and your enemy will start in the middle space, 
and each of you has two spaces behind you.

---

Basic Combat -

Advancing/Retreating: Press 2 to move away from your foe backwards, or 8 to 
 move towards him if there's at least a space between the two of you.

Dodging: Press 1 to dodge to the left, and press 3 to dodge to the right.  If 
 you do this just as your enemy begins his attack, you'll successfully dodge 
 it, providing you stepped in the proper direction, and your skill is high 
 enough.

Evasive Manuevers: Press 2 just before your enemy strikes to perform a generic 
 evasive move: if your opponent is attacking high, you'll duck.  If your 
 opponent is attacking low, you'll jump up.  If your opponent is attacking to 
 the middle, you'll jump back a space, which will cost you ground and stamina, 
 but it works almost all the time as opposed to the tricks of dodging.  The 
 jump back will not work, of course, if you have nowhere to jump back to.

Blocking/Parrying: Press 4 just before your enemy strikes in an attempt to 
 block the attack with your shield.  Press 6 to attempt to parry with your 
 sword.  These movements have a smaller timing window than dodging, but they 
 keep you in the action for launching counter strikes.  You can block and 
 parry in any direction that you're being attacked.

Striking: Press 9 for a quick thrust which causes a small amount of damage.  
 Press 7 for a slower swing that causes a larger amount of damage.  Watch 
 your enemy carefully to time your attacks.

Knockdowns: As you pound an enemy, you will sometimes knock them down, which 
 will push them back a space.  Advance and push them back into a corner to 
 gain the advantage.  Of course, knockdowns can also apply to you.

---

Advanced Combat -

Throwing Daggers: Anyone with the Throwing skill can use this in comabt if 
 they have more than one dagger and aren't currently carrying a shield. While 
 at least one space from your enemy, press Q to throw it.  It's fast, but it 
 can be dodged.  If you're a Thief, you can throw daggers rapidly to pile 
 on the damage, although you will run out of daggers quickly this way.

Backstab: This is a Thief skill only and requires Throwing and Stealth.  
 Sneak around the desert, and if your Stealth is high enough, you may happen 
 upon a monster walking the other way.  You can get its attention if you 
 want, but a particularly devastating move is to throw a dagger at this 
 point.  Depending on your Throwing skill and Strength, this may be a 
 one-hit kill.  This will cost you Honor, though, like you need it.

Spells: The Magic User can employ a few spells while in combat.
 Zap: Press W to cast.  It takes a couple of seconds, which will leave you 
  open for attack.  The next strike will cause extra damage and will knock 
  the enemy down.  Also, this gives you a bonus to the chance of performing a 
  jumping lunge after jumping back.
 Dazzle: Press S to cast.  The enemy will pause to rub their eyes.  If the 
  enemy is ready for it, they may cover their eyes ahead of time.
 Force Bolt: Press A to cast.  This will cause lesser damage to the enemy and 
  is a guaranteed knockdown.  You cannot cast this while in melee range.  If 
  you beat Keapon Laffin at Force Bolt Flurry, you can then charge this spell 
  for much greater power by holding down the button.
 Flame Dart: Press D to cast.  This will cause greater damage to the enemy 
  than Force Bolt.  You cannot cast this while in melee range.  If you beat 
  Aziza at Wizard's Whirl, you can then charge this spell for much greater 
  power by holding down the button.

Combo Attacks:
 Plunge: 
  Requirement - Weapon Use = 105(F)
                Weapon Use = 110(T)
                Weapon Use = 115(M)
  For dagger users, follow up a swing with a quick thrust for a downward 
  plunge (press 9, then 7).  Fighters can use this skill by storing their 
  sword and shield in their storage chest, taking a dagger into combat.
 Inverse Swing: 
  Requirement - Weapon Use = 105(F)
  Once learned, a Fighter can use a double attack.  Press 7, then 9.
 Overhead Slash: 
  Requirement - Weapon Use = 145(F)
  Once learned, a sword user can use a triple knockdown attack.  Press 7, 
  then 9, then 7 again.  If the final strike connects, it will always score 
  a knockdown.

Special Moves:
 Leaping Lunge: 
  Requirement - None, but is drawn against Luck for success (F,M,T)
  This skill is an unblockable leaping attack.  If you press 2 and jump back, 
  you have a random chance of then jumping forward with this attack.
 Sidekick:  
  Requirement - Agility = 110(F,M,T)
  This will help you in fights with multiple enemies (like Jackalmen).  As a 
  second enemy tries to flank you, press 5 to kick them away.
 Backflip: 
  Requirement - Agility = 180(F) 
                Agility = 190(M) 
                Agility = 160(T) or complete Rope Walking once
  Once you learn this attack, you can press 2 or E just as you're being 
  knocked to the ground to quickly spring to your feet.  This counts as a 
  "jump back", meaning you'll have a chance for a Leaping Lunge.
 Counter Slash: 
  Requirement - Parry = 110(F), block then swing
                Parry = 120(F), parry then swing
                Parry = 130(F), block then slash
                Parry = 140(F), parry then slash
  This is a skill that allows you to immediately retaliate after being 
  attacked if you time it right.  The first one you learn is to block with 4, 
  after which you can swing with 9.  The second is to parry with 6, then 
  swing with 7.  As you increase in skill, you'll also begin to throw in 
  overhead slashes as a counterattack, which can cause greater damage.
 Rising Slash: 
  Requirement - Dodge = 120(F)
  When you successfully duck an attack with 2, retaliate by immediately 
  pressing 7 to slash upwards, which is an immediate knockdown.
 Skull-Splitter: 
  Requirement - Dodge = 130(F)
  When your opponent is attempting to attack with a low strike, immediately 
  press E to leap in the air and drop him with a downwards slash.

There are other special moves to be found, but they're very specific to a 
certain time, so I'll only bring them up then.

Oh, and big thanks go out to Erpy for giving me all those exact stats data 
for the requirements of the special moves.

---

Quick Rundown of Controls -

7 = Swing
8 = Advance
9 = Thrust
4 = Block
5 = Sidekick
6 = Parry
1 = Left Dodge
2 = Retreat/Evasive
3 = Right Dodge

W = Zap
S = Dazzle
A = Force Bolt
D = Flame Dart
Q = Throw Dagger
E = Special

All these keys can be remapped in the System menu.

Practice, practice, PRACTICE with Uhura, not only to get a feel of it, but to 
also build up your skills, which actually need to be considerable to cause a 
good amount of hurt in this game.  We're talking at least 100 on Strength and 
Weapon Use.  A favorite tactic is to practice with Uhura until exhaustion, 
rest an hour in the guild, then go again.

---

Aftermath -

After combat, assuming it went well, you should always search the body by 
clicking the Hand on it.  Some monsters carry money.  Others carry components 
for Harik Attar, but you need to learn about them from him before you can 
gather them.  Also, save and heal up if you need it.

If you were riding your Saurus and got kicked off, simply go straight up to 
scroll back to normal, and he'll return.

---

Auto-Assist -

This can be found under the System menu, under Combat Options.

Also known as the "copilot", you can use this on low-to-medium difficulty to 
let the computer help you out in combat.  It won't fight for you, but you 
can suggest trends for it to follow, particularly when enemies attack you.  
For instance, you can use the Block vs. Parry slider so the copilot can decide 
how to handle incoming attacks.

I'll elaborate on this as I get more practice with it, but it's not a number 
one priority for me at the moment.

=============
5B. Enemies =
=============

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.

As a general note for the update, monsters are a LOT more difficult than 
they used to be.  Be extremely careful and well-prepared when you go out 
to fight.  Have high levels of your relevant skills, enough pills to recover, 
and most probably your Saurus so you can go home at a moment's notice.  Also, 
make sure you learn some skills like the leaping lunge, sidekicks, and combo 
attacks.  I used to have difficulty levels here, but the tips will tell a 
better story.  

---

Uhura -
HP: 180(E), 210(N), 240(H)
Defense: 2
Properties:
 Very agile
 Chains attacks together
 Counters while getting up
Attacks:
 Mid Stab: 8 - A chest-height stab, can't be ducked or jumped
 High Stab: 9 - A stab at head height, can be ducked
 Low Stab: 7 - A stab at the knees, can be jumped over
 Defensive Kip-up: 6 - When knocked down, Uhura will get up with a kick 
  which can score a knockdown
 Whirling Spear: 16 - Spins her spear and stabs, scoring a knockdown
Abilities: 
 Counterattack - Will respond to direct attacks
 Shield Block - Can block attacks on shield
 Evasive Sidestep - Will step outside range of attacks
Tips: Since you're not fighting Uhura for your life, tips aren't really that 
 important.  That said, Uhura tries to set herself to match your own skills.  
 The more skilled you are, the more attacks and abilities she uses.  The 
 lowest levels will just have her using stabs, blocks, and sidesteps.  As you 
 train more with her, she'll start using her counterattack, kip-up, combo 
 attacks and the Whirling Spear.  Also, you're fighting with Stamina, not 
 HP, so performing moves and taking hits will drain your SP.  Lastly, Uhura 
 won't let you use magic or throw daggers while in combat.

---

Brigand -
Appears: Daytime in the desert
HP: 60(E), 75(N), 90(H)
Defense: 3
Properties:
 Basic swordsman
 Balanced skillset
 Possesses throwing daggers
Attacks:
 Swing: 9 - A horizontal sword swing
 Slash: 8 - A vertical overhead slash
 Dagger Toss: 10 - Throws daggers at range
Abilities:
 Counterattack - Will respond to direct attacks
 Evasive Sidestep - Will step outside range of attacks
 Parry - Can block direct attacks with weapon
Tips: Do NOT back away from this guy, because he'll throw daggers nonstop, 
 making it tough to close the gap or retaliate with your own long-range 
 attacks without being interrupted.  At close range, respond with simple 
 attacks and defense.  Don't get too fancy because he'll take advantage of 
 it.
Reward: Between 3 and 9 dinars in cash and change.

---

Jackalman - 
Appears: Nighttime in the desert, anywhere between one and five at a time.
HP: 50(E), 60(N), 70(H)
Defense: 3
Properties:
 Weak fighter
 Limited skillset
 Attacks in groups
 Weakest attack first
Attacks:
 Slash: 9 - A vertical overhead slash
Abilities: 
 Evasive Jump Upwards - Jumps straight up to avoid attacks
Tips: Well, as you can see, one Jackalman alone is pretty pathetic.  Their 
 danger is in their numbers.  While you focus on one Jackal, the others will 
 bounce around the side of the combat area (and sometimes the back) ready 
 to take cheap shots at you.  You shouldn't fight them without the Sidekick 
 ability, as you'll simply be dodging or parrying all attacks without being 
 able to respond.  Outside of that, the one you're facing probably won't 
 give you much trouble, so be patient in your fighting, unless you're 
 already pretty buff.  I wouldn't suggest using spells or daggers, because 
 they're actually pretty good at dodging them.
Rewards: About 2 to 5 dinars in cash and change each.  Make sure to search 
 each pile of corpses.

---

Ghoul - 
Appears: Nighttime in the desert
HP: 80(E), 125(N), 145(H)
Defense: 4
Properties:
 Various attack spells
 Various support spells
 Stores life drained from victims as MP
Attacks:
 Scratch right: 8 - Claws with the right hand, draining HP and SP and adding 
  to its MP
 Swipe: 10 - Performs a double-clawed attack, draining HP and SP and adding 
  to its MP
 Scratch left: 7 - Claws with the left hand, draining HP and SP and adding 
  to its MP
 Grab and Bite: 14 - Bites you, draining HP and SP and adding to its MP
 Acid Breath: 14 - Spits a pool of acid in front of it that hurts if you 
  step on it, unless you're wearing Leather Boots
 Loogie: 12 - A long range acid spit that travels rather fast
 Boom: 20 - A spell that will later be featured in QfGV; Ghoul tosses a 
  skull that will explode if you walk over it
 Hellfire: 25 - Casts a wall of flame that travels the length of the combat 
  zone; must be jumped over to avoid, using 8 or 2
 First Aid: +15 - Restores health to the Ghoul (orange light)
Abilites:
 Drain: Claws will drain HP and SP from you and add to the Ghoul's HP, 
  instead of just the usual MP (red light)
 Zap: Much like the Magic User's Zap spell, boosts attack once (green light)
 Wall: Will block two attacks (a round blue shield appears for a moment)
 Focus: Will speed up MP recharge for the Ghoul (purple light), which costs 
  the Ghoul 15 HP to cast, and can be nullified with a strike.
 Boost: Will speed up the Ghoul in its idle animation (blue light)
 Fade: Will lose its physical form to dodge attacks
 Phase: Will quickly move across the combat zone to attack or retreat
Tips: Geez!  Remember when all these guys did was just claw at you every 
 once in a while?  The Ghoul is a serious foe no matter what your class, 
 but is rather designed with Magic Users in mind, given all its long-range 
 attacks and inability to dodge.  If you hang back and let it cast a bunch 
 of spells, it will become relatively tame as its MP drains.  At that point 
 you can close in and hit him hard or hammer him with hard spells.
Reward: 2 Ghoul Claws, which you can only take after asking Harik Attar 
 about them.

---

Scorpion - 
Appears: Anytime in the desert
HP: 90(E), 130(N), 170(H)
Defense: 6
Properties:
 Very durable
 Poisonous tail
 Follows set pattern when attacking
Attacks: 
 Mid Slash Right: 10 - Attacks with right-hand claw to the mid-section
 Low Slash Right: 9 - Attacks with right-hand claw to the knees, can be 
  jumped
 Mid Slash Left: 10 - Attacks with left-hand claw to the mid-section
 Low Slash Left: 9 - Attacks with left-hand claw to the knees, can be 
  jumped
 Twin Pincer: 15 - Will use both claws at once to attack, can be jumped
 Countergrip: 6 - Can catch attack with the left claw and retaliate with 
  the right.
 Death Sting: FATAL - Scorpion will wiggle its tail, then grab with both 
  claws and sting; if no Poison Cure Pill has been taken, attack will be 
  fatal
Abilites:
 Counterattack - Will respond to direct attacks
 Pincer Block - Will block attacks with pincers
 Anticpate - Will prepare an attack for you when you move in range
Tips: That "follows set pattern" isn't just window dressing.  Once you watch 
 the Scorpion's first few moves, it will repeat them throughout the battle, 
 only deviating for counterattacking and the occasional tail sting.  While the 
 Scorpion can block, it's also rather slow and can't dodge.  Use this to your 
 advantage if you're a Magic User or Thief and bury long-range attacks 
 repeatedly into its hide.  If you have to get close, then use hit and fade 
 strategies, getting in hits, then going on the defensive, especially if you 
 haven't taken a Poison Cure Pill.  
Reward: A Scorpion Tail, which you can only take after asking Harik Attar 
 about them.

---

Terrorsaurus - 
Appears: Anytime in the desert
HP: 100(E), 135(N), 170(H)
Defense: 5
Properties:
 Very aggressive
 Very durable
 Little variety in attack pattern
Attacks:
 Bite: 11 - Chomps on you with sharp teeth
 Kick: 12 - Kicks with a hind leg, can be ducked, but not blocked
 Tail Sweep: 13 - A low sweep that can be jumped
 Headbutt: 14 - A charging headbutt used from a space away, very fast
 Maul: 7+7+7+7+7 - Leaps forward with claws extended and starts chewing on 
  you for multiple hits
Abilities:
 Evasive Leap - Will jump two spaces forwards or backwards
Tips: Tough and vicious.  Since these guys don't give you a reward outside 
 of Puzzle Points for the Fighter, it might just be best to run, because 
 they can take a lot of hits and dish them out.  That said, the Fighter 
 should try to corner them, while the Magic User and Thief should try to 
 keep them at serious distance at all times because they can't defend.

---

Griffin - 
Appears: Only in one spot, the Griffin Nest
HP: 200(E), 320(N), 420(H)
Defense: 4
Properties:
 Smart fighter
 High mobility
 Defensive on ground
 Aggressive in air
Attacks:
 Double Claw: 9+9 - While on the ground, will double-strike with claws
 Wing Repel: 5 - While blocking on the ground, will flip out its wings to 
  push you back
 Claw Dash Left: 12 - While in the air, will rush forward with its left 
  claw out when at range
 Scratch Left: 11 - While in the air, will attack with its left claw in 
  melee range
 Scratch Right: 11 - While in the air, will attack with its right claw in 
  melee range
 Claw Dash Right: 12 - While in the air, will rush forward with its right 
  claw out when at range
 Bodycheck: 16 - From range, will dash straight at you with a hard attack
 Abduction: 23 - When in the air, will grab you, fly up, then slam you to 
  the ground
Abilities:
 Wing Block: While on the ground, will block attacks with its wings
Tips: Well, first of all, you don't need to attack the Griffin at all.  
 He'll only fight you if you attack him while he's sleeping, which isn't a 
 very nice thing to do, but it's the only way to fight him.  The Griffin 
 fight happens in three stages.  Each stage will require you to knock down 
 a certain amount of HP before it runs off, and at each stage, it will 
 change its attack pattern.  The first stage will have the Griffin entirely 
 on the ground, using its Double Claw, Wing Repel, and Wing Block.  Once it 
 runs off and you find it the second time, it'll switch between ground and 
 air strategies.  It'll move quickly in the air and attack with its 
 scratches and claw dashes.  Once you chase it off the second time, it 
 will be tough to find again.  You might need to wait a day or two before 
 it shows up for the final (and longest) fight, in which it will add its 
 two most devastating attacks.  While it's on the ground, it'll be really 
 tough to get damage on him, and spells and daggers are pretty much useless.  
 Save those for when it's in the air, because it can't defend while flying.  
 A worthy opponent, if you feel you HAVE to fight it.

 As a last note, the encounters with the Griffin are set to specific days to 
 avoid getting mauled too early.  The first encounter is right after you bug 
 it.  The second encounter won't occur until after Day 7.  The last one won't 
 occur until after Day 14.  If you first bug him after Day 7 or 14, then after 
 your first encounter, the very next one (or two) will be against him.

---

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

******************************************************************************
6. 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, click the Walk icon anywhere or say 
goodbye to Abdulla to stand.

Question Shameen if you wish, then leave the Inn.  Your main objective 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 Alichica 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 Naufara Darb 
(which is the street next to Tashtari the Brass Seller).  Follow it until you 
can go south on Dinar Tarik, then follow Dinar Tarik all the way to the end, 
avoiding turns into other streets. At the end you'll reach the Money Changer.

At the Money Changer's, speak to Dinarzad.  Either click your Money Pouch on 
her, or click the Mouth on yourself and select "Exchange Coins" 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, go back to the Inn, go to the Adventurer's Guild and 
train for the rest of the day, or even go out into the Desert and kill 
something (or perhaps get killed by 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 Alichica.  He can also give 
you directions to most any place in town.  On certain days, 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.  Buy a few pills if you want, but I wouldn't 
suggest breaking the bank.  Make sure to pick up some Poison Cure Pills, 
though (3).  Once you buy your Saurus and can get a handle on your cash flow, 
you'll want to stock up more, particularly if you feel like exploring the 
desert.

Magic Shop:

There's not much a Fighter can do here, except chat with Keapon Laffin.  That 
said, if you read the board in the Adventurer's Guild, you can 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.  So be sure to ask Uhura about Monsters (3) 
and Rakeesh about Paladin (3).  To practice fighting with Uhura, just go to 
the room on the right, then talk to her and select Challenge (5).  I'd also 
suggest going through the Tutorial, too, since combat has changed quite a 
bit since the original version.  You can use this place to build up all your 
combat skills.  If you get exhausted, rest at the main room of the Guild for 
an hour to regain stamina, then go again.  As you build your skills, you 
should learn the advanced moves: Leaping Lunge, the Inverse Swing, the 
Sidekick, two types of Counter Slash, the Overhead Slash, the Rising Slash, 
and the Skull-splitter.  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.  
There are two ways to beat him, either press Left until you build up enough 
power, then press Space to beat him, or press Enter every time your hands 
shake and then wait until he tires (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 
"Fortune".  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.  It actually does have a name that escapes me, but the 
important thing is that 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", "Omar", "Harik", 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 "Omar":
"What purpose does the poet's companion serve?"
Answer "translator"

If you answered "Harik":
"What element does the Apothecary specialize in?"
Answer "fire"

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.  She knows much about magical beings in the area, 
and is your go-to gal for Elementals, but we'll cross that bridge when we 
get to it.  When you are done speaking with her, make sure to Say Goodbye, 
instead of just getting up, 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.  Make sure you talk to Harik first so you 
know about collecting these in the first place.

---

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 Alichica 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, compass, or any lame souvenirs from Alichica.

---

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.  

Now, to gain info on its defeat.  First, head to Aziza to specifically ask 
her about the Fire Elemental, and she'll describe how to beat it.  You need a 
lure, a container, and water to put it out.  Well, you have the water in your 
waterskins, so that's one down.  Next, go to the one who knows a lot about 
fire.  Go to Harik Attar and ask him about "Fire Elemental" and then about 
"Flame" (3), which will show you some visual effects and mention incense as a 
lure.  Purchase this incense (7).  Now, head to Tashtari the brass seller and 
buy his lamp.  You may also be able to talk to him about the Fire Elemental 
and get the lamp for free (7).

Now, head back to the Gate Plaza to take this candle down.  Click the incense 
on the ground to pull it out and move up and into the alley.  Once inside, 
click the lamp on the ground, then click your waterskin 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.

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza.  You have until 
Day 11 to take care of him.  Speak to Aziza to learn that the nature of 
Air is its freedom of movement, and you have to use Earth against it.  She 
also hints asking someone who knows more about air than she does.  Well, 
that'd be Keapon Laffin, so head over and ask him about the Air 
Elemental (5).  He'll tell you that you need to slow him down using dirt, 
and if you ask him about capture, he'll mention that bellows would work.

You can get the dirt in one of two places.  Ask Keapon about dirt and then 
"Fooler's Earth" and he'll give you a pot of dirt.  Also, you can go right 
outside and talk to Lasham, the Katta who sells plants, and tell her 
about the Air Elemental.  You'll receive a pot of dirt as well.  Both are 
free, and neither gives you points, so do whatever.  Heck, you can even go 
to the cloth seller, buy a cloth bag, and fill it with sand from outside if 
you want to.

Now for the bellows.  The only set you can find is hanging above Issur's 
Weapon Shop.  If you go in and tell him about the Air Elemental, he'll 
offer to arm-wrestle you for them.  Defeat him and you'll earn your prize (7).

With the dirt and bellows in hand, head to the Palace Plaza to take on the 
windbag.  Defeating him is actually pretty simple.  Just walk right into the 
funnel to withstand the wind, then click the pot of dirt or the bag of sand if 
you have it and you'll put it in the center of the funnel, which will slow him 
down.  Now, click the bellows on him and you'll suck him right up (20).  Two 
down, two to go.  Oh, and Shema dances tonight.

---

Day 11

Omar will poetize tonight, and he'll give you your 50 dinar reward for 
defeating the Air Elemental (3).  Don't spend it all in one place, now.

---

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.  As usual, 
talk to Aziza, and she'll tell you to use Fire against it and to put it in a 
cloth bag.  If you haven't bought one already, go to the cloth seller, Kiram, 
in the Plaza of Fighters, and buy a cloth bag (7).  As for the fire, you'll 
need a bit of help.  Head to the Apothecary and tell Harik Attar all about 
it.  Ask about Earth for some more neat visual effects (3).  

That said, he won't give you a means to win.  For that, you'll have to go 
the Adventurer's Guild.  Talk to Rakeesh about the Earth Elemental and he'll 
bring up his sword, Soulforge.  Talk to him about that, and he'll lend it to 
you so you can take on the Earth Elemental yourself (7).

The Earth Elemental is usually on the streets anywhere in the city.  He only 
pops up in corners, though, so wander around and eventually he'll attack.  
Walk up to him to engage in combat:

Earth Elemental -
HP: 180(E), 220(N), 300(H)
Defense: 8
Properties:
 Superhuman strength
 Immune to pain
 Good throwing arm
 Only harmed by flame
Attacks: 
 Punch Left: 12 - A left hook with a rocky fist
 Punch Right: 14 - A right cross with a rocky fist
 Double Punch: 10+14 - A double attack with the right hand, forward and 
  backward
 Slam: 22 - Grabs you and throws you against the wall
 Regenerate: +3 - Will restore a small amount of HP
Abilities: 
 Shockwave: Will slam the ground, knocking you to the floor, unless you jump 
  over it with 8 or 2.
 Merge: Will move through the combat zone by sinking into the ground
Tips: This fight will take place more than once.  As you weaken him, he will 
 retreat twice to be found in another place.  The first time, he'll only use 
 his normal punching attacks.  Getting in his face and slapping him with 
 Soulforge is more than enough this time.  When you face him a second time, 
 he'll add the Shockwave and Double Punch to his attacks.  Use 2 to jump 
 over the shockwave and continue to slash him.  For the final battle, he'll 
 try to grab you and throw you against the wall.  Now, you have to play it 
 smart and avoid his grabs.  He'll also be able to regenerate some HP, but 
 it won't be a considerable amount.  Make sure you heal between fights, and 
 especially before the last one.

Once Rocky's a pile of cinders, click your bag on him, and you'll scoop him 
up (20).  Return to the Guild and give Soulforge to Uhura or Rakeesh.

---

The Beast and the Healer

Now that you have the Earth Elemental, there's plenty more to do today, but it 
can be done at any time between now and when the caravan leaves in five days.  

At the gate, you'll get a message from the gate guard about something from 
the Dervish.  From 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 then the Beast (5), and ask him 
about each of the W's, especially "where".  It's also a good idea to click 
the Hand on his beard now, so that you can get the reward from Keapon about 
the "whirling part" of the Dervish (5).  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 you'll now have a new talking point.

Return to town, drop of the whirl at Keapon for your quick cash, then go to 
the Apothecary, and talk to Harik Attar about the Beast.  He'll mention 
dispel potions, so bring up that subject and he'll mention two ingredients 
he'll need to make them: a Griffin feather, and the Fruit of Compassion.  
Ask him about the Fruit, and he'll mention that Aziza knows more it than he 
does.  So, now your dialogue trip takes you to the Enchantress to discuss a 
tree that looks like a woman, which you may have seen if you've explored the 
desert.

Ask Aziza about the tree (under "Daily News"), 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 click a Waterskin on the 
tree (7).  After which, click the Mouth on yourself and "Tell About 
Spielburg" (5).  The second gift is the Gift of Magic.  Click the bag with 
the Earth Elemental on the tree (7).  Now, click the Mouth on yourself and 
"Tell About Earth Elemental" (5).  Finally, as a Gift of Love, click the Hand 
on the tree to give it a hug (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).

As for the feather, we'll need to find the Griffin first.  From the Shapeir 
Overlook, head west along the rocks until you reach his little alcove (3).  
Sure, you can kill him if you want, but it's not like he's bothering you.  
Use the Hand on the rock on the floor to lift it up and you'll find a  
feather (7).

Feather in your cap, return to the Apothecary and hand over the pieces of 
the puzzle.  Harik will 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 use the Hand on him, and 
you'll take a hair and 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 only one interesting thing going on today.  Head to the Adventurer's 
Guild.  Uhura will give you a note that someone left.

---

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.  Talk to Aziza and she'll explain that you 
need to use Air to draw it away from the fountain, and then to another water 
source.  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, click a Waterskin on the ground, and then click the 
bellows on her.  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).

Lastly, head to the Adventurer's Guild again to receive a second note.

---

Day 15

Head to the Guild today once more to receive your final note, instructing you 
to travel to the end of Askeri Darb.  It's off Saib Darb as you head north 
out of the Plaza of Fighters.

Go there at night and you'll find the door at the very end of the alley will 
be open.  Enter and listen to the voices.  Step forward to accept their 
challenge and you'll find yourself in an interesting predicament.  Click 
the Hand on yourself to start breaking the chains.  Once the swordsman steps 
up to you, dodge an attack and you'll immediately head for the sword at the 
other end of the hall.

Controls: 
 Swing: 7
 Slash: 9
 Parry Swing: 4
 Parry Slash: 6
 Counterattack Slash: 6 to block and 7 to retaliate
 Counterattack Swing: 4 to block and 9 to retaliate
 Lock Blades: E after blocking using 4
 Break Lock: 7 after locking (if you have the upper hand)

Walid -
HP: 150(E), 200(N), 250(H)
Defense: 2
Properties: 
 Good attack
 Low defense
 Well trained in use of two-handed scimitar
Attacks:
 Swing: 13 - A cross-body slash
 Slash: 15 - A downward slice
 Reverse Kick: 19 - When he gets the upper hand locking blades
Abilities:
 Counterattack - Will respond to direct attacks
 Lock Blades - Can lock blades upon parrying an attack
 Parry - can block direct attacks with weapon
Tips: There are two ways to take this guy down.  The easier way is if you 
 have a good amount of Luck to apply to Leaping Lunge (which you better) 
 simply jump back from all his attacks and hope you strike back.  The other 
 way is to properly counterattack all of Walid's strikes, since he does 
 nothing but straight out attack, and will probably counterattack if you 
 strike first.  The trick is to figure out how he'll attack.  Both attacks 
 start with him raising the sword over his head, but the swing goes faster.  
 When he's going for a slash, he'll pause for a second.  Once you see both in 
 action, the time difference will be obvious.  Doesn't make it any easier to 
 react, but it's something.

Once Walid's on the floor, you'll be told to kill him.  Click the sword on 
him and you'll be given the option to Obey or Refuse.  Obey, and you'll earn 
the respect of those watching you.  Refusing might be more honorable, 
though.  Either way you choose, you'll be accepted into the Eternal Order of 
Fighters (7).  You'll automatically wake up the next morning.

---

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.  
At this point, Rakeesh will offer to train with you.  Definitely accept his 
offer (5).

Rakeesh -
HP: 120(E), 170(N), 220(H)
Defense: 4
Properties: 
 Expert swordsman
 Defensive fighting style
 Prefers parrying over dodging
Attacks: 
 Swing: 11 - A side swing
 Slash: 13 - A downward slash
 Sweeper: 20 - An unblockable mid-range attack (he roars before using it)
 Ankh Slash: 13+8+13 - A devastating triple strike
Abilites:
 Counterattack - Will respond to direct attacks
 Dodge - Will rear up on his hind legs to avoid blows
 Parry - can block direct attacks with weapon
 Feint - Will attempt a feint to fool you
 Anticipate - Will prepare an attack for when you move in range
 Honor Shield - Will invoke the Paladin's protection and allow Ankh Slash 
  to be used.  Will also randomly protect Rakeesh from hits.
Tips: Since this is just for fun, there's really not much to say except that 
 Rakeesh is pretty darn good.  Enjoy fighting this master of the blade and 
 get some good multi-parry runs in so you can get comfortable with it.  
 You'll both have HP meters for the fight, but this is just so that your 
 Stamina doesn't drain too fast.  No one will die from this.  All damage you 
 take will then be transferred to your Stamina following the fight.

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).

Just as a frame of reference, if you've done everything for points up to 
now, you should have 362.

---

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 colored a fetching red.  
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.  You can actually look at your map 
to see what's open.

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.  After your conversation, 
the rest of the day is yours, and you can even go out to the desert to engage 
in some Saurus combat.  It's kinda cool, but you won't be doing it for long, 
so don't get comfortable.

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.  
Once you're done speaking to Ugarte and Ferrari, 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 (you 
can guess there's not much goin' on in this town), then head back into the 
Inn and Ferrari will tell you about Ugarte.  From here, you can 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 click the Hand on the door and you'll break it down.  The 
Katta, Sharaf, will point out a secret escape route, and you'll help him open 
it.  BE SURE TO GRAB YOUR EQUIPMENT!  Then, click the Hand on the 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 Blue 
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.  Click the hand mirror on the door or the moon 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.  Click the lamp on yourself and you'll 
have your light.  Head west to the next screen.  Watch the logs floating down 
the fast-moving river.  Go up to the shore closest to the waterfall and click 
the Hand on a log when one gets nearby to jump on it.  Click the hand on the 
opposite shore once the log reaches it (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 click the Hand on the rocks, and select 
Apply Force (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.  Click the 
Hand on the lower area to jump 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.  Click the Hand on the 
flash and you'll grab a ring (7), 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 (even past 200), and you can wish for Teleport, which will 
take you as close to Iblis as the Djinni can.  

Now, as a Fighter, you've got an important decision to make.  Wishing for 
the proper Prowess boosts can give you awesome new combat skills.  Here's 
how they break down.

Wish for Strength/Weapon Use - Quadruple Slash: Press 7, 9, E.
Wish for Vitality/Parry - Spinning Slash: Press E after parrying with 6.
Wish for Agility/Dodge - Cannonball Strike: Press E as your opponent is 
 slashing to leap up and strike hard.

So, wish for the two skills you think you'd want (all of them are pretty 
good), and wish for the 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, click your Sword on the guards to initiate combat.

Palace Guards -
HP: 60(E), 75(N), 90(H)
Defense: 5
Properties:
 Strong attack
 Durable armor
 Trained to operate in groups
Attacks:
 Swing: 12 - A horizontal sword swing
 Slash: 10 - A vertical overhead slash
Abilites:
 Counterattack - Will respond to direct attacks
 Parry - can block direct attacks with weapon
 Evasive Sidestep - Will step outside range of attacks
Tips: Like Jackalmen, this is a multi-enemy battle, facing three guards.  
 These guys are basically Brigands, so it's pretty much a multi-Brigand 
 fight.  Do not ignore the others as you focus on one.  Also, don't feel 
 like you have to use your super-awesome skills on these guys, except for 
 the last one, of course.  Fight conservatively as these guys can wear you 
 down if you let them.

Once all three guards are a pile, HEAL UP COMPLETELY (trust me), then run up 
to the door, and click the Hand on it to break it down.  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.  Click the Hand on the 
lower area to jump down, and Khaveen will tell you he's been waiting for 
this.  That makes two of us, homeboy.

Khaveen -
Attacks: 
 Stab: 6 - A forward thrust
 Swing: 6 - A horizontal sword swing
Abilities:
 Counterattack - Will respond to direct attacks
 Shield Block - Will block attacks with shield
 Parry - Can block direct attacks with weapon
 Evasive Sidestep - Will step outside range of attacks
 Duck - Will duck beneath horizontal attacks
Tips: This is kind of a story fight at first.  Trade blows a while.  At some 
 point, Khaveen will disarm you and order you to yield.  Click the Hand on 
 yourself and Refuse to Yield three times (or just wait) and he'll prepare 
 his sword. At that point, click on yourself again and Go For Your Sword.  
 Fight some more and you'll knock Khaveen's sword from his hands.  At this 
 point, click the Hand on him.  You have a choice here.  If you choose to 
 kill him, you may do so, and this fight will be a lot easier.  If not, 
 Give Him Another Chance and the fight will begin in earnest.

Khaveen (for reals) -
HP: 160(E), 190(N), 240(H)
Defense: 8
Properties:
 Expert swordsman
 Wears strong platemail
 Versatile combatant
 Not a nice guy
Attacks:
 Stab: 11 - A forward thrust
 Swing: 10 - A horizontal sword swing
 Inverse Swing: 10 - A backswing after the first swing
 Overhead Slash: 11 - A vertical swing after the second swing
 Quadruple Slash: 16 - A rising slash after the third swing
 Leaping Lunge: 20 - A jumping slash after being knocked back or jumping 
  back.
 Rising Slash: 11 - A slash upwards from the ground after ducking
 Skull-splitter: 25 - A jumping strike down from above
 Sword Dance: 19 - A spinning manuever intended as a counterattack
 Side-slash: 30 - A jumping strike from the side
Abilities:
 Evasive Sidestep - Will step outside range of attacks
 Block/Parry - Can block direct attacks with weapon and shield
 Evasive Jump - Will hop backwards out of range
 Duck - Will duck beneath horizontal attacks
 Safe Landing - Can flip and catch his feet after being knocked back
 Anticipate - Will prepare an attack for when you move in range
Tips: Aw yeah.  Welcome to flavor country.  In case you hadn't noticed, 
 Khaveen pretty much has all the skills you do, plus those Master skills you 
 could get from the Djinni.  My advice?  Fight smart.  Don't let up.  Push 
 him back.  Use your own Master skills if you can.  If you've practiced your 
 combat enough, you should be quick enough to respond to his attacks.  If 
 not, best of luck to you.  If you get yourself cornered, you're pretty much 
 good as dead.

Khaveen will be lying on the floor, dead at your hands (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 click the Hand on it and 
take it like a man.  After the trap's gone, open the door.

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 press 
Esc to 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 (15).  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. ^_^

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!

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.

******************************************************************************
7. 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, click the Walk icon anywhere or say 
goodbye to Abdulla to stand.

Question Shameen if you wish, then leave the Inn.  Your main objective 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 Alichica 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 Naufara Darb 
(which is the street next to Tashtari the Brass Seller).  Follow it until you 
can go south on Dinar Tarik, then follow Dinar Tarik all the way to the end, 
avoiding turns into other streets. At the end you'll reach the Money Changer.

At the Money Changer's, speak to Dinarzad.  Either click your Money Pouch on 
her, or click the Mouth on yourself and select "Exchange Coins" 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, go back to the Inn, go to the Adventurer's Guild and 
train for the rest of the day, or even go out into the Desert and kill 
something (or perhaps get killed by 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 Alichica.  He can also give 
you directions to most any place in town.  On certain days, 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.  Buy a few pills if you want, but I wouldn't 
suggest breaking the bank.  However, you may want to at least pick up some 
Mana Pills, which you'll need quite a few of.  Once you buy your Saurus and 
can get a handle on your cash flow, you'll want to stock up more, particularly 
if you feel like exploring the desert.

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.

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, then talk to her and select Challenge.  I'd also 
suggest going through the Tutorial, too, since combat has changed quite a 
bit since the original version.  You can use this place to build up all your 
combat skills.  If you get exhausted, rest at the main room of the Guild for 
an hour to regain stamina, then go again.  As you build your skills, you 
should learn the advanced moves: Leaping Lunge, the Plunge combo attack, and 
the Sidekick.  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 
"Fortune".  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.  It actually does have a name that escapes me, but the 
important thing is that 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", "Omar", "Harik", 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 "Omar":
"What purpose does the poet's companion serve?"
Answer "translator"

If you answered "Harik":
"What element does the Apothecary specialize in?"
Answer "fire"

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.  She knows much about magical beings in the area, 
and is your go-to gal for Elementals, but we'll cross that bridge when we 
get to it.  When you are done speaking with her, make sure to Say Goodbye, 
instead of just getting up, 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 use the Hand or Mouth on any 
portrait in the area: Zara, Ad Avis, Aziza, Erana, Merlin, Houdini, or the 
empty portrait (save first), 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, you face 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.
This will forever FOREVER change your class in the character screen from 
Magic User to Wizard.  Aren't you just hot stuff?

---

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.  That, and the fact that combat with monsters is VERY dangerous for the 
average Magic User.

---

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 Alichica 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, compass, or any lame souvenirs from Alichica.

---

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.  

Now, to gain info on its defeat.  First, head to Aziza to specifically ask 
her about the Fire Elemental, and she'll describe how to beat it.  You need a 
lure, a container, and water to put it out.  Well, you have the water in your 
waterskins, so that's one down.  Next, go to the one who knows a lot about 
fire.  Go to Harik Attar and ask him about "Fire Elemental" and then about 
"Flame" (3), which will show you some visual effects and mention incense as a 
lure.  Purchase this incense (7).  Now, head to Tashtari the brass seller and 
buy his lamp.  You may also be able to talk to him about the Fire Elemental 
and get the lamp for free (7).

Now, head back to the Gate Plaza to take this candle down.  Click the incense 
on the ground to pull it out and move up and into the alley.  Once inside, 
click the lamp on the ground, then click your waterskin 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.

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza.  You have until 
Day 11 to take care of him.  Speak to Aziza to learn that the nature of 
Air is its freedom of movement, and you have to use Earth against it.  She 
also hints asking someone who knows more about air than she does.  Well, 
that'd be Keapon Laffin, so head over and ask him about the Air 
Elemental (5).  He'll tell you that you need to slow him down using dirt, 
and if you ask him about capture, he'll mention that bellows would work.

You can get the dirt in one of two places.  Ask Keapon about dirt and then 
"Fooler's Earth" and he'll give you a pot of dirt.  Also, you can go right 
outside and talk to Lasham, the Katta who sells plants, and tell her  
about the Air Elemental.  You'll receive a pot of dirt as well.  Both are 
free, and neither gives you points, so do whatever.  Heck, you can even go 
to the cloth seller, buy a cloth bag, and fill it with sand from outside if 
you want to.

Now for the bellows.  The only set you can find is hanging above Issur's 
Weapon Shop.  If you go in and tell him about the Air Elemental, he'll 
offer to arm-wrestle you for them.  You can try it if you have a good amount 
of Strength, but that's not really your style, is it?  If your Communication 
is at least 80, cast Calm to pacify him, then tell him about the Air 
Elemental once more and he'll give them to you.  If both your Strength and 
your Communication are pitiful, you'll have to get them in a dishonest 
manner.  At night, go to the plaza and cast Fetch on them before a guard shows 
up.  At any rate, you'll have the bellows (7).

With the dirt and bellows in hand, head to the Palace Plaza to take on the 
windbag.  Defeating him is actually pretty simple.  Levitate up in the air and 
wait until the Elemental moves under you.  Click the pot of dirt or the bag 
of sand if you have it and you'll put it in the center of the funnel, which 
will slow him down.  Now, click the bellows on him and you'll suck him right 
up (20).  Two down, two to go.  Oh, and Shema dances tonight.

---

Day 11

Omar will poetize tonight, and he'll give you your 50 dinar reward for 
defeating the Air Elemental (3).  Don't spend it all in one place, now.

---

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.  As usual, 
talk to Aziza, and she'll tell you to use Fire against it and to put it in a 
cloth bag.  If you haven't bought one already, go to the cloth seller, Kiram, 
in the Plaza of Fighters, and buy a cloth bag (7).  As for the fire, you've 
got that covered already, don't you?  Just to be safe, go talk to Harik 
Attar about Earth for some more neat visual effects (3).

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.  Depending on your skill, it may take many or 
few.  If he gets close enough for combat, you can only damage him with Flame 
Darts, but do your best to keep back.  If you have to, you can run and find 
him later.  Once you turn him into dust, click your bag on him, and you'll 
scoop him up (20).

---

The Beast and the Healer

Now that you have the Earth Elemental, there's plenty more to do today, but it 
can be done at any time between now and when the caravan leaves in five days.  

At the gate, you'll get a message from the gate guard about something from 
the Dervish.  From 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 then the Beast (5), and ask him 
about each of the W's, especially "where".  It's also a good idea to click 
the Hand on his beard now, so that you can get the reward from Keapon about 
the "whirling part" of the Dervish (5).  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 you'll now have a new talking point.

Return to town, drop of the whirl at Keapon for your quick cash, then go to 
the Apothecary, and talk to Harik Attar about the Beast.  He'll mention 
dispel potions, so bring up that subject and he'll mention two ingredients 
he'll need to make them: a Griffin feather, and the Fruit of Compassion.  
Ask him about the Fruit, and he'll mention that Aziza knows more it than he 
does.  So, now your dialogue trip takes you to the Enchantress to discuss a 
tree that looks like a woman, which you may have seen if you've explored the 
desert.

Ask Aziza about the tree (under "Daily News"), 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 click a Waterskin on the 
tree (7).  After which, click the Mouth on yourself and "Tell About 
Spielburg" (5).  The second gift is the Gift of Magic.  Click the bag with 
the Earth Elemental on the tree (7).  Now, click the Mouth on yourself and 
"Tell About Earth Elemental" (5).  Finally, as a Gift of Love, click the Hand 
on the tree to give it a hug (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).

As for the feather, we'll need to find the Griffin first.  From the Shapeir 
Overlook, head west along the rocks until you reach his little alcove (3).  
Sure, you can kill him if you want, but it's not like he's bothering you.  
Get close to the wall of the nest and cast Levitate.  Lift yourself up, and 
click the Hand on the nest to find the feather (7).

Feather in your cap, return to the Apothecary and hand over the pieces of 
the puzzle.  Harik will 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 use the Hand on him, and 
you'll take a hair and 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.  Talk to Aziza and she'll explain that you 
need to use Air to draw it away from the fountain, and then to another water 
source.  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, click a Waterskin on the ground, and then click the 
bellows on her.  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.  

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).

Just as a frame of reference, if you've done everything for points up to 
now, you should have 365.

---

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 colored a fetching red.  
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.  You can actually look at your map 
to see what's open.

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.  The rest of the day is 
yours, and you can even go out to the desert to engage in some Saurus 
combat.  It's kinda cool, but you won't be doing it for long, so don't get 
comfortable.

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.  
Once you're done speaking to Ugarte and Ferrari, 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 (you 
can guess there's not much goin' on in this town), then head back into the 
Inn and Ferrari will tell you about Ugarte.  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.  Careful with your 
targeting so you don't hit the dungeon door behind it.  The Katta, Sharaf, 
will point out a secret escape route, and you'll help him open it.  BE SURE 
TO GRAB YOUR EQUIPMENT!  Then, click the Hand on the 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 Blue 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.  Click the hand mirror on the door or the moon 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.  Click the lamp on yourself and you'll 
have your light.  Head west to the next screen.  Watch the logs floating down 
the fast-moving river.  Go up to the shore closest to the waterfall and click 
the Hand on a log when one gets nearby to jump on it.  Click the hand on the 
opposite shore once the log reaches it (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.  Walk to the 
left edge and cast Levitate to 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.  Click the Hand on the 
flash and you'll grab a ring (7), 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 (even past 200), 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 the 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 can also cast 
Levitate near the pillar to float up and head off to the left.)

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 (something that will look familiar if you've played 
the fourth game).  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!

******************************************************************************
8. 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, click the Walk icon anywhere or say 
goodbye to Abdulla to stand.

Question Shameen if you wish, then leave the Inn.  Your main objective 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 Alichica 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 Naufara Darb 
(which is the street next to Tashtari the Brass Seller).  Follow it until you 
can go south on Dinar Tarik, then follow Dinar Tarik all the way to the end, 
avoiding turns into other streets. At the end you'll reach the Money Changer.

At the Money Changer's, speak to Dinarzad.  Either click your Money Pouch on 
her, or click the Mouth on yourself and select "Exchange Coins" 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).  Oh, and while there's no Thieves' Guild in this one-
Saurus town, you should click the Mouth on yourself so you can "Make Thief 
Sign" to Dinarzad.  She mentions a job she may have for you (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, go back to the Inn, go to the Adventurer's Guild and 
train for the rest of the day, or even go out into the Desert and kill 
something (or perhaps get killed by 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 Alichica.  He can also give 
you directions to most any place in town.  On certain days, 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.  Buy a few pills if you want, but I wouldn't 
suggest breaking the bank.  Once you buy your Saurus and can get a handle on 
your cash flow, you'll want to stock up more, particularly if you feel like 
exploring the desert.  Just to take care of it now, buy your flask of Oil 
from him (3).

Magic Shop:

You'd think a man of your style wouldn't have much to do with a giggling 
buffoon, but Keapon Laffin is your source for your Magic Rope.  Make sure 
you buy this at some point.  It's really expensive, so you might want to 
wait until you do a job later on, but definitely pick it up (5).

Plaza of Fighters:

Be sure to buy some extra Waterskins from Mirak.  Sometimes you can find 
Rakeesh outside the guild sunning himself.  Starting on Day 2, and at 
various days onwards, you can find the acrobat, "Agi the Agile", who will 
challenge you to walk a tightrope.  Bet a dinar, and you'll win five.  I 
suggest building up your Agility to at least 100-120 before attempting this, 
as you'll wobble a lot less.  Follow the controls, and try to continually 
step forward.  If you see yourself shake, either press Right to hold your 
position (but don't use it too much) or adjust yourself with Up or Down.  
Make sure you cross it at least once during your stay (5).

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, then talk to her and select Challenge.  I'd also 
suggest going through the Tutorial, too, since combat has changed quite a 
bit since the original version.  You can use this place to build up all your 
combat skills.  If you get exhausted, rest at the main room of the Guild for 
an hour to regain stamina, then go again.  As you build your skills, you 
should learn the advanced moves: Leaping Lunge, the Plunge combo attack, the 
Sidekick, and the Backflip.  Before you leave, be sure to sign your name in 
the Adventurer's Logbook (3).

Weapon Shop:

While I'm sure Issur will very politely mention how much he disapproves of 
your profession, the Thief does have some business here so you can buy as 
many daggers that you can cram into your pants without cutting off something 
important.  You may have some more business here, later, but let's not get 
ahead of ourselves.

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 
"Fortune".  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.  It actually does have a name that escapes me, but the 
important thing is that 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", "Omar", "Harik", 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 "Omar":
"What purpose does the poet's companion serve?"
Answer "translator"

If you answered "Harik":
"What element does the Apothecary specialize in?"
Answer "fire"

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.  She knows much about magical beings in the area, 
and is your go-to gal for Elementals, but we'll cross that bridge when we 
get to it.  When you are done speaking with her, make sure to Say Goodbye, 
instead of just getting up, and you'll leave.

---

Night Prowling

Return to Money Changer:

Come back to the Money Changer's at night and she might ask you to do a job 
for her.  Your objective is to head to a house off Rani Tarik at the "middle 
of the night" (by your time scale) and steal a silver tea service for her.  
Build up your lockpicking skills to a respectable amount by clicking on 
doors.

Metal Worker's House:

Head to the southeastern portion of the streets and make your way to Rani 
Tarik, then Zrir Darb, a tiny little alleyway.  You'll know you're in the 
right spot because there's a sconce aflame here.  Get in sneaky mode, then 
pick the lock on the door (3).  Once inside, you should see the tea 
service right on the nearby shelf, so snag it (3).  Of course, this job is 
hardly over, as there's quite a bit more loot to pluck from this house.  
Note the wardrobe in the back.  Use your oil on the rusty hinges (3) before 
opening it.  Click the Eye on the inside portion to notice an emerald bowl.  
Grab it (3).  Now, click the Hand on that rug that dominates the room to 
find a trapdoor.  At this point, young Kareem will stumble into the house, 
far too smashed to even notice you.  Open the trapdoor.  Geez, another 
person's showing up?  Abdul is slightly more alert than his brother, so 
click the Hand on the rug again to unroll it, then click at the table to 
hide near it.  Abdul won't notice you, so go back to the rug.  Roll it up, 
and use your Toolkit on the hole to open the chest inside.  Take the dinars 
inside (3), and you'll get your last lousy surprise.  The final brother, 
Jabbar, is coming, and he's fully alert.  Unroll the rug again, and this 
time, open the wardrobe, then click the Hand on the inside to hide in there.  
Once Jabbar passes, step back out, then head back to the rug once more.  
Examine the Chest multiple times and then Take Contents again and you'll find 
a small silver dagger (5).  Take it, unroll the rug, and leave.

You may now return to Dinarzad (if she's open) and fence your items.  To do 
so, click them on her and you'll get a bargaining window as if you were 
buying something, only you can jack up the price instead of down.  Mind you 
that Dinarzad's a bit of a tough customer, so you can't ask for much extra, 
but push it a bit and unload your treasures on her (3).

Weapon Shop by Night:

Stop by Dinarzad's one night and she might mention the Weapon Shop.  Accept 
the job, then go to the Plaza of Fighters.  Pick the lock on the door to 
break in (3).  You can try to push the anvil, and if it resists, put some 
oil around its base.  Open the trapdoor, pick open the strongbox, and take 
the rather healthy amount of money inside (3).  Replace everything as you 
found it and take off.

Guard's House:

There's one more house to purloin, and Dinarzad will tell you about it rather 
late in your stay in Shapeir, probably around Day 13 or 14.  Head to her 
place at night and she'll offer a tip for 20 dinars.  Pay up and she'll 
tell you about a house on Sahir Tarik, which is at the very north end of 
town.  There's a door on the left in that alley, which you can pick open if 
you come early in the evening.

Once inside, let me tell you that there are two hiding places here; one 
behind the table, and one behind the curtain (click the Hand on each).  
Either are quite serviceable.  First, head to the table, where you'll find a 
small jewelry box.  It takes a LOT of skill to get it open (about 170, I'm 
told).  Once you do, "Search Box" multiple times until you find someting, 
but it's tangled.  Use your dagger on it to cut your way through to the jade 
necklace.  Next, head for the chest of drawers at the back right.  You'll 
take the daggers and pill inside.  At this point, some action will occur 
outside, so get to hiding.  Once everyone clears the room, head for the 
cabinet on the left side.  Open it, and you'll take the bag of coins inside.  
This action will trigger another scene, so first quickly hide.  A guard will 
come in, looking for "father's stash".  At this point you should realize that 
you're holding it, and it will be noticed missing.  The objective is to put 
it back in the cabinet or in the drawers (whichever is closer) while the 
guard is searching the other spot, and quickly hide again.  It's not easy, 
but it's doable.  Once the guard finds the bag, he'll head back out, and 
you're home free.  Take the bag again.  Finally, use your Magic Rope near 
the back of the room (make sure you don't get so close that you hit the 
squeaky board in the very back) and climb up and take the silver scimitars.  
Don't take these earlier, because they will very obviously be missed.

You can now leave and return to Dinarzad to pawn off your goods.

---

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.  That, and the fact that 
combat with monsters is VERY dangerous for the average Thief.

---

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 Alichica 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, compass, or any lame souvenirs from Alichica.

---

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.  

Now, to gain info on its defeat.  First, head to Aziza to specifically ask 
her about the Fire Elemental, and she'll describe how to beat it.  You need a 
lure, a container, and water to put it out.  Well, you have the water in your 
waterskins, so that's one down.  Next, go to the one who knows a lot about 
fire.  Go to Harik Attar and ask him about "Fire Elemental" and then about 
"Flame" (3), which will show you some visual effects and mention incense as a 
lure.  Purchase this incense (7).  Now, head to Tashtari the brass seller and 
buy his lamp.  You may also be able to talk to him about the Fire Elemental 
and get the lamp for free (7).

Now, head back to the Gate Plaza to take this candle down.  Click the incense 
on the ground to pull it out and move up and into the alley.  Once inside, 
click the lamp on the ground, then click your waterskin 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.

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza.  You have until 
Day 11 to take care of him.  Speak to Aziza to learn that the nature of 
Air is its freedom of movement, and you have to use Earth against it.  She 
also hints asking someone who knows more about air than she does.  Well, 
that'd be Keapon Laffin, so head over and ask him about the Air 
Elemental (5).  He'll tell you that you need to slow him down using dirt, 
and if you ask him about capture, he'll mention that bellows would work.

You can get the dirt in one of two places.  Ask Keapon about dirt and then 
"Fooler's Earth" and he'll give you a pot of dirt.  Also, you can go right 
outside and talk to Lasham, the Katta who sells plants, and tell her  
about the Air Elemental.  You'll receive a pot of dirt as well.  Both are 
free, and neither gives you points, so do whatever.  Heck, you can even go 
to the cloth seller, buy a cloth bag, and fill it with sand from outside if 
you want to.

Now for the bellows.  The only set you can find is hanging above Issur's 
Weapon Shop.  If you go in and tell him about the Air Elemental, he'll 
offer to arm-wrestle you for them.  You can try it if you have a good amount 
of Strength, but that's not really your style, is it?  If you have lousy 
Strength, you'll have to do something else that's actually quite your style.  
Wait until dark, go outside the Weapon Shop, step right up next to the door, 
and use the Magic Rope near the door before a guard shows up.  Snag the 
puffers off the wall (7).

With the dirt and bellows in hand, head to the Palace Plaza to take on the 
windbag.  Defeating him is actually pretty simple.  Climb up the Magic Rope, 
then wait until the Elemental moves under you.  Click the pot of dirt or the 
bag of sand if you have it and you'll put it in the center of the funnel, 
which will slow him down.  Now, click the bellows on him and you'll suck him 
right up (20).  Two down, two to go.  Oh, and Shema dances tonight.

---

Day 11

Omar will poetize tonight, and he'll give you your 50 dinar reward for 
defeating the Air Elemental (3).  Don't spend it all in one place, now.

---

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.  As usual, 
talk to Aziza, and she'll tell you to use Fire against it and to put it in a 
cloth bag.  If you haven't bought one already, go to the cloth seller, Kiram, 
in the Plaza of Fighters, and buy a cloth bag (7).  As for the fire, you'll 
need a bit of help.  Head to the Apothecary and tell Harik Attar all about 
it.  Ask about Earth for some more neat visual effects (3).  He'll mention 
Power of Burning, so Tell About Earth Elemental, and he'll hand you six 
bags of the stuff (5).

The Earth Elemental is usually on the streets anywhere in the city.  He only 
pops up in corners, though, so wander around and eventually he'll attack.  
Once he does, throw the Powder right at his STUPID FACE.  If he gets close 
enough for combat, you'll have to use the "Q" button to throw it, but it's 
possible to hit him the necessary three times.  Once Rocky's a pile of 
cinders, click your bag on him, and you'll scoop him up (20).

---

The Beast and the Healer

Now that you have the Earth Elemental, there's plenty more to do today, but it 
can be done at any time between now and when the caravan leaves in five days.  

At the gate, you'll get a message from the gate guard about something from 
the Dervish.  From 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 then the Beast (5), and ask him 
about each of the W's, especially "where".  It's also a good idea to click 
the Hand on his beard now, so that you can get the reward from Keapon about 
the "whirling part" of the Dervish (5).  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 you'll now have a new talking point.

Return to town, drop of the whirl at Keapon for your quick cash, then go to 
the Apothecary, and talk to Harik Attar about the Beast.  He'll mention 
dispel potions, so bring up that subject and he'll mention two ingredients 
he'll need to make them: a Griffin feather, and the Fruit of Compassion.  
Ask him about the Fruit, and he'll mention that Aziza knows more it than he 
does.  So, now your dialogue trip takes you to the Enchantress to discuss a 
tree that looks like a woman, which you may have seen if you've explored the 
desert.

Ask Aziza about the tree (under "Daily News"), 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 click a Waterskin on the 
tree (7).  After which, click the Mouth on yourself and "Tell About 
Spielburg" (5).  The second gift is the Gift of Magic.  Click the bag with 
the Earth Elemental on the tree (7).  Now, click the Mouth on yourself and 
"Tell About Earth Elemental" (5).  Finally, as a Gift of Love, click the Hand 
on the tree to give it a hug (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).

As for the feather, we'll need to find the Griffin first.  From the Shapeir 
Overlook, head west along the rocks until you reach his little alcove (3).  
Sure, you can kill him if you want, but it's not like he's bothering you.  
Get close to the wall of the nest and use the Magic Rope.  Climb up to the 
nest, and click the Hand on the nest (not the Griffin) to find the 
feather (7).

Feather in your cap, return to the Apothecary and hand over the pieces of 
the puzzle.  Harik will 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 use the Hand on him, and 
you'll take a hair and 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.  Talk to Aziza and she'll explain that you 
need to use Air to draw it away from the fountain, and then to another water 
source.  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, click a Waterskin on the ground, and then click the 
bellows on her.  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 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.  

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).

Just as a frame of reference, if you've done everything for points up to 
now, you should have 347.

---

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 colored a fetching red.  
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.  You can actually look at your map 
to see what's open.

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.  After your conversation, 
click the Mouth on yourself and Make Thief Sign to Ferrari (5), as he may 
have a job for you.  The rest of the day is yours, and you can even go out 
to the desert to engage in some Saurus combat.  It's kinda cool, but you 
won't be doing it for long, so don't get comfortable.  That said, if you're 
low on daggers (less than 7), then you should probably make it a point to 
head out to the desert and fight some Brigands, as you can find some daggers 
on them (which ONLY works in this circumstance).

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.  
Once you're done speaking to Ugarte and Ferrari, 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 (you 
can guess there's not much goin' on in this town), then head back into the 
Inn and Ferrari will tell you about Ugarte.  Now, if you've given Ferrari 
the sign, he'll have your job ready for you.

Go to the Fountain Plaza.  There's only one open window here, so use your 
Magic Rope to shimmy up to it (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 use your Pin 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, click the Hand on the 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 Blue 
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.  Click the hand mirror on the door or the moon 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.  Click the lamp on yourself and you'll 
have your light.  Head west to the next screen.  Watch the logs floating down 
the fast-moving river.  Go up to the shore closest to the waterfall and click 
the Hand on a log when one gets nearby to jump on it.  Click the hand on the 
opposite shore once the log reaches it (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 use your Toolkit on the hole (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.  Walk to the 
left edge and use your Magic Rope to climb 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.  Click the Hand on the 
flash and you'll grab a ring (7), 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 (even past 200), 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 the 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 
near yourself and you'll extend it horizontally.  Tightrope walk across it 
using techniques you learned back in Shapeir.  Don't worry about Khaveen 
showing up behind you.  You should be able to make it all the way to the end 
before he does, with even enough time to wave bye-bye.  Once you reach the 
end, throw a dagger at the unlit candle (3).  Ad Avis will be understandably 
ticked, and will start casting Flame Darts at you.  Push Down to 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 (20).  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. ^_^

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!

******************************************************************************
9. 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.

******************************************************************************
10. MISCELLANY
******************************************************************************
==========
10A. FAQ =
==========

Q: Where can I get this game?

A: www.agdinteractive.com  The download is free.

Q: What has changed in the remake from the original?

A: A lot of things, but not the overriding plot (unlike AGDI's remake of 
 King's Quest II).  I have a section detailing a large amount of things that 
 have been added or changed, but I haven't specifically listed EVERY Easter 
 Egg or dialogue modification.

Q: How do I get new combat moves?

A: Combat moves are directly tied to your stats.  If your stats reach a 
 certain level, practice in the Guild and Uhura or Rakeesh will mention that 
 you can use a new move.  Usually, it's Rakeesh who brings up the really 
 cool moves.  So make sure to check in when he's in the Guild on Days 2, 7, 
 12, and 16.  That said, you don't NEED their say-so to use the move, just 
 the requisite skill requirement.

Q: How can I play the magic games?

A: Keapon Laffin will play with you at any time as long as you have all the 
 necessary spells.  Aziza will only play with you if you become a proper 
 Wizard at WIT.

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.
Use the X-Ray Glasses where there supposed to be used (you know who you are).

"Paladin Points" are awarded as follows:

Return Omar's lost purse (found in the fountain plaza) on Day 7 (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 (click sword on him and select 
 "Refuse") (7 PP). 
Give money to the beggar more than once (5 PP). 
Once you disarm Khaveen, "Give Him Another Chance" (7 PP). 
Use Calm spell on Khaveen (7 PP). 

You lose 5 Paladin Points if you disturb/kill the Griffin.

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: 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: 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.

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

================================
10B. What's New in the Remake? =
================================

A big question, so it gets its own section:

---

Story -

Largely unchanged.  Plot is exactly the same, even down to some points that 
make it silly or a little forced.  Given how the whole series has already 
been made, there are now references to the rest of the world of Gloriana.  
For instance, Uhura will now respond to talking about her homeland of the 
Simbani.

---

Interface -

The interface now uses the AGS point-and-click style, which itself was based 
on the engine Sierra designed for their VGA graphic adventures, using 
seperate cursors for looking, interacting, talking, etc., and being able to 
cycle through those quickly.

Dialogue is now accomplished through a point-and-click style instead of the 
text parser, although the text parser can be used, and even in tandem with the 
point-and-click, if the user desires.

---

Graphics -

The graphics have been updated to a 256-color VGA scheme.  Largely, how 
every "room" has been set up remains the same.  For example, Katta's Tail Inn 
still has Shameen sitting to the right of the door, with your room in the hall 
behind, etc.

When speaking to other characters, they will have portraits that appear to 
show them speaking (no voice, though).

Certain spells have lighting effects applied to them (like Dazzle).

Several different animations have been used to showcase new types of movement, 
particularly in combat.

The street environments are considerably more detailed, with windows, plant-
life, some (useless) Katta merchants, etc.

---

Sound -

The music has been remastered using modern programming.  All tunes retain 
their original flavor, although some are more varied (like each monster having 
their own combat tune).

Sound effects have been updated.  Some actions/spells use sound effects that 
would appear in later games (like the Force Bolt's casting noise used in 
Dragon Fire).  Also, vocal grunts have been added to combat.

---

Combat -

SERIOUSLY updated in a new scheme that seems to look like the original style, 
but that's where the similarities end.  New moves have been added, for both 
the Hero and his opponents, as well as an advance and retreat system, a more 
dedicated spell system, and a LOT of difficulty.  Furthermore, an option is 
present to let the computer help you with fighting.

Also, in the Adventurer's Guild, Uhura can give you a tutorial on how to 
fight, as well as advanced info on how to properly deal with the updated 
monsters.  Uhura will also vary her tactics in sparring to match your 
relative skill level.

---

Other Gameplay -

Before beginning the game, the player has the option to use a simplified 
layout of the once very complicated streets of Shapeir, allowing easier 
exploration of its long and twisting alleys.  The original format is also 
available.

The streets themselves will no longer scroll.  Sections of streets all have 
their own separate screens, with focus on the turns and branching paths.

Two new magic games are available for practitioners of the art: Keapon 
Laffin's Force Bolt Flurry, and Aziza's variation on Wizard's Whirl: Sim 
Siddhi.  Both are quite involved and require ingenuity on the part of the 
player.  Beating your opponent in these games will give you improved versions 
of your offensive spells.

There are extra items available for purchase at the bazaar from certain 
merchants.  Some of these can help you proceed through the game, while others 
can be used to decorate your room at the Katta's Tail Inn.  None of them are 
essential for progress.

The bargaining system from Quest for Glory III has been applied to the 
purchasing, allowing you to suggest a new price for any merchandise you want 
to buy, rather than a flat bargaining being allowed.

---

Secrets -

A veritable ton of new secrets and easter eggs are available for those who 
search well, and that's not including the massive amounts of new text chock 
full of horrible puns.  One day I may have a section for Easter Eggs, but 
it's much more fun if you search for and find them yourself.

I will say a couple of things here.  Search the southwestern part of the city 
for a "shop" that was rumored to be in the original but never made it to the 
final cut.  Also, head south on Junub Tarik towards the crossroads and you 
might see some odd faces crossing the street in front of you from other 
AGDI projects (or Himalaya Studios, depending on the game).

Oh, and all the old secrets and bad puns remain.

=================
10C. 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.

Just as a note: the point list in the remake is EXACTLY the same as the 
original, so don't worry about the points being shuffled around at all.

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 Alichica 
7  7  7   Buy a Compass from Alichica 
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 "Flame" 
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 Sashanan after Water Elemental

Astrologer's Home

5  5  5   Visit Astrologer 
5  5  5   Ask Astrologer about "Fortune" and then ask again the next day

Enchantress' Home

7  7  7   Enter Aziza's home
7  7  7   Ask Aziza about "Tree/Plant/Fruit of Compassion" 
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 Elemental"
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   Reach Ritual Chamber
15 25 20  Destroy Ad Avis 
20 20 20  Attend the Hero Ceremony at the Sultan's Palace

*** I've recently found that there are several people you can ask about 
"Monsters" and get the points, such as Uns al-Wujud at the gate.

===============================
10D. 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 "Flame" and "Earth", and make sure to 
 ask Keapon Laffin about "Air Elemental".  These can be typed in or they're 
 brought up in conversation the day the respective Elementals show up.

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 the cupboard to find the bowl.  Roll up the 
 carpet to find the chest of dinars, then "Examine Chest" multiple times to 
 find the silver dagger beneath it.

==================
10E. 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 (*).  Deaths that require you to 
be at low health (in that they hurt a little bit) are marked with a plus 
sign (+).

Anywhere:

Exhaust yourself (fighting, running, sneaking, etc.) +
Starve yourself
Die of Thirst
With low health, cast Levitate, then run out of Mana at a high altitude +
"Pick nose" with a low Lockpicking skill *

City of Shapeir:

Perform magic or illegal activities around guards twice
Show an item you stole from the Metal Worker's House to Jabbar the guard
Try to pick the lock or cast Open on Aziza's door twice
Get torched by the Fire Elemental *+
Cast offensive spells at the Bellows to destroy them *
If caught stealing Bellows, try to "Make an Excuse"
Get pounded by the Earth Elemental +
Get sucked dry by the Water Elemental *
In WIT, choose the black painting as your sponsor, then say yes. *NEW*
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 (sleeping at the oasis)

Thievery:

Metal Worker's House -
Stay too long
If you walk (and don't sneak) in the house, answer when the father calls, 
 either saying "Yes" when someone is already in the house, or "No" at any 
 time, or not answering at all.
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
Throw a dagger or cast an offensive spell at the curtained room
Throw a dagger or cast an offensive speel anywhere else
Cast Fetch on the shelves of pottery *

Issur's Weapon Shop -
Stay too long

Guard's House -
Stay too long
Get caught by guards in the house as they patrol
Walk and don't sneak

Desert:

Get killed by a Brigand, Jackalman, Terrorsaurus, or Scorpion (by claws)
 (two possible messages) +
Get killed by a Ghoul's claws +
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:

Don't sit down with Ferrari on your first meeting
Refuse a drink from Ferrari
Attack anyone in the Blue Parrot Inn
Get caught out at night by guards
Refuse to help Mayzun and Zayishah or pass them by
Walk out of Zayishah's room
Delay too long in Zayishah's room before she leaves
Attack Zayishah or Mayzun
Try to "kiss" Zayishah multiple times
Type in "give clothes" to Zayishah after you've dropped your clothes *
Type in "give Visa" to Zayishah after you've dropped your Visa *

Khaveen's House:

Walk and don't sneak
Keep moving after creaking the floorboards
Try to throw something at Khaveen
Kill Khaveen (use a sword on him)
Try to leave by the doorway
Try to attack the guard in the doorway
Open the squeaky hinged door without oiling it first
Hesitate to give Ferrari the Blackbird
Try to give the Blackbird to Ferrari when you don't have it

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
Walk around without using the lamp
Fall in underground river
Mistime jump onto log
Don't jump off log
Fall off the ledge high in the first room +
Get torched by lava room +
Fall off the ledge in the room with the door +
Say the incorrect name of power four 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)
Be killed by the guards (Fighter) +
Let the guards notice you and call more (Magic User or Thief)
Be seen by the Eunuch while 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 and let him kill you 
 (Fighter)
Lose to Khaveen (Fighter) +
Search Khaveen twice (Fighter)
Break the spell, but get killed by fireballs (Fighter) +
Stand in the ring of fire for too long (Fighter) +
Get killed by the stone statue (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) *NEW-ISH* (worth seeing ^_^)
Stay in the harem for too long (Thief)
Sneak at the wrong time in the Eunuch Room (Thief)
Stay too long in the Eunuch Room (Thief)
Fall off the tightrope (Thief)
Get pulled off the tightrope by Khaveen (Thief)
Get hit by one of Ad Avis' Flame Darts (Thief)
Push Up while already standing, hitting the magical barrier (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.

==========================
10F. Conversation Topics =
==========================

With the new point and click conversation boxes, this section is ALMOST 
obsolete, but since the text parser still exists, I think I'll leave this in 
just for reference if you want to see everything a person has to say.

Every character's list will have three sections: 
Normal: What shows up on pretty much every day as a conversation point as part 
 of the dialogue trees.
Topical: Topics that only pop up at certain days if something new is 
 happening, or if you've seen or witnessed something (but can be typed into 
 the text parser at almost any time), or if you're a certain class or have a 
 certain skill.  If it's not obvious when you can speak about this, I'll make 
 a note of it (although most of them are rather obvious).  Sometimes if you 
 type this in the parser, the subject will appear in the dialogue tree, 
 possibly before you'd need it.
Secret: Topics that cannot be found in the trees at all and must be typed in 
 through the text parser.  Sometimes, they're just topics that normal dialogue 
 wouldn't lead to.  Other times, these are jokes or Easter Eggs.
Tell About: Lastly, there are several topics you can bring up to certain by 
 clicking the Mouth on yourself and typing in the respective topic.  Certain 
 significant characters will respond to these topics.  For certain topics 
 (like the Elementals) the characters will not respond until it's relevant 
 (while they're rampaging or after you've beaten them).

In all sections, there are multiple words that elicit the same response (for 
instance, for Shameen, asking "Name" and "Shameen" will give the same 
response).  I've not bothered to include EVERY word that will get a response, 
just one for each type of response.

Abdulla Doo -
 Normal: Abdulla, Daily News, Shapeir, Desert, Raseir, Spielburg, Rumor, 
  Inn, Bazaar, Djinn, Katta, Food, Shameen, Shema, Monsters, Emir, Arus, 
  Carpet, Treasure, Brigands
 Topical: Thieves' Guild, Fire Elemental, Water Elemental
 Secret: Plaza, Caravan, Omar, Air Elemental, Earth Elemental

Shameen -
 Normal: Shameen, Daily News, Shapeir, Desert, Raseir, Spielburg, Rumor, 
  Inn, Bazaar, Katta, Shema, Dance, Omar, Merchants, Wealth, Monsters, 
  Foreshadow
 Secret: Abdulla, Liontaur, Brigands, Magic
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Dance, Omar, WIT, Beast, Aziza, 
  Rakeesh, Julanar, Emir

Shema -
 Normal: Shema, Daily News, Shapeir, Desert, Raseir, Spielburg, Dance, Inn, 
  Fountain, Adventurer's Guild, Dinarzad, Bazaar, Palace, Katta, Food, Tea, 
  Sultan, Family
 Topical: Omar, Elemental, Sharaf, Underground
 Secret: Abdulla, Shameen, Magic, Fire
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Dance, Omar, WIT, Beast, Aziza, 
  Rakeesh, Julanar, Emir

Alichica - 
 Normal: Alichica, Daily News, Merchant, Shapeir, Desert, Raseir, Rumor, 
  Map, Compass, Stand, Price, Souvenirs, Inn, Fountain 
 Topical: Fire Elemental
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Food, 
  Brass, Plants, Leather, Cloth, Jewelry, Rugs, Duck, Fire

Lisha -
 Normal: Name, Wares, Alichica, Musician, Price, Sitar, Snake
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Baskets, Pots, Food, Brass, 
  Plants, Leather, Cloth, Jewelry, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic

Scoree/Sloree - 
 Normal: Names, Wares, Price, Bread, Saurus-On-A-Stick, Dates, Falafel, 
  Jerky
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Brass, 
  Plants, Leather, Cloth, Jewelry, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Toshur

Toshur -
 Normal: Name, Wares, Clay, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Food, Brass, 
  Plants, Leather, Cloth, Jewelry, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Scoree

Tashtari -
 Normal: Name, Wares, Brass, Lamps, Braziers, Tea Servers, Bottles, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Food, 
  Plants, Leather, Cloth, Jewelry, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Saba, Lasham

Lasham -
 Normal: Name, Wares, Earth, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Food, 
  Brass, Leather, Cloth, Jewelry, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Saba, Tashtari

Saba -
 Normal: Name, Wares, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Pots, Food, Brass, 
  Plants, Leather, Cloth, Jewelry, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Tashtari, Lasham

Kiram -
 Normal: Name, Wares, Bags, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Food, 
  Brass, Plants, Leather, Jewelry, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Mirak

Mirak -
 Normal: Name, Wares, Belts & Boots, Waterskins, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Food, 
  Brass, Plants, Cloth, Jewelry, Shameen, Shema, Inn, Desert, Katta, Shapeir, 
  Rasier, Emir, Rumor, Bazaar, Magic, Kiram

Tiram - 
 Normal: Name, Wares, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Food, 
  Brass, Plants, Leather, Cloth, Jewelry, Shameen, Shema, Inn, Desert, 
  Katta, Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Sashanan

Sashanan -
 Normal: Name, Wares, Pin, Price
 Secret: Money, Moneychanger, Weapon Shop, Apothecary, Magic Shop, Guild, 
  Enchantress, Astrologer, Palace, Sultan, Flowers, Baskets, Pots, Food, 
  Brass, Plants, Leather, Cloth, Rugs, Shameen, Shema, Inn, Desert, Katta, 
  Shapeir, Rasier, Emir, Rumor, Bazaar, Magic, Tiram

Harik Attar -
 Normal: Harik, Daily News, Shapeir, Desert, Raseir, Rumor, Inn, Fountain, 
  Apothecary, Dinarzad, Aziza, Adventurer's Guild, Astrolger, Palace, Pills, 
  Oil, Vigor Pills, Healing Pills, Poison Cure Pills, Mana Pills, Water, 
  Reward, Components, Scorpion Tail, Ghoul Claws, Experiments, Sultan, Emir
 Topical: Fire Elemental, Flame, Incense, Air Elemental, Earth Elemental, 
  Earth, Dispel Potion, Griffin Feather, Fruit of Compassion, Hair, Plant, 
  Water Elemental
 Secret: Powder, Potions
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Dance, Omar, WIT, Beast, Aziza, 
  Rakeesh, Julanar, Emir

Keapon Laffin - 
 Normal: Keapon, Daily News, Shapeir, Desert, Raseir, Magic Shop, Fountain, 
  Guild, Aziza, Dinarzad, Astrologer, Inn, Palace, Spells, Glasses, Magic, 
  Force Bolt, Dazzle, Trigger, Detect, Levitate, WIT, Katta, Sultan, 
  Monsters
 Topical: Rope, Fish, Fire Elemental, Air Elemental, Mud, Capture, 
  Fooler's Earth, Dervish, Oasis, Beast, Magic Games, Earth Elemental, 
  Water Elemental
 Secret: Fetch, Zap, Flame Dart, Reversal, Air
 Tell About: Fire Elemental, Air Elemental, Earth Elemental, Water Elemental, 
  WIT, Beast, Aziza, Julanar, Emir

Dinarzad - 
 Normal: Dinarzad, Daily News, Shapeir, Raseir, Moneychanger, Money, 
  Exchange, Dinars, Centimes, Caravan, Rumor, Fountain, Guild, Inn, 
  Palace, Sultan, Emir, Ferrari
 Topical: Work, Thieves' Guild, Jackal, Night, Profits, Anvil
 Secret: Guard, Goats, Tool, Oil, Date, Kiss, Spielburg, Tarna, Mordavia, 
  Silmaria
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Dance, Omar, WIT, Beast, Aziza, 
  Rakeesh, Julanar, Emir, Burglary

Issur - 
 Normal: Issur, Daily News, Trophies, Shapeir, Desert, Rumor, Arm Wrestling, 
  Weapons, Guild, Dinarzad, Sword, Dagger, Mace, Axe, Chainmail, Monster
 Topical: Thieves' Guild, Bellows
 Secret: Anvil, EOF
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Beast, Rakeesh, Julanar, Emir
  NOTE: You can only tell things to Issur after joining the EOF.

Rakeesh - 
 Normal: Name, Daily News, Shapeir, Desert, Raseir, Liontaur People, Hero, 
  Rumor, Guild, Inn, Fountain, Dinarzad, Aziza, Astrologer, Palace, 
  Adventure, Leg, Demon, Wizard, Kingdom, Tarna, Choice, Paladin, Will, 
  Katta, Magic, Sultan, Monsters, Jackalman, Ghoul, Brigan, Scorpion, 
  Terrorsaurus, Griffin, Uhura, Simba
 Topical: Thieves' Guild, Earth Elemental, Nature, Sword, Soulforge
 Secret: Moose, Mordavia, Silmaria
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Omar, WIT, Beast, Aziza, Julanar, 
  Emir, Training

Rakeesh (in practice hall) - 
 Normal: Sword, Dagger, Training, Uhura, Style, Technique, Challenge, 
  Strength, Skill, Fighting Style, Advice, 
 Topical: Magic, Zap, Flame Dart, Force Bolt, Dazzle, Leaping Lunge, Plunge, 
  Inverse Swing, Counter Slash, Overhead Slash, Rising Slash, Skull-splitter

Uhura -
 Normal: Uhura, Daily News, Shapeir, Desert, Raseir, People, Homeland, 
  Simba's Father, Guild, Fountain, Inn, Harik, Dinarzad, Keapon Laffin, 
  Palace, Simba, Practice, Work, Rakeesh, Book, Quest Board, Plaque, Leg, 
  Rewards, EOF, Katta, Hero, Paladin, Sultan, Monsters, Jackalman, Ghoul, 
  Brigand, Scorpion, Terrorsaurus, Griffin
 Topical: Fire Elemental, Wizard, Air Elemental, Water Elemental, Note
 Secret: Moose, James, Magic, Djinn, Spear
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Omar, WIT, Beast, Aziza, Julanar, 
  Emir, Training

Uhura (in practice hall) - 
 Normal: Tutorial, Challenge, Battle Advice, Brigand, Jackalmen, Ghoul, 
  Scorpion, Terrorsaurus, Griffin
 Topical: Rakeesh

Astrologer Abu al-Njun - 
 Normal: Abu, Daily News, Shapeir, Raseir, Astrology, Job, Fortune, Stars, 
  Eye of the Shadow, Dark Hand, Palace, Dragon
 Topical: Elemental, Fire Elemental, Air Elemental, Earth Elemental, Water 
  Elemental, Magic, Caravan, Omen
 Secret: Hasan, Chart, Rebus, Model, Signs, Hero, Planets, Scorpion, 
  Dartboard

Enchantress Aziza - 
 Normal: Aziza, Daily News, Shapeir, Desert, Raseir, Aziza's Magic, Magic, 
  Far-seeing, Water, Nature, Rumor, Inn, Fountain, Magic Shop, Astrologer, 
  Katta, Sultan, Djinn, Djann, Shaitan, Ifreet, Marid, Iblis, Emir, Darkness 
 Topical: WIT, Thieves' Guild, Elemental, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Contrary Element, Capture, Tree, Fish, 
  Beast, Dispel Potion, Caravan, Magic Games
 Secret: Ad Avis, Rakeesh, Paladin, Suleiman
 Tell About: Spielburg, Baba Yaga, Abdulla, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Elemental, Inn, Omar, WIT, Beast, Aziza, Julanar, 
  Emir

Uns al-Wujud - 
 Normal: Name, Daily News, Shapeir, Desert, Raseir, Rumor, Inn, Dunes, 
  Monsters, Preparation, Caravan, Brigand, Terrorsaurus, Saurus, Stable, 
  Saurus Seller
 Topical: Thieves' Guild, Moneychanger, Enchantress, Guild, Astrologer, 
  Palace, Sultan, Dervish, Oasis, Skareen, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Eemental
 Secret: Money, Magic, Griffin

Abdallah bin Tahir -
 Normal: Name, Daily News, Shapeir, Desert, Raseir, Rumor, Inn, Dunes, 
  Monsters, Preparation, Caravan, Scorpion, Jackalman, Ghoul, Saurus, Stable, 
  Saurus Seller
 Topical: Thieves' Guild, Moneychanger, Enchantress, Guild, Astrologer, 
  Palace, Sultan, Dervish, Oasis, Skareen, Fire Elemental, Air Elemental, 
  Earth Elemental, Water Eemental
 Secret: Money, Magic, Griffin

Any Other Guard -
 Normal: Name, Shapeir, Desert, Raseir, Inn, Fountain, Dinarzad, Aziza, 
  Guild, Astrologer, Palace, Sultan
 Topical: Thieves' Guild, Fire Elemental, Air Elemental, Earth Elemental, 
  Water Eemental
 Secret: Katta, Magic, Rumor

Agi the Agile -
 Normal: Name, Challenge, Rumor, Shapeir, Desert, Raseir, Wager, Money, 
  Fountain, Guild, Dinarzad, Thieves' Guild, Palace, Sultan, Emir
 Topical: Air Elemental
 Secret: 

Ali Fakir - 
 Normal: Ali Fakir, Merchant, Shapeir, Desert, Saurus, Price, Shapeir, 
  Fountain, Dinarzad, Palace, Money
 Topical: Thieves' Guild
 Secret: 

Dervish - Tree, Saurus, Djinni, Caravan
 Normal: Dervish, Daily News, Beard, Shapeir, Desert, Raseir, Peanuts, 
  Rumor, Katta, Fountain, Guild, Aziza, Dinarzad, Astrologer, Palace, Coin, 
  Sultan, Oasis, Monsters, Jackalman, Brigand, Scorpion, Terrorsaurus, 
  Ghoul, Freedom
 Topical: Thieves' Guild, What, When, Where, Who, Why, Puzzle, Beast, Harik, 
  Skareen, Caravan
 Secret: Magic, Tree, Saurus, Djinni

Omar - 
 Normal: Name, Daily News, Shapeir, Desert, Raseir, Companion, Poem, Inn, 
  Fountain, Dinarzad, Aziza, Guild, Astrologer, Bazaar, Palace, Sultan, 
  Darkness, Hero
 Topical: Thieves' Guild
 Secret: Caravan, Rakeesh, Paladin, Emir, Magic, Elemental, Fire Elemental, 
  Air Elemental, Earth Elemental, Water Elemental

Shi'had the Beggar -
 Normal: Name, Rumor, Shapeir, Raseir, Begging, Money, Sultan, Paladin, 
  Inn, Fountain, Guild, Dinarzad, Astrologer, Omar, Palace
 Secret: Katta, Emir

Wilmer - 
 Normal: Drink, Ferrari, Djinn Sling, Raseirish Coffee, Water, Signor 
  Ferrari, Waterman

Ugarte - 
 Normal: Ugarte, Rumor, Being Expected, Prophecy, Ferrari, Raseir, Shapeir, 
  Service, Someone, Lackey, Person, Water
 Secret: Ad Avis, Katta, Emir, Khaveen, Palace, Fountain

Ferrari - 
 Normal: Signor Ferrari, Rumor, Inn, Ugarte, Raseir, Shapeir
 Secret: Emir, Khaveen, Ad Avis, Wilmer, Palace, Someone, Fountain

Zayishah - 
 Normal: Name, Rumor, Raseir, Palace, Desert, Shapeir, Emir, Ad Avis, 
  Khaveen, Harem, Caravan
 Secret: Sultan, Mayzun, Power, Magic, Katta
 Tell About: Shapeir, Inn, Ferrari, Ugarte, Khaveen

Mayzun - 
 Normal: Mayzun, Rumor, Zayishah, Raseir, Khaveen, Ad Avis
 Secret: Katta, Palace, Underground, Harem, Shapeir, Sultan, Emir
 Tell About: Shapeir, Inn, Ferrari, Ugarte, Khaveen, Zayishah, Emir

Sharaf -
 Normal: Name, Rumor, Raseir, Escape, Khaveen, Magic, Katta, Capture, 
  Underground, Emir
 Secret: Inn, Palace, Sultan, Shema, Shameen, Shapeir
 Tell About: Shapeir, Inn, Ferrari, Ugarte, Khaveen, Zayishah, Emir

Ad Avis - NOTE: He doesn't actually answer these.  He just gets mad.
 Normal: Ad Avis, Forbidden City, Iblis, Friendship, Raseir, Shapeir
 Secret: Mirror

Djinni - 
 Normal: Name, Rumor, Purpose, Wishes, Djinni, Iblis, Prophecy, Suleiman, 
  Tomb, Ring, Master, Health, Prowess, Teleport
 Secret: Shapeir, Raseir, Katta, Desert, Elemental, Fire Elemental, Air 
  Elemental, Earth Elemental, Water Elemental, Pizza Elemental

******************************************************************************
11. EXTRAS AND SIDEQUESTS
******************************************************************************

This section is dedicated to the large number of added goodies to the 
remake, although there will be some parts that the original will contribute 
to.

====================
11A. Magical Games =
====================

That's right!  After the absence of magical games in ALL of the QfG sequels, 
the remake of this game gives you these friendly magical showdowns between you 
and two members in good standing of the magical community.

---

Force Bolt Flurry

To learn about playing games, you can talk to Aziza the Enchantress about 
magical games.  She'll drop his name, and at that point, you can go to the 
Magic Shop, click the Mouth on yourself, and challenge the little man.

Spells required for this game are: Detect Magic, Trigger, Fetch, Force Bolt

The main play area is a five-by five grid, laid out thus:

=======
o.....o
o.....o
o.....o
o.....o
o.....o
=======

The equals signs are the top and bottom walls of the play field.  The 
periods are the 25 spaces of the play field, and the o's represent each 
player's five clouds.

The aim of the game is for one player to knock out all five clouds of the 
other player.  The first to do this wins.

The kicker of the game, though, is that you cannot attack the other clouds 
directly.  Sixteen prisms are on the board, spread across the outer border 
and the center spot, with one space empty.  The idea is to bounce a Force 
Bolt across the field of prisms and hit another player's cloud.

The prisms themselves are unique little thingies.  Each one has a green line 
travelling to its center and a red arrow pointing out of it.  What this 
means is that a Force Bolt hitting a prism in the direction of the green 
line will leave it by the direction of the red arrow.  So, if the green line 
is coming from the right and the red arrow is pointing down, a Force Bolt 
coming from the right will be kicked off downard.  This angle of incidence 
holds true for ALL incoming angles, regardless of where the actual green line 
is coming from, so by the same prism described above, a Force Bolt coming from 
the bottom will be kicked off to the left, and a Force Bolt coming from the 
upper right will be kicked to the lower right, and so on.

As a quick note on the walls, they exist as bumpers.  A Force Bolt striking 
them at an angle will leave at the opposite angle.  One coming perpendicular 
to it will bounce straight back.  There are no walls on the left or right 
side of the playing field, so anything that goes that far out is out of play 
(and you cannot harm each other, this being friendly and all).

The game is turn-based, and each player uses a turn on one of the following 
spells:

Force Bolt: Used to launch your attack.  Pick any of the five lines of the 
 grid and you will walk up and shoot your Force Bolt straight to the left, 
 where it will enter the prism maze.  You can ONLY shoot your Force Bolt 
 straight to the left initially, never at an angle.
Trigger: Use on any prism and you will rotate its red arrow (not its green 
 line) clockwise by one of the six possible directions.  Those six directions 
 are any of the four diagonals to the green line and the two perpedicular 
 to the green line.  A prism can never have a red arrow pointing directly 
 away from or towards the green line.
Fetch: Use this on any prism and you'll remove it from its current spot to 
 be placed in the empty spot.  Useful if it would take too many rotations to 
 make it useful.
Pass: Forfeit your turn and let Keapon take another.  I personally never see 
 a reason to do this, as even if you have no good moves at the moment, you 
 can always try to mess with Keapon's plot.

There are also several other actions you can do that won't cost you a turn:

Detect: Use this spell and any cloud that is in danger of being Force Bolted 
 will be lit up.  Note that this will not tell either of you exactly where 
 to shoot to hit it, but you can probably work backwards to the origin.
Rotate Symbol: Click this and pick any prism and you'll rotate it along both 
 the green line and red arrow.  This changes nothing about the prism, but 
 you'll be able to see more easily where a Force Bolt will bounce to if it 
 connects at a certain angle, which is useful when mapping out a route.
Rotate Symbol with Red X: Click this to reset all viewed rotations to their 
 original setting, with the green line coming from the right.
Mana Pill: Chow down on a pill you're carrying if you're running low on juice.
Grid: Click this to view a series of diagonal lines, which can help in 
 viewing how everything connects on diagonals.  I never use it, but I guess 
 I'm more mathematically minded.

All that said, here are some tips for getting by:

1. Take your time.  The game is not timed, and despite Keapon's irrascible 
 sense of humor, he won't bug you while you play, so relax and think clearly.
2. Cast Detect pretty much every turn.  The only reason you wouldn't want 
 to is if you're feeling like you're hot stuff.  It's always worth it to 
 know what clouds are in danger.
3. Plot your route.  Kinda goes without saying, but take the Rotate tool out 
 and trace what will happen at each of the five entry points of Force Bolts.  
 NEVER let a Force Bolt out randomly, because chances could be that you'll 
 hit your own cloud.
4. Use as few moves as possible.  Keapon's rather efficient in his paths, 
 so you have to be the same.  Check each possible route and work out ones that 
 need the fewest moves to prepare the Force Bolt, if any at all.  Also, 
 weigh the options of using Trigger OR Fetch.
5. Use the walls.  They cannot be moved or rotated like prisms, meaning the 
 more walls you bounce off of, the less chance you have of Keapon changing 
 your path.
6. Watch Keapon's moves.  Specifically, watch how they will affect yours in 
 the next turn.  Make sure you remember all the prisms you will use in the 
 next Force Bolt, and change your plans if he changes one of them.  Keapon 
 will only be concerned about his own paths and won't deliberately try to 
 mess you up, but the chance of crossfire exists.
7. Know when to work for yourself, and when to work against Keapon.  If 
 you have equal clouds or you have more, you can focus on attack, but if he 
 has the advantage, make sure you block any moves that will threaten your 
 clouds.

The first time you beat Keapon at his game, he'll give you a scroll that will 
increase the potential power of your Force Bolt spell.  You'll be able to 
hold down the button to charge it up.  Charged spells do 100% more damage 
at the cost of 50% more mana.

The second time you beat Keapon, he'll gift you an Electric Fan, which can 
be used to decorate your room.

Any other time you beat him, he'll restore all your Mana Points for free.  
This will make playing games very useful for building up your skills.

---

Wizard's Whirl

After establishing yourself as a Wizard at WIT, talk to Aziza about Magic 
Games.  She'll offer to challenge you to her variation of Wizard's Whirl, 
which she refers to as "Sim Siddhi" (gag).  Since you need certification to 
play, it's rather academic that you need all the spells up to this point, but 
specific spells used in this game are Trigger, Open, Flame Dart, and Calm.

First off, this game is more complicated than Force Bolt Flurry.  The idea 
is to get your little Elemental avatar down to the very center of the game 
board.

The game board itself is rectangular in shape.  Each side of the rectangle 
is populated by an "element".  Earth is a series of gray squares.  Air is a 
moving gray mass.  Fire is a red mass.  Water is a blue mass.  There are 
four "tiers" to the board, as well, which I'll explain in a moment.

Each wizard controls an Elemental avatar.  You control the one with the green 
shadow, and Aziza controls the one with the blue shadow.  The object is to 
have your avatar move around the board, then proceed down through the tiers 
on the board until he reaches the center.  To be allowed to go down a tier, 
you must have had your avatar touch all four sides of the tier it's currently 
on, but not necessarily make a complete circuit.

Now, you cannot directly control how your avatar moves.  You can only clear 
or change the path for it.  After you make your move, your avatar will 
attempt to progress along the game board, but will stop if its way is blocked, 
or if the path ahead would harm it.

Speaking of harm, if any situation arises where the path your avatar is on 
becomes harmful to it, it will be returned to your starting point.

Here's what each spell does, but I'll go into more detail about how to 
properly use them further on:

Trigger: Use to change your avatar's elemental form, which cycles according to 
 contrary elements.  Earth -> Fire -> Water -> Air -> Earth.  You're not 
 allowed to Trigger your avatar if it will then be harmed by the element it 
 stands on.
Open: On each tier are two tower-like blockades in the corners of the board.  
 Cast Open on any blockade and it will be moved to one of the two empty 
 corners randomly.  No Elemental can cross a blockade.
Flame Dart: Cast on any set of Earth tiles to turn it into Fire.  Cannot be 
 cast on a set of tiles already occupied by an avatar.
Calm: Cast on any set of Fire tiles to turn it into Air.  Cannot be cast on a 
 set of tiles already occupied by an avatar.

In addition to your spells, you may also use a turn to move your avatar down 
or up a tier, if it's allowed.  You will only be allowed to move down a tier 
if you've touched all four sides of the tier you're on, and you won't be 
harmed by the element on the next tier down.

So, the gist is to get your avatar in the proper form so he can cross the 
proper tiles and move the fastest around the board.  Each Elemental type has 
different properties, strengths, and weaknesses.  It's also worth noting that, 
regardless of how big each side of the game board on each tier looks, ALL 
sides have "two spaces" of travel time, which will become more evident as I 
describe the Elemental types:

Fire Elemental: Can move two spaces over Fire.  Will change Earth to Fire upon 
 touching it.  Is harmed by Air and Water.
Water Elemental: Can move two spaces over Fire and Water.  Moves only one 
 space over Air.  Is harmed by Earth.  Can turn Fire into Air if the Fire 
 tiles aren't bordered by more Fire tiles.
Air Elemental: Can move three spaces over Air and Water.  Is harmed by Earth 
 and Fire.
Earth Elemental: Can move only one space over Earth, Water, and Air.  Is 
 harmed by Fire.  Changes any Air into Earth upon touching it.

So basically what is meant by spaces is that it takes one "space" for an 
avatar to move from one end of a side to the other, then another space for it 
to round the corner.  This is true all the way down the tiers, even though the 
fourth looks really small comparatively.

Also, paths are affected not only by the Elementals on them, or the spells 
used, but also the surrounding paths, if they're not blocked by blockades.  
For instance, Fire will spread on any adjacent Earth paths.  Water, when 
adjacent to Fire, will douse it, turning both to Air.

So as you can see, the strategy is to find a groove between form and path so 
you can make the best progress and not die on the way.  Here are a few 
tips to success, although a lot of it can be attributed to luck:

1. Plan your route.  Easier said than done, I know, but look ahead to see 
 whether your best plan is to try to change the path ahead with a spell, or 
 change your avatar so they can survive or thrive on it.
2. Tier progress is "saved".  If you get sent back to the beginning, you'll 
 be able to jump down to tiers you've received clearance for at any time, 
 as long as it's safe to do so.
3. Use the blockades, not only for yourself, but against your opponent.  For 
 example, if a blockade is all that's separating Earth and Fire tiles and 
 your opponent's avatar is Earth, remove the blockade and you'll roast it.
4. Be mean.  If you have no move that will move your avatar faster, then 
 try to impede Aziza's progress.  Blast a nearby Earth space with a Flame 
 Dart if it will spread to another Earth space and roast an Earth avatar.

The first time you beat Aziza at her game, she'll improve your knowledge of 
Flame Dart so you can charge it up in combat.  Charged spells do 100% more 
damage at the cost of 50% more mana.

All other times you beat Aziza, she'll restore your Mana Points.

======================
11B. Poetic Graffiti =
======================

This sidequest features a villain running around the streets of Shapeir.  
You don't need anything specific to begin it, so you can do it as early as 
Day 1, although I wouldn't recommend it, given the relative challenge your 
enemy presents.

Aaaanyway, among other cool things dotting the streets of Shapeir, you may 
have noticed graffiti written on several walls.  If you're really having 
trouble finding some, there's some scratched on Dinar Tarik not too far 
from Dinarzad's place.  The writing will say one of four things, which may 
change every time you click on them: 

"Those who wish to follow the way of the sword should start at the very 
 beginning or face their undoing."
"Misfortune will arise when the dinar hits the fountain."
"Those who dare to walk to the fiery road will not return unscathed."
"Those who turn onto the dark, starry path will face great peril."

These writings actually refer to streets in the city.  Specifically, they 
refer to specific intersections that meet at a T.  You'll go down a street, 
and it will end and branch off in two directions, and that's where you'll 
need to be.

The first statement refers to Askeri Darb as it approaches Saif Darb.
The second refers Naufara Darb as it hits Dinar Tarik.
The third refers to Harik Darb, specifically as it ends at Junub Tarik.
The last refers to the Tarik of Stars, where it connects to Sharki Darb, and 
 you have to approach at night.

Okay, so the deal is that when you read a message, then that particular 
street is "activated" and you'll find the event there.  If you read the 
message again or a different one, then the event will be moved to the new 
spot.

Okay, so what is this "event" I keep alluding to?  Well, when you reach an 
activated area, a Brigand will rush out and attack you, right there in the 
streets!  You'll have to fight him.

Sweeping Sir James -
HP: 60(E), 75(N), 90(H) (doubled for Hybrid)
Defense: 3 (4 for Fighter)
Properties:
 Adventurer turned crook
 Possesses skills of multiple classes
Attacks:
 Swing: 9 (12 for Fighter) - A horizontal sword swing
 Slash: 8 (11 for Fighter) - A vertical overhead slash
 Dagger Toss: 10 - Throws daggers at range (Thief only)
 Quick Dagger Toss: 10 (Thief only)
 Flame Dart: 25 (Magic User only)
Abilities:
 Draw/sheath Sword - Can put away his weapon or pull it back out as needed
  (Magic User and Thief)
 Zap - Much like the Magic User's spell, boosts attack once (Magic User only)
 Counterattack - Will respond to direct attacks (Fighter only)
 Evasive Sidestep - Will step outside range of attacks
 Parry - Can block direct attacks with weapon (Fighter only)
Tips: This Brigand is different from the ones you can face in the desert.  
 He employs the skills of one of the three classes of Hero when he fights.  
 If he's "Fighter"-type, then he'll have a Defense of 4, and only the Swing 
 and Slash attacks, but he'll have the boosted attack numbers (the ones in 
 parentheses).  If he's a "Magic User"-type, then he can't counterattack or 
 parry, but he'll have Flame Dart and Zap.  If he's a "Thief"-type, then he 
 still can't counterattack or parry, but he'll have the two Dagger Toss 
 skills.

 Once you beat him down to next to nothing, he'll run off and you'll be all 
 set for that area.  You'll then have to track him down to the other three 
 areas (by viewing messages) and fight him in all four areas.  In each area, 
 he'll change his tactics to one of the other classes.  In the LAST fight, 
 he'll be a hybrid of all three classes, having ALL the listed skills, 
 including attack and defense bonuses, as well as doubled HP.

Once you finally finish him on the last fight, he'll have no treasure on 
him besides a "Warrior's Diary".  This little item will be carried with you 
and you can click it on yourself to view it.  It will record all your combat 
records throughout the game.

The first page is for you.  It shows your current Max HP, your base attack 
(based on your current weapon), your defense (based on your armor).  It then 
shows a count of how many times you've escaped combat, and how many you've 
won.

The opposite page is about certain events you've done.  It records the 
following things:

Arm Wrestling (Won/Lost)
Rope Walking (Success/Fail)
Force Bolt Flurry (Won/Lost)
Wizard's Whirl (Won/Lost)
Trainings Lost
Successful Backstabs
Saurus Victories

All the pages after that will feature all the enemies you've entered combat 
with.  You'll get a picture of them, their Max HP, their Defense, how many 
you've killed, or if you killed the only one, general properties of their 
style, and on the opposite pages, each of their attacks and moves and how 
much damage the attacks take, for those you've experienced personally.

It's really for a completionist more than anything (like me) who has to know 
everything about his foes.  Fun to look at but largely useless.  Every 
enemy you face (including Rakeesh and Uhura) will be added to this journal, 
and if it isn't obvious by now, it's what I used to fill in blurbs in the 
Combat section and walkthroughs.

Oh, and just so you know, the Brigand you faced here will not be added to it, 
nor will the creature you'll face in the sidequest described below.

=======================
11C. Fact or Fiction? =
=======================

This is the sidequest for the most dangerous enemy you'll ever face.  This is 
where the men are separated from the mice.

Before even beginning this undertaking, you must have at least defeated the 
Fire Elemental.

The first sign of this fearsome creature is found at the end of Askeri Darb.  
You'll see a pile of trash at the end of the alley and a curious flat box in 
the pile.  Click the Hand on it twice and you'll pick it up.

Furthermore, once you complete the sidequest above, the graffiti on the walls 
will say random things.  Keep clicking on any writing and eventually it will 
say:

"The Doom from the East has passed and is now between Here and Infinity."

That is your target, and the hint on how to find him is right in the 
message.  The Doom came from the East, so it's obviously heading west, and 
it passed by, so it's to the west of the city of Shapeir.  Between Here and 
Infinity means that it's somewhere out in the gigantic desert, to the west.

Head out to the sands, either row 4 or row 5 (just above or below where the 
screen flips), then start heading west.  You'll have to go a good 40 screens, 
at least, before you happen upon your quarry, but keep going and eventually 
you'll run across him.  I suggest saving multiple times on the way, because 
once you run into him, the scene will take over.  You'll be asked if you want 
to fight or trick the creature.  If you say "trick", you won't have to deal 
with him, but you'll never have the opportunity again.  If you select, 
"fight", like a real Hero, then you'll begin the greatest battle ever 
recorded:

Pizza Elemental -
HP: 100
Defense: Like its size
Properties:
 Bad accent
 Big appetite
 Bad sense of orientation
Attacks: 
 Pepperoni Punch Left (11) - Swings with its left fist
 Pepperoni Punch Right (11) - Swings with its right fist
 Arti-Choke (30) - Wiggles it tentacles, then grabs you for multiple hits; 
  attack ignores defense, always doing 30 damage regardless of your armor 
 Margarita Monsoon (12) - Will invoke at the beginning of the fight, causing 
  pizzas to rain down on all squares of the battlefield
 Fast Food Binge (Fatal, unless...) - Swallows you whole
 Jalapeno Heal (Various) - Creates a pizza and eats it to restore health
Tips:
 The Pizza Elemental's defense is so high that all attacks do a damage of 1.  
 Okay, the first thing to worry about is the Pizza Rain.  Watch the shadows 
 as the pizzas fall and move back and forth to avoid them.  The pizzas drop 
 in all five of the combat spaces, but they tend to drop much less in the 
 top spot, which is the only place Ol' Doughy will stand.  Of course, that's 
 in range of most of the rest of his attacks.  Still, it's the best place to 
 be.  Don't worry about side-dodging or blocking any attacks.  When he 
 swings his fist, duck at the last second (jumping back is too tiring), then 
 thrust.  That's it.  Just thrust.  No combos, no fancy attacks.  When the 
 tentacles wiggle, step back, then move forward again when they stop.  As for 
 the Chomp attack, it's easy to know when it's coming, because pizzas will 
 constantly rain down on the 2nd, 4th, and 5th spots, and he'll wiggle his 
 tentacles at the top.  Obviously, the only safe spot is the 3rd spot, which 
 is where he'll rub his belly, then grab you with his tongue.  If this 
 happens, you must strike him while inside or you'll die.  Lastly, the most 
 annoying thing he can do is create a pizza and eat it, which will restore 
 his health.  There is a way to make it ineffective, though.  When he does 
 the Chomp attack, purposely get sucked up and cut your way back out.  The 
 next pizza he tries to eat will give him indigestion instead of heal him.  
 In the end, you'll find that another thing you have to worry about is your 
 stamina, since you'll be striking and moving many times, so know when to 
 back off and just step back and forth between the pizza rain so you don't 
 exhaust yourself.  Practice, practice.  It can be done.

 Some alternate strategies include dumping your Shield if you're a Fighter 
 in storage, since it won't help you in this fight.  Some even suggest 
 dumping your Chainmail, since you'll move faster, but you will take damage 
 more easily.  That's up to you.  As for spells and throwing daggers, 
 remember that they all take time to set up, time that could see you 
 splatted into the sand by a large thin-crust.

Once you finish off your foe, he'll be reduced to his weakened form.  At 
this point, you can click the Hand on him to completely restore yourself.  
Alternatively, if you brought the Flat Box.  Click that on him and you'll 
carry him around.  From then on, you can eat some of him up to four times 
to completely restore your health.
 
==========================
11D. Other Little Things =
==========================

A Street By Any Other Name

This is easily missed, and not particularly helpful normally (which is why I 
didn't bring it up in the walkthrough), but kinda neat to learn (and may be 
useful for the 11B sidequest).  Any time BEFORE the first time you visit 
Dinarzad, talk to Shameen or Shema and ask about "Moneychanger" (type it in 
the parser).  They will respond by filling you in on the street names of 
the city and translate them for you into the Common language.  From here on 
out, whenever you stroll around the city and come to intersections, you'll 
get both the Arabic name for the street and the Common translation.

---

Interior Decorating

One of the slight (yet not truly important) oversights in the original 
version of this game was a rather large amount of money your Hero could 
potentially have by the time he left Shapeir.  This money turned out to be 
useless in the end, since you lose it all in Raseir, and start the third 
game with a set amount.

The developers of the remake decided to put that money to use by offering 
you extra items that the Katta merchants can have for you.  These tend to 
cost quite a bit, and they have no use besides displaying in your room at 
the Inn, but it's better than letting all that cash sit around burning a 
hole in your money pouch, right?

First of all, with the exception of Alichica's extra items, all of these 
items are available on a random day between Day 5 and Day 10, which is 
calculated the first time you walk into your room.  For another, again with 
the exception of Alichica, each merchant will offer you only one of their 
two items, and which one you can buy is determined by varied criteria, 
each of which is explained below:

Alichica -
Sand Dome: This is added to his shopping list when you first go up and talk 
 to him.  The only way you can miss this is if you ignore him the first time 
 he talks to you.
Saurus Foot Trashcan: This is added to his shopping list when he first 
 mentions it as you enter the Gate Plaza.

Lisha -
 Lisha's Dried Flower Art will be different depending on whether or not you 
 have received the Fruit of Compassion.  If you buy the Art before receiving 
 the fruit, the art will be of a nighttime view of Shapeir.  If you buy the 
 Art afterwards, the art will be of Julanar's alcove in the desert.

Toshur -
 Toshur's Decorative Pot will be blue if the day you buy it is even (8, 10, 
 etc.) and brown if the day you but it is odd (7, 9, 11, etc.)

Scoree and Sloree -
 What the lifemates will sell you will differ depending on how many dinars 
 you have in your purse.  If the number is even, you'll get the Bumper 
 Sticker, and if the number is odd, you'll get the Signed Game Box.

Tashtari -
 What Mr. Sunset Glow will sell you depends on how many combat victories 
 you have (which can be read in the Warrior's Diary if you have it).  If the 
 number of victories ends in 0-4, he'll sell you the Brass Jar.  If the number 
 of victories ends in 5-9, he'll sell you the Big Brass Vase.

Saba - 
 The two possibilties for Saba are a brownish weaving and a weaving of a 
 portrait of the Hero.  How to get each one depends on the exact time "cycle" 
 you're in, whether it's even or odd, respectively.  Each day has 38 time 
 cycles, with Cycle 1 being the very beginning of "Day is Dawning".  Without 
 debug capabilities, it's impossible to know exactly what time cycle you're 
 in.  I suggest just saving first, buying the Weaving, and if it's not the 
 one you want, walk around for a while, then come back and try again.

Lasham -
 Lasham's Potted Plant will come in a red vase if you buy it on Day 11 or 
 earlier, and it will come in a blue vase if you buy it on Day 12 or later.

Tiram -
 The carpet Tiram sells you will be emerald-colored if you buy it when 
 Day is Dawning, at Midday, or when Sunset Approaches.  It will be sapphire-
 colored if you buy it at Mid-Morning, or Mid-Afternoon.

Keapon Laffin -
 Mr. Giggles will give you the Electric Fan only if you beat him twice at 
 his Force Bolt Flurry game, meaning you must have a Magic skill to get 
 this.

Big thanks to Erpy for all this data.

---

Saurus Combat

As you head towards Raseir, you're given a new Saurus to replace the old 
one.  The first thing you'll notice about this one is that it's red.  The 
next thing you can only notice if you go out into the desert on Day 27 and 
get into combat.  Your Saurus will NOT toss you from the saddle and run off.  
You will be able to enter combat on the back of your Saurus, and can use 
him to attack.

Saurus Combat:

Kick: 7
Bite: 9
Leap Forward: 4/6
Leap Back: 1/3
Charge: 5

The kick and bite can be done at melee range and the charge must be done 
one space away.  In the end, fighting as a Saurus is quite similar to 
fighting as a Terrorsaurus, using many of the same attacks.  

Now, the Saurus is quite powerful, but he has a natural preservation 
instinct.  If you get hit enough (usually enough for a knockdown), he'll toss 
you from his back and will step to the sidelines.  At that point, the meter 
down in the bottom left will start of fill up.  When it's completely full, 
use the Special button (E) to remount.

That's all there really is to it.  Your Saurus Victories will be marked on 
your Warrior's Diary, but given how you can only do this in one afternoon, 
there's not much to it.

---

Alternate Thief Endgame

This doesn't get you any points, which is why I didn't include it in the 
walkthrough (oh, and the whole fact that I didn't even know this path 
existed until Erpy told me about it).  Once at Raseir's Palace, the Thief 
has a potential alternate method of getting through the endgame.

In the end, this is mostly the same as the Fighter path, and might be 
necessary to you if you don't have a Magic Rope, or the one you had ran out 
of uses, or you have a small amount of daggers; not enough to use against 
Ad Avis.  If that's the case, even going up by the palace wall will lead 
you to this path, but simply fighting your way through the front door will 
lead you to it no matter how bad off you are.

So, beat down the guards at the gate, then get through the main door.  Once 
you end up in the antechamber, you can't fight Khaveen, because he refuses 
to go up against you if you don't have a sword and shield.  If you're a 
Thief/Magic User hybrid, you must use Calm to remove him from the area.  If 
not, you have to do it the fun way.  Watch Khaveen as he patrols and he'll 
eventually walk under your balcony.  Click the dagger on him and you'll leap 
down and stab him, which is a cool way to kill him, but it costs you Honor.  

From here, you'll need to do the rest of the game the Fighter way: bust 
through the door with the spell on it, evade combat with the statue.  Run 
into a candle, then run through the flames.

=========================
11E. Easter Egg Central =
=========================

This will be coming soon.  For one, it's good for everyone to search for 
these on their own so they have the satisfaction.  For another, as soon as 
I start on a partial list, I'm going to be swamped with e-mails about how 
to improve it, so I'll take my time on this part.

******************************************************************************
12. STANDARD GUIDE STUFF
******************************************************************************
============
12A. 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.gamespot.com
www.gamewinners.com
www.agdinteractive.com

========================
12B. 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.

==============
12C. Credits =
==============

CJayC, SBAllen, and all webmasters for having this on their sites.

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

The very dedicated and talented members of AGD Interactive, for taking several 
years of their lives for the fans of the Quest for Glory series.

Lots of thanks to Erpy (the guy who did a lot of the game's programming, and 
the entire combat system) for helping me pin down stats and certain 
requirements to get certani items.

The fans of Quest for Glory, without which this remake probably wouldn't have 
been possible, and all those who supplied help for me in finishing this 
guide.

======================
12D. Version Updates =
======================

Version 1.0 - 9/2/2008 - Okay.  I've made the necessary adjustments so 
 basically everything but the Extras section should be complete.  Also, 
 I'm probably missing a good number of Conversation Topics and some Ways to 
 Die, so help me out there.  Oh, and I also need a few damage values on 
 Khaveen's attacks.

Version 1.1 - 9/7/2008 - Erpy, among other people, helped me a LOT in filling 
 in blanks here, so kudos to them.  Got the sidequests part up and cleaned up 
 a lot of stuff.

Version 1.2 - 9/15/2008 - Version 1.1 of the game is out, so an update is 
 natural.  A few minor changes to the combat, and added certain answers you 
 can give Aziza.

=====================
12E. The Final Word =
=====================

Wow.  There's love for your work, and then there's these guys.  So much 
effort on the art, the style, the combat, and the humor.  What a talented 
bunch of people AGD Interactive is.

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