HERO'S QUEST 2 - Aka: QUEST FOR GLORY 2: TRAIL BY FIRE (Sierra On-Line) (?)
Walkthrough - brief:
So, we find ourselves in Shapeir. An oasis in the middle of the vast desert.
We start in the Katta's Tail Inn, talking to Abdulla. Talk to him and he
will tell you that you should explore the town. But to do this effectively
you will need a map of the town layout. The Inn isn't the place to look for
such a thing, so we decide to leave this place.
When exiting the Inn, we enter a plaza, and in one corner there is a fellow
trying to sell some junk, like ashtrays, t-shirts, maps.. Hey - did he say
map? That's exactly what we need now! But when talking the man we soon find
out that the money from spielburg isn't accepted here!
Fortunately, there is a moneychanger in this town, and if you follow the
instructions Ali Chicha gives you, you will eventually find her. After
exchanging your money for Shapeir money, return to the stand of Ali Chicha.
Buy the map and compass from him.
Now we have taken the first step to exploring the town. During the following
12 or so days, all we'll have to do is to defeat several elementals
attacking the town. But there are other fun things to do, as well.
The Magic-User will want to become a member of the WIT. To become a such,
You will first have to find where it's located. There are two magicians in
this town that you can ask, Keapon Laffin and Aziza. However, none of those
will tell you much. Perhaps give a pointer. To find WIT, you will have to
use the spell Detect magic to locate a certain cul-de-sac. When you think
you have found the right spot, cast an Open spell to enter WIT.
Once inside WIT you will be asked why you seek admittance (answer something
like magic), and will be asked to choose a mentor. You can see pictures of
different persons, among them Aziza. But she says she don't know you well
enough. Hmm.. Who is it on that painting? Remember ol' Erasmus? Well, he
seems to remember you, and despite much moaning from other Wizards, he can
be chosen your mentor. Then, all you have to do is to pass those tests...
The first test is in a dark room, where you will have to use detect magic,
fetch and trigger to perform what Erasmus ask you to do. Then it's on to the
path of Wizardry.
First to block your way along this path is the element of air, in the form
of a fan. Make the fan move towards you and then levitate to let it pass
under you. Thus, the first obstacle has been negated.
Next to hinder you is the element of earth. He can be coped with by casting
several calm spells after casting detect magic (or was it trigger?). Just
climb over the elemental when he is calm.
The third element is fire. To get past this one, extinguish the fire with a
calm spell. (be sure to open the door with a fetch spell first) Then, after
closing the door (another fetch spell), cast a force bolt at the upper half
of the door. The door will allow you to cross the hole.
The last hinder is the element of water. It will have to be melted with a
flame dart, and then cracked with several well placed force bolts.
Once you have finished this, you will be accepted as an initiate in WIT. You
do not want to remain there, however, no matter what the other wizards say.
The Thief should seek out the moneychanger for more than one reason. She
just happens to be the local thieves' guild, and she will give you an
assignment if you identify yourself as a thief. Just follow her directions,
and remember to lift the rug. (if surprised, just hide in the closet - but
be sure you've oiled the hinges first) As a reward for a well done
assignment, she will then give you directions as to where more money can be
found.
The Fighter will later be given the opportunity to join the EOF (ask the
adventurers' guild manager about this), but it will take some time before
this happens. When it does, just follow the instructions you get (the
letters left at the adventurers' guild) and simply break the chains when
you're going to be 'executed'.
THE TOWN OF SHAPEIR:
In the town there are the following locations of interest.
THE SAURUS PEN.
Here you can buy your own riding saurus on day 2 or 3.
THE KATTA'S TAIL INN.
Retire here when it's time to sleep. Also, Omar the prophet will speak here
on occasion.
THE ALCHEMIST.
Here you can buy pills and sell differentingredients. You can also buy the
incense that will be needed do defeat the fire elemental later on. Ask Harik
on fire, since this is his specialty. He will also be able to mix up some
dispel potions for you.
THE MAGIC SHOP.
This shop is run by Keapon Laffin, a person attuned to the element of air.
He can provide information on the element of air as well as spells and a
magic rope. If asked for, he will give away fool's earth. (or something like
that)
THE FOUNTAIN PLAZA.
Here you can fill your waterskins, get dirt from the flourist, buut a brass
lamp to contain a fire elemental and buy food.
AZIZA.
The encantress will let you in if you answer her questions. You can then
then get information about the different elementals and the enchanted tree
in the desert. While she tells something about all the elementals, she is
most attuned to the element of water.
PALACE PLAZA.
I think this is the place to buy a cloth bag, that will be used to store a
earth elemental later on. Aside from that the only thing that can be obtained here is a pin that you're given as a gift after defeating the
elementals.
FIGHTER PLAZA.
Here you should find Rakeesh, a paladin and a noble warrior. He can lend you
a magical, flaming sword to defeat the earth elemental. He can also tell you
'bout the element of earth.
BLACKSMITH.
This man sells swords and daggers, and also like armwrestling. It's a good
way to add to your strength. Also, on his sign hangs the bellows that you
will use to capture the air elemental.
ADVENTURERS' GUILD.
Here you can train, sign your name in the book, and find different quests on
the board.
ASTROLOGER.
You can get your future told here. If there's anything more to do, I admit I
missed it.
MONEYCHANGER.
As have been said, you change money here and get assignments if a thief.
NEST OF THE GRIFFIN.
Can be found if walking left along the cliffs when entering the desert.
Scare the griffin away, and then use the magic rope or levitate to get a
feather. (This can be tricky)
ENCHANTED TREE.
Follow the cliffs to the right when entering the desert to get here.
OASIS OF THE DERVISH.
Ask the guard at the town gate for instructions on how to find this place.
What you want here is some of the dervish' beard.
ON TO THE QUEST:
When you've familiarized yourself with the Town, the elementals should start
to appear. The first one is the fire elemental, that will ravage the gates
plaza one day after it's first heard of. To defeat this hot-head, get some
incense that you spread on the ground. Then lead the elemental into the
alley and place the brass lamp on the ground. When You run out of incense,
use a full waterskin to force the elemental into the lamp. Viola, you now
have a magic lamp!
Four days later, an air elemental will appear in the palace plaza. This guy
really doesn't like dirt, so if you throw some at him, he'll be paralyzed
for a while. When paralyzed, the elemental fit just nicely in the bellows.
The next challenge is the Earth elemental. It will roam the streets of the
town an can be encountered anywhere buy in the plazas. To defeat it, you'll
have to use fire. The two ways to do this is to use either the flame dart
spell or Rakeesh's Soulforge. Be sure to collect the remains in a cloth bag.
The last threat to the city is a water elemental appearing in the fountain.
The only thing that can drive it from the fountain is the air elemental
captured in the bellows. It can then be captured in an empty waterskin.
The last important thing to do before leaving with the caravan to Raseir is
to have Harik make dispel potions. To do this, he needs some ingredients.
All of those you should already have collected, except for one. The missing
ingredient is the 'Fruit of Compassion'. To obtain this, you will need to
visit Aziza and ask her on the plant. Then get to the tree and give it
water, while telling it about yourself. Give it earth and tell it about your
deeds. Lastly, give it a hug and tell her her name. (Julanar) The tree will
now bear fruit, and Harik should be able to make the potions.
(some things are omitted here, but those pose no problems while playing the
game)
ON TO RASEIR
You will now traver to the town of Raseir, where evil rules. After entering
the town, enter the Blue Parrot. There you'll find the head of the thieves'
guild in Raseir - a really slimy guy. He will have you steal a statuette of
a falcon from the captain of the guard. But first, you should meet a lady in
distress. She wants your pass, so that she can get out of the city. Of
course, that means YOU cant get out anymore, but we're supposed to be
heroes, aren't we? Give her your clothes and pass, and then you'll get a
mirror in exchange. Now to stealing the statue. Enter the central plaza
sneaking, and wait 'til the guard disappears. (as soon as it gets dark) Then
use the magic rope or the levitate spell to get to the window on the second
floor. Enter the room within and steal the statue from the cabinet. (once
again you'll have to use oil to make sure those hinges doesn't make any
sound) Upon returning to the 'Blue Parrot' you will be arrested as soon as
you leave the tavern.
IN THE PRISON
Remember the pin the Katta gave you? Remember what associasions it gave you?
Well after talking to the Katta in the cell (and showing him the pin) You
skillfully use the pin to pick the lock to the cell. The Katta then show you
a secret passage leading out of here. Don't forget your gear, though. At the
other end you will part, just to run into Ad Avis. He will hypnotize you and
you will suddenly find yourself in the lost city.
THE CRYPT
Since the prophecy seems unwilling to fulfill itself, you'll have to help it
a bit. With the help of the mirror, the stars will suddenly be in the
correct positions and the door to the crypt will open. Ad Avis will then
urge you to go into the crypt. Again you will fight the elements. This time
Water is the first to oppose you as an underwater stream block your way.
Every now and then there floats past a log, could this be of any help? On
the other side of the stream there's a hole in the wall wich creates a
strong wind. Use force bolt ore brute foce to block the hole, and you've
negated the second element. You can then traverse the path to the room with
boiling lava. Once in there it helps to keep cool - if you find this hard,
you should pour something on yourself. On the other side of the lava you
will find a cliff and a door below it. To get down, use the rope or the
spell levitate. Once you approach the door, it will start asking nosy
questions. (only one, actually) The answer to the question could be
discerned from conversation with Abdulla, but why you should think of doing
this before you get the question, I don't know. The answer is 'Suleiman'
(Ben Daoud, I think) The only thing now standing between you and the statue
of Iblis is the treasury. Just don't take any of those goodies, and you'll
get through this room without problems. Now you enter the room where the
staue of Iblis is located.
THE FINAL BATTLE
Just before you reach the statue, Ad Avis appears out of thin air. He then
seal the cave and leave you there to die. Fortunately, Ad Avis has mis-
interpreted the prophecy, and when looking carefully you will find a ring on
a stalagmite, containing 'He who is left behind'. This being is a djinn, and
has the power to grant wishes. Since you have three, you can use two to
improve your chracter, while using the last to teleport back to Raseir. Once
here, you again meet the Katta from the cell, and he tells you that you
should sneak into the palace while the Kattas kepp the guards busy. Sneaking
to the palace, you see a handkerchief tied to the battlement. Wait until the
guard moves away, and then levitate or climb to where the hanky is. You now
enter the harem. (Wish one could stay there, sigh!)
After a long scene, you will sneak past the eunucks guarding the harem. Now
we find ourselves watching how Ad Avis is freeing Iblis. Since this is
somthing that should be avoided, our task is to stop him, but how? It is
essential to stop him from finishing the ritual, and since you cant get him
from here, you must use the rope to get to the tower. uce there, you can
throw a dagger at one of the candles and break the spell. However, this will
upset Ad Avis. He will do his best to kill you, but if you duck, and throw
daggers at him, you should be able to kill him. (I had a hard time doing
this, mainly because i never got across the rope fast enough to stop Ad Avis
from freeing Iblis)
Now all you have to do is to relax and watch the ending scene - you have
completed Quest For Glory II : Trial By Fire.
(This walkthrough may be incorrect, since I am writing it without being able
to play the game and confirm that it's correct. It was a while since I com-
pleted HQ II, so my memory may fail me.)
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