HQ II 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 as your mentor. Then, all you have to do is to pass those tests.
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
On to the quest When you've familiarized yourself with the Town, the elementals should start to appear.
On to Raseir You will now travel 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 'till 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 associations 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 which creates a strong wind. Use force bolt ore brute force 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 statue 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 character, 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 keeps 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 eunuchs guarding the harem.
Now we find ourselves watching how Ad Avis is freeing Iblis. Since this is something 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. Once 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.
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