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Quest For Glory 2: Trial by Fire


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     During  gameplay,  type  Suck  blue  frog.  Now press Alt + (key)
combos, such as Alt + H to edit your stats and Alt + I to add items to
your inventory.


Walkthrough

     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
some- thing 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
foun-  tain. 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
ingre-  dients. 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).

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