Walkthrough - Quest For Glory 2

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Fighter Walkthrough

Numbers in parentheses are points added as you do stuff.

Day 1

As you begin your quest, you'll be in the Katta's Tail Inn, speaking
with Abdulla Doo, Master Merchant and Trader of Shapeir. Feel free to
question him about any matters. When you're done, "stand" (You'd be
surprised how many people had trouble with that).

Question Shameen if you wish, then leave the Inn. Your main objectives
here on Day 1 is to at least visit the Money Changer, and maybe do a
bit of shopping while you're at it.

Outside, you can question Ali Chica if you wish, but you won't be able
to buy anything. Head north on Junub Tarik all the way to the next
plaze, the Fountain Plaza. Here, also, you can talk to the merchants,
maybe visit the Apothecary and Magic Shop, but where you need to go is
west on Dinar Tarik (which is the street next to Tashtari the Brass
Seller). On Dinar Tarik, go all the way to the end until you reach a
two-way passage. Go right. Follow the passage (making all the turns
and avoiding streets that branch off) all the way until you reach
another two-way at the end. Go left. Keep going until you hit another
two-way passage and go left. Keep going and you'll reach the Money
Changer.

At the Money Changer's, speak to Dinarzad. Look at Franc if you wish
for some money puns. "exchange money" to exchange your Gold Coins.
It's best to exchange them in 50 coin increments or less (depending on
your patience) so that you get a better rate than trading them all at
once. (7)

Now that your purse is full of the coin of the realm, you can do a bit
of shopping, but I'll stick all that shopping stuff in the next
section. You can go exploring now, or just go back to the Inn, or even
go out into the Desert and kill something...

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Exploring the City

The City of Shapeir has many places to visit, and many points to be
earned. Here are things you should do at certain places whenever you
have free time (and you should have a lot of free time).

Just so you know, I won't cover Elemental related items here. I'll
put those in when you go tackling the Elementals.

Gate Plaza:

Be sure to buy a map (7) and a compass (7) from Ali Chica. He can also
give you directions to most any place in town. You may find Shih'had
the Beggar here. Be sure to give him at least one centime (3).

Fountain Plaza:

Buy some extra Lizard Jerky from the food merchants. You can find the
poet Omar's Leather Purse here at some point. Return it to him for
some Honor. You can fill your Waterskins at the Fountain, of course.

Apothecary:

Harik Attar knows a lot about potions, pills, oils, and other types of
stuff you'd go to an apothecary for. If you ask him about nothing else,
ask about fire (3) and earth (3) to see some nice visual effects. Be
sure to buy all the kinds of pills you'll need for this adventure,
especially Poison Cure Pills (3). Oh, and be sure to ask him about
the ingredients for the Dispel Potion.

Magic Shop:

There's not much a Fighter can do here, except chat with Keapon Laffin.
Since his element is quite obviously Air, be sure to ask him about the
Air Elemental (5). If you read the board in the Adventurer's Guild,
you can also ask him about the "whirl" he needs.

Plaza of Fighters:

Be sure to buy some extra Waterskins from Mirak. Sometimes you can
find Rakeesh outside the guild sunning himself.

Adventurers' Guild:

Here's where you can talk with Rakeesh and Uhura. Be sure to ask about
monsters (3) and Paladins (3). The two know a great deal about the
monsters in the area. To practice fighting with Uhura, just go to the
room on the right (5). You can use this place to easily build up all
your combat skills. If you get exhausted, just rest at the Inn for an
hour to max your stamina, and come back. Before you leave, be sure to
sign your name in the Adventurer's Logbook (3).

Weapon Shop:

You'll want to trade your old sword into Issur for his Fine Sword at
some point, and you may want to invest in a dagger or two. Also, you
can arm-wrestle him. You should have a pretty high Strength to do it,
though. Quickly press Left until you build up enough power, then press
Space several times to beat him (7).

Astrologer:

To get to the Astrologer's House, simply go to the Palace Plaza, leave
by the south street (Tarik of Stars), and follow it all the way to the
end. Can't miss it (5). Talk to the Astrologer, and be sure to ask him
about your future (5). He'll ask you to tell him about yourself. Do
so, and come back the next day to learn a bit about your future.

Enchantress:

Now, Aziza's one you'll actually have to do some work to meet. To get
to her house, go north from the Fountain Plaza, then follow Shmali
Tarik. If you look at your map, you'll see a tiny unnamed street in
the northeastern section of the city. That's where Aziza's house is.
Once you get there, knock on the door, and she'll ask you four
questions:

"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)

"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't
know)

The third question depends on who you answered for the second.

If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"

If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"

If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"

And the final question:
"My first is the first. My second is the last. Next comes myself.
Then back to the end, and to the beginning again. Who am I?"
Answer, duh, "Aziza".

She'll let you in (and will let you in on all subsequent visits) (7).

First thing to do is "greet" when you enter. Then walk over to the
table and you'll automatically sit. When she asks if you want to share
tea, say "yes". Then you can question her. Be sure to ask her about
Elementals, in general and each specific one. She also knows much about
other magical beings in the area. When you are done speaking with her,
say "farewell", and you'll leave.

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Desert Exploration

As a Fighter, you'll get points for killing all types of monsters. Be
sure to check the Monsters section for info about them.

Brigand: 3
Terrorsaurus: 3
Jackalman: 3
Ghoul: 3
Scorpion: 3

And be sure to grab the Scorpion Tail (5) and Ghoul Claws (5) when you
kill the respective monsters. You don't get points for selling them,
but you do get points for collecting them.

About the only thing you can do at this point in time is to get the
Griffin Feather. You'll need a decent amount of Strength though. Head
to the Griffin Nest, which is west from the Shapeir Overlook (3). Look
at the rocks. "move rock" and you can get the feather underneath
it (7).

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Day 2

Not much to do on this day, but at night you can watch Shema perform
her lovely dance at the Inn.

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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.

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Day 4

This day has your first portent of Elementals in the city. You step
outside the inn to find the stand of Ali Chica burned to an almost
crisp. This is the work of the Fire Elemental. This is the last chance
you'll have to buy a map or compass from Ali Chica. It'd be wise to
prepare for the Elemental's arrival. The way Aziza describes it is
that you need to lure it away from the plaza to the confined streets,
weaken it with water, and capture it in the proper container. Well,
you've got the water in your Waterskins. The lure you need is incense
from Harik Attar. Buy it from him at the Apothecary (7). Finally, you
need the container, which is in the form of a lamp which you can buy
from Tashtari in the Fountain Plaza (7).

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Day 5

You wake up to find the Fire Elemental raging outside. You have until
Day 7 to get rid of it before it destroys the city. You can take a
few brushes with the flaming one, but it's best to keep your distance.
"Use incense" and move up and into the alley. Once inside, "put down
lamp" or "drop lamp", and then "use water" on the Fire Elemental. Boom.
Magic Lamp. (20)

---

Day 7

Go to the Adventurers' Guild. There, Rakeesh will give you your
reward for stopping the Fire Elemental (3). Time to get ready for the
Air Elemental. If you've spoken to Keapon and Aziza about this, you'll
know to use Earth to stop it, and you'll need a Bellows to contain it.
To get the earth you need, either "buy pot of dirt" from Lasham, who'll
give it to you for free, or ask Keapon about "fooler's earth", who'll
also give it to you for free. You can also buy a cloth bag and fill it
with sand from the desert. At any rate, you need one of those items.
To get the Bellows, go to the Weapon Shop. If you haven't beaten him
in arm-wrestling already, now's the time to do so. Once you do, "take
bellows", and he'll give them to you (7).

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Day 8

The Elemental of Air kicks up the dust in the Palace Plaza. You have
until day 11 to take care of him. Defeating him is pretty simple.
Simply walk up to it and get sucked into its funnel. While inside,
"drop dirt" or "drop sand" and you'll put it in the center of the
funnel, which will slow him down. Now, "use bellows" and you'll suck
him right up (20). Whee! Oh, and Shema dances tonight....

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Day 11

You should get ready for the Earth Elemental now. All you need to do at
this point is to go to the Kiram's Clothing Stand and buy a Cloth
Bag (7). Omar will poetize tonight, and he'll give you your 50 dinar
reward for defeating the Air Elemental (3).

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Day 12

This is the day of the Earth Elemental. He's stalking the streets right
now, causing general mayhem. You have until Day 14 to take care of it.
Go to the Adventurer's Guild and talk to Rakeesh. Ask him about his
sword, and he'll lend Soulforge to you (7). The magical sword will
flame only for the battle with the Earth Elemental, and you must return
it to Uhura after you've finished. The Earth Elemental is usually on
the streets in the northeastern area of the city. Just wander around
and eventually he'll pop up. Fight him. Once you turn him into dust,
"get earth", and you'll put him in the bag (20).

Now that you have the Earth Elemental, there's plenty more to do today,
but it can be done at any time. First thing's first. Go to the Guild
and return Soulforge. Next, go to Aziza's house. If you've been
exploring in the desert, you may have noticed a strange tree that looks
like a woman. Ask Aziza about the tree, and she'll tell you the tale
of Julanar the Healer and what you must do to free her spirit (7).
With the capture of the Earth Elemental, you have all items necessary.

Go to the desert. Head east from the Shapier Overlook until you reach
the tree. The first gift, the Gift of Kindness, is to "give water" to
the tree (7). After which, "tell about yourself" (5). The second gift
is the Gift of Magic. "Give earth" to the tree (7). Now, "tell about
earth" (5). Finally, as a Gift of Love, "hug tree" (5), and tell her
her name, "Julanar" (5). The Fruit of Compassion will form on one of
her branches. You'll take the gift as thanks for restoring Julanar's
spirit (7).

Now, head back to the Shapeir Overlook, go three screens east, and six
south to reach the Oasis. The Dervish there will tell you about a
puzzle with five W's. Ask him about the puzzle, and ask him about each
of the W's, especially "where". Go two screens north and a bunch of
screens west to find a cage with a ravenous beast (5). You cannot do
anything for him now, but return to the Dervish, and ask about the
beast (5). It's also a good idea to "take beard" now, so that you can
get the reward from Keapon about the whirling part of the Dervish (5).

Now that you have the Fruit of Compassion, and you should have picked
up a Griffin Feather (if not do that now), go back to Harik and give him
the two ingredients. He'll give you three Dispel Potions (7).

Return to the caged beast in the desert. To dispel him, you'll need to
add some of its hair to the potion, but he won't let you take it.
To get him distracted, give him some food or water (5). Then "take
hair", and you'll automatically put it in the potion. Give it the
potion, and it'll return to the apprentice sorcerer, Al Scurva, who
will tell you about Ad Avis, his former master (15).

Like I said before, the Julanar and Dispel Potion stuff can be done any
time, just make sure it's done before the end of Day 16.

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Day 13

There's not a whole lot going on, but visit the Guild and Uhura will
hand you a note that was left in the Guild. They're watching you.

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Day 14

This is the day of the Water Elemental. Note I didn't give you a heck
of a lot of time to prepare, but you should already have all you need,
and you need to capture it before Day 16. Go to the Fountain and there
you see the watery tart, splashing around in the fountain. DON'T GET
TOO CLOSE, or she'll suck the water right out of you. Instead, "put
down waterskin", and then "use bellows". You'll blow her right out of
the fountain and she'll drop right into your waterskin. Easy as
pie (20).

Now, if you go to the Guild again today, Uhura will mention another note
on the door. Tomorrow night...

Go to the Palace of the Plaza, and Sashanan will thank you for all that
you've done for the people of the Katta by giving you the Katta's
magical Sapphire Pin (5).

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Day 15

There's one more note at the Guild for you. Do what it says. As soon
as night falls, go to the end of Askeri Darb, off of Saif Darb to the
north of the Plaza of Fighters. At the end of the road, you'll see a
partially open door. Enter the darkness. When the voice is finished
talking, just stand there and don't do anything. After a minute of
rough-housing, the lights will be lit, and you'll find yourself chained
to a wall. As soon as you have control, "break chains". You'll break
them with just enough time to face your adversary bare-handed. All you
can do is dodge, so dodge to the right several times, and you'll avoid
the man's blade and race for your equipment. Fight the man, and when
you've got him on the floor, you'll be told to kill him. What you do
next is up to you. You have the option to kill or not kill your
helpless adversary... Regardless of the outcome, you are now qualified
to enter the Eternal Order of Fighters, and you'll get the Secret EOF
Badge (7).

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Day 16

On this, your last day in Shapeir, there's much to do. You can go
around to all the Katta merchants and receive their thanks and well
wishes, as well as go to the Apothecary and pick up plenty of pills.
As a matter of fact, if you plan on continuing this character to the
next game, it'd be wise to buy as many Healing Pills as possible,
because you carry them into the next game, and they cost an arm and a
leg there.

Anyway, what you really need to do is visit Aziza's house. She'll
invite you in, but your Saurus will follow (D'oh...) She'll spin some
magic and you'll learn a very interesting fact about your Saurus (7).

Also, go to the Guild and Rakeesh and Uhura will give you your
farewells. Rakeesh will request combat practice with you. Practice
with him (5), and he'll teach you a few things about fighting with
honor. You can practice with him all day if you wish.

At the end of the day, go to the Inn, and the Poet will give you his
last reading, and your reward for defeating the last two Elementals (6).

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Day 17

In the morning, the caravan will leave immediately. The game takes
control at this point. Shema will give you several rations and a change
of clothes and you'll be sent on your way, with a new Saurus (which
looks exactly like your old one, but who cares). You'll meet up with
the caravan, and the game's intermission will carry out.

---

Raseir

Time is kinda meaningless at this point. Everything happens in order
here, and you're really powerless to prevent it.

As you enter the city, you'll have the pleasure of meeting the friendly
happy-go-lucky Captain of the Raseirian Guard, Khaveen. He'll slap you
around for a bit, then give you a Visa, which will allow you to leave
and reenter the city.

The city of Rasier is exactly the same as Shapeir, except its compass
directions are flipped, and many of the streets are closed off. The
Fountain Plaza, Gate Plaza, and Palace Plaza are open, as well as all
connecting streets, but you can't go anywhere else.

Anyway, go to the Blue Parrot Inn. It's quite a bit more seedy than
the Katta's Tail. Sit down and you'll speak to Signor Ferrari. When
he asks about drinks, pick either one, but don't refuse. Leave and
return to the Inn when Sunset Approaches to speak to Ferrari some more,
and you'll also meet Ugarte, who will sell you some info if you're
interested. Hang around the Inn until night (turn up the Time Scale if
you wish) and you can enter your room, which is quite lovely.

The next morning, head south (on the main street, the city is flipped,
remember?). Once you reach the Fountain Plaza, you'll see a bit of a
disturbance. Khaveen confronts Ugarte about his water smuggling and
carries him off to the dungeons of Raseir. Head back to the Gate Plaza.

About halfway along the street, you'll be interrupted by a strange
veiled woman who'll tell you to follow her. You have to do this, by
the by, or you'll be arrested... Yeah... Follow the woman and enter
the open door. You'll have the pleasure of meeting Zayishah, daughter
of the current Emir, Ali al-Din Hasan. She wants your clothes... and
your Visa. Yeah, she's gonna leave the city looking like you. Give her
your clothes (5), your spare clothes, that is...

...

Eyes front, mister...

...

Now, hand her your Visa (5), and she'll give you her hand mirror as a
token of thanks. Leave after she takes off. Note that you can't
leave town now...

Time is now acceleterated to mid-afternoon. Hang around until sunset,
then head back into the Inn and Ferrari will tell you about Ugarte.
Wait around until night (you can guess there's not much goin' on in this
town) and head to bed.

The next morning, Ferrari will tell you it's been a pleasure doing
business with you, and you'll leave the Inn and be arrested by the
guards for breaking God knows what law (probably wearing purple pants
on an alternate Tuesday or something)...

Anyway, you're unceremoniously tossed in a smelly, fetid cell with only
a Katta for company who won't talk to you. But, wait. Aren't you
friend to all the Kattas? Show him your pin (7), and he'll trust you.
Now, to get out of the dungeon. Fortunately, Raseir needs to rethink
their 11 dinar security system. Simply "break door" and you're loose.
The Katta, Sharaf, will point out a secret escape route, and you'll
help him open it. BE SURE TO GRAB YOUR EQUIPMENT! Then, "enter
passage" and you'll leave the dungeon (7). You'll be in the streets of
Raseir in short order. Head along the streets and you'll soon be on
the road to the Dead Parrot Inn, or WILL YOU???

A magical aura surrounds you, and you have your first introduction to
your good friend, Ad Avis. You remember Ad Avis, right? He helped you
escape from the dungeon. He's your bestest buddy in the whole wide
world. When you were kids, he gave you part of his ice-cream cone when
you dropped yours by accident. He lent you those 30 dinars you needed
to make rent that one time. You two are gonna save the Emir by finding
the statue of Iblis!

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Forbidden City

The two of you will be outside the ancient ruins (apparently, you took
the last bus there). Ad Avis can't seem to open the door. You'll need
to help the poor schmoe. "Use mirror" and you'll reflect the moonlight
onto the door, opening it (5). He'll send you in and the door will
close behind you.

You're now inside a very dark cave. Fortunately, you have a lamp, with
a very helpful Fire Elemental, no less. "Rub lamp" and you'll have
your light. Head west to the next screen. "Put out lamp". Watch the
logs floating down the fast-moving river. Go up to the shore closest
to the waterfall and "jump" when a log gets nearby. "Jump" again once
the log reaches the opposite shore (7).

Now, there's this weird windhole. Not only will it try to suck you in,
but if you get past it, the fierce wind will prevent you from reaching
the next chamber. What you have to do is "force rock" near the
windhole (7). The rocks above it will collapse, and you'll be able to
go up behind the waterfall, right onto the next screen, and further
right onto the screen after that.

In this hot hot room, you'll have to simply walk the path around,
avoiding the lava and the venting flames as much as possible. It's not
that hard, but you can get a bit hurt from it. Make it to the far side
and you'll enter the next room (7).

You're now on a cliff, and the rest of the chamber is below you. What
do I have to spell it out for you? "Jump" (7)! Walk up to the
impressive-looking door. It'll tell you to speak the name of power.
If you've paid attention to local legends (and the prophecy Ad Avis
rattled off), you'll know the name of power is "Suleiman" (7). Pass
through the door.

In this chamber, you'll notice something piled up in the dark. Get
close to it... Cha-ching! Tray-sure! Ah, but don't touch. It's
forbidden and evil and stuff... Just walk through the next door (7).

Now, you're in the final room. You'll automatically walk up to the
pedestal with the Statue of Iblis on it, and be frozen just as you are
about to grab it. Ad Avis will teleport in (why couldn't he just have
done that in the first place?), grab the statue, tell you about how
he'll release Iblis, the mightiest of all Djinn, to do his bidding,
and he'll block the door, trapping you here, before teleporting off.
Now what? Well, head down to a stalagmite near the bottom of the room,
and you'll see a flash, "look flash" and you'll see a ring. "Get
ring" (7), and you'll put it on your finger, and a magical Djinni will
swoosh out! Oi! A thousand and one yeeeeears will give you such a
CRICK in the NECK!! 'Kay. No more Aladdin references...

So, you've got a Djinni at your command, but it's not so simple as
wishing for the Statue of Iblis. Ask him about "wishes" (7), and he'll
tell you that you can wish for Health, which will fully restore you,
you can wish for Prowess, which by wishing for any skill will
immediately boost it by 50 whopping points, and you can wish for
Teleport, which will take you as close to Iblis as the Djinni can. So,
wish for two skills you're kinda lacking in, and wish for Teleport as
your final wish. Whoosh!

---

Showdown at the Emir's Palace

You'll be deposited outside the Emir's palace. Sharaf, the Katta you
freed, will sneak by and tell you that the Underground is almost ready
to attack the Palace. Run up to the main gates of the palace. There'll
be two guards at the gate, and a Eunuch patrolling the wall. If you
have a rock or a dagger, throw it at the Eunuch to silence him. If not,
don't worry about it. In any case, "fight", and you'll battle the two
guards one at a time. Once you finish them, "break door" and you'll
enter the palace (5).

You'll make your way around the palace, and you'll enter one last
chamber, that Khaveen is standing guard over. "Jump" down, and Khaveen
will tell you he's been waiting for this. That makes two of us,
homeboy...

Fight Khaveen, who's pretty good. Sooner or later, he'll knock your
sword out of your hands. He'll tell you to yield. Don't. Just "get
sword", and you'll skillfully grab it, while avoiding a vicious blow.
Fight some more and you'll knock Khaveen's sword out of his hands. He's
helpless. What do you do? Do you kill him with one blow? Or do you
tell him to "pick up your sword", and finish him off honorably?
Whatever you do, you'll eventually deal your final blow to him, and
he'll lie still on the ground (15).

Now, for the door. "Break door". YOW! That felt great! Try "break
door" again. Okay. We're in.

Now that you're in the final room, you'll automatically enter combat
with the stone statue that just awakened. You can't hurt the thing,
so just "escape". Immediately run into an unlit candle to knock it
over and break the summoning spell. Ad Avis will be a little ticked,
and will start sending flaming fireballs at you, which will hurt. Run
around the left side towards the brazier. He'll set it on fire. Run
through the flames, and you'll push Ad Avis over the edge of the
balcony, where he will meet his horrible death on the flagstones
below. Hooray! You won! The Djinni will take the statue of Iblis and
return to the city, hanging around just long enough to tell you the
REAL prophecy... ^_^ (15)

After taking care of business in Raseir, (including restoring the
fountain with the Water Elemental), you'll be taken back to Shapeir to
receive your Hero's welcome (20).

The ceremony will play out a bit differently depending on what you do.

First, Shameen and Shema will speak for you, about what you did in
Spielburg, and about defeating the Elementals.

If you spared Walid in the Eternal Order of Fighters, he will speak for
you here, about how you spared his life (even if "killing" him wouldn't
have really killed him).

If you restored Julanar the Healer's spirit, Aziza will speak for you
and explain about the whole Julanar situation.

Zayishah will then speak for you about helping her leave the oppression
of her homeland at the risk of your life.

Your Saurus will "Gronk", and you will give him a Dispel Potion, to
change him back to the original Emir, Arus al-Din, and he'll speak for
you.

Finally, the Sultan will speak for you, saying how he watched over you
as the Poet Omar, how he now proclaims you a Hero, and how he now calls
you his son.

Congratulations Prince of Shapeir and Hero of Two Lands! You should
now have 500 out of 500 points!

But is this the end?

Did you act always with honor? Did you give to the poor? Did you
return a lost purse? Did you spare the fighter, Walid? Did you allow
Khaveen to pick up his sword instead of killing him outright?

Is there anyone now who will speak for this son of the sultan?

Rakeesh: "I shall speak for him!"

Rakeesh will tell you how great a man of Honor you are. He will give to
you his sword, Soulforge, and he will now proclaim you a Paladin! (50)

Oh, if this didn't happen, check the FAQ. There is a bit of a procedure
involved, but it isn't too complicated.

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Magic User Walkthrough

Numbers in parentheses are points added as you do stuff.

Day 1

As you begin your quest, you'll be in the Katta's Tail Inn, speaking
with Abdulla Doo, Master Merchant and Trader of Shapeir. Feel free to
question him about any matters. When you're done, "stand" (You'd be
surprised how many people had trouble with that).

Question Shameen if you wish, then leave the Inn. Your main objectives
here on Day 1 is to at least visit the Money Changer, and maybe do a
bit of shopping while you're at it.

Outside, you can question Ali Chica if you wish, but you won't be able
to buy anything. Head north on Junub Tarik all the way to the next
plaze, the Fountain Plaza. Here, also, you can talk to the merchants,
maybe visit the Apothecary and Magic Shop, but where you need to go is
west on Dinar Tarik (which is the street next to Tashtari the Brass
Seller). On Dinar Tarik, go all the way to the end until you reach a
two-way passage. Go right. Follow the passage (making all the turns
and avoiding streets that branch off) all the way until you reach
another two-way at the end. Go left. Keep going until you hit another
two-way passage and go left. Keep going and you'll reach the Money
Changer.

At the Money Changer's, speak to Dinarzad. Look at Franc if you wish
for some money puns. "exchange money" to exchange your Gold Coins.
It's best to exchange them in 50 coin increments or less (depending on
your patience) so that you get a better rate than trading them all at
once. (7)

Now that your purse is full of the coin of the realm, you can do a bit
of shopping, but I'll stick all that shopping stuff in the next
section. You can go exploring now, or just go back to the Inn, or even
go out into the Desert and kill something...

---

Exploring the City

The City of Shapeir has many places to visit, and many points to be
earned. Here are things you should do at certain places whenever you
have free time (and you should have a lot of free time).

Just so you know, I won't cover Elemental related items here. I'll
put those in when you go tackling the Elementals.

Gate Plaza:

Be sure to buy a map (7) and a compass (7) from Ali Chica. He can also
give you directions to most any place in town. You may find Shih'had
the Beggar here. Be sure to give him at least one centime (3).

Fountain Plaza:

Buy some extra Lizard Jerky from the food merchants. You can find the
poet Omar's Leather Purse here at some point. Return it to him for
some Honor. You can fill your Waterskins at the Fountain, of course.

Apothecary:

Harik Attar knows a lot about potions, pills, oils, and other types of
stuff you'd go to an apothecary for. If you ask him about nothing else,
ask about fire (3) and earth (3) to see some nice visual effects. Be
sure to buy all the kinds of pills, especially Mana Pills, which you'll
need quite a few of. Oh, and be sure to ask him about the ingredients
for the Dispel Potion.

Magic Shop:

Since you are a man of the art, you should buy all the spells that you
don't yet have from Keapon Laffin as soon as possible. He knows much
about magic and the people who use it, and can give you directions, if
you wish. Since his element is quite obviously Air, be sure to ask him
about the Air Elemental (5). If you read the board in the
Adventurer's Guild, you can also ask him about the "whirl" he needs.

Plaza of Fighters:

Be sure to buy some extra Waterskins from Mirak. Sometimes you can
find Rakeesh outside the guild sunning himself.

Adventurers' Guild:

Here's where you can talk with Rakeesh and Uhura. The two know a great
deal about the monsters in the area. To practice fighting with Uhura,
just go to the room on the right. You can use this place to easily
build up all your combat skills. If you get exhausted, just rest at
the Inn for an hour to max your stamina, and come back. Before you
leave, be sure to sign your name in the Adventurer's Logbook (3).

Weapon Shop:

The Magic User doesn't have much of a place at all here. If you
honestly need Daggers, you can buy them, but Issur has little to do with
a wussy like yourself.

Astrologer:

To get to the Astrologer's House, simply go to the Palace Plaza, leave
by the south street (Tarik of Stars), and follow it all the way to the
end. Can't miss it (5). Talk to the Astrologer, and be sure to ask him
about your future (5). He'll ask you to tell him about yourself. Do
so, and come back the next day to learn a bit about your future.

Enchantress:

Now, Aziza's one you'll actually have to do some work to meet. To get
to her house, go north from the Fountain Plaza, then follow Shmali
Tarik. If you look at your map, you'll see a tiny unnamed street in
the northeastern section of the city. That's where Aziza's house is.
Once you get there, knock on the door, and she'll ask you four
questions:

"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)

"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't
know)

The third question depends on who you answered for the second.

If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"

If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"

If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"

And the final question:
"My first is the first. My second is the last. Next comes myself.
Then back to the end, and to the beginning again. Who am I?"
Answer, duh, "Aziza".

She'll let you in (and will let you in on all subsequent visits) (7).

First thing to do is "greet" when you enter. Then walk over to the
table and you'll automatically sit. When she asks if you want to share
tea, say "yes". Then you can question her. Be sure to ask her about
Elementals, in general and each specific one. She also knows much about
other magical beings in the area. When you are done speaking with her,
say "farewell", and you'll leave.

Wizards' Institute of Technocery:

This is the big Magic User thing, as you can become a Wizard here. As
Aziza says, to find the Institute, you must use the very for thing for
which you seek it. That, of course, means to cast Detect in the city
streets (7). An arrow will flash pointing you in the proper direction
of WIT.

Of course, since you worked so hard to find this guide online, I'll
tell you that WIT is in the northern central most alley. When you enter
the alley, either cast Detect to see the door, and then cast Open at it,
or just cast Open at the back wall (11).

Oh, just to let you know, you should have every spell up to this
point from the Magic Shop.

You'll enter the ivory pillars and wide-open spaces of WIT, passing by
many Wizards you never knew, until you finally reach the end of the
path, and some familiar faces. The Wizards of WIT will ask your name.
Tell them. They will ask you what you seek. Say "Magic", and they will
ask you to choose a sponsor for your entry into WIT. You can choose
anyone in the area, Zara, Ad Avis, Aziza, Erana, Merlin, Houdini...
But the only one who'll accept is your good buddy Erasmus from
Spielburg.

Erasmus will give you a pretest to determine if you can enter the actual
entrance exam. You'll be presented with a stand and three bells. The
object is to make the correct one ring. This test is really quite
simple. Cast Detect to see the proper bell, then cast Fetch on that
bell to put it on the stand, then cast Trigger on that bell. Ring a
ding ding... (7)

You'll now be sent into the actual test. You'll be walking on an
endless path. Soon, you'll come upon the Air Wizard. He'll disappear,
leaving his staff behind, which will spin with incredible force. Cast
Fetch on the staff to move it closer to you, then cast Levitate to rise
above it. Stay above it until it passes, and then you'll continue (7).

Next comes the Earth Wizard. He'll create a large stone wall ahead of
you. Cast Trigger on it, and it'll become some kind of earth beast.
Cast Calm, and it'll fall asleep. Walk up to it and you'll climb right
over it. Once you pass it, it'll wake up again. Quickly cast Calm once
more (7).

Next comes the Water Wizard. He'll form a large block of ice. Cast
Flame Dart on the ice to melt the hoarfrost. Cast Force Bolt in the
very center of the ice to widen a crack. Finally, cast Open to separate
the two halves (7).

Finally, is the Fire Wizard. You'll have a door with some flames
burning behind it. Cast Open on the door. Cast Calm on the fire,
which will leave a hole in the path. Cast Fetch on the door to close
it, and finally, cast Force Bolt to knock it onto the hole. Congrats!
You've made it to WIT's end! (15)

You'll return to the main hall of WIT and the Wizards will accept you
as a Wizard Initiate. They offer you the chance to become a scholar and
study with the best and the brightest. But, you know that you're
needed as a Hero, not a bookworm, so refuse their oath (7). Erasmus
will commend you for your actions and give you the spell of Reversal as
your graduation present.

---

Desert Exploration

The Desert is a good place to practice your spells and get some live-
fire action with the monsters, but the Magic User doesn't really need
to go here at all.

About the only thing you can do at this point in time is to get the
Griffin Feather. You'll need the Levitate spell, though. Head to the
Griffin Nest, which is west from the Shapeir Overlook (3). Get close
to the wall of the nest and cast Levitate. Lift yourself up, and
"take feather" (7).

---

Day 2

Not much to do on this day, but at night you can watch Shema perform
her lovely dance at the Inn.

---

Day 3

Again, not much going on, but at night be sure to catch Omar's poetry
at the Inn (3). This is also a good time to question him.

---

Day 4

This day has your first portent of Elementals in the city. You step
outside the inn to find the stand of Ali Chica burned to an almost
crisp. This is the work of the Fire Elemental. This is the last chance
you'll have to buy a map or compass from Ali Chica. It'd be wise to
prepare for the Elemental's arrival. The way Aziza describes it is
that you need to lure it away from the plaza to the confined streets,
weaken it with water, and capture it in the proper container. Well,
you've got the water in your Waterskins. The lure you need is incense
from Harik Attar. Buy it from him at the Apothecary (7). Finally, you
need the container, which is in the form of a lamp which you can buy
from Tashtari in the Fountain Plaza (7).

---

Day 5

You wake up to find the Fire Elemental raging outside. You have until
Day 7 to get rid of it before it destroys the city. You can take a
few brushes with the flaming one, but it's best to keep your distance.
"Use incense" and move up and into the alley. Once inside, "put down
lamp" or "drop lamp", and then "use water" on the Fire Elemental. Boom.
Magic Lamp. (20)

---

Day 7

Go to the Adventurers' Guild. There, Rakeesh will give you your
reward for stopping the Fire Elemental (3). Time to get ready for the
Air Elemental. If you've spoken to Keapon and Aziza about this, you'll
know to use Earth to stop it, and you'll need a Bellows to contain it.
To get the earth you need, either "buy pot of dirt" from Lasham, who'll
give it to you for free, or ask Keapon about "fooler's earth", who'll
also give it to you for free. You can also buy a cloth bag and fill it
with sand from the desert. At any rate, you need one of those items.
To get the Bellows, you need to enter the Fighter's Plaza outside the
Weapon Shop after dark. Quickly cast Fetch on the Bellows before a
guard shows up and accosts you for taking them (7).

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza. You have
until day 11 to take care of him. Defeating him is pretty simple.
Levitate up in the air and wait until the Elemental moves under you.
"Drop dirt" or "drop sand" and you'll put it in the center of the
funnel, which will slow him down. Now, "use bellows" and you'll suck
him right up (20). Whee! Oh, and Shema dances tonight....

---

Day 11

You should get ready for the Earth Elemental now. All you need to do at
this point is to go to the Kiram's Clothing Stand and buy a Cloth
Bag (7). Omar will poetize tonight, and he'll give you your 50 dinar
reward for defeating the Air Elemental (3).

---

Day 12

This is the day of the Earth Elemental. He's stalking the streets right
now, causing general mayhem. You have until Day 14 to take care of it.
The Earth Elemental is usually on the streets in the northeastern area
of the city. Just wander around and eventually he'll pop up. Once he
does, cast multiple Flame Darts at him. Once you turn him into dust,
"get earth", and you'll put him in the bag (20).

Now that you have the Earth Elemental, there's plenty more to do today,
but it can be done at any time. First, go to Aziza's house. If you've
been exploring in the desert, you may have noticed a strange tree that
looks like a woman. Ask Aziza about the tree, and she'll tell you the
tale of Julanar the Healer and what you must do to free her spirit (7).
With the capture of the Earth Elemental, you have all items necessary.

Go to the desert. Head east from the Shapier Overlook until you reach
the tree. The first gift, the Gift of Kindness, is to "give water" to
the tree (7). After which, "tell about yourself" (5). The second gift
is the Gift of Magic. "Give earth" to the tree (7). Now, "tell about
earth" (5). Finally, as a Gift of Love, "hug tree" (5), and tell her
her name, "Julanar" (5). The Fruit of Compassion will form on one of
her branches. You'll take the gift as thanks for restoring Julanar's
spirit (7).

Now, head back to the Shapeir Overlook, go three screens east, and six
south to reach the Oasis. The Dervish there will tell you about a
puzzle with five W's. Ask him about the puzzle, and ask him about each
of the W's, especially "where". Go two screens north and a bunch of
screens west to find a cage with a ravenous beast (5). You cannot do
anything for him now, but return to the Dervish, and ask about the
beast (5). It's also a good idea to "take beard" now, so that you can
get the reward from Keapon about the whirling part of the Dervish (5).

Now that you have the Fruit of Compassion, and you should have picked
up a Griffin Feather (if not do that now), go back to Harik and give him
the two ingredients. He'll give you three Dispel Potions (7).

Return to the caged beast in the desert. To dispel him, you'll need to
add some of its hair to the potion, but he won't let you take it.
To get him distracted, give him some food or water (5). Then "take
hair", and you'll automatically put it in the potion. Give it the
potion, and it'll return to the apprentice sorcerer, Al Scurva, who
will tell you about Ad Avis, his former master (15).

Like I said before, the Julanar and Dispel Potion stuff can be done any
time, just make sure it's done before the end of Day 16.

---

Day 14

This is the day of the Water Elemental. Note I didn't give you a heck
of a lot of time to prepare, but you should already have all you need,
and you need to capture it before Day 16. Go to the Fountain and there
you see the watery tart, splashing around in the fountain. DON'T GET
TOO CLOSE, or she'll suck the water right out of you. Instead, "put
down waterskin", and then "use bellows". You'll blow her right out of
the fountain and she'll drop right into your waterskin. Easy as
pie (20).

Go to the Palace of the Plaza, and Sashanan will thank you for all that
you've done for the people of the Katta by giving you the Katta's
magical Sapphire Pin (5).

---

Day 16

On this, your last day in Shapeir, there's much to do. You can go
around to all the Katta merchants and receive their thanks and well
wishes, as well as go to the Apothecary and pick up plenty of pills.
As a matter of fact, if you plan on continuing this character to the
next game, it'd be wise to buy as many Healing Pills 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. Although it was meant for Fighters, if you decide to
practice, you'll go up against Rakeesh. You can practice with him all
day if you wish.

At the end of the day, go to the Inn, and the Poet will give you his
last reading, and your reward for defeating the last two Elementals (6).

---

Day 17

In the morning, the caravan will leave immediately. The game takes
control at this point. Shema will give you several rations and a change
of clothes and you'll be sent on your way, with a new Saurus (which
looks exactly like your old one, but who cares). You'll meet up with
the caravan, and the game's intermission will carry out.

---

Raseir

Time is kinda meaningless at this point. Everything happens in order
here, and you're really powerless to prevent it.

As you enter the city, you'll have the pleasure of meeting the friendly
happy-go-lucky Captain of the Raseirian Guard, Khaveen. He'll slap you
around for a bit, then give you a Visa, which will allow you to leave
and reenter the city.

The city of Rasier is exactly the same as Shapeir, except its compass
directions are flipped, and many of the streets are closed off. The
Fountain Plaza, Gate Plaza, and Palace Plaza are open, as well as all
connecting streets, but you can't go anywhere else.

Anyway, go to the Blue Parrot Inn. It's quite a bit more seedy than
the Katta's Tail. Sit down and you'll speak to Signor Ferrari. When
he asks about drinks, pick either one, but don't refuse. Leave and
return to the Inn when Sunset Approaches to speak to Ferrari some more,
and you'll also meet Ugarte, who will sell you some info if you're
interested. Hang around the Inn until night (turn up the Time Scale if
you wish) and you can enter your room, which is quite lovely.

The next morning, head south (on the main street, the city is flipped,
remember?). Once you reach the Fountain Plaza, you'll see a bit of a
disturbance. Khaveen confronts Ugarte about his water smuggling and
carries him off to the dungeons of Raseir. Head back to the Gate Plaza.

About halfway along the street, you'll be interrupted by a strange
veiled woman who'll tell you to follow her. You have to do this, by
the by, or you'll be arrested... Yeah... Follow the woman and enter
the open door. You'll have the pleasure of meeting Zayishah, daughter
of the current Emir, Ali al-Din Hasan. She wants your clothes... and
your Visa. Yeah, she's gonna leave the city looking like you. Give her
your clothes (5), your spare clothes, that is...

...

Eyes front, mister...

...

Now, hand her your Visa (5), and she'll give you her hand mirror as a
token of thanks. Leave after she takes off. Note that you can't
leave town now...

Time is now acceleterated to mid-afternoon. Hang around until sunset,
then head back into the Inn and Ferrari will tell you about Ugarte.
Wait around until night (you can guess there's not much goin' on in this
town) and head to bed.

The next morning, Ferrari will tell you it's been a pleasure doing
business with you, and you'll leave the Inn and be arrested by the
guards for breaking God knows what law (probably wearing purple pants
on an alternate Tuesday or something)...

Anyway, you're unceremoniously tossed in a smelly, fetid cell with only
a Katta for company who won't talk to you. But, wait. Aren't you
friend to all the Kattas? Show him your pin (7), and he'll trust you.
Now, to get out of the dungeon. Fortunately, Raseir needs to rethink
their 11 dinar security system. Simply cast Open on the door and
you're loose. The Katta, Sharaf, will point out a secret escape route,
and you'll help him open it. BE SURE TO GRAB YOUR EQUIPMENT! Then,
"enter passage" and you'll leave the dungeon (7). You'll be in the
streets of Raseir in short order. Head along the streets and you'll
soon be on the road to the Dead Parrot Inn, or WILL YOU???

A magical aura surrounds you, and you have your first introduction to
your good friend, Ad Avis. You remember Ad Avis, right? He helped you
escape from the dungeon. He's your bestest buddy in the whole wide
world. When you were kids, he gave you part of his ice-cream cone when
you dropped yours by accident. He lent you those 30 dinars you needed
to make rent that one time. You two are gonna save the Emir by finding
the statue of Iblis!

---

Forbidden City

The two of you will be outside the ancient ruins (apparently, you took
the last bus there). Ad Avis can't seem to open the door. You'll need
to help the poor schmoe. "Use mirror" and you'll reflect the moonlight
onto the door, opening it (5). He'll send you in and the door will
close behind you.

You're now inside a very dark cave. Fortunately, you have a lamp, with
a very helpful Fire Elemental, no less. "Rub lamp" and you'll have
your light. Head west to the next screen. "Put out lamp". Watch the
logs floating down the fast-moving river. Go up to the shore closest
to the waterfall and "jump" when a log gets nearby. "Jump" again once
the log reaches the opposite shore (7).

Now, there's this weird windhole. Not only will it try to suck you in,
but if you get past it, the fierce wind will prevent you from reaching
the next chamber. What you have to do is cast Force Bolt on the rocks
above the windhole (7). The rocks will collapse, and you'll be able to
go up behind the waterfall, right onto the next screen, and further
right onto the screen after that.

In this hot hot room, you'll have to simply walk the path around,
avoiding the lava and the venting flames as much as possible. It's not
that hard, but you can get a bit hurt from it. Make it to the far side
and you'll enter the next room (7).

You're now on a cliff, and the rest of the chamber is below you. Cast
Levitate and you'll float down to the floor (7). Walk up to the
impressive-looking door. It'll tell you to speak the name of power.
If you've paid attention to local legends (and the prophecy Ad Avis
rattled off), you'll know the name of power is "Suleiman" (7). Pass
through the door.

In this chamber, you'll notice something piled up in the dark. Get
close to it... Cha-ching! Tray-sure! Ah, but don't touch. It's
forbidden and evil and stuff... Just walk through the next door (7).

Now, you're in the final room. You'll automatically walk up to the
pedestal with the Statue of Iblis on it, and be frozen just as you are
about to grab it. Ad Avis will teleport in (why couldn't he just have
done that in the first place?), grab the statue, tell you about how
he'll release Iblis, the mightiest of all Djinn, to do his bidding,
and he'll block the door, trapping you here, before teleporting off.
Now what? Well, head down to a stalagmite near the bottom of the room,
and you'll see a flash, "look flash" and you'll see a ring. "Get
ring" (7), and you'll put it on your finger, and a magical Djinni will
swoosh out! Oi! A thousand and one yeeeeears will give you such a
CRICK in the NECK!! 'Kay. No more Aladdin references...

So, you've got a Djinni at your command, but it's not so simple as
wishing for the Statue of Iblis. Ask him about "wishes" (7), and he'll
tell you that you can wish for Health, which will fully restore you,
you can wish for Prowess, which by wishing for any skill will
immediately boost it by 50 whopping points, and you can wish for
Teleport, which will take you as close to Iblis as the Djinni can. So,
wish for two skills you're kinda lacking in, and wish for Teleport as
your final wish. Whoosh!

---

Showdown at the Emir's Palace

You'll be deposited outside the Emir's palace. Sharaf, the Katta you
freed, will sneak by and tell you that the Underground is almost ready
to attack the Palace. Run up to the main gates of the palace. There'll
be two guards at the gate, and a Eunuch patrolling the wall. Quickly
cast Flame Dart or Force Bolt on the Eunuch to take him out, then cast
Dazzle to blind the guards. Finally, cast Open on the door, and enter
the palace.

You'll make your way around the palace, and you'll enter one last
chamber, that Khaveen is standing guard over. Cast Calm and he'll
wander off. Cast Levitate to float down to the floor. Now, for the
door. It's got a spell on it. Cast Trigger on it to activate the
explosive spell, then cast Open on it. Now, and this is very important,
cast Reversal! You'll need it! Enter the Ritual Chamber (7).

First problem once you enter the room is the statue that animates when
you get close to it. First, cast Trigger on the statue to make it
crumble. Now, cast either Force Bolt or Fetch on an unlit candle. This
will break Ad Avis' spell. He'll be understandably ticked, and will
cast his trademark shape-changing spell on you. Fortunately, if you
have Reversal activated, it'll rebound off you. Unfortunately for
Khaveen, he wanders into the room (maybe to ask about a raise?) and
gets turned into a snake. Poor guy... Now, Ad Avis will get wise to
the Reversal spell, and will prepare a spell that will engulf you in
flame. Get about to the center of the room, and cast Force Bolt on the
wall between the first and second pillars on the left side of the
balcony. The spell will rebound into the brazier, the brazier will
fall on Ad Avis, and Ad Avis will fall off the edge (25)! Who's the
Mastah Spellcastah? The Djinni will thank you, and take the Statue of
Iblis back to the Forbidden City, pausing to recite the real prophecy.

After taking care of business in Raseir, (including restoring the
fountain with the Water Elemental), you'll be taken back to Shapeir to
receive your Hero's welcome (20).

The ceremony will play out a bit differently depending on what you do.

First, Shameen and Shema will speak for you, about what you did in
Spielburg, and about defeating the Elementals.

If you restored Julanar the Healer's spirit, Aziza will speak for you
and explain about the whole Julanar situation.

Zayishah will then speak for you about helping her leave the oppression
of her homeland at the risk of your life.

Your Saurus will "Gronk", and you will give him a Dispel Potion, to
change him back to the original Emir, Arus al-Din, and he'll speak for
you.

Finally, the Sultan will speak for you, saying how he watched over you
as the Poet Omar, how he now proclaims you a Hero, and how he now calls
you his son.

Congratulations Prince of Shapeir and Hero of Two Lands! You should
now have 500 out of 500 points!

***********************************************************************

Thief Walkthrough

Numbers in parentheses are points added as you do stuff.

Day 1

As you begin your quest, you'll be in the Katta's Tail Inn, speaking
with Abdulla Doo, Master Merchant and Trader of Shapeir. Feel free to
question him about any matters. When you're done, "stand" (You'd be
surprised how many people had trouble with that).

Question Shameen if you wish, then leave the Inn. Your main objectives
here on Day 1 is to at least visit the Money Changer, and maybe do a
bit of shopping while you're at it.

Outside, you can question Ali Chica if you wish, but you won't be able
to buy anything. Head north on Junub Tarik all the way to the next
plaze, the Fountain Plaza. Here, also, you can talk to the merchants,
maybe visit the Apothecary and Magic Shop, but where you need to go is
west on Dinar Tarik (which is the street next to Tashtari the Brass
Seller). On Dinar Tarik, go all the way to the end until you reach a
two-way passage. Go right. Follow the passage (making all the turns
and avoiding streets that branch off) all the way until you reach
another two-way at the end. Go left. Keep going until you hit another
two-way passage and go left. Keep going and you'll reach the Money
Changer.

At the Money Changer's, speak to Dinarzad. Look at Franc if you wish
for some money puns. "exchange money" to exchange your Gold Coins.
It's best to exchange them in 50 coin increments or less (depending on
your patience) so that you get a better rate than trading them all at
once (7). Also, make sure you "make thief sign" to Dinarzad, who'll
have a job for you tomorrow (3).

Now that your purse is full of the coin of the realm, you can do a bit
of shopping, but I'll stick all that shopping stuff in the next
section. You can go exploring now, or just go back to the Inn, or even
go out into the Desert and kill something...

---

Exploring the City

The City of Shapeir has many places to visit, and many points to be
earned. Here are things you should do at certain places whenever you
have free time (and you should have a lot of free time).

Just so you know, I won't cover Elemental related items here. I'll
put those in when you go tackling the Elementals.

Gate Plaza:

Be sure to buy a map (7) and a compass (7) from Ali Chica. He can also
give you directions to most any place in town. You may find Shih'had
the Beggar here. Be sure to give him at least one centime (3).

Fountain Plaza:

Buy some extra Lizard Jerky from the food merchants. You can find the
poet Omar's Leather Purse here at some point. Return it to him for
some Honor. You can fill your Waterskins at the Fountain, of course.

Apothecary:

Harik Attar knows a lot about potions, pills, oils, and other types of
stuff you'd go to an apothecary for. If you ask him about nothing else,
ask about fire (3) and earth (3) to see some nice visual effects. Be
sure to buy all the kinds of pills you'll need for this adventure. Make
sure you also invest in some Oil (3). Oh, and be sure to ask him about
the ingredients for the Dispel Potion.

Magic Shop:

It's very important that you buy the Magic Rope from Keapon as soon as
possible (5). Since his element is quite obviously Air, be sure to ask
him about the Air Elemental (5). If you read the board in the
Adventurer's Guild, you can also ask him about the "whirl" he needs.

Plaza of Fighters:

Be sure to buy some extra Waterskins from Mirak. Sometimes you can
find Rakeesh outside the guild sunning himself. You can also find Agi
the Agile who will challenge you to walk a tightrope. If you can do so,
you'll win five dinars. To walk the rope, you need to press Left to
step forward, then Right to hold you position. It's pretty easy, but
you'll probably take longer if you have a lower Agility.

Adventurers' Guild:

Here's where you can talk with Rakeesh and Uhura. The two know a great
deal about the monsters in the area. To practice fighting with Uhura,
just go to the room on the right. You can use this place to easily
build up all your combat skills. If you get exhausted, just rest at
the Inn for an hour to max your stamina, and come back. Before you
leave, be sure to sign your name in the Adventurer's Logbook (3).

Weapon Shop:

You'll probably want to invest in some extra Daggers. I suggest having
at least ten.

Astrologer:

To get to the Astrologer's House, simply go to the Palace Plaza, leave
by the south street (Tarik of Stars), and follow it all the way to the
end. Can't miss it (5). Talk to the Astrologer, and be sure to ask him
about your future (5). He'll ask you to tell him about yourself. Do
so, and come back the next day to learn a bit about your future.

Enchantress:

Now, Aziza's one you'll actually have to do some work to meet. To get
to her house, go north from the Fountain Plaza, then follow Shmali
Tarik. If you look at your map, you'll see a tiny unnamed street in
the northeastern section of the city. That's where Aziza's house is.
Once you get there, knock on the door, and she'll ask you four
questions:

"Who is it that seeks to enter?"
Type your name (capitalization isn't necessary)

"Who is it that sent you here?"
Possible answers are "Rakeesh", "Keapon", and "Erasmus" (why, I don't
know)

The third question depends on who you answered for the second.

If you answered "Rakeesh":
"How was the leg of Rakeesh injured?"
Answer "demon"

If you answered "Keapon":
"What element is most appropriate for the owner of the Magic Shop?"
Answer "air"

If you answered "Erasmus":
"Who is the companion of Erasmus?"
Answer "Fenrus"

And the final question:
"My first is the first. My second is the last. Next comes myself.
Then back to the end, and to the beginning again. Who am I?"
Answer, duh, "Aziza".

She'll let you in (and will let you in on all subsequent visits) (7).

First thing to do is "greet" when you enter. Then walk over to the
table and you'll automatically sit. When she asks if you want to share
tea, say "yes". Then you can question her. Be sure to ask her about
Elementals, in general and each specific one. She also knows much about
other magical beings in the area. When you are done speaking with her,
say "farewell", and you'll leave.

Return to Money Changer:

Any time after you make the Thief Sign to Dinarzad, return to her shop
and she'll set you up with a job. You are to go to a house off Rani
Tarik and steal a Silver Tea Service for her.

Metal Worker's House:

The house is in the southeast portion of the city. There's an unnamed
alley on the map off a street. That is your destination. You'll know
it's the right place because you see a blue sconce. Start sneaking,
and then pick the lock on the door (3). Once inside, you'll see the tea
service on the shelf nearby. Grab it (3). At this point, someone will
walk into the room. Fortunately, Kareem is far too smashed to notice
you. Next, oil the hinges on the wardrobe on the back wall (3).
Search the wardrobe and you'll find an emerald bowl (3). Now, move the
rug in the center of the room and you'll see a trapdoor. Open the
trapdoor. Oh, heck. Someone's coming. "Roll back rug", then "hide".
You'll crouch down in the corner. Abdul will also be drunk, but he'll
notice oddities in the house. Once he passes, move the rug again.
Pick the lock on the chest in the trapdoor and take the money (3).
Once again, someone's coming. "Roll back rug", and "hide in wardrobe"
this time. Jabbar is fully alert and will notice anything wrong. Once
he passes, move the rug once more, and search the chest to find a false
bottom and a silver dagger (5). Take it, roll back the rug, and leave.
Return to Dinarzad the next morning and fence the three treasures you
picked up (3). She'll also mention a possible job on the Weapon Shop.

Weapon Shop by Night:

At night, pick the lock on the door (3). Close the door behind you once
you enter. Your loot is under the anvil. If your Strength isn't all
that high, you may have to oil it. Move the anvil, open the trapdoor,
and pick the lock on the strongbox (3). Take the money, and leave the
shop. Much easier compared to the Metal Worker's House.

---

Desert Exploration

The Desert is a good place to get some live-fire action with the
monsters, but the Thief doesn't really need to go here at all.

About the only thing you can do at this point in time is to get the
Griffin Feather. You'll need the Magic Rope, though. Head to the
Griffin Nest, which is west from the Shapeir Overlook (3). Get close
to the wall of the nest and use the rope. Climb up, and "take
feather" (7).

---

Day 2

Not much to do on this day, but at night you can watch Shema perform
her lovely dance at the Inn.

---

Day 3

Again, not much going on, but at night be sure to catch Omar's poetry
at the Inn (3). This is also a good time to question him.

---

Day 4

This day has your first portent of Elementals in the city. You step
outside the inn to find the stand of Ali Chica burned to an almost
crisp. This is the work of the Fire Elemental. This is the last chance
you'll have to buy a map or compass from Ali Chica. It'd be wise to
prepare for the Elemental's arrival. The way Aziza describes it is
that you need to lure it away from the plaza to the confined streets,
weaken it with water, and capture it in the proper container. Well,
you've got the water in your Waterskins. The lure you need is incense
from Harik Attar. Buy it from him at the Apothecary (7). Finally, you
need the container, which is in the form of a lamp which you can buy
from Tashtari in the Fountain Plaza (7).

---

Day 5

You wake up to find the Fire Elemental raging outside. You have until
Day 7 to get rid of it before it destroys the city. You can take a
few brushes with the flaming one, but it's best to keep your distance.
"Use incense" and move up and into the alley. Once inside, "put down
lamp" or "drop lamp", and then "use water" on the Fire Elemental. Boom.
Magic Lamp. (20)

---

Day 7

Go to the Adventurers' Guild. There, Rakeesh will give you your
reward for stopping the Fire Elemental (3). Time to get ready for the
Air Elemental. If you've spoken to Keapon and Aziza about this, you'll
know to use Earth to stop it, and you'll need a Bellows to contain it.
To get the earth you need, either "buy pot of dirt" from Lasham, who'll
give it to you for free, or ask Keapon about "fooler's earth", who'll
also give it to you for free. You can also buy a cloth bag and fill it
with sand from the desert. At any rate, you need one of those items.
To get the Bellows, go to the Weapon Shop at night. Use the Magic Rope
near the house, climb up and grab the Bellows quickly before a guard
shows up (7).

---

Day 8

The Elemental of Air kicks up the dust in the Palace Plaza. You have
until day 11 to take care of him. Defeating him is pretty simple.
Use the Magic Rope to climb up above the funnel. Once it passes beneath
you, "drop dirt" or "drop sand" and you'll put it in the center of the
funnel, which will slow him down. Now, "use bellows" and you'll suck
him right up (20). Whee!

You can also go to the Fighter's Plaza. The challenge is harder because
of the increased wind, so you'll win ten dinars if you walk the rope
successfully. Oh, and Shema dances tonight....

---

Day 11

You should get ready for the Earth Elemental now. All you need to do at
this point is to go to the Kiram's Clothing Stand and buy a Cloth
Bag (7). Omar will poetize tonight, and he'll give you your 50 dinar
reward for defeating the Air Elemental (3).

---

Day 12

This is the day of the Earth Elemental. He's stalking the streets right
now, causing general mayhem. You have until Day 14 to take care of it.
Go to the Apothecary and tell Harik about the Earth Elemental. He'll
give you the Powder of Burning to use against him (5). The Earth
Elemental is usually on the streets in the northeastern area of the
city. Just wander around and eventually he'll pop up. Throw the
powder at him. Once you turn him into dust, "get earth", and you'll
put him in the bag (20).

Now that you have the Earth Elemental, there's plenty more to do today,
but it can be done at any time. First, go to Aziza's house. If you've
been exploring in the desert, you may have noticed a strange tree that
looks like a woman. Ask Aziza about the tree, and she'll tell you the
tale of Julanar the Healer and what you must do to free her spirit (7).
With the capture of the Earth Elemental, you have all items necessary.

Go to the desert. Head east from the Shapier Overlook until you reach
the tree. The first gift, the Gift of Kindness, is to "give water" to
the tree (7). After which, "tell about yourself" (5). The second gift
is the Gift of Magic. "Give earth" to the tree (7). Now, "tell about
earth" (5). Finally, as a Gift of Love, "hug tree" (5), and tell her
her name, "Julanar" (5). The Fruit of Compassion will form on one of
her branches. You'll take the gift as thanks for restoring Julanar's
spirit (7).

Now, head back to the Shapeir Overlook, go three screens east, and six
south to reach the Oasis. The Dervish there will tell you about a
puzzle with five W's. Ask him about the puzzle, and ask him about each
of the W's, especially "where". Go two screens north and a bunch of
screens west to find a cage with a ravenous beast (5). You cannot do
anything for him now, but return to the Dervish, and ask about the
beast (5). It's also a good idea to "take beard" now, so that you can
get the reward from Keapon about the whirling part of the Dervish (5).

Now that you have the Fruit of Compassion, and you should have picked
up a Griffin Feather (if not do that now), go back to Harik and give him
the two ingredients. He'll give you three Dispel Potions (7).

Return to the caged beast in the desert. To dispel him, you'll need to
add some of its hair to the potion, but he won't let you take it.
To get him distracted, give him some food or water (5). Then "take
hair", and you'll automatically put it in the potion. Give it the
potion, and it'll return to the apprentice sorcerer, Al Scurva, who
will tell you about Ad Avis, his former master (15).

Like I said before, the Julanar and Dispel Potion stuff can be done any
time, just make sure it's done before the end of Day 16.

---

Day 14

This is the day of the Water Elemental. Note I didn't give you a heck
of a lot of time to prepare, but you should already have all you need,
and you need to capture it before Day 16. Go to the Fountain and there
you see the watery tart, splashing around in the fountain. DON'T GET
TOO CLOSE, or she'll suck the water right out of you. Instead, "put
down waterskin", and then "use bellows". You'll blow her right out of
the fountain and she'll drop right into your waterskin. Easy as
pie (20).

Go to the Palace of the Plaza, and Sashanan will thank you for all that
you've done for the people of the Katta by giving you the Katta's
magical Sapphire Pin (5).

---

Day 16

On this, your last day in Shapeir, there's much to do. You can go
around to all the Katta merchants and receive their thanks and well
wishes, as well as go to the Apothecary and pick up plenty of pills.
As a matter of fact, if you plan on continuing this character to the
next game, it'd be wise to buy as many Healing Pills as possible,
because you carry them into the next game, and they cost an arm and a
leg there.

Anyway, what you really need to do is visit Aziza's house. She'll
invite you in, but your Saurus will follow (D'oh...) She'll spin some
magic and you'll learn a very interesting fact about your Saurus (7).

Also, go to the Guild and Rakeesh and Uhura will give you your
farewells. Although it was meant for Fighters, if you decide to
practice, you'll go up against Rakeesh. You can practice with him all
day if you wish.

At the end of the day, go to the Inn, and the Poet will give you his
last reading, and your reward for defeating the last two Elementals (6).

---

Day 17

In the morning, the caravan will leave immediately. The game takes
control at this point. Shema will give you several rations and a change
of clothes and you'll be sent on your way, with a new Saurus (which
looks exactly like your old one, but who cares). You'll meet up with
the caravan, and the game's intermission will carry out.

---

Raseir

Time is kinda meaningless at this point. Everything happens in order
here, and you're really powerless to prevent it.

As you enter the city, you'll have the pleasure of meeting the friendly
happy-go-lucky Captain of the Raseirian Guard, Khaveen. He'll slap you
around for a bit, then give you a Visa, which will allow you to leave
and reenter the city.

The city of Rasier is exactly the same as Shapeir, except its compass
directions are flipped, and many of the streets are closed off. The
Fountain Plaza, Gate Plaza, and Palace Plaza are open, as well as all
connecting streets, but you can't go anywhere else.

Anyway, go to the Blue Parrot Inn. It's quite a bit more seedy than
the Katta's Tail. Sit down and you'll speak to Signor Ferrari. When
he asks about drinks, pick either one, but don't refuse. Also, make
sure to "make thief sign" at Ferrari (5). Leave and return to the Inn
when Sunset Approaches to speak to Ferrari some more, and you'll also
meet Ugarte, who will sell you some info if you're interested. Hang
around the Inn until night (turn up the Time Scale if you wish) and you
can enter your room, which is quite lovely.

The next morning, head south (on the main street, the city is flipped,
remember?). Once you reach the Fountain Plaza, you'll see a bit of a
disturbance. Khaveen confronts Ugarte about his water smuggling and
carries him off to the dungeons of Raseir. Head back to the Gate Plaza.

About halfway along the street, you'll be interrupted by a strange
veiled woman who'll tell you to follow her. You have to do this, by
the by, or you'll be arrested... Yeah... Follow the woman and enter
the open door. You'll have the pleasure of meeting Zayishah, daughter
of the current Emir, Ali al-Din Hasan. She wants your clothes... and
your Visa. Yeah, she's gonna leave the city looking like you. Give her
your clothes (5), your spare clothes, that is...

...

Eyes front, mister...

...

Now, hand her your Visa (5), and she'll give you her hand mirror as a
token of thanks. Leave after she takes off. Note that you can't
leave town now...

Time is now acceleterated to mid-afternoon. Hang around until sunset,
then head back into the Inn and Ferrari will tell you about Ugarte.
He'll also want to speak to you about your skills and a job he has for
you. He wants you to go to a house in the Fountain Plaza and steal a
black statue of a bird. Go outside and wait around until night.

Once night approaches, start sneaking, and go to the open window in the
Fountain Plaza. Use the Magic Rope and climb up to the window (3).
Once inside, sneak around in front of the canopy bed. You'll creak a
board. Be sure to stop moving until the guy in the bed stops tossing
and turning. Sneak over to the nearby cabinet and oil its hinges (3).
Now, pick the lock on the cabinet and take the Blackbird (5). Exit the
house via the window. Now, head back to the Inn and give Ferrari the
bird (3). Once the dialogue is finished, go to your room to sleep.

The next morning, Ferrari will tell you it's been a pleasure doing
business with you, and you'll leave the Inn and be arrested by the
guards for breaking God knows what law (probably wearing purple pants
on an alternate Tuesday or something)...

Anyway, you're unceremoniously tossed in a smelly, fetid cell with only
a Katta for company who won't talk to you. But, wait. Aren't you
friend to all the Kattas? Show him your pin (7), and he'll trust you.
Now, to get out of the dungeon. Fortunately, Raseir needs to rethink
their 11 dinar security system. Simply "pick lock" and you'll use your
pin to open up the gate. The Katta, Sharaf, will point out a secret
escape route, and you'll help him open it. BE SURE TO GRAB YOUR
EQUIPMENT! Then, "enter passage" and you'll leave the dungeon (7).
You'll be in the streets of Raseir in short order. Head along the
streets and you'll soon be on the road to the Dead Parrot Inn, or WILL
YOU???

A magical aura surrounds you, and you have your first introduction to
your good friend, Ad Avis. You remember Ad Avis, right? He helped you
escape from the dungeon. He's your bestest buddy in the whole wide
world. When you were kids, he gave you part of his ice-cream cone when
you dropped yours by accident. He lent you those 30 dinars you needed
to make rent that one time. You two are gonna save the Emir by finding
the statue of Iblis!

---

Forbidden City

The two of you will be outside the ancient ruins (apparently, you took
the last bus there). Ad Avis can't seem to open the door. You'll need
to help the poor schmoe. "Use mirror" and you'll reflect the moonlight
onto the door, opening it (5). He'll send you in and the door will
close behind you.

You're now inside a very dark cave. Fortunately, you have a lamp, with
a very helpful Fire Elemental, no less. "Rub lamp" and you'll have
your light. Head west to the next screen. "Put out lamp". Watch the
logs floating down the fast-moving river. Go up to the shore closest
to the waterfall and "jump" when a log gets nearby. "Jump" again once
the log reaches the opposite shore (7).

Now, there's this weird windhole. Not only will it try to suck you in,
but if you get past it, the fierce wind will prevent you from reaching
the next chamber. What you have to do is "pick rock" near the
windhole and you'll use your tools (7). The rocks above it will
collapse, and you'll be able to go up behind the waterfall, right onto
the next screen, and further right onto the screen after that.

In this hot hot room, you'll have to simply walk the path around,
avoiding the lava and the venting flames as much as possible. It's not
that hard, but you can get a bit hurt from it. Make it to the far side
and you'll enter the next room (7).

You're now on a cliff, and the rest of the chamber is below you. Use
the Magic Rope to lower yourself safely to the floor (7). Walk up to
the impressive-looking door. It'll tell you to speak the name of power.
If you've paid attention to local legends (and the prophecy Ad Avis
rattled off), you'll know the name of power is "Suleiman" (7). Pass
through the door.

In this chamber, you'll notice something piled up in the dark. Get
close to it... Cha-ching! Tray-sure! Ah, but don't touch. It's
forbidden and evil and stuff... Just walk through the next door (7).

Now, you're in the final room. You'll automatically walk up to the
pedestal with the Statue of Iblis on it, and be frozen just as you are
about to grab it. Ad Avis will teleport in (why couldn't he just have
done that in the first place?), grab the statue, tell you about how
he'll release Iblis, the mightiest of all Djinn, to do his bidding,
and he'll block the door, trapping you here, before teleporting off.
Now what? Well, head down to a stalagmite near the bottom of the room,
and you'll see a flash, "look flash" and you'll see a ring. "Get
ring" (7), and you'll put it on your finger, and a magical Djinni will
swoosh out! Oi! A thousand and one yeeeeears will give you such a
CRICK in the NECK!! 'Kay. No more Aladdin references...

So, you've got a Djinni at your command, but it's not so simple as
wishing for the Statue of Iblis. Ask him about "wishes" (7), and he'll
tell you that you can wish for Health, which will fully restore you,
you can wish for Prowess, which by wishing for any skill will
immediately boost it by 50 whopping points, and you can wish for
Teleport, which will take you as close to Iblis as the Djinni can. So,
wish for two skills you're kinda lacking in, and wish for Teleport as
your final wish. Whoosh!

---

Showdown at the Emir's Palace

You'll be deposited outside the Emir's palace. Sharaf, the Katta you
freed, will sneak by and tell you that the Underground is almost ready
to attack the Palace. Run up to the main gates of the palace. There'll
be two guards at the gate, and a Eunuch patrolling the wall. Throw a
Dagger at the Eunuch to silence him. Next, use the Magic Rope to climb
up to the wall. Note the silk scarf on the left wall. Run off to the
left (3).

Wow! You're earning your pay now, folks! You'll go through a little
scene with the ladies in the harem. You're not in any real danger here
and you'll soon move into the next room.

There are several Eunuchs here. Tap Down to sneak down to the statue.
Nawar will call over one of the Eunuchs. Wait until the pacing Eunuch
is out of sight, then sneak Left over to the table. Wait until he
passes again, then sneak Up into the tower (5).

You'll see Ad Avis across the way performing the summoning ritual.
Fortunately, you've arrived rather early in the ritual, so use the Magic
Rope and you'll extend it horizontally. Tightrope walk across it
using techniques you learned back in Shapeir. Once you reach the end,
throw a dagger at an unlit candle (3). Ad Avis will be understandably
ticked, and will start casting Flame Darts at you. "Duck" the first
one, then quickly get ready to duck the second one, which comes right
after it. Now, edge over to the other pillar so you can get a good
shot at him. As soon as Ad Avis speaks, though, be ready to "duck"
another shot. Once you reach the other pillar, "duck" once more, then
throw a dagger at him to knock him back. He'll toss one last Flame
Dart at you, then you can throw one final dagger at him which will
knock him over the edge. Woo hoo! Go you! The Djinni will thank you
and leave to return the Statue of Iblis to the Forbidden City, pausing
long enough to tell you the REAL prophecy... ^_^ (20)

After taking care of business in Raseir, (including restoring the
fountain with the Water Elemental), you'll be taken back to Shapeir to
receive your Hero's welcome (20).

The ceremony will play out a bit differently depending on what you do.

First, Shameen and Shema will speak for you, about what you did in
Spielburg, and about defeating the Elementals.

If you 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!