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1990-11-09
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QUEST for GLORY II: TRIAL by FIRE
Documentation
by
Barimor
Quest for Glory II: Trial by Fire [ Technical Manual ]
CREATE A CHARACTER
==================
First of all, you can import your character from Quest for Glory I. If
you are like me and didn't finish it, you can create a new character.
The choices you have are Fighter, Magic-User and Thief.
The Fighter:
His weapon is the sword and defense is the shield.
The Magic-User:
Cast spells and aviod combat.
The Thief:
His main weapon is the dagger and will use it from afar. He defends
himself by dodging with agility.
COMBAT
======
Attacking:
These are the numberic keyboard keys:
7- Swing High 8- Thrust 9- Swing Low
4- High Parry 5- Middle Parry 6- Low Parry
1- Dodge Left 2- Dodge Back 3- Dodge Right
Try to strike the opponent when he is 'open'. Timing and defense are
the most important thing.
Spells:
Use the following in close combat: Flame Dart, Force Bolt, Zap and
Dazzle. When in doubt, run away!
Quest for Glory II: Trial by Fire [ Famous Adventurers Correspodence School ]
ADVANCED FIGHTING:
=================
Strategy and Tactics:
" You got to know when to fight'em
Know when to be polite to'em,
Know when to dodge away and know when to run
You've got to practice fighting
Any time you're able,
'Cause there ain't (sic) no time for practice,
When the monsters come."
" If it is prophylatic and empathically didactic, then it's
not tactic.'
COMBAT CAREERS:
Career Paths:
Warlord
This is an aggressive, gung type fighter. You storm the
country side.
Remember - it's "Loot before pillage, sack before burn".
Hero
Prefered occupation for fighter. Comes in handy because
you are more educated.
Paladin
He is the goody-two shoes. Out to help everyone for free.
Combat Instructor
You can be a Drill Sergeants and Samurai Sensei.
Security Guard
Life of fairly free of strife, but very boring.
Babysitter
Take a guess at this one guys!
ADVANCED MAGIC USING:
====================
Best place to improve your spellcasting is at the Wizard's Institute
of Technology (WIT). It is located in the city of Shapeir. It is
said to exist on another plane. The entrance is well hidden from all
but those meant to find it. If you are among them, careful
application of your knowledge should soon point the way.
Before you can become a full-fledged student, you will be given a
series of entrance examinations. Failure is not held againist you-
as long as you are willing to try again. These trails are a learning
experience in themselves.
OCCULT OCCUPATIONS
Career Paths:
Royal Magician
Most prestigious of possible occupations.
Wizard
The wizard seeks to know the True Meaning of Life, the
University and how to do the voodoo that the Zulu do to
you.
Archmage
He is the epitome of power. He is the best!
Court Jester
Entertainer...
Computer Programmer
Geez wonder if any of you are one!
Corporate Manager
Damn, just if someone would ask me! They let others do the
job for them. Just use the Clam Spell and you can
influence others to work for you..
Basic Spell Usage:
Calm
This was developed for avoiding awkward situations, such
as physical combat. It relaxes the natural aggressive
tendencies of things in the area of the spell for a short
duration. Once in combat, however, it is ineffective. A
calmed opponent will just calmly eat you.
With advanced skills in this spell, it is possible to calm
even non-living things.
Dazzle
Erasmus's Razzle Dazzle produces a bright flash of magic
which temporarily blinds an opponent. This, of course,
presupposes that the opponent HAS eyes!
Detect Magic
This spell is used to percieve an aura of magical power
which surrounds objects which have had spells cast at
them. It can also be used to find invisible things.
Flame Dart
This offensive spell projects a ball of magical fire
towards an object.
Open
This intially is useful fo unlocking simple locks, but can
be used to open dooes when the spellcaster is sufficiently
skilled. Unfortunately, it will not affect most magical
locks or doors, or those doors barred on the other side.
Trigger
R.Roger's Reactivating Ritual, or "Trigger", is used to
'set off' operating magical spells already cast upon some
object. Thus a Magic User can avoid damage from magical
traps. Trigger can sometimes be used to both 'turn on' and
'turn off' certain spells.
Zap
The Leyden's Latent'Lectrical Discharge spell, or 'Zap',
allows a caster to place magical energy upon a weapon.
This is released when the weapon strikes an opponent,
increasing the amount of damage.
Advanced Spell Usage:
Force Bolt
Aronson's Arcane Arbalest of Action and Reaction, or
'Force Bolt', is a magical globe of energy which is used
to push againist something in the distance. Becasue it can
'bounce' off an object, it can be used againist things not
in direct line of sight. When properly aimed, a Force Bolt
can be made to bounce several times before releasing all
its energy. It may be used as an offensive spell.
Levitate
Ellen's Enchanted Elevator, or 'Levitate', spell allows
the spell caster to move up and down at will. This is
ideal for getting the book you need off the top shelf of
your library or for dusting the top of your refrigerator.
This spell continually drains the caster's Spell Points
while in use.
Reversal
Kirkov's Cosmic Karma Cookies or 'Reversal', reflects
offensive spells back upon the caster. Cast this spell
before entering magical combat. It should be noted thay
when two opposing Magic-Users both use this spell, the
results can be very dangerous to spectators.
ADVANCED THIEVING:
=================
Tools of the trade:
Rope - In the words of the immortal Sam 'the Man' Ganges, "you
gota scope the rope if you wanta cope"
Oil - This is often overlooked. Squeaky hinges on cabinets and
doors create the creak that causes the cops to capture a
crook. Oiling hinges reduces noise. Oil is also useful
for moving heavy objects.
Thief Sign - It is the recognition signal. To make the sign
(gee wonder if this is important guys?): First,
place your thumb upon your nose with the hand held
perpendicular to your face, and the fingers
outspread. Then wiggle your fingers while focusing
your eyes upon your thumb and patting your belly
with your free hand. You should make the sign
whenever you believe yourself to be in the
presence of a fellow practitioner. However, you
should be aware that not all politicians will
recognize this symbol- some of them are scabs.
Improvisation- If you are caught with tools. Use your Thieve's
Guild card to flip a latch on a door. You can
use any thin, metal probe such as the pin that
was in the black prince's feathered hat which
you just happen to find in your backpack can be
used to click the lock. If the door is FiRMly
bolted on the other side and does it resist all
your attempts at breaking it down? Then put the
hat of the black prince on your head covering
most of your face, stroll towards the guards,
give them a lecture about their appearance,
telling them not to slouch, letting them know
that you will not tolerate sloppiness, and then
push on past, leaving them to think that the
black prince has poor taste in clothes
combinations. All you need is a little
imaginations, and you can get through any
situation.
PURLOINER'S POSTIONS:
Career Paths:
Playboy
You are a suave and slick stud..
Chief Thief
Head of the Thieve's Guild. Impress anyone Chief's you
encounter and remember, it is not who YOU know, it is WHO
knows you.
Godfather
Go see the movie
Tax Accountant
Balance the books...
Politican
It is a dirty job, but someone has to do it!
CEO
My dream!
PROFESSIONAL ORGANIZATIONS:
==========================
Adventurer's Guild
It is good place to chat, hear gossip, and learn about
employment info. Be sure and sign in when you first reach a
town to give yourself official adventurer status. otherwise,
some unpleasant things might happen to you!
Eternal Order of Fighters (EOF)
This is for fighters. EOF- The Guts, The Glory, The Greatest!.
Membership by invitation only.
Thieve's Guild
A thieves home. The way to locate the local Theive's Guild is
to contact a local thief by use of the Thieves' Sign. Once you
have found the guild and identified yourself, it is not
uncommon to be asked to prove your identity. A simple test is
often given to prove your worth to the organization.
Accomplishing this trial will improve your position in the
guild.
SPECIAL INFO:
============
Background
A Madrid called Iblis attempted to rul the world and turn all
men to slaves. He created a city in the desert to summon a
Djinn. The Djinn defeated him instead and what is left over of
the city is called 'Forbidden City' and is located near Raseir.
The Sultan is the absolute rulers thesedays. The Emir of Raseir
is rumored to have disappeared, and there have been diquieting
tales about the current political situation.
Desert Survival
Water- Need it or you will perish.
Saurus- It is an excellant mount and found near dunes. It will
always find its way back to the stable. It will never get lost.
It can recognize simple commands.
Sentients of Shapeir
Humans - a new race
Gnomes - Small and known for jokes.
Katta - Found around Raseir and are good artisans and talented
merchants.
Centuars- Half horse and half human, the Centuars roam the
deserts of Shapeir in nomadic herds. They make
excellent guides for the tips of their tails.
Centuars are extremely honorable, but have no sense
of humor. They don't get along well with Gnomes.
Liontaurs - The Liontaur looks like a cross between a human and
a lion. They reside primarily to the south of
Shapeir in their great kingdoms of Tarna.
Occasionally a young male will wander into the
Shapeir lands. Liontaurs are fierce fighters and
very proud, so it is best not to annoy them.
The Lanf of Enchantment
Djinn
Djinn and their relatives, the Djinn, Shaitan, Ifreet and
Madrid, are magical creatures of high intelligence found
primarily around the lands of the Shapeir. They are
occasionally found trapped in items such as bottles and
rings. Releasing a Djinni from such an item can be very
dangerous.
Djann - take the shape of animals, live in the mountains
area, and are seldom seen,
Djinn - are commonly associated with air. Tales are told
of wishes being granted to whomever releases a
Djinn from an item. Tales are also told of the
Djinn destroying the one who released him.
Shaitan - prefer to live around streams and running water.
As this is an extremely arid region, Shaitan are
extremely rare.
Ifreet - are fiery creatures that prefer the remote dunes
of the desert.
Marid - are the most powerful of all the Djinn.
Enchanted Creatures
Elementals
Are created by magical spells placed upon the primal
elements of Earth, Air, Water, Pizza and Fire. They have
characteristics of the element.
Masikh
Distant relatives of the Djinn is frightening and
dangerous to encounter. It is invisible, distinguished
only by the movement in the sands and the fearful
reactions of animals in their vicinity.
Ghouls
Supernatural creatures of the undead which prey upon the
living. The very touch of one has a chilling effect upon
the victim similar to frostbite. The more wounds the ghuol
makes, the more the victim's movements are slowed, until
he finally collapes. It is best to avoid damage from
Ghuols entirely.
Well, that is about it! If you have any questions, just leave some mail
for me on any LSD Net Mail System...
==============================================================================
Also, if anyone has an extra 9600, HST or Dual standard they would like
to donate to The Humble Guys, please feel free to do so. One of our
crackers had a misfortune and you know the story of how much they cost.
Anyhow, if you have one and would like to donate it, leave mail on any
THG board or call the VMB or just send it to our mail box!!!
==============================================================================
-Barimor
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