home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
A.C.E. 2
/
ACE CD 2.iso
/
FILES
/
DOCS
/
HEROSQ2D.LHA
/
Hero'sQuest2Hints.doc1
< prev
next >
Wrap
Text File
|
1994-11-27
|
32KB
|
629 lines
HEROES QUEST II - TRAIL BY FIRE - HINTS
Ported from the PC By FALLEN ANGEL. Heavily edited by PARASITE.
ADVICE ON PLAYING AS A FIGHTER.
To create a fighter, add more points to your Strength and
Vitality, as well as your fighting skills. Read in your Advanced
Adventuring Manual the section on "Advanced Fighting" and "The
Land of Shapeir". A fighter needs a daily regimen of exercise to
build up his abilities, so practice frequently with Uhura at the
Guild Hall. He should learn about the monsters inhabiting the
desert by talking to Uhura and Rakeesh. He should also learn
something about desert survival by talking to the guard at the
city gate. The fighter should seek out monsters in the desert to
hone his fighting skills, once he is properly prepared for
desert travel. Equipping with the finest available sword will
increase his chances at survival, and wagering with Issur will
help increase his strength.
ADVICE ON PLAYING AS A MAGIC USER.
To create a Magic User, add more points to your Intellice skill.
Read in your Famous Adventurer's Correspondence School Manual
the section on "Advanced Magic Using", "Basic Spell Usage" and
"Advanced Spell Usage". Visit the Magic Shop to gain new spells
and information about magic. Talk to the Enchantress to learn
more about the magic of this land. Become a Wizard by finding
the "Wizard's Institute of Technocery" and passing the entrance exams.
HINTS ON BECOMING A WIZARD.
To become a Wizard, you must first find the "Wizard's Institute
of Technocery". This is carefully concealed so only a Magic User
can find it. Use your spells in the streets of Shapeir to locate
and enter the "Wizard's Institute of Technocery". You might
detect something worthwhile. Take the tests, but don't worry if
you don't succeed at first. The practice in spell casting will
help increase you skills.
ADVICE ON PLAYING AS A THIEF.
To create a Thief, add more points to your Agility, Vitality,
and Luck, as well as to your Stealth and Lock Picking skills.
Read the section upon Advanced Thieving Techniques in your
Famous Adventurer's Correspondence School Manual and make sure
you are equiped with the latest in thieving technology. Make
contact with your local Thief representative by making the
"Sign", and learn the best places to use your particular
talents. Practice your skills wherever possible, and never
resist a good challenge.
HINTS ON BECOMING A JOURNEYMAN THIEF.
To become a Journeyman Thief, you need first to practice your
skills in Shapeir. Once you are in Raseir, you need to contact
the head of the Thieves' Guild. He will ask you to "recover" an
object for him through the use of your skills. Once you
accomplish this mission, you will earn the respect and title of
"Journeyman".
HINTS ON BECOMING A PALADIN.
To become a Paladin, you must concentrate on doing things
honorably. Read the section on Paladins under "Combat Careers"
in your Famous Adventurer's Correspondence School Manual, but
remember, it is a bit biased. Talk to Rakeesh and Omar about
Paladins and Heroes. Do good deeds wherever and whenever you
can, and never attack an unarmed opponent. Always choose the
most honorable way to do something.
HOW DO I IMPORT A CHARACTER?
First play Quest For Glory I to the conclusion and follow the
directions to create a character disk for transfer. Then, when
you start "Quest for Glory II - Trial by Fire", select the
"Import a Hero" and follow the directions given.
A LITTLE BACKGROUND ON YOUR CHARACTER BEFORE THIS GAME.
In "Quest for Glory I - So You Want to Be a Hero", you were a
beginning adventurer fresh from the Famous Adventurer's
Correspondence School for Heroes." You visited the land of
Spielburg, drawn by a notice that the town was besieged by
brigands. You helped rescue the son and daughter of the Baron
Stefan von Spielburg, and drove Baba Yaga from the land. You
also made many friends, including Shameen, Shema, Abdulla, and
the ecentric Wizard Erasmus with his magical rat, Erasmus. For
more information, talk to Abdulla and Shameen. Better yet, buy
the game and play it - you'll like it!
THE PLOT OF TRIAL BY FIRE.
Read the section on the "Special Southern Supplement - The Land
of Shapeir" in your "Famous Adventurer's Correspondence School
Manual". Talk to Rakeesh and listen to Omar's poetry readings at
the Katta's Tail Inn on the evening of day three. Someone is
behind the Emir's disappearance in Raseir, and is trying to take
over all of Shapeir as well. Only a skilled and cunning Hero
like yourself can overcome his deadly magic and solve the
mystery of who is behind these actions.
HOW DO I EXCHANGE MY "OLD" MONEY?
Ask about the Money Changer. Harik Attar, Abdulla, and the Katta
merchants all can help you. Use the map supplied with the game
to figure out where in the city she should be, following the
directions you have been given. Alichica's directions will also
get you to the Money Changer's, but it is very hard to follow
them.
WHAT SHOULD I DO WHEN I LOCATE THE MONEY CHANGER?
The Money Changer will be overjoyed to exchange some money with
you (for a slight commission, of course). You can get a better
deal exchanging a little money at a time. Ask her about Raseir,
money, and Sultan. She is an excellent scource of information if
you are a thief and approach her correctly. After you've done
her a favor, show her your stuff and bargain about it. You'll
get a better deal. She'll also tell you another place to use
your skills.
I KEEP GETTING LOST IN SHAPEIR
Whenever you come to a passageway in the alleys, type "Look".
This will give you the names of the streets you have come
across. Locate the streets on the map supplied with the game to
navigate around the city. As soon as you have some Dinars and
Centimes, buy a map from Alichica and use it to help you get
around.
WHAT TO DO IN SHAPIER.
Abdulla is a wealth of gossip when he is around, so ask him
questions about what he is saying. Talking to everyone you meet
and asking questions will give you a feel for what is going on
in Shapeir. You can always go mongering for rumors. Go to the
Guild Hall and read the "Quest Board" for things to do. If you
really want some adventure, go out in the desert and fight some
monsters. That should keep you busy. Just don't stay out too
long, or you might not survive.
WHAT SHOULD I DO IN THE BAZAARS?
The Katta merchants in the bazaars will be happy to sell you
things, some of which are crucial to your survival. Try
bargaining with them if you are running short of money. They
will also occasionally keep you informed about what is going on
in the plazas. Everyone knows one another in the bazaars, and
they are certainly keeping track of your actions.
ALL THE PLAZAS ARE EMPTY OF MERCHANTS! WHAT HAPPENED?
If you enter a plaza and the merchants are gone and the scene is
dark, then press the "control key" and the letter "D". This will
give you the time of day. The merchants of the bazaar fold up
their stands at night. If it is daytime and the merchants are
not present, perhaps there is a good reason for this. See if any
Elementals are around.
I FOUND SOMETHING LYING AROUND IN THE FOUNTAIN PLAZA. WHAT SHOULD
I DO WITH IT?
Look at the object when you pick it up. There is a clue to its
owner inside. You can keep it, take the money, or try to return
it to the owner. This is entirely up to you and your character.
WHAT SHOULD I DO AT THE KATTA'S TAIL INN?
The Katta's Tail Inn is a place to stay the night and get free
meals, as well as a great source of information. Abdulla is a
good source of gossip when he is around, so ask him about the
Sultan, the Astrologer, the News, the Emir, and Raseir. Shema is
the motherly type who tries to make sure you get a good meal.
Sit down in the morning and evening to order some wonderful
meals. For entertainment, watch her dance on the nights of her
performance. For information, ask her about Raseir, rumors,
Sharaf, and the Underground. Shameen will keep you informed
about what goes on at the Inn and events in the city. Ask him
about Raseir, the Sultan, and guest. When Omar performs, it is
best to sit down and listen. Ask him about Dervish, Raseir,
Paladin, and Enchantress. It is very rewarding to make a point
of showing up on the evenings he is to perform. Shameen will
remind you of the days he shows up.
THE APOTHECARY.
The Apothecary is the source of pills which will help your
survival. Harik Attar is a man obsessed with fire, and a good
source for information on the subject. Ask him about Pills,
Dispel Potions, Components, Raseir, Fruit of Compassion, and the
Fire Elemental.
THE MAGIC SHOP.
The Magic Shop is the place for Magic Items and information. If
you are a Magic User, you can get spells here. If you practice
the arts of thieving, a crucial magic item can be purchased,
providing you have obtained enough money. Keapon Laffin may be
an airhead and overly fond of dropping names, but he does know a
lot about magic and the magical things going on around Shapeir.
Drop in to his store whenever you have a question. Ask him about
magic, the enchantress, the dervish, spells, the Air Elemental
and anything else that has to do with magic.
THE WEAPONS SHOP.
The Weapon Shop of Issur is the source for daggers and a good
Sword. It also has an object which will be critical for the
defeat of an elemental, but it isn't for sale. Issur is a bully
and a braggart, but he is strong. Ask him about Arm Wrestling,
and use him to help build up your strength. If you are a thief,
this place can be profitable, but you need more information from
the Money Changer first.
THE GUILD HALL.
Read about the Guild Hall in your Famous Adventurer's
Correspondence School Manual. Study the Quest Board for
information on things that need to be done and how to make some
money in the city. Make the Guild Hall a regular stop in your
adventuring activites. You never know just what might be waiting
for you there. Uhura knows a lot about fighting. Practice
martial arts with her to increase your skills and chance at
survival in the desert. Ask her about monsters, Rakeesh, Raseir,
and the Sultan. Rakeesh is sometimes found around the Guild
Hall. He works with the Sultan, and helps reward the virtuous.
Ask him about Paladins, his leg, the demon, his kingdom,
monsters, and power. He can be a big help to the fighter against
an Earth Elemental.
THE PALACE OF SHAPEIR
The only way to get into the Palace of Shapeir is to win the
game. The Hero Awards Ceremony is held there.
THE ENCHANTRESS AZIZA.
The Enchantress Aziza knows much about the Magic of this land,
especially Water-related Magic and Elemental lore, and is more
than willing to share this with you, providing you approach her
politely. Her house is located off the east end of Shmali Tarik
on the side street called "Sitt Tarik". To visit her, do what
one normally does when approaching a stranger's door and answer
her questions truthfully. If you don't know who sent you, you
can always reply, "Keapon Laffin", if you remember what element
the shopkeeper of the Magic Shop has between his ears. As for
the riddle she poses, think in terms of the alphabet. Aziza will
give you crucial information about Magic, the Djinn, Iblis, the
various Elementals, contrary elements, containers, and the
Plant. Make a point of visiting her on day 16 as she requests.
THE ASTROLOGER.
The Astrologer lives at the south end of Tarik of Stars. He can
give you information about astrology and the omens of the
future, as long as you are honest with him. He will even
foretell your future, if you are willing to tell him about
yourself and return another day. If you want to be kind, ask him
about money and follow up on what he says.
THE WIZARD'S INSTITUTE OF TECHNOCERY.
The Wizard's Institute of Technocrey is hidden so that only
Magic Users can find it. Use one of your spells in the streets
of Shapeir to find the way there. You will need someone to
sponsor you at this prestigous school, so pick the Archmage from
Spielburg (see "The Story Thus Far..." in your Technical
Manual). His pre-test is pretty simple, use the Detect Magic,
Fetch, and Trigger spells. Don't worry if you don't succeed at
first - you are getting valuable practice, and you can always
try again later. To pass the Wizard's test, you will need almost
all the available spells purchase what you do not have from the
Magic Shop. Stock up on Mana pills from the Apothecary. Try your
spells against the challenges knowing that you are gaining
experience as you use them.
HOW TO PASS THE WIZARD'S TEST.
The trick to the Air challenge is to stay above the problem once
it comes to you. With the Earth challenge it helps to remember
that what can be done can sometimes be undone. The Water
challenge tries to teach you to only use a spell as long as it
is effective, and by targeting your efforts where they will
provide the most leverage. The Fire challenge is an open and
shut puzzle. Air challenge - Fetch and Levitate. Earth challenge
- Trigger and 2 Calms. Water or Ice challenge - Flame Dart,
Force Bolt, and Open. Fire challenge - Open, Calm, Fetch, and
Force Bolt. Don't take the easy way out once you are an
initiate!
THE ETERNAL ORDER OF FIGHTERS.
The Order will call on you once you have proven yourself as a
Fighter. You will need high fighting skills to become a member
so make sure you practice daily. Check the Guild Hall on days
13, 14, and 15 for more information. After sunset on day 15, go
to the east end of Askeri Darb. You'll have to trust them, and
prove yourself in battle. Use your dodging skills to obtain your
weapon and shield. It will be your skills against their best
warrior.
THE BREAK-IN HOUSE (IF YOU ARE A THIEF).
First contact the Money Changer and follow her directions about
when and where to go. Be fully equipped as the Money Changer
suggests. When you find the right place at the right time, SAVE
your game. Remember to use all your thieving skills here, and
search the room carefully. Don't forget to look under the
carpet. Be as quiet as you can, and when in doubt, hide. If you
don't want to get caught, make sure you put the obvious things
back the way you found them.
CARE AND FEEDING OF YOUR SAURUS.
You must buy a Saurus if you want to win the game. You will have
to deal with Ali Fakir on day 2 or so. Hold out for the best
deal. 5 dinar is the least he will settle for. DON'T refuse the
final offer. Once you own a saurus, type RIDE to get it out of
the pen. You may also MOUNT and DISMOUNT. The saurus, at first,
may seem to be a bad bargain, but this is a very special saurus.
If you are lost in the desert, tell it to go home and it will
take you directly to the stable. It will also allow you to
travel faster and use less water. If the Saurus runs away from a
monster, just defeat the monster, wander out of the room, then
come back and your Saurus will be waiting. It really is very
loyal. If you still can't find him, head back to town on your
own. Your Saurus will eventually make its way back to the
stable. The guard at the gate will take care of your saurus once
you dismount.
ELEMENTAL INFORMATION.
Read the Section in your Famous Adventurer's Correspondence
School Manual on Elementals (page 20). Fortunately, you will
never meet the most powerful Elemental mentioned, so don't be
concerned about the anchovies. Talk to Aziza and Keapon Laffin
to get some basic information. There are two parts to the defeat
of an Elemental: Contrary Elements and Containers. There are
also people in Shapeir who have an affinity for certain
elements. Those are the ones to ask questions about a specific
Elemental.
DEFEATING THE FIRE ELEMENTAL.
First talk to Aziza about Elementals, contrary elements,
containers, and the Fire Elemental. Then talk to Harik at the
Apothecary about the Fire Elemental and Flame. You will need to
buy something from him in order to lure the Elemental away from
the plaza before you can capture it. You will also need the
Contrary Element and a proper container for fire. You can get
them both in the Plaza of the Fountain. You will need to lure
the Fire Elemental, weaken it with its contrary Element, and
capture it in the container.
DEFEATING THE AIR ELEMENTAL.
First talk to Aziza about Elementals, contrary elements,
containers, and the Air Elemental. Then talk to Keapon Laffin.
He will give you a very subtle clue about what is a proper
container for air. It hides in plain sight around the Weapon
Shop. If you tell Issur about the Air Elemental, you can try to
win the item at arm wrestling if you are a very strong
fighter-type. The thief will probably need to steal the item at
night, but will need the magic rope. The Magic User has a couple
of ways to get it. The easiest is to use a spell at night. You
can get the Contrary Element in the Fountain Plaza from someone
who uses it, or from Keapon if you ask about it. To use the
Contrary Element against the Air Elemental, the fighter needs to
use Strength and then drop the contrary element. The Thief can
use his throwing skill to get it into the funnel. The Magic User
needs to rise above the Elemental and drop the Contrary Element.
Then you just capture Air Elemental in the container.
DEFEATING THE EARTH ELEMENTAL.
First talk to Aziza about Elementals, contrary elements,
containers, and the Earth Elemental. You will need to wear down
the Earth Elemental with the Contrary Element before you can
capture it. Go talk to Rakeesh for some ideas. If you are a
Fighter, Rakeesh will be more than happy to loan you what you
need. A thief should talk to Harik at the Apothecary about the
Earth Elemental and Earth. You will have to bargain carefully
for what you need. The Magic User is able to use one of his
spells against the Earth Elemental, but it will take a lot of
spells to weaken it. The container can be purchased from a
merchant in the Fighter's Plaza.
DEFEATING THE WATER ELEMENTAL.
Ask Aziza about the Water Elemental, Contrary Elements, and
Containers. You already have a source for the Contrary Element,
as well as a container for the Water Elemental. Just don't get
too close to the Water Elemental unless you have these ready.
EXPLORING THE DESERT.
Read the desert survival section (page 14) in your Manual. Talk
to the gate guard about preparations. It is also a wise idea to
buy a compass from Alichica to keep from getting turned around.
Healing pills and Vigor pills from the Apothecary will help you
survive monster encounters. If you do get lost and you have your
saurus, just say "go home" and the saurus will take you there.
If you are lost without a saurus, remember the mountains are
both north and south of the city of Shapeir, but the city rests
in the northern mountains. To learn more about combat, read the
combat section in your Technical Manual (page 9). Talk to Uhura
and Rakeesh about monsters. Practice your fighting skills with
Uhura and she will give you valuable tips on combatting the
various monsters. Some monsters may be too tough for you when
you are starting out, so don't forget to run away if your health
points get low.
DEALING WITH THE DERVISH.
The Dervish is five screens south of Shapeir and three screens
to the east in the Oasis. He is happy to talk to you, although
he doesn't seem to say much. On day twelve, he will try to get
you to visit him. Seems he has a puzzle for you to solve. Ask
him for details about what he says. You will find the puzzle
five screens west of the city of Shapeir and three screens down.
You can also rest or sleep at the Oasis, but don't stay away
from town too long!
THE GRIFFIN.
The Griffin nests along the cliff sides west of town. It is
always best to let sleeping Griffins lie. You may need a
feather, though. If you are a Fighter and do some careful
searching, you may uncover one. The Thief will need to do a
fancy rope trick to get a feather. The Magic User should do
something similar to the Thief, but with magic.
THE PLANT WOMAN.
The Plant Woman can be found along the mountains several screens
to the east of the City of Shapeir. Talk to the Enchantress
about the Plant Woman, and Aziza will tell you a sad story. She
will also tell you how to help. Follow her instructions in
order, pull some magic out of your sack, say her name, and the
Plant Woman will give you a gift. Julanar may not yet be human,
but your part in her story ends here. Once the tree blooms, she
will provide some shade for resting.
THE CAGED BEAST.
The Dervish asks some important questions about the Caged Beast
to which you must learn the answers. Don't show too much pity
for this monster, but remember nothing survives long in this
desert without supplies. Talk to the Apothecary about Dispel
Potions and Fruit of Compassion. Talk to Aziza about the Plant
Woman. After you have the Fruit and the Feather, give them to
Harik to make you a potion. You will need to add the final
ingredient when you get back to the Beast. Distract it first
before you try to get that ingredient. Then give the Dispel
Potion to the Beast, and see what happens.
FIGHTING JACKALMEN AND BRIGANDS.
To learn more about combat, read the combat section in your
Technical Manual. Talk to Uhura and Rakeesh about
monsters. Practice your fighting skills with Uhura and she will
give you valuable tips on combatting the various monsters.
Remember to search the body of the brigand after you defeat him.
The Jackalmen will try to overwhelm you by sheer numbers.
Whenever you are low in Health Points, run away.
FIGHTING SCORPIONS.
Before you fight a Scorpion, talk to Harik at the Apothecary
about pills. He has some you'll need. Practice your dodging and
blocking skills with Uhura. You don't want that Scorpion's tail
to hit you. Make sure you take a pill before combat just in
case. If in doubt whether you can win, run away. If you do
defeat it, get the tail.
FIGHTING GHOULS.
The Ghouls only come out at night. Ask Uhura and Rakeesh about
them. Unlike most monsters, they don't really hurt you, they
just sap your will to live. If your Stamina gets low while
fighting them - run away. Once a Ghoul drains all of your
Stamina, you are finished. When you have destroyed the Ghoul,
don't forget to collect its claws.
FIGHTING TERRORSAURUSES
The Terrorsaurus is the toughest monster in the desert. Make
sure you build up your combat skills before you try to face him.
Run away if you have to, but remember, the Terrorsaurus is fast.
You might not escape. Take some Healing and Stamina Pills if you
get a chance.
HOW DO I GET TO RASEIR?
The only way to get to Raseir is by caravan, and the caravan
leaves Shapeir on day 17. Just get a good rest the night before
at the Katta's Tail Inn, and you'll be on your way in the
morning.
HOW DO I OBTAIN RESERVATIONS AT THE BLUE PARROT INN?
Senor Ferrari at the Blue Parrot Inn is a very important man, so
it is important to follow his "suggestions". This will be the
place you spend the night, assuming you stay on Ferrari's good
side. He is a most influential man, and can introduce you to
someone who knows things about you. Ask him about Raseir, the
Inn, the Emir, and rumors. Your room is past the wall behind the
bar, but you can only use it at night. Don't worry about paying
for your room there. You will discover that you have already
paid more than enough.
WHAT SHOULD I DO WHEN INTRODUCED TO UGARTE?
When you have been introduced to Ugarte, it is best to pay him
for information. Ask him about service, water, someone,
expected, lackeys, fountain, and prophecy.
WHAT SHOULD I DO ON MY SECOND DAY IN RASEIR?
The natives are going out of their way to stage some
entertainment for you, so be sure to visit the far southern end
of the Fountain Plaza in Raseir. If you head back towards the
Blue Parrot Inn afterwards, you will meet a mysterious stranger.
Follow her and then follow the instructions given there. After
that, you can explore the town some more, but keep track of the
time of day. You'd better not be out after dark.
HOW DO I HANDLE A HAREM GIRL?
Give the Harem Girl what she wants, but first ask about Khaveen,
marry, father, disguise, Ad Avis, Power, control, Harem, and
magic.
A THIEF'S GUIDE TO RASEIR.
Make the thief sign at the Blue Parrot Inn when talking to Senor
Ferrari. He will give you information about a little favor he
wants you to do. Follow his instructions. You will need all your
thief skills and equipment to handle this case. Use your stealth
to travel at night, and your rope to get into the house. Be very
patient, take your time. Don't make any more noise than you have
to. If you do make noise, stop and wait a few moments before
moving again. Before you can actually get the Bird, you will
need to handle the hinges and the lock. Then quietly sneak out
the way you came in.
WHAT SHOULD I DO IN THE DUNGEONS OF THE EMIR'S PALACE?
There are three things you must do to escape the dungeon. Open
the gate to the cell, get your equipment, and find the secret
passage out. If you are a Magic User or a Fighter, use your
natural skills to escape. If you are a thief, your equipment is
missing. You will have to make do with what you can find. Check
your inventory or the hay near the Katta prisoner. Get your
stuff and search the room. Use your strength or a spell to open
the secret passage. Then escape.
WHAT DO I DO MY FRIEND, AD AVIS?
Ad Avis is a wonderful person, or so he says. Just do what he
wants, and you will get along fine with him, if you survive.
After all, you don't really have a choice!
HOW CAN I ENTER THE CITY?
When Ad Avis tells you to open the door, use what Zayishah gave
you (check your inventory).
I CAN'T SEE IN HERE!
Rub the magic item you made earlier to see your way around. You
will need to do something in the Water Room next door to stop
the wind in this room.
HOW CAN I MAKE IT OVER THE RIVER?
Set the Arcade Difficulty Level in your Game menu to a level
appropriate to your own skill. Save your game. To cross the
water, try it near the waterfall. Jump on at the right time,
then jump off when you get near land. Restore your game if you
make a mistake. Both the Fighter and the Magic User need to
apply Force here to stop the wind in the Air Room. The Thief
needs to use his powers of observation and his Thief tools
("rock picks"?). Then climb the rocks to the left of the
waterfall and cross back through the Air Room and into the Fire
Room.
HOW CAN I GET PAST THE GEYSERS?
Use water on yourself, time the fire geysers carefully, and move
quickly but cautiously through this room.
I'M IN THE ROOM WITH THE DOOR, WHAT SHOULD I DO?
When you enter here, it might be wise to take a Healing Pill
after the Fire Room. A Thief uses his rope to get down off the
ledge, a Magic User uses an up and down sort of spell, and the
Fighter just has to be Macho. To open the door, you will need to
say the name of the one who bound Iblis. Read the Land of
Shapeir Background and History Section in your Famous
Adventurer's Correspondence School Manual.
HOW CAN I GET THE TREASURE?
The entire Treasure room is a trap, so save as you come in if
you want to check out ways to die. Otherwise, ignore the obvious
and pass through safely.
WHAT SHOULD I DO WHEN I FIND THE STATUE OF IBLIS?
As you head upward towards the glowing statue of Iblis, you will
find yourself trapped by Ad Avis. After he leaves, use your lamp
to see the way around, and you will find a very magical ring to
help you escape.
HOW DO I HANDLE THE GENIE OF THE RING?
Ask the Djinni about wishes, master, prophecy, ring, prowess,
health, and teleport. Wish for the things he can give you, but
don't waste all of the wishes. Use the final wish to "wish for
transport", so you can escape the Forbidden City.
HOW CAN I ENTER THE PALACE OF THE EMIR OF RASEIR AS A FIGHTER?
The fighter has no option but to fight the guards and force the
door to get into the castle. Do it quickly before more guards
arrive.
HOW CAN I ENTER THE PALACE OF THE EMIR OF RASEIR AS A THIEF?
The Thief needs to sneak in the shadows up to the Palace wall
and uses his rope to go off left when the Eunuch guard is not
watching.
HOW CAN I ENTER THE PALACE OF THE EMIR OF RASEIR AS A MAGIC USER?
The Magic User must cast "Dazzle" at the guards, and then "Open"
at the Palace gates, to enter.
I AM A FIGHTER. HOW CAN I GET PAST KHAVEEN?
Jump down from the Balcony and challenge Khaveen to a duel after
the guard has gone. Never give up, but you will need to be a
very skilled Fighter to defeat Khaveen. Get your weapon while
you can. Take a Healing Pill after the battle if you can, and
head for the door to the Ritual Chamber. You will take some
damage opening the door.
I AM A THIEF. HOW CAN I GET PAST THE EUNUCH GUARDS?
Timing is essential in this room. First hide behind the Fish
fountain, and let the Harem Girl distract the one Eunuch Guard.
Keep an eye on the roving guard, and be ready to move before he
can see you. Hide behind the table next until the roving guard
is out of the room, then quickly sneak across to the door
outside.
I AM A MAGIC USER. HOW CAN I GET PAST KHAVEEN?
The Magic User should use the Calm spell upon Khaveen after the
guard is gone. You can then use a spell to get down, use a spell
to prepare yourself for Ad Avis, use a spell to open the door to
the Ritual Chamber and then go in.
HOW DO I DEFEAT AD AVIS AS A FIGHTER?
You have no time to waste in this room. Avoid combat with the
living statue, kick over a candle, then move to the left side of
the screen. Run towards Ad Avis before he can cast too many
spells. Don't let a little fire stop you from getting him.
I AM A THIEF AND I CAN'T REACH AD AVIS!
You will need to use your rope to get to Ad Avis, and all your
balancing skills. Once on the other side, throw something at one
of the candles to stop the ritual. Carefully avoid the Spells Ad
Avis is throwing at you. Move to the right pillar to get a
direct line of sight at Ad Avis, and keep throwing daggers at
him.
HOW DO I DEFEAT AD AVIS AS A MAGIC USER?
You have no time to waste here. Cast a spell to stop the living
statue (remember the WIT "Earth" test?), make sure you have a
protection spell going, and cast a spell at one of the unlit
candles to keep Ad Avis from lighting it. Now you have made Ad
Avis really mad. If you are protected, Ad Avis will not be able
to cast a spell directly at you, but unfortunately, he has the
same Protection. You will need to use an indirect spell against
him before he figures out how to get you. Move a bit left, cast
a spell to bounce off the wall and knock the brazier into Ad
Avis to defeat him.
End.