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Home » PC » Quest for Glory 2 - Trial by Fire » Quest for Glory 2 - Trial by Fire solution
Submitted by System on 09/03/2006, 09:50. Print file.
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/îîîîîî\
/ \
| |
| /îî\ |__ __ _____ ____ ______
| / \ | || | ___|/ ___|__ __|
| | | | || | |___ ||___ ||
| | _ | | || | ___|\___ \ ||
| \\ \ / | \/ | |___ ___|| ||
| \\ \ |\____/|_____||____/ ||
| \ \ |
\ \ \/ ______ __ ______
\_____\ \ | ___| / \ | __ \
\ \| |___ / \| |__| |
\ \ ___| /\ | _/
/îîîîîî\ î| | | \/ | |\ \
/ ___ \ | | \ /| | \ \
| / \ ||__| \__/ |__| \_\
| | \_|___ __ _________ __
| | _____| | / \ | __ \ \ / /
| | | | | / \| |__| | \/ /
| | |__ | | | /\ | _/ \ /
| | | | |__| \/ | |\ \ | |
| | | | |\ /| | \ \ | |
| \__/ |______| \__/ |__| \_\ |_|
\ / ____________
\______/ | |
|__ __ __|
| | | |
| | | |
| | | |
__| |__| |__
| |
|____________|

___________________________
| T R I A L B Y F I R E |

îîîîîîîîîîîîîîîîîîîîîîîîîîî
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An FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: cyricz42@yahoo.com
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Table of Contents

1. Introduction
2. The Story So Far
3. Getting Started
A. The Classes
B. Importing a Hero
C. Character Statistics
D. Magic Spells
E. Surviving in this Crazy World
4. The Desert Realm of Shapeir
A. Map and Points of Interest
B. Characters
C. Monsters
D. Items
5. Fighter Walkthrough
6. Magic User Walkthrough
7. Thief Walkthrough
8. The Whole Story and Epilogue
9. Miscellany
A. FAQ
B. Point List
C. Ways to Die
D. Conversation Topics
E. Debug Mode
10. Standard Guide Stuff
A. Legal
B. E-mail Guidelines
C. Credits
D. Version Updates
E. The Final Word

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1. Introduction

Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy
about the series. The greatest thing about the series is the well-done
connection between RPG and the classic Sierra graphic adventure. Unlike
most other of Sierra's adventures, the Quest for Glory series has more
non-linear elements. The combat, the spells, the loot, and the silly
puns and jokes all make for a great adventure.

In the second game of the five game series, you, the Hero of Spielburg,
are travelling to the desert land of Shapeir. You're to save the city
by defeating Elementals cast upon it, and later save the city of
Raseir by determining what became of the missing Emir.

This game is the most story-like and linear (which still isn't all that
linear) since everything happens on certain days, but it's executed
very well and leaves you more than enough time to practice and hone
your skills.

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2. The Story So Far

In the beginning of his adventure, our hero (you) left his hometown to
make a name for himself as a true hero. He went to Spielburg, a valley
that had been cursed for many years. The Baron tried to drive away the
Ogress, Baba Yaga, but she cursed him instead, and he lost his son and
daughter. The realm was overrun with brigands and monsters, and the
Baron locked himself away in his castle.

Although a dangerous land, the Hero made many friends. He made
acquaintanes of the Katta innkeepers, Shameen and Shema, and their
merchant friend, Abdulla Doo. He also met such people as Zara, the
owner of the Magic Shop, the Wizard Erasmus and his rat-like familiar
Fenrus, not to mention the Dryad who protected the woods, and the
particularly nasty seller of information, Bruno. He also went to many
interesting places, including cliffs with strange plant-life, to the
majestic Flying Falls, to the meadow known as Erana's Peace. He first
learned of the great Archmage Erana there, and, even though he was told
the meadow was her final resting place, he found no evidence to prove
that.

But being a hero's more than making friends and influencing people, the
Hero set to work. He explored a cave and found a Kobold Magic User.
Taking the Kobold's key, he freed an enchanted bear, who turned out to
be the Baron of Spielburg's lost son, Barnard. This was the first
stepping stone. By spying on Bruno and another brigand's plot to
overthrow their leader, the Hero found a way into the fortress of the
brigands. Passing by a great Minotaur, Toro, the Hero invaded the
fortress, snuck his way to the leader's room, and dispelled the
enchantment on her. The leader was, in reality, the Baron's daughter,
Elsa. After leaving the fortress, the Hero made a final visit to the
Ogress, Baba Yaga. Using a Magic Mirror against her, he reflected back
her own evil magic and forced her to flee the land.

Now, the Hero of Spielburg joins his friends Shameen, Shema, and
Abdulla Doo. With the recovery of Abdulla's wealth, which includes his
magical carpet, the four travel to the desert realm of Shapeir, which
needs heroes, too...

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3. Getting Started

---

A. The Classes

Once you start a new game, you'll have the choice of picking one of the
game's three classes. Any class can easily complete the game, of
course, but some have harder times at survival than others...

The Fighter

You've proven yourself capable at the claws and weapons of the monsters
of Spielburg. Goblins tremble at your name, and the wild Sauruses do
well to avoid you. You have demonstrated your skill at the blade
numerous times, and bear the scars of your victories with pride. Now
you face a new land, new monsters to fight, and new obstacles to bash
your way through.

The Fighter is the most straight-forward class. He speaks mostly
through his blade, and his diplomacy is through his muscles. Choose
the Fighter if you want an easier time solving puzzles, and are more
interested in out-and-out combat.

Starting Stats:

Strength: 70
Intelligence: 40
Agility: 60
Vitality: 70
Luck: 50
Weapon Use: 70
Parry: 60
Dodge: 40
Throwing: 50

You start your quest with 150 Gold Coins from the Land of Spielburg,
five Food Rations, a Full Waterskin, a Broadsword, a Shield, and
Chainmail Armor.

---

The Magic User

Magical flame flies from your fingertips. You can create coruscating
lights to blind any. You can empower your weapon with magical energy,
open doors from afar, and grab the cookie jar from the top of the
fridge without using a chair. Now, it's time to upgrade your status.
You must now apply your abilities among your peers, and earn your
position in the Wizards' Institute of Technocery.

Choose the Magic User to wield the mystical forces of the arcane.
Solve puzzles with your amazing spells, and make monsters tremble when
you move your hand in the slightest motion, for fear that you will
bring down fire and fury on them.

Starting Stats:

Strength: 40
Intelligence: 70
Agility: 60
Vitality: 50
Luck: 50
Weapon Use: 40
Dodge: 50
Magic: 70

Spell Skills:

Open: 40
Detect Magic: 40
Trigger: 30
Zap: 50
Calm: 40
Flame Dart: 50
Fetch: 40

You start your quest with 150 Gold Coins from the Land of Spielburg,
five Food Rations, a Full Waterskin, a Dagger, and Leather Armor.

---

The Thief

You can creep without making a sound, and can foil simple locks with a
twist of your lockpick. You glide through the night, scaling walls,
deftly placing daggers between the eyes of nosy guards, searching for
that one greatest treasure in all the land.

The Thief works around his problems rather than attacking them directly.
Although only moderately skilled in combat, the Thief has plenty of
skills to help him avoid it, if used properly. And, as always, there's
the chance to improve one's personal holdings...

Starting Stats:

Strength: 50
Intelligence: 50
Agility: 70
Vitality: 50
Luck: 60
Weapon Use: 50
Dodge: 50
Stealth: 60
Lockpicking: 60
Throwing: 50
Climbing: 60

You start your quest with 150 Gold Coins from the Land of Spielburg,
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