1

Problem:
Advice on playing as a Fighter.

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Hint:
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.

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Problem:
Advice on playing as a Magic User.

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Hint:
To create  a Magic User, add  more points to your  Intelligence and Agility, as
well  as your  Magic 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.

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Problem:
Hints on becoming a Wizard.

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Hint:
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.

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Problem:
Advice on playing as a Thief.

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Hint:
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  equipped 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.

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Problem:
Hints on becoming a Journeyman Thief.

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Hint:
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".

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Problem:
Hints on becoming a Paladin.

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Hint:
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.

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Problem:
How do I Import a character?

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Hint:
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.

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Problem:
A little background on your character before this game.

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Hint:
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 eccentric  Wizard Erasmus
with  his  magical  rat,  Fenrus.  For  more  information,  talk to Abdulla and
Shameen. Better yet, buy the game and play it - you'll like it!

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Problem:
The plot of Trial By Fire.

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Hint:
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.

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Problem:
A little background on your character before this game.

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
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Problem:
How do I exchange my "old" money?

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Hint:
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.

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Problem:
What should I do when I locate the Money Changer?

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Hint:
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
source  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.

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Problem:
Help! I keep getting lost in Shapeir!

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Hint:
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.

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Problem:
I need some tips on what to do in Shapier.

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Hint:
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.

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Problem:
What should I do in the bazaars?

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Hint:
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.

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Problem:
All the plazas are empty of merchants! What happened?

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Hint:
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.

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Problem:
I found something lying around in the fountain plaza. What should I do with it?

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Hint:
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.

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
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Problem:
What should I do at the Katta's Tail Inn?

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Hint:
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.

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Problem:
The Apothecary.

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Hint:
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.

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Problem:
The Magic Shop.

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Hint:
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.

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Problem:
The Weapons Shop.

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Hint:
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.

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Problem:
The Guild Hall.

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Hint:
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 activities. 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.

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Problem:
The Palace of Shapeir -

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Hint:
The only  way to get into  the Palace of Shapeir  is to win the  game. The Hero
Awards Ceremony is held there.

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
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Problem:
The Enchantress Aziza.

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Hint:
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.

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Problem:
The Astrologer.

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Hint:
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.

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Problem:
The Wizard's Institute of Technocery.

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Hint:
The Wizard's  Institute of Technocery  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 prestigious 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.

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Problem:
How to pass the Wizard's Test.

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Hint:
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!

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Problem:
The Eternal Order of Fighters.

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Hint:
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.

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Problem:
The Break-in House (if you are a thief).

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Hint:
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.

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Problem:
Care and feeding of your Saurus.

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Hint:
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.

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
   X ... eXit to Series Selection Menu

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Problem:
Elemental information.

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Hint:
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.

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Problem:
Defeating the Fire Elemental.

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Hint:
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 incense from him in order to lure the Elemental
away from the plaza before you can capture  it. Don't buy more than 1 packet of
incense. You will also need water from the fountain as the Contrary Element and
a proper container for fire (a lamp). You will need to lure the Fire Elemental,
put the lamp  down before you weaken it with  its contrary Element, and capture
it in the container.

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Problem:
Defeating the Air Elemental.

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Hint:
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 (a bellows). It hangs above the Weapon
Shop. If you tell  Issur about the Air Elemental, you can try  to win it at arm
wrestling if you  are a very strong fighter-type. The  thief will probably need
to steal it 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 (dirt) 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.

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Problem:
Defeating the Earth Elemental.

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Hint:
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 (fire)  before you  can capture  it. Go  talk to Rakeesh, the
liontaur, 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 (cloth
sack) can be purchased from a merchant in the Fighter's Plaza.

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Problem:
Defeating the Water Elemental.

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Hint:
Ask  Aziza about  the Water  Elemental, Contrary  Elements, and Containers. You
already have a source for the Contrary  Element (the bellows with air), as well
as a container for the Water Elemental  (a waterskin). Just don't get too close
to the Water Elemental unless you have these ready.

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
   X ... eXit to Series Selection Menu

Please enter selection: 6

Problem:
Exploring the Desert.

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Hint:
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.

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Problem:
Dealing with the Dervish.

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Hint:
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!

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Problem:
The Griffin.

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Hint:
The Griffin nests along the cliff sides west of town. It is usually 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.

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Problem:
The Plant Woman.

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Hint:
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.

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Problem:
The Caged Beast.

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Hint:
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 its  fur. Then give  the
Dispel Potion to the Beast, and see what happens.

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Problem:
Fighting Jackalmen and Brigands.

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Hint:
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. 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.

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Problem:
Fighting scorpions.

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Hint:
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.

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Problem:
Fighting Ghouls.

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Hint:
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.

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Problem:
Fighting Terrorsauruses (or is that sauri?).

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Hint:
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.

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
   X ... eXit to Series Selection Menu

Please enter selection: 7

Problem:
How do I get to Raseir?

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Hint:
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. One special  note: if you are  a thief,
make sure you have a supply of oil before you leave!

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Problem:
How do I obtain reservations at the Blue Parrot Inn?

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Hint:
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.

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Problem:
What should I do when introduced to Ugarte?

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Hint:
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.

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Problem:
What should I do on my second day in Raseir?

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Hint:
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.

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Problem:
How do I handle a Harem Girl?

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Hint:
Give the Harem Girl what she wants, but first ask about Khaveen, marry, father,
disguise, Ad Avis, Power, control, Harem, and magic.

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Problem:
A Thief's Guide to Raseir.

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Hint:
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.

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Problem:
What should I do in the Dungeons of the Emir's Palace?

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Hint:
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.

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Problem:
What do I do my friend, Ad Avis?

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Hint:
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!

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
   X ... eXit to Series Selection Menu

Please enter selection: 8

Problem:
How can I enter the city?

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Hint:
When Ad Avis tells you to open the door, use what Zayishah gave you (check your
inventory).

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Problem:
I can't see in here!

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Hint:
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.

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Problem:
How can I make it over the river?

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Hint:
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.

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h 
Problem:
How can I get past the geysers?

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Hint:
Use water  on yourself, time the  fire geysers carefully, and  move quickly but
cautiously through this room.

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Problem:
I'm in the room with the door, what should I do?

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Hint:
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 (Suleiman). Read the
Land  of Shapeir  Background and  History Section  in your  Famous Adventurer's
Correspondence School Manual.

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Problem:
How can I get the Treasure?

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Hint:
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.

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Problem:
What should I do when I find the Statue of Iblis?

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Hint:
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.

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Problem:
How do I handle the Genie of the Ring?

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Hint:
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.

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OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
   X ... eXit to Series Selection Menu

Please enter selection: 9

Problem:
How can I enter the Palace of the Emir of Raseir as a fighter?

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Hint:
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.

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Problem:
How can I enter the Palace of the Emir of Raseir as a thief?

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Hint:
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.

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Problem:
How can I enter the Palace of the Emir of Raseir as a Magic User?

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Hint:
The Magic User must cast "Dazzle" at  the guards, and then "Open" at the Palace
gates, to enter.

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Problem:
I am a Fighter. How can I get past Khaveen?

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Hint:
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.

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Problem:
I am a Thief. How can I get past the Eunuch Guards?

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Please enter selection: h

Hint:
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.

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Please enter selection: n

Problem:
I am a Magic User. How can I get past Khaveen?

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Please enter selection: h

Hint:
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.

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Please enter selection: n

Problem:
How do I defeat Ad Avis as a Fighter?

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Please enter selection: h

Hint:
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.

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Please enter selection: n

Problem:
I am a Thief and I can't reach Ad Avis!

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Please enter selection: h

Hint:
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.

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Please enter selection: n

Problem:
How do I defeat Ad Avis as a Magic User?

We have no other problems for this category.

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Please enter selection: h

Hint:
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.

We have no other problems or hints for this category.

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Please enter selection: c

OK, returning to the Category Selection Menu...

This is the Quest for Glory II hint section.
Please select the area in which you are having trouble.

   1 ... Getting Started
   2 ... The City of Shapeir
   3 ... The Inn, Guild, Palace, and Shops
   4 ... Aziza, Astrologer, WIT, EOF, Break-in House, Saurus Lot
   5 ... Elementals and the missing Emir of Raseir
   6 ... Surviving the Desert
   7 ... The City of Raseir
   8 ... The Forbidden City
   9 ... End Game (the Emir's Palace in Raseir)
   X ... eXit to Series Selection Menu

Please enter selection: 