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Spoiler warning: Plot or ending details follow.

LegendEdit

A description of events will be written in plaintext.

  • Mandatory actions will be bulleted and written in boldface.
  • Actions which increase your score, but which are not mandatory, will be bulleted and written in plaintext.
  • Optional actions undertaken for completeness' sake will be written in italics.
  • Class-specific actions will be prefaced by their respective symbols. While these actions are meant for a specific class, if they're available to you as another class, feel free to accomplish them regardless. This walkthrough assumes pure classes rather than hybrids.
  • Fighter
  • § Magic-User
  • Ω Thief
  • Θ Paladin (while Paladins are not playable in this game, actions which contribute toward the 50 hidden Paladin Points will be marked with this symbol).


WalkthroughEdit

Make sure you read the manual which comes with the game before you play. The answers to many common questions (casting spells in combat, etc) can be found therein.

The map and combat options are up to you, but we suggest the Combo option for the communication type. This will allow you to both see the straightforward options available, as well as opening up the possibility of asking additional questions, such as asking directions to the moneychanger from Shameen, asking Aziza about pizza, or asking Alichica about a duck.

It's good practise to begin speaking with someone by greeting them before asking them questions, and finishing by saying goodbye. There are many people who appreciate such politeness, and it certainly won't hurt your Honor and Communication scores.

Character Creation Edit

Θ If you're playing through with the intent to become a Paladin at the end, note that QFG3 treats the Paladin largely as a Fighter. Events in that game will require the use of Climbing and Throwing, as well as all the standard Fighter skills.

General Notes Edit

Most days will have a lot of leftover time even once all the optional events listed have been accomplished. You can go ahead and talk to whomever you see at any point, which will help to raise your Communication skill. You can also explore the city, or go out into the desert to combat monsters. There's a lot to do in the land of Shapeir!

Most days every character should practise with Uhura at the Guild Hall (and sleep for an hour in the Guild Hall's main room afterwards). Thieves should practise with Agi the Agile whenever possible, and practise picking locks on all the doors throughout Shapeir. Magic-Users should play Keapon Laffin's Force Bolt Flurry and Aziza's Sim Siddhi.

Keep stocked up on pills from the Apothecary. Pills need water (and so do you!) so fill up your waterskins every day at the Fountain. Rations can be bought from Sloree and Scoree in the north Plaza of the Fountain.

Day One Edit

In morning on Day One, you'll find yourself in the Katta's Tail Inn, speaking with Abdulla Doo.

  • Order a meal.
  • Click "Walk" anywhere, or "Say Goodbye" to stand up.
  • Ask Shameen or Shema about the Money Changer. They'll not only give you directions, but give you helpful translations of the street names, which will then become visible to you for the rest of the game. This can only be done prior to visiting the moneychanger, and will certainly come in handy if you choose to do the Warrior's Journal quest.
  • Leave the Inn.
  • When Alichica starts talking to you, go talk to him. This will open up the option to buy the Sand Dome once you have money.
  • Leave North on Junub Tarik, and continue to the Plaza of the Fountain (south).
  • Leave North (bottom edge of the screen) to the Plaza of the Fountain (north).
  • Classic map: Head West on Naufara Darb. Continue following it until you have the option of going South on Dinar Tarik, and then follow Dinar Tarik until the end.
  • Speak to Dinarzad.
  • Either click your Money Pouch on her, or click the Mouth on yourself and select "Exchange Coins" to exchange your old Speilburg coins. It's best to exchange them in 50 coin increments or less so that you can get a better rate than trading them all at once. [7]
  • Return to the Gate Plaza.
  • On your way back to the Gate Plaza, at the four-way intersection, you'll see Al Emmo of Himalaya Studios' Al Emmo and the Lost Dutchman's Mine crossing your path.
  • Buy a map [7] from Alichica.
  • Buy a compass [7] from Alichica.
  • Buy a Sand Dome if you like.
  • At some point, when entering the Plaza, Alichica will offer you a genuine Saurus Foot Trashcan. After he does, you'll be able to buy it from him.
  • Both these extra items are only available before Day 4, so if you want them, get them before then.
  • Visit the Plaza of the Fighters (east).
  • Buy a second waterskin.
  • Exit west (at the bottom of the screen).
  • Talk to Rakeesh
  • Θ Make sure to ask Rakeesh about being a Paladin.
  • Enter the Guild Hall.
  • Speak with Uhura.
  • Sign the adventurer's logbook on the right. [3]
  • Read the notice board.
  • Visit the Apothecary's in the Plaza of the Fountain (south).
  • Speak with him.
  • Purchase any pills you may need.
  • Visit the Magic Shop in the Plaza of the Fountain (north).
  • Speak with Keapon Laffin. Be sure to ask about spells and Aziza.
  • Template:Wiz-note Buy all the spells you don't have. Imported characters may have already received Dazzle in QFG1; Keapon offers that as well as Force Bolt and Levitate.
  • Knock on the door.
  • To the first question: Answer your character's name.
  • To the second and third questions: Answer with one of the following people, and an associated follow up question:
    • Sent by Keapon Laffin, associated with air.
    • Sent by Rakeesh, leg hurt by demon.
    • Sent by Omar, companion is a translator.
    • Sent by Harik Attar, associated with fire.
    • Sent by Erasmus, companion is Fenrus.
  • To the final question, the riddle refers to the letters of the alphabet. The answer is Aziza.[7]
  • Aziza is a big stickler for manners. When you enter, Greet her (click Talk on yourself), then walk to the table, answer "yes" to the question about tea. Do this every time you visit.
  • If you manage to offend her, clicking on yourself you'll see the Apologize option. Anytime you see this option, you should use it.
  • Talk to her. Be sure to ask about Iblis.
  • § Ask about Keapon's magic games and about WIT.
  • When done, say Goodbye.
  • Speak to the Astrologer. Be sure to ask him about your Fortune.
  • Tell him about yourself (click mouth on yourself).
  • § If you still have time left in the day, it's time to seek your fortune at WIT. If not, this can for another day, but the sooner the better. Just make sure you've got full mana points, and every spell currently available to you from the Magic Shop.
    • Anywhere in the streets of Shapeir, cast Detect Magic. An arrow should appear, pointing in the direction of WIT.[7]
    • You can keep casting if you want, and working your way closer to the source, but don't enter without bumping your mana back up with a pill or two.
    • Head to Sahir Tarik, at the northernmost end of the city.
    • Cast Detect Magic.
    • Cast Open on the door.[11]
    • Enter.
    • When they ask, tell the Wizards your name.
    • When they ask what you seek, tell them "magic" or "to be a wizard."
    • When they ask who your sponsor is, use the hand icon on Erasmus' portrait.
    • Erasmus' Pretest
    • Air Test
      • Cast Fetch on the whirling staff.
      • Cast Levitate to float above it. Land after it flies past.[7] Be sure to wait until the staff is well gone instead of starting to walk again, as you could fall off the path altogether.
    • Earth Test
      • Cast Trigger on the stone wall.
      • Cast Dazzle or Calm on the rock monster.
      • Climb over the wall.
      • Cast Calm on the monster again.[7]
    • Water Test
      • Cast Flame Dart on the ice.
      • Cast Force Bolt on the crack in the ice.
      • Continue to cast Force Bolt into the gap, or cast Open to separate the two halves.[7]
    • Fire Test
      • Cast Open on the door.
      • Cast Calm on the fire.
      • Cast Fetch on the door. (Say, have you figured this out...?)
      • Cast Force Bolt on the top of the doorframe.[15]
    • When the Wizards ask you if you're ready to take the oath, pick NO.[7] You now have Reversal, and your character sheet will display Wizard instead of Magic-User. Congratulations, Wizard!
  • Return to the Katta's Tale Inn around Sunset.
  • Sit and eat.
  • Talk to Abdulla if you like.
  • If you attempt to leave during or after Sunset, Shameen will give you a copy of the Inn's Key, so you can re-enter at night when the Inn's closed.
  • Go to your room (behind Shameen).
  • If you bought any decorative items from merchants, you can place them in your room now.
  • Sleep until dawn.
Recap: By the end of Day One, you should have Shapeirian money, a map, a compass, a Sand Dome, a Saurus Foot Trashcan, a second waterskin, and the Inn Key. You should have at least [36] points.
§ Magic Users: Magic Users should have graduated to being full Wizards, and should be in possession of Dazzle, Force Bolt, and Levitate. At the end of the day, Wizards should have an additional [54] points, for a total of [90].

Day Two Edit

  • Perform your morning routine (breakfast, practising at the Guild Hall, etc.)
  • Return to the Astrologer's and ask him about your Fortune.[5]
  • Leave South from the Gate Plaza.
  • Ask "Honest" Ali T. Fakir about Price.
  • If you have the parser or combo conversation system, you can talk Ali down pretty low.
    • After talking about Price, Ali will ask if 50 dinars is good. Talk on yourself and type "no."
    • Are you willing to buy one? "No."
    • Does that make sense to you? "Yes."
    • So, 50 dinars? "No."
    • How about 40? "No."
    • Special price, today only! 30 dinars? "No."
    • 20 dinars! What do you say? "No."
    • Okay, 10 dinars, but that's my final offer. Deal? "No."
    • Five dinars?! "Yes."
    • Buy Saurus. [7]
  • All over the alleyways in Shapeir, you'll find graffiti scribbled on the walls. There are four messages currently available. They can be done in any order, as early or as late as possible, but this walkthrough will assume a certain order, with one event per day.
    • The graffiti all refers in semi-oblique terms to the streets and alleys of Shapeir. If you asked Shameen about the moneychanger before visiting her, they should all be automatically translated for you.
    • Find some graffiti and look at it until the message says "Those who wish to follow the way of the sword should start at the very beginning or face their undoing."
    • Travel to the Plaza of the Fighters (west). Exit North onto Saif Darb (Sword Ave.).
    • Turn North (left) onto Askeri Darb. Head down the street a little, then turn around and return to Saif Darb.
    • When you come to the T-intersection with Saif Darb (i.e. you are not following the way of the sword from the beginning), any attempt to turn left or right will trigger a brigand, Sweeping Sir James, to fight you.
    • Sir James will either be a fighter, magic-user or thief. He will be one random class in each of the first three encounters, although never the same class twice.
    • When defeated, he'll run off. No worries, you'll be seeing him again.
  • § If you've got a decent amount of mana, head to the Magic Shop.
    • Ask Keapon Laffin about games.
    • Challenge him to a game. You'll need to have Force Bolt, Detect Magic, Fetch and Trigger to play, and mana pills wouldn't hurt.
    • You'll be playing Force Bolt Flurry. See that page for guidelines.
    • If you win, your Force Bolt will be supercharged. If you hold down the Force Bolt key in combat, the spell will become 100% more powerful for an extra 50% mana.
  • During the evening, return to the Inn.
  • May want to save the game before you enter the Inn. There's something close to a 1-in-70 chance that you'll get Rick Rolled before Shema dances. If you want to catch it, you'll need to restore your game a lot.
  • Watch Shema dance.
  • After dancing, click on the table in front of you to order a meal.
  • Sleep until dawn.


Recap: By the end of Day Two, you should have a saurus (and identifying papers). You should have gained at least [11] points, for a total of [47].
§ Wizards: Wizards should have the super-charged version of Force Bolt. By the end of Day Two, Wizards should have no extra points, for a total of [101].

Day Three Edit

  • Morning routine.
  • § If you've got a decent amount of mana, and you've completed WIT, head to Aziza's.
    • Ask Aziza about games.
    • Challenge her to a game. This won't be accessible unless you're a Wizard. You'll need to have Trigger, Flame Dart, Calm and Open to play, and mana pills wouldn't hurt.
    • You'll be playing Sim Siddhi. See that page for guidelines.
    • If you win, your Flame Dart will be supercharged. If you hold down the Flame Dart key in combat, the spell will become 100% more powerful for an extra 50% mana.
  • Find some graffiti and look at it until the message says "Misfortune will arise when the dinar hits the fountain."
    • Travel to the Plaza of the Fountain (north). Exit West onto Naufara Darb (Fountain Ave.).
    • Continue following Naufara Darb until you come to the T-intersection with Dinar Tarik (Dinar Ave.).
    • Any attempt to turn left or right will trigger Sweeping Sir James again. Whichever class he was the first time, he'll be one of the remaining two classes.
    • When defeated, he'll run off. Again. He who fights and runs away...
  • At Sunset, return to the Inn to listen to the poet Omar.
  • Sleep until Dawn.
Recap: By the end of Day Three, you will not have gained any points, for a total of [47].
§ Wizards: Wizards should have the super-charged version of Flame Dart. By the end of Day Two, Wizards should have no extra points, for a total of [101].

Day Four Edit

The first thing you'll notice when you leave the Inn today is that the Fire Elemental has struck. Sitar and Lisha are nowhere to be seen, while Alichica is trying to sell off the remnants of his stand. This is your last chance to buy a map, compass, or either of his tacky souvenirs.

  • Complete your morning routine.
  • § Continuing to challenge Keapon Laffin and Aziza to their respective games is a great way to skill up your Intelligence, Magic, and your relevant spell skills. If you win, they'll restore your mana points. In case you lose, you should have some mana pills handy. You should make this part of your daily routine.
  • Find some graffiti and look at it until the message says "Those who dare to walk to the fiery road will not return unscathed."
    • Travel to the Gate Plaza. Exit North onto Junub Tarik.
    • Continue until you come to Harik Darb (Fire Ave.). Let's walk the fiery road, shall we?
    • Turn left onto Harik Darb. You need to get at least one screen away from the junction with Junub Tarik.
    • Turn around and go back to the T-junction with Junub Tarik.
    • Any attempt to turn left or right will trigger Sweeping Sir James for a third time. Whichever class he hasn't been yet, he'll be now.
    • When defeated, as expected, he'll run off.
Recap: By the end of Day Four, you will not have gained any points, for a total of [47].
§ Wizards: Wizards should have no extra points, for a total of [101].

Day Five Edit

This is the first day the Fire Elemental appears for longer than it takes to burn down Alichica's stand. You have until Day Seven to finish it off.

  • Between Day 5 and Day 10, some merchants will randomly have available materials with which to decorate your room at the Inn. Don't worry overmuch about wasting money; it's all going to be gone when you go to Raseir. If a merchant doesn't have it on a given day, try on another day.
    • Gate Plaza-Lisha: Sells Dried Flower Art. The art will be a nighttime view of Shapeir, unless you've already received the Fruit of Compassion, in which case the art will be a representation of Julanar's area of the desert.
    • Plaza of the Fountain (south)-Toshur: Toshur sells a Decorative Pot. If you pick it up on days five, seven, or nine it will be brown; if purchased on days six, eight, or ten it will be blue.
    • Plaza of the Fountain (south)-Sloree and Scoree: The "Scoles" will offer one of two items, based on the number of dinars in your purse. If the number is even, you get a Bumper Sticker; if the number is odd, you get the Signed Game Box. Yes, a signed box from the original QFG2. If you didn't get the map from Alichica at the beginning of the game, you can search through the game box to find one. Very meta.
    • Plaza of the Fountain (north)-Lasham: Lasham will sell you a Potted Plant in a red vase up to Day 11, or in a blue vase after Day 12.
    • Plaza of the Fountain (north)-Saba: Saba sells you one of two weavings, based on the internal code's time of day. Each day has 38 time cycles, starting at the beginning of "Day is Dawning." The weaving will either be a woven pattern, or a portrait of the Hero. Save before getting it, and if Saba doesn't have the one you want, restore, leave, and come back later.
    • Plaza of the Fountain (north)-Tashtari: Tashtari sells you an item based on the number of combat victories you have, which can be read in the Warrior's Journal. If the number ends in a digit from 0 to 4, he offers you a Brass Jar. If the digit is 5 to 9, he instead offers a Big Brass Vase.
    • Plaza of the Palace-Tiram: Tiram will sell you an emerald-coloured Small Carpet when the Day is Dawning, at Midday, or when Sunset Approaches. The carpet is sapphire-coloured at Mid-Morning or Mid-Afternoon.
  • Complete your morning routine.
  • Head to Aziza's.
    • Ask her about Elementals, Contrary Elements, and so on.
    • Ask her about Fire Elementals.
    • You'll need an appropriate lure, an appropriate container, and something with which to weaken it.
    • You have water in your waterskins to weaken it, so that's taken care of.
    • Aziza suggests talking to someone who knows more about fire. Who could that be?
  • Return to the Inn at Sunset.
  • After all that, are you up for some fighting? Find some graffiti and look at it until the message says "Those who turn onto the dark, starry path will face great peril."
    • The Tarik of Stars is the starry path, but in order for it to be dark, it must be dark out.
    • Travel to the Gate Plaza. Exit North onto Junub Tarik.
    • Continue until you come to Sharki Darb (East Ave.).
    • Turn right onto Sharki Darb. Continue until the end, at the Tarik of Stars.
    • Any attempt to turn left or right will trigger Sweeping Sir James for the final time. This time, Sir James will be a hybrid class, having all the fighter, thief and magic user skills he previously exhibited. He'll also have double the HP, so this will be a challenging fight.
    • At long last, you'll kill Sir James. He won't have any money on him, but he will have the Warrior's Journal, which keeps a record of all the fights you've been in and challenges you've been involved in — that includes challenging Uhura, Rakeesh, Agi, Keapon Laffin and Aziza. Each time you face a new opponent, they'll get a new page in the book, and each time that monster uses a skill on you, details like how much damage it does will get added.
  • Sleep until Dawn.
Recap: By the end of Day Five, you will have defeated the Fire Elemental, gaining a shiny new Magic Lamp, and the Warrior's Journal. You'll have gained at least [37] points, for a total of [84].
§ Wizards: Wizards should have no extra points, for a total of [138].

Day Six Edit

Nothing much happens today. Aside from standard training, you can purchase room decorations from the vendors which carry them.

Recap: By the end of Day Six, you will gained no points for a total of [84].
§ Wizards: Wizards should have no extra points, for a total of [138].

Day Seven Edit

  • Morning routine.
  • When you leave the Inn in the morning, you'll see Shihhad the beggar.
    • Give Shihhad some money. The amount doesn't matter. [3]
    • Θ Give Shihhad money each time you see him (or at least, more than once) to gain [5] points.
  • Go to the Plaza of the Fountain South. The poet Omar will be here.
    • Listen to his entire poem (four stanzas). You can chat with him afterwards if you like.
    • Leave and come back later in the day (going to the North side of the Plaza and then coming back counts)
    • Omar's purse will be lying on the ground.
    • Pick it up.
    • If you're the unscrupulous type, go ahead and take the money from inside.
    • Θ Taking money from the purse will disqualify you as a Paladin.
Recap: By the end of Day Seven, you will have gained your reward for defeating the Fire Elemental, and Omar's Purse. You'll have gained [6] points, for a total of [93].
§ Wizards: Wizards should have no extra points, for a total of [147].
Θ Paladins: Aspiring Paladins should have gained [5], for a total of [8].

Day Eight Edit

Today is the first day the Air Elemental is out. You'll need it defeated by the end of Day 10.

  • Visit Aziza.
    • Ask about Air Elementals.
    • She'll demonstrate that the nature of air is its freedom of movement, so you'll need earth to stop it. She'll also suggest asking more from someone who better knows the element of air than she does.
  • Visit Keapon Laffin.
    • Ask him about the Air Elemental. He'll suggest using dirt to weaken it. [5]
    • If you ask Keapon about Mud, and then Fooler's Earth, he'll give you a pot.
    • Ask about capture, and Keapon will tell you that bellows will do the trick.
  • If you didn't get Keapon's Fooler's Earth, you can tell Lasham the plant seller in the Plaza of the Fountain North (just outside the Magic Shop) about the Air Elemental, and she'll give you some dirt for free.
  • Or, you could go to Kiram in the Plaza of the Fighters East and buy a cloth bag, then fill it up with sand from the desert.
  • Visit Issur's Weapon Shop.
    • Tell Issur about the Air Elemental. He'll offer to arm wrestle.
    • If your Communication skill is 80+, you can cast Calm on Issur, and tell him about the Air Elemental again. This time he'll get the bellows for you.
    • Alternately, you can return to the outside of his shop after nightfall.
      • When there are no guards present, Fetch the bellows from the wall.
      • Or, stand beneath them, Levitate, retrieve them, and drop. There are few chances to skill up Levitate in this game.
    • Obtain the bellows. [7]
  • Slight intermission... now that you have the bellows, let's take a side trip.
  • Head out to the Saurus Stables, mount your Saurus, and head out into the desert.
    • Keep going south (the screen will flip, but you're still going south) until you see a rock that looks like a griffin's head.
    • Turn east/left, and proceed until you get to the Dervish's Oasis.
    • If you don't see a blue frog on the lilypad in the pond, leave and come back.
    • You'll have to be back here at a later time for the Whirling Dervish, so you can talk to him later.
    • Dismount your Saurus, but don't move anywhere yet. If you get too close, the frog will jump into the water.
    • Click your bellows on the blue frog, sucking him toward you.
    • If you complete the game with maximum points with the blue frog in your inventory, you'll unlock the suck blue frog cheat mode. Any future characters you start up will be able to enable cheats by hitting F10. You'll be able to tell it's active if you hear a "ribbit" when the game starts.
    • Click on yourself to tell your Saurus to return home.
  • All ready to go? Head to the Plaza of the Palace.
    • Stand somewhere convenient (right in the middle of the Plaza is good) and cast Levitate.
    • Wait until the Air Elemental is under you and click your Pot of Dirt/bag of sand on it. This may get tricky, so just click until it works.
    • Drop down.
    • Click your bellows on the Air Elemental.[20]
  • Evening routine. Shema dances tonight.
  • If you still have the Pot of Dirt, you can put it in the chest in your room and leave it there; it's no longer important.
Recap: By the end of Day Eight, you will have defeated the Air Elemental, gaining a set of Magic Bellows, a conspicuous blue frog, and a Pot of Dirt. You'll have gained [32] points for a total of [116].
§ Wizards: Wizards should have no extra points, for a total of [170].

Day Nine Edit

Nothing much happens today. Aside from standard training, you can purchase room decorations from the vendors which carry them.

  • Hey, let's do something fun. It'll be extremely difficult, but fun.
    • This side quest can be done earlier, but only after you've defeated the Fire Elemental. I've left it until day nine because, if you've been training, you should have your stats up to a decent level by now. Save your game and, if you're not up to snuff, you can try again on a later date.
    • Remember that graffiti from the Warrior's Journal quest? Go find some.
    • After clicking on it sufficiently, it should say "The Doom from the East has passed and is now between Here and Infinity."
      • Doom from the East? Raseir's in the East. What doom could there possibly be? Well, those Elementals, but you've already beaten down two and because you read the script, you know the other two are to come, right? Wait... in the world of Glorianna, there are five elements.
      • The Doom has passed, which means it's missed Shapeir entirely and is now somewhere to the West. It's between Here and Infinity, so... that means you have a long way to go.
      • As Aziza might say, the essence of this particular Doom is hunger. So to defeat an Elemental formed of this element, you'll need to use its own hunger against it.
      • Now we just need a suitable container for holding it once it's weak.
    • Travel to the Palace of the Fighters West, and head North on Saif Darb. Turn left on Askeri Darb, and follow the street to the end.
    • Lying in the trash, there should be an odd rectangular Flat Box made of a sort of wooden paper. Pick it up.
    • Now grab your Saurus and head south, four or five Skareens, until you're just north or south of the spot where the perspective flips.
    • Get ready for a long journey. Head West at least 50 screens. Save often, because once you come across the Doom, there's no chance until it's too late.
    • There it is... the dreaded Pizza Elemental.
    • If you choose to Trick it, it'll crawl away and you'll have missed an epic fight.
    • If you choose to fight it, get ready for a long, long fight. See the Pizza Elemental article for details.
    • If you managed to survive, congratulations! Pick up the remains in your Flat Box.
    • You may use the pizza on yourself up to four times to restore your health. However, if you finish the game with the pizza box and get a full score, you'll unlock Battle Mode.
  • Evening routine.
Recap: By the end of Day Nine, you will have a gained the Pizza Box. You'll have gained no points for a total of [84].
§ Wizards: Wizards should have no extra points, for a total of [138].

Day Ten Edit

  • Morning routine.
  • Nothing going on today. train, fight, relax, spend money on things you don't need.
  • Evening routine.
Recap: By the end of Day Ten, you will have a gained no points for a total of [84].
§ Wizards: Wizards should have no extra points, for a total of [138].

Day 11 Edit

  • Morning routine.
  • Nothing going on for most of the day. Make sure to return to the Inn in the evening, the poet Omar wants to talk to you.
  • Enter the Inn.
    • Omar will, on behalf of the Sultan, give you a 50 dinar reward for defeating the Air Elemental.[3]
    • Listen to Omar's poem.
    • Return Omar's purse.[7]
    • Θ While you get Paladin Points for returning the purse, if you've taken any money out of the purse, you'll be prevented from becoming a Paladin.
  • Evening routine.
Recap: By the end of Day 11, you will have a gained [3] points for a total of [87].
§ Wizards: Wizards should have no extra points, for a total of [141].
Θ Paladins: Paladins should have [7] extra points, for a total of [15].

Day 12 Edit

Today is the first day the Earth Elemental will make an appearance. He's found somewhere in the streets north of the Plaza of the Fountain, and must be defeated by Day 14.

  • Morning routine.
  • Visit Aziza.
    • Ask about Earth Elemental.
    • She'll tell you you need to use fire against it, and you need a cloth bag for storage.
    • If you haven't yet defeated Aziza in a game of Sim Siddhi, this is an excellent time to do so. That Flame Dart will come in handy.
  • Go to the Plaza of the Fountain North.
    • Exit North into the streets.
    • Wander the streets until the Earth Elemental appears.
    • § Cast Flame Dart at the Earth Elemental as many times as you can.
      • If combat starts, use the Flame Dart hotkey. This is the only way you'll be able to damage it.
      • If you learned the advanced Flame Dart by defeating Aziza in Sim Siddhi, now's the time to use it.
      • If you must, run away. Heal up as necessary. You can find the Earth Elemental again later by wandering through the streets.
    • Once the Earth Elemental is reduced to dust, scoop up its remains in the Cloth Bag.[20]
  • Evening routine
Recap: By the end of Day 11, you will have a gained [30] points for a total of [117].
§ Wizards: Wizards should have no extra points, for a total of [171].
Θ Paladins: Paladins should have no extra points, for a total of [15].

Day 13 Edit

  • Morning routine.
  • The following quest can be done at any point after you've defeated the Earth Elemental, as early as Day 12, before you leave for Raseir.
  • Head outside to the Saurus Stables.
    • The guard will mention that the Whirling Dervish wants to speak with you about something.
    • Grab your saurus, and ride south.
    • Continue until you see a rock shaped like a griffin's head.
    • Turn east (left, or the direction the head is facing).
    • Continue until you arrive at the Oasis.
    • Ask the Dervish about the Puzzle, and then the Beast.[5]
    • Ask about each of the five W's, most importantly "where."
    • While you're here, grab a part of the Dervish's beard.[5]
    • Go north (bottom of the screen) until the screen flips (2 skareens), and then continue west until you come across the caged Beast (7 skareens).[5]
    • Dismount, and move about halfway between your saurus and the cage.
    • Click your waterskin on the Beast.[5]
    • Remount and return to town.
  • Go back out to the desert.
    • Travel east until you come to an alcove with a tree.
    • Click your waterskin on the tree.[7]
    • Tell the tree about yourself.[5]
    • Click your Bag with Magic Earth on the tree.[7]
    • Tell the tree about the Earth Elemental.[5]
    • Click the hand on the tree to give it a hug.[5]
    • Tell her her name, Julanar.[5]
    • Take the Fruit of Compassion.[7]
    • Return to the Shapeir Overlook.
  • From the Overlook, head west until you arrive at the Griffin's Nest.[3]
    • § Get close to the wall.
      • Cast Levitate.
      • Grab a feather out of the griffin's nest. Be sure and click on the nest, grabbing a loose feather, and not on the griffin himself. Otherwise you'll anger Merv and you'll have to fight him later.
    • Acquire feather.[7]
    • Return to town.
  • Return to the desert.
    • Return to the caged beast (five skareens west, three south).
    • Give the beast some food or water, as you did before.
    • While it's distracted, use the hand on it to collect some hair.
    • Give it one of the dispel potions.[15]
  • Evening routine
Recap: By the end of Day 12, you will have a gained two Dispel Potions, and have gained at least [100] points for a total of [217].
§ Wizards: Wizards should have no extra points, for a total of [271].
Θ Paladins: Paladins should have no extra points, for a total of [15].

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