Quest for Glory II: Desert touchdown


(This is part of my journey going checking out Quest for Glory II: Trial by Fire. You can follow the entire series on the Retro Gaming page.)

We’re going to be taking a break from the King’s Quest run to return to another Sierra series, Quest for Glory. I’ve been intrigued by these adventure/RPG hybrids ever since learning of their existence — and I have four more of them to play through!

Quest for Glory II: Trial by Fire takes us back to 1990. Since this game didn’t have a later graphical overhaul like the first one did, it’s going to look like we’re taking a step back in visual quality. It’s still better than the early Sierra games, of course.


Ahh… nothing like passive-aggressive guilt trip screens from PC games of yore. For the record, I paid for my copy of this game, so I’m sure that money is going to trickle down to the original musicians and “hard-working professionals” who made it.

Before starting the game proper, I loaded up the introduction credits. The game starts right where the first Quest for Glory left off, with the unnamed hero riding on a magic carpet with his good cat friends. The Quest for Glory series likes to theme its games according to regions and regional myths, so we’re leaving behind Germany/Europe-land and going straight into Arabian Nights. NOT my favorite type of fantasy, nor am I a fan of deserts, but I’ll suck it up for you, the readers.

Oh, and as the credits progress, the starship Enterprise knocks the flying carpet out of space:


Because while Quest for Glory has a big problem with you pirating the game, it has no compunctions whatsoever against using others’ intellectual property for kicks and giggles. This makes the second Star Trek reference in these games that I’ve spotted — I think someone is a fan.

We land in a big ol’ city, whereupon the cats magically change my clothes so that I look like Prince Ali from Aladdin. Fabulous he. Time to strike out for fame, glory… and money!

Instead of rolling up a new character, I decide to try one of Quest for Glory’s much-vaunted features: the ability to import a character from the previous games. I didn’t even remember that I had saved my save file from 2014, but there it was, sitting in a specially made directory. Way to go, 2014 Syp! You’re awesome!


And wouldn’t you know, it worked. Huh. Would you look at that.


Say hello once more to Syp, the master thief. Niiice stats, buddy. At least, I hope they are. I really don’t know. That 5 in dodge is going to save my bacon, I can tell.


Even though we just landed in Shapeir, Abdulla and the cats have set up a new inn. I’m guessing this will be my headquarters for my adventures, which is another nice touch about these games. Makes you feel like you have a “home,” in a sense.

Abdulla is a little concerned about the disappearance of his friend and wings that my way, since I’m the hero and all that. I have to re-aquaint myself with the text parser, since that makes an unfortunate return here. My kingdom for mouse-only!

First things first: Before we leave the inn, we need to turn on the clowns.


Yes, this is an actual menu option. According to a quick Google search, turning this on makes silly stuff happen on occasion. Well, more silly than normal for these games, I assume.


If you’re new to these games, it’s important to keep in mind that Quest for Glory II is very much 50% adventure game and 50% RPG. So while you’re solving puzzles and all that, you also need to be working on your stats, grinding mobs, and getting sweet, sweet loot.

Turns out that I can’t even BUY loot in this town, since my Spielberg money isn’t any good here. Need to find a money changer!


This is… not as easy as it sounds. Unlike the first game’s major hub, Shapeir is intentionally laid out in a confusing manner, presumably for those nasty pirates who didn’t make photocopies of the map as well. So there’s lot of pseudo-3D walking through halls and getting very much turned around. I’m starting to get a headache here, game.

Think I’m whining unnecessarily? Here’s the actual map of the city:


Because it’s more important to get revenge on hypothetical pirates than to please our actual customers! Did ants make this city or something?


Finally — FINALLY — I find the money changer, Dinarzad. Not only do I trade in my 223 coins from the previous game (thanks 2014 Syp!) but when I make the secret sign of the thief to her, she mentions that she has a job for me tomorrow night. I’m going to need tools, however. Should probably go shopping or something.


2 thoughts on “Quest for Glory II: Desert touchdown

  1. Jeromai June 25, 2016 / 9:21 am

    Ahh, the 1990s… when all adventure games / RPGs assumed players would map everything on paper and created mazes of twisty little passages as additional gameplay challenge.

    I remember the Gold Box games like Eye of the Beholder were equally fond of long twisting corridors, since three-dimensional space didn’t really exist, it was all left, right, forward, back navigation.

    Might be interesting to roughly track when games started bringing in the concept of an automapper that mapped stuff for you as you went. I think Stonekeep in 1995 already had an automapping, but I might be misremembering.

  2. wolfyseyes June 25, 2016 / 4:09 pm

    I spent many pages of graph paper during the early 90’s…

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