QFG1VGA help

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Mitch
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Joined: Thu Jun 26, 2008 8:33 pm

QFG1VGA help

#1 Post by Mitch » Wed Feb 25, 2009 8:32 pm

This is still related to QFG2!

Hi everyone, I've been playing QFG1VGA recently as a magic user, and for the first time in all my years of playing QFG, I beat the maze and got razzle dazzle. >D

But, Zara tells me I'll need to master 9 spells in order to become a wizard and get initiated in QFG2, so far I have 8 spells and I've never known there to be a ninth spell.

I have Charge dagger, fetch, flame dart, open, calm, trigger, razzle dazzle, and detect magic.

So my question is, what is the ninth spell, how do I get it, and do I have to have it to get initiated in QFG2?

Thanks!
~Mitch
Last edited by Mitch on Thu Feb 26, 2009 2:19 am, edited 1 time in total.

Erpy
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Re: QFG1VGA help

#2 Post by Erpy » Wed Feb 25, 2009 9:17 pm

You have them all. Zap isn't even necessary for initiation. The missing spells, Force Bolt and Levitate, are bought in QFG2. You'll get those before you can start your initiation in Shapeir. It's all part of the game. You're on the right track in QFG1. Don't worry about that line for now.

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Mitch
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Posts: 27
Joined: Thu Jun 26, 2008 8:33 pm

Re: QFG1VGA help

#3 Post by Mitch » Sat Feb 28, 2009 12:18 am

Thanks for clearing that up for me Erpy!

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