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Quiz about Quest for Glory 2 PC  Magic and Wit
Quiz about Quest for Glory 2 PC  Magic and Wit

"Quest for Glory 2" (PC) - Magic and Wit Quiz


If Magic is your fancy, the Magic-User is your man. This quiz covers spells and spellcasting in "Quest for Glory 2". Please note that it follows the Magic-User's campaign, and so does not truly cover spellcasting fighters or thieves.

A multiple-choice quiz by Headrock. Estimated time: 6 mins.
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Author
Headrock
Time
6 mins
Type
Multiple Choice
Quiz #
305,789
Updated
Dec 03 21
# Qns
15
Difficulty
Average
Avg Score
10 / 15
Plays
158
- -
Question 1 of 15
1. As a Magic-User, your greatest asset is, obviously, your array of spells. At the start of the game, whether you've imported a character from "Quest for Glory 1" or not, you will have at least seven different ones you can use. Another can be bought at the Magic Shop if you don't have it yet. Three more spells await you in "Quest for Glory 2". Which of the following spells will NOT be added to your spellbook by the end of this game? Hint


Question 2 of 15
2. Magic Users are usually the most frail of all characters. They have little need for Strength or skill about the use of weapons. Still, like all other characters they will eventually have to go out to the wilderness where monsters roam. They must therefore know how to use their spells in combat. Which of the following spells CANNOT be used in combat? Hint


Question 3 of 15
3. How much does a single mana pill cost? Hint


Question 4 of 15
4. What's hidden at the north edge of the city?

Answer: (A three-letter acronym)
Question 5 of 15
5. Who will sponsor you through the Wizards' test? Hint


Question 6 of 15
6. Which is the correct order of the ordeals you will face during the Wizards' Test? Hint


Question 7 of 15
7. To get through the Wizards' Test, you will have to use no less than 8 different spells from your magical repertoire, including two spells which are new to this game. Which of the following spells is one of those required for successful completion the test? Hint


Question 8 of 15
8. When you finish the test, your character class (previously "Magic-User") will change. What is your new class? Hint


Question 9 of 15
9. There are no less than four different ways for a Magic-User to acquire the Bellows. Three of these require magic, the fourth one does not.


Question 10 of 15
10. You'll need to stuff some dirt down the Air Elemental's throat. How would you go about doing that? Hint


Question 11 of 15
11. Aside from the Air Elemental, there is one more elemental whose defeat requires the use of magic. Which is it? Hint


Question 12 of 15
12. With the exception of any combat you'll choose to undertake in the desert (you don't have to), you will only be required to cast a single spell during your entire stay within the city of Raseir, before leaving with Ad Avis.


Question 13 of 15
13. How many times in this game will you be able to use the Calm spell to reduce the intensity of a dangerous flame?

Answer: (A single-digit number)
Question 14 of 15
14. You'll reach the great hall of the palace to find the captain of the guard patrolling below. What is the minimum number of different spells must you cast here, before going through the door into the ritual chamber, to finish this section with the best possible results? Hint


Question 15 of 15
15. What is the last spell you will cast as a Wizard in "Quest for Glory 2"?

Answer: (Two words. It's a bouncy one)

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Quiz Answer Key and Fun Facts
1. As a Magic-User, your greatest asset is, obviously, your array of spells. At the start of the game, whether you've imported a character from "Quest for Glory 1" or not, you will have at least seven different ones you can use. Another can be bought at the Magic Shop if you don't have it yet. Three more spells await you in "Quest for Glory 2". Which of the following spells will NOT be added to your spellbook by the end of this game?

Answer: Juggling Lights

At the Magic Shop you can buy Razzle Dazzle if you haven't already won it playing Mage's Maze in "Quest for Glory 1". Additionally, you can purchase two extremely useful spells - "Levitate", and "Force Bolt". The first will be instrumental in solving many of the Magic User's quests. The other will be invaluable both for quests and for combat.

The Reversal spell cannot be bought anywhere - you will need to earn it through your knowledge of the use of magic. You cannot complete this game without it though!

Juggling Lights will be only added to your repertoire in the next game in the series.
2. Magic Users are usually the most frail of all characters. They have little need for Strength or skill about the use of weapons. Still, like all other characters they will eventually have to go out to the wilderness where monsters roam. They must therefore know how to use their spells in combat. Which of the following spells CANNOT be used in combat?

Answer: Trigger

While quite useful for solving various quests, Trigger is a spell that sets off other spells, and therefore would have no use in combat anyway. However, there are only four spells that can be used in combat, the three "Wrong" answers to this question (Force Bolt, Flame Dart, and Razzle Dazzle) as well as "Zap".

Of course, one of the most important spells for a spellcaster is "calm", which usually allows you to avoid combat altogether. Of course, if you're hoping to make money off the corpses of slain monsters, you can't walk away from every fight.
3. How much does a single mana pill cost?

Answer: 5 Dinars

Mana pills are very expensive compared to Health and Vigor. A set of 3 will cost 15 Dinars. In the VGA remake you can haggle this price down to 9 Dinars per 3 pills. This means that a Magic User must either learn to conserve spells (to cut down on Mana Pill use), or learn to fight effectively (and thus earn more money). Fortunately, you will periodically receive rewards for completing main quest goals, which will seriously help your financial situation.

But it is still recommended to practice your combat spellcasting.
4. What's hidden at the north edge of the city?

Answer: WIT

The Wizards' Institute of Technocery is sort of like a "Wizards' Guild". All the most powerful wizards in the world are members, even the evil or silly ones. You'll be wanting to join this club, although not for the reasons they'd want you to.
5. Who will sponsor you through the Wizards' test?

Answer: Erasmus of Spielburg

Unfortunately, no one else is willing to, or available, so you'll have to settle for Erasmus. Still, the one good thing about Erasmus is that he understand how much more important it is to go out to the world and apply your knowledge of magic to bring a change in people's lives, rather than just sitting in a stuffy basement and experimenting.

Therefore, Erasmus will give you what you came to WIT to seek.
6. Which is the correct order of the ordeals you will face during the Wizards' Test?

Answer: Air, Earth, Water, Fire

Each test will pit you against a different element, and they each require a different set of spells to overcome. In total, you will have to cast spells no less than fifteen times during the entire test, so make sure your mana pool is full (or carry the mana pills to replenish it).

"Earth Wind & Fire" is the name of an American band from the 70s. "Fire, Water, Burn" is the name of a song by Bloodhound Gang.
7. To get through the Wizards' Test, you will have to use no less than 8 different spells from your magical repertoire, including two spells which are new to this game. Which of the following spells is one of those required for successful completion the test?

Answer: Fetch

All other spells except the three "wrong" answers are required. You'd have to buy Levitate and Force Bolt at the Magic Shop before going through the test, naturally. Some spells will be cast more than once.
8. When you finish the test, your character class (previously "Magic-User") will change. What is your new class?

Answer: Wizard

Naturally, by passing the tests of the Wizards' Institute, you will become a true Wizard. The test itself is pretty complex, and you will need to use most of the spells in your repertoire (including the new ones sold at the magic shop). Once it's done, the Wizards will ask you to begin a long period of study and training at their institute.

But you've got pressing matters, saving Shapeir for one, which is why you should refuse. Don't worry though, it wasn't all in vain, because Erasmus will reward you with a spell that you absolutely must have to finish the game (it's pretty useful too).
9. There are no less than four different ways for a Magic-User to acquire the Bellows. Three of these require magic, the fourth one does not.

Answer: True

Of all three character classes, the Magic-User has the most options for solving this problem. You could try to pacify Issur and talk him into giving it to you, and you could use magic to steal the bellows at night in two different methods. Alternately, you could arm-wrestle the weaponsmith... But you'd need to be pretty strong for that, and Strength isn't usually a Magic-User's forte. Still, it IS possible.

Multiple solutions like that are surprisingly common in the "Quest for Glory" series. This is especially true if you spend valuable "character points" to buy up skills that your character shouldn't normally have. This opens up the possibility for a Fighter to cast magic spells, or for a Magic User to break into peoples' houses, and so on. Even without this "cross-classing", some situation have multiple solutions, and it can be fun and challenging to find all the different solutions to a single problem.
10. You'll need to stuff some dirt down the Air Elemental's throat. How would you go about doing that?

Answer: Hover over the elemental and drop the dirt into its funnel

The levitate spell is used several times during this game, so you'd better purchase it early. It doesn't allow you to fly, but it does allow you to float off the earth at any height, which is useful for avoiding things moving at ground level, or for reaching up to a ledge or an item hanging from a high place.
11. Aside from the Air Elemental, there is one more elemental whose defeat requires the use of magic. Which is it?

Answer: Earth Elemental

The Earth Elemental's vulnerability is Fire, and each character class must deliver that fire in his own particular... idiom. Magic-Users have it easy - they just have to cast their favourite spell, "Flame Dart". If somehow you've managed to survive so far in the "Quest for Glory" world without having a very respectable Flame Dart skill level, it would be a good idea to practice the spell thoroughly before facing the Earth Elemental.

It's tough!
12. With the exception of any combat you'll choose to undertake in the desert (you don't have to), you will only be required to cast a single spell during your entire stay within the city of Raseir, before leaving with Ad Avis.

Answer: True

You'll only have to cast one spell, and that's for getting out of the palace dungeons. Raseir itself is a rather boring place. Fortunately, in the VGA remake, time passes very quickly there so you don't have to get bored. If you're playing the old EGA version, you may have to venture out into the desert if only for the purpose of wearing yourself out (to be able to rest until sunset approaches, when you can go to sleep).
13. How many times in this game will you be able to use the Calm spell to reduce the intensity of a dangerous flame?

Answer: 2

The first time will be during your initiation test at WIT.

The other time is in the Elemental Chambers before the Tomb of Iblis, in the Lava room. But be careful - the spell only lasts a finite amount of time.
14. You'll reach the great hall of the palace to find the captain of the guard patrolling below. What is the minimum number of different spells must you cast here, before going through the door into the ritual chamber, to finish this section with the best possible results?

Answer: Five

In this order, they are:

Calm
Levitate
Trigger
Open
Reversal

If you have not completed the WIT initiation test, you will not be able to finish the game! The Reversal spell is of utmost importance, as you will be going up against a powerful spellcaster! This will also be the only time you'll need to cast Reversal in "Quest for Glory 2". However, it will become very very useful in the next game, as there are far more spellcasters to combat in the land of Tarna.
15. What is the last spell you will cast as a Wizard in "Quest for Glory 2"?

Answer: Force Bolt

Ad Avis will make your life miserable up to that point, and you'll be glad you cast Reversal before going into the final chamber. Of course, Ad Avis will also cast reversal once he realizes you did so yourself, so there's no point to hitting him with your force bolt or any other spell. But remember that Ad Avis' greatest weakness is fire.
Source: Author Headrock

This quiz was reviewed by FunTrivia editor kyleisalive before going online.
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