Part 34: Escape from Shapier
Puistokemisti posted:
Wait, someone has item that is needed to save the place they live in from destruction and they just give it, free of charge?
Chapter 13: Escape from Shapier
QfG2 Manual posted:
Desert Survival
Water - Without it, you are just a heap of bones covered with sand. It is
best to carry several waterskins when traveling in the desert. Water is
available in the cities and at the occasional oasis.
Saurus - The friend you can depend upon for roaming the dunes. This creature
makes an excellent mount. It is fearless, loyal, and quick to defend its
master against monsters. It is obedient and willing to go wherever its
master wishes. Most critically, it can always find its way back to the
place where it is stabled, so it never gets lost. A properly trained Saurus
will understand such simple commands as "go home," "Stay," and "Get off my
foot." Your Saurus -- Don't leave town without it.
Caravans - For long distance travel of any sort, it is best to join a caravan.


























I somehow managed to not capture it throughout the entire journey, but the saurus bucks you off whenever you encounter a monster. No damage, thankfully.

Battle Theme (easy).
QfG2 Manual posted:
Brigand - Desert brigands roam the desert in search of unwary travelers to
waylay. They are tough fighters and experts at desert survival. Tribes of
brigands occasionally band together to attack caravans.






Simply exit and/or return to the screen where you got bucked off and (so long as there are no monsters in tow) you can find your saurus mugging the camera. If you return to Shapier on foot, the saurus will also eventually make its way back to the stable.



Repeat ad nauseum.



Battle Theme (hard).
QfG2 Manual posted:
Terrousaurus - This is an extremely quick-footed creature well adapted for
racing down and disemboweling prey with the deadly claws upon its hind feet.
Like most species of sauruses, this one is not noted for its brains.





To be perfectly honest, I forgot the vigor pills the first time around, too. You don’t die from running out of stamina like before, but draining your health to fight is still generally a bad idea, especially considering how much damage the terrorsaurus takes.



QfG2 Manual posted:
Scorpion - The giant black desert Scorpion is one of the deadliest creatures
upon the sands. Its claws are capable of inflicting deep wounds. The tail
has a stinger which contains a deadly poison. One sting brings death to the
one stung. Antivenom pills are available, but are of no avail against
multiple stings. Unless a fighter has an extremely good defense against the
tail, he or she should avoid this monster. Retreat from combat usually means
a stab in the back.








QfG2 Manual posted:
Ghouls - Supernatural creatures of the undead which prey upon the living.
The very touch of one's claws has a chilling effect upon the victim similar
to frostbite. The more wounds the ghoul makes, the more the victim's
movements are slowed, until he finally collapses. It is best to avoid
damage from Ghouls entirely.





QfG2 Manual posted:
Jackalman - Jackalmen are jackal-like humanoids that travel in packs. They
are cunning and prefer to attack things previously wounded.



Big piles mean big cash. You can get upwards of thirty dinars per pile, depending on how many you face.




















Aside from the terrible, terrible pun, Nike’s journey was not in vain. All that monster-slaying really built up his muscles:

He just got his first 200, and it’s only day 6. Most of the rest have gone up by 10-20 points.

And here’s the real reward. Note that I completely ran out of vigor and mana pills, as well as going down to one healing pill and one ration. Those waterskins were completely empty by the end, too. But the number you’ll really want to look at is the dinar count. Nike could buy six swords, five magic ropes, or 268 vigor pills if he wanted to. Or let me put this another way: Nike is currently over-encumbered by the weight of his cash alone.
Finally, if you're as stupid as me and want to go to Rasier yourself, follow these simple directions: go south until you hit the mountain range, then head west (right). Eventually, you will be able to head south again. This marks the halfway point of the journey. Continue to head west, and you will eventually find Rasier.