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Having finally played through AGDI's remake of QfG2 as a magic-user/wizard, I finally noticed the following bug: (Obviously, this contains spoilers.)


You don't need the Reversal spell at all! In the final scene in the ritual room with Ad Avis, all you have to do is cast Trigger on the statue, ignore the candles, walk into the center of the room, and cast Force Bolt to reflect it off the wall onto brazier like you have to anyway as the final action. Since you never move a candle, Ad Avis never casts the shapechanging spell on you, Khaveen never gets turned into a snake, and thus you don't need Reversal.

Given the extent you need to go to to get Reversal at WIT and given that everyone has always agreed that you are supposed to have the spell to complete the game, I was actually a little shocked this rather major bug was never caught.

Anyone have any thoughts on this?

(I would have posted this on AGDI's message boards, but they're pretty much defunct these days, so this is the best place I could think to post it.)
It's a "bug" that's present in the original game as well.
I was wondering about that. To me it doesn't make completely logical game sense, considering the final sequence, and I guess I'm a bit disappointed AGIDI didn't make Reversal mandatory (perhaps by adding much stronger hints that you must complete WIT before the end of Day 16), but oh well.
Post edited December 09, 2022 by ArthurWalden
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ArthurWalden: I was wondering about that. To me it doesn't make completely logical game sense, considering the final sequence, and I guess I'm a bit disappointed AGIDI didn't make Reversal mandatory (perhaps by adding much stronger hints that you must complete WIT before the end of Day 16), but oh well.
I believe the reason AGDI didn't change it is because they wanted to keep the puzzles mostly the same as the original - the changes more or less apply to certain minigames and to combat as a whole.

As for why it was that way in the original, perhaps this will help:
The development of Quest for Glory 2 was rocky, thanks to executives at Sierra forcing a bureaucratic system onto the game developers, making it difficult for them to communicate with each other, and constantly handing down various meddling actions.

As a result, many things that the Coles wanted to put into the game never made it in, and there were many oversights caused by having the team split up into various groups based off of role, instead of all working together.

It's a miracle the game is as polished as it is.
It actually makes more logical sense the way it is. Since Ad Avis is completely focused on the ritual, nothing's stopping Devon from just rushing him and throwing him off the tower. He's a wuss - it only takes two thrown daggers to kill him after all - and can't do anything without spells.

What does a young, fit Wizard do against an arrogant out-of-shape Archmage? Cast fist.
Sure, but to me it's so much more fun to go the proper way and have to use Reversal.
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ArthurWalden: Sure, but to me it's so much more fun to go the proper way and have to use Reversal.
Don't forget that learning it is optional, and the QFG series tries to avoid puzzle-based softlocks common to adventure games.

Combat-based softlocks on the other hand do occasionally exist.