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/¯¯¯¯¯¯\ / \ | | | /¯¯\ |__ __ _____ ____ ______ | / \ | || | ___|/ ___|__ __| | | | | || | |___ ||___ || | | _ | | || | ___|\___ \ || | \\ \ / | \/ | |___ ___|| || | \\ \ |\____/|_____||____/ || | \ \ | \ \ \/ ______ __ ______ \_____\ \ | ___| / \ | __ \ \ \| |___ / \| |__| | \ \ ___| /\ | _/ /¯¯¯¯¯¯\ ¯| | | \/ | |\ \ / ___ \ | | \ /| | \ \ | / \ ||__| \__/ |__| \_\ | | \_|___ __ _________ __ | | _____| | / \ | __ \ \ / / | | | | | / \| |__| | \/ / | | |__ | | | /\ | _/ \ / | | | | |__| \/ | |\ \ | | | | | | |\ /| | \ \ | | | \__/ |______| \__/ |__| \_\ |_| \ / ____________ \______/ | | |_ ______ _| \ \ / / \ \ / / \ \/ / ____\ /____ | | |____________|
_______________________ | D R A G O N F I R E | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ****************************************************************************** An FAQ/Walkthrough by CyricZ Version 1.1 E-mail: cyricz42 at yahoo.com ******************************************************************************
Table of Contents
1. Introduction 2. The Story So Far 3. Getting Started 3A. The Classes 3B. Importing a Hero 3C. Character Statistics 3D. Magic Spells and Paladin Abilities 3E. Surviving in this Crazy World 4. Kingdom of Silmaria 4A. Points of Interest 4B. Characters 4C. Monsters 4D. Items 5. Fighter Walkthrough 6. Wizard Walkthrough 7. Thief Walkthrough 8. Paladin Walkthrough 9. The Whole Story and Epilogue 10. Miscellany 10A. FAQ 10B. Guide to Courting the Ladies 10C. Point List 10D. Frequently Missed Points 10E. Ways to Die 10F. Conversation Trees 11. Standard Guide Stuff 11A. Legal 11B. E-mail Guidelines 11C. Credits 11D. Version Updates 11E. The Final Word
****************************************************************************** 1. INTRODUCTION ******************************************************************************
Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy about the series. The greatest thing about the series is the well-done connection between RPG and the classic Sierra graphic adventure. Unlike most other of Sierra's adventures, the Quest for Glory series has more non-linear elements. The combat, the spells, the loot, and the silly puns and jokes all make for a great adventure.
This is the fifth and final game in the series. The Hero must enter the Rites of Rulership in the Kingdom of Marete and find out what's behind the murder of the King of Silmaria. In the process, he may become King himself, and may even decide to settle down.
This game has a special place in my heart. I know it's not the best as far as game structure and compared to other titles of its day, but it puts together the entire series, and is great for its fans.
****************************************************************************** 2. THE STORY SO FAR ******************************************************************************
In the beginning of his adventure, our hero (you) left his hometown to make a name for himself as a true hero. He went to Spielburg, a valley that had been cursed for many years. The Baron tried to drive away the Ogress, Baba Yaga, but she cursed him instead, and he lost his son and daughter. The realm was overrun with brigands and monsters, and the Baron locked himself away in his castle.
Although a dangerous land, the Hero made many friends. He made acquaintanes of the Katta innkeepers, Shameen and Shema, and their merchant friend, Abdulla Doo. He also met such people as Zara, the owner of the Magic Shop, the Wizard Erasmus and his rat-like familiar Fenrus, not to mention the Dryad who protected the woods, and the particularly nasty seller of information, Bruno. He also went to many interesting places, including cliffs with strange plant-life, to the majestic Flying Falls, to the meadow known as Erana's Peace. He first learned of the great Archmage Erana there, and, even though he was told the meadow was her final resting place, he found no evidence to prove that.
But being a hero's more than making friends and influencing people, the Hero set to work. He explored a cave and found a Kobold Magic User. Taking the Kobold's key, he freed an enchanted bear, who turned out to be the Baron of Spielburg's lost son, Barnard. This was the first stepping stone. By spying on Bruno and another brigand's plot to overthrow their leader, the Hero found a way into the fortress of the brigands. Passing by a great Minotaur, Toro, the Hero invaded the fortress, snuck his way to the leader's room, and dispelled the enchantment on her. The leader was, in reality, the Baron's daughter, Elsa. After leaving the fortress, the Hero made a final visit to the Ogress, Baba Yaga. Using a Magic Mirror against her, he reflected back her own evil magic and forced her to flee the land.
After freeing Spielburg from the curse, our Hero traveled to the desert realm of Shapeir, with the Kattas and Abdulla Doo. The Emir of Raseir had disappeared a year ago, and a portent of evil hung over the entire realm. The Hero met many new friends here, as well, including the Liontaur Paladin, Rakeesh, the warrior woman, Uhura, and the Enchantress Aziza. Performing as only a Hero can, he saved the city from the ravages of the Elementals, and freed the spirit of the tree healer, Julanar.
After saving the city of Shapeir, he traveled to Raseir, where he made the acquaintances of Senor Ferrari and Ugarte, who ran the illegal activities in town. He eventually was captured and hypnotized by the evil Wizard, Ad Avis, and taken to the Forbidden City, to obtain the Statue of Iblis, which Ad Avis intended to use to take over the world. After escaping the tomb with the help of a Djinni, the Hero assaulted the Palace and knocked Ad Avis off the balcony of the Ritual Chamber. For his actions, the Hero was adopted by the Sultan Harun al-Rashid, and became the Prince of Shapeir.
A few months after his victory in Raseir, Rakeesh's wife, Kreesha, called him back to his homeland of Tarna. There was talk off war between two native tribes. Rakeesh brought the Prince of Shapeir and Uhura to Tarna. The Hero found more friends in Tarna, including Salim the Apothecary, Yesufu the Simbani Warrior, and Johari the Leopardwoman.The Hero brought peace between the two tribes by returning their sacred artifacts, and traveled to the Lost City of Eastern Fricana to put an end to the Demons that caused the war. After defeating them, the Hero was summoned away by dark magic.
He was summoned to the land of Mordavia. He turned up in a very odd cave. Upon escaping it, he met a peasant girl named Katrina who seemed interested in him. That was the only friendly person, however. He quickly learned that Mordavia wasn't all that taken to Heroes. He had to establish himself from the ground up. He learned of the darkness upon Mordavia, how the Dark Master supposedly ruled the land from Castle Borgov, how Baba Yaga had made this valley her summer home, how a swamp had cut off the valley from the outside world, and how the Dark One had an influence on this land, which tied into the history of the Archmage Erana.
He established his reputation through acts great and small. He saved a gravedigger from his own clumsiness, a gypsy from being burned at the stake, and a young daughter from life as a Nosferatu. Soon, he became a puppet in a much greater game. He learned that Ad Avis existed in unlife as a Vampire, serving the Dark Master who turned out be Katrina. He was forced to perform the foul rituals that would summon the Dark One and bring the Shadow of Darkness on the land. At the pinnacle of the summoning, Ad Avis attacked the Hero. Katrina, who had grown fond of the Hero, sacrificed herself for him. The Hero used Erana's own Staff to destroy Ad Avis once and for all and free the imprisoned spirit of Erana from the clutches of the Dark One, who drove it back to its own dimension, allowing her to pass into her rest.
And now, Erasmus and Fenris are summoning you to the city of Silmaria to solve the mystery of who murdered their King.
****************************************************************************** 3. GETTING STARTED ******************************************************************************
================= 3A. The Classes = =================
Once you start a new game, you'll have the choice of picking one of the game's three classes. Any class can easily complete the game, of course, but some have harder times at survival than others.
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The Fighter
Your strength and skill in combat are legendary. You are skilled with many types of weapons, and can take a lickin' and keep on tickin'. Your strategic abilities are great, and you are well-renknowed as one of the world's most foremost combatants.
The Fighter is the most straight-forward class. He speaks mostly through his blade, and his diplomacy is through his muscles. Choose the Fighter if you have a thirst for the blood of the enemy.
Starting Stats:
Strength: 350 Intelligence: 300 Agility: 320 Vitality: 320 Luck: 300 Offense: 350 Defense: 350 Climbing: 300 Throwing: 300 Honor: 300
You start the quest with a Sword, a Shield, Chainmail Armor, five rations of Fruit, a Tinderbox, and 200 drachmas.
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The Wizard
You are one of the greats, almost qualifying for full Wizard status. You could have been a great scholar at the Wizards' Institute of Technocery, but you turned that down. After all, what good is magic if you don't use it? And with the gift, you're no slouch at all. You've mastered a great number of spells dealing both with and without combat. Your adversaries know to stay away from you for fear of being turned into a smoking crater.
Choose the Wizard in order to master the skills of the great ones. The Wizard often uses his magic to solve problems and open new opportunities.
Starting Stats:
Strength: 250 Intelligence: 350 Agility: 300 Vitality: 300 Luck: 300 Offense: 300 Defense: 300 Magic: 350 Honor: 300
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