Quest for Glory 3 - Wages of War

Quest for Glory 3 - Wages of War

15.10.2013 14:07:47
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An FAQ/Walkthrough by CyricZ
Version 1.1
E-mail: cyricz42@yahoo.com
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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. The Kingdom of Tarna
4A. Map and Points of Interest
4B. Characters
4C. Monsters
4D. Items
5. Fighter/Paladin Walkthrough
6. Wizard Walkthrough
7. Thief Walkthrough
8. The Whole Story and Epilogue
9. Miscellany
9A. FAQ
9B. Point List
9C. Ways to Die
9D. Conversation Trees
10. Standard Guide Stuff
10A. Legal
10B. E-mail Guidelines
10C. Credits
10D. Version Updates
10E. The Final Word

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1. INTRODUCTION
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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 third game of the five game series. You and your Liontaur friend
Rakeesh are summoned to the Kingdom of Tarna to prevent a war from occuring.

This is the first of the Quest for Glory games to use VGA graphics and the
classic Sierra mouse interface, modified for use in Quest for Glory. Since
it is one of the earliest VGA games from Sierra, it's a bit rough around the
edges, but it still has a charm all its own.

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2. THE STORY SO FAR
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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.

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3. GETTING STARTED
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=================
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.

---

The Fighter

You're lauded nowadays as an excellent combatant. You are one with your
sword and shield. Your Strength is more than impressive. You're also member
in good standing of the Eternal Order of Fighters. Now, it's time to apply
your skills to new avenues of combat in the land of Tarna.

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
want an easier time solving puzzles, and are more interested in out-and-out
combat.

Starting Stats:

Strength: 150
Intelligence: 80
Agility: 130
Vitality: 150
Luck: 100
Weapon Use: 150
Parry: 130
Dodge: 100
Throwing: 100
Communication: 90
Honor: 50

You start your quest with 200 dinars from Shapeir, twenty Food Rations, a
Waterskin, a Sword, a Magic Shield, Chainmail Armor, and a Note from Shema.

---

The Wizard

Now a fully-fledged Wizard, you earned your credentials at the Wizards'
Institute of Technocery. You've mastered many different spells, and have
proved your worth as a spellcaster by defeating Ad Avis, a much more powerful
Wizard. Now, you'll learn to improve your skills and learn new spells in
Tarna.

Choose the Wizard if you like casting spells to defeat your enemies.
Although there isn't all that much use for your non-combat spells in this
game, you'll be involved in a couple of magical duels that will test your
ingenuity.

Starting Stats:

Strength: 80
Intelligence: 150
Agility: 100
Vitality: 100
Luck: 100
Weapon Use: 80
Dodge: 100
Magic: 150
Communication: 120
Honor: 50

Spell Skills:

Open: 100
Detect Magic: 100
Trigger: 50
Dazzle: 100
Zap: 100
Calm: 100
Flame Dart: 100
Fetch: 100
Force Bolt: 100
Levitate: 100
Reversal: 50

You start your quest with 200 dinars from Shapeir, twenty Food Rations, a
Waterskin, a Fine Dagger, a Gift from Keapon Laffin, and a Note from Shema.

---

The Thief

You're quite skilled at the illegal arts. You've assaulted some of the most
daunting fortresses and have always come away unscathed. Your treasure-
collecting abilites are second to none. You can lick almost any lock, sneak
without being spotted, and even perform some basic acrobatic skills.

The Thief is a man of accomplishing tasks in an indirect fashion. In the
savanna land of Tarna, thieves are out of their element, since there are very
few locks and little worth stealing. Still, there is much need for your
Stealth and Agility, so make sure to practice your skills as often as
possible.

Starting Stats:

Strength: 100
Intelligence: 100
Agility: 150
Vitality: 100
Luck: 100
Weapon Use: 100
Dodge: 100
Stealth: 100
Lockpicking: 100
Throwing: 100
Climbing: 100
Communication: 100
Honor: 50

You start your quest with 200 dinars from Shapeir, twenty Food Rations, a
Waterskin, a Fine Dagger, five Throwing Daggers, a Magic Grapnel Hook, your
Thief's Tool Kit, and a Note from Shema.

---

Once you select your class, you'll have the opportunity to name him, and
adjust his base statistics. You have a pool of 50 points, which you can
distribute to your skills in any amount you wish.

If you want to add points to a skill that your class doesn't normally have,
you can do so, but you'll have to spend thirty points for the first ten. In
this manner, you can give yourself a skill you could not normally have.

Speaking of creating hybrids, I personally don't like it, for every class can
reach 500 Puzzle Points, and if you want to do particular acts, just use that
class. Of course, if you like being able to cast spells while sneaking
around in houses you've broken into, go right ahead.

If you give a Fighter or Thief Magic, you'll start with Detect, Zap, Flame
Dart, and Force Bolt, all at a skill of 50.

If you give a Fighter or Wizard the abilities of a Thief, you get no extra
help in the way of tools.

======================
3B. Importing a Hero =
======================

Another one of Quest for Glory's charms is the ability to carry your hero over
from previous adventures. Click on Import Character when you start the game
and you'll be allowed to pull a character from a disk from either of the two
previous Quest for Glory games.

You'll be installed in the new quest much the same as you left yourself from
Shapeir. All your stats will be the same as you left them, unless they are
below the entry level of skill for your class, in which case they will be
increased to that entry level. This includes Spell Skills. Happily, you'll
still be given the 50 point pool to use as you like.

If you import a Hero from Spielburg, he'll have 100 points added to all his
skills to cover his adventure in Shapeir. It may seem like a lot, but I
guess the designers felt you deserved a reward for going through all their
other games. Also, you're given an Honor of 100, and your Communication skill
will be high reflecting your skills (but I still haven't figured it out).

While much makes the transition from Quest for Glory 1 to 2, the transition
from 2 to 3 is far more limited.

You will have all the pills, except for Vigor Pills, that you had in Shapeir
(if you imported from Spielburg, you'll have no pills). If there were
certain pills you didn't have, you're given one of them (like Mana Pills, for
example).

Any Daggers you have will be converted to Throwing Daggers, and Wizards and
Thieves will get an extra Fine Dagger.

Finally, if you imported from QfG2, you will have the Sapphire Pin that the
Katta gave you for saving Shapeir.

Now, this would be complicated enough, but Quest for Glory 3 also gives you
the option of changing your class before you start. If you change your
class, you'll have all the starting stuff of the new class, and all the skills
of the old class, and you'll have 50 points for every skill you didn't have
of the new class. It's a big mess.

---

The Paladin

This class is not accessible for creating a character. You must have earned
it during Quest for Glory 2 (check my QfG2 guide for how to earn the right),
and imported your Paladin.

As the most honorable Paladin, you'll be much like a Fighter, but you'll also
have some special abilities. These will be described in the Spells section.

==========================
3C. Character Statistics =
==========================

On your Character Screen, you can observe how your stats change. Here are all
the stats and how to increase them. Every stat maxes out at 300.

---

Attributes (Basic Stuff) -

Strength: Your physical prowess, Strength determines how hard you can hit,
how well you can muscle your way through things, and how much you can carry.
Strength is the most useful for the Fighter, since he spends most of his time
using his muscles. Strength also determines how many Health Points you have.

- You can increase Strength through physical exercise and through combat
(particularly by striking).

Intelligence: Your mental prowess. Intelligence is most useful for Wizards.
Not only does it determine how effective spells are, but also factors
directly to Mana Points.

- You can increase Intelligence by casting spells, learning things, solving
puzzles, or making good moves in combat (i.e. successfully dodging an attack
and counterstriking). You can also increase this skill by playing Awari
with Yesufu.

Agility: This is a measure of how well you can move. A good Agility means you
can duck, dodge, and hide better. Thieves need top-notch Agility to perform
their myriad skills. Agility also factors towards Stamina Points.

- You can increase Agility by performing some of the Thief skills (Climbing,
Lockpicking, Stealth), or through combat (particularly Dodging). Also, you
can increase by using the Wrestling Bridge in the Simbani Village.

Vitality: Although most useful for Fighters, Vitality is good for everyone to
have. This measures your ability to take damage well. Vitality factors
directly to your Health Points and Stamina Points as well.

- You can increase Vitality through most any physical action, particularly by
taking damage in combat.

Luck: A very mysterious skill, Luck factors into a lot of things, and is most
useful to the Thief. I'd imagine Luck is drawn against when performing a
skill that has a chance of failing, as well as random stuff like monster
encounters.

- Increasing Luck is not very well understood. In this game, Luck seems to go
up with most any action you perform. It's pretty slow in this game, though.

---

Skills (Specific Stuff) -

Weapon Use: Everyone has this skill, since everyone has a weapon. This is the
skill of sticking your pointy object into the other guy. A high Weapon Use
factors towards damage caused and successful strikes.

- Increase Weapon Use by attacking in combat.

Parry: Only Fighters have a true need for this skill, since stopping enemy
attacks is much easier with a sword or shield than it is with a dagger. A
higher Parry skill indicates a better chance at taking less damage while
parrying a weapon.

- Increase Parry by blocking or parrying in combat (more so if you're
successful).

Dodge: Everyone has Dodge. One can't take hits forever, and a good Dodge
skill ensures that you'll be able to avoid blows more successfully.

- Increase Dodge by dodging in combat (more so if you're successful).

Stealth: An essential Thief Skill. No people want their houses robbed by
someone who bangs around like a drunk Moose. Having Stealth activates the
"Sneak" ability, which makes you much less noticable to baddies or the
occasional law officer.

- Increase Stealth by having Sneak active. Just Sneak everywhere and you'll
max it out eventually, but it's quite slow going in this game.

Lockpicking (aka Pick Locks, I hate grammatical errors): To get into realms of
fabulous cash and prizes, you'll need to open door number 1, and your
Thief's lock pick helps, but you need the skill to use it.

- Increase Lockpicking by doing so. Unfortunately, there's no place to
practice, but you should be okay.

Throwing: Useful for both Fighters and Thieves, a good Throwing skill can peg
a monster with a few extra rocks or daggers before they get close enough to
fight up close. Throwing can also be used to hit or knock off things that
are far off.

- Increasing Throwing can come from throwing rocks or daggers out on
the savanna.

Climbing: Another Thief Skill, you'll need it for scaling walls, trees, gates,
ropes, and other non-ladder surfaces.

- Increase Climbing by, naturally, climbing. Unfortunately, I can never max
Climbing in this game, but you don't really need to.

Magic: The Wizard's skill at manipulating reality. Not much else to say
about this, generally. More will be said in the Spells section about each
individual spell's effectiveness.

- Increase Magic by casting, casting, and casting some more.

Communication: This is a new skill which started in Quest for Glory II. This
is your ability to speak well. This is good for bargaining. If you choose
to "bargain" instead of "buy" something, you'll have your Communication drawn
against for successful haggling. Another window will open to pick a counter
offer. If your Communication is high enough, the merchant will accept your
offer. If not, he or she will give you a price in between, and you can try
to match that. Some merchants can't be bargained with at all, no matter
what.

- Increase Communication by talking with people, and attempting to bargain.

Honor: This is the measure of the good deeds one does throughout his quest.
This is a new skill which started in Quest for Glory II. A high Honor is a
measure of a true hero, and helps towards becoming a Paladin. By the way,
Honor can never have points assigned to it in the opening.

- Increase Honor by doing honorable actions. Many specific quest actions
will increase honor, and more simple ways are by giving money to the poor.

Paladin: This is a secondary measure of Honor. It increases concurrently
with Honor, but it's meant to relate to your Paladin skills. It maxes at
100.

---

General Health Points -

Health Points: If you hit 0, you die. Pretty simple. The maximum amount of
Health you have is determined by adding two-thirds of your Vitality to
one-third of your Strength. So, if you have a Strength of 30 and a Vitality
of 60, your Health Point max is 50.

Stamina Points: This is your measure of stamina for performing strenuous acts,
such as fighting, casting spells, running, throwing, climbing, etc. Your max
Stamina is determined by adding one-half of your Agility to one-half of your
Vitality.

Mana Points: Mana is your measure of magical energy. Each spell uses a
certain amount of mana. Your max Mana is determined by adding two-thirds of
your Magic Skill to one-third of your Intelligence. Naturally, if your Magic
Skill is zero, your Mana Points will also be zero, no matter how high your
Intelligence.

---

Scores -

Puzzle Points: Much like most other Sierra games, you get points for doing
special acts. The max is 500, and every class has its own special way of
reaching that high. In the Miscellany section, there's a Point List.

========================================
3D. Magic Spells and Paladin Abilities =
========================================

While so many games give you a billion offensive spells to eviscerate your
enemies, Quest for Glory take a different approach. Sure, the magic users of
other games can lay waste to any bad guy, but what happens if they misplace
their keys, or if they need to reach the book at the top of the shelf? This
is why Quest for Glory makes the Wizard skilled in a bunch of all-around
magic.

Each spell can be built up to 300 in skill by casting it repeatedly.

---

Older Spells (Spells in previous games):

"Open"
MP: 2
Found: Wizards begin with it.
Description: Open is useful for unlocking simple locks and opening doors.
Use it when you want to hang back from the thing you open.

"Detect Magic"
MP: 2
Found: Any class with Magic begins with it.
Description: This is a very general spell, and is used to detect any existing
magical auras in the immediate area.

"Trigger"
MP: 3
Found: Wizards begin with it.
Description: This lovely little spell can be used to set off any magical
spells in the immediate area. It can make invisible things visible, activate
teleport spells, or set off magical traps while the caster is still at a safe
distance. Pretty handy.

"Dazzle"
MP: 3
Found: Wizards begin with it.
Description: Dazzle creates a brilliant flash of light that will stun
anything for a small time while it pauses to rub its eyes. This only works,
naturally, if the creature HAS eyes. Having more skill in this spell will
cause monsters to be delayed for longer. Although it doesn't last as long as
Calm, this skill CAN be used in combat.

"Zap"
MP: 3
Found: Any class with Magic begins with it.
Description: Casting Zap will charge your weapon with magical energy. The
next strike will release the energy. It can only be cast once at a time.
Increasing your skill will increase the damage done with the charged weapon.

"Calm"
MP: 4
Found: Wizards begin with it.
Description: Since most Magic Users like to avoid direct combat, you can use
this spell to immediately cause any threatening monster to cease its hostile
intent and contemplate the universe and its bellybutton. This works on most
enemies with a pulse. It's ineffective in actual combat, however. Having
more skill in this spell will cause monsters to be delayed for longer.

"Flame Dart"
MP: 5
Found: Any class with Magic begins with it.
Description: The Flame Dart produces a small ball of magical flame which you
can direct at an opponent, either in combat or while still at a distance.
It can also be used, get this, to burn things. As you increase in skill,
your Flame Darts will do more damage.

"Fetch"
MP: 5
Found: Wizards begin with it.
Description: Fetch is useful for grabbing objects that are distant. It can
mostly be used on small, non-living objects. With practice, you can use it
to move objects from one place to another.

"Force Bolt"
MP: 6
Found: Any class with Magic begins with it.
Description: Force Bolt creates a globe of forceful energy. This can be used
to attack enemies or to give things that little extra push from far off.
This spell can be used in close combat.

"Levitate"
MP: 7 (Initial cast, continually drains MP while active)
Found: Wizards begin with it.
Description: Levitate allows you to move up and down in your plane of
existence. You cannot, however, move to side to side, but you can, in
theory, grab ledges or whatever while floating to pull yourself up onto solid
ground.

"Reversal"
MP: 8
Found: Wizards begin with it.
Description: Reversal will allow any spell cast at you to be reflected. This
may not always be back at the caster. When two Wizards duel and have
Reversal, the results can be quite dangerous for spectators.

---

New Spells for this game:

"Juggling Lights"
MP: 8
Found: Read Wrapping Paper that you start with.
Description: While not a particularly useful spell, you can use it to light
up a dark area.

"Summon Staff"
MP: 5
Found: Create a Wizard's Staff to learn this spell.
Description: This spell summons your Wizard's Staff that you can use to cast
spells without a loss of MP. Unfortunately, while active, you cannot move,
or your Staff will vanish. You also cannot increase your Spell Skills while
the staff is active.

"Lightning Ball"
MP: 10
Found: Ask Johari the Leopardwoman about Magic on your second meeting.
Description: This is another combat attack spell. It causes a serious amount
of damage, but it costs quite a bit of MP. Shocking.

---

Paladin Abilities:

"Flaming Sword"
Paladin Points required: 10
Description: The first ability gained is the ability to encase the Paladin
Sword with a blue flame, which will do more damage.

"Healing"
Paladin Points required: 25
Description: This goes under your Magical Spells. Cast it upon yourself or
others to increase Health Points. It drains your Stamina when you use it,
and the higher your Stamina, the more Health you'll replenish.

"Sense Danger"
Paladin Points required: 50
Description: Once this skill is earned, you'll automatically be able to sense
whenever you're in any kind of danger.

"Honor Shield"
Paladin Points required: 80
Description: This skill allows you to take less damage when attacked.

===================================
3E. Surviving in this Crazy World =
===================================

Surviving the Interface

This game uses a variation on the classic Sierra mouse interface. The text
parser of the first two games is gone. You'll use different mouse icons to
interact. Move the mouse off the top of the screen to select a different
icon.

The first icon is the Walk icon, which looks like a miniature you. Click it
anywhere to walk to that location.

The second icon is the Look icon, represented by an eye. Click to look at
stuff.

The third icon is the Touch icon, represented by a hand. Click on objects to
take, search, or manipulate them.

The fourth icon is the Talk icon, represented by a mouth. Click on people to
ask them about things, or on yourself to tell about things.

The fifth icon is the Special icon, which looks like a swirly thing. Click
on it to open a new window. In this new window:

- Click on the image of you running to start running.
- Click on the image of you sneaking to start sneaking (if you have
Stealth).
- Click on the image of you snoozing to sleep for certain amounts of
time.
- Click on your studly portrait to view your Character Screen.
- Click on the hourglass to get the time of day. You'll get a view of
the sun or moon in its travelling across the sky (from left to right).
- Click the question mark and hover over other icons to learn about
them.

The sixth icon is the Magic Icon, which looks like a five-pointed star.
Click it to open a Magic Spells window. There, you can use the eye to get
info about a spell, the hand to pick a spell to cast, the question mark to
get info about the other icons, and the OK to close the window. Each magic
spell is represented by a different icon:

Open: Key
Detect: Eye
Trigger: Circular Flash
Dazzle: Multiple Sparkles
Zap: Sword
Calm: Open Hand
Flame Dart: Small Fire
Fetch: Grasping Hand
Force Bolt: Small Star-type Ball
Levitate: Ball with Vertical Lines under it
Reversal: Arrow that Curves
Juggling Lights: Three Balls on the outside of a Circle
Summon Staff: Staff
Lightning Ball: Ball with Electricity

Some spells need to be targeted. Once you select them, you'll see a
crosshair. Click the crosshair on your target to cast it there.

The seventh icon is the Active Item Icon. Click on it to use the Inventory
Item you have recently selected. Click the item where you want to use it.

The eighth icon is the Inventory Icon, which looks like a chest. Click on it
to access the inventory window. There, you can use the eye to look at an
item, the hand to take an item to use, the question mark to get info about the
other icons, and the OK to close the window.

The ninth icon is the Console Icon, which looks like a slider. Use it to
bring up the menu to Save, Restore, Restart, or Quit your game, as well as
adjust the speed, difficulty, and so on.

The tenth icon is the Help icon, which looks like a question mark. Hover it
over any other icon to get info about it.

---

Jungle and Savanna Survival

Let's start with SAVE OFTEN!!!

You are a human, and as such, you'll need to eat, sleep, and keep from
getting hurt too much.

If you have food rations, you'll eat automatically, and you'll use any kinds
of food as rations when you run out of those (fruit, meat, or fish). You can
also get a full meal each day from the Welcome Inn for a Royal apiece.

Sleeping is another concern. If you do not sleep for a couple of days, your
stamina will drop much quicker. It's generally advisable to sleep every day,
and to get a full night's rest, you need to sleep before midnight.

Fortunately, sleeping is rather safe in the savanna. If you buy a Tinderbox
and build a fire, you can sleep out in the wilderness and have a much smaller
chance of being attacked. You can, of course, bed down wherever, but you
have a greater chance of attack. To build a fire, you need to be on the main
map, and click the Rest Icon. You'll be given the option to make a fire. Do
so, and use the Tinderbox on it. After you wake up, be sure to put the fire
out.

If you don't want to build a fire, you can sleep very safely in these
locations: the Welcome Inn in Tarna, the Pool of Peace, your hut in the
Simbani Village, or the Heart of the World. Only the Heart of the World
promises you full restoration (heck, just visiting it completely restores
you), but you'll have at least half your Health and Mana and all of your
Stamina restored at any other location.

Staying alive in a combat sense is pivotal, of course. Pills to restore
Health or Mana can be purchased at Salim's Apothecary. He also sells pills
that can protect you from poison.

Unfortunately, there is no pill to restore Stamina, but you can buy
Waterskins and fill them up at the Pool of Peace. One skin with water will
fully restore your Stamina.

The biggest problem with pills is that they cost a mint in Tarna. Whereas in
Shapeir you got 3 pills for an amount, in Tarna, they cost approximately the
same for 1 pill. Quite the ripoff.

---

Surviving Combat

As you travel along the main map of Tarna, you may be thrust into a close up
to do battle with a monster that could come from any side. It'll charge you
and you can run up and attack it, or let it get close to you. If you want,
you can throw rocks or daggers, or cast spells such as Zap, Flame Dart, Force
Bolt, Lightning Ball, Calm, or Dazzle. You can also just run away, but you
have to run pretty far to escape combat.

Once you engage in combat, you'll enter a close up where you can select your
means of attack from a small menu in the lower right corner of the screen.

NOTE: Using the corresponding numbers on the numeric keypad works the same
as using the mouse (for instance, top left would be "7", middle would be
"5", and so on).

Top Left - Swing
Top Right - Thrust
Bottom Left - Dodge
Bottom Right - Parry (or Dodge if you have no Parry skill)

If you have magic, clicking on the center sword icon will bring up a second
menu of spells. If not, clicking on it will let you run away from the battle.

Magic Menu:

Top Left - Lightning Ball
Middle Left - Zap
Bottom Left - Flame Dart
Top Right - Dazzle
Middle Right - Run Away
Bottom Right - Force Bolt

Once you drop an enemy, you may search it by clicking the Hand on it. Crocs,
Leopardmen, and Apemen all have money, and you take the horn off the Running
Death Dinosaur, but it's only useful for a Fighter.

---

Surviving Financially

The currency of Tarna is the golden royal and the copper common. There are
100 commons to a royal. Your first objective is to exchange your dinars from
Shapeir for royals. You can do this at the Money Changer.

Opportunities for more royals aren't very common, but a large cash flow isn't
all that necessary, either.

Renewable Resources:

Crocs, Leopardmen, and Apemen all carry money, from 2-10 royals depending on
where you are. That's the weird thing. Money doesn't matter what you fight,
it matters where you fight. Fighting in the savanna will get you between 2
and 5 royals, and fighting in the jungle can get you between 4 and 10 royals.

Non-Renewable Resources:

There's a little bit of thieving to be done, where you can pick up some extra
cash. It's not much, though.

******************************************************************************
4. THE KINGDOM OF TARNA *CONTAINS SOME SPOILERS*
******************************************************************************

Tarna is a rather large kingdom in East Fricana. The city itself is ancient,
built centuries ago. As far as the Liontaurs are concerned, they have always
lived and ruled here. Although the Liontaurs are in charge, many other
people, mostly humans, live in the city in the western section. Many
merchants sell their wares in the bazaar, and you can find more prominent
establishments higher up in the tiers.

================================
4A. Map and Points of Interest =
================================

City of Tarna

----
| NB | ----
| | | UP |
---- ----| |
| MB | MP |----
| | | MG |
---- ----| |
| OB | ----
| |
----
| SB |
| |
----


Savanna Jungle
------------------------------------------------------------------
| | | | / |
| T | SV | HW | / |
| | | | MV?| |
| VV HB? | | \ |
| | | | | LC |
| | PP | LV? | / |
| | | | / |
------------------------------------------------------------------

Not as complex as Shapeir, is it? The top are the screens that make up
the streets of Tarna, while the bottom are the four screens that make
up the outside areas. (You move around as a tiny dot)

---

City of Tarna:

---

UP = Upper Plateau

This is the highest point in the city. Here is where the ruling, and
religious classes reside.

King's Chambers: Although you can't enter of your own free will, you may be
invited a couple of times. This is where the current King, Rajah Sah Tarna,
resides.

Hall of Judgement: Another place you can't enter whenever, this is where the
laws of Tarna are created, interpreted, and enforced. Six female Liontaurs
hold the positions of judges. They are the Speaker, the Mother, the Youth,
the Warrior, the Priestess, and the Wizard.

Temple of Sekhmet: You can only enter here a couple of times. This is where
the Liontuars worship Sekhmet, their ruling god. It's also an interesting
place to get strange visions. You should visit at least once.

---

MP = Middle Plateau

This is where the prominent business establishments are in the city.

Magic Shop: You can't really buy magic here, but this is where Rakeesh's
wife, Kreesha, has her shop. The two are often found here, and they are
valuable sources of information.

Apothecary: Salim runs this groovy establishment. He's all jazzed about
promoting good pills and potions.

Healing Pill: 10 royals
Mana Pill: 20 royals
Poison Cure Pill: 20 royals
Dispel Potion: 30 royals (must gather ingredients, may be free under
certain circumstances)

Welcome Inn: Your home away from home (at least in this adventure), the
Welcome Inn offers travelers the promise of a comfortable bed and some of
the finest indigenous meals.

---

MG = Main Gate

From here, you can leave Tarna. You can also speak to the two guards
outside.

---

The Bazaar

In the bazaar of Tarna, you can buy most everything you need for your
vacation here in lovely Eastern Fricana. All prices here are starting
prices. Almost everything's negotiable. The only restriction is that items
can only be bargained within their original price's currency. For example,
if you want to buy something that costs 5 royals, the most you can haggle it
down to is 1 royal (even then probably not). You couldn't insert commons
into the equation. If something costs 200 commons, however, you can play
around with it as much as you want.

---

NB = North Bazaar

There are three merchants here:

Money Changer: He will change all your dinars to royals with a 10% fee.
He can also change 100 commons to 1 royal.

Leather Seller: A rather tough customer to bargain with.
Waterskin: 200 commons
Zebra Skin: 5 royals

Fruit Seller: A standard customer to bargain with.
Mixed Fruit: 50 commons

---

MB = Middle Bazaar

There are four (well, five if you count both Junk Dealers) merchants here:

Weapon Seller: A standard customer to bargain with.
Fine Dagger: 15 royals
Fine Spear: 15 royals
Throwing Dagger: 6 royals

Junk Dealers: Fairly easy customers to bargain with.
Tinderbox: 200 commons
Blackbird (available only if you're a Thief): 40 commons

Honey Seller: A standard customer to bargain with.
Honey: 80 commons

Oil Seller: A standard customer to bargain with.
Olive Oil: 100 commons

---

OB = Open Bazaar

There are three merchants here:

Fish Seller: A standard customer to bargain with.
Dried Fish: 50 commons

Bead Seller: Impossible to bargain with (particularly due to the language
barrier).
Beads: 95 commons

Rope Seller: A standard customer to bargain with.
Rope: 100 commons

---

SB = South Bazaar

There are three actual merchants, and a couple of other people here.

Carving Seller: A standard customer to bargain with.
Carving: 5 royals (may be free under certain circumstances)

Meat Seller: A pushover. Can bargain down to 1 common.
Dried Meat: 27 commons

Amulet Seller: His stuff is total garbage. Even clicking your Money Pouch
on him won't let you buy anything.

Cloth Seller: A somewhat tough customer to bargain with.
Fine Robe: 10 royals

Drummer: You can donate 10 commons to him.

---

The Savanna and Jungle

---

T = Tarna

This is where Tarna exists on the map.

---

VV = Venomous Vines

This cluster of rocks contain, you guessed it, Venomous Vines. This is also
a hangout spot for meerbats.

---

HB? = Honey Bird

You can sometimes find a Honey Bird on either the right edge of the first
screen or the left edge of the second screen. More will be explained in the
walkthrough once you find it.

---

PP = Pool of Peace

This is a place of safety. The water here is said to have magical
properties. A place of safety like this could only have been created by the
peaceful and benevolent Archmage Erana.

---

SV = Simbani Village

This is one of the villages of the nomadic Simbani, Uhura's people. This is a
peaceful indigenous tribe that harvest cattle. They treat outsiders with
respect and honor, and expect to be treated in kind. They are not a
particularly warlike race, but they do take pride in their Warriors, who are
also their hunters.

There are several screens to the Simbani Village:

Lookout Ridge: This is the entryway into the village. An Elder keeps
watch at all hours.

Main Campfire: This is the place where the Simbani meet collectively.

Guest Hut: The leftmost hut is for guests (like you).

Laibon Hut: The center hut is the Laibon's hut, leader of the Simbani.
Audience can be sought from him, but not at all hours.

Uhura's Hut: The rightmost hut. As a Warrior, Uhura has her own hut. She
and Simba are there at night chat with.

Spear Area: To the left of the campfire is the place to practice spear
throwing, an art new to you, the Hero.

Awari Rock and Cage: Past the Laibon's Hut is a rock with the game of skill,
Awari, carved into it. Nearby is a cage designed to absorb all magic cast
on it. This was made to hold Leopardman prisoners.

Wrestling Bridge: This bridge is part of the Simbani Initiation. It is used
to sharpen one's agility and reflexes. More will be explained later.

---

HW = Heart of the World

Out in the jungle is rumored to be a gigantic tree. The very center of this
tree is said to be the Mother of all Gloriana (Earth). No, this wasn't
created by Erana. This is a place of great magic as old as Gloriana itself.

---

LV? = Leopardman Village

The shapechanging Leopardman tribe live somewhere out in the jungle. No one
is sure of their exact location. And no, you can't stumble onto it, for they
hide the village with their magic.

---

MV? = Monkey Village

The monkeys of the jungle are rumored to have their own "tribe", as it were.
Really, this is just a cluster of families. It has yet to be discovered.

---

(Jagged Line) = Waterfall

A great waterfall split this part of the world some time ago. None can cross.

---

LC = Lost City

There is said to be a great lost sister city to Tarna out in the jungle
wilderness. None have found it yet.

================
4B. Characters =
================

The Hero (Ego) - (human male from Willowsby)
The newly adopted Prince of Shapeir and Hero of Spielburg. After a few
months of enjoying the life as a Prince, you were itching for action again.
You adopted a more standard costume after last game's stylish affair. Black
boots, green pants, a white undershirt, and a reddish-brown jacket. Although
a well-renowned hero, you'll face new challenges of this land of many laws.

---

Old Friends (and Foes) from Shapeir:

Harun al-Rashid - (human male from Shapeir)
The wise and just ruler of Shapeir adopted you as his son after your victory
over Ad Avis. He will see you off to Tarna.

Aziza - (human female from Shapeir)
The Enchantress Aziza acts as part of a magical connector between Shapeir
and the rest of the world. There is little that is hidden from her magic.

Ad Avis - (human male from Raseir, deceased)
One of the foulest of Wizards, Ad Avis attempted to summon the Djinni Iblis
to do his bidding. You disrupted the ritual and sent Ad Avis to his doom.
The expulsion of magical energy at the moment of his death was felt by all
powerful wizards, so it's certain he is dead. Unfortunately, his body was
never found.

Keapon Laffin - (Gnome male from Shapeir)
Although you don't actually speak to him, your old friend from the Magic
Shop in Shapeir has a parting gift for you if you're a Wizard.

---

Residents of Tarna:

Rakeesh Sah Tarna - (Liontaur male from Tarna)
Rakeesh was once the ruler of his people. When Demons invaded our dimension,
he summoned the armies of Tarna to fight them. Many Liontaurs lost their
lives in the process. During that time, a Demon Wizard poisoned Rakeesh's
leg, which did not correctly heal. Rakeesh succeeded in driving the Demon
Wizard back to his own dimension, but he felt he had not destroyed them
fully. It was then that he abdicated his throne and left Tarna to pursue
the life of a wandering Paladin.

Kreesha Mar Asha - (Liontaur female from Tarna)
Rakeesh's wife and the most powerful user of magic in Tarna, Kreesha runs
the Magic Shop. Mostly, it is to assist those with need of magical aid, as
opposed to selling spells, since the laws of Tarna forbid the use of magic
on the streets. She summoned Rakeesh home using her portal magics.

Rajah Sah Tarna - (Liontaur male from Tarna)
The current ruler of Tarna is most headstrong. He knows how to rule, but
has misinterpretations about the true meaning of honor. He and his brother,
Rakeesh, have many disagreements.

Reeshaka Dar Kreesha - (Liontaur female from Tarna)
Rakeesh and Kreesha's daughter is a Warrior of Tarna. She was sent on a
peace mission to the Leopardman Village to determine what became of the
Simbani Spear of Death. The peace mission was attacked and she disappeared
at that time.

High Priestess of Sekhmet - (Liontaur female from Tarna)
The Priestess oversees the Temple of Sekhmet. She is also a member of the
Council of Judgement.

Other Judges - (Liontuar females from Tarna)
Besides Kreesha the Wizard, and the High Priestess, four other female
Liontaurs are chosen to be on the Council of Judgement. The Mother is the
one with the most experience from life. The Warrior offers her knowledge
from a warrior's standpoint. The Youth offers her new and creative
thinking. The Speaker is the one who is the most eloquent and decides who
speaks when.

Salim Nafs - (human male from Arabic lands)
Salim is quite the character. The long and the short of it is that he's a
hippie. He came to Tarna to study the pyramids. He runs the Apothecary in
Tarna.

Janna Jamil - (human female from Tarna)
Janna runs the Welcome Inn. She's quite the looker, but talk is about as
far as you get with her. She serves the guests in the Inn.

Khatib Mukarram - (human male from Tarna)
Khatib was once a diplomat. He was the leader of the peace mission to the
Leopardmen, and he's also the only one who survived the vicious attack that
was supposedly initiated by the Leopardmen. He's a broken man now.

The Merchants of the Bazaar in Tarna
An Forda and Son, Junk Dealers - (human males from the USA)
Fanaka Kisu, Weapon Merchant - (human male from Tarna)
Ta'me al 'Asal, Honey Merchant - (human male from Tarna)
Zaituni bin Duhn, Oil Merchant - (human male from Tarna)
Dahab Khalis, Money Changer - (human male from Raseir)
Leather Seller - (human male from Fricana)
Samra bin Balah, Fruit Merchant - (human male from Tarna)
Fish Seller - (human male from Tarna)
Anna Bibi, Bead Merchant - (human female from Tarna)
Rashid, Rope Merchant and Acrobat - (human male from Tarna)
Shallah, Artisan - (Katta male from Shapeir)
Kalb, Meat Merchant - (Jackalman male from Tarna)
Imal, Clothing Merchant - (human female from Tarna)
Amulet Seller - (human male from Tarna)
Orpheus, Drummer - (human male from Tarna)

Harami - (human male from parts unknown)
This thief came to Tarna to do what all thieves do, until he got caught.

Liontaur Guards (Tabaka Sim Rish, Assarka Sim Narsh, Sharaka Sim Rahsh, Tasaka
Ser Ranna, Girka Sim Dani, Daraka Sim Ki) - (Liontaur males from Tarna)
Some guards won't talk to humans at all, but some respect and will honor
your questions. They change from day to night.

---

Simbani Village Residents:

Uhura - (human female from the Simbani lands)
The only woman to ever become a Warrior, Uhura left her homeland because she
also wanted to be a mother, and mothers could not be Warriors. She found a
husband in Shapeir and had Simba. She travels back to the Simbani Village
at the beginning of this adventure to return to her people

Simba - (human male from the Simbani lands)
Uhura's toddler son, Simba is starting to form words, and can walk, but is
still not nearly old enough to hold a decent conversation.

Elder Mngoje - (human male from the Simbani lands)
The one who watches when the sun is in the sky, Mngoje is old and wise.

Elder Usiku - (human male from the Simbani lands)
The one who watches when the stars light the heavens, Usiku is also old and
also wise.

Laibon Mkubwa - (human male from the Simbani lands)
The "chief", as it were, of the Simbani, the Laibon is selected as the
strongest and wisest of all the males.

Yesufu - (human male from the Simbani lands)
The son of the Laibon is a very bright and determined young man. He will
become a Warrior in his Simbani tribe as the story progresses.

Storyteller - (human male from the Simbani lands)
This Elder is noted for his stories. As he explains, stories are both lies
and truths. They have meanings and are meaningless. He gives questions,
and it's up to the person he tells them to to find the answers.

---

Inhabitants of the Wilderness:

Arne Saknoosen - (Aardvark male from the Savanna)
Definitely one of the more unique characters you meet in your adventure,
Arne is a miner from the lands of the aardvarks. He'll decide to chat with
you if he sees your fire out in the savanna. He knows quite a bit about the
wilderness.

The Guardian
Not much is known about this coruscating ball of light, but it protects the
Heart of the World.

Johari - (human female from Leopardman lands)
The daughter of the chief of the Leopardmen, Johari knows much magic, as do
all her people. She's not very fond of you when she first meets you, and
you'll have to win her respect.

Leopardman Chief - (human male from Leopardman lands)
The Leopardman Chief wants his people to be left alone, but he feels the
tribe has been violated with the loss of the Drum of Magic.

Leopardman Shaman - (human male from Leopardman lands)
One of the strongest users of magic in the tribe, the Shaman is your
opponent should you decide to engage in a magical duel with the Leopardmen.

Manu - (monkey male from the Jungle)
Although he doesn't seem to be much help, if you choose to help Manu, he'll
be more useful than you can imagine.

Fric and Frac - (Demons from another Dimension)
Two dumb Demons, Fric and Frac guard a door in the Lost City.

Demon Wizard - (Demon from another Dimension)
This is the Wizard that injured Rakessh's leg years ago. If Demons are
indeed behind the strife in this land, it's probably he who is leading them.

Demon Lord - (Demon from another Dimension)
A being of incredible power that could rival that of Iblis, it would be very
very very bad if the Lord were allowed into our realm.

==============
4C. Monsters =
==============

The difficulty of the monsters is rated from 1-10, with one being the
easiest, and ten the hardest.

---

Random Monsters

The thing that separates Tarna from the first two games is that the monsters
don't appear according to the time of day, but according to where you are in
the wilderness. If you are in the Savanna (either screen), you can be
attacked by Crocs, Giant Ants, or Dinosaurs. If you're in the first screen
of the Jungle, you can be attacked by Crocs, Giant Ants, Flying Cobras, and
Leopardmen. If you're in the last screen of the Jungle, you can be attacked
by Leopardmen, Apemen, and Demon Worms.

Croc - These reptilian humanoids are not shapeshifters like the Leopardmen,
meaning they're far more belligerent. They carry spears, and a bit of
money. -- Difficulty: 2

Giant Ant - These guys make giant anthills. No, really. The attack with
their pincers and the eject mucusy-type stuff from their abdomens.
Fortunately, the mucus isn't poisonous. -- Difficulty: 3

Flying Cobra - The nasty cobra with wings. Apparently, someone high up
missed dealing with these guys in the Book of Genesis. They attack with
fangs and the spit poisonous venom. If you get hit, you'll need to take a
Poison Cure Pill. -- Difficulty: 4

Apeman - Whether these guys are apes evolving to men, or men devolving to
apes, nobody really cares. They carry money, and big wooden clubs. Pretty
decent fighters, though. -- Difficulty: 5

Leopardman - Although you're trying to prevent war between the Simbani and
the Leopardmen, they don't harbor much good will towards you and will attack
if they find you. They don't charge you to engage you, but they'll hang
back and cast spells to soften you up. Once you get close, they'll attack
with claws and some spells. -- Difficulty: 6

Dinosaur - Distant cousins of the Sauruses of other realms, these guys run
really fast and attack with a serious bite, claw, and tail. Called the
Running Death by the Simbani. -- Difficulty: 8

Demon Worm - These are from the Demons' dimension. They're pretty nasty, but
not as much as the manual makes them out to be. They'll tunnel through the
earth to attack, so you can't get any advance spells on them.
-- Difficulty: 8

---

Unique Monsters:

Demon - Nasty sorts, they is. They're not all that bright, but they're
pretty strong. -- Difficulty: 7

Doppelganger - Late in the game, you'll face your Demon double. He can't be
defeated, and you have to hold him off long enough to be able to move on.
-- Difficulty: 11

Gargoyle - A being that was once stone. It would probably have stood a
better chance if it remained that way. It's quite the pushover for such a
late-game enemy. -- Difficulty: 4

===========
4D. Items =
===========

All the items show up as cute little icons, but most are pretty obvious
about what they are. There are some spoilers if you look up the item here,
but not as many as if you looked at the Item Lists of the others.

---

Combat Items

Sword
Found: Start Fighter Quest with one.
Description: What's to say? You bought this sword from Issur the Weaponer.
It's long and pointy and good for sticking in bad guys.

Magical Sword (aka Soulforge)
Found: Start Paladin Quest with one or earn it in the Fighter Quest.
Description: Actually, your Sword turns into this once you earn the Flaming
Sword technique. Rakeesh gives this sword to you when you take oath as a
Paladin.

Magic Shield
Found: A gift at the beginning of the Fighter/Paladin Quest.
Description: The Sultan of Shapeir gives you this as a going away present.
It offers good protection, and repels other types of magics.

Chainmail
Found: Start Fighter/Paladin Quest with it.
Description: Your old suit of chainmail is quite sturdy and will protect
against blows. Better than going without it.

Fine Dagger
Found: Start Wizard/Thief Quest with it. Buy from Weapon Merchant for
15 royals.
Description: A nice long dagger. It's not properly suited for throwing, but
it's better in combat than a Throwing Dagger.

Throwing Dagger
Found: Start Thief Quest with five. Import all the ones you had from your
last quest. Buy from Weapon Merchant for 6 royals.
Description: These smaller daggers are excellent throwing weapons.

Fine Spear
Found: Buy from Weapon Merchant for 15 royals.
Description: You can't actually use this in combat, but maybe it can be used
for bartering.

Spear of Death
Found: Thief steals it from Leopardmen. Fighter is given it after the Peace
Meeting.
Description: The Simbani Spear of Death was stolen. Clues indicate the
Leopardmen stole it. The Spear is said to hit its target with chilling
accuracy and potency.

---

Food Items

Rations
Found: Start any Quest with 20.
Description: These are SPIM (Special Portion Instant Meal) rations. They
aren't all that tasty, but they'll keep you going for a while until you can
find some other food.

Mixed Fruit
Found: Buy from Fruit Merchant for 50 commons.
Description: Grapes, apples, bananas, passionfruit, guavas, papayas,
pineapples, you get the idea. The fruit can be used as a ration.

Dried Fish
Found: Buy from Fish Merchant for 50 commons.
Description: This doesn't look very appetizing, but it'll do as a ration in a
pinch.

Dried Meat
Found: Buy from Meat Merchant for 27 commons.
Description: This jerky is the best ration, since it's so cheap and you can
make a heck of a lot cheaper.

Waterskin
Found: Start any Quest with one. Buy from Leather Merchant for 200 commons.
Description: Water isn't as much of a precious commodity as it was in Shapeir,
but you still may be able to find a use for the skins.

---

Apothecary-related Items

Healing Pill
Found: Import them from QfG2. Buy from Apothecary for 10 royals.
Description: These pills will restore about half of your Health. They're
really dang expensive, though, and you should probably not use them unless
absolutely necessary.

Poison Cure Pill
Found: Import them from QfG2. Buy from Apothecary for 20 royals.
Description: You'll need these pills if you ever get poisoned by the Venomous
Vines or a Flying Cobra, otherwise the poison will sap your Health.

Mana Pill
Found: Import them from QfG2. Buy from Apothecary for 20 royals.
Description: One of these babies will restore about half your Mana. Don't
buy a lot unless you plan on never buying anything else. :-P

Dispel Potion
Found: Gather ingredients for Salim.
Description: This is a variant on the standard Dispel Potion. It works much
like the one in Spielburg. When splashed on someone, it will dispel any
enchantments, shape-changing spells, or possessions. Oddly enough, this is
the last QfG game to use Dispel Potions.

Water from the Pool of Peace
Found: Pool of Peace
Description: This is one of the ingredients for the Dispel Potion. It also
has a lovely second use as a makeshift Vigor Potion, and will completely
restore your Stamina. It can only be carried in Waterskins, so stock up.

Venomous Vine Fruit
Found: Venomous Vines
Description: This fruit is used to tantalize possible prey by the Vines, then
the vines inject venom into their prey, add the diced onions and chopped
porcini mushrooms, and enjoy.

Gift from the Heart of the World
Found: Heart of the World
Description: One gift deserves another. If you bring water from the Pool of
Peace to the Heart of the World, you'll get this amazing fruit as a gift.
Just don't eat it, ya dope, since it's an ingredient for the Dispel Potion.

Honeybird Feather
Found: Honeybird Area
Description: The feather is a vital ingredient to Healing Pills. For best
results, one should get a feather nonviolently.

---

Thief Items

Thief's Tool Kit
Found: Start Thief Quest with one.
Description: This kit contains everything you need to get ahead, or at least
inside. Most any lock can be licked with a little luck. With the lack of
locks in Tarna, you won't be using this too much.

Magic Grapnel
Found: A gift at the beginning of the Thief Quest.
Description: Given to you buy the Sultan of Shapeir, this grapnel likes to
grasp any surface to pull you up.

Oil
Found: Buy from the Oil Merchant for 100 commons.
Description: Olive Oil can add just the right touch to any meal, and it can
loosen up squeaky hinges. You're not a cook.

Rope
Found: Buy from the Rope Merchant for 100 commons.
Description: One needs to incredibly skilled, we're talking years of practice
here, to be able to properly lasso things with a rope. A less skilled
individual would want to attach something to it.

Rope with Grapnel
Found: Make by combining Rope and Magic Grapnel.
Description: Like THIS! Simply click one on the other in the Inventory
Window and boom! You've got a wonderful tool for second story work.

---

Other Quest Items

Note from Shema
Found: Start any Quest with one.
Description: No, you can't read it. It's private. The letter is signed
"To Shallah". You may want to give it to him.

Gift
Found: A gift at the beginning of the Wizard Quest.
Description: What, are you gonna just stand there? Open it, dangit!

Wrapping Paper
Found: The result of the Gift.
Description: Try using it again on yourself.

Sapphire Pin
Found: Import a hero from QfG2.
Description: Although not very useful in the game, this pin is forever a
reminder that you are friend to all Kattas.

Zebra Skin
Found: Buy from the Leather Seller for 5 royals.
Description: It's not directly useful, but you many want this thing as a gift
or something. The Simbani love this stuff.

Tinderbox
Found: Buy from the Junk Dealers for 200 commons.
Description: This thing contains flint, steel, and some dry wood for creating
the greatest invention of mankind: Ice Cream! No, wait. Fire!

Blackbird
Found: Buy from the Junk Dealers for 40 commons.
Description: Hey, this one looks a lot like the Blackbird you swiped from
Khaveen's House in Raseir. Wasn't there one in the Brigand Leader's room in
Spielburg, too?

Honey
Found: Buy from the Honey Merchant for 80 commons.
Description: This is good stuff, y'know. Sweeeet. Honeybirds love this, too.

Beads
Found: Buy from the Bead Merchant for 95 commons.
Description: It's some good workmanship on these beads. Purdy stuff. Girls
love that.

Wooden Leopard
Found: Buy from the Katta Artisan for 5 royals.
Description: Very nice work, really. Shallah knows how to carve.

Fine Robe
Found: Buy from the Clothing Merchant for 10 royals.
Description: Another item that isn't personally useful to you, but could be
worthwhile to others.

Rock
Found: Click the Hand on any ground spot in the Savanna or Jungle.
Description: These things can give a monster a nasty bump on the head before
you start to do real damage to it.

Vine
Found: On a tree in the Simbani Initiation. Also in the Waterfall.
Description: This is a vine. Also known as a creeper, for tying between two
swallows if you want them both to carry a coconut.

Fire Opal
Found: In the Venomous Vines area or outside the Lost City.
Description: This is a lovely stone that seems to glow with a fire of its own.

Blue Orchid
Found: In the Jungle somewhere.
Description: You'll have to stumble onto this. It rests in the boughs of
certain trees, and it's tough to reach.

Glowing Orchid
Found: Once you dip the Blue Orchid in Pool of Peace by moonlight.
Description: Apparently, the Pool of Peace contains a lot of phosphates in it
once the moon hits it right.

Gem of the Guardian
Found: In the Heart of the World
Description: This exquisite gem contains a lot of magical power. It can be
used to focus one's aura.

Dinosaur Horn
Found: On dead Dinosaurs
Description: You can't get any money for this or anything, but it's a nice
trophy for killing a nasty Dinosaur.

Magic Wood
Found: In the Heart of the World
Description: This is an essential piece to create a Wizard's Staff. It's
aura is magnificent.

Drum of Magic
Found: In the Laibon's Hut
Description: In some situations, you can earn the right to take the Drum. In
others, you can steal it.

******************************************************************************
5. FIGHTER/PALADIN WALKTHROUGH
******************************************************************************

Even though we've got the new Paladin quest, the two quests are almost
exactly identical. The points are different. If something earns points for
the Fighter, you'll see an (F#), and if it earns points for the Paladin,
you'll see an (P#). If it earns for both, you'll just see the number in
parentheses.

You'll begin the quest in Aziza's house, getting a recap of last game's
highlights. You'll also receive a message from Kreesha asking Rakeesh to
return home. This is also a perfect time for Uhura to return home, and for
you to see Tarna and see what help you can provide.

You'll soon be at the Palace of the Sultan who'll wish you well on your
journey. He'll give you a Magic Shield as a going-away present. The magic
portal will be created and the three of you will go through.

---

Welcome to Tarna

You'll enter Kreesha's house. Uhura will leave to return to her village.
Question both Rakeesh and Kreesha here. Once you're done, leave her house by
walking off the top left area.

There's an event that'll take place right now. You can do other things
before that, but let's get to it right now to consolidate.

Go west to the Bazaar, then north to the north edge. You'll see a
disturbance at the Money Changer's. A man will start running away. Chase
after him (8) and you'll find him caught by a Liontaur guard.

You'll be taken to the Hall of Judgement, to hear the thief's sentence being
carried out. He'll be declared honorless. You'll then be taken to the
King's Chambers for an audience with Rajah. You have to act properly here or
you'll be yelled at. Once you gain control, click the Mouth on yourself and
"Greet". Next, "Answer Rajah". Next, "Defend Rakeesh" (P2). Next, "Talk
about Rakeesh". Finally, "Say Goodbye". You'll be returned outside (P2).
If you get kicked out, your Paladin won't get those two points.

Now, you're all set and ready to explore Tarna for the next couple of days.

---

The Shopping Spree (among other things)

Okay, first thing to do is visit the Money Changer. He's that guy who had
the problem with the thief on the north end of the bazaar. He'll ask you if
you want to exchange money. Either Say Yes or click the Money Pouch on him
to exchange your money (4). You don't need any fruit, but be sure to buy
five Zebra Skins (2) and at least one, but preferably ten waterskins (3) from
the Leather Seller.

Head down a screen to the first bazaar screen. From the Weapon Merchant, buy
a Fine Dagger (2) and a Fine Spear (2). Buy a jar of Honey (2) from the
Honey Seller. Buy a Tinderbox (3) from the Junk Dealers.

Head down another screen. Don't bother buying any fish or rope. Buy some
beads (2) from the Bead Merchant.

Head down to the final screen of the bazaar. Talk to Shallah the Katta
merchant and be sure to Tell about Shapeir (3). Give him the Note from
Shema (5), and then try to buy the carving. For your note, he'll give it to
you for free (2). Also, be sure to bargain the Meat Merchant down to
1 common, and buy a TON of meat, so that you'll not need to buy any more.
Buy a Fine Robe (2) from the Clothing Merchant.Finally, give some coins (3) to
the drummer.

You're pretty much all set for the bazaar at this point. Now, go up to the
middle plateau. Enter the Apothecary. Speak to Salim. Talk to him about
all subjects. Asking him about Healing Pills will prompt a talk about a
Honeybird Feather he needs to make more. Asking him about Dispel Potions,
and he'll tell you about the three ingredients he needs: A Venomous Vine
Fruit, a Gift from the Heart of the World, and Water from the Pool of Peace.
Ask him about Plants, and then Tree, and he'll tell you a story that'll seem
familiar if you've played QfG2. Now, you can Tell him about Julanar (10),
and you'll have made his millenium.

Go up the steps to the highest plateau. Enter the Temple of Sekhmet at the
top. You'll be ejected, but you'll also be given the quest to find a Gem of
the Guardian.

Finally, go to the Welcome Inn. If you want to speak to Janna Jamil, sit
down on a pillow. Be sure to read the bulletin board (3). Meals here are
one royal apiece. Your room, however, is paid for by Kreesha. You can sleep
a night in here, and store unneeded items in the chest.

After this is all done, you can spend the next day doing whatever in Tarna.
You can even leave the city, but you can't go very far. About sunset on
Day 2, you'll go back to your room automatically.

---

Journey to the Simbani

The next morning, you and Rakeesh will speak about trying to bring peace
between the Simbani and the Leopardmen. You are given the option of swearing
your honor to fulfill this. There's no reason not to, so do so (P5). Soon
afterwards, Rajah will want to see you. Once again, be nice. "Greet" him,
then "Talk about Honor", then "Talk about Rakeesh", then "Say Goodbye". You
and Rakeesh will then leave Tarna.

You get (3) points for leaving Tarna for the first time. As you walk, Rakeesh
will talk to you about stuff, and how your class can help in the cause. If
you're a Paladin, he'll describe to you the abilities you can gain as you do
more good deeds. For the sake of argument, we'll cover the points for those
now.

Flaming Sword (P2)
Healing (P2)
Sense Danger (P2)
Honor Shield (P2)

Soon, you'll pass into the next screen (3). Rakeesh will lead you into the
village of the Simbani. You'll speak with the Elder Mngoje for a second, and
then you'll head into the village and meet up with Uhura. She'll lead you
into the hut of the Laibon. Although he's also a leader like Rajah, you can
ask him about whatever. Just be sure to "Greet" first. "Ask about
Spear" (2), and you'll learn about how the Spear of Death was stolen. You
won't be able to do much here, and he'll soon ask you all to leave. You'll
then go to Uhura's Hut, where you can speak about the events of the day. Be
sure to ask her about the Spear, too (2). After a bit of talking, you'll have
dinner, then you'll go to your guest hut to talk to Rakeesh. You can talk to
him as long as you want, then "Say Good Night" to go to sleep. The next
morning, Rakeesh will head back to Tarna, and you'll be on your own.

You can sleep in your Guest Hut whenever you want. There's also a chest here
to store your unneeded belongings.

If you go north from the Laibon's Hut, you'll find his son Yesufu, sitting
near a game. Play some Awari with him (3). The rules are simple, but the
game is tough to master and requires some planning and forethought. While
you're playing, you can ask Yesufu stuff by clicking the Mouth on his
portrait, and you can tell him stuff by clicking the Mouth anywhere else.
After you play once, you can ask him more things. Play with him at least a
couple of times each day. On the third day, you'll have the option to Tell
about Friendship. Do so, and he'll be your friend (3).

Go and visit the Laibon's Hut about three days after you arrive. Note the
drum he's got. Ask him about the drum (2). Just don't do it again or he'll
kick you out and you'll lose points. Be sure to Greet and say Goodbye every
time, of course.

Go left from the Laibon's Hut, and you'll find the Spear Throwing Area.
Practice throwing spears. Soon, Uhura will come up to you and give you some
pointers. If you leave and come back later, she may actually challenge you.
See if you can beat her (3). This triggers a later event, however.

Go right from the Laibon's Hut, and you'll find the Wrestling Bridge. Try to
climb up it and Uhura will show up and talk to you about it. She'll explain
the moves. Here's the main gist. Up = Jump. Down = Duck. Left = Dodge
left. Right = Dodge Right. To be good on the bridge, you have to properly
respond to your opponent's moves. If your opponent jumps, you duck, and vice
versa. If your opponent dodges one way, you need to dodge to the other side.
What this means, of course, is that if your opponent dodges to their left, you
also dodge to your left. It seems complicated, but you'll get the hang of
it. Later, Uhura can challenge you. Try and see if you can beat her (3).

At some point in the future, you may want to go to the center of the village
after sunset. You may find the Storyteller of the Simbani speaking to the
people. Listen in (2). The next day, you can speak with him at the Awari
Rock if you wish.

That's all there is to do in the Simbani Village.

---

Exploring the Wilderness

In the savanna, you may find strange things if you wander around. Some things
you should take note of. For instance, if you find a rhino (rare, but it
happens) he'll charge. Simply walk out of the way to avoid becoming street
pizza. Early on if you sleep the night out in the savanna (and build a fire),
you may run into Arne Saknoosen, the earth pig. He knows much about the
wilderness, and you should do well to listen to what he says, even if he does
go on about purple giraffes. You may also find signs or traps out in the
savanna, or you may run into the comedy team of Stan Laurel and Oliver Hardy.

Naturally, being a Fighter in the wilderness means killing all the monsters
you can:

Croc (F2)
Giant Ant (F2)
Dinosaur (F2)
Flying Cobra (F2)
Leopardman (F2)
Apeman (F2)
Demon Worm (F2)

Do make sure you go to the Venomous Vines area. You'll find meerbats playing
a bit of tag with the fruit on the vine. Leave and come back. You'll see a
young meerbat make a grab at the fruit, but he'll get snagged. You have two
options. You can throw a rock or dagger at the vines, or you can use your
sword on them. The former is safer since you don't get poisoned from getting
too close. Once you force the vines to recede, the young meerbat will return
to his roost (8). The others will jump in their holes, but he'll stay and
look at you. Leave and return once more, and he'll have arranged some stones
around a gift, a Venomous Vine Fruit, and a Fire Opal. Take both and
leave (8).

Wander somewhere around the east side of the first screen or the west side of
the second screen of the savanna, and eventually, you'll run into a
Honeybird. Follow it off to the right, and it'll roost on a tree surrounded
by killer bees. Put some honey on the ground nearby, and leave. The
location will be marked by a bee. Go back, and you'll see the bird in the
honey. Get close, and it'll take off, but leave behind a feather. Grab
it (8).

Go to the Pool of Peace. This is a place of great safety. Fill any and all
Waterskins you have with water from the pool (3). The Water will restore your
Stamina completely whenever you drink it.

Head right from the second Savanna screen to get to the Jungle (3). In the
Jungle, go to the Heart of the World (that huge tree). It's not that hard to
find your way up the tree. Just follow the paths. When you're on the
mid-level trunk part, about halfway up, there's a small cave. Enter, and
you'll see the Guardian of the Mother floating around. After several
seconds, it will get close enough to speak with you. You can ask it things
while you flash, and tell it things while you don't flash. Ask it about a
Gift to find out how to get the Gift from the Heart of the World. Ask it
about a Gem, and it'll drop several Gems on the ground. Take JUST ONE (5)!
Leave the cave.

Head up to the very top of the tree's path. You'll emerge into the very Heart
of the World. It's very mystical and magical, etc. As the Guardian told
you, pour Water from the Pool of Peace, and a fruit will appear on a branch.
Snag it (5).

One last thing to do in the Jungle at this point (besides fighting monsters,
of course) is to head to the last screen of the Jungle (8). Walk around for
a while, and you'll happen upon a monkey trapped in a cage. Free the little
guy (8). Little Manu will be so happy.

---

Return to Tarna

Now would be a good time to head back to the city. There are a few things to
take care of here. First, go to the Temple of Sekhmet. You'll bring the Gem
of the Guardian to the Priestess (10). You'll enter a neato trance thingy
where you'll be interrogated by the gods. You'll have to choose symbols to
get questions asked. Fighters will want to choose the Sword or the Fist at
least once, and the Paladin should choose the Heart. Choose some relatively
nice answers. If you choose good answers, you'll be judged worthy to hear
the prophecy (10). If you choose the proper symbol at least once, you'll be
judged in harmony (5). That's just a nice little bonus.

Go to the Apothecary. Give Salim the Honeybird Feather (3), the Fruit of the
Venomous Vine (3), some Water from the Pool of Peace (3), and the Gift from
the Heart of the World (3). Come back the next day, and buy his Dispel
Potions. If you told him about Julanar, he'll give the two of them to you
for free (6).

Go to the Bazaar. Walk to the South End, then back up to the north end.
Halfway, the thief you sentenced to being without honor will ask you for
help. Agree to help (4). At night go down and talk to him. Give him food,
too. Keep coming back the following nights and talking to him. The third
time, tell him about Rakeesh (8).

You can also go to the Welcome Inn. Some night, the survivor of the peace
mission to the Leopardmen will visit the Inn. You'll know because there'll
be two empty pillows. Once you order a meal or "Say Goodbye" to Janna, he'll
sit next to you. Talk to him about whatever, and especially the Peace
Mission (7).

---

The Makings of a Warrior

Now that you have Dispel Potions, head back to the Simbani Village. If you've
practiced spear throwing with Uhura, you'll see a Leopardman prisoner. You
can talk to just about everyone else in the village about the prisoner.
Naturally, to turn it back into a human shape, you'll need to use a Dispel
Potion on it (15). Surprise! It's a Leopard Lady.

People will start talking about her now. Talk to Uhura about Marraige (2).
You may also want to go back to Tarna now and tell Kreesha about the
Dispelled Leopard Lady (2). You'll want to buy her as a wife. The Laibon
will set a Bride Price for the Leopard Lady. The price is a Fine Robe, a Fine
Spear, and five Zebra Skins. If you don't have those things, you may want to
pick them up.

Unfortunately, before you can "marry" her, you need to become a Simbani
Warrior. Go out into the savanna, kill a Dinosaur, and take its horn (3). Go
back to the village and give it to the Laibon (3). He'll set up the Warrior
Initiation rites. It'll be you against Yesufu competing.

You'll start by running off to the Twisted Tree. Yesufu will start by
throwing spears to try to knock off the ring. You, however, should try a
different approach. Grab a vine off the tree and you'll tie it to the spear.
Throw the spear at the ring, and you'll win this event (5).

Next, you'll run to the Circle of Thorns. Yesufu will start by stabbing the
circle with a spear. You'll want to push the nearby log onto the circle.
Run into the middle and you'll grab the ring and win this event (5).

You'll run some more. You'll soon see Yesufu stuck in a trap. Help him,
duh (8), and you'll run back to the village.

Now, you'll enter the spear throwing contest. You'll trade off throwing
spears, first at an unmoving target, then at a moving target. Use your best
throwing skills, and you can beat him (5).

Finally, you'll duel on the wrestling bridge. You know how to beat him, don't
you? Duel properly, and you'll dump him off three times and win the
event (5).

With the contest over, the Laibon will name a winner. If Yesufu won, you'll
get (5) points. If you won, you'll get (10) points.

Now, you can revel in your Warrior-ship. Talk to everyone about it. Be sure
to tell Uhura about Initiation (3). Definitely head to the Laibon's hut.
Ask him about the drum and he'll hand it over to you to attempt peace with
the Leopardmen.

---

Of Leopards and Love

Now that you're a Warrior, you can marry the Leopard Lady. Give him the bride
price: the Fine Robe (3), the Fine Spear (3), and the five Zebra Skins (3).

A happily married man, you can swagger up to your loving wife (yeah, right).
Speak to Uhura, and ask her about Wife (2). She'll explain three gifts that
you'll want to give her. Give the Leopard Lady the Beads (3), the Wooden
Leopard (3), and the Fine Dagger (3). If you don't have all of these, go buy
them from the Bazaar. Once you've given her all three, open her cage and
she'll run off.

Go out to the Jungle and wander around for a while. When you hear something
nearby, call out (3). Johari the Leopard Lady will show up. You can talk to
her if you want. This is good for getting the Leopardmen side of this whole
story. Show her the Magic Drum (or Tell about Drum) and she'll take you to
her village (8). If you wish, you can leave and she'll find you again twice
more. The third time, you can Tell About Peace and she'll take you.

Once you reach her village, she'll mention how dangerous her people are.
Tell her about Romance. Then click the Hand on her and you'll finally get a
little somethin' for the effort. (3)

When it turns night, she'll lead you to watch the Change Ritual. Lady, I had
a Djinni back in Shapier pop out of a ring, I've seen it all. After which,
she'll take you to her father, the chief. Give him the Drum (or Tell about
Drum) and you'll return it to them (20). In return, ask about Spear, and
he'll give you the Simbani Spear of Death.

You'll automatically return to the Simbani Village, where the Laibon will
hold a little get together where you'll present him with the Spear of
Death (20). Now, the Simbani and the Leopardmen will talk of peace.

If you've acted honorably throughout the game (and aren't already a Paladin,
duh), you will be taken to the home of Rakeesh and Kreesha, where Rakeesh
will present you with his sword, Soulforge. Congratulations. Unfortunately,
you won't have much of a chance to beef up your abilities, what with a
soon-to-be lack of Honor-giving sources.

And, boom, you're in Tarna in the Hall of Judgement, where you'll witness the
Peace Conference (20). The Laibon will speak for a bit, then Rakeesh will
get a bad feeling (so will you, if you're a Paladin). Suddenly, the
Leopardman Chief will cast the Simbani Leader to the floor. His son, Yesufu,
responds with a deadly spear to the chest. Rakeesh will tell you to quickly
run out of Tarna and find the Demons before everyone marches to war.

If you're still a Fighter, Yesufu will pass you the Spear of Death. He
figures you may need it to fight Demons.

---

The Call to War

You are now barred from the City of Tarna and the Simbani Village. Kinda
stinks, don't it? Head over to the Jungle, and you'll find your last
remaining friend, Manu the monkey. He'll offer to take you to the Monkey
Village. You don't really have much of a choice here. Ask him about
Village, then click the Mouth on yourself and Agree (3).

Manu will lead you all the way to the Village, which is out near the Lost
City. Once you get there, keep asking him about Help and then the related
topics. Eventually, you'll get to Swingline, which you'll use to climb up to
the treetops (8).

In the village, ask Manu about the Lost City and everything. Convince Manu
and he'll take you there (3).

Note: I need confirmation of points here. There's supposed to be (5) points
for taking a Rope Bridge, but I always turned into a Paladin when I used the
Fighter, so I can't confirm it.

Once you get to the waterfall that blocks your way there, Manu's friends will
hop across with their monkey agility. You'll need to find another way. If
you didn't grab a vine from before, grab one now from the trees nearby. Tell
Manu about Vine Rope and he'll tie it to the other end, allowing you to cross
the falls (10).

Manu will take you closer to the city. Suddenly, you'll be set upon by a
Demon Worm. Defeat the Demon Worm with your mighty skills (3), and you'll
move on to the Lost City.

At the Lost City, you can talk to Manu about whatever you want. Make sure to
ask about the Secret Entrance, but the only thing that'll get you going is Say
Goodbye. You'll move to the next area near the secret entrance. You'll see
an Apeman patrolling the area. You can fight him or just wait until he
passes. Move up to the door. You'll get a close up. If you have the Fire
Opal (and you darn well better have it!) put it in the eye, the door will
open and you'll enter (8).

You'll be in an antechamber now in the Lost City. You'll have passed the
worst of your enemies, but there are still two Demons in this room. Walk up
to them, and you'll fight one. Kick his blue butt (7) and you can force open
the door behind him.

Once you enter this room (3), you'll notice a Liontaur. Hey! It's Reeshaka,
Rakeesh's daughter! Uh oh. She'll be possessed by a Demon. You can fight
her/it, or you can just throw your remaining Dispel Potion on it. No more
Demon (10). Suddenly, some magic will start sparkling in the far corner!
What foul beast could it be? Oh, it's just your friends. Uhura, Yesufu,
Johari, Harami and Rakeesh will all come through the portal to help. Uhura
and Rakeesh will have to hold off the Demons approaching while you and the
rest move on. Harami refuses to fight, but he's replaced when Manu shows up
to help you out.

You'll enter the final room before the tower (3). Each of the five of you
will face off against an evil version of yourself. Fight your doppelganger
to the best of your ability, but you won't be able to defeat it, or even
barely harm it. When you get it (and yourself) down pretty low, Harami will
show up and stab it in the back, letting you run up the stairs to the tower.

In the tower, the Demon Wizard, the one who poisoned Rakeesh years ago,
challenges you. He'll turn the gargoyle near him to life. Defeat the pitiful
attempt at stopping you (3), and he'll attempt to summon his Demon Lord. Use
your Shield to knock over the Gargoyle which has returned to stone. Cross
over and the Wizard will cause the Gargoyle to grab your foot. Throw either
the Spear of Death or your Paladin Sword at him (depending on your class).
With the Demon Wizard incapacitated, use your Shield on the Gate Orb nearby
to push it into the vortex (20). The Demon Wizard will be sucked in and
destroyed (10), and you'll go back down the stairs to find your friends (25).

Your friends congratulate you on a job well done. Johari accepts Yesufu's
offer to marry her. Just as things are looking to settle down, dark magic
engulfs you. You're yanked up into a teleportation spell. What will become
of you? Find out in Quest for Glory IV: Shadows of Darkness.

******************************************************************************
6. WIZARD WALKTHROUGH
******************************************************************************

All points added for deeds will be in parentheses.

You'll begin the quest in Aziza's house, getting a recap of last game's
highlights. You'll also receive a message from Kreesha asking Rakeesh to
return home. This is also a perfect time for Uhura to return home, and for
you to see Tarna and see what help you can provide.

You'll soon be at the Palace of the Sultan who'll wish you well on your
journey. He'll give you a Gift from Keapon Laffin as a going-away present.
The magic portal will be created and the three of you will go through.

---

Welcome to Tarna

You'll enter Kreesha's house. Uhura will leave to return to her village.
Question both Rakeesh and Kreesha here. Once you're done, leave her house by
walking off the top left area.

Might as well open the Gift right now, while you're here. Boom! Oh, that
Keapon. Look at the Wrapping Paper, and you'll see runes written on it.
You'll now have the ability to cast the Juggling Lights Spell (4).

There's an event that'll take place right now. You can do other things
before that, but let's get to it right now to consolidate.

Go west to the Bazaar, then north to the north edge. You'll see a
disturbance at the Money Changer's. A man will start running away. Chase
after him (8) and you'll find him caught by a Liontaur guard.

You also have the option of using your magic against him (7). Just
don't miss (4). As you can see, these add less points than just chasing
him, so you're better off doing that.

You'll be taken to the Hall of Judgement, to hear the thief's sentence being
carried out. He'll be declared honorless. You'll then be taken to the King's
Chambers for an audience with Rajah. You have to act properly here or you'll
be yelled at. Once you gain control, click the Mouth on yourself and
"Greet". Next, "Answer Rajah". Next, "Defend Rakeesh". Next, "Talk about
Rakeesh". Finally, "Say Goodbye". You'll be returned outside.

Go to Kreesha's house. She'll be alone in the house, and now you can ask her
about Spells. She'll tell you about making a Wizard's Staff. You'll need to
get some Magic Wood before making a Staff.

Now, you're all set and ready to explore Tarna for the next couple of days.

---

The Shopping Spree (among other things)

Okay, first thing to do is visit the Money Changer. He's that guy who had
the problem with the thief on the north end of the bazaar. He'll ask you if
you want to exchange money. Either Say Yes or click the Money Pouch on him
to exchange your money (4). You don't need any fruit, but be sure to buy
five Zebra Skins (2) and at least one, but preferably ten waterskins (3) from
the Leather Seller.

Head down a screen to the first bazaar screen. From the Weapon Merchant, buy
a Fine Dagger (2) and a Fine Spear (2). Buy a jar of Honey (2) from the
Honey Seller. Buy a Tinderbox (3) from the Junk Dealers.

Head down another screen. Don't bother buying any fish or rope. Buy some
beads (2) from the Bead Merchant.

Head down to the final screen of the bazaar. Talk to Shallah the Katta
merchant and be sure to Tell about Shapeir (3). Give him the Note from
Shema (5), and then try to buy the carving. For your note, he'll give it to
you for free (2). Also, be sure to bargain the Meat Merchant down to
1 common, and buy a TON of meat, so that you'll not need to buy any more.
Buy a Fine Robe (2) from the Clothing Merchant.Finally, give some coins (3) to
the drummer.

You're pretty much all set for the bazaar at this point. Now, go up to the
middle plateau. Enter the Apothecary. Speak to Salim. Talk to him about
all subjects. Asking him about Healing Pills will prompt a talk about a
Honeybird Feather he needs to make more. Asking him about Dispel Potions,
and he'll tell you about the three ingredients he needs: A Venomous Vine
Fruit, a Gift from the Heart of the World, and Water from the Pool of Peace.
Ask him about Plants, and then Tree, and he'll tell you a story that'll seem
familiar if you've played QfG2. Now, you can Tell him about Julanar (10),
and you'll have made his millenium.

Go up the steps to the highest plateau. Enter the Temple of Sekhmet at the
top. You'll be ejected, but you'll also be given the quest to find a Gem of
the Guardian.

Finally, go to the Welcome Inn. If you want to speak to Janna Jamil, sit
down on a pillow. Be sure to read the bulletin board (3). Meals here are
one royal apiece. Your room, however, is paid for by Kreesha. You can sleep
a night in here, and store unneeded items in the chest.

After this is all done, you can spend the next day doing whatever in Tarna.
You can even leave the city, but you can't go very far. About sunset on
Day 2, you'll go back to your room automatically.

---

Journey to the Simbani

The next morning, you and Rakeesh will speak about trying to bring peace
between the Simbani and the Leopardmen. You are given the option of swearing
your honor to fulfill this. There's no reason not to, so do so. Soon
afterwards, Rajah will want to see you. Once again, be nice. "Greet" him,
then "Talk about Honor", then "Talk about Rakeesh", then "Say Goodbye". You
and Rakeesh will then leave Tarna.

You get (3) points for leaving Tarna for the first time. As you walk,
Rakeesh will talk to you about stuff, and how your class can help in the
cause.

Soon, you'll pass into the next screen (3). Rakeesh will lead you into the
village of the Simbani. You'll speak with the Elder Mngoje for a second, and
then you'll head into the village and meet up with Uhura. She'll lead you
into the hut of the Laibon. Although he's also a leader like Rajah, you can
ask him about whatever. Just be sure to "Greet" first. "Ask about
Spear" (2), and you'll learn about how the Spear of Death was stolen. You
won't be able to do much here, and he'll soon ask you all to leave. You'll
then go to Uhura's Hut, where you can speak about the events of the day. Be
sure to ask her about the Spear, too (2). After a bit of talking, you'll have
dinner, then you'll go to your guest hut to talk to Rakeesh. You can talk to
him as long as you want, then "Say Good Night" to go to sleep. The next
morning, Rakeesh will head back to Tarna, and you'll be on your own.

You can sleep in your Guest Hut whenever you want. There's also a chest here
to store your unneeded belongings.

If you go north from the Laibon's Hut, you'll find his son Yesufu, sitting
near a game. Play some Awari with him (3). The rules are simple, but the
game is tough to master and requires some planning and forethought. While
you're playing, you can ask Yesufu stuff by clicking the Mouth on his
portrait, and you can tell him stuff by clicking the Mouth anywhere else.
After you play once, you can ask him more things. Play with him at least a
couple of times each day. On the third day, you'll have the option to Tell
about Friendship. Do so, and he'll be your friend (3).

Go and visit the Laibon's Hut about three days after you arrive. Note the
drum he's got. Ask him about the drum (2). Just don't do it again or he'll
kick you out and you'll lose points. Be sure to Greet and say Goodbye every
time, of course.

At some point in the future, you may want to go to the center of the village
after sunset. You may find the Storyteller of the Simbani speaking to the
people. Listen in (2). The next day, you can speak with him at the Awari
Rock if you wish.

That's all there is to do in the Simbani Village.

---

Exploring the Wilderness

In the savanna, you may find strange things if you wander around. Some things
you should take note of. For instance, if you find a rhino (rare, but it
happens) he'll charge. Simply walk out of the way to avoid becoming street
pizza. Early on if you sleep the night out in the savanna (and build a fire),
you may run into Arne Saknoosen, the earth pig. He knows much about the
wilderness, and you should do well to listen to what he says, even if he does
go on about purple giraffes. You may also find signs or traps out in the
savanna, or you may run into the comedy team of Stan Laurel and Oliver Hardy.

Do make sure you go to the Venomous Vines area. Taking the fruit off the
Venomous Vine is as easy as casting Fetch on the vine. Boom. You got a
fruit (8).

Wander somewhere around the east side of the first screen or the west side of
the second screen of the savanna, and eventually, you'll run into a
Honeybird. Follow it off to the right, and it'll roost on a tree surrounded
by killer bees. Put some honey on the ground nearby, and leave. The
location will be marked by a bee. Go back, and you'll see the bird in the
honey. Get close, and it'll take off, but leave behind a feather. Grab
it (8).

Go to the Pool of Peace. This is a place of great safety. Fill any and all
Waterskins you have with water from the pool (3). The Water will restore your
Stamina completely whenever you drink it.

Head right from the second Savanna screen to get to the Jungle (3). In the
Jungle, go to the Heart of the World (that huge tree). It's not that hard to
find your way up the tree. Just follow the paths. When you're on the
mid-level trunk part, about halfway up, there's a small cave. Enter, and
you'll see the Guardian of the Mother floating around. After several
seconds, it will get close enough to speak with you. You can ask it things
while you flash, and tell it things while you don't flash. Ask it about a
Gift to find out how to get the Gift from the Heart of the World. Ask it
about Wood, and it'll tell you to find a Blue Orchid in the Jungle, bathe it
in the Pool of Peace by moonlight, and place it up top. Ask it about a Gem,
and it'll drop several Gems on the ground. Take JUST ONE (5)! Leave the
cave.

Head up to the very top of the tree's path. You'll emerge into the very Heart
of the World. It's very mystical and magical, etc. As the Guardian told
you, pour Water from the Pool of Peace, and a fruit will appear on a branch.
Snag it (5).

Now, wander around the Jungle for a while. Eventually, you'll come upon a
tree with blue orchids growing in its branches. Cast Fetch and you'll grab
one (3). Go to the Pool of Peace at night and use the Orchid on it to make
it glow (6) (must be some phosphates in there). Take the Orchid back to the
Heart of the World and place it on the platform to get your Magic Wood (5).

One last thing to do in the Jungle at this point (besides fighting monsters,
of course) is to head to the last screen of the Jungle (8). Walk around for
a while, and you'll happen upon a monkey trapped in a cage. Free the little
guy (8). Little Manu will be so happy.

---

Return to Tarna

Now would be a good time to head back to the city. There are a few things to
take care of here. First, go to the Temple of Sekhmet. You'll bring the Gem
of the Guardian to the Priestess (10). You'll enter a neato trance thingy
where you'll be interrogated by the gods. You'll have to choose symbols to
get questions asked. As a Wizard, at least one of the symbols you choose
should be the Pentagram. Choose some relatively nice answers. If you choose
good answers, you'll be judged worthy to hear the prophecy (10). If you
choose the proper symbol at least once, you'll be judged in harmony (5).
That's just a nice little bonus.

Go to the Apothecary. Give Salim the Honeybird Feather (3), the Fruit of the
Venomous Vine (3), some Water from the Pool of Peace (3), and the Gift from
the Heart of the World (3). Come back the next day, and buy his Dispel
Potions. If you told him about Julanar, he'll give the two of them to you
for free (6).

Go to the Bazaar. Walk to the South End, then back up to the north end.
Halfway, the thief you sentenced to being without honor will ask you for
help. Agree to help (4). At night go down and talk to him. Give him food,
too. Keep coming back the following nights and talking to him. The third
time, tell him about Rakeesh (8).

You can also go to the Welcome Inn. Some night, the survivor of the peace
mission to the Leopardmen will visit the Inn. You'll know because there'll
be two empty pillows. Once you order a meal or "Say Goodbye" to Janna, he'll
sit next to you. Talk to him about whatever, and especially the Peace
Mission (7).

Above all, make sure you return to Kreesha's house with the Magic Wood.
She'll help you create your Wizard's Staff (10). Nice, eh? You'll now know
the Summon Staff spell. While the Staff is active, you can cast any spell
you want and you won't lose mana. The bad side is that if you walk around
with the Staff, it'll disappear. With the creation of the Staff, you'll
trigger a new event.

---

Of Leopards and Love

Now that you have Dispel Potions, head back to the Simbani Village. If you've
practiced spear throwing with Uhura, you'll see a Leopardman prisoner. You
can talk to just about everyone else in the village about the prisoner.
Naturally, to turn it back into a human shape, you'll need to use a Dispel
Potion on it (15). Surprise! It's a Leopard Lady.

People will start talking about her now. Talk to Uhura about Marraige (2).
You may also want to go back to Tarna now and tell Kreesha about the
Dispelled Leopard Lady (2). You'll want to buy her as a wife. The Laibon
will set a Bride Price for the Leopard Lady. The price is a Fine Robe, a Fine
Spear, and five Zebra Skins. If you don't have those things, you may want to
pick them up.

Once you get those items, you can marry the Leopard Lady. Give him the bride
price: the Fine Robe (3), the Fine Spear (3), and the five Zebra Skins (3).

A happily married man, you can swagger up to your loving wife (yeah, right).
Speak to Uhura, and ask her about Wife (2). She'll explain three gifts that
you'll want to give her. Give the Leopard Lady the Beads (3), the Wooden
Leopard (3), and the Fine Dagger (3). If you don't have all of these, go buy
them from the Bazaar. Once you've given her all three, open her cage and
she'll run off.

Go out to the Jungle and wander around for a while. When you hear something
nearby, call out (3). Johari the Leopard Lady will show up. You can talk to
her if you want. This is good for getting the Leopardmen side of this whole
story. You won't be able to do much, unfortunately. Walk around for a while
and you'll run into her again. Be sure to ask her about Magic, and she'll
give you the Lightning Ball Spell (4). The third time you mean with her,
Tell about Peace, and she'll take you to her village (8).

Once you reach her village, she'll mention how dangerous her people are.
Tell her about Romance. Then click the Hand on her and you'll finally get a
little somethin' for the effort. (3)

When it turns night, she'll lead you to watch the Change Ritual. Lady, I had
a Djinni back in Shapier pop out of a ring, I've seen it all. After which,
she'll take you to her father, the chief. Tell about your Magical Skills and
you'll request a Wizard's Duel with the Leopardman Shaman.

All right. Time for some hot spellcasting action. The rules are that you
must each take turns with spells and you cannot attack each other directly.

First, Summon your Staff (4). Next, cast Reversal (4) to flip back the
staff-burning spell he'll try. The Shaman will then cast a Wall of Flames
around you. Cast Calm (4). Next, you'll be trapped in a Cage of Thorns.
Cast Open on the cage (4). Then, he'll make everything dark. Cast Juggling
Lights (4). Next, he'll create this weird black snake thing. Cast Dazzle to
dispel the illusion (4). Then, he'll create a hole beneath you. Cast
Levitate to rise out of it (4). Finally, the Shaman will get ticked, and
he'll summon a demon within himself. All bets are off now. You can either
kill him (5), or be nice and use a Dispel Potion on him (8). Either way,
you'll win the Wizard's Duel (10).

You'll now be respected by all the Leopardmen. Ask about Spear, and he'll
give you the Simbani Spear of Death.

You'll automatically return to the Simbani Village, where the Laibon will
hold a little get together where you'll present him with the Spear of
Death (20). He'll give you the Magic Drum in return.

You'll return once more to the Leopardman Village with the Drum (20). Now,
the Simbani and the Leopardmen will talk of peace.

And, boom, you're in Tarna in the Hall of Judgement, where you'll witness the
Peace Conference (20). The Laibon will speak for a bit, then Rakeesh will
get a bad feeling. Suddenly, the Leopardman Chief will cast the Simbani
Leader to the floor. His son, Yesufu, responds with a deadly spear to the
chest. Rakeesh will tell you to quickly run out of Tarna and find the Demons
before everyone marches to war.

---

The Call to War

You are now barred from the City of Tarna and the Simbani Village. Kinda
stinks, don't it? Head over to the Jungle, and you'll find your last
remaining friend, Manu the monkey. He'll offer to take you to the Monkey
Village. You don't really have much of a choice here. Ask him about
Village, then click the Mouth on yourself and Agree (3).

Manu will lead you all the way to the Village, which is out near the Lost
City. Once you get there, cast Levitate to reach up to the top branches (8).

In the village, ask Manu about the Lost City and everything. Convince Manu
and he'll take you there (3).

Once you get to the waterfall that blocks your way there, Manu's friends will
hop across with their monkey agility. You'll need to find another way. Grab
a vine from the trees nearby. Click it on yourself to tie it on. Then, tell
Manu about Levitate and he'll pull you across while you're in the air (10).

Manu will take you closer to the city. Suddenly, you'll be set upon by a
Demon Worm. Defeat the Demon Worm with your mighty skills, or just run, and
you'll move on to the Lost City.

At the Lost City, you can talk to Manu about whatever you want. Make sure to
ask about the Secret Entrance, but the only thing that'll get you going is
Say Goodbye. You'll move to the next area near the secret entrance. You'll
see an Apeman patrolling the area. You can fight him or just wait until he
passes. Move up to the jackal statue, and you'll see a gem in its eye.
Either cast Fetch to grab it, or cast Levitate to float up to it. Once you
have the gem (5), use it on the door. The door will open and you'll
enter (8).

You'll be in an antechamber now in the Lost City. You'll have passed the
worst of your enemies, but there are still two Demons in this room. Cast
Calm (6) to relax them, then move on by and cast Open (4) on the door.

Once you enter this room (3), you'll notice a Liontaur. Hey! It's Reeshaka,
Rakeesh's daughter! Uh oh. She'll be possessed by a Demon. You can fight
her/it, or you can just throw your remaining Dispel Potion on it. No more
Demon (10). Suddenly, some magic will start sparkling in the far corner!
What foul beast could it be? Oh, it's just your friends. Uhura, Yesufu,
Johari, Harami and Rakeesh will all come through the portal to help. Uhura
and Rakeesh will have to hold off the Demons approaching while you and the
rest move on. Harami refuses to fight, but he's replaced when Manu shows up
to help you out.

You'll enter the final room before the tower (3). Each of the five of you
will face off against an evil version of yourself. Fight your doppelganger
to the best of your ability, but you won't be able to defeat it, or even
barely harm it. When you get it (and yourself) down pretty low, Harami will
show up and stab it in the back, letting you run up the stairs to the tower.

In the tower, the Demon Wizard, who poisoned Rakeesh so long ago, is speaking
with his Demon Lord. Cast a spell at him to get his attention. Quickly cast
Reversal, and his spells will reflect back. He'll try a fire spell. Please.
Cast Calm to smother it. Next, he'll try to summon a Gargoyle. Quickly cast
Trigger on it to turn it back to stone. He'll get fed up and try to summon
his Lord. Summon your Staff and smack him with a powered-up attack spell.
He'll get really ticked and will cast Fetch on your Staff. He's got it, now
what do you do? Simple. Cast Trigger. BOOM! Get the satisfaction of
destroying the Demon Wizard (10). Now, cast Force Bolt on the Gate Orb to
knock it into the gate (20). The gate will close and you'll go back down the
stairs to find your friends (25).

Your friends congratulate you on a job well done. Johari accepts Yesufu's
offer to marry her. Just as things are looking to settle down, dark magic
engulfs you. You're yanked up into a teleportation spell. What will become
of you? Find out in Quest for Glory IV: Shadows of Darkness.

******************************************************************************
7. THIEF WALKTHROUGH
******************************************************************************

All points added for deeds will be in parentheses.

You'll begin the quest in Aziza's house, getting a recap of last game's
highlights. You'll also receive a message from Kreesha asking Rakeesh to
return home. This is also a perfect time for Uhura to return home, and for
you to see Tarna and see what help you can provide.

You'll soon be at the Palace of the Sultan who'll wish you well on your
journey. He'll give you a Magic Grapnel Hook as a going-away present. The
magic portal will be created and the three of you will go through.

---

Welcome to Tarna

You'll enter Kreesha's house. Uhura will leave to return to her village.
Question both Rakeesh and Kreesha here. Once you're done, leave her house by
walking off the top left area.

There's an event that'll take place right now. You can do other things
before that, but let's get to it right now to consolidate.

Go west to the Bazaar, then north to the north edge. You'll see a
disturbance at the Money Changer's. A man will start running away. Chase
after him (8) and you'll find him caught by a Liontaur guard.

You also have the option of using throwing a Dagger at him, or knocking
over the nearby bowl of fruit (5). As you can see, these add less
points than just chasing him, so you're better off doing that.

You'll be taken to the Hall of Judgement, to hear the thief's sentence being
carried out. He'll be declared honorless. You'll then be taken to the King's
Chambers for an audience with Rajah. You have to act properly here or you'll
be yelled at. Once you gain control, click the Mouth on yourself and
"Greet". Next, "Answer Rajah". Next, "Defend Rakeesh". Next, "Talk about
Rakeesh". Finally, "Say Goodbye". You'll be returned outside.

Now, you're all set and ready to explore Tarna for the next couple of days.

---

The Shopping Spree (among other things)

Okay, first thing to do is visit the Money Changer. He's that guy who had
the problem with the thief on the north end of the bazaar. He'll ask you if
you want to exchange money. Either Say Yes or click the Money Pouch on him
to exchange your money (4). Buy one serving of fruit from the fruit seller,
and be sure to buy five Zebra Skins (2) and at least one, but preferably ten
waterskins (3) from the Leather Seller.

Head down a screen to the first bazaar screen. From the Weapon Merchant, buy
a Fine Dagger (2) and a Fine Spear (2). Buy a jar of Honey (2) from the
Honey Seller. Buy a Tinderbox (3), and the Blackbird (5) from the Junk
Dealers. Buy a flask of Oil from the Oil Seller (5).

Head down another screen. Don't bother buying any fish. Buy some Beads (2)
from the Bead Merchant. Buy some Rope (8) from the Rope Seller. Click the
Grapnel on the Rope in the Inventory screen to combine them. Also, it may be
a good idea to make the Thief Sign to the Rope Seller. Ask him about
Acrobatics, then click the Mouth on yourself and select Train, and you'll pay
50 royals for the acrobatics training. This is an automatic boost in your
Agility by 30 points.

Head down to the final screen of the bazaar. Talk to Shallah the Katta
merchant and be sure to Tell about Shapeir (3). Give him the Note from
Shema (5), and then try to buy the carving. For your note, he'll give it to
you for free (2). Also, be sure to bargain the Meat Merchant down to
1 common, and buy a TON of meat, so that you'll not need to buy any more.
Buy a Fine Robe (2) from the Clothing Merchant.Finally, give some coins (3) to
the drummer.

You're pretty much all set for the bazaar at this point. Now, go up to the
middle plateau. Enter the Apothecary. Speak to Salim. Talk to him about
all subjects. Asking him about Healing Pills will prompt a talk about a
Honeybird Feather he needs to make more. Asking him about Dispel Potions,
and he'll tell you about the three ingredients he needs: A Venomous Vine
Fruit, a Gift from the Heart of the World, and Water from the Pool of Peace.
Ask him about Plants, and then Tree, and he'll tell you a story that'll seem
familiar if you've played QfG2. Now, you can Tell him about Julanar (10),
and you'll have made his millenium.

Go up the steps to the highest plateau. Enter the Temple of Sekhmet at the
top. You'll be ejected, but you'll also be given the quest to find a Gem of
the Guardian.

Finally, go to the Welcome Inn. If you want to speak to Janna Jamil, sit
down on a pillow. Be sure to read the bulletin board (3). Meals here are
one royal apiece. Your room, however, is paid for by Kreesha. You can sleep
a night in here, and store unneeded items in the chest.

After this is all done, you can spend the next day doing whatever in Tarna.
You can even leave the city, but you can't go very far. About sunset on
Day 2, you'll go back to your room automatically.

---

Journey to the Simbani

The next morning, you and Rakeesh will speak about trying to bring peace
between the Simbani and the Leopardmen. You are given the option of swearing
your honor to fulfill this. There's no reason not to, so do so. Soon
afterwards, Rajah will want to see you. Once again, be nice. "Greet" him,
then "Talk about Honor", then "Talk about Rakeesh", then "Say Goodbye". You
and Rakeesh will then leave Tarna.

You get (3) points for leaving Tarna for the first time. As you walk,
Rakeesh will talk to you about stuff, and how your class can help in the
cause.

Soon, you'll pass into the next screen (3). Rakeesh will lead you into the
village of the Simbani. You'll speak with the Elder Mngoje for a second, and
then you'll head into the village and meet up with Uhura. She'll lead you
into the hut of the Laibon. Although he's also a leader like Rajah, you can
ask him about whatever. Just be sure to "Greet" first. "Ask about
Spear" (2), and you'll learn about how the Spear of Death was stolen. You
won't be able to do much here, and he'll soon ask you all to leave. You'll
then go to Uhura's Hut, where you can speak about the events of the day. Be
sure to ask her about the Spear, too (2). After a bit of talking, you'll have
dinner, then you'll go to your guest hut to talk to Rakeesh. You can talk to
him as long as you want, then "Say Good Night" to go to sleep. The next
morning, Rakeesh will head back to Tarna, and you'll be on your own.

You can sleep in your Guest Hut whenever you want. There's also a chest here
to store your unneeded belongings.

If you go north from the Laibon's Hut, you'll find his son Yesufu, sitting
near a game. Play some Awari with him (3). The rules are simple, but the
game is tough to master and requires some planning and forethought. While
you're playing, you can ask Yesufu stuff by clicking the Mouth on his
portrait, and you can tell him stuff by clicking the Mouth anywhere else.
After you play once, you can ask him more things. Play with him at least a
couple of times each day. On the third day, you'll have the option to Tell
about Friendship. Do so, and he'll be your friend (3).

Go and visit the Laibon's Hut about three days after you arrive. Note the
drum he's got. Ask him about the drum (2). Just don't do it again or he'll
kick you out and you'll lose points. Be sure to Greet and say Goodbye every
time, of course.

At some point in the future, you may want to go to the center of the village
after sunset. You may find the Storyteller of the Simbani speaking to the
people. Listen in (2). The next day, you can speak with him at the Awari
Rock if you wish.

That's all there is to do in the Simbani Village.

---

Exploring the Wilderness

In the savanna, you may find strange things if you wander around. Some things
you should take note of. For instance, if you find a rhino (rare, but it
happens) he'll charge. Simply walk out of the way to avoid becoming street
pizza. Early on if you sleep the night out in the savanna (and build a fire),
you may run into Arne Saknoosen, the earth pig. He knows much about the
wilderness, and you should do well to listen to what he says, even if he does
go on about purple giraffes. You may also find signs or traps out in the
savanna, or you may run into the comedy team of Stan Laurel and Oliver Hardy.

Do make sure you go to the Venomous Vines area. Taking the fruit off the
Venomous Vine is as easy as tossing your Rope and Grapnel on it. Boom. You
got a fruit (8).

Wander somewhere around the east side of the first screen or the west side of
the second screen of the savanna, and eventually, you'll run into a
Honeybird. Follow it off to the right, and it'll roost on a tree surrounded
by killer bees. Put some honey on the ground nearby, and leave. The
location will be marked by a bee. Go back, and you'll see the bird in the
honey. Get close, and it'll take off, but leave behind a feather. Grab
it (8).

Go to the Pool of Peace. This is a place of great safety. Fill any and all
Waterskins you have with water from the pool (3). The Water will restore your
Stamina completely whenever you drink it.

Head right from the second Savanna screen to get to the Jungle (3). In the
Jungle, go to the Heart of the World (that huge tree). It's not that hard to
find your way up the tree. Just follow the paths. When you're on the
mid-level trunk part, about halfway up, there's a small cave. Enter, and
you'll see the Guardian of the Mother floating around. After several
seconds, it will get close enough to speak with you. You can ask it things
while you flash, and tell it things while you don't flash. Ask it about a
Gift to find out how to get the Gift from the Heart of the World. Ask it
about a Gem, and it'll drop several Gems on the ground. Take JUST ONE (5)!
Leave the cave.

Head up to the very top of the tree's path. You'll emerge into the very Heart
of the World. It's very mystical and magical, etc. As the Guardian told
you, pour Water from the Pool of Peace, and a fruit will appear on a branch.
Snag it (5).

One last thing to do in the Jungle at this point (besides fighting monsters,
of course) is to head to the last screen of the Jungle (8). Walk around for
a while, and you'll happen upon a monkey trapped in a cage. Free the little
guy (8). Little Manu will be so happy.

---

Return to Tarna

Now would be a good time to head back to the city. There are a few things to
take care of here. First, go to the Temple of Sekhmet. You'll bring the Gem
of the Guardian to the Priestess (10). You'll enter a neato trance thingy
where you'll be interrogated by the gods. You'll have to choose symbols to
get questions asked. As a Thief, at least one of the symbols you choose
should be the Key. Choose some relatively nice answers. If you choose good
answers, you'll be judged worthy to hear the prophecy (10). If you choose
the proper symbol at least once, you'll be judged in harmony (5). That's
just a nice little bonus.

Go to the Apothecary. Give Salim the Honeybird Feather (3), the Fruit of the
Venomous Vine (3), some Water from the Pool of Peace (3), and the Gift from
the Heart of the World (3). Come back the next day, and buy his Dispel
Potions. If you told him about Julanar, he'll give the two of them to you
for free (6).

Go to the Bazaar. Walk to the South End, then back up to the north end.
Halfway, the thief you sentenced to being without honor will ask you for
help. Agree to help (4). At night go down and talk to him. Give him food,
too. Be sure to give him the Thief Sign (8). Keep coming back the following
nights and talking to him. The third time, tell him about Rakeesh (8).

You can also go to the Welcome Inn. Some night, the survivor of the peace
mission to the Leopardmen will visit the Inn. You'll know because there'll
be two empty pillows. Once you order a meal or "Say Goodbye" to Janna, he'll
sit next to you. Talk to him about whatever, and especially the Peace
Mission (7).

---

Of Leopards and Love

Now that you have Dispel Potions, head back to the Simbani Village. If you've
practiced spear throwing with Uhura, you'll see a Leopardman prisoner. You
can talk to just about everyone else in the village about the prisoner.
Naturally, to turn it back into a human shape, you'll need to use a Dispel
Potion on it (15). Surprise! It's a Leopard Lady.

People will start talking about her now. Talk to Uhura about Marraige (2).
You may also want to go back to Tarna now and tell Kreesha about the
Dispelled Leopard Lady (2). You'll want to buy her as a wife. The Laibon
will set a Bride Price for the Leopard Lady. The price is a Fine Robe, a Fine
Spear, and five Zebra Skins. If you don't have those things, you may want to
pick them up.

Once you get those items, you can marry the Leopard Lady. Give him the bride
price: the Fine Robe (3), the Fine Spear (3), and the five Zebra Skins (3).

A happily married man, you can swagger up to your loving wife (yeah, right).
Speak to Uhura, and ask her about Wife (2). She'll explain three gifts that
you'll want to give her. Give the Leopard Lady the Beads (3), the Wooden
Leopard (3), and the Fine Dagger (3). If you don't have all of these, go buy
them from the Bazaar. Once you've given her all three, open her cage and
she'll run off.

Now would be a good time to get the Magic Drum from the Laibon. You will, of
course, be using your own unique skills to do so. At night, use the Eye on
the Laibon's hut and you'll check it all around. You'll find a crack. Make
sure you're sneaking. Use your Fine Dagger on the crack to open it and you'll
enter the hut (8). Go right ahead and grab the Magic Drum (8). If you're
adventurous, you can also try that chest near the Laibon's bed. Be sure to
oil it first, then use your Tool Kit on it. No points, but you get some cash
and other items.

Go out to the Jungle and wander around for a while. When you hear something
nearby, call out (3). Johari the Leopard Lady will show up. You can talk to
her if you want. This is good for getting the Leopardmen side of this whole
story. Show her the Magic Drum (or Tell about Drum) and she'll take you to
her village (8). If you wish, you can leave and she'll find you again twice
more. The third time, you can Tell About Peace and she'll take you.

Once you reach her village, she'll mention how dangerous her people are.
Tell her about Romance. Then click the Hand on her and you'll finally get a
little somethin' for the effort. (3)

When it turns night, she'll lead you to watch the Change Ritual. Lady, I had
a Djinni back in Shapier pop out of a ring, I've seen it all. After which,
you'll sneak around to her father's hut. This is a bit more dangerous than
the Laibon's Hut, unfortunately.

First thing to do is use your Rope and Grapnel to extend the rope out towards
the hut (5). The Leopardman Chief has a pet panther down on the ground
there. Toss him some Meat to quiet him (5). If you don't, you'll have to
play around with some fancy jumping and ducking to avoid his savage leaps.
Make your way across the tightrope (8) and you'll enter the Chief's Hut.

Make sure you're sneaking once you're inside. If you bought some fruit (like
I told you to) from the Fruit Seller, give it to the monkey (5), then free
him (5), if you don't want his screeches to wake up the Chief. Grab the
Spear of Death from the nearby wall (10). You can also go for the nearby
chest. Be sure to oil it before you unlock it, though.

Once you've done all the stealing, head outside and back along the rope.
Johari will take you to her father in a more formal introduction. Give him
the Drum of Magic (20).

You'll automatically return to the Simbani Village, where the Laibon will
hold a little get together where you'll present him with the Spear of
Death (20). Now, the Simbani and the Leopardmen will talk of peace.

And, boom, you're in Tarna in the Hall of Judgement, where you'll witness the
Peace Conference (20). The Laibon will speak for a bit, then Rakeesh will
get a bad feeling. Suddenly, the Leopardman Chief will cast the Simbani
Leader to the floor. His son, Yesufu, responds with a deadly spear to the
chest. Rakeesh will tell you to quickly run out of Tarna and find the Demons
before everyone marches to war.

---

The Call to War

You are now barred from the City of Tarna and the Simbani Village. Kinda
stinks, don't it? Head over to the Jungle, and you'll find your last
remaining friend, Manu the monkey. He'll offer to take you to the Monkey
Village. You don't really have much of a choice here. Ask him about
Village, then click the Mouth on yourself and Agree (3).

Manu will lead you all the way to the Village, which is out near the Lost
City. Once you get there, toss your Rope and Grapnel to reach up to the top
branches (8).

In the village, ask Manu about the Lost City and everything. Convince Manu
and he'll take you there (3).

Once you get to the waterfall that blocks your way there, Manu's friends will
hop across with their monkey agility. You'll need to find another way. Toss
your Rope and Grapnel to the other side, and you'll use your fancy tightrope
walking skills to get across (10).

Manu will take you closer to the city. Suddenly, you'll be set upon by a
Demon Worm. Defeat the Demon Worm with your mighty skills, or just run, and
you'll move on to the Lost City.

At the Lost City, you can talk to Manu about whatever you want. Make sure to
ask about the Secret Entrance, but the only thing that'll get you going is
Say Goodbye. You'll move to the next area near the secret entrance. You'll
see an Apeman patrolling the area. You can fight him or just wait until he
passes. Move up to the jackal statue, and you'll see a gem in its eye.
Toss your Rope and Grapnel to climb up and take the eye. Once you have the
gem (5), use it on the door. The door will open and you'll enter (8).

You'll be in an antechamber now in the Lost City. You'll have passed the
worst of your enemies, but there are still two Demons in this room. Sneak
past them. Oil the door on the far wall (5), and use your Tool Kit to open
the ancient door (5).

Once you enter this room (3), you'll notice a Liontaur. Hey! It's Reeshaka,
Rakeesh's daughter! Uh oh. She'll be possessed by a Demon. You can fight
her/it, or you can just throw your remaining Dispel Potion on it. No more
Demon (10). Suddenly, some magic will start sparkling in the far corner!
What foul beast could it be? Oh, it's just your friends. Uhura, Yesufu,
Johari, Harami and Rakeesh will all come through the portal to help. Uhura
and Rakeesh will have to hold off the Demons approaching while you and the
rest move on. Harami refuses to fight, but he's replaced when Manu shows up
to help you out.

You'll enter the final room before the tower (3). Each of the five of you
will face off against an evil version of yourself. Fight your doppelganger
to the best of your ability, but you won't be able to defeat it, or even
barely harm it. When you get it (and yourself) down pretty low, Harami will
show up and stab it in the back, letting you run up the stairs to the tower.

In the tower, the Demon Wizard, who poisoned Rakeesh so long ago, is speaking
with his Demon Lord. Quietly sneak over to the back pillar and climb up it.
Toss your Grapnel on the pillar across the split in the floor and the Wizard
will notice you. He'll create fire along the bottom of the pillar. Use your
grapnel on the pillar on the right side of the screen. The Wizard will set
your rope on fire, but you can cross and jump to the far pillar. Toss your
grapnel one more time at the Wizard and you'll get him good (10). He'll
stagger back and knock the Gate Orb into the World Gate (20). The gate will
close and you'll go back down the stairs to find your friends (25).

Your friends congratulate you on a job well done. Johari accepts Yesufu's
offer to marry her. Just as things are looking to settle down, dark magic
engulfs you. You're yanked up into a teleportation spell. What will become
of you? Find out in Quest for Glory IV: Shadows of Darkness.

******************************************************************************
8. THE WHOLE STORY AND EPILOGUE
******************************************************************************

Several years ago, Demons invaded the land of Tarna. The current king,
Rakeesh Sah Tarna, brought the armies of Tarna to fight against these foul
beings. Many a Liontaur and Demon died in that war. Rakeesh's leg was
poisoned by the Demon Wizard, and it didn't properly heal. He thought he
banished the Wizard back into its portal, but he could never be sure that he
banished them all completely. To try to ensure that Demons would never set
foot on this world, Rakeesh abdicated his throne, giving it to his brother,
to walk the life of a Paladin.

In fact, he hadn't banished them. At the time of the death of Ad Avis, there
was a terrific surge of magical energy. The Demon Wizard used the energy
from this death to return to East Fricana, in the old ruins of the Lost City.
He spent that time building up his power and summoning minions. His main
goal was summoning his Demon Lord, which he could do with the energy released
from many deaths. The best way to do this was through war.

Using his minions, he stole the Spear of Death from the Simbani and the Drum
of Magic from the Leopardmen, and fixed it so that each tribe would receive
the other's most sacred object, so that they would blame each other.
Animosity stirred due to the opposite natures of the two tribes, one in the
day with their fighting abilities, and the other in the night with their
magic. The Simbani requested aid from their allies in Tarna. Tarna agreed
to send a Peace Mission to ascertain the Leopardmen's intentions. At night,
the Peace Mission was attacked, with only one survivor remaining.

With that, King Rajah Sah Tarna was ready to go to war, but the Council of
Judgement decides to hold off. Kreesha summons her husband, Rakeesh, now in
Shapeir. He brings with him the Simbani Warrior, Uhura, and you, the newly
adopted Prince of Shapeir.

Rakeesh attempts to stave off the thought of war in Tarna, and Uhura in the
Simbani Village is doing the same, which leaves you to ascertain what's going
on exactly. You found each of the tribes' artifacts and returned them.
Unfortunately, during the following Peace Conference, both leaders of the
tribes were killed when the Demon Wizard possessed the Leopardman Chief. You
traced the Demons to the Lost City, where you defeated the Wizard and closed
the World Gate that brought them here.

Soon afterwards, you were snatched away by dark magic. Although neither
Kreesha nor any of your other friends had the power to summon you back, or to
even know where you were, they knew you were alive, and went on with their
lives. Yesufu and Johari married. Although it would take time, the two
tribes would be united with that marraige.

But what of you? Where will your summoning lead you? These questions and
more will be answered in Quest for Glory IV: Shadows of Darkness

******************************************************************************
9. MISCELLANY
******************************************************************************

=========
9A. FAQ =
=========

Q: How do I become a Paladin?

A: Unlike QfG2, where any character class could become a Paladin, in
QfG3: Wages of War, only the Fighter has this opportunity.

The Do's and Don't's of becoming a Paladin for your Fighter are:

- Earning at least 100 points of Honor.
- Returning the Magic Drum and the Spear of Death to their rightful
owners.
- Helping Yesufu in the Initiation race when his foot is caught in the
trap.
- Freeing Manu the monkey from the jungle trap.
- Doing other good deeds like offering food and money to the honorless
Thief, defending Rakeesh in front of Rajah, choosing wisely during the
Sekhmet Judgement.
- You must not have screwed up anywhere else, such as stealing from
anyone (including the Drummer).

If you fulfill these criteria, you are sent back to Tarna to Kreesha's
house following the Spear Ceremony, before the Peace Conference. There,
Rakeesh will proclaim you a Paladin and give you his sword, Soulforge.

Q: Where can I find this game?

A: Nowadays, this game can probably only be found as a part of the Quest for
Glory Anthology. You can order it from Sierra, or maybe get lucky and find
it in a game store.

Q: What's this I hear about a patch?

A: Download the SCI patch fix at http://www.geocities.com/TimesSquare/Arcade/
7435/Downloads/Patches/qfg3.zip. This will prevent the Laibon from
questioning you repeatedly, fix the combat animations, as well as the
Initiation. Extract the files directly into your game's directory.

Q: My game crashed! What happened?

A: Well, sometimes you may get kicked after leaving combat. Happens
sometimes. Another place that happens is in the Initiation, while Yesufu
tosses spears at the ring. These happenings are random, and can be passed
by trying it again. Oftentimes, the patch in the question above can help.

Q: Why is there a waffle chasing me?

A: That's the Awful Waffle Walker, of course. You find it when you're
getting really hungry and out of rations. It'll chase you until you eat
it. You can also roast it with a Flame Dart. Oh, it's true.

Q: What's with the Blackbird?

A: This is an item purported to be of great wealth. There were many fakes
made of it. Whoever finds the real Blackbird is said to be holding a
Sultan's ransom.

================
9B. Point List =
================

All points are grouped in columns. The first column is for the Fighter,
the second for the Wizard, the third for the Thief, and the fourth for
the Paladin.

---

Anywhere in Eastern Fricana -

2 Earn Flaming Sword skill
2 Earn Healing skill
2 Earn Sense Danger skill
2 Earn Honor Shield skill
4 Learn Juggling Lights spell

---

City of Tarna -

Kreesha's House

2 2 2 2 Tell Kreesha about Dispelled Leopard Woman
10 Create Wizard's Staff

Apothecary

3 3 3 3 Give Honeybird Feather to Salim
3 3 3 3 Give Venomous Vine Fruit to Salim
3 3 3 3 Give Water from the Pool of Peace to Salim
3 3 3 3 Give Gift from the Heart of the World to Salim
6 6 6 6 Get Dispel Potions from Salim
10 10 10 10 Tell Salim about Julanar

Welcome Inn

3 3 3 3 Read the bulletin board
7 7 7 7 Ask Khatib the Survivor about "Peace Mission"

Upper Plateau

2 Talk to Rajah without offending him
2 Defend Rakeesh to Rajah
5 Pledge your honor for peace at the Hall of Judgement
10 10 10 10 Bring Gem of the Guardian to the Priestess of Sekhmet
10 10 10 10 Be judged as worthy in the Temple of Sekhmet
5 5 5 5 Be judged in harmony with yourself in the Temple of Sekhmet

---

Bazaar -

Scene with Harami

8 8 8 8 Chase Harami to next scene
OR
7 Stop Harami with magic
OR
4 Try to stop Harami with magic and fail
OR
5 5 5 Stop Harami with dagger or fruit

Shopping

4 4 4 4 Exchange dinars with Money Changer
2 2 2 2 Buy Zebra Skins from Leather Seller
3 3 3 3 Buy Waterskin from Leather Seller
2 2 2 2 Buy Fine Dagger from Weapon Seller
2 2 2 2 Buy Fine Spear from Weapon Seller
2 2 2 2 Buy Honey from the Honey Seller
5 Buy Oil from Oil Seller
3 3 3 3 Buy Tinderbox from the Junk Dealers
5 Buy Blackbird from the Junk Dealers
8 Buy Rope from Rope Seller
2 2 2 2 Buy Beads from the Bead Seller
2 2 2 2 Buy Wooden Leopard from Shallah
3 3 3 3 Tell Shallah about Shapeir
5 5 5 5 Give Shema's note to Shallah
2 2 2 2 Buy Fine Robe from Cloth Merchant
3 3 3 3 Give commons to the Drummer

Meeting Harami

4 4 4 4 Agree to meet Harami
8 Make Thief Sign to Harami
8 8 8 8 Tell Harami about Rakeesh

---

The Wilderness -

Maps

3 3 3 3 Leave Tarna for the first time
3 3 3 3 Reach Simbani Village Map
3 3 3 3 Reach Jungle Map
8 8 8 8 Reach Waterfall Map

Monsters

2 Kill a Croc
2 Kill a Giant Ant
2 Kill a Dinosaur
2 Kill a Flying Cobra
2 Kill a Leopardman
2 Kill an Apeman
2 Kill a Demon Worm

Savanna

8 8 8 8 Get Honeybird Feather
8 8 8 8 Get Venomous Vine Fruit
8 8 Save Meerbat and get Fire Opal at the Venomous Vines
3 3 3 3 Get Water from the Pool of Peace
6 Create Glowing Blue Orchid at the Pool of Peace

Jungle

5 5 5 5 Get Gem of the Guardian from the Heart of the World
5 5 5 5 Receive Gift from the Heart of the World
3 Get Blue Orchid
5 Get Magic Wood
8 8 8 8 Free Manu from trap

Simbani Village

2 2 2 2 Ask Laibon about Drum
2 2 2 2 Ask Laibon about Spear
-5 -5 -5 -5 Get kicked out of the Laibon's Hut
2 2 2 2 Listen to Storyteller's story
2 2 2 2 Ask Uhura about Spear
3 3 3 3 Play Awari with Yesufu
3 3 3 3 Tell Yesufu about Friendship (third day of games)
3 3 Practice Wrestling Bridge with Uhura
3 3 Practice spear throwing with Uhura

Initiation

3 3 Get Dinosaur Horn
3 3 Give Dinosaur Horn and set up Initiation
5 5 Win Twisted Tree Event
5 5 Win Ring of Thorns Event
8 8 Stop to help Yesufu
5 5 Win Spear Throwing Event
5 5 Win Wrestling Bridge Event
10 10 Win Initiation honorably
5 5 Lose Initiation honorably
3 3 Tell Uhura about Initiation

Wooing Johari

15 15 15 15 Use Dispel Potion on Johari
2 2 2 2 Ask Uhura about Marraige (in her hut, after Dispel)
3 3 3 3 Give Fine Spear to Laibon
3 3 3 3 Give Fine Robe to Laibon
3 3 3 3 Give Zebra Hides to Laibon
2 2 2 2 Ask Uhura about Wife (after marrying Johari)
3 3 3 3 Give Wooden Leopard to Johari
3 3 3 3 Give Beads to Johari
3 3 3 3 Give Fine Dagger to Johari

Finding the Leopardmen

3 3 3 3 Call Out to Johari first time
4 Learn Lightning Ball spell from Johari
8 8 8 8 Show Magic Drum to Johari / Tell Johari about Peace
3 3 3 3 Get smooched by Johari

Wizard's Duel

4 Summon Wizard's Staff
4 Cast Reversal
4 Cast Calm against Fire Ring
4 Cast Open, Dazzle or Force Bolt against Cage
4 Cast Juggling Lights against Darkness
4 Cast Dazzle against Snake Shadow
4 Cast Levitate against Pit
8 Throw Dispel Potion at possessed Shaman
OR
5 Kill possessed Shaman
10 Win Wizard's Duel

Stealing

8 Break into Laibon's hut
8 Steal the Drum of Magic
5 Use Rope and Grapnel on Leopardman Chief's hut
5 Feed the panther outside the Chief's hut
8 Cross the tightrope outside the Chief's hut
5 Feed the monkey in the Chief's hut
5 Release the monkey from the cage in the Chief's hut
10 Steal the Spear of Death

Peace Actions

20 20 20 20 Give Drum of Magic to the Leopardmen Chief
20 20 20 20 Return Spear of Death to the Laibon
20 20 20 20 Attend Peace Conference

Lost City

3 3 3 3 Follow Manu to the Monkey Village
8 8 8 8 Enter the Monkey Village
5 Get Rope Bridge
3 3 3 3 Get Manu to take you to the Lost City
3 3 Create bridge from vines at the Waterfall
10 10 10 10 Cross the Waterfall
3 Defeat Demon Worm outside the Lost City
5 5 Get Fire Opal from the eye of Anubis
8 8 8 8 Use Fire Opal to open the secret door
7 7 Defeat the Demon guard
6 Cast Calm on the Demon guard
5 Sneak past Demon guards
4 Cast Open on door
5 Use Oil on door
3 3 3 3 Pass the Demon guards
10 10 10 10 Use Dispel potion on Reeshaka
3 3 3 3 Reach Mirror Room
3 3 Defeat Gargoyle
10 10 10 10 Defeat Demon Wizard
20 20 20 20 Push Gate Orb through the World Gate
25 25 25 25 Finish the game

=================
9C. Ways to Die =
=================

Yes, my FAQ will be different, I said! Not only will I include all the
usual crud, I'll also add stuff that'll kill ya! Y'know, stuff that
you should probably avoid. Some are actually worth doing for laughs.
Yup. I've marked funny ones with an asterisk (*).

Anywhere:

Exhaust yourself
Starve yourself
Die from poisoning
Perform an action that hurts a bit repeatedly until you die

Tarna:

Smoke Salim's water pipe three times (light with Tinderbox)*

Battles:

Lose to a Croc
Lose to a Giant Ant
Lose to a Dinosaur
Lose to a Flying Cobra
Lose to a Leopardman
Lose to an Apeman
Lose to a Demon Worm

Savanna:

Leave a fire burning in the Savanna* ^_^
Get caught for too long by the Venomous Vines
Destroy the beehive filled with killer bees.
Get run down by a charging rhino*
Wake up the Laibon while trying to steal the Drum of Magic
Leave by the door while trying to steal the Drum of Magic

Jungle:

Take more than one Gem from the Guardian
Wake up the Leopardman Chief while trying to steal the Spear of Death
Take to long stealing the Spear of Death
Directly attack the Shaman during the magical duel
Attack the Leopardman Chief during the magical duel
Lose combat against the possessed Shaman
Try to jump across the waterfall

Lost City:

Lose combat to a Demon
Lose combat to the Gargoyle
Alert the Demon Wizard to your prescence, if you're a Thief
Take too long in finishing off the Demon Wizard (the Demon Lord is
summoned and he casts Thermonuclear Blast)

========================
9D. Conversation Trees =
========================

Everyone you speak to has a set list (or tree) of things you can ask
them. I call it a tree, because when you ask certain things, new
topics may pop up. I won't go into what every tree entails, but I will
embellish on when certain trees pop up.

Rakeesh
Beginning of the Game
Before seeing Harami
The day after seeing Harami (He's with Rajah for the rest of the day you
see Harami)
In Uhura's Hut after you arrive at the Simbani Village
In the Guest Hut after you arrive at the Simbani Village
Your first visit back to Tarna
Your next visit back to Tarna
NOTE: Between him and Kreesha, there are new things you can Tell them once
you do them, such as dispelling Johari, and marrying her.

Kreesha
Beginning of the Game
Before seeing Harami
After seeing Harami on the same day
The day after seeing Harami
Your first visit back to Tarna
Your next visit back to Tarna

Salim
First visit
Second visit
First visit after Simbani Village
Next visit after Simbani Village

Janna Jamil
First visit
When Khatib visits
After Khatib visits
The day Khatib dies
NOTE: Janna also has about five or so "basic" trees that she rotates every
day that's not one of the special trees.

Junk Dealers, Weapon Seller, Oil Seller, Honey Seller, Money Changer,
Leather Seller, Fruit Seller, Fish Seller, Bead Seller, Rope Seller,
Shallah, Meat Seller, Amulet Seller, Cloth Seller
First visit
First visit after Simbani Village

Any Liontaur Guards
Only one tree for each one

Harami
When he comes up to you in the bazaar
First visit at night
Second visit at night
Third visit at night

Arne Saknoosen
Only one tree

Uhura
Visit to the Simbani Village (with Rakeesh)
First visit after reaching Simbani Village
Second visit after reaching Simbani Village
Wrestling Bridge Area
Second visit to Bridge Area
Spear Throwing Area
Second visit to Spear Throwing Area
After capture of Johari
After dispelling Johari
After Initiation (Fighter/Paladin)
After marrying Johari (at cage)
After marrying Johari (at hut)
After stealing Drum of Magic (Thief)

Laibon
First visit (with Rakeesh)
Second visit (about three days after reaching Simbani Village)
After prisoner is caught
After prisoner is dispelled
After Initiation (Fighter/Paladin)

Yesufu
First visit to Awari Rock
Second visit to Awari Rock
Third visit to Awari Rock
After prisoner is caught
After prisoner is dispelled

Mngoje, Usiku
First visit
After prisoner is caught
After prisoner is dispelled
After Initiation (Fighter/Paladin)

Storyteller
Only one tree at Awari Rock

Guardian
One tree only

Manu
After freeing him
After meeting him in the jungle
Outside the Monkey Village
In the Monkey Village
At the Waterfall
At the Lost City

******************************************************************************
10. STANDARD GUIDE STUFF
******************************************************************************

============
10A. Legal =
============

This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not
take it in whole or in part and claim it as your own. You may not alter
it in any way, even if you ask me first, and that includes putting it
in HTML format. Please don’t post this on your site unless you have
express consent by me. I’ve put a lot of time into this. Give me some
credit.

Currently, the following sites have permission to post my FAQ:

www.gamefaqs.com
www.gamewinners.com
www.gamers-realm.com

========================
10B. E-mail Guidelines =
========================

If you wish to e-mail me, be sure to follow these guidelines.

- Make ABSOLUTELY sure I haven't already answered your question in the
guide.
- Make sure it has something to do with Quest for Glory for God's
sake. I don't want spam, chain letters, offers for friendship.
Compliment me on the FAQ all you want, though.
- Make sure you say Quest for Glory at one point in your e-mail. I have
more than one FAQ, and asking a generic question such as "How do I
save?" doesn't tell me much.
- Spell correctly and use proper grammar, please. If I can't understand
your e-mail, it'll go to the junk pile.

==============
10C. Credits =
==============

CJayC and Al Amaloo for having this on their sites.

Sierra, particularly Lori Ann and Corey Cole, for making such an
incredible series.

======================
10D. Version Updates =
======================

Version 1.1 - 3/20/05 - Guess what? Something came up. Go download the
patch for the timing fixes. Details are in the FAQ.

Version 1.0 - 8/5/01 - Well, there you have it. I don't really intend
to do another version, unless something else comes up.

=====================
10E. The Final Word =
=====================

The third in this series isn't my favorite. It's pretty short, and there's
not a lot for the individual classes to do, unless you're a Fighter or
Paladin. It's still okay, though.

Be sure to check out my other guides for the Quest for Glory games, too! I
love this series! Did I mention that?
 
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