Quest for Glory/Printable version

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Quest for Glory

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at

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Character classes[edit | edit source]

There are three primary character classes present throughout the entire series: the Fighter, the Magic-User (Wizard), and the Thief. A fourth class, the Paladin, is introduced in the second game and is playable by importing a character in the third through fifth games, or changing a fighter to a paladin in the third game. Each class's unique skills and specialized traits give them different solutions to puzzles and tactics in combat.

The Fighter specializes in combat. He can wield the most powerful weapons and wear the heaviest armor, and in most games is the only class that can parry attacks. A Fighter is generally not especially agile or intelligent, and must often resort to violence or brute force to solve puzzles. When presented with a dangerous hazard or trap, the Fighter's only course of action may be to simply take damage from it and continue onward. A Fighter's best way to open a locked door or chest is to find the key or, if possible, break it open.

The Magic-User (who becomes the Wizard during the second game) is the only class that can cast magical spells by default. The Magic-User's spells give him a number of unique options in and out of combat, but he is limited by his weaker physical statistics. The Magic-User's spells can partially duplicate the abilities of other classes: offensive spells deal damage comparable to that dealt by a Fighter, and several spells partially mimic the skills of the Thief. However, the Magic-User's spells consume an amount of mana, or magic points, comparable to the spell's power.

The Thief specializes in a broad range of non-combat skills. He can pick locks, disarm traps, climb, and sneak, and in later games can perform acrobatic feats and pick pockets as well. The Thief is not as physically frail as the Magic-User, but he is still significantly weaker than the Fighter and lacks the Magic-User's damaging and stunning spells. A Thief's best option in combat is to not enter it, usually by sneaking around or hiding from powerful foes and by killing weaker opponents with thrown daggers and other projectiles. When forced to enter combat, a Thief's superior agility allows him to dodge attacks more easily than the other classes. A Thief can accumulate a greater amount of money earlier in the game than a member of the other classes, but is usually unable to use this money to gain a significant advantage in either of his weaknesses. A Thief is best served in a town or city by finding local thieves (usually in the Thieves' Guild), with whom stolen goods may be fenced and new equipment purchased.

The Paladin shares aspects of both the Fighter and Magic-User, as well as some useful abilities of his own. Like the Magic-User the Paladin can learn and cast spells, and like the Fighter the Paladin can use the strongest armor and weapons. The Paladin also gains many useful abilities, such as sensing danger and being warned in advance, performing healing, gaining additional offensive and defensive powers with a flaming sword and honor shield, and in the fifth game the Paladin gains a slew of additional spells.

Hybrid Characters[edit | edit source]

For the purpose of creating hybrid characters, you can add certain skills at the beginning of the game by spending points to create a skill that class did not have before. Adding the magic skill for example will allow a character to learn virtually all the spells in the series. However, such a character will not be able to learn the zap spell until the second game, and the resistance and juggling spells can not be learned until the fifth game with a hybrid character. In addition a character who only adds the magic skill can never learn summon staff in the third through fifth games, or thermonuclear blast in the last game, as well as the ritual of release spell which only shows up in the fourth game.

Adding the pick locks skill will allow a character to make the thief sign and perform thieving actions in the first through fourth games. The character will also get a free lockpick or toolkit in most of the games for having the skill, including the fifth. The fifth however requires more thief skills (likely stealth) as well in order to be able to perform the thief sign and enter the theives guild (but still not the class).

In short, if you add the pick locks skill you will be able to do virtually all thief quests until the last game where more is required, and if you add the magic skill you will be able to learn virtually all the magic spells provided you add the skill from the second game or earlier.

Character statistics and skills[edit | edit source]

Character statistics are divided into four areas: Attributes, which every character has; Skills, which are specific by character class; Points, which are derived from the character's attributes and are temporarily decreased through damage or activity; and Scores, which are derived from his actions in the game. Each Magic-User spell also has its own rating and effectively functions as a distinct Skill.

The Quest for Glory series does not use character levels; instead, statistics increase when used. Some actions can increase multiple statistics; for example, dodging in combat can increase both the Agility attribute and the Dodge skill. A failed attempt to use a statistic usually helps to raise the relevant statistic, especially if a high value in that statistic is needed to solve a particular puzzle.

Attributes[edit | edit source]

Attributes are default statistics, similar to ability scores in Dungeons & Dragons. The attributes are:

  • Strength affects the damage that the character deals in combat, as well as his maximum carrying capacity and his maximum Health Points. It also affects his ability to move, lift, bend or break heavy or durable objects.
  • Intelligence affects the ability to cast spells, and also affects his maximum Mana/Magic Points. It sometimes factors into the ability to solve puzzles, although puzzle-solving is usually left entirely to the ability of the player, not the character.
  • Agility affects defensive combat actions (especially Dodge), the success of specific skills (specifically Thief skills), and maximum Stamina Points.
  • Vitality affects the character's ability to take or resist damage: higher Vitality means lower damage dealt by most attacks. Vitality also has the greatest effect on maximum Health and Stamina.
  • Luck affects nearly every action and random effect. Almost every action can increase a character's Luck, although some (for example, gambling) increase it more quickly than others.
  • Communication affects the character's ability to influence others socially, and is most directly affected during the course of haggling over prices in shops. This attribute is not present in the first game and is removed in the fifth game.
  • Honor it is derived from the character's actions in the game. Honor is increased by helping others and, to a lesser extent, by defeating dangerous monsters. It is decreased by stealing, lying, harming the innocent, and committing other selfish acts. Honor is the Paladin's associated attribute, and it affects his Paladin-specific abilities as a Wizard's spells are affected by his Intelligence and Magic statistics. This attribute is not present in the first game.

Skills[edit | edit source]

Skills are statistics that can only be used if learned. Some Skills are by default only available to members of certain character classes; others are available to two or more classes, but with some classes having higher default values than others. For example, each class automatically has the Weapon Use and Dodge skills; the Fighter has the highest default value of Weapon Use, the Thief the highest Dodge, and the Magic-User/Wizard the worst of both.

Skills available in every game include:

  • Weapon Use is the ability to deal damage with a weapon in combat. This is the Fighter's primary skill, although it is available to all classes.
  • Dodge is the ability to avoid enemy attacks. The Thief and Magic-User/Wizard are more reliant on this skill than the Fighter, who can parry attacks.
  • Parry is the ability to block enemy attacks, either with a shield or a weapon. The greater the skill, the less damage is taken when parrying. The Fighter is the only class who can use this skill by default.
  • Stealth is the ability to sneak and hide. In addition to the ability to sneak around or hide from visible enemies, sneaking through the wilderness can prevent random monster encounters. The Thief is the only class that has this skill by default, and in many situations cannot survive unless his Stealth skill is above a certain threshold. Beginning in the fourth game, the Wizard can mimic this skill with the Hide spell.
  • Lockpicking is the ability to open locks and disarm traps. The Thief is the only class that has this skill by default. Failing to pick some locks can result in the Thief being caught and arrested or attacked; failure to disarm some traps can result in the trap triggering. Some locks cannot be picked (for example, if they are barred from the inside), although the attempt to pick them can still improve the character's skill. Some games have specific puzzles that must be solved in order to disarm traps. A Magic-User can mimic this skill's effects with the Open spell.
  • Throwing is the ability to throw rocks, daggers, spears, and other projectiles. This skill is available by default to the Fighter and Thief. Character without Force Bolt should always carry a small supply of rocks, which can be obtained in most outdoor areas by typing "pick up rocks" or "get rocks" or by clicking on the ground, depending on the game. Thieves (and Magic-Users with this skill) should carry several extra daggers at all times, but need to make sure to never throw their last dagger, as thrown daggers may not be retrievable. Beginning in the second game, the Magic-User/Wizard can mimic the effects of throwing a rock (but with greater damage) with the Force Bolt spell.
  • Climbing is the ability to climb up and down walls, tress, and other scalable surfaces without falling. Some surfaces are only scalable on specific areas, which can only be found by trial and error. Magical ropes that can be use only for climbing are available in some games, but usually only to the Thief. A Wizard can mimic this skill with the Levitate spell. Thieves begin with this skill and Fighters gain it in the fourth game.
  • Magic is the ability to cast magical spells. In general, the character's skill in a specific spell is required for using the spell to solve puzzles, but both the Magic skill and the character's skill in the spell factor into its general effectiveness. This skill is the only skill that is only available by default to the Magic-User/Wizard. The Magic skill affects the character's maximum Mana/Magic Points. Although the Paladin can cast Paladin-specific spells, these spells do not use the Magic skill and do not drain Mana Points.

Skills that are only available in specific games include:

  • Acrobatics is introduced in the fourth game. It represents the character's ability to leap, roll, and somersault. The Thief is the only character to begin with this skill by default, and he has it automatically at the beginning of the game.
  • Swimming is introduced in the fifth game. The higher this skill, the less stamina the character uses while swimming, and the longer he can hold his breath.
  • Pickpocketing is introduced in the fifth game, although the Thief can perform somewhat similar actions in previous games. Successful use of the skill allows the character to steal from non-hostile characters without being caught.

Points[edit | edit source]

Points are statistics that are derived from other statistics. Points are listed as current/maximum (for example, 50/60). Points that are used up are regained gradually over time, especially while the character is not engaged in any actions that might drain the relevant type of points. Resting regains a few points of each type, and sleeping restores all (or sometimes only most) of them. Stamina is regained at a faster rate than the other two types of points. The three types of points are:

  • Health Points represent the character's well-being. Damage from nearly every source decreases this; many forms of damage, especially later in each game, will kill the character regardless of his current Health. Maximum Health is one-third of Strength plus two-thirds of Vitality.
  • Stamina Points represent the character's physical potency. Stamina is reduced by committing strenuous physical activities. If an action would reduce the character's Stamina but his current Stamina is zero, he will either be unable to perform the action, or the action will instead reduce his Health. Maximum Stamina is one-half of Agility plus one-half of Vitality.
  • Mana Points (in the first game, Magic Points) represent the character's reserves of magical energy. Each spell drains a specific amount of Mana. In later games, a Wizard (and only a Wizard) can create a Magic Staff, which reduces the number of points used in casting a spell. Maximum Stamina is one-half of Agility plus one-half of Vitality.

Scores[edit | edit source]

Scores are points gained from certain in-game actions. There are two types of scores:

  • Puzzle Points are gained upon the completion of specific actions, with some granting more than others. Each game has a maximum number of Puzzle Points that can be gained (typically 500). Each class's unique puzzles, side quests, or challenges grant points, as do general puzzles that can be solved by any character.
  • Experience is a general indicator of how many opponents or challenges the character has overcome. In the first game, it determined when certain monsters started appearing more often (around 1000 or more would result in Mantrays, Cheetaurs, and Sauruses Rex being encountered during the daytime as well as at night). It was removed from the third and fourth games in the series.

Magic[edit | edit source]

Spells introduced in Quest for Glory I:

  • Calm (4 points): Calms a creature that is not in combat. Calmed creatures usually stand in place briefly before resuming their pursuit. Some creatures cannot be calmed; others will be put to sleep by this spell. Attacking a calmed creature caused them to resume pursuit as well. Beginning in the second game, Calm can be used to calm, but not eliminate, environmental conditions like wind and fire.
  • Dazzle (3 points): Blinds and stuns a creature. Less effective and versatile than Calm.
  • Detect Magic (2 points): Makes magical effects known to you, and concealed magic visible. Some enchanted creatures and objects cannot be properly interacted with unless this spell is used first.
  • Fetch (5 points): You draw a palm-sized visible object to yourself. Objects that are guarded or in motion are much more difficult to affect. Rarely, this spell can be used to move an object rather than bringing it to you.
  • Flame Dart (5 points): Shoots a small ball of fire at a target. The only non-combat offensive spell available in the first game. Its ability to create fires at a distance is necessary in each game for solving certain puzzles. Its combat value is reduced by the presence of more powerful spells in the third game onwards.
  • Open (2 points): You can open doors, locks, chests, knots, and numerous other objects and barriers. Any locked object that a Thief can open via lockpicking can be opened via Open, although the spell also affects a number of other objects.
  • Trigger (3 points): You trigger existing magical spells and effects. Sometimes redundant with Detect Magic in its ability to reveal hidden magic. Triggering certain enchanted objects can destroy the object. Rarely, triggered spells are entirely detrimental to the player, although in this case they are usually instantly fatal as well.
  • Zap (3 points): Your handheld weapon is charged with magical energy, dealing extra damage on the next single attack. In the first game, this is the Magic-User's only starting spell.

Spells introduced in Quest for Glory II:

  • Force Bolt (6 points): A ball of telekinetic force strikes a target. This spell functions similarly to Flame Dart, but instead of burning objects, it can break or move them.
  • Levitate (7 points initially, more over duration): The caster raises into the air. This spell surpasses the effects of the Climb skill, as it does not require an adjacent scalable surface, although there are few uses of the spell that are not located in just such a position. If levitating in place (for example, to avoid something that is moving underneath), the spell drains an additional 7 Mana Points every few seconds.
  • Reversal (8 points): Spells that target you are reflected away, usually but not always returning to strike the caster. If a Wizard with Reversal casts a spell at another Wizard with Reversal, the spell may ricochet away from the double-Reversal or fail to be reflected from the caster, depending on the game. Reversal does not reflect area effect spells such as Frost Bite and Dragon Fire.

Spells introduced in Quest for Glory III:

  • Juggling Lights (8 points): Lights up dark areas, including magical darkness.
  • Lightning Ball (10 points): Hurls a ball of electricity at a target. It does more damage than Flame Dart, but costs twice as much Mana to cast. Almost never necessary to solving puzzles.
  • Summon Staff (5 points): Summons a magical staff, which disappears when the caster moves from his current position. While the staff is present, spells cost no Mana to cast, although the caster's skill in any spells that are cast in this manner will not increase for the duration. If Trigger is cast on a Magic Staff, it may be destroyed. In each of the games in which a staff may be summoned, it must first be either crafted or earned.

Spells introduced in Quest for Glory IV:

  • Aura (8 points): Provides partial (but not complete) protection from certain life-draining abilities of undead creatures and related areas.
  • Frost Bite (15 points): Inflicts cold-based damage on a creature. Frost Bite affects an area, and cannot be reflected by Reversal. The undead are immune to cold.
  • Glide (10 points): Allows the caster to slide across the surfaces of bodies of water, including swamps. Unavailable in the fifth game.
  • Hide (6 points): Turns you invisible while you remain stationary.
  • Protection (7 points): Reduces damage taken by physical (not magical) attacks.
  • Resistance (10 points): Reduces damage taken by spells using natural elements, such as fire, ice, and lightning. In the fourth game, it is only available when holding the Magic Staff, so in effect in never costs any points, despite its listed cost. It can be used normally in the fifth game.
  • Ritual of Release (20 points): Releases a spirit from servitude. Although the spell can be ineffectively cast to increase its skill, it can only actually be used at one particular time, and is unavailable in the fifth game.

Spells introduced in Quest for Glory V:

  • Augment (20 points): Amplifies the power of the next one spell that you cast.
  • Boom (30 points): Creates a skull that remains until any creature (including you) approaches it, at which point it explodes.
  • Dragon Fire (100 points): Conjures a massive burst of fire. It's not affected by Reversal, and is dangerous to use since if you target near yourself you can easily burn yourself to a crisp.
  • Fascination (20 points): Creates lights that attract unintelligent opponents before exploding.
  • First Aid (10 points): Heals the target by 100 Health Points.
  • RIP: Lets you rest peacefully while exploring the map.
  • Shrink (50 points): Reduces the size of an enemy. Some enemies will flee if this spell is cast on them.
  • Thermonuclear Blast: Destroys everything nearby, including the caster.
  • Whirlwind (15 points): Stuns and deals some damage to a creature.

Paladin Abilities[edit | edit source]

From the third game onward, Paladins also gain some additional abilities depending upon their honor level. These skills include:

From the third and fourth games:

  • Sense Danger: A paladin will be given advanced warning if he's about to encounter a monster in combat, or receive a description of a dangerous element in gameplay.
  • Flaming Sword: A paladin using a paladin sword will find the sword engulfed in blue flames, and its damage will be affected by the Paladin's honor.
  • Healing: Paladins can expend some of their stamina to restore their health.
  • Honor Shield: Paladins will gain improved defense with high enough honor.

In the fifth game:

  • Holy Strength Functions by taking away stamina and raising the strength stat
  • Magic Ward Functions by taking away magic damage from stamina when used.
  • Destroy Undead Destroys undead at a slight cost to stamina. Extremely useful against undead monsters.
  • Peace Calms enemies nearby and allows a Paladin to escape peacefully
  • Sense Aura Allows a Paladin to examine the thoughts and impressions of a character, does not work on every character however and often just gives some general feedback on the area.
  • Awe Allows a Paladin to send enemies running from his awe-inspiring presence.

Inventory[edit | edit source]

The amount the main character can store in his inventory is determined by his strength attribute. Each item has a specific weight, and the character has a limit as to how much weight he can hold depending upon what his strength is. Unlike other adventure games this can mean there is a disadvantage to simply picking up everything you see, and unlike other RPGs carrying 99 of every healing item can be ineffectual, since if you're carrying more than your limit your stamina will quickly be drained.

Some games also feature a safe treasure chest in an inn where items can be stored when they are not in use, and this chest can be returned to in order to store and pick up items. Items can also be dropped to remove them from the pack all together. In the earlier games this can lead to some amusing death scenes, but the later games usually prevent you from attempting to store or drop an item which will prove essential.

Inventory items may be combined with other items, used in isolation, or used with other objects and characters to create effects and solve puzzles. Depending on the type of puzzle it may be solved by using a specific item, using a certain skill that is sufficiently built up, or casting the right spell. Some puzzles are particular to a certain class, and some can be solved by all classes in different ways.

Combat[edit | edit source]

Damage can be dealt by casting spells for a wizard, attacking with a weapon for all classes but primarily fighters, and throwing weapons from a distance for some classes but primarily thieves. Some monsters may also be defeated through quest related means, and depending upon your class you may gain more points by fighting a monster or placating it somehow. Fighters usually gain points from defeating every type of monster in combat. Monsters can often be looted for money and items.

Time[edit | edit source]

Everything in the games takes place on a time scale going from morning, afternoon, evening, and night. Certain shops will only be open certain times of the day, and different sets of monsters generally appear during the night or daytime. Most characters can only be contacted during the day, although specific events happen at night, or after midnight. The main character's stamina is drained and weakened if you choose to stay up all night without sleeping repeatedly, and enough exhaustion can kill you. In the later games different events happen on different days as well, with scripted events taking place on specific days or the plot developing as time progresses.

The phrase "You are getting tired" always occurs when the game's internal timer reaches midnight.

Communication[edit | edit source]

Communication can take two forms: asking a character in the game about a topic, or telling them about a topic. In the early games this was done by typing in topics you would want to ask or tell them about, in the later games conversation was changed to a tree of topics in a menu, and activating certain events in the game would increase the number of topics you would be able to ask other characters about or tell them about. The response other characters give to how well you communicate is partially dependent upon your communication skill in the second through fourth games, and your ability to bargain is also affected by that skill.


Plot Summary for the Series

Quest for Glory I: So You Want To Be A Hero?[edit | edit source]

The user-named hero of the series begins the game as a recent graduate of the Famous Adventurer's Correspondence School for Heroes as either a Fighter, Magic User, or Thief. The Hero learned from his local Adventurer's Guild that the Barony of Spielburg was in desperate need of a hero to defeat a vicious band of brigands and that there was "No Experience Necessary."

He arrived in Spielburg valley just before the passes were cut off by a late Spring snow. When he got to the town, he learned the full nature of Spielburg's problem. A viscious band of Brigands led by a canny and brilliant Leader were terrorizing the land. The Baron of Spielburg was missing his daughter and son and was under a curse placed on him by the evil Ogress Baba Yaga:

"Upon von Spielburg and all his clan, this curse I now demand.
What I will shall come full measure, so shall ye lose all that ye treasure."

According to the Wizard Erasmus, the only way to break the curse was to fulfill its equal and opposite countercurse, in the form of a prophecy:

"Comes a Hero from the East
Free the Man from in the Beast
Bring the Child from out the Band
Drive the Curser from the Land."

Within the land our Hero met many strange characters. The Innkeepers, Shameen and Shema, were Kattas from the land of Shapeir to the South and had come North in search of wealth (and, as is revealed at the end of Quest for Glory II, to find a hero to save Raseir). Abdulla Doo, their dear friend, was brutally robbed by the Brigands and now lives with them, a pauper.

Bruno was an unsavory thief with poisoned daggers who enjoyed hanging out outside the town gates in the afternoons. For a price, he would give information that usually led the Hero to his near-death. Sam was a poor beggar living in the alleyway and hearing rumors. The local tavern served up a drink called Dragon's Breath that would instantly kill the average human drinker. The tavern also housed the local Thieves' Guild underground, and if one knew the password he would be in.

The Faerie Zara, along with her familiar Damiano, owned and operated the magic shop in town. Erasmus and his familiar Fenrus had a house atop Mount Zauberberg, and the Magic User could engage in a rousing game of Mage's Maze with him for the Dazzle spell. In a small clearing to the North stood Erana's Peace, a place of tranquility and a haven for those caught out in the night created long ago by the mysterious Wizard Erana. 'Enry the 'Ermit was a hermit that lived by the flying falls and enjoyed company whenever it was around. A small band of Meeps camped out in the West.

Our Hero helped the Dryad of the Forest by retrieving the seed of the Spore Spitting Spirea, and in return she gave him the ingredients for the creation of a dispel potion. Monsters were everywhere, and a horde of goblins had an encampment in the forest.

Our Hero managed to find his way into a cave guarded by an Ogre and occupied by a terrible Kobold magic user. After defeating the Kobold, the Hero then freed the Baronet von Spielburg from an enchantment that had turned him into a bear.

Eventually the Hero found his way to the Brigand's headquarters. There he encountered Yorick, the Baron's court jester, who had been posing as a Warlock to stay close to the Brigand Leader, whom was an enchanted Elsa von Spielburg, the Baron's daughter. He also encountered Toro, Elsa's loyal minotaur, and escaped a gauntlet of enemies on his way to fulfill his mission. Right before the leader was about to skewer him, the Hero splashed the dispel potion on her and she returned to normal.

After defeating the Brigands and returning the two children to the Baron, our intrepid Hero fulfilled the last part of the curse by defeating Baba Yaga, reflecting a spell back upon her that turned her into a frog. Her hut, with chicken legs and wings, flew off into the sky, hopefully never to be seen again.

After a great party and award ceremony bestowing upon our hero the title "Hero of Spielburg," he traveled with Shameen, Shema, and Abdulla on a magic carpet to the land of Shapeir and further exciting adventures.

Quest for Glory II: Trial By Fire[edit | edit source]

The hero then found himself in Shapeir, a sprawling Arabian metropolis in the middle of a great desert. Despite the ideal conditions and pleasant demeanor of its citizens, the city was marred by tragedy. Its sister city, Raseir, had become a place of great oppression, and the laws had become more important than the men. The Emir Arus Al-Din had been missing for a year, and his brother Ali Hasan ruled with an iron fist. The Katta, who lived in Raseir before there was a city, were driven away from their ancestral homeland and scattered to the winds. Few people now entered Raseir, and even fewer left it. Neither the reason for this tragedy, its extent, nor those responsible for it were known.

Shameen and Shema, the Katta innkeepers from Spielburg, quicky set up the Katta's Tail Inn and became the premier spot of culture and entertainment for the city. The poet Omar, famous weaver of words, performed shows on select nights, and Shema performed her spellbinding dance.

Shortly after the Hero's arrival, Shapeir became plagued by elementals, fierce personifications of fire, air, earth, and water brought to life through dark sorcery. With the help of the Enchantress Aziza, the Liontaur Paladin Rakeesh, the gnome Keapon Laffin, and Harik the Apothecary, the hero discovered the knowledge to best each elemental and turn their destructive power into helpful tools in his quest.

The Magic User traveled through the streets of Shapeir guided by his Detect Magic spell and discovered the Wizard's Institute of Technocery (WIT). After undergoing an intense initiation, tested by his sponsor Erasmus and the Wizards of Fire, Air, Water, and Earth, the Hero was given the rank of Wizard and was offered a chance to spend 20 years studying at WIT, forgetting the material world. The Hero refused and the Wizards turned him away. As a graduation present, Erasmus gave him the spell of Reversal.

The Fighter, after performing many great deeds, underwent a test to enter into the Eternal Order of Fighters (EOF). The Thief, as always, stole things, aided and abetted by Dinarzad, the sultry moneychanger.

In the desert, there existed a woman Healer named Julanar who was transformed by a Djinni into a tree hundreds of years ago. At the request of the Enchantress Aziza, the Hero journeyed to her and restored her soul with acts of kindness and love, reminding her that there was still joy and good in the world. While she would not be returned to human form until she encountered her true love, the Hero restored her hope and faith in mankind.

After the Hero defeated the elementals in Shapeir, he journeyed by caravan to the broken city of Raseir. There he met Signor Ferrari, the slimy proprietor of the Blue Parrot Inn, who enlisted the hero in the retrieval of the fabled Blackbird from the house of Khaveen, the despotic leader of the Raiserian Guard. The Blackbird, however, was discovered to be a fake. Shortly afterward, Signor Ferrari's friend and henchman Ugarte was discovered smuggling water by Khaveen and dragged off to an uncertain fate. Ferrari explains that Khaveen had always known about Ugarte's water smuggling, but he was only arrested now because he asked questions about the Hero.

The Hero then encountered Zayisha, the daughter of the Emir, and helped her to escape the city by disguising herself as the Hero, taking his Visa. The next day, without a given reason, the Hero was arrested and thrown in the dungeon.

In the dungeon he encountered Sharaf, Shema's cousin and leader of the Underground Resistance in Raseir. Sharaf helped the Hero to escape, and as the Hero was making his way back to the Blue Parrot Inn he was stopped and hypnotized by Ad Avis, the true reason for all the troubles of Raseir. Ad Avis, after convincing the Hero that he was his best friend, took him to the Forbidden City to retrieve the Statue of Iblis and fulfill a prophecy. Once the Hero retrieved the statue, Ad Avis trapped him and took the statue back to Raseir to perform a ritual binding the evil Djinn Iblis to him, making him immortal and giving him the ability to rule the world.

All was not lost, though, as the Hero discovered another Djinn, "He Who Waits Behind," inside a ring, who granted him three wishes and took him to the Palace of Raseir. After sneaking into the Palace and having a final confrontation with Khaveen, the Hero burst into the ritual room and disrupted the ceremony, ruining Ad Avis' plan. After avoiding Ad Avis' magical attacks, the Hero knocked over his brazier, setting him on fire and pushing him off the balcony where he was to fall to his death.

The Underground Resistance made a final siege on the Palace and forced the Emir to end the reign of terror that was run by Ad Avis. During the final celebrations, the Hero sneaked away to Raseir's dry, cracked fountain and released the essence of the Water Elemental into it, making the fountain flow again and magically restoring the city. His task complete, Shameen, Shema, and Abdulla returned on the flying carpet to escort him to the Sultan.

In a final ceremony, all those the Hero helped along the way spoke for his bravery and his truth. Roget, the Hero's trusted Saurus, was revealed to be the true Emir of Raseir, and was transformed back into his true form with the aid of a dispel potion. The Sultan Harun al Rashid -- revealed to be the Poet Omar -- adopted the Hero as his son, titling him the Prince of Shapeir. If the Hero was honorable above all exception, put others before himself in all areas of his journey, and showed mercy to his enemies, he was given by Rakeesh the magical sword Soulforge and deemed a Paladin.

Quest for Glory III: Wages of War[edit | edit source]

The hero begins the game by learning of the uncertain fate of Ad Avis and someone he referred to as the dark master, and is transported to the world of Tarna by Aziza with the Liontaur Rakeesh. Rakeesh reunites with his wife, Kreesha. The hero explores the city of Tarna and learns that it is ruled by Liontaurs, and that humans are only allowed into certain parts of the city. Rakeesh brought the hero to Tarna in the hopes that he could prevent a war between the Simbani and the Leopard Men, a war which Rakeesh believes has demonic influence surrounding it. When trying to explore the Liontaur temple the hero learned that he would need to bring a gem from the heart of the world to reveal his destiny. The hero also stopped a thief from escaping in the streets of Tarna, and was summoned to the court to testify before the Rajah, Rakeesh's brother. The hero later testified before Rajah and swore to seek peace at all costs, and Rajah agreed to delay waging war on the side of the Simbani for a while.

The hero traveled with Rakeesh to the Simbani village and stayed with Uhura, where he learned that the Leopard Men had stolen the Simbani's Spear of Death and that they were holding the Magical Drum of the Leopard Men in exchange. The hero befriended Yesufu, the son of the leader of the Simbani, and tried to persuade the people there to seek peace. The hero rescued a monkey named Manu, and also traveled to the heart of the world to gain a magical gem. A magic user could also acquire magical wood to create a magical staff. Back in Tarna, the hero learned his destiny to seek balance by returning to the temple of the Liontaurs, and found the thief he had stopped earlier to be wandering the streets, unable to buy or sell from anyone.

Upon returning to the Simbani village, the hero discovered a caged Leopard Man who was being guarded by the Simbani. By using a dispel potion the hero revealed the human form of the Leopard Man to be a woman. By paying a bride price the hero was allowed to take the prisoner for himself. The hero tried giving her gifts to soften her heart, but she ran away as soon as he opened her cage. The hero met with her in the forest and learned that the Leopard Men were convinced the Simbani had stolen their Magical Drum and so were holding their Spear of Death. A Fighter or Paladin would compete in the Simbani trials to be declared the best warrior and win the Magical drum, to be exchanged for the Spear of Death held by the Leopard Men, a thief would have to sneak into the village of the Leopard Men and steal the Magical Drum, and magic users would engage in a duel with the greatest wizard of the Leopard Men to win their respect and take the Spear of Death. After the two items were restored to their owners, the leaders of the two villages left for peace talks in Tarna, and if the hero was a fighter he had the chance to become a Paladin.

In Tarna the peace talks went wrong when a demonic influence caused the leaders of the two tribes to kill each other, and the hero left Tarna to try to find the cause of these events. The hero met the monkey Manu who agreed to take him to his village if the hero would keep safe. The hero convinced Manu to take him to the lost city however, which he believed to be the source of the demonic influence. After fighting their way through the jungle and crossing a bridge with the help of his skills, the hero went into the lost city and used a magical stone he obtained from a friendly forest creature to enter the lair of the demons. The hero met Rakeesh's missing daughter, Reeshaka, and saved her from demonic influence. All the hero's friends united to fight the demons, and the thief the hero had met earlier ended up saving him from a fight with a demonic double.

The hero then defeated a demon wizard, by sacrificing his magical staff and detonating its energy as a wizard, by using a magical grappling hook as a thief, throwing away his Paladin sword as a Paladin, or using the Spear of Death as a fighter. The hero destroyed the demonic portal serving as the source of the demons, and re-united with his friends, only to be ripped away by dark magic to some other realm.

Quest for Glory IV: Shadows of Darkness[edit | edit source]

For the first time since the first game, you carry over no inventory, tools, or money from the previous game. All character classes start essentially with a suit of armor and nothing else, after being transported to the valley of Mordavia by unknown forces. After escaping the cave of the Dark One the hero meets a friendly woman named Katrina who offers to be his friend. The hero turns out to be an unwelcome presence in the town of Mordavia however, where they are suspicious of strangers and afraid of the undead monsters in the valley. The valley of Mordavia was host to an epic battle between Erana and the followers of the Dark One, and ended with both Erana and the Dark One being sealed away in another dimension, and the cave of the Dark One being a lasting sign of his presence in the valley. The cult of the Dark One also built a monastery in the town of Mordavia itself, which is also host to an eccentric scientist named Dr. Cranium, a grumpy Burgomeister named Dmitri, and a family of innkeepers, Yuri and Bella who lost their daughter years ago.

Tensions ease towards the hero after he saves the gravedigger Igor from being trapped in a tomb and clears the name of a gypsy suspected for the crime. The gypsies take the hero under their wing and help him learn of his fortune and the events and characters affecting his present. The hero learns that he was transported to the valley of Mordavia by the dark wizards living in the castle of the Boyar, and that they intended to bring him straight to the castle but the influence of the Dark One's cave threw their spell off and dropped him in the middle of the cave instead. He also learns of the presence of seven ritual spells which were designed to bring the Dark One into the world of the living, which were all apparently hidden away inside the valley of Mordavia.

The hero also ran into his own nemesis Baba Yaga, who had deprived a local gnome of his sense of humor. After preparing a gruesome meal for the witch the hero was able to restore the gnome's humor and in return the ultimate joke, which was guaranteed to make anyone that heard it laugh uncontrollably the first time it was used. Exploring a crypt which led to the castle of the Boyar, the hero found that Tanya, the daughter of the innkeeper, was still alive... in a sense. She had been turned into a vampire and was living in the castle with Ad Avis, and Katrina, who turned out to be a vampire herself and the source of all the problems in Mordavia including the hero's presence there. Ad Avis had been turned into a vampire by Katrina, his dark master, and forced into servitude to her. By bringing her a doll from the inn the hero was able to gain Tanya's trust, and offer her a chance to become alive again and rejoin her family if some creature was willing to sacrifice its life for her. Her monster pet Toby agreed to the promise, and traded his life for hers using the staff of Erana so Tanya could rejoin her family. The hero gained the staff and won the adoration and respect of the townspeople.

The hero received an urgent message from Katrina asking that they meet, but was surprised to find his old enemy Ad Avis, who captured him and locked him up in the castle, with a hammer and stake inches away, taunting him. The hero was able to free himself and travel down to where Katrina slept in her coffin, but he was unable to bring himself to kill her, also knowing that that would allow Ad Avis complete freedom to do as she wished. Katrina was nonetheless angered by the intrusion and unwilling to let the hero go. She bound his will with a magical spell and forced him to return in a week's time with the five rituals hidden throughout the valley. One ritual, the ritual of the mouth was owned by Katrina herself and used to open the cave of the Dark One so the hero could escape at the beginning, and one ritual, the ritual of essence was inside the Dark One's cave itself guarded by the last Borgov.

The hero retrieved the ritual of blood by gaining entrance to the cult's monastery and traveling to its basement to drink unholy drink and receive a vision of the Dark One arising to destroy life within the valley. The hero gained the ritual of bone by revealing a secret within a squid-shaped stone in the swamp, and gained the breath ritual by doing another favor for Baba Yaga, who had removed it from the hangman's tree. The ritual of the senses was hidden within the swamp and guarded by followers of the Dark One. The heart ritual had to be obtained from the fairy queen seeking Erana's staff for a magic user, and the other classes would need to raid the lair of a wraith.

Thieves also had the ability to investigate the Adventurer's Guild to find a hidden Thieves' guild and restore a cursed chief thief to human form, as well as rob the Burgomeiser's and old man Nikolai's house, and free the gypsy by breaking in. All classes could reconcile the shopkeeper Olga and her husband, and burn down the monastery for good measure. Paladins could free the Rusalka from an undead existence and restore the honor of the Burgomeister Dimitri.

After bringing the rituals to Katrina, the hero was taken to the cave of the dark one where he had to seize the ritual of essence by sneaking past or defeating the last Borgov, and use the rituals to unwillingly bring back the Dark One. After completing the last ritual the hero was attacked by Ad Avis, and Katrina retaliated against the hero's nemesis, breaking the bonds which bound him to servitude. Ad Avis attempted to cast a spell to kill the hero but Katrina sacrificed herself to save his life. The hero managed to do away with Ad Avis by telling him the ultimate joke he had learned, and using Erana's staff to knock him away so he would be consumed by the Dark One. The hero then was able to use Erana's staff to revive her, who was able to remove the Dark One from the world of the living forever.

In the celebrations that followed, Dmitri was appointed the new Boyar of Mordavia, and trade was finally reopened with the rest of the world. It wasn't too long however, before the hero was summoned away by Erasmus and Fenrus to save the land of Silmaria.

Quest for Glory V: Dragon Fire[edit | edit source]

After being summoned to the land of Silmaria by the wizard Erasmus, our hero learns of the assassination of the king of Silmaria, and how his old friend Rakeesh is helping the centaur Logos choose a new ruler by the Rites of Rulership. With the help of Rakeesh and a gift from his father, the Sultan of Shapier, the hero set out to enter the rites and find the assassin and the sinister forces trying to undermine Silmaria. The hero's old friends Salim and Julanar worked as healers in the village, Rakeesh's son owned a magic shop, and Ugarte and Ferrari were back as members of the Thieves guild, and Ferrari hosted a tournament where champions could go to fight. Nawar and Budar, the harem girls from Rasier worked in an inn owned by Ferrari. The hero also met the Famous Adventurer (FA) who had taught the correspondence course he initially took, and was able to restore the old man's strength with some hippocrene water.

The hero competed in the first rite of rulership, the rite of freedom, by freeing a fishing village from the clutches of Hesperian mercenaries. His competitors were his old friend Elsa from the land of Spielburg, a Silmarian guard named Kokeeno, a Roman general named Magnum Opus, and a strange sort of Frankenstein's monster named Gort. Gort was sponsered by the scientists at the Academy of Silmaria, Dr. Mobius and Praetorius, and Elsa was sponsered by a wealthy man named Minos, an advisor to the king, and previously part of a ruling family. Not long after the hero completed the rite Kokeeno was found dead, and his blood used to shatter a dragon pillar. The seven dragon pillars and a prophesy stone were erected to imprison a dragon that had previously risen and destroyed the kingdom of Atlantis.

The hero then was summoned to compete in the second rite, the rite of conquest, by defeating the mercenary General Claudius. To do so he had to travel to the isle of Sifnos by boat and fight a horde of mercenaries. The hero's friend Ugarte was also attacked by the assassin for trying to give him information. When he returned the hero Magnum Opus was found killed, with another dragon pillar nearby destroyed.

The next rite the hero had to complete was the rite of valor, which required defeating the immortal hydra. The hero built a pair of wings with some materials from the academy of science, and was able to fly to the Hydra's island. With some help from Elsa Spielburg, the two of them were able to cut off the Hydra's heads and burn the stumps. The hero had to decide which one of them would receive credit for the rite. Rakeesh was also attacked by an assassin during this rite, and the wizard Erasmus was found drugged by magical chocolates.

For the rite of destiny, the hero had to travel to the oracle at Delphi to learn his future. With the help of the local innkeeper, gnome ann, and a friendly wolf who had drawn a flying balloon, the hero was able to build a flying balloon at science island and travel to the Oracle at Delphi and learn his future, as well as be able to dance with the dryads. The hero also gained a flower which helped the healers in town provide an antidote to the assassin's poison.

For the rite of courage, the hero journeyed to the depths of Hades itself, passing by the three-headed dog Cerberus, and entering the heart of the underworld to gain water from the river Styx. The hero also could choose to revive one of his lost loves, Erana or Katrina, at great cost to himself. The hero also gained waters from the river Lethe to aid the drugged wizards Erasmus, and Rakeesh's son Shakra.

The rite of peace forced the hero to travel to the kingdom of Atlantis to seek a treaty with the Tritons who had disrupted all sea travel. With a water-breathing-amulet and some advice from the famous adventurer he was able to return with a sign of peace. Dr. Mobius and Praetorius were discovered to have been drugging the wizards, and were also revealed to be the same person as Gort was disqualified from the contest, leaving only the hero and Elsa.

The final rite was the rite of justice, and had the hero search to discover the evil force behind the problems in Silmaria. The dragon pillars had almost all been broken, and the dragon itself was on the verge of being unleashed. Elsa also warned the hero of the treachery of Minos against the land of Silmaria. After helping out gnome ann in recovering her inn from Ferrari, and getting engaged to the woman of his dreams, the hero did battle with the assassin, who turned out to be the deadly poison-dagger wielding Bruno of Spielburg. The hero informed Logos of what he suspected about the assassin and Minos, and confronted Minos, who escaped to his island. The hero sent out to storm Minos's fortress alone, and defeated his Minotaur as Minos broke the prophesy stone at the cost of his own life and released the dragon of doom.

With the help of all his friends, including the guildmaster and minotaur Toro, Elsa's friend from Spielburg, the hero challenged the dragon of doom and defeated it once and for all, and was offered the ultimate reward of ruling the kingdom of Silmaria. Thieves also had the chance to find the real blackbird they had been searching for since the second game, and steal it twice from unwary opponents, and Paladins were able to forge a Paladin's ring to reveal all lies.

Notable Characters[edit | edit source]

  • Devon Aidendale, often referred as The Hero is the main character of the game. His name, however, can be selected at the beginning of the game, and Devon Aidendale is only used for strategy guides and other documents where a "formal name" has to be given. In the games themselves he is usually referred to by one of his titles, such as "Hero of Spielburg" or later on, "Prince of Shapeir." He completed his Famous Adventurer's Correspondence School course, and left his homeland to become a hero. He arrived at Spielburg just before the snows blocked the only exit, and helped finding both the Baron's lost children and scare Baba Yaga away, earning him the title of "Hero of Spielburg". After that, he restored peace to Raseir, eliminated the demon threat in Tarna, freed the soul of Erana, stopped the resurrection of Avoozl and in the final game, became the king of Silmaria, also marrying Elsa, Katrina, Erana or Nawar.
  • Rakeesh Sah Tarna, the liontaur which introduces the Hero to honor and becoming his guide in the ways of the Paladin. A former ruler of his hometown of Tarna, where he was injured by a demon while defending it. He forfeited the throne in favour of his proud brother Rajah Sah Tarna; Rakeesh disagrees with his brother on many points, especially on Rakeesh's decision to become a Paladin. He left his wife Kreesha Mar Asha and his homeland due to his duties as a Paladin - be where needed, and later overviews the Rites of Rulership in Silmaria. He helped run the Adventurers' Guild in Shapeir with his friend Uhura, the Simbani woman warrior who left her village in the outskirts of Tarna as she wanted to be both a warrior and a mother, a thing Simbanian people would not allow.
  • Erasmus is a powerful, friendly and somewhat insane wizard that helps the player in his quests. Always with his familiar Fenrus, both provide some comic relief with witty comments and bad jokes. In the second game, he can introduce a magic user to the Wizard's Institute of Technocery, turning the Hero into a wizard.
  • Erana, a powerful fairy who was killed battling Avoozl (the Dark One) in Mordavia along with the mythical paladin Piotyr. Erana only appears in character in the fifth game (with a brief appearance at the end of the fourth), but in each game except Trial by Fire there is a spot named after her where the player is able to rest peacefully and recover his strength.
  • Baba Yaga, an ogress-witch known for her chicken-legged hut was the villain of the first game. When she first arrived in Spielburg, the Baron tried to force her to leave so she put a curse on him that led to the death of his wife and the disappearance of their son and daughter. After the Hero forced her to leave Spielburg, she settled in Mordavia. Her hut is always guarded by Bonehead, a talking skull. In order to access Baba Yaga's hut in both games, the Hero must give him something he wants - first an eye, and later something with which to cover his head.
  • Elsa von Spielburg, the daughter of the Baron, kidnapped very young, who grew to become the Brigand leader without being aware of her past. In Dragon Fire the player learned that she and Toro, her guard minotaur from her Brigand ways, left Spielburg as his brother, Barnard von Spielburg did not approve of her adventuring ways.
  • Shameen and Shema, the Kattas who fled to Spielburg in search of a hero after Ad Avis took control of their native city of Raseir. While expecting to return with their friend, the trader Abdulla Doo, he was robbed of his magic carpet by the brigands. In the second game, after returning, they set up an inn in the twin city of Raseir, Shapeir, and at the start of the third game they appear for a final time, asking the Hero to deliver a note to their nephew in Tarna, Shallah.
  • Ad Avis, the wizard who controls Raseir, and supposedly dies when the Hero knocks him out from the tower where he was attempting to summon Iblis. He re-appears in Mordavia, serving his Dark Master, later revealed to be Katrina, the first human (in reality, a nosferatu) the Hero sees in Mordavia, and acting mysteriously, she plays with him long enough to awaken the Dark One, Avoozl. As the story closes, Ad Avis, now serving as a servant to Katrina, attacks the hero out of rage; Katrina sacrifices herself to protect the Hero, giving him enough time to kill Ad Avis once and for all.
  • Salim Nafs, the herbalist in Tarna, resembles Corey Cole. When he heard the story of Julanar, the healer woman turned to tree after being lured to a trap, which had her faith in humanity restored by the Hero, he left for Shapeir and completed her transformation from tree back to woman with the only thing the Hero couldn't do - love her. Both moved to Silmaria to run a local apothecary.
  • Henry the Hermit, 'Enry the 'Ermit lives alone in a cave upon a rocky ledge near the Flying Falls in the Valley of Spielburg. He is a magician, master cribbage player and source of information on all topics. Henry loves to talk and is known to be friends with the great wizard Erasmus, his associate Fenrus and the mysterious Brigand Warlock. Henry can be quite ruthless when crossed, but otherwise is very friendly and always offers guests to 'hit the hay' in his glowing moss covered cave.


See also: Patches for Sierra SCI games to patch Quest for Glory I VGA, III, and IV. AGDInteractive is currently working on a remake of Quest for Glory II as well.