Part 1: Don’t Drink the Dragon’s Breath
Chapter 1: Don’t Drink the Dragon’s Breath
Quest for Glory started life titled “Hero Quest,” a name that made it line up with Sierra’s other Quest series, like King’s Quest, Space Quest and Police Quest. Unfortunately, there was a Milton Bradley board game that happened to share the same name, and so it was changed to the name it uses now.

I will be playing through the remake of the original game, mostly because that’s the version I played when I was a kid. Why they decided to create a remake of this game specifically, I have no idea; my theory is that they wanted to show off the new interface system without too much effort, and rebuilding graphics code for an existing game was easier than starting from scratch.


Our quest begins with a warning against piracy. Interestingly, this game and most of its sequels can actually be beaten without a manual; Shadows of Darkness is made more difficult, but you can technically beat that one without a manual, too. And for those of you who joined the gaming scene after CD’s showed up, I should add that many games used codes or required information that was only printed in the manual in order to curb piracy. It’s a system that’s actually quite similar to the CD key systems still in use today. Speaking of manuals, here, have a quotation:
QfG1 Manual posted:
So you want to be a Hero...
Take this simple one minute test to see if you have the 'right stuff'
to become a student of the Famous Adventurers' Correspondence School
for Heroes:
You are having dinner with a powerful and influential Wizard and he
starts to make rude remarks about 'Muscle-brained adventurers'. Do you:
A. Kill the Wizard and upset the magical balance of the entire universe
by breaking his spell preventing the eruption of the volcano that then
spews lava over the peaceful nearby town.
B. Ignore his remarks and pass the salt
You'd be surprised how many would be Heroes choose option A. But here at
the Famous Adventurers' Correspondence School for Heroes, we know that
the correct response, is of course, C. You, too, can become a useful and
productive member of the Hero community by taking this simple course in
'How to be a Hero'.

Oh, Sierra. What happened?

The part that they didn’t print on that poster was “no experience required.” Which, after all, is what they’re going to get.

Ooh, exciting intro! (Great music, too.)

The masterminds behind the whole damn thing. They were the main force behind the original tetralogy, and even the stepchild Dragon Fire had Corey sitting in as a “consultant.”

Here we are shown the three main classes of Quest for Glory. Paladins will show up later, but for now we are given the options of Fighter, Magic-User, and Thief. The abilities page looks the same for all three of them, but each starts out with different points in different skills. Most importantly, if a skill starts at zero, it is unusable; however, an extra ten points from the starting pool can be sacrificed to get five in a new skill (total cost: 15).
When going for the multiclass character, always stick with the thief. He starts out with the most skills, and because of that 10 point penalty, variety is important. Also of note is that any class can do the thief adventures, too; having points in Pick Locks also gives access to the thief’s sign, which is necessary for (normally) thief-only activities. Similarly, points in magic grant both the fighter and the thief the ability to do magic-user activities. Fighter only actions are only available to someone with a shield, making them more exclusive, but don’t worry, I’ll be doing them too. Later games will make all of these more exclusive, but for now they’re basically all available. In the end, class choice has a stronger impact on what generates points than on what you’re able to do.

Most of these skills are self-explanatory. Parry is specifically the ability to use a shield to block attacks, and since we don’t have one, we don’t get (or need) any points in it. The three numbers at the bottom are derived from certain numbers above; specifically, Health is the sum of two thirds of Vitality and one third of Strength, Stamina is one half Vitality and one half Agility, and Magic Points are based on two thirds of Magic and one third of Intelligence.
You are also given fifty points to spread how you will among your stats. 25 of them were used to raise Magic up to 15, while the rest went into Pick Lock. You may be wondering why I spent everything on that right now, but trust me, you’ll understand. And of course, our hero needs a good name.



Welcome to Spielburg. Population: 21 and dropping.





















You get this by hanging around the sheriff’s screen for too long.


























The bar.



quote:
B-
He’s starting to get suspicious. Hold off on our meetings for a bit, but I’ll keep you posted by these notes.
-B




















*You know, that actually tasted fine. This really isn’t such a bad place after all, and the bartender reminds you of an old friend you used to know.*

*Suddenly, you don’t feel so good. You seem to have gone a little overboard on the ale (or at least falling off the seat).*

You will end up with the same effect if you drink even one troll’s sweat. Also note the score.

*After dusting yourself off, you check to make sure you’re still in one piece. Unfortunately, you discover that while you were “out,” someone managed to relieve you of all your money. Now you’ll have to find a way to get some money. The street is not the most comfortable place to sleep, and you have to eat, sooner or later. However, this was not a good place to sleep. You’re stiff and sore all over and your wallet feels very light.*

