The Let's Play Archive

Quest for Glory 1-5

by Bobbin Threadbare

Part 48: Arranging Transportation




The voting is complete, and the people have spoken. After a fairly tight race, wizard pulled ahead with 23 over the thief’s 17, plus 4 courtesy votes for the paladin. In addition, there are a few new images to clarify the dimensions:


This is the wizard's dimension,


This is for the thief,


And this is for the paladin's dimension. But let’s move on.

As it was initially conceived, the Quest for Glory series was meant to be a tetralogy, rather than the five games it ended up with. There were even several significant 4’s connected to each game: Spielburg is connected to the season spring, the color green, the element earth, and Germanic mythology; Shapeir has summer, yellow, fire, and Arabic mythology; Mordavia has fall, red, air, and Russian mythology; and Silmaria has winter, blue, water, and Greek mythology.

Thus, rather than an unnecessary game stuck at the end, the extra game turns out to be QfG3: Wages of War. As Lori Ann Cole explains it, she thought the hero wasn’t “experienced” enough to handle the challenges planned for Shadows of Darkness, so this interlude was made instead. This is also the first game to feature recurring characters, although several references (such as the ubiquitous moose head) also show up. Finally, a bit of an explanation: Neither QfG3 nor 4 have any good portraits of the hero, so from this point on I am going to use an image generously donated by Chewbot for this purpose. Thanks!



Quest for Glory 3 is by far the game I spent the most time on, mostly because it was either this or the QfG1 remake back before I got the anthology. The game is also the first in the series to feature a full music track: every single location has its own theme, and it even has my favorite version of the Hero’s Anthem during the character selection screen. QfG3 is the first of the two games in the series that uses an overhead map rather than moving from room to room in the wilderness, something that 2 honestly could have benefited from. This is also the only game in the series without a gnome in it (although Keapon can still make his presence felt).

Quest for Glory 3: Wages of War or, How to Stop a War on Three Dinars a Day

Chapter 1: Arranging Transportation


Fanfare and Intro Screen

With Wages of War, we jump heartily back into the VGA era, this time with nicer art and themed menu screens.


Let’s play, shall we?


Nike’s main save file will continue to support us through the thief’s alternate runs, but for the wizard, I’ll just grab an old save of mine.



Quest for Glory Theme

As of QfG3, imported heroes start to gain the benefit of bonus points along with natively started heroes. Conveniently, this saved hero is close enough to a perfect score that the bonus points bring everything up to 200 or more. Other things to note are that Magic has migrated back onto the Attributes side of the list (the right is Abilities) and that the completely useless Experience number is gone entirely. It didn’t mean anything back when it was around, and it means even less now that it’s gone. The stat that appears underneath the “available points” meter is the Paladin level; basically, it just keeps track of how much the hero’s honor has gone up if he’s a paladin, and awards special paladin abilities when certain numbers are reached. But now that the new wizard Nike has been topped off, let’s start the show.


Introduction

I thank you, Rakeesh and my Prince Nike, for answering my summons. I have information for both of you.
Believe me, Aziza, I wish for nothing more than to answer when you call.

[Flashback]
So, “father,” are there any troubles that need solving?
Not at all, my newest son! Things couldn’t be better!
…No spells that need casting?
We have servants to do this for us. You need not lift a finger.
No devious puzzles that need a keen intellect?
Well, we could play chess again.
*Sigh*
[End Flashback]

No, nothing more at all.
Thank you. As you know, three months ago in Rasier the evil Ad Avis attempted to unleash the djinni Iblis in order to rule the world…


Ad Avis stood before his hexagram, preparing to unleash the foul Iblis to do his bidding.
Hear me, O Dark Powers! Light the darkness and bind Iblis to me forever!
Wait a second, the chamber looked nothing like that! The brazier was on his left, not all the candles were lit, and the wall was certainly higher than my ankle. And where is the giant statue? Heck, I hadn’t even switched back to my old outfit yet!
Excuse me, but which of us is currently using her magic powers to form a flashback scene?
Fine, go ahead.


As I was saying, you, Nike, entered the room and broke the Seal of Suleiman by moving the candle.
You idiot! You have destroyed my spell. Now you shall be destroyed!
Oh come on, I used Force Bolt, not Fetch!

Sorry, sorry.


Unfortunately, Ad Avis also had a spell to reflect spells, which is why you then bounced a Force Bolt into the brazier and sent him falling to his death.


No! No! Master, help me!
Or did I get that part wrong, too?
No, that part’s fine. I do seem to recall him having a full beard when we met, though.
Hmph.


Rakeesh, back me up on this, will you?
I wasn’t there, Nike. All of this is really news to me.
Alright. So why’d you bring this up anyway, Aziza? Trying to build a pilot for some kind of magic show?
No, and I would not need your permission if I were. I called you here as a warning. When Ad Avis died, his magical power was released, and I could sense the moment of his death. Such a release of power could be felt by skilled magic users all over the world. Still, there is some mystery concerning the death of Ad Avis.
How? We all sensed that he’s dead, you just said it yourself.


It is very disturbing that the body of Ad Avis could not be found. Even with all my magic, I cannot determine who—or what—removed the body or what became of it afterwards. I believe the unbinding of Ad Avis’s power could well have other, darker results.
A dark message, I suppose, but why did I need to come to your house for it? And Rakeesh, for that matter?
Rakeesh now desires to return to his home in Tarna. Last night, I received this message from the Sorceress Kreesha in Tarna:


Please tell Rakeesh that he must return quickly to Tarna. There is serious talk of war here, and I think only Rakeesh can now bring peace. I believe there is more to this war than just the anger of two tribes. I believe that a demon has again broken through to this land, and seeks to destroy us all.
My gods, I hope she is wrong. I wish I could hear her voice under better circumstances.
Wait, so you think Ad Avis’s death had something to do with bringing a demon over into our dimension?
It is an unfortunate possibility. Prince, in three days, a magical portal will open in Shapeir to take Rakeesh back to Tarna. I suggest that if you, Nike von Slartibartfast ben Harun, wish to truly be a hero, you accompany Rakeesh.
Only three days, huh? I’ll have to think about it.


*Palace of the Sultan of Shapeir, three days later…*

I must admit, I am a little surprised to see you here. What finally decided it?
Well…

[Flashback]
So, “Dad,” now that I’m officially your son, does this mean I’m in line for the throne?
What? Ha ha! You need not worry about that, boy, this is Shapeir! I have four wives and a dozen concubines; there are a full twenty children between you and the throne!
So there’s really no chance of me getting any governing power at all? What does becoming prince really do for me?
It means that you can live at the palace and have your every whim fulfilled, dear boy. It means never having to trouble yourself over anything ever again.
[End Flashback]

Harun managed to change my mind.
I’m glad he did. We could certainly use your help.
It greatly grieves me to say farewell to such fine friends and honored guests. Rakeesh, you were a great aid to me, and I sorrow to see you return to Tarna.
O Great Sultan, it has been an honor to serve you.
Uhura, Warrior of the Simbani, you have been a most excellent guildmaster for the Adventurer’s Guild, and a gifted instructor of combat. Thank you for your services to Shapeir.
I leave Shapeir with a great treasure; my son Simba. I never forget this place, but it will be good to go home again.
My son, it breaks my heart to see you leave. You will always have a home here in Shapeir. Please come closer; I have something to give you.


Harun gives a different gift to each class. The fighter/paladin gets a magic shield that can deflect combat spells, the thief gets a magic grappling hook that will grapple anything it contacts, and the wizard gets the following:

My gift for your leaving comes from the gnome, Keapon Laffin. I asked him for something you would find useful. May it serve you well.
…Thanks. Are you sure you couldn’t have asked Aziza instead?
Keapon assures me you will find his gift appropriate. I also procured one of those “Famous Explorer’s” courses you seem to enjoy so much.
“Explorer?” I don’t…oh hey, it’s a FACS Distant Lands Special Edition: Wayward Wanderers of Fricana! Thanks, Dad!



Aw.



Sultan, the magical portal to Tarna appears.
Farewell, all of you. May you find the peace you seek.


Anyone mind if I go first? I’ll just go first.



Kreesha





It is good to see you again, Kreesha.
It is good to be with you again, Rakeesh.
Kreesha, you have met Uhura of the Simbani village before. This is her son, Simba.
Habari, Warrior. It is good to see you again, Uhura. That son of yours looks like a strong and healthy young cub.
Mzuri, Kreesha. Thank you for helping me to return. Simba and I need to be getting back to my people, kwa herini.
Kwa heri, Warrior Uhura.
Farewell, Uhura.



*Ahem*
Sorry. This is the young hero about whom Aziza spoke with you. Nike von Slartibartfast is the adopted prince of Shapeir, and a most honorable man.
I am most honored to meet you, prince of Shapeir.
The honor is mine, dame magician. This is your workshop, I presume?
You are correct, prince, and I sense that you too are skilled with magic. Know, however, that the usage of magic is forbidden upon the streets of Tarna, in order to protect those without magic.
A noble thought, I suppose, if bothersome. May I ask what you know about these war rumblings you mentioned earlier?
The Simbani people are threatening to go to war with the Leopardmen. Tarna is considering entering the conflict on the Simbani’s side.
In a way, this is actually good news. It means that the liontaur people are finally respecting humans as allies. The Simbani have provided Tarna with meat for decades, but had never really considered humans equals before.
You have been gone a long time, husband. Some of the council do want to help the Simbani, but others are calling for war for war’s sake. Still others do so out of a sense of revenge.
Revenge?
A peace mission was sent into the jungle to negotiate with the Leopardmen. It was ambushed at night, and only one human survived to speak of it. Rakeesh, Reeshaka was the leader of the peace mission.
Reeshaka? …Is she dead, then?
I don’t know. My magic tells me nothing. I don’t think so, but that may only be the wishes of a mother’s heart, rather than true knowledge.
Wait, so Reeshaka’s—
Our daughter, Nike. Please, Kreesha, let’s leave this conversation for another time. Did you want to know anything else, Nike?
I was wondering why the Simbani want to go to war in the first place.
The Simbani envoy wasn’t completely clear on the matter, and we know even less about the Leopardmen. That’s why the peace mission was sent in the first place. A war between these two people is unprecedented, which is why I suspect demonic involvement. But let us not talk about such dark things. You have only just arrived; you should go out and see the city.
I did have one last question about your magic: how did you perform such a long-range portal spell?
I am a specialist in teleportation and communication. The magical portal I just used is a difficult spell to create, for it takes an incredible amount of magic, and can only be done through ritual.
Ah yes, that makes sense. I’ve been keeping too active since my WIT testing to look very thoroughly into ritual magic.
Ritual magic is used quite frequently in this part of the world. But you are very eager to learn, aren’t you, young wizard? I can teach you a spell which will allow you to channel your energy. Now is not the best time to go over it, however.
How come?
Nike, in your experience, what is the first thing that a married couple wants to do when they haven’t seen each other in several years?
Ah. I’ll leave you to it, then.


We’re not quite done, though. Up along the top, you can see that the menu system is just the same as the one used in QfG1’s remake, with just a few Africanesque alterations to the style. It should also be noted, however, that the "tell about" and greet/goodbye options now appear as a menu when you click on the hero, rather than on who he's talking to.


The spell symbols are different, too. Starting from the top left, the spells are Open, Detect Magic, Trigger, Dazzle, Zap, Calm, Flame Dart, Fetch, Force Bolt, Levitate, and Reflect.


The passage of time is now represented more directly with a sun (and moon) that will slowly move across the sky. I believe that time passes slower overall than it did in the first two games, too.


Here is the starting inventory. Regardless of how much you ended the last game with, you start this one with a flat 200 dinars, presumably because you had no need for money at the palace. The wizard and thief also start the game with a special long dagger to be used in direct combat, with the smaller throwing daggers considered separate. One presumes that this was added to make it harder to accidentally throw your last weapon away. Health, mana, and poison cure pills are carried over intact, although vigor pills got lost at some point. The SPIM tins are your starting rations and will last through the first ten days or so, unless you buy some meals of course. You also hold onto your waterskins, but you won’t have to worry about keeping them full any more. The blue and yellow object is the pin given to you by the Katta, and the paper is a letter that Sheema asked you to give to the only Katta in town (at the bazaar, of course).


But what the heck did Keapon put in this present?




Damn you, gnome; damn you!

*That’s certainly an interesting wrapping paper design. In fact, as you look at it more carefully, you realize that a spell is written on it. You read the spell and the paper disappears. You now know the Juggling Lights spell.*

Even in your absence I must give you a grudging respect. Blasted gnomes!

QfG3 Manual posted:

Do you want to explore new lands and seek out new civilizations?

Do you want to trek the trackless trails of tributaries to talk to timeless
tribesmen?

Does the idea of backpacking with eighty pound packs through dismal swamps
and snake-infested jungles turn you on?

Then you need the Famous Explorers' Correspondence Course for Wayward
Wanderers.

We here at the Famous Explorers' Correspondence Course for Wayward Wanderers
understand the unique needs of Explorers and thus publish a valuable series
of succinct and informative Field Guides in order to capitalize upon those
exploring needs.

Field Guide to East Fricana includes "Tips about Tarna", "Jungle Jaunting",
and "Savanna Sightseeing".

Field Guide to West Fricana includes "How to Do Voodoo", "Local Customs"
(and How to Avoid Paying It), and "How to Stay a Free Agent in the Slave
Trade".

Field Guide to North Fricana includes "How not to be Gypped in Egypt",
"Guide to Local Cafe's Catering to Expatriates", and "Discovering Destiny in
Dusty Deserts".

Field Guide to South Fricana includes "How to Speak with a Southern Accent",
"How to Host Post-Apartheid Parties", and "Scintillating Diamond Mine Tours".

Field Guide to East L. A. includes "How to Have a Riotously Good Time",
"Fabulous Freeway Festivals", and "Budget Tours on Less Than 200 Golds per
Night".

These handy and informative guides are available for just 10 golds each,
plus 25 silvers shipping and handling. (Traveler's checks not accepted,
so leave home without them.)

Just remember the Famous Explorers' Correspondence Course for Wayward
Wanderers motto: "Wherever you go, there you are."

Famous Explorers' Correspondence Course for Wayward Wanderers
12345 Aerris Way
Silmaria