The Let's Play Archive

Quest for Glory 1-5

by Bobbin Threadbare

Part 80: Night




Chapter 12: Night

QfG4 Manual posted:

Who's Who in the Wizard's World:

An Interview with Erasmus and Fenris
In the world of wizardry, Erasmus and his familiar, Fenris the rat, are
widely recognized as the greatest magical team since Merlin and Archimedes
the owl. Best known for his invention of the "Razzle Dazzle" spell and his
sponsorship of "Erasmus' Rootin' Tootin' Root Beer", Erasmus has his summer
home on Zauberberg Mountain in Spielburg Valley. He and Fenris spend their
winters in their modest Wizard Tower in Silmaria. He is always ready to
lend a helping hand (or a guiding light) to aspiring Wizards.

JGJA: Other than yourself, of course, who do you think are the most
influential members of the magical community?

Erasmus: Well, of course, when one thinks about magic, one could hardly do
better (after my own all-too-modest self) than to think of Erana. Prior to
her unfortunate disappearance some years ago, Erana made quite a reputation
for herself by creating areas of safety in many lands. Mind you, going
around making magical gardens and things is a little trivial for a major
mage, don't you think?

Fenris: As opposed to making Root Beer?

Erasmus: It takes real skill to make good Root Beer -- you have to keep the
little bubbles from getting loose. At any rate, Erana was supposed to be
half Faerie Folk, which explains her extraordinary magical talent. She
never did settle down in a typical Wizard tower, but instead wandered around
helping people and doing spells of great wonder and beauty. Rumor has it
she died trying to drive a Dark One back to its own world. Pity.

On the other hand, for future promise, there's the young man I sponsored
into the Wizards' Institute of Technocery a while ago. He has distinguished
himself through Heroism and clever use of spells in lands ranging from
Spielburg to Shapeir and Tarna. But let's wait and see how he continues to
develop his skills before naming any names.

Fenris: Making certain he has made a real name for himself before you start
dropping it, eh?

Mordavian Nights

…I don’t remember that tree stump being there before.

At night in Mordavia, certain things appear that weren’t there before, presumably to increase your paranoia level. The broken trunk in the foreground here,


Even entire dead trees. Oh, and one other thing:


Directions: One south and one east of the town screen, on the way to the graveyard. What you see here is a wraith barrow, and that little red light is the wraith. What you can’t see is the hero’s health slowly draining away because Aura only works in close quarters. Luckily (and unluckily, depending on your setup), the drain speed is directly tied to your processor speed.


If you wait too long to approach the barrow, the wraith will manifest and start chucking spells in addition to draining your health. Your best bet for survival is to run directly at it.



Wraith Battle

Until you get the hang of them, wraiths are the most annoying fights in the game. They never move from their side of the screen, but simply wait over there throwing spell after spell. You can block them, but it takes a while before you learn which movements it uses for high and low attacks. Or you can cast your own spells, though it does have some sort of magic defense which makes killing it take a rather long time.


However, once you move into strike range, it’s all over since it can’t defend against physical attacks and can’t throw a spell.

QfG4 Manual posted:

Wraiths
These are the jealous ghosts of miserly men. A Wraith always hovers near
the site of its death, guarding some item of value. These undead spirits
are powerful and can cast magical spells. They also have the innate ability
to drain the health of anyone who ventures too near them. Unless you have
magical protection, avoid Wraiths!

Then there’s the reward itself.

The barrow contains treasure that the wraith collected while it was alive (or perhaps more recently from treasure seekers less fortunate than you): you find a jewel-studded tiara, 6 gold crowns, 40 kopeks, and a few old bones!

There are only so many barrows in Mordavia, and they never respawn. It’s a good thing, though, since wraiths and ghosts are also the only things that actively drain your health when you’re fighting them. Plus there’s only so much money you need to get through the game.


You have a bad feeling about this place. There doesn’t seem to be any immediate danger, but you suspect that death lies among the crypts and tombstones in this place.

Let’s try this again, shall we?

*whap* *whap* *whap*

Uh oh. Now you’ve really made Janov mad.


The only appreciable difference between this and a wraith encounter is the missing barrow.

You have destroyed the untrue lover’s ghost and avenged the rusalka’s memory. Nice work if you can get it.

Good. But I think I’ll hold off on telling her until tomorrow.


As a bonus, we can also encounter a free, pointless ghost in this crypt.


See?


Uh, hey dude. You okay?


Revenant Battle

Guess not.

QfG4 Manual posted:

Revenants
These are low-power Vampires. They are undead creatures that have no
memory of what they were before they died. They only know the hunger for
living flesh that drives them out of their graves at night. They may look
like walking corpses, but they're far more vicious and bloodthirsty than any
mere Zombie.

They are also stupidly weak to Flame Dart.


Directions: five south from the graveyard. This is what’s called the Master Wraith, although only Piotyr will actually call it anything. For everyone else, it’s just a wraith that takes an unusually large number of hits to go down. He might also have a faster health drain, but as I said before, your effective processor speed has a greater impact than the in-game modifiers.


You find a well-crafted sword and 150 gold crowns! As you pick up the sword, you feel a sensation of strength and power. It’s magical! You also find a scroll with mysterious letters that seem to writhe and shift under your gaze. At the top is a stylized heart symbol. A few drops of ink under it remind you of dried blood.

Overkill much with the crowns there? Anyway, only the fighter and the paladin get anything out of this guy beyond the gold and the scroll, although those are certainly enough. If you were wondering, the sword is actually Piotyr’s and I probably should have waited until his ghost brought it up, but screw that. I want my flaming sword. As for the fighter…



What the fuck? An axe?

And now we never have to hear from him again.



There are three more barrows beyond the two I’ve shown.


One is three screens north of the leshy.


And here’s the brand new flaming sword, with complementary Honor Shield.


You find a diamond-studded brooch, a healing potion, and 15 gold crowns!


One is two screens east of the leshy.

You find a suit of platemail armor, a pearl-encrusted goblet, and 25 gold crowns! (The platemail is also fighter/paladin exclusive. Nike is now about as awesome in combat as he will ever be.)


And one is three screens south from the town screen.

You find a dagger, 38 gold crowns, 75 kopeks, and a few old bones.

God DAMN I am rich! Too bad there’s nothing in town worth buying.




Fairy Fountain. Directions: directly south from Erana’s Garden. You can’t miss it.

A fountain has appeared where none was during the daytime. I know this valley can become creepy at night, but this is by far the most obvious change I have witnessed thus far. At least it’s not using that tacky urinating cupid. I believe I should test the water before jumping in, as it were.

You lean over the fountain to smell the water. It has no odor, but a sparkling effervescence that tickles your nostrils.

Peculiar. And reminiscent of Erana’s enchantments. I wonder…


You cautiously taste a tiny sip of the water. There is something about the flavor of the water that excites and entices you. Before you realize it, you find yourself taking a much deeper drink. The water gives you a funny, dizzy sensation. In fact, it feels as if the whole forest is starting to spin around you!


Oh damn it not this nonsense again…

The one with promise has returned, and it has more control over itself than before.



You awaken from the strange dream (or WAS it a dream?) feeling very dizzy and disoriented. Fortunately, the sensation passes in a few moments and you are back to normal.

They’re real…THEY’RE REAL! I knew it! Ha! Mother never believed me about the Fair Folk, but they’re just as real as the fountain…that just disappeared. I do hope that I’m not hallucinating again. No, no…I’ve seen far more inexplicable things in my travels. I just hope it will return so I can confirm my hypothesis.




After midnight and in a nice, warm room. Time for a good…wait, I wonder if anyone is still up? I hope Yuri isn’t worrying or anything.


Something seems different around here.


QfG4 Manual posted:

Domovoi
This Slavic house spirit inhabits many family residences in this region.
Harmless and occasionally helpful, Domovoi are seldom seen or heard.
Should you actually meet a Domovoi, you will do well to follow any advice
it gives you.
Little Ilya hero is now? Mordavia big hero need. Plenty powerful hero, maybe you be soon. Learn much, practice much, soon plenty big hero.
You’re a domovoi? I remember all the stories, the placations, but I never thought I’d see one.
Inn where I am living. Inn domovoi am I. Luck I bring. Way things go now, think most luck is bad. Things at inn not good. No people come. Innkeeper and wife very very unhappy. Mordavia very very sad place. Even domovoi cannot help here. Too much Dark Magic.
I’ve been hearing that a lot lately. I don’t really get what’s so different, aside from the swamp. Oh, and the new Master at the castle. And the fact that the town is a quarter the size it used to be. And the wraiths that kill people traveling at night. And the rusalka in the lake. Man, what the hell happened to this place?
Too much we speak. Too much I talk. Sometime else we speak. Sometime else we talk.
Everyone says that, too. So how come you’re showing yourself now? I’ve lived in this town for sixteen years, but I’ve never seen a domovoi before.
By big people, domovoi not seen. By little people, domovoi awake too late. You from town are, maybe hero, maybe not. Show myself to you I do. Speak to you I will. Maybe good things for people will you do. Maybe good thing for domovoi you do.
You need help too?
Some night soon, talk we will again. Domovoi good luck bring. Maybe domovoi help you, you domovoi help. Maybe have much to say.
So you’ll tell me some other night? Fine, I’m going to bed.


*yawn* Man, everybody’s got something going on. I wonder…what’s…up…


There’s a note on my chest. How’d that get there?

The note reads, “Please meet me tonight outside the town gates. I will be waiting.” It’s signed, “Your friend, Katrina.”

Score!

Magda posted:


Ah, the mystery woman will now be revealed. Let us see that which was her distant past.

The eight of swords. In her past, she has been dominated and defeated. Her Significator card reinforces this impression of tragedy, of some cruel event that shaped her life. Let us learn more. Hmm, Strength is the card of courage and defiance. That which bound her in the past could not break her. She gained her freedom not through luck, but through her own actions. This is a woman with great inner qualities. The tragedy of her past has molded her present, but she alone has shaped her life through fortitude and determination. Reveal now that which is in the more recent past.

The sign of the Magus, the master of magic and self. She has great power and self-confidence. This can also imply self-deception and illusion, as well. Let us learn what else the cards will reveal of this woman. An inverted Death! This signifies stagnation. She has not grown beyond the past. Rather, she is trapped by immobility. She is changeless, and her gains have been balanced by her losses. What now can we learn of the present?

The ten of clubs, I see. This card shows that she is working towards some goal, some desire that has yet to be fulfilled. It can also show power used for selfish purposes, some result she desires heedless of the cost to others. Again, turn the card to reveal more. Ah, the three of cups is the card of love! Her present is influenced by affection for another. It seems that our mystery woman is falling in love with someone. This is not what she was striving for; it is something in addition to her current goals. Now you shall reveal the future as she would have it.


The World is the summation of all desires and goals. It can represent the reward of all one’s actions, or the admiration of others. This can be the symbol of eternal life. It can mean attainment of ultimate power and perfection. Now will the cards reveal more of her desires. Ha, the seven of cups! This is truly the card of illusionary goals. That which she seeks is only a delusion. What she desires and what she will gain through her actions are very different things. She cannot see that she is seeking an illusion, and should she attain her goal, she will ultimately lose. Now let us see the card which rules over all.

Fie, the Void again! The Dark One plays a part in her present and future as well. Somehow her goals are linked to it. Everyone in this accursed land is affected by the Dark One! Aiee, that we had never set foot here! The reading is over. No more shall be said about this.