Quest for Glory 5: Dragon Fire Walkthrough :
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Walkthrough - FAQ/Walkthrough****************************************************************************** /ŻŻŻŻŻŻ\ / \ | | | /ŻŻ\ |__ __ _____ ____ ______ | / \ | || | ___|/ ___|__ __| | | | | || | |___ ||___ || | | _ | | || | ___|\___ \ || | \\ \ / | \/ | |___ ___|| || | \\ \ |\____/|_____||____/ || | \ \ | \ \ \/ ______ __ ______ \_____\ \ | ___| / \ | __ \ \ \| |___ / \| |__| | \ \ ___| /\ | _/ /ŻŻŻŻŻŻ\ Ż| | | \/ | |\ \ / ___ \ | | \ /| | \ \ | / \ ||__| \__/ |__| \_\ | | \_|___ __ _________ __ | | _____| | / \ | __ \ \ / / | | | | | / \| |__| | \/ / | | |__ | | | /\ | _/ \ / | | | | |__| \/ | |\ \ | | | | | | |\ /| | \ \ | | | \__/ |______| \__/ |__| \_\ |_| \ / ____________ \______/ | | |_ ______ _| \ \ / / \ \ / / \ \/ / ____\ /____ | | |____________| _______________________ | D R A G O N F I R E | ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ****************************************************************************** An FAQ/Walkthrough by CyricZ Version 1.1 E-mail: cyricz42 at yahoo.com ****************************************************************************** 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. Kingdom of Silmaria 4A. Points of Interest 4B. Characters 4C. Monsters 4D. Items 5. Fighter Walkthrough 6. Wizard Walkthrough 7. Thief Walkthrough 8. Paladin Walkthrough 9. The Whole Story and Epilogue 10. Miscellany 10A. FAQ 10B. Guide to Courting the Ladies 10C. Point List 10D. Frequently Missed Points 10E. Ways to Die 10F. Conversation Trees 11. Standard Guide Stuff 11A. Legal 11B. E-mail Guidelines 11C. Credits 11D. Version Updates 11E. The Final Word ****************************************************************************** 1. INTRODUCTION ****************************************************************************** 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 fifth and final game in the series. The Hero must enter the Rites of Rulership in the Kingdom of Marete and find out what's behind the murder of the King of Silmaria. In the process, he may become King himself, and may even decide to settle down. This game has a special place in my heart. I know it's not the best as far as game structure and compared to other titles of its day, but it puts together the entire series, and is great for its fans. ****************************************************************************** 2. THE STORY SO FAR ****************************************************************************** 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. A few months after his victory in Raseir, Rakeesh's wife, Kreesha, called him back to his homeland of Tarna. There was talk off war between two native tribes. Rakeesh brought the Prince of Shapeir and Uhura to Tarna. The Hero found more friends in Tarna, including Salim the Apothecary, Yesufu the Simbani Warrior, and Johari the Leopardwoman.The Hero brought peace between the two tribes by returning their sacred artifacts, and traveled to the Lost City of Eastern Fricana to put an end to the Demons that caused the war. After defeating them, the Hero was summoned away by dark magic. He was summoned to the land of Mordavia. He turned up in a very odd cave. Upon escaping it, he met a peasant girl named Katrina who seemed interested in him. That was the only friendly person, however. He quickly learned that Mordavia wasn't all that taken to Heroes. He had to establish himself from the ground up. He learned of the darkness upon Mordavia, how the Dark Master supposedly ruled the land from Castle Borgov, how Baba Yaga had made this valley her summer home, how a swamp had cut off the valley from the outside world, and how the Dark One had an influence on this land, which tied into the history of the Archmage Erana. He established his reputation through acts great and small. He saved a gravedigger from his own clumsiness, a gypsy from being burned at the stake, and a young daughter from life as a Nosferatu. Soon, he became a puppet in a much greater game. He learned that Ad Avis existed in unlife as a Vampire, serving the Dark Master who turned out be Katrina. He was forced to perform the foul rituals that would summon the Dark One and bring the Shadow of Darkness on the land. At the pinnacle of the summoning, Ad Avis attacked the Hero. Katrina, who had grown fond of the Hero, sacrificed herself for him. The Hero used Erana's own Staff to destroy Ad Avis once and for all and free the imprisoned spirit of Erana from the clutches of the Dark One, who drove it back to its own dimension, allowing her to pass into her rest. And now, Erasmus and Fenris are summoning you to the city of Silmaria to solve the mystery of who murdered their King. ****************************************************************************** 3. GETTING STARTED ****************************************************************************** ================= 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 Your strength and skill in combat are legendary. You are skilled with many types of weapons, and can take a lickin' and keep on tickin'. Your strategic abilities are great, and you are well-renknowed as one of the world's most foremost combatants. 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 have a thirst for the blood of the enemy. Starting Stats: Strength: 350 Intelligence: 300 Agility: 320 Vitality: 320 Luck: 300 Offense: 350 Defense: 350 Climbing: 300 Throwing: 300 Honor: 300 You start the quest with a Sword, a Shield, Chainmail Armor, five rations of Fruit, a Tinderbox, and 200 drachmas. --- The Wizard You are one of the greats, almost qualifying for full Wizard status. You could have been a great scholar at the Wizards' Institute of Technocery, but you turned that down. After all, what good is magic if you don't use it? And with the gift, you're no slouch at all. You've mastered a great number of spells dealing both with and without combat. Your adversaries know to stay away from you for fear of being turned into a smoking crater. Choose the Wizard in order to master the skills of the great ones. The Wizard often uses his magic to solve problems and open new opportunities. Starting Stats: Strength: 250 Intelligence: 350 Agility: 300 Vitality: 300 Luck: 300 Offense: 300 Defense: 300 Magic: 350 Honor: 300 Spell Skills: Open: 250 Detect Magic: 300 Trigger: 200 Dazzle: 200 Zap: 300 Calm: 200 Flame Dart: 300 Fetch: 200 Force Bolt: 250 Levitate: 200 Reversal: 200 Juggling Lights: 200 Lightning Ball: 250 Frost Bite: 200 Protection: 200 Aura: 200 Resistance: 200 You start the quest with a Dagger, five rations of Fruit, a Tinderbox, and 200 drachmas. --- The Thief A world-renowned Master Thief, very few don't know of your exploits and learn to hide their valuables better. Your friends of the underworld count themselves lucky to find your favor, and your adversaries know to stay out of your way. The Thief is a man of accomplishing tasks in an indirect fashion. Silmaria's got a nice active Thieves' Guild. Most of the thieving opportunities are sealed up tightly, though. This isn't to say your skills will go to waste, of course. Starting Stats: Strength: 250 Intelligence: 300 Agility: 350 Vitality: 250 Luck: 300 Offense: 300 Defense: 320 Climbing: 350 Throwing: 300 Acrobatics: 300 Lockpicking: 300 Stealth: 300 Honor: 250 You start the quest with a Dagger, Leather Armor, a Thieves' Tool Kit, five rations of Fruit, a Tinderbox, and 200 drachmas. --- Once you select your class, you'll have the opportunity to name him, and adjust his base statistics. You have a pool of 150 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 a hundred points for that one skill to get it up to 100. 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 1000 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 Zap, Detect, Calm, Flame Dart, Force Bolt, Lightning Ball, Protection, Aura, and Frost Bite, all at a skill of 200. ====================== 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 any of the four previous Quest for Glory games. First, make sure you put your saved game file in the QfG5 Imports folder. You'll be installed in the new quest much the same as you left yourself from your previous adventure. All your stats will be the same as you left them, rounded to the nearest ten, except for the fact that 100 points will be added to all skills that you have for every game you go back. So, if you import a character from QfG3, you'll have 100 points added to every skill, 200 for QfG2, and 300 for QfG1. If, even after that, your stats are below the starting amount for a new character, it will be increased to that amount. Happily, you'll still be given the 150 point pool to use as you like. If you're missing spells when you import, you'll be given all of the old spells. There's no inventory carried into Silmaria. All characters start with the same stuff regardless of whether or not you imported. When you import, you'll also have the option of changing your class before you start, but it's not worth it, since all you'll really keep is the name, and your skills are automatically changed to the base amounts of the new class, with no points for any classes you did have but wouldn't in the new class. --- The Paladin This class is not accessible for creating a character. You must have earned it during Quest for Glory 2 or 3, (check my respective guides 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. Also, in this game, there are certain tasks that ONLY the Paladin can perform, so it's worth your time to explore this "hidden" character. Paladins start with a Paladin Sword, a Magic Shield, Chainmail Armor, five rations of Fruit, a Tinderbox, and 200 drachmas. ========================== 3C. Character Statistics = ========================== On your Character Screen, you can observe how your stats change. Here are all the stats and how to increase them. Almost every stat maxes out at 500. The developers decide to modify the stat maxes for this game. Whereas, in previous games, the Fighter, could be as smart or as strong as a Wizard, now certain classes can push stats to 550. The Fighter has boosted stats of Strength and Offense. The Wizard has boosted stats of Intelligence and Magic. The Thief has boosted stats of Agility and Stealth. The Paladin has boosted stats of Vitality and Honor. Also, be aware that some weapons, armor, and charms adjust your stats when you equip them. --- 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 blocking an attack and counterstriking). 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. 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) - Offense: Everyone has this skill, since everyone has a weapon. This is the skill of sticking your pointy object into the other guy. A high Offense factors towards damage caused and successful strikes. This skill used to be Weapon Use in the other games. - Increase Offense by attacking. You don't even have to be aiming at anyone. Defense: Everyone has this skill, and it used to be split into Parry and Dodge. Now, since dodging is really tough in this game, this skill is mostly derived from your blocking ability, which everyone can do if they have a weapon. - Increase Defense by successfully blocking enemy attacks. 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. It'll all go faster if you equip an item that decreases Stealth, like Chainmail Armor. Lockpicking: To get into realms of fabulous cash and prizes, you'll need to open door number 1, and your Thief's Tool Kit helps, but you need the skill to use it. - Increase Lockpicking by doing so. One place you can do this is on the other doors in the Inn (you don't even have to worry about Ann watching you). Just keep picking them and you'll boost the skill. Throwing: Useful for both Fighters and Thieves, a good Throwing skill can peg a monster with a few extra rocks, daggers, or spears before they get close enough to hit you. Throwing can also be used to hit or knock off things that are far off. - Increasing Throwing can come from throwing rocks, daggers, or spears. A good place to do this is on the target just outside the West Gate. Climbing: Originally a Thief Skill, the Fighter/Paladin also learned it last adventure. This is your ability to shimmy up ropes, walls, and trees. - Increase Climbing by, naturally, climbing. Best place to do this is on a palm tree in the city. Acrobatics: This skill denotes your ability to twist, flip, and contort your body with a natural flair that can impress the ladies and fool your enemies. - Increase Acrobatics by kicking (the G key) repeatedly. Soon, you'll start doing fancy spinning kicks. It'll go faster if you equip armor that drops your Acrobatics, like a Shield. 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. It'll go faster if you equip armor that drops your Magic skill. Swimming: A useful skill when on an island. You didn't know your Hero couldn't swim, eh? Dropping points into this is pretty useless at the beginning, since you can get 100 from reading a Swim Manual. - Increase Swimming by swimming around underwater. It's much easier after you get the Waterbreathing Amulet. Pickpocketing: You won't be able to assign points to this skill at the beginning. You'll have to learn it in game. This is the skill of relieving people of their hard-earned cash. You need to buy the Pickpocket Knife to be able to use the skill, of course. - Increase Pickpocketing by practicing on the dummy or doing some actual fieldwork. You can even increase the skill by "restealing" peoples' purses, even if they don't have any. Just don't get caught. Honor: This is the measure of the good deeds one does throughout his quest. This is a skill which started in Quest for Glory II. A high Honor is a measure of a true hero, and helps towards Paladins and their skill. Also, the old Communication skill was removed and applied to this skill. A higher Honor means you can bargain better. 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 actions such as giving coins to Salla, or Flowers to many ladies. Honor is decreased by performing Thief-like actions (stealing and the like). --- 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 1000, and every class has its own special way of reaching that high. In the Miscellany section, there's a Point List, and you can always observe your progress in the Score section. Experience: The old experience is back. Basically, any kind of act will boost the old exp. Doesn't mean a thing. It's just another measure of scoring. Total Score: This is just the sum of the Experience and Puzzle Points. ======================================== 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 500 in skill by casting it repeatedly. --- Older Spells (Spells in previous games): "Open" MP: 6 Found: Wizards begins with it. Icon: Lock Description: Open is useful for unlocking simple locks and opening doors. Use it when you want to hang back from the thing you open, such as a trapped treasure chest. "Detect Magic" MP: 5 Found: Any class with Magic begins with it. Icon: Roving eye in a triangle Description: This is a very general spell, and is used to detect any existing magical auras in the immediate area. This is the only spell that'll work in an area protected from magic. "Trigger" MP: 10 Found: Wizards begin with it. Icon: Crosshatch with a small explosion in the middle 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: 15 Found: Wizards begin with it. Available from the Magic Shop for 200d Icon: A set of pearly-white teeth flashing their smile 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. It doesn't last as long as Calm. "Zap" MP: 10 Found: Any class with Magic begins with it. Available from the Magic Shop for 200d Icon: A steel lightning bolt 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: 25 Found: Any class with Magic begins with it. Icon: An open hand with mellow colors around 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. Having more skill in this spell will cause monsters to be delayed for longer. Attacking Calmed monsters isn't good for your Honor. "Flame Dart" MP: 10 Found: Any class with Magic begins with it. Icon: A small ball of flame Description: The Flame Dart produces a small ball of magical flame which you can direct at an opponent. It can also be used, get this, to burn things. As you increase in skill, your Flame Darts will do more damage. "Fetch" MP: 8 Found: Wizards begin with it. Icon: A lasso Description: Fetch is useful for grabbing objects that are distant. It can mostly be used on small, non-living objects, like items lying on the ground. "Force Bolt" MP: 12 Found: Any class with Magic begins with it. Icon: A blue globe of energy 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 bounces off any barriers in the area as well, such as walls or floors. "Levitate" MP: 10 (Initial cast, drains 10 MP every second) Found: Wizards begin with it. Icon: A person levitating 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. Use the A and Z buttons to float up and down. "Reversal" MP: 8 Found: Wizards begin with it. Icon: A yellow and blue yin-yang Description: Reversal will allow any direct 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. Spells in the game that can be reflected include Flame Dart, Force Bolt, and Lightning Ball. Area-effect spells like Frost Bite will not be deterred by Reversal. "Juggling Lights" MP: 8 Found: Wizards begin with it. Available from the Magic Shop for 100d Icon: Bouncing balls of light Description: While not a particularly useful spell, you can use it to light up a dark area. "Summon Staff" MP: 50 Found: Wizards gain the knowledge as they make a Staff. Icon: A Wizard's Staff Description: Although you techincally know how to summon a Staff, you don't currently have one. If you come across a way to make another, you can use this spell again. NOTE: No other class besides a Wizard can make a Staff. "Lightning Ball" MP: 15 Found: Wizards begin with it. Icon: A lightning ball Description: This is another combat attack spell. It causes a serious amount of damage, but it costs a bit more MP. Shocking. If you use this spell while holding your staff, you'll cast a Lightning Bolt instead, which is a snazzy area-effect spell, as opposed to standard LB which is just a direct spell. "Frost Bite" MP: 40 Found: Any class with Magic starts with it. Icon: A snowflake with a skull in the middle Description: Definitely good for giving bad guys the cold shoulder, this spell casts a cone of frigid air in their direction. The nice thing about this spell is that it's an area effect spell, and if an opposing spellcaster uses Reversal, it'll have no effect. Some enemies, like the Undead, are immune to ice attacks. This spell is great for wearing someone down gradually. "Hide" MP: 15 Found: Only available to imported Wizards (for some reason) Icon: A person becoming invisible Description: This is a cute little spell. Not terribly useful in a lot of situations, but it's good for getting a bad guy off your tail. Casting Hide will make you invisible, but you cannot move while the spell is in effect, or you'll break it. You CAN however, cast other spells while it's active. "Aura" MP: 10 Found: Any class with Magic starts with it. Icon: An ankh Description: The Undead have a nasty habit. Some of the more powerful ones (like Manes) have the power to suck the life out of a person just from being near them. Using this spell will partially negate those effects. Of course, if the Undead has other abilities, like magic spells, those will still hurt. "Protection" MP: 8 Found: Any class with Magic starts with it. Icon: A person surrounded by a force field Description: As we all know, Wizards aren't too big on the up close and personal aspects of combat, but sometimes it cannot be avoided, so for the Wizard who's too close to snapping jaws, consider this spell, which will reduce the amount of physical damage taken. Magic attacks are unaffected. "Resistance" MP: 10 Found: Wizards begin with it. Available from the Magic Shop for 200d Icon: An open hand with a flash emanating from it Description: This spell is useful for warding off the effects of elemental magic attacks, such as heat, cold, or lightning. It also protects you somewhat from the natural occurences of these elements, such as fire breath. This is a good counter for area spells and breath attacks. --- New Spells to this game: "Fascination" MP: 20 Found: Available from the Magic Shop for 200d Icon: A swirl of light Description: This spell creates a bunch of lights that will attract and distract particularly stupid enemies. Once the spell wanes, the lights detonate, lightly damaging the enemy. "RIP" MP: Doesn't matter, since you'll recover MP from casting it. Found: Available from the Magic Shop for 200d Icon: A moonlit scene Description: Casting this out in the wilderness will ensure you eight hours of blissful uninterrupted slumber. "Boom" MP: 30 Found: Available from the Magic Shop for 200d Icon: An exploding skull Description: This a spell that should be used carefully. When you cast it, you'll toss a magical skull onto the ground. When anyone gets near it, it'll explode, causing some pretty nasty amount of damage to anyone in range, including you. Also, if you set skulls in certain areas (like the city), they'll remain there forever. "Whirlwind" MP: 50 Found: Erasmus' will teach it to you. Icon: A tornado Description: Use this for some irony if someone calls you a windbag. This spell doesn't cause a heck of a lot of damage, but it incapacitates any enemy caught in it, momentarily. "Augment" MP: 20 Found: On the dead body of any Centaur Wizard Icon: Several concentric circles Description: Cast this spell and your next spell will be amplified in power. You can use it to add a little extra punch to just about any spell. "Shrink" MP: 50 Found: Chest in Hydra Cave Icon: Shrinking person Description: Cast this on any normal enemy and it'll be smaller and less threatening. You may even be able to chase it off. "First Aid" MP: 10 Found: Taught by Erana after freeing her Icon: A red cross Description: Cast this spell to restore 100 Health Points. It's nice and refreshing after a hard battle. "Dragon Fire" MP: 100 Found: Taught by Katrina after freeing her Icon: A silhouette of a dragon against fiery red Description: The most powerful offensive spell, this conjures up the head of a dragon, which blasts a small area with blazing fire breath. Just stay out of its way. Don't use the belt icon shortcut for this spell, because the dragon head will appear right on top of you. "Thermonuclear Blast" MP: Doesn't really matter Found: Given to you by the Famous Adventurer Icon: A spinning atom Description: Casting this spell will cause a nuclear explosion destroying everything in a ten mile radius and makes the area uninhabitable for several decades thereafter. The caster is also turned into hamburger. --- Paladin Abilities: Most Paladin abilites will take a toll on your Stamina, instead of MP. "Flaming Sword" (automatic) Description: The first ability gained is the ability to encase the Paladin Sword with a blue flame, which will do more damage. Of course, you'll need a Paladin Sword before you can invoke the flame. You'll start with Piotyr's Sword, which you wrested from the barrow of a Wraith back in Mordavia. "Sense Danger" (automatic) Description: With this skill, you'll automatically be able to sense whenever you're in any kind of danger. You'll be given a message in the "incidental" text window on the bottom of the screen. "Healing" Honor Required: 300 Icon: A white shield with a red cross Description: Cast this 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. "Honor Shield" Honor Required: 325 Icon: A yellow shield with a fleur-de-lis Description: This skill creates an aura around your shield when activated. You'll take less damage from enemy attacks. "Magic Ward" Honor Required: 350 Icon: A red shield with a multi-colored swirl Description: Casting this on yourself around a magical trap or an enemy spellcaster and you won't take damage from the magic or the exploding trap. Your stamina will take a hit for it. "Destroy Undead" Honor Required: 375 Icon: A shield with a skull on fire Description: This spell creates a ball of light. Hit Undead with it and you'll damage them. "Peace" Honor Required: 400 Icon: A shield with a peace sign and a hippie daisy Description: This spell has the same effect of the Calm spell. Your enemies will cease to fight, but you'll lose Honor if you attack them in that state. "Sense Aura" Honor Required: 425 Icon: A purple shield with a person's aura Description: Not a terribly useful ability, but interesting. You can use this on any living creature to sense its general aura and karma. "Holy Strength" Honor Required: 450 Icon: A gold shield with a cross Description: This spell will steadily increase your Strength while active. I don't know exactly how high it can get, or when it stops, but I've seen a Strength as high as 700 come out of this. Once the effect fades, your Strength returns to its original value. "Awe" Honor Required: 475 Icon: A purple shield with a flashy diamond Description: A quite useful spell, this gives you power over your enemies by sheer force of prescence. Activate it near enemies and they'll run for the hills at your radiant goodness. This is, naturally, ineffective on boss bad guys. =================================== 3E. Surviving in this Crazy World = =================================== Surviving the Interface This game uses a new interface. You only have two mouse cursors. Clicking the right mouse button will switch between the two or clicking on the Action Icon on the bottom of the screen. The first is an eye, which will allow you to look at anything, and the other is a hand, which will allow you to interact with objects. Clicking it on an item will pick it up. Clicking it on a switch or whatever will make you use it. Clicking it on a person will make you talk to them. Clicking on an enemy will attack it. Clicking in an arbitrary location will walk you there. Double clicking will run to that spot. There are two dialogue windows in this game, one on the top and one on the bottom. The one on the top is a general purpose window, where you'll see information whenever you look at something, attempt to manipulate, speak to someone, etc. The dialogue window on the bottom is an incidental window, which notifies you when you're hungry, sleepy, poisoned, being attacked indirectly, or when a Paladin senses danger. --- Keyboard Controls Movement: Walk/Swim Forward - Up Arrow / Numpad 8 Turn Left - Left Arrow / Numpad 4 Turn Right - Right Arrow / Numpad 6 Step Backward - Down Arrow / Numpad 5 Run Forward - Numpad Slash Strafe Left - Numpad 7 Strafe Right - Numpad 9 Swim/Levitate Up - A / Page Up Swim/Levitate Down - Z / Page Down Sneak - K Attack 1 - F / Numpad 1 Attack 2 - G / Numpad 3 Defend - D / Numpad 2 Pick Up Item - P Run Modifier - Shift Strafe Modifier - Ctrl Game Commands: Inventory Screen - I / Numpad 0 Spell Screen - S Equipment Screen - E Character Screen - C / Numpad . Options Screen - Esc Toggle Compass - T Change Screen Size - \ Advance Dialogue - Space --- Options Screen Save Game - Allows you to save your game Load Game - Allows you to restore a previously saved game Controls - Allows you to adjust the game Difficulty - Adjust the difficulty of combat and certain other skill- related points of the game. Dialogue Volume - Adjusts the volume of voice Sound Effects Volume - Adjust effects volume Music Volume - Do I really need to explain ALL of them? Detail - Adjusts how detailed the landscape is Screen Size - Full Screen puts all the menu stuff at the bottom of the screen, while Bordered Window spreads it out around the screen. Default Movement - Sets the default movement to Walk or Run Compass - Turns the compass (as well as the time of day) on or off Keyboard - Allows you to remap the keyboard commands Manual - Gives you basic overviews of the game Silly Clowns - Don't push this unless you really mean it Play - Return to the game Quit - Allows you to return to the main menu, or just quit the game --- Status Screens Click on your portrait to access the Character Screen. You'll be able to see your current stats. A green number means the stat increased since you last looked at it, and a red number means it decreased. Don't forget that some equipped items can affect your stats. Click on the latch in the bottom right to open your Inventory/Spells/ Equipment screens. The Inventory Screen shows all items you're carrying at the current time. Hover the cursor over the item to see its weight, number your carrying, and other pertinent info (Armor Class, Damage). Click on the item to see a larger portrayal of it and some descriptive text in the window on the left. The colored bar on the left side of the screen determines how much you're carrying out of your maximum weight capacity. The Equipment Screen only shows items you can equip on yourself. It also shows a portrait of how you look and several stats that can be changed by what you equip. You can equip or unequip items and observe how your stats change. Keep in mind that you can only equip one weapon, shield, helm, body armor, and accessory at a time. The Spell Screen shows what spells you know. Hover over the spell to see what skill you have in it (unless it's a Paladin ability). Click on the spell to see it in the bigger window and some descriptive text. Double clicking on any inventory/spell icon will open up a separate window asking if you want to use the item (equip, cast, eat, etc.). As far as spells are concerned, casting them in this manner will generally cast the spell on yourself, unless the spell is offensive, in which case it'll be cast straight ahead of you. NOTE: Be careful when doing this with Dragon Fire, since doing that will put the dragon on top of you and you'll be IN RANGE of the spell. Also, there is a strip down at the bottom of the screen. This is the Belt area. You can move any nine items or spells down there, and you can activate them (more or less the same as double-clicking) by pressing the number (on the top-row number keys) corresponding to it. Also, if you click once on an item in the Belt area, your cursor will change so that that item will follow it, and you can use the item on a specific area. This is useful for giving items to someone, and also targeting spells at specific enemies. Lastly is combining items, such as combining a rope and a grapnel. To do this, you must be in the Inventory window (can't combine on the Belt) and click on the first item so that it's in the window on the left side. Next, click and hold on the second item, so that you drag it onto the big window. The two items will be combined. --- Silmarian 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. As you get hungry, your "incidental" dialogue window at the bottom will let you know. If you have Fruit, Gyros, or Pizza, you can eat them and your hunger will be satisfied. Note that you'll be told you're hungry, but nothing will actually happen to your stamina. It's only on the second notice that you start losing stamina (generally more than a day). You can also eat one full meal at Gnome Ann's Land Inn per day. This covers much of the day. Sleeping is another concern. If you do not sleep for a couple of days, your stamina will drop much quicker. You'll be notified by the incidental window when you feel like sleeping, and again, you'll start losing stamina after the second notice. It's generally advisable to sleep every night, and to get a full night's rest, you need to sleep about eight hours or more. You can sleep for eight hours in the wilderness if you have the RIP spell, and you can sleep in the Gnome Ann's Land Inn. You'll have the option of sleeping until morning, evening, or eight hours. Also, you can rest for one hour anywhere to build up stamina. Staying alive in a combat sense is pivotal, of course. Potions and Pills to restore Health, Stamina or cure poison can be bought from Salim the Apothecary. Mana Pills and Potions can be bought from Shakra in the Magic Shop. As a general rule, Potions restore more than Pills, but are less cost-effective. --- Surviving Combat When you encounter monsters, you'll be on a normal screen. There are no special screens for combat in this game. You can find enemies out in random encounters on the main island, and there are some places that will have a bunch of monsters everyday, such as the "normal" Dragon Pillars and the Dragon Blood Pool. When fighting enemies, first be sure you have your weapons and armor equipped. Simply walk up and attack them with "F" and "G", and defend from their attacks with "D". When attacking, you'll do different things with the two attacks depending on what kind of weapon you have. Fists - F: Punch, G: Kick (spinning kick if you have Acrobatics) Dagger - F: Stab, G: Side Slash Sword - F: Thrust, G: Overhead Slash Spear - F: Thrust, G: Lunge Axe - F: Side Chop, G: Overhead Chop Staff - F: Overhead Hit, G: Side Hit Generally, the "F" attack is faster and more useful. The major thing that separates combat in this game is the fact that you can face multiple enemies. Only two will attack you at once, but you can have a lot of enemies in an area, depending on the area. Most random encounters won't have too many more than five. Note that you'll have full access to your inventory during battles, so at any time you can whip out other weapons to throw (daggers, spears, rocks) or cast some spells. Also, you'll be taking damage in these encounters, so you'll have full access to your potions and pills. Underwater combat is tougher, since you have reduced mobility. First of all, don't even try fighting underwater until you can breathe under there. You'll have reduced choices in weaponry, as well. As armor goes, you can't use anything but Leather Armor. In weapons, you're limited to daggers and spears. Also, certain spells won't work underwater. Flame Dart will just fizzle out, and Lightning Ball will shock everything in the area, including you. Also, there are some enemies, the Undead, the Hydra, and the Dragon, that can only be harmed by a magic weapon, so it'll be worth your while to invest in them as soon as possible. --- Surviving Financially The currency of Silmaria is the drachma. You'll have plenty of opportunities to get more cash, which is good, 'cause the best things in life are pretty pricey. A good skill to learn early on is the fine art of bargaining. Whenever you buy or sell something, you'll be able to offer a counterprice to the opening price the merchant gives you. In both buying and selling, there is an actual limit you can go down or up to, and it's determined by your Honor. No matter how low your buying price or how high your selling price offer, you can only go so low or high. Renewable Resources: Fighting Enemies - Not a whole lot of enemies carry cold cash, but most of the humanoids carry something, which you can either use yourself or sell for cash. Dead Parrot Gambling - Betting on the Wheel of Fortune is a quick way to make some money with your Throwing skill. Also, there's the Arena Betting. Bet on some fights, or back up your own fight with a bet, or you can even bet on the other guy and throw the fight. Non-Renewable Resources: Treasure - Completing quests may result in some treasure. There may be money/merchandise on important enemies or chests lying around. Thieving - There aren't too many marks in the game, but you can get some big scores. ****************************************************************************** 4. THE KINGDOM OF SILMARIA *CONTAINS SPOILERS* ****************************************************************************** ======================== 4A. Points of Interest = ======================== City of Silmaria The city is built on various levels. It was originally constructed in time of war to hold off invasion, but it's expanded in recent years. There is no army, just a garrison of guards. The city is separated into four major areas. Each of these areas is its own panoramic screen: - West Gate: This area of Silmaria has the scenic waterfall which flows from the Town Center. This is also the area of the barracks for the guards and the small prison for criminals. Other points of interest include: -- Gnome Ann's Land Inn: This Gnome away from home is where you lie your head |
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Another Quest for Glory 5: Dragon Fire Walkthrough :
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