Preserving adventure video game history one pixel at a time.
Playthroughs of classic adventure games with commentary. Sierra, Lucasarts and other classic games included.
This video opens exactly where the last one left off, with Marcus offloading more quest items to the apothecary. He gives us some healing pills now that he can make more and can now make dispel potions, which may or may not come in handy in the near future (foreshadowing detected!) Then it's off to the marketplace for quick wander around where we meet up with Harami, the thief we caught in the first part of the game. He needs to meet with us tonight. No problem.
Jump to the second video where time has fast-forwarded a little bit (you didn't really want to see five minutes of wandering around the savanna killing time did you?) and we make a quick stop in the inn to meet the Survivor of the peace mission, who's a little shell shocked to say the least. We are able to question him about it and earn some points, and the story he has to tell doesn't sound at all like Leopardmen. There may be far more sinister forces at work here, like Rakeesh suspects. Good old Rakeesh.
Back in the marketplace we meet Harami again and give him some food. Being 'without honor' apparently means that no one will so much as look at him let alone sell him things, which means he's desperate. He may be responsible but so are we (after all, we did catch him) so why not give him some chow. Who knows, maybe this good deed will come back to help us later?
Marcus begins Day 11 of his Quest in Tarna at the Welcome Inn, where he rolls out of bed and breaks his fast and flirts a bit with the Welcome Woman. Then it's off to the Temple of Sekhmet to be judged, which means a fun little mini-sequence where Marcus enjoys some very circa 1992 fractal-style graphics and chooses symbols that correspond to his Nature and decisions in various fictional scenarios meant to test his character. Needless to say, he passes with flying colors.
We wrap this video in the apothecary, where we're about to unload some quest items and get something important for the next phase of the game.
The Sekhmet sequence is the vast majority of this video. Be sure to pause and read all the choices for the scenarios. Some of them are really funny. Next time we'll meet up with an old friend and get ready to return to the Simbani village for the next phase of the game. The montage video is coming soon, and will cover the training material that came before what you see now and Marcus raising his stats. Once the next phase of the game starts, our time for training will be somewhat diminished. I'd also really like to win all the challenges during the Initiation ceremony as I've never done it before, so that means getting Marcus' throwing skill up (a lot.)
Just a quick update: Quest for Glory 3 contains some pretty blatant drug references with the apothecary. And that giant water pipe. But what happens to a hero when he smokes too much?
Click the link and find out on a Very Special Quest for Glory Let's Play.
This video picks up shortly after where the last one left off: our hero has replenished his Pool of Peace water, killed a couple of crocs and is one skareen length to the west. Our goal is to try to get to Tarna and resolve some dangling quest lines. Our first stop is the honeybird, which Marcus deals with in short order. Not by killing it, but by pouring honey on the ground so the bird can wallow in it. When the bird flies off, we get the feather. Quest item!
Then we fight a big dinosaur and stop by the Meerbat Manor where a young Meerbat gets caught in the Venomous Vines. A little Marcus-style puzzle solving later and we're now the hero of the Meerbats. If we can't stop a war at least we can save fuzzy animals.
Another croc fight fight and the grateful Meerbat gives us a fire opal and the fruit of the venomous vine, two more quest items. Our task on the savanna done, we finally make it to Tarna and head to bed. Tomorrow will be a full day.
This video doesn't pick up exactly where the last one left off; there is a little grinding at the old spear range that happens beforehand which will be shown in the montage video coming up. But we start by trekking across the savanna and into the jungle, stopping to deal with a couple of monsters along the way. New critter alert: Flying Cobra and the rare Leopardman encounters, which add to our overall point totals.
Then it's on to the tree itself. The Tree is one of my favorite parts of any Quest for Glory game; the concept is really cool (a massive ancient tree that's so large it has its own waterfall and ecosystem and you can walk up it), plus the artwork is gorgeous. We meet the Guardian, who gives us some Gems for our trip back to Tarna and tells us to get the Gift from the Heart of the World we'll have to pour some Pool O' Peace water in the top of the tree. Whaddya know, we've got some right here!
Climb all the way to to the top, pour the water, and receive your present. Couldn't be simpler!
Next video: we'll skip ahead a little bit more and join Marcus just south of the Simbani village as he journeys back to the City of Tarna to clean up some quests and points there. Then it's time to get serious about preventing this war...
I have to admit, this video isn't all that exiting; at this point in the game, Marcus is supposed to be fighting, practicing the various Simbani challenges and exploring around. Which we do a bit of.
We start right where we left off - over the corpse of a dead ant. It's back to the village for a little practice on the bridge, which Uhura handily wins because we forgot to restore our stamina. Oops.
Back to the Pool of Peace, where you - take note - have to fill your waterskins one at a time. Inconvenient, but them's the shakes I guess. Then it's exploring around, killing monsters and raising stats until nightfall, where I bumble a bit trying to remember how to light a damn campfire. Sheesh.
Back on the savanna, Marcus is kicking it around the Simbani village but it's time he got out and worked his muscles a bit - maybe find a monster or two to beat up.
Once out of the village our first step is to get oriented. The only thing on the map that looks remotely interesting is that big lake down there, so that's where we'll head. Looks like Erana might have made it all the way to Tarna - or there's some other magic at work here.
Then it's monster mashing time! Some uppity Croc Man thinks he can take us, but a few short seconds later and he's on the ground. As I note in the video, combat in this game is way different than the others - you're basically 'penalized' for spamming attacks, so you have to wait until the attack animation finishes before doing the next attack. Although you can spam to build your stats.
The Croc Man is the only monster we meet this day, so it's back to the village at nightfall to meet with Uhura and then back to our hut to rest up for another day of monster mashing - where we meet a giant ant and beat it into the ground as our finale.
Next update, it's time to find out what's over that next rise...
The first video picks up right where we left off, in Uhura's hut in the Simbani village. It's basically the second half of the cutscene from the previous video, and the only commentary is at the beginning - the rest is exposition about the war and Marcus' role in preventing it. The important parts are: the Laibon isn't being completely forthcoming with the story of how the Spear disappeared, and he's acting a little strangely - usually he's a very thoughtful and considerate leader.
Note that in the playthrough I uploaded I managed to miss asking two questions (for a total of 5 puzzle points): one to the Laibon about the Spear, the other to Uhura about the Spear. Here are their responses:
The second video has a little more action. We met Yesufu, who will become one of our new friends. He shows us how to play a game called Arawi, a variation on a Mancala game, which I admit I'm not very good at. So we lose.
Exploring the Simbani village a little more we find the spear throwing area, where Uhura directs us in the fine art of throwing a spear at a distant target. It looks like we're going to be spending some time here in the future because our aim is just a little bit off.
And last but not least, the bridge, which anyone who has played this game knows can be a major headache later on. Right now, Uhura just tells us about the bridge - the challenge, the history, and how it will come into play should we ever decide to take the warrior challenge to try to become a Simbani warrior. It's not like they haven't been dropping all kinds of hints about it or anything.
Before heading out into the wild, we appear before the Council of Judgement with Rakeesh to swear an oath to stop this war, or our honor will be forfeit and we face expulsion from Tarna. Not a big deal for us since we just got here, but that's a pretty big deal for our furry pal so I guess we should help him out.
We then set off across the savanna and Rakeesh instructs us in the ways of the Paladin, most of which we already know because we're been doing it since the start of last game. He fills us in our growing abilities and what to expect from the Simbani.
When we arrive at the Simbani village we're introduced to their leader, the Laibon, who fills us in on his side of this whole war thing. He tells us that the Leopardmen stole the Spear of Death, and it must have been the Leopardmen because it happened at night and Leopardmen travel at night. There are lots of other things that travel by night, but never mind that - definitely the Leopardmen. Also, Leopardmen use magic which we all know is tantamount to signing a written confession of stealing the Spear of Death.
Anyhoo, it looks like we've got our work cut out for us. At least we're not preventing a war over taxation of the Naboo system.
We head out of the Inn to get a look at Tarna at night, which seems to be a very dull and deserted place. After sleeping in a hole in the wall (literally), we're up and we go to ask the amulet seller about rumors. Then it's out of Tarna!
But first we have a lively conversation with the gate guards about the current political situation in Tarna. It appears there are two factions: one that thinks Rajah is right and should go to war, and another that thinks Rakeesh is right and a peaceful solution should be explored. Not unsurprisingly, the peace side is the older, wiser side.
The savanna is, well, big. It's a giant open grassland with some trees. And some meerbats, which we meet for the first time, before our alarm clock goes off and we have to go back to the city so we're well rested for our trip with Rakeesh tomorrow.
We kick off meeting Kalb, who acts pretty much like I would imagine a dog that could talk would act. Which is to say, eager to please, somewhat nonsensical, but overall nice. And he'll let you take his meat away for next to nothing just to please you. In case you can't see it - yes, we actually do bargain him to 1 Common per ration. Sucker.
The amulet merchant isn't worth much but we pick up some nice new duds from the merchant next door, even if we can't wear them.
The sun is going down so it's off to the Welcome Inn, which despite sounding like a two-star hotel in the middle of Nebraska is actually a gastro delight and features, among other things, world-class views of Tarna and the savanna, as well as a bed seemingly hewn from rock.
Oh yeah, it also features the Welcome Woman, who although she has a name isn't referred to as such and flirts with you despite being married - which she hasn't bothered to mention yet, of course.
Next time we journey out into the wilds of East Fricana!
This video covers most of the rest of our trip through the Tarna bazaar, buying various things. Daggers, spears, honey, junk, beads, and a leopard carving. All of which will come in useful later in the game.
There is relatively little commentary in this update, mostly because there's a lot of dialogue.
We start out in the apothecary and head out into the bazaar. Before we have a chance to change our money, we offer our services as a volunteer police officer in the Tarna PD. Thief caught. Good work, Marcus.
The poor thief is stripped of his honor and we're hauled in front of King Rajah with Rakeesh, where we get a heads-on introduction to Tarna politics. Omar the poet this is not.
Back on the street we head up to the temple of Sekhmet, where we're introduced to none other than the Goddess herself - who gives us a quest to find a gem of all things. Maybe we should give her 50 apples?
Then it's back to the bazaar, where we start our Tarna shopping spree. Zebra skins and waterskins. Next time: snakeskin boots.
We've landed in Tarna, so it's time to figure out what the hell we're doing here exactly. Rakeesh and Kreesha explain the rumors of war and the political situation: the Simbani, who supply food for Tarna, have asked Tarna to go to war against the Leopardmen with them. Leopardmen are a shapeshifting tribe who look like Leopards.
Why do the Simbani want to fight the Leopardmen? Food? Resources? Better schools? Religious reasons? Oil? To prevent terror attacks? Who knows. It's our job to find out and to try to prevent the war if at all possible.
We hear of a peace mission sent to talk to the Leopardmen who were cowardly ambushed. Only one human survived. Rakeesh and Kreesha's daughter was part of the peace mission but her whereabouts are currently unknown. That's not good.
There's not much else to do here at the moment so we set off into Tarna, which looks a lot like a giant Ziggurat (and not really all that Egyptian, as the game manual would have us believe.) Our first stop: Salim's Apothecary. We get the lowdown on his various pharmacological pursuits and hear about this dream he has of a woman in the desert who has been transformed into a tree. You know, she sounds a lot like this girl we once helped...
I just received a pamphlet in the mail that reads:
Do you want to explore new lands and seek out new civilizations?
Do you want to trek the tractless 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 “Savannah Siteseeing.”
Field Guide to West Fricana includes “How to Do Voodoo,” “Local Customers” (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 by Gypped in Egypt,” “Guide to Local Cafes 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
This was underneath it:
Introduction to the Land of East Fricana
“Hello there, F.E. here. That’s Famous Explorer to you. I’m going to be your guide through the sizable savannas and gigantic jungles that make up the land you call East Fricana. I call it ‘Boopsie’, myself- named it after a girl I once… Well, that’s another story.
I’ve been an experienced Explorer for a long time now and I’ve learned a lot over the years. I’ve seen everything from the great Zezeboo Desert to the great, greasy green Limpopo River. I’m kind of an Explorer’s explorer, you know? So now, you want to be an Explorer? You’ve come to the right place for all the secrets of savanna survival and jungle journeys.”
What is an Explorer?
Exploring is not an easy job. In the Hero business all you have to do is fight ferocious monsters, rescue dainty damsels from dragons or deliver defeated knights fro dungeons and stop mad Magicians from unleashing terrible powers and destroying the world. Big deal. An Explorer must face malicious mosquitoes, fend off bodacious babes from decadent lost cities who mistake you for the legendary missing Master of the World and solve cunning and complex puzzles to avoid traps built with technology far beyond the capabilities of the civilizations which constructed them in order to find incredible artifacts of unbelievable power and put them in a museum (or store them away in some unmarked government warehouse).
Pointers for Potential Explorers
“F.E. here. Just thought I’d share a few secrets to scouting the savanna and suggestions for jaunting through the jungle. I remember the time when I discovered the Great Lost City of the Brass Bikini where I… well, uh, where was I? Oh yeah, anyway, if you want to be an experienced adventurer like me, you’ve got to learn how to get along in the exploring biz.
For instance, always observe local customs – many tribes have customs worth observing. I mean, the way those women don’t wear, well, you know what I mean. At any rate, try to obey the villagers’ quaint rules and never annoy the locals. While there may be a few tribes you can still favorably impress by flicking your bic at them, some will spear you for using magic in front of them and others will counter your fire with some flame magic of their own, and then were will you be?
Also, never underestimate the local inhabitants. Remember, they’ve been local for a lot longer than you’ve been lost there.
Finally, keep a wise crack handy for serious situations. You never know when you might get caught in a goblin pygmy trap just when twenty of the little buggers are converging upon you for a late night snack. Just whip our your wit and recite some rapid repartee and you’ll really earn their respect. They’ll tell stories about you long after they’ve gnawed your bones. Reputation is an important part of being a famous Explorer.”
Peeress, Personable Paladin Explorers
Some call them “Do-Gooders”, some call them “Knights of Nobility” and some call them “Cavaliers of Courtesy”. Others just call them “Confounded Nuisances”. There are many names for these unsung heroes who try to prevent injustices in the world and encourage harmony between living things. However, since modesty is an important quality for Paladins, they seldom become famous Explorers.
Paladins uphold the virtues of goodness and are at one with the essential rightness of the universe. Paladins are not followers but leader of their own destinies. Where the laws of the land and the rights of the individual are in conflict, the Paladin promotes what is ‘Good” rather than what is “Lawful.” Paladins are seldom welcome in totalitarian societies.
To become a Paladin you must be trustworthy, helpful, pure, and brave. (So most of you can bloody well forget it.) A potential Paladin is often watched by those who are already Paladins and is rewarded for his good actions by a formal presentation of a Paladin Sword. Through the acts of kindness, charity and heroism, the Paladin gains his knowledge and understanding.
Because the Paladin is in harmony with the peaceful power which pervades all, he gains certain abilities as he continues to do “Good.”
Palaver for Paladins
1. Do good deeds. 2. Don’t do bad deeds. (Kicking cats is bad Karma.)
Partial Posting of Paladin Powers
Flaming Sword: The first benefit the Paladin gains is the ability to create a magical flame around his Paladin Sword. This increases the amount of damage the sword will do to evil doers.
Healing: As the Paladin continues to promote peace, monsters tend to try to tear him to pieces. Therefore, the Paladin acquires the ability to heal by touch. Since this draws upon the Paladin’s inner strength, this temporarily weakens him, so the ability cannot be used in combat.
Sense Danger: After the Paladin has continued pursuing good activities for some time this ability will automatically give the Paladin advance warning if danger is present.
Honor Shield: When a Paladin has performed many deeds of great heroism he is surrounded by magical protection whenever the Flaming Sword is ignited. The Flaming Sword will now incinerate certain magical attacks intended for the Paladin.
Welcome to East Fricana
Tour Guide to Tarna
Built centuries ago on the banks of the Mto Kubwa (Big River) at the western edge of the great savanna, this city has retained the basic architectural style of the ancient Egyptians. Some of the descendants of the original builders still remain there and the major languages spoken are Egyptian, Swahili and Common.
Liontaurs are the dominant species in the city. They are the ruling class, and the warrior class of guards. The Liontaurs primarily live in the eastern section of the city. This area is restricted to humans.
Government: The government of Tarna is headed by the position of King. The laws of Tarna are made by the matriarchal Council of Judgment. The King is selected through a series of tests of skill, strength and wit known as the “Rite of Rulership.” He serves as King until the Council of Judgment proclaims him unfit to rule. The former King can again compete in the Rite of Rulership to regain the throne. Usually, he is torn to shreds by the younger males during the competition.
The Council of Judgment consists of six positions: the Speaker, the Mother, the Youth, the Warrior, the Priestess, and the Wizard. These roles are restricted to females.
Money: The primary currencies of Tarna are Royals and Commons. Royals are roughly equal to the Golds and Dinars of other lands. There are 100 Commons to the Royal. Tourists should note: There is a Money Changer in the northwest section of the city who will exchange other currency for Royals and Commons.
Places to Stay: There is a good inn called the Welcome Inn in central Tarna. Tis inn has fine rooms at reasonable prices. The food ranges daily from standard Mid-Eastern cuisine to many more local specialties. FECS rating: ****.
Things to See: No self-respecting tourist should miss the spectacle of the bazaar in western Tarna. The sights and sounds create an ambiance unrivaled in this part of the world.
The sightseer should also go out of the way to see the impressive “Temple of Sekhmet” located in the highest tower of the city. Although humans are not allowed inside the temple, a peek inside is more than worth the asthma attack from climbing so many steps to get there.
Savanna Sightseeing
The savanna is a large plain of grass with a few trees and rocks to break up the monotony. Scattered through this vast grassland are the villages of the Simbani people.
Simbani Village Life: The Simbani are traditionally nomadic Warriors and herders of cattle. They travel many months of the year from village site to village site in order to keep the herds in fresh pasturage. The Simbani are friendly and open people. They value physical fitness and greatly respect outsiders who are physically fit. They are openly antagonistic towards Magic Users, so it is strongly suggested that no magic be used in their presence.
Government: The main ruler of the tribe is the Laibon, chosen fro the Elders (older members of the tribe) for his wisdom. Most decisions of the tribe are made by the Laibon and the Elders discussing issues together.
Money: The principal currency of the Simbani is cattle. One bull = Two cows = Four calves. Gold is of no value to the Simbani except as an item of jewelry. The bartering of items is very common also.
Places to Stay: Simbani villages usually have a guest hut for visitors. It is strongly recommended that tourists bring their own food. While the Simbani are more than willing to share, few sightseers can stand the coagulated blood and milk that make up a major part of the Simbani diet. FECS rating: **. (After all, you can’t beat the price!)
If you must sleep outside in the savanna, be sure to bring along something with which to light a fire. Many monsters stalk the savanna, searching for sleeping Explorers. A well-lit fire will either drive them away or attract them, but at least you can see what you are fighting.
Things to See: The people, the huts, and the cattle of the Simbani villages are much more exciting than the grass, rocks and trees of th savanna.
If you are into walking, somewhere south of the main Simbani village of Tarna you will find the Pool of Peace. This pleasant little lake has a reputation of being magical and is always a great place to watch for wildlife.
Jungle Jaunting
When most outsiders think of Fricana, they envision thick vegetation blocking the trails being hacked by machetes, creepy vines reaching to trip the unwary, snakes slithering through the very branch the Explorer is reaching for, mosquitoes munching every section of exposed flesh, and the heat and humidity helping the sweat stick your shirt to your skin. Yes, this is it – the great jungle. This is where we separate the Explorer from the Tourist.
The jungle is indeed a place of wild beauty. It is merely a matter of searching for it. Various tribes live in the jungle of East Fricana. It is only a matter of finding them. Lost civilizations are concealed everywhere in the thick undergrowth. It is only a matter of avoiding them. (Few lost civilizations are filled with friendly folk.)
Government: None.
Money: None.
Places to Stay: None.
Things to See: Plants, snakes, monkeys, bugs, leopards, vines, mosquitoes, trees, ferns, etc. It is rumored that there is a giant, magical tree somewhere in this part of the country and a lost sister city of Tarna filled with ancient treasure. Such are the stories of this great land.
Field Guide to Native Fricana Flora and Fauna
East Fricana is widely renowned for its dynamically diverse wildlife. The elegant impalas leap past the grazing gnus and enormous elephants, the cunning cheetah pursues at incredible speed the zippy zebra, the giant giraffes spread their legs wide apart and bend their elongated necks down to drink at the wondrous waterhole while the happy hippopotamus wallows in the malodorous mud. These are the incredible images of the savanna safari journeying deep into the hidden heart of this lovely land. Unfortunately, most of these amazing animals are now found only in a small game preserve east of colorful Kensington, so you are unlikely to come across them even on your most extensive excursions.
Amusing and Mostly Harmless Creatures
Monkeys: Arboreal mammals with puerile senses of humor, monkeys do their best to enliven the dull day of even the lowliest Explorer with such amusements as dropping overripe mangos on the traveler’s head, leaving banana peels on the path of the unwary wanderer, and sneaking into the camp of the exhausted Explorer and making off with his traveler’s cheques.
Meerbats: Small, furry creatures with wings, meerbats seem to be a mutant form of meerkat. They live in large colonies underground and eat fruit and insects.
Not Quite So Amusing and Slightly Less Harmless Creatures
Rhinoceros: These ungainly remnants of prehistoric times still wander the savanna of today. They have extremely poor eyesight, keen hearing and an irascible tempter. If you happen to come across one of these amazing creatures remember this famous Simbani proverb: “The only way to stop a rhinoceros from charging is to take away its credit card.”
Goblin Pygmies: These diminutive members of the Goblin family are seldom seen in the savanna and jungle although their presence is obvious. Being meat-eating and cautiously cowardly, they capture their pray in traps. These traps are found throughout this region. The wise adventurer should stay alert, as some of these traps are well-concealed. There is nothing more damaging to the dignity of the Explorer than to be discovered hanging from a footnoose by the wandering Warrior of the Simbani. While the Simbani are too polite to laugh at you, they do tend to snicker when they think you can’t hear them.
Giant Ants: These insects are no picnic. Giant ants have unbelievable appetites and have been known to strip an elephant carcass in 2.3 seconds. They are persist-ant and resist-ant to giving up their chosen prey, be it eland or Explorer. I addition to their vise-like jaws and acid-ejecting abdomens, giant ants are deadly since they seldom stalk solo.
Venomous Vines: There are poisonous plants elsewhere on the planet, but none are as vicious as the Venomous Vines of the East Fricana savanna. The fruit of the vines is similar to grapes, very sweet and highly appetizing. They form on a central stalk near the center of the vine patch. When living creatures approach to poach upon the fruit, the vines whip around, snagging and trapping the animal and injecting the virulent venom with their thorns. Use caution and common sense wen coming across these crummy creepers and skedaddle.
Definitely Not Quite as Amusing and Even Rather Harmful Creatures
Flying Cobras: Venomous vipers with wicked wings (a particularly nasty combination), Flying Cobras have the added evolutionary advantage of spitting venom as well as biting. Thus, when journeying through jungles, Poison Cure pills are recommended.
Crocs: These humanoid reptilemen are intelligent, tough and toothsome. They refuse to talk truce (since they can’t speak) and seldom spare the spear or sheath their teeth.
Apemen: While it is not clear if these are apes ascending to men or men descending to apes, Apemen combine the brute strength and toughness of the anthropoid with the stupidity and cantankerousness of the humanoid.
Shapechangers: These are members of jungle tribes having the magical ability to take on certain aspects of an animal and transform into a combination of human and animal. The type of animal depends upon the totem of a particular village. Some tribes, like those that assume the aspects of the Bushbaby, are pleasant to encounter. Others, like those that assume aspects of the Python, Warthog or Leopard are best avoided. All know magic and use spells to defend their territory from all outsiders. Shapechanger villages are extremely hard to discover since they are generally magically concealed.
Moose: There are no moose in East Fricana.
Creatures From Which You’d Best Run Away
Dinosaurs: Bug, ugly, mean, too stubborn to quit, too stupid to die, the “Hatari Kubwa” (Big Danger) is definitely something to put on the feet-don’t-fail-me-now list.
Demon Worms: Legends are told from the Mijikenda on down of the big monster they call “Utakufa” (You will die.) Since no one who has ever actually seen this thing has ever lived to tell about it, rumors are sketchy. It is supposed to burrow underground after its prey and spring up out of the earth at the last moment. Most famous Explorers discard such naïve native narratives as pure poppycock.
Demons: Demons are not native to this region. In fact, they are not native to this world. They enter our world through magical gates to spread chaos and desolation upon everything. The gates are opened by means of negative energy released through death or destruction. Such gates are usually temporary unless sustained by a “Gate Orb” – a magical device that draws magic and negative energy from the air n order to maintain a gate.
Demons are resistant to fire and damage from non-magical weapons. They may be highly intelligent and magic-using (Demon Wizards), or jus stupid and tough (dumb demons) but all Demons are dangerous.
(Sorry if I misspelled anything - I had to transcribe it by hand from the PDF!)
So let's kick this off! A note: I'm using the patch found here that fixes a couple of possible bugs in the game, so if you're playing the home game you might want to consider installing it as well. I've never used it before and have played through the entire game just fine without it, but it can't hurt.
Unlike Quest for Glory II, we don't dive right into the action after the last game. In fact Marcus has been sitting on his ass for the last three months enjoying the life of a prince of Shapeir.. whatever that happens to be.
But we open with Aziza, Marcus and Rakeesh sitting around Aziza's (256 color) table, watching a slightly retconned reconstruction of the end of the last game - where Ad Avis calls out to his Master. Aziza explains that Ad Avis' death caused a magical energy burst that could have been used to open a gate between this word and the Demon world. Coincidentally, Rakeesh's mate calls from Tarna and explains that the tribes there are about to go to war, and Rakeesh needs to come and intervene. This would be a good chance for Marcus to get off his ass, err, see the world, and for Uhura to go home.
Three days later, we're talking to the Sultan (who seems to have lost his penchant for rhyme) and he gives us a nice going away present: a magical shield. Then the portal opens, we step through - and into Quest for Glory III: Wages of War!
Back in Raseir we mount a surprise attack on the palace Groo-style: by walking up to the gate and yelling 'SURPRISE!' as we attack. We make short work of the guards, then race through the palace to find Khaveen guarding a ritual chamber. Well it's time for the final boss fight.
Khaveen is one tough motherfucker, but we get a chance to show that we're better than he is - apart from the fact that he ends the fight in a bloody heap on the floor of course. Then we SURPRISE ATTACK the door to the ritual chamber and find Ad Avis inside doing something he shouldn't.
So we run, and we push, and we knock him over the parapet, and that Ladies and Gentlemen is the end of Quest for Glory II!
Almost.
The Sultan - who has been watching us the whole rhyme, err, time, makes us Hero of Shapeir and adopts us as his son. And Rakeesh tells us we've acted with honor and offers us Soulforge, his flaming Paladin sword.
Hells yeah!
We ended the game with 550/500 points and saved Marcus for his trip to Tarna in Quest for Glory III. If you're interested, here's a screenshot for Shadows of Darkness to add to your 'incorrect Quest for Glory end cinematics' screenshots, as SOD wasn't until Quest for Glory IV.
We start with Marcus entering the invitingly open home of Zayishah and her servant Mayzun. Zayishah is the scantily-clad princess of Raseir who wants to escape the male oppression of her homeland so she doesn't have to wear an uncomfortable veil - although considering her current outfit, she might want to consider fewer flossy thongs as well.
So we give her our spare clothes and our Visa, and then wander around the city for a while. Note: there is a good six minutes of aimless wandering after Zayishah in the first video, so if you want to skip it, don't worry - you'll miss nothing.
That night in the Blue Parrot it's off to bed before waking up to a strangely silent Inn. Even the normally jovial Ferrari is ignoring us. Why? Well, we step outside and get arrested. It's off to Raseir's dungeon, where we meet a skinny Katta insurgent, err, resistance fighter. The insurgency, err Underground, is strong it seems - they're planning to attack.
A few door bashes later and we're back on the streets but are stopped (literally) by this guy Ad Avis who says he's our bestest friend ever even if he is dressed like a beggar. Enthralling. He whisks us away to the 'Forbidden City,' either a ruin or a housing development in Dubai - take your pick. He's too stupid to figure out how to get in but it's pretty obvious to us.
Once we're inside it's time to pass some trials - water, air, fire and earth to be exact. And then a few scenes from Aladdin and we're staring at the statue of Iblis. And Ad Avis reveals his true nature.
How does it end? Well, we make our way out of the cave and video ends with us in front of the palace leading the Underground's assault. We get three wishes. Watch the videos and see the rest - and I'll see you next update as we complete Quest for Glory II: Trial by Fire and head off to Fricana to stop a war.
Back at the old Katta's Tail we wipe the sleep from our eyes to find out that yet another elemental is raging around - this time the Water Elemental, Shapeir's final doom. So it's off to Aziza's to learn about how to defeat the Watery Tart, which isn't really much of a stretch - we've got the opposing element sitting in a bellows anyway.
For being a final doom it doesn't take long to put the Water Elemental away in a waterskin - although you can enjoy the fine death our Hero makes as he gets to close and receives the kiss of his life.
Back to the Katta's Tail again where we're still sleeping to pass time - until the next day, when we get our last 'note' with 'orders.' Time to find out what all this business is.
Turns out it was the EOF, who have been watching Marcus and think he's member material. Well, they're right: we are just that bad-assed. But we're better than that because we refuse to kill a helpless opponent, which earns us their ire but they still make us a Brother Saurus. Gotta take what you can get, I suppose.
Next morning, after getting hammered with our new friends, we roll out of bed and go practice with a new opponent in the guild - Rakeesh. He gives us some helpful pointers about how to fight with Honor. Then it's on to Aziza's, where we learn the truth behind an old loyal (if slightly cowardly) friend. It turns out the Emir of Raseir has been in Shapeir this entire time.
That night Omar raps one last time and gives us our last reward, and we're off to Raseir in a long and entertaining cut-scene which I step out of as narrator so you can enjoy it in all its various degrees of hilarity.
Raseir itself is a shithole. We meet Wilmer and Signor Ferrari, who seems to kind of be the de facto leader of the underworld - and a very dead parrot, who is leader of nothing in particular. We then spend way too much time wandering around Raseir getting a feel for the city
Next time: we're going to meet a very nice girl and make a very special new friend!
Our scene opens at the Katta's Tail Inn, where Marcus is sleeping away the days to pass time. Quite literally in fact - we've done everything there is to do at this point, and I don't see the need to grind up stats anymore, so we might as well just kill the time instead of monsters. Ah the life of a hero.
We come out of our stupor long enough to hear Omar give another poetry reading, which is:
Came a Hero drawing near to our land of fair Shapeir, The Katta called and carried that one here. I shell tell and allegory 'bout a Quest for Love and Glory Which I shall relate if you will lend an ear.
The Hero first faced fire which was making matters dire, For the flames he fought were flitting ever higher. With water first he fought it and into a lamp he caught it 'Ere our city of Shapeir became our pyre.
The next he faced was Air, which I'm sure that you're aware, Was blustering and blowing here and there. Before the Winds became our bane as a fearsome hurricane With a bellows then he caught it fair and square.
So let us raise a cheer for the Her of Shapeir And remember that our praise is quite sincere, For in the Quest for Glory as related by this story, Is a Hero who has saved us from our fear, Is a Hero who's a Hero without peer!
Inspiring stuff, eh?
Next morning Shameen tells us there's an Earth Elemental wreaking havoc in the city. It's off to do our normal elemental research - first to Harik, who knows something about Earth, and then to Aziza, who shows us yet another of her little movies.
But it's ultimately Rakeesh who holds the key to us defeating the elemental - a giant flaming sword-like key called Soulforge, his paladin sword. You know that when weapons have names, they're badassed. And so it is.
Next video we head into the streets to look for trouble - in this instance Rocky, the giant Earth Elemental, who literally springs from the streets in one of the coolest 16-color EGA animations ever. We go a couple of rounds with him, tracking him all over the city, before finally reducing him to a pile of magical dirt.
But what can you do with magical dirt? I seem to recall that Aziza said Julanar, the tree woman, needed a gift of magic. Magic.. dirt... tree... yes!
So it's off to the desert, but not before the guard tells us the Dervish wants to see us. Well I happen to know he's going to blather on about the Beast, so we'll just go look for him after we help Julanar.
Which we do.
The beast proves more elusive than I thought, largely because I can't remember exactly where the hell he's supposed to be. So I orient myself with the dervish and get directions, and meet our next puzzle: what the hell is this thing in a cage and what are we supposed to do with it?
Which is addressed in the third video, where we quickly run to Harik and get the final ingredients for a dispel potion.
Back to the desert, where we feed the potion to the beast and learn a lot about what's coming for us - the name of our adversary, what he's up to, and some of his magical capabilities. Uh oh.
That's a good day's work for Marcus so we'll pick up there, after we receive a very mysterious note - they're watching us. Uh oh.
The first video has Marcus killing the last wandering monster we need to round off our points, and the explanation for getting to Raseir early - along with the fruits of our initial failed attempt and a video of the second, successful attempt. Aside from a silly pun and what I could right-click-look at for the few seconds we were inside the city, it's more of a curiosity than anything - but it can be done.
The second video picks up at the end of the first, with Marcus carrying around a huge amount of loot - both money and monster pieces. Of which we can only sell one, it turns out. Bummer.
Then we hit up the Astrologer, whom we kind of forgot about until now - who gives us an interesting fortune (that also happens to contain a very important clue about the final puzzle in the game.)
As if we didn't have enough money, Rakeesh has a reward for us from the Sultan himself - and the poet Omar is freestyling in the fountain plaza, after which we find his purse on the ground - we'll have to give that back to him the next time we see him.
The final video picks up right away, with word that the Air Elemental is wreaking havoc in the Palace Plaza. A little prep work is necessary before we take him on, so it's off to Aziza's for a quick Air Elemental lesson, then Keapon's for a necessary ingredient (and a little item for later.) Next on our list is Issur, who after some communications problems surrenders his bellows to us. After all, we did beat him in arm wrestling.
Mr. Air himself isn't too bad - the challenge is more in getting him to stay still, as you might expect from a tornado with sinister eyes. All in a day's work for a hero, eh?