In Which Our Hero flirts with yet another unattainable chick.
Video With Subtitles
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!
Saturday, April 5, 2008
Quest for Glory Epic Let's Play Part Forty-Six: Shop 'Till You Drop
In Which Our Hero picks out a new handbag.
Video With Subtitles
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.
Video With Subtitles
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.
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Friday, April 4, 2008
Quest for Glory Epic Let's Play Part Forty-Five:King Rajah
In Which Our Hero meets a king and a Goddess.
Video With Subtitles
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.
Not really.
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Tuesday, April 1, 2008
Quest for Glory Epic Let's Play Part Forty-Four:Far Out, Man
In Which Our Hero learns about his mission and meets a hippie.
Video With Subtitles
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...
Next time, we'll hit the Bazaar!
Video With Subtitles
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...
Next time, we'll hit the Bazaar!
Labels:
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Quest for Glory Epic Let's Play Part Forty-Three: Quest for Glory III Intro
I just received a pamphlet in the mail that reads:
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.
Video With Subtitles
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!
- 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
- 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.
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.
Video With Subtitles
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!
Labels:
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