Quest for Glory Omnipedia
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Table of Contents[]

  1. Installing the Game pg.3
  2. Starting the Game pg.5
  3. Creating Your Character pg.6
  4. Modifying Your Hero pg.8
  5. Interface Border pg.12
  6. Options Panel pg.19
  7. Combat pg.24
  8. Magic pg.25
  9. Thief Beliefs pg.31
  10. The Paladin pg.35
  11. Inventory Items pg.3 7
  12. Buying and Selling pg.41
  13. Map Travel pg.43
  14. Playing the Game (The Story Thus Far) pg.44
  15. Tour Guide to Scenic Silmaria pg.49
  16. Tourist Treks pg.53
  17. Hazards and Handicaps pg.56
  18. Getting Started: A Walk-Through pg.60
  19. Troubleshooting Section pg.63
  20. Credits pg.64
  21. Customer Service/Technical Support pg.68
  22. Notes pg.71

INSTALLING THE GAME[]

Quick Start[]

PC: Here are quick instructions for those experienced with installing software on their PC. For detailed instruction (and the Mac install procedure), please read the sections titled Standard Installation.

Insert the Dragon Fire Install CD into your CD-ROM drive. If you have autoplay enabled, the Dragon Fire installation menu will pop up automatically; otherwise please run setup.exe from your CD drive.

Standard Installation[]

PC: Please make sure you have the required amount of disk space (Ii red under System Requirements) on your hard drive in order to install Dragon Fire. Check your free disk pace by bringing up Windows Explorer from your desktop. Select your hard drive. The available space will be displayed at the bottom of the window. You can free up more space by deleting or uninstalling other items.

Insert the Dragon Fire Install CD into your CD-ROM drive. The Dragon Fire Installation screen should come up automatically. If it does not, doubleclick on the My Computer icon on your desktop. Then double-click on the CD-ROM icon. If the Dragon Fire Installation screen still does not come up, see the Troubleshooting section at the end of the manual.

Follow the directions on the Installation screen. If you do not have DirectX"' or QuickTime'" installed, the game will automatically install it to your hard drive.

Mac: Insert the Dragon Fire Install CD into your CD-ROM drive. Double-click on the Install CD icon on your desktop. Double-click on the QFG5 installer. Follow the instructions to install the game.

The computer will let you know if you don't have enough available disk space to in tall the game. If this happens, you can free up more pace by deleting other items.

Quest for Glory V: Dragon Fire Uninstall[]

PC: If you want to uninstall Dragon Fire, click on the Uninstall button in Sierra Utilities located in the Start Menu. All Dragon Fire game files and related icons will be removed. DirectX and QuickTime will remain untouched.

Mac: If you want to w1install Dragon Fire, delete the Quest For Glory V folder. Running the Game PC If you have autoplay enabled, you can insert the Game CD into the CD-ROM drive. Click the Run button on the Dragon Fire screen to play.

If you do not have autoplay, insert the Game CD into your CD-ROM drive. From the Windows 95/98 Start button, click on Programs, click on Sierra, and then click on Dragon Fire.

If you created a shortcut on your desktop during installation, you may run the game by clicking on the Dragon Fire icon on your desktop. If you didn't create a shortcut during the installation process, you can make one by first right-clicking on the desktop. From the window, click on New, then Shortcut. When asked for a file name, select Browse. Search your hard drive for the file Qfg5.exe (in c:\Sierra\Qfg5 by default). Click on Next, name the shortcut, then Finish. Double-click on the Dragon Fire shortcut to start the game. Mac Insert the Dragon Fire Game CD into your CD-ROM drive. Open the game folder and double-click on QFG5 to begin the game.

Performance If your game seems to be running slowly, try any of the following:

1. Make sure that no other programs are running while you are playing Dragon Fire. The more memory available, the faster the game will run.

2. Hit the Escape key to go into the Controls panel. Set the Detail level to Minimum to disable some of the processor intensive special effects and speed up the game.

3. Use the Backslash key (\) to turn on the Interface border in the gaming window. You can also adjust screen size in the Controls Panel.

4. Make sure your computer meets the minimum performance standards listed on the box. If it doesn't, you may need to upgrade.

STARTING THE GAME[]

Quest for Glory V: Dragon Fire is an Action-Adventure Role-Playing Game (RPG). You'll find real-time combat, story, character development, and intriguing situations in this game. However, unlike most RPGs, the character class you choose to play will affect the story and game play.

When you first start a game, you are given a choice of five buttons: Play Game, Load Game, Introduction, Quit, and Credits (the Yosemite Entertainment Logo).

Play Game: The Play Game button begins a solo game, initializing with the Character Creation screen (see Creating Your Character).

Load Game: Load Game brings up the menu to restore a previously saved game. Select the save game you wish to resume playing.

Introduction: Click here to watch the opening movie.

Quit: Click here to end the game and return to your desktop.

Credits (Yosemite Entertainment Logo): Dragon Fire took the efforts of many talented individuals. Click here to see the game credits.

CREATING YOUR CHARACTER[]

Dragon Fire allows you to elect and customize your Hero. You can play as a Fighter, Wizard, or Thief. You can also import a Paladin character from a previous Quest for Glory game or use the default Paladin we've provided. Each Character Class ha default Ability and Skill setting . Select the character you want to play based on these inherent strengths and weaknesses. Depending on your character choice, game play will vary. Non player characters will treat your Hero differently and his goals for winning will change because of hi personality type.

Character Creation Screen[]

The Character Creation Screen allows you to elect the Hero's Character Class and modify his statistics. Choose the type of Hero you want to play by clicking on the right and left arrow under hi rotating image.

Fighter[]

Dragon Fire gives the action-oriented Fighter the chance to do what he does best. This character has higher Strength and Vitality than the Wizard or Thief. He can choose from a wide selection of weapons, armor, and combat styles. His abilities and equipment must stand him in good stead as he combats a multitude of monsters and foes. To play for the adrenaline rush, the Fighter is the Hero to choose.

Wizard[]

The Wizard is the most versatile of the three Character Classes. The Wizard has a wide range of spells, some defensive, some offensive, and some general purpose. Depending on your style, the Wizard can be a warrior magic u er, using armor, weapons, and spells to destroy opponents, or a life mage, seeking to restore the harmony and peace of the world through creative spell use.

Wizards have higher Intelligence and Magic skills than any other Hero. They also have greater access to spells than others who merely dabble in magic. If you want to master the arcane arts, elect the Wizard.

Thief[]

The Thief Character Class is one reason why Dragon Fire stands apart from the RPG crowd. While other characters unselfishly attempt to make the world a better place for everyone, the Thief acts to make sure it's a better place for yours truly. Though still a Hero, a good Thief knows how to commit crimes and not get caught. The Thief will find opportunities aplenty within the city of Silmaria, most of them profitable.

Thieves rely on their Agility and Stealth skill . Combat is best avoided by dodging enemies with clever maneuvers. Though good at finding places to hide, when cornered, the Thief is also skilled at throwing daggers. Choose the Thief if you want to use cunning and craftiness to keep your Hero out of trouble.

Paladin[]

The Paladin character can be played by importing a Paladin previously saved during another Quest for Glory game. You can become a Paladin in the second game (Trial by Fire) or the third game (Wages of War). In the e games, the Paladin is a Character Class created when a Hero performs noble act and deeds of valor. Paladins can lose as well as gain skills, because dishonorable acts strip the Paladin of his abilities.

As a special bonus, a saved Paladin character is included in the Imports folder so that everyone can enjoy playing this valiant character.

Import Button[]

You can import saved characters from other Quest for Glory games into Dragon Fire. To import a character, move the saved character file into the Imports folder in your main Quest for Glory directory (C:\Sierra\Qfg5 by default on a PC, or in the Quest for Glory V folder on a Mac). Click on the Import button in the lower left corner of the Character Creation Screen. Double-click on a .sav file, and your saved character will appear on the screen. Adjust his tatistics and then launch the game.

MODIFYING YOUR HERO[]

Once you have chosen the type of Hero you want to play, you can modify that character to suit yourself. You might want a Fighter with some magic spells or perhaps you think your Wizard could use some Stealth. It' your choice. A character's success with any action depends upon his related Abilities and Skill . Points are initially allocated to these Abilities and Skills depending on the character type.

There are five Abilities listed in the Character Creation Screen: Strength, Intelligence, Agility, Vitality, and Luck.

There are nine Skills: Magic, Swimming, Offense, Defense, Climbing, Acrobatics, Throwing, Stealth, and Lock Picking.

Some character types have the opportunity to learn skills during game play, but you can give your Hero an advantage by distributing extra point before you begin to play. The box in the center of the screen contains the extra points you can disburse to alter your Hero's statistics. It takes 100 skill points to teach your character a new skill. Note that a skill will not improve unless your character has learned the skill first.

To increase the points for any Ability or Skill, click on the associated name or number to highlight it. Click on the up arrow or use the up arrow key to add points ten at a time. If you choose to add points to an ability or kill with no value, you must commit at least 100 points to gain the minimum skill level. Note that the amount is deducted from the available extra points. In the same way, you can click the down arrow or use the down arrow key to deduct points. However, you cannot decrease a value lower than the character's initial statistic. Nor can you increase any value above 400.

Once you have allocated all the available skill points, you can name your Hero. Click the Play button and the game will begin.

Abilities[]

Strength: The Strength of your character affects many aspects of the game. Strength determines carrying capacity, limiting the number of inventory items you can carry at one time. Strength also increases the damage inflicted in combat. Certain obstacles in the game require great strength to overcome, such as a door that needs to be bashed down. Strength and Vitality are factored together to determine your character's Health Point.

Intelligence: Intelligence is the primary ability for the Wizard. It take concentration, cleverness, and quick thinking to cast a spell. Intelligence determines a wizard overall magical ability and contributes to the amount of Mana point available to cast spell . Intelligence is also important for combat. A stupid fighter will never be as effective a a smart fighter.

Agility: Agility is the combination of dexterity, grace, and quick reflexes . It governs all activities in which a Thief excels. Agility and Vitality are factored together to determine Stamina. Agility also helps determine your Hero's accuracy with a weapon.

Vitality: Vitality determines the health of your character. A high Vitality means your Hero is able to endure more combat damage without being incapacitated. It also means that your Hero is able to perform more actions without getting tired. In addition, your Hero will heal faster with a higher Vitality.

Luck: Luck is the Ability that affects almost every aspect of the game. It factors into combat, sneakiness, and many different Thief Skills. A lucky Hero usually has a lucky game.

Skills[]

Magic: Magic is the Wizard's primary skill. The Magic skill governs the effectiveness of a spell, as well as the number of spells a character can cast at one time. It combines with your character's Intelligence to generate Mana Points.

Swimming: Swimming is a useful skill when you're staying on an island. However, your Hero also needs to learn to hold his breath, or he won't last long under water. A Hero should probably avoid combat while swimming, unless he can breathe water.

Offense: The Offense skill plays an important role in determining your character's accuracy and the amount of damage done with a weapon. Specifically, weapon accuracy is determined by the Offense in conjunction with a weighted average of Agility, Strength, Intelligence, and Luck, in that order.

Damage: It's calculated by the base damage value of a given weapon factored in with your character's Offense averaged with his Strength.

Defense: Defense measure your character's ability to avoid taking damage in combat. It determines how successful your Hero will be when blocking an attack or trying to dodge. There are some monsters in the game that can almost kill with a successful blow, so a high Defense can save your Hero's life.

Climbing: Climbing is a very useful skill for the Thief. If guards are numerous, it's best to avoid them. A good rope and grapnel used with a high Climbing skill can frequently keep your Thief from facing combat.

Acrobatics: The Acrobatic skill i useful if you want your Thief to appear talented and elegant. Whether it's a death-defying tightrope walk across a chasm or a nifty martial arts move, a high Acrobatics skill can augment the Thief' repertoire of tricks.

Throwing: Throwing i a useful skill for both Thieves and Fighter . You'll find many throwable thing during the course of this game. Throwing a few spear at an opponent i an effective way to soften him up before your Fighter closes in. Accurately thrown knives can polish off a monster before it get close enough to inflict any damage to your Thief.

Stealth: A successful Thief needs a high Stealth skill. You cant pick pockets or knock people out unless you can sneak up to them. Noisy Thieves tend to inhabit the city's jail, assuming they survive their capture.

Lock Picking: It's hard to be a successful burglar without some skill at picking lock and disarming trap . Every Thief should work to improve hi Lock Picking kill. Pickpocket The Pickpocket skill is not initially listed on the Character Creation Screen, but it does appear in the Character Screen accessible during game play. Your Hero can learn Pickpocket skills by joining the Thieves' Guild and purchasing the pickpocket knife.

Derived Stats[]

Health: Health points measure how much damage your Hero can take before dying. Health is determined by Strength and Vitality.

Stamina: Stamina points determine the amount of energy your Hero has to expend. Exercise, combat, and spell casting use Stamina points. When your character runs out of Stamina, he will start losing Health point . Stamina is determined by Agility and Vitality.

Mana: Mana point determine how many spells your Hero can cast. Spells cost a variable amount of Mana points depending upon their power and versatility. Mana is determined by Intelligence and Magic. Mana points decrease whenever your Hero casts a spell.

Honor: All character have Honor to some measure. Honor is the sum of all the good that a player does in the game. Honor increases with acts of kindness and heroism. Honor decreases with cruel or illegal activity. High Honor is the measure of a true Hero. Low Honor i indicative of a skilled Thief.

INTERFACE BORDER[]

The Interface border can be displayed on lower machines to increase the speed of the action. You can toggle between Border On and Full Screen with the backslash key (\) or by changing this setting in the Control panel. Full Screen compressed the interface features along the bottom of the screen.

The Interface Border has the following elements, identified from the upper left corner in a clockwise direction. For additional information about these features, see the detailed explanations below.

Status Bars: The colored bars under or beside your Hero's portrait indicate current Health, Stamina and Mana levels.

Character Screen: Click on your Hero's portrait to display the Character Screen.

Compass: The compass shows the direction your Hero is facing. The compass will not appear automatically in full-screen mode. Use the T hot key to toggle the compass on and off or change the setting in the Controls panel.

Latch: The Latch accesses the Inventory, Equipment, and Spells Screens.

Eye Icon: Click on the Eye icon to look at objects in the game field.

Hand Icon: Click on the Hand icon to interact with the game field.

Information Field: The Information field displays information messages and the text translation of the dialogue.

Belt Field: The Belt field gives you instant access to inventory items and spells. To instantly use an item or cast a spell, press the corresponding number key (1-9). During game play, you can also rest the cursor on an icon to bring up a pop-up label.

Character Screen[]

The Character Screen displays important information about your Hero. It allows you to check your score or rest and restore your Health, Stamina and Mana. Since Dragon Fire is a "practice makes perfect" game, and certain items affect your abilities, any changes to your basic statistics are displayed on the Character Screen. Improved statistics appear in green, decreased statistics display in red. Unchanged point totals appear in black.

Time: The Time field displays the current game day and time. Placing the cursor on this field will bring up text describing your character's present state.

Options: The options key brings up a window with a wide range of selections. See the Option Panel section on page 19 for detail .

Rest: The Rest button will only be visible when the situation i safe for your character to rest. Click on the button for the option to give your Hero an hour's rest to regain his stamina. If there is the opportunity to leep, you will be given that option also. Sleep restores Mana and Health at a greater rate.

Score: Dragon Fire is a game with many goals and many ways to play. Thus we have a variety of scoring methods.

SCORE + Experience Points Experience Points measure all the kill your Hero has practiced and improved upon during the course of the game. EXPERIENCE POINT TOTAL SCORE + Puzzle Points Puzzle Points keep track of all the puzzle you have solved and deeds you have done in the game. A Fighter gains points for fighting different monster while a Paladin gains points for resolving situations peacefully. All characters can attain a Puzzle Point score of 1000. In addition, your Hero may earn bonus points for performing extra action.

Total Score: The Total Score is a combination of the Puzzle Point and Experience Points. + High Score The High Score i the best core of all your completed game . It allows you to compare your current score to your all-time top score. + Deeds The Deeds box list all the tasks you have accomplished in the current game. Click on the Score button again to return to the Score Screen.

Done: Click on the Done button to return to the game.

Latch[]

Inventory: Click on the Latch or hit the I hot key to bring up the inventory Screen showing all the items your Hero is carrying. To get information about an object in your possession, place the cursor on it for a second to reveal the name, quantity, and weight of that item. Click on the item to see a closeup picture in the box to the left. Additional information appears below the box.

To place items in the Belt field, simply click on an object and drag it down to the Belt field at the bottom of the screen. The item will move into position when you release the mouse button.

In order to combine items or have items interact, select the primary item by clicking on it. The item will display in the box. Then click and drag a second item over to the box. For example, if you elect your torch and then click and drag the tinderbox onto the torch's close-up picture, the torch will light.

The method for combining items also allows your hero to cast the Zap Spell on a weapon. With the Zap Spell in the Belt field, select a weapon to enchant by clicking on it in the Inventory Screen. Then drag the Zap Spell over the box to enchant that weapon.

A gauge on the left edge of the screen indicates the amount of weight you are carrying. The greater the Strength, the more things your character can carry. When you are overloaded, you use Stamina at a faster rate.

Equipment: The Equipment Screen is accessed from the Inventory Screen or by hitting the E hot key. This screen allows you to manipulate the items your Hero is wearing and wielding. It also shows how your character's statistics are affected by various items. All available items that can be equipped will be displayed on this screen.

To equip your Hero with an item on this screen, simply drag the item over to the image of your character. The item will appear on the left side of the screen. If it i large enough, the equipped item will also be visible on your Hero's image.

To use a weapon in hand-to-hand combat, you must equip your Hero with it. Otherwise, you will fight unarmed.

To throw something, click on the throwing item in the Belt field, then click on your target with the target cursor.

When an equipped item alters a character's statistics, the relevant statistic will change color. If the change increases a stat, the stat will turn green. If the change decreases a stat, the tat will turn red. Thus, equipping your Hero with Chain Mail improves your Armor Class, but restricts and reduces your Agility.

The Armor Class is the relative amount of protection your character will gain from wearing a particular piece of armor.

To unequipped an object, simply drag the item from the left side of the screen to the right side, or replace it with a similar item.

Spells: Access the Spell Screen by clicking on the Spell button in your Inventory Screen, or hit the S hot key. If your Hero has magical skills, the available spells will be displayed. Place the cursor on a spell for a second to bring up a text description. Click on the spell to see a close-up picture in the box to the left. Additional information appear below the box. Click and drag spells down into the Hero's Belt field at the bottom of the screen to make them available for instant casting.

Exit: Click here to exit the current screen and return to the game.

Hand/Eye: The Hand/Eye icon toggles between moving and looking. When the Eye appears, your Hero can look around and identify what he's seeing. Click the Eye cursor on an object in the screen, and a text message will pop up in the Information Field.

The Hand icon allows your character to move and interact with objects in the playing field. Click the Hand cursor and your Hero will usually move to where you clicked.

If you click the Hand cursor on a specific object, the game will do what is most appropriate. For example, if you click the Hand on an unlocked door, your character will open the door and enter the room beyond. If the door is locked, your character will move over to the door, and access a message box allowing options such as "Unlock," "Examine," or "Knock" to appear.

If you click the Hand cur or on another character in the screen, you will be able to talk to or buy things from that person.

If you're playing Dragon Fire on a PC, you can right-click the mouse to toggle between the Hand and Eye cursor. On the Mac, this can be done by holding down the command key when you click the mouse button.

The Information Field: The Information Field i a text box at the top of the screen. It is used in several ways. If your Hero looks at something with the Eye cursor, its description will appear in the box. You can also read the text transcription of a speaker's dialogue in this field.

Dialogue text advances automatically once the speaker has spoken. To speed up the process, click on the talker, or the Information Field to advance to the next me sage. You can also press the space bar to advance text.

Belt Field: The Belt field provides quick access to frequently used items and spells. To use an item or cast a spell in the game, drag an icon from the Inventory or Spells window down into the Hero's Belt field at the bottom of the screen. ote that items will continue to appear in both places.

Select an item by clicking the cursor on that object in the Belt field. (Click again to deselect.) You will see the object attached to the cursor. When you click the cursor on the screen, the selected item is used at that location. Thus, clicking on a key in the Belt field and then clicking on a door will use the key on the door. If it's the right key, the door will open. Selecting armor or weapons from the Belt field, then clicking them on your Hero's image on the screen will equip your character with that item.

Double-click on an item in the Belt field to access an options window that allows you to equip, unequipped, or drop an item that is worn or wielded. (Note that you won't be allowed to drop an item if it would be difficult to find or pick up again.) If you double-click on a spell, you will be able to ca t that spell from the options window. To instantly use an item or cast a spell, press the corresponding number key (1-9).

Movement: You can control your Hero's movement with either the keyboard or the mouse. These commands are the same on a PC or a Mac.

Keyboard Moves + Holding down the Up Arrow moves your Hero forward. Pressing the Shift key at the same time will cause your Hero to run. + The Right and Left Arrows turn your Hero. + The Down Arrow walks your Hero backwards.

The Page Up or A key allows your Hero to swim or levitate upwards. + The Page Down or Z key allows your Hero to swim or levitate downwards. Mouse Moves Click your cursor on the Hand icon to show the Hand cursor. Click on a position on the screen with the cursor and your character will attempt to move to that point. Double-click on a place on the screen and your character will run to that point.

OPTIONS PANEL[]

The Escape Key brings up a window with a wide range of options: Load Game, Save Game, Controls, Keyboard, Manual, Credits, Play, and Quit. See the sections below for details.

Load Game: Click on the Load Game button to reload and play a saved game. Note that you will lose your current game if you pursue this course of action without saving it first.

Save Game: One rule of combat-oriented RPGs is to save early and often. Your Hero will frequently find himself in a serious ituation, one that he may not survive. You can avoid the tragedy of destruction by careful play, but sometimes the monster may be a little faster than you expected. Thus, we let you save the game whenever you desire. Another good use of the Save Game feature is to save at your favorite places so you can show them to your friends.

It's possible that occasionally the game will become so exciting that you forget to save. Imagine that your Hero has the upper hand in a thrilling battle when unexpectedly, the monster wins. You suddenly realize that you last saved hour ago. Or maybe there's a power outage and the screen goes blank. At times like these, even grown gamers have been known to break into tears and scream.

Fortunately, Dragon Fire wants you to have fun, not frustration. Whenever you enter a dangerous situation, the game will automatically save for you at that point. If you die, you will be given the option to restore the auto save game to replay through the dangerous situation once more. You'll still want to save your game at strategic points and whenever you quit out of your gaming session. However, it's nice to know that the Auto Save is there in case you need it.

Controls: The Controls button brings up a Controls panel that allows you to adjust the game to suit yourself.

Game Difficulty: The Difficulty level determines how tough puzzles and combat will be. If you love combat and really want those monsters to roll, set the game to the hardest setting. On the other hand, if you feel bloodthirsty monsters will interfere with your gaming pleasure, set the control all the way to the left to decrease the number and toughness of the monsters, and add more hints and clues for the puzzles.

Dialogue Volume: The Dialogue Volume slider bar adjusts the volume of the voices.

Sound Effects Volume: The Sound Effects Volume slider bar adjusts the volume of the sound effects.

Music Volume: The Music Volume slider bar adjusts the volume of the music and room ambiance.

Detail: The Detail level is initially set to Normal by default. If you think your game is running too slowly, you can adjust the slider to the left to speed things up.

Minimum detail will disable some of the processor intensive effects. Slide the pointer to Maximum to increase the quality of the background graphics.

Screen Size: Select the Full Screen option to compress the interface features along the bottom of the screen. Select the Bordered Window option to increase the speed on slower machines.

Default Movement: Choose between the Walk or Run option for your Hero's default movement.

Show Compass: Show Compass allows you to always display the compass with a time field in the upper right corner in full screen mode.

21 Quest for Glory V.· Dragon Fire Hot Keys 22 Step Left Attack 1 The Keyboard button allows you to configure the keyboard to match your playing style. If you are accustomed to using certain keys for specific actions in other games, you can modify the Dragon Fire keyboard settings to match. Simply select an entry field, hit enter and press the key you wish to use. Defend Forward ! [] Attack 2 ~~~n- ~ [lJ ~ t Right Turn Backward Inventory Selection Swim or Levitate Upward Swim or Levitate Downward Attack 1 Attack 2 Defend Sneak Inventory Screen Equipment Screen Spells Screen Character Screen Change Screen Size Toggle Compass Pick Up Item Advance Dialogue Run Modifier Movement Modifier (Sidestep and Up/Down) Manual 1 - 9 (Belt Position) A z F G D K I E s c \ T p Space Bar Shift Ctr! Options Panel Page Up Page Down Pad 1 Pad 3 Pad 2 Pad 0 Pad.

The Manual button brings up the on-line manual, a condensed guide to the interface and other information. It's a great help if you misplace this book, or if you need to find out something in a hurry. Credits Click on the Credits button to view a list of all the people who made Dragon Fire possible. Play The Play button returns you to the game. Quit The Quit button gives you the option of re tarting the game, returning to the game in progress, or ending the current game. 23 Quest for Glory V.· Dragon Fire COMBAT A Hero is needed in Silmaria, so you have been summoned to a land of evergrowing danger. Monsters roam the islands and entire villages have been abandoned. Diverse monsters require a wide variety of combat style and strategies. Dragon Fire monsters have complex artificial intelligence. Some monsters are more aggressive, some are stupid, and some can cast spells. Most will move around during combat, attempting to hit you and avoid being killed. Therefore, maneuvering in combat is of the utmost importance. Cursor Combat If you are equipped with a weapon, clicking Do upon a monster will cause you to attack with that weapon. Be forewarned that if you are not equipped with a weapon, clicking Do upon a monster will cause you to attack bare-handed. If you have a three-button mouse, the middle button will defend. To throw something in combat, select the item to be thrown from the Belt field, then click on your target with the target cursor. To cast an offensive spell, click on the spell, then click on your target with the target cursor. Underwater Combat The rules for combat change when the battle take place underwater. Your favorite weapon might not work. The best weapon for underwater combat is the Trident, a three-pronged spear. Spears and daggers work quite well, too. All other weapons are virtually u eless while you are swimming. In addition, you cannot swim with a shield on your arm, so your defen es will be weaker. As for spells ... well, some pells really should not be cast underwater. Lightning Ball is definitely not recommended for underwater use (it's not U.L. aproved). However, the Force Bolt is an excellent underwater spell and the Frost Bite spell can be very effective against numerous opponents. 24 MAGIC Magic Dragon Fire is a fantasy, and magic is very much a part of the world. There are creatures that cast pells and others that are inherently magical. The Wizard is a powerful character who can cast a multitude of magical spells. Even a novice Wizard has many spells at his command. A character who is not a Wizard but who has the Magic skill will have fewer available spell . Spells can be purchased from the Magic Shop or found in various areas of the world. Wizards cannot cast magic while wielding any weapon other than a dagger or magic staff, or when using a shield. Heavy armor greatly restricts the flow of magic, so a Wizard is advised against casting spells while wearing armor. The Wizard compensates for these restrictions with powerful defensive spells. Mana Points Mana points determine how many spells a Wizard can cast without resting to recover. Mana points are a combination of the Magic skill and Intelligence. Practicing magic increases your skill, and thus your Mana points. You can regain Mana points by resting or by taking a Mana potion. Casting Spells Spells are cast by first placing selected spells on your Belt field. Either click on the spell and then click on a target, or double-click on the spell and select Cast from the menu. You cannot cast a spell when you do not have enough Mana points. Spell Skills Your Spell skill determines the power, duration, and range of the spell. The more you practice with a given spell, the more effective you will become with that spell. 25 Quest for Glory V.· Dragon Fire General Spells 26 Detect Magic U e Detect Magic to reveal any magic or pell active in the area. Fetch Fetch creates a magical beam used to retrieve a small item at a distance. First Aid The First Aid spell heals the Hero or an ally. The amount of healing performed is determined by your Hero's skill with the spell. Juggling Lights Juggling Lights makes a display of light which will partially illuminate an area. It i good for dark places. Levitate Levitate allows your Hero to float up and down. Lateral movement is not allowed. While levitating, he cannot perform any other actions. Levitate has a continuous Mana cost. When your character runs out of Mana, he drops to the ground. Adjust your Hero's altitude with the Page Up and Page Down arrow keys (or A and Z keys, respectively). Open The Open spell magically unlocks and opens the typical door, chest, or closed object, setting off any traps in the process. Magic RIP Rest in Peace, a.k.a. DND (Do Not Disturb). This spell is u eful when your Hero tries to sleep in the wilderness. It simply means that your character will have no encounters until he has had eight hours of sleep. Shrink Use the Shrink spell on an opponent to shrink him to half his normal size. A shrunken foe will do half the damage he normally does. He'll also think twice about attacking and might beat a hasty retreat instead. Summon Staff The Summon Staff spell appears in the Spell Screen as oon as your Wizard creates a Magical Staff. Ca t the spell to make the Staff appear in the Wizard's hand. A Magical Staff has one-half as many Mana points as your Hero has when the Staff is summoned. If you cast other spells with the Staff in hand, the spells will use the Staff's Mana points. When the Staff runs out of Mana points, it will vanish. You must summon the Staff in order to use it again. Trigger The Trigger spell activates a preset spell such as a Teleport. It can also activate a magical trap. Pre-Combat Spells Augment Augment temporarily increases your character's Spell skill for a specified spell. Cast Augment on an offensive spell to inflict more damage. Cast Augment on a defen ive spell to increase the duration of its effect. To charge a spell in combat, cast the Augment spell, then click on your Hero. The next spell you cast will be Augmented. The amount of extra damage depends on your character's skill with Augment. 27 Quest for Glory V.· Dragon Fire 28 Calm The Calm pell causes all undamaged characters and creature nearby to relax and not attack until either the spell expires or ego attacks the creature. Dazzle Dazzle is a flash of light that temporarily blind all monsters who see the spell being cast. They may swing wildly and try to attack, but they won't be able to see your Hero. The Dazzle effect does not last as long as the Calm spell. Fascination The Fascination spell creates a series of spinning lights that attracts unintelligent monsters. When the spell ends, the lights explode, inflicting minor damage upon anything nearby. Hide Casting the Hide spell makes the Hero invisible as long as he stays in one place. Although you can cast other spells without becoming vi ible, mon ters can sometimes figure out your location by seeing where the pelts come from. The Hide spell turns off while you're moving or performing any other action. Zap The Zap spell works like an Augment spell for combat by temporarily adding a magical charge to a pecified weapon. When a Zapped weapon makes contact with a monster, the spell discharges, doing additional damage. Zap may be cast in or out of combat. To charge your equipped weapon, select the Zap spell from the Belt field, and click on your character. To charge other weapons before combat, go into the Inventory Screen and elect a weapon by clicking on it. Then change to the Spell Screen and drag the Zap spell over on top of the weapon. Magic Defensive Spells Aura Casting the Aura spell protects against special Undead powers such as Stamina and Health drains. Your Hero will be unaffected by the drains during this spell's duration, but he can still be hurt by the monster's attacks and spells. Protection The Protection spell acts as a sort of magical armor, reducing by half the damage inflicted from any physical attack. Resistance Resistance reduces damage inflicted upon your Hero from element-based attacks such as Fire, Lightning, and Cold. In addition it provides some protection from Fro t Bite, Flame Dart, Lightning Ball, and Dragon Fire. Resi tance also le ens the damage done by Dragon Breath and natural heat source . Reversal Reversal causes offensive spells cast by an enemy to bounce back and damage the attacker. The spell does not affect Frost Bite, Dragon Fire, or other area-affected spells such as Calm or Dazzle. It is effective against basic attack spells such as Flame Darts, Lightning Ball, and Force Bolt. Offensive Spells Boom The Boom spell creates a magical skull that explodes when something approaches within ten feet of the skull. Dragon Fire Dragon Fire is a visually stunning spell that creates the image of a dragon in midair. Though it does a great deal of damage, the Dragon Fire spell is also a significant drain of Mana. No other spell can be cast while the dragon is forming. 29 Quest for Glory V: Dragon Fire 30 Flame Dart Flame Dart is the Hero's primary spell. It is the most cost effective of the offensive spells, but there are many creatures who are resistant to fire damage. This spell does not work under water. Force Bolt The Force Bolt spell does not do as much damage as Flame Dart or Lightning Ball, but it does do some physical damage. It will also bounce off things and can sometimes be used to hit targets by ricochet. Frost Bite The Frost Bite spell blasts frosty air, damaging everything in its path. Because it affects an entire area, it is effective against groups of hostiles as well as fire-based creatures. Lightning Ball The Lightning Ball spell is more costly than Flame Dart in terms of Mana, but it will affect creatures that are resistant to flame. This spell is definitely not recommended for underwater use, since it will electrocute anyone nearby, including the ca ter. Thermonuclear Blast Casting the Thermonuclear Blast spell causes major destruction within a ten mile radius. Nothing living survives. This includes your character, but at least your Hero will go out with a bang! Whirlwind The Whirlwind spell is cast on a monster, causing it to spin around in place for the duration of the spell. There is some damage inflicted by this spell, but it is primarily used to trap an opponent. THIEF BELIEFS Thief Beliefs The Thief is definitely the most subtle and complex of the three characters you can choose to play. There are many things for a Thief to do in Dragon Fire in addition to winning. A Thief is scored by how well he plays the game according to Thief Rule #101: Stealth is Wealth. To attain the highest score possible, a Thief needs to find ways to sneak past guards and deactivate alarms wherever he goes. Above all, he must avoid getting caught. The ultimate win for the Thief is to become Chief Thief. Bulky armor severely crimps the Thief's style since it's noisy and reduces stealth. Heavy weapons also interfere with Thief skills, lowering Agility and Acrobatic abilities severely. In general, Thieves prefer light armor and small weapons. A Thief's best bet is to sneak away from combat. If that's not an option, use throwing weapons to try to bring down your opponent. Thief Skills Thief Signs Thieves, for the uninitiated, are a surprisingly social bunch. After all, what good is a secret when you have no one to share it with? It's hard to brag about what you bag or to sell your swag without the help of the local Thieves' Guild. Since going around asking people where the Guild is will either get you killed or arrested, Thieves have developed a way to communicate with one another: the Thief Sign. So make the sign anytime you meet some potential purloining practitioners who might provide a guide to the Guild. 31 Quest for Glory V: Dragon Fire Sneaking Sneaking comes naturally to a Thief, so you will find yourself slipping into that old familiar slink without thinking. It's not a good idea to sneak everywhere you go - people tend to notice and think you are strange. At night, however, you can sneak behind people and duck behind things and, if you're good at it, most people won't see you. Sneaking is also useful when you try to pickpocket an unsuspecting passerby or blackjack an oblivious guard. Lock Picking A Thief needs a wide variety of equipment to get into places he doesn't belong. The Acme Thieve ' Toolkit has several styles of lock picks and trap disarming mechanisms. Your Thief will also need oil. This doesn't come in the toolkit, but you can pick some up at your local Thieves' Guild. Disarm Traps The traps around Silmaria are all variations of the Acme Dancing Man Menace. This can be a very dangerous trap for the unwary, resulting in death or severe injury if it explode . The object to disarming a trap is to match the dancing man in the center with one in a compartment on the outer ring. First select the middle compartment and wait until the dancing man freezes into position. Then click on sections in the outer ring and try to remember what pose is where. Pay close attention to the colored lights indicating how many attempts you have left because you only have so many tries before the trap goes off. Depending on the difficulty level you've set for the game, you'll have to match the dancing man multiple time to successfully disarm a trap. 32 Climbing Acrobatics Picking Pockets Thief Beliefs Trees are easy to climb, but there aren't many trees in Silmaria. Walls can be caled, but this can be very dangerous since the sea spray of this island area makes the rock slick. The be t way to get on top of things is to u ea rope and grapnel. Just a delicate flick of your wrist, and you'll be scaling the sheerest of fortress walls. Acrobatics covers a wide variety of kills: tightrope walking, martial arts, and fancy flips in the air. Use the rope and grapnel for tightrope walking. Simply throw the grapnel across the buildings, secure the rope on your side, and walk across. If you wish to practice martial arts, put away your weapons and fight with your bare hands. Note that heavy armor everely crimps the style of an acrobat. A useful way to accumulate some ready cash is to take it from someone else. To pick someone's purse or pocket, you need a handy Pickpocket Knife. This nifty item has a hook for catching purses, a knife to slit them, and a bag to hold the loose change. It slices, it dices (but it doesn't make julienne fries). Picking pockets is a fine art. You've got to be skilled with the knife, and good at sneaking. It's one thing to give your Pickpocket Knife a dexterous twist of the wrist; it's another to look so cool that your victim doesn't know he's being robbed. Practice is essential (and available at the Thieves' Guild in the form of a pickpocket dummy). 33 Quest for Glory V.· Dragon Fire Blackjacking Blackjacking is the fine art of knocking people unconscious before they realize you're behind them. To sap a victim, you need a special tool that can be purchased at your local Thieves' Guild. To Blackjack someone, you must first sneak up behind him. You cannot use the Blackjack on someone who sees you first. Once you get near someone, aim for the base of his neck and give a hardy swing with the sap. If your Offense skill is high, you'll hit your target every time, and even the toughest guard will fall without a fight. That's the guarantee or no money b'ack. 34 The Paladin THE PALADIN The Paladin has special abilities and spells. Some of these are automatic; they occur from the natural radiant goodness of the Paladin. Thus, the Paladin can Sense Danger whenever it is present in the area. Other abilities are more like spells, and must be consciously summoned from within by the Paladin's wishes. These spells are cast by moving them from the Spell Screen to the Belt field. Then click the spell on a target or doubleclick on it and select Cast. As a Paladin attains Honor, he gains new abilities by his good nature. Paladin spells do not draw upon magical ability. Instead, they use the Paladin's natural energy, thus drawing upon Stamina points (rather than Mana points) to charge the spell. Paladin Spells Awe The Awe spell lowers the attacker's morale, causing most opponents to flee or retreat. Only the fiercest of foes can resist this charm. This is the most powerful ability a Paladin can gain, and only the most honorable will ever attain it. Destroy Undead The Destroy Undead spell emits a sphere of light, directly damaging Undead creatures. Heal This Paladin spell can be used on your Hero or an ally during combat. It draws upon Stamina, with the amount of healing proportional to the current Stamina value. Holy Strength Holy Strength augments the Paladin's Strength, increasing it proportionally to the current amount of Stamina points. This can greatly increase the Paladin's combat skill. Only a very honorable Paladin will achieve this ability. 35 Quest for Glory V: Dragon Fire 36 Honor Shield The Honor Shield creates a magical field which protects the Paladin from damage by the opponent's weapon. When invoked, it adds directly to your Hero's Defense skill. Magic Ward The Magic Ward creates a barrier preventing magical offensive spell from affecting the Paladin. This spell must be invoked by the Paladin when in the presence of a Spellcaster or a magical trap. Each magical attack will lower the Paladin's Stamina while Magic Ward is active. Paladin Sword This flaming sword is an automatic abiliry for Paladins. When a Paladin Sword is wielded in battle by a character with this skill, it is surrounded by a field of magical flame that increases the damage inflicted by the sword. This is the first abiliry a Paladin gains. Peace The Paladin Peace spell relaxes everyone in the area. This effect prevents most opponents from attacking unless they are attacked or once the effect wears off. This ability is gained by a Paladin with high Honor. Sense Aura When a Paladin invokes Sense Aura on a person, he will receive a general impression of that person's feelings and thoughts. Though thi ability requires a very high Honor, it allows the Paladin to determine the trustworthiness of others. l 1 Inventory Items INVENTORY ITEMS Dragon Fire features a wide variety of items to purchase, acquire through victorious combat, or simply pick up off the ground. The number of items your Hero can carry is determined by weight. His carrying capacity is determined by Strength. If your character is carrying too much weight, you will either have to drop something or return to your bedroom and place extra items in your storage chest. Drachmas are Silmaria's coin of the realm. There are many ways to make money in Dragon Fire. Make sure to search deceased monsters for money and items. Whatever spare equipment you don't need can be sold to various merchants. You can compete in combat in the Arena or bet on the winner for the evening. Test your Throwing skill on the Wheel of Fortune at the Dead Parrot Inn. Opportunitie for additional income abound in Silmaria for an unscrupulou Thief. There are also rewards for performing various good deeds. You will need a lot of money as many item are expensive. However, to avoid the extra weight, as well as the risk of pickpockets, it's best not to carry a lot of coins on your person. The bank is a good place to put extra money. Merchants consider the money in your savings account to be available instantly. Thus, you can spend more money than you could ever carry. Weapons There are two types of weapons in this game: thrown and equipped. Some weapons can be used both ways, but most are either one or the other. Certain types of weapon affect skills and abilities such as Magic and Agility. The relevant values will change when the weapon i equipped. Weapons are rated by base damage. Some weapons do additional damage against certain types of foes. 37 Quest for Glory V.· Dragon Fire 38 Fist Equipped Base Damage = 5 Additional Strength bonus Kick Equipped Base Damage = 8 Additional Strength bonus Rock Thrown Base Damage = 5 Dagger Equipped or Thrown Base Damage = 10 Magic Dagger Equipped Base Damage= 15 Slasher Dagger Equipped Base Damage = 20 Poisoned Dagger Equipped or Thrown Base Damage = 10 One Time Bonu +500 Throwing Spear Thrown Base Damage = 15 Spear Equipped or Thrown Base Damage = 20 Magic Spear Equipped or Thrown Base Damage = 30 Wurmbane Spear Equipped Base Damage = 35 + 10 vs. Dragons and Hydras Sword Equipped Base Damage = 25 Magic Sword Equipped Base Damage = 35 Paladin's Sword Equipped Base Damage = 40 Plus Honor bonus Ice Diamond Sword Equipped Base Damage = 35 +10 vs. Fire Creatures DragonSlayer Sword Equipped Base Damage = 40 + 10 vs. Dragons Trident Equipped or Thrown Base Damage = 25 Magic Axe Equipped Base Damage= 35 Minotaur Axe Equipped Base Damage = 45 Inaccurate for nonMinotaurs Inventory Items Armor Armor protects a character from damage. While the better the armor, the less damage, armor also affects the character's ability to move and use magic. Hence, Wizards and Thieves traditionally wear light armor, if any at all. Several types of armor can be worn at the same time. Thus, the character's defenses increase with the amount of equipment. Leather Armor Armor Class= 15 ••• Magic Leather Armor Armor Class = 20 liiiiiiii"- Chain Mail Armor Class = 20 liiiiiiiiiil Magic Chain Armor Armor Class = 25 Helm Armor Class = 5 Magic Items Magic Helm Armor Class = 10 Shield Armor Class = 5 Magic Shield Armor Class= 10 General's Shield Armor Class= 15 Certain Magic Items affect your Abilities and Skills statistics. Amulet of Defense Good Luck Charm . Increases Defense Skill Increases Luck Ability Atlas Armband Amulet of Attack Increases Offense Skill Increases Strength Ability Stealth Charm Increases Stealth Skill Magic Charm Bracelet Increases Magic Ability 39 Quest for Glory V.· Dragon Fire Special Objects To use an item, such as drinking a potion, either select the potion and click it on your Hero, or double-click and select Use. To instantly use an item, press the corresponding number key (1-9). 40 Mystic Magnets To use the Mystic Magnet , first place one of the magnet in the storage chest in your bedroom. Then, drag the other Magnet down into your Belt field. To teleport, you can either click the Magnet on your character, or double-click on the Magnet and then select "Use". If properly deployed, the Mystic Magnet in your Belt field will be magically attracted to the one in your bedroom chest, thereby teleporting you back to your room. Torch To light a torch, select the torch in the Inventory Screen, then drag the tinderbox onto the image. Poison Cure Pills Poison Cure pills prevent death by poison when taken before your character comes in contact with noxious substances. It also heals poison damage if taken soon after poisoning. A single Poison Cure pill will heal one exposure to poison. For multiple exposures, your Hero will need to take multiple pill . Hera's Ring With this ring, you can ask people to marry you. However, no one will want to marry you until they get to know you. Gifts and kind words go a long way toward winning the heart of the one you love. Blackjack With this object, a thief can knock out unsu peering victims. Successful blackjacking requires that the thief sneak up behind his victim without being seen. Then the thief cashes the victim at the base of the skull. It takes great weapon accuracy to hit exactly the right spot, so high Stealth and Offense skills are equally important when using a blackjack. Buying and Selling BUYING AND SELLING Buying and selling things are important facets of game play. Many items are worth buying, so you have to figure out what you really need and how much you're willing to spend. Buying You can purchase things from merchants either by clicking drachmas on them or by clicking Do on them, then selecting the Purchase option. The Purchase Screen shows everything the merchant has for sale. You can move your cursor over each item to get information on price and weight. Your current available money is displayed at the bottom of the screen - both the drachma you are carrying directly and the drachma you have in savings. Select the item you wish to purchase by clicking upon the image. --,....--~~~--~-- The Bargaining Screen shows the item .. ~~=:;--::=::::.;.. __ ~,_""I you want to purcha e, a full description, and its price and weight. Adjust the amount you wish to offer per item by either clicking upon the arrows at either end of the field labeled "Your Offer" or by clicking your cursor on the field and typing in the amount. You can then select the quantity you wish to purchase. The screen will then show you the amount of money it will take to buy the object at that price. When you are ready to make an offer, select the Offer button. If the merchant accepts the deal, the item will be added to your inventory and your available money will be adjusted. If the merchant rejects the offer, a counter-offer will be displayed. You can accept this amount, or make your own counter-offer until either a deal is made or you choose to cancel the effort. It is possible to insult a merchant by making too low of an offer. If you do this continually, the merchant will not be willing to deal any further. 41 Quest for Glory V: Dragon Fire You can sell used weapons to the Weaponsmith. Other merchants might be willing to buy various items if they deal in that stock in trade. To try to make a sale, click Do on the merchant. If the merchant is interested, you will be able to click on the Sell option. The Sell window shows all the things in your inventory that the merchant is willing to purchase. Running your cursor over the item will reveal how many items you have, and the value of that item. Select an item to sell by clicking upon its image. The Bargain Screen for Selling is identical to the one for Buying. However, you should remember that you are now trying to get the highest possible price, rather than the lowest. 42 MAP TRAVEL When you leave the city of Silmaria, you will find yourself traveling on a map of the island of Marete. You can explore the island but it is not possible to travel over water without special transportation. When you encounter a monster or enter a specific location on the map, you will automatically go to the game play view. If you're in real danger, you can use the Mystic Magnets to return safely to your bedroom in Silmaria. Map Travel 43 Quest for Glory V.· Dragon Fire PLAYING THE GAME The Story Thus Far Dragon Fire i the fifth game in the Quest for Glory erie . Your Hero has been through a lot to get here. He's been to four different lands, met many friends, and made several enemies. This section gives you some background for playing this game. You can play the entire series by buying the Quest for Glory Collection. This compilation allows you to import the same character into each game, build him up, and enjoy a uniquely progressive role-playing experience. So You Want To Be a Hero You began your Quest for Glory as a graduate of the Famous Adventurer's Correspondence School for Heroes. A poster in your local Adventurers' Guild aid a Hero was needed in the barony of Spielburg. You were particularly attracted to the phra e, "No Experience Necessary." This was your chance to prove your worth. You arrived in Spielburg valley just before the passes were cut off by a late Spring snow. The Hero job seemed straightforward enough. They just needed a few brigands driven off. Unfortunately, the brigands were being led by a canny and brilliant leader. Monsters were everywhere, and you had to fight for your life anytime you tried to go anywhere. This shady character called Bruno kept giving you bad advice which nearly got you killed. Maybe you didn't want to be a Hero after all. There were other things wrong in the region a well. The Baron was missing hi daughter and son, and seemed to be under some sort of curse. According to the Wizard Erasmus, the way to end this curse was to fulfill a prophecy: 44 Comes a Hero from the East Free the man from in the beast Bring the child from out the band Drive the curser from the land. Well, you did come from the east, o this eemed a promi ing tart. You managed to find the Baron' on and relea e him from the enchantment that had turned him into a bear. You learned that the cur e was ca t by the Ogre Baba Yaga. Getting rid of her proved tricky, as she kept turning you into a frog. Eventually you discovered the location of the brigand band. Then you had to find the child and remove the pell he wa under. Only it turned out that the child had grown up. The leader of the brigands was Elsa von Spielburg, the Baron's daughter. Once Elsa wa di enchanted, she turned out to be a lovely and competent ally. In a final confrontation, you defeated Baba Yaga by turning her magic against her. With that feat, you knew you were a real Hero. Trial by Fire From Spielburg, you joined a merchant and Katta innkeeper on a magic carpet ride to the marvelous desert city of Shapeir. Here you met the Liontaur Paladin, Rakeesh, who taught you honor and valor. You practiced weapon skills with Uhura, a warrior woman from Fricana. You met Julanar, a woman who wa turned into a tree, and restored her faith in humanity. The magic of Shapeir was beautiful, marvelous, and deadly. Elementals, incredible creatures of earth, air, fire, and water, plagued the city. It wa clear that some powerful Wizard was trying to de troy Shapeir. You traveled by caravan to the once beautiful city of Ra ier. It wa now strife-torn, bound by strict rules and regulations, and controlled by the dark Wizard, Ad Avis. He trick you, enchants you, and forces you to find the most feared of Djinn: Iblis the Destroyer. Then Ad Avis left you for dead in the Forbidden City. With aid, you escaped and hurried back to the Palace in Ra ier. You had to top Ad Avis from performing the Ritual that would bind Iblis, allowing Ad Avis to command this terrible monster. You manage to top the ceremony at the last moment, and send Ad Avi falling to hi doom. Hi la t word were a cry for the Dark Master to save him, but his words seemed to go unheeded. Ad Avi wa dead, though his body wa never recovered. 45 Quest for Glory V: Dragon Fire As a reward for saving the cities of Shapeir and Rasier, the Sultan adopted you to be his son. You had proved yourself a Hero, and now you were proclaimed a Prince. Wages of War The death of the powerful Wizard, Ad Avis, affected the planes of magic. This caused a rift between worlds when a Demon Wizard broke the bonds to this one. You were sent by magic southward to the kingdom of Tama with Rakeesh and Uhura. Tarna was a kingdom of Liontaurs that Rakeesh had once ruled. He had walked away from the throne to become a Paladin. A war was starting between Uhura's people, the Simbani, and the shapechangers known as the Leopardmen. This war would bring much death. By those deaths, the barrier between worlds would be broken, and armies of demons would enter this world. You had to stop the war, and drive the Demon Wizard back to its own plane. This was not something you could do alone. Rakeesh and Uhura guarded and protected you. The Simbani Warrior Yesufu, the Leopardwoman Johari, the monkey Manu, and Rakeesh's daughter, Reeshaka, fought at your ide. Together you faced evil, di toned versions of yourselves. The battle was long and hard, and you might have been defeated by your own double. Then a Thief you befriended in Tama came to your side, and took your place in the battle. You raced ahead to confront the Demon Wizard directly. The gate had almost opened between the demon world and this one. There was little time, and you had to act. You attacked the demon and shattered the orb that held the world gate. The Demon Wizard was destroyed, and the link between worlds was broken. You returned to your friends, relieved to find them alive and victorious. Yet before you could celebrate the defeat of the demons, you found yourself racked with pain. Before your friends' horrified eyes, you vanished, summoned away by dark magic. 46 Shadows of Darkness Playing The Game -- In dim dreams you flew over a shadowed landscape, driven to a place of evil. When you awoke, you were in a twisted cave in an unknown land. You were alone in darkness and danger, without your equipment or your friends. You escaped the strange cave, meeting a young woman outside. She aid this was the land of Mordavia, and that her name was Katrina. Before you could ask further questions, she ran off, leaving you lo t and alone. You found your way to a town. Everyone you met was uspiciou and ho tile toward you, obviously fearing strangers. Mordavia wa ruled by someone called "the Ma ter" who lived in a castle out ide of town. A you learned more about this land, you were not reassured. There were rumor of werewolves, and garlands of garlic were placed everywhere for protection. In the town was a mysterious monastery, once run by a cult that sought to summon something called the "Dark One." A child had been kidnapped from her home at night. Ghost and dark creature roamed, and even your old enemy, Baba Yaga, now lived here. The only safe places were the town and a lovely garden created by the Wizard Erana. You had found many such place on your journey - places of peace and safety. You were reassured to know that Erana had touched this sad place. Then you learned to your sorrow that Erana had perished years before. She and a Paladin, Piotyr, had fought to drive the Dark One, Avoozl, from this land. They had stopped the dark cult, thereby prevented Avoozl's release. However, Erana had died in the struggle. All that remained was her magical staff, placed in the center of town. You oon learned an even darker truth. The beautiful woman, Katrina, seemed fond of you, and perhaps you loved her. However, you discovered she wa actually a magical Vampire also known a the "Dark Master." Ad Avis had called for the Dark Master as he perished; the Dark Master had indeed answered his call. She brought Ad Avis's body to this place, and revived him a a Vampire and Katrina's slave. She and Ad Avis had brought you here to summon Avoozl again to this land, covering it in darkness forever. Thu , the Vampires would never need fear the light of day again. You were trapped, forced to begin the mystic rituals that would bring the Dark One to life. In the final phase of the spell, Ad Avis attacked you. Katrina came to your defense, and Ad Avis destroyed her. You turned upon Ad Avis, and he was taken by Avoozl. Then you used Erana 's staff to drive Avoozl away from this world once and forever. At the la t, you saw the pirit of Erana, re lea ed from this evil place. She thanked you for your kindness, then she vani hed. 47 Quest for Glory V: Dragon Fire You had aided the villager , and they too thanked you by holding a ceremony in your honor. As they were doing so, you felt a magical spell pas over you. You could hear the voice of your old friend, Era mus. He was summoning you to a new land and new adventures. After all, a Hero's got to do what a Hero's got to do.

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