Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
1878 lines
104 KiB
Plaintext
1878 lines
104 KiB
Plaintext
# Quest for Glory II: Trial by Fire - Walkthrough by BIGAIL
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# Source: GameFAQs (archived from archive.org)
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# Date archived: 2018-2019
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<h2 class="title">Character Building Guide by <a class="contrib1" href="/web/20190511092446/https://gamefaqs.gamespot.com/community/BigCow">BigCow</a></h2>
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<p><b>Version:</b> 1.1 | <b>Updated:</b> 08/24/05</p> </div>
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<div id="faqwrap" class="ffaq">
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<pre class="faqtext" id="faqtext"><span id="faqspan-1">Quest for Glory Character Building FAQ 1.1
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Created by:
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BigCow,
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888888b. d8b .d8888b.
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888 "88b Y8P d88P Y88b
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888 .88P 888 888
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8888888K. 888 .d88b. 888 .d88b. 888 888 888
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888 "Y88b 888 d88P"88b 888 d88""88b 888 888 888
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888 888 888 888 888 888 888 888 888 888 888 888
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888 d88P 888 Y88b 888 Y88b d88P Y88..88P Y88b 888 d88P
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8888888P" 888 "Y88888 "Y8888P" "Y88P" "Y8888888P"
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888
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Y8b d88P
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"Y88P"
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Contact info: BigCow@gmail.com
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-------------------------------------
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Please note:
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This FAQ is created for recreational use only, all trademarks belong to the
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publisher, you are not allowed to use it outside GameFAQs, you are not allowed
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to copy any part of this without my permission or charge for it.
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-------------------------------------
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Explanation
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-------------------------------------
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The Quest for Glory series covers five games, which are unique in their
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continuity they allow because you can save your character at the end of one
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game and import it to the next. For some of the games your spells or skills
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will be carried over, items you have in your inventory, or spells may be
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created or combined. In addition Hybrid Characters which combine skills from
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multiple classes have access to more quests and events in the game. This FAQ
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will attempt to cover some of the basics of character building across games, as
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well as commenting on what is possible for each game.
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-------------------------------------
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Table of Contents
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0. Introduction to Hybrid Characters
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I. Quest for Glory I
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A. Building Skills
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B. Quests unique to each class
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C. Saving your character for the next game
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II. Quest for Glory II
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A. Building Skills
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B. Quests unique to each class
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C. Saving your character for the next game
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III. Quest for Glory III
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A. Building Skills
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B. Quests unique to each class
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C. Saving your character for the next game
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IV. Quest for Glory IV
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A. Building Skills
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B. Quests unique to each class
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C. Saving your character for the next game
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V. Quest for Glory V
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A. Building Skills
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B. Quests unique to each class
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C. Saving your character for the next game
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VI. Final notes
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-------------------------------------------------------------------------------
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0. Introduction to Hybrid Characters
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Playing through the Quest for Glory games normally, you'll probably go through
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three (or four) times per game, and find a different way to solve the puzzles
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each time, experiencing some different quests with each class. Playing through
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with the normal character classes you're more limited in your options in
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solving puzzles, which keeps things in character, but it's also possible to add
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skills to your character to allow them to play more roles in the story.
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Some of the quests you can do depend upon the skills you possess, and some just
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depend upon your class. For example, any character with a magic skill can buy a
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magical spell, but only wizards can create a magical staff. This guide is
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intended to cover the skills particular to each game and how the quests you can
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do depend on them, how to build those skills, and how your character is
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affected being imported from one game to the next.
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In general, there are two skills which most strongly affect what quests you
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will be able to participate in. Magic, and the Pick Locks ability. Having the
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magic skill will allow you to learn and buy magic spells from the characters in
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the game, and Pick Locks will enable you to behave as a thief and do virtually
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all of the thief related quests until the fifth game. You can create a skill by
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spending a certain number of points to add it at the start of a game, or wish
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for it in the second game from the genie to add that skill for your character.
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If you want a character with a full complement of skills, there are a few ways
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to go about it. The simplest thing to do is to start with a Thief in the first
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game and add the Magic and Parry abilities to have every kind of skill
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available, although Parry isn't terribly useful and disappears in the fifth
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game. Fighters will need to add Magic, Climbing, Pick Locks, and Stealth to get
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a full complement of skills, although they learn climbing automatically in the
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fourth game. Magic Users would need to add Climbing, Throwing, Pick Locks,
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Parry, and Stealth so it would probably be better starting with a non-magic
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user to make a hybrid character. Acrobatics is added for Thieves in the fourth
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game but isn't terribly useful.
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Some other interesting combinations occur when you convert one character type
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|
to another, either manually or allowing them to earn Paladin status. They'll
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|
inherit the skills of the old class they belonged to, along with the expected
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skills of that class. If a magic user becomes a Paladin they'll retain all
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|
their magical ability but will also know Throwing and Parry. Paladins will also
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|
receive basic magic ability in the third or fourth game when they learn
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healing.
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To have access to the most quests you can start with a Thief and add Magic in
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Quest for Glory I, and adding Magic and Pick Locks to any class allows you to
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do the Thief and Magic related quests. Thieving can be fatal to a Paladin's
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|
honor of course, but magic comes in handy for any class. If you simply add Pick
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Locks as a skill for a non-thief they'll be able to perform the thief sign and
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|
break into places, but you may find it hard to do some thieving without having
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|
the climbing and stealth skills as well, so you may want to start with a thief
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|
to be more versatile, use magic to make up for your deficit, or add more skills
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|
as you progress.
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If you start with magic from the first game and never become a magic user, you
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|
won't be able to learn Zap in the first game although you'll gain it in the
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|
second. You won't be able to get Juggling Lights in the third game or
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|
Resistance in the fourth game, although you buy both in the fifth game to make
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|
up for it. You also won't be able to learn the thermonuclear blast spell in the
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|
last game which is a little less than practical. In addition, you'll never be
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|
able to create or summon a magical staff in the third, fourth, and fifth games.
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|
Finally, some general advice on combat that applies to all the classes in all
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|
the games is that you can do a lot of damage before the fight starts and even
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|
kill a monster by attacking it with spells or throwing weapons at it from a
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|
distance. You can even kill monsters without ever taking damage by attacking
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|
them from a distance, running away, and repeating the attack. Magic Users have
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|
it even easier because they can just dazzle an opponent to stun them, attack,
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|
dazzle, and repeat.
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-------------------------------------------------------------------------------
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I. Quest for Glory I
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The first quest for glory game takes place in the village of Spielburg. There
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|
are some slight difference between the EGA and VGA versions, but the essentials
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|
are the same in both cases. Thieves will begin the game with a lockpick,
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|
dagger, and leather armor, magic users start with the zap spell and leather
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|
armor, and fighters get leather armor, a sword, and a shield.
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You will receive 50 points to assign to any attributes and can create a skill
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|
for a cost of 15 points. In choosing your starting class and skills there are a
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|
few things to keep in mind:
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Thieves will have the easiest time earning money and have the most starting
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|
skills. Players with the Pick Locks skill will be able to do all the thief
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|
quests, including visiting the Thieves guild, fencing stolen goods, and robbing
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two houses in town.
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Only magic users can get the Zap spell. Players with the magic skill will be
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|
able to learn all other spells.
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Only fighters will have the sword and shield, making combat most effective for
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|
them. Players with the parry skill can challenge the sword master with loaned
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equipment.
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If you want the most flexible character possible, my advice would be to start
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with a Thief and teach him magic for 15 skill points. Use your other 35 points
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|
to buff up the magic and strength/vitality skills since magic is the hardest to
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|
build and strength/vitality will do the most to ensure your survival early on.
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Thieves are the most flexible class because they have access to all but two
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skills, Magic and Parry. Fighters have access to all the skills except Stealth,
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Pick Locks, Magic, and Climbing. Magic Users have access to all skills except
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Stealth, Pick Locks, Magic, Climbing, Throwing, and Parry. Simply as a matter
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|
of convenience if you want to have as many skills as possible you'll need to
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start with a Thief. The parry skill is not useful for anything other than
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|
challenging the sword master, so I would advise against learning it.
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If you choose a fighter or thief, I'd highly advise teaching yourself magic. It
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|
will only cost 15 of your 50 point pool, and you'll be able to get all the
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|
spells in the series from this point on, except summon staff, although you'll
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|
also have to delay learning Zap, Juggling Lights, and Resistance. Pick Locks
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|
gives you a large extra source of income as a fighter or magic user, although
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|
you may want to cut back on the stealing in the next game if you're going the
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|
Paladin route.
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|
-------------------------------------------------------------------------------
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A. Quest for Glory I: Building Skills
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|
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|
General Attributes:
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|
General Attributes are hard to build up directly, since they don't depend upon
|
|
performing a particular skill or action, but upon more complicated things like
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|
solving puzzles or dealing damage. Fighting monsters in general is a good way
|
|
to build these stats, and solving all the puzzles.
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|
Strength: Seems to be increased by any activity that involves using up stamina,
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|
or hiring yourself out for a job at the castle stables. Attacking in combat
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|
seems to help the most, so you'll probably find it closely tied to weapon use.
|
|
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|
Intelligence: Casting magic spells, solving as many puzzles as possible, and
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|
dodging and attacking at the right time in combat seem to help this skill.
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|
Other than that, there's no easy way to raise it as fast as you might like,
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|
although wizards will probably have it easiest from casting spells regularly.
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|
Playing the knife throwing game with the chief thief also seems to boost
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|
intelligence.
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|
Agility: Agility helps determine stamina and is most useful for Thieves.
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|
Dodging, climbing, sneaking, and picking locks all seem to help this thief-
|
|
related attribute.
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|
Vitality: Vitality seems to be increased slowly like strength when you perform
|
|
any action, but is increased more quickly when you take damage. It's vital in
|
|
the first game because it determines your stamina, which is your most precious
|
|
attribute at first. If you go to the brigand's fortress, run the gauntlet of
|
|
soldiers, fight the ones behind the bridge, and run back, you'll probably
|
|
increase your vitality a good deal, assuming you can survive.
|
|
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|
Luck: Possibly the most mysterious of all attributes. It appears to affect
|
|
things like random encounters and the odds of a skill succeeding. It seems to
|
|
go up with most any action you would perform, although thief related actions
|
|
seem to help the most. Playing the knife throwing game with the chief thief
|
|
also seems to boost luck.
|
|
|
|
Skills:
|
|
|
|
Skills are generally easier to increase because they involve some specific
|
|
action your character can perform. And simply by performing it over and over
|
|
again if you have the patience you can max it out pretty easily.
|
|
|
|
Weapon Use: To build this one, you'll need to fight and use your weapon as much
|
|
as possible. You should be able to beat monsters pretty easily if you keep
|
|
attacking non-stop before they can change their animation. As for the best
|
|
place to fight:
|
|
|
|
The Goblin Training Ground. Near the top left of the map and two screens south
|
|
of Baba Yaga's hut, the Goblin Training Ground is the best place to practice
|
|
fighting for all beginning classes. The first time you go there you'll fight
|
|
one goblin hiding in the bush, then 2, then 3, all the way up to 8 of them, and
|
|
you can loot their corpses for a good deal of money. Assuming you attack non-
|
|
stop before they can get any hits in, the hardest part of your task will be not
|
|
running out of stamina, or else you'll die instantly in battle. Make sure
|
|
you're fully rested before you attempt it and save beforehand anyway.
|
|
|
|
Dodge: Given the way combat works in a lot of these games you may just find it
|
|
simpler to keep attacking non-stop and not worrying about avoiding your
|
|
opponent's blows. But it does help intelligence and is useful if you don't have
|
|
much HP left. Simply using the dodge command in combat increases it and it can
|
|
be done repeatedly without too much trouble.
|
|
|
|
Magic: Only magic users start with magic, although I'd recommend it for
|
|
everyone. It's one of the toughest skills to increase since bringing it up by a
|
|
few points involves casting a lot of spells. Furthermore, each spell has a
|
|
skill level associated with it which has to be increased by casting it
|
|
repeatedly. My advice for building up your magic is to use up all your mana
|
|
before you rest or go to sleep. As for building up specific spells, flame dart
|
|
and zap are arguably the only ones which really need it. Fetch is needed for
|
|
one quest, but after the first game the skill levels of your spells don't seem
|
|
to matter much, except for the offensive spells.
|
|
|
|
Climbing: Native only to thieves. To increase it, as you might imagine, you can
|
|
just climb any surface in the game repeatedly. The town walls, brigand camp,
|
|
and the tree by the healer are all possibilities, and the healer's tree seems
|
|
to be the easiest one to level up on by repeatedly climbing up and down on it.
|
|
|
|
Throwing: Native to fighters and thieves. The easiest way to build this up is
|
|
to pick up as many rocks as you can from the ground, and keep throwing them
|
|
until they're all gone.
|
|
|
|
Stealth: Native to thieves. It helps you sneak around people's houses if you're
|
|
stealing, slip by enemies, or avoid random encounters altogether. Simply turn
|
|
on stealth wherever you go, and you'll get into fewer battles but it'll max out
|
|
eventually.
|
|
|
|
Pick Locks: Native to thieves. One easy place to practice this skill is on the
|
|
door to the healer's hut outside town, since the Sheriff definitely won't be
|
|
there to catch you. Once you have your skill level high enough you can make it
|
|
even easier on yourself by picking your nose and increasing your skill without
|
|
any risk. (assuming it's high enough that you don't cause a nosebleed and kill
|
|
yourself)
|
|
|
|
Parry: A fighter skill which measures how well you can block a blow. Useful for
|
|
fighting the sword master, but not recommended for other classes and doesn't
|
|
seem as useful combat-wise as just all out attacking.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
B. Quest for Glory I: Quests unique to each class:
|
|
|
|
Thief: Thieves have the easiest time making money by far. Only classes with
|
|
thief skills can learn the password to the guild, fence stolen items, challenge
|
|
the boss to a game of dagger throwing, or break into the two houses in town.
|
|
|
|
Also, the thief will find it easier than other classes to sneak past Toro the
|
|
Minotaur, the Kobold, or to rob the houses in town. In the EGA version, any
|
|
class with the Pick Locks skill gets a free lock pick and can make the thief
|
|
sign. In the VGA version you don't get the lock pick but you can make the thief
|
|
sign by clicking the hand icon on someone. You'll need to learn the password
|
|
from the goons in the alley in either case, so wait until night, make the thief
|
|
sign, and use the password to get into the guild. So essentially, if you have
|
|
the pick locks skill the whole world of thieving is opened up to you. Thieves
|
|
are by far the most versatile class to start with.
|
|
|
|
Magic User: Magic Users are the only class which can learn the Zap spell,
|
|
although any class with magic receives it automatically in the next game.
|
|
|
|
All classes with a magic skill can buy the spells from the shop in town, learn
|
|
the trigger spell from Henry, learn the calm spell from Erana's peace, learn
|
|
the detect magic spell from the meeps, and learn the dazzle spell from Erasmus.
|
|
Magic is a very useful skill to have, although the trouble of leveling up each
|
|
spell may seem daunting, but only a few spells are necessary to keep at a high
|
|
skill level, flame dart or zap practically speaking.
|
|
|
|
Fighter: Only Fighters start with the sword and shield as equipment and
|
|
naturally have the parry ability. However, all classes can teach themselves
|
|
parry and borrow equipment from the sword master if they want to challenge him.
|
|
The only real advantage the Fighter has is in making combat a lot easier.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
C. Quest for Glory I: Saving your character for the next game
|
|
|
|
Your character from this game will hold over all their skills at their current
|
|
levels, and all the spells at their skill level. However, if you know magic and
|
|
haven't learned an essential magical spell, which apparently includes Open,
|
|
Zap, Flame Dart, Calm, or Fetch, it will be added to your character when you
|
|
import with a skill level related to your magic stat. Thus, if you added magic
|
|
as a non-wizard you'll gain the Zap spell in the next game.
|
|
|
|
All characters will save the number of daggers they had from the previous game
|
|
or given be one if they lost all of theirs, so investing in daggers is one way
|
|
to carry over your cash. You'll also receive all the money you had at the end
|
|
of the game, measured in Gold Coins, plus 140 gold coins as a reward. 30 of
|
|
those coins are for finding the Warlock, 50 for finding Elsa, and 60 for
|
|
finding the Brigand Leader. So essentially, the only equipment you carry over
|
|
is daggers, and you'll bring over as much cash as you had at the end of the
|
|
game with a bonus.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
|
|
II. Quest for Glory II
|
|
|
|
The second game takes place in the land of Shapier and Rasier. There is a VGA
|
|
remake coming out from AGD Interactive (www.agdinteractive.com), but for now
|
|
the EGA version is the only one available. You can import a hero from the first
|
|
game and carry over all the money, stats, and daggers they had, or you can
|
|
create a hero and have a pool of 50 points to buff out your stats.
|
|
|
|
Importing a hero will help you financially if you had anything more than 1
|
|
dagger and 10 gold coins in your purse at the end of the first game, although
|
|
if you didn't put much effort into building up your skills you may find your
|
|
stats a bit low, since you can't assign points to an imported character. You'll
|
|
find a genie to enhance your stats however later on in the game.
|
|
|
|
As before, if you're creating a character I'd highly recommend adding magic as
|
|
a useful skill for everyone, and if you're importing a character I'd recommend
|
|
going the magical route as well to flesh out your skills.
|
|
|
|
A few things to keep in mind when choosing your skills/character:
|
|
|
|
Anyone can do the W.I.T. quest if they have the magic skill. You can buy
|
|
Detect/Trigger/Dazzle in the game, and you'll start with Zap/Open/Flame
|
|
Dart/Fetch/Calm no matter what if you add a magic skill or import a character
|
|
with magic. So essentially, you can get all the spells in the game and do the
|
|
wizard related quests as a non-magic-user.
|
|
|
|
Only Fighters can compete to be in the E.O.F. regardless of skill.
|
|
|
|
Anyone can fence goods or do Thief related quests if they have the Pick Locks
|
|
skill, and this is quite handy for earning a bit of extra cash. Without the
|
|
Pick Locks skill you might still be able to break into the house the
|
|
moneychanger would send you to and rob the weapon's dealer, but you can't fence
|
|
the goods or do the blackbird quest.
|
|
|
|
If you want to become a Paladin for the next game, Fighters have the best
|
|
chance although Wizards can get by as well if you want a Paladin decked out
|
|
with magic. Fighters can gain honor from the EOF related quest, Wizards may
|
|
have to do more generous actions. Thieves won't have a chance if they do any
|
|
dishonorable thieving, and if you're not going to steal stuff, what's the point
|
|
of choosing the thief class anyway? Fighters should definitely try to become
|
|
Paladins since it's basically an extension of the Fighter class.
|
|
|
|
All three classes have a significantly different ending sequence and some
|
|
puzzles unique to them. Gaining the magic skill will let you do all of the
|
|
magic user related quests outside of the ending, and giving yourself the pick
|
|
locks skill will open up the world of thieving in this game. If you don't add
|
|
on the magic skill in this game as a non-magic user you won't be able to access
|
|
all the spells in the series.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
A. Quest for Glory II: Building Skills
|
|
|
|
General Attributes:
|
|
|
|
General Attributes are hard to build up directly, since they don't depend upon
|
|
performing a particular skill or action, but upon more complicated things like
|
|
solving puzzles or dealing damage. Fighting monsters in general is a good way
|
|
to build these stats, and solving all the puzzles.
|
|
|
|
Strength: Seems to be increased by any activity that involves using up stamina.
|
|
Attacking in combat seems to help the most, so you'll probably find it closely
|
|
tied to weapon use.
|
|
|
|
Intelligence: Casting magic spells, solving as many puzzles as possible, and
|
|
dodging and attacking at the right time in combat seem to help this skill.
|
|
Other than that, there's no easy way to raise it as fast as you might like,
|
|
although wizards will probably have it easiest from casting spells regularly.
|
|
|
|
Agility: Agility helps determine stamina and is most useful for Thieves.
|
|
Dodging, climbing, sneaking, and picking locks all seem to help this thief-
|
|
related attribute.
|
|
|
|
Vitality: Vitality seems to be increased slowly like strength when you perform
|
|
any action, but is increased more quickly when you take damage. It determines
|
|
your stamina and health and helps your combat abilities a lot. Taking damage
|
|
and engaging in combat seems to be the best way to increase this.
|
|
|
|
Luck: Possibly the most mysterious of all attributes. It appears to affect
|
|
things like random encounters and the odds of a skill succeeding. It seems to
|
|
go up with most any action you would perform, although thief related actions
|
|
seem to help the most.
|
|
|
|
Honor: Honor goes up when you perform any honorable action. Tipping the beggar,
|
|
and giving flowers to the ladies are easy ways to rack up honor points, as well
|
|
as returning the purse and most of the quests in a regular walkthrough. High
|
|
honor is essential for converting your character into a Paladin. Stealing,
|
|
harming the griffon or other dishonorable actions lower your honor and can
|
|
disqualify you from being a paladin altogether.
|
|
|
|
Skills:
|
|
|
|
Skills are generally easier to increase because they involve some specific
|
|
action your character can perform. And simply by performing it over and over
|
|
again if you have the patience you can max it out pretty easily.
|
|
|
|
Weapon Use: To build this one, you'll need to fight and use your weapon as much
|
|
as possible. You should be able to beat monsters pretty easily if you keep
|
|
attacking non-stop before they can change their animation. As for where to
|
|
fight, wandering around Shapier without your Saurus is probably the easiest
|
|
thing to do, although there are also some guaranteed fights with the
|
|
elementals. Random combat is probably the most limited in this game because you
|
|
spend most of your time inside the cities.
|
|
|
|
Dodge: Given the way combat works in a lot of these games you may just find it
|
|
simpler to keep attacking non-stop and not worrying about avoiding your
|
|
opponent's blows. But it does help intelligence and is useful if you don't have
|
|
much HP left. Simply using the dodge command in combat increases it and it can
|
|
be done repeatedly without too much trouble.
|
|
|
|
Magic: Only magic users start with magic, although I'd recommend it for
|
|
everyone. It's one of the toughest skills to increase since bringing it up by a
|
|
few points involves casting a lot of spells. Furthermore, each spell has a
|
|
skill level associated with it which has to be increased by casting it
|
|
repeatedly. My advice for building up your magic is to use up all your mana
|
|
before you rest or go to sleep. As for building up specific spells, flame dart,
|
|
zap, and force bolt are arguably the only ones which really deserve a higher
|
|
spell skill for helping in combat. Other spells are used for particular quests
|
|
or purposes, and you can cast them repeatedly if you really want to build them.
|
|
|
|
Climbing: Native only to thieves. To increase it, as you might imagine, you can
|
|
just climb any surface in the game repeatedly. The cliff where the Griffon
|
|
lives is an adequate surface for climbing, and you may be able to get some
|
|
practice on some of the walls as well.
|
|
|
|
Throwing: Native to fighters and thieves. The easiest way to build this up is
|
|
to pick up as many rocks as you can from the ground, and keep throwing them
|
|
until they're all gone.
|
|
|
|
Stealth: Native to thieves. It helps you sneak around people's houses if you're
|
|
stealing, slip by enemies, or avoid random encounters altogether. Simply turn
|
|
on stealth wherever you go, people may give you funny looks, but it'll max out
|
|
eventually.
|
|
|
|
Pick Locks: Native to thieves. Picking the locks on closed doors in Shapier or
|
|
Rasier is risk-free and lets you build it up quickly. Once you have your skill
|
|
level high enough you can make it even easier on yourself by picking your nose
|
|
and increasing your skill without any risk. (assuming it's high enough that you
|
|
don't cause a nosebleed and kill yourself)
|
|
|
|
Parry: A fighter skill which measures how well you can block a blow. Never
|
|
found it terribly useful.
|
|
|
|
Communication: A skill for each class which lasts until the fifth game, where
|
|
it's factored into honor. It affects your ability to bargain well with the
|
|
merchants. It can be increased by bargaining and talking to people, and
|
|
asking/telling them about every subject you can think of.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
B. Quest for Glory II: Quests unique to each class:
|
|
|
|
Thief: All classes get a Lock Pick if they add a pick locks skill. If you have
|
|
the pick locks skill you can behave as a thief in this game and do the
|
|
blackbird quest, rob the weapon dealer, and rob the house for the moneychanger.
|
|
Without that skill you can still rob the house the moneychanger would have
|
|
pointed the thief to or break into the weapon's dealer, but you won't be able
|
|
to fence the goods. Thieves are also the only class to challenge the tight-rope
|
|
walker to test and build their agility.
|
|
|
|
Thief skills are useful for sneaking past enemies and climbing around places,
|
|
but these mostly show up in the end game which is unique to each class anyway.
|
|
|
|
Magic User: Any class can add magic as a skill or import with it, and buy the
|
|
necessary spells from Keapon to round out their set. Furthermore, any class can
|
|
do the initiation course at W.I.T. and learn the reversal spell. The one quest
|
|
that's unique to magic users is essentially how the ending works out for them,
|
|
other classes can duplicate their skills.
|
|
|
|
Fighter: Only Fighters start with the sword and shield as equipment and
|
|
naturally have the parry ability. They're the best for engaging in combat, and
|
|
the only ones that can participate in the challenge to join the eternal order
|
|
of fighters. They have a unique ending like the other classes, and may find it
|
|
easiest to become a Paladin.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
C. Quest for Glory II: Saving your character for the next game
|
|
|
|
Your character from this game will hold over all their skills at their current
|
|
levels, and all the spells at their skill level. If you had magic previously
|
|
you'll also gain the offensive magic spells, flame dart, force bolt, zap, and
|
|
detect magic for some reason if you didn't have them before. You'll also hold
|
|
over all the daggers you had from the previous game, and all the mana and
|
|
healing pills you owned. If you were granted the honor of becoming a Paladin at
|
|
the end of the game, you'll be a Paladin when you start QFGIII, which is a bit
|
|
of a hybrid of the Fighter and Magic User types with some special Paladin
|
|
abilities such as sensing danger.
|
|
|
|
There's a further advantage to importing since you'll still be able to use the
|
|
50 points pool to assign points to skills, and you can also convert characters
|
|
from one type to another if you want to create a Paladin or switch back to a
|
|
Fighter or something similar.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
|
|
III. Quest for Glory III
|
|
|
|
This Quest for Glory game takes place in the land of Tarna. Random encounters
|
|
with enemies are location based depending upon where you are on the world map,
|
|
like most typical RPGs, rather than being strictly time-sensitive like in the
|
|
first two games. Thus, if you want to fight all the monsters possible you'll
|
|
need to hang out for a while in each "screen" of the world map.
|
|
|
|
Importing a hero will carry over their daggers, mana and healing pills, and all
|
|
their skill levels, and you'll also get the usual pool of 50 points to round
|
|
out your character's stats. Importing a hero is also the only way you can use
|
|
the Paladin class in this game.
|
|
|
|
A few things to keep in mind:
|
|
|
|
Thieves aren't terribly useful in this game since there's no one to rob except
|
|
the Leopard Men, which only they can do of course. They can steal small amounts
|
|
of money from the drummer in Tarna however. Thief skills are virtually useless
|
|
for this reason.
|
|
|
|
Magic Users are the only ones who can create a magical staff, which gives you
|
|
an unlimited supply of mana while you use it but keeps your spells from
|
|
leveling up. They are also the only ones who can engage in a Wizard's Duel or
|
|
learn Juggling Lights. Other classes with magic can learn lightning ball.
|
|
|
|
Fighters and Paladins are the only classes which can compete in the challenge
|
|
to become a Simbani warrior. Paladins also gain a complement of special skills
|
|
such as sensing danger, using a flaming sword, healing, and an honor shield
|
|
which all help for engaging in combat. Fighters can also become Paladins after
|
|
completing the Spear of Death/Magic Drum quest if their honor is high enough.
|
|
|
|
As usual, I'd recommend having magic with any class for its offensive
|
|
capabilities or importing a magical character from the previous game to get all
|
|
the spells so far, you can also learn lightning ball to round out your spells
|
|
in this game. Converting a magic user to a Paladin is another helpful route to
|
|
take. All classes have unique endings as usual.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
A. Quest for Glory III: Building Skills
|
|
|
|
General Attributes:
|
|
|
|
General Attributes are hard to build up directly, since they don't depend upon
|
|
performing a particular skill or action, but upon more complicated things like
|
|
solving puzzles or dealing damage. Fighting monsters in general is a good way
|
|
to build these stats, and solving all the puzzles.
|
|
|
|
Strength: Seems to be increased by any activity that involves using up stamina.
|
|
Attacking in combat seems to help the most, so you'll probably find it closely
|
|
tied to weapon use.
|
|
|
|
Intelligence: Casting magic spells, solving as many puzzles as possible, and
|
|
dodging and attacking at the right time in combat seem to help this skill.
|
|
Other than that, there's no easy way to raise it as fast as you might like,
|
|
although wizards will probably have it easiest from casting spells regularly.
|
|
|
|
Agility: Agility helps determine stamina and is most useful for Thieves.
|
|
Dodging, climbing, sneaking, and picking locks all seem to help this thief-
|
|
related attribute. Rope-bridge walking in the Simbani village also appears to
|
|
increase it, and you can practice it with any class, although Fighters and
|
|
Paladins will find it essential.
|
|
|
|
Vitality: Vitality seems to be increased slowly like strength when you perform
|
|
any action, but is increased more quickly when you take damage. It partially
|
|
determines your stamina and health and is a critical attribute to keep high.
|
|
|
|
Luck: Possibly the most mysterious of all attributes. It appears to affect
|
|
things like random encounters and the odds of a skill succeeding. It seems to
|
|
go up with most any action you would perform, although thief related actions
|
|
seem to help the most.
|
|
|
|
Honor: Honor goes up when you perform any honorable action. Tipping the music
|
|
player, offering money or food to the thief, and giving flowers to the ladies
|
|
are easy ways to rack up honor points, as well as most of the quests in a
|
|
regular walkthrough. High honor is essential for the Paladin, helps bargaining,
|
|
and allows you to turn a Fighter into a Paladin. Dishonorable actions such as
|
|
harming innocent characters or stealing from the music player lowers your
|
|
honor.
|
|
|
|
|
|
Skills:
|
|
|
|
Skills are generally easier to increase because they involve some specific
|
|
action your character can perform. And simply by performing it over and over
|
|
again if you have the patience you can max it out pretty easily.
|
|
|
|
Weapon Use: To build this one, you'll need to fight and use your weapon as much
|
|
as possible. You should be able to beat monsters pretty easily if you keep
|
|
attacking non-stop before they can change their animation. Getting into fights
|
|
in this game is a matter of wandering around on the world map until you spot a
|
|
monster, remember there are different monsters in each area.
|
|
|
|
Dodge: Given the way combat works in a lot of these games you may just find it
|
|
simpler to keep attacking non-stop and not worrying about avoiding your
|
|
opponent's blows. But it does help intelligence and is useful if you don't have
|
|
much HP left. Simply using the dodge command in combat increases it and it can
|
|
be done repeatedly without too much trouble.
|
|
|
|
Magic: Only magic users start with magic, although I'd recommend it for
|
|
everyone. It's one of the toughest skills to increase since bringing it up by a
|
|
few points involves casting a lot of spells. Furthermore, each spell has a
|
|
skill level associated with it which has to be increased by casting it
|
|
repeatedly. My advice for building up your magic is to use up all your mana
|
|
before you rest or go to sleep. As for building up specific spells, I'd
|
|
concentrate on the offensive spells: zap, flame dart, force bolt, and lightning
|
|
ball when you learn it.
|
|
|
|
Climbing: Native only to thieves. To increase it, as you might imagine, you can
|
|
just climb any surface in the game repeatedly. Some of the trees and walls in
|
|
the game are useful for that purpose, although it's not terribly essential.
|
|
|
|
Throwing: Native to fighters and thieves. The cheapest way to build this up is
|
|
to pick up as many rocks as you can from the ground, and keep throwing them
|
|
until they're all gone. However, if you have a large number of daggers, you can
|
|
increase this skill by throwing them all at the target in the Simbani village
|
|
and them picking them all up at once, which saves you the trouble of having to
|
|
pick up some extra rocks. Throwing spears is slower but also helps to increase
|
|
your strength, and Fighters/Paladins will find building this skill essential.
|
|
|
|
Stealth: Native to thieves. It helps you sneak around people's houses if you're
|
|
stealing, slip by enemies, or avoid random encounters altogether. Sneaking
|
|
around the villages helps build up stealth, although it's not too useful in
|
|
this game.
|
|
|
|
Pick Locks: Native to thieves. Unless I'm missing something, most people in
|
|
this game live in pretty basic houses, so aside from a few chests you'll find,
|
|
you won't have much cause to practice. Get ready for QFGIV if you plan on using
|
|
this.
|
|
|
|
Parry: A fighter skill which measures how well you can block a blow.
|
|
|
|
Communication: A skill for each class which lasts until the fifth game, where
|
|
it's factored into honor. It affects your ability to bargain well with the
|
|
merchants. It can be increased by bargaining and talking to people, and
|
|
asking/telling them about every subject you can think of. This is the last game
|
|
in which it is useful or seems to affect gameplay significantly.
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
B. Quest for Glory III: Quests unique to each class:
|
|
|
|
Thief: The other thief who gets arrested will recognize you as a fellow thief,
|
|
but this only affects some of his dialogue with you. The thief is also the only
|
|
one who can steal the Spear of Death, and he has a unique ending.
|
|
|
|
Thief skills aren't very useful in this game, but if you have the pick locks
|
|
skill you can rob the drummer or have the other thief recognize you.
|
|
|
|
Magic User: Magic users are the only class which can learn the juggling lights
|
|
spell, or create a magical staff to summon. They are also the only class which
|
|
can challenge the Leopard Men in a Wizard's Duel, and have a unique ending.
|
|
|
|
Magic is a useful skill for other classes for offense if nothing else, although
|
|
only imported heroes will be able to have many spells. Other classes can learn
|
|
Lightning Ball by talking to the Leopard Lady enough times. Be careful though,
|
|
because if you tell her about the spear of death right away you may miss the
|
|
later conversation where she gives you the spell.
|
|
|
|
Fighters/Paladins: Fighters are the best at combat as usual, and Paladins take
|
|
it to the next level by having a flaming sword, healing, and an honor shield
|
|
once they get enough honor. Fighters and Paladins are the only class which can
|
|
participate in the Simbani initiation challenge, and have a unique ending.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
C. Quest for Glory III: Saving your character for the next game
|
|
|
|
You don't have to worry too much about what items or money your character has
|
|
at the end of this game, since you'll lose everything except for your skills
|
|
and spells when you're transported away at the end. All your skills will remain
|
|
where they are, the Thief will get an extra "acrobatics" skill, and
|
|
Fighters/Paladins will be able to learn climbing in the next game if they don't
|
|
know it already.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
|
|
IV. Quest for Glory IV
|
|
|
|
This Quest for Glory game takes place in the land of Mordavia. The game's
|
|
system is very similar to the first game, you have a town and a garden of Erana
|
|
where you're safe from monsters, and battles are all time-sensitive rather than
|
|
location-sensitive.
|
|
|
|
Importing a hero won't give you much of an advantage other than raising your
|
|
stats, you carry no items or equipment over from the previous game. Importing
|
|
is also the only way you can use a Paladin.
|
|
|
|
A few things to keep in mind when picking your character/attributes:
|
|
|
|
Only a Thief or someone with the pick locks skill will be able to act as a
|
|
thief and explore the thief's guild in Mordavia. This gives you a regular
|
|
supply of daggers to throw, a bunch of cash, and an optional quest in saving
|
|
the former Chief Thief. You can break into Nikolai's or the Burgomeister's with
|
|
Pick Locks or the open spell.
|
|
|
|
Only Magic Users can confront the faeries or summon Erana's Staff, but anyone
|
|
with any magical ability can learn all the spells in the game, except for
|
|
Resistance and Ritual of Release.
|
|
|
|
Fighters and Paladins are the only classes which can use a sword or break into
|
|
the castle by forcing open the main gate. Paladins are also the only class
|
|
which can save the Rusalka. Paladins also gain a complement of special skills
|
|
such as sensing danger, using a flaming sword, healing, and an honor shield
|
|
which all help for engaging in combat.
|
|
|
|
Having magic is quite useful as always, and it will let you "glide" over the
|
|
swamp to save you some trouble. Having the pick locks skill also opens up the
|
|
world of the thieves guild to you if you choose to go that route, and even
|
|
without that skill the other classes can rob a couple houses. A Paladin with
|
|
the pick locks skill can do almost all of the quests in the game, but he'd have
|
|
to worry about keeping his honor high.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
A. Quest for Glory IV: Building Skills
|
|
|
|
General Attributes:
|
|
|
|
General Attributes are hard to build up directly, since they don't depend upon
|
|
performing a particular skill or action, but upon more complicated things like
|
|
solving puzzles or dealing damage. Fighting monsters in general is a good way
|
|
to build these stats, and solving all the puzzles.
|
|
|
|
Strength: Seems to be increased by any activity that involves using up stamina.
|
|
Attacking in combat seems to help the most, so you'll probably find it closely
|
|
tied to weapon use. Exercising every day as much possible on the stair-stepper
|
|
is recommended for building strength.
|
|
|
|
Intelligence: Casting magic spells, solving as many puzzles as possible, and
|
|
dodging and attacking at the right time in combat seem to help this skill.
|
|
Other than that, there's no easy way to raise it as fast as you might like,
|
|
although wizards will probably have it easiest from casting spells regularly.
|
|
|
|
Agility: Agility helps determine stamina and is most useful for Thieves.
|
|
Dodging, climbing, sneaking, and picking locks all seem to help this thief-
|
|
related attribute. Doing Acrobatics also seems to build it up.
|
|
|
|
Vitality: Vitality seems to be increased slowly like strength when you perform
|
|
any action, but is increased more quickly when you take damage. It partially
|
|
determines your stamina and health and is a critical attribute to keep high.
|
|
|
|
Luck: Possibly the most mysterious of all attributes. It appears to affect
|
|
things like random encounters and the odds of a skill succeeding. It seems to
|
|
go up with most any action you would perform, although thief related actions
|
|
seem to help the most.
|
|
|
|
Honor: Honor goes up when you perform any honorable action. Giving flowers to
|
|
the ladies is an easy way to rack up honor points, as well as most of the
|
|
quests in a regular walkthrough. High honor is essential for the Paladin, but
|
|
doesn't affect the other classes much in this game. A few actions such as
|
|
murdering the Chief Thief can irrevocably set your honor to zero in this game.
|
|
|
|
|
|
Skills:
|
|
|
|
Skills are generally easier to increase because they involve some specific
|
|
action your character can perform. And simply by performing it over and over
|
|
again if you have the patience you can max it out pretty easily.
|
|
|
|
Weapon Use: To build this one, you'll need to fight and use your weapon as much
|
|
as possible. You can either swing manually or let the strategy component take
|
|
over for this game. Getting into fights in this game is a matter of wandering
|
|
around in Mordavia until a monster runs up near you, or invading a Wraith's
|
|
nest in some cases. You can also blunt your sword on the castle gates if you
|
|
have one to increase this skill.
|
|
|
|
Dodge: Dodge is more useful in this game since it's easier to avoid enemy
|
|
attacks, but it's more useful for the strategy mode, if you're fighting
|
|
manually you want just be doing persistent attacks. It can be increased by
|
|
fighting in manual mode and jumping repeatedly. It gets combined into the
|
|
defense stat in the next game.
|
|
|
|
Magic: A difficult stat to increase as usual, casting repeated spells like the
|
|
offensive magic spells seems to be the easiest way to do it. Non-magic users
|
|
who add this skill for this game will only start with Detect Magic, Zap, Flame
|
|
Dart, and Force Bolt.
|
|
|
|
Climbing: Fighters/Paladins get a chance to learn this skill in the
|
|
adventurer's guild. The trees in the forest are the easiest way to practice
|
|
this repeatedly without taking up much time, and using the rope and grapnel at
|
|
the guild is a good way for beginners to get acquainted.
|
|
|
|
Throwing: Native to fighters and thieves. The cheapest way to build this up is
|
|
to pick up as many rocks as you can from the ground, and keep throwing them
|
|
until they're all gone.
|
|
|
|
Stealth: Native to thieves. It helps you sneak around people's houses if you're
|
|
stealing, slip by enemies, or avoid random encounters altogether. Sneaking
|
|
around the villages helps build up stealth, although it's not too useful in
|
|
this game.
|
|
|
|
Pick Locks: Native to thieves. You can practice on the barred doors repeatedly
|
|
to build up your skills, solving all the quests in the Thieves Guild, and the
|
|
window and cell in the Burgomeister's office are useful targets.
|
|
|
|
Parry: A fighter skill which measures how well you can block a blow. Practice
|
|
just by blocking in combat with a sword.
|
|
|
|
Communication: A skill for each class which lasts until the fifth game, where
|
|
it's factored into honor. It's increased by talking to people, but I haven't
|
|
noticed it to affect any gameplay elements whatsoever of this game, unless I'm
|
|
mistaken.
|
|
|
|
Acrobatics: Thief specific, it allows you to jump to a certain spot or attack
|
|
an enemy with this skill. You can practice this anywhere just by clicking the
|
|
icon on some spot.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
B. Quest for Glory IV: Quests unique to each class:
|
|
|
|
Thief: Thieves can explore the Thief's Guild, gain a lot of loot, and rescue
|
|
the Chief Thief from a curse. They can also break into and rob Old Man Nikolai
|
|
and the Burgomeister's, as well as break the gypsy out of jail. They also have
|
|
a unique ending as usual, and can throw daggers or use acrobatics in combat.
|
|
|
|
Other classes can break into the Burgomeister's or Nikolai's simply by casting
|
|
Open in the right spots or climbing up, and adding the pick locks skill gives
|
|
you access to all the Thieves Guild quests.
|
|
|
|
Magic User: Magic Users are the only class which can learn the Ritual of
|
|
Release spell, the Resistance Spell, or summon Erana's Staff. Erana's staff
|
|
gives you unlimited mana but keeps you from building up your spell skills, the
|
|
ritual of release spell is a one time spell that frees Erana's staff, and the
|
|
Resistance spell protects you from elemental forces. They are also the only
|
|
class which can confront the faeries and have a unique ending.
|
|
|
|
Any class with magic can learn the Glide, Protection, Frost Bite, Aura, and
|
|
Hide spells from the right places. Ritual of Release and Glide disappear from
|
|
the next game, and Resistance can be bought in the next game.
|
|
|
|
Fighters/Paladins: Fighters are the best at combat as usual, and Paladins take
|
|
it to the next level by having a flaming sword, healing, and an honor shield
|
|
once they get enough honor. Paladins are the only class which can restore the
|
|
Rusalka from an undead existence and restore the Burgomeister's honor. They
|
|
have a unique ending as usual.
|
|
|
|
Other classes can do Paladin related quests such as burning down the Monastery
|
|
or re-uniting Boris and Olga.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
C. Quest for Glory IV: Saving your character for the next game
|
|
|
|
You'll keep all your skills from the previous game, although Parry and Dodge
|
|
will be combined into your "defense" skill, and communication will be combined
|
|
into honor which will affect bargaining. Weapon Use will also become Offense.
|
|
The Ritual of Release and Glide spells will disappear if you had them. Thieves
|
|
will start with a blackbird they were able to find in the game, and importing
|
|
the Hide spell is the only way to have it in the final game.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
|
|
V. Quest for Glory V
|
|
|
|
The final Quest for Glory game takes place in the land of Silmaria. It's
|
|
similar to the third game in that it uses a world map and is based more upon
|
|
the usual RPG style of random encounters. In addition, the game is much more
|
|
heavily combat-based than the other titles.
|
|
|
|
Importing a hero will give you access to a spell you can't get otherwise, a few
|
|
extra items, the paladin class, and of course the usual advantages of raising
|
|
your stats. Parry and Dodge are combined into Defense for this game, Weapon Use
|
|
becomes Offense, and Communication is combined into Honor.
|
|
|
|
A few things to keep in mind when picking your character/attributes:
|
|
|
|
Only a Thief will be able to enter the Chief Thief contest or complete the
|
|
quest for the blackbird, only thieves can rob the bank twice, and only a thief
|
|
will be able to learn pickpocketing. Other classes with the Lockpicking skill
|
|
will be able to rob the house near Ferrari, and should be able to rob the bank,
|
|
but only the first time.
|
|
|
|
Only Magic Users may create and use a magical staff by getting wood from the
|
|
Dryads or learn thermonuclear blast from the famous adventurer. In addition,
|
|
Shakra's shop where you may buy spells and mana pills or potions stays open
|
|
longer for magic users.
|
|
|
|
Fighters/Paladins are the best at close-range combat as usual, and Paladins
|
|
have a bunch of specialized spells which use stamina at their disposal.
|
|
Paladins are also the only class which can create the King's Ring and use it to
|
|
uncover the plot against Silmaria.
|
|
|
|
In addition to the basic restrictions upon quests, only Magic Users and
|
|
Paladins can arrest Andre for robbing the bank, and only Paladins can help fix
|
|
his arm. In addition, only Paladins or Magic Users can marry Erana, and only
|
|
Fighters or Magic Users can marry Katrina.
|
|
|
|
Having magic is a definite plus in this game since it gives you an extra source
|
|
of attacks for combat situations, while thief skills aren't as useful as they
|
|
could be outside their main class.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
A. Quest for Glory V: Building Skills
|
|
|
|
General Attributes:
|
|
|
|
General Attributes are hard to build up directly, since they don't depend upon
|
|
performing a particular skill or action, but upon more complicated things like </span><span id="faqspan-2">
|
|
solving puzzles or dealing damage. Fighting monsters in general is a good way
|
|
to build these stats, and solving all the puzzles.
|
|
|
|
Strength: Seems to be increased by any activity that involves using up stamina.
|
|
Attacking in combat seems to help the most, so you'll probably find it closely
|
|
tied to weapon use. The best way to increase it for this game seems to be
|
|
running on the treadmill in the Adventurer's Guild, although you should click
|
|
it twice to run as fast as possible on it.
|
|
|
|
Intelligence: Casting magic spells, solving as many puzzles as possible, and
|
|
dodging and attacking at the right time in combat seem to help this skill.
|
|
Other than that, there's no easy way to raise it as fast as you might like,
|
|
although wizards will probably have it easiest from casting spells regularly.
|
|
|
|
Agility: Agility helps determine stamina and is most useful for Thieves.
|
|
Dodging, climbing, sneaking, and picking locks all seem to help this thief-
|
|
related attribute. Doing Acrobatics by attacking when unarmed also seems to
|
|
help.
|
|
|
|
Vitality: Vitality seems to be increased slowly like strength when you perform
|
|
any action, but is increased more quickly when you take damage. It partially
|
|
determines your stamina and health and is a critical attribute to keep high. If
|
|
you choose to revive Erana or Katrina your Vitality will be cut in half, so
|
|
you'll probably have to rebuild it later in the game. Running on the treadmill
|
|
in the adventurer's guild by double clicking it is the fastest way to build it
|
|
up.
|
|
|
|
Luck: Possibly the most mysterious of all attributes. It appears to affect
|
|
things like random encounters and the odds of a skill succeeding. It seems to
|
|
go up with most any action you would perform, although thief related actions
|
|
seem to help the most.
|
|
|
|
Honor: Honor goes up when you perform any honorable action, and determines what
|
|
Paladin abilities you can use as well as how well you can bargain. High honor
|
|
is essential for the Paladin, but doesn't affect the other classes much in this
|
|
game. Thief related actions can drop your honor as low as 100.
|
|
|
|
|
|
Skills:
|
|
|
|
Skills are generally easier to increase because they involve some specific
|
|
action your character can perform. And simply by performing it over and over
|
|
again if you have the patience you can max it out pretty easily.
|
|
|
|
Offense: Previously known as weapon use. To build this one, you'll need to
|
|
fight and use your weapon as much as possible. You can also attack repeatedly
|
|
when unarmed to build this up.
|
|
|
|
Defense: Previously known as Dodge and Parry. Taking damage and successfully
|
|
blocking moves seems to work well.
|
|
|
|
Magic: A difficult stat to increase as usual, casting repeated spells like the
|
|
offensive magic spells seems to be the easiest way to do it. Non-magic users
|
|
who add this skill for this game will only get Detect Magic, Zap, Flame Dart,
|
|
Force Bolt, Lightning Ball, Protection, Aura, Frost Bite, and Calm.
|
|
|
|
Climbing: Doesn't come in handy that often in this game, but the best way to
|
|
increase it is to repeatedly climb the tree to the left of the dead parrot inn.
|
|
|
|
Throwing: Native to fighters and thieves. There are a few piles of rocks on the
|
|
ground in certain areas, you can throw them or stock up on knives and throw
|
|
them at the target at the west gate of town.
|
|
|
|
Stealth: Native to thieves. It helps you sneak around people's houses if you're
|
|
stealing, slip by enemies, or avoid random encounters altogether. Sneaking
|
|
around everywhere helps build stealth.
|
|
|
|
LockPicking: Native to thieves. The best place to practice is the doors in the
|
|
Gnome Ann Inn.
|
|
|
|
Swimming: New skill to this game. Learn it by reading the book at the Famous
|
|
Adventurer's House, and the best way to increase it is by swimming around the
|
|
docks in front of the dead parrot inn. A high swimming skill just helps you
|
|
move faster though, and isn't terribly essential.
|
|
|
|
Acrobatics: Thief specific, it affects some of your agility related moves.
|
|
Attack repeatedly without a weapon to do some fancy spinning kicks with this
|
|
skill.
|
|
|
|
PickPocketing: Only thieves can gain it, the best place to practice at first is
|
|
by going in and out of the Thieves Guild until you can pickpocket the dummy
|
|
perfectly. After that you'll be able to practice on ordinary citizens if you're
|
|
good enough to not get caught.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
B. Quest for Glory V: Quests unique to each class:
|
|
|
|
Thief: Only thieves can do the blackbird quest, enter the Thieves Guild, learn
|
|
pickpocketing or use the blackjack, or rob the bank twice.
|
|
|
|
Non Thieves with Lockpicking can rob Ferrari's neighbor, and rob the bank once.
|
|
|
|
Magic User: Only Magic Users can create a staff by visiting the dryads and
|
|
summon the staff to get a reverse worth 50% of their mana, and only magic users
|
|
can learn thermonuclear blast, although it's hardly practical offensively.
|
|
|
|
Other classes with magic can learn all the magic spells in the game except
|
|
thermonuclear blast, although you will have to choose between Erana's or
|
|
Katrina's.
|
|
|
|
Fighters/Paladins: Paladins have plenty of unique skills of their own, and
|
|
Paladins are the only class which can do the King's Ring quest.
|
|
|
|
As mentioned above, Erana will only marry Magic Users or Paladins, and Katrina
|
|
will only marry Magic Users or Fighters. Only non-thieves can do the quest with
|
|
Andre, and only Paladins can restore his arm.
|
|
|
|
-------------------------------------------------------------------------------
|
|
|
|
C. Quest for Glory V: Saving your character for the next game
|
|
|
|
Aside from an unofficial "hero6" game, (www.hero6.org) there are no plans for
|
|
another quest for glory title despite your fondest wishes to save your
|
|
character for more adventuring. So unless Sierra fans or Sierra themselves
|
|
develop more titles, this may be the end of the quest for glory.
|
|
|
|
--------------------------------------------
|
|
|
|
VI. Final Notes
|
|
|
|
First of all, any questions or corrections you might have feel free to e-mail
|
|
me at BigCow@gmail.com. I'm learning new things about the series most every
|
|
time I pick up a game, and even more info on how some of the general attributes
|
|
affect quests: such as how having a low communication skill affects your
|
|
dealings with Rajah or Manu, how having a high luck skill will help you evade
|
|
an assassin attack, and whether or not intelligence affects any quest related
|
|
activities.
|
|
|
|
Acknowledgements/I'd like to thank the academy:
|
|
|
|
Finally, special thanks to CyricZ for his excellent walkthroughs for
|
|
each game in the series. Thanks to Lori and Cori Cole, makers of Quest
|
|
for Glory, the GameFAQs community, and CJayC for hosting all of
|
|
GameFAQs and this FAQ in particular.
|
|
</span></pre>
|
|
</div>
|
|
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