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Submitted by System on 09/03/2006, 09:50. Print file.
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/îîîîîî\
/ \
| |
| /îî\ |__ __ _____ ____ ______
| / \ | || | ___|/ ___|__ __|
| | | | || | |___ ||___ ||
| | _ | | || | ___|\___ \ ||
| \\ \ / | \/ | |___ ___|| ||
| \\ \ |\____/|_____||____/ ||
| \ \ |
\ \ \/ ______ __ ______
\_____\ \ | ___| / \ | __ \
\ \| |___ / \| |__| |
\ \ ___| /\ | _/
/îîîîîî\ î| | | \/ | |\ \
/ ___ \ | | \ /| | \ \
| / \ ||__| \__/ |__| \_\
| | \_|___ __ _________ __
| | _____| | / \ | __ \ \ / /
| | | | | / \| |__| | \/ /
| | |__ | | | /\ | _/ \ /
| | | | |__| \/ | |\ \ | |
| | | | |\ /| | \ \ | |
| \__/ |______| \__/ |__| \_\ |_|
\ / ____________
\______/ | |
|____ ____|
| |
| |
| |
____| |____
| |
|____________|

_________________________________________________
| S O Y O U W A N T T O B E A H E R O |

îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî

(VGA VERSION)

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An FAQ/Walkthrough by CyricZ
Version 1.0
E-mail: cyricz42@yahoo.com
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Table of Contents

1. Introduction
2. The Story So Far
3. Getting Started
A. The Classes
B. Character Statistics
C. Magic Spells
D. Surviving in this Crazy World
4. Spielburg Valley
A. Map and Points of Interest
B. Characters
C. Monsters
D. Items
5. Fighter Walkthrough
6. Magic User Walkthrough
7. Thief Walkthrough
8. The Whole Story and Epilogue
9. Miscellany
A. FAQ
B. Point List
C. Ways to Die
D. Conversation Topics
E. Debug Mode
10. Standard Guide Stuff
A. Legal
B. E-mail Guidelines
C. Credits
D. Version Updates
E. The Final Word

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1. Introduction

Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy
about the series. The greatest thing about the series is the well-done
connection between RPG and the classic Sierra graphic adventure. Unlike
most other of Sierra's adventures, the Quest for Glory series has more
non-linear elements. The combat, the spells, the loot, and the silly
puns and jokes all make for a great adventure.

In this, the first out of five in the series, our nameless hero (well,
you name him) enters the Valley of Spielburg to prove himself. This is
by far the simplest of the five games, but there are still some
head-scratchers for puzzles.

Note: This FAQ is for the VGA version. If you have any questions about
the EGA version, look on GameFAQs. My EGA FAQ is under a separate
game heading.

***********************************************************************

2. The Story So Far

Since this is the first game in the series, there's not much backstory.
Our hero, who's at this point just a mere adventurer, leaves his home
town of Willowsby to prove himself as a bonafide hero. He notices, in
his home Adventurer's Guild, a notice for a Hero wanted in Spielburg
Valley. What looked particularly good to him was the "No Experience
Necessary" tag added. With that, he set off for Spielburg, and certain
adventure.

***********************************************************************

3. Getting Started

---

A. The Classes

Once you start a new game, you'll have the choice of picking one of the
game's three classes. Any class can easily complete the game, of
course, but some have harder times at survival than others...

The Fighter

Swinger of Swords, Basher of Barriers, Head of Thickness, the Fighter is
by far the simplest and most straightforward character. He solves his
problems with the edge of his blade and can handle almost any monster
that crosses his path, with a little practice.

Starting Stats:

Strength: 25
Intelligence: 10
Agility: 15
Vitality: 15
Luck: 10
Weapon Use: 20
Parry: 15
Dodge: 10
Throwing: 10

The Magic User

While not the strongest of the characters, there is much that is capable
by the Magic User. He can weave spells that can do things the other
classes couldn't even hope to do with only the power of his mind.
Choose the Magic User if you like to dabble in the arcane.

Starting Stats:

Strength: 10
Intelligence: 25
Agility: 15
Vitality: 15
Luck: 10
Weapon Use: 10
Dodge: 15
Magic: 25

The Thief

My favorite class, the Thief always has to be the most ingenious of the
classes. While the Fighter can just muscle his way through things, and
the Magic User can utilize any of the spells at his command, the Thief
is required to improvise. And, of course, there's always the
opportunity to add to one's wallet.

As a Thief, you should know about the basic tools of survival. The
best help you can get is from your fellow Thieves. Of course, no one
goes about asking where Thieves are, so a simple method of contact was
developed: The Thief Sign. Simply click your Lockpick on a person
whenever you suspect they're a Thief and they'll respond in kind, and
may offer you some aid, or at least directions to the nearest Thieves'
Guild...

Starting Stats:

Strength: 10
Intelligence: 15
Agility: 25
Vitality: 10
Luck: 10
Weapon Use: 10
Dodge: 5
Stealth: 10
Lockpicking: 10
Throwing: 5
Climbing: 5

Once you select your class, you'll have the opportunity to name him, and
adjust his base statistics. You have a pool of 50 points, which you
can distribute to your skills in five-point increments.

If you want to add five points to a skill that your class doesn't
normally have, you can do so, but you'll have to spend fifteen points
for the first five. In this manner, you can give yourself three skills
that you could not normally have.

Speaking of creating hybrids, I personally don't like it, for every
class can reach 500 Puzzle Points, and if you want to do particular
acts, just use that class. Of course, if you like being able to cast
spells while sneaking around the Thieves Guild, go right ahead...

---

B. Character Statistics

Any time you press click on the swirly bar at the top of the screen, and
then on your character's portrait in the sub-menu, you'll bring up your
Character Screen, where you can observe how your stats change. Here are
all the stats and how to increase them. Every stat maxes out at 100.

Attributes (Basic Stuff) -

Strength: Your physical prowess, Strength determines how hard you can
hit, how well you can muscle your way through things, and how much you
can carry. Strength is the most useful for the Fighter, since he
spends most of his time using his muscles. Strength also determines
how many Health Points you have.

- You can increase Strength through physical exercise and through combat
(particularly by striking).

Intelligence: How smart youse is. Intelligence is most useful for
Wizards. Not only does it determine how effective spells are, but also
factors directly to Mana Points.

- You can increase Intelligence by casting spells, learning things,
solving puzzles, or making good moves in combat (i.e. successfully
dodging an attack and counterstriking)

Agility: This is a measure of how well you can move. A good Agility
means you can duck, dodge, and hide better. Thieves need top-notch
Agility to perform their myriad skills. Agility also factors towards
Stamina Points

- You can increase Agility by performing some of the Thief skills
(Climbing, Lockpicking, Stealth), or through combat (particularly
Dodging).

Vitality: Although most useful for Fighters, Vitality is good for
everyone to have. This measures your ability to take damage well.
Vitality factors directly to your Health Points and Stealth Points as
well.

- You can increase Vitality through most any physical action,
particularly by taking damage in combat.

Luck: A very mysterious skill, Luck factors into a lot of things, and
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Other files from this game:
  1. Quest for Glory solution by System on 09/03/2006, 09:50
  2. Quest for Glory hints by System on 09/03/2006, 09:50
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  3. Quest for Glory solution by System on 09/03/2006, 09:50