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Submitted by System on 09/03/2006, 09:50. Print file.
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per handful.

Cheetaur Claw
Found: Dead Cheetaurs
Description: Killing Cheetaurs is tough, but it's well worth the reward
of claws, which can net you 5 silvers apiece from the Healer.

Troll Beard
Found: Dead Trolls
Description: Trolls take quite a beating, but, in addition to whatever
you find on their dead bodies, you can give their beards to the Healer
for two Healing Potions.

Kobold Mushroom
Found: Cave
Description: These are baaad 'shrooms. They're mostly poisonous. Don't
even bother getting them, they're useless.

Miscellaneous Megusalems:

Money Pouch
Found: You start the game with it.
Description: This is where you keep your fortune. It's always with you no
matter what.

Piece of Paper
Found: Any place you get spells, or the Tavern.
Description: This is a complex interweave of wood fiber, but it's
rather useless.

Empty Flask
Found: Purchase at Dry Goods for 2 silvers, or get whenever you drink
a potion.
Description: A carefully blown piece of glass. It's rather useful for
carrying liquids and powders. If you have extra, you can sell them to
the Healer for 2 silvers each.

Flask of Water
Found: Spiegelsee
Description: Water's not all that useful, but it exists, so there ya
go...

Rock
Found: On the ground... All around...
Description: Cheap and handy throwing weapons. Rocks can give a bad
guy a nasty bump before you actually hurt him.

Puzzle Pieces:

Golden Ring
Found: Nest outside Healer's Hut
Description: This is the Healer's lost ring. Give it back for your
reward of six gold and two Healing Potions.

Glowing Gem
Found: Snow Field, given by Brauggi in exchange for 50 apples.
Description: A gem that glows like the flare of the frost flame, or
something...

Undead Unguent
Found: Healer's Hut for 100 silvers
Description: Rub this unguent on your body to repel the undead.
Normally, they repel you. It doesn't last long, so do it just before
you enter a dangerous undead situation.

Mandrake Root
Found: Graveyard
Description: This root's has rather powerful magical properties.
According to the legends, it must be pulled from a dead man's grave at
midnight to be useful.

Spirea Seed
Found: Spore Spitting Spirea
Description: This simple seed seems to be solid, so don't sell the
sucker, since you need to send it to some sexy sapling.

Magic Acorn
Found: Dryad Tree
Description: Well, who knows exactly what it does, but it's an
ingredient for a Dispel Potion.

Flask of Flying Water
Found: Flying Falls
Description: Now, it'll only say "Flask of Water", but if you pick it
up, it'll be the proper water. It's an ingredient for the Dispel
Potion.

Handful of Green Fur
Found: Meep's Peep
Description: It's cute, fuzzy, and an ingredient for a Dispel Potion.

Flask of Fairy Dust
Found: Mushroom Ring
Description: Mysterious stuff. For all we know, it could be the
Fairy's excrement... Ick... Good thing it's in a flask...

Dispel Potion
Found: Healer's Hut
Description: This mystical brew contains the power to dispel any
enchantment or shape-change spell.

Large Brass Key
Found: Cave and Archery Range
Description: These two are actually the same thing. The first
disappears after you use it, and they're used for two different things.

Magic Mirror
Found: Brigand Fortress
Description: A face (not yours) is on the mirror. This vanity item is
used for reflecting spells back on the user.

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

5. Fighter Walkthrough

Points added will be shown in parentheses...

As a Fighter, you'll be doing a lot of such, so you'll probably want to
boost your Strength, Vitality, and Weapon Use. Of course, if you're
going for max, you'll probably want to dump it all in Intelligence,
since that's the hardest stat to raise...

You'll start with a Broadsword, a Shield, Leather Armor, five Rations,
four gold, and 10 silver.

Town of Spielburg:

You'll stroll into town (1), take a short look around, and the sheriff
will greet you. Question him for a bit (1). First good place to head
is to the Hero's Tale Inn. You can question Shameen there (1). Have a
sit down and Shema will show up. You can ask her a few things. Order
some food (1). Be sure to ask one or both of them about Abdulla, to
know that he'll show up later that night.

Leave the Inn and head west to the end of Main Street. Enter the Magic
Shop (y'know, the place with the big eye above it). Meet and question
Zara (1). This is probably the only time you'll see Zara, since you're
not a practitioner. Leave the Magic Shop.

Head to the Guild at the end of the screen. Enter and read the
Adventurer's Logbook (4). Sign it, too (1). Take a look at the Quest
Board, too (6). Wake up the Guildmaster, Wolfgang. Question him about
heroes, monsters, and the stuff on the Quest Board (1). Question him
about the "curse", too, and related topics...

Once you've finished with that, leave and go the other way on Main
Street. You'll eventually reach Market Street. Speak to Hilde the
Centaur (1). If you wish, you can buy 50 apples (3). At five silvers
total, you should easily be able to afford it, but it could weigh you
down considerably. Also, head into the Dry Goods Store and speak to
Kaspar the proprietor (1). Buy some food if you wish. As you'll
notice, you can't buy armor. Live with it for now. You'll have
enough, eventually.

Head west to Tavern Street. Head into the alley. You'll find Sam
begging on the street. Give him a silver (1), and you'll be able to
question him (1). Ask him about night and the brigands. Also, ask some
other topics related to what he brings up.

Walk into the Tavern. Note the odd thing next to the center stool.
That's a note. Pick up the note, and you'll learn some interesting
things about two guys named "B" (2). You can order some ale if you
want, but don't drink three glasses of ale, or any Troll's Sweat (-5),
or Dragon's Breath (too hot to handle)...

That's about all there is to do inside town. It's probably not Sunset
yet, so you can go outside for a bit. When Sunset rolls around, go to
the inn, where you'll find Abdulla Doo lost in his own sorrows. Have a
seat. You can order some food now if you haven't already. Have a chat
with Abdulla (5). Ask him about the brigands and his attack. Give him
some money or a ration (2). He'll tell you about his magic carpet and
Shapeir, giving you some foreshadowing of your next quest. Might want
to deal with this one first. Anyway, you probably should sleep at the
Inn tonight (1).

The next morning, head out to start your adventure proper.

Outside the Town:

You're now outside of town, whistling to yourself (1). You can do this
on whatever day you want, but be sure to always keep an eye on the time
so you know when to bed down.

First order of business is to head down the road. You'll eventually
reach the end of the road, where a recent avalanche has blocked the
pass. Dang... Head back along the road. Walk back and forth between
road screens and eventually you'll come upon a fox trapped near the
road. He'll ask you to free him. Do so, and he'll give you a piece
of advice and info (10).

Head back towards the gate. There's a chance there'll be a guy
outside the gate. This is Bruno, the seller of info. You can try
asking him things, but he'll want money first. Give him a silver, and
he'll ask for another one. Give him another and you can ask about
Baba Yaga, the Castle, and goblins. You don't really need info from
him, but you get points for some preliminary questioning (2).

Now, head north to the Healer's Hut. Knock on the door and question
the Healer about her potions, components, and her ring (2). Head on
outside. Note the nest in the tree. Click the Hand on the ground to
grab some rocks. Click a rock on the nest, and after a few throws, the
nest will drop to the ground. You'll find the ring (that was easy) (3).
Go back inside and give the ring to her. She'll give you six golds and
two Healing Potions for your reward (10).

Head west to the farm. You'll find Heinrich the Centaur there.
Question him about his name, his daughter, the farm, and the brigands
(1). Be absolutely sure to ask him about "leader" as well (3).

Go back east and north to the Castle Gates. Question Karl the
Gatekeeper (5), about the castle, the baron, Barnard, Elsa, Baba Yaga,
and the curse. Click the Hand on the gate and he'll open it for you.
Enter the Castle (1).

Once inside the Courtyard, you may chance to see the Weapon Master.
Question him (1) about fighting. He'll ask you if you fight. Say yes,
and he'll ask if you want to train. Say yes, and you'll give him a
gold and fight against him in a side view battle (3). Fight him, and
you'll probably get exhausted before long. Once you build up your
skills a lot, (Stamina and Weapon Use at 100 each) you can probably
beat him. Just attack repeatedly, and push him to the far end of the
courtyard. He'll give up, and walk off, never to return (10).

NOTE: Unless you got some kooky program to slow down your game, you'll
never be able to beat the Weapon Master on today's modern machines. It's
just hopeless, even at max stats.

Also, you can head east to the Stables. The Stable Hand will ask you
to work. Agree to it, and you'll do some good old fashioned raking (5).
You'll get five silvers for your troubles.

That's about all you can do for now in the outskirts of town. You'll
do some more later, but this is all the preliminary stuff.

Spielburg Forest:

If you're feeling up to it, you can finally head out into the wild
woods and take out one or two monsters. Make sure your stamina and
health are high enough before you do any fighting.

You probably won't be able to fight anything right off the bat, but, as
a Fighter, you'll get points for all the different monsters you kill.

Goblin: 1
Purple Saurus: 1
Brigand: 1
Mantray: 2
Cheetaur: 4
Saurus Rex: 4
Troll: 4
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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
    Complete points list
  3. Quest for Glory solution by System on 09/03/2006, 09:50