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To play this game properly on a modern computer you will need to use ScummVM or DOSBox and use the latest version from https://www.gog.com/en/game/quest_for_glory.

When you start the game, you have just arrived in Speilburg on the quest to become a hero. After an introduction, you are free to explore the town; however, you will want to check the adventurer's guild to the left of the city. This place shows signs that contain a list of tasks that need to be done within the region.

You can also make money, let the time pass, and build up strength by hiring yourself out as a stablehand in the castle. Another thing to keep in mind is that it's almost always a good idea to rest for an hour whenever you're able to, to keep your health and stamina up.

Classes

Every class can do every thing that other classes can, as long as the relevant skills are bigger than 0 before the game starts. The only class separation is the starting inventory items:

  1. Fighter - the only class that starts with a sword and shield (other classes can never get it until Quest for Glory V).
  2. Wizard - the only class that starts with the Zap spell (although hybrid characters will always have it in the sequels and all classes can buy it in Quest for Glory V).
  3. Thief - the only class that starts with the lock pick (but other classes can buy it in this game's Thieves' Guild, and it'll be lost anyway in Quest for Glory IV where also hybrid characters can find a new one in its Thieves' Guild).

Surviving in Spielburg

Food and Shelter

The best form of shelter is at Erana's Garden to the north, which provides full recovery to health and stamina. It also provides a fruit on the tree which can be consumed.

Otherwise, you can get a cheap room and meal at the inn, and it's worth seeing Abdulla Doo over there as well, and you can take shelter in the castle's stable if necessary. Buying some rations at the market will also keep if you alive if you forget to run out and get a meal each day.

Combat/Survival

Initially, combat will be easy, but tougher monsters will begin to appear during nighttime, and when the game also progresses. If you encounter a dangerous monster, start to run, and try to work your way to a non-wilderness area. If you have trouble against monsters, you can run from battle, and throw a few rocks as the monster to reduce its health. A goblin camp is located to the north-west of Spielburg. As the monsters here are weak, it is a great place to train combat skills and collect money; additional fights will increase the number of goblins to fight, up to a maximum of 10.

Monsters

Daytime

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Day/Night

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Night

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Building up your Skills

Strength. Strength can also be increased by most activities involving physical exertion or consuming stamina, including running and fighting.

Attributes such as Vitality can be increased by taking damage and engaging in combat, Intelligence can be increased by casting spells and solving puzzles, and Agility is increased by most any thief related action or dodging. Luck is increased by most random events including combat.

The easiest way to practice the Climbing skill is to climb one of the trees or city wall repeatedly even if you don't succeed, you'll consume a little stamina and build up your climbing stat.

The best way to build your Throwing skill is to pick up a large number of rocks and throw them at nothing in particular. Keep in mind you actually have to have the throwing skill for this to be of any use.

Pick locks. You can practice on some doors at night, such as the healer's cottage without fear of capture.

Stealth is slow to build up, but choosing to sneak constantly will gradually increase it.

Combat based skills such as Dodge, Parry, and Weapon Use can be increased by going into combat and doing those moves repeatedly. Only fighters have Parry, which lets them duel in the castle grounds.

Magic Users can increase Magic just by casting any spell. The spells themselves have individual levels as well, which are increased by casting it repeatedly. Most of the spells will need to be leveled up to be used effectively, including zap which charges your weapon, flame dart which does some damage on an enemy, fetch which grabs something from a distance, calm which relaxes an enemy so you can escape or quell physical fires, and dazzle which stuns an enemy.

For a more detailed list of spells and abilities, see the main Quest for Glory page.