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Box artwork for Quest for Glory V: Dragon Fire.
Box artwork for Quest for Glory V: Dragon Fire.
Quest for Glory V: Dragon Fire
Developer(s)Sierra Entertainment
Publisher(s)Sierra Entertainment
Year released1998
System(s)Windows, macOS
Preceded byQuest for Glory IV: Shadows of Darkness
SeriesQuest for Glory
Designer(s)Lori Ann Cole
Genre(s)RPG, Action
Players1
ModesSingle player
Rating(s)ESRB Kids to Adults
LinksQuest for Glory V: Dragon Fire at PCGamingWikiQuest for Glory V: Dragon Fire ChannelSearchSearch

Quest for Glory V: Dragon Fire is the fifth and last game in the series. Unlike all previous games, it's focused more on RPG and Action rather than on Adventure. It's also 3D and doesn't have the concept of standalone rooms.

Therefore the interface is completely different. All character classes have Health Points and Stamina. Your health points determine how much damage you can take, and are decreased when you suffer damage in battle or gameplay situations. Losing all your health points kills you and ends the game. Your stamina determines how many actions you can perform, every time you perform an action it consumes a little bit of stamina. Performing actions which require stamina drains it and if you run out of stamina doing strenuous activity like running will lower your health. Some actions in battle can not be performed without sufficient stamina as well. Wizards also have mana points, which determine how many spells can be cast, each one draining a set amount of mana. If you are poisoned your health will drop steadily until it wears off or you cure yourself, and you also need to rest and get meals at the inn or eat rations to keep your character from starving or dying of exhaustion.

Your abilities and the ways you solve puzzles will vary with your character class. Fighters generally have to rely on brute force, and using strength and fighting monsters to clear their way through things. Thieves will rely on picking locks and breaking into places, using stealth to avoid notice, or disarming traps. Magic Users will want to use spells from a distance generally and find some creative application of magic to get through a situation. Paladins share traits in common with Fighters and Magic Users, and will generally take an approach more similar to Fighters, but they also get more helpful abilities at their disposal and have the ability to participate in more side quests.

The game also uses a time-sensitive system where the game transitions between different hours of the day and night. You can rest for an hour at a time to recover some health, stamina, and mana, and you can go sleep for the night to restore all your stats. Most activities can only be done during the day, since that's when most of the people you might want to talk to will be awake, although might be a couple night owls you might want to meet. Keeping a large number of rations is also essential for making long trips across the world map.

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