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Quest for Glory 3: Wages of War


INTRODUCTION 

     This  walkthru  gives explicit instructions for playing Quest for
Glory  III  that  lead  to a successful conclusion. It provides, where
necessary,  separate directions for each of three different characters
(Fighter,  Magic User & Thief). The fourth character type (Paladin) is
also supported, although separate directions are not normally supplied
nor required.

     The  information  given here assumes that the player has read the
game  documentation included in the Quest for Glory III game box. This
documentation comprises the 'Sierra Game Manual', the 'Quest for Glory
III  Technical  Manual'  and  the  'Famous  Explorers'  Correspondence
Course'.

CREATING A CHARACTER 

     Before  you  can start playing you must either import a character
from  a  previous QUEST FOR GLORY game or create a new character. This
walkthru  assumes you are creating a new character. So the first thing
is to do so!

     Three different characters will be displayed: Fighter, Magic User
and  Thief.  Select  whichever  appeals to you. Note, however that the
Fighter  is a somewhat easier character to play. Then allocate points.
You  will  have default settings but you may assign an extra 50 points
to  any  attributes which you feel need boosting. Don't forget to give
your character a name.

GENERAL HINTS 

1. Sleeping 

     There are several places where you may sleep safely: Your room at
the  Inn in Tarna, your hut in Simbani village, the Pool of Peace, the
Heart  of  the  World,  the  Jungle  and the Savanna (with caution) or
beside a camp fire, lit using the Tinderbox, via the map.

2. Eating 

     Meat  rations  can  be obtained dirt cheap, so offer outrageously
little  for  them! And stock up! When you go into the Jungle make sure
you are not hungry or short of rations, or you will just wander around
endlessly looking for food that can not be found.

3. Monsters 

     Watch out for monsters in the Savanna and the Jungle.

     If you see a Rhinoceros approaching step to one side!

     When  you  encounter a monster run away if you are not a Fighter.
If  you  defeat a monster, see if it has any treasure on it. There are
some particularly nasty monsters in the Jungle. You may need to take a
Cure Pill if you get bitten by a Flying Cobra.

4. Money 

     You  will  likely  need  to find extra cash to spend on pills and
potions,  and  other supplies. The green crocodiles carry a few Royals
each  which  you  should pick up whenever you kill one. When desperate
for cash stroll along the river bank seeking out the Crocs!

5. Fighting 

     Fighting  is essential in order to be able to obtain extra money.
(See point 4 above.) But unless you are a Fighter, it is better to put
off fighting until you have increased your ability in your character's
particular fighting skills.

6. Paladin Character 

     You may import or become a Paladin character. For the most part a
Paladin  should  follow  the  same instructions as a Fighter. Paladins
should not be so aggressive toward other creatures. So to build up his
fighting skill points, a Paladin should seek out Demon Worms.

OPENING SEQUENCE 

     Your  character  and your friend, a liontaur called Rakeesh, have
been  summoned by a colleague of Kreesha, the enchantress Aziza. Aziza
retells  the  attempt  of  Ad  Avis  to  summon  the  Iblis,  and your
intervention which prevented this catastrophe. She also tells you that
are  now Prince of Shapeir. She has received a message from Kreesha of
Tarna, recalling Rakeesh and asking that you accompany him. She wishes
you both to help prevent a war between two tribes. Kreesha believe the
unrest is really caused by Demons, perhaps unleashed by Ad Avis' magic
which was released at his death.

     Three  days later you leave Shapeir for Tarna via a magic portal.
You  are  accompanied  by  Rakeesh, and Uhura and her son Simba of the
Simbani  village.  Kreesha greets you as you all arrive in her home in
Tarna.

     Uhura and her son depart for the Simbani village.

KREESHA'S HOUSE 

     You  may  talk  to  the  two liontaurs to recap and/or glean more
information  on the situation. When you are ready, leave the house via
the  top  left  of the screen. As you go, Kreesha informs you that she
has reserved a room for you at the Inn. And Rakeesh asks that you meet
him  in  two  days  to  stand  before the Council of Judgment and then
journey with him to the Simbani village.

BAZAAR, RAJAH'S CHAMBERS 

     Walk  down the stairs to the left and enter the Bazaar. Now go to
the  left  and  witness  a dispute. As the thief makes off your action
depends on your character selection.

     Fighter:  Chase  the  thief. Magic user: Cast a Calm spell on the
thief. Thief: Throw a dagger at the thief.

     A  guard  asks you to accompany the thief and himself to the Hall
of Judgment. Here the thief is decl a false knight.

Day 13 

     Go  to  swamp. Wear the water ring. Talk to water spirit. They'll
bring  you a boat. Use boat. Follow the water spirit to go through the
fog.

     At  the tower where the knight is held. Get the ivy (this let you
exit the boat). Use the hand language to show GORT (the druid name for
ivy).  This  make  the ivy grows so that you can climb up. Climb up to
the  window  and  talk  to  knight.  Show him the password. Climb down
carefully, watch out for falling stones.

     Once  you have climbed down and reached the boat, everything will
be  automatic.  So,  sit back and watch the end game. If you have gain
enough  support from the folks, you'll win the game or else that's the
end of you.

     That's it. You have finished the game!

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