Interesting Questions, Facts and Information
- There are a total of 90 general entries. We are selecting 30 for display.
Interesting Questions, Facts, and Information
Quest for Glory III: Wages of War
Ancient Ruins. The Ancient Ruins (also called the "Lost City" several times in the game) is an evil place, and you will have to find a way to travel there at the very end of the game. All evil in the land emanates from this dark place in the depth of the jungle. If you want to find help in getting there, you'd better start legging it back and forth near the waterfall area until you find a friend.
2 . You can't miss the Great Tree (also known as the "Heart of the World"), as it literally sticks out of the landscape. There are a couple of things you need to acquire here, and even then you can always come back here for a safe (and very replenishing) place to sleep.
Dinosaur. The first three games in the "Quest for Glory" series all feature different animals belonging to the Saurus family. They're not as big as real dinosaurs, but they can be quite vicious. The Simbani people call Dinosaurs the "Running Death" - they'll come charging at you. They can take a serious beating, and can dish out a lot of damage.
By the way, Crocs are pretty weak, and Ape-man are kind of tough but only appear in the later parts of the game. Rabid Badgers, fortunately, do not exist in "Quest for Glory 3".
About a day. The journey takes about a day, from dawn to dusk. There isn't much to do in between, except get attacked by monsters. Still, there are a couple of places you'll want to visit in the Savannah. They should be easily spotted on the travel map.
Giant Ant. Giant Ants are ferocious. Well, not really, they're actually one of the weakest creatures to fight in this game, so you needn't worry too much about them. There are plenty of things to fight in the wilderness, ranging from Croc-men to Winged Cobras. Some are actually tough to defeat, so watch your step out there, and don't go into the jungle unless you have to, or feel like you're ready for it!
The Spear of Death. Have you been paying any attention to the plot at all? The Spear of Death is the main macguffin in "Quest for Glory 3". It is the symbol of power of the Simbani people. It disappeared from the Simbani village. Then, a lone Simbani warrior came back one day, dying of wounds and holding the Drum of Magic, which is the symbol of power of their sworn enemies, the Leopardmen. So now, each tribe holds a valued relic of the other tribe, and they will soon go to war over this. Most wars start out like that, unfortunately.
Getting the Spear of Death back to the Simbani is your main goal for the greater part of the game. Of course, you will never be able to acquire the Spear of Death unless you get the Drum of Magic first... War is complicated.
Human. Simbani are similar to some tribes that still exist in Africa today, like the Masai in Kenya. They speak a sort of Swahili, grow herds of cattle, and move their village with the seasons. And naturally, they're very-lightly dressed. But they are not like the cattle they drive - they are fierce warriors ready to defend their tribe. Gaining their trust may be difficult, unless you are a pretty fierce warrior yourself. Still, you'll be treated as an honored guest in the village, and will even have your own hut next to the Chief's.
The village is like an alternative to the trusty Adventurers' Guild - you can train a lot of skills here, if you're patient enough. Fighters will want to spend a lot of time doing that, because they need to win a tough contest later on. Magic Users had better find something else to do - Magic is not welcome in the Simbani Village!
At the top of the city. The Liontaurs make up the majority population of the city of Tarna. It is their home, and the humans have only recently begun to settle there in earnest. At the very top of the pyramid-shaped city, with steep stairs leading up to it, is the Temple of Sekhmet. This is where the Liontaurs worship their great sphinx-like goddess. Humans are forbidden to enter, although you definitely should give it a go!
Just below the temple are the doorways into the Council Chambers and the Throne Room. Do not enter unless you've been summoned!
Rajah. Rajah is Rakeesh's younger brother. He took the throne when Rakeesh abdicated so he could go defeat an ancient demon, many years ago. Rajah is hot-headed and arrogant, and seems very keen to go to war. He also has little respect for his brother Rakeesh, who chose the way of the Paladin over the throne of Tarna. However, Rajah is a just king, and you need not be too afraid of him. But do show him respect, even if he doesn't deserve it.
Common. Royals and Commons, get it?
A Royal is worth 100 Commons. The Royal is a very, very lucrative coin, mainly because everything in Tarna costs heaps of them, and there aren't many Royals to be had, neither!
Fortunately, you're unlikely to need too much money, unless you're absolutely awful at combat and need to buy lots of pills. Combat itself is pretty much the only reliable ways to get Royals, and will provide a small inflow. Thieves will be hard-pressed for cash though - there's virtually nothing good to steal... Fortunately, combat isn't hardly as tough (nor as challenging) as in the other Quest for Glory games.
|Down at the lower end of the city, by the river, is a large bazaar. The merchants here sell many different items, and you'll probably have to barter a lot because there's much you need to buy, and the prices are quite steep! However, what common amenity, which appeared in previous "Quest for Glory" games, is missing from Tarna city?||"Quest for Glory 3" (PC) - Easy as Pie
All of these (Adventurers' Guild, Magic Shop, Thieves' Guild). Aside from the loads of stuff they sell at the Bazaar, Tarna is good for very little in the way of amenities. There's an Apothecary who'll sell you pills (for an arm and a leg), and of course you can eat and sleep at the inn... But there are crucial plot points in Tarna though, so you'll need to visit it many times during the game.
Tarna is the only city in the "Quest for Glory" series that does not have an Adventurers' Guild. However, the Simbani Village will work as a substitute. As well as their absence in Tarna, a Thieves' Guild did not exist in the previous game, and a Magic Shop does not exist in the next game of the series. All five games have some sort of Apothecary though. Where else would you buy your healing materials?
|Our Hero, now Son of the Sultan and living in the Palace of Shapeir, is called away to save the world once more. The Hero is going to the land of Tarna, home of his friend Rakeesh. What geographical region in our real world does Tarna most closely resemble?||"Quest for Glory 3" (PC) - Easy as Pie
East Africa. Rakeesh the Liontaur (half man, half lion) is the former king of Tarna, and an honorable warrior. He has been called back to help resolve a coming war in his land, and you will accompany him to Tarna. The name Tarna is used both for this kingdom, and for the city that is its hub.
The city itself is mostly reminiscent of ancient Egypt, and is itself a sort of pyramid. You'll find the no-doors atmosphere quite pleasant though. The city is entirely safe!
The Land is much less safe - half of it is a Savannah, and relatively empty. The other half is a jungle, and relatively dangerous. You'll be all over Tarna by the time you finish this game.
Monkeys. Occasionally, characters in the game will mention rumors about little people appearing at the edge of the Jungle. In fact, they belong to a race of semi-intelligent monkeys. These monkeys live in a village, deep in the jungle. It's a rather primitive society, they're not much more evolved than animals (although at least one of them can talk reasonably well). They live up in the trees, and they create swing-ways, which are like horizontal ladders, connecting their dwellings. This way, they can swing along between the trees - a sort of monkey walkway system.
Fills your Health, Stamina, and Mana to the maximum. The hike to the top IS annoyingly long. And you do get one fruit from the Heart of the World, but you shouldn't eat it. And while it doesn't raise any attributes either, it does provide full health, stamina, and mana. This is definitely the best place to sleep in the wilderness, assuming you don't mind climbing that long, long way to the top cavern.
Roughly 2 days. If you're going to be wandering around (especially looking for monsters or trying to advance the plot a little), be sure to pack some food. But journey should normally be short, and there are several places to sleep on the way if you need them. Of course, you can sleep anywhere in the wilderness if you want to, but this carries the danger of being attacked at night.
4 . Not a tough question for anyone who's played the game, of course. There are only four screens - two are Savannah, and two are Jungle. Of course, you travel these from a very zoomed-out panoramic view, so it's not the world's tiniest geographical region. And whenever you reach a place of importance there are certainly going to be many more screens to explore.
|During combat, you'll have a control interface at the bottom right corner of the screen showing the various actions you can perform. There's a big button in the middle of the panel - what does that button do?||"Quest for Glory 3" (PC) - Intermediate
Cast Magic Spells. The big button in the middle switches between physical actions and magic spells. Know your combat panel, especially so you can avoid embarrassing yourself. For some reason, combat in "Quest for Glory 3" is very obscure and doesn't always seem to work the way it should've. But knowing the buttons really helps sometimes, especially because you can use your keyboard number pad to activate those buttons.
|Salim the Apothecary has run out of the main ingredient he requires to make Healing pills. You probably won't be needing too many of them, but to be on the safe side you should find the ingredient he's looking for. Which item would that be?||"Quest for Glory 3" (PC) - Intermediate
Feather of a Honeybird. Fortunately, you don't have to go up against a Dinosaur to get the healing pills you'll need for taking on Dinosaurs! But you might still run into one while searching for the Honeybird.
Honeybirds lure humans to beehives, and wait until the humans rob the hive. Thus, the bird gets to eat the leftovers. You'll need to find a honeybird and let it lead you to a hive. But you'll also need some way to lure the honeybird away from the hive. You can't smack it down or hurt it in any way - the feather must come from a happy bird. And you can't climb up to the bird and take the feather, because those are KILLER BEES that will easily destroy you (pwned by insects!).
Fruit, Fish, and Meat. While you do start out with some canned rations, you'll quickly have to replenish your stocks with your choice of sustenance for the journey ahead. Don't go out to the wilderness without food, or you could die from starvation!
Meat is by far the best choice of all three. That's because Kalb, the Jackal-man and meat merchant, grovels a LOT. I think he's more of a dog-man than a jackal-man - he's always looking to please you like you were his master. In fact, he'll want to please you so badly, he'll sell those juicy steaks of his for the paltry price of 1 Copper Common, meaning you can buy mountains of the stuff if you ever need it.
300. It's easy to remember the maximum, just take the episode number you're playing (in this case, three) and multiply by 100. This holds true for each game except the second one - you can reach 250 in that game, but only if you work out hard and even then only two attributes at most can get such a boost.
|Finally, you will reach the cause of all troubles in the land of Tarna - a massive portal into the netherworld, through which Demons are coming into this world. You will have to face the Demon commanding this gate. What is the nature of this foul demon?||"Quest for Glory 3" (PC) - Tough Cookie
Demon Wizard. The Demon Wizard is a cunning and absolutely evil creature. He's the one who stole the Spear of Death from the Simbani, and the Drum of Magic from the Leopardmen, and switched them around to start a war. Demons thrive upon the death of the living, and so a war would've made them infinitely stronger! Fortunately, you can end this once and for all, by closing the portal and banishing the Demon Wizard along with it. Or can you?
|The prophecy states that five friends will stand against the demons at the last battle. And true enough, your friends will arrive through a magical gate to help you. However, one of them, a convicted thief, will back out in cowardice. Who will take his spot?||"Quest for Glory 3" (PC) - Tough Cookie
Manu. Manu the Intelligent Monkey, whom you've saved from a hunter's trap in the jungle, will gather up his nerve and stand at your side for the final fight.
The five combatants will have to face a terrible battle - fighting against doppelgangers of themselves, creatures of darkness that are like inverse mirrors of their nature. This is extra tricky, because every time you hit your opponent, you will also suffer damage. So how is it possible to win the fight? Just wait and see.
Yesufu. The two combined deaths are enough to start a war, and after this incident you will no longer be able to enter neither Tarna nor the Simbani Village. Therefore, make sure you buy everything you think you may need, before going out to seek Johari in the jungle.
Fighters and Paladins should by this point donate a large amount of money to the Drummer Boy at the southern end of the Bazaar - this will raise their Honor and Paladin scores considerably, and there's really no more use for money beyond this point anyway.
Johari. Johari is fierce and beautiful. It'll take a while to convince her that you mean only to bring peace. Until you can convince her so, she will not take you to her village. If you've acquired the Drum of Magic, that would be the most convincing item in your inventory, hint hint.
|There are two items to acquire at the Heart of the World. One requires that you bring along a waterskin full of special water. The other item can be acquired for free, assuming you know what to ask for.
What is that second item (the one that can be acquired for free)?||"Quest for Glory 3" (PC) - Tough Cookie
A Gem. The Gem of the Guardians is required as an offering to Sekhmet, the sphinx-like goddess in the temple in Tarna City. You can ask the Guardians for it, but only if you've been to the temple once before. They will give you five gems - but you must take ONLY ONE.
By the way, Wizards can acquire a third item at the Heart of the World, one which they will need in order to augment their magical powers...
Woman. Once you've acquired the Dispel Potions, it'll trigger an event where the Simbani capture a Leopardman and place him in the special cage. Give the prisoner a Dispel Potion, and the leopard soon transforms back into a beautiful woman. Oh dear, this will surely stir things up in the village!
It prevents the use of magic. The previous question should've tipped you off about this. The primary enemies of the Simbani are the magic-using Leopardmen, so it's only natural that the Simbani would have some sort of weapon against magic. The question arises though - how can the cage perform its magic-cancelling feat if it was not itself constructed magically? Well, the Simbani never made much sense anyway.
Magic. The Simbani are a semi-nomadic tribe of cattle herders. They move their village with the seasons, going where the cattle have the most food to graze upon. This naturally puts them in direct conflict with the Leopardmen, who sometimes prey on their cattle, when the village is erected near the Jungle in the dry season.
Leopardmen are devout magic-users, and use magic to transform into their leopard form (normally, they are just humans). The Simbani abhor all magic, although they may come to appreciate it if you show them some beneficial uses for the magical arts.
His body is found at the riverside, dead for unknown reasons. The peace mission was apparently assaulted by demons, not by Leopardmen. The demons did something very nasty to the survivor, and his last few days are not very pleasant - all blurry and terrified. You'll get one chance to converse with him, and it's a pretty disheartening conversation. It's likely that he was better off dying than living on in constant agony as he did...
No one will talk to you. You'll meet a character who suffers this fate, and it's much worse than it sounds. Not only are people prohibited from speaking to you, but they must not even acknowledge your existence. You can't buy food, you can't get a place to sleep, and the loneliness will eventually drive you mad unless you can find a way to leave the city. Unfortunately, with the rumors of war spreading about, there are no trade convoys coming through and thus no real way to leave...
The Simbani and the Leopardmen. The Simbani are in possession of the Leopardmen's Drum of Magic, while the leopards are in possession of the Simbani's Spear of Death. These two diametrically opposed tribes are now in direct contention, and war will soon break out if you and Rakeesh cannot find a way to reconcile these matters.