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Quest for Glory IV: Shadows of Darkness
Interesting Questions, Facts and Information
- There are a total of 25 general entries.
Interesting Questions, Facts, and Information
Quest for Glory IV: Shadows of Darkness
Nothing. In "Quest for Glory 4" there is no reliable way to restore stamina except by resting. Dr. Cranium can provide you with Health and Antidote potions, but does not create any stamina-restoring concoctions. And unlike "Quest for Glory 3", the waters at Erana's enchanted area will not restore stamina either (although it does have some beneficial effect...).
In the large crypt at the cemetery. The castle used to be ruled by the Borgovs, a family of nobles who have since all died out. They built a secret tunnel leading from the family crypt all the way into the castle. Getting inside the crypt can be difficult, and even once you've managed that, you'll still need to solve a puzzle to get the tunnel door open.
Rusalka. Rusalka is the undead spirit of a maiden drowned by her fiancée. She is very attractive... and very naked... but don't be tempted or she will promptly drag you down to your untimely death! There's not much you can do for Rusalka, unless you are a Paladin.
Southeast of the town gates. Anna is the long-lost wife of Nikolai, doomed to wander the forest after having been eaten by some creature fifteen years ago. She wants to get back to town, but she cannot move away from her place of rest, southeast of town. How will you get Nikolai and Anna back together? Well, Nikolai may be an old man, but he is certainly determined...
The Leshy. The forest can be difficult to navigate because of obstacles barring your way. It is not always possible to move in a straight line between two adjacent "Screens", you might have to go quite a way around. For instance, the Leshy's area is just north of the garden, but you will have to walk all the way around to reach it. The forest is not too big though, and as in "Quest for Glory 1", you'll do well to make yourself a map of the forest and all the important locations you find. This can actually save your life later on, when trying to run away from monsters.
A dead hero. Piotyr was a Paladin and the Burgomeister of Mordavia. Much like the enchantress Erana, Pyotr gave his life to defend Mordavia from the evil that beset it. He went searching for the Dark Rituals, a series of scrolls holding the secret to the summoning of great evil. Unfortunately for Piotyr, his Paladin powers were not sufficient to protect him, and he was killed by an undead terror in the forest. As the story evolves, you will need to scour the forest for those same rituals, and may even locate Piotyr's remains. That is, if you aren't killed by the same evil that got the old Paladin.
Her daughter was kidnapped. The innkeepers had a beautiful little daughter who made their life joyful. When she was growing up, there were reports of strange creatures loitering outside her bedroom window. Her parents became panicked and over-protective of her. They literally decorated the entire inn with garlic, to protect against vampires and other evil things. This didn't help, and one day their daughter Tanya disappeared into thin air, never to be seen again.
Pumpkins and Corn. The pumpkins should be no great surprise - "Quest for Glory 4" carries a strong "Halloween"-like theme, with Vampires and Werewolves and Ghosts abound. The scary part is that at night, the pumpkins seem to light up with an eerie glow, even though nobody goes out to light them. Odd, isn't it?
Oh and don't forget the corn, you should nab some while you're at it.
A crooked staff. The staff belongs to the legendary fairy mage Erana, whose protective and soothing magic you've encountered many times in earlier games in the series. It appears that Erana ended her life here in Mordavia, sacrificing herself to stop a terrible evil. Her staff was brought back to the town, and planted atop a mound at the gates. Many flowers, some out-of-season, have sprouted around it since, and the mound is a place of peace and magic. Do try to sleep here at least once, to see what it's like.
Also, Erana's magic seems strong here in Mordavia. The mound is not the only place visibly influenced by her potent enchantments.
Three. The three farmers are, as everyone else in Mordavia, quite xenophobic (afraid of strangers). They will be largely unwilling to acknowledge you or your deeds for the majority of the game, until such time that you can set them straight. Feel free to try and wrest information from them though, they are somewhat dimwitted and can blurt out some hints about the goings-on. After all, they're having ale all evening.
It's possible that in the "Quest for Glory" tradition, these farmers are cameo appearances by some classical comedians. The fat one may be a paraphrase on Carroll O'Connor's character "Archie Bunker" (a known xenophobe).
A Domovoi. Domovoi are "house spirits" from Slavic myths, small hunched creatures said to watch over the house while everyone is sleeping. The Domovoi is a vigilant observer, and knows much about what is going on at the town (and especially the Inn itself), and can tell you some fascinating stories. However, you will first need to help him (of course), by freeing another house spirit that's been locked up somewhere in the city.
Buried alive. Igor was doing some digging at the cemetery (don't worry, that's his job) when a headstone fell over and blocked his way out of the grave. Fortunately, that's what heroes are for. Just make sure you get to him before he takes a permanent job working 6 feet under! ("Ha ha. Little graveyard humor there")
A gypsy. The gypsy is accused of having transformed into a wolf and eaten Igor, the local undertaker. The people of Mordavia are extremely suspicious of strangers, and will not hesitate to hang the gypsy without any proof of a crime. Fortunately, the Burgomeister is not so quick to judge, and if you ask he will agree to give you some time to find out the truth behind the matter.
Hint: do ask.
His wife. Nikolai is an old man who spends the better part of his day wandering outside his house, looking for his wife, Anna, who has been missing for many years. The poor man has forgotten everything except her, and it is pretty obvious (to everyone but Nikolai) that she simply isn't coming back.
Or is she?
Dr. Cranium's Laboratory. Dr. Cranium lives on the eastern side of town. He's... quite mad, but also very helpful. He brews all sorts of elixirs you could buy, and although most of what he says is utter madness, you can learn a lot by coming back to talk with him once in a while. That is, if you can get through his devious maze of contrived contraptions first.
At the northern edge of the forest. "Quest for Glory 4" returns us to a Forest setting somewhat similar to that of the first game in the series. The forest is made up of many "screens", and you'll have to learn to navigate your way through them if you are to survive. Fortunately the forest is not too big or tough to figure out, and as you explore it you'll find various locations scattered around which would be of interest to you throughout the game. The town at the north edge of the forest is the best place to start understanding where the heck you are anyway.
Be mindful of the Mordavian forest though, it holds some secrets which are far more terrible than the ones you met in "Quest for Glory 1"! And watch out for that swamp, as it is quite impossible to cross!
Katrina. After escaping from a cave of terrors, a human face (and no less than Katrina's pretty visage) is quite welcome. Katrina will direct you to the nearby town, and will also display some magical ability later on. Who is this mysterious girl, and why was she loitering around the mouth of a sinister cave at the same time that you were mysteriously teleported there? Expect the unexpected!
Mordavia. Mordavia is comprised mostly of a dark and sinister forest, and is the "Quest for Glory" equivalent of the Transylvanian landscape presented in Bram Stoker's classic novel "Dracula". Mordavia is bounded to the south by a seemingly endless swamp, which has crept in to seal the land off from the outside. Due to this isolated state, no one here has heard of your grand adventures. You'll have to prove your worth all over again.