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QUEST FOR GLORY V: DRAGON FIRE

WALKTHROUGH - MAGIC USER (PART 4)

 

This walkthrough was written by Frodo for The Hero's Glory

 

 

 

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6.  RITE OF PEACE

 

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SILMARIA

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After some rest, you return to the Hall Of Kings.  Logos announces

the next Rite - The Rite Of Courage.  This next mission concerns the

nation of Atlantis - the underwater city.  Tritons from Atlantis have

been attacking Silmaria’s ships.  You must visit the queen in Atlantis

and forge a Peace Treaty with them, then bring back proof of this

new alliance.  

 

After you are escorted from the Hall Of Kings, look at the Notice

Board and read all the new notices.  

 

Make your way down to the pier area, and talk to Pholus in his

Weapons Stall about everything.  

 

Continue right to the Famous Adventurer’s house and talk to him

about everything.  He has some good information for you.  When

conversation is over, leave the Famous Adventurer.  

 

Head back towards Gnome Ann’s Inn, but don’t enter the Inn.  

Instead, go through the portcullis gate next to the Inn.  

 

SAVE YOUR GAME HERE.  Now head out into the Wilderness.  

 

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WILDERNESS

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Your Hot Air Balloon should be nearby.  Click on it to start flying.  

Your destination depends on who you saved in Hades.  

 

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-  SAVED ERANA

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If you saved Erana, fly North-East towards Lymnos.  When you reach

Lymnos, simply click on the Hot Air Balloon to land it.  Click on the

Erana’s Retreat Icon to enter that area.  Erana greets you to her new

home, and thanks you for freeing her from Hades.  Talk to Erana

about everything.  She gives you an AMULET OF WATER-

BREATHING to aid in your quest in Atlantis.  Now leave Erana’s

Retreat, and head back into the Wilderness.  

 

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-  SAVED KATRINA

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If you saved Katrina, fly East towards Zante.  When you reach Zante,

simply click on the Hot Air Balloon to land it.  Click on the Katrina’s

Retreat Icon to enter that area.  Katrina is here, waiting for you.  Talk

to Katrina about everything.  She gives you an AMULET OF WATER-

BREATHING to aid in your quest in Atlantis.  Now leave Katrina’s

Retreat, and head back into the Wilderness.  

 

 

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WILDERNESS

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Click on the Hot Air Balloon to start flying, and fly back to Silmaria.  

Land the Balloon near Silmaria, then click on Silmaria to enter the

town again.  

 

 

 

 


SILMARIA

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Check the time.  If it’s evening, return to Gnome Ann’s Inn.  

 

 

 

 


GNOME ANN’S INN

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Sit down at the table and Ann will bring a meal for you.  Now head up

to your room.  

 

Lie down on the bed and Sleep Until Morning.  You get a visit from

Elsa through the night (how on earth did she get into your room?).  

She tells you that she thinks her sponsor, Minos, is behind all the

problems in Silmaria, and urges you to be careful, since you could be

Minos’s next target.  Talk to her about everything - she wanted you

to know her suspicions, in case anything ‘happened‘ to her.  After

she leaves, you go back to sleep.  Next morning, leave your room

again.  

 

Go downstairs and sit at the table so Gnome Ann can bring your

breakfast.  When you’re ready, leave the Inn.  

 

 

 

 


SILMARIA

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Go along to the Adventurer’s Guild.  Look at the Notice Board and

read all the new notices.  Talk to Toro about everything.  Now leave

the Adventurer’s Guild.  

 

Walk along to the pier area and talk to Andre the fisherman about

everything.  

 

Head up to the Apothecary in the Main Square.  Talk to Julanar about

everything.  Talk to Salim about everything.  The LETHE WATER you

game them have really helped Erasmas and Shakra, and both victims

are now on the mend.  Now leave the Apothecary.  

 

Make your way to Science Island, using the gondola to get across to

the Island.  

 

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SCIENCE ISLAND

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Enter the lab.  Look around - there’s no scientist here.  And Gort is

missing as well.  How strange!  Use the lift to get up to the First

Floor where Gort usually stands.  There is an Access Panel on the wall

here - look at it to see it‘s the Access To Secret Laboratory.  Use  the

Access Panel and enter the secret code you were given earlier.  If

you‘ve forgotten what the secret code is, you can find it on the green

monitor next to the pizza poster on the wall.  The wall will rise up to

reveal… a Secret Lab!

 

One of the scientists is here, and he’s not all happy that you found

the Secret Lab.  Talk to him about everything.   You discover that it’s

the scientists that have been drugging Erasmus and Shakra, because

that believe that Silmaria should be ruled by science, not magic.  

 

Use your MYSTIC MAGNETS to return to Gnome Ann’s Inn.  

 

 

 

 


GNOME ANN’S INN

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Leave your room and leave the Inn.  

 

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SILMARIA

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Head up through the portcullis next to Gnome Ann’s Inn.  SAVE

YOUR GAME HERE, then head into the Wilderness.  

 

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WILDERNESS

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If you remember what Famous Adventurer told you, Atlantis can be

found in the island of Skyros.  Click on the Hot Air Balloon to start

flying.  

 

Fly South West until you see an island with a lake in the centre.  Land

your Balloon there.  

 

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SKYROS \ ATLANTIS

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Click in the Pillar Icon to jump into the water.  Now equip yourself

with the AMULET OF WATERBREATHING then SAVE YOUR GAME

HERE.  

 

Swim left to the ornate door.  This is the entrance to Atlantis.  Cast

OPEN on the door to open it.  You are ‘welcomed’ by two Tritons -

quickly Cast CALM on them so they won‘t attack you.  Now swim

into the tunnel.  

 

You’ve now reached Atlantis.  There are lots of Tritons here, but

don‘t fight them.  Instead, Cast CALM, so they won‘t attack you.  

Swim forward to another ornate gate, and Cast OPEN on the gate.  

Swim through the doors into the next area.  

 

The Queen is here, and she’s not very happy to see you!  Cast CALM,

and then give FLOWERS to the Queen.  Tell About The Famous

Adventurer, then Talk About Romance, then Tell About Silvertongue,

then Tell About Silvertongue’s Message.  She has bitter-sweet

memories of him, and she’s now willing to listen to what you have to

say.  You ask for peace between Silmaria and Atlantis.  She agrees to

this request, and gives you a PEACE STATUE as proof.  Her Tritons

escort you out of Atlantis.  Swim back up to the surface.  

 

Click on your Hot Air Balloon to start flying again, and fly North East,

back to Silmaria.  

 

 

 

 


SILMARIA

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Go through the portcullis.  It’s probably quite late by now, so enter

Gnome Ann’s Inn.  

 

 

 

 


GNOME ANN’S INN

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As soon as you enter, Gnome Ann asks for your help - Say Yes to

agree to help her.  Only now, you find out you’ve agreed to be

tonight’s entertainment… as a belly dancer!  Don’t you look adorable

in the belly dancer’s costume!  After the dance, talk to Wolfie about

everything.  Now head on up to your room.  

 

Lie down on the bed and Sleep Until Morning.  When morning arrives,

leave your room.  

 

Go back downstairs and sit at the table so that Gnome Ann can bring

your breakfast.  After breakfast, leave the Inn.  

 

 

 

 


SILMARIA

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Make your way up to the Hall Of Kings and give PEACE STATUE to

the guards at the gate (don‘t worry, you get to keep it).  

 

A trial is heard, involving the scientists from Science Island and Gort,

since it was them that drugged poor Erasmus and Shakra.  We finally

find out that Dr Pretorius and Dr Mobius are one and the same

person - creepy!  Gort is disqualified from the Rites Of Rulership.  

 

You are given a chance to rest, before the next Rite starts.  

 

 

 

 

 

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7.  RITE OF JUSTICE

 

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SILMARIA

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After some rest, you return to the Hall Of Kings.  Logos announces

the final Rite - The Rite Of Justice.  You must find the person

responsible for all the problems in Silmaria - the assassinations, the

poisonings, starting a war between Silmaria and Atlantis, every-

thing - and bring that person to justice.  

 

After you are escorted from the Hall Of Kings, look at the Notice

Board and read all the new notices.  

 

Make your way down to the Adventurer’s Guild.  Look at the Notice

Board and read all the new notices.  

 

Head along to the Famous Adventurer’s place and talk to him about

everything.  Take note of what he says about the dragon pillar.  Now

leave the Famous Adventurer.  

 

Go to the Apothecary.  Stock up on POISON CURE PILLS, STAMINA

PILLS and HEALING PILLS if you like.  Also, buy some FIRE

PROOFING POTION - buy 10 if you can afford it.  

 

Do what you like for the rest of the day.  When evening comes, return

to Gnome Ann’s Inn.  

 

 

 

 


GNOME ANN’S INN

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Sit down at the table, and Gnome Ann will bring a meal for you.  

Afterwards, head on up to your room.  

 

Lie down on the bed, and Sleep Until Morning.  Through the night,

Elsa will visit your room again.  She tells you that she’s going to try

to find evidence against Minos.  She wants you to know this, in case

anything happens to her.  After she leaves, go back to sleep.  Next

morning, leave your room.  

 

Go downstairs and sit at the table so that Ann can bring your break-

fast.  After breakfast, leave the Inn.  

 

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SILMARIA

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Do whatever you like for the day.  

 

At 5pm, then go to the Dead Parrot Inn.  Climb up stairs on the left,

to the Private Seating area.  Talk to Ferrari about everything.  Give

him the PEACE STATUE as a trade for the DEED to Gnome Ann’s Inn.  

Now leave the Dead Parrot Inn.  

 

SAVE YOUR GAME HERE.  Wait until 6pm, then head left towards

Gnome Ann’s Inn (don‘t use the MAGNETS).  As you pass the

Adventurer’s Guild, you’ll come face to face with the Assassin.  It’s

Bruno, from QFG1.  It seems he’s been carrying a grudge against you

and Elsa, and now he wants you to pay.  You have no choice - blast

him with FORCE BOLT until you defeat him.  He will attack you with

his poisoned dagger though, so take POISON CURE PILLS to cure

yourself.  Toro will come to help you.  Logos shares your suspicions

that Minos is the one behind all the troubles, and asks what he

should do - choose Confront Minos With Suspicions.  

 

Now you know who the culprit is, Logos declares this Rite ended.  

You are escorted from the Hall Of Kings.  

 

Return to Gnome Ann’s Inn.  

 

 

 

 


GNOME ANN’S INN

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Give DEED to Gnome Ann.  Sit down at the table, and Ann will bring a

meal out for you.  Afterwards, go on up to your room.  

 

Lie down on the bed and Sleep Until Morning.  You are woken the

next morning by the guard banging on your door, telling you that

you're summoned to the Hall Of Kings.  

 

 

 

 


HALL OF KINGS

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Logos wants to wrap up the Rites, and asks you who is behind all of

the crimes in Silmaria.  Say The Assassin Confessed (it's a lie, but

Minos doesn't know that).  Minos admits his true intent of becoming

king of Silmaria, as well as revealing he has a PROPHECY STONE.  

Then he teleports himself away.  Logos sends you to Minos's island

on the fastest boat.  You must prevent Minos from destroying the

PROPHECY STONE.  

 

 

 

 


MINOS'S ISLAND

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SAVE YOUR GAME HERE.  Place the OPEN spell and the FORCE

BOLT spell in your belt for quick access.  Don't bother with the goons

here - just run past them, and run to the gate.  At the gate, Cast

OPEN on the gate, then run through to the courtyard.  
 

In the courtyard, use FORCE BOLT to kill all the goons.  Now run

right to the doors, and again, Cast OPEN.  

 

You've made it into the Fortress.  Cast CALM so the Goons and

Centaur Wizards don‘t attack you.  SAVE YOUR GAME HERE.  Run

right past the Goons and Wizards, and go to door at top-left of the

stairs, and Cast OPEN on the door to open it.  You find yourself in the

Treasure Room.  

 

Elsa is here, but she's locked in one of the alcoves.  Minos starts

taunting you, then he calls his guards in.  Now you have to be quick

here.  Cast CALM, and SAVE YOUR GAME HERE.  Run to desk at

front of the screen, and take the INTERESTING TOOLKIT.  Now run

to Elsa at the back-right alcove, and give her the INTERESTING

TOOLKIT, so she can escape.  Cast FORCE BOLT to defeat both

Goons and the Minotaur (Elsa will help you, after she gets out of the

alcove).  

 

Minos jumps off the balcony to his death, breaking the Prophecy

Stone in the process.  By doing this, he has succeeded in waking the

dragon, putting all of Silmaria in grave danger.  Search Minos's body

and take everything.  Search the Minotaur and take MINOTAUR AXE.  

Elsa points out one of the alcoves as being of special interest.  Cast

TRIGGER on this alcove, then Cast OPEN on the alcove.  Take All to

gets lots of FIREPROOFING POTIONS.  Now either Erana or Katrina

will show up (depending on who you saved from Hades), and

summons you to the final battle.  

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THE DRAGON FIRE PROPHECY

 

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Toro and Gort show up to help you in this final battle.  Use FIRE-

PROOFING POTION on yourself, then SAVE YOUR GAME HERE.  

Now if you remember what the Famous Adventurer said, you'll know

that the dragon cannot be harmed while the pillar is broken.  So talk

to Elsa, Toro, and Gort, and ask them to Help Fix The Pillar.  You'll

also have to help fix the pillar.  Once the pillar is restored, the dragon

is bound to this cave and cannot leave.  SAVE YOUR GAME HERE.  

Give MINOTAUR AXE to Toro.  Cast RESISTANCE and Cast

PROTECTION to protect yourself from the dragon’s fiery breath.    

 

Now for the actual battle itself - this is one TOUGH battle!  Make

sure you give HEALING POTIONS to anyone that needs it, including

yourself.  Despite what the Sybil told you in one of the Rites, there's

no need to sacrifice anyone, so don't do it.  Cast FROST BITE on the

dragon, but avoid it's fiery breath.  Eventually, the dragon will break

free from it's bindings in the Temple, and fly to other side of the

cave.  Follow him and attack again.  Keep doing this until the dragon

falls into a pool of lava.  

 

After you defeat the dragon, you, along with the survivors of the

battle, return to Silmaria.  Logos performs a Hero’s Ceremony,

declaring that, thanks to your actions, Silmaria is now safe.  Notice

that Rakeesh, Erasmus, and Shakra are at the ceremony.  They've all

been cured, thanks to you.  

 

Logos asks if you'd like to be next King of Silmaria.  I'll leave the

decision... up to you.

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The End.

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