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
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.
WILDERNESS
Your Hot Air Balloon should be nearby. Click on it to start flying.
Your destination depends on who you saved in Hades.
- SAVED ERANA
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.
- SAVED KATRINA
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.
WILDERNESS
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
Check the time. If it’s evening, return to Gnome Ann’s Inn.
GNOME ANN’S INN
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
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.
SCIENCE ISLAND
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
Leave your room and leave the Inn.
SILMARIA
Head up through the portcullis next to Gnome Ann’s Inn. SAVE
YOUR GAME HERE, then head into the Wilderness.
WILDERNESS
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.
SKYROS \ ATLANTIS
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
Go through the portcullis. It’s probably quite late by now, so enter
Gnome Ann’s Inn.
GNOME ANN’S INN
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
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
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
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.
SILMARIA
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
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
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
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.
The End.