QUEST FOR GLORY V: DRAGON FIRE
WALKTHROUGH - PALADIN (PART 1)
This walkthrough was written by Frodo for The Hero's Glory
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WELCOME TO SILMARIA
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ERASMUS’S HOUSE
You arrive in Silmaria, in Erasmas’s bizarre mystical house. Listen to
Erasmus explaining why you have been brought here - the king of
Silmaria was assassinated, thus, the Rites Of Rulership have been
initiated in order to determine a new king. Erasmus asks you if you
want to jump straight into danger, or if you want to explore Silmaria
first. Since you are not really equipped to deal with danger yet, you
should choose Silmaria.
Erasmus teleports you out of his house.
SILMARIA
Cross over the bridge, go left to the Arena, and enter the Arena. Talk
to Ferrari about everything. Talk to Abdum about everything. You
can’t do anything else here for the moment, so leave the Arena.
Head left and enter the Hall Of Kings. Make your way forward, until
you see Logos and your old friend Rakeesh. Listen to what they have
to say. Ask Logos about everything, and then Agree To Enter Rites
Of Rulership. Now talk to Rakeesh about everything. When you’re
ready, leave the Hall Of Kings.
Go left to the Notice Board. Click on the Notice Board, click on each
of the Notices, and click on each announcement on the Notices to
get the details. There’s a lot of quests shown on these Notices.
When you’ve read a Notice, it will turn grey, but keep checking back
here, as quests are frequently updated. When you’re ready, click on
Done to leave the Notice Board.
Walk through doorway on the left to go down the stairs into the
Main Square. Now this section is kind of a big circle, so don’t worry
about missing anything.
That large white building next to the stairs is the Bank Of Silmaria.
Enter the bank and talk to the Banker about everything. You discover
that you need 1000 DRACHMAS in order to enter the Rites Of
Rulership… but you don’t have that much money yet, so just leave
the Bank for now.
Head right and cross over the bridge. Enter the Magic Shop.
Inside the Magic Shop, walk left, until Shakra appears. Shakra is
Rakeesh’s son, and he runs this Magic Shop. Talk to Shakra about
everything. Now talk to him again, and Purchase Something. Buy
the MYSTIC MAGNETS. You don’t need the other items here, so just
leave the shop.
Look at the Fruit Stall. Talk to Marrak, the Katta who runs this stall,
and ask about everything. Don’t buy anything from him yet. Salla is
sitting on a bench near Marrak, playing the flute. Give her a
DRACHMA to show you appreciate her music.
Continue right, and enter the Apothecary. Hey, it’s your old pal Salim.
And Julanar - the Tree Woman you helped in QFG2. Talk to Salim
about everything. Buy some HEALING PILLS - 3 will do for now. Buy
some POISON CURE PILLS - 3 will do for now. Buy some STAMINA
PILLS. Unfortunately, Salim doesn’t have any STAMINA PILLS left -
he needs some PEGASUS FEATHERS in order to make more. Talk to
Julanar about everything. Take a JALAPENO PEPPER from the
bunch near Julanar. When you’re ready, leave the Apothecary. Now,
outside the Apothecary are some FLOWERS. Take a few bunches of
FLOWERS.
Walk right, climb up the stairs, walk along the pathway, and down
the next set of stairs. Now below the stairs is Wolfie’s stall. Talk to
Wolfie about everything. Now talk to Wolfie again, and Purchase
Something. Buy the MAP. Buy AMPHORA - 5 will do for now. Buy
BALLOON PAINTING.
Continue right to the Katta Stall. Talk to Sarra, who runs the stall,
and ask about everything. Don’t buy anything from her yet.
So now you’ve gone full circle, and ended up back at the beginning of
this little circle. Head left again, and go through the exit next to
Wolfie’s stall (don’t go up the stairs).
Start heading left, until you reach Gnome Ann’s Land Inn.
GNOME ANN’S INN
Enter the Inn - notice Rudolph and his flashing nose above the door
(hee hee). Talk to Gnome Ann about everything. Now sit down at
the table, and she’ll bring a meal out to you. She’s rather long-
winded!
After the meal climb up the stairs, and she’ll give you a KEY to your
room. Now again, climb up the stairs. Your room is the door on the
right, so Unlock The Door and enter the room.
Open the chest of drawers and take the spare SHEET. Now notice
that storage locker in the front of your room. You can store items in
this storage locker. Hopefully you’ve already bought the MYSTIC
MAGNETS from the Magic Shop - store one (and keep the other one)
of the MAGNETS in the storage locker here. This means that
wherever you are, you can use the MAGNET you’re still carrying to
quickly teleport back here. You’ll probably want to store other things
here as well, as the game progresses. Now check the time by clicking
on your portrait at the bottom left - it’s probably pretty late by now.
Click on the bed, and for a bit of fun, Jump On The Bed (Wheeeeee!).
Now click on the bed again, Go To Sleep, and Sleep Until Morning.
The next morning, leave your room and go downstairs. Sit down at
the table - Gnome Ann will bring your breakfast out to you. Talk to
Ann about everything. When you’re ready, leave the Inn.
SILMARIA
Let’s do some more exploring. Head right, cross the bridge, and
enter the Adventurer’s Guild. Click on the logbook next to the door -
Examine Logbook, Read Logbook, and Sign Logbook. Now look at
the Notice Board, and study all the Notices, just like you did with the
other Notice Board at top of the stairs. Have a shot on the treadmill
to improve your strength. Now walk left a little bit, so you see Toro.
Toro is the Guild Master here in Silmaria. Talk to Toro about every-
thing. It seems Elsa has also entered the Rites Of Rulership. When
you’re ready, leave the Adventurer’s Guild.
Head right and go through the archway.
You’ve reached the Pier area. If Andre is here (on the boat), talk to
him about everything. Andre is a fisherman, and he often leaves the
pier early to go fishing, so if he’s not here, don’t worry about it.
Look at The Dead Parrot Inn. It only opens in the evening, so you
won’t be able to enter it at the moment.
Walk right a little bit, and talk to Pholus at the Weapons Stall, and
ask about everything. Now talk to him again and Purchase
Something. Buy THROWING SPEAR - just 1 will do for now.
Walk right a little bit more. Notice those ROCKS on the ground - pick
up all the ROCKS. Now enter the Famous Adventurer’s
Correspondence School (it opens at 9am), which is the building next
to the barn.
The Famous Adventurer’s Correspondence School seems to be some
kind of library. Have a look around - there’s a lot of interesting things
to see here. Talk to the Famous Adventurer (FA) and ask about
everything. Now click on the books near front of the screen, and
Read A Book (it’s a book about swimming), Examine The Books, and
Ask For Man’s Autograph. Now open your Inventory, select the
Handbook Of Swimming, and Read it. Congratulations, you now
know how to swim. Leave the Famous Adventurer’s Correspondence
School for now.
Back-track left a little, and make your way up through the archway.
Continue left, cross over the bridge, and climb up the stairs.
Head right, all the way along, until you see Rakeesh on the platform.
Talk to Rakeesh about everything. Take note of what he says about
the RING OF TRUTH. He gives you the KATTA PIN you got back in
Shapier. When conversation is over, open your Inventory, select the
KATTA PIN, and Equip (wear) the KATTA PIN, so that all Katta will
know that you are a friend.
When conversation is over, go left to the Hall Of Kings. Talk to the
guards at the gate, and Tell About Rakeesh’s Words. Now enter Hall
Of Kings.
Logos and Rakeesh discuss the RING OF TRUTH with you - Agree
To Make The Ring. Logos will give you King Justinian’s RING. King
Justinian was King of Silmaria, before he was recently assassinated.
Make your way back down to the Main Square. Head right, and go
through the archway near the Fruit Stall. Now make your way down
to Pholus’s stall, and then continue right and enter the Famous
Adventurer’s Correspondence School again. Talk to Famous
Adventurer about everything. You learn about the Hippocrene
water - remember that for later. The Famous Adventurer sounds he
misses his glory days - poor old man. Anyway, when conversation is
over, leave his building. Make sure you have some ROCKS from in
front of his building.
Go right, and go through the tall Portcullis gate.
SCIENCE ISLAND
Walk left, and continue left, until you see the Windmill contraption.
Walk right up to the contraption and pull the lever to set the wind-
mill in motion. Slightly to the right, is another (blue) control
mechanism. Look at it to see that it’s a brake device for Science
Island. Now interact with the lever, and Examine Lever, Pull Lever,
Push Lever, Use Force On Lever - OOPS! You broke it. You need to
find something to use in place of the lever. Open your Inventory, and
use a THROWING SPEAR in the blue contraption. It fits perfectly!
Okay, now pull the repaired lever to start the gondolas running. Time
it correctly, and when a gondola pulls up at the edge of the platform,
pull the brake lever again to stop it from moving. Now climb into the
gondola. Now when you’re in the gondola, throw some ROCKS at
the brake lever to start the gondola moving again. The gondola
takes you to Science Island.
As you may have guessed, Science Island is a small island dedicated
to the pursuit of science. The Entrance to the Lab is a huge gear
wheel, but it’s currently closed off. SAVE YOUR GAME HERE. Look
at the small green screen next to the gear wheel, and you’ll see the
Science Academy Quiz screen. Click on Take Test. Now you have to
answer a series of questions in order to prove yourself a worthy
scientist. Answer the questions as so :
WHAT IS THE PURPOSE OF SCIENCE?
2. To discover the true meaning of life.
WHAT IS THE GOAL OF THE TRUE SCIENTIST?
D. All of the above.
WHAT DOES EVERY SCIENTIST NEED?
3. A diploma.
WHAT IS A QUARK?
D. All of the above.
WHY IS SCIENCE ESSENTIAL?
1. Without science, the world would be destroyed.
You’ve answered the questions correctly, and the door to the
science lab is now open to you - enter the lab.
SAVE YOUR GAME HERE. Look at the pie chart poster on the wall,
and note what pizza it‘s advertising (either artichoke & anchovy, or
pepperoni & jalapeno). You’ll have to make both types of pizza, but
we’ll get to that later. Now notice there is another green screen next
to the poster - this is the Science Aptitude Test. Click on the test,
Take Test, and answer the questions like so :
ANATOMY: NAME PART OF THE SKELETAL STRUCTURE.
D. All of the above.
GEOLOGY: WHAT IS GNEISS?
3. A foliated metamorphic rock.
GEOMETRY: WHAT IS A POLYGON?
C. A closed plane figure bounded by straight lines.
ASTRONOMY: NAME A STAR
4. Sol.
CHEMISTRY: WHAT IS A SOLUTION?
A. The result when a substance is…
Congratulations, you have passed the test, and you are now a
qualified Lab Assistant. You are given a Password. Take note of the
Password, because it changes for every game, and you’re going to
need it later. Make your way round to the table, and talk to the
scientist about everything (NOTE: Dr Pretorius is here from 6pm-
6am, Dr Mobius is here from 6am-6pm).
There’s nothing else you can do on Science Island at the moment, so
let’s head back to the main island. Now you COULD leave the lab, get
on the gondola, and travel back that way. But it’s much easier and
quicker to use your MYSTIC MAGNETS to teleport back to your bed-
room at Gnome Ann’s Inn, so do that now.
GNOME ANN’S INN
Those MYSTIC MAGNETS are handy, aren’t they? Back in the Inn,
leave your room, climb downstairs, and leave the Inn.
SILMARIA
Outside the Inn, make your way right, cross over the bridge, and
enter the Adventurer’s Guild again.
Use the treadmill for a while, resting for an hour when you have to.
Try to get your Strength up to at least 450.
When it’s roughly 5pm, leave the Adventurer’s Guild.
Continue right, and go through the arch to the pier. The Dead Parrot
Inn opens at 5pm, so enter it.
DEAD PARROT INN
Head up stairs on the left to a private table. Talk to Ugarte about
everything. Talk to Ferrari about everything. It seems that Ferrari
owns this Dead Parrot Inn. Go back down the stairs to the main area
of the pub.
There is a man - Arestes - dressed in red sitting at one of the tables.
Notice that he only has one arm. Talk to Arestes about everything.
Now walk right to the bar. Talk to Budar about everything. Talk to
Nawar about everything. Now this is where you can earn a bit of
money, as well as improving your throwing skills, so SAVE YOUR
GAME HERE. Talk to Nawar again and Play Wheel Of Fortune. To
begin with, you can only play the ‘Catch A Colour’ variant of the
game, which is to hit 3 of the same colour. SAVE your game after
each successful turn (you win money), and reload your game when
you don’t win. After a few successful wins, you can also play the ‘3 In
A Row’ variant, which is to get 3 of the same colour lined up. Each
time you win, the game will become harder, and faster. When you’ve
had enough of Wheel Of Fortune, climb up stairs on the right to go to
the upper-area of The Dead Parrot.
SAVE YOUR GAME HERE. When you see the ghost in this upper-
area, click on it for some extra points.
Now leave The Dead Parrot Inn.
SILMARIA
Now it’s getting pretty late, and there’s nothing much you can do for
tonight. Use your MYSTIC MAGNETS to teleport yourself back to
your bedroom at Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on your bed, and Sleep Until Morning.
Next morning, you awake much refreshed. Leave your room, head
downstairs, and sit at the table. Gnome Ann will bring your
breakfast for you. When you’re ready, leave the Inn.
SILMARIA
Walk right a little, and head up through the portcullis.
EXPLORING THE WILDERNESS
Equip (wear) your CHAINMAIL, MAGIC SHIELD, and PALADIN
SWORD. Now SAVE YOUR GAME HERE, and head right into the
wilderness. Now if you remember, one of the notices on the Notice
Board, said that the Katta Sarra has lost her basket. So let’s go an
find it. It’s on a beach, south of Silmaria - keep searching until you
find it.
Also, in the Dragon Pillar North-East of Silmaria, get some WAX from
the beehive. From the Dragon Pillar North of that, pick up the
SHELL.
Now use your MYSTIC MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
SAVE YOUR GAME HERE. Walk right over the bridge, and enter the
Adventurer’s Guild.
Inside the Adventurer’s Guild, use the treadmill for a while, Resting
for an hour when necessary. You have to get your strength up to 450
(you’ll see why soon enough).
Now, you should have a bit more money now, so you can buy some
more supplies.
Head up to the Main Square. Talk to Wolfie about everything. Now
click on Wolfie again and Purchase Something. Buy some
AMPHORAS from him - 20 should be enough. Now walk right a bit
more, to Sarra’s stall. Talk to Sarra about everything - she comments
on the KATTA PIN you’re wearing. Now hopefully, you have Sarra’s
lost BASKET - it’s on the beach just south of Silmaria. Give her the
BASKET, and she rewards you with a BEAD NECKLACE.
Enter the bank. OH NO! The bank has been robbed! Talk to Banker
about everything. Now take the INTERESTING TOOLKIT from the
floor - this could be valuable evidence. Now leave the bank.
Go right, and enter the Magic Shop. Talk to Shakra about every-
thing. Now show INTERESTING TOOLKIT to Shakra. He suggest
you take the TOOLKIT to Erasmus. Now leave the Magic Shop.
Head left across the bridge again. Climb up stairs next to the bank.
Walk right, all the way along, until you see the Spinning Hat device.
This teleports you to Erasmus’s Mystical House. Stand inside the
Teleporter, click on the Teleporter, and Kick It.
ERASMUS’S MYSTICAL HOUSE
You find yourself somewhere up in the clouds. Click on the cloud
face on the left. The cloud face will ask you 3 questions before he
will let you pass. Answer the questions like so:
WHAT IS YOUR NAME?
Tell the cloud your name.
WHAT IS YOUR QUEST?
To save Silmaria.
WHAT IS THE MEANING OF LIFE?
Ours is not to reason why. Ours is but to do and die.
You have answered the questions correctly, so the cloud face lets
you pass.
You walk through the cloud, and see a magnificent castle. Walk
along the red carpet, click on the door, and Knock On The Door. The
door opens, and you enter into the castle.
You find yourself floating in the room you first arrived in. Float
around until you find Erasmus. Talk to Erasmus about everything.
Show Erasmus the INTERESTING TOOLKIT, and he’ll see if he can
find anything out about it for you. Hmmm, he sees an arm coming
and going. What a strange clue. Now if you remember, Arestes from
the Dead Parrot Inn had one arm missing. I wonder if he has any-
thing to do with the bank robbery. Talk to Erasmus again and ask
about everything again. There’s nothing more you can do here at the
moment, so leave Erasmus’s castle.
Walk down the red carpet, and into the Teleport Device to return to
Silmaria.
SILMARIA
Check the time, and when it’s after 5pm, make your way down to the
Dead Parrot Inn.
DEAD PARROT INN
Notice that Arestes, the one-armed man, is leaving the Inn. Follow him.
SILMARIA
Follow Arestes left through the arch, and watch as he enters a
hidden doorway under the bridge next to the Adventurer’s Guild.
Approach the door, SAVE YOUR GAME HERE, and look at the hidden
door. Now Cast the MAGIC WARD spell on the door, then Force The
Secret Door, then Bash The Door (if you’re not strong enough, you
won’t be able to open the door - you can build strength by using the
treadmill in the Adventurer’s Guild). You walkthrough the door, into
the Thieves Guild.
Arestes is here in the Thieves Guild, and he’s not pleased to see you.
Talk to him about everything. You convince him to turn himself in for
the bank robbery, and the guards place him under arrest. Next
morning, you are automatically sent to the bank.
The Banker is delighted that the thief was caught and all the money
is returned. Talk to Banker about everything. When conversation is
over, leave the bank.
Go down to the jail, which is the building next to Gnome Ann’s Inn.
See Arestes in the cell. Talk to Arestes about everything, and learn
the story of how he lost his arm. Poor Arestes.
Head back up to the Main Square. Go along to Marrak’s fruit stall,
and talk to Marrak about everything. Now click on Marrak again and
Buy Things. Buy 2 each of GYRO, ARTICHOKE PIZZA, PEPPERONI
PIZZA, and SOKOLATAK.
Go right slightly, and enter the Apothecary. Talk to Julanar about
everything. Make sure you Tell About Arestes - she‘ll want to help
him by healing his arm. Talk to Salim about everything. Now leave
the Apothecary.
Go back down to the jail, and talk to Arestes about everything. He’s
grateful to Julanar for healing him, and he is eager to pay off his debt
to Silmaria.
Make your way to the pier. Andre should be here on his boat, so talk
to him about everything. Make sure you ask him about
ANCHOVIES - he gives you some.
Now make your way to Science Island, using the gondola to cross
over to the island. Check the map I made, if you get lost.
SCIENCE ISLAND
If you need more ROCKS, you can pick some up from in front of
Famous Adventurer’s house.
You answered all the science questions last time you were here, so
you can just enter the lab without answering the questions again.
SAVE YOUR GAME HERE. Now look at poster on the wall, and take
note of which pizza it’s advertising - Artichoke & Anchovy or
Pepperoni & Jalapeno. It’s day time, so it should be Artichoke &
Anchovy. In your Inventory, select the ARTICHOKE PIZZA. Now drag
the ANCHOVIES onto the pizza, and voila! One ARTICHOKE &
ANCHOVY PIZZA. Walk right a little bit, and talk to Dr Pretorious
about everything. Give him the ARTICHOKE & ANCHOVY PIZZA.
You can’t do anything else here for the moment, so use MYSTIC
MAGNETS to teleport back to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Go up through the archway next to Gnome Ann’s Inn. Make sure
you’re equipped with your MAGIC SHIELD, CHAINMAIL, and
PALADIN SWORD, and SAVE YOUR GAME HERE.
EXPLORING THE WILDERNESS
Make your way up to top of the map, and look for Pegasus Peaks.
It’s marked by Pegasus head.
PEGASUS PEAKS
This is Pegasus’s home, and you can see her flying around here.
There’s a few things you need from this area.
Walk to the far-right of this area, so you can see the Hippocrene
stream. Take a drink from the Hipoocrene stream - it tastes
incredible! Fill all your AMPHORAS with Hippocrene water.
Go over to the see-saw contraption, and stand on the right edge of
it. Throw ROCK at the boulder on the ledge high up, and you’ll be
catapulted up to the high ledge on the right. Follow path up & round,
until you reach the overhanging branch. Click on the branch to swing
across the gap, Tarzan-style, onto the opposite path. Follow the
path up to the top. Take the PEGASUS FEATHERS. Actually take a
few PEGASUS FEATHERS - it will save you coming back later.
Check the time. If it’s after 5pm, use your MYSTIC MAGNETS to
return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave you room and sit down at the table so that Gnome Ann will
bring a meal for you. When you’re ready, leave the Inn.
SILMARIA
Make your way to Science Island, using the Gondola to get across to
the island.
SCIENCE ISLAND
Enter into the lab and SAVE YOUR GAME HERE. Look at the poster
on the wall to see what pizza it’s advertising. Since it’s after 6pm, it
should be Jalapeno & Pepperoni. In your Inventory, select the
PEPPERONI PIZZA. Now drag the JALAPENOS onto the pizza to
create JALAPENO & PEPPERONI PIZZA. Walk right a little bit, and
talk to Dr Mobius about everything. Now give JALAPENO &
PEPPERONI PIZZA to Dr Mobius. You’ve now given both scientist
their favourite pizza, so you have free reign of the lab now. Have a
look around if you want. When you’re ready, use MYSTIC MAGNETS
to teleport back to Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room, sit down at the table, and enjoy your
breakfast. When you’re ready, leave the Inn.