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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.  

Click Here For Part 2
 

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