QUEST FOR GLORY V: DRAGON FIRE
WALKTHROUGH - THIEF (PART 1)
This walkthrough was written by Frodo for The Hero's Glory
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WELCOME TO SILMARIA
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As a thief, it’s important for you to be able to get in and out of places undetected. As soon as you can, press ‘K‘ on your keyboard to enter Sneak Mode. If at any time the game takes you into a Normal walk, make sure to press ‘K‘ again, so you are Sneaking again.
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, sneak 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.
Sneak 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.
Sneak 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.
Sneak through doorway on the left to sneak 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 DRACMAS in order to enter the Rites
Of Rulership… but you don’t have that much money yet, so just
leave the Bank for now.
Sneak right and cross over the bridge. Enter the Magic Shop.
Inside the Magic Shop, sneak 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 and buy the MAGIC DAGGER. As a thief,
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.
Sneak right, climb up the stairs, sneak 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. Don’t buy anything else yet - you’re just
starting out, and you need to watch your money.
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. Sneak left again, and sneak through the exit next to
Wolfie’s stall (don’t go up the stairs).
Sneak 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, and Steal The Sheet, so
you have 2 SHEETS. Yet again, click on the bed, then Go To Sleep,
and Sleep Until Morning.
The next morning, leave your room and sneak 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. Sneak 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 sneak 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.
Sneak right and sneak 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.
Sneak right a little bit, and talk to Pholus at the Weapons Stall, and
ask about everything. Now talk to him again and Purchase Some-
thing. Buy THROWING SPEAR - 1 will do for now. Don’t buy any-
thing else from him yet.
Sneak 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.
Sneak right, all the way along, until you see Rakeesh on the platform.
Talk to Rakeesh about everything. He gives you the MAGIC
GRAPNEL you got back in Shapier.
Make your way back down to the Main Square. Sneak right, and
sneak 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.
Sneak right, and sneak through the tall Portcullis gate.
SCIENCE ISLAND
Sneak left, and continue left, until you see the Windmill contraption.
Sneak 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 :
BOTONY: WHAT IS A DAFFODIL?
2. A member of the Narcissus Genus…
PHYSICS: WHAT IS AERODYNAMICS?
C. The branch of science…
GEOMATRY: WHAT IS A QUADRANT?
4. An arc of 90 degrees.
ASTRONOMY: NAME A CONSTELLATION?
D. None of the above.
ZOOLOGY: WHAT IS AN OCTOPUS?
1. A cephalopod mollusk.
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
bedroom 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
continue right, and sneak through the arch to the pier. If it’s after
5pm, the Dead Parrot Inn will be open, so enter it.
DEAD PARROT INN
Sneak up stairs on the left to a private table. Talk to Ugarte about
everything. Now talk to Ugarte again, and Show Thief Sign to
Ugarte. He recognises you as a fellow thief, and tells you that the
Guild is hidden near the West Gate, under a bridge. He also warns
you to look out for traps. Talk to Ferrari about everything. It seems
that Ferrari owns this Dead Parrot Inn. Talk to Ferrari again, and
Show Thief Sign to Ferrari. He denies recognises the Thief Sign.
Sneak 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.
Talk to Arestes about everything. Now Show Thief Sign to Arestes -
he also tells you that the Guild is under the bridge to the west.
Now sneak 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
sneak to the upper-area of The Dead Parrot.
There is a cloaked man sitting at a table up here - Talk to him, and
Show Thief Sign to the cloaked man.
When you see the ghost in this upper-area, click on it for some extra
points.
Now leave The Dead Parrot Inn.
SILMARIA
Head left, to the bridge next to the Adventurer’s Guild. The area
under this bridge, next to the water, is where the Thieves Guild is
hidden. Go down to this spot now.
SAVE YOUR GAME HERE. There is a hidden doorway on the base of
the tower under the bridge. Use your ACME TOOLKIT on the hidden
door - you’ve set off a trap, and you have 1 minute (and 5 chances) to
disarm it.
The idea behind the Thieves Traps is this:
You see a circle of 8 Greek men in various poses. I suggest you take a
note of the poses, as well as the position in the circle. Start the trap
by clicking on the centre button. The 8 men will be covered up, and
one pose will be displayed in the centre. You have to identify where-
abouts on the circle this pose is located. You have to get this right 3
times, and you have 5 chances to do this.
Once you’ve successfully disarmed the Thieves Trap, enter into the
Thieves Guild.
THIEVES GUILD
SAVE YOUR GAME HERE. Talk to Arestes about everything. Now
talk to Arestes again, and Join The Guild. Talk to Arestes yet again
and Buy Something. Now buy STEALTH OIL, TORCH, PICKPOCKET
KNIFE, ROPE, and BLACKJACK. In your Inventory window, select the
MAGIC GRAPNEL (from Rakeesh), and drag the ROPE onto it, to get
ROPE AND GRAPNEL. Also, select the TORCH, and drag the
TINDERBOX onto it, to get a LIT TORCH.
Look at the Betting Board on wall on the right. This board keeps
tabs on what’s going on in the Chief Thief Competition. As a thief,
you should strive to become Chief Thief. SAVE YOUR GAME HERE.
Click on the Betting Board and Enter the competition. Now it’s like
any other poker game - it’s up to you if you want to accept the
current bet, raise it, fold, or call it. I recommend just to accept the
current bet. When you’re ready, click on Done.
Now as a thief, you need to be good at pick pocketing. Look at the
dummy, and use PICKPOCKET KNIFE on the dummy to practice your
skills. Keep doing this until you can successfully pick the dummy’s
pocket without setting off the bell. When you can pick the dummy’s
pocket, Arestes needs time to set up the more advanced dummy.
There’s nothing more you can do here at the moment, so leave the
Thieves Guild.
SILMARIA
It’s getting late. Return to Gnome Ann’s Inn.
GNOME ANN’S INN
Sit down at the table, and Gnome Ann will get some supper for you.
Now stand up and go up to your room.
Lie down on the bed and Sleep Until Morning. Next morning, leave
your room.
Go downstairs and sit at the table for breakfast. When you’re ready,
leave the Inn.
SILMARIA
Sneak right a little, and sneak up through the portcullis.
EXPLORING THE WILDERNESS
SAVE YOUR GAME HERE, and sneak 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. A word of
warning - run away from any enemies you see. You’re not properly
equipped to deal with them yet.
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.
That’s enough of the Wilderness for now, so use your MYSTIC
MAGNETS to return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
You should have a bit more money now, so you can buy some more
supplies.
Make your way to Pholus at the Weapons Stall and talk to him about
everything. Now talk to him again and Purchase Something. Buy
SPEAR - 3 will do for now. Buy THROWING SPEAR - 3 will do for
now. Buy DAGGER - 3 will do for now.
Sneak up to the Main Square. Talk to Wolfie about everything. Now
click on Wolfie again and Purchase Something. Buy some
AMPHORAS from him - 15 should be enough. Buy BALLOON
PAINTING.
Now sneak right a bit more, to Sarra’s stall. Talk to Sarra about
everything. 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.
Continue right to Marrak’s fruit stall, and talk to Marrak about every-
thing. Now click on Marrak again and Buy Things. Buy 2 each of
GYRO, ARTICHOKE PIZZA, PEPPERONI PIZZA, and SOKOLATAK.
Sneak down to the Adventurer’s Guild. Talk to Toro about every-
thing. Talk to Elsa about everything. Now talk to Elsa again, and
Make Thief Sign to Elsa. She recognises it and makes the counter-
sign. Now leave the Adventurer’s Guild.
Wait until 5pm, then go to the Dead Parrot Inn.
DEAD PARROT INN
Climb up stairs on the left, to the private seating area. Talk to
Ugarte about everything. Now sneak back down the stairs.
Talk to Budar (at the bar) about everything, and talk to Nawar about
everything. Play Wheel Of Fortune if you like, to win some more
money.
When you’re ready, leave the Dead Parrot Inn.
SILMARIA
Make your way up through the Main Square, and up the stairs to the
Arena, but don’t enter the Arena.
ROBBING THE MANSION
Next to the Arena, is an abandoned mansion. As a thief, this is a
good place for you to practice all your thieving skills.
Wait until 8pm then SAVE YOUR GAME HERE. Make sure you’re in
Sneak Mode (press ‘K’ on your keyboard), then use ACME TOOLKIT
on the door to pick the lock. It may take you a few attempts, but
keep trying until you’re inside the mansion.
Use the LIT TORCH on yourself so you can see where you’re going.
Look at chest next to the door and Pick The Lock. Dang! It’s empty!
Sneak right to the table and take ALABASTER AMPHORA. Search
settee on the back wall to get GOLD RING. Search drawers on the
right to get some DRACMAS. Now SAVE YOUR GAME HERE. Move
painting on the right wall to reveal a hidden safe. The safe is booby-
trapped with a Thieves Trap. Click on the safe then Disarm The Trap.
You see a circle of 8 Greek men in various poses. Take a note of the
poses, as well as the position in the circle. Start the trap by clicking
on the centre button. The 8 men will be covered up, and one pose
will be displayed in the centre. You have to identify where-abouts on
the circle this pose is located. You have to get this right 3 times, and
you have 5 chances to do this.
Once you’ve successfully disarmed the Thieves Trap, click on the safe
again to get DRACMAS and some JEWELLRY.
You’ve done all you can here. Use MYSTIC MAGNETS to return to
Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and head downstairs.
If Gnome Ann is still here, sit down at the table, and she will bring
you a meal.
When you’re ready, leave the Inn.
SILMARIA
Now it’s time to fence the goods you ‘acquired’ in the abandoned
mansion.
Sneak right a bit, to the area under the bridge, next to the water.
This is where the Thieves Guild is hidden. Now you are an official
member of the Thieves Guild, you know how to bypass their Thieves
Trap, so just click on the hidden door to enter the Thieves Guild.
THIEVES GUILD
Ugarte is here - talk to him about everything. Talk to Arestes about
everything. Talk to Arestes again and Sell Something to him. Sell
him the ALABASTER AMPHORA, GOLD RING, and JEWELLRY you
got from the abandoned mansion. Use PICKPOCKET KNIFE on the
dummy to practice your pick pocking skills. Keep trying until you can
pick the dummy’s pocket without setting off the bell.
There’s nothing more you can do here at the moment, so leave the
Thieves Guild.
SILMARIA
Return to Gnome Ann’s Inn.
GNOME ANN’S INN
Lie down on the bed and Sleep Until Morning.
Next morning, leave your room and sit down at the table, ready for
Gnome Ann to bring your breakfast to you. After breakfast, leave the
Inn.
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. Sneak 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
Sneak up through the archway next to Gnome Ann’s Inn. Make sure
you’re equipped with your DAGGER, and SAVE YOUR GAME HERE.
EXPLORING THE WILDERNESS
If you run into any monsters, fight them with your DAGGER if you
like. But since your not really a fighter, you might prefer just to avoid
them.
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.
Sneak 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.
Walk around, behind the tall stone mesas (pillars), so you can see the
path. Follow path up & round, until you reach the edge. Use your
MAGIC GRAPNEL to cross the gap, then follow path up & round,
until you see the overhanging branch. Click on the branch to swing,
Tarzan-style, over the gap. Now follow path up to the top. Take the
PEGASUS FEATHERS. Actually, take a few PEGASUS FEATHERS -
it will save you coming back later.
There’s nothing else you can do here, so use MYSTIC MAGNETS to
return to Gnome Ann’s Inn.
GNOME ANN’S INN
Leave your room and leave the Inn.
SILMARIA
Make your way to Science Island, using the Gondola to get across to
the island.
SCIENCE ISLAND
Wait until 6pm, then 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. Sneak right a little bit, and talk to Dr Mobius about every-
thing. 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
Leave your room and head downstairs.