Quest For Glory 5:  Dragon Fire  -  Fighter

Year:  1998

 

Genre:  Adventure 

Get The Game From:    GOG

 

 

Part 4

 

Click here for Part 1

Click here for Part 2

Click here for Part 3

 

 

 

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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 Peace.  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.  Now talk to Pholus again and Purchase Something.  Buy a MAGIC SPEAR from him.  

 

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

          WATERBREATHING 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 WATERBREATHING 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 gave 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.  Use MAGIC SPEAR on the door to force it open.  You are ‘welcomed’ by two Tritons - try and swim past them if you can, but you may have to kill them in self-defence.  Now swim into the tunnel.  

 

You’ve now reached Atlantis.  There are lots of Tritons here, but just ignore them.  Swim forward to another ornate gate, click on the gate, and Force The Main Doors.  Swim through the doors into the next area.  

 

The Queen is here, and she’s not very happy to see you!  You can’t get anywhere near her!  Ignore the Tritons, but after the Queen calls for aid, kill the Dragonfish that appears.  The Queens demands you stop this bloodshed, and is finally ready to listen to what you have to say.  Click on the Queen and talk about everything.  The Queen claims that Silmaria started this war by attacking her people first, and the Tritons just retaliated to defend themselves.  However, it soon becomes apparent that someone NOT connected with Silmaria actually attacked the Tritons, in order to start this war, thus setting in motion the ancient dragon being released.  She declares peace between her people and Silmaria, and gives you a PEACE STATUE to prove it.  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, everything - 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 for Pholus’s Weapons Stall.  Buy some THROWING SPEARS from him - 20 should be enough.  

 

Walk 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 PILLSSTAMINA 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.  Talk to her about everything.  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 breakfast.  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 - fight him and 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.  Equip your SWORDHELMSHIELD, and ARMOUR.  Don't bother with the goons here - just run past them, and run to the gate.  At the gate, Ram The Gate, then run through to the courtyard.  
 

In the courtyard, kill the Goons.  Now run right to the doors, and again, Ram The Doors.  

 

You've made it into the Fortress.  Kill the Goons and the Wizards here (it‘s easier to use THROWING SPEARS on the Wizards).  SAVE YOUR GAME HERE.  Go to door at top-left of the stairs, and Open The Door to 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.  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.  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.  Use FIREPROOFING POTION on yourself, then open the alcove Elsa points out, and take all the POTIONS.  Search the Minotaur and take MINOTAUR AXE.  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.  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 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.  Use FIREPROOFING POTION on yourself.  

 

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.  Start attacking 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

 

 

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