Quest For Glory 5: Dragon Fire - Thief
Year: 1998
Genre: Adventure
Get The Game From: GOG
Part 1
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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 Abdul 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 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.
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 everything. 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 Something. Buy THROWING SPEAR - 1 will do for now. Don’t buy anything 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 windmill 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 whereabouts 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 and 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 everything. 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 everything. 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 DRACHMAS. 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 whereabouts 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 DRACHMAS 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 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
Leave your room and head downstairs.
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