When We Last Left our Hero...

The Hero has journeyed through five lands now and (hopefully) saved them all from imminent destruction. Through the course of five games, he has changes much, mostly for the better. He has gained new powers and skills, met more friends (and enemies). Perhaps he has become an honorable paladin, the Chief Thief of Silmaria, or the Champion of the Arena. He has joined illustrious orders like WIT and EOF, along with several thieves guilds. Just how much has changed since that first day in Spielburg's gates? Let's take a look...

Our brave little adventurer sets out to save the valley of Spielburg from brigands, curses, and other not-so-nice obstacles. The original game, HeroQuest, changed to Quest for Glory to avoid legal issues. The hero could be a fighter, a magic user, or a thief. You are fresh from the Famous Adventurer's Correspondance School and need to prove your worth. The "No Experience Necessary" in the wanted poster was a plus.

A few years later, the games is remade into Quest for Glory I. The game is the same except for graphics and the interface. Now there is point and click instead of text.

The second game was never remade and therefore still has the EGA graphics like the first game. Here, the adventurer has saved one land, earning him a reputation among the streets and plazas of Shapeir. The citizens here believe he will save them, unlike the uncertainty the villagers in Spielburg expressed. He must save two cities from evil in this adventure and face his soon-to-be arch nemesis. This is the game where the adventurer becomes a real hero. The magic user becomes a wizard at WIT and the fighter goes to the EOF. In Raseir, the thief first learns of the blackbird, though he's seen it before in Spielburg. Also, any character can become a paladin at the end of the game. This is the only qfg game where magic users and thieves can become paladins.

In Tarna, the Hero is now Prince of Shapeir and the saviour of tow lands (and three cities). He has defeated elementals and the dark wizard, Ad Avis, and prevented Iblis from being released. His reputation as a hero attracts countries in dire peril and other heroes seek his aid. Rakeesh's homeland is in danger and you are the best candidate to save it. You must now fight demons and prevent a war between three nations. The people of Tarna respect you as both a Hero and a Prince, and your skills help in your mission of peace.

After defeating the demon hordes and making yet another land safe, you are whisked away to an unknown lands full of suspicious strangers. This is Mordavia, and your reputation has evidently not reached the ears of these townsfolk. You must earn the trust and respect of the Mordavians and prove that your tales of heroism are not lies. During your "vacation" here, you learn humility and that heroism is in the eye of the beholder (or something like that). You learn the value of respect and trust from these good peasants, and you learn of sorrow and loss. By the end of Shadows of Darkness, the Hero has grown much as an adventurer, but more importantly as a person.

Once again you are taken away from your current location and plopped down in a fifth land fraught with danger. Unlike Mordavia, Silmaria has heard of your exploits and there is no mistrust or fear in this city. Old friends converge here and greet you warmly. The Prince of Shapeir, Hero of four lands, competes to become King of Silmaria, the ultimate goal of any true adventurer. In Dragon Fire you enjoy the luxuries of being a famous Hero and Prince, like in Tarna, but you also hold loss from your trip to Mordavia. You encounter more loss in the shining city as people around start to drop from assassin's poison. In order to protect the ones you love, you must face the greater danger than ever before. You must enter Hades, you must take on an underwater nation singlehandedly, you must defeat a madman and his assassin before the Dragon of Doom destroys the world. Now you must prove that you are a true Hero worthy of the throne!

The Hero has three career options at the beginning of his quest and can gain another through hard work.


The fighter is the most common adventurer class. He (or she) can defend himself against most forces and survive to face another day. Fighters use their sword and shield to help them on their missions, and later on a wider selection is available. Their expertise is combat and the monsters they must constantly fight. They value strength and weapon handling. In Spielburg you have a sword and shield from home and some armor. During the game you can buy better armor and increase your skills by fighting monsters.

In Shapeir, the fighter gets a new sword and a chance to join EOF. Additionally, he can become a paladin if he plays his cards right.

Tarna provides the Prince with a new fighting medium: spears. In the Simbani village the fighter must join the tribe through tests of prowess. Spear-throwing, wrestling, and racing are some of the tests he must undergo. In the final battle, he may use the magic Spear of Death.

Mordavia brings new dangers that will prove if the fighter is a true hero. He must battle undead and Chernovy cultists wielding dark magic. While at first he is limited to a rusty sword, he eventually gains a newer sword and finally a battle axe.

The fighter's last trial is in Silmaria where he pits himself against a dragon. Here he can choose from many magical weapons and armor. At Pholus' armory he can buy magic or mundane arms until his little heart bursts.


The magic user (and later wizard) approaches things differently from the fighter. He uses his array of magical lore to aid him. He enters Spielburg with only one spell, Zap. He will gain seven more before he leave the valley and meet several magic users.

He travels to the land of enchantment, Shapeir, and enters WIT to become a true wizard. He learns three new spells and gets aquainted with several wizards, good and bad.

The wizard's visit to Tarna brings him face to face with an entire tribe of magic users, the Leopardmen, and demon magic. He gains his first magic staff and two additional spells.

Mordavia hides many mystical secrets the wizard can uncover. Though initially there don't seem to be any practicing magic users, half a dozen dwell in the dark land. The Hero learns six spells and will gain a new staff.

In Silmaria, the wizard gains nine spells and his last staff. Old wizard friends appear and a new nation of magic using tritons come into play. Here, the wizard perfects his talents while questing to become king.


Thieves are seldom thought of as Heroes, but the occasional combination does occur. Thieves must be extra careful when dealing with life-threatening situations, because they generally don't have the strength and endurance to withstand damage like fighters, or have magic to protect them, like wizards. The thief in Spielburg begins with the ability to pick locks and sneak around. He joins the Thieves Guild under the city and gains a set of lockpicks. He learns the joys of robbing people and going unnoticed.

Shapeir isn't a good city for thieves, but Dinarzad will still help out with providing the odd job. The thief comes into his own in Raseir where the lawless and deadly remain. The blackbird waits for his sticky hands, as well as the harem!

Tarna is another city bad for thieves, as seen during the first day of your visit. You'd better keep a low profile, though a few friends are willing to help you. Another blackbird sighting is in Tarna. You can use your skills as a "scout" to break into two houses and prevent war, and later sneak past demon guards in a lost city.

Mordavia had a thriving thieves guild, but now almost everyone in it has died. You must restore the chief if you want any thiefly aid in the small town. The blackbird has been spotted here, as well. You use acrobatics to get around here, and can move silently past dangerous enemies.

The thief's dream comes true in Silmaria, where the Chief Thief contest runs until the real blackbird is found. New tools and new treasures abound on Marete and the thief transforms into an expert rogue. This is where his talents are best put to use and where he grows the most.


The paladin is what some would consider the ultimate hero; he is brave and kind, honorable and humble, strong and peaceful. One becomes a paladin in Shapeir or Tarna with Rakeesh's help. Paladins have special abilities which help him to keep the peace and solve conflicts without force. He gains his flaming sword in Shapeir but can't use it until he reaches Tarna, where he gains several other skills. This attitude of tranquility aids in soothing relations between tribes on the savanna and jungle. In Mordavia, he releases the tormented soul of Piotyr and inherits the dead paladin's sword and shield. He dreams of the archmage Erana, a paladin in all but name, and releases her from torment as well. Mordavia has many deeds only a paladin can perform, and he uses his skills to help everyone therein. The paladin earns his greatest rewards in Silmaria, where his abilities double and he wields the fabled Ring of Truth. He enters the Rites of Rulership to discover the king's murderer, not to become king, and will refuse the throne if it is offered. He still has many other lands to save, after all.

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