As I had suspected, I was most of the way to a "win" when I closed the last time. I only had to figure out a couple more things, and after that most of the rest was scripted. That doesn't mean it was fast.
My primary problem was getting the "Aura" spell to work. I eventually looked up spoilers and saw that heroes with no spellcasting ability receive a special amulet from the gypsies instead of the spell. Maybe that works better. With the spell, every time I entered a wraith's square, it instantly drained me fully. Sometimes I could engage it in combat before the scripted death screen, but with no health, I didn't last long.
Since everything else in the game seemed timed appropriately, and since I was using GOG's usually-accurate configuration, I got hung up on the idea that the problem was poor spellcasting ability. I spent days casting "Aura" repeatedly, resting, and casting again, hoping to improve that ability. This process swiftly improved my skill with "Aura" specifically, but my "Magic" ability increased with maddening lethargy.
Because magic depletes fast and regenerates slow, this grinding gave me a lot of time to explore, re-explore, and re-re-explore every corner of the map. Some highlights:
- Dr. Cranium just got creepier and creepier every time I visited. There was a not-too-subtle implication that he would be having sex with his reanimated corpse.
- Punny Bones gave one final performance at the inn. I didn't think his jokes were any funnier than they were when he supposedly had no sense of humor. Oddly, the gnome had a few passages clearly voiced by John Rhys-Davies rather than his regular actor.
- As the end of the game neared, I started hearing a lot about Silmaria, the setting of the fifth and last Quest for Glory title. Cranium said that it has an Academy of Science. Punny Bones described it as a warm place.
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| Quit your day job. |
- You can talk to the scarecrow outside of town.
- At some point, I realized I had the "Glide" spell. I'm not sure where I got that. It makes crossing water easier; I can only think to use it in the swamps.
- I returned to the monastery and burned the dark grimoire. The fire spread and ended up burning the entire monastery down. For several days afterwards, NPCs commented on the arson in dialogue, noting that I was seen at the scene.
- The necrotaurs at the castle gate always kill you if you climb over the gate. But eventually you get strong enough to force the gate open, at which point you can defeat them one at a time in combat and from there walk to the front door of the castle. You don't get points for this, however, while you do get them for using the secret crypt passage.
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| The gate open, the necrotaurs dead, I can now walk to the castle. |
- Two more tarot readings from Magda elaborated on the histories, presents, and futures of both Katrina and Erana. Katrina, she said, has great power and self-confidence but has been shaped by tragedy. She is currently falling in love with someone (me, duh), which runs contrary to her goals. Erana, meanwhile, had to give up her freedom to contain the Dark One in the past. I will determine her fate.
- My hesitant courtship with Katrina continued with her tentatively asking me to do her a favor, but never telling me what the favor was.
- Erana's face started appearing in the dreams I had when I fell asleep in her garden or by her staff. The dreams started to indicate that, like Katrina, she's carrying a torch for the hero. Ultimately, they started to depict the beginnings of the ritual that would free Erana's soul from the Dark One's clutches. I'm not sure I reached the end of the sequence.
- The castle has a few secrets I didn't find last time. There's a room where you get attacked by a wraith, and a couple of chests you can force open for gold and a healing potion. If you oil the door to the main hall before opening it, you can hear an argument between Ad Avis and Katrina. Ad Avis was warning her about me, but she was saying that she wants me to "act from [my] own free will, and not be some puppet whose strings [she] holds." Ad Avis vowed to have his revenge on both me and Katrina.
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| That's good to hear. I was worried she might put me under some kind of geas. |
- It's amazing how a single word makes all the difference in the staying power of a family motto.
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| I guess it's time for the War of the Solstice, then. |
- During these adventures, I became cognizant of how often in this game you're waiting for night to fall. So much can only be accomplished at night, including killing the wraiths, talking to the domovoi, rendezvousing with Katrina, and breaking into the castle. I spent half the days sleeping.
At last, I had to face the fact that grinding "Aura" wasn't doing any good. I took the advice of commenters and cranked down the CPU cycles, and they went down far before I noticed any affect on gameplay. At that point, the wraiths' draining effect slowed enough that I could get to their barrows and initiate combat before my health was half gone. They were still pretty hard. "Frostbite" did nothing against them. Their magic attacks made it very hard to approach (even at a low clock speed, enemies attack too fast for me to jump or parry effectively), and they were able to knock me back if I got too close. I could generally only kill one per night.
The wraiths had insane treasure. The first one I killed had a jeweled tiara, 6 gold crowns, and 40 kopeks. The second had 38 crowns and 75 kopeks. The third had 150 crowns. I never even finished spending the 30 crowns I found in Erana's Garden; this money was all superfluous.
The third wraith also had a magic paladin sword and a scroll with the Heart Ritual. When I returned to town, Piotyr's ghost appeared again and explained that the sword was his. After Erana was trapped fighting the Dark One, Piotyr was overcome with guilt. Abandoning his wife, he began a quest for the six ritual scrolls so that he could open the way to the Dark One and free Erana. Unfortunately, the wraith killed him before he got very far in his quest. He asked me to return his sword to Dmitri, his grandson, and "let his grief be ended." I tried giving the sword to Dmitri the next day. He thanked me for it but didn't actually take it. Afterwards, the next time Piotyr appeared, he asked me to "unleash the darkness so that Erana's spirit might be free." Note how both the sequence of dreams and Piotyr's tale give the hero an excuse for using the rituals later in the game. If you're not paying attention during these passages, you might wonder exactly what he thinks he's doing at the endgame.
At this point, there wasn't much to do but rescue Tanya from the castle. There were a couple portends as to how the episode would play out. Tanya's mother had a dream about the girl in which she said I should visit Erana's Staff. Magda the gypsy had a vision that the staff would guard the town until someone cast the "Destiny" spell and sacrificed his life for someone he loved.
At the castle, I ran through the same dialogue as before with Tanya and Toby, but this time I presented Tanya with her lost doll, Vana. I had options to tell her that her parents miss her and that "Erana's Staff . . . can make Tanya back into a real little girl again." At Toby's guttural promptings, I had to explain that the staff would require some kind of sacrifice, and the beast understood.
The game automatically cut to the town square, where it said I cast the "Ritual of Release" to free the staff. I didn't even know I had that spell. The staff hovered out of the stone and spoke to Toby, noting his authentic love for the child. In his grunts and growls, he indicated that he was willing to sacrifice himself. Before Tanya could protest, the staff sucked away his life force and cured Tanya's vampirism.
The next day, I was hero to the town, particularly to the innkeepers.
A final note from Katrina asking her to meet her by the castle gates triggered the long endgame. When I approached the castle, I found not Katrina but Ad Avis. There were some amusing dialogue options, including "Say Hello" and "Apologize for Killing Ad Avis." They all let to Ad Avis ranting and gloating, capturing me, and tossing me into the castle dungeon, fettered by rusty chains and "taunted" by the nearby presence of a hammer and stake.
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| Ad Avis is voiced competently by Jeff Bennett, but I would have given a 10-point GIMLET bonus for Maurice LaMarche doing his "Brain" voice. |
It was a setup--made all the clearer when the chains broke with virtually no effort and the two goons guarding the door talked openly of a secret door in the iron maiden. I took the hammer and stake, went through the secret door, and found myself in Katrina's room. Katrina was asleep in her coffin.
This is one of those situations in which it was clear what I was not supposed to do. Killing Katrina would fulfill Ad Avis's wildest dreams, freeing him from her control. But I had to see what happened, so I did so anyway. "You never thought killing a vampire would be anywhere near this easy," the game said, just before Ad Avis showed up and turned me to ash with some kind of dragon's breath spell.
So I reloaded and woke up Katrina. She was furious that I had freed Tanya, and she threw me back in the dungeon. Clad in black leather, she amused herself whipping me for a while, then offered me a deal: If I helped her obtain the five Dark One rituals, she wouldn't turn me into a vampire. She also outlined her evil plan, which was to bring the Dark One into the world so that the world would know eternal night, and she'd never have to spend the day helpless in her coffin again.
She cast a geas on me (which she pronounced "gee-ass" rather than the more standard "gesh"), charged me with finding the five ritual scrolls, and tossed me out the front door of the castle. This was a bit ironic, as all she had to do was search my backpack to find all five scrolls. Frankly, I think it would be hard to reach this point in the game without finding most of them, although next time I'll definitely try. I'm curious whether the "geas" has any impact on the game.
I was able to just turn around and walk right back into the castle. Katrina acknowledged that I had the rituals, and action moved to the Dark One's cave, which she opened with a spell as I and Ad Avis looked on. She then sent me in alone, saying that I would need to get the final ritual from the "high priest" before I could begin casting them.
The "high priest" was a tentacled blob on the floor of the cavern I had originally used a rope to cross. It looked a bit like the "centaurs" of Fallout 3. I threw some knives and rocks and "Frostbite" spells at it from the ledge above before using my rope and grapnel to climb down and hack away its remaining hit points. A diary on its body indicated that it was some mutated version of the last Borgov.
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| The last traditional combat in the game. |
Beyond the chasm was the second room of the game, the "heart" of the slumbering beast, with four "sphincter" exits leading to other locations. The one on the far right, leading back to the "skeleton" room in which the game started, was pulsating. I ultimately had to enter all four rooms in turn, solving minor puzzles within, activating the altars with the Dark One sigil, and reading the respective rituals.
The skeleton room just required me to light two torches before reading the ritual. A cage of bones closed around me afterwards, but I was able to just break out of them.
To navigate the blood room, I had to walk along some narrow paths and leap across a few gaps. After I read the ritual, the blood got out of control and had to be temporarily staunched with a rock so I could escape. This was the first of many times during this endgame section that solving a puzzle meant interpreting very small graphics in what I felt was an unintuitive way. I solved it by basically clicking around on everything.
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| The solution to this puzzle required me to intuit that the stalagmite two platforms above is interactable and collapsible. |
This problem is best illustrated in the breath room, which featured a stone organ crafted to look like a hexapod. I could blow into each of the tentacles to produce a tone. The text of the ritual indicated that I should blow the tentacles in order of rightmost, leftmost, center, and high. The problem is that the organ takes up only a small part of the screen. Amid the tangle of curled tentacles, it's hard to tell how many there are, let alone what positions they occupy. This is doubly true with the character standing in front of them holding a torch. I had to save after every "correct" blow to avoid having to start over repeatedly.
Once the ritual was done, air started whooshing through the chamber from the trachea on the far wall. My character got whipped around and couldn't walk back to the exit. Again, it was a bunch of clicking around that solved the puzzle, allowing the hero to grab a plant and pull himself out of the wind tunnel.
The sense ritual began by stripping the hero of his senses. As I navigated the dark, silent void, the senses slowly came back to me, ending with sight. Other than that, no big deal.
The Heart Ritual was the final one that I read, in the central chamber. The beast's heart started pumping, and then . . . I had no idea what to do. I had to look up a hint to learn that the way forward was to use my rope and grapnel to climb through the passage above the heart. That didn't look to me like a valid exit, and even if it was, I still don't see anything the grapnel could have snagged.
The endgame took place in a weird "synapse" chamber above the heart. Katrina, Ad Avis, and I each stood on separate "nodes" (I'm not sure what the right word is). Katrina ordered me to finish the Essence Ritual, and I did so to her delight.
Suddenly, Ad Avis cast a spell at my node, causing me to fall. An outraged Katrina blasted him with her own spell, which somehow "shattered the bonds that bound [him]." The two vampires exchanged a few spells as Katrina mocked Ad Avis for his comparatively weaker power as both a spellcaster and a vampire.
"But my dear Katrina," Ad Avis said, "I do not need to cast spells at you to destroy you. I intend only to destroy my enemy, the one you seem so fond of. Care to watch him die?"
"No!" Katrina howled. "I will not let him die!" Ad Avis began work on the "Dragon's Breath" spell as Katrina teleported herself between the spell and me. Somehow, Avoozl was attracted by the spell's energies. His tentacle yanked Katrina into his dark dimension, and she was gone. "Now Katrina will have all the darkness she so desired," Ad Avis gloated.
I finally stood up and had only a moment to take action. Figuring this was the place to use Erana's Staff, I grabbed it from my backpack and it somehow turned into a spear. Ad Avis laughed and invited me to throw it. "I will easily deflect it, then I'll finish with you at my leisure." At this point, any delay or hesitancy caused Ad Avis to explain his plans to feed on the defenseless villagers. He then finished killing me and Avoozl erupted from the mountain, ending the game.
The solution was to tell the Ultimate Joke learned from Punny Bones and then impale Ad Avis with the spear when he was laughing uncontrollably.
The spear then reformed as a staff and floated back to my hand telling me to release Erana from imprisonment. I touched the staff to the crystal in the room. For the first time in the series, I saw Erana.
You walk in honor and righteousness. This day you have freed the Land of Mordavia from great evil. May you always hold high the way of the Paladin. You have freed me from my imprisonment by the Dark One. I have driven Avoozl back to its own dimension forever. Your magic is of great power to have overcome the evil which was in this place. It seems we shared a dream once. You gave me hope while I was trapped in the darkness. You held me in your arms and showed me your love. I cannot hold you now, nor can we kiss. I am only a spirit, a ghost. It will take more magic than I have ever known before we shall ever be together again. I can only thank you for everything you have done. I shall love you forever. Farewell.
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| Would it be cruel to tell her that I only think of her as a friend? |
Once again, the hero ended the game in a party surrounded by the various NPCs he met. "The King" (otherwise never named or referred to) appointed Dmitri the new Boyar and gave him Castle Borgov. The swamp is drying up. One by one, the NPCs recounted my exploits.
Then Erasmus and Fenrus crashed into the party via crystal ball, announced that a hero is needed in Silmaria, and teleported me before I had a chance to object.
Somehow, I achieved 500 out of 500 points. This is the first time in the series that I got all the points my first time. I would have thought I'd missed something. As I ended the game, only one statistic ("Climbing") made the game's maximum of 400. "Weapon Use" got to 320, "Strength" to 351, "Vitality" to 301, and "Honor" to 323. Everything else is at a value that could have been achieved in Wages of War. I'm particularly bothered that I never got my flaming sword back. I did as many honorable things as I could.
I didn't mind the ending of the game mechanically, but I didn't like some of the thematic issues. First, I question whether my paladin would bring the world that close to the possibility of destruction just to free Erana--and not really "free" her at that. I mean, it's not like he had a plan for defeating Katrina and Ad Avis just before the ritual was complete. It just happened to work out that way. That was a big risk.
Second, I thought that Katrina's declaration of love was a little cringey on her part. She barely knows me. We've met a few times at night for a couple minutes each time. I'm not even sure all those meetings were necessary.
I wish the hero had been more of an active agent in certain parts of the story. Take Tanya's healing, for instance. It would have been nice if I'd had the chance to sacrifice myself for the girl, or at least offer. I could see the staff rejecting the sacrifice, saying I'm needed here to stop the Dark One, leaving Toby to step in. At the end, I would have enjoyed a chance to sabotage the ritual rather than willingly participate in it.
But the only thing that really upsets me is the Ultimate Joke. The Quest for Glory games have featured plenty of humor, including a lot of the silly, slapstick humor that I often deride, but I've generally groaned and suffered it. Some people never get tired of characters slipping on banana peels. But when slipping on a banana peel is an actual plot point--a strategy used by the hero to overcome the villain--I think it goes too far. I feel like there must have been some character-specific options that could have achieved the same ending. Or at least make it clear that the Ultimate Joke is really a spell (doesn't Dungeons & Dragons have some kind of "Uncontrollable Laughter" spell?) and not an actual joke.
Let's end on a positive. I do love the bittersweet ending. The hero earns the love of two women--and not just women, but the ultimate Betty and Veronica. But he loses them both. I find Katrina's story particularly tragic for reasons that I'll cover in my final entry but that you can probably guess. Different interpretations in that character led to some drama in the Bolingbroke household when Irene and I played Quest for Glory V in the mid-1990s.
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| That seems kind of demanding. |
We're going to stick with this one for at least a couple more entries, as I want to check out the thief's experience and probably the wizard's.


































