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** Becoming initiated into the Simbani tribe requires recognizing a key difference in values. To a western, particularly American person, it's natural to value individuality, and competitions are won by proving oneself to be the best performer. If you pay attention to the Simbani stories told during your stay in the village, however, you'll notice a consistent theme where the highest values are cooperation within the tribe and [[TheNeedsOfTheMany putting the needs of the tribe first]]. The Simbani, after all, are trying to survive in a difficult and often hostile environment and need to know they can rely on each other no matter what. So while it may seem natural to pass Yesufu when his leg gets stuck and expect to be rewarded for performing better than he did, to the Simbani it's an act of unconscionable selfishness. Hence the NonStandardGameOver if you don't help Yesufu and fail to win the contest outright. (Note that they do not consider individuality to be a bad thing. If you use the smart way to retrieve the rings, you will be praised because many ways of thinking make a tribe strong. Just don't put your personal needs before that of the tribe.)

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** Becoming initiated into the Simbani tribe requires recognizing a key difference in values. To a western, particularly American person, it's natural to value individuality, and competitions are won by proving oneself to be the best performer. The initiation ritual, however, is primarily about proving your worth as a warrior. Besting the others is merely a bonus. If you pay paid attention to the Simbani stories told during your stay in the village, however, you'll notice a consistent theme where the highest values are that they value cooperation within the tribe and [[TheNeedsOfTheMany putting the needs of the tribe first]]. The Simbani, after all, are trying Hence, failing to survive in a difficult and often hostile environment and need to know they can rely on each other no matter what. So while it may seem natural to pass Yesufu when his leg gets stuck and expect to be rewarded for performing better than he did, to the Simbani it's an act of unconscionable selfishness. Hence the NonStandardGameOver if you don't help Yesufu and fail to win the contest outright. (Note a fellow warrior who is in trouble makes you unworthy. Also note that they do not consider individuality to be a bad thing. If if you use the smart way to retrieve get the rings, you will be are praised because for using brains and told that many ways of thinking make a makes the tribe strong. Just don't put your personal needs before that Individuality is good, just not at the expense of the tribe.)
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** If you are a fighter, you can quickly surpass any of the Simbani in the skills they respect (except running). Justified in that many of these skills, such as throwing and agility, were ones that had already helped you become a famous hero. Also, you, the human player will need to lead a moving target for the spear throw and react correctly to Yesufu's wrestling bridge moves (on higher difficulties only).

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** If you are a fighter, you can quickly surpass any of the Simbani Uhura and Yesufu in the skills they the Simbani respect (except running). Justified in that many of these skills, such as throwing and agility, were ones that had already helped you become a famous hero. Also, you, the human player will need to lead a moving target for the spear throw Yesufu is still in training and react correctly to Yesufu's wrestling bridge moves (on higher difficulties only).Uhura took a baby break.
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** Becoming initiated into the Simbani tribe requires recognizing a key difference in values. To a western, particularly American person, it's natural to value individuality, and competitions are won by proving oneself to be the best performer. If you pay attention to the Simbani stories told during your stay in the village, however, you'll notice a consistent theme where the highest values are cooperation within the tribe and [[TheNeedsOfTheMany putting the needs of the tribe first]]. The Simbani, after all, are trying to survive in a difficult and often hostile environment and need to know they can rely on each other no matter what. So while it may seem natural to pass Yesufu when his leg gets stuck and expect to be rewarded for performing better than he did, to the Simbani it's an act of unconscionable selfishness. Hence the NonStandardGameOver if you don't help Yesufu and fail to win the contest outright.

to:

** Becoming initiated into the Simbani tribe requires recognizing a key difference in values. To a western, particularly American person, it's natural to value individuality, and competitions are won by proving oneself to be the best performer. If you pay attention to the Simbani stories told during your stay in the village, however, you'll notice a consistent theme where the highest values are cooperation within the tribe and [[TheNeedsOfTheMany putting the needs of the tribe first]]. The Simbani, after all, are trying to survive in a difficult and often hostile environment and need to know they can rely on each other no matter what. So while it may seem natural to pass Yesufu when his leg gets stuck and expect to be rewarded for performing better than he did, to the Simbani it's an act of unconscionable selfishness. Hence the NonStandardGameOver if you don't help Yesufu and fail to win the contest outright. (Note that they do not consider individuality to be a bad thing. If you use the smart way to retrieve the rings, you will be praised because many ways of thinking make a tribe strong. Just don't put your personal needs before that of the tribe.)
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* DrugsAreBad: If the hero uses the bong too many times In TheStoner's shop, the hero becomes a homeless burned-out drug addict and dies.

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* DrugsAreBad: If the hero uses the bong too many times In TheStoner's shop, there's a NonStandardGameOver where the hero becomes a homeless burned-out drug addict and dies.
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Dewicked trope


* [[EverythingsBetterWithDinosaurs Everything's Worse with Dinosaurs]]: The natives call it [[NamesToRunAwayFromReallyFast Running Death]].

Added: 541

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Corrected the trope's alphabetization.


* DefeatMeansFriendship:
** If a Fighter or Paladin helps Yesufu escape from the trap during the initiation, he and Yesufu will remain friends regardless of who ended up defeating whom at spear throwing and bridge wrestling.
** Downplayed with the Shaman if a Wizard chooses to dispel the demon possessing him rather than fight it outright. The Shaman never really considers the Hero a "friend," but he is humble enough to admit that submitting to demonic possession was an idiotic thing to do, and grateful to the Hero for saving him from it.



* DefeatMeansFriendship:
** If a Fighter or Paladin helps Yesufu escape from the trap during the initiation, he and Yesufu will remain friends regardless of who ended up defeating whom at spear throwing and bridge wrestling.
** Downplayed with the Shaman if a Wizard chooses to dispel the demon possessing him rather than fight it outright. The Shaman never really considers the Hero a "friend," but he is humble enough to admit that submitting to demonic possession was an idiotic thing to do, and grateful to the Hero for saving him from it.
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* DefeatMeansFriendship:
** If a Fighter or Paladin helps Yesufu escape from the trap during the initiation, he and Yesufu will remain friends regardless of who ended up defeating whom at spear throwing and bridge wrestling.
** Downplayed with the Shaman if a Wizard chooses to dispel the demon possessing him rather than fight it outright. The Shaman never really considers the Hero a "friend," but he is humble enough to admit that submitting to demonic possession was an idiotic thing to do, and grateful to the Hero for saving him from it.
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** The Simbani absolutely despise magic, to the point that Rakeesh specifically tells a Wizard Hero to absolutely not make mention of their magical power to the Simbani. Conversely, the Leopardmen ''revere'' magic, and few those that don't have it as lesser (though the Shaman also considers a Wizard Hero to be inferior for other reasons).

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** The Simbani absolutely despise magic, to the point that Rakeesh specifically tells a Wizard Hero to absolutely not make mention of their magical power to the Simbani. Conversely, the Leopardmen ''revere'' magic, and few view those that don't have it as lesser (though the Shaman also considers a Wizard Hero to be inferior for other reasons).
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* VoluntaryShapeshifting: The Leopardmen are humans who magically take the form of BeastMan leopards.

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* VoluntaryShapeshifting: The Leopardmen are humans who magically take the form of BeastMan leopards. [[AllThereInTheManual The field guide that comes with the game]] mentions other such tribes in the area with totems like warthogs and cobras.

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It's really an ordinary jungle with a hidden magic village.


* ElvesVersusDwarves: The Leopardmen live in a HiddenElfVillage in the local EnchantedForest and value magic, cunning, and stealth, much like elves; the Simbani live on the open plains and value physical strength, honesty, and teamwork, and thus generally have more in common with dwarves.

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* ElvesVersusDwarves: The Leopardmen live in a HiddenElfVillage in the local EnchantedForest jungle and value magic, cunning, and stealth, much like elves; the Simbani live on the open plains and value physical strength, honesty, and teamwork, and thus generally have more in common with dwarves.
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* ElvesVersusDwarves: The Leopardmen live in a HiddenElfVillage in the local LostWoods and value magic, cunning, and stealth, much like elves; the Simbani live on the open plains and value physical strength, honesty, and teamwork, and thus generally have more in common with dwarves.

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* ElvesVersusDwarves: The Leopardmen live in a HiddenElfVillage in the local LostWoods EnchantedForest and value magic, cunning, and stealth, much like elves; the Simbani live on the open plains and value physical strength, honesty, and teamwork, and thus generally have more in common with dwarves.

Changed: 10

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The trope article has it as one word with lowercase "m".


* BringerOfWarMusic: The Demon Wizard's Leitmotif. Quite appropriate given his role of bringing war to Tarna.

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* BringerOfWarMusic: The Demon Wizard's Leitmotif.{{Leitmotif}}. Quite appropriate given his role of bringing war to Tarna.



* LeitMotif: Most of the friends you meet have a piece of music associated with them. Uhura has a piece of music that plays in her hut and each time she gives the hero special training. Yesufu's theme plays during the game he plays with the hero and during the bridge fight challenge. Manu's theme plays in the monkey village, and Harami's theme plays during his first appearance when he gets caught stealing. When the characters arrive during the climax to help the hero, each of their motifs is played.

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* LeitMotif: {{Leitmotif}}: Most of the friends you meet have a piece of music associated with them. Uhura has a piece of music that plays in her hut and each time she gives the hero special training. Yesufu's theme plays during the game he plays with the hero and during the bridge fight challenge. Manu's theme plays in the monkey village, and Harami's theme plays during his first appearance when he gets caught stealing. When the characters arrive during the climax to help the hero, each of their motifs is played.
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* Leitmotif: Most of the friends you meet have a piece of music associated with them. Uhura has a piece of music that plays in her hut and each time she gives the hero special training. Yesufu's theme plays during the game he plays with the hero and during the bridge fight challenge. Manu's theme plays in the monkey village, and Harami's theme plays during his first appearance when he gets caught stealing. When the characters arrive during the climax to help the hero, each of their motifs is played.

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* Leitmotif: LeitMotif: Most of the friends you meet have a piece of music associated with them. Uhura has a piece of music that plays in her hut and each time she gives the hero special training. Yesufu's theme plays during the game he plays with the hero and during the bridge fight challenge. Manu's theme plays in the monkey village, and Harami's theme plays during his first appearance when he gets caught stealing. When the characters arrive during the climax to help the hero, each of their motifs is played.
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* Leitmotif: Most of the friends you meet have a piece of music associated with them. Uhura has a piece of music that plays in her hut and each time she gives the hero special training. Yesufu's theme plays during the game he plays with the hero and during the bridge fight challenge. Manu's theme plays in the monkey village, and Harami's theme plays during his first appearance when he gets caught stealing. When the characters arrive during the climax to help the hero, each of their motifs is played.
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* EvilGloating: If you're a Paladin, you get a [[TheReasonYouSuckSpeech demoralizing speech]] at the very end. None of the other classes get the same consideration.

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* EvilGloating: If you're a Paladin, you get a [[TheReasonYouSuckSpeech demoralizing speech]] at the very end. None of the other classes get the same consideration.consideration; they instead eavesdrop on a conversation between the Demon Wizard and the Demon Master that reveals the same information.
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* {{Cliffhanger}}: [[spoiler:After stopping the demon invasion, the hero is swept away by dark magic. The last scene shows [[BigBad Ad Avis]] with a mysterious cloaked figure watching the hero in a crystal ball. A caption reads: ''[[VideoGame/QuestForGloryIV Quest for Glory IV: Shadows of Darkness]]''.]]

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* {{Cliffhanger}}: [[spoiler:After stopping the demon invasion, the hero is swept away by dark magic. The last scene shows [[BigBad Ad Avis]] with a mysterious cloaked figure watching the hero in a crystal ball. A caption reads: ToBeContinued in ''[[VideoGame/QuestForGloryIV Quest for Glory IV: Shadows of Darkness]]''.]]

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* BringerOfWarMusic: The Demon Wizard's Leitmotif. Quite appropriate given his role of bringing war to Tarna.



** The Demon Wizard's theme, fittingly enough for a bringer of war, sounds pretty similar to [[Music/GustavHolst "Mars, Bringer of War"]].

Removed: 239

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Dummied Out is trivia now.


* DummiedOut: After the [[spoiler:failed peace conference]], you are barred from entering the Simbani village. A fan-made patch restores the dummied out content of finding Uhura there and [[spoiler:consoling her over the Laibon's murder]].

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