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1[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/qfg3box1_3821.jpg]]
2[[caption-width-right:250:Take [[StabTheSky that]], SwirlyEnergyThingy]]
3
4''Quest for Glory III: Wages Of War'' (1992) is the third game in the ''VideoGame/QuestForGlory series''. After saving Shapeir and being adopted as the Prince of Shapeir, a title which he is subsequently identified by, the Hero follows the paladin Rakeesh back to his Liontaur homeland of Tarna, a land inspired by ancient Egyptian and African myth.
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6The area is home to 3 different civilizations: the city-state of Tarna, a city built by humans now ruled and dominated by the Liontaurs, (and whose king is Rakeesh's younger brother Rajah) where all other races are effectively 2nd class citizens, their allies the Simbani, a tribe of humans who live on the savannah and migrate with their herds depending on the season, and the Leopardmen, shapeshifting magic users that dwell in the jungle and are the traditional enemies of the Simbani, who fear and distrust magic.
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8In recent days war has been brewing between the Simbani and the Leopardmen, and adding to the tension is the fact that Tarna sent a peace envoy to act as mediator for the two sides, only for the envoy to be attacked and slaughtered. Only a single human from the envoy party manages to make it back to Tarna, and his claw wounds lead nearly everybody to suspect the Leopardmen of treachery. Meanwhile, the leader of the envoy, Rakeesh's daughter, is missing.
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10With the seemingly inevitable conflict looming, the hero will have to act quickly to familiarize himself with the opposing sides, the beautiful and dangerous land he finds himself in, and to investigate Rakeesh's suspicions that an old and dangerous foe is secretly pulling the strings and manipulating all sides into war.
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12----
13!!This game provides examples of the following tropes:
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15* AbdicateTheThrone: We find out that Rakeesh has done this before the events of the second game, leaving his brother Rajah in his place.
16* AdamSmithHatesYourGuts: The Apothecary charges much more than the one in the previous game, forcing you to buy one pill for about the same price you could've gotten three or more before. Fortunately, the pills you buy in the second game carry over when you import your character, so you can always stock up on as many as you can buy before you leave Shapeir.
17* AnachronismStew: The Junk Dealers flat out admit that the stuff they're selling acts as this in their sales pitch (while offering to sell you a WWI-era gas mask.)
18* AsYouKnow: Used word-for-word by Aziza in the intro. Which is especially silly since she's telling the hero about all the things he did in the second game as if he didn't experience them himself. Furthermore, this intro does a RetCon of the [=QFG2=] ending[[note]]Specifically, adding in that Ad Avis called out to his "dark master" as he fell to his death, something that did not occur in the EGA version of the game (the fan remake adds it, though)[[/note]].
19* BeastMan: The Leopard People. There are also the Croc Men that serve as randomly encountered monsters.
20* BigCreepyCrawlies: Giant ants can attack you in the savannah.
21* BloodierAndGorier: Deaths (both the enemies' and the player's) are a little more graphic than before.
22* BringerOfWarMusic: The Demon Wizard's {{Leitmotif}}. Quite appropriate given his role of bringing war to Tarna.
23* CantArgueWithElves: The liontaurs of Tarna present themselves as the absolute authority of the region, and insist that all within their city must act with honor. However, their application of honor lacks compassion, putting them at odds with Rakeesh and the player, who believe that strictly following ''legal'' honor is cruel, and advocate compassion and understanding as much as possible. The player can also subvert the laws at least twice in the game[[note]]Attacking the thief (or using magic on him) on the first day in the game, and then helping out that same thief later when the the customs of Tarna forbid it[[/note]] to demonstrate compassion and help those in need.
24* CharacterFocus: The Fighter class gets the most focus in this game, thanks to the Simbani Rite of Manhood. Wizards get to make a magic staff and fight a WizardDuel with the Leopardmen's Shaman, while Thieves get it worst since there's no Guild and only two houses to rob ([[spoiler:the Simbani Laibon's and the Leopardman Chief's]]), only one of which is plot-required. Paladins get the Fighter's quests plus very tiny extra bits here and there.
25* ChekhovsGun:
26** The Sultan's gift to you at the beginning of the game: a shield that repels magic for a Fighter or a Paladin [[spoiler:needed to push the life-absorbing Gate Orb back through the Demon Gate]], the Juggling Lights spell for a Wizard [[spoiler:needed to defeat the Leopardmen Shaman]], and the magic grapnel for a Thief [[spoiler:needed for a variety of rope tricks, but ultimately to hook the Demon Wizard and the Gate Orb into the Demon Gate]].
27** The Spear of Death for the Fighter. You have to retrieve it as a McGuffin first, but get to use it at the end.
28* ChekhovsSkill: The Trigger spell for the Wizard. You get an explicit warning from Kreesha to never cast it on your staff because it will make the staff explode, but just guess how you deal with the Demon Wizard at the end when he steals your staff.
29* CherryTapping: You can pick up rocks at any time when you're outside and hurl them for minimal damage. Naturally, this means it's possible (but very difficult) to kill even a dinosaur by pelting it with enough rocks.
30* {{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]]''.]]
31* TheCommandments: Tarna's legal system. They're pretty basic, though. Don't steal. Don't hurt anyone. Don't use magic. Act with honor[[note]]The Liontaur version of honor and the paladin version of honor don't always gel, and sometimes Tarna's "act with honor" comes off as very strange. If, for example, you break one of the first three laws, you'll be in trouble. If you ''deny'' breaking the law when you're obviously guilty, your sentence is ''much'' harsher than if you had repented[[/note]].
32* ContinuityNod:
33** When you talk to Salim Naffs, the Apothecarist, you have the option to tell about your exploits in Shapeir, leading him to become the one that frees Julanar, the woman that got trapped in a tree by a Djinn, as his dreams were telling him to.
34** Before you leave Shapeir in the second game, Shema gives the player a letter to give to her nephew Shallah if he ever meets him. Sure enough, Shallah can be found selling wood carvings at the bazaar in Tarna, and giving him the letter results in him giving you a wood carving of a leopard for free.
35* DarkerAndEdgier:
36** While not the first game in the series with potentially world-ending stakes, ''Wages of War'' still manages to be this over ''Trial by Fire''. Two major characters (the Laibon and Leopardman Chieftain) are killed on-screen, Rakeesh's daughter has been tortured, and Khatib, the diplomat assigned to negotiate a truce between the Simbani and Leopardmen, is badly mutilated by demons, driven mad, and ultimately dies after the Hero meets him.
37** The settings of the previous two games by all accounts were happy and prosperous before the [[BigBad Big Bads]] made things turn much, much worse. Meanwhile, the default state of Fricana seems to be full of FantasticRacism and prejudices, and the fragile peace between the Simbani and Leopardmen is mainly due to the two simply ignoring each other most of the time. All the BigBad had to do to nearly cause a war was two thefts and then kill a small peace envoy.
38* DefeatMeansFriendship:
39** 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.
40** 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.
41* DeliberateValuesDissonance:
42** Rakeesh points out early in the game that Paladins, the Liontaurs of Tarna, and the Simbani have different definitions of "honor." Most notably, helping Harami is contrary to the Liontaurs' definition of honor, but ''not'' helping him is contrary to the Paladins' definition of honor. For the purpose of the game's stats, "honor" focuses on the Paladin vision of honor.
43** Rakeesh's own background illustrates this: Stepping down from the throne to become a Paladin to oppose the Demon Wizard is an act that many younger Liontaurs don't understand because it does not fit the Liontaur version of honor, as does Rakeesh's insistence to look for a peaceful end to the conflict. Two city guards will argue about this, with the older supportive of Rakeesh's action and the younger seeing him as a coward.
44** 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 paid attention to the Simbani stories told during your stay in the village, you'll notice that they value cooperation within the tribe and [[TheNeedsOfTheMany putting the needs of the tribe first]]. Hence, failing to help a fellow warrior who is in trouble makes you unworthy. Also note that if you use the smart way to get the rings, you are praised for using brains and told that many ways of thinking makes the tribe strong. Individuality is good, just not at the expense of the tribe.
45* DemonicPossession: The demons can do this to any host, as it seems. The Leopardmen consider it a DangerousForbiddenTechnique to voluntarily submit to such possession, though that won't stop the Shaman from using it.
46* DimensionLord: Although details on him are sparse, the Demon Master appears to be this, ruling the [[FireAndBrimstoneHell hell dimension]] that the demons come from. The instant it emerges into the mortal world, it destroys all of Tarna.
47* DispelMagic: The Dispel Potions will dispel either DemonicPossession or VoluntaryShapeshifting. (Though not both; when a Wizard uses one on the demonically possessed and voluntarily shapeshifted Shaman, only the former condition is dispelled.)
48* DistractedByTheSexy: Uhura notes that's one of the things to watch out for when boys and girls spar each other on the Wrestling Bridge. Doesn't help that the sparring involves a lot of bouncing.
49* DreamSequence: Happens in the Temple of Sekhmet in Tarna. It's a [[PlayerPersonalityQuiz test of character]] and a [[DreamingOfThingsToCome prophetic vision]] rolled into one, unless of course you fail the test.
50* 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.
51* DudleyDoRightStopsToHelp: During the Fighter's or Paladin's InitiationCeremony with the Simbani, Yesufu gets his leg stuck in a trap, allowing you the decision to help him up or ignore him. Helping him up is not just the heroic thing to do, but it's your saving grace if you lose the contest (and therefore the chance to ask for the Drum of Magic). The entire point of the ceremony is to teach a lesson about [[ThePowerOfFriendship supporting your friends and tribe]], so Yesufu is happy to give the Drum of Magic to someone who understands this, while losing and not helping him just gets you [[WhatTheHellHero chewed out]] and a NonStandardGameOver.
52* EasterEgg:
53** If you set up camp near the mountains, there's a chance you'll encounter Arne Saknoosen the "earth pig" (a ShoutOut to ''ComicBook/CerebusTheAardvark'') in the middle of the night.
54** If you wander around out in the savannah without food for long enough, you'll eventually be assaulted by the Awful Waffle Walker, a giant waffle that won't leave you alone until you eat it.
55** The player can actually smoke the hookah pipe in the apothecary by using the tinderbox on it. Doing so three times triggers a NonStandardGameOver.
56** While the leopardman is being held captive, using a ration on the awari board and then using the dispel potion will guarantee the hero doing a cartoonish EyePop during the cutscene. Even without using the ration, it happens about 5% of the time anyway.
57** You can also come across [[Creator/LaurelAndHardy Stan Laurel and Oliver Hardy]] straight out of Beau Hunks... another fine mess indeed.
58** [[Series/SanfordandSon Sanford and Son]] also appear in town, as the junk trading vendors.
59* ElvesVersusDwarves: The Leopardmen live in a HiddenElfVillage in the 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.
60* 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; they instead eavesdrop on a conversation between the Demon Wizard and the Demon Master that reveals the same information.
61* ExtremeDoormat: Kalb the meat merchant; he'll accept '''any''' price you offer for his wares, no matter what your Communication skill is, and will never complain. There's no reason not to take advantage of his spinelessness; it doesn't even count against you on the KarmaMeter.
62* FalseFlagOperation: Rakeesh and Kreesha suspect that demons are trying to incite war between the Simbani and Leopardman. This comes to a head when [[spoiler: one of them possesses the Leopardman Chief at the peace conference and murders the Laibon. When Yesufu kills the Chief in retribution, Rakeesh points out some demonic essence escaping from the Chief's body]].
63* FantasticRacism:
64** The Liontaurs engage in this towards almost everyone. It's actually not as bad as it used to be, and it's commented that recently significant rights have been granted to humans and other non-Liontaurs in Tarna, (thanks in large part to a few advocates like Rakeesh's wife) but even so the city and its laws are under the absolute control of the Liontaurs, and there are large sections of the city reserved solely for the Liontaurs. A human wandering into those areas would be in very significant danger.
65** 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 view those that don't have it as lesser (though the Shaman also considers a Wizard Hero to be inferior for other reasons).
66* FantasticSlurs: Leopardmen refer the Simbani as "Cow People" as a way to insult them.
67* FantasyCounterpartCulture: Of Sub-Saharan Africa, savanna and jungle varieties alike.
68* FissionMailed: Light a campfire, then walk away from it. Only YOU can prevent savanna fires!
69* {{Foreshadowing}}: The moneychanger's rumors on day 1 foreshadow the next two games: There is tremendous inflation in Silmaria (hence the CheapGoldCoins in ''VideoGame/QuestForGloryV''), and the value of Mordavian coinage is at an all-time low (meaning it doesn't matter how much money you had at the end of ''IV''; you'll still start with the same amount of money in ''V'') because Mordavia has been cut off from the rest of the world (by the swamp, as you learn in ''IV'').
70* FrazettaMan: The inhabitants of the Lost City.
71* GameBreakingBug:
72** Sometimes, the Simbani gather together and listen to a story in the middle of the village. If you approach from the spear throwing area when this occurs, the hero will get stuck and the game will soft lock.
73** Like other Sierra adventure games, the game may crash with the infamous "Oops, you did something we weren't expecting" message for no discernible reason.
74* GenericDoomsdayVillain: [[spoiler:The Demon Wizard trying to summon his master into the world is understandable, but why he has to start a war between the Simbani and Leopardman is rather thin and only explained by a throwaway line at the very end of the game. The deaths caused by the war will somehow power up the MacGuffin that will allow his master to cross over. Even though the MacGuffin had to be used and drained of power as part of his schemes to start the war in the first place... oh, and to get revenge on Rakeesh, of course.]]
75* GreaterScopeVillain: The BigBad you face off against in the end is just TheDragon trying to unleash his SealedEvilInACan Demonlord master.
76* HaveANiceDeath: Par for the course, but BloodierAndGorier than in other installments. Compiled [[https://www.youtube.com/watch?v=RIm0BJ2eQwI here]] and [[https://www.youtube.com/watch?v=VIJPEPFL1Z0 there]].
77* HoistByHisOwnPetard:
78** When you start winning the WizardDuel, the Leopardman Shaman will invoke a Demon; if you cure him with a Dispel Potion rather than killing him, he thanks you for saving him from his own rash stupidity.
79** As a Wizard, overpowering the Demon Wizard will make him steal your magic staff right from your hands. It seems like a good move on his part... until you remember the spell that Kreesha [[SelfDestructMechanism warned you to never cast on the staff]].
80* HollywoodDarkness: The game uses your standard day-for-night technique to depict nighttime (with a few exceptions, like the inside of the inn.)
81* HonorBeforeReason:
82** Rajah, the king of Tarna and Rakeesh's brother, is obsessed with his version of honor, and insists that if the Simbani people go to war with the Leopardmen, then the Liontaurs will be honorbound to fight alongside their allies. Rakeesh points out that his brother is using his twisted interpretation of honor to try to avenge the death of his daughter (Rajah's niece) for his own personal reasons.
83** As a society, the Liontaurs are this: if you're deemed without honor, then you are no longer an entity in the city. Usually, this isn't a problem: you just leave and go to another city when you find out that everyone will refuse to even acknowledge your existence. But if you ''can't'' leave the city, such as because caravans refuse to travel to Tarna because of the news of possible war on the horizon, then you will starve and die and no one will care.
84* HopelessBossFight: The hero can't beat his evil counterpart in the mirror fight. [[ChekhovsGunman Harami the thief]] takes up his place.
85* HotterAndSexier: Due to the improved graphics and the increased number of nubile female characters. Johari's outfit, little more than a FurBikini, is just one example. (And you get a SexyDiscretionShot with her!) Also, Uhura is ''topless'' here compared to the second game, though her breasts [[NippleAndDimed and nipples]] are barely covered with her necklaces. Justified as the cultures in this game doesn't have as much of a nudity taboo.
86* LateArrivalSpoiler: The AsYouKnow at the beginning of this game tells you how to complete the previous game.
87* {{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.
88* LifeEnergy: Demons feed on this, which is why they tried to start a war. Ad Avis' death in the previous game gave them enough energy to make their initial appearance in East Fricana.
89* LoopholeAbuse:
90** Although the laws of Tarna say "Thou shalt behave with honor," they don't specify that talking to the honorless ''isn't'' behaving with honor, so the Hero and Kalb don't get in trouble for helping Harami. After all, the honorless are non-entities: the Hero isn't actually helping anyone!
91** The rules of the WizardDuel against the Leopardmen Shaman prohibit the combatants from casting spells directly on their opponents. That doesn't stop the Shaman from trying to set fire to your staff, or casting spells on the air or ground around you. Similarly it doesn't prevent the player from spraying the wizard with a magic potion.
92* LostWorld: The lost city beyond the waterfall. It's inhabited by apemen and [[spoiler:demons]].
93* LudicrousGibs: Happens when the Wizard [[spoiler: casts Trigger on his staff]] at the end, blasting the Demon Wizard to smithereens.
94* MacGuffin: The two tribes are fighting because each had their most prized possession stolen from them by the other: the Spear of Death and the Drum of Magic. [[spoiler: The Spear of Death becomes a PlotCouponThatDoesSomething in the Fighter's path, where he's lent it by Yesufu during the climax to have a weapon that can kill the demon wizard.]]
95* MagicStaff: Wizards get the opportunity to create one. A case of AwesomeButImpractical, since it feels awesome to finally have your own unlimited supply of Mana, but all enemies except randomly encountered Leopardmen will charge into melee range. Plus, the Demon Wizard steals it from you, forcing you to destroy it via DangerousForbiddenTechnique by casting Trigger and releasing all the Mana in it in one very pretty explosion.
96* MightyWhitey:
97** If you are a fighter, you can quickly surpass Uhura and Yesufu in the skills 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. Yesufu is still in training and Uhura took a baby break.
98** Wizards do the same with the Leopardmen, demonstrating superior magic and/or cunning to that of their most powerful mage, the Shaman.
99* MiniGame:
100** Bridge wrestling. If you set the difficulty to the highest, you must control the hero's moves while the lowest difficulty lets the computer handle the moves for you.
101** Spear throwing during the initiation ceremony has a portion where you must lead a moving target.
102** Playing Awari.
103* MirrorMatch: An area in the Lost City summons evil counterparts to you and your friends.
104* MixAndMatchCritters: Winged Cobras and the Meerbats.
105* MoneyForNothing: Zigzagged. You're given more than enough money at the start of the game to buy everything you need for the rest of the game. If, however, you ''do'' run out of money (probably from buying too many of the game's prohibitively-expensive pills) then you're in some serious trouble because only three enemies types in the entire game drop money and it's in very small amounts.
106* MysteryMeat: The Meat Seller sells mystery meat as rations. He'll tell you what's in it if you ask, but YouDoNotWantToKnow.
107* NamesToRunAwayFromReallyFast: There is a species of dinosaur in the savannah which the Simbani call "Running Death". Initiation into the tribe requires you to kill one.
108* NewAgeRetroHippie: The apothecary.
109* NewPowersAsThePlotDemands: Near the end of the game Rakeesh inexplicably is able to use his Paladin abilities to magically clear a collapsed doorway.
110* NoGuyWantsAnAmazon: Women in Uhura's tribe have to choose between being a warrior and being a mother. Good thing she decided to TakeAThirdOption. Specifically, leaving the tribe, finding a decent man outside, and coming back with the baby, but still being unmarried, so no one can claim her as a wife in her tribe.
111* NotTheIntendedUse: You can use the underside of the Simbani wrestling bridge like monkey bars to train the hero's strength. If you try this while Uhura is watching, she gets upset and says that's not what the bridge is for.
112* OddlyNamedSequel2ElectricBoogaloo: "Wages of War" was not supposed to exist and was inserted for storyline and character reasons, as the creators felt the hero was not strong enough yet for the events of "Shadows of Darkness". You can see evidence of this in the original version of ''Trial By Fire'', which ends with the sequel hook for ''Shadows of Darkness'', which ultimately ended up being the fourth game.
113* ParentalMarriageVeto: When Yesufu expresses interest in marrying the Leopard Lady, his father sets the bride price prohibitively high (for a Simbani) specifically to prevent this. [[spoiler:Not that that stops Yesufu and Johari from getting married after Yesufu's father dies.]]
114* PermanentlyMissableContent:
115** The Leopardman prisoner's capture is triggered by different events depending on your class: Practicing throwing javelins when your skill is high enough for Uhura to challenge you if you're a Fighter or a Paladin; getting the branch of magical wood if you're a Wizard; or exploring the easternmost section of the map if you're a Thief. If you do these things too quickly, you'll miss out some game points such as making friends with Yesufu and listening to the Storyteller.
116** Rakeesh and Kreesha have several interesting conversation trees after most of the major plot developments, and some of them even grant a few puzzle points. But speaking with them requires walking all the way back to Tarna, even when there might be no other reason to do so.
117* PlayerPersonalityQuiz: During the aforementioned DreamSequence, you have to answer three multiple-choice questions. Each question has a straightforward answer, a compassionate answer, a devious (but still heroic) answer, an intelligent answer, and an evil/joke answer (in that order). You will be judged by three separate criteria:
118** Whether you choose an evil/joke answer: If you do, you are automatically judged unworthy.
119** Whether or not at least one of the icons you selected matches your class, to determine whether your skills are in harmony with your nature or not: The sword or fist for the Fighter, the heart for the Paladin, the pentacle or infinity sign for the Wizard, or the key for the Thief.
120** Which answers you choose: if you choose the same type of answer (straightforward, compassionate, devious, or intelligent) at least twice, you'll be judged according to it; if you choose three different types of answers, you will instead be judged according to the type that you didn't choose.
121* PointAndClickMap: Along with obligatory {{Random Encounter}}s.
122* PointOfNoReturn: The main one is the [[spoiler: failed peace conference]], after which you can no longer visit Tarna, the Simbani Village or the Leopardman Village.
123* PopCulturePunEpisodeTitle: After the initial release, Sierra was informed that another video game developer had already trademarked the title ''Wages of War''. A re-release was developed with the new subtitle ''Seekers of the Lost City'' (a nod to ''Franchise/IndianaJones''), but before it actually shipped the other company went out of business and Sierra no longer needed to address the trademark issue. However, the About text in ''Shadows of Darkness'' does refer to the previous game as ''Seekers of the Lost City''.
124* PropRecycling: Parodied with one of the items at the Junk Dealers' tent.
125--> "You see a genuine, imitation paper-mache moose head, courtesy of the Recycled Prop Department of Sierra On-Line."
126* TheReasonYouSuckSpeech: Rakeesh gives one to his brother early on. After Rajah tells Rakeesh that Rakeesh's daughter was part of the peace envoy that was killed by the Leopardmen, and that Rakeesh should be demanding blood for the loss of kin, Rakeesh calmly states that he will mourn his daughter, and then shuts up his brother with:
127--> '''Rakeesh''': Revenge for the sake of revenge is meaningless. Mindless revenge is pure idiocy.
128* ReptilesAreAbhorrent: The crocs and [[MixAndMatchCritters the flying cobras]] are both enemies that attack on sight.
129* RevengeBeforeReason: Rakeesh says that going to war over revenge is irrational and will only end in lots of death. He's right, as the people they are fighting turn out to be [[spoiler:demons]].
130* {{Retcon}}: Rakeesh was said to have killed the Demon that wounded his leg in Quest For Glory II, here it's stated that the [[TheDragon Demon Wizard]] was the one that wounded him.
131* SealedEvilInACan: The Demon Master.
132* ShoutOut:
133** The Junk Dealers look very similar to Series/SanfordAndSon.
134** As mentioned above, Arne Saknoosen is a reference to ''ComicBook/CerebusTheAardvark''. However, his name comes from Creator/JulesVerne's ''Literature/JourneyToTheCenterOfTheEarth''. If you ask him about the recent troubles, he'll say that a few months ago he sensed "[[Film/ANewHope a tremor in the force.]]"
135** Kreesha's bookshelves have a few books with parody titles on them, like [[Literature/GoneWithTheWind Gone With The Wand]].
136** The Apothecary's theme sounds [[SuspiciouslySimilarSong suspiciously similar]] to "White Rabbit" by Jefferson Airplane.
137** If asked about his wares, the weapon seller will boast of his [[VideoGame/LauraBow bows crafted by the Lara tribe and daggers crafted by the Amonra tribe]].
138* SiblingYinYang: Rakeesh is reflective and [[RedOniBlueOni prudent]], but he's considered a meek coward by his [[RedOniBlueOni hot-blooded]] brother Rajah.
139* SoleSurvivor: The only survivor of the peace mission, who has suffered terrible wounds and dies soon after making it back to Tarna.
140* StealthInsult: Rakeesh, of all people, makes one if the Hero decides to act like a buffoon during an audience with King Rajah.
141-->'''Rajah:''' Rakeesh, how can you endure such an idiot?\
142'''Rakeesh:''' There are many fools in this world, Rajah, and most have no clue when [[RevengeBeforeReason they behave foolishly]].
143* SuperPersistentPredator: The dinosaurs that roam the savannah are pretty hard to shake off unless you set your movement speed very high.
144* SwirlyEnergyThingy: The World Gate.
145* TakeAThirdOption: When a [[DemonicPossession demon possesses Reeshaka]], he says that any harm done to him will kill Reeshaka while if you don't defend yourself, you'll die. It's okay to fight, but you earn puzzle points for throwing a dispel potion to banish the demon.
146* TakeYourTime: The Hero is trying to prevent a brewing war between peoples that are on the brink of it and the game keeps track of the days, but there is no time limit for the quest. A relaxation from the events of [=QFG2=], a big TimedMission.
147* TalkingAnimal: Manu the monkey.
148* TheTease: Janna Jamir, the woman running the inn, and whom the Hero can flirt with. Some of her dialog is downright ''saucy'', though nothing ever happens between you (for one, she's ''married''. Not that it stops her from being an instigator). She'll even strike a sexy pose for you when she walks away after you've flirted with her! Eventually she will inform you that your words no longer have any effect on her, at which point the innuendo-laced dialogue will also stop.
149* ThrowingYourSwordAlwaysWorks: Lampshaded by Uhura when you meet her at the spear-throwing range; the Simbani use spears rather than swords because spears can be thrown. Still played straight by the Paladin, who must throw his sword at the Demon Wizard at the end of the game.
150* ToBeContinued: This is the only game in the Quest for Glory series that actually uses this phrase to plug its next game.
151* ToBeLawfulOrGood: The DeliberateValuesDissonance between Liontaurs (Lawful) and Paladins (Good) results in this dilemma after Harami is deemed honorless. Oddly enough, even the ''chief goddess of the Liontaurs'' encourages you to be Good, as her prophecy mentions "One thou hast brought low then helped to rise again."
152* {{Troll}}: In the soul weighing questions, the last answers are always the worst - and funniest.
153* UnPerson: Anyone deemed "Without Honor" in Tarna effectively becomes this. Nobody will talk to them or acknowledge their existence, and they can either join a departing caravan or starve to death. Unfortunately, a war tends to shut down the caravans, leaving Harami to starve to death. If the hero apprehends Harami by using magic or throwing a dagger, then the hero is later exonerated of assault because it turns out he harmed "no one".
154* TheVoice: The Demon Master is this for paladins. Other classes get to eavesdrop on a conversation between him and the Demon Wizard, but a paladin's only contact with the Demon Master is as a voice of temptation in his head (which you don't even hear if you seal the gate quickly enough).
155* 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.
156* WitchDoctor: The Leopardmen downplay this trope; they ''are'' a tribe of spellcasters who dwell in DarkestAfrica, and their Shaman seems to be more willing and able to summon demons than other spellcasters, but otherwise they're not much different than magic users of any other culture, and there's no explicit HollywoodVoodoo.
157* WizardDuel:
158** The Wizard has a formal one with the Leopardmen Shaman. It's stacked against you: while neither you nor the Shaman are allowed to directly attack each other, the Shaman knows a lot more "area of effect" spells than you do (and the Shaman isn't above such LoopholeAbuse as casting a flame dart on your staff). The point isn't to kill the Shaman, but to endure his attacks with your utility spells until he [[spoiler: loses his temper and summons a demon to possess him and kill you for your "arrogance".]]
159** A similar duel is possible against the Demon Wizard, where he will fire spells at you that can be countered. It only buys some time; you must quickly do something that puts ''him'' on the defensive.
160* WorldTree: The tree in the heart of the world.
161* YourPrincessIsInAnotherCastle: You finally get the two tribes together, and Tarna is willing to stand in as a mediator. So far so good. [[spoiler: Too bad that demons then make the two leaders kill each other.]]
162* YoungLoveVersusOldHate: Yesufu's attraction to Johari (which Johari, quite reasonably, was not particularly quick to reciprocate), versus the hatred of their respective fathers, the Simbani Laibon and Leopardman Chief.
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