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  • From the first game :
    • Not many since at this point the hero is still quite inexperienced and lucks out a LOT, but being able to storm the brigand hideout has to count, since it means utterly owning a whole band of brigands and escaping alive.
    • Pulling a fast one on Baba Yaga and turning HER into a frog counts too.
    • Minor ones :
      • As a Fighter, putting the very smug Weapons Master in his place is extremely satisfying. You can also count beating down the barricade of brigands and Toro upfront, even though the barricade does not give you points.
      • As a Magic User, being able to beat Erasmus at Mage's Maze. Erasmus will lampshade the Beginner's Luck.
      • A Thief hero will have his first stealth awesome moment as he manages to steal the key from the Kobold wizard unnoticed.
  • From the second game :
  • From the third game :
    • Especially re-inforced in the As You Know introduction (which retcons the ending of the second), but the fighter running through the flames to knock Ad Avis to his doom is awesome.
    • The Paladin or Fighter go and earn the respect of a whole native tribe, learning their rites and customs. Mighty Whitey might be at play, but it says something about the Hero's progress that he can be badass enough to tangle with Yesufu, or about his kindness and understanding the need to help your fellow tribesmen.
    • The Wizard Duel (only for Wizards) against Ad Avis in the introduction, and then against the Leopardman Shaman.
    • The last battle where the Hero outwits the Demon Wizard with a well placed Trigger spell.
    • The Thief can't impress the Simbani through sheer physical prowess, or the Leopardmen through magical prowess? No problem, he goes and steals both sides' McGuffin from the other side's leader, in their sleep.
    • Rakeesh has one in the endgame when he waltzs in with Kreesha's teleport spell, heals his daughter, literally WILLS away the stones blocking the way, and proceeds to Hold the Line for the Hero with Uhura.
  • From the fourth game :
    • Minor ones:
      • Fighter or Paladin heroes bashing through the castle gate and facing two Necrotaurs to enter.
      • Wizards acknowledged by Erana's staff and defeating the Faerie Queen and her henchwomen.
      • The Thief sticking it to the Man and freeing the Gypsy from jail before he gets burned to the stake.
      • Destroying the Monastery counts, it is quite liberating, and even the Burgomeister will give you props for it.
    • The Hero has a Determinator moment when Ad Avis gets Katrina killed, mustering his strengh to face his foe.
    • Even though the hero merely gives a push in the right direction, he still helps seal an Eldritch Abomination forever!
  • From the fifth game :
    • Freeing villages looks awesome compared to how much trouble a band of brigands gave you four games ago. Now, you can mow through them.
    • Taking down the Hydra is a nice callback to Hercules' Twelve Works. It drives home the point that the Hero is now badass enough to tangle with such foes.
    • Going To Hell and Back for an Orphean Rescue of either Katrina or Erana. Bonus points since Word of God says the Hero was so badass he saved both.
    • In the first 4 games, there were terrible evils that had to be sealed, banished, or prevented from being released. Some, at great cost. In the final game, the Dragon of Doom is unleashed. It is said that someone must sacrifice their life to bind it again. The player can choose to take a stand. No more sacrifices. Kick the dragon's ass. And then do it again. And finally....the Dragon will be in so much pain from the asskickings you've given it; it will sacrifice ITSELF just to escape you.
    • Clever enough Thief players can become king AND Chief Thief at the same time.

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