Quest for Glory III: Wages Of War (1992) is the third game in the Quest for Glory 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.War is brewing between the Simbani and the Leopardmen tribes, and Tarna, an ally of the Simbani, is poised to enter the war following the massacre of their peace delegation. Rakeesh suspects an old foe to be pulling the strings, and once again, the Hero is called upon to save the land.
Contains the following tropes:
Abdicate the Throne - We find out that Rakeesh has done this before the events of the second game, leaving his brother Rajah in his place.
As You Know - 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.
Character Focus - The Fighter class gets the most focus in this game, thanks to the Simbani Rite of Manhood. Wizards get to make a magic staff, while Thieves get it worst since there's no Guild and only two houses to rob (the Simbani Laibon's and the Leopardman Chief's), both of which are plot-required. Paladins, naturally, get the Fighter's quests plus very tiny extra bits here and there.
Cherry Tapping: 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.
The Commandments: Tarna's legal system. They're pretty basic, though. Don't steal. Don't hurt anyone. Don't use magic. Act with honornote The Liontaur version of honor and the paladin version of honor don't always gel, and sometimes Tarna's "act with honor" comes off 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.
Continuity Nod: 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.
Deliberate Values Dissonance: Rakeesh points out fairly 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.
Extreme Doormat - 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 Karma Meter.
Hoist by His Own Petard: When you start winning the Wizard Duel, 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.
Lost World - The lost city beyond the waterfall. It's inhabited by apemen and demons.
Mighty Whitey - If you are a fighter, you must win the contest to become a Simbani warrior, and naturally you quickly surpass any of the Simbani in the skills they respect (except running). Justified in that many of these skills were ones that had already helped you become a famous hero. Also, you, the human player will need good hand-eye coordination.
Wizards do the same with the Leopardmen, demonstrating superior magic and/or cunning to that of their most powerful mage, the Shaman.
Mirror Match - An area in the Lost City summons evil counterparts to you and your friends.
No Guy Wants an Amazon - Women in Uhura's tribe have to choose between being a warrior and being a mother. Good thing she decided to Take a Third Option. 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.
Oddly Named Sequel - Kind of. "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.
Player Personality Quiz: During the aforementioned Dream Sequence, 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 answer (in that order). You will be judged either according to which type of answer you chose most often or, if you selected three different types of answers, according to the personality that you didn't choose.
Point of No Return - The main one is the failed peace conference, after which you can no longer visit Tarna, the Simbani Village or the Leopardman Village. A more subtle one is releasing the Leopardman held prisoner by the Simbani. They won't be terribly happy with you if you return to the village without completing the next part of the plot.
Pop Culture Pun Episode Title - 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 Indiana Jones), 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.
Prop Recycling: Parodied with one of the items at the Junk Dealers' tent.
"You see a genuine, imitation paper-mache moose head, courtesy of the Recycled Prop Department of Sierra On-Line."
Unless you cheat and jack your movement speed all the way up.
Take Your Time - 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 not time limit for the quest. A relaxation from the events of QFG2, a big Timed Mission.
The Tease - 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!
Throwing Your Sword Always Works - 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.
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.
The Voice: The Demon Lord 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 Lord is as a voice of temptation in his head (which you don't even hear if you seal the gate quickly enough).
Your Princess Is in Another Castle - You finally get the two tribes together, and Tarna is willing to stand in as a mediator. So far so good. Too bad that demons then make the two leaders kill each other.