Video Game / Quest for Glory V

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Quest for Glory V: Dragon Fire is the fifth and last game in the Quest for Glory series, a 3D revival of the franchise brought about by fan request. After the events of the last game, the Hero finds himself teleported to Silmaria to discover the truth behind the murder of Silmaria's King. Many characters from previous installments are Back for the Finale, a mysterious assassin roams unchecked, a Prophecy of Doom lurches toward its inevitable fulfilment, all while the Hero competes with other characters in the rites to determine the next King of a land modeled after ancient Greek myths and legends.


Contains examples of the following tropes:

  • Actionized Sequel: Combat is a much larger part of this game. Especially if you are neither a Fighter nor a Paladin. Previous games of the series made it a point that thieves and magic users could complete the game with very little to no fighting - simply running away from random encounters and defeating potential bosses through puzzles and guile rather than brute force. Here, several mission objectives require one to fight, no matter what class they are. Also, wizards and thiefs can suddenly use swords and shields, as well as new action additions such as helmets and axes.
  • And the Adventure Continues: A possible ending. If you refuse to become King, you can say that you want to keep adventuring. Or in the case of paladin that you are needed more elsewhere.
  • Anyone Can Die: Even if you win the game, you can still get an ending where almost everyone you care about is dead.
  • An Axe to Grind: Used by General Claudius and by you, once you loot it from his corpse. Near the end of the game you can pick up a much bigger one which is far too heavy for the Hero to use. However, your minotaur buddy will gladly make good use of it in the final battle.
  • The Atoner: Arestes, if you get him arrested for the bank robbery and then heal his arm.
  • Awesome Moment of Crowning: Either you or Elsa gets crowned King of Silmaria.
  • Ascended Extra:
    • Nawar, who does not even have a face (although she was easily the most memorable of the faceless concubines in the Emir's harem) in Quest for Glory II, returns as a love interest.
    • The owner of the Bank of Silmaria is the beggar who was in the street of Spielburg - having since wisely invested the money he was given. (He considers begging and banking to be surprisingly similar jobs.)
    • Toro. He was just a minotaur dude in the first game, a particularly tough fight for the fighter, but otherwise an enemy to bypass for the mage and thief. A foot note in the game pretty much, where as here, he's a big character and an important source of exposition.
  • Asskicking Equals Authority: Some of the Rites of Rulership boil down to killing a particular bad guy or monster. Asskicking might not equal authority on its own, but it's certainly a prerequisite.
  • Authority Equals Asskicking: The mercenary general is tougher than any of his soldiers.
  • Back for the Finale: The game's full of characters from previous installments.
  • Back for the Dead: If you play poorly, both Rakeesh and Ugarte can get killed off.
  • Back from the Dead: Depending how you play it: Katrina or Erana. Word of God states that canonically, both are freed from Hades.
  • Bad-Guy Bar: The Dead Parrot inn, ran by of course, Signor Ferrari.
  • Bank Robbery: The Thief is able to rob it not once, but twice. Any other class can trace down a perp, who they normally wouldn't encounter in their main storyline.
  • Bears Are Bad News: Bearmen and Grizzlymen armed with spears.
  • Belated Happy Ending: Julanar is finally freed from her curse and with a man who loves her.
  • Bi the Way: If you offer an engagement ring to Rakeesh, he'll mention that if he were not already happily married, he'd consider it.
  • Bilingual Bonus: The guards sometimes say actual Greek words, like "Signomi", which means "hello".
  • The Blacksmith: Pholus. Much like Issur from Quest for Glory II, he's a big jerk.
  • Blade on a Stick: The game allows you to fight with various spears. Weapon of Choice for various monsters.
  • Blow You Away: The whirlwind spell. Not truly damaging, but very useful to pin enemies in place, especially those pesky flyers.
  • Camera Screw: Too often, the game treated you with a zoom-out of the scenery with the hero barely bigger than the mouse cursor. If you're lucky, you won't get a tree or a rock in your sights.
  • Chocolate of Romance: You can give chocolate candies called Sokolotak-ya to romantic interests (or whoever else, really). An assassin also plays off of the "secret admirer" cultural message by leaving drugged chocolate for various people. Eating the drugged chocolate he leaves for you is not good for your health.
  • Cloud Cuckoo Lander: Wolfie, who gleefully describes the problems that Silmaria is going through (as well as his personal problems) as if they were the greatest things ever and doesn't seem to grasp the gravity of the events occurring on the island.
  • Darker and Edgier: While Dragonfire keeps the atmosphere from the first four games, it also adds three layers of darkness.
    • First: While general violence against innocents was always a threat, the first four games put these threats at the horizon. In Dragonfire, the very trailer shows the invading mercenaries in the act of slaughtering defenseless villagers.
    • Second: If you bring Erana or Katrina back from the dead, you will find out that her previous life (before her horrible death) was hell in many ways. And that such damage is not easily repaired. Either woman has massive trust issues. Also, Erana suffers from unjustified self-hatred, while Katrina seems willing to shrug off her own misdeeds with very little remorse. Erana will be desperate for your love, while driving you away with her insecurities. Katrina will not dare to show much emotion at all, being defensive all the way.Oh, and if you bring Erana back but choose another lover or fail to get past her insecurities... the game will end with her suicide.
    • Third: It's the only game where the Hero has someone actively gunning for him and his allies for most of the game. While the previous games don't have any shortage of danger, it's more the Hero plunging along into danger, never is said danger coming for him or his allies. In this game, it's made clear from the start by Logos that the Assassin will try to have a go at the Hero.
  • Dem Bones: Lemures, shades, and manes, restless souls that you'll have to fight in Hades.
  • Devil in Plain Sight: Minos. Toro and the Hero pretty much immediately figure out he's up to no good. No one trusts him.
  • Disc One Nuke - Frost Bite. While in the last game it was just another combat spell with the modifier of "area effect", all that meant was that it wasn't repelled by Reversal. In this game, it's a constant cone of cold that lasts about six seconds and drains just about any weak-to-moderate enemy's health in one casting. That's IF you only cast it once. You can cast multiple times at once, compounding the damage greatly, and even the more difficult enemies can't stand up to it.
  • The Dragonslayer: You become one at the end of the game, slaying the Dragon of Doom and putting an end to its threat to the island forever.
  • Drop the Hammer: The goons' Weapon of Choice.
  • Dumb Muscle: Abdim, Abdum, Abdull and Abduel, four eunuch brothers. Ferrari doesn't keep them around for their brains. The Goons also fill this role for Minos.
  • Elemental Embodiment: The Dragon of Doom is stated to be a fire elemental, but in the shape of a dragon. Which is why it is supposedly unable to be killed by conventional means.
  • Failure Is the Only Option: You can't actually do anything to prevent the plot that would unleash the dragon.
  • Fission Mailed: If you "give your life" to one of the possible love interests, a pair of undead will hack away at you until your health goes down to 0, but you don't get the usual Game Over.
  • Genre Shift: The first four QfG games were adventure with RPG elements, while Dragon Fire is the other way around. Since the elements were always a part of the series, the shift is less jarring than with King's Quest: Mask of Eternity and thus Dragon Fire is better-liked than KQ's infamous Franchise Killer.
  • Gladiator Subquest: The Colosseum allows you to fight against various competitors (mostly your opponents in the Rites). You can even place bets on your own matches.
  • Have a Nice Death: Particularly notable in this game as they take the form of rhyming couplets.
  • Hellhound: Cerberus himself guards the doorway to Hades.
  • Heroic Sacrifice: The hero can do this once or twice throughout the story and survive. In the endgame, you and several others can do this. Note that you lose the game if you actually die that way.
  • Heroic Self-Deprecation: Combined with a bit of Broken Pedestal and Broken Bird. For four games, Erana was built up to be this incredible Archmage of surpassing power, grace, and beauty. While her reputation is justified, it turns out that she doesn't have the self-confidence that would normally go along with it. When you finally get a chance to meet and talk with her, it turns out that she has been lonely all her life and that she has a huge inferiority complex over being half-human and half Faery-Folk in a world where these two races stay away from each other. She grew up being shunned as an outsider, both by the humans and by the fairy folk. This background encouraged her to develop her powers of peace and healing, but it also encouraged her to look down upon herself and assume that people would see her powers as pointless and pathetic.
  • His Name Is...: Ugarte has the opportunity to sell out the assassin, and gets poisoned right in front of you for his troubles.
  • Homoerotic Subtext: Try offering the Ring of Hera to Rakeesh. He'd consider it, if he weren't already married to Kreesha. Note that he's a liontaur, too.
  • Hulk Speak: Toro speaks in broken and simple English.
  • Hurricane of Puns: Even moreso than the previous games. Just click the eye on just about anything in the Adventurer's Guild multiple times and be ready for a lousy pun or twelve.
  • Idiot Ball: After the Big Bad confessed being behind all of Silmaria's troubles, Logos order the guards to apprehend him. The guards were not only stationed far away from the Big Bad, but they slowly walk toward him, giving him enough time to teleport away. Giving that last night Logos and Hero were very certain of his implication, you'd think they would have taken some precautions to prevent his escape.
  • Idle Animation: Multiple characters have these. Perhaps the most perplexing is one where the Hero "checks his watch".
  • Jekyll & Hyde: The kindly Dr. Pretorious and the Jerk Ass Dr. Mobius are one and the same, swapping over at sunrise and sunset. The unpolished 3D graphics made it kind of hard to spot even during The Reveal.
  • The Key Is Behind the Lock: Invoked & defied. Your room at the inn has a storage chest, and you can put your room key in it. However, you cannot keep the key there: The narrator will go on about how you "realize your mistake", and the game will automatically make you take your key back. This mechanism is still in place after you install the "mystic magnets" that will let you teleport into your room (without the key) whenever you want to.
  • Lethal Chef: Gnome Ann's cook staff. Each day produces a different horrid meal that's usually of the result of the cooks fighting amongst each other. Capped off once you solve Ann's problem with the "Hero Surprise". She goes out and buys you a pizza. One day in the normal meal rotation you can also get Mac and Cheese, because she gave the cooks the day off. Narration says it's either the best meal you ever had... or you've been staying at her inn for too long.
  • Ludicrous Gibs: When killing an opponent with enough damage, it can blow him up into bloody pieces. This can make the game unwinnable since there won't be a corpse to search, leaving you without the required item to advance further into the game.
  • Love Interest: Any one of four different women who can be wooed in the last game as a Romance Sidequest. Not all of them can be married by every character class.
  • Magic Versus Science: The scientist at the Silmarian academy wants science to gain prominence, so he enters his Frankenstein's Monster Gort in the Rites and drugs Erasmus and Shakra.
  • Marry Them All: A bug actually allows you to do this, though only one will be acknowledged as your bride.
  • Mauve Shirt: Magnum Opus and Kokeeno. The latter's name is a joke on the related trope.
  • Mentor Occupational Hazard
    • Rakeesh gets poisoned, and can potentially die if you don't obtain the black lotus Salim needs to make the antidote.
    • Erasmus, though the drug he was struck with won't kill him but may keep him asleep forever.
  • Mini-Game:
    • Disarming traps requires you to play a mini-game. You are shown 8 various dancing poses of a figure. Once the timer starts, the 8 poses are hidden and the lock will randomly display a pose. You have to correctly match the hidden pose with the one displayed. The higher the difficulty, the more poses you have to match, the faster it gets, the harder it becomes to memorize the poses and the less chances you have to fail. Failure will cause the trap to fire up.
    • Dagger throwing at Dead Parrot Inn. You have to throw daggers on three spinning wheels so they form a proper line of one color. The more you play and the higher the difficulty, the faster the wheels will spin.
  • Mook Chivalry: Enforced. When mobs of the enemies ambush you, only the two closest mooks to you will attack, everyone else will just stand idle.
  • Multiple Head Case: Cerberus, with a tough guy head, a shrill yelping head, and a refined British head. The Hydra has multiple heads, but, being feral, averts this.
  • Nature Spirit: Dryads.
  • Not Completely Useless: The Thermonuclear Blast spell kills you when you use it. It can potentially allow you to take the Dragon with you, however.
  • Nietzsche Wannabe: The Big Bad initially wants to rule Silmaria, by killing the king and using one of the contenders in the Rites of Rulership as a puppet to be the next king. At the same time he strives to cause chaos around the island so people will gather around their new king and said king's "advisor". When it dawns upon him that he can't win, he settles for trying to destroy the country instead, via the titular dragon that is way too strong for him to control.
  • Our Centaurs Are Different:
    • Logos and Pholus. Logos is a wise adviser to the old king and is ruling in his stead until a new king is selected. Pholus is a crass blacksmith
    • There are also some genertic Centaur Wizards. One functions as The Dragon to General Claudius, and two (Who look exactly the same as the first one) in the final fortress.
  • Our Dragons Are Different: The games has several: dragonlings, dragonfishes, the hydra and the Dragon of Doom.
  • Palette Swap:
    • Ferrari's guards, Abdim, Abduel, Abdum and Abdull, all use the same model with different color scheme.
    • Kokeeno is a red Palette Swap of the blue-coloured town guards.
    • Various enemies have a "more dangerous" colour, like Goremen to Boarmen.
  • Pegasus: There's only one and it lives on the north end of the island.
  • Pet Rat: Ugarte for Ferrari.
  • Picked Flowers Are Dead: You can give flowers to various ladies and eventually marry one of the four most prominent ones. One of them will feel sorry for the flowers, but giving them to her earns you romantic points anyway. She will use their seeds to make more living flowers.
  • Pig Man: Boarmen and Goremen as regular enemies.
  • Point-and-Click Map: Navigating the islands consist of clicking to direct your hero, though the arrow keys can be used as well. This comes with the obligatory Random Encounter.
  • Pungeon Master: Gnome Anne, who gives the narration a run for its money in sheer pun density.
  • Punny Name:
    • Gnome-Anne's Land Inn, Kokeeno Pookameeso. Let's just say that, being a Quest for Glory game, if we listed every example, we'd be here all night.
    • How do you find the identity of the bank robber? Look for someone named Arestes. Even his own name is giving him away.
  • Red Herring: Shakra & Erasmus' drugging has nothing at all to do with the main plot; their attackers were the scientists behind Gort, who are tired of magic getting all the attention.
  • Red Shirt: Kokeeno Pookameeso. The name even means red shirt.
  • Redshirt Army: When the pillars are being destroyed one by one, Logos start to assign guards to protect them. It doesn't stop them from being destroyed.
  • Romance Sidequest: There are four women that can be romanced and possibly married at the end of the game if the correct actions are taken. Some, but not all, of the romances are locked to specific classes.
  • Screw Destiny: You are told that if the Dragon of Doom is freed, the sacrifice of a life will be required to bind it again. You can say nuts to that, and just beat the dragon to death, albeit it is difficult. (From a game mechanics standpoint the fight is on a timer without the sacrifice: Take too long, and the dragon will simply fly away and lay waste to the land.)
  • Self-Deprecation: Examining a pair of horns in the Adventurers' Guild causes the game to proclaim "It was the beast of times, it was the worst of rhymes."
  • Sinister Scimitar: Abdim, Abdum, Abduel, and Abdull's Weapon of Choice is a huge scimitar.
  • Sinister Scythe: The weirdings' weapon of choice.
  • Sadistic Choice: The hero makes a brief venture into Hades, where two of his aforementioned love interests currently reside... and he can bring back one of them. Or, if you so choose, neither. You jerk. Word of God states that canonically, the Hero is such a Bad Ass that he was able to free them both, but this is impossible to pull off in the game.
  • Shout-Out:
  • Starcrossed Lovers: The Famous Adventurers' Correspondence School Famous Adventurer and the queen of Atlantis.
  • Stay in the Kitchen: Pholus' opinion of Elsa when she enters the Rites of Rulership is that women are not fit to be either warriors or kings.
  • Storming the Castle: The last rite concludes with you storming the villain's extremely well-guarded house. Unfortunately the hero is all by himself for this one, at least until he reaches Minos.
  • Super Not-Drowning Skills: You'd be amazed how long your character can hold his breath once he learns how to swim. On the other hand, the other four games carefully avoid underwater scenes.
  • Take Your Time:
    • Zig Zagged. Played straight at first. Then it's averted once the Rites of Rulership begin as you must finish them before your competitors, though you still need to complete the story elements for each rite. (If someone beat you to it, you'll simply be informed upon turning in the rite.) It's played straight again for the last two rites because they can only be solved by you.
    • It was quickly discovered by players that for the Rite of Freedom (the one where the fishing villages had to be freed), the Hero could free all five of them himself. This resulted in the game not being able to allow one of your competitors to complete the rite, since you had all of the village sigils already.
  • Tank Controls: Uses your typical Resident Evil style tank controls/prerendered background combination (though you can at least turn while moving.) Unfortunately, this can make combat just as awkward as in the game the control scheme is mimicking.
  • Theme Naming: Rakeesh's family.
  • To Hell and Back: You're sent down to Hades as one of the Rites. Technically, all you have to do is gather some Styx water and come back, but you end up needing to pull off an Orphean Rescue (or explicitly turn down doing one) to avoid making the game Unwinnable.
  • Useless Useful Spell: Most utility spells from the earlier games have little or no use in this game; you'll mostly rely on blasting spells for combat.
  • Unexpected Genre Change: The last fight with the Dragon is a party fight; with at least Elsa and Toro and other companions possible depending on your prior actions. Gifting them with a Dragon Killer sword and Minos' Minotaur's Axe will help immensely.
  • Unscaled Merfolk: The tritons of Atlantis.
  • Unusable Enemy Equipment: It's a pity, but Minos' Minotaur drops an axe that's just pumped to the gills with magic power; but humans can't use it. Keep this is mind when Toro fights by your side during the Final Boss.
  • Video Game Cruelty Potential: If you cast a projectile spell at the townsfolk they will explode.
  • Video Game Cruelty Punishment:
    • Attacking the townsfolk will cause all the guards to immediately become hostile. Doing this renders the game unwinnable.
    • If you try to attack Shakra, he will shoot you with a lightning bolt and kill you instantly. You're rewarded with a game over screen and a funny little poem regarding the circumstances of said death.
  • What Happened to the Mouse?: Ugarte. Whether you find the cure to the poison or not, he will never show up again.

Alternative Title(s): Quest For Glory V

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/QuestForGloryV