Janos committed suicide shortly after killing Elyssa.At least, if he had had any other lovers after Elyssa, he probably wouldn't have been able to pretend to be "faithful forever to his lost true love," and that probably wouldn't have been written on his tombstone.
- Or he gave Igor a large bag of money to write that, while he lived a life of booze and sex until the day he died.
Every PC class has an implicit alignment.Sure, every hero is a hero. However, some are more heroic than others. The Paladin is obvious. However, the Magic User is the "good" class, the Fighter is the "neutral" class, and the Thief is the "evil" class. The MU is intimately connected with Erana, who we all know is a major force of good in the world. The Thief obviously is consistent in acting in his own best interests. The poor fighter is too thick-skulled to nuance between the greater good (that's what Paladins are for!) and his own interests (he's not good at doing so while being heroic). Look at the EOF. It doesn't promote a cause, but it's not a front for any illegal operations, either. It's just a place for fighters to go and be fighters. Which class (Paladin aside) is goody-two-shoes enough to try to solve the bank robbery in QFG5? Magic users. Thieves do the robbing themselves, and Fighters probably didn't even notice it happening. Lastly, think about the fighter's general problem-solving strategy: wading through hordes of enemies. Sure, he's working for the greater good, but the only way he can get there is by knocking heads together until people listen to him. Magic Users prefer to Calm or Dazzle foes, and then run; Thieves just sneak around them.
- Actually, if you factor in Order vs. Chaos, it works better: Mage is Lawful Neutral, Fighter is Chaotic Neutral, Thief is Neutral Evil and Paladin is Neutral Good. True Neutral is a Magic-using Fighter, Chaotic Good is a fight-heavy Paladin, Chaotic Evil is a Fight-heavy Thief, Lawful Good is a Magic-using Paladin, and Lawful Evil is a Magic-using Thief.
- Alternatively, you're the hero; it's Lawful Good, Neutral Good, and Chaotic Good.
- And now I have to wonder what you'd be if you were those 100% Completion -ists, and put a few points in every skill, so you could complete all tasks.
- If being a paladin in this series means "Do what is right, not what is lawful," wouldn't it make more sense that you'd be Chaotic Good instead of Neutral Good? And the evil examples would actually, at worst, fall under the neutral categories given the themes of the game.
- In the case of the Paladin: Not necessarily. Breaking the law specifically and only when the Greater Good is clearly at stake isn't necessarily a basis for being Chaotic. That said, I would put the Thief under Chaotic Good, or Chaotic Neutral at the very worst.
The voice of the Hero is the voice of the NarratorAt least the fourth game's narrator. I forget if there was one in the fifth.
- Your voice is John Rhys-Davies? Sweet!
- Does this mean he took to referring himself in the second person? ...That's actually hilarious now that I think about it.
This series takes place in the same continuity as King's Quest and Space Quest
- It's a Sierra game, that takes place in a Fantasy setting, and uses elements from every mythology you can think of? Heck, the same moose head from Manannan's house is in the Adventurer's Guild in the first, and one ending in the AGD remake of KQ3 has Alexander ending up in QFG2, as well as the hero from QFG making a cameo in the AGD remake of KQ2 (Mainly as a pitch for their QFG2 remake) While with Space Quest, The Antwerp was slain by the "Two Guys From Andromeda" who are author avatars in the Space Quest universe. (QFG even lampshades that they were "weirdos" which in Space Quest IV they looked like anthropomorphic pigs)
The Hero rescued both Katrina and Erana by showing Erasmus's magic mirror to HadesIt worked for Prince Alexander, didn't it?
The Night Gaunts are a myth
- Credit goes to CyricZ for this theory. When you sleep in an unsafe place in the first game, it's just a random enemy that eats you, possibly a Troll. The Night Gaunts are completely absent in all the sequels - in the third and fifth games, sleeping in the wild simply carries the chance of a random encounter waking you up, but is otherwise safe. This further supports the theory.
- It just means the Hero has become badass enough that he can wake up and survive a night encounter that would mean certain death for him in Spielburg.
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