Follow TV Tropes

Following

WMG / Quest for Glory

Go To

Quest for Glory

The Hero met Nawar after killing Ad Avis, if not before.
Nawar will say in QFG5 that she and the Hero had met before, even though you never see her if you break into the palace through the front door in QFG2. The ending narration of QFG2 mentions that after killing Ad Avis, the Hero looked for the Emir with Mayzun's help; Mayzun was in the harem, so the Hero probably went to the harem after killing Ad Avis, and met Nawar then if he hadn't already.

Katrina knew how to compensate for the Paladin's Danger Sense.
When the Hero (as a Paladin) first leaves the Dark One's Cave, he feels a strange tingle warning him that there is danger but not identifying its source. While the Grue Goo and the Dark One Sign may have been dangerous (though neither can actually kill you in-game), the vampire archmage standing near them should have stood out much more clearly to a Paladin's Danger Sense than she did.

The next time the Paladin and Katrina meet is a few days later outside the town gates. This time, the Paladin can "sense curiosity and no immediate danger," perhaps because Katrina has worked on her anti-Danger-Sense spells in the meantime and can conceal her true power (and status as a vampire) better. Outside the castle gates, the Paladin's Danger Sense picks up on the threat of the Necrotaurs guarding the gate, so the greater power of Katrina could be more easily concealed there too.

Even in his interactions with the other non-hostile vampire Tanya, although he doesn't sense anything immediately dangerous, he does sense something "very wrong" and "cold" that he never senses when talking with Katrina.

The only times that the Paladin can actually sense any danger from Katrina (or anything "wrong," for that matter) are when he catches her unawares, either while she is talking to Ad Avis in the great hall or while she is sleeping in her bedroom. That's because she's actively meddling with his senses otherwise, and even the Essential Rightness of the Universe does not stop her.

Katrina's goons took orders from Tanya after the events of QFG4.
The goons say that they like "the kid" (or rather, one of them says that he likes the kid, and the other agrees), and after the demise of both "the Master" and "the Adda Bees guy", they have nobody else to answer to. So when Dmitri takes over Castle Borgov, Tanya asks them to leave, and they comply out of respect for her.

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.

The voice of the Hero is the voice of the Narrator
At 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: Roger Wilco and the Time Rippers they looked like anthropomorphic pigs)

The Hero rescued both Katrina and Erana by showing Erasmus's magic mirror to Hades
It 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.

Top