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** Mordavia (an otherwise stereotypical Eastern-European / Transyvania-esque setting) used to have elephants. And a thriving elephant herding business. This comes up indirectly once. But with the voice acting one, a lot of the ad-libbed dialogue of the three townspeople at the tavern at night will revolve around the constant mention of Mordavia's elephant herding past. In particular Ivan (who mentions he used to be an elephant herder) will constantly bring it up, often times when it has nothing to do with the topic at hand.

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** Mordavia (an otherwise stereotypical Eastern-European / Transyvania-esque setting) used to have elephants. And a thriving elephant herding business. This comes up indirectly once. But with the voice acting one, a lot of the ad-libbed dialogue of the three townspeople at the tavern at night will revolve around the constant mention of Mordavia's elephant herding past. In particular Ivan (who mentions he used to be an elephant herder) will constantly bring it up, often times when it has nothing to do with the topic at hand. In the voiced version of the game, Franz ad libs how he used to be ''married'' to an elephant during these conversations.
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* UntrustingCommunity: Decades of misfortune due to outsiders such as the Chernovy Cult and the Dark Master have made the townsfolk of Mordavia extremely suspicious of strangers.

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* UntrustingCommunity: Decades of misfortune due to outsiders such as the Chernovy Cult and the Dark Master have made the townsfolk of Mordavia extremely suspicious of strangers.strangers, and particularly suspicious of magic users.
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* HauntedCastle: Castle Borgov.

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* HauntedCastle: Castle Borgov.Borgov is this. A ghost can be found along with a wraith, [[MixAndMatchCritters badders]] goons, an unknown tentacle monster, a furry creature and [[spoiler:vampires who are the primary residents]].
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** Lorre Petrovich, the Chief Thief of Mordavia, was drawn and voiced like Peter Lorre as Ugarte in ''Film/{{Casablanca}}''. [[StrongFamilyResemblance He is, in fact, Ugarte's uncle, as Ugarte will inform you in the fifth game.]]

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** Lorre Petrovich, the Chief Thief of Mordavia, was [[LorreLookalike drawn and voiced like Peter Lorre Lorre]] as Ugarte in ''Film/{{Casablanca}}''. [[StrongFamilyResemblance He is, in fact, Ugarte's uncle, as Ugarte will inform you in the fifth game.]]

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crosswicking


* PowerDynamicsKink: The part in which Katrina ties up and tortures the protagonist in her dungeon has some not-so-subtle erotic overtones. {{Lampshaded}} by her DressedLikeADominatrix outfit and whip.

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* PowerDynamicsKink: The part in which Katrina ties up and tortures the protagonist in her dungeon has some not-so-subtle erotic overtones. {{Lampshaded}} by her DressedLikeADominatrix outfit and whip.WhipOfDominance.



* [[spoiler:WhereItAllBegan: You end where you started, in the Dark One's Cave.]]

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* [[spoiler:WhereItAllBegan: You WhipOfDominance: Near the end of the game, the seductive dark sorceress / vampire Katrina captures the protagonist when they break into her home, and she decides to interrogate him in her dungeon by giving him ATasteOfTheLash, and she specifically dresses in a [[DressedLikeADominatrix skintight dominatrix outfit]] just to give the scene an S&M tone. {{Downplayed|Trope}} in that her attitude in the scene is not seductive and she's legitimately angry, though if the protagonist confesses his love for her, she does lampshade the situation by joking that he must tell this to every woman that ties him up and whips him.
* WhereItAllBegan: [[spoiler:You
end where you started, in the Dark One's Cave.]]

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* {{Foreshadowing}}: Katrina's exact nature is foreshadowed subtly through the game. The hero first meets her outside the Dark One's cave, a place you rapidly learn the locals all avoid. Why would she be there? [[spoiler:Because she's the one who summoned the hero]]. And why did the cave mouth just happen to remain open long enough for the Hero to escape, when as far as the townsfolk knew it had never been open? [[spoiler:Because she used the Mouth Ritual to open it.]] She will only ever meet you at night, displays the ability to vanish out of sight before the hero can react, and won't let him talk to her for long or even think about attacking her. She will never enter town and send the hero letters to meet outside of town when she wants to meet [[spoiler:because Erana's staff's protection enchantment prevents her from entering]].

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* {{Foreshadowing}}: A few examples regarding some of the castle's inhabitants:
**
Katrina's exact nature is foreshadowed subtly through the game. The hero first meets her outside the Dark One's cave, a place you rapidly learn the locals all avoid. Why would she be there? [[spoiler:Because she's the one who summoned the hero]]. And why did the cave mouth just happen to remain open long enough for the Hero to escape, when as far as the townsfolk knew it had never been open? [[spoiler:Because she used the Mouth Ritual to open it.]] She will only ever meet you at night, displays the ability to vanish out of sight before the hero can react, and won't let him talk to her for long or even think about attacking her. She will never enter town and send the hero letters to meet outside of town when she wants to meet [[spoiler:because Erana's staff's protection enchantment prevents her from entering]].entering]].
** Boris identifies one of the inhabitants of the castle as "the Master's daughter, I believe." Boris isn't certain that she really is the Master's daughter, and for good reason: [[spoiler:She is actually Yuri's and Bella's daughter, who had been kidnapped by the Master.]]

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* AdventureGuild: There's an old one in town but it hasn't been used in years (all the adventurers got killed by the various monsters haunting the forest, you see). It has still has some useful stuff in there, though, like books with background information, a better sword for the combat classes, and a stairmaster as an easy way to grind strength.

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* AdventureGuild: There's an old one in town but it that hasn't been used in years (all the adventurers got killed by the various monsters haunting the forest, you see). It has still has some useful stuff in there, though, like inside, such as books with background information, a better sword for the combat classes, and a stairmaster as an easy way to grind stair stepper for training strength.
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* AdventureGuild: There's an old one in town but it hasn't been used in years (all the adventurers got killed by the various monsters haunting the forest, you see). It has still has some useful stuff in there, though, like books with background information, a better sword for the combat classes, and a stairmaster as an easy way to grind strength.
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* ALighterShadeOfBlack: Baba Yaga, the closest thing the first game had to a BigBad returns as a supporting character. That she mainly stays in the sidelines illustrates both how much higher the stakes are and how far the Hero has come since.

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* {{Callback}}: [[spoiler: When you're captured by Ad Avis near the end of the game, you can escape pretty easily. An attentive player may remember such was the case in the last game where he was the main villain, and will probably figure out they're meant to do that and do something else to play into his plans.]]

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* {{Callback}}: {{Callback}}:
**
[[spoiler: When you're captured by Ad Avis near the end of the game, you can escape pretty easily. An attentive player may remember such was the case in the last game where he was the main villain, and will probably figure out they're meant to do that and do something else to play into his plans.]]]]
** Dr. Cranium visited Spielburg some time ago and collected a number of baby Antwerps.
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* MoneyForNothing: The other games in the series suffer from this, but none more so than Shadows of Darkness; you will only ever need money for two things: Room and board at the inn (1 crown for a week) and various items from the General Store that only cost about 10 crowns total. Even the usual biggest drain on your wallet, healing items, are taken care of with the local MadScientist giving you healing and poison cure potions ''for free'' in this game. You can also spend crowns on (optional) tarot readings (to a maximum of four), but that only costs you one crown per reading. And for the record, one of the first things you do in this game is loot a couple of bodies for about 15 crowns. Worse still, your money doesn't even carry over into the next game.

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* MoneyForNothing: The other games in the series suffer from this, but none more so than Shadows of Darkness; you will only ever need money for two things: Room and board at the inn (1 crown for a week) and various items from the General Store that only cost about 10 crowns total. Even the usual biggest drain on your wallet, healing items, are taken care of with the local MadScientist giving you healing and poison cure potions ''for free'' in this game.game, plus picking a fruit per day at Erana's Garden takes the place of mana potions. You can also spend crowns on (optional) tarot readings (to a maximum of four), but that only costs you one crown per reading. And for the record, one of the first things you do in this game is loot a couple of bodies for about 15 crowns. Worse still, your money doesn't even carry over into the next game.
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''Quest for Glory: Shadows Of Darkness'' is the fourth game in the ''VideoGame/QuestForGlory'' series. Literally moments after his victory in the third game, the hero was teleported away by dark magic. He awakens in a very large, and very strange cave, whose caverns seem to resemble organs or bones, and is littered with skeletons and much worse things. The hero finds his way out of the cave and stumbles upon Katrina, a young woman who is surprised that anything made it out of the cave in one piece. She points him toward the local town where there the hero gradually learns more about the land he has found himself in.

The land is called Mordavia, (this time the setting is inspired by [[Myth/SlavicMythology Eastern European]] and [[Myth/RussianMythologyAndTales Russian folk myths]] and [[GothicHorror Gothic imagery]]) and it was scarred by an old conflict long ago between good and evil. Once a group of deranged cultists who worshiped an EldritchAbomination called [[NamesToRunAwayFromReallyFast The Dark One]] attempted to summon it from its natural dimension and into the world. A group led by the paladin Pioytr and the famous sorceress Erana fought against them, and managed to interrupt the ritual. Erana disappeared in the fight, and most but not all of the cult was killed. Shortly afterward, Piotyr also vanished, which caused many to think he had abandoned the land and his responsibilities.

Because The Dark One had already been partially summoned, interrupting the ceremony did not get rid of it entirely. Instead it has been lying dormant in the form of the cave the hero appeared in, and its partial presence in the world has been warping the land, turning it into a hotbed of dark magic and evil creatures. Although the land and its people have limped on since the battle against the cultists, the people have become extremely suspicious of outsiders.

Decades later, a few such outsiders came to Mordavia and took up residence in the abandoned castle to the north. Not long afterwards, heavy rains created a swamp blocking off the only road out of the valley, effectively cutting off Mordavia from the rest of the world. The people of Mordavia shut themselves in the walls of the town, leaving only to plow their fields during the day, and became more paranoid about outsiders than ever.

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''Quest for Glory: Shadows Of Darkness'' is the fourth game in the ''VideoGame/QuestForGlory'' series. Literally moments after his victory in the third game, the hero was teleported away by dark magic. He awakens in a very large, and very strange cave, whose caverns seem to resemble organs or bones, and is littered with skeletons and much worse things. The hero finds his way out of the cave and stumbles upon Katrina, a young woman who is surprised that anything made it out of the cave in one piece. She points him toward the local town town, where there the hero gradually learns more about the land latest strange location he has found himself in.

The land is called Mordavia, (this time the setting is inspired by [[Myth/SlavicMythology Eastern European]] and [[Myth/RussianMythologyAndTales Russian European]]/[[Myth/RussianMythologyAndTales Russian]] folk myths]] myths and [[GothicHorror Gothic imagery]]) and it was scarred by an old conflict long ago between good and evil. Once a group of deranged cultists who worshiped an EldritchAbomination called [[NamesToRunAwayFromReallyFast The Dark One]] attempted to summon it from its natural dimension and into the their own world. A group led by the paladin Pioytr and the famous sorceress Erana fought against them, and managed to interrupt the ritual. Erana disappeared in the fight, fight and was presumed dead, and most but not all of the cult was killed. Shortly afterward, Piotyr also vanished, which caused many to think he had abandoned the land and his responsibilities.

Because The Dark One had already been partially summoned, interrupting the ceremony did not get rid of it entirely. Instead it has been lying dormant in the form of the cave the hero appeared in, and its partial presence in the world [[LeakingCanOfEvil has been warping the land, land]], turning it into a hotbed of dark magic and evil creatures. Although the land and its people have limped on since the battle against the cultists, the actions of the cult made the people have become extremely suspicious of outsiders.

Decades later, a few such outsiders came to Mordavia and took up residence in the abandoned castle to north of the north.town. Not long afterwards, heavy rains created a swamp blocking off the only road out of the valley, effectively cutting off Mordavia from the rest of the world. The people of Mordavia shut themselves in the walls of the town, leaving only to plow their fields during the day, and became more paranoid about outsiders than ever.

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Because The Dark One had already been partially summoned, interrupting the ceremony did not get rid of it entirely. Instead it has been lying dormant in the form of the cave the hero appeared in, and its partial presence in the world has been warping the land, turning it into a center of dark magic and evil creatures. Monsters of various kinds haunt the forests and lakes of Mordavia, and swamps filled with TheUndead have overgrown the only road out of the valley, effectively cutting off Mordavia from the rest of the world. Although the land and its people have limped on since the battle against the cultists, the people have shut themselves in the town, only daring to leave it in order to work their fields.

But suddenly the castle of Mordavia's former ruling family is inhabited again, and unknown to all a new evil force has made its way into the valley to finish the ritual that would unleash [[SealedEvilInACan The Dark One]]. The hero will need to use all his might and wits to heal the wounds of the land and discover who brought him to Mordavia, why, and how to save the land and its people. Old foes and new challenges will both be found, and the hero will face his greatest challenge yet...

to:

Because The Dark One had already been partially summoned, interrupting the ceremony did not get rid of it entirely. Instead it has been lying dormant in the form of the cave the hero appeared in, and its partial presence in the world has been warping the land, turning it into a center hotbed of dark magic and evil creatures. Monsters of various kinds haunt the forests and lakes of Mordavia, and swamps filled with TheUndead have overgrown the only road out of the valley, effectively cutting off Mordavia from the rest of the world. Although the land and its people have limped on since the battle against the cultists, the people have become extremely suspicious of outsiders.

Decades later, a few such outsiders came to Mordavia and took up residence in the abandoned castle to the north. Not long afterwards, heavy rains created a swamp blocking off the only road out of the valley, effectively cutting off Mordavia from the rest of the world. The people of Mordavia
shut themselves in the walls of the town, leaving only daring to leave it in order to work plow their fields.

But suddenly
fields during the castle of Mordavia's former ruling family is inhabited again, day, and unknown to all became more paranoid about outsiders than ever.

Now
a new evil force has made its way into the valley to finish the ritual that would unleash [[SealedEvilInACan The Dark One]]. The hero will need to use all his might and wits to heal the wounds of the land and discover who brought him to Mordavia, why, and how to save the land and its people. Old foes and new challenges will both be found, and the hero will face his greatest challenge yet...
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* PowerDynamicsKink: The part in which Katrina ties up and tortures the protagonist in her dungeon has some not-so-subtle erotic overtones. {{Lampshaded}} by her DressedLikeADominatrix outfit and whip.
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* VideoGameCrueltyPotential: As a Thief, you can get away with stealing Nikolai's locket despite acknowledging how important it is to him, or with murdering the Chief Thief once you restore his humanity. If you do either, your Honor score will immediately drop to 0.
* VideoGameCrueltyPunishment:
** If you murder Nikolai while robbing his house, he'll become a ghost and kill you.
** If you attack Tanya or Toby, Tanya will drink your blood and kill you the next time you enter their room.

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An Axe To Grind is no longer a trope


* AnAxeToGrind: A weapon upgrade for the Fighter, [[spoiler:acquired from the same Wraith who holds the Heart Ritual.]]



* InfinityPlusOneSword: The combat-oriented classes (Fighter and Paladin) will find an extra weapon upgrade ([[AnAxeToGrind battle axe]] and [[FlamingSword Paladin sword]], respectively) after defeating the Wraith that also has one of the ritual sheets.

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* InfinityPlusOneSword: The combat-oriented classes (Fighter and Paladin) will find an extra weapon upgrade ([[AnAxeToGrind battle axe]] (battle axe and [[FlamingSword Paladin sword]], respectively) after defeating the Wraith that also has one of the ritual sheets.
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* GraveHumor: Most of the tombstones in the graveyard have funny epithets on them, and of course there's Igor, the guy who ''works'' there. Practically every exchange you have with him has some kind of death or graveyard pun mixed in, with him always chuckling "Little graveyard humor there!"

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* GraveHumor: Most of the tombstones in the graveyard have funny epithets epitaphs on them, and of course there's Igor, the guy who ''works'' there. Practically every exchange you have with him has some kind of death or graveyard pun mixed in, with him always chuckling "Little graveyard humor there!"
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* GraveHumor: Most of the tombstones in the graveyard have funny epithets on them, and of course there's Igor, the guy who ''works'' there. Practically every exchange you have with him has some kind of death or graveyard pun mixed in, with him always chuckling "Little graveyard humor there!"
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** Mordavians' obsession with garlic. Both as their national food (replacing the peanut, which they used to grow for their elephant herds) and its supposed protective qualities. Every one of Bella's meals features garlic as an ingredient. The rations are garlic and avocado sandwich. Garlic flowers are common Mordavian decorations and wreaths of garlic are ''everywhere''. Ironically [[spoiler:Katrina points out garlic has no effect on Vampires, other than to disgust them]]. It gets even funnier as the Mordavians don't even ''know'' they have Vampires living in the castle to begin with. They just all pivoted to garlic on their own.

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** Mordavians' obsession with garlic. Both as their national food (replacing the peanut, which they used to grow for their elephant herds) and its supposed protective qualities. Every one of Bella's meals features garlic as an ingredient. The rations are garlic and avocado sandwich. Garlic flowers are common Mordavian decorations and wreaths of garlic are ''everywhere''. When you stay at the gypsy camp, it specifically points out it's the only meal you've had with no garlic since getting there. Ironically [[spoiler:Katrina points out garlic has no effect on Vampires, other than to disgust them]]. It gets even funnier as the Mordavians don't even ''know'' they have Vampires living in the castle to begin with. They just all pivoted to garlic on their own.
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* GagDub: Of a sort. In the voice-acted version of the game, the spoken dialogue does not always match the text; The voice actors often ad-lib their lines in comedic ways. Hans, Franz and Ivan do this the most, [[Administrivia/TropesAreTools to very good effect]].

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* GagDub: Of a sort. In the voice-acted version of the game, the spoken dialogue does not always match the text; The voice actors often ad-lib their lines in comedic ways. Hans, Franz and Ivan Ivan, the farmers who hang out at the inn, do this the most, [[Administrivia/TropesAreTools to very good effect]].
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* DarkerAndEdgier: Easily a contender for the darkest game in the series.

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* DarkerAndEdgier: Easily a contender for the darkest game in the series.series because of the Lovecraft influences.

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* AskAStupidQuestion: You can ask the Chief Thief if it's fun [[BalefulPolymorph to be turned into a giant cockroach]]. He retorts angrily at you, calling you an idiot.

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* AskAStupidQuestion: You can ask the Chief Thief if it's fun [[BalefulPolymorph [[ForcedTransformation to be turned into a giant cockroach]]. He retorts angrily at you, calling you an idiot.


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* ForcedTransformation: Has a high likelihood of happening to anyone poking around the monastery. The Chief Thief learned this the hard way by being transformed into a man-sized cockroach with a human head. If the hero isn't careful about what he touches, he can be permanently transformed into a man-sized banana slug. Baba Yaga can also transform the hero into a hedgehog, but she turns him back just a moment later.
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Nice Hat is now a disambig.


* NiceHat: [[OracularHead Bonehead]] wants one.
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* StoryBranchFavoritism: Morel like "unfavoritism" in case of the fighter class, which does not get any characters or side quests exclusive to it in this game, unlike wizards (Tatiana the Fairy Queen), thieves (Lorre Petrovich), and even paladins (Piotyr, Rusalka[[note]]other classes can meet the latter, just not help her[[/note]]).

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* StoryBranchFavoritism: Morel like "unfavoritism" in case of the fighter class, which does not get any characters or side quests exclusive to it in this game, unlike wizards (Tatiana (who get to meet Tatiana the Fairy Queen), thieves (Lorre Petrovich), and even paladins (Piotyr, Rusalka[[note]]other classes can meet the latter, just not help her[[/note]]).
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if it "should be mentioned/noted", just mention and/or note it


** It should be mentioned a non official patch set by [=NewRisingSun=] fixes most of the timer-related problems: http://www.sierrahelp.com/Patches-Updates/Patches-Updates-Games/QuestForGloryUpdates.html

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** It should be mentioned a A non official patch set by [=NewRisingSun=] fixes most of the timer-related problems: http://www.sierrahelp.com/Patches-Updates/Patches-Updates-Games/QuestForGloryUpdates.html



* StoppedNumberingSequels: This trope is set up in this installment, but ultimately subverted by the next one: unlike the previous three games, this one does not have a numeral, instead being titled simply ''Quest for Glory: Shadows of Darkness''... but the next game was again numbered, as ''Quest for Glory V: Dragon Fire'', implicitly acknowledging ''Shadows of Darkness'' as the fourth mainline entry. This [[https://www.filfre.net/2018/10/quest-for-glory-iii-and-iv/ whole numbering mess]] happened largely because the game was originally conceived as ''Quest for Glory III: Shadows of Darkness'' (and even announced as such at the end of ''VideoGame/QuestForGloryII''), but the Coles felt that its somber tone would be too much of a MoodWhiplash right after ''II'', so they've slotted an extra game, ''[[VideoGame/QuestForGloryIII Wages of War]]'', between them, reassigning the numeral ''III'' to it. Even so, they still wanted to keep the original numbering scheme for ''Dragon Fire'', so ''Shadows'' was released without a number (and then creative attitudes shifted again during the ensuing SequelGap, so ''Dragon Fire'' was numbered ''V'', anyway). It should be pointed out that internally the game does number itself as Quest for Glory 4 as [="QG4"=] is used on several file names and in the readme.

to:

* StoppedNumberingSequels: This trope is set up in this installment, but ultimately subverted by the next one: unlike the previous three games, this one does not have a numeral, instead being titled simply ''Quest for Glory: Shadows of Darkness''... but the next game was again numbered, as ''Quest for Glory V: Dragon Fire'', implicitly acknowledging ''Shadows of Darkness'' as the fourth mainline entry. This [[https://www.filfre.net/2018/10/quest-for-glory-iii-and-iv/ whole numbering mess]] happened largely because the game was originally conceived as ''Quest for Glory III: Shadows of Darkness'' (and even announced as such at the end of ''VideoGame/QuestForGloryII''), but the Coles felt that its somber tone would be too much of a MoodWhiplash right after ''II'', so they've slotted an extra game, ''[[VideoGame/QuestForGloryIII Wages of War]]'', between them, reassigning the numeral ''III'' to it. Even so, they still wanted to keep the original numbering scheme for ''Dragon Fire'', so ''Shadows'' was released without a number (and then creative attitudes shifted again during the ensuing SequelGap, so ''Dragon Fire'' was numbered ''V'', anyway). It should be pointed out that internally Even internally, the game does number itself as Quest "Quest for Glory 4 as 4", since [="QG4"=] is used on several file names and in the readme.
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** Mordavia (an otherwise stereotypical Eastern-European / Transyvania-esque setting) used to have elephants. And a thriving elephant herding business. This comes up indirectly once. But with the voice acting one, a lot of the ad-libbed dialogue of the three townspeople at the tavern at night will revolve around the constant mention of Mordavia's elephant herding past. In particular Ivan (who mentions he used to be an elephant herder) will constantly bring it up.
** Mordavians' obsession with garlic. Both as their national food (replacing the peanut, which they used to grow for their elephant herds) and its supposed protective qualities. Every one of Bella's meals features garlic as an ingredient. The rations are garlic and avocado sandwich. Garlic flowers are common Mordavian decorations and wreaths of garlic are ''everywhere''. Ironically [[spoiler:Katrina points out garlic has no effect on Vampires, other than to disgust them]].

to:

** Mordavia (an otherwise stereotypical Eastern-European / Transyvania-esque setting) used to have elephants. And a thriving elephant herding business. This comes up indirectly once. But with the voice acting one, a lot of the ad-libbed dialogue of the three townspeople at the tavern at night will revolve around the constant mention of Mordavia's elephant herding past. In particular Ivan (who mentions he used to be an elephant herder) will constantly bring it up.
up, often times when it has nothing to do with the topic at hand.
** Mordavians' obsession with garlic. Both as their national food (replacing the peanut, which they used to grow for their elephant herds) and its supposed protective qualities. Every one of Bella's meals features garlic as an ingredient. The rations are garlic and avocado sandwich. Garlic flowers are common Mordavian decorations and wreaths of garlic are ''everywhere''. Ironically [[spoiler:Katrina points out garlic has no effect on Vampires, other than to disgust them]]. It gets even funnier as the Mordavians don't even ''know'' they have Vampires living in the castle to begin with. They just all pivoted to garlic on their own.
Is there an issue? Send a MessageReason:
None


* StoppedNumberingSequels: This trope is set up in this installment, but ultimately subverted by the next one: unlike the previous three games, this one does not have a numeral, instead being titled simply ''Quest for Glory: Shadows of Darkness''... but the next game was again numbered, as ''Quest for Glory V: Dragon Fire'', implicitly acknowledging ''Shadows of Darkness'' as the fourth mainline entry. This [[https://www.filfre.net/2018/10/quest-for-glory-iii-and-iv/ whole numbering mess]] happened largely because the game was originally conceived as ''Quest for Glory III: Shadows of Darkness'' (and even announced as such at the end of ''VideoGame/QuestForGloryII''), but the Coles felt that its somber tone would be too much of a MoodWhiplash right after ''II'', so they've slotted an extra game, ''[[VideoGame/QuestForGloryIII Wages of War]]'', between them, reassigning the numeral ''III'' to it. Even so, they still wanted to keep the original numbering scheme for ''Dragon Fire'', so ''Shadows'' was released without a number (and then creative attitudes shifted again during the ensuing SequelGap, so ''Dragon Fire'' was numbered ''V'', anyway).

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* StoppedNumberingSequels: This trope is set up in this installment, but ultimately subverted by the next one: unlike the previous three games, this one does not have a numeral, instead being titled simply ''Quest for Glory: Shadows of Darkness''... but the next game was again numbered, as ''Quest for Glory V: Dragon Fire'', implicitly acknowledging ''Shadows of Darkness'' as the fourth mainline entry. This [[https://www.filfre.net/2018/10/quest-for-glory-iii-and-iv/ whole numbering mess]] happened largely because the game was originally conceived as ''Quest for Glory III: Shadows of Darkness'' (and even announced as such at the end of ''VideoGame/QuestForGloryII''), but the Coles felt that its somber tone would be too much of a MoodWhiplash right after ''II'', so they've slotted an extra game, ''[[VideoGame/QuestForGloryIII Wages of War]]'', between them, reassigning the numeral ''III'' to it. Even so, they still wanted to keep the original numbering scheme for ''Dragon Fire'', so ''Shadows'' was released without a number (and then creative attitudes shifted again during the ensuing SequelGap, so ''Dragon Fire'' was numbered ''V'', anyway). It should be pointed out that internally the game does number itself as Quest for Glory 4 as [="QG4"=] is used on several file names and in the readme.

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* StoppedNumberingSequels: As opposed to all of the other games, which are denoted by numerals, the official name of the fourth game is simply "Quest for Glory: Shadows of Darkness."

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* StoppedNumberingSequels: As opposed to all of This trope is set up in this installment, but ultimately subverted by the other next one: unlike the previous three games, which are denoted by numerals, the official name of the fourth game is this one does not have a numeral, instead being titled simply "Quest ''Quest for Glory: Shadows of Darkness."Darkness''... but the next game was again numbered, as ''Quest for Glory V: Dragon Fire'', implicitly acknowledging ''Shadows of Darkness'' as the fourth mainline entry. This [[https://www.filfre.net/2018/10/quest-for-glory-iii-and-iv/ whole numbering mess]] happened largely because the game was originally conceived as ''Quest for Glory III: Shadows of Darkness'' (and even announced as such at the end of ''VideoGame/QuestForGloryII''), but the Coles felt that its somber tone would be too much of a MoodWhiplash right after ''II'', so they've slotted an extra game, ''[[VideoGame/QuestForGloryIII Wages of War]]'', between them, reassigning the numeral ''III'' to it. Even so, they still wanted to keep the original numbering scheme for ''Dragon Fire'', so ''Shadows'' was released without a number (and then creative attitudes shifted again during the ensuing SequelGap, so ''Dragon Fire'' was numbered ''V'', anyway).
* StoryBranchFavoritism: Morel like "unfavoritism" in case of the fighter class, which does not get any characters or side quests exclusive to it in this game, unlike wizards (Tatiana the Fairy Queen), thieves (Lorre Petrovich), and even paladins (Piotyr, Rusalka[[note]]other classes can meet the latter, just not help her[[/note]]).
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* EasterEgg:
** If you wait in the Inn for about 5 minutes while Bella is out, she will exercise with a barbell.
** If you wait in the Burgomeister's Office for about 30 minutes while he's present, the Burgomeister's head will suddenly rotate 360 degrees clockwise.[[note]]Mind the time of day if trying this. Being in his office at the moment of dawn is a game over.[[/note]]
** If you stand at the northernmost portion of the graveyard until lightning strikes the left side of the area, some kind of glowing-eyed tentacle monster will briefly peek from under a coffin lid. It doesn't show up if you're standing anywhere else.
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* TeleportInterdiction: A downplayed example, courtesy of the Dark One. [[spoiler:As Katrina finds out the hard way, it technically IS possible to forcibly teleport somebody from outside of Mordavia to inside; it's just that the Dark One tends to swallow the targets of those teleportation spells.]]

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* TeleportInterdiction: A downplayed example, courtesy of the Dark One. [[spoiler:As Katrina finds out the hard way, it technically IS possible to forcibly teleport somebody from outside of Mordavia to inside; it's just that the Dark One tends to swallow the targets of those teleportation spells. This is also why Erasmus does not teleport the Hero out of Mordavia until the Dark One is gone.]]

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