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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.

The area is home to 3 different civilizations: the city-state of Tarna, a city built by humans now ruled and dominated by the Liontaurs, (and whose king is Rakeesh's younger brother Rajah) where all other races are effectively 2nd class citizens, their allies the Simbani, a tribe of humans who live on the savannah and migrate with their herds depending on the season, and the Leopardmen, shapeshifting magic users that dwell in the jungle and are the traditional enemies of the Simbani, who fear and distrust magic.


In recent days war has been brewing between the Simbani and the Leopardmen, and adding to the tension is the fact that Tarna sent a peace envoy to act as mediator for the two sides, only for the envoy to be attacked and slaughtered. Only a single human from the envoy party manages to make it back to Tarna, and his claw wounds lead nearly everybody to suspect the Leopardmen of treachery. Meanwhile, the leader of the envoy, Rakeesh's daughter, is missing.

With the seemingly inevitable conflict looming, the hero will have to act quickly to familiarize himself with the opposing sides, the beautiful and dangerous land he finds himself in, and to investigate Rakeesh's suspicions that an old and dangerous foe is secretly pulling the strings and manipulating all sides into war.


This game provides examples of 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.
  • Adam Smith Hates Your Guts: The Apothecary charges much more than the one in the previous game, forcing you to buy one pill for about the same price you could've gotten three or more before. Fortunately, the pills you buy in the second game carry over when you import your character, so you can always stock up on as many as you can buy before you leave Shapeir.
  • Anachronism Stew: The Junk Dealers flat out admit that the stuff they're selling acts as this in their sales pitch (while offering to sell you a WWI-era gas mask.)
  • 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 endingnote .
  • Beast Man: The Leopard People. There are also the Croc Men that serve as randomly encountered monsters.
  • Big Creepy-Crawlies: Giant ants can attack you in the savannah.
  • Bloodier and Gorier: Deaths (both the enemies' and the player's) are a little more graphic than before.
  • "Bringer of War" Music: The Demon Wizard's Leitmotif. Quite appropriate given his role of bringing war to Tarna.
  • Can't Argue with Elves: The liontaurs of Tarna present themselves as the absolute authority of the region, and insist that all within their city must act with honor. However, their application of honor lacks compassion, putting them at odds with Rakeesh and the player, who believe that strictly following legal honor is cruel, and advocate compassion and understanding as much as possible. The player can also subvert the laws at least twice in the gamenote  to demonstrate compassion and help those in need.
  • 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 and fight a Wizard Duel with the Leopardmen's Shaman, 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), only one of which is plot-required. Paladins get the Fighter's quests plus very tiny extra bits here and there.
  • Chekhov's Gun:
    • The Sultan's gift to you at the beginning of the game: a shield that repels magic for a Fighter or a Paladin needed to push the life-absorbing Gate Orb back through the Demon Gate, the Juggling Lights spell for a Wizard needed to defeat the Leopardmen Shaman, and the magic grapnel for a Thief needed for a variety of rope tricks, but ultimately to hook the Demon Wizard and the Gate Orb into the Demon Gate.
    • The Spear of Death for the Fighter. You have to retrieve it as a McGuffin first, but get to use it at the end.
  • Chekhov's Skill: The Trigger spell for the Wizard. You get an explicit warning from Kreesha to never cast it on your staff because it will make the staff explode, but just guess how you deal with the Demon Wizard at the end when he steals your staff.
  • 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.
  • Cliffhanger: After stopping the demon invasion, the hero is swept away by dark magic. The last scene shows Ad Avis with a mysterious cloaked figure watching the hero in a crystal ball. A caption reads: To Be Continued in Quest for Glory IV: Shadows of Darkness.
  • 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 .
  • 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.
    • Before you leave Shapeir in the second game, Shema gives the player a letter to give to her nephew Shallah if he ever meets him. Sure enough, Shallah can be found selling wood carvings at the bazaar in Tarna, and giving him the letter results in him giving you a wood carving of a leopard for free.
  • Darker and Edgier:
    • While not the first game in the series with potentially world-ending stakes, Wages of War still manages to be this over Trial by Fire. Two major characters (the Laibon and Leopardman Chieftain) are killed on-screen, Rakeesh's daughter has been tortured, and Khatib, the diplomat assigned to negotiate a truce between the Simbani and Leopardmen, is badly mutilated by demons, driven mad, and ultimately dies after the Hero meets him.
    • The settings of the previous two games by all accounts were happy and prosperous before the Big Bads made things turn much, much worse. Meanwhile, the default state of Fricana seems to be full of Fantastic Racism and prejudices, and the fragile peace between the Simbani and Leopardmen is mainly due to the two simply ignoring each other most of the time. All the Big Bad had to do to nearly cause a war was two thefts and then kill a small peace envoy.
  • Deliberate Values Dissonance:
    • Rakeesh points out 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. For the purpose of the game's stats, "honor" focuses on the Paladin vision of honor.
    • Rakeesh's own background illustrates this: Stepping down from the throne to become a Paladin to oppose the Demon Wizard is an act that many younger Liontaurs don't understand because it does not fit the Liontaur version of honor, as does Rakeesh's insistence to look for a peaceful end to the conflict. Two city guards will argue about this, with the older supportive of Rakeesh's action and the younger seeing him as a coward.
    • Becoming initiated into the Simbani tribe requires recognizing a key difference in values. To a western, particularly American person, it's natural to value individuality, and competitions are won by proving oneself to be the best performer. If you pay attention to the Simbani stories told during your stay in the village, however, you'll notice a consistent theme where the highest values are cooperation within the tribe and putting the needs of the tribe first. The Simbani, after all, are trying to survive in a difficult and often hostile environment and need to know they can rely on each other no matter what. So while it may seem natural to pass Yesufu when his leg gets stuck and expect to be rewarded for performing better than he did, to the Simbani it's an act of unconscionable selfishness. Hence the Non Standard Game Over if you don't help Yesufu and fail to win the contest outright.
  • Demonic Possession: The demons can do this to any host, as it seems. The Leopardmen consider it a Dangerous Forbidden Technique to voluntarily submit to such possession, though that won't stop the Shaman from using it.
  • Dimension Lord: Although details on him are sparse, the Demon Master appears to be this, ruling the hell dimension that the demons come from. The instant it emerges into the mortal world, it destroys all of Tarna.
  • Dispel Magic: The Dispel Potions will dispel either Demonic Possession or Voluntary Shapeshifting. (Though not both; when a Wizard uses one on the demonically possessed and voluntarily shapeshifted Shaman, only the former condition is dispelled.)
  • Distracted by the Sexy: Uhura notes that's one of the things to watch out for when boys and girls spar each other on the Wrestling Bridge. Doesn't help that the sparring involves a lot of bouncing.
  • Dream Sequence: Happens in the Temple of Sekhmet in Tarna. It's a test of character and a prophetic vision rolled into one, unless of course you fail the test.
  • Drugs Are Bad: If the hero uses the bong too many times In The Stoner's shop, the hero becomes a homeless burned-out drug addict and dies.
  • Dudley Do-Right Stops to Help: During the Fighter's or Paladin's Initiation Ceremony with the Simbani, Yesufu gets his leg stuck in a trap, allowing you the decision to help him up or ignore him. Helping him up is not just the heroic thing to do, but it's your saving grace if you lose the contest (and therefore the chance to ask for the Drum of Magic). The entire point of the ceremony is to teach a lesson about supporting your friends and tribe, so Yesufu is happy to give the Drum of Magic to someone who understands this, while losing and not helping him just gets you chewed out and a Non Standard Game Over.
  • Easter Egg:
    • If you set up camp near the mountains, there's a chance you'll encounter Arne Saknoosen the "earth pig" (a Shout-Out to Cerebus the Aardvark) in the middle of the night.
    • If you wander around out in the savannah without food for long enough, you'll eventually be assaulted by the Awful Waffle Walker, a giant waffle that won't leave you alone until you eat it.
    • The player can actually smoke the hookah pipe in the apothecary by using the tinderbox on it. Doing so three times triggers a Non Standard Game Over.
    • While the leopardman is being held captive, using a ration on the awari board and then using the dispel potion will guarantee the hero doing a cartoonish Eye Pop during the cutscene. Even without using the ration, it happens about 5% of the time anyway.
    • You can also come across Stan Laurel and Oliver Hardy straight out of Beau Hunks... another fine mess indeed.
    • Sanford and Son also appear in town, as the junk trading vendors.
  • Elves Versus Dwarves: The Leopardmen live in a Hidden Elf Village in the jungle and value magic, cunning, and stealth, much like elves; the Simbani live on the open plains and value physical strength, honesty, and teamwork, and thus generally have more in common with dwarves.
  • Evil Gloating: If you're a Paladin, you get a demoralizing speech at the very end. None of the other classes get the same consideration; they instead eavesdrop on a conversation between the Demon Wizard and the Demon Master that reveals the same information.
  • 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.
  • Everything's Worse with Dinosaurs: The natives call it Running Death.
  • False Flag Operation: Rakeesh and Kreesha suspect that demons are trying to incite war between the Simbani and Leopardman. This comes to a head when one of them possesses the Leopardman Chief at the peace conference and murders the Laibon. When Yesufu kills the Chief in retribution, Rakeesh points out some demonic essence escaping from the Chief's body.
  • Fantastic Racism:
    • The Liontaurs engage in this towards almost everyone. It's actually not as bad as it used to be, and it's commented that recently significant rights have been granted to humans and other non-Liontaurs in Tarna, (thanks in large part to a few advocates like Rakeesh's wife) but even so the city and its laws are under the absolute control of the Liontaurs, and there are large sections of the city reserved solely for the Liontaurs. A human wandering into those areas would be in very significant danger.
    • The Simbani absolutely despise magic, to the point that Rakeesh specifically tells a Wizard Hero to absolutely not make mention of their magical power to the Simbani. Conversely, the Leopardmen revere magic, and view those that don't have it as lesser (though the Shaman also considers a Wizard Hero to be inferior for other reasons).
  • Fantastic Slurs: Leopardmen refer the Simbani as "Cow People" as a way to insult them.
  • Fantasy Counterpart Culture: Of Sub-Saharan Africa, savanna and jungle varieties alike.
  • Fission Mailed: Light a campfire, then walk away from it. Only YOU can prevent savanna fires!
  • Foreshadowing: The moneychanger's rumors on day 1 foreshadow the next two games: There is tremendous inflation in Silmaria (hence the Cheap Gold Coins in Quest for Glory V), and the value of Mordavian coinage is at an all-time low (meaning it doesn't matter how much money you had at the end of IV; you'll still start with the same amount of money in V) because Mordavia has been cut off from the rest of the world (by the swamp, as you learn in IV).
  • Frazetta Man: The inhabitants of the Lost City.
  • Game-Breaking Bug:
    • Sometimes, the Simbani gather together and listen to a story in the middle of the village. If you approach from the spear throwing area when this occurs, the hero will get stuck and the game will soft lock.
    • Like other Sierra adventure games, the game may crash with the infamous "Oops, you did something we weren't expecting" message for no discernible reason.
  • Generic Doomsday Villain: The Demon Wizard trying to summon his master into the world is understandable, but why he has to start a war between the Simbani and Leopardman is rather thin and only explained by a throwaway line at the very end of the game. The deaths caused by the war will somehow power up the MacGuffin that will allow his master to cross over. Even though the MacGuffin had to be used and drained of power as part of his schemes to start the war in the first place... oh, and to get revenge on Rakeesh, of course.
  • Greater-Scope Villain: The Big Bad you face off against in the end is just The Dragon trying to unleash his Sealed Evil in a Can Demonlord master.
  • Have a Nice Death: Par for the course, but Bloodier and Gorier than in other installments. Compiled here and there.
  • 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.
    • As a Wizard, overpowering the Demon Wizard will make him steal your magic staff right from your hands. It seems like a good move on his part... until you remember the spell that Kreesha warned you to never cast on the staff.
  • Hollywood Darkness: The game uses your standard day-for-night technique to depict nighttime (with a few exceptions, like the inside of the inn.)
  • Honor Before Reason:
    • Rajah, the king of Tarna and Rakeesh's brother, is obsessed with his version of honor, and insists that if the Simbani people go to war with the Leopardmen, then the Liontaurs will be honorbound to fight alongside their allies. Rakeesh points out that his brother is using his twisted interpretation of honor to try to avenge the death of his daughter (Rajah's niece) for his own personal reasons.
    • As a society, the Liontaurs are this: if you're deemed without honor, then you are no longer an entity in the city. Usually, this isn't a problem: you just leave and go to another city when you find out that everyone will refuse to even acknowledge your existence. But if you can't leave the city, such as because caravans refuse to travel to Tarna because of the news of possible war on the horizon, then you will starve and die and no one will care.
  • Hopeless Boss Fight: The hero can't beat his evil counterpart in the mirror fight. Harami the thief takes up his place.
  • Hotter and Sexier: Due to the improved graphics and the increased number of nubile female characters. Johari's outfit, little more than a Fur Bikini, is just one example. (And you get a Sexy Discretion Shot with her!) Also, Uhura is topless here compared to the second game, though her breasts and nipples are barely covered with her necklaces. Justified as the cultures in this game doesn't have as much of a nudity taboo.
  • Late-Arrival Spoiler: The As You Know at the beginning of this game tells you how to complete the previous game.
  • Leitmotif: Most of the friends you meet have a piece of music associated with them. Uhura has a piece of music that plays in her hut and each time she gives the hero special training. Yesufu's theme plays during the game he plays with the hero and during the bridge fight challenge. Manu's theme plays in the monkey village, and Harami's theme plays during his first appearance when he gets caught stealing. When the characters arrive during the climax to help the hero, each of their motifs is played.
  • Life Energy: Demons feed on this, which is why they tried to start a war. Ad Avis' death in the previous game gave them enough energy to make their initial appearance in East Fricana.
  • Loophole Abuse:
    • Although the laws of Tarna say "Thou shalt behave with honor," they don't specify that talking to the honorless isn't behaving with honor, so the Hero and Kalb don't get in trouble for helping Harami. After all, the honorless are non-entities: the Hero isn't actually helping anyone!
    • The rules of the Wizard Duel against the Leopardmen Shaman prohibit the combatants from casting spells directly on their opponents. That doesn't stop the Shaman from trying to set fire to your staff, or casting spells on the air or ground around you. Similarly it doesn't prevent the player from spraying the wizard with a magic potion.
  • Lost World: The lost city beyond the waterfall. It's inhabited by apemen and demons.
  • Ludicrous Gibs: Happens when the Wizard casts Trigger on his staff at the end, blasting the Demon Wizard to smithereens.
  • MacGuffin: The two tribes are fighting because each had their most prized possession stolen from them by the other: the Spear of Death and the Drum of Magic. The Spear of Death becomes a Plot Coupon That Does Something in the Fighter's path, where he's lent it by Yesufu during the climax to have a weapon that can kill the demon wizard.
  • Magic Staff: Wizards get the opportunity to create one. A case of Awesome, but Impractical, since it feels awesome to finally have your own unlimited supply of Mana, but all enemies except randomly encountered Leopardmen will charge into melee range. Plus, the Demon Wizard steals it from you, forcing you to destroy it via Dangerous Forbidden Technique by casting Trigger and releasing all the Mana in it in one very pretty explosion.
  • Mighty Whitey:
    • If you are a fighter, you can quickly surpass any of the Simbani in the skills they respect (except running). Justified in that many of these skills, such as throwing and agility, were ones that had already helped you become a famous hero. Also, you, the human player will need to lead a moving target for the spear throw and react correctly to Yesufu's wrestling bridge moves (on higher difficulties only).
    • Wizards do the same with the Leopardmen, demonstrating superior magic and/or cunning to that of their most powerful mage, the Shaman.
  • Mini-Game:
    • Bridge wrestling. If you set the difficulty to the highest, you must control the hero's moves while the lowest difficulty lets the computer handle the moves for you.
    • Spear throwing during the initiation ceremony has a portion where you must lead a moving target.
    • Playing Awari.
  • Mirror Match: An area in the Lost City summons evil counterparts to you and your friends.
  • Mix-and-Match Critters: Winged Cobras and the Meerbats.
  • Money for Nothing: Zigzagged. You're given more than enough money at the start of the game to buy everything you need for the rest of the game. If, however, you do run out of money (probably from buying too many of the game's prohibitively-expensive pills) then you're in some serious trouble because only three enemies types in the entire game drop money and it's in very small amounts.
  • Mystery Meat: The Meat Seller sells mystery meat as rations. He'll tell you what's in it if you ask, but You Do NOT Want to Know.
  • Names to Run Away from Really Fast: There is a species of dinosaur in the savannah which the Simbani call "Running Death". Initiation into the tribe requires you to kill one.
  • New-Age Retro Hippie: The apothecary.
  • New Powers as the Plot Demands: Near the end of the game Rakeesh inexplicably is able to use his Paladin abilities to magically clear a collapsed doorway.
  • 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.
  • Not the Intended Use: You can use the underside of the Simbani wrestling bridge like monkey bars to train the hero's strength. If you try this while Uhura is watching, she gets upset and says that's not what the bridge is for.
  • Oddly Named Sequel 2: Electric Boogaloo: "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.
  • Parental Marriage Veto: When Yesufu expresses interest in marrying the Leopard Lady, his father sets the bride price prohibitively high (for a Simbani) specifically to prevent this. Not that that stops Yesufu and Johari from getting married after Yesufu's father dies.
  • Permanently Missable Content:
    • The Leopardman prisoner's capture is triggered by different events depending on your class: Practicing throwing javelins when your skill is high enough for Uhura to challenge you if you're a Fighter or a Paladin; getting the branch of magical wood if you're a Wizard; or exploring the easternmost section of the map if you're a Thief. If you do these things too quickly, you'll miss out some game points such as making friends with Yesufu and listening to the Storyteller.
    • Rakeesh and Kreesha have several interesting conversation trees after most of the major plot developments, and some of them even grant a few puzzle points. But speaking with them requires walking all the way back to Tarna, even when there might be no other reason to do so.
  • 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/joke answer (in that order). You will be judged by three separate criteria:
    • Whether you choose an evil/joke answer: If you do, you are automatically judged unworthy.
    • Whether or not at least one of the icons you selected matches your class, to determine whether your skills are in harmony with your nature or not: The sword or fist for the Fighter, the heart for the Paladin, the pentacle or infinity sign for the Wizard, or the key for the Thief.
    • Which answers you choose: if you choose the same type of answer (straightforward, compassionate, devious, or intelligent) at least twice, you'll be judged according to it; if you choose three different types of answers, you will instead be judged according to the type that you didn't choose.
  • Point-and-Click Map: Along with obligatory Random Encounters.
  • 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.
  • 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."
  • "The Reason You Suck" Speech: Rakeesh gives one to his brother early on. After Rajah tells Rakeesh that Rakeesh's daughter was part of the peace envoy that was killed by the Leopardmen, and that Rakeesh should be demanding blood for the loss of kin, Rakeesh calmly states that he will mourn his daughter, and then shuts up his brother with:
    Rakeesh: Revenge for the sake of revenge is meaningless. Mindless revenge is pure idiocy.
  • Reptiles Are Abhorrent: The crocs and the flying cobras are both enemies that attack on sight.
  • Revenge Before Reason: Rakeesh says that going to war over revenge is irrational and will only end in lots of death. He's right, as the people they are fighting turn out to be demons.
  • Retcon: Rakeesh was said to have killed the Demon that wounded his leg in Quest For Glory II, here it's stated that the Demon Wizard was the one that wounded him.
  • Sealed Evil in a Can: The Demon Master.
  • Shout-Out:
  • Sibling Yin-Yang: Rakeesh is reflective and prudent, but he's considered a meek coward by his hot-blooded brother Rajah.
  • Sole Survivor: The only survivor of the peace mission, who has suffered terrible wounds and dies soon after making it back to Tarna.
  • Stealth Insult: Rakeesh, of all people, makes one if the Hero decides to act like a buffoon during an audience with King Rajah.
    Rajah: Rakeesh, how can you endure such an idiot?
    Rakeesh: There are many fools in this world, Rajah, and most have no clue when they behave foolishly.
  • Super-Persistent Predator: The dinosaurs that roam the savannah are pretty hard to shake off unless you set your movement speed very high.
  • Swirly Energy Thingy: The World Gate.
  • Take a Third Option: When a demon possesses Reeshaka, he says that any harm done to him will kill Reeshaka while if you don't defend yourself, you'll die. It's okay to fight, but you earn puzzle points for throwing a dispel potion to banish the demon.
  • 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 no time limit for the quest. A relaxation from the events of QFG2, a big Timed Mission.
  • Talking Animal: Manu the monkey.
  • 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! Eventually she will inform you that your words no longer have any effect on her, at which point the innuendo-laced dialogue will also stop.
  • 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.
  • To Be Continued: This is the only game in the Quest for Glory series that actually uses this phrase to plug its next game.
  • To Be Lawful or Good: The Deliberate Values Dissonance between Liontaurs (Lawful) and Paladins (Good) results in this dilemma after Harami is deemed honorless. Oddly enough, even the chief goddess of the Liontaurs encourages you to be Good, as her prophecy mentions "One thou hast brought low then helped to rise again."
  • Troll: In the soul weighing questions, the last answers are always the worst - and funniest.
  • Un-person: 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. If the hero apprehends Harami by using magic or throwing a dagger, then the hero is later exonerated of assault because it turns out he harmed "no one".
  • The Voice: The Demon Master 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 Master is as a voice of temptation in his head (which you don't even hear if you seal the gate quickly enough).
  • Voluntary Shapeshifting: The Leopardmen are humans who magically take the form of Beast Man leopards. The field guide that comes with the game mentions other such tribes in the area with totems like warthogs and cobras.
  • Witch Doctor: The Leopardmen downplay this trope; they are a tribe of spellcasters who dwell in Darkest Africa, and their Shaman seems to be more willing and able to summon demons than other spellcasters, but otherwise they're not much different than magic users of any other culture, and there's no explicit Hollywood Voodoo.
  • Wizard Duel:
    • The Wizard has a formal one with the Leopardmen Shaman. It's stacked against you: while neither you nor the Shaman are allowed to directly attack each other, the Shaman knows a lot more "area of effect" spells than you do (and the Shaman isn't above such Loophole Abuse as casting a flame dart on your staff). The point isn't to kill the Shaman, but to endure his attacks with your utility spells until he loses his temper and summons a demon to possess him and kill you for your "arrogance".
    • A similar duel is possible against the Demon Wizard, where he will fire spells at you that can be countered. It only buys some time; you must quickly do something that puts him on the defensive.
  • World Tree: The tree in the heart of the world.
  • 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.
  • Young Love Versus Old Hate: Yesufu's attraction to Johari (which Johari, quite reasonably, was not particularly quick to reciprocate), versus the hatred of their respective fathers, the Simbani Laibon and Leopardman Chief.

Alternative Title(s): Quest For Glory 3