#Quest for glory 5 free
I had to free a noisy monkey from its cage and sneak over to steal the Spear of Death. He approaches the problem from a simpler perspective: if the main issue is that the Simbani have the Leopardmen's Drum and the Leopardmen have the Simbani's Spear, the solution is clearly to steal them both and put them back where they came from. He doesn't have to become a warrior or face off against the Leopardman shaman. The thief's primary contribution to the crisis is bypassing all the B.S. I also had to toss some meat to the panther below. Sneaking into the Leopardman chief's hut with my rope and magic grapnels. Only a fighter or paladin can become a Simbani warrior. Nor can a fighter with thieving skills steal the Spear or Drum. initiation in Quest for Glory II, cannot create a wizard's staff and challenge the Leopardman shaman. Thus, the thief, no matter whether he passed the W.I.T. Here, your path is determined by your class and not your skills. There are only two large-puzzle solutions that differ among the classes: returning the Drum of Magic and Spear of Death, and defeating the demon wizard in the endgame. If the thief has magic, he can cast "Fetch," for instance.
![quest for glory 5 quest for glory 5](https://i.ebayimg.com/images/g/amEAAOSwvpVcOPnz/s-l300.jpg)
But in these small-puzzle solutions, the characters aren't bound to their class-specific solutions. The wizard casts "Fetch." The fighter or paladin throws a dagger to rescue a meerbat from the vine, and then the meerbat later leaves one of the fruits as a thank-you gift. For instance, to get the fruit from the poisonous vines, the thief uses his magic grapnel. Yes, okay, technically he explains what makes them magic.Įach class solves small puzzles differently. They automatically grab on to things when thrown, which makes them different from regular grapnels in ways I don't really understand. The thief's story starts with the Sultan of Shapeir giving him a set of "magic grapnels" that you can tie to a rope. The money is well-spent because rope-walking is the thief's primary means of puzzle-solving. On the other hand, that's a lot of money. However, you can pay Rashid 50 royals to get some rope-walking lessons that greatly increase your agility. Both warn you that there's no guild in Tarna, and thus no place to sell stolen goods, and that being declared "without honor" really sucks. The only people who respond are Rashid (the rope-seller) and Harami. Man, when I'm in charge of the guilds, I'm going to make the sign much less stupid. Rakeesh is up front about this: "Tarna is not a good place for one of your skills." You can make the thief sign to just about everyone, and hardly anyone recognizes it. What's indisputable is that a thief doesn't have very much to do in Tarna. I could be mis-remembering, though, so I'll cover that when I get to it. However, my best recollection is that Quest for Glory V takes the opposite position on the question, which caused no small amount of role-playing chagrin when I first experienced that game.
![quest for glory 5 quest for glory 5](https://gamefabrique.com/storage/screenshots/pc/quest-for-glory-5-dragon-fire-03.png)
Rakeesh offers some gentle advice to keep his thieving friend in line, but he recognizes that the hero, irrespective of a little pilfering, is a champion at heart.
![quest for glory 5 quest for glory 5](https://wiw.org/~jess/rogerqfg.jpg)
Quest for Glory III seems to take the former position.