Qfg4-Hintbook

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Qfg4-Hintbook TABLE OF CONTENTS SECTION I: G ENERAL NOTES AND PLAY TIPS Welcome to Shadows of Darkness ......................... 2 The Shaping of Shadows of Darkness ...... ......... .. .. 6 Playing Guide .. ..... ........................ ... ......... ............ 14 How to Create a Character ... .............. .. 14 Conversation ...... .. .... ..... ........ ................. 16 Puzzles .. .. .... ... .......... ... ..... .. ........ .. ... ....... 17 Combat........ ............... ............................ 19 SECTION II: HINTS Who's Who in Mordavia......... .......... .................... 28 Hints and Clues ... ................ ... ..... .. ... .................... 50 List of All Puzzle Points ...... ..................... ........ .. .. 70 SECTION ill: SPOILERS Mordavia History of Events .......... ....................... 7 6 Walkthrough ............. .. ... .................. ... ..... .. ........... 79 Maps of Mordavia .... .. .......................................... 98 1 elcome to the world of Quest for Glory and to the Land of Mordavia! We hope you have W an interesting and fascinating Permit us to experience here. However, Mordavia can be a very dangerous place for the introduce ourselves. unwary. Forces that have been at work here for many years have twisted it in scarcely Our names are Lori and imaginable ways. You must find a way to survive and eventually escape Mordavia, Corey Cole, and we shall be your but you are also the only one who can help solve many of the land's problems. That's what hosts for your journey into the "being a hero" is all about, after all. Allow us to assist you to make your visit here enjoyable. realm of darkness. We trust your We have designed Quest for Glory: Shadows of Darkness as a challenging game experience stay will be a chilling one. for all levels of player, whether you are a beginning adventurer or a hardened role-player. This Hint Book is designed to help reduce your frustration and 2 3 increase your fun . There are a number of ways you can use beginning of the game. (This may not sound like a this book. Is there a particular puzzle that perplexes you? spoiler, but trust us. You'll probably have more fun Are you having trouble telling friend from foe? Are you trying to figure this out yourself during play.) This hopelessly lost, and don't know what to do next? section also contains a complete list of where and how to get "puzzle points," a Walk Through that will take you This book contains three major sections. The first through the entire game, and a map of the Land of contains general information about how to use this hint Mordavia with all the "secret bits" filled in. book and an article on the making of Shadows of Darkness. We have also included a general strategy guide You should also be careful not to look at a hint other on how to get the most enjoyment out of playing the game. than the one you need right now. Reading hints can You can safely read anything in this section even if you are become addictive, and excessive hint-reading before just starting to play Shadows of Darkness. Start by you've completed the game is bad for you. You'll enjoy reading the first section on general game strategy. the game much more if you solve most of the puzzles yourself. Actually, even if you've completed the game The second section contains game hints, and should only with one character type, go back and try it as the other be used as you need it during play of the game It also types before resorting to reading all of the hints and the contains a "who's who" of the characters you will meet. In Walk Through. You'll have more fun that way. the course of learning about these characters and their backgrounds, we raise some questions about them that Fun is, of course, the reason you are here, isn't it? We do you can try to answer while you explore Mordavia. In the want you to enjoy yourself. So relax, take a deep breath hint section you will find clues and gentle nudges to help of our clean, crisp Mordavian Autumn air, feel the you along without spoiling the game. If these subtle hints warmth of the fire in the fireplace, listen to the oak wood aren't enough, you can always look up the answer in the crackle, and watch the flames spark. Even a Hero Walk Through before you get, shall we say, totally deserves a chance to rest for a while before figuring out bummed. what to do next. Sit back, and permit us to ease your frustrations while you read this book. The final section contains the real spoilers. It is only for use after you've completed the game (preferably with all Comfortable? Good. Let us journey in your mind to three character types) or if you get stuck beyond the point Mordavia, and again enter the Shadows of Darkness. where hints can help. This section contains the history of Enter freely, and of your own will. Mordavia and a timeline of events leading up to the 4 5 SHAPING OF SHADOWS In January 1993, il wa finally time to begin filling in the OF DARKNESS details. We had characlers and a setling, bul no Lheme, plot, or puzzles. We ellled on a theme of "One man a! So you think you can just buy this hint book, alone in a hostile selting" and look up a few hints, perhaps peruse the walk­ decided Lhat everyone would through, and leave here unscathed? Again, ha! be suspicious of Lhe hero at B Here you shall learn something of the art and the beginning or the game. science of creating a computer role-playing adventure. Only by winning Lheir trust You may never be the same again. could he survive and "win." We also decided to slart out A computer game starts with a concept and a group of right in the thick of the scattered ideas. For Shadows of Darkness, the original action, wiLh the hero caught concept was to have an eerie horror setting like that of in a dark cave full of traps and dangers which he must Disney's Night on Bald Mountain sequence in Fantasia. escape. Oliver Brelsford joined us at this point and Baba Yaga would return, now in her natural setting, but suggested that we should really make il tough by having this time she would be one of the few who could help you. the hero slart oul empty-handed. He would have to find anything he needed to escape somewhere in the cave. The Transylvania-like setting seemed to follow naturally, and we After that, the really hard work began. We drew maps of decided to incorporate a number the forest, caves, town, and castle and started working out of horror movie conventions the types of events and puzzles we wanted in each (Vampires, Werewolves, fearful location. One of our goals was to make this game much peasants, a hunchbacked grave­ more puzzle-intensive than we (or anyone else) had done digger, a mad scientist, and others), before. We charted all of the game puzzles and classified but to twist them around for them into types (conversation, inventory item, combat, surprise and humor. etc.), and making sure we had a good balance between them. We actually ended up with 2-3 times as many puzzles as in each of the previous Quest for Glory games. 6 7 We also wanted combat to be fre h and exciting, but characters for their "Talker ," and al o helped with other weren't really clear on how to go about it. Henry Yu animation. Meanwhile, Oliver and Henry worked hard to suggested that we look at Street Fighter IITM and try to get create the underlying software "system" to handle our ome of its excitement. At thi point, half the team started specialized conversation lists, inventory, and so on. brainstorming on ways to create a really intense combat experience that would be fun for both hardened arcade Once the background pictures started coming in, Sierra gamers and less-dexterou adventure gamer . We decided added more animators and programmers to the team, to use the "skill level" sy tern to let the player specify how and we really switched into high gear. Lori and Corey hard combat should be, and later added the "strategy expanded the one-page room descriptions into complete mode" for players who don't programming specifi­ like arcade games at all. cations averaging five or six pages each. Oliver But we're getting ahead of the created week-by-week story. Once we had worked schedules for everyone on out the initial puzzles and the team so that everyone maps, Lori began the tough would have what they task of trimming our wild needed for a given scene. ideas down to something that We had to have a room could actually be pro­ description to paint the grammed. She created one­ background, a back­ page room descriptions for each room so that our ground to write the final pecification, the final wonderfully-talented background artists (Bob Gleason and specification to do animation and music, the Joan Delehanty) could paint the backdrops for each scene. specification and the animation to do the programming, (Bob did the interiors and town scenes, while Joan did and everything before the scene could be tested and most of the forest and outdoor stuff. They both worked on polished. If any piece was late, everything would be. the cave.) Fortunately, we had a top-notch team of experienced game-makers to put it all together! Meanwhile, Marc Hudgins worked to establish an overall "look and feel" for the game, drew pencil sketches for many Aubrey Hodges almost single-handedly created the music of the backgrounds, and started in on the animation. Tim and sound effects for the game.
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