Walkthrough - Quest For Glory 3

***********************************************************************

Fighter/Paladin Walkthrough

Even though we've got the new Paladin quest, the two quests are almost
exactly identical. The points are different. If something earns
points for the Fighter, you'll see an (F#), and if it earns points for
the Paladin, you'll see an (P#). If it earns for both, you'll just
see the number in parentheses.

You'll begin the quest in Aziza's house, getting a recap of last game's
highlights. You'll also receive a message from Kreesha asking Rakeesh
to return home. This is also a perfect time for Uhura to return home,
and for you to see Tarna and see what help you can provide.

You'll soon be at the Palace of the Sultan who'll wish you well on your
journey. He'll give you a Magic Shield as a going-away present. The
magic portal will be created and the three of you will go through.

---

Welcome to Tarna

You'll enter Kreesha's house. Uhura will leave to return to her
village. Question both Rakeesh and Kreesha here. Once you're done,
leave her house by walking off the top left area.

There's an event that'll take place right now. You can do other things
before that, but let's get to it right now to consolidate...

Go west to the Bazaar, then north to the north edge. You'll see a
disturbance at the Money Changer's. A man will start running away.
Chase after him (8) and you'll find him caught by a Liontaur guard.

You'll be taken to the Hall of Judgement, to hear the thief's sentence
being carried out. He'll be declared honorless. You'll then be taken
to the King's Chambers for an audience with Rajah. You have to act
properly here or you'll be yelled at... Once you gain control, click
the Mouth on yourself and "Greet". Next, "Answer Rajah". Next, "Defend
Rakeesh" (P2). Next, "Talk about Rakeesh". Finally, "Say Goodbye".
You'll be returned outside (P2). If you get kicked out, your Paladin
won't get those two points.

Now, you're all set and ready to explore Tarna for the next couple of
days.

---

The Shopping Spree (among other things)

Okay, first thing to do is visit the Money Changer. He's that guy who
had the problem with the thief on the north end of the bazaar. He'll
ask you if you want to exchange money. Either Say Yes or click the
Money Pouch on him to exchange your money (4). You don't need any
fruit, but be sure to buy five Zebra Skins (2) and at least one, but
preferably ten (3) waterskins from the Leather Seller.

Head down a screen to the first bazaar screen. From the Weapon
Merchant, buy a Fine Dagger (2) and a Fine Spear (2). Buy a jar of
Honey (2) from the Honey Seller. Buy a Tinderbox (3) from the Junk
Dealers.

Head down another screen. Don't bother buying any fish. Buy some
beads (2) from the Bead Merchant.

Head down to the final screen of the bazaar. Talk to Shallah the
Katta merchant and be sure to Tell about Shapeir (3). Give him the
Note from Shema (5), and then try to buy the carving. For your note,
he'll give it to you for free (2). Also, be sure to bargain the Meat
Merchant down to 1 common, and buy a TON of meat, so that you'll not
need to buy any more. Buy a Fine Robe (2) from the Clothing Merchant.
Finally, give some coins (3) to the drummer.

You're pretty much all set for the bazaar at this point. Now, go up
to the middle plateau. Enter the Apothecary. Speak to Salim. Talk
to him about all subjects. Asking him about Healing Pills will prompt
a talk about a Honeybird Feather he needs to make more. Asking him
about Dispel Potions, and he'll tell you about the three ingredients he
needs: A Venomous Vine Fruit, a Gift from the Heart of the World, and
Water from the Pool of Peace. Ask him about Plants, and then Tree, and
he'll tell you a story that'll seem familiar if you've played QfG2.
Now, you can Tell him about Julanar (10), and you'll have made his
millenium.

Go up the steps to the highest plateau. Enter the Temple of Sekhmet at
the top. You'll be ejected, but you'll also be given the quest to find
a Gem of the Guardian.

Finally, go to the Welcome Inn. If you want to speak to Janna Jamil,
sit down on a pillow. Be sure to read the bulletin board (3). Meals
here are one royal apiece. Your room, however, is paid for by Kreesha.
You can sleep a night in here, and store unneeded items in the chest.

After this is all done, you can spend the next day doing whatever in
Tarna. You can even leave the city, but you can't go very far. About
sunset on Day 2, you'll go back to your room automatically.

---

Journey to the Simbani

The next morning, you and Rakeesh will speak about trying to bring
peace between the Simbani and the Leopardmen. You are given the option
of swearing your honor to fulfill this. There's no reason not to, so
do so (P5). Soon afterwards, Rajah will want to see you. Once again,
be nice. "Greet" him, then "Talk about Honor", then "Talk about
Rakeesh", then "Say Goodbye". You and Rakeesh will then leave Tarna.

You get (3) points for leaving Tarna for the first time. As you walk,
Rakeesh will talk to you about stuff, and how your class can help in
the cause. If you're a Paladin, he'll describe to you the abilities
you can gain as you do more good deeds. For the sake of argument, we'll
cover the points for those now...

Flaming Sword (P2)
Healing (P2)
Sense Danger (P2)
Honor Shield (P2)

Soon, you'll pass into the next screen (3). Rakeesh will lead you into
the village of the Simbani. You'll speak with the Elder Mngoje for a
second, and then you'll head into the village and meet up with Uhura.
She'll lead you into the hut of the Laibon. Although he's also a
leader like Rajah, you can ask him about whatever. Just be sure to
"Greet" first. "Ask about Spear" (2), and you'll learn about how the
Spear of Death was stolen. You won't be able to do much here, and
he'll soon ask you all to leave. You'll then go to Uhura's Hut, where
you can speak about the events of the day. Be sure to ask her about
the Spear, too (2). After a bit of talking, you'll have dinner, then
you'll go to your guest hut to talk to Rakeesh. You can talk to him
as long as you want, then "Say Goodbye" to go to sleep. The next
morning, Rakeesh will head back to Tarna, and you'll be on your own.

You can sleep in your Guest Hut whenever you want. There's also a
chest here to store your unneeded belongings.

If you go north from the Laibon's Hut, you'll find his son Yesufu,
sitting near a game. Play some Awari with him (3). The rules are
simple, but the game is tough to master and requires some planning and
forethought. While you're playing, you can ask Yesufu stuff by clicking
the Mouth on his portrait, and you can tell him stuff by clicking the
Mouth anywhere else. After you play once, you can ask him more things.
Play with him at least a couple of times each day. On the third day,
you'll have the option to Tell about Friendship. Do so, and he'll be
your friend (3).

Go and visit the Laibon's Hut about three days after you arrive. Note
the drum he's got. Ask him about the drum (2). Just don't do it
again or he'll kick you out and you'll lose points. Be sure to Greet
and say Goodbye every time, of course.

Go left from the Laibon's Hut, and you'll find the Spear Throwing Area.
Practice throwing spears. Soon, Uhura will come up to you and give you
some pointers. If you leave and come back later, she may actually
challenge you. See if you can beat her (3). This triggers a later
event, however.

Go right from the Laibon's Hut, and you'll find the Wrestling Bridge.
Try to climb up it and Uhura will show up and talk to you about it.
She'll explain the moves. Here's the main gist. Up = Jump. Down =
Duck. Left = Dodge left. Right = Dodge Right. To be good on the
bridge, you have to properly respond to your opponent's moves. If your
opponent jumps, you duck, and vice versa. If your opponent dodges one
way, you need to dodge to the other side. What this means, of course,
is that if your opponent dodges to their left, you also dodge to your
left. It seems complicated, but you'll get the hang of it. Later,
Uhura can challenge you. Try and see if you can beat her (3).

At some point in the future, you may want to go to the center of the
village after sunset. You may find the Storyteller of the Simbani
speaking to the people. Listen in (2). The next day, you can speak
with him at the Awari Rock if you wish.

That's all there is to do in the Simbani Village.

---

Exploring the Wilderness

In the savanna, you may find strange things if you wander around. Some
things you should take note of. For instance, if you find a rhino
(rare, but it happens) he'll charge. Simply walk out of the way to
avoid becoming street pizza. Early on if you sleep the night out in
the savanna (and build a fire), you may run into Arne Saknoosen, the
earth pig. He knows much about the wilderness, and you should do well
to listen to what he says, even if he does go on about purple
giraffes. You may also find signs or traps out in the savanna, or you
may run into the comedy team of Stan Laurel and Oliver Hardy.

Naturally, being a Fighter in the wilderness means killing all the
monsters you can:

Croc (F2)
Giant Ant (F2)
Dinosaur (F2)
Flying Cobra (F2)
Leopardman (F2)
Apeman (F2)
Demon Worm (F2)

Do make sure you go to the Venomous Vines area. You'll find meerbats
playing a bit of tag with the fruit on the vine. Leave and come back.
You'll see a young meerbat make a grab at the fruit, but he'll get
snagged. You have two options. You can throw a rock or dagger at the
vines, or you can use your sword on them. The former is safer since
you don't get poisoned from getting too close. Once you force the
vines to recede, the young meerbat will return to his roost (8). The
others will jump in their holes, but he'll stay and look at you. Leave
and return once more, and he'll have arranged some stones around a gift,
a Venomous Vine Fruit, and a Fire Opal. Take both and leave (8).

Note: Now, the Point List I have (don't honestly know the true source,
since it bounces around a lot of sites) has another action, called
Knock over Fruit (5). This is something I've not been able to do. If
anyone can figure it out, let me know.

Wander somewhere around the east side of the first screen or the west
side of the second screen of the savanna, and eventually, you'll run
into a Honeybird. Follow it off to the right, and it'll roost on a
tree surrounded by killer bees. Put some honey on the ground nearby,
and leave. The location will be marked by a bee. Go back, and you'll
see the bird in the honey. Get close, and it'll take off, but leave
behind a feather. Grab it (8).

Go to the Pool of Peace. This is a place of great safety. Fill any and
all Waterskins you have with water from the pool (3). The Water will
restore your Stamina completely whenever you drink it.

Head right from the second Savanna screen to get to the Jungle (3). In
the Jungle, go to the Heart of the World (that huge tree). It's not
that hard to find your way up the tree. Just follow the paths. When
you're on the mid-level trunk part, about halfway up, there's a small
cave. Enter, and you'll see the Guardian of the Mother floating
around. After several seconds, it will get close enough to speak with
you. You can ask it things while you flash, and tell it things while
you don't flash. Ask it about a Gift to find out how to get the Gift
from the Heart of the World. Ask it about a Gem, and it'll drop several
Gems on the ground. Take JUST ONE (5)! Leave the cave.

Head up to the very top of the tree's path. You'll emerge into the very
Heart of the World. It's very mystical and magical, etc. As the
Guardian told you, pour Water from the Pool of Peace, and a fruit will
appear on a branch. Snag it (5).

One last thing to do in the Jungle at this point (besides fighting
monsters, of course) is to head to the last screen of the Jungle (8).
Walk around for a while, and you'll happen upon a monkey trapped in a
cage. Free the little guy (8). Little Manu will be so happy.

---

Return to Tarna

Now would be a good time to head back to the city. There are a few
things to take care of here. First, go to the Temple of Sekhmet.
You'll bring the Gem of the Guardian to the Priestess (10). You'll
enter a neato trance thingy where you'll be interrogated by the gods.
You'll have to choose symbols to get questions asked. Fighters will
want to choose the Sword or the Fist at least once, and the Paladin
should choose the Heart. Choose some relatively nice answers. If you
choose good answers, you'll be judged worthy to hear the prophecy (10).
If you choose the proper symbol at least once, you'll be judged in
harmony (5). That's just a nice little bonus.

Go to the Apothecary. Give Salim the Honeybird Feather (3), the Fruit
of the Venomous Vine (3), some Water from the Pool of Peace (3), and
the Gift from the Heart of the World (3). Come back the next day, and
buy his Dispel Potions. If you told him about Julanar, he'll give the
two of them to you for free (6).

Go to the Bazaar. Walk to the South End, then back up to the north
end. Halfway, the thief you sentenced to being without honor will ask
you for help. Agree to help (4). At night go down and talk to him.
Keep coming back and talking to him. The third time, tell him about
Rakeesh (8).

You can also go to the Welcome Inn. Some night, the survivor of the
peace mission to the Leopardmen will visit the Inn. You'll know because
there'll be two empty pillows. Once you order a meal, he'll sit next
to you. Talk to him about whatever, and especially the Peace
Mission (7).

---

The Makings of a Warrior

Now that you have Dispel Potions, head back to the Simbani Village. If
you've practiced spear throwing with Uhura, you'll see a Leopardman
prisoner. You can talk to just about everyone else in the village
about the prisoner. Naturally, to turn it back into a human shape,
you'll need to use a Dispel Potion on it (15). Surprise! It's a
Leopard Lady...

People will start talking about her now. You may want to go back to
Tarna now and tell Kreesha about the Dispelled Leopard Lady (2). You'll
want to buy her as a wife. The Laibon will set a Bride Price for the
Leopard Lady. The price is a Fine Robe, a Fine Spear, and five Zebra
Skins. If you don't have those things, you may want to pick them up.

Unfortunately, before you can "marry" her, you need to become a Simbani
Warrior. Go out into the savanna, kill a Dinosaur, and take its
horn (3). Go back to the village and give it to the Laibon (3). He'll
set up the Warrior Initiation rites. It'll be you against Yesufu
competing.

You'll start by running off to the Twisted Tree. Yesufu will start by
throwing spears to try to knock off the ring. You, however, should
try a different approach. Grab a vine off the tree and you'll tie it
to the spear. Throw the spear at the ring, and you'll win this
event (5).

Next, you'll run to the Circle of Thorns. Yesufu will start by stabbing
the circle with a spear. You'll want to push the nearby log onto the
circle. Run into the middle and you'll grab the ring and win this
event (5).

You'll run some more. You'll soon see Yesufu stuck in a trap. Help
him, duh (8), and you'll run back to the village.

Now, you'll enter the spear throwing contest. You'll trade off
throwing spears, first at an unmoving target, then at a moving target.
Use your best throwing skills, and you can beat him (5).

Finally, you'll duel on the wrestling bridge. You know how to beat him,
don't you? Duel properly, and you'll dump him off three times and win
the event (5).

With the contest over, the Laibon will name a winner. If Yesufu won,
you'll get (5) points. If you won, you'll get (10) points.

Now, you can revel in your Warrior-ship. Talk to everyone about it.
Be sure to tell Uhura about Initiation (3). Definitely head to the
Laibon's hut. Ask him about the drum and he'll hand it over to you to
attempt peace with the Leopardmen.

---

Of Leopards and Love

Now that you're a Warrior, you can marry the Leopard Lady. Give him
the bride price: the Fine Robe (3), the Fine Spear (3), and the five
Zebra Skins (3).

A happily married man, you can swagger up to your loving wife (yeah,
right). Speak to Uhura, and ask her about Wife (2). She'll explain
three gifts that you'll want to give her. Give the Leopard Lady the
Beads (3), the Wooden Leopard (3), and the Fine Dagger (3). If you
don't have all of these, go buy them from the Bazaar. Once you've
given her all three, open her cage and she'll run off.

Go out to the Jungle and wander around for a while. When you hear
something nearby, call out (3). Johari the Leopard Lady will show up.
You can talk to her if you want. This is good for getting the
Leopardmen side of this whole story. Show her the Magic Drum (or Tell
about Drum) and she'll take you to her village (8). If you wish, you
can leave and she'll find you again twice more. The third time, you can
Tell About Peace and she'll take you.

Once you reach her village, she'll mention how dangerous her people
are. Tell her about Romance. Then click the Hand on her and you'll
finally get a little somethin' for the effort... (3)

When it turns night, she'll lead you to watch the Change Ritual. Lady,
I had a Djinni back in Shapier pop out of a ring, I've seen it all.
After which, she'll take you to her father, the chief. Give him the
Drum (or Tell about Drum) and you'll return it to them (20). In return,
ask about Spear, and he'll give you the Simbani Spear of Death.

You'll automatically return to the Simbani Village, where the Laibon
will hold a little get together where you'll present him with the
Spear of Death (20). Now, the Simbani and the Leopardmen will talk of
peace.

If you've acted honorably throughout the game (and aren't already a
Paladin, duh), you will be taken to the home of Rakeesh and Kreesha,
where Rakeesh will present you with his sword, Soulforge.
Congratulations. Unfortunately, you won't have much of a chance to
beef up your abilities, what with a soon-to-be lack of Honor-giving
sources.

And, boom, you're in Tarna in the Hall of Judgement, where you'll
witness the Peace Conference (20). The Laibon will speak for a bit,
then Rakeesh will get a bad feeling (so will you, if you're a Paladin).
Suddenly, the Leopardman Chief will cast the Simbani Leader to the
floor. His son, Yesufu, responds with a deadly spear to the chest.
Rakeesh will tell you to quickly run out of Tarna and find the Demons
before everyone marches to war.

If you're still a Fighter, Yesufu will pass you the Spear of Death.
He figures you may need it to fight Demons.

---

The Call to War

You are now barred from the City of Tarna and the Simbani Village.
Kinda stinks, don't it? Head over to the Jungle, and you'll find your
last remaining friend, Manu the monkey. He'll offer to take you to the
Monkey Village. You don't really have much of a choice here. Ask him
about Village, then click the Mouth on yourself and Agree (3).

Manu will lead you all the way to the Village, which is out near the
Lost City. Once you get there, keep asking him about Help and then the
related topics. Eventually, you'll get to Swingline, which you'll use
to climb up to the treetops (8).

In the village, ask Manu about the Lost City and everything. Convince
Manu and he'll take you there (3).

Note: I need confirmation of points here. There's supposed to be (5)
points for taking a Rope Bridge, but I always turned into a Paladin
when I used the Fighter, so I can't confirm it...

Once you get to the waterfall that blocks your way there, Manu's
friends will hop across with their monkey agility. You'll need to find
another way. If you didn't grab a vine from before, grab one now from
the trees nearby. Tell Manu about Vine Rope and he'll tie it to the
other end, allowing you to cross the falls (10).

Manu will take you closer to the city. Suddenly, you'll be set upon
by a Demon Worm. Defeat the Demon Worm with your mighty skills (3),
and you'll move on to the Lost City.

At the Lost City, you can talk to Manu about whatever you want. Make
sure to ask about the Secret Entrance, but the only thing that'll get
you going is Say Goodbye. You'll move to the next area near the secret
entrance. You'll see an Apeman patrolling the area. You can fight
him or just wait until he passes. Move up to the door. You'll get a
close up. If you have the Fire Opal (and you darn well better have it!)
put it in the eye, the door will open and you'll enter (8).

You'll be in an antechamber now in the Lost City. You'll have passed
the worst of your enemies, but there are still two Demons in this room.
Walk up to them, and you'll fight one. Kick his blue butt (7) and you
can force open the door behind him.

Once you enter this room (3), you'll notice a Liontaur. Hey! It's
Reeshaka, Rakeesh's daughter! Uh oh. She'll be possessed by a Demon.
You can fight her/it, or you can just throw your remaining Dispel
Potion on it. No more Demon (10). Suddenly, some magic will start
sparkling in the far corner! What foul beast could it be? Oh, it's
just your friends. Uhura, Yesufu, Johari, Harami and Rakeesh will all
come through the portal to help. Uhura and Rakeesh will have to hold
off the Demons approaching while you and the rest move on. Harami
refuses to fight, but he's replaced when Manu shows up to help you out.

You'll enter the final room before the tower (3). Each of the five of
you will face off against an evil version of yourself. Fight your
doppelganger to the best of your ability, but you won't be able to
defeat it, or even barely harm it. When you get it (and yourself) down
pretty low, Harami will show up and stab it in the back, letting you
run up the stairs to the tower.

In the tower, the Demon Wizard, the one who poisoned Rakeesh years ago,
challenges you. He'll turn the gargoyle near him to life. Defeat the
pitiful attempt at stopping you (3), and he'll attempt to summon his
Demon Lord. Use your Shield to knock over the Gargoyle which has
returned to stone. Cross over and the Wizard will cause the Gargoyle
to grab your foot. Throw either the Spear of Death or your Paladin
Sword at him (depending on your class). With the Demon Wizard
incapacitated, use your Shield on the Gate Orb nearby to push it into
the vortex (20). The Demon Wizard will be sucked in and destroyed (10),
and you'll go back down the stairs to find your friends (25).

Your friends congratulate you on a job well done. Johari accepts
Yesufu's offer to marry her. Just as things are looking to settle down,
dark magic engulfs you. You're yanked up into a teleportation spell.
What will become of you? Find out in Quest for Glory IV: Shadows of
Darkness...

***********************************************************************

Wizard Walkthrough

All points added for deeds will be in parentheses.

You'll begin the quest in Aziza's house, getting a recap of last game's
highlights. You'll also receive a message from Kreesha asking Rakeesh
to return home. This is also a perfect time for Uhura to return home,
and for you to see Tarna and see what help you can provide.

You'll soon be at the Palace of the Sultan who'll wish you well on your
journey. He'll give you a Gift from Keapon Laffin as a going-away
present. The magic portal will be created and the three of you will go
through.

---

Welcome to Tarna

You'll enter Kreesha's house. Uhura will leave to return to her
village. Question both Rakeesh and Kreesha here. Once you're done,
leave her house by walking off the top left area.

Might as well open the Gift right now, while you're here. Boom! Oh,
that Keapon... Look at the Wrapping Paper, and you'll see runes written
on it. You'll now have the ability to cast the Juggling Lights
Spell (4).

There's an event that'll take place right now. You can do other things
before that, but let's get to it right now to consolidate...

Go west to the Bazaar, then north to the north edge. You'll see a
disturbance at the Money Changer's. A man will start running away.
Chase after him (8) and you'll find him caught by a Liontaur guard.

You also have the option of using your magic against him (7). Just
don't miss (4). As you can see, these add less points than just chasing
him, so you're better off doing that...

You'll be taken to the Hall of Judgement, to hear the thief's sentence
being carried out. He'll be declared honorless. You'll then be taken
to the King's Chambers for an audience with Rajah. You have to act
properly here or you'll be yelled at... Once you gain control, click
the Mouth on yourself and "Greet". Next, "Answer Rajah". Next, "Defend
Rakeesh". Next, "Talk about Rakeesh". Finally, "Say Goodbye". You'll
be returned outside.

Go to Kreesha's house. She'll be alone in the house, and now you can
ask her about Spells. She'll tell you about making a Wizard's Staff.
You'll need to get some Magic Wood before making a Staff.

Now, you're all set and ready to explore Tarna for the next couple of
days.

---

The Shopping Spree (among other things)

Okay, first thing to do is visit the Money Changer. He's that guy who
had the problem with the thief on the north end of the bazaar. He'll
ask you if you want to exchange money. Either Say Yes or click the
Money Pouch on him to exchange your money (4). You don't need any
fruit, but be sure to buy five Zebra Skins (2) and at least one, but
preferably ten (3) waterskins from the Leather Seller.

Head down a screen to the first bazaar screen. From the Weapon
Merchant, buy a Fine Dagger (2) and a Fine Spear (2). Buy a jar of
Honey (2) from the Honey Seller. Buy a Tinderbox (3) from the Junk
Dealers.

Head down another screen. Don't bother buying any fish or rope. Buy
some Beads (2) from the Bead Merchant.

Head down to the final screen of the bazaar. Talk to Shallah the
Katta merchant and be sure to Tell about Shapeir (3). Give him the
Note from Shema (5), and then try to buy the carving. For your note,
he'll give it to you for free (2). Also, be sure to bargain the Meat
Merchant down to 1 common, and buy a TON of meat, so that you'll not
need to buy any more. Buy a Fine Robe (2) from the Clothing Merchant.
Finally, give some coins (3) to the drummer.

You're pretty much all set for the bazaar at this point. Now, go up
to the middle plateau. Enter the Apothecary. Speak to Salim. Talk
to him about all subjects. Asking him about Healing Pills will prompt
a talk about a Honeybird Feather he needs to make more. Asking him
about Dispel Potions, and he'll tell you about the three ingredients he
needs: A Venomous Vine Fruit, a Gift from the Heart of the World, and
Water from the Pool of Peace. Ask him about Plants, and then Tree, and
he'll tell you a story that'll seem familiar if you've played QfG2.
Now, you can Tell him about Julanar (10), and you'll have made his
millenium.

Go up the steps to the highest plateau. Enter the Temple of Sekhmet at
the top. You'll be ejected, but you'll also be given the quest to find
a Gem of the Guardian.

Finally, go to the Welcome Inn. If you want to speak to Janna Jamil,
sit down on a pillow. Be sure to read the bulletin board (3). Meals
here are one royal apiece. Your room, however, is paid for by Kreesha.
You can sleep a night in here, and store unneeded items in the chest.

After this is all done, you can spend the next day doing whatever in
Tarna. You can even leave the city, but you can't go very far. About
sunset on Day 2, you'll go back to your room automatically.

---

Journey to the Simbani

The next morning, you and Rakeesh will speak about trying to bring
peace between the Simbani and the Leopardmen. You are given the option
of swearing your honor to fulfill this. There's no reason not to, so
do so. Soon afterwards, Rajah will want to see you. Once again, be
nice. "Greet" him, then "Talk about Honor", then "Talk about Rakeesh",
then "Say Goodbye". You and Rakeesh will then leave Tarna.

You get (3) points for leaving Tarna for the first time. As you walk,
Rakeesh will talk to you about stuff, and how your class can help in
the cause.

Soon, you'll pass into the next screen (3). Rakeesh will lead you into
the village of the Simbani. You'll speak with the Elder Mngoje for a
second, and then you'll head into the village and meet up with Uhura.
She'll lead you into the hut of the Laibon. Although he's also a
leader like Rajah, you can ask him about whatever. Just be sure to
"Greet" first. "Ask about Spear" (2), and you'll learn about how the
Spear of Death was stolen. You won't be able to do much here, and
he'll soon ask you all to leave. You'll then go to Uhura's Hut, where
you can speak about the events of the day. Be sure to ask her about
the Spear, too (2). After a bit of talking, you'll have dinner, then
you'll go to your guest hut to talk to Rakeesh. You can talk to him
as long as you want, then "Say Goodbye" to go to sleep. The next
morning, Rakeesh will head back to Tarna, and you'll be on your own.

You can sleep in your Guest Hut whenever you want. There's also a
chest here to store your unneeded belongings.

If you go north from the Laibon's Hut, you'll find his son Yesufu,
sitting near a game. Play some Awari with him (3). The rules are
simple, but the game is tough to master and requires some planning and
forethought. While you're playing, you can ask Yesufu stuff by clicking
the Mouth on his portrait, and you can tell him stuff by clicking the
Mouth anywhere else. After you play once, you can ask him more things.
Play with him at least a couple of times each day. On the third day,
you'll have the option to Tell about Friendship. Do so, and he'll be
your friend (3).

Go and visit the Laibon's Hut about three days after you arrive. Note
the drum he's got. Ask him about the drum (2). Just don't do it
again or he'll kick you out and you'll lose points. Be sure to Greet
and say Goodbye every time, of course.

At some point in the future, you may want to go to the center of the
village after sunset. You may find the Storyteller of the Simbani
speaking to the people. Listen in (2). The next day, you can speak
with him at the Awari Rock if you wish.

That's all there is to do in the Simbani Village.

---

Exploring the Wilderness

In the savanna, you may find strange things if you wander around. Some
things you should take note of. For instance, if you find a rhino
(rare, but it happens) he'll charge. Simply walk out of the way to
avoid becoming street pizza. Early on if you sleep the night out in
the savanna (and build a fire), you may run into Arne Saknoosen, the
earth pig. He knows much about the wilderness, and you should do well
to listen to what he says, even if he does go on about purple
giraffes. You may also find signs or traps out in the savanna, or you
may run into the comedy team of Stan Laurel and Oliver Hardy.

Do make sure you go to the Venomous Vines area. Taking the fruit off
the Venomous Vine is as easy as casting Fetch on the vine. Boom.
You got a fruit (8).

Wander somewhere around the east side of the first screen or the west
side of the second screen of the savanna, and eventually, you'll run
into a Honeybird. Follow it off to the right, and it'll roost on a
tree surrounded by killer bees. Put some honey on the ground nearby,
and leave. The location will be marked by a bee. Go back, and you'll
see the bird in the honey. Get close, and it'll take off, but leave
behind a feather. Grab it (8).

Go to the Pool of Peace. This is a place of great safety. Fill any and
all Waterskins you have with water from the pool (3). The Water will
restore your Stamina completely whenever you drink it.

Head right from the second Savanna screen to get to the Jungle (3). In
the Jungle, go to the Heart of the World (that huge tree). It's not
that hard to find your way up the tree. Just follow the paths. When
you're on the mid-level trunk part, about halfway up, there's a small
cave. Enter, and you'll see the Guardian of the Mother floating
around. After several seconds, it will get close enough to speak with
you. You can ask it things while you flash, and tell it things while
you don't flash. Ask it about a Gift to find out how to get the Gift
from the Heart of the World. Ask it about Wood, and it'll tell you to
find a Blue Orchid in the Jungle, bathe it in the Pool of Peace by
moonlight, and place it up top. Ask it about a Gem, and it'll drop
several Gems on the ground. Take JUST ONE (5)! Leave the cave.

Head up to the very top of the tree's path. You'll emerge into the very
Heart of the World. It's very mystical and magical, etc. As the
Guardian told you, pour Water from the Pool of Peace, and a fruit will
appear on a branch. Snag it (5).

Now, wander around the Jungle for a while. Eventually, you'll come
upon a tree with blue orchids growing in its branches. Cast Fetch and
you'll grab one (3). Go to the Pool of Peace at night and use the
Orchid on it to make it glow (6) (must be some phosphates in there).
Take the Orchid back to the Heart of the World and place it on the
platform to get your Magic Wood (5).

One last thing to do in the Jungle at this point (besides fighting
monsters, of course) is to head to the last screen of the Jungle (8).
Walk around for a while, and you'll happen upon a monkey trapped in a
cage. Free the little guy (8). Little Manu will be so happy.

---

Return to Tarna

Now would be a good time to head back to the city. There are a few
things to take care of here. First, go to the Temple of Sekhmet.
You'll bring the Gem of the Guardian to the Priestess (10). You'll
enter a neato trance thingy where you'll be interrogated by the gods.
You'll have to choose symbols to get questions asked. As a Wizard, at
least one of the symbols you choose should be the Pentagram. Choose
some relatively nice answers. If you choose good answers, you'll be
judged worthy to hear the prophecy (10). If you choose the proper
symbol at least once, you'll be judged in harmony (5). That's just a
nice little bonus.

Go to the Apothecary. Give Salim the Honeybird Feather (3), the Fruit
of the Venomous Vine (3), some Water from the Pool of Peace (3), and
the Gift from the Heart of the World (3). Come back the next day, and
buy his Dispel Potions. If you told him about Julanar, he'll give the
three of them to you for free (6).

Go to the Bazaar. Walk to the South End, then back up to the north
end. Halfway, the thief you sentenced to being without honor will ask
you for help. Agree to help (4). At night go down and talk to him.
Keep coming back and talking to him. The third time, tell him about
Rakeesh (8).

You can also go to the Welcome Inn. Some night, the survivor of the
peace mission to the Leopardmen will visit the Inn. You'll know because
there'll be two empty pillows. Once you order a meal, he'll sit next
to you. Talk to him about whatever, and especially the Peace
Mission (7).

Above all, make sure you return to Kreesha's house with the Magic Wood.
She'll help you create your Wizard's Staff (10). Nice, eh? You'll now
know the Summon Staff spell. While the Staff is active, you can cast
any spell you want and you won't lose mana. The bad side is that if
you walk around with the Staff, it'll disappear. With the creation of
the Staff, you'll trigger a new event.

---

Of Leopards and Love

Now that you have Dispel Potions, head back to the Simbani Village. If
you've created your Wizard's Staff , you'll see a Leopardman prisoner.
You can talk to just about everyone else in the village about the
prisoner. Naturally, to turn it back into a human shape, you'll need
to use a Dispel Potion on it (15). Surprise! It's a Leopard Lady...

People will start talking about her now. You may want to go back to
Tarna now and tell Kreesha about the Dispelled Leopard Lady (2). You'll
want to buy her as a wife. The Laibon will set a Bride Price for the
Leopard Lady. The price is a Fine Robe, a Fine Spear, and five Zebra
Skins. If you don't have those things, you may want to pick them up.

Once you get those items, you can marry the Leopard Lady. Give him
the bride price: the Fine Robe (3), the Fine Spear (3), and the five
Zebra Skins (3).

A happily married man, you can swagger up to your loving wife (yeah,
right). Speak to Uhura, and ask her about Wife (2). She'll explain
three gifts that you'll want to give her. Give the Leopard Lady the
Beads (3), the Wooden Leopard (3), and the Fine Dagger (3). If you
don't have all of these, go buy them from the Bazaar. Once you've
given her all three, open her cage and she'll run off.

Go out to the Jungle and wander around for a while. When you hear
something nearby, call out (3). Johari the Leopard Lady will show up.
You can talk to her if you want. This is good for getting the
Leopardmen side of this whole story. You won't be able to do much,
unfortunately. Walk around for a while and you'll run into her again.
Be sure to ask her about Magic, and she'll give you the Lightning Ball
Spell (4). The third time you mean with her, Tell about Peace, and
she'll take you to her village (8).

Once you reach her village, she'll mention how dangerous her people
are. Tell her about Romance. Then click the Hand on her and you'll
finally get a little somethin' for the effort... (3)

When it turns night, she'll lead you to watch the Change Ritual. Lady,
I had a Djinni back in Shapier pop out of a ring, I've seen it all.
After which, she'll take you to her father, the chief. Tell about your
Magical Skills and you'll request a Wizard's Duel with the Leopardman
Shaman.

All right. Time for some hot spellcasting action. The rules are that
you must each take turns with spells and you cannot attack each other
directly.

First, Summon your Staff (4). Next, cast Reversal (4) to flip back the
staff-burning spell he'll try. The Shaman will then cast a Wall of
Flames around you. Cast Calm (4). Next, you'll be trapped in a Cage
of Thorns. Cast Open on the cage (4). Then, he'll make everything
dark. Cast Juggling Lights (4). Next, he'll create this weird black
snake thing. Cast Dazzle to dispel the illusion (4). Then, he'll
create a hole beneath you. Cast Levitate to rise out of it (4).
Finally, the Shaman will get ticked, and he'll summon a demon within
himself. All bets are off now. You can either kill him (5), or be
nice and use a Dispel Potion on him (8). Either way, you'll win the
Wizard's Duel (10).

You'll now be respected by all the Leopardmen. Ask about Spear, and
he'll give you the Simbani Spear of Death.

You'll automatically return to the Simbani Village, where the Laibon
will hold a little get together where you'll present him with the
Spear of Death (20). He'll give you the Magic Drum in return.

You'll return once more to the Leopardman Village with the Drum (20).
Now, the Simbani and the Leopardmen will talk of peace.

And, boom, you're in Tarna in the Hall of Judgement, where you'll
witness the Peace Conference (20). The Laibon will speak for a bit,
then Rakeesh will get a bad feeling. Suddenly, the Leopardman Chief
will cast the Simbani Leader to the floor. His son, Yesufu, responds
with a deadly spear to the chest. Rakeesh will tell you to quickly run
out of Tarna and find the Demons before everyone marches to war.

---

The Call to War

You are now barred from the City of Tarna and the Simbani Village.
Kinda stinks, don't it? Head over to the Jungle, and you'll find your
last remaining friend, Manu the monkey. He'll offer to take you to the
Monkey Village. You don't really have much of a choice here. Ask him
about Village, then click the Mouth on yourself and Agree (3).

Manu will lead you all the way to the Village, which is out near the
Lost City. Once you get there, cast Levitate to reach up to the top
branches (8).

In the village, ask Manu about the Lost City and everything. Convince
Manu and he'll take you there (3).

Once you get to the waterfall that blocks your way there, Manu's
friends will hop across with their monkey agility. You'll need to find
another way. Grab a vine from the trees nearby. Click it on yourself
to tie it on. Then, tell Manu about Levitate and he'll pull you across
while you're in the air (10).

Manu will take you closer to the city. Suddenly, you'll be set upon
by a Demon Worm. Defeat the Demon Worm with your mighty skills, or just
run, and you'll move on to the Lost City.

At the Lost City, you can talk to Manu about whatever you want. Make
sure to ask about the Secret Entrance, but the only thing that'll get
you going is Say Goodbye. You'll move to the next area near the secret
entrance. You'll see an Apeman patrolling the area. You can fight
him or just wait until he passes. Move up to the jackal statue, and
you'll see a gem in its eye. Either cast Fetch to grab it, or cast
Levitate to float up to it. Once you have the gem (5), use it on the
door. The door will open and you'll enter (8).

You'll be in an antechamber now in the Lost City. You'll have passed
the worst of your enemies, but there are still two Demons in this room.
Cast Calm (6) to relax them, then move on by and cast Open (4) on the
door.

Once you enter this room (3), you'll notice a Liontaur. Hey! It's
Reeshaka, Rakeesh's daughter! Uh oh. She'll be possessed by a Demon.
You can fight her/it, or you can just throw your remaining Dispel
Potion on it. No more Demon (10). Suddenly, some magic will start
sparkling in the far corner! What foul beast could it be? Oh, it's
just your friends. Uhura, Yesufu, Johari, Harami and Rakeesh will all
come through the portal to help. Uhura and Rakeesh will have to hold
off the Demons approaching while you and the rest move on. Harami
refuses to fight, but he's replaced when Manu shows up to help you out.

You'll enter the final room before the tower (3). Each of the five of
you will face off against an evil version of yourself. Fight your
doppelganger to the best of your ability, but you won't be able to
defeat it, or even barely harm it. When you get it (and yourself) down
pretty low, Harami will show up and stab it in the back, letting you
run up the stairs to the tower.

In the tower, the Demon Wizard, who poisoned Rakeesh so long ago, is
speaking with his Demon Lord. Cast a spell at him to get his attention.
Quickly cast Reversal, and his spells will reflect back. He'll try a
fire spell. Please... Cast Calm to smother it. Next, he'll try to
summon a Gargoyle. Quickly cast Trigger on it to turn it back to stone.
He'll get fed up and try to summon his Lord. Summon your Staff and
smack him with a powered-up attack spell. He'll get really ticked and
will cast Fetch on your Staff. He's got it, now what do you do?
Simple. Cast Trigger. BOOM! Get the satisfaction of destroying the
Demon Wizard (10). Now, cast Force Bolt on the Gate Orb to knock it
into the gate (20). The gate will close and you'll go back down the
stairs to find your friends (25).

Your friends congratulate you on a job well done. Johari accepts
Yesufu's offer to marry her. Just as things are looking to settle down,
dark magic engulfs you. You're yanked up into a teleportation spell.
What will become of you? Find out in Quest for Glory IV: Shadows of
Darkness...

***********************************************************************

Thief Walkthrough

All points added for deeds will be in parentheses.

You'll begin the quest in Aziza's house, getting a recap of last game's
highlights. You'll also receive a message from Kreesha asking Rakeesh
to return home. This is also a perfect time for Uhura to return home,
and for you to see Tarna and see what help you can provide.

You'll soon be at the Palace of the Sultan who'll wish you well on your
journey. He'll give you a Magic Grapnel Hook as a going-away present.
The magic portal will be created and the three of you will go through.

---

Welcome to Tarna

You'll enter Kreesha's house. Uhura will leave to return to her
village. Question both Rakeesh and Kreesha here. Once you're done,
leave her house by walking off the top left area.

There's an event that'll take place right now. You can do other things
before that, but let's get to it right now to consolidate...

Go west to the Bazaar, then north to the north edge. You'll see a
disturbance at the Money Changer's. A man will start running away.
Chase after him (8) and you'll find him caught by a Liontaur guard.

You also have the option of using throwing a Dagger at him, or knocking
over the nearby bowl of fruit (5). As you can see, these add less
points than just chasing him, so you're better off doing that...

You'll be taken to the Hall of Judgement, to hear the thief's sentence
being carried out. He'll be declared honorless. You'll then be taken
to the King's Chambers for an audience with Rajah. You have to act
properly here or you'll be yelled at... Once you gain control, click
the Mouth on yourself and "Greet". Next, "Answer Rajah". Next, "Defend
Rakeesh". Next, "Talk about Rakeesh". Finally, "Say Goodbye". You'll
be returned outside.

Now, you're all set and ready to explore Tarna for the next couple of
days.

---

The Shopping Spree (among other things)

Okay, first thing to do is visit the Money Changer. He's that guy who
had the problem with the thief on the north end of the bazaar. He'll
ask you if you want to exchange money. Either Say Yes or click the
Money Pouch on him to exchange your money (4). You may want to buy some
Fruit from the Fruit Seller, and be sure to buy five Zebra Skins (2)
and at least one, but preferably ten (3) waterskins from the Leather
Seller.

Head down a screen to the first bazaar screen. From the Weapon
Merchant, buy a Fine Dagger (2) and a Fine Spear (2). Buy a jar of
Honey (2) from the Honey Seller. Buy a Tinderbox (3), and the
Blackbird (5) from the Junk Dealers. Buy a flask of Oil from the Oil
Seller (5).

Head down another screen. Don't bother buying any fish. Buy some
Beads (2) from the Bead Merchant. Buy some Rope (8) from the Rope
Seller. Click the Grapnel on the Rope in the Inventory screen to
combine them. Also, it may be a good idea to make the Thief Sign to
the Rope Seller. Ask him about Acrobatics, then click the Mouth on
yourself and select Train, and you'll pay 50 royals for the acrobatics
training. This is an automatic boost in your Agility by 30 points.

Head down to the final screen of the bazaar. Talk to Shallah the
Katta merchant and be sure to Tell about Shapeir (3). Give him the
Note from Shema (5), and then try to buy the carving. For your note,
he'll give it to you for free (2). Also, be sure to bargain the Meat
Merchant down to 1 common, and buy a TON of meat, so that you'll not
need to buy any more. Buy a Fine Robe (2) from the Clothing Merchant.
Finally, give some coins (3) to the drummer.

You're pretty much all set for the bazaar at this point. Now, go up
to the middle plateau. Enter the Apothecary. Speak to Salim. Talk
to him about all subjects. Asking him about Healing Pills will prompt
a talk about a Honeybird Feather he needs to make more. Asking him
about Dispel Potions, and he'll tell you about the three ingredients he
needs: A Venomous Vine Fruit, a Gift from the Heart of the World, and
Water from the Pool of Peace. Ask him about Plants, and then Tree, and
he'll tell you a story that'll seem familiar if you've played QfG2.
Now, you can Tell him about Julanar (10), and you'll have made his
millenium.

Go up the steps to the highest plateau. Enter the Temple of Sekhmet at
the top. You'll be ejected, but you'll also be given the quest to find
a Gem of the Guardian.

Finally, go to the Welcome Inn. If you want to speak to Janna Jamil,
sit down on a pillow. Be sure to read the bulletin board (3). Meals
here are one royal apiece. Your room, however, is paid for by Kreesha.
You can sleep a night in here, and store unneeded items in the chest.

After this is all done, you can spend the next day doing whatever in
Tarna. You can even leave the city, but you can't go very far. About
sunset on Day 2, you'll go back to your room automatically.

---

Journey to the Simbani

The next morning, you and Rakeesh will speak about trying to bring
peace between the Simbani and the Leopardmen. You are given the option
of swearing your honor to fulfill this. There's no reason not to, so
do so. Soon afterwards, Rajah will want to see you. Once again, be
nice. "Greet" him, then "Talk about Honor", then "Talk about Rakeesh",
then "Say Goodbye". You and Rakeesh will then leave Tarna.

You get (3) points for leaving Tarna for the first time. As you walk,
Rakeesh will talk to you about stuff, and how your class can help in
the cause.

Soon, you'll pass into the next screen (3). Rakeesh will lead you into
the village of the Simbani. You'll speak with the Elder Mngoje for a
second, and then you'll head into the village and meet up with Uhura.
She'll lead you into the hut of the Laibon. Although he's also a
leader like Rajah, you can ask him about whatever. Just be sure to
"Greet" first. "Ask about Spear" (2), and you'll learn about how the
Spear of Death was stolen. You won't be able to do much here, and
he'll soon ask you all to leave. You'll then go to Uhura's Hut, where
you can speak about the events of the day. Be sure to ask her about
the Spear, too (2). After a bit of talking, you'll have dinner, then
you'll go to your guest hut to talk to Rakeesh. You can talk to him
as long as you want, then "Say Goodbye" to go to sleep. The next
morning, Rakeesh will head back to Tarna, and you'll be on your own.

You can sleep in your Guest Hut whenever you want. There's also a
chest here to store your unneeded belongings.

If you go north from the Laibon's Hut, you'll find his son Yesufu,
sitting near a game. Play some Awari with him (3). The rules are
simple, but the game is tough to master and requires some planning and
forethought. While you're playing, you can ask Yesufu stuff by clicking
the Mouth on his portrait, and you can tell him stuff by clicking the
Mouth anywhere else. After you play once, you can ask him more things.
Play with him at least a couple of times each day. On the third day,
you'll have the option to Tell about Friendship. Do so, and he'll be
your friend (3).

Go and visit the Laibon's Hut about three days after you arrive. Note
the drum he's got. Ask him about the drum (2). Just don't do it
again or he'll kick you out and you'll lose points. Be sure to Greet
and say Goodbye every time, of course.

At some point in the future, you may want to go to the center of the
village after sunset. You may find the Storyteller of the Simbani
speaking to the people. Listen in (2). The next day, you can speak
with him at the Awari Rock if you wish.

That's all there is to do in the Simbani Village.

---

Exploring the Wilderness

In the savanna, you may find strange things if you wander around. Some
things you should take note of. For instance, if you find a rhino
(rare, but it happens) he'll charge. Simply walk out of the way to
avoid becoming street pizza. Early on if you sleep the night out in
the savanna (and build a fire), you may run into Arne Saknoosen, the
earth pig. He knows much about the wilderness, and you should do well
to listen to what he says, even if he does go on about purple
giraffes. You may also find signs or traps out in the savanna, or you
may run into the comedy team of Stan Laurel and Oliver Hardy.

Do make sure you go to the Venomous Vines area. Taking the fruit off
the Venomous Vine is as easy as tossing your Rope and Grapnel on it.
Boom. You got a fruit (8).

Wander somewhere around the east side of the first screen or the west
side of the second screen of the savanna, and eventually, you'll run
into a Honeybird. Follow it off to the right, and it'll roost on a
tree surrounded by killer bees. Put some honey on the ground nearby,
and leave. The location will be marked by a bee. Go back, and you'll
see the bird in the honey. Get close, and it'll take off, but leave
behind a feather. Grab it (8).

Go to the Pool of Peace. This is a place of great safety. Fill any and
all Waterskins you have with water from the pool (3). The Water will
restore your Stamina completely whenever you drink it.

Head right from the second Savanna screen to get to the Jungle (3). In
the Jungle, go to the Heart of the World (that huge tree). It's not
that hard to find your way up the tree. Just follow the paths. When
you're on the mid-level trunk part, about halfway up, there's a small
cave. Enter, and you'll see the Guardian of the Mother floating
around. After several seconds, it will get close enough to speak with
you. You can ask it things while you flash, and tell it things while
you don't flash. Ask it about a Gift to find out how to get the Gift
from the Heart of the World. Ask it about a Gem, and it'll drop several
Gems on the ground. Take JUST ONE (5)! Leave the cave.

Head up to the very top of the tree's path. You'll emerge into the very
Heart of the World. It's very mystical and magical, etc. As the
Guardian told you, pour Water from the Pool of Peace, and a fruit will
appear on a branch. Snag it (5).

One last thing to do in the Jungle at this point (besides fighting
monsters, of course) is to head to the last screen of the Jungle (8).
Walk around for a while, and you'll happen upon a monkey trapped in a
cage. Free the little guy (8). Little Manu will be so happy.

---

Return to Tarna

Now would be a good time to head back to the city. There are a few
things to take care of here. First, go to the Temple of Sekhmet.
You'll bring the Gem of the Guardian to the Priestess (10). You'll
enter a neato trance thingy where you'll be interrogated by the gods.
You'll have to choose symbols to get questions asked. As a Thief, at
least one of the symbols you choose should be the Key. Choose some
relatively nice answers. If you choose good answers, you'll be judged
worthy to hear the prophecy (10). If you choose the proper symbol at
least once, you'll be judged in harmony (5). That's just a nice little
bonus.

Go to the Apothecary. Give Salim the Honeybird Feather (3), the Fruit
of the Venomous Vine (3), some Water from the Pool of Peace (3), and
the Gift from the Heart of the World (3). Come back the next day, and
buy his Dispel Potions. If you told him about Julanar, he'll give the
three of them to you for free (6).

Go to the Bazaar. Walk to the South End, then back up to the north
end. Halfway, the thief you sentenced to being without honor will ask
you for help. Agree to help (4). At night go down and talk to him.
Be sure to give him the Thief Sign (8). Keep coming back and talking
to him. The third time, tell him about Rakeesh (8).

You can also go to the Welcome Inn. Some night, the survivor of the
peace mission to the Leopardmen will visit the Inn. You'll know because
there'll be two empty pillows. Once you order a meal, he'll sit next
to you. Talk to him about whatever, and especially the Peace
Mission (7).

---

Of Leopards and Love

Now that you have Dispel Potions, head back to the Simbani Village. If
you've travelled all the way to the Waterfall screen, you'll see a
Leopardman prisoner. You can talk to just about everyone else in the
village about the prisoner. Naturally, to turn it back into a human
shape, you'll need to use a Dispel Potion on it (15). Surprise! It's
a Leopard Lady...

People will start talking about her now. You may want to go back to
Tarna now and tell Kreesha about the Dispelled Leopard Lady (2). You'll
want to buy her as a wife. The Laibon will set a Bride Price for the
Leopard Lady. The price is a Fine Robe, a Fine Spear, and five Zebra
Skins. If you don't have those things, you may want to pick them up.

Once you get those items, you can marry the Leopard Lady. Give him
the bride price: the Fine Robe (3), the Fine Spear (3), and the five
Zebra Skins (3).

A happily married man, you can swagger up to your loving wife (yeah,
right). Speak to Uhura, and ask her about Wife (2). She'll explain
three gifts that you'll want to give her. Give the Leopard Lady the
Beads (3), the Wooden Leopard (3), and the Fine Dagger (3). If you
don't have all of these, go buy them from the Bazaar. Once you've
given her all three, open her cage and she'll run off.

Now would be a good time to get the Magic Drum from the Laibon. You
will, of course, be using your own unique skills to do so. At night,
use the Eye on the Laibon's hut and you'll check it all around. You'll
find a crack. Make sure you're sneaking. Use your Fine Dagger on the
crack to open it and you'll enter the hut (8). Go right ahead and
grab the Magic Drum (8). If you're adventurous, you can also try that
chest near the Laibon's bed. Be sure to oil it first, then use your
Tool Kit on it. No points, but you get some cash and other items.

Go out to the Jungle and wander around for a while. When you hear
something nearby, call out (3). Johari the Leopard Lady will show up.
You can talk to her if you want. This is good for getting the
Leopardmen side of this whole story. Show her the Magic Drum (or Tell
about Drum) and she'll take you to her village (8). If you wish, you
can leave and she'll find you again twice more. The third time, you can
Tell About Peace and she'll take you.

Once you reach her village, she'll mention how dangerous her people
are. Tell her about Romance. Then click the Hand on her and you'll
finally get a little somethin' for the effort... (3)

When it turns night, she'll lead you to watch the Change Ritual. Lady,
I had a Djinni back in Shapier pop out of a ring, I've seen it all.
After which, you'll sneak around to her father's hut. This is a bit
more dangerous than the Laibon's Hut, unfortunately.

First thing to do is use your Rope and Grapnel to extend the rope out
towards the hut (5). The Leopardman Chief has a pet panther down on
the ground there. Toss him some Meat to quiet him (5). If you don't,
you'll have to play around with some fancy jumping and ducking to avoid
his savage leaps. Make your way across the tightrope (8) and you'll
enter the Chief's Hut.

Make sure you're sneaking once you're inside. If you bought some fruit
(like I told you to) from the Fruit Seller, give it to the monkey (5),
then free him (5), if you don't want his screeches to wake up the
Chief. Grab the Spear of Death from the nearby wall (10). You can
also go for the nearby chest. Be sure to oil it before you unlock it,
though.

Once you've done all the stealing, head outside and back along the rope.
Johari will take you to her father in a more formal introduction. Give
him the Drum of Magic (20).

You'll automatically return to the Simbani Village, where the Laibon
will hold a little get together where you'll present him with the
Spear of Death (20). Now, the Simbani and the Leopardmen will talk of
peace.

And, boom, you're in Tarna in the Hall of Judgement, where you'll
witness the Peace Conference (20). The Laibon will speak for a bit,
then Rakeesh will get a bad feeling. Suddenly, the Leopardman Chief
will cast the Simbani Leader to the floor. His son, Yesufu, responds
with a deadly spear to the chest. Rakeesh will tell you to quickly run
out of Tarna and find the Demons before everyone marches to war.

---

The Call to War

You are now barred from the City of Tarna and the Simbani Village.
Kinda stinks, don't it? Head over to the Jungle, and you'll find your
last remaining friend, Manu the monkey. He'll offer to take you to the
Monkey Village. You don't really have much of a choice here. Ask him
about Village, then click the Mouth on yourself and Agree (3).

Manu will lead you all the way to the Village, which is out near the
Lost City. Once you get there, toss your Rope and Grapnel to reach up
to the top branches (8).

In the village, ask Manu about the Lost City and everything. Convince
Manu and he'll take you there (3).

Once you get to the waterfall that blocks your way there, Manu's
friends will hop across with their monkey agility. You'll need to find
another way. Toss your Rope and Grapnel to the other side, and you'll
use your fancy tightrope walking skills to get across (10).

Manu will take you closer to the city. Suddenly, you'll be set upon
by a Demon Worm. Defeat the Demon Worm with your mighty skills, or just
run, and you'll move on to the Lost City.

At the Lost City, you can talk to Manu about whatever you want. Make
sure to ask about the Secret Entrance, but the only thing that'll get
you going is Say Goodbye. You'll move to the next area near the secret
entrance. You'll see an Apeman patrolling the area. You can fight
him or just wait until he passes. Move up to the jackal statue, and
you'll see a gem in its eye. Toss your Rope and Grapnel to climb up
and take the eye. Once you have the gem (5), use it on the door. The
door will open and you'll enter (8).

You'll be in an antechamber now in the Lost City. You'll have passed
the worst of your enemies, but there are still two Demons in this room.
Sneak past them. Oil the door on the far wall (5), and use your Tool
Kit to open the ancient door (5).

Once you enter this room (3), you'll notice a Liontaur. Hey! It's
Reeshaka, Rakeesh's daughter! Uh oh. She'll be possessed by a Demon.
You can fight her/it, or you can just throw your remaining Dispel
Potion on it. No more Demon (10). Suddenly, some magic will start
sparkling in the far corner! What foul beast could it be? Oh, it's
just your friends. Uhura, Yesufu, Johari, Harami and Rakeesh will all
come through the portal to help. Uhura and Rakeesh will have to hold
off the Demons approaching while you and the rest move on. Harami
refuses to fight, but he's replaced when Manu shows up to help you out.

You'll enter the final room before the tower (3). Each of the five of
you will face off against an evil version of yourself. Fight your
doppelganger to the best of your ability, but you won't be able to
defeat it, or even barely harm it. When you get it (and yourself) down
pretty low, Harami will show up and stab it in the back, letting you
run up the stairs to the tower.

In the tower, the Demon Wizard, who poisoned Rakeesh so long ago, is
speaking with his Demon Lord. Quietly sneak over to the back pillar and
climb up it. Toss your Grapnel on the pillar across the split in the
floor and the Wizard will notice you. He'll create fire along the
bottom of the pillar. Use your grapnel on the pillar on the right side
of the screen. The Wizard will set your rope on fire, but you can cross
and jump to the far pillar. Toss your grapnel one more time at the
Wizard and you'll get him good (10). He'll stagger back and knock
the Gate Orb into the World Gate (20). The gate will close and you'll
go back down the stairs to find your friends (25).

Your friends congratulate you on a job well done. Johari accepts
Yesufu's offer to marry her. Just as things are looking to settle down,
dark magic engulfs you. You're yanked up into a teleportation spell.
What will become of you? Find out in Quest for Glory IV: Shadows of
Darkness...