QUEST FOR GLORY I TECHNICAL AND GAME MANUAL

MOVING YOUR HERO
You may move your character on the screen with the keyboard [Arrow] keys,
the numeric keypad, or the mouse.   To halt your character's steps with the
keypad, press the number 5, or press the last used direction key again.  Do
not attempt to move the character by holding down the direction key.  This
will cause the character to start and stop continuously, resulting in very
slow progress.

Using the mouse, position the pointer to where you want the character to
move, then click the left mouse button.

SPECIAL CURSORS
QFG1 uses special mouse pointers during certain modes of play.  The shape of
each cursor shows you what actions are available to your character at that
time.  If your DOS mouse driver is not loaded, the special cursor will
appear in the lower right corner of the screen.

SWORD SHAPED POINTER = You can move your hero and type commands
DRAGON FACED POINTER = You cannot move your character or type commands


MENUS
When you press the keyboard's [ESC] key, a menu bar will appear at the top
of your screen with several menus that can be opened to show the command
choices available to you.

Use the left and right [Arrow] keys to open a menu, and the up and down
[Arrow] keys to highlight items within a menu.

Press the [ENTER] key to select a highlighted command.  

Press [ESC] to return to the game without choosing a command.  

Using the mouse, position the pointer at the top of the screen, then click
and hold down the left mouse button to access the menu.  Choose a menu
choice, then release the left mouse button.


GAME SPEED CONTROL
At times it may be useful to slow down the speed of the game animation in
order to negotiate a tricky section, or observe something more carefully.
At other times, you may wish to speed up the game actions. The animation
speed is controlled by the keyboard's [+] and [-] keys, or be selecting a
choice from the Speed menu, using the mouse or [Arrow] keys.


SHORT CUTS FOR COMMON COMMANDS

You can use function and control keys to shortcut to many common commands

[F1]		Help
[F2]		Toggle sound on/off
[F3]		Repeat previous command
[F5]		Save Game
[F7]		Restore a saved game
[F9]		Restart game from the beginning
[TAB]		Inventory
[CTRL A]	"Ask About"
[CTRL C]	"Cast" a spell
[CTRL E]	"Escape" (retreat from combat)
[CTRL F]	"Fight"
[CTRL H]	About Quest for Glory
[CTRL I]	Inventory
[CTRL L]	"Look at"
[CTRL P]	Pause game
[CTRL Q]	Quit game
[CTRL S]	Show character sheet (status, etc.)
[CTRL T]	Time of Day
[+]		Increase Animation Speed
[-]		Decrease Animation Speed
[=]		Normal Animation Speed
[CTRL V]	Change Volume (if you have a sound card)
[SHIFT CLICK]	"Look" at an object
[SPACEBAR] 	Repeat the last command

SHIFT-CLICK is a feature that will allow you to 'look' at a person or object
using your mouse.  Place the mouse arrow on the desired person or object,
then hold down the [SHIFT] key and press the mouse button.  You will now
receive a descriptive message.  Multi-button mouse users should use the
RIGHT mouse button, and need not press [SHIFT].


USING YOUR TAB KEY
The keyboard's [TAB] key will perform two major functions. You can use it to
review the items in your inventory, and also (if you're not using a mouse)
to select options from the menus.  Example:  If you type "Quit" and press
ENTER, you'll see two choices: Quit and Don't Quit.  Quit is highlighted.
To choose Don't Quit, press the TAB key to move the highlight box, then
press ENTER.


EXAMPLES OF COMMON COMMANDS

COMMUNICATING WITH QUEST FOR GLORY I
Many characters in the game will have information. To talk with a character,
type: ask about [character, subject or object] (for example: "ask about the
brigands").  Using a mouse, choose the menu command "ask about". Try
different approaches, and talk to everyone you meet.

You may encounter objects you need along the way. To take an object, type:
take [object]. For example, "take the note". You will need to use the
objects you acquire as you explore. You can try different things such as
typing: use the [object], or give the [object] to [character]. Different
approaches to a puzzle may bring about a different outcome.

Pay close attention to details. To examine objects, type look at the
[object], (for example: "look at the table"), or press [CTRL L], then type
the name of the object.

Using a mouse  you can also use the Right Click feature described earlier.
To get a general description of the current room or scene, type "look", or
use your mouse to choose LOOK from the menu.


RETYPING COMMANDS
If you wish to repeat a command, do one of the following: Select RETYPE from
the ACTION menu, press the [SPACEBAR] or press the keyboard's [F3] function
key.


INVENTORY
If you wish to see the items you are carrying, do one of the following:
Select INVENTORY from the Action menu, press [CTRL I], or press the [TAB]
key. A list of the items you are carrying will be displayed.  Press [ESC]
or [ENTER] to resume play.


PAUSING YOUR GAME
If you wish to pause the game, do one of the following: Select PAUSE from
the Action menu, or press [CTRL P].  Press [ESC] or [ENTER] to resume play.


SAVING YOUR GAME
To save your game, select SAVE from the File menu, or press [F5]. To allow
for errors in judgment and creative exploration, we recommend that you
frequently save your game in progress, and that you save several different
games from different points as you play. You will always want to save your
game before encountering potentially dangerous situations. You should also
save your game after you have made significant progress.

If you're saving to floppy disks, you must have a separate formatted diskette
ready before you can save a game.  We also recommend that you create several
subdirectories to assure adequate space for save game storage.

You may name your saved games using standard English phrases. For example,
if you are standing on a sandy beach, you might call your game 'standing on
sandy beach', or simply 'beach'.


RESTORING YOUR GAME
Select RESTORE from the File menu, or press [F7]. You will be prompted to
select the game you wish to restore.  Highlight the desired game and select
RESTORE.  If the game you wish to restore is in a different directory,
select CHANGE DIRECTORY.

 If you do not have a mouse, use the [TAB] key to toggle between RESTORE AND
 CHANGE DIRECTORY. The last game that you or the computer saved will be at
 the top of the list when you need to restore.


QUITTING YOUR GAME
To stop playing, select QUIT from the File menu, or press [CTRL Q].


RESTARTING YOUR GAME
If you wish to restart your game at any time during play, select RESTART
from the file menu, or press the [F9] key. The game will begin again in
front of the 'Hero Wanted' sign.


INTERACTING
You can interact with the game by typing simple commands consisting of as
little as a noun and a verb. For instance, the command 'sit in the chair'
can be shortened to 'sit in chair', or even 'sit'. Unless otherwise
directed, follow all typed commands with [ENTER].

A message window will appear after you enter each command, and at other
times during the game. When you have read the message, press [ENTER] to
remove the window and resume play.

QFG1 understands many common verbs. Here are some you might try:
ASK, DROP, SEARCH, TELL, BUY, EAT, PLAY, SIT, THROW, CLIMB, GET, PUSH,
SNEAK, USE, CLOSE, GIVE, READ, STAND, WALK, DRINK, OPEN, RUN, TAKE

LOOK everywhere. Thoroughly explore your surroundings. Open doors and
drawers, look under things and behind things for valuable objects and clues.
Look closely at all objects you encounter or you may miss important details.

EXPLORE each area of the game very carefully. Search every area of the town
of Spielburg, and the valley surrounding it. Be careful! There are many
hazards awaiting you!

DRAW A MAP as you progress through the game. Make a note of each area you
visit, and include information about objects found there and dangerous areas
nearby. If you miss an area, you may miss an important clue!

ASK ABOUT anything you think a character might know, as this is by far the
best way to learn what is really going on in the valley. But use discretion!
Some characters will be friendly and helpful. They may give you valuable
information and advice. Others may mislead you.

GET objects you think you will need. You will come across a number of
objects that may be of use to you later, but don't overload your character.
The amount that you can carry will vary depending on your strength. You can
see an inventory of items on hand by pressing the TAB key at any time.

USE the items you have picked up to solve problems in the game, or to help
you to make progress and discover more clues.

BE CAREFUL, and remain alert at all times.  Disaster may strike in the most
unlikely of places.

SAVE YOUR GAME OFTEN, especially when you are about to try something new or
potentially dangerous. This way, if the worst should happen, you won't have
to start all over again from the beginning.  Save games at different points
of the game, so you will be able to return to a desired point in the game.
In effect, this will enable you to travel backward through time and do
things differently if you wish.  You cannot save your game during combat.

DON'T GET DISCOURAGE. If you come to an obstacle that seems insurmountable,
don't despair. Spend some time exploring another area, and come back later.
Every problem in the game has at least one solution, and some have more than
one. Sometimes solving a problem one way will make it harder to solve the
next, and sometimes it will make it easier. If you get stuck, you might try
backtracking to an earlier point in the game, then choosing a different
path. If all else fails, you can buy the hint book from the dealer who sold
you the game, or can order it directly from Sierra On-Line.  Look in the
Customer Service section of this manual for more information.

BRING ALONG SOME HELP. You may find it helpful (and fun) to play the game
with a friend. Two (or more) heads are better than one at interpreting clues
and solving problems, and Heroes throughout history have worked in teams.


WHAT IS QUEST FOR GLORY?
Quest for Glory combines the character development and combat of fantasy
role-playing games with the basic adventure game concept of exploring a
world and solving its puzzles. 'So You Want To Be A Hero...' is the first
Quest for Glory scenario.

The essence of role-playing is that you must try to think as your character
would when faced with a dilemma.  In QFG1, you can choose from three basic
character types: the strong fighter, the mysterious magician, or the wily
thief.  Each has the same goal; to be named Hero of Spielburg.  Each
character will however, set about accomplishing that goal in a different
way.  The magician may use spells to overcome some obstacles, but might not
survive a pitched battle with a monster.  The thief must find a crafty way
around the same problem that the fighter or magic user would approach
directly.

Day will eventually turn to night, so you'll need to find safe places to
sleep.  Your food and money will eventually run out if you don't get more.

Experience is an important factor in this game.  Your skills improve as you
practice them.  The more you do things, the better you get at doing them.
Thus, you will be able to accomplish things by the end of the game that you
would never be able to do at the beginning, simply because you have improved
your skills.

Conversation is a very important part of QFG. You will meet many strange
people and creatures. To learn about your quest, you will to speak with
almost everyone you meet. Like your character, the beings you meet will have
distinct personalities and knowledge. You'll want to ask specific questions,
and find out all you can.

Every hero must deal with his share of foul and ferocious monsters they
encounter.  If you want to be a hero, you'll have to fight or avoid them, as
they don't tend to favor discussion.  Each battle you fight will provide you
with valuable experience, and many victories will yield treasure that you
will need to buy food and equipment.

A hero's life isn't always serious, though. Between desperate encounters
with terrible monsters and life and death decisions lie many light-hearted,
humorous and downright silly moments.  This way, you can enjoy the
excitement and have some fun as well.


CREATING A CHARACTER
Before beginning your adventure, you'll choose from three basic character
types: The Fighter; The Magic User; or The Thief. Your selection will
determine much about the sorts of obstacles you will encounter, and the
means by which you will overcome them. Using your mouse or [Arrow] keys,
place the cursor on the character type you wish to play, then press [ENTER]
or click the left mouse button.

Each type of character comes with its own set of skills and abilities, some
specific to the character type, some common to all three. Every type has
pre-assigned point values for appropriate abilities. In addition, you will
begin the game with a 50 point 'pool' to assign to the areas in which you
wish your character to be strongest.

After you have chosen a character, you may use the [Backspace] key or press
[CTRL-C] to erase the character's name (if there is one). Replace it by
typing in any name you like.


THE FIGHTER
The fighter depends upon his skill with weapons, his strength, and his
vitality to survive the rigors of life as a hero. His weapon is his sword,
and his best defense is his shield.  We recommend that you play a Fighter
during your first QFG adventure.


THE MAGIC USER
The Magic User must rely upon his intelligence and the successful casting of
magic spells. He can best protect himself by avoiding close combat.


THE THIEF
The Thief counts on his skills, stealth, and agility.  His weapon of choice
is the dagger, and he prefers to throw it from a distance. He can best
defend himself in combat by dodging.


ASSIGNING SKILL POINTS
To highlight a skill, use the mouse cursor, the up and down [Arrow] keys, or
press the [TAB] and [SHIFT-TAB] keys. To assign points to a skill, press the
right [Arrow] key. Each time the right [Arrow] key is pressed, 5 points will
be assigned to the highlighted skill. Press the left [Arrow] key to subtract
5 points from a skill. You may not delete skill points below the original
value of the given skill. For 'fine tuning' use the [+] and [-] keys to add
or subtract one point at a time.

To attain a skill not normally available to your character type (such as
lock-picking for a fighter), choose the desired skill from the skill menu
and assign points using the procedure described above. The minimum skill
level of 5 will require 15 points from the 'Points Available' pool. These
will be assigned automatically.  If your character has 0 points for a
particular skill, he will not be able to use that skill for the rest of the
game, so choose wisely.

Points for Health, Stamina or Magic cannot be changed by you directly. The
values for these attributes will change automatically as you gain experience,
suffer damage and modify certain skills.


ABILITIES
Strength is important in performing physical activities, especially combat.
The Fighter must be strong to be effective.

Intelligence will enable the Magic User to successfully learn and cast
spells, and will benefit all characters when engaged in mental activities,
such as out-thinking opponents in combat.

Agility is important during combat, and vital to lock-picking and stealth.
The Thief cannot prosper without high agility.

Vitality determines how much damage a character can sustain, and how quickly
he will recover from damage and strenuous physical activity. High vitality
is particularly useful to the Fighter.

Luck can aid you in many subtle and mysterious ways, and is especially
important to the Thief.


SKILLS
Weapon Use determines the character's ability to land a successful blow in
combat.

Parry is the ability to block an opponent's blow using a weapon or shield.  

Dodge is a skill used to avoid a blow by ducking or sidestepping it.  

Stealth is the art of moving quietly and discreetly, taking advantage of
shadows and other camouflage when sneaking around.

Pick Locks is the skill that allows a character to triumph over locked
doors, chests, etc. A lockpick or thief's toolkit is necessary to use this
skill.

Throw determines your character's aptitude for throwing and accurately
hitting a target with a small object such as a rock or a dagger.

Climb is the skill that allows a character to scale difficult surfaces.  

Magic is the basic skill required to learn and cast magical spells.


Each character also possesses attributes that are set automatically based on
certain skills and abilities:

Health Points gauge the amount of damage a character can suffer before he
will die.

Stamina Points determine how much energy a character has to perform physical
activities.  When Stamina points are low, the character is weak. He will
fight less effectively, and may be injured more easily.

Magic Points measure the amount of magic a character can perform. When magic
points are gone, the character will be unable to cast spells.

Skills and abilities improve with practice.  Those skills your character
exercises frequently will improve more rapidly, while those left unused will
remain at their original levels. Your character can only advance in skills
in which he has at least five points. You never get better at throwing no
matter how hard you practice if you don't have any idea how to throw
something.



PLAYING A ROLE
You will begin QFG as a recent graduate of the Famous Adventurers'
Correspondence School for Heroes. A poster in your local Adventurer's Guild
reads, "WANTED: HERO. NO EXPERIENCE NECESSARY. VISIT BEAUTIFUL SPIELBURG,
FIGHT MONSTERS, DEFEAT BRIGANDS, REWARD AND TITLE 'HERO OF SPIELBURG' TO
THE SUCCESSFUL APPLICANT."

It sounded good, especially the "no experience necessary" part. Now, after a
month's journey over tortuous terrain, narrowly evading death at every turn,
you aren't as enthusiastic.  But, here you are at the town gates, and it's
too late to turn back. You will defeat the monsters and brigands that plague
Spielburg, or die trying  (the latter seems more likely at this point!).

Now you must become your character, and learn to think as he would, reason
as he would, and solve problems as he would.  You can only be successful if
you use your character's own distinct personality to keep him alive.


LIVING IN THIS CRAZY WORLD
Just as in real life, there are basic things a person must do to stay alive.
You will need to eat a couple of meals each day. If you are carrying food,
you'll eat automatically, but try not to run out of rations.

You'll also need sleep to regain Health, Stamina and Magic points. Without
sleep you will use these points quickly. Sleep is best accomplished at night,
as travel is much safer during daylight hours. Besides, heroes are notorious
for their 'Type A' personalities. You must be careful where you bed down
though, or you may wake up as someone's midnight snack.

Also like real life, basic necessities often cost money.  To earn money, you
can carry out a quest (they'll be posted at the guild hall), defeat a wealthy
monster, or (worst of all) get a job at the castle. In the coin of the realm,
ten silver pieces equal one gold.  Supplies such as food, equipment, magical
spells and healing portions can be purchased from the local shops.  You will
carry most of your equipment in a backpack. The amount you can carry is
determined by your strength and the weight of the equipment.

If for some reason you are in a hurry (a monster on your tail, or some such
thing), type 'run' to move more quickly. Don't run too far though, or you'll
soon become tired. Type 'walk' to resume walking normally.


WINNING THE GAME
When you complete QFG1 successfully, you will be given the opportunity to
save your character for use in Quest for Glory 2: Trial by Fire.  You will
be asked to insert a formatted, writeable disk.  Save this disk, as it will
allow you to begin "Trial by Fire" at an advantage.


TALKING TO OTHER CHARACTERS
You will meet many strange beings in Spielburg Valley - some human, some
otherwise.  Most of them know things that you don't, and will need to learn.
Speak with them to gain some of that knowledge.

Everyone you meet will understand sentences in which you "ask about"
something in their areas of expertise. You might "ask about magic" when
speaking with Zara in her magic shop, or "ask about heroes" when you meet
the sheriff.  You'll want to jot down anything that seems important, as your
conversations will provide you with most of the clues you'll need to become
a Hero.

Many of the replies to your queries will suggest additional questions to
ask, or lead you to others who can provide you with useful information.
For example, when you ask the sheriff about heroes, he will tell you to talk
to Wolfgang at the guild hall, or inquire at Spielburg Castle.  Next, he
might mention brigands, prompting you to probe in that direction.


COMBAT
The world is full of monsters and villains, and if you want to stay alive
long enough to become a Hero, you really ought to learn how to fight them.
A clash will occur any time a monster comes near enough to strike your
character, or when you type "fight".  Combat can take place in the room
where you encounter a monster (allowing more movement and strategy), or
the screen may change to a close-up of the monster.

When you encounter a monster, you will need to react quickly. You can throw
daggers or cast an appropriate spell while the monster is still at a
distance, or you can type fight to engage in battle. While in combat, you
can cast some spells, but you won't have time to use healing or other
potions.

DISTANCE COMBAT
Up arrow = thrust or swing.  Down arrow = parry.  Left arrow = dodge.
Right arrow = duck.

CLOSE COMBAT
Up arrow = thrust.  Down arrow = shield block.  Left and right arrows = dodge

Timing is the most important element of combat strategy. Try to strike when
your opponent is 'open', and anticipate his attacks to better defend
yourself. Your choice to either block or dodge blows should depend on your
skills and equipment.  If you feel that the situation has gotten out of
hand , you can type "escape", or press [CTRL-E] to retreat.

Many battles can be avoided, and it might be wise at times to do so.
Combat, however, is one of the best ways for an aspiring Hero to practice
and improve skills.  Each time you defeat a monster, you'll gain valuable
experience that will increase your chances in future battles.  Remember,
always search the body of your opponent after winning a battle, for some
creatures carry money or other useful items.

In most cases, Status Bars are displayed during combat, keeping you
informed of Health, Stamina and Mana (magic energy) points for your
character.  As you become injured, Health points diminish.  You will use
Stamina points as you work hard at fighting or using your skills.  When
Stamina points are depleted, energy is drawn from Health. When Health
points are gone, the character is dead.  A Health bar is also displayed for
your opponent, to show how badly it is injured.


THIEF SKILLS
Thief characters have two special skills; 'Pick Locks' and 'Stealth'. To use
these skills type "pick lock" to gain entrance to a locked door, or "sneak"
to move quietly. When you are finished 'sneaking', type "walk" to resume
walking normally.


MAGIC
A Magic User begins the game with one spell: ZAP. He can read and learn more
spells as he finds or buys scrolls.  The spells he possesses will be listed
in his inventory.  Also listed will be the number of Magic Points (MPs)
needed to cast a spell, and the level of skill the character has in each
spell.  His spell casting will improve with practice. To use a spell, type
"cast" or press [CTRL-C], then type [NAME OF SPELL].


THE MAGE'S MAZE
The most popular entertainment among those of the magical persuasion is a
game known as "Mage's Maze."  Each Wizard has his own personally customized
game environment, suiting his or her peculiar predilections. While each game
is thus somewhat different, all known examples share certain common features.
 
The object of Mage's Maze is to enable your game creature to reach the
finish point ahead of that of your opponent. Since the creatures are
self-willed (and often very willful), the only way to achieve this is by
encouraging your creature to follow a correct route to the finish.  This is
done by removing obstacles, placing bridges and ladders, and otherwise
providing a hospitable path (or by impeding your opponent's creature).

Mage's Maze is played exclusively by casting spells. Popular spells include
Trigger, Open, and Fetch. Some variations use additional spells such as
Flame Dart, Zap, Darkness, and Invisibility.

The Trigger spell generally activates a pre-existing Shape Change spell on
your creature.  In one popular form of the game, each creature may take on
one of several sizes at any given time.  Each Trigger spell increases
creature size up to some limit, after which the next Trigger switches to
the smallest size.  Of course, the creatures also interact in various ways
- a larger creature may eat a smaller, or like-shaped creatures may be
attracted to each other.

The Open spell may be used to remove obstacles or open doors in the game
environment. The Mage casts Open, then concentrates on the offending
obstacle.   Fetch is often used to move bridges, ladders, carpets, or other
useful objects around the game board. After casting the Fetch spell, the
Mage focuses on an object, and must maintain concentration until it has
been deposited in the desired location.  Flame Dart is sometimes used to
create an area of warmth to which the creatures will be attracted.  Of
course, most spells affect your opponent's creature as well as your own,
so caution must be applied in their use.


PLAYING THE WIZARD'S GAME
Erasmus' game has a few variations on the Mage's Maze.  

The maze screen consists of two Status Bars, four Spell Buttons, and a maze
strewn with bridges, ladders and boulders. Two hyperactive 'bugs' are
trying not to fall off the cliffs.  The white creature is yours, and the
purple one belong to Erasmus.  The object is to encourage your bug to
finish the game first by reaching the lower right part of the screen.

The Status Bars show your current Magic Points (MP) and the amount of time
remaining on your current spell.

You play the game by casting spells at the game board.  If you have a mouse,
click the mouse while pointing at a Spell Button.  Using the keyboard, press
the left and right arrow keys to move the sword cursor to the Spell Button
you want, then press [ENTER] to cast the spell.

Once you have selected a spell, the Timer starts. The time you have depends
on your skill level in the chosen spell.  The exception is Trigger, which
always works, and takes effect immediately.

Use Fetch to move a bridge or ladder into position.  Point the mouse at any
bridge or ladder, press the left mouse button, move the object where you
want it, then release the mouse button.  Using the keyboard or joystick,
press [ENTER] to pick up the object, and again to place it.

Use Open to remove a boulder from your bug's path.  Point to the boulder,
then click the mouse or press [ENTER].  The boulder will vanish and reappear
in another (random) position.

Use Trigger to change the size of your creature.  Each Trigger spell will
change to the next size:  Small to Medium, Medium to Large, or Large to
Small.  Only Small bugs can travel through tunnels, only Medium bugs can
climb ladders, Medium bugs like to eat Small ones, and are themselves the
favorite food of Large bugs.  All types are easily distracted when food,
a predator, or a friend is near.  Same-size bugs are attracted to each
other.

The Flame Dart spell will place a miniature sun in the maze.  Use the mouse
or cursor  keys to position it. The bugs like warmth, and will be attracted
toward the flame.

Should either bug die, a new one will appear at the top of the maze.  Good
luck!


PLAYING THE "DAG-NAB-IT" GAME

In the Thieves' Guild, you can play the dagger throwing game, "Dag-Nab-It."
The rules are simple:

"You take turns with the Chief Thief throwing daggers at the board.  Each
hero gets three turns, and throws three daggers in each turn.  As with a
dartboard, the closer to the center of the board, the higher the score will
be.  Highest score wins the bet.

Adjust the force and angle of the throw with the arrow keys or mouse,
according to your hand position.  Press ENTER or click on the small
Dag-Nab-It board to throw."

The game is easy once you start playing it.


QUEST FOR GLORY I WALK-THROUGH
WARNING!  The following section includes hints that experiences game players
may not want to see.  Continue reading ONLY if you have trouble getting
started in playing Quest for Glory 1.

At the start the game, you see a 'Hero Wanted' poster and three signs.  The
first sign is 'highlighted' with a blue rectangle.  Press [ENTER] to see the
stirring introduction and credits; then prepare to play the game.  On the
'Choose a Character' screen, click your mouse over the FIGHTER picture, or
press your [TAB] key to highlight the FIGHTER, then press [ENTER] to select
the FIGHTER.  You will now see the 'Character Sheet' describing your
character's abilities.  Press [TAB] to highlight STRENGTH 25.  Press right
cursor [Arrow] key 10 times. Your strength is now 75.  Press [ENTER] to
start your Quest.

A message window will appear after you enter each command. When you have
read the message, press [ENTER] to remove the window and resume play.

Type: look at sheriff and press [ENTER].  Type: look at otto [ENTER].  Type:
ask about heroes [ENTER] Type: ask about brigands [ENTER].  Use the mouse or
[Arrow] keys to move your hero to the top right screen corner. Type: look at
fruit [ENTER].  (Short cut: Press [CTRL-L], and the computer will type look
at for you. Then type: fruit and press [ENTER].)  Use the cursor keys to
move your hero off screen-left.   If your hero is moving too slowly, press
the [+] key several times.  Type: look [ENTER]

Use the cursor keys to move your hero to the door of the tavern (the door
with the beer stein) and walk towards the door. The door will open for you
automatically.  You are now in the tavern. Read the messages.  Type: save
game [ENTER], and then type: in the tavern [ENTER].

Use the cursor keys to move your hero to the center barstool.  Type: sit
[ENTER].  Type: ask about drinks [ENTER].  Type: order dragon's breath
[ENTER].  Type: drink breath [ENTER].  (Oops! It was a good thing you save
the game!).  Type: restore [ENTER].

This brings us back to the point at which you saved the game. Everything you
did after saving your game is now gone.  Let's try this again.  Use the
cursor keys to move your hero to the right bar stool.  Type: look at stool
[ENTER].  Maybe Spielburg really does need someone to clean up around here!

Now that you've been introduced to Spielburg and the world of QFG1, press
[F9] to start the game over. Now select START NEW HERO, and create the Hero
of your choice. Be sure to SAVE GAME frequently, and have fun!


