
WHAT IS QUEST FOR GLORY?

The Quest for Glory games combine the character development and combat
features of fantasy role-playing games with the basic adventure game concept
of exploring a world and solving its puzzles.  'Quest for Glory III:  Wages
of War' is set in the Africa-like kingdom of Tarna.

The essence of role-playing is that you must try to think as your character
would think when faced with a dilemma.  In the Quest for Glory series, you
can choose from three basic character types - the strong fighter, the
mysterious magic user, or the wily thief.  Each has the same goal - to
prevent a war between the Simbani, Leopardman, and Liontaur tribes.  Each
different character, though, will have to accomplish this by using the
particular talents and skills of his/her character type.  The magic user
casts spells to overcome obstacles, but might not survive a pitched battle
with a monster.  The thief must find a sneaky way around a problem that the
fighter can approach directly.

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 another important part of Quest for Glory.  You will meet
many strange people and creatures in the world.  To learn about your quest,
you will need to talk with almost everyone you meet.  Like your character,
the beings you meet will have distinctive personalities and knowledge.  You
will need to find out as much as you can to accomplish your mission.

Heroes must also deal with monsters they encounter.  There are all sorts of
monsters in the world, so it's important to learn when to fight and when to
run away.  Each battle you do fight will provide you with valuable
experience, and sometimes your victories will yield treasure that you will
need in order to buy food and equipment.  Just don't forget to search the
bodies after you slay the monsters.

A hero's life isn't always serious, though.  Between desperate encounters
with terrible monsters and life and death decisions, there are many light-
hearted, humorous, and down-right 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, place the cursor
on the title plate or character you wish to play, then click the left mouse
button or press [ENTER].  This takes you to the Skill Point screen.

At the top of the Skill Points screen is an area for you to type in your
hero's name.  Name him anything you like. If you change your mind after you
have chosen a character's name, you may use the [Backspace] key to erase the
character's name.  Replace it by typing in any name you like.

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 the strongest.


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 Quest for Glory 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, or the up and down [Arrow] keys
or the [TAB] key.  To assign points to a skill press the right mouse button,
or the right [Arrow] key. Each time the right mouse button is clicked 1
point will be assigned to the highlighted skill. Click the left mouse button
to subtract 1 point from the skill. Skill points can be increased or
decreased in increments of 5 points by using the right or left arrow keys on
your keyboard.  (You may not delete skill points below the original value of
any given skill.)

To attain a skill not normally available to your character, (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 10 will require 30 points from the 'Points Available' pool.  In other
words, it will cost you an extra 20 points to learn the skill.

Points for Health, Stamina, or Magic cannot be changed by you directly.  The
values for the 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 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.

Magic is required to learn and cast magic spells.  The higher your magic
ability the more spells you can cast.

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 quickly 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 lock-pick or Thief's tool kit 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.

Communication  determines how well your character speaks.  This is important
for bargaining and impressing important people.

Honor is a measure of your virtuous behavior throughout the game.  The more
you help and show courtesy towards others, the greater your honor skill.
This is essential for Paladins.


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 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 fixed at their original levels.  Your character only advances in
skills he is given when you create him,  (i.e.; skills that were assigned at
least 10 skill points).  You never get better at throwing no matter how hard
you practice if you don't have any idea how to throw something.


IMPORTING A CHARACTER
If  you have completed either Quest for Glory 1:  'So You Want To Be A Hero'
or Quest for Glory II:  'Trial by Fire'  you were able to save your
character at the end of the game.  Now you can import that character into
this game and continue your quest.

When you start the game, select the 'Play Game' option, then select the
'Import a Character' option. Continue by following the on-screen
instructions.

The Paladin Class
If you played Quest for Glory II:  'Trial by Fire' you had the opportunity
to become a Paladin through your actions.  The Paladin's magical abilities
increase as he gains honor.  Your character can become a Paladin in 'Wages
of War' if he does no dishonorable actions and goes out of his way to
increase his honor.


PLAYING A ROLE
You began Quest for Glory as a recent graduate of the Famous Adventurer's
Correspondence School for Heroes.  A poster in your local Adventurer's Guild
read: '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.  However,
after battling brigands, freeing the Baron's children - Elsa and Barnard -
from enchantment, and driving the Ogress Baba Yaga from the Spielburg
Valley, you really earned the title of Hero there.  (This was accomplished
in Quest for Glory 1:  'So You Want To Be A Hero'.)

Then you traveled with Shameen, Shema, and Abdulla Doo on a magic carpet to
the land of Shapeir.  Eliminating Elementals, disenchanting the Emir, and
sending the evil Vizier Ad Avis hurtling to his doom gained you the respect
of the Sultan Harun Al-Rashid, who adopted you as the Prince of Shapeir.
(Recounted in Quest for Glory II:  'Trial by Fire')

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


PLAYING THE GAME
When your cursor is moved to the top of the screen, the Icon Bar appears.
These Icons  are WALK, LOOK, DO, TALK, SPECIAL ACTION, MAGIC, ITEM,
INVENTORY, SYSTEM, and HELP.  Most of these are standard Sierra Icon
interface, and are described in the Sierra manual.  However, because Quest
for Glory is a unique game there are two additional options, the Special
Action Icon and the Magic Icon.

THE SPECIAL ACTION ICON BAR
When you select the Special Action Icon, you will reveal the Special Action
Icon Bar.
These icons control special actions that you might want your character to
take.  These are RUN, SNEAK, SLEEP, CHARACTER, HOURGLASS,  and ?.
Run causes your Hero to run quickly. (Look out for that Dinosaur!)
Sneak causes your Hero to move stealthily (If your character has that skill).
Sleep allows your Hero to take a nap or rest.
Character allows you to look at your Hero's character sheet. 
Hourglass shows you the current game time and day.
Question mark will give you a definition of the other icons in the bar when
you pass it over them.
Moving your cursor above the Special Icon Bar will take you back to the game.


HOW TO SURVIVE IN EAST FRICANA
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
rations you'll eat automatically, but once you run out, you will need to
find other things to eat.

You'll also need a certain amount of Sleep (Found in your Special Action Icon
Bar) 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.  You must be careful where you bed
down, though, or you may wake up as something's midnight snack.  When you
are out exploring, a campfire at night helps keep the monsters down to a
dull roar.

Also as in real life, basic necessities cost money.  Since you are the Prince
of Shapier you start out with money.  Unfortunately, it isn't the type used
in Tarna.  You will need to exchange your money from Shapeir before you can
purchase things.   Supplies such as food, equipment, and potions can be
purchased from the local shops and bazaars in the city of Tarna.

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), select the Run icon to move more quickly.  Don't run too far, though,
or you'll soon become tired.  Select the Walk icon to resume walking
normally.

If you are the stealthy sort, select the Sneak icon while you travel through
dangerous areas.  The monsters will have a more difficult time trying to
find you.  Once they do spot you, though, you better stop sneaking and start
running!


WINNING THE GAME
When you complete Quest for Glory III: 'Wages of War' successfully you will
be given the opportunity to save your character for use in Quest for Glory
IV: 'Shadows of Darkness'.  You will be asked to insert a formatted,
writeable disk into your computer's disk drive.  Save this disk, as it will
allow you to begin 'Shadows of Darkness' at an advantage.


TALKING TO OTHER CHARACTERS
You will meet many strange beasts in East Fricana and Tarna - some human,
some otherwise.  Many of them have information you will need to accomplish
your mission.  By speaking with them you can gain some of that knowledge.

You should TALK to everyone you meet. To learn information, click the TALK
(Mouth)  icon on them.  Select what you want to ask them, and they will talk
about it.  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 bring
peace to Tarna.
						
Many of the replies to your queries may suggest that further communication
would be helpful, or lead you to others who may provide you with useful
information.  Pay attention to everything that's said to you, and keep your
eyes open!

Sometimes you will want to tell others about things.  To say things, click
the TALK icon on your character.  This will bring up a list of things to say.


BUYING AND BARGAINING
To buy something in this game either click the Purse item from your Inventory
upon a merchant, or click the TALK icon on your character and select the
'Buy' option.  This will bring up a Purchase Window if there is something
you need from the merchant.

If you select 'Bargain' from the Purchase Window you can try to make a deal
with the merchant.  The top of the Bargain Window will show the amount of
money the merchant is currently asking for the merchandise.  You use the
arrow buttons to enter the amount you wish to offer. To increase or decrease
the amount you offer click the mouse on the arrow buttons, or select the
desired arrow button by using the [TAB] key or the arrow keys located on
your keyboard.

Communication is critical to making a good deal, because it takes real skill
to out-bargain a merchant.  Figuring out just how much to offer is just as
important since you don't want to insult the merchant by making too low an
offer.


COMBAT
The world is full of monsters and villains and if you want to stay alive long
enough to become a Hero, you really need to learn how to fight them.  A
clash will occur any time a monster comes near enough to strike your
character.  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
view of the monster.

When you encounter a monster you will have to react quickly.  You can throw
daggers or rocks, or cast an appropriate spell while the monster is still at
a distance, or you can engage it with your sword when it comes close enough.

When you engage a monster in battle a Combat Menu will appear in the lower
right hand corner of your screen.  There are three different types of Combat
Menu:  One for Fighters (Sword), one for Thieves (Dagger), and one for Magic
Users (Spells).  The Sword or Dagger menu will appear automatically,
depending on which weapon you are carrying. If you are a Magic User you can
switch between the Dagger menu and the Magic menu by clicking on the center
of the menu, or pressing the [5] key in the center of your keypad.  You can
do battle either by selecting your actions on the Combat Menu with your
mouse or by using the corresponding keys on your keypad.

Fighter's Combat Menu
7 = SWING (causes you to slash at your opponent)
9 = THRUST (causes you to stab at your opponent)
1 = DODGE (causes you to evade opponents' blows)
3 = PARRY (causes you to block opponents' blows)

Thief's Combat Menu
7 = SLASH (causes you to swing at your opponent)
9 = STAB (causes you to thrust at your opponent)
1 = DODGE LEFT (causes you to evade opponents' blows moving left)
3 = DODGE RIGHT (causes you to block opponents' blows moving right)
If your Thief knows magic, press 5 to use the center symbol in the combat
menu to allow you to use the Magic User's combat menu

Magic User's Combat Menu
7 = Lightning Ball (causes you to cast a Lightning Ball spell)
9 = Dazzle (causes you to cast a Dazzle spell)
4 = Zap (causes you to charge your weapon with a Zap spell)
6 = Run Away (causes you to run from your opponent)
1 = Flame Dart (causes you to cast a Flame Dart spell)
3 = Force Bolt (causes you to cast a Force Bolt spell)

Timing is the most important element of combat strategy in Quest for Glory.
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 may need to make
a quick get away.  If you are a Fighter or a Thief, select the center button
on your Combat Menu.  If you know magic spells, switch to the Magic Menu and
select the RUN icon to 'make tracks'.

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
his 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 (click the HAND icon on the body) after winning a
battle, as 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, click your Lock-Pick from your inventory on the lock in
question, or select the SNEAK icon from the Action Menu to move quietly.
When you are finished 'Sneaking'  select the WALK icon to resume walking
normally.


USING MAGIC: THE MAGIC ICON BAR
In addition to your standard icons and your Special Action Icon at the top
of your screen you will notice a Magic icon.  If you are a Magic User, or
any character with magic ability, and you select the Magic Icon, a Magic
Icon Bar and a Magic Inventory will appear.

The Magic Icon Bar consists of four symbols. Left to right:

LOOK (EYE cursor) allows you to look at the spells in your inventory. You
will get the name  of the spell, as well as the Magic Points needed to cast
it, and the level of skill your Hero has in that particular spell.

DO (HAND cursor) allows you to cast the spell you have clicked the hand
cursor on.

OK  means you don't want to cast any spells at this time.  Selecting it will
close the Icon Bar.

QUESTION MARK gives you a definition of the other icons in the bar when you
pass it over them.

Below the Magic Icon Bar is your Magic Inventory.  You are an experienced
Wizard at the start of the game, so you will start out with a lot of spells.
Read the 'Tourist Guide to East Fricana' for a complete spell description.

Your Magic User's Spell Casting will improve with practice and your spells
will become more effective.

To cast a spell, select the spell from your Magic Inventory with the HAND
(DO) cursor. Some spells are automatic, others require you to click the
spell icon on the person or thing at which you wish to cast it.


SAVING THE GAME
Since this game has many life or death situations, it is wise to save early a
nd often to avoid the 'dead character blues'.  Select the System Icon and
click on Save, entering the title under which you wish to save your game.
Sometimes, though, the game gets so exciting you may not remember to save.
Since there is nothing more exasperating than having to replay puzzles
you've already solved, and since a game is supposed to be fun, there is an
auto-save feature that tries to prevent you from burning the disks in effigy
every time your character dies.  Whenever you enter a critical situation,
the program will save the game under the title 'Automatic Save'.  There is
only one Auto-save, and this will be updated only at critical moments, so
you will still need to save the game occasionally, particularly before you
quit.  The last game that you or the computer saved will be at the top of
the list when you need to restore.


SKILL LEVEL
When you select the System Icon, you reveal various controls to modify the
play of the game. One of the slider bars is labeled 'SKILL'. This allows you
to adjust the difficulty of certain game puzzles requiring player or
character skill.

Physical activities require skill on the part of your character. To throw a
spear and hit the target, your character needs the throw and strength
abilities. The lower the Skill level is set on the control panel, the less
character skill an action will take.  The higher the skill level is set, the
more skill it will take on your part. When the control is set to high, you
will need to adjust the aim of the spear and the amount of strength your
character uses to throw the spear and hit the target. In high skill setting,
actions require more thought on your part as well as higher character skills
in order to succeed.


WAGES OF WAR WALK-THROUGH
WARNING!  The following section includes hints that experienced game players
may not want to see.  Continue reading ONLY if you have trouble getting
started playing Quest for Glory.

Select 'Introduction'. Click the mouse or press [ENTER] to see the stirring
introduction and credits, then strap on your armor, take up your sword and
shield, and prepare for the ultimate quest - the Quest for Glory.

On the 'Choose a Character' screen, click your mouse on the Fighter, or press
your [TAB] key to highlight the Fighter nameplate and press [ENTER] to
select the Fighter.

You will now see the 'Character Sheet' highlighting your character's
abilities.

Name your Hero.

Place your cursor or press [TAB] to highlight  STRENGTH.

Press right mouse button or cursor 50 times or [Arrow] key 10 times.  Your
strength has now been determined.

Select START and click the mouse or press [ENTER] to start your quest.

A message window will appear after most of your actions. Click the mouse or
press [ENTER] to remove the window and resume play.

You are now in the city of Raseir at the end of 'Trial by Fire'.  This is a
re-telling of what has occurred to your character since the last game.

Watch the action to understand the background of this game.

When the game actually begins, you will be at Kreesha's house in the city of
Tarna.

Your cursor will be a WALK cursor.  Move the cursor and click near Kreesha.

Now move your cursor up to the top of the screen.

When the menu appears, select the Look (Eye) Icon.

Click the EYE on various places to read the descriptions of what is in the
room.

Move your cursor up to the top of the screen and select the Talk (Mouth) Icon.

Click the MOUTH cursor on your character.  Select the option 'Greet'.

Click the MOUTH cursor on Kreesha.  Select the option 'Tarna'.

Click the MOUTH cursor on Rakeesh.  Select the option 'Tarna'.

Click the MOUTH cursor on your character.  Select the option 'Good-bye'.

Move your cursor up to the top of the screen and select the WALK icon.

Move your cursor to the alcove at the upper left of the picture and click.
Your character will move towards that exit.

Now that you've been introduced to Tarna and the world of Quest for Glory
III: 'Wages of War',  move your cursor to the Icon bar and select the System
Icon.   From this menu, select RESTART  to start your game over.  Now select
PLAY GAME, then CREATE CHARACTER and create the Hero of your choice.  Be
sure to SAVE your game frequently, and have fun!


