(This is part of my journey playing through Quest for Glory 1. You can follow the entire series on the Nostalgia Lane page.)
More general wanderings in the wilderness for this adventurous chap! I truly wish that this game had some sort of built-in map, maybe one that would fill in as you explored. Sometimes I get lost and disorientated and have no idea how to get back to town.
I pick up some mushrooms and run the heck away from an armored guy with a spear and shield, because I’m pretty sure that I’m toast if he fights me. I do get ambushed by the sneaky goblins, and then this happens:
Ugh, I am SO lost right now. What’s worse is that I’m being almost constantly followed/attacked by bad guys, and my health and stamina is almost depleted. Really need to find a safe area to rest and recoup.
The good news is that after I finally stumble back to what I think of in this game as “civilization,” I’m able to sell a couple of items to the healer and see that my piggy bank is now 7 gold and 64 silver. No dog food for Victor tonight!
Even better, I’m able to fence the old lady’s stolen necklace for a cool 500 silvers. See, fencing is something more video games need for the thievery angle. Makes you really feel like you got away with something big.
More aimless wandering. If you haven’t gotten it by now, Quest for Glory is very non-linear. It gives you a bunch of quests and then throws open the door to the world and says, “Have at it.” So I come upon this frost giant who wants a bunch of fruit in exchange for a glowing gem. That’s easy enough: I return to Hilde, buy a ton of apples, and make the exchange.
Further explorations turn up the home of ‘Enry the ‘Ermit. He’s been hermiting it up for a long time now, although he does seem quite desperate for company. I really like his cute little cave, although his theme music is even better.
‘Enry doesn’t tell me a lot I don’t know, mostly stuff about being a hermit, about spells (which I’m not interested in), and how he gave a mirror to a murderous warlock OOOPS.