But let’s back up a bit. When we left off, war had broken out between the Simbani and the Leopardmen, thanks to demonic influence at the peace conference that I helped set up.
Dead bodies . . . dead bodies everywhere. |
In other words, all in a days work.
Oh come on! It’s not like I killed the Laibon or anything! |
Hanging out with Manu at the entrance to Monkey Village |
Well, Manu is psyched to see me--and I mean, who wouldn’t be?--and invites me to Monkey Village, where I can presumably sit in the trees and eat bananas all day with him like I’m some kind of British rock band or something.
“In man’s evolution, he has created the cities and the motor traffic rumble . . .” |
Finding Manu in the jungle. |
I agree to follow Manu, and trek over to the east-most jungle screen where the monkeys have their bustling metropolis hidden away near the waterfall.
Hanging out in Monkey Village. |
I would love to stay up here, eat some bananas, play some monkey games, and swing from the trees like a regular simian, but duty calls. There are demons to banish! Plus, I’ve got to clear my name--everybody’s blaming me for this whole mix-up of “who killed who’s chief” and “who’s responsible for all-out war.”
SPOILER: It’s this guy. |
Secret pass, you say?
Utilizing my superior communication skill to its fullest extent. |
And he does. Becasue he likes me. And you know what? I like the little guy too.
Big Rockwater That Falls Down
At the waterfall. Do you like the floating meat? |
Here’s where looking around helps. I have flashbacks to the initiation rite and the trial of the Twisted Tree because I find a vine nearby and add it to my vine collection. I guess I could have used the vine I already had, or the rope I bought at the bazaar, but it doesn’t really matter since I’m able to give it to Manu and tell him to tie it to a rock across the chasm so I can cross hand-over-hand in my inimitable, manly, and very heroic way.
I’m crossing a massive waterfall via vine en route to a demon-infested Lost City with my buddy, a talking monkey. Read that sentence again and savor it like a perfectly done steak. |
Wait come back my little talking monkey friends! |
You don’t say! |
. . . oh. Some monster or other wants to waylay us? What is it, another flying cobra or something? Bring it on!
Ah. That’s different. |
Eat flaming blue justice! |
*buffs fingernails on shirt* |
With the threat removed and my monkey crew back together again (I have a monkey crew; I cannot get enough of this), we continue our triumphant march to the Lost City.
The Lost City
An apeman patrols the Lost City. |
Manu is not happy about being here, and urges me to go. I tell the little fella about honor, and he assures me that while he has plenty of honor, he really just doesn’t want to get eaten by the various monkey-eating denizens of the Lost City. He also tells me about the secret entrance into the city. It turns out that there’s a man with a jackal’s head in which I have to put an “eye that glows.” The eye “comes from head, fits in head.”
A jackal-headed man sounds like Anubis. This is what I find on the next screen.
A picture of Anubis on the wall, and a statue of a jackal on a pedestal. |
You don’t say . . . |
An apeman guard walks by as I descend into the heart of the Lost City. Here, I see the jackal-headed man Manu talked about on a wall, as well as a statue of a jackal. This eye is supposed to go from the head, to the head, but there’s no eye in either statue or picture.
The fire opal goes here. |
Anyway, it’s a minor point, but it sticks out because it’s the first really illogical puzzle in the game thus far. I get through the secret door all the same, and into a place being guarded by two really dumb demons.
I never would have figured this out without my amazing paladin ability to sense danger . . . |
Lucky me. Frik tells Frak to go get “the guys,” staying behind to fight me himself.
Bad move, ugly. Bad move.
Before. |
During. |
After. |
Oh, who am I kidding. It was an easy fight. For some reason, Frik started with a good-sized chunk of his health already depleted, and it kept draining throughout the fight. I only landed two blows before the demon went down. Was this a glitch? Was it a result of my honor shield ability? I really don’t know--this is the only fight in the game where this has happened, but I’ll take it. And I’m looking forward to reading about Chet’s experience in this fight as well (if he indeed does fight the demons.)
Through the door, I find a liontaur lying on the floor. It’s none other than Reshaaka, Rakeesh and Kreesha’s missing daughter, last seen leading the ill-fated peace mission to the Leopardmen.
Reeshaka appears to be ready for action. She tells me that the World Gate is atop the tower, and offers to accompany me up. But before we can get anywhere, a demon possesses her body, bragging that in killing him, I will kill Reeshaka.
My secret weapon. |
This Prophecy Thing
“Thou has unleashed the Darkness. And the Darkness now encircles thee. Ye must walk a narrow path to bring back the light.”
Clearly, this refers to me supposedly causing the war between the Simbani and the Leopardmen. Like it’s my fault that little thing happened at the peace conference . . .
“Let the first part of thy path be guided by friendship. Thy feet already walk upon this path. Two thou hast known before. Three thou shalt free. One thou hast brought low, then helped to rise again. One shall stand thy rival and thy friend.”
The two I hast--I mean have--known before are clearly Rakeesh and Uhura. “Three thou shalt free” are Johari, Reeshaka, and Manu. The one I brought low, then helped to rise is obviously Harami. And my “rival and friend” is none other than Yesufu.
So according to the prophecy, I’m supposed to stand with seven friends. Yet I only see six here.
“The Sword shall cross thy path, and bonds shall be cut asunder. Seek thou the least of guides to lead thee to the depths of darkness.”
This must refer to Manu--he’s a little monkey who took me to the Lost City.
“Now thou art Opener of the Way and all thy heart has called shall draw near to thee. Two shall stand and five shall follow to face their greatest foe in a battle they cannot win. For thou must walk alone to free them all.”
“Two shall stand.” Well, Rakeesh and Uhura said they’d hold off the demons. “Five shall follow,” which I guess is Reeshaka, Johari, Yesufu, and me. Which makes four because Harami is a wuss.
Seek ye now the highest tower to find the Door of Darkness. Living stone shall block thy way then bridge thee to thy foe. Thou must lose thy greatest treasure ‘ere thou canst drive the darkness through the Door.”
This will all come next, I guess, which brings us to . . .
“This is that which might yet be. Thy path is thine own now to follow or not. Go forth now, bringer of the light.”
. . . generic closing! We’ll see if this story has a happy ending after all, although we’re one brave warrior short.
But what’s this? Manu the little monkey climbs into the scene, offering to fight with us in place of Harami!
Rakeesh is somehow able to remove the blocking in front of the staircase, and the five of us head upwards to our destiny.
Mirror, Mirror
This is a pretty badass scene. |
Well, I kind of just saunter up to the tower, to be fair. |
The Final Showdown
The Demon Wizard is none too happy to see me, and brings a chunk of stone to life (“Living stone shall block thy way . . .”), turning it into a gargoyle and giving me flashbacks to fighting Ad Avis in Raseir at the end of Quest for Glory II, except instead of just running away from this gargoyle . . . I fight it.
My greatest treasure? The only thing I can think of in this inventory of mine is Soulforge. So away it goes. Hey, throwing swords always works, doesn’t it?
Picking up Soulforge, I head back down to my friends and the celebration that’s sure to ensure.
The End (?)
Everyone is happy, I get congratulated, Johari tells me she’ll name her and Yesufu’s first son after me (wait, what?), and I get a sense of impending doom. Whee!
A lot. |
A whole lot. |
Let me tell you, this ending blew my mind when I was a kid. It was a cliffhanger! This wasn’t supposed to happen in adventure games! I had to wait a long, grueling year to learn the fate of my hero, and man was that rough.
Sure, the end sequence of Wages of War is linear, or “on rails,” if you prefer. But it works from a dramatic narrative perspective, adding tension and a real sense of an impending climax. It’s a satisfying conclusion that acts as the perfect bridge to Shadows of Darkness, and I for one am glad that Lori and Corey Cole decided to take the hero on an excursion to Tarna before depositing him in the dark and unfriendly land of Mordavia.
I’ll see you in a little bit for the final rating; I’m excited to see how Wages of War fares! Until next time . . .
Session Time: 45 minutes
Total Play Time: 9 hours, 55 minutes
Puzzle Points: 470
Paladin Points: 103
Paladin Abilities: Flaming sword, healing, danger sense, honor shield
Inventory: It doesn’t matter, because all you take into the next game is your money pouch and your armor
Great playthrough! I wish we were starting QfG4 next week. You have given me a much greater appreciation for a game that I have wrongly given short shrift to.
ReplyDeleteThanks Joe. And same here. QfG III and IV are very fun played back-to-back.
DeleteCongrats on winning!
ReplyDeleteI said during the intro post that I was going to play along with this game, but let's face it - that was a tangled web of lies.
I still plan on playing this game when I get some time and on the bright side, not trying to play along means I'll try QFG2 beforehand
Thanks TBD. I highly recommend giving all the games a shot in order so you’re ready for Shadows of Darkness when the site gets there.
DeleteGood job Alex! Your love of the game and of the whole series comes through so clearly in what you have written.
ReplyDeleteThank you Ilmari. It’s true, and obvious, that I have a soft spot for this game. However, I shall strive to be as fair and unbiased in my final rating.
Delete"Forgive the repetition of the Star Wars reference"
ReplyDeleteThere are two ways out of this trap. The first is to eschew SW references completely -- but that's the easy way out! The second is to diversify with deeper cuts, ie describe the second forest village as akin to the canopy settlements of Kashyyyk.
Dang Rowan! Where were you when I needed you!
DeleteCongratulations!
ReplyDeleteI'm slightly behind you (only just about to get married), but hopefully will have things wrapped up during the weekend.
I think marriage can wait. This is Quest for Glory III we’re taking about here.
DeleteSeriously though: CONGRATULATIONS!
Not sure the in-game marriage to the leopardwoman who kinda hates me warrants such congratulations, but thanks anyway :)
DeleteHoly crap I misread that thinking you were legit getting married. Is my face red...
DeleteI thought the same thing actually! At least I managed to save my congratulations for another time.
DeleteWe'll be waiting awhile to find out which city your luggage arrived in, sadly. QFG4 is an absolute blast to play. The atmosphere practically drips out of your monitor.
ReplyDeleteHey, Alex. During the endgame, did you get the message that went: "You have done well so far, paladin. Now free me and I shall be your servant"? I wasn't really sure who was talking here.
ReplyDeleteHi Chet,
DeleteI don’t remember seeing that message in this playthrough, but I do recall seeing that before in previous playthrough. Quite who is doing the talking (Soulforge? The Demon Lord tempting the Hero?) I’m not sure.
>Hanging out in Monkey Village.
ReplyDeleteI love the hero's attitude in that screen. To me he looks subtly uncomfortable, averting his gaze, as if thinking "I'm hanging out with monkeys, what the heck am I doing with my life?"
Harami's decision to help is yet another overused trope.
When the hero is writhing under the effect of the spell at the very end, I interpreted that at first as a victory dance (I was a wizard).
Thanks for your awesome posts on this underrated game! I've been replaying it myself lately, as I do every few years.
ReplyDeleteMinor point - I think the prophecy referring to the Hero unleashing three darkness actually refers to him slaying Ad Avis, not the peace conference.
Thanks for the nostalgia fix! :)
Dan,
DeleteYou’re more than welcome—glad you enjoyed them! And second, what a great point! I think you’re right abkit that. Defeating Ad Avis unleashed greater evils. We see that in QfG III, and arguably also in the next game.