Whisked away from his friends in Tarna by dark magicks, the hero awakes to find himself in the dreary land of Mordavia (whose culture, creatures and landscape are based on slavic and eastern-European folklore from our world). Facing both the suspicious and superstitious people of the local town and the ferocious monstrosities roving in the quiet woods around it, the hero must win the trust of the townspeople by helping them in their various plights and problems and by making the valley a safer place for them to live in. Moreover, he must unravel the mystery of the foreboding dark castle of the valley's former ruler, which has now been standing abandoned for years... or so it seems. For a terrible danger threatens, as a Dark Master prepares an unholy ritual to summon a demon from another dimension and cast the land into eternal darkness. Written by
Did You Know?
The only game in the series in which the hero cannot purchase unlimited supply of potions (health, poison cure and mana). Instead, the hero can receive only one healing potion and one poison cure potion per day from Dr. Cranium (without paying), and pick only one magical fruit per day at Erana's garden for restoring mana - in addition to potions which are hidden in various places. Like in the previous game Quest for Glory III: Wages of War
(1992), vigor potions for restoring the hero's stamina are unavailable. See more
In the barrow of one of the Wraiths, the Fighter can find a battle ax to replace the sword he carries. However, the image of the sword in the inventory does not change to ax after the Fighter takes it into possession, although when clicking the "eye" icon on it - it is described as an ax. See more
You awaken as the sun begins to rise.