Quest for Glory: Shadows of Darkness (pc) (pc) [100 %] [Single Segment] [Character: Wizard] [0:38:44]
Run Information
Completion Date Aug. 15, 2016
State Published
Runner Paul 'The Reverend' Miller
Tag Character: Wizard
Internal Comments:
Comment State Information Checkpoint None

Estimated time of 38:45.

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Run Comments

[TECHNICAL DETAILS & STARTING NOTES]

The game was recorded using FRAPS.  It is the GOG.com release, at 10,000 cycles.

This 100% run of the game involves getting the maximum score of 500 by the end.  The different classes have special things they have to do for points.  The Fighter must fight one of every enemy.  The Thief needs to do an extra questline.  The Wizard has to learn every spell and fight a special battle.  The Paladin has quests that ONLY the Paladin has access to.  There are additional, class specific points as well.  I will note them where they appear.  I also want to thank God for the little bits of extra time I get where I can work on perfecting my runs of my favorite series.

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[TIMING]

Timing starts when the first dialog box appears.  Timing ends when you cast Summon Staff (this is also where the last points are awarded).

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[CHARACTER CREATION]

All points go into Acrobatics.  Since the Wizard is the only class that starts a New Game with Magic already in tow, I use Acrobatics to save some time in the Dark One's Cave at the end.  It's the only place I use it, but the Wizard really doesn't need any additional skills.

[BEGINNING]

The opening involves setting speed, getting the items in the room, the torch, and leaving.  I grab the Cloth cast Levitate to get over the pit and go on my way.  On the way out, I grab the Dark One Symbol, and using Force Bolt/Fetch get the Bonsai Bush.  I rest for 60 minutes to move time to day.

[FOREST]

I try to stop and grab flowers from the tree, but it must have been too early in the day, because they were not there.  This is not a huge deal, because there are multiple places I can get flowers and will be back down this way at the end of Day 1, so I know I can get them along the way in another place.  Maybe a second of loss.  I head up to town.

[TOWN DAY 1]

This is the busiest day in the town.  I immediately grab flowers from the staff area, and then get the items that I need to buy from the shop.  I get the Adventurers' Guild Key from Dmitri (he offers it on your second encounter with him, so I had to wait).  I then head into the Adventurers' Guild, read two books and sign the log book.  That's it for the Adventurers' Guild.

I then head to Dr. Cranium's lab, stopping on the way to talk to Nikolai.

[DR. CRANIUM]

You have to do the TRAP puzzle twice for additional points.  The maze is always annoying.  I get through the Door, and learn the magnificent Glide spell.  I also get some empty flasks.

[FOREST DAY/NIGHT 1]

I get to the Leshy first, and answer his first two questions for points.  Since I am being chased by a Necrotaur already (this will happen a lot in this run) I head to the Rusulka's Lake to give her the flowers and also to kill the chase.  Afterwards, I head down to the swamp to get a Bone, and the rest until night before heading into the other part of the Swamp.

This is where the Glide spell really shows its power.  I head south and engage the Chernovy Wizard on the right first.  Sometimes you do not lose your Glide spell coming out of the battle, which is ideal, but if you do it is about as fast to cast 12/13 Flame Darts on the Chernovy outside of battle which kills him.  I get the Dark One's ritual out of the tomb (with the points from the puzzle).

Afterwards I head up, get the Will-O-Wisps, solve the Squid Stone, get the ritual and some Grue Goo. 

I go to convince the Ghost that she is in fact dead and to learn her name.  I then head down to the Elderberry Bush and get the berries, and since I am being chased, take the time to get the Protection Spell from Erana's Garden and plant the Bonsai Bush.  I was going to do this right away anyway.  I then leave and enter into the first Faerie encounter, and while the animation is playing, move closer to the side of the screen for a quick exit.  It's a neat little glitch.  I then head back to town and sleep at the Staff.

[DAY 2]

I am now certain that talking to Dmitri multiple times eliminates game-breaking glitches on can occur on Day 5, so I will see him every day.  I tell Nikolai about the ghost, and see Dr. Cranium again.  The door evolves a new password every entry, but since I already have the points, I just click the '?' button which bypasses the puzzle.

On the way I visit the Leshy and answer another question before resting into Night 2.

[FOREST NIGHT 2]

After resting till night, I reunite the ghosts.  Since I now have his hat, next is Baba Yaga.  I head down to her hut.  You can skip an entire dialog with her by doing things this way: cook the pie and you will automatically enter the hut.  I needed the Corn to get points, however, so you have to feed the hut first before cooking the pie.  Next is giving her the pie and re-entering twice, giving her garlic to get the Dark One Ritual and the Hide Spell which we will never use but is required for points and the second Faerie encounter. 

I have an accidental run in with a Revenant, but it only costs a few seconds.  That is the unluckiest place to get a Revenant spawn, and it seems to happen often to me.  Again, I rest at Erana's Staff.

[TOWN DAY 3]

Big day in town.  I quickly stop by Dmitri, and get into Dr. Cranium's lab again using the '?' button to skip the bells, and give him the recipe for the Rehydration Solution.  I then rest until night to avoid a couple second cutscene with Igor the gravedigger and enter the Monastery.  Everything in here goes as expected; rehydrate the orange Domovoi, get into the basement and get the last Dark One Ritual.

I then head to the Inn to get the gnome his humor.  You have to grab the Rubber Chicken for a few extra points, and I rest until it is after midnight, where it says, "You're getting tired."  I head out and talk to the Domovoi twice, which bypasses having to meet him a second time and grab the doll.  After this, I need to Levitate out of the window and just outside of the Town Gates, where Katrina is waiting and teaches me the Frostbite Spell.  I head back over the gate and sleep through the night at the staff.

[TOWN DAY 4]

I head past Dmitri again to trigger one more conversation, and then head to the Inn to sleep through to Day 5.

[TOWN DAY 5]

Finding out how to avoid that glitch is such a relief.  The glitch involves the townsfolk NOT being there, which means Igor isn't missing and the Gypsy hasn't been captured.  There is a workaround for it, but it does take a bit more time.  This route WILL be showcased, however, in the Thief 100% run, because sneaking the Gypsy out is required for Thief points.

I save Igor and take this time to get the Borgov Key and exit the Crypt.  This is done for points, because leaving the Crypt via the Grim Reaper's hand is worth a few.  I head back to see Dmitri and have him tell me that he has released the Gypsy.

[FOREST DAY 5]

I head to the Gypsy Camp, solving another Leshy riddle on the way.  At the Gypsy camp, she teaches me the Aura Spell, and I have my fortune read for more points.  This is one of the best parts of the game, in my opinion, and recommend going to Magda to have your fortune read often.  The story really unfolds nicely through the process which takes WAY too long during a speedrun.  :)

[FOREST DAY 6]

I head back into the Gypsy Camp to learn the Destiny Spell, which you learn on your third encounter with them (hence the exit and re-enter).  I solve another Leshy riddle, and head south to see the second Faerie encounter.  I end up getting chased by ANOTHER Necrotaur along the way.  I get to the Crypt and head into the Castle.

[CASTLE]

The route I take goes past Badders which just need being Calmed, and the rest is using the Open Spell which puts the Wizard on auto-pilot through the rooms.  I give Tanya her doll and get the Summon Staff spell once the Destiny Spell is released.

[DAY 7]

Is not necessary.  I rest through it.

[FOREST DAY 8]

I head over to finish out the Leshy riddles, and then rest to engage the Faeries at night.  I am in no danger as long as I get the Resistance Spell cast.  I get the last Dark One Ritual and then head up to Ad Avis, getting chased AGAIN and having to use the Castle as a means to stop the chase.  Torture goes smoothly, and I end up at the Dark One's Cave again.

[DARK ONE CAVE REVISITED]

I use a Calm/Levitate combo to get the Essence Ritual and then go through each of the ritual rooms.  In the second ritual room, the Blood Chamber, is where I use that Acrobatic skill I bought at character creation.  Really, it's the only useful place for it in the game if you have Magic and Glide.  The world is saved!

Estimated time, if my recommendations above are used, is 38:45.

[POTENTIAL TO SAVE TIME]

There's some through better handling.  I seemed to make more mistakes towards the end, but RNG this game was on my side despite all of the RNG encounters.

As always, thanks SDA!