King's Quest 1: Quest for the Crown Hint King's Quest 1: Quest for the Crown Solution King's Quest 1: Quest for the Crown Solution King's Quest 1: Quest for the Crown Solution #2 King's Quest 1: Quest for the Crown Solution #3 King's Quest 1: Quest for the Crown Solution #4 King's Quest 1: Quest for the Crown Solution #5 King's Quest 1: Quest for the Crown Solution #6 King's Quest 1: Quest for the Crown Solution #7 King's Quest 1: Quest for the Crown Solution #8 King's Quest 1: Quest for the Crown Cheat-code

See King's Quest 1: Quest for the Crown Hint, Solution, Solution #2, Solution #3, Solution #4, Solution #5, Solution #6, Solution #7, Solution #8, Cheat-code here!

Hint for King's Quest 1: Quest for the Crown


Trick the troll
                                        
To get past the bridge troll without paying or using the goat, go to the
bottom of the screen with the bridge going left and talk to him twice. Then
walk left across the river to the next screen, answer the gnome's question
"nikstlitselpmur" to get the beans, and the troll will disappear and never
bother you again. Please note: If you do this wrong he will kill you.



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Solution for King's Quest 1: Quest for the Crown


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--   RUSSIA   ------    G R I G O R Y E V   V A D I M    ---  MOSCOW  --------
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¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦¦
                                        



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Solution for King's Quest 1: Quest for the Crown


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|      K I N G ' S  Q U E S T  1 :  Q U E S T  F O R  T H E  C R O W N      |
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Guide Info:
 Story Walkthrough for King's Quest 1: Quest for the Crown for the PC
 Version: Q
 Written by SquidGirl
 Started: April 25, 2001
 Released: April 26, 2001
 Last Updated: ---
 Finished: April 26, 2001 (Or so I think)

Contact Info:
 Email: becky@chronosquid.com
 AIM: chronosquid
 ICQ: 91070341
 MSN: chronosquid@hotmail.com

Sites where this guide may be found:
  - http://www.chronosquid.com
  - http://www.gamefaqs.com

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|                   <  T A B L E  O F  C O N T E N T S  >                   |
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    0. Disclaimer
    1. Introduction
    2. Walkthrough
        o Chapter 1: Graham Goes A-Questin' (And Nearly Loses A Hand)
        o Chapter 2: That Probably Hurt Coming Out...
        o Chapter 3: Graham Is Distracted By Small Shiny Objects
        o Chapter 4: Starvin' Lumberjacks... Where Are The Pancakes?
        o Chapter 5: That Boy Sure Does Love His Cheese (But Not Swiss)
        o Chapter 6: Graham Goes Skinny Dipping (Well, Not Quite)
        o Chapter 7: Got Water?
        o Chapter 8: Farmer Graham Is Also A Psychic And A Goat Trainer
        o Chapter 9: Graham Starts A Garden, And Kicks Some Major Butt
        o Chapter 10: Graham Finds Another Midget, And Nearly Loses His Stuff
        o Chapter 11: Graham Hitches A Ride On A Giant Bird, Then Gets Stoned
        o Chapter 12: Graham Goes Home And Does Something Cool
    3. Revision History/Current Mood
    4. Copyright/Contact Information
    5. Credits/Thanks

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|                             < 0. Disclaimer >                             |
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Yo. Listen up, foo. This is my King's Quest Story Walkthrough and all that,
and I don't want you to steal it. So don't. You can print it out for personal
use. But you can't print it out and sell it. You can put it on your site, but
you have to ask first. I'll grant you permission. If you do it without
permission, I'll contact your host and/or ISP and have your site taken down.
So watch it, foo. Anyway, don't put it anywhere without permission, don't
take info from it, and don't say you do it. That's pretty much all there is
to it.

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|                            < 1. Introduction >                            |
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Hiya, and welcome to my Story Walkthrough for King's Quest 1. Walkthroughs
are cool and all that, but sometimes they can just get too dull. So I wrote a
story walkthrough! Yay! Anyways, enjoy, don't steal anything, and have a nice
read.

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|                            < 2.  Walkthrough >                            |
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|                 Prologue: Eddy Does Some Whacked Up Stuff                 |
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     Once upon a time, there lived a mighty king named Edward the Benevolent.
He reigned over the kingdom of Daventry with his wife by his side, but he had
no heir.

     The kingdom's prosperity was maintained by the presence of three great
treasures, known as Merlin's Mirror, the Shield of Achille, and the Chest of
Gold.

     The Magic Mirror foretold the future, and was extremely valuable, as the
King used it to view the weather. This knowledge was used to enhance the
harvest, and as a result, Daventry was always well fed, and the excess food
was sold to neighboring kingdoms.

     The Magic Shield, which was made of titanium and set with precious
jewels, made the bearer invincible and granted success to his army. The King
led his soldiers into battle with this shield, and Daventry easily fought off
any attackers.

     The Magic Chest was a simple wooden trunk, but contained within was an
unlimited supply of gold. Edward used this to pay his soldiers, and buy
whatever materials and such that Daventry could not supply. Even when gold
was taken out of it, the Chest would magically refill itself, and Daventry's
treasury was always full.

     One day, while strolling through the castle gardens mourning their lack
of heir, the King and Queen stumbled across a sorcerer. The sorcerer,
seemingly eager to enhance the prosperity of the kingdom, offered his
services in exchange for the Magic Mirror.

     The King and Queen, eager for an heir, consulted the Mirror, and, seeing
a sturdy youth wearing a gold crown, determined this to be the son they had
always wanted. They gave the sorcerer the Mirror, and he hid it away in his
underground lair. Many months passed, but still the Queen was not blessed
with a child. The sorcerer disappeared, and the kingdom was left heirless and
Mirror-less.

     The years wore on, and Daventry was weakened by the loss of their crops.
They were forced to buy food from neighboring kingdoms, and a Plague was
brought into the kingdom. This plague struck down the Queen, and for many
days she was bed-ridden.

     On the fourth day of her illness, a dwarf arrived at the castle with a
root that he claimed would cure the Queen. Touching it to her lips, the
Queen's eyes flickered open, and everyone rejoiced. The King, grateful for
the dwarf's services, offered him whatever amount of treasure he might
desire. The dwarf requested that he be given the Magic Shield in payment, and
the King, his wife not yet out of danger, agreed. The dwarf hid the shield in
the earth in the fashion of his kind, and the Queen consumed the root.

     The supposedly magical cure, despite its miraculous effects when touched
to her lips, did nothing more for the Queen. Her condition worsened, and
within a few days, she perished. The kingdom mourned her loss, and that of
the Shield, and neighboring countries, hearing of the weakened condition of
the army, attacked. Without the Magic Shield, many battles were lost, and the
kingdom sank deeper into despair.

     The King was lonely without a companion, and often took to riding with
his men. On one such trip, they came across a pack of wolves surrounding a
tree. At the approach of the armed men, the wolves scurried away, and a young
woman descended from the branches of the tree and thanked them profusely for
the rescue.

     The King, infatuated by the young woman's beauty, took her back to his
castle, where she stayed for many a day and night. Eventually, realizing that
this was to be his partner in life, Edward proposed to Princess Dahlia, as
she was called, and the kingdom rejoiced at the thought of a wedding and,
later, an heir.

     But, on the night before the wedding, Dahlia stole the keys that hung at
Edward's belt, and went into the Royal Treasury. The treasurer, noticing the
door ajar, peered in, and witnessed in horror the transformation from the
beautiful girl to a wrinkled crone. The witch, cackling madly, stole the
Magic Chest and flew off on her broomstick.

     The King's heart was broken, and his treasury empty. He could no longer
afford to pay his soldiers or buy food for his starving country, and the
woman he loved was gone.

     The years wore on, and Edward realized that his days were nearing their
end. He summoned his closest knight, Sir Graham, and informed him of his
troubles. Sending him on a quest to retrieve the three lost treasures, the
King promised Graham his throne upon his death. And so Graham set off on a
great quest, hoping to return the lost treasures to his country.


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|        Chapter 1: Graham Goes A-Questin' (And Nearly Loses A Hand)        |
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     Sir Graham, having received summons from King Edward, walked slowly
towards Castle Daventry. "I wonder what his highness wants of me," mused the
young knight, strolling casually through the short grass. When he reached the
castle, he crossed the bridge, avoided the plants growing along the walkway
(one mis-step and it was right into the moat with the crocodiles--and death
was something Graham felt he was far too young for).

     He trudged through the thick red carpet covering the floor of the
hallway, and turned the corner, heading towards the throne room of Edward the
Benevolent. As he reached the steps, Graham removed his hat and bowed.

     "Welcome, my good knight," stated Edward, his eyes sparkling below his
heavy white eyebrows. He passed a shaking hand over his face, then looked to
his favorite knight.

      "Sir Graham, I am an old man. I fear my end is near. I have chosen you
to prove yourself worthy of the throne. As you know, our kingdom is weak and
poor. I have knowledge of three things that would make our kingdom wealthy
and strong. Somewhere within our kingdom, there is a magic mirror which tells
the future. There is a magic shield that will protect the bearer from mortal
harm. Finally, there is a magic chest that is always filled with gold coins.
Go, Sir Graham! Go and bring me back those treasures. If you succeed, you
will inherit the throne."

     Blinking, Graham stood. Not knowing what else to say, he looked to his
king and said, "I shall do my best."

     Smiling, Edward dismissed the young man and settled down in his soft
throne cushions, muttering imprecations at his weakened body. Graham fought
his way through the carpet to the end of the hall, and let himself out.

     "Well," thought Graham, the gate shutting behind him, "this is lovely."
He walked down the steps, careful not to slip on the wet moss and fall into
the moat. Scratching his head, he looked around, wondering where to start. He
needed a weapon first of all, he decided.

     Looking to the left, he saw a tree, and in the distance, a pond. To the
right, he saw a boulder, and a forest. Thinking he might be able to pick up a
club or something, he went right.

     As he reached the boulder, he stopped to look around. He leaned on the
boulder as he bent to remove a pebble from his shoe, and nearly fell over as
it began to wobble. Patiently, he sat down upon the ground, removed the
pebble, returned his shoe to his foot, and examined the boulder. It was
nearly as big as he, but Graham as a strong fellow, and it was on a downhill
slope, so he pushed on it until it slid away, revealing a small hole.
Reaching inside, he nearly cut himself on a sharp dagger. He carefully
removed it, and, hefting it, marveled at its construction.

     "My, but this is a fine weapon!" He said to himself, wondering how such
a thing came to be buried in the ground under the boulder. He waved it around
slightly, getting used to the feel of it, then put it away. The next order of
business was food. One cannot travel on an empty stomach, as his father
always told him.


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|                Chapter 2: That Probably Hurt Coming Out...                |
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     Seeing nothing to the south, he turned his toes north, and soon came
upon a large tree. Squinting up through the branches, Graham could barely
make out what might have been a bird's nest. Noting the rough bark of the
oak, our hero grabbed on and scurried up the tree with the speed of a
squirrel.

     He was right about the nest. Edging along the branches, he peered in,
expecting to see a few tiny eggs. Imagine his surprise when he saw a massive
egg the color of gold! The knight was a kind-hearted fellow, and had it been
what he was expecting, he would have only taken one egg and left the others
for the birds. But this...this was too much to pass up on! He lunged out and
grabbed the egg, the weight of which surprised him ("This must be solid
gold!"), then toppled over backwards out of the tree.

     "OOF! Ouch..." He said, hitting the ground with great force. He winced
as he stood up, gently rubbing his lower back. Stretching, he cringed at the
cracking sounds coming from his spine ("I'll have arthritis before I'm
through here,"), then checked on the egg, which was still intact. He debated
whether or not to return it (it was, after all, the only egg there), but
didn't really feel up to the climb, so instead kept it. Of course, the egg,
being made of gold, wasn't exactly suitable for eating, so Graham pocketed
it, and walked east, to the castle gardens.

     It was far too early for harvesting, but Graham could see a few carrots
growing on the western edge that looked ripe. He picked one and chewed on it
thoughtfully, then grabbed another one for the road.


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|          Chapter 3:  Graham Is Distracted By Small Shiny Objects          |
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     On a whim, Graham turned north, and as he left the sheltering walls of
the garden, he saw a merry little elf skipping around the pond.

     "Hello," called Graham. "How goes it, my small friend?"

     "Oh, hello!" The elf smiled cheerfully, and handed Graham a ring. "This
is for your kind words, good sir. Everyone else I have encountered has
ignored me or tried to kill me."

     "Why, thank you," said Graham, and slipped it into his pocket, for fear
of losing it. "What does it do?"

     "It makes you invisible, sir! Just rub it!" The elf squeaked, his shrill
voice hurting Graham's ears. He glanced at a small pocket watch, gave a small
start, and disappeared with a popping noise.

     Graham looked at his own time gauge, the sun, and noting that it was not
very far along in the day at all, decided to go north some more, and very
soon, nearly tripped over a bowl. He picked it up, and looked at it. Noticing
a small word written on the bottom of it, he read it aloud, in his usual
fashion. "Fill." As he spoke, the bowl magically filled with a thick stew.
Hungrily, and with no thoughts as to witchcraft or curses or even poison,
Graham spooned it down, then wiped his mouth with a sleeve.

     This bowl, of course, was more useful (not to mention more tasteful)
than the carrot, so Graham pocketed it, grinning triumphantly. North seemed
to be a good direction for him, so Graham took off that way. He soon came to
a river, and on the banks, some pebbles.

     Always a sucker for anything shiny, Graham picked out some of the
prettier pebbles and put them away. Seeing nothing but more river to the
north, he turned south again. When he reached the area where he picked up his
bowl, he paused and looked around. Seeing a forest to the left, he changed
directions and soon came upon a walnut tree.

     "What good fortune," thought Graham, as he scooped up a walnut. Opening
it, he tipped the contents into his hand, and found the nut within to be
solid gold. "What GREAT fortune!" He thought, not even wondering how it came
to be that nearly everything that he would normally consider to be food was
now made of gold.

     He was tempted to take another walnut, but decided against it, leaving
the precious nuts to the other travellers. He smiled to himself ("This quest
isn't so bad after all..."), then turned his footsteps once more to the
south.


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|        Chapter 4:  Starvin' Lumberjacks... Where Are The Pancakes?        |
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     After a few minutes of walking, he found a door at the bottom of a
mountain. Ever the explorer, Graham walked up to it and tried to open it, but
it was securely locked, and not even the hardest pulling would budge it. He
sighed, slightly disappointed, but then continued on his way.

     Very soon, he found himself at the very same area in which he had found
the dagger. Looking towards the forest to his right, Graham saw a lake. As
the sun would very soon be reaching its pinnacle, and the knight was already
sweating profusely, he ran up to the lake and jumped in. He swam around a
bit, then paddled over to the other side, where he climbed out and shook
himself in a dog-like fashion.

     Wiping the water from his eyes, Graham noticed a log and a stump sitting
nearby. Curious, he peeked in both, and was pleased to find a small leather
pouch in the stump. He pulled it out, and opened it. "Oh! The gods have been
good to me today!" He quickly tucked the diamonds he had found back into
their pouch, lest he lose any, and put them securely in his pocket.

     Laden down with goods and treasure, Graham skipped to the south, where
he could see a small log cabin in the distance. When he reached it, he found
an axe and a pump in front of it. Try though he might, he could not get the
axe out of the stump in which it had been wedged, nor move the pump handle.

     Giving up, he walked up to the door and knocked, then walked in. His
heart ached as his eyes fell upon the hollow faces of a starving woodcutter
and his wife. Deciding instantly what he must do, he took out his bowl, and
said the magic word. He then set the full bowl upon the table, and the man's
eyes began to shine.

     "Thank you, good sir! Please, take my fiddle in thanks!" Graham, seeing
no possible use for it in either the hands of the woodcutter or those of his
wife, edged around the hole in the floor, and picked it up, then, remembering
his music lessons of so long ago, played a lively tune for the couple.

     After a bit of socializing, Graham left them to their food, and
continued on his journey. South seeming like a good way to go, he took off,
passing a lake, and moving towards another house.


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|       Chapter 5: That Boy Sure Does Love His Cheese (But Not Swiss)       |
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     Getting close to it, Graham could smell baking gingerbread, and his
mouth began to water. He began to run, and very soon found out that the house
itself was made of gingerbread!

     Unable to control himself, the knight set upon the house ravenously, but
had taken no more than a small bite (but it was by far the best taste he had
ever been fortunate enough to experience), when he heard a screeching voice
from within.

     "Nibble, nibble, little mouse. Who's that nibbling at my house?"

     Recognizing that immediately as the chant of a wicked crone, Graham
scurried off and hid behind a tree. Within a minute, he saw her run out of
the house, leap upon a broom, and fly off. He stole up to the house, and
took another bite out of it. His hunger satisfied for the time being, he
opened the door and went into the house, thinking perhaps he could find
something useful within.

     The first stop was the witch's bedroom. Glancing in, Graham could see
a piece of paper sitting on the nightstand. He picked it up, and just as he
began to read it, he heard the door open and close.

     His instincts told him to run, but, as there was nowhere to go to, he
instead dropped to the floor and crawled over to the doorway. Peering out, he
saw the silhouette of the witch against a fire. Siezing this opportunity,
Graham ran stealthily out and pushed her. She fell forward, and very soon was
nothing but harmless ashes. Graham wiped his hands on his pants, then noticed
a cupboard out of the corner of his eye. He walked up to it, and, hoping it
wasn't locked, tugged gently. It yielded to his efforts, and within, he found
a piece of swiss cheese.

     Graham was never much of a swiss man himself, always preferring sharp
cheddar, but took it anyway, figuring he could always give it to another
starving traveller somewhere if need be. He then left (taking a final bite
out of the house while doing so), and pointed his face to the west, away
from the sun which was nearing its peak and would very soon be overhead.


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|          Chapter 6: Graham Goes Skinny Dipping (Well, Not Quite)          |
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     After quite a bit of walking, Graham stumbled into a clover patch.
Bending down out of childish habit, he scanned the ground for a four-leaved
clover, and was pleased to find one rather quickly. He tucked it into his
buttonhole for good luck, then straightened up.

     "Well," mused our hero, "it's really about time for me to stop idling
about in the clover." He sighed, and decided that it was about time to go
find the Magic Mirror. Remembering something in the old tales about sorcerers
hiding their treasures underground, Graham headed to the only outlet to the
underworld that he knew of: The old well.

     As he walked south, a sparkling apparition appeared before his eyes.
"Good Sir Graham, I am your fairy godmother," stated the beautiful woman. She
sprinkled him with powder as Graham wondered if it was illegal to marry your
godmother. Before he could ask, she vanished, but he felt somehow protected
against anything evil.

     With his thoughts on the fairy, he walked east, hands in his pockets as
he whistled a tune. He stopped for a bit and watched a goat in his pen, then
was reminded of more urgent matters, and ran off to the well, which was
fortunately only a short way past the goat pen.

     Graham thought the rope would be easier to climb without the bucket in
his way, so he hacked through the tough cord with his trusty dagger, grabbed
the bucket before it could fall, and turned the crank as far as he could.

     That done, he tightened his belt, checked his pockets, and climbed over
the edge of the well. He grabbed onto the rope, and within a minute was
sliding down, burning his palms and losing control. He hit the water with a
mighty splash, and, after floundering around a bit, managed to regain his
composure, and began to tread water.

     Hoping to find something at the bottom, our hero did a surface dive
(never a more graceful diver than Sir Graham has there been), and found
himself in an empty pool. Seeing nothing but broken bottles and empty cans,
Graham made to go back up, then saw a hole in the wall. Without returning to
the surface for a breath, Graham swam down, then wormed his way into the
hole, and burst out into scorching heat.


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|                           Chapter 7: Got Water?                           |
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     "Yowch!" Shouted Graham, hopping from foot to foot on the hot stone.
Glancing up in order to find the source of this heat, Graham found himself
face-to-face with a large, fire-breathing dragon. Whipping out his bucket, he
turned to fill it with water from the pool, but discovered it to already be
so from his swim.

     Almost without thinking, Graham ran up to the dragon and threw the
bucket of water into its face. With steam rising from its nostrils, the
dragon shoved a boulder out of the way and ran off into a cave, leaving
Graham free to take the Mirror, which had been hidden behind the dragon.

     "That was almost too easy," thought Graham, looking into the mirror and
seeing what he supposed would be the events that would occur in a few days.
He saw himself being crowned (he smiled at this), among other minor things.

     With mirror in hand, Graham swam back out through the well, jumped out
of the water with the agility of a dolphin, and somehow managed to climb back
out.


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|       Chapter 8: Farmer Graham Is Also A Psychic And A Goat Trainer       |
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     Strolling over to the goat pen he'd passed earlier, the noble knight
leaned on the fence and looked in. A billy goat was wandering around within,
and no owner was in sight. Figuring a companion would be nice on his lonely
journey, Graham opened the gate and stepped in, making sure to close it again
behind it.

     He walked up to the goat (which meandered over to the over side of the
enclosure as he approached), followed it around for a bit, then showed him
his carrot (the vegetable, you perverts!). The goat began to follow him.
Graham opened the gate and walked out, goat in tow.

     The companions wandered east, past the well and the area where Graham
had met his godmother, then turned north. They reached a bridge spanning the
raging river, and Graham started to cross it.

     As he approached the center, an incredibly ugly personage appeared and
grunted a warning of sorts. The goat, having a natural hatred for trolls,
charged him, knocking him into the rapid river. The goat, satisfied for the
time being wandered off, never to be seen again. Graham shrugged and crossed
the bridge.

     When he got to the other side, much like the fabled chicken, he
encountered a short little bearded man with a cane. He ambled up to him and
said hello.

     "Hello, hello! My name is--no, guess! If you do, I'll give you something
special! If you don't, I'll still give you something special! But not quite
as special as what you'd get if you'd guessed correctly! Unless of course you
guess incorrectly but pronounce it wrong! Then I'd give you the specialer of
the special prizes! Of course, that wouldn't be right, because you didn't
guess my name!" After 5 minutes more of such talk, Graham interrupted the
jolly fellow.

     Reminded of a storybook character his dear old mum had told him about
when he was a wee lad, Graham guessed Rumplestiltskin. The gnome laughed,
shook his head, and said gleefully, "Two more guesses!"

     Graham put his hands in his pockets, chewed his lip, and leaned against
a tree. He felt a piece of soggy paper in his pocket, and pulled it out. It
was the note he had taken from the witch's house. "Sometimes it is wise to
think backwards," it said in smudged lettering.

     The knight put it away, and asked if Nikstlitselpmur was the proper
answer. It wasn't. The gnome's eyes glinted as he grinned, and Graham sat
down with a box of crayons and tried to figure out what the note meant.

     After about an hour of this, he decided to try a backwards alphabet. The
result? Ifnkovhgroghprm. The gnome looked furious, jumping up and down in his
fury. Suddenly, he disappeared in a puff of smoke, and Graham was left alone.
Where the midget had been standing seconds before, there were 5 small beans.
Graham picked them up, then skipped off to the east.


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|       Chapter 9:  Graham Starts A Garden, And Kicks Some Major Butt       |
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     Tiring quickly of the strenuous activity of skipping, Graham stopped in
a patch of flowers and sat down to rest. Poking at the damp earth and
choosing not to have gas when he returned to the king, he planted the beans
he'd gotten from Ifnkovhgroghprm in the ground, and was knocked off of his
feet as a beanstalk sprouted out of the ground at a magnificent rate.

     Graham craned his neck, but he couldn't see the top of it. It seemed to
go through the clouds. Being the adventurous chap that he was, he tightened
his bootlaces, spit on his hands, and began climbing.

     Three hours, twelve falls, and several bruises later, Graham reached the
top of the beanstalk. By the time he was twenty feet up, he had been holding
onto the stalk for dear life, as a fall would break his neck and kill him.
Not something Graham was prepared to do. He carefully stepped off the stalk,
onto the cloud-covered land.

     Stepping gingerly along lest he fall off the cliff, he made his way over
to the east, where he could see some trees, and a tall figure. He stepped
into the visual range of the giant, and was immediately chased. He ducked
away, hiding behind a tree, and soon lost him.

     Creeping along around the trees and trying to avoid the violent giant,
Graham managed to find a slingshot hidden in the crotch of a tree. He loaded
it with one of his shiny pebbles, then bravely ran up to the giant. The giant
raised the trunk he was carrying and tried to bash a dent into Graham's head,
but before he could, Graham popped him with a pebble. He fell like a rock,
and Graham strode over to his fallen enemy. He opened the chest, and was
surprised to find it full of gold.

     Correctly assuming it was the lost Chest of Gold, he pocketed it. How,
I know not. After all, it was a massive wooden box filled with gold. However,
Graham's a husky lad, so I guess he managed somehow... He also probably had a
strong belt.

     With the Chest in his possession, it was time to head down the mountain,
so Graham looked around. The idea of climbing down the beanstalk didn't
exactly have him bouncing in his britches, so he opted to attempt to go down
through the cave he could see in the east. And so off he went to explore the
great unknown.


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|    Chapter 10: Graham Finds Another Midget, And Nearly Loses His Stuff    |
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     Midgets certainly are common in the land of Daventry. As Graham was
making his way down the steep and slippery stairs he found within the cave, a
bearded dwarf appeared out of nowhere and tried to get all of Graham's cool
stuff out of his pockets. Graham leapt down the stairs three at a time,
nearly breaking his ankles (and neck), but making it safely to the bottom.

     Once there, he ran around in circles with the dwarf in tow for nearly
five minutes, then made a dash for the door, which magically disappeared. He
ran out, followed by the hairy midget, who immediately retreated to the cool
darkness of the cave when the blinding sun showed its face.

     The door reappeared, and Graham recognized his location to be that of
the area in which he had tried to pull the door open, but to no avail. He did
a dance of joy, having found two of the three lost treasures, then went off
to find the third.


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|    Chapter 11: Graham Hitches A Ride On A Giant Bird, Then Gets Stoned    |
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     After wandering around Daventry for awhile, Graham found himself to be
outside another cave. As he was debating whether or not to go in, a giant
Condor swept down upon him, knocking off his hat and ruffling his hair. He
put the hat back on, and glared up at the bird, which stared back.

     As the bird passed overhead once more, Graham jumped up and grabbed onto
its talons. With a screech of rage, the Condor took off for its nest, taking
along the rather frightened Graham. As they neared the Daventry border,
Graham let go of the bird, and fell to the ground with a resounding "THUMP!"

     Nursing a sore rear end, Graham hobbled around the area. He noticed a
rather large hole in the ground, and a colorful mushroom as well. He picked
the mushroom, then jumped down the hole, bruising his bum once more. He stood
up, brushed himself off, and limped over to a passageway leading into the
rock.

     Rubbing his posterior, he followed the dark passageway to its end...
where he was stopped by a giant rat blocking a door. Thinking quickly, he
whipped out the swiss cheese and threw it at the rat. The rat gulped it down,
then scampered off, leaving Graham free to enter the door.

     Almost at once, he was set upon by two more midgets, who backed off when
they spotted Graham's clover. Assuming the latest set of undersized inviduals
were leprechauns, the knight nodded to them, then walked out into a large
room.

     This room was filled with leprechauns of all sizes, and Graham, as a
giant (to them, anyway), intimidated them. Ignoring the clover, they started
to approach him with menacing looks in their eyes. He whipped out his fiddle,
and started playing a merry little ditty his father had taught him.

     Graham was an extremely talented fellow. He was strong and agile, a five
star diver, a master musician, a champion climber, a goat tamer, a gardener,
a crayon artist, a psychic, and he made a mean omelette. The leprechauns were
suckers for good music, and danced themselves away.

     When they were all gone, Graham ran over to the throne previously
occupied by what must have been the leprechaun king. He picked up the
scepter, as well as the shiny shield beside it. Feeling infinitely stronger,
Graham took the Shield of Achilles and followed the dancing leprechauns.

     Except Graham had one slight handicap. The leprechauns had danced their
way out through a tiny hole in the rock, and Graham could barely fit a hand
through there. Sitting down to think, he pulled out the mushroom. Slightly
depressed, he nibbled on it, and finding it to be quite tasty, ate the entire
thing. His head spun, colors flashed, and suddenly everything seemed huge,
including the hole. He went through.


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     Shortly following his escape, Graham's cool magic mushroom lost its
effect (he was greatly disappointed), and he decided it was time to head back
to the castle. So off he went.

     Upon arrival, he returned to King Edward, bowed, and showed him the
treasures. Edward announced his successor to the kingdom, then had a heart
attack and died. The kingdom mourned his loss, and Graham was made king.

     He rescued the land from famine and poverty, paid the soldiers, fed his
subjects, and was generally a good guy. The End.

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Version Q, 4/26/01 - Everything's new. Enjoy! And have a nice day!

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                        I'm cheerful. Send me stuff!

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|                   < 4.  Copyright/Contact Information >                   |
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This document © 2001 SquidGirl

This document was written exclusively for use on the internet. It is
not intended to be used in any way that is profitable for anyone other
than the author. It is not to be reproduced in any way without express
written permission from the author.

The information found within the document is, to the best of the
abilities and knowledge of the author, 100% accurate. However, the
possibility exists that inaccurate information may be found within. Any
errors (human, computer, or otherwise) should be reported to the
author.

If you would like to use this document on/in your web site, magazine,
or other published work, please contact the author and obtain permission
before doing so.

If you have an error to report, please contact the author.

King's Quest, KQ, King Graham, and all events and titles are trademarks of
Sierra Online, Inc. The author makes no claim to the creation of these.

More information on copyright laws can be found at the copyright section of
the official Library of Congress web site. (http://www.loc.gov/copyright).

Currently, you can find this document at the following sites:
   - http://www.chronosquid.com
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If you have found this document anywhere else or are at some other site that
foolishly forgot to remove the copyright information, contact the author.

Contact the author if:
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DO NOT Contact the author if:
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   - She has a headache. Stupid emails (and even moderately intelligent ones)
       make headaches worse, which leads to mean emails and flaming. Don't do
       it. It's a big, big, no no. And remember, the mood is posted up there,
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       same mood for a few days, unless something extreme happens, but if it
       does, chances are, I won't be checking my email, anyway.

   - You have nothing intelligent to say. "I finished the game before you.
       Nyah." is not intelligent, and I'll have to delete it. Sorry.

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If you have reason to contact me for anything other than those circumstances
stated on the allowed list, your email will be read, laughed at, and deleted.
Or maybe just deleted. The same actions will be taken if you ask a question
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you immediately. I get lots of email every day, and I try to answer all of
it, but things sometimes get out of hand.

If you contact me with something from the no-no list, I'll probably reply and
call you a dirty name that you won't want to repeat to the younguns (Lord of
the Flies!), then be generally surly and mean to you until I forget about
your entire existence. Then I'll just treat you like everyone else, until you
make me mad again.

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|                           < 5. Credits/Thanks >                           |
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Author:
   SquidGirl (becky@chronosquid.com)

Inspiration:
   Lotsa people.

Thanks to:
   Roberta Williams and everyone else at Sierra
   CJayC

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                ____              _     _  ____ _      _
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               \___ \ / _` | | | | |/ _` | |  _| | '__| |
                ___) | (_| | |_| | | (_| | |_| | | |  | |
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                            becky@chronosquid.com
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                       This document © 2001 SquidGirl
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Top of page | 



Solution #2 for King's Quest 1: Quest for the Crown


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              F O R  T H E  P E R S O N A L  C O M P U T E R
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What's new? Everything!
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Current Mood: Cheerful. Send me something. I'm happy!
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Guide Info:
 FAQ/Walkthrough for King's Quest 1: Quest for the Crown for the PC
 Version: Final
 Written by SquidGirl
 Started: March 18, 2001
 Released: March 21, 2001
 Last Updated: ---
 Finished: March 21, 2001 (Hopefully)

Contact Info:
 Email: becky@chronosquid.com
 AIM: chronosquid
 ICQ: 91070341

Sites where this guide may be found:
  - http://www.chronosquid.com
  - http://www.gamefaqs.com

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Table of Contents:
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    1. Introduction
    2. Mini-Review
    3. Game Basics
        o Story
          (Manual Version)
          (My Version
        o Characters
        o Getting Started
        o Basics
        o Controls
    4. In-Depth Walkthrough
        o Introduction
        o Obtaining the Magic Mirror
        o Obtaining the Magic Shield
        o Obtaining the Magic Chest
        o Return to Castle Daventry
    5. Maps
    6. Point List
    7. FAQs
    8. Coming Soon
    9. Copyright & Contact Info
   10. Credits/Thanks
   11. Update History

(I) = Incomplete
(N) = New

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1. Introduction
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Hiya, and welcome to my KQ1 FAQ/Walkthrough/Guide thing. It's my fourth
guide, and I probably shouldn't do it, as I have 3 other guides to finish,
but variety is the spice of life or whatever, and I really need a break from
the others. So this is the result. And since it's an old game, I probably
won't be getting too many emails or anything for it. ^_^

On another note, this is probably the final version of this guide, since I've
got mostly everything here.


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2. Mini-Review
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Graphics: 10/10
Sound: 10/10
Story: 10/10
Gameplay: 10/10
Rent/Buy? Buy
Overall: 10/10

These scores are, of course, based upon the simple fact that the game is
nearing it's 17th birthday. If you think these graphics suck, check out The
Wizard and the Princess. ^_^

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3. Game Basics
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          o Story (Manual Version)
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A long, long time ago, when unicorns still roamed the forests and the merfolk
still dwelt in the shallow waters frequented by men, there ruled in the
kingdom of Daventry King Edward and his lovely Queen. The people of Daventry
were prosperous and happy, and everywhere peace reigned. But the King and
Queen were sad because they were childless. They had no son to inherit the
throne, nor daughter to gladden their hearts.

One bright, sunny day King Edward the Benevolent (for so he was called) and
his Queen were walking in the castle garden when suddenly before them
appeared a powerful sorcerer. "I know your problem and I can cast a spell
that will bring you a child," he said.

"Oh, great sorcerer, if you can help us, we will be everlastingly grateful,"
said the Queen.

"We will bestow upon you many honors, and great riches," said the King.

"I have no use for honors or riches. MY payment will not be so great. All I
ask in return is the mahogany-framed Mirror that hangs in your private
chamber."

The sorcerer's words gave them pause, for that Mirror was priceless. It had
the power to read the future, and helped Daventry prosper. The royal couple
used it to foretell the weather for planting and harvest, as had the kings
and queens before them. It had been hundreds of years since a crop had been
planted before the last frost, or had been ruined by autumn rain. What the
sorcerer desired was indeed valuable. The King and Queen retired to their
chamber to consult the magic Mirror.

King Edward and his wife gazed into the Mirror's depths and saw a young
princely figure with a gold crown upon his head. Imagining the youth to be
the son they yearned for, the royal couple gladly bestowed the Mirror upon
the sorcerer. He took it to his dwelling, where he set one of his beasts to
guard over it.

The months passed and the Queen did not conceive a child. For the first time
in four hundred years, Daventry lost the harvest to an early autumn
rainstorm. The King and Queen wept, and everyone tightened their belts.
Instead of having excess produce to sell to neighboring kingdoms, the people
of Daventry had to supplement their stores with food bought elsewhere.

With famine came the dreaded Plague, and the Queen was stricken. For three
days she lay in the grip of a great fever, with Edward maintaining a constant
vigil by her side.

On the fourth day of the Queen's illness, a diminutive figure pushed his way
between the legs of the castle guards. "I have a cure for the Queen," he
claimed. Quickly the courtiers ushered him into the Queen's chamber, where
the King despaired.

"I have traveled a great distance to bring relief to our dear wife. This
powerful root known only to dwarves will cure any plague."

The dwarf leaned over the Queen and touched the root to her lips. Her eyes
fluttered open and she smiled at Edward.

The Queen's attendants looked at each other in wonderment. "Only a touch
revived her," they whispered. "Imagine how fast she will recover when given the
whole root!"

"Ask any reward for this miraculous gift, oh small one," exclaimed King
Edward.

"I ask in repayment the Shield left you by your father when he died," said
the dwarf softly.

The King paled at the thought. The Shield, made of titanium and set with
emeralds, was traditionally carried in battle by the ruler of Daventry.
Legend held that he who bore the Shield was invincible, and his army always
victorious. Thus there had been no successful attack on the kingdom of
Daventry for over five hundred years.

"Ask again, little man. I will give you your weight in gold, but please do
not ask for the Shield," said the King.

"You do not appear to value your wife's life, your Highness," said the dwarf.
"I will take no other reward than that which I have requested." Haughtily, he
turned to go.

"Come back," Edward called. "I'll give you the Shield." The Dwarf took the
Shield, and secreted it away in a hold in the ground, in the way of Dwarves.

The Queen partook of the root, but to no avail. She worsened and died.
Daventry's church bells tolled in mourning, and the King vowed vengeance
against the false dwarf. Years passed, and the news of the loss of the Shield
spread. Armies attacked the weakened Daventry, and the King went out to lead
his armies without the Shield.

Many years passed, and the King was very lonely. One day, while out riding
with his courtiers, Edward came upon a pack of wolves tearing at the lower
limbs of a big tree. When the group approached, the wolves scattered to
reveal a beautiful young woman perched in the tree.

The King was charmed with the Princess Dahlia, and brought her back to his
castle to visit. He felt new life coursing through his veins, and knew it was
because he had met someone who might fill the loneliness left by his late
Queen.

In due time Edward asked Dahlia to marry him, and she accepted. The people of
Daventry were wildly excited at the prospect of a new Queen (and hopeful
again of an heir), and made preparations for a glorious wedding celebration.

On the night before the wedding, when the air resounded with toasts and
merriment, Princess Dahlia bid Edward good night. He never noticed her hand
stealing up to his belt and extracting the ring of keys hanging there.

Much later, the Royal treasurer approached the King with alarming news. He
had discovered the treasury door standing open, with the King's own key in
the lock. The Princess Dahlia had been inside, holding a small chest of gold.

The treasurer stood frozen to the spot. The Princess' bright laughter changed
to a witch's cackle as her form grew old and withered. She grasped the Chest
and mounted her broom to fly out the open window. The treasurer watched with
horror as she swooped up through the clouds and disappeared.

When the King heard the news, he wept in despair. That Chest was magic, and
the last great treasure remaining in Daventry. No matter how much was taken
from it, the Chest always remained brimming with golden coins. Without the
Chest, Edward could buy no more food, pay no more soldiers.

Many more years passed, and Daventry grew poor and weak. King Edward was old
and feeble, and saw that his end was near. Fearing that the country would
fall into even greater disorder when he died, he sent for his favorite
knight, Sir Graham.

"You are the bravest and truest knight in my kingdom, Sir Graham. Long ago I
envisioned your form in my magic Mirror, and thought I was seeing my son and
heir. The years have proven me at least half wrong. But the prophecy may yet
be fulfilled.

"To prove yourself worthy of my crown, I command you to journey out into the
world and retrieve the three great treasures taken from Daventry by treachery
and stealth. Fail, and our beautiful Daventry will grow ever weaker until it
is invaded and conquered by an unfriendly nation. Succeed in this great
quest, and you shall become King upon my death. This I promise by all that is
honorable and right.

"Look to the fables and fairy stories of yore for clues. Leave no stone
unturned, no avenue unexplored, and you will triumph in your quest. Along the
way, collect as many treasures as you can. The kingdom of Daventry will need
everything you can bring back. And you will profit from the experience."

Go now, Sir Graham. And in the words of King Edward, "May you return
victorious!"

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          o Story (My Version)
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Once upon a time, there lived a mighty king named Edward the Benevolent. He
reigned over the kingdom of Daventry with his wife by his side, but he had no
heir.

The kingdom's prosperity was maintained by the presence of three great
treasures, known as Merlin's Mirror, the Shield of Achille, and the Chest of
Gold.

The Magic Mirror foretold the future, and was extremely valuable, as the King
used it to view the weather. This knowledge was used to enhance the harvest,
and as a result, Daventry was always well fed, and the excess food was sold
to neighboring kingdoms.

The Magic Shield, which was made of titanium and set with precious jewels,
made the bearer invincible and granted success to his army. The King led his
soldiers into battle with this shield, and Daventry easily fought off any
attackers.

The Magic Chest was a simple wooden trunk, but contained within was an
unlimited supply of gold. Edward used this to pay his soldiers, and buy
whatever materials and such that Daventry could not supply. Even when gold
was taken out of it, the Chest would magically refill itself, and Daventry's
treasury was always full.

One day, while strolling through the castle gardens mourning their lack of
heir, the King and Queen stumbled across a sorcerer. The sorcerer, seemingly
eager to enhance the prosperity of the kingdom, offered his services in
exchange for the Magic Mirror.

The King and Queen, eager for an heir, consulted the Mirror, and, seeing a
sturdy youth wearing a gold crown, determined this to be the son they had
always wanted. They gave the sorcerer the Mirror, and he hid it away in his
underground lair. Many months passed, but still the Queen was not blessed
with a child. The sorcerer disappeared, and the kingdom was left heirless and
Mirror-less.

The years wore on, and Daventry was weakened by the loss of their crops. They
were forced to buy food from neighboring kingdoms, and a Plague was brought
into the kingdom. This plague struck down the Queen, and for many days she
was bed-ridden.

On the fourth day of her illness, a dwarf arrived at the castle with a root
that he claimed would cure the Queen. Touching it to her lips, the Queen's
eyes flickered open, and everyone rejoiced. The King, grateful for the
dwarf's services, offered him whatever amount of treasure he might desire.
The dwarf requested that he be given the Magic Shield in payment, and the
King, his wife not yet out of danger, agreed. The dwarf hid the shield in the
earth in the fashion of his kind, and the Queen consumed the root.

The supposedly magical cure, despite its miraculous effects when touched to
her lips, did nothing more for the Queen. Her condition worsened, and within
a few days, she perished. The kingdom mourned her loss, and that of the
Shield, and neighboring countries, hearing of the weakened condition of the
army, attacked. Without the Magic Shield, many battles were lost, and the
kingdom sank deeper into despair.

The King was lonely without a companion, and often took to riding with his
men. On one such trip, they came across a pack of wolves surrounding a tree.
At the approach of the armed men, the wolves scurried away, and a young woman
descended from the branches of the tree and thanked them profusely for the
rescue.

The King, infatuated by the young woman's beauty, took her back to his
castle, where she stayed for many a day and night. Eventually, realizing that
this was to be his partner in life, Edward proposed to Princess Dahlia, as
she was called, and the kingdom rejoiced at the thought of a wedding and,
later, an heir.

But, on the night before the wedding, Dahlia stole the keys that hung at
Edward's belt, and went into the Royal Treasury. The treasurer, noticing the
door ajar, peered in, and witnessed in horror the transformation from the
beautiful to a wrinkled crone. The witch, cackling madly, stole the Magic
Chest and flew off on her broomstick.

The King's heart was broken, and his treasury empty. He could no longer
afford to pay his soldiers or buy food for his starving country, and the
woman he loved was gone.

The years wore on, and Edward realized that his days were nearing their end.
He summoned his closest knight, Sir Graham, and informed him of his troubles.
Sending him on a quest to retrieve the three lost treasures, the King
promised Graham his throne upon his death. And so Graham set off on a great
quest, hoping to return the lost treasures to his country.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Characters
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

King Edward the Benevolent:
 Edward has led the kingdom of Daventry through many years of prosperity and
 famine. As his life nears its end, he must find an heir to his throne.

Sir Graham:
 Graham has been sent out on a quest to retrieve the three lost treasures of
 Daventry. His reward for this noble deed is the crown of Daventry.

Woodcutter and his Wife:
 They're starving. Feed 'em.

Giant:
 He's guarding the chest. Do something about it.

Dragon:
 He's guarding the mirror. Douse his flames.

Leprechaun King:
 He's got the shield. Dance the night away.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Getting Started
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Since you've obviously booted up your computer, or you wouldn't be reading
this, it's time to install your game, if you haven't already.

Insert your game disk or CD into the proper drive. Since you're probably
running Windows 95 or better (which doesn't really take much in Windows),
I'll start with the installation instructions there.

Go to the Taskbar (it's that thing at the bottom of your screen) and hit the
Start button. From there, select the Run option (it's near the bottom), and
hit the browse button. Go to the directory of your disk or CD drive, and
select install or setup or whatever. Follow the on-screen instructions.

If you're running Windows 3.x (and if you are, no offense, but you deserve
to be shot...), in the Program Manager, left click on the menu choice File
and choose Run. Do what they say.

If you're running MS-DOS, type the letter of your disk or CD drive followed
by a colon (:), and press enter. You'll see the drive's prompt. At said
prompt, type 'dir' to view the drive's directory, and type the file name of
the install or setup or whatever program. Voila.

To play in Windows, open the directory in which you installed the game, and
double click on the game icon. In DOS, go to the prompt of the drive on which
you installed the game and type 'dir' to see the directory, then type the
.bat or .exe file matching the name of the game.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Basics
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Score:
  Throughout the game, various actions and items will earn points for you.
  There are 158 points in the game, but you don't have to get all of them to
  finish it. It's just a nice little challenge for you.

Sound:
  Turn the sound on and off to hear sounds. Simple, no? Yea...

Menu Bar:
  Hit escape to see the Menu Bar. It lets ya choose the options below this...

Info:
  See stuff about the game.

About KQ:
  Found under info, it says this: "King's Quest was designed by Roberta
  Williams."

Help:
  This displays the control screen. Also under info.

File:
  Another thingy on the Menu Bar, this one is about the game.

Save Game:
  Saving (found under File) is the way of keeping your progress, even if you
  exit the game. Save often. Save well. Follow the on-screen instructions.

Restore Game:
  Restoring (also found under File) recalls your saved game. Do it if you
  die.

Restart Game:
  Restarting (guess what? It's also under File!) restarts your game. Big
  surprise there. Don't do this unless you're unbelievably stuck or
  something.

Quit:
  Another File option. This one exits the game. Are you surprised? Neither am
  I.

Game:
  The Menu Bar's third option. This one deals with items.

See Object:
  Use this to look at an item in your inventory. It's under Game.

Inventory:
  Check this Game option out to see what you've been toting around.

Action:
  Another Menu Bar thing. Check it out to see your nice moves.

Swim:
  Graham can swim if you choose this under Action.

Jump:
  Boingy, boingy, boingy. Another Action.

Duck:
  Can't see any possible use for it, but it's your final Action.

Special:
  This Menu Bar thingy deals with special things, like me.

Sound On/Off:
  This turns the sound on and off. Go figure. It's Special.

Reset Joystick:
  Reset your joystick with this Special option.

Pause:
  Feel the urge to take a break? Pause your game so no mean old nasty Trolls
  eat you. It's also a Special option.

Speed:
  This drug stimulates your nerves...er... This Menu Bar option determines
  the Speed at which the game runs.

Normal:
  If you're using a modern computer, this is the Speed you'll wanna be using
  throughout the game.

Fast:
  If you're on an old computer, this might be the Speed for you, but you're
  just asking for trouble if you use it on anything fast.

Slow:
  This Speed is far too sluggish for me, so I never use it. Do so if you want
  to...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Controls
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

F1.................Displays the Help screen
F2.................Toggles sound on and off
F3.................Retypes last line
F5.................Saves
F7.................Restores
F9.................Restarts
Tab................Opens your Inventory
Esc................Displays the Menu Bar/Pauses the Game
Enter..............Acknowledges that you've seen the message or something
0..................Jump
-..................Duck
=..................Swim
Ctrl+J.............Sets up your Joystick
Alt+Z..............Exits the Game
Arrow Keys.........Moves Graham
Letter Keys........Types an Action


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
4. In-Depth Walkthrough
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Introduction
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You'll start out on the bright green grass outside Castle Daventry. Nobody
tells you this, but the general idea here is to get your bum in there and
talk to Edward. So cross the bridge. It might look 3D, but it's only 2D. So
just go across. It's easy to do.

Once across the bridge, make your way over to the left, and walk that way
until you're in front of the door. Walk up to it, and open it. You'll end up
inside the castle.

It's not much of a building, is it? Make your way down the hall and around a
corner, and you'll reach the throne room. Walk up to the big guy, bow, and
talk to King Edward, who'll give you the following message:

"Sir Graham, I am an old man. I fear my end is near. I have chosen you to
prove yourself worthy of the throne. As you know, our kingdom is weak and
poor. I have knowledge of three things that would make our kingdom wealthy
and strong. Somewhere within our kingdom, there is a magic mirror which tells
the future. There is a magic shield that will protect the bearer from mortal
harm. Finally, there is a magic chest that is always filled with gold coins.
Go, Sir Graham! Go and bring me back those treasures. If you succeed, you
will inherit the throne."

Now it's back outside for our coral-clad protagonist. So go outside, then
head to the left.

See that rock? Stand behind it and push. If you stand below it, it will fall
over you and kill you. So make sure you're behind it. When it's out of the
way, look in the hole, and grab the dagger. Yay.

Now go north. Climb the tree with the hole in it. Creep along the branches
and get the egg, then climb back down. Or jump. Your call. Now go east.

You'll end up in a big carrot patch. Grab a carrot. Yummy. You can eat it,
but it would be easier not to, 'cause if it's eaten, you'll have to get
another one.

Go north. If you're lucky, there'll be an elf wandering around. If not, enter
and exit until there is one. Then walk up to it and talk to it. Graham's a
pretty lovable guy, so the nice li'l elf will give him a ring. Ooooooh.
Purty.

Go north again. Grab the giant bowl on the ground. Have fun while doing so. I
always enjoy picking up dishes in the middle of nowhere, don't you? Look in
the bowl, and say "fill." Ooh.

If you go north again (north is quite a popular direction these days, no?),
you'll end up by a river. It's kinda hard to tell, but those brown and grey
things in the sand are pebbles. Grab 'em. They make great slingshot ammo.

Go back south, then head west. You can nab a walnut, but this ain't no
ordinary nut. Open it. Oooooooooh. Now go south.

Ignore the door for now, and go south for two more screens. You should end up
back at the boulder under which you found your dagger. Now go west.

You'll end up by a lake. Get in, and swim. Splashy splash splash. Whee. Swim
across the leg and get out at the west shore. Walk west for a screen, then
look into the stump. Get the pouch, and open it. Sweeeeeeeeeeeeeeet.

Now go back east, then south. You should be at the woodcutter's pad. Nothin'
you can do outside, so go on in. They look depressed. Or maybe they're just
hungry. Say "fill" if you haven't already, then give them the bowl. Yummy.
Now head down into the lower-right corner of their shack (avoid the holes...
you're too young to die), and grab the fiddle. Play them a song, then
go back outside.

Go south for a few screens, and you'll run into the Gingerbread House. Save
your game, then eat the house. If the coast is clear, the house will be
yummier than it looks. If not, someone will say the nibble mouse thing. If
you get the nibble mouse thing, just leave the screen and return, then try
again.

When you get the yummy line, go in, then go to the bedroom and pick up the
note on the nightstand. Read it. "Sometimes it is wise to think backwards."
Hmmmmmmmmmmm...

Wait where you are until witchy witch comes home, and do the cool thing and
save your game. When she gets there, she'll walk over to her oven and start
jiggling around. Walk up behind her and push her. Ding dong, the witch is
dead...

Now that that's taken care of, open that cupboard against the back wall and
take the cheese from it. I don't like swiss, but somebody must.

Of course, if you're a pacifist, you could just stand outside the witch's
door and use the ring the elf gave you to do all that stuff, and the witch
won't return. But it's more fun to burn her.

When you're done in the Gingerbread House, go west three times. Ignore the
bridge (you can't cross it yet anyway) and go south.

Ooooooh...Clovers. Get one. It's got four leaves. Lucky you.

Now it's time to get the three treasures. In the original version, this can
be done in any order. Since I'm playing the original version, and this guide
is for it, I'll just do the treasures in whatever order I feel like doing it
in, and you can skip around as you like.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Obtaining the Magic Mirror
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Now, if you're doing things my way, you should be in the clover patch at this
point. Head south. If you're lucky, a Fairy Godmother will show up and
protect you from evil such as the dwarf and wolf and stuff.

When she goes away and you're armed against all evil, go east for three
screens. Ignore the goat for now. You should end up by a well.

Now that you're there, make sure the bucket is up, then cut the rope. Move
around to the right side of the well and lower the rope, then climb in. When
you reach the bottom, you'll fall off. Swim. Dive. Swim down and into the
hole on the left side. You'll see a dragon.

There are two ways to get rid of the dragon. Either way, move up close to it.
Not too close...just to where its breath ends. Once their, it's decision
time.

The best method, and the one that earns points for you, is to throw the water
at the dragon. Yea...when you were swimming around, your bucket was filled
up. That will extinguish the flaming breath, and he'll scurry off.

The other way of doing things is cruel and inhumane. Throw your dagger at it.
It dies. Meanie!

Once the dragon's outta the way, pick up the mirror. Look into it, and you'll
see yourself as King. Oooooooh.

Decision time again. Now you have to choose how to get out. It's best to go
out the way you came. You get more points. If you don't want to go out that
way, you can follow the dragon out. But you probably shouldn't do that.

If you take the first way out, just swim back up to the surface and climb the
rope. Get your scurvy bum outta there, and you've finished part 1 of the
three quests. That was easy, wasn't it?

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Obtaining the Magic Chest
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

From the well, head left one screen and you'll find the goat pen. Open up the
door, go in, close it, and find the goat wandering around in there. Graham
has no respect for his fellow citizens, so he'll have no qualms about
stealing someone's goat. So show the goat the carrot. Don't give the carrot
to the goat, or it will not follow you.

With the goat in tow, reopen the gate and head west for two screens. From
there, go north twice, and you'll be in front of a bridge. Walk onto it. Your
goat will take care of things from here, then run off.

Go north, and you'll encounter a gnome. When you talk to him, he'll tell you
to guess his name. Remember the note at the witch's shack? It said "Sometimes
it is wise to think backwards" or something to that effect. Well, this is the
hardest puzzle in the game, so listen up. The name "Rumplestiltskin" is the
one you've gotta start with. From there, you have to reverse the name, not by
making it "Nikstlitselpmur," but by reversing the alphabet. Like this:

            A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
            Z Y X W V U T S R Q P O N M L K J I H G F E D C B A

So anyone with any logic whatsoever should be able to figure out that the
guy's name is "Ifnkovhgroghprm." How you're supposed to pronounce that, I
know not. But it might be something like "if-nuh-kov-grog-hip-urm." Ah well.

If you've guessed it right, Iffy goes away, leaving 5 or so beans for you.
Get 'em. If you waste your guesses, you'll get a golden key. Oh well... It
gets you to where you need to go, so be happy about it. Or something.

Now that you have your prize, we'll split up the walkthrough for a bit. If
you got the key, skip to the section below this one. Otherwise, check out the
next part.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Beans
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Take your new food, if you haven't already. But DO NOT EAT THEM. Unlike the
carrots, you can't go out and get new beans whenever you feel the urge to do
so.

With beans in hand, head east two screens. You should be at a flower patch.
This looks like a good place for gardening. Plant your beans. A beanstalk
will sprout. If you know what's good for you, save your game.

This next part is EVIL. It's all about saving every time you move a single
pixel and going at the slowest speed. The beanstalk is big, it's tall, and it
has lots of little things that you'd think Graham would be able to climb, but
he can't. So anyway, make sure both of yer grubby little paws are on the vine
at all times, and creep your way up there.

...That was your reward for guessing the name...*Snort*...some reward.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Key
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

If you guessed the gnome's name wrong, then he'll leave you with a key. Take
it, then head over to the door in the mountain. For those of you lacking
knowledge as to the exact placement of that location, just go south twice and
east 5 times from the gnome's shack.

Use your key in the lock, and you'll be granted access to the stairs within.
Save your game, and go on up. If the gnome steals anything, restore. 'Cause
you ain't gettin' it back, buddy.

Make your way upstairs, and then it's on to the next section for you.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


When you reach the top, save your game again, then head over to the right. Go
south from there, then east two screens. Move on over to that tree with the
hole in its base, and peek in. Grab the sling outta there, then go north.

There are two possible ways to eliminate the giant. The more profitable way,
point-wise, is to do it without killing him. So wear your ring, head west,
and rub it upon entrance. Wander around, avoiding him, until he falls asleep,
then walk up to him and get the chest. Whee. Insta-money!

The other, violent, not-as-profitable way, is to shoot him with your sling.
So from the cave entrance, go west, and use your sling. You'll kill him.
Meanie.

Either way you went about getting it, the chest is now yours, so go east. You
should see a cave. Save your game, then head in. Edge your way down the
stairs, and leave through the bottom. Of course, you could also take the
beanstalk if that's how you got there... But I wouldn't recommend it.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Obtaining the Magic Shield
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Now that you've got 2/3 of the magic stuff in your possession, it's off to
leprechaun land to get the last thing. So head west 3 screens from the door
in the mountain.

At this point, you should be outside the small cave, the very same small cave
that you emerged from if you chased the dragon out of there. If you hang
around for a few seconds, a giant friendly bird will show up. Prepare to
jump. As the Condor swoops overhead, jump. Graham will end up clasped tightly
in his vicious talons. And they call this thing FRIENDLY?

>LOOK AROUND
You see nothing special.

Nothing special? You're flying through the air in the talons of a giant bird
with flashing eyes!

After a minute or so of this, the Condor will drop you, and you'll land in an
area with lotsa bushes with purple berries and a hole in the ground. You'll
want to jump into that hole eventually, but for now, just head west.

Nab the mushroom sitting beside the river, then go back over to the right.
Step on over to that hole, and you'll fall in. So now you're in...

LEPRECHAUN LAND!!!!! Whee. Go down, and left from there. Go right up to the
edge of the rat's circuit, and give him the cheese. Count your fingers.

Now open the door and go in. The leprechauns will be impressed by that clover
you picked up earlier and will leave you alone. Go down, and play a pretty
song. Everyone will go away. Pocket the scepter and the shield. Imagine the
glances Graham would get while walking through town with THAT in his pocket.

Go left. Walk up to the tiny hole in the wall and eat your mushroom. Graham
will turn into a midget. Normally, the pixellation would decrease and the
character would look grainy. I see no difference. I don't think Sierra maxed
out their graphical capabilities when the made Graham...


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
          o Return to Castle Daventry
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You've got all your treasures, so it's back to the castle for you, young man.
Walk north twice then east twice, open the door, and go see Mr. Benevolency.
Bow to him, then walk up to him, he'll stand up, have a heart attack, and
you'll be King. Coooooooooooooooooool. Game over.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
5. Maps
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

ASCII maps are hard to make, but I'll try my best. Which, in this case,
doesn't seem to be enough, but...um...yea.


Daventry:
                                     [ 7 ]
                                       |
[ A ]-[ A ]-[ B ]-[ A ]-[ A ]-[ C ]-[ D ]-[ ! ]
  |     |     |     |     |     |     |     |
  |     |     |     |[ 4 ]|     |     |     |
  |     |     |     | |   |     |     |     |
[ E ]-[ F ]-[ A ]-[ G ]-[ G ]-[ H ]-[ @ ]-[ J ]-[ 9 ]
  |     |     |     |     |     |     |     |
[ K ]-[ E ]-[ L ]-[ A ]-[ M ]-[ N ]-[ $ ]-[ I ]
  |     |     |     |     |     |     |     |
  |     |     |     |[ 5 ]|     |     |     |
  |     |     |     | |   |     |     |     |
[ E ]-[ O ]-[ C ]-[ P ]-[ Q ]-[ R ]-[ # ]-[ I ]
  |     |     |     |     |     |     |     |
  |     |     |[ 6 ]|     |     |     |     |
  |     |     | |   |     |     |     |     |
[ S ]-[ A ]-[ T ]-[ U ]-[ A ]-[ V ]-[ W ]-[ A ]
  |     |     |     |     |     |     |     |
[ X ]-[ Y ]-[ Y ]-[ Z ]-[ 1 ]-[ 2 ]-[ 3 ]-[ 3 ]
                   |           |
                 [ 8 ]       [ 10 ]

A.....Lake
B.....Stump with diamonds
C.....Useless screen
D.....Castle
E.....Troll bridge
F.....Old bridge
G.....Woodcutter's house
H.....Ogre
I.....River
J.....Condor's dropping point
K.....Gnome
L.....Flower patch
M.....Rock with hole
N.....Dwarf
O.....Stream
P.....Witch's house
Q.....Sorcerer
R.....Walnut tree
S.....Clover patch
T.....Outside cave/Condor
U.....Witch
V.....Door
W.....Elf
X.....Fairy Godmother
Y.....Goat pen
Z.....Well
1.....Wolf
2.....Egg tree
3.....Carrot garden
4.....Inside woodcutter's house
5.....Inside witch's house
6.....Inside cave
7.....Inside castle
8.....Inside well
9.....To Leprechaun Land
10....Up tree
!.....Starting point
@.....Mushroom
#.....Bowl
$.....Pebbles

All screens, excepting that of the leprechaun land and the troll bridge
opposite it, wrap around, meaning if you west go from point X, you'll end up
at point 3.


Castle Daventry:

[ A ]-[ B ]
        |
      [ B ]
        |
      [ C ]

A.....Throne room
B.....Hall
C.....Outside castle


Well:

            [ A ]
              |
            [ B ]
              |
[ E ]-[ D ]-[ C ]

A.....Outside well
B.....Inside well
C.....Underwater
D.....Dragon's lair
E.....To Inside cave


Land of the Leprechauns:

                        [ A ]
                          |
                        [ B ]
                          |
            [ D ]-[ C ]-[ B ]
              |
[ G ]-[ F ]-[ E ]

A.....Condor dropping point
B.....Cave
C.....Rat
D.....Leprechauns
E.....Throne room
F.....Exit
G.....Rock with hole


Land of the Clouds:

[ A ]-[ B ]-[ C ]-[ D ]-[ E ]-[ F ]
  |           |     |     |     /
[ G ]       [ B ] [ B ] [ H ][ F ]
  |                           /
[ G ]                      [ F ]
  |                         /
[ G ]                    [ F ]
                          /
                       [ F ]

A.....Top of beanstalk
B.....Clouds
C.....Trees
D.....Giant
E.....Cave
F.....Stairs
G.....Beanstalk
H.....Tree with hole


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
6. Point List
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Introduction:

 Enter castle...........1
 Bow....................3
 Move rock..............2
 Get dagger.............5
 Get carrot.............2
 Climb tree.............2
 Get carrot.............2
 Get egg................6
 Get bowl...............3
 Read bowl..............1
 Talk to elf............3
 Get pebbles............1
 Get walnut.............3
 Open walnut............3
 Look in stump..........1
 Get pouch..............3
 Look in pouch..........3
 Eat house..............2
 Get note...............2
 Read note..............1
 Push witch.............7
 Open cupboard..........2
 Take cheese............2
 Give bowl..............3
 Get fiddle.............3
 Pick clover............2
--------------------------
 Total.................68


Obtaining the Magic Mirror:

 Cut rope...............2
 Climb down.............1
 Dive...................4
 Enter dragon's cave....1
 Throw water on dragon..5
 Get mirror.............8
 Leave by water.........4
--------------------------
 Total.................25


Obtaining the Magic Chest:

 Show carrot to goat....5
 Goat attacks troll.....4
           ---
*Get gold key...........3
 Unlock door............2
           ---
*Guess gnome's name.....5
 Get magic beans........4
 Plant beans............2
           ---
 Get sling..............2
^Kill giant.............2
^Let giant sleep........5
 Get chest..............8
--------------------------
 Total..................26 with key and killing
      ..................29 with key and sleep
      ..................32 with beans and killing
      ..................35 with beans and sleep


Obtaining the Magic Shield:

 Ride Condor.............3
 Pick mushroom...........1
 Give cheese to rat......2
 Play fiddle.............3
 Get shield..............8
 Get sceptre.............6
 Eat mushroom............2
 Leave through hole......1
---------------------------
 Total..................26


Return to Castle Daventry:

 Open gate...............1
 Bow to Edward...........3
---------------------------
 Total...................4


Final Total.............150 with key and killing
           .............153 with key and sleep
           .............155 with beans and killing
           .............158 with beans and sleep


So if you want to get the most points, you have to guess gnome boy's name and
put the giant to sleep. Not hard. Enjoy. ^_^


*,^ = Variable Event (symbol matches variation). All events within the ---
      are triggered by the variation marked by the symbol.

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7. FAQs
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Q: I keep falling off the bridge in the beginning! Why?
A: I don't care if it looks 3D, it's not. Just walk across it like this:
             &&
           G&&&&
     |___|   ||
<-- /\<--\ <--
     /¯¯¯¯\
     |   |

   Or something. I'm bad at ASCII art. That G represents Graham's starting
   point, of course.

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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Q: I lost points! What now?
A: It's not really a big deal if you don't get every point in the game.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Q: The dwarf stole my Mirror/Chest!
A: Restart or restore. There's nothing you can do to get it back. Maybe you
   should've gotten the Shield first...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Q: Where can I buy this game?
A: It comes with the other King's Quest games in a few collections (such as
   the King's Quest Collection or the Roberta Williams Anthology), or you
   could try eBay.com.

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8. Coming Soon
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
 o = Objective
 . = % chance of getting it done

Mar. 21, 2001:
  o Fix errors
  . 100%

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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
9. Copyright and Contact Info
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This document © 2001 SquidGirl

This document was written exclusively for use on the internet. It is
not intended to be used in any way that is profitable for anyone other
than the author. It is not to be reproduced in any way without express
written permission from the author.

The information found within the document is, to the best of the
abilities and knowledge of the author, 100% accurate. However, the
possibility exists that inaccurate information may be found within. Any
errors (human, computer, or otherwise) should be reported to the
author.

If you would like to use this document on/in your web site, magazine,
or other published work, please contact the author and obtain permission
before doing so.

If you have an error to report, please contact the author.

King's Quest, KQ, King Graham, and all events and titles are trademarks of
Sierra Online, Inc. The author makes no claim to the creation of these.

More information on copyright laws can be found at the copyright section of
the official Library of Congress web site. (http://www.loc.gov/copyright).

Currently, you can find this document at the following sites:
   • http://www.chronosquid.com
   • http://www.gamefaqs.com

If you have found this document anywhere else or are at some other site that
foolishly forgot to remove the copyright information, contact the author.

Contact the author if:
   • You want to report an error. I'm not perfect, my computer isn't perfect,
       and chances are, my proofreading isn't perfect. So if I did, said,
       wrote, or anything else something wrong, do be kind enough to drop me
       a line about it.

   • You've seen this document anywhere other than the sites listed
       above. This is the one surefire way to get on my good side...

   • You want to ask a question that IS NOT FOUND IN THE GUIDE.

   • You want to praise the author and/or offer tokens of high
       monetary value. I have an Amazon wishlist, if you're interested...

   • You want to flame the author for absolutely no reason other than
       the sick pleasure it gives you. So far, only one person has taken me
       up on this offer. Where are the rest of you? I know you want to...

   • You found something that the author missed and you want to tell her
       about it. This only works if It's in a part of the game covered by the
       guide.

   • You want to worship the author and build a shrine for her. (Hey, why
       not? I might as well let people do this, since they seem to want to
       anyway...What, you want to use me for a human sacrifice? AAAAAahhh!)

   • You want to make a suggestion that you feel will help make the author,
       the world, and/or this guide a better person, place, and/or thing. I
       probably won't take it, though...I don't think the same way the rest
       of you do.

   • Your pants are on fire and you want to borrow a fire extinguisher.

   • You're a really cool person who knows how to spell and speak relatively
       decent English (or Russian or Spanish) and you want to be my friend.

   • You speak perfect English and perfect any-other-language and want to
       translate this sucka for me. Perfection isn't really a requirement,
       merely a preference. As long as you're fluent, I'm cool with it.


DO NOT Contact the author if:
   • You want to use this on your website. For now, I'm keeping this on a few
       sites. When it gets bigger, I'll spread it around a bit. But for now,
       just a few.

   • You want to help the author with the guide. Yes, I appreciate the
       thought, but unless I missed something major, like a boss battle or
       something, I really don't need (or want) your assistance. It's
       annoying to open your inbox and find 15 emails from people wanting to
       help and 5 more with people who have already assumed their help is
       wanted and have therefore sent poorly spaced and atrociously spelled
       partial walkthroughs for parts of the game that are either covered
       already or I haven't reached yet. When I'm ready to accept help from
       the rest of you, I'll ask.

   • She has a headache. Stupid emails (and even moderately intelligent ones)
       make headaches worse, which leads to mean emails and flaming. Don't do
       it. It's a big, big, no no. And remember, the mood is posted up there,
       so you might want to check it before emailing me. I generally keep the
       same mood for a few days, unless something extreme happens, but if it
       does, chances are, I won't be checking my email, anyway.

   • You have nothing intelligent to say. "I finished the game before you.
       Nyah." is not intelligent, and I'll have to delete it. Sorry.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
If you have reason to contact me for anything other than those circumstances
stated on the allowed list, your email will be read, laughed at, and deleted.
Or maybe just deleted. The same actions will be taken if you ask a question
that is answered within the guide. And don't be surprised if I don't reply to
you immediately. I get lots of email every day, and I try to answer all of
it, but things sometimes get out of hand.

If you contact me with something from the no-no list, I'll probably reply and
call you a dirty name that you won't want to repeat to the younguns (Lord of
the Flies!), then be generally surly and mean to you until I forget about
your entire existence. Then I'll just treat you like everyone else, until you
make me mad again.


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10. Credits/Thanks
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Author:
   SquidGirl (becky@chronosquid.com)

Inspiration:
   Lotsa people.

Thanks to:
   The King's Quest Companion, by Peter Spear, for a few points that I forgot
   to record, and an order of doing things. Without this great book, which
   you can buy at Amazon.com (that's where I got it, anyway), I wouldn't know
   where to start.


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11. Update History
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-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

*Mar. 21, 2001: Nothing new, because it's the first version. Go figure. It's
   probably also the final version, so don't expect this to change much.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                                  Thank you!
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                ____              _     _  ____ _      _
               / ___|  __ _ _   _(_) __| |/ ___(_)_ __| |
               \___ \ / _` | | | | |/ _` | |  _| | '__| |
                ___) | (_| | |_| | | (_| | |_| | | |  | |
               |____/ \__, |\__,_|_|\__,_|\____|_|_|  |_|
                         |_|
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                            becky@chronosquid.com
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
                       This document © 2001 SquidGirl
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Top of page | 



Solution #3 for King's Quest 1: Quest for the Crown


K   K IIIII NN    N GGGGG SSSSS    QQQQQ U   U EEEEE SSSSS TTTTT   IIIII
K  K    I   N N   N G     S        Q   Q U   U E     S       T       I
KKK     I   N  N  N G GGG SSSSS    Q   Q U   U EEEEE SSSSS   T       I
K  K    I   N   N N G   G     S    Q Q Q U   U E         S   T       I
K   K IIIII N    NN GGGGG SSSSS    QQQQQ UUUUU EEEEE SSSSS   T     IIIII
                                      Q


(The quest for the crown) [original version]

sissor_man
sissor_man@hotmail.com
7/13/00

-------------------------------------
---------------
THINGS YOU SHOULD KNOW
-------------------------------------
---------------
There are a few things you should know while playing kings quest 1. It is an old
game, a very old
game and that means that the speed and sprites aren't as high tech to today
standards, but that
gives no reason to hate a classic. Much like my other faqs I take you through
this in story form
and since this is such an old game, i will tell you how to solve it, for those
of
you who want to
beat it than and there. I apologize if anything is misplaced or mispelled. As
always i have a box
of thank you's to everyone that has helped this faq prosper. oh and one more
thing. This faq is
protected under copy right law 1998, Joey Rowland (you get what im saying)
-------------------------------------
---------------
ON WITH THE FAQ
-------------------------------------
---------------
1. A VISIT TO THE CASTLE
-------------------------------------
---------------
As you stand in front of the grandest castles in the land, you begin to think of
your calling to
this place. Hmmm you think as you hold your chin in deep concentration. What
could the king of
this fine land possibly want with me? You shake all guesses out of your head as
you will only get
yourself confused, instead you cross the bridge to make your way over to the
castle door. You
look down into the moat as you see many hungry alligators eye you in hopes that
you will fall,
and become lunch. Not today you say aloud as you cross the bride, they swim
away.
You contine to
scale the castle until finally you find the big door. Here it is you say aloud
as
you wipe the
sweat from your forehead. You open the humoungus doors and step in. Inside you
see grand trophies
and even grander wall plaques. You cant beleive it you think as you follow the
red carpet to
where the king sits. You tend to lose your train of thought as you reach the
king. Uhh you say
aloud as you stand in front of the king, not knowing what to say. (o.k. This is
what you do, when
you start, walk left over the bridge, be carful not to fall in the water, then
keep heading left
until you are in front of a big door. In front of that door type "OPEN DOOR" and
the door should
open. keep following the red carpet until you are in front of the king.)
-------------------------------------
---------------
2. WHAT DID YOU CALL ME HERE FOR GREAT KING
-------------------------------------
---------------
As you stand in front of the king speechless, all you can do is walk a couple of
feet in front of
him and bow. You drop your hat and in attempt to pick it up the king begins to
lauph. You put
your hat back uptop your head and begin to smile also. You clear your throat,
and
begin to speak
with more confidence. Yes your highness, you wanted to speak with me? (o.k.
stand
in front of the
king and type "BOW" you should bow, you have to be in a perfect spot for this to
happen, then
type "TALK TO KING", you should find out your mission. thats it leave.)
-------------------------------------
---------------
3. YOU CANT WAGE WAR ON AN EMPTY STOMACH
-------------------------------------
---------------
As you leave the castle, you look up into the sky. ahhh you say as you take in
the nice fresh air
what a pleasant day this is. You cross the bridge closest to you and head north.
you stop to take
a look around, and to think. so this is what the king wanted, for me to be heir
to the throne.
This is too good to be true. Your stomach begins to growel as you look ahead of
you and see a
dirt farm of freshly grown carrots. your mouth begins to water as you pick one.
You put it into
your pouch knowing that you will be even more hungry later, and you better save
it. Now you say
as a smile crosses your face, time to become king. (o.k. when you leave the
castle cross the
bridge closest to you and walk up, then walk on the dirt and type "TAKE CARROT",
you should get
a carrot.)
-------------------------------------
---------------
4. THAT WOULD MAKE ONE HUGE AMLET
-------------------------------------
---------------
You begin to head west looking for the three treasures the king ordered you to
get. you stop as
you notice something shining in a tree right above you. You try to get a better
look from where
your standing but alas you cannot. There is only one way to solve this you think
to yourself as
you hug the tree and begin climbing it. After a couple of seconds of climbing
the
giant tree you
see lying smugly in a nest a gigantic golden egg. You eyes begin to get wider as
you walk over
to it. This is what i need you yell out as you take it and put it into your
pouch. you make your
way back down to the ground, you sit down and admire your golden egg for a
second. (o.k. keep
walking left after you get the carrot and there should be a giant tree. stand in
front of it and
type "CLIMB TREE" when your up in the tree walk over to the golden egg and
type "TAKE EGG" after
you have it make your way back to the ground.)
-------------------------------------
---------------
5. SAY HELLO TO MY LITTLE FREIND
-------------------------------------
---------------
You stand up as you begin to wander, hmmm you think to yourself, what would
being
a king be like,
would it be grand? would it be hard? would you get respect or hate. You walk
over
to the biggest
rock you see to have a seat and to clear your head for a long journey. you sit
on
the rock and
instantly fall as the rock rolls. Hey you yell out as you stumble to your feet.
You look at the
rock and begin to walk forward only to fall face first into the ground. What in
the great name
of our land you yell out as you get back on your feet. You look to see what
triped you, and to
your suprize you triped into a hole. I wonder whats inside this you say as you
put your hand in.
you take out a dagger. Hey you say out loud, what luck i will need this. You
look
at it for a
second and connect it to your belt. You sit down by the hole in hopes to clear
your mind. (o.k.
head straight down from the tree you climed and you should see a rock. stand in
front of it and
type "MOVE ROCK" then stand in front of the hole the rock reveals and type "LOOK
INSIDE HOLE" it
should say you see a dagger than type "TAKE DAGGER")
-------------------------------------
---------------
6. HELLO IM YOUR FAIRY GODMOTHER
-------------------------------------
---------------
You stand up after you clear your head, its going to be hard to concentrate on
this quest if i
keep thinking about this you think to yourself, you continue traveling until you
see something.
You blink a few times to double check that this isn't an illusion. you see a
woman, a woman with
a wand and she spoke to you. Uh good day m'lady who are you? The woman smiles as
she gives you a
spell. My child do not be a fool, i am your fairy godmother. Then as quick as
this meeting took
place it was over. Strange you say to yourself as you continue on your journey
taking the spell
only as a peace offering. but what could be so dangerous I need my fairy
godmothers help you
think to yourself. (when you get the dagger head up to the big tree you climbed,
now keep heading
right about two times she should be there, if not leave and comeback. she should
give you a spell
and then leave. and then you should leave as well.)
-----------------------------