King's Quest I ~ Quest for the Crown

NOTE: This walkthru is for the Sierra SCI re-make of KQ1.  I know Tierra's recent re-make is exactly the same as this one, but I'm not quite sure about the original game.  There may be some slight differences ... I don't know since I haven't played the original one.  Any help in this matter would be greatly appreciated.   If anyone can send me an original walkthru I'll put it up here (with all due credit, of course!).  But this should be pretty much right.

You'll start outside the castle gates.  Once the portcullis is lowered, head left over the bridge and into the forest.  Make sure you don't fall into the moat, or you'll make a lovely lunch for the creatures that live in it.  So be careful!

Once you're in the small clearing just outside the castle, you'll see a rock in about the middle of the screen.  Push it.  Don't pull it, 'cause it'll flatten you.  Why, there's a hole underneath it!  Anything in it?  Have a look.  Yes, there's something in it -- a dagger!  That could come in handy during your travels, so pick it up and head left again.

This will bring you to a lovely little lake.  There's some pebbles there, so grab them and head right, then up.

Climb the big tree that will now be on the left of the screen and make your way to the nest that's a little up and a little left of the centre of the screen.  Have a look in it.   Anything in it?  Yes -- there's a gold egg in it! Pick it up and make your way back down the tree -- either climb down, or just fall from where you are.  Don't worry, THAT fall won't kill you.  When you're down the tree, head right and pick a carrot from the garden you now come across.  Head right (the other half of the garden -- get the carrot from here if you like, it doesn't matter), then go right again.

This is where you'll meet your fairy godmother.  She'll give you a protection spell, effective just a short time.  You'll know when it's run out.  This is not absolutely necessary, and you don't get any points for it unfortunately, but it might come in handy.  Once your fairy godmother has gone, head down a screen, then right and right once again.

This will lead you to a log and a stump.  There's nothing of interest in the log, so leave it alone, but have a look in the stump.  There's a leather pouch in there.  Grab it.  As you pick it up, Graham says he can feel the contents shifting inside.  Open the pouch to reveal that it's full of sparkly diamonds!  Close it, then head down, then go right.

The poor woodcutter and his wife live here.  Enter their cottage and have a little chat to the woodcutter.  His wife is very ill from lack of food.  They'll be forever grateful, though, if you should find them something to eat.  Have a look.  There's not a lot you can do for them right now, though, so leave the cottage, head down and down again.

It's a gingerbread cottage!  Mmmm ... looks tasty, huh?  Have a nibble, why don'tcha?  Don't worry if the witch says something -- she won't come outside.  Knock on the door.  If you hear the witch's voice, leave the screen and come back.  Knock on the door again.  Repeat this until the message is 'there is no answer from inside the house'.  Open the door and head on in.  There's a couple of things to do in here.   Firstly, open the cabinet near the pot.  There's a nice piece of swiss cheese in there -- take it, and head into the witch's bedroom.  There's a note on the bedside table, so grab it and read it.  It says 'sometimes it's wise to think backwards'.  Profound words and they'll be given a meaning later.  Wait around in the bedroom until the witch comes back (this could take a while).  Make sure she doesn't see you and wait for her to take a position on the stool by the pot.  Sneak out of the room, still making sure she doesn't see you (if she does she'll turn you into a graham cracker and put you on display on the path outside!), and push her into the pot!  Huzzah!  No more witch!  Not much time to celebrate, though.  Leave the house and head down twice.  The witch will also appear on the first screen down this way, but obviously not after you've pushed her into the pot, so don't worry at all about being caught by her now.

There's a well here.  We're going to do more with it later, but for now, just cut the bucket off the rope with the dagger you found earlier.  Once you've got the bucket, head left and you'll find a goat wandering around in a pen.

Open the gate to the pen (and make sure you close it behind you, or the goat will escape and you won't get anywhere!) and when you're close enough, show the carrot to the goat.  You've made a friend!  The goat will follow you now, so leave the pen and go left, up, left (pick a clover while you're on this screen) and finally, up again.

Try to cross the bridge here and a troll will stomp in and block your way.  The goat will take care of him for you, then desert you.  If you don't manage to get the goat, it doesn't matter.  Give the troll the pouch of diamonds and he'll let you cross.  Cross the bridge and talk to the gnome on the next screen.  He'll give you three guesses as to what his name is.  Try Rumpelstiltskin?  Is that right?  Oooh ... close, but not quite.  Remember that note you found in the witch's cottage?  The gnome's name is Nikstlitslepmur (that's Rumpelstiltskin spelt backwards).  As your reward, he'll give you a few beans.  Don't worry if you don't get his name right -- you'll get a key instead.   It's worth less points, though.  Regardless, go down, down, right, right, right, right, right and (lots of 'em) right again.

If the elf isn't there wandering the banks of the lake, leave the screen and come back until he is.  Talk to him and he'll respond by giving you an elegant little ring and tells you that it will make you invisible for just a short time.

Now, if the gnome gave you a key, go left a screen and use the key in the door in the mountain.  Make your way up (watch out for the dwarf -- he'll steal stuff from you) and skip past the part about the beanstalk and go to how to deal with the giant.  Remember, though, that there's something you'll need from the screen up from the lake, so if you DO take the path through the mountains, remember to go back and get the bowl.  If the gnome gave you beans, go up a screen.  Take the bowl that's on the ground and plant the beans in the soil there.  Voila!  Climb it!

Be VERY careful while climbing up the beanstalk.  I recommend you save whenever you make a little progress, because a fall from here WILL result in your death.  Climb all the way to the top and make your way right.  Be careful not to fall through the clouds.  Just press the right arrow key on your keyboard once after Graham has left the beanstalk and you should be alright.  If not, just restore and try again.  Go right two screens, then down, right and right again.  Take the slingshot from the hole in the tree on the right and go up one screen.  I'd save here.

The giant is on the screen to the left.  There are two ways to dispose of him and snatch the first treasure.  First, you can put the ring that the elf gave you on and rub it to turn invisible.  Wander around the screen with the giant for a while until he falls asleep, then snatch the chest.  Alternatively, you can pelt him with the pebbles using the slingshot, but you don't get as many points that way.  After all, it's much easier to take a chest from a dead giant than one who's merely sleeping.  After getting the chest, depending on the way you came up, either go back to the beanstalk and climb carefully back down, or make your way back down through the cave system and leave it.

If you arrive back at the door in the mountain, go right, then up (remembering to pick up the bowl) before following the next directions.  Those who arrived at the bottom of the beanstalk, make sure you have the bowl and go left.  All should now be on a screen with a large tree and nuts scattered around the base.  Pick up a walnut and break it open.  It's pure gold!  Slip it into your pocket for safekeeping and head down, left, left, down and down again.

You should now be outside the woodcutter's cottage again.  Though you may not know it, you have picked up something that will greatly help them.  Have a look at the bowl you found near the beanstalk.  You'll see the word FILL is inscribed on the bottom.  Type the word 'fill' and the bowl will do just that -- fill with a hot, savoury stew!  Give it to the woodcutter, and he'll be so grateful he'll let you have the fiddle on the table.  Now you've done all you can for them, so take the woodcutter's fiddle, leave the cottage and go up twice.  You should be back at the well.

NOW we're going to go down the well.  First, make sure you have the bucket, then you have to lower the rope.  Do that with the lever on the side of the well.  Climb down the rope and jump off it into the water.  Dive under the water and quickly swim to the opening on the other side.  You must be quick -- if you take too long, you'll drown.  Climb out of the water, but before entering the next screen, be sure to fill up the bucket.  THEN you can head to the left.

Time now for treasure number two.  Unfortunately, it's being guarded by that dragon.  Move forward carefully just until he raises his head, then stop and throw the bucket of water at him.  He'll leave in clouds of steam, rolling a boulder back and leaving the mirror behind for you to take.  Alternatively, you can throw your dagger at him, but you get less points and you have to go the long way around to the cave -- throwing water at him is far easier.   Go through the hole that the dragon uncovered on his way out and exit through the opening at the top of the screen.

This next bit's just a little tricky, so you may have to try a few times.  A condor will swoop past once you exit the caves.  You have to jump and catch him by the feet.  It might take a few turns to jump at just the right time, but when you do, the condor will carry you up, up and away, then drop you on the other side of the river, near a hole.

First, go left and pick the mushroom that's growing near the river, then go right and fall down the hole.

Go down, then left and you'll see a huge mouse ... *ahem* ... I mean a rat guarding a door that you want to get through.  Walk forward carefully until the rat speaks to you, then offer him the cheese you found in the witch's cottage.  He'll snatch it from you (count your fingers!) and disappear, leaving you free to walk on through his door.

When the leprechaun guards approach you on the other side of the door, play the fiddle for them.  They'll start dancing a jig and eventually poof themselves right out of the room.  Don't worry if you don't get your fiddle out in time -- the four-leaf clover you picked earlier (you DID pick it, right??) will scare them and they'll leave you alone anyway.  Head left and the rest of the leprechauns will start dancing too -- they'll all leave, so you can pick up treasure number 3 (the shield) and the sceptre from the king's throne.  When you've done that, go left. Go over to the hole on the left of the screen and eat the mushroom.  It'll shrink you small enough to fit through the hole. Be careful, though -- if you take too long, you'll turn back to your normal size and be stuck down there forever!  Eep.

Once free of the leprechauns' hole, go up, up, right and right again, across the bridge and to the castle gate.  Type something like 'open the gate' and you'll be taken into the closing sequence in which Graham enters the castle, feeling everything is not right.  He hears a commotion in the King's chamber and hurries there to find most of the lords and ladies of the court there.  Graham presents King Edward with the three lost treasures and Edward passes the kingdom on to Graham.  Edward dies a short time later and Graham is crowned the King of Daventry.

Total score: (if you did everything I said) 158/158.  You've just completed King's Quest I.  Congratulations!