King's Quest 1: Quest for the Crown чит-файл №2

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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.


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o Characters
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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.


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o Getting Started
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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.


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o Basics
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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...

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o Controls
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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


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4. In-Depth Walkthrough
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o Introduction
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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.


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o Obtaining the Magic Mirror
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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?

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o Obtaining the Magic Chest
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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.

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

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&&&&
|___| ||