King's Quest 1: Quest for the Crown walkthrough
- King's Quest 1: Quest for the Crown
King Edward's domain has been ravaged. Through trickery, three of the King's
items of power have been stolen from him. The kingdom lies in ruin. Its
downfall is imminent. It is up to you, Sir Graham, to recover the King's treasures.
Succeed and you shall be crowned King of Daventry! Fail and the worst of fates
shall befall you.
One word of caution before you start: Never drop anything until you're told to
do so. Once an item is dropped in this game, you cannot pick it up again. For
some reason, you're never weighed down by too many items; so you should be able
to pick up and carry every item with you at all times. Also, in order to get
maximum points, you must pick up everything you can and look at it, read it, or
whatever is required. (I lost 2 points for pouring some water on the ground!)
Begin your quest by going northwest to the garden. Once there, pick a carrot
and go west to the other side of the garden, south to the left of the castle
and west to the rock. Stand on the north side of the rock and move it& Doing so
reveals a dark hole. Look in the hole and then get the dagger. Then go west and
swim west across the pond (both screens). Once out of the pond, go north to the
well and west to the gate in the corral.
Open the gate and enter the corral. When you see the goat, show it the carrot.
Now he'll follow you wherever you go. This is important as you'll soon see.
Exit the corral and head west twice. You may or may not see a fairy godmother
handing out blessings. If you do see her, she'll give you a short lived
protective spell. If you don't see her, no problem. She'll pop up every now and
Now go north to the clover patch and get a clover. This is a four-leaf clover
and will protect you from Leprechauns if the need arises. Go north to the
wooden bridge. (Goat still with you?) As you start to cross the bridge, an ugly
troll bars the way and refuses to let you pass unless you throw him a treasure.
However, your goat, which hates trolls, rushes the troll and butts him off the
bridge! The troll is swept downriver, never to be seen again. The goat, having
fulfilled its use, strolls away. So wave goodbye and cross the bridge and
You've found a crotchety old gnome and when you talk to him, he informs you
that he has something to give you that might be useful...but only if you can
guess his name! The crusty old fellow gives you three chances. Type
"IFNKVOHGROGHPRM" and the gnome, in amazement, says "That's Right!" and leaves
a handful of magic beans laying on the ground. The gnome's name, by the way, is
a cryptogram. The alphabet's been reversed and the new letter set has been
substituted for "Rumpelstiltskin".
Get the beans and go east to another wooden bridge. Be careful you don't fall
in the gorge! Cross the bridge and go east to the flower patch. Plant the beans
here and all of a sudden, a huge beanstalk stretches up out of sight into the
clouds! Don't climb it yet, though. Go east and swim east across the lake. When
you exit the lake, continue east Look in the hole in the big rock as you
pass...what an odd green glowing!) Go east again. A little dwarf may come and
make a quick inspection of your possessions to see if there's anything of
value. You don't have anything of note and he leaves. Now go east once more to
the little beach by the river. Get the pebbles you see laying here then go west
back to the beanstalk. CAUTION! Save your game here. Climbing the beanstalk is
a risky business and you'll most certainly fall off it many times before you
reach the top.
Climb the beanstalk until it
enters the clouds. Leave the
beanstalk by going east into the
clouds and continue east until
you enter an area of trees. When
you reach the first set of
trees, head south then east twice until you come to a tree with a hole in its
base. Look in the hole and get the sling. Go back west twice to the fruit tree
then north. Now this is a bit tricky. There is a tree on the upper right edge
of the screen that you should go to before you go east to the next screen. This
area will give you the most amount of time to evade the giant before he kills
Go east...there he is! Go as quickly as you can and hide behind the center
tree. Make sure Graham is completely hidden behind the tree. Now just wait
there. Eventually, the Giant will become tired and lie down under the tree and
go to sleep. Now's your chance...
The chest he's carrying is King Edward's Magic Chest! Get it and head west
back to the beanstalk. Make sure you walk in the right places or you'll fall
out of the clouds! It would be a good idea to save your game before you
descend. Go back down the beanstalk and head south three times then east to the
Stand on the north side of the well and cut the rope. Cutting the rope gets
the bucket for you. Now lower the rope into the well and climb down the rope.
When you get to the end of your rope (so to speak!), dive under the water and
head southwest into the hole. Careful not to become tangled in the weeds!
When you exit the hole, you're face to face with a fire-breathing dragon! Stay
in the middle of your screen and go only as far as the second rock. Throw water
on the dragon's fire and he's vanquished! In fact, he's so embarassed that he
moves a boulder blocking the western exit from the cave and skulks away! On the
northern side of the cave is the King's Magic Mirror! Take the mirror and leave
the cave by going west twice. Outside the cave, you see a large, friendly bird
flying back and forth. We'll get to him later, though, so head south twice to
Look in the stump and you see an old canvas pouch. Get the pouch and look
inside it. When you do so, you see it's filled with sparkling diamonds! Go east
and swim east across the lake twice, then continue east to where you found the
dagger and north to the big tree. Climb the tree and go to the nest. Craddled
in the nest is a large golden egg! Get the egg and climb back down the tree and
go north twice to the tree.
Laying on the ground under the tree are walnuts. Get a walnut and open it. On
the inside you find a solid gold walnut! Go east and get the bowl you see, then
go south. Running around the banks of the lake is a friendly little elf.
Talk to the elf and he's so impressed by your manners that he gives you a
magic ring! Wearing it will make you invisible...but only once! So save it
until you need it!
Go north, east twice and north twice to the back of the woodcutter's house.
Now go west and enter the front door. Inside you see a deplorable sight. A
starving woodcutter and his wife sit dejectedly at an empty table. Too bad you
can't help them...say perhaps that bowl...? Look at the bowl and you see the
word "FILL" written on its bottom. Give the bowl to the woodcutter. He looks at
you wonderering why you'd give them an empty bowl. Say "FILL" and the simple
ceramic bowl fills to the brim with hot stew! For this precious gift (an
unending supply of food!), the woodcutter gives you his only other possession,
an old fiddle laying in the corner. Get the fiddle (careful you don't fall
through the floor!) and leave the cottage.
So go south from the
woodcutter's house, swim across
the lake in a southerly
direction, then continue south
and go around to the front door
of the Witch's Cottage. (Taste
her house if you must, it's quite good!) Save your game at this point. Open the
cottage door and make your way to the bedroom. Now wait. Eventually, the witch
will come home. She won't see you because you're in the other room. Sneak up on
her and push her into the stove! You done the old hag in and can move about her
house without fear now.
Go to the cabinet on the north wall, open it and take the cheese wedge. Now go
back south and leave the cottage. Now comes the fun part. Go west and south to
the front of the cave where you found the Magic Mirror. The large friendly bird
seems to be waiting for you! Go down to the lower middle portion of your screen
and keep jumping up until the bird (which is actually a Condor) catches you.
The Condor flies high up in the air and carries you to a small island which
lies in the moat in front of the castle. When he drops you, your head spins as
you try to regain your bearings. There's an odd hole in the ground here, but
don't go down into it just yet. Head west and get the mushroom you see growing
here. Now go back east and down into the hole. Oops, the long drop seems to
have set your head spinning again! When it stops spinning, go south to the end
of the tunnel then *cautiously* head west.
There's a hungry rat running in circles here and when you talk to it, he says
he won't let you pass until you give him a treasure. Don't get too close to it!
Throw the cheese to the rat. Being hungry, he's just as satisfied with the
cheese as he would have been with a treasure, and he scurries away into some
unseen crevice in the rocks. Go to the door, open it, and go west through the
On the other side of the door is a tiny leprechaun, who, upon seeing your
clover, lets you pass unmolested. Go south and play the fiddle for the King of
the Leprechauns. They dance and dance to your music then finally they all leave
the hall. As the King of the Leprechauns leaves, he forgets to take his
Sceptre! Get the sceptre and look! Next to the Leprechaun King's throne is King
Edward's Magic Shield!
Get the shield and go west up the stairs. Continue west until you come to the
little hole in the western wall. Now, eat your mushroom and you're shrunken
down to a size small enough to allow you to enter the hole. Go west into the
hole and you find yourself in front of the big rock where you saw the strange
green glow! Eventually, you regain your former size, but wasn't it fun being so
Go north twice then east three times to the left hand side of the castle. Walk
(carefully!) across the bridge and open the door. Enter the castle and follow
the hallway to the throne of King Edward. Bow to the King and he descends his
throne. You've managed to recover the Strength of Daventry and the king places
his crown upon your head! As he does so, he falls to the ground in a seizure
and dies. Heavy lies the head that wears the crown. You ascend to the throne to
govern Daventry as King Edward had...guarding the Treasures of Power that you
labored so long to recover. Thus ends the King's Quest...congratulations, King