Game Hints

KING'S QUEST I Points of Interest in the Southeast Area This is an uncivilized area with several menacing creatures lurking in the woods. Be ready to run to another screen at the first sign of danger. If you don't run fast enough, you may he frozen for a while, or even killed. An elf may appear in several places; he is not to he feared. Indeed, he may give you something. The wolf, ogre, troll, dwarf, witch, and sorcerer arc bad; they will do you harm. Stop by the mountain. There's a door in its base, and like everyone else, you will want to get inside. There arc two ways Co do that, and you get the most points by not going in the dr. There are two trees in this area that have delighted visitors for generations. They both yield golden treasures. Good things come in small, brown, wtxxJy packages. B Remember to eat your veggies - and show them to dumb four legged creatures. f 1 i_ ^ KING'S QUEST II Points of Interest in the Northeast Area There are two tourist attractions in the northeast area: the Monastery and the Antique Shop. The Monastery is open, but the Antique Shop will remain closed until you read the inscription on the second door. Stop by the Monastery and do what the other people arc doing. If you're nice, the monk will give you something. B The Antique Shop has one of almost everything, except a caged nightingale. I'll bet the owner would love to have one that is, if you just happen to have one handy. B A Ciood Fairy hangs out in the area south and east of the Monastery, and she may bless you with g<xxi luck. B An Knchanter haunts the area south and west of the AntiqueShop. Be particularly careful around the area where the log extends into the lake. B There's a brooch in this area that matches the bracelet found in another area and a necklace found in still another area. An earring is the fourth piece of jewelry. B There's no way you can cross the mountains or chasm to the I ast. QAsaw to that. B Do you remember the story of Aladdin and his magic lamp? you know how to treat a magic lamp? KING'S QUEST III Points of Interest in the Wizard's House This is where you begin and where you'll spend many unhappy hours serving the wizard Manannan. The only place you are safe is in your bedroom, but if Manannan is out to punish you, hiding will only delay his wrath. B There are a lot of good things lying about the kitchen. Don't take the food until you leave the house for the last time. That way if Manannan becomes hungry, you'll have something to serve him. B The microwave is broken, so you'll have to use the fireplace to cook. B You can't do much until you can get into the laboratory (that's laboratory', not lavatory), and you can't do that until the wizard lea \ is. B Manannan is a busy guy. He is also very punctual. Take note of how long he stays away. It's always the same length of time. Twenty-five minutes comes to mind. Or is it IS? Ten, maybe? B Once you've figured out Manannan's schedule, you can time your explorations by watching the clock at the top of the scrim. B Be sure to give yourself enough time to hide things before he comes home. B Hiding your goodies isn't enough. You must be sure to put everything back in the study the way you found it, or Manannan will know you're up to no good. B You'll have to make at least one trip down the mountain, probably several, to collect things. Don't get caught in town when the wizard comes home. B You must take care of Manannan, and there's only one way to make him a pussy cat. B Spelling is the key to King's Quest III; you must learn to conjure. 74 INTERACTION Magazine ow you don't have to play King's Quest J-V before King's Quest VI comes out, but, HI Y. can you think of a better way to pass the people planning a trip. to Daventry, we've included tips for all ve games. .They were culled from Donald B. Trivette's The Official Hook of Kin:, published by Compute Books. The book includes a complete history of rhe^ series, plus enough carefully worded clues to nudge you in the fight direction without actually hitting you over the head with solutions. KING'S QUEST IV Points of Interest in East Tamir This is the bad part of Tamir. Here live an ogre and his family, three ugly witches, an assortment of ghouls, and some wicked trees. The only g<x»d folks on the cast side are the seven dwarfs. There's much to fear in this area, so take care, especially after dark. Oh, yes - a worm lives here too. There are some valuable things in the house of Mr. and Mrs. Ogre, but you'll have to hide if he comes home. Knick-knack, paddy whack, give the dog a bone is a good lesson to remember. Guess who lives inside the skull? It isn't the Three Bears. As disgusting as it is, you're going to have to get your hands on an eye. There are seven dwarfs who live in east Tamir. They are so industrious and busy they don't have time to clean up. If you're nice, they might ask you to dinner. You might pick up something in the dwarfs' house that could help you get a lantern. It gets dark early in Tamir. There's a cave behind the waterfall, but you'll have to figure out how to get to it. Not even Mark Spitz could swim there. If you thought handling an eye was bad, wait until you dig up a few putrid graves. You might have to prune a tree or two along your way. The haunted house is full of creepy things that go bump in the night. After dark, you need something special just to get close. Check out the crypt, but only if you have a light. Summer 1992

King's Quest V

Points of Interest in Serenia Serenia is a quaint land that seems to have fallen on hard times: It's filled with people who need a little help. Take the cobbler, for example: If only he had a nice pair of boots to sell, he could retire. And the poor weeping willow looks as though she has lost her heart. Help these people, and they'll help you. There are no malls in Serenia, so explore the shops in town. There are two things you can pick up in the street that will be of use. There are three stores open to the public - a shoe shop, a coat shop, and a Toys-Were-Them store - but it has been so long since the merchants have seen money you may have better luck trading. Once you have an idea of their wares, you'll know what to look for as you tread around Serenia land. Bears like smelly old fish much better than mushy custard pie. HI vcr heard of anyone actually finding a needle in a haystack? Better seek help from the Formicidae family. There's no way around it - you're going to end up in the cellar of the inn. The trick is how you get out and what you carry away from the experience. People in Serenia play a strange version of paper-rock scissors: Just remember that stick beats dog and shoe beats cat. Visit the Gypsy camp even after you've seen the Madam. H By the way, the snake is afraid of rattlesnakes and has such poor eyesight that he can be easily fooled by a man making the right nd\SK.^r^T Excti prfiWiom The Official Book of King's Quest Second Edition by Donald B. Trivettc