King's Quest Omnipedia
King's Quest VIII: Mask of Eternity
Developer(s) Sierra Studios
Publisher(s) Sierra Studios
Director(s) Mark Seibert
Producer(s) Craig Alexander
Designer(s) Mark Seibert, Roberta Williams
Writer(s) Roberta Williams
Lead Artist(s) Jason Piel
Composer(s) Ben Houge, Kevin Manthei, Mark Seibert
Platform(s) Windows
Release(s) November 24, 1998
Genre(s) Action-adventure. role-playing
Mode(s) Single-player

King's Quest VIII: Mask of Eternity (aka King's Quest: Mask of Eternity, King's Quest 8: Mask of Eternity[1], King's Quest VIII[2], and abbreviated as KQ8[3]) is an action adventure game developed and published by Sierra Studios on November 24, 1998, and it is the eighth and final game in the original King's Quest series by Roberta Williams (it was neither intended to be a spinoff nor a reboot[4]). It is a "3D Adventure"[5] that maintains a point-and-click adventure game interface mixed with action elements and RPG combat.

It is the only game in the series where the main character is not King Graham or a member of his family (though Roberta previously had tried to trick people into thinking Gwydion was not a member of the family which worked too well, as she received letters from people that hadn't completed the game and were upset at her change in direction for the series).

The VIII/8 was not in the title on the original box, because Marketing decreed that several other big companies' series were no longer including installment numbers, Sierra was following the naming trend. Despite this they did publish it with the numeral in some foreign editions.


Above the kingdom of Daventry is the Realm of the Sun, where magical beings called the Archons guard the Mask of Eternity. Their Archarchon (Lucreto) turns evil and shatters the Mask into pieces. Daventry's inhabitants turn to stone and the land sickens.

Connor, a common tanner, is protected from the blight because a Mask shard fell on his feet. Connor is then appointed by a wizard to travel through different lands and collect all the Mask pieces, eventually arriving in the Realm of the Sun where he must repair the Mask and bring life back to his land.

According to the Mark Seibert the game takes place at least a few years after King's Quest VII. But no specific date was ever discussed.[6] The KQ8 manual also places KQ7 in the past tense, but does not mention any specific dates.

It is the first King's Quest game to obtain a Teen rating for Animated Blood and Gore, & Animated Violence. Earlier King's Quest received E for everyone. The reboot received E 10+.

Official Game Description

KingsQuest8 courage 1920x1200.jpg

Travel through the remarkable worlds of King’s Quest 8, from a dark underground land to a mysterious realm in the clouds. Every turn yields both secret and salvation, and every mystery you solve brings you closer to the fiery confrontation that will determine the fate of an entire kingdom![7]

In a time long ago, magic and myth is embodied in every living creature roaming the world. Unicorns graze in forest meadows, wizards concoct mystical spells and kings and queens manage thriving kingdoms. In the kingdom of Daventry, inhabitants enjoy peace and prosperity under the rule of the majestic King Graham. But one day, the kingdom's serenity turns to disorder. An evil being takes up quarters in the sacred sanctity of the Mask of Eternity - the global icon of truth, light and order. With arms thrust upward, he summons a dark spell. The skies darken and bolts of lightning converge on the temple. With a powerful burst, the mask explodes into pieces that fall to the world below.

Meanwhile, in Daventry, a young townsperson named Connor is about to become the most important person in the world's history. As the Mask of Eternity rains down on the land, one piece lands at Connor's feet. Just as he picks it up, the supernatural spell reaches ground. In a flash, every inhabitant of the beloved kingdom turns to stone. That is, every inhabitant but one. With the sacred mask piece in hand, Connor is somehow protected from the consequences of the omen.

Playing the role of Connor, you must gather strength and courage and set out on the ultimate quest: reseat the Mask of Eternity and restore law, light and order to your world. Only then can global order be restored!

Journeying beyond Daventry, you will visit otherworldly realms filled with unimaginable characters, brain-twisting tests of courage and incredible challenges. But the spread of evil has created an extra challenge - dark creatures roaming free across the land are ready for a fight. It'll take perfect marksmanship and a sharp sword to keep these from ending your quest![8]

Box Description

Conquer Those Who Would Destroy Forever

When the Mask of Eternity, the symbol of order in a chaotic universe, was shattered by a powerful evil, the kingdom of Daventry was beset by a terrible curse. You alone have been chosen by Fate to make an epic journey through seven amazing lands to recover the lost pieces of the Mask of Eternity and restore light to a darkening world. It will take all of your strength and intelligence to navigate this world, interacting with its strange inhabitants, battling monsters and solving puzzles on your way into and out of danger. Succeed, and honor and glory will be yours. Fail and the forces of evil will reign supreme... for Eternity.

Key Features

Millions of fans have been drawn to the world of Daventry since designer Roberta Williams first introduced the King's Quest series over a decade ago. Providing the ultimate interactive storytelling experience, the series has received global acclaim for pushing gameplay technology past the limits of traditional adventure game design to deliver an ever-more interactive, expansive and innovate experience.

  • Revolutionary 3D action engine gives you complete freedom of movement.
  • Experience all seven worlds through either a 1st or 3rd person point of view
  • Real-time combat! Heft your broad-sword and mete out punishment in a purely medieval manner.
  • Intricate mental challenges require you to use your mind as well as your might.

Complete Camera Control

Unlike traditional 2D adventure games of the past, Mask of Eternity Mask allows you to peek around any corner, push and pull objects, open doors, wade into rivers and lakes and even fight with other characters. But make no mistake, Mask of Eternity is not a shoot-em-up game. On the contrary, Mask of Eternity's gorgeous, open environment allows you to live the unfolding story, even if you need to fight your way past evil characters to advance the story.

Easy-to-use Interface

Sierra's newly-designed game interface makes exploring and controlling your character a breeze. An on-screen cursor, carried over from traditional adventure game engines, allows you to 'point and click' to retrieve objects, open doors and use weapons on evil creatures. An alternate mouse click changes the angle of the "camera" looking over Connor's shoulder. And if you really feel like getting into Connor's head, one keystroke switches the game from third to first person perspective. In third person, the camera moves with Connor and you watch as he walks runs and fights. In first person, you view the world through Connor's eyes.

Real-time Combat

So what's this you hear about combat? Mask of Eternity's 3D virtual world is filled with living characters, both good and bad. And since you control Connor's every step and jump, you also control use of his hand and range weapons as well. But don't worry - you don't need to learn special skills to survive your battles. We've created a combat system that is easy to learn and use. With a combination of keystrokes and the mouse, you will have complete control over Connor's actions during battle.

Mind-bending Puzzles

Combat is a certainly a fun new twist on 3D adventure gaming, but it's the puzzles that will twist your brain in delight! Mask of Eternity's game environment allows for thought-provoking puzzles that are not possible in 2D adventure games. You'll love the new puzzle styles!

The new styles include physics based puzzles, and environmental based puzzles, such as box pushing, cutting down a tree, using your weapons to interactive with the environment etc.

Mask of Eternity has about as many inventory items and inventory puzzles as the later KQ games (about 2-3 times as many as the earliest games), with additional physics based puzzles that utilize weapons or rope and grapnel. However, combat tends to divide the gameplay up between puzzle time. One does not simply take item to give or use with a nother character, but must fight their way to find the item, and sometimes fight there way to give it to the person that wants it. However usually once an area is clear of enemies, there is no respawning of new enemies (the remains of the dead remain on screen).

In comparison KQ1 has about 24 inventory items with a few that are more or less useless except for alternate solutions that lead to fewer total points by the end of the game (KQ1AGI has the infamous Ring of Invisibility is used leads to less points), many of the items are simply collectables. There is about 35 inventory items in KQ2, with many that are 'red herrings'/alternate solutions (lesser points) many that are simply collectables. KQ3 has about 50 items but a good portion are used for spell ingredients (discussed in the manual) there are only a handful of inventory items actually used for standard adventure puzzles (most puzzles are solved through spells whose purpose are explained in the manual) so of the KQ adventures it actually has fewer traditional puzzles (and fewer alternate solutions), one item is a collectable with no purpose other than points (collecting it is a puzzle in itself). KQ4 has roughly 39 items and most are used for puzzles, with few alternate solutions. KQ5 has about 38 inventory items, and most are used to solve puzzles, a couple of items are used twice. KQ6 has about 68 items total. However not all will be seen in a single play through as there are two paths through the game), depending on what is collected some never show up (two alternate maiden's hair items), and some are never used (or maybe used for more than one purpose). KQ7 has over 80 inventory items, most are used for puzzles, but not all are collected through the same game (certain alternate solutions or choices will lead to a different item collected).

KQ8 has about 60 inventory items most of which are used for puzzles (although a few are used for spell ingredients in the KQ3 style), 9 of the weapons are also used for puzzle solutions, and 1 consumable that is used to solve puzzles too. In addition there are special items with multiple uses in the expanded inventory such as the Rope and Grapnel and coins which get their own sections in the interface (coins in earlier games were usually located in the regular inventory), which get used several times for various puzzles and points. There are roughly 70-90 puzzles altogether between these various types of inventory and puzzles.

So after a final count the number of puzzles of KQ8 is roughly the same as KQ7, probably about 10 more than KQ6, and double or tripple the first five games of the series.


Like all King's Quest before it, KQ8 is inspired by a mix of myth, legend, and fairy tale. A number of sources this is inspired from include the works of Tolkien, Milton, Christian Bible, Egyptian, Mesopotamian, Arthurian, etc.

But it also includes a number of more fairy tale aspects and ideas from previous King's Quest games reimagined in 3D including: Unicorns, Goblins (an idea she had thought about including in King's Quest since at least KQ4, and King's Questions), Wisps, Gnomes, Spriggans, Ogres, Yetis, and Nymphs. Crystal Dragons, Ice Queens, and Lord of the Dead make appearances hearkening back to classic KQ motifs. At least some of the material is inspired from table-top adventure/rpgs as well (including A Naturalist's Guidebook to Talisanta[9]). The concept of individuals being turned to stone by an evil magic user also appears in fairy tales, myths and legend.

Point System

Like earlier King's Quest Games (1-6) there is a point system in the game. The points are calculated throughout the game and can be viewed at the very end of the game after the end of the credits. It shows how many points were earned out of the number of points possible like in earlier games.

There are actually 6631364 points possible, and may be tied into the experience system, and other things. Points are given for various objectives such as solving puzzles, killing enemies, killing animals (chickens, pig, bats, rats, and vultures), etc. Obviously the extremely large number makes it nearly impossible to tell how many points each action in the game gives. Nor is it known if it is is possible to get all the points in a single game (and if more or less points are awarded base on the game difficulty). It is also unclear if there are alternative ways to collect points that are easily missed (for example if rats escape). It is possible to earn more points than the listed total, it is not known if this is a glitch or if there simply are more actions possible to earn extra points.

For further discussions on how the point system may work, see KQ8 point list.


There was a mixed response to the game, although most reviews tended to be positive[10], with the majority of ratings 70% or higher, some reviews dipped as low as 10%.

King's Quest: Mask of Eternity was released to generally positive, but mixed reviews,[11]. However, it sold comparatively well to other adventure games at the time; for example, it outsold Grim Fandango 2 to 1.[12] (Grim Fandango sold around 500,000 copies at the time[13]), and was the best selling King's Quest game, or roughly around a million copies. Also according to Roberta Williams; "...I must say by the sales of King's Quest, and by the fact so many people seem to be enjoying it, it must have been the right thing to do..."

However, the adventure game genre as a whole was not successful in comparison to other video games at the time, although there was an attempt to make King's Quest IX in 1999, it was cancelled with the closure of the Oakhurst studios, which effectively brought about the end of the King's Quest series.

Some reviewers were accepting of the rpg/action sequences, but others felt it took away from the Adventure genre. It was one of the top sixteen best selling adventure games in 2001 three years after its release (and roughly about the tenth best selling adventure game).[14]

Some reviewers have criticised Mask of Eternity for deviating from the graphic adventure style in favor of an action/adventure style. Also criticised is the fact that the game has almost nothing to do with the first seven games. In some cases they criticised its darker style. [citation needed]

However, several of the previous KQ games are meant to be stand alone, and have little to do with the previous games in the series (with only a few passing references to elements of the previous games), or re-imagined and reused elements (Crystal Dragons, Ice Queens, Unicorns, Wizards & Witches, etc). Mask of Eternity is similar to the previous games in that it builds on the Kingdom of Daventry as a starting point (or in KQ3 an ending point); with standard King's Quest themes such as Castle Daventry, Magic Mirror, & King Graham (and Valanice), and explores original lands outside Daventry (the pattern of the series as a whole). The story follows a lowly knight (much like young Sir Graham), who is set a quest to save the kingdom (ala Quest for the Crown). Along the way he encounters creatures of mythology, legend, and fairy tale. Thus Mask of Eternity returns to the roots of the series, but takes things in a more epic direction. Even portion of Daventry explored in the game is a new area, the town of Daventry, which had only previously been mentioned in the early manuals and books. Many of these details are pointed out in the more positive reviews. Roberta Williams compared the walking and exploration and keyboard controls to that used in the original King's Quest game, and its darker 'atmosphere' to King's Quest 3.

The game earned Adventure Game of the Year at Digital Entertainment On-line[15] "One of the year's biggest and most exciting new adventure games." - Computer Gaming World "For over a decade, the King's Quest series has entertained millions of gamers the world over. And now, with a brand-new 3D engine, the series is in a position to reinvent the adventure gaming genre..." - "I can honestly say it (Mask of Eternity) is the singular BEST PC GAME I've ever played. Unbelievable!" - AOL Games Channel

It also a Adventure Game of the Year Nominee with Computer Gaming World.

Behind the scenes

Originally it was the only King's Quest game (other than the original "King's Quest", and the rebooted King's Quest (2015)) to originally not be given roman numerals or a numbers on the box artwork, title screen or the material packed in with it (other than a sticker on the outside of the shrink wrap describing it as the eighth game of the series). Though it was openly advertised as KQ8, or King's Quest VIII on the official website for the game, and other places (and references to it being the 8th game in the series can also be found in the files). The lack of numerals on the gamebox is a similar situation to other Sierra games such as Police Quest: Open Season (PQ4) and Quest For Glory: Shadows of Darkness (PQ4). Activision currently publishes and advertises the game under the name King's Quest VIII: Mask of Eternity/King's Quest 8: Mask of Eternity through, and it comes with a copy of the "KQ8 reference card" and the "KQ8 manual". KQ8 was advertised as KQ8:Mask of Eternity on the official King's Quest: Mask of Eternity website. In several ways, first was the page description tab lists the game as "KQ8:Mask of Eternity", and the headers of each section of the website were marked as "KQ8: The Tale", "KQ8: menagerie", "KQ8: town crier", "KQ8: Updates", "KQ8: Worlds", and "KQ8: Links". The official forums were known as the King's Quest VIII: The Mask of Eternity forums. King's Quest 8 was always considered to be a continuation of the series, not a spin-off[16]. Roberta's future for the series had she continued it would likely have got even more complicated as technology allowed her to create new ideas, and unused ideas. The abbreviation "KQ8" also appears inside many of the files if opened up using notepad. The game was referred to as KQ8 in the directory containing the "Sneak Peek" videos in the King's Quest Collection II and Roberta Williams Anthology, and in issues of InterAction Magazine, by the developers themselves (in interviews). In the released game two folders point to the game's history as being the 8th game in the series these include 8bit (the folder that holds the 16-bit color bitmap artwork used for the game's textures) and the 8gui (the folder that includes files used in the graphical user interface). In addition due to early technical problems with the game two official patches were released as KQ8PATCH1.EXE and KQ8PATCH2.EXE. Roberta also continued to call it King's Quest 8 in interviews after the release of the game.

KQ8 is largely listed as "King's Quest 8: Mask of Eternity" or "King's Quest VIII: Mask of Eternity" on video game websites and some online stores such as Activision currently publishes the game under the name King's Quest VIII and King's Quest 8: Mask of Eternity through It is included as part of the "King's Quest VII - VIII (King's Quest 7 + 8)" collection.

Roberta Williams, Mark Seibert, and Sierra often called the game KQ8/King's Quest 8/King's Quest VII in interviews and promotional material and the game was marketed as such in Interaction Magazine and other places. The released game's box and title screen in the American release makes no reference to numeral 8 (though the game itself is described as the eighth title in the series on a sticker placed on shrink wrap of the original release), and the manual describes the seven games that went on before. Additionally, a folder in the King's Quest Collection 2 contained a preview video for the game that was entitled, KQ8AVI. The official KQ8 Strategy Guide by Prima talks about the game as the eighth game in the series, and looks at it as the next step before "King's Quest IX". The use of KQ8 in advertising but leaving it off the box/title screen mirrors other Sierra games such as Quest For Glory: Shadows of Darkness (QFG4), Police Quest: Open Season (PQ4), Police Quest: SWAT (PQ5), Police Quest: SWAT 2 (PQ6), Leisure Suit Larry Goes Looking For Love (in Several Wrong Places) (LSL2), and The Beast Within (GK2), as well as a handful of other Sierra games. Sierra published the game with numerals in some European countries (with numeral included on the box). Though the titles were often translated into local languages. In Germany, the game was known as King's Quest 8: Maske Der Ewigkeit[17], and King's Quest VIII in the French/German PointSoft release[18], or Маска Bечности: Королевские Приключения VIII (in Russian), though the Russian version may not be an official release. Activision/Sierra still acknowledge this game as King's Quest 8 (however they do not consider the "reboot" King's Quest series to be King's Quest 9.)[19] Davidson and Associates were apparently upset at the content in Roberta's King's Quest: Mask of Eternity, that they were simultaneously developing there own version of the game (between 1996-1997 or so) purged of violence or possibly Christian themes, see King's Quest VIII (Davidson & Associates). This may have lead to Roberta believing she had lost control of the game, removal of her name from the product, and even a lawsuit towards the parent companies. "Oh gosh, My favorites are...obviously the latest one I just did, I gotta mention that one, King's Quest: Mask of Eternity. Beyond that, Phantasmagoria, I really just enjoyed working on that. King's Quest V, King's Quest 4, and The Colonel's Bequest. If I had to name any of them those would be them." -Roberta Williams The combat was inserted into the game partially inspired by the sword fighting at the end of KQ6 between Alexander and Abdul Alhazred. Roberta Williams is listed as the writer and main designer for the game in the credits. Mark Seibert is listed as producer, director, co-designer. They are both listed as voice directors and voice casting. Roberta, Mark and Cheryl Sweeney worked on the documentation for the game. However, her level of influence over the game is unclear as Ken Williams (Sierra CEO from 1979 to 1996) has stated that "The game became a mish mash of different people's good ideas, but clearly not a Roberta game. There even was a period where Sierra wanted to release the game, and Roberta wouldn't allow her name on it. After a bunch of negotiation and changes to the product, to mosey it back towards what she designed, it finally did release."[20] It should be noted that the game went through three main designs, two which can be classified under 'Connor mac Lyrr' phase. Based on several quotes made in interviews and making of videos, it seems that the problems between those involved, and the technology began during second design, and possibly continued into the early part of the third design ('Connor of Daventry' phase). At some point during the design she had regained control of the project and moved it back towards her design. While it is unclear how much of a role Roberta had in the final design in all aspects of the game, more details and quotes from Roberta herself, can be found in Mask of Eternity Development, which shed light on the design process and her involvement can be found in the game.In the talkspot interviews, for example, she mentions that she wrote the script and dialogue for the game, and she discusses the process she went through to write the final script. In another interview with JustAdventure, in 1998, when asked about her involvement in the design process, Mark Seibert stated; "She has been the designer from day one. She's still very much involved in the process."[1]

Its interesting to note that similarly KQ1 SCI was apparently mainly the product of Josh Mandel's influence he was not only the producer for the game (he also rewrote and expanded the script). At the time Roberta was too busy making King's Quest V to finish the game herself. Josh says Roberta played his finished game, and had asked that he remove a humorous ending he had inserted into to the game which she felt was inappropriate, see The Royal Scribe. It's also said that in the case of KQ6, that although Roberta and Jane Jensen are listed as the writers in the credits, Jane Jensen is listed as having being the one behind the "Text & Dialogue"--she apparently did most of the writing for that story--Roberta was not even able to recall that the Black Cloak Society had made it into the released version of the game; She only recalled the idea coming up briefly during the early phase of KQ6's development. Roberta herself even admitted that KQ6 did not fit her own style since she had no involvement in writing the story, and that Jane Jensen had a completely different style than her. [21] Apparently Jane had written much of the game's text while Roberta was gone for two months on vacation. There are also comments from Lorelei Shannon that suggests she did most of the dialogue and development for KQ7, as Roberta was busy working on Phantasmagoria at the time (In fact, Roberta is in the end credits of the game not listed as the writer of the game--The game is listed as being written solely by Shannon, and that the game is based on characters created by Roberta Williams.") Roberta's name also comes third on the list of directors in the game booklet, with Shannon and Andy Hoyos ahead of her, and her name comes second behind Shannon's as "Designer" in the same booklet, again suggesting that KQ7 was more a Lorelei Shannon game. So there has been debate on how much influence Roberta actually had on those games as well.

KQ8's dialogue is written in a more conservative style rather than the modern English style of King's Quest VII: The Princeless Bride. According to Mark Seibert, Graham's voice was chosen in order to have a member of the Screen Actors Guild, and although he doesn't remember exactly, he thinks it was likely changed to make it more consistent with the accent chosen for Connor. Roberta was also the designer, and also in charge of voice casting, and voice directing along with Mark Seibert. A point of trivia is that a few characters in previous games including the Fairy Godmother (KQ1AGI) and Elf (KQ1 SCI), and Graham (KQ1SCI) used limited amount of old English, "Ye best be careful..."[22], "Dost thou truly wish to cease our adventuring?[23]". Graham and Rosella both spoke in old English in Hoyle I as well, see Graham quotes (Hoyle I) and Rosella quotes (Hoyle I), and Graham in Hoyle 4 (see Graham (Hoyle 4). Even Alexander's style in KQ6 is conservative to a lesser extent with archaic epitaphs such as Zounds. In KQ8, Connor visits Dimension of Death rather than the Land of the Dead shown in King's Quest VI. However, as noted in the manual for King's Quest 6, Guidebook to the Land of the Green Isles , the Realm of the Dead is a legend specific only to the Green Isles. Derek Karlavaegen was the first outsider to learn of the legend when he traveled to the islands. According to the legend, It is the place where Green Islanders believe they go when they die. They journey to Samhain (Death) to be judged and end up in the Sea of Souls in preparation for the next stage of the afterlife.  Whereas according to Mask of Eternity's Manual, the Dimension of Death is specific to Daventry's legends. It is a kind of limbo ruled by Azriel where souls are judged before being moved to their rightful afterlife. Furthermore, in KQ7, it's suggested that Ooga Booga is effectively the Land of the Dead for the people of Eldritch (is the place where people who die there continue their existence). According to KQ6, death fascinates men the world round, and there are as many philosophies about what comes after this life as there are, it seems, lives which end.<ref>Guidebook to the Land of the Green Isles, pg</ref> Even in KQ6, it is hinted, that not everyone who dies or travels into the afterlife necessarily ends up before Samhain, as was the case with Orpheus. KQ8 just takes what was said in KQ6 further, and even more of the various afterlives in the world.

According to the game's producer Mark Seibert, "Roberta's point of view was that the Dimension of Death was not the under world (KQ6). It was a unique and different place." Thus both places are considered separate locations. Although at least at one point during development the land was called the Realm of the Dead, and the river was called the River Styx.

It is the second game in the series (after Quest for the Crown) that does not directly spoof a common idiom, unlike most of the games of the series, where titles and sayings such as "Romancing the Stone", "Absence Makes the Heart Grow Fonder", "Here Today, Gone Tomorrow", "The Perils of Pauline", and "The Princess Bride" were changed to parodies such as "Romancing the Throne", "Absence Makes the Heart Go Yonder!", "Heir Today, Gone Tomorrow", "The Perils of Rosella", and "The Princeless Bride". Quest for the Crown, may be a reference to "Quest for the Grail".

The title may be a reference to concepts mentioned in Joseph Campbell's The Power of Myth, Volume 6: The Masks of Eternity.

Technical Support

The game can be played on Windows XP in its its native Glide support with the use of a Glide Wrapper (most of these program contain both emulator and emulation components and are thus more than just a "wrapper"). There are still areas that lock up however (usually in cutscenes, see first henchman for example), and require multiple attempts to get past often by lowering the graphics, or turning off certain effects, or switching in and out of first person/third person mode. If this doesn't work you may have to use save games set just after the lock up points.

There is also a fan patch for the older version to get the game running on modern systems."XP/Vista/Win7 compatible. Works on 64-bit Windows. Includes the official MOE13FG Patch. Can install the entire game to the hard drive for CD-less play and removes load times. Optional Glide Wrapper for dramatically improved graphics." It is also supposed to fix many of the points in the game that lock up. [2] Note: That it is not currently compatible with the version (it requires a CD check to install).

  • The windmill is an area that often locks up during the cutscene of the first henchman appearing. Turning off all extra graphics (no shadows, play in software mode, etc) will raise the chance of getting past the cutscene. Also try switching between first and 3rd person, and de-equiping the weapons.
  • Note that Dimension of Death is particularly buggy, especially in first person mode. Make sure to save often, as it can lock up at any moment (especially around the edges of wide open areas).
  • The Realm of the Gnomes suffers from lag, first person can alleviate the problem somewhat. However the game is more unstable in first person mode and may crash. The weapon, apothecary and armor shops are another area that may potentially lock up. Try turning off all the extra graphics and changing resolutions if you have a problem.
  • The Weirdling Weapon Shop is another particularly buggy area, that locks up after the initial cutscene. Best way to get past it may be attempting to enter the building while walking backwards, or trying to come back after doing other things in the land. If that doesn't work the only other option is using a save game past the spot.

The game requires a cd drive to play, even if you are playing the version. This causes a problem with computers, laptops, or netbooks with no cd drives. To get past this problem you will need to use a virtual drive such as daemontools to trick the software into loading. Or use the installer on Sierrahelp (CD version only). There are other methods as well, with varying success. This problem may have been fixed with later versions of Gog's release.

GOG edition issues

On September 7th 2010, released a Windows Vista and 7 compatible version of Mask of Eternity for purchase. Note there are still buggy aspects such as the game title not showing on the menu screen, and some of the lockup issues.

But another problem the previous 'updated installer' contained an outdated version of Nglide that has a memory leak, and runs rather slow 3dFX support in this game (Zeckensacks and DJVoodoo2 are more reliable with this game). It causes a number of other issues including the intro cutscene being disabled. Newer installers included an updated version of Nglide that has improved compatiblity with the game.

However, the newest installer includes a new problem, in which the introduction movie and other cutscenes (flight to realm of the sun, and ending) has been disabled, making for a rather incomplete version of the game.

A number of fixes must be made to fix the video playsupport including using a different program than nglide (as it renders videos inccorectly), and registering indeo codec.

See Also


  • Director / Producer: Mark Seibert
  • Writing / Dialogue / Story: Roberta Williams
  • Design: Mark Seibert, Roberta Williams
  • Art Director: Jason Piel
  • Programming: Scott Bodenbender, Alan B. Clark, Jim Edwards, John McKinnie, Jeff Orkin, Jeff Pobst, Adam Szofran, David Wenger
  • Graphics / 3D Programming: Ray Bornstein, Robert Munsil, John Piel, Barry Sundt, William Todd Bryan, Marc Vulcano, Ethan Walker, Jason Zayas
  • Music: Ben Houge, Kevin Manthei, Mark Seibert
  • Sound: Ben Houge
  • Playtesting: Kate Ashley, Chris Canavan, Alan Chan, Lars Christensen, Robert Glover, Mark Goodman, Chris Kateff, Noah Koontz, Linda Lindley, Wesley Litt, Geoffrey Keighley, Tom Marley, Sherry Marshall, Steve Martino, Jeff Miller, Michael O'Brien, Michael Piontek, Della Rogers, Michael Shavelson, Charles S. Solen, Robin Ward, Stuart Young, Corey van der Lann
  • Quality Assurance: Julie Bazuzi, Ishmael Burns, Jennifer Keenan, Paul McClelland, David McGee, Marc Nagel, Kate Powell, Noel Prude, Gary Stevens, Jay Wilson
  • Undetermined: Mikhail Agadzhanov, Steve Conrad, Alberto Eufrasio, Layne Gifford, Rob Kenny, Mark Martino, William O'Brian, John Shroades
  • Voice Recording: Hollywood Recording Services
  • Lead Voice Recording: Mark Howlett
  • DREAMS Software: Ben Houge
  • Original Music Composition: Kevin Manthei, Ben Houge, Mark Seibert
  • Box Design: Dan Amdur, James Veevaert
  • Documentation: Mark Seibert, Cheryl Sweeney, Roberta Williams
  • QA Management: Gary Stevens
  • QA Management Assistant: Ken Eaton
  • QA Lead: Bernadette Pryor
  • QA Engineering: Erinn C. Hamilton
  • QA PC-Engineering: Pat Callahan
  • QA Compatibility: Byron Hummel
  • Special Thanks to: Scott Lynch, J. Mark Hood, Jim Murphy, Zippy the Incredible Inflatable Spitting Wonder Llama, The World Famous Talking Bear

Voice Cast

Manuals and Guides


External Links

Guides and Walkthroughs


  2. King's Quest VIII Strategy Guide" order form in the game: "Ok, yhou were smart enough to get King's Quest VIII form Sierra Online. Are you ready for the next step? Get the most out your game with the King's Quest VIII Strategy Guide. King's Quest VIII: Mask of Eternity -- Prima's Official Strategy Guide will help you reunite the Mask of Eternity
  4. Talkspot Interviews
  6. I’m sure we had this conversation. Since Graham is still around, it can’t be too long of a period of time, but I don’t think we ever gave it an exact time frame – I think we merely discussed it in terms of “Graham is now old.”-Mark Seibert, March 11, 2006. Well, Graham seems to be putting on the years, but is certainly not ancient yet. So it must be within only a few as he would otherwise be much older." -Mark Seibert, July 7, 2010
  11. GameRankings
  12. Roberta Williams Speaks Out ...
  16. Talkspot interviews:
  20. TSL forums, 2010
  21. "And I am planning to design and write VII myself so it should have more of my own style. I’ll try to make it brighter and in the tradition of King’s Quest IV.", "Jane has a different style than I do, and maybe she is more text oriented." The Official Book of King's Quest VI, pg
  22. KQ1AGI
  23. Graham (KQ1SCI)