King’s Quest Guide

King's Quest 2015 Chapter 1-5: A Knight To Remember - Walkthrough for King's Quest

King’s Quest 2015 Chapter 1-5: A Knight To Remember – Walkthrough

Overview

In this Guide, I will show you how to walk you through on Chapter 1-5 of Sierra On-Line’s King’s Quest 2015 Enhanced Remake: A Knight To Remember. This Episode is Free to Play & is set before King’s Quest 1.

1. Dragon’s Well

Ah, welcome back once more to the beautiful world of King’s Quest!

Head towards the well directly in front of you and look down it if you like. Click the action button on the crank to lower the bucket. Get into the well and climb all the way to the bottom.

Once at the bottom of the well pull aside the mattress to reveal a hidden door.

Walk along the path and take in the gorgeous scenery until you come to two switches. Which one should you press? Avoid the one with the skeleton next to it and hit the switch to the right. A door will open for you to walk through.

Continue through the cavern until you come to a bed. If you’re going for the achievements jump into the bed three times until you get the “Napping on the Job” achievement.

Continue along the path and over a bridge made of beds. You’ll spot the magic mirror on the ground far below with a huge dragon curled around it. Once you’re across the bridge climb up the rope and continue along the only path you can take.

Ignore the ledge with the missing crank for the moment and continue on to a room with bookshelves and the missing handle.

Grab the handle and the bell will ring. Oh-oh! It’s time to hide. Jump into bed quickly before you’re spotted.

Once the coast is clear head back to the ledge with the broken crank and use the handle. Run over the bridge, around the ledge and down the ladder. There’s a dragon at the end of this passageway whose snoring is creating havoc. Avoid the spiky boat by taking cover in the right and left alcoves.

Once past the spiky boat you’ll step on some crunchy bones waking up the dragon. Jump into the nearest bed to hide.

There are more piles of bones up ahead. Tip toe around them. Once past the bones a bed will fall down from the roof waking up the dragon once more. Jump into the bed to hide.

If you’re going for the achievements walk right up to the dragons mouth. You’ll be eaten and rewarded with the “Into the Mouth of Danger” achievement.

Climb up the ladder to the left. There is a bridge missing with the switch on the other side. How to reach it?

Continue walking until you find a skeleton holding onto a bow. Grab the bow and use it to hit the switch on the other side of the crevasse.

Run across the bridge to the dragon feeding station. To distract the dragon and get down to the magic mirror you need to do these things in the following order:
1) Hit the switch to grab a steak and bring it close to the dragon.
2) Hit the switch again to take the steak further away.
3) Ring the bell to wake up the dragon and let him know it’s dinner time.

4) Hit the switch again to pick up another steak. This time jump on the steak before it get’s picked up.

5) You’ll now be on the ground next to the mirror. Time to make a run for it!

Make your way down the underground river shooting at the ropes holding the beds and pressing the direction buttons as indicated.

Once you’ve finished the mattress ride the dragon will appear behind you. Run once more and avoid the crashing beds as you go.

Once free from the dragon walk along the path you used when you came in and exit the secret door into the well. You’ll accidentally ring the bell. This is the dragon’s dinner signal! He’ll come crashing through the wall and you have three options to choose from:
1) Hit him in the eye (path of Bravery)
2) Hit the switch (Path of Compassion)
3) Hit the bell (Path of Wisdom)

It doesn’t matter too much which action you choose at the moment. These actions will build up over time and influence the way the townsfolk view you and also change various cut-scenes.

Climb up the ladder to your freedom and enjoy the cut-scene. Continue on to Entering the Tournament.

2. Entering The Tournament

Roll down the hill and try to avoid trees and rocks if you like but there’s really nothing you can do about it. Down the bottom of the hill read the sign telling you Daventry is just a few miles to the east.

Walk to the east (right). You’ll spot a column of knights heading to the tournament. The bridge is missing you can’t get over to them. Take the path through the forest to the left. Eventually you’ll come to a clearing with a beautiful mountain view.

Follow the path down the hill until you spot a toolbox in a nest. Walk over to the tree and push it to make the toolbox drop. Most of the items will fall into the river but you’ll still be able to grab the hatchet.

Jump across the river and continue following the tracks through the forest. Eventually you’ll come to a carriage with a strange little merchant man.

There are a couple of achievements you can get here. First use the hatchet on the unicorns repeatedly until they eat you. You’ll get the “Unicorn Snack Food” achievement. Secondly, follow the secret path behind the unicorns all the way to the end to receive the “A Secret Entrance” achievement.

Use the hatchet on the tree to knock it down. You can know walk across and continue your journey. Follow the path past the thornweeds until you come to the town gate. The gate is barred from the other side so you’ll have to climb up the rock on the right.

We’ll explore this town a little more later but for now we need to find a wheel for the merchant. You can enter three shops. Each of them has something that can be used for a wheel and each of them will put you a little further along one of the three paths.

1) The Blacksmith’s shield = To progress along the path of Courage take the blacksmith’s shield hanging on the wall. Make sure you leave a tip for her.

2) The Bakers Bread = There is an enormous piece of bread in the baker’s shop. Big enough for a carriage wheel. Taking the baker’s bread and leaving a tip will progress you along the path of Compassion.

3) The Alchemists Table = The alchemists or magic shop contains a table top that can be used for a wheel. Grab the table top and leave a tip to progress along the path of Wisdom.

t doesn’t matter which of these three items you use as a wheel but you can only grab one of them. Take it back to the carriage and show it to the merchant. After you get one of these Items, be sure to close the doors to the town square for later.

He’ll try to sell you an entrance ticket to the tournament. It doesn’t matter what you do here as you’ll find out later on. If you don’t buy the ticket he’ll steal the gold from you later.

The merchant will drop you off just before the stadium. The bridge is missing here as well and none of the other knights can get across. Talk to the knights holding the rope. They’ll tell you that they never leave their post unless someone is in distress.

Walk down to the river, jump across the rocks and into the river. The knights will run down and rescue you. While they’re standing around push the tree and part of the beehive will drop down at their feet. They’ll run off to the river leaving you free to find a way across the chasm.

Walk back to the missing bridge and use your hatchet on the big tree. The big knight will pull you back and knock the tree over himself. Crossing first he waves to you and bumps the tree into the river.

Grab the rope on the right side. The scary-looking knight will grab it from you and climb across. It’s your turn to shoot and arrow with the rope across the river. You’ll fail spectacularly. Never mind. Head back to the river and cross over the log.

After falling in the river use the hatchet on the log and then the rope on the raft. Have a chat with Manny and then climb up the rocks to the left.

Get ready for your first test, the Chivalry Test, in the next part.

3. Chivalry Test

Walk into the stadium and you’ll be called to the front for your audition. The knight giving the test will ask you why you were late for the tournament. You can tell him:

1) I didn’t hear about the date change (Wisdom Path)

2) I don’t know what extenuating means (Bravery Path)

3) My mom wouldn’t let me leave before I finished breakfast (Compassion Path)

You need to find out as much as you can about the other contestants before taking the Chivalry Test.

Talk to the big knight on the left and find out his name (Acorn). He also seems to be hiding something. Talk to the knight in the middle who won’t tell you his name. There’s no way we can find out his name yet. Talk to the scary knight on the right who only says “Achaka”.

Lastly talk to Manny and ask him about the two knights whose name you know (Acorn & Achaka). He’ll tell you a secret about Acorn.

Return to Acorn and tell him you know the secret. Make sure you ask him what the squirrel’s name is. During the conversation he’ll tell you the middle knights name, Whisper.

Return to Whisper and tell him you know his name. Talk to Manny again and ask him about Whisper.

You’re now ready to take the Chivalry Test. Talk to the head knight and tell him you’re ready for the test. Here are the answers to the four questions.

1) The knight who speaks multiple languages: Manny

2) The knight favored to win the competition: Achaka

3) Full name of the fastest contestant: Sir Walter Harris Ignatius Sally Percival Eduardo Ramon, Jr. the Third of Modesto

4) Favorite companion of strongest competitor: Princess Madeline of Avalon

After completing the audition you’ll be given the first real test which will be your entrance ticket into the tournament, the eye of a beast.

4. Getting Prepared

As if it isn’t hard enough staying out of trouble, for the next quest we need to actually go out looking for a ferocious beast! Luckily Daventry has no shortage of beasts and if we’re smart we may not need to face one at all.

We’ll need to gather some items first before we begin looking for the eye. Navigating around the town may be a little bit disorientating at first but once you have been to each of the locations a few times you’ll remember how to get there.

After crossing the makeshift bridge you’ll have a talk with Amaya Blackstone. Head down the path and you’ll spot a shaking green bush. We’ll come back here in a minute. Continue on until you come to a fork in the road. Continue straight ahead and then take the next left just before the bridge. Don’t approach the bridge just yet!

There is a small bell on the ground that you can pick up. You can also pay your respects to King Edward. Continue to the top right and you’ll see a large stone. It’s too big to push for now. There’s also some sort of trap that’s been set up with steak hanging in the center.

Enter the trap to set it off. Stand by the tree and pull in the rope to grab the raw meat. Drop down into the hole and grab the Sugarshrooms. Climb back out of the hole and continue to the right.

When you see the first sign head north. You’ll spot Acorn waiting to catch some wedzels. There’s a cave to the left and unicorn to the right but there’s nothing else we can do here just yet.

Head back down to the sign and go right. You’ll come across another sign telling you to not turn right. Continue to the right. Someone is preparing for an intimate dinner. Look at the table and read the letter.

Push the tree and the Starberries will fall down, as well as the bee hive! We’ll clean that up later. For now just grab the Starberries and head back down. Go back to the “Don’t Turn Right” sign. Walk north if you want to see the ‘floating island’ otherwise walk back the way you came.

Continue heading all the way back almost to the place where you had a chat with Amaya. See that shaking green bush? Place the raw meat down in front of it.

A badger will jump out to grab the meat allowing you to take it. We won’t keep the badger long. Walk north one screen and then to the left. There’s a field of pumpkins here but only one that’s still fresh. Trying to take the pumpkin will release a group of angry squirrels. Place the badger down next to the pumpkin and he’ll scare away the squirrels. Take the pumpkin.

Continue to the left and grab the fruit picker. If a knight is using it you may have to come back a little bit later to grab it.

Run back to the dinner setting with the beehive. You do remember the way don’t you? From the pumpkin patch go right, north down the path, then take the first left. Walk past the King Edward statue to the top right of the screen. Right past the trap, right past the first sign and right past the second sign.

Use the fruit picker on the beehive to clean up your mess. Now it’s time to have a chat with some of the townsfolk. The town is located just north of the pumpkin patch.

here are three shops here, a blacksmith, baker, and an elderly couple selling potions. I won’t tell you which is which because it’s pretty obvious just looking at the front of the shops. Talk to all three of them and look at all the items in their shops but don’t use your gold coin just yet.

At the bakers give him Sugarshrooms and Starberries. Give the potion makers the pumpkin. You can also dip the pumpkin in the dye as well as almost all of your items except the bell.

Now that the townsfolk have what they need it’s time to decide what path you want to take. In the next part, Finding the Ferocious Eye, we’ll explore all three options, Courage, Bravery and Wisdom.

5. Finding the Ferocious Eye

Our ticket into the tournament is a ferocious looking eye. There are three ways to find the eye and we can begin by talking to one of the townsfolk. Depending on who we give the gold coin to it will determine the path we need to take to find the eye.

No matter what path you choose most of the parts in all of the paths will need to be done at a later time anyway. So just go with whatever path you feel is best for you. The Path of Courage is the longest and the other two are fairly simple by comparison.

Before you begin you’ll need to make sure you’ve found all the items in the Getting Prepared section.

5-1. Finding The Ferocious Eye: Wisdom

Walk into the potion shop and give the elderly couple your last gold coin. If you haven’t done so already you’ll need to give them the pumpkin you picked up just outside of town. They’ll hand you the blue flame lantern.

Dip the blue flame lantern in the cauldron. It will come out purple. Kind of looks like a ferocious looking eye doesn’t it?

Walk back to the guards in front of the stadium and show them the blue flame lantern dipped in dye.

5-2. Finding The Ferocious Eye: Compassion

Once you have the Sugarshrooms and Starberries from the Getting Prepared section talk to the baker and give him the berries and mushrooms. Give him your last gold coin and he’ll bake you the biggest pie you’ve ever seen. Do you know anyone who’s big enough to eat a pie like this?

Head over to Olfie, the bridge troll. If you haven’t met him yet have a talk with him and tell him you’ll bring back lots of food. Give him the pie. After enjoying his snack he’ll get you an eye from the Snarling Snarlax. Whisper will take it before you can grab it. Olfie will try again and Whisper will grab it once more.

Seeing as Whisper has both Snarlax eyes Olfie will come up with a plan but you don’t hear what it is just yet. He gives you the mouthpiece for the horns.

Once inside the stadium you’ll ask for a second to get your eye. Walk to the horn and use your mouthpiece. Olfie will do the rest.

5-3. Finding The Ferocious Eye: Courage

This is the longest path to take but most of this will need to be completed anyway. Walk into the blacksmith’s shop and give your last gold coin to Amaya. She’ll hand you the weed whacker.

Head out of town through the gate and walk up to the thorns. Use the weed whacker on the thorns to clear a path to the well. Achaka will be waiting for you there. Follow him down the well and through the same tunnel you went through in the beginning of the game.

Follow the path along until you come to two switches. You should know which one to press. Hit the right switch to open the door.

Walk through the door and sit on the stool. You’ll drop down into a cavern with wooden columns and spiky beams. Follow the path Achaka takes.

Achaka will tell you two words:
Affa Nata: Yes
Stamata: No

Keep this in mind before jumping to a new column.

You’re on your own for the next part as Achaka battles the dragon. Try and stay out of the flames while jumping from rock to rock. Eventually you’ll fall into a cage.

Achaka will try to release you. When he goes to turn the crank tell him Stelama! He’ll run over to the switch so tell him Affa Nata! This will pull the cage across. He’ll run back to the crank. This time tell him Affa Nata!

In the next part you’ll need to help Achaka hook onto the dragon’s tail with an arrow by setting up the shields and weapons racks in the right places. Follow the sequence below to get the dragon’s tail hooked.

1) Put the first shield on the stand and tell Achaka Affa Nata! He’ll hook the weapons rack on the next island.

2) Make your way over to the next island and push aside the weapon’s rack. Tell Achaka Stalama!

3) Put the shield on the stand and tell Achaka Affa Nata! This will hook up the weapons stand at the bottom.

4) Climb all the way across to the bottom island and push the weapons rack to the right. Tell Achacka Stalama!

5) Climb back to the top island and pull down the shield. Tell Achaka Affa Nata!

6) Climb across to the right middle island and put the shield on the stand. Again tell Achaka Affa Nata! and he’ll hook the dragon!

7) Climb back to the beginning and ring the bell.

Follow Achaka and go up to him for a lift when you see a small hole above a door. Walk down and hidden to the left you’ll find a switch to open the door. He’ll give you a quick archery lesson which will vastly improve your range. Climb down the tunnel and when Achaka gets stuck give him a push.

Face to face with the sleeping dragon Achaka asks you if it’s time to shoot.

Affata Nata: You’ll get the dragon’s eye.

Stalama: You’ll miss the dragon’s eye but Manny will give you one of his.

Continue with the Goblin Attack.

6. Goblin Attack

Now that you’ve found the ferocious eye it’s time to participate in the tournament. You can either take the Test of Speed or the Test of Strength. You can’t immediately jump into either of these tests as you’ll need a few items before we begin.

From the tournament board head north east and go to the area with the cave. If you look through the bushes where Acorn was hunting you’ll see Triumph caught in his trap. You’ll need to free him before you can begin the Test of Speed.

Head further to the east and use the rope. Luckily Achaka gave us that quick archery lesson before he died. Climb across the gap and continue down the path.

Someone, or something, will start throwing pebbles at you. Continue walking as the goblins sneak up behind you. Complete the action sequence. Focus on those goblins who are starting to lift their spears to make it through this part.

The merchant will be delighted that you’ve rescued him. You can respond in three ways corresponding to the three paths. He’ll give you a snoozing leaf and your gold coin back.

Go back into town and talk to the potion makers. Give them the snoozing leaf and in return they’ll give you a vial of hypnotic powder. Give them your gold coin and buy the blue flame lantern.

Return to the cave area and this time enter the cave. Before you go too deep use the blue flame lantern to light your way. Walk out the other side and continue along the path until you see another gold coin on top of a strange-looking hole.

Head back to the town once more and this time go to the Baker’s shop. Buy the gigantic pie and give it to the bridge troll. He’ll let you cross and also give you Olfie’s horn mouthpiece.

Walk straight ahead into the dark forest, remembering to take out your blue flame lantern before you’re in too deep. On a rock in the middle of the forest you’ll find a work order. This is what you need to continue with the Test of Speed.

7. Trial of Speed

After having collected the work order in the last part you can now proceed to free Triumph and begin the Test of Speed.

To free Triumph head through the dark cave and continue along the path until you find Triumph stuck in a trap. The tree is too big to chop down but Amaya shouldn’t have any trouble with it so stick the work order on the tree.

Start walking back. Before you get too far Amaya will come running with the crumbler and free Triumph. After a brief chat with the two knights, Larry and Kyle, the Speed Test will begin.

Dodge the barricades to the left and right and jump when you need to. You’ll be given some choices on the first lap to try and distract Whisper but you can’t win this round so don’t worry about it too much.

On the second lap, just before the trees overhanging the road, tell Whisper that you bet he can’t win “…Standing on your hands.”

When you come to the barricades tell him bet you can win “…Backwards.”

Lastly, when you’re close to the finish line tell him you bet he can’t win “…And talk with that guard.”

With all of these distractions you’ll finally be able to win the Test of Speed! Continue on with the Test of Strength.

8. Trial of Strength

= Collecting Horn Mouthpieces
Before you take up the next challenge you need to make sure you have collected all of the horn mouthpieces from the bridge trolls. You should already have Olfie’s horn mouthpiece. There are two more you need to find.

Whisper is understandably upset after losing the Test of Speed. Have a chat with him as the dialogue here is some of the funniest in the game. To console him you’ll need to give him the portrait of Whisper that you can find when you look at the Knight’s Tournament noticeboard.

Once Whisper’s feeling better ask him “Can you help me catch a frog?” He’ll quickly grab one for you. Give the stinky frog to the potion makers in town. Chester will give you the color-changing potion as a reward. This is something you will need later for the Duel of Wits.

= Waddles’s Horn Mouthpiece
Go out of town and over Olfie’s bridge into the dark forest. Don’t forget to use your blue-flame lantern to light the way. At the other side of the forest the bridge trolls are having a meeting. Keep walking across the top of the gate and climb all the way down.

You can knock on the gate but you won’t be able to get in until you know the secret knock and password. Keep walking to the left until you come to a hole with an extendable ladder inside. Grab the ladder and place it on the side of the cliff. You now have a shortcut from Olfie’s bridge to the bridge troll meeting. On this path you’ll also find another gold coin.

Blow on Olfies Horn once more but don’t cross to the other side of the bridge. Run back to the bridge troll meeting. As you’re getting close you’ll see Olfie making the secret knock and telling the secret password.

1) Knock on the gate
2) Ring the bells in the tree
3) Ring the bells in the tree
4) Knock on the gate
The secret password is “Truss me.”

After being invited into the troll chapter meeting Pillare will ask you for your troll horn as she wants to burn them all. Put down your small bell. The trolls will discuss a few items on their agenda and ask for your opinion. As far as I know it doesn’t matter who you side with.

When the trolls begin to repeat themselves you’ll be given the option to “agree with Waddles” and leave. You’ll be able to take a mouthpiece back but don’t take the bell. Take the horn mouthpiece that you don’t already have on the right. This is Waddles’s horn mouthpiece.

= Pillare’s Horn Mouthpiece
Head to the south of town to the horn that looks like Waddles’s mouthpiece. Blow on the horn with the mouthpiece and cross over.

Pillare is there trying to set fire to all of the mouthpieces. The last horn that you need is there but how are you going to get to it?

The croissants have raisins in them and raisins are the last ingredient we need for the hypnotic powder. Use the hypnotic powder on the croissants. When Pillare eats one she’ll become hypnotized. You can now tell her what to do. Tell her to “Take a nap” then grab the Pillare horn mouthpiece.

Run back to the floating island. With the three horn mouthpieces in your possession you’re now ready to take the Test of Strength.

= Test of Strength
Before you even think about taking on Acorn in a test of strength use Pillare’s horn mouthpiece to blow the horn on the left hand side of the island. This will ensure that if, or when, you do get thrown off the island you’ll have a bridge to land on.

With Pillare in place go back and tell the knight that you’re ready to begin. Acorn will easily throw you off but you’ll notice that he accidentally drops his ball of cotton wool. Sneak up behind him and grab it. Try to draw it out as much as possible, pressing the action button to unwind it more and more.

When the knights see what’s going on they’ll throw down some sign posts in protest. Run around the posts with the wool and try to trip Acorn over the thread. You do this by using the action button twice as he’s about to step over a thread.

Acorn will fall over and lie on his back for a little while. Keep using the action button to unwind the ball of wool as much as possible. When he stands up he’ll throw off the island again. This time use Waddle’s horn mouthpiece to call Waddles, the bridge troll.

The process starts again. Trip Acorn over, pull out the wool before he get’s up and throws you over the edge. Use Olfie’s horn mouthpiece to call Olfie.

Trip Acorn over one last time. When he’s on the ground keep pulling the wool until a sock appears. Now you’ve awoken the bull!

Wave the sock at Acorn to make him charge at you. Stand in front of the large wooden beams so he knocks them over. Once he’s knocked over all three of the beams the island will collapse into the river. Olfie will save you from falling in the water and you’ll win the Test of Strength!

Continue to the last part of King’s Quest, the Duel of Wits.

9. Trial of Witts

After taking out Whisper in the Test of Speed and Acorn in the Test of Strength it’s time to take on Manny for the final challenge, the Duel of Wits!

Acorn is going to be pretty upset after losing his challenge. He’s by the big rock next to the trap. Give him his knitted sock back to make up with him. He’ll give you a pair of his knitted socks. Say to him “I could use your strength.” He’ll push over the rock allowing you to grab the bitterroot underneath.

Take the bitterroot to the baker for the free walnut strudel. By now you should have everything you need to complete the Duel of Wits.

Walk back to the stadium. On the way you’ll be accosted by a band of squirrels led by Princess Madeline of Avalon. Give her the walnut strudel and the squirrels will leave.

Outside the stadium you’ll see one of the knights arguing with one of the bridge trolls. They just can’t seem to come to a compromise. Give the knight the two very cushion-y socks and the bridge troll will go back to work.

Inside the stadium Manny is ready for the challenge. Have a look at the box on the left to see the game you’ll be playing, Duel of Wits. Take a seat opposite Manny.

You will lose the first game you play after being hypnotized no matter what you do. After the first game stand up and look at the glasses of wine. Put the color-changing potion in one of the glasses. The next time you play you’ll know which glass is safe to drink and which one isn’t.

Play Manny again and this time try to beat him. If you can’t beat him after two tries you’ll have the opportunity to up the stakes by removing one of the glasses of wine. With you’re colored wine Manny will be the one being hypnotized. Tell him where to move and easily win the duel.

After losing in the Duel of Wits Manny will be so upset that he’ll challenge you to a duel of strength. The townsfolk will be there to help you. Pick one of their items with your last gold coin and fight Manny. The item you pick for the last duel with Manny will also determine the ending cutscene with Gwendolyn.

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