Maximum score 158 · Treasures to recover 3 · Ways to solve most puzzles 2-3 · Ways to die many
Orientation
How this game actually works
King's Quest is the game that invented the animated adventure. It is also the game that invented "there are three ways to solve this and two of them kill you." The max-point route below is the peaceful one: outwit the wolves, sneak past the giant, douse the dragon rather than kill it.
Multiple solutions, one route
Roberta Williams designed almost every obstacle with two or three valid answers. Some kill the creature and score few points; some outwit it and score many. This walkthrough documents only the max-point solution for each. If you're already familiar with the game, look for the scoring cue on each step to catch the difference.
Save discipline
The mountain paths, the dragon's cave, the leprechauns' meadow, and the beanstalk climb all have positions where a wrong step is fatal with no warning. Rotate between two save slots and save before every screen change on those paths.
Working the parser
Sir Graham responds to typed commands and the arrow keys. The verbs you'll lean on:
look — describes the current room. Always the first command in a new area.
look [thing] — inspect an object more closely. Some hidden items only reveal on a specific noun.
get [thing], take [thing] — both work; use whichever the parser accepts.
give [item] to [person] — the peaceful solution's core verb.
climb tree, duck, swim, ride bucket — traversal verbs used exactly once each.
F3 repeats your last typed command.
Reading the point tags
Each scoring step carries a tag like +47. The first number is what the step is worth; the second is your running total. The last tag reads162.
Click a tag as you complete the step and the score bar at the top of the page fills. The reset button next to the score (or the "Reset progress" button below) clears everything if you start a fresh run.
Ticks live in this browser tab only.
Phase 1The quest begins
King Edward is dying. His three magical treasures — the Magic Mirror, the Enchanted Shield, and the Magic Chest — have been stolen, and only the return of all three will save the kingdom. Phase 1 gets you out of the castle and past your first three pickups: the dagger under the rock, the golden egg in the oak tree, and the carrot you'll need later for the goat.
Castle entrance: you start on the road east of the castle. Cross the bridge over the moat and walk one screen west to reach the doors. open door. +1
Throne room: from the entry hall, go one screen north, then one screen west. Walk up to the second step of the throne and bow king. +3
speak to king for the full briefing — he explains the three treasures. He won’t volunteer any of it on his own.
Leave the castle the way you came.
The rock: cross the bridge and go one screen to the west. Approach the boulder from the north side. move rock to shift it, then look in to the hole to see what’s inside. +2
get dagger from the hole. +5
Oak tree: go one screen north from the rock to find the tall oak tree. climb tree. +2
Walk out onto the branch to reach the nest. get egg — it’s golden. +6
Walk back down the branch. You will automatically climb down when you leave the screen.
Carrot field: go one screen to the east from the oak tree to reach the carrot field. get carrot. Don’t eat it — the goat needs it later. +2
Phase 2Down the well
The first treasure lives in a cavern under the old well. You need the well's own bucket to fetch water for the dragon that guards the mirror, and the trip is a straight shot: cut the rope, ride down, swim into the cavern, douse the dragon, take the mirror, climb back up. Save before the throw.
Old well: Go back west three screens to find the old well. The bucket is hanging on its rope. cut rope with your dagger — the bucket drops and you keep it. +2
lower rope so you can climb down.
enter well, then climb down the rope hand over hand. When you reach the end, you’ll fall into the water at the bottom. +1
swim to move around, then dive to go under. Swim left along the bottom until you surface inside a cavern. The bucket fills automatically. +5
Dragon’s cavern:save first. Type throw water and wait for the dragon to line up in front of you, then press Enter. If you miss, the dragon kills you — load and retry. On a hit, he flees. +5
Move to the mirror on the north wall. get mirror. +8
Leave the cavern the way you came in — swim back to the well shaft.
Surface, and climb rope. Leave the well. +4
Phase 3The witch's cottage
The witch's gingerbread cottage sits alone in the woods. She's home intermittently — you'll want her out for the note, and back for the push. Also on this stop: the cheese you'll trade to a rat in Phase 6, and the walnut whose gold you'll need for the coronation.
Gingerbread house: Go two screens north to the gingerbread house and approach the front door and eat house — you take a bite of the wall. +2
open door and enter. If the witch is home, leave and try again — you want to enter while she’s out. Repeat until you catch the cottage empty.
Back room: find the table. get note. +2
read note — the line reads “Sometimes it is wise to think backwards”. Remember it for the gnome. +1
Wait for the witch to return. When she does, she will move over to the fire. Come up on her from behind and push witch — she topples into the oven. If the witch does not return then you may need to try leaving and coming back. +7
Cupboard on the wall:open cupboard. +2
get cheese. +2
Leave the cottage.
Walnut tree: Go two screens to the east to find the walnut tree. get walnut. +3
open walnut — it contains gold inside. +3
Phase 4The wandering kingdom
The exploration phase. Twelve scoring stops, all overworld, all needed for the treasures ahead. The single most important pickup is the magic beans from the gnome — no beans, no beanstalk, no chest. Get the gnome's name right on the first try; you only have three attempts.
Clearing with a bowl on the ground: Go one screen to the east from the walnut tree. There is a bowl on the ground. get bowl, then read bowl — the word FILL is written on the bottom. +4
fill. The bowl fills with stew. Save it for the woodcutter’s wife.
River bend:Go north one screen from where you found the bowl. Next to the stream get pebbles. Sling ammunition, in case. +1
Lake: Go south two screens and wait until the elf appears. speak elf — he gives you a magic invisibility ring. +3
wear ring. It’s timed — activate it, don’t leave it on.
Clover patch: Swim east across the lake (don’t forget to type “swim”) and then go one more screen east. Stand next to the four leaf clover and get clover. You need it to survive the leprechauns in Phase 6. +2
Clearing: Go south one screen. The fairy godmother can appear here. Leave and come back until she does. She will cast a protective spell on you — one free save against the sorcerer, no points for it, but very worth having.
Goat pen: Go east two screens to the goat pen gate. open gate. Approach the goat and show carrot. The goat follows you now. +5
Log and stump: Leave the pen and go south one screen. look in stump — you spot a pouch inside. +1
get pouch. +3
open pouch — full of diamonds. +3
Troll bridge: Go west one screen, then south one, then west again to arrive at the troll bridge. The troll demands a toll. Your goat headbutts him off the bridge for you. +4
Gnome’s dwelling: Go south one screen from the troll bridge. speak gnome. He’ll challenge you to guess his name — three attempts total. Type ifnkovhgroghprm. That’s the answer the witch’s note hinted at. +5
The gnome vanishes and leaves magic beans behind. get beans. +4
Woodcutter’s cottage: Go north back across the troll bridge then east one screen. Cross the stone bridge to the south but exit the screen on the east side. Go one more screen east to arrive at the woodcutter’s cottage. Enter speak man, then speak woman — they’re starving. give bowl to woman. They’re grateful. +3
The woodcutter lets you take his fiddle as a reward. It’s in the lower right corner of the room (watch out for the holes in the floor.) get fiddle. +3
Phase 5Up the beanstalk
The Land of the Clouds is a straight-up climb from the meadow. The sling you find in a hollow branch on the way up is worth two points and isn't needed after — pick it up anyway. The giant guards the chest but falls asleep on his own; don't rush him.
Meadow: Leave the woodcutter’s house and go one screen west then one screen south. Move to the large dirt patch and plant beans. A beanstalk grows immediately, reaching up to the clouds. +2
climb stalk. Save frequently on the way up — releasing the up-arrow mid-climb is fatal.
Tree with a hole: Form the top of the bean stalk go two screens east, one screen south, and then two more screens east to arrive at a tree with a hole in it. look in hole, then get sling. +2
Giant: Go two screens west, one screen north, and then one screen east. You want to keep the tree in the upper center of the screen between you and the giant so he can’t kill you. He paces for a while trying to catch you but eventually falls asleep. +7
Walk up to him quietly and get chest. +8
Descent: Go one screen east to find the small cave entrance. Enter it, go down several flights of stairs, and exit through the door at the bottom.
Cave exit ledge: Go north one screen from stair exit. Then go west three screens, then south one screen to find yourself at a cave. Wait until a large bird appears in the sky. When it swoops close, press 0 to jump — the bird catches you and carries you to a new location. Retry if the timing’s off. +3
Phase 6Shield and crown
The third treasure lives in the Land of the Leprechauns, reached by falling down a hole. The four-leaf clover keeps the leprechauns from eating you; the fiddle spellbinds them long enough to walk to the throne. Take the sceptre and the shield in one visit, shrink your way out with the mushroom, and return the treasures to the dying king.
River: Go west one screen from where the eagle dropped you. get mushroom. You’ll need it for the exit from the leprechauns. +1
Clearing: Go back east one screen and walk into the hole in the ground. You fall into the Land of the Leprechauns.
The door: Go south one screen then west one screen to find a rat blocks the way. give cheese to rat — it eats and leaves. +2
open door and enter. Your four-leaf clover keeps the leprechauns from attacking.
play fiddle — every leprechaun in the hall freezes. +3
Throne room: Go south one screen then wait for the King of the Leprechauns to leave, then approach the throne. get sceptre. +3
get shield. Third treasure. +11
Exit: Go one screen west to find the small hole low in the wall. eat mushroom to shrink. +2
Walk through the small hole to leave the leprechauns’ cave. +1
Return to Castle Daventry: Go north two screens then east two screens to get back to the castle. Approach the door and open door. +1
Enter, go north-then-west to the throne room, walk up to the second step, and bow. The endgame plays. +3
The score
Point ledger — all 158
A reference tally of every scoring action, grouped by phase, summing to 158. Everything here scores once, on the first occurrence. Track your progress by clicking the point tags on the route above — this list is for findingwhere you lost something.
Phase 1 · The quest begins21 pts
Open the castle door+1
Bow to King Edward+3
Move the rock and look in the hole+2
Take the dagger+5
Climb the oak tree+2
Take the golden egg from the nest+6
Take the carrot+2
Phase 2 · Down the well25 pts
Cut the well's rope for the bucket+2
Enter the well and climb down+1
Swim into the dragon's cavern+5
Douse the dragon with the bucket of water+5
Take the Magic Mirror+8
Climb back up out of the well+4
Phase 3 · The witch's cottage22 pts
Eat a piece of the gingerbread house+2
Take the note from the witch's back room+2
Read the note+1
Push the witch into her oven+7
Open the witch's cupboard+2
Take the cheese+2
Take the walnut+3
Open the walnut for its gold+3
Phase 4 · The wandering kingdom41 pts
Take the bowl from the clearing+3
Read the bowl's instruction ("FILL")+1
Take the pebbles from the river bend+1
Speak with the elf for his invisibility ring+3
Take the four-leaf clover+2
Lead the goat away with the carrot+5
Find the diamond pouch in the stump+1
Take the pouch+3
Open the pouch+3
Cross the troll's bridge (the goat pays the toll)+4
Guess the gnome's name+5
Take the magic beans+4
Give the bowl of stew to the woodcutter's wife+3
Take the fiddle+3
Phase 5 · Up the beanstalk22 pts
Plant the beans+2
Take the sling from the hollow branch+2
Wait for the giant to fall asleep+7
Take the Magic Chest+8
Ride the great bird back down+3
Phase 6 · Shield and crown27 pts
Take the mushroom from the river+1
Give the cheese to the rat at the door+2
Play the fiddle to spellbind the leprechauns+3
Take the sceptre from the leprechauns' throne+3
Take the Enchanted Shield+11
Eat the mushroom to shrink+2
Walk through the small hole out of the cave+1
Open the castle door on your return+1
Bow to the king with all three treasures+3
Hazards
Ways this game kills you
King's Quest is a fairy tale that means it. The list below is the ones that end runs.
The wolf
If you approach the wolf carrying nothing to appease it, or provoke it with the sling, it kills you. The bowl of stew is the peaceful solution — and the one that scores.
The sorcerer
Meeting the sorcerer without protection is fatal. The fairy godmother's spell wards you for one encounter. If you've already spent it, avoid his screen until you can approach from an angle where he doesn't see you.
The giant
Any encounter with the giant while visible is fatal. The elf's ring is your invisibility — put it on before entering the cloud realm, not after. It has a limited duration, so move quickly.
The witch's oven
Enter the gingerbread house without a plan and she'll shove you in. You have to push her first — from behind, while she's facing the oven.
The dragon
Approaching without the bucket of water, or with an empty bucket, ends the run. The dragon breathes fire and you burn.
The drawbridge moat
Falling into the moat is instant death. On the descent from the drawbridge, walk east — not south, which drops you in.
The mountain paths
Several ledges look like short drops but are fatal falls. Save before every mountain screen change.
The underground lake
Getting off the bucket at the wrong moment sends you into the water. Stay on until the bucket lands on the far shore.
The beanstalk
Climbing the beanstalk without full health, or slipping mid-climb, falls to death. The climb is on the arrow keys — hold them steady.
Poisonous snake
The green viper by the pond strikes if you get too close. Give it a wide berth on your way to fetch water.