King's Quest Walkthrough - Page 11
pdl-inc.info: King's Quest 8: Mask of Eternity - PC: Video Games. This all-new adventure features rich, immersive story, the latest 3-D technology, and. Page 11 of the full game walkthrough for King's Quest. Image 8. Talk to Neese and introduce yourself as King Graham the 'Compassionate'. Choose 'Where. The ending was moving/sad/shocking but the rest of it, well. Sep 30, @ pm I felt that episode 3 was a great retelling of King's Quest 2 as it kept the I like chapter 3 because the relationships between Graham.
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.
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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 times as many as the earliest gameswith 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.
King's Quest 7+8
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 pointsmany of the items 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 solutionsone 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 gamedepending on what is collected some never show up two alternate maiden's hair itemsand 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. There are roughly 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. Inspiration 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: The concept of individuals being turned to stone by an evil magic user also appears in fairy tales, myths and legend. 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 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 vulturesetc.
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. There appears to be a glitch which allow some to accumulate more points than the total. Mask of Eternity was released to generally positive, but mixed reviews, . However, it sold comparatively well to other adventure games at the time; for example, it outsold Grim Fandango 2 to 1.
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 It was one of the top sixteen best selling adventure games in three years after its release and roughly about the tenth best selling adventure game.
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. The story follows a lowly knight much like young Sir Grahamwho 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  "One of the year's biggest and most exciting new adventure games. And now, with a brand-new 3D engine, the series is in a position to reinvent the adventure gaming genre 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 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: Shadows of Darkness PQ4.
Mask of Eternity through GoG. 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 Mask of Eternity forums. King's Quest 8 was always considered to be a continuation of the series, not a spin-off . 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.
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 bit color bitmap artwork used for the game's textures and the 8gui the folder that includes files used in the graphical user interface. 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" on video game websites and some online stores such as Amazon. 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 releaseand the manual describes the seven games that went on before.
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: 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. Beyond that, Phantasmagoria, I really just enjoyed working on that.
If I had to name any of them those would be them.
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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 to 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.King's Quest: Mask of Eternity - Scarfulhu
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 Developmentwhich 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, inwhen 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. 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.
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. 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.
So there has been debate on how much influence Roberta actually had on those games as well. 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. Even Alexander's style in KQ6 is conservative to a lesser extent with archaic epitaphs such as Zounds.
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. Just as this story mixes old and new, so does the game style, which is a cross between modern episodic adventures set on a linear path and old-fashioned adventures that force players to do a lot of exploring and sleuthing. Both design styles are well represented here, too, with neither being short-changed.
So while there are a lot of button-mashing action sequences the game is equally at home with a gamepad or a keyboard-and-mouse control setupthe majority of play focuses on gathering items, carefully examining the scenery, talking to anyone and everyone, and completing many deeply traditional adventure-game quests. There is even a dash of role-playing here, courtesy of occasional choices that need to be made between the three approaches of bravery, wisdom, and compassion which very loosely equate to the old fantasy warrior, mage, and cleric archetypes.
Daventry at its finest. This means that A Knight to Remember really does offer the best of both worlds. I thought the game hit a nearly perfect balance between arcade action with button-pressing brawls and wandering around trying to solve various puzzles to bypass obstacles and move the plot forward. Nothing here was particularly easy.
For all of its newness, the game is actually a little too traditional at times. Some of the problems require leaps in logic, and the overall organization of the final section of the game leaves something to be desired due to a lack of structure. After following a pretty linear path through the opening couple of hours, the game then opens up to a fairly huge area loaded with clues and objects and screens to explore.
As a result, I felt somewhat lost, especially given that there were few if any suggestions as to which order I should have been taking to deal with all of these options. Even when I was frustrated, it was a good kind of frustrated. I always felt that I was moving forward, however slowly.