King's Quest

King's Quest

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Guide to King's Quest
By fallout_monkey
A guide to seeing everything in each King's Quest Chapter.
   
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Introduction
I'm creating this guide becuase I've noticed some of the other guides have left out bits of the game that I have seen during my many playthough's of each chapter. So I decided to write one that describes how to see certain scenes as well as help you out if your stuck. For right now I've finished the 3rd and 4th chapter guides and eventually hope to do all the chapters. This is my first guide so hopefully you like it.
Chapter 1 A Knight To Remember: The Magic Mirror
The chapter opens with Graham adjusting his hat and looking at a well. You can't go backwards as you will be blocked by some spiniferus thorn weed so we must go forward. Head to the well and lower the bucket and climb down the well. Look at the matress against the wall and open the door that is revealed. Follow the path until you have a choice of two levers push. The one on the left will kill you and then Old graham will narrate that would have been what happened if he'd chosen that lever. Hit the lever on the right, go through the door and follow the path until your reach a bed. Time for yout first achievement. Climb into the bed serval times until you get the achievement

Once you are done napping, head on down the tunnel and keep following the path past the mirror and up the rope until you come to a fork on the left is a broken switch, take the path on the right. There is a handle attached to a rope you'll want to grab and then hide in bed.

Once the dragon goes back to sleep, take a look at the bookshelf. The How to tame your dragon book will appear again in chapter three. Take the handle back to the broken switch. Use the handle on the switch. Cross the bridge, head toward the dragon, climb down the ladder, avoid the spike bed, cross the crunchy bones, hide in the bed, avoid the other patches of bones, hide in the bed that falls, and then walk into the dragons mouth for an achivement.



Chapter 2 Rumble Without a Cause
Chapter 3: Once Upon A Climb
Saving The Baby Owl
This chapter opens with a short intro sequence where you move Graham three time periods by walking to the right and Old Graham describes the current state of Daventry in each period. On the first screen ignore the lumps of dirt for now. On the second screen move the trellis over once. On the third screen we come across a a family of owl's sitting in a nest on a rock. The purple badger for before makes an appearance and kidnaps the youngest owl in the nest(Side note: At first I thought this was clever foreshadowing for what was to become of Alexander in King's Quest III but then got my head straight and realized it was Cedric). And so begins our first puzzle and you can get your first achievement.


Start by picking up the shovel. You don't need it for the achievement but it will save you from backtracking once you done what you need to do. Now keep trying to walk off the right side of the screen until you get the achievement. Old Graham gets pretty dark here before Gwendolyn mentions the snake.

Now the story will start over but you will have a shovel in your pocket. Use the shovel on the first lump of dirt to get the spiniferous thorn weed seed. Plant in the second lump of dirt. Next dig up the acorn from the third lump and plant it in the first. Now you can walk through to see the purple badger get stuck in the thorns. Walk off to the right and we go to the next scene.

Dinner For Two?
Graham is in the throne room with a feast laid before him. He ask the guards if Amaya/the Feys/the Hobblepots(Whoever you picked at the end of Chapter two to escape with) received his dinner invitation. And is told they couldn't be there. Graham is lonely, so Triumph gives him the idea to create a dinner guest. On to the next puzzle.

Right in front of Graham grab the napkin, the meat and the peas, then head over to the backs of the chairs you can see and grab the portraits of each of the villagers there. You only need one to beat the game but all three to get an achievement later. Next grab the coat rack from the right side of the room. Head back to the thrones and place the peas first and then the meat into Triumph's dish. Guard #3 will go to refill the peas. Quickly take the rug she was standing on.

Now it is time to assemble your guest. Place the rack on the chair at end of the table farthest from the thrones. Place the rug, napkin, and one of the portraits(doesn't matter which) on top of it. The magic mirror shows Graham his next adventure and the journey to the tower begins.

The Journey To The Tower
The next few screens you simply need to walk through until you get to the tower. Knock on the tower door and then start climbing. The climbing sequence it pretty simple to get through. Be sure to explore sides of each branching path so that you can see which bricks will be stable enough for you to climb. And I believe it is around here that you get your next achievement automatically.


The Two Princesses
Once you reach the top of the you'll meet two princesses. The witty and competitive Vee and the clumsy and carefree Neese. You chose which one you want to propose to first and then when that fails you try the other one. And so begins your courtship of the future Queen of Daventry. Don't stress over your choice in the beginning because your choices overall will dictate which one you end up with.

After the rejected proposal you need to help make sure some things don't break. Follow the instructions of the girls(or you can just stand there and get disapproving looks) and stop the two sets of shelves from shaking off some breakables. Then you'll be given a choice of item to save, Vee's box or Neese's vase. Pick the one for princess you like and then it'll be time to clean up.

Chit Chat During Clean Up
Time to clean up this mess. Vee has a book of puzzles and copy of duel of wit's that you can pick up and Neese has a painting and a novel. In my Unhelpful playthroughs I only picked up one of the Princess's things and she was a little miffed later that I didn't help clean up the other one's things.

The first Princess you pick to converse with will have more dialog options. I'll write a better walkthrough her in a bit but just stay away from politics, religion, talk of her ex suitor's and pickup lines and you will be fine. Talk to the other and just know the honest answer wins you more favor than the lie. Also unless you want the to think a little less of you when they are comparing notes later tell them the both the same thing when you tell them you are Brave, Wise, or Compassionate.

Now show each Princess the items you've collected and they will tell you where they go. After you finished putting away the first two items for a Princess another item for that princess will appear needing to be cleaned up. Collect these item show them to the girls and put them away. Now collect the acorn or the pole arm(you will only need one or the other) and use you selected item to get the pot that is outside the barrier. Either give the acorn to the squirrel or use the pole arm on the pot directly.

It is at this point Hagatha appears and you are trying to avoid getting caught in the tower. You'll dive behind the puzzle box and then hide in the closet and then slowly inch your way to behind the painting. After that Hagatha will mistake you for another princess and you will be invited to diner. Pay attention to what your preferred princess likes to eat.

Moral Quarrel
Graham and the Princesses play a game of Moral Quarrel. This section is fun and easy. Just play the game either honestly or try to pick the answers your preferred princess will like. Vee is more practical and Neese if more adventurous if that helps. You can lose the game but only if you can't manage to match any of the princesses responses otherwise the questions will run out before Vee and Neese have a set and then Old Graham will just narrate you won with whoever your previous choices were going with. After winning the game you get an achievement.


Here Is the answers for Graham's cards:
Question
Vee
Neese
Genie
A) 1000 years
B) ten lives
Charles
B)Put him the dungeon
A)Tell him to leave town
Dragon
A)Have one
B)Be One
Would your rather
B)Noodle hands
A)Tapping tail
Syrup
A)Reek of syrup
B)always smell reeking syrup

Matching Vee's Questions:
  • Convince the Orpahn to return the coin
  • Keep the food
  • Tell your Friend

Matching Neese's Questions:
  • Trade for the beans
  • Keep the secret


Chapter 3 cont.
Hagatha's Backstory And A Trip Outside
That night Graham overhears the girls talking about him and then he decides to go explore the tower. Taking Hagatha's elevator Graham descends into her bedroom. As you examine the clock, dresser and magic portrait, Old Graham reveals some of Hagatha's story and after that the tower shifts and reveals a door. To get an achievement use each portrait on the magic portrait and see each townsperson as a teen.


You can't open the clock yet so move to open the door. Set the clock hands to match the worn spots on the door clock and then turn the knob. You'll then go down and see a cut scene for how you can leave the tower.

Next you'll see the princesses each working on fixing a broken item. Once you talk to them Graham will be able to go to the town square by dropping a portrait in Hagatha's enchanted clock. Which portrait doesn't seem to matter as you can go any shop once you get back to Daventry.

If you let anybody starve in chapter 2 their shop will be locked to you(Even though Acorn has taken over the Hobblepots' store). You can go to Amaya and get a tool to fix the lute or puzzle box or you can talk to the Fey's and get either a sweet or savory treat recipe that you can make or you can go talk to Acorn to get a blanket for your favored princess. You can only choose one place to go before the magic will pull you back.

Graham will ask the chosen shopkeep about love. Amaya will ask what quailities Graham can live with. The Fey's and Acorn will ask what qualities Graham is looking for in a bride/squirrel. Pick the ones matching the princess you like. I'm pretty sure this will affect your Perfect Gift Achivement but only if don't pick at least one of the qualities you princess has. After that you a pulled back to the tower and as you head up Graham decided to show the portrait of Manny to the magic portrait and it's confirms what I suppected about Manny since the duel of wits.

If you got a recipe head to the stove and use the recipe on it (If you picked the wrong treat for the your Princess she says so but will eat it anyway). Now take your item to your princess and then you are invited to enjoy either the puzzle box or the lute. After that it's time for bed again.

The next day starts with a cutscene of a familiar visitor coming to the tower. Mordon and Hagatha's conversation will be slighly different depending on how you handled yourself with the dragon.

Princess Party
Follow the prompts from Hagatha and at one point you'll be asked to choose a direction to twirl which matches only one of the princesses moves. Then you get a private dance with the princess Graham will eventually marry. For every playthrough I've done this has been the case.

Keys of Harmony
Hagatha wants to make her frost tonic so she is going send Graham to get one of the ingredients, the Keys of Harmony, but accidently sends him to the dragon's lair. If Hornswaggle was not set free you'll hear him snoring in the background and Graham will comment about him if you look over the cliff. After you have looked around and then try to leave the room, Manny and Mordon will arrive. Hide in the bed again and then we will have a cutscene with them discussing their plans for the kingdom. After that you are brough back to the tower with out any futher mention of the Keys of Harmony.

Then Graham will imediatly be sent on another mission for either the Golden Acorn or the Magical Hourglass depending on which princess you are going to marry. You will eventually do both but you always do the one with your princess last.

The Golden Acorn
The opening scene is slightly different for this mission if Neese is the one Graham in love with. He'll react differently to her excited outburst. After that Neese will fall down a cliff and Graham will go tumbling after. She'll ask you to press down the thorns for her, just stay in front of her and you'll acheive this. At the bottom she'll either thank you for clear all the thorns, wish you had cleared all of the thorns, or say you didn't clear any of the thorns depending on how you did.

Next you meet a wedzel wolf growling at you. If you shoot it the wolf will run away and Neese will be upset. If you spare it as Neese sugests you'll earn an Achievment.


Now time for the crossing the chasm puzzle. FIrst thing you want to do if your trying to gain Neese's favor is take the rose and give it to her(not the log). She'll say she loves it. Next grab a paddle and use it on the log. Neese will do the same. Then grab the bread and use it. Neese will agin copy you. Now the tables are free of be taken. Personally I got stuck on the next bit for awhile until I realized you can point the cursor at something and then use you inventory on it. You need to use the thorns on the broken table to tie the two pieces together. Use the fixed wheel on the log and this puzzle is complete.

Now Neese and Graham get caught in trap and Queen Madeline comes to their rescue. The conversation her is different depending on the choices you made up to this point. Neese is introduced as your friend, adventure partner, or "were working on that.." and Neese will say she liked the story of how you rescued bramble from jail or she'll be shocked that you let a pregant woman starve. Madeline will then lead you to the Golden Acorn.

If Neese is Graham's chosen you get a brief scene where he asks her the same question that Amaya/Acorn/The Feys asked him and he compares Neese's answer to his.

The next scene has you play the Lute following the notes the Squirrel's sing. Madeline's note is the top of the lute, the sleeping one's note is just below that and the last three are for the remaining squirrel's from left to right. Just follow along and you'll be fine.

If Neese is going to marry Graham they share a kiss. And if you did reasonably well with the thorn's, you spared the wolf, you gave her the flower and at least one of your answers matched at the end of the game. You'll get the Perfect Neese present at the end of the chapter.


Chapter 3: the End
The Magical Hourglass
The scene begins with a conversation with the Hobblepots. This scene will have some minor variations depending on how much you've followed their advice. You'll either be their star pupil, or they'll say you never follow their advice(I think this happens only if you starved them) or something in between.

Murial will judge Vee to be a good match for Graham and Vee will smile an play along, unless you have not paid her any attention then she will set the record straight. Murial will need a reminder of how defeated the dragon. If you get it wrong Chester will correct you and Vee will ask if you have memory issues. If you outsmarted it Chester will say you used your head otherwise he will say it wasn't the smartest plan.

After leaving the Hobblepots Graham gets stuck in quicksand. Grab the umbrella, use it on the buckets, grab the wheel, use the umbrella on the skeleton, use the wheel on the umbrella, use the buckets on the wheel, and then use the contraption you built. Vee will save you from the quick sand.

Graham will not be given the option to impress Vee with his strength or intellect. The show of strength doesn't impress her and is jsut a few quick time events that eventually get the bridge down. The gear puzzle is more Vee's thing. Line up the teeth on the gears to match little gear. Us the slider to swtich between gears and use the big wheel to raise the counter weight. If you take a gear off while the little gear is engaged with it or if you roll the little gear into a section with no teeth the puzzle resets. Whe you beat the puzzle you get an achievement.



After you get the bridge down it's time for the Goblin shooting gallery. This scene has three outcomes. If you hit less goblins than Vee she will ask if you let her win. If you shoot more by stealing her shots she will get upset and ask if your using magic arrows. If you tie she says you make a great team.

If Vee is Graham's chosen you get a brief scene where he asks her the same question that Amaya/Acorn/The Feys asked him and he compares Vee's answer to his.

Now Vee and Graham solve a puzzle box together. Graham controls the horizontal pieces and Vee the vertical. Simply clear the path for the one brick to be slid out and you win.

If Vee is going to marry Graham they share a kiss. And if you did reasonably well with the goblins, you did the gear puzzle, the Hobblepots gave you a good review and at least one of your answers matched hers then at the end of the game you'll get the Perfect Vee present at the end of the chapter.


Take my Adventuring Rope
After you try to break the enchantment you Princess will run off crying. Whisper will appear and give you bad advice, do a mad lib's poem(your answer's don't really matter), and give you the missing piece for the clock(Graham will know it came from Amaya if you got the tool from her). Then Whisper will be able to leave the tower because he is so in love with himself.

Head to Hagtha's room to fix the clock. Hold up the book Chester gave you to the Magic Portrait and use that time to open the clock. Head downstairs and talk with Hagatha. Give her the box you found in the clock. Tell her to love herself when the choice comes up. Give her Whisper's poem and then once you and her are out of the tower the Frost Tonic will explode.

Climb the tower all over again and rescue the princesses. You chosen princess will reveal her full name and then we'll see Gwendolyn's gift. If you get the perfect gift acheivement Valanice will actually say so in the cut scene. And then we see a final scene with Modon and Manny. And that' the end of this chapter.

Chapter 4 Snow Place Like Home
What's Wrong Little Guys
This chapter opens with baby Alexander crying and Valanice pretending to sleep so Graham will take care of the children. Start by picking up the diapers and formula at the foot of your bed. Make your way to the crying baby's crib and give him a change with the diaper.

Rosella will start crying becuase she is hungry. Head down to the table by the fire and use the formula on the bottles and then take the bottle to the fire and let it sit in the pot until the color changes once. If you miss it and the bottle becomes too hot you'll have to throw it in the wastebasket and do it over again. Feed the warm bottle to Rosella, burp her, and she'll fall asleep. Feeding the cold or hot bottle will just result in more crying.

Alexander will wake up again this time just activate the mobile and Graham will sing a lullaby as long as you keep walking. I found the best pattern for me to avoid all the toys was to walk clock wise around the room. Pacing back and forth had too many stops and starts. This will soothe Alexander back to sleep and then we are have a cut scene of Manny invading the castle, beating up the guards, killing Larry, taunting Graham and then kidnapping Alexander.

We then have Graham running through the forest searching. You can interact with a few things here which just shows how distraught he is or just run north to the end of this sequence. Graham will then talk to Valanice who will say different things depending on which princess you chose in chapter three. Vee will contact the Hobblepots and Neese will try the squirrels

Check each goblin hole and after you lok in the third one you'll enter the bedroom in the cave under the well. Search the three areas (bed, straw, bookshelves) and the last place you look will have a scrap of Alexanders blanket

18 years Later
Graham, Valanice, and Rosella are in the throne room working on paperwork. Rosella chalenges Graham to a staring contest. Just keep the cursor on her face as best you can and you'll win an achievement. Then Alexander will burst into the throne room.

We fade in on Old Graham sadly writing letters to loved ones. Valanice is there to help and tries to cheer him up. Neese will offer you jelly beans, Vee will try to start a pun war. Gart arrives and is given an Important job. Gwendolyn passes Gart in the hall and Gart ignores her greetign s and questions. She's talks to Graham and Valanice about her troubles with Gart and Grahams begins a story about her father.

Because Alexander is having a heard time adjusting to life in the castle the family plans to take Alexander on a family vacation(To Tanalore if Graham married Vee otherwise Avalon). First Graham takes Alexander to show off his trophies and meet his friends and get supplies.

One thing I want to point out here is there are two achievements that involve talking to Alexander so from now one every chance you get talk to him until he starts repeating what he says or you can't talk to him anymore.

Here's what I've found about the trophies. The statue seems to be related to your eye in the tournament. If you get the dragon's eye or the eye from Manny it's the statue of King Graham the Brave holding a sword, for the the crafted eye it's King Graham the wise is holding a book, and for the troll eye King Graham the compassionate is holding a heart(the artsy kind not the bloody kind).

The Tournment trophy will be topped with the item you defeated Manny with in the tournament. When questioned about that Graham will say "Moving on..." unless it's the dagger then he says "Fortune favors the bold."

The collection of tresures will have a Wedzel Wolf patch(which Alexander envies) if you got one otherwise it's just the chest, shield and gems.

After you look at all three dispalys you'll head into town. You can only choose of the three shops again to visit. If you let people starve in chapter 2 these shops will be closed(Amaya and Whisper will have closed the shop for winter, Bramble and Wente will have headed to Serenia to visit Taylor, and Acorn will be absent for some reason Graham assumes he's off sleding with squirrels).

Also there is some other factor I'm not sure of becuase during my brave/compassion mixed playthrough the bakery was closed and I had not stole from them or starved them. The only times I didn't chose them was my tournament eye(got the one from Manny) and the gift for Vee(wrench from Amaya).

Each shopkeep has gift for Graham. The bakers share a pie recipe, Acorn gives a mystery box left by the Hobblepots, and Amaya and Whisper give a golden arrow. I'm still working out the differences between these scenes. For the bakers in my unhelplful playthough Wente makes a comment about it being half your usual order and Graham says he has to cut down on the sweets but in the compassionate playthrough Wente gives the usual order.

After getting the gift it's time get on the road. The merchant of Miracles makes a comment about Mr. Fancycakes still being mad at didn't save him in Chapter 2. And If you didn't rescue the merchant in Chapter 1 he tells Alexander "Your dad didn't rescue me either" otherwise he says "Pity he couldn't recue you too". Graham then proceeds to load the luggage.

First grab the standing L shaped piece and place it in the bottom left corner. Then grab the partial pryamid shaped peice and place it in the top left corner. Fill in the bottom layer with the T shaped piece. Place the zig zag piece along the top and the corner piece in the bottom right corner. Lastly place the flat L shape along the top and the square piece fills in the remaining space.

Next you'll play a travel game with the family. Just do you best to remember what everybody says and if you win you earn a achievement. You get a couple of tries if you lose. What help me was pointing at each person as I was answering questions and looking for things that specific person said in order. After the first round Valanice and Alexander are out and it goes back and forth between Graham and Rosella.
Chapter 4: The Resort
Welcome back to Tanalore/Avalon
As you arrive everyone comments on how much warmer it should be. Leave the luggage behind serval times until you an achievement.

Take the luggage and follow your family until you get to the "Resort" doors. Talk to the ice guard and you move to the entry hall. Talk to everyone and head up the stairs. You'll enter an escape the room puzzle which you can't solve yet so follow Alexander to get to your first real puzzle in the Labyrinth.

This puzzle is easy and trains you how most other puzzles work in the Labryinth. Remeber to talk with Alexander until you can't anymore. Head down until you find the start triangle and then follow the lines until you reach the door. If you step off you'll have to restart. Once you open the door you'll get an achievement.

The next puzzle is slightly harder. Follow the lines until you hit the snow then head up one tile and follow the lines to the right come around to the top row and come one tile into the snow again and head down and then straight left and follow the lines until your reach the door.

The next puzzle is easier than the last. Starting from the arrow just walk slowly through the safe paths that you see until you reach the door.

The next room is the first sliding block puzzle. The solution is move the first of blocks with the paths on them into the top nook on the screen and move the empty blocks past it and then move the path block into position. Repeat with the second path block and then walk along the path until you get to the door.

The next room solution is slide one of the two blocks on the left up then to the right and then down. Then slide the other block that was on the left up and to the right. Then slide the block on the top right down and to the left.

The next room is the annoying wolf one. Follow Alexander as quick as you can and you make it through. If it gets choppy for you like it was for me try decreasing the resolution in the settings screen that help me when I had a hard time betting it.

After turning the wolves into cats, the next room is just bow practice. Wait for the cursor to get close to the target and fire.

Now you have to move Alexander around the house like shape pulling levers. If it helps think like it's paper and you have to draw the shape with one continus line. Start on one of the left corners and move the boy along to the right until you get to end the head back to the middle. Then take the first cross path. And then follow any paths you like until all are down.

The next room you need Alexanders magic to get past. First shift all the tiles until the single square block is in front of him. Then move it to the left one space, Then the corner block to the bottom right and then the two piece with the path on the left can be move to the top middle position, the other two piece below that and finally the corner piece into place to complete the line.

This room is involves fliping blocks. If you've been talking to Alexander then you should get the Fostering Father Achievement after doing so in this room. Flip the right block left then up then left then up twice. The othe block goes up, right, up, right, up, up.

After that we watch Alexander get mad and blow up the next room and then Father and Son part ways.

We fade to Gwendolyn and Gart and their family sitting down to dinner. This scene plays out the same no matter your choices.
Chapter 4: All Alone
Back in the Labryith
After Old Graham starts the story again. You can choose the upstairs room or the dwonstairs room it doesn't matter as you have to do both anyway.

The downstairs room is a tile puzzle. Just pull the lever. Arrange the tiles to mirror each other, pull the lever again and walk the path you laid out.

The upstairs room is a sliding block puzzle. Slide the middle block right, up and to the right. The bottom block up, left, up, and right. Then the final block down.

Now take the badger pieces you acquired and assemble them on the pedestal in the room with stairs and open the door that appears.

This next room look familiar? Yep there is only one small difference in this room to the one where Alexander blasted the ice. This one is solvable without magic. First slide the top double tile to the left. Then slide the corner tile up twice. Slide both double tiles down once, Slide the single tile around the ice block and into position on the line. Move the top most double tile right twice. Move the other double up twice, then slide the other double left twice and down. Slide the corner tile down twice. slide the top double tile into position and then do the same with the corner tile.

The three level room is not dificult. Remember the place ment of the shields and head all the way to bottom floor. Rotate all the shields but the bottom right shield once. Climb to the middle level. Walk through the mini maze until you get to the where the door aon the top level is. Work your way back rotating the tiles until you have a path that goes from the door to each postion the statues are in. Climb to the top and bounce your way to the door.

Next we have the riddle room. The answers to the riddles are placed on the pedestal in the room behind the Sphinx. The first answer is the coin, then the pillow, then the puzzle piece, then you have to place the pan and the cake on the pedestal, unfortunatly you have to carry them separately. The final answer is nothing so you can just run to the door.

The final puzzle you do alone you just figure out where all the pieces fit and walk the line it would create. Here's the answer. From the Arrow up one, to the right two spaces, up one, to the left two spaces, to the right three, down two spaces, right one, up three, left one, down one, left three, up one, right two, and up to the door.

Run up to the top of the stair, maybe admire the artwork. Talk with the princess you didn't choose in chapter three. Now calling herself Icebella. This scene is slighlty different depending on the princess. Graham will say he is Graham the Brave/Wise/Compassionate depending on what you told her in chapter 3. Icebella will say a friend taught her to sculpt or make puzzles depending on if she is Neese or Vee.

Once you are taken to the carving room examine everything and then Alexander will appear above you on the final puzzle. Graham tries to yell a warning but is not heard. Just snap when your told and then shoot the Sphinx in the mouth and it's on to the next puzzle.

Lead Rosella up the path. at the 8 shape follow it like an S from the bottom up. Ignore the nook to the left but climb down to the second nook and then up and out.

The battle of wits can be tricky here is my solution. Move the top left shield left. the bottom left shield up, the top right one to the right, and the bottom right one up. You should have a safe line that you so can now follow the line. During this time diffenent conversations happen if you chose Vee or Neese. Neese confesses to throwing out his favorite mug, while Vee will confess to throwing out his favorite shirts. There are other that take place as well.

Once you get Valanice to up to the last spot on the line before the wall of shields, you need to move the sheild in front of you up. Turn the shield second from the right. Move forward. turn the right most sheild. Move the sheild in front of Valanice to the left and earn an achievement. Move Forward. Move Right. Move Forward.

With the exception of the name changes the scene with the Manny and Icebella plays out the same every playthrough. Aim for the Sphinx's mouth again and it's back to the Escape Room

To Escape The Room start by grabbing the clue the statue to your left is holding. Head to the match puzzle in the next room. Remove the matches so that there is an hourglass shap on the left and a single triangle on the right. Use the numbers there to figure out the code on the lock on the chest. Give the paper in chest to Valanice and then head over to the many handled door and look for the two handles that are connected. Talk to Alexander and then assemble the clues found on the table. Now to figure out the letter lock use the numbered signs to reveal the symbols you need to map to the word for the lock.

For Symbol one shake you head at the screen when looking at painting by the 1 Sign.
For Symbol two touch the painting by the 2 sign follow where it points and then follow where that points
For Symbol three Alexander gave you the key
For Symbol four what song do you hear

Look up the symbols on your clue sheet.

Follow the line to the door and spell "Love" on the lock and then we have a sad scene where Valanice mourns the loss of her friend, a scene where Mordon talk to Manny about changing his name and then the final scene of the chapter where Gwendolyn and Gart find out the bad new about Old Graham
7 Comments
bvanvlierden 4 Jan, 2023 @ 12:52pm 
All alone: the tile puzzle om the lower level. I don't see how you can lay out a path and yet have the tiles mirroring each other. Could you be more elaborate?
Kijame 3 Mar, 2018 @ 10:47pm 
Going with what was said comments below, I was entirely focusing on Compassion for Chapters 1 - 3, but when I got to pick a shop for help I went to Acorn's (out of curiosity) and got the blanket. The King Graham statue held a book, and was titled King Graham the Wise. Also subsequently, in Chapter 4, Acorn's shop was the only one I could visit.
quickbetterduck 11 Feb, 2018 @ 5:23pm 
This is super helpful, thanks!!

One thing I noticed, I played chapters 1-3 focusing entirely on Compassion, but when I started chapter 4 my statue was King Graham the Brave and I couldn't speak to the butchers. I realized that in chapter three, when I went to the village for advice, I chose Amaya. I went back and played chapter three again but visited the bakers instead, and that time when I got to chapter four I had the Compassionate statue and the bakers were in their shop. So it's weird but that one decision about who to ask for advice seems to be the only thing that affects those two details.
Alpha Doggo 29 May, 2017 @ 12:56pm 
i think theres a strange bug with chapter 4 because i got the eye from the troll and my statue ending up being "the Brave" statue and not the Compassionate one
W.A. the Anum 23 Mar, 2017 @ 11:30pm 
im honest: "screenshots" would a L-O-T more helpful....
Rusty R3volva 6 Jan, 2017 @ 12:19am 
@Spiffo.... Try to exit, the creature will ask you to come back, it will give you another riddle, rinse and repeat..
RileyTheRoomba 3 Jan, 2017 @ 3:26pm 
Yes so for the riddle room in chapter 4 i'm placing the things in the correct order but yet it still will not work, do you have any idea of something i might be doing wrong?