I'm trying to complete the Two Tribes quest on all of my characters, but before you can start the Two Tribes quest you are required to complete the Ring of the Wise King quest. On my main account, I have completed it on four of my characters, but the first NPC, [Schwartzvalt Mechanic (Rune Midgard Allied Forces Post 197, 237)], will not start the quest on five of my characters. I am using an irowiki guide, and it says the only requirement is that the character must be level 70 or higher; all of my characters are above level 70. I don't understand why I could complete the quest on some characters, but it would not even start on others. When I speak to the mechanic on the characters it will not start on, he talks about "the commander" and "not trusting me enough yet." I tried to start the quest on all of my characters on my second account; only 1 of them was able to start the quest.

This totally worked. Glad it was my fault and not actually a bug. Thanks! Is there like a place to post for quest help? I would have posted there, but I couldn't find one; plus I thought something was wrong at the time.


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King's Quest I: Quest for the Crown, a revolutionary game designed by Roberta Williams and first released in 1984, epitomizes the classic adventure gaming experience. This game was the first of its kind which allowed the player to interact in an entirely original 2.5D world, and can be credited as the game that started graphic adventure gaming on the PC. Though the original AGI parser-based version is outdated and primitive-looking by today's gaming standards, in 1984 it was revolutionary. King's Quest I was not only groundbreaking, but also history in the making. It was followed by seven sequels bearing the King's Quest title.

 

 In 1990, Sierra released a remake of King's Quest I, taking advantage of newer technology and graphics (using their SCI engine, 16 color EGA graphics, sound card, and mouse support). Unfortunately, this version ended up being a total market failure. As a result, it was highly unlikely that Sierra ever had thoughts of making an even further updated Point-and-Click version of King's Quest I to match later games in the series. This is where we at AGDI decided to step in. Our aim was to remake King's Quest I: Quest for the Crown to the same level of quality as seen in Sierra's King's Quest V. We believe that the enhanced gaming experience for fans has justified our months of unpaid hard work.

 


The word that symbolizes the spirit and the outward form of our encounter is nonviolence, and it is doubtless that factor which made it seem appropriate to award a peace prize to one identified with struggle. Broadly speaking, nonviolence in the civil rights struggle has meant not relying on arms and weapons of struggle. It has meant noncooperation with customs and laws which are institutional aspects of a regime of discrimination and enslavement. It has meant direct participation of masses in protest, rather than reliance on indirect methods which frequently do not involve masses in action at all.

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By one account, the pairing must be with a Barnard student, and some versions substitute the gym or swimming pool for the tunnels. Additional variations include having sex during Bacchanal weekend and completing each stage of the quest with a different companion. A variation known as Dante's Laurels has it that they must be achieved in an order that parallels the Divine Comedy: tunnels (Inferno), stacks (Purgatorio), roof (Paradiso), over the course of one day.

Do you think you could help walk me through how to run king's quest 5 on dosbox? It's located on my S drive and i also have it on the cd and i really don't understand the whole mounting thing or anything.

I could give you alternate instructions at a later time on how to run KQ5 CD from the HARDDrive.

Almost all Sierra games can be run from the HD because of their very simplistic RESOURCE.CFG which allows for directory linking.

Not everything needs to have something bigger to say, nor be a social commentary. But there has to be a greater motive behind writing a story beyond, "I guess we need another one." The plot in KQ6 is that son-of-Graham Prince Alexander wants to check on a lady - Cassima - whom he fancied at the end of KQ5. So he pops to the Land of the Green Isles, only to discover her parents have been killed, and a baddie called Vizier Abdul Alhazred is going to marry Cassima. The rest of the game follows the stunningly original idea of wandering between a bunch of themed islands, in order to prove the vizier is in fact a baddie, before quite literally rescuing the princess. It then ticks all the King's Quest boxes by having each island be reminiscent of things from fairytales and myths, with a mad muddle of quest chains that are barely, tangentially, linked to the core goal.

I love this tacit admission that all the previous KQ games had indeed been a "jumble of puzzles in a meaningless quest", but it makes it seem even more of a shame to have repeated the principle in KQ6 anyway. The passage continues, "you should have a clear idea of what you're doing and why, with some emotion behind it". That's unfortunate, because A) I'm still struggling to figure out why I was climbing puzzle-based cliffs and getting Beauty and the Beast together, and B) KQ6 is the most peculiarly emotionless game.

There are two endings to King's Quest VI, you see. There's one that involves dressing Alexander up as a lady to sneak into the castle, tricking guards with a noisy toy nightingale, and defeating a genie with a mint. Or there's the one where you begin by confronting Death himself with the eternal gruelling awfulness of his own immortality, driving him to a mental breakdown. You know, one of those two.

I really don't think so. KQ6 is certainly interesting for its tonal plunge in one of the two endings, but it's a terribly constructed game. Much better to get Space Quest IV, which at least is incredibly funny while making the same mistakes.

When I try to run DOSBox with machine=cga I get the composite color mode (which is fun still). I can hit CTRL-R to switch to RGB mode but it is in the green/brown palette (not what I'm looking for) and F11 doesn't seem to have any effect in this mode. If I run DOSBox with machine=ega (same for if I run it with vga or svga) I seem to be able to force CGA by typing "KQ1 -c" when loading the game in DOSBox. That gets me the cyan/magenta palette but things are off as described above.

Same garbled palette with -r unfortunately. It is sounding like I need to track down that booter version then. I'm not well versed in that but I'll see what I can do to confirm here. Thanks for looking at it with me.

Agreed. If I were going through an actual playthrough with RGB CGA, I would do it with the intended blue water and green grass like ripsaw 8080 mentioned. However, I'm trying to find a good screenshot of the migraine-inducing cyan/magenta palette for a silk-screening project I'm working on (ergo the phrase "sort of"). I just really love those colors and how 80's they are. But that's another story.

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To help you in the later stages of this quest, I will advice saving up certain locations for later. Forked Passage is the main location you will want to keep in the staging area for the entire stage, as it will allow the players to move faster through the second stage by filtering the Caves deck. Also try to have chumpblockers out by the time you progress, as well as having cleared as many enemies on the table as possible. This will all help in making the transition to stage 2 smoother.

Again, the players do not need any progress on this quest stage to advance, but instead advance as soon as Dragon Hoard becomes the active location. Since the Hoard is at the bottom of the Caves deck, the players will have to travel to locations with the Deep keyword in order to find the Hoard. This will take 4 tries at most, but there are ways to accelerate this process. I mentioned that during the previous stage, player had to save the Forked Passage location in the staging area. This is the time to travel there. By using the ability on the Passage, players can raise their threat by 2 to look at the top 2 locations of the Caves deck. They then put one back on top of the deck, and the other on the bottom. This moves Dragon Hoard one slot closer to the top of the Caves deck, meaning that players can advance faster from this stage and have to take fewer attacks from the Fire-drake.

Once the players finally have found the Dragon Hoard, they may trigger its Response before advancing the quest. This response allows the first player to choose a player. That player may place any Artifact attachment from their hand onto the Dragon Hoard. That attachment gets the Guarded (location) keyword and is now guarded by the Hoard. If the Artifact already had a Guarded X keyword, it does not get resolved. This is a great way to get any of this cycles Guarded X artifacts out into play, but there are also other attachments that will be useful to get out for free. If no player has any useful Artifact attachments in their hand, then nothing happens. After this optional response has been resolved, the players advance to stage 3A. e24fc04721

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