King’s Quest – The Silver Lining

This game is a continuation of King’s Quest. It wasn’t made by Sierra-Online, but rather a group of fans from Phoenix Online Studios. It is an episodic game (though as of this writing, the final chapter hasn’t been released). It takes place in the land of the Green Isles (like KQ6), and like most cannon KQ games, you play mostly as Graham (this game takes place after Mask Of Eternity).

Just as a side note: I worked as a beta tester in chapter 2.

Chapter 1: What Is Decreed Must Be
When the gameplay begins (the opening scenes take 7+ minutes), leave the room and talk to the guards. Go to Graham & Valanice’s room. Walk out onto the balcony and take the Daventry coin that’s glistening in the lamp, then return inside. Open the trunk at the foot of the bed and take the brown sack of gold (this is Green Isle currency coins). Touch the changing screens in the corner of the room to change into Graham’s adventuring clothes. Leave the room and go downstairs. Enter the door under the left staircase and walk out into the patio.

Pick up the black cloak that’s on the path and continue forward to talk to King Oberon and Queen Titania of Etheria (Edgar’s parents) fully. Leave the way you came and out the castle’s main door. Talk to the guard then continue along the path. Go through the village and out to the docks. Talk to the Ferryman fully, show him the Daventry coin then trade him the brown sack of gold to hire his crew.

Sail to the Isle of Sacred Mountain and climb the stairs. Talk to the King & Queen of the Winged Ones and you’ll be led to the oracle. Talk to her fully too and you’ll be brought back to the base of the mountain. Return to the ship and sail to the Isle of the Mist. Talk to the druids at the shore and follow the Archdruid to his hut. Talk to him fully and watch the ending scenes of the chapter.

Chapter 2: Two Households
When gameplay begins, you’re back on the ferry. Sail to the the Isle of the Crown. Talk to the boy at the end of the dock then talk to Hassan. Go to the village and enter the bookshop. Talk to Ali, the shopkeeper. Talk to Jollo, the man sitting by the fire. Check all four sections of the bookcase along the wall with the fireplace. Leave the shop.

Go left and look at the clothes in the first shop. Continue left to The Four Winds newspaper stand and read the newspaper that’s on the wall. Use the rubber arm you got from Jollo on the spiderweb.

Talk to the lamp merchant then the map seller. Buy a map from the map seller.

Go to the candy cart and buy some candy, then return to the bookshop. Show the map to Ali and he’ll circle where the sea nymphs gather.

Go to the castle and talk to Shamir. After he poofs away, go downstairs to the courtyard and talk to Edgar (he’s lying on one of the left-side benches. Go inside the castle, pick up the spray bottle from the hallway floor and then continue into the main hall. Go upstairs and follow the hall to the portrait alcove and pick Cassima’s necklace up off the floor then leave the castle.

Return to the docks and trade the buy the candy for his fishing pole. In the inventory, combine the fishing pole and Cassima’s necklace then sail to the spot on the map that Ali circled in red. Use the necklace baited fishing pole on the ocean to get the sea nymphs. Talk to them and they’ll give you the magic bag and (bonus) the cloak of invisibility! Give them a gold coin for Cassima’s necklace.

Sail to the Isle of Wonder. Talk to Hassan, then use the spray bottle on the water left of the dock. Go forward to the garden.

At the left side of the fence, use the spray bottle on the vine infront of the hole housing the gate key. Walk to the brick path and use the bag of gold on the magnet, then on the key. After the scene with the magnet (poor little guy ran away crying!!), pick up the key and use it to open the door.

The knights won’t let you enter, so return to the garden and put on the cloak of invisibility and go back through, bypassing the knights.

Go to the castle and talk to the hooded man fully. After he vanishes, walk down and look at the glass cabinet.

Leave Chessboard land, and the Isle of wonder, sailing to the Isle of the Sacred Mountain. Climb the stairs and you’ll see a curious little fellow. This is Hole-In-The-Wall…he just wants to go home to the Isle of Wonder.

With Hole-In-The-Wall in your pocket, return to Isle Of Wonder (the knights are still arguing) and to the castle. Go to that glass cabinet and use Hole-In-The-Wall on it and take the walking cup (animated vessel).

Return to the Isle of the Crown and to the castle, watch the ending cutscenes!

Chapter 3: My Only Love Sprung From My Only Hate
After the opening cutscenes, leave the room and head to Alexander & Cassima’s room. Look at Alexander & Rosella each in turn. Talk to Cassima, leave the room and go down to the main hall. Go through the door to the kitchen hall (the door under the left staircase) and take the tray of meat then go out to the garden and talk to Edgar (he’s lying on one of the left-side benches). Go up to the balcony and talk to Shamir.

Return to Alexander & Cassima’s door and place the meat tray on the bench, then walk away. Go down to the throne room and talk to the female guard. When she asks where the emergency is select by Cassima’s bedroom. After she leaves, step inside the throne room and take the red tile (one side of the tile is red and the flip side is white) and leave the throne room immediately then leave the castle and head into the village.

In the bookshop, read the book on the table next to the door, then talk to Jollo & Ali.

Leave the bookshop and head to the docks. Sail to Isle of Wonder. Follow the checker piece to the left then try to take the shell. Follow the checker inland, but in the garden outside of Chessboardland Graham will get caught by the snapdragons. Whistle until they left go, collect the loose piece of iceberg lettuce and use it on the crying cabbage (baby’s tears) to get a frozen tear. Continue to Chessboardland stopping at the guillotine, but return to the garden. Take a pea from the now alive vine next to the chair. Go to the dock and sail to Isle of Mist.

In the village, look at the skull mounted next to the Archdruid’s hut and take it. Enter the Archdruid’s hut and talk to him. Take the unburning candle and leave.

Walk up-left towards the white pickets (from the village, up-left goes to the forest and up-right goes to the sacred circle) look at the weeping cloaked figure by the water. Leave and return to the sacred circle and take the stick. Go to the dock and sail to Isle of Wonder. Continue to Chessboardland and stop at the guillotine. Stand behind it and climb up to the platform and use the stick to keep the blade up and untie the net. Take the net and what’s left of the stick. In the inventory, combine the net and the stick. Continue on to the castle.

Chessboard Puzzle
Note: I can never get through this puzzle without the directions from the walkthough on Gameboomers, so the directions in this puzzle is credited directly to Chief ?
For this puzzle you’ll need the red (or white) tile. To change color of the squares from which the shell is being thrown between the checkers & chess pieces. Change the color of the squares with the proper tile. When the shell is not  on the piece of checkers or chess you want to fool.

In your inventory, when sending the red tile to the window on the right, you can flip it using the hand icon to see the white side. The shell goes from checkers to checkers or pawn to pawn. When clicked on with the hand icon.

So, start by clicking the shell on the three checkers pieces and notice from which square the white one will throw the shell. Place the red tile on the square diagonally up-right from the white one. That will make it throw it to the upper red pawn. Pick up the red tile and notice from which square that red pawn throws the shell.

Place the white tile diagonally down-right from that upper red pawn. The shell will go to the white pawn on the top, but before clicking this pawn to thrown the shell place the white tile on the square diagonally up-right from the bottom white pawn. When the shell gets to this pawn and you click it, the shell will go to our friend Hole-In-The-Wall.

Hole-In-The-Wall will give the shell to Graham. Leave and return to the garden and a pair of hedge trimmers will fly by. Pick them up, go to the dock and sail to Isle of the Crown.

Go to the village marketplace. See a butterfly fly into the spiderweb at The Four Winds. Use the net to rescue it.

Go to the tree outside the castle and use the eye icon to look at Cassima’s bird Sing-Sing and her babies. Return to the village and enter the pawn shop. Talk to Hakim, the shop owner. Trade the frozen tear for the web-be-gone. In inventory, use web-be-gone on the butterfly to free it from the web.

Return to the docks and sail to the Isle of Mist and talk to Hassan about the island. Sail to the Isle of Sacred Mountain and take the flower from the base of the stairs. Return to the ferry and sail to the Isle of Mist.

Enter the village and go to the forest. Talk to the banshee (weeping druidess) and as she screams, use the flower on her.

In the inventory, click on the skull and place the red & blue balls hanging from it into the eyesockets. Use it on the bird and talk to the guardian of the forest.

Go to the Archdruid’s hut and talk to him about the guardian of the forest.

Return to the forest and use the butterfly on the guardian.

Touch the tree and after the scene, read the message that appears on the boulder to the right then leave the forest.

Return to the dock and sail to the Isle of the Crown. Go to the castle and to Graham & Valanice’s room. Use the eye icon on Valanice then use the hand icon to take her crown. This will trigger the tower sequence. Note: the order/direction of the attacks may be random, so make a note of them incase you need to retry.

Go left to the horse and SAVE, go further left and see the tower. Return to the horse and ride him. When you are attacked dodge to the other side (for example, if the attack is coming from the left, dodge to the right). Note: move your mouse to that side and look for the word dodge on your screen.

You will eventually arrive at a carriage. Go to the left and see the black cloud, then return to the carriage and go inside. Check the drawers and take the skeleton key, then leave by way of the window behind the left seat. Quickly jump down and climb the stairs to the tower door. Use the key on the door. Once inside, close the door and climb the stairs. Take the torch and use it on the black cloud. Continue up and eventually one of the stairs will break away. When the black cloud goes at Graham’s feet, kick it and climb up and continue upstairs.

Unbarricade the door, open it and after you’re inside, push the dresser infront of the door. Talk to Valanice.

Note: You can skip the cutscene with Valanice’s backstory or watch it).

After the cutscene, you’re back in Graham & Valanice’s bedroom at the Castle of the Crown. Leave the room and the castle. Go to the docks and sail to Isle of Mist and go to the forest. Use Valanice’s crown on the boulder to the right of the big emerald tree. Light the candle on the blue flame then go to the Archdruid’s and use it to light one of the candles on his floor (from the top going clockwise it’s #9, this is the very first one you need for empowering the hedge trimmers). Leave the hut and go to the sacred circle (do not click the totem rocks). This part is optional and just an easter egg connected to Phoenix Online — At the firepit, touch the blue flame.

Return to the Archdruid’s hut, we need to empower the hedge trimmers & flower. For the hedge trimmer do the earth & fire signs and for the flower the air and water signs. Number the candles 1-12 going clockwise from the top (top center being #1).

Earth: Capricorn (9 – you’ve already done this one), Taurus (1), & Virgo (5)
Fire: Aries (12), Leo (4) & Sagittarius (8)
Go to the sacred circle and click the hedge trimmers to the blue flame and return to the Archdruid’s hut.

Air: Aquarius (10), Gemini (2) & Libra (6)
Water: Pisces (11), Scorpio (7) & Cancer (3)
Go to the sacred circle and touch the flower to the blue flame. In inventory, combine the flower & the shell.

Go to the docks and said to the Isle of the Crown and go to the castle.

Go to Alexander & Cassima’s room. Use the hedge trimmers on Alexander’s hair to get Male Subject’s Strength. Go to Rosella’s side of the bed and place the pea under the mattress and use the shell/flower on her (if you didn’t before, be sure to combine in the inventory first) t0 get Female Subject’s Voice. Take the pea out from under the mattress.

Go to the village marketplace and talk to the blacksmith.

Return to the docks and sail to Isle of Mist and go to the forest. Use the melted candle to make a mold of the crescent-shaped emerald then return to Isle of the Crown and go to the marketplace and talk to the blacksmith again.

Go to the castle, then back to the blacksmith to get the silver moon.

Go to the docks and sail to Isle of Wonder and fill the cup with Ocean Water, then sail to Isle of Mist and go to the forest. Use the cup on the blue flames and the sea water will turn into lively shaken salt. Watch the ending of the chapter.

Chapter 4: Tis In My Memory Locks, And You Yourself Shall Keep The Key Of It
Watch the opening sequences, then go up to Graham and Valanice’s room, stop just outside and talk to Saladin. Go to Alexander & Cassima’s room. Look at Alexander & Rosella each in turn. Look at the bookcase next to Alexander’s side of the bed and see the four items he traded back and forth with Hakim during his first trip to The Green Isles, as well as the rabbit’s foot that Hassan gave to Alexander. Take the flute and the tinderbox then leave the room.

Go down to the garden and you’ll see Rosella’s friend Pan, that she met on her trip to Tamir, up on the balcony playing a lute (the lute Rosella traded him with a for a flute she needed for her quest). Go up and through the upstairs doorways to get to where Pan is. Talk to him and trade him Alexander’s flute for the lute.

Leave the castle and go to the village marketplace. Stop at the first shop and talk to the woman selling clothing.

Go to the lamp merchant and talk to him. Leave and go to the bookshop. Read the book on the table next to the chair Jollo was in earlier. Go to the dock and see one of the sea nymphs in the water opposite the ferry, talk to her.

Sail to the Isle of Mist and go to the village & talk to Archdruid then go to the forest. Talk to the ranger by the base of the tree. After the cutscene, touch the tree and take a green memory gem.

Leave and sail to Isle of Wonder and go to Chessboardland.’s castle (and see yesterday’s chess game!) Leave and sail to Isle of Beast. Talk to Hassan about the island. Go inland and into the hedge maze. Go to the gazebo.

Look close-up at the stool and and use the hand icon on it to take the golden baton.

Leave the gazebo and go right, navigating the hedges to the statue at the center and look at the plaque.

Return left, going to a spot with thinner hedges.

Use the hedge trimmers here and go through and follow the hedges to the castle door. Knock on the door and talk to Prince Coctau (the beast). After talking to the prince and Beauty, return inside. Look at the portrait hanging above the fireplace. Touch the horn in the portrait. Go back out to the garden and talk to Prince about the portrait & look at the fountain.

Go back inside and down into the basement (the door left of the fireplace).

Use Alexander’s tinderbox and climb down the stairs. Take the shovel and notice the scratches in the middle of the floor and use the tinderbox under the barrel rack to get a clump of fur.

Leave and follow the hedges left aways to a spot of miscolored ground and dig.

This will give you the lock that goes in the hole in the Statue’s plaque.  Follow the hedges right and find another miscolored spot of ground and dig again, this will give you the lock’s key.

Go to the small pool at the right (past the right wall of the castle) and take a lamp.

Go to the statue and place the lock in the hole then use the key on the lock to get a black carved rose.

Leave and sail to the Isle of the Crown and to the marketplace. Stop in the first shop and talk to the Mountgo Brothers and they’ll give you a magic carpet. In the inventory use the hand icon on it. Talk to the clothing merchant and give her the loose thread from the magic carpet. Go to the lamp merchant and trade the little lamp from Beast’s pool for the big green flaming lamp. Go back to the Mountgo Brothers and give them the lamp. Go to the docks and board the balloon.

You’ll end at Isle of Sacred Mountain. Go up to the guards. In inventory, use the magic carpet on the winged shoes then use the shoes on Graham. Fly to Lord Azure & Lady Ariel’s throne room and talk to them.

Fly into the winged city and talk to the painter. Leave the city, return to the throne room and talk to Azure & Ariel again. Return to the shore and sail to Isle of the Crown, go to the castle and to the throne room. Use the golden baton on the pot of glue and use the glued baton on the fur (to make a golden painbrush).

Return to the Isle of Sacred Mountain and fly up to the city. Look at the books behind the painter and talk to the three muses by the music hall. Give them the poetry book and take the harp. Return to the shore and sail to Isle of Beast. Go to the castle and use the memory gem on the portrait above the fireplace.

Out in the garden, Graham see Prince Coctau has turned back into the beast. He will automatically go inside. Walk back out into the garden and pick up the loose white rose from the ground. Leave the castle. In the inventory, use the hand icon on the white rose then use the rose on the black carved rose. Go to the shore and sail to Isle of Sacred Mountain and fly up into the city.

Show the memory gem to the painter, leave the village and return to find he finished the whole portrait. Leave again, this time go to the shore and sail back to the Isle of Beast. In the castle trade the painting from the winged painter for Beast’s portrait. In the inventory, remove the horn from the portrait.

Leave and sail to Isle of Mist. In the village, take the drum & return to the ferry and sail to the Isle of Sacred Mountain and enter the city. In the inventory combine the Drum, Harp, Horn & Lute. Go forward to the wall and use the combined instruments on Graham. The four winds will appear and fly by and make a hole in the wall. Go through the hole to a golden tree. Take the fruit from the tree.

Return to the shore and sail to Isle of the Crown, go to the pawn shop and talk to Hakim. You can look at various items in the shop for a comment (like the Mask Of Eternity). Touch the block of wood and then talk to Hakim about it and he’ll give it to you. Leave and sail back to Isle of Beast.

In the castle basement, use the block of wood on the termites and they’ll carve it into a chess king (it takes them three tries, but it’s a success).

Leave and return to Isle of Sacred Mountain and go into the city and back to the painter. Use the chess king on him and ask him to paint it. He’ll ask for a golden paintbrush (which you have!). Use the golden paintbrush on him. Leave and return and the chess king is painted. Take him and leave. Said to Isle of Wonder and go to Chessboard Land. Next to the guillotine, use Stick-In-The-Mud & Rotten Tomato on the chess king then go into the castle.

After getting the Evening Glory, leave and sail to Isle of the Crown, go out into the garden and up to the balcony and talk to Shamir.

Return to Isle of Mist and talk to Archdruid in his hut. Graham will automatically return to the Castle of the Crown and be in his and Valanice’s room talking to her.

You’ll be take to Valanice’s memory/nightmare from the night before. You can not manually save in this puzzle, but the game will do auto save-points for you. The point to this puzzle is to create the twelve zodiac symbols on Pandora’s Box (personally, I always choose easy mode, and take my headphone out of my ears so the background noise of Shadrack doesn’t distract me). After the puzzle is completed correctly, the ranger (man in a silver cloak) will appear and quickly disappear with Valanice and you’re back to playing as Graham.

After a brief chat with Edgar at the docks, Graham sails on the ferry but mid-course Shadrack appears and almost defeats Graham, but the Ranger appears and stops time. He makes an amulet out of items in Graham’s inventory, called Amulet of Dreams.

The next sequence is the big battle, and one that many people (if they’re like me) dread. Basically you have to either dodge or defend yourself. The game will direct you for the first two steps, but after that you’re on your own.

When Shadrack attacks either dodge to the opposite side or use wind or water to defend yourself.

    • If he raises his arms and creates lightning, dodge
    • If he roll a ball of lightning in his hands in front of him, look at the green clouds in the sky and dodge in the opposite direction
    • When he charges in a swooping motion, use water defense
    • When he charges in a swirling motion, use wind defense.

The attack I hate the most is when he rocks the boat. He will say Hold Still, Graham, so ready your cursor to quickly click in the opposite direction.

The easiest defense when it’s Graham’s turn to attack is Earth — use this as much as possible.

When Shadrack is almost near his end and creates green swirling lights with his hands, use the fire attack.

Watch the chapter’s ending cutscenes.

Note: as of January, 31, 2021, Chapter Five hasn’t been release, nor has a tentative date been announced, but whenever it IS released, I will addon and add the walkthrough for that chapter here.