
Okay, this exact string appears in three rooms, so it's not really room-specific. Trying to TAKE NOTE a second time would produce this message. I heard you like room-specific jumping and ducking messages. It's not possible to voluntarily give up your protection. This is triggered in that version by trying to exit the room after the king's death.Ī message revealing the existence of an item in the game? Right out. This is the last message specific to the PCjr game. There, it's possible to type LOOK KING after his death, but before taking the throne. This can be triggered in the PCjr game by typing LOOK KING from far away.Įven in the PCjr version, you can't look at the King in the middle of his heart attack.Īnother message left over from the PCjr version. Oh that Graham, always traveling through time to get weapons for regicide!

This isn't possible in the newer versions of the game. This appears in the PCjr game for bowing to the king after his death. It was added for the later versions It doesn't appear in the original PCjr game at all. This is a pretty nondescript message, so it could have been used for any number of things.Ī humorous easter egg that seems to have been removed from the game entirely. (Please see Logic 39, which will direct to you Logic 25).Ī message for the magic ring's invisibility wearing off with the Ogre still on the screen.Īnother message deleted for spoiling of a game item. Yet more room-specific jumping / ducking failure text.Ī nice description of the area that's never referenced in the room logic. Typing LOOK CORNER with the path not in view? When Graham tries to enter the witch's house with the goat by his side, the goat would leave him. Trying to give the troll a treasure that you don't actually have would display this message. More room-specific jumping messages! Woo!Īttempting to GIVE the troll something with no items, most likely. Maybe the witch could leave the screen and come back again? If the player killed the goat while the wolf was on the screen, this text could have popped up.Ī message meant for when the Fairy Godmother's protection disappeared while the witch was still on-screen.Īnother message for the goat dying, opening the player to danger. Trying to jump over or break the fence might have provoked this text. Possibly triggered by typing LOOK GOAT after getting him to follow you.Ĭould have been used after showing the goat the carrot a second time. Probably meant for trying to feed the goat something other than a carrot. The first of several messages for failing to jump / duck in a specific room. Should be triggered by LOOK POUCH, but it's not.Ī more specific message for trying to look at the log from far away. This is the first of several error messages that went unused because they spoil content in the game.įrom where it's placed in the code, this is a generic message for the magic ring failing to work. Unused message for trying to SWIM at an insufficient distance from the water. (Source: Original TCRF research) Unused Text IDĪn alternate message for trying to FIND something. It's never used: When Graham looks at the throne in the ending sequence, he looks left, not up. This frame, however, was created for the newer versions of the game. This is used in the original PCjr release - right before King Edward falls over dead - but not in the DOS version. Press F6 to display priority settings for the current room.Īn animation of King Edward spinning. When debug mode is active, the text for handling unknown words is simplified.

OBJECT or SP: Gives status on the appropriate object.GET OBJECT: Puts the appropriate object by ID in the player's inventory.These features are disabled upon entering a new room. Press ALT+D (or Command-D in the Mac version) to enable some debugging words. Being based on the same engine, the DOS version of King's Quest shares a set of debugging features with King's Quest II.
