King’s Quest: Mask of Eternity

Last updated: January 10, 2026

Overview

King’s Quest: Mask of Eternity represents a dramatic departure for Sierra’s flagship adventure series, marking the first time in the franchise’s fourteen-year history that players would not control King Graham or a member of his royal family.1 Released on November 24, 1998, the eighth and final official installment in the King’s Quest series introduced real-time 3D graphics, combat mechanics, and RPG elements that divided longtime fans while attempting to attract new audiences.2 Designer Roberta Williams intentionally moved away from the “Disney-ish” tone of previous entries, citing J.R.R. Tolkien rather than Walt Disney as the spiritual father of this darker, more mature adventure.3

The game arrived during a tumultuous period for both Sierra and the adventure game genre. Released just one day after the landmark Half-Life and eighteen days before Quest for Glory V: Dragon Fire, Mask of Eternity emerged as Sierra struggled with corporate restructuring following its acquisition by CUC International.4 The game was marketed as “the bestselling adventure series of all time returns,” emphasizing its revolutionary blend of technology, gameplay, and storytelling that would appeal to both longtime King’s Quest fans and 3D action gamers.5

Despite its controversial nature, Mask of Eternity achieved commercial success, outselling LucasArts’ critically acclaimed Grim Fandango two-to-one and earning multiple award nominations including finalists for Computer Gaming World’s Best Adventure prize and nominations from CNET Gamecenter, GameSpot, and the Academy of Interactive Arts & Sciences for PC Adventure Game of the Year.1 The game received “generally positive, but mixed reviews,” effectively bringing about the end of the King’s Quest series until its revival in 2015.6

Story Summary

The game opens in a time long ago when magic and myth are embodied in every living creature roaming the world—unicorns graze in forest meadows, wizards concoct mystical spells, and kings and queens manage thriving kingdoms.7 In the Realm of the Sun, the sacred Mask of Eternity—a divine artifact representing the all-powerful being, the creator—watches over existence. Designer Roberta Williams explained that “the mask stands for the all-powerful being, the creator. The mask is sun-like and, in many religions, the sun represents God.”8 The mask serves as a symbol of spirituality and divine order across the ages.8

The villain Lucreto, whose storyline parallels that of Lucifer the fallen angel, shatters the Mask of Eternity, sending its pieces scattering across seven different worlds and turning the citizens of Daventry to stone.3 Connor, a humble peasant from Daventry, survives the magical tempest by picking up a piece of the shattered Mask, becoming the unlikely champion chosen to restore order.9 Unlike previous King’s Quest protagonists who were members of the royal family, Connor represents a deliberate shift—Williams stated that she had “done just about as much as I could with the Royal Family” and wanted a character who was “less Disney-ish and more cerebral.”3

Connor’s quest takes him through seven exotic worlds in search of the scattered Mask pieces.10 His journey begins in his cursed homeland of Daventry, where familiar green grass and dirt paths from traditional King’s Quest games are present but shrouded in darkness and populated by monsters.11 From there, he must traverse the Dimension of Death (described by producer Mark Seibert as “not the underworld from KQ6” but “a unique and different place”6), the Swamp, the Underground Realm of the Gnomes, the Barren Region, the Frozen Reaches, and finally the Realm of the Sun where the Mask must be restored.12

The narrative carries spiritual and religious undertones throughout. Williams described the game as being “about spirituality: what it means now and through the ages and where people have searched for it.”8 King Graham himself makes only a small cameo appearance, turned to stone along with the rest of Daventry’s inhabitants, his petrified form visible in Castle Daventry alongside portraits of him and Queen Valanice from King’s Quest VI.13

Gameplay

Interface and Controls

Mask of Eternity abandons the point-and-click interface that defined previous King’s Quest games in favor of direct keyboard control over Connor’s movement.11 The game utilizes both third-person and first-person perspective modes, with the freely rotating camera allowing players to switch between cinematic third-person views and first-person mode for detailed inspections.10 As the game’s reference card instructs: “King’s Quest: Mask of Eternity is an Adventure game. Follow the story, talk to everyone, explore, explore, and explore! If you see monsters, protect and defend yourself. If you find something you can take, take it! Most of all have fun, enjoy, and save often!”14

The camera system proved controversial, with GameSpot’s Vince Broady noting that “death awaits literally at every turn: drink the wrong potion, step in the wrong direction, pick the wrong camera angle.”15 The camera angle could sometimes focus directly behind the player, blocking views of enemies, and players could occasionally get stuck in the environment.16 Despite these issues, the control scheme represented Sierra’s attempt to modernize the adventure genre for the 3D era.

Structure and Progression

The game is divided into seven distinct worlds, each requiring Connor to locate a piece of the shattered Mask while solving puzzles and defeating enemies:12

  • Kingdom of Daventry: Connor’s cursed homeland, where the adventure begins amid stone-transformed citizens and invading monsters
  • Dimension of Death: A unique realm of the dead, distinct from previous King’s Quest underworlds
  • Swamp: A dangerous wetland area featuring the Swamp Witch
  • Underground Realm of the Gnomes: Subterranean caverns populated by gnome society
  • Barren Region: A desolate wasteland with harsh conditions
  • Frozen Reaches: An icy realm with treacherous terrain
  • Realm of the Sun: The final destination where the Mask must be restored

Due to the game’s massive size by 1998 standards, the installation system required so much hard drive space for each area that the game would uninstall and reinstall itself each time the player moved to a different world.17 Loading times between realms could reach two to three minutes on period hardware.15

Puzzles and Mechanics

New to the series is real-time combat, which GameRevolution noted was “sadly the weakest part of the game.”18 The combat system was added by Mark Seibert to fill the spaces between puzzles, transforming what was originally conceived as a more traditional adventure into a hybrid action-adventure title.19 Despite official marketing emphasizing that “Mask of Eternity is not a shoot-‘em-up game” and that “the open environment allows you to live the unfolding story, even if you need to fight your way past evil characters to advance the story,”7 combat became a major component.

The RPG elements are relatively light—IGN’s Tal Blevins noted that “real RPGers would laugh at this as Connor advances extremely fast… I hit level 5 in under 20 minutes.”16 The game includes inventory puzzles, environmental navigation challenges, and dialogue with NPCs in the traditional adventure style, though these are interspersed with significant amounts of combat against various monsters.

The game earned a reputation for extreme difficulty. GameSpot described it as “cruel and unforgiving and occasionally borders on the sadistic.”15 The official strategy guide promised “complete walkthroughs of all seven worlds” and “solutions to every puzzle” along with “everything you need to recover the Mask pieces and restore the citizens of Daventry.”20

Reception

Contemporary Reviews

King’s Quest: Mask of Eternity received polarized reviews upon release, with scores ranging from perfect marks to near-failures depending on the publication and reviewer expectations.

Positive Reception:

  • CNET Gamecenter: 9/10 and Five Stars, calling it among “the most memorable adventures of the year”121
  • Antagonist Games Network: 95%, described as “the best King’s Quest game I have ever played”21
  • Digital Entertainment On-line: 92%, awarded “Adventure Game of the Year”21
  • PC Zone UK: 89/10022
  • PC Gamer UK: 86/10022
  • Gibbed.com: 90%21
  • Adventure Classic Gaming: 5/5 stars22

Mixed Reception:

  • GameSpot: 7.6/10 from Vince Broady (December 29, 1998), who called it “a vast, sprawling experiment that, while falling short of its goal, is enjoyable and noteworthy nonetheless”23
  • IGN: 7.8/10 from Tal Blevins (January 8, 1999), stating that “more traditional fans of the genre will probably scoff at this one because of its combat system… but they’re only going to miss a chance to play an entertaining game”16
  • Electric Playground: 7/1022
  • GameRevolution: 7/10, declaring it “good effort, Roberta, but it seems your best days are behind you”18
  • PC Gamer US: 66%1
  • Adventure Gamers: 2.5-3.5/5 stars, describing it as having “all the makings of a truly great adventure, but unfortunately it also feels like a game caught between two genres, unable to fully succeed in either”2

Negative Reception:

  • Computer & Video Games UK: 1/1022
  • Quandary: 2/522
  • Independent Gamer: 2/522

Computer Gaming World selected it as their “#1 Adventure Game for the Holidays” and praised Williams for taking “this game in a completely new direction, while adroitly preserving the spirit of the series. It’s a remarkable achievement.”21 Next Generation offered measured assessment: “Overall, King’s Quest fans will be interested because Mask of Eternity does carry on the mythology set out in earlier games, but the switch to 3D hasn’t really enhanced the basic puzzle-solving element that is the cornerstone of this and earlier titles.”1

Modern Assessment

The passage of time has not significantly changed the divided reception. The Adventure Gamer retrospective concluded it was “good idea, but poor execution; could have been so much better. A slightly disappointing end to the legacy.”2 MobyGames user reviews range from enthusiastic praise (“The first of the really good role playing games!”24) to harsh criticism (“This game is a dirt and it must be cleaned”24 and “Attrocious, this should be hidden in the depths of gaming history”25).

Modern players on GOG.com have noted: “You just mustn’t expect a King’s Quest game, because it isn’t. It plays in the same universe, but it is totally different. It is a third person action adventure game with light RPG elements, offering a nice mix of puzzles and action.”26 Reddit discussions characterize it as “the black sheep of the King’s Quest series” that “doesn’t feel at-all like the previous titles… but it has a unique atmosphere and the graphics were great at the time.”27

Aggregate Scores:

  • GameRankings: 71.42%22
  • MobyGames Critics: 78%24
  • MobyGames Players: 3.3/5 stars25
  • MyAbandonware: 4.2/5 (69 votes)28
  • IMDB: 6.7/10 (121 votes)29
  • GOG.com Users: 4/526

Development

Origins

Development of what would become Mask of Eternity began over three years before its release, making it one of Sierra’s most prolonged development cycles.30 The project was originally conceived as a spin-off titled simply “Mask of Eternity” without the King’s Quest branding, but executives ultimately required the franchise name to be attached.8 Designer Roberta Williams wanted to move the series in a new direction after exhausting the narrative possibilities of the Graham family.

Williams explained her creative vision: “With past King’s Quest games I focused around the Royal Family. But I’ve done just about as much as I could with the Royal Family. I knew I needed to bring in a new character, and I wanted the character to be less Disney-ish and more cerebral.”3 The protagonist’s name and backstory changed multiple times during development—the initial conception of Connor was as “Connor Mac Lyrr, son of a fisherman.”8

Production

The development process was plagued by significant technical and corporate challenges. The game went through two or three main development phases, with engine problems consuming nearly a year of development time.1 The team attempted to build the game using the 3Space engine, which was originally designed for Sierra’s flight simulators and proved inappropriate for a 3D adventure game.1 Buildings were constructed using a proprietary editor called ZED, while terrain was created with a separate TED editor.1

The original design envisioned Daventry as “much brighter with daylight, live trees, villages” and featured an open non-linear world comparable to later Grand Theft Auto-style sandbox games, with no load times between worlds.3 However, budget cuts and technical limitations forced the removal of many planned features. Producer Mark Seibert added combat elements to fill the gaps between puzzles, which expanded beyond Williams’ original intent of primarily seven boss battles.8

Development Credits:124

  • Designer: Roberta Williams
  • Designer/Producer: Mark Seibert
  • Composers: Ben Houge, Kevin Manthei, Mark Seibert
  • Animator: Marc Vulcano (later at Heavy Iron Studios)

The development was further complicated by Sierra’s sale to CUC International in 1996. Davidson & Associates, one of CUC’s subsidiaries, created an alternate version of the game without combat or violence that was later cancelled.14 This corporate interference caused Williams to nearly remove her name from the project entirely.14 The game ultimately cost approximately three million dollars over its three-year development period.8

Technical Achievements

Despite its troubled development, Mask of Eternity earned recognition for its technical accomplishments. RPG Vault awarded it “Best 3D Engine” in their inaugural 1998 awards, praising: “The environments are so detailed and expansive that it truly deserves the frequently-used word of immersion. With lips that move to synchronized voices, freely rotating camera, realistic body gestures, and believable physics, this is one engine that can bring worlds to life.”31

The game was Sierra’s first 3D King’s Quest title, representing a complete departure from the 2D cartoon and pixel art styles of earlier entries.6 The engine supported both third-person and first-person viewpoints, 3D accelerator cards (with 3Dfx Glide support), and software rendering for systems without dedicated graphics hardware.32

Technical Specifications

Minimum Requirements:232

  • Processor: Intel Pentium 166 MHz
  • Memory: 32 MB RAM
  • Storage: 400 MB hard drive space
  • CD-ROM: 4x speed
  • Operating System: Windows 95/98
  • Sound: DirectX 16-bit compatible sound card
  • Graphics: DirectX graphics card, 2 MB Video RAM

Recommended Requirements:2

  • Processor: Intel Pentium II 266 MHz
  • Memory: 64 MB RAM
  • Graphics: 3Dfx or Direct3D accelerator

Display:32

  • Native Resolution: 800x600 maximum
  • Color Depth: 256 colors or higher required
  • API Support: Direct3D 5, DirectDraw 5, Glide 2.4, Software renderer

Cut Content

Significant content was removed from the final release due to budget constraints and technical limitations. Development footage and documentation revealed two or three complete levels were cut from the game:31

  • Undersea Area: A planned underwater level featuring seaweed, fish, and ancient ruins
  • Green Forested Village Area: A fully developed forest region with an inhabited village
  • Extended Daventry: The original design included two Daventry towns and a seaside town featuring a Hydra encounter

Additional cut content included:3

  • Swamp Witch Extended Storyline: Producer Mark Seibert described a more elaborate sequence: “In Daventry there is this Swamp, and there is this Swamp Witch in there, and she kinda looks like a part snake, part alligator, and part mermaid. She would have been able to change herself into a beautiful woman, to persuade Connor into thinking she was good, and lure her into her castle, before exposing herself, and showing her true form”
  • Full Castle Daventry Exploration: Including encounters with stone Rosella
  • Leprechaun Encounter: Planned for Old CastleKeep
  • Firebugs: Creatures planned for the Hot Lands area
  • Green Man Character
  • Wood Wisps
  • Phoenix Egg: Item intended for an alchemist character
  • Bandit Rescue Subplot: Planned for the Barren Regions
  • Dark Abyss: An additional area that was removed

Version History

VersionDatePlatformNotes
1.0.0.0November 24, 1998WindowsInitial North American release1
1.0.0.1November 1998WindowsMinor update21
1.0.0.2December 31, 1998WindowsPatch fixing several game bugs21
1.31999WindowsCurrent retail version14
GOG ReleaseSeptember 7, 2010WindowsDigital re-release patched for Vista/Windows 733

A patch was released on November 23, 1998—just days after launch—to “address intermittent problem in the Dimension of Death (second major world).”21 The December 31, 1998 patch (version 1.0.0.2) addressed several game bugs and updated versions 1.0.0.0 and 1.0.0.1.21 Notably, Mask of Eternity was the first Sierra game that required a downloaded patch to be completed without encountering game-breaking bugs.17

Technical Issues

The game was notorious for technical problems, both at release and on modern systems:

Original Release Issues:3034

  • Graphics engine failures allowing characters to walk through walls
  • Characters losing and regaining body parts at random intervals
  • Several cutscene lockups requiring patches
  • Events not triggering when they should
  • Items not appearing in expected locations
  • Extremely long load times between regions

Modern Compatibility Issues:3536

  • Game crashes immediately after splash screen on systems without CD-ROM drive
  • GOG.com release has bug requiring optical drive or virtual drive to run
  • TalkComplete bug causing random cutscene freezes
  • Mouse pointer becomes erratic on newer systems
  • Strange artifacting with stability fixes
  • The game was “programmed in such a way that it will not run on computers without a CD-ROM drive. You don’t need the actual KQ8 disc, you just need to have a drive installed.”35

The speedrunning community has documented extensive workarounds, though guide author ChuckGrody notes: “I have seen many reports in the King’s Quest Speedrunning discord over the years that this guide has not worked for some individuals on their hardware” and “this will not work with the GOG distribution.”37

Easter Eggs and Trivia

  • Wedding Photo: Hidden photograph accessible through exploration17
  • Nude Mode: An unlockable mode discovered by players17
  • LSL7 Easter Egg: A hidden reference to Leisure Suit Larry 7, referred to by fans as “Ice Queen Freeza’s stupid LSL7 Easter Egg”17
  • Royal Family Portraits: Portraits of King Graham and Queen Valanice from King’s Quest VI appear in Castle Daventry13
  • Petrified Graham: King Graham appears turned to stone, marking his only appearance in the game13
  • Pedestal Mystery: Game text references “a curious slot in this pedestal”17
  • God Mode Bug: When activated in some regions (especially the Barren Region), Connor will keep walking or jogging on thin air until bumping into a wall25
  • Out of Bounds Area: Scaling a wall with rope and hook in the Underground Realm of the Gnomes could result in Connor ending up on the other side of level walls, where rocks and zombies exist in the out-of-bounds area38

Development Trivia:

  • The game was referred to as “KQ8” in the directory containing the “Sneak Peek” videos, despite Sierra’s official decision to omit the numeral6
  • Marc Vulcano, who worked as an animator on the game, later joined Heavy Iron Studios6
  • The game’s soundtrack inspired a 12-minute orchestral composition called “Daventry Suite” by Professor Donald M. Wilson of Bowling Green State University, written as “a musical tribute to composers Kevin Manthei, Ben Houge, and Mark Seibert for their excellent soundtrack, which is what initially attracted me to the game itself and drew me into playing it.”39

Voice Cast

The game features full voice acting with synchronized lip movement, though complete voice cast information is limited in available sources.

CharacterVoice Actor
ConnorUnknown
WizardUnknown (“Come closer lad.“40)
Sir James of Daventry (Spirit)Unknown40

Legacy

Sales and Commercial Impact

Mask of Eternity achieved notable commercial success despite its mixed critical reception. The game outsold LucasArts’ acclaimed Grim Fandango two-to-one,6 though its sales in the US by November 2000 were reportedly “only a fraction” of the 300,000-400,000 units sold by its immediate predecessors according to GameSpot.1 In North America alone, the game sold 69,976 units in 2001.1 Louis Castle of Westwood Studios estimated total sales of 750,000 units by 2002, making it the best-selling adventure game at that time.41

Awards and Nominations:12131

  • Won: Adventure Game of the Year – Digital Entertainment On-line
  • Won: Outstanding Technical Achievement (Best 3D Engine) – RPG Vault
  • Won: Best Adventure-RPG in 1998 – Power Play Magazine (Issue 02/1999)
  • Finalist: Computer Gaming World’s 1998 “Best Adventure” prize
  • Nominated: PC Adventure Game of the Year – CNET Gamecenter, GameSpot, Computer Games Strategy Plus, Academy of Interactive Arts & Sciences

Collections

  • King’s Quest 7+8 Bundle: Released September 7, 2010 on GOG.com, bundled with King’s Quest VII: The Princeless Bride33
  • 2006 King’s Quest Collection: The game was notably absent from this compilation but could be added through unofficial patches42

Fan Projects

The AGD Interactive fan community has discussed potential remakes of Mask of Eternity, with detailed proposals for restoring cut content and improving the gameplay experience.3 However, no major fan remake projects have been completed. The speedrunning community maintains active interest in the title, with the current Any% world record standing at 33 minutes 46 seconds (load-removed time) by Shawluck.43

  • King’s Quest: Mask of Eternity Official Strategy Guide: Written by Rick Barba, published by Prima Games on November 25, 1998. Features “complete walkthroughs of all seven worlds,” “solutions to every puzzle,” and “everything you need to recover the Mask pieces and restore the citizens of Daventry.”20

Critical Perspective

King’s Quest: Mask of Eternity occupies a unique and controversial position in adventure gaming history. The game arrived at the twilight of the genre’s commercial viability, as Sierra and other publishers struggled to adapt traditional adventure gaming to the demands of an audience increasingly drawn to 3D action games. Producer Mark Seibert candidly admitted in interviews that the game was “less of a King’s Quest game and more of a ‘game that happens to take place in the world of King’s Quest.‘”38

The title represents both an ambitious technical achievement and a cautionary tale about genre hybridization. While RPG Vault praised its 3D engine as the best of 1998,31 adventure game purists condemned it as “franchise rape” and “a dark day for adventure gamers.”25 Contemporary reviewer Darris Hupp of Adventure Gamer declared it “the single most controversial adventure game in history” and concluded that despite its King’s Quest branding, “sadly, no it is not” an adventure game.30

The 2015 King’s Quest reboot from The Odd Gentlemen acknowledged the game’s divisive legacy. Creative director Matt Korba stated: “King’s Quest VIII exists. We’re not doing a lot with Connor – we might have a cameo fit into it – but we’re focused on the core family.”44 This approach effectively sidelined Mask of Eternity’s protagonist while preserving the option for future acknowledgment.

Despite its flaws, some players discovered genuine enjoyment in the game’s hybrid approach. As one modern player noted: “This was the only King’s Quest game I enjoyed. It may be awful for series purists, but this game was not unfair at all.”28 The game’s atmospheric music drew particular praise, with fans calling it “bloody brilliant” for its ability to contrast “the spooky music when you’re running around Daventry” with “calm and soothing” interior themes that tell players “yeah it’s an insane nightmare out there, but inside you are warm and safe.”45

Downloads

Purchase / Digital Stores

Download / Preservation

Technical Support

Series Continuity

King’s Quest: Mask of Eternity serves as both the eighth and final traditional entry in the King’s Quest series, standing seventeen years before the 2015 episodic reboot. The game maintains loose connections to series lore while largely departing from its narrative traditions. Connor’s adventure takes place in the same universe as previous games, with Daventry and Castle Daventry appearing as recognizable locations, and King Graham making a cameo appearance as a petrified statue.13

The Dimension of Death visited in this game is explicitly not the same underworld that Alexander explored in King’s Quest VI: Heir Today, Gone Tomorrow. Producer Mark Seibert clarified: “Roberta’s point of view was that the Dimension of Death was not the underworld (KQ6). It was a unique and different place.”6 A planned ninth game titled “King’s Quest: Twins of Change” was proposed in the early 2000s but never materialized.13

References

Footnotes

  1. Wikipedia – King’s Quest: Mask of Eternity – release dates, development history, sales data, awards, technical specifications 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

  2. Adventure Gamers – King’s Quest: Mask of Eternity Review – review scores, system requirements, gameplay analysis 2 3 4 5 6

  3. AGD Interactive Forum – KQ8 Remake Discussion – Roberta Williams quotes, cut content, development history 2 3 4 5 6 7 8

  4. The Digital Antiquarian – release date context, Sierra corporate history

  5. Internet Archive – MASK Demo – official marketing description

  6. Encyclopedia Gamia Archive Wiki – reception summary, producer quotes, trivia 2 3 4 5 6 7

  7. Internet Archive – Official Sierra Demo Description – game setting and gameplay description 2

  8. RPG Codex Forum – KQ8 in Retrospect – Roberta Williams quotes on spirituality themes, development costs 2 3 4 5 6 7

  9. StrategyWiki – King’s Quest: Mask of Eternity – plot summary

  10. Computer Hope – KQ8 Overview – gameplay features, camera controls 2

  11. The Spoiler – KQ8 Walkthrough – gameplay description, interface analysis 2

  12. UHS Hints – King’s Quest VIII – world/level structure 2

  13. TV Tropes – King’s Quest: Mask of Eternity – easter eggs, cancelled sequel, series connections 2 3 4 5

  14. En-Academic Encyclopedia – development phases, corporate conflicts, game guide quotes 2 3 4

  15. Amazon – Product Page – GameSpot review quotes, technical specifications 2 3

  16. IGN – King’s Quest VIII Review – Tal Blevins review, gameplay critique 2 3

  17. LP Archive – King’s Quest VIII Let’s Play – technical issues, easter eggs, installation system 2 3 4 5 6

  18. GameRevolution – Review – review score, combat critique 2

  19. Sierra Chest – KQ8 Entry – development problems, combat addition

  20. Amazon – Strategy Guide – Prima Games guide description 2

  21. Internet Archive – Sierra Updates Page – contemporary reviews, patches, awards 2 3 4 5 6 7 8 9 10

  22. Internet Archive – GameRankings – aggregated review scores 2 3 4 5 6 7 8

  23. GameSpot – Review – Vince Broady review, design analysis

  24. MobyGames – King’s Quest: Mask of Eternity – credits, ratings, user reviews 2 3 4

  25. MobyGames – Windows Reviews – user reviews, bug reports 2 3 4

  26. GOG.com – King’s Quest 7+8 – user reviews, system requirements 2

  27. Reddit – r/Sierra Discussion – fan opinions

  28. MyAbandonware – KQ8 Entry – user reviews, compatibility notes 2

  29. IMDB – King’s Quest: Mask of Eternity – user rating

  30. Internet Archive – Adventure Gamer Review (1999) – Darris Hupp review, development timeline 2 3

  31. Internet Archive – RPG Vault 1998 Awards – Best 3D Engine award 2 3

  32. PCGamingWiki – King’s Quest: Mask of Eternity – technical specifications, API support 2 3

  33. MobyGames – King’s Quest 7+8 Bundle – compilation release information 2

  34. Internet Archive – Sierra Community Forum – player-reported bugs

  35. GOG.com Forum – KQ8 Win7 64bit Issues – CD-ROM requirement bug 2

  36. GOG.com Support – KQ8 Troubleshooting – compatibility issues

  37. Speedrun.com – Setup Guide – compatibility workarounds

  38. TV Tropes – YMMV Page – out of bounds glitch, Mark Seibert quote 2

  39. GameSpot – Daventry Suite Article – Donald M. Wilson tribute composition

  40. GameFAQs – Walkthrough – in-game dialogue quotes 2

  41. Game Studies – Louis Castle Interview – sales figures comparison

  42. Sierra Help – KQ Collection Patch – collection compatibility

  43. Speedrun.com – Leaderboards – speedrun records, community statistics

  44. Game Informer – New King’s Quest Feature – Matt Korba quote on Connor

  45. GameFAQs – Forum Discussion – music appreciation