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' |_|/ ,-. . ,-. `- | ,-. ,-| ,-. . . | -' ,-. ,-. ,-. /| | |-' | | , | | | | | ,-| | | | ,-' | | | | |-' `' `' `-' ' ' `-' `-' `-^ `-^ `-| ; `---| `-' ' ' `-' '-' ,-.| ,--,--' `-+' `- | ,-. .-.-. ,-. ,-. ,-. ,-. . . . , | | | | | | | | | | | | | | | `-' `-' ' ' ' `-' ' ' `-' `-'-' =============================================================================== ~ King's Quest VI: Heir Today, Gone Tomorrow ~ for DOS/Windows FAQ/Walkthrough by Bananagirl bananasquid at swirvemail dot com v1.5 - 04/22/03 This document is copyright ©2003 Bananagirl. All information contained within is protected by international copyright law. --------------------------------- -= Table of Contents =- --------------------------------- 1. Introduction 2. Preliminary FAQ 3. General Information o Story o Characters 4. Game Basics o Controls o Menus o Points o Saving/Loading 5. General Advice 6. Walkthrough 7. FAQ 8. Items 9. Point List 10. Maps 11. Secrets/Easter Eggs 12. Endings 13. Song Lyrics 14. Revision History 15. Copyright Information 16. Credits/Thanks =============================================================================== ------------------------------------------------- .:*~*:. < 1. Introduction > .:*~*:. ------------------------------------------------- =============================================================================== Hello, and welcome to my FAQ for King's Quest VI: Heir Today, Gone Tomorrow. Looking at previous works by me, one can see that I am an avid King's Quest fan. I have already written walkthroughs for three of the games in the series, as well as two point lists and a story walkthrough. This marks my fourth walkthrough for the series, and hopefully the experience gained from previous writing and the time and effort put into this guide makes it my best one yet. Although my roots lie mostly in the PC, most of my gaming as of late has taken me to consoles. While I enjoy both forms of gaming, no adventure on a console can compare to anything by Sierra with "Quest" in the title. These games took gamers to entirely new worlds, some fantasy, some futuristic. They mixed humor, action, exploration, and puzzles. They had well-developed characters and entertaining plots. They revolutionized the genre. This guide should lead you step-by-step through both paths of the game, as well as point out optional tasks, alternate endings, and fun things to do. If it doesn't, I guess I'm a failure. Sorry. Enjoy the guide. - Bananagirl =============================================================================== ------------------------------------------------- .:*~*:. < 2. Preliminary FAQ > .:*~*:. ------------------------------------------------- =============================================================================== 1. Who's this Roberta Williams person? 2. Where can I get this game? 3. Is this appropriate for my kids? 4. How 'bout for older people? 5. Why do some of these questions look familiar? 6. Why are the graphics glitching? 7. Where can I find _____? 8. How do I do _____? 9. How old is this game? 10. Are there any games similar to this one that I should play? 11. Can I use this FAQ on my site? 12. Can I send something to add to your guide? 13. Can I republish any of the information found here? ------------------------------------------------------------------------------- Q1. Who's this Roberta Williams person? --------------------------------------- Roberta Williams is the brain behind the King's Quest series, and many other wonderful games, such as Mission: Asteroid (which I've also written a guide for), Mystery House (ditto, and the first hi-res adventure game ever), and the Laura Bow games. All worth playing. Q2. Where can I get this game? ------------------------------ Your chances of finding an original copy of it are pretty slim, but you might be able to find it somewhere if you look really, really hard. You'd probably be better off to just buy the entire series in either the Roberta Williams Anthology (dunno if this is even still available) or the King's Quest Collection. Both should be fairly inexpensive, but there *are* quite a few games in each pack, so expect to fork over at least a few bucks. Q3. Is this appropriate for my kids? ----------------------------------- Of course! There's nothing in it that will traumatize them, or even damage their egos. Graham can die, but when he does, it doesn't show very much. There's a bit of Yeti killing involved, but nothing that can possibly happen in real life is harmful to the little ones. The difficulty level might be a bit high for some children, but it's fun for everyone, so don't hesitate to help out should they ask. Q4. How 'bout for older people? ------------------------------ It's a classic. Highly recommended for everyone. Just make sure you keep your own saved games easily distinguishable from everybody else's. Few things are more annoying than getting most of the way through a game and having someone else replace your game with their own, which just happens to be near the beginning. Q5. Why do some of these questions look familiar? ------------------------------------------------- Because I stole them from my King's Quest 1 guide, of course! I'm too lazy to come up with new questions and answers for everything, so if the same ones work, I'm all for recycling them. Q6. Why are the graphics glitching? ---------------------------------------- This game was made to be played with 256 colors. If you use anything better, the graphics will probably black out, which pretty much makes it impossible to play. It might be interesting to try, however. Q7. Where can I find _____? --------------------------- Well, if I know, it's in here. If I don't, you'll have to look elsewhere. Try checking somebody else's guide at http://www.gamefaqs.com. Q8. How do I do _____? ---------------------- Ditto to the above question. Q9. How old is this game? ---------------------- It was originally released in 1992, just nine years after the release of the first King's Quest. It's been rereleased in a few collections since then. Q10. Are there any games similar to this one that I should play? ---------------------------------------------------------------- Well, if you dig the game as a whole, I'd highly recommend the other King's Quest games. I'm not a huge fan of Mask of Eternity, but maybe you will be. If it's the interface you enjoy, King's Quest 5 has a nearly identical one, as does Laura Bow 2: The Dagger of Amon Ra, both EcoQuest games, and Quest for Glory IV: Shadows of Darkness. Space Quest 5 does, too, and Space Quest 6 has a similar one. In addition to these, there's probably at least one Leisure Suit Larry game like this. So, basically, you can't go wrong with any of the Sierra adventure games released around this time period. Q11. Can I use this FAQ on my site? ----------------------------------- Sure. Let me know if you do, though. Just email me and say something along the lines of, "Hey, I'm using your KQ6 FAQ on my site, [insert address here]. Just letting you know. Bye." Make sure you credit me wherever you put it, and leave the file exactly as it is Q12. Can I send something to add to your guide? ----------------------------------------------- Sure, I'm all for useful additions. Just don't send me any partial walkthroughs and expect me to put them in here word-for-word. I'll be checking to make sure anything you send me is factual information before I slap it in here, so whatever ends up in the file will come from that experience. I'll credit you, though. Look for your name and/or email address at the top of whatever you submit, and also in the Credits/Thanks section. I might be a bit slow about updating, but if your contribution is useful, it will make its way into the document eventually. Q13. Can I republish any of the information found here? ------------------------------------------------------- Drop me an email about this one. Tell me which information, where you're putting it, and why you want to do it. I'll get back to you with a yes or no answer. If I say yes, make sure you give me full credit. And also be sure to give credit to whomever submitted it, if someone else told me about it. =============================================================================== ------------------------------------------------- .:*~*:. < 3. General Information > .:*~*:. ------------------------------------------------- =============================================================================== Story ------------------------------------------------------------------------------- Once upon a time, in a far off kingdom called Daventry, a dying king called for his most noble knight. Promising him the throne should he succeed, this king sent the knight, Graham, to recover three lost artifacts that would return the fallen Daventry to its former glory. Bravely, Sir Graham set out on his journey, and returned in a short amount of time with the treasures of Daventry: A magic mirror that revealed the future and showed far-off lands and people, a chest of gold that could never be emptied, and a shield that guaranteed the bearer victory in any battles. With these spoils, Daventry prospered, and soon enough, Graham found himself in need of a wife. None of the women of Daventry caught his fancy, and he had nearly given up. Suddenly, the image of a beautiful woman appeared in the magic mirror. This woman was imprisoned in a tower on the island of Kolyma. Falling in love with her, Graham set out immediately to rescue the damsel in distress. Of course, he succeeded. They were married, and Graham brought her back to Daventry to be his queen. Two children were soon brought into the world. They were twins, a boy and a girl. The son was named Alexander; the daughter, Rosella. Unfortunately, young Alexander was snatched from his cradle by an unknown force. The kingdom mourned the loss of the young heir, but no amount of searching turned up even the smallest clue as to his location. Meanwhile, in a far off land called Llewdor, an evil wizard, Manannan, began training a young slave. He named the boy Gwydion, and for nearly eighteen years, the two lived alone in a house perched precariously atop a high mountain. The wizard planned to kill the boy just before his eighteenth birthday, for experience had taught him that young men longed for freedom and would often try to escape from slavery. Gwydion was no different, and having learned his true identity from the animals, he was determined to leave behind his life as a servant. The sharp young man outwitted the wizard, and used his own magic to defeat him. He left the kingdom on the first ship out, and after only a few problems, found himself in Daventry. Once there, he rescued the princess of the land from a dragon, and upon taking her to her parents, returned to his own home and took his rightful place as heir to the throne. The royal family rejoiced, but in all the excitement of the celebrations, King Graham collapsed. He had been stricken by a heart attack, and nothing the royal doctors could do would return him to his former health. In despair, Rosella ran to the throne room and cried at her father's seat. As she did so, the magical mirror called to her. Looking into it, she saw a beautiful face. This face belonged to a fairy named Genesta, who was also on the verge of death. Genesta told Rosella of a fruit that grew only on her island, Tamir. The fairy would transport Rosella to this island, and allow her to take this fruit, but she could only send her home again if the princess could recover an amulet stolen from Genesta by an evil fairy named Lolotte. Rosella managed to kill Lolotte, and returned the amulet to its rightful owner. She returned to Daventry with the fruit, and gave it to Graham. The king recovered immediately, and once again, the family rejoiced. Life was peaceful in the castle for a short period of time, but these things do not last. One day, returning from a walk, Graham found to his dismay that his castle and its occupants were gone. An owl was able to tell him that an evil wizard, Mordack, had whisked them away. This owl, Cedric, took Graham to meet another wizard. This one was much nicer, and his name was Crispinopher. He helped Graham in every way that he could, and the noble adventurer set off through the land of Serenia to rescue his family. In doing so, he learned that Mordack was the brother of Manannan, and had kidnapped Graham's family in an attempt to return his brother, who had been turned into a cat by Alexander, to his human form. Fortunately, Graham arrived before any serious harm could be done to his family, and rescued them from the wizard's evil clutches. In doing so, he also freed Manannan's slave, a girl named Cassima. Crispin was able to send all back to their respective homelands, but Alexander could not forget beautiful Cassima. One day, gazing into the magic mirror, Cassima's face appeared before the prince. She was calling out to him, and he immediately announced his plans of rescuing her to his family. Alexander eagerly set sail for the Land of the Green Isles, but a storm overtook his ship as they neared the coast. Only the prince made it to shore, and it is there that our adventure begins... ------------------------------------------------------------------------------- Characters ------------------------------------------------------------------------------- Alexander --------- The brave prince of Daventry, Alexander, set sail for the Land of the Green Isles to rescue Cassima, but found himself to be the sole survivor of a ship wreck. Alone in a hostile land, he must use his wits and anything he can carry to save the princess and return peace to the land. Cassima ------- Cassima returned to her homeland to find her parents dead. Her father's advisor had taken over the country. The vizier locked Cassima in a tower, cutting her off from all communication with the outside world. Fortunately, her location was revealed to Alexander in the magic mirror of Daventry, and if all goes well, the princess of the Land of the Green Isles will soon be free. Abdul Alhazred -------------- Once the king's closest advisor, this traitor poisoned the rulers and took the throne for himself. He rules the land with lies and deceit, keeping Cassima locked away. He does so with the assistance of his genie, who carries out even the vizier's most vile orders. Shamir Shamazel --------------- The vizier's genie, Shamir, is the force behind most of the evil in the game. It's not that he himself is evil; it's just that by magic law, he's got to do whatever his master tells him to. His master just happens to be evil. Shamir can often be seen around the islands disguised as somebody or something else. His true form is always easy to spot by the glinting, golden eyes. =============================================================================== ------------------------------------------------- .:*~*:. < 4. Game Basics > .:*~*:. ------------------------------------------------- =============================================================================== Controls ------------------------------------------------------------------------------- King's Quest VI uses Sierra's point-and-click interface of the early 90s. Your cursor has five different options, which you can switch between by pressing your right mouse button. Clicking on an object or area with the left button will trigger the action you've selected. If you have three mouse buttons, the third button will toggle between the icon currently selected and the walk icon. On your keyboard, use the arrow keys on your numeric keyboard to move the cursor around. The 5 key cycles between actions, and the 0 key is the equivalent of a third mouse button. To reach the icon bar, hit either the escape key or the delete key. To trigger an action, use the enter key. The actions (and their corresponding icons) are as follows: > Walk...................Body > Look....................Eye > Touch/Take.............Hand > Talk..........Speech bubble > Item...................Item Most of the controls are pretty much self-explanatory, so I won't insult your intelligence by going into too much detail. - Walking is used to go from place to place. Clicking on the edge of the screen will take you to the next one, if possible. - Looking is used to examine objects, or to trigger puzzles, view diagrams, and other such things. - Touching things can trigger puzzles, switches, and other things. Taking something will add it to your inventory. The item taken will automatically be selected as the Item cursor. - Talking to things or people triggers events, as well as providing hints, clues, and other such things. It's almost always a good idea to talk to everyone until they start repeating themselves. If you've done something important, return to talk to them again. - Items can be used for countless things. The item displayed in your cursor is the one you have selected from your inventory. Any item you pick up is automatically selected, but can be changed by choosing a new item in the inventory. - Sometimes a simple arrow cursor will be displayed. This acts just like any other pointer cursor you've ever used. Choose items and options with it. - A crown icon is displayed when loading or cutscenes occur. This is the wait cursor, so when that's displayed, sit back and watch. There's nothing you can do. - When you click on a question mark in any of the menus, a question mark icon will be displayed. Click on anything with that icon to see a quick description of its function. ------------------------------------------------------------------------------- Menus ------------------------------------------------------------------------------- At any point in the game, you can move your cursor up to the top of your screen to display the icon bar. This displays the icons for four of the major actions, as well as the item currently selected, a bag that takes you to your inventory, and a slider bar representing the systems button. The inventory itself is fairly self-explanatory. It holds your items. You can examine them, choose from them, touch them, and talk to them. You can scroll through your inventory window by using the more button, represented by two arrows. When you're done, hit the OK button. If you do this after selecting an item, the chosen item will be accessible through the item cursor. The systems button brings up the game's control panel, which is slightly more complex. From here, you can change the game settings. You can also save, restore, restart, and quit, all be clicking on their respective buttons. An about button can give you a bit of game information, and the play button returns you to the game. To the right of these buttons, three sliders, labeled Detail, Volume, and Speed, control three aspects of the game. Your score is displayed below these, as well as a button that allows you to turn speech on and off. The Detail button speeds up the game by cutting down on any useless animations. Modern computers should have no trouble dealing with detail at its highest, but older ones might have to tone it down a bit. The Volume button adjusts the volume of the game's music and sound effects, though it doesn't always work. Finally, the Speed button makes Alexander walk faster or slower. It does not alter the speed of anything else in the game. ------------------------------------------------------------------------------- Points ------------------------------------------------------------------------------- Throughout the game, various actions and items will earn points for you. There are 231 points in the game, but you don't have to get all of them to finish it. It's just a nice little challenge for you. In fact, you can finish the game with as few as 116 points, but why would you want to do that? Well, I suppose it's necessary to see all the endings... ------------------------------------------------------------------------------- Saving/Loading ------------------------------------------------------------------------------- Save (found in the control panel) is a way of keeping your progress, even if you exit the game. Save often. Save well. Follow the on-screen instructions. Restore (also found in the control panel) recalls your saved games. Do it if you die or screw up. You *did* save, right? Restart (guess what? It's also in the control panel!) restarts your game. Big surprise there. Don't do this unless you're unbelievably stuck and you forgot to save your game before getting yourself there. =============================================================================== ------------------------------------------------- .:*~*:. < 5. General Advice > .:*~*:. ------------------------------------------------- =============================================================================== These tips are a mixture of the in-game help system and my own advice. Some strategies may work better for you than others. Determining which ones are best for you is your own responsibility. Use common sense. If you zonk out when people drone on about the history of an island, don't bother talking to people who do such things. There's nothing to be gained by speaking to them if you aren't going to pay attention to what they say. - Save constantly. Fill the saved game folder if you want to, but even if you don't, try to keep at least three save files per game. It's generally a good idea to save at least once every 10 minutes, as well as before and after completing an especially grueling task such as the logic cliffs. - Make your saved games distinguishable. Your most recent save is always on top, but if you need to go back to an older one, and you've got a directory full of saved games labeled Save1, Save2, etc., it's going to be hard to find the one you want. You might end up doing tons of backtracking that could've easily been avoided. - Examine and touch everything on the screen. You never know what you can carry with you, and sometimes an object's description can give you a gentle prod in the right direction. - Pick up anything that isn't nailed down. There is a use for everything in this game, but not always on the path you choose to take. Even so, grab it. There is no limit to the amount of items you can carry at any given time. - Pay attention to what the game is telling you. Most of the characters can give you all sorts of interesting information about the land and its occupants, as well as where you should be going or what you should do next. - Use common sense. Don't swim in treacherous waters, don't walk in front of statues that are out for blood, and don't eat anything poisonous. - If you can't figure out a puzzle, try using every item you've got on it. Games like this are full of puzzles with weird solutions, and even if you don't have the right item for the task at hand, the game might drop a hint as to what the right item might be. - If you're completely stuck, go do something else for a while. Sometimes you need a different item, or you've got to trigger another event first. On the same line of thought, sometimes you just need to return to the real world for a bit. Get back to the game with a fresh outlook later. - Hold on to your manual. Many of the puzzles are impossibly hard without the information contained within. Don't lose it, 'cause I can't legally tell you anything in it. - Get to know the islanders. Some of them will give you something if you help them out. Some will alter the game's ending. Most can tell you all sorts of useful things. A few can determine the entire path of the game. - Not everyone in the Land of the Green Isles is friendly. Those that aren't are generally easy to spot. Don't follow their advice, but don't discard it, either. Their brutal shoves in the wrong direction could prove to be a gentle nudge in the right one. Often, they'll bring your attention to something you might've overlooked. - When going forward isn't getting you anywhere, go back. Revisit areas you've already been through. Things change. Maybe there's something new to pick up. - If something seems important, it probably is. Keep it in mind as you tackle the puzzles in the immediate area, as well as those much later in the game. =============================================================================== ------------------------------------------------- .:*~*:. < 6. Walkthrough > .:*~*:. ------------------------------------------------- =============================================================================== King's Quest VI is the first game in the series to feature multiple outcomes. While the next game also has two endings, the complexity of Heir Today, Gone Tomorrow is far beyond that of The Princeless Bride. In addition to the many different endings you can experience, there are two separate paths to follow to get there. Around the midpoint of the game, these two paths split. The shorter path will not get you as many points as the longer one, but it does not take as much time to complete. In order to distinguish arbitrary tasks, a marker of =*= has been used. Most of the time, the following text affects the longer path of the game, but occasionally, it will alter the ending or simply give you a few optional points. For more information on the endings and how your actions affect them, see the Endings section later in the document. Once the walkthrough splits, the only optional things will be ending- or point-related. If you plan to take the longer path, it is generally best to do all optional tasks. While they might have no effect on the final outcome of the game on the shorter path, they could be necessary for completion on the longer one. ------------------------------------------------------------------------------- Isle of the Crown, Part 1 ------------------------------------------------------------------------------- Beach ----- The game begins as Alexander wakes up on a beach strewn with debris from his wrecked ship. He's been stripped of everything but the clothes on his back. Let's change that by grabbing his royal insignia ring, which is glinting in the sand nearby. The plank on the right side of the screen is hiding a box, so move it out of the way and peek inside. Most of the contents of the box have spilled out, but a lone copper coin remains. Pick it up. Behind Alexander, a path winds away over a hill. Follow it. Crossroads ---------- While this screen is empty at the moment, you'll be visiting it frequently if you want to receive the most points and get the best ending. For now, head for the castle by taking the path on the right side. Castle ------ At the castle doors, two guard dogs are standing at attention. They aren't up to killing Alex at the moment, but that could change. Don't make them angry. Talk to them. They'll be able to tell you where you are, and confirm your beliefs that Cassima resides within these very walls. =*= The guards don't take too kindly to strangers, so they won't let you into the castle right away. You'll have to prove your true identity to get an audience with the vizier. Alex seems to have left his passport in his other pants, so you'll have to flash your insignia ring instead. This seems to be enough, as the guard captain will soon arrive to take you to the vizier. You won't be getting back into the castle now, but there's something a bit suspect about the vizier. It would probably be a good idea to stick around. Cassima might still need your help. Besides, there's no way you're getting out of here without a ship, and you don't have one. Return to the crossroads and take the other path to reach the village. Village ------- The village is small, holding nothing but two shops and a lamp seller. This is the land's main shopping district, which really doesn't say much for the economy. For now, head for the second shop, Ali's Books. Open the door, and go in. Ali's Books ----------- There isn't much to do here, given that we're broke and on a mission. Even so, speak to the owner. He can tell you a little bit about the land, but for the real dirt, you'll have to talk to the ferryman. Keep talking. He might have a few interesting hints to share. Of course, if you talk too much, he'll subtly hint that he wants you to leave him alone. =*= Look at the book on the counter to ask Ali about it. He'll offer to give it to Alexander in exchange for a rare book. Given the nature of the book on the counter, that's a pretty fair deal. Go check out the books on the rightmost shelf, where the merchant was standing as you walked in. This is the poetry section, and Alexander will gladly pull out a book about love. After reading a few poems, he'll put it back, but as he does so, a page will fall to the floor. Grab it. It's the poem that Alexander liked. Finally, head over to the small table near the door. Other visitors have helped themselves to most of the free books, but there's one left. One never knows when an incredibly boring book could come in handy, so pick it up. Ali would be glad to see it go. Open the door and return to the street. The pawn shop would be fun to visit, but not now. Head through the key-shaped archway to the north. Mansion ------- This large house is home to a skittish servant-girl, who spends every spare moment tending to the roses. For now, she is too far away to make any contact with Alexander. As such, ignore her and follow the path off to the west. Dock ---- As you enter this screen, you'll witness a small boy diving off the docks. He'll invite you to join him, even offering to show you the way to the next island, but if you examine the water, Alexander will note that there is probably an undertow. Instead of jumping to certain death, ignore the boy, and knock on the door of the ferry. When the ferryman opens the door, speak to him. The ferry isn't running at the moment, but he'll invite you in to chat. Ferry ----- Once both he and Alex have taken their seats, begin the interrogation. The most important thing he's got to say involves a magic map, which he'll mention the first time you click on him. Even so, keep talking until he begins to repeat himself. He knows all sorts of useful facts about the islands, as well as a few things about Cassima. Once he finishes talking, try taking the rabbit's foot on the table. The ferryman will gladly give it to you. Leave the cabin, and return to the village. Village ------- While it seems as if nothing has changed since your last visit, Alexander spent quite a bit of time talking to the ferryman. Enter the book store. Ali's Books ----------- =*= The chair in the center of the room is now occupied by a silly-looking man named Jollo. Head over to him and have a chat. His concern for the princess should be enough to clue you in to his royal connection, so show him your ring. He'll tell you everything he knows. Pay attention. When he leaves, follow him out. Village ------- If you'd like to, you can follow Jollo all the way back to the castle. However, there is no reason to do so, and no knowledge is gained by doing it. Open the door to the pawn shop and go in. Pawn Shop --------- As you enter the pawn shop, the owner will call out a greeting. If you've played other games in the King's Quest series, have a look around. Most of the items for sale in the pawn shop are direct references to the previous adventures. Speak to the merchant, and Alexander will ask about the magic map the ferryman mentioned. This is a very valuable artifact, but he's willing to trade. You'll have to part with the only valuable item on your person if you want it. Try giving him your royal insignia ring. As the merchant hands over the map, he'll offer to trade back the ring in exchange for something of equal value, and explain the precise details of using the map. The cloaked man will dart up to the counter to grab a mint, then flee. A short cut-scene, taking place at the castle, will give away the old man's true identity. When you regain control of Alexander, take a mint for yourself, and show your copper coin to the pawn shop owner. You'll be offered four items in exchange for it. For now, take the mechanical nightingale, and leave the store. Go to the crossroads. Crossroads ---------- During your conversation with Jollo, the clown mentioned Cassima's pet nightingale, Sing-Sing. If what he said was true, the tiny bird could be used to transfer a message to the mourning princess. =*= Use the mechanical nightingale on the real one to befriend it. You'll be needing its assistance later. Return to the village. Village ------- As you walk in, the pawn shop owner will step out of his store with a basket of junk. He'll dump it into a clay pot near the steps, then go back inside. One man's trash is another man's treasure. Dig through the useless magical stuff to find a bottle of invisible ink, then head back to the crossroads and south to the beach. Beach ----- The pawn shop owner told Alex that the magic map could only be used out in the open and in clear sight of water. The beach meets both requirements (as does the dock near the ferry), so let's try visiting another island. Use the magic map, either by touching it in your inventory or selecting it and using it on Alexander. Once you have it open, select the Island of the Sacred Mountain. You'll be whisked off to its shores in a matter of seconds. ------------------------------------------------------------------------------- Isle of the Sacred Mountain, Part 1 ------------------------------------------------------------------------------- Beach ----- You're currently standing at the foot of the Cliffs of Logic. We'll be tackling these later. For now, just grab the flower on the left side of the screen. =*= Grab the black feather at the other end of the beach, too. Pull out your map again. This time, head for the Isle of Wonder. ------------------------------------------------------------------------------- Isle of Wonder, Part 1 ------------------------------------------------------------------------------- Beach ----- This wide beach is the only area open to you until you manage to get past the island's guardians. They aren't accepting visitors at the moment, so you might have a bit of trouble getting past them. You should have everything to do it already, but there are a few optional things to do on the beach. =*= The oysters on the left side of the screen are sleeping quite peacefully, but one's eyes are still open. Speak to it, and it will complain of mouth pains. Alexander's no dentist, but he might be able to help the poor thing sleep through sheer boredom. Pull out the boring book and put it to use on the oyster. As it begins to yawn, you should catch a glimpse of a pearl. Grab it while the shell is open. Floating slightly out in the water is something pink. The current will sweep our hero away if he attempts to wade out to get it, but if you wait a few seconds, the mysterious item will be washed ashore. As soon as it's close enough that Alexander won't have to get his toes wet to pick it up, snag it. It's carrying a message saying, "Where are you going?" Very strange, but something we'll deal with later. Try to leave the screen by going either north or east, and you'll soon be met by the guards. These strange creatures, while possessing all of the five major senses, each excel at a single one. They trust this sense above all others. Before you meet them, make sure you have the flower of stench from the Isle of the Sacred Mountain, and the mechanical nightingale, mint, rabbit's foot, and invisible ink from the Isle of the Crown. When faced with the scent gnome, pull out the stinky flower. Its odor will overpower yours, leading him to believe that you're actually the flower. The gnome of hearing can be easily tricked into thinking you're a nightingale by winding up the mechanical one and holding it out to him. The taste gnome will gladly let a sugary sweet go by, so give him your mint. Your rabbit's foot can trick the touch gnome into thinking you're naught but a furry, little bunny. To deal with the final gnome, that of sight, you'll face your first real challenge: disguise of appearance. This is easy enough to overcome; just shake the contents of your empty bottle over yourself to disappear, fooling the last gnome. If you blow your cover in any way, the gnomes will toss you out to sea. After the gnomes leave, you're free to explore the island. Celebrate your freedom by heading east. Point ----- The pointed end of the comma-shaped island is full of all sorts of interesting books and strange creatures. In the lower-left corner, a Black Widow spider tends her web, and in the center, a towering stack of books beckons Alexander. A swarm of spelling bees buzzes overhead. =*= The bookstore owner was willing to trade the spell book for one equally rare, and there's bound to be such a book in this pile. Try to take one, and the owner will pop out. He'll rattle off a list of things that he'll take in exchange for a book, but we haven't picked any of them up yet. When the Bookworm disappears, examine the spider web in the corner. There is a piece of paper caught in it, but if you just try to grab the paper, you'll be bitten by the spider. Instead, yank the loose cord on the bottom of her web, and when she runs to tend to that, grab the paper. Look quickly; the wind will take it away fairly soon. Alex remembers what it said. Do you? Return to the beach. This time, go north. Swamp ----- The swamp is a relatively calm place at the moment. There isn't much going on, so go west. =*= Take a bottle of milk from the milkweed patch at the base of the dogwood tree before leaving the swamp. Garden ------ As is to be expected on an island such as this, all of the plants here are alive. You can speak to them if you'd like to, but none have anything useful to say. For now, just grab a head of iceberg lettuce from the patch on the ground, and head back to the beach. Beach ----- There's not much time to waste. The lettuce you picked up is melting rapidly; we'll have to hurry to find a place to use it. Whip out the magic map and teleport to the Isle of the Beast. ------------------------------------------------------------------------------- Isle of the Beast, Part 1 ------------------------------------------------------------------------------- Beach ----- The Isle of the Beast is a rather hostile place, and this beach is as far as most travellers have gotten in years. We'll have to get past this, or Alex will never finish his quest. =*= As you land, you should hear the same music that played at the Point on the Isle of Wonder. This could have something to do with that rare book you're after. In fact, one of the items the Bookworm requested is nearby. The strange, green creature hanging from a tree branch is a dangling participle. Speak to the little guy to hear a conversation resembling one you might have with Yoda. When he stops talking, show him the strange message you pulled out of the water on the Isle of Wonder. He'll finish the sentence and crawl into Alexander's shirt. Follow the path that leads off to the north. Boiling Pond ------------ Any further progress will be halted as you stumble across a pond of boiling water. If you try to go wading in there, you'll scald yourself, so it's best not to do so just yet. Instead, toss in your head of iceberg lettuce to cool it down, then wade across. =*= Take the lamp dangling from the tree branch. Head north. Garden ------ As you get here, the local gardener will look up and greet you. He'll invite you to come over, but something about the statue on the wall and the glint in his eyes leads me to believe that doing so would be a bad idea. Instead, ignore him and pick up the fallen brick lying at the base of the wall. Return to the beach. Beach ----- Use your magic map to revisit the Isle of Wonder. Alternatively, if you're taking the short path, you can skip the next section and just go to the Isle of the Crown. ------------------------------------------------------------------------------- Isle of Wonder, Part 2 ------------------------------------------------------------------------------- Beach ----- The guardians no longer seem to notice new arrivals, which is just as well, since they took the last mint, and you're all out of invisible ink. Pay a visit to the point. Point ----- =*= Click on the book stacks to bring out Bookworm, and hand over the dnagling participle. He'll give you a rare book for your troubles. Try reading it. There's a page missing. That border looks familiar... Go back to the beach. Beach ----- Pull out the map and head for the Isle of the Crown. ------------------------------------------------------------------------------- Isle of the Crown, Part 2 ------------------------------------------------------------------------------- Beach ----- Not much has changed since the last time we were here, but there is plenty of stuff to do nonetheless. Start by paying a visit to the village. Village ------- There's an announcement posted beside the archway that you might want to read. Check it out, then enter the book store. Pawn Shop --------- Trade your mechanical nightingale for the flute. =*= The pearl is extremely valuable, and the pawn shop owner will gladly give back your ring in exchange for it. Hand it over. Exit the pawn shop. Head for the book store. Ali's Books ----------- =*= Jollo is back in the chair by the fire, and Alex will run to greet him. He's got quite a few things to tell you, so listen up. When he leaves, give the shopkeeper your rare book. The spell book is now yours. Leave the village, and go to the crossroads. Crossroads ---------- If you befriended Sing Sing earlier, you'll be able to use her to send messages and the like to Cassima. However, you won't get to reap the benefits unless she knows who's sending her these things. =*= Give your ring to the nightingale, who will fly off to the castle. In a few moments, she'll return with a ribbon from Cassima. Take this, and examine it to find a hair. Note the snake in the tree that watched this exchange... Hold out the love poem you found in the bookstore to the bird. When she comes back, she is carrying a letter. Pick it up, and read it. It's a bit discouraging, but don't let it get to you. Head for the beach and pay another visit to the Isle of Wonder. ------------------------------------------------------------------------------- Isle of Wonder, Part 3 ------------------------------------------------------------------------------- Beach ----- We've done everything on the point, but hardly anything in the garden and surrounding areas. There's plenty of stuff to do there, so head north and follow the path. Garden ------ Sitting on the wall on the right side is a funny looking hole-in-the-wall. He's a shy little guy. Try to pick him up. It will scurry over to the wallflowers, which are so shy that they'll cluster together at your approach, completely blocking access to the wall (and the hole) behind them. Alex will have to charm the flowers to get to the hold, and nothing works better than music. Whip out your flute and start playing. As the flowers sway, snag the hole and pocket it. =*= Pick up the rotten tomato lying at the base of the tomato vines. Ignore its protests. Beside the tomatoes, a patch of baby's tears sits dry-eyed. One of the recipes in the spell book calls for salt water not from the sea, and tears are pretty salty, but how would one make a baby cry? Easy! Give one baby the bottle of milk from the patch at the base of the dogwood tree, and the rest will start weeping. You're a bad person, you know. Collect the tears from one of the crying babies using your lamp. Finally, grab the tea cup sitting on the chair in the corner near the wallflowers. The yellow gate to the north leads to yet another area on the Isle of Wonder. Open it up, and go through. Chessboard Land --------------- Speak to the guards, who will tell you a tiny bit about the checkered land that lies beyond. As they finish speaking, the twin queens of the island will appear. After a small argument, they'll turn to Alexander, who doesn't want to take sides. They'll leave rather haughtily. The red queen will drop her scarf as she turns around. Pick it up, and leave the area. Head for the swamp. Swamp ----- =*= Use your tea cup to dip out a small quantity of swamp ooze. As you do so, the stick-in-the-mud will call out to tell you that what you're actually collecting is swamp muck. Bump-on-a-log will soon join the conversation, which quickly escalates into a very short verbal battle. When they stop fighting, speak to Bump-on-a-log. Try throwing Rotten Tomato at Stick-in- the-mud. When Bump-on-a-log warns you of the swamp's width, give the tomato to him instead. He'll toss off a fastball that hits Stick-in-the-mud right on the head, and both he and Rotten Tomato will retaliate by lobbing swamp ooze at Bumpie. Once the chaos ends and peace is reached, collect some of the ooze with your cup. Your travels on the Isle of Wonder are over for now, so head to the beach. Beach ----- Your flute will be fairly useless throughout the rest of the game. Instead of toting around a piece of junk, teleport to the Isle of the Crown. ------------------------------------------------------------------------------- Isle of the Crown, Part 3 ------------------------------------------------------------------------------- Beach ----- Nothing on the island has changed, so just head straight for the pawn shop in the village. Pawn Shop --------- Give your flute to the shopkeeper. When he presents his selection of items to you, choose the tinder box. Go back to the beach. Beach ----- It's finally time to explore the Isle of the Sacred Mountain. Use your map to get there. ------------------------------------------------------------------------------- Isle of the Sacred Mountain, Part 2 ------------------------------------------------------------------------------- NOTE: FOR THE FOLLOWING SECTION, YOU WILL NEED THE MANUAL THAT CAME WITH YOUR GAME. COPYRIGHT LAWS PROHIBIT ME FROM REPUBLISHING ANY OF THE MATERIAL CONTAINED WITHIN, BUT THE INFORMATION PROVIDED IN THE OFFICIAL MANUAL IS REQUIRED TO SOLVE MOST OF THE PUZZLES OF THE CLIFFS OF LOGIC. Beach ----- The cliffs looming over your head provide no clear handholds, so they might be a bit of a challenge to climb. Instead of tackling them right away, examine the writing on the wall behind you. The first puzzle of the cliffs of logic says: "IGNORANCE KILLS WISDOM ELEVATES" Check your manual. It gives a rather obvious clue, which can be found under the Logic Cliffs subheading. It is the first challenge. Punch in one letter from each word to spell out the most obvious word in the clue from the manual. The first steps of the Cliffs of Logic will protrude from the wall, giving you access to the next screen, and the next challenge. Save your game and walk up each individual step. Cliffs of Logic --------------- When you reach the final step on the next screen, examine the etchings on the wall. The game provides you with an incomplete sentence, which says, "A master of languages will ____." Once again, refer to your manual. This time, look under the Ancient Ones subheading. Near the top of the third paragraph, you'll find a completed version of the quote. You need to complete the sentence with the word 'Soar,' using the Ancient Ones' alphabet. Using the alphabet found in your manual, punch in the letters S, O, A, and R (in that order). Once again, you will be able to reach another puzzle. Save your game again, and ascend to meet your next challenge. This time, there is no message on the cliffside; only four small buttons carved into the stone. Once again, the manual is the key. Under the clue from the first challenge, you'll find the solution to this puzzle in the form of a riddle. The Stones of Stealth, as these are called, must be pushed in the correct order. The order is given in the final line of the riddle. The stones are ranked in age with oldest being the one on the left and youngest the one on the right. Save your game before you move on to the next screen. Once again, you will be faced with an alphabet puzzle. This time, you are given only the clue, "Sacred Four." Easy enough. Look under the Ancient Ones subheading, and find the spot where it lists the purest of the symbols. Each of these is related to a letter of the alphabet. Input D, O, Q, and G, using the alphabet of the Ancient Ones. Save and continue. The final puzzle of the cliffs of logic is much like the first one. You are given the following phrase: "ALL SILENT CRY THE NOBLE BOULDERS" Find the fifth clue, which is listed under the first and third clues, and press in one letter from each word to spell out the emphasized word in the clue. Clifftop -------- As Alexander steps onto solid ground, an old lady will greet him, and invite him to join her in the consumption of poisonous berries. Uh, I'll pass. Wait for her to leave. Crawl into the hole beside the nightshade bush. When you get inside, light your tinder box. Another hole at the back of the cave leads to another section. This one holds a window, and growing on the ledge is a peppermint plant. Take some leaves, and crawl back out of the cave. Walk north, and you will run into two of the royal guards. They'll take you off to speak to the lord and lady of the island. Since you fulfilled the first part of the Oracle's prophecy, they'll let you live, but you'll have to defeat the minotaur to do so. If you've got the tinder box from the Isle of the Crown, the Red Queen's scarf and the hole-in-the-wall from the Isle of Wonder, and the brick from the Isle of the Beast, you're ready to tackle the catacombs, and Alexander will say so. Otherwise, you'll be returned to the base of the cliff to gather these things. Simply return to the island when you've got them if this is the case. Catacombs, Lv. 1 ---------------- The maze of the Winged Ones can be a deadly place. The place is full of pits and traps, so you'll have to watch your step. Unfortunately, you'll fall instantly to your death if you step into a pit room, so save frequently. Keeping a map and consistently plotting your current location helps immensely. Begin by heading north two screens. =*= Turn to the right and go east twice. Another north will take you to a room with three skeleton lying on the floor. The skull nearby is free to anyone interested, so pick it up, then go south once and west twice. Now, go north one more time, and turn left. You will enter a tile maze. If you try to stand on any tile that isn't part of the solution, you will trigger the spikes nested in the walls. These will fire straight into whoever set them off, killing instantly. Save your game before you attempt this puzzle. Open your manual. After the Cliffs of Logic clues, there is a small section on the Catacombs. At the end of this is a short message about roses and doves and the like. This is actually the solution to the puzzle. Step onto the rose tile just north of the one you're currently standing on, then the one southwest of this, and finally the rose tile in the center of the bottom row. From there, go north once to the scythe tile, and again to the crown above it. To the upper- left is a dove tile; step on this, then on the skull and crossbones just above the blank tile near the exit, then onto the exit tile. Save your game, and leave the room. =*= Go west once to find a girl who appears to be Lady Celeste. She'll tell you that she's found the secret exit, then head off to the left. Don't follow her; it leads right to a pit. Return to the previous room to continue your quest. Go north to find yourself in a room with a shield. Take this, then go north twice. =*= Keep going north until you can go no further, then turn left. Follow this path until you reach a dead-end. One of the skeletons here has ancient coins covering its eyes. These are of no use to him, so grab them, then go right two screens and south one. Turn right and enter the room on the east side. This is another trap. As you step in, the doors slam shut behind Alex, and the ceiling slowly begins to come down. Quickly pull out your brick and throw it into the gears to screw up the trap, and you're safe. Exit via the doorway on the right side. Go east and north once each, then east twice. The seemingly solid floor will fall away to reveal a pit. Through this, Alexander will gain entry to the next level of the Catacombs. Catacombs, Lv. 2 ---------------- When you land, you'll find yourself in complete darkness. Two white spots representing eyes indicate Alex's current position. Use your tinder box on the eyes to light it, brightening the room. This level is much more straightforward than the other one. Simply go left five times, then south twice and east once. This room, which is a dead end, should produce a message that says the strange sounds seem as if they're in the next room. Use your hole-in-the-wall to peer into the room, and you'll witness the minotaur hitting a secret lever behind a tapestry to open the doorway to his lair. Go west three times, then south twice, east and south once each, and east twice. Turn north for a single screen, then go right. Travel two more screens to the north to find the room with the tapestry. Touch the wall hanging to find the lever, and Alex will enter the minotaur's room. Catacombs, Lair --------------- The minotaur has Lady Celeste tied down on a table, and he's not really up to dealing with newcomers. In fact, he'll prepare to charge you as soon as he sees you. Call his attention to yourself, and Alex will back up to the pit of fire in the corner. Pull out the Red Queen's scarf. Use it on the minotaur, who will charge it, miss, and fall into the fire. No big loss there. Alex will deal with Lady Celeste, and the two will leave the catacombs via the minotaur's secret exit. Oracle ------ After a ridiculously long cut-scene involving the oracle and all sorts of other such things, you'll be conveniently dropped at the bottom of the Cliffs of Logic. Beach ----- The Oracle suggested a visit to the Druids on the Isle of the Mists, but Alex isn't prepared to deal with them just yet. Even so, their island has now appeared on the magic map, and even if you don't plan on meeting the residents, it couldn't hurt to scout out the land a bit. Go there. ------------------------------------------------------------------------------- Isle of the Mists, Part 1 ------------------------------------------------------------------------------- Beach ----- The mists and music of this island lend a rather haunted atmosphere to the whole thing. Two paths lead away from the beach; the one to the northwest takes you to the village, and the one to the northeast leads to the ceremonial circle. For now, go to the village. While the game claims the path is to the northwest, you'll actually have to click closer to due west to get Alexander to go there. Village ------- Hanging from one of the houses of the village, you should see a scythe. Pick it up. =*= The fire pit in the center of the village is currently unlit. Take a piece of coal from it. Return to the beach. Beach ----- The only main island we have yet to fully explore is the Isle of the Beast. Use your map to get there. ------------------------------------------------------------------------------- Isle of the Beast, Part 2 ------------------------------------------------------------------------------- Beach ----- Head north, across the no-longer-boiling pond, to reach the garden. Garden ------ As you enter the screen, the stone archer on the wall will turn to aim at you. Take out the shield you picked up in the catacombs and use it on the archer. Alex will pass through the gate, guarding himself with the shield. And it's a darn good thing, too. On the other side of the gate, step up to the gazebo. As you do so, the rose bushes surrounding it will suddenly grow across your path, barring further progress. This island definitely isn't sending out friendly vibes. Use the scythe from the Isle of the Mists to hack away the shrubbery. Once he clears the path, he'll step through into the hedge maze. Hedge Maze ---------- Don't worry, the hedge maze isn't anything you have to worry about. You have a much greater task instead. Since you just trespassed onto Beast's island, he's naturally a bit on the unpleasant side. Beast will inform you of a curse that's now been transferred to you. You've nothing but a few short hours (that's in- game; by the normal clock, you've only got about ten minutes) to find a woman willing to marry such a hideous creature as Beast. Your new acquaintance will give you a ring to give to his bride-to-be, and send you off on your final quest. Leave through the gazebo exit to the south. Garden ------ If you're going to woo any single maidens, you'll need to charm them. You can start by grabbing one of the white roses growing from the hedge on your way out. Head back to the beach. Beach ----- Maybe you haven't been paying much attention, but the single female population in this country is rather lacking. In fact, the only one we've even seen thus far is the slave girl with the thing for roses. Interesting coincidence, this. Head for the Isle of the Crown, and waste no time in doing so. ------------------------------------------------------------------------------- Isle of the Crown, Part 4 ------------------------------------------------------------------------------- Beach ----- As soon as you set foot on the sand, head for the village, and Ali's Books. Ali's Books ----------- =*= Although time is short, one can never resist a visit with Jollo. The court clown is in his usual place by the fireside in Ali's Books; stop by and say hello. Jollo has a warning for you concerning tightened security at the vizier's orders; apparently, he's been telling the guards that you're a bad guy. Jollo suggests you fake either an exit or your death. He also mentions Shamir's lamp, but getting to it would be impossible... right? Leave the book store. Head through the archway to reach the mansion. Mansion ------- As you enter the screen, the blonde maiden you saw earlier can be seen tending to the roses along the low wall that surrounds the yard. You could try speaking to her, but she's too shy to talk back. Instead, cut straight to the chase and hand over the white rose you snagged on your way off the Beast's island. You'll win her over with the flower. From there, all you've got to do is give her the ring. Alexander will take her to the island, and you'll be saved from a life as a warthog. ------------------------------------------------------------------------------- Isle of the Beast, Part 3 ------------------------------------------------------------------------------- Hedge Maze ---------- After a cut-scene, you'll find yourself in the hedge maze again. A mixture of Cinderella and Beauty and the Beast has presented Alexander with the opportunity to be a drag queen. You'll have to choose whether to be one or not, but we'll deal with that in a minute. =*= If you haven't been in contact with Cassima, then you didn't pull the hair from her ribbon. You should now find one on Beauty's dress. If you have the hair ribbon, the hair will not be on the clothes; it will either be a separate inventory item, or it will still be attached to the ribbon. Either way, you'll need a hair on the long path. As long as you're in the area, dump the sacred water from the Oracle into the hunter's lamp, then use it to collect some falling water from the fountain nearby. Open your spell book and cast the Make Rain Spell on the second page. Once you're done here, head back to the garden. Garden ------ =*= Collect another white rose. Return to the beach. Beach ----- Set out for the Isle of Wonder. We have a few things to pick up before making the final decision on short path or long. ------------------------------------------------------------------------------- Isle of Wonder, Part 4 ------------------------------------------------------------------------------- Beach ----- Go north through the swamp and head for the garden. Garden ------ Since this garden is a bit magical, items tend to come and go as they please. Currently, there is a tiny bottle sitting on the table near the snap dragons. Pick it up, then open the gates to Chessboard Land. Chessboard Land --------------- As you enter the screen, a fanfare will sound, and the twin queens will approach. When they reach Alexander, they'll once again give him a chance to prove his intelligence. =*= If you picked up the coal on the Isle of the Mists, hand it over to the White Queen. In return, she'll give you a fine spoiled egg. Quite a nice prize, that. Return to the beach. Beach ----- At this point, the paths split. If you want to take the short path, head for the Isle of the Crown. If you don't have the spell book, you'll have to take the short path, although you can still go that way if you do have it. If it's the long path you're after, you'll have to go to the Isle of the Mists, but first, you must cast the Rain spell from your spell book. Choose wisely. =============================================================================== Short Path =============================================================================== Isle of the Crown, Part 5 ------------------------------------------------------------------------------- Beach ----- When you reach the island, go north to the crossroads. Crossroads ---------- =*= Send the second rose you picked up (if you even bothered to do so) to Cassima by way of the nightingale. Turn left and head for the village. When you get there, go to the pawn shop. Pawn Shop --------- =*= As usual, the creepy old man in the black cloak is hanging around the shop. Even Alex has figured out that this guy is the genie by this point, and he'll gladly drink from the bottle from the garden of the Isle of Wonder if you tell him to do so. In the cut-scene following his apparent suicide, you'll witness Shamir's report of the "death." Note the lamp on the desk. Trade your tinder box for the mechanical nightingale, and leave the shop. Village ------- =*= Speak to the lamp seller on the street. You can trade your old hunter's lamp for a fresh, new one. Choose one identical to that which you just saw on Alhazred's desk. If you weren't paying attention, it's a tall, blue one, near the right end of the pole. Note that this will have NO EFFECT on the game's ending on this path. It is strictly for point value. Which leads one to wonder... Why do something for point value on a path that will end short of the maximum point mark, anyway? Exit the village and go to the castle. Castle ------ As Alexander approaches, a group of brightly-dressed servant women will be admitted into the castle to help with the wedding preparations. See that little hut near the path? Go in, and try on Beauty's dress. Voila. Instant wench-look! While in drag, Alex will step up to the castle doors, which will be opened for him. That was almost too easy... Castle, Foyer ------------- As soon as you enter the castle, you'll be berated by another worker. Ignore him, and head up the stairs on the left side of the room. Castle, Upstairs Western Hallway -------------------------------- The guards will complete one full trip down the hallway, talking about Cassima, then turn around. Stay in place at the top of the stairs for now. When they begin their second circuit, take out your mechanical nightingale and use it on them. Immediately run into the alcove beside you. Inside, duck behind the column by using the hand on it to avoid detection. Once it's safe to come out, pick up the portrait, and take the nail behind it. Run out into the hallway again, and open the doorway across from the alcove. Castle, Bedroom --------------- This bedroom seems to be occupied, but Alexander can't tell whose it is. Oh well. Look at the chest at the foot of the bed, and pop it open using the nail you pulled from the wall. Take a letter from the stack on the left side of the trunk, and read it. Well, that certainly explains a lot. =*= Open up the ebony box on the small table near the fireplace, and look at the paper within. It reads 'Zebu'. Could this be some sort of code? Leave the room and return to the hallway. Castle, Upstairs Western Hallway -------------------------------- Go north to reach the upper hallway. Castle, Upstairs Northern Hallway --------------------------------- As you enter this hallway, Alexander will hear muffled crying from behind the nearby door. Speak to the door to investigate. It's Cassima! After a bit of talking, she'll ask for a weapon. Give her your dagger. It might be a good idea to show the vizier's letter to her, too. Return to the western hallway. Castle, Upstairs Western Hallway -------------------------------- Head back to the alcove and stick your nail back into the wall. Hoist the painting back into place, and hide behind column as the guards walk by. They'll run off to look into the matter of Shamir's treatment of Cassima. Leave the alcove and go downstairs. Castle, Foyer ------------- Oh, no! The wedding has already started! As Alexander approaches the doors, Captain Saladin will step out to deal with him. Fortunately, he's a noble guy, and will give you a few seconds to save your skin just because of who you are. Flash him the letter you stole from the vizier. He'll take you into the throne room to see the wedding. Castle, Throne Room ------------------- Cassima is just taking her vows as you enter. Call out to her to stop the ceremony. Just when you think you'll get the upper hand in this whole situation, her eyes will flash a lovely, golden hue. For some reason, I don't think they were always this color... As Saladin is drawing his sword, pull out the mirror you got from Beast and show it to the princess. Did she always have facial hair? I think not! Follow the vizier out of the room, and chase him up the stairs. Castle, Tower ------------- The real princess is at the top of the tower, tied up. Unfortunately, she'll have to stay that way for the time being. Alexander will have to deal with the more direct threats of the vizier and his genie. Shamir is simple enough to deal with. Simply give him the peppermint leaf you found in the cave on the Isle of the Sacred Mountain to distract him. This will have a drug-like effect on him, and he'll send himself off into oblivion with a ball of energy. You now must defeat Alhazred. With his genie gone, he'll pull his own sword from its sheath. Grab the ornamental sword mounted on the wall behind you, and use it on your opponent. A fairly impressive swordfight ensues, during which Cassima manages to free herself. Just as it seems as if all is lost, she'll save the day. Whack Alhazred upside the head with your sword to knock him out. Enjoy the ending. =============================================================================== Long Path =============================================================================== Isle of the Mists, Part 2 ------------------------------------------------------------------------------- Beach ----- Well, being caught by the Druids can't possibly be good... Stone Circle ------------ The Druids are in the middle of a rain ceremony, and Alexander's dangling over a bonfire. Perhaps rain is exactly what is needed to get him out of this mess. Alex, in a fit of desperation, will beat back the flames with Beauty's clothes. Guess you won't be using those anymore. Fortunately, if it's hot enough to set the cage on fire, it's hot enough to boil the water in Alexander's pocket. The Rain Spell we prepared earlier kicks in, saving the day. Believing you to be some sort of nature wizard, they'll let you go. Listen to what the Arch Druid has to say. When he finishes speaking, scoop up some embers with the skull you grabbed in the Catacombs on the Isle of the Sacred Mountain. Add the spoiled egg from the queens of the Isle of Wonder, and the hair you got from either Beauty's clothes or Cassima's hair ribbon. Go to the beach. Beach ----- There is only one place in the Land of the Green Isles where poisonous plants were very clearly brought to our attention. If you were paying attention, you'll remember the old lady (or, more specifically, the genie disguised as an old lady) at the top of the logic cliffs on the Isle of the Sacred Mountain. She was trying everything in her power to get you to eat those nightshade berries. Obviously, you didn't do it. Regardless, go visit that island. ------------------------------------------------------------------------------- Isle of the Sacred Mountain, Part 3 ------------------------------------------------------------------------------- Beach ----- Begin to climb the cliffs of logic. As you reach the top of the screen, the game will conveniently skip the rest of the rock-climbing bit, and you'll be deposited at the top of the cliff. Clifftop -------- Just as anticipated, Night Mare is feasting upon the deadly nightshade bush. Whip out your spell book and cast the third spell, Charming a Creature of the Night. Having hypnotized the horse, climb aboard and prepare to be whisked off to the creature's homeland. ------------------------------------------------------------------------------- Realm of the Dead ------------------------------------------------------------------------------- Landing Point ------------- Night Mare will deposit Alex in a rather unfriendly-looking place. Two spirits are wandering around in circles nearby. Speak to them; they are Cassima's parents, King Caliphim and Queen Allaria. Allaria will give you her ticket to the underworld. Bid farewell to the chained rulers and head off to the east. Be careful to avoid touching any of the wandering souls. Even if this _is_ the Realm of the Dead, Alex is still alive. Let's help him stay that way. Pathway ------- As Alexander enters this pathway, he'll be faced with a grieving ghost. Speak to her to learn of her plight. Apparently her dead son never made it all the way to the Realm of the Dead. She'll give you his handkerchief, and request that you give it to him should you encounter him in your travels. When she goes away, follow the path to its end. Entrance -------- Two skeletons monitor the incoming souls in this area. One has a keychain on his belt. One never knows when a skeleton key might come in handy. Getting it might be a bit tricky, though. Rather than shuffling through the line like the rest of the dead folks, have a look at those bones on the right side of the screen. They look suspiciously xylophone-like. Grab the "mallets" sitting nearby, and charm the guardians with your music. Pick up the skeleton key from the ground, then give Queen Allaria's ticket to the second skeleton, and proceed into the heart of the Realm of the Dead. River Styx, Pathway ------------------- The black water of the River Styx greets you in this foreboding place. Ignore it, and take a look at the fallen knight on the path. This seems to be the same guy the Druids told you about. Take a closer look, and grab his gauntlet. Follow the twisting path to the next screen. River Styx, Ferry ----------------- Finally, we've reached a point close enough to the water to collect some of it. Use your tea cup to scoop some up, then take a look at the guy in the rowboat. This must be Charon, ferryman of the dead. You need his services, but he doesn't work for free. Fortunately, you've been toting around some dead man's coins since your Catacomb expedition. Pay him off with those. After a lonely journey, you'll be dropped off at the Gate. Gate ---- The twin doors at the top of this pathway lead to Death himself. Naturally, he won't just let you in. You'll need to prove yourself first. Try opening it anyway; it will morph into a more talkative form. Speak, but keep your distance. To prove yourself to the Gate, you must answer a riddle. I hope you were paying attention to the rare book, as its missing page matched the border of the scrap of paper you pulled from the spiderweb on the Isle of Wonder. Even if you didn't notice, it's a fairly simple riddle of the type in which you must ignore the sentences as a whole and focus on the words given. Shield your eyes if you want to solve the riddle yourself, as I'm about to give the answer. Still reading? You shouldn't be. Shame on you for giving up so easily! Alright, enough of that. The answer is 'love'. Input each letter, give your answer, and step into the presence of the Lord of the Dead. Throne Room ----------- Step up to the throne of the Lord of the Dead. His guards will escort you. When given a chance to speak, throw down the gauntlet taken from the fallen knight. Alexander will request that he be allowed to leave with not only his own life, but those of Queen Allaria and King Caliphin as well. Such a demand must be met with an equal challenge. Make Death cry. Easy enough. Show him his own black heart. Hold out Beast's mirror to him. The truth of the matter is enough to make any man weep. Even one who's been chained to that throne for eternity. It's also enough to break the mirror. Fortunately, it has served its purpose. Alexander and the rulers will now walk free. Ride free. Whatever. Night Mare will take you back to the shores of the Isle of the Crown. ------------------------------------------------------------------------------- Isle of the Crown, Part 5 ------------------------------------------------------------------------------- Beach ----- Leaving Alex to save the day, Caliphim and Allaria will take off to do what they can to save the land. Head for the crossroads. Crossroads ---------- =*= As of yet, Sing Sing is still perched on her bough. Give her the second white rose to deliver as a final gift. Go to the pawn shop in the village. Pawn Shop --------- Enter the pawn shop. The mysterious cloaked man is lurking at the feet of the bear again. Drain the mysterious bottle from the garden of the Isle of Wonder in his presence. Pulling off a spectacular suicide act aided by the heart- stopping powers of the strange beverage, Alexander will fool the genie into thinking that he has killed himself. When you wake up, speak to the pawn shop owner and trade in your tinder box for the paintbrush. Leave the shop. Village ------- =*= Jollo mentioned the genie's lamp in one of the conversations you had with him if you befriended him. In the last cut-scene, a tall, blue lamp was clearly visible on Alhazred's desk. Make the connection. Trade your old hunter's lamp to the peddler on the street. Take the second lamp from the right in return. We have all we need for now. It is time to reenter the castle. Leave the village and visit the imperial residence. Castle ------ The front door is obviously out. Instead of even trying, follow the path around to the side of the castle. Castle, Side Wall ----------------- Use the jet-black feather you found at the base of the cliffs of logic near the beginning of the game to stir the mess in your tea cup. You've now combined all of the ingredients for the Magic Paint spell. Use your paintbrush on the large, blank wall to show your appreciation for the vizier's hospitality. Speak the incantation from the spell book over your graffiti when you finish it. Open the door and go in. Castle, Downstairs Western Hallway ---------------------------------- The basement of the castle is composed of four major areas. The door on the east wall is currently locked by some unbreakable code. The three doors opposite the locked door are the cells of the dungeon. In the north hallway, a single door leads to the guard room. In the south, one can find Jollo's room. Occasionally, a guard patrol will come out of the room. If they spot you, they will lock you in the dungeon. A staircase leading up to the first floor will deposit you into the foyer, in which two guards are gossiping away. They also have no problem with locking poor Alex away for the rest of his young life. The first time you are captured, Jollo will release you, assuming you befriended him. The second time, you can escape with your skeleton key. Beyond that, you're locked in for all eternity. Don't get caught. Open the second dungeon door. Castle, Dungeon Cell #2 ----------------------- Inside this cell, the ghost of a young boy is weeping on the cot. This is the son of the woman you saw in the Realm of the Dead. Give him the handkerchief. He will tell you of a secret passage behind the man of steel, then fly away to meet his mother. Leave the cell, and exit the hallway to the right. Castle, Downstairs Eastern Hallway ---------------------------------- =*= On this screen, ignore the stairs, and enter the door on the east wall. You'll find yourself in Jollo's room. After a short conversation, give him the lamp you got from the lampseller in the village. Leave the room. Head north to the third (and final) basement hallway. For some reason, nobody bothered to include south in the layout. Castle, Downstairs Northern Hallway ----------------------------------- Entering the door here would be suicide. However, the young ghost mentioned something about a man of steel, and the suit of armor in the corner seems to fit that description. Try shaking its extended hand. Enter the secret passage. Castle, Downstairs Secret Staircase ----------------------------------- =*= Peer through the chink in the wall to eavesdrop on a conversation amongst the guards. They'll be able to clue you in on half of the password to that locked door in the western hallway. Alex will have to do some more prying to get the other half. Go up the stairs. Castle, Upstairs Secret Staircase --------------------------------- As you reach the top of the staircase, you'll be met with the sounds of a woman crying. This could be none other than Cassima. Take a look through that hole in the wall. Seeing the princess inside, Alexander will call out to her. After their lengthy conversation, stick your only means of defense, the dagger given to you by Lady Celeste, through the wall. The young lovers will gaze at each other for a bit, then someone will arrive to haul away Cassima. Step away from the wall, and head down the hallway on the left side of the screen. Castle, Upstairs Secret Passageway ---------------------------------- Proceed down the first part of the hallway, and round the corner at the end of it. Just beyond the bend is another spyhole. Look through to witness Alhazred writing a letter to a dark wizard. Now Alexander knows the vizier's plans, but his spoken words won't be enough for the guard dogs. Continue down the secret passageway, and examine the crack at the end of the left wall. A doorway will spring open. Step out into Alhazred's bedroom. Castle, Bedroom --------------- This room has two important things in it. The first is tucked inside the ebony box on the table by the fireplace. Open said box and look inside to learn the second half of the password to the locked door in the basement. The second item of interest is locked inside the chest at the foot of the bed. Use your skeleton key to open the trunk, and take a letter from the stack within. You now have tangible evidence for the doubting castle guard. Use the wardrobe to return to the secret passageway. Castle, Upstairs Secret Passageway ---------------------------------- Backtrack along the passageway, and go back down the stairs. Return to the western basement hallway. Castle, Downstairs Western Hallway ---------------------------------- =*= Approach the door in the western wall. There is no visible handle, but as you overheard, it's voice-activated, so naturally, there wouldn't be. Speak to the door. Input Ali Zebu, the secret password, to spring the lock. Enter. Castle, Royal Treasury ---------------------- =*= Pull away the cloth on the table to reveal the stolen treasures of each of the islands. Examine each item individually, then leave the room. Castle, Downstairs Western Hallway ---------------------------------- As is made apparent by the music playing upstairs, the wedding has begun. Run to the stairs in the eastern hallway and go up to the foyer. Castle, Foyer ------------- After checking for guard dogs, Alexander will look through the crack between the two large doors. Unfortunately, Captain Saladin will spot him, and step out to confront him. Quickly show him the letter you stole from Alhazred to save your own neck. You'll be taken into the throne room to watch the wedding. Castle, Throne Room ------------------- It seems you were wrong about Cassima... or were you? Speak to her to halt the ceremony. As you get closer, the glinting eyes should give away the bride's true identity. Fortunately for you, the king and queen will make a well-timed entrance. Ignore Shamir for now, and chase Alhazred out of the room. Castle, Tower ------------- Follow the vizier up the spiral stairs to reach the top of the tower. When you reach the top, he'll summon his genie, who will begin conjuring a spell that could ultimately lead to Alexander's demise. It's best not to let it come to that. Jollo will come up the stairs in a moment with the lamp, so things are beginning to look up. You now have two options. You could offer Shamir the mint, doing away with him once and for all, or you could show him his lamp, stealing him away from his wicked master. The second choice leads to a more cheerful ending, and is worth more points. With the genie out of the way, it's time to face Alhazred, man-to-man. He'll draw his sword. You gave your only weapon to Cassima, who is struggling in the corner. Ignore her for now, and take the ornamental sword behind you. Begin the fight. When he gains the upper hand, Alexander will conk the vizier on the head with his sword. And so it ends. =============================================================================== ------------------------------------------------- .:*~*:. < 7. FAQ > .:*~*:. ------------------------------------------------- =============================================================================== 1. I'm here. Now what? 2. How do I convince people that I'm really Alexander? 3. How do I get back into the castle? 4. How do I talk to the servant girl? 5. Why can't I swim like that kid? 6. Who's that funny-looking guy in the bookstore? 7. What's with the nightingale at the crossroads? 8. Where should I start? 9. How do I get past the guardians on the Isle of Wonder? 10. How do I get a rare book? 11. How do I convince the Dangling Participle to join me? 12. How do I catch the hole-in-the-wall? 13. How do I get to the swamp ooze? 14. I lost my manual! Can you just tell me which symbols to enter? 15. I keep getting lost in the Catacombs. Any advice? 16. I forgot to get the scythe from the Isle of the Mists. Can I go back? 17. Where am I going to find a single, desperate girl? 18. Which lamp is a duplicate of Shamir's? -- Short Path -- 19. What do I do to get back into the castle? 20. How do I avoid getting caught by the guard dogs? 21. What do I do about the painting once I've taken it down? 22. How do I stop the wedding? -- Long Path -- 23. What do I do about the fire under the cage? 24. How do I get to the Realm of the Dead? 25. How can I get across the River Styx? 26. What's the answer to Gate's riddle? 27. How do I make Death cry? 28. What do I do to get back into the castle? 29. What should I do now that I'm inside the castle? 30. What's with that locked door, anyway? 31. What is there to do in the secret passageway? 32. How do I stop the wedding? -- Both Paths -- 33. How do I prove my innocence and Alhazred's guilt to Saladin? 34. How do I deal with the genie? 35. What can I do about a weapon? ------------------------------------------------------------------------------- Q1. I'm here. Now what? ----------------------- Look around. Explore. That sort of thing. Why not try to visit Cassima? Q2. How do I convince people that I'm really Alexander? ------------------------------------------------------- You'll need some form of identification. Proof of your royal heritage should do it. Got any? If not, try sifting through the sand on the beach. Q3. How do I get back into the castle? -------------------------------------- You don't. Not yet, anyway. Q4. How do I talk to the servant girl? -------------------------------------- She's too shy to talk to strangers. She's too far away to hear you right now, anyway. Q5. Why can't I swim like that kid? ----------------------------------- That "kid" is only trying to trick you into a deathtrap. You'll be seeing him in all sorts of disguises throughout the course of the game. Q6. Who's that funny-looking guy in the bookstore? -------------------------------------------------- I don't know. Try talking to him. You'll have to prove how important you are before he's willing to spill his guts to you, though. Q7. What's with the nightingale at the crossroads? -------------------------------------------------- It's a messenger. You don't NEED to send any messages if you don't want to. Q8. Where should I start? ------------------------- At the beginning. Duh. On a more serious note, just explore the islands until you can't get seem to get anywhere, then tackle some of the puzzles. Q9. How do I get past the guardians on the Isle of Wonder? ---------------------------------------------------------- Use your dazzling wit and intuition. And maybe some of the junk you've been toting around. Q10. How do I get a rare book? ------------------------------ Well, you can't just TAKE one. They already belong to somebody. You might be able to trade for one, if you've got anything that Bookworm is looking for. Q11. How do I convince the Dangling Participle to join me? ---------------------------------------------------------- Maybe he'll ride along if he likes you. Maybe he'll like you if you show him something he loves. For the record, he loves incomplete sentences. Q12. How do I catch the hole-in-the-wall? ----------------------------------------- You need to get past its cover. Try distracting the wallflowers with some music. Q13. How do I get to the swamp ooze? ------------------------------------ You don't. The swamp ooze gets to you. Stick-in-the-mud isn't sharing, but he's been known to throw it at his enemies. Unfortunately, you haven't done anything severe enough to make him loathe you. You'll have to join forces with someone he already hates. Q14. I lost my manual! Can you just tell me which symbols to enter? ------------------------------------------------------------------- No. Q15. I keep getting lost in the Catacombs. Any advice? ------------------------------------------------------ Track your progress with a handy-dandy map. Graph paper is useful for such things, but you can do without it. Save frequently, and make sure you have all required items before entering. Q16. I forgot to get the scythe from the Isle of the Mists. Can I go back? -------------------------------------------------------------------------- Nope. You just lost yourself the game. Start over, or restore if you were clever enough to save before stepping into the Druids' trap. Q17. Where am I going to find a single, desperate girl? ------------------------------------------------------- How many females ARE there in the Land of the Green Isles? Not many, and most are already spoken for. There is one, however. She lives on the Isle of the Crown, with a wicked stepmother... Q18. Which lamp is a duplicate of Shamir's? ------------------------------------------- Weren't you paying attention? It's tall. It's blue. It's the second one from the right. Q19. What do I do to get back into the castle? ---------------------------------------------- Dress up as a chick and shake your groove thang. Well, part of that, anyway. Q20. How do I avoid getting caught by the guard dogs? ----------------------------------------------------- Don't make your move until their backs are turned, and get them out of the hallway as soon as possible. Q21. What do I do about the painting once I've taken it down? ------------------------------------------------------------- Put it back up again. You'll need the nail for something else first. Q22. How do I stop the wedding? ------------------------------- Prove that the bride isn't really who she appears to be. Don't you have anything that reveals the truth in all things? Q23. What do I do about the fire under the cage? ------------------------------------------------ Well, it IS a rain ceremony... Q24. How do I get to the Realm of the Dead? ------------------------------------------- Ride there. Only one horse in the entire world knows the way. Q25. How can I get across the River Styx? ----------------------------------------- Take the ferry. Hopefully, you picked up the necessary fare while you were in the Catacombs. Q26. What's the answer to Gate's riddle? ---------------------------------------- Is it really that hard? You've probably already seen the answer, if you picked the scrap of paper out of Black Widow's web. If you weren't paying attention, the answer is "love." Q27. How do I make Death cry? ----------------------------- Show him what's inside that blackened heart. Reveal the truth. Q28. What do I do to get back into the castle? ---------------------------------------------- Not getting through the doors already there? Make your own. Q29. What should I do now that I'm inside the castle? ----------------------------------------------------- Well, you could start by finding Cassima... Q30. What's with that locked door, anyway? ------------------------------------------ You'll have to do some spying to know. Once you obtain the password, speak the password to unlock the door. Q31. What is there to do in the secret passageway? -------------------------------------------------- Conversations to eavesdrop on, damsels in distress to talk to, murderous plans to uncover... Q32. How do I stop the wedding? ------------------------------- Call out to the bride. That's all you have to do. Q33. How do I prove my innocence and Alhazred's guilt to Saladin? ----------------------------------------------------------------- Show him written proof of the vizier's treachery. He's got it in his room. Q34. How do I deal with the genie? ---------------------------------- What's his major weakness? Who's controlling him? You'll either have to kill him, or claim him as your own. Q35. What can I do about a weapon? ---------------------------------- Well, that sword hanging on the wall behind you looks rather promising... =============================================================================== ------------------------------------------------- .:*~*:. < 8. Items > .:*~*:. ------------------------------------------------- =============================================================================== .=============================================================================. | ITEM NAME | FOUND | USED | |-----------------------------------------------------------------------------| | Beast's Ring | Isle of the Beast | Isle of the Crown | | | Hedge Maze | Mansion | | ------------------- | ------------------------- | ------------------------- | | Beauty's Hair | Isle of the Beast | Isle of the Mists | | | Hedge Maze | Stone Circle | | ------------------- | ------------------------- | ------------------------- | | Boring Book | Isle of the Crown | Isle of Wonder | | | Ali's Books | Beach | | ------------------- | ------------------------- | ------------------------- | | Brick | Isle of the Beast | Isle of the Sacred Mount. | | | Garden | Catacombs, Lv. 1 | | ------------------- | ------------------------- | ------------------------- | | Cassima's Hair | Isle of the Crown | Isle of the Mists | | | Crossroads | Stone Circle | | ------------------- | ------------------------- | ------------------------- | | Cassima's Note | Isle of the Crown | N/A | | | Crossroads | | | ------------------- | ------------------------- | ------------------------- | | Copper Coin | Isle of the Crown | Isle of the Crown | | | Beach | Pawn Shop | | ------------------- | ------------------------- | ------------------------- | | Dagger | Isle of the Sacred Mount. | Isle of the Crown | | | Catacombs, Lair | Castle, Hallway | | | | Castle, Up. Sec. Stairs | | ------------------- | ------------------------- | ------------------------- | | Dangling Participle | Isle of the Beast | Isle of Wonder | | | Beach | Point | | ------------------- | ------------------------- | ------------------------- | | Dead Man's Coins | Isle of the Sacred Mount. | Realm of the Dead | | | Catacombs, Lv. 1 | River Styx, Ferry | | ------------------- | ------------------------- | ------------------------- | | Feather | Isle of the Sacred Mount. | Isle of the Crown | | | Beach | Castle, Side Wall | | ------------------- | ------------------------- | ------------------------- | | Flower of Stench | Isle of the Sacred Mount. | Isle of Wonder | | | Beach | Beach | | ------------------- | ------------------------- | ------------------------- | | Flute | Isle of Wonder | Isle of Wonder | | | Pawn Shop | Garden | | ------------------- | ------------------------- | ------------------------- | | Gauntlet | Realm of the Dead | Realm of the Dead | | | River Styx, Pathway | Throne Room | | ------------------- | ------------------------- | ------------------------- | | Genie's Lamp | Isle of the Crown | Isle of the Crown | | | Castle, Tower | Castle, Tower | | ------------------- | ------------------------- | ------------------------- | | Hair Ribbon | Isle of the Crown | N/A | | | Crossroads | | | ------------------- | ------------------------- | ------------------------- | | Handkerchief | Realm of the Dead | Isle of the Crown | | | Pathway | Castle, Dungeon Cell #2 | | ------------------- | ------------------------- | ------------------------- | | Hole-in-the-Wall | Isle of Wonder | Isle of the Sacred Mount. | | | Garden | Catacombs, Lv. 2 | | ------------------- | ------------------------- | ------------------------- | | Hunter's Lamp | Isle of the Beast | Isle of the Beast | | | Boiling Pond | Garden | | | | | | | | Isle of the Crown | | | | Village | | ------------------- | ------------------------- | ------------------------- | | Iceberg Lettuce | Isle of Wonder | Isle of the Beast | | | Garden | Boiling Pond | | ------------------- | ------------------------- | ------------------------- | | Invisible Ink | Isle of the Crown | Isle of Wonder | | | Village | Beach | | ------------------- | ------------------------- | ------------------------- | | Love Poem | Isle of the Crown | Isle of the Crown | | | Ali's Books | Crossroads | | ------------------- | ------------------------- | ------------------------- | | Lump of Coal | Isle of the Mists | Isle of Wonder | | | Village | Chessboard Land | | ------------------- | ------------------------- | ------------------------- | | Magic Map | Isle of the Crown | All Isles | | | Pawn Shop | Beach | | | | | | | | Isle of the Crown | | | | Dock | | ------------------- | ------------------------- | ------------------------- | | Milk | Isle of Wonder | Isle of Wonder | | | Swamp | Garden | | ------------------- | ------------------------- | ------------------------- | | Mint | Isle of the Crown | Isle of Wonder | | | Pawn Shop | Beach | | ------------------- | ------------------------- | ------------------------- | | Mirror of Truth | Isle of the Beast | Isle of the Crown | | | Hedge Maze | Castle, Throne Room | | | | | | | | Realm of the Dead | | | | Throne Room | | ------------------- | ------------------------- | ------------------------- | | Nail | Isle of the Crown | Isle of the Crown | | | Castle, Up. W. Hallway | Castle, Bedroom | | | | Castle, Up. W. Hallway | | ------------------- | ------------------------- | ------------------------- | | Paintbrush | Isle of the Crown | Isle of the Crown | | | Pawn Shop | Castle, Side Wall | | ------------------- | ------------------------- | ------------------------- | | Pearl | Isle of Wonder | Isle of the Crown | | | Beach | Pawn Shop | | ------------------- | ------------------------- | ------------------------- | | Peppermint Leaves | Isle of the Sacred Mount. | Isle of the Crown | | | Cave | Castle, Tower | | ------------------- | ------------------------- | ------------------------- | | Potion | Isle of Wonder | Isle of the Crown | | | Garden | Pawn Shop | | ------------------- | ------------------------- | ------------------------- | | Rabbit's Foot | Isle of the Crown | Isle of Wonder | | | Ferry | Beach | | ------------------- | ------------------------- | ------------------------- | | Rare Book | Isle of Wonder | Isle of the Crown | | | Point | Ali's Books | | ------------------- | ------------------------- | ------------------------- | | Replica Lamp | Isle of the Crown | Isle of the Crown | | | Village | Jollo's Room | | ------------------- | ------------------------- | ------------------------- | | Rotten Tomato | Isle of Wonder | Isle of Wonder | | | Garden | Swamp | ------------------- | ------------------------- | ------------------------- | | Royal Insignia Ring | Isle of the Crown | Isle of the Crown | | | Beach | Castle | | | Pawn Shop | Pawn Shop | | | | Ali's Books | | | | Crossroads | | ------------------- | ------------------------- | ------------------------- | | Sacred Water | Isle of the Sacred Mount. | Isle of the Beast | | | Oracle | Hedge Maze | | ------------------- | ------------------------- | ------------------------- | | Scarf | Isle of Wonder | Isle of the Sacred Mount. | | | Chessboard Land | Catacombs, Lair | | ------------------- | ------------------------- | ------------------------- | | Scythe | Isle of the Mists | Isle of the Beast | | | Village | Garden | | ------------------- | ------------------------- | ------------------------- | | Sentence | Isle of Wonder | Isle of the Beast | | | Beach | Beach | | ------------------- | ------------------------- | ------------------------- | | Servant Dress | Isle of the Beast | Isle of Wonder | | | Hedge Maze | Castle | | ------------------- | ------------------------- | ------------------------- | | Shield | Isle of the Sacred Mount. | Isle of the Beast | | | Catacombs, Lv. 1 | Garden | | ------------------- | ------------------------- | ------------------------- | | Skeleton Key | Realm of the Dead | Isle of the Crown | | | Entrance | Castle, Dungeon Cells | | | | Castle, Bedroom | | ------------------- | ------------------------- | ------------------------- | | Skull | Isle of the Sacred Mount. | Isle of the Mists | | | Catacombs, Lv. 1 | Stone Circle | | ------------------- | ------------------------- | ------------------------- | | Spell Book | Isle of the Crown | Isle of the Beast | | | Ali's Books | Hedge Maze | | | | | | | | Isle of the Sacred Mount. | | | | Clifftop | | | | | | | | Isle of the Crown | | | | Castle, Side Wall | | ------------------- | ------------------------- | ------------------------- | | Spoiled Egg | Isle of Wonder | Isle of the Mists | | | Chessboard Land | Stone Circle | | ------------------- | ------------------------- | ------------------------- | | Tea Cup | Isle of Wonder | Isle of Wonder | | | Garden | Swamp | | | | | | | | Realm of the Dead | | | | River Styx, Ferry | | | | | | | | Isle of the Crown | | | | Castle, Side Wall | | ------------------- | ------------------------- | ------------------------- | | Ticket | Realm of the Dead | Realm of the Dead | | | Landing Point | Entrance | | ------------------- | ------------------------- | ------------------------- | | Tinder Box | Isle of the Crown | Isle of the Sacred Mount. | | | Pawn Shop | Cave | | | | Catacombs, Lv. 2 | | ------------------- | ------------------------- | ------------------------- | | Vizier's Letter | Isle of the Crown | Isle of the Crown | | | Castle, Bedroom | Castle, Foyer | | ------------------- | ------------------------- | ------------------------- | | White Rose | Isle of the Beast | Isle of the Crown | | | Garden | Mansion | | | | Crossroads | | ------------------- | ------------------------- | ------------------------- | | Wind-Up Nightingale | Isle of the Crown | Isle of the Crown | | | Pawn Shop | Crossroads | | | | Castle, Up. W. Hallway | | | | | | | | Isle of Wonder | | | | Beach | |-----------------------------------------------------------------------------| '=============================================================================' =============================================================================== ------------------------------------------------- .:*~*:. < 9. Point List > .:*~*:. ------------------------------------------------- =============================================================================== Note: Actions marked with an X are optional. ------------------------------------------------------------------------------- Isle of the Crown, Part 1 ------------------------------------------------------------------------------- Beach ----- Take 'Royal Insignia Ring'.......................1 Move Plank.......................................1 Take 'Copper Coin'...............................1 Castle ------ Show 'Royal Insignia Ring' to Guard Dogs.........3 X Meet with Alhazred...............................2 X Ali's Books ----------- Learn about Ferryman from Ali....................1 Take 'Boring Book'...............................1 X Read Love Poems..................................1 X Take 'Love Poem'.................................1 X Ask about 'Spell Book'...........................2 X Dock ---- Visit Ferryman...................................2 Ferry ----- Take 'Rabbit's Foot'.............................1 Ali's Books ----------- Show 'Royal Insignia Ring' to Jollo..............4 X Pawn Shop --------- Take 'Mint'......................................1 Trade 'Royal Insignia Ring' for 'Magic Map'......5 Trade 'Copper Coin' to Pawn Shop Owner...........2 Crossroads ---------- Use 'Wind-Up Nightingale' on Sing Sing...........4 X Village ------- Take 'Invisible Ink'.............................1 Beach ----- Use 'Magic Map'..................................1 ------------------------------------------------------------------------------- Isle of the Sacred Mountain, Part 1 ------------------------------------------------------------------------------- Beach ----- Take 'Flower of Stench'..........................1 Take 'Feather'...................................1 X ------------------------------------------------------------------------------- Isle of Wonder, Part 1 ------------------------------------------------------------------------------- Beach ----- Read 'Boring Book' to Oyster.....................2 X Take 'Pearl' from Oyster's Mouth.................1 X Use 'Flower of Stench' on Scent Gnome............2 Use 'Wind-Up Nightingale' on Hearing Gnome.......2 Use 'Mint' on Taste Gnome........................2 Use 'Rabbit's Foot' on Touch Gnome...............2 Use 'Invisible Ink' against Sight Gnome..........2 Take 'Sentence'..................................1 X Point ----- Pull Loose Thread in Spider Web..................1 X Take Scrap of Paper from Spider Web..............2 X Swamp ----- Take 'Milk'......................................1 X Garden ------ Take 'Iceberg Lettuce'...........................1 ------------------------------------------------------------------------------- Isle of the Beast, Part 1 ------------------------------------------------------------------------------- Beach ----- Take 'Dangling Participle'.......................2 X Boiling Pond ------------ Toss 'Iceberg Lettuce' into the Boiling Pond.....4 Take 'Hunter's Lamp'.............................1 X Garden ------ Take 'Brick'.....................................1 ------------------------------------------------------------------------------- Isle of Wonder, Part 2 ------------------------------------------------------------------------------- Point ----- Trade 'Dangling Participle' for 'Rare Book'......2 X Read 'Rare Book'.................................1 X ------------------------------------------------------------------------------- Isle of the Crown, Part 2 ------------------------------------------------------------------------------- Pawn Shop --------- Trade 'Pearl' for 'Royal Insignia Ring'..........2 X Ali's Books ----------- Trade 'Rare Book' for 'Spell Book'...............1 X Crossroads ---------- Send 'Royal Insignia Ring' to Cassima............3 X '-> Without Befriending Jollo...................1 X Take 'Hair Ribbon'...............................1 X Take 'Cassima's Hair' from 'Hair Ribbon'.........1 X Send 'Love Poem' to Cassima......................1 X '-> Without Sending 'Royal Insignia Ring'.......0 X Take 'Cassima's Note'............................1 X ------------------------------------------------------------------------------- Isle of Wonder, Part 3 ------------------------------------------------------------------------------- Garden ------ Play 'Flute' for Wallflowers.....................2 Take 'Hole-in-the-Wall'..........................1 Take 'Rotten Tomato'.............................1 X Give 'Milk' to Baby's Tears......................2 X Collect Baby's Tears in 'Hunter's Lamp'..........1 X Take 'Tea Cup'...................................1 X Chessboard Land --------------- Take 'Scarf'.....................................1 Swamp ----- Give 'Rotten Tomato' to Bump-on-a-log............3 X Collect Swamp Ooze in 'Tea Cup...................1 X ------------------------------------------------------------------------------- Isle of the Sacred Mountain, Part 2 ------------------------------------------------------------------------------- Cliffs of Logic --------------- Solve First Logic Puzzle.........................1 Solve Second Logic Puzzle........................1 Solve Third Logic Puzzle.........................1 Solve Fourth Logic Puzzle........................1 Solve Fifth Logic Puzzle.........................1 Clifftop -------- Enter Cave.......................................1 X Cave ---- Use 'Tinder Box'.................................2 X Take 'Peppermint Leaves'.........................1 X Catacombs, Lv. 1 ---------------- Take 'Skull'.....................................1 X Navigate Tile Puzzle.............................3 Take 'Shield'....................................1 Take 'Dead Man's Coins'..........................1 X Use 'Brick' to Stop Falling Ceiling Trap.........2 Catacombs, Lv. 2 ---------------- Use 'Tinder Box'.................................2 Use 'Hole-in-the-Wall' on Wall...................1 Spy on Minotaur with 'Hole-in-the-Wall'..........1 Enter Minotaur's Lair............................1 Catacomb, Lair -------------- Use 'Scarf' on Minotaur..........................3 Oracle ------ Speak to Oracle..................................5 Receive 'Sacred Water'...........................1 ------------------------------------------------------------------------------- Isle of the Mists, Part 1 ------------------------------------------------------------------------------- Village ------- Take 'Scythe'....................................1 Take 'Lump of Coal'..............................1 X ------------------------------------------------------------------------------- Isle of the Beast, Part 2 ------------------------------------------------------------------------------- Garden ------ Use 'Shield' on Archer Statue....................3 Use 'Scythe' on Hedges...........................3 Hedge Maze ---------- Receive 'Beast's Ring'...........................1 Garden ------ Take 'White Rose'................................1 ------------------------------------------------------------------------------- Isle of the Crown, Part 4 ------------------------------------------------------------------------------- Mansion ------- Give 'White Rose' to Beauty......................2 Give 'Beast's Ring' to Beauty....................2 ------------------------------------------------------------------------------- Isle of the Beast, Part 3 ------------------------------------------------------------------------------- Hedge Maze ---------- Receive 'Mirror of Truth'........................1 Receive 'Servant Dress'..........................1 Take 'Beauty's Hair' from 'Servant Dress'........1 X Pour 'Sacred Water' into Hunter's Lamp...........1 X Collect Fountain Water in Hunter's Lamp..........1 X Cast Make Rain Spell.............................3 X ------------------------------------------------------------------------------- Isle of Wonder, Part 4 ------------------------------------------------------------------------------- Garden ------ Take 'Potion'....................................1 X Chessboard Land --------------- Trade 'Lump of Coal' for 'Spoiled Egg'...........1 X =============================================================================== Short Path =============================================================================== Isle of the Crown, Part 5 ------------------------------------------------------------------------------- Castle ------ Wear 'Servant Dress'.............................4 Castle, Upstairs Western Hallway -------------------------------- Use 'Wind-Up Nightingale' on Guard Dogs..........4 Hide Behind Pillar...............................2 Pick Up Painting.................................3 Take 'Nail'......................................1 Castle, Bedroom --------------- Unlock Trunk using 'Nail'........................1 Take 'Vizier's Letter'...........................1 Castle, Upstairs Northern Hallway --------------------------------- Speak to Cassima.................................1 Give 'Dagger' to Cassima.........................3 Castle, Foyer ------------- Show 'Vizier's Letter' Captain Saladin...........3 Castle, Throne Room ------------------- Use 'Mirror of Truth on Cassima..................3 Castle, Tower ------------- Give 'Peppermint Leaves' to Shamir...............3 Take Sword.......................................1 Fight Alhazred...................................1 Defeat Alhazred..................................5 =============================================================================== Long Path =============================================================================== Isle of the Mists, Part 2 ------------------------------------------------------------------------------- Stone Circle ------------ Use Make Rain Spell..............................2 Collect Burning Embers in 'Skull'................1 ------------------------------------------------------------------------------- Isle of the Sacred Mountain, Part 3 ------------------------------------------------------------------------------- Clifftop -------- Put 'Cassima's/Beauty's Hair' in 'Skull'.........1 Put 'Spoiled Egg' in 'Skull'.....................1 Cast Charming a Creature of the Night Spell......3 Ride Night Mare to the Realm of the Dead.........2 ------------------------------------------------------------------------------- Realm of the Dead ------------------------------------------------------------------------------- Landing Point ------------- Receive 'Ticket' from Queen Allaria..............1 Pathway ------- Receive 'Handkerchief' from Ghost Mother.........1 Entrance -------- Play Xylophone...................................2 Take 'Skeleton Key'..............................1 Give 'Ticket' to Ticketmaster....................3 River Styx, Pathway ------------------- Take 'Gauntlet' from Fallen Knight...............1 River Styx, Ferry ----------------- Collect River Styx Water in 'Tea Cup'............1 Give 'Dead Man's Coins' to Charon................3 Gate ---- Answer Gate's Riddle.............................3 Throne Room ----------- Throw Down 'Gauntlet'............................2 Show 'Mirror of Truth' to Death..................4 ------------------------------------------------------------------------------- Isle of the Crown, Part 5 ------------------------------------------------------------------------------- Crossroads ---------- Send 'White Rose' to Cassima.....................1 X '-> Without Sending 'Royal Insignia Ring'.......0 X Pawn Shop --------- Commit Suicide in front of Genie.................3 Castle, Side Wall ----------------- Stir Mixture in 'Tea Cup' with 'Feather'.........1 Paint Door on Wall with 'Tea Cup' Mixture........1 Cast Magic Paint Spell...........................3 Enter Castle.....................................2 Castle, Dungeon Cell #2 ----------------------- Give 'Handkerchief' to Ghost Boy.................3 Jollo's Room ------------ Give 'Replica Lamp' to Jollo.....................3 X Castle, Downstairs Northern Hallway ----------------------------------- Discover and Enter Secret Passageway.............2 Castle, Downstairs Secret Staircase ----------------------------------- Eavesdrop on Guard Dogs..........................2 X Castle, Upstairs Secret Staircase --------------------------------- Speak to Cassima.................................1 Give 'Dagger' to Cassima.........................3 Castle, Upstairs Secret Passageway ---------------------------------- Spy on Alhazred..................................1 X Castle, Bedroom --------------- Find Secret Word in Ebony Box....................1 X Unlock Trunk with 'Skeleton Key'.................1 Take 'Vizier's Letter' from Trunk................1 Castle, Downstairs Western Hallway ---------------------------------- Unlock Treasury Door.............................2 X Castle, Treasury ---------------- Examine Each Stolen Item.........................2 X Castle, Foyer ------------- Show 'Vizier's Letter' to Captain Saladin........3 Castle, Throne Room ------------------- Discover Cassima's True Identity.................5 Castle, Tower -------------- Receive 'Genie's Lamp'...........................1 Steal Genie......................................5 '-> Kill Shamir with 'Peppermint Leaves'........3 Take Sword.......................................1 Fight Alhazred...................................1 Defeat Alhazred..................................5 =============================================================================== ------------------------------------------------- .:*~*:. < 10. Maps > .:*~*:. ------------------------------------------------- =============================================================================== K E Y ----- | or - = Passable Screen Division = or # = Impassable Screen Division (Sometimes Temporary) \ or / = One-way Passable Screen Division -\-, -/-, or -|- = Staircase or Rope Note that outer borders are always impassable, though not marked as such. ------------------------------------------------------------------------------- I S L E O F T H E C R O W N --------------------------------- .---. .---. | F | | G | .'--.'-'.=='.---. | H | E # D | C | .---+---+---+===+---' | J | I | | B | '---^---' +---+ | A | '---' A = Beach F = Ali's Books B = Crossroads G = Pawn Shop C = Castle H = Mansion D = Castle, Side Wall I = Dock E = Village J = Ferry ------------------------------------------------------------------------------- I S L E O F T H E S A C R E D M O U N T A I N ----------------------------------------------------- .---. | H | '---' .---. | G | +---+---. | F # D | .---+---+---+ | E | C | D | '---+---+---' | B | +---+ | B | +---+ | B | +---+ | B | +---+ | A | '---' A = Beach E = Catacombs B = Cliffs of Logic F = Winged Guardians C = Clifftop G = Palace D = Cave H = Oracle ------------------------------------------------------------------------------- C A T A C O M B S ----------------- .---.---.---. .---.---. .---. .---. | G | | | | | H | | X | | | '---^---+---+---.---+---+---' .---+---+---.---+---+---.---.---. | | F | | | | | | | | | | | I | +---+---^---+---+---. +---+===+---+===+---+===^===+---+ | | | | | | # # # # X # # | +---+ '---^---' .---+---+===+---+===+===+===.===+---+ | E | | | | | | J # K / L # X | | .---+---+---+---+---. .---. '---+---+===+===+===+---+===^===+---+ | X | D | | C | | | B | | # # # # | +===+===+===+===+---+---+---+ +---+===. .===+---+===.===+---+ | | | # # | | | | | # # | | | | | +---+===+---+ +---+---+---+ '---+---+===+---+---+---+---+---' | # # # # | | X | | | | | | X | .---+---+===+---+===+---+ '---' '---+---+---' '---' | X | | | | | A | | | '---^---^---^---^---^---' +---+ Lv. 2 Lv. 1 | | '---' A = Entrance H = Entrance to Level 2 B = Skull I = Darkened Room C = Tile Puzzle J = Spying Room D = Fake Celeste K = Tapestry E = Shield L = Minotaur's Lair F = Falling Ceiling Trap X = Pit G = Dead Man's Coins .---.---.---.---.---. | | 6 | | | | +---+---+---+---+---+ | 7 | | 5 | | 1 | Tile Puzzle Solution +---+---+---+---+---+ | 8 | | 4 | 2 | S | S = Start +---+---+---+---+---+ | | | 3 | | | '---^---^---^---^---' ------------------------------------------------------------------------------- I S L E O F W O N D E R --------------------------- .---. | E | +---+---. | D | C | '---+---+---. | A | B | '---^---' A = Beach D = Garden B = Point E = Chessboard Land C = Swamp ------------------------------------------------------------------------------- I S L E O F T H E B E A S T --------------------------------- .---. | D | +---+ | C | +---+ | B | +---+ | A | '---' A = Beach C = Garden B = Boiling Pond D = Hedge Maze ------------------------------------------------------------------------------- I S L E O F T H E M I S T S --------------------------------- .---.---. | B | C | '-.-^-.-' | A | '---' A = Beach B = Village C = Stone Circle ------------------------------------------------------------------------------- R E A L M O F T H E D E A D --------------------------------- .---. | G | +---+ | | +---+ | F | '---' .---. | E | +---+ | D | +---+ | C | .---.-^-.-' | A | B | '---^---' A = Landing Point E = River Styx, Ferry B = Ghost Mother F = Gate C = Entrance G = Throne Room D = River Styx, Pathway ------------------------------------------------------------------------------- C A S T L E O F T H E C R O W N ------------------------------------- .-|-.---. | R # S | .-|-. .---. .---+---+===+---.---. | I | | J-|- | O | | +---+ '---' +---.===.-------+ | | H | Tower | | N | | | +---+ .---+ +===+ | +---. -\-A-/- | V | | M | -|-P | Q | '---' '---+ +===+ | +---' 1F | | L | | | | K +---' | | .-------.-|-.---. | |<--------->| | | U | T # G | '---' '---' +---+===+===+===+---. Basement | # W # | F | | | V +===+ +===+ | | | E | B | C # D | '---'---+ +===+ | | -|- -|- | '---' '---' 2F A = Foyer M = Dungeon Cell #2 B = Upstairs Western Hallway N = Dungeon Cell #3 C = Alcove O = Downstairs Northern Hallway D = Upstairs Eastern Hallway P = Downstairs Eastern Hallway E = Bedroom Q = Jollo's Room F = Upstairs Northern Hallway R = Downstairs Secret Staircase G = Cassima S = Guard Room H = Throne Room T = Upstairs Secret Staircase I = To Tower U = Secret Passageway #1 J = Tower V = Secret Passageway #2 K = Downstairs Western Hallway W = Vizier's Study L = Dungeon Cell #1 =============================================================================== ------------------------------------------------- .:*~*:. < 11. Secrets/Easter Eggs > .:*~*:. ------------------------------------------------- =============================================================================== Alice in Wonderland ------------------- The game contains numerous Alice in Wonderland and Through the Looking Glass references, including living chess pieces, "Drink Me" potions, and the like. Most of these are found on the Isle of Wonder. Coincidence? I think not! Beauty and the Beast -------------------- There's an entire section of your quest devoted to bringing these two fictional lovers together, but Beauty's backstory is inconsistent with the tale most of us are familiar with. On a slightly more amusing note, Robbie Benson, who provides the voice for Alexander, also did the voice of Beast in the Disney movie "Beauty and the Beast." Cinderella ---------- Although her name is Beauty, the servant character strongly resembles Cinderella, from the fairy tale of the same name. Girl in the Tower ----------------- On some CDs, the voice version of Girl in the Tower is included. To find out if yours has the song, insert your CD into a regular CD player, and check the second track. King's Quest References ----------------------- The items on the shelves in the Pawn Shop are mostly the sort of things that would've been extremely handy in previous quests. The letters sent and received by Alhazred mention events that occurred in other games in the series, but it IS a series, so that's to be expected. NOTE: There are a few easter eggs that I know of but have yet to confirm. When get off my lazy butt and check, I'll add them. Keep an eye out for them! =============================================================================== ------------------------------------------------- .:*~*:. < 12. Endings > .:*~*:. ------------------------------------------------- =============================================================================== 1. No wedding ring (Leave Royal Insignia Ring at Pawn Shop) 2. Cassima has the ring (Send Royal Insignia Ring to Cassima via Sing Sing) 3. Alexander has the ring (Get Royal Insignia Ring from Pawn Shop, but do not give it to Cassima) 4. Jollo gives Cassima to be wed (Do not rescue King Caliphim and Queen Allaria) 5. Cassima's parents give her to be wed (Rescue King Caliphim and Queen Allaria) 6. Captain Saladin speaks for Alexander (Kill the genie) 7. King Graham speaks for Alexander (Capture the genie) 8. Jollo does not perform at the wedding (Do not befriend Jollo) 9. Jollo happily attends the wedding (Befriend Jollo; Rescue King Caliphim and Queen Allaria; Kill the genie) 10. Jollo performs at the wedding (Befriend Jollo; Rescue King Caliphim and Queen Allaria; Capture the genie) 11. Shamir is not present (Kill the genie) 12. Shamir is present (Capture the genie) 13. There are no wedding guests (Kill the genie) 14. Alexander's family appears at the wedding (Capture the genie; Do not discover the stolen treausres) 15. Alexander's family and the rulers of the individual islands appear at the wedding (Capture the genie; Discover the stolen treasures) Best ending: Send Royal Insignia Ring to Cassima via Sing Sing; Rescue King Caliphim and Queen Allaria; Capture the genie; Befriend Jollo; Discover the stolen treasures. Worst ending: Leave Royal Insignia Ring at Pawn Shop; Do not rescue King Caliphim and Queen Allaria; Kill the genie; Do not befriend Jollo; Do not discover the stolen treasures. =============================================================================== ------------------------------------------------- .:*~*:. < 13. Song Lyrics > .:*~*:. ------------------------------------------------- =============================================================================== Girl in the Tower ----------------- Words & Music by Chris Braymen and Mark Seibert MALE You seem so far away, And I just need to hear your voice, I just need to hear you say, If you would have me go or stay. CHORUS 1: Girl in the tower, I'm reaching out, Please tell me what to do. Girl in the tower, I'm calling out, My heart cries out for you. FEMALE I saw your face, And I felt our souls embrace, BOTH If it's not meant to be this way, Why do you haunt me night and day? CHORUS 2: Girl in the tower, I'm reaching out, Please tell me what to do. Here in the tower, I'm calling out, My heart cries out for you. MALE Girl in the tower... FEMALE I'm calling out, calling out... CHORUS 2 (x2) BOTH Girl in the tower... Here in the tower... =============================================================================== ------------------------------------------------- .:*~*:. < 14. Revision History > .:*~*:. ------------------------------------------------- =============================================================================== v1.0 - 02/08/03 --------------- Well, it's finished... Not much else to say... I guess there's always the possibility of error. Let me know if you see anything. v1.5 - 04/22/03 --------------- A single grammatical error, a couple new secrets... And... uh... That's it, really. =============================================================================== ------------------------------------------------- .:*~*:. < 15. Copyright Information > .:*~*:. ------------------------------------------------- =============================================================================== This document is copyright ©2003 Bananagirl (bananasquid at swirvemail dot com). This document was written exclusively for use on the internet. It is not intended to be used in any way that is profitable for anyone, including the author. It is not to be reproduced in any way without express written permission from the author. The information found within this document is, to the best of the abilities and knowledge of the author, 100% accurate. However, the possibility exists that inaccurate information may be found within. Any errors (human, computer, or otherwise) should be reported to the author as soon as possible. King's Quest VI and all characters, locations, etc., are trademarks of Sierra On-Line. The author makes no claim to the creation of these. This document can only legally be found at GameFAQs (http://www.gamefaqs.com) and IGN (http://www.ign.com). If you choose to contact me, contact ONLY me. I don't reply to emails sent to everyone with a guide. It's just not cool. Also, don't send stupid questions, questions that have been answered in the guide, or mean things. It's not nice. =============================================================================== ------------------------------------------------- .:*~*:. < 16. Credits/Thanks > .:*~*:. ------------------------------------------------- =============================================================================== Thanks to: - The Official King's Quest VI Hintbook, for a few of the missing points and some ending information. - AdrenalineSL and krustster, for the mad sex0rz, naked pictures, and the occasional turnip. - Whoever else thinks they deserve my thanks, for whatever reason. Nothing dirty, though. ------------------------------------------------------------------------------- _ _ | \ / | iLfj: | \ / | K jf | \ / | ;LLfjjW LLGLLf: | _ \ / _ | GDi;;;t# W;;;;E; | | \ \ / / | | .ELLLL;tK KLDfjLt | | \ \ / / | | tGEi f#t | | / / / / |_| D#f E, | '-´ / / / ___ jWK jLfLEf; | .-. \ \ \ |_ | tWiWEKGj;;;;jD: | | \ \ \ \ | | .GD;,,,,,;DEt;;iK | | / / \ \ | | .fKi,,,,tKttE.Dt;;Dt | |_/ / \ \_| | .fEt,,,,tDL,fG. .W;;Ki | / \ | :tGGi,,,;LDf,iEt K;tK | / \ | tDLi,,;tLDGi,;DL. jLE: | / \ | iDfjfLft;,;fLj. |_/ \_| #:,,,:## ------------------------------------------------------------------------------- Copyright ©2003 Bananagirl