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+ Lf KE ,Lf, i, .j;t: .;jt, : .,ti::.
+ .GG#L WE:t##L: .;t. .L#t,,iE#; jW; ;WE: DW.:
+ #L Et tGt, ;K#i i#i LW f#, KE tD;:;;,
+ j..::.: .W; EW t#t LW L#; .KE ;#j
+ .;jLLGD, LD: ;Gj .tLD: ,Gt .tDEt,:DE ;itLj;t
+ if
+ ,tDG;:
+
+
+ ,iffj:fffj: ,j, .:iftitititfiftitf:.
+ LE fG: i ;Kf j#i j#i j#i j#i
+ L#: WE i..:#; tf: :fj, .;,ff. .,ti::. :fj#tj: i#i i#i j#i
+ E# WE i ..#j :WG .j#j WG .ED. DW.: i#i i#i i#i j#i
+ i#j WD i ;W: KG ;#; WDLt;' tD;:;;, i#i i#ii#i j#i
+ ;Ej ; i iL: ,WE: :t#i :WE, ;#j f#j f##j j#i
+ ,i.:,jt,. .;fitj ij. 'fij:' ;itLj;t :jft; .:iftiiftitfif:.
+ :Kf:
+ :fGj:
+
+
+ ,-_/,. ,--,--' . ,---.
+ ' |_|/ ,-. . ,-. `- | ,-. ,-| ,-. . . | -' ,-. ,-. ,-.
+ /| | |-' | | , | | | | | ,-| | | | ,-' | | | | |-'
+ `' `' `-' ' ' `-' `-' `-^ `-^ `-| ; `---| `-' ' ' `-'
+ '-' ,-.|
+ ,--,--' `-+'
+ `- | ,-. .-.-. ,-. ,-. ,-. ,-. . . .
+ , | | | | | | | | | | | | | | |
+ `-' `-' ' ' ' `-' ' ' `-' `-'-'
+
+
+===============================================================================
+
+ ~ 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
+