This is a walk-through I created for King's Quest 6. I purchased the game a
week ago, and have been able to get 100 % of all points possible, and was able
to find at least two distinct story lines available to the gamer, which I have
included in my walk-through. In the few instances where answers to the puzzles
were spelled out in the game manual, I referred the reader to their manual (So
I wouldn't be violating any copyright protection.) I believe that the
walk-through I have written will be useful to others playing King's Quest 6.
Following is the entire walk-through of King's Quest VI, Do not read any
further unless you want the entire solution in detail for both of the two
major endings.
________________________________________________________________________________
Walkthrough Begins:
Several months after meeting Princess Cassima in Mordack's Castle, Alexander is
plagued by her memory. One day, he sees her image in his family's magic mirror.
She is calling for him. And he can see the stars behind the tower where she is,
so he can navigate to where she is. Three months later, he sets out to reach
the Green Isles. As he nears the shore, his vessel is caught in a violent
storm, which wrecks his ship. Alexander floats on a piece of the wreckage, and
comes to on a beach.
As our adventure begins, Alexander finds himself on the coast of an island. He
looks and sees his signet ring in the sand, as well as a prominent plank from
his ship. He picks up the ring, and then moves the plank, revealing a chest. He
opens the chest, and finds a coin, which he takes. Then he closes the chest and
covers it again with the plank.
As Alexander travels inland, he notices a castle in the distance. He goes to
the guards at the gate and asks them where he is. They answer that he is in the
land of the Green Isles. He then asks to be allowed to see Cassima, and shows
them his ring. Saladin, the captain of the canine guard, ushers him into the
presence of the vizier and his page (note the flash of gold in the page's
eyes). The vizier tells him to leave the island, that Cassima is in seclusion
mourning for her recently deceased parents, and that she desires to marry the
vizier.
Alexander walks back to the village. He enters the pawn shop, and talks to the
owner. He then gives his coin to the owner, who gives him his choice of a
paintbrush, a mechanical nightingale, a flute, or a tinder box. Alexander takes
the nightingale, and then leaves the store.
Going next door to the book shop, Alexander talks to the owner about the Green
Isles. The owner refers him to the ferry pilot, who can answer more of his
questions about the Isles. He then points to the book of magic on the counter.
The owner replies that Alexander must bring him another rare book to exchange
for it. Alexander notices the poetry section of the store on the right side of
the wall of books, and reads a book of love poetry. As he returns it to the
shelf, the page he was reading falls out. When he reaches to pick it up, the
owner says he may keep that page. Alexander then looks at the book table by the
door, and takes the last free book, which, when he reads it, turns out to be
very boring.
Alexander leaves the book shop and goes to the docks, where he sees a boy
inviting him to go for a swim. Alexander notices the golden glint in the boy's
eyes, and decides not to risk certain death in the sea. He knocks on the door
of the ferry, and talks to the ferryman, who tells Alexander about the Isles,
and about the magic map that the pawn shop owner has. Alexander points to the
ferryman's rabbit's foot, which the ferryman lets him keep.
Alexander then returns to the pawn shop, and asks the owner about the magic
map. Alexander trades his ring for the map, and takes a mint from the jar on
the counter.
Alexander then returns to the forest, stopping by the nightingale to play the
mechanical nightingale for it. He then returns to the village, in time to see
the pawn shop owner dumping some old "junk" in the jar outside his door.
Alexander searches through the junk, and finds an apparently empty bottle that
interests him. He then goes to the beach, and uses the magic map to take him to
the Isle of the Sacred Mountain, where he picks up a black feather and a stench
flower. He uses the magic map to go to the Isle of Wonder.
On the Isle of Wonder, Alexander sees an oyster who can't sleep because of a
pain in its mouth. He talks to it several times, and then reads to it from the
boring book. As the oyster yawns, Alexander quickly grabs the pearl in its
mouth. As he tries to walk further inland, he is met by the five sensory
gnomes, who try to determine whether Alexander is human or not. Alexander fools
them by using the stench flower on the smelling gnome, the nightingale on the
hearing gnome, the mint on the tasting gnome, the rabbit's foot on the feeling
gnome, and the disappearing ink on himself, which makes him invisible to the
seeing gnome.
After the gnomes leave, Alexander notices a partial sentence floating at the
edge of the shore, which he retrieves. He then goes to the realm of bookworm
and the spelling bees. When he tries to get a book, he is met by Bookworm, who
refuses to give him a book until he can offer something "interesting" in
exchange. Alexander then walks to the amazing garden (beyond the swamp,) where
he takes an iceberg lettuce, and journeys on until he is at the entrance to
Chessboard Land. Two feuding queens ask for his advice on the matter of which
queen shall have the "privilege" of presenting Cassima with a lump of coal at
her wedding, and which will be left with the spoiled egg. As the red queen
leaves, she drops a scarf, which Alexander collects.
Alexander then returns to the shore, and uses the map to go to the Isle of the
Beast. Near the shore, he sees a creature that is half opossum and half dragon,
and who talks strangely. Alexander talks to the creature, and then offers his
partial sentence to it. The creature decides to travel with Alexander. As he
journeys on, he encounters a boiling pond, which cools when he tosses an
iceberg lettuce unto it. On the other side he sees an old lamp, which he takes.
As he journeys further, he sees a man working on a garden, and a stone archer
which follows his movements. Although the man invites Alexander to come into
the garden, Alex sees the gold glint in his eyes, and decides not to trust the
man. Alex also notices a brick lying on the ground, which he takes.
Back on the Isle of Wonder (use map) Alexander returns the creature from the
Isle of the Beast (the creature turns out to be a Dangling Participle) to the
Bookworm, who gives Alexander a rare book in exchange. Alex reads the book, and
notices that a page is missing. He turns and looks at the spider's web. Alex
sees a loose thread, which he pulls. While the spider's attention is diverted,
he gets the scrap of paper, and sees the word "Love" on what appears to be part
of the missing page from his riddle book. Alexander then returns to the Isle of
the Crown.
Back in the pawn shop, Alexander exchanges the nightingale for the flute, and
exchanges the pearl he has found for his royal ring. Going next door, Alexander
gives the riddle book to the shop owner, who gives him the book of spells,
which he reads to find out the ingredients he will need. Alex then show his
ring to the jester, who turns out to be a helpful friend.
Back on the Isle of Wonder, Alex gets a milk bottle from the swamp and gives it
to one of the Baby's Tears plants in the garden. When the others see the gift,
they will start crying, and Alex collects their tears in his lamp. Alex then
looks at the Hole-in-the-Wall, and starts playing his flute for the wallflowers
and snapdragons. When they are absorbed in the music, Alex quickly grabs the
hole-in-the-wall. He also notices a teacup on the chair there, and he picks it
up. He also takes the rotten tomato,
In the swamp region, Alexander tries to get some swamp ooze in his teacup, but
is informed by stick-in-the-mud that the only swamp"ooze" is right beside the
stick, which is out of Alexander's reach. Alex talks to the Bump-On-A-Log a
couple of times about Bump's brother, Stick, and gives the rotten tomato to
Bump. Bump throws the tomato at Stick, who returns fire with a volley of swamp
ooze. Alexander gets the swamp ooze.
Back on the Isle of the crown, Alexander exchanges his flute for the tinder box
at the pawn shop.
He then goes to the isle of the Sacred Mountain, where he succeeds in answering
five puzzles [answers are in the game manual; not answered here because of game
copyright security.] When he arrives at the top of the cliffs of logic, he
talks to an old woman, who wants him to eat poisonous berries. Is there a glint
of gold in her eyes? Alexander wisely refuses. After the old woman finally
disappears, he enters the small cave. Once inside, he can see nothing, so he
lights the candle in his tinder box. In the next room of the cave, he sees a
peppermint plant, and takes several leaves. As he re-enters the first room of
the cave, he must use his tinder box again to see the way out.
Once outside, he journeys inland to the entrance to the city of the Winged
Ones. Azure and Aeriel say that their daughter has been bound in the catacombs
to be sacrificed to the minotaur, and so Alexander is thrown into the catacombs
in the event that he might be able to save her.
Once in the catacombs, Alexander finds and takes a skull from one of the rooms.
Soon after, he encounters a booby-trapped room with various pictures on the
floor. [The solution for this is in the game manual also, and is omitted here
for copyright security.] Once he reaches the other side, Alex will search the
rooms until he finds a shield and two corroded coins. He will then journey into
a room with a descending ceiling, He can jam this trap by throwing his brick
into the gears. On the other side of this room, Alex will find a room with a
trap floor, which lets him down another floor. He finds himself in the dark,
and must use the tinder box to re-light the torch in this room, which has blown
out. He searches the rooms in this level until he is informed by the game
system that the minotaur is just across the wall from him. Alex will use the
Hole-in-the-Wall on the east wall of the room and look through the hole to see
the minotaur entering his chamber through a secret entrance activated by a
latch behind the tapestry there. Alex hurries to the room with the tapestry and
finds the latch behind the tapestry. He then enters the chambers of the
Minotaur. As he starts walking toward the minotaur, Celeste, the daughter of
Winged Ones Azure and Aeriel, cries out for help, alerting the minotaur to his
presence. The minotaur corners Alexander by the fire pit, and his only defense
is to try to madden the bull into charging by using the red scarf from the red
Chess Queen. It works, and the minotaur falls to his death in the fire pit.
Alexander then rescues the Winged One, who gives him her small dagger as a
gesture of thanks.
Alexander then is thanked by Azure and Aeriel, and then is escorted to the
presence of the Oracle, who tells him of his possible futures, and gives him a
vial of sacred water. He is then escorted to the base of the cliffs.
Alexander pulls out his magic map, and sees that a new region, the Isle of the
Mists, has been added. He travels there, and takes a coal and a scythe from the
village, being careful not to walk in on their ceremony.
After traveling back to the Isle of Wonder, Alexander enters the garden, where
he picks up a bottle entitled DRINK ME. He then goes to the entrance to
Chessboard Land, where he gives his coal to the white Queen, who gives him a
spoiled egg (think "sulfur") in return.
Alexander then journeys to the Isle of the Beast, where he arms himself with
his shield and succeeds in thwarting the stone archer. He picks a rose from the
hedge, and attempts to enter the gazebo. But then a hedge magically grows over
the entrance, blocking him. Alex, however, makes short work of the hedge with
his scythe, and enters the courtyard of the beast. In response to the threat by
the Beast, Alex promises to try and find the woman who will break the Beast's
spell, and accepts the Beast's ring..
On the Isle of the Crown, Alexander talks to Jollo again in the book shop, who
devises a plan to substitute a fake lamp for the genie's real lamp, and to try
to fool the genie into thinking that Alex is dead. (I bet the genie has golden
eyes!)
Alexander goes to the screen with the girl and the roses, and gives her the
white rose from Beast's garden. He then gives her the Beast's ring, and helps
her decide to come with him to the Isle of the Beast. The Beast will be
restored to flesh, and will give Alex a mirror, whereas Beauty will give him
the old clothes she no longer needs. When Alex reads the spell book, he notices
that he needs a strand of hair from a pure-hearted maiden. So he searches her
old clothes, and finds one! He also empties the vial of sacred water into the
lamp, and then fills the lamp with water from the fountain, after which he
casts the Make Rain spell over the lamp. On his way out of the garden, Alex
picks another rose.
Alex travels to the Isle of the Mists, where he is captured on the shore by two
druids and forced into a cage above a pit of oak embers. Soon the cage is on
fire, and Alex beats it out with the old clothes. Then the lamp starts boiling
and causes a thunderstorm. The druids are awed by Alexander, and free him,
after providing him with information about how to get to the realm of the dead
to rescue Cassima's parents.
Alexander doesn't get the oak embers yet, but returns instead to the Isle of
the Crown, where he gives his ring to the nightingale, who takes it to Cassima
for a romantic scene. She sends the bird back to Alex with a hair ribbon. Alex
then sends the love poetry, which causes the bird to return with a letter from
Cassima. Finally, Alex sends his white rose. After this gift the nightingale
doesn't return.
Alex goes to the pawn shop, where he sees the old man (with the golden eyes?)
He uses the DRINK ME potion on himself, causing his heart to stop temporarily,
and causing the old man (genie) to believe he is dead. [The scene cuts away to
the castle, giving the player a good view of the genie's lamp.] Alex then comes
back to life, and exchanges his tinder box for the paintbrush. Outside, he
trades his old lamp to the lamp merchant for the appropriate duplicate to the
genie's lamp. After returning to the site of the thunderstorm in the Isles of
the Mists, Alexander scoops up an oak ember in the skull he's carrying, and
adds the hair and the egg to it. Then he travels to the Isle of the Sacred
Mountain, where he climbs the cliffs to find the Night-Mare at the top. Alex
casts his Charm spell, and causes the horse to take him to the Realm of the
Dead.
Upon arriving in the Realm of the Dead, Alex greets Allaria and Caliphim,
Cassima's parents. Upon talking to them Alex learns that the vizier murdered
them, and that they aren't able to enter the sea of souls until they are
avenged. Allaria will give her ticket to Alexander. Alex has to avoid being
touched by any of the other living dead persons in this area. As he continues
his quest, Alex will talk to a mother ghost, whose son is lost on earth. Alex
will take a handkerchief to remind the young ghost of his mother and where he
should go. In the next area, Alexander sees some bones that seem irresistible,
He plays a version of "Dem Bones," causing all characters on the screen to
dance, and causing the lead skeleton to drop his skeleton key, which Alex
quickly collects. Then Alex gives his ticket to the uniformed skeleton, and
continues into the Realm of the Dead.
The next thing Alexander sees is the skeleton of a knight who failed in his
attempt to challenge the lord of the Dead. Alex takes his gauntlet and reads
its inscription. He then takes the path downward to the Styx river. Before
boarding Charon's boat, Alex gets some water from the Styx in his teacup (with
the swamp ooze.) Alex then gives his two coins to Charon, and slowly crosses to
the other side. He finds himself in front of a door that comes to life as he
approaches it. Alexander addresses the door and is allowed to answer a riddle
to go through it. The riddle is the one that was missing from the riddle book
earlier. Alexander remembers seeing the answer in the spider's web: L-O-V-E. He
is allowed to pass. Alex then enters the throne room of Samhain, the lord of
the Dead, where he talks to a guard to get an audience with the grim lord of
the Dead. Once in Samhain's presence, Alex throws down the gauntlet,
challenging the lord of the Dead for his life, plus the lives of Caliphim and
Allaria. The challenge is to make the lord of the Dead cry. Alexander decides
to show Samhain what he has become, using the Beast's mirror. This shatters the
mirror and produces a tear on Samhain's cheek. Alex and his friends are allowed
to return to the land of the living.
Once back on the Isle of the Crown, Alex goes to the castle and goes around to
the side of the castle. Using the feather on the teacup, Alex stirs and drains
the color from the black feather into the cup. He then paints a door on the
blank wall. Once he casts the Magic Paint Spell, a door appears. Alex enters.
and goes right to Jollo's room, and gives him the duplicate lamp.
Alexander leaves Jollo's room and goes into the middle room of the dungeon's
cells, and finds a little boy ghost who misses his mother. Alex gives the
handkerchief to the ghost, and learns of a secret room by the suit of armor
down the hall. Alex goes to the suit of armor and pulls its right arm,
triggering a secret door. Alex enters, and watches the guards through a hole in
the wall, and learns half of a password to open a door. He then goes upstairs
and looks through another hole in the wall for a tearful but romantic scene
with Cassima. He ends by giving her the dagger he got from the Winged One in
the Catacombs.
Alexander then proceeds down the hall to the next hole in the wall, where he
spies the vizier writing a letter to a colleague describing his treachery to
Cassima and her family. At the end of the hall is another secret door which
leads into the vizier's bedroom. Alex opens a black box on the table which
contains a document with the second half of the password for the treasure room
in the basement. Alex closes the box and turns his attention to the locked
chest, which he unlocks with his skeleton key, revealing an incriminating
letter written by the vizier. Alexander takes the letter, and returns to the
basement through the secret passage. He speaks the password (A-L-I-Z-E-B-U) to
the treasure room door, and it opens, revealing a table covered by a drapery.
Removing the drapery, Alexander discovers the chief treasure of each Island,
which had apparently been stolen by the vizier's genie to cause distrust
between the islands. He looks at each item, then re-covers the table.
Entering the hallway again, he hears wedding music, and the sound of guards
approaching. He dashes up the stairs and out into the castle entrance hall.
Saladin, the captain of the guard, confronts Alexander, and gives him 5 seconds
to convince him to spare Alex's life. Alex shows him the letter from the chest
upstairs, and Saladin escorts him into the chapel where the wedding is taking
place. Alex hears the princess affirming her allegiance to the vizier, and he
approaches the wedding party. The bride (note the golden eyes) gives Saladin
orders to kill Alex, but before he can, King Caliphim and Queen Allaria burst
into the chapel with a makeshift army and demand to stop the wedding. The bride
turns back into a genie (you knew that, RIGHT?) and starts zapping guards, as
the vizier runs out of the chapel. Alex pursues the vizier out of the chapel
and up two flights of stairs to the tower where Cassima (the real one) is tied
up.
The vizier summons Shamir, his genie, and orders him to kill Alexander. But
before he can, Jollo the jester runs up to Alexander with the real genie's
lamp. Alex commands the genie to obey him and uses the lamp to force the genie
back into it. The vizier attacks Alex, who grabs a sword from the wall and
joins the duel. By the time Alex is worn out from the weight of the sword,
Cassima has freed herself and stabs the vizier in the shoulder with the dagger
Alex gave her. Alex uses the diversion to knock the vizier out.
Thus our quest ends with an evil master deposed, an evil genie made good, the
islands ready to work at peace, and a big wedding with Cassima's and
Alexander's parents in attendance. [And if you've followed these instructions,
you should have received 231 out of 231 possible game points. Congratulations!]
Instead of going to the Isle of the Mists, Alex returns to the Isle of the
Crown, where he gives his ring to the nightingale, who takes it to Cassima for
a romantic scene. She sends the bird back to Alex with a hair ribbon. Alex then
sends the love poetry, which causes the bird to return with a letter from
Cassima. Finally, Alex sends his white rose. After this gift the nightingale
doesn't return.
Alex goes to the pawn shop, where he sees the old man (with the golden eyes?)
He uses the DRINK ME potion on himself, causing his heart to stop temporarily,
and causing the old man (genie) to believe he is dead. [The scene cuts away to
the castle, giving the player a good view of the genie's lamp.] Alex then comes
back to life, and exchanges his tinder box for the paintbrush. Outside, he
trades his old lamp to the lamp merchant for the appropriate duplicate to the
genie's lamp.
Alexander goes to the castle, and in the hut out front, changes into Beauty's
old clothes. He then enters the castle as one of the servant girls to help with
the wedding. As soon as the coast is clear, he dumps the clothes in one of the
jars in the main entrance, and goes up the left staircase. When the guard dogs
start away from him for the second time, he quickly walks to the alcove, winds
up the mechanical nightingale, sets it on the floor, and hides behind the
pillar [use the hand icon.] After the guards take the nightingale, Alex takes
the picture from the wall, removes the nail it was hanging on, and enters the
first room. Opening the chest with the nail, he sees and takes one of the
incriminating letters the vizier has written.
Back in the hallway again, Alex quickly replaces the nail in the wall, and the
picture on the nail. Then he goes to the end of the hallway, where he hears
Cassima crying, He talks to her through the door, and slides the small dagger
to her under the door. He then returns to the alcove (where he hid the first
time) and hides again [hand icon] as the guards return, and as Cassima is
forcibly taken away.
Alex goes downstairs again and encounters Saladin, who gives him 5 seconds to
convince him not to kill Alex. Alex gives him the vizier's incriminating
letter, and Saladin escorts him into the chapel. As Alexander approaches the
wedding party, Saladin is given orders to kill him. But before Saladin can draw
his sword, Alex uses his mirror to show the "bride's" real identity (the genie,
but you knew that, RIGHT?) Then the genie returns to his natural form and
starts zapping guards, as the vizier runs out of the chapel. Alex pursues the
vizier out of the chapel and up two flights of stairs to the tower where
Cassima (the real one) is tied up.
The vizier summons Shamir, his genie, and orders him to kill Alexander. But
before the genie can kill Alex with his fireball, Alex offers him some
peppermint (the genie's weakness.) The genie accepts, gets intoxicated on the
peppermint, and sends the fireball wild, and it bounces around until it
eventually hits the genie, annihilating him. The vizier attacks Alex, who grabs
a sword from the wall and joins the duel. By the time Alex is worn out from the
weight of the sword, Cassima has freed herself and stabs the vizier in the
shoulder with the dagger Alex gave her. Alex uses the diversion to knock the
vizier out.
Thus our quest ends with an evil master deposed, an evil genie destroyed, and a
small wedding for Cassima and Alexander.
Written by stephens@plains.NoDak.edu (Hope you enjoy playing King's Quest VI!!!) German
KING'S QUEST 6:
Hallo ich bin Alexander, Prinz von Daventry. Ihr kennt mich gewiß
noch. Doch halt; wo bin ich hier? Dies mu der Strand von Green
Isle sein. Aber das werden wir ja sehen. Ich nehme aus der Kiste
unter der Planke die Muenze und aus dem Sand meinen Siegelring.
Dann gehe ich ins Dorf. Ich spreche mit dem Lampentroedler und be-
trete den Haendlerladen. Dem Haendler zege ich den Ring und tausche
die Muenze gegen die Nachtigall. Beim Verlassen nehme ich mir noch
ein Minzbonbon. Ich wei nun, da ich auf der Insel der Krone, im
Land der gruenen Inseln bin, was mich ungemein beruhigt. Im Buch-
laden finde ich beim Eingang ein Buch auf einem Tisch und im Re-
gal faellt aus dem Gedichtband ein Liebesvers, den ich aufhebe.
Ich spreche mit dem Buchhaendler und gehe dann zum Faehrmann, halte
einen Smalltalk und nehme die Hasenpfote mit. Jetzt kann ich im
Haendlerladen meinen Ring gegen die Karte tauschen.
Insel der Wunder:
Am Strand beame ich mich mit der Karte auf die Inseln der Wun-
der. Ich lese der Muschel aus dem Buch vor und schnappe mir die
Perle. Dann angle ich noch den unvollstaendigen Satz aus dem Was-
ser. Nun tausche ich beim Haendler diePerle gegen den Siegelring.
Im Buchladen spreche ich mit Jollo - der Mann im Stuhl - und zei-
ge ihm den Ring. Im Trog auf der Strasse finde ich eine Unsicht-
barkeitstinte. Nachdem mich dei Wachen vom Schlo nicht hinein-
lassen, erzwinge ich mir mit meinem Ring eine Audienz beim Vizir.
Bei der Abzweigung sitzt auf dem Baum eine Nachtigall mit der ich
mich ueber die mechanische Nachtigall, anfreunde. Gebe ich ihr den
Siegelring bringt sie mir ein Haarband und wenn ich ihr das Ge-
dicht gebe bekomme ich noch einen Brief von Cassima.
Insel der heiligen Berge:
Auf der Insel der heiligen Berge nehme ich die Feder und die
Blume. Will ich auf der Insel der Wunder nun das Landesinnere er-
forschen, tauchen fuenf Zwerge auf, denen ich mit Hilfe der Blume,
der Nachtigall, des Minzbonbon, der Hasenpfote und der Unsicht-
barkeitstinte meine Herkunft verschleiere. Im Haenderlladen tau-
sche ich die Nachtigall gegen die Floete und im Buchladen versuche
ich das Buch auf der Theke zu bekommen, worauf ich erfahre, da
der Haendler es nur gegen ein wirklich seltenes Buch tauscht. Auf
der Isle of wonder gehe ich zum Buecherberg, um solch ein Buch zu
finden. Der Wurm fordert jedoch eine Gegenleistung. Betrachte ich
das Spinnennetz sehe ich einen Faden. Ich ziehe daran und nehme
mir den Papierschnippsel. Auf dem Weg zum Loch-in-der-Wand nehme
ich ferner vom Baum im Sumpf eine Milchflasche mit. Ich nehme die
verrottete Tomate und spiele den Sonnenblumen auf der Floete vor,
woraufhin ich das Loch-in-der-Wand fangen kann. Durch das Tor ge-
lange ich ins Schachbrettland. Die Wachen lassen mich nicht vor-
bei, doch die rote Koenigin laet ihren Schal fallen, den ich auf-
hebe. Wieder durch das Tor und einen Eiskopft Salatkopf ge-
pflueckt, begebe ich mich auf die Insel der Biester. In die koch-
enden Quellen werfe ich den Eiskopfsalat. Dann gehe ich hindurch
und nehme die Lampe. Beim Bogenschuetzen finde ich einen Ziegel-
stein. Am Strand spreche ich mit den kleinen gruenen Wesen und ge-
be ihnen den unvollendeten Satz, worauf diese mit mir geht.
Wurm:
Auf der Insel der Wunder bringe ich dem Wurm das kleine Wesen -
sein - Kind und erhalte das seltene Buch. Dieses bringe ich so-
gleich dem Buchhaendler und erhalte das Zauberbuch. Ich sehe mir
die drei darin erhaltenen Zaubersprueche an, um mich auf die Suche
nach den noch fehlenden Gegenstaenden zu machen. Also tausche ich
die Floete gegen die Zunderbuechse und gehe zur Insel der heiligen
Berge. Dort sehe ich mir die Hieroglyphen in der Felswand an. Die
Loesungs des Raetsel findet Ihr im Handbuch. Jetzt treten Treppen
aus der Felswand, welche ich erklimme. Ich mu noch vier weitere
Raetsel loesen um endlich aufs Plateau zu gelangen. Alle Loesungen
oder Hinweise findet Ihr im Handbuch.
1.Raetsel: Ihr markiert in jedem Wort einen Buchstaben, so da von
oben nach unten da Wort RISE zu lesen ist.
2.Raetsel: Ihr gebt die entsprechenden Symbole fuer das Wort SOAR
ein.
3.Raetsel: Nummeriert ihr die Preise von links nach rechts mit 1
bis 4 muet ihr folgende Kreise anklicken: 4,1 und 2.
4.Raetsel: Ihr gebt die entsprechenden Symbole fuer die Buchstaben
D, O, Q und G ein.
5.Raetsel: Ihr markiert in jedem Wort einen Buchstaben, so da von
oben nach unten "ASCEND" zu lesen ist. Auf dem Plateau spreche
ich mit der alten Frau - in Wahrheit wieder einmal Djinn. Sobald
sie verschwunden ist, krieche in die Hoehe neben dem Beerenbusch.
In dieser mache ich mit der Zunderdose Licht und krieche in die
naechste Hoehle. Dort pfluecke ich neben dem Felsfenster ein Minz-
blatt und gehe zurueck ins Freie. Folge ich dem Weg ins Inselin-
nere, werde ich dem Herrschern der Insel vorgefuehrt und erhalte
die Aufgabe, ihre Tochter zu befreien. Ich darf die Insel jedoch
noch einmal verlassen um mich vorzubereiten. Auf der Insel der
Wunder finde ich auf dem Tisch vor der Wand eine Teetasse die ich
im Sumpf mit Schlamm auffuellen will. Und nachdem ich mit den bei-
den Streithaehnen ausgiebig diskutiert habe, gebe ich dem Bump-On-
A-LOG die Tomate. Nach der Schlammschlacht komme nun auch ich,
mit Schlamm, gefuellten Tasse.
Im Labyrinth:
Wieder auf der Insel der heiligen Berge steige ich die Treppen
hinauf wo ich ins Labyrinth gesperrt werde. Ich hole, aus den
entsprechenden Raeumen auf der Karte, den Totenkopf, das Schild
und die zwei Goldmuenzen. Den Mosaikboden ueberquere ich wie auf
der Karte ersichtlich. Anschlieend betrete ich den Fallenraum,
wo ich den Ziegelstein in den Mechanismus werfe und den raum ver-
lasse. Im unteren Teil des Labyrinths begebe ich mich in Raum M,
lege schnell das Loch-in-der-Wand auf die, der Tuer gegenueberlieg-
ende, Wand und sehe hindurch. Dann gehe ich in den Wandteppich-
raum und hebe den Wandteppich beiseite und siehe da eine Geheim-
tuer oeffnet sich, durch die ich schleiche. Ich strete in den Raum
und kann mit dem Schal den Minotaur seinem Schicksal "uebergeben".
Nachdem ich die Prinzessin von Fesseln befreit habe wartet nun,
als Dank, ein Besuch beim heiligen Orakel, vom welchem ich wich-
tige Informationen und ein geheiligtes Wasserflaeschen erhalte.
Ich nehme in Dorf, auf der Isle of Mist, ein Stueck Kohle und die
Sichel mit und gehe auf die Insel der Wunder, wo ich der weien
Koenigin im Schachbrettland die Kohle gebe und dafuer (mit Schwe-
fel gefuelltes) Ei erhalte. Ferner nehme ich noch Tisch neben den
Schnappblumen das Giftflaeschen mit, gebe den Baby-Traennen dei
Milchflasche und fange ein paar Traennen mit der Jaegerlampe auf.
Dann gehe ich zur Insel der Biester,wo mir das Schild an denm Bo-
genschuetzen vorbeihilft. Ich pfluecke eine weie Rose von der Hek-
ke und bahne mir mit der Sichel einen Weg ins naechste Bild. Die
Geschichte des Monsters ruehrt mich so sehr, da ich auf der Insel
der Krone im Buchladen mit Jollo rede und das Maedchen im Rosen-
garten anspreche und sie mit der weien Rose und dem kostbaren
Ring ueberrede mit mir zu kommen. Gluecklich vereint schreiten
beide von dannen und ich bin mit einem Spiegel und ein paar Frau-
enkleider reicher. Jetzt schuette ich das heilige Wasser und an-
schlieend etwas Springbrunnenwasser in die Jaegerlampe und klicke
mit der Lampe auf das Zauberbuch, blaettere bis zum "Regenzauber"
und spreche ihn aus ( CAST ). Auf dem Weg zur Insel der Krone
pfluecke ich noch eine weie Rose, die ich dann der Nachtigall
gebe.
Die Feuerprobe:
Dann gehe ich erneut auf die Isel of the Mist und bestehe die
Feuerprobe. Ich fuelle den Totenkopf mit heier Kohle, untersuche
das Haarband und gebe das Haar und das Ei hinzu. Auf der Insel
der Krone tausche ich beim Lampentroedler die Lampe gegen eine
neue - die zweite von rechts. Endlich kann ich auf dei Insel der
heiligen Berge zurueckkehren und auf dem Plateau den Zauberspruch
"Nachtgeschoepfe bezaubern" auf das Pegasus anwenden.
Im Land der Toten:
Im Land der Toten spreche ich mit dem Geisterpaerchen, ohne
mich jedoch von anderen Geistern beruehren zu lassen. Die Eltern
Cassimas raten mir mit dem Lord der Unterwelt zu sprechen und ge-
ben mir deshalb ein Ticket. Auf dem Weg zum Tor zur Unterwelt
spiele ich auf dem Xylophon, woraufhin das Skelett seinen Schlues-
sel fallenlaet, den ich natuerlich aufhebe. Dann gebe ich mein
Ticket ab und betrete die Katakomben. Den Toten rechts entledige
ich seines Handschuhs und beim Faehrmann fuelle ich die Teetasse im
Flu Styx auf. Den Faehrmann bezahle ich mit den Muenzen, um mich
ans andere Ufer zu bringen. Um die Tuer zu passieren, mu ich sie
beruehren, sie ansprechen und das Raetsel loesen (love). Dann stehe
ich dem Lord der Unterwelt gegenueber. Mutig werfe ich ihm den
Handschuh, als Herausforderung, ins Gesicht und zeige ihm dann
den Spiegel. Geruehrt laet er mich und Cassmas Eltern gehen. Auf
der Insel der Krone gehe ich zum Haendler und trinke vor den Augen
des Djinns den Gifttrank; dann tausche ich die Zuenderdose gegen
den Pinsel und begeben mich zum Schlo. Seitlich bei der Schlo-
mauer ruehre ich mit der Feder in der Tasse, male mit dem Pinsel
an der Schlowand an und wende letzten Zauberspruch "Malen" an
"Zauberspruch auf gemalte Tuer". Dann kann ich das Schlo betret-
ten. Ich gehe zuerst zu Jollo, geben ihm die neue Lampe, worauf
dieser sich davon stiehlt sie auszutauschen. Ich gehe zum kleinen
Geist im Verlie und gebe ihm das Taschtuch. Dann folge ich dem
Rat des Junden, gehe zur Ruestung, betaetige den Arm und siehe da:
Eine Geheimtuer. Hinter der Tuere schaue ich durch das Loch in der
Wand und gehe die Treppe hinauf. Auch hier sehe ich durch das
Loch und gebe Cassima den Dolch. Ich folge dem Gang links und se-
he durch das Loch. Am Ende des Ganges ist links eine Geheimtuere,
die ich betrete. In Vizir's Schlafzimmer oeffne die Elfenbeinscha-
tulle und begutachte die Papiere. Mit dem Pawort gehe ich zur
Schatzkammer, spreche die Tuer an und Eingabe von ALIZEBU oeffnet
sich diese. In der Schatzkammer hebe ich die Drapierung vom
Tisch, sehe mir alle Gegenstaende an und erkenne die wahre Natur
des Viziers. Als ich den Raum verlasse, hoere ich den Hochzeits-
marsch. Folglich eile ich die Treppe hinauf , um die Trauung zu
verhindern. Selbst den Hundehauptmann kann ich, mittels dem Doku-
ment des Vizirs, ueberzeugen. Wir betreten den Hochzeitssaal und
ich rufe Cassima zu, dieser Farce ein Ende zu machen. Als auch
noch Cassimas Eltern auf der Bildfaeche erscheinen, entpuppt sich
die Prinzessin als Djinn. Der Vizir fluechtet, ich folge ihm und
auf den Turmzinnen gibt es den langersehenten Showdown. Jollo
wirft mir die Lampe zu, ich benutzte sie auf den Djinn, der Vizir
greift mich an, ich schnappe mir das Schwert von der Wand, greife
ihn damit an und kurz bevor er mich toeten kann, bekomme ich Hil-
fe, um doch noch ueber den Vizir zu triumphieren.