GENRE: Point & Click Adventure
WHERE TO GET IT: GOG
ISLE OF THE CROWN
You begin your adventures washed up on the shores of an
unknown beach, after having traveled for several months in search of the
Land of the Green Isles.
Get your INSIGNIA RING from the sand near the
water. Move plank on the left, and open the wooden box hidden
underneath, then get a COPPER COIN from the box. Walk
up one screen, so you are at a crossroads, and a tree.
Look at tree in front of you, and take the right fork, up to the
castle. Talk to the Guard Dogs, and they inform you that you’ve
landed on the Isle Of The Crown, and that Cassima does indeed live in this
castle. However, they won’t let you see Cassima, no matter how much
you protest. You need to prove you’re royalty, first. So
show them your INSIGNIA RING. After inspecting the ring,
they finally believe you are who you claim to be, so they fetch Captain
Saladin, who allows you to speak to the Vizier. However, the Vizier
informs you that Cassima is in mourning, after the passing of her parents,
and will not be receiving visitors. Your heart sinks at this news,
but there is nothing more to be done. Walk back down to the
crossroads.
Now take the left-fork, into the town. If the lamp merchant is
here, talk to him. He is offering new lamps in exchange for old
lamps, in the hope that he’ll one day come across a magic lamp.
Enter Ali’s Bookshop. Talk to the shop owner. Try and talk
to the man in the black robe if you want, but he just ignores you.
Look at all the bookshelves, and get the POETRY BOOK from
shelf on the right. After leafing through it, you put the book
back, but a page falls out - get the LOVE POEM that fell to
the floor. The shop owner allows you to keep the poem. Look
carefully on the counter, and see the spell book. Click on the
spell book, and the shop owner tells you he will exchange it for
a different book of equal value. Sit down in the chair by the
fireplace (what a cosy shop!), and read the book about court entertainers.
There is a small ‘Bargain Table’ near the door -
take BOOK from the bargain table. Leave the
bookshop.
Enter the Pawn Shop. Talk to the shop owner, to learn that
travelling between the 5 isles that make up this region, is no longer
possible. Look at the shelves, and have a good chuckle about all the
bizarre merchandise. If you’ve played the previous King’s Quest
games, you will recognise many items. Take a MINT from
jar on the counter. Leave the pawn shop.
Enter the Bookshop again. There is a man sitting in chair by the
fire. Try to talk to him, but he is too worried about Princess
Cassima. Mmm, so he knows Cassima? Show your INSIGNIA
RING to the man, and he realises you are Prince Alexander.
He gets quite emotional as he talks about Cassima. He tells you
that he is Jollo, the court clown. He also tells you about
Sing-Sing, Cassima’s pet nightingale. Then he leaves, to go back to
the castle. Phew, you got quite a lot of information there. But
at least you have a friend inside the castle walls. Leave the shop.
Enter the Pawn Shop again. Show your INSIGNIA RING to
the shop owner, and he tells you it’s very valuable. Now give
your COPPER COIN to the shop owner, and he shows you what you
can buy for the coin, with the option of trading it at any time - choose
the MECHANICAL NIGHTINGALE. Leave the shop.
Head up through the archway, look at the house, and look at
the maiden. It’s a lovely house, with lots of roses in the garden.
The maiden is called back inside, before you can talk to her.
Follow path up to the dock, and SAVE YOUR GAME HERE.
A young man invites you into the water. For a bit of fun, jump into
the water. Uh-oh… the boy tricked you.
After reloading your game, look at boat on the left. Knock
on the door, and talk to the Ferryman - he soon invites you inside.
Talk to him again, and keep talking until he repeats himself.
During conversation, he mentions a Magic Map. That could come in VERY
handy. When conversation is over, take RABBIT’S FOOT from
the table. Leave the boat.
Follow path back to town, and enter the Pawn Shop. Talk to the
shop owner, and ask about the MAGIC MAP. Offer
your INSIGNIA RING again, and this time, you get the MAP.
Watch cut-scene with the cloaked man. Leave the shop.
Head up one screen, but then immediately return, and see the
Pawn Shop owner throw some junk into the pot\bin. Search through
the pot\bin, to find some INVISIBLE INK.
Walk down, to the crossroads. Notice there is a nightingale on
the very top-right branch of the tree. This is Sing-Sing, Cassima’s
nightingale. Use the MECHANICAL NIGHTINGALE on her,
and she flies down to a lower branch. Walk down again, to the beach.
Use the MAGIC MAP on yourself, and travel to Isle Of
The Sacred Mountain.
ISLE OF THE SACRED MOUNTAIN
Get FLOWER OF STENCH and get BLACK FEATHER that
are lying here. Don’t attempt to climb the mountain yet - you’re not
ready. Use the MAGIC MAP on yourself, and travel to
Isle Of Wonder.
ISLE OF WONDER
There are some oysters fast asleep in bed (oyster beds - how cute).
But there is one oyster, right at the front, who is still wide
awake. Talk to the oyster, and he tells you he has a sore mouth.
When the oyster yawns, you can see a pearl in his mouth - that’s
what’s hurting him. Maybe you could read to him, to make him feel
better. Read your BORING BOOK to the oyster, and this
time when he yawns, grab the PEARL. Awww, he’s drifted off
to sleep now.
If you look in the water, you should see a strange pink thing
floating there. It’s a string of letters. Wait until it
comes to shore, if necessary. Pick it up, to get a SENTENCE.
SAVE YOUR GAME HERE. Walk up, and meet the 5 gnomes who
guard this island, each with only 1 sense (sight, sound, touch, smell,
taste). If they realise that a man (you) is on their island, they
will kill you, so you have to convince them you’re not really here.
The first one has a giant nose, so use the FLOWER OF STENCH on
him, to convince him you are just a harmless flower. The second one
has giant ears, so use the MECHANICAL NIGHTINGALE to convince
him you are a bird. The third one has a giant tongue, so give him
the MINT. The fourth one has a giant hand, so give him
the RABBIT’S FOOT. The last has huge eyes, so use INVISIBLE
INK on yourself. Well done Graham, you fooled the guards.
They won’t bother you again.
Head up to the swamp, and take a MILK BOTTLE from the
tree on the left. Now continue left, so you are in the garden.
Look at the tomato plants, and notice that one of them is rotten -
get ROTTEN TOMATO.
Open the yellow gate, and walk up into Chessboard land. Talk to
the Knights. Wait for the Red and White Queens to appear, and listen
to their argument about a lump of coal and a spoiled egg. What a
thing to argue about! They ask Graham to settle the argument for
them, however, you don’t want to get involved. As they leave, Red
Queen drops her scarf - get the RED SCARF. Head down,
and make your way back to the beach.
Walk right, to all the book piles, and SAVE YOUR GAME HERE.
Touch one of the book piles, it doesn’t matter which one.
Book Worm will appear, and tells you off for touching his books.
You automatically ask him about a rare book, but he won’t help you, unless
you have one of the obscure things he asks for. Unfortunately, you
don’t have any of those things yet.
SAVE YOUR GAME HERE. Don’t touch the spider web. There
is a bug which freezes the game. You can still complete the game
without getting the paper scrap from the spider web.
Walk left to the beach again. If you have the SENTENCE from
the water, use MAGIC MAP on yourself, and travel to Isle
Of The Beast.
ISLE OF THE BEAST
What a pretty island. Notice that thing hanging from the tree
branch? It’s a Dangling Participle. Talk to the little guy a
few times, and listen to his strange way of talking. It seems he is
lost, and doesn’t know the way home. You could offer to help him,
but he doesn’t trust you, because he doesn’t know you. You need to
find a way to earn his trust. Give him the SENTENCE, so
he’ll go with you. Well, there’s not many people who can say they
carry around a Dangling Participle, hehe.
Use your MAGIC MAP, and travel back to Isle Of Wonder.
ISLE OF WONDER
SAVE YOUR GAME HERE. Walk right, and touch the books, to
bring Book Worm out again. Give him DANGLING PARTICIPLE.
Aww, what a sweet reunion. Book Worm gives you a RARE
BOOK. In your inventory, use RARE BOOK, to discover
that it is a riddle book, and it has a page missing.
AGAIN, STAY AWAY FROM THE SPIDERWEB
Go left, back to the beach, and then make your way up to the
garden. Take ICEBERG LETTUCE (ye-gats! It’s
cold!). Return to the beach, and use MAGIC MAP to
travel to Isle Of The Beast.
ISLE OF THE BEAST
SAVE YOUR GAME HERE. Walk up one screen, to the boiling
pond. There’s no way you can cross that! At least, not until
the water has cooled. So throw in your ICEBURG LETTUCE (If
your lettuce has melted, simply go back to Isle Of Wonder and get another
one). Well, the water still looks hot, but at least it’s not
boiling anymore. Cross the pond, and get HUNTER’S LAMP which
is hanging from the tree.
Go up again, so you are at the walled garden with white roses.
The gardener asks you to come in and look at his garden - DO NOT
ENTER THE GARDEN. Get BRICK that is lying near the
wall.
Walk back down to the beach, and use MAGIC MAP to travel
to Isle Of The Crown.
ISLE OF THE CROWN
Go up to the crossroads, and take the left-path, back to town.
Enter the Book Shop. Jollo should be here - listen to his
suspicions of how the Vizier plans to take the throne. Yikes!
When he leaves, talk to the shop owner. Give your RARE
BOOK to the shop owner, and he gives you a SPELL BOOK in
return. In your inventory, use the SPELL BOOK, to see the
spells. Leave the shop.
Look at the poster on the wall. So it’s true! Cassima
really is marrying the Vizier. If only you knew it’s what she
really wants.
Enter the Pawn Shop. Watch a cut scene, as the cloaked man
argues with the shop keeper for running out of mint (someone must have
a mint-addiction!).
Give PEARL to the shop owner, and get your INSIGNIA
RING back. It’s lucky the shop owner didn’t sell the ring.
Give the MECHANICAL NIGHTINGALE back to the shop
owner, and trade it for the FLUTE. Leave the shop.
Walk down to the crossroads, and SAVE YOUR GAME HERE.
Remember Sing-Sing the nightingale is in the tree. Give
your INSIGNIA RING to the nightingale, and watch the
cutscene with Cassima and Sing-Sing. When the nightingale returns,
get RED RIBBON from the ground, and in the inventory, use
hand on the RIBBON to find a STRAND OF HAIR.
Give LOVE POEM to the nightingale, and watch another
cutscene with Cassima and Sing-Sing. When the nightingale returns,
get CASSIMA’S NOTE from the ground. But his heart
sinks when he sees no words of love. Poor Alexander.
Go down to the beach, and use MAGIC MAP to travel to
the Isle Of Wonder.
ISLE OF WONDER
Walk up, and head to the garden. Get TEACUP from
the red chair. Look at the little Hole-In-The-Wall - what cute
little thing! Try to get HOLE-IN-THE-WALL, but he hides
behind the wallflowers. Use FLUTE on yourself to play a
little ditty, and the flowers will start to dance. As soon as you
are able, while the flowers are still dancing, get HOLE-IN-THE-WALL.
Those strange plants on the left are Babies Tears. Give MILK
BOTTLE to one of the Babies Tears. The other babies start
crying, so use HUNTER’S LAMP to collect the tears.
Walk down to the swamp, and use TEACUP to get
some SWAMP OOZE. Well… TRY to get some SWAMP
OOZE. Stick-In-The-Mud will stop you. Talk to
Stick-In-The-Mud and Bump-On-The-Log to learn of their
feud. Give ROTTEN TOMATO to Bump-On-The-Log, and
watch the mud fight that ensues. Use TEACUP on Bump-On-The-Log
to finally get some SWAMP OOZE.
Go down to the beach, and use MAGIC MAP to travel to
Isle Of The Crown.
ISLE OF THE CROWN
Walk up to the crossroads, and take the left path into town. Enter
the Pawn Shop. Give FLUTE to shop owner, and trade
it for the TINDERBOX. Leave the shop.
Go down to the beach, and use MAGIC MAP to travel to
Isle Of The Sacred Mountain.
ISLE OF THE SACRED MOUNTAIN
SAVE YOUR GAME HERE. It’s time to take on that mountain
now. More details about the Logic Cliffs can be found in your game
manual.
1. Look at inscription in the rocks, try to find the correct word from the clue. Click on the letters to spell that word.
The word is: RISE
2. SAVE YOUR GAME HERE. Climb up the steep
stone steps, being careful not to fall. Look at the next
inscription in the rocks.
Please refer to your game manual to match the correct symbols
and letters.
The word is: SOAR
3. SAVE YOUR GAME HERE. Climb up the steep
stone steps to the next inscription. Look at inscription.
Press 4, 1, 2
4. SAVE YOUR GAME HERE. Climb up the steep
stone steps to the next inscription. Look at inscription.
Please refer to your game manual to match the correct symbols
and letters.
The correct letters to press are: D, O, Q, G
5. SAVE YOUR GAME HERE. Climb up the steep
stone steps to the next inscription. Look at inscription.
The word is: ASCEND
SAVE YOUR GAME HERE. Climb up the steep stone steps to the
top. Phew, that was quite a climb.
Ignore the old woman’s offer to eat the berries. Wait until she
leaves, then look at the small opening on the right, and enter the
small opening. You find yourself in a dark cave. Use
your TINDERBOX in the cave, to light your way.
Continue right, and crawl through the small opening on the right.
Continue right again, and head for the light. There is a peppermint
plant in window of the cave - Get PEPPERMINT LEAVES.
Now make your way back left, and leave the cave.
SAVE YOUR GAME HERE. Make sure you have HOLE-IN-THE-WALL and BRICK, TINDERBOX and RED
SCARF in your inventory, before proceeding.
Walk up, and you get taken to meet Lord Azure & Lady Aeriel of
the Winged Ones. The Winged Ones are in dilemma - the Vizier
has commanded that they ‘dispose’ of any intruders. But
there is a prophecy that predicts whomever climbs up the Cliffs Of Logic
will defeat the minotaur. So whom should they obey - the Oracle or
the Crown? The decide to send you The Catacombs instead. There
is a minotaur in the Catacombs, that demands a sacrifice every so
often, and they are convinced the Minotaur will destroy you, thus
saving them from deciding what to do with you.
THE CATACOMBS
Go Up twice
Go Right twice
Go Up once
Get SKULL
Go Down once
Go Left twice
Go Up once
Go Left once
This is a puzzle room. Step on the following tiles.
- Rose on square above Alexander
- Rose, diagonal down & left
- Rose, diagonal down & left
- Scythe on tile above Alexander
- Crown on tile above Alexander
- Dove on tile diagonal up & left
- Skull & crossbones on tile diagonal down &
left
- Blank tile right below Alexander
- Exit room to the left
Go Up once
Get SHIELD
Go Up 3 times
Go Left twice.
Get GOLD COINS from skeleton
Go Right twice
Go Down once - SAVE YOUR GAME HERE
Go Right once - quickly throw BRICK into gear works
Go Right twice
Go Up once
Go Right once - you fall down to Lower Level
Use TINDERBOX to light room - SAVE GAME HERE
Go Left 5 times
Go Down twice
Go Right once - use HOLE-IN-WALL on far-right wall
Look through HOLE-IN-THE-WALL
Go Left 3 times
Go Down twice
Go Right once
Go Down once
Go Right twice
Go Up once
Go Right once
Go Up twice
Move tapestry - SAVE YOUR GAME HERE
Go Right once
Talk to Minotaur
As soon as you are able, show RED SCARF to Minotaur
Watch cut scene
You’ve beaten the Catacombs - congratulations.
ISLE OF THE SACRED MOUNTAINS
Watch the long cut scene with the Oracle. She gives you VIAL
OF SACRED WATER.
Use MAGIC MAP, and travel to the Isle Of Mists.
ISLE OF MISTS
SAVE YOUR GAME HERE. Walk left, and take LUMP OF COAL from
the fire pit. Take SCYTHE that is hanging on the
wall of the house. That is all you can do here for now, so head
back down to the beach (don‘t go right, or you‘ll run into the Druids, and
they will kill you), and use MAGIC MAP to travel to Isle Of
The Beast.
ISLE OF THE BEAST
SAVE YOUR GAME HERE. Walk up twice, to the walled garden.
Notice that archer statue has his arrow aimed directly at you.
You need to protect yourself from him, so use your SHIELD on
him. He shoots you, but the SHIELD protects you.
PHEW!
Walk up to the white roses, and get WHITE ROSE. Try
to step into the gazebo, but the hedge will block your way.
Use SCYTHE on the hedge, to cut it down, and then walk
into the gazebo.
You’ve made it into the Beast’s private garden - his sanctuary…
his prison! Watch the cut scene, as Beast tells Graham he is now
cursed, and only has a few hours left as a man. To break the curse,
Graham must find a maiden that will willingly accept Beast. And you
know just the person! Remember the maiden from the house will all
the roses in the garden?
Make your way back down to the beach, and use MAGIC MAP to
travel to isle Of The Crown.
ISLE OF THE CROWN
SAVE YOUR GAME HERE. Walk up to the crossroads and take the
left path. Make your way up to the garden - Beauty should be here.
Give WHITE ROSE to Beauty, and then give BEAST’S
RING to Beauty. Watch the cut scene as Beauty and Graham
return to Isle Of The Beast.
ISLE OF THE BEAST
After Beast’s curse is broken, he gives you his MIRROR that
reveals the truth for whoever looks into it. SAVE YOUR GAME
HERE. In your inventory, use your ORACLE’S SACRED WATER
VIAL with your HUNTER’S LAMP, and then use HUNTER’S
LAMP on the fountain. You’ve now prepared the Make Rain
spell.
Walk down one screen, and take another WHITE ROSE from
the hedge.
Make your way down to the beach, and use MAGIC MAP to
travel to Isle Of Wonder.
ISLE OF WONDER
SAVE YOUR GAME HERE. Walk up twice to the garden, and get DRINK ME
BOTTLE from the table.
Open the gate, and enter ChessBoard Land. Remember before,
Red Queen and White Queen were arguing over a piece of COAL.
Wait for them to appear again, and give them your LUMP OF
COAL, so they each have a piece of coal. They give you a SPOILED
EGG as a reward (gee, thanks!). Of course, they start
arguing about who should get which piece of coal!
Return to the beach, and use MAGIC MAP to travel to
Isle Of The Crown.
ISLE OF THE CROWN
SAVE YOUR GAME HERE. Walk up to crossroads, and look
at Sing-Sing, the nightingale. Give WHITE ROSE to
the nightingale, and watch the short cut scene. Cassima longs to
see Alexander, but doesn’t want to put him in danger. Meanwhile,
Alexander can’t help wonder if Cassima just doesn’t want his attention.
Take the left path, and enter the Pawn Shop. The mysterious
cloaked man is here again. Use DRINK ME BOTTLE on
yourself. Your heart slows down… and stops beating… Alexander
is dead! The cloaked man gleefully dances out of the shop.
Alexander comes back to life - the DRINK ME BOTTLE was
just a bit of trickery to fool the cloaked man. Leave the shop.
SAVE YOUR GAME HERE. Use MAGIC BOOK on
yourself, and Cast the Make Rain spell. Make your way back to the
beach, and use MAGIC MAP to travel to Isle Of The Mists.
ISLE OF THE MISTS
You are greeted by 2 druids, who take you to the Arch Druid. Watch
the cut scene as you are taken captive, put in the wooden cage, and
then are released, thanks to the Rain spell. Watch the cut scene -
the druids are now your friends. SAVE YOUR GAME HERE.
Use the SKULL in the embers. Use SPOILED
EGG in the SKULL. Use BLACK HAIR in
the SKULL (if you don’t have the black hair, open
your inventory, and use hand icon on the red ribbon). You’ve
prepared the Charm Creature Of The Night spell. Return to the
beach, and use MAGIC MAP to travel to Isle Of The Sacred
Mountain.
ISLE OF THE SACRED MOUNTAIN
SAVE YOUR GAME HERE. Climb up the big stone steps, all the way
to the top. Don’t worry, you don’t have to solve all the riddles
again. Nightmare, the black horse, is here. Use SPELL
BOOK on yourself, and cast Charm A Creature Of The Night spell.
Graham enchants Nightmare, and the travels to The Realm Of The
Dead.
THE REALM OF THE DEAD
SAVE YOUR GAME HERE. Avoid contact with the
ghosts. Notice there are 2 spirits here. Talk to them -
they’re Cassima’s parents! They’re bitter about their murders going
unpunished, and they worry about their daughter. If only you could
help them somehow. Cassima’s mother gives you her TICKET TO
THE UNDERWORLD. SAVE YOUR GAME HERE.
Walk right, and talk to the mother spirit. Her son is
missing, and she can’t find him. She give you her HANKERCHIEF,
and asks you to find him. SAVE YOUR GAME HERE.
Go up once screen, Get BONES over on the right, and watch
the skeletons dance (brilliant stuff!). One of the skeletons will
drop his KEY - as soon as you are able, get SKELETON
KEY. Now give your TICKET TO THE UNDERWORLD to the
skeleton in red, and he ushers you on to the next screen.
SAVE YOUR GAME HERE. You’re on a precarious path now.
Walk along path until you reach the skeleton. Look at the skeleton
to get a close-up, and get the GUANTLET. Navigate the
path up to the River Styx.
Use TEACUP on the river. You have prepared the
Magic Paint spell. Talk to Charon (the Ferryman) and give him
the GOLD COINS. He takes you across the river.
SAVE YOUR GAME HERE. You are now on another path. Walk
up the path and open the gate… uh-oh… the gate is alive. Talk to
the gate. The gate asks a riddle - the answer is LOVE.
You walk through the gate.
Approach the Lord Of The Dead - DO NOT KISS HIS HAND. Talk to
him, and use your GUANTLET on him to challenge him.
Death accepts your challenge - and he tasks you with making him
cry. He has seen all pain and torment imaginable, so this won’t be
easy. Or is it? Show your MIRROR to him.
Seeing the truth about his horrendous life is too much for him, and he
sheds a tear.
You have passed his challenge, and won back the souls of the King
& Queen. Nightmare, the horse, takes you back to Isle Of The
Crown.
ISLE OF THE CROWN
Walk up to the crossroads, and take the left path. SAVE
YOUR GAME HERE. The lamp merchant is still here - give him
your HUNTER’S LAMP, The merchant allows you to choose a lamp
from his pole, so get the 5th lamp (blue, fancy).
Enter the Pawn Shop. Give TINDER BOX to the shop
owner, and trade for the PAINT BRUSH. Leave the shop.
Head down to the crossroads, then take the right path, up to
the castle. Go left, to the side of the castle. Use
your FEATHER in the TEACUP to stir it.
Use PAINTBRUSH to paint the mixture on to the castle
wall, then cast the Magic Paint spell. A door appears on the wall,
so open it, and enter the castle.
INSIDE CASTLE
As you step into the castle, the magic door disappears behind
you. SAVE YOUR GAME HERE. Now listen out for guards,
as you explore the castle.
There are 3 doors on the right - enter the middle one. A young
ghost boy is here, calling out for his mum. This must be the child
of the ghost woman you met in Realm Of The Dead. Give him the HANDKERCHIEF.
He tells you about a secret door hidden behind ‘the metal man‘,
before floating off to join his mum. Leave the room.
Take upper-right path. There’s a suit of armour here. Look
at the armour, touch it’s right arm. Ah-ha! A secret passage!
You automatically enter.
SAVE YOUR GAME HERE. Look through the hole in the wall,
and watch the cut scene as Captain Saladin and a couple of guard
dogs discuss the Abdul. Sounds like they don’t like him very much.
Climb up the stairs, look through hole in the wall, and watch
the conversation with Cassima. Give her your DAGGER as
a weapon to protect herself.
Walk left, and follow the path until you reach another hole in the
wall. Look at hole in the wall. Watch the cut scene.
It’s pretty obvious now that he killed Cassima’s parents, and he also
plans to kill Cassima herself. There must be a way to stop his evil
plans.
SAVE YOUR GAME HERE. Continue up to the next screen.
Look, carefully at wall on the left, and notice a faint outline on the top
panel. Try to push open the wall, and you find yourself in Abdul’s
room.
Use SKELETON KEY to unlock chest at the end of the bed.
Look in chest and get the LETTER, This is
evidence of Abdul’s treachery. Open the ebony box on the small
round table, and look at the piece of paper - it says ‘Zebu’ on it.
I wonder what that means. Now you know Abdul’s true
intentions, you need to put a stop to him. Open cupboard on the
left, and enter it to get back to the secret passage.
Follow the path down, and then climb down the stairs to the
Ground Floor. Move the door slab at bottom of the screen, and leave
the secret entrance, so you are back in the castle. SAVE
YOUR GAME HERE. Walk right one screen, and enter that door on
the right. This is Jollo’s bedroom. Watch the cut scene.
Give the blue LAMP to Jollo. Leave the room.
SAVE YOUR GAME HERE. Take lower-left path, so you are in the
next hallway. Look at that door on the left. Try to open the
door, but you can’t. So talk to the door. You have to spell
out the password, which is ALIZEBU (ZEBU was
in the ebony box in Abdul’s room. ALI was on the
spider web back in Isle Of Wonders, but you couldn’t get to it, because of
the freezing bug). Enter the room.
SAVE YOUR GAME HERE. Wow, what IS this room? Look at the
velvet drape on the table - it has the initials ‘AA’ proving that
the drape is his. Now pull the drape off the table. Look at
all 4 items on the table - wow, these are the sacred treasures from each
of the 4 islands. Each island had their treasure stolen, and they
thought another island was behind it. But now we know… Abdul
orchestrated the whole thing. Leave the room.
SAVE YOUR GAME HERE. You hear music - it’s wedding music.
Oh no, you don’t have much time left. Take the lower-right
path to next screen, then head up the stairs.
Open door at top of the stairs, to find yourself in the Grand Hall.
Now try to open the double-doors, but Captain Saladin will stop you.
Show the Vizier’s LETTER to Saladin.
Saladin takes you into the Wedding Hall, where Cassima is in the midst of
marrying Abdul. But… how can that be?
Talk to Cassima… something’s definitely not right here.
Suddenly, Cassima turns into the Genie, and Abdul runs off. Follow
Abdul through the door, up the stairs, and into the tower. Cassima…
the REAL Cassima is tied up on the floor here. Jollo appears, and
gives you Genie’s bottle. The Genie appears again - use the GENIE
BOTTLE on him, to declare that you are now the Genie’s master,
therefor he has to obey your orders now.
SAVE YOUR GAME HERE. When you’re able, get SWORD on
the wall, and attempt to fight Abdul. Strike Abdul with the sword.
While you are fighting Abdul, Cassima manages to cut her bonds with
the DAGGER you gave her earlier. When Abdul turns his
attention to Cassima, strike him again to knock him out.
Now sit back, and watch the cinematic ending.
Congratulations Alexander, you have saved the Land Of The Green Isles.
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