King’s Quest VI: Heir Today, Gone Tomorrow
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===============================================================================
~ King's Quest VI: Heir Today, Gone Tomorrow ~
for DOS/Windows
FAQ/Walkthrough
by Bananagirl
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.
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