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KING'S QUEST VI: HEIR TODAY, GONE TOMORROW

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WALKTHROUGH - LONG PATH

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This walkthrough was written by Frodo

for The Daventry Chronicles

 

 

 

ISLE OF THE CROWN

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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.  

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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.  

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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.  

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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.  

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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. 

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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.  

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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.  

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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.  

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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.  

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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.  

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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.  

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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.  

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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.  

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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.  

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Use the MAGIC MAP on yourself, and travel to Isle Of The Sacred

Mountain.  

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ISLE OF THE SACRED MOUNTAIN

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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. 

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ISLE OF WONDER

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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.  

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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.  

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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.  

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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.  

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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.  

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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.  

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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.  

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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.

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ISLE OF THE BEAST

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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.  

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Use your MAGIC MAP, and travel back to Isle Of Wonder. 

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ISLE OF WONDER

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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.  

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AGAIN, STAY AWAY FROM THE SPIDERWEB

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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.  

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ISLE OF THE BEAST

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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.  

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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.  

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Walk back down to the beach, and use MAGIC MAP to travel to Isle Of

The Crown. 

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ISLE OF THE CROWN

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Go up to the crossroads, and take the left-path, back to town.  

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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.  

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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.  

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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!).  

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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.  

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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.  

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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.  

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Go down to the beach, and use MAGIC MAP to travel to the Isle Of

Wonder.

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ISLE OF WONDER

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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. 

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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.  

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Go down to the beach, and use MAGIC MAP to travel to Isle Of The

Crown.  

 

 

 


ISLE OF THE CROWN

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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.  

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Go down to the beach, and use MAGIC MAP to travel to Isle Of The

Sacred Mountain. 

 

 

 


ISLE OF THE SACRED MOUNTAIN

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SAVE YOUR GAME HERE.

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It’s time to take on that mountain now.  More details about the Logic

Cliffs can be found in your game manual.  

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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

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2.  SAVE YOUR GAME HERE.  Climb up the steep stone steps, being

careful not to fall.  Look at the next inscription in the rocks.  

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Please refer to your game manual to match the correct symbols and

letters.  

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The word is:  SOAR

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3.  SAVE YOUR GAME HERE.  Climb up the steep stone steps to the

next inscription.  Look at inscription.  

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Press 4, 1, 2

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4.  SAVE YOUR GAME HERE.  Climb up the steep stone steps to the

next inscription.  Look at inscription.  

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Please refer to your game manual to match the correct symbols and

letters.  

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The correct letters to press are:  D, O, Q, G

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5.  SAVE YOUR GAME HERE.  Climb up the steep stone steps to the

next inscription.  Look at inscription.  

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The word is:  ASCEND

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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.  

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SAVE YOUR GAME HERE

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Make sure you have HOLE-IN-THE-WALL and BRICK, TINDERBOX and

RED SCARF in your inventory, before proceeding.  

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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

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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

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Watch the long cut scene with the Oracle.  She gives you VIAL OF

SACRED WATER.

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Use MAGIC MAP, and travel to the Isle Of Mists.  

 

 

 


ISLE OF MISTS

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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

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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!  

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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. 

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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?  

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Make your way back down to the beach, and use MAGIC MAP to travel

to isle Of The Crown.  

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ISLE OF THE CROWN

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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.

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ISLE OF THE BEAST

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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.  

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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.

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ISLE OF WONDER

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SAVE YOUR GAME HERE.  Walk up twice to the garden, and get DRINK

ME BOTTLE from the table.  

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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!  

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Return to the beach, and use MAGIC MAP to travel to Isle Of The Crown.

 

 

 


ISLE OF THE CROWN

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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.  

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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!  

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The cloaked man gleefully dances out of the shop.  

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Alexander comes back to life - the DRINK ME BOTTLE was just a bit of

trickery to fool the cloaked man.  Leave the shop.  

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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. 

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ISLE OF THE MISTS

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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

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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.  

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Return to the beach, and use MAGIC MAP to travel to Isle Of The

Sacred Mountain. 

 

 

 


ISLE OF THE SACRED MOUNTAIN

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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. 

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THE REALM OF THE DEAD

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SAVE YOUR GAME HERE.  Avoid contact with the ghosts.  

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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.  

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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.  

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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.  

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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.  

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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.  

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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.  

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ISLE OF THE CROWN

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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).  

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Enter the Pawn Shop.  Give TINDER BOX to the shop owner, and trade

for the PAINT BRUSH.  Leave the shop.  

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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. 

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INSIDE CASTLE

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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.  

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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.  

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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.  

​

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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