The Dark Witch is so going to get hers in this installment.
Desert Map (by Dan_)
Go up three screens, then go back to the door where you saw the horseman. Go up to the door and use the staff on it. It'll break, giving you only one opportunity to go in there. Grab the thing that's shining on the floor as well as the brass bottle, then get out before the door closes or else you're dead. Walk away from the door, then keep going right and get out of there. DO NOT OPEN THE BRASS BOTTLE, YOU WILL DIE.
Go up three screens, then go back to the door where you saw the horseman. Go up to the door and use the staff on it. It'll break, giving you only one opportunity to go in there. Grab the thing that's shining on the floor as well as the brass bottle, then get out before the door closes or else you're dead. Walk away from the door, then keep going right and get out of there. DO NOT OPEN THE BRASS BOTTLE, YOU WILL DIE.
Now that you're back, give the gold coin to the guard and see Madame Mushka. You'll find out that both the castle and the royal family have been miniaturized, and that Mordack is the brother of Manannan - the main villian from King's Quest III: To Heir Is Human (Alexander turned Mannannan into a cat in that game) - and that Mordack wants Alexander to change him back as he casted the spell and is the only one who can reverse the spell. Madame Mushka then gives you a magic amulet that protects you from evil magic. You'll leave after that. Select the amulet from your inventory, then press A after you put the arrow on King Graham. You'll automatically put it on. Do this as soon as you get it, as you'll definitely need it for what you're about to do.
Go two screens to the right, then go up. Go right, and then you'll meet the Dark Witch, who tries to zap you with a spell that turns you into a frog. Since you're wearing the amulet, it (obviously) fails. Talk to her, then go up and then left. She'll follow you all the while. When you're at the house, use the brass bottle on the witch, and she'll open it. This is why I told you not to open the bottle - the genie comes out and traps her inside for 500 years. Take care not to fall off the bridge as you enter her house. Go to the lantern hanging off the tree in the room to find a small key. Open the trunk below it to find a small spinning wheel. Go to the drawer to the left and sue the hand on it to get three emeralds.
Leave the house, then use the key on the door that's one screen to the right. Take the right path, as taking the left will expose you to spikes that will kill you. It's the golden heart! Take it, then go two screens to the left. Use the honeycomb on the eyes in the tree. You'll squeeze the honey out on the ground, leaving you with a piece of beezwax. Use the emeralds on the eyes, and on the third emerald you'll catch the elf. He'll show you the way out by talking to the rock that blocks your path to the left (it's a living creature that looks like a rock, strangely - a tiny golem, perhaps?) and taking you to an underground chamber.
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