Now it's time to go through that stupid maze.
Once you go inside, use the crystal shard on one of the statues after you go inside to reflect their magic back at them.
Go around the front door by taking the path to the left. Don't fall! You'll come across an iron grate. Open it with the iron bar, then go inside it by using the hand on it. Next time...maze time!
The arrow at the bottom of the screen shows which direction you're facing. If you're looking at Graham's back and the arrow isn't pointing up, you're not facing north.
Instead of using compass directions, I'll use normal directions like I've been doing the entire guide. Here is where to go:
Up, right, up, up, up, left, up, left, up, left, right, right, left, left, right, left, right, right.
You'll meet a beast. Use the tambourine on it and it'll run away, dropping something on its way out. It's a hairpin. Take it, because you're going to need it for what's happening next.
Down, left, left, right, left, right, right, left, left, right, up, right, up, up, up, up, right, left, left.
You'll come across a door. Unlock the door with the hairpin.
You'll now be in the evil wizard's house. Go to the left shelf and grab the bag of dried peas, then go up and into the next room. Give her the locket. She'll introduce herself as Princess Cassima of the Green Isles.
[quote]My name is Princess Cassima from the Land of the Green Isles. My father, the king, employs a horrible vizier who befriended Mordack. When Mordace saw me he immediately wished to marry me and bring me here.[/quote]
Why am I mentioning this snippet of dialogue? Well...SERIES-WIDE SPOILER ALERT! (Yes, I'm going to mention what's going on, but also the other canonical events in the series that tie this together.)
Prince Alexander (or "Gwydion," as he is called by Manannan until he finds out who he really is) casting a spell that changes into a cat happened back in King's Quest III: To Heir Is Human. When he returns to Daventry, he saves his sister Rosella from a dragon. From this point on, elements of past games play in the storylines of future entries even further than they already did.
You play as Rosella in King's Quest IV: The Perils of Rosella. There, she meets a man named Edgar during her travels in Tamir and helps him out. Princess Cassima appears in King's Quest VI: Heir Today, Gone Tomorrow, which is the next game in the series after KQ V. In this one, Prince Alexander sees her in the magic mirror and goes out to find her. He (luckily) crash lands in the Green Isles, where she returned to after Crispin teleports everyone back to their home at the end of King's Quest V. Alexander saves her from the evil vizier Abdul Alhazred (who has killed Cassima's mother and father - the king and queen of the Green Isles - in a plot to force Cassima to marry him and rule the Green Isles himself; he is named after the author of the fictional Necronomicon in the stories of H. P. Lovecraft) at the end and marries her. It is also revealed in this game that Mordack and the Vizier were further tied together by the membership in a secret organization known as the Society of the Black Cloak.
In the next game, King's Quest VII: The Princeless Bride, Rosella meets Edgar near the end of the game. He had been changed into King Otar and could be told apart from the real one by his purple eyes (King's Otar's were green). She changes him back and finds out he is the prince of Eldritch, where the entire game takes place. She later saves him with an extra life given to her by a black cat earlier in her adventures, and saves him from death. Rosella, who initially refused to marry at the beginning of the game, marries Edgar with his parents' blessing.
Hope that big wall of text helps.
Anyway, her father sent her there anyway and forced her to work as a scullery girl until she does marry Mordack. Graham promises to save her when he rescue his family. Go right.
While you're here in Mordack's castle, don't stand around for too long. Otherwise, Mordack will find you and kill you. If you save your game every time you enter a new room, you won't have the problem of getting killed again while you retrace your steps.
In this room, you might meet a black cat. This is Manannan; he will send Mordack out if he sees you or you walk onto its tail, killing you. Leave and re-enter until it isn't there, then go right to the next room. Go through the other door on the left (it's below the one you came in here in) then get out when you see a large blue beast. Let it grab you; it'll throw you in a dungeon. Use the eye on the mousehole and you'll find a piece of cheese inside. Use the fishhook on the mousehole to get it.
Since you found Cassima's locket and gave it back to her, she'll open up a secret compartment in the wall. Use the hand on the opening. You're in the labyrinth again. Go down, then follow Cassima. You'll reach the door again. Retrace your steps and you just might see the blue beast again before you're right back where you started from. Use the bag of dried peas to trip it up and make it disappear.
If you see Manannan the cat when you have the now-empty pea sack. throw the fish at him to distract him (he won't be able to help himself) then use the brown sack that the peas were in to trap him. That cat won't be screwing with you again.
From the organ room (do not play the organ!), go east, wrap around to the left, then go up the stairs. Go left, and you'll find Mordack's bedroom. Gee, I guess he sleeps very well at night.
Go down and you'll find the library. Use the hand on the open book on the bottom of the screen, and the game shows you four symbols. Failure to do so makes the game unwinnable! What do they mean? Stay tuned for the conclusion!
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