KING'S QUEST 3 (Sierra On-Line) (?)
When casting a spell and asked to recite a verse just hit RETURN. The King's
Quest series of games uses the debug command and interpreter for the
programmers (up to KQ3) KQ4 doesn't have it because of the tremendous
size of the game. Have some fun and press ALT key then 'D' then RETURN.
Then type either 'GET OBJECT' (and type in a random number) or 'TP' for
transport (and a random number) and see what happens.
Complete solution:
PART 1:
KING'S QUEST 3 starts a bit different than the first two. You begin as a
simple slave. As always, keep the role in mind. This means you will have to
think like a slave and act accordingly. If you are to ever escape the
wizard's evil clutches, you will have to use stealth and guile. Keep your
own counsel, and don't get caught even thinking of escape! You begin at the
entry of Manannan's abode. The wizard appears, and remarks that you have
been lax in handling the chores. Being who you are, you immediately carry
out all of his orders. You will need to carry out whatever task it is
(usually the kitchen), then, if it was something else, go to the kitchen,
where this walkthru begins.
One more thing: I prefer a two save approach to such games. That is, I use
one as a miscellaneous save at the bottom for most of the little things.
After a scene has been thoroughly examined, I do a 'normal save,' such as:
'AFTER ALL SPELLS--0:30:27--62PTS.' This way I find that I don't have a
bunch of useless saves that only add to the confusion. Good luck and happy
Questing!
You get the knife, spoon, bowl, fruit, mutton, and bread, then go south to
the dining room and get the cup. Head west and you're back at the entry.
Now, up the stairs and east. 'Look' and you find yourself in your own
pitiful bed chamber and recall that Manannan never comes in here. 'Drop All'
and notice that it's a safe hiding place. 'Get All' then out into the hall
(still in the same scene) 'Look' then 'Look Behind Tapestry.' Hmm, seems to
be a threat!
Go west and you are again at the head of the stairs. Oh, NO! It's him again!
What's this, he's leaving? Well, while the cat's away... Go north and you
find yourself in the 'Master Bedroom.' Totally indecent in its opulence!
Decadent in the extreme when compared to the meager cot in your own room.
(What if he comes back?) You stop to admire the reflection in the mirror but
are only reminded of your lowly position. 'Open Drawer' and you find a small
mirror (keeping it for yourself). Now what else might be useful? 'Look in
Closet' and sheesh what a fancy wardrobe! Somehow you resist the temptation
to wear such finery but 'Look Behind Clothes' and WOW! A map could be very
useful, if you ever get out of this place! Now 'Get Map' and 'Look at Map.'
Seems to be a rather unhelpful piece of parchment, but who knows?
Being cautious you 'Close Closet' (pun not intended) and 'Look on Top of
Closet.' A key? Now what could that open? This could be important so, of
course, you take it with you. Then it's over to the dresser and 'Open
Drawer' to find a vial of essence. Doesn't mean much but probably worth more
than the map and it, too, winds up in your seemingly bottomless pockets.
Go south then up the stairs to the observatory. 'Look Through Telescope' (So
That's his Secret!), then 'Get Fly' (My you really are desperate, aren't
you?), and go all the way back downstairs, to the first floor.
At the entry, go north to the study and 'Open Cabinet' and VOILA! (Worry
sets in now, to get caught is to be -- well, let's not think about it!) You
gather your courage, and continue the search. Since anything could help, you
'Look at Books' and 'Move Book.' Now what? 'Move Lever' and panic almost
overcomes you! This has got to be one of his biggest secrets! So that's why
he doesn't want you in the study alone!
You tremble and shake but press on. After all, if he caught you now, well
you certainly would be on his bad side. Down those dark stairs you go, but
extreme caution is the word, as even something as silly as a cat on the
stairs could spell your doom! (This is the only place I've found where the
cat is actually dangerous.)
Down and down again. Most certainly this is the dungeon, where he tortures
his victims and...no! Why, it's a laboratory! 'Look' then 'Look at Book' and
hope shines anew! You 'Look at Shelf' and 'Get' the six ingredients. An odd
combination of emotions begins to take hold of you now as you experience a
dreadful fear and hope at the same time. So close to freedom, yet so close
to the wrath of one of the most contemptible of all creatures, a slave
owner! The die is cast, there can be no turning back now. It's all or
nothing and you know it! You keep the goodies, and head back up those
stairs. (Has he returned yet?)
Cautiously, you stick your head up into the study, half expecting a most
horrible confrontation. Surprised to find you're still alive and human, you
quickly close the trap door, replace the book and return the wand to the
cabinet. You go south twice, and find yourself outside. Ah, the chickens!
You 'Open Gate' and 'Get Chicken Feather.' Knowing that you need to know
more about Llewdor before making good your escape from the tyrant, you head
down the mountain. (Be sure to save your game first!) The trail down the
mountain is treacherous, but make it you do. (The bottom of the mountain is
a good place for the miscellaneous save.) Once at the bottom, head west,
then west again, desert country -- what? That was quick! Oh well, 'restore
game.' (You did save it at the bottom of the mountain, didn't you?)
From the bottom of the mountain, you go west and stop long enough to get
ready to 'Show Mirror to Medusa,' then west again and turn around. (Where is
she?) You sense her approach and (CR) Got her!! Perseus would be proud! But
you aren't here to do battle, you are on a scouting mission. So you decide
to move on quickly. After all, stealth and guile are important, but so is
time!
PART 2:
You head south and spot a nice cactus by the rock, 'Get Cactus' and further
south (nothing here), south again and 'Get Snake Skin.' Go east and there's
an eagle! As the eagle flies by, he drops a tail feather, so you 'Get
Feather' and go east again.
The scenery here is just lovely. So much prettier than the desert that you
tend to linger. (Sierra's famous 'if it's slow, it's important'.) You take
in the lovely scene and notice the mud along the river. 'Get Mud' and
continue east. (If you are really tempted to try the cave, save game first!)
From the cave you head east once more to find a coast line. Hmm. Can't go
any further this way. You go north along the coast and 'Get Water.' Not much
around here so, north again. Aha! Now this is more like it! Looks like
civilization, so up the ladder and west.
Decisions, decisions! Okay, you try the bar. Nothing much here, no action at
all as a matter of fact. (Unless you try to 'Kiss Barmaid!') So it's off to
the store. Finding that you can't buy anything without money, you pet the
dog (he's irresistible) and leave.
Outside you take the easiest route -- south. Here you find stunted trees,
but on closer inspection, there's a sprig of mistletoe. (Now where *is* that
barmaid?) You 'Get Mistletoe' and head west. Why this is right out of a
fairy tale! After making sure there is no one home, you boldly break into
the house. Looking around, you don't find much, so it's upstairs for some
real searching. The beds look comfortable, but you have no time to nap.
'Open drawer,' and a shiny, silver thimble is there. You 'Take Thimble' and
take your leave.
Downstairs again, you can't help but feel there is something missing. Must
be your imagination, so outside and 'Look at Flowers' because they are so
pretty. You 'Get Dew' and go west again. Nothing here, so it's north. Here
you find nuts, but none to suit your needs. Hmm, could be some in that hole
though, so you 'Reach in Hole,' and nah. It couldn't happen twice in one
man's lifetime. (Better save game since this is unpredictable!) You climb
the ladder only to find the original robber's roost! But since he is asleep,
you do what you must, and steal from him. (It's only fair.) After you have
the purse, you don't even wait to get away, you count the coins, eight of
them! With this much money, you know what to do! You look at the map, point
to the village and -- WHOOSH! Back to the store.
What a way to travel! You re-enter the store, 'Look at Shelf,' and buy the
four items that seem most important to you. These items are salt, lard, fish
oil, and an empty pouch.
Suddenly you are almost overcome with fear! The wizard! He could be home by
now! You look at the map again and point at the top of the mountain, and --
WHOOSH! Nope! It didn't work. Oh well, you sigh and start up that long,
dangerous path. (Don't forget to save your game first!)
At the top of the mountain, the fear is the worst! What if he is back? What
will you do if he's waiting just inside the door? You open the door and the
coast is clear! Better get rid of all this stuff! Upstairs, and east to your
own little room. You drop all and hide it way underneath the bed. Now if
only he doesn't come in here! Oooopps! Better get some of that food, he's
always hungry whenever he returns. You 'Get Fruit' and start downstairs. You
worry and fret; but when he does return, he doesn't seem the least
suspicious. Just hungry, the self-centered lout!
Being a slave and all does have its drawbacks. Not only do you have to fetch
his meals, you are expected to stand there and watch! The man has absolutely
no class. But you stand there in case he wants something else. Such is the
lot of a simple slave. They way he eats, it's too bad it isn't poison!
After belching loudly, he takes his leave, and not even thanks! Ah, to heck
with him! You think for a minute, he always takes a nap after he eats like
that. Hmm! And then you can get back to plotting the escape! But not before,
you caution yourself, since it is far too risky with him about, And you
almost got caught coming back up the mountain!
You go back upstairs, waiting in front of his bedroom. When he does take a
nap, you'll want to know. And there he is. Don't disturb him? You wouldn't
even dream of it! Now, quickly you go to the east, to your own room. Wait,
there's the cat. You 'Get Cat' and 'Get Cat Hair,' then into the bedroom and
'Get All.'
You try to calm yourself, but still you race back to the stairs and down.
You go into the study, and with trembling hands, open the cabinet. Taking
the wand, you close the cabinet and go to the bookcase. Taking a deep
breath, you open the trapdoor and carefully go down those dark and dangerous
stairs.
The laboratory brings back the fear, but you calm yourself and go to the
table. The ancient book calls to you. This is where the hope is! Slowly you
'Open Book to Page II.' The room begins to glow and strange music plays.
Shivers run through your body, but you are as if transfixed. You read from
the book (the handbook not the disk) and follow the steps most carefully.
(Except step II must be: 'Put the dog fur in the bowl' since you have both.)
The last of the incantation is read, and you wave the magic wand. Whew!
Success!
Since that one worked, another is called for, so you return to the book and
'Open Book to Page IV' and follow directions exactly! Again you complete the
spell and hope gives you strength. You decide on just one more for now,
where was that spell? Transforming another into a cat! That's it!
Once more you go to the book and 'Open Book to Page XXV.' The odd colored
lights again return, and the music starts anew. With shaking hands and
strained nerves you begin the spell. Carefully you follow directions, but is
it right? Tension builds, and builds still more. The longer you work at it
the more you shake, until at last! You wave the magic wand and Ahh....
Strained to the breaking you realize that at last you have the means to
eliminate the evil, old Manannan forever! Then you realize that you have
lost all track of time. When will he awaken? Has he already finished his
nap? No, plenty of time.
Looking at the cookie it occurs to you that it's going to be tougher than
you thought to get him to eat the disgusting cookie. Somehow it will have to
be diguised. But how? You try to 'Put Cookie into Bread,' but that doesn't
work. Hmm. Have to think of something.
PART 3:
You look at the map, and readily see that there isn't much that you have yet
to see. You point to the bottom of the mountain and WHOOSH! Yes, this is the
bottom of the mountain, so east. Ah, there's that cave again. Not much left
then, so it's east once more and -- nope. Just more coastline. Hmm, back to
the west.
Go north and you are again facing the mysterious cave. Let's see, how do you
pass a spider web that size? You don't want to chance it so, 'Dip Eagle
Feather in Essence' and fly into the cave. Navigation seems a bit odd as an
eagle. Hard to control where you go. Hey! Spider alert! As you get close to
the spider, something comes over you and it's curtains for the spider.
As the spell wears off you notice that the web has been torn to shreds. You
oh-so-cautiously enter the cave, and a presence causes you to freeze. What
is this place? There in front of your eyes appears an oracle. It seems she
knows you! More than that, she also knows who you really are. As you gaze
into the vision she creates, it is revealed to you that there is another
whose fate is far worse than yours. Not only that, but it is your duty to go
to their aid! How are you ever going to manage?
They say it's always darkest before the dawn. You gird yourself and go
forth. But how can one such as yourself be of any aid to one such as that?
And in a land far, far away!
The spells! You realize that your only hope is to be rid of the tyrant
wizard (which you had in mind anyway) and finish the spells. In order to
finish the spells, you still need three dried acorns. Where might they be
found? The desert is dry, but nothing grows there except cactus. Perhaps
near the desert? You head west and cross the stream, but what's this? You
overhear two birds discussing, of all things, YOU! Further west and two
squirrels seem to have the same thing on their minds. Seems like you are the
prime topic in all of Llewdor.
The conversation is only moderately interesting, but it seems to clear your
senses, for insight strikes. The thing that was missing! That fairy tale
cottage! You hurry off, to the north twice, then east. Yes, it is the house
of the Three Bears, and there they go now! As soon as they leave, you enter
the house. There on the table is the thing that bothered you so when last
you visited, simply because it should have been there. Porridge! What an
ideal way to hide the cookie! You 'Get Porridge' and exit quickly. (Those
bears may no longer have a sense of humor!)
Outside the house you continue the search for the acorns. Nothing here, so
west again. Nope. Nothing but a couple of noisy squirrels. Argh! And two
nasty bandits! They assault you severely, hit you right on top of the head,
and steal everything!
At least you know where the hideout is, so north you go. And there it is!
Wait a second. You pause long enough to search those nuts just one more
time. Lo, and behold! You find three dried acorns. You 'Get Acorns' and
'Reach in Hole.' (Save the game.) The ladder appears again so up you go.
Quietly you enter, finding the thief sound asleep. Carefully you approach
the table and nab the purse. Now, where is the rest of it? You spot a bin in
the corner that you hadn't noticed before. You 'Open Bin' and 'Look in Bin',
there it all is! Quickly, you abandon the treehouse, climb down the rope and
run to the east. Even here you don't stop, you feel like just running
forever. Almost blindly you head north where the treacherous mountain path
brings you up short. You know that you can't risk hurrying up that trail.
Maybe they aren't following. You can't help yourself, you simply HAVE to
know. Carefully, you take inventory, even to counting the coins in the
purse. What's this? There's eight coins! But that's more than...oh, well.
That path, hmm. There should be an easier way. Wait! Why walk? You 'Dip
Eagle Feather in Essence' and take to the air. Not only is this a lot safer,
it's FUN! At the top of the mountain, you say the magic words, and look for
a safe place to land. Oops, right in the middle of the chicken coop! Any
landing that you walk away from is a good one!
You 'Open Gate' and head for the house, 'Open Door' and hurry to the study.
Yup, you left the trapdoor open, and the wand! Got to put that back, too!
You're too close to freedom to let a little mistake ruin it all. So you
'Open Cabinet,' 'Move Lever,' and 'Move Book'. There that's better. Now it's
back to the entry and up the stairs.
You go to your room, and 'Put Cookie in Porridge' and when you 'Look at
Porridge' you relax for a moment. It will work! It HAS to work! You 'Drop
All' and 'Get Porridge' and it's off to the dining room. Patience is an
asset to a slave, but was never one of your virtues. As a matter of fact
it's all you can do to keep from dancing from one foot to the other. But
wait you must. You have time on your hands for a short time, but it seems an
eternity! You reflect on the danger ahead and the task set before you.
Desperately you try thinking of anything but the porridge and the waking
wizard!
There he is now! Somehow you calm yourself so as not to give any clue that
something is amiss. Now, go to the kitchen, must make it appear that you are
preparing a normal meal. You can't control yourself, you turn right around
and return to the dining room. You 'Feed Wizard' and anxiously watch his
every bite. He eats, and eats, and 'Ding-dong, the witch is dead...' or
something like that! Hooray!
Up the stairs, and back to your bedroom again. (For the last time!) You 'Get
All' and go back to the stairs, then down to the study. You get the wand and
open the trapdoor and cautiously go down to the laboratory. You feel a sense
of exultation, but also a sense of purpose. You are almost driven to
complete the spells, because, after all, she is your sister.
Going to the table, you open the book to the proper page, and begin to
tremble anew as the lights play tricks and the weird music starts to play.
Hope carries you as you patiently carry out the instructions for the spell
to teleport at random. Each step is completed in accordance with the book,
you recite the verse, and wave the wand. Again you find success, and again
you go to the book. Only three spells left, and the powers of the wizard are
yours!
You open the book again, this time to the spell marked Deep Sleep. This one
seems to be a bit harder. The trembling is more pronounced. You get the
feeling that you aren't going to make it, the words on the page begin to
blur. But finally it's over and you have still another spell to call your
own.
The last two are certain to be tough! Again you open the book, now to page
LXXIV. The music causes tension, the strain is great. The spell is very
exacting, but so were the others. This spell, and the next come hard, but in
the end they are yours. At last you are, in truth, a wizard in your own
right!
The feeling of power is intoxicating! POWER! What a feeling! With this much
power, what could not be done? Why, perhaps you should put the cat/wizard to
sleep forever? No, have him teleporting at random for the rest of eternity!
Slowly, you come back to your senses. The wizard is already suffering his
fate. To do more would be to become as he was. No, you realize that you have
been called to a higher purpose. You must save your sister and the kingdom
of your parents. You wonder what they must be like.
PART 4:
Transportation will be a problem. To know this is to know that the tiny
village is the only hope. You look at the map and point to it. WHOOSH! And
here you are. You feel that already you have become used to such methods of
travel. It all seems so natural. Barely hesitating, you go into the bar,
find three sailors and try to strike up a conversation. Aha! That's just
exactly what you do want. Money is no object, so you 'Give Gold to Captain.'
Why the louse! Such poor manners! Grabbed all of your gold, and left without
so much as 'glad to have you.' (Maybe he would like to be a cat?) No, that's
bad thinking. No time to scold yourself though, so it's off you go for a
long walk out on the pier. And this must be the ship. Yes, there's the
captain now, and he seems anxious to get you aboard. That gangway looks a
bit tricky, but you are becoming used to such narrow walks.
As you step aboard, you get the feeling that something is wrong. But what
could it be? Why these men aren't sailors! They're PIRATES! Before you can
even manage a simple spell, they grab all of your possessions and throw you
rudely into the hold.
What a predictament! A short time ago you felt as if you were all-powerful,
now you couldn't feel more powerless! You look around and find that there is
a ladder just above you but just out of reach. You go east and look some
more. There! That small box will surely do. You 'Get Box' and go back to the
west, 'Drop Box,' and 'Jump on Box.' Yes, it will work! You 'Jump on Box'
again and the 'Jump' to the ladder.
Cautiously, you stick your head up out of the hold, then climb right up from
there. Hmmm, this seems to be the captain's quarters. You go west and 'Open
Chest' then 'Look in Chest.' Quickly you take your leave, lest you be caught
and the possessions taken from you again -- or worse!
At the ladder you face another tough decision. Up, or further east? Not
down, you know what is down there. Wait a second, what about the map? You
'Look at Map,' only to discover water all around. Well, that, at least,
figures. Hmm, how far to Daventry? How soon will you return to the land of
your birth?
Time is wasting and you decide to chance a look at the upper deck, so it's
up the ladder. As long as you're climbing, might as well go all the way, so
up still higher. Nothing but the crow's nest, and it looks like a dangerous
climb. Down you go, and back to the quarterdeck. Might as well see what's at
the back of the ship. West and into the galley. DRAT! The cook has seen you!
You find yourself thrown back into the hold with a loss of, among other
things, your dignity.
You ponder a moment. What should you do? Since they seem not to have noticed
how you left the hold before, why not try it again? Up the ladder,
(carefully) and peek out slowly. No one around so...Nah, they wouldn't put
your things in the same place. Nothing better to do, so west you go and into
the captain's quarter's once more. The chest is still open, so you look in
the chest, and beat it fast! Sure enough! They DID put it all in the same
chest!
Not wanting to risk going up top side again, you decide to go east. A quick
look around doesn't show much, but here's a shovel so 'Get Shovel' and scoot
back to the west. Kinda risky around here. What you really need is a place
to hide out and just think. Of course, the hold is the safest place to be
right now! So back down into that dark, dank hold.
You spend some time just thinking about the problem, pacing back and forth
like a caged animal. As a matter of fact you begin to feel just like those
mice. Except not quite so talkative. What are they chattering about, anyway?
A treasure? Five steps east of a lone palm tree? Yeah, well it won't do you
any good here! Got to think of a way out.
You look at the map again, noting that the ship is considerably closer to
Daventry. You'll need a plan before long. What about the storm spell? No,
that could sink the ship and you right along with it! Hmm. Suddenly it
strikes you just as surely as a bolt from a thundercloud! Of course, the
sleep spell!
'Land Ho!' A cry comes from high above. Soon, very soon, but the timing will
be important. You are sure that you must wait until the anchor is dropped,
but equally important is everyone must still be aboard.
Another cry from above. 'Drop Anchor!' You pour the sleep powder on the
floor, and recite the verse. Quiet falls all around. even the mice are
stilled. As if the slightest sound would break the spell, you slip back up
the ladder and out on the main deck. You 'Look for land' and see mountains
in the north and land to the east. Cautiously, you step off the deck and
into the water. Not the best dive you ever made, but you're in the water.
East is land so east you swim, only to find the horror of the sea bearing
down on you. You give your best impression ever of Johnny Weismuller! Whew!
That was CLOSE!
The trials you've seen! At last you are free from worry. The wizard will
bother no one ever again, the pirates are caught in the sleep spell, and you
have come at last to the land of your birth. It would be so nice to just lie
here in the sun for awhile. No, that won't do. You still have a sister in
the gravest of danger; and from what the oracle said, the Kingdom itself is
in deep trouble. It's on your feet, and off to the east.
Huh? It's the captain! He escaped the sleep spell! You deftly dodge him by
going north. Something about that beach bothers you though. Wasn't that a
lone palm tree in the sand? You step back to the south and find that he is
gone. Over to the tree and take a close look. Yes, it is a palm tree, but
can mice be believed? Only one way to find out, so stepping slowly you
count: One, two, three, four, five, and 'Dig.'
Eureka! Why there's a King's Ransom here! You wonder if you should rebury
it, or try to drag it along. How much farther? What the heck, with what you
are already packing, it hardly makes a difference. You grab the chest and
move off to the north.
Yes, the trail does look tough, and no way to get there from here. East, and
the the trail begins. A step or two north, around that sharp corner, and
back again to the west. You stop at the base of the Horse Head Rock, and
scale the very face of it. No, this isn't nearly as bad as the trail from
the wizard's. East, following the trail as it winds around to the north,
then east to a lovely waterfall.
Growing weary of the climb, you decide on a shortcut. You 'Dip Fly Wings in
Essence' and fly right up to the top of the waterfall. Following the trail
east, you see a cave in the distance. No, you decide to press on. No more
sidetrips, no more distractions.
Further east and the trail seems to go in all directions, and a big footed
foe comes up behind you! He seems to be a bit confused, and heads back to
where he came from. The impulse to buzz around leaves you, and you land on
the path to the south. Deciding it to be as good a direction as any, you
take that path, only to find yourself scaling an almost vertical cliff!
PART 5:
Slowly, just as slowly as you can, you climb down. You feel carefully for
handholds and any possible loose stone or ice. Straight down, until you feel
a ledge and carefully let it take your weight. Whew, glad that's over with.
Looking around, you realize that it hasn't even begun! Staying close to the
cliff wall, you carefully move to the west. It looks spooky, but you enter
the cave.
DARK! You fear that you will become lost in the maze, but you come at last
to the far side. This isn't an improvement at all. Moving out to the end of
the ledge, you begin scaling down again. No point in trying for the closer
ledge, what you want is to get to the bottom. Slowly you move down, til at
about the midpoint you fail to find a foothold. You move to the west a bit
and then down even more. At last you feel the ledge below you, only to find
that the dark caverns are to be risked again.
Entering the cave again brings you out on the west side of the cliff base.
It looks like you are trapped, but you dare to risk the long climb back up.
Moving a few steps to the east, you begin the climb. You begin to tire, and
more than a little fear arises within you. On you go until you gain the
center ledge. This has got to be the way out! You enter the cave; and at
last! Finally you are back on the path.
You follow the path east, and east again. The mountain scenery is very
beautiful, and you begin to feel relaxed, almost carefree. You are lulled
into a state of recklessness!
The path turns south, and you follow it blindly, right off the mountain!
Actually, it's more like a large hill for you get more of a bruised ego than
anything else. You pick yourself up and have a look. That looks more like a
tunnel than a cave, and that looks as if it's a stairway!
Into the hole you go, somewhat more aware now of where you place your feet.
Up the old stairway you go. A sense of ancient times pervades this dark
place. Up to a landing, and up again. Out into the daylight and warm mists
surround you.
Why is it so dreadfully warm? Perhaps dabbling with the mantic arts has
given you a sixth sense, or maybe it comes naturally. You have a feeling
that danger is near, and you 'Rub Ointment on Self,' before going further
west.
The Dragon! Your instincts have proved themselves. The dragon doesn't see
you as you 'Stir Storm Brew With Finger.' With great care you utter the
words that so long ago were memorized in haste. The storm appears and rages
on! The dragon is struck, and down he falls!
As the storm subsides, and the ointment wears off, the struggling girl
captures your attention. You talk to her, trying to calm her, but she only
screams, 'Untie me!' You untie Rosella, explaining your relationship. The
doubt shows plainly on her face, but she agrees to follow you.
Rosella follows you east and down the stairs, and out into the daylight
again. Go west, and you come to place that looks to be under siege! The well
has been filled with stones, and that trench seems to run on forever. What
purpose can that great stone wall serve?
Go north, and at least there appears to be some sort of civilization. There
is even a castle in the distance. The gnome greets you and calls you by
name. Obviously, you are home at last! The gnome seems to know the way, so
you follow him toward the castle.
What kind of kingdom has a plank in place of a drawbridge? That plank more
than anything tells the dire circumstances of this land. Somehow, this is
not the home you had expected to return to. A sadness comes over you as you
cross that moat, and even the rich entry of the castle does little to dispel
your gloom.
You turn at the end of the hall and try to guess how the throne room and
your parents might look, and sadly walk the last short leg of your long
journey. A nervousness comes over you. Can this truly be home? Will they
know me? Questions come quickly to the mind, but there is no time for
answers.
As one, you and Rosella enter the throne room of Daventry and no doubt can
remain. This is HOME! It could not be otherwise. Hugs and kisses, and more
of the same! A tear comes to your eye as the King tells of his pride in both
of you. He explains of the once magic mirror, and before your eyes it
clears!
The moment could not be more perfect. You could not feel any greater joy, or
so you thought. King Graham brings out his old adventurer's cap and flings
it toward you. What an honor, to wear the cap of the King himself. You reach
to catch it, but what's this? Rosella, too, must think it an honor, for her
hand goes up as well.
In that moment, time seems to stop. Revelation strikes you. There are no
endings, only beginnings. When life brings you to an apparent ending, it is
just life and adventure beginning anew. For whom does life begin this new
adventure?
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