Pick up the large piece of wood under which is a small box. Take the coin inside Also pick up the ring sparkling in the sand. Walk north and north again towards the castle. Talk to the guards and show them the ring gaining you entry to the castle. When you have been instructed to leave walk south back to the junction and then north-east to the village.
At the village:Enter the pawn shop and talk to the shopkeeper until he repeats himself. Pick up the nightingale offering your coin in exchange. Take a mint from the jar on the counter and exit. Enter the bookshop picking up the free book by the door. Walk to the shelves at the far right of the bookcase. Pick up the piece of paper that falls from the poetry book. Chat to the bookseller until he starts waffling. Leave and chat to the lamp seller.
The ferryman:Walk north from the village past the girl in the garden exiting west from there. Don't worry about the boy in the water and knock on the door of the ferry. Talk to the ferryman telling him that Ali sent you. Once you're inside pick up the rabbit's foot from the table. Carry on talking to the ferryman until he starts to repeat himself and then leave the ferry and make your way back to the village
Back in the village:Re-enter the bookshop and talk to the shopkeeper about the magic spell book. Leave and enter the pawn shop. Talk to the shopkeeper about the magic map and offer your ring in exchange. Leave the shop and the village exiting to the south-east. When you come across a nightingale in a tree wind up the mock bird you have to coax it down to a lower branch. Give it the page from the poetry book and it flies away. Go south to the beach.
Island hopping:If you use the magic map you can travel to the Isle of the Sacred Mountains. Once you arrive there pick up the flower and the feather and then use the map again to travel back to the Isle of the Crown. Return yet again to the village and make a thorough search of the bin outside the pawn shop. You'll find an ink bottle inside. Return to the beach and then use the map to make your way to the Isle of Wonder.
Snatching the pearl from the oyster:Once you've reached the island talk to the oyster that is still awake. Offer it your help and then read to it from the free book you acquired at the bookshop. You can do this by simply clicking the book on the oyster. This make the oyster start to yawn and every time it does so try to grab the pearl. This may take some practice. Eventually you suceed and the oyster falls asleep.
Guardian gnomes:Walk north and five guardian gnomes appear. To get past them you have to use these objects: Gnome 1 (Smell): Give flower from the Isle of Sacred Mountains Gnome 2 (Listen): Use wind-up nightingale from the pawn shop Gnome 3 (Taste): Give it the mint from the pawn shop Gnome 4 (Touch): Give it the rabbits foot from the ferry Gnome 5 (Sight): Use the ink bottle from the bin on Alexander.
Trading wares:Pick up the floating words. Walk east and look at the spider's web. Pull the loose thread. When the spider falls grab the paper. Touch the books and a creature appears. Talk to him until he disappears. Go west. Go back to the pawn shop. Trade the nightingale for the flute and the pearl to get your ring back. Go south-east to find the bird again. Give your ring to it and it flies away. Go to the beach and travel to the Isle of Wonder.
Dancing flowers:Walk north to the forest. When you get there pick up a milk bottle from the tree and exit to the north-west. Pick up the rotten tomato and the iceberg lettuce. You also want to pick up the hole in the wall which hides behind the wall flowers. Use the flute and the flowers start to dance. When the music stops the flowers continue to dance giving you the chance to grab the hole in the wall. Leave via the gateway to the north.
Lettuce salad:Attempt to get past the two guards. When the Queen's disappear grab the red scarf and then go back to the beach and use the map to travel to the Isle of the Beast. Walk north to the boiling pond and throw the iceberg lettuce on it which cools the pond a little so that you can walk through it and take the lamp. Walk north pick up the stone brick from the ground and then exit south. Carry on and walk south again.
A red ribbon:Talk to the creature in the tree and use the words which were floating on the water. Use the map to travel to the Isle of the Crown. Walk north and pick up the red ribbon the bird drops. Examine the ribbon in the inventory and this reveals a piece of hair. Go to the pawn shop in the vilage and exchange the flute for the tinderbox. Return to the beach and use the map to travel to the Isle of Sacred Mountains.
The Logic Cliffs:Click the hand icon on the puzzle and work out the answer. The first puzzle has four words: IGNORANCE KILLS WISDOM EVALUATES. The answer is on page 33 of the handbook. Click on one of the letters in each of the above words to make RISE. The second and fourth puzzles can be solved if you read the section on the Ancient One's alphabet. Once you have reached the top ignore the old woman until she disappears.
The Cave:Enter the cave making sure that you do not click on the berry bush. Use the tinderbox to get more light so that you are able to see the entrance to the second part of the cave. Now enter it. Pick a mint leaf from the plant at the end of the cave and then go back out the way you came in. Walk north and you are taken to the leaders of the winged ones. You are then thrown into the catacombs - you need the maps to find your way.
The Catacombs:To get through the catacombs use the maps below in conjunction with the instructions. Once you have defeated the Minotaurin level 2 of the catacombs you meet the oracle who gives you a bottle of sacred water. You are then dropped on the beach. Use the map to travel to the Isle of Mists. Walk west and pick up the scythe and a piece of coal from the fire.
THE CATACOMBS - LEVEL 1
First Floor of the Catacombs.
ROOM 1: Pick up the skull that's next to the skeletons.
ROOM 2: Cross to the other side in the following order:
ù6ùùù
7ù5ù1
ùù42ù
ùù3ùù
ROOM 3: Pick up the shield from the floor
ROOM 4: Pick up the coins from the remains
ROOM 5: Use the stone brick on the cogs
ROOM 6: Fall through to the 2nd level
THE CATACOMBS - LEVEL 2
ROOM 1: You start here. Use tinderbox
ROOM 2: Use hole in wall against east wall and look through it
ROOM 3: Take tapestry
ROOM 4: Click red scarf on Minotaur when you enter lair and when you are over by the girl.
Books and beasts:From the fire walk south and use map to go to the Isle of Wonder. Go east to the stack of books and touch them again. When the creature appears give it the creature you found dangling from the tree on the Isle of Beasts. In return he gives you a rare book which you should read. Exit west. Go north then north west Pick up little bottle from table before returning to beach. Use map to return to Isle of the Crown.
Tiny tears:From the beach go to the bookshop. Give the rare book to the shopkeeper and take the magic spell book. Go to the Isle of Wonder. Walk north then north-west. Give the milk bottle to baby tears and use the hunter's lamp to collect tears. Take the cup from the chair. Walk north through the gate. When the queen asks you for your advice give the white queen the piece of coal. In return you are given a rotten egg.
In the swamp:Go south and south again. Use cup on swamp. When the log and stick argue talk to log and give it rotten tomato. When the stick throws swamp ooze at the log collect the ooze in the cup. Go south. Use the map to go to the Isle of the Beasts. Walk north then north again. Use shield on archer. Pick a white rose and try to enter the gazebo. Use scythe on rose hedges. Talk to beast and take his ring. Exit south then south again.
Speaking Spells:Use the map to travel to the Isle of the Crown. Walk north then north west and then north again. Give the white rose and the beast's ring to the girl. Once the beast has found his queen use the sacred water from the oracle on the hunter's lamp. Use the lamp on the waterfall. Speak the incantation you find in the spell book. Go to the beach and then use the map to travel to the Isle of Mists.
Taking the heat:When you arrive y ou are captured taken to a fire and put in a cage. The lamp in your pocket heats up and you are saved. Use skull on the fire's glowing embers. Exit south and use map to go to the Isle of the Sacred Mountains. At the bottom of the logic cliffs use hair on the skull. Then use egg on the skull. Go up steps. At the top cast the spell to charm creatures. The horse there takes you to the Realm of the Dead.
Dead and buried?:At the Realm of the Dead speak to the two ghostly figures and you are given a ticket. Go east and cross avoiding all the zombies. Talk to the female spirit on the next screen and take the hankerchief. Go north to the face and use the finger icon on the bones at the far right. The skeletons dance. When they've stopped take the skeleton key. Give the ticket to the zombie on the right and enter through the doorway to the north.
Crossing the Styx:Pick up gauntlet from dead man. Carefully walk along path to next screen. Use the cup on the river to the left. Give the two coins to the tall dark zombie so that he takes you across the Styx river. Once across go north and try to open the door. Talk to the door and it asks you a riddle the answer to which is love the word written on the piece of paper from spider's web. Go through the door and walk up to the Lord of the Dead.
A deadly challenge:When you are told to kiss the hand of the Lord of the Dead throw down a challenge by clicking the gauntlet on his face. He then issues you with a challenge but when he has finished speaking you must hold the beast's mirror up in front of him. This wins you the challenge and earns you a ride back to the Isle of the Crown with the King and Queen. Lucky old you.
Feigning death:At Isle of the Crown go to pawn shop. Drink from small bottle in front of old man in black cloak. When you drop he thinks you're dead and goes to tell his master Alhazred. Swap tinderbox for paintbrush. Leave shop. Offer lampseller your lamp and take fourth lamp from left on his stick. Go to castle. Go to side of castle and use feather on cup. Use paint-brush on side of castle. Cast Make Paint spell from the spell book.
Into the castle:Go to middle cell of the three you can see. Once inside give handkerchief to boy and he tells you where to find a secret passage. Leave cell and walk north to knight. Push its right arm to open a secret passage. Go inside and look through hole in wall. Make a note of what the guards say ('Ali'). Walk upstairs. Look through n ext hole in wall and give dagger to Cassima. Go west then north west and look through next hole.
Open alizebu!:Go north and click the finger icon on left-hand panel of wall. Use skeleton key on chest. Pick up recent letters. Open box and read the piece of paper ('zebu'). Go back into wardrobe. Go south then south and south again. Look through hole in wall. Go downstairs and look in hole in wall. Exit through secret passage. Go west. Go to the door on west wall and talk to it. To get through say the magic word - alizebu.
Cassima at last:Pick up sheet and look at each item before exiting south. When wedding music starts go south-east and then upstairs to the door. Look at the door then through the keyhole. Open door and when guard's head speaks to you quickly show him the letter you found upstairs. Walk to Cassima and when Alhazred leaves walk after him. Follow him up both flights of stairs. When confronted by Genie offer him mint leaf to pass.
The big scrap at the end:Just when you thought you were safe you are challenged to a sword fight by Alhazred - Cassima's evil bethrothed. To save her from a fate worse than marriage pick up the sword from the wall and click it on Alhazred. When Cassima stabs him with the dagga use the sword on him again. Alhazred is dead. You've got the girl so sit back and watch the end sequence.