THE SOLUTION OF
KING'S QUEST 3
1 Chores, Mountain Climbing, Medusa, Money
2 Spell Casting, Spider, the Wizard
3 Final Arrangements
4 The Ocean Voyage
5 The Rescue, Endgame
KING'S QUEST III starts a bit different than the first two. You
begin 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!
PART 1
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 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 he
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 solong 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?