







         KING'S QUEST III

          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
               Part 1

          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!

          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!



























          KING'S QUEST III
               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.

















          KING'S QUEST III
               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.




          KING'S QUEST III
               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!



          KING'S QUEST III
               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?





















































