A legacy for Alaric - Part 2 - The Magic Isle You start on the beach of the island where your boat has landed. Various objects are scattered around. First take everything wearable (tights, coat, habit, gauntlet and shoes) and put them on. You'll need everything else except the coin, the sword and the poster (though examine this for a couple of clues) so pick them all up, leaving the cork in the boat. Now leave the boat. Exits to the east and west lead to nowhere interesting, so head south towards the castle. Don't go in yet, but head up the winding track to the top of the hill, south twice to the crossroads, south-west twice across the moors, then south to the dead end. Pick up the spade, putting something first in the sack so you can carry more. Now go north, then west and you'll arrive at a small clearing where you can see a shack on the other side. (Save game and try to cross - seems like you'll need something to protect your ankles.) Head back east, then NE twice to the crossroads. Now go SE, E (x 2) and into the forge. Read the note and examine the fire. Open the cupboard and look in it. Put anything except the stilt or wax into the sack and take the lead. Put the lead in the crucible. Hold the crucible over the fire (wearing the gauntlet). The lead starts to bubble so pour it into the wax impression. Drop the crucible and examine both wax and key (getting it first). Drop the wax. Examine the stilt and light it. Funny - it's damp but now burns with a magical flame. You could try burning the oar too! Now return to the beach, remove your shoes and fill them with water. Head S thrice across the bridge and get the staff. You can vault over the pile with the staff (which breaks) or pour water on the pile and dig a tunnel (either side of the pile). Examine the Queen, King and figure and get the scroll. Read it to discover that it's a Literal spell (meaning that it does exactly what it says with certain objects). You can only use it twice, so be careful as there are at least three objects which can be transformed. Now head back out to the bridge and up the hill again. Go south to the crossroads and south once more. If you carry on heading south, you'll discover a rather unfriendly moat monster (so save game first). Head SW to the stumps and dig a hole. Put the seed, then the fertilizer into the hole. Now pour the water from your shoes into the hole. Don't bother wearing the shoes again. Climb the magic tree. Tie the rope to the tree. Try throwing the rope at the flagpole. Tie torch to rope (look out for dreadful pun). Throw the torch at the flagpole. It usually catches on the third throw, so head N across the tightrope. Try to get to the flagpole and you'll find yourself overbalancing into the moat. You'll lose your shoes in the water, but don't worry. Once underwater you have a limited number of moves before you drown, so head SE, S, E and UP to the muddy bank. Don't dig the mud here or you'll lose the spade. Head south to another muddy bank where if you dig now you'll find a ladder. Get the ladder and lean it against the wall. (Save game before this and cast literal at tights to produce another ladder, but if you do you won't be able to finish the game). Read the sign. I'm not sure why the answer to the riddle is 'law' but say it and see what happens. There's a clicking noise from the wall, so examine it closely to find a change. Get the dog collar and try to put it on. You're not allowed to impersonate a vicar so cast literal at it and see what happens. Not only are you carried away to the tree, but the collar has 'literally' changed, so wear it. With your new ankle protector in place head NE from the tree back to the crossroads and retrace your steps to the clearing. Now go north across the clearing and discover the power of your deterrent. Go NW to enter the shack (examine the table) and get the mug. A voice suggests some cryptic power, so examine the mug to get an even more cryptic clue. Retrace your steps all the way to the tree and try to cross the tightrope again. Again, once you're in the water, head SE, S, E and Up to the muddy bank. Now go south and west into the moat from a different angle. Go dowm, N, W and get the moat weed then E, S, UP and E to the muddy bank. Put the weed in the flask and lean the ladder against the wall. Climb the ladder and discover you can't go up while carrying the sack (although you can carry such bulky objects as an oar and a stilt - obviously the author has strange ideas about how to climb a ladder!). As you climb the ladder the flask will drop to the floor, but don't panic. Head south to the chapel and examine the wall. Pull the hatch and push the wall. Go outside and reclaim your flask. From the chapel head E, NE, N to the iron door. Try to open the door. A dart flies from the keyhole and strikes your gauntlet. Now unlock the door with the lead key and open the door. Go N, W and UP twice to the top of the steps. If you head west from here it's certain death at the hands of the guards, so move east twice and discover the killer butterflies and another deadly pun (save game first). Head back west and examine the hay to discover a greasy pole going down so why not see where it leads? Go down and examine the boiler. The butterfly room was hot so you need to turn off the heating. What do you have that's wet (apart from the snow)? It's the (magically alight) stilt so put that in the boiler and extinguish the flames. When you return now to the butterfly room you'll discover the butterflies hibernating (strange creatures these butterflies!). Try to go east and the author won't let you as the archway is safe. What can you prop it up with? Well, if you've tried casting literal at the mug you'll know a real (human) mug will appear and run around trying to help you. So now's the time to try it for real. Hasrinnax the mug hold up the arch so head E, D twice and E again into the donjon where you'll find the sleeping Alaric, but how do you wake him up. The scent of the lavender is the clue. You need something to counteract it. Get the weed from the flask and type 'L' or 'look'. The stench of the rotting weed wakes Alaric. Head W and UP and you'll hear a grinding noise; UP and W and discover a new opening to the north where the archway has collapsed (poor Hasrinnax). This leads to a secret passage which is a shortcut to the beach. Enter the boat and Alaric manages to paddle you home. That's it folks.