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Chapter 1: The Lands Above

To find The Lands Below, you must explore the woods around your farm until you find Herman’s house. Following the Guard’s somewhat bizarre culinary demands, you fix dinner for him and he rewards you with access to the Phenocryst column chamber and thus to Escarpa, the next world down.

The 3-Screen Woods Scroller includes the pictures on either side, making it actually a 5-screen scroller.

Walk-thru

Go to the barn. Get the rope from the barn. Get the ax.

Enter the farmhouse. Get the pouch from the ashtray. Get the inchworm from the sewing basket.

Walk South to the opening scene, then go East. Get the chuckberries from the bush. Climb through the opening inside the razor blade vines. Walk North to the pile of leaves. Move the inchworm over the leaves until you find the "Yes" leaf. Try to take it. Then find it again. And again! Finally, the third time, you can actually get the leaf.

Return to the scroller. Walk East. Cross the bridge tree, then walk North to the bog. Climb the tree. Tie the rope to the tree. Tie the rope to yourself. Dive off the tree. Get the peat balls from the bog below you. Swing left & right until you can grab the branch at screen left. Swing to safety, just as the rope unties from your leg and the tree and plummets into the bog. Jump down from the lower branch. The rope is gone forever.

Walk South, then East. Get the square root.

Walk East to Herman’s house. Click on his front door to read the sign. Use the ax to break the crystal in his front yard to wake him. Get the green shard. Talk to Herman. (Snails now appear on the bridge tree.) He’s thirsty. Enter his house and fix him some chuckberry juice. Then he’s hungry.

Return to the bridge tree. Talk to the snails. Give the leaf to the snails. Take the snails.

Walk to the moat. Put the snails in the moat. Receive the moat scum from the croctopus.

Return to the slug tree. Click the scum on the ground below the slugs. Click the Boogle interface icon to display all the available Boogle verbs in the Inventory area. Use the Boogle box on the scum on the ground. Boogle walks to the proper location and forms a box with his tongue as the prop. If you leave the area, Boogle remains in position until you solve this puzzle.

As you walk away from Boogle, the slugs work their way down the tree and eventually under the Boogle box to enjoy the moat scum. When they’re all under there, Boogle falls on the slugs, Torin walks over, collects the slugs, and Boogle reforms to his old self.

Return to the Guard’s house. Enter. Use the slugs & the peat balls on the kitchen cabinet. Make the square root pie.

Enter the phenocryst chamber with the guard. Play pick-a-shard with the guard.

Insert the shard into the console. Manipulate the crystal in the console until all four columns form a flat platform. (Blue-white-red is fast.)

 

Pattern A Hole Toggles stone #
  Red 1 2
  Green 1 3 4
  Blue 2 3
  White changes to Pattern B below
     
Pattern B Hole Toggles stone #
  Green 2 3 4
  Blue 1 2
  White changes to Pattern C below
  Red 1 4
     
Pattern C Hole Toggles stone #
  Blue 1 4
  White changes to Pattern D below
  Red 3 4
  Green 1 2 3
     
Pattern D Hole Toggles stone #
  White changes to Pattern A above
  Red 2 3
  Green 1 2 4
  Blue 3 4

 

 

Click the tobacco pouch on the risen font to get the eressdy powder. Stand on the platform. Use the eressdy powder on yourself to vanish to Level 2. Some fun, eh?

Chapter 2: Escarpa

The first of the inner worlds resembles the U. S. desert Southwest, with lots of stone, red rocks, painted desert, vertical cliffs, scrubby trees growing out of cracks in the vertical walls. Since we’re still near the surface, you can see the outer land and its green forests far above us through holes in the surface. It is a dry climate, with barely enough water to support a few scrubby desert plants. Vines are the only connection from one side of the cliff to the other. (Picture Grand Canyon from the inside looking up.) A few thin wispy clouds float here and there, inside the surface lid below the upper crust.

This region centers on a 6-screen vertical scroller, and the rooms are named by their relationship to it, from Cliff 1 at the top to 6 at the bottom. The scroller’s two cliff faces are labeled E and W. Interiors off the scroller are labeled R or L. Therefore: 2R is a separate room off the right side of Cliff 2. 2E is the cliff face on the east side of Cliff 2

The natives here are low-lying, compact, and hairy. (Picture Yoda with thicker fur.) This provides lots of contrast from the people of The Lands Above and from the Pergolans of the next level. It also means wherever Torin goes inside, he scrapes the ceiling and must stoop to get through doors, walk bent over, etc.

Here we first learn about Leenah, Torin’s love interest. (The love part is seriously down-played in this game, but should provide material for a sequel.) The big Leenah joke is: everyone here speaks of Leenah as ideal for Torin, but in an off-hand, slighting way, because…well, how can they come out and say, "we have a princess who is nearly as ugly as you!" Whenever Torin asks anyone about her, the locals respond, "she has a nice personality," or "she’s so polite," or "she’s a lot of fun," or "she’s very good to her parents." So, when Torin finally sees her (captured by the Pergolans in Level 3, below), he understands why everyone has been hedging: she’s gorgeous, a long-haired, long-legged beauty about Torin’s age, with a distinctive look, perhaps like a quasi-Oriental Elle MacPherson. Tia Carrera, but even more so. And, if you were a furry Yoda, that would be ugly!

There are nine square abstract geometric tiles scattered throughout this level. You must collect all nine tiles to solve the Phenocryst Phace puzzle and go on to Pergola, World 3.

Skinny steps with 1" treads connect the rocky platforms outside the caves in which the people live. Throughout this region, if you click on air (i.e., miss the rocks and instruct the game to walk you off a cliff), you walk to the cliff edge nearest the click, teeter a few cycles, recover with a "Whew!" and then just stand still at the cliff’s edge.

Walk-Thru

Enter dramatically by falling into 1W from above, grabbing the bush, then falling out of 1W to 2W. Pick up the tile that almost kills you. That’s Tile #1.

Climb up the tiny steps to 1W. Take Tile #2. (You’re standing on it!) Fall again into 2W.

Enter the cave beside you. Talk to the Bitternuts. Learn they’re bitter about never being invited to the King’s parties. (Notice they’re nuts!) Watch Boogle. Don’t leave until he’s learned about yo-yo’s and fireplace shovels.

Cross the canyon to 2E. Enter the King’s chamber, 2R. Talk to the King. Notice the wall behind him has a rainbow of colored shards, except he’s missing green. Give him the green shard you brought from the guardhouse’s front yard back in The Lands Above. Make a pretentious speech about world peace. Get an invitation to the Royal Ball. Bow to the King. See the tile mounted on his floor. (If you try to take it, the King asks you what you’re going to use it for. If you haven’t seen the Phenocryst Phace, you have no use in mind. If you have, he’ll give it to you.) On your way out, stop off at the buffet table and grab the roast leg-O’-meat.

Return to the Bitternuts. Give them the Royal Invitation. Take their trivet. That’s Tile #3.

Climb down 2W to 3W. Grab a clothespin from the clothesline vine.

Climb down to 4W and enter 4L, the dragon’s lair. Take the door at the rear of the cave—that’s your Tile #4. Switch to the Boogletory. Use Boogle as a inchworm. When he’s completely inside, change him to a lamp. The cave lights up inside and you discover the dragon poo. Use Boogle as the long-handled scoop. Boogle does a long take, looking straight at you with an "Oh, no!" expression. The light in his eyes goes out. We hear Boogle slurp and muck about in the poo. Click on Boogle to pull him out. Add the poo to Inventory.

Leave the cave and drop the leg-O’-meat into the hole in the rock. See the vultures get distracted and fly away? Now you can climb down to 5W and take a vine to 4E. Climb down 4E to 5E. Enter 5R, the seraglio. Take the tabletop for Tile #5 of your collection. Take a pillow from the pile. Take a carpet from the floor. Take a feathered fan. Grab the danger sign. Look at it in Inventory. Click on it. Realize it’s a tile too. Actually, it’s not two, but tile #6.

Climb up 5E to 4E. Enter skunk cave until you are near the skunks’ nest. "Listen, Boogle! Do you smell something?" You can’t get close enough to get sprayed. Boogle refuses to go too. Put the clothespin on your nose. It’s now a standoff…until you throw the carpet on the skunks. They squirt it, and run off out the back of the cave. (Who knew it had a back door!?)

Leave the cave, climb down to 6E’s upper balcony. Use the horizontal scroll button to scroll the picture all the way to the right. See the small, hairy women naked in the mineral baths. Listen to them complain about various odors. Drop the stench-drenched carpet onto the ledge below you. Use the feathered fan to move the aroma into the cave. See the odalisques run out the back door.

Return to 5R. Go to the ladder. Use the vertical scroll button to scroll the picture all the way down. Click the clothespin on Boogle. Switch to the Boogletory, and use the yo-yo on the ladder. You lower Boogle as a yo-yo and "walk the dog" a ways to the west. Boogle recovers and stands there waiting for instructions. Click the hot tub liner’s hot spot to make Boogle take Tile #7. Click the door’s hot spot to have Boogle leave via the same door through which the odalisques left. We hear a "Fibber McGee’s closet" collection of soundFX, and women’s screams and lots of shrieks until the pic scrolls automatically so we can see Boogle emerge smiling from a stalactite in the ceiling of 5R

Leave 5R, climb from 5E to 4E, enter 4R, follow the cave until you emerge on cliff 3R. Talk to Veder. Learn dragon poo makes everything green grow much more rapidly. Give him the silk pillow. Get Tile #8.

Return to 5E. You’re not strong enough to throw the poo all the way over to the tree. But, by using Boogle’s scoop on the dragon poo, you can sling it clear across the chasm directly at the base of the small tree. Watch that tree grow!

Climb back to 4R. Cross back to 5L on the vine. Climb down to 5L. Now that you can reach the top branches of the tree, climb down it to 6W. Walk to 6L and you’ll enter the Phenocryst Phace place. Install at least one of your tiles correctly in the face.

Climb up and cross over to 2R. Enter the royal chamber again. Talk to the king. You’ll tell him what you’ve found. This time, when you bow before him click on the tile in the floor, and he’ll let you take it, since you’ve expressed a use. That’s Tile #9! Return to 6L, and install all your tiles in the correct manner, rotating them as needed when you place them. After all nine are in place, the face becomes a door and opens.

Enter the phenocryst column chamber. Stand on the platform. Use the eressdy powder. Enjoy Level 3!

When all the tiles are in the correct holes and rotated to the correct 90º, the pieces form an abstract, geometric face (see Figure 2, The Finished Phenophace below), which then morphs into a claymation-looking, living, breathing face-O-stone.

 

 

Chapter 3: Pergola

 

pûr¹ge-la is darker, dimly lit by crystals wrapped by plants, plus some light filtering through the dense jungle canopy. It is very damp, with water dripping, flowing, running, splashing, from dripping cliffs to babbling rivulets to tall waterfalls, water is everywhere, making these scenes’ background animation much more interesting.

The opening scene provides a view of the sky…far away, above the clouds we can see the shell of the world above us, with crystals from the surface poking through like columns lit within.

The planet is thick with plant life, jungle-like growth, with ferns, creepers, climbers, vines, lianas, convolvulus, bindweed, fern, bracken, and mosses everywhere: club moss, peat moss, sphagnum moss, sterling moss.

The people are Lilliputian-like, only about 8" tall, Lode Runner size. They have a South American native tribesman look, but they do wear loin cloths. They live in tiny homes nestled inside the roots of the giant trees, far too small for Torin to enter.

 

Walk-Thru

Torin reforms out of a phenocryst onto a grassy knoll. Beautiful, although unusually colored, meadows cover gracefully rounded hills stretching to the horizon. Off-color clouds float in a turquoise sky. But as soon as you walk around, you learn the truth. Those weren’t hills, they were the tops of trees, of a jungle canopy (nearly) thick enough to walk on. You fall through quickly, although we take our time to multi-plane scroll our way vertically down through several screens of jungle trees before finding the bottom of the forest, where we find a dazed Torin being tied up by tiny Pergolans.

We’re now under the canopy. In long shots, the Pergolans look identical: they wear uniforms, are all 16-pixels tall, in short, an easy-to-animate multitude. Only one guy is different, and he appears mainly in close-up.

Click the threads quickly and you break free and stand up, towering above them. One little fellow is trapped on your shoulder as you rise. He hangs onto your collar, screaming to the crowds below. You grab him, the crowd is horrified — they assume you’re going to eat him. When you carefully, sweetly, assure him of his safety and gently set him down on a nearby tree root, the crowd roars its approval.

Smetana steps forward. He’s recognizable as a leader because of his slightly different costume. He asks you to help them "slay the other giant!" When he leads you to "the other giant," you quickly realize she must be Leenah, captured upon her arrival in Pergola. Unlike you, she was unable to free herself.

She’s beautiful but cautious, defensive, scared. She’s been their prisoner for days. Her screams drive the Pergolans into hiding, leaving the two of you alone (except for the locals watching you from protected hiding places). Because they treat you with respect, she’s also skeptical of you. But when you show her the locket from her family, explaining you just came from Escarpa, she decides you might just be friendly.

Once she trusts you, she tells you the ironic truth: she’s had a knife all along, but they tied her so tight she was unable to reach it. You easily extract it from her boot, then use it to cut the threads binding her to the ground.

She kneels, brushing the leaves and dirt from her clothes. She looks at you with a "my hero" smile. You hold out the locket, she puts her head through the chain just as you bend down, bringing her face coming very close to yours. Both of you consider, linger just a moment too long, then just as a kiss seems inevitable, Boogle pops out of the pouch and in between your lips. Dozens of cute little laughs ensue. You both look at Boogle, then at the Pergolans chuckling around you, and you both laugh too.

With all the hormones raging through your loincloth, it’s no wonder you forget to return her knife.

Leenah notices you are wounded from your fall, cuts and scrapes mainly, but she insists upon cleaning you up, tenderly applying mud and leaf compresses she makes at the nearby stream. This gives us a chance for conversation, and a little character development. Boogle watches carefully, learning to be a nurse in the process. Add the nurse icon to Boogletory.

You flirt with Leenah here and there, but during this game, it’s merely puppy-love, nothing more. (The nude swimming virginity-loss scene is probably out.)

You must continue downward. Hearing you talk of your parents makes Leenah homesick. She decides to return home to her family. You tell her about phenocryst columns and erresdy powder.

Smetana takes you both to a primitive, religious area, a miniature Stonehenge. We switch to a C. U. Ten little people stand around, five men, five women. Each wears a long robe with a hood, each similar to the others, yet unique.

The ten little people are arranged in five rows of four each to form a five-pointed star configuration that nearly fills this first-person screen. Four are alike in one way, but different in four other ways. (In other words: every one has five characteristics, each of which matches three others. Therefore, four are A, the other six are not A. four are B, the other six are not B, etc.)

When you click on the first person in this scene, he takes a step forward and waits until you click again. If your second click is on the hot spot at the center of the star formation, he walks there and waits. If you click on another person instead, the two of them trade places.

This continues until you arrange all ten so each of the five rows is consistent. When you do, the star fills with energy and focuses its power on the ceiling of the area. Bright searchlights aimed straight up illuminate, one at each point of the star. The five-sided bounded area including the entire star then rises from the floor, carrying Torin, Leenah, Boogle, and the 10 up into the tree’s interior. When it has reached the top of the 3-screen vertical scroller, it becomes the next phenocryst transport area, with two doors covering two phenocrysts.

Then you must rearrange the ten Ostiaries so five women are before the left door and five men are before the right door. Then you can rearrange the women into an ascending fully-diminished seventh chord arpeggio and rearrange the five men into a descending fully-diminished seventh chord arpeggio. The two phenocryst doors rise up and out of sight, revealing their respective phenocryst columns. Stand with Leenah in the center of the area and say your final good-byes. Toss the powder, boy, we’re outta here!

Pentagram, L. S.

We fade in from black to see you, Boogle, Smetana, and Leenah walk into a primitive religious area. Ten little Ostiaries stand around. They wear long robes with hoods, all similar but each unique. We switch to the Pentagram Puzzle, C. U. below.

Pentagram Puzzle, C. U.

Ten little ostiaries (five men, five women) are arranged in five rows of four each to form a five-pointed star configuration that nearly fills this first-person screen. See Figure 3, Pentagram Priests above. Four are alike in each of five ways, but different in four other ways. (In other words: every one has five characteristics, each of which matches three others. Therefore, four are A, the other six are not A. four are B, the other six are not B. Thus, if four have red hoods, the other six have gray hoods. If four have gold sashes, six more have gray sashes. Sex is not one of the factors.)

Smetana tells you to get started. You don’t know it, but your goal is to align the Ostiaries in a logical pattern so that each of the five rows is consistent.. The rules are: click on a person, then click where you want him to go. If you click on an empty location, he goes there. If there’s someone there, the two of them trade places. There are 11 locations: the ten shown in the diagram above, plus the center of the star.

You continue until all ten Ostiaries are correctly aligned. When they are, we cut back to the L. S. to see the pentagon surrounding the pentagram suddenly fill with energy. It begins to glow, light beams burst from the floor to form five vertical shafts of light. The Ostiaries, you and Leenah all automatically move onto the pentagon. The pentagon becomes a giant stone elevator and rises up the light beams. As it does, we follow it up by scrolling the picture. It stops before two large doors at the…

The Ostiaries then start warming up, each simultaneously singing his one pitch for a short time, starting at random times. This continues until you click on any one of them. This causes all of them to stop and face you again, obviously waiting further instructions.

Now the women are in random order in front of the left door and the men are in random order in front of the right door. You must rearrange the five women into an ascending arpeggio and the five men into a descending arpeggio.

Click an Ostiary and he will sing his pitch. The problem is: while he’s singing, the two Ostiaries assigned the pitches above him swap places. When they’re in their new positions, the singer stops. For example, if you click on Ostiary 1, 2 and 3 swap locations. If you click on Ostiary 4, 5 and 1 trade places, etc.

You may click the same Ostiary again to reverse its effect (i.e., the two Ostiaries who traded places will return to their original locations).

Each Ostiary produces a different randomly assigned note in a fully-diminished-seventh chord. For example, let’s assume the female Ostiaries are randomly scattered like this:

15423

 

To solve the puzzle, you would click on each under-lined number, like this:

15324

14325

13425

12435

12345

 

When you arrange the female Ostiaries into an ascending chord, the left door raises out of sight, revealing its sandstone colored crystal (like the cliffs of Escarpa). (Get it? Ascending chord = up one world.)

When you arrange the male Ostiaries into a descending chord like this:

54321

 

the right door raises up and out of sight, revealing its dark orange-red crystal (like the lava of Asthenia).

You may solve the descending scale puzzle first, causing the right door to lower, but can’t leave until both doors are gone and the phenocryst columns are revealed.

Then you both walk to the focal point of the phenocrysts at the center of the room and Leenah will automatically follow. You say good-bye, then click the erresdy powder on the two of you. You simultaneously poof away.

Chapter 4: Asthenia

 

às-thê´nê-e is the land of molten rock, filled with rivers of flowing lava, kind of a magma a la carta. Everything is colored in shades of reds, browns, oranges. This is lava land, with lava tubes for transportation, lava-filled wall sections for light (lava lamps?). Often the only light source in a picture are the lava streams themselves. Fumes spurt from holes in the ground. Paint pots, geysers, volcanism of all kinds. (Picture Yellowstone Park.)

There are no people evident, anywhere on this planet. However, you do find occasional evidence of earlier life.

Walk-Thru

Leave the phenocryst chamber. Exit the guardhouse. Get four stone cannonballs from the dispenser. Walk to the backyard of the caretaker’s house. Place the four cannonballs on the teeter-totter. Sit on the other end. Prove they balance your weight. Leave the balls there.

Go to the miniature golf/cannonball dispenser. Get one ball. Go to the catapult. Climb in the bucket. Cut the rope with your knife. You and the cannonball fly to the spit.

Spit out the spit. Stand up. Walk through the spit maze to the wrench, grab it, then walk to the water cannon. Click on the water cannon. In the close-up, click the wrench on the water valve. The cannon’s gauges indicate it’s working. Return to the wide shot. Click on the water cannon to make Torin shoot water across the lava forming a land bridge. Click on the bridge to walk across. It breaks up, just after you pass over.

Walk on through the next scroller until you come to dozens of stepping stones leading across the lava to the other side. A large bridge rests in the upright, and uncrossable, position.

Jump from stone to stone, being sure to touch each and every stone before landing on the far shore. As you touch stones, the bridge lowers a little at a time, until when the final stone is touched, the bridge allows you to cross. Enter the building behind the bridge.

In the phenocryst chamber, click on the console. Rearrange the seven shards so the beam of light entering from the left side hits the light sensor on the right side. When it does, the door covering the phenocryst opens. Stand in position, toss your powder, and kiss your Asthenia good-bye!

Leapin’ Lava

Here the river of flowing lava has no floating rock pieces, but instead is filled with a pattern of stone pilings in the shape shown in Figure 4, Steps Across the Lava below. They are clearly "stepping stones," which require you to jump to reach them.

At the far side of the river is the entrance to the phenocryst temple, with a drawbridge beside the door. Every time you step on a new stone, the bridge lowers a little closer to the ground. You must touch all the stones for the door to open and you must be on the other side in order to go through the door.

You begin on the near side, at the word "start" below.

As soon as you touch any stone, that stone’s timer starts running. About 3 seconds after you land on it, it begins to glow. After it glows for about 3 seconds, it starts to sink. If you’re still on it, you turn, face the camera and ride it down, ending in a Arnold T-2 pose and your death. EndGame.

As long as you are off a stone before it starts down, you get to keep going. Stones beyond your maximum jump length don’t get hot spots, so you are unable to attempt a jump you can’t complete.

There are "reset" levers on both sides of the lava. Pull one, and all the stones return to their fully upright and locked position.

 

Phenocryst to Tenebrous

This scene is a lot like the other phenocryst chambers, with a console in one corner and a podium directly in front of the big crystal. There are six shards arranged in a hexagon, plus another in the center of the hexagon. Each reflects light, either at a 45º, 90º, or 135º angle. A beam of colored light enters the left-most shard from its left. Since a 90º right crystal always starts off in hole #1, the light exits off the bottom of the screen and the other crystals are all dark.

Place the remaining six crystals in the six remaining holes in random order, determined upon entering the C. U. Shard 1 is always a 90ºR. The others are: 90ºL, 90ºR, 135ºL, 45ºL, 135ºR, 45ºL. See Figure 5, Console Shards & Angles, below.

The phenocryst column is very dark gray, indicating Tenebrous, where it concludes.

Assume the position, throw up the powder, and whisk away to Tenebrous.

 

Chapter 5: Tenebrous

tèn´e-bres is the dark zone surrounding the very center of the planet, with little natural light, and a dramatic Blade Runner look and feel, made of smooth, almost metallic, stone that’s shiny damp with moisture, with strong horizontal directional light casting deep shadows everywhere. The sky here is very near the surface. Water drips everywhere. The people live in high-rise stalactites.

Everything is dark and gloomy…except the people. They are near albinos, tall, thin, with large heads and skinny fingers, rather weak, with wispy thin blondish-white hair, or even no hair at all. They’re also hilarious, full of one-liners and puns. Everyone has a smart-ass answer to everything, which is their way of over-compensating for their cimmerian environment.

Your goal here is to get arrested and thrown out of their world into the Null Void, the absolute center of the planet Strata, where there is no gravity whatsoever. Cross the Void and on the other side you’ll find at last, the entrance to Lycentia’s Lair.

Walk-Thru

We see the phenocryst column but no ego. There is a huge explosion as your body reforms—in the same space as a large pipe! You drop to the floor, unconscious.

Switch to Boogletory, select the Boogle-nurse icon and click it on Torin to see Boogle humorously administer first aid. Instead of mouth-to-mouth, he reaches through the interface, presses the Inventory button, selects the ammonia you picked up in Asthenia, and administers it to you. You awaken, none the worse for wear.

If you climb the stack of boxes and crates in the corner, you find a heat vent in the upper-left corner of the screen. Use Leenah’s knife to remove the grill on the heat vent. Crawl inside to safety.

Now there’s not much to do but crawl through the next three screens. As you near the far left edge of the third screen, you "bump your head" on the menu bar. Boogle fixes it for you, and you continue crawling. As soon as you enter the next scene, you take the world’s longest fall through darkness. As you fall, you see the leg-O’-meat and the buzzard go by. You scream, "Boogle! Save us!!"

Fortunately, you "achieve a soft landing"—in a flower bed near a phenocryst column, one of the few gardens in this otherwise dark world! Unfortunately, Boogle misunderstood your "save us" as "safe us," and so has transformed himself into a safe. He lands on your head, not hurting you, of course, since he’s still only Boogle weight. You reach up, open his "safe-door" to reveal your face, and say, "Save us. I said, ‘Save us!’" Upon which, Boogle turns red, then back to a Boogle.

A nearby beat cop arrests for "cruelty to plants!" and hauls you off to jail. You are placed in a holding cell, pending your arraignment before the magistrate. Your knife is removed from Inventory and Boogle is not allowed to go in with you. Out your jail cell window, you helplessly watch as Dreep captures Boogle and carries him back to Lycentia’s Lair.

You appear before the judge and tell him of your fall from the phenocryst. He’s sure that’s impossible, as no one has used any phenocryst column for years. He warns you not to get arrested again, ("two strikes and you’re out!") then orders the cop to return you to where he found you. He does and leaves you standing there, this time well outside the planter.

Mrs. Plant strikes up a conversation with you. She tells you about R. Kyvest and the amphitheater. She complains about how "those chameleon silkworms are killing me and my friends here. If you would help us, my friends will help you ascend the Slippery Slope."

So you look at the plants by her "roots" and we see a C. U. of the leaves. If you try to pluck a silkworm from a half-eaten leaf, it quickly scoots around to the backside of the leaf and stays there until you move the cursor. Back in the long shot there is a hot spot that reveals a C. U. of some "dawburr" plants. In the C. U., you take a dawburr, walk to the tree growing beside the Slippery Slope, talk to the "sentimental tree" until you make it "cry sap," then collect the sap that oozes from the tree with your dawburr, return to the silkworm C. U. and paint any silkworm’s leaf with the sap. When it returns to the front of the leaf, the sticky sap slows it so much you are able to grab them before they can get to the back of the leaf. You only need to paint one. We’ll do the others for you. Add four chameleon silkworms to Inventory.

Return to the Slippery Slope. Now when you slowly move your cursor around over the grass you can hear the grass squeak "yea" or "nay." When you hear "yea," click the mouse without moving the cursor and you’ll walk safely to that spot.

Eventually you’ll reach the top, where you see Tenebrous spread out before you. A large Hollywood Bowl-shaped amphitheater lies between you and the rest of the towns reminding you of the game’s Table of Contents screen. The only available path leads backstage. You walk to the stage door and enter.

Backstage you find an old set of bagpipes from high atop some storage shelves. Behind the magician is a colorful poster advertising another magician, but it’s hanging upside down. You can take them both.

Soon after you arrive, the tap-dancing centipede walks past, tossing his top hat and cane onto a table before exiting out the stage door. Once he’s gone, you can take them both anytime.

When you see the rabbit quit the archery act because he was nearly hit by the drunken archer again, the archer throws his bow against the back wall in disgust, grabs his jug and walks off-screen, never to be seen again. Once he’s gone, you can take it anytime.

If you talk to the blind magician practicing backstage, he shows you a card trick. After it fails, he bemoans how he "needs a better act." After watching it, you agree.

After you’ve talked to the magician, you can talk to the rabbit, suggesting a new partner. The rabbit agrees to work with the magician, if you can assure him of better working conditions. After that, if you click the top hat on him, we watch you set down the top hat so the rabbit can climb inside. Congratulations. You now have a top hat with a rabbit inside. You can Give it to the Magician, but it’s not enough.

Combine the silkworms and the magician’s poster in Inventory and the worms will create a beautiful paisley silk kerchief. You can give it to the Magician, but it’s only enough if you’ve given him all the other items too.

Manipulate the cane in Inventory to break it into a wand, plus a bunch of splinters, which you discard. You can give it to the Magician, but it’s only enough if you’ve given him all the other items too.

You can’t combine all the magic trick ingredients in Inventory. But after you give the entire collection to the blind magician, he’s so appreciative, he gives you his "Book of Magic Spells, Volume 7." ("I cain’t read it anyways!") He says it should be enough to get you past any tough sorcerers you may find "in these parts!" The assistant director summons him on-stage to friendly reviews.

At any time backstage, you can talk to the archivist, an old man with an crystcorder set up in a corner to record tonight’s talent. Talk to him; trade him your voice for a shard with a recording of Lycentia’s voice "so you’ll know what she sounds like when you see her!"

Once you have the bow and the Book of Magic Spells, the assistant director summons the acrobat on stage to perform. She leaves her rosin. Once she’s gone, you can take it anytime.

If you talk to the assistant director, he asks about your talent and says "we need musicians, but no more bagpipers! Come up with something different! I don’t care if it’s a musical saw, just get ready. You’re on soon!"

The whole time you were here, a carpenter has been building a set, sawing boards, then nailing them together. Once you have Lycentia’s shard and the bagpipes, and have talked thoroughly to the carpenter, he’s done. Now when you return to his location, you find him gone, his set gone, but his crosscut saw is still leaning against the wall. Once he’s gone, you can take it anytime.

If you combine the archer’s bow and the saw in Inventory, you get a few scratchy, bad-sounding notes, with a clue about "your bow needs rosin."

Combine the bow and the rosin in Inventory to create a better-sounding bow. Now if you combine the rosined bow and the saw in Inventory, you get a few lovely notes, with a clue about waiting your turn to go on.

When you finally have the Book, the shard, the saw, and the rosined bow, the assistant director summons you to the stage to give your performance. Now you can walk behind the curtains. We see you from upstage as you cross and sit on a stool facing the empty house. If you click the saw on yourself, you announce "a medley of selections from The Lands Above," and you play until the show’s director has you arrested again. Why? For impersonating a musician! ("Officer! You have tears in your eyes. Are you from The Lands Above too?" "No, I’m a musician!")

The cop hauls you off to the same judge again, but without a stop in the jail cell this time. The judge is not very understanding! He sentences you to immediate ostracization: "Into the Null Void with him!" he cries.

We cut to a scene showing the heavily locked vault door leading to the Null Void. The cop roughs you up a little this time, slamming you against the wall beside the door. We hear the sound of breaking glass as Lycentia’s audcryst is shattered. Then, it’s into the Null Void you go.

Fortunately, you have the bagpipes to maneuver through the asteroids. As you float, you see the leg-O’-meat and the vulture one last time.

Use the crystcorder to place the pieces of the broken shard back together in random ways to produce original voice snippets using actual audio samples. You want something like, "Mr. Watson, come here. I need you."

But to confuse Dreep, you must arrange the correct shard pattern in the shard player: "Dreep. Come here. I need you!" Then you start the crystcorder playing, place it on an asteroid out in the Void, then ring Lycentia’s doorbell and, during the short pause before Dreep opens the door, walk around the porch to the bottom side (upside down) spaceship-style. Dreep opens the door, hears Lycentia’s voice, is obviously confused, but floats off towards Lycentia’s voice, never to bother you again. You then slip around to the top of the porch and enter Lycentia’s Lair and you’re off to Chapter 6.

Action

Torin sneaks into the room and stops well behind Lycentia where she doesn’t see him.
Wait until player clicks the magic spell book on Lycentia…
…upon which, Lycentia & Torin instantly exchange places.

Lycentia: "What? You dare enter my home and attempt your little magic spells on me?!"

She waves her hand and they exchange places again, back to the original locations.
She starts to laugh, more and more, grows angry, then grows in size, and the collar begins to tighten again. She gags and falls to the floor, unconscious, at the perfect spot for camera 5’s upcoming C. U.
Wait until player clicks on Lycentia, then…
…we see Torin start to cross towards Lycentia.
Wait until player clicks on the collar, then…
…we see Torin’s hand enter the frame, brushing the now ultra-tight collar. It opens at his touch and falls to the floor.
Lycentia slowly regains her strength, again growing in size as her anger builds, only now nothing restrains her. Music builds.

Pecand appears in the vidcryst monitor on the far wall, starts to speak, but decides to listen instead.

Lycentia cries, "Foolish boy. I have more power in my little finger than you’ll ever possess!"
To demonstrate, she zaps Torin with a mere toss of her wrist and flick of her little finger, but the effect is devastating! Torin is hurled backwards, across the room, slamming into the far wall with a groan. He slides to the floor onto his butt, nearly unconscious, his shirt torn open, exposing the birthmark on his shoulder. Lycentia heads for Torin.

Pecand smiles in the vidcryst monitor.

We see an X. C. U. of the birthmark on Torin’s shoulder & birthmark.
We see Lycentia notice his birthmark. She suddenly realizes the collar is gone, feels her throat, and stops dead in her tracks. We see her anger soften, her face relax. She shrinks in size.

Lycentia: "Torin!! Of course. Who else could remove the collar?"

She crosses to him.

Torin, confused. "What? How do you know my name?"
Lycentia kneels near Torin, lifts his head, and gently cradles him in her lap at such an angle that neither will be able to see Pecand’s forthcoming entrance.

Lycentia, gently: "I was your nanny."

Pecand realizes he’s in trouble and exits the vidcryst monitor. It flickers to black.

Torin, confused. "What? Nanny?"
Her anger is gone: "I saved your life the night your parents were murdered!"
Torin, pulls away, aghast: "Murdered? No! How could you? I thought you held them in a magic spell."
Lycentia, reassuringly: "No, Torin, the Fahrmans are safe. But they’re not your real parents. Your real parents were the King and Queen of The Lands Above!"
Torin: "What?" Realization sinks in. "Then… I’m…"
Lycentia: "That’s right. You’re the next king!"
Pecand teleports into room, with dagger drawn, on the move as he materializes: "No, that’s wrong. I’m the next king!"
Pecand stabs Lycentia in the back (where we can’t see it go in). As she staggers back, he pulls out the knife, tossing her into position for her later spellcasting. Pecand heads for Torin. Torin rises to standing position.
Pecand, bloody knife in hand, with much sarcasm: "You should have died in your cradle that night, little nephew! After searching for you all these years, you won’t escape me now!"

He pauses a beat before the punch line: "I killed your parents…and now I’ll kill you!"

As Pecand reaches out with the dagger, Torin sidesteps the blade, grabs Pecand’s head, and slams it into the wall. Pecand staggers back, giving Torin enough time to do a fancy kick to the chest. Pecand falls backward, almost on top of Lycentia. He grabs her by the hair and places the dagger on her throat.
Pecand, holding the dagger at Lycentia’s throat: "One step closer, boy, and I’ll finish her."
Torin puts up his hands trying to calm Pecand down: "No, don’t!"
Wait until player clicks on the lava pit…
… upon which Torin slowly edges sideways towards it. He steps up on the edge of the pit and teeters there, unstable.
Wait until player clicks the magic spell book on Pecand…
…upon which they instantly switch places. Now Pecand teeters on the edge of the pit a couple of times, then quickly falls in.
Torin: "Lycentia? Lycentia, are you okay?" Her eyes barely flutter open.
We see Pecand coming out of the pit, covered with yellow goo, while we hear Torin continue on in the background: "That was a close one. I thought he had you there for a second. Lycentia??"
We see Lycentia awake now. We see in her eyes that she’s about to do something. She winds up for a magic spell. It looks like she’s going to zap Torin. She fires, but it goes right past him (and us).
We see Pecand is now out of the pit, behind Torin and about to stab him in the back. Lycentia’s spell hits him, turns him into green crystal and sends him flying down her front hallway toward the Null Void.
Pecand flies out the door, then into the Null Void straight for the camera, continues right past us, then disappears into the distance.
Torin asks: "But the lava?"

Lycentia laughs: "Torin, that’s not lava! That’s Dreep’s supper dish!"

Torin: "But what about my parents? And Boogle?"

Lycentia: "Torin, I think it’s time for us all to go back home...to The Lands Above."

Lycentia sprinkles pixie dust, etc. causing another green flash. We see all five disappear from her lair.
Cut to farmhouse exterior, with no people. We hold a couple of seconds and then see the Fahrmans, Torin, and Lycentia appear.
Mr. Fahrman: "Torin! Where’s my tools? From town? Remember?"

Mrs. Fahrman: "Son!? Who’s this lady? And is she gonna stay for dinner?"

Torin: "Mom! Dad! It’s so great to be home again!?"

Group hug, with Lycentia smiling on from outside the circle. Hold a beat before Boogle pops up in the middle with Torin. Freeze.
Roll major credits. Fade to black.
Roll minor credits.
Return to WWW screen. Player must exit himself. No "toss you out" ending.