This article lists and compares the differences between the official Sierra universe and The Silver Lining universe. This includes original material introduced by the TSL and the Four Winds.
Although The Silver Lining uses some information inspired by The King's Quest Companion and game manuals (such as the Guidebook to the land of the Green Isles), the team has said they have chosen to ignore them for the most part, despite this, they have made several references to them (but these are not always in context). This means that there are inconsistencies between TSL and the Companion.
They have claimed instead choosing to only use information originating from the games. However, it appears that they have chosen to ignore or overlooked many details from the official games as well (this has caused differences between TSL and the canon games). It's not clear if these changes were intentional (for artistic license or 'retconning' purposes) or mistakes. Some appear to be intentional retcons, such as making Valanice the daughter of Manannan (and a member of the Black Cloak Society). Visual differences such as the shape of the Quartz Tower, or the appearance of Pandora's Box appear to be more for 'artistic license'. But there are many examples where the developers seemed to have ignored, overlooked, or lacked knowledge of many details from the original subject matter (such as who set the traps on the beast's island?, the nature of swimming in the Green Isle's seas, etc). This article compares many of the differences, continuity issues, and unofficial 'retcons' made by the game (compared to the canon original material), as well as showing screenshot evidence of the differences between the fan game and the canon material.
Lands/Green Isles Seas/Green Isles
- The world in TSL is loosely based on the maps of Daventry in the King's Quest Companion (3rd Edition Maps). The team did not follow the geography of the maps of the Green Isles from KQ6. There are many differences. The Land of the Green Isles seen in the navigation chart, and the island flyover, does not particularly match to the geography (I.E. mountain ranges) of the islands seen on the magic map in King's Quest 6, or related sources (see citations below).
- According to information in TSL, it is possible to swim in portions of the seas around Green Isles. Alexander is said to have swim at the beach on the Isle of the Crown, and Graham swims near the beach on Isle of the Sacred Mountain.
However, in KQ6 material it was repeatedly mentioned that it is impossible to swim around the islands, that the undercurrents and riptides will pull people out to sea where they drown.
- Graham is able to swim to a point along the edge of the Island of the Sacred Mountain in deep water.
This contradicts KQ6, in which Alexander would attempt to wade out into the water (within a foot or two from shore), and the currents and undertow would ferociously tug at his legs (once he reached the water up to his hips), and pull him out to sea, and then under to his death. In official lore it is impossible to swim in the waters surrounding the islands due to the eddies, whirlpools, and currents. Once someone loses their footing they are pulled out to sea.
- In TSL, Edgar mentions that Alexander swims in the sea around the islands.
This is a contradiction to KQ6 which states that the waters are too treacherous to swim in due to the undertow and currents.
- In TFW, Alhazred escapes the Isle of the Crown via a rowboat.
- In TSL, a book in the bookstore suggests that the Green Isles has all four seasons; Spring and Summer are mentioned as as covering six months of the year with influence from Persephone. The Four Winds mention the islands have eternal springtime, but this contradicts the in-game idea that the Green Isles goes through four seasons.
In KQ6 and related material its stated that the Green Isles are a tropical land that remain in spring all year long due to the Druid's weather manipulation (despite possibly being in the arctic regions of the Northern Sea).
Isle of the Crown
- The geography and topography of the Green Isles seen from the introduction movie, and the balloon ride, does not fit the geography and topography shown in KQ6, for example seen on the magic map. The mountains ranges are very different. Even the shape of the island does not match up.
- The Dawn Inlet is the location of the Docks of the Isle of the Crown (unofficial).
- There is a large tree near the Crossroads that falls down during the storm.
In KQ6, there was no tree in that location.
- The architecture of the Castle of the Crown is different than it appears in KQ6. The castle looks larger and closer to the crossroads, there are larger onion domes, and one really big onion dome in the center (that didn't exist at all in KQ6). The coloration of the castle is different as well. However, it does more resemble the artwork from the Guidebook to the Land of the Green Isles.
- In TSL there appears to be two large hollows in the tree.
In KQ6 there was only one noticeable hollow (there was a scar, but the narrator didn't comment on it).
- The leafy ferns beside the road in KQ6, were replaced with plants with big smooth leaves.
- The game mentions that Alexander goes out for swims around the island for exercise.
However, according to KQ6 this was impossible due to the undercurrents and tidal flow.
- In the TFW, Abdul Alhazred escapes the island by rowboat, along with Lucreto and Witch of the Dark Forest.
However it is established only Hassan is capable of navigating the treacherous rocky shoals, reefs and currents around the islands.
- Village of the Crown
- The game's version of the village include two town squares (in contrast to official lore's single village square), the "main square" in TSL, and the old western Market square.
In KQ6, vegetation grows where the road is located in TSL.
- In TSL the village is pretty expansive, with buildings going up into the mountain sides (in first episode). However, this background and the buildings strangely disappear by Episode 2-4, with only green jungle seen behind the buildings. Thus the city appears to have shrunk between episodes. This is a continuity issue between the TSL episodes themselves, although it might be explained by the time reversal curse (which causes other things to disappear or change to past versions).
In official lore, it was said to be a rather small village, in the Guidebook, and that a single road, passes through the village, in the King's Quest Companion. The single road, Ferry Road passes through the town's single village square and into residential section, and it is said that are only a few small dirt paths in the town (you only get to see a little into the residential section through an arch, and the last house of the section before the road turns south to the Docks). Derek Karlavaegen's map for the village portrays only the three buildings of the Shop/Market district. Those are the only buildings that can be seen from the Crossroads.
- Ali's Books/Pawn Shoppe.
- In TSL, Ali has been a happily married man for years, he has a wife and family (apparently his children are grown adults).
However, in KQ6, it states he was old bachelor. Ali isn't married (he mentions that he has always been too preoccupied with his books to settle down, and that those living above the book store are just random villagers.
- In TSL, the second floor of the Book Store is said to be the apartment of Ali and his family, including his wife.
In KQ6, the upper story windows lead to three apartments of 'villagers' living in the upper story.
- The shelves in Ali's Books in The Silver Lining do not match up with the shelves in KQ6. Many of the topics are out of order, or contain topics not included in the shelves in the original game. The books in the foreground have different colored covers in both games.
- The purpose of the shield on the wall, appears to be different.
In KQ6 it was Ali's merchant crest, and thus was his business credentials.
- Look at the shelf in the foreground with the missing knothole. In KQ6 this was one solid plank of wood. In TSL it looks like the shelf is made up of several planks of wood. The length of each shelf section near the fireplace, differs from in KQ6. Some are shorter than in KQ6, or wider than in kq6. The the settings of the fireplace stones look different as well (looks somewhat larger than in KQ6).
- Most of the merchandise in the Pawn Shoppe has changed and now includes kQ7 and KQ8 references.
- Both stores have bells on the inside (that weren't there in KQ6), that didn't exist before. The doors have different handles.
- The text on the pawn shop window, differs somewhat in TSL. 'antiques" is written in straight, but curves a little in KQ6. The little tower with the onion dome coming off the shop is thicker in TSL, and thinner in KQ6.
- The suit of armor is different, and has a sword instead of a spear. It has been turned into a nod to the Armor of Light and Sword of Truth from KQ8.
- The Ferry/Hassan
- According to TSL the Island Queen was repaired some time after KQ6, and the wedding. The Ferry has been fixed by Shamir long after Alexander's wedding, and is running between the islands again.
However, KQ6 states that the ferry was repaired and put back into service shortly before the wedding (as seen in the best ending of the game). This fact was also mentioned in the The King's Quest Companion.
- The docks have been put back into service again. A ticket booth stands near the docks, and a light house can be seen off in the distance. All of the sandbars and beaches on the left side of the docks are missing. The Four Winds tried to explain that this was done when Shamir attempted to fix the ferry following the wedding. Hassan had turned the ferry service into a formal business, and charges passengers for the ride (apparently cheating them, since the fare was said to be a 'copper coin' in KQ6). In TSL, Hassan acts like gold coins are not enough book passage, and wants to be payed often.
In KQ6, it is suggested that if ferry was running, that a single copper coin would have been enough for the fare between the islands (if Alexander offers his copper Daventry coin to the Ferryman). According to the King's Quest companion the Ferry belongs to the Crown, and is funded by the crown, and thus any business transactions through the Ferry would likely return back to the Crown.
- There is a ticket booth and lighthouse, that didn't exist before.
- A mountain can be seen in the distance behind the docks, the game suggests this is part of the Isle of the Crown
However, in KQ6 it is said to be on a distant island (possibly the Isle of the Sacred Mountain).
- Hassan has an entire crew (including his First Mate). Of course having a large crew maybe the reason why ferry rates have gone up (but not as high as Hassan's sneaky behavior would indicate).
In the Guidebook and some of the things said in KQ6, only one or two people ran the ship at any time. This usually included the current Ferryman and his son. Of course I'm KQ6 Hassan doesn't have a son.
- The design of the ferry is somewhat different between TSL and KQ6. In TSL, has one large window on the cabin's bow. In TSL there is also a larger porthole on the bow almost at water level, and it has one rectangular sail, and one triangular sail. In TSL, the ship is not wide, has only one porthole, next to the door (the door lies near the edge of the cabin).
There is no evidence of this design in the Guidebook. Artwork in the Guidebook suggests that the ship has two triangular sails and the ship is wider. There was actually at least one small porthole near the Cabin's bow. In KQ6, the entrance to the cabin, had a central door, flanked by two portholes (one porthole was covered by the sails, but can be seen inside). d on the bow as in KQ6 (but to the side of the ship).
- Castle of the Crown
- The Pegasus are are a race of winged horses in The Silver Lining. The "pegasuses" are carved into all three hallways.
In the official games the flying horses are known as 'winged horses'. Pegasus is actually a member of the race.In KQ6, the 'galloping horse' was only the hallway that lead to Cassima's room.
- The door under the lefthand stairs in the Grand Hall of the Castle of the Crown, leads to a hallway. On the left side of the hallway is the castle kitchen, and at the end of the hallway is the entrance to the castle courtyard.
However the door under the stairs in KQ6 led directly to the kitchen/Cook (this is made more relevant in the Amiga version of KQ6). In the original KQ6, Alexander can enter the kitchen directly through the door to look around the kitchen but is shooed out by the Cook. In Amiga KQ6 Alexander actually passed directly through the kitchen from the magic door to the grand hall.
- The alcove with the paintings is a completely different shape in TSL. Its a square hallway in TSL, and a round alcove in KQ6.
- In TSL the southern room on the upstairs eastern hallway is the guest bedroom.
In KQ6 and related lore suggested that the room was a storage room.
- In TSL the northern room on the upstairs western hallway is another guest bedroom.
In KQ6 this was the castle study.
- In TSL the room behind the throne are "guest bedrooms".
In KQ6 this was the castle tower.
- The layout and appearance of Cassima's bedroom, is different than the view given in KQ6, and mentioned in lore. The version in TSL has more windows across from the wall with the secret passage, the walls are more elaborate.
In KQ6 there were no windows across from the secret passage. The mirror rests between the two windows. The curtain in the corner is missing, instead a pile of cushions rest there. In KQ6, the door to the hallway is seen next to the curtain. KQC suggests that her room only has one single tall window near her bed (though the only window can be seen from the outside in KQ6, during the Cassima closeups. The window is located near the corner of the castle.
- The uniforms of the guard dogs are very different than they appear in KQ6.
- In TSL, the statue in the upstair hallway is a statue of one of Saladin's relatives.
In official lore it is a statue of Saladin. But it is also somewhat sentient, and has its own voice.
- Along the walls and most hallways are planters in TSL, holding garlands put up for the wedding. These planters do not exist in KQ6.
- Along many of the walls are sconces for many torches. These sconces do not exist in KQ6.
- There are some differences with the castle gates area in TSL and KQ6. The hedge on the west of the castle is taller in TSL than in KQ6, and wider. It only covered a small portion of the wall in KQ6, and covers most of the wall in TSL (it merges with a second hedge in TSL, but were separated in KQ6). The entrance to the guard hut is a different shape in TSL. The L-shaped hedge in KQ6 has been replaced with two separate hedges, one is set back from the other. The cobblestones on the path are a different shape in each. The mosaic designs look different (look closely), and the colors are different. The little hillock in the foreground in KQ6 has been replaced with a bush on flat ground. The path is somewhat wider in KQ6, and angles slightly differently. There are more steps leading up into the castle gate in KQ6 (about 4 in KQ6, and only 2 in TSL). The handles on the gates are different shape in both games (it's larger in KQ6). The color of the gate hinges, and handles are different. The hinges are more intricate in KQ6 than in TSL. The scroll-shaped decoration on the arch above the gate is protrudes more in TSL, and is less pronounced in KQ6. The smaller trees seen in the distance have been replaced with larger trees. The hills in the distance have different topography.
- There are many differences between the appearance of the Throne Room in TSL and KQ6. The arches are a different color in TSL, the carpets lack the gold edging. The color of the pillars look different, and so do some of the floor tiles.
- The differences between the Grand Hall in TSL and KQ6, include the tile on the ground. In TSL there are four red diamonds between each black circle. In KQ6, there are only 3 diamonds between each black circle. The design of the doors are different, black squares in KQ6, and more fancy violet colored in TSL. The number of squares on each of the large door into the throne room is four black squares in KQ6, and five violet squares in TSL. There are candles on the wall in TSL, no candles in KQ6. The red triangles between each arch included fancier design in KQ6. The chandelier is wooden brown in KQ6, and gold in TSL. The candelabra has five red candles in KQ6, and five white candles in TSL. The jars are red and black in KQ6, and red and gold in TSL. The shape of the banister poles is different in each game, somewhat fancier in KQ6 than in TSL. In TSL, three steps stick out past the pillars in the foreground. In KQ6 the steps are fairly flush with the pillar, with only one sticking out partway. The pillars lying near the doors into the throne room are in the corners under the balcony in KQ6, in TSL they have been moved forward, away from the corners. The doors are surrounded by brick arches in TSL, but no bricks exist in KQ6. There are about 25 steps in TSL on each side, and about 30 in KQ6. The edging around the wall from the top of the steps to the fore area is more smooth and undefined in TSL, and crenelated in KQ6. Similarly the edging on the far wall above the balcony is smooth in TSL, and crenelated in KQ6.
- West Hall, the painting of the Caliphim and Allaria could be seen on the curve of the alcove near the hallway, in TSL which has a different shape the painting has been moved to far wall of the square alcove from the hall. The designs on the rugs are different in TSL and KQ6. Straight gold lines in TSL, and gold chains with black circles in KQ6. The pillar near the balcony is half a marble pillar flush to the wall in KQ6, in TSL it is a full pillar with space between it and the wall. There is a pegasus/flying horse on the wall in TSL, but not in KQ6. The handle on the door to the bedroom is lower down the door in KQ6 than in TSl. The brick edging is more decorative in KQ6, forming a pointed arch, in TSL its a flat line of bricks. The brown marble tile floor is split up by large tiles with lines in between in KQ6, in TSL, the floor is one solid slab of marble. The edging around the vaulted domes are thicker in KQ6 than in TSL.
- East Hall, pillar sticks out from the wall in TSL, and is a half pillar that lies flush in KQ6. The carpet design is different in TSL and KQ6. There is a pegasus/flying horse on the wall in TSL, but not in KQ6. The door design as seen on the door in the fore area east wall, is different. The two brass cross braces are towards the top in KQ6, and one towards the top and one towards the bottom in TSL. Their are more bricks surrounding the doors in TSL, than in KQ6. The marble floor is a series of tiles in KQ6, and one solid piece connected to all halls in TSL. The carpet design is different in both games (as mentioned above). The eastwall between the two doors is more decorative in TSL including a line of edging not included in KQ6. There are torches on the wall that didn't exist in KQ6.
- North Hall, different doorway shape with bricks in KQ6 and TSL, the door in KQ6 is more decorative and arched. The one in TSL has flat bricks. The edging around the skylight arch above the hall is more detailed and thicker than the edging in TSL. Like the other halls, the carpet design is different in each game, the floor is one solid piece of marble as opposed to separate tiles. The walls have an extra outline in in the inset TSL, not seen in KQ6.
Isle of Wonders
- The geography and topography of the island does not match the geography as seen in KQ6 (such as in the magic map). The mountain ranges are very different.
- TSL refers to the island as the 'Isle of Wonders' in KQ6 and official lore, it is only known as the 'Isle of Wonder'.
- Shell Beach is the location on the north side of the Isle of Wonders. It is the location of the docks and oyster beds.
This location is known simply as 'The Beach' in official sources (a name shared by several other beaches in the Land of the Green Isles). In KQ6 the beach is actually on the south side of the island.
- The location of the beach means that travel into the island is more or less heading south into the center of the island from the northern edge of the island. However in KQ6, travel was from the southern edge into the northern edge of the island.
- Crying cabbage in TSL, rather than Baby's Tears. The cabbage cries 'baby's tears'. They look old and shriveled. Strangely they looked young not long before in an image in Four Winds.
- Artistically, the iceberg lettuce in TSL, doesn't much resemble the iceberg lettuce seen in KQ6. It doesn't much resemble any form of lettuce. In KQ6, the lettuce is green much like real lettuce, and grows close to the ground like regular lettuce. The lettuce in TSL is blue, and looks more like a flower and grows on a stem.
- The wall is purple in TSL, in KQ6 it was a gray, brick wall.
- There is a recess in the wall in the garden, this recess doesn't exist in KQ6.
- There is a pea plant in TSL near the wallflowers, that didn't exist in KQ6.
- The colors and appearance of the sour grape and strangling vines are different. They had brown wood or vines with green leaves in KQ6, and are bright green in TSL. The grapes were a darker shade of purple in KQ6.
- The path to the gate, is very different in both games. The path is wider in TSL, and thinner in KQ6. The cobblestones have different shapes and different color. They were brown in KQ6 and pinkish in TSL. The direction of the path is slightly different as well.
- The ice plant/pickle weed type plant near the coffee table and lower edge of the path has been replaced with 3-4 separate bushes.
- The snap dragons/snapping draconic flowers (as TSL calls them) have less leaves.
- In KQ6, the strange lumps of stone above the garden gate float, in TSL they are connected to the gate.
- Looking closely at the game, one may notice that the handles and hinges are somewhat different in TSL and KQ6. In KQ6 there is only one handle on the left side gate, and what looks like a round door knob on the right side gate. Each of the hinges connect to the stone pillars in KQ6 differently, where as the part that connects to the pillar is not seen in TSL. There are also more visible bolts/rivets on the hinges in KQ6. Also some of the reddish-orange dot patterns are different in each game.
- In TSL if you walk in a circle around the right side of the Shell Beach, it looks as if the right side edge is bounded by impassible boulders. However, in KQ6, that was the path to Exclamation Point.
- The boulders on the beach were a bluish color in KQ6, and a dark grey in TSL. The boulders on the left had vegetation growing on top of the ones in the back, whereas there is no vegetation on the boulders in TSL. There appears to be more moulders in TSL, and they appear to be more deeply eroded. The ones in KQ6 looked more like an exposed scarp.
- The smaller boulder, the one Alexander once sat on to read to the oyster, appears to have moved farther away from the oyster beds, from it's original location.
- The beach is much wider between the the two large boulders on the shore in TSL, than they were in KQ6. It is unlikely that the boulders 'moved' as KQ6 states that they appear lie as if they are pushed up from below (suggesting that they are part of the bedrock of the island). The larger boulder near the jungle appears to have moved further east, behind the foreground boulder.
- In TSL, the sea is farther away from the rocks near the oyster beds, the sea lapped the rocks in KQ6. Though this can be explained away as tidal differences.
- The shape of the oysters in both games are quite different. They are more rounded in TSL, and more trapezoidal in KQ6. In TSL they are blueish-white oysters, in KQ6 they were grey. In KQ6 each bedpost had bed knobs, in TSL they do not. The bedsheets are whitish in TSL, but were blue in KQ6.
- The chess knights look very different in TSL and KQ6. In KQ6, the chess knights have more detailed looking mane. Int TSL, their manes are straight edged. Their eyes are more defined in KQ6 as well. Even their necks are more detailed in KQ6, and rather smooth and undefined in TSL.
- The bridge into Chessboard Land is different, in TSL it is a smooth and flat set of pink sandstone tiles. In KQ6, the entrance to Chessboard Land consists of a stepped grey marble bridge (the steps begin halfway across the bridge). The first half of the bridge consists of grey marble tiles. The bridge looks somewhat shorter in TSL. The floating rocks on the pillars float somewhat higher in KQ6 (though in TSL there is actual motion so this more difficult to determine), and the bottom right pillar has more rocks than in TSL. Their is an extra floating rock on the bottom pillar on the bottom right side of the bridge.
- The path in TSL looks to be cobble stone with fine edging on each side. However in KQ6, the path looks to be just a plain dirt path. The path is somewhat wider in KQ6 than in KQ7, and the direction of the path somewhat different as it passes over the second hill onto the third one behind.
- In TSL the path cuts right over the squares in messy sort of way, leaving tiny portions of incomplete squares. In KQ6, the path cuts smoothly between the squares, leaving equal sized squares on both sides of the path.
- The hills in TSL have more far more squares than in KQ6, perhaps triple the amount.
- The railing on the side of the bridge is also different, in TSL, the top of the railing overhangs over both sides of the railing. In KQ6 their is only an indentation between the top of the railing and the railing itself, it does not overhang.
- In TSL, there is no evidence of the heavy cotton-candy clouds that Chessboard Land is known for as seen in KQ6. In TSL the sky has very few wispy thin clouds.
Isle of the Beast
- The geography and topography of the island does not match the geography as seen in KQ6 (such as in the magic map). The mountain ranges are very different. For example the southern mountain ranges are completely missing.
- Windy Reef is a location on the west side of the Isle of Mists. It is the location of the landing beach. In KQ6 the the area was known as 'The Beach' in the KQ6 hintbook (sharing its name with the beaches on the other islands). In KQ6, the beach is actually on the south side of the island. The path enters the island in the north.
- The path into the forest goes from west to east in TSL. In KQ6, the path travelled from the south to north.
- According to TSL, the castle and forest has always been the royal seat of Cocteau line and they have lived there for centuries. That there was likely at one time a village where the ruler's subjects once lived, but that it was overgrown over the centuries. The Four Winds explains further they and the forest the traps, and castle were pulled from the Prince's original homeland when the witch cursed him. It further states the stone archer was built by one of the prince's ancestors, and he still used the statue to protect himself from intruders.
- However, according to KQ6 and the Guidebook, the island originally was uninhabited (except for wildlife living there), then known as the Isle of the Forest. It was the hunting grounds for the king of the Isle of the Crown over a century before KQ6. About one hundred years before KQ6, the wandering Prince was brought to the island magically from another land, by an evil hag. The hag cursed him, she brought him over to the island from another land on one his damsel saving/witch killing missions in another land. She created the magical barriers for the prince, and the castle for him to live in, caused the trees of the island's forest on the island to grow taller and thicker. At that moment the island became overgrown in one night, and the Crown lost access to the island.
- TSL states that Beast had set up the traps (the boiling pond, the enchanted stone archer, and the magic foliage) to protect himself from persecutors, the many who would come to hunt him thinking him an evil beast. Both in TSL and Four Winds, it mentions that the traps did not bother him, and he could easily bypass them or disenchant them when need be.
- However, KQ6 the Prince mentions, the traps were set up by a witch, to protect people from being exposed to the curse, but also to imprison the beast (he would have had to somehow disarm them himself, to escape the island, but he would still have been trapped in the form of a beast). The nature of the curse was that any who pursued to find the secret of the island, would be fated to take on the beast's curse, and become his beastly slaves. The barriers were there to protect those who might attempt to get in from the curse, by keeping them out. Thus he was always protected by the witch's curse, and had no need for protection from the outside world as long as he stayed within the bounds of his prison. Secondly, even if the beast had found a way to escape past the three barriers and leave the island, he would have exposed himself to those who would fear his beastly visage, and may have attempted to kill him (thus he knew it was safer to stay inside of his 'sanctuary' and not try to escape).
- In TSL, the beast's curse is reinstated (in a reversal of time). It appears TSL ignored most aspects of the curse (including the idea that invaders turn into beasts themselves, and become slaves of the Beast Prince), by stating that the beast was the one who set up the traps to protect himself from intruders that were out to kill him (as opposed to being set up by the witch to protect people from succumbing to the curse).
- If POS had followed the nature of the curse in the Canon games, it should have started affecting King Graham, as he had breached the garden of the island (into the area where the curse begins).
- The game also suggests that the log behind the trees on the beach was probably moved by the beast, and that the beast is probably maintained the path through the forest (over the years).
However, according to KQ6 he was imprisoned by the witch behind the three magical barriers, thus make it impossible (short of breaking the enchantments himself, and exposing others to his curse).
- In TSL, the beast's form is more of an ape or werewolf-like creature, in KQ6, the beast's form was more of a boar-like creature.
- At the beach, the tiny pine tree behind the stump was replaced with tulips. Another evergreen bush near the tree with the large roots, is replaced with strange red flowers. A fern near the tree where Dangling Participle was found, is replaced with a big leafy type plant in TSL.
- The roots near the trunk are missing, as is one of the roots of the tree near the shore.
- The eroding scarps on the path through the forest are missing, and topography is flat in TSL, and about a foot higher in KQ6.
- Looking closely the shape of the hedge maze in TSL is different than the shape of the hedge maze in KQ6. Look closely, and one can see that there are different set of paths visible. TSL also adds a gazebo and statue that didn't exist in KQ6 (though these may have been built 'after'). Also note that the angle of the castle appears to be different in TSL (showing space between the last two towers on the right side of the castle). In KQ6, the last two towers appear bunched up due to the angle of the castle. Both screens more or less appear to share the same angle for other elements of the screens (thus suggesting that its only the castle that is in a different angle in both scenes). Also note that there were no banners on the castle in KQ6.
- The fountain in TSL looks different than the one in KQ6. For example look at the base of the water spout, and the base of the fountain in general. The base of the spout is thinner in TSL, and thicker in KQ6. The decorative edging around the base is wider in TSL, and thinner in KQ6. Also note that the path under the fountain heads off in a different direction than in KQ6.
- In TSL, there is a high and steep range of mountains (Whistle Creek Ridge) behind the castle (that lies on the eastern edge of the island), below it is a line of trees, that range and line of trees does not appear in KQ6. In KQ6 there was one lone high mountain to the north west of the castle that could be seen (perhaps a view of the Sacred Mountain in the distance), behind a forested hill on the island (this hill is missing in TSL). In KQ6 there was a lower series of hills/mountains (on the north eastern side of the castle), much lower, and not as steep as in TSL, each is covered with pine trees that can be seen (these individual hills are missing in TSL).
- Look closely, and you will notice that the gate into the hedge maze is different lattice work in KQ6 and TSL. The one in TSL for example has a fancier heart in the center of the gate, and the outer edge is also fancier.
- In TSL, the Prince's coat of arms are everywhere, it is shown to be a yellow cross on a grey background, there is no evidence of the family heirloom version.
This is incorrect however as the shield elements of the Prince's Coat of Arms in KQ6 actually consists of a silver bar across two golden fields. The cross motif in TSL vaguely resembles the grey metal cross on the wooden shield found in the Catacombs in KQ6, but that has nothing to do with the Coat of Arms.
- The prince is known as Prince Cocteau III in TSL in related information (suggesting that the prince is the third in his line to share the name Cocteau). However, in the companion he is only known as Prince Cocteau the Thrice Blessed. This has nothing do with his ancestral heritage.
- In TSL Beast has a thing against mirrors, in KQ6 one of his great treasures was the mirror or truth (albeit the mirror was perhaps the only thing which showed his true form).
- In a picture of the garden in Four Winds, the gazebo is shown to have yellow flowers, however in KQ6 the hedge and gazebo has white roses.
Isle of the Sacred
- The geography of the island (as seen in the intro cinematic and the balloon ride) does not match the geography as seen in KQ6 (such as in the magic map). The mountain ranges are very different. The central Sacred Mountain is missing, and instead a caldera surrounds most of the center of the island. The peak containing the oracle cave is but one small part of the rim of the caldera circling the City of the Winged Ones. In KQ6 the Sacred Mountain was a large central peak of the island. The city was built at the southern base of the peak.
- In TSL, the Winged Ones city is built inside of a caldera, and is surrounded by the walls of the caldera (the Sacred Mountain is a small peak on the rim of the caldera). However in KQ6, the city was built on the side of the Sacred Mountain, and there is no caldera (other than the one at the very top of the mountain).
- In TSL the oracle cave is much too low on the flank of the mountain, in KQ6 it was near the top of the mountain.
- In TSL, the name of the island is either Isle of the Sacred or Isle of the Sacred Mountain. In KQ6 it was only known as Isle of the Sacred Mountain (in one instance in the Companion as the Sacred Isle).
- In TSL, Thorn Bay (the former location of the Cliffs of Logic) is located on the north side of the island. In KQ6, the location of the sandy cove was actually located on the southside of the island. The King's Quest Companion placed the cove near a little inlet on the south-eastern edge of the island. This location is known simply as 'The Beach' in official sources (a name shared by several other beaches in the Land of the Green Isles). For whatever reason the designers put the former location of the Cliffs of Logic on the north side of the island. In KQ6 Cliffs of Logic was on the southside of the island.
- This means that in TSL, one must travel south from top of the cliffs to reach the Gates of the city. In KQ6, one travels north from the top of the cliffs to reach the city.
- The gates of the city are different. The ones in TSL are more etched, and a solid color. The ones in KQ6 has black with white elements. Also note that the gates in KQ6 are much taller than in the gates in TSL (see size comparison for Winged Ones Guards).
- The positions of the gate columns are different in TSL and KQ6. In TSL each set of two columns and the mantle above them are end to end. In KQ6, the two sets of columns and mantles overlap each other. The columns are much taller in KQ6 (see guard comparisons).
- The number of marble tiles on the ground are different. There are almost twice as many tiles in KQ6, than appears in TSL.
- Also note that all the Winged Ones are too short in TSL (just about his height or shorter), they were about two feet taller than Alexander in KQ6 (and the Guidebook states that they are taller than humans). In addition in KQ6 the wings of the guards and Celeste go to their ankles. The wings in TSL only go to about the knee. As noted in KQ6 and KQ5, Alexander is about the same height as Graham so this is a pretty 'big' inconsistency (pardon the pun).
- In TSL, Graham is able to swim in the bay in deep water. This is inconsistent with KQ6, in which Alexander would attempt to wade out into the water, and the currents and undertow would ferociously tug at his legs (once he reached the water up to his hips), and pull him out to sea, and then under. In official lore it is impossible to swim in the waters surrounding the islands due to the eddies, whirlpools, and currents...
- The palace in The Silver Lining doesn't match visually with the Palace Nest seen in KQ6. In fact its a completely different architecture, and set at a different angle. The Palace seen in KQ6 actually visually resembles the rest of the Winged Ones homes seen in TSL. The Palace is known as the Royal Hall or Royal Nest in TSL, but actually was known as the Palace Nest in KQ6. Incidentally in KQ6, most of the Winged Ones lived in simple nests in KQ6 (rather than the marble buildings seen in TSL). On a related note, the architecture of the Royal Hall changes on the main city screen in TSL (resembling every other home in the city). So this is an example of inconsistency in the game itself (not just with KQ6).
- In TSL there are statues next to the thrones of Lord and Lady of the wined ones. In KQ6, there were only pillars, and candelabras. Incidentally TSL calls the candles fixtures, 'chandeliers' this is incorrect, as a chandelier is a light fixture that hangs from the ceiling. Candelabra is the correct term for a set of candles attached to a pedestal.
- In The Silver Lining the Winged Ones have destroyed the Cliffs of Logic to make way a staircase up to the top of the cliffs, forming a grand staircase. This is out of character for the Winged Ones who according to KQ6 material, are "fiercely protective" of Ancient Ones artifacts, much as an archaeologist is protective of ancient sites of antiquity. It is also said that the prophecy concerning the cliffs was an ancient prophecy, and it was implied that the cliffs were made for that prophecy (perhaps predating the Winged Ones themselves). However, according to information in the Guidebook and KQ6, the prophecy was actually fairly recent (made around the time of the Guidebook was written), and was made by the Winged Ones' Oracle.
- In TSL, there is no explanation for the reason why the the Winged One race would build steps up to the top of their mountain. An issue of Four Winds tries to explain that they are trying to learn how to interact with people more, and decided to create the staircase to allow people up to their city. They decided to destroy the cliffs because it was built for and related to an ancient prophecy to which Alexander solved, and was no longer relevant.
- In the KQ6 continuity it is said that they prize their privacy, and prefer to limit visitors (as stated in the Guidebook to the Land of the Green Isles). It is also said in the Guidebook, that the Winged Ones fiercely protective of any of the artifacts left behind by the Ancient Ones race, their creators, much as an archaeologist would be protective of a site of World Heritage. The Cliffs were one such artifact and were built to protect the Ancient Ones from intruders from the seas. The prophecy itself was actually from the Oracle of the Winged Ones, and wasn't ancient but given in recent times just after the minotaur moved into the catacombs and began to attack the Winged Ones city and demanding sacrifices. She made the prophecy just a few years before or after Guidebook was written, about a decade before KQ6. In the King's Quest Companion its stated that the cliffs are the single way up the mountain (besides being carried up), its suggested that the puzzles have reset, to slow down others from reaching the top.
- In TSL, the Oracle had the Winged Ones build the Cliffs of Logic (unofficial), and made the ancient prophecy that only whosoever could solve the cliffs would save the kingdom (knowing once the prophecy was fulfilled the cliffs would no longer be needed). She also prophesied that a man would come who would fly like the Winged Ones themselves (like Icarus (unofficial) of old). It is mentioned that the only two humans have ever visited the Oracle, they are Alexander and Graham (both individuals tied to some of her prophecies).
- Actually the prophecy of the Winged Ones in KQ6 was actually a rather recent prophecy, made under a decade before KQ6 after Derek had left the islands. The minotaur took over only a few years before Derek visited the isles (before that, the Winged Ones controlled the catacombs).
- Additionally, the Cliffs of Logic were actually built by the Ancient Ones, and predate the winged ones. It is said in the Guidebook that Winged Ones were strongly protective of the cliffs and any artifacts related to the Ancient Ones (therefore in official history wouldn't have destroyed the cliffs). The cliffs purpose is a bit different according to the Guidebook as well. It was created to prevent invaders from making it up to their kingdom, and only allow those they trusted access. As a Winged One (a race who evolved centuries after the fall of the Ancients) the Oracle, would have been born centuries after the fall of the Ancients, and would have no connection to them.
- TSL also suggests that perhaps that the Oracle may not have been the one who made the prophecy, and it seems to have predated her (however in KQ6 it is said to be her prophecy). Although it may imply that she existed at the time of the Ancients (which doesn't fit with the explanation given in KQ6/Guidebook of the Winged Ones race evolving long after the ancients).
- It is claimed in TSL, that Alexander and Graham were the only two humans to have ever visited the Oracle. However, in the official lore it is stated that at least Caliphim and Allaria have consulted her in the past perhaps more than once (its implied that perhaps all the Green Isles kings and queens of the past have consulted her).
- TSL suggests that the Winged Ones do not and have never liked visitors, and have never brought them to their city. The Four Winds suggests that greeters of the winged ones, originally only had meetings with visitors of the island on the beach, rather than taking them up to the city. However, in the Guidebook to the Land of the Green Isles, it states specifically that the Greeters though hiding their disdain for humanity, always gently and politely brought visitors from the beach up to explore the city (at least as far as they allow visitors to see), and the palace. Derek Karlavaegen was one such visitor. They only stopped bringing people up to the city, when Abdul tricked them into thinking that the Druids stole their golden fleece.
- The Winged Ones in TSL, don't even bother to hide their disdain, are quite rude, and even insulting. With the exception of the Muses. This is unlike the Winged Ones described in the Guidebook. Who were aid to be quite gentle and polite.
- Hassan claims he has never seen the Winged Ones, however, in the Guidebook it is pointed out that he and his father (when Hassan was a young boy), brought visitors to the island routinely, they surely even saw Derek Karlavaegen be lifted up to the city. The winged ones provided visitors many important skills, as logicians and mathematicians, precise architects and planners.
- The Four Winds, Levanter, Sirocco, Zephyr, Borasco look nothing like their appearances in KQ7. Instead they have been given forms of the Winged Ones in statue form. For example Sirocco is a humanoid with wings (rather than a flying horse), Zephyr is male (rather than female), Borasco is less violent (though points out that Valanice saw them in their original appearances, but the Winged Ones believe they look more like them)... However, all four winds do appear in humanoid form flying through the sky, to break through the Wall of Omnipotence (they do not look like their KQ7 counterparts).
- Incidentally the four winds statues appear to be some of the tallest structures in the city, rising above many of the pillars, yet they can't be seen from the City Gate screen (not even in TSL).
- Celeste has an English accent in TSL. She is also been turned into a very whiny, childish, and a liar (she claims she 'freed herself'). She had an American accent in KQ6, and mostly (other than yelling out for Alex help) kept her composure in all matters, and was more of an adult. In KQ6 she acknowledged Alexander saving her, and insulted the guards who didn't.
- The developers have stated that the Wall of Omnipotence is the highest point on the island. In the game it is shown as the highest point in the mountain even higher than the oracle's cave, and that no Winged Ones are able to fly to the top of it... However, Alexander saw and described the top of the Sacred Mountain when he was carried up to the Oracle in KQ6 (and you can see it on the magic map, when traveling to the island). The Sacred Mountain rises out of the plateau of the island, and is the highest point in the island in KQ6. The caldera containing the Oracle Cave is nearly at the top of the peak the mountain, the 'highest spot in the entire island', the 'pinnacle of the mountain'. The cave and peak stands above all other points on the island.
- TSL portrays the oracle as having no pupils, and dead-looking. However in KQ6 the oracle has pupils but her eyes also glow.
- The history of the Ancient Ones and the Winged Ones is modified in the Four Winds, to the Ancient Ones being a colonizing race from the Tanalore (unofficia) who enslaved the original Winged Ones, who were the 'real' original race of the islands. Thus Ancient Ones were not 'precursors'. The ancient language is really the Winged Ones language, and Tanalorians spoke in common tongue instead. In official lore it is implied in Guidebook, but flat out confirmed in the Companion that the Ancient Ones used two scripts both the graphic symbols, and the one used in the common tongue (although a more ornate version of it). The symbols were used more for ceremonial purpose or as a secret code, while the regular alphabet was used for general purposes.
Isle of Mists
- The geography of the island does not match the geography as seen in KQ6 (such as in the magic map). The mountain ranges are very different. In fact in TSL there are no mountain ranges at all as seen in the introduction video.
- Cape Fog is the location on the east side of the Isle of Mists. It is the location of the landing beach. In KQ6 the the area was known as 'The Beach' in the KQ6 hintbook (sharing its name with the beaches on the other islands). In KQ6, the beach is actually on the south side of the island.
- In The Silver Lining the island is usually referred to as the Isle of Mist or the Isle of Mists. In King's Quest VI and related information the island was officially only known as the Isle of the Mists (and in one instance the 'Isle of Mist').
- In TSL the hood that Arch Druid wears is said to be a cheetah, but appears to be skin of a jaguar. In KQ6, the druid actually wears the skin of a leopard, based on the definitive spot pattern. Leopards may sometimes be confused with two other large spotted cats, the cheetah and the jaguar. However, the patterns of spots in each are different: the cheetah has simple spots, evenly spread; the jaguar has small spots inside the polygonal rosettes; while the leopard normally has rounder, smaller rosettes than those of the jaguar. The leopard is larger and much more muscular than the cheetah, but slightly smaller and more lightly built than the jaguar. Thus TSL confused the spot patterns. The spots on the cat in TSL, does not have exactly as polygonal as the rosettes like earth Jaguar, instead they are bit rounder like a leopard's, but they are also a bit larger than a a real leopard's spots. Elements of the rosettes appear to be a mix of a bit of the shape and size of spots of jaguar, but rounder like that of a leopard. In any case it really doesn't match up with the spot pattern in KQ6 Enhanced.
- One of the branches of the large oak tree near the henge, is different in TSL and KQ6. In TSL its been turned into a single branch, in KQ6, one of the branches passes behind the other.
- The ground in between the stone circle is dirt in KQ6, and grassy/mossy green in TSL.
- The forest behind the druid's village is called Mist Forest in TSL, in official sources it is known as the Druid's Woods.
Isle of the Dead
- In TSL, there is a legend that Samhain is married to Persephone for aeons.
In official lore Samhain has been mateless and without companionship for aeons since the time he became Death.
However, the Gatekeeper is actually the guard with the sword and wears the helmet, and accepts the tickets and defends the gate itself, the Door Master.
- According to TSL, Castle Daventry doesn't have an inner garden, and that Valanice grows her roses on the outskirts of the castle. However in the novels Kingdom of Sorrow, and Seen No Weevil, Valanice's rose garden lies inside the castle near the Grand Hall and the Royal apartments.
- In a dreamlike flashback Graham sees Alexander battling the the three-headed dragon with a sword to free Rosella up in the land of the clouds above Daventry. However in KQ3, Alexander was invisible and used the storm spell spell to defeat the dragon.
- In TSL it is said that the Daventry Coin is a newer edition of the Daventry gold coins. Despite his protests an edition of the coin with Graham's face on it, was released recently to accompany the old ones displaying the face of King Edward his predecessor. In fact, Graham's face had already appeared on the Copper coin from KQ6. According to KQ1 Daventry's gold coins actually originate from the magic Chest. So are not 'minted' or have 'editions'.
- the Mask of Eternity is said to be kept in Castle Daventry, however according KQ8, it must be kept in in the Mask's sanctum to prevent the destruction of the world (much of the plot surrounded the idea of returning the mask back to its sanctuary, to fix the world).
- The Four Winds calls the Castlekeep Ruins the 'Old Castlekeep of Daventry'. In KQ8, the 'old castlekeep of Daventry' was a description Connor made.
- In addition in a later article, it is claimed that Castle Daventry has been the location where the Royal Family has ruled since the kingdom's founding. However, this ignores the fact that there is an older Castlekeep in KQ8.
- TSL and Four Winds gives Connor's name as Connor MacLyrr. In official game however, his name is simply 'Connor of Daventry'. He was to be known as Connor mac Lyrr in earlier ideas for the game (when he was to be a fisherman) but that was dropped.
- The Four Winds gives the goat from KQ1 the name Agnos, his son is named Billy. The King's Quest companion gives the name of the goat that kills the troll as Old Billy, or Billy.
- The The Silver Lining Timeline assumed that the cataclysm in KQ8 only affected Daventry, and not any of the surrounding kingdoms. It did not directly affect the Land of the Green Isles. Princess Rosella was able to travel to the Lands of the Green Isles, distressed about the news of the cataclysm in Daventry. King Alexander attempted to lead an expedition to save his father but failed, forced to retreat back to his lands. However, it is stated and shown in Mask of Eternity that the cataclysm actually affected the entire world, even going as far to shrinking the edge of the world down to just Daventry and a few lands (lava and water fell off the edge of the world). Several characters mention that all mortal humans are turned to stone (it had no effect on mortal animals).
- One of the conditions and powers surrounding the Magic Mirror of Daventry, is that it always tells the truth, no matter, past, present or future. However, in TSL its learned that the mirror lied about the conditions of Valanice in Kolyma, such that she hadn't actually been kidnapped for her beauty, but rather for Graham to find her so that they could have children together for a particular prophecy (ignoring the KQ2 manual story).
- Etheria is not part of Eldritch, they are treated as separate lands.
- Etheria and Eldritch appear to be part of the same world as Daventry, rather than in parallel worlds of the Multiverse. For example both lands share the four winds in both KQ7 and TSL.
- In KQ7, Rosella and Valanice fall into the other world through a portal in a pond, much like the world ponds seen in the Magician's Nephew (mixed with the Looking Glass). This is specifically stated on the back of the box for KQ7 (the closest thing the game had to a prologue description like earlier games in the series):
- "...Princess Rosella is lured into a magical pool and the enchanted world beyond. Her mother Queen Valanice plunges in after her and they find themselves in a land beyond dreams.
- The Realm of Eldritch is inhabited by delightful and fantastic creatures, talking stags, friendly trolls, a magnificent crystal dragon, and many others. But Eldritch is in the darkest peril. An evil enchantress plots to destroy the magic Realm, forcing Rosella and Valanice to use their courge, wisdom and heart as they battle for the survival of the entire world."
- -From the back of the box.
- Furthermore, several characters discuss the idea that the eruption of the volcano will destroy their 'world'. At the end, Edgar, Titania, and Oberon state that Rosella was brought to their world. It is also alluded to in the song Rosella sings in the intro. In a cut scene Graham would have alluded to a difference in time between both worlds, by suggesting that his family were late 15 minutes for lunch, despite the fact that they had spent almost a day (or three) in the Realm of Eldritch. More specifically the KQ7 authorized guide (and KQC 4th edition) based on information from Lorelei Shannon, states that Eldritch exists in a parallel world of the multiverse, where time flows differently than in the world of Daventry.
- The Fates that reside in Etheria are the same Fates in Land of the Green Isles.
- In TSL it calls the people of Etheria, 'fairy' ('fairies' plural) as opposed to the race spelling 'Faerie ('Faeries') in KQ7.
- In TSL Mother Nature is either Gaia/Dryad (unofficial) or Ceres (unofficial). Gaia is said to be the supreme being of all the gods. Ceres who lives in Eldritch, is apparently worshiped by the druids.
In official lore the Druids worship, Mother Earth, who may be a different character altogether, one of the great gods. Ceres is actually one of the lesser dieties, an immortal human (and gives feality to Oberon who is himself a diety, a faerie). The Christian Trinity is at least suggests to be the supreme God in the Companion.
- In TSL, the place of dreams is known as Dreamworld, however according to KQ7 the name of the land was Dreamland (aka Land of Dreams or Realm of Dreams).
- In TSL, the Dreamworld and dreams appear to be created, controlled and ruled over by the Silver Cloak Society, and the descendants of the Silver Cloaks.
- In TSL Alexander appears to have created a portion of the Dreamworld with his ancestral Silver Cloak powers for the Black Cloaks (although they seemed to have lived there as far back as twenty three years before the game).
In KQ7, it is the Dream Weaver's powers that create the dreams, that fill out the Land of Dreams.
- The Ranger (unofficial) also appears to live in a portion of the Dreamworld, of his devising. A great and twisted palace which appears to be the central ruling center for the world.
However in KQ7, the ruling area for Dreamland is the Temple on the Island of Dreams and Nightmares (Island of Dreams) where Queen Mab resides.
- However in TSL, Rosella and Valanice are wracked with evil nightmares.
However in KQ7, Mab promised them to only send Rosella and Valanice good dreams for the rest of their lives (and no nightmares), as a reward for saving Etheria.
- In TSL, Lolotte's goons were originally humans enchanted and cursed by Lolotte into disfigured bat-monkey hybrids. Soon after Rosella freed Tamir, Genesta restored them back into humans.
However, in KQ4 related material and the companion however, they are a unique race of flying monkeys, the companion adds that they probably have a connection to the a similar race that lived in the land of Oz. Edgar was said to continue to live with them for months until he was found by his family.
- The humans (former goons) with Genesta's magical help converted the castle into a bed and breakfast within a week of being restored (brightening the place and changing the decorations).
In the King's Quest Companion, the goons continued to take care of their castle living with Edgar until he was found by his parents (the castle remained a dark place, cheered up only by the fact that Lolotte was hopefully dead).
- The dwarfs have mundane names like "Harold", "Wilfred", and "Hagar".
The Companion suggests that their names are the ones that originated from the Disney movie (the dwarves were nameless in the original Snow White story).
- Four Winds states that the little ferries have their own language, Florian.
However in KQ4 and related material it says the Fairy Helpers are mute.
- The Four Winds says the Magic Hen's name is 'Gigi'.
However in KQ4 it states that the hen's name is Hen.
- Genesta's leopard is named Snow, and appears just to be an animal companion.
In the Companiom it is Genesta's fairy husband in disguise.
- The Four Winds gives the name of the cobbler as Lon and Lolita Shoemaker.
The Companion gives their last name as Cincinatus. His name is Sonny.
- The Four Winds places a tropical island of Antiquas off the shoreline of Serenia.
However in KQ5, King's Questions and the King's Quest Companion, the only tropical looking island off the coast of Serenia was the Harpies' Island. The other major island of the coast is Mordack's Evil Island. The only other islands off the coat are the apparently lifeless Rocky Islets. Technically the seas off the coast of Serenia are the very cold Northern Sea (as mentioned in KQ5 and the KQC).
- TSL mentions that sentient talking birds travel between Serenia and the Green Isles speaking of the lands. In KQ6 its suggested that few actually know of the islands (added in the fact that there are dangerous storms and weather patterns just outside the islands boundary), and knowledge of the outside world is extremely limited at best. Although their may have been rumors. All of this would seem to make TSL's scenario less likely, but not impossible.
- The unofficial timeline gives dates for the first withdrawal. The King's Quest Companion, the only official source to mention the withdrawals, never actually mentions when the events took place (though one reference suggests it was between a thousand to a few eons ago). The manuals never mention withdrawals and rather give a different theory of Daventry's existence, stating that Daventry existed on the earth in the past. The date was formerly 4000 BDC in earlier versions of the TSL timeline, but changed to 10,000 BDC due to inspiration from the earliest known date in the official sources, c. 10,000 years ago. That is 10.5 millenia ago, that means 10 millenia before the founding of the Kingdom of Daventry).
- Almost everything Graham thought he knew about Valanice, and was told by the Magic Mirror, apparently wasn't true (actually the story ignores the canon KQ2 Manual backstory, making it 'false'). Hagatha wasn't specifically the one who kidnapped Valanice (it was more Manannan's doing), and it wasn't over her beauty. Valanice apparently isn't originally from Kolyman heritage (she has blood ties to the Dryad/Druids of the Isle of Mist and is also of the Black Cloak race, like her father Manannan himself).
- She is not the daughter of the King Cedric and Queen Coignice of Kolyma. Though they do seem to know her, and think of her as their child (were false memories implanted in both Valanice and the royalty of Kolyma?).
- In the backstory for TSL its suggested that the King of Kolyma hunted down and exterminated all the vampires in Kolyma except for Dracula. In the official lore, Dracula's "Children of Darkness" were still around surviving Dracula's own 'death', and continued to terrorize the land. In KQ2 one of these Vampires, perhaps even Dracula himself actually survived to be at Graham's wedding.
- Quartz Tower
- The Enchanted Island and quartz tower (unofficial) are important to the plot of The Silver Lining, though the appearance of the tower is not consistent with the tower as seen during KQ2. According to the Four Winds, it was part of a land that could only be reached through the three doors (in official lore, it could possible also be reached by sea, but the land's exact location was unknown).
- The appearance of the tower does not resemble it's appearance in KQ2 in architecture or construction.In KQ It looks much different, but is said to be the same tower, an Graham recognizes it. It is obvious that TSL developers took extreme liberties with the tower and its appearance, as opposed to the official continuity. The walls look to be made of solid quartz crystals, rather than blocks. In addition, the inside of the tower is furnished, whereas in KQ2 it is not. Instead of one large window opening up to the balcony, there is a door to the balcony. Large gouged out window-like section below the balcony.
Black Cloak Society
- The Black Cloak Society is a demigod-like race. As opposed to just being an organization.
- There are 'good' Black Cloaks, although rare, such as Pandora (unofficial), Valanice (unofficial) (half-Druid/Half-Black Cloak), and her twin son and daughter, Alexander and Rosella (are of mixed ancestry, including Druid, Black Cloak, and Silver Cloak).
Silver Cloak Society
- Invented by the tea as another ancient demigod-like race, rather than just an organization. Graham and the Ranger are apparently members of this race. Graham is the reincarnated leader of the race. His children are part Silver Cloak.
- The role of the Paladins of the Silver Cloak is almost the same role the Archons keep in the official games. The Paladins more or less replaces the need for the Archons (since TSL ignores the idea that Mask must be kept in the Temple of the Sun), in TSL's universe they no longer protect the Mask. Incidentally, Paladin had a different role in official lore.
- Leo has a completely different meaning in TSL and in MOE, Leo the Noble, and Leo the constellation.
- Perhaps inspired by the Society of Wizards (though that is apparently a neutral organization holding membership from individuals of all colors of magic)
Alexander and Manannan
- Alexander is not willing to speak of his time as a slave.
In the companion, he was quite open about all the details when interviewed by Derek Karlavaegen for various periodicals in Daventry, and his own books, see Prince Alexander's Own Story!: Exclusive Interview. In other spinoff material such as the KQ6 Hintbook also suggest that time was common knowledge to most people in Daventry. In fact, in KQ5 its apparently known enough, that even Crispin was able to ask around and learn about Alexander's 'dubious distinction' of turning Manannan into a cat while escaping him, and even learn more about the fact that only Alexander would be capable of countering the spell.
- Alexander never returned to Llewdor following his escape. Some versions of Four Winds such as a copy in the game itself said that he did visit again. The internet version was later edited.
In the Companion it says he returned briefly shortly before traveling to the Green Isles to visit his friend Derek.
- In TSL, Manannan never had plans to kill Alexander, but instead prep him for an upcoming prophecy, and possibly make him join the Black Cloaks.
In KQ3, and other official sources Manannan in fact had planned to kill Alexander on his eighteenth birthday, and replace him with a new slave. This is mentioned in the narration of KQ3, and is the bad ending, if you make too many mistakes in the game. The fact is mentioned in later official manuals and summaries and in-game references. In fact, according to the KQ4 manual its stated that Manannan saw a prophecy from his crystal ball that he was to see his own destruction by one his slaves, thus the reason why he made sure to kill them one by one (to prevent that from happening). Alexander was actually the slave in that vision.
- Manannan is Alexander's grandfather, and Mordack is his great uncle.
In official lore, Alexander had no relation to Manannan.
Lolotte and Edgar
- In TSL, Lolotte isn't collecting the box for herself, but for Shadrack and others of the Society. The box contains Shadows including Shadrack, and that the society wants the box in order to free Shadrack.
According to KQ4, Lolotte explains her reason for obtaining the chest was; "I want to have Pandora's Box. It is said that whoever owns it would be in possession of the purist evil.""With the power and evil of Pandora's Box, I would be UNSTOPPABLE!" The game also states that the box was filled with "terrible demons". The companion goes further, that with the box she could rule the world.
- TSL claims that Lolotte loved Edgar. The Four Winds goes into this further suggesting that Lollote was actually a human who impersonated a fairy, and desired to be loved and desired by everyone, and had extreme jealously of those who received love, affection and attention from others. Still a large departure from the canonical Lolotte.
However in the official lore, she is a Faerie of Eldritch (Faeries may in fact be part of the human race but evolved differently). However, the main point of KQ4's plot is that Lolotte is incapable of love, and love is actually poison to her.
In TSL Shadrack is the leader of the Black Cloaks, appears to be a powerful Shadow sealed away inside of Pandora's box. He can only manifest himself for short periods of time, and then only for important matters.
In official lore he is only a 'brother' and not necessarily the leader. He offers advice to Abdul Alhazred and treats Abdul Alhazred as his equal. But in KQ6 it is fully Abdul's plan to conquer the kingdom (though the King's Quest Companion takes it further making the joint plan of both Shadrack and Abdul Alhazred.). Shadrack has had enough free time to play chess with Mordack, and he has a physical and peculiar interest in the body of Cassima, suggesting he may be a necromancer. He wanted her body sent to him (which if he was living in a box would be particularly difficult to do). In KQ6, Alhazred mentions that he had thought of sending Cassima to Shadrack, but thought better of it, lest he end up like Mordack. All these clues suggest he is just another member of the society, and exists on the physical plane like Mordack or Alhazred.
If Shadrack is sealed away in Pandora's Box, which was hidden away so that not even the Black Cloak society knows where it is, Alhazred would never have been able to send Cassima to him, had he chosen to. Playing chess would not appear to a very important use of his time either.
In TSL, Shamir Shamazel claims that Abdul Alhazred has a magical chest that sends correspondence between members of the black cloak society instantaneously and may even have kept copies of the letters that he sent for his own records.
However in KQ6 this is not supported, according to details in KQ6 the letters were all sent over a very long period. Shadrack had received a letter from Abdul Alhazred a month or two before the game, in which he learned of Mordack's death, a detail that happened six months to a year before, and that the princess had returned. This suggests that the letter was probably took at least five monts if not almost the year before it reached Shadrack and he was able to respond. The response to the previous letter by Shadrack was dated one month before KQ6, so that means he sent it one month before KQ6, and it took the month to reach Adbdul Alhazred. it appears that Abdul probably just received the letter from Shadrack or had recently, and was responding to it when Alexander overheard him writing it. All of this suggests that the correspondence was a slow process, taking much time to reach the designated recipients. It is unknown how exactly the letters were sent, but it was probably not by magic which is generally instananeous.Infact that chest in KQ6 is shown to be a regular chest in which the Vizier keeps a number of his belongings including scented oils, dice, books, and other odds and ends.
Pandora's BoxIn TSL Lolotte is a member of the BCS tasked with finding Pandora's Box and turn it over to other members of the Society to release the Shadows monster demons trapped inside.
The story of Pandora's Box and its creation differs from that in official lore. In official lore the box was originally a jar created by Zeus, and given to Pandora, the wife of the brother of Prometheus, in order to take revenge on Prometheus for stealing sacred fire. Pandora opened the box releasing all the evil contained inside (hate, malice, etc), but closed it before hope could escape. However, it still contained some of the evil it once contained. In time the jar took on the shape of a box. Lolotte wanted the box so she could access the evil it contained. With the powers she would not only be able to control Tamir, but the entire world.
In TSL, Pandora was a black cloak one of the rare good black cloaks, who fought against her own race.
In the game of KQ4, Lolotte explains her reason for obtaining the chest was; "I want to have Pandora's Box. It is said that whoever owns it would be in possession of the purist evil.""With the power and evil of Pandora's Box, I would be UNSTOPPABLE!" The game also states that the box was filled with "terrible demons".
In KQ4 her hunt for the box is very much for personal power, in TSL it appears she hunted it for the gain of the entire society (or possibly for Shadrack himself). Perhaps for her mad quest to find love and companionship.
In TSL only Valanice or her offspring can open the box. This requires solving a mystical puzzle. Otherwise the box is sealed, not easily opened. However in KQ4, opening the box was as easy as lifting the lid. Which would release the demons trapped inside.
In KQ4, Rosella put the box back in the crypt, resealed the crypt, and kicked the key inside under the door so that no one could ever enter it again. In TSL, apparently she opened the crypt for them, and left it unsealed so they could easily find it, and get a hold of the box again.
The box in TSL, doesn't look the box in KQ4. They have very different appearances, the one in TSL has zodiac symbols, and what looks like fire and water, and perhaps other elemental symbols. The one in KQ4, is covered with black carvings, and a gargoyle like face with red eyes, and clawed feet. The shape of both boxes is different as well.
The crypt where Pandora's box is held does not look anything like the crypt in KQ4. It is filled with various symbols and signs of the Zodiac. If the outside area is Tamir, it has become frozen over. There is a strange round face-like structure on the cliff, that resembles either the frozen Pumpkin house in Ooga Booga land, but may be the Skull of the 'Skull Cave' with extreme artistic reinterpretation. The conversations file calls the place the LoA Crypt (which could suggest that its an entirely new land altogether, but its unclear). If so maybe it is the Land of Astratos or Alcaria? But its still a mystery how it was moved there.
- In TSL, Graham claims to have not shown any "magical ability" before. Yet, in in the official games, in KQ5, Graham uses Iconomancy, the magic without words. In the disk based version of KQ5 he also cast a few additional spells in order to reach his family.
- Graham is the reincarnation of the leader of the Silver Cloaks, the same individual that once trapped Shadrack nearly 1000 years before the game. Thus his children are half silver cloak and half black cloak (of a mixed blood quantum including Druid of their mother).
- In TSL a Ranger (unofficial) is something very different, than what Ranger is in official lore. In official lore Graham wears the uniform of a Ranger.
- In TSL, Shamir's eyes do not flash gold, as they do in KQ6. This was one Shamir's major traits, and was a major part of his plot in the game.
- According to Four Winds, Shamir repaired the Ferry some time after KQ6, after the wedding. However in KQ6, the ferry was repaired shortly before the wedding, allowing visitors from the other islands to come to the wedding.
- In TSL's Four Winds, it states that all genies are addicted to mint. However, in KQ6 and the Guidebook, it states that each genie has a unique 'weakness'. In KQ6 the weakness for Shamir is mint, and according to the guidebook the weakness for Mali Mellin is Nightshade berries
Valanice, Cedric, and Coignice
- In TSL, Manannan is Valanice's father (Mordack is her uncle), and Cedric and Coignice are her adoptive father and mother. In official sources, Cedric was actually Valanice's biological father, and Coignice was her biological mother.
- Valanice apparently loved her real father, and dabbled in the Black Cloak's rites herself, though she apparently never did anything 'evil' (she was quite aware of what they were capable of). But they later wiped her memory of everything from that period of time (planting other memories instead). Shadrack later helps her remember her past, and forces her to continue her heritage as a Black Cloak.
- Valanice was the last shred of 'good' to come out of Manannan.
- Valanice receive the Ruby Crown from Graham, rather than the Sapphire Tiara as a wedding gift.
- Almost everything Graham thought he knew about Valanice, and was told by the Magic Mirror, apparently wasn't true (actually the story ignores the canon KQ2 Manual backstory, making it 'false'). Hagatha wasn't specifically the one who kidnapped Valanice (it was more Manannan's doing), and it wasn't over her beauty. Valanice apparently isn't originally from Kolyman heritage (she has blood ties to the Dryad/Druids of the Isle of Mist and Manannan himself), though she apparently lived their for a while with Prince Cedric (it is yet unclear how she began living with Cedric). The fact that Valanice was trapped in the enchanted realm, was actually a setup by Manannan and Shadrack in order to get them to create a child so Manannan could kidnap him, and train him in the Dark Arts. It seems that the image and messages he received in the Magic Mirror were planted there by the Society of the Black Cloak in order to convince Graham to journey to Kolyma and "rescue" Valanice. This turns almost everything in KQ2 story upside down, and turns the magic mirror, an object that is supposed to "always tell the truth" into something that can be manipulated by outside influence.
- Valanice's eyes are green in TSL. Valanice has blue eyes in KQ2, brownish in KQ6 and turquoise in KQ7.
Derek Karlavaegan appears in TSL's The Four Winds but almost all details concerning him are in contradiction to the official lore in both the Guidebook of the Land of the Green Isles, a information within KQ6 itself, and the material in the The King's Quest Companion.
Derek Karlavaegen is very much out of character compared to his appearances in Guidebook and King's Quest Companion. In the companion he was a friend of Alexander, and the rest of the Royal Family. In fact he was the commissioned to write Alexander's chronicle of the events of KQ6. This included a section discussing Shadrack, and his plans for the kingdom. He was also the one who gave Alexander a copy of the Guidebook that proved useful during his time on the Isle of the Sacred Mountain. Derek was also the one who interviewed Alexander-Gwydion shortly after his return to Daventry after defeating Manannan, so their friendship was long. Derek in both of those texts knew that Alexander was a very honest and trustworthy individual, who had suffered a tragic childhood under the evil wizard. He is such a trusted friend of the family, that he is given his own quarters within the castle itself (perhaps in or near the Castle's own archives) so that he can research whatever he needs to finish his writing (this included copies of the correspondence letters between Shadrack and Abdul Alhazred, as he included them in the court chronicle). He was also very much an honored guest at the wedding.
In The Four Winds, Derek appears to hardly know Alexander. Doesn't seem to like him, seemingly to considering him a tyrant of a leader, and untrustworthy... He is said to have a huge distrust for authority (which is clearly against his personality in the official sources). Derek himself does some fairly questionable things (such as having nothing against lying or bending the truth, breaking and entering, if it leads to answers), he appears to be a bit of a thief, a treasure collector, a con artist, a rogue, etc. Stealing artifacts to sell to others for profits... whereas profits never seemed to be his motive in the Guidebook or the Companion (though he does mention making a few bits of gold or coin selling selling his articles and journals). He is told about Alhazred's letters during an interview with the king, but is denied access to them, told they hold state secrets (he had never heard about the letters previously). His distrust for Alexander leads him to break into the Castle of the Crown and steal the Black Cloak correspondence documents, as he was curious what was written in them (again in this backstory he had never seen them before). Upon reading them, he learns about Shadrack for the first time, and notes that he has never heard about him before. In this backstory, Alexander was never interviewed by Derek concerning his life under Manannan and his escape, nor was he at the wedding to write the court chronicles concerning the events of KQ6. Likewise, everyone including Alexander seems to have distrust for Derek Karlavaegen. As if they never knew him previously, and show great suspicion for his actions. Derek has only recently come back to Green Isles to witness Abdul Alhazred's trial, hired by Four Winds, and also to interview the former vizier. It appears it was last time he was in the Green Isles was when he wrote the Guidebook. No one appears to trust him, and consider his interview with the wizard to be suspicious... These are not the actions of people who view Derek as a close family friend of long standing... While the Eye Between the Worlds is referenced, some of the background details of when and how it was discovered are off. In the Companion its suggested it occured shortly, within months following KQ4, but before KQ5. In the companion, the house was abandoned, and he simply moved in (he encountered no people nor animals). He traveled there to explore it a few months after his interview with Alexander (this gave the explorer time to write up his articles on the Eye, and also travel to Serenia, and Mordack's Island, and Green Isles for the wedding). As seen in the KQ6 novelization (in relation to other articles by the scholar), it is shown that Derek had been living in Llewdor in Manannan's house for about three years. The Four Winds appears to imply that he 'bought' the mansion perhaps after KQ7 or even KQ8, years after Alexander moved out. Only months or mere weeks leading up to the events of The Silver Lining (and thus his studies of magic were quite recent).
Where he discovers the eye is different as well. In the Companion the eye was discovered on the bookshelves in the study, and you can actually see it in game, if you look closely. In TFW, it claims it was discovered buried under the trapdoor below the study.
Some of the descriptions of how the Eye functions are somewhat different than they were described in the Companion (example, allowing for two way communication between both worlds, instead of one way, as it was mentioned in the Companion). In the Companion, Derek is able to read the numbers, letters, and symbols on each key, which are in the Common tongue. What he wrote would make common words appear on the 'screen'. This is why he is so easily able to convert the files over to the Other World. Whereas in TSL's idea, that they were covered with symbols he had never seen before, and could not understand. In the Companion he knows it is a machine (the infamous 'technology' of metal and glass), possibly even an automaton, if you will... Whereas in The Four Winds, he sees it as a shriveled Voodoo head, with dried hardened skin... This also leads to Derek to appear much younger than he was described in the Companion, and even the Guidebooks (appearing to be in his twenties or younger), and appears younger than the Ferryman, Hassan (who was young child when Derek came to the islands according to KQ6). He looks younger than Alexander even. Although both in guidebook and in the Companion, he makes note that he is 'old' some twenty years before KQ6 when the Guidebook was written. In fact in the Guidebook goes as far to describe him as old at the time he first ended up on the islands, and KQC states that his shipwreck had washed away the last vestiges of his youth. So if he was already old at the time he wrote the Guidebook, was older than Hassan (who is already old in KQ6, and much older than Alexander in the game), two decades later he would have been old indeed.
Although no specific age for Derek is given at the time the Guidebook was written. There are clues that can be used to figure it out. He describes himself as a 'sour old dog', which suggests he was already at least middle age (or at least experienced in life). In the Companion, he described himself as youth nearly two decades before KQ6 (suggesting not more than 20 years had passed) with little need for a razor when he began exploring the world. One year during this journey, he ended up in the Green Isles. He mentions the last of his 'youth' was washed from him in the shipwreck, suggesting his ordeals had aged him. Though its not clear how long he spent traveling the world up to the time he crashed (it had to be at least one year after the start of his journey). It would support him being middle aged when he wrote the Guidebook. Comparatively speaking Derek began his journey approximately six years after King's Quest 1 (Companion timeline). Graham was around 25 years old at that time (Derek was likely a bit older). He was probably less than 40, but would have had to reach the islands anywhere between 30-40 years old (assuming 40 is middle-aged). At the time of KQ6, two decades later, he would have been around 50 to 60 years. At that time, Graham was already old at 45 years (technically middle-aged) since before his 42nd birthday (KQ4)). Likewise as this is associated with Derek, Hassan would have most likely be in his late twenties to forties in KQ6, as he was just a boy when Derek met him (keep in mind that KQ6 indicates that the ferryman is old, though probably younger than he appears.), but certainly older than the young Alexander. Hassan is about twice Cassima's age (15-16 in KQ6), as he was already an adult when Alhazred came to the islands, and she was already new born. This would indicate that Derek Karlavaegen is probably about twice as old as Hassan.
While Alexander made a trip to specifically meet Derek in Llewdor at his former home in the Compamion. In TSL/TFW, Alexander never returned to Llewdor again.
Derek Karlavaegen is not a citizen of the Land of the Green Isles, how can be tried for 'treason' to the state?
There was another indirect reference to Alexander visiting Derek in Llewdor shortly before KQ6, but that was edited out (replaced with the conflicting idea that Derek moved to Llewdor long after KQ6).
According to the four winds Leprechauns are capable of traveling back and forth between the world of Daventry and earth. However in KQC it states that withdrawing is a one way process. Once someone withdraws into Daventry, there is no way back.
- ↑ Narrator (KQ6): The underwater tow is amazingly strong here. It pulls ferociously at Alexander's legs. Before Alexander can retreat, the current grabs his legs! The shifting sand vanishes from beneath his feet! Against his best efforts, he is dragged out to sea! The currents around the island pull Alexander under!"
- ↑ Narrator (KQ6): The underwater tow is amazingly strong here. It pulls ferociously at Alexander's legs. Before Alexander can retreat, the current grabs his legs! The shifting sand vanishes from beneath his feet! Against his best efforts, he is dragged out to sea! The currents around the island pull Alexander under!"
- ↑ Guidebook (KQ6):"The islands, it seems, have always been surrounded by terrible eddies and currents that make seagoing nearly impossible. The family that runs the ferry has done so for generations, each father passing on to his son the secret of the tricky navigation. Many believe that the ferryman`s family line has an uncanny instinct for the sea around the isles. It is said that they sail " by the blood in their veins". One thing is certain: I would not venture to sail a ship in these waters, so whatever the secrets of the ferryman`s family - thank the stars for it!"
- ↑ Hassan (KQ6): "Me? I'm out of a job--the job my ancestors have held for generations. I'm the only one trained to avoid the reef and the rocks, but that knowledge does me no good now."
- ↑ KQC3E, pg
- ↑ Guidebook, pg
- ↑ KQC3E, pg
- ↑ More detailed concept art from KQ6 shows off the castle architecture in better detail
- ↑ Narrator (KQ6): The underwater tow is amazingly strong here. It pulls ferociously at Alexander's legs. Before Alexander can retreat, the current grabs his legs! The shifting sand vanishes from beneath his feet! Against his best efforts, he is dragged out to sea! The currents around the island pull Alexander under!"
- ↑ Guidebook, pg, KQC3E, pg, Ferryman (KQ6):"Me? I'm out of a job--the job my ancestors have held for generations. I'm the only one trained to avoid the reef and the rocks, but that knowledge does me no good now."
- ↑ Ali (KQ6):"I have been reading too much love poetry lately. It is rather depressing to an old bachelor like me."
- ↑ Narrators (KQ6):"The villagers bustle about their chores. They always seem busy, if somewhat subdued, lot"
- ↑ Narrator (KQ6):"A plaque bearing a merchant crest hangs over the doorway. The book shop owner must be proud of his credentials."
- ↑ Saladin (KQ6): "With Shamir saved, and his power used for good, reuniting the islands will be far easier. He has already repaired the ferry."
- ↑ Guidebook (KQ6):"The ferryman is a jolly fellow, patient even with the youngest of his passengers. His young son helps manage the vessel and helps keep her shipshape. "
- ↑ 
- ↑ Guidebook, pg, "The Isle of the Beast, long ago, was called the Isle of the Forest. It was a place of woodlands, sparkling ponds, and prolific wildlife. It used as a playground favored for jaunty hunts by the royal family and other local sportsmen, and for that reason was left uninhabited. The scenes of this treasure diversion on that beautiful island still decorate local tapestries and paintings."
- ↑ Narrator (TSL): "Superstition aside, the Prince did set some traps to prevent visitors from reaching the castle in the past.", Graham (TSL): "I noticed many disarmed traps on my way here.", Prince (TSL): "When I was a beast, there were many who desired to hunt me down and claim my head."
- ↑ Beast (KQ6):"But I rankled one too many evil hags. One dark night, I was turned into this obscenity you see before you; warped in shape and trapped on this enchanted island over a hundred years ago.", "You see, my prison is also my sanctuary. You are the first to break through the barriers in lo these many years...", "Help? You? I'm afraid you don't understand. The enchanted barriers were a warning and protection for YOU more than for me. Your prize for forcing your way past them is to join me in this dire life."..."By the laws of this sorcery, you are doomed to be trapped in the form of a beast. Your reward for broaching this garden is to be my slave, a slave as beastly as I am..."..."The enchantment you are under is tied to my own. The sorceress left me a 'way out,' all right, but I'm afraid it was only her final bitter joke.", Alexander (KQ6): "Beast was once a prince, but a witch trapped him in the form of a beast and set him on the island."
- ↑ Narrator: From behind the tree stump, a number of tulips are in bloom, brightening up the dull brown of the trunk with their lively color.
- ↑ [A more detailed version of the KQ6 fountain screen artwork for better comparison
- ↑ http://kingsquest.wikia.com/wiki/File:Sacredmtcliffnorth.jpg
- ↑ http://kingsquest.wikia.com/wiki/File:RoyalfamilyDaventry.jpg
- ↑ KQC3E, 284
- ↑ Narrator (KQ6): "There's a jagged cave opening at the pinnacle of the mountain."
- ↑ Arch Druid (KQ6):"To the Druids, he is Samhain, Lord of Coldness and Despair. Samhain was once a man like you or I, but he insulted the gods and was sentenced to rule the Underworld. Immortal he is, and mateless; robbed of sleep, robbed of movement, robbed of companionship."
- ↑ http://www.tsl-game.com/fourwinds/?p=1660
- ↑ Edgar (TSL):"Different from Tamir, different from Eldritch, different from Etheria..."
- ↑ Narrator (TSL):"...this unmistakeably the tower where Valanice was once imprisoned, but this certainly isn't the strange land where he found his wife."
- ↑ "Lolotte did love me, in her own twisted way... "
- ↑ Ferryman (KQ6 Amiga): "The island's currents keep us pretty isolated. I can only recall three visitors in my lifetime. When I was a boy a wanderer came, Alhazred himself arrived many years ago, and now you. We have almost no contact with the outside world, but we're content with our little kingdom. At least, we always were in the past."
- ↑ http://www.thefreedictionary.com/middle+age
- ↑ Narrator (KQ4):""
- ↑ Narrator (KQ6):"The old sea salt is a little crusty around the edges.", "The ferryman is a disgruntled-looking man who is probably younger than he appears."
- ↑ KQC3E: "I'll tell you another thing, young fellow...,", "Say, young fellar..."", pg 249
- ↑ But it seems his full story was not well known amongst the villagers of Bruce, despite a brief trip the King is said to have made there before his first journey to the Green Isles. None of the villagers were entirely surprised at hearing these rumors about the wizard and his demise, however.