If only Flicker could win the tournament and marry the
Princess. That is, if only Flicker could first, become
a knight, next, enter the tournament, then, win it and
marry the Princess. That is, if he could initially
finish the dishes, then, work as a Squire and unmask
the Black Dragon, in the meantime save the Knights,
rescue Flame, become a Knight, enter the tournament,
almost lose it, win it and, finally, marry the Princess!

CASTLE KP:
Before Flicker can pursue his quest for knighthood and
the hand (or claw, as the case may be) of his lady love,
he must wash a palace-size pile of dirty dishes.
Flicker's an inventor. Read the Book!

INFO LADY:
Ask the Info Lady for help. She has an important clue
for almost every major puzzle.

FLAME'S ROOM:
Say goodbye to Flame before leaving the Castle.
Preserve her kiss, and later give someone a toadal
makeover.

SAVE THE KNIGHTS:
If Flicker is going to succeed at dragging his tail up
the royal ladder, he's going to have to do some knightly
networking. This means sucking up...er, ah, helping out
the big Sirs of the Square Table. Sirs Burnevere, Blaze,
Gasflame and Loungealot have all forged ahead
heroically, straight into deep dragon doo-doo. If the
truth be known, all four of these royal warriors are
burdened with serious short-comings. Flicker must save
each one and gain favor with all who sit at the Square
Table. The whole dragonly plan is to get hired on as a
squire by a grateful Knight.

HOME FOR THE GRIMLY INSANE:
Sir Burnevere is pulling rubber room time. Distract
babbling Dr. Fraud so Sir Burnevere can escape.

THE ENCHANTED POOL:
Sir Blaze has fallen hopelessly in love as he gazes at
his own reflection in the pool. Break the spell quick
before he goes on his honeymoon. The fly-munching
madman is the knight's only hope.

BEHIND THE CASTLE:
Sir Gasflame the Myopic is committing a feudal faux pas
by attacking his own liege. Save him from a bad career
move. The seeds of Gasflame's enlightenment could be in
the bag.

ON THE HILL:
Quarrelsome Loungealot is ready to clash on mortal
combat with the ominous Black Dragon. But the Dark
Defender is a no-show. Loungealot's salvation is the
cat's meow.

GUIDO'S PIZZA STAND:
Pull off a feather heist to tickle the chef's fancy.

ENTRANCE TO TOURNAMENT GROUNDS:
The sign handler is your stop Tn drop source for
questing necessities. Don't chew on this puzzle too long.

SAVE THE LADY OF THE LAKE:
The lady has taken a shock. Give the boatmen the same.

FLAME'S ESCAPE:
Flame's hand(plus the rest of her) is in jeopardy.
Assist her get-away. A punked-out fair lady provides
the modus escapidus.

TRAPPED IN THE CASTLE:
The solution is a real drag, involving a tricked and
tranced Trivet. The word now as always, girls, is:
Accessorize!

SAVE THE DODO:
Get eco-aware. Stop the hunter from stalking the rare
bird. A little strategic graffiti will confuse the local
constabulary.

IN THE JUICE BAR:
Waiter! What's the juice du jour?

INFILTRATING CASTLE GRIM:
At the moat, you need a specialty food item. Give Sir
George the gift of roughage. A stinking disguise of the
very despised is in order.

SAVING THE DAMSEL DRAGON:
Fool the local sorcerer out of his numbers.

Passwords:
Status Password
Half-way point LW26UL XAU%HR ?4AWQB
Final level V?U5MK_4N6LUL_OHW5CB