The rest of the soundtrack by Chris Braymen is one of Sierra's best. The whole soundtrack was also a showcase for the Roland Sound Canvas, which happens to be the basis for the software synthesizers included in modern versions of both Mac OS X and Windows. Yes, General MIDI music can actually sound great.
Epileptic Trees: The Black Cloak Society is mentioned precisely once in the game, in an easily missed optional letter in the harder route through the game. Nothing much is ever explained about the BCS, yet fan theories run wild about it.
Even Better Sequel: This game was received with rave reviews, is generally regarded as the highest point in franchise, and perhaps the only one that can be enjoyed at face value today.
Fridge Brilliance: It's never really explained why Alhazred created disharmony between the islands (aside from For the Evulz), but think about it... this seems to be done as insurance that the multiple islands won't band together and rise against him if the denizens discover his true tyrant nature. His guards can take out a rebellion on the main island easily, but an entire gathered army from all the islands? He had no choice but to prevent that from happening.
Fridge Logic: In the Steam Train playthrough of this game, Danny questions how the Pawn Shoppe is able to turn a profit if people are allowed to undo their trades whenever they want. Ross suggests that due to the low population of the island, this is the only way the shoppe can get any business.
Fridge Horror: The secret passageway Alexander uses in the castle exits in Alhazred's wardrobe... and is only a few twists and turns from a peephole that looks into Cassima's bedroom, and she doesn't seem to be aware that it's there. Sure, Alex uses it to have a brief, touching moment with her while she's imprisoned, but what was Abdul looking at?
It's unclear that Alhazred himself knows that the passages exist. The ghost who reveals their existence to Alexander says that no one knows of them anymore, and if Alhazred did know of them, he would likely have had that hole in his wall which shows his room from those passages filled in.
There was also the implication that Alhazred was going to kill Cassima after the wedding night. Think about what that implies.
Funny Moments: The whole scene with Bump-on-a-Log and Stick-in-the-Mud.
Magnificent Bastard: Alhazred is probably the nastiest villain to cross the series. He shows up at the Green Isles and quickly wins the favor of the naïve king, who sees him as a wise advisor and potential son-in-law. Then he arranges for one of his Black Cloak buddies to kidnap Cassima and get the heir to the throne out of the way, murders the King and Queen in their sleep, and he's already set up as a Regent for Life because he conned his way into Caliphim's trust. Then, he sends his genie to swipe the Islands' treasures, and sends out bogus stories that another island was to blame, carefully playing on each island's prejudices, and grounds the ferry so no one could travel to another island and verify the story. This kept the islands infighting so they didn't pose a challenge. Cassima gets rescued? He'll imprison her and cover it by invoking a dated tradition, then pull And Now You Must Marry Me, planning to kill her after the wedding night and coronation so he remains completely unchallenged and unchallengeable! It was only by the blind, dumb luck of the ex-slave Daventry prince showing up with a crush on the princess that any of this was discovered.
Trying to stop the wedding (in both endings) is a different kind of horror. Imagine walking in on the person you love most in the world, just as they enthusiastically pledge themselves in marriage to someone else. And when you attempt to stop the ceremony, they order your death.
Polished Port: In 1993, a PC CD-ROM adaptation of the game was released for both the MS-DOS and Windows 3.1x versions, and besides the voice-acting and mouth movements in character portraits that had been absent in the floppy diskette version on MS-DOS (which also kept the low-resolution graphics), the Windows version had high-resolution graphics that doubled the resolution graphics of MS-DOS. And not only did the Windows version enhance character portraits with mouth movements, it also featured their blinking eyes, eyebrow movements and mood changes.
While the Amiga version is one of the better-regarded ports of Sierra games, it shows how far the PC's graphics and sound capabilities had outpaced the Amiga in the early '90s. It's also missing most of the cool intro due to the Amiga's limited disk space.
Most fans consider the DOS CD-ROM version available from GOG.com to be this due to the use of the standard low-resolution character portraits.
Seinfeld Is Unfunny: The CD-ROM version was one of the first to feature Hollywood voice acting, a practice that is now routine.
Tear Jerker: The incredibly detailed description of The Lord of the Dead seeing his life in the magic mirror. On the other hand, it can just as easily come across as Narm.
That One Level: The Catacombs. Unwinnable by Design moments are the norm in King's Quest titles (and Sierra titles in general), but the Catacombs tend to be really mean about it. You'll need to have four specific items before entering - the brick, the tinder box, the hole in the wall, and the red scarf - or the catacombs become impossible to complete (and you're locked in, so it's impossible to backtrack and grab the items). Not that the game gives you any hints whatsoever on the items you need. The game provides one tiny mercy in this regard - if you have all four items when you talk to the Winged Ones, you'll be sent straight to the catacombs; if not, you'll be sent back to the beach and given one last opportunity to prepare (and whether you have the requisite items or not, the next time you return it's off to the catacombs with you) - but if you're playing the game for the first time, it's impossible to know this is the case. Add into this that the catacombs include an obtuse floor puzzle and are a labyrinth of criss-crossing corridors which include some rooms that immediately kill you upon entering (once again, with no prior warning as to their presence). Oh, and you have to fall into what looks like a death trap to proceed (so if you're quick with the reload button, you may wind up stuck with no apparent way forward). Yeah... for a lot of people who played this game in the pre-internet days, the catacombs were where the game ended.