Well, I peeked at a map, and this game likely won’t take a few weeks; I have most of the map already. That doesn’t mean the remaining puzzles won’t be hard.

This is most of the right side of the map; I’ll talk about the missing part shortly.
In particular, while I’ve been alert to wordplay (in addition to just regular physical object solutions), I was paying more attention to nouns than to verbs. This was a mistake. Let me reproduce from last time what the beggar said when I handed over a treasure.
The text of what the beggar is saying is an enormous clue: OFF AND ON I SHALL PAY A VISIT TO SEE IF I CAN HELP YOU. This isn’t referring to the beggar visiting the player just based on the passage of time; this is referring literally to the commands OFF and ON, which are shorthand for LAMP OFF and LAMP ON.
What the beggar is trying to communicate is that you can try to get their help by turning your lamp off and on again.
One of the places I was stuck was at a palace guard who needed me to hand over a gold coin.
Turning OFF the lamp here led to a strange THUD.
When I turned it ON again, I found an unconscious guard. Neat!
The actual palace itself didn’t have any puzzles, but was slightly confusing to map (hence my not bothering to add the rooms to the map at the top of this post). It did have a GOLD COIN (well, we could have used that earlier) and a CANDY HEART in a clearing with a loudspeaker.
A SPEAKER IS PLAYING LOUDLY,
“YOU GOTTA HAVE HEARTS,
MILES AND MILES OF HEARTS!”.
The lobby of the Queen’s Palace went meta, and I assume is referencing Micro Lab’s next game (Alice in Thunderland).
I’m rather tickled that other characters in the game are vulnerable to being left in the dark as well.
You may like Taro Ogawa’s Enlightenment, where the entire premise of the game is to get rid of your many light sources at the end of a game (being paranoid about grues) so you can get a grue-assist on an enemy.
Link to play online
More information at the Interactive Fiction Database
As the Great Gate slams behind you, its mechanism automatically locking, you breathe a sigh of relief. All you need to do now is cross the bridge, turn the corner, head down a short tunnel and then you’ll be out of these caves forever (and rich too!). The monsters are defeated, their treasures plundered… and some bastard troll is BLOCKING YOUR WAY?!?!. [Footnote 1]
If only you hadn’t used your Frobozz Magic Napalm on that ice wall…
If only you hadn’t used your TrolKil (*Tm) to map that maze…
If only you hadn’t sold your Frobozz Magic Tinning Kit.
If only you hadn’t cooked and eaten those three Billy Goats Gruff…
… or that bear …
If ONLY you’d checked the bloody bridge on your way in.
Still, you’ve survived worse, and there’s no turning back now, since you left the key to the Great Gate counterbalancing Yet Another Annoying Deathtrap. After all, you only have to kill something that’s technically unkillable, and how hard could that possibly be?
The narration seemed to me like the beggar showed up in the dark and cold-cocked the guard.
I had used “light” and “unlight” to turn the lamp on and off. Do those also work? This seems like it would make the puzzle harder.
They do.
It’s a cute gimmick, but I was only able to get as far as chewing the gum, burning the stock certificate too soon, and discovering that the glowball bounced before I was looking at the hints. I agree with the reviewers who said that things were under-described – I would never have thought to use a cross to cut anything if the cross isn’t described as sharp, since that’s not a property I associate with what I pictured as a jewelry pendant! (Maybe I should have been picturing something like the ankh knives from The Hunger.)