Seeking Syren Scotchy

 

Scotchy: After I was rescued, I celebrated in my usual manner, then passed out in my usual follow-up manner. I then had this strange dream... At least, I hope it was a dream....


     Lady Lyght apparently isn't here. Perhaps I should return to my Sanct- ...What in my father's name...
    Stupid transporter malfunction! Captain, are you okay? Look at all this mist everywhe- wait, you're not Captain Blastoid! Who are you, where are we, and where's the rest of my crew?
     Uh... you may call me Lady Terran, we are on an astral plane, and 'not here' is the best I can do for that last one.
    A plane? I don't see the controls anywhere...
     ...It's not the kind that flies. This is a magical dimension, not a physical location - and it would seem your presence has corrupted it. Has your spirit been traumatized recently?
    I just got BACK from being stranded - this is far too sobering for me... wait, where's my booze? I've lost it all! NOOOOOOOO!
     ...Ah! That explains it - it's your spirits that have gone astray! They must be on parallel planes interlaced with this one... Indeed! I can sense them. Six bottles, yes? Give me a moment and I'll recover them for you.
    Thank you! I'm not sure how I could repay you...
     Oh, no need. There is knowledge to be had from any journey, even errands such as this; that is sufficient reward for myself. I warn you, do not move from there until I've repaired the plane - trust me, you wouldn't want to wander into a deadly cloud of ambiguity. Once I'm done, I should be able to reveal the safe way across to me here, and in following it you will attain what you seek.
    Thank you very much - will do. But please hurry - I must be hallucinating from withdrawal, as I swear we're talking in colors...


Each grid below is an astral maze, concealing a bottle of the spirit named above it in one of its cells (in the sample solution above, the cell marked 'S' would be the spirit cell); it can't be the start cell (marked 'Z') or a numbered cell. Apart from the start and spirit cells, each other cell of a grid must either be a "node" or part of an "island". The identity of each cell is to be logically deduced; each grid has a unique solution under the following rules alone.

For each numbered cell in a grid, that grid has an island - a polyomino with exactly one numbered cell, where that number is its area. Numbers are always colored from among red, green, blue, or black; no two islands whose numbers have matching colors may share any cell edges, though they may touch at corners. (In the sample, all island cells have been shaded in to match the color of their island's number.)

The nodes form the path through the maze, connecting the start cell to the spirit cell. (The number of nodes is provided with each grid for convenience.) Pretend there is a chess knight placed on the start cell; it can move just like a chess knight, except that it cannot backtrack and cannot move to island cells. If the nodes and spirit cell are correctly positioned, then there must be exactly one route the knight could take to get from the start cell to the spirit cell. However, if that solitary route omits any nodes, the placement is incorrect. Lastly, nodes cannot be adjacent, not even diagonally. (In the sample, each node has a circle; the path is unambiguous and uses all three nodes, as the rules necessarily enforce.)