By Mike8787  ([email protected])
October 2, 2001
Version 2

****KINGS QUEST VI WALKTHROUGH****

Welcome to my King's Quest VI (6) FAQ. Below you will find a (hopefully)
greatly detailed FAQ on how to beat, and get the highest amount of points, in
this game. I hope this is helpful, and will get you farther along in the game.

==================================

A Background

==================================

Years before, Alexander's father, King Graham of Daventry, saved a young woman
named Cassima, while saving his family, from the clutches of Mordack, an evil
king. Cassima, being released, was found to be the beautiful and kind princess
of "The Isle of Crown", and was promised by Alexander they would meet again one
day. In the present, Alexander decided to travel to the Isle of Crown, in an
effort to reach Cassima, whom he had begun to love. Along the way, his ship
crashed, stranding him on his destination, and leaving off where our story
begins.

==================================

A Couple Tips of the Game

==================================

1. You can only use the "Magic Map" when you are near water.
2. Save as much as you can, and under more than one name, in case you make a
mistake
3. Never, ever, use an item for the heck of it without saving.
4. Keep walking speed all the way up.
5. Always be on the look out for People or Animals with gold eyes (a.k.a. the
genie).
6. Always remember the game's "slogan"- "Heir Today, Gone Tomorrow!"

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Table of Contents
(In the body of the walkthrough, Alexander will be referred to in the second
person)

====================================================================

1. The Isle of Crown
(Letters A-S)

2. The Travels With the Magic Map
(Letters A-Z)

3. The Cliffs of Logic
(Letters A-K)

4. The Minotaur's Catacombs
(Letters A-L)

5. The Isle of Mist/The Beast
(Letters A-P)

6. Into the Castle (First Way)

6A. The Druid's Fire
(Roman Numerals I - VII

6B. The Land of the Dead
(Roman Numerals I - XII

6C. Into and Inside the Castle
(Roman Numerals I - XVIII

7. Into the Castle (Second Way) - A Maid of Power
(Letters A-J)

8. The Fight
(Letters A-H)

9. A Summary of Why

10. Thanks & Copyright

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1. The Isle of Crown

==================================

A. You find yourself on the Isle of Crown, having crashed your ship and without
his shipmates. Alone, he begins to search the area where he was shipwrecked.

B. Pick up your "Daventry Insignia Ring". This ring will be very important
during your travels, and is your only proof that you are royalty.

C. Using the "hand" icon, move the plank of wood. Open the box underneath, and
take out the "Daventry Coin".

D. Using the "walk" icon, leave the beach area.

E. From the fork in the road, travel north (towards the castle).

F. Talk to the "Guard Dogs". When they do not allow you into the castle, show
them your "Insignia Ring".

G. Skim through the conversation with Saladin and the Vizier. Now that you have
learned some, leave the castle area, and travel back to the fork in the road.

H. Take the fork in the road to the west (towards the village). Enter the
Used-Book Shop.
Talk to the storekeeper, more than once, and remember what he says about the
ferryman. For the rest of your time in the shop, ignore the man in black. He
will do nothing for you.

I. Walk over to where the storekeeper was working. Click on the shelves, and
read. When done, pick up the poem that fell to the floor.

J. Ask about the book on the counter. Listen to what the storekeeper says, and
keep in mind that you will be looking for a book to trade for this Magic Book.

K. Click the book on the small table by the exit. The storekeeper will give it
to you, as the book is terribly boring (fittingly, it is named the "Boring
Book"). Leave

L. Go west, and listen to the woman yelling at the girl from the house (you
cannot talk to them). Remember the young girl being scolded, and about her love
for roses.

M. Go west yet again. Ignoring the boy who dives into the water (if you dive in
as well, the boy, who is really the genie from the castle, will drown you),
bang on the door of the ship. Then just use the "talk" icon on the sailor. He
will speak to you.

N. Talk to the ferryman for as long as you can. He will tell you about the
islands, and about the Magic Map that the Pawn Shop's owner has.

O. Before leaving, click the rabbit's foot on the table. He will give you the
foot, which you will use in the near future.

P. Leave the ferry. Go back to the village, and walk to the Pawn Shop.

Q. Offer the Pawn Shop owner the "Daventry Coin". Take the "fake nightingale"
from the counter in exchange.

R. Grab a mint from the container on the counter. Then, ask the Pawn Shop owner
about the Magic Map. Offer your "Insignia Ring" for it.

S. CUT SCENE. This is where you find out who the man in black is- The Genie!
Watch out for his twinkling eyes, anywhere! He will be trying to kill you
often; so don't trust anyone with yellow pupils!

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2. The Travels with the Magic Map

==================================

A. Using the Magic Map, travel to "The Isle of Wonder". DO NOT GO UP THE BEACH!
Stay along the edge, and talk to the small oyster that is awake.

B. Using the "Boring Book", read to the pained oyster. When the oyster yawns
(due to the books lack of interesting though), grab the pearl out of its mouth.
The oyster will fall asleep, and you are the proud owner of a perfect new
pearl.

C. Wait a few minutes until the word (WHERE?) in the shallow waves comes to the
edge of the beach, and pick it up. Do not wade out into the water until the
word is at the edge of the beach, or you will be carried away by the current.

D. Using the "Magic Map", travel to "The Isle of the Sacred Mountain", and pick
up the black feather. Then pick up the "Flower of Stench".

E. Using the "Magic Map", travel back to the "Isle of Crown". Walk into the
village. You should see the Pawn Shop owner dropping trash into a pot outside
his store. Rummage through the pot, and bring out the "Invisible Ink"!

F.  Quickly, run into the Pawn Shop, and trade your pearl for your "Insignia
Ring", as it is your only proof that you are royalty.

F. Travel back to "The Isle of Wonder". Walk north as far as you can. You will
run back to the beach on your own, followed by five human-hating, rhyming
gnomes, who'll all test you, one at a time, each with a different sense! Miss
one challenge, and into the sea you go (where death soon follows)!

NOTE: Make sure at this point that you have (in your inventory): the "Flower of
Stench", the "Mechanical Nightingale", the mint, the "Rabbit's Foot", and the
"Invisible Ink". Without these, you cannot continue!

G. First you meet the smell gnome, Old Tom Trow. Heavy of the nostrils, his
honker will root out any human scent. Hold out the "Flower of Stench" for him
to get a sniff, and you'll have passed the first challenge.

H. Second comes the hearing gnome, named Grovernor! His ears resembling an
elephant, he'll catch any sound of a human (if human's make any one sound!).
Pull out your "mechanical nightingale" and serenade the gnome until he's
convinced!

I. Next, the taste gnome. Grump-Frump's lick is deadly and.well.disgusting!
That long tongue of his will root any human out! Drop that

J. Trilly Dilly, the touch gnome. Blind as a bat and hard of hearing, his
strength is in his hands. Hold out the ferryman's rabbit's foot for him to
touch, and that test will be passed!

K. Lastly, the sight gnome! Old Billy Batter is the trickiest of them all.
He'll solve all confusion. Stop him from seeing you by drenching yourself in
the "Invisible Ink"! Afterwards, the gnomes will leave, forever, thinking you
were all a dream (Good job! You completed the first truly tricky part in the
game!)

L. Quickly travel back to "The Isle of Crown" using the "Magic Map". Run as
quickly as you can to the bookshop. Now, talk to the clown sitting in the
armchair.

M. The clown's name is Juppo, and he works for the Vizier. After he denies
conversation a few times, show him your ring! He will suddenly remember you,
and will become friendly. He will help you later in your quest.

OPTIONAL: Outside, in the main street, there is a sign, and it talks about
Cassima's and the Viziers.marriage? You're stunned! You must save her!

N. Teleport to "The Isle of Wonder" yet again! Travel west and use the "talk"
icon on the pile of books, and talk to the Bookworm. Remember what the Bookworm
wants "A diphthong? A Dangling Participle?"

O. Click on the spider's web at the south of the area. DO NOT TOUCH ANYTHING
YET. There is a loose string at the bottom of the web. Click it, and while the
Black Widow is fumbling to correct her web, grab the piece of parchment on the
web. Remember what it says ("Love"), and the design on the page!

P. Go back to the beach, and north, to the swamp. Go east, to the garden, and
walk north (whew, a long walk!) to the Chessboard land. After the two feuding
Queens come forward and have their debate, pick up the crimson scarf the Red
Queen dropped.

Q. Back through the Chessboard land gate, pick up the rotten tomato (bottom of
the vine) and some iceberg lettuce. Run back to the beach, and travel to "The
Isle of Beast" with your "Magic Map".

R. Talk to the animal hanging from the vine. To get him to come with you
(why.he's a "Dangling Participle"!), give him the sentence you retrieved from
the sea. "Where.where are you going.to!" He will drop down, and come with you.

S. Travel deeper into "The Isle of Beast". Watch out for the boiling pond! Drop
your iceberg lettuce (if it isn't melted) into the water. It will cool enough
for you to walk through. Pick up the gold lantern on the other side, and
continue north.

T. Grab the brick, and ignore the gardener (the genie, yet again, in
disguise!)! DO NOT ENTER THE GARDEN. If you do, the cupid statue will shoot you
with an arrow. Pick up the brick on the ground.

U. Hurry back to the beach and travel back to "The Isle of Crown". Trade the
"mechanical nightingale" in the pawnshop for the flute. Travel back to the
beach

V. Teleport using the "Magic Map" to "The Isle of Wonder". Traveling to the
garden, try to touch the "bug" behind those wallflowers. When they cluster up
to protect it, play your flute for them. While they dance, the bug walks out,
and you can nab him! You found the hole in the wall!

X. Travel back to "The Isle of Crown", and trade the flute for the "mechanical
nightingale" in the pawnshop. Walk to the fork in the road, and play the
"mechanical nightingale" for the real nightingale in the tree. When it flies
down a branch, give it Alexander's "Insignia Ring". It will send the ring to
Princess Cassima, who is locked up in the tower! She will send you a ribbon,
containing a lock of her hair (if you examine it). You can also send her the
poem from the Used-Book Store and a white rose later in the game. For a perfect
score, send both.

Y. Trade the "mechanical nightingale" or the "flute" (whichever you have now)
for the "tinderbox".

Z. Travel to "The Isle of the Sacred Mountain", and take your first true look
at "The Cliffs of Logic."

==================================

3. The Cliffs of Logic

==================================

NOTE: During this short section of the game you will want to save often. Using
the "walking" symbol, you will want to make precise steps, or you may find
yourself falling (they don't call them cliffs for nothing!). Also, make sure
you have your "Guidebook To The Land of The Green Isles" ready, because your
going to be getting a history (and spelling) lesson in their past!

A. Riddle 1: Using the "eye" icon, click the first puzzle. Click the ( )'d
letters on the puzzle, as listed below:

IGNO(R)ANCE
K(I)LLS
WI(S)DOM
(E)L(E)VAT(E)S

This will spell out "RISE", the answer to the first riddle!

NOTE: Now, you may ask, what are the "things" that jutted out of the cliff? The
answer to that question is quite simple. They are steps. Just make sure you
click on each one in the right spot, or you'll plummet to your death.

B. Riddle 2: Time to whip out your handbook. What are all these funky letters?
Turn to page 30-31. A Master of Languages Will: S-O-A-R. Look up each letter in
the handbook. If you lost it, I will describe each letter as best I can below:
S - Makes a sort of plus sign, with the two bottom left times separated from
the upper right ones (¯| and |_ separated) with a square in the upper right
quadrant.
O - Looks like a face, with two dots for eyes, a line for a nose, and only
cheek lines
A - Looks like a square within a square with the a line down the center
R - Has a dot in the upper right quadrant that is "hollow" (white in the
middle), has a wavy line down the middle, and another (fully-colored) dot at
the bottom left.

Click all four symbols correctly, and you will solve this riddle (Don't worry.
You can try as many times as you like, as this riddle does not have a "death
factor". But save before starting it, anyway).

C. Riddle 3: You have no directions, other than four circles. You have to click
them in the right order (this is one of the puzzles where, if you miss, you
die!). You must click the Fourth Circle First, the First Circle Second, and
Second Circle Third. Do not touch the third circle. You have passed this
(seemingly) easy puzzle, and are halfway up the cliff!

D. Riddle 4: Not this again! The language of the Ancients has returned to haunt
you, this time with history. The Ancient One's Sacred Four are: Tranquility
(state of being), Caterpillar (animal), Azure (color) and Air (Physical
Object). These four items are not only important, but command a spot on a
letter (which you have to find, using your manual, hopefully). I will describe
the symbols, if you have lost your manual, below:

***Azure - Worry not! If you solved Riddle 2, just recall which is letter "O",
they are the same!

***Tranquility - This is an odd symbol. Looking like a tower, it consists of
two horizontal lines under a "claw", or square with 3 lines jutting upwards out
of it (one on the right, center, and left).

***Caterpillar - This symbol is also odd. A jagged line goes from the bottom
left to upper right, on each side of which are two dots.

***Air - Air looks like this: |¯¯| • |

You have solved Riddle 4, with only one to go!

E. Riddle 5: Just like the first riddle, you will select one letter from each
word to make another word (that makes sense). Remember "RISE"? Ascend, a
synonym for that, is the answer to this riddle, as show below (letters
surrounded by ( )'s are to be clicked):

(A)LL (S)ILENT
(C)RY TH(E)
(N)OBLE
BOUL(D)ER

F. Climb the steps and reach the top. You have finished a major part of the
game (save!)

G. At the top of the cliffs, there is a set of doors, a long pathway, a cave
and a woman. DO NOT EAT THE BERRIES SHE IS OFFERING. Obviously, looking at her
eyes, she is the genie. These berries will kill you.

H. Wait for until the woman leaves and climb into the tunnel. Using your
tinderbox, go deeper in. In the second room, grab some mint leaves, and leave.

I. Go up the long path (ignore the large doors, for now), and meet your first
"Winged Ones" (Winged Humans with the power of flight AND arrogance), who fly
you to their leader.

J. Speaking with the King and Queen of the "Winged Ones", you will learn of a
prophecy. This prophecy tells that the one who can solve "The Cliffs of Logic"
will be able to slay the Minotaur! While the "Winged Ones" think no human is up
to the challenge, you are forced to go!

K. You are brought back to the bottom of the Cliffs (you don't have all the
items you need! Weren't you reading?) or to the large doors, in which you are
thrown AND locked in (Now you know what they're for!). You stand up and find
yourself in the Catacombs!

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4. The Minotaur's Catacombs

==================================

NOTE: If you are in the Catacombs, you MUST have these items: The Tinderbox,
the Brick, the Hole in the Wall, and the Red Scarf! If you do not, you will
die!

NOTE: This section will be broken up into directions to each item or puzzle, so
you must follow the directions carefully, or you will get lost (which will
promptly lead to you falling a long way down a trap floor!)

A. TO THE "SKULL": You have just entered the catacombs. Go Up, Up, Right,
Right, and Up again. You will be in a room filled will skeletons. In the
center-left of the room is a skull laying alone. Take it.

B. TO THE SHIELD (Puzzle in-between): From the skull room, go Down, Left, Left,
Up, Left. You are now in a puzzle room.

C. TILE PUZZLE: (Key: North Means Up, South Down, West Left, and East Right).
Go North One to the Rose. Go Southwest to the Second Rose. Go South West to the
Third Rose. Go North to the upside-down Checkmark. Go Up to the Crown. Go
Northwest to the Fish. Go Southwest to the Skull & Bones. Leave.

D. TO THE SHIELD/GOLD: Go left out of the Puzzle Room, Up, and Get the Shield.
From the Shield Room, go Up, Up, Left, Left, and get the Gold Coins from the
skeleton's eyes. From there, go Right, Right, Down, Left.

E. CEILING CRASH ROOM: The ceiling is falling in this room! Throw the brick
into the gears! The doors pop open, and you are free.

F. TO TRAP FLOOR PUZZLE: Go Right out of the Ceiling Puzzle, Up, Right. The
floor will disappear, but don't despair! You will land. Quickly, take out your
Tinderbox and click it on yourself. You will light up the room, stopping the
Minotaur from coming to flatten you.

G. TO Hole-In-The-Wall ROOM: Go Left out of the Trap floor room, Left, Left,
Left, Left, Left, Left (whew), Down, Down, Right, Right, and Right again.
Alexander will hear something in the "next room". Put your Hole-In-The-Wall on
the Right (East) Wall, and click it will the "eye" icon. You will see the
Minotaur entering his lair through a secret entrance!

H. TO THE MINOTAUR'S LAIR: Go left out of the Hole-In-The-Wall room, left,
left, down, down, right, down, right, right, up, right, up, and up again. Using
the "hand" icon, click on the Wall Tapestry. The secret entrance opens!

I. Enter the Minotaur's lair! Click on him, or just walk in, and get ready to
fight! When the Minotaur backs up to ram you into the fire, pull out your Red
Scarf (From the Red Queen of "The Isle of Wonder") to attract his attention.
The Minotaur will charge the scarf, and throw himself into the fire!

J. You will cut free the Winger Princess, Lady Celeste, who will give you her
dagger (pretty cheap reward). Then, flying to the King and Queen's chamber
again, you will be permitted admittance to see the Oracle, a Winger Seer.

K. The Oracle will tell you of your future, and hint at some things later in
the game. She will also give you some "Oracle Water", which you should not
drink if you want to beat the game the difficult (and more rewarding) way.

L. Sit back, and relax! You're out of the Catacombs (Job well done!)!

==================================

5. The Isle of Mist/The Beast/The Land of the Dead

==================================


NOTE: This section includes getting items for three spells. These spells are
not needed to finish the adventure the second way. Skip getting these
ingredients if you want to go the Second Way: Egg, Black Feather, Swamp Ooze,
Teacup, River Styx Water, Skull, Hot Coal, Coal, Damsel's Hair, Lamp, Milk,
Babies Tears and Falling Water. You must also skip the Land of the Dead
adventure, the second trip to the "Isle of the Mist", keeping the genie alive,
and getting maximum points.

A. Your first goal is concocting the "Make Rain Spell". First off, however, you
will want to go to the Bookstore on "The Isle of Crown.

B. Running inside, you will see Juppo again. He will tell you of the Genie's
lamp, and says for you to look out for one, so he could switch it. When he
leaves, switch the "Riddle Book" for the "Magic Book" on the counter. Inside is
listed what ingredients you will need for each spell.

C. For the spell, you already have a lamp. All you need are "Two Drops Salt
Water not from the Sea, A Vial Sacred Water, and Falling Water". The Sacred
Water you already have gotten from the oracle. Pour that into the pot.

D. Teleport from the beach to "The Isle of Wonder". Going into the swamp, pick
up a bottle of Milk (and be nice to the Dogwood tree, if you can!). Walk into
the garden, and give one of the baby cabbages the Milk. All the other baby
cabbages will begin to cry. Catch some of their tears in your lamp, and you
have "Salt Water not from the Sea."

E. Pick up, while in the Garden, the "Drink Me!" Potion on the table (Alice in
Wonderland memories come to mind), and the teacup on the chair in the back
right.

F. Go to the beach, and go into the "Magic Map" menu. Look at the bottom right!
A new island has appeared! Travel there, but only once!

G. On the "Isle of Mist", go to the far left, staying away from the chanting
sounds. You will enter the main village, which is empty. Pick up a piece of
coal from the pit, and the Scythe from the far left wall.

H. Quickly, leave the "Isle of Mist", and teleport to "The Isle of the Beast".
Go all the way in to before the gates, with the moving archer.

I. Bring out your shield. While passing by, it will block the arrow from the
archer, but shatter in the process. Still safe, continue forward to the hedge.

J. Magically, the hedge will become whole. Grab a White Rose while you can, and
then, using your Scythe, hack through the hedge. Walk through to the Beast's
front yard.

K. As you enter, a Platypus-like man enters from another gate. Cursed by a
witch for being mean and nasty, the Beast curses you as well. If you don't find
someone who will truly love him soon, you will become a Beast as well, yet much
worse looking. The Beast gives you his ring so you can present his potential
love with a personal gift (Alexander's hopes are down).

L. Quickly, run to the beach, and teleport to "The Isle of Crown". Run to the
house, west of the village, where the girl who loves roses lives. She will be
pruning the roses on the very edge of the road!

M. Present her with your white rose, and tell her of the "Isle of Beast". She
will be fascinated, and want to go. Tell her of the Beast, and watch as she
still urges you to take her there. Giving her the Beast's ring, you finish the
deal, and she runs away, with the Bossy woman inside screaming as she leaves.

N. Arriving back at the Beast's Castle, Beauty and the Beast (where have we
heard that before?) click instantly. Amazingly, the curse is lifted off both
Alexander and the Beast, showing who the Beast truly is underneath. Becoming
King and Queen of their domain, Beauty thanks Alexander by giving him her old
clothes, the Beast giving him an enchanted mirror. Now, Alexander is free to
leave (but not before filling his lamp the rest of the way with water from the
fountain, a.k.a. Falling Water!).

O. The "Make Rain Spell" is finished, as long as you cast the spell before
going to the Druids Island. Cast it right in the Beasts front yard to make sure
you don't forget! But realize, it still needs boiling!

P. Save, and then travel to the beach. Now is the time to split. Pick your
ending. 1 or 2.

==================================

6. Into the Castle (First Way)

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6A. The Druid's Fire

==================================

I. Travel to "The Isle of Mist". Upon landing you will be captured by Druid
Monks, who hand you over to the Arch Druid. Saying something about, "He's the
man we were warned of,", the Arch Druid  strings you up in a cage over the
Druid's Bonfire!

II. Suddenly, your cage sets on fire! Snuff it out with Beauty's old clothes.
Then, as you get hotter and hotter, you feel something shaking, or rather, as
you'd say, percolating, in your jacket! It's your lamp! It's boiling! The "Make
Rain Spell" commences, and you and the fire are drenched.

III. Safe, and now revered by the magical Druids as some sort of sorcerer, you
are given permission to walk among their people without being killed.

IV. Take your skull, and scoop a hot coal from the fire into it. You are now
working on your "Enchant a Creature of the Night Spell."

V. Go to the beach, and travel to "The Isle of Wonder". Traveling far into the
back to the Chess Board Land, trade your regular coal (from the Druid's village
pit, not the one that was recently used) for the White Queen's Spoiled Egg in
an attempt to stop the two Queen's feuding.

VI. Travel backwards to the swamp. Dip your teacup into the swamp, and listen
to the dialogue that follows between the Walking Stick and the Bump-on-a-log
("That's not Swamp Ooze, it's Swamp Muck!"). When they finish, give the
Bump-on-a-log your rotten tomato. He will throw it at the Walking Stick, who
will, in response, throw Swamp Ooze at his brother. Both of them, after the
fight, will fall asleep, and you will be able to scoop up some of the Ooze on
the Bump-on-a-log.

NOTE: By now you should have: A Skull full of hot embers, Cassima's Hair
(examine the ribbon she sent you through her nightingale, Sing-Sing), and a
Spoiled Egg.

VII. Travel to "The Isle of the Sacred Mountain" and mix the Skull full of Hot
Embers with Cassima's hair and the Spoiled Egg. All together, climb the
mountain. At the top, a dark horse will be waiting, who, when you cast the
"Enchanting Creatures of the Night Spell", will take you to the Land of the
Dead.

==================================

6B. The Land of the Dead

==================================

NOTE: Don't touch anyone, and do everything in the area your in, THEN leave.
Most places you can't get back through. Make sure, also, that you talk to
everyone you need to, as it can be a crucial part of advancing in the near end
of this game!

I. Upon arrival, you will see two transparent ghosts walking alone. As soon as
you are able, go and speak to them. They are, in reality, Cassima's parents,
who the Vizier murdered! Stuck in purgatory until they could be revenged, they
will give you their ticket into the Underworld, so Alexander can plead their
case to the Lord of the Dead.

II. Walk to the right, avoiding the man without an arm. You will walk onto a
path, where a ghost will materialize and begin to fly. Speak to her, and learn
of her tragic tale, for she has lost her son! Take her "Handkerchief", which
will give her son directions to her whereabouts, if you should meet him.
Continue along the path.

III. Whoa. You are in a place you should recognize, if you made a mistake! This
is where you are sent if you die, ticket and all. Alexander must be careful,
however, to look around at his surroundings.

IV. First, pick up the bones at the right of the room, and play. Soon, all the
"Walking Corpses" will begin to dance. Watch the skeleton key that falls to the
floor when the guard finishes dancing. Pick it up!

V. Walk up to the main "Walking Corpse", and give him your ticket. Walk through
the gates (do I-IV before you go through the gate! You cannot come back!)

VI. Look at the skeleton dressed in armor on the floor. You should zoom in, and
then be able to pick up his gauntlet (glove). This object will be very
important in your leaving the Land of the Dead.

VII. Continue along the path (be careful not to fall off!) and enter the next
area. You will see Charon standing in a boat, waiting for coins. Before you pay
him, dip your teacup into the River Styx Water (this will be your only chance),
and then pay Charon the coins you found in the Catacombs. Have a nice trip
across the river (don't fall out of the boat).

VIII. Put your hand up to this door. It is ALIVE and will EAT you if you walk
up to it! To pass through this man-eating door, you will have to answer its
riddle! The riddle is:

***My first is foremost legally
***My second circles outwardly
***My third leads all in victory
***My fourth twice ends a nominee
***My whole is this gate's only key.

Each clue, you will find, is referring to a letter. The foremost letter is
legally is "l". The circling letter of outwardly is "o". "V" leads all in
victory. Lastly, "e" ends nominee twice! The answer is "love". Of course, since
love does not exist in the Underworld, the man-eating gate would assume no one
could ever remember the answer. In your case, he was wrong.

IX. You've passed the major parts of the Land of the Dead. The only thing you
have left to pass is the Lord of the Dead himself. Step up to his thrown, but
don't touch him!

X. When asked to kiss the Lord of the Dead's hand if you desire death, do not.
Instead, take out the gauntlet that you took for the skeleton on the path to
Chupon's boat, and throw it down! You are challenging the Lord of the Dead!

XI. The Lord of the Dead tells you that, to get the deceased King and Queen of
"The Isle of Crown", and yourself out of the Land of the Dead, you must make
the Lord of the Dead cry. Impossible, you say! But, having played the rest of
the game, you'll be able to do it! Pull out the Enchanted Mirror you got from
the Beast, and hold it up to the Lord of the Dead's face.

XII. Thousands of images from the Lord of the Dead's past fly to the Enchanted
Mirror's surface, engulfing the Lord of the Dead's thoughts all at once. Unable
to control himself, the Lord of the Dead lets out one, unmistakable tear.
Admitting defeat, you are allowed to ride the black horse with the King and
Queen back to "The Isle of Crown," where you both part separate ways and both
work on stopping Vizier!

==================================

6C. Into and Inside the Castle

==================================

I. Travel to the Pawnshop, and drink the bottle marked "Drink Me!", which will
fake your death. The man in black robes will scream in happiness and run out
the door, prompting another cut scene where the Vizier talks with the Genie.
You will now see the real genie's bottom, a cerulean blue bottle. Trade your
"Mechanical Nightingale" for the Paint Brush before you leave.

II. Run outside, and trade your now useless yellow lamp to the lamp seller for
a blue lamp just like the one the genie inhabits. Keep it by your side.

III. Travel to the Castle Grounds. Follow the path leading to the side of the
castle. There is a bare wall and some shrubs, but no guards! It's time to enter
that castle!

NOTE: You should have in your inventory: the Blue genie lamp, the Ghost
Handkerchief, the Winged One's Dagger, the Paint Brush and The Skeleton Key.
You should also have Swamp Ooze and River Styx Water in your teacup, and a
black feather to stir it with.

IV. Stir your teacup concoction with your black feather (All this time, you've
been creating another spell!). Notice as all the color drains from the feather
and into the mixture. Using the paintbrush, draw the outline of the door on the
wall, and say the magic words! Your own personal door into the castle (enter)!

V. Now your inside. First, go into the middle cell (it's in the hall you're
in). Talk to the ghost boy crying inside immediately. Somehow, you managed to
find the ghost mother from the Land of the Dead's son! Give him the
handkerchief, and he'll tell you about the "Secret Hallway", accessible by
pulling the arm of the Knight's Armor in the North Hall.

VI. Quickly, run out of the cell, and to the East Hall. Enter the one room in
that hall, Juppo's Room! Give him the Blue Genie lamp that you got from the
Lamp seller. Juppo will run out of the room and, like the faithful clown he is,
eventually switch them for you! Don't wait for him though; he'll give you the
lamp later.

VII. Go into the hall, and walk to the North Hall. Pull on the Knight's right
arm and the passage with open. Walk inside

VIII. There is a chink out of the nearest wall. Click the "eye" symbol on it.
It's the guard's room! Remember what they're saying, specifically the "Ali".
The door they are speaking of was only inches away from the door you came in,
yet has no handle, or keyhole. Search for the ending of that word, for it will
help you get the maximum score in the game!

IX. Go up the stairs, and look in the next chink (this castle has a lot of
holes in its walls), and you'll see Cassima! The most important part of the
conversation with her is that you give her the Winged One's Dagger! To beat the
game, she must have the dagger! Afterwards, you may leave conscious-free.

X. Travel down the secret hallway to the left, and around the bend. Look in the
third chink in the wall, this time into the Vizier's room. Listen. He's
planning to marry Cassima, and then stage her death! Listen and remember the
Vizier's evil plan. Now you have to stop him, for he is not only marrying her,
but also planning your love's death!

XI. Step away from the whole, and travel down the hall, stepping out of it into
the Vizier's wardrobe. Step all the way through and search the room. Using the
skeleton key, open the trunk at the bottom of the Vizier's bed! Grab the
incriminating papers inside, and read them. That fiend! These papers will back
you up if you ever find someone who'll believe you!

XII. Before you leave, open the ebony box on the table, and read the slip of
paper inside. "ZEBU" reads the paper. Is the secret word that opens the magical
door "Alizebu"? Yes, it is. Run back out of the secret hallway.

XIII. Go say "ALIZEBU!" to the door. Inside, rip the sheet off the table, and
look at its contents (use the eye icon and look at every object in turn, or you
wont get maximum points!). These are the sacred objects of the Green Isles,
which were keeping the islands at war with each other! The Vizier was more
fiendish than we thought!

XIV. Step into the hallway. What is that music? Why, it's WEDDING MUSIC! Run to
the West Hall, and hurry up the steps to the main hall of the Castle! You must
stop the Wedding!

XV. You cross in front of the door to the ceremonial chamber, and try to hide.
Unluckily (or perhaps luckily) you are seen by the head of the guards, Saladin.
Pointing his sword at you, he gives you five seconds to explain yourself. Show
him the papers, quickly!

XVI. He is slightly reluctant to believe you, but follows you into the chamber
for verification. You step up to the Cassima and the Vizier, who are at the
alter, but Cassima says she WANTS to marry him?

XVII. A second before Saladin slices you in two, the real King and Queen of
"The Isle of Crown" burst in. They demand the wedding stopped, and Saladin is
stunned. But, to everyone's surprise, Cassima yells at her parents, "MIND YOUR
OWN BUSINESS, MOTHER!" But the Queen knows her daughter, and they genie is
exposed as a posing Cassima! Running up a side door, the Vizier escapes,
leaving the genie below to attack you.

XVIII. Up next is the battle.but how else could you have gone? (Skip ahead to
number eight for the next section of YOUR walkthrough)

==================================

7. Into the Castle (Second Way) - A Maid of Power

==================================

NOTE: To complete the game this way, you must have: the "Mechanical
Nightingale", the Mirror, the Mint, and Beauty's Clothes.

A. Long back when, if you read this whole walkthrough, before you went to the
Druids Fire, there was a chance to finish the game, quick and easy. Just go
straight from uncursing the Beast to "The Isle of Crown", and we will begin.

B. Quickly, go to the Pawnshop. In appeasement of the Man in Black (the genie),
take the "Drink Me!" potion. As before, the man in black with scream in
delight, hurrying back to give the Vizier the good news. Wait for the potion to
wear off, and then hurry to the castle! It is time to attempt to enter.

C. Standing outside the castle doors, you will see four cleaning girls enter
the castle. Sneaky, you walk over to the small compartment on the right side of
the screen and change into Beauty's old cleaning clothes. You walk up to the
gate, and as let in! Once inside, you take off the demeaning garbs.

D. Walk up the East Wing, and you hide behind the wall. You listen to the
guards talk about the Princess's lost nightingale. When their backs are facing
you, take out YOUR nightingale, and place it on the ground! Now, run directly
to your right, and run behind the pillar! Wait until they leave, and the hall
is yours, free.

E. Now, when they've left, take down the large painting in the compartment with
the pillar. Behind it is a small tack. Take the tack and run across the hall,
into the Vizier's room! Pick the trunk at the end of his bed with the tack, and
then run back out! Quickly, put the tack back on the wall and hang the picture
back up. Leave the painting's area, and run to the North Hall.

F. Talk to the door that the sobbing you hear is coming from. It's Cassima!
Speak to her, and then slip her the Winged One's Dagger under the door. When
the conversation is over, walk back into the West Hall, and hide behind the
pillar.

G. Listen to the Guard Dog's conversation, between themselves and with the
Vizier. The wedding is about to begin! When the Guard Dog's backs are turned,
hurry down the stairs, and to the Castle Foyer!

H. You walk past the door, and Saladin sees you. Stepping outside, he puts his
sword to your throat and gives you 5 seconds to explain yourself. Show him the
Vizier's letters, quickly!

I. A bit reluctant, the Vizier brings you in to the wedding to prove yourself.
Walk up to Cassima, and, when she says she doesn't love you, stick the Beast's
Enchanted Mirror in her face. Look! It's the genie!

J. Now the two paths have met up. The stories converge, with the Final Battle!

==================================

8. The Fight

==================================

A. Run up the all the stairs, tailing the Vizier. When you reach the top,
you'll see Cassima tied up in the corner, and the Vizier. But wait, he's called
his genie, who's about to attack!

B. If you got Juppo - Juppo will run up the stairs with the real genie bottle!
Giving it to you, you are now the Genie's new master! Coming to your side, you
drop his bottle (and him) down the stairs by mistake. Now it is just you and
the Vizier

C. If you didn't get Juppo - Offer the genie your piece of mint. Grabbing it,
he'll go seemingly drunk, and begin to throw his magic ball. It bounces off the
wall and hits him, and he is killed!

D. Either way - The Vizier raises his sword, and you have to grab the one off
the wall (which is much to heavy). Waving it around, you successfully protect
yourself for sometime.

E. Eventually, you tire. But, before the Vizier sinks your life-ending blow,
Cassima stabs him with the Winged One's Dagger! Knock him out cold before he
stabs you!

F. Run over to your love, Cassima, and sink into a deep kiss! You are finally
united.

G. DAYS LATER - You arrive at your wedding! If you took the First Way, someone
from each island, the Genie, Juppo, and Cassima's and Your families will be at
the wedding, each there to congratulate you! Taking over as the new King of the
Green Isles, you settle down to a long rest, with your greatest love, Cassima.

H. GOOD JOB! YOU BEAT THE GAME! CONGRATULATIONS!

==================================
9. A Summary of "Why"

==================================

Now, many of you are wondering what all these points meant, and why. The Vizier
had many reasons for doing all this, but there were some major reasons why, and
how. The Vizier, being an evil, evil man, wanted more than anything to be king.
Easily, he was able to kill both of Cassima's parents, but it was not so easy
to shut up, or keep away prying eyes. Cassima was one of those curious. The
Vizier's first attempt at quieting her, sending her to be imprisoned at
Mordack's Castle, failed, due to Alexander's father, but the Vizier was not
ready to give up. Locking her in her room, and eventually planning to kill her,
the Vizier did all he could to keep everyone out of contact with Cassima. Also
afraid of the other Islands finding out his plan, the Vizier had his genie
steal each of the Islands sacred relics, spreading rumors that another Island
had done it. Stopping the ferry service, as keeping the islands mad at each
other made it so no one would, or could, find out what was happening in the
Castle. When Alexander somehow managed to beat the Vizier, he was put to his
last resort. A traitor and a murderer, the Vizier was to be locked up forever,
and all his work undone.

==================================

10. Thanks & Copyright

==================================

I would like to thank the creators of "King's Quest VI" for creating such a
great game
I would also like to thanks maxw101 and dark33 of GamefAQs for reading over my
walkthrough, and for their kind comments.

(c) Mike8787, 2001
This work may not be copied or reproduced without permission of the author.