___________ .__ __
\__ ___/______|__| ____ | | _____.__. ______
| | \_ __ \ |/ ___\| |/ < | |/ ___/
| | | | \/ \ \___| < \___ |\___ \
|____| |__| |__|\___ >__|_ \/ ____/____ >
\/ \/\/ \/
Walkthrough for Kings Quest VI - Heir today, Gone Tomorrow
==========================================================================
FAQ Index
==========================================================================
* Intro section *
Introduction to the game and this FAQ ....... INT0000000000
Characters .................................. INT0000000001
* Walkthrough *
Welcome on the Green Isles .................. WLK0000000000
We got the map, let's explore the lands ..... WLK0000000001
Minotaur's maze ............................. WLK0000000002
The Beast and the Druids .................... WLK0000000003
Prepare to visit the dead ................... WLK0000000004
The Realm of the Dead ....................... WLK0000000005
Preparations to getting into the castle ..... WLK0000000006
The Royal Palace ............................ WLK0000000007
The Grand Finale ............................ WLK0000000008
* Backgrounds *
Inventory ................................... BCK0000000000
Know your fairy tales ....................... BCK0000000001
Shamir Shamazel ............................. BCK0000000002
Death List .................................. BCK0000000003
* Ending Stuff *
Copyright ................................... END0000000000
Contacting me ............................... END0000000001
INT0000000000
===========================================================================
Introduction to the game and this FAQ
===========================================================================
Hello boys and girls. This is my FAQ for the game of King's Quest VI.
As this is an old game, a few things need to be taken in order.
*:> Sierra games are infamous for the large amount of ways in which you can
die. In old Sierra games dying means game over, so save a lot, as this
game is no exception
*:> Also very important as this is another things Sierra was infamous for,
you can make errors so bad that it will get impossible to finish the
game. For example if you enter the Minotaur's cave and you don't have
the red scarf, the hole in the wall, the shield and the thinderbox, you
cannot finish the game. If only one of them is missing you can forget
it. Unfortunately this requires you to save on a lot of extra slots.
I'll try to warn you for such unfinishable errors as much as I can, but
the game is complex enough to make me unable to warn you against
everything.
*:> In order to get this way working today you can either run the game in
DOSBOX or ScummVM. It doesn't really matter which of the two you use as
both programs as both run the game pretty fine.
The misconception called "Abandonware":
As a person I really don't care if your copy is legal or not. But as a FAQ
writer I feel that it is my duty to at least tell you what is legal and
what is not. What you do with that information is up to you, but at least
you can't say I didn't warn you!
It is a very common mistake that all games from the old DOS games can be
freely downloaded from the internet because the copyright holders would not
have any business interest in them any more. Sure a few games have been
released like that for free downloads. "Flight of the Amazon Queen" is a
famous example of that. Unfortunately, none of the King's Quest games fall
under that principal. The true amount of titles which can be considered
abandonware is very extremely little.
Whenever you publish something you created yourself, whether that be a
game, picture, book, theatre play, movie, WHATEVER, you automatically gain
copyright and that remains UNTIL SEVENTY YEARS AFTER YOU DIE! If the
copyrightholder is a company and has therefore the status of an "immortal
person", the copyright expires SEVENTY YEARS AFTER THE INITIAL RELEASE!
In the case of King's Quest VI it means that you can freely legally
download it after 2062 (as it was initially released in 1992) and NOT ONE
YEAR SOONER!!!
Due to the fact that I'm a novel writer, and thus really into the copyright
stuff you don't have to send me any angry mails stating anything otherwise,
as I will only ban you for wasting my time with incorrect information!
Also don't back this up with information from other sites, as those sites
are either set up by frauds trying to cover up their illegal activities or
people who don't know anything at all about copyrights.
If you know any legal places where this game can be obtained, I'm all ears.
Usage of this FAQ
I always work point by point.
*:> Whenever you see a line start like this, you know I entered a new
location.
= And when a line starts like this, I describe the action you should
take.
I might name all locations I get past. In the HTML version of this FAQ
these are printed in italic. These are not official names, just name I use
to make you know where you should be.
In an early stage of the game, you'll obtain a magic map and with it you
can go to several islands. When I say "Go to the Isle of...", just go to
any beach and use the map to get there.
Now KQ6 has multiple endings. Following all directions in this FAQ will get
you to the best ending. I do not guarantee the maximum score though.
Well, let's roll.
INT0000000001
===========================================================================
Characters
===========================================================================
*:> Prince Alexander of Daventry
The hero of the game, and the character you have under your control.
In King's Quest III has also was the playable character and in that
game he was the lost prince who was kidnapped by the evil wizard
Mannanan as an infant. When he was a teenager he managed to escape the
evil wizard and return home. In King's Quest V, he was not the playable
hero, but it was made clear that he fell in love with Princess Cassima
of the Green Isles. Alexander decides to go to the Green Isles after he
saw in the magic mirror she was in trouble.
*:> Princess Cassima of the Green Isles
Target of Alexander's romatic feelings. People say she's in mourning
for the death of her parents and to be wed with vizier Abdul Alhazred.
*:> Vizier Abdul Alhazred
The vizier of the king. Can he really be trusted?
*:> Shamir Shamazel
A genie who does everything Abdul desires. You can always recognize
him by his golden eyes (and with that I gave the most important hint of
the game).
*:> Jollo
The royal jester. If you can win his trust he might be a very
trustworthy ally. Winning his trust is not required to win the game,
but it is required in order to get the best ending.
*:> Captain Saladin
A humanoid dog who is the leader of the king's guard. He is loyal to
the crown, even if that means he has to serve evil. Can you still get
him on your side?
WLK0000000000
===========================================================================
Welcome on the Green Isles
===========================================================================
You start the game on the beach of the "Isle of the Crown". Let's get this
show on the road.
*:> Isle of the Crown - Beach
= To the left (hard to see) you can find your royal ring. Take it.
= Move the plank on the right of this beach to uncover a small box
= Open it
= Take the coin (you'll automatically close the box)
= Exit North
*:> Isle of the Crown - Forest
= You can if you desire exit north and visit the royal castle. This is
entirely optional and it won't affect the game in any way, not even
in which ending you'll get, however going there will get you some
important pointers about the storyline, so if the story line
interests you, you should definetely see it. (The guards will let you
in after you first talked to them and then showed them your royal
ring).
= If you went to the castle come back to the woods if once your
business there is done and exit west
*:> Isle of the Crown - Village
= Enter the Pawn Shoppe (ignore the guy offering "old lamps for new"
for now).
*:> Pawn Shoppe
= Take a mint from the counter
= Give the coin to the storekeeper and he'll let you pick an item of
your choice. Pick the nightingale. (From this moment you can trade
any of the three items you got from here to get another of the three.
Always remember that).
= If you want you can hear out the storekeeper about the situation
here, however this is only nice for the story, it's not needed to
finish the game.
= Leave the shop
*:> Isle of the Crown - Village
= Enter the bookstore
*:> Bookstore
First I gotta note that Shamir Shamazel (the guy in the black cloack)
is standing here in the shop in order to spy on you. Nothing you can
do against that, just leave him be.
= Pick up the book next to the entrance, the storekeeper will allow you
to take it for free. As a matter of fact he's glad to be rid of it.
(Try to read it and you know why). If you want the "perfect ending"
it's really important you do that now, or the perfect ending may not
be possible any more (you can still complete the though).
= Check out the book on the counter. The storekeeper will tell you he
wants to trade it with you for a rare book. (A puzzle in later in the
game will not work if you didn't ask the bookkeeper about this. Don't
worry when the time comes you can come back for that later).
= Talk to the bookkeeper and talk about the lands of the Green Isles.
In the end he'll tell you to go to the ferrymen (sorry, you cannot
prevent Shamir hearing about that, as he won't leave until the
bookstorekeeper told you about this).
= Leave the store.
*:> Isle of the Crown - Village
= Exit North
*:> Isle of the Crown - Beauty's house
You may see a beautiful girl here being mistreated by an eldery woman.
You cannot do anything with her yet. This will come later, so ignore
her for now.
= Exit West
*:> Isle of the Crown - Ferry Dock
= Ignore the swimmer inviting you to swim to the other Isles. This is
Shamir Shamazel (yes, his eyes are made of gold) trying to lure you
into your death.
= Knock the door of the drydocked boat (Shamir will disappear).
= When the ferryman opens the door speak to him and he'll let you in.
*:> Ferry
= Hear the Ferryman out about the lands
= Take the rabbit foot
= Leave the Ferry and go to the village
*:> Isle of the Crown - Village
= Enter the bookstore
*:> Bookstore
= The man sitting here is Jollo, try to talk to him and when he says he
doesn't trust you, show him your royal insigna ring.
= After Jollo leaves, leave the bookstore yourself too and go to the
Pawn Shoppe.
*:> Pawn Shoppe
Yes, you'll have to allow Shamir to know you are buying a magic map.
= Talk to the storekeeper about the map
= Give him your royal ring as temporary payment and you'll obtain the
map. (Take a good note at the cutscene. It contains a hint for when
the "perfect ending" is no longer within your reach).
= Leave the pawn shoppe
*:> Isle of the Crown - Village
= Now go to any location and come back to the village and you'll see
the Pawn Shoppe keeper trashing some goods.
= Examine the vase the storekeeper trashed the stuff in to find some
invisble ink.
= Now go to either the beach or the drydocker ferry and use the map to
go to the Isle of the Secrad Mountain
WLK0000000001
===========================================================================
We got the map, let's explore the lands
===========================================================================
*:> Isle of the Sacred Mountain - Beach
= IGNORE THE INSCRIPTION ON THE MOUNTAIN. That comes later.
= Pick up the feather
= And pick up the flower
= Now go to the Isle of Wonder
*:> Isle of Wonder - Beach
NOW MAKE SURE YOU GOT A FLOWER, MINT, NIGHTINGALE, RABBIT FOOT AND THE
INK! IF EITHER OF THESE ITEMS ARE MISSING GOING ON FROM HERE MEANS
DEATH!!! You can now still get them so do it if you still need to.
= Now wait awhile and you see that the "something" that is floating in
the sea will wash up on the shore. When it's close enough pick it up.
= Read the boring book to the front Oyster and when it yawns get the
pearl
= Now go to the back of the beach until 5 gnomes appear.
These gnomes represent the five senses. Deceive all 5 of them to think
you are anything but a human. If you fail they will throw you into the
sea and kill you in the process.
Let's take them all out, shall we?
= SMELL: Give him the stinking flower
= HEARING: Play the nightingale to it
= TASTE: Give him a mint
= FEELING: Give him the rabbit foot
= SIGHT: Use the invisible ink on yourself
After that the gnomes will leave, allowing you to freely explore the
island for the rest of the game
= Exit East
*:> Isle of Wonder - Book corner
= IGNORE THE SPIDER WEB (unless you wish to die)
= Check out the center book pile and a book worm will object. The worm
does like to make you a deal when it comes to obtaining a rare book
(if it doesn't check out the book on the counter in the bookstore and
come back here to try it again).
= Exit West and go to the Isle of the Beast
*:> Isle of the Beast - Beach
= Speak to the strange creature in the trees (it only appears after
you've spoken to the bookworm on the Isle of Wonder).
= Show it the quote and it'll go with you.
= Go back to the bookcorner on the Isle of Wonder
*:> Isle of Wonder - Book Corner
= Use the creatore on the book pile and the bookworm will give you the
riddle book
= Go to the bookstore on the Isle of the Crown
*:> Bookstore
= You might encounter Jollo again. Just hear him out until he leaves.
= Give the riddle book to the storekeepr and you'll get the spellbook
= Go to the pawn shoppe
*:> Pawn Shoppe
= Give the pearl to the storekeeper to get your ring back
= Go to the forest
*:> Isle of the Crown - Forest
= Use the nightingale on the real bird in the trees and it will come
closer
= Give your royal insigna ring (you will lose it permanently, but you
won't be needing it anymore. Don't mind Shamir disguised as a snake
during this event).
= Search the ribbon to find a hair
= Go to the Pawn Shoppe
*:> Pawn Shoppe
= Trade your nightingale for a flute
= Go to the bookstore
*:> Bookstore
= Search the bookshelves on the right of the screen to find a love
poem. Pick it up.
= Go to the forest
*:> Isle of the Crown - Forest
= Send the poem with the bird Sing-Sing to Cassima and you'll get a
letter from her back
= Go to the Isle of Wonder
*:> Isle of Wonder - Beach
= Exit North
*:> Isle of Wonder - Swamp
= Pick up a bottle from the plan under the "dog tree"
= Exit West
*:> Isle of Wonder - Garden
= Take the rotten tomato
= Play the flute and the shy flowers will dance
= Pick up the hole-in-the-wall
= Pick up the tea-cup from the chair
= Hit the doors
*:> Chessboard land
= Approach the land the the knights will stop you.
= Hear out the queens until they leave
= Pick up the red scarf the red queen leaves behind
= Exit south
*:> Isle of Wonder - Garden
= Pick up a piece of Iceberg lettuce
= Now get yourself onto the Isle of the Beast as fast as you can
*:> Isle of the Beast - Beach
= Exit North
*:> Isle of the Beast - Boiling Pool
= Throw the Iceberg lettuce in the pool (if you took too long to do
this the lettuce will be molten and then you'll have to start over).
= Cross the pool
= Take the lamp off the branch
= Exit North
*:> Isle of the Beast - Garden
= IGNORE THE GARDENER! It's Shamir trying to lure you into your death
as the archer statue is a death trap.
= Pick up the brick
= Go to the Pawn Shoppe on the Ilse of the Crown
*:> Pawn Shoppe
= Trade the flute for the Thinder Box
= And with that we're finally ready to challenge the Isle of the Sacred
Mountain
*:> Isle of the Sacred Mountain - Cliffs of Logic
= When you arrive on the beach, examine the carvings. Now this is the
copy-protection. Look up in your manual the solution to this and take
the stairs up.
= Make your way up solve all the puzzles (copy protection, so no
solution to them in my FAQ, sorry) until you reach the summit
= NOTE! SAVE FREQUENTLY. One misclick and you will fall down getting
killed in the process!
*:> Isle of the Sacred Mountain - Summit
= Ignore the old lady. It's Shamir once again trying to lure you into
your death (as the berries "she" shows are lethally poisonous). Wait
until "she" disappears.
= Hit the cave.
*:> Ilse of the Sacret Mountain - Dark Cave
Now one note, unless you didn't gain Jollo's trust by now, this cave
is optional. If you didn't yet get Jollo to trust you, then this is
needed to get the game ended, but will lead to a lesser ending.
= Use the thinderbox to make a light
= Hit the hole east
*:> = Get the mint leave
= Leave the cave
*:> Ilse of the Sacred Mountain - Summit
= Exit East
Now the Winged Ones will take you to their lord. If you have all items you
need for the next section, Alexander will say he's ready, and you'll end up
in the Minotaur's maze immediately. If this doesn't happen, it means you
missed an item, go get it first, as once you are through in the maze you
cannot get out!
WLK0000000002
===========================================================================
Minotaur's maze
===========================================================================
Now it's VERY IMPORTANT TO DOUBLE CHECK YOUR INVENTORY!!!!
Make sure you have these items.
= Brick
= Hole-in-the-wall
= Red Scarf (not Cassima's ribbon, the one from the red queen)
= Thinder box
If you miss any of these items, it's IMPOSSIBLE to get this puzzle solved,
and as it's also impossible to get until you solved this place, it means
that solving the game will no longer be possible if you miss any of these
items!
Another thing, all puzzles will mean death if you fail to solve them
properly, so SAVE frequently. It is said there's a time limit and that the
minotaur will kill you if you hang around too long, however I've never been
able to confirm this.
Okay, one final warning. It is possible that you meet Lady Celeste if you
take a wrong turn (if you follow this FAQ precisely you won't meet her).
This is NOT Celeste but Shamir Shamazel, so if you find her walk a
different way, as Shamir is making another attempt to kill you.
Level 1
*:> Exit North until there's a way east
*:> Hit that way East
*:> Exit East
*:> Exit North
*:> = Pick up the Skull
= Exit South
*:> Keep Exitting West until you cannot go west any more
*:> Exit North until you cannot go furhter
*:> Exit West at the end
*:> This puzzle is a death trap. I'll number all collums (vertical lines)
with A-E, and the rows (horizontal lines 1-4). Step on the next tiles
(you can go horizontally, vertically and diagonally).
= E2
= D3
= C4
= C3
= C2
= B1
= A2
= A3
= Exit West
*:> Exit North (If you care to know, the way west leads to the
Fake-Celeste)
*:> = Take the shield from the west wall
= Exit North and keep going North as long as you can
*:> Exit West x2
*:> = Take the coins out of the skeleton's eye sockets
= Exit East x2
*:> Exit South once
*:> Exit East
*:> Another death trap
= Trow the brick between the gears to get the trap stuck
= Exit East x2
*:> Exit North
*:> Exit East
*:> You'll fall down but this time it's supposed to happen.
Level 2
*:> = It's dark here. Use the Thunderbox to get a light (if you wait too
long with this, the minotaur will kill you).
= Exit West until you cannot do that any more
*:> South x2
*:> East until the death end
*:> The game will say that it sounds like you're in the same room as the
minotaur.
= Use the hole-in-the-wall on the east wall
= Look through it (don't worry about it running away. You won't need it
any more anyway).
= Exit West
*:> Keep going west and take the first way South
*:> Keep following the way
*:> At the first intersection East
*:> Keep following the way and go north at the next intersection
*:> Keep going North until you find a tapestry
*:> = Examine the tapestry
= Exit East
*:> = Speak to the minotaur
= When you are face to face with it, use the red scarf to lure the
mintaur into its death.
Now follow the long sequence. After everything is done, you'll have sacred
water and a dagger. There is also a new location on the magic map. The Isle
of the Mists.
After all this you'll be left at the beach of the island.
WLK0000000003
===========================================================================
The Beast and the Druids
===========================================================================
*:> Isle of the Sacred Mountain - Beach
= Use the map to go to the Isle of Mist
*:> Isle of the Mist - Beach
Now I warn ya, this must go well in one go, or you'll either die or be
permanently unable to finish the game!
= Exit West
*:> Isle of the Mist - Village
The village is deserted, but at this moment, that's only a good thing!
= Pick up the hot embers from the fireplace
= Pick up the scythe (don't leave this place without it!)
= You're done here now, go to the Isle of the Beast and go to the
garden!
*:> Isle of the Beast - Garden
= Use the wooden shield to get past the archer death trap
= Pick a flower from the bushes in the back
= Go to the end of the path and it will close
= Use the scythe to remove all the plants and proceed
*:> Isle of the Beast - Beast's Domain
= The beast will appear and tell you his story. He'll also tell you
that you are cursed as well and that you have only a few hours of
humanity left. You will get his family ring.
= Go to Beauty's house, on the Isle of the Crown
*:> Isle of the Crown - Beauty's house
= Beauty will now be sitting in range of you so talk to her.
= When she doesn't trust you give her the flower.
= Give the beast's ring to her.
*:> Isle of the Beast - Beast's domain
You'll get the beast's mirror and Beauty's dress. That settles it for
now. (Yup, the weasel is Shamir).
Go to the garden of the Isle of Wonder
*:> Isle of Wonder - Garden
= Give the milk bottle to one of the baby plants and the others will
cry
= Scoop up some tears from them with the "teapot" shaped lamp
= Hit the door to chessboard land
*:> Isle of Wonder - Chessboard Land
= Give the white queen the lump of coal and she'll give you a sulpher
egg
= Leave chessboard land
*:> Garden
= Take the "Drink Me" Potion from the table.
= GO to the swamp
*:> Isle of Wonder - Swamp
= Try to fill the cup with swamp ooze, but the Stick-In-The-Mud will
tell you that you won't find swamp ooze there.
= Give the rotten tomato to Bump-On-A-Log and he'll be covered with
ooze.
= Use the teacup to scoop it up
= Now off the Isle of the Crown and go to the Pawn Shoppe
*:> Pawn Shoppe
= If Shamir isn't here yet, leave and come back.
= Drink the "Drink Me" potion and Shamir will think you are dead, and
report that to Alhazred. Now take a good look, as Alhazred will order
Shamir to go back into his lamp. Remember well what it looks like, as
you need to know that later for the perfect ending.
= Off to the domain of the Beast
*:> Isle of the Beast - Beast's domain
= Put the sacred water into the teapot-lamp
= Use the lamp on the fountain.
= Now use the spellbook and cast the incantation of the "Make Rain
Spell"
Now before you move on make absolutely sure you have the following:
= Coins (from the Minotaur's maze)
= Skull (from the Minotaur's maze)
= Mirror (from the best, you'll have this anyway).
It's really important you have them both, or you won't be able to finish
the game any more.
When you are ready to move on, go to the Isle of the Mists. The Druids will
try to burn you, but your rain making spell will save your butt.
WLK0000000004
===========================================================================
Prepare to visit the dead
===========================================================================
*:> Isle of the Mist - Ceremoneal Ground
= Use the skull to scoop out some hot embers from the fireplace
= But the sulphur egg into the skull
= Put the girl's hair (either Cassima's or Beauty's into the skull)
= We're done here, off to the Isle of the Sacred Mountain
*:> Isle of the Sacred Mountain - Beach
= Just climb up the cliffs. You don't have to solve the puzzles again,
and all the climbing between the beach and the summit will be skipped
(thank goodness).
*:> Isle of the Sacret Mountain - Summit
= Cast the "Charm Creatures of the Night" spell from the spell book and
the back winged horse will allow you to ride it and it will bring you
straight into the read of the Dead. (Don't try to approach it on any
other way. If you do it will fly away. Waiting too long to trying to
leave this area will also cause Nightmare to fly away, causing the
game to be impossible to beat).
WLK0000000005
===========================================================================
The Realm of the Dead
===========================================================================
Well there is no spot in this place where you cannot die. So save
frequently. Also make sure that you have the mirror and gold coins at this
point or you will either die or be unable to finish the game.
Also if you miss any action here, the game will get impossible to beat so
listen well, I shall say this only once.
*:> Realm of the Dead - Arrival area
= Speak to the two spirits in the center. However, there is a bug at
this point of the game, causing Alexander to wait needlessly long to
approach them causing two zombies to appear and kill you. To get
around it, move Alexander to a different spot and click with the talk
icon on the spirits from there. (This bug happens in both the orignal
.exe file as in ScummVM. It's clearly a scripting issue).
= The spirits appear to be Cassima's parents, and her mother will give
you a ticket to the underworld.
= Exit East
*:> Realm of the Dead - Path
= Speak to the ghost and she'll give you a hanky
= Exit North (don't wait too long as you'll be dead if you do).
*:> Realm of the Dead - Gate
If you died before in the game, this area must be a familiar sight. :)
= Use the bones to the east as a xylophone and the guards will dance.
= The front guy drops a key in the process take it
= Give the ticket to the ticket checking guy and you'll proceed to the
next room. (DON'T FORGET THAT FUCKING KEY!!!)
*:> Realm of the Dead - Styx
= Examine the skeleton wearing a suit of armor
= Get the gauntlet
= Exit North (Watch out, if you misclick you'll fall into the Styx and
then you'll die).
*:> Realms of the Dead - Ferry
= Use the tea cup to scoop up some Styx water (DON'T FORGET THAT OR
ELSE... YOU CANNOT WIN THE GAME ANYMORE!)
= Give the coins to Charon (the ferryman) and he'll make you ride his
ferry to cross the Styx.
*:> Realm of the Dead - The Maneating Gate
= Try to open the gate and it will appear to be alive.
= Talk to the gate
= It will give you a riddle. If you answer incorrectly, you're dead.
The correct answer is "LOVE".
The solution is easy to find:
my first is formost Legally
my second circles Outwally
my third leads all in Victory
my fourth TWICE ENDS a nomineEE
my whole is this gate's only key.
*:> Realm of the Dead - Audience chamber
= Approach the lord of the dead
= Show him the gauntlet.
= The lord of the dead gives you the challenge to make him cry.
= Show him the mirror the beast gave you and he'll cry and thus you win
the challenge.
Cassima's parents will be revived and you'll be sent back to the beach of
the Isle of the Crown.
WLK0000000006
===========================================================================
Preparations to getting into the castle
===========================================================================
*:> Isle of the Crown - Beach
= Go to the Pawn Shoppe
= Exchange the thinderbox for the paint brush (which will be the last
time you'll ever trade in something here). :)
= Leave
*:> Isle of the Crown - Village
= Speak to the peddler and give him your "teapot" lamp.
= He'll offer you a new lamp.
= Choose the blue lamp with the narrow neck (second from the right)
= Now check your inventory if you got the correct lamp. If you don't
either accept that you cannot get the perfect ending, or load an old
savegame (the game as a whole is still finishable).
= Stir in the teacup with your black feather
Now before we move on, check if you have the next items in your inventory
= Dagger (you'll always have that at this point)
= Mint leave (if you got the right fake lamp and when you won Jollo's
trust you won't need it. If either of those is not the case, you must
have it)
= The Fake Lamp (you can live without it, but then you won't get the
perfect ending)
= The Bone Key (no excuse, if you don't have it, you're done for and
need to load an old savegame).
= Hanky (this is entire optional, so if you missed it, don't worry. It
won't affect the ending either).
Well, if you're ready, then head to the castle
*:> Isle of the Crown - Castle Gate
= The dogs won't let you pass, so exit west to get to the side of the
castle
*:> Isle of the Crown - Castle side
= Use the brush on the wall to paint a door
= Cast the "Magic Paint" spell over it using your spellbook
= Open the door you painted and you're inside the castle
WLK0000000007
===========================================================================
The Royal Palace
===========================================================================
Now I must note, if you goof off here you can die, though this place is not
as horrible as the Minotaur catacombs or the realm of the dead, but still,
be carefull.
*:> Corridor West
= Enter the center cell to the east
*:> Cell
= Give the ghost the hanky to receive a hint (if you missed the hanky
you cannot help to poor boy. In that case forget about it as this is
only optional).
= Leave the cell
*:> Corridor East
= If you could win Jollo's trust, enter his room to the east. If you
failed to do so, don't do it or Jollo will turn you in to the guards
(which means basically death).
*:> Jollo's room
= Give Jollo the fake lamp and he'll leave the room. Now you've set the
stage for the perfect ending. (If Jollo doesn't accept the lamp you
got the wrong one and then you cannot get the perfect ending any
more).
= Exit the room
*:> Corridor East
= Northern exit west
*:> Corridor North
= Move the knight's arm and a secret passage will open. You'll enter
automatically.
*:> Secret passage - Floor #1
= Look through the hole and you can see and hear the dog guards
discussing things. (Important: one of the dogs will say part of a
password you need later).
= Exit upstairs
*:> Secret Passage - Floor #2
= Look through the hole and you'll see Cassima
= Give Cassima the dagger you got from Celeste. This is your only
chance to do it, if you fail to do this now you'll always end the
game dead, so this is very important.
= After a short while Cassima will be taken away. If you failed to give
her the dagger load an old savegame. If you managed to do that,
continue...
= Exit West
*:> Secret Passage - Corridor #1
= Exit West (that was obvious) :P
*:> Secret Passage - Corridor #2
= Look through the hole and you can spy on the big evil guy himself.
You won't like what you'll find out this way.
= Exit North
*:> Secret Passage - Corridor #3
= Open the door at the end
*:> Alhazred's Bedroom
Now DON'T ever open the door. The guard dogs will throw you in jail
meaning the game is over, unless you've spoken with Jollo in the
castle, then he'll get you out, but it will get you nowhere is it will
guarantee you will get caught later in the game causing you a game over
anyway! (Bad joke. Very bad joke!)
= Use the bone key to open the chest at the bed and you'll find some
important documents
= Take them
= Open the little box on the table and read the short note. The word on
it is the other part of the password
= Go back through the closet, and make your way down the secret passage
until you're back in the corridor
*:> Corridor North
= Exit West
*:> Corridor West
= Talk to the door west
= Password: ALIZEBU
*:> Treasure hold
= Remove the sheet from the table
= Examine all objects on the table (remember that the people on all
islands complaint about some important stuff being stolen? You found
them). When you hear the sound of scoring points, you know you got
them all.
= Leave this room
*:> Corridor West
You'll hear wedding music playing now.
= Go to the east corridor
*:> Corridor East
= Go upstairs
= Open the door
*:> Main Hall
= Open the big door north and Saladin will come out and put his sword
at your throat.
= Give him the documents and the grand finale will begin.
WLK0000000008
===========================================================================
The Grand Finale
===========================================================================
*:> Audience Chamber
= As soon as "Cassima" is revealed to be really Shamir Shamazel, run as
quickly as you can to the back door (if you act too slow Shamir will
kill you).
*:> Stairway
= Just go upstairs until you reach the top. Act quickly or else Shamir
will appear and kill you.
*:> Top of the tower
= If you played out all parts with Jollo well, he'll appear and give
you Shamir's real lamp.
= Once Shamir is summoned use the lamp on him.
= ALTERNATE: If you failed to play out Jollo's part well, you won't get
the lamp, in that case give Shamir the mint leave and he'll get drunk
and accidentally kill himself.
= Pick up the giant sword from the wall.
= Use it on Abdul.
= When Abdul has the upper hand, Cassima will (if you gave her
Celeste's dagger) stab Abdul in his shoulder. Make use of his
distracting and knock him out with the big sword.
And with that the game is over and you win the game.
CONGRATULATIONS! YOU COMPLETED KING'S QUEST VI
BCK0000000000
===========================================================================
Inventory
===========================================================================
This is a list of inventory items. They are noted in the same order as I
found them.
*:> Royal Insigna Ring
= Found: Beach Isle of the Crown
= Used: Every time you need to identify yourself as the prince, and the
Pawn Shoppe owner will take it as temporary payment for the magic
map.
*:> Copper Coin
= Found: Hidden in a box on the beach on the Isle of the Crown
= Used: Payment for your first item in the Pawn Shoppe
*:> Nightingale
= Found: Trade item Pawn Shoppe
= Used: To deceive the gnome with the big ears on the Isle of Wonder
*:> Boring Book
= Found: You can take it for free from the bookstore.
= Used: Read to an oyster on the Isle of Wonder to score a pearl
*:> Rabbit foot
= Found: Inside the drydocked ferry
= Used: Deceive the big-hands gnome on the Isle of Wonder
*:> Magic Map
= Found: Bought in the Pawn Shoppe
= Used: Travel between all islands
*:> Invisible ink
= Found: Trashed by the pawn shoppe owner soon after you obtain the map
= Used: Decieve the gnome with big eyes on the Isle of Wonder.
*:> Stinking Flower
= Found: Beach on the Isle of the Sacred Mountain
= Used: Deceive the Gnome with the Big Nose
*:> Pearl
= Found: Get from the Oyster when you read the boring book to it.
= Used: Get back your royal ring from the Pawn Shoppe
*:> Quote
= Found: Washes ashore on the Isle of Wonder
= Used: Get the creature on the beach of the Isle of the Beast
*:> Strange creature
= Found: Beach Isle of the Beast (after speaking to the bookworm on the
Isle of Wonder)
= Used: Trade with the bookwork for a riddle book
*:> Riddle Book
= Found: Given by the bookworm in trade for the strange creature
= Used: Trade for spellbook bookstore
*:> Spellbook
= Found: Trade a riddle book for it in the book store
= Used: Contains spells you need to perform during the game.
*:> Ribbon
= Found: Cassima sends it to you with her pet bird if you give it your
royal ring
= Used: Search it for a hair (if you missed this, you can also find a
hair in Beaty's dress after the Beauty and the Beast puzzle).
*:> Hair
= Found: Either in Cassima's ribbon or in Beauty's dress. You can only
get one of the two.
= Used: Spell ingredient
*:> Flute
= Found: Trade item Pawn Shoppe
= Used: Make the shy flowers dance in order to get the Hole-In-The-Wall
*:> Love Poem
= Found: Bookstore
= Used: Send to Cassima using her pet bird Sing-Sing
*:> Letter from Cassima
= Found: Send a love poem with Sing-Sing after sending your ring with
Sing-Sing
= Used: No use except that you know the Cassima's vision on the current
situation now.
*:> Hole-In-The-Wall
= Found: Garden Isle of Wonder
= Used: Spy on the Minotaur in his maze
*:> Teacup
= Found: Garden Isle of Wonder
= Used: Magic paint spell
*:> Red Scarf
= Found: Left behind by the red queen in Chessboard land (Isle of
Wonder)
= Used: Kill the minotaur with it
*:> Skull
= Found: Minotaur's catacombs
= Used: Charm dark creature spell
*:> Wooden Shield
= Found: Minotaur's catacombs
= Used: Dismantle the archer's trap Isle of the Beast
*:> Coins
= Found: Minotaur's catacombs
= Used: Pay your ride over the Styx in the Realm of the dead.
*:> Dagger
= Found: Lady Celeste gives it to you as a thank-you gift for saving
her from the Minotaur.
= Used: Give to Cassima or she won't be able to save your butt at the
end of the game.
*:> Sacred Water
= Found: The Oracle gives it to you after you saved Lady Celeste from
the minotaur
= Used: Ingredient for the rain potion
*:> Scythe
= Found: Village, Isle of the Mist
= Used: Destroy the plants blocking your way in the garden of the Beast
*:> Charcoal
= Found: Village, Isle of the Mist
= Used: Give to the white queen in chessboard land to get a sulpher egg
*:> Flower
= Found: Garden - Isle of the Beast
= Used: Give to Beauty to win her trust
*:> Beast ring
= Found: Given to you by the beast
= Used: Give to Beauty to lift the beast curse
*:> Beauty's Dress
= Found: Beauty gives it to you after she decides the marry the best
= Used: It can be used to get in the castle, but that won't do you much
good. If you didn't have Cassima's hair, you can find a hair of
Beauty's in stead in the dress. Both hairs will serve the same
purpose. When the druids try to execute you, the dress will burn and
you'll lose it!
*:> Mirror
= Found: The beast gives it to you when you succesfully turn him back
into a human by bringing Beauty to him.
= Used: You need the mirror to win Death's challenge
*:> Sulpher Egg
= Found: Thank you gift for the white queen of chessboard land if you
give her a piece of charcoal
= Used: Spell ingredient
*:> "Drink Me" Potion
= Found: Table Isle of Wonder Garden
= Used: Fool Shamir to think you committed suicide.
*:> Ticket to the underworld
= Found: Given by the spirit of Cassima's mother in the realm of the
dead.
= Used: Get past the guards of the gate.
*:> Ghost hanky
= Found: Restless mother spirit gives it to you in the Realm of the
Dead
= Used: Give to her son, who is stuck in the royal castle and you'll
get an important hint. (optional).
*:> Bone Key
= Found: At the gate of the Realm of the Dead. Drops if you play music
= Used: You can open a chest with it in Alhazrad's room
*:> Gauntlet
= Found: At a skeleton lying at the Styx in the realm of the Dead
= Used: Challenge the lord of the Dead
*:> Paint Brush
= Found: Trade item pawn shoppe
= Used: Draw the magic door to sneak into the castle
*:> Fake Shamir Lamp
= Found: You can trade your "teapot" lamp to get it. Warning, don't do
this until you survived the Druid's death ordeal, or you cannot
finish the game any more!!!
= Used: Give to Jollo and he'll switch the fake lamp for the real one,
allowing you to become Shamir's new master. (Needed for the perfect
ending).
*:> Documents
= Found: In the chest in Abdul's bedroom. You need the bone key from
the Realm of the Dead to open this.
= Used: Give to captain Saladin to prove to him Abdul is a traitor
BCK0000000001
===========================================================================
Know your fairy tales
===========================================================================
King's Quest has a long tradition of referring to fairy tales and ancient
myths, and KQ6 is no exception. Let's list them out, shall we. (this list
may not be complete).
WARNING! This section contains spoilers!
*:> On the Isle of the Crown you will see a young woman being mistreated by
her stepmother. A clear referrence to Cinderella.
*:> Shamir Shamazel is a genie obeying all of Adbul's commands. If you can
steal the lamp from him Shamir will become your ally as you are his new
master. This is clearly a referrence to Aladin.
*:> Abdul Alhazred was named after a fictional author who was said to have
written the Necronomicon.
*:> The entire Isle of Wonder is a very obvious referrence to Alice in
Wonderland.
*:> The Winged Ones through Alexander into the Minotaur's maze. The
minotaur is clearly based on an ancient greek mythical beast.
*:> The maze itself might be a referrence to the Medusa labyrinth from
Greek Mythology.
*:> The Beast needs to wed a girl who would volunteerly offer herself as
his wife. A clear reference to The Beauty and the Beast.
*:> In order to reach the lord of the dead, Alexander has to cross the
river Styx. In order to cross he has to pay the ferryman Charon. This
part is just litterally copied from ancient Greek mythology.
*:> If Alexander is killed by the spike trap in the Minotaur's maze, the
game will remark "Three Spikes! You're Out!". This is a sports
reference to baseball: "Three Strikes! You're Out!"
*:> The way Alexander kills the Minotaur is a clear reference to
bull-fights. By the way, it is a lie that bulls get aggressive by
seeing red, as bulls are color-blind. It's the way the torero bullies
him with that cape that makes the bull mad.
BCK0000000002
===========================================================================
Shamir Shamazel
===========================================================================
Shamir will spy on you a lot an seek contact you on nummurous occasions,
only to lure you into your death.
Al the time you can recognize him by his golden shining eyes as that is
something he cannot change when shapeshifting.
Let's list it all, shall we.
*:> Spying:
= Cloacked man in the bookstore when you get there the first time
= Also in the pawn shoppe when you obtain the map
= Appears as a snake in the tree when you send Sing-Sing your first
present to Cassima.
= When the curse of the beast is broken, Shamir will appear as a
weasel.
= When you succesfully save Celeste from the minotaur, a crow will be
sitting outside. Yup, it's him!
= Near the end of the game he can be found in the Pawn Shoppe again,
where you can fool him by pretending to commit suicide.
*:> Trying to lure you into your death.
Please note, Alexander made name for himself, so that is why Shamir
cannot kill Alexander, directly. (In the original story the genie can't
kill directly either, but that seems not to count for Shamir as he can
kill you at the end of the game when you act too slow). If Shamir
directly kills Alexander Abdul could be unmasked as an evil man. So
Shamir tries to lure him into death to make it appear like an accident
or Alexander's own stupidity and the people would certainly buy that.
= Swimming boy. Tries to make you swim, but the strong currents will
kill you.
= Eldery Woman. On the top of the Sacred Mountain, she tries to make
you eat nightshade (a lethally poisonous berry).
= Gardener. On the Isle of the Beast, he tries to lure you past the
archer trap, which will get you killed.
= Lady Celeste. In the Minotaur's lair you might meet a fake Celeste,
which is of course, really Shamir. "She" will try to lure you into a
deadly traphole.
BCK0000000003
===========================================================================
Death List
===========================================================================
As I said, Sierra games are infamous for the large amount of ways to die.
Let's sort them all out here, shall we?
======
Cause of Death: Getting into the sea
Remark: Nothing like getting swept off your feet...
Location: All Islands
======
Cause of Death: Jumping in the water, when the Genie tells you to
Remark: Alexander couldn't handle those currents. That boy must
be an unbelievably strong swimmer
Location: Isle of the Crown
======
Cause of Death: Unable to fool the gnomes at the Isle of Wonder
Remark: Guess those gnomes couldn't reach a con-SENSES!
Location: Isle of Wonder
======
Cause of Death: Getting in the boiling pool
Remark: It looks like Alexander's in a bit of a stew.
Location: Isle of the Beast
======
Cause of Death: Bitten by the spider on the Isle of Wonder
Remark: Why do you think they call her a WIDOW?
Location: Isle of Wonder
======
Cause of Death: Shot to death by the archer statue
Remark: That move was slightly arrow-neous!
Location: Isle of the Beast
======
Cause of Death: Falling off the Cliffs of Logic
Remark: That wasn't a very logical step!
Location: Isle of the Sacred Mountain
======
Cause of Death: Eating Nightshade Berries
Remark: And then there's some land I have for sale in the death
bogs of Tamir
Location: Isle of the Sacred Mountain
======
Cause of Death: Fall into a hole in the Minotaur's maze </pre><pre id="faqspan-2">
Remark: Don't just wander, Alexander! Let your concience be your
Guide.
Location: Isle of the Sacred Mountain
======
Cause of Death: Stepping on the wrong tile in the Minotaur's Maze
Remark: Three spikes and you're out!
Location: Isle of the Sacred Mountain
======
Caused of Death: Crushed in the crushing room
Remark: Alexander never was much good at SQUASH!
Location: Isle of the Sacred Mountain
======
Cause of Death: Minotaur tears you apart in the dark
Remark: Caught in the dark, Alexander?
Location: Isle of the Sacred Mountain
======
Cause of Death: Killed by the minotaur in his lair
Remark: There's something to be said for taking the bull by the
horns, Alexander!
Location: Isle of the Sacred Mountain
======
Cause of Death: Burned to Death by the Druids
Remark: That was a bit too hot to handle!
Alexander should have been better prepared.
Location: Isle of the Mists
======
Cause of Death: Move too close to the ghouls and they kill you
Remark: Alexander's mother always told him to avoid bad ghouls!
Location: Realm of the Dead
======
Cause of Death: Jump into the Styx and you're dead
Remark: Hey, hey, what a fix! Bathing in the River Styx!
Location: Realm of the Dead
======
Cause of Death: Go to close to the door (after crossing the Styx) and
you'll
be a meal to the door.
Remark: It must have been love at first bite!
Location: Realm of the Dead
======
Cause of Death: Having the gate's riddle wrong
Remark: Riddle, fiddle, what to do?
Somewhere sticky, there's a clue!
Location: Realm of the Dead
======
Cause of Death: When you wait too long in front of the Lord of the Dead
he'll kill you.
Remark: Death waits for no man!
Location: Realm of the Dead
Note: You won't see the usual "ticket please" sequence this
time
Still you are dead, nonetheless
======
Cause of Death: If you hang around too long during the fake wedding
Shamir
will zap you to death
Remark: Genie, meenie, minie, moe.... Alexander can't be slow
Location: Isle of the Crown
======
Cause of Death: Losing the battle against Alhazred leads of course
into your death
Remark: Touche! Alexander should have been on guard
Location: Isle of the Crown
======
END0000000000
===========================================================================
Copyright
===========================================================================
This FAQ has been written and been copyrighted by Jeroen P. Broks aka
Tricky.
It has been licensed as:
Creative Commons: Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
END0000000001
===========================================================================
Contacting me
===========================================================================
First and most of all, DON'T try to e-mail me. E-mail addresses shown in
public are always only shown because some websites require me to and which
are as a result of that overflooded with spam and therefore never dug
through. In other words, your mail will very likely NEVER be seen at all!
Some websites have an internal personal message system. GameFAQs has that
system for example. Problem is I only visit GameFAQs to host my FAQs
because they are the biggest medium for FAQs and when I got nothing to
upload, you'll hardly see me there, so your messages there will also very
likely not reach me at all. When you see this FAQ on sites other than my
own or GameFAQs, it's very likely I don't even know it's hosted there, and
due to the Creative Commons license, hey I don't even have to know :)
So, if you have any questions or remarks regarding my FAQs, please go to my
own FAQ site at:
http://faq.tbbs.nl and make your comment or your question
right there. When you post there, I will always know immediately and very
likely I will answer in only a few days, if you are lucky even the same
day.
Oh yeah not to sound arrogant or anything, but I'll give you a glimpse of
some mails/comments/spam I received in the past on my FAQs and those are
the kind of messages that will most likely not get answered. Here I give
you my reply at forehand!
*:> Not to be rude but you know NOTHING about this game?
= Not to be rude, but you write NOTHING I have to know about this game.
= I also need you to know that most games I wrote FAQs on have been
played over and over about 20 times or more, and games I played less,
will very likely get a FAQ update after another 10 or 20
playthroughs. How many FAQ writers can say the same? (No, I'm not
being arrogant. I'm just an idiot for doing that, but I like doing
that) :P
*:> You did not cover even half you should cover
= Then give me the other half
*:> Me gustan tus FAQs
= Yo no comprendo
= In other words only send your mails in English or Dutch. Those are
the only two languages I know good enough to have a conversation in.
*:> Fix your English
= Be glad I write in English. If I spoke my own language you may not be
able to understand me, at all.
*:> Hey idiot, fix your FAQ!
= Hey idiot, fix your manners!
*:> I got the best viagra for sale
= If I would ever need that stuff you will NOT be the one I'd buy it
from!
*:> Your stories about how copyrights work are incorrect
= Obviously unlike you, I've read all proper documentation about that
subject and even spoken with the guys who actually deal with stuff
for a living. I'm not claiming to be an expert but I told you what I
know and also what I needed to know for my other activities outside
of FAQ writing.
= Perhaps this is interesting:
http://www.copyrightservice.co.uk/copyright/p01_uk_copyright_law
(This is the UK version of the document, but copyright is an
internationally set up phenomenon, and the core of the copyright
rules are the same in all countries in which the copyrights are part
of the law).
*:> You SUCK in levelling up (I often hear that about my RPG FAQs)
= You need to cheat your way through a game by grinding?
*:> I simply LOVE your FAQs. Thanks a lot.
= You're welcome. I'm glad they were helpful ;)
-- == END OF DOCUMENT == --