King's Quest VI: Heir Today, Gone Tomorrow
You start the game on the beach. Pick up your insignia ring from the beach. Move the plank to reveal a box. Open it and take the gold coin. Go north to the crossroads and make your way to the castle. Talk to the guard dogs (x2) and show the guards your ring to allow entry into the castle to see the vizier. After the sequence, go back to the crossroads and enter the village.
Enter the book shop, and talk to the owner to find out about the ferryman. Try to get the book on the counter. Read a book on love poems from the rightmost shelves, and get the page that falls out from the book. Take the book on the table nearest the door (it's a freebie) and leave. Continue left to the docks. Ignore the swimming boy and knock on the door. Talk to the ferryman who answers. Inside, talk to the ferryman as much as possible to learn about the Land of the Green Isles and a magic map. Get the rabbit's foot from the table, and leave.
Return to the book shop and talk to the clown sitting in the chair. He will not be interested in you, so show him the insignia ring. Once you have made friends, leave and go next door to the pawn shoppe. Talk to the owner and trade the ring for the map, and watch the sequence that follows. Also offer the coin to the owner. When you are given the choice of four items, choose the nightingale. Before leaving, take a mint from the counter. Go left to the big house and watch as the maid orders a slave into the house. Go back to the shops to see the pawn shoppe owner throw shit into a pot. Go through the pot until you get an ink bottle. Try and open it, then head back to the beach. Use the magic map to teleport to the Isle of the Sacred Mountain. Here, pick up the flower and the feather and teleport to the Isle of Wonder.
Wait for the sentence to swim to shore, then grab it. Talk to the oyster on your left to find out that it can't sleep due to something stuck in its mouth. Use the book that you got from the book shop to the oyster, and Alexander will read a passage from it, and when he finishes reading it, the oyster will yawn. During this time, you should snatch the pearl to make it feel better. Try to walk toward the north. and five gnomes will appear. In order not to be tossed out to sea, use the flower on the gnome with the huge nose. Use the nightingale with Big Ears. Give the mint to Big Mouth. Use the rabbit's foot with the gnome with the huge hands. Finally, pour the ink over Alexander to fool the gnome with the huge eyes.
Once they have disappear, go right to the junkyard and touch the pile of books to find Bookworm. Talk to Black Widow in her spider web, and pull the loose end to distract her. Get the scrap of paper at the top of the web before Black Widow runs up. Go back to the beach and go north to the swamp. Take the Milkweed Bottle from the Dogwood tree. Go left to the garden and take Rotten Tomato off the ground, and an iceberg lettuce. Go back to the beach and teleport to the Isle of the Beast.
Talk to the Dangling Participle on the tree and give it the incomplete sentence. Continue down the path to arrive at a pool of boiling water. Throw the lettuce into the pool, and cross it. On the other side, get the lamp and go north. Ignore the gardener and get the brick from the ground. Go back to the starting point and travel back to the Isle of Wonder. Here, go right and touch the books to lure Bookworm out. Give him his Dangling Participle in return for a rare book. Read it, go back to the beach, and teleport to the Isle of the Crown.
Go north to the crossroads. See that nightingale singing in the tree? Well, use the mechanical nightingale on the real nightingale to befriend it. Go into the village and read the wedding proclamation that is posted on the wall left of the archway. Enter the pawn shoppe. Trade the nightingale for the flute, and the pearl for the ring, then exit. Enter the book shop and listen to Jollo. When he leaves, give Ali the rare book in exchange for the spell book on the counter. Read the spell book in the inventory, and exit the book shop. Go back to the crossroads and give the ring to Sing-Sing the nightingale. Watch as Cassima finds out that Alexander is somewhere nearby, and pick up the ribbon that Sing-Sing drops on the ground. Go into inventory, and inspect the ribbon to get some black hair, then give Sing-Sing the love poem. After the cut-scene, pick up the note from Cassima. Return to the beach and travel to the Isle of Wonder.
Walk to the garden and get the teacup from the chair. Then look at the Hole-in-the-Wall. Try to take it, but it scurries away. Play the flute, and as the wallflowers dance, snag Hole-in-the-Wall. Open the gate to enter chessboard land, and try to enter. Eventually, the red and white queens will approach the entrance, and fight over who owns what. After the leave, take the red scarf and head to the swamp. Use the teacup to scoop in the swamp, then give Rotten Tomato to Bump-on-a-Log, and watch the conflict as Bump-on-a-Log fights with Stick-in-the-Mud, causing him to throw Swamp Ooze at him. Use the teacup to scoop some up from Bump-on-a-Log. Return to the beach and head to the Isle of the Crown. Return to the village and enter the pawn shoppe once again. Trade the flute for tinderbox, and leave. Go back to the beach and travel to the Isle of the Sacred Mountain.
See the writing on the cliff face? Look at the writing, and click on the letters R, I, S, and E, and some steps will appear. Carefully climb these steps to the next bit of writing, then look at it. This is the time where you must get out the Guidebook to the Land of the Green Isles booklet that came with the game. Use the alphabet translator to click on the set of symbols that represent the letters S, O, A, and R. Climb the steps that appear, leading up to the next set of writing. Look at it to see four stone buttons. Click the fourth, the first, and the second (in that order), and climb up the next set of stairs to the end. Use the guidebook to click on the symbols that represent azure, caterpillar, tranquility, and air. Climb the steps to the last writing, then look at it. This puzzle is similar to the first one, click on the letters A, S, C, E, N, and D. Climb all the way to the top of the cliff.
Ignore the old lady near the cave until she teleports out of the area. Enter the cave and light the tinderbox. Go through the hole to the right, and take some peppermint leaves. Exit the cave, and go north to be captured by the Winged Ones and placed inside the catacombs so that you can deal with the minotaur who has captured Lady Celeste. The map to these catacombs can be found at the back of the King's Quest VI Hint Book, but if you are unfortunate not to have this hint book, don't worry. You could always find some graph paper and do a little trial-and-error and draw the map yourself. If you don't want to be bothered with that, read on.
First, you should head north (x2), east (x2), and north. Pick up the skull. Head south, west (x2), north, and west to arrive at the tile maze. The solution to this maze is also found in the hint book, but go north, southwest (x2), north (x2), northwest, southwest, south, and west to leave the room. Go north and take the shield from the wall. Go north (x3) and west (x2) and take the coins from the skeleton. Walk east (x2), south, and east. You will arrive in a room where the ceiling is collapsing on you. Throw the brick into the gears to make the motors stop. Head east (x2), north, and east to fall to a lower level in the catacombs and land in a dark room. Use the tinderbox to light the room up. Walk west (x5), south (x2), and east. Here, use the Hole-in-the-Wall on the east wall to spy on the Minotaur. Walk west (x3), south (x2), east, south, east (x2), north, east, and north (x2). Here, look behind tapestry to reveal the secret door and enter. In the lair, walk further right to get the Minotaur's attention. Get Alexander to back up near the fire, and use the red scarf on the Minotaur to defeat him. Watch the cut-scenes where the Winged Ones thank you for saving Lady Celeste, and you win a trip to see the Oracle who gives you a vial that contains sacred water. When you arrive back at the beach, use the map to teleport to the Isle of the Mists.
When you get there, you will hear drums playing somewhere off to the north. Go west to the village. Get the scythe stuck in the tree. Also get the lump of coal from the fire pit. Return to the beach and teleport to the Isle of the Beast. Here, return to where you saw the gardener, and use the shield on Alexander to pass the stone archer. Walk near the entrance to the gazebo and take a white rose. When you continue on, you will see the roses grow together and block the path north. Use the scythe to cut through and continue. Beast will come out and tell you that you are an intruder, and how he wants someone to share his life with. He will also put a curse on you, which can only be lifted when you find m a girl. Return to the beach and teleport to the Isle of the Crown.
Return to the village and enter the book shop, where you listen to Jollo. Leave. continue left. Beauty will be trimming the roses. Give her the white rose and Beast's ring. Watch the sequence that follows, then continue down the path and get another white rose. Go back down to the beach and return to the Isle of Wonder. Return to the garden and give the Milkweed bottle to a baby cabbage to make the other ones cry. Use the oil lamp to collect one of their tears. Put the sacred water in the lamp, and take the 'Drink Me' bottle from the table. Enter Chessboard Land and the two queens will appear and fight. when you gain control, give them the lump of coal to receive the spoiled egg. Go back to the beach and teleport to the Isle of the Beast.
Go back to Beast's garden. Here, use the old lamp to fill it up with water from the fountain. Inside your inventory, open the spell book and turn to the page that contains the "Make Rain" spell, then cast the spell. Return to the beach and teleport to the Isle of the Mists to be captured by the Druids who believe that you are the foreigner that the vizier warned them about. You will be placed inside a cage above a bonfire. The "Make Rain" spell should take effect, causing rain to fall. After the cut-scene, use the skull on the embers and return to the starting point, then teleport to the Isle of the Sacred Mountain. Climb the cliff again and you will see Nightmare, the black horse that the Druids told you about. If you just walk up to her, she will be frightened off. Instead, put the black hair and the spoiled egg in the skull, use the spell book on the skull, turning to the "Charming a Creature of the Night" spell, and then cast it. Nightmare will no longer be frightened, and you will be transported to the Realm of the Dead.
On the Realm of the Dead, try to avoid the zombies who are walking on the surface. Talk to the King and Queen who will give you their ticket. Go east then talk to the mother ghost who has lost her son in the Land of the Living. Go north and play the bone xylophone. While the skeletons dance, the door master will drop a skeleton key. Pick it up. Give the ticket to the door master. In the next screen, look at the dead knight and take the gauntlet. walk up to the River Styx and collect some water with the teacup. Give the coins to Charon, the boat operator. Try and open the gate and talk to Gate who will give you a riddle. Enter the letters L, O, V, and E, as the answer. When you go north, walk toward the Lord of the Dead and use the gauntlet on him to challenge him. Use the mirror that Beast gave you on the Lord to make him cry. You, as well as the king and queen, will be taken back to the Isle of the Crown.
Go north to the crossroad, give Sing-Sing the white rose, and watch the cut-scene that follows. Return to the village and enter the pawn shoppe. Inside, trade tinderbox for the paintbrush and use the 'Drink Me' potion on yourself to fool the man in the black cloak. Exit the pawn shoppe and trade in the old lamp for the blue one that looks like the genie's. Return to the castle and go around the side. Use the black feather with the teacup and paint a door on the wall with the paintbrush. Use the spell book to cast the "Magic Paint" spell, and the door will come to life. Enter to arrive inside the castle.
Open the middle dungeon door. Inside, you will meet the boy ghost who lost his mother that you met earlier. Give him the ghost handkerchief and exit. Walk to the east hallway and enter the only door on the east wall to arrive in Jollo's room. Give Jollo the fake genie lamp and leave. Go carefully to the north hallway and pull on the knight's right arm to reveal a secret passage. Enter and look through the hole to spy on the guards. Climb the stairs to the top. Continue left and follow the passage until you find a hole in the left wall. Look through the hole to spy on Alhazred. Follow the secret hall to the end and go through the closet on the left wall to arrive in Alhazred's room.
Inside, open the black box sitting on the dresser and read the paper inside. Use the skeleton key on the chest at the foot of the bed and take Alhazred's incriminating letter. Exit through the closet to arrive back in the hallway. Go to the other end and look through the hole to see Cassima in the bedroom. Show her the letter. Give her the dagger and exit the secret passage to arrive back at the hall. Go to the west hallway and talk to the only door with no handle. To unlock the door, type the letters A, L, I, Z, E, B, and U. You are now in the stall room. Here, look at the cloth covering the table, and move it. Look at each of the four items on it. Leave the room and go to the East Hall. Go through the door at the top of the stairs to arrive in the foyer. When Captain Saladin threatens to kill you, show him the incriminating letter. He will let you pass.
Talk to Cassima, who is really Shamir in disguise. When Alhazred goes up the tower, follow him. At the top, Jollo should bring you the real lamp, which you should use on Shamir. After the lamp gets knocked down the stairs, take the sword on the wall, and use the sword on Alhazred, then quickly use it again after Cassima stabs him with the dagger.
ALTERNATE SOLUTION: After you used the 'Drink Me' bottle on yourself in the Pawn Shoppe, trade whatever you got for the mechanical nightingale. Leave the shoppe and trade in the old lamp for the one that looks exactly like the genie's. Leave the village and go towards the castle. Enter the hut and wear Beauty's clothes. As soon as you enter the castle and arrive in the foyer, dump the clothes into one of the jars and go up the left staircase. When the guards walk away from you the second time, quickly walk into the alcove and wind up the nightingale. Drop it in the middle of the floor and hide behind the alcove. One of the guards will take the nightingale somewhere else. Take the picture from the wall and remove the nail it was hanging on. Enter the first room, which is Alhazred's bedroom.
Here, open the chest with the nail and take the incriminating letter on top. Leave the room and return to the hallway. Go back into the alcove and replace the nail and the picture. Go toward the end of the hallway. You will hear Cassima crying. Talk to her through the door and give her the dagger (use it on the door). Return to the alcove once more. The guards return and Cassima is taken away.
Go downstairs to encounter Saladin and give him the vizier's letter to be escorted into the chapel. As Alexander approaches the wedding, Saladin will be ordered to kill him. Quickly, use the mirror on Cassima to reveal Shamir. When he zaps everyone, follow Alhazred up to the tower to meet the real Cassima. Shamir is summoned by Alhazred and is ordered to kill Alexander. Before Shamir throws fireballs at you, use the peppermint leaf on him. This will cause Shamir to be intoxicated and sends the fireballs flying around the room, killing him. When Alhazred attacks you, grab the sword and use it to attack Alhazred. When Cassima frees herself and stabs him, attack Alhazred one more time.
Added by *Katakis* isn't here anymore (37465) on Apr 02, 2005
Walkthroughs, hints, tips, tricks, cheats and codes can be contributed to MobyGames by any registered user via our online game contribution pages. If you know of any hints for this game that aren't already in the database, please take a moment to share your knowledge with your fellow gamers. It's easy fast and fun.