King's Quest 6 - Heir Today

King's Quest 6 - Heir Today

16.10.2013 01:18:09
King's Quest VI
In-Depth FAQ, including points, items, maps, and different endings
version 1.0.0
by Andrew Schultz schultza@earthlink.net

The primary purpose of this walkthrough is to describe how the points
are scored. I couldn't find such a listing on the internet, so I wrote
one myself. Some residual benefits may be that you find out *exactly*
where to click, which isn't always clear in the game(**AHEM** walking
around the castle basement,) and there may be some puzzles you *HAVE* to
do or people you must talk to in a certain order that you weren't aware
of. In addition, you have to perform some actions that don't get you
any points(i.e. talk to someone) so that you are able to do something
else(i.e. talk to someone else, given what you know. It's not always
logical.) At any rate, this list is spoiler-intense and possibly not
all-inclusive, so you must proceed at your own risk. There are also
many different wrinkles in the ending, which I didn't realize until I'd
tried leaving specific elements out of a perfect walkthrough. So this
FAQ is not 100% complete in that respect but submissions of cases I've
missed are welcome.

Hey, check out my HOME PAGE:

http://www.geocities.com/SoHo/Exhibit/2762/

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

OUTLINE

NUMBER ONE CLICKING TIP

MAPS

POINTS SCORED, WITH A WALKTHROUGH

WAYS TO GET STUCK WITHOUT DYING

WAYS IT ONLY SEEMS YOU'RE STUCK

WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING

WAYS TO DIE

ITEMIZED ITEMS

TO-DO

VERSIONS/CREDITS

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

NUMBER ONE CLICKING TIP

If there are two items to click, say, the hand icon on, and one causes
death and the other helps solve a puzzle, walk far away from them and
then click. If you are too close, you will get a bunch of "Alexander
blah blah blah" messages and just before the monotony is unbearable, you
may very well click on the wrong object.

MAPS

ISLE OF THE CROWN

Book Pawn
Store Shop
/ /
Pier-----------------Beauty's Garden / / (enter castle)
(Ferry boat inside) \ / / Side of
Marketplace Castle---Castle entry
\ /
Forest Path
|
Beach

ISLE OF WONDER

Chessboard
\
Garden
\
Swamp
\
Beach-Bookworm's

ISLE OF THE SACRED MOUNT
Flown to castle/minotaur
|
Top of mountain-Dark cave-cave with light
| |
Fifth Puzzle |
| |
Fourth Puzzle |
| (2nd time through)
Third Puzzle |
| |
Second Puzzle |
| |
First Puzzle--+
(Beach)

CATACOMBS MAPS

LEVEL ONE

LEDGER

$ = coins
T = trap(compactor)
V = down to level 2
X = fall to your death
W = woman who tells you to go west
S = shield
K = skull
E = entryway
? = tile puzzle

1 2 3 4 5 6 7 8
+-----+ +---+
1 |$ | | V|
+---+ +---+ +-+
2 | T |
| +-----+
3 | |
| |
4 |S|
+---+ +---+ +-+
5 |X W ? | |K|
+-----+-+ +-+ |
6 | | | |
| +-+ | | +---+
7 | | | | | |
+-+ +-+ +-+ |
8|X E|
+-----------+

LEVEL TWO

LEDGER

X = fall to your death
H = where to place hole in the wall
! = tapestry
* = minotaur
v = where you wind up, falling from level one

1 2 3 4 5 6 7 8 9
+-+ +-+
1 |X| | |
+-+ +---+ +-----+
2 | v|
| +-+ +-------+ |
3 | | | | | |
+-+ +-+ +-+-+ +-+ |
4| H !*|X |
+-+ +-----+ | +-+ |
5 | | | | | |
| +-+ +-+ +---+ |
6 | | | |
+-+ +-+ +-------+
7 | |
+-+ +-+
8 | |
+-+

ISLE OF THE BEAST

Beast's Garden
|
Archer's Gate
|
Path with Hot Pool
|
Beach

ISLE OF MISTS

Dwellings--Fire
| |
L------Beach

LAND OF THE DEAD

Death
|
Talking Door--Death in the Distance
|
Dead Knight
|
Death's Gate
|
K&Q--Boy's mom

THE CASTLE PROPER

LOWER LEVEL AND SECRET PASSAGE

Abdul's(see ABOVE GROUND)
Chambers-+
|
|
End of
Hallway
|
|
Behind Abdul's---Secret hallway
room ()
Secret hallway
()
+-----------Statue--+
| |
| [main floor] |
| \ |
Secret--3 prisons Stairs------Jollo's room
Entry-+ +-and Jollo
| |
+------------+

CASTLE, ABOVE GROUND

Hallway
+-with door----------+
| |
Abdul's-Hallway with Guarded
Chambers Pillar Hallway
| \ |
| Pillar (END) |
| | |
| Throne Room |
| | |
+----Main hallway----+

END

Top of tower
|
Spiral staircase 2
|
Spiral staircase 1
|
[from Throne Room]

POINTS SCORED, WITH A WALKTHROUGH

Format for each listing:
Action Number. Points received/total points followed by action below.

Symbol before number denotes if the action is necessary. Notation isn't
complete, and I'm not satisfied with it as is, but I wanted to get this
faq OUT.
* - necessary to complete game
^ - necessary to complete happier scenario(enter castle via magic)
& - necessary to complete less happy scenario(enter castle via disguise)
! - necessary to complete scenario with everyone, which implies ^.
x - not necessary to complete any ending
? - I'm not 100 % sure

MOVE or TAKE or USE(when no object is specified, you are the default) or
READ or TOUCH requires the hand icon. SHOW or GIVE requires the item
icon. TALK or ASK requires the speaking icon. A "+" notes that this is
not necessary to complete the game successfully.

*1. 1/1 MOVE plank [while at beach]
*2. 1/2 TAKE coin [after examining chest]
*3. 1/3 TAKE ring [on beach]
*4. 3/6 SHOW ring to guard [at castle entry, must talk to guards first]
(allows you to talk to Ali)
*5. 2/8 [continuation of 4.]
*6. 1/9 GET mint in the jar on the table
(also, TALK to Ali, which will give you info to talk to the ferryman)
*7. 2/11 GET nightingale [at store, after you USE coin]
x8. 1/12 READ love poems on bookshelf to the right [in book store]
x9. 1/13 TAKE loose page that falls out after 7 [in book store]
x10. 2/15 TOUCH book on counter [in book store]
x11. 1/16 ASK about the kingdom
*12. 1/17 TAKE the free book by the door [in the book store]
*13. 2/19 TALK to the ferryman after you TOUCH the door(upper right
part) [by the ferry] --you may want to stand far away from the ferry as
you do this, or the computer could think you're clickin on yourself.
*14. 1/20 GET the rabbit's foot ["Thanks for letting me in. Say, don't
mind if I do!"]
!15. 4/24 SHOW ring to jester [in book store. Note that he only
appears once, and only after you enter the ferry.]
*16. 5/29 SHOW ring to seller [in pawn shop]
(Here you will want to exit to the woods and come back. The seller will
have dumped some old magic stuff into a waste bin.)
*17. 1/30 TOUCH the pot to dig up an ink bottle. [in town]
*18. 1/31 USE the map for the first time [on the beach]
*19. 1/32 GET the flower [on the Isle of the Sacred Mount]
*20. 1/33 GET the feather [on the Isle of the Sacred Mount]
21. 2/35 USE the book on the oyster [on the Isle of Wonder]
22. 1/36 TAKE the pearl when the oyster opens his mouth [the first time
may be too quick, but position the hand icon over where the pearl was.]
*23. 2/38 USE the flower on Tom Trow, the dwarf with the nose [on the
Isle of Wonder, after you try to go north]
*24. 2/40 USE the nightingale on Grovernor, the dwarf with the ears
*25. 2/42 USE the mint on Grump Frump, the dwarf with the tongue
*26. 2/44 USE the rabbit's foot on Trilly Dilly, the dwarf with the
hands
*27. 2/46 USE the ink on yourself so Old Bill Batter, the dwarf,
doesn't see you
28. 1/47 TAKE the purple thing floating(a sentence) which has now
drifted to the shore [on the Isle of Wonder shore]
29. 1/48 LOOK at the spider web(but don't touch it.) Then TOUCH the
loose thread and TOUCH the paper scrap. [east of shore, Isle of Wonder]
30. 2/50 [continuation of 28.]
(While you're at it, touch the books and talk to the bookworm.
Without this the participle will not appear on the Isle of the Beast.
Even though the islands do not communicate, this is the case. Go
figure.)
31. 1/51 GET milkweed [in swamp scene]
32. 1/52 GET rotten tomato [in garden scene]
33. 1/53 GET teacup [in garden scene] <-out of place! Teacup doesn't
appear 'til later.
34. 1/54 GET iceberg lettuce [in garden scene]
35. 1/55 GET scarf [in checkerboard scene]
(Head to the Isle of the Beast)
35. 2/57 USE the sentence(the "where" in your inventory) on the
dangling participle [Isle of the Beast, shore]
36. 4/61 USE the iceberg lettuce on the pond [Isle of the Beast, one
north of shore]
37. 1/62 GET lantern [north of shore]
38. 1/63 GET brick [garden]
39. 2/65 USE participle on books [east of shore, Isle of Wonder]
40. 4/69 USE nightingale [forest path, Isle of the Crown]
41. 1/70 USE rare book [anywhere]
42. 2/72 USE pearl on Ali [Isle of the Crown, Ali's pawn shop]
(Trade the nightingale for the flute)
43. 1/73 USE the rare book on the book seller [book store]
44. 2/75 USE the milkweed/milk bottle on the baby [Isle of Wonder,
garden scene]
45. 1/76 USE the lamp on the crying babies [garden scene]
46. 2/78 USE the flute [garden scene]
47. 1/79 TAKE the hole in the wall [garden scene--slow the speed down
and use the pull-down instead of the right click if you have to]
48. 3/82 USE the tomato on the bump-on-the-log [swamp scene] (First,
you need to USE the teacup at the swamp edge)
49. 1/83 USE the teacup on the swamp ooze at the edge of the swamp
[swamp scene]
(Go back to the Isle of the Crown to get the tinder box before moving
on to...)
50. 1/84 Solve the first puzzle [Isle of the Sacred Mount]
(Using the stairs is quite a nuisance. Remember to click on each
stair a few times if you keep flailing.)
51. 2/85 Solve the second puzzle
(I won't reveal the solutions here, since they're part of Sierra's
copy protection, but the part about the "Ancient Ones" will reveal what
you need to know...IF you have the manual :) )
52. 3/86 Solve the third puzzle
53. 4/87 Solve the fourth puzzle. The solution is D-Q-O-G, but you
still have to know the picture alphabet. I'm putting this here because
it's the greatest nuisance to look up of the puzzles.
54. 5/88 Solve the fifth puzzle
(wait for Granny to finish her grumbling)
55. 1/89 TOUCH cave to enter it.
56. 2/91 USE tinder [below Alexander's eyes, in the cave]
(TOUCH the cave on the right hand side to get through)
57. 1/92 GET peppermint[the green stuff]
58. 1/93 GET skull [catacombs, discombobulated skeletons]
59. 1/94 GET shield[catacombs]
60. 3/97 solve puzzle
61. 1/98 GET coins[catacombs, touch skull with gold eyes]
62. 2/100 USE brick on gear trap
63. 2/102 USE tinder after falling to second level
64. 2/104 USE hole-in-the-wall
65. 1/105 TOUCH tapestry to open the latch
66. 3/108 USE red queen's cape on bull
67. 6/114 (continuation points)

The story can branch here.

68. 1/115 GET scythe [by campfire]
69. 1/116 GET dead coals [in campfire]
70. 3/119 USE shield on archer
71. 1/120 GET rose[left side of bush on Beast's Isle]
72. 3/123 USE scythe on hedge between rose bushes
73. 1/124 TALK to beast(automated if you go north)
74. 2/126 USE rose on Beauty
75. 2/128 GIVE Beast's ring to Beauty
76. 2/130 (continuation points)
77. 1/131 USE lamp on fountain
78. 1/132 USE vial on lamp
79. 3/135 USE spell book and CAST rain spell
(GET another rose on the way out.)
80. 1/136 EXAMINE Beauty's dress twice
81. 1/137 GIVE coal to white queen
82. 1/138 GET "drink me" bottle on table
83. 2/140 (go to druids' place and you'll get through. In the scene
you'll use Beauty's dress and the lamp with the rain spell.)

** ALL FIVE STEPS HERE IN THE FOREST ARE OPTIONAL. THE FIRST WILL
AFFECT THE ENDING. **
84. 3/143 USE ring on nightingale
85. 1/144 GET the ribbon it's dropped
86. 1/145 USE the love poem on the nightingale
87. 1/146 GET the note it's dropped
88. 1/147 USE the white rose

89. 3/150 USE the "drink me" potion--if you didn't see what the genie's
lamp looked like when he first met the vizier, check now and remember to
trade the peddler for that one.
90. 1/151 USE your lamp on the peddler[in town, you get a point even if
you chose the wrong one]

** DO THE STEPS BELOW QUICKLY SO THE EMBER DOESN'T GO OUT. IF IT DOES,
GET A NEW EMBER. **
1/152 USE skull on embers [druids' fire]
1/153 USE hair on skull [anywhere]
1/154 USE sulfur on skull [anywhere]

5/159 USE the glowing skull on the horse [top of Isle of Sacred Mount]
1/160 TALK to the spirits [entrance to Land of the Dead]
1/161 TALK to the mother [east of entrance]
2/163 USE the bone to the side of the "xylophone" [north of mother]
1/164 GET the key while the skeletons are dancing [just after the conga
line comes out]
3/167 USE the ticket on the second skeleton [same]
1/168 GET the gauntlet after examining the sitting skeleton [north of
the ticket taker]
1/169 USE the teacup on the River Styx [north of the sitting skeleton,
by boat]
3/172 GIVE the coins to the ferryman [same]
3/175 Say "LOVE" after you TOUCH the door(don't walk up to it.)
2/177 USE gauntlet in the presence of Death
4/181 USE mirror on Death [same]
1/182 USE feather on teacup [west of castle]
1/183 USE paintbrush [same]
1/186 USE spellbook to cast paint [same]
2/188 USE the door that is created [same]
3/191 USE handkerchief on small boy[middle cell]
2/193 TOUCH the knight's right hand(to your left)
2/195 LOOK at hole in the wall [bottom of secret passage]
1/196 LOOK at hole in the wall [top of secret passage]
3/199 GIVE the dagger to Cassima in your brief time together [while
looking at hole in wall]
1/200 LOOK at the hole in the wall to see Abdul [passage west of stairs
up]
1/201 LOOK at the paper in the box on Abdul's desk [Abdul's bedroom]
1/202 USE the skeleton key on the trunk [same]
1/203 TAKE the letters in the trunk [same]
3/206 GIVE the lamp to Jollo [Jollo's room]
2/208 TALK to the door and say "Alizebu" [secret castle entrance]
2/210 LOOK at all four items on the table [behind the Alizebu door]
3/213 GIVE the vizier's letter to Saladin [in main hall]
5/218 TALK or WALK to the wedding procession [in throne room]
Very happy ending 1:
6/224 USE lamp on genie [top tower]
1/225 TAKE sword [top tower]
1/226 USE sword on Abdul [top tower]
5/231 USE sword on Abdul [top tower]
Very happy ending 2:
2/220 USE peppermint on genie [top tower]
(the rest as before, giving a total of 227)
The difference is that you won't see Alexander's family if you kill the
genie; no-one will be able to teleport them from Daventry.

WAYS TO GET STUCK WITHOUT DYING

--enter the Minotaur's without the brick, the tinder box, the red scarf,
or the hole-in-the-wall.
--if you don't pick up the key in the land of the dead, and you've
burned the dress, and you've gone into the treasure room, you won't be
able to get past the patrolled halls. I don't know if this is the case
if you haven't gone in the treasure room.
--get caught twice if you snuck into the castle, or once if you walk in
while disguised
--don't pick up the key in the land of the dead

WAYS IT ONLY SEEMS YOU'RE STUCK

--if the skull loses its glow, then just go back to the Isle of the
Mists and get another coal with it.
--if you pick up the wrong lamp from the peddler, and you get inside the
castle with the main solution, you'll be OK if you have the peppermint
to use on the genie.

WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING

--see above.
--Don't get the shield or the skull in the maze.

WAYS TO DIE

GENERAL
--wade too far into water on any island

ISLE OF THE CROWN [NOT THE CASTLE]
--jump off pier and follow man

ISLE OF THE SACRED MOUNT
--push the wrong button at the third puzzle
--fall from a height of more than one screen climbing up the cliff
--eat the nightshade at the cliff top
--fall into a trap room in the catacombs
--make the wrong moves in the picture-tile puzzle room in the catacombs
--wait around in the compactor/gears room in the catacombs
--get to minotaur's room and wait around
--visit the rulers at the Isle of the Sacred Mount twice

ISLE OF WONDER
--walk into the swamp
--touch the spider web
--touch the paper without loosening the spider web
--not show the right sign to the dwarves

ISLE OF THE BEAST
--walk across the boiling pool without cooling it
--walk past the archers without the shield
--talk to beast and wait around

ISLE OF THE MISTS
--visit druids without Beauty's dress or the rain spell

LAND OF THE DEAD
--get touched by a spirit in the scene
--drink or step in the river
--walk up to the talking door, or answer it wrong
--wait around the Lord of the Dead, or answer him wrong

CASTLE
--don't show Saladin the paper
--wait around in the throne room until the genie starts blasting the
dogs
--wait around in the tower while the genie casts a spell
--forget to take the sword after the genie is neutralized
--don't bother to strike Abdul once you have the sword
--get to final scene without giving dagger to Cassima
--wait too long to take Abdul down after Cassima stabs him

ITEMIZED ITEMS

This list of items contains the name, where to find it, and what it's
used for.

[regen]--you can get more than one
[x]--disappears after use(not done yet)

--coin
in the chest after you're washed up
trade it at pawn shop for access to flute, nightingale, paintbrush,
tinder box
--chest
on Isle of the Crown beach
Look in it to find coin
--ring
on Isle of the Crown beach
show it to guards to enter palace
show it to Jollo in book store to gain his trust
trade it temporarily at pawn shop for magic map
send to Cassima via nightingale
--mint [regen]
in the jar on the pawn shop counter
feed to Grump Frump, the third dwarf
--nightingale
pawn shop, after you trade coin
wind it up in forest to make friends with nightingale
distract dog guards in the less happy ending
fool Grovernor, the second dwarf
--tinder box
Pawn shop, after you trade coin
Light your way through the catacombs and the tunnel by the
nightshade
--flute
Pawn shop, after you trade coin
Distract the wallflowers to get the hole-in-the-wall
--paintbrush
Pawn shop, after you trade coin
Paint door in side of castle and use paint spell to make it real
--rabbit foot
in ferry
Use to fool Trilly Dilly, fourth dwarf
--free dull book
Left part of the bookstore
read it to oyster and grab pearl with good timing
--love poem
Search the right bookcase. It will fall out
send to Cassima
--spell book
trade the riddle book for it
casts spells if you have ingredients
--stinky flower
Isle of Sacred Mount, bottom
use it to fool Tom Trow, the first dwarf
--feather
Isle of Sacred Mount, bottom
put in teacup to begin paint spell
--ink bottle
pawn shop owner throws it out. Search the big jug
pour on yourself to evade Old Bill Batter's sight(fifth dwarf)
--pearl
in oyster's mouth on Isle of Wonder
trade it to Ali to get your ring back
--sentence
floating about Isle of Wonder. Wait a bit.
Use on the dangling participle
--dangling participle
Isle of Beast shore
give to the Bookworm in exchange for the rare book
--iceberg lettuce
Isle of Wonder garden
Throw in boiling stream
--teacup
Isle of Wonder garden
Put appropriate elements in to make paint spell(swamp ooze, black
feather, Styx water)
--Hole in the Wall
Isle of Wonder garden, just after you play flute
Use in the right spot to see Minotaur activate secret passageway
--Babies' tears
Isle of Wonder garden
get from babies with lamp after you feed one some milkweed
--rotten tomato
Isle of Wonder garden
Give to bump on the log to get swamp ooze
--red cape
Isle of Wonder, checkerboard
Wave at Minotaur to goad him to his death
--rotten egg
Isle of Wonder, checkerboard
Put in skull for Creature of Night spell
--milkweed bottle
Isle of Wonder swamp
give to babies' tears
--swamp ooze
Isle of Wonder swamp
put in teacup for paint spell
--rare book
Get from the bookworm
Trade with book seller for spell book
You get a non-critical point for reading it, too
--lantern
north of Isle of Beast shore
pour baby tears in it, as well as fountain water and oracle's sacred
vial, so you can escape from druids
later, trade to old man for imitation genie lamp
--brick
by Archer's path, Isle of Beast
stops gears in Minotaur's maze
--Beast's ring
enter Beast's garden
show to Beauty along with rose
--Beauty's dress
Beast's garden, if Beauty comes by
Puts out fire in druids' cage
Search it for Beauty's hair, part of the Creature of Night spell
Also a disguise to get into the castle
--ticket
Talk to Cassima's parents in land of dead
Gets you past skeletons
--handkerchief
Talk to woman east of entrance
Give it to boy in castle cell and learn secret passage
--key
Play the xylophone and skeletons drop it
Unlocks Abdul's chest
--gauntlet
Find it on dead soldier
Use it on Death
--styx water
By boat in river
Part of paint spell
--fountain water
Beast's garden, use lamp
part of rain spell formula
--white rose [regen]
Archer's path
Give to Beauty to unite her with Beast
Send to Cassima via nightingale
--shield
Catacombs
Protects you on Archer's path
--coins
Catacombs
get you across river Styx
--skull
Catacombs
Lets you cast "creature of night" spell
--dagger
Solve catacombs
Give to Cassima in advance so she can distract Abdul
--sacred oracle water
Solve catacombs
Pour in lamp for rain spell
--ember [regen]
Druids' ceremonial firepit, if you have the skull
Used to cast spell on Creature of the Night
--coal
Druids' dead firepit
Give to the White Queen and get a spoiled egg in return
--scythe
west of dead firepit
Cut down magic rose bush on Isle of Beast
--peppermint [regen?]
In the hole west of the top of the Sacred Mount
To get genie drunk if you don't get the original bottle
--genie lamp
Trade it to peddler in town
Give it to Jollo so he can switch it with the real one and get back
to you
[new genie lamp: use it on genie to control him]
--treasonous letter
In locked chest in Abdul's room
Give it to Saladin to fend off death
--heavy sword
In the tower
Use twice on Abdul to subdue him

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

TO-DO

--Try to win the game without ever meeting Jollo.
--Try to win the game without ever getting ring returned.
--Check the minimum points needed to win.
--Can you give the genie a PLAIN mint?

VERSIONS/CREDITS

1.0.0 submitted 6/11/2001 to GameFAQs with known errors.

Ben Stephenson's original walkthrough on GameFAQs helped me through the
game and inspired me to fill in the holes--a much easier proposition
with better technology these days. There is also an anonymous
walkthrough that is similar but also helped.


 
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