Dec 312017
 
Complete walkthough of Kings Quest VI.
File KQ6_WALK.ZIP from The Programmer’s Corner in
Category Various Text files
Complete walkthough of Kings Quest VI.
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Contents of the KQ6_WALK.TXT file


Welcome to the King's Quest VI walkthrough. By following these
instructions, you'll finish the game with all 231 points.





You start out on the beach of the Isle of the Crown. Get your
ring (small red glinting object). Move the plank that's lying on
the beach. Open the box you find and take the copper coin
that's inside. Go north to the fork in the road with the tree,
then north again to the castle. Talk to the guards until they
demand proof of your identity. Show them your ring. After your
audience with Vizier Abdul Alhazred, you'll be escorted out of
the castle again. Return to the fork in the road, and go on to
the village. Talk to the lamp peddler. Enter the pawn shop and
talk to the owner. Get a mint from the blue jar on the counter.
Trade in your copper coin for the nightingale. Leave the shop
and go into the book seller's next door. Talk to the book
seller. Click the hand icon on the book on the counter. Click
the hand icon on the far right bookshelf. Get the page that
floats down. Pick up the free book on the table by the door and
leave. Go through the arch, and follow the path past the house
to the ferry (ignore the girl for now; you'll be able to talk to
her later when you need to). Ignore the "boy" on the dock, and
knock on the ferry's cabin door. Talk to the ferryman when he
opens the door. After he invites you in, talk to him until he
starts to repeat himself. Get the rabbit's foot from the table.
Leave and return to the pawn shop. Talk to the owner about the
magic map. Trade in your ring for the map (don't worry; you'll
get it back in a bit). Go the the fork in the road. Use your
nightingale to make friends with the nightingale that should be
in the tree now. Go to the beach and use the map to take you to
the Isle of Wonder



Talk to the oyster that's still awake. Use your book on him to
put him to sleep. When he yawns, grab the pearl in his mouth.
Get the sentence string from the water. Return to the Isle of
the Crown. Go to the village. Get the trash that the pawn shop
owner throws out. Enter the pawn shop and trade the pearl for
your ring.. Trade the nightingale for the tinderbox. Go to the
book shop and talk to Jollo (twice). Show him your ring. After
he finishes talking and leaves, leave and go to the fork in the
road. Give your ring to the nightingale. When it comes back,
pick up the ribbon, and give it the love poen from the book
seller's. When it returns, get Cassima's note. Go to the beach
and use the map to go to the Isle of the Sacred Mountain.



Get the flower and the feather from the beach. What follows is
Sierra's copy-protection. Each of the inscriptions on the cliff
face must be solved using the Guidebook which came in your
King's Quest VI package. Simply solve each puzzle and climb the
stairs that appear until you reach the top of the cliff. When
you get there, ignore the "woman" until she leaves. After she
does, enter the small cave by the bush (using the hand icon).
Use the tinderbox. Enter the small tunnel on the right. Get a
mint leaf from the opening and leave the cave. Go north for
your audience with the Winged Folk. After they're done with
you, use the map to go to the Isle of the Crown.



Go to the pawn shop and trade the tinderbox for the
nightingale. Go back to the beach and go to the Isle of Wonder.
Go towards the north. To pass the gnome's tests, use the
flower, nightingale, mint, rabbit's foot, and "empty" bottle
(the last on yourself). After they leave, go east. Attempt to
get a book. After Bookworm turns you away, go west, then north
to the swamp. Get a bottle of milk from the bush, and go east
to the garden. In the garden, get an iceburg lettuce, then look
through the hole-in-the-wall. Enter the gates, and talk to the
knights. After the queens talk to you, pick up the red scarf
and return to the beach. Use the map and go to the Isle of the
Beast.



When you arrive, talk to the odd creature until he repeats
himself. Give him the sentence string, and then go north. Toss
the lettuce to cool off the boiling pond, and get the lamp. Go
north once more. Ignore the gardener and get the brick from the
ground near the right wall. Return to the beach and go to the
Isle of Wonder.



Return to the books, attempt to take one again, and give the
creature to Bookworm. He'll give you a rare book. Read it.
Look at the spider web. After she finishes talking to you, pull
the loose string at the bottom of the web. When she runs down
there, grab the scrap of paper at the upper left. Remember that
word. Return to the beach, and go to the Isle of the Crown. Go
to the village and look at the notice on the wall. Enter the
book store. When you're done talking to Jollo, trade the rare
book for the spell book on the counter. Go to the pawn shop and
trade the nightingale for the flute. Go to the beach and the
Isle of Wonder. When you arrive, read the spell book and note
the ingredients for each spell. Go to the garden. Get the
teacup which is now sitting on the chair. Try to pick up the
hole-in-the-wall. When he hides, play the flute. When the wait
cursor disappears, get the hole-in-the-wall (before the music
stops). Give the milk to one of the baby's tears. When the
others cry, use the lamp to get some of the tears (salt water
not from the sea for the Make Rain Spell). Go to the swamp.
Use the cup on the swamp until it won't let you anymore. Talk
to Stick-in-the-Mud until he repeats himself. Talk to
Bump-on-a-Log until he repeats himself. Go back to the garden
and pick up Rotten Tomato (the dark one on the ground). Go back
to the swamp and give Rotten Tomato to Bump-on-a-Log. When the
fight's over, use the cup on the swamp ooze on the log (for the
Magic Paint spell). Go to the beach and go to the Isle of the
Crown.



Go to the pawn shop and trade the flute for the tinder box.
Return to the beach and go to the Isle of the Sacred Mountain.
Climb the cliffs and get thrown in the catacombs. From the
entrance, go N-N-E-E-N. Get the skull. Go S-W-W-N-W. To get
across the tiles, refer to the Guidebook in the Catacombs
section (more copy-protection). When you cross the tiles, go
W-N. Get the shield. Go N-N-N-W-W. Get the coins from the
skeleton. Go E-E-S-E. When the trap goes off, use the brick on
the gears on the wall. Go E-E-N-E. You will fall to the lower
level. Use the tinder box to turn the lights back on. Go
W-W-W-W-W-S-S-E. Use the hole-in-the-wall on the east wall.
Look through the hole-in-the-wall. Go
W-N-N-E-E-E-E-E-S-S-S-S-W-W-W-N-N. Use the tapestry and go
through the secret door. Use the red scarf on the minotaur.
When he's about to charge at you, use it on him again. After
his death, the rescue of the princess, and the visit to the
oracle, put the sacred water (that the oracle gave you) in the
lamp (second Make Rain ingredient). Go to the Isle of the
Mists. Go east (NOT north). Get the scythe and a piece of coal
from the firepit. Go south to the beach, and go to the Isle of
Wonder. Go to the garden. Get the potion from the table and
drink it. When you're back on your feet, go throught the gate
to Chessboard Land. When the queens are done talking, give the
coal to the white queen. Return to the beach and go to the Isle
of the Beast.



Go north twice. When you get to the gate, use the shield on
yourself. Pick a white rose. Attempt to go to the gazebo.
When the vines block your path, use the scythe on them. After
Beast tells you his tale, return to the beach and go to the Isle
of the Crown. Go through the village to the house. Talk to the
girl. Give her the rose. Give her the ring. After the
auto-sequence is over and Beauty and Beast go to the castle,
save the game and give it a descriptive name such as "Turning
Point." From here, there are two different routes which cane be
taken: the long way which will net you 231 points, and the
short, "easier" way the game will tell you about when you finish
with the 231 points. We'll take the long way first.



Use the lamp on the fountain (falling water for the Make Rain
spell). Cast the Make Rain spell. Go south. Get another rose.
Return to the beach and go to the Isle of the Mists. After the
auto sequence in which the Druids capture you, attempt to cook
you, and tell you all about the Land of the Dead, use the skull
on the embers. Click the hand cursor on the ribbon Cassima sent
you. Put that hair in the skull. Put the egg in the skull.
You're now ready to cast the Charming A Creature Of The Night
spell. Go to the beach and go to the Isle of the Sacred
Mountain. Climb the cliffs. At the top, cast the Charm spell,
and ride Night Mare to the Land of the Dead.



In the Land of the Dead, talk to the 2 spirits in the middle of
the screen, while avoiding the zombies. Find out that they are
Cassima's parents, and get their ticket. Go east. Talk to the
ghost and get her handkerchief. Go north, and use the bones on
the right side of the screen. After the dance, pick up the
skeleton key, and give your ticket to the skeleton on the right.
In the next screen, look at the armored corpse and get his
gauntlet. Follow the path out. Use the cup on the water (for
the Magic Paint spell). Give the coins you picked up in the
catacombs to Charon. On the other side of the river, use the
hand icon on the gate. Talk to the gate. The answer to it's
riddle is "LOVE" (from the spider's web). Talk to one of the
black robed spirits. Talk to Death. Use the gauntlet on Death.
Use the mirror on Death. Afterwards, Death frees Cassmia's
parents, and has Night Mare return you to the Isle of the Crown.



Go to the fork. Give the rose to the nightingale. Go to the
pawn shop. Trade the tinder box for the paint brush. Drink the
potion. When you recover, go outside. Trade your lamp for the
duplicate of the genie's lamp. Go to the castle. Go to the
left side of the castle. Use the feather on the teacup. Use
the brush on the castle wall. Cast the Magic Paint spell.
Enter the castle.



Enter the middle cell on the right hand wall. Talk to the
ghost. Give the handkerchief to the ghost. Exit the cell, and
go to the south hallway (the one with the staircase on the left
wall. Enter the door on the right wall. After talking to
Jollo, give him the lamp. When he leaves, leave his room and go
to the north hallway. Pull the armor's arm, and enter the
secret passage. Look in the chink in the wall. Listen to the
dogs and make note of the first part of the magic password
(ALI). Climb the stairs and look in the chink in the wall.
It's Cassima. When you're done talking, give her the dagger
(from the Winged Folk princess). After Cassima is taken, follow
the passage to the left until you get to another chink. Look in
this one. When Alhazred leaves, continue on down the passage.
At the end, go throught the secret door on the left wall. Use
the skeleton key to open the trunk and get the letters. Open
the box on the table and read the note inside to get the rest of
the magic password (ZEBU). Enter the wardrobe and follow the
passage all the way back to the beginning. Go back out of the
secret passage and return to the corridor with the cells. Talk
to the door on the left wall and give it the password (ALIZEBU).
Move the drapery off the table in the middle of the room. Look
at all 4 of the treasures on the table (if you don't look at all
4, you don't get the points). Leave the room and hear the
wedding march begin. Head to the south hallway and go through
the door at the top of the stairs. When Saladin confronts you,
give him the letter from the trunk. When he brings you in to
the wedding, walk towards the wedding party. After the genie is
exposed, and Alhazred flees, follow him through the door and up
the stairs. When he calls the genie, and Jollo comes up and
gives you the bottle, use the bottle on the genie. Get the
sword from the wall, and attack Alhazred. After the battle,
when Cassima back-stabs him, hit him when his back is turned.
Now sit back and enjoy the ending.





ALTERNATE ENDING



This is the other way into the castle (the "easier" way the game
tells you about when you finish with 231 points). You don't get
as many points when you do it this way though.



Restore the "Turning Point" saved game. Go south and get a
rose. Return to the beach and go to the Isle of the Crown. Go
to the fork and give the rose to the nightingale. Go to the
pawn shop. Trade the tinder box for the nightingale. Drink the
potion. When you recover, go outside and trade your lamp for
the duplicate of the genie's. Go to the castle and wear
Beauty's old slave clothes. When the dogs let you in, and you
chuck the clothes, go up the left staircase. Listen to the
dogs. When the start marching away from you, use the
nightingale on them. When you set the nightingale down, run
into the alcove in the middle of the hallway and hide behind the
pillar (click the hand cursor on it). When the dogs leave, move
the painting and get the nail from the wall. Leave the alcove
and enter the door on the middle left of the hallway. Use the
nail to pick the lock on the trunk. Open the trunk and get the
letter from inside. Leave the room and go to the north hallway.
Talk to the door. It's Cassima! When you're done talking, use
the dagger on the door. Return to the alcove. Replace the nail
and the painting. Hide behind the pillar again. The dogs will
return. When they go to the north, leave the alcove and go down
the stairs. The wedding will be starting. When Saladin
confronts you, give him the letter. When he takes you into the
wedding, approach the wedding party. After "Cassima" orders
your death, use the mirror on "her." When Alhazred flees,
follow him through the door and up the stairs. When he calls
the genie, use the mint leaf on the genie. Get the sword and
attack Alhazred. After the fight, when Cassima back-stabs him,
hit him again when his back's turned. Enjoy the ending.
Personally, I prefer the 231 point version.





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