King's Quest 6: Heir Today Gone Tomorrow Hint King's Quest 6: Heir Today Gone Tomorrow Solution King's Quest 6: Heir Today Gone Tomorrow Solution #2 King's Quest 6: Heir Today Gone Tomorrow Solution King's Quest 6: Heir Today Gone Tomorrow Solution #2 King's Quest 6: Heir Today Gone Tomorrow Solution #3 King's Quest 6: Heir Today Gone Tomorrow Solution #4 King's Quest 6: Heir Today Gone Tomorrow Solution #5

See King's Quest 6: Heir Today Gone Tomorrow Hint, Solution, Solution #2, Solution #3, Solution #4, Solution #5 here!

Hint for King's Quest 6: Heir Today Gone Tomorrow


On the Cliffs of Logic, the third riddle:
Press the last circle, the first circle, then the second
circle
                                        



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Solution for King's Quest 6: Heir Today Gone Tomorrow


     Замечание.   Несмотря   на  полученное  от  прохождения  этой  игры
удовольствие  (это одна из наиболее сильных с логической точки зрения из
игр  с  новым  интерфейсом),  составитель  этой  инструкции  не  в силах
сдержать  своих чувств: тому, кто придумал и написал загадки у обрыва, я
бы  своими  собственными  руками открутил я... Такой гнусной защиты я не
видел нигде. Это трудно назвать иначе, как ....

                         Исходная  карта

                 План верхнего этажа катакомб

           ------T-----T-----¬           ------T-----¬
           ¦  *--¦-----¦--¬  ¦           ¦  ---¦-- 3 ¦
           L-----+-----+-----+-----T-----+-----+------
                       ¦  +--¦---2-¦-----¦--+  ¦
                       +-----+-----+-----+-----+-----¬
                       ¦  ¦  ¦           ¦  L--¦--*  ¦
                       +-----+           L-----+------
                       ¦  ¦  ¦
           ------T-----+-----+-----T-----¬-----------¬
           ¦  *--¦-----¦--+--¦---1-¦--¬  ¦     ¦  ¦  ¦
           +-----+-----+-----+-----+-----+-----+-----+
           ¦  ---¦-----¦--¬  ¦     ¦  +--¦-----¦--+  ¦
           +-----+-----+-----+     +-----+-----+-----+
           ¦  ¦  ¦     ¦  ¦  ¦     ¦  ¦  ¦     ¦  *  ¦
     ------+-----+-----+-----+-----+-----+     L------
     ¦  *--¦--+--¦-----¦--+--¦-----¦---  ¦
     L-----+-----+-----+-----+-----+-+ +--
                                        
1 - мозаичный пол
2 - опускающийся потолок
3 - место перехода

                 План нижнего этажа катакомб

                 ------¬           ------¬
                 ¦  *  ¦           ¦  ¦  ¦
           ------+-----+-----T-----+-----+-----T-----T-----¬
           ¦  ---¦--+--¦--T--¦-----¦--+--¦-----¦-----¦--¬ 3¦
           +-----+-----+-----+-----+-----+-----+-----+-----+
           ¦  ¦  ¦     ¦  ¦  ¦     ¦  *  ¦           ¦  ¦  ¦
     ------+-----+-----+-----+-----+-----+     ------+-----+
     ¦  ---¦--+--¦-----¦--+--¦-- 4 ¦5 -->¦     ¦  *--¦--+  ¦
     L-----+-----+-----+-----+-----+-----+     L-----+-----+
           ¦  ¦  ¦                 ¦  ¦  ¦           ¦  ¦  ¦
           +-----+-----¬     ------+-----+-----T-----+-----+
           ¦  L--¦--¬  ¦     ¦  ---¦--+--¦--T--¦-----¦---  ¦
           L-----+-----+-----+-----+-----+-----+-----+------
                 ¦  L--¦--T--¦---  ¦     ¦  *  ¦
                 L-----+-----+------     L------
                       ¦  ¦  ¦
                       L------
3 - место перехода
4 - место для подсматривания
5 - комната с ковром

------¬
¦   1 ¦ Взять кольцо
L------ Отодвинуть доску
        Открыть ларец
        Взять монету
        Вернуть доску на место
------¬
¦   2 ¦ Говорить с охранником у дворца (3 раза)
L------ Показать кольцо
        Быть на аудиенции
        Говорить с охраной
------¬
¦   3 ¦ Говорить с продавцом ламп (2 раза)
L------ Смотреть на лампы
        Порыться в большом кувшине
------¬
¦   4 ¦ Зайти в магазин
L------ Говорить с хозяином (3 раза)
        Взглянуть на стол
        Осмотреть вещи
        Посмотреть в склянку
        Взять мяту
        Дать монету
        Взять соловья
------¬
¦   5 ¦ Зайти в библиотеку
L------ Говорить с хозяином (3 раза)
        Говорить с посетителем
        Осмотреть столик
        Взять книгу
        Читать книгу
        Взять книгу (сесть и читать)
        Попытаться взять книгу со стойки
        Дать мяту посетителю
        Читать поэзию
        Подобрать листок со стихом
        Читать стих
------¬
¦   6 ¦ Вернуться в магазин
L------ Взять мяту
------¬
¦   7 ¦ Говорить с мальчишкой на пристани
L------ (Не плавать!)
        Постучать в дверь
        Говорить с паромщиком
------¬
¦   8 ¦ Говорить с паромщиком (9 раз)
L------ Взять кроличью лапку
------¬
¦   9 ¦ Вернуться в магазин
L------ Говорить с торговцем
        Отдать кольцо
------¬
¦  10 ¦ Обыскать помойное ведро
L------
------¬
¦  11 ¦ Использовать магическую карту на берегу
L------
------¬
¦  12 ¦ Прибыть на остров Священной Горы
L------ Взять перо
        Взять цветок
------¬
¦  13 ¦ Прибыть на остров Чуда
L------ Смотреть на объект в воде
        Смотреть на устриц
        Говорить с устрицей (2 раза)
        Читать книгу устрице
        Взять жемчужину
        Взять фразу
        Попытаться пройти вглубь острова
        Дать понюхать цветок
        Завести механического соловья
        Дать попробовать мяты
        Дать пощупать кроличью лапку
        Использовать чернильницу
------¬
¦  14 ¦ Попытаться взять книгу
L------ Говорить с червем
        Отдать предложение
------¬
¦  15 ¦ Прибыть на остров Зверя
L------ Говорить с созданием (2 раза)
        Дать предложение
------¬
¦  16 ¦ Прибыть на остров Чуда
L------ Говорить с червем
        Отдать дракончика
        Читать книгу
        Смотреть на паутину
        Дернуть за нить
        Взять клочок
------¬
¦  17 ¦ Прибыть на остров Короны
L------ Соловьем подманить птичку
------¬
¦  18 ¦ Прийти в лавку
L------ Предложить жемчужину
        Обменять соловья на флейту
------¬
¦  19 ¦ Читать объявление
L------
------¬
¦  20 ¦ Прийти в библиотеку
L------ Попытаться взять книгу со стойки
        Обменять книги
        Читать полученную книгу
        Говорить с клоуном
        Показать кольцо клоуну
------¬
¦  21 ¦ Вернуться к соловью
L------ Дать кольцо соловью
        Подобрать ленту
        Развернуть ленту
        Дать стихи соловью
        Подобрать письмо
------¬
¦  22 ¦ Прибыть на остров Чуда
L------ Говорить с деревом
        Говорить с палкой
        Взять бутылку
------¬
¦  23 ¦ Подобрать томат
L------ Смотреть в дырку (2 раза)
        Взять чашку
        Говорить с растениями
        Попытаться взять дырку
        Играть на флейте
        Взять дырку
        Открыть ворота
------¬
¦  24 ¦ Говорить с конями
L------ Подобрать шарф
------¬
¦  25 ¦ Взять капусту
L------
------¬
¦  26 ¦ Попытаться взять ил чашкой
L------ Говорить с пнем
        Говорить с палкой
        Попытаться кинуть помидор
        Дать помидор пню
        Взять ил в чашку
        Говорить с помидором
------¬
¦  27 ¦ Прибыть на остров Зверя
L------ Бросить капусту в кипяток
        Перейти прудик
        Взять лампу
------¬
¦  28 ¦ Говорить с садовником
L------ Взять кирпич
------¬
¦  29 ¦ Прибыть на остров Священной Горы
L------ Смотреть на обрыв (проклять того, кто его придумал)
        Набрать R-I-S-E
        Поднимаемся и смотрим
        Вводим S-O-A-R как:

        ¦ ¦        ¦       ----T---¬  --¬  --¬
        ¦ ¦      ¦ ¦ ¦     ¦ --+-¬ ¦    ¦  L--
        ¦          ¦       ¦ ¦   ¦ ¦    ¦
     --¬L---   ----+---¬   ¦ L-T-- ¦  --+-----¬
                           L---+----
        Поднимаемся и смотрим
        Нажимаем клавиши в последовательности 4-1-2
        Поднимаемся и смотрим
        Вводим священное четыре как:

        ¦         ¦   ¦   ¦  ---  ¦   --¬ ¦ ¦
      ¦ ¦ ¦    ¦    ---   L--------   ¦ ¦ ¦ ¦
        ¦         ---       -----     ¦ ¦ ¦ ¦
    ----+---¬   ---   ¦     -----     ¦ ¦   ¦
               --   ¦       -----     ¦ L----

        Поднимаемся и смотрим
        Вводим A-S-C-E-N-D
        Поднимаемся
------¬
¦  30 ¦ Говорим с ведьмой
L------ (Ягод не есть!)
        Когда ведьма уходит, поднимаемся вверх
------¬
¦  31 ¦ Присутствуем на аудиенции, и вот уже мы в катакомбах
L------
------¬
¦  32 ¦ Взять череп
L------
------¬
¦  33 ¦ Пройти по мозаичному полу в следующем порядке:
L------ 3 розы
        3 розы
        3 розы
        Коса
        Корона
        Голубь
        Череп с костями
        Чистая
------¬
¦  34 ¦ Встретить девушку
L------ (За девушкой не ходить!)
------¬
¦  35 ¦ Взять щит
L------
------¬
¦  36 ¦ Взять монеты
L------
------¬
¦  37 ¦ Бросить кирпич в шестерни
L------
------¬
¦  38 ¦ Упасть
L------ Зажечь факел огнивом
------¬
¦  39 ¦ Приложить дырку к стене
L------ Смотреть в дырку
------¬
¦  40 ¦ Трогать за ковром
L------ Пройти в дверь
------¬
¦  41 ¦ Использовать красный шарф
L------ Получить кинжал
------¬
¦  42 ¦ Получить воду от Оракла
L------
------¬
¦  43 ¦ Прибыть на остров Туманов
L------ В деревушке взять косу и уголь
------¬
¦  44 ¦ Прибыть на остров Чуда
L------ Дать молоко деткам
        Собрать слезки в лампу
        Открыть ворота
------¬
¦  45 ¦ Дать уголь королевам (получить яйцо)
L------
------¬
¦  46 ¦ Смотреть на стол
L------ Взять бутылочку
------¬
¦  47 ¦ Прибыть на остров Зверя
L------ Использовать щит
        Использовать воду со слезами в лампе
        Взять розу
        Пытаться пройти
        Использовать косу
------¬
¦  48 ¦ Получить кольцо Зверя
L------
------¬
¦  49 ¦ Прибыть на остров Короны
L------ Говорить с девушкой
        Дать розу
        Говорить
        Дать кольцо
------¬
¦  50 ¦ Мы на острове Зверя
L------ Получить платье
        Получить зеркало
        Налить воду в лампу
------¬
¦  51 ¦ Взять розу
L------
------¬
¦  52 ¦ Прибыть на остров Священной Горы
L------ Подняться
------¬
¦  53 ¦ Залезть в пещеру
L------ Зажечь светильник
        Пролезть
        Смотреть в окошко
        Взять листья мяты
        Пролезть
        Вылезти
------¬
¦  54 ¦ Спуститься
L------ Колдовать дождь
------¬
¦  55 ¦ Прибыть на остров Друидов
L------ На костре вызвать дождь (теряем платье)
        Наполнить череп углями
        Разбить яйцо о череп
        Покрыть череп волосами
------¬
¦  56 ¦ Прибыть на остров Священной Горы
L------ Подняться
------¬
¦  57 ¦ Колдовать на коня
L------
------¬
¦  58 ¦ Мы в царстве мертвых
L------ Говорить с родителями Кассимы
------¬
¦  59 ¦ Говорить с духом женщины
L------
------¬
¦  60 ¦ Говорить со стражами
L------ Играть костями
        Подобрать ключи
------¬
¦  61 ¦ Осмотреть труп
L------ Взять перчатку
------¬
¦  62 ¦ Смотреть Харона
L------ Взять воду из Стикса
        Говорить с Хароном
        Дать плату за перевоз
------¬
¦  63 ¦ Попытаться открыть ворота
L------ Говорить с воротами
        Ответить L-O-V-E (из листка в паутине)
------¬
¦  64 ¦ Говорить с охраной
L------
        Говорить с повелителем мертвых
        Бросить перчатку
        Использовать зеркало
------¬
¦  65 ¦ Мы на острове Короны
L------ Помешать пером в чашке
------¬
¦  66 ¦ Зайти в лавку
L------ Выпить настойку
        Обменять кристало на кисть
------¬
¦  67 ¦ Говорить с продавцом ламп (2 раза)
L------ Дать свою лампу
        Взять новую лампу
------¬
¦  68 ¦ Рисовать дверь на стене
L------ Колдовать дверь
        Открыть двеь
------¬
¦  69 ¦ Открыть дверь тюрьмы
L------ Говорить с духом
        Дать платок
------¬
¦  70 ¦ Посмотреть в замочную скважину
L------ Зайти к шуту
        Говорить с шутом
        Дать лампу
------¬
¦  71 ¦ Дернуть статую за руку
L------
------¬
¦  72 ¦ Смотреть в дырку (2 раза)
L------ Подняться по лестнице
------¬
¦  73 ¦ Смотреть в дырку
L------ Дать кинжал Кассиме
        смотреть внутрь
------¬
¦  74 ¦ Смотреть в дырку
L------
        Сдвинуть панель
------¬
¦  75 ¦ Открыть ящик
L------ Смотреть бумагу
        Закрыть ящик
        Открыть сундук ключом
        Взять письмо
        Закрыть сундук
        Смотреть в замочную скважину
        Выйти
------¬
¦  76 ¦ Если нас арестовывают - это не беда
L------ Шут освобождает нас
        (Второй раз можно открыть дверь ключом)
------¬
¦  77 ¦ Говорить с дверью в сокровищницу
L------ Ответить A-L-I-Z-E-B-U (из листка в ящике)
------¬
¦  78 ¦ Сдернуть покрывало
L------ Осмотреть предметы
        Вернуть покрывало на место
------¬
¦  79 ¦ Подняться
L------ Смотреть в замочную скважину
        Войти
------¬
¦  80 ¦ Дать письмо капитану
L------
------¬
¦  81 ¦ Остановить обручение
L------
------¬
¦  82 ¦ Подняться на верх башни
L------ Получить лампу
        (Показать мяту духу лампы)
        Использовать лампу
        Взять меч
        Бить мечом
        Добить гада
------¬
¦  83 ¦ Наблюдаем финальную сцену
L------
     Авторы игры говорят о более простом способе проникновения во дворец
(с  набором  меньшего  количества  очков,  но  отличающегося  по  логике
прохождения).   Для  этого  нужно  после  пункта  54  данной  инструкции
отправиться  не на остров Туманов, а на остров Короны и сразу проникнуть
во дворец, используя платье.



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Solution #2 for King's Quest 6: Heir Today Gone Tomorrow


 Вы получите здесь 230 очков, если будете следовать этому описанию.

                             ***************
                             ОСТРОВ КОРОHЫ :
                             ***************

 Пляж :
          Переместите бревно направо, и откройте коробку,
          получите монету .
          Получите кольцо слева от этого места.
          Идите на север к перекрестку дорог.
 Перекресток :
          Идите на север к замку .
 Замок , Снаружи :
          Разговаривайте со сторожевой собакой.
          Дайте кольцо сторожевой собаке.
 Замок, Внутри :
          Проскочите вперед через все диалоги.
 Замок, Снаружи :
          Идите к перекреску дорог.
 Перекресток дорог :
          Идите на запад к деревне.
 Деревня,  юг :
          Разговаривайте с торговцем.
          Идите к книжному магазину.
 Книжный магазин :
          Получите книгу около двери.
          Используйте книжную полку на правом конце стенки,
          подберите стихотворение.
          Разговаривайте с хранителем магазина.
          Получите книгу на прилавке.
          Выйдите из магазина.
 Деревня, юг :
          Идите на север.
 Деревня, север :
          идите на запад.
 Волнорез :
          Игнорируйте мальчика, и  стучите в дверь судна.
          Разговаривайте с человеком .
 Лодка(Судно) :
          Разговаривайте с человеком пока он не  повторяет
          себя(самостоятельно).
          Получите ножку кролика.
          Идите на юг деревни.
 Деревня, Юг :
          Идите в ломбард.
          Разговаривайте с хранителем магазина.
          Дайте ему кольцо.
          Дайте ему монету.
          Получите птицу.
          Идите к волнорезу.
 Волнорез :
          Используйте карту  и идите к Острову Чудес.

                              **************
                              ОСТРОВ ЧУДЕС :
                              **************

 Пляж :
          Рассмотрите спящую устрицу.
          Разговаривайте с ней.
          Дайте ей книгу.
          В то время как ее рот открывается, получите жемчужину.
          Идите к Острову Тайной Горы .

                           ********************
                           ОСТРОВ ТАЙHОЙ ГОРЫ :
                           ********************

 Пляж :
          Получите цветок и перо.
          Идите к Острову Короны.

                             ***************
                             ОСТРОВ КОРОHЫ :
                             ***************


 Пляж :
          идите на юг деревни.
 Деревня, юг :
          Ищите ломбард.
          Войдите в ломбард.
 Ломбард :
          дайте жемчужину хранителю лавки.
          Идите в книжный  магазин.
 Книжный магазин :
          Разговаривайте с шутом.
          Дайте ему кольцо .
          Идите к волнорезу.
 Волнорез :
          Идите к Острову Чудес .

                              **************
                              ОСТРОВ ЧУДЕС :
                              **************

 Пляж :
          Идите на восток, вы будете остановлены охраной гнома.
          Дайте цветок большому носу.
          Дайте птицу большому уху.
          Дайте леденец большому осязанию.
          Дайте ногу кролика большой руке.
          Используйте пустую бутылку.
          Подберите бумагу в воде.
          Идите на восток.
 Книжная груда :
          Захватите книгу в груде.
          Рассмотрите паутину паука.
          Захватите свободную нить на нижней части.
          Захватите бумагу в левом угле.
          Идите на запад.
 Пляж :
          Идите на север.
 Болото :
          Идите на запад.
 Сад :
          Получите гнилой помидор.
          Получите салат-латук.
          Идите к пляжу.
 Пляж :
          Идите к Острову Ужасов.

                             ***************
                             ОСТРОВ УЖАСОВ :
                             ***************

 Пляж :
          Разговаривайте с существом, и дайте ему бумагу.
          Идите на север .
 Водоем :
          Бросьте салат-латук в водоем.
          Пересеките водоем и  получите лампу.
          Идите на север .
 Сад :
          Игнорируйте человека, и подберите кирпич справа от себя.
          Идите к Острову Чудес.

                              **************
                              ОСТРОВ ЧУДЕС :
                              **************

 Пляж :
          Идите на восток .
 Книжная груда :
         Подберите другую книгу, чтобы получить книжный червь снаружи.
         Дайте существу книжного червя.
         Идите к перекрестку в Острову Короны.

                             ***************
                             ОСТРОВ КОРОHЫ :
                             ***************

 Перекресток :
          Дайте механическую птицу реальной птице.
          Дайте кольцо птице.
          Дайте стихотворение птице.
          Получите ленту и бумагу.
          Идите в книжный магазин.
 Книжный магазин :
          Дайте книгу владельцу магазина. Идите в ломбард.
 Ломбард :
          Поменяйте птицу на флейту.
          Идите в сад в Острову Чудес.

                              **************
                              ОСТРОВ ЧУДЕС :
                              **************

 Сад :
          Используйте флейту на стенных цветах.
          Влезьте в отверстие в стенке.
          Получите чайную чашку на стуле.
          Идите на север.
 Шахматная доска :
          Разговаривайте с рыцарем, и ждите пока королева не уйдет.
          Получите шарф/галстук.
          Идите в ломбард.

                             ***************
                             ОСТРОВ КОРОHЫ :
                             ***************

 Ломбард :
          Меняйте флейту на трутницу.
          Идите к Острову Тайной Горы.

                           ********************
                           ОСТРОВ ТАЙHОЙ ГОРЫ :
                           ********************


 Пляж :
          Решите утес логики . Решение находится в книге .
 Выше по утесу :
          Hаблюдайте что  старая женщина поетт и танцует,
          и идите вниз по утесу.
 Пляж :
          Идите в верх.
 Выше по утесу :
          Войдите в отверстие справа от экрана.
 Темная Пещера 1 :
          Используйте трутницу.
          Идите к отверстию справа.
 Пещера 2 :
          получите мятный лист справа.
          Выйдите из пещеры.
 Выше по утесу :
          Идите на север.
 Город в первом крыле :
          Вым не можете ничего здесь делать.
 Подземелье :
          Идите на север пока вы не приходить на участок памяти с
          на северным и восточным открытием .
          Идите на восток до тех пор, пока вы не сможете идти дальше.
          Идите на север , и  получите череп.
          Идите на юг, идите на запад до тех пор, пока вы
          не сможете идти дальше.
          Идите на север, и на запад.
 Комната-ловушка :
          Решение находится в книге.
          Выйдите из комнаты-ловушки к западу.
 Подземелье :
          Идите на запад и рассмотрите крылатую девушку.
          Идите на восток и на север, захватите щит.
          Идите на север до тех пор, пока вы не сможете идти дальше.
          Идите на запад до тех пор, пока вы не сможете идти дальше.
          Получите монеты на теле.
          Идите на восток до тех пор, пока вы не сможете идти дальше.
          Идите на юг и на восток .
 Западня 2 :
          Бросьте кирпич в механизмы.
          Выйдите в комнату справа.
          Идите на восток пока до тех пор,
          пока вы не сможете идти дальше.
          Идите на север и на восток.
 Темная комната :
          Используйте трутницу.
          Идите на восток до комнаты с  востоком,
          западом, и южным выходом.
          Идите на юг до тех пор пока вы не сможете идти дальше.
          Используйте отверстие на стенке на правой стенке.
          Рассмотрите отверстие.
          Идите на запад  до тех пор, пока вы не сможете идти дальше.
          Идите на восток до тех пор, пока вы не сможете идти дальше.
          Идите на юг до тех пор пока вы не сможете идти дальше.
          Идите на запад до тех пор, пока вы не сможете идти на север.
          Идите на север до тех пор, пока вы не сможете идти дальше.
          Захватите гобелен.
          Идите на восток.
 Логовище Минотавра :
          Разговаривайте с минотавром.
          Используйте красный шарф/галстук на нем.
          Большое количество оживлений следует, вы заканчивайте
          на пляже.
 Пляж :
          Идите Острову Туманов.

                             ****************
                             ОСТРОВ ТУМАHОВ :
                             ****************
 Пляж :
          Идите на запад.
 Деревня :
          Получите кусок угля.
          Получите косу.
          Идите Острову Чудес.

                              **************
                              ОСТРОВ ЧУДЕС :
                              **************

 Пляж :
          Идите на север.
 Болото :
          используйте чашку на болотной воде.
          Разговаривайте с холмиком на бревне.
          Дайте ему гнилой помидор.
          Получите тину от бревна.
          Получите бутылку молока.
          Идите на север.
 Сад :
          Поместите священную воду в лампу.
          Поместите лампу на детские слезы.
          Получите бутылка на столе.
          Дайте молоко детской слезе.
          Идите на север .
 Шахматная доска :
          Дайте белой королеве уголь.
          Идите к Острову Ужасов.
                                        
                             ***************
                             ОСТРОВ УЖАСОВ :
                             ***************

 Пляж :
          Идите в сад.
 Сад :
          Используйте щит на на лучнике.
          Получите белую розу из сада.
          Идите к бельвельдеру.
          Используйте косу на растительности.
 Фонтан :
          Ждите, пока мультипликация не законченна, и идите на север
          в деревню в Острову Короны .

                             ***************
                             ОСТРОВ КОРОHЫ :
                             ***************

 Деревня,  север :
          Дайте розы девушке.
          Дайте кольцо девушке, и  идите к Островк Ужасов.

                             ***************
                             ОСТРОВ УЖАСОВ :
                             ***************

 Фонтан :
          После мультипликации , используйте лампу на фонтане.
          Бросьте зклинание дождя на лампу.
          Идите в сад и подберите другую розу.
          Идите к Острову Туманов.

                             ****************
                             Остров Туманов :
                             ****************

          Hа пляже, вы выйдите к теплому месту на на севере.
 Место жертвоприношений :
          После законченных мультипликаций , поместите череп в яму.
          Ищите ленту , и поместите волосы в яму.
          Используйте испорченное яйцо в яме.
          Идите к верхней части утеса к Острову Тайной Горы.

                         ***********************
                         ОСТРОВ СВЯЩЕHHОЙ ГОРЫ :
                         ***********************

 Верхняя часть утеса :
          Бросьте ночное заклинание, и вы должны следовать
          в королевство смерти.

                           ********************
                           КОРОЛЕВСТВО СМЕРТИ :
                           ********************

 Первая сцена :
          Разговаривайте с двумя привидениями. Избегайте зомби.
          Идите на восток.
 Вторая сцена :
          Разговаривайте с плавающим духами/привидениями.
          Идите на север .
 Вход :
          Играйте в кости на правой стороне экрана.
          Получите ключ.
          Дайте билет приемщику билетов.
 Мертвый рыцарь :
          Берите латную рукавицу от мертвого рыцаря. Идите на запад.
 Река Styx :
          Используйте лампу на воде реки.
          Дайте монету лодочнику.
 Ворота :
          Каснитесь ворот.
          Разговаривайте с воротами.
          Ключ к разгадке - LOVE.
 Комната смерти :
          Идите к Смерти.
          Бросьте вызов Смерти латной рукавицей.
          Используйте зеркало на ней.
          Вы будете возвращены к Острову КОРОHЫ.

                             ***************
                             ОСТРОВ КОРОHЫ :
                             ***************

          Идите к перекресту и дайте розы птице.
          Идите в деревню.
 Деревня :
          Дайте лампу торговцу.
          Получите вторую лампы справа.
          Это зеленая лампа с длинным горлышком.
          Идите в ломбард.
 Ломбард :
          Выпейте содержимое из бутылки.
          Меняйте трутницу на щетку.
          Идите в замок.
 Замок, снаружи :
          Идите на северо- западный угол.
          Используйте перо на чашке. Используйте щетку на стенке.
          Киньте  краску с магическим заклинанием.
          Откройте дверь .
 Замок, Внутренний :
          Идите к средней ячейке .
 Средняя ячейка :
          Дайте привидению-мальчику носовой платок
          от Матери-привидения из Королевства Смерти.
          Выйдите.
          Север :
 Железный Человек :
          Снимите правую руку Железного человека.
 Секретный проход, основание.
          Рассмотрите отверстие.
 Идите вверх по ступенькам :
          Рассмотрите отверстие, и дайте ей кинжал.
          Идите на запад и на север .
 Снаружи ведомства Визиря :
 Рассмотрите отверстие , и идите на север :
          Используйте секретную дверь.
 Спальня :
          Откройте маленькую коробку, и рассмотрите содержимое.
          Откройте большую коробку ключом, и получите бумагу.
          Идите Железному человеку.
 Железный Человек :
          Идите на восток.
 Снаружи комнаты Jello.
          Войдите в комнату Jello.
          Дайте Jello лампу.
          Идите снаружи ячеек.
 Снаружи ячеек/камер  :
          разговаривайте с дверью слева. Слово - ALIZEBU.
 Комната/склад :
          раскройте ткань и рассмотрите все единицы .
          Выйдите и идите снаружи комнаты Jello.
 Снаружи комнаты Jello :
          Используйте дверь на верхней левой стороне экрана.
 Главный Вход :
          Дайте бумагу капитану визиря.
 Главный Зал :
          Прервите свадьбу.
          Идите после визиря как можно скорее.
          Идите к верхней части башни.
 Верхняя Часть башни :
          Когда Jello даст вам реальную лампу,
          используйте это на Genie .
          Захватите большой меч, и используйте его на визире.
          Используйте его снова.
          Вы сделали все!



Top of page | 



Solution for King's Quest 6: Heir Today Gone Tomorrow


Ben Stephenson
stephens@plains.nodak.edu

--------------------------------------------------------------------------------
        Several months after meeting Princess Cassima in Mordack's
Castle, Alexander is plagued by her memory. One day, he sees her image
in his family's magic mirror. She is calling for him. And he can see the
stars behind the tower where she is, so he can navigate to where she is.
Three months later, he sets out to reach the Green Isles. As he nears the
shore, his vessel is caught in a violent storm, which wrecks his ship.
Alexander floats on a piece of the wreckage, and comes to on a beach.
        As our adventure begins, Alexander finds himself on the coast of
an island. He looks and sees his signet ring in the sand, as well as a
prominent plank from his ship. He picks up the ring, and then moves the
plank, revealing a chest. He opens the chest, and finds a coin, which he
takes. Then he closes the chest and covers it again with the plank.
        As Alexander travels inland, he notices a castle in the distance.
He goes to the guards at the gate and asks them where he is. They answer
that he is in the land of the Green Isles. He then asks to be allowed to
see Cassima, and shows them his ring. Saladin, the captain of the canine
guard, ushers him into the presence of the vizier and his page (note the
flash of gold in the page's eyes). The vizier tells him to leave the
island, that Cassima is in seclusion mourning for her recently deceased
parents, and that she desires to marry the vizier.
        Alexander walks back to the village. He enters the pawn shop,
and talks to the owner. He then gives his coin to the owner, who gives
him his choice of a paintbrush, a mechanical nightingale, a flute, or a
tinder box. Alexander takes the nightingale, and then leaves the store.
        Going next door to the book shop, Alexander talks to the owner
about the Green Isles. The owner refers him to the ferry pilot, who can
answer more of his questions about the Isles. He then points to the book
of magic on the counter. The owner replies that Alexander must bring him
another rare book to exchange for it. Alexander notices the poetry section
of the store on the right side of the wall of books, and reads a book of
love poetry. As he returns it to the shelf, the page he was reading falls
out. When he reaches to pick it up, the owner says he may keep that
page. Alexander then looks at the book table by the door, and takes the
last free book, which, when he reads it, turns out to be very boring.
        Alexander leaves the book shop and goes to the docks, where he
sees a boy inviting him to go for a swim. Alexander notices the golden
glint in the boy's eyes, and decides not to risk certain death in the
sea. He knocks on the door of the ferry, and talks to the ferryman, who
tells Alexander about the Isles, and about the magic map that the pawn
shop owner has. Alexander points to the ferryman's rabbit's foot, which
the ferryman lets him keep.
        Alexander then returns to the pawn shop, and asks the owner
about the magic map. Alexander trades his ring for the map, and takes a
mint from the jar on the counter.
        Alexander then returns to the forest, stopping by the nightingale
to play the mechanical nightingale for it. He then returns to the
village, in time to see the pawn shop owner dumping some old "junk" in
the jar outside his door. Alexander searches through the junk, and finds
an apparently empty bottle that interests him. He then goes to the beach,
and uses the magic map to take him to the Isle of the Sacred Mountain,
where he picks up a black feather and a stench flower. He uses the magic
map to go to the Isle of Wonder.
        On the Isle of Wonder, Alexander sees an oyster who can't sleep
because of a pain in its mouth. He talks to it several times, and then
reads to it from the boring book. As the oyster yawns, Alexander quickly
grabs the pearl in its mouth. As he tries to walk further inland, he is
met by the five sensory gnomes, who try to determine whether Alexander
is human or not. Alexander fools them by using the stench flower on the
smelling gnome, the nightingale on the hearing gnome, the mint on the
tasting gnome, the rabbit's foot on the feeling gnome, and the
disappearing ink on himself, which makes him invisible to the seeing
gnome.
        After the gnomes leave, Alexander notices a partial sentence
floating at the edge of the shore, which he retrieves. He then goes to
the realm of bookworm and the spelling bees. When he tries to get a
book, he is met by Bookworm, who refuses to give him a book until he can
offer something "interesting" in exchange. Alexander then walks to the
amazing garden (beyond the swamp,) where he takes an iceberg lettuce,
and journeys on until he is at the entrance to Chessboard Land. Two
feuding queens ask for his advice on the matter of which queen shall
have the "privilege" of presenting Cassima with a lump of coal at her
wedding, and which will be left with the spoiled egg. As the red queen
leaves, she drops a scarf, which Alexander collects.
        Alexander then returns to the shore, and uses the map to go to
the Isle of the Beast. Near the shore, he sees a creature that is half
opossum and half dragon, and who talks strangely. Alexander talks to the
creature, and then offers his partial sentence to it. The creature
decides to travel with Alexander. As he journeys on, he encounters a
boiling pond, which cools when he tosses an iceberg lettuce unto it. On
the other side he sees an old lamp, which he takes. As he journeys
further, he sees a man working on a garden, and a stone archer which
follows his movements. Although the man invites Alexander to come into
the garden, Alex sees the gold glint in his eyes, and decides not to
trust the man. Alex also notices a brick lying on the ground, which he
takes.
        Back on the Isle of Wonder (use map) Alexander returns the
creature from the Isle of the Beast (the creature turns out to be a
Dangling Participle) to the Bookworm, who gives Alexander a rare book
in exchange. Alex reads the book, and notices that a page is missing. He
turns and looks at the spider's web. Alex sees a loose thread, which he
pulls. While the spider's attention is diverted, he gets the scrap of
paper, and sees the word "Love" on what appears to be part of the
missing page from his riddle book. Alexander then returns to the Isle of
the Crown.
        Back in the pawn shop, Alexander exchanges the nightingale for
the flute, and exchanges the pearl he has found for his royal ring.
Going next door, Alexander gives the riddle book to the shop owner, who
gives him the book of spells, which he reads to find out the ingredients
he will need. Alex then show his ring to the jester, who turns out to be
a helpful friend.
        Back on the Isle of Wonder, Alex gets a milk bottle from the
swamp and gives it to one of the Baby's Tears plants in the garden. When
the others see the gift, they will start crying, and Alex collects their
tears in his lamp. Alex then looks at the Hole-in-the-Wall, and starts
playing his flute for the wallflowers and snapdragons. When they are
absorbed in the music, Alex quickly grabs the hole-in-the-wall. He also
notices a teacup on the chair there, and he picks it up. He also takes
the rotten tomato,
        In the swamp region, Alexander tries to get some swamp ooze in
his teacup, but is informed by stick-in-the-mud that the only swamp
"ooze" is right beside the stick, which is out of Alexander's reach.
Alex talks to the Bump-On-A-Log a couple of times about Bump's brother,
Stick, and gives the rotten tomato to Bump. Bump throws the tomato at
Stick, who returns fire with a volley of swamp ooze. Alexander gets the
swamp ooze.
        Back on the Isle of the crown, Alexander exchanges his flute for
the tinder box at the pawn shop.
        He then goes to the isle of the Sacred Mountain, where he
succeeds in answering five puzzles [answers are in the game manual; not
answered here because of game copyright security.] When he arrives at
the top of the cliffs of logic, he talks to an old woman, who wants him
to eat poisonous berries. Is there a glint of gold in her eyes?
Alexander wisely refuses. After the old woman finally disappears,
he enters the small cave. Once inside, he can see nothing, so he lights
the candle in his tinder box. In the next room of the cave, he sees a
peppermint plant, and takes several leaves. As he re-enters the first
room of the cave, he must use his tinder box again to see the way out.
        Once outside, he journeys inland to the entrance to the city of
the Winged Ones. Azure and Aeriel say that their daughter has been bound
in the catacombs to be sacrificed to the minotaur, and so Alexander is
thrown into the catacombs in the event that he might be able to save her.
        Once in the catacombs, Alexander finds and takes a skull from
one of the rooms. Soon after, he encounters a booby-trapped room with
various pictures on the floor. [The solution for this is in the game
manual also, and is omitted here for copyright security.] Once he
reaches the other side, Alex will search the rooms until he finds a
shield and two corroded coins. He will then journey into a room with a
descending ceiling, He can jam this trap by throwing his brick into the
gears. On the other side of this room, Alex will find a room with a trap
floor, which lets him down another floor. He finds himself in the dark,
and must use the tinder box to re-light the torch in this room, which has
blown out. He searches the rooms in this level until he is informed by
the game system that the minotaur is just across the wall from him. Alex
will use the Hole-in-the-Wall on the east wall of the room and look
through the hole to see the minotaur entering his chamber through a
secret entrance activated by a latch behind the tapestry there. Alex
hurries to the room with the tapestry and finds the latch behind the
tapestry. He then enters the chambers of the Minotaur. As he starts
walking toward the minotaur, Celeste, the daughter of Winged Ones Azure
and Aeriel, cries out for help, alerting the minotaur to his presence.
The minotaur corners Alexander by the fire pit, and his only defense
is to try to madden the bull into charging by using the red scarf from
the red Chess Queen. It works, and the minotaur falls to his death in
the fire pit. Alexander then rescues the Winged One, who gives him her
small dagger as a gesture of thanks.
        Alexander then is thanked by Azure and Aeriel, and then is
escorted to the presence of the Oracle, who tells him of his possible
futures, and gives him a vial of sacred water. He is then escorted to
the base of the cliffs.
        Alexander pulls out his magic map, and sees that a new region,
the Isle of the Mists, has been added. He travels there, and takes a
coal and a scythe from the village, being careful not to walk in on
their ceremony.
        After traveling back to the Isle of Wonder, Alexander enters the
garden, where he picks up a bottle entitled DRINK ME. He then goes to
the entrance to Chessboard Land, where he gives his coal to the white
Queen, who gives him a spoiled egg (think "sulfur") in return.
        Alexander then journeys to the Isle of the Beast, where he arms
himself with his shield and succeeds in thwarting the stone archer. He
picks a rose from the hedge, and attempts to enter the gazebo. But then
a hedge magically grows over the entrance, blocking him. Alex, however,
makes short work of the hedge with his scythe, and enters the courtyard
of the beast. In response to the threat by the Beast, Alex promises to
try and find the woman who will break the Beast's spell, and accepts the
Beast's ring..
        On the Isle of the Crown, Alexander talks to Jollo again in the
book shop, who devises a plan to substitute a fake lamp for the genie's
real lamp, and to try to fool the genie into thinking that Alex is dead.
(I bet the genie has golden eyes!)
        Alexander goes to the screen with the girl and the roses, and
gives her the white rose from Beast's garden. He then gives her the
Beast's ring, and helps her decide to come with him to the Isle of the
Beast. The Beast will be restored to flesh, and will give Alex a mirror,
whereas Beauty will give him the old clothes she no longer needs. When Alex
reads the spell book, he notices that he needs a strand of hair from a
pure-hearted maiden. So he searches her old clothes, and finds one! He
also empties the vial of sacred water into the lamp, and then fills the
lamp with water from the fountain, after which he casts the Make Rain
spell over the lamp. On his way out of the garden, Alex picks another
rose.

--------------------------------------------------------------------------------

(ENDING WITH MAXIMUM POINTS:)

        Alex travels to the Isle of the Mists, where he is captured on
the shore by two druids and forced into a cage above a pit of oak
embers. Soon the cage is on fire, and Alex beats it out with the old
clothes. Then the lamp starts boiling and causes a thunderstorm. The
druids are awed by Alexander, and free him, after providing him with
information about how to get to the realm of the dead to rescue
Cassima's parents.
        Alexander doesn't get the oak embers yet, but returns instead to
the Isle of the Crown, where he gives his ring to the nightingale, who
takes it to Cassima for a romantic scene. She sends the bird back to
Alex with a hair ribbon. Alex then sends the love poetry, which causes
the bird to return with a letter from Cassima. Finally, Alex sends his
white rose. After this gift the nightingale doesn't return.
        Alex goes to the pawn shop, where he sees the old man (with the
golden eyes?) He uses the DRINK ME potion on himself, causing his heart
to stop temporarily, and causing the old man (genie) to believe he is
dead. [The scene cuts away to the castle, giving the player a good view
of the genie's lamp.] Alex then comes back to life, and exchanges his
tinder box for the paintbrush. Outside, he trades his old lamp to the
lamp merchant for the appropriate duplicate to the genie's lamp.
        After returning to the site of the thunderstorm in the Isles of
the Mists, Alexander scoops up an oak ember in the skull he's carrying,
and adds the hair and the egg to it. Then he travels to the Isle of the
Sacred Mountain, where he climbs the cliffs to find the Night-Mare at
the top. Alex casts his Charm spell, and causes the horse to take him to
the Realm of the Dead.
        Upon arriving in the Realm of the Dead, Alex greets Allaria and
Caliphim, Cassima's parents. Upon talking to them Alex learns that the
vizier murdered them, and that they aren't able to enter the sea of
souls until they are avenged. Allaria will give her ticket to Alexander.
Alex has to avoid being touched by any of the other living dead persons
in this area. As he continues his quest, Alex will talk to a mother
ghost, whose son is lost on earth. Alex will take a handkerchief to
remind the young ghost of his mother and where he should go. In the next
area, Alexander sees some bones that seem irresistible, He plays a
version of "Dem Bones," causing all characters on the screen to dance,
and causing the lead skeleton to drop his skeleton key, which Alex
quickly collects. Then Alex gives his ticket to the uniformed skeleton,
and continues into the Realm of the Dead.
        The next thing Alexander sees is the skeleton of a knight who
failed in his attempt to challenge the lord of the Dead. Alex takes his
gauntlet and reads its inscription. He then takes the path downward to
the Styx river. Before boarding Charon's boat, Alex gets some water from
the Styx in his teacup (with the swamp ooze.) Alex then gives his two
coins to Charon, and slowly crosses to the other side. He finds himself
in front of a door that comes to life as he approaches it. Alexander
addresses the door and is allowed to answer a riddle to go through it.
The riddle is the one that was missing from the riddle book earlier.
Alexander remembers seeing the answer in the spider's web: L-O-V-E. He
is allowed to pass. Alex then enters the throne room of Samhain, the
lord of the Dead, where he talks to a guard to get an audience with the
grim lord of the Dead. Once in Samhain's presence, Alex throws down the
gauntlet, challenging the lord of the Dead for his life, plus the lives
of Caliphim and Allaria. The challenge is to make the lord of the Dead
cry. Alexander decides to show Samhain what he has become, using the
Beast's mirror. This shatters the mirror and produces a tear on
Samhain's cheek. Alex and his friends are allowed to return to the land
of the living.
        Once back on the Isle of the Crown, Alex goes to the castle and
goes around to the side of the castle. Using the feather on the teacup,
Alex stirs and drains the color from the black feather into the cup. He
then paints a door on the blank wall. Once he casts the Magic Paint
Spell, a door appears. Alex enters. and goes right to Jollo's room, and
gives him the duplicate lamp.
        Alexander leaves Jollo's room and goes into the middle room of
the dungeon's cells, and finds a little boy ghost who misses his mother.
Alex gives the handkerchief to the ghost, and learns of a secret room by
the suit of armor down the hall. Alex goes to the suit of armor and
pulls its right arm, triggering a secret door. Alex enters, and watches
the guards through a hole in the wall, and learns half of a password to
open a door. He then goes upstairs and looks through another hole in the
wall for a tearful but romantic scene with Cassima. He ends by giving
her the dagger he got from the Winged One in the Catacombs.
        Alexander then proceeds down the hall to the next hole in the
wall, where he spies the vizier writing a letter to a colleague
describing his treachery to Cassima and her family. At the end of the
hall is another secret door which leads into the vizier's bedroom. Alex
opens a black box on the table which contains a document with the second
half of the password for the treasure room in the basement. Alex closes
the box and turns his attention to the locked chest, which he unlocks
with his skeleton key, revealing an incriminating letter written by the
vizier. Alexander takes the letter, and returns to the basement through
the secret passage. He speaks the password (A-L-I-Z-E-B-U) to the
treasure room door, and it opens, revealing a table covered by a
drapery. Removing the drapery, Alexander discovers the chief treasure of
each Island, which had apparently been stolen by the vizier's genie to
cause distrust between the islands. He looks at each item, then
re-covers the table.
        Entering the hallway again, he hears wedding music, and the
sound of guards approaching. He dashes up the stairs and out into the
castle entrance hall. Saladin, the captain of the guard, confronts
Alexander, and gives him 5 seconds to convince him to spare Alex's life.
Alex shows him the letter from the chest upstairs, and Saladin escorts him
into the chapel where the wedding is taking place. Alex hears the princess
affirming her allegiance to the vizier, and he approaches the wedding
party. The bride (note the golden eyes) gives Saladin orders to kill
Alex, but before he can, King Caliphim and Queen Allaria burst into the
chapel with a makeshift army and demand to stop the wedding. The bride
turns back into a genie (you knew that, RIGHT?) and starts zapping
guards, as the vizier runs out of the chapel. Alex pursues the vizier
out of the chapel and up two flights of stairs to the tower where
Cassima (the real one) is tied up.
        The vizier summons Shamir, his genie, and orders him to kill
Alexander. But before he can, Jollo the jester runs up to Alexander with
the real genie's lamp. Alex commands the genie to obey him and uses the
lamp to force the genie back into it. The vizier attacks Alex, who grabs
a sword from the wall and joins the duel. By the time Alex is worn out
from the weight of the sword, Cassima has freed herself and stabs the
vizier in the shoulder with the dagger Alex gave her. Alex uses the
diversion to knock the vizier out.
        Thus our quest ends with an evil master deposed, an evil genie
made good, the islands ready to work at peace, and a big wedding with
Cassima's and Alexander's parents in attendance. [And if you've followed
these instructions, you should have received 231 out of 231 possible
game points. Congratulations!]
        And of course, everyone lived happily ever after.

--------------------------------------------------------------------------------

(ALTERNATE ENDING:)

        Instead of going to the Isle of the Mists, Alex returns to
the Isle of the Crown, where he gives his ring to the nightingale, who
takes it to Cassima for a romantic scene. She sends the bird back to
Alex with a hair ribbon. Alex then sends the love poetry, which causes
the bird to return with a letter from Cassima. Finally, Alex sends his
white rose. After this gift the nightingale doesn't return.
        Alex goes to the pawn shop, where he sees the old man (with the
golden eyes?) He uses the DRINK ME potion on himself, causing his heart
to stop temporarily, and causing the old man (genie) to believe he is
dead. [The scene cuts away to the castle, giving the player a good view
of the genie's lamp.] Alex then comes back to life, and exchanges his
tinder box for the paintbrush. Outside, he trades his old lamp to the
lamp merchant for the appropriate duplicate to the genie's lamp.
        Alexander goes to the castle, and in the hut out front, changes
into Beauty's old clothes. He then enters the castle as one of the
servant girls to help with the wedding. As soon as the coast is clear,
he dumps the clothes in one of the jars in the main entrance, and goes
up the left staircase. When the guard dogs start away from him for the
second time, he quickly walks to the alcove, winds up the mechanical
nightingale, sets it on the floor, and hides behind the pillar [use the
hand icon.] After the guards take the nightingale, Alex takes the
picture from the wall, removes the nail it was hanging on, and enters
the first room. Opening the chest with the nail, he sees and takes one
of the incriminating letters the vizier has written.
        Back in the hallway again, Alex quickly replaces the nail in the
wall, and the picture on the nail. Then he goes to the end of the hallway,
where he hears Cassima crying, He talks to her through the door, and
slides the small dagger to her under the door. He then returns to the
alcove (where he hid the first time) and hides again [hand icon] as the
guards return, and as Cassima is forcibly taken away.
        Alex goes downstairs again and encounters Saladin, who gives him
5 seconds to convince him not to kill Alex. Alex gives him the vizier's
incriminating letter, and Saladin escorts him into the chapel. As
Alexander approaches the wedding party, Saladin is given orders to kill
him. But before Saladin can draw his sword, Alex uses his mirror to show
the "bride's" real identity (the genie, but you knew that, RIGHT?) Then
the genie returns to his natural form and starts zapping guards, as the
vizier runs out of the chapel. Alex pursues the vizier out of the chapel
and up two flights of stairs to the tower where Cassima (the real one)
is tied up.
        The vizier summons Shamir, his genie, and orders him to kill
Alexander. But before the genie can kill Alex with his fireball, Alex
offers him some peppermint (the genie's weakness.) The genie accepts,
gets intoxicated on the peppermint, and sends the fireball wild, and it
bounces around until it eventually hits the genie, annihilating him.
The vizier attacks Alex, who grabs a sword from the wall and joins the
duel. By the time Alex is worn out from the weight of the sword, Cassima
has freed herself and stabs the vizier in the shoulder with the dagger
Alex gave her. Alex uses the diversion to knock the vizier out.
        Thus our quest ends with an evil master deposed, an evil genie
destroyed, and a small wedding for Cassima and Alexander.
                                        


Written by stephens@plains.NoDak.edu (Hope you enjoy playing King's Quest VI!!!)



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Solution #2 for King's Quest 6: Heir Today Gone Tomorrow


     This file is designed to help you walk right through King's Quest VI,
from beginning to end gaining all possible points.  You can finish the game
in a matter of hours if you take this route.  It is *not* meant to give hints.

It is a blatant, out-and-out-THIS-IS-HOW-YOU-WIN file.

Isle of the Crown

--- On the beach
 - Pick up Royal Insignia Ring
 - Move plank to reveal box
 - Open the box
 - Take the coin
--- Walk to the Castle's Main Entrance
 - Talk to Guard Dogs to learn about the Isles
 - Talk to Guard Dogs to ask for an audience with Cassima
 - Show the Guard Dogs the Royal Insignia Ring to gain entrance to the Castle
 - Watch ensuing sequence
--- Go to the section of the village with the shops
 - Go to the Book Shop
 - Talk to the owner to get reference to see the Ferryman
 - Put 'hand' symbol on book on main desk
 - Read a book from the rightmost shelves (love poems)
 - Get leaf (page) that falls out of the book
 - Take the book on the table nearest the door
 - Exit shop
--- Go to the Docks (Ignore the swimming boy)
 - Knock on door of the ferry's cabin
 - Talk to Ferryman
 - Continue talking to Ferryman until he repeats himself
 - Get the rabbit's foot
 - Exit the ferry
--- Go back to the shops in the village
 - Enter Book Shop again
 - Talk to man in chair
 - Show him the Insignia Ring to befriend him
 - Exit shop
 - Go to the Pawn Shop
 - Talk to owner
 - Trade Insignia Ring for the Magic Map
 - Offer owner the coin
 - Trade coin for Nightingale
 - Take a mint from the blue jar on the counter
 - Exit Shop
--- Go to the scene with the house and the red-roses
--- Go back to the shops
 - Watch Pawn Shop owner throw things out
 - Rummage through pot to find ink bottle
 - Try and open the bottle
--- Go to either the Docks or the Beach
 - Use Magic Map and teleport to Isle of the Sacred Mountain
Isle of the Sacred Mountain

 - Pick up flower
 - Pick up feather
 - Use Magic Map and teleport to Isle of Wonder
Isle of Wonder

 - Wait for sentence to float close to shore, then pick it up
 - Talk to Oyster
 - Read book from bargain table to Oyster
 - Take the pearl when it yawns ('hand' on the mouth is sufficient)
--- Walk toward the path at the top of the screen
 - Use the Flower for Gnome with the huge nose
 - Use Nightingale for Gnome with the Ears
 - Use Mint on Gnome with the Big Mouth
 - Use Rabbit's foot on Gnome with huge hands
 - Pour invisible ink on Alexander to fool Gnome with the eyes
--- Walk to the right of the boulders (Exclamation Point)
 - Touch the pile of books in the center to find the bookworm
 - Talk to Black Widow
 - Pull lose end of the web to distract her
 - Get scrap of paper at top of web (be quick!)
--- Go back to beach
--- Go to the path at top of screen
 - Take Milk Weed Bottle (near Dogwood tree)
--- Go to the left to leave the swamp to enter garden
 - Take Rotten Tomato (bottom rightmost)
 - Take some Iceberg Lettuce (the small light blue objects)
--- Go back to the beach
 - Use Magic Map and teleport to Isle of the Beast
Isle of the Beast

 - Talk to creature in the tree
 - Give it the sentence (incomplete, of course)
 - Go down path to pool of boiling water
 - Throw in Iceberg Lettuce
 - Cross the pond
 - Get the Lamp from the tree
--- Follow the path to the Archer's Domain
--- Ignore the Gardener
 - Pick up brick near the gate
--- Back to the beach
 - Use Magic Map and teleport back to Isle of Wonder
Isle of Wonder

--- Go to Exclamation Point
 - Touch books to get Bookworm to come out
 - Give him the Dangling Participle in return for a rare book
   (Remember the scrap from the Widow's web...)
 - Read the rare book
--- Back to the Beach
 - Use Magic Map and teleport to Isle of the Crown
Isle of the Crown

--- Go to the cross roads
 - use nightingale on bird to befriend it
--- Go to Shop area of the village
 - Read the wedding proclamation on wall
 - Enter Pawn Shop
 - Trade Nightingale for Flute
 - Trade Pearl for Signet Ring
 - Exit Pawn Shop
 - Enter Book Shop
 - Listen to Jollo
 - Trade Rare book for Spell book
 - In inventory read the Spell book
 - Exit Book Shop
--- Go back to Cross Roads
 - Give Insignia Ring to Nightingale (Sing-sing)
 - Watch Cassima and Sing-sing  cartoon
 - Pick up ribbon
 - Inspect ribbon in Inventory
 - Give Sing-sing the love poem
 - Watch next Cassima and Sing-sing cartoon
 - Pick up note from Cassima
--- Back to the beach
 - Use Magic Map and teleport to Isle of Wonder
Isle of Wonder

--- Walk to Garden
 - Take the teacup from the chair
 - Look at Hole-in-the-wall
 - Take the hole (don't stress that it scurries away)
 - Play the flute
 - While the wallflowers dance, take Hole-in-the-wall
 - Open the spotted gate
 - Enter chessboard land
 - Watch the queens
 - Don't forget to take the red scarf
--- Back to the swamp
 - Use teacup to scoop in the swamp
 - Give rotten tomato to bump-on-a-log to provoke a conflict
 - Watch conflict
 - Use Teacup to collect swamp ooze from Bump-on-a-log
--- Back to the Beach
 - Use Magic Map and teleport to Isle of the Crown
Isle of the Crown

--- Walk to Village Shops
 - Enter Pawn Shop
 - Trade flute for tinderbox
 - Exit Pawn Shop
--- Back to the beach
 - Use Magic Map and teleport to Isle of the Sacred Mountain
Isle of the Sacred Mountain

 - Look at Writing on cliff
 - Click on R I S and E
 - Climb the steps carefully
 - Look at puzzle #2
 - Use the alphabet translator and click on S O A and R
 - Climb more steps
 - Look at puzzle #3 (4 stone buttons)
 - Press them in the order 4 1 and 2 (#1 being the leftmost)
 - Climb to puzzle #4
 - Look at the puzzle
 - Again using the translator click on the symbols for:
    azure, caterpillar, tranquility, & air
 - Climb steps
 - Look at puzzle #5
 - Click on A S C E N and D
 - Climb to the top of the cliffs
 - Ignore the old lady until she leaves
 - Enter small cave near the bush
 - Light candle in tinder box
 - Enter next cavern (entrance at far right of screen)
 - Take some peppermint leaves
 - Exit from these caves
--- Take the path toward top of the screen
--- Watch the action until you are put in the catacombs
*(Note: all directions in the catacombs are given N, S, E, & W with respect
        to the top, bottom, left, & right of the screen!)*
 - Walk N, N, E, E, N
 - Pick up skull
 - Walk S, W, W, N, W
 - Walk one square at a time in this order: N, SW, SW, N, N, NW, SW, S, W
 - Walk N
 - Take the shield on the wall
 - Walk N, N, N, W, W
 - Take coins from dead man
 - Walk E, E, S, E
 - Use brick to stop the gears before the ceiling crushes you
 - Walk E, E, N, E and fall through to level 2 of the catacombs
 - Use tinder box to light the room up
 - Walk W, W, W, W, W, S, S, E
 - Use Hole-in-the-wall on E wall to spy on Minotaur
 - Walk W, W, W, S, S, E, S, E, E, N, E, N, N
 - Look behind tapestry to open the secret door
 - Enter Minotaur's Lair to the East
 - Walk further in to get Minotaur's attention
 - Use the Red Scarf when Alexander backs up by the fire
--- Watch ensuing scenes ending with you on the beach
 - Use magic map and teleport to Isle of the Mists
Isle of the Mists

--- Walk to the west (the Druid's Village)
 - Get the Scythe on the tree
 - Get a lump of coal from the fire pit
--- Back to the beach
 - Use Magic Map to teleport to Isle of the Beast
Isle of the Beast
                                        
--- Walk to the scene with the stone archer and the gate
 - Use the shield on Alexander to pass the archer
 - Get a White Rose
 - Walk to the Gazebo to see the roses grow together
 - Use the scythe to cut through and enter the Beast's garden
--- View the ensuing cartoon
--- Return to Beach (you're on a timer before you turn into a beast)
 - Use Magic Map and teleport to Isle of the Crown
Isle of the Crown

--- Go to village shops
 - Enter Book Shop
--- Listen to Jollo
 - Exit shop
--- Walk to the Scene with the House and the Girl
 - Give her the white rose
 - Give her the Beast's ring
--- Automatically taken back to the Isle of the Beast
Isle of the Beast

--- Watch "Beauty and the Beast" (Muahahah!)
--- Go back to Scene with the archer
 - Get a white rose
--- Back to the beach
 - Use Magic Map to teleport to Isle of Wonder
Isle of Wonder

--- Go to Garden
 - Give bottle of Milkweed to a baby so the others will cry
 - Use old lamp to collect the other babies' tears
 - Put the sacred water in the lamp from the Oracle's vial
 - Take the 'Drink Me' bottle from the table
--- Enter Chessboard Land
 - Use Lump of Coal on queens
 - Get spoiled egg
--- Back to the beach
 - Use Magic Map and teleport to Isle of the Beast
Isle of the Beast

--- Go back to the Beast's Garden
 - Collect water with the old lamp from the fountain
 - Use spell book (in inventory) on the lamp
 - Turn to Make Rain spell
 - Cast the spell
--- Go back to the beach
 - Use Magic Map and teleport to Isle of the Mists
Isle of the Mists

--- Watch the Bonfire episode
 - Use skull on the embers to get a hot one
--- To the Beach again
 - Use the Magic Map and teleport to Isle of the Sacred Mountain
Isle of the Sacred Mountain

--- Walk up the steps of the cliff again
 - Put Cassima's hair in the skull
 - Add the rotten egg to the skull
 - Use the spell book on the skull
 - Cast the Charm Creature of the Night spell
--- Watch as you enter Realm of the Dead
Realm of the Dead

*(Avoid all the wandering dead while on the surface)*
 - Talk to King and Queen
 - Move to the East
 - Talk to the Ghost
--- Go to Underworld Entrance
 - Play the xylophone bones
--- Watch as the Dead Men Party 
 - Get the skeleton key
 - Give ghost ticket to the Door Master
 - Look at dead knight
 - Take the black gauntlet
--- Walk to the River Styx
 - Collect some water with the teacup
 - Give the coins from the catacombs to Charon
 - Try and open the gate
 - Talk to the Gate
 - Enter L O V and E as the answer to the riddle
--- Enter the Hall of the Lord of the Dead
--- Walk toward the Lord of the Dead
 - Use the black gauntlet to challenge the Lord of the Dead
 - Use the Magic Mirror from the Beast to make the Lord of the Dead cry
--- You and the King and the Queen are sent back
Isle of the Crown

--- Walk to the crossroads
 - Give Sing-sing the White rose
--- Watch the episode
--- Go to village shops
 - Enter Pawn Shop
 - Trade tinder box for the paintbrush
 - Use the 'Drink Me' potion in prescience of the genie
--- Watch the anime
 - Exit the Pawn Shop
 - Trade old hunter's lamp for a new one (The Blue one like the genie's!)
--- Go to the side of the castle
 - Use the black feather on the teacup
 - Pain a door on the wall with the paintbrush
 - Use the spell book to cast magic paint spell
 - Enter castle through the magic door
Castle of the Crown

*(You are in the basement of the castle -- Avoid Random Guard Dogs!)
 - Open the smallest door
 - Give the ghost the ghost handkerchief
--- Walk to the East Hallway
 - Enter the Room through door on the East Wall
 - Give Jollo the fake genie lamp
 - Exit Jollo's room
--- Go carefully to the North Hallway
 - Pull on the knight's right arm to open the secret passage
 - Enter secret passage
 - Look through the hole to spy on the Guard Dogs
--- Walk up the stairs
 - Avoid the urge to look through this hole for now
 - Walk to the Left of the screen
 - Follow the passage until you find another hole
 - Spy on Alhazred
 - Follow the secret hall to the end
 - Go through the door on the wall
 - Open the black box on the dresser
 - Read the paper inside
 - Use Skeleton Key on the chest at the foot of the bed
 - Take the top letter
 - Exit into the secret passage through the wardrobe
--- Back to the stairs
 - Now you may look through the hole in this wall
 - Show Cassima the Letter you just took
 - Give her the dagger
--- Go down the stairs to the basement hall again (Careful!)
 - Go to the West hallway
 - Talk to the door with no handle (West wall)
 - Enter A L I Z E B and U
 - Look at cloth covering the table
 - Move the cloth
 - Look at each item on the table (There are 4)
 - Exit and go to the East Hall
 - Go through the door at the top of the stairs
 - Show the incriminating letter to Saladin
 - Talk to 'Cassima' to stop the wedding
--- The King and Queen show up and reveal the genie
 - Follow Alhazred up the tower
--- Jollo brings you the real lamp
 - Use the lamp on the Genie
--- The lamp gets knocked down the stairs
 - Take the sword on the wall
 - Use Sword on Alhazred
--- Watch until Cassima helps
 - Quickly use the sword on Alhazred again
--- Watch the ending



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Solution #3 for King's Quest 6: Heir Today Gone Tomorrow


                            Complete points list

      1 Take ring.
      1 Move plank.
      1 Take coin.
      3 Use ring on guard.
      2 Enter castle.
      1 Take boring book.
      1 Talk to book salesman.
      2 Try to take magic book.
      1 Take poetry book.
      1 Take page.
      2 Talk to ferryman.
      1 Take rabbit foot.
      2 Take bird.
      5 Take ring.
      1 Take mint.
      1 Take invisble ink.
      1 Use map.
      1 Take feather.
      1 Take flower.
      2 Use boring book on oyster.
      1 Take pearl.
      2 Use flower on dwarf.
      2 Use bird on dwarf.
      2 Use mint on dwarf.
      2 Use rabbit foot on dwarf.
      2 Use invisble ink on yourself.
      1 Take sentence from water.
      1 Pull web.
      2 Take paper.
      2 Give sentence to creature.
      2 Give creature to bookworm.
      1 Read book.
      2 Give pearl to owner of pawn shop.
      4 Use ring on clown.
      1 Use rare book on book salesman.
      4 Use bird on bird.
      3 Use ring on bird.
      1 Take ribbon.
      1 Click on ribbon (get strand of hair).
      1 Use song on bird.
      1 Take letter.
      1 Solve first Logic Cliff Puzzle.
      1 Solve second Logic Cliff Puzzle.
      1 Solve third Logic Cliff Puzzle.
      1 Solve fourth Logic Cliff Puzzle.
      1 Solve fifth Logic Cliff Puzzle.
      1 Get into cave.
      2 Use lamp on yourself.
      1 Take mint.
      1 Take milk bottle.
      1 Take teacup.
      2 Use flute on flowers.
      1 Take Hole-in-the-Wall.
      1 Take scarf.
      1 Take ice flower.
      4 Throw flower into lake.
      1 Take lamp.
      1 Take brick.
      1 Take rotten tomato.
      2 Give milk to baby CABAGES.
      3 Give rotten tomato to Bump-on-a-Log.
      1 Use teacup on swamp ooze.
      1 Take skull.
      3 Pass the Spike Maze.
      1 Take shield.
      1 Take coins.
      2 Use brick on the gears of the machine.
      2 Light lamp.
      1 Use Hole-in-the-Wall on wall.
      1 Look in Hole-in-the-Wall.
      1 Use tapestry.
      3 Use scarf on Minotaur.
      5 Meet Oracle.
      1 Get Sacred Water.
      1 Put Sacred Water in lamp.
      1 Take lump of coal.
      1 Take scythe.
      3 Use shield on bow.
      1 Take rose.
      3 Use scythe on bushes.
      1 Get ring.
      2 Give rose to girl in the rose garden.
      2 Give ring to girl in the rose garden.
      2 Save the beast.
      1 Use lamp on fountain.
      3 Make the Make Rain spell.
      1 Take the "Drink Me" potion.
      1 Give coal.
      1 Use rose on bird.
      3 Drink the "Drink Me" potion.

                               The Easy Way
      4 Wear Beauty's clothes.
      4 Use bird.
      2 Hide behind pillar.
      3 move painting.
      1 Take nail.
      1 Look at paper.
      1 Use nail on box.
      1 Take letter.
      1 Talk to door.
      3 Use knife on door.
      3 Give letter to fox.
      3 Use mirror on woman.
      1 Use peppermint on genie/
      1 Take sword.
      1 Use sword on man.
      5 Use sword on man.
                                        
     183Total (out of 231) - 79%.
                               The Hard Way
      2 The rain starts.
      1 Use skull on ember.
      1 Use strand of hair on skull.
      1 Use egg on skull.
      3 Enchant the black horse.
      2 Ride horse.
      1 Get ticket.
      1 Get handkerchief.
      2 Play the bone xylophone.
      1 Take key.
      3 Give ticket to the Door Master.
      1 Take gauntlet.
      1 Use teacup on River Styx.
      3 Give coins to Charon.
      3 Answer the door's riddle.
      2 Use gauntlet on death.
      4 Use mirror on death.
      1 Take lamp.
      1 Put feather in teacup.
      1 Use brush on wall.
      3 Cast the Magic Paint spell.
      2 Open door.
      3 Give handkerchief to ghost.
      3 Give lamp to clown.
      2 Open secret door.
      2 Look at hole.
      1 Look at hole.
      3 Give knife to woman.
      1 Look at hole.
      1 Look at page.
      1 Use key on box.
      1 Take letter.
      2 Talk to door.
      2 Look at all stolen properties.
      3 Give letter to fox.
      5 See parents ariving.
      1 Get lamp.
      5 Use lamp on genie.
      1 Take sword.
      1 Use sword on man.
      5 Use sword on man.

    231 Total (out of 231) - 100%.
===============================================================================
               This File have been written by Avi Machness.
          for corrections / additions / comments please contact
                    me at: Machness@surfree.net.il
              Note: if you have points lists for any quest,
                or can give me more points for this one,
                     please contact me ASAP.
                          Thanks, Avi



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Solution #4 for King's Quest 6: Heir Today Gone Tomorrow


              THE BEST SOLUTION   Ver 1.0 dd 17-01-1993
              MADE BY HAFEEZ AHMAD

******************************************************************************
                                        
The direction will be given by }} followed by the direction NORTH, SOUTH, EAST
,WEST or just a place.
You can use the maps to see where you can go to.
This solution ought to give you 231 points, that's the maximum.
And now off to the solution!


ISLE OF THE CROWN
-----------------
TAKE the Ring from the beach
MOVE the wood on the beach                     ISLE OF THE CROWN:
TAKE the Coin from the box        (3)
}}NORTH                                                W--C   W=Castle's Wall
}}UPPER RIGHT                                            /    C=Castle
TALK to the dog guard                             H--S--T     T=Tree
SHOW him your Ring                (8)            /      |     S=Shops
}}SOUTH                                         F       B     H=Girl's House
}}WEST                                                        B=Beach
TALK to the man                                               F=Ferryman
}}BOOKSHOP
TALK to the man at the counter
TAKE the Book from the desk near the door
}}POEM SHELF
TAKE book from poem shelf
TAKE Page from floor
TAKE book from counter            (14)
}}EXIT
}}NORTH
}}WEST
}}SHIP
OPEN door
TALK to man until he repeats himself
TAKE the Rabbit's Foot from the table
}}EXIT
}}BOOK SHOP
TALK to man in the chair (=Jollo)
SHOW him your Ring                (21)
}}EXIT
}}PAWN SHOP
TALK to man
GIVE Ring
TAKE the Nightingale from the counter
GIVE him the Coin and TAKE the Nightingale
TAKE a Mint from the bottle on the counter
}}EXIT
}}BEACH
USE Map on Alexander              (30)
SELECT Isle of Wonder

ISLE OF WONDER
--------------
TALK to oyster 2x
USE the Boring Book on him                     ISLE OF WONDER:
When he yawns TAKE the Pearl
TAKE the Partial Sentence from the sea              C         C=Chessland
}}ISLE OF THE CROWN                                 |         G=Garden
}}TO THE SHOPS                                      G--S      S=Swamp
LOOK in the bin in front of the pawn shop              |      B=Beach
}}PAWN SHOP                                            B--W   W=Bookworm
GIVE Pearl to man, you'll get your Ring back
}}ISLE OF THE MOUNTAIN
TAKE Flower
TAKE Feather
}}ISLE OF THE CROWN
}}TREE
USE Nightingale on bird in tree
GIVE Ring to bird
TAKE the Ribbon
LOOK at the Ribbon
USE the Ribbon
GIVE the Page with the poem to the bird
TAKE the Note                     (50)
}}ISLE OF WONDER
}}NORTH
USE Flower on first Gnome
USE Nightingale on second Gnome
USE Mint on third Gnome
USE Rabbit's Foot on fourth Gnome
USE Ink on fifth Gnome            (60)
}}NORTH
TAKE a Bottle of Milk near the dog-tree
}}WEST
LOOK through hole in wall
TAKE Rotten Tomato
TAKE Iceberg Lettuce
}}ISLE OF THE BEAST

ISLE OF THE BEAST
-----------------
}}NORTH
USE Iceberg Lettuce on pond                    ISLE OF THE BEAST:
}}NORTH
TAKE the Lamp                                        C        C=Castle
}}NORTH                                              |        G=Garden
TAKE the Brik                                        G        P=Pond
}}ISLE OF WONDER                                     |        B=Beach
}}THE GARDEN WITH THE FLOWERS                        P
OPEN door to chessland                               |
}}NORTH                                              B
TAKE Red Scarf
}}BEACH
}}EAST
LOOK at the spider
PULL the web
When the spider comes to see what you're doing,
TAKE the Paper
TAKE a book from the piles of books
}}ISLE OF THE BEAST
LOOK at creature in tree
TALK to him a couple of times
USE the Partial Sentence on him   (75)
}}ISLE OF WONDER
}}EAST
TAKE book
GIVE Dangling Participle to bookworm
READ the Book he has given you
}}ISLE OF THE CROWN
}}BOOKSHOP
After you have talked to Jollo,
GIVE Rare Book to the old man
}}EXIT
}}PAWN SHOP
TRADE the Nightingale for the Flute
}}ISLE OF WONDER
}}GARDEN WITH THE FLOWERS
TAKE Teacup
TAKE Hole in Wall
USE Flute on flowers
TAKE Hole
GIVE Bottle of Milk to baby
USE Lamp on another baby
}}SWAMP
USE Teacup on swamp
USE Tomato on Bump-On-A-Log
USE Teacup on Swamp Ooze
}}ISLE OF THE CROWN
}}PAWN SHOW
TRADE the Flute for the Tinderbox
}}ISLE OF THE MOUNTAIN            (90)

ISLE OF THE SACRED MOUNTAIN
---------------------------
LOOK at the riddle on the rock
SELECT  R from the first word                  ISLE OF THE SACRED MOUNTAIN:
SELECT  I from the second word
SELECT  S from the third word                       W         W=Winged Ones
SELECT  E from the fourth word                      |         T=Top of rocks
}}WALK UP                                        D--T--C--M   D=Door to Catac.
LOOK at the riddle                                  |         C=Cave
SELECT  S O A R with the codes from you manual      R         M=Cave with Mint
}}WALK up                                           |         R=Rocks
LOOK at the riddle                                  B         B=Beach
SELECT stone 4,1,2
}}WALK UP
LOOK at the riddle
SELECT codes for Azure, Caterpillar
Tranquillity and Air (=OQDG)
}}WALK UP
LOOK at the riddle
SELECT  A S C E N D
}}WALK UP                         (95)
USE hand on the rock at the right
USE Tinderbox
}}EAST
GET Peppermint Leaves
}}WEST
USE Tinderbox
}}WEST
}}NORTH                           (99)

IN THE CATACOMBS
----------------
}}2x NORTH
}}2x EAST
}}NORTH
TAKE Skull
}}SOUTH
}}2x EAST
}}NORTH
}}WEST                                * 6 * * *
}}WALK ON 1,2,3,4,5,6,7,8   ====}     7 * 5 * 1
                                      8 * 4 2 0
                                      * * 3 * *
}}WEST
}}NORTH
TAKE Shield                                    CATACOMBS 1:
}}3x NORTH
}}2x WEST                               3--*--*        *--P   1=Skull
TAKE Coins from skull                         |        |      2=Shield
}}2xEAST                                      *--C--*--*      3=Coins
}}SOUTH                                       |        |      C=Ceiling Room
}}EAST                                        *        *--*   M=Maze Room
USE Brick on machine's gear                   |               X=Room with no
}}2x EAST                                     2                 floor
}}NORTH                                       |               E=Entrance
}}EAST                                  X--C--*--M--*     1   *=Room
After you fall,                                     |     |   P=Entrance to
USE Tinderbox                     (109) *--*--*     *--*--*     other Catacomb
}}5x WEST                               |     |     |     |   S=Room where to
}}2x SOUTH                              *  *  *     *     X     look through
}}EAST                                  |     |     |           wall to see
USE Hole on east wall                X--*--*--*--*--E           Minotaur
LOOK through Hole                                             T=Tapistry
}}WEST                                  X      CATACOMBS 2:   M=Minotaur
}}2x NORTH                              |        *            C=Fake Caleste
}}5x EAST                            *--*--*--*--*--*--*--P
}}4x SOUTH                           |     |     |        |
}}3x WEST                            *     *     X        *
}}2x NORTH                           |     |              |
USE tapistry                      *--*--*--*--S  T--M  X--*
}}EAST                               |           |        |
}}EAST                               *           *        *
USE Red Scarf on minotaur            |           |        |
}}ISLE OF THE MISTS                  *--*     *--*--*--*--*
                                        |     |     |
ISLE OF THE MISTS                       *--*--*     X
-----------------                          |
}}WEST                            (121)    *
TAKE Coal from fireplace                       ISLE OF THE MISTS:
TAKE Scythe
}}ISLE OF WONDER                                      F       F=Fire
}}GARDEN WITH THE FLOWERS                             |       B=Beach
TAKE "Drink Me" Potion                             V--B       V=Village
}}CHESSLAND
GIVE Coal to white Queen
}}ISLE OF THE BEAST
}}ENTRANCE TO GARDEN
USE Shield on Alexander
}}UP
TAKE White Rose
USE Scythe on hedge
READ Spell Book
}}ISLE OF THE CROWN
}}BOOKSHOP
}}EXIT
}}NORTH
GIVE White Rose to girl
GIVE Ring to girl                 (139)
USE Sacred Water on Lamp
USE Lamp on fountain
READ Spell Book
TURN to page of "Make Rain spell"
SELECT cast
}}SOUTH
TAKE White Rose
}}ISLE OF THE CROWN
}}TREE
GIVE White Rose to bird
}}ISLE OF THE MISTS
USE Skull on fire
USE Hair on Skull
USE Egg on Skull
}}ISLE OF THE MOUNTAIN
}}WALK UP
READ Spell Book
TURN to page of "Charming a Creature
of the Night spell"
SELECT cast

REALM OF THE DEAD
-----------------
TALK to Queen
Look out for the zombies!
}}EAST
TALK to spirit
}}NORTH
PLAY bones xylophone
TAKE Key
}}NORTH
GIVE Ticket
LOOK man
TAKE Gauntlet
}}NORTH, be carefull or you'll fall in the river!
USE Teacup on water
GIVE Coins to man
}}NORTH
TOUCH door
TALK to door
SELECT   L O V E                  (171)
TALK to guard
USE Gauntlet on Lord of the Dead
USE Mirror on the Lord
}}ISLE OF THE CROWN
}}PAWN SHOP
DRINK "Drink Me" Potion in front of black-robed man
Look at the genies lamp
TRADE Tinderbox for the Brush
}}EXIT
TRADE Lamp with the old man for a Lamp
that looks like the genie's lamp
LOOK at sign on the north wall    (181)
}}CASTLE
}}WEST
USE Feather with Teacup
USE Brush with wall
READ spell book
TURN to the page "Magic Paint spell"
SELECT cast
OPEN door                         (188)

INSIDE THE CASTLE
-----------------
OPEN first door
}}EXIT                                         THE CASTLE, 1ST FLOOR:
OPEN second door on the right
TALK to boy                                          T        T=Top of Tower
GIVE Handkerchief to boy                             |        S=Stairs up
}}EXIT                                               S        B=Ball Room
}}SOUTH                                              |        G=Guards
}}EAST                                               S        K=Kitchen
OPEN door at the right                        G      |      G SS=Stairs to
TALK to Jollo                                 |  ____B____  |    Basement
GIVE Lamp to Jollo                            S--|       |--S
}}EXIT                                           |  BIG  |
}}NORTH                                       K--|  HALL |--SS
}}LEFT                            (194)          |_______|
PULL suit's arm
LOOK at hole
}}NORTH
LOOK at hole
GIVE Cassima the Dagger
}}WEST
}}NORTH
}}WEST
LOOK hole
}}NORTH
LOOK at the end of the left wall
OPEN door
OPEN ebony box
READ note
OPEN box by using your Key
TAKE a Letter
}}GO BACK TO THE CASTLES HALL
}}WEST
TALK to the door at the left
SELECT  A L I Z E B U             (208)
PULL drapery from table
LOOK at every object on the table
}}EXIT
}}EAST
Wait until the guard dog disappers
}}UPSTAIRS
LOOK at door 2x
OPEN door
GIVE Salladin the Letter from the Vizier's bedroom
TALK to Cassima
}}FOLLOW THE VIZIER                            THE CASTLE, BASEMENT:
USE Bottle on genie
USE Sword from wall on Vizier                                 V=Vizier's Room
When Cassima stabs the Vizier,                                D=Secret Door
USE Sword on the Vizier           (231)                       H3=Hole to Room
                                                              C=Hole to Cass.
That's it, you got 231 points out of 231.         ---.---C    H1=Hole
Now just watch the end.                           |      |          G=Guards
                                                  H3    _H1_G___    J=Jollo
See you at KINGS QUEST VII  !!                    |    |        |   D=Dungeon
                                                  D-V  |  D     |J  B=BoyGhost
                                                      X|  B   S |   S=Stairs
KINGS QUEST VI: HEIR TODAY, GONE TOMORROW             E|  D     |   E=Entrance
SOLVED BY: Hafeez Ahmad                                |________|   X=Locked
           Ohmstraat 118                                              Store-
           2561 SH The Hague                                          Room
           The Netherlands.



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Solution #5 for King's Quest 6: Heir Today Gone Tomorrow


  +---------------------+
  | +-----------------+ |
  | |Isle of the Crown| |
  | +-----------------+ |
  +---------------------+

-------- PROBLEM --------
I'm stuck on the beach! What do I do?

Hint:
Pick up  your Royal Insignia  Ring from the  left side of  the beach. Move  the
plank on the right of the screen to reveal  a box. Use the Hand icon on the box
to open it. Take the Daventry Coin from the box.

-------- PROBLEM --------
What do I need from the book shop?

Hint:
You need a number  of things from the book shop. Talk to  the book shop owner a
few times.  Take the Boring  Book from the  stand by the  door. Look around the
store until  you find the Love  Poem shelf. Use the  Hand icon on the  shelf to
take a  book of poems. A  page will fall from  the book and land  on the floor.
Pick up the  page. Use the hand icon  on the spell book on  the counter to find
out what the bookstore owner wants for  it. Use your Royal Insignia Ring on the
clown to  get him to talk  to you. Return to  the book shop frequently  to meet
with the clown.

-------- PROBLEM --------
What do I need from the pawn shop?

Hint:
Talk to  the Ferryman before  you go to  the pawn shop.  Talk to the  pawn shop
owner. Trade your Royal Insignia Ring to the Pawn Shop Owner for the Magic Map.
Trade him  a Pearl from the  Isle of Wonder for  your ring. Give the  Pawn Shop
Owner your Daventry coin to get the Wind-up Nightingale. You will need to trade
in the Wind-up Nightingale for other items later in the game. You can only have
one of these items  at a time, but you can trade them  in as often as you like.
When you get the "Drink Me" potion later  in the game, drink it in front of the
black-robed man. Surprise!

-------- PROBLEM --------
The girl in the rose garden won't talk to me. What should I do?

Hint:
Beauty, the girl in the rose garden, won't be lured into talking with you until
you bring  her a White  Rose. You can   get a White  Rose from the  Isle of the
Beast. Give Beauty the Beast's ring.


-------- PROBLEM --------
Is there any significance to the bird in the tree?

Hint:
Sing-Sing the Nightingale belongs to Princess  Cassima. Talk to Jollo the clown
in the  bookstore to find out  about her. Make friends  with Sing-Sing by using
the Wind-up Nightingale.  Sing-Sing will serve as a  messenger to Cassima. Give
her your Insignia  Ring AFTER you've used it  on the Guard Dogs, the  pawn shop
owner, and the  clown. Take the ribbon she brings  you. Give Sing-Sing the love
poem from the book  shop. Take and read the note she  brings you. Finally, give
Sing-Sing a White Rose from the Isle of the Beast.

-------- PROBLEM --------
What do I do when I visit the Ferryman?

Hint:
The Ferryman lives  on the wharf in the  old boat. Knock on his  door. He won't
talk to you until  you've talked to the book shop owner.  After he lets you in,
talk to him until repeats himself. Take the rabbit's foot from the table.

-------- PROBLEM --------
I'd like a lamp from the Lamp Seller, how do I get one?

Hint:
You can't do business with the Lamp Seller until you have the old Hunter's Lamp
from the  Isle of the Beast  to use in trade.  To determine which new  lamp you
should take, use the  "Drink Me" potion on Alexander in the  Pawn Shop in front
of the old man.

-------- PROBLEM --------
How do I get into the Castle?

Hint:
Talk to the Guard  dogs. Use your Royal Insignia Ring on  them. They will admit
you to the castle. If you try to enter again and they recognize you, they won't
allow you to pass. The guards will not let you in if you have the Magic Map.

-------- PROBLEM --------
I've been in the Castle before, how do I get in again?

Hint:
If you have Beauty's Clothes, use them as a disguise. The guards will let by if
they don't recognize  you. If Beauty's clothes were burned  up, you can use the
Magic  Paint spell.  Once you  have successfully  cast the  spell, use the Hand
cursor on the magic door to enter.

-------- PROBLEM --------
How do I get off the Isle of the Crown?

Hint:
You must have the Magic Map to get off the island. Talk to the book shop owner,
then to the Ferryman to find out about it.  Go to the pawn shop and talk to the
pawn shop  owner. Give the  pawn shop owner  your Royal Insignia  ring. He will
trade you the  ring for a Magic Map. Go  to the beach and use the  Magic Map on
Alex. When the map comes up, select your destination.

  +------------------+
  | +--------------+ |
  | |Isle of Wonder| |
  | +--------------+ |
  +------------------+

-------- PROBLEM --------
How can I help the oyster sleep?

Hint:
Talk to the oyster. He can't sleep  because his mouth hurts. Make him sleepy by
reading to him. Use the Boring Book on the oyster. The Boring Book can be found
in the book shop on the Isle of  the Crown. When the oyster yawns, use the Hand
cursor to grab the pearl from his mouth.

-------- PROBLEM --------
How do I get past the first Guardian Gnome?

Hint:
To fool the Smell Gnome, use the Flower  of Stench on him. The Flower of Stench
is from the Isle of the Sacred Mountain.

-------- PROBLEM --------
How do I get past the second Guardian Gnome?

Hint:
To  fool the  Sound Gnome,  use  the  Wind-up Nightingale  on him.  The Wind-up
Nightingale is from the pawn shop on the Isle of the Crown.

-------- PROBLEM --------
How do I get past the third Guardian Gnome?

Hint:
To fool the Taste Gnome, use the mint on him. The mint is from the pawn shop on
the Isle of the Crown.

-------- PROBLEM --------
How do I get past the fourth Guardian Gnome?

Hint:
To fool  the Touch Gnome,  use the Rabbit's  Foot on him.  The Rabbit's Foot is
from the Ferryman's house on the Isle of the Crown.

-------- PROBLEM --------
How do I get past the fifth Guardian Gnome?

Hint:
To fool the Sight  Gnome, use the Invisible Ink on Alexander.  You can find the
Invisible Ink in the trash outside the pawn shop on the Isle of the Crown.

-------- PROBLEM --------
How do I deal with the Black Widow?

Hint:
You need the scrap of paper at the  edge of the Black Widow's web. Use the hand
cursor on the loose thread at the bottom  of the web. When the Black Widow runs
down to see what you're doing, quickly grab the paper.


-------- PROBLEM --------
How do I deal with the Black Widow?

You need the scrap of paper at the  edge of the Black Widow's web. Use the hand
cursor on the loose thread at the bottom  of the web. When the Black Widow runs
down to see what you're doing, quickly grab the paper.

-------- PROBLEM --------
I need help with the Bookworm!

Hint:
You need to obtain a Rare Book from  the Bookworm. He will trade the book for a
Dangling Participle  from the Isle of  the Beast. The Dangling  Participle will
only show up after you use the hand icon on the magic book in the bookstore and
have actually talked with the Bookworm.

-------- PROBLEM --------
How do I obtain Swamp Ooze?

Hint:
Get the  Teacup from the garden  on the Isle of  Wonder. Use the Teacup  on the
swamp. Provoke the Stick-in-the-Mud into throwing  some Swamp Ooze by using the
Rotten Tomato  on the Bump-on-a-Log.  You can pick  the Rotten Tomato  from the
garden on  the Isle of Wonder.  Once the Stick-in-the-Mud has  thrown the Swamp
Ooze, use the Teacup to collect it.

-------- PROBLEM --------
How do I get Baby's Tears?

Hint:
To make the Baby's Tears cry, take a  Milk Bottle from the Swamp on this island
and give it to one of them. Once they're crying, use the Hunter's Lamp from the
Isle of the Beast  to catch the tears. You must have  the Spell Book before you
can get the Teacup in which to catch the tears.

-------- PROBLEM --------
How do I get the Hole in the Wall?

Hint:
You have to make the Wallflowers  move before you can get the Hole-in-the-Wall.
Use the Flute from  the pawn shop on the Isle of  the Crown on the Wallflowers.
They will start dancing. After Alex stops playing the flute, they will continue
to dance. When they bend away from the Hole-in-the-Wall, grab him!

-------- PROBLEM --------
What do I do in Chessboard Land?

Hint:
The first  time you go to  Chessboard Land, walk toward  the knights. Two Chess
Queens will  approach. Take the  red scarf  that  they drop. The  next time you
visit, give them the  Lump of Coal from the Isle of the  Mists in trade for the
Spoiled Egg.

-------- PROBLEM --------
What things do I need from the Isle of Wonder?

Hint:
From the beach you need the Partial Sentence  in the sea and the Pearl from the
Oyster's  mouth. From  the Bookworm's  scene,  you  need to  look at  the Black
Widow's note, and you need to obtain  the Bookworm's Rare Book. From the swamp,
you need  the Milk Bottle  and some Swamp  Ooze. From the  garden, you need the
Rotten Tomato, some Baby's Tears,  the Hole-in-the-Wall, the Teacup, the "Drink
Me" potion, and  a head of Iceberg Lettuce. From  Chessboard Land, you need the
Red Scarf and the  Spoiled Egg. The Teacup will only appear  after you have the
Spell  Book. The  "Drink-Me" potion  shows  up  after you've  been through  the
Catacombs.

  +---------------------+
  | +-----------------+ |
  | |Isle of the Beast| |
  | +-----------------+ |
  +---------------------+

-------- PROBLEM --------
What should I do with the creature hanging from the tree on the beach?

Hint:
The creature  hanging from the tree  is a Dangling Participle.  You can capture
him by  using the Partial Sentence.  The Partial Sentence is  from the beach on
the Isle of Wonder.

-------- PROBLEM --------
How do I get past the boiling pond?

Hint:
You  have to  use the  head of  Iceberg Lettuce  to cool  it down!  The Iceberg
Lettuce is from the garden on the Isle of Wonder. Hurry, or it will melt!

-------- PROBLEM --------
What should I do with the gardener?

Hint:
Don't do anything with the gardener. He is trying to lure you to your death!

-------- PROBLEM --------
How do I get past the Stone Archer?

Hint:
You have to use the Shield on Prince  Alexander. You can find the shield in the
Catacombs on the Isle of the Sacred Mountain.

-------- PROBLEM --------
How do I get through the rose bushes blocking the gate?

Hint:
Use the Scythe  on the rosebushes to get  through the gate. The Scythe  is from
the Isle of the Mists.

-------- PROBLEM --------
What things do I need from the Island of the Beast?

We have no other problems for this category.

Hint:
You need  the Dangling Participle from  the beach scene. You  need the Hunter's
Lamp from the boiling  pond scene. You need the Brick and  two White Roses from
the garden scene.  You need to use the  Hunter's Lamp on the fountain  to catch
falling  water for  the Make  Rain spell.  You need  to get  the mirror and the
Beast's ring from  the Beast. You need to get  Beauty's clothes when you return
to the Beast with Beauty.

  +--------------------------------+
  | +----------------------------+ |
  | | Isle of the Sacred Mountain| |
  | +----------------------------+ |
  +--------------------------------+

-------- PROBLEM --------
How do I solve the first Logic Cliff Puzzle?

Hint:
To make the first  Logic Cliff puzzle appear, click the Hand  cursor or the Eye
cursor on the writing on the cliff.  Select the letters R-I-S-E. Choose the "R"
in  the word  "Ignorance", the  "I" in  the word  "Kills", the  "S" in the word
"Wisdom", and the "E" in the  word "Elevates". When the steps appear, CAREFULLY
click the  Walk icon on each  one in order until  you come to the  next puzzle.
Save your game OFTEN!


-------- PROBLEM --------
How do I solve the second Logic Cliff Puzzle?

Hint:
Use the Hand cursor  or the Eye cursor on the writing on  the cliff to make the
puzzle appear. Select the symbols for  the word S-O-A-R. The translation of the
symbols can  be found in your  documentation. When the steps  appear, CAREFULLY
click the  Walk icon on each  one in order until  you come to the  next puzzle.
Save your game OFTEN!

-------- PROBLEM --------
How do I solve the third Logic Cliff Puzzle?

Hint:
Use the Hand cursor  or the Eye cursor on the writing on  the cliff to make the
puzzle appear.  Select stone number  four, stone number  one, and stone  number
two, in  that order. When  the steps appear,  CAREFULLY click the  Walk icon on
each one in order until you come to the next puzzle. Save your game OFTEN!

-------- PROBLEM --------
How do I solve the fourth Logic Cliff Puzzle?

Hint:
Use the Hand cursor  or the Eye cursor on the writing on  the cliff to make the
puzzle  appear. Select  the symbols  for Azure,  Caterpillar, Tranquillity, and
Air. These symbols  can be found in your documentation.  When the steps appear,
CAREFULLY click the Walk  icon on each one in order until  you come to the next
puzzle. Save your game OFTEN!

-------- PROBLEM --------
How do I solve the fifth Logic Cliff Puzzle?

Hint:
Use the Hand cursor  or the Eye cursor on the writing on  the cliff to make the
puzzle  appear. Select  the letters  for the  word A-S-C-E-N-D.  When the steps
appear, CAREFULLY click the Walk icon on  each one in order until you reach the
top of the cliffs. Save your game OFTEN!

-------- PROBLEM --------
Finally! I've reached the top of the Logic Cliffs. What do I do now?

Hint:
Avoid  the  old  woman  and  enter  the  Cave  behind  and  to the right of the
Nightshade bush. Use the Hand cursor on the cave entrance to enter the cave.

-------- PROBLEM --------
How do I get past Old Woman?

Hint:
If you  eat the Nightshade berries,  you will die. Just  refuse the Old Woman's
offer and eventually she will leave.

-------- PROBLEM --------
What do I do in the cave?

Hint:
Use  the Tinderbox  from the  pawn shop  so you  can see  in the cave. The cave
continues to the  right. Proceed to the right  until you see an opening  in the
cave wall.  Take the Peppermint  Leaves from the  cave opening ledge.  Exit the
cave the same way you came in.

-------- PROBLEM --------
How do I ride the black horse?

Hint:
You must enchant the  black horse at the top of the cliffs  so it will take you
to the Realm of the Dead. To do this, you have to cast the "Charming a Creature
of the Night" spell from the spell book in her presence.

-------- PROBLEM --------
What do I need from the Isle of the Sacred Mountain?

Hint:
From the beach, you  need the Flower of Stench and the  Black Feather. You need
the Peppermint Leaves  from the cave at the  top of the Logic Cliffs.  Take the
path  to  the  North  to  encounter  the  Winged  Ones  and accept the Catacomb
challenge. You can enchant the black horse  at the top of the Logic Cliffs with
the "Enchanting a Creature of the Night" spell.

  +-----------------+
  | +-------------+ |
  | |The Catacombs| |
  | +-------------+ |
  +-----------------+

-------- PROBLEM --------
How do I get through the Catacombs?

Hint:
The best way  to survive the Catacombs is  to map the maze. If  you want to map
the maze yourself, we suggest using a piece of graph paper. You can also find a
basic  map hidden  in the  game documentation!  A complete,  labeled map can be
found in the King's Quest VI Hint book, sold separately.

-------- PROBLEM --------
What objects do I need to survive the catacombs?

Hint:
To  leave the  Catacombs alive,  you will  need the  following objects: The Red
Scarf from Chessboard Land on the Isle of Wonder, the Hole-in-the-Wall from the
Garden on the Isle of Wonder, the Brick from the Stone Archer scene on the Isle
of the Beast, and the Tinderbox from the pawn shop on the Isle of the Crown.

-------- PROBLEM --------
How do I avoid getting spiked in the Spike Maze?

Hint:
The solution to this maze can be found in your documentation. Starting with the
tile to Alex's right, click the Walk  icon on the three rose tiles. They should
take you in a  diagonal line. Now click on the scythe tile  to the north of the
rose tiles. Click on the crown tile. Click on the dove tile. Click on the skull
and crossbones tile. Click on the blank tile  in front of the door. Now use the
Walk icon to go through the door.

-------- PROBLEM --------
How do I avoid being crushed by the Crushing Ceiling?

Hint:
You have to throw the Brick found in  the garden scene on the Isle of the Beast
into the gears of the machine. The ceiling will stop.

-------- PROBLEM --------
Help! It's dark in here! How do I turn on the lights?

Hint:
Use the  Tinderbox from the  pawn shop on  the Isle of  the Crown to  light the
room.

-------- PROBLEM --------
Where is the Minotaur's lair?

Hint:
To reach  the Minotaur's lair, find  the room with the  tapestry hanging on the
wall. Use the Hand cursor on the tapestry  to get in. You must first spy on the
Minotaur from the cul-de-sac room before you can enter his lair.

-------- PROBLEM --------
How do I spy on the Minotaur?

Hint:
When you  enter the cul-de-sac  room, you will  hear the Minotaur  on the other
side of the East wall. Use the  Hole-in-the-Wall from the Garden on the Isle of
Wonder on the  East wall. Look through the  Hole-in-the-Wall, note the entrance
to the lair.

-------- PROBLEM --------
How do I defeat the Minotaur?

Hint:
Stand by the blazing pit and quickly use the Red Scarf on the Minotaur.

-------- PROBLEM --------
What items must I obtain from the Catacombs?

Hint:
You will  need a Skull, the  Coins from a dead  man's eyes, a Shield,  and Lady
Celeste's dagger.

  +---------------------+
  | +-----------------+ |
  | |Isle of the Mists| |
  | +-----------------+ |
  +---------------------+

-------- PROBLEM --------
Where is the Isle of the Mists?

Hint:
The Isle of the Mists will not appear  on your magic map until you have made it
through the Catacombs on the Isle of the Sacred Mountain.

-------- PROBLEM --------
What things must I gather from the Isle of the Mists?

Hint:
On your first visit  go to the Village. You will need  the Scythe from the tree
and the lump of coal from the campfire.  On your second visit to the island, go
to the grove  scene and use the Skull  that you took from the  Catacombs on the
base of the fire to collect some glowing embers.

-------- PROBLEM --------
How do I avoid being killed by the Druids?

Hint:
On your first  visit to the Isle of  the Mists walk west from  the beach to the
village.  Take the  objects you  need and  go back  the same  way. Do  NOT walk
northeast from  the beach, or east  from the village. To  avoid being killed by
the Druids on your second visit, you  must have the Hunter's Lamp with you, and
it must be enchanted  with the Make Rain spell. The Hunter's  Lamp can be found
on the Isle of the Beast. Please  note: If you have Beauty's slave clothes with
you, they will be burned up.

  +---------------------+
  | +-----------------+ |
  | |Realm of the Dead| |
  | +-----------------+ |
  +---------------------+

-------- PROBLEM --------
How do I get to the Realm of the Dead?

Hint:
Any time you  die you will enter the  Realm of the Dead. However,  you won't be
able to do  anything there except restore your  game! The only way to  get into
the Realm and survive is to ride the black horse, Night Mare. Night Mare can be
found at the top  of the Logic Cliffs, after you have  journeyed to the Isle of
the Mists twice. Once you see Night  Mare, cast the Creature of the Night spell
on her. She will take you to the Realm of the Dead.

-------- PROBLEM --------
Who should I talk to in the Realm of the Dead?

Hint:
Talk to King  Calipham, Queen Alaria, and the Mother  Ghost. The King and Queen
are  on the  first surface  scene. The  Mother Ghost  is on  the second surface
scene.

-------- PROBLEM --------
Help! I keep getting killed by zombies!

Hint:
The zombies aren't very fast and can  be easily avoided. Don't let them get too
close to you or they will eat you.

-------- PROBLEM --------
How do I get past the Key Master?

Hint:
Click the Hand  cursor on the bone xylophone  to the right of the  screen. When
the skeleton dance is over, pick up the Key Master's key.

-------- PROBLEM --------
How do I get past the Door Master?

Hint:
Give him the ticket that Queen Alaria gave you.

-------- PROBLEM --------
What do I do with the dead knight?

Hint:
Look at the dead knight. Take his gauntlet.

-------- PROBLEM --------
How do I cross the River Styx?

Hint:
You have to pay  Charon two Coins from a dead man's  eyes before he'll take you
across the River Styx.  You can find the Coins in the  Catacombs on the Isle of
the Sacred Mountain.

-------- PROBLEM --------
What is the answer to the Living Gate's riddle?
                                        
Hint:
The answer is L-O-V-E.

-------- PROBLEM --------
The Lord of the Dead keeps killing me!

Hint:
The Lord of the Dead will not talk to you until you challenge him. You must use
the dead knight's Gauntlet on him to issue your challenge.

-------- PROBLEM --------
How do I make the Lord of the Dead cry?

Hint:
Use the magic mirror from the Isle of the Beast on him.

-------- PROBLEM --------
What must I bring back from the Realm of the Dead?

Hint:
The  Ghost Ticket  from Queen  Alaria, the  Ghost Handkerchief  from the Mother
Ghost,  the Key  Master's Skeleton  Key, the  dead knight's  Gauntlet, and some
River Styx water collected in the Teacup.

  +-------------------------+
  | +---------------------+ |
  | | Spells and Spellbook| |
  | +---------------------+ |
  +-------------------------+

-------- PROBLEM --------
How do I use the spell book?

Hint:
Open the  book by clicking  the Hand cursor  on it in  your inventory. Use  the
Arrow cursor on the far right or left sides of the pages to turn them. Read the
spells  carefully. You  should be  looking for  all the  ingredients. To cast a
spell, you  must have all of  the ingredients prepared in  advance and have the
creature or  thing you intend to  enchant at hand. Once  you are prepared, open
the  Spell book,  find the  correct spell,  and click  the Cast  icon over  the
incantation.

-------- PROBLEM --------
Where do I get the ingredients for the Make Rain spell?

Hint:
The container for the spell is the Hunter's Lamp from the boiling pond scene on
the Isle of the Beast. The "Salt Water  not from the Sea" is collected from the
Baby's Tears on the Isle of Wonder. The Oracle's Vial with Sacred Water is from
the Isle of the  Sacred Mountain and is given to you  as a reward for defeating
the  Minotaur. The  "Falling Water"  is from  the fountain  on the  Isle of the
Beast.

-------- PROBLEM --------
How do I prepare and cast the Make Rain spell?

Hint:
You will need  to prepare the Make Rain  spell before visiting the Isle  of the
Mists a second time. Combine the  ingredients first. The list of ingredients is
in the spell  book. The object you are  going to enchant is the  Hunter's Lamp.
Add Baby's tears to the Hunter's Lamp. Use the Oracle's Vial on the lamp to add
sacred water.  Use the lamp  on the  Beast's  fountain to fill  it with falling
water. Make sure  you add the ingredients in the  correct order. Open the spell
book.  Turn  the  page  to  the  Make  Rain  spell.  Use  the  Cast icon on the
incantation to cast the spell.

-------- PROBLEM --------
Where do I get the ingredients for the Charming a Creature of the Night spell?

Hint:
The hair  is from Cassima's hair  Ribbon. Sing-Sing the nightingale  will bring
you the Ribbon on  the Isle of the Crown. If you don't  get the ribbon, you can
find a strand of  hair in Beauty's Clothes. The Skull is  from the Catacombs on
the Isle of  the Sacred Mountain. The Embers  are from the Druid's fire  on the
Isle  of the  Mists. The  Spoiled Egg  is from  Chessboard Land  on the Isle of
Wonder.

-------- PROBLEM --------
How do I prepare and cast the Charming a Creature of the Night spell?

Hint:
Cast  the Charming  a Creature  of the  Night spell  on the  Isle of the Sacred
Mountain, at the top of the Logic Cliffs. The creature you are going to enchant
is  Night Mare,  the black  horse. Combine  the ingredients  first. The list of
ingredients is in the spell book. Use  the Hair on the Skull containing glowing
embers. Add the Spoiled Egg to the skull. Open the Spell book. Turn the page to
the Creature of the  Night spell. Use the Cast icon on  the incantation to cast
the spell.

-------- PROBLEM --------
Where do I get the ingredients for the Magic Paint spell?

Hint:
The Teacup will appear  in the garden on the Isle of  Wonder after you have the
spell book. The Swamp  Ooze is from the swamp on the  Isle of Wonder. The River
Styx water is from the River Styx, in  the Realm of the Dead. The Black Feather
is from the  beach on the Isle of  the Sacred Mountain. The paintbrush  is from
the pawn shop on the Isle of the Crown.

-------- PROBLEM --------
How do I prepare and cast the Magic Paint spell?

Hint:
Cast the Magic Paint  spell on the outside wall of the  Castle of the Crown, on
the Isle of  the Crown. Combine the ingredients first.  The list of ingredients
is in the spell  book. Fill your Teacup with Swamp Ooze.  Add River Styx water.
Use the Black Feather on the Teacup to stir the ingredients. Use the paintbrush
on the side of the castle wall. Open the spell book. Turn the page to the Magic
Paint spell. Use the Cast icon on the incantation to cast the spell.

  +--------------+
  | +----------+ |
  | |The Castle| |
  | +----------+ |
  +--------------+

-------- PROBLEM --------
How do I avoid the Guard Dogs?

Hint:
Stay away from the Guard Dogs. If they  catch you, they will throw you into the
dungeon. You might  be able to dodge the dogs  by using the Wind-Up Nightingale
from the  Pawn Shop to  distract them. The  pillars can be  an effective hiding
place. To hide behind a pillar click the hand icon on it.

-------- PROBLEM --------
I'm in the dungeon! What do I do?

Hint:
If you have wandered into the dungeons  and have met the Little Boy Ghost, give
him the Ghost Handkerchief  from the Mother Ghost in the Realm  of the Dead. Be
sure to listen to what the boy ghost has to say. If you've been thrown into the
dungeon by the  Guard Dogs and have made  friends with Jollo, he will  help you
escape the  first time. If  you have been  captured a second  time and have the
Skeleton Key from  the Realm of the Dead  you can use it to  escape. If you are
caught  a third  time, haven't  made  friends  with Jollo,  and don't  have the
Skeleton Key, you will have to restore your game to an earlier point.

-------- PROBLEM --------
What do I do if I encounter Jollo?

Hint:
Jollo won't  talk to you unless  you made friends with  him on the Isle  of the
Crown. If you are  friends, talk to him. He has some  good advice. Give him the
replica of the Genie's lamp you bought from the Lamp Seller.

-------- PROBLEM --------
How do I get into the Vizier's Bedroom?

Hint:
Find the door  in the upstairs hallway. It  is the first one on  the West wall.
There is a secret passage to the room too!

-------- PROBLEM --------
Where is the secret passage? How do I use it?

Hint:
Find the suit  of armor in the North  basement hallway. Use the Hand  cursor on
the suit's  right arm. Once in  the passageway, examine any  chinks in the wall
you  come across.  You will  recognize the   chinks in  the wall  by the  light
streaming  through them.  Listen to  everything you  hear--part of  a puzzle is
revealed  this way.  Find and  enter  the  Vizier's bedroom.  Find and  talk to
Cassima. The chink in  the wall of Cassima's room is located  at the top of the
stairs. The chink in  the wall of the Vizier's study is  located down the hall.
In order to use the Secret Passage,  you must have given the Ghost Handkerchief
to the Little Boy Ghost in the dungeon.

-------- PROBLEM --------
What do I do in the Vizier's Bedroom?

Hint:
Open the ebony box on the dresser and read the note. Open the trunk.

-------- PROBLEM --------
How do I open the Vizier's trunk?

Hint:
You can open the trunk with either the Skeleton Key from the Realm of the Dead,
or you can use a nail. To obtain a  nail, find the picture on the wall behind a
pillar upstairs. Remove the picture from the  wall. Take the nail from the wall
and use  it to open the  trunk. Be sure to  put the nail and  picture back when
you're done! Once  you've opened the trunk, take  the incriminating letter from
inside it.

-------- PROBLEM --------
Where is Cassima?

Cassima's door is in the north hall upstairs.

-------- PROBLEM --------
What do I do when I find Cassima?

Hint:
Click the  Talk cursor on her  door to speak to  her. If you have  found her by
means of the secret passageway, click the Talk cursor on the chink in the wall.
Give her the  dagger Lady Celeste gave you. Click  the dagger on Cassima's door
or the chink in  the wall depending on how you reached her.  Do it fast, or you
will be caught by the guards!

-------- PROBLEM --------
How do I enter the locked storeroom?

Hint:
The storeroom door is magically protected. You  have to Talk to the door to get
it to open. When  the keypad comes up, enter in the  strange word you overheard
in the  secret passageway. Then enter  the word that you  found in the Vizier's
ebony box. Together, the magic words are A-L-I-Z-E-B-U. Once you enter, uncover
the table and look at each of the items on it.

-------- PROBLEM --------
I keep getting run through by Captain Saladin! How do I get past him?

Hint:
You  must give  him the  incriminating letter  you found  in the  Vizier's room
quickly!

  +---------------+
  | +-----------+ |
  | |The Wedding| |
  | +-----------+ |
  +---------------+

-------- PROBLEM --------
How do I stop the wedding?

Hint:
Once  inside the  wedding area,  step  forward  and/or speak  to the  Vizier or
Cassima. If  you have been to  the Realm of the  Dead and rescued the  King and
Queen of the Green Isles, they will enter and help you. Use the magic mirror on
Cassima. The mirror  will reveal that Cassima is really  the Genie in disguise.
The Genie will attack. Avoid the Genie's spells by following the Vizier through
the door to the top of the tower.

-------- PROBLEM --------
How do I defeat the Genie?

Hint:
When the Genie appears  in the top of the tower and  you happened to have given
Jollo  a lamp  earlier in  the game,  you can  use the  lamp to trap the Genie.
Otherwise, you must use  the Peppermint Leaves from the cave at  the top of the
Logic Cliffs to  confuse him. You will not  be able to defeat the  Genie in the
wedding area, only at the top of the tower.

-------- PROBLEM --------
How do I defeat the Vizier?

Hint:
Take the heavy sword from the wall  and attack him. Cassima must have a dagger.
If you  run into trouble, Cassima  will attack him. Finish  the Vizier off with
the sword. Congratulations, you have just completed the adventure!



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