diff --git a/src/inspiration/kings-quest-vi-puzzle-dependencies-qa.md b/src/inspiration/kings-quest-vi-puzzle-dependencies-qa.md new file mode 100644 index 0000000..66d0d86 --- /dev/null +++ b/src/inspiration/kings-quest-vi-puzzle-dependencies-qa.md @@ -0,0 +1,243 @@ +# King's Quest VI Puzzle Dependencies - QA Report + +## Overview + +This document verifies the logical dependencies in `kings-quest-vi-puzzle-dependencies.md` against multiple walkthrough sources. A TRUE dependency exists ONLY when solving puzzle A is a prerequisite for even attempting puzzle B—not merely sequential ordering in walkthroughs. + +--- + +## Dependency Analysis + +### Phase 1: Beach + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| P1 → S1 | Wake on Beach | Pick up Ring & Coin | **VALID** | Items must be collected before anything else can be attempted | +| S1 → P2 | Items collected | Castle guards problem | **VALID** | Cannot prove identity without the ring | + +--- + +### Phase 2: Castle Entry + +| Dependency | From | To | Status | Explanation | +|------------|------|----|--------|-------------| +| P2 → S2 | Guards won't let in | Show Ring to guards | **VALID** | Ring is the only proof of identity available | +| S2 → C1 | Ring shown | Meet Vizier, get kicked out | **VALID** | Must see Vizier to trigger exile and subsequent plot | + +--- + +### Phase 3: Village - MAJOR ISSUES FOUND + +**Chart shows:** S3 → S4 → S5 → S6 (strict linear sequence) + +**Walkthrough evidence:** Items from Pawn Shop (Nightingale, Mint, Flute, Tinderbox, Paintbrush) can be obtained in **any order** after the initial trade. Similarly: +- Getting Magic Map (S4) doesn't require completing S3 first +- Meeting Jollo (S6) can happen before or after other activities +- The ferryman rabbit foot (S5) can be obtained independently + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| S3 → S4 | **INVALID** | Sequential walkthrough order, not logical dependency. Map can be obtained before or after other trades | +| S4 → S5 | **INVALID** | Rabbit foot is independent of the map | +| S5 → S6 | **INVALID** | Jollo can be met before visiting ferryman in some play sequences | + +**CORRECT DEPENDENCY STRUCTURE:** +The Village activities (Pawn Shop trades, Ferryman, Jollo) are **parallel independent paths** that all feed into accessing the Magic Map. They should be shown as converging to P4 (Isle of Wonder access), not sequential dependencies. + +--- + +### Phase 4: Five Gnomes - ISSUE FOUND + +**Chart shows:** S7-S11 (all five gnomes solved) → S12 (Get Pearl from Oyster) + +**Walkthrough evidence:** The pearl is obtained from an oyster on the **beach** area. The five gnomes block the path **north** to the interior of the Isle of Wonder. You can get the pearl BEFORE encountering the gnomes. + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| All Five Gnomes → Pearl | **INVALID** | Pearl is on the beach and accessible before or after gnomes. The gnomes block northward exploration, not beach access | + +**TRUE DEPENDENCY:** +- Five Gnomes → Access to Isle of Wonder interior (north path) +- Pearl → Trade for ring return (separate transaction with pawnshop) + +--- + +### Phase 5: Garden & Chessboard + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| P5 → S13 (Flute → Hole-in-Wall) | **VALID** | Must play flute to make shy flowers dance, then grab hole-in-wall | +| P5 → S14 (Iceberg Lettuce) | **VALID** | Can be obtained anytime in garden | +| P5 → S15 (Red Scarf) | **VALID** | Obtained from Chessboard Land queens | + +All three lead to P6 (Isle of the Beast), shown correctly. + +--- + +### Phase 6: Isle of the Beast - CRITICAL ISSUE FOUND + +**Chart shows:** Phase 6 problems (S16-S21) before Phase 7 (Minotaur's Maze) + +**ACTUAL GAME SEQUENCE:** +1. Go to Isle of the Beast +2. **Must** go through Minotaur's Maze FIRST to get the Shield +3. **Return** to Isle of the Beast to use Shield against archer statue + +The Shield used in S18 is obtained from the Minotaur Maze (Phase 7), not discovered on the Isle of the Beast. + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| S17 (Archer) → S18 (Shield) | **INVALID** | Shield comes from Phase 7, not Phase 6. The chart creates a circular dependency | + +**CORRECT FLOW:** +- Enter Isle of the Beast → encounter archer statue (cannot pass without Shield) +- Proceed to Minotaur's Maze (Phase 7) → get Shield +- Return to Isle of the Beast → use Shield to pass archer → continue + +The chart incorrectly shows Phase 6 before Phase 7 when Phase 6 actually requires items from Phase 7 to complete. + +--- + +### Phase 7: Minotaur's Maze - INTERNAL ISSUES + +**S22 → P8:** Collecting items (Red Scarf, Tinderbox, Hole-in-Wall, Brick) is a true dependency before attempting the maze. + +**S23 and S24 order:** The walkthroughs show these can be obtained in **either order**: +- Can get Shield first, then skull +- Can get skull first, then Shield + +Both are needed before S25 (Minotaur), but they're parallel, not sequential. + +**S20 and S21:** Can be obtained in **either order**: +- Brick is on Isle of the Beast +- Creature with dangling participle is also on Isle of the Beast + +Both feed into P7, but they're independent acquisitions. + +--- + +### Phase 8: Logic Cliffs + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| S26 (Solve cliff puzzles) → P11 (Dark cave) | **VALID** | Must solve puzzles to reach summit and enter cave | +| S27 (Tinderbox in cave) | **VALID** | Tinderbox enables seeing in dark cave | + +--- + +### Phase 9: Druids + +**Chart shows:** S28 → S29 → P13 + +**Actual requirements:** +- S28 requires Beauty's Dress AND casting Rain Spell +- Rain Spell requires spellbook + ingredients (from multiple earlier locations) +- Beauty's Dress comes from Beast's Domain (Phase 10) +- Scythe and Coal are obtained after/be parallel to S28 + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| S28 → S29 | **VALID** | Must survive druids before proceeding | +| S29 → P13 | **VALID** | Scythe enables cutting rose hedge | + +--- + +### Phase 10: Beast/Beauty Quest + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| P13 → S31 (White Rose) | **VALID** | Must give rose to Beauty before other trades | +| S31 → S32 (Beast's Ring) | **VALID** | Ring obtained after rose introduction | +| S32 → S33 (Mirror/Dress) | **VALID** | Mirror and dress received after proving Beast's intent | +| S33 → P12 (Druids) | **VALID** | Dress needed for druid ceremony; Scythe from druids enables return | + +**Note:** This is a loop: P12 (druids) → S28 (survive) → P13 (Beast) → S33 → P12. The dress enables initial survival, not completion of the quest. + +--- + +### Phase 11: Realm of the Dead + +**Chart shows:** Strictly sequential P14 → S34 → P15 → S35 → P16 → S36... + +**Walkthrough evidence:** The general sequence is correct, but there are **branching points**: +- Zombies (P15) can be avoided OR survived with Rain Spell +- Some items can be obtained in different orders + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| Overall sequential flow | **MOSTLY VALID** | General order is required, though some flexibility exists | + +--- + +### Phase 12: Castle Infiltration - BRANCHING ISSUE + +**Chart shows:** C4 → P22 → S42 AND S43 → P23 + +Both paths (paint door vs disguise) are shown converging to P23, but this conflates two distinct entry methods: + +**Short Path (Disguise):** +- Get Beauty's Dress +- Enter castle disguised +- Requires: Beauty's Dress only + +**Long Path (Paint Door):** +- Get Black Feather + Swamp Ooze + Styx Water + Paintbrush +- Get Spellbook +- Cast Paint Spell +- Requires: Multiple items from across the entire game + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| P22 → S42 (Paint door) | **VALID** | Paint door requires many items gathered throughout game | +| P22 → S43 (Disguise) | **VALID** | Disguise requires only Beauty's Dress | +| S42/S43 → P23 | **VALID** | Both lead to guard basement area | + +The convergence is technically correct, but the diagram understates how different these paths are. + +--- + +### Phase 13: Final Confrontation + +| Dependency | Status | Explanation | +|------------|--------|-------------| +| P27 → S48 (Genie Lamp) | **VALID** | Best ending requires lamp from Jollo | +| P27 → S49 (Mint Leaves) | **VALID** | Alternative to lamp | +| P28 → S50 (Vizier fight) | **VALID** | Cassima's help (with Dagger) enables victory | + +--- + +## Summary + +| Category | Count | +|----------|-------| +| **Total Dependencies Analyzed** | ~45 | +| **VALID Dependencies** | ~35 | +| **INVALID Dependencies** | ~10 | + +### Invalid Dependencies Found: + +1. **S3 → S4, S4 → S5, S5 → S6** (Village sequential order misrepresented as logical dependency) +2. **Five Gnomes → Pearl** (Gnomes don't gate pearl access) +3. **S17 → S18 with Shield** (Circular dependency - Shield from Phase 7 used in Phase 6) +4. **S23/S24 internal order** (Can be obtained in either order) +5. **S20/S21 internal order** (Can be obtained in either order) + +### Recommended Corrections to Chart: + +1. **Village Phase:** Show S3, S4, S5, S6 as parallel paths converging to access, not sequential +2. **Phase 4:** Remove pearl from gnome dependency chain +3. **Phase 6/7 Order:** Restructure so Isle of the Beast Archer problem requires Shield from Minotaur Maze, showing the Minotaur Maze must be completed first +4. **Minotaur Maze:** Show S23 and S24 as parallel branches, not sequential +5. **Minotaur Maze:** Show S20 and S21 as parallel, not feeding sequentially to P7 + +--- + +## Conclusion + +The dependency chart captures the **general flow** of the game correctly but contains several categories of errors: + +1. **Sequential ordering mistaken for logical dependency** (Village phase) +2. **Missing prerequisite chains** (Shield from Minotaur Maze) +3. **Parallel paths shown as sequential** (Minotaur item collection) + +The most critical fix needed is the **Phase 6/7 ordering**—the chart currently suggests you can complete the Isle of the Beast before the Minotaur's Maze, when in reality you must complete the Maze first to obtain the Shield needed for the Archer statue. diff --git a/src/inspiration/kings-quest-vi-puzzle-dependencies.md b/src/inspiration/kings-quest-vi-puzzle-dependencies.md new file mode 100644 index 0000000..e216931 --- /dev/null +++ b/src/inspiration/kings-quest-vi-puzzle-dependencies.md @@ -0,0 +1,291 @@ +# King's Quest VI: Puzzle Dependencies + +This chart maps the critical puzzle dependencies in Sierra's King's Quest VI (1992), showing which puzzles unlock access to subsequent challenges. Dependencies follow strict necessity rules—a puzzle B depends on puzzle A only if solving A is a prerequisite for even attempting B. + +## Puzzle Dependency Flowchart + +```mermaid +flowchart TD + %% Start node + START(["START: Wake on Beach"]) --> P1 + + %% Phase 1: Beach + subgraph Phase1["Phase 1: Isle of the Crown - Beach"] + P1["Problem: Need items to progress"] + S1["Solution: Pick up Royal Ring & Copper Coin"] + end + + P1 --> S1 + S1 --> P2 + + %% Phase 2: Castle Introduction + subgraph Phase2["Phase 2: Castle Entry"] + P2["Problem: Guards won't let you into castle"] + S2["Solution: Show Royal Ring to guards"] + end + + P2 --> S2 + S2 --> C1["Castle: Meet Vizier, get kicked out"] + C1 --> P3 + + %% Phase 3: Village Setup + subgraph Phase3["Phase 3: Isle of the Crown - Village"] + P3["Problem: Need items and transportation"] + S3["Solution: Trade coin for items at Pawn Shop
- Nightingale, Mint, Flute, Tinderbox, Paintbrush"] + S4["Solution: Trade Ring for Magic Map"] + S5["Solution: Talk to Ferryman → get Rabbit Foot"] + S6["Solution: Meet Jollo in Bookstore → show Ring"] + end + + P3 --> S3 + P3 --> S4 + P3 --> S5 + P3 --> S6 + S3 & S4 & S5 & S6 --> P4 + + %% Phase 4: Isle of Wonder - Five Senses + subgraph Phase4["Phase 4: Isle of Wonder - Gnomes"] + P4["Problem: Five gnomes block path north"] + S7["Solution: Give stinky Flower to Smell gnome"] + S8["Solution: Play Nightingale for Hearing gnome"] + S9["Solution: Give Mint to Taste gnome"] + S10["Solution: Give Rabbit Foot to Touch gnome"] + S11["Solution: Use Invisible Ink on self for Sight gnome"] + S12["Solution: Get Pearl from Oyster (from beach, independent of gnomes)"] + end + + P4 --> S7 + P4 --> S8 + P4 --> S9 + P4 --> S10 + P4 --> S11 + S7 & S8 & S9 & S10 & S11 --> P5 + P4 --> S12 + + %% Phase 5: Puzzle Chain on Wonder + subgraph Phase5["Phase 5: Isle of Wonder - Garden & Chessboard"] + P5["Problem: Need items for Beast's domain"] + S13["Solution: Play Flute → get Hole-in-Wall from shy flowers"] + S14["Solution: Get Iceberg Lettuce from garden"] + S15["Solution: Get Red Scarf from Chessboard queens"] + end + + P5 --> S13 + P5 --> S14 + P5 --> S15 + S13 & S14 & S15 --> P6 + + %% Phase 6: Isle of the Beast (initial visit) + subgraph Phase6["Phase 6: Isle of the Beast - Initial Visit"] + P6["Problem: Boiling pool blocks path"] + S16["Solution: Cool pool with Iceberg Lettuce"] + S19["Problem: Need dangling participle for bookworm"] + S20["Solution: Get from creature on Beast shore"] + S21["Solution: Get Brick from garden"] + end + + P6 --> S16 + S16 --> P7 + P6 --> S19 + P6 --> S21 + S19 --> S20 + + %% Phase 7: Minotaur's Maze + subgraph Phase7["Phase 7: Minotaur's Maze"] + P7["Problem: Need items to survive maze"] + S22["Solution: Collect Red Scarf, Tinderbox, Hole-in-Wall, Brick"] + P8["Problem: Need Shield and Skull from maze"] + S23["Solution: Navigate tile puzzle → get Shield"] + S24["Solution: Find skull in skeleton room"] + P9["Problem: Minotaur blocks exit"] + S25["Solution: Lure Minotaur with Red Scarf → get Dagger"] + end + + S16 & S21 --> P7 + P7 --> S22 + S22 --> P8 + P8 --> S23 + P8 --> S24 + S23 & S24 --> P9 + P9 --> S25 + S25 --> C2["Winged Ones give Sacred Water & Oracle Vial"] + + %% Phase 6b: Isle of the Beast - Return with Shield + subgraph Phase6b["Phase 6b: Isle of the Beast - Return Visit"] + P6b["Problem: Archer statue kills you"] + S18["Solution: Use Shield to pass archer statue"] + P10["Problem: Rose hedge blocks path to Beast"] + S28["Solution: Cut hedge with Scythe (from Isle of Mists)"] + end + + C2 --> P6b + P6b --> S18 + S18 --> P10 + + %% Phase 8: Logic Cliffs + subgraph Phase8["Phase 8: Isle of Sacred Mountain - Cliffs"] + P11["Problem: Copy protection puzzles block summit"] + S26["Solution: Solve cliff puzzles using manual (5 puzzles)"] + P12["Problem: Dark cave blocks path"] + S27["Solution: Use Tinderbox to light way → get Mint Leaves"] + end + + P10 --> S28 + S28 --> P11 + P11 --> S26 + S26 --> P12 + S27 --> C3["Winged Ones take you to Minotaur Maze"] + + %% Phase 9: Isle of Mists / Druids + subgraph Phase9["Phase 9: Isle of the Mists - Druids"] + P13["Problem: Druids will burn you without protection"] + S29["Solution: Have Beauty's Dress + cast Rain Spell"] + S30["Solution: Get Scythe from village"] + S31["Solution: Get Coal from firepit"] + end + + P13 --> S29 + S29 --> S30 + S30 --> P14 + + %% Phase 10: Beast/Beauty Quest + subgraph Phase10["Phase 10: Beast's Domain"] + P14["Problem: Beast needs help to break curse"] + S32["Solution: Give White Rose to Beauty"] + S33["Solution: Give Beast's Ring to Beauty → get Mirror & Dress"] + S34["Solution: Cut rose hedge with Scythe"] + end + + P14 --> S32 + S32 --> S33 + S33 --> P13 + + %% Phase 11: Realm of the Dead + subgraph Phase11["Phase 11: Realm of the Dead"] + P15["Problem: Need to reach Land of the Dead"] + S35["Solution: Cast Charm Creatures of Night spell
→ ride Nightmare horse"] + P16["Problem: Zombies block path"] + S36["Solution: Avoid them (or Rain Spell protects)"] + P17["Problem: Need ticket for underworld"] + S37["Solution: Talk to Cassima's parents → get Ticket"] + P18["Problem: Need key to proceed"] + S38["Solution: Play bone xylophone → skeletons dance, drop Key"] + P19["Problem: Need coins for Charon"] + S39["Solution: Take coins from skeleton's eyes"] + P20["Problem: Gate blocks entry"] + S40["Solution: Answer riddle with LOVE"] + P21["Problem: Need gauntlet for Death"] + S41["Solution: Get from dead knight"] + P22["Problem: Make Death cry"] + S42["Solution: Show Mirror → Death weeps → free parents"] + end + + S35 --> P16 + P16 --> S36 + S36 --> P17 + P17 --> S37 + S37 --> P18 + P18 --> S38 + S38 --> P19 + P19 --> S39 + S39 --> P20 + P20 --> S40 + P21 --> S41 + S41 --> P22 + P22 --> S42 + S42 --> C4["Cassima's parents revived → return to Beach"] + + %% Phase 12: Castle Infiltration - Two Paths Converge + subgraph Phase12["Phase 12: Castle Infiltration"] + P23["Problem: Cannot enter castle normally"] + S43["Solution (Long Path): Paint door with magic
- Black Feather + Swamp Ooze + Styx Water
- Paintbrush + Spellbook → door appears"] + S44["Solution (Short Path): Disguise with Beauty's Dress"] + P24["Problem: Guards patrol basement"] + S45["Solution: Avoid or distract with Nightingale"] + P25["Problem: Need to access vizier's secrets"] + S46["Solution: Use Skeleton Key on chest → get Vizier's Letter"] + P27["Problem: Cassima needs weapon"] + S48["Solution: Give Dagger to Cassima"] + P26["Problem: Need Jollo's help for best ending"] + S47["Solution: Befriend Jollo → give lamp replica"] + end + + C4 --> P23 + P23 --> S43 + P23 --> S44 + S43 --> P24 + S44 --> P24 + P24 --> S45 + S45 --> P25 + S45 --> P27 + P27 --> S48 + P26 --> S47 + S47 --> C5 + + %% Phase 13: Final Confrontation + subgraph Phase13["Phase 13: Final Confrontation"] + P28["Problem: Genie attacks"] + S49["Solution (Best): Use Genie Lamp (from Jollo)"] + S50["Solution (Alt): Give Mint Leaves to genie"] + P29["Problem: Vizier fights"] + S51["Solution: Use Sword + Cassima's help"] + end + + C5 --> P28 + P28 --> S49 + P28 --> S50 + S49 --> P29 + S50 --> P29 + P29 --> S51 + S51 --> END + + %% Styles + classDef problem fill:#ffcccc,stroke:#333,stroke-width:2px + classDef solution fill:#ccffcc,stroke:#333,stroke-width:2px + classDef phase fill:#e6f3ff,stroke:#333,stroke-width:1px + classDef start_end fill:#ffcc00,stroke:#333,stroke-width:3px + + class P1,P2,P3,P4,P5,P6,P6b,P7,P8,P9,P10,P11,P12,P13,P14,P15,P16,P17,P18,P19,P20,P21,P22,P23,P24,P25,P26,P27,P28,P29 problem + class S1,S2,S3,S4,S5,S6,S7,S8,S9,S10,S11,S12,S13,S14,S15,S16,S17,S18,S19,S20,S21,S22,S23,S24,S25,S26,S27,S28,S29,S30,S31,S32,S33,S34,S35,S36,S37,S38,S39,S40,S41,S42,S43,S44,S45,S46,S47,S48,S49,S50,S51 solution + class START,END,C1,C2,C3,C4,C5 start_end +``` + +## Key Dependency Chains + +### Long Path (Full Experience) +Magic Map → Isle of Wonder puzzles → Isle of the Beast (initial) → Minotaur's Maze → Isle of the Beast (return with Shield) → Logic Cliffs → Charm Spell → Realm of the Dead → Paint Door Castle Entry → Best Ending + +### Short Path (Faster) +Magic Map → Isle of Wonder puzzles → Isle of the Beast (initial) → Minotaur's Maze → Isle of the Beast (return with Shield) → Disguise Entry → Castle → Standard Ending + +## Critical Item Dependencies + +| Item | Source | Required For | +|------|--------|--------------| +| Royal Ring | Beach | Castle entry, Jollo trust, Sing-Sing delivery | +| Magic Map | Pawn Shop (trade Ring) | Access to all other islands | +| Nightingale | Pawn Shop (trade coin) | Five senses gnomes, guard distraction | +| Tinderbox | Pawn Shop (trade flute) | Dark cave, catacombs level 2 | +| Hole-in-Wall | Isle of Wonder garden | Catacombs spying room | +| Red Scarf | Chessboard Land | Minotaur lure | +| Shield | Catacombs | Archer statue protection | +| Dagger | Minotaur maze | Cassima's defense | +| Beauty's Dress | Beast's domain | Druid ceremony survival, disguise | +| Mirror | Beast's domain | Death's challenge | +| Skeleton Key | Realm of the Dead | Vizier's chest | +| Vizier's Letter | Abdul's chest | Saladin persuasion | + +## Parallel Puzzle Paths + +The game features parallel paths at several points: + +1. **Isle of Wonder exploration**: Five gnomes can be solved in any order +2. **Beast's domain**: Getting brick, meeting creature, and preparing for archers can overlap +3. **Castle entry**: Two distinct paths (paint door vs. disguise) converge at the finale + +## Legend + +- **Rectangles with sharp corners** (red tint): Problem nodes - obstacles or puzzles that must be solved +- **Rectangles with rounded corners** (green tint): Solution nodes - items collected or actions taken +- **Gold nodes**: START and END milestones +- **Arrows**: Dependency flow (solving A enables B) diff --git a/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-gamefaqs-ASchultz.html b/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-gamefaqs-ASchultz.html new file mode 100644 index 0000000..121e958 --- /dev/null +++ b/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-gamefaqs-ASchultz.html @@ -0,0 +1,1516 @@ + + + + + + + + + + + + King's Quest VI: Heir Today, Gone Tomorrow FAQ/Walkthrough for PC by ASchultz - GameFAQs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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FAQ/Walkthrough by ASchultz

+

Version: 1.0.0 | Updated: 06/10/01

+
+ + + +
+
King's Quest VI
+In-Depth FAQ, including points, items, maps, and different endings
+version 1.0.0
+by Andrew Schultz schultza@earthlink.net
+
+The primary purpose of this walkthrough is to describe how the points 
+are scored.  I couldn't find such a listing on the internet, so I wrote 
+one myself.  Some residual benefits may be that you find out *exactly* 
+where to click, which isn't always clear in the game(**AHEM** walking 
+around the castle basement,) and there may be some puzzles you *HAVE* to 
+do or people you must talk to in a certain order that you weren't aware 
+of.  In addition, you have to perform some actions that don't get you 
+any points(i.e. talk to someone) so that you are able to do something 
+else(i.e. talk to someone else, given what you know.  It's not always 
+logical.)  At any rate, this list is spoiler-intense and possibly not 
+all-inclusive, so you must proceed at your own risk.  There are also 
+many different wrinkles in the ending, which I didn't realize until I'd 
+tried leaving specific elements out of a perfect walkthrough.  So this 
+FAQ is not 100% complete in that respect but submissions of cases I've 
+missed are welcome.
+
+Hey, check out my HOME PAGE:
+
+http://www.geocities.com/SoHo/Exhibit/2762/
+
+================================================
+
+        OUTLINE
+
+NUMBER ONE CLICKING TIP
+
+MAPS
+
+POINTS SCORED, WITH A WALKTHROUGH
+
+WAYS TO GET STUCK WITHOUT DYING
+
+WAYS IT ONLY SEEMS YOU'RE STUCK
+
+WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING
+
+WAYS TO DIE
+
+ITEMIZED ITEMS
+
+TO-DO
+
+VERSIONS/CREDITS
+
+================================================
+
+NUMBER ONE CLICKING TIP
+
+  If there are two items to click, say, the hand icon on, and one causes 
+death and the other helps solve a puzzle, walk far away from them and 
+then click.  If you are too close, you will get a bunch of "Alexander 
+blah blah blah" messages and just before the monotony is unbearable, you 
+may very well click on the wrong object.
+
+MAPS
+
+  ISLE OF THE CROWN
+
+                                           Book  Pawn
+                                          Store  Shop
+                                            /    /
+    Pier-----------------Beauty's Garden   /    /  (enter castle)
+  (Ferry boat inside)                   \ /    /   Side of
+                                    Marketplace    Castle---Castle entry
+                                               \           /
+                                                Forest Path
+                                                     |
+                                                   Beach
+
+  ISLE OF WONDER
+
+  Chessboard
+       \
+      Garden
+         \
+       Swamp
+           \
+          Beach-Bookworm's
+
+  ISLE OF THE SACRED MOUNT
+   Flown to castle/minotaur
+       |
+   Top of mountain-Dark cave-cave with light
+       |         |
+   Fifth Puzzle  |
+       |         |
+   Fourth Puzzle |
+       |    (2nd time through)
+   Third Puzzle  |
+       |         |
+   Second Puzzle |
+       |         |
+   First Puzzle--+
+     (Beach)
+
+  CATACOMBS MAPS
+
+    LEVEL ONE
+
+    LEDGER
+
+$ = coins
+T = trap(compactor)
+V = down to level 2
+X = fall to your death
+W = woman who tells you to go west
+S = shield
+K = skull
+E = entryway
+? = tile puzzle
+
+  1 2 3 4 5 6 7 8
+   +-----+   +---+
+1  |$    |   |  V|
+   +---+ +---+ +-+
+2      |  T    |
+       | +-----+
+3      | |
+       | |
+4      |S|
+   +---+ +---+ +-+
+5  |X W   ?  | |K|
+   +-----+-+ +-+ |
+6  |     | |     |
+   | +-+ | | +---+
+7  | | | | | |
+ +-+ +-+ +-+ |
+8|X         E|
+ +-----------+
+
+    LEVEL TWO
+
+    LEDGER
+
+X = fall to your death
+H = where to place hole in the wall
+! = tapestry
+* = minotaur
+v = where you wind up, falling from level one
+
+ 1 2 3 4 5 6 7 8 9
+     +-+   +-+
+1    |X|   | |
+   +-+ +---+ +-----+
+2  |              v|
+   | +-+ +-------+ |
+3  | | | |       | |
+ +-+ +-+ +-+-+ +-+ |
+4|         H !*|X  |
+ +-+ +-----+ | +-+ |
+5  | |     | |   | |
+   | +-+ +-+ +---+ |
+6  |   | |         |
+   +-+ +-+ +-------+
+7    |     |
+     +-+ +-+
+8      | |
+       +-+
+
+  ISLE OF THE BEAST
+
+    Beast's Garden
+           |
+    Archer's Gate
+           |
+    Path with Hot Pool
+           |
+         Beach
+
+  ISLE OF MISTS
+
+    Dwellings--Fire
+        |        |
+        L------Beach
+
+  LAND OF THE DEAD
+
+                            Death
+                              |
+       Talking Door--Death in the Distance
+            |
+       Dead Knight
+            |
+       Death's Gate
+            |
+    K&Q--Boy's mom
+
+  THE CASTLE PROPER
+
+    LOWER LEVEL AND SECRET PASSAGE
+
+   Abdul's(see ABOVE GROUND)
+  Chambers-+
+           |
+           |
+      End of
+     Hallway
+         |
+         |
+   Behind Abdul's---Secret hallway
+       room         ()
+                    Secret hallway
+                    ()
+    +-----------Statue--+
+    |                   |
+    |    [main floor]   |
+    |                \  |
+  Secret--3 prisons   Stairs------Jollo's room
+  Entry-+            +-and Jollo
+        |            |
+        +------------+
+
+    CASTLE, ABOVE GROUND
+
+              Hallway
+            +-with door----------+
+            |                    |
+    Abdul's-Hallway with      Guarded
+   Chambers Pillar            Hallway
+            |     \              |
+            |      Pillar  (END) |
+            |                |   |
+            |     Throne Room    |
+            |          |         |
+            +----Main hallway----+
+
+    END
+
+         Top of tower
+              |
+      Spiral staircase 2
+              |
+      Spiral staircase 1
+              |
+      [from Throne Room]
+
+POINTS SCORED, WITH A WALKTHROUGH
+
+Format for each listing:
+Action Number.  Points received/total points followed by action below.
+
+Symbol before number denotes if the action is necessary.  Notation isn't 
+complete, and I'm not satisfied with it as is, but I wanted to get this 
+faq OUT.
+* - necessary to complete game
+^ - necessary to complete happier scenario(enter castle via magic)
+& - necessary to complete less happy scenario(enter castle via disguise)
+! - necessary to complete scenario with everyone, which implies ^.
+x - not necessary to complete any ending
+? - I'm not 100 % sure
+
+MOVE or TAKE or USE(when no object is specified, you are the default) or 
+READ or TOUCH requires the hand icon.  SHOW or GIVE requires the item 
+icon.  TALK or ASK requires the speaking icon.  A "+" notes that this is 
+not necessary to complete the game successfully.
+
+*1.  1/1 MOVE plank [while at beach]
+*2.  1/2 TAKE coin [after examining chest]
+*3.  1/3 TAKE ring [on beach]
+*4.  3/6 SHOW ring to guard [at castle entry, must talk to guards first] 
+(allows you to talk to Ali)
+*5.  2/8 [continuation of 4.]
+*6.  1/9 GET mint in the jar on the table
+  (also, TALK to Ali, which will give you info to talk to the ferryman)
+*7.  2/11 GET nightingale [at store, after you USE coin]
+x8.  1/12 READ love poems on bookshelf to the right [in book store]
+x9.  1/13 TAKE loose page that falls out after 7 [in book store]
+x10.  2/15 TOUCH book on counter  [in book store]
+x11.  1/16 ASK about the kingdom
+*12.  1/17 TAKE the free book by the door  [in the book store]
+*13.  2/19 TALK to the ferryman after you TOUCH the door(upper right 
+part) [by the ferry]  --you may want to stand far away from the ferry as 
+you do this, or the computer could think you're clickin on yourself.
+*14.  1/20 GET the rabbit's foot ["Thanks for letting me in.  Say, don't 
+mind if I do!"]
+!15.  4/24 SHOW ring to jester  [in book store.  Note that he only 
+appears once, and only after you enter the ferry.]
+*16.  5/29 SHOW ring to seller [in pawn shop]
+(Here you will want to exit to the woods and come back.  The seller will 
+have dumped some old magic stuff into a waste bin.)
+*17.  1/30 TOUCH the pot to dig up an ink bottle. [in town]
+*18.  1/31 USE the map for the first time [on the beach]
+*19.  1/32 GET the flower [on the Isle of the Sacred Mount]
+*20.  1/33 GET the feather [on the Isle of the Sacred Mount]
+21.  2/35 USE the book on the oyster [on the Isle of Wonder]
+22.  1/36 TAKE the pearl when the oyster opens his mouth [the first time 
+may be too quick, but position the hand icon over where the pearl was.]
+*23.  2/38 USE the flower on Tom Trow, the dwarf with the nose [on the 
+Isle of Wonder, after you try to go north]
+*24.  2/40 USE the nightingale on Grovernor, the dwarf with the ears
+*25.  2/42 USE the mint on Grump Frump, the dwarf with the tongue
+*26.  2/44 USE the rabbit's foot on Trilly Dilly, the dwarf with the 
+hands
+*27.  2/46 USE the ink on yourself so Old Bill Batter, the dwarf, 
+doesn't see you
+28.  1/47 TAKE the purple thing floating(a sentence) which has now 
+drifted to the shore [on the Isle of Wonder shore]
+29.  1/48 LOOK at the spider web(but don't touch it.)  Then TOUCH the 
+loose thread and TOUCH the paper scrap. [east of shore, Isle of Wonder]
+30.  2/50 [continuation of 28.]
+  (While you're at it, touch the books and talk to the bookworm.  
+Without this the participle will not appear on the Isle of the Beast.  
+Even though the islands do not communicate, this is the case.  Go 
+figure.)
+31.  1/51 GET milkweed [in swamp scene]
+32.  1/52 GET rotten tomato [in garden scene]
+33.  1/53 GET teacup [in garden scene] <-out of place!  Teacup doesn't 
+appear 'til later.
+34.  1/54 GET iceberg lettuce [in garden scene]
+35.  1/55 GET scarf [in checkerboard scene]
+  (Head to the Isle of the Beast)
+35.  2/57 USE the sentence(the "where" in your inventory) on the 
+dangling participle [Isle of the Beast, shore]
+36.  4/61 USE the iceberg lettuce on the pond [Isle of the Beast, one 
+north of shore]
+37.  1/62 GET lantern [north of shore]
+38.  1/63 GET brick [garden]
+39.  2/65 USE participle on books [east of shore, Isle of Wonder]
+40.  4/69 USE nightingale [forest path, Isle of the Crown]
+41.  1/70 USE rare book [anywhere]
+42.  2/72 USE pearl on Ali [Isle of the Crown, Ali's pawn shop]
+  (Trade the nightingale for the flute)
+43.  1/73 USE the rare book on the book seller [book store]
+44.  2/75 USE the milkweed/milk bottle on the baby [Isle of Wonder, 
+garden scene]
+45.  1/76 USE the lamp on the crying babies [garden scene]
+46.  2/78 USE the flute [garden scene]
+47.  1/79 TAKE the hole in the wall [garden scene--slow the speed down 
+and use the pull-down instead of the right click if you have to]
+48.  3/82 USE the tomato on the bump-on-the-log [swamp scene] (First, 
+you need to USE the teacup at the swamp edge)
+49.  1/83 USE the teacup on the swamp ooze at the edge of the swamp 
+[swamp scene]
+  (Go back to the Isle of the Crown to get the tinder box before moving 
+on to...)
+50.  1/84 Solve the first puzzle [Isle of the Sacred Mount]
+  (Using the stairs is quite a nuisance.  Remember to click on each 
+stair a few times if you keep flailing.)
+51.  2/85 Solve the second puzzle
+  (I won't reveal the solutions here, since they're part of Sierra's 
+copy protection, but the part about the "Ancient Ones" will reveal what 
+you need to know...IF you have the manual :) )
+52.  3/86 Solve the third puzzle
+53.  4/87 Solve the fourth puzzle.  The solution is D-Q-O-G, but you 
+still have to know the picture alphabet.  I'm putting this here because 
+it's the greatest nuisance to look up of the puzzles.
+54.  5/88 Solve the fifth puzzle
+  (wait for Granny to finish her grumbling)
+55.  1/89 TOUCH cave to enter it.
+56.  2/91 USE tinder [below Alexander's eyes, in the cave]
+  (TOUCH the cave on the right hand side to get through)
+57.  1/92 GET peppermint[the green stuff]
+58.  1/93 GET skull [catacombs, discombobulated skeletons]
+59.  1/94 GET shield[catacombs]
+60.  3/97 solve puzzle
+61.  1/98 GET coins[catacombs, touch skull with gold eyes]
+62.  2/100 USE brick on gear trap
+63.  2/102 USE tinder after falling to second level
+64.  2/104 USE hole-in-the-wall
+65.  1/105 TOUCH tapestry to open the latch
+66.  3/108 USE red queen's cape on bull
+67.  6/114 (continuation points)
+
+The story can branch here.  
+
+68.  1/115 GET scythe [by campfire]
+69.  1/116 GET dead coals [in campfire]
+70.  3/119 USE shield on archer
+71.  1/120 GET rose[left side of bush on Beast's Isle]
+72.  3/123 USE scythe on hedge between rose bushes
+73.  1/124 TALK to beast(automated if you go north)
+74.  2/126 USE rose on Beauty
+75.  2/128 GIVE Beast's ring to Beauty
+76.  2/130 (continuation points)
+77.  1/131 USE lamp on fountain
+78.  1/132 USE vial on lamp
+79.  3/135 USE spell book and CAST rain spell
+  (GET another rose on the way out.)
+80.  1/136 EXAMINE Beauty's dress twice
+81.  1/137 GIVE coal to white queen
+82.  1/138 GET "drink me" bottle on table
+83.  2/140 (go to druids' place and you'll get through.  In the scene 
+you'll use Beauty's dress and the lamp with the rain spell.)
+
+** ALL FIVE STEPS HERE IN THE FOREST ARE OPTIONAL.  THE FIRST WILL 
+AFFECT THE ENDING. **
+84.  3/143 USE ring on nightingale
+85.  1/144 GET the ribbon it's dropped
+86.  1/145 USE the love poem on the nightingale
+87.  1/146 GET the note it's dropped
+88.  1/147 USE the white rose
+
+89.  3/150 USE the "drink me" potion--if you didn't see what the genie's 
+lamp looked like when he first met the vizier, check now and remember to 
+trade the peddler for that one.
+90.  1/151 USE your lamp on the peddler[in town, you get a point even if 
+you chose the wrong one]
+
+** DO THE STEPS BELOW QUICKLY SO THE EMBER DOESN'T GO OUT.  IF IT DOES, 
+GET A NEW EMBER. **
+1/152 USE skull on embers [druids' fire]
+1/153 USE hair on skull [anywhere]
+1/154 USE sulfur on skull [anywhere]
+
+5/159 USE the glowing skull on the horse [top of Isle of Sacred Mount]
+1/160 TALK to the spirits [entrance to Land of the Dead]
+1/161 TALK to the mother [east of entrance]
+2/163 USE the bone to the side of the "xylophone" [north of mother]
+1/164 GET the key while the skeletons are dancing [just after the conga 
+line comes out]
+3/167 USE the ticket on the second skeleton [same]
+1/168 GET the gauntlet after examining the sitting skeleton [north of 
+the ticket taker]
+1/169 USE the teacup on the River Styx [north of the sitting skeleton, 
+by boat]
+3/172 GIVE the coins to the ferryman [same]
+3/175 Say "LOVE" after you TOUCH the door(don't walk up to it.)
+2/177 USE gauntlet in the presence of Death
+4/181 USE mirror on Death [same]
+1/182 USE feather on teacup [west of castle]
+1/183 USE paintbrush [same]
+1/186 USE spellbook to cast paint [same]
+2/188 USE the door that is created [same]
+3/191 USE handkerchief on small boy[middle cell]
+2/193 TOUCH the knight's right hand(to your left)
+2/195 LOOK at hole in the wall [bottom of secret passage]
+1/196 LOOK at hole in the wall [top of secret passage]
+3/199 GIVE the dagger to Cassima in your brief time together [while 
+looking at hole in wall]
+1/200 LOOK at the hole in the wall to see Abdul [passage west of stairs 
+up]
+1/201 LOOK at the paper in the box on Abdul's desk [Abdul's bedroom]
+1/202 USE the skeleton key on the trunk [same]
+1/203 TAKE the letters in the trunk [same]
+3/206 GIVE the lamp to Jollo [Jollo's room]
+2/208 TALK to the door and say "Alizebu" [secret castle entrance]
+2/210 LOOK at all four items on the table [behind the Alizebu door]
+3/213 GIVE the vizier's letter to Saladin [in main hall]
+5/218 TALK or WALK to the wedding procession [in throne room]
+Very happy ending 1:
+6/224 USE lamp on genie [top tower]
+1/225 TAKE sword [top tower]
+1/226 USE sword on Abdul [top tower]
+5/231 USE sword on Abdul [top tower]
+Very happy ending 2:
+2/220 USE peppermint on genie [top tower]
+(the rest as before, giving a total of 227)
+The difference is that you won't see Alexander's family if you kill the 
+genie;  no-one will be able to teleport them from Daventry.
+
+WAYS TO GET STUCK WITHOUT DYING
+
+--enter the Minotaur's without the brick, the tinder box, the red scarf, 
+or the hole-in-the-wall.
+--if you don't pick up the key in the land of the dead, and you've 
+burned the dress, and you've gone into the treasure room, you won't be 
+able to get past the patrolled halls.  I don't know if this is the case 
+if you haven't gone in the treasure room.
+--get caught twice if you snuck into the castle, or once if you walk in 
+while disguised
+--don't pick up the key in the land of the dead
+
+WAYS IT ONLY SEEMS YOU'RE STUCK
+
+--if the skull loses its glow, then just go back to the Isle of the 
+Mists and get another coal with it.
+--if you pick up the wrong lamp from the peddler, and you get inside the 
+castle with the main solution, you'll be OK if you have the peppermint 
+to use on the genie.
+
+WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING
+
+--see above.
+--Don't get the shield or the skull in the maze.
+
+WAYS TO DIE
+
+  GENERAL
+--wade too far into water on any island
+
+  ISLE OF THE CROWN [NOT THE CASTLE]
+--jump off pier and follow man
+
+  ISLE OF THE SACRED MOUNT
+--push the wrong button at the third puzzle
+--fall from a height of more than one screen climbing up the cliff
+--eat the nightshade at the cliff top
+--fall into a trap room in the catacombs
+--make the wrong moves in the picture-tile puzzle room in the catacombs
+--wait around in the compactor/gears room in the catacombs
+--get to minotaur's room and wait around
+--visit the rulers at the Isle of the Sacred Mount twice
+
+  ISLE OF WONDER
+--walk into the swamp
+--touch the spider web
+--touch the paper without loosening the spider web
+--not show the right sign to the dwarves
+
+  ISLE OF THE BEAST
+--walk across the boiling pool without cooling it
+--walk past the archers without the shield
+--talk to beast and wait around
+
+  ISLE OF THE MISTS
+--visit druids without Beauty's dress or the rain spell
+
+  LAND OF THE DEAD
+--get touched by a spirit in the scene
+--drink or step in the river
+--walk up to the talking door, or answer it wrong
+--wait around the Lord of the Dead, or answer him wrong
+
+  CASTLE
+--don't show Saladin the paper
+--wait around in the throne room until the genie starts blasting the 
+dogs
+--wait around in the tower while the genie casts a spell
+--forget to take the sword after the genie is neutralized
+--don't bother to strike Abdul once you have the sword
+--get to final scene without giving dagger to Cassima
+--wait too long to take Abdul down after Cassima stabs him
+
+ITEMIZED ITEMS
+
+  This list of items contains the name, where to find it, and what it's 
+used for.
+
+[regen]--you can get more than one
+[x]--disappears after use(not done yet)
+
+--coin
+    in the chest after you're washed up
+    trade it at pawn shop for access to flute, nightingale, paintbrush, 
+tinder box
+--chest
+    on Isle of the Crown beach
+    Look in it to find coin
+--ring
+    on Isle of the Crown beach
+    show it to guards to enter palace
+    show it to Jollo in book store to gain his trust
+    trade it temporarily at pawn shop for magic map
+    send to Cassima via nightingale
+--mint [regen]
+    in the jar on the pawn shop counter
+    feed to Grump Frump, the third dwarf
+--nightingale
+    pawn shop, after you trade coin
+    wind it up in forest to make friends with nightingale
+    distract dog guards in the less happy ending
+    fool Grovernor, the second dwarf
+--tinder box
+    Pawn shop, after you trade coin
+    Light your way through the catacombs and the tunnel by the 
+nightshade
+--flute
+    Pawn shop, after you trade coin
+    Distract the wallflowers to get the hole-in-the-wall
+--paintbrush
+    Pawn shop, after you trade coin
+    Paint door in side of castle and use paint spell to make it real
+--rabbit foot
+    in ferry
+    Use to fool Trilly Dilly, fourth dwarf
+--free dull book
+    Left part of the bookstore
+    read it to oyster and grab pearl with good timing
+--love poem
+    Search the right bookcase.  It will fall out
+    send to Cassima
+--spell book
+    trade the riddle book for it
+    casts spells if you have ingredients
+--stinky flower
+    Isle of Sacred Mount, bottom
+    use it to fool Tom Trow, the first dwarf
+--feather
+    Isle of Sacred Mount, bottom
+    put in teacup to begin paint spell
+--ink bottle
+    pawn shop owner throws it out.  Search the big jug
+    pour on yourself to evade Old Bill Batter's sight(fifth dwarf)
+--pearl
+    in oyster's mouth on Isle of Wonder
+    trade it to Ali to get your ring back
+--sentence
+    floating about Isle of Wonder.  Wait a bit.
+    Use on the dangling participle
+--dangling participle
+    Isle of Beast shore
+    give to the Bookworm in exchange for the rare book
+--iceberg lettuce
+    Isle of Wonder garden
+    Throw in boiling stream
+--teacup
+    Isle of Wonder garden
+    Put appropriate elements in to make paint spell(swamp ooze, black 
+feather, Styx water)
+--Hole in the Wall
+    Isle of Wonder garden, just after you play flute
+    Use in the right spot to see Minotaur activate secret passageway
+--Babies' tears
+    Isle of Wonder garden
+    get from babies with lamp after you feed one some milkweed
+--rotten tomato
+    Isle of Wonder garden
+    Give to bump on the log to get swamp ooze
+--red cape
+    Isle of Wonder, checkerboard
+    Wave at Minotaur to goad him to his death
+--rotten egg
+    Isle of Wonder, checkerboard
+    Put in skull for Creature of Night spell
+--milkweed bottle
+    Isle of Wonder swamp
+    give to babies' tears
+--swamp ooze
+    Isle of Wonder swamp
+    put in teacup for paint spell
+--rare book
+    Get from the bookworm
+    Trade with book seller for spell book
+    You get a non-critical point for reading it, too
+--lantern
+    north of Isle of Beast shore
+    pour baby tears in it, as well as fountain water and oracle's sacred 
+vial, so you can escape from druids
+    later, trade to old man for imitation genie lamp
+--brick
+    by Archer's path, Isle of Beast
+    stops gears in Minotaur's maze
+--Beast's ring
+    enter Beast's garden
+    show to Beauty along with rose
+--Beauty's dress
+    Beast's garden, if Beauty comes by
+    Puts out fire in druids' cage
+    Search it for Beauty's hair, part of the Creature of Night spell
+    Also a disguise to get into the castle
+--ticket
+    Talk to Cassima's parents in land of dead
+    Gets you past skeletons
+--handkerchief
+    Talk to woman east of entrance
+    Give it to boy in castle cell and learn secret passage
+--key
+    Play the xylophone and skeletons drop it
+    Unlocks Abdul's chest
+--gauntlet
+    Find it on dead soldier
+    Use it on Death
+--styx water
+    By boat in river
+    Part of paint spell
+--fountain water
+    Beast's garden, use lamp
+    part of rain spell formula
+--white rose [regen]
+    Archer's path
+    Give to Beauty to unite her with Beast
+    Send to Cassima via nightingale
+--shield
+    Catacombs
+    Protects you on Archer's path
+--coins
+    Catacombs
+    get you across river Styx
+--skull
+    Catacombs
+    Lets you cast "creature of night" spell
+--dagger
+    Solve catacombs
+    Give to Cassima in advance so she can distract Abdul
+--sacred oracle water
+    Solve catacombs
+    Pour in lamp for rain spell
+--ember [regen]
+    Druids' ceremonial firepit, if you have the skull
+    Used to cast spell on Creature of the Night
+--coal
+    Druids' dead firepit
+    Give to the White Queen and get a spoiled egg in return
+--scythe
+    west of dead firepit
+    Cut down magic rose bush on Isle of Beast
+--peppermint [regen?]
+    In the hole west of the top of the Sacred Mount
+    To get genie drunk if you don't get the original bottle
+--genie lamp
+    Trade it to peddler in town
+    Give it to Jollo so he can switch it with the real one and get back 
+to you
+    [new genie lamp:  use it on genie to control him]
+--treasonous letter
+    In locked chest in Abdul's room
+    Give it to Saladin to fend off death
+--heavy sword
+    In the tower
+    Use twice on Abdul to subdue him
+
+================================================
+
+TO-DO
+
+--Try to win the game without ever meeting Jollo.
+--Try to win the game without ever getting ring returned.
+--Check the minimum points needed to win.
+--Can you give the genie a PLAIN mint?
+
+VERSIONS/CREDITS
+
+1.0.0 submitted 6/11/2001 to GameFAQs with known errors.
+
+Ben Stephenson's original walkthrough on GameFAQs helped me through the 
+game and inspired me to fill in the holes--a much easier proposition 
+with better technology these days.  There is also an anonymous 
+walkthrough that is similar but also helped.
+
+
+ +

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+ + + + + + + + \ No newline at end of file diff --git a/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-gamefaqs-Tricrokra.html b/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-gamefaqs-Tricrokra.html new file mode 100644 index 0000000..81f331f --- /dev/null +++ b/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-gamefaqs-Tricrokra.html @@ -0,0 +1,2085 @@ + + + + + + + + + + + + King's Quest VI: Heir Today, Gone Tomorrow FAQ/Walkthrough for PC by Tricky - GameFAQs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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+ What do you need help on? + Cancel X +
+ +
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BOOKMARK
+
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+ Jump to: +
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+

FAQ/Walkthrough by Tricky

+

Version: 15.03 | Updated: 03/24/15

+
+ + + +
+

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

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+ + + + + + +
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FAQ/Walkthrough by bananagirl

+

Version: 1.5 | Updated: 04/23/03

+
+ + + +
+
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+  L#:  WE  i..:#; tf:  :fj,   .;,ff.   .,ti::. :fj#tj:      i#i    i#i  j#i
+  E#   WE  i ..#j :WG  .j#j   WG .ED. DW.:       i#i         i#i  i#i   j#i
+  i#j  WD  i  ;W:  KG   ;#;   WDLt;'   tD;:;;,   i#i          i#ii#i    j#i
+   ;Ej ;   i iL:  ,WE: :t#i  :WE,           ;#j  f#j           f##j     j#i
+     ,i.:,jt,.    .;fitj ij.  'fij:'   ;itLj;t   :jft;       .:iftiiftitfif:.
+          :Kf:
+           :fGj:
+
+
+         ,-_/,.             ,--,--'    .             ,---.
+         ' |_|/ ,-. . ,-.   `- | ,-. ,-| ,-. . .     |  -'  ,-. ,-. ,-.
+          /| |  |-' | |      , | | | | | ,-| | |     |  ,-' | | | | |-'
+          `' `' `-' ' '      `-' `-' `-^ `-^ `-| ;   `---|  `-' ' ' `-'
+                                             '-'      ,-.|
+                     ,--,--'                          `-+'
+                     `- | ,-. .-.-. ,-. ,-. ,-. ,-. . . .
+                      , | | | | | | | | |   |   | | | | |
+                      `-' `-' ' ' ' `-' '   '   `-' `-'-'
+
+
+===============================================================================
+
+                ~ King's Quest VI:  Heir Today, Gone Tomorrow ~
+                                for DOS/Windows
+                                FAQ/Walkthrough
+                                 by Bananagirl
+                       bananasquid at swirvemail dot com
+                                v1.5 - 04/22/03
+
+
+         This document is copyright ©2003 Bananagirl. All information 
+         contained within is protected by international copyright law.
+
+
+                       ---------------------------------
+                            -= Table of Contents =-
+                       ---------------------------------
+                            1. Introduction
+                            2. Preliminary FAQ
+                            3. General Information
+                                 o Story
+                                 o Characters
+                            4. Game Basics
+                                 o Controls
+                                 o Menus
+                                 o Points
+                                 o Saving/Loading
+                            5. General Advice
+                            6. Walkthrough
+                            7. FAQ
+                            8. Items 
+                            9. Point List
+                           10. Maps
+                           11. Secrets/Easter Eggs
+                           12. Endings
+                           13. Song Lyrics
+                           14. Revision History
+                           15. Copyright Information
+                           16. Credits/Thanks
+
+
+
+===============================================================================
+               -------------------------------------------------
+                     .:*~*:.  < 1. Introduction >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+Hello, and welcome to my FAQ for King's Quest VI: Heir Today, Gone Tomorrow. 
+Looking at previous works by me, one can see that I am an avid King's Quest 
+fan. I have already written walkthroughs for three of the games in the series,
+as well as two point lists and a story walkthrough. This marks my fourth 
+walkthrough for the series, and hopefully the experience gained from previous 
+writing and the time and effort put into this guide makes it my best one yet.
+
+Although my roots lie mostly in the PC, most of my gaming as of late has taken
+me to consoles. While I enjoy both forms of gaming, no adventure on a console 
+can compare to anything by Sierra with "Quest" in the title. These games took
+gamers to entirely new worlds, some fantasy, some futuristic. They mixed humor,
+action, exploration, and puzzles. They had well-developed characters and 
+entertaining plots. They revolutionized the genre.
+
+This guide should lead you step-by-step through both paths of the game, as well
+as point out optional tasks, alternate endings, and fun things to do. If it
+doesn't, I guess I'm a failure. Sorry. Enjoy the guide. 
+
+ - Bananagirl
+
+
+
+===============================================================================
+               -------------------------------------------------
+                   .:*~*:.  < 2.  Preliminary FAQ >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+ 1. Who's this Roberta Williams person?
+ 2. Where can I get this game?
+ 3. Is this appropriate for my kids?
+ 4. How 'bout for older people?
+ 5. Why do some of these questions look familiar?
+ 6. Why are the graphics glitching?
+ 7. Where can I find _____?
+ 8. How do I do _____?
+ 9. How old is this game?
+10. Are there any games similar to this one that I should play?
+11. Can I use this FAQ on my site?
+12. Can I send something to add to your guide?
+13. Can I republish any of the information found here?
+
+-------------------------------------------------------------------------------
+
+Q1. Who's this Roberta Williams person?
+---------------------------------------
+  Roberta Williams is the brain behind the King's Quest series, and many other
+  wonderful games, such as Mission: Asteroid (which I've also written a guide
+  for), Mystery House (ditto, and the first hi-res adventure game ever), and 
+  the Laura Bow games. All worth playing.
+
+
+Q2. Where can I get this game?
+------------------------------
+  Your chances of finding an original copy of it are pretty slim, but you 
+  might be able to find it somewhere if you look really, really hard. You'd 
+  probably be better off to just buy the entire series in either the Roberta 
+  Williams Anthology (dunno if this is even still available) or the King's 
+  Quest Collection. Both should be fairly inexpensive, but there *are* quite a 
+  few games in each pack, so expect to fork over at least a few bucks.
+
+
+Q3. Is this appropriate for my kids?
+-----------------------------------
+  Of course! There's nothing in it that will traumatize them, or even damage 
+  their egos. Graham can die, but when he does, it doesn't show very much. 
+  There's a bit of Yeti killing involved, but nothing that can possibly happen
+  in real life is harmful to the little ones. The difficulty level might be a
+  bit high for some children, but it's fun for everyone, so don't hesitate to 
+  help out should they ask.
+
+
+Q4. How 'bout for older people?
+------------------------------
+  It's a classic. Highly recommended for everyone. Just make sure you keep your
+  own saved games easily distinguishable from everybody else's. Few things are 
+  more annoying than getting most of the way through a game and having someone 
+  else replace your game with their own, which just happens to be near the 
+  beginning.
+
+
+Q5. Why do some of these questions look familiar?
+-------------------------------------------------
+  Because I stole them from my King's Quest 1 guide, of course! I'm too lazy to
+  come up with new questions and answers for everything, so if the same ones 
+  work, I'm all for recycling them.
+
+
+Q6. Why are the graphics glitching?
+----------------------------------------
+  This game was made to be played with 256 colors. If you use anything better, 
+  the graphics will probably black out, which pretty much makes it impossible 
+  to play. It might be interesting to try, however.
+
+
+Q7. Where can I find _____?
+---------------------------
+  Well, if I know, it's in here. If I don't, you'll have to look elsewhere. Try
+  checking somebody else's guide at http://www.gamefaqs.com.  
+
+
+Q8. How do I do _____?
+----------------------
+  Ditto to the above question.
+
+
+Q9. How old is this game?
+----------------------
+  It was originally released in 1992, just nine years after the release of the 
+  first King's Quest. It's been rereleased in a few collections since then. 
+
+
+Q10. Are there any games similar to this one that I should play?
+----------------------------------------------------------------
+  Well, if you dig the game as a whole, I'd highly recommend the other King's
+  Quest games. I'm not a huge fan of Mask of Eternity, but maybe you will be.
+  If it's the interface you enjoy, King's Quest 5 has a nearly identical one,
+  as does Laura Bow 2: The Dagger of Amon Ra, both EcoQuest games, and Quest
+  for Glory IV: Shadows of Darkness. Space Quest 5 does, too, and Space Quest
+  6 has a similar one. In addition to these, there's probably at least one 
+  Leisure Suit Larry game like this. So, basically, you can't go wrong with any
+  of the Sierra adventure games released around this time period.
+
+
+Q11. Can I use this FAQ on my site?
+-----------------------------------
+  Sure. Let me know if you do, though. Just email me and say something along 
+  the lines of, "Hey, I'm using your KQ6 FAQ on my site, [insert address here].
+  Just letting you know. Bye." Make sure you credit me wherever you put it, and
+  leave the file exactly as it is
+
+
+Q12. Can I send something to add to your guide?
+-----------------------------------------------
+  Sure, I'm all for useful additions. Just don't send me any partial 
+  walkthroughs and expect me to put them in here word-for-word. I'll be 
+  checking to make sure anything you send me is factual information before I 
+  slap it in here, so whatever ends up in the file will come from that 
+  experience. I'll credit you, though. Look for your name and/or email address 
+  at the top of whatever you submit, and also in the Credits/Thanks section. I
+  might be a bit slow about updating, but if your contribution is useful, it 
+  will make its way into the document eventually.
+
+
+Q13. Can I republish any of the information found here?
+-------------------------------------------------------
+  Drop me an email about this one. Tell me which information, where you're
+  putting it, and why you want to do it. I'll get back to you with a yes or no
+  answer. If I say yes, make sure you give me full credit. And also be sure to 
+  give credit to whomever submitted it, if someone else told me about it. 
+
+
+
+===============================================================================
+               -------------------------------------------------
+                 .:*~*:.  < 3.  General Information >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+                                     Story
+-------------------------------------------------------------------------------
+
+Once upon a time, in a far off kingdom called Daventry, a dying king called for
+his most noble knight. Promising him the throne should he succeed, this king
+sent the knight, Graham, to recover three lost artifacts that would return the 
+fallen Daventry to its former glory. Bravely, Sir Graham set out on his 
+journey, and returned in a short amount of time with the treasures of Daventry:
+A magic mirror that revealed the future and showed far-off lands and people, a
+chest of gold that could never be emptied, and a shield that guaranteed the 
+bearer victory in any battles.
+
+With these spoils, Daventry prospered, and soon enough, Graham found himself in
+need of a wife. None of the women of Daventry caught his fancy, and he had 
+nearly given up. Suddenly, the image of a beautiful woman appeared in the magic
+mirror. This woman was imprisoned in a tower on the island of Kolyma. Falling 
+in love with her, Graham set out immediately to rescue the damsel in distress.
+Of course, he succeeded. They were married, and Graham brought her back to 
+Daventry to be his queen.
+
+Two children were soon brought into the world. They were twins, a boy and a 
+girl. The son was named Alexander; the daughter, Rosella. Unfortunately, young
+Alexander was snatched from his cradle by an unknown force. The kingdom mourned
+the loss of the young heir, but no amount of searching turned up even the 
+smallest clue as to his location. 
+
+Meanwhile, in a far off land called Llewdor, an evil wizard, Manannan, began 
+training a young slave. He named the boy Gwydion, and for nearly eighteen 
+years, the two lived alone in a house perched precariously atop a high 
+mountain. The wizard planned to kill the boy just before his eighteenth 
+birthday, for experience had taught him that young men longed for freedom and 
+would often try to escape from slavery. Gwydion was no different, and having
+learned his true identity from the animals, he was determined to leave behind 
+his life as a servant. 
+
+The sharp young man outwitted the wizard, and used his own magic to defeat him. 
+He left the kingdom on the first ship out, and after only a few problems, found
+himself in Daventry. Once there, he rescued the princess of the land from a 
+dragon, and upon taking her to her parents, returned to his own home and took 
+his rightful place as heir to the throne.
+
+The royal family rejoiced, but in all the excitement of the celebrations, King 
+Graham collapsed. He had been stricken by a heart attack, and nothing the royal
+doctors could do would return him to his former health. In despair, Rosella ran
+to the throne room and cried at her father's seat. As she did so, the magical
+mirror called to her. Looking into it, she saw a beautiful face. This face 
+belonged to a fairy named Genesta, who was also on the verge of death. Genesta 
+told Rosella of a fruit that grew only on her island, Tamir. The fairy would 
+transport Rosella to this island, and allow her to take this fruit, but she 
+could only send her home again if the princess could recover an amulet stolen 
+from Genesta by an evil fairy named Lolotte. Rosella managed to kill Lolotte,
+and returned the amulet to its rightful owner. She returned to Daventry with 
+the fruit, and gave it to Graham. The king recovered immediately, and once 
+again, the family rejoiced.
+
+Life was peaceful in the castle for a short period of time, but these things do
+not last. One day, returning from a walk, Graham found to his dismay that his 
+castle and its occupants were gone. An owl was able to tell him that an evil 
+wizard, Mordack, had whisked them away. This owl, Cedric, took Graham to meet
+another wizard. This one was much nicer, and his name was Crispinopher. He 
+helped Graham in every way that he could, and the noble adventurer set off 
+through the land of Serenia to rescue his family. In doing so, he learned that
+Mordack was the brother of Manannan, and had kidnapped Graham's family in an
+attempt to return his brother, who had been turned into a cat by Alexander, to
+his human form. Fortunately, Graham arrived before any serious harm could be 
+done to his family, and rescued them from the wizard's evil clutches. In doing
+so, he also freed Manannan's slave, a girl named Cassima. Crispin was able to 
+send all back to their respective homelands, but Alexander could not forget 
+beautiful Cassima.
+
+One day, gazing into the magic mirror, Cassima's face appeared before the 
+prince. She was calling out to him, and he immediately announced his plans of
+rescuing her to his family. Alexander eagerly set sail for the Land of the 
+Green Isles, but a storm overtook his ship as they neared the coast. Only the 
+prince made it to shore, and it is there that our adventure begins...
+
+
+
+-------------------------------------------------------------------------------
+                                  Characters
+-------------------------------------------------------------------------------
+
+Alexander
+---------
+  The brave prince of Daventry, Alexander, set sail for the Land of the Green
+  Isles to rescue Cassima, but found himself to be the sole survivor of a ship 
+  wreck. Alone in a hostile land, he must use his wits and anything he can 
+  carry to save the princess and return peace to the land. 
+
+
+Cassima
+-------
+  Cassima returned to her homeland to find her parents dead. Her father's 
+  advisor had taken over the country. The vizier locked Cassima in a tower, 
+  cutting her off from all communication with the outside world. Fortunately,
+  her location was revealed to Alexander in the magic mirror of Daventry, and
+  if all goes well, the princess of the Land of the Green Isles will soon be 
+  free.
+
+
+Abdul Alhazred
+--------------
+  Once the king's closest advisor, this traitor poisoned the rulers and took 
+  the throne for himself. He rules the land with lies and deceit, keeping 
+  Cassima locked away. He does so with the assistance of his genie, who carries
+  out even the vizier's most vile orders. 
+
+
+Shamir Shamazel
+---------------
+  The vizier's genie, Shamir, is the force behind most of the evil in the game.
+  It's not that he himself is evil; it's just that by magic law, he's got to do
+  whatever his master tells him to. His master just happens to be evil. Shamir
+  can often be seen around the islands disguised as somebody or something else.
+  His true form is always easy to spot by the glinting, golden eyes. 
+
+
+
+===============================================================================
+               -------------------------------------------------
+                     .:*~*:.  < 4.  Game Basics >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+                                   Controls
+-------------------------------------------------------------------------------
+
+King's Quest VI uses Sierra's point-and-click interface of the early 90s. Your 
+cursor has five different options, which you can switch between by pressing 
+your right mouse button. Clicking on an object or area with the left button 
+will trigger the action you've selected. If you have three mouse buttons, the
+third button will toggle between the icon currently selected and the walk icon.
+
+On your keyboard, use the arrow keys on your numeric keyboard to move the 
+cursor around. The 5 key cycles between actions, and the 0 key is the 
+equivalent of a third mouse button. To reach the icon bar, hit either the 
+escape key or the delete key. To trigger an action, use the enter key.
+
+The actions (and their corresponding icons) are as follows:
+   > Walk...................Body
+   > Look....................Eye
+   > Touch/Take.............Hand
+   > Talk..........Speech bubble
+   > Item...................Item
+
+Most of the controls are pretty much self-explanatory, so I won't insult your 
+intelligence by going into too much detail.
+
+- Walking is used to go from place to place. Clicking on the edge of the screen
+  will take you to the next one, if possible.
+
+- Looking is used to examine objects, or to trigger puzzles, view diagrams,
+  and other such things.
+
+- Touching things can trigger puzzles, switches, and other things. Taking 
+  something will add it to your inventory. The item taken will automatically be 
+  selected as the Item cursor.
+
+- Talking to things or people triggers events, as well as providing hints, 
+  clues, and other such things. It's almost always a good idea to talk to 
+  everyone until they start repeating themselves. If you've done something
+  important, return to talk to them again.
+
+- Items can be used for countless things. The item displayed in your cursor is
+  the one you have selected from your inventory. Any item you pick up is 
+  automatically selected, but can be changed by choosing a new item in the 
+  inventory.
+
+- Sometimes a simple arrow cursor will be displayed. This acts just like any 
+  other pointer cursor you've ever used. Choose items and options with it.
+
+- A crown icon is displayed when loading or cutscenes occur. This is the wait
+  cursor, so when that's displayed, sit back and watch. There's nothing you 
+  can do.
+
+- When you click on a question mark in any of the menus, a question mark icon
+  will be displayed. Click on anything with that icon to see a quick 
+  description of its function.
+
+
+
+-------------------------------------------------------------------------------
+                                     Menus
+-------------------------------------------------------------------------------
+
+At any point in the game, you can move your cursor up to the top of your screen
+to display the icon bar. This displays the icons for four of the major actions,
+as well as the item currently selected, a bag that takes you to your inventory,
+and a slider bar representing the systems button.
+
+The inventory itself is fairly self-explanatory. It holds your items. You can 
+examine them, choose from them, touch them, and talk to them. You can scroll
+through your inventory window by using the more button, represented by two 
+arrows. When you're done, hit the OK button. If you do this after selecting an
+item, the chosen item will be accessible through the item cursor.
+
+The systems button brings up the game's control panel, which is slightly more 
+complex. From here, you can change the game settings. You can also save, 
+restore, restart, and quit, all be clicking on their respective buttons. An 
+about button can give you a bit of game information, and the play button 
+returns you to the game. To the right of these buttons, three sliders, labeled
+Detail, Volume, and Speed, control three aspects of the game. Your score is
+displayed below these, as well as a button that allows you to turn speech on
+and off. 
+
+The Detail button speeds up the game by cutting down on any useless animations.
+Modern computers should have no trouble dealing with detail at its highest, but
+older ones might have to tone it down a bit. The Volume button adjusts the 
+volume of the game's music and sound effects, though it doesn't always work. 
+Finally, the Speed button makes Alexander walk faster or slower. It does not 
+alter the speed of anything else in the game.
+
+
+
+-------------------------------------------------------------------------------
+                                    Points
+-------------------------------------------------------------------------------
+
+Throughout the game, various actions and items will earn points for you. There 
+are 231 points in the game, but you don't have to get all of them to finish it. 
+It's just a nice little challenge for you. In fact, you can finish the game 
+with as few as 116 points, but why would you want to do that? Well, I suppose 
+it's necessary to see all the endings...
+
+
+
+-------------------------------------------------------------------------------
+                                Saving/Loading
+-------------------------------------------------------------------------------
+
+Save (found in the control panel) is a way of keeping your progress, even if 
+you exit the game. Save often. Save well. Follow the on-screen instructions.
+
+Restore (also found in the control panel) recalls your saved games. Do it if 
+you die or screw up. You *did* save, right?
+
+Restart (guess what? It's also in the control panel!) restarts your game. Big 
+surprise there. Don't do this unless you're unbelievably stuck and you forgot 
+to save your game before getting yourself there.
+
+
+
+===============================================================================
+               -------------------------------------------------
+                    .:*~*:.  < 5. General Advice >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+These tips are a mixture of the in-game help system and my own advice. Some 
+strategies may work better for you than others. Determining which ones are best
+for you is your own responsibility. Use common sense. If you zonk out when 
+people drone on about the history of an island, don't bother talking to people
+who do such things. There's nothing to be gained by speaking to them if you 
+aren't going to pay attention to what they say. 
+
+- Save constantly. Fill the saved game folder if you want to, but even if you 
+  don't, try to keep at least three save files per game. It's generally a good
+  idea to save at least once every 10 minutes, as well as before and after 
+  completing an especially grueling task such as the logic cliffs. 
+
+- Make your saved games distinguishable. Your most recent save is always on 
+  top, but if you need to go back to an older one, and you've got a directory
+  full of saved games labeled Save1, Save2, etc., it's going to be hard to find
+  the one you want. You might end up doing tons of backtracking that could've
+  easily been avoided.
+
+- Examine and touch everything on the screen. You never know what you can carry
+  with you, and sometimes an object's description can give you a gentle prod in
+  the right direction.
+
+- Pick up anything that isn't nailed down. There is a use for everything in 
+  this game, but not always on the path you choose to take. Even so, grab it.
+  There is no limit to the amount of items you can carry at any given time.
+
+- Pay attention to what the game is telling you. Most of the characters can 
+  give you all sorts of interesting information about the land and its 
+  occupants, as well as where you should be going or what you should do next.
+
+- Use common sense. Don't swim in treacherous waters, don't walk in front of
+  statues that are out for blood, and don't eat anything poisonous.
+
+- If you can't figure out a puzzle, try using every item you've got on it. 
+  Games like this are full of puzzles with weird solutions, and even if you 
+  don't have the right item for the task at hand, the game might drop a hint as
+  to what the right item might be.
+
+- If you're completely stuck, go do something else for a while. Sometimes you
+  need a different item, or you've got to trigger another event first. On the
+  same line of thought, sometimes you just need to return to the real world for
+  a bit. Get back to the game with a fresh outlook later.
+
+- Hold on to your manual. Many of the puzzles are impossibly hard without the 
+  information contained within. Don't lose it, 'cause I can't legally tell you
+  anything in it. 
+
+- Get to know the islanders. Some of them will give you something if you help
+  them out. Some will alter the game's ending. Most can tell you all sorts of
+  useful things. A few can determine the entire path of the game.
+
+- Not everyone in the Land of the Green Isles is friendly. Those that aren't 
+  are generally easy to spot. Don't follow their advice, but don't discard it,
+  either. Their brutal shoves in the wrong direction could prove to be a gentle
+  nudge in the right one. Often, they'll bring your attention to something you
+  might've overlooked.
+
+- When going forward isn't getting you anywhere, go back. Revisit areas you've
+  already been through. Things change. Maybe there's something new to pick up.
+
+- If something seems important, it probably is. Keep it in mind as you tackle
+  the puzzles in the immediate area, as well as those much later in the game.
+
+
+
+===============================================================================
+               -------------------------------------------------
+                     .:*~*:.  < 6.  Walkthrough >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+King's Quest VI is the first game in the series to feature multiple outcomes. 
+While the next game also has two endings, the complexity of Heir Today, Gone
+Tomorrow is far beyond that of The Princeless Bride. In addition to the many 
+different endings you can experience, there are two separate paths to follow to
+get there. Around the midpoint of the game, these two paths split. The shorter
+path will not get you as many points as the longer one, but it does not take as
+much time to complete. 
+
+In order to distinguish arbitrary tasks, a marker of =*= has been used. Most of 
+the time, the following text affects the longer path of the game, but 
+occasionally, it will alter the ending or simply give you a few optional 
+points. For more information on the endings and how your actions affect them, 
+see the Endings section later in the document. Once the walkthrough splits, the 
+only optional things will be ending- or point-related. If you plan to take the
+longer path, it is generally best to do all optional tasks. While they might 
+have no effect on the final outcome of the game on the shorter path, they could
+be necessary for completion on the longer one. 
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+The game begins as Alexander wakes up on a beach strewn with debris from his
+wrecked ship. He's been stripped of everything but the clothes on his back. 
+Let's change that by grabbing his royal insignia ring, which is glinting in the
+sand nearby. The plank on the right side of the screen is hiding a box, so move
+it out of the way and peek inside. Most of the contents of the box have spilled
+out, but a lone copper coin remains. Pick it up. Behind Alexander, a path winds
+away over a hill. Follow it.
+
+
+Crossroads
+----------
+While this screen is empty at the moment, you'll be visiting it frequently if 
+you want to receive the most points and get the best ending. For now, head for
+the castle by taking the path on the right side.
+
+
+Castle
+------
+At the castle doors, two guard dogs are standing at attention. They aren't up to
+killing Alex at the moment, but that could change. Don't make them angry. Talk 
+to them. They'll be able to tell you where you are, and confirm your beliefs 
+that Cassima resides within these very walls.
+
+=*= The guards don't take too kindly to strangers, so they won't let you into 
+    the castle right away. You'll have to prove your true identity to get an 
+    audience with the vizier. Alex seems to have left his passport in his other
+    pants, so you'll have to flash your insignia ring instead. This seems to be
+    enough, as the guard captain will soon arrive to take you to the vizier.
+
+You won't be getting back into the castle now, but there's something a bit 
+suspect about the vizier. It would probably be a good idea to stick around.
+Cassima might still need your help. Besides, there's no way you're getting out 
+of here without a ship, and you don't have one. Return to the crossroads and 
+take the other path to reach the village.
+
+
+Village
+-------
+The village is small, holding nothing but two shops and a lamp seller. This is
+the land's main shopping district, which really doesn't say much for the 
+economy. For now, head for the second shop, Ali's Books. Open the door, and go
+in.
+
+
+Ali's Books
+-----------
+There isn't much to do here, given that we're broke and on a mission. Even so,
+speak to the owner. He can tell you a little bit about the land, but for the 
+real dirt, you'll have to talk to the ferryman. Keep talking. He might have a
+few interesting hints to share. Of course, if you talk too much, he'll subtly
+hint that he wants you to leave him alone.
+
+=*= Look at the book on the counter to ask Ali about it. He'll offer to give it
+    to Alexander in exchange for a rare book. Given the nature of the book on 
+    the counter, that's a pretty fair deal. 
+
+    Go check out the books on the rightmost shelf, where the merchant was 
+    standing as you walked in. This is the poetry section, and Alexander will
+    gladly pull out a book about love. After reading a few poems, he'll put it
+    back, but as he does so, a page will fall to the floor. Grab it. It's the
+    poem that Alexander liked. 
+
+    Finally, head over to the small table near the door. Other visitors have
+    helped themselves to most of the free books, but there's one left. One 
+    never knows when an incredibly boring book could come in handy, so pick it
+    up. Ali would be glad to see it go.
+
+Open the door and return to the street. The pawn shop would be fun to visit, 
+but not now. Head through the key-shaped archway to the north. 
+
+
+Mansion
+-------
+This large house is home to a skittish servant-girl, who spends every spare
+moment tending to the roses. For now, she is too far away to make any contact
+with Alexander. As such, ignore her and follow the path off to the west. 
+
+
+Dock
+----
+As you enter this screen, you'll witness a small boy diving off the docks. 
+He'll invite you to join him, even offering to show you the way to the next 
+island, but if you examine the water, Alexander will note that there is 
+probably an undertow. Instead of jumping to certain death, ignore the boy, and
+knock on the door of the ferry. When the ferryman opens the door, speak to him.
+The ferry isn't running at the moment, but he'll invite you in to chat. 
+
+
+Ferry
+-----
+Once both he and Alex have taken their seats, begin the interrogation. The most
+important thing he's got to say involves a magic map, which he'll mention the 
+first time you click on him. Even so, keep talking until he begins to repeat 
+himself. He knows all sorts of  useful facts about the islands, as well as a 
+few things about Cassima. Once he finishes talking, try taking the rabbit's 
+foot on the table. The ferryman will gladly give it to you. Leave the cabin, 
+and return to the village. 
+
+
+Village
+-------
+While it seems as if nothing has changed since your last visit, Alexander spent
+quite a bit of time talking to the ferryman. Enter the book store. 
+
+
+Ali's Books
+-----------
+=*= The chair in the center of the room is now occupied by a silly-looking man 
+    named Jollo. Head over to him and have a chat. His concern for the princess
+    should be enough to clue you in to his royal connection, so show him your 
+    ring. He'll tell you everything he knows. Pay attention. When he leaves,
+    follow him out. 
+
+
+Village
+-------
+If you'd like to, you can follow Jollo all the way back to the castle. However,
+there is no reason to do so, and no knowledge is gained by doing it. Open the 
+door to the pawn shop and go in.
+
+
+Pawn Shop
+---------
+As you enter the pawn shop, the owner will call out a greeting. If you've 
+played other games in the King's Quest series, have a look around. Most of the
+items for sale in the pawn shop are direct references to the previous 
+adventures.
+
+Speak to the merchant, and Alexander will ask about the magic map the ferryman
+mentioned. This is a very valuable artifact, but he's willing to trade. You'll
+have to part with the only valuable item on your person if you want it. Try 
+giving him your royal insignia ring. As the merchant hands over the map, he'll 
+offer to trade back the ring in exchange for something of equal value, and 
+explain the precise details of using the map. 
+
+The cloaked man will dart up to the counter to grab a mint, then flee. A short
+cut-scene, taking place at the castle, will give away the old man's true 
+identity. When you regain control of Alexander, take a mint for yourself, and 
+show your copper coin to the pawn shop owner. You'll be offered four items in
+exchange for it. For now, take the mechanical nightingale, and leave the store.
+Go to the crossroads.
+
+
+Crossroads
+----------
+During your conversation with Jollo, the clown mentioned Cassima's pet 
+nightingale, Sing-Sing. If what he said was true, the tiny bird could be used
+to transfer a message to the mourning princess. 
+
+=*= Use the mechanical nightingale on the real one to befriend it. You'll be
+    needing its assistance later.
+
+Return to the village. 
+
+
+Village
+-------
+As you walk in, the pawn shop owner will step out of his store with a basket of
+junk. He'll dump it into a clay pot near the steps, then go back inside. One 
+man's trash is another man's treasure. Dig through the useless magical stuff to
+find a bottle of invisible ink, then head back to the crossroads and south to 
+the beach.
+
+
+Beach
+-----
+The pawn shop owner told Alex that the magic map could only be used out in the
+open and in clear sight of water. The beach meets both requirements (as does 
+the dock near the ferry), so let's try visiting another island. Use the magic
+map, either by touching it in your inventory or selecting it and using it on
+Alexander. Once you have it open, select the Island of the Sacred Mountain. 
+You'll be whisked off to its shores in a matter of seconds.  
+
+
+
+-------------------------------------------------------------------------------
+                      Isle of the Sacred Mountain, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+You're currently standing at the foot of the Cliffs of Logic. We'll be tackling
+these later. For now, just grab the flower on the left side of the screen.
+
+=*= Grab the black feather at the other end of the beach, too.
+
+Pull out your map again. This time, head for the Isle of Wonder. 
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+This wide beach is the only area open to you until you manage to get past the
+island's guardians. They aren't accepting visitors at the moment, so you might
+have a bit of trouble getting past them. You should have everything to do it
+already, but there are a few optional things to do on the beach.
+
+=*= The oysters on the left side of the screen are sleeping quite peacefully,
+    but one's eyes are still open. Speak to it, and it will complain of mouth
+    pains. Alexander's no dentist, but he might be able to help the poor thing
+    sleep through sheer boredom. Pull out the boring book and put it to use on
+    the oyster. As it begins to yawn, you should catch a glimpse of a pearl. 
+    Grab it while the shell is open. 
+
+    Floating slightly out in the water is something pink. The current will 
+    sweep our hero away if he attempts to wade out to get it, but if you wait a
+    few seconds, the mysterious item will be washed ashore. As soon as it's 
+    close enough that Alexander won't have to get his toes wet to pick it up, 
+    snag it. It's carrying a message saying, "Where are you going?" Very 
+    strange, but something we'll deal with later.
+
+Try to leave the screen by going either north or east, and you'll soon be met
+by the guards. These strange creatures, while possessing all of the five major
+senses, each excel at a single one. They trust this sense above all others. 
+Before you meet them, make sure you have the flower of stench from the Isle
+of the Sacred Mountain, and the mechanical nightingale, mint, rabbit's foot, 
+and invisible ink from the Isle of the Crown.
+
+When faced with the scent gnome, pull out the stinky flower. Its odor will 
+overpower yours, leading him to believe that you're actually the flower. The
+gnome of hearing can be easily tricked into thinking you're a nightingale by
+winding up the mechanical one and holding it out to him. The taste gnome will
+gladly let a sugary sweet go by, so give him your mint. Your rabbit's foot can
+trick the touch gnome into thinking you're naught but a furry, little bunny. To
+deal with the final gnome, that of sight, you'll face your first real 
+challenge: disguise of appearance. This is easy enough to overcome; just shake
+the contents of your empty bottle over yourself to disappear, fooling the last
+gnome. If you blow your cover in any way, the gnomes will toss you out to sea.
+
+After the gnomes leave, you're free to explore the island. Celebrate your 
+freedom by heading east.
+
+
+Point
+-----
+The pointed end of the comma-shaped island is full of all sorts of interesting 
+books and strange creatures. In the lower-left corner, a Black Widow spider 
+tends her web, and in the center, a towering stack of books beckons Alexander.
+A swarm of spelling bees buzzes overhead.
+
+=*= The bookstore owner was willing to trade the spell book for one equally 
+    rare, and there's bound to be such a book in this pile. Try to take one,
+    and the owner will pop out. He'll rattle off a list of things that he'll
+    take in exchange for a book, but we haven't picked any of them up yet.
+
+    When the Bookworm disappears, examine the spider web in the corner. There
+    is a piece of paper caught in it, but if you just try to grab the paper,
+    you'll be bitten by the spider. Instead, yank the loose cord on the bottom
+    of her web, and when she runs to tend to that, grab the paper. Look 
+    quickly; the wind will take it away fairly soon. Alex remembers what it 
+    said. Do you?
+
+Return to the beach. This time, go north.
+
+
+Swamp
+-----
+The swamp is a relatively calm place at the moment. There isn't much going on,
+so go west. 
+
+=*= Take a bottle of milk from the milkweed patch at the base of the dogwood 
+    tree before leaving the swamp.
+
+
+Garden
+------
+As is to be expected on an island such as this, all of the plants here are 
+alive. You can speak to them if you'd like to, but none have anything useful to
+say. For now, just grab a head of iceberg lettuce from the patch on the ground,
+and head back to the beach.
+
+
+Beach
+-----
+There's not much time to waste. The lettuce you picked up is melting rapidly; 
+we'll have to hurry to find a place to use it. Whip out the magic map and 
+teleport to the Isle of the Beast. 
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Beast, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+The Isle of the Beast is a rather hostile place, and this beach is as far as 
+most travellers have gotten in years. We'll have to get past this, or Alex will
+never finish his quest.
+
+=*= As you land, you should hear the same music that played at the Point on the
+    Isle of Wonder. This could have something to do with that rare book you're 
+    after. In fact, one of the items the Bookworm requested is nearby. The 
+    strange, green creature hanging from a tree branch is a dangling 
+    participle.
+
+    Speak to the little guy to hear a conversation resembling one you might 
+    have with Yoda. When he stops talking, show him the strange message you 
+    pulled out of the water on the Isle of Wonder. He'll finish the sentence
+    and crawl into Alexander's shirt.
+
+Follow the path that leads off to the north.
+
+
+Boiling Pond
+------------
+Any further progress will be halted as you stumble across a pond of boiling 
+water. If you try to go wading in there, you'll scald yourself, so it's best
+not to do so just yet. Instead, toss in your head of iceberg lettuce to cool it
+down, then wade across.
+
+=*= Take the lamp dangling from the tree branch.
+
+Head north. 
+
+
+Garden
+------
+As you get here, the local gardener will look up and greet you. He'll invite 
+you to come over, but something about the statue on the wall and the glint in 
+his eyes leads me to believe that doing so would be a bad idea. Instead, ignore
+him and pick up the fallen brick lying at the base of the wall. Return to the
+beach. 
+
+
+Beach
+-----
+Use your magic map to revisit the Isle of Wonder. Alternatively, if you're 
+taking the short path, you can skip the next section and just go to the Isle of
+the Crown. 
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder, Part 2
+-------------------------------------------------------------------------------
+
+Beach
+-----
+The guardians no longer seem to notice new arrivals, which is just as well, 
+since they took the last mint, and you're all out of invisible ink. Pay a visit
+to the point.
+
+
+Point
+-----
+=*= Click on the book stacks to bring out Bookworm, and hand over the dnagling
+    participle. He'll give you a rare book for your troubles. Try reading it.
+    There's a page missing. That border looks familiar... 
+
+Go back to the beach.
+
+
+Beach
+-----
+Pull out the map and head for the Isle of the Crown. 
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 2
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Not much has changed since the last time we were here, but there is plenty of 
+stuff to do nonetheless. Start by paying a visit to the village. 
+
+
+Village
+-------
+There's an announcement posted beside the archway that you might want to read.
+Check it out, then enter the book store.
+
+
+Pawn Shop
+---------
+Trade your mechanical nightingale for the flute.
+
+=*= The pearl is extremely valuable, and the pawn shop owner will gladly give
+    back your ring in exchange for it. Hand it over.
+
+Exit the pawn shop. Head for the book store.
+
+
+Ali's Books
+-----------
+=*= Jollo is back in the chair by the fire, and Alex will run to greet him. 
+    He's got quite a few things to tell you, so listen up. When he leaves, give
+    the shopkeeper your rare book. The spell book is now yours. 
+
+Leave the village, and go to the crossroads. 
+
+
+Crossroads
+----------
+If you befriended Sing Sing earlier, you'll be able to use her to send messages
+and the like to Cassima. However, you won't get to reap the benefits unless she
+knows who's sending her these things.
+
+=*= Give your ring to the nightingale, who will fly off to the castle. In a few
+    moments, she'll return with a ribbon from Cassima. Take this, and examine 
+    it to find a hair. Note the snake in the tree that watched this exchange...
+    Hold out the love poem you found in the bookstore to the bird. When she 
+    comes back, she is carrying a letter. Pick it up, and read it. It's a bit
+    discouraging, but don't let it get to you. 
+
+Head for the beach and pay another visit to the Isle of Wonder. 
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder, Part 3
+-------------------------------------------------------------------------------
+
+Beach
+-----
+We've done everything on the point, but hardly anything in the garden and 
+surrounding areas. There's plenty of stuff to do there, so head north and 
+follow the path. 
+
+
+Garden
+------
+Sitting on the wall on the right side is a funny looking hole-in-the-wall. He's
+a shy little guy. Try to pick him up. It will scurry over to the wallflowers, 
+which are so shy that they'll cluster together at your approach, completely 
+blocking access to the wall (and the hole) behind them. Alex will have to charm
+the flowers to get to the hold, and nothing works better than music. Whip out
+your flute and start playing. As the flowers sway, snag the hole and pocket it.
+
+=*= Pick up the rotten tomato lying at the base of the tomato vines. Ignore its
+    protests. Beside the tomatoes, a patch of baby's tears sits dry-eyed. One 
+    of the recipes in the spell book calls for salt water not from the sea, and
+    tears are pretty salty, but how would one make a baby cry? Easy! Give one 
+    baby the bottle of milk from the patch at the base of the dogwood tree, and
+    the rest will start weeping. You're a bad person, you know. Collect the 
+    tears from one of the crying babies using your lamp. Finally, grab the 
+    tea cup sitting on the chair in the corner near the wallflowers. 
+
+The yellow gate to the north leads to yet another area on the Isle of Wonder. 
+Open it up, and go through.
+
+
+Chessboard Land
+---------------
+Speak to the guards, who will tell you a tiny bit about the checkered land that
+lies beyond. As they finish speaking, the twin queens of the island will 
+appear. After a small argument, they'll turn to Alexander, who doesn't want to
+take sides. They'll leave rather haughtily. The red queen will drop her scarf 
+as she turns around. Pick it up, and leave the area. Head for the swamp.
+
+
+Swamp
+-----
+=*= Use your tea cup to dip out a small quantity of swamp ooze. As you do so, 
+    the stick-in-the-mud will call out to tell you that what you're actually 
+    collecting is swamp muck. Bump-on-a-log will soon join the conversation, 
+    which quickly escalates into a very short verbal battle. When they stop 
+    fighting, speak to Bump-on-a-log. Try throwing Rotten Tomato at Stick-in-
+    the-mud. When Bump-on-a-log warns you of the swamp's width, give the tomato
+    to him instead. He'll toss off a fastball that hits Stick-in-the-mud right 
+    on the head, and both he and Rotten Tomato will retaliate by lobbing swamp 
+    ooze at Bumpie. Once the chaos ends and peace is reached, collect some of 
+    the ooze with your cup.
+
+Your travels on the Isle of Wonder are over for now, so head to the beach.
+
+
+Beach
+-----
+Your flute will be fairly useless throughout the rest of the game. Instead of
+toting around a piece of junk, teleport to the Isle of the Crown.
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 3
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Nothing on the island has changed, so just head straight for the pawn shop in
+the village.
+
+
+Pawn Shop
+---------
+Give your flute to the shopkeeper. When he presents his selection of items to 
+you, choose the tinder box. Go back to the beach.
+
+
+Beach
+-----
+It's finally time to explore the Isle of the Sacred Mountain. Use your map to
+get there. 
+
+
+
+-------------------------------------------------------------------------------
+                      Isle of the Sacred Mountain, Part 2
+-------------------------------------------------------------------------------
+
+NOTE: FOR THE FOLLOWING SECTION, YOU WILL NEED THE MANUAL THAT CAME WITH YOUR
+GAME. COPYRIGHT LAWS PROHIBIT ME FROM REPUBLISHING ANY OF THE MATERIAL 
+CONTAINED WITHIN, BUT THE INFORMATION PROVIDED IN THE OFFICIAL MANUAL IS 
+REQUIRED TO SOLVE MOST OF THE PUZZLES OF THE CLIFFS OF LOGIC.
+
+
+Beach
+-----
+The cliffs looming over your head provide no clear handholds, so they might be
+a bit of a challenge to climb. Instead of tackling them right away, examine the
+writing on the wall behind you. 
+
+The first puzzle of the cliffs of logic says:
+ "IGNORANCE 
+  KILLS
+  WISDOM 
+  ELEVATES"
+
+Check your manual. It gives a rather obvious clue, which can be found under the
+Logic Cliffs subheading. It is the first challenge. Punch in one letter from 
+each word to spell out the most obvious word in the clue from the manual. The 
+first steps of the Cliffs of Logic will protrude from the wall, giving you 
+access to the next screen, and the next challenge. Save your game and walk up
+each individual step.
+
+
+Cliffs of Logic
+---------------
+When you reach the final step on the next screen, examine the etchings on the
+wall. The game provides you with an incomplete sentence, which says, "A master
+of languages will ____." Once again, refer to your manual. This time, look 
+under the Ancient Ones subheading. Near the top of the third paragraph, you'll 
+find a completed version of the quote. You need to complete the sentence with 
+the word 'Soar,' using the Ancient Ones' alphabet. Using the alphabet found in 
+your manual, punch in the letters S, O, A, and R (in that order). Once again,
+you will be able to reach another puzzle. 
+
+Save your game again, and ascend to meet your next challenge. This time, there
+is no message on the cliffside; only four small buttons carved into the stone.
+Once again, the manual is the key. Under the clue from the first challenge, 
+you'll find the solution to this puzzle in the form of a riddle. The Stones of
+Stealth, as these are called, must be pushed in the correct order. The order
+is given in the final line of the riddle. The stones are ranked in age with 
+oldest being the one on the left and youngest the one on the right. Save your
+game before you move on to the next screen.
+
+Once again, you will be faced with an alphabet puzzle. This time, you are given
+only the clue, "Sacred Four." Easy enough. Look under the Ancient Ones 
+subheading, and find the spot where it lists the purest of the symbols. Each of
+these is related to a letter of the alphabet. Input D, O, Q, and G, using the 
+alphabet of the Ancient Ones. Save and continue. 
+
+The final puzzle of the cliffs of logic is much like the first one. You are 
+given the following phrase:
+ "ALL SILENT 
+  CRY THE
+  NOBLE 
+  BOULDERS"
+
+Find the fifth clue, which is listed under the first and third clues, and press
+in one letter from each word to spell out the emphasized word in the clue.
+
+
+Clifftop
+--------
+As Alexander steps onto solid ground, an old lady will greet him, and invite 
+him to join her in the consumption of poisonous berries. Uh, I'll pass. Wait 
+for her to leave.
+
+Crawl into the hole beside the nightshade bush. When you get inside, light your
+tinder box. Another hole at the back of the cave leads to another section. This
+one holds a window, and growing on the ledge is a peppermint plant. Take some 
+leaves, and crawl back out of the cave. 
+
+Walk north, and you will run into two of the royal guards. They'll take you off
+to speak to the lord and lady of the island. Since you fulfilled the first part
+of the Oracle's prophecy, they'll let you live, but you'll have to defeat the 
+minotaur to do so. If you've got the tinder box from the Isle of the Crown, the
+Red Queen's scarf and the hole-in-the-wall from the Isle of Wonder, and the
+brick from the Isle of the Beast, you're ready to tackle the catacombs, and 
+Alexander will say so. Otherwise, you'll be returned to the base of the cliff 
+to gather these things. Simply return to the island when you've got them if 
+this is the case.
+
+
+Catacombs, Lv. 1
+----------------
+The maze of the Winged Ones can be a deadly place. The place is full of pits 
+and traps, so you'll have to watch your step. Unfortunately, you'll fall 
+instantly to your death if you step into a pit room, so save frequently. 
+Keeping a map and consistently plotting your current location helps immensely.
+Begin by heading north two screens. 
+
+=*= Turn to the right and go east twice. Another north will take you to a room
+    with three skeleton lying on the floor. The skull nearby is free to anyone 
+    interested, so pick it up, then go south once and west twice. 
+
+Now, go north one more time, and turn left. You will enter a tile maze. If you
+try to stand on any tile that isn't part of the solution, you will trigger the
+spikes nested in the walls. These will fire straight into whoever set them off,
+killing instantly. Save your game before you attempt this puzzle. 
+
+Open your manual. After the Cliffs of Logic clues, there is a small section on
+the Catacombs. At the end of this is a short message about roses and doves and 
+the like. This is actually the solution to the puzzle. Step onto the rose tile
+just north of the one you're currently standing on, then the one southwest of
+this, and finally the rose tile in the center of the bottom row. From there, go
+north once to the scythe tile, and again to the crown above it. To the upper-
+left is a dove tile; step on this, then on the skull and crossbones just above
+the blank tile near the exit, then onto the exit tile. Save your game, and 
+leave the room.
+
+=*= Go west once to find a girl who appears to be Lady Celeste. She'll tell you
+    that she's found the secret exit, then head off to the left. Don't follow 
+    her; it leads right to a pit. Return to the previous room to continue your
+    quest. 
+
+Go north to find yourself in a room with a shield. Take this, then go north 
+twice.
+
+=*= Keep going north until you can go no further, then turn left. Follow this
+    path until you reach a dead-end. One of the skeletons here has ancient 
+    coins covering its eyes. These are of no use to him, so grab them, then go
+    right two screens and south one.
+
+Turn right and enter the room on the east side. This is another trap. As you 
+step in, the doors slam shut behind Alex, and the ceiling slowly begins to 
+come down. Quickly pull out your brick and throw it into the gears to screw up
+the trap, and you're safe. Exit via the doorway on the right side. Go east and
+north once each, then east twice. The seemingly solid floor will fall away to
+reveal a pit. Through this, Alexander will gain entry to the next level of the 
+Catacombs. 
+
+
+Catacombs, Lv. 2
+----------------
+When you land, you'll find yourself in complete darkness. Two white spots
+representing eyes indicate Alex's current position. Use your tinder box on the
+eyes to light it, brightening the room. This level is much more straightforward
+than the other one. Simply go left five times, then south twice and east once.
+
+This room, which is a dead end, should produce a message that says the strange
+sounds seem as if they're in the next room. Use your hole-in-the-wall to peer 
+into the room, and you'll witness the minotaur hitting a secret lever behind a
+tapestry to open the doorway to his lair. 
+
+Go west three times, then south twice, east and south once each, and east 
+twice. Turn north for a single screen, then go right. Travel two more screens 
+to the north to find the room with the tapestry. Touch the wall hanging to find
+the lever, and Alex will enter the minotaur's room. 
+
+
+Catacombs, Lair
+---------------
+The minotaur has Lady Celeste tied down on a table, and he's not really up to
+dealing with newcomers. In fact, he'll prepare to charge you as soon as he sees
+you. Call his attention to yourself, and Alex will back up to the pit of fire 
+in the corner. Pull out the Red Queen's scarf. Use it on the minotaur, who will
+charge it, miss, and fall into the fire. No big loss there. Alex will deal with
+Lady Celeste, and the two will leave the catacombs via the minotaur's secret
+exit. 
+
+
+Oracle
+------
+After a ridiculously long cut-scene involving the oracle and all sorts of other
+such things, you'll be conveniently dropped at the bottom of the Cliffs of 
+Logic.
+
+
+Beach
+-----
+The Oracle suggested a visit to the Druids on the Isle of the Mists, but Alex 
+isn't prepared to deal with them just yet. Even so, their island has now 
+appeared on the magic map, and even if you don't plan on meeting the residents,
+it couldn't hurt to scout out the land a bit. Go there. 
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Mists, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+The mists and music of this island lend a rather haunted atmosphere to the 
+whole thing. Two paths lead away from the beach; the one to the northwest takes
+you to the village, and the one to the northeast leads to the ceremonial 
+circle. For now, go to the village. While the game claims the path is to the 
+northwest, you'll actually have to click closer to due west to get Alexander to
+go there.
+
+
+Village
+-------
+Hanging from one of the houses of the village, you should see a scythe. Pick it
+up.
+
+=*= The fire pit in the center of the village is currently unlit. Take a piece
+    of coal from it. 
+
+Return to the beach.
+
+
+Beach
+-----
+The only main island we have yet to fully explore is the Isle of the Beast. Use
+your map to get there.
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Beast, Part 2
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Head north, across the no-longer-boiling pond, to reach the garden.
+
+
+Garden
+------
+As you enter the screen, the stone archer on the wall will turn to aim at you.
+Take out the shield you picked up in the catacombs and use it on the archer. 
+Alex will pass through the gate, guarding himself with the shield. And it's a
+darn good thing, too.
+
+On the other side of the gate, step up to the gazebo. As you do so, the rose
+bushes surrounding it will suddenly grow across your path, barring further 
+progress. This island definitely isn't sending out friendly vibes. Use the 
+scythe from the Isle of the Mists to hack away the shrubbery. Once he clears
+the path, he'll step through into the hedge maze.
+
+
+Hedge Maze
+----------
+Don't worry, the hedge maze isn't anything you have to worry about. You have a
+much greater task instead. Since you just trespassed onto Beast's island, he's
+naturally a bit on the unpleasant side. Beast will inform you of a curse that's
+now been transferred to you. You've nothing but a few short hours (that's in-
+game; by the normal clock, you've only got about ten minutes) to find a woman 
+willing to marry such a hideous creature as Beast. Your new acquaintance will 
+give you a ring to give to his bride-to-be, and send you off on your final 
+quest. Leave through the gazebo exit to the south.
+
+
+Garden
+------
+If you're going to woo any single maidens, you'll need to charm them. You can
+start by grabbing one of the white roses growing from the hedge on your way 
+out. Head back to the beach.
+
+
+Beach
+-----
+Maybe you haven't been paying much attention, but the single female population
+in this country is rather lacking. In fact, the only one we've even seen thus
+far is the slave girl with the thing for roses. Interesting coincidence, this.
+Head for the Isle of the Crown, and waste no time in doing so.
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 4
+-------------------------------------------------------------------------------
+
+Beach
+-----
+As soon as you set foot on the sand, head for the village, and Ali's Books. 
+
+
+Ali's Books
+-----------
+=*= Although time is short, one can never resist a visit with Jollo. The court
+    clown is in his usual place by the fireside in Ali's Books; stop by and say
+    hello. Jollo has a warning for you concerning tightened security at the 
+    vizier's orders; apparently, he's been telling the guards that you're a bad
+    guy. Jollo suggests you fake either an exit or your death. He also mentions
+    Shamir's lamp, but getting to it would be impossible... right? 
+
+Leave the book store. Head through the archway to reach the mansion.
+
+
+Mansion
+-------
+As you enter the screen, the blonde maiden you saw earlier can be seen tending 
+to the roses along the low wall that surrounds the yard. You could try speaking
+to her, but she's too shy to talk back. Instead, cut straight to the chase and
+hand over the white rose you snagged on your way off the Beast's island. You'll
+win her over with the flower. From there, all you've got to do is give her the
+ring. Alexander will take her to the island, and you'll be saved from a life as
+a warthog. 
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Beast, Part 3
+-------------------------------------------------------------------------------
+
+Hedge Maze
+----------
+After a cut-scene, you'll find yourself in the hedge maze again. A mixture of 
+Cinderella and Beauty and the Beast has presented Alexander with the 
+opportunity to be a drag queen. You'll have to choose whether to be one or not,
+but we'll deal with that in a minute. 
+
+=*= If you haven't been in contact with Cassima, then you didn't pull the hair
+    from her ribbon. You should now find one on Beauty's dress. If you have the
+    hair ribbon, the hair will not be on the clothes; it will either be a 
+    separate inventory item, or it will still be attached to the ribbon. Either
+    way, you'll need a hair on the long path.
+
+    As long as you're in the area, dump the sacred water from the Oracle into 
+    the hunter's lamp, then use it to collect some falling water from the 
+    fountain nearby. Open your spell book and cast the Make Rain Spell on the 
+    second page.
+
+Once you're done here, head back to the garden.
+
+
+Garden
+------
+=*= Collect another white rose.
+
+Return to the beach.
+
+
+Beach
+-----
+Set out for the Isle of Wonder. We have a few things to pick up before making
+the final decision on short path or long. 
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder, Part 4
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Go north through the swamp and head for the garden.
+
+
+Garden
+------
+Since this garden is a bit magical, items tend to come and go as they please.
+Currently, there is a tiny bottle sitting on the table near the snap dragons. 
+Pick it up, then open the gates to Chessboard Land.
+
+
+Chessboard Land
+---------------
+As you enter the screen, a fanfare will sound, and the twin queens will 
+approach. When they reach Alexander, they'll once again give him a chance to
+prove his intelligence.
+
+=*= If you picked up the coal on the Isle of the Mists, hand it over to the
+    White Queen. In return, she'll give you a fine spoiled egg. Quite a nice 
+    prize, that.
+
+Return to the beach.
+
+
+Beach
+-----
+At this point, the paths split. If you want to take the short path, head for 
+the Isle of the Crown. If you don't have the spell book, you'll have to take 
+the short path, although you can still go that way if you do have it. If it's
+the long path you're after, you'll have to go to the Isle of the Mists, but 
+first, you must cast the Rain spell from your spell book. Choose wisely. 
+
+
+
+===============================================================================
+                                  Short Path
+===============================================================================
+                           Isle of the Crown, Part 5
+-------------------------------------------------------------------------------
+
+Beach
+-----
+When you reach the island, go north to the crossroads.
+
+
+Crossroads
+----------
+=*= Send the second rose you picked up (if you even bothered to do so) to
+    Cassima by way of the nightingale. 
+
+Turn left and head for the village. When you get there, go to the pawn shop.
+
+
+Pawn Shop
+---------
+=*= As usual, the creepy old man in the black cloak is hanging around the shop.
+    Even Alex has figured out that this guy is the genie by this point, and 
+    he'll gladly drink from the bottle from the garden of the Isle of Wonder if 
+    you tell him to do so. In the cut-scene following his apparent suicide, 
+    you'll witness Shamir's report of the "death." Note the lamp on the desk. 
+
+Trade your tinder box for the mechanical nightingale, and leave the shop.
+
+
+Village
+-------
+=*= Speak to the lamp seller on the street. You can trade your old hunter's 
+    lamp for a fresh, new one. Choose one identical to that which you just saw 
+    on Alhazred's desk. If you weren't paying attention, it's a tall, blue one,
+    near the right end of the pole.
+
+    Note that this will have NO EFFECT on the game's ending on this path. It is
+    strictly for point value. Which leads one to wonder... Why do something for 
+    point value on a path that will end short of the maximum point mark, 
+    anyway?
+
+Exit the village and go to the castle.
+
+
+Castle
+------
+As Alexander approaches, a group of brightly-dressed servant women will be 
+admitted into the castle to help with the wedding preparations. See that little
+hut near the path? Go in, and try on Beauty's dress. Voila. Instant wench-look!
+While in drag, Alex will step up to the castle doors, which will be opened for 
+him. That was almost too easy...
+
+
+Castle, Foyer
+-------------
+As soon as you enter the castle, you'll be berated by another worker. Ignore 
+him, and head up the stairs on the left side of the room.
+
+
+Castle, Upstairs Western Hallway
+--------------------------------
+The guards will complete one full trip down the hallway, talking about Cassima,
+then turn around. Stay in place at the top of the stairs for now. When they 
+begin their second circuit, take out your mechanical nightingale and use it on
+them. Immediately run into the alcove beside you. Inside, duck behind the 
+column by using the hand on it to avoid detection. Once it's safe to come out, 
+pick up the portrait, and take the nail behind it. Run out into the hallway
+again, and open the doorway across from the alcove.
+
+
+Castle, Bedroom
+---------------
+This bedroom seems to be occupied, but Alexander can't tell whose it is. Oh 
+well. Look at the chest at the foot of the bed, and pop it open using the nail
+you pulled from the wall. Take a letter from the stack on the left side of the
+trunk, and read it. Well, that certainly explains a lot.
+
+=*= Open up the ebony box on the small table near the fireplace, and look at 
+    the paper within. It reads 'Zebu'. Could this be some sort of code?
+
+Leave the room and return to the hallway.
+
+
+Castle, Upstairs Western Hallway
+--------------------------------
+Go north to reach the upper hallway.
+
+
+Castle, Upstairs Northern Hallway
+---------------------------------
+As you enter this hallway, Alexander will hear muffled crying from behind the
+nearby door. Speak to the door to investigate. It's Cassima! After a bit of 
+talking, she'll ask for a weapon. Give her your dagger. It might be a good idea
+to show the vizier's letter to her, too. Return to the western hallway.
+
+
+Castle, Upstairs Western Hallway
+--------------------------------
+Head back to the alcove and stick your nail back into the wall. Hoist the 
+painting back into place, and hide behind column as the guards walk by. They'll
+run off to look into the matter of Shamir's treatment of Cassima. Leave the 
+alcove and go downstairs. 
+
+
+Castle, Foyer
+-------------
+Oh, no! The wedding has already started! As Alexander approaches the doors, 
+Captain Saladin will step out to deal with him. Fortunately, he's a noble guy,
+and will give you a few seconds to save your skin just because of who you are.
+Flash him the letter you stole from the vizier. He'll take you into the throne
+room to see the wedding.
+
+
+Castle, Throne Room
+-------------------
+Cassima is just taking her vows as you enter. Call out to her to stop the 
+ceremony. Just when you think you'll get the upper hand in this whole 
+situation, her eyes will flash a lovely, golden hue. For some reason, I don't
+think they were always this color...
+
+As Saladin is drawing his sword, pull out the mirror you got from Beast and 
+show it to the princess. Did she always have facial hair? I think not! Follow
+the vizier out of the room, and chase him up the stairs. 
+
+
+Castle, Tower
+-------------
+The real princess is at the top of the tower, tied up. Unfortunately, she'll
+have to stay that way for the time being. Alexander will have to deal with the
+more direct threats of the vizier and his genie.
+
+Shamir is simple enough to deal with. Simply give him the peppermint leaf you
+found in the cave on the Isle of the Sacred Mountain to distract him. This will
+have a drug-like effect on him, and he'll send himself off into oblivion with a
+ball of energy.
+
+You now must defeat Alhazred. With his genie gone, he'll pull his own sword 
+from its sheath. Grab the ornamental sword mounted on the wall behind you, and 
+use it on your opponent. A fairly impressive swordfight ensues, during which 
+Cassima manages to free herself. Just as it seems as if all is lost, she'll 
+save the day. Whack Alhazred upside the head with your sword to knock him out.
+Enjoy the ending. 
+
+
+
+===============================================================================
+                                   Long Path
+===============================================================================
+                           Isle of the Mists, Part 2
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Well, being caught by the Druids can't possibly be good...
+
+
+Stone Circle
+------------
+The Druids are in the middle of a rain ceremony, and Alexander's dangling over
+a bonfire. Perhaps rain is exactly what is needed to get him out of this mess.
+Alex, in a fit of desperation, will beat back the flames with Beauty's clothes.
+Guess you won't be using those anymore. Fortunately, if it's hot enough to set
+the cage on fire, it's hot enough to boil the water in Alexander's pocket. The
+Rain Spell we prepared earlier kicks in, saving the day. 
+
+Believing you to be some sort of nature wizard, they'll let you go. Listen to
+what the Arch Druid has to say. When he finishes speaking, scoop up some embers
+with the skull you grabbed in the Catacombs on the Isle of the Sacred Mountain.
+Add the spoiled egg from the queens of the Isle of Wonder, and the hair you got
+from either Beauty's clothes or Cassima's hair ribbon. Go to the beach.
+
+
+Beach
+-----
+There is only one place in the Land of the Green Isles where poisonous plants 
+were very clearly brought to our attention. If you were paying attention, 
+you'll remember the old lady (or, more specifically, the genie disguised as an
+old lady) at the top of the logic cliffs on the Isle of the Sacred Mountain. 
+She was trying everything in her power to get you to eat those nightshade 
+berries. Obviously, you didn't do it. Regardless, go visit that island.
+
+
+
+-------------------------------------------------------------------------------
+                      Isle of the Sacred Mountain, Part 3
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Begin to climb the cliffs of logic. As you reach the top of the screen, the 
+game will conveniently skip the rest of the rock-climbing bit, and you'll be
+deposited at the top of the cliff. 
+
+
+Clifftop
+--------
+Just as anticipated, Night Mare is feasting upon the deadly nightshade bush.
+Whip out your spell book and cast the third spell, Charming a Creature of 
+the Night. Having hypnotized the horse, climb aboard and prepare to be whisked
+off to the creature's homeland.
+
+
+
+-------------------------------------------------------------------------------
+                               Realm of the Dead
+-------------------------------------------------------------------------------
+
+Landing Point
+-------------
+Night Mare will deposit Alex in a rather unfriendly-looking place. Two spirits
+are wandering around in circles nearby. Speak to them; they are Cassima's 
+parents, King Caliphim and Queen Allaria. Allaria will give you her ticket to
+the underworld. Bid farewell to the chained rulers and head off to the east.
+Be careful to avoid touching any of the wandering souls. Even if this _is_ the
+Realm of the Dead, Alex is still alive. Let's help him stay that way.
+
+
+Pathway
+-------
+As Alexander enters this pathway, he'll be faced with a grieving ghost. Speak 
+to her to learn of her plight. Apparently her dead son never made it all the 
+way to the Realm of the Dead. She'll give you his handkerchief, and request 
+that you give it to him should you encounter him in your travels. When she goes
+away, follow the path to its end.
+
+
+Entrance
+--------
+Two skeletons monitor the incoming souls in this area. One has a keychain on
+his belt. One never knows when a skeleton key might come in handy. Getting it 
+might be a bit tricky, though. 
+
+Rather than shuffling through the line like the rest of the dead folks, have a
+look at those bones on the right side of the screen. They look suspiciously 
+xylophone-like. Grab the "mallets" sitting nearby, and charm the guardians 
+with your music. Pick up the skeleton key from the ground, then give Queen 
+Allaria's ticket to the second skeleton, and proceed into the heart of the 
+Realm of the Dead.
+
+
+River Styx, Pathway
+-------------------
+The black water of the River Styx greets you in this foreboding place. Ignore 
+it, and take a look at the fallen knight on the path. This seems to be the same
+guy the Druids told you about. Take a closer look, and grab his gauntlet. 
+Follow the twisting path to the next screen.
+
+
+River Styx, Ferry
+-----------------
+Finally, we've reached a point close enough to the water to collect some of it.
+Use your tea cup to scoop some up, then take a look at the guy in the rowboat. 
+This must be Charon, ferryman of the dead. You need his services, but he 
+doesn't work for free. Fortunately, you've been toting around some dead man's 
+coins since your Catacomb expedition. Pay him off with those. After a lonely
+journey, you'll be dropped off at the Gate.
+
+
+Gate
+----
+The twin doors at the top of this pathway lead to Death himself. Naturally, he
+won't just let you in. You'll need to prove yourself first. Try opening it 
+anyway; it will morph into a more talkative form. Speak, but keep your 
+distance.
+
+To prove yourself to the Gate, you must answer a riddle. I hope you were paying
+attention to the rare book, as its missing page matched the border of the scrap
+of paper you pulled from the spiderweb on the Isle of Wonder. Even if you 
+didn't notice, it's a fairly simple riddle of the type in which you must ignore
+the sentences as a whole and focus on the words given.
+
+Shield your eyes if you want to solve the riddle yourself, as I'm about to give
+the answer. Still reading? You shouldn't be. Shame on you for giving up so 
+easily! Alright, enough of that. The answer is 'love'. Input each letter, give
+your answer, and step into the presence of the Lord of the Dead.
+
+
+Throne Room
+-----------
+Step up to the throne of the Lord of the Dead. His guards will escort you. When
+given a chance to speak, throw down the gauntlet taken from the fallen knight. 
+Alexander will request that he be allowed to leave with not only his own life, 
+but those of Queen Allaria and King Caliphin as well. Such a demand must be met
+with an equal challenge. Make Death cry.
+
+Easy enough. Show him his own black heart. Hold out Beast's mirror to him. The
+truth of the matter is enough to make any man weep. Even one who's been chained
+to that throne for eternity. It's also enough to break the mirror. Fortunately,
+it has served its purpose. Alexander and the rulers will now walk free. Ride
+free. Whatever. Night Mare will take you back to the shores of the Isle of the
+Crown. 
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 5
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Leaving Alex to save the day, Caliphim and Allaria will take off to do what 
+they can to save the land. Head for the crossroads.
+
+
+Crossroads
+----------
+=*= As of yet, Sing Sing is still perched on her bough. Give her the second 
+    white rose to deliver as a final gift.
+
+Go to the pawn shop in the village.
+
+
+Pawn Shop
+---------
+Enter the pawn shop. The mysterious cloaked man is lurking at the feet of the
+bear again. Drain the mysterious bottle from the garden of the Isle of Wonder 
+in his presence. Pulling off a spectacular suicide act aided by the heart-
+stopping powers of the strange beverage, Alexander will fool the genie into 
+thinking that he has killed himself. When you wake up, speak to the pawn shop
+owner and trade in your tinder box for the paintbrush. Leave the shop.
+
+
+Village
+-------
+=*= Jollo mentioned the genie's lamp in one of the conversations you had with
+    him if you befriended him. In the last cut-scene, a tall, blue lamp was
+    clearly visible on Alhazred's desk. Make the connection. Trade your old
+    hunter's lamp to the peddler on the street. Take the second lamp from the
+    right in return.
+
+We have all we need for now. It is time to reenter the castle. Leave the 
+village and visit the imperial residence.
+
+
+Castle
+------
+The front door is obviously out. Instead of even trying, follow the path around
+to the side of the castle.
+
+
+Castle, Side Wall
+-----------------
+Use the jet-black feather you found at the base of the cliffs of logic near the
+beginning of the game to stir the mess in your tea cup. You've now combined all
+of the ingredients for the Magic Paint spell. Use your paintbrush on the large,
+blank wall to show your appreciation for the vizier's hospitality. Speak the 
+incantation from the spell book over your graffiti when you finish it. Open 
+the door and go in.
+
+
+Castle, Downstairs Western Hallway
+----------------------------------
+The basement of the castle is composed of four major areas. The door on the
+east wall is currently locked by some unbreakable code. The three doors 
+opposite the locked door are the cells of the dungeon. In the north hallway,
+a single door leads to the guard room. In the south, one can find Jollo's room.
+
+Occasionally, a guard patrol will come out of the room. If they spot you, they
+will lock you in the dungeon. A staircase leading up to the first floor will 
+deposit you into the foyer, in which two guards are gossiping away. They also
+have no problem with locking poor Alex away for the rest of his young life. The
+first time you are captured, Jollo will release you, assuming you befriended 
+him. The second time, you can escape with your skeleton key. Beyond that, 
+you're locked in for all eternity. Don't get caught.
+
+Open the second dungeon door. 
+
+
+Castle, Dungeon Cell #2
+-----------------------
+Inside this cell, the ghost of a young boy is weeping on the cot. This is the 
+son of the woman you saw in the Realm of the Dead. Give him the handkerchief. 
+He will tell you of a secret passage behind the man of steel, then fly away to
+meet his mother. Leave the cell, and exit the hallway to the right.
+
+
+Castle, Downstairs Eastern Hallway
+----------------------------------
+=*= On this screen, ignore the stairs, and enter the door on the east wall. 
+    You'll find yourself in Jollo's room. After a short conversation, give him
+    the lamp you got from the lampseller in the village. Leave the room. 
+
+Head north to the third (and final) basement hallway. For some reason, nobody
+bothered to include south in the layout.
+
+
+Castle, Downstairs Northern Hallway
+-----------------------------------
+Entering the door here would be suicide. However, the young ghost mentioned
+something about a man of steel, and the suit of armor in the corner seems to
+fit that description. Try shaking its extended hand. Enter the secret passage.
+
+
+Castle, Downstairs Secret Staircase
+-----------------------------------
+=*= Peer through the chink in the wall to eavesdrop on a conversation amongst
+    the guards. They'll be able to clue you in on half of the password to that
+    locked door in the western hallway. Alex will have to do some more prying 
+    to get the other half.
+
+Go up the stairs. 
+
+
+Castle, Upstairs Secret Staircase
+---------------------------------
+As you reach the top of the staircase, you'll be met with the sounds of a woman
+crying. This could be none other than Cassima. Take a look through that hole in
+the wall. Seeing the princess inside, Alexander will call out to her. After 
+their lengthy conversation, stick your only means of defense, the dagger given
+to you by Lady Celeste, through the wall. The young lovers will gaze at each 
+other for a bit, then someone will arrive to haul away Cassima. Step away from
+the wall, and head down the hallway on the left side of the screen.
+
+
+Castle, Upstairs Secret Passageway
+----------------------------------
+Proceed down the first part of the hallway, and round the corner at the end of
+it. Just beyond the bend is another spyhole. Look through to witness Alhazred
+writing a letter to a dark wizard. Now Alexander knows the vizier's plans, but
+his spoken words won't be enough for the guard dogs.
+
+Continue down the secret passageway, and examine the crack at the end of the 
+left wall. A doorway will spring open. Step out into Alhazred's bedroom.
+
+
+Castle, Bedroom
+---------------
+This room has two important things in it. The first is tucked inside the ebony
+box on the table by the fireplace. Open said box and look inside to learn the
+second half of the password to the locked door in the basement. The second item
+of interest is locked inside the chest at the foot of the bed. Use your 
+skeleton key to open the trunk, and take a letter from the stack within. You 
+now have tangible evidence for the doubting castle guard. Use the wardrobe to 
+return to the secret passageway.
+
+
+Castle, Upstairs Secret Passageway
+----------------------------------
+Backtrack along the passageway, and go back down the stairs. Return to the 
+western basement hallway.
+
+
+Castle, Downstairs Western Hallway
+----------------------------------
+=*= Approach the door in the western wall. There is no visible handle, but as
+    you overheard, it's voice-activated, so naturally, there wouldn't be. Speak
+    to the door. Input Ali Zebu, the secret password, to spring the lock.
+    Enter.
+
+
+Castle, Royal Treasury
+----------------------
+=*= Pull away the cloth on the table to reveal the stolen treasures of each of
+    the islands. Examine each item individually, then leave the room. 
+
+
+Castle, Downstairs Western Hallway
+----------------------------------
+As is made apparent by the music playing upstairs, the wedding has begun. Run
+to the stairs in the eastern hallway and go up to the foyer.
+
+
+Castle, Foyer
+-------------
+After checking for guard dogs, Alexander will look through the crack between
+the two large doors. Unfortunately, Captain Saladin will spot him, and step out
+to confront him. Quickly show him the letter you stole from Alhazred to save 
+your own neck. You'll be taken into the throne room to watch the wedding. 
+
+
+Castle, Throne Room
+-------------------
+It seems you were wrong about Cassima... or were you? Speak to her to halt the
+ceremony. As you get closer, the glinting eyes should give away the bride's 
+true identity. Fortunately for you, the king and queen will make a well-timed
+entrance. Ignore Shamir for now, and chase Alhazred out of the room.
+
+
+Castle, Tower
+-------------
+Follow the vizier up the spiral stairs to reach the top of the tower. When you
+reach the top, he'll summon his genie, who will begin conjuring a spell that 
+could ultimately lead to Alexander's demise. It's best not to let it come to
+that. Jollo will come up the stairs in a moment with the lamp, so things are
+beginning to look up.
+
+You now have two options. You could offer Shamir the mint, doing away with him
+once and for all, or you could show him his lamp, stealing him away from his
+wicked master. The second choice leads to a more cheerful ending, and is worth
+more points. 
+
+With the genie out of the way, it's time to face Alhazred, man-to-man. He'll
+draw his sword. You gave your only weapon to Cassima, who is struggling in the
+corner. Ignore her for now, and take the ornamental sword behind you. Begin the
+fight. When he gains the upper hand, Alexander will conk the vizier on the head
+with his sword. And so it ends.
+
+
+
+===============================================================================
+               -------------------------------------------------
+                         .:*~*:.  < 7.  FAQ >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+
+ 1. I'm here. Now what?
+ 2. How do I convince people that I'm really Alexander?
+ 3. How do I get back into the castle?
+ 4. How do I talk to the servant girl?
+ 5. Why can't I swim like that kid?
+ 6. Who's that funny-looking guy in the bookstore?
+ 7. What's with the nightingale at the crossroads?
+ 8. Where should I start?
+ 9. How do I get past the guardians on the Isle of Wonder?
+10. How do I get a rare book?
+11. How do I convince the Dangling Participle to join me?
+12. How do I catch the hole-in-the-wall?
+13. How do I get to the swamp ooze?
+14. I lost my manual! Can you just tell me which symbols to enter?
+15. I keep getting lost in the Catacombs. Any advice?
+16. I forgot to get the scythe from the Isle of the Mists. Can I go back?
+17. Where am I going to find a single, desperate girl?
+18. Which lamp is a duplicate of Shamir's?
+
+-- Short Path --
+19. What do I do to get back into the castle?
+20. How do I avoid getting caught by the guard dogs?
+21. What do I do about the painting once I've taken it down?
+22. How do I stop the wedding?
+
+
+-- Long Path --
+23. What do I do about the fire under the cage?
+24. How do I get to the Realm of the Dead?
+25. How can I get across the River Styx?
+26. What's the answer to Gate's riddle?
+27. How do I make Death cry?
+28. What do I do to get back into the castle?
+29. What should I do now that I'm inside the castle?
+30. What's with that locked door, anyway?
+31. What is there to do in the secret passageway?
+32. How do I stop the wedding?
+
+
+-- Both Paths --
+33. How do I prove my innocence and Alhazred's guilt to Saladin?
+34. How do I deal with the genie?
+35. What can I do about a weapon?
+
+-------------------------------------------------------------------------------
+
+Q1. I'm here. Now what?
+-----------------------
+  Look around. Explore. That sort of thing. Why not try to visit Cassima?
+
+
+Q2. How do I convince people that I'm really Alexander?
+-------------------------------------------------------
+  You'll need some form of identification. Proof of your royal heritage should
+  do it. Got any? If not, try sifting through the sand on the beach.
+
+
+Q3. How do I get back into the castle?
+--------------------------------------
+  You don't. Not yet, anyway.
+
+
+Q4. How do I talk to the servant girl?
+--------------------------------------
+  She's too shy to talk to strangers. She's too far away to hear you right now,
+  anyway.
+
+
+Q5. Why can't I swim like that kid?
+-----------------------------------
+  That "kid" is only trying to trick you into a deathtrap. You'll be seeing him
+  in all sorts of disguises throughout the course of the game. 
+
+
+Q6. Who's that funny-looking guy in the bookstore?
+--------------------------------------------------
+  I don't know. Try talking to him. You'll have to prove how important you are 
+  before he's willing to spill his guts to you, though.
+
+
+Q7. What's with the nightingale at the crossroads?
+--------------------------------------------------
+  It's a messenger. You don't NEED to send any messages if you don't want to.
+
+
+Q8. Where should I start?
+-------------------------
+  At the beginning. Duh. On a more serious note, just explore the islands until 
+  you can't get seem to get anywhere, then tackle some of the puzzles.
+
+
+Q9. How do I get past the guardians on the Isle of Wonder?
+----------------------------------------------------------
+  Use your dazzling wit and intuition. And maybe some of the junk you've been 
+  toting around.
+
+
+Q10. How do I get a rare book?
+------------------------------
+  Well, you can't just TAKE one. They already belong to somebody. You might be
+  able to trade for one, if you've got anything that Bookworm is looking for. 
+
+
+Q11. How do I convince the Dangling Participle to join me?
+----------------------------------------------------------
+  Maybe he'll ride along if he likes you. Maybe he'll like you if you show him
+  something he loves. For the record, he loves incomplete sentences.
+
+
+Q12. How do I catch the hole-in-the-wall?
+-----------------------------------------
+  You need to get past its cover. Try distracting the wallflowers with some 
+  music.
+
+
+Q13. How do I get to the swamp ooze?
+------------------------------------
+  You don't. The swamp ooze gets to you. Stick-in-the-mud isn't sharing, but 
+  he's been known to throw it at his enemies. Unfortunately, you haven't done
+  anything severe enough to make him loathe you. You'll have to join forces 
+  with someone he already hates.
+
+
+Q14. I lost my manual! Can you just tell me which symbols to enter?
+-------------------------------------------------------------------
+  No.
+
+
+Q15. I keep getting lost in the Catacombs. Any advice?
+------------------------------------------------------
+  Track your progress with a handy-dandy map. Graph paper is useful for such 
+  things, but you can do without it. Save frequently, and make sure you have
+  all required items before entering.
+
+
+Q16. I forgot to get the scythe from the Isle of the Mists. Can I go back?
+--------------------------------------------------------------------------
+  Nope. You just lost yourself the game. Start over, or restore if you were
+  clever enough to save before stepping into the Druids' trap.
+
+
+Q17. Where am I going to find a single, desperate girl?
+-------------------------------------------------------
+  How many females ARE there in the Land of the Green Isles? Not many, and 
+  most are already spoken for. There is one, however. She lives on the Isle of
+  the Crown, with a wicked stepmother...
+
+
+Q18. Which lamp is a duplicate of Shamir's?
+-------------------------------------------
+  Weren't you paying attention? It's tall. It's blue. It's the second one from 
+  the right.
+
+
+Q19. What do I do to get back into the castle?
+----------------------------------------------
+  Dress up as a chick and shake your groove thang. Well, part of that, anyway.
+
+
+Q20. How do I avoid getting caught by the guard dogs?
+-----------------------------------------------------
+  Don't make your move until their backs are turned, and get them out of the 
+  hallway as soon as possible.
+
+
+Q21. What do I do about the painting once I've taken it down?
+-------------------------------------------------------------
+  Put it back up again. You'll need the nail for something else first.
+
+
+Q22. How do I stop the wedding?
+-------------------------------
+  Prove that the bride isn't really who she appears to be. Don't you have 
+  anything that reveals the truth in all things?
+
+
+Q23. What do I do about the fire under the cage?
+------------------------------------------------
+  Well, it IS a rain ceremony...
+
+
+Q24. How do I get to the Realm of the Dead?
+-------------------------------------------
+  Ride there. Only one horse in the entire world knows the way.
+
+
+Q25. How can I get across the River Styx?
+-----------------------------------------
+  Take the ferry. Hopefully, you picked up the necessary fare while you were in
+  the Catacombs.
+
+
+Q26. What's the answer to Gate's riddle?
+----------------------------------------
+  Is it really that hard? You've probably already seen the answer, if you 
+  picked the scrap of paper out of Black Widow's web. If you weren't paying
+  attention, the answer is "love."
+
+
+Q27. How do I make Death cry?
+-----------------------------
+  Show him what's inside that blackened heart. Reveal the truth.
+
+
+Q28. What do I do to get back into the castle?
+----------------------------------------------
+  Not getting through the doors already there? Make your own.
+
+
+Q29. What should I do now that I'm inside the castle?
+-----------------------------------------------------
+  Well, you could start by finding Cassima...
+
+
+Q30. What's with that locked door, anyway?
+------------------------------------------
+  You'll have to do some spying to know. Once you obtain the password, speak 
+  the password to unlock the door.
+
+
+Q31. What is there to do in the secret passageway?
+--------------------------------------------------
+  Conversations to eavesdrop on, damsels in distress to talk to, murderous
+  plans to uncover...
+
+
+Q32. How do I stop the wedding?
+-------------------------------
+  Call out to the bride. That's all you have to do.
+
+
+Q33. How do I prove my innocence and Alhazred's guilt to Saladin?
+-----------------------------------------------------------------
+  Show him written proof of the vizier's treachery. He's got it in his room.
+
+
+Q34. How do I deal with the genie?
+----------------------------------
+  What's his major weakness? Who's controlling him? You'll either have to kill
+  him, or claim him as your own.
+
+
+Q35. What can I do about a weapon?
+----------------------------------
+  Well, that sword hanging on the wall behind you looks rather promising...
+
+
+
+===============================================================================
+               -------------------------------------------------
+                        .:*~*:.  < 8.  Items >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+.=============================================================================.
+|      ITEM NAME      |           FOUND           |           USED            |
+|-----------------------------------------------------------------------------|
+| Beast's Ring        | Isle of the Beast         | Isle of the Crown         |
+|                     |   Hedge Maze              |   Mansion                 |
+| ------------------- | ------------------------- | ------------------------- |
+| Beauty's Hair       | Isle of the Beast         | Isle of the Mists         |
+|                     |   Hedge Maze              |   Stone Circle            |
+| ------------------- | ------------------------- | ------------------------- |
+| Boring Book         | Isle of the Crown         | Isle of Wonder            |
+|                     |   Ali's Books             |   Beach                   |
+| ------------------- | ------------------------- | ------------------------- |
+| Brick               | Isle of the Beast         | Isle of the Sacred Mount. |
+|                     |   Garden                  |   Catacombs, Lv. 1        |
+| ------------------- | ------------------------- | ------------------------- |
+| Cassima's Hair      | Isle of the Crown         | Isle of the Mists         |
+|                     |   Crossroads              |   Stone Circle            |
+| ------------------- | ------------------------- | ------------------------- |
+| Cassima's Note      | Isle of the Crown         | N/A                       |
+|                     |   Crossroads              |                           |
+| ------------------- | ------------------------- | ------------------------- |
+| Copper Coin         | Isle of the Crown         | Isle of the Crown         |
+|                     |   Beach                   |   Pawn Shop               |
+| ------------------- | ------------------------- | ------------------------- |
+| Dagger              | Isle of the Sacred Mount. | Isle of the Crown         |
+|                     |   Catacombs, Lair         |   Castle, Hallway         |
+|                     |                           |   Castle, Up. Sec. Stairs |
+| ------------------- | ------------------------- | ------------------------- |
+| Dangling Participle | Isle of the Beast         | Isle of Wonder            |
+|                     |   Beach                   |   Point                   |
+| ------------------- | ------------------------- | ------------------------- |
+| Dead Man's Coins    | Isle of the Sacred Mount. | Realm of the Dead         |
+|                     |   Catacombs, Lv. 1        |   River Styx, Ferry       |
+| ------------------- | ------------------------- | ------------------------- |
+| Feather             | Isle of the Sacred Mount. | Isle of the Crown         |
+|                     |   Beach                   |   Castle, Side Wall       |
+| ------------------- | ------------------------- | ------------------------- |
+| Flower of Stench    | Isle of the Sacred Mount. | Isle of Wonder            |
+|                     |   Beach                   |   Beach                   |
+| ------------------- | ------------------------- | ------------------------- |
+| Flute               | Isle of Wonder            | Isle of Wonder            |
+|                     |   Pawn Shop               |   Garden                  |
+| ------------------- | ------------------------- | ------------------------- |
+| Gauntlet            | Realm of the Dead         | Realm of the Dead         |
+|                     |   River Styx, Pathway     |   Throne Room             |
+| ------------------- | ------------------------- | ------------------------- |
+| Genie's Lamp        | Isle of the Crown         | Isle of the Crown         |
+|                     |   Castle, Tower           |  Castle, Tower            |
+| ------------------- | ------------------------- | ------------------------- |
+| Hair Ribbon         | Isle of the Crown         | N/A                       |
+|                     |   Crossroads              |                           |
+| ------------------- | ------------------------- | ------------------------- |
+| Handkerchief        | Realm of the Dead         | Isle of the Crown         |
+|                     |   Pathway                 |   Castle, Dungeon Cell #2 |
+| ------------------- | ------------------------- | ------------------------- |
+| Hole-in-the-Wall    | Isle of Wonder            | Isle of the Sacred Mount. |
+|                     |   Garden                  |   Catacombs, Lv. 2        |
+| ------------------- | ------------------------- | ------------------------- |
+| Hunter's Lamp       | Isle of the Beast         | Isle of the Beast         |
+|                     |   Boiling Pond            |   Garden                  |
+|                     |                           |                           |
+|                     |                           | Isle of the Crown         |
+|                     |                           |   Village                 |
+| ------------------- | ------------------------- | ------------------------- |
+| Iceberg Lettuce     | Isle of Wonder            | Isle of the Beast         |
+|                     |   Garden                  |   Boiling Pond            |
+| ------------------- | ------------------------- | ------------------------- |
+| Invisible Ink       | Isle of the Crown         | Isle of Wonder            |
+|                     |   Village                 |   Beach                   |
+| ------------------- | ------------------------- | ------------------------- |
+| Love Poem           | Isle of the Crown         | Isle of the Crown         |
+|                     |   Ali's Books             |   Crossroads              |
+| ------------------- | ------------------------- | ------------------------- |
+| Lump of Coal        | Isle of the Mists         | Isle of Wonder            |
+|                     |   Village                 |   Chessboard Land         |
+| ------------------- | ------------------------- | ------------------------- |
+| Magic Map           | Isle of the Crown         | All Isles                 |
+|                     |   Pawn Shop               |   Beach                   |
+|                     |                           |                           |
+|                     |                           | Isle of the Crown         |
+|                     |                           |   Dock                    |
+| ------------------- | ------------------------- | ------------------------- |
+| Milk                | Isle of Wonder            | Isle of Wonder            |
+|                     |   Swamp                   |   Garden                  |
+| ------------------- | ------------------------- | ------------------------- |
+| Mint                | Isle of the Crown         | Isle of Wonder            |
+|                     |   Pawn Shop               |   Beach                   |
+| ------------------- | ------------------------- | ------------------------- |
+| Mirror of Truth     | Isle of the Beast         | Isle of the Crown         |
+|                     |   Hedge Maze              |   Castle, Throne Room     |
+|                     |                           |                           |
+|                     |                           | Realm of the Dead         |
+|                     |                           |   Throne Room             |
+| ------------------- | ------------------------- | ------------------------- |
+| Nail                | Isle of the Crown         | Isle of the Crown         |
+|                     |   Castle, Up. W. Hallway  |   Castle, Bedroom         |
+|                     |                           |   Castle, Up. W. Hallway  |
+| ------------------- | ------------------------- | ------------------------- |
+| Paintbrush          | Isle of the Crown         | Isle of the Crown         |
+|                     |   Pawn Shop               |   Castle, Side Wall       |
+| ------------------- | ------------------------- | ------------------------- |
+| Pearl               | Isle of Wonder            | Isle of the Crown         |
+|                     |   Beach                   |   Pawn Shop               |
+| ------------------- | ------------------------- | ------------------------- |
+| Peppermint Leaves   | Isle of the Sacred Mount. | Isle of the Crown         |
+|                     |   Cave                    |   Castle, Tower           |
+| ------------------- | ------------------------- | ------------------------- |
+| Potion              | Isle of Wonder            | Isle of the Crown         |
+|                     |   Garden                  |   Pawn Shop               |
+| ------------------- | ------------------------- | ------------------------- |
+| Rabbit's Foot       | Isle of the Crown         | Isle of Wonder            |
+|                     |   Ferry                   |   Beach                   |
+| ------------------- | ------------------------- | ------------------------- |
+| Rare Book           | Isle of Wonder            | Isle of the Crown         |
+|                     |   Point                   |   Ali's Books             |
+| ------------------- | ------------------------- | ------------------------- |
+| Replica Lamp        | Isle of the Crown         | Isle of the Crown         |
+|                     |   Village                 |   Jollo's Room            |
+| ------------------- | ------------------------- | ------------------------- |
+| Rotten Tomato       | Isle of Wonder            | Isle of Wonder            |
+|                     |   Garden                  |   Swamp
+| ------------------- | ------------------------- | ------------------------- |
+| Royal Insignia Ring | Isle of the Crown         | Isle of the Crown         |
+|                     |   Beach                   |   Castle                  |
+|                     |   Pawn Shop               |   Pawn Shop               |
+|                     |                           |   Ali's Books             |
+|                     |                           |   Crossroads              |
+| ------------------- | ------------------------- | ------------------------- |
+| Sacred Water        | Isle of the Sacred Mount. | Isle of the Beast         |
+|                     |   Oracle                  |   Hedge Maze              |
+| ------------------- | ------------------------- | ------------------------- |
+| Scarf               | Isle of Wonder            | Isle of the Sacred Mount. |
+|                     |   Chessboard Land         |   Catacombs, Lair         |
+| ------------------- | ------------------------- | ------------------------- |
+| Scythe              | Isle of the Mists         | Isle of the Beast         |
+|                     |   Village                 |   Garden                  |
+| ------------------- | ------------------------- | ------------------------- |
+| Sentence            | Isle of Wonder            | Isle of the Beast         |
+|                     |   Beach                   |   Beach                   |
+| ------------------- | ------------------------- | ------------------------- |
+| Servant Dress       | Isle of the Beast         | Isle of Wonder            |
+|                     |   Hedge Maze              |   Castle                  |
+| ------------------- | ------------------------- | ------------------------- |
+| Shield              | Isle of the Sacred Mount. | Isle of the Beast         |
+|                     |   Catacombs, Lv. 1        |   Garden                  |
+| ------------------- | ------------------------- | ------------------------- |
+| Skeleton Key        | Realm of the Dead         | Isle of the Crown         |
+|                     |   Entrance                |   Castle, Dungeon Cells   |
+|                     |                           |   Castle, Bedroom         |
+| ------------------- | ------------------------- | ------------------------- |
+| Skull               | Isle of the Sacred Mount. | Isle of the Mists         |
+|                     |   Catacombs, Lv. 1        |   Stone Circle            |
+| ------------------- | ------------------------- | ------------------------- |
+| Spell Book          | Isle of the Crown         | Isle of the Beast         |
+|                     |   Ali's Books             |   Hedge Maze              |
+|                     |                           |                           |
+|                     |                           | Isle of the Sacred Mount. |
+|                     |                           |   Clifftop                |
+|                     |                           |                           |
+|                     |                           | Isle of the Crown         |
+|                     |                           |   Castle, Side Wall       |
+| ------------------- | ------------------------- | ------------------------- |
+| Spoiled Egg         | Isle of Wonder            | Isle of the Mists         |
+|                     |   Chessboard Land         |   Stone Circle            |
+| ------------------- | ------------------------- | ------------------------- |
+| Tea Cup             | Isle of Wonder            | Isle of Wonder            |
+|                     |   Garden                  |   Swamp                   |
+|                     |                           |                           |
+|                     |                           | Realm of the Dead         |
+|                     |                           |   River Styx, Ferry       |
+|                     |                           |                           |
+|                     |                           | Isle of the Crown         |
+|                     |                           |   Castle, Side Wall       |
+| ------------------- | ------------------------- | ------------------------- |
+| Ticket              | Realm of the Dead         | Realm of the Dead         |
+|                     |   Landing Point           |   Entrance                |
+| ------------------- | ------------------------- | ------------------------- |
+| Tinder Box          | Isle of the Crown         | Isle of the Sacred Mount. |
+|                     |   Pawn Shop               |   Cave                    |
+|                     |                           |   Catacombs, Lv. 2        |
+| ------------------- | ------------------------- | ------------------------- |
+| Vizier's Letter     | Isle of the Crown         | Isle of the Crown         |
+|                     |   Castle, Bedroom         |   Castle, Foyer           |
+| ------------------- | ------------------------- | ------------------------- |
+| White Rose          | Isle of the Beast         | Isle of the Crown         |
+|                     |   Garden                  |   Mansion                 |
+|                     |                           |   Crossroads              |
+| ------------------- | ------------------------- | ------------------------- |
+| Wind-Up Nightingale | Isle of the Crown         | Isle of the Crown         |
+|                     |   Pawn Shop               |   Crossroads              |
+|                     |                           |   Castle, Up. W. Hallway  |
+|                     |                           |                           |
+|                     |                           | Isle of Wonder            |
+|                     |                           |   Beach                   |
+|-----------------------------------------------------------------------------|
+'============================================================================='
+
+
+
+===============================================================================
+               -------------------------------------------------
+                      .:*~*:.  < 9. Point List >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+                 Note: Actions marked with an X are optional.
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Take 'Royal Insignia Ring'.......................1
+Move Plank.......................................1
+Take 'Copper Coin'...............................1
+
+
+Castle
+------
+Show 'Royal Insignia Ring' to Guard Dogs.........3     X
+Meet with Alhazred...............................2     X
+
+
+Ali's Books
+-----------
+Learn about Ferryman from Ali....................1
+Take 'Boring Book'...............................1     X
+Read Love Poems..................................1     X
+Take 'Love Poem'.................................1     X
+Ask about 'Spell Book'...........................2     X
+
+
+Dock
+----
+Visit Ferryman...................................2
+
+
+Ferry
+-----
+Take 'Rabbit's Foot'.............................1
+
+
+Ali's Books
+-----------
+Show 'Royal Insignia Ring' to Jollo..............4     X
+
+
+Pawn Shop
+---------
+Take 'Mint'......................................1
+Trade 'Royal Insignia Ring' for 'Magic Map'......5
+Trade 'Copper Coin' to Pawn Shop Owner...........2
+
+
+Crossroads
+----------
+Use 'Wind-Up Nightingale' on Sing Sing...........4     X
+
+
+Village
+-------
+Take 'Invisible Ink'.............................1
+
+
+Beach
+-----
+Use 'Magic Map'..................................1
+
+
+
+-------------------------------------------------------------------------------
+                      Isle of the Sacred Mountain, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Take 'Flower of Stench'..........................1
+Take 'Feather'...................................1     X
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder,  Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Read 'Boring Book' to Oyster.....................2     X
+Take 'Pearl' from Oyster's Mouth.................1     X
+Use 'Flower of Stench' on Scent Gnome............2
+Use 'Wind-Up Nightingale' on Hearing Gnome.......2
+Use 'Mint' on Taste Gnome........................2
+Use 'Rabbit's Foot' on Touch Gnome...............2
+Use 'Invisible Ink' against Sight Gnome..........2
+Take 'Sentence'..................................1     X
+
+
+Point
+-----
+Pull Loose Thread in Spider Web..................1     X
+Take Scrap of Paper from Spider Web..............2     X
+
+
+Swamp
+-----
+Take 'Milk'......................................1     X
+
+
+Garden
+------
+Take 'Iceberg Lettuce'...........................1
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Beast, Part 1
+-------------------------------------------------------------------------------
+
+Beach
+-----
+Take 'Dangling Participle'.......................2     X
+
+
+Boiling Pond
+------------
+Toss 'Iceberg Lettuce' into the Boiling Pond.....4
+Take 'Hunter's Lamp'.............................1     X
+
+
+Garden
+------
+Take 'Brick'.....................................1
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder, Part 2
+-------------------------------------------------------------------------------
+
+Point
+-----
+Trade 'Dangling Participle' for 'Rare Book'......2     X
+Read 'Rare Book'.................................1     X
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 2
+-------------------------------------------------------------------------------
+
+Pawn Shop
+---------
+Trade 'Pearl' for 'Royal Insignia Ring'..........2     X
+
+
+Ali's Books
+-----------
+Trade 'Rare Book' for 'Spell Book'...............1     X
+
+
+Crossroads
+----------
+Send 'Royal Insignia Ring' to Cassima............3     X
+ '-> Without Befriending Jollo...................1     X
+Take 'Hair Ribbon'...............................1     X
+Take 'Cassima's Hair' from 'Hair Ribbon'.........1     X
+Send 'Love Poem' to Cassima......................1     X
+ '-> Without Sending 'Royal Insignia Ring'.......0     X
+Take 'Cassima's Note'............................1     X
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder, Part 3
+-------------------------------------------------------------------------------
+
+Garden
+------
+Play 'Flute' for Wallflowers.....................2
+Take 'Hole-in-the-Wall'..........................1
+Take 'Rotten Tomato'.............................1     X
+Give 'Milk' to Baby's Tears......................2     X
+Collect Baby's Tears in 'Hunter's Lamp'..........1     X
+Take 'Tea Cup'...................................1     X
+
+
+Chessboard Land
+---------------
+Take 'Scarf'.....................................1
+
+
+Swamp
+-----
+Give 'Rotten Tomato' to Bump-on-a-log............3     X
+Collect Swamp Ooze in 'Tea Cup...................1     X
+
+
+
+-------------------------------------------------------------------------------
+                      Isle of the Sacred Mountain, Part 2
+-------------------------------------------------------------------------------
+
+Cliffs of Logic
+---------------
+Solve First Logic Puzzle.........................1
+Solve Second Logic Puzzle........................1
+Solve Third Logic Puzzle.........................1
+Solve Fourth Logic Puzzle........................1
+Solve Fifth Logic Puzzle.........................1
+
+
+Clifftop
+--------
+Enter Cave.......................................1     X
+
+
+Cave
+----
+Use 'Tinder Box'.................................2     X
+Take 'Peppermint Leaves'.........................1     X
+
+
+Catacombs, Lv. 1
+----------------
+Take 'Skull'.....................................1     X
+Navigate Tile Puzzle.............................3
+Take 'Shield'....................................1
+Take 'Dead Man's Coins'..........................1     X
+Use 'Brick' to Stop Falling Ceiling Trap.........2 
+
+
+Catacombs, Lv. 2
+----------------
+Use 'Tinder Box'.................................2
+Use 'Hole-in-the-Wall' on Wall...................1
+Spy on Minotaur with 'Hole-in-the-Wall'..........1
+Enter Minotaur's Lair............................1
+
+
+Catacomb, Lair
+--------------
+Use 'Scarf' on Minotaur..........................3
+
+
+Oracle
+------
+Speak to Oracle..................................5
+Receive 'Sacred Water'...........................1
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Mists, Part 1
+-------------------------------------------------------------------------------
+
+Village
+-------
+Take 'Scythe'....................................1
+Take 'Lump of Coal'..............................1     X
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Beast, Part 2
+-------------------------------------------------------------------------------
+
+Garden
+------
+Use 'Shield' on Archer Statue....................3
+Use 'Scythe' on Hedges...........................3
+
+
+Hedge Maze
+----------
+Receive 'Beast's Ring'...........................1
+
+
+Garden
+------
+Take 'White Rose'................................1
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 4
+-------------------------------------------------------------------------------
+
+Mansion
+-------
+Give 'White Rose' to Beauty......................2
+Give 'Beast's Ring' to Beauty....................2
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Beast, Part 3
+-------------------------------------------------------------------------------
+
+Hedge Maze
+----------
+Receive 'Mirror of Truth'........................1
+Receive 'Servant Dress'..........................1
+Take 'Beauty's Hair' from 'Servant Dress'........1     X
+Pour 'Sacred Water' into Hunter's Lamp...........1     X
+Collect Fountain Water in Hunter's Lamp..........1     X
+Cast Make Rain Spell.............................3     X
+
+
+
+-------------------------------------------------------------------------------
+                            Isle of Wonder, Part 4
+-------------------------------------------------------------------------------
+
+Garden
+------
+Take 'Potion'....................................1     X
+
+
+Chessboard Land
+---------------
+Trade 'Lump of Coal' for 'Spoiled Egg'...........1     X
+
+
+
+===============================================================================
+                                  Short Path
+===============================================================================
+                           Isle of the Crown, Part 5
+-------------------------------------------------------------------------------
+
+Castle
+------
+Wear 'Servant Dress'.............................4
+
+
+Castle, Upstairs Western Hallway
+--------------------------------
+Use 'Wind-Up Nightingale' on Guard Dogs..........4
+Hide Behind Pillar...............................2
+Pick Up Painting.................................3
+Take 'Nail'......................................1
+
+
+Castle, Bedroom
+---------------
+Unlock Trunk using 'Nail'........................1
+Take 'Vizier's Letter'...........................1
+
+
+Castle, Upstairs Northern Hallway
+---------------------------------
+Speak to Cassima.................................1
+Give 'Dagger' to Cassima.........................3
+
+
+Castle, Foyer
+-------------
+Show 'Vizier's Letter' Captain Saladin...........3
+
+
+Castle, Throne Room
+-------------------
+Use 'Mirror of Truth on Cassima..................3
+
+
+Castle, Tower
+-------------
+Give 'Peppermint Leaves' to Shamir...............3
+Take Sword.......................................1
+Fight Alhazred...................................1
+Defeat Alhazred..................................5
+
+
+
+===============================================================================
+                                   Long Path
+===============================================================================
+                           Isle of the Mists, Part 2
+-------------------------------------------------------------------------------
+
+Stone Circle
+------------
+Use Make Rain Spell..............................2
+Collect Burning Embers in 'Skull'................1
+
+
+
+-------------------------------------------------------------------------------
+                      Isle of the Sacred Mountain, Part 3
+-------------------------------------------------------------------------------
+
+Clifftop
+--------
+Put 'Cassima's/Beauty's Hair' in 'Skull'.........1
+Put 'Spoiled Egg' in 'Skull'.....................1
+Cast Charming a Creature of the Night Spell......3
+Ride Night Mare to the Realm of the Dead.........2
+
+
+
+-------------------------------------------------------------------------------
+                               Realm of the Dead
+-------------------------------------------------------------------------------
+
+Landing Point
+-------------
+Receive 'Ticket' from Queen Allaria..............1
+
+
+Pathway
+-------
+Receive 'Handkerchief' from Ghost Mother.........1
+
+
+Entrance
+--------
+Play Xylophone...................................2
+Take 'Skeleton Key'..............................1
+Give 'Ticket' to Ticketmaster....................3
+
+
+River Styx, Pathway
+-------------------
+Take 'Gauntlet' from Fallen Knight...............1
+
+
+River Styx, Ferry
+-----------------
+Collect River Styx Water in 'Tea Cup'............1
+Give 'Dead Man's Coins' to Charon................3
+
+
+Gate
+----
+Answer Gate's Riddle.............................3
+
+
+Throne Room
+-----------
+Throw Down 'Gauntlet'............................2
+Show 'Mirror of Truth' to Death..................4
+
+
+
+-------------------------------------------------------------------------------
+                           Isle of the Crown, Part 5
+-------------------------------------------------------------------------------
+
+Crossroads
+----------
+Send 'White Rose' to Cassima.....................1     X
+ '-> Without Sending 'Royal Insignia Ring'.......0     X
+
+
+Pawn Shop
+---------
+Commit Suicide in front of Genie.................3
+
+
+Castle, Side Wall
+-----------------
+Stir Mixture in 'Tea Cup' with 'Feather'.........1
+Paint Door on Wall with 'Tea Cup' Mixture........1
+Cast Magic Paint Spell...........................3
+Enter Castle.....................................2
+
+
+Castle, Dungeon Cell #2
+-----------------------
+Give 'Handkerchief' to Ghost Boy.................3
+
+
+Jollo's Room
+------------
+Give 'Replica Lamp' to Jollo.....................3     X
+
+
+Castle, Downstairs Northern Hallway
+-----------------------------------
+Discover and Enter Secret Passageway.............2
+
+
+Castle, Downstairs Secret Staircase
+-----------------------------------
+Eavesdrop on Guard Dogs..........................2     X
+
+
+Castle, Upstairs Secret Staircase
+---------------------------------
+Speak to Cassima.................................1
+Give 'Dagger' to Cassima.........................3
+
+
+Castle, Upstairs Secret Passageway
+----------------------------------
+Spy on Alhazred..................................1     X
+
+
+Castle, Bedroom
+---------------
+Find Secret Word in Ebony Box....................1     X
+Unlock Trunk with 'Skeleton Key'.................1 
+Take 'Vizier's Letter' from Trunk................1
+
+
+Castle, Downstairs Western Hallway
+----------------------------------
+Unlock Treasury Door.............................2     X
+
+
+Castle, Treasury
+----------------
+Examine Each Stolen Item.........................2     X
+
+
+Castle, Foyer
+-------------
+Show 'Vizier's Letter' to Captain Saladin........3
+
+
+Castle, Throne Room
+-------------------
+Discover Cassima's True Identity.................5
+
+
+Castle, Tower
+--------------
+Receive 'Genie's Lamp'...........................1
+Steal Genie......................................5
+ '-> Kill Shamir with 'Peppermint Leaves'........3
+Take Sword.......................................1
+Fight Alhazred...................................1
+Defeat Alhazred..................................5
+
+
+
+===============================================================================
+               -------------------------------------------------
+                        .:*~*:.  < 10.  Maps >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+                                     K E Y
+                                     -----
+                       | or - = Passable Screen Division
+           = or # = Impassable Screen Division (Sometimes Temporary)
+                   \ or / = One-way Passable Screen Division
+                      -\-, -/-, or -|- = Staircase or Rope
+
+   Note that outer borders are always impassable, though not marked as such.
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+                       I S L E   O F   T H E   C R O W N
+                       ---------------------------------
+
+                                .---. .---.
+                                | F | | G |
+                               .'--.'-'.=='.---.
+                               | H | E # D | C |
+                           .---+---+---+===+---'
+                           | J | I |   | B |
+                           '---^---'   +---+
+                                       | A |
+                                       '---'
+
+                    A = Beach                 F = Ali's Books
+                    B = Crossroads            G = Pawn Shop
+                    C = Castle                H = Mansion
+                    D = Castle, Side Wall     I = Dock
+                    E = Village               J = Ferry
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+             I S L E   O F   T H E   S A C R E D   M O U N T A I N
+             -----------------------------------------------------
+
+                                             .---.
+                                             | H |
+                                             '---'
+                                     .---.
+                                     | G | 
+                                     +---+---.
+                                     | F # D |
+                                 .---+---+---+
+                                 | E | C | D |
+                                 '---+---+---'
+                                     | B |
+                                     +---+
+                                     | B |
+                                     +---+
+                                     | B |
+                                     +---+
+                                     | B |
+                                     +---+
+                                     | A |
+                                     '---'
+
+                    A = Beach               E = Catacombs
+                    B = Cliffs of Logic     F = Winged Guardians
+                    C = Clifftop            G = Palace
+                    D = Cave                H = Oracle
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+                               C A T A C O M B S
+                               -----------------
+
+    .---.---.---.       .---.---.                 .---.       .---.
+    | G |   |   |       |   | H |                 | X |       |   |
+    '---^---+---+---.---+---+---'             .---+---+---.---+---+---.---.---.
+            |   | F |   |   |                 |   |   |   |   |   |   |   | I |
+            +---+---^---+---+---.             +---+===+---+===+---+===^===+---+
+            |   |       |   |   |             |   #   #   #   # X #       #   |
+            +---+       '---^---'         .---+---+===+---+===+===+===.===+---+
+            | E |                         |   |   |   |   | J # K / L # X |   |
+    .---+---+---+---+---.   .---.         '---+---+===+===+===+---+===^===+---+
+    | X | D |   | C |   |   | B |             |   #           #   #       #   |
+    +===+===+===+===+---+---+---+             +---+===.   .===+---+===.===+---+
+    |   |   |   #   #   |   |   |             |   |   #   #   |   |   |   |   |
+    +---+===+---+   +---+---+---+             '---+---+===+---+---+---+---+---'
+    |   #   #   #   #   |   | X |                 |   |   |   |   | X |
+.---+---+===+---+===+---+   '---'                 '---+---+---'   '---'
+| X |   |   |   |   | A |                             |   |
+'---^---^---^---^---^---'                             +---+       Lv. 2
+              Lv. 1                                   |   |
+                                                      '---'
+
+
+              A = Entrance                H = Entrance to Level 2
+              B = Skull                   I = Darkened Room
+              C = Tile Puzzle             J = Spying Room
+              D = Fake Celeste            K = Tapestry 
+              E = Shield                  L = Minotaur's Lair
+              F = Falling Ceiling Trap    X = Pit
+              G = Dead Man's Coins
+
+
+                 .---.---.---.---.---.
+                 |   | 6 |   |   |   |
+                 +---+---+---+---+---+   
+                 | 7 |   | 5 |   | 1 |    Tile Puzzle Solution
+                 +---+---+---+---+---+
+                 | 8 |   | 4 | 2 | S |    S = Start
+                 +---+---+---+---+---+
+                 |   |   | 3 |   |   |
+                 '---^---^---^---^---'
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+                          I S L E   O F   W O N D E R
+                          ---------------------------
+
+                                 .---.
+                                 | E |
+                                 +---+---.
+                                 | D | C |
+                                 '---+---+---.
+                                     | A | B |
+                                     '---^---'
+ 
+                         A = Beach     D = Garden
+                         B = Point     E = Chessboard Land
+                         C = Swamp
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+                       I S L E   O F   T H E   B E A S T
+                       ---------------------------------
+
+                                     .---.
+                                     | D |
+                                     +---+
+                                     | C |
+                                     +---+
+                                     | B |
+                                     +---+
+                                     | A |
+                                     '---'
+
+                       A = Beach            C = Garden
+                       B = Boiling Pond     D = Hedge Maze
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+                       I S L E   O F   T H E   M I S T S
+                       ---------------------------------
+
+                                    .---.---.
+                                    | B | C |
+                                    '-.-^-.-'
+                                      | A |
+                                      '---'
+
+                                 A = Beach
+                                 B = Village
+                                 C = Stone Circle
+
+
+
+
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+                       R E A L M   O F   T H E   D E A D
+                       ---------------------------------
+
+                                     .---.
+                                     | G |
+                                     +---+
+                                     |   |
+                                     +---+
+                                     | F |
+                                     '---'
+
+                                     .---.
+                                     | E |
+                                     +---+
+                                     | D |
+                                     +---+
+                                     | C |
+                               .---.-^-.-'
+                               | A | B |
+                               '---^---'
+
+
+                  A = Landing Point           E = River Styx, Ferry
+                  B = Ghost Mother            F = Gate
+                  C = Entrance                G = Throne Room
+                  D = River Styx, Pathway
+
+
+
+
+
+
+
+-------------------------------------------------------------------------------
+
+
+
+                     C A S T L E   O F   T H E   C R O W N
+                     -------------------------------------
+                .-|-.---.
+                | R # S |                    .-|-.       .---.
+            .---+---+===+---.---.            | I |       | J-|-
+            |        O      |   |            +---+       '---'
+            +---.===.-------+   |            | H |       Tower
+            |   | N |       |   |            +---+
+        .---+   +===+       |   +---.       -\-A-/-
+        | V |   | M |      -|-P | Q |        '---'
+        '---+   +===+       |   +---'         1F
+            |   | L |       |   |            
+            | K +---'       |   |    .-------.-|-.---.
+            |   |<--------->|   |    |     U | T # G |
+            '---'           '---'    +---+===+===+===+---.
+                  Basement           |   # W #   | F |   |
+                                     | V +===+   +===+   |
+                                     |   | E | B | C # D |
+                                     '---'---+   +===+   |
+                                             |  -|- -|-  |
+                                             '---'   '---'
+                                              2F
+
+
+           A = Foyer                          M = Dungeon Cell #2
+           B = Upstairs Western Hallway       N = Dungeon Cell #3
+           C = Alcove                         O = Downstairs Northern Hallway
+           D = Upstairs Eastern Hallway       P = Downstairs Eastern Hallway
+           E = Bedroom                        Q = Jollo's Room
+           F = Upstairs Northern Hallway      R = Downstairs Secret Staircase
+           G = Cassima                        S = Guard Room
+           H = Throne Room                    T = Upstairs Secret Staircase
+           I = To Tower                       U = Secret Passageway #1
+           J = Tower                          V = Secret Passageway #2
+           K = Downstairs Western Hallway     W = Vizier's Study
+           L = Dungeon Cell #1
+
+
+
+===============================================================================
+               -------------------------------------------------
+                 .:*~*:.  < 11. Secrets/Easter Eggs >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+Alice in Wonderland
+-------------------
+The game contains numerous Alice in Wonderland and Through the Looking Glass 
+references, including living chess pieces, "Drink Me" potions, and the like.
+Most of these are found on the Isle of Wonder. Coincidence? I think not!
+
+
+Beauty and the Beast
+--------------------
+There's an entire section of your quest devoted to bringing these two 
+fictional lovers together, but Beauty's backstory is inconsistent with the tale
+most of us are familiar with. On a slightly more amusing note, Robbie Benson, 
+who provides the voice for Alexander, also did the voice of Beast in the Disney
+movie "Beauty and the Beast."
+
+
+Cinderella
+----------
+Although her name is Beauty, the servant character strongly resembles 
+Cinderella, from the fairy tale of the same name.
+
+
+Girl in the Tower
+-----------------
+On some CDs, the voice version of Girl in the Tower is included. To find out if
+yours has the song, insert your CD into a regular CD player, and check the 
+second track. 
+
+
+King's Quest References
+-----------------------
+The items on the shelves in the Pawn Shop are mostly the sort of things that 
+would've been extremely handy in previous quests. The letters sent and received
+by Alhazred mention events that occurred in other games in the series, but it
+IS a series, so that's to be expected. 
+
+
+NOTE: There are a few easter eggs that I know of but have yet to confirm. When
+      get off my lazy butt and check, I'll add them. Keep an eye out for them!
+
+
+
+
+===============================================================================
+               -------------------------------------------------
+                       .:*~*:.  < 12. Endings >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+ 1. No wedding ring (Leave Royal Insignia Ring at Pawn Shop)
+ 2. Cassima has the ring (Send Royal Insignia Ring to Cassima via Sing Sing)
+ 3. Alexander has the ring (Get Royal Insignia Ring from Pawn Shop, but do not
+    give it to Cassima)
+
+ 4. Jollo gives Cassima to be wed (Do not rescue King Caliphim and Queen 
+    Allaria)
+ 5. Cassima's parents give her to be wed (Rescue King Caliphim and Queen 
+    Allaria)
+
+ 6. Captain Saladin speaks for Alexander (Kill the genie)
+ 7. King Graham speaks for Alexander (Capture the genie)
+
+ 8. Jollo does not perform at the wedding (Do not befriend Jollo)
+ 9. Jollo happily attends the wedding (Befriend Jollo; Rescue King Caliphim and
+    Queen Allaria; Kill the genie)
+10. Jollo performs at the wedding (Befriend Jollo; Rescue King Caliphim and 
+    Queen Allaria; Capture the genie)
+
+11. Shamir is not present (Kill the genie)
+12. Shamir is present (Capture the genie)
+
+13. There are no wedding guests (Kill the genie)
+14. Alexander's family appears at the wedding (Capture the genie; Do not 
+    discover the stolen treausres)
+15. Alexander's family and the rulers of the individual islands appear at the
+    wedding (Capture the genie; Discover the stolen treasures)
+
+Best ending: Send Royal Insignia Ring to Cassima via Sing Sing; Rescue King
+  Caliphim and Queen Allaria; Capture the genie; Befriend Jollo; Discover the
+  stolen treasures.
+
+Worst ending: Leave Royal Insignia Ring at Pawn Shop; Do not rescue King 
+  Caliphim and Queen Allaria; Kill the genie; Do not befriend Jollo; Do not
+  discover the stolen treasures.
+
+
+
+===============================================================================
+               -------------------------------------------------
+                     .:*~*:.  < 13. Song Lyrics >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+                              Girl in the Tower 
+                              -----------------
+                Words & Music by Chris Braymen and Mark Seibert
+
+
+                                     MALE
+                             You seem so far away,
+                      And I just need to hear your voice,
+                         I just need to hear you say,
+                       If you would have me go or stay.
+
+                                   CHORUS 1:
+                              Girl in the tower,
+                               I'm reaching out,
+                          Please tell me what to do.
+                              Girl in the tower, 
+                               I'm calling out,
+                          My heart cries out for you.
+
+                                    FEMALE
+                               I saw your face,
+                         And I felt our souls embrace,
+
+                                     BOTH
+                       If it's not meant to be this way,
+                      Why do you haunt me night and day?
+
+                                   CHORUS 2:
+                              Girl in the tower,
+                               I'm reaching out,
+                          Please tell me what to do.
+                              Here in the tower, 
+                               I'm calling out,
+                          My heart cries out for you.
+
+                                     MALE
+                             Girl in the tower...
+
+                                    FEMALE
+                        I'm calling out, calling out...
+
+                                 CHORUS 2 (x2)
+
+                                     BOTH
+                             Girl in the tower...
+                             Here in the tower...
+
+
+
+===============================================================================
+               -------------------------------------------------
+                  .:*~*:.  < 14.  Revision History >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+v1.0 - 02/08/03
+---------------
+Well, it's finished... Not much else to say... I guess there's always the 
+possibility of error. Let me know if you see anything.
+
+
+v1.5 - 04/22/03
+---------------
+A single grammatical error, a couple new secrets... And... uh... That's it, 
+really.
+
+
+
+===============================================================================
+               -------------------------------------------------
+                .:*~*:.  < 15. Copyright Information >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+This document is copyright ©2003 Bananagirl (bananasquid at swirvemail dot 
+com).
+
+This document was written exclusively for use on the internet. It is not
+intended to be used in any way that is profitable for anyone, including the
+author. It is not to be reproduced in any way without express written permission
+from the author.
+
+The information found within this document is, to the best of the abilities and
+knowledge of the author, 100% accurate. However, the possibility exists that
+inaccurate information may be found within. Any errors (human, computer, or
+otherwise) should be reported to the author as soon as possible.
+
+King's Quest VI and all characters, locations, etc., are trademarks of Sierra
+On-Line. The author makes no claim to the creation of these. This document can 
+only legally be found at GameFAQs (http://www.gamefaqs.com) and IGN 
+(http://www.ign.com). 
+
+If you choose to contact me, contact ONLY me. I don't reply to emails sent to 
+everyone with a guide. It's just not cool. Also, don't send stupid questions,
+questions that have been answered in the guide, or mean things. It's not nice.
+
+
+
+===============================================================================
+               -------------------------------------------------
+                   .:*~*:.  < 16.  Credits/Thanks >  .:*~*:.
+               -------------------------------------------------
+===============================================================================
+
+Thanks to:
+
+ - The Official King's Quest VI Hintbook, for a few of the missing points and 
+   some ending information.
+
+ - AdrenalineSL and krustster, for the mad sex0rz, naked pictures, and the
+   occasional turnip.
+
+ - Whoever else thinks they deserve my thanks, for whatever reason. Nothing 
+   dirty, though.
+
+
+
+-------------------------------------------------------------------------------
+               _              _
+              | \            / |                    iLfj:
+              |  \          /  |                   K   jf
+              |   \        /   |              ;LLfjjW    LLGLLf:
+              |  _ \      / _  |             GDi;;;t#     W;;;;E;
+              | | \ \    / / | |            .ELLLL;tK     KLDfjLt
+              | |  \ \  / /  | |                 tGEi    f#t
+              | |  / / / /   |_|                 D#f     E,
+              | '-´ / / /   ___                 jWK  jLfLEf;
+              | .-. \ \ \  |_  |               tWiWEKGj;;;;jD:
+              | |  \ \ \ \   | |             .GD;,,,,,;DEt;;iK
+              | |  / /  \ \  | |           .fKi,,,,tKttE.Dt;;Dt
+              | |_/ /    \ \_| |         .fEt,,,,tDL,fG. .W;;Ki
+              |    /      \    |      :tGGi,,,;LDf,iEt    K;tK
+              |   /        \   |    tDLi,,;tLDGi,;DL.     jLE:
+              |  /          \  |    iDfjfLft;,;fLj.
+              |_/            \_|        #:,,,:##
+
+-------------------------------------------------------------------------------
+                                                     Copyright ©2003 Bananagirl
+
+ +

View in:

+ + + + + + +
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+ + +
+ + + + + + +
+ + +
+ + + + + + +
+ + + + + + + + \ No newline at end of file diff --git a/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-sierra-planet.md b/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-sierra-planet.md new file mode 100644 index 0000000..35483b9 --- /dev/null +++ b/src/walkthroughs/kings-quest-vi/kings-quest-vi-walkthrough-sierra-planet.md @@ -0,0 +1,368 @@ + King’s Quest 6 Walkthrough | Sierra Planet + +[Menu](#) [Sidebar](#) + +[Menu](#) + +- [About Sierra Planet](http://www.sierraplanet.net/about-sierra-planet/) +- [Contact](http://www.sierraplanet.net/contact/) +- [King’s Quest Games](http://www.sierraplanet.net/kqgames/) + - [King’s Quest 2015](http://www.sierraplanet.net/kqgames/kings-quest-2015/) + - [King’s Quest Game Reviews](http://www.sierraplanet.net/kqgames/kings-quest-2015/kings-quest-game-reviews/) + - [King’s Quest 2015 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-2015/kings-quest-2015-walkthrough/) + - [King’s Quest 2015 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-2015/kings-quest-2015-game-goodies/) + - [KQ2015 Video Trailers](http://www.sierraplanet.net/kqgames/kings-quest-2015/kings-quest-2015-game-goodies/kq2015-video-trailers/) + - [Launch Statement from Matt Korba](http://www.sierraplanet.net/kqgames/kings-quest-2015/kings-quest-2015-game-goodies/launch-statement-from-matt-korba/) + - [Playstation 4 Preorder Bonus Themes](http://www.sierraplanet.net/kqgames/kings-quest-2015/kings-quest-2015-game-goodies/playstation-4-preorder-bonus-themes/) + - [King’s Quest 2015 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-2015/kings-quest-2015-game-technical-help/) + - [King’s Quest I](http://www.sierraplanet.net/kqgames/kings-quest-i/) + - [King’s Quest 1 Legendary Tale](http://www.sierraplanet.net/kqgames/kings-quest-i/kq1-legendary-tale/) + - [King’s Quest I Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-i/kq1-walkthrough/) + - [KQ1 Map of Daventry](http://www.sierraplanet.net/kqgames/kings-quest-i/kq1-walkthrough/kq1-map-of-daventry/) + - [KQ1 Original Point List](http://www.sierraplanet.net/kqgames/kings-quest-i/kq1-walkthrough/kq1-original-point-list/) + - [KQ1 Remake Point List](http://www.sierraplanet.net/kqgames/kings-quest-i/kq1-walkthrough/kq1-remake-point-list/) + - [King’s Quest 1 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-i/kings-quest-1-game-goodies/) + - [King’s Quest 1 Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-i/kings-quest-1-game-goodies/kings-quest-1-curiosities/) + - [KQ1 Death List](http://www.sierraplanet.net/kqgames/kings-quest-i/kings-quest-1-game-goodies/kq1-death-list-2/) + - [King’s Quest 1 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-i/kings-quest-1-game-technical-help/) + - [King’s Quest II](http://www.sierraplanet.net/kqgames/kings-quest-ii/) + - [King’s Quest 2 Legendary Tale](http://www.sierraplanet.net/kqgames/kings-quest-ii/kings-quest-2-legendary-tale/) + - [King’s Quest 2 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-ii/kings-quest-2-walkthrough/) + - [KQ2 Map of Kolyma](http://www.sierraplanet.net/kqgames/kings-quest-ii/kings-quest-2-walkthrough/kq2-map-of-kolyma/) + - [KQ2 Point List](http://www.sierraplanet.net/kqgames/kings-quest-ii/kings-quest-2-walkthrough/kq2-point-list/) + - [King’s Quest 2 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-ii/kq2-game-goodies/) + - [King’s Quest 2 Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-ii/kq2-game-goodies/kings-quest-2-curiosities/) + - [KQ2 Death List](http://www.sierraplanet.net/kqgames/kings-quest-ii/kq2-game-goodies/kq2-death-list/) + - [King’s Quest 2 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-ii/kings-quest-2-game-technical-help/) + - [King’s Quest III](http://www.sierraplanet.net/kqgames/kings-quest-iii/) + - [King’s Quest 3 Legendary Tale](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-legendary-tale/) + - [King’s Quest 3 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-walkthrough/) + - [KQ3 Caverns Puzzle Screenshot](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-walkthrough/kq3-caverns-puzzle-screenshot/) + - [KQ3 Point List](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-walkthrough/kq3-point-list/) + - [King’s Quest 3 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-game-goodies/) + - [King’s Quest 3 Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-game-goodies/kings-quest-3-curiosities/) + - [KQ3 Death List](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-game-goodies/kq3-death-list/) + - [King’s Quest 3 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-iii/kq3-game-technical-help/) + - [King’s Quest IV](http://www.sierraplanet.net/kqgames/kings-quest-iv/) + - [King’s Quest 4 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-iv/kings-quest-4-walkthrough/) + - [KQ4 Map of Tamir](http://www.sierraplanet.net/kqgames/kings-quest-iv/kings-quest-4-walkthrough/kq4-map-of-tamir/) + - [KQ4 Point List](http://www.sierraplanet.net/kqgames/kings-quest-iv/kings-quest-4-walkthrough/kq4-point-list/) + - [King’s Quest 4 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-iv/kq4-game-goodies/) + - [KQ4 AGI Easter Egg 1](http://www.sierraplanet.net/kqgames/kings-quest-iv/kq4-game-goodies/kq4-agi-easter-egg-1/) + - [KQ4 AGI Easter Egg 2](http://www.sierraplanet.net/kqgames/kings-quest-iv/kq4-game-goodies/kq4-agi-easter-egg-2/) + - [KQ4 Death List](http://www.sierraplanet.net/kqgames/kings-quest-iv/kq4-game-goodies/kq4-death-list/) + - [King’s Quest 4 Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-iv/kq4-game-goodies/kq4-curiosities/) + - [King’s Quest 4 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-iv/kq4-game-technical-help/) + - [King’s Quest V](http://www.sierraplanet.net/kqgames/kings-quest-v/) + - [King’s Quest 5 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-walkthrough/) + - [KQ5 Desert Map](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-walkthrough/kq5-desert-map/) + - [KQ5 Mordack’s Maze Map](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-walkthrough/kq5-mordacks-maze-map/) + - [KQ5 Point List](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-walkthrough/kq5-point-list/) + - [King’s Quest 5 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-game-goodies/) + - [King’s Quest 5 Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-game-goodies/kings-quest-5-curiosities/) + - [KQ5 Death List](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-game-goodies/kq5-death-list/) + - [KQ5 March of the Ants Lyrics](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-game-goodies/kq5-march-of-the-ants-lyrics/) + - [KQ5 Weeping Willow Lyrics](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-game-goodies/kq5-weeping-willow-lyrics/) + - [King’s Quest 5 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-v/kings-quest-5-game-technical-help/) + - [King’s Quest VI](http://www.sierraplanet.net/kqgames/kings-quest-vi/) + - [King’s Quest 6 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-walkthrough/) + - [KQ6 Catacombs Maps](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-walkthrough/kq6-catacombs-maps/) + - [KQ6 Point List](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-walkthrough/kq6-point-list/) + - [King’s Quest 6 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-game-goodies/) + - [King’s Quest 6 Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-game-goodies/kings-quest-6-curiosities/) + - [KQ6 Death List](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-game-goodies/kq6-death-list/) + - [King’s Quest 6 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-game-technical-help/) + - [King’s Quest VII](http://www.sierraplanet.net/kqgames/kings-quest-vii/) + - [King’s Quest 7 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-vii/kings-quest-7-walkthrough/) + - [King’s Quest 7 Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-vii/kings-quest-7-game-goodies/) + - [King’s Quest 7 Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-vii/kings-quest-7-game-goodies/kq7-curiosities/) + - [KQ7 Death List](http://www.sierraplanet.net/kqgames/kings-quest-vii/kings-quest-7-game-goodies/kq7-death-list/) + - [King’s Quest 7 Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-vii/kings-quest-7-game-technical-help/) + - [King’s Quest: Mask of Eternity](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/) + - [King’s Quest: Mask of Eternity Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/) + - [KQ:MoE Barren Region Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-barren-region-map/) + - [KQ:MoE Dimension of Death Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-dimension-of-death-map/) + - [KQ:MoE Frozen Reaches Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-frozen-reaches-map/) + - [KQ:MoE Map of Daventry](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-map-of-daventry/) + - [KQ:MoE Realm of the Sun Level 1 Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-realm-of-the-sun-level-1-map/) + - [KQ:MoE Realm of the Sun Level 2 Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-realm-of-the-sun-level-2-map/) + - [KQ:MoE Realm of the Sun Level 3 Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-realm-of-the-sun-level-3-map/) + - [KQ:MoE Swamp Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-swamp-map/) + - [KQ:MoE Underground Realm of the Gnomes Map](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-walkthrough/kqmoe-underground-realm-of-the-gnomes-map/) + - [King’s Quest: Mask of Eternity Game Goodies](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-game-goodies/) + - [King’s Quest: Mask of Eternity Curiosities](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-game-goodies/kings-quest-mask-of-eternity-curiosities/) + - [King’s Quest: Mask of Eternity Death List](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-game-goodies/kings-quest-mask-of-eternity-death-list/) + - [KQ:MoE Cheat Codes Item List](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-game-goodies/kqmoe-cheat-codes-item-list/) + - [King’s Quest: Mask of Eternity Game Technical Help](http://www.sierraplanet.net/kqgames/kings-quest-mask-of-eternity/kings-quest-mask-of-eternity-game-technical-help/) +- [Other Sierra Games](http://www.sierraplanet.net/other-sierra-games/) + - [Laura Bow 1](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/) + - [Laura Bow 1: Game Goodies](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-goodies/) + - [Laura Bow 1 Curiosities](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-goodies/laura-bow-1-curiosities/) + - [Laura Bow 1 Death List](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-goodies/laura-bow-1-death-list/) + - [Laura Bow 1: Game Technical Help](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-technical-help/) + - [Laura Bow 1: Game Walkthrough](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-walkthrough/) + - [Laura Bow 1: About the Croutons](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-walkthrough/about-the-croutons/) + - [Laura Bow 1: Cast of Characters](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-walkthrough/cast-of-characters/) + - [Laura Bow 1: Complete Notebook](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-walkthrough/complete-notebook/) + - [Laura Bow 1: Helpful Hints](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-walkthrough/helpful-hints/) + - [Laura Bow 1: Survival Guide](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-walkthrough/survival-guide/) + - [Laura Bow 1: The Coroner’s Report](http://www.sierraplanet.net/other-sierra-games/laura-bow-1/game-walkthrough/the-coroners-report/) + - [Laura Bow 2](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/) + - [Laura Bow 2: Game Goodies](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-goodies/) + - [Laura Bow 2 Death List](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-goodies/laura-bow-2-death-list/) + - [Laura Bow 2: Curiosities](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-goodies/game-curiosities/) + - [Laura Bow 2: Game Technical Help](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-technical-help/) + - [Laura Bow 2: Game Walkthrough](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-walkthrough/) + - [Laura Bow 2: Cast of Characters](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-walkthrough/cast-of-characters/) + - [Laura Bow 2: Leyendecker Detective Guide](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-walkthrough/leyendecker-detective-guide/) + - [Laura Bow 2: The Coroner’s Report](http://www.sierraplanet.net/other-sierra-games/laura-bow-2/game-walkthrough/the-coroners-report/) + - [Phantasmagoria](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/) + - [Phantasmagoria Game Goodies](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/phantasmagoria-game-goodies/) + - [Phantasmagoria Curiosities](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/phantasmagoria-game-goodies/phantasmagoria-curiosities/) + - [Phantasmagoria Game Technical Help](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/phantasmagoria-game-technical-help/) + - [Phantasmagoria Walkthrough](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/phantasmagoria-walkthrough/) + - [Phantasmagoria Cast of Characters](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/phantasmagoria-walkthrough/phantasmagoria-cast-of-characters/) + - [Phantasmagoria Coroner’s Report](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/phantasmagoria-walkthrough/phantasmagoria-coroners-report/) + - [Phantasmagoria Maps](http://www.sierraplanet.net/other-sierra-games/phantasmagoria/phantasmagoria-walkthrough/phantasmagoria-maps/) +- [Other Pages](http://www.sierraplanet.net/other-pages/) + - [Ali’s Bookstore](http://www.sierraplanet.net/other-pages/alis-bookstore/) + - [Sierra Game Books](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-game-books/) + - [Sierra Game Books Page 2](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-game-books-page-2/) + - [Sierra Game Books Page 3](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-game-books-page-3/) + - [Sierra Game Books Page 4](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-game-books-page-4/) + - [Sierra Game Books Page 5](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-game-books-page-5/) + - [Sierra Magazines](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-magazines/) + - [Sierra Catalogs](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-catalogs/) + - [Sierra Comic Books](http://www.sierraplanet.net/other-pages/alis-bookstore/sierra-comic-books/) + - [Curiosities](http://www.sierraplanet.net/other-pages/curiosities/) + - [Easter Egg Hunt](http://www.sierraplanet.net/other-pages/curiosities/easter-egg-hunt/) + - [Game Similarities](http://www.sierraplanet.net/other-pages/curiosities/game-similarities/) + - [Game Similarities Case 1](http://www.sierraplanet.net/other-pages/curiosities/game-similarities/game-similarities-case-1/) + - [Game Similarities Case 2](http://www.sierraplanet.net/other-pages/curiosities/game-similarities/game-similarities-case-2/) + - [King’s Quest Curiosities](http://www.sierraplanet.net/other-pages/curiosities/kings-quest-curiosities/) + - [King’s Quest Character Profiles](http://www.sierraplanet.net/other-pages/curiosities/kings-quest-curiosities/kings-quest-character-profiles/) + - [King’s Quest Individual Game Curiosities](http://www.sierraplanet.net/other-pages/curiosities/kings-quest-curiosities/kings-quest-individual-game-curiosities/) + - [Mythological Legends](http://www.sierraplanet.net/other-pages/curiosities/kings-quest-curiosities/mythological-legends/) + - [Wizards in Black](http://www.sierraplanet.net/other-pages/curiosities/kings-quest-curiosities/wizards-in-black/) + - [Laura Bow Curiosities](http://www.sierraplanet.net/other-pages/curiosities/laura-bow-curiosities/) + - [Other Game Curiosities](http://www.sierraplanet.net/other-pages/curiosities/other-game-curiosities/) + - [Sierra Teddy Bears](http://www.sierraplanet.net/other-pages/curiosities/sierra-teddy-bears/) + - [Slowdown Programs](http://www.sierraplanet.net/other-pages/slowdown-programs/) + - [Fan Gallery](http://www.sierraplanet.net/other-pages/fan-gallery/) + - [Fan Art](http://www.sierraplanet.net/other-pages/fan-gallery/fan-art/) + - [Fanfiction Stories](http://www.sierraplanet.net/other-pages/fan-gallery/fanfiction-stories/) + - [The Other Side of the Story](http://www.sierraplanet.net/other-pages/fan-gallery/fanfiction-stories/the-other-side-of-the-story/) + - [Poetry Corner](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/) + - [A Lone Heart](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/a-lone-heart/) + - [A Quester’s Lament](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/a-questers-lament/) + - [A Song of Daventry](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/a-song-of-daventry/) + - [Along the Golden Lake](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/along-the-golden-lake/) + - [Babies](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/babies/) + - [Bandit Camp](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/bandit-camp/) + - [Blindly Into The Light](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/blindly-into-the-light/) + - [Chaos in Daventry](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/chaos-in-daventry/) + - [Crystal Ball](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/crystal-ball/) + - [Crystals](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/crystals/) + - [Deaf Hermit](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/deaf-hermit/) + - [Dimensions](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/dimensions/) + - [Haunted House Kitchen](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/haunted-house-kitchen/) + - [Health](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/health/) + - [Hillmen](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/hillmen/) + - [King Graham](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/king-graham/) + - [King’s Quest Haikus](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/kings-quest-haikus/) + - [Land Of The Green Isles](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/land-of-the-green-isles/) + - [Like A Smiling Angel](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/like-a-smiling-angel/) + - [Living Trees](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/living-trees/) + - [Living With Manannan](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/living-with-manannan/) + - [Love Poetry](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/love-poetry/) + - [Nothing Special](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/nothing-special/) + - [Old Man](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/old-man/) + - [Oracle Of The Tree](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/oracle-of-the-tree/) + - [Remember The Days](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/remember-the-days/) + - [Rock Demon](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/rock-demon/) + - [She’s A Jewel](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/shes-a-jewel/) + - [Shipwrecked](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/shipwrecked/) + - [Sick Father](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/sick-father/) + - [Skeletons](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/skeletons/) + - [Souls Of Stone](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/souls-of-stone/) + - [Stolen Heart](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/stolen-heart/) + - [Sudden Darkness](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/sudden-darkness/) + - [Swamp Wisps](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/swamp-wisps/) + - [The Beauty Within](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-beauty-within/) + - [The Black Cat](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-black-cat/) + - [The Catacombs](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-catacombs/) + - [The Catacombs (2)](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-catacombs-2/) + - [The Cupid](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-cupid/) + - [The Land of Tamir](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-land-of-tamir/) + - [The Town](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-town/) + - [The Whale](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/the-whale/) + - [Three-Fold Quest](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/three-fold-quest/) + - [Tis A Tragedy](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/tis-a-tragedy/) + - [Weeper](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/weeper/) + - [Weeping Willow](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/weeping-willow/) + - [Woe is Me](http://www.sierraplanet.net/other-pages/fan-gallery/poetry-corner/woe-is-me/) + - [Song Parodies](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/) + - [Castle In A Bottle](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/castle-in-a-bottle/) + - [Gone Away](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/gone-away/) + - [I Don’t Want It That Way](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/i-dont-want-it-that-way/) + - [I Don’t Want To Wait](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/i-dont-want-to-wait/) + - [I Want It Back](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/i-want-it-back/) + - [Mystical Stranger](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/mystical-stranger/) + - [Obla Di Obla Da](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/obla-di-obla-da/) + - [Progressively Numb](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/progressively-numb/) + - [Roberta’s Back](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/robertas-back/) + - [Strongly, Proudly, Bravely](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/strongly-proudly-bravely/) + - [The Gaming Queen](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/larger-than-life/) + - [The Treasures Three](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/the-treasures-three/) + - [The Way](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/the-way/) + - [Then You Spoiled Me](http://www.sierraplanet.net/other-pages/fan-gallery/song-parodies/then-you-spoiled-me/) + - [Game Collection Comparison](http://www.sierraplanet.net/other-pages/game-collection-comparison/) + - [Infamous Jellybean Survey](http://www.sierraplanet.net/other-pages/infamous-jellybean-survey/) + - [Links](http://www.sierraplanet.net/other-pages/links/) + - [Privacy Policy](http://www.sierraplanet.net/other-pages/privacy-policy/) + +# [King’s Quest 6 Walkthrough](http://www.sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-walkthrough/ "King’s Quest 6 Walkthrough") + +If you would like hints instead of a complete walkthrough for King’s Quest 6, you can utilize the UHS hint file if you have a UHS Reader. See the downloadable files section of the Game Goodies page for more information. + +[Catacombs Maps](http://sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-walkthrough/kq6-catacombs-maps/) :: [KQ6 Point List](http://sierraplanet.net/kqgames/kings-quest-vi/kings-quest-6-walkthrough/kq6-point-list/) + +SAVE OFTEN! The answers and information for the logic cliff and catacombs floor tile puzzles can only be found it your game manual (i.e. Guidebook to the Land of the Green Isles). Because answers and information to these puzzles are copyright protected by Sierra, it is illegal to give them out. If you lost your manual, you need to obtain one from Sierra’s Customer Service. Because this game is old, it is highly recommended that you contact Sierra first to see if they have manuals to send to you. Sierra Planet cannot legally give out this information publically. About halfway through the game, you will come to a point where you have to choose which path you want to take: the short path or the long path. This point occurs after you successfully help the Beast. + +The short path will require you to enter the castle using the main entrance and to be disguised as a maiden. It will let you end the game quickly by not requiring you to visit the Realm of the Dead or to perform any of the spells found in the spellbook from Ali’s bookstore. However, the short path could leave over half of the game unexplored, and you will not be able receive all the game points. The long path requires you to enter the castle by a side entrance, use all the spells, and visit the Realm of the Dead. You can explore all of the game and get all the points. This critical point and separate paths will be covered in this walkthrough. I have included point list and maps of the catacombs at the end of this walkthrough if you need it. With all that said, let us begin: + +Alexander is standing on a little beach with shipwreck debris scattered everywhere. There is a shimmering glint in the sand. Look at it. It is Alexander’s royal insignia ring that might come in handy, so take it. (When taking items using the HAND icon, click the tip of the extended pointer finger on the object.) On the right side of the beach, there is a long plank lying on the sand. Touch the plank to move it. A little box will be revealed. Open the box. You will see a close-up of the inside of the box with a little glint of a copper coin. Take it. You can move the plank back over the box if you like, but that is all you can do on this beach for now. Head north to a fork in the path with a large majestic tree in the center. There is nothing in the tree’s hole, but later in the game, a little visitor will be in the branches of this tree. For now, choose the east path to go to the castle. Once at the castle, look at the guard dogs. Talk to them repeatedly until they have nothing new to say. The guard dogs need prove that you are indeed Prince Alexander of Daventry. The only identification you have is the royal insignia ring you got from the beach, so show it to them. Click the ring on one of the guard dogs. Captain Saladin will arrive and let you enter to seek an audience with Vizier Alhazred. Watch the animated sequence. Take special note of the genie — particularly his eyes. The vizier is not the most hospitable of all people and kicks you out of the castle, not to be let in again! Go around the left side of the castle to see a blank wall. This wall will come into play near the end of the game, but for now, return to the forked path and large tree. + +Go west into the little village. There is an old street peddler here selling old lamps for new lamps. Look at him and talk to him about his unusual business. Maybe later, you will be able to get a lamp from him. There are two shops here. You can look at the signs on the shops to see what they are. The left shop is Ali’s Bookstore. Touch the door with the HAND icon to enter the bookstore. Once inside this nice cozy place, go talk to Ali (the bookstore owner) repeatedly until he has nothing new to say. Take special note of what he says concerning transportation to the other isles and the ferry. You will have to speak to the ferryman later. There is a book next to Ali on the counter. Look at it and click on it with the HAND icon to ask about this book. Ali says that it is a spellbook and would be willing to trade it for a rare and more marketable book. Keep that in mind. Just beside the door is a little bargain table. Look at it to see a little sign. Free book? Okay! Take it! Wonder why Ali wants to get rid of it? Open up the inventory window and touch the book to read it. Woah! What an awful book! That could definitely put someone to sleep! It even beats theoretical calculus books! Perhaps the book on the center table beside the chair is better. Take the book and sit down in the chair to read it. Well, that was an interesting book about court jesters. Wonder who likes it so much? Oh, well. Unless you have been blind, there is an old cloaked man standing in the bookstore. Look at him and talk to him. Not much of a talker. What glaring eyes! Look at all the books on the bookshelves. There are several sections of shelves here. The section on the farthest right side of the store is the only section that Alexander is really interested in — poetry. Click on the bookshelves there to get a book of love poems. Read a few poems. The last one was particularly interesting. Once Alexander puts the book back onto the bookshelf, look at the floor. One of the pages fell out. Take it. Goodie! Ali said that Alexander could keep it! That is all for the bookstore for now, so leave. + +Ali mentioned something about the ferry, so let’s find it. SAVE GAME. Go north and out of the village. There is a nice stucco house here with a beautiful rose garden in front. There is girl here looking at the roses. Look at her. She seems to be a servant or slave. You cannot talk to her. Suddenly, a mean old lady appears at the front door and orders her back to work. Poor girl! Perhaps you can help her later. Continue west to the pier. There is a little boy here with sparkly eyes who repeatedly invites you to swim with him. Ignore the boy and let him disappear. Beside the pier is a boat. Click the HAND icon on the boat’s front door. You may need to move Alexander out of the way in order to click on the door. The ferryman will come out. Talk to him. If you talked to Ali in the bookstore before meeting the ferryman, he will let you inside. Once inside, talk to the ferryman repeatedly until he has nothing new to say. Take special note of the discussion concerning a magic map and the pawnshop. Once you are done, look at the rabbit’s foot on the table and take it. The ferryman will give you permission to have it. Leave the boat. Head back to the village. + +Before entering the pawnshop, stop by Ali’s bookstore again. A strange-looking man should be in the chair reading a book. Look at him and talk to him. He is too worried about the princess and will not speak to you unless he knew who you were. Using the same tactic you used on the guard dogs earlier, show him the royal insignia ring. You can also show him your copper coin. He will talk to you now. Talk to him repeatedly until he has nothing new to say. The man, Jollo the Clown, talked about a nightingale named Sing-Sing. Hmm. Once he leaves, exit the bookstore. You can follow Jollo if you like, but it is not necessary. Enter the pawnshop. That old cloaked man is here as well. Look at him. Try talking to him. Notice the eyes. Talk to the pawn shop owner now. If you talked to the ferryman repeatedly enough, Alexander will question the pawn shop owner about a magic map. The owner will take the map out and set it on the counter. He will only give you the map in exchange for something of great worth. Give the owner the royal insignia ring. Once Alexander gets the magic map, the old cloaked man will take a mint and stagger out of the pawnshop. Then an automatic cartoon sequence with Vizier Alhazred and his genie Shamir will start. + +Once the cartoon sequence is finished, take a mint from the mint bowl on the counter. Now examine all the items on the counter. Look at them and the pawnshop owner will tell you more about them. You will eventually use all these items at some point during the game. For now, start with the mechanical nightingale. There is nothing more to do in the pawnshop besides looking at all the unusual merchandise on the shelves. Leave and go to the crossroads with the large tree. If you have the magic map with you, then the nightingale Sing-Sing (that Jollo talked about earlier) will appear. Sing-Sing is very shy towards people, so perhaps if Alexander could befriend it somehow, it might help him out. Use the mechanical nightingale from the pawnshop on Sing-Sing. It will fly to a lower branch. You will give Sing-Sing three items later in the game. For now, let’s take a quick check on the village. The pawnshop owner just dumped a bunch of trash into the large pot outside his store. You know how the saying goes, “One man’s trash is another man’s treasure.” Go dig around in the trash. There is an interesting ink bottle in the pot. It appears to be empty. Maybe your eyes are deceiving you, so open it and look inside to see if there could possibly be anything inside. Surprise! It’s invisible ink. Hmm. This may come in handy. + +The pawnshop owner said that the map could only be used near where there is water, so go to the beach where you first woke up. Use the map on Alexander to look at it. There are four islands: Isle of Wonder, Isle of the Sacred Mountain, and Isle of the Crown. Let’s go to the Isle of the Sacred Mountain first, so click the HAND icon on that island to be magically transported there. Gosh! I wish I had a map like that to get around! Wouldn’t you?! The magic map will work on all the beaches as well at the docks on the Isle of the Crown (thanks to Akril for the info on the docks). At the Isle of the Sacred Mountain, there is some writing on the cliff wall. You will deal with that later. For now, take the nasty smelling flower and the black feather on the sand. Use the magic map and go to the Isle of Wonder. + +Save your game once you are on the Isle of Wonder. Do not head north yet! There is an oyster bed on the west side of the beach. One of the oysters is not asleep. Look at the oysters and talk to the awake oyster. It has an ache in its mouth due to a large pearl. Talk to the oyster some more to see if you can help it. Hmm. You cannot poke around in its mouth because it will not let you. Well, the oyster needs some rest, so perhaps if you read the oyster a bedtime story, it will fall asleep. Since you don’t have a lot of time on your hands, read the really boring book you got from Ali’s bookstore. A close-up of the oyster will appear on the screen. Hover the HAND icon near the middle of the oyster. It will yawn three times before falling asleep. As it yawns, you will find out that it has a gigantic pearl in its mouth that is causing the ache. You need to grab that pearl inside its mouth when it yawns. Be quick before it falls asleep! Once you get the pearl, the oyster will sleep peacefully. SAVE GAME. + +In the ocean, there is a floating string of letters. Wait for the string to float closer into the shore and take it. Look at the string to see what it says. Do not try to go out into the ocean to take the string. Alexander will get sucked under by the currents. SAVE GAME. Now it is time to head north. Before you can get far, five sense gnomes will approach Alexander. Each gnome has one dominating sense (i.e. taste, touch, smell, sight, hear). You need to fool them into not knowing that you are a human, or else you will get thrown into the sea to your demise. The first gnome is the gnome with the big nose. After they do their little chant, the cursor will change back to normal. You have a few seconds to rush up to the inventory, select the flower of stench from the Isle of the Sacred Mountain, and put it under the gnome’s large nose. All he will smell is the nasty flower. The next gnome has large floppy ears. Use the mechanical nightingale on him and watch him dance! The third gnome has a large mouth and long tongue. Put a nice mint from the pawn shop on that tongue. Yum! The fourth gnome has enormous hands. Let his fingers poke at the lucky rabbit’s foot from the ferryman. The last gnome has large eyes. Use the ink bottle on yourself to disappear from the eye gnome. If you did not get the invisible ink bottle from the trash that the pawn shop owner dumped out, then you will die here. However, if you are quick enough and use your map to teleport back to the Isle of the Crown when the gnomes finish their chant, you might just make it in time to get that bottle. Once the gnomes are gone, you are free to explore the Isle of Wonder. + +Go east to the book garden. There are stacks of books everywhere and spelling bees hovering overhead. Perhaps one of these books is a rare book that can be used to trade for magic book that is in Ali’s Bookstore. Use the HAND icon on any of the books, and the bookworm will appear. Talk to him repeatedly. He will want something in exchange for a rare book. You can try giving him the floating sentence fragment from the beach, but fragments are a dime a dozen and will not be accepted by the bookworm. One of the things he wants is a dangling participle. Keep that in mind. You cannot do anything with Diphthong, Oxymoron, or the bees. However, there is a nice little spider web at the bottom of the screen. Look at it and talk to the sexy (but deadly) black widow spider who owns it. Do not touch the spider in any way! Look at the piece of paper stuck in the web. If you try to grab the paper now, the spider will poison you. You have to distract it first. At the base of the web, there is a loose thread. Click the HAND icon on it to pull it out. The spider will run down to that string and try to fix it. Take these couple of seconds to quickly grab that piece of paper. The word on that piece of paper is LOVE. Make sure you remember that word because it will come into play later in the game. You cannot keep the piece of paper. It will fly away, so do not worry about it. + +Go west back to the beach and head north to the swamp. In the swamp is Stick-in-the-Mud. On the left side of the screen is his brother Bump-on-a-Log. Alexander will deal with them later. For now, take a milk bottle from milkweed bush underneath the dogwood tree. The tree will bark wildly at Alexander, but that is okay. Ignore it. Continue west into the unusual garden. Look at all the plants that grow there. Talk to them! Take the rotten tomato from underneath one of the vines. You can talk to it and touch it in your inventory for funny responses! Not a very pleasant little guy, is he? On the right wall, there is a little hole-in-the-wall. You can look inside the hole to see what looks like rolling checkered hills. It is Chessboard Land. You want to get the hole-in-the-wall, but it is too shy and runs away each time. You will get it later. For now, open the doors and enter Chessboard Land. You are immediately greeted by 2 horses (actually, they are knight pieces in chess). Talk to them. The red and white queens will arrive shortly. Listen to their conversation closely. It seems that the red queen has the only lump of coal in Chessboard Land, and the white queen only has a spoiled egg. Alexander could not help their little situation right now, but keep that information in mind. Take the red scarf that the queen left behind. You cannot enter into further Chessboard Land and see what lies beyond those rolling hills. Sorry! + +Exit back into the garden. On the ground is some iceberg lettuce. Take a nice cold head of lettuce, and return to the beach. The head of lettuce will melt after a certain amount of time has passed, so that is why you should get it after meeting the chess queens. If, by chance, your lettuce completely melts into a puddle of water before you use it, go back here and take another one. Go the beach, take out the magic map, and go to the Isle of the Beast. If you talked to the bookworm on the Isle of Wonder enough times to hear him wanting a dangling participle, then a strange-looking creature should appear dangling upside-down from the branches. Talk to it. It seems a bit uncooperative. Show it the sentence fragment that was floating in the sea at the Isle of Wonder. It will complete the sentence and ride with you. You have 2 passengers now — if you count the rotten tomato as the second one! Continue north to a small pond of boiling water. SAVE GAME. Alexander will have to wade through that pond, but the water is way too hot. Cool it down by throwing a head of iceberg lettuce. It needs to be completely unmelted or half-melted. If the lettuce is completely melted into a pool of water, go back to the Isle of Wonder and get another head of lettuce from the garden. Once the water is cooled down a bit, run through it. Ouch! On the other side of the pond, there is a yellow hunter’s lamp hanging from a tree. Take it. No genie in that lamp. Sorry! Do not give the hunter’s lamp to the street peddler yet. You will need to hold onto it for a while for you will use it for a certain spell. Continue north to a garden with a moving archer statue. SAVE GAME. The gardener (notice his eyes) will tell you to come over and join him. Do not listen to him. The moment you pass through the gate, the archer statue will shoot an arrow at Alexander and kill him. Later, you will find something to protect yourself from the archer. Then you will be able to explore the rest of the Isle of the Beast. The gardener will disappear. Good riddance! There is a small gray brick lying on the grass near the bottom of the screen. Take it and return to the beach of this isle. + +Take out your map and go to the Isle of Wonder. Talk to the bookworm again and give him the dangling participle you got from the Isle of the Beast. He will give you a rare riddle book. Open it and look inside. Part of one of the pages is missing. The design on that page looks quite familiar, does it not? Didn’t the torn piece of paper in the spider’s web have that same design? Hmm. Too bad you cannot read the riddle. Go back to the beach and transport to the Isle of the Crown. Go to the village. A sign should now be posted on the wall next to Ali’s bookstore. Read it. It’s a wedding announcement for Princess Cassima and Vizier Alhazred! Enter Ali’s bookstore and talk to Jollo about the event. After Jollo leaves, give Ali the rare riddle book you got from the bookworm on the Isle of Wonder. He will give you the spellbook. Click the HAND icon on the spellbook in your inventory window to see a close-up screen of the spellbook’s pages. There are three spells in the book. You are looking at the first spell. To turn to the next page, hover the mouse on the southeast corner of the second page (right page). Hover it near the edge if needed. The cursor should change to a bent arrow. Click the arrow at that spot to turn the page. To turn back to the previous page, click on the southwest corner/edge of the first page of the spell. Look at all the ingredients required for the spells. If you plan to take the long path, you will need to find all the ingredients for these spells and use these spells. The short path does not require any spells. + +Take stop over at the pawnshop and trade in the mechanical nightingale for the flute. Show the pawnshop owner the pearl you got from the little oyster on the Isle of Wonder. He will gladly accept that pearl and give back your royal insignia ring. Just don’t get too attached to that ring because you need give it to Sing-Sing the bird. If you did not play the mechanical nightingale for Sing-Sing in the large tree, it will not accept your ring. Sing-Sing will take the ring to Cassima. Cassima will give Sing-Sing a hair ribbon to give to you. Take the hair ribbon and examine it in your inventory. Touch it to find a strand of maiden hair that can be used for one of the spells. Now give Sing-Sing the love letter. Cassima will send back a little note of concern for you. Not exactly a love letter, but hey, it is a start! *smile* In her letter, she mentions trying to get her hands on some small means of defense … a small weapon? Keep that in mind. There is another item that you can give to Sing-Sing to hand to Cassima later in the game. (NOTE: A strand of maiden’s hair can also be found on Beauty’s clothes later in the game. It will either be in the hair ribbon or in Beauty’s clothes, but not in both places). + +For now, go back to the Isle of Wonder and into the unusual garden. Remember that hole-in-the-wall? Now it is time to get him. The shy wallflowers are in the way, but plants love music, so play a nice little waltz tune on your flute that you got from the pawn shop. After Alexander finishes playing, the wallflowers will continue dancing for a few more seconds. That is your cue to use the HAND icon quickly onto the hole to get it. This may take several tries. (On some newer computers, there is virtually no time to get the hole before the wallflowers stop dancing. If this is the case on your computer, before playing the flute, SAVE GAME, and then set the game speed to slow. Now play the flute. Hopefully, the game will slow down enough to give you time to grab the hole.) Since you have the spellbook now, a little teacup is sitting on the table in the garden. If you plan to do the long path, then take the teacup. + +Go back to the Isle of Crown and enter the pawnshop. Trade in the flute for the tinderbox. It is time to explore more of the Isle of the Sacred Mountain, so go there. The beach area is quite small, and all that you can see are the cliffs. On the cliff wall at Alexander’s eye-level, there are little markings. Look at those strange cliff markings to get a close-up of four words: IGNORANCE KILLS WISDOM ELEVATES. This is the first of five challenges that Alexander must solve on the cliffs of logic. If you click on any of the letters, they will depress into the cliff wall. If you press the correct sequence of letters (or symbols later on), then stone steps will appear on the cliff wall for you to climb using the WALK icon on each step. SAVE GAME often, especially after completing a puzzle correctly. Since the information and answers to the logic cliffs are copyright protected, I cannot give them out to you. You must refer to your game manual (see paragraph 2 of this walkthrough.) However, I will give you hints on where to go to find the information: + +In the “Logic Cliffs” section of the Guidebook of to the Land of the Green Isles, the first, third, and fifth challenges are explained. For the first and fifth challenge, you have to press the letters in order on the cliff wall to spell out the answer that is written in CAPITAL letters in the manual. For the third challenge, a “Stones of Stealth” poem is listed. The poem is a number order puzzle. You have to press a certain combination of circular buttons in the correct order, according to the poem. Just mess with it a bit, and you will eventually get the correct sequence. The second and fourth challenges require the use of the Ancient Ones alphabet in the game manual. The answers to these two challenges can be found in the third paragraph of the “Ancient Ones” section. They are there! Just read closely. For the second challenge, you have to spell out the correct word using the symbols. For the fourth challenge, you have to press four symbols total on the cliff wall — one symbol representing one of the sacred four. That means you do not need to spell out each of the sacred four. + +Once Alexander reaches the top of the of the cliffs, SAVE GAME, so you do not have to go through all that again. *grin* At the top of the cliffs is a strange lady with sparkly eyes who repeatedly invites Alexander to eat a berry from the bush. The berries are poisonous, so do not listen to her. Talk to her a bit and just wait around for a moment until she disappears. Definitely extremely odd! There is a tiny cave entrance where the berry nightshade bush is. Use the HAND icon to crawl into the entrance and into the cave. The cave is very dark, and Alexander cannot see unless he uses the tinderbox. Click the tinderbox on Alexander to light it. Now, he can see, but that does not necessarily mean you can see! *grin* You might need to brighten up your monitor and/or turn out some lights in your room, because it is sometimes impossible to see the little cave hole on the east side of the screen that leads to the second screen of this cave. If you need more help, here is a screenshot of this cave hole’s location. + +[![KQ6 Cave](http://sierraplanet.net/wp-content/uploads/2015/06/cave.gif)](http://sierraplanet.net/wp-content/uploads/2015/06/cave.gif) + +KQ6 Cave + +In the second screen of the cave, there are some mint leaves. Take a few. Do not eat them. They are not for you. That is all that is in the cave, so leave. SAVE GAME. At this point, if you continue north into the Winged Ones City, you will eventually get thrown into the catacombs. Right now, check your inventory. Make sure you have the following items: red queen’s scarf (Isle of Wonder), tinderbox (Isle of Crown), hole-in-the-wall (Isle of Wonder), and brick (Isle of the Beast). If you have all these items, then you are ready to enter the catacombs. If you do are missing an item, go back down the cliff and get them. If you have all the items, enter the Winged Ones City and talk to Lord Azure and Lady Ariel. Eventually, you will end up in the catacombs in a mission to save Lady Celeste. SAVE GAME NOW! There are 2 levels of the catacombs: you are currently on the upper level. You will need your game manual for the tile floor puzzle in the upper level. Sometimes, Alexander might see Lady Celeste walking around in the upper level. She’s a fake. Do not follow her. There are a lot of rooms with pits where Alexander can fall to his death. If you want to wander around the catacombs on your own, skip the next two paragraphs. + +This is a straightfoward tour of the catacombs. From the starting screen, go up 2 screens, right 2 screens, and up 1 screen. You are now in a room with a lot of creepy, icky skeletons. There is a skull on the floor. Take it. Go down 1 screen, left 2 screens, up 1 screen, and left 1 screen. SAVE GAME! You are now at the Tile Floor Puzzle Room. Alexander must step on the correct sequence of tiles to the exit on the rightside of the screen, or else he will get killed with spikes. In the “Catacombs” section of your game manual, there is a Roses poem. Each verse of that poem contains images shown on the tiles. Use the poem to solve this puzzle, since I cannot give out the answers to solve this puzzle due to copyright protection. After exiting the tile room, go left 1 screen and up 1 screen. Take the shield on the wall. Go up 3 screens and left 2 screens. There is a skeleton lying here with some gold coins on its eyes. Take the gold coins. Go right 2 screens, down 1 screen, and SAVE GAME. Go right 1 screen to a trap room with a falling ceiling. You have to be quick and throw the brick into the rotating gears to spring the trap. Go right 2 screens, up 1 screen, and SAVE GAME. Go right 1 screen to fall to the lower level 2. + +In lower level 2 of the catacombs, it is pitch black. You have a limited amount of time to click the tinderbox on Alexander’s eyes to light up the lower level. Now, go left 5 screens, down 2 screens, and right 1 screen. This is the spying room. Wow! Loud noises! It seems to be coming from the left wall. Use the hole-in-the-wall to peek through the wall. The minotaur! He has a secret entrance behind some tapestry that lies in the room just east of this room! Now to get to that room. Go left 3 screens, down 2 screens, right 1 screen, down 1 screen, right 2 screens, up 1 screen, right 1 screen, and up 2 screens to the Tapestry Room. Take a short break! *grin* Phew! Touch the tapestry, SAVE GAME, and go into the Minotaur’s Lair. Yikes! He’s got Lady Celeste tied up! The minotaur has quite a bullish personality, so be a bull-fighting matador. Use the red scarf on him (try clicking it on his pants) or on the firepit to distract and kill him. Yay! That wasn’t too hard! Free Lady Celeste and leave the catacombs. She is kind of snobbish, don’t you think? Perhaps she and the snobby prince (frog in King’s Quest 4) would make a nice couple! Hehe! At least, she lets you keep the handy dagger. + +Alexander will be congratulated by Lord Azure and Lady Ariel and get a nice meeting with the Oracle. Bad things are definitely churning up in the Green Isles! *sigh* The Oracle gives Alexander a vial of sacred water. (NOTE: If you forgot to get an item in the catacombs, you can always go through it again to retrieve any items that you are missing. No minotaur to deal with! Just stay in the upper level.) Go back down to the beach area of the Isle of the Sacred Mountain. You will no longer have to deal with the Winged Ones. Look on your magic map. There should be a new island in the lower righthand corner of the map called the Isle of Mists. This island will not appear until after you successfully completed the catacombs. Go to that isle. + +Once you reach the shores, SAVE GAME. From the shore, DO NOT go north, or else you will end up dead in the Druid Ceremony. Go west into the little village area. You cannot enter the houses, but there is a scythe (blade-like weapon) hanging on the west house and some coal in the firepit. Take the scythe. If you plan to take the long path, take the lump of coal now. Go east back to the shore and transport to the Isle of the Beast. At this point, if you return to the Isle of Mists a second time, you will be thrown into the Druid Ceremony automatically. + +On the Isle of the Beast, go to the garden screen where you found the brick earlier in the game. There is a stone archer here. If you enter the gateway, the archer will shoot Alexander to death. Use the shield from the catacombs on Alexander to protect him from the stone archer. On the other side of the gate, there is a rosehedge blocking the path that suddenly grows together if Alexander gets too close. Use the scythe on the rose hedge to cut through it. On the other side of the rose hedge, Alexander will meet the cursed Beast. Talk to the beast and listen to what he says. Once the beast leaves, SAVE GAME. Alexander was just given a curse by the beast. If Alexander does not find a maiden who is willing to stay with the beast, he too will turn into a beast. That means you do not have a lot of time, since this curse is set on a game timer. Return to the rose hedge, and take a white rose. Hmm. There was only one maiden (besides Cassima) that you saw on these Isles. The servant girl on the Isle of the Crown who was attending roses earlier. Go to the Isle of the Crown. + +Go past the village and see that the serving girl is a bit closer towards the front. Talk to her. She is quite shy, but she really likes roses! Give her the white rose from the Isle of the Beast. She will now talk to you. Talk to her a few times. Give her the ring that the beast gave Alexander to tell her about the tale of the beast. Wow! She wants to attend to this beast! Wonderful! Beauty will come with Alexander to meet the Beast. Watch the sequence! Aw! Hope they live happily ever after in their castle! You cannot enter the hedge maze and meet them again in their castle. Sorry. The beast did give you a mirror, and Beauty gave you her clothes. Go to the rose hedge and take another white rose. You have finally arrived at the point where you must choose between the short path or the long path (see third paragraph at the top of this walkthrough). I will start with the short path first and then the long path. Read the appropriate section for the path you have selected. + +## Taking The Short Path + +Go to the Isle of the Crown, and enter the pawn shop. Trade the tinderbox for the mechanical nightingale again. Make sure you have mint leaves with you from the small cave on the Isle of the Sacred Mountain. Now go to the crossroads with the big tree and Sing-Sing the nightingale. Give Sing-Sing the second white rose you got from the Isle of the Beast. That will be the last item you send to Cassima via Sing-Sing. Poor Alexander! He gets nothing in return this time. Go to the Castle of the Crown. A line of servant women are entering the castle. Notice how they have very similar clothing to what Beauty used to have. Aha! An idea! Enter the little hut on the side road. Click Beauty’s clothes on Alexander, so he can put on a disguise. Enter the castle disguised as a servant maiden. Once you enter, SAVE GAME. + +Ignore the man walking by with the tray. There are two sets of stairs. Do not use the east staircase. Use the west staircase. At the top of the staircase, listen to what the 2 guard dogs are talking about. Something concerning a reward for finding Sing-Sing. Watch how they pace up and down the hallway. Once they are heading towards the backwall of the hallway and have passed the little rightside alcove, run into the alcove and click the HAND icon on the big pillar to hide behind it. There is a painting here, but do not touch it yet. If you tamper with it, the guard dogs will catch Alexander immediately. The guard dogs will pass the pillar towards the staircase, turn around, and walk to the backwall again. Once they pass the alcove towards the backwall, walk out into the hallway and quickly click the mechanical nightingale onto the red carpet on the floor. It will start singing. Immediately run back into the alcove and hide behind the pillar again. The guard dogs will get temporarily distracted (about 5 minutes), but they will return. SAVE GAME. + +Take this short time to examine the pillar. Take the nail that is behind it. Use this nail to unlock the door just across the hall from the alcove. This is Vizier Alhazred’s bedroom. Nice decor, huh? *grin* There is a locked chest here that you can unlock using the nail. Take and read the letter in the chest. Yikes! It’s a letter written by the vizier, and it contains very bad news! This guy is definitely evil and must be dealt with quickly! There is a little ebony box with a note in it that you can read (zebu) just for interest. Besides that, there is nothing else in the bedroom, so leave. Go back into the alcove and put the nail and the portrait back to their original positions, so the guards will not catch you later. Return to the main hallway to go towards the back wall. There is a door in this back hallway with crying behind it. Talk to the person behind the door. It is Cassima! Yay! Alexander found Cassima! After talking to Cassima, show her the vizier’s letter, so she also knows how evil he is. She mentioned again about finding some small means of defense. Give Celeste’s dagger to Cassima. + +You cannot save Cassima right now, so quickly go back into the hallway and hide in the alcove again. Hopefully, you made it back before the guard dogs arrive. Just wait for a few moments. Something will be happening in the back hallway, and the guard dogs will be distracted there. Once you hear wedding music, SAVE GAME. Make a quick run downstairs and towards the large doors where the ceremony is taking place. Captain Saladin will stop Alexander from proceeding and will give him a few seconds to explain himself. Quickly show Captain Saladin the vizier’s letter. He will let you enter the ceremony where Cassima is strangely happy to marry the vizier. Talk to Cassima. Yikes! What is going on?! She wants Alexander killed?! Hmm … something is odd here. Notice her gleaming eyes. + +According to the Beast, mirrors reflect truth, so use the beast’s mirror on Cassima to reveal to everyone who she really is. The vizier will run away. Ignore whatever else is happening in the room and chase the vizier up the stairs into the tower room. He will summon the genie to cast a blast spell on Alexander. Well, by now, you should have figured out that the genie has been spying on Alexander in various forms. They all have gleaming eyes. One form was the old man in the village who had a love for … mint leaves! Quickly give the genie some mint leaves. If you forgot the mint leaves, you are doomed here, and must restore to before entering the castle. Once the genie blasts himself into oblivion, Alexander must fight the vizier. Click on the sword on the wall behind Alexander. It is really heavy, but it will do. Click the sword on the vizier and watch the fight scene. If you did not give Cassima the dagger beforehand, Alexander will quickly lose here. Cassima will eventually come up behind the vizier and stab him in the back. Quickly click the sword on the vizier to give him one last blow. Watch the ending wedding sequence. Congratulations! You have just finished the short path to King’s Quest 6: Heir Today, Gone Tomorrow. + +## Taking The Long Path + +Now it is time to start preparing some of these spells. One of the ingredients for one of the spells is swamp ooze in a teacup. (If you did not get the teacup earlier, you can find it in the garden one screen west.) Click the teacup on the swamp water. The stick-in-the-mud will start yelling at Alexander. Watch the scene between the stick and the bump-on-the-log. Talk to both repeatedly until they have nothing new to say. The bump needs something to get back at his obnoxious brother. Let’s be generous and .. uh … donate the rotten tomato to the help-the-bump fund. *grin* The bump and stick will have a little fight, apologize, and fall asleep. Wow! That was a quick, interesting scene! There is some swamp ooze on the bump, so click the teacup on him to take some ooze. If you do not have a milk bottle now, take one from the milkweed bush under the barking dogwood tree. Woah, boy! + +Go into the unusual garden. There is another bottle here on the table. Take it. Look at it closely in your inventory. It says, “Drink Me.” SAVE GAME. Test it out right now and see what happens if Alexander drinks it. There will still be some leftover for later if you decide to test it now. Nice effect that bottle gives on a person! Well, back to preparing spells. The “Make Rain” spell requires 3 types of water in a teapot. The teapot is basically the yellow hunter’s lamp from the Isle of the Beast. Give one of the baby tears plants a bottle of milk. The others will cry. Collect the tears from one of the plants into the hunter’s lamp. Tears contain salt, so you just got salt water for the rain spell. Now add the Oracle’s vial of sacred water to the hunter’s lamp. (You might need to click the vial onto the curl of lamp’s handle to add the sacred water.) You just need falling water as the finishing ingredient. However, right now, let’s pay another visit to the chess queens. Go to Chessboard Land, and talk to the queens some more. One of the queens has a lump of coal that the other one does not have. How selfish! Give the white chess queen the lump of coal from the Isle of Mist. She will be delighted and “reward” you with a delightfully spoiled egg. + +Return to the Isle of the Beast, and go to the beast’s fountain of falling water. Click the hunter’s lamp onto the falling water to collect some. (This will not work unless you have the salt and sacred waters already in the lamp.) Now open up the spellbook and turn to the page with the Make Rain spell. To finish preparing the spell, cast it by reciting the verse. SAVE GAME. Alexander now has a pot of ready-to-go rain spell. He is ready to survive the Druids, so teleport to the Isle of the Mists. The Druids will rudely take Alexander away and “cook” him at the ceremony. Stay in your chair and watch this uncomfortable scene as Alexander gets as red as a cooked lobster. The pot of rain spell will soon be activated and save Alexander. Yay! Since the Druids got their desired rain, talk to the Druid leader a bunch of times to learn about the Land of the Dead, the Lord of the Dead, and how to get there via a Nightmare horse. When they leave, get some embers from the ceremonial pit for the skull. Add the spoiled egg and the strand of hair to the skull as well. (You can get the strand of hair from Cassima’s hair ribbon or from Beauty’s clothes.) Teleport to the Isle of Wonder and go to the swamp. All the ingredients for the Charm spell have been found. The Druid leader mentioned that Nightmare loves to feed on noxious plants. Well, there were some poisonous berries on a nightshade bush on the Isle of the Sacred Mountain, so teleport there quickly (since the oak embers will not stay warm for long). Climb up the cliffs. Aha! There she is! What a magnificent black horse! She, a creature of the night, will not let you ride right now, so you will have to … go figure … charm her! + +Open up your spellbook and cast the Charm spell and ride Nightmare to the Land of the Dead. SAVE GAME. There are zombies in this screen that will kill Alexander if they touch him. Avoid them at all costs. Among the spirits is a couple. Talk to them. Why, they are Cassima’s parents! Queen Allaria will give Alexander a ghost ticket. Now, maneuver around the zombies and exit the screen in the southeast corner. This may take a few tries. SAVE GAME. The next screen contains a path towards a skull building, and there is a wailing female ghost here. Talk to her to learn that she cannot find her son. Alexander will offer to help her find him, and she will give him a handkerchief. Continue to the skull. SAVE GAME. He is now at the entrance to the Underworld. There is a keyholder who has a nice big skeleton key that you need. A lot of gamers miss this: there is a bone xylophone that Alexander can play. Play it and watch the amusing dance sequence. I bet you did not know they partied down here, did you? Hehe! Take the key that fell off the skeleton. Now give the ticket-holding skeleton the ticket from Queen Allaria. Once Alexander is on the other side, SAVE GAME. + +Take your time and carefully walk along the suspended pathway. You can fall to your death here. On the pathway is a corpse of a knight. Examine the knight and take his gauntlet (armor glove). SAVE GAME. Carefully continue up the path to a boat with Charon (the boatman) in it. Do not enter the boat yet. The boat is on the River Styx, and you need some River Styx water for the final spell. Walk up to the edge of the river. Click the teapot onto the black water to collect some. SAVE GAME. Charon demands some kind of ferry payment, so give him the gold coins from the catacombs. Once Alexander reaches the other side, SAVE GAME. Walk up to the door, and click the HAND icon once on it. The door will transform into a face. Staying away from the door, talk to it a few times to get a riddle. You must answer the riddle correctly in order to pass safely without getting eaten. The answer to the riddle was written on the torn piece of paper stuck in the spiderweb on the Isle of Wonder. It is: LOVE. Spell out the answer and enter the door to meet the Lord of the Dead. SAVE GAME. + +Walk up to his throne. After he speaks, challenge him by waving the gauntlet from the dead knight at him. He will give you a challenge to make him cry. According to the Beast, the mirror reflects truth, so show the mirror to the Lord of the Dead. He will weep at after seeing in the mirror how he lost all care for the pain and suffering around him. The mirror will break, but he will free Cassima’s parents and send them and Alexander back to the Isle of the Crown via Nightmare. Cassima’s parents will leave. + +Go to the crossroads with the big tree and Sing-Sing the nightingale. Give Sing-Sing the second white rose you got from the Isle of the Beast. That will be the last item you send to Cassima via Sing-Sing. Poor Alexander! He gets nothing in return this time. Go to the village, and enter the pawnshop. That old cloaked man is here. You can talk to him, but he does not reveal much. By now, you probably figured out that he is the genie in disguise. However, to be sure, let’s play an evil trick. Remember that “drink me” bottle and what it does? Drink it in the pawnshop and watch the sequence. Aha! It is the genie! In the scene with him and the vizier, take careful note of the genie bottle. After Alexander regains consciousness and almost giving the pawnshop owner a heart attack, trade the tinderbox for the paintbrush. Exit the shop and go to the street peddler who is selling old lamps for new. Talk to him and offer the old hunter’s lamp, since you will no longer need it. Select the correct lamp from the peddler. It needs to look exactly like the genie bottle. It is the blue one with the long neck and no handle. + +It is time to enter the Castle of the Crown finally. Go to the Castle. You cannot enter the front entrance, so go west to the side of the castle. There is a nice blank wall here. A good place for a door. *sigh* Wait! You can paint a door here! Click the black feather from the Isle of the Sacred Mountain onto the teacup of swamp ooze and River Styx water to stir it. The blackness in the feather drains into the teacup. Use the paintbrush on the cup to get some paint. Draw a door onto the wall. Wow! Alexander, you’re such an artist! *grin* Now, cast the Magic Paint spell to turn Alexander’s nifty drawing into reality. SAVE GAME and enter the castle. Too bad it is only a one-way door, so you cannot exit the castle once you enter. + +You are now in the basement of the castle. Guard dogs lurk around here, so be careful. There is a locked treasure room door on the west wall and three prison cells on the east wall. One of the cells (usually the middle one) contains a crying boy ghost. Find him and talk to him. He is lost and wants his mommy! Aww! You met his mother in the Land of the Dead. Give the boy the handkerchief, and he will fly away to find his mother. Before leaving, the ghost boy mentions something about a door behind the suit of armor in this basement area. If you did not befriend Jollo the Clown near the beginning of the game using your royal insignia ring, skip the next paragraph. + +Leave the cell, and go north to the horizontal hallway with the suit of armor and the door to the guard dogs room. Ignore those for now and continue east and south. This hallway contains a stairway leading up to the castle. Do not go there yet! On the east wall is a door that leads to Jollo’s room. Unless you have befriended him, do not enter that door or else he will throw you into the prison cells. If you did befriend him, enter the room, and Jollo will be delighted to see you. Talk to him and give him the genie lamp replica you got from the street peddler. He will leave the room with it. There is nothing that you should take from Jollo’s room, so SAVE GAME. + +Exit back into the hallway and go north to the horizontal hallway with the suit of armor and the door to the guard dogs room. Examine the armor closely. If you click the HAND icon onto the statue’s hand, a secret passage will open. Enter it and save game. This secret passageway contains several peep holes that are useful for spying. Look in the peephole on the east wall. Listen to what the guard dogs and Captain Saladin are talking. One dog says that he heard the vizier talking to the treasure room door. The vizier had said ALI before he was interrupted. Keep that word in mind and continue up the stairs to the next screen. There is another peep hole here, but SKIP IT for now. Continue west for two screens to another peep hole. Look into that hole to see the vizier writing something in his bedroom concerning wedding and killing Cassima. NO!! He is truly evil! You must get that letter somehow. + +The secret passageway dead ends near here to the north, but look closely at the west wall at the dead end. There is an outline of a door. Click on it to open it and enter the vizier’s bedroom through the closet. Interesting. There is a chest in the bedroom. It is locked, and you must unlock it using the skeleton key from the Land of the Dead. (If you did not get the key, you must sadly restore back to the Land of the Dead to get it.) Inside the chest is the letter, so take it. On the table is a little ebony box. Open it and read the note. It says ZEBU. You now have the 2-part password to open the treasure room door in the basement. Go back into the secret hallway via the closet and head back down to the peep hole that we skipped earlier. + +Look into the peephole to see … \[drums roll\] … tada … Cassima! Yay! Talk to her and show her the vizier’s letter, so she will know what is going on. She mentions needing a small means of defense again. Give her Celeste’s dagger. Stare deeply into her beautiful eyes for a moment … Okay, time’s up! Something happens, and Cassima vanishes from the room. Oh dear! There is nothing you can do now, so head back down the stairs and back into the hallway. Go to the treasure room door and talk to it. Type ALI ZEBU on the screen to open the door. Enter it and SAVE GAME. Move the thick cloth on the table and look at all the treasures individually. When Alexander had talked to the leader(s) on a certain isle, they always mentioned that a leader of another isle had taken a treasure from them, and that was why all the isles were feuding. Now, you learn the truth — the vizier had his genie steal all the treasures in disguise! SAVE GAME. + +At this point, you need to wait around in the basement until you hear wedding music. Walk out into the hallway for a few moments, just do not let the guard dogs see you. For some players, Alexander has to return to the treasure room and wait there for a good 5 minutes before wedding music comes. Once you hear it, SAVE GAME and use the stairs in the basement near Jollo’s room to go upstairs into the main hall of the castle. Captain Saladin will stop Alexander from proceeding into the ceremony and will give him a few seconds to explain himself. Quickly show Captain Saladin the vizier’s letter. He will let you enter the ceremony where Cassima is strangely happy to marry the vizier. Talk to Cassima. Yikes! What is going on?! She wants Alexander killed?! Hmm … something is odd here. Notice her gleaming eyes. + +Cassima’s parents will appear and order Captain Saladin to stop. They reveal the truth about the vizier and “Cassima” the bride. The vizier will run away. Ignore whatever else is happening in the room and chase the vizier up the stairs into the tower room. He will summon the genie to cast a blast spell on Alexander. If you had given Jollo the genie lamp replica, then Jollo will soon enter and give you the genie bottle replica. Quickly use the genie bottle onto the genie to rid him. If you did not befriend Jollo and/or give him the lamp replica, then you will have to deal with the genie on your own. Well, by now, you should have figured out that the genie has been spying on Alexander in various forms. They all have gleaming eyes. One form was the old man in the village who had a love for … mint leaves! Quickly give the genie some mint leaves. If you forgot the mint leaves, you are doomed here, and must restore to before entering the castle. Once the genie blasts himself into oblivion, Alexander must fight the vizier. Click on the sword on the wall behind Alexander. It is really heavy, but it will do. Click the sword on the vizier and watch the fight scene. If you did not give Cassima the dagger beforehand, Alexander will quickly lose here. Cassima will eventually come up behind the vizier and stab him in the back. Quickly click the sword on the vizier to give him one last blow. Watch the ending wedding sequence. Congratulations! 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