From: <נשמר על ידי Microsoft Internet Explorer 5>
Subject: King's Quest VI Walkthrough
Date: Sat, 12 Apr 2003 14:49:35 +0200
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<P>As the game begins, Alexander finds himself on the beach of an =
unknown=20
island. He sees his royal signet ring in the sand, and picks it up. He =
also sees=20
a large plank on the right side of the beach. He moves the plank and =
reveals a=20
large wooden box. He opens the box to find a gold coin. He takes the =
coin and=20
moves the plank back over the box.
<P>Next, Alexander travels inland. At the fork in the path, he goes =
right=20
towards a large castle. He finds two guard dogs at the entrance to the =
castle=20
and asks them where he is. They tell him that he is on the Isle of the =
Crown,=20
the main island of the Land of the Green Isles. He then asks to be =
allowed into=20
the castle to see Princess Cassima. The guards say no, and he shows them =
his=20
royal signet ring. Saladin, the captain of the guard, escorts Alex into =
the=20
palace for an audience with Vizier Abdul Alhazred (notice the golden =
sparkle in=20
the servant's eyes). The vizier tells him to leave the country =
immediately, and=20
that Princess Cassima is in seclusion to mourn for her dead parents, and =
that=20
she wishes to wed the vizier.
<P>Alexander leaves the castle and walks back to the village. He goes =
into the=20
pawn shop, and talks to the owner. He gives the man his gold Daventry =
coin, and=20
is given a choice of the items on the counter. Alex takes the =
mechanincal=20
nightingale and leaves the shop.
<P>Alex goes next door into the book store, and asks the owner about the =
Land of=20
the Green Isles. The owner tells him to go and talk to the ferry pilot, =
for he=20
knows more about the land than him. Alex points to the book on the =
counter, and=20
asks what the owner will take for it. He is told that he will need to =
find a=20
rare book in exchange for the non-marketable spell book. Alex then goes =
to the=20
poetry section of the store on the right side of the wall. He takes one =
of the=20
books down and reads through it. When he puts it away, one of the pages =
falls=20
out onto the floor. As he reaches to pick it up, the bookkeeper says =
that he may=20
keep it. On his way out of the shop, Alexander takes the last free book =
from the=20
discount book table by the door.=20
<P>Alexander leaves the book shop and goes north. At the house with the =
rose=20
gardens, he goes west to find a ferry. He ignores a little boy's offer =
to take=20
him to the next island when he sees the golden sparkle in the boy's =
eyes, which=20
remind him of the vizier's servant in the castle. They must be trying to =
kill=20
him! Alex knocks on the door to the ferry, and when it is answered, he =
talks to=20
the ferry operator. The man lets him inside, and they sit down to talk. =
Alex=20
talks to the man until he repeats himself, and then points to the =
rabbit's foot=20
on the table. The ferryman lets him keep it, since it hadn't brought him =
much=20
luck over the years.
<P>Alex returns to the village and enters the pawn shop. He talks to the =
owner=20
about the magic map, and trades his royal signet ring for it. A short =
movie=20
shows that the man in the black coat was really the servant (genie) of =
the=20
vizier. Back in the pawn shop, Alexander takes a mint from the jar on =
the=20
counter and returns to the path junction in the forest.
<P>At the junction, Alexander plays the mechanical nightingale for the =
real=20
nightingale in the tree. Then he returns to town in time to see the pawn =
shop=20
owner dumping out some old "junk." Alex searches through the junk and =
finds a=20
seemingly empty bottle. He goes to the beach and uses his magic map to =
travel to=20
the Isle of the Sacred Mountain, where he picks up a stench flower and a =
black=20
horse feather. He then travels to the Isle of Wonder.
<P>Once on the Isle of Wonder, Alexander talks to the only oyster that =
is not=20
sleeping. He then reads the free book from the book shop to it. While he =
is=20
reading, the oyster yawns, and Alex grabs the pearl from its mouth when =
it does.=20
The oyster goes back to sleep. As Alex tries to walk north, he is met by =
five=20
guards that try to determine whether he is human or not. He fools them =
by using=20
the stench flower on the first gnome, the mechanical nightingale on the =
second=20
gnome, the mint from the pawn shop on the third gnome, the rabbit's foot =
on the=20
fourth gnome, and the empty ink bottle from the pawn shop owner's "junk" =
on the=20
fifth gnome.
<P>After the gnomes leave, Alex notices something pink floating in the =
water=20
near the shore, which he quickly retrieves. He goes east to the part of =
the=20
island inhabited by a bookworm and his friends, the spelling bees. =
Alexander=20
tries to get a book from the pile, but is stopped by the bookworm. Alex =
talks to=20
the bookworm and then the bookworm goes back into the books. He tries =
once again=20
to take a book, but the bookworm stops him again. Alex talks to the =
bookworm=20
again, and finds that he will have to find something "interesting" to =
get a rare=20
book from him. Alex leaves and walks north from the beach. He walks past =
the=20
swamp and arrives at a garden. He picks a head of lettuce from the =
garden, and=20
also takes the rotten tomato. He walks through a large gate into =
Chessboard=20
Land. Two arguing queens ask for his advice on whom shall get to give a =
lump of=20
coal to Cassima at her wedding, and which will be left with a rotten =
egg. When=20
they leave, the red queen drops her scarf, which Alexander collects.
<P>Alexander returns to the beach and uses the magic map to journey to =
the Isle=20
of the Beast. Hanging from a tree near the shore is a rather strange =
creature.=20
Alex talks to the creature, and offers it the partial sentence he found =
on the=20
Isle of Wonders. The creature decides to go with Alexander. Alex travels =
north,=20
and finds a pond of boiling water. He throws the head of Iceburg Lettuce =
into=20
the pond to cool it. He walks through the pond and grabs an old hunter's =
lamp=20
from a tree. He continues north, where a gardener invites him to come =
into the=20
garden. Alexander sees a golden sparkle in his eyes, and wisely refuses. =
Alex=20
takes a stone brick from off the ground near the gate, and heads back =
towards=20
the beach.
<P>Alex returns to the Isle of Wonder and goes back to the bookworm. He =
returns=20
the strange creature from the Isle of the Beast to the bookworm, who =
gives him a=20
rare book in return. Alex reads the book and finds a page missing. He =
then turns=20
and looks at the spider's web. He notices a loose thread near the =
bottom, and=20
pulls it. While the spider's attention is diverted, Alexander takes the =
scrap of=20
paper from the nest, and reads the word "Love" from it. He then returns =
to the=20
Isle of the Crown.
<P>Alex goes to the pawn shop, and exchanges the mechanical nightingale =
for the=20
flute. He also exchanges the pearl he found to get his royal ring back. =
Then he=20
goes next door and gives the rare book to the shop owner. The shop owner =
gives=20
Alexander the spell book. Alexander reads the spell book to see what =
ingredients=20
he will need for the spells. He then talks to the clown in the chair, =
who=20
replies with a comment about Princess Cassima. Alex is determined to =
find out=20
the relationship between this strange man and the princess, so he shows =
him his=20
royal signet ring. The man turns out to become a very helpful friend.
<P>Alex travels back to the Isle of Wonder, and gets a milk bottle from =
the=20
milkweed plants in the swamp. He goes to the garden and gives the milk =
bottle to=20
one of the baby's tears. The other baby's tears begin to cry because =
they didn't=20
get any milk, and Alexander collects their tears in the old hunter's =
lamp. Alex=20
plays his flute for the flowers and the snapdragons. They begin to =
dance, and=20
while they are dancing, Alex grabs the Hole-In-the-Wall. He also takes =
the=20
teacup from the chair.
<P>Alex goes back to the swamp, and tries to collect some swamp ooze in =
his=20
teacup, but is informed by Stick-in-the-Mud that it isn't swamp ooze, it =
is=20
swamp muck, and that the only swamp ooze is next to him, and out of =
Alexander's=20
reach. Alex talks to Bump-on-a-Log a few times about Stick-in-the-Mud, =
and then=20
gives Bump the rotten tomato. Bump throws the tomato at =
Stick-in-the-Mud, who=20
returns fire with swamp ooze. They both go to sleep, and Alex collects =
some=20
swamp ooze off of Bump in the teacup.
<P>Alex takes a short trip back to the Isle of the Crown to exchange the =
flute=20
for the tinder box in the pawn shop. He then travels to the Isle of the =
Sacred=20
Mountain.
<P>Alex looks at the carvings on the face of the cliff. It seems to be =
some sort=20
of a puzzle. (The answer to this puzzle and the four puzzles that follow =
it are=20
in the game manual. If you get stuck and cannot answer the puzzles, =
click <A=20
href=3D"http://www.mattgerrald.net/request.html">here</A>, fill out a =
request form=20
and the answers will be sent to you.) Alex correctly solves all five of =
the=20
puzzles and arrives at the top of the cliff, where he is met by a =
strange woman,=20
offering him some berries from a bush. Alexander notices a golden =
sparkle in her=20
eyes and decides not to listen to her. When the woman disappears, Alex =
crawls=20
into the little cave (be careful not to click on the bush). He cannot =
see a=20
thing, so he lights his tinder box. He crawls through a tunnel at the =
east end=20
of the cave and comes out on the other side. He notices a peppermint =
plant and=20
takes a few leaves. He then crawls back through the tunnel and exits the =
cave.
<P>Outside the cave, Alexander journeys north, where he is greeted by =
two guards=20
of the Winged Ones race, who take him to the city's palace. Azure and =
Ariel tell=20
Alexander that their daughter has been taken into the Catacombs as a =
sacrifice=20
to a vicious minotaur. They tell him that they will let him live...if he =
can=20
rescue their daughter. He is flown to the entrance to the Catacombs and =
thrown=20
inside.
<P>Use the maps and instructions below to find the necessary items, save =
the=20
girl, kill the minotaur, and escape the Catacombs.
<P>
<P>Catacombs: Level 1
<P><IMG src=3D"http://www.mattgerrald.net/kq6cat1.gif">
<P>Room 1: Pick up the skull off the floor.
<P>Room 2: Cross the room by stepping on the tiles in the correct order. =

(Answers to this puzzle cannot be answered also because of game =
copyright=20
security. If you get stuck and cannot answer the puzzle, click <A=20
href=3D"http://www.mattgerrald.net/request.html">here</A>, fill out a =
request form=20
and the answers will be sent to you.)
<P>Room 3: Take the shield from the wall.
<P>Room 4: Take the coins from the shelf in the wall where the skeleton =
is=20
buried.
<P>Room 5: Throw the stone brick in the gears.
<P>Room 6: Fall through the hole to the second level.
<P>Catacombs: Level 2
<P><IMG src=3D"http://www.mattgerrald.net/kq6cat2.gif">
<P>Room 1: This is the room you fall into. Use the tinder box for light.
<P>Room 2: Use Hole-in-the-Wall on the right wall and look through it.
<P>Room 3: Pull aside tapestry and walk through to the next room.
<P>Room 4: Use the Red Queen's scarf on the minotaur and save the girl.
<P>Alex exits the Catacombs with the Winged One's daughter, and she =
gives him a=20
small dagger in appreciation. He is thanked by Azure and Ariel and flown =
to the=20
presence of the Oracle, who tells Alex about his future and gives him a =
vial of=20
sacred water. He is then flown to the base of the cliffs.
<P>Alexander pulls out his magic map, and finds that a new island has =
been=20
added, the Isle of Mists. He goes there, and walks west into the Druid's =

village. He takes a coal from the fireplace and a scythe from the side =
of the=20
tree and quickly leaves the island.
<P>Back on the Isle of Wonder, Alex goes to the magic garden and =
retrieves a=20
bottle labeled DRINK ME from the coffee table. He does not drink it at =
this=20
time. He goes into Chessboard Land and gives the White Queen the lump of =
coal=20
from the Isle of Mists. She gives him a rotten egg in return.
<P>Alex goes to the Isle of the Beast. He travels north past the pond to =
the=20
gate of the garden. He arms himself with the shield and walks into the =
garden. A=20
stone archer on top of the gate shoots and arrow at him, but it is =
blocked by=20
the shield. He picks a white rose from the rose bushes and attempts to =
enter the=20
gazebo, but a rose hedge grows in front of it, blocking him. He chops =
down the=20
hedge with the scythe, and enters the gazebo. He talks to the beast and =
takes=20
the ring from him and agrees to try and find a maiden to wear it.
<P>Alexander travels back to the Isle of the Crown, and talks to Jollo =
again in=20
the bookstore. Jollo devises a plan to fake that Alex is dead, and steal =
the=20
genie's lamp!
<P>Alex goes north to the girl in the rose garden and offers her the =
white rose.=20
She accepts it and Alex offers her the beast's ring. She decides to come =
with=20
him to the Isle of the Beast. The beast is restored to humanity and the =
maiden=20
will turn into a beautiful queen. The former beast gives him a mirror, =
and the=20
former maiden gives him her old clothes. Alex reads the spell book to =
find that=20
he needs a strand hair from a pure-hearted maiden. He searches through =
her old=20
clothes, and finds one! He empties the sacred water into the hunter's =
lamp, and=20
also puts some water from the fountain into the lamp. He casts the Make =
Rain=20
spell and leaves the garden. On his way out, he picks another white =
rose.
<P>Alexander goes to the Isle of the Mists, and is captured by two =
Druids and=20
put in a cage over a fire. You needn't do anything here, for you will=20
automatically escape. A short rainstorm awes the Druids, which free him. =
They=20
provide him with information about how to go to the Realm of the Dead to =
rescue=20
Cassima's parents.
<P>Alexander returns to the Isle of the Crown, and gives the royal =
signet ring=20
to the nightingale at the junction. The nightingale takes it to Cassima, =
who=20
returns the nightingale with a red ribbon. Alex sends the nightingale =
back to=20
Cassima with the love poetry from the book shop. Cassima responds with a =
letter=20
of her own. Alexander sends the bird back again with his white rose. =
After this,=20
the bird does not return.
<P>Alex goes to the pawn shop, where he sees the old man in the black =
cloak (in=20
other word's, the vizier's genie). He drinks the DRINK ME potion and =
fakes that=20
he is dead. A short movie plays, where the genie informes the vizier =
that Alex=20
is dead. Take note of the lamp the genie disappears into. Alex then =
comes back=20
to life and exchanges the tinder box for the paintbrush. Outside the =
shop, he=20
excanges the old hunter's lamp for a replica of the genie's lamp.
<P>After going back to the Isle of the Mists, Alexander goes back to the =
site of=20
the thunderstorm and collects some of the hot embers in the skull. He =
then adds=20
the hair from the maiden and the rotten egg from the White Queen. Next, =
he goes=20
to the Isle of the Sacred Mountain, and climbs to the top of the cliffs, =
to find=20
the Night-Mare. He casts the Charm Creature of the Night spell and the =
horse=20
takes him to the Realm of the Dead.
<P>Upon arrival at the Realm of the Dead, Alexander talks to the two =
ghostly=20
figures. They are the parents of Princess Cassima! They give him a =
ticket to the=20
Underworld, where he will find the Lord of the Dead. Alex travels east, =
being=20
careful not to bump into any of the wandering ghouls or spirits. He =
talks to a=20
mother ghost, who gives him a handkerchief to give to her dead son, if =
he can=20
find him in the Land of the Living. Alex continues and sees a pile of =
bones on=20
the ground next to him. He picks up the bones and plays a song on them =
as if=20
they were a xylophone. The skeletons start to dance, causing the lead =
skeleton=20
to drop his key. When they stop dancing, Alexander picks up the key and =
gives=20
the skeleton on the right his ticket, and continues into the Underworld.
<P>As he continues along the path, Alex sees a deceased knight, maybe =
the one=20
the Arch Druid told him about. He takes a closer look at the knight, and =
takes=20
the gauntlet off his right arm. Alexander continues along the path, =
being very=20
cautious so he won't fall into the River. He arrives at the River and =
gets some=20
of the water in the teacup. He then gives his two coins from the =
Catacombs to=20
the skeleton in the black cloak. He gives him permission to cross the =
River in=20
the ferry. On the other side, he tries to open the strange door, and it =
asks him=20
what he thinks he is doing. Alexander talks to the door, and it tells =
him that=20
he will have to solve a riddle to proceed. The riddle is the one missing =
from=20
the rare book he got from the bookworm. The answer he found in the =
spider's web.=20
L-O-V-E is the answer. Type this and Alex will be allowed to enter the =
door.=20
Alex enters the throne room where the Lord of the Dead lives. He walks =
up to the=20
Lord of the Dead. The Lord of the Dead talks to him, and when he is =
finished,=20
Alex throws the gauntlet down on the floor. The Lord of the Dead =
challenges=20
Alexander to make him cry. If he can complete this task, he will be =
allowed to=20
return to the Land of the Living, along with Cassima's parents. Alex =
holds the=20
beast's mirror up to the Lord of the Dead, and what he sees makes him =
cry. Alex=20
is allowed to return to the Land of the Living.
<P>Once back on the Isle of the Crown, Alex goes to the castle and walks =
around=20
to the side. He uses the feather on the teacup and turns the contents of =
the cup=20
into magic paint. Alex paints a door on the castle wall, and casts the =
magic=20
paint spell. The door becomes real, and Alexander enters it. Alex walks =
to the=20
right and goes into the only door on the right side of the hall. It is =
Jollo's=20
room! He gives the replica lamp to Jollo and goes back to the hallway he =
entered=20
the castle from. He goes into the middle door on the right side of the =
hallway,=20
and gives the little boy the handkerchief he got from the spirit in the =
Realm of=20
the Dead. The boy tells him of a secret room in the castle, and leaves =
to find=20
his mother. Alex leaves the room, and goes down the hallway to the Suit =
of Armor=20
the boy talked about. He pulls down on its right arm. Once inside the =
secret=20
room, Alex looks throught a hole in the wall. He sees the guards =
talking. They=20
mention the first half of a password to get into a room. Alex stops =
watching=20
them and goes up the stairs and look through another hole in the wall. =
It's=20
Cassima's room! He talks to her, and gives her his small dagger from the =
Winged=20
One's city.
<P>Alexander continues down the hall, and looks through yet another hole =
in the=20
wall. He sees the vizier writing a letter. When the vizier leaves, Alex =
sees a=20
square on the wall at the end of the hall. He pushes it and it opens up =
as a=20
secret door to the vizier's room. Alex goes to the box on the table and =
opens=20
it. He reads the piece of paper in the box. It's the other half of the =
password=20
to the secret room! He closes the box and opens the chest with the =
skeleton key.=20
He takes the letter out of the box and reads it. Alex leaves the room =
through=20
the secret door and goes back into the hallway downstairs. Alex finds =
the door=20
with the password and speaks the word, A-L-I-Z-E-B-U. The door opens to =
reveal a=20
table with a drape over it. Alexander removes the drape and looks at =
each of the=20
objects on the table. He then puts the drape back over the table and =
exits the=20
room. He waits in the hall (avoiding the guards) until he hears wedding =
music=20
and goes up the stairs. He goes through the door, and is met in the hall =
by=20
Saladin. Saladin tells Alexander that he has five seconds to explain his =

presence. Alex quickly shows him the letter that he got from the chest =
in the=20
vizier's bedroom. Saladin reads the letter and takes Alex into the =
chapel. Alex=20
approaches the wedding ceremony. Just before Alex is killed, Queen =
Alaria and=20
King Calaphim burst into the room. The bride turns into a genie, and the =
vizier=20
hurries out of the room. Alex quickly follows him up the stairs. If he =
is=20
stopped by the genie, he gives him the peppermint leaves to pass. At the =
top of=20
the stairs, in the tower, Alexander sees the vizier and Cassima in a =
large,=20
circular room. The vizier summons the genie and tells him to kill Alex =
but Jollo=20
brings Alex the genie's lamp. Alex instructs the genie to get back in =
the lamp.=20
The vizier threatens to kill Alexander, but Alex grabs the sword on the =
wall,=20
determined not to give up without a fight. Alex and the vizier proceed =
into a=20
sword fight, and just before Alexander gets too tired to continue, =
Cassima=20
breaks loose and stabs the vizier. Alexander finishes him off with one =
last blow=20
from the sword. The vizier is knocked unconscious and Alexander proposes =
to=20
Cassima. They kiss, and the final cartoon begins.
<P>
<CENTER>
<P>
<CENTER>If you have comments or questions, <A=20
href=3D"http://www.mattgerrald.net/contact.html">contact =
me</A>.</CENTER>
<P>
<CENTER><A=20
href=3D"http://www.amazon.com/exec/obidos/ASIN/007882401X/kingsquestwalkt=
h"=20
target=3Dtop><IMG border=3D0 =
src=3D"http://www.mattgerrald.net/kqcomp.gif"><BR>Buy the=20
King's Quest companion today!</A>=20
<P>OR=20
<P><A href=3D"http://www.mattgerrald.net/store.html">Browse a list of =
King's Quest=20
related books and products</A>=20
<P>OR=20
<P>Search the entire Amazon.com catalog=20
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<CENTER>
<P>
<HR>

<P>Do you know for certain that you have ETERNAL LIFE and that you will =
go to=20
heaven when you die? If not, or if you are unsure, please read below.=20
<P><IMG src=3D"http://www.mattgerrald.net/fishcros.gif">=20
<P>
<H2>Plan of Salvation</H2>
<P>God made us for Himself and our souls are restless until they find =
rest in=20
Him. Only God can fill the void in your life. The answer to your search =
is=20
accepting Jesus Christ as the Lord and Savior of your life. To become a=20
Christian, you need to know these basic facts from the Bible. </CENTER>
<CENTER></CENTER>
<P>
<OL>
  <LI><B>God loves you.</B> Because of God's love for all persons, He =
desires=20
  that you have unbroken fellowship with Him. (John 3:16; Ephesians =
2:4-5)=20
  <LI><B>You are a sinner.</B> All persons are sinners in that they =
disobey God.=20
  Sin is choosing to go your own way and do your own thing as opposed to =
being=20
  obedient to God. (Isaiah 53:6; Romans 3:10)=20
  <LI><B>Sin separates you from God.</B> Sin forms a barrier that =
prevents you=20
  from entering into unbroken fellowship with God, who is holy. As an =
unholy=20
  sinner, you can't have fellowship with God. You are headed for a =
Christless=20
  eternity that the Bible calls hell. (Isaiah 59:2; Romans 3:23)=20
  <LI><B>You can't save yourself.</B> People often think that through =
their=20
  efforts they can overcome the sin barrier between themselves and God. =
That=20
  isn't true. There's nothing you can do to restore the broken =
relationship with=20
  God. You can't earn God's salvation. (Ephesians 2:8-9; Titus 3:5; =
Romans=20
  4:4-5)=20
  <LI><B>God sent his Son Jesus to remove the sin barrier.</B> The death =
on the=20
  cross of Jesus Christ, God's Son, removed the sin barrier between you =
and God.=20
  Jesus died for you sins, taking your punishment on Himself. God did =
for you in=20
  Jesus Christ what you couldn't do for yourself. (1 Peter 2:24; Romans =
5:8; 2=20
  Corinthians 5:21)=20
  <LI><B>You can receive Jesus Christ through faith.</B> Faith is =
trusting in=20
  what Jesus has done for you rather than trusting your own efforts to =
restore=20
  fellowship with God. Faith is complete reliance on Christ to put you =
in right=20
  relationship with God, allowing Him to live His life through you. =
Faith also=20
  involves repentance or genuine sorrow for win and willingess to turn =
away from=20
  sin. (John 14:6; Acts 16:31; Romans 10:9-10)=20
  <LI><B>Through prayer you can trust in Jesus Christ.</B> Admit to God =
that you=20
  are a sinner. Express sorrow or repentance for your sinfulness. Ask =
Him to=20
  forgive your sins. Invite Jesus into your life as Savior and Lord. =
Thank Him=20
  for entering your life. Commit yourself to live for Him. </LI></OL>
<CENTER>
<P>If you have any questions, please feel free to <A=20
href=3D"mailto:mggbraves@bigfoot.com">e-mail</A> me and ask. I will =
answer any=20
questions to the best of my ability.=20
<P><IMG src=3D"http://www.mattgerrald.net/new1.gif"> Click <A=20
href=3D"http://www.geocities.com/TimesSquare/Dungeon/2384/index.html">her=
e</A> to=20
go to Johnny B. Good's King's Quest Page, which covers all the King's =
Quest=20
games. Good luck! </P></CENTER></BODY></HTML>

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