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Submitted by System on 09/03/2006, 09:50. Print file.
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Walkthrough for King's Quest 6

This is a walk-through I created for King's Quest 6. I purchased the game a
week ago, and have been able to get 100 % of all points possible, and was able
to find at least two distinct story lines available to the gamer, which I have
included in my walk-through. In the few instances where answers to the puzzles
were spelled out in the game manual, I referred the reader to their manual (So
I wouldn't be violating any copyright protection.) I believe that the
walk-through I have written will be useful to others playing King's Quest 6.

Ben Stephenson

stephens@plains.nodak.edu
________________________________________________________________________________

Following is the entire walk-through of King's Quest VI, Do not read any
further unless you want the entire solution in detail for both of the two
major endings.
________________________________________________________________________________

Walkthrough Begins:

Several months after meeting Princess Cassima in Mordack's Castle, Alexander is
plagued by her memory. One day, he sees her image in his family's magic mirror.
She is calling for him. And he can see the stars behind the tower where she is,
so he can navigate to where she is. Three months later, he sets out to reach
the Green Isles. As he nears the shore, his vessel is caught in a violent
storm, which wrecks his ship. Alexander floats on a piece of the wreckage, and
comes to on a beach.

As our adventure begins, Alexander finds himself on the coast of an island. He
looks and sees his signet ring in the sand, as well as a prominent plank from
his ship. He picks up the ring, and then moves the plank, revealing a chest. He
opens the chest, and finds a coin, which he takes. Then he closes the chest and
covers it again with the plank.

As Alexander travels inland, he notices a castle in the distance. He goes to
the guards at the gate and asks them where he is. They answer that he is in the
land of the Green Isles. He then asks to be allowed to see Cassima, and shows
them his ring. Saladin, the captain of the canine guard, ushers him into the
presence of the vizier and his page (note the flash of gold in the page's
eyes). The vizier tells him to leave the island, that Cassima is in seclusion
mourning for her recently deceased parents, and that she desires to marry the
vizier.

Alexander walks back to the village. He enters the pawn shop, and talks to the
owner. He then gives his coin to the owner, who gives him his choice of a
paintbrush, a mechanical nightingale, a flute, or a tinder box. Alexander takes
the nightingale, and then leaves the store.

Going next door to the book shop, Alexander talks to the owner about the Green
Isles. The owner refers him to the ferry pilot, who can answer more of his
questions about the Isles. He then points to the book of magic on the counter.
The owner replies that Alexander must bring him another rare book to exchange
for it. Alexander notices the poetry section of the store on the right side of
the wall of books, and reads a book of love poetry. As he returns it to the
shelf, the page he was reading falls out. When he reaches to pick it up, the
owner says he may keep that page. Alexander then looks at the book table by the
door, and takes the last free book, which, when he reads it, turns out to be
very boring.

Alexander leaves the book shop and goes to the docks, where he sees a boy
inviting him to go for a swim. Alexander notices the golden glint in the boy's
eyes, and decides not to risk certain death in the sea. He knocks on the door
of the ferry, and talks to the ferryman, who tells Alexander about the Isles,
and about the magic map that the pawn shop owner has. Alexander points to the
ferryman's rabbit's foot, which the ferryman lets him keep.

Alexander then returns to the pawn shop, and asks the owner about the magic
map. Alexander trades his ring for the map, and takes a mint from the jar on
the counter.

Alexander then returns to the forest, stopping by the nightingale to play the
mechanical nightingale for it. He then returns to the village, in time to see
the pawn shop owner dumping some old "junk" in the jar outside his door.
Alexander searches through the junk, and finds an apparently empty bottle that
interests him. He then goes to the beach, and uses the magic map to take him to
the Isle of the Sacred Mountain, where he picks up a black feather and a stench
flower. He uses the magic map to go to the Isle of Wonder.

On the Isle of Wonder, Alexander sees an oyster who can't sleep because of a
pain in its mouth. He talks to it several times, and then reads to it from the
boring book. As the oyster yawns, Alexander quickly grabs the pearl in its
mouth. As he tries to walk further inland, he is met by the five sensory
gnomes, who try to determine whether Alexander is human or not. Alexander fools
them by using the stench flower on the smelling gnome, the nightingale on the
hearing gnome, the mint on the tasting gnome, the rabbit's foot on the feeling
gnome, and the disappearing ink on himself, which makes him invisible to the
seeing gnome.

After the gnomes leave, Alexander notices a partial sentence floating at the
edge of the shore, which he retrieves. He then goes to the realm of bookworm
and the spelling bees. When he tries to get a book, he is met by Bookworm, who
refuses to give him a book until he can offer something "interesting" in
exchange. Alexander then walks to the amazing garden (beyond the swamp,) where
he takes an iceberg lettuce, and journeys on until he is at the entrance to
Chessboard Land. Two feuding queens ask for his advice on the matter of which
queen shall have the "privilege" of presenting Cassima with a lump of coal at
her wedding, and which will be left with the spoiled egg. As the red queen
leaves, she drops a scarf, which Alexander collects.

Alexander then returns to the shore, and uses the map to go to the Isle of the
Beast. Near the shore, he sees a creature that is half opossum and half dragon,
and who talks strangely. Alexander talks to the creature, and then offers his
partial sentence to it. The creature decides to travel with Alexander. As he
journeys on, he encounters a boiling pond, which cools when he tosses an
iceberg lettuce unto it. On the other side he sees an old lamp, which he takes.
As he journeys further, he sees a man working on a garden, and a stone archer
which follows his movements. Although the man invites Alexander to come into
the garden, Alex sees the gold glint in his eyes, and decides not to trust the
man. Alex also notices a brick lying on the ground, which he takes.

Back on the Isle of Wonder (use map) Alexander returns the creature from the
Isle of the Beast (the creature turns out to be a Dangling Participle) to the
Bookworm, who gives Alexander a rare book in exchange. Alex reads the book, and
notices that a page is missing. He turns and looks at the spider's web. Alex
sees a loose thread, which he pulls. While the spider's attention is diverted,
he gets the scrap of paper, and sees the word "Love" on what appears to be part
of the missing page from his riddle book. Alexander then returns to the Isle of
the Crown.

Back in the pawn shop, Alexander exchanges the nightingale for the flute, and
exchanges the pearl he has found for his royal ring. Going next door, Alexander
gives the riddle book to the shop owner, who gives him the book of spells,
which he reads to find out the ingredients he will need. Alex then show his
ring to the jester, who turns out to be a helpful friend.

Back on the Isle of Wonder, Alex gets a milk bottle from the swamp and gives it
to one of the Baby's Tears plants in the garden. When the others see the gift,
they will start crying, and Alex collects their tears in his lamp. Alex then
looks at the Hole-in-the-Wall, and starts playing his flute for the wallflowers
and snapdragons. When they are absorbed in the music, Alex quickly grabs the
hole-in-the-wall. He also notices a teacup on the chair there, and he picks it
up. He also takes the rotten tomato,

In the swamp region, Alexander tries to get some swamp ooze in his teacup, but
is informed by stick-in-the-mud that the only swamp"ooze" is right beside the
stick, which is out of Alexander's reach. Alex talks to the Bump-On-A-Log a
couple of times about Bump's brother, Stick, and gives the rotten tomato to
Bump. Bump throws the tomato at Stick, who returns fire with a volley of swamp
ooze. Alexander gets the swamp ooze.

Back on the Isle of the crown, Alexander exchanges his flute for the tinder box
at the pawn shop.

He then goes to the isle of the Sacred Mountain, where he succeeds in answering
five puzzles [answers are in the game manual; not answered here because of game
copyright security.] When he arrives at the top of the cliffs of logic, he
talks to an old woman, who wants him to eat poisonous berries. Is there a glint
of gold in her eyes? Alexander wisely refuses. After the old woman finally
disappears, he enters the small cave. Once inside, he can see nothing, so he
lights the candle in his tinder box. In the next room of the cave, he sees a
peppermint plant, and takes several leaves. As he re-enters the first room of
the cave, he must use his tinder box again to see the way out.

Once outside, he journeys inland to the entrance to the city of the Winged
Ones. Azure and Aeriel say that their daughter has been bound in the catacombs
to be sacrificed to the minotaur, and so Alexander is thrown into the catacombs
in the event that he might be able to save her.

Once in the catacombs, Alexander finds and takes a skull from one of the rooms.
Soon after, he encounters a booby-trapped room with various pictures on the
floor. [The solution for this is in the game manual also, and is omitted here
for copyright security.] Once he reaches the other side, Alex will search the
rooms until he finds a shield and two corroded coins. He will then journey into
a room with a descending ceiling, He can jam this trap by throwing his brick
into the gears. On the other side of this room, Alex will find a room with a
trap floor, which lets him down another floor. He finds himself in the dark,
and must use the tinder box to re-light the torch in this room, which has blown
out. He searches the rooms in this level until he is informed by the game
system that the minotaur is just across the wall from him. Alex will use the
Hole-in-the-Wall on the east wall of the room and look through the hole to see
the minotaur entering his chamber through a secret entrance activated by a
latch behind the tapestry there. Alex hurries to the room with the tapestry and
finds the latch behind the tapestry. He then enters the chambers of the
Minotaur. As he starts walking toward the minotaur, Celeste, the daughter of
Winged Ones Azure and Aeriel, cries out for help, alerting the minotaur to his
presence. The minotaur corners Alexander by the fire pit, and his only defense
is to try to madden the bull into charging by using the red scarf from the red
Chess Queen. It works, and the minotaur falls to his death in the fire pit.
Alexander then rescues the Winged One, who gives him her small dagger as a
gesture of thanks.

Alexander then is thanked by Azure and Aeriel, and then is escorted to the
presence of the Oracle, who tells him of his possible futures, and gives him a
vial of sacred water. He is then escorted to the base of the cliffs.

Alexander pulls out his magic map, and sees that a new region, the Isle of the
Mists, has been added. He travels there, and takes a coal and a scythe from the
village, being careful not to walk in on their ceremony.

After traveling back to the Isle of Wonder, Alexander enters the garden, where
he picks up a bottle entitled DRINK ME. He then goes to the entrance to
Chessboard Land, where he gives his coal to the white Queen, who gives him a
spoiled egg (think "sulfur") in return.

Alexander then journeys to the Isle of the Beast, where he arms himself with
his shield and succeeds in thwarting the stone archer. He picks a rose from the
hedge, and attempts to enter the gazebo. But then a hedge magically grows over
the entrance, blocking him. Alex, however, makes short work of the hedge with
his scythe, and enters the courtyard of the beast. In response to the threat by
the Beast, Alex promises to try and find the woman who will break the Beast's
spell, and accepts the Beast's ring..

On the Isle of the Crown, Alexander talks to Jollo again in the book shop, who
devises a plan to substitute a fake lamp for the genie's real lamp, and to try
to fool the genie into thinking that Alex is dead. (I bet the genie has golden
eyes!)

Alexander goes to the screen with the girl and the roses, and gives her the
white rose from Beast's garden. He then gives her the Beast's ring, and helps
her decide to come with him to the Isle of the Beast. The Beast will be
restored to flesh, and will give Alex a mirror, whereas Beauty will give him
the old clothes she no longer needs. When Alex reads the spell book, he notices
that he needs a strand of hair from a pure-hearted maiden. So he searches her
old clothes, and finds one! He also empties the vial of sacred water into the
lamp, and then fills the lamp with water from the fountain, after which he
casts the Make Rain spell over the lamp. On his way out of the garden, Alex
picks another rose.

________________________________________________________________________________

Ending with Maximum Points:

Alex travels to the Isle of the Mists, where he is captured on the shore by two
druids and forced into a cage above a pit of oak embers. Soon the cage is on
fire, and Alex beats it out with the old clothes. Then the lamp starts boiling
and causes a thunderstorm. The druids are awed by Alexander, and free him,
after providing him with information about how to get to the realm of the dead
to rescue Cassima's parents.

Alexander doesn't get the oak embers yet, but returns instead to the Isle of
the Crown, where he gives his ring to the nightingale, who takes it to Cassima
for a romantic scene. She sends the bird back to Alex with a hair ribbon. Alex
then sends the love poetry, which causes the bird to return with a letter from
Cassima. Finally, Alex sends his white rose. After this gift the nightingale
doesn't return.

Alex goes to the pawn shop, where he sees the old man (with the golden eyes?)
He uses the DRINK ME potion on himself, causing his heart to stop temporarily,
and causing the old man (genie) to believe he is dead. [The scene cuts away to
the castle, giving the player a good view of the genie's lamp.] Alex then comes
back to life, and exchanges his tinder box for the paintbrush. Outside, he
trades his old lamp to the lamp merchant for the appropriate duplicate to the
genie's lamp. After returning to the site of the thunderstorm in the Isles of
the Mists, Alexander scoops up an oak ember in the skull he's carrying, and
adds the hair and the egg to it. Then he travels to the Isle of the Sacred
Mountain, where he climbs the cliffs to find the Night-Mare at the top. Alex
casts his Charm spell, and causes the horse to take him to the Realm of the
Dead.
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Other files from this game:
  1. King's Quest 6 - Heir Today document by System on 14/03/2006, 06:30
    Catacombs maps
  2. King's Quest 6 - Heir Today hints by System on 09/03/2006, 09:50
    Complete points list
  3. King's Quest 6 - Heir Today solution by System on 09/03/2006, 09:50