King's Quest VI: Heir Today, Gone Tomorrow

Posted by Mervyn Graham.
First posted on 01 November 2010. Last updated on 01 November 2010.
Have an opinion? Leave a comment!

Spoiler alert! The following cheat contains spoilers in the form of hints, walkthroughs, guides, or solutions to the game. Viewer discretion is advised.
You play Prince Alexander, the son of the King Graham and Queen Valanice of the Kingdom of Daventry. You search for Princess Cassima whom you have first met on Mordack's Island. You travel to the Land of the Green Isles, only to discover that her parents, King Caliphim and Queen Allaria, have been killed and that she has been held prisoner in the Royal Castle. You must rescue Cassima before she is forced to wed the evil Vizier Abdul Alhazred.

General tips

It is very easy to die in the game. Save frequently to avoid losing progress. Save and restore the game by clicking on the corresponding icons from the dropdown menu. The dropdown menu is located at the top of the screen.

All interactions in the game, such as walk or go, look or notice, get or pick up, and talk, are done by clicking on the corresponding commands from the dropdown menu. This differs from earlier games in the King's Quest series where commands have to be entered into the text parser.

Open the inventory by clicking on the corresponding icon from the dropdown menu.

Access the controls for detail, volume, and game speed by clicking on the system icon from the dropdown menu.

By convention, up, down, right, and left correspond to north, south, east, and west respectively. Navigate by using the mouse to click the walk cursor to where to go.

The game offers a choice between speech and text but not both.

The game has a total score of 231 points. There are 134 tasks to complete in the game. The score is displayed within the dropdown menu. A ringing sound is played each time points are scored.

The game manual is required to solve some of the puzzles that are part of the copy protection used by the game.

The Land of the Green Isles lies northeast from the continent of Daventry in the Northern Sea. The Green Isles comprises of 4 large islands and 1 small island.

This game has 2 endings, depending on which of the 2 paths you take about halfway through the game. The short path leads to an alternate ending, whereas the long path leads to the cannon ending. This walkthrough covers the long path.

Prologue

The game begins in a cinematic cut scene. You, Prince Alexander, are pining for Princess Cassima whom you have met on Mordack's Island several months ago. Tortured by the thought of her, you confide to your mother, Queen Valanice. You look into the magic mirror and see an image of the princess as well as a vision to set sail to the Land of the Green Isles to find her. After months of sailing, you are caught up in a storm and shipwrecked on the Isle of the Crown. You must now find Cassima and save her from the vizier who has schemed to marry her, and then murder her, so that he can become king.

Isle of the Crown

On the beach

You are on a sandy beach. Look at the glint in the sand. Get your royal insignia ring. Look at the long wooden plank half buried in the sand. Push the plank to the side to reveal a treasure box. Open the treasure box (Figure 1). Get the copper coin.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 1

Castle of the Crown

Go north once. You are at a fork in the road. Go northeast once. You are at the Castle of the Crown. Talk to the guard dogs twice. Show the guard dogs your royal insignia ring. You will be given an audience with the vizier. A cinematic cut scene is played. You learn that Cassima's parents are dead and that the vizier intends to marry the princess soon. Go west once. Look at the side wall of the castle. Go north once. You are back at the front entrance to the castle.

Village of the Crown

Go south once. You are back at the fork in the road. Go northwest once. You are now in the Village of the Crown. Talk to the beggar peddling lamps. Look at the shops on the side of the street.

Ali's Books

Go into Ali's Books. Talk to Ali at the counter. You learn about the Land of the Green Isles. You also learn about the ferry and the ferryman. Look at the book titled "Ye Useful Booke of Magick Spells" on the counter. You cannot get this book yet, but Ali will give it to you in exchange for another rare book. Go to the bargain table beside the front door. Look at the sign "Take one, PLEASE." Look at the free book. Take the free book. Go to the table in front of the fireplace. Look at the book titled "The Changing Role of Court Entertainers Through the Ages" on the table.

There is a mysterious man wearing a black hooded cloak in the bookshop. Look at the man. Talk to the man. He remains silent and ignores you. Go to the bookcase to the far right where poetry books are found. Get a book from the shelf. Read some love poems. As you put the book back, a loose page falls to the floor (Figure 2). Get the loose page. Ali will let you keep it. Touch the spell book on the counter. Talk to Ali. (Note: You must talk to Ali until all dialogs are exhausted. Otherwise, the ferryman will not talk to you later on.) Go out of the bookshop.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 2

Ferry

Go north once. There is a young servant girl walking in a rose garden. She is soon berated by her nasty stepmother. Go west once. You are now on the pier. The unseaworthy ferry is in dry-dock. A young boy invites you to join him for a swim in the sea. Do not accept his invitation. Go onto the boat. Knock on the cabin door. The ferryman opens the door. Talk to the ferryman. He will invite you inside the cabin. Talk to the ferryman again. You learn about a magic map and a pawnshop in the village. You also learn about Princess Cassima, the Royal Family, and the Land of the Green Isles. There is a rabbit's foot on the table. Try to get the rabbit's foot. The ferryman will offer it to you instead. Go out of the cabin. Go onto the pier.

Ali's Books

Go north once. Go east once. You are back in the village. Go into Ali's Books. There is an odd-looking man sitting in a chair and reading a book. Talk to the man. He will not provide any information for you at first. Show him your royal insignia ring. A long cinematic cut scene is played. You learn that his name is Jollo the Clown. You also learn about Princess Cassima, the death of her parents, the vizier, and the nightingale Sing Sing. (Note: You must befriend Jollo now and show him the ring. Otherwise, he will throw you in a cell instead of helping you later on.) Jollo leaves the bookshop. Go out of the bookshop.

Pawn Shoppe

Go into the Pawn Shoppe next door to Ali's Books. The same cloaked man from the bookshop is now here. Talk to the shop owner about the magic map. He is willing to exchange the map for an item of extreme value. Give the shop owner your royal insignia ring. Listen to the shop owner explaining how the map works.

The cloaked man walks to the front counter. He steals a mint from the elegant glass dish on the counter and eats it. He staggers outside. A cinematic cut scene is played. You learn that his name is Shamir. He is an evil genie who is spying on you for the vizier.

Take a mint from the glass dish on the counter. Look on the counter. There is a box containing 4 items of equal value: a mechanical nightingale, a wooden flute, a painter's brush, and a tinder box. Choose the mechanical nightingale. The shop owner demands some payment. Give the shop owner the copper coin. Get the mechanical nightingale. (Note: You will frequent the pawnshop to exchange for these items throughout the game). Go out of the pawnshop.

Fork in the road

Go south once. Go to the large tree at the fork in the road. There is a nightingale singing high up on a branch on the tree. Use the mechanical nightingale on the real nightingale Sing Sing. The bird flies to a lower branch on the tree to look at you, but it ignores you otherwise.

Village of the Crown

Go back to the village. The owner of the pawnshop deposits some rubbish in a large round pot. Look in the pot. Get the ink bottle at the bottom of the pot. Open the bottle. (Hint: Click the bottle on yourself.) The bottle contains invisible ink.

On the beach

Go south twice. You are back on the sandy beach. Look at the magic map. Click on the Isle of the Sacred Mountain. (Note: You can only use the map when you are outdoor and within sight of the sea. You will be transported magically to the island that you have clicked on.)

Isle of the Sacred Mountain

On the beach

You are on a sandy beach. Look at the etchings on the cliff face. Look at the sandy beach. Get the black feather to the right. Get the ugly flower with a hideous skunk-like odour to the left. Look at the magic map. Click on the Isle of Wonder.

Isle of Wonder

On the beach

You are on a sandy beach. Look in the water. There is an object floating in the water. Go to the shoreline. Get the floating object when it is washed ashore. It is a string of letters. They say "Where are you going....?" There is an oyster bed to the west. Talk to the only oyster that is still awake. He cannot sleep because he has a toothache. He will not allow you to have a look. Use the book on the oyster. He will yawn 3 times before falling asleep. Get the pearl when the oyster opens his mouth to yawn (Figure 3). (Note: You have only 3 chances to get the pearl when the oyster yawns.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 3

Go north a few steps. You are approached quickly by 5 gnomes. Each gnome possesses a different acute sense. The gnomes demand that they each test you to see if you are human (Figure 4). If you fail any test, you will be thrown into the sea and drown.

GnomeAppearanceSenseUse
1Large noseSmellFlower of stench
2Large earsHearingMechanical nightingale
3Large mouth and long tongueTasteMint
4Large handsTouchRabbit's foot
5Large eyesSightInvisible ink

King's Quest VI: Heir Today, Gone Tomorrow
Figure 4

Book garden

Go east once. You are now in a book garden with books stacked everywhere. Click on any of the books. Bookworm, a very large caterpillar, will appear. Talk to Bookworm. He is looking for an itinerant clause or a dangling participle. Bookworm will offer a very rare book in exchange.

Swamp

Go west once. Go north once. You are now in the middle of a large swamp. Look around the swamp. There is a stick stuck in the middle of the swamp. There is also a bump on top of the log in the foreground. Look at the milkweed bush at the base of the large dogwood tree. Get a bottle of milk.

Delectable garden

Go west once. You are now in an unusual garden. Talk to all the plants. Get Rotten Tomato. There is a black object on the east end of the stone wall. Look at the black object. It is a hole-in-the-wall. Look through the hole-in-the-wall. You see a land that resembles a giant chessboard. Try to get the hole-in-the-wall. It runs off and hides behind the sunflowers.

Chessboard Land

Open the large door in the wall. Go north once. You are now in Chessboard Land. There are 2 chessboard knights standing guard at the top of the steps. Talk to the knights. A cinematic cut scene is played. The Red Queen and the White Queen arrive, arguing about their gifts at the royal wedding. The Red Queen possesses the only lump of coal in Chessboard Land, and the White Queen possesses the only spoiled egg in Chessboard Land. They also argue about a singing stone that has been stolen. As they leave, the Red Queen drops her scarf. Get the red scarf.

Delectable garden

Go south once. Get an iceberg lettuce from the garden. (Note: The lettuce will melt and be useless if it is harvested too early.) Go south twice. You are back on the sandy beach. Look at the magic map. Click on the Isle of the Beast.

Isle of the Beast

On the sandy path

You are on a sandy path. There is a strange creature hanging above you by its tail. Look at the dangling participle. Talk to the dangling participle. Use the string of letters on it. Get the dangling participle. It will attach itself to you. Go north once. There is a boiling pool of water blocking the path. Use the iceberg lettuce on the boiling water. It is now cool enough to walk through. Go through the water. Look at the hunter's lamp hanging in a tree. Get the hunter's lamp. Go north once. There is a gardener tending a garden. Do not listen to him. There is a gray brick lying on the ground near the gateway. Get the brick. Go south twice. You are back on the sandy path. Look at the magic map. Click on the Isle of Wonder.

Isle of Wonder

Book garden

Go east once. You are back in the book garden. Click on a book. Bookworm will appear. Give the dangling participle back to Bookworm. Bookworm will give you a rare book in exchange. Look at the book. It is titled "The <something> <something> Riddle Book".

Look at the spider on the spider web. Talk to Black Widow. She sweetens you up to try to trap you. There is a scrap of paper stuck in the web. Pull on the loose end of the thread at the bottom of the web (Figure 5). Black Widow will run down to repair her web. Get the scrap of paper when she is distracted. Look at the scrap of paper. The word "Love" is written on it. The scrap of paper is then blown away by the wind. Go back to the sandy beach. Look at the magic map. Click on the Isle of the Crown.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 5

Isle of the Crown

Village of the Crown

Go back to the village. There is a sign posted on the wall just past Ali's Books. Read the sign. It is a proclamation of the royal wedding and coronation between Vizier Abdul Alhazred and Princess Cassima. However, due to security, the public is not allowed to attend the royal wedding.

Ali's Books

Go into Ali's Books. Talk to Jollo. A cinematic cut scene is played. Jollo leaves the shop. Give the rare book of riddles to Ali. Ali gives you a book titled "Ye Olde Spell Booke" in exchange. Look at the spell book. (Hint: Click on the spell book in the inventory.) Read the 3 spells in the book. You now have to obtain all the ingredients to make these spells. (Note: The spells are needed only if you choose to take on the long path in the game later on.) Go out of the bookshop.

Pawn Shoppe

Go into the Pawn Shoppe. Talk to the shop owner. Exchange the mechanical nightingale for the wooden flute. Give the shop owner the pearl. The shop owner gives you back your royal insignia ring in exchange. Go out of the pawnshop.

Fork in the road

Go back to the fork in the road. Give Sing Sing your royal insignia ring. A cinematic cut scene is played. The bird flies off to the Castle of the Crown and delivers the ring to Cassima. She gives it her red velvet hair ribbon to deliver to you. The bird returns and drops the ribbon onto the ground. Get the ribbon. Look at the ribbon. It has a long strand of black hair in it. Get the strand of black hair. Give the bird the love poem. The bird flies off again and delivers the poem to Cassima. She gives it a note to deliver to you. The bird returns again and drops the note onto the ground. Get the note. Read the note. Go back to the sandy beach. Look at the magic map. Click on the Isle of Wonder.

Isle of Wonder

Delectable garden

Go back to the unusual delectable garden. (Hint: Save your game here.) Go near the wallflowers protecting the hole-in-the-wall. (Hint: Change game speed from normal to slowest. Toggle display from text to speech.) Play the wooden flute. The wallflowers will dance wildly to the music and reveal the hole-in-the-wall. Get the hole-in-the-wall quickly, as soon as the music stops (Figure 6). (Hint: Reset game speed and display.) There is a teacup sitting on the chair near the wall. Get the teacup. Go back to the sandy beach. Look at the magic map. Click on the Isle of the Crown.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 6

Isle of the Crown

Village of the Crown

Go back to the village. Go into the Pawn Shoppe. Exchange the wooden flute for the tinder box. Go back to the sandy beach. Look at the magic map. Click on the Isle of the Sacred Mountain.

Isle of the Sacred Mountain

Cliffs of Logic

(Note: The puzzles on the cliff face are part of the copy protection used by the game. You need the game manual to find the solutions to solve these puzzles. Due to copyright, the exact solutions have been omitted here.)

First challenge

Look at the 4 words in the etchings on the cliff face: IGNORANCE, KILLS, WISDOM, and ELEVATES (Figure 7).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 7

Read the manual on "The Logic Cliffs". Find the sentence "Only those pure in heart will be able to _ _ _ _ the Cliffs of Logic." Identify the 4 letters to complete the sentence. Use 1 letter from each of the 4 words from the etchings, in order, to spell out the word from the manual. The 4 letters align vertically. If all of the letters are selected correctly, granite steps will appear on the cliff face (Figure 8). (Hint: Save your game here.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 8

Climb up the granite steps. There are more etchings on the cliff face above the last step (Figure 9). Look at the etchings to find the 26 symbols used by the Ancient Ones (Figure 10).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 9
King's Quest VI: Heir Today, Gone Tomorrow
Figure 10

Second challenge

Look at the words in the etchings on the cliff face: "A MASTER OF LANGUAGES WILL _ _ _ _".

Read the manual on "The Ancient Ones Cliffs". Find the sentence that matches to the words on the cliff face. Identify the 4 letters to complete the sentence. Click each of the 4 letters, in order, on the symbols on the cliff face. If all of the letters are selected correctly, granite steps will appear on the cliff face. (Hint: Save your game here.)

Climb up the granite steps. There are more etchings on the cliff face above the last step (Figure 11).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 11

Third challenge

Look at the 4 circular markings on a single stone in the etchings on the cliff face (Figure 12). (Hint: Save your game here.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 12

Read the manual on "The Logic Cliffs". Find the riddle "The Stones of Stealth". The riddle is not too difficult to understand. It states which etching is to be avoided. Click on the other 3 etchings, in order. If all of the etchings are selected correctly, granite steps will appear on the cliff face.

Climb up the granite steps. There are more etchings on the cliff face above the last step (Figure 13). Look at the etchings to find the same 26 symbols used by the "Ancient Ones" (Figure 14).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 13
King's Quest VI: Heir Today, Gone Tomorrow
Figure 14

Fourth challenge

Look at the words above the symbols in the etchings on the cliff face: "SACRED FOUR". (Hint: Save your game here.)

Read the manual on "The Ancient Ones". Find the representations of each of the "Sacred Four". Match the symbols to the correct representations. Click on the 4 symbols, in order. If all of the symbols are selected correctly, granite steps will appear on the cliff face.

Climb up the granite steps. There are more etchings on the cliff face above the last step. (Hint: Save your game here.)

Fifth challenge

Look at the words in the etchings on the cliff face: "ALL SILENT CRY THE NOBLE BOULDERS" (Figure 15).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 15

Read the manual on "The Logic Cliffs". Find the sentence "Only those of the highest order may _ _ _ _ _ _ the cliffs of logic." Identify the 6 letters to complete the sentence. Click each of the 6 letters, in order, in each of the 6 words on the cliff face. If all of the letters are selected correctly, granite steps will appear on the cliff face.

Climb up the granite steps. You finally reach the top of the cliff. (Hint: Save your game here.)

Plateau at top of cliff

You are now standing on a flat plateau. There are large wooden doors built into a mountain. There is an old witch outside a cave to the east. She will invite you to eat a berry from a magical flying nightshade bush. Do not eat the berry. Talk to the witch. Wait until the witch disappears.

Witch's cave

Go into the cave. It is very dark. Light the tinder box. (Hint: Click on the tinder box on yourself.) You can now see inside the cave. Go east to the small opening leading to the second cave. Go east once. Go to the opening to the right. Look at the green peppermint plant. Get a leaf from the plant (Figure 16). Go back outside the cave.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 16

City of the Winged Ones

Go north once. You are in the city of the Winged Ones. A (long) cinematic cut scene is played. You are greeted by 2 winged guards and are escorted to meet Lord Azure and Lady Aeriel, the rulers of the Winged Ones. They agree to help you, but you must first rescue Lady Celeste, their daughter, from the catacombs. The guards escort you back to the plateau (Figure 17).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 17

Plateau at top of cliff

The guards open the wooden doors and throw you inside. The doors are locked, trapping you inside.

The catacombs

The catacombs consist of an upper level and a lower level. A minotaur dwells within the bowels of the catacombs. Each year, a living sacrifice has to be given to the minotaur. Otherwise, the minotaur will emerge and attack the city. You have been asked to rescue Celeste because she is the sacrifice this year.

You are in a room with the wooden door behind you. (Hint: Save your game now.) Go north twice. Go east twice. Go north once. You are in a room with 4 skeletons. There is a detached skull from one of the skeletons. Get the skull. Go south once. Go west twice. Go north once. Go west once. You are now in a room with a tiled floor (Figure 18). (Hint: Save your game now.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 18

You have to select the correct floor tile for each step to cross the room. (Note: An incorrect step will lead to instant death.)

(Note: The puzzle in the catacombs is part of the copy protection used by the game. You need the game manual to find the solution to solve the puzzle. Due to copyright, the exact solution has been omitted here.)

Read the manual on "The Catacombs". Find the poem. The poem will safely guide you across the room. Alternatively, you can discover the correct floor tiles by trial and error.

Go west once. Go north once. You are in a room with a shield on the west wall. Get the shield. Go north thrice. Go west twice. You are in a room with 2 skeletons. Go to the skeleton in the north wall niche. There are 2 old coins in the skeleton's eye sockets (Figure 19). Get the coins.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 19

Go east twice. Go south once. (Hint: Save your game now.) Go east once. The room is booby trapped (Figure 20). Unless you are quick, the ceiling will collapse and kill you. Throw the brick quickly into the gears (Figure 21). Go east thrice. Go north once. Go east once. You fall through a trap door to the lower level of the catacombs.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 20
King's Quest VI: Heir Today, Gone Tomorrow
Figure 21

It is very dark. Light the tinder box. Once the tinder box is lit, you will light the torch with the tinder box (Figure 22). Go west 5 times. Go south twice. Go east once. You are in a spy room. Go to the east wall. Use the hole-in-the-wall on the east wall (Figure 23). Look through the hole in the wall. You see the minotaur entering its lair using a secret entrance behind a tapestry.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 22
King's Quest VI: Heir Today, Gone Tomorrow
Figure 23

Go west thrice. Go south twice. Go east once. Go south once. Go east twice. Go north once. Go east once. Go north twice. You are now in the tapestry room. Go to the tapestry on the east wall. Look at the tapestry. This is the same tapestry behind which the minotaur has just disappeared. Click on the tapestry. There is a hidden latch (Figure 24). A secret door automatically rolls open. Go east once. You are now in the minotaur's lair.

The minotaur is tormenting and terrorizing Celeste. Use the red scarf on the minotaur to get its attention. Click the red scarf on yourself (Figure 25). The minotaur charges you, misses you, and perishes in the flames.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 24
King's Quest VI: Heir Today, Gone Tomorrow
Figure 25

A (very long) cinematic cut scene is played. You free Celeste. She gives you a dagger. The guards return to take you to Lord Azure and Lady Ariel. In return for setting free their daughter, you are given an audience with the Oracle. The Oracle hints at your own fate. She also tells you to take counsel from the Druids. She gives you a vial of sacred water from the sacred pool.

The guards escort you back to the sandy beach. Look at the magic map. There is a new island on the map. Click on the Isle of the Mists.

Isle of the Mists

You are on a sandy beach. Go west once. You are in a small village. Look at the fire pit. Get a lump of coal. Look at the scythe above the tree house to the west. Get the scythe. Go south once. You are back on the sandy beach. Look at the magic map. Click on the Isle of the Beast.

Isle of the Beast

Beautiful garden

Go back to the garden tended by the gardener. (Hint: Save your game here.) Go to the gate entrance. There is a stone archer pointing an arrow at you (Figure 26). Use the shield on yourself. The archer shoots an arrow and is deflected by the shield. Go through the gate. Go to the gazebo. The vines from the rose bushes are blocking the path. Use the scythe on the rose bushes. The path is now cleared.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 26

A cinematic cut scene is played. You enter a private garden with a fountain. You are greeted by the Beast. Talk to the Beast. You learn about the witch's curse and the Druids.

The Beast tells you that you have fallen under the same curse as the Beast. You have only a few hours to find a maiden for the Beast. If you fail, you will suffer the same fate as the Beast. (Note: The mission to find the maiden is timed.) The Beast gives you his family signet ring. (Hint: Save your game now.)

Go south once. Get a white rose from the rose bush at the gazebo. Go back to the sandy path. Look at the magic map. Click on the Isle of the Crown.

Isle of the Crown

Go back to the village. Go north once. Talk to the servant girl in the garden. She is not very talkative. Give her the white rose. Talk to her again. Give her the signet ring.

Isle of the Beast

A cinematic cut scene is played. The girl leaves her stepmother's house, puts on the signet ring, and appears suddenly before the Beast. Beauty (the girl) and the Beast fall in love. The Beast transforms back to a handsome prince. Beauty agrees to marry the Prince. Beauty gives you her old clothes. The Prince gives you a mirror. (Note: If you fail to get a strand of Cassima's hair from her red ribbon, you can get a strand of Beauty's hair from her clothes.)

(Note: There are 2 paths which you can take from here. If you choose to return to the Isle of the Mist, meet the Druids, and go to the Underworld, the game will take on the long path. If you choose to return to the Isle of the Crown, dress up as a servant girl, and go back to the Castle of the Crown, the game will take on the short path.)

Go south once. Get another white rose from near the gazebo. Go back to the sandy path. Look at the magic map. Click on the Isle of Wonder.

Isle of Wonder

Swamp

Go back to the swamp. Use the teacup on the swamp to get some swamp ooze. Stick-in-the-mud yells out that it is only swamp muck. Bump-on-a-log joins in the argument. Talk to both of them. The argument gets heated. Give Rotten Tomato to Bump-on-a-log. Bump-on-a-log throws Rotten Tomato at Stick-in-the-mud. Stick-in-the-mud then throws some swamp ooze all over Bump-on-a-log. They soon get tired and go to sleep. Go to Bump-on-a-log. Use the teacup on Bump-on-a-log to get some swamp ooze (Figure 27).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 27

Delectable garden

Go back to the delectable garden. There is a bottle on the table. Look at the bottle. It says, "DRINK ME". Get the "DRINK ME" bottle. Give the bottle of milk to one of the baby's tears plants. The other plants start crying. Use the hunter's lamp on the tears (Figure 28). You now have some salt water.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 28

Chessboard Land

Go into Chessboard Land. The Red Queen and White Queen soon arrive. Talk to both of them. Give the lump of coal to the White Queen. They now both have a lump of coal. The White Queen gives you the spoiled egg in return. Go back to the sandy beach. Look at the magic map. Click on the Isle of the Beast.

Isle of the Beast

Go back to the fountain outside the castle of Beauty and the Beast.

Rain spell

You are now ready to make the "MAKE RAIN SPELL". Read the recipe for the spell from the magic spell book. Mix Salt (baby's tears) and Sacred Waters (vial from Oracle) in Teapot (hunter's lamp). Add Falling Water (from Beast's fountain). (Note: The ingredients must be added in this precise order.) Cast the spell. The spell is now ready.

(Note: There are 2 paths which you can take from here. If you choose to return to the Isle of the Mist, the game will take on the long path. If you choose to return to the Isle of the Crown, the game will take on the short path.}

Go back to the sandy path. Look at the magic map. Click on the Isle of the Mists.

Isle of the Mists

Druids camp

You are seized immediately by the Druids and are taken to their camp. You are put inside a sacrificial wicker cage and hung above a fire. The heat from the fire activates the rain spell. Torrential rain falls and extinguishes the fire. The Druids release you. Talk to the Arch Druid. You learn about the Realm of the Dead and Samhain (Lord of the Dead or Lord of Coldness and Despair). You also learn about the black horse Night Mare.

Charm spell

Use the skull from the catacombs on the hot embers from the extinguished fire. You are now ready to make the "CHARMING A CREATURE OF THE NIGHT SPELL". Add Hair (strand of Cassima's or Beauty's hair) and Brimstone (spoiled egg) to Skull of Embers (skull lit with embers). The spell is now ready.

Go back to the sandy beach. Look at the magic map. Click on the Isle of the Sacred Mountain.

Plateau at top of cliff

Go to the Logic Cliffs. Climb to the top of the cliff. Night Mare is eating some poison berries beside the entrance to the witch's cave. Cast the "CHARMING A CREATURE OF THE NIGHT SPELL". A cinematic cut scene is played. Night Mare becomes hypnotized (Figure 29). You can now ride Night Mare to the Realm of the Dead. (Hint: Save your game now.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 29

Realm of the Dead

A man and a woman are wandering together around aimlessly. Talk to the woman (Figure 30). You discover that they are Queen Allaria and King Caliphim from the Land of the Green Isles and are Cassima's murdered parents. You learn about the vizier and the Realm of the Dead. The queen gives you a ticket that can be used as a pass in the Underworld. Go east once. Avoid the zombies. (Note: Any contact with the zombies will lead to instant death.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 30

There is a skull in the distance at the end of a windy road. It is the entrance to the Underworld. There is a female ghost wailing ahead of you. Talk to the ghost. She is asking for her son Ali. She gives you a handkerchief to give to Ali. Go north once. You are at the entrance to the Underworld.

Entrance to the Underworld

There are 4 skeletons in front of the entrance to the Underworld. You need a ticket to pass. One of the skeletons collects the tickets. Another one of the skeletons hands out the tickets and wears a key ring around his waist. (Hint: Save your game now.) There is a xylophone with 2 bones in front of it to the east. Get the bones. Play the xylophone. A cinematic cut scene is played. The skeletons start to jiggle and dance. Soon, a skeleton key falls from the key holder's key ring. Get the key. Give the ticket to the ticket collector. You can now enter the Underworld. (Hint: Save your game now.)

The Underworld

Go to the east side of the winding path. There is a suit of armour. There is also a black gauntlet (Figure 31). Get the black gauntlet. Go north once. You are now at an underground river.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 31

Charon the ferryman

Charon, the ferryman, is waiting for a passenger. His fare is 2 gold coins. Use the teapot on the River Styx. Get the water. Give Charon the coins (Figure 32). You are taken to the other side of the river. There is a winding path leading to a wooden gate. (Hint: Save your game now.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 32

Wooden Gate

Go to the wooden gate (but not too close). Touch the wooden gate. The gate transforms into a face and identifies himself as Gate. Talk to Gate. He will not let you pass and wants to eat you instead. Talk to Gate again. He agrees to let you pass if you can solve a riddle (Figure 33).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 33

The answer to the riddle is the word on the piece of paper caught in the spider web of Black Widow. The word is "Love". Click on the 4 letters of the word in order. You can now go through the gate.

Lord of the Dead

Samhain is sitting on his throne. Go to Samhain. You need to challenge Samhain. Wave the gauntlet in front of him. You ask to seek the souls of King Caliphim and Queen Allaria. Your challenge is to make Samhain shed a tear. Hold the mirror in front of him (Figure 34). Samhain sheds a tear.

A cinematic cut scene is played. King Caliphim and Queen Allaria are released from the Land of the Dead. Night Mare flies you, King Caliphim, and Queen Allaria back to the Isle of the Crown.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 34

Isle of the Crown

Fork in the road

Night Mare flies away with King Caliphim and Queen Allaria after dropping you off. Go to the fork in the road. Give Sing Sing the white rose. The bird flies off to the Castle of the Crown and delivers the rose to Cassima. There is no return gift from Cassima. Go to the village.

Village of the Crown

Pawn Shoppe

Go into the Pawn Shoppe. Shamir (the cloaked man from the bookshop) is still here. Talk to Shamir. Drink the "DRINK ME" potion. A cinematic cut scene is played. You collapse and appear dead. Shamir leaves and reports back to the vizier of your apparent death. The vizier reveals the genie's full name to be Shamir Shamazel and then confines him back into his lamp.

You regain consciousness in the pawnshop. Exchange the tinder box for the paintbrush. Go back outside into the street. The peddler selling old lamps is still here. Exchange the old hunter's lamp for a new blue glass lamp. The new lamp has a long thin neck and no handle and looks exactly like Shamir's lamp.

Castle of the Crown

Go to the Castle of the Crown. Go west once. You are at the side of the castle. Go half way down the path.

Magic Paint spell

You are now ready to make the "MAGIC PAINT SPELL". Add Styx Water to Swamp Ooze in Cup (teapot). Stir with Horse Feather. Use the brush on the wall. Paint the outline of the door on the wall (Figure 35). Open the spell book. Cast the spell. An enchanted door magically materializes on the wall of the castle. Go into the castle.

You are now in the basement of the castle. The enchanted door disappears. You now have no means of escape.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 35

Ali's dungeon

The basement is regularly patrolled by guard dogs. (Hint: Save your game here.) Avoid the guard dogs. (Note: Any contact with the guard dogs will lead to imprisonment in a dungeon. You will have 2 chances to escape: Jollo will help you once, and you can use the skeleton key once. A third capture, however, will end the game.) There are 3 doors on the east wall of the corridor. Go to the middle or the far door. Open the door. Go into the dungeon. There is a boy ghost crying on his bed. Talk to the boy. He is Ali. He is lost and wants his mother. Give the handkerchief to the boy. Talk to the boy again. You learn about a secret room behind the man of steel (suit of armour).

Jollo's room

Go out of the dungeon. Go north to the end of the corridor. Go east once. There is a suit of armour to the left. There is a wooden door with a plaque "Guard Room" to the right. Go east once. There is a door on the east wall. Go in the room. (Note: You may have to backtrack around the basement in order to reach Jollo's room without being seen by the guard dogs.)

You are welcomed by Jollo. Talk to Jollo. He tells you how to win favour of the guard dogs. You learn about a plan to defeat the vizier. You also learn about a plan to defeat Shamir by swapping his lamp with an exact replica. Give the blue lamp to Jollo. Jollo leaves the room. (Hint: Save your game now.)

Suit of armour

Go out Jollo's room. Go west once. You are back in the corridor. Look at the man of steel. The right arm of the armour beckons slightly. Click on the right arm of the armour (Figure 36). A secret passage opens behind the armour. Go into the secret passage.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 36

Secret passage

Look at the east wall. There is a chink in the wall. Look through the chink in the wall. A cinematic cut scene is played. The guard dogs are talking amongst themselves in the guard room. You learn about their concern with the princess and their uneasiness with the vizier. You also learn about Ali.

Cassima's room

Go up the stairs. Look at the east wall. There is another chink in the wall. Look through the chink in the wall. You can see Cassima in her room. Talk to Cassima. Give Cassima the dagger. Cassima then leaves in a hurry.

Secret passageway

There is a passageway on the west wall. Turn around. Go west once. Go north to the end of the passageway. Go west once. There is another chink in the wall halfway along the west wall. You hear some scratching from behind the walls. Look through the chink in the wall. A cinematic cut scene is played. The vizier is writing a letter about the wedding tonight. He is going to stage an accident after the wedding to have Cassima killed. The vizier finishes the letter and leaves.

Vizier's bedroom

Go north twice. You are at a dead end in the passage. There is a vague outline of a door in the last wall panel to the west. Open the door. Go through the wardrobe into the vizier's bedroom. There is a storage trunk at the foot of the bed. Use the skeleton key to open the lock. Look inside the trunk. There is a letter from the Wizard Shadrack to the vizier. Read the letter.

There is a box of ebony on the table. Open the box. Look at the piece of paper inside the box. The word "ZEBU" is written on it (Figure 37). Do not take the paper.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 37

Treasure room

Go through the wardrobe into the secret passage. Go south thrice. Go down the stairs. Go south once. (Hint: Click on the door.) You are back in the corridor. Go west once. There is a single door on the west side of the corridor. Look at the door. The door has no doorknob or keyhole. Talk to the door (Figure 38). You must enter a password to open the door (Figure 39). You utter the words "Listen, door! I would have you open! ALI ZEBU!" The password is "ALI ZEBU". Choose the correct letters of the alphabet to enter the password. The door opens. Go into the treasure room.

King's Quest VI: Heir Today, Gone Tomorrow
Figure 38
King's Quest VI: Heir Today, Gone Tomorrow
Figure 39

Remove the cloth from the table. There are 4 treasures: 1 treasure from each of the 4 Isles. You learn the truth about the thefts of these treasures. You also learn about the feuds between the Isles created by the thefts (Figure 40). Go back out to the corridor. You hear wedding music (Note: You may need to backtrack between the treasure room and the corridor until the wedding music is sounded). (Hint: Save your game here.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 40

Wedding ceremony

Go south once. Go east once. Look north. There is a stairway on the west wall of the corridor. Go up the stairs. Go into the upstairs balcony. You are now in a grand hall.

A cinematic cut scene is played. Captain Saladin will come out from the throne room. You are given exactly 5 seconds to explain your intrusion. Give the letter to the captain (Figure 41).

King's Quest VI: Heir Today, Gone Tomorrow
Figure 41

You follow Saladin to the throne room. Cassima appears happy to continue the marriage ceremony. Talk to Cassima. She does not want you. Just as you are about to be executed, King Caliphim and Queen Allaria arrive. They expose the vizier and the fake princess (who is actually Shamir in disguise).

The vizier runs away. Follow the vizier. (Note: You must chase the vizier now and not stay in the room. If you stay in the room, Shamir will kill you with a dazzle spell.) You are now in a round tower. Follow the vizier up the stairs. Jollo will appear. Get the real genie lamp from Jollo. Use the genie lamp on Shamir (Figure 42). You are now his master. (Note: You can also defeat Shamir by giving him some mint leaves. This solution, however, will yield a lower points score.)

King's Quest VI: Heir Today, Gone Tomorrow
Figure 42

Get the sword from the back wall. Use the sword on the vizier. Cassima stabs the vizier in the back. Use the sword again on the vizier. You have finally defeated the vizier!

The final cinematic cut scene is played.

Point list

TaskPoint
Get royal insignia ring1
Push plank to one side1
Get copper coin1
Show ring to guard dog3
Get audience with Vizier Alhazred2
Learn about ferryman1
Get free book near door1
Read poetry book1
Get loose page from poetry book1
Touch magic book on counter2
Enter ferryman's cabin2
Get rabbit's foot1
Show Jollo royal insignia ring4
Exchange royal insignia ring for magic map5
Take mint candy from counter1
Exchange copper coin for nightingale2
Use nightingale on Sing Sing4
Get bottle of invisible ink1
Use magic map at beach1
Get black feather1
Get flower of stench1
Get floating string of letters1
Read boring book to oyster2
Get pearl from oyster1
Pass 5 tests from gnomes10
Get bottle of milk from milkweed bush1
Get Rotten Tomato1
Get red scarf1
Get iceberg lettuce1
Use string of letters on dangling participle2
Cool boiling water with iceberg lettuce4
Get hunter's lamp1
Get brick1
Give dangling participle to Book Worm2
Read riddle book1
Pull loose thread on spider's web1
Get scrap of paper from spider's web2
Exchange riddle book for Ye Olde Spell Book1
Exchange pearl for royal insignia ring2
Give royal insignia ring to Sing Sing3
Get Cassima's red velvet hair ribbon1
Get strand of Cassima's hair1
Give Sing Sing love poem1
Get Cassima's note1
Play flute to wallflowers2
Get the hole-in-the-wall1
Get teacup from chair1
Solve all 5 puzzles on the Cliffs of Logic5
Enter witch's cave1
Use tinder box to light cave2
Get leaf from peppermint plant1
Get skull1
Cross tiled floor safely3
Get shield from wall1
Get old coins from skeleton1
Throw brick on gears2
Use tinder box to light torch2
Use hole-in-the-wall in spy room1
Spy on minotaur1
Open secret door in tapestry room1
Use red scarf to defeat minotaur3
Get audience with Oracle5
Get vial of sacred water1
Get lump of coal from fire pit1
Get scythe from tree1
Use shield to protect yourself from archer3
Use scythe to cut magical rose bushes3
Get signet ring from Beast1
Get white rose from bush near gazebo1
Give white rose to servant girl2
Give signet ring to servant girl2
Get old clothes from Beauty1
Get mirror from Beast1
Get another white rose0
Give Rotten Tomato to Bump-on-a-log3
Get swamp ooze in a teacup1
Get "DRINK ME" potion from table1
Use milk bottle on baby's tears plant2
Use hunter's lamp on baby's tears1
Exchange lump of coal for spoiled egg1
Add sacred water to hunter's lamp1
Add running water from fountain to lamp1
Cast "MAKE RAIN SPELL"3
Survive Druids sacrificial cage2
Use skull on hot embers1
Use skull on spoiled egg1
Use skull on strand of Cassima's hair1
Cast "CHARMING A CREATURE OF THE NIGHT SPELL"3
Ride Night Mare to Realm of the Dead2
Get ticket from Queen Allaria1
Get handkerchief from Ali's mother1
Use bones on xylophone2
Get skeleton key1
Give ticket to ticket collector3
Get black gauntlet from knight1
Use teacup on River Styx1
Give old coins to Charon3
Answer riddle to get past Gate3
Wave black gauntlet to Lord of the Dead2
Use mirror on Lord of the Dead4
Give rose to Sing Sing1
Drink "DRINK ME" potion3
Exchange hunter's lamp for new blue one1
Stir teacup with feather1
Paint door on castle wall1
Cast "MAGIC PAINT SPELL"3
Go through enchanted door into castle2
Give handkerchief to boy ghost3
Give new blue lamp to Jollo3
Touch suit of armour to open secret door2
Look through chink in east wall at guards2
Look through chink in east wall and talk to Cassima1
Give dagger to Cassima3
Look through chink in west wall at vizier1
Use skeleton key on trunk1
Read vizier's letter from Wizard Shadrack1
Look at piece of paper with "ZEBU" written on it1
Open treasure door using "ALI ZEBU" as password2
Discover Isles' 4 lost treasures2
Give vizier's letter to Captain Saladin3
Cassima's parents expose Shamir in disguise as Cassima5
Get real genie lamp from Jollo1
Use real genie lamp on evil genie5
Get sword from back wall1
Use sword on vizier1
Use sword on vizier again after stabbing5
Total231

• (0) Comments • (0) TrackbacksPermalink