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- Hello. I've uploaded the file sol.kingsquest6 to be included in
- /pub/game_solutions. 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
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- 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.
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- Several months after meeting Princess Cassima in Mordack's
- Castle, Alexander is plagued by her memory. One day, he sees her image
- in his family's magic mirror. She is calling for him. And he can see the
- stars behind the tower where she is, so he can navigate to where she is.
- Three months later, he sets out to reach the Green Isles. As he nears the
- shore, his vessel is caught in a violent storm, which wrecks his ship.
- Alexander floats on a piece of the wreckage, and comes to on a beach.
- As our adventure begins, Alexander finds himself on the coast of
- an island. He looks and sees his signet ring in the sand, as well as a
- prominent plank from his ship. He picks up the ring, and then moves the
- plank, revealing a chest. He opens the chest, and finds a coin, which he
- takes. Then he closes the chest and covers it again with the plank.
- As Alexander travels inland, he notices a castle in the distance.
- He goes to the guards at the gate and asks them where he is. They answer
- that he is in the land of the Green Isles. He then asks to be allowed to
- see Cassima, and shows them his ring. Saladin, the captain of the canine
- guard, ushers him into the presence of the vizier and his page (note the
- flash of gold in the page's eyes). The vizier tells him to leave the
- island, that Cassima is in seclusion mourning for her recently deceased
- parents, and that she desires to marry the vizier.
- Alexander walks back to the village. He enters the pawn shop,
- and talks to the owner. He then gives his coin to the owner, who gives
- him his choice of a paintbrush, a mechanical nightingale, a flute, or a
- tinder box. Alexander takes the nightingale, and then leaves the store.
- Going next door to the book shop, Alexander talks to the owner
- about the Green Isles. The owner refers him to the ferry pilot, who can
- answer more of his questions about the Isles. He then points to the book
- of magic on the counter. The owner replies that Alexander must bring him
- another rare book to exchange for it. Alexander notices the poetry section
- of the store on the right side of the wall of books, and reads a book of
- love poetry. As he returns it to the shelf, the page he was reading falls
- out. When he reaches to pick it up, the owner says he may keep that
- page. Alexander then looks at the book table by the door, and takes the
- last free book, which, when he reads it, turns out to be very boring.
- Alexander leaves the book shop and goes to the docks, where he
- sees a boy inviting him to go for a swim. Alexander notices the golden
- glint in the boy's eyes, and decides not to risk certain death in the
- sea. He knocks on the door of the ferry, and talks to the ferryman, who
- tells Alexander about the Isles, and about the magic map that the pawn
- shop owner has. Alexander points to the ferryman's rabbit's foot, which
- the ferryman lets him keep.
- Alexander then returns to the pawn shop, and asks the owner
- about the magic map. Alexander trades his ring for the map, and takes a
- mint from the jar on the counter.
- Alexander then returns to the forest, stopping by the nightingale
- to play the mechanical nightingale for it. He then returns to the
- village, in time to see the pawn shop owner dumping some old "junk" in
- the jar outside his door. Alexander searches through the junk, and finds
- an apparently empty bottle that interests him. He then goes to the beach,
- and uses the magic map to take him to the Isle of the Sacred Mountain,
- where he picks up a black feather and a stench flower. He uses the magic
- map to go to the Isle of Wonder.
- On the Isle of Wonder, Alexander sees an oyster who can't sleep
- because of a pain in its mouth. He talks to it several times, and then
- reads to it from the boring book. As the oyster yawns, Alexander quickly
- grabs the pearl in its mouth. As he tries to walk further inland, he is
- met by the five sensory gnomes, who try to determine whether Alexander
- is human or not. Alexander fools them by using the stench flower on the
- smelling gnome, the nightingale on the hearing gnome, the mint on the
- tasting gnome, the rabbit's foot on the feeling gnome, and the
- disappearing ink on himself, which makes him invisible to the seeing
- gnome.
- After the gnomes leave, Alexander notices a partial sentence
- floating at the edge of the shore, which he retrieves. He then goes to
- the realm of bookworm and the spelling bees. When he tries to get a
- book, he is met by Bookworm, who refuses to give him a book until he can
- offer something "interesting" in exchange. Alexander then walks to the
- amazing garden (beyond the swamp,) where he takes an iceberg lettuce,
- and journeys on until he is at the entrance to Chessboard Land. Two
- feuding queens ask for his advice on the matter of which queen shall
- have the "privilege" of presenting Cassima with a lump of coal at her
- wedding, and which will be left with the spoiled egg. As the red queen
- leaves, she drops a scarf, which Alexander collects.
- Alexander then returns to the shore, and uses the map to go to
- the Isle of the Beast. Near the shore, he sees a creature that is half
- opossum and half dragon, and who talks strangely. Alexander talks to the
- creature, and then offers his partial sentence to it. The creature
- decides to travel with Alexander. As he journeys on, he encounters a
- boiling pond, which cools when he tosses an iceberg lettuce unto it. On
- the other side he sees an old lamp, which he takes. As he journeys
- further, he sees a man working on a garden, and a stone archer which
- follows his movements. Although the man invites Alexander to come into
- the garden, Alex sees the gold glint in his eyes, and decides not to
- trust the man. Alex also notices a brick lying on the ground, which he
- takes.
- Back on the Isle of Wonder (use map) Alexander returns the
- creature from the Isle of the Beast (the creature turns out to be a
- Dangling Participle) to the Bookworm, who gives Alexander a rare book
- in exchange. Alex reads the book, and notices that a page is missing. He
- turns and looks at the spider's web. Alex sees a loose thread, which he
- pulls. While the spider's attention is diverted, he gets the scrap of
- paper, and sees the word "Love" on what appears to be part of the
- missing page from his riddle book. Alexander then returns to the Isle of
- the Crown.
- Back in the pawn shop, Alexander exchanges the nightingale for
- the flute, and exchanges the pearl he has found for his royal ring.
- Going next door, Alexander gives the riddle book to the shop owner, who
- gives him the book of spells, which he reads to find out the ingredients
- he will need. Alex then show his ring to the jester, who turns out to be
- a helpful friend.
- Back on the Isle of Wonder, Alex gets a milk bottle from the
- swamp and gives it to one of the Baby's Tears plants in the garden. When
- the others see the gift, they will start crying, and Alex collects their
- tears in his lamp. Alex then looks at the Hole-in-the-Wall, and starts
- playing his flute for the wallflowers and snapdragons. When they are
- absorbed in the music, Alex quickly grabs the hole-in-the-wall. He also
- notices a teacup on the chair there, and he picks it up. He also takes
- the rotten tomato,
- In the swamp region, Alexander tries to get some swamp ooze in
- his teacup, but is informed by stick-in-the-mud that the only swamp
- "ooze" is right beside the stick, which is out of Alexander's reach.
- Alex talks to the Bump-On-A-Log a couple of times about Bump's brother,
- Stick, and gives the rotten tomato to Bump. Bump throws the tomato at
- Stick, who returns fire with a volley of swamp ooze. Alexander gets the
- swamp ooze.
- Back on the Isle of the crown, Alexander exchanges his flute for
- the tinder box at the pawn shop.
- He then goes to the isle of the Sacred Mountain, where he
- succeeds in answering five puzzles [answers are in the game manual; not
- answered here because of game copyright security.] When he arrives at
- the top of the cliffs of logic, he talks to an old woman, who wants him
- to eat poisonous berries. Is there a glint of gold in her eyes?
- Alexander wisely refuses. After the old woman finally disappears,
- he enters the small cave. Once inside, he can see nothing, so he lights
- the candle in his tinder box. In the next room of the cave, he sees a
- peppermint plant, and takes several leaves. As he re-enters the first
- room of the cave, he must use his tinder box again to see the way out.
- Once outside, he journeys inland to the entrance to the city of
- the Winged Ones. Azure and Aeriel say that their daughter has been bound
- in the catacombs to be sacrificed to the minotaur, and so Alexander is
- thrown into the catacombs in the event that he might be able to save her.
- Once in the catacombs, Alexander finds and takes a skull from
- one of the rooms. Soon after, he encounters a booby-trapped room with
- various pictures on the floor. [The solution for this is in the game
- manual also, and is omitted here for copyright security.] Once he
- reaches the other side, Alex will search the rooms until he finds a
- shield and two corroded coins. He will then journey into a room with a
- descending ceiling, He can jam this trap by throwing his brick into the
- gears. On the other side of this room, Alex will find a room with a trap
- floor, which lets him down another floor. He finds himself in the dark,
- and must use the tinder box to re-light the torch in this room, which has
- blown out. He searches the rooms in this level until he is informed by
- the game system that the minotaur is just across the wall from him. Alex
- will use the Hole-in-the-Wall on the east wall of the room and look
- through the hole to see the minotaur entering his chamber through a
- secret entrance activated by a latch behind the tapestry there. Alex
- hurries to the room with the tapestry and finds the latch behind the
- tapestry. He then enters the chambers of the Minotaur. As he starts
- walking toward the minotaur, Celeste, the daughter of Winged Ones Azure
- and Aeriel, cries out for help, alerting the minotaur to his presence.
- The minotaur corners Alexander by the fire pit, and his only defense
- is to try to madden the bull into charging by using the red scarf from
- the red Chess Queen. It works, and the minotaur falls to his death in
- the fire pit. Alexander then rescues the Winged One, who gives him her
- small dagger as a gesture of thanks.
- Alexander then is thanked by Azure and Aeriel, and then is
- escorted to the presence of the Oracle, who tells him of his possible
- futures, and gives him a vial of sacred water. He is then escorted to
- the base of the cliffs.
- Alexander pulls out his magic map, and sees that a new region,
- the Isle of the Mists, has been added. He travels there, and takes a
- coal and a scythe from the village, being careful not to walk in on
- their ceremony.
- After traveling back to the Isle of Wonder, Alexander enters the
- garden, where he picks up a bottle entitled DRINK ME. He then goes to
- the entrance to Chessboard Land, where he gives his coal to the white
- Queen, who gives him a spoiled egg (think "sulfur") in return.
- Alexander then journeys to the Isle of the Beast, where he arms
- himself with his shield and succeeds in thwarting the stone archer. He
- picks a rose from the hedge, and attempts to enter the gazebo. But then
- a hedge magically grows over the entrance, blocking him. Alex, however,
- makes short work of the hedge with his scythe, and enters the courtyard
- of the beast. In response to the threat by the Beast, Alex promises to
- try and find the woman who will break the Beast's spell, and accepts the
- Beast's ring..
- On the Isle of the Crown, Alexander talks to Jollo again in the
- book shop, who devises a plan to substitute a fake lamp for the genie's
- real lamp, and to try to fool the genie into thinking that Alex is dead.
- (I bet the genie has golden eyes!)
- Alexander goes to the screen with the girl and the roses, and
- gives her the white rose from Beast's garden. He then gives her the
- Beast's ring, and helps her decide to come with him to the Isle of the
- Beast. The Beast will be restored to flesh, and will give Alex a mirror,
- whereas Beauty will give him the old clothes she no longer needs. When Alex
- reads the spell book, he notices that he needs a strand of hair from a
- pure-hearted maiden. So he searches her old clothes, and finds one! He
- also empties the vial of sacred water into the lamp, and then fills the
- lamp with water from the fountain, after which he casts the Make Rain
- spell over the lamp. On his way out of the garden, Alex picks another
- rose.
-
- --------------------------------------------------------------------------------
-
- (ENDING WITH MAXIMUM POINTS:)
-
- Alex travels to the Isle of the Mists, where he is captured on
- the shore by two druids and forced into a cage above a pit of oak
- embers. Soon the cage is on fire, and Alex beats it out with the old
- clothes. Then the lamp starts boiling and causes a thunderstorm. The
- druids are awed by Alexander, and free him, after providing him with
- information about how to get to the realm of the dead to rescue
- Cassima's parents.
- Alexander doesn't get the oak embers yet, but returns instead to
- the Isle of the Crown, where he gives his ring to the nightingale, who
- takes it to Cassima for a romantic scene. She sends the bird back to
- Alex with a hair ribbon. Alex then sends the love poetry, which causes
- the bird to return with a letter from Cassima. Finally, Alex sends his
- white rose. After this gift the nightingale doesn't return.
- Alex goes to the pawn shop, where he sees the old man (with the
- golden eyes?) He uses the DRINK ME potion on himself, causing his heart
- to stop temporarily, and causing the old man (genie) to believe he is
- dead. [The scene cuts away to the castle, giving the player a good view
- of the genie's lamp.] Alex then comes back to life, and exchanges his
- tinder box for the paintbrush. Outside, he trades his old lamp to the
- lamp merchant for the appropriate duplicate to the genie's lamp.
- After returning to the site of the thunderstorm in the Isles of
- the Mists, Alexander scoops up an oak ember in the skull he's carrying,
- and adds the hair and the egg to it. Then he travels to the Isle of the
- Sacred Mountain, where he climbs the cliffs to find the Night-Mare at
- the top. Alex casts his Charm spell, and causes the horse to take him to
- the Realm of the Dead.
- Upon arriving in the Realm of the Dead, Alex greets Allaria and
- Caliphim, Cassima's parents. Upon talking to them Alex learns that the
- vizier murdered them, and that they aren't able to enter the sea of
- souls until they are avenged. Allaria will give her ticket to Alexander.
- Alex has to avoid being touched by any of the other living dead persons
- in this area. As he continues his quest, Alex will talk to a mother
- ghost, whose son is lost on earth. Alex will take a handkerchief to
- remind the young ghost of his mother and where he should go. In the next
- area, Alexander sees some bones that seem irresistible, He plays a
- version of "Dem Bones," causing all characters on the screen to dance,
- and causing the lead skeleton to drop his skeleton key, which Alex
- quickly collects. Then Alex gives his ticket to the uniformed skeleton,
- and continues into the Realm of the Dead.
- The next thing Alexander sees is the skeleton of a knight who
- failed in his attempt to challenge the lord of the Dead. Alex takes his
- gauntlet and reads its inscription. He then takes the path downward to
- the Styx river. Before boarding Charon's boat, Alex gets some water from
- the Styx in his teacup (with the swamp ooze.) Alex then gives his two
- coins to Charon, and slowly crosses to the other side. He finds himself
- in front of a door that comes to life as he approaches it. Alexander
- addresses the door and is allowed to answer a riddle to go through it.
- The riddle is the one that was missing from the riddle book earlier.
- Alexander remembers seeing the answer in the spider's web: L-O-V-E. He
- is allowed to pass. Alex then enters the throne room of Samhain, the
- lord of the Dead, where he talks to a guard to get an audience with the
- grim lord of the Dead. Once in Samhain's presence, Alex throws down the
- gauntlet, challenging the lord of the Dead for his life, plus the lives
- of Caliphim and Allaria. The challenge is to make the lord of the Dead
- cry. Alexander decides to show Samhain what he has become, using the
- Beast's mirror. This shatters the mirror and produces a tear on
- Samhain's cheek. Alex and his friends are allowed to return to the land
- of the living.
- Once back on the Isle of the Crown, Alex goes to the castle and
- goes around to the side of the castle. Using the feather on the teacup,
- Alex stirs and drains the color from the black feather into the cup. He
- then paints a door on the blank wall. Once he casts the Magic Paint
- Spell, a door appears. Alex enters. and goes right to Jollo's room, and
- gives him the duplicate lamp.
- Alexander leaves Jollo's room and goes into the middle room of
- the dungeon's cells, and finds a little boy ghost who misses his mother.
- Alex gives the handkerchief to the ghost, and learns of a secret room by
- the suit of armor down the hall. Alex goes to the suit of armor and
- pulls its right arm, triggering a secret door. Alex enters, and watches
- the guards through a hole in the wall, and learns half of a password to
- open a door. He then goes upstairs and looks through another hole in the
- wall for a tearful but romantic scene with Cassima. He ends by giving
- her the dagger he got from the Winged One in the Catacombs.
- Alexander then proceeds down the hall to the next hole in the
- wall, where he spies the vizier writing a letter to a colleague
- describing his treachery to Cassima and her family. At the end of the
- hall is another secret door which leads into the vizier's bedroom. Alex
- opens a black box on the table which contains a document with the second
- half of the password for the treasure room in the basement. Alex closes
- the box and turns his attention to the locked chest, which he unlocks
- with his skeleton key, revealing an incriminating letter written by the
- vizier. Alexander takes the letter, and returns to the basement through
- the secret passage. He speaks the password (A-L-I-Z-E-B-U) to the
- treasure room door, and it opens, revealing a table covered by a
- drapery. Removing the drapery, Alexander discovers the chief treasure of
- each Island, which had apparently been stolen by the vizier's genie to
- cause distrust between the islands. He looks at each item, then
- re-covers the table.
- Entering the hallway again, he hears wedding music, and the
- sound of guards approaching. He dashes up the stairs and out into the
- castle entrance hall. Saladin, the captain of the guard, confronts
- Alexander, and gives him 5 seconds to convince him to spare Alex's life.
- Alex shows him the letter from the chest upstairs, and Saladin escorts him
- into the chapel where the wedding is taking place. Alex hears the princess
- affirming her allegiance to the vizier, and he approaches the wedding
- party. The bride (note the golden eyes) gives Saladin orders to kill
- Alex, but before he can, King Caliphim and Queen Allaria burst into the
- chapel with a makeshift army and demand to stop the wedding. The bride
- turns back into a genie (you knew that, RIGHT?) and starts zapping
- guards, as the vizier runs out of the chapel. Alex pursues the vizier
- out of the chapel and up two flights of stairs to the tower where
- Cassima (the real one) is tied up.
- The vizier summons Shamir, his genie, and orders him to kill
- Alexander. But before he can, Jollo the jester runs up to Alexander with
- the real genie's lamp. Alex commands the genie to obey him and uses the
- lamp to force the genie back into it. The vizier attacks Alex, who grabs
- a sword from the wall and joins the duel. By the time Alex is worn out
- from the weight of the sword, Cassima has freed herself and stabs the
- vizier in the shoulder with the dagger Alex gave her. Alex uses the
- diversion to knock the vizier out.
- Thus our quest ends with an evil master deposed, an evil genie
- made good, the islands ready to work at peace, and a big wedding with
- Cassima's and Alexander's parents in attendance. [And if you've followed
- these instructions, you should have received 231 out of 231 possible
- game points. Congratulations!]
- And of course, everyone lived happily ever after.
-
- --------------------------------------------------------------------------------
-
- (ALTERNATE ENDING:)
-
- Instead of going to the Isle of the Mists, Alex returns to
- the Isle of the Crown, where he gives his ring to the nightingale, who
- takes it to Cassima for a romantic scene. She sends the bird back to
- Alex with a hair ribbon. Alex then sends the love poetry, which causes
- the bird to return with a letter from Cassima. Finally, Alex sends his
- white rose. After this gift the nightingale doesn't return.
- Alex goes to the pawn shop, where he sees the old man (with the
- golden eyes?) He uses the DRINK ME potion on himself, causing his heart
- to stop temporarily, and causing the old man (genie) to believe he is
- dead. [The scene cuts away to the castle, giving the player a good view
- of the genie's lamp.] Alex then comes back to life, and exchanges his
- tinder box for the paintbrush. Outside, he trades his old lamp to the
- lamp merchant for the appropriate duplicate to the genie's lamp.
- Alexander goes to the castle, and in the hut out front, changes
- into Beauty's old clothes. He then enters the castle as one of the
- servant girls to help with the wedding. As soon as the coast is clear,
- he dumps the clothes in one of the jars in the main entrance, and goes
- up the left staircase. When the guard dogs start away from him for the
- second time, he quickly walks to the alcove, winds up the mechanical
- nightingale, sets it on the floor, and hides behind the pillar [use the
- hand icon.] After the guards take the nightingale, Alex takes the
- picture from the wall, removes the nail it was hanging on, and enters
- the first room. Opening the chest with the nail, he sees and takes one
- of the incriminating letters the vizier has written.
- Back in the hallway again, Alex quickly replaces the nail in the
- wall, and the picture on the nail. Then he goes to the end of the hallway,
- where he hears Cassima crying, He talks to her through the door, and
- slides the small dagger to her under the door. He then returns to the
- alcove (where he hid the first time) and hides again [hand icon] as the
- guards return, and as Cassima is forcibly taken away.
- Alex goes downstairs again and encounters Saladin, who gives him
- 5 seconds to convince him not to kill Alex. Alex gives him the vizier's
- incriminating letter, and Saladin escorts him into the chapel. As
- Alexander approaches the wedding party, Saladin is given orders to kill
- him. But before Saladin can draw his sword, Alex uses his mirror to show
- the "bride's" real identity (the genie, but you knew that, RIGHT?) Then
- the genie returns to his natural form and starts zapping guards, as the
- vizier runs out of the chapel. Alex pursues the vizier out of the chapel
- and up two flights of stairs to the tower where Cassima (the real one)
- is tied up.
- The vizier summons Shamir, his genie, and orders him to kill
- Alexander. But before the genie can kill Alex with his fireball, Alex
- offers him some peppermint (the genie's weakness.) The genie accepts,
- gets intoxicated on the peppermint, and sends the fireball wild, and it
- bounces around until it eventually hits the genie, annihilating him.
- The vizier attacks Alex, who grabs a sword from the wall and joins the
- duel. By the time Alex is worn out from the weight of the sword, Cassima
- has freed herself and stabs the vizier in the shoulder with the dagger
- Alex gave her. Alex uses the diversion to knock the vizier out.
- Thus our quest ends with an evil master deposed, an evil genie
- destroyed, and a small wedding for Cassima and Alexander.
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-
-
- Written by stephens@plains.NoDak.edu (Hope you enjoy playing King's Quest VI!!!)
-