King's Quest VI
In-Depth FAQ, including points, items, maps, and different endings
version 1.0.0
by Andrew Schultz schultza@earthlink.net

The primary purpose of this walkthrough is to describe how the points 
are scored.  I couldn't find such a listing on the internet, so I wrote 
one myself.  Some residual benefits may be that you find out *exactly* 
where to click, which isn't always clear in the game(**AHEM** walking 
around the castle basement,) and there may be some puzzles you *HAVE* to 
do or people you must talk to in a certain order that you weren't aware 
of.  In addition, you have to perform some actions that don't get you 
any points(i.e. talk to someone) so that you are able to do something 
else(i.e. talk to someone else, given what you know.  It's not always 
logical.)  At any rate, this list is spoiler-intense and possibly not 
all-inclusive, so you must proceed at your own risk.  There are also 
many different wrinkles in the ending, which I didn't realize until I'd 
tried leaving specific elements out of a perfect walkthrough.  So this 
FAQ is not 100% complete in that respect but submissions of cases I've 
missed are welcome.

Hey, check out my HOME PAGE:

http://www.geocities.com/SoHo/Exhibit/2762/

================================================

        OUTLINE

NUMBER ONE CLICKING TIP

MAPS

POINTS SCORED, WITH A WALKTHROUGH

WAYS TO GET STUCK WITHOUT DYING

WAYS IT ONLY SEEMS YOU'RE STUCK

WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING

WAYS TO DIE

ITEMIZED ITEMS

TO-DO

VERSIONS/CREDITS

================================================

NUMBER ONE CLICKING TIP

  If there are two items to click, say, the hand icon on, and one causes 
death and the other helps solve a puzzle, walk far away from them and 
then click.  If you are too close, you will get a bunch of "Alexander 
blah blah blah" messages and just before the monotony is unbearable, you 
may very well click on the wrong object.

MAPS

  ISLE OF THE CROWN

                                           Book  Pawn
                                          Store  Shop
                                            /    /
    Pier-----------------Beauty's Garden   /    /  (enter castle)
  (Ferry boat inside)                   \ /    /   Side of
                                    Marketplace    Castle---Castle entry
                                               \           /
                                                Forest Path
                                                     |
                                                   Beach

  ISLE OF WONDER

  Chessboard
       \
      Garden
         \
       Swamp
           \
          Beach-Bookworm's

  ISLE OF THE SACRED MOUNT
   Flown to castle/minotaur
       |
   Top of mountain-Dark cave-cave with light
       |         |
   Fifth Puzzle  |
       |         |
   Fourth Puzzle |
       |    (2nd time through)
   Third Puzzle  |
       |         |
   Second Puzzle |
       |         |
   First Puzzle--+
     (Beach)

  CATACOMBS MAPS

    LEVEL ONE

    LEDGER

$ = coins
T = trap(compactor)
V = down to level 2
X = fall to your death
W = woman who tells you to go west
S = shield
K = skull
E = entryway
? = tile puzzle

  1 2 3 4 5 6 7 8
   +-----+   +---+
1  |$    |   |  V|
   +---+ +---+ +-+
2      |  T    |
       | +-----+
3      | |
       | |
4      |S|
   +---+ +---+ +-+
5  |X W   ?  | |K|
   +-----+-+ +-+ |
6  |     | |     |
   | +-+ | | +---+
7  | | | | | |
 +-+ +-+ +-+ |
8|X         E|
 +-----------+

    LEVEL TWO

    LEDGER

X = fall to your death
H = where to place hole in the wall
! = tapestry
* = minotaur
v = where you wind up, falling from level one

 1 2 3 4 5 6 7 8 9
     +-+   +-+
1    |X|   | |
   +-+ +---+ +-----+
2  |              v|
   | +-+ +-------+ |
3  | | | |       | |
 +-+ +-+ +-+-+ +-+ |
4|         H !*|X  |
 +-+ +-----+ | +-+ |
5  | |     | |   | |
   | +-+ +-+ +---+ |
6  |   | |         |
   +-+ +-+ +-------+
7    |     |
     +-+ +-+
8      | |
       +-+

  ISLE OF THE BEAST

    Beast's Garden
           |
    Archer's Gate
           |
    Path with Hot Pool
           |
         Beach

  ISLE OF MISTS

    Dwellings--Fire
        |        |
        L------Beach

  LAND OF THE DEAD

                            Death
                              |
       Talking Door--Death in the Distance
            |
       Dead Knight
            |
       Death's Gate
            |
    K&Q--Boy's mom

  THE CASTLE PROPER

    LOWER LEVEL AND SECRET PASSAGE

   Abdul's(see ABOVE GROUND)
  Chambers-+
           |
           |
      End of
     Hallway
         |
         |
   Behind Abdul's---Secret hallway
       room         ()
                    Secret hallway
                    ()
    +-----------Statue--+
    |                   |
    |    [main floor]   |
    |                \  |
  Secret--3 prisons   Stairs------Jollo's room
  Entry-+            +-and Jollo
        |            |
        +------------+

    CASTLE, ABOVE GROUND

              Hallway
            +-with door----------+
            |                    |
    Abdul's-Hallway with      Guarded
   Chambers Pillar            Hallway
            |     \              |
            |      Pillar  (END) |
            |                |   |
            |     Throne Room    |
            |          |         |
            +----Main hallway----+

    END

         Top of tower
              |
      Spiral staircase 2
              |
      Spiral staircase 1
              |
      [from Throne Room]

POINTS SCORED, WITH A WALKTHROUGH

Format for each listing:
Action Number.  Points received/total points followed by action below.

Symbol before number denotes if the action is necessary.  Notation isn't 
complete, and I'm not satisfied with it as is, but I wanted to get this 
faq OUT.
* - necessary to complete game
^ - necessary to complete happier scenario(enter castle via magic)
& - necessary to complete less happy scenario(enter castle via disguise)
! - necessary to complete scenario with everyone, which implies ^.
x - not necessary to complete any ending
? - I'm not 100 % sure

MOVE or TAKE or USE(when no object is specified, you are the default) or 
READ or TOUCH requires the hand icon.  SHOW or GIVE requires the item 
icon.  TALK or ASK requires the speaking icon.  A "+" notes that this is 
not necessary to complete the game successfully.

*1.  1/1 MOVE plank [while at beach]
*2.  1/2 TAKE coin [after examining chest]
*3.  1/3 TAKE ring [on beach]
*4.  3/6 SHOW ring to guard [at castle entry, must talk to guards first] 
(allows you to talk to Ali)
*5.  2/8 [continuation of 4.]
*6.  1/9 GET mint in the jar on the table
  (also, TALK to Ali, which will give you info to talk to the ferryman)
*7.  2/11 GET nightingale [at store, after you USE coin]
x8.  1/12 READ love poems on bookshelf to the right [in book store]
x9.  1/13 TAKE loose page that falls out after 7 [in book store]
x10.  2/15 TOUCH book on counter  [in book store]
x11.  1/16 ASK about the kingdom
*12.  1/17 TAKE the free book by the door  [in the book store]
*13.  2/19 TALK to the ferryman after you TOUCH the door(upper right 
part) [by the ferry]  --you may want to stand far away from the ferry as 
you do this, or the computer could think you're clickin on yourself.
*14.  1/20 GET the rabbit's foot ["Thanks for letting me in.  Say, don't 
mind if I do!"]
!15.  4/24 SHOW ring to jester  [in book store.  Note that he only 
appears once, and only after you enter the ferry.]
*16.  5/29 SHOW ring to seller [in pawn shop]
(Here you will want to exit to the woods and come back.  The seller will 
have dumped some old magic stuff into a waste bin.)
*17.  1/30 TOUCH the pot to dig up an ink bottle. [in town]
*18.  1/31 USE the map for the first time [on the beach]
*19.  1/32 GET the flower [on the Isle of the Sacred Mount]
*20.  1/33 GET the feather [on the Isle of the Sacred Mount]
21.  2/35 USE the book on the oyster [on the Isle of Wonder]
22.  1/36 TAKE the pearl when the oyster opens his mouth [the first time 
may be too quick, but position the hand icon over where the pearl was.]
*23.  2/38 USE the flower on Tom Trow, the dwarf with the nose [on the 
Isle of Wonder, after you try to go north]
*24.  2/40 USE the nightingale on Grovernor, the dwarf with the ears
*25.  2/42 USE the mint on Grump Frump, the dwarf with the tongue
*26.  2/44 USE the rabbit's foot on Trilly Dilly, the dwarf with the 
hands
*27.  2/46 USE the ink on yourself so Old Bill Batter, the dwarf, 
doesn't see you
28.  1/47 TAKE the purple thing floating(a sentence) which has now 
drifted to the shore [on the Isle of Wonder shore]
29.  1/48 LOOK at the spider web(but don't touch it.)  Then TOUCH the 
loose thread and TOUCH the paper scrap. [east of shore, Isle of Wonder]
30.  2/50 [continuation of 28.]
  (While you're at it, touch the books and talk to the bookworm.  
Without this the participle will not appear on the Isle of the Beast.  
Even though the islands do not communicate, this is the case.  Go 
figure.)
31.  1/51 GET milkweed [in swamp scene]
32.  1/52 GET rotten tomato [in garden scene]
33.  1/53 GET teacup [in garden scene] <-out of place!  Teacup doesn't 
appear 'til later.
34.  1/54 GET iceberg lettuce [in garden scene]
35.  1/55 GET scarf [in checkerboard scene]
  (Head to the Isle of the Beast)
35.  2/57 USE the sentence(the "where" in your inventory) on the 
dangling participle [Isle of the Beast, shore]
36.  4/61 USE the iceberg lettuce on the pond [Isle of the Beast, one 
north of shore]
37.  1/62 GET lantern [north of shore]
38.  1/63 GET brick [garden]
39.  2/65 USE participle on books [east of shore, Isle of Wonder]
40.  4/69 USE nightingale [forest path, Isle of the Crown]
41.  1/70 USE rare book [anywhere]
42.  2/72 USE pearl on Ali [Isle of the Crown, Ali's pawn shop]
  (Trade the nightingale for the flute)
43.  1/73 USE the rare book on the book seller [book store]
44.  2/75 USE the milkweed/milk bottle on the baby [Isle of Wonder, 
garden scene]
45.  1/76 USE the lamp on the crying babies [garden scene]
46.  2/78 USE the flute [garden scene]
47.  1/79 TAKE the hole in the wall [garden scene--slow the speed down 
and use the pull-down instead of the right click if you have to]
48.  3/82 USE the tomato on the bump-on-the-log [swamp scene] (First, 
you need to USE the teacup at the swamp edge)
49.  1/83 USE the teacup on the swamp ooze at the edge of the swamp 
[swamp scene]
  (Go back to the Isle of the Crown to get the tinder box before moving 
on to...)
50.  1/84 Solve the first puzzle [Isle of the Sacred Mount]
  (Using the stairs is quite a nuisance.  Remember to click on each 
stair a few times if you keep flailing.)
51.  2/85 Solve the second puzzle
  (I won't reveal the solutions here, since they're part of Sierra's 
copy protection, but the part about the "Ancient Ones" will reveal what 
you need to know...IF you have the manual :) )
52.  3/86 Solve the third puzzle
53.  4/87 Solve the fourth puzzle.  The solution is D-Q-O-G, but you 
still have to know the picture alphabet.  I'm putting this here because 
it's the greatest nuisance to look up of the puzzles.
54.  5/88 Solve the fifth puzzle
  (wait for Granny to finish her grumbling)
55.  1/89 TOUCH cave to enter it.
56.  2/91 USE tinder [below Alexander's eyes, in the cave]
  (TOUCH the cave on the right hand side to get through)
57.  1/92 GET peppermint[the green stuff]
58.  1/93 GET skull [catacombs, discombobulated skeletons]
59.  1/94 GET shield[catacombs]
60.  3/97 solve puzzle
61.  1/98 GET coins[catacombs, touch skull with gold eyes]
62.  2/100 USE brick on gear trap
63.  2/102 USE tinder after falling to second level
64.  2/104 USE hole-in-the-wall
65.  1/105 TOUCH tapestry to open the latch
66.  3/108 USE red queen's cape on bull
67.  6/114 (continuation points)

The story can branch here.  

68.  1/115 GET scythe [by campfire]
69.  1/116 GET dead coals [in campfire]
70.  3/119 USE shield on archer
71.  1/120 GET rose[left side of bush on Beast's Isle]
72.  3/123 USE scythe on hedge between rose bushes
73.  1/124 TALK to beast(automated if you go north)
74.  2/126 USE rose on Beauty
75.  2/128 GIVE Beast's ring to Beauty
76.  2/130 (continuation points)
77.  1/131 USE lamp on fountain
78.  1/132 USE vial on lamp
79.  3/135 USE spell book and CAST rain spell
  (GET another rose on the way out.)
80.  1/136 EXAMINE Beauty's dress twice
81.  1/137 GIVE coal to white queen
82.  1/138 GET "drink me" bottle on table
83.  2/140 (go to druids' place and you'll get through.  In the scene 
you'll use Beauty's dress and the lamp with the rain spell.)

** ALL FIVE STEPS HERE IN THE FOREST ARE OPTIONAL.  THE FIRST WILL 
AFFECT THE ENDING. **
84.  3/143 USE ring on nightingale
85.  1/144 GET the ribbon it's dropped
86.  1/145 USE the love poem on the nightingale
87.  1/146 GET the note it's dropped
88.  1/147 USE the white rose

89.  3/150 USE the "drink me" potion--if you didn't see what the genie's 
lamp looked like when he first met the vizier, check now and remember to 
trade the peddler for that one.
90.  1/151 USE your lamp on the peddler[in town, you get a point even if 
you chose the wrong one]

** DO THE STEPS BELOW QUICKLY SO THE EMBER DOESN'T GO OUT.  IF IT DOES, 
GET A NEW EMBER. **
1/152 USE skull on embers [druids' fire]
1/153 USE hair on skull [anywhere]
1/154 USE sulfur on skull [anywhere]

5/159 USE the glowing skull on the horse [top of Isle of Sacred Mount]
1/160 TALK to the spirits [entrance to Land of the Dead]
1/161 TALK to the mother [east of entrance]
2/163 USE the bone to the side of the "xylophone" [north of mother]
1/164 GET the key while the skeletons are dancing [just after the conga 
line comes out]
3/167 USE the ticket on the second skeleton [same]
1/168 GET the gauntlet after examining the sitting skeleton [north of 
the ticket taker]
1/169 USE the teacup on the River Styx [north of the sitting skeleton, 
by boat]
3/172 GIVE the coins to the ferryman [same]
3/175 Say "LOVE" after you TOUCH the door(don't walk up to it.)
2/177 USE gauntlet in the presence of Death
4/181 USE mirror on Death [same]
1/182 USE feather on teacup [west of castle]
1/183 USE paintbrush [same]
1/186 USE spellbook to cast paint [same]
2/188 USE the door that is created [same]
3/191 USE handkerchief on small boy[middle cell]
2/193 TOUCH the knight's right hand(to your left)
2/195 LOOK at hole in the wall [bottom of secret passage]
1/196 LOOK at hole in the wall [top of secret passage]
3/199 GIVE the dagger to Cassima in your brief time together [while 
looking at hole in wall]
1/200 LOOK at the hole in the wall to see Abdul [passage west of stairs 
up]
1/201 LOOK at the paper in the box on Abdul's desk [Abdul's bedroom]
1/202 USE the skeleton key on the trunk [same]
1/203 TAKE the letters in the trunk [same]
3/206 GIVE the lamp to Jollo [Jollo's room]
2/208 TALK to the door and say "Alizebu" [secret castle entrance]
2/210 LOOK at all four items on the table [behind the Alizebu door]
3/213 GIVE the vizier's letter to Saladin [in main hall]
5/218 TALK or WALK to the wedding procession [in throne room]
Very happy ending 1:
6/224 USE lamp on genie [top tower]
1/225 TAKE sword [top tower]
1/226 USE sword on Abdul [top tower]
5/231 USE sword on Abdul [top tower]
Very happy ending 2:
2/220 USE peppermint on genie [top tower]
(the rest as before, giving a total of 227)
The difference is that you won't see Alexander's family if you kill the 
genie;  no-one will be able to teleport them from Daventry.

WAYS TO GET STUCK WITHOUT DYING

--enter the Minotaur's without the brick, the tinder box, the red scarf, 
or the hole-in-the-wall.
--if you don't pick up the key in the land of the dead, and you've 
burned the dress, and you've gone into the treasure room, you won't be 
able to get past the patrolled halls.  I don't know if this is the case 
if you haven't gone in the treasure room.
--get caught twice if you snuck into the castle, or once if you walk in 
while disguised
--don't pick up the key in the land of the dead

WAYS IT ONLY SEEMS YOU'RE STUCK

--if the skull loses its glow, then just go back to the Isle of the 
Mists and get another coal with it.
--if you pick up the wrong lamp from the peddler, and you get inside the 
castle with the main solution, you'll be OK if you have the peppermint 
to use on the genie.

WAYS TO DISQUALIFY YOURSELF FROM THE BEST ENDING

--see above.
--Don't get the shield or the skull in the maze.

WAYS TO DIE

  GENERAL
--wade too far into water on any island

  ISLE OF THE CROWN [NOT THE CASTLE]
--jump off pier and follow man

  ISLE OF THE SACRED MOUNT
--push the wrong button at the third puzzle
--fall from a height of more than one screen climbing up the cliff
--eat the nightshade at the cliff top
--fall into a trap room in the catacombs
--make the wrong moves in the picture-tile puzzle room in the catacombs
--wait around in the compactor/gears room in the catacombs
--get to minotaur's room and wait around
--visit the rulers at the Isle of the Sacred Mount twice

  ISLE OF WONDER
--walk into the swamp
--touch the spider web
--touch the paper without loosening the spider web
--not show the right sign to the dwarves

  ISLE OF THE BEAST
--walk across the boiling pool without cooling it
--walk past the archers without the shield
--talk to beast and wait around

  ISLE OF THE MISTS
--visit druids without Beauty's dress or the rain spell

  LAND OF THE DEAD
--get touched by a spirit in the scene
--drink or step in the river
--walk up to the talking door, or answer it wrong
--wait around the Lord of the Dead, or answer him wrong

  CASTLE
--don't show Saladin the paper
--wait around in the throne room until the genie starts blasting the 
dogs
--wait around in the tower while the genie casts a spell
--forget to take the sword after the genie is neutralized
--don't bother to strike Abdul once you have the sword
--get to final scene without giving dagger to Cassima
--wait too long to take Abdul down after Cassima stabs him

ITEMIZED ITEMS

  This list of items contains the name, where to find it, and what it's 
used for.

[regen]--you can get more than one
[x]--disappears after use(not done yet)

--coin
    in the chest after you're washed up
    trade it at pawn shop for access to flute, nightingale, paintbrush, 
tinder box
--chest
    on Isle of the Crown beach
    Look in it to find coin
--ring
    on Isle of the Crown beach
    show it to guards to enter palace
    show it to Jollo in book store to gain his trust
    trade it temporarily at pawn shop for magic map
    send to Cassima via nightingale
--mint [regen]
    in the jar on the pawn shop counter
    feed to Grump Frump, the third dwarf
--nightingale
    pawn shop, after you trade coin
    wind it up in forest to make friends with nightingale
    distract dog guards in the less happy ending
    fool Grovernor, the second dwarf
--tinder box
    Pawn shop, after you trade coin
    Light your way through the catacombs and the tunnel by the 
nightshade
--flute
    Pawn shop, after you trade coin
    Distract the wallflowers to get the hole-in-the-wall
--paintbrush
    Pawn shop, after you trade coin
    Paint door in side of castle and use paint spell to make it real
--rabbit foot
    in ferry
    Use to fool Trilly Dilly, fourth dwarf
--free dull book
    Left part of the bookstore
    read it to oyster and grab pearl with good timing
--love poem
    Search the right bookcase.  It will fall out
    send to Cassima
--spell book
    trade the riddle book for it
    casts spells if you have ingredients
--stinky flower
    Isle of Sacred Mount, bottom
    use it to fool Tom Trow, the first dwarf
--feather
    Isle of Sacred Mount, bottom
    put in teacup to begin paint spell
--ink bottle
    pawn shop owner throws it out.  Search the big jug
    pour on yourself to evade Old Bill Batter's sight(fifth dwarf)
--pearl
    in oyster's mouth on Isle of Wonder
    trade it to Ali to get your ring back
--sentence
    floating about Isle of Wonder.  Wait a bit.
    Use on the dangling participle
--dangling participle
    Isle of Beast shore
    give to the Bookworm in exchange for the rare book
--iceberg lettuce
    Isle of Wonder garden
    Throw in boiling stream
--teacup
    Isle of Wonder garden
    Put appropriate elements in to make paint spell(swamp ooze, black 
feather, Styx water)
--Hole in the Wall
    Isle of Wonder garden, just after you play flute
    Use in the right spot to see Minotaur activate secret passageway
--Babies' tears
    Isle of Wonder garden
    get from babies with lamp after you feed one some milkweed
--rotten tomato
    Isle of Wonder garden
    Give to bump on the log to get swamp ooze
--red cape
    Isle of Wonder, checkerboard
    Wave at Minotaur to goad him to his death
--rotten egg
    Isle of Wonder, checkerboard
    Put in skull for Creature of Night spell
--milkweed bottle
    Isle of Wonder swamp
    give to babies' tears
--swamp ooze
    Isle of Wonder swamp
    put in teacup for paint spell
--rare book
    Get from the bookworm
    Trade with book seller for spell book
    You get a non-critical point for reading it, too
--lantern
    north of Isle of Beast shore
    pour baby tears in it, as well as fountain water and oracle's sacred 
vial, so you can escape from druids
    later, trade to old man for imitation genie lamp
--brick
    by Archer's path, Isle of Beast
    stops gears in Minotaur's maze
--Beast's ring
    enter Beast's garden
    show to Beauty along with rose
--Beauty's dress
    Beast's garden, if Beauty comes by
    Puts out fire in druids' cage
    Search it for Beauty's hair, part of the Creature of Night spell
    Also a disguise to get into the castle
--ticket
    Talk to Cassima's parents in land of dead
    Gets you past skeletons
--handkerchief
    Talk to woman east of entrance
    Give it to boy in castle cell and learn secret passage
--key
    Play the xylophone and skeletons drop it
    Unlocks Abdul's chest
--gauntlet
    Find it on dead soldier
    Use it on Death
--styx water
    By boat in river
    Part of paint spell
--fountain water
    Beast's garden, use lamp
    part of rain spell formula
--white rose [regen]
    Archer's path
    Give to Beauty to unite her with Beast
    Send to Cassima via nightingale
--shield
    Catacombs
    Protects you on Archer's path
--coins
    Catacombs
    get you across river Styx
--skull
    Catacombs
    Lets you cast "creature of night" spell
--dagger
    Solve catacombs
    Give to Cassima in advance so she can distract Abdul
--sacred oracle water
    Solve catacombs
    Pour in lamp for rain spell
--ember [regen]
    Druids' ceremonial firepit, if you have the skull
    Used to cast spell on Creature of the Night
--coal
    Druids' dead firepit
    Give to the White Queen and get a spoiled egg in return
--scythe
    west of dead firepit
    Cut down magic rose bush on Isle of Beast
--peppermint [regen?]
    In the hole west of the top of the Sacred Mount
    To get genie drunk if you don't get the original bottle
--genie lamp
    Trade it to peddler in town
    Give it to Jollo so he can switch it with the real one and get back 
to you
    [new genie lamp:  use it on genie to control him]
--treasonous letter
    In locked chest in Abdul's room
    Give it to Saladin to fend off death
--heavy sword
    In the tower
    Use twice on Abdul to subdue him

================================================

TO-DO

--Try to win the game without ever meeting Jollo.
--Try to win the game without ever getting ring returned.
--Check the minimum points needed to win.
--Can you give the genie a PLAIN mint?

VERSIONS/CREDITS

1.0.0 submitted 6/11/2001 to GameFAQs with known errors.

Ben Stephenson's original walkthrough on GameFAQs helped me through the 
game and inspired me to fill in the holes--a much easier proposition 
with better technology these days.  There is also an anonymous 
walkthrough that is similar but also helped.