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    FAQ/Walkthrough by ASchultz

    Version: 1.0.0 | Updated: 06/10/01 | Printable Version | Search This Guide

    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.