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