Kings Quest 6 (Sierra) - Part 1 A walk-through by Mark Bradshaw Introduction This note attempts to give a detailed walk-through of the game, although there are many paths through it and only one possible solution is described below. It is essential that you save your game frequently as, in common with other Sierra games, death for the main character is never far away. Talking to the people you meet is always a good idea and taking note of what they reply often gives clues for action in the future. Start You have been ship-wrecked on an island on your way to see the Princess Cassima. You are alone, your crew has disappeared and you have no money, weapons or anything. It is up to you to find or barter for anything you might need. On the Beach 1. Pick up the ring, it is on the sand. 2. Touch the plank, move it to one side and a box is underneath. Take the coin from the box. 3. Walk North. Take the right-hand fork to the castle. 1. Talk to Guards, then show ring. They summon the Captain and he will take you inside. 2. Take note of what is said and notice the eyes of the genie. Walk to village and go into Pawn Shop. 1. Talk to Pawn Shop owner. Look at items on the counter. Trade copper coin for mechanical nightingale. 2. Take a mint from the dish on the counter. 3. Go next door to the book shop. Speak to owner. Touch books on shelves and read a love poem book. A page will fall out. Pick it up. 4. Touch book on counter. Note that it is a spell book and he wants a rare book in exchange. 5. Touch book on table near door. Look at it. Go back to street. Walk through archway and continue to the docks. Ignore the boy and go onto the boat. 1. Knock on the door. 2. Talk to Ferryman and he will let you in. Talk to him until the talk starts to repeat. Note the story of the Magic Map. 3. Pick up rabbit's foot from table. Go out. Walk back to village and into the pawn shop. 1. Speak to owner. Offer Royal Ring for Map. Note restriction on use of the map. 2. Note the effect of the mint on the other 'customer'. Go to Isle of Wonder 1. Look at oysters - one can't sleep, talk to it. 2. Offer to read book to it and when it yawns, grab the pearl. Do not attempt to walk anywhere else. Go to Isle of Crown and walk to village. 1. Pawn shop owner throws thongs into the urn outside the shop. Touch the urn and get bottle. 2. Go into shop and offer the pearl to the shopkeeper. He will return the Royal Ring. 3. Go into the Book Shop and talk to the man reading a book. He will say that he doesn't talk to strangers. Identify who you are by showing the ring. 4. Note the reference to sending messages via a nightingale. Walk to the fork in the road. 1. There is a bird in the tree. Take out mechanical nightingale and offer to bird. Wind the toy up and the nightingale will fly down to the lower branch. 2. Give the Royal Ring to the bird. It flies off to Cassima and returns with a ribbon. Pick ribbon up. 3. Look at ribbon and see strand of black hair. 4. Give the love poem to the bird, again it flies off and returns with a note. Remember the reference to 'small defence'. 5. Walk to beach. Go to Isle of the Sacred Mountain. 1. Pick up smelly flower and black feather. Go to Isle of Wonder. 1. Try to walk somewhere and five guards will appear. Each will test you to see if you are human and they have to be tricked. 2. First guard detects smell - offer him the flower. 3. Second guard detects sound - use the mechanical nightingale. 4. Third guard detects taste - offer the mint. 5. Fourth detects feel - offer the rabbit's foot. 6. Fifth detects by sight - use 'empty bottle' on Alexander. He will disappear until the guards have gone. The guards are now satisfied and will not appear again, no matter how many times you go to the isle. 7. Pick up floating object from sea. Look at it, it is an unfinished sentence. 8. Walk in the direction the guards went. 9. Pick up milk bottle near the tree. Walk on to the left. 10. Walk to gates and touch to open. Go in and talk to the chess pieces. 11. Two queens will appear and have an argument. When they leave, the red one drops a scarf. Pick it up. 12. Leave via gate, pick a lettuce up on the way past and go to the beach. Go to Isle of the Beast. 1. Walk away from the water and you reach more water and a lamp is hanging on a tree at the other side. Touch the water - it is hot. 2. Put the lettuce in the water, wait, then walk to the other side. 3. Pick up the hunter's lamp. 4. Walk on again and come to a gate. Do not go through as the archer will kill you. Pick up the brick which is near the gate. 5. Return to the beach. Go to the Isle of the Crown. 1. Walk to village. There is a notice on the wall. Look at it. 2. Go into the pawn shop and exchange the nightingale for the flute. 3. Back to the beach. Go to the Isle of Wonder. 1. Walk to the flower garden. Look at the black blob on the wall, it is a hole. 2. Try to grab the hole. It will hide. 3. Play the flute and the flowers will dance. While they are dancing, grab the hole. 4. There is a rotten tomato, pick it. 5. Return to beach and then walk to the right. There are piles of books. Try to pick one up. 6. Talk to the bookworm and see what he has to say. 7. Go to the spider's web. Look at it but do not touch! There is a loose thread which you should touch. 8. When the spider goes that way, take the piece of paper. 9. Go back to beach. Go to the Isle of the Sacred Mountain. Here you will need the Guidebook to the Land of the Green Isles which came with the game. You will keep seeing etchings on the cliff face. Each time touch or look at them. The solutions to the puzzles can be found in the game manual. 1. First etching, starting top left, press R I S E and steps will appear. Go up them. 2. Second etching, press the characters which represent S O A R in order (see pages 30 and 31). Climb up. 3. Third etching. Counting from the left, press buttons 4, 1, 2. Climb up. 4. Fourth etching press D O Q G (pages 30 and 31). Climb up. 5. Fifth etching press A S C E N D. Climb to the top of the cliff. 6. Ignore old woman and walk forward. You will be taken to see Lord and Lady Azure. Return to Isle of the Crown. 1. Go to pawn shop and get the tinder box. 2. Go to book shop and talk to Jollo. Go to Isle of the Sacred Mountain and you will be locked in the Labyrinth. When walking round the Labyrinth, there are traps which kill you, so you are advised to save frequently. Map of the Labyrinth (top level) *** *** *** *** *** *D***Z***Z* *Z***F* *** *** *** *** *** *** *** *** *** *Z***E***Z***Z* *** *** *** *** *** *** *** *Z* *Z***Z* *** *** *** *** *C* *** *** *** *** *** *** *** *X***Z***Z***B***Z* *A* *** *** *** *** *** *** *** *** *** *** *** *** *Z***Z***Z* *Z***Z***Z* *** *** *** *** *** *** *** *** *** *** *Z* *Z* *Z* *X* *** *** *** *** *** *** *** *** *** *** *X***Z***Z***Z***Z***Z* *** *** *** *** *** *** * þ Start NB When starting off in the labyrinth, if you go to the West, the Princess Celeste will meet you and offer to help. Ignore her as she leads you to trouble. Key to Map Each block with a letter in it represents a room X - will kill you. Z - Nothing in the room A - Collect a skull B - Tread carefully on the stones, following the directions underneath:- *********** * *6* * * * *********** *7* *5* *1* West*********** East *8* *4*2* * *********** * * *3* * * *********** C - Pick up shield D - Pick up coins from skeleton's eyes E - A trap. Throw the brick into the gears. F - You fall into the lower level. Map of the Labyrinth (Lower level) *** *** *X* *Z* *** *** *** *** *** *** *** *** *** *** *Z***Z***Z***Z***Z***Z***Z***S* *** *** *** *** *** *** *** *** *** *** *** *Z* *X* *Z* *** *** *** *** *** *** *** *** *** *** *** *Z***Z***Z***Z***M* *T* *X***Z* *** *** *** *** *** *** *** *** *** *** *** *Z* *Z* *Z* *** *** *** *** *** *** *** *** *** *** *Z***Z* *Z***Z***Z***Z***Z* *** *** *** *** *** *** *** *** *** *** *Z***Z***Z* *** *** *** *** *Z* *** Key. Z - Nothing in the room X - will kill you S - You start here T - Tapestry Room M - Minotaur Room 1. When you fall to the lower level, it is dark. Use the tinder box to get a light. 2. There is nothing to collect on this level but go first to the Tapestry Room. Touch the tapestry and move to one side. Although nothing happens, this seems to be a necessary move. 3. Go to the room marked M and put the hole in the Wall on the far wall from the entrance. Look through it and see the Minotaur. 4. Go back to the tapestry room and pull the tapestry back. This time there is a lever which opens a panel to the minotaur's lair. Go in. 5. The minotaur will see you and prepare to attack. As soon as possible, take the red scarf out. He charges the scarf, into the fire, and that is the end of him. The game takes over now and you get to see the Oracle who gives clues and a bottle of sacred water. You then get dumped back on the beach. 6. Climb back up the cliff and go into the cave. 7. Light the tinder box and see the tunnel at the far end of the cave. Go through. 8. At the end of this cave is a hole and there are leaves growing there. Pick some, they are mint. 9. Go out of the cave and down the cliff. @~Continued in the next file