Kings Quest 6 (Sierra) - Part 2 A walk-through by Mark Bradshaw @~Continued from the last file Go to the Isle of the Crown 1. Go to the Pawn Shop and get the Brush in exchange for the tinder box. 2. Go to the book shop and talk to Jollo. He gives a clue about convincing the vizier that you are out of the way and also that getting the genie's lamp may be possible. Go to the Isle of the Beast. 1. Talk to the animal dangling from the branch of the tree. 2. Offer it the unfinished sentence and the animal will come with you. Go to the Isle of Wonder. 1. Go to the books and touch a book, the bookworm will appear and ask if you have anything. 2. Offer the animal and in exchange get the rare book. 3. Now go to the flower garden. There is a bottle on the table. 4. Pick it up and then look at it. Follow the instructions "Drink me". 5. You appear to have died but will soon revive. This gives you an idea! Go to the Isle of the Crown. 1. Go to the book shop and exchange the rare book for the book of spells. 2. Look at the book, turn the pages. There are three, each of which contains a spell. Make Rain Spell Ingredients: Salt Water (not sea). Sacred water. Falling water. This is required for when you meet the Druids. Creature of the Night Ingredients: Skull with embers Sulphur Hair This is required ****** Paint Ingredients: Swamp Ooze River Styx water Black Horse Feather. This is required to enter the castle. Go to the Isle of Wonder 1. Go to the flowers, there is a cup on the chair. Pick it up. 2. Give the bottle of milk to one of the babies. This makes the others cry, so collect tears in the lamp. 3. Go to the swamp and collect "swamp ooze" in the cup. This starts stick-in-the-mud talking. You haven't got the ooze! 3. Talk to the stick and then to the Bump in the log and hear his grievances. Give the rotten tomato to the Bump, who throws it at the Stick. 4. The stick hurls swamp ooze at the Bump and you collect it in the cup. Go to the Isle of Mists. 1. Walk to the East to the village (North, you meet the Druids and get killed). 2. Pick up a lump of coal and the scythe hanging on the tree. 3. Go back to the beach the way you came. Go to the Isle of the Beast. 1. Go through the hot water to just short of the garden gate. 2. Get the shield, and you automatically walk to and through the gate. The archer shoots his arrow but you are saved by the shield. 3. Pick a white rose and then try to cross the gazebo. The hedge closes up. 4. Get the scythe out and chop through. You then meet the Beast. 5. He warns you that you haven't much time and this is correct. If you do not do the next actions quickly, you turn into a beast as well! 6. Get the ring from him and then return to the beach. Go to the Isle of the Crown. 1. Go straight through the village to see the young girl (her name is Beauty) tending the roses in the garden. Speak to her and give her the rose. 2. Talk and then offer her the Beast's ring. She accepts and comes with you. You are automatically transported to the Beast. At the Isle of the Beast. 1. He turns back into a Prince (I thought he looked better as the Beast!). 2. Beauty gets new clothes and gives you the old ones. The Prince gives you a mirror and then they take off for the palace. 3. Fill the lamp with water from the fountain, get spell book out, turn to Make Rain Spell and cast the spell. 4. Pick a rose. Go to the Isle of the Mists. 1. When you arrive, you are taken prisoner by the Druids. The game then takes over and, because you have the Make Rain Spell, when you are put in the cage over the fire, the rain puts the flames out and you are freed. 2. Make a note of what the Arch Druid says. 3. Pick up some of the glowing embers in the Skull. Go to the Isle of Wonder. 1. Go to the land of Chess and the queens will appear. When you get the chance, give the White Queen the piece of coal and she will give you a rotten egg. Go to the Isle of the Sacred Mountain. 1. Climb up the cliff and find a black (winged) horse at the top. 2. Mix the skull, egg and hair and then cast the spell for the Creatures of the Night. 3. The hose will pick you up and take you to the Land of the Dead. At the Land of the Dead 1. Avoid contact with the more solid looking characters, they will kill you. 2. Talk to the two spirits walking together, they are Cassima's Mother and Father. They will give you a ticket. 3. Walk to the north on the extreme right of the screen. You meet another spirit and again talk to it. She will give you a handkerchief, then walk on. 4. You come to the entrance to the underworld. There are guards who will not let you pass. To the right are some bones, touch them and then you will play a tune. 5. All the guards dance and the guard at the front gets so excited, he drops a skeleton key. Pick it up. 6. Give the ticket you have to the ticket collector and he will then let you enter. 7. There is a skeleton of a knight on the path. Touch him and a spirit is released. Touch again and you will see a gauntlet. Pick it up. 8. Walk on and you reach the river Styx. Go to the left and fill the tea cup with water from the Styx. 9. Now speak to the Ferryman. He requires payment to take you across the river. You have some coins so give them to him. He then rows you to the other side. 10. Walk up the path and you come to a door. Touch it and an evil face appears. Talk to it and eventually it will give you a riddle to solve. 11. A keypad appears for you to input the answer which is LOVE. This will allow you to pass through the door. 12. You now see the Lord of the Dead. Walk up to him and talk to him. Now give him the gauntlet. 13. He will set you the task of making him cry. Get the mirror and show it to him. The sight of his own face makes the tears come. 14. He now gives the King and Queen their lives back and the horse takes you to the Isle of the Crown and leaves you on the beach. The Isle of the Crown 1. Go to the pawn shop. There is a customer in black. Drink the "Drink Me" potion and "die". 2. The man in black is pleased and rushes off. There is then a castle scene and the Genie eventually disappears into a bottle. Note the colour and shape. 3. You now revive. Go out into the street and offer the hunter's lamp to the lamp seller. He offers you a choice of the lamps he has and one of them is the same as the genie lamp. Choose this one. 4. Walk out of village to the fork in the road. Give the rose to the nightingale. It takes it to Cassima and then does not return. 5. Go to the Castle and go round the side to the left. There is a blank wall. Get out the spell book and follow the instructions for making paint. Get out the paint brush and paint a door on the wall (this is a very crude drawing). Spell book again and cast a spell. The painting turns into a real door. Inside the Castle 1. Go in through the door you have made and you find yourself in the basement. There are three doors opposite to you and these lead to cells. 2. Go in to the north door and there is the spirit of a boy. Speak to him and he says that he is looking for his mother. Give him the hankie that you got in the Underworld and he will tell you about the secret passage and how to get in. 3. Follow the passage going south, then east, then north and there is a door on the right. Go in and you will find Jollo. Speak to him and give him the lamp. Jollo then goes out. Follow him. 4. Periodically and to no pattern I detected, guards appear and walk round the basement. You must avoid them or they will lock you up! 5. Go to the north corridor and walk to the suit of armour. Touch the arm and a secret door opens. Go in. 6. To the right is a hole in the wall, look through it and listen to what is said by the guards. One mentions the door to a room where the vizier speaks to open it. He says "ALI ....". This gives part of the clue to opening the door. 7. Go upstairs and there is another hole in the wall. Look through and see Cassima. Talk to her and give her the small knife. 8. Walk on and look through the next hole in the wall. This is the vizier's room, listen to what he says. 9. Now go to the end of the corridor and on the left is a secret panel. Go through and into the bedroom. 10. There is a trunk and it is locked. Use the skeleton key to open it. Pick up the letter and look at it. 11. On the table is an ebony box. Open it and read the paper on the top. It says ZEBU. 12. It is not possible to get past the guards by going out through the bedroom door, so go back into the secret passage and out into the basement again. 13. Go to the East corridor and on the left is a door which will not open with the key or anything. Speak to it and a key pad appears. Key in ALIZEBU and the door will open. Go in. There is a table in the room with a cloth over it and shields, spears etc all around. Take the cloth off the table and look at each of the objects you find. They are the treasures of each of the other islands. 14. Go out and wander about, both in the basement and up the stairs and through the door. You will be caught by the guards and put in one of the cells. Jollo lets you out the first time. When you get caught the second time, the skeleton key will get you out. Do not get caught a third time as they will take the key off you and you cannot escape again. 15. You now need to wander about in the basement, keeping well away from the guards until you hear wedding music. Now go up the stairs and through the door. You are in a hall and there are double doors at the end. Go to them and try to go in. Captain Saladin comes out. You have to show him the letter you found in the trunk quickly before he decides to throw you in the cell again. 16. He takes you to the Wedding Party and you soon discover that the genie has disguised himself as Cassima. The vizier rushes off and you need to follow close behind. He goes up a winding staircase to the top of the castle. Cassima is tied up and the vizier has a sword. The genie appears and then Jollo arrives with the genie's bottle. Again you need to act quickly. Get the mint leaf out and offer it to the genie. He will eventually go into the bottle. 17. You now have to fight the vizier with the sword hanging on the wall. Touch it to start and then whenever the cursor changes to a sword, you have to put this on your opponent. At one stage in the fight, when you are getting tired, Cassima gets free and stabs him. This does not finish the fight, you have to continue. Do all this correctly and you win!!!! That is the end of the game, except for the usual long finish which occurs with most, if not all, Sierra games. The score achieved by me was 230 out of a possible 231 but I have not been able to find out where I missed a point. If you've got any ideas where I've missed it...