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KING'S QUEST VI: HEIR TODAY, GONE TOMORROW

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WALKTHROUGH - SHORT PATH

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This walkthrough was written by Frodo

for The Daventry Chronicles

 

 

 

ISLE OF THE CROWN

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You begin your adventures washed up on the shores of an unknown

beach, after having travelled for several months in search of the Land

of the Green Isles.  

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Get your INSIGNIA RING from the sand near the water.  Move plank on

the left, and open the wooden box hidden underneath, then get a

COPPER COIN from the box.  Walk up one screen, so you are at a

crossroads, and a tree.  

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Look at tree in front of you, and take the right fork, up to the castle.

Talk to the Guard Dogs, and they inform you that you’ve landed on

the Isle Of The Crown, and that Cassima does indeed live in this castle.

However, they won’t let you see Cassima, no matter how much you

protest.  You need to prove you’re royalty, first.  So show them your

INSIGNIA RING.  After inspecting the ring, they finally believe you are

who you claim to be, so they fetch Captain Saladin, who allows you to

speak to the Vizier.  However, the Vizier informs you that Cassima is in

mourning, after the passing of her parents, and will not be receiving

visitors.  Your heart sinks at this news, but there is nothing more to be

done.  Walk back down to the crossroads.  

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Now take the left-fork, into the town.  If the lamp merchant is here,

talk to him.  He is offering new lamps in exchange for old lamps, in the

hope that he’ll one day come across a magic lamp.  

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Enter Ali’s Bookshop.  Talk to the shop owner.  Try and talk to the man

in the black robe if you want, but he just ignores you.  Look at all the

bookshelves, and get the POETRY BOOK from shelf on the right.  After

leafing through it, you put the book back, but a page falls out - get the

LOVE POEM that fell to the floor.  The shop owner allows you to keep

the poem.  There is a small ‘Bargain Table’ near the door - take BOOK

from the bargain table.  Leave the bookshop. 

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Enter the Pawn Shop.  Talk to the shop owner, to learn that travelling

between the 5 isles that make up this region, is no longer possible.

 Look at the shelves, and have a good chuckle about all the bizarre

merchandise.  If you’ve played the previous King’s Quest games, you

will recognise many items.  Take a MINT from jar on the counter.  Show

your INSIGNIA RING to the shop owner, and he tells you it’s very

valuable.  Now give your COPPER COIN to the shop owner, and he

shows you what you can buy for the coin, with the option of trading it

at any time - choose the MECHANICAL NIGHTINGALE.  Leave the pawn

shop.  

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Head up through the archway, look at the house, and look at the

maiden.  It’s a lovely house, with lots of roses in the garden.  The

maiden is called back inside, before you can talk to her.  

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Follow path up to the dock, and SAVE YOUR GAME HERE.  A young

man invites you into the water.  For a bit of fun, jump into the water.

 Uh-oh… the boy tricked you.  

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After reloading your game,  look at boat on the left.  Knock on the

door, and talk to the Ferryman - he soon invites you inside.  Talk to him

again, and keep talking until he repeats himself.  During conversation,

he mentions a Magic Map.  That could come in VERY handy.  When

conversation is over, take RABBIT’S FOOT from the table.  Leave the

boat.  

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Follow path back to town, and enter the Pawn Shop.  Talk to the shop

owner, and ask about the MAGIC MAP.  Offer your INSIGNIA RING

again, and this time, you get the MAP.  Watch cut-scene with the

cloaked man.  Leave the shop.  

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Head up one screen, but then immediately return, and see the Pawn

Shop owner throw some junk into the pot\bin.  Search through the

pot\bin, to find some INVISIBLE INK.  

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Walk down, to the crossroads.  Notice there is a nightingale on the

very top-right branch of the tree.  This is Sing-Sing, Cassima’s

nightingale.  Use the MECHANICAL NIGHTINGALE on her, and she flies

down to a lower branch.  Walk down again, to the beach.  

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Use the MAGIC MAP on yourself, and travel to Isle Of The Sacred

Mountain.  

 

 

 


ISLE OF THE SACRED MOUNTAIN

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Get FLOWER OF STENCH and get BLACK FEATHER that are lying here.

Don’t attempt to climb the mountain yet - you’re not ready.  Use the

MAGIC MAP on yourself, and travel to Isle Of Wonder. 

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ISLE OF WONDER

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There are some oysters fast asleep in bed (oyster beds - how cute).  

But there is one oyster, right at the front, who is still wide awake.  Talk

to the oyster, and he tells you he has a sore mouth.  When the oyster

yawns, you can see a pearl in his mouth - that’s what’s hurting him.

 Maybe you could read to him, to make him feel better.  Read your

BORING BOOK to the oyster, and this time when he yawns, grab the

PEARL.  Awww, he’s drifted off to sleep now.  

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If you look in the water, you should see a strange pink thing floating

there.  It’s a string of letters.  Wait until it comes to shore, if necessary.

 Pick it up, to get a SENTENCE.  

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SAVE YOUR GAME HERE.  Walk up, and meet the 5 gnomes who guard

this island, each with only 1 sense (sight, sound, touch, smell, taste).  

If they realise that a man (you) is on their island, they will kill you, so

you have to convince them you’re not really here.  The first one has a

giant nose, so use the FLOWER OF STENCH on him, to convince him

you are just a harmless flower.  The second one has giant ears, so use

the MECHANICAL NIGHTINGALE to convince him you are a bird.  The

third one has a giant tongue, so give him the MINT.  The fourth one

has a giant hand, so give him the RABBIT’S FOOT.  The last has huge

eyes, so use INVISIBLE INK on yourself.  Well done Graham, you fooled

the guards.  They won’t bother you again.  

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Head up to the swamp, and then left, so you are in the garden.  Open

the yellow gate, and walk up into Chessboard land.  Talk to the Knights.

 Wait for the Red and White Queens to appear, and listen to their

argument about a lump of coal and a spoiled egg.  What a thing to

argue about!  They ask Graham to settle the argument for them,

however, you don’t want to get involved.  As they leave, Red Queen

drops her scarf - get the RED SCARF.  Walk back down into the garden,

and take ICEBERG LETTUCE (ye-gats!  It’s cold!).  Head down, and

make your way back to the beach.  Use MAGIC MAP on yourself, and

travel to Isle Of The Beast.

 

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ISLE OF THE BEAST

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What a pretty island.  Walk up one screen, to the boiling pond.  There’s

no way you can cross that!  At least, not until the water has cooled.  So

throw in your ICEBURG LETTUCE (If your lettuce has melted, simply go

back to Isle Of Wonder and get another one).  Well, the water still

looks hot, but at least it’s not boiling anymore.  Cross the pond, and go

up again, so you are at the walled garden with white roses.  The

gardener asks you to come in and look at his garden - DO NOT ENTER

THE GARDEN.  Get BRICK that is lying near the wall.  

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Walk back down to the beach, and use MAGIC MAP to travel to Isle Of

The Crown. 

 

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ISLE OF THE CROWN

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Go up to the crossroads, and take the left-path, back to town.  Look at

the poster on the wall.  Oh no!  Cassima is really going to marry the

Vizier!  Alexander HAS to do something soon!  

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Enter the Pawn Shop.  Watch a cut scene, as the cloaked man argues

with the shop keeper for running out of mint (someone must have a

mint-addiction!).  

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Give PEARL to the shop owner, and  get your INSIGNIA RING back.  It’s

lucky the shop owner didn’t sell the ring.  Give the MECHANICAL

NIGHTINGALE back to the shop owner, and trade it for the FLUTE.

Leave the shop.  

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Walk down to the crossroads, and SAVE YOUR GAME HERE.  

Remember Sing-Sing the nightingale is in the tree.  Give your INSIGNIA

RING to the nightingale.  When the nightingale returns (you may have

to leave the screen, and return), get RED RIBBON from the ground.  

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Give LOVE POEM to the nightingale.  When the nightingale returns

(again, you may have to leave the screen, and return), get CASSIMA’S

NOTE from the ground.  But his heart sinks when he sees no words of

love.  Poor Alexander.  

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Go down to the beach, and use MAGIC MAP to travel to the Isle Of

Wonder.

 

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ISLE OF WONDER

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Walk up, and head to the garden.  Look at the little Hole-In-The-Wall -

what cute little thing!  Try to get HOLE-IN-THE-WALL, but he hides

behind the wallflowers.  Use FLUTE on yourself to play a little ditty,

and the flowers will start to dance.  As soon as you are able, while the

flowers are still dancing, get HOLE-IN-THE-WALL.  

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Go down to the beach, and use MAGIC MAP to travel to Isle Of The

Crown.  

 

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ISLE OF THE CROWN

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Walk up to the crossroads, and take the left path into town.  Enter the

Pawn Shop.  Give FLUTE to shop owner, and trade it for the

TINDERBOX.  Leave the shop.  

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Go down to the beach, and use MAGIC MAP to travel to Isle Of The

Sacred Mountain. 

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ISLE OF THE SACRED MOUNTAIN

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SAVE YOUR GAME HERE.

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It’s time to take on that mountain now.  More details about the Logic

Cliffs can be found in your game manual.  

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1.  Look at inscription in the rocks, try to find the correct word from the

clue.  Click on the letters to spell that word.  


The word is:  RISE

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2.  SAVE YOUR GAME HERE.  Climb up the steep stone steps, being

careful not to fall.  Look at the next inscription in the rocks.  

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Please refer to your game manual to match the correct symbols and

letters.  

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The word is:  SOAR

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3.  SAVE YOUR GAME HERE.  Climb up the steep stone steps to the

next inscription.  Look at inscription.  

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Press 4, 1, 2

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4.  SAVE YOUR GAME HERE.  Climb up the steep stone steps to the

next inscription.  Look at inscription.  

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Please refer to your game manual to match the correct symbols and

letters.  

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The correct letters to press are:  D, O, Q, G

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5.  SAVE YOUR GAME HERE.  Climb up the steep stone steps to the

next inscription.  Look at inscription.  

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The word is:  ASCEND

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SAVE YOUR GAME HERE.  Climb up the steep stone steps to the top.

Phew, that was quite a climb.  


Ignore the old woman’s offer to eat the berries.  Wait until she leaves,

then look at the small opening on the right, and enter the small

opening.  You find yourself in a dark cave.  Use your TINDERBOX in the

cave, to light your way.  Continue right, and crawl through the small

opening on the right.  Continue right again, and head for the light.

 There is a peppermint plant in window of the cave - Get PEPPERMINT

LEAVES.  Now make your way back left, and leave the cave.  

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SAVE YOUR GAME HERE

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Make sure you have HOLE-IN-THE-WALL and BRICK, TINDERBOX and

RED SCARF in your inventory, before proceeding.  

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Walk up, and you get taken to meet Lord Azure & Lady Aeriel of the

Winged Ones.  The Winged Ones are in dilemma - the Vizier has

commanded that they ‘dispose’ of any intruders.  But there is a

prophecy that predicts whomever climbs up the Cliffs Of Logic will

defeat the minotaur.  So whom should they obey - the Oracle or the

Crown?  The decide to send you The Catacombs instead.  There is a

minotaur in the Catacombs, that demands a sacrifice every so often,

and they are convinced the Minotaur will destroy you, thus saving

them from deciding what to do with you.  

 

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THE CATACOMBS

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Go Up twice
Go Right twice
Go Up once
Get SKULL
Go Down once
Go Left twice
Go Up once
Go Left once
This is a puzzle room.  Step on the following tiles.
     -  Rose on square above Alexander
     -  Rose, diagonal down & left
     -  Rose, diagonal down & left
     -  Scythe on tile above Alexander
     -  Crown on tile above Alexander
     -  Dove on tile diagonal up & left
     -  Skull & crossbones on tile diagonal down & left
     -  Blank tile right below Alexander
     -  Exit room to the left
Go Up once
Get SHIELD
Go Up 3 times
Go Left twice.  
Get GOLD COINS from skeleton
Go Right twice
Go Down once - SAVE YOUR GAME HERE
Go Right once - quickly throw BRICK into gear works
Go Right twice
Go Up once
Go Right once - you fall down to Lower Level


Use TINDERBOX to light room - SAVE GAME HERE
Go Left 5 times
Go Down twice
Go Right once - use HOLE-IN-WALL on far-right wall
Look through HOLE-IN-THE-WALL
Go Left 3 times
Go Down twice
Go Right once
Go Down once
Go Right twice
Go Up once
Go Right once
Go Up twice
Move tapestry - SAVE YOUR GAME HERE
Go Right once
Talk to Minotaur
As soon as you are able, show RED SCARF to Minotaur
Watch cut scene

You’ve beaten the Catacombs - congratulations.  

 

 


ISLE OF THE SACRED MOUNTAINS

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Watch the long cut scene with the Oracle.  She gives you VIAL OF

SACRED WATER.

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Use MAGIC MAP, and travel to the Isle Of Mists.  

 

 


ISLE OF MISTS

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SAVE YOUR GAME HERE.  Walk left, and take SCYTHE that is hanging

on the wall of the house.  That is all you can do here for now, so head

back down to the beach (don‘t go right, or you‘ll run into the Druids,

and they will kill you), and use MAGIC MAP to travel to Isle Of The

Beast.

 

 


ISLE OF THE BEAST

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SAVE YOUR GAME HERE.  Walk up twice, to the walled garden.  Notice

that archer statue has his arrow aimed directly at you.  You need to

protect yourself from him, so use your SHIELD on him.  He shoots you,

but the SHIELD protects you.  PHEW!  

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Walk up to the white roses, and get WHITE ROSE.  Try to step into the

gazebo, but the hedge will block your way.  Use SCYTHE on the hedge,

to cut it down, and then walk into the gazebo. 

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You’ve made it into the Beast’s private garden - his sanctuary… his

prison!  Watch the cut scene, as Beast tells Graham he is now cursed,

and only has a few hours left as a man.  To break the curse, Graham

must find a maiden that will willingly accept Beast.  And you know just

the person!  Remember the maiden from the house will all the roses in

the garden?  

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Make your way back down to the beach, and use MAGIC MAP to travel

to isle Of The Crown.  

 

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ISLE OF THE CROWN

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SAVE YOUR GAME HERE.  Walk up to the crossroads and take the left

path.  Make your way up to the garden - Beauty should be here.  Give

WHITE ROSE to Beauty, and then give BEAST’S RING to Beauty.  

Watch the cut scene as Beauty and Graham return to Isle Of The

Beast.

 

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ISLE OF THE BEAST

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After Beast’s curse is broken, he gives you his MIRROR that reveals the

truth for whoever looks into it.  Walk down one screen, and take

another WHITE ROSE from the hedge.  

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Make your way down to the beach, and use MAGIC MAP to travel to

Isle Of The Crown.

 

 


ISLE OF THE CROWN

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SAVE YOUR GAME HERE.  Walk up to crossroads, and look at

Sing-Sing, the nightingale.  Give WHITE ROSE to the nightingale.  This

time, Sing-Sing doesn’t return.  Could it be that Cassima just doesn’t

want Alexander’s attention?  

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Take the left path, and enter the Pawn Shop.  The mysterious cloaked

man is here again.  Give TINDERBOX to the shop owner, and trade for

MECHANICAL NIGHTINGALE.  Leave the shop.  

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Walk down to the crossroads, then take right-path up to the castle -

watch the serving girls enter the castle.  Enter the Guard Hut, and

change into Beauty’s old yellow DRESS (she gave it to you, after she

went to live with Beast).  Enter castle, change back into your normal

clothes, and SAVE YOUR GAME HERE.  

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Run up staircase on the left.  Wait for the guards to finish talking

(they should be at the back-wall now), and enter alcove on the right.

 Use hand icon on the pillar, to hide behind it.  Wait for the guards to

walk down towards the stairs, then back towards the back-wall, then

SAVE YOUR GAME HERE.  Step out into the hallway, and place

MECHANICAL NIGHTINGALE on the floor.  Enter the alcove again, and

hide behind pillar by using the hand icon.  Watch the cut-scene.  When

the guards leave. SAVE YOUR GAME HERE.  Look at painting on the

wall twice - this must be Cassima’s parents.  Take painting down from

the wall, and take the NAIL from the wall.  

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Step out into the hallway, and enter door on the left.  This is the

Vizier’s bedroom.  Look at trunk at end of the bed.  Try to open trunk,

but it is locked.  So use IRON NAIL to unlock the trunk.  Take LETTER

from the trunk, and read it - this is proof of the Vizier’s treachery.

 Leave the room.  

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Enter alcove on the right again.  Replace the IRON NAIL back in the

wall, and hang the painting again, so no-one will know you’ve been

there.  SAVE YOUR GAME HERE.  

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Step out into the hallway, and walk up to the back-wall.  You hear the

sound of muffled crying.  Take upper-right path, and the crying is

louder.  Talk to the door, and watch cutscene as you talk to Cassima

through the door.  Use VIZIER’S LETTER on the door, to slip it under

the door and show it to Cassima.  She’s shocked to learn the Vizier’s

true plans.  She returns the LETTER to you, in case you can show it to

someone who can stop the Vizier.  Give her the SMALL DAGGER by

slipping it under the door.  Walk left again, and return to the alcove on

the right.  SAVE YOUR GAME HERE.  

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In the alcove, hide behind the pillar again, and watch the cutscene.

 SAVE YOUR GAME HERE, then step back out into the hallway.  You

hear wedding music - oh no, you don‘t have much time left.  Head

down stairs, and watch the cutscene as Captain Saladin sees you and

stops you from interrupting the wedding.  Give VIZIER’S LETTER to

Captain Saladin.  

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Captain Saladin is furious at the Vizier, but still is not sure who to

trust - Vizier or Alexander.  He takes Alexander into the wedding hall.

 Talk to Cassima, and use BEAST’S MIRROR on her.  The MIRROR

reveals the truth to whoever looks into it, and it reveals that Cassima is

really the genie.  

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The Vizier flees through door at top-right.  Follow him through the

door, and up stairs into the tower.  Cassima - the REAL Cassima is tied

up here.  When the genie appears, give PEPPERMINT LEAVES to genie,

and he poofs himself into oblivion.  Poor Genie!  Get SWORD from the

wall, and use it on the Vizier.  While you are fighting Abdul, Cassima

manages to cut her bonds with the DAGGER you gave her earlier.  

When Abdul turns his attention to Cassima, strike him again to knock

him out.  

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Now sit back, and watch the cinematic ending.  

 

Congratulations Alexander, you have saved the Land Of The Green Isles. 

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