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King’s Quest VI: Heir Today, Gone Tomorrow

by Bananagirl 300 sections about 86 minutes to read

Preserved exactly as it was written, spacing included: this guide contains maps or tables that reflowing the text would destroy. It scrolls sideways rather than wrapping.

Point
-----
The pointed end of the comma-shaped island is full of all sorts of interesting 
books and strange creatures. In the lower-left corner, a Black Widow spider 
tends her web, and in the center, a towering stack of books beckons Alexander.
A swarm of spelling bees buzzes overhead.

=*= The bookstore owner was willing to trade the spell book for one equally 
    rare, and there's bound to be such a book in this pile. Try to take one,
    and the owner will pop out. He'll rattle off a list of things that he'll
    take in exchange for a book, but we haven't picked any of them up yet.

    When the Bookworm disappears, examine the spider web in the corner. There
    is a piece of paper caught in it, but if you just try to grab the paper,
    you'll be bitten by the spider. Instead, yank the loose cord on the bottom
    of her web, and when she runs to tend to that, grab the paper. Look 
    quickly; the wind will take it away fairly soon. Alex remembers what it 
    said. Do you?

Return to the beach. This time, go north.

Swamp
-----
The swamp is a relatively calm place at the moment. There isn't much going on,
so go west. 

=*= Take a bottle of milk from the milkweed patch at the base of the dogwood 
    tree before leaving the swamp.

Garden
------
As is to be expected on an island such as this, all of the plants here are 
alive. You can speak to them if you'd like to, but none have anything useful to
say. For now, just grab a head of iceberg lettuce from the patch on the ground,
and head back to the beach.

Beach
-----
There's not much time to waste. The lettuce you picked up is melting rapidly; 
we'll have to hurry to find a place to use it. Whip out the magic map and 
teleport to the Isle of the Beast.

-------------------------------------------------------------------------------
                           Isle of the Beast, Part 1
-------------------------------------------------------------------------------

Beach
-----
The Isle of the Beast is a rather hostile place, and this beach is as far as 
most travellers have gotten in years. We'll have to get past this, or Alex will
never finish his quest.

=*= As you land, you should hear the same music that played at the Point on the
    Isle of Wonder. This could have something to do with that rare book you're 
    after. In fact, one of the items the Bookworm requested is nearby. The 
    strange, green creature hanging from a tree branch is a dangling 
    participle.

    Speak to the little guy to hear a conversation resembling one you might 
    have with Yoda. When he stops talking, show him the strange message you 
    pulled out of the water on the Isle of Wonder. He'll finish the sentence
    and crawl into Alexander's shirt.

Follow the path that leads off to the north.

Boiling Pond
------------
Any further progress will be halted as you stumble across a pond of boiling 
water. If you try to go wading in there, you'll scald yourself, so it's best
not to do so just yet. Instead, toss in your head of iceberg lettuce to cool it
down, then wade across.

=*= Take the lamp dangling from the tree branch.

Head north.

Garden
------
As you get here, the local gardener will look up and greet you. He'll invite 
you to come over, but something about the statue on the wall and the glint in 
his eyes leads me to believe that doing so would be a bad idea. Instead, ignore
him and pick up the fallen brick lying at the base of the wall. Return to the
beach.

Beach
-----
Use your magic map to revisit the Isle of Wonder. Alternatively, if you're 
taking the short path, you can skip the next section and just go to the Isle of
the Crown.

-------------------------------------------------------------------------------
                            Isle of Wonder, Part 2
-------------------------------------------------------------------------------

Beach
-----
The guardians no longer seem to notice new arrivals, which is just as well, 
since they took the last mint, and you're all out of invisible ink. Pay a visit
to the point.

Point
-----
=*= Click on the book stacks to bring out Bookworm, and hand over the dnagling
    participle. He'll give you a rare book for your troubles. Try reading it.
    There's a page missing. That border looks familiar... 

Go back to the beach.

Beach
-----
Pull out the map and head for the Isle of the Crown.

-------------------------------------------------------------------------------
                           Isle of the Crown, Part 2
-------------------------------------------------------------------------------

Beach
-----
Not much has changed since the last time we were here, but there is plenty of 
stuff to do nonetheless. Start by paying a visit to the village.

Village
-------
There's an announcement posted beside the archway that you might want to read.
Check it out, then enter the book store.

Pawn Shop
---------
Trade your mechanical nightingale for the flute.

=*= The pearl is extremely valuable, and the pawn shop owner will gladly give
    back your ring in exchange for it. Hand it over.

Exit the pawn shop. Head for the book store.

Ali's Books
-----------
=*= Jollo is back in the chair by the fire, and Alex will run to greet him. 
    He's got quite a few things to tell you, so listen up. When he leaves, give
    the shopkeeper your rare book. The spell book is now yours. 

Leave the village, and go to the crossroads.

Crossroads
----------
If you befriended Sing Sing earlier, you'll be able to use her to send messages
and the like to Cassima. However, you won't get to reap the benefits unless she
knows who's sending her these things.

=*= Give your ring to the nightingale, who will fly off to the castle. In a few
    moments, she'll return with a ribbon from Cassima. Take this, and examine 
    it to find a hair. Note the snake in the tree that watched this exchange...
    Hold out the love poem you found in the bookstore to the bird. When she 
    comes back, she is carrying a letter. Pick it up, and read it. It's a bit
    discouraging, but don't let it get to you. 

Head for the beach and pay another visit to the Isle of Wonder.

-------------------------------------------------------------------------------
                            Isle of Wonder, Part 3
-------------------------------------------------------------------------------

Beach
-----
We've done everything on the point, but hardly anything in the garden and 
surrounding areas. There's plenty of stuff to do there, so head north and 
follow the path.

Garden
------
Sitting on the wall on the right side is a funny looking hole-in-the-wall. He's
a shy little guy. Try to pick him up. It will scurry over to the wallflowers, 
which are so shy that they'll cluster together at your approach, completely 
blocking access to the wall (and the hole) behind them. Alex will have to charm
the flowers to get to the hold, and nothing works better than music. Whip out
your flute and start playing. As the flowers sway, snag the hole and pocket it.

=*= Pick up the rotten tomato lying at the base of the tomato vines. Ignore its
    protests. Beside the tomatoes, a patch of baby's tears sits dry-eyed. One 
    of the recipes in the spell book calls for salt water not from the sea, and
    tears are pretty salty, but how would one make a baby cry? Easy! Give one 
    baby the bottle of milk from the patch at the base of the dogwood tree, and
    the rest will start weeping. You're a bad person, you know. Collect the 
    tears from one of the crying babies using your lamp. Finally, grab the 
    tea cup sitting on the chair in the corner near the wallflowers. 

The yellow gate to the north leads to yet another area on the Isle of Wonder. 
Open it up, and go through.

Chessboard Land
---------------
Speak to the guards, who will tell you a tiny bit about the checkered land that
lies beyond. As they finish speaking, the twin queens of the island will 
appear. After a small argument, they'll turn to Alexander, who doesn't want to
take sides. They'll leave rather haughtily. The red queen will drop her scarf 
as she turns around. Pick it up, and leave the area. Head for the swamp.

Swamp
-----
=*= Use your tea cup to dip out a small quantity of swamp ooze. As you do so, 
    the stick-in-the-mud will call out to tell you that what you're actually 
    collecting is swamp muck. Bump-on-a-log will soon join the conversation, 
    which quickly escalates into a very short verbal battle. When they stop 
    fighting, speak to Bump-on-a-log. Try throwing Rotten Tomato at Stick-in-
    the-mud. When Bump-on-a-log warns you of the swamp's width, give the tomato
    to him instead. He'll toss off a fastball that hits Stick-in-the-mud right 
    on the head, and both he and Rotten Tomato will retaliate by lobbing swamp 
    ooze at Bumpie. Once the chaos ends and peace is reached, collect some of 
    the ooze with your cup.

Your travels on the Isle of Wonder are over for now, so head to the beach.

Beach
-----
Your flute will be fairly useless throughout the rest of the game. Instead of
toting around a piece of junk, teleport to the Isle of the Crown.

-------------------------------------------------------------------------------
                           Isle of the Crown, Part 3
-------------------------------------------------------------------------------

Beach
-----
Nothing on the island has changed, so just head straight for the pawn shop in
the village.

Pawn Shop
---------
Give your flute to the shopkeeper. When he presents his selection of items to 
you, choose the tinder box. Go back to the beach.

Beach
-----
It's finally time to explore the Isle of the Sacred Mountain. Use your map to
get there.

-------------------------------------------------------------------------------
                      Isle of the Sacred Mountain, Part 2
-------------------------------------------------------------------------------

NOTE: FOR THE FOLLOWING SECTION, YOU WILL NEED THE MANUAL THAT CAME WITH YOUR
GAME. COPYRIGHT LAWS PROHIBIT ME FROM REPUBLISHING ANY OF THE MATERIAL 
CONTAINED WITHIN, BUT THE INFORMATION PROVIDED IN THE OFFICIAL MANUAL IS 
REQUIRED TO SOLVE MOST OF THE PUZZLES OF THE CLIFFS OF LOGIC.

Beach
-----
The cliffs looming over your head provide no clear handholds, so they might be
a bit of a challenge to climb. Instead of tackling them right away, examine the
writing on the wall behind you. 

The first puzzle of the cliffs of logic says:
 "IGNORANCE 
  KILLS
  WISDOM 
  ELEVATES"

Check your manual. It gives a rather obvious clue, which can be found under the
Logic Cliffs subheading. It is the first challenge. Punch in one letter from 
each word to spell out the most obvious word in the clue from the manual. The 
first steps of the Cliffs of Logic will protrude from the wall, giving you 
access to the next screen, and the next challenge. Save your game and walk up
each individual step.

Cliffs of Logic
---------------
When you reach the final step on the next screen, examine the etchings on the
wall. The game provides you with an incomplete sentence, which says, "A master
of languages will ____." Once again, refer to your manual. This time, look 
under the Ancient Ones subheading. Near the top of the third paragraph, you'll 
find a completed version of the quote. You need to complete the sentence with 
the word 'Soar,' using the Ancient Ones' alphabet. Using the alphabet found in 
your manual, punch in the letters S, O, A, and R (in that order). Once again,
you will be able to reach another puzzle. 

Save your game again, and ascend to meet your next challenge. This time, there
is no message on the cliffside; only four small buttons carved into the stone.
Once again, the manual is the key. Under the clue from the first challenge, 
you'll find the solution to this puzzle in the form of a riddle. The Stones of
Stealth, as these are called, must be pushed in the correct order. The order
is given in the final line of the riddle. The stones are ranked in age with 
oldest being the one on the left and youngest the one on the right. Save your
game before you move on to the next screen.

Once again, you will be faced with an alphabet puzzle. This time, you are given
only the clue, "Sacred Four." Easy enough. Look under the Ancient Ones 
subheading, and find the spot where it lists the purest of the symbols. Each of
these is related to a letter of the alphabet. Input D, O, Q, and G, using the 
alphabet of the Ancient Ones. Save and continue. 

The final puzzle of the cliffs of logic is much like the first one. You are 
given the following phrase:
 "ALL SILENT 
  CRY THE
  NOBLE 
  BOULDERS"

Find the fifth clue, which is listed under the first and third clues, and press
in one letter from each word to spell out the emphasized word in the clue.

Clifftop
--------
As Alexander steps onto solid ground, an old lady will greet him, and invite 
him to join her in the consumption of poisonous berries. Uh, I'll pass. Wait 
for her to leave.

Crawl into the hole beside the nightshade bush. When you get inside, light your
tinder box. Another hole at the back of the cave leads to another section. This
one holds a window, and growing on the ledge is a peppermint plant. Take some 
leaves, and crawl back out of the cave. 

Walk north, and you will run into two of the royal guards. They'll take you off
to speak to the lord and lady of the island. Since you fulfilled the first part
of the Oracle's prophecy, they'll let you live, but you'll have to defeat the 
minotaur to do so. If you've got the tinder box from the Isle of the Crown, the
Red Queen's scarf and the hole-in-the-wall from the Isle of Wonder, and the
brick from the Isle of the Beast, you're ready to tackle the catacombs, and 
Alexander will say so. Otherwise, you'll be returned to the base of the cliff 
to gather these things. Simply return to the island when you've got them if 
this is the case.

Catacombs, Lv. 1
----------------
The maze of the Winged Ones can be a deadly place. The place is full of pits 
and traps, so you'll have to watch your step. Unfortunately, you'll fall 
instantly to your death if you step into a pit room, so save frequently. 
Keeping a map and consistently plotting your current location helps immensely.
Begin by heading north two screens. 

=*= Turn to the right and go east twice. Another north will take you to a room
    with three skeleton lying on the floor. The skull nearby is free to anyone 
    interested, so pick it up, then go south once and west twice. 

Now, go north one more time, and turn left. You will enter a tile maze. If you
try to stand on any tile that isn't part of the solution, you will trigger the
spikes nested in the walls. These will fire straight into whoever set them off,
killing instantly. Save your game before you attempt this puzzle. 

Open your manual. After the Cliffs of Logic clues, there is a small section on
the Catacombs. At the end of this is a short message about roses and doves and 
the like. This is actually the solution to the puzzle. Step onto the rose tile
just north of the one you're currently standing on, then the one southwest of
this, and finally the rose tile in the center of the bottom row. From there, go
north once to the scythe tile, and again to the crown above it. To the upper-
left is a dove tile; step on this, then on the skull and crossbones just above
the blank tile near the exit, then onto the exit tile. Save your game, and 
leave the room.

=*= Go west once to find a girl who appears to be Lady Celeste. She'll tell you
    that she's found the secret exit, then head off to the left. Don't follow 
    her; it leads right to a pit. Return to the previous room to continue your
    quest. 

Go north to find yourself in a room with a shield. Take this, then go north 
twice.

=*= Keep going north until you can go no further, then turn left. Follow this
    path until you reach a dead-end. One of the skeletons here has ancient 
    coins covering its eyes. These are of no use to him, so grab them, then go
    right two screens and south one.

Turn right and enter the room on the east side. This is another trap. As you 
step in, the doors slam shut behind Alex, and the ceiling slowly begins to 
come down. Quickly pull out your brick and throw it into the gears to screw up
the trap, and you're safe. Exit via the doorway on the right side. Go east and
north once each, then east twice. The seemingly solid floor will fall away to
reveal a pit. Through this, Alexander will gain entry to the next level of the 
Catacombs.

Catacombs, Lv. 2
----------------
When you land, you'll find yourself in complete darkness. Two white spots
representing eyes indicate Alex's current position. Use your tinder box on the
eyes to light it, brightening the room. This level is much more straightforward
than the other one. Simply go left five times, then south twice and east once.

This room, which is a dead end, should produce a message that says the strange
sounds seem as if they're in the next room. Use your hole-in-the-wall to peer 
into the room, and you'll witness the minotaur hitting a secret lever behind a
tapestry to open the doorway to his lair. 

Go west three times, then south twice, east and south once each, and east 
twice. Turn north for a single screen, then go right. Travel two more screens 
to the north to find the room with the tapestry. Touch the wall hanging to find
the lever, and Alex will enter the minotaur's room.

Catacombs, Lair
---------------
The minotaur has Lady Celeste tied down on a table, and he's not really up to
dealing with newcomers. In fact, he'll prepare to charge you as soon as he sees
you. Call his attention to yourself, and Alex will back up to the pit of fire 
in the corner. Pull out the Red Queen's scarf. Use it on the minotaur, who will
charge it, miss, and fall into the fire. No big loss there. Alex will deal with
Lady Celeste, and the two will leave the catacombs via the minotaur's secret
exit.

Oracle
------
After a ridiculously long cut-scene involving the oracle and all sorts of other
such things, you'll be conveniently dropped at the bottom of the Cliffs of 
Logic.

Beach
-----
The Oracle suggested a visit to the Druids on the Isle of the Mists, but Alex 
isn't prepared to deal with them just yet. Even so, their island has now 
appeared on the magic map, and even if you don't plan on meeting the residents,
it couldn't hurt to scout out the land a bit. Go there.

-------------------------------------------------------------------------------
                           Isle of the Mists, Part 1
-------------------------------------------------------------------------------

Beach
-----
The mists and music of this island lend a rather haunted atmosphere to the 
whole thing. Two paths lead away from the beach; the one to the northwest takes
you to the village, and the one to the northeast leads to the ceremonial 
circle. For now, go to the village. While the game claims the path is to the 
northwest, you'll actually have to click closer to due west to get Alexander to
go there.

Village
-------
Hanging from one of the houses of the village, you should see a scythe. Pick it
up.

=*= The fire pit in the center of the village is currently unlit. Take a piece
    of coal from it. 

Return to the beach.

Beach
-----
The only main island we have yet to fully explore is the Isle of the Beast. Use
your map to get there.

-------------------------------------------------------------------------------
                           Isle of the Beast, Part 2
-------------------------------------------------------------------------------

Beach
-----
Head north, across the no-longer-boiling pond, to reach the garden.

Garden
------
As you enter the screen, the stone archer on the wall will turn to aim at you.
Take out the shield you picked up in the catacombs and use it on the archer. 
Alex will pass through the gate, guarding himself with the shield. And it's a
darn good thing, too.

On the other side of the gate, step up to the gazebo. As you do so, the rose
bushes surrounding it will suddenly grow across your path, barring further 
progress. This island definitely isn't sending out friendly vibes. Use the 
scythe from the Isle of the Mists to hack away the shrubbery. Once he clears
the path, he'll step through into the hedge maze.

Hedge Maze
----------
Don't worry, the hedge maze isn't anything you have to worry about. You have a
much greater task instead. Since you just trespassed onto Beast's island, he's
naturally a bit on the unpleasant side. Beast will inform you of a curse that's
now been transferred to you. You've nothing but a few short hours (that's in-
game; by the normal clock, you've only got about ten minutes) to find a woman 
willing to marry such a hideous creature as Beast. Your new acquaintance will 
give you a ring to give to his bride-to-be, and send you off on your final 
quest. Leave through the gazebo exit to the south.

Garden
------
If you're going to woo any single maidens, you'll need to charm them. You can
start by grabbing one of the white roses growing from the hedge on your way 
out. Head back to the beach.

Beach
-----
Maybe you haven't been paying much attention, but the single female population
in this country is rather lacking. In fact, the only one we've even seen thus
far is the slave girl with the thing for roses. Interesting coincidence, this.
Head for the Isle of the Crown, and waste no time in doing so.

-------------------------------------------------------------------------------
                           Isle of the Crown, Part 4
-------------------------------------------------------------------------------

Beach
-----
As soon as you set foot on the sand, head for the village, and Ali's Books.

Ali's Books
-----------
=*= Although time is short, one can never resist a visit with Jollo. The court
    clown is in his usual place by the fireside in Ali's Books; stop by and say
    hello. Jollo has a warning for you concerning tightened security at the 
    vizier's orders; apparently, he's been telling the guards that you're a bad
    guy. Jollo suggests you fake either an exit or your death. He also mentions
    Shamir's lamp, but getting to it would be impossible... right? 

Leave the book store. Head through the archway to reach the mansion.

Mansion
-------
As you enter the screen, the blonde maiden you saw earlier can be seen tending 
to the roses along the low wall that surrounds the yard. You could try speaking
to her, but she's too shy to talk back. Instead, cut straight to the chase and
hand over the white rose you snagged on your way off the Beast's island. You'll
win her over with the flower. From there, all you've got to do is give her the
ring. Alexander will take her to the island, and you'll be saved from a life as
a warthog.

-------------------------------------------------------------------------------
                           Isle of the Beast, Part 3
-------------------------------------------------------------------------------

Hedge Maze
----------
After a cut-scene, you'll find yourself in the hedge maze again. A mixture of 
Cinderella and Beauty and the Beast has presented Alexander with the 
opportunity to be a drag queen. You'll have to choose whether to be one or not,
but we'll deal with that in a minute. 

=*= If you haven't been in contact with Cassima, then you didn't pull the hair
    from her ribbon. You should now find one on Beauty's dress. If you have the
    hair ribbon, the hair will not be on the clothes; it will either be a 
    separate inventory item, or it will still be attached to the ribbon. Either
    way, you'll need a hair on the long path.

    As long as you're in the area, dump the sacred water from the Oracle into 
    the hunter's lamp, then use it to collect some falling water from the 
    fountain nearby. Open your spell book and cast the Make Rain Spell on the 
    second page.

Once you're done here, head back to the garden.

Garden
------
=*= Collect another white rose.

Return to the beach.

Beach
-----
Set out for the Isle of Wonder. We have a few things to pick up before making
the final decision on short path or long.

-------------------------------------------------------------------------------
                            Isle of Wonder, Part 4
-------------------------------------------------------------------------------

Beach
-----
Go north through the swamp and head for the garden.

Garden
------
Since this garden is a bit magical, items tend to come and go as they please.
Currently, there is a tiny bottle sitting on the table near the snap dragons. 
Pick it up, then open the gates to Chessboard Land.

Chessboard Land
---------------
As you enter the screen, a fanfare will sound, and the twin queens will 
approach. When they reach Alexander, they'll once again give him a chance to
prove his intelligence.

=*= If you picked up the coal on the Isle of the Mists, hand it over to the
    White Queen. In return, she'll give you a fine spoiled egg. Quite a nice 
    prize, that.

Return to the beach.

Beach
-----
At this point, the paths split. If you want to take the short path, head for 
the Isle of the Crown. If you don't have the spell book, you'll have to take 
the short path, although you can still go that way if you do have it. If it's
the long path you're after, you'll have to go to the Isle of the Mists, but 
first, you must cast the Rain spell from your spell book. Choose wisely.

===============================================================================
                                  Short Path
===============================================================================
                           Isle of the Crown, Part 5
-------------------------------------------------------------------------------

Beach
-----
When you reach the island, go north to the crossroads.

Crossroads
----------
=*= Send the second rose you picked up (if you even bothered to do so) to
    Cassima by way of the nightingale. 

Turn left and head for the village. When you get there, go to the pawn shop.

Pawn Shop
---------
=*= As usual, the creepy old man in the black cloak is hanging around the shop.
    Even Alex has figured out that this guy is the genie by this point, and 
    he'll gladly drink from the bottle from the garden of the Isle of Wonder if 
    you tell him to do so. In the cut-scene following his apparent suicide, 
    you'll witness Shamir's report of the "death." Note the lamp on the desk. 

Trade your tinder box for the mechanical nightingale, and leave the shop.

Village
-------
=*= Speak to the lamp seller on the street. You can trade your old hunter's 
    lamp for a fresh, new one. Choose one identical to that which you just saw 
    on Alhazred's desk. If you weren't paying attention, it's a tall, blue one,
    near the right end of the pole.

    Note that this will have NO EFFECT on the game's ending on this path. It is
    strictly for point value. Which leads one to wonder... Why do something for 
    point value on a path that will end short of the maximum point mark, 
    anyway?

Exit the village and go to the castle.

Castle
------
As Alexander approaches, a group of brightly-dressed servant women will be 
admitted into the castle to help with the wedding preparations. See that little
hut near the path? Go in, and try on Beauty's dress. Voila. Instant wench-look!
While in drag, Alex will step up to the castle doors, which will be opened for 
him. That was almost too easy...

Castle, Foyer
-------------
As soon as you enter the castle, you'll be berated by another worker. Ignore 
him, and head up the stairs on the left side of the room.

Castle, Upstairs Western Hallway
--------------------------------
The guards will complete one full trip down the hallway, talking about Cassima,
then turn around. Stay in place at the top of the stairs for now. When they 
begin their second circuit, take out your mechanical nightingale and use it on
them. Immediately run into the alcove beside you. Inside, duck behind the 
column by using the hand on it to avoid detection. Once it's safe to come out, 
pick up the portrait, and take the nail behind it. Run out into the hallway
again, and open the doorway across from the alcove.

Castle, Bedroom
---------------
This bedroom seems to be occupied, but Alexander can't tell whose it is. Oh 
well. Look at the chest at the foot of the bed, and pop it open using the nail
you pulled from the wall. Take a letter from the stack on the left side of the
trunk, and read it. Well, that certainly explains a lot.

=*= Open up the ebony box on the small table near the fireplace, and look at 
    the paper within. It reads 'Zebu'. Could this be some sort of code?

Leave the room and return to the hallway.

Castle, Upstairs Western Hallway
--------------------------------
Go north to reach the upper hallway.

Castle, Upstairs Northern Hallway
---------------------------------
As you enter this hallway, Alexander will hear muffled crying from behind the
nearby door. Speak to the door to investigate. It's Cassima! After a bit of 
talking, she'll ask for a weapon. Give her your dagger. It might be a good idea
to show the vizier's letter to her, too. Return to the western hallway.

Castle, Upstairs Western Hallway
--------------------------------
Head back to the alcove and stick your nail back into the wall. Hoist the 
painting back into place, and hide behind column as the guards walk by. They'll
run off to look into the matter of Shamir's treatment of Cassima. Leave the 
alcove and go downstairs.

Castle, Foyer
-------------
Oh, no! The wedding has already started! As Alexander approaches the doors, 
Captain Saladin will step out to deal with him. Fortunately, he's a noble guy,
and will give you a few seconds to save your skin just because of who you are.
Flash him the letter you stole from the vizier. He'll take you into the throne
room to see the wedding.

Castle, Throne Room
-------------------
Cassima is just taking her vows as you enter. Call out to her to stop the 
ceremony. Just when you think you'll get the upper hand in this whole 
situation, her eyes will flash a lovely, golden hue. For some reason, I don't
think they were always this color...

As Saladin is drawing his sword, pull out the mirror you got from Beast and 
show it to the princess. Did she always have facial hair? I think not! Follow
the vizier out of the room, and chase him up the stairs.

Castle, Tower
-------------
The real princess is at the top of the tower, tied up. Unfortunately, she'll
have to stay that way for the time being. Alexander will have to deal with the
more direct threats of the vizier and his genie.

Shamir is simple enough to deal with. Simply give him the peppermint leaf you
found in the cave on the Isle of the Sacred Mountain to distract him. This will
have a drug-like effect on him, and he'll send himself off into oblivion with a
ball of energy.

You now must defeat Alhazred. With his genie gone, he'll pull his own sword 
from its sheath. Grab the ornamental sword mounted on the wall behind you, and 
use it on your opponent. A fairly impressive swordfight ensues, during which 
Cassima manages to free herself. Just as it seems as if all is lost, she'll 
save the day. Whack Alhazred upside the head with your sword to knock him out.
Enjoy the ending.

===============================================================================
                                   Long Path
===============================================================================
                           Isle of the Mists, Part 2
-------------------------------------------------------------------------------

Beach
-----
Well, being caught by the Druids can't possibly be good...

Stone Circle
------------
The Druids are in the middle of a rain ceremony, and Alexander's dangling over
a bonfire. Perhaps rain is exactly what is needed to get him out of this mess.
Alex, in a fit of desperation, will beat back the flames with Beauty's clothes.
Guess you won't be using those anymore. Fortunately, if it's hot enough to set
the cage on fire, it's hot enough to boil the water in Alexander's pocket. The
Rain Spell we prepared earlier kicks in, saving the day. 

Believing you to be some sort of nature wizard, they'll let you go. Listen to
what the Arch Druid has to say. When he finishes speaking, scoop up some embers
with the skull you grabbed in the Catacombs on the Isle of the Sacred Mountain.
Add the spoiled egg from the queens of the Isle of Wonder, and the hair you got
from either Beauty's clothes or Cassima's hair ribbon. Go to the beach.

Beach
-----
There is only one place in the Land of the Green Isles where poisonous plants 
were very clearly brought to our attention. If you were paying attention, 
you'll remember the old lady (or, more specifically, the genie disguised as an
old lady) at the top of the logic cliffs on the Isle of the Sacred Mountain. 
She was trying everything in her power to get you to eat those nightshade 
berries. Obviously, you didn't do it. Regardless, go visit that island.

-------------------------------------------------------------------------------
                      Isle of the Sacred Mountain, Part 3
-------------------------------------------------------------------------------

Beach
-----
Begin to climb the cliffs of logic. As you reach the top of the screen, the 
game will conveniently skip the rest of the rock-climbing bit, and you'll be
deposited at the top of the cliff.

Clifftop
--------
Just as anticipated, Night Mare is feasting upon the deadly nightshade bush.
Whip out your spell book and cast the third spell, Charming a Creature of 
the Night. Having hypnotized the horse, climb aboard and prepare to be whisked
off to the creature's homeland.

-------------------------------------------------------------------------------
                               Realm of the Dead
-------------------------------------------------------------------------------

Landing Point
-------------
Night Mare will deposit Alex in a rather unfriendly-looking place. Two spirits
are wandering around in circles nearby. Speak to them; they are Cassima's 
parents, King Caliphim and Queen Allaria. Allaria will give you her ticket to
the underworld. Bid farewell to the chained rulers and head off to the east.
Be careful to avoid touching any of the wandering souls. Even if this _is_ the
Realm of the Dead, Alex is still alive. Let's help him stay that way.

Pathway
-------
As Alexander enters this pathway, he'll be faced with a grieving ghost. Speak 
to her to learn of her plight. Apparently her dead son never made it all the 
way to the Realm of the Dead. She'll give you his handkerchief, and request 
that you give it to him should you encounter him in your travels. When she goes
away, follow the path to its end.

Entrance
--------
Two skeletons monitor the incoming souls in this area. One has a keychain on
his belt. One never knows when a skeleton key might come in handy. Getting it 
might be a bit tricky, though. 

Rather than shuffling through the line like the rest of the dead folks, have a
look at those bones on the right side of the screen. They look suspiciously 
xylophone-like. Grab the "mallets" sitting nearby, and charm the guardians 
with your music. Pick up the skeleton key from the ground, then give Queen 
Allaria's ticket to the second skeleton, and proceed into the heart of the 
Realm of the Dead.

River Styx, Pathway
-------------------
The black water of the River Styx greets you in this foreboding place. Ignore 
it, and take a look at the fallen knight on the path. This seems to be the same
guy the Druids told you about. Take a closer look, and grab his gauntlet. 
Follow the twisting path to the next screen.

River Styx, Ferry
-----------------
Finally, we've reached a point close enough to the water to collect some of it.
Use your tea cup to scoop some up, then take a look at the guy in the rowboat. 
This must be Charon, ferryman of the dead. You need his services, but he 
doesn't work for free. Fortunately, you've been toting around some dead man's 
coins since your Catacomb expedition. Pay him off with those. After a lonely
journey, you'll be dropped off at the Gate.

Gate
----
The twin doors at the top of this pathway lead to Death himself. Naturally, he
won't just let you in. You'll need to prove yourself first. Try opening it 
anyway; it will morph into a more talkative form. Speak, but keep your 
distance.

To prove yourself to the Gate, you must answer a riddle. I hope you were paying
attention to the rare book, as its missing page matched the border of the scrap
of paper you pulled from the spiderweb on the Isle of Wonder. Even if you 
didn't notice, it's a fairly simple riddle of the type in which you must ignore
the sentences as a whole and focus on the words given.

Shield your eyes if you want to solve the riddle yourself, as I'm about to give
the answer. Still reading? You shouldn't be. Shame on you for giving up so 
easily! Alright, enough of that. The answer is 'love'. Input each letter, give
your answer, and step into the presence of the Lord of the Dead.

Throne Room
-----------
Step up to the throne of the Lord of the Dead. His guards will escort you. When
given a chance to speak, throw down the gauntlet taken from the fallen knight. 
Alexander will request that he be allowed to leave with not only his own life, 
but those of Queen Allaria and King Caliphin as well. Such a demand must be met
with an equal challenge. Make Death cry.

Easy enough. Show him his own black heart. Hold out Beast's mirror to him. The
truth of the matter is enough to make any man weep. Even one who's been chained
to that throne for eternity. It's also enough to break the mirror. Fortunately,
it has served its purpose. Alexander and the rulers will now walk free. Ride
free. Whatever. Night Mare will take you back to the shores of the Isle of the
Crown.

-------------------------------------------------------------------------------
                           Isle of the Crown, Part 5
-------------------------------------------------------------------------------

Beach
-----
Leaving Alex to save the day, Caliphim and Allaria will take off to do what 
they can to save the land. Head for the crossroads.

Crossroads
----------
=*= As of yet, Sing Sing is still perched on her bough. Give her the second 
    white rose to deliver as a final gift.

Go to the pawn shop in the village.

Pawn Shop
---------
Enter the pawn shop. The mysterious cloaked man is lurking at the feet of the
bear again. Drain the mysterious bottle from the garden of the Isle of Wonder 
in his presence. Pulling off a spectacular suicide act aided by the heart-
stopping powers of the strange beverage, Alexander will fool the genie into 
thinking that he has killed himself. When you wake up, speak to the pawn shop
owner and trade in your tinder box for the paintbrush. Leave the shop.

Other guides for King’s Quest VI: Heir Today, Gone Tomorrow