![]() ![]() ![]() ![]() ![]() ![]() From alphabets 'I' ,'J' and 'K'
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![]() ![]() From alphabets 'I' ,'J' and 'K'
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Enter these cheats in the main menu and you will hear a signal.
To remove the cheats, just enter them again.
BANARNE - Increase the height of the cars
FILMJOLK - Makes the screen go berserk
SKUNK - Remove the body of the car
SLASKTRATT - All cars
STRINGS - Flattens all opposing cars
SURMULE - All tracks
SVINPOLE - Change camera view
Type NUMBERONEDACRESTREET and you´ll get acces to lots of cheats.
Also try to type these commands when playing and holding the [Shift]-key pressed down:
WIREWEWAITING : Turns off textures
WHATSTHEPOINT : The graphics turns to dots
SOLIDASAROCK : Invulnerability
FLATBROKE : No shadows
GOURAUD : Gouraud-shadows (nice FX)
OLDMACDONALD : Protects the farm from cows
FLYMETOTHEMOON : Moonrace
HAVEALL : Everything!
SUPERDAISY : Everybody get killed by one shot
INFINITYWEAPONS : Guess...
-- Or:
Try the following cheat-keys while playing:
[F2] : Easier shots
[F3] : Invulnerability
[F4] : Infinity life
[F5] : Infinity weapons
[F6] : Smart-bomb
[F7] : Exit
[F8] : Save
[F9] : Reload
To enable a cheat, press [Ctrl] + [Shift]. Then enter its corresponding code below.
Result Code
-------------------------------
Flat tire (back-left)* - BLFLAT
Flat tire (back-right)* - BRFLAT
Flat tire (front-left) * - FLFLAT
Flat tire (front-right)* - FRFLAT
Increase radar range - THIRDNOSTRIL
Level skip - GETDOWN
Wobbly screen - WIGGLEBURGER
Enter [*] code on map screen.
Drive Tank:
-----------
To drive a tank, select the Phaedra Rattler at the vehicle selection screen and name its variant: KNAT.
Fly Helicopter:
---------------
To pilot a helicopter, select the Phaedra Rattler at the vehicle selection screen and name its variant: RETPOCILEH.
Fly Hot-Air Balloon:
--------------------
To pilot the hot-air balloon, select the Phaedra Rattler at the vehicle selection screen and name it variant: HOTAIR.
Fly UFO:
--------
To pilot a UFO, select the Phaedra Rattler at the vehicle selection screen and name its variant: THETRUTHISHERE.
Level Skip:
-----------
Whiel playing, hold Ctrl-Shift and type GETDOWN. If it was entered correctly, you should see cars come towards you. Let them kill you or enter the "Blow Up Quickly" code.
Self-destruct:
--------------
To destroy your vehicle, press [Ctrl] + [Alt] + X.
Survival:
---------
To save a vehicle in peril, press [F12] twice.
**Respawn**
To respawn during a "Multiplayer" game hit the "ESC" key and type "NUKEME" (Without Quotes.)
**Destroy All Enemies**
In a "Single player" mission hit the "ESC" key and type "LOVE"
**Destroy Vehicle Targeted**
During a "Single player" mission hit the "ESC" key and type "KISS"
**Duplicate Cars**
Choose any car in "Single player" and park it anywhere on the map, using another car "HEAL" and teleport to the spot you left the first car if donesuccessfully, 2 identical cars should be parked in the area.
**Freeze Time For AI**
Press the "ESC" key during a "Single player" mission and type "MRFREEZE"
**Full Ammo**
During a "Single player" mission hit the "ESC" key and type "CARESS"
**God Mode**
While in a "Single player" mission hit the "ESC" key and type "CUDDLE" (Thisonly works while in the car)
**God Mode For Friendlies**
During the game hit the "ESC"key and type "HUGS"
**Win Mission**
While in a "Single player" game hit the "ESC" key and type "IMLAME"
**Freeze AI Vehicles**
In "Single player" hit the "ESC" key and type "SYRUP"
* Tricks
With this cheat you can change any object into any other object that you happen to have around.
If, for example, you wan ted to get another grenade, you would have to get to where you can buy and sell stuff. (In the demo this would be at Jakes Junkyard)
Click on the grenade and then click on something you don't mind losing (e,g, a .45 clip).
Click on the .45 clip again (your mouse cursor should become a .45 clip) and then click where the grenade was.
The .45 clip becomes a grenade. Put the grenade in an empty spot and then take the first grenade down from the selling list.
You should now have two grenades and minus one .45 clips.
It should work for anything.
* Cheat:
On Tacticscreen press CTRL + IGUANA
(write the word IGUANA while pressing CTRL).
Cheatmode is now activated (combinations with digits means numpad-keys!):
ALT+E - all units and items are shown
ALT+T - teleports currently selected mercenary to thecursor position
ALT+O - eliminates all enemies in the current sector
ALT+D - refreshes action points of the current selected mercenary
ALT+R - full ammo (reload weapon)
ALT+W - item scrolling, at first select an item in detail view
ALT+B - enemy appears at the cursor position
ALT+C - civilist appears at the cursor position
ALT+G - new mercenary appears at the cursor position
ALT+Y - roboter appears at the cursor position
ALT+2 - mercenary becomes bug
ALT+4 - mercenary sits in an wheel-chair
ALT+5 - mercenary becomes big bug
ALT+I - a randomly generated weapon appears at the cursor position
ALT+K - gas grenade explodes at the cursor position
ALT+Q - show the inside of all buildings (the roofs disappears)
ALT+1 - mercenary becomes a tank (not useable)
CTRL+T - all mercenaries in the current sector becomes arrested by bad queen
CTRL+H - the mercenary loses health points (cursor must be just at mercenary's position)
CTRL+U - heals the mercenary (cursor must be just at mercenary's position)
CTRL+O - an enemy bug appears
CTRL+K - an hand grenade explodes at the cursor position
CTRL+F - should show framerate, but doesn't seem to work
* Cheats in Laptop view:
+ - +100.000 $ (not Numpad-Plus!)
- - -10.000 $ (not Numpad-Minus!)
Map screen-Cheats CTRL+T teleports troop to any selected sector.
You have to be in route planning mode, so you can see the route.
In the moment you activate the cheat the troop has arrived the sector.
ALT+left Mouse click on the GO TO SECTOR-Icon: all enemies become eliminated.
You start in an already cleaned sector.
===========================
Everything starts with [P] [Backspace]
arjan - HAHAHA displayed on screen
gunhed - gives you all weapons
tim - displayes AWESOME on screen
check - displays some numbers on the screen
greetz - opens an "Arjan Greetz" window
doom - flashes the screen red (ar-ar!)
plus there's another little thing I won't tell you about...
lamer - jump to next level
mark - will lose a life and start over
apogee - toggles between 16-color EGA and normal
bouf - temporary invincibility
sable - super sonic speed
cstrike - gives you the air-board
hooker - takes you to bonus level when current stage is done
bad - gives you the bird *yuk-yuk*
ken - don't know what it does
hocus - teleports, provided you have an enemy above or below you
During gameplay, type in these codes (single player game only):
jjgod - God mode
jjinv - God mode
jjguns - All weapons
jjammo - All ammo
jjrush - Sugar rush
jjfly - Helicopter ears, type again for hoverboard
jjk - Self destruct
jjshield - Power shield
jjnext - Level skip
jjlight - Fully light level
jjbird - Bird assistance
jjcoins - Get coins
jjgems - Get gems
jjending - Return to main menu
jjq - Quit to desktop
jjmorph - Change into Spaz, type again to become Bird, type again to become Frog, type a fourth time to change back to Jazz
Cheat codes:
imayoda : master of light
sithlord : master of darkness
5858lvr : reveal map
bactame : max health
deeznuts : skip level
eriahmjh : fly
jediwannabe1 : god mode
red5 : weapons
thereisnotry : complete level
wamprat : all objects
racoonking : ???
(type "t" enter code, hit enter)
Code Effect
-------------------------------------
iamagod Uber-jedi
diediedie All Weapons
gimmestuff Full Inventory
gameover Level Jump
statuesque* Freeze Enemies
trainme Force Level Up
freebird Fly Mode
boinga* God mode
trixie Full Mana
cartograph Show Map
gospeedgo* Slow-mo mode
quickzap Warp to spec. coord.
*- codes must have a (space) then a 1 or a 0 after them. 1 is on, 0 is off.
Enter everything as level codes.
* Cheat Codes :
4eva young : God mode.
abrakadabra : 99 megabombs.
born to cheat : Superbomb's invulnerability.
extravaganza : Main ship in different color.
perpetum mobile : Unlimited weapon energy.
* Level Codes
1-1. bee
1-2.shield
1-3.whirlwind
1-4.electricity
2-1.bombshell
2-2.borer
2-3.switch
2-4.heat
3-1.leviathan
3-2.rainbow
3-3.springer
3-4.bad dream
4-1.antennae
4-2.sledgehammer
4-3.cavity
4-4.bullet rain
5-1.giants
5-2.prime team
5-3.xl ships
5-4.blood bath
* Special Level Codes
1-1.killer bee
1-2.indestructible
1-3.windblown
1-4.electric shock
2-1.bombers of fear
2-2.merciless drill
2-3.deadly speed
2-4.lethal fever
3-1.sea monster
3-2.colours of pain
3-3.horror surprise
3-4.nightmare
4-1.iron cockroach
4-2.earthquake
4-3.mouth of madness
4-4.napalm storm
5-1.terminators
5-2.death squad
5-3.xl assassins
5-4.peace
Kingpin: Life Of Crime
Start the game with the commandline "+developer 1"
(ie: "C:\Kingpin\kingpin.exe +developer 1")
Then use the "`" key to bring down the console during the game and type the following codes:
Code Result
IMMORTAL God Mode
NOCLIP Clipping Mode
GIVE ALL Give All Items (Except Cash)
GIVE CASH ### Gives Money in the Amount of ###
GIVE COIL Gives Coil
GIVE WATCH Gives Watch
GIVE BATTERY Gives Battery
EXTRACRISPY Unknown Effect
To get into the game console type shift-ctrl-7 all at the same time. You
won't be able to control the game again until you hit shift-ctrl-7 to go
back. Once you are in the console you'll see a prompt asking for your
password. Guess what, there's no password, that's just there for fun.
Type in all codes in lower case letters. I have tried some of these
codes and they work pretty well......
noConCollide (clipping mode, walk-thru walls, etc)
conCollide (turns off clipping mode)
setFirstPerson
setThirdPerson
exist
listActive
handsOff
show
teleport (type this and your map clears completely. Click on the current
world's map and Connor will be teleported to that spot. Click somewhere
high on the side of a mountain, though, and Connor could fall to his
death! (This only works in the land you are in - all others go away.))
debug (crasshes game)
Lookup
Bump (makes Connor move a little bit forward and through walls)
Give (allows you to give Connor stuff that he hasn't gotten yet,
provided you know the programmer's name of the object. Some of them are
pretty weird because they were made early in the design. For example to
give Connor more money you would type "give silvercoins 100" which would
then give him 100 gold pieces (they originally were going to be silver).
Other things you can give Connor are heath items (mushroom, sacredwater,
crystal, elixeroflife), magic items (clarity, invisible, invulnerable,
strength), and rocks (rock). You can also give him armor (leathergloves,
chainmailsuit), weapons (flamesword, icecrossbow), and inventory items
(mold, ashes, goodskull). There are too many items to post here, but I'm
sure someone will figure them all out. (Rocks don't seem to work?))
Mask
console
Run
alias
god (of course there has to be a god command, it makes Connor
practically invincible. He can still die from the River of Death and
from falling great distances - mainly because it would have been a pain
to program - so don't be too confident. However, monster's can't hurt
you! (Didn't try this - what's the purpose of playing?))
ungod (back to normal)
ruth (easter egg) <easter.html>
jeffo
leslie
welch-piel (easter egg) <easter.html>
adam
oscar (easter egg) <easter.html>
rocket (easter egg) <easter.html>
testCast (longpause, dunno what it does)
;The following are "Set" variables, and can be used in the mask.sc
script file for permanent usage
set KQConner::reincarnate true/false (if you die, you come back to life
instantly)
set allowAltEnter true/false (useful!!!)
;The following are for use with the "give" alias, to basically give
yourself items...remember, some of these are not things Connor should
really have, so giving them to yourself may crash the game.
;Weapons---Completely raped from the item file. IT IS CASE SENSITIVE in
alot of cases, so just use caps where they apply and you won't go wrong.
item0= Dagger
item1= SmallAx
item2= BroadSword
item3= Mace
item4= LakeSword
item5= SkelKingSword
item6= BattleAx
item7= WarHammer
item8= Pike
item9= LongSword
item10= FlameSword
item11= TempleSword
item12= SmCrossbow
item13= AzrielHammer
item14= SmCpndCBow
item15= ShortBow
item16= LongBow
item17= CrossBow
item18= CpndCrossbow
item19= FlameBow
item20= IceCrossbow
item21= WeeperEyes
item22= DemonRocks
item23= SkelBow
item24= SlmSlime
item25= WitchBolt
item26= Lava
item27= Fists
item28= Icycle
;Armor
item29= LeatherGloves
item30= LeatherArmor
item31= LeatherBoots
item32= ChainMailShirt
item33= ChainMailGloves
item34= ChainMailSuit
item35= PlateMail
item36= BronzePlate
item37= FullArmor
item38= Helmet
item39= TempleArmor
item40= GodArmor
;Health & Magic items
item41= Mushroom
item42= SacredWater
item43= Crystal
item44= ElixerOfLife
item45= Clarity
item46= Invisible
item47= Invulnerable
item48= Strength
;Inventory
item49= RingOfDeadHero
item50= Ashes
item51= Candle
item52= SilverCoins
item53= MagicMap
item54= RopeAndHook
item55= RingOfLight
item56= KeyToDeathMaze
item57= Mold
item58= BrokenShield
item59= RustedBrokenShield
item60= HearingHorn
item61= AntiPoisonFlower
item62= GreenMushroomPiece
item63= Rock
item64= IronLock
item65= OakRoot
item66= LodeStone
item67= CrystalPyramid
item68= BlackDiamond
item69= AmberGlow
item70= BasiliskTongue
item71= FireGem
item72= PipeCap1
item73= PipeCap2
item74= DragonKey
item75= RockKey
item76= BlueAdamant
item77= JailKey
item78= DecipheringAmulet
item79= Paddle
item80= Feather
item81= GoodSkull
item82= BadSkull
item83= RoundKey
item84= SquareKey
item85= Ladle
item86= hmhand
item87= Mask1
item88= Mask2
item89= Mask3
item90= Mask4
item91= Mask5
item92= Piece1
item93= Piece2
item94= Piece3
item95= Piece4
item96= Scroll
item97= LadyBell
item98= RustedLock
item99= KeepKey
item100= StoneOrder
item101= MetalShaft
item102= TruthKey
item103= LightKey
item104= OrderKey
item105= MarbleTablet0
item106= MaskMedalian
item107= Grail
item108= Mask3B
item109= Piece5
item110= UniHorn
item111= SpellPage
item112= Mask1A
item113= Piece1A
item114= DarkPyramid
item115= ShardFuse
item116= MarbleTablet1
item117= MarbleTablet2
item118= MarbleTablet3
item119= GriffRoomKey
item120= GriffCageKey
item121= ClockShaft
item122= HookDown
item123= HookUp
item124= SpinningMask
item125= Orcbow
item126= Spear
item127= IceShard
item128= IceLever
;Lucreto's scepter
item129= LucretoFire
;Connor starts with no weapon or armor
item130= NoRanged
item131= NoArmor
item132= BirthdaySuit
item133= Logo1
item134= Logo2
Kings Quest I
The Quest for the Crown
Walk over bridge, Go west, Open door, Enter castle, Follow red carpet, Bow king, Talk king. Leave castle, Walk bridge left, Go north, Get carrot, Go west, Climb tree, Look nest, Get egg, Go down, Go south, Move rock, Look hole, Get dagger, Go north, Go east 3 times. In this location you get a magic spell from fairy god mother, If she not disappears go other location and come back. If you have spell go east, Go east, Go south, Look in stump, Get pouch, Go south 3 times, Go east 4 times, Get bowl, Look bowl, Fill bowl, Go north. Look beach, Get pebbles, Go west, Go south, Get walnut, Open walnut, Go west (watch out), Go south, Swim trough water and Go from this location to the north (watch out).Go west, Eat house, Open door, Enter house, Open stove, Open cupboard, Get cheese, Get note on the table, Read note, Leave house. Go north 4 times, Go west, Open gate, Show carrot, Go south with goat, Go south, Go west, Walk over bridge, Go west, Walk over bridge (goat help you), Go south. Look man, Talk man, Ask name 3 times, Get key, Go south, Go south, Get clover, Go south, Go west, Go west, Go south, Go west, Go west, Go south, Go west. Enter house, Give bowl, Get fiddle, Leave house, Go east, Go south, Go east, Go south, Go south, (now enter the strange house, inside use keys 7and 9 to go up, down 3 and 1.).Unlock door, Open door, Enter door, Up, Up, Up, Leave cave, Go south, Go to tree and look hole, Get sling, Go north, Go west, Play fiddle. Walk in this location until the giant falls in sleep, Get chest, Go east, Enter cave and go down, Outside the strange house go east .Walk in this location until a little elf appears, talk elf, (you get ring), Swim east, Swim and then walk east, Go east, Go east, Outside the cave, Walk here until appears a bird. Jump on bird in the right side from the screen, Use key 0, After landing go west, Get mushroom, Go east, Jump in the hole, Go south, Go west, Give chees eto rat, Open door, Enter door. Go south, Get shield, Go back to the first room with the strange creatures, Play fiddle, Go back to room king, Get sceptre, Walk up the stairs, Go to the hole, Eat mushroom. Outside go north, Climb pail (jump bucket), Go water, Swim, Dive water, Swim trough the hole, Throw dagger, Get mirror. Enter hole, Swim up, Climb rope, Go south, Swim east, Go east, Go east, Walk over bridge and Go to king ...
Kings Quest II
KING'S QUEST by Sierra On-Line This solution to the Kings Quest II game was developed by the joint efforts of: Alan Ford, Brian Mann, Doug Gilliat, Paul Rodi, Nancy Pierce, and Tom Harding. If you just stick to this and don't explore, you will miss a lot of good entertainment in the game. Tremendous thanks to those on Compuserve, The Assassins Palace, The Domain, and The Blue Ridge Express who gave us help with the tough spots. The numbers in parathensis are the accumulated points (185 max.) The letter/numbers in brackets correspond to the map located below the outline. HINT: Stay close to the edge of a screen so if Hagatha, a dwarf, or the Enchanter appear, you can leave the screen quickly. I. First Key A. Travel to the grandmother's house ÕD2å and get the basket of goodies from the mailbox (3) B. Get clam shell and bracelet ÕG1å (10) C. Get trident on the beach ÕB1å (13) D. Walk around ÕF2å until Little Red Riding Hood appears. Give the basket to little red riding hood and get the flowers E. Travel to the door ÕB7å, read the inscription (19) F. Go to couch shaped rock ÕF1å G. Give flowers to mermaid (21) H. Ride seahorse (23) I. Give trident to Neptune, get bottle containing cloth (27) J. Get gold key (32) K. Return to the shore. L. Enter Hagatha's cave.ÕC2å Stay close to the wall. Go to the cage. Get the cloth from the bottle (34) and place it over the cage (36). Leave the cave. (38) M. Get the stake (40) by the tree ÕG2å, the necklace from the log ÕB3å (47), and the mallet from the hole in the tree (49) ÕB5å. N. Travel to the door ÕB7å. Unlock the door and read the inscription (57). II. Second Key A. Get blessed by the fairy ÕD5å B. Go to the church ÕD6å, kneel, pray, say "Graham" to the priest's question, get cross (62). C. Go the antique shop ÕF6å, open door. D. Give the old lady the cage, get the lamp (68). Leave the shop. E. Rub the lamp, get magic carpet (70). F. Rub the lamp, get the sword (72). G. Rub the lamp, get the bridle (74) (lamp disappears). H. Ride the carpet, walk to narrow passage between two rocks, do not cross the passage over to the side by the snake. I. Put the bridle on the snake, speak to the horse, get the sugar cube (85) J. Get the key from the cave (90). K. Exit the cave, "Ride carpet". L. Arrive at antique shop, go to ÕE6å, get brooch from hole in rock (98) M. Go to door (99) ÕB7å N. Open door (110) III. Third Key A. Go the dwarves house ÕC4å (enter and exit until he is not home). B. Get the earrings from the trunk (114) C. Get the pot containing the chicken soup (116) D. Go to grandma's house ÕD3å. Go to slow mode. Enter and exit until grandma (not the wolf) is home. E. Speak to grandma, give grandma the soup F. Get the cloak and ring (122) G. Leave grandma's house, put on the cloak and ring (125) H. Put on cross (127) I. Go to the dead lake ÕB4å, in front of the castle entrance. J. Get on the boat with the ghoul. K. Before getting off the boat, eat the sugar cube (128) L. Travel up the path, past the ghosts, enter the castle. M. Travel to the left, up the ramp, and into the bedroom N. Open the dresser drawer, get the candle. (130) O. Travel down the ramp, light the candle at the torch (131) P. Go across the foyer, into the dining room, and get the ham. (133) Q. Travel down the stairs to the right, into the dungeon R. Enter the room to your left, if Count Dracula is not asleep ÕNote: here the text is garbled, I deleted those lines - Kenå the ghoul, and enter the forest. Y. Remove the cloak and ring Z. Go to the door ÕB7å, unlock the door, and enter the Strange Land (163) IV. The Strange Land A. Go north, get the fish net (164) B. Stand by the water and cast the net. If you don't catch anything, move up and down the beach. C. Get the fish and throw it back into the water quickly (169) D. Ride the fish to the island E. Go north, get the amulet (173) F. Go south, enter the tower G. Go upstairs, give the ham to the lion to make him sleep (177) H. Open the door, kiss the princess (182) I. Say "HOME" and the rest is automatic. J. You are wed and win the game!!!
To Heir is Human
Go East, Go North, Clean kitchen, Get spoon, Get knife, Get bowl, Get bread, Get mutton, Get fruit.
Go South, Get cup, Go West, Up, Wait till manannan apears.
Enter mananans room, Go North, Look mirror, Open drawer, Open closet, Look behind clothes, Close closet, Look on top off closet, Open drawer, You have found mirror, Map, Key and Essence.
Leave room and go up, Look telescope, Get fly, Go Down, Go Down, Go North, Open cabinet, Go to books, Move books, Pull lever.
Do Down, Go Down, Look shelf, Get powdered fishbone, Get nightshade juice, Get mandrake rootpowder, Get saffron, Get toad spittle, Get toodstool powder.
Go up, Go up, Pull lever, Move books, Open cabinet, Go South, Go South, Open chicken gate, Get chicken, Get feather.
Open gate, Go down mountain, On base mountain go west, Show mirror to medusa, Go West, Hit return when medusa appears.
Go South, Get cactus, Go South, Go South, Get skin, Go East, Wait for eagle, Get feather, Go East, Get mud by the river, Go East, Go East, Go in water and get water.
Back on beach, Go North, Go North, Climb ladder, Go West, Go South, Get mistletou.
Go West, Open door, Go up stairs, Open drawer, Get thimble, Go Down, Get porridge, Leave house.
Look flowers, Get dew, Go West, Go North, Look hole, Grab hole, Go up, Get purse.
Look map, Point to the village, [F6] Teleport, Open door, Enter store.
Get dog hair, Look shelf, Buy pouch, Buy salt, Buy fishoil, Buy lard, Look map, Point at base of mountain, [F6] Teleport.
Up to the house, Open door, Go up, Go East in your room, Drop all under bed, Get fruit, Go West, Go Down, Go East, Go North, Wait for mannanan, Go South, Give fruit to mannannan, Go West, Go up, Wait in front of bedroom till he sayd he take a nap.
Go East, Get cat, Get cat hair, Enter your room, Get all, Go West, Go Down, Go North, Open cabinet, Move books, Pull lever, Down, Down.
Look map, Teleport to spider cave [F6], Dip eagle feather in essence, Fly into the web, Enter the cave, Leave cave, Go West.
Listen to birds, Go North, Go North, Go West, Wait untill the acorns are dry, Get acorns, Go East, Go North, Dip eagle feather in essence, Fly up to house, Eagle begone, Myself, Return.
Open gate, Open door, Go North, Pull lever, Move books, Open cabinet, Go South, Go up, Go East, Put cookie in porridge, Drop all, Get porridge, Go West, Go Down, Go East, Go North, Wait untill mananan comes back, Go South, Give porridge to mananan, Go West, Go up, Go East, Get all, Go West, Go Down, Go North, Open cabinet, Move book, Pull lever, Go Down, Go Down.
Look map, Teleport to the village [F6], Open door (taverne), Look sailers, Give gold to captain, Leave taverne.
Go East, Go East, Step aboard, Go East, Get box, Go West, Drop box, Jump on box, Jump on box, Jump on ladder.
Go up, Go West, Open chest, Look in chest, Close chest, Go East, Get shovel, Go West, Go Down, Go West.
Wait till land in sign and anchor is down, Pour sleep powder on floor, Slumber henceforth, Jump on box, Jump on box, Jump on ladder, Go Up, Go Up, Go East, Dive in sea.
Swim to island, Go East, Go North, Go South, Look tree, Count 5 steps to the earst from the center of the tree, Dig, Go North, Go East, Go West, Climb rock, Go East, Go North, Go East.
Dipeagle feather in essence, Go North, Go East, Go East, Go South, Go down to reach the first cave on the left, Go down to the middle cave under in the screen.
Enter cave, Go up in the screen in the middle of the screen, Now you come out the cave under in the right of the screen, Go East, Go East, Go South, Enter cave, Climb the stairs, As soon as you exit the cave rub ointment on me, Go West, Stir storm brew with finger, Brew of storms, Churn it up, Talk to rosella, Untie rosella, Go East, Enter cavern, Go Down, Go Down, Go West, Go North, Go North, End!!
Kings Quest IV
WALK THROUGH FOR SIERRA'S KING'S QUEST IV THE PERILS OF ROSELLA **--CAUTION--** THIS IS NOT A HINT FILE, BUT A DETAILED LIST OF INSTRUCTIONS! READING THIS FILE WILL REVEAL ALL SOLUTIONS AND MAY SPOIL YOUR FUN WITH KQIV!! IT IS RECOMMENDED THAT YOU LET SOMEONE WHO IS NOT PLAYING THE GAME (i.e.: Mother, Brother, Wife etc.) READ THIS FILE SO THAT THEY MAY SUPPLY YOU WITH CLUES AS NEEDED!! ------------------------------------------------------------------------- N MAP OF TAMIR W-]-E S O ] C ] BEACH MEADOW POOL OGRE'S BACK OF WITCHES E ] HOUSE HOUSE CAVE A ] DEADLY N ] TREES ] ] FISHERMAN'S BACK OF WOODS CLEARING DEADLY DEADLY ] HOUSE HOUSE BIG ROCK TREES TREES ] ] ] BEACH MEADOW FROG POND WEST HAUNTED E.GRAVES ] W/ STUMP GRAVES HOUSE CRYPT ] ] ] BEACH MEADOW BRIDGE DWARVES RIVER WATERFALL ] CLIFFS RIVER HOUSE CAVE ] ] ] BEACH RIVER WOODS DIAMOND PINES PATH TO ] RIVER TREES MINE DIRT LOLOTTE ](start) ------------------------------------------------------------------------- After your speedy arrival in Tamir and Genesta's hasty departure, you walk EAST. Keep your eyes peeled for a robin pulling a worm from the ground, you could see it anytime when you do scare of the bird and "GET THE WORM". If you miss your chance, restore the game and be faster! Continue EAST for two screens, past the river and thin trees to the more heavily wooded area. From here go SOUTH until you get to a lovely pool. Wait here a while, and who should happen by? It's Cupid! You run to greet the little creature, but he is frightened and flies off, forgetting to take his bow. So you go and "GET THE BOW". From here walk SOUTH into a wooded area with a big rock. Continue South and you are by a lily covered pond with a little frog. You would like to get your hands on the little guy, but no luck. Go SOUTH another screen and you are again at the river, this time by a small bridge. But what's that? There's something shiny under this bridge! So you "LOOK UNDER BRIDGE" and lo and behold! It's a golden ball! You haven't the foggiest idea what this ball is good for, so you decide to go NORTH to the pond and ask froggie. He doesn't speak good English though. So you take a really wild guess (I did) and "THROW BALL IN POND". Well what do you know! This frog is a retriever! He deposits the gold ball at the other side of the pond. You walk over to him and instead of retrieving the ball just yet, first you "PICK UP FROG". Remember that old fairy tale? You guessed it! "KISS THE FROG", and poof, it's a snobby prince. Well at least he gave you his crown! Don't forget to "GET THE BALL" before you move on. You walk EAST into a graveyard, you might want to read a few tombstones but it can wait until later, when it gets dark (hehe). It's a bit creepy here so you go SOUTH and find a funny looking house on the river. The door is open so you go in and have a look around this messy place. Who could stand to be in such a pig sty? Certainly not a princess! So you "CLEAN UP", and make things nice and tidy. Well, no sooner than things are nice and neat, the occupants return. You sit down for a hearty repast and engage in a little idle chit-chat until the Dwarves return to work. They all file out, and you "CLEAN UP" again but what's this? You "LOOK AT TABLE" and see a blue pouch. You "GET POUCH" and "LOOK IN POUCH" discovering a small fortune in diamonds. After a moment of reflection you decide that honesty is the best policy. You walk "SOUTH" and find a cave. Go inside and find the head dwarf at the back of the cave. "GIVE THE POUCH" to the dwarf or at least try. He's so impressed with your honesty that he lets you keep the bag and throws in a lantern to boot! If you haven't found the worm yet, go EAST one screen to the dirt patch that has a couple of pine trees. The bird is found often around here. In any case, from here go NORTH two screens until you get to the old house. "OPEN THE DOOR", you might want to take a look around, but the important room for now is on your left as you enter. "LOOK AT THE BOOKS". Do you like Shakespeare? Well it's all you can get. "TAKE THE BOOK". "LOOK AT THE PICTURE" of the man which hangs on the wall. Hmmm.... better "LOOK AT THE WALL". Aha! You found a latch. "PULL THE LATCH" and walk through the secret door. "GET THE SHOVEL" next to the doorway, and forget about the stairs for now, unless you're very curious. Save your game if you are; those stairs are treacherous! Well now that you have this stuff, what are you gonna do? Leave the house and go EAST and you're in another graveyard; this one has a crypt, but the door is locked. Go SOUTH one screen and there's a lovely waterfall. You try to get to it but the water pushes you back. You get out of the water and think "Now what was that frog wearing?" The crown! "WEAR CROWN" and poof! You're a frog! Now you can swim under the fall, and there's a cave on the other side. You take a look around and find a board at the entrance "GET BOARD" and go in. You take a fast look around because someone is coming, you see a pile of bones and "GET BONE" and get out of there fast! Through the falls you go. Well, what now? Go SOUTH one screen and there's a path leading EAST. You follow it one screen EAST and there's Lolotte's castle in the distance, but two of her goons have spotted you! Well what the heck, instead of running away you let them catch you and together you fly to the castle. This Lolotte is one tough broad! She tosses you in the slammer to cool your heels. After a while her guards come to get you and return you to the throne. It seems Lolotte has a job for you, huh? Once you are returned to Tamir you proceed with the problem of the Unicorn. You may have seen him in the meadows, but could not get close. Go back to the meadows and explore for the unicorn, but when you find him keep your distance. What's that thing you got from Cupid? Of course, these arrows are special; they shoot love bolts! "SHOOT AN ARROW AT THE UNICORN" and it seems you've made a friend. You try to mount the beast, but whoa, you have no bridle. Make your way to the beach, perhaps you will encounter a minstrel around here? If you do strike up a conversation with him and he'll play you a tune. But hey! This is no Andres Segovia (that's spelled Eddie Van Halen to you youngsters) you've got here! Maybe this guy should look for another line of work? Why not drop a hint? "GIVE BOOK TO MAN". Well of course, if you've got no special talents.....be an actor! And you get that lovely lute in return! Perhaps during your travels you encountered a little pixie named Pan, but just couldn't get him to stand still? Next time you see him "PLAY THE LUTE" and he'll watch you perform. Your musical tastes run more towards woodwinds than strings, so why not "GIVE LUTE TO PAN". In return Pan gives you his flute. Now proceed to the fisherman's house. When you get to his house check the pier to the WEST. If he's there you can try talking to him but watch out when he gets up or you'll have to swim back to shore. Follow him into the house and look around. Bet you could find some use for that pole, especially with that juicy worm you caught. But what do you have that he might want? A gift certificate from Van Cleefs? Oh no! Not those! Diamonds are a girl's best friend, but after all these people are very needy; and what good are these stones around here anyway? So you bite the bullet and "GIVE POUCH TO MAN", he oughta give you the tittle and deed to his house, maybe even some stock in Sierra-On-Line, but all you get is that lousy pole. WEST to the pier you go, careful not to fall off the edge. "BAIT POLE WITH WORM" then "FISH". There's a tug on the line....smoked salmon perhaps? Nope, just a stinky fish. Keep it, you may get hungry. You decide to take a "LOOK AT THE OCEAN" but can see nothing at all. Time for some exploring. Save your game and jump in. Swim WEST until you reach the island...Genesta's island. Have a look around, go inside if you like but you can't get any help from Genesta, she's out of it. You explore the island a little more and come upon a beautiful peacock, which sheds a feather. "GET THE FEATHER", you're gonna need it! And walk back into the surf. BUT SAVE YOUR GAME HERE NOW!!! You are looking for a whale here, but sometimes you get a shark instead. It would be a real pity to end up in JAWS 3-D without a saved game here. Sometimes you get the shark, sometimes you can make it back to shore. If you return to shore, take a breather and go back in the water, or restore to your last saved game and try some more. Eventually the whale appears, stay where you are or swim to him. He'll swallow you! First thing you should do in the whale is SAVE GAME!!! Look around, "GET THE BOTTLE", "OPEN BOTTLE" and "READ NOTE". It's just some advertising. Go to the right side of the whale's tongue, about a half inch from the wall of it's mouth. From here you must climb diagonally up and to the left to a point on the whale's tongue, about an inch from the top of the tongue and a half-inch from the center, where there a two taste buds that look like a point and a hyphen. (EXAMPLE> ._ When you get there Rosella will stand up, (Good place to save game) and you must continue moving diagonally to the top left, just to the top of the tongue and to the immediate right of it's centerline. "TICKLE WHALE WITH FEATHER", if you're told "not here", maneuver a bit until you're in the middle. Once you're successful, the whale will regurgi...Ahem..barf you up. There is a small island to your NORTH. Go there and get a little closer to the pelican, but don't scare him off. He comes back, so don't worry. "THROW FISH TO PELICAN" and he leaves you a whistle. But don't blow it just yet. First you have to find the bridle. Yes it is here! Though there's nary a clue in the game about it's location! I know you've dug everywhere for it and couldn't find it, used every verb in the manual trying to move the boats. Looked in the wrecks, dug in the wrecks, shook the tree(s), and pulled the hair out of your head. No doubt many will read this file just for the bridle's location....well....CALL SIERRA 209-683.. ..........hehehe Just kidding, save the $$$ on the long distance call or the HINT B$$K. Go to the boat wreck on the right, stand in the middle of it (done it a thousand times..eh) and "LOOK AT GROUND". Miraculously, Rosella stoops down and picks up the bridle. "BLOW WHISTLE"......How's that for service. Hop into the water and go visit your new pal. "RIDE DOLPHIN" and you're off and back to shore. Go back to where you shot the unicorn, he's still there. "PUT BRIDLE ON UNICORN", go to his left and "RIDE UNICORN". Enjoy the ride as he carries you back to 'Lolotte's House of Leather'........ "Pain anyone?". And congrat- ulate yourself on completing your first quest! "Well some people are never satisfied!" You mutter to yourself as the goons carry you back to the forest. You begin your quest for the hen by heading for the ogre's house. It's the one with the yellow roof. Make sure the ogre or his wife don't see you, though you may observe the wife bringing home dinner. The best way to get there is to go WEST two screens to the diamond mine and then go one screen SOUTH. Have you got that bone from the waterfall cave? You're going to need it! Go into the house if nobody's outside, the door isn't locked now. But horrors, there's an angry bulldog charging you. Quickly, "THROW BONE TO DOG" and go upstairs. "LOOK AROUND" and "GET THE AXE" you just saw, don't worry about this closet, it has nothing you need. Go back downstairs, the ogre's wife is cooking dinner in the room to the right, save your game now if you intend to take a look at her. But she's not important, so you go to the closet across from the table and "OPEN THE DOOR". Once inside "LOOK AROUND". Yes that keyhole will come in handy. Eventually the ogre will come home, when he does "LOOK THROUGH KEYHOLE" watch him until he falls asleep. SAVE YOUR GAME HERE and "OPEN DOOR" go to the table and "GET HEN" being careful not to get too close to the un-jolly giant. Once you have the hen and are halfway to the door SAVE YOUR GAME, getting out is tough since the hen always wakes up the ogre and there's nothing you can do about it. ***ALSO NOTE WELL that this sequence is very hard to complete if your machine runs slower than 8 Mhz, and you have the version of KQIV designed for "Turbo" machines. There are 2 versions of this game. One for fast machines and one for slower ones. Many people with slow machines and the "fast" version of KQIV have tremendous difficulty out-running the ogre in this sequence, but it can be done. See your documentation for information on exchanging disks. Once you are by the door speed up the game by hitting the + key many times, it helps! "OPEN THE DOOR", the hen clucks and wakes the ogre. Run out of the house and down and around the woodpile one screen EAST, be careful not to get close to the trees. The ogre won't chase you around the house, but you've got to get past the trees. And you have just the thing trees hate! "SWING THE AXE" and all the "dead" trees will fear you from now on. REMINDER!! SAVE GAME HERE. From the back of the ogre's house go NORTH one screen to the pine trees and dirt and then EAST two screens to Lolotte's. Her "biker" pals come down to give you a ride. Hooray! You finished quest number two! We'll she tells you to get Pandora's Box, but doesn't offer any clues! Gee thanks! So you're back at the path to her castle. Why not explore some uncharted areas? Now that you are safe from the "Venus Fly" trees, you can check out the area to the NORTH. Go NORTH to the waterfall, you stop to ponder the hidden grotto but decide to wait a bit and proceed NORTH one screen to the graveyard and NORTH again another screen. Well now you can get through here, those trees don't scare you anymore! Go NORTH again and you are in front of a skull like cave. Go in but don't get too close to the witches. SAVE GAME NOW! One of them will come towards you, let her. Pay close attention to the two in the back. Watch how they pass the eye back and forth. That's the key, you can grab the eye at the moment they are exchanging it. If you can avoid the one chasing you. Try to "GET THE EYE" at the proper moment and if you do they are helpless! Leave the witches for now. They eye is a powerful bargaining chip even though it's of no use to you. Let them sit in the "dark" for a while and think it over. Maybe they have something you could use? Go back into their cave and they plead for their eye. They throw you a scarab. "LOOK AT SCARAB", "GET SCARAB". They plead again for the eye. "THROW EYE TO WITCHES" and you get some points, but don't go any closer! You've gotten all you need from them. Go back to the waterfall, and turn yourself into a frog. When you reach the entrance to the cave, "LIGHT LANTERN" and SAVE GAME! If you don't have Pan's flute, don't bother with this now, go and make those trades, then come back. If you have the flute, proceed EAST into the cave. Beware of the troll it is possible to lose him in the cavern but difficult. Usually he gets you and you need to restore until you get a a chance where he doesn't come out. It's sort of like trying to get swallowed by the whale and avoiding the shark. From the entrance go SOUTH as many screens as possible until you get to the SOUTHERNMOST part of the cave. From here go EAST until you get to a screen where you see a light in the distance. SAVE YOUR GAME!! There is a chasm ahead, chances are you will fall in a few times and it was tough getting here in the first place, right? Move EAST very slowly, you will see the chasm in the glow of your lantern. "PUT BOARD ACROSS CHASM", if told to "move closer" do so carefully until you can put the board down. Once the board is down, get close to the SOUTHERN walls and move slowly to the EAST across it. Once you make it SAVE GAME! Just in case you fall in. Go NORTH another screen and proceed EAST out of the cave. Move EAST to the edge of the water. SAVE GAME AGAIN! There is a small point of land, with a longer jetty just under it, directly across from the nearest tuft of grass in the swamp. Move to this point on the shoreline and "JUMP". If you are told to "just move", you are not on the right spot. Keep trying to find the right spot. When you are on it, Rosella will jump onto the tuft. Repeat the "JUMP" command until you reach the last tuft of grass and are right in front of the island with the magic tree. "PUT DOWN BOARD" and a cobra springs awake. "PLAY THE FLUTE" and the snake is charmed. But not for long, so be quick and cross the board, "GET FRUIT", stay clear of the snake and cross back. "GET BOARD" and repeat the jump process until you are back on shore. Night has fallen and there's lot's to do if you're going to get this apple to your father in time, so go back through the cave. SAVE GAME!! And find the right spot to "PUT BOARD OVER CHASM" and cross over. Go WEST all the way and then NORTH all the way until you are out of the cave. Back through the waterfall and into the night air. Move NORTH one screen and you are in the graveyard with the crypt. All sorts of things are popping up around here, but with that scarab they can't touch you! Go WEST to the haunted old house and "OPEN DOOR". Once inside you hear a baby crying upstairs, so up you go to the bedroom on the left and move WEST into the babies room. The crib rocks but there's nothing in the room this kid wants. So down the stairs you go and out of the house. Walk WEST to the graveyard. Good thing you have that shovel! You "READ THE TOMBSTONE"s while the zombies harass you, until you find one on the right side all the way in the back, where a six month old baby is buried. "DIG" and you find a rattle. Go back to the house, put the rattle in the crib and the crying stops. But chains start rattling downstairs. Down the stairs you go and search until you see a ghost. "LOOK AT THE GHOST", why it's an old 'miser'. Back to the WEST graveyard you go. Reading the tombstones until you find one that mentions a 'miser', on the right towards the front. You "DIG" and find a bag of gold coins. You then return to the house find the ghost and "GIVE COINS TO GHOST" and it vanishes. Next you hear crying from upstairs. Go to the bedroom on the left and a woman appears in a rocking chair. You "LOOK AT GHOST" and find that she is a lonely ghost. Heartbroken, perhaps? Off to the WEST graveyard you go. Read the tombstones at the front to the right of the big tree. You find one that belongs to a woman who lost her love at sea. "DIG" here and you recover a locket which you return to the lady ghost. You hear more wailing downstairs and find another ghost wandering about below. You "LOOK AT THE GHOST" and see he is the distinguished "Lord" of the house. The tombstone next to the lady ghost's belongs to a "Lord" a war hero as a matter of fact. Back to the WEST graveyard you go, and locate the tombstone that belongs to the man who "served his country well". "DIG" and you find a Medal of Honor, which you gladly return to the "Lord of the house". A boy ghost appears and you follow him upstairs, to the bedroom on the right. "CLIMB" the ladder to the attic and observe him. "CLIMB" back down the ladder and go to the graveyard on the EAST side of the house. His grave is the one on the left in the back. The only one that belongs to a boy, his name is Willy. You "DIG" and recover a toy horse, which you return by climbing back up the ladder. Once he has the toy, the boy ghost vanishes and you can "OPEN CHEST" and "LOOK IN CHEST". You find a piece of sheet music and take it with you. "CLIMB" down the ladder and go downstairs to the secret room in the library. Walk up the stairs (SAVE GAME! YOU MAY FALL!) and go to the organ get in front of the bench and "SIT", "PLAY THE SHEET MUSIC". When you are done a secret drawer opens up, "LOOK IN DRAWER" and "GET THE KEY". SAVE YOUR GAME and go back downstairs. Leave the house and go EAST to the crypt. "UNLOCK THE DOOR" and enter the crypt. "LOOK AROUND", kind of Egyptian isn't it. "GET THE ROPE" and you discover it's a ladder. "CLIMB DOWN" and don't worry about the mummy. SAVE YOUR GAME before you go "GET PANDORA'S BOX", which sits on the floor. This way you can open it and see the ghosts, they'll kill you but it's worth a look if you enjoyed RAIDERS OF THE LOST ARK. "CLIMB ROPE" and head back to Lolotte's. The goons will pick you up when you get to the mountain. Congratulations! You've finished your third quest! But Lolotte has a surprise! You're gettin' married in the mornin'! To a lovely lad with a green complexion. The goons escort you up to Edgar's room and leave you there. After a while, Edgar comes up and leaves a rose in your room. "LOOK AT ROSE", there's a gold key attached! "GET KEY" and "UNLOCK THE DOOR", "OPEN THE DOOR". That Edgar...what a guy! SAVE YOUR GAME before heading down the stairs. Be careful not to wake the sleeping guard at the bottom of the stairs. Go EAST into the dining room where there is another sleeping goon and two doorways. Go to the uppermost doorway, don't wake the guard and walk EAST into the kitchen. "OPEN CABINET" on the right and you've found all your possessions! "TAKE ALL", SAVE YOUR GAME and walk back out to the WEST. Without waking the goon go to the lower doorway and EAST into the throne room. There's another goon here so be stealthy and go to the stairs to EAST. SAVE YOUR GAME on these stairs, they're a bit tough. Walk all the way up until you get to the door. This is the door to Lolotte's bedroom. SAVE YOUR GAME NOW! "UNLOCK DOOR WITH GOLD KEY", "OPEN DOOR" and quietly enter. You "LOOK AT LOLOTTE" and see she is sleeping, she's also wearing Genesta's talisman. If you try to take it she might wake up. But wait, what about your bow and arrows. So you "SHOOT ARROW AT LOLOTTE" and bang, the witch is dead. Edgar comes up and sees his mother dead but he doesn't look too unhappy. He gives you run of the castle! But first, go to Lolotte and "GET TALISMAN". You go down the stairs one flight and enter the room to the WEST. Three goons bow to you as you pass. On your right there is a room, you get curious and "OPEN DOOR". You've found a closet, in fact both the hen and Pandora's box are kept here. Pick up these items and go downstairs and leave the castle. There's a stable at the entrance to the castle, so you go in and find the unicorn. Move to the middle of the gate and "OPEN GATE" and the unicorn runs free, like it should. Exit the stable and SAVE GAME before heading down the mountain. But you still have Pandora's box and it's evil, so before you go to Genesta's go back to the crypt. "CLIMB DOWN THE ROPE" go to the corner where you found the box and "PUT DOWN BOX". "CLIMB UP ROPE" and exit the crypt. "LOCK THE DOOR" and you slide the key under it. Make your way back to the pier and SAVE YOUR GAME. Jump in the water and swim WEST to Genesta's island. Find her castle, climb the stairs to her bedroom and "GIVE GENESTA THE TALISMAN". CONGRATULATIONS YOU HAVE COMPLETED THE FOURTH QUEST!!
Kings Quest V
Absence makes the Heart go Yonder
POINTS OF INTEREST:
Your game will occasionally be interrupted by the "Copy Protection Squad". Use the codes in your documentation to continue.
Be sure to save your game often. Inside Mordack's castle; Mordack, the Cat and the beast are triggered by a random number. If they catch you, restore your game and try again.
This walkthrough tells you what you necessarily have to do. You will maybe have more fun by looking at lots of additional objects and talking to everyone you meet on your quest.
Words written in CAPITALS are items you get or use from your inventory.
SERENIA:
Crispin's cottage: Walk 2 south and into the town
Town: Talk to man with wagon, Enter and leave the Tailor's shop, Take SILVER COIN, "Take" barrel, Take FISH, Walk 2 west and enter the Bakehouse
Inside Bakehouse: Use the SILVER COIN to buy a PIE, Leave the Bakehouse and walk 2 west
Bees: Throw the FISH to the bear, Take HONEYCOMB from hole in the tree, Take STICK, Walk 1 north
Ants: Throw the STICK to the dog, Walk 5 west and 1 south
DESERT:
Oasis 1: "Take" water, Walk 2 north and 3 west
Temple oasis: Hide behind large rock, (Wait for the bandits), "Take" water Walk 1 east and 3 south
Skeleton: Take OLD SHOE, Walk 2 south
Oasis 2: "Take" water, Walk 1 south and 4 west
Bandits: "Take" jar, Enter the small tent
Inside tent: Take STAFF, (Be careful not to waken the bandit), Leave the tent, walk 1 east and 3 north
Oasis 3: "Take" water, Walk 2 east and 4 north
Temple: Knock on the door with the STAFF
Inside temple: Take BRASS BOTTLE, Take GOLD COIN (Be quick!), Leave the temple and walk 1 south
Temple oasis: "Take" water, Walk 8 east
SERENIA:
Gypsies: Give GOLD COIN to the man, (Movie time - you'll get an AMULET), Walk 1 east
Weeping tree: Talk to tree, Walk 1 east and 1 north
Forest path: Wear AMULET, Walk 1 west, 1 east and 1 north (Note: You can't leave the forrest where you arrived)
Witch's house: Talk to witch, Give BRASS BOTTLE to the witch, Enter the house
Inside witch's house: "Take" trunk, Take SPINNING WHEEL, "Take" drawer, Take POUCH, Open POUCH (You discover 3 EMERALDS), Take KEY from the lamp, Leave the house and walk 1 east
Tree with small door: Use the KEY on the door, Take HEART, Walk 2 west
Forest with "eyes": Put HONEY(COMB) on the ground, (You'll get a lump of BEESWAX), Give EMERALD to the "eyes", Give EMERALD to the "eyes", Give EMERALD to the "eyes", Walk 2 west
Elves' cavern: (Movie time - you'll get a PAIR OF SHOES)
Warning sign: Walk 1 west
Weeping tree: Give HEART to the tree, Take HARP, Walk 1 west
Gypsies: Take TAMBOURINE, Walk 1 east and 1 south
Gnomes: Give SPINNING WHEEL to the gnome (You'll get a MARIONETTE), Walk 1 south
The Inn: "Take" haystack (The Ants will help you - you'll get a GOLDEN NEEDLE), Walk 1 east and almost across the screen
Bakehouse: Throw the OLD SHOE at the cat, Walk 1 east and into the town
Town: Enter the Tailor's shop
Tailor's shop: Use the GOLDEN NEEDLE to buy the CLOAK, Leave the shop and enter the Toy shop
Toy shop: Use the MARIONETTE to buy the SLED, Leave the shop and enter the Shoe shop
Shoe shop: Give PAIR OF SHOES to the man (You'll get a HAMMER), Leave the shop, walk 3 west and enter the Inn
Inside the Inn: Talk to men (Movie time)
Inn's cellar: (The rat will help you), Take ROPE, Use the HAMMER on the door, Leave the cellar
Inn's kitchen: "Take" the cupboard, Take LEG OF LAMB, Leave the kitchen through the left door
The Inn: Walk 1 north and 2 east
Snake: Play the TAMBOURINE, Walk 1 east
MOUNTAINS:
Snowy path: Wear CLOAK, Walk northeast on the path
Frozen waterfall: Throw the ROPE to the rock overhang, "Take" (climb) the rope
Upper trail: Eat (half) the LEG OF LAMB, "Take" (jump) on rock outcroppings no. 1 - 3 - 5 - 6 - E, Walk over the log and 1 east
Slope: Use the SLED
Crevasse: Walk 1 east
Outside ice castle: Give LEG OF LAMB to the eagle, Enter the castle
Icebella: Play the HARP (Movie time)
Dangerous path: Walk northeast on the path
Outside cave: Throw the PIE at the yeti, Enter the cave
Crystal cave: Use the HAMMER on the beautiful CRYSTAL, Walk 1 south and 2 west (Movie time)
Dangerous path: Walk 1 south
Twisty path: Walk (and climb) towards the pool of water
Roc's nest: Take LOCKET
OCEAN:
Beach: Take IRON BAR, Walk 1 north
Waterfall: Put BEESWAX in the boat, "Take" boat
Ocean: Sail 3 east and 1 south (Movie time)
Narrow ledges: Play the HARP, Take FISHHOOK, Walk 1 west
Sandy path: Take Cedrik, Walk 1 west
Island beach: Take SHELL, "Take" boat
Ocean: Sail 4 west
Shipwreck house: "Take" bell, Give SHELL to the man (Movie time)
MORDACK'S ISLAND:
Rocky beach: Take FISH, Walk 1 north
Serpent statues: Use the CRYSTAL on the statues, Walk 1 north
Mordack's castle: Walk down the stairs and left on the trail
Platform: Use the IRON BAR on the grate, "Take" (climb down) the open grate
Labyrinth: (Follow the map to a place marked "B" - remember to turn the map when Graham changes direction)
Beast corner: Give TAMBOURINE to the beast, Take HAIRPIN 200 (Follow the map to the place marked "D")
Labyrinth door: Use the HAIRPIN on the door, "Take" door
Pantry: "Take" cupboard, Take BAG OF PEAS
Kitchen: Talk to girl, Give LOCKET to the girl, Talk to girl, Walk 2 east
Dining hall: (Save game), Walk 1 south
South end of the hall: (If the cat is there, restore game and try again), (Wait for the beast and let it catch you)
Cell: Look into mousehole, Use the FISHHOOK to get the CHEESE (Wait for Cassima), Walk (climb) through the hole
Labyrinth: (Follow Cassima through the labyrinth)
Labyrinth door: "Take" door
Pantry: Walk 1 north and 2 east
Dining hall: (Save game), Walk 1 south
South end of the hall: (If the cat is there, restore game and try again), (Wait for the beast), Throw PEAS at the beast, (You'll get an EMPTY SACK), Walk 1 west and 1 east (If the cat is not there, keep walking through the door until it appears)
South end... / Foyer: Throw the FISH to the cat, Put the cat in the EMPTY BAG (If necessary walk 1 west to the Foyer)
Foyer: Walk 1 north (upstairs), 1 west and 1 south
Library: "Take" (read) tome on the desk (Wait until Mordack goes to bed), Walk 1 north
Mordack's bedroom: Take MORDACK'S WAND, Walk 2 east
Laboratory: Walk upstairs and towards the machine on the right
Machine: Place MORDACK'S WAND on the machine, Place CRISPIN'S WAND on the machine, Throw the CHEESE in the machine, Take CRISPIN'S WAND back
Laboratory: (Movie time), Use CRISPIN'S WAND on Mordack (Flying lizard), Select TIGER SPELL (No. 4), Use CRISPIN'S WAND on Mordack (Dragon), Select BUNNY SPELL (No. 2), Use CRISPIN'S WAND on Mordack (Cobra), Select MONGOOSE SPELL (No. 1), Use CRISPIN'S WAND on Mordack (Fire), Select RAIN SPELL (No. 3), (Movie time).
Kings Quest VI
=============
Walkthru
Several months after meeting Princess Cassima in Mordack's Castle, Alexander is plagued by her memory. One day, he sees her image in his family's magic mirror. She is calling for him. And he can see the stars behind the tower where she is, so he can navigate to where she is. Three months later, he sets out to reach the Green Isles. As he nears the shore, his vessel is caught in a violent storm, which wrecks his ship. Alexander floats on a piece of the wreckage, and comes to on a beach. As our adventure begins, Alexander finds himself on the coast of an island. He looks and sees his signet ring in the sand, as well as a prominent plank from his ship. He picks up the ring, and then moves the plank, revealing a chest. He opens the chest, and finds a coin, which he takes. Then he closes the chest and covers it again with the plank. As Alexander travels inland, he notices a castle in the distance. He goes to the guards at the gate and asks them where he is. They answer that he is in the land of the Green Isles. He then asks to be allowed to see Cassima, and shows them his ring. Saladin, the captain of the canine guard, ushers him into the presence of the vizier and his page (note the flash of gold in the page's eyes). The vizier tells him to leave the island, that Cassima is in seclusion mourning for her recently deceased parents, and that she desires to marry the vizier. Alexander walks back to the village. He enters the pawn shop, and talks to the owner. He then gives his coin to the owner, who gives him his choice of a paintbrush, a mechanical nightingale, a flute, or a tinder box. Alexander takes the nightingale, and then leaves the store. Going next door to the book shop, Alexander talks to the owner about the Green Isles. The owner refers him to the ferry pilot, who can answer more of his questions about the Isles. He then points to the book of magic on the counter. The owner replies that Alexander must bring him another rare book to exchange for it. Alexander notices the poetry section of the store on the right side of the wall of books, and reads a book of love poetry. As he returns it to the shelf, the page he was reading falls out. When he reaches to pick it up, the owner says he may keep that page. Alexander then looks at the book table by the door, and takes the last free book, which, when he reads it, turns out to be very boring. Alexander leaves the book shop and goes to the docks, where he sees a boy inviting him to go for a swim. Alexander notices the golden glint in the boy's eyes, and decides not to risk certain death in the sea. He knocks on the door of the ferry, and talks to the ferryman, who tells Alexander about the Isles, and about the magic map that the pawn shop owner has. Alexander points to the ferryman's rabbit's foot, which the ferryman lets him keep. Alexander then returns to the pawn shop, and asks the owner about the magic map. Alexander trades his ring for the map, and takes a mint from the jar on the counter. Alexander then returns to the forest, stopping by the nightingale to play the mechanical nightingale for it. He then returns to the village, in time to see the pawn shop owner dumping some old "junk" in the jar outside his door. Alexander searches through the junk, and finds an apparently empty bottle that interests him. He then goes to the beach, and uses the magic map to take him to the Isle of the Sacred Mountain, where he picks up a black feather and a stench flower. He uses the magic map to go to the Isle of Wonder. On the Isle of Wonder, Alexander sees an oyster who can't sleep because of a pain in its mouth. He talks to it several times, and then reads to it from the boring book. As the oyster yawns, Alexander quickly grabs the pearl in its mouth. As he tries to walk further inland, he is met by the five sensory gnomes, who try to determine whether Alexander is human or not. Alexander fools them by using the stench flower on the smelling gnome, the nightingale on the hearing gnome, the mint on the tasting gnome, the rabbit's foot on the feeling gnome, and the disappearing ink on himself, which makes him invisible to the seeing gnome. After the gnomes leave, Alexander notices a partial sentence floating at the edge of the shore, which he retrieves. He then goes to the realm of bookworm and the spelling bees. When he tries to get a book, he is met by Bookworm, who refuses to give him a book until he can offer something "interesting" in exchange. Alexander then walks to the amazing garden (beyond the swamp,) where he takes an iceberg lettuce, and journeys on until he is at the entrance to Chessboard Land. Two feuding queens ask for his advice on the matter of which queen shall have the "privilege" of presenting Cassima with a lump of coal at her wedding, and which will be left with the spoiled egg. As the red queen leaves, she drops a scarf, which Alexander collects. Alexander then returns to the shore, and uses the map to go to the Isle of the Beast. Near the shore, he sees a creature that is half opossum and half dragon, and who talks strangely. Alexander talks to the creature, and then offers his partial sentence to it. The creature decides to travel with Alexander. As he journeys on, he encounters a boiling pond, which cools when he tosses an iceberg lettuce unto it. On the other side he sees an old lamp, which he takes. As he journeys further, he sees a man working on a garden, and a stone archer which follows his movements. Although the man invites Alexander to come into the garden, Alex sees the gold glint in his eyes, and decides not to trust the man. Alex also notices a brick lying on the ground, which he takes. Back on the Isle of Wonder (use map) Alexander returns the creature from the Isle of the Beast (the creature turns out to be a Dangling Participle) to the Bookworm, who gives Alexander a rare book in exchange. Alex reads the book, and notices that a page is missing. He turns and looks at the spider's web. Alex sees a loose thread, which he pulls. While the spider's attention is diverted, he gets the scrap of paper, and sees the word "Love" on what appears to be part of the missing page from his riddle book. Alexander then returns to the Isle of the Crown. Back in the pawn shop, Alexander exchanges the nightingale for the flute, and exchanges the pearl he has found for his royal ring. Going next door, Alexander gives the riddle book to the shop owner, who gives him the book of spells, which he reads to find out the ingredients he will need. Alex then show his ring to the jester, who turns out to be a helpful friend. Back on the Isle of Wonder, Alex gets a milk bottle from the swamp and gives it to one of the Baby's Tears plants in the garden. When the others see the gift, they will start crying, and Alex collects their tears in his lamp. Alex then looks at the Hole-in-the-Wall, and starts playing his flute for the wallflowers and snapdragons. When they are absorbed in the music, Alex quickly grabs the hole-in-the-wall. He also notices a teacup on the chair there, and he picks it up. He also takes the rotten tomato, In the swamp region, Alexander tries to get some swamp ooze in his teacup, but is informed by stick-in-the-mud that the only swamp "ooze" is right beside the stick, which is out of Alexander's reach. Alex talks to the Bump-On-A-Log a couple of times about Bump's brother, Stick, and gives the rotten tomato to Bump. Bump throws the tomato at Stick, who returns fire with a volley of swamp ooze. Alexander gets the swamp ooze. Back on the Isle of the crown, Alexander exchanges his flute for the tinder box at the pawn shop. He then goes to the isle of the Sacred Mountain, where he succeeds in answering five puzzles [answers are in the game manual; not answered here because of game copyright security.] When he arrives at the top of the cliffs of logic, he talks to an old woman, who wants him to eat poisonous berries. Is there a glint of gold in her eyes? Alexander wisely refuses. After the old woman finally disappears, he enters the small cave. Once inside, he can see nothing, so he lights the candle in his tinder box. In the next room of the cave, he sees a peppermint plant, and takes several leaves. As he re-enters the first room of the cave, he must use his tinder box again to see the way out. Once outside, he journeys inland to the entrance to the city of the Winged Ones. Azure and Aeriel say that their daughter has been bound in the catacombs to be sacrificed to the minotaur, and so Alexander is thrown into the catacombs in the event that he might be able to save her. Once in the catacombs, Alexander finds and takes a skull from one of the rooms. Soon after, he encounters a booby-trapped room with various pictures on the floor. [The solution for this is in the game manual also, and is omitted here for copyright security.] Once he reaches the other side, Alex will search the rooms until he finds a shield and two corroded coins. He will then journey into a room with a descending ceiling, He can jam this trap by throwing his brick into the gears. On the other side of this room, Alex will find a room with a trap floor, which lets him down another floor. He finds himself in the dark, and must use the tinder box to re-light the torch in this room, which has blown out. He searches the rooms in this level until he is informed by the game system that the minotaur is just across the wall from him. Alex will use the Hole-in-the-Wall on the east wall of the room and look through the hole to see the minotaur entering his chamber through a secret entrance activated by a latch behind the tapestry there. Alex hurries to the room with the tapestry and finds the latch behind the tapestry. He then enters the chambers of the Minotaur. As he starts walking toward the minotaur, Celeste, the daughter of Winged Ones Azure and Aeriel, cries out for help, alerting the minotaur to his presence. The minotaur corners Alexander by the fire pit, and his only defense is to try to madden the bull into charging by using the red scarf from the red Chess Queen. It works, and the minotaur falls to his death in the fire pit. Alexander then rescues the Winged One, who gives him her small dagger as a gesture of thanks. Alexander then is thanked by Azure and Aeriel, and then is escorted to the presence of the Oracle, who tells him of his possible futures, and gives him a vial of sacred water. He is then escorted to the base of the cliffs. Alexander pulls out his magic map, and sees that a new region, the Isle of the Mists, has been added. He travels there, and takes a coal and a scythe from the village, being careful not to walk in on their ceremony. After traveling back to the Isle of Wonder, Alexander enters the garden, where he picks up a bottle entitled DRINK ME. He then goes to the entrance to Chessboard Land, where he gives his coal to the white Queen, who gives him a spoiled egg (think "sulfur") in return. Alexander then journeys to the Isle of the Beast, where he arms himself with his shield and succeeds in thwarting the stone archer. He picks a rose from the hedge, and attempts to enter the gazebo. But then a hedge magically grows over the entrance, blocking him. Alex, however, makes short work of the hedge with his scythe, and enters the courtyard of the beast. In response to the threat by the Beast, Alex promises to try and find the woman who will break the Beast's spell, and accepts the Beast's ring.. On the Isle of the Crown, Alexander talks to Jollo again in the book shop, who devises a plan to substitute a fake lamp for the genie's real lamp, and to try to fool the genie into thinking that Alex is dead. (I bet the genie has golden eyes!) Alexander goes to the screen with the girl and the roses, and gives her the white rose from Beast's garden. He then gives her the Beast's ring, and helps her decide to come with him to the Isle of the Beast. The Beast will be restored to flesh, and will give Alex a mirror, whereas Beauty will give him the old clothes she no longer needs. When Alex reads the spell book, he notices that he needs a strand of hair from a pure-hearted maiden. So he searches her old clothes, and finds one! He also empties the vial of sacred water into the lamp, and then fills the lamp with water from the fountain, after which he casts the Make Rain spell over the lamp. On his way out of the garden, Alex picks another rose. -------------------------------------------------------------------------------- (ENDING WITH MAXIMUM POINTS:) Alex travels to the Isle of the Mists, where he is captured on the shore by two druids and forced into a cage above a pit of oak embers. Soon the cage is on fire, and Alex beats it out with the old clothes. Then the lamp starts boiling and causes a thunderstorm. The druids are awed by Alexander, and free him, after providing him with information about how to get to the realm of the dead to rescue Cassima's parents. Alexander doesn't get the oak embers yet, but returns instead to the Isle of the Crown, where he gives his ring to the nightingale, who takes it to Cassima for a romantic scene. She sends the bird back to Alex with a hair ribbon. Alex then sends the love poetry, which causes the bird to return with a letter from Cassima. Finally, Alex sends his white rose. After this gift the nightingale doesn't return. Alex goes to the pawn shop, where he sees the old man (with the golden eyes?) He uses the DRINK ME potion on himself, causing his heart to stop temporarily, and causing the old man (genie) to believe he is dead. [The scene cuts away to the castle, giving the player a good view of the genie's lamp.] Alex then comes back to life, and exchanges his tinder box for the paintbrush. Outside, he trades his old lamp to the lamp merchant for the appropriate duplicate to the genie's lamp. After returning to the site of the thunderstorm in the Isles of the Mists, Alexander scoops up an oak ember in the skull he's carrying, and adds the hair and the egg to it. Then he travels to the Isle of the Sacred Mountain, where he climbs the cliffs to find the Night-Mare at the top. Alex casts his Charm spell, and causes the horse to take him to the Realm of the Dead. Upon arriving in the Realm of the Dead, Alex greets Allaria and Caliphim, Cassima's parents. Upon talking to them Alex learns that the vizier murdered them, and that they aren't able to enter the sea of souls until they are avenged. Allaria will give her ticket to Alexander. Alex has to avoid being touched by any of the other living dead persons in this area. As he continues his quest, Alex will talk to a mother ghost, whose son is lost on earth. Alex will take a handkerchief to remind the young ghost of his mother and where he should go. In the next area, Alexander sees some bones that seem irresistible, He plays a version of "Dem Bones," causing all characters on the screen to dance, and causing the lead skeleton to drop his skeleton key, which Alex quickly collects. Then Alex gives his ticket to the uniformed skeleton, and continues into the Realm of the Dead. The next thing Alexander sees is the skeleton of a knight who failed in his attempt to challenge the lord of the Dead. Alex takes his gauntlet and reads its inscription. He then takes the path downward to the Styx river. Before boarding Charon's boat, Alex gets some water from the Styx in his teacup (with the swamp ooze.) Alex then gives his two coins to Charon, and slowly crosses to the other side. He finds himself in front of a door that comes to life as he approaches it. Alexander addresses the door and is allowed to answer a riddle to go through it. The riddle is the one that was missing from the riddle book earlier. Alexander remembers seeing the answer in the spider's web: L-O-V-E. He is allowed to pass. Alex then enters the throne room of Samhain, the lord of the Dead, where he talks to a guard to get an audience with the grim lord of the Dead. Once in Samhain's presence, Alex throws down the gauntlet, challenging the lord of the Dead for his life, plus the lives of Caliphim and Allaria. The challenge is to make the lord of the Dead cry. Alexander decides to show Samhain what he has become, using the Beast's mirror. This shatters the mirror and produces a tear on Samhain's cheek. Alex and his friends are allowed to return to the land of the living. Once back on the Isle of the Crown, Alex goes to the castle and goes around to the side of the castle. Using the feather on the teacup, Alex stirs and drains the color from the black feather into the cup. He then paints a door on the blank wall. Once he casts the Magic Paint Spell, a door appears. Alex enters. and goes right to Jollo's room, and gives him the duplicate lamp. Alexander leaves Jollo's room and goes into the middle room of the dungeon's cells, and finds a little boy ghost who misses his mother. Alex gives the handkerchief to the ghost, and learns of a secret room by the suit of armor down the hall. Alex goes to the suit of armor and pulls its right arm, triggering a secret door. Alex enters, and watches the guards through a hole in the wall, and learns half of a password to open a door. He then goes upstairs and looks through another hole in the wall for a tearful but romantic scene with Cassima. He ends by giving her the dagger he got from the Winged One in the Catacombs. Alexander then proceeds down the hall to the next hole in the wall, where he spies the vizier writing a letter to a colleague describing his treachery to Cassima and her family. At the end of the hall is another secret door which leads into the vizier's bedroom. Alex opens a black box on the table which contains a document with the second half of the password for the treasure room in the basement. Alex closes the box and turns his attention to the locked chest, which he unlocks with his skeleton key, revealing an incriminating letter written by the vizier. Alexander takes the letter, and returns to the basement through the secret passage. He speaks the password (A-L-I-Z-E-B-U) to the treasure room door, and it opens, revealing a table covered by a drapery. Removing the drapery, Alexander discovers the chief treasure of each Island, which had apparently been stolen by the vizier's genie to cause distrust between the islands. He looks at each item, then re-covers the table. Entering the hallway again, he hears wedding music, and the sound of guards approaching. He dashes up the stairs and out into the castle entrance hall. Saladin, the captain of the guard, confronts Alexander, and gives him 5 seconds to convince him to spare Alex's life. Alex shows him the letter from the chest upstairs, and Saladin escorts him into the chapel where the wedding is taking place. Alex hears the princess affirming her allegiance to the vizier, and he approaches the wedding party. The bride (note the golden eyes) gives Saladin orders to kill Alex, but before he can, King Caliphim and Queen Allaria burst into the chapel with a makeshift army and demand to stop the wedding. The bride turns back into a genie (you knew that, RIGHT?) and starts zapping guards, as the vizier runs out of the chapel. Alex pursues the vizier out of the chapel and up two flights of stairs to the tower where Cassima (the real one) is tied up. The vizier summons Shamir, his genie, and orders him to kill Alexander. But before he can, Jollo the jester runs up to Alexander with the real genie's lamp. Alex commands the genie to obey him and uses the lamp to force the genie back into it. The vizier attacks Alex, who grabs a sword from the wall and joins the duel. By the time Alex is worn out from the weight of the sword, Cassima has freed herself and stabs the vizier in the shoulder with the dagger Alex gave her. Alex uses the diversion to knock the vizier out. Thus our quest ends with an evil master deposed, an evil genie made good, the islands ready to work at peace, and a big wedding with Cassima's and Alexander's parents in attendance. [And if you've followed these instructions, you should have received 231 out of 231 possible game points. Congratulations!] And of course, everyone lived happily ever after. -------------------------------------------------------------------------------- (ALTERNATE ENDING:) Instead of going to the Isle of the Mists, Alex returns to the Isle of the Crown, where he gives his ring to the nightingale, who takes it to Cassima for a romantic scene. She sends the bird back to Alex with a hair ribbon. Alex then sends the love poetry, which causes the bird to return with a letter from Cassima. Finally, Alex sends his white rose. After this gift the nightingale doesn't return. Alex goes to the pawn shop, where he sees the old man (with the golden eyes?) He uses the DRINK ME potion on himself, causing his heart to stop temporarily, and causing the old man (genie) to believe he is dead. [The scene cuts away to the castle, giving the player a good view of the genie's lamp.] Alex then comes back to life, and exchanges his tinder box for the paintbrush. Outside, he trades his old lamp to the lamp merchant for the appropriate duplicate to the genie's lamp. Alexander goes to the castle, and in the hut out front, changes into Beauty's old clothes. He then enters the castle as one of the servant girls to help with the wedding. As soon as the coast is clear, he dumps the clothes in one of the jars in the main entrance, and goes up the left staircase. When the guard dogs start away from him for the second time, he quickly walks to the alcove, winds up the mechanical nightingale, sets it on the floor, and hides behind the pillar [use the hand icon.] After the guards take the nightingale, Alex takes the picture from the wall, removes the nail it was hanging on, and enters the first room. Opening the chest with the nail, he sees and takes one of the incriminating letters the vizier has written. Back in the hallway again, Alex quickly replaces the nail in the wall, and the picture on the nail. Then he goes to the end of the hallway, where he hears Cassima crying, He talks to her through the door, and slides the small dagger to her under the door. He then returns to the alcove (where he hid the first time) and hides again [hand icon] as the guards return, and as Cassima is forcibly taken away. Alex goes downstairs again and encounters Saladin, who gives him 5 seconds to convince him not to kill Alex. Alex gives him the vizier's incriminating letter, and Saladin escorts him into the chapel. As Alexander approaches the wedding party, Saladin is given orders to kill him. But before Saladin can draw his sword, Alex uses his mirror to show the "bride's" real identity (the genie, but you knew that, RIGHT?) Then the genie returns to his natural form and starts zapping guards, as the vizier runs out of the chapel. Alex pursues the vizier out of the chapel and up two flights of stairs to the tower where Cassima (the real one) is tied up. The vizier summons Shamir, his genie, and orders him to kill Alexander. But before the genie can kill Alex with his fireball, Alex offers him some peppermint (the genie's weakness.) The genie accepts, gets intoxicated on the peppermint, and sends the fireball wild, and it bounces around until it eventually hits the genie, annihilating him. The vizier attacks Alex, who grabs a sword from the wall and joins the duel. By the time Alex is worn out from the weight of the sword, Cassima has freed herself and stabs the vizier in the shoulder with the dagger Alex gave her. Alex uses the diversion to knock the vizier out. Thus our quest ends with an evil master deposed, an evil genie destroyed, and a small wedding for Cassima and Alexander. Written by [email protected] (Hope you enjoy playing King's Quest VI!!!)
Kings Quest VII
===========
The Princeless Bride
Runthru This walkthru is a very shortened way to complete the game. It takes many shortcuts and is not actually intended to be used as-is. Primarily it is intended to document the key actions necessary to complete the game. There are many other paths through the game and in a normal game much searching around and talking to characters would be necessary to learn enough to choose the actions taken. If you follow this walkthru you will finish the game but will miss most of the cleverness, charm, and wit of the game designers. The walkthru also contains many sequences that do not need to be followed in order. Most chapters have several tasks which must be completed but do not have to be completed in the order presented. I played the 1.1 version of the game for this walkthru. At press-time I have heard rumors of a 1.5 version which fixes the bugs and crashes that occur in this version. Chapter 1 - "Where in blazes am I" This chapter has at least three very different paths based on the wether or not the Desert Spirit is helped and wether the 'Hunting Horn' is retrieved before helping him. In this version, the absolute minimum step path is shown ( where he is not helped ). This version skips some of the tricker sequences ( like turning salt water to fresh ). Take 'Ripped Petticoat' from cactus. Walk 2 screens south. Take 'Hunting Horn' from skeleton. Walk 3 screens north. Enter cave north. Take 'Basket'. Examine 'Basket' and open lid. Rotate 'Basket' to see 'Corn Kernel' inside and pick up 'Corn Kernel'. Pick up all four 'Clay Jar's in any order ( first 3 will break ). Leave cave. Use 'Corn Kernel' on sand under dripping water. Examine gourd plant just left of corn stalk. Examine picture on rock wall right of cave entrance. Take 'Gourd Seed' from now open gourd plant. Walk 1 screen east. Use small door under "Rare Curiosities" and talk to Kangaroo Rat. Use 'Hunting Horn' on Valanice to blow out dust. Use 'Hunting Horn' on eastern Jackalope hole twice to stun Jackalope. Take 'Jackalope Fur' from cactus. Take 'Glasses' from ground. Use small door under "Rare Curiosities". Use 'Glasses' on Kangaroo Rat. Use 'Gourd Seed' on Kangaroo Rat and trade for 'Turquoise Bead'. Walk 2 screens west and 1 screen south. Take 'Stick'. Take 'Salt Crystals' from south edge of pool. Use statue's head, this rotates it and causes sun rays to come out. Examine statue's collar and line all blue beads to third column. Use wrist band on statue's right hand, this drains the pool. Enter empty pool. Examine offering tray. Examine empty part of tray. Use 'Turquoise Bead' on offering tray. Examine offering tray. Take 'Turquoise Piece' on right. Leave pool. Walk east 2 screens. Use 'Ripped Petticoat' on 'Stick' to make 'Flag'. and put it in inventory. Enter doorway. Use 'Flag' on scorpion, quickly or Valanice will expire. Examine statue. Use center symbol on side. Take blue bead at bottom on one hand of statue. Place yellow bead at right on other hand. Place red bead at left on pedestal right and behind statue. Note last two steps are not always necessary due to bug in some versions. Take 'Turquoise Piece'. Leave building. Walk 2 screens west and 1 north. Use 'Stick' on cactus right of doorway and take 'Prickly Pear'. Use one 'Turquoise Piece' on the other to make 'Puzzle'. Examine lock above doorway twice. Use 'Puzzle' on lock. Enter open doorway. Inventory: 'Golden Comb', 'Clay Pot', 'Stick', 'Basket', 'Hunting Horn', 'Jackalope Fur', 'Prickly Pear', 'Salt Crystals'. Other paths: The Wanderer will give an item ( either a rope or bug reducing powder ), if he receives fresh water. Fresh water is made by picking an 'Ear of Corn' from the corn stalk. Then go to the salt water pool and fill the 'Clay Pot' with salt water from the pool. Prime the statue ( head and collar ) as usual. Using the 'Golden Comb' on Valanice, cry into the statue's bowl, pour the salt water into the bowl, and put the 'Ear of Corn' into the statue's left hand. The water should be transformed to fresh. Then use the 'Clay Pot' to give the fresh water to the wanderer. Instead of getting the 'Hunting Horn', the 'Glasses' can be had by getting a 'Rope' from the Wanderer. Then the rope is used to trip the Jackalope by tying it to two cactuses and tripping him. Instead of using the 'Flag' to trick the scorpion, the scorpion can be rendered harmless by using bug reducing powder from the wanderer. Chapter 2 - "A troll is as a troll does." This chapter is a fairly long one. A lot of time is spent walking back and forth through the underground. The items necessary to make the magic potion do not have to be collected in any particular order. There are also two bowls in the kitchen, one is gold and one is brass. Leave room. Take 'Toy Rat'. Take 'Shield' from wall just left of throne. Enter kitchen at top right. Get kicked out, overhear witch, leave mud pool area. Enter kitchen at top right. Use 'Toy Rat' on floor by cook troll, quickly or Rosella will expire. Take 'Bowl' from bottom left shelf. Use machine right of shelves to get 'Baked Beetles'. Leave kitchen. Enter mud pits and overhear trolls discuss "sleeping aids". Leave mud pits. Enter workshop at lower left. Descend to lower area. Take 'Lantern'. Use 'Bowl' on green water by entrance to make 'Bowl with Green Water'. Walk to edge of crevasse and feel updraft. Walk to lower edge and jump to center island. Jump to upper left area and take 'Wet Sulphur'. Jump back and exit area. Walk to right in front of fire, wait till fire is hot. Use 'Lantern' on fire to make 'Lantern with Spark'. Use 'Wet Sulphur' on fire to put "sexist pig troll" to sleep. Take tongs from tool rack, use on brown box, use on water pail to get 'Silver Spoon', and replace tongs on rack. Leave workshop. Enter area to lower left. Try to leave area on bridge to right. Examine 'Shield' and take 'Shield Spike' from it. Examine cart at upper left. Use 'Shield' on empty axle then 'Shield Spike' on axle. Ride cart. Enter dragon cave at upper right. Enter dragon lair to right. Talk to dragon. Use 'Lantern with Spark' on dragon to receive 'Big Gem'. Return to workshop. Talk to jeweler troll. Use 'Big Gem' on jeweler troll in exchange for 'Hammer and Chisel'. Return to dragon lair. Use 'Hammer and Chisel' on dragon's tail just after it flops to floor to get 'Dragon Scale', quickly or Rosella will expire. Return to main hall and use the 'Bowl with Green Water' on the troll. Give the rest of the ingredients to the troll: 'Silver Spoon', 'Baked Beetles', and 'Dragon Scale'. Rosella ends up human and gets a 'Silver Pellet'. Move large bench seat under picture. Then stack small seat and foot stool on top. Overhear plotting, fall, and take 'Dragon Toad'. Walk to bedroom, overhear argument. Use 'Dragon Toad' on Mathilde, she gives you 'Enchanted Rope'. Try to leave to lower-right. Use 'Toy Rat' on Malicia, quickly or Rosella expires. Leave to lower-right. Use 'Enchanted Rope' on elevator. Use elevator. Inventory: 'Lantern', 'Hammer and Chisel', 'Dragon Toad', 'Silver Pellet'. Chapter 3 - "The sky is falling." This chapter is somewhat tricky as Valanice must walk back to the desert to complete it. Also, without foreknowledge, it is easy to have finished chapter 1 without enough objects to solve a couple of puzzles in chapter 3. However, Valanice can always go back to the desert and get them. Most of the rest of the action is fairly straight-forward. Use 'Prickly Pear' on monster, quickly or Valanice expires. Walk 1 screen north west then one screen west. Talk to the stag at length until he tells of Lord Feldspar. Walk 1 screen and 1 screen north. Jump to boulder in muddy stream bed at left, then to center, and to top. Use 'Basket' on spider. Examine the bird. Walk 1 screen north west. Enter through small door right of city gate. Use 'Golden Comb' on the duke. Enter the China Shop. Talk to Fernando about "Treasure". Walk 1 screen east. Use cover over bird cage. Use door of cage. Examine bird in cage and retrieve 'China Bird'. Return to China Shop, use 'China Bird' on Fernando and get 'China Mask'. Leave shop walk near Town Hall door. Use 'China Mask' on Valanice and use Town Hall door. Leave party through curtained door at rear. Walk left on stairway down and continue walking to door. Use door twice to enter powder room. Leave powder room by examining third mirror from the door. Use drawer on right side of desk and take 'Magic Statuette'. Leave office and walk west to main landing. Walk south from landing back to party. Leave Town Hall and walk to east pond. Take 'Wooden Nickel' from mockingbird nest. Use 'Salt Crystals' on Valanice and enter Faux Shop door. Use 'China Mask' on Ersatz the Turtle and trade for 'Rubber Chicken'. Use 'Wooden Nickel' on Erastz and trade for 'Book'. Walk back to Desert. Walk 2 screens east and use "Rare Curiosities" door. Use 'Book' on Kangaroo Rat and trade for 'Crook'. Return to woods and examine flowers at left of screen. Use 'Clay Pot' on flowers and get 'Nectar in Pot'. Walk back to Falderal and use 'Crook' on cheese in pond to get 'Moon'. Inventory: 'Golden Comb', 'Stick', 'Hunting Horn', 'Jackalope Fur', 'Nectar in Pot', 'Rubber Chicken', 'Magic Statuette', 'Moon'. Chapter 4 - "Will the real troll king please stand up" This is the first chapter with events that happen without user command. The Bogey-Man can appear at any time and "get" Rosella. When the Bogey-Man appears, just move off screen and return ( until Rosella is wearing the 'Black Cloak' ). Note that the 'Extra Life' is not necessary to complete the game ( there are two levels of completion ). However, the most successful complete needs it. Use shovel blade, quickly or Rosella will expire. Talk to gravedigger about his rat Iggy ( 3 times ). Walk south east and watch brat. Walk west and watch other brat. Walk east and use rope to enter Jack-o-Lantern. Take 'Back Bone' from floor just south of coffin. Take 'Foot-In-A-Bag' from coffin. Use rope to leave Jack-o-Lantern. Walk west, watch brat, and enter Dr. Cadaver's house. Use 'Back Bone' on doctor and receive 'Weird Pet'. Walk east and use 'Weird Pet' on brats. Use 'Weird Pet' on elevator to rescue 'Gravedigger's Rat' Walk north to graveyard. Use 'Gravedigger's Rat' on gravedigger and receive 'Gravedigger's Horn'. Walk south east. Use 'Hammer and Chisel' on casket to save cat and get 'Extra Life'. Walk north and take 'Shovel'. Walk west, south and south again. Stand at extreme lower-left of screen and use 'Gravedigger's Horn' Enter hole. Examine lock. Use skull then bat then spider. Use 'Dragon Toad' on the king. Use 'Hammer and Chisel' on his arm-band, quickly or Rosella will expire. End up with 'Magic Wand' and 'Troll King as Scarab'. Take 'Black Cloak' and use it on Rosella. Walk north and enter Dr. Cadaver's house. Talk to the doctor and get the 'Defoliant'. Walk east and scare brats then walk south to garden. Use 'Defoliant' on green monster, quickly or Rosella will expire. Use 'Foot-In-A-Bag' on venus fly trap plants. While they are busy, take little red 'Fragrant Flower' at their base. Walk east. Walk quickly past Malicia's house, King will want to jaw awhile. Walk north behind Malicia's house. Use green vine covering hole under Malicia's house. Use 'Shovel' on hole to enlarge it. Enter hole. Note that there is a bug here that sometimes prevents the next action. If the dog is barking before entering hole. Go back to the front of the house and walk east. Then walk west again. The dog should not be barking. It is then safe to enter the hole. Inside room, go back down under floor as soon as possible. WHen dog sticks its nose in the knot-hole, use 'Defoliant' on him. Enter room. Keep examining third drawer of chest until you get 'Mysterious Device'. Use pile of clothes to put them back in drawer. Take 'Woolen Stocking'. Leave room through floorboard. Use black cloak to put it back on. Walk to front of house and then east. Try to walk east, were-bear will confront Rosella. Use 'Silver Pellet' on 'Woolen Stocking' to make 'Sling' and use 'Sling' on were-bear, quickly or Rosella will expire. Walk north, cross river bed, and walk north west. Use small door to enter town. Use door on town hall to enter. Leave party room though curtain at rear. Walk right and down, and continue to powder room door. Use powder room door twice to enter. Examine plaque on base of statue. Use 'Woolen Stocking' on plaque to clean it. Examine plaque again. Examine grapes on pillar at right of room. Use 'Hammer and Chisel' on grapes to get 'Golden Grape'. Use 'Golden Grape' on statue to partially open entrance. Walk to left side of room. Use 'Magic Wand' on 'Troll King as Scarab'. Put 'Magic Wand' back into inventory and enter entrance. Walk north west. Inventory: 'Lantern', 'Hammer and Chisel', 'Defoliant', 'Magic Wand', 'Shovel', 'Extra Life', 'Fragrant Flower', 'Woolen Stocking', 'Mysterious Device'. Chapter 5 - "Nightmare in Etheria." This is another chapter with a lot of walking around. It is also the longest. Every time you pass through central screen in Etheria you have to wait for little creatures to dance with Valanice ( or else warp through ). Use 'Rubber Chicken' on tree at right. Use 'Moon' on rubber chicken on tree. Take 'Feather' from tree branch. Use 'Magic Statuette' on snake salesman trade for 'Were-beast Salve'. Leave town. Walk east 3 screens. Use 'Feather' on snoring rock. After getting clued in, walk 2 screens west, cross stream bed. Walk south and 2 screens east. Use 'Nectar in Pot' on statue. Walk west. Use 'Jackalope Fur' on 'Were-beast Slave' making 'Were-beast Slave with fur'. Use 'Were-beast Slave with Fur' on Valanice. After monster is defeated walk east. Walk carefully past venus fly trap plants and leave garden north. Walk east and then back west, use rope to enter Jack-o-Lantern. Take 'Femur Bone' from mummy. Use rope to leave. Walk 2 screens west and 1 north. Use 'Femur Bone' on dog. Talk to the dog till Valanice gets 'Horseman's Medal'. Walk south and use 'Horseman's Medal' on crying woman. Walk 2 screens east and take 'Lit Firecracker'. Walk 2 screens west. Use 'Lit Firecracker' on lock of crypt door. Enter crypt and use dog statue. Examine open casket to get 'Horseman's Head'. Leave crypt. Stand on path and use 'Horseman's Head' on horseman as soon as he appears. End up in Etheria with the 'Horseman's Fife'. Walk east 2 screens and climb to top of mountain. Use strange looking tree and climb out to end of branch. Examine clump of grapes to get 'Ambrosia'. Climb back off tree and walk south. Climb back down mountain and walk south. Walk west. Use south east rainbow to warp to woods by stream and bridge. Walk north east across bridge. Use 'Ambrosia' on cornucopia and take 'Pomegranate' from cornucopia. Walk south west across bridge and then west. Use 'Pomegranate' on bleeding tree to uncurse Ceres. Use 'Horseman's Fife' on yourself to return to Etheria. Walk east and then north. Use the strings of the harp in order 1, 5, 6, 4 to activate harp. Use globe of harp to warp to Fates. Talk to the Fates who tell you to talk to Maab in the land of dreams. Talk to the Fates again and they tell you to sleep to reach Maab. Walk south and then west. Use south west rainbow to warp to Ooga-Booga. Walk north thru gate. Walk west. Enter Dr. Cadaver's house. Talk to the doctor about insomnia. Use coffin to sleep. Use 'Horseman's Fife' to warp to Etheria. Walk east and north. Use harp to warp to the Fates. Talk to the Fates who say go to Ceres. Walk south and west. Use south east rainbow to warp to woods. Walk west and talk to Ceres. Use 'Horseman's Fife' to warp to Etheria. Use south west rainbow and walk east to Malicia's house. Walk north behind house, if dog is barking go back and east, then come back. When dog isn't barking, enter hole behind house. Once inside climb back under floor then try to reenter room. After Malicia leaves with Cuddles, reenter room. Examine lamp at right of room and get 'Crystal Shaft'. Leave room through floor and walk back to front of house. Use 'Horseman's Fife' to warp to Etheria. Use the north west rainbow to warp to desert. Walk 2 screens north, 1 east, and enter building. Use 'Crystal Shaft' on statue to energize it. Leave building and use 'Horseman's Fife' to warp to Etheria. Walk east and north and consult the Fates again. They give you the 'Dream Catcher'. Walk south and east and climb mountain. Use 'Dream Catcher' on cave entrance and when nightmare appears use it on the nightmare. Quickly or Valanice will expire. Enter cave and talk to "Weaver of Dreams". Use 'Dream Catcher' on "Weaver of Dreams" to get 'Tapestry of Dreams'. Use 'Tapestry of Dreams' on yourself to travel to dreamland. Use 'Dream Catcher' on black nightmare. Walk south. Walk into building, use 'Crystal Shaft' to free Maab and get 'Magic Bridle'. Climb mountain and stand behind cave. Use 'Magic Bridle' on white wind. Inventory: 'Golden Comb', 'Stick', 'Clay Pot', 'Ambrosia', 'Horseman's Fife'. Chapter 6: "Ready, set... BOOM!" This chapter has very few user actions: most of the action is fixed. The two settings on the 'Magic Wand' is VERY tricky. Examine the 'Magic Wand', it has two settings 'T' and 'F'. Use the bottom control on the 'Magic Wand' to change the setting to 'F'. Use the 'Magic Wand' on the false king ( thrown to back of room ). In volcano use 'Shovel' on yourself, quickly or Rosella will expire. Walk north west. On door use left eye, then right eye, then nose. Use 'Mysterious Device' on socket at right of back control panel. When it is fully charged it blinks; take it back. Use 'Fragrant Flower' on the king to rouse him and stop volcano. Use 'Mysterious Device' on Malicia to turn her into an infant. Use 'Extra Life' on Edgar to save him. (Written by Steven L. Zook - [email protected])
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