King's Quest VI: Heir Today, Gone Tomorrow Misc
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Reviews
- Digital Spy: Why King's Quest VI was Sierra at its best
- PC Gamer : PC classic commentary: King's Quest VI with Jane Jensen
- Adventure Gamers: Review for King’s Quest VI: Heir Today, Gone Tomorrow
Easter Eggs
- If you walk up the cliffs of logic then make Alexander fall (by clicking on the ground). Do this 3 times and he'll tell you to stop.
- On the shelves in the pawn shop are items that of the previous King's Quest games (1-5).
- At the gate to the Realm of the Dead, use your hands on the bones.
- Talk to the rotten tomato after you pick him up.
Trivia
- Fan Nickname: The Cliffs of Logic are often known by fans of the King's Quest series as "The Cliffs of Copy Protection".[1]
- Hey, It's That Voice!: You will be doing this a LOT. Sierra sprung for a high-end voice cast, one of the first video game companies to do so.
- Talking to Himself: Don Messick voices the Sense Gnomes, as well as Ali.
- What Could Have Been: There were earlier drafts on the game script that were different than in the final product, such as differences in the puzzles (for example, there were clues on the walls of the Catacombs that would tell you how to move around the Catacombs) and in the storylines (e.g., the copper Daventry coin had the face of Queen Valanice rather than King Graham; Alexander sending a wrong poem to Cassima; the old coins being made out of gold rather than copper; the black feather remaining black rather than changing color after stirring in the teacup of the Magic Paint mixture; and the "Drink Me" Potion bottle being empty, forcing Alex (and the Pawn Shop Owner) to go into Plan B, i.e., Faking the Dead rather than a Faux Death). In spite of this, many of these drafts either changed or never came into fruition at all. All of these can be found in the Novelization of the game in the King's Quest Companion Booklet.
Possible Endings to King's Quest VIThere are at least a dozen variations on the two main endings to King's Quest VI. Here are some of the major differences:
- If Alexander sends his signet ring to Cassima:
- It will become the wedding ring.
- If Alexander doesn't send his signet ring to Cassima, but has reclaimed it from the pawnshop:
- Alexander will give the ring to Cassima as a wedding ring.
- f the signet ring is still in the pawnshop:
- There will be no wedding ring.
- If Alexander rescues the king and queen from the Land of the Dead:
- Cassima's parents will attend the wedding.
- If Alexander doesn't rescue the king and queen:
- The wedding ceremony will be somewhat sad and bittersweet.
- If Alexander doesn't befriend Jollo:
- Jollo will be at the wedding, but looking somewhat unsure of himself.
- If Alexander befriends Jollo, but doesn't save the genie:
- Jollo will be at the wedding as a happy spectator, but Cassima's parents will not be there.
- If Alexander befriends Jollo, and both saves the genie and rescues the king and queen:
- Jollo will perform at the wedding.
- If Alexander saves the genie and discovers the stolen treasures:
- The genie will be at the wedding performing magical tricks, and the rulers of the other islands will also attend.
- If Alexander saves the genie and rescues the king and queen:
- Jollo performs at the wedding, the genie will perform magical tricks, the rulers of the other islands will attend, as will King Graham, Queen Valanice, and Princess Rosella.
- If Alexander kills the genie:
- Neither the genie, nor the rulers of the other islands, nor the royal family of Daventry will be there.
- If Alexander finds the stolen treasures:
- It's mentioned that the islands are talking to each other again.
- If Alexander doesn't find the stolen treasures:
- It will be mentioned that there is much work to be done to restore total harmony to the kingdom.
In addition to these endings there are several more variations on these basic themes.
You enjoy the best possible ending only if Alexander sends his ring to Cassima (via Sing-Sing), befriends Jollo, rescues the king and queen, saves the genie, and discovers the stolen treasures.
The minimal possible ending-other than Alexander's death, imprisonment in the dungeon, or being turned into a warthog will take place if Alexander does none of the above.
Hints
This section is to just have a question answered and not get the Walkthrough to an entire game. Click the "Spoiler"button to get the answer for each question.
Problem: How do I get into ChessLand?
You can\'t!
Problem: How do you get the stolen items from the castle?
The password to that room is in two places in the castle. One is overheard from the guards talking when you\'re in the secret passageway. The other half of the word is located in the box in the Vizier\'s room. Combine the two, talk to the door and you\'re in. Once you uncover the stolen items by removing the cover, you can leave them there and they\'ll be returned to the proper islands at the end of the game.
Problem: I'm in the catacombs and I can't get through the tiles on the floor.
As the "Guide to the Green Isles" reveals ...an ancient tablet that once adorned the doors to the catacombs shows "Three roses laid upon the bower, A scythe for he who cuts the flower, A crown, a dove, most noble race! Thy bones make sacred this dread place"
Problem: I'm talking to Bookworm, and he doesn't ask about the rare book. He won't let me take a book.
Does Bookworm Want something, first? You need to look at the book on the counter of the bookshop on the Isle of the Crown to trigger the rare book chat with Bookworm.
Problem: How do I get up the sacred mountain?
Use your manual. This is the copyright protection!
Problem: How do I get the hole-in-the-wall?
Get the flute from the pawn shop. Play the flute and after you stop playing, the wallflowers will continue to dance. Grab the hole-in-the-wall while they\'re still dancing.
Points List
| Action | Points | Action | Points |
|---|---|---|---|
| Move plank | 1 | Cool off boiling water | 4 |
| Get coin | 1 | Get hunter's lamp | 1 |
| Get ring | 1 | Get brick | 1 |
| Show ring to guard | 5 | Get magic book | 1 |
| Talk to book seller | 1 | Trade pearl for ring | 2 |
| Get poetry book | 1 | Use mechanical bird on nightingale | 4 |
| Get poetry page | 1 | Give ring to nightingale | 3 |
| Get free book | 1 | Get ribbon | 1 |
| Look at magic book | 2 | Get hair from ribbon | 1 |
| Talk to ferryman | 2 | Give poetry page to nightingale | 1 |
| Get rabbit's foot | 1 | Get note | 1 |
| Talk to Jollo in book shop | 4 | Get milk bottle | 1 |
| Get mint | 1 | Get teacup | 1 |
| Trade ring | 5 | Get hole-in-the-wall | 3 |
| Buy any item at pawn shop | 2 | Make babies cry | 2 |
| Get invisible ink | 1 | Get tears | 1 |
| Get feather | 1 | Get tomato | 1 |
| Get flower of stench | 1 | Give tomato to bump-on-a-log | 3 |
| First travel to Isle of Wonder | 1 | Get swamp ooze | 1 |
| Read story to oyster | 2 | Climb mountain | 5 |
| Get pearl | 1 | Enter cave | 1 |
| Trick 5 gnomes | 10 | Light darkness in cave | 2 |
| Get string of letters | 1 | Get mint leaf | 1 |
| Get paper from spider web | 3 | Get skull | 1 |
| Get dangling participle | 2 | Cross tiles in catacombs | 3 |
| Get rare book | 2 | Get shield | 1 |
| Read rare book | 1 | Get coins from catacombs | 1 |
| Get red scarf | 1 | Stop moving walls | 2 |
| height="20" width="300"Get lettuce | 1 | height="20"Light darkness in catacombs | 2 |
| Get river styx water | 1 | Use hole-in-the-wall | 1 |
| Pay ferryman | 3 | Look through hole-in-the-wall | 1 |
| Answer door riddle | 3 | Enter secret room | 1 |
| Use gauntlet on lord | 2 | Use red scarf on minotaur | 9 |
| Make him cry | 4 | Get scythe | 1 |
| Give rose to nightingale | 1 | Get coal | 1 |
| Get lamp from seller | 1 | Bypass archer statue | 3 |
| Stir teacup with feather | 1 | Get white rose | 1 |
| Paint wall | 1 | Chop hedges | 4 |
| Cast paint spell | 3 | Give white rose to rose girl | 2 |
| Enter castle | 2 | Give girl beast's ring | 4 |
| Give ghost boy hanky | 3 | Put sacred water in lamp | 1 |
| Enter secret passageway | 2 | Put fountain water in lamp | 1 |
| Look through 1st hole in wall | 2 | Get drink me bottle | 1 |
| Look through 2nd hole in wall | 1 | Give coal to white queen | 1 |
| Give dagger to Cassima | 3 | Pretend to die | 3 |
| Look through 3rd hole in wall | 1 | Cast rain spell | 3 |
| Open ebony box | 1 | Talk to Druids | 2 |
| Get letter | 2 | Put burning embers in skull | 1 |
| Give lamp to Jollo | 3 | Put hair in skull | 1 |
| Enter door with no knob | 2 | Put egg in skull | 1 |
| Look at island treasures | 2 | Cast charm creature spell | 5 |
| Give Saladin Vizier's letter | 3 | Talk to spirits | 1 |
| Talk to Cassima | 5 | Talk to mother spirit | 1 |
| Get genie bottle | 1 | Get skeleton key | 3 |
| Capture genie | 5 | Give ticket | 3 |
| Get sword from wall | 1 | Get gauntlet | 1 |
| Finish off Vizier | 6 | -------------- | ---- |
| 231 of | 231 |
Walkthroughs/Hints
- King's Quest 6 Long Path Walkthrough
- King's Quest 6 Short Path Walkthrough
- King's Quest VI: Heir Today, Gone Tomorrow Hint Page
- SHP King's Quest Forum
Game Maps
Cheats
Demos
Misc Downloads
File:Kings Quest 6 - UHS.zip ZIP File []
File:Kings Quest 6 - Hintbook2.pdf PDF File [8.95 MB]
File:KQ6ArtPlayer.zip ZIP File [12.5 MB]
File:KQ6HighResArtPlayer.zip ZIP File [38.6 MB]
References
Related Links