
The Isle of the Crown
Move the board that's stuck in the sand. Open the box. Get the coin from the box. Pick up the insignia ring that's glinting in the sand to the left. Go over the hill. Go to the Castle of the Crown. Talk to the guard dogs. Show them your ring. Watch the movie, then head into town. Go into the pawn shop and talk to the man. Take a mint from the jar on the counter. Go to the book shop next door. Look at the table by the door and take the book you see there. Talk to the shopkeeper. Click the hand on the far right section of shelves. Pick up the piece of paper that falls. Look at the book on the counter, and click the hand on it. Exit the shop.
For Your Amusement:
Look at, touch, and talk to everything in the pawn shop. The shelves to the
right of the bear and the shelves of bottles behind the counter have plenty
of references to other King's Quests.
Click the hand on the cookbooks in the far left section of the bookstore.
Talk to and click the hand on the fire in the bookstore.
Go north, then west. Ignore the boy and step onto the ship. Knock on the door and talk to the ferryman until he repeats himself. Take the rabbit's foot on the table. Leave the ferry and stop in at the bookshop again; you're looking to meet Jollo, who will be sitting in the center of the room when he appears. Talk to him and show him your ring. Go to the pawn shop and talk to the shopkeeper to ask about the magic map. Offer your ring in trade for the map. Give him the copper coin and take the nightingale. Watch the cut scene. Leave the shop, then go to the fork in the road and wind the nightingale to attract Sing-Sing from the upper branch. Return to the village screen and search the pot of trash to find a bottle of invisible ink. Go to the beach, click the map on yourself to look at it, and click on the Isle of the Sacred Mountain. Whoa!
For Your Amusement:
Click the hand on the ferryman.
Of Wondrous Things and Dangling Participles
Get the feather and flower that are on the beach. Get out the map again and click on the Isle of Wonder. Talk to the oyster. Click the boring book on him to read him to sleep. Catch the pearl when he yawns. Try to exit the screen and 5 gnomes will appear. Use the flower of stench on the smell gnome, the nightingale on the hearing gnome, the mint on the taste gnome, the rabbit's foot on the touch gnome, and use the ink on yourself for the sight gnome. Pick up the pink thing that's floating in the water.
Go east. Touch a book to find out what the Bookworm would trade for a rare book. Go back to the beach, get out the map, and go to the Isle of the Beast. Look at the funny little creature hanging from the tree. It's the Dangling Participle that the Bookworm said he wanted. Talk to it, then click the "Where?" on it. (To where do you think you are going, anyway?) Go back to the Isle of Wonder. Talk to the books to call up Bookworm. Give the beastie to the Bookworm and you'll get a rare book. Read it. Look at the spiderweb. Pull on the loose thread, then get the paper while Black Widow is fixing the web. Look familiar? From the beach, go north, then west. Pick a head of iceberg lettuce. Go back to the Isle of the Beast. Go north and throw the lettuce in the pool. Get the lamp, then go north one more screen and get the brick. Go back to the Isle of the Crown.
For Your Amusement:
Click the hand on the Dangling Participle in your inventory window.
Go to the pawn shop and trade the pearl for your ring and the nightingale for the flute. Go to the bookshop and trade the rare book for the book of spells. Read through it. (If you see Jollo, you will automatically talk to him.) Go to the fork in the road and give the ring to the bird. Search the ribbon you get to find a strand of hair. Give the bird the love poetry. Pick up the note the bird brings back. Go to the Isle of Wonder.
Go to the swamp and pick a bottle of milk. Go into the garden. Give the milk to one of the Baby's Tears and catch some tears in the lamp. Get the teacup from the chair. Try to take the Hole in the Wall. Play the flute and grab the Hole in the Wall while the flowers dance. Get Rotten Tomato. Go through the garden gate to Chessboard Land, and try to walk past the horses. After the queens leave, pick up the scarf that the Red Queen left behind. Go back to the swamp. Click the cup on the swamp. Give Rotten Tomato to Bump on a Log. After the scene, click the teacup on the swamp ooze that's on Bump. Go back to the Isle of the Crown. Go to the pawn shop, and trade the flute for the tinderbox. Go to the Isle of the Sacred Mountain.
For Your Amusement:
Repeatedly talk to Rotten Tomato in your inventory.
The Cliffs of Logic and Labyrinth
Read the puzzle. Press RISE, one letter in each word. Carefully walk up the steps. In the second puzzle, spell SOAR by pressing the following symbols:
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For the third puzzle, press the rightmost, leftmost, and then left center buttons. For the fourth puzzle, press the following symbols, which stand for tranquility, azure, caterpillar, and air.
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The fifth puzzle is like the first; spell ASCEND.
For Your Amusement:
Climb up a few steps then click on the ground to make Alexander fall. Repeat
twice.
At the top, ignore the genie who will try to give you nightshade. Wait until the genie leaves. Enter the little cave to your right. Light the tinderbox. Go through the opening revealed at the right. Get some mint from the plant, and exit the cave the way you came in. Go north. You will be taken to Lord Azure and Lady Aeriel, then to the catacombs. Save the game. The game manual will be helpful for the map, but not necessary, since unlike KQ5, this maze does not rotate.
N N E E N. Take the skull. S W W N W. In this room, walk up to the rose tile, diagonally to the adjacent rose, diagonally to the next rose, up to the scythe, up to the crown, diagonally to the dove, diagonally to the skull and crossbones, down to the blank in front of the door, then out. N. Get the shield. N N N W W. Get the coins from the skeleton's eyes. E E S E. Throw the brick in the gears when the ceiling starts collapsing and exit to the east. E N E. Light the tinder box. Wx5 S S E. Put the Hole in the Wall on the eastern wall and look through it. W N N Ex5. Sx4 W W W N N. This tapestry is the one you saw through the Hole. Move the tapestry to find the secret catch. Ready the scarf as your active object and save the game. Go east. Walk a little further into the room. After you are backed towards the flames, quickly click the scarf on the Minotaur. Watch the scene. Pour the sacred water from the Oracle into the lamp.
Beauty and the Beast and Druid Mysteries
Go to the Isle of the Mists. Go west to the campground. Get the scythe and a lump of charcoal. Leave and go to the Isle of the Beast. Cross the pool and click the shield on the stone archer in the next screen. Pick a white rose from the hedge, then try to walk through it. Use the scythe on the rose bushes. Talk to Beast. Go back to the Isle of the Crown.
For Your Amusement:
Use the scythe on yourself.
Go to the manor house with the rose bushes. Give the girl the white rose. Show her Beast's ring. She will go with you; you will automatically be taken back to the Isle of the Beast. After the scene is over, get some fountain water with the lamp. Cast the "Make Rain" spell. On the way back to the beach, pick another white rose. Go to the Isle of Wonder.
Head to Chessland. As you pass through the garden, get the bottle on the table. Give the White Queen the lump of charcoal to get her rotten egg. Go to the Isle of the Mists, and get caught. Relax and watch the scene. After it's over, fill the skull with embers from the fire. Add the egg and the hair to the skull. Go to the Isle of the Sacred Mountain.
The Land of the Dead
Climb the cliffs. Cast the "Charming a Creature of the Night" spell, and you will ride NightMare to the Land of the Dead. Talk to the ghosts of the King and Queen. Avoid the touch of the other ghosts and zombies. Go east. Talk to the ghost hovering there and receive her handkerchief. Walk north to the gates. (This should look familiar if you've ever died in this game.) Play the bone xylophone. Get the skeleton key. Give the ticket to the gatekeeper and enter the Land of the Dead. Be careful, when walking around, not to fall into the Styx.
Get the gauntlet from the suit of armor. Exit to the north. Get some water with the teacup. Give the coins to the boatman. You will be ferried across the Styx. Walk up to Gate and attempt to open it (him?). The answer to the riddle is LOVE (remember the paper from the web?). Approach the Lord of the Dead. Click the gauntlet on him, then the magic mirror. Watch the scene. You will end up on the Isle of the Crown.
For Your Amusement:
Talk to the pathway.
Use the boring book on Death.
Defeating Alhazred
Go over the hill and give the rose to Sing-Sing. Go to the pawn shop. Drink the contents of the "Drink Me" bottle. Note the shape and color of the genie's bottle when watching the cut scene. Trade the tinderbox for the paintbrush. Exit the shop and trade the hunter's lamp for one that matches the shape of the genie's. Go to the castle and walk around the side, to the left. Stir the teacup contents with the horse feather. Click the brush on the wall to paint a doorway. Cast the spell. Save the game.
Listen for approaching guards here, and be careful. You can dodge around corners or into dungeon cells to hide from the dogs. Go east down the hallway and into the door at top right. Talk to Jollo and give him the lamp. Go back to where you entered the dungeon. Hide from the guard dogs in the middle cell. When the boy ghost appears, give him the handkerchief. Go to the north hallway and move the arm on the suit of armor.
Look through the chink in the wall. Go upstairs and enter the hallway (ignore the chink at the top of the stairs for now). Follow it around and peer through the chink in the wall when you pass it. At the end of the hallway, open the door whose outline you can see on the wall. Use the skeleton key on the chest. Take the letters. Open the box and read the paper there. Leave the way you came. At the top of the staircase, look through the chink in the wall. Talk to Cassima. Give her the dagger. Wait until she's taken by guards. Save the game again. Go downstairs and out. In the western hallway, talk to the door on the west wall. Say ALIZEBU. Lift the cloth on the table and look at each item individually. Exit the room. Go to the eastern hallway and quickly go up the stairs and through the door. When Captain Saladin catches you, show him Alhazred's letters. Walk towards the wedding party and watch the scene. After it's over, follow Alhazred up out and up the stairs. At the top of the tower, Jollo will appear with the lamp. Quickly use it on Shamir. When Alhazred draws his sword, take the sword from the wall and fight him. When Cassima stabs him, quickly knock him out with the sword, and watch the ending movie.
For Your Amusement:
Try dying in some less obvious ways: Walk into the ocean. Perform each of
the spells incorrectly (remember magic in KQ3?). Return to the Isle of the
Mists before casting "Make Rain", and end up a Druid sacrifice. Fall or walk
into the Styx. Don't give the dagger to Cassima, which allows Alhazred to
run you through.