King’s Quest VI: Heir Today, Gone Tomorrow

Take the ring. Move the beam. Open the box. Take the coin. Walk north, northeast, to the castle doors. Talk to the guards. Show the ring to the guards. Wait until you meet with the vizier. Walk south, northwest. Use the bookstore door. Take the book from the left table. Take the book from the right shelves. Take the page. Use the open book on the counter. Talk to the shopkeeper. Open the door. Walk northwest, west. Use the door. Talk to the ferryman. Talk to the ferryman. Take the rabbit foot. Use the door. Walk north, south. Use the pawn shoppe door. Take a mint. Talk to the shopkeeper. Give the ring to the shopkeeper. Give the coin to the shopkeeper. Take the nightingale. Use the door. Walk south, north. Use the garbage pot. Walk south, south. Use the map. Choose the Isle of the Sacred Mountain. Take the flower. Take the feather. Use the map. Choose the Isle of Wonder. Talk to the oyster. Talk to the oyster. Use the book with the oyster. Take the pearl while the oyster yawns. Walk north. Use the flower with the smelling dwarf. Use the nightingale with the hearing dwarf. Use the mint with the tasting dwarf. Use the rabbit foot with the feeling dwarf. Use the invisible ink with Alexander. Pick up the sentence. Walk east. Look at the web. Pull the loose web string. Take the corner. Use the pile of books. Walk west. Use the map. Choose the Isle of the Beast. Talk to the strange creature. Give the sentence to the creature. Use the map. Choose the Isle of Wonder. Walk east. Use the creature with the pile of books. Use the rare book. Walk west. Use the map. Choose the Isle of the Crown. Walk north, northwest. Use the pawn shoppe door. Give the pearl to the shopkeeper. Use the door. Use the poster. Use the bookstore door. Talk to the customer. Show the ring to the customer. Give the rare book to the shopkeeper. Use the door. Walk south. Use the mechanical nightingale with the nightingale. Use the ring with the nightingale. Take the ribbon. Use the ribbon. Use the poem with the nightingale. Take the note. Walk northwest. Use the pawn shoppe door. Give the nightingale to the shopkeeper. Take the flute. Use the door. Walk south, south. Use the map. Choose the Isle of the Sacred Mountain. Use the inscription. Solve the first riddle. [+] Walk up to the top. Solve the second riddle. [+] Walk up to the top. Solve the third riddle. [+] Walk up to the top. Solve the fourth riddle. [+] Walk up to the top. Solve the fifth riddle. [+] Walk up to the top, north. Use the map. Choose the Isle of Wonder. Walk north. Take the milk bottle. Walk west. Take the tea cup. Take the rotten tomato. Take the hole-in-the-wall. Use the flute with the flowers. Take the hole-in-the-wall. Use the doors. Walk to the chessboard land. Take the scarf. Walk south. Take the iceberg lettuce. Walk south. Use the tea cup with the swamp. Talk to the bump-on-a-log. Give the rotten tomato to the bump-on-a-log. Use the tea cup with the swamp ooze. Walk south. Use the map. Choose the Isle of the Beast. Walk north. Use the iceberg lettuce with the water. Take the lamp. Walk north. Take the brick. Walk south, south. Use the map. Choose the Isle of the Crown. Walk north, northwest. Use the pawn shoppe door. Give the flute to the shopkeeper. Take the tinder box. Use the door. Walk south, south. Use the map. Choose the Isle of the Sacred Mountain. Walk to the top. Walk north, north, east, east, north. Take the skull. Walk south, west, west, north, west. Walk west across the correct tiles. [+] Walk north. Take the shield. Walk north, north, north, west, west. Take the coins. Walk east, east, south, east. Use the brick with the gears. Walk east, east, north, east. Use the tinder box with Alexander. Walk west, west, west, west, west, south, south, east. Use the hole-in-the-wall with the east wall. Look at the hole-in-the-wall. Walk west, west, west, south, south, east, south. Walk east, east, north, east, north, north. Use the tapestry. Walk east, to the minotaur. Use the scarf with the minotaur. Wait until you get the sacred water. Walk to the top. Use the hole. Use the tinder box with Alexander. Use the eastern hole. Look at the leaves. Take the leaves. Use the western hole. Use the tinder box with Alexander. Use the western hole. Walk down. Use the map. Choose the Isle of the Mists. Walk west. Take the coal. Take the scythe. Walk south. Use the map. Choose the Isle of the Beast. Walk north, north. Use the shield with the archer statue. Take a rose. Walk to the gazebo. Use the scythe with the bushes. Wait until you get the ring. Walk south, south, south. Use the map. Choose the Isle of Wonder. Walk north, west. Give the milk to the baby tears. Use the lamp with the crying baby tears. Walk south, south. Use the map. Choose the Isle of the Crown. Walk north, northwest, north. Give the rose to the girl. Give the Beasts’ ring to the girl. Wait until you get the mirror. Use the sacred water with the lamp. Use the lamp with the fountain. Use the spellbook. Turn the page. Cast the Make Rain spell. Walk south. Take the rose. Walk south, south. Use the map. Choose the Isle of Wonder. Walk north, west. Pick up the bottle. Use the doors. Give the coal to the white queen. Walk south, south, south. Use the map. Choose the Isle of the Crown. Walk north. Use the rose with the nightingale. Walk south. Use the map. Choose the Isle of the Mists. Wait until the Make Rain spell is activated. Use the skull with the glowing embers. Use the hair with the skull. Use the spoiled egg with the skull. Walk south. Use the map. Choose the Isle of the Sacred Mountain. Walk to the top. Use the spellbook. Turn the page twice. Cast the Charming a Creature of the Night spell. Wait until you mount Night Mare. Talk to the ghosts. Walk east. Talk to the ghost. Walk north. Use the bones. Take the skeleton key. Give the ticket to the ticket skeleton. Use the body. Take the gauntlet. Walk north. Use the teacup with the river Styx. Give the coins to Charon the ferryman. Use the door. Talk to the door. Spell LOVE. Walk to Lord Death. Use the gauntlet with Lord Death. Use the mirror with Lord Death. Walk north, northwest. Use the pawn shoppe door. Give the tinder box to the shopkeeper. Take the brush. Use the potion with Alexander. Note the lamp the genie disappears into. Use the door. Talk to the peddler. Give the lamp to the peddler. Take the replica of the genie’s lamp. Use the feather with the tea cup. Walk south, northeast, west. Use the brush with the wall. Use the spellbook. Cast the Magic Paint spell. Use the dungeon door. Find the cell where the spirit boy is. Give the handkerchief to the boy. Use the door. Walk east. Use the door. Give the lamp to Jollo. Use the door. Walk northwest. Use the arm of the suit of armor. Look at the hole. Walk upstairs. Look at the hole. Give the dagger to Cassima. Wait for Cassima to leave. Walk west, west. Look at the hole. Walk north. Use the door. Use the key with the trunk. Take the letter. Use the box. Read the page. Leave the box. Use the closet. Walk south, south, south, downstairs. Use the wall. Walk west. Talk to the western door. Spel ALIZEBU. Use the drapery. Look at the coat of arms. Look at the fleece. Look at the singing stone. Look at the miniature oak. Walk south, southeast. Use the door at the top of the stairs. Give the letter to the captain. Walk to the wedding party. Walk to the door, upstairs, upstairs. Wait until you get the lamp. Use the lamp with the genie. Take the sword. Attack the vizier. Attack the vizier.