Friday, August 25, 2017

Dilandau3000 plays King's Quest VI: Heir Today, Gone Tomorrow - Part 27 of 43


We've got a few things left to do before we think about how to rescue Cassima.

All maps by Dan_.

There's nothing more to do in the Isle of the Beast, so head back to the shore and use the magic map to go to the Isle of the Crown.


Go back to the fork in the road and give the white rose to Sing-Sing. Sing-Sing will take the rose to Cassima, who then tells Sing-Sing to fly elsewhere, and not to take any more tokens of Alexander for fear of never being able to leave the castle again, as Abdul al-Hazred would never let her return her love for him.

Head to the village. You'll find the genie in either the book shelf or the pawn shop. You could give him the peppermint leaf and have him eat it; even though it doesn't make the game unwinnable as you can always get more, the genie will leave. You can still use the "Drink Me" potion in front of the shopkeeper and give him a fright if you get the genie to leave, though. At least we know the pawn shop owner wears red pants. Of course, if you do this, you'll lose the "Drink Me" potion.

Instead, use the "Drink Me" potion. Alexander will pull his best Oscar-caliber work, while Shamir will be overjoyed and break the news of Abdul al-Hazred. Shamir's lamp is a blue bottle, as you can see from the cut-scene. Regardless of where you use it, the shopkeeper will know exactly what's going on concerning the cloaked old man, who is really Shamir Shamazel.

Now that you've tricked the bad guys into think you're dead, there are two paths you can take to the end of the game: the short path or the long path.

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