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-
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- + KINGS QUEST VI +
- + +
- + SOLUTION +
- + +
- + TYPED IN BY VOYAGER FOR LSD +
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- (PART ONE)
-
- ISLE OF THE CROWN
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Move a plank at the right of the screen to reveal a box.
- use the hand icon on the box to open it.
- Take the daventry coin from the box.
- Pick up your Royal Insignia Ring from the left side of
- the beach.
- Go to the village and enter the book shop.
- Talk to the book shop owner a few times.
- Look around the store until you find the love poem shelf.
- Use the hand icon on the shelf to take a book of poems.
- A page will fall from the book and land on the floor.
- Pick up the page.
- take the boring book from the stand by the door.
- Use the hand icon on the spell book on the counter to find
- out what the bookstore owner wants for it.
- Use your Royal Insignia Ring on the clown to get him to talk
- to you.
- Make sure you return to the book shop to meet this rather
- dodgy clown fairly frequently.
-
- The ferryman lives on the wharf in the old boat.
- Knock on his door. He wont talk to you unti you have talked
- to the book shop owner.
- Take the rabbits foot from the table and then head for the
- pawn shop.
-
- Trade your royal Insignia Ring to the pawn shop owner for
- the magic map. Trade him a pearl from the isle of wonder
- for your ring.
- Give him your Daventry coin to get the wind-up Nightingale.
- You will need to trade in this for other items later in
- the game. You can only have one of these items at a time,
- but you can trade them in as often as you like.
- When you get the "Drink Me" potion later in the game,
- drink it in front of the black-robed man.
-
- Beauty, the girl in the rose garden, wont be lured into
- talking with you until you bring her the White Rose.
- You can get a White Rose from the isle of the Beast.
- Give Beauty the Beast's ring.
- Later in the game, a bird will appear in the tree.
- Sing-sing the Nightingale belongs to Princess Cassima.
- Talk to jollo the clown in the bookstore to find out about
- her. Make friends with the sing-sing by using the wind-up
- Nightingale. Sing-sing will serve as a messenger to Cassima.
-
- Give her your Insignia Ring AFTER you've used it on the
- guard dogs, the pawn shop owner, and the clown.
- take the ribbon she brings you. Give sing-sing the love
- poem from the book shop. Take and read the note she
- brings you. Finally give sing-sing a White Rose from the
- isle of the beast.
-
- You can't do business with the Lamp Seller until you have
- the old Hunter's Lamp from the isle of the beast to use
- in trade. To determine which new lamp you should take,
- use the "Drink Me" potion on Alexander in the pawn shop
- in front of the old man.
-
- Talk to the Guard dogs outside the castle. Use your Royal
- Insignia Ring on them. They will admit you to the castle.
- If you try to enter again and they recognise you, they
- won't allow you to pass. The guards will not let you in
- if you have the Magic Map.
-
- To get back into the castle,
- use Beauty's clothes (if you have them) as a disguise.
- The guards will let you by if they don't recognise you.
- If Beauty's clothes were burned up, you can use the,
- Magic Paint spell,use the hand cursor on the magic door
- to enter.
-
- You must have the Magic Map to get off the island.
- Talk to the book shop owner, then to the ferryman to
- find out about it. Go to the pawn shop and talk to
- the pawn shop owner. Give the pawn shop owner your
- Royal Insignia Ring. He will trade you the ring for a
- Magic Map on Alex. When the map comes up, simply
- select your destination.
-
-
- (PART TWO)
-
- ISLE OF WONDER
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Read from the boring book, taken from the book shop,
- to the oyster. When he yawns, grab the pearl from his
- open mouth. Pick up the partial sentence,
- from the beach.
- The five gnomes can be fooled using the following
- items in order:
- Flower of Stench (from the isle of the beast),
- Wind-up Nightingale (from the pawn shop),
- Mint (also from the shop),
- Rabbit's Foot (from the ferryman), and invisable Ink
- (in the rubbish tipped outside the pawn shop).
- Go to the right and look at the spider.
-
- Pull the thread at the edge of the web and grab the
- paper. You need a rare book from the Bookworm
- which he will only give you in exchange for a
- Dangling Participle, found on the isle of the beast.
- This will only appear after you've spoken to the
- Bookworm and, of course, asked about the
- Magic Book in the book shop.
-
- From here go back to the beach and then up.
- Through the swamp there's a garden.
- Get the Teacup and use it on the swamp.
- Use the rotten tomato from the garden on the bump
- in the log to provoke the Stick-in-the-mud into
- throwing some swamp Ooze at you and collect it in
- the teacup.
-
- Make the Baby's tears cry with a milk bottle from
- the swamp (and check out the plant life!)
- Catch the tears in the Teacup.
- You must have the spell book before you can get
- the Teacup.
- Use the flute to get the hole-in-the-wall.
- Get the red scarf from Cheeseboard Land
- (through the gates in the garden).
- Get the lump of coal from the isle of the Mists
- and trade it for the spoiled egg.
- Get a head of lettuce from the garden and head
- for the isle of the Beast.
-
-
- (PART THREE)
-
- ISLE OF THE BEAST
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Get the Dangling Participle using the partial sentence.
- Use the lettuce on the pond and get the lamp.
- Ignore the Gardener or he will lead you to your death!
- You need the shield from the Catacombs to get past
- the Archer.
- Get the scythe from the isle of the Mists to get
- through the Rose Bushes. Take two White Roses and the
- brick from the garden scene. Use the Hunter's Lamp
- on the Fountain and get the Beast's ring and the
- mirror from the Beast.
-
-
- (PART FOUR)
-
- ISLE OF THE SACRED MOUNTAIN
- +++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- There are five cliff puzzles to solve:
- 1. Pick out the word RISE from the letters
- on the wall.
- 2. Select the symbols for the word SOAR
- (Use your guidebook)
- 3. Click on the stones in the following order:
- Four, One, Two.
- 4. Select the wonderful symbols for Azure,Caterpiller,
- Tranquillity and Air from your guidebook.
- 5. Now select the letters for the word ASCEND
- At the top avoid the old woman and DON'T eat
- the Nightshade.
- Enter the cave behind and to the right of the
- Nightshade bush.
-
- Use the Tinderbox from the pawn shop so you can see.
- Continue to the right until you see an opening
- in the cave wall. Take the Peppermint leaves from
- the ledge. Exit the same way you came in.
- You must enchant the black horse at the top of the
- cliffs so it will take you to the Realm of the Dead.
- To do this, you have to cast the
- "Charming a Creature of the Night" spell from the
- spell book in her presence. Take the path to the
- north to encounter the Winged Ones and accept the
- Catacomb challenge.
-
-
- (PART FIVE)
-
- THE CATACOMBS
- +++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- The best way to survive the Catacombs is to map
- the maze. Use the Tinderbox for light.
- To leave the Catacombs alive you will need the
- following objects:
- The Red Scarf from Cheeseboard Land on the isle of
- Wonder, the Hole-in-the-Wall from the Garden on the
- isle of Wonder, the Brick from the Stone Archer scene
- on the isle of the Beast, and the Tinderbox from the
- pawn shop on the isle of the Crown.
-
- In the Spike Maze: Starting with the tile to Alexe's
- right, click the Walk icon on the three rose tiles.
- They should take you in a diagonal line.
- Now click on the scythe tile to the north of the rose
- tiles. Click on the crown tile. Click on the dove tile.
- Click on the skull and crossbones tile. Click on the
- blank tile in front of the door.
- Now use the walk icon to go through the door.
- You have to throw the Brick into the gears of the
- machine to stop the ceiling.
- To reach the Minotaur's lair, find the room with the
- tapestry hanging on the wall.
-
- Now just use the hand icon on the tapestry to get in.
- When you enter the cul-de-sac room, you woll hear
- the Minotaur on the other side of the East wall.
- Use the Hole-in-the-Wall on the east wall and note
- the entrance to the lair.
- Stand by thr blazing pit and quickly use the
- Red Scarf on the Minotaur to defeat him.
- You will need a skull, the coin from a dead man's eyes,
- a Shield, and Lady Celeste's dagger from the Catacombs.
-
-
- (PART SIX)
-
- ISLE OF THE MISTS
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- The isle of the Mists will not appear on your magic map
- until you have made it through the Catacombs.
- Go to the Village. You will need the Scythe from the
- tree and the lump of coal from the campfire.
- On your second visit to the island, go to the grove
- scene and use the skull that you took from the
- Catacombs on the base of the fire to collect some
- brightly glowing embers.
- On your first visit to the isle of Mists,
- walk west from the beach to the village.
- Take the objects you need and go back the same way.
- Do NOT walk north-east from the beach, or east from
- the village. To avoid being killed by the Druids
- on your second visit, you must have the Hunter's
- Lamp with you, and it must be enchanted with the
- make rain spell. If you have Beauty's slave clothes
- with you they will be burned up.
-
-
- (PART SEVEN)
-
- REALM OF THE DEAD
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Any time you die you will enter the Realm of the dead.
- However, you won't be able to do anything there
- except restore your game!
- The only way to get into the Realm and survive
- is to ride the black horse, Night Mare.
- Night Mare can br found at the top of the Logic Cliffs,
- after you have journeyed to the isle of Mists twice.
- Once you see the Night Mare, quickly cast the Creature
- of the Night spell on her.
- She will now take you to the Realm of the dead.
-
- Talk to King Calipham, Queen Alaria, and the Mother Ghost.
- The King and Queen are on the first surface scene.
- The Mother Ghost is ont he second.
- The zombies aren't very fast and can be easily avoided.
- Don't let them get too close to you or they will eat you.
- Click on the bone xylophone to the right of the screen.
- When the skeleton dance is over, pick up the
- Key Master's Key. To get past the Door Master,
- give him the ticket that Queen Alaria gave you.
- Take the daed Knight's gauntlet.
-
- You have to pay Charon two coins from a dead man's eyes
- before he'll take you across the River Styx.
- the answer to the Living Gate's riddle is quite
- simply, L-O-V-E.
- The lord of the Dead will not talk to you until you
- challenge him. You must use the dead Knight's gauntlet
- on him to issue your challenge.
- Use the Magic mirror from the isle of the beast on him.
- You need all of these from the Realm of the Dead:
- The Ghost Ticket from Queen Alaria, the Ghost
- Handkerchief from the Mother Ghost, the key Master's
- Skeleton key, the dead knight's gauntlet, and some
- River Styx water collected in the Teacup.
-
-
- (PART EIGHT)
-
- SPELLS AND SPELL BOOK
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Open the book by clicking the Hand cursor on it in your
- inventory. Use the Arrow cursor on the far right
- or left sides of the pages to turn them.
- Read the spells carefully.
- You should be looking for all the ingredients.
- To cast a spell you must have all of the ingredients
- prepared in advance and have the creature or thing you
- intend to enchant at hand. Once you are prepared,
- open the spell book, find the correct spell, and click
- the Cast icon over the incantation.
-
-
- (PART NINE)
-
- MAKE RAIN
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- The container for the Rainmaking spell is the Hunter's
- Lamp. The "Salt Water not from the sea" is collected
- from the baby's tears. The Oracle's Vial with
- "Sacred Water" is from the isle of the Sacred Mountain
- and is given to you as a reward for defeating the
- Minotaur. The "Falling Water" is from the fountain on
- the isle of the beast.
- You will need to prepare Make Rain spell before
- visiting the isle of the Mists a second time.
- Combine the ingredients first. The list of ingredients
- is in the spell book. The object you are going to enchant
- is the Hunter's Lamp. Add Baby's tears to the Hunter's Lamp.
- Use the Oracle's Vial on the lamp to add sacred water.
- Use the lamp on the Beast's fountain to fill it with
- falling water. Make sure you add the ingredients in the
- correct order. Open the spell book. Turn the page to the
- Make Rain spell.
-
-
- (PART TEN)
-
- CHARMING A CREATURE OF THE NIGHT
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- The hair is from Cassima's hair ribbon.
- If you don't get the ribbon, you can find a strand of
- hair in Beauty's clothes.
- Cast the Charming of a Creature of the Night spell on
- the isle of the Sacred Mountain, at the top of the
- logic Cliffs. The creature you are going to enchant
- is Night Mare, the black horse.
- Combone the ingredients first. The list of ingredients
- is in the spell book. Use the hair on the skull
- containing glowing embers. Add the Spoiled Egg to the
- skull.
-
-
- (PART ELEVEN)
-
- MAGIC PAINT
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- The Teacup will appear in the garden on the isle of
- Wonder after you have the spell book.
- Cast the Magic Paint spell on the outside wall of the
- Castle of the Crown, on the isle of the Crown.
- Combine the ingredients first.
- The list of ingredients is in the spell book.
- Fill your Teacup with Swamp Ooze. Add River Styx
- water. Use the Black Feather on the Teacup to stir
- the ingredients. Use the paintbrush on the side of the
- castle wall. Open the spell book. Turn the page to
- the Magic Paint spell.
-
-
- (PART TWELVE)
-
- THE CASTLE
- +++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Stay away from the Guard Dogs. If they catch you, they
- will throw you into the dungeon.
- You might be able to dodge the dogs by using the Wind-Up
- Nightingale from the pawn shop to distract them.
- The pillars can be an effective hiding place.
- To hide behind a pillar click the hand icon on it.
-
- If you have wandered into the dungeon and have met the
- little Boy Ghost, give him the Ghost Handkerchief from
- the Mother Ghost in the Realm of the Dead.
- Be sure to listen to what the boy ghost has to say.
- If you've been thrown into the dungeon by the Guard
- Dogs and have made friends with jollo, he will help you
- escape the first time. If you have been captured
- a second time and have the Skeleton Key, you can use it
- to gleefully escape.
-
- Jollo won't talk to you unless you made friends with him
- on the isle of the Crown. If you are friends, talk to
- him. He has some good advice. Give him the replica of the
- Genie's lamp you brought from the Lamp Seller.
- Find the door in the upstairs hallway. It is the first
- one on the west wall. There is a secret passage to the
- room too!
-
- find the suit of armour in the North basement hallway.
- Use the hand cursor on the suit's right arm.
- Once in the passageway, examine any chinks in the wall
- you come across. You will recognise the chinks in the wall
- by the light streaming through them.
- Listen to everything you hear---part of a puzzle is
- revealed this way. Find and enter the Vizier's bedroom.
- Find and talk to Cassima. The chink in the wall of
- Cassima's room is located at the top of the stairs.
-
- The chink in the wall of the Vizier's study is located
- down the hall. In order to use the secret passage,
- you must have given the Ghost Handkerchief to the
- Little Boy Ghost in the dungeon.
-
- Open the ebony box on the dresser in the Vizier's
- bedroom and read the note,
- Open the trunk with either the Skeleton Key from the
- Realm of the Dead, or you can use a nail.
- To obtain a nail, find the picture on the wall behind
- a pillar upstairs. Remove the picture from the wall.
- Take the nail from the wall and use it to open the
- trunk. Be sure to put the nail and the picture back
- when you're done!
-
- Once you've opened the trunk, take the incriminating
- letter from inside it.
- Cassima's door is in the north hall upstairs.
- Click the talk cursor on her door to speak to her.
- If you have found her by means of the secret passageway,
- click the talk cursor on the chink in the wall.
- Give her the dagger Lady Celeste gave you.
- Click the dagger on Cassima's door or the chink in the
- wall, depending on how you reached her.
-
- Do it fast, or you will be caught by the guards!
- The storeroom door is magically protected.
- You have to talk to the door to get it to open.
- When the keypad comes up, enter the word that you found
- in the Vizier's ebony box.
- Together, the magic words are A-L-I-Z-E-B-U.
- Once you enter uncover tha table and look at each
- of the items on it.
- You must give Captain Saladin the incriminating letter
- you found in the Vizier's room quickly or he will run
- you through!
-
-
- (THE FINAL PART)
-
- THE WEDDING
- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++
-
- Once inside the wedding area, step forward and speak to
- the Vizier or Cassima.
- If you have been to the Realm of the Dead and rescued
- the King and Queen of the Green isles, they will enter
- and help you.
- Use the magic mirror on Cassima.
- The mirror will reveal that cassima is really the genie
- in disguise. The genie will attack.
- Avoid the genie's spells by quickly following the
- Vizier through the door to the top of the tower.
-
- When the genie appears in the top of the tower and you
- happened to have given Jollo a lamp earlier in the game,
- you can use the lamp to trap the genie.
- Otherwise, you must use the peppermint leaves
- from the cave at the top of the Logic Cliffs to confuse
- him. You will not be able to defeat the genie in the
- wedding area, you can only manage this at the top of
- the tower.
-
- Take the heavy sword from the wall and attack the Vizier.
- Cassima must have a dagger. If you run into trouble,
- Cassima will attack him.
- Finish the Vizier off with your mighty sword.
-
-
- THE END.
-
-
-
- Greetins to all members of LSD
- and Mega Greetz go out to FISH of LSD
- SCORPION and HALLOWEEN JACK
-
-
-
-