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Cream of the Crop 20
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Cream of the Crop 20 (Terry Blount) (1996).iso
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info5_96.zip
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KQ6HINT.ZIP
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KQ6.TXT
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1996-05-20
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62KB
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1,979 lines
The Complete Hintbook For King Quest 6 Captured By An Unknown
Author Off Sierra BBS.
----------------------------------------------------------------------------
Problem:
What do I need to do on the beach?
Hint:
Pick up your Royal Insignia Ring from the left side of the beach. Move the
plank on 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.
You are at the beginning of this category.
H ... Hint redisplay N ... Next problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
What do I need from the book shop?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
You need a number of things from the book shop. Talk to the book shop owner a
few times. Take the Boring Book from the stand by the door. 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. 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. Return to the book shop frequently to meet
with the clown.
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
What do I need from the pawn shop?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
Talk to the Ferryman before you go to the pawn shop. Talk to the pawn shop
owner. 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 the Pawn Shop
Owner your Daventry coin to get the Wind-up Nightingale. You will need to trade
in the Wind-up Nightingale 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. Surprise!
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
The girl in the rose garden won't talk to me. What should I do?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
Beauty, the girl in the rose garden, won't be lured into talking with you until
you bring her a White Rose. You can get a White Rose from the Isle of the
Beast. Give Beauty the Beast's ring.
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
Is there any significance to the bird in the tree?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
Sing-Sing the Nightingale belongs to Princess Cassima. Talk to Jollo the clown
in the bookstore to find out about her. Make friends with 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.
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
What do I do when I visit the Ferryman?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
The Ferryman lives on the wharf in the old boat. Knock on his door. He won't
talk to you until you've talked to the book shop owner. After he lets you in,
talk to him until he repeats himself. Take the rabbit's foot from the table.
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
I'd like a lamp from the Lamp Seller, how do I get one?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
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.
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
How do I get into the Castle?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
Talk to the Guard dogs. Use your Royal Insignia Ring on them. They will admit
you to the castle. If you try to enter again and they recognize you, they won't
allow you to pass. The guards will not let you in if you have the Magic Map.
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
I've been in the Castle before, how do I get in again?
H ... Hint display
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
If you have Beauty's clothes, use them as a disguise. The guards will let you
by if they don't recognize you. If Beauty's clothes were burned up, you can use
the Magic Paint spell. Once you have successfully cast the spell, use the Hand
cursor on the magic door to enter.
H ... Hint redisplay
N ... Next problem P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: n
Problem:
How do I get off the Isle of the Crown?
We have no other problems for this category.
H ... Hint display P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: h
Hint:
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. Go to the beach and use the Magic Map on
Alex. When the map comes up, select your destination.
We have no other problems or hints for this category.
H ... Hint redisplay P ... Previous problem
C ... Category Menu X ... eXit to Series Selection
Please enter selection: c
OK, returning to the Category Selection Menu...
This is the King's Quest VI hint section.
Please select the area in which you are having trouble.
1 ... Isle of the Crown
2 ... Isle of Wonder
3 ... Isle of the Beast
4 ... Isle of the Sacred Mountain
5 ... The Catacombs
6 ... Isle of the Mists
7 ... Realm of the Dead.
8 ... Spells and Spell Book
9 ... The Castle
10 ... The Wedding
X ... eXit to Series Selection Menu
Please enter selection: 2
Problem:
How can I help the oyster sleep?
You are at the beginning of this category.
H ... Hint display N ... Next problem
C ... Category Menu X ... eXit to Series Selection