1 On the beach:
Pick up the large piece of wood under which is a small box. Take
the coin inside Also pick up the ring sparkling in the sand. Walk
north and north again towards the castle. Talk to the guards and show
them the ring gaining you entry to the castle. When you have been
instructed to leave walk south back to the junction and then
north-east to the village.
2 At the village:
Enter the pawn shop and talk to the shopkeeper until he repeats
himself. Pick up the nightingale offering your coin in exchange. Take
a mint from the jar on the counter and exit. Enter the bookshop
picking up the free book by the door. Walk to the shelves at the far
right of the bookcase. Pick up the piece of paper that falls from the
poetry book. Chat to the bookseller until he starts waffling. Leave
and chat to the lamp seller.
3 The ferryman:
Walk north from the village past the girl in the garden exiting
west from there. Don't worry about the boy in the water and knock on
the door of the ferry. Talk to the ferryman telling him that Ali sent
you. Once you're inside pick up the rabbit's foot from the table.
Carry on talking to the ferryman until he starts to repeat himself and
then leave the ferry and make your way back to the village
4 Back in the village:
Re-enter the bookshop and talk to the shopkeeper about the magic
spell book. Leave and enter the pawn shop. Talk to the shopkeeper
about the magic map and offer your ring in exchange. Leave the shop
and the village exiting to the south-east. When you come across a
nightingale in a tree wind up the mock bird you have to coax it down
to a lower branch. Give it the page from the poetry book and it flies
away. Go south to the beach.
5 Island hopping:
If you use the magic map you can travel to the Isle of the Sacred
Mountains. Once you arrive there pick up the flower and the feather
and then use the map again to travel back to the Isle of the Crown.
Return yet again to the village and make a thorough search of the bin
outside the pawn shop. You'll find an ink bottle inside. Return to the
beach and then use the map to make your way to the Isle of Wonder.
6 Snatching the pearl from the oyster:
Once you've reached the island talk to the oyster that is still
awake. Offer it your help and then read to it from the free book you
acquired at the bookshop. You can do this by simply clicking the book
on the oyster. This make the oyster start to yawn and every time it
does so try to grab the pearl. This may take some practice. Eventually
you suceed and the oyster falls asleep.
7 Guardian gnomes:
-----------------
Walk north and five guardian gnomes appear. To get past them you
have to use these objects:
Gnome 1 (Smell): Give flower from the Isle of Sacred Mountains
Gnome 2 (Listen): Use wind-up nightingale from the pawn shop
Gnome 3 (Taste): Give it the mint from the pawn shop
Gnome 4 (Touch): Give it the rabbits foot from the ferry
Gnome 5 (Sight): Use the ink bottle from the bin on Alexander.
8 Trading wares:
Pick up the floating words. Walk east and look at the spider's
web. Pull the loose thread. When the spider falls grab the paper.
Touch the books and a creature appears. Talk to him until he
disappears. Go west. Go back to the pawn shop. Trade the nightingale
for the flute and the pearl to get your ring back. Go south-east to
find the bird again. Give your ring to it and it flies away. Go to the
beach and travel to the Isle of Wonder.
9 Dancing flowers:
Walk north to the forest. When you get there pick up a milk
bottle from the tree and exit to the north-west. Pick up the rotten
tomato and the iceberg lettuce. You also want to pick up the hole in
the wall which hides behind the wall flowers. Use the flute and the
flowers start to dance. When the music stops the flowers continue to
dance giving you the chance to grab the hole in the wall. Leave via
the gateway to the north.
10 Lettuce salad:
Attempt to get past the two guards. When the Queen's disappear
grab the red scarf and then go back to the beach and use the map to
travel to the Isle of the Beast. Walk north to the boiling pond and
throw the iceberg lettuce on it which cools the pond a little so that
you can walk through it and take the lamp. Walk north pick up the
stone brick from the ground and then exit south. Carry on and walk
south again.
11 A red ribbon:
Talk to the creature in the tree and use the words which were
floating on the water. Use the map to travel to the Isle of the Crown.
Walk north and pick up the red ribbon the bird drops. Examine the
ribbon in the inventory and this reveals a piece of hair. Go to the
pawn shop in the vilage and exchange the flute for the tinderbox.
Return to the beach and use the map to travel to the Isle of Sacred
Mountains.
12 The Logic Cliffs:
Click the hand icon on the puzzle and work out the answer. The
first puzzle has four words: IGNORANCE KILLS WISDOM EVALUATES. The
answer is on page 33 of the handbook. Click on one of the letters in
each of the above words to make RISE. The second and fourth puzzles
can be solved if you read the section on the Ancient One's alphabet.
Once you have reached the top ignore the old woman until she
disappears.
13 The Cave:
Enter the cave making sure that you do not click on the berry
bush. Use the tinderbox to get more light so that you are able to see
the entrance to the second part of the cave. Now enter it. Pick a mint
leaf from the plant at the end of the cave and then go back out the
way you came in. Walk north and you are taken to the leaders of the
winged ones. You are then thrown into the catacombs - you need the
maps to find your way.
14 The Catacombs:
To get through the catacombs use the maps below in conjunction
with the instructions. Once you have defeated the Minotaurin level 2
of the catacombs you meet the oracle who gives you a bottle of sacred
water. You are then dropped on the beach. Use the map to travel to the
Isle of Mists. Walk west and pick up the scythe and a piece of coal
from the fire.
THE CATACOMBS - LEVEL 1
_______________ Ы = room
|_4___Ы_____Ы | ________
| |________|Ы ____6| ROOM 1: Pick up the skull
|Ы ___5___Ы__Ы |_____ that's next to the skeletons.
|Ы | |Ы____Ы_| ROOM 2: Cross to the other side
|3 | in the following order:
_____| |__________ Ы6ЫЫЫ
|_Ы_Ы_Ы_____2__ Ы | ____ 7Ы5Ы1
| Ы__Ы__ Ы| |Ы |_____| 1| ЫЫ42Ы
| | | | |Ы ___Ы___ Ы| ЫЫ3ЫЫ
___| Ы|___| Ы|____| | |_Ы| ROOM 3: Pick up the shield from the floor
|_Ы__Ы___Ы__Ы__Ы___Ы_| ROOM 4: Pick up the coins from the remains
ENTER ROOM 5: Use the stone brick on the cogs
ROOM 6: Fall through to the 2nd level
THE CATACOMBS - LEVEL 2
___ ___
__|Ы|_____|Ы|____________
|Ы_Ы_Ы__Ы__Ы___Ы___Ы___1| ROOM 1: You start here. Use tinderbox
_|Ы|_|Ы|___|_|_________|Ы| ROOM 2: Use hole in wall against east wall and
|Ы Ы Ы_Ы___2|3__4__|_Ы___Ы| look through it
|Ы |_ __|Ы|_________|Ы| ROOM 3: Take tapestry
|Ы_ Ы|_|Ы__Ы___Ы___Ы___Ы| ROOM 4: Click red scarf on Minotaur when you
|Ы_Ы_Ы| enter lair and when you are over by the
|_| girl.
15 Books and beasts:
From the fire walk south and use map to go to the Isle of Wonder.
Go east to the stack of books and touch them again. When the creature
appears give it the creature you found dangling from the tree on the
Isle of Beasts. In return he gives you a rare book which you should
read. Exit west. Go north then north west Pick up little bottle from
table before returning to beach. Use map to return to Isle of the
Crown.
16 Tiny tears:
From the beach go to the bookshop. Give the rare book to the
shopkeeper and take the magic spell book. Go to the Isle of Wonder.
Walk north then north-west. Give the milk bottle to baby tears and use
the hunter's lamp to collect tears. Take the cup from the chair. Walk
north through the gate. When the queen asks you for your advice give
the white queen the piece of coal. In return you are given a rotten
egg.
17 In the swamp:
Go south and south again. Use cup on swamp. When the log and
stick argue talk to log and give it rotten tomato. When the stick
throws swamp ooze at the log collect the ooze in the cup. Go south.
Use the map to go to the Isle of the Beasts. Walk north then north
again. Use shield on archer. Pick a white rose and try to enter the
gazebo. Use scythe on rose hedges. Talk to beast and take his ring.
Exit south then south again.
18 Speaking Spells:
Use the map to travel to the Isle of the Crown. Walk north then
north west and then north again. Give the white rose and the beast's
ring to the girl. Once the beast has found his queen use the sacred
water from the oracle on the hunter's lamp. Use the lamp on the
waterfall. Speak the incantation you find in the spell book. Go to the
beach and then use the map to travel to the Isle of Mists.
19 Taking the heat:
When you arrive y ou are captured taken to a fire and put in a
cage. The lamp in your pocket heats up and you are saved. Use skull on
the fire's glowing embers. Exit south and use map to go to the Isle of
the Sacred Mountains. At the bottom of the logic cliffs use hair on
the skull. Then use egg on the skull. Go up steps. At the top cast the
spell to charm creatures. The horse there takes you to the Realm of
the Dead.
20 Dead and buried?:
At the Realm of the Dead speak to the two ghostly figures and you
are given a ticket. Go east and cross avoiding all the zombies. Talk
to the female spirit on the next screen and take the hankerchief. Go
north to the face and use the finger icon on the bones at the far
right. The skeletons dance. When they've stopped take the skeleton
key. Give the ticket to the zombie on the right and enter through the
doorway to the north.
21 Crossing the Styx:
Pick up gauntlet from dead man. Carefully walk along path to next
screen. Use the cup on the river to the left. Give the two coins to
the tall dark zombie so that he takes you across the Styx river. Once
across go north and try to open the door. Talk to the door and it asks
you a riddle the answer to which is love the word written on the piece
of paper from spider's web. Go through the door and walk up to the
Lord of the Dead.
22 A deadly challenge:
When you are told to kiss the hand of the Lord of the Dead throw
down a challenge by clicking the gauntlet on his face. He then issues
you with a challenge but when he has finished speaking you must hold
the beast's mirror up in front of him. This wins you the challenge and
earns you a ride back to the Isle of the Crown with the King and
Queen. Lucky old you.
23 Feigning death:
At Isle of the Crown go to pawn shop. Drink from small bottle in
front of old man in black cloak. When you drop he thinks you're dead
and goes to tell his master Alhazred. Swap tinderbox for paintbrush.
Leave shop. Offer lampseller your lamp and take fourth lamp from left
on his stick. Go to castle. Go to side of castle and use feather on
cup. Use paint-brush on side of castle. Cast Make Paint spell from the
spell book.
24 Into the castle:
Go to middle cell of the three you can see. Once inside give
handkerchief to boy and he tells you where to find a secret passage.
Leave cell and walk north to knight. Push its right arm to open a
secret passage. Go inside and look through hole in wall. Make a note
of what the guards say ('Ali'). Walk upstairs. Look through n ext hole
in wall and give dagger to Cassima. Go west then north west and look
through next hole.
25 Open alizebu!:
Go north and click the finger icon on left-hand panel of wall.
Use skeleton key on chest. Pick up recent letters. Open box and read
the piece of paper ('zebu'). Go back into wardrobe. Go south then
south and south again. Look through hole in wall. Go downstairs and
look in hole in wall. Exit through secret passage. Go west. Go to the
door on west wall and talk to it. To get through say the magic word -
alizebu.
26 Cassima at last:
Pick up sheet and look at each item before exiting south. When
wedding music starts go south-east and then upstairs to the door. Look
at the door then through the keyhole. Open door and when guard's head
speaks to you quickly show him the letter you found upstairs. Walk to
Cassima and when Alhazred leaves walk after him. Follow him up both
flights of stairs. When confronted by Genie offer him mint leaf to
pass.
27 The big scrap at the end:
Just when you thought you were safe you are challenged to a sword
fight by Alhazred - Cassima's evil bethrothed. To save her from a fate
worse than marriage pick up the sword from the wall and click it on
Alhazred. When Cassima stabs him with the dagga use the sword on him
again. Alhazred is dead. You've got the girl so sit back and watch the
end sequence.
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