                   THE HINTBOOK TO KING'S QUEST VI.

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                         CHAPTERS:

                  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 Spellbook
                  9 ... The Castle
                  10... The Wedding

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1. Isle Of the Crown
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Problem:
I'm stuck on the beach! What do I do?

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.

Problem:
What do I need from the book shop?

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.

Problem:
What do I need from the pawn shop?

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!

Problem:
The girl in the rose garden won't talk to me. What should I do?

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.

Problem:
Is there any significance to the bird in the tree?

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.

Problem:
What do I do when I visit the Ferryman?

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 repeats himself. Take the rabbit's foot from the table.

Problem:
I'd like a lamp from the Lamp Seller, how do I get one?

Hint:
You cant 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.

Problem:
How do I get into the Castle?

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.

Problem:
I've been in the Castle before, how do I get in again?

Hint:
If you have Beauty's Clothes, use them as a disguise.The guards will let 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.

Problem:
How do I get off the Isle of the Crown?

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.

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2. Isle of Wonder
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Problem:
How can I help the oyster sleep?

Hint:
Talk to the oyster. He can't sleep because his mouth hurts. Make him sleepy by
reading to him. Use the Boring Book on the oyster.The Boring Book can be found
in the book shop on the Isle of the Crown. When the oyster yawns, use the Hand
cursor to grab the pearl from his mouth.

Problem:
How do I get past the first Guardian Gnome?

Hint:
To fool the Smell Gnome, use the Flower of Stench on him. The Flower of Stench
is from the Isle of the Sacred Mountain.

Problem:
How do I get past the second Guardian Gnome?

Hint:
To  fool the  Sound Gnome,  use  the Wind-up Nightingale  on him.  The Wind-up
Nightingale is from the pawn shop on the Isle of the Crown.

Problem:
How do I get past the third Guardian Gnome?

Hint:
To fool the Taste Gnome, use the mint on him.The mint is from the pawn shop on
the Isle of the Crown.

Problem:
How do I get past the fourth Guardian Gnome?

Hint:
To fool  the Touch Gnome,  use the Rabbit's Foot on him.  The Rabbit's Foot is
from the Ferryman's house on the Isle of the Crown.

Problem:
How do I get past the fifth Guardian Gnome?

Hint:
To fool the Sight  Gnome, use the Invisible Ink on Alexander. You can find the
Invisible Ink in the trash outside the pawn shop on the Isle of the Crown.

Problem:
How do I deal with the Black Widow?

Hint:
You need the scrap of paper at the edge of the Black Widow's web. Use the hand
cursor on the loose thread at the bottom of the web. When the Black Widow runs
down to see what you're doing, quickly grab the paper.

Problem:
I need help with the Bookworm!

Hint:
You need to obtain a Rare Book from the Bookworm. He will trade the book for a
Dangling Participle from the Isle of the Beast.

Problem:
How do I obtain Swamp Ooze?

Hint:
Get the  Teacup from the garden on the Isle of  Wonder. Use the Teacup  on the
swamp. Provoke the Stick-in-the-Mud into throwing some Swamp Ooze by using the
Rotten Tomato  on the Bump-on-a-Log.  You can pick the Rotten Tomato  from the
garden on  the Isle of Wonder.  Once the Stick-in-the-Mud has thrown the Swamp
Ooze, use the Teacup to collect it.

Problem:
How do I get Baby's Tears?

Hint:
To make the Baby's Tears cry, take a Milk Bottle from the Swamp on this island
and give it to one of them.Once they're crying, use the Hunter's Lamp from the
Isle of the Beast to catch the tears. You must have  the Spell Book before you
can get the Teacup in which to catch the tears.

Problem:
How do I get the Hole in the Wall?

Hint:
You have to make the Wallflowers move before you can get the Hole-in-the-Wall.
Use the Flute from the pawn shop on the Isle of  the Crown on the Wallflowers.
They will start dancing. After Alex stops playing the flute,they will continue
to dance. When they bend away from the Hole-in-the-Wall, grab him!

Problem:
What do I do in Chessboard Land?

Hint:
The first  time you go to  Chessboard Land, walk toward the knights. Two Chess
Queens will  approach. Take the  red scarf  that they drop. The  next time you
visit, give them the  Lump of Coal from the Isle of the Mists in trade for the
Spoiled Egg.

Problem:
What things do I need from the Isle of Wonder?

Hint:
From the beach you need the Partial Sentence in the sea and the Pearl from the
Oyster's  mouth. From  the Bookworm's  scene, you  need to  look at  the Black
Widow's note, and you need to obtain the Bookworm's Rare Book. From the swamp,
you need  the Milk Bottle  and some Swamp Ooze. From the  garden, you need the
Rotten Tomato, some Baby's Tears, the Hole-in-the-Wall, the Teacup, the "Drink
Me" potion, and a head of Iceberg Lettuce. From  Chessboard Land, you need the
Red Scarf and the Spoiled Egg. The Teacup will only appear  after you have the
Spell  Book. The "Drink-Me" potion  shows  up  after you've  been through  the
Catacombs.

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3. Isle of the Beast
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Problem:
What should I do with the creature hanging from the tree on the beach?

Hint:
The creature hanging from the tree  is a Dangling Participle.  You can capture
him by using the Partial Sentence.  The Partial Sentence is  from the beach on
the Isle of Wonder.

Problem:
How do I get past the boiling pond?

Hint:
You  have to use the  head of  Iceberg Lettuce  to cool  it down!  The Iceberg
Lettuce is from the garden on the Isle of Wonder. Hurry, or it will melt!

Problem:
What should I do with the gardener?

Hint:
Don't do anything with the gardener. He is trying to lure you to your death!

Problem:
How do I get past the Stone Archer?

Hint:
You have to use the Shield on Prince Alexander. You can find the shield in the
Catacombs on the Isle of the Sacred Mountain.

Problem:
How do I get through the rose bushes blocking the gate?

Hint:
Use the Scythe  on the rosebushes to get through the gate. The Scythe  is from
the Isle of the Mists.

Problem:
What things do I need from the Island of the Beast?

Hint:
You need  the Dangling Participle from the beach scene. You  need the Hunter's
Lamp from the boiling  pond scene. You need the Brick and two White Roses from
the garden scene.  You need to use the Hunter's Lamp on the fountain  to catch
falling  water for  the Make  Rain spell. You need  to get  the mirror and the
Beast's ring from  the Beast. You need to get Beauty's clothes when you return
to the Beast with Beauty.

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4. Isle of the Sacred Mountain
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Problem:
How do I solve the first Logic Cliff Puzzle?

Hint:
To make the first Logic Cliff puzzle appear, click the Hand  cursor or the Eye
cursor on the writing on the cliff. Select the letters R-I-S-E. Choose the "R"
in  the word  "Ignorance", the  "I" in the word  "Kills", the  "S" in the word
"Wisdom", and the "E" in the  word "Elevates".When the steps appear, CAREFULLY
click the  Walk icon on each  one in order until you come to the  next puzzle.
Save your game OFTEN!

Problem:
How do I solve the second Logic Cliff Puzzle?

Hint:
Use the Hand cursor or the Eye cursor on the writing on  the cliff to make the
puzzle appear. Select the symbols for the word S-O-A-R. The translation of the
symbols can  be found in your documentation. When the steps  appear, CAREFULLY
click the  Walk icon on each one in order until  you come to the  next puzzle.
Save your game OFTEN!

Problem:
How do I solve the third Logic Cliff Puzzle?

Hint:
Use the Hand cursor or the Eye cursor on the writing on  the cliff to make the
puzzle appear. Select stone number  four, stone number  one, and stone  number
two, in that order. When  the steps appear,  CAREFULLY click the  Walk icon on
each one in order until you come to the next puzzle. Save your game OFTEN!

Problem:
How do I solve the fourth Logic Cliff Puzzle?

Hint:
Use the Hand cursor or the Eye cursor on the writing on  the cliff to make the
puzzle  appear. Select the symbols  for Azure,  Caterpillar, Tranquillity, and
Air. These symbols can be found in your documentation.  When the steps appear,
CAREFULLY click the Walk icon on each one in order until  you come to the next
puzzle. Save your game OFTEN!

Problem:
How do I solve the fifth Logic Cliff Puzzle?

Hint:
Use the Hand cursor or the Eye cursor on the writing on  the cliff to make the
puzzle  appear. Select the letters  for the  word A-S-C-E-N-D.  When the steps
appear, CAREFULLY click the Walk icon on each one in order until you reach the
top of the cliffs. Save your game OFTEN!

Problem:
Finally! I've reached the top of the Logic Cliffs. What do I do now?

Hint:
Avoid  the  old  woman  and  enter the  Cave  behind  and  to the right of the
Nightshade bush. Use the Hand cursor on the cave entrance to enter the cave.

Problem:
How do I get past Old Woman?

Hint:
If you  eat the Nightshade berries,  you will die. Just refuse the Old Woman's
offer and eventually she will leave.

Problem:
What do I do in the cave?

Hint:
Use  the Tinderbox  from the  pawn shop so you  can see  in the cave. The cave
continues to the  right. Proceed to the right until you see an opening  in the
cave wall.  Take the Peppermint  Leaves from the cave opening ledge.  Exit the
cave the same way you came in.

Problem:
How do I ride the black horse?

Hint:
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.

Problem:
What do I need from the Isle of the Sacred Mountain?

Hint:
From the beach, you need the Flower of Stench and the  Black Feather. You need
the Peppermint Leaves from the cave at the  top of the Logic Cliffs.  Take the
path  to  the  North to  encounter  the  Winged  Ones  and accept the Catacomb
challenge. You can enchant the black horse at the top of the Logic Cliffs with
the "Enchanting a Creature of the Night" spell.

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5. The Catacombs
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Problem:
How do I get through the Catacombs?

Hint:
The best way  to survive the Catacombs is to map the maze. If  you want to map
the maze yourself,we suggest using a piece of graph paper. You can also find a
basic  map hidden in the  game documentation!  A complete,  labeled map can be
found in the King's Quest VI Hint book, sold separately.

Problem:
What objects do I need to survive the catacombs?

Hint:
To  leave the  Catacombs alive, you will  need the  following objects: The Red
Scarf from Chessboard 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.

Problem:
How do I avoid getting spiked in the Spike Maze?

Hint:
The solution to this maze can be found in your documentation.Starting with the
tile to Alex'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.

Problem:
How do I avoid being crushed by the Crushing Ceiling?

Hint:
You have to throw the Brick found in the garden scene on the Isle of the Beast
into the gears of the machine. The ceiling will stop.

Problem:
Help! It's dark in here! How do I turn on the lights?

Hint:
Use the  Tinderbox from the pawn shop on  the Isle of  the Crown to  light the
room.

Problem:
Where is the Minotaur's lair?

Hint:
To reach  the Minotaur's lair, find  the room with the tapestry hanging on the
wall. Use the Hand cursor on the tapestry to get in. You must first spy on the
Minotaur from the cul-de-sac room before you can enter his lair.

Problem:
How do I spy on the Minotaur?

Hint:
When you  enter the cul-de-sac room, you will  hear the Minotaur  on the other
side of the East wall. Use the Hole-in-the-Wall from the Garden on the Isle of
Wonder on the  East wall. Look through the Hole-in-the-Wall, note the entrance
to the lair.

Problem:
How do I defeat the Minotaur?

Hint:
Stand by the blazing pit and quickly use the Red Scarf on the Minotaur.

Problem:
What items must I obtain from the Catacombs?

Hint:
You will  need a Skull, the Coins from a dead  man's eyes, a Shield,  and Lady
Celeste's dagger.

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6. Isle of the Mists
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Problem:
Where is the Isle of the Mists?

Hint:
The Isle of the Mists will not appear on your magic map until you have made it
through the Catacombs on the Isle of the Sacred Mountain.

Problem:
What things must I gather from the Isle of the Mists?

Hint:
On your first visit 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 glowing embers.

Problem:
How do I avoid being killed by the Druids?

Hint:
On your first  visit to the Isle of the Mists walk west from  the beach to the
village.  Take the objects you  need and  go back  the same  way. Do  NOT walk
northeast 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.The Hunter's  Lamp can be found
on the Isle of the Beast. Please note: If you have Beauty's slave clothes with
you, they will be burned up.

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7. Realm of the Dead.
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Problem:
How do I get to the Realm of the Dead?

Hint:
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 be
found at the top  of the Logic Cliffs, after you have journeyed to the Isle of
the Mists twice. Once you see Night Mare, cast the Creature of the Night spell
on her. She will take you to the Realm of the Dead.

Problem:
Who should I talk to in the Realm of the Dead?

Hint:
Talk to King  Calipham, Queen Alaria, and the Mother Ghost. The King and Queen
are  on the  first surface  scene. The  Mother Ghost is on  the second surface
scene.

Problem:
Help! I keep getting killed by zombies!

Hint:
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.

Problem:
How do I get past the Key Master?

Hint:
Click the Hand  cursor on the bone xylophone to the right of the  screen. When
the skeleton dance is over, pick up the Key Master's key.

Problem:
How do I get past the Door Master?

Hint:
Give him the ticket that Queen Alaria gave you.

Problem:
What do I do with the dead knight?

Hint:
Look at the dead knight. Take his gauntlet.

Problem:
How do I cross the River Styx?

Hint:
You have to pay  Charon two Coins from a dead man's eyes before he'll take you
across the River Styx.  You can find the Coins in the Catacombs on the Isle of
the Sacred Mountain.

Problem:
What is the answer to the Living Gate's riddle?

Hint:
The answer is L-O-V-E.

Problem:
The Lord of the Dead keeps killing me!

Hint:
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.

Problem:
How do I make the Lord of the Dead cry?

Hint:
Use the magic mirror from the Isle of the Beast on him.

Problem:
What must I bring back from the Realm of the Dead?

Hint:
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.

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8. Spells and Spellbook
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Problem:
How do I use the spell book?

Hint:
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.

Problem:
Where do I get the ingredients for the Make Rain spell?

Hint:
The container for the spell is the Hunters Lamp from the boiling pond scene on
the Isle of the Beast. The "Salt Water not from the Sea" is collected from the
Baby's Tears on the Isle of Wonder.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.

Problem:
How do I prepare and cast the Make Rain spell?

Hint:
You will need to prepare the 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. Use  the  Cast icon on the
incantation to cast the spell.

Problem:
Where do I get the ingredients for the Charming a Creature of the Night spell?

Hint:
The hair  is from Cassima's hair  Ribbon. Sing-Sing the nightingale will bring
you the Ribbon on  the Isle of the Crown. If you don't get the ribbon, you can
find a strand of  hair in Beauty's Clothes. The Skull is from the Catacombs on
the Isle of  the Sacred Mountain. The Embers are from the Druid's fire  on the
Isle  of the  Mists. The  Spoiled Egg  is from Chessboard Land  on the Isle of
Wonder.

Problem:
How do I prepare and cast the Charming a Creature of the Night spell?

Hint:
Cast  the Charming  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. Combine  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.Open the Spell book. Turn the page to
the Creature of the  Night spell. Use the Cast icon on the incantation to cast
the spell.

Problem:
Where do I get the ingredients for the Magic Paint spell?

Hint:
The Teacup will appear  in the garden on the Isle of Wonder after you have the
spell book. The Swamp  Ooze is from the swamp on the Isle of Wonder. The River
Styx water is from the River Styx, in the Realm of the Dead. The Black Feather
is from the  beach on the Isle of the Sacred Mountain. The paintbrush  is from
the pawn shop on the Isle of the Crown.

Problem:
How do I prepare and cast the Magic Paint spell?

Hint:
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. Use the Cast icon on the incantation to cast the spell.

-----------------------------------------------------------------------------
9. The Castle
-----------------------------------------------------------------------------

Problem:
How do I avoid the Guard Dogs?

Hint:
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.

Problem:
I'm in the dungeon! What do I do?

Hint:
If you have wandered into the dungeons 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 from  the Realm of the Dead you can use it to  escape. If you are
caught  a third  time, haven't  made  friends with Jollo,  and don't  have the
Skeleton Key, you will have to restore your game to an earlier point.

Problem:
What do I do if I encounter Jollo?

Hint:
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 bought from the Lamp Seller.

Problem:
How do I get into the Vizier's Bedroom?

Hint:
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!

Problem:
Where is the secret passage? How do I use it?

Hint:
Find the suit  of armor 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 recognize 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.

Problem:
What do I do in the Vizier's Bedroom?

Hint:
Open the ebony box on the dresser and read the note. Open the trunk.

Problem:
How do I open the Vizier's trunk?

Hint:
You can open the trunk with ether 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  picture back when
you're done! Once  you've opened the trunk, take the incriminating letter from
inside it.

Problem:
Where is Cassima?

Hint:
Cassima's door is in the north hall upstairs.

Problem:
What do I do when I find Cassima?

Hint:
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!

Problem:
How do I enter the locked storeroom?

Hint:
The storeroom door is magically protected. You have to Talk to the door to get
it to open. When  the keypad comes up, enter in the strange word you overheard
in the  secret passageway. Then 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
the table and look at each of the items on it.

Problem:
I keep getting run through by Captain Saladin! How do I get past him?

Hint:
You  must give  him the incriminating letter  you found  in the  Vizier's room
quickly!

-----------------------------------------------------------------------------
10. The Wedding
-----------------------------------------------------------------------------

Problem:
How do I stop the wedding?

Hint:
Once  inside the  wedding area, step  forward  and/or 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 following the Vizier through
the door to the top of the tower.

Problem:
How do I defeat the Genie?

Hint:
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, only at the top of the tower.

Problem:
How do I defeat the Vizier?

Hint:
Take the heavy sword from the wall and attack him. Cassima must have a dagger.
If you  run into trouble, Cassima will attack him. Finish  the Vizier off with
the sword. Congratulations, you have just completed the adventure!

               
         ++++++++++++++++++++++++++++++++++++++++++++++++++++++++                     
         +                    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.