The Complete Hintbook For King Quest 6 Captured By An Unknown
Author Off Sierra BBS.
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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.
 
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Problem:
What do I need from the book shop?

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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.
 
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Problem:
What do I need from the pawn shop?

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

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

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

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

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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.
 
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Problem:
How do I get into the Castle?

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

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

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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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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
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Problem:
How can I help the oyster sleep?

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

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

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

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Hint:
To fool the Taste Gnome, use the mint on him. The mint is from the pawn shop on
the Isle of the Crown.
 
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Problem:
How do I get past the fourth Guardian Gnome?

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

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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.

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Problem:
How do I deal with the Black Widow?

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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.

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Problem:
I need help with the Bookworm!

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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. The Dangling  Participle will
only show up after you use the hand icon on the magic book in the bookstore and
have actually talked with the Bookworm.
 
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Problem:
How do I obtain Swamp Ooze?

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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.
 
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Problem:
How do I get Baby's Tears?

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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 to catch
the tears. You must have the Spell Book before you can get the Hunter's Lamp.
 
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Problem:
How do I get the Hole-in-the-Wall?

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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!
 
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Problem:
What do I do in Chessboard Land?

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

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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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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
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Problem:
What should I do with the creature hanging from the tree on the beach?

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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.
 
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Problem:
How do I get past the boiling pond?

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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!
 
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Problem:
What should I do with the gardener?

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Hint:
Don't do anything with the gardener. He is trying to lure you to your death!
 
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Problem:
How do I get past the Stone Archer?

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

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Hint:
Use the Scythe  on the rosebushes to get  through the gate. The Scythe  is from
the Isle of the Mists.
 
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Problem:
What things do I need from the Island of the Beast?

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

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

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

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

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

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

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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.
 
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Problem:
How do I get past the Old Woman?

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Hint:
If you  eat the Nightshade berries,  you will die. Just  refuse the Old Woman's
offer and eventually she will leave.

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Problem:
What do I do in the cave?

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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.
 
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Problem:
How do I ride the black horse?

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

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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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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
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Problem:
How do I get through the Catacombs?

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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.
 
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Problem:
What objects do I need to survive the Catacombs?

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

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

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

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Hint:
Use the  Tinderbox from the  pawn shop on  the Isle of  the Crown to  light the
room.
 
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Problem:
Where is the Minotaur's lair?

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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.
 
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Problem:
How do I spy on the Minotaur?

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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.
 
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Problem:
How do I defeat the Minotaur?

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Hint:
Stand by the blazing pit and quickly use the Red Scarf on the Minotaur.
 
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Problem:
What items must I obtain from the Catacombs?

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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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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
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Problem:
Where is the Isle of the Mists?

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

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

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

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

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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.
 
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Problem:
Help! I keep getting killed by zombies!

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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.
 
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Problem:
How do I get past the Key Master?

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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.
 
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Problem:
How do I get past the Door Master?

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Hint:
Give him the ticket that Queen Alaria gave you.
 
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Problem:
What do I do with the dead knight?

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Hint:
Look at the dead knight. Take his gauntlet.
 
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Problem:
How do I cross the River Styx?

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

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Hint:
The answer is L-O-V-E.

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Problem:
The Lord of the Dead keeps killing me!

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

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Hint:
Use the magic mirror from the Isle of the Beast on him.
 
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Problem:
What must I bring back from the Realm of the Dead?

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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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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
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Problem:
How do I use the spell book?

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

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Hint:
The container for the spell is the Hunter's 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.
 
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Problem:
How do I prepare and cast the Make Rain spell?

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

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

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

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

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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.
 
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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
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Problem:
How do I avoid the Guard Dogs?

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

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Hint:
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 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.
 
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Problem:
What do I do if I encounter Jollo?

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

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

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

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Hint:
Open the ebony box on the dresser and read the note. Open the trunk.
 
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Problem:
How do I open the Vizier's trunk?

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Hint:
You can 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  picture back when
you're done! Once  you've opened the trunk, take  the incriminating letter from
inside it.
 
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Problem:
Where is Cassima?

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Hint:
Cassima's door is in the north hall upstairs.
 
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Problem:
What do I do when I find Cassima?

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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!
 
   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 enter the locked storeroom?

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Please enter selection: h

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.
 
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Please enter selection: n

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

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 give  him the  incriminating letter  you found  in the  Vizier's room
quickly!
 
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: n
 
We have no other problems or hints for this category.

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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: 10

Problem:
How do I stop the wedding?

You are at the beginning of this category.

   H ... Hint display    N ... Next problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: h

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.
 
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:
How do I defeat the Genie?

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   N ... Next problem    P ... Previous problem
   C ... Category Menu   X ... eXit to Series Selection

Please enter selection: h

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.
 
   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 defeat the Vizier?

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Please enter selection: h

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!
 
We have no other problems or hints for this category.

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Please enter selection: n
"n" is not a valid response here. Please enter selection: 

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!
 
We have no other problems or hints for this category.

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Please enter selection: x

