King's Quest VI - Getting Started Sent in by Mark Bradshaw It is essential that you save your game frequently as, in common with other Sierra games, death for the main character is never far away. Talking to the people you meet is always a good idea and taking note of what they reply often gives clues for action in the future. Start. You have been ship-wrecked on an island on your way to see the Princess Cassima. You are alone, your crew has disappeared and you have no money, weapons or anything. It is up to you to find or barter for anything you might need. On the Beach 1. Pick up the ring, it is on the sand. 2. Touch the plank, move it to one side and a box is underneath. Take the coin from the box. 3. Walk North. Take the right-hand fork to the castle. 1. Talk to Guards, then show ring. They summon the Captain and he will take you inside. 2. Take note of what is said and notice the eyes of the genie. Walk to village and go into Pawn Shop. 1. Talk to Pawn Shop owner. Look at items on the counter. Trade copper coin for mechanical nightingale. 2. Take a mint from the dish on the counter. 3. Go next door to the book shop. Speak to owner. Touch books on shelves and read a love poem book. A page will fall out. Pick it up. 4. Touch book on counter. Note that it is a spell book and he wants a rare book in exchange. 5. Touch book on table near door. Look at it. Go back to street. Walk through archway and continue to the docks. Ignore the boy and go onto the boat. 1. Knock on the door. 2. Talk to Ferryman and he will let you in. Talk to him until the talk starts to repeat. Note the story of the Magic Map. 3. Pick up rabbit's foot from table. Go out. Walk back to village and into the pawn shop. 1. Speak to owner. Offer Royal Ring for Map. Note restriction on use of the map. 2. Note the effect of the mint on the other 'customer'.... @~The full solution will be in the next issue of SynTax.