Question about Space Quest 6 (Spoiler)
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Question about Space Quest 6 (Spoiler)
I've played through Space Quest 6 time and time again and I keep thinking back on how I got stuck trying to figure out how to get past the guards to the Docks. I finally had to go online to find out what to do. Now the thing that I wonder is this: Did any of you ever find a clue about having to look up Vulgars and getting the "pinch?" In all the times I've played that game I never found anything that indicated you had to do that.
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SQ6's puzzles were not impossible. Only 2 had me stumped, and that was the ship's the confirmation code and the Vulcan nerve pinch.
I never did find a hint to the confirmation code. I'm guessing it was somewhere in the manual, but then Sierra must have forgotten that page in my copy (Sierra Originals version).
I think you were supposed to get the hint about the pinch from reading the lbrary thiny on the ComPost (after all, it's all about exploring!).
The rest weren't too hard. Sure, the datacorder puzzle took a little while to do, since I had to actually solve that logic problem in the manual, but it didn't take THAT long.
I never did find a hint to the confirmation code. I'm guessing it was somewhere in the manual, but then Sierra must have forgotten that page in my copy (Sierra Originals version).
I think you were supposed to get the hint about the pinch from reading the lbrary thiny on the ComPost (after all, it's all about exploring!).
The rest weren't too hard. Sure, the datacorder puzzle took a little while to do, since I had to actually solve that logic problem in the manual, but it didn't take THAT long.
SQ6 was badly done (I think is) because Scott left half way theough, and thn Josh mandel stepped in and finished it. I think their ideas must of been different. SQ6 is okay to me just because Im a fan of the series, but SQ6 is by far the worst. SQ5 was pretty good, if only they released a CD version like they said they would. :(