+
KING'S QUEST III (DOS/Windows PC, 1986)
+
+FAQ, Walkthrough, Hint Guide
+by InterranKitten
+interrankitten@jubii.de
+Version 1
+6 September 2007
+
+0. TABLE OF CONTENTS
+
+-1. Boring Header Stuff
+0. Table of Contents
+1. How to Use This Guide
+2. Introduction
+3. Controls
+ 3a. Moving Gwydion
+ 3b. Entering Commands
+ 3c. Saving and Loading games
+ 3d. Special Keys
+4. General Tips
+5. Dealing with Manannan
+ 5a. Chores
+ 5b. Food
+ 5c. Minor Rules and Punishments
+ 5d. Major Rules
+ 5e. Manannan's Schedule
+6. Magic Spells
+ 6a. Understanding the Language of Creatures
+ 6b. Flying like an Eagle or a Fly
+ 6c. Teleportation at Random
+ 6d. Causing a Deep Sleep
+ 6e. Transforming Another into a Cat
+ 6f. Brewing a Storm
+ 6g. Becoming Invisible
+7. Items
+8. Characters
+9. Points
+10. Maps
+ 10a. Legend
+ 10b. Manannan's House
+ 10c. Llewdor
+ 10d. Pirate Ship
+ 10e. Mountains
+ 10f. Daventry
+11. Hint Guide
+ 11a. Manannan's House
+ 11b. Llewdor
+ 11c. Pirate Ship
+ 11d. Mountains
+ 11e. Daventry
+12. Walkthrough
+ 12a. Before Manannan Leaves
+ 12b. Exploring the House
+ 12c. First Exploration of Llewdor
+ 12d. Getting Rid of Manannan
+ 12e. Second Exploration of Llewdor
+ 12f. The Oracle
+ 12g. The Pirate Ship
+ 12h. The Mountains
+ 12i. Daventry
+13. Weird Stuff
+14. CHEATING OMG
+ 14a. Cheating for Real
+15. The Obligatory Legal Section
+
+1. HOW TO USE THIS GUIDE
+
+This guide is for the 1986 Sierra adventure game, King's Quest III: To Heir Is
+Human. It is not written with the 2006 Infamous Adventures VGA version of the
+game in mind, although the guide can still be helpful for completing that
+version.
+
+King's Quest III (or KQ3 for people like me who are too lazy to type out the
+whole name) is a very old game and does not have the sophisticated graphics or
+sound of modern games. However, it is still sold as of 2007 as part of the
+King's Quest Collection, which includes all of the games from I to VII. If you
+have the game and it is not part of the most recent collection, you may have
+trouble running it on a new computer unless you use a program like Dosbox.
+
+There are many sections to this FAQ, although I suspect everyone will jump
+straight to the walkthrough toward the end. If you are unfamiliar with old
+Sierra adventure games, you may want to check out Section 3 for information on
+the gameplay mechanics like moving, performing actions, and (most importantly
+of all) saving your game, and Section 4 for some general adventuring tips.
+
+Section 5, "Dealing with Manannan", is about the evil wizard and how he works,
+including how to do the chores, when he leaves and returns (no, it's not
+random), and why he sometimes zaps you when he does return. You may want to
+read this section to avoid a lot of frustration trying to figure him out.
+
+Section 6 has all the information for the magic spells that you may cast and
+use during the game. It explains the complicated instructions for casting each
+spell and lists the required ingredients and tools needed.
+
+Sections 7 through 10 just give detailed information about various parts of the
+game, including an item list, character guide, point list, and maps of each
+area.
+
+Section 11 is the hint guide. It is broken down by location, so you can quickly
+refer to the hints for the place you are currently. It is in a
+question-and-answer format, with each answer revealing a slight hint about the
+particular puzzle. The hint guide does not actually give the solutions to
+puzzles, only hints. There may be a series of hints, each more revealing than
+the last.
+
+Section 12 is the walkthrough. It will basically take you through the entire
+game from start to finish, giving the solutions of each puzzle. If you play the
+game according to the walkthrough, you will score the full 210 points at the
+end. It is broken down based on the various stages of your quest, so you can
+easily find the part you're looking for. I recommend that if you're a
+first-time player, you only use the walkthrough when you're stuck so that you
+get the full experience. After you beat the game, you may want to use the
+walkthrough to find all the points and possibly some alternate solutions.
+
+Section 13 just has some interesting observations about KQ3 and fun things you
+can do.
+
+Section 14 is for the dirty cheaters and the people who played the game a
+googolplex times and want to fool around with it out of boredom. It lists the
+codes for accessing and using the "debug mode" of KQ3, allowing you to do cool
+stuff like kill Manannan any time you want, resurrect yourself from the dead,
+collect every item in the game, and instantly teleport to any screen. It also
+contains one cheat which I consider justified even for first-time players just
+to save some aggravation, separated out so you can read about it without
+tainting yourself.
+
+Section 15 is boring.
+
+2. INTRODUCTION
+
+If you don't push any keys when the game starts, you can see a brief in-game
+introduction.
+
+Basically, you're this guy named Gwydion who's almost 18. He lives on the top
+of a mountain with an evil wizard named Manannan, which has way too many A's
+and N's for only an eight-letter name. Gwydion is treated like a slave and
+forced to work a lot and he is never allowed to leave the mountain and explore
+the rest of the land of Llewdor. Manannan also has a black cat, which is
+usually harmless but will occasionally try to trip Gwydion and kill him (don't
+worry too much, this only ever happens in one screen). Every so often, Manannan
+checks up on Gwydion and kills him if there is any evidence that he did
+anything suspicious. At these times, he either demands food or makes Gwydion do
+a chore. If Gwydion doesn't do his duties, Manannan gives him really weird
+punishments like turning him into a snail.
+
+It has a lot of differences from most King's Quest games in that you're so
+limited at the start of the game, and you have to obey Manannan's rules, but
+first you need to find out what his rules are and which ones are really
+serious. It's not like the rest of the series where you can mostly just wander
+around and do stuff without pressure. Also, it involves a lot of waiting, which
+can get boring; you may consider bringing something to read, or fold the
+laundry or something. Don't worry about missing an event that occurs at a
+specific time, as the game pauses whenever anything important happens.
+
+3. CONTROLS
+
+If you have played a Sierra game from the 1980s, you'll probably pick up on the
+controls easily. If not, or you're only familiar with the later point-and-click
+games, this section is for you.
+
+3a. Moving Gwydion
+
+You move Gwydion around the screen by using the keyboard. The arrow keys will
+move him in the cardinal directions: north, south, east, west. North is always
+up in this game, south is down, east is right, and west is left. You do not
+hold down the key to move. Instead, tap the key once to start moving and the
+same key again to stop moving. Pressing a key corresponding to a different
+direction while Gwydion is moving will just change his direction without
+stopping him.
+
+To move in the intermediate directions, use the keys that are above the arrow
+keys on most desktop keyboards: Home (northwest), End (southwest), Page Up
+(northeast), and Page Down (southeast). Unfortunately, many laptop keyboards
+I've seen have these keys in a single vertical line where it's hard to remember
+which is which. You can play the game using only the arrow keys, although it
+may be more time-consuming on narrow diagonal stretches like the stairs in
+Manannan's house.
+
+If you have a joystick or gamepad, you can also use it to control Gwydion. Hold
+the pad or stick in the appropriate direction to move, and simply release it to
+stop. This may be easier, especially on laptops. KQ3 doesn't support a mouse.
+
+Gwydion will automatically stop if he hits a wall, tree, or other obstacle, but
+if he reaches a bluff or cliff he will keep going over the edge and probably
+die! Similarly, when climbing ladders, make sure you keep his body on the
+ladder or he will fall off and possibly die.
+
+If you're frustrated at Gwydion's speed, you may use the F10 key to change it.
+I recommend that at the start of the game, you tap F10 three times to set the
+speed to "Fast", and use it for most of the game. "Normal" speed tends to be
+too slow when walking long distances, and because of the time-based nature of
+the game, it can be problematic. However, you may want to use normal or slow
+for tricky areas like the mountain path.
+
+Unlike in the original KQ1 and KQ2, you can now enter water and automatically
+start wading or swimming, as you can in the KQ1 SCI remake and KQ4.
+
+3b. Entering Commands
+
+The bottom of the screen contains a command prompt and cursor for you to enter
+commands like in the text adventures of old. Keep in mind that you do not use
+commands to move Gwydion around the screen or go to a new screen. However, you
+do issue commands to look at or examine things or manipulate anything on the
+screen, like opening a door.
+
+To enter a command, just start typing and the letters will appear at the
+bottom. Hit Enter to accept the command, but the only editing you can do is by
+using the Backspace key to delete the rightmost letter or symbol. Control-C
+will clear a command quickly. F3 will repeat the last command you typed if the
+command line is blank.
+
+Commands are not case-sensitive and can be entered in any combination of upper
+and lower case. Words must be separated by spaces, but punctuation is ignored.
+
+A command always starts with a verb, such as "take" or "look". Then you put
+what you want to take or look (i.e., the direct object, for those of you that
+remember (or are in) English class). These simple two-word commands will do
+most of the things you will need. The most common verbs and their usage are:
+
+take
+Used to collect an item. Gwydion must be standing near the item on the screen.
+"take cup" will have Gwydion pick up the cup. It is put in his inventory.
+
+look
+Used to examine the screen, something on the screen, or something Gwydion is
+carrying. This verb can be used by itself to give a description of the screen
+he is in.
+"look" tells you about the whole screen.
+"look door" tells you more information about the door. This is usually more
+detailed than what "look" by itself will tell you.
+"look knife", if Gwydion is holding a knife, will show you a picture of the
+knife and give a brief description.
+If the thing you type isn't on the screen or in the inventory, you get a vague
+message like "It's just as it appears." or "You see nothing special.".
+
+open
+Mostly used on doors and the occasional gate.
+"open door" opens the door if Gwydion is near one.
+
+Other verbs can also be used such as eat, talk, and so on. Grammar isn't too
+important, and small words like "a" and "the" are optional. "Talk man" is
+acceptable to KQ3, for instance, despite the fact that in English we need to
+add the words "to" and "the" to the middle of the sentence. Adjectives are
+usually optional as well; "essence" is just as good as "rose petal essence",
+unless two types of something, such as cat fur and dog fur, are both present
+and must be distinguished.
+
+More complicated sentences can be built with prepositions, as in "give bread to
+wizard" or "hide mirror under bed", but the computer will often understand you
+with only two words anyway. Don't try using "and" to connect commands though,
+as in "take knife and spoon". Just split it into two commands: "take knife",
+then "take spoon".
+
+The game won't let you "drop" an item, but your inventory isn't limited at all
+so you shouldn't have to.
+
+Commands are limited to 38 characters as that is all that will fit on the
+command line at the bottom. No command you'll need will be too long to type,
+but a few are fairly lengthy, especially the magic spell instructions.
+
+3c. Saving and Loading Games
+
+It is very important to save your game every so often. Remember that Gwydion
+can die in a large number of ways, unlike in some adventure games where the
+main character is immortal. You can also save the game simply to continue
+playing it again later.
+
+You may save a game by pressing F5. You will first be asked what drive and
+directory you want to save to; you can just hit Enter to accept the default
+location, which is usually the folder in which KQ3 was installed. You are
+limited to 12 saved games per directory, each of which uses a "slot". Selecting
+a slot that already contains a saved game will cause that game to be
+overwritten. When doing this, you can accept the old name or supply a new one.
+
+To quickly save the game in the last-used slot without changing its name, hit
+F5 and then Enter four times.
+
+Loading a saved game (or "restoring" as the game calls it, but I don't like
+that word so I won't use it. Ha.) is accomplished by pressing the F7 key.
+Simply select the slot for the game you want, changing the directory first if
+the saved game is in a different folder or on a different drive.
+
+Be sure to give your games descriptive names so that you load the right one.
+There are several ways in which you may want to name games:
+- Location; for instance, "pier" if you're on a pier.
+- Recent accomplishments, such as "found trapdoor" if you just found a trapdoor.
+- Current task, such as "mountain path" if you're climbing up or down one.
+- Something random, such as "x" or "green toad breath". I don't recommend this,
+because if you have to refer back to the save when you were on a pier, you may
+forget what you called it.
+
+If you run out of slots, you can try re-using them from the top as it's
+unlikely you'll want to load a saved game from a long time ago. Whatever you
+do, do not just save in the same slot over and over, even if you're sharing the
+game with 7 other people and thus can only allot 1.5 saved game slots to each
+person. Just save over everyone else's slots anyway. The reason for this is
+that in some cases, you can get stuck. For instance, you may come across a
+dragon but have no way to kill it, and the item you need to do so can only be
+obtained all the way back across the ocean and there's no way back there. If
+you only used one save slot and saved over your last game every time, you'd
+have no recourse other than starting completely over, hoping you remembered
+everything from last time. But with several saves spaced over the course of the
+game, you can simply load a save from a point where you could acquire the
+particular item you need.
+
+Note that the game allows you to save while you're in the process of dying.
+Please don't do this, and make sure you don't hit F5 to save instead of F7 to
+load by mistake or vice-versa.
+
+There are several mountain paths in this game. Even if it doesn't look like
+very far to the ground, Gwydion will almost always die when walking off of one
+anyway. You may want to save every few steps when navigating one of the paths.
+Note that Gwydion can walk into a rock or cliff face with no problem. Oddly
+enough, the path near the end is a lot more lenient in this regard than the one
+at the beginning.
+
+3d. Special Keys
+
+Several keys on the keyboard have special meaning in KQ3:
+
+F1 - Displays a brief help screen listing some of the special keys. There's
+also a phone number. Please, don't harass whoever has that number now. I am not
+to be held responsible if you do.
+
+F2 - Toggles the sound. The simplistic and very loud beeps of the game quickly
+annoy a lot of people. If you're playing in the late night or early morning or
+at work, hit F2 as soon as the title screen appears to avoid even the opening
+fanfare.
+
+F3 - Enters the last issued command on the command line. Good if you need to
+repeat a command a few times, or you aren't standing close enough the first
+time and need to move into position to try again. If something is already
+entered on the command line, the new text only replaces it after the cursor
+position. For example, if you enter "look knife", then for the next command you
+type "take" and F3, you get "take knife". However, if you just type something
+like "eat", you'll get "eatk knife". To get rid of the k from look, enter a
+space before hitting F3.
+
+F4 - Shows your inventory. Move the cursor around and hit Enter to get a
+picture and description of the selected item or view the map if you have it.
+Hit Escape to continue the game without looking at an item.
+
+F5 - Saves the game as described above in section 3c.
+
+F6 - When the magic map is displayed, use this key to teleport to the location
+indicated by the cursor.
+
+F7 - Loads a saved game as described above in section 3c.
+
+F8 - When the magic map is displayed, this key will stop looking at the map and
+return you to the game. Gwydion will usually move to a different, predetermined
+part of the screen after looking at the map.
+
+F9 - Restarts the game from the beginning. The timer is reset and Gwydion is
+returned to Manannan's entry way with no items. Manannan will come in a few
+seconds to assign a chore. This works just like quitting the game and starting
+it again.
+
+F10 - Toggles the speed setting between fastest, fast, normal, and slow. Fast
+is usually the best setting as Gwydion walks at a decent pace and you won't get
+impatient with him crossing a screen as the clock ticks away. Fastest is way
+too fast and usually results in Gwydion killing himself four screens away
+before you can blink. Gwydion will immediately walk at each speed as you toggle
+it, so you should make sure he is stopped first.
+
+F11 and F12 don't do anything. Most 80s-era IBM-compatible computers only went
+up to F10 with the exception of Tandy computers.
+
+Tab - Displays the inventory screen. Unlike F4, Tab does not allow you to get
+an item picture and description.
+
+Escape - Brings up a series of pop-up menus. They don't really contain anything
+interesting that isn't accessible through the keyboard. Use the arrow keys to
+navigate the menus and Enter to select something, or Escape again to return to
+the game. Escape also pauses the game.
+
+Control-C - Clears the command line. Most other letters with Control just enter
+weird symbols on the command line, such as a smiley face for Control-A and a
+sunburst for Control-O.
+
+Alt-Z - Quits the game.
+
+4. GENERAL TIPS
+
+- Save the game often. Remember that you can die in this game. Do not save over
+the same file each time because if you get stuck, you'll have to start over.
+However, you can save over the old file if you have only progressed a small
+way, such as when climbing the mountain path.
+
+- Don't use the walkthrough for everything. It takes a lot of the fun out of
+playing the game. The walkthrough is good when you're stuck or you've finished
+the game and want to get everything.
+
+- Watch the clock. Manannan comes and goes at specific times, not at random. If
+you know when he does things, you can use the clock to predict him and avoid
+getting killed when he returns.
+
+- Don't let Manannan know that you are carrying any of the items marked with
+the * or asterisk symbol in your inventory.
+
+- Remember that you can't teleport up the mountain, only down it. Leave plenty
+of time to climb up the mountain and hide everything before Manannan returns.
+
+- Pick up everything you can. Almost every item has a use, and even very odd
+items are often spell ingredients. Make sure you get everything in the
+laboratory and buy everything sold at the store.
+
+- Don't confuse like items, such as eagle and chicken feathers or cat and dog
+hair. If you're carrying two types of feathers, tell the computer which one you
+want to use.
+
+- Leave yourself lots of time if you plan to visit Llewdor or cast spells.
+
+- If you think you're stuck, you probably aren't unless the wizard shows up in
+five seconds no matter what you do. Remember that you can get items back if
+you're robbed. Also, make sure you have done everything you can in Llewdor
+before leaving. There are several ways to get stuck for real, however,
+including spending all of your gold coins or using spells too early.
+
+- If you can't think of what to do next, try wandering around for a while,
+looking at and trying to manipulate everything. If you reach an obstacle, see
+if any of the items you carry will get you past it, and if not, try to figure
+out what items you may need.
+
+- A word of warning: don't try to dispose of the spider at the cave until
+you've done as much other stuff as you can. You only have 30 game minutes after
+that to act or you're stuck forever.
+
+- Many things in the game are randomly determined at the moment you enter a
+given screen. Examples include whether the bandits will appear on a given
+screen, whether the eagle flies by, and what the three bears are doing. If
+you're waiting for a specific outcome, consider leaving the screen and
+returning until it happens.
+
+- If you're on the same screen as a "bad" character which moves around to try
+to catch you, it will give up chase when you leave the screen. This works on
+Medusa, the bandits, the pirates, the shark, and to a limited extent the
+abominable snowman. In the case of the bandits and pirates, you can return
+right back to the same screen and they might be gone.
+
+- When walking through known bandit territory, stay near any edge of the
+screen. This way, if the bandits appear, you can quickly leave the screen to
+avoid them. Return to the screen immediately and continue walking on the edge
+in case you see them again.
+
+5. DEALING WITH MANANNAN
+
+The plot would make no sense if you didn't have to deal with Manannan, but it's
+still a pain to try to complete the first half of your quest while still
+catering to his every whim.
+
+5a. Chores
+
+At certain times, you will be told to do a chore by your evil wizard of a
+master. The following list tells you what chores there are and how to do them:
+
+Feed the chickens: Walk outside the house to the chicken coop to the bag of
+chicken food behind the pen and type "feed chickens". Don't walk into the pen
+to feed them and don't go anywhere outside except the screen with the chicken
+coop. Re-enter the house when you're done.
+
+Clean the office: The office is the room just north of the entry way where you
+start the game. There is a duster on top of the cabinet in the southwest corner
+of the screen. Take the duster and Gwydion will automatically start dusting.
+Leave the office as soon as Gwydion stops.
+
+Clean the kitchen: The kitchen is one screen east and one screeen north from
+the entry way. There is a broom on the north wall just west of the fireplace.
+Take the broom and Gwydion will automatically sweep the floor. You can stay in
+the kitchen when he's done if you want, or move somewhere else.
+
+Empty the chamber pot: Chamber pots were used before toilets were invented, so
+this gets a big eeeeeewww. The chamber pot is in Manannan's bedroom. From the
+entry way, climb the stairs and then enter the northern doorway. The pot is
+next to Manannan's bed in the northwest part of the room. Type "empty pot".
+Leave the bedroom as soon as Gwydion is done.
+
+If you do not do a chore within three minutes, Manannan will punish you and
+issue you another one, wasting valuable time.
+
+5b. Food
+
+Manannan will demand food at certain times. He will also ask for food instead
+of issuing a chore if you have everything you need to defeat him. To feed the
+wizard, first make sure you have food to feed him, then go to the dining room
+one screen east of the entry way. Walk close to Manannan and type "feed wizard"
+or "give X to wizard", replacing X with the food item you wish to give him if
+you have more than one in your possession.
+
+There are four food items in the game. Three of these are in Manannan's kitchen
+and the fourth is located somewhere in Llewdor.
+
+Manannan will kill you if you don't feed him! This also applies a de facto time
+limit to the game: if you haven't defeated the wizard by 4:30:00, you always
+die because there are no more meals in the game for him to eat. In actuality,
+to have any hope of winning you must defeat him by 3:30:00.
+
+5c. Minor Rules and Punishments
+
+The minor rules are the rules that only result in a punishment if broken. The
+punishments are often highly amusing, but they waste time, and the wizard will
+issue another chore after a punishment is complete, wasting even more time.
+Remember that your time is limited until Manannan is disposed of!
+
+The minor rules are:
+- Not completing a chore within three minutes
+- Being outside the house and yard area, including anywhere in Llewdor, when
+Manannan is due to return or wake up (the first time). In this case, you'll
+avoid punishment and will just be zapped home and assigned a new chore.
+- Visiting a forbidden area of the house unless Gwydion was assigned a chore
+there. You can get away with this if he doesn't catch you, but watch out! The
+forbidden areas are the office, Manannan's bedroom, and the tower.
+- Waking Manannan up, so don't poke around in his room when he's asleep.
+
+A random punishment is given from the following:
+- Gwydion is locked in his room for a short time
+- Gwydion is zapped to the kitchen left to hang upside-down on the ceiling
+- Gwydion is zapped to the entry way and must do really fast exercises
+- My personal favourite, Gwydion is turned into a snail and moved to the upper
+floor hallway. Change the speed to fastest and watch the now-super-fast snail
+zip around if you want. Remember to change back to fast when the snail becomes
+Gwydion again.
+
+5d. Major Rules
+
+Violating one of the major rules result in Manannan killing Gwydion immediately
+by zapping him with magic! Therefore, when you know he will return or wake up
+soon, you should run through this as a checklist.
+
+The major rules are:
+
+- Being outside the house and yard area, including anywhere in Llewdor, when
+Manannan is due to return or wake up after you were already punished for it
+once before.
+- Leaving Llewdor at any time, even if Manannan is not due back yet!
+- Leaving any evidence of having found the laboratory. The trapdoor must be
+closed AND the book must be moved again to conceal the lever to cover up the
+evidence.
+- Hiding the magic wand under your bed instead of placing it back in the
+cabinet.
+- Possessing just about any item other than those obtained in the safe rooms of
+the house. These forbidden items are marked with * (an asterisk) in the
+inventory screen reached by pressing Tab or F4. He will allow you to carry two
+specific items found through magic or in Llewdor: the magic dough and the
+porridge. Hide the * items under the bed in your bedroom (except the magic
+wand; see preceding bullet point) and only carry what you absolutely have to
+until he leaves or falls asleep.
+
+Remember that violating even one of these rules results in death!
+
+5e. Manannan's Schedule
+
+Manannan lives by the clock at the top of the screen. It simply ticks away
+counting the amount of time you've been playing the game in hours, minutes, and
+seconds. One hour on the game clock is equivalent to one day in Llewdor,
+although you won't see the scenes change to night or anything like that, nor
+does Gwydion ever need food or sleep although Manannan needs both.
+
+Only the minutes are important for timing Manannan:
+X:00:00 - Manannan wakes up and demands a chore (or food if you're ready to
+defeat him).
+X:03:00 - Manannan briefly enters the room Gwydion is in to check up on him,
+applying a punishment if Gwydion hasn't finished his chore or if he's been
+doing something he shouldn't have. Otherwise, he leaves again within a few
+seconds.
+X:05:00 - Manannan goes on a journey. You will not see him until X:30:00 unless
+you try to leave Llewdor.
+X:30:00 - Manannan returns and demands food.
+X:33:00 - Manannan briefly enters the room Gwydion is in to check up on him. If
+he hasn't been fed, he kills Gwydion.
+X:35:00 - Manannan goes to sleep. He will be in his bedroom for this time and
+will wake up if you're too loud in there! He wakes up and kills you anyway if
+you leave Llewdor.
+
+X can represent any hour as these events go in a continuous cycle, but if
+you've been playing for 3 hours and he's still around, you have very little
+time to get rid of him before you run out of food items. In the Infamous
+Adventures VGA remake, he kills you after three hours have elapsed. Yes, this
+is slightly less time, but the VGA version doesn't make you spend forever
+climbing the mountain or casting spells either.
+
+Note that you must leave Llewdor to finish the game, but if you do, Manannan
+immediately kills you. Therefore, you must also defeat Manannan to finish the
+game.
+
+Manannan is often a few seconds off, usually in the direction of being late.
+Disobeying Manannan and getting extra chores causes him to stay longer, cutting
+short your exploration and questing time after he next leaves or sleeps.
+
+Yes, this means that some time will just be spent waiting.
+
+6. MAGIC SPELLS
+
+There are seven magic spells in KQ3. Four of them are needed to finish the
+game, and the other three can come in handy as well. All seven award points;
+each one is worth 10 points, so if you're playing the game for maximum score
+you will want to cast all of the spells even if you don't use them all. There
+is also a magic map you can find which allows you to teleport from screen to
+screen like the wizard does.
+
+You must cast a spell before you can use it, and some spells are limited in the
+number of times you can use them. Spell casting is done in the wizard's
+laboratory located in the basement of the house. Each spell has very specific
+instructions that must be followed exacly; if you don't, you may turn into
+something related to the spell and see an amusing death sequence. Save the game
+before starting a spell and save again after you finish it.
+
+The spell ingredients can be found all over the house and Llewdor. Some of them
+are on the laboratory shelf on the north wall of the laboratory. You will have
+to buy some at the store in town as well. Don't try to taste or eat the
+ingredients, as some (not all) are fatal if ingested.
+
+To cast a spell, go to the spell book and open it to the proper page, which
+must be given as a Roman numeral. Now, you must perform every step of the
+spell, including reciting a four-line verse and waving the magic wand. Before
+starting a spell, make sure you have every ingredient and tool needed, as you
+can't stop a spell in the middle.
+
+The game gives you a slight break with the time: when you are typing the verse,
+the timer only advances one second for each line typed.
+
+Check your spelling before hitting Enter at any point, especially toward the
+end of a long spell, so you don't have to do it over again by loading the saved
+game after you die. Capitalization and punctuation do not matter.
+
+6a. Understanding the Language of Creatures
+
+Page II
+Ingredients: chicken feather, dog hair, powdered fish bone, snakeskin,
+thimbleful of dew
+Tools: magic wand
+
+1. Put small feather in bowl
+2. Put fur in bowl
+3. Put reptile skin in bowl
+4. Add spoon of powdered fish bone
+5. Put thimbleful of dew in bowl
+6. Mix with hands
+7. Separate mixture into two pieces
+8. Put dough pieces into your ears
+9. Feather of fowl and bone of fish
+ Molded together in this dish
+ Give me wisdom to understand
+ Creatures of air sea and land
+10. Wave magic wand
+
+Uses: Unlimited
+How to use: Be in an area with one or more animals and wait. You may hear them
+talk.
+Required?: No
+Usefulness: Just a fun part of the game. You will hear more about you and your
+real history. For fun, try letting the cat kill you on the stairs while you
+have the dough, but save first. You can't talk to the creatures with this
+spell, only listen. Also, if you hear the mice on the pirate ship, you will
+learn the location of the treasure.
+
+A note on the spell's ingredients: The game manual only specifies "feather" and
+"fur", implying that either the eagle or chicken feather can be used, as can
+the cat or dog fur. In actuality, attempting to use the eagle feather will have
+the game tell you that it is too large. You can use the cat fur instead of the
+dog fur if you like, but one of the other spells can only use cat fur.
+
+6b. Flying like an Eagle or a Fly
+
+Page IV
+Ingredients: rose petal essence, saffron
+Tools: magic wand
+
+1. Put pinch of saffron in essence
+2. Oh winged spirits set me free
+ Of earthly bindings just like thee
+ In this essence behold the might
+ To grant the precious gift of flight
+3. Wave magic wand
+
+Uses: 3
+How to use: Dip an eagle feather into the essence to become an eagle, or dip
+the fly wings into the essence to become a fly. When you're done, enter "eagle
+begone myself return" or "fly begone myself return" as appropriate, but the
+spell will wear off in a short time anyway.
+Required?: Yes
+Usefulness: Needed to get past two points in the game. The fly spell is good
+for spying on some characters, and the eagle spell will dispose of a certain
+foe.
+
+6c. Teleportation at Random
+
+Page VII
+Ingredients: amber stone, mistletoe, salt
+Tools: magic wand
+
+1. Grind spoon of salt in mortar
+2. Grind mistletoe in mortar
+3. Rub stone in mixture
+4. Kiss stone
+5. With this kiss I thee impart
+ Power most dear to my heart
+ Take me now from this place hither
+ To another place far thither
+6. Wave magic wand
+
+Uses: Unlimited
+How to use: Rub the stone anywhere. You will be teleported to a random screen
+within the same area that Gwydion is currently in. The areas in the game are:
+Manannan's house, Llewdor, pirate ship, mountains, and Daventry. For instance,
+rubbing the stone in Llewdor can take you to any other screen in Llewdor, but
+won't get you to Daventry.
+Required?: No
+Usefulness: It will make the mountains easier if luck is on your side. Other
+than that, it's not very helpful.
+
+6d. Causing a Deep Sleep
+
+Page XIV
+Ingredients: acorns, nightshade juice
+Tools: pouch, magic wand
+
+1. Grind acorns in mortar
+2. Put acorn powder in bowl
+3. Put nightshade juice in bowl
+4. Stir mixture with spoon
+5. Light charcoal brazier
+6. Heat mixture on brazier
+7. Spread mixture on table
+8. Acorn powder ground so fine
+ Nightshade juice like bitter wine
+ Silently in darkness you creep
+ To bring a soporific sleep
+9. Wave magic wand
+10. Put sleep powder in pouch
+
+Uses: 1
+How to use: Pour the powder on the floor or ground. Then say "slumber
+henceforth". You must be in a dark place.
+Required?: No
+Usefulness: Some characters will be put to sleep, including the pirates. I wish
+I had this for my insomnia though.
+
+6e. Transforming Another Into a Cat
+
+Page XXV
+Ingredients: cat hair, fish oil, mandrake root powder
+Tools: magic wand
+
+1. Put mandrake root powder in bowl
+2. Put cat hair in bowl
+3. Put two spoons of fish oil in bowl
+4. Stir mixture with spoon
+5. Put dough on table
+6. Pat dough into cookie
+7. Mandrake root and hair of cat
+ Mix oil of fish and give a pat
+ A feline from the one who eats
+ This appetizing magic treat
+8. Wave magic wand
+
+Uses: 1
+How to use: Eat it if you want, but you can't do anything as a cat. You can
+give it to someone else to eat, but if that person is a wizard who may be
+familiar with the spell, you should try to disguise it in some way.
+Required?: Yes
+Usefulness: Re-read the part two lines up about a wizard again.
+
+6f. Brewing a Storm
+
+Page LXXXIV
+Ingredients: cup of ocean water, spoon of mud, toadstool powder
+Tools: jar, magic wand
+
+1. Put cup of ocean water in bowl
+2. Light charcoal brazier
+3. Heat bowl on brazier
+4. Put spoon of mud in bowl
+5. Add pinch of toadstool powder
+6. Blow into hot brew
+7. Elements from the earth and sea
+ Combine to set the heavens free
+ When I stir this magic brew
+ Great god Thor I call on you
+8. Wave magic wand
+9. Pour storm brew into jar
+
+Uses: Unlimited
+How to use: Stir the storm brew with a finger, then say "brew of storms churn
+it up".
+Required?: Yes
+Usefulness: Again, you use this against an adversary in your quest. You can
+also create storms just for the hell of it if you want, as you are not limited
+to using the spell a certain number of times. To stop a storm, up may enter
+"brew of storms clear it up".
+
+6g. Becoming Invisible
+
+Page CLXIX
+Ingredients: cactus, lard, toad spittle
+Tools: knife, magic wand
+
+1. Cut cactus with knife
+2. Squeeze cactus juice on spoon
+3. Put cactus juice in bowl
+4. Put lard in bowl
+5. Add two drops of toad spittle
+6. Stir mixture with spoon
+7. Cactus plant and horny toad
+ I now start down a dangerous road
+ Combine with fire and mist to make
+ Me disappear without a trace
+8. Wave magic wand
+9. Put ointment in empty lard jar
+
+Uses: 1
+How to use: Rub the ointment on your body. You must be in a place with both
+fire and mist.
+Required?: Yes
+Usefulness: You need it to avoid being seen by a certain enemy.
+Random thought: How exactly does "make" rhyme with "trace", anyway?
+
+7. ITEMS
+
+As with any King's Quest game, and most adventure games, there is a wide
+variety of items that you can and should collect. In the case of KQ3, many of
+them are just spell ingredients. There are only one or two completely useless
+items in the game (except for points). Unlike in the first two King's Quest
+games, there is not a series of treasures to collect for extra points and be
+able to use to get past certain characters in lieu of the proper item.
+
+Not all items can safely be carried in the presence of the wizard. In fact,
+most items, including all spell ingredients, most of the finished spells, a few
+of Manannan's personal items, and almost anything from outside the house can
+NOT be carried in the wizard's presence unless you want him to kill you when he
+shows up. These forbidden items are marked on the inventory screen that is
+accessible with Tab or F4 with the asterisk or star * symbol. If you are
+carrying any of these items when the wizard returns or checks up on you, you're
+a dead slave. The only safe items in the game are food items, cooking and
+eating utensils, and items you can't get until after the wizard is dead anyway.
+
+In order to keep your * items when Manannan returns, you can hide most of them
+under the bed in your bedroom. The magic wand may not be hidden here; instead,
+it must be placed where you originally found it.
+
+It is impossible to drop items except by hiding them or replacing the magic
+wand, but you may carry as many as you'd like. There is no limit on your
+inventory.
+
+Here is an alphabetical list of every item you can find and pick up in this
+game. Note that the points do not add up to 210 because collecting items is not
+the only way to score points in this game. If you want a scoring breakdown of
+everything in the game, check out Section 9. Item numbers, listed in
+parentheses after the names of the items, are used when cheating. In addition,
+the inventory is sorted by item number going across the rows, which is why the
+magic map is always listed last.
+
+Acorns* (18)
+Found: Under the oak tree.
+Collected: Try to take the acorns. If the game says none are dry, keep trying
+by pushing F3 and Enter each time. You may want to leave the screen and come
+back if you don't get the acorns after a few tries.
+Used: An ingredient in the spell "Causing a Deep Sleep".
+Points: 1
+
+Amber Stone* (14)
+Found: Given to Gwydion by the oracle in the spider cave.
+Used: An ingredient in the spell "Teleportation at Random"; turns into the
+magic stone upon the spell's completion.
+Points: 3
+
+Bowl (40)
+Found: On the shelf along the west wall of Manannan's kitchen.
+Used: You know, I'm not sure if this is used for anything, really. When you
+complete the spells, you use the mixing bowls in the laboratory, and the
+porridge comes in its own bowl. Maybe one or more of the spells does in fact
+need it?
+Points: 1
+
+Bread (49)
+Found: On the table at the east wall of Manannan's kitchen.
+Used: Can be fed to the wizard. When you run out of food, Manannan kills you.
+Points: 1
+
+Cactus* (34)
+Found: In the desert, in the shade of the large rock.
+Used: An ingredient in the spell "Becoming Invisible".
+Points: 1
+
+Cat Cookie* (23)
+Found: The result of the spell "Transforming Another into a Cat".
+Used: Can be fed to a character to turn them into a cat. You should disguise
+the cookie in another food item.
+
+Cat Hair* (2)
+Found: On Manannan's cat.
+Collected: Pick up the cat (it may take a few tries) and pull some hair.
+Used: An ingredient in the spell "Transforming Another into a Cat". It can also
+be used in place of the dog hair in the spell "Understanding the Language of
+Creatures".
+Points: 1
+
+Chicken Feather* (1)
+Found: On a chicken in the pen next to Manannan's house on top of the mountain.
+Collected: Catch a chicken and pluck a feather from it.
+Used: An ingredient in the spell "Understanding the Language of Creatures".
+Points: 1
+
+Cup (42)
+Found: On the dining-room table in Manannan's house.
+Used: Holds the ocean water.
+Points: 1
+
+Dew* (7)
+Found: On the flowers in front of the three bears' house.
+Collected: Gather it in the thimble.
+Used: An ingredient in the spell "Understanding the Language of Creatures".
+Points: 1
+
+Dog Hair* (3)
+Found: On the dog in the store in town.
+Collected: Pet the dog.
+Used: An ingredient in the spell "Understanding the Language of Creatures".
+Points: 1
+
+Dough in Ears (8)
+Found: The result of the spell "Understanding the Language of Creatures".
+Used: Enter a screen with one or more animals and wait. You may hear them talk,
+often about you and your true past. This item is never removed from your
+inventory even if you're robbed, lose all your items, or hide everything under
+the bed, and Manannan can't tell that it's there.
+Points: 10
+
+Eagle Feather* (9)
+Found: This item is occasionally dropped by the eagle that flies by on some
+screens near the bottom of the mountain.
+Collected: Walk back and forth between the screen at the bottom of the mountain
+and the screen east of it and wait a few seconds on each. If you see an eagle,
+wait for it to fly across the screen and it may leave the feather (or not).
+Used: Dip it into the magic rose petal essence to turn into an eagle. You must
+have the magic essence, not just the normal essence.
+Points: 2
+
+Empty Lard Jar* (35)
+Found: Kept after emptying the jar of lard when casting "Becoming Invisible".
+Used: Holds the invisibility ointment created in the spell "Becoming
+Invisible". If you try to hit F4 to see this item, the game crashes.
+Points: 0
+
+Empty Jar* (29)
+Found: Kept after emptying the jar of mandrake root powder when casting
+"Transforming Another into a Cat".
+Used: Holds the storm brew created in the spell "Brewing a Storm".
+Points: 0
+
+Fish Oil* (22)
+Found: For sale in the town store.
+Used: An ingredient in the spell "Transforming Another into a Cat".
+Points: 1
+
+Fly Wings* (10)
+Found: On the floor of the tower in Manannan's house.
+Used: Dip it into the magic rose petal essence to turn into a fly. You must
+have the magic essence, not just the normal essence.
+Points: 1
+
+Fruit (50)
+Found: On the table at the east wall of Manannan's kitchen.
+Used: Can be fed to the wizard. When you run out of food, Manannan kills you.
+Points: 1
+
+Invisibility Ointment* (36)
+Found: The result of the spell "Becoming Invisible".
+Used: Rub it on your body to turn invisible for a few seconds. You must be in a
+place with both fire and mist.
+Points: 10
+
+Key* (38)
+Found: On top of Manannan's closet in his bedroom.
+Collected: Stand toward the middle of the room and look at the closet to see
+it, then reach above the closet to take it.
+Used: Locks and unlocks the cabinet in the study that contains the magic wand.
+You must have the key both to retrieve the wand and to put it back when you're
+done.
+points: 3
+
+Knife (33)
+Found: On the rack in the northwest corner of Manannan's kitchen.
+Used: Cuts the cactus during the casting of the spell "Becoming Invisible".
+Points: 1
+
+Lard* (32)
+Found: For sale in the town store.
+Used: An ingredient in the spell "Becoming Invisible".
+Points: 1
+
+Magic Map* (54)
+Found: In Manannan's closet in his bedroom.
+Collected: Look behind the clothes. Gwydion will find it and automatically grab
+it.
+Used: Allows Gwydion to teleport around Llewdor as well as the mountains and
+Daventry. He can only teleport to an area he has already visited. He can
+teleport from the house or mountain to Llewdor, but must walk back. When used
+on the pirate ship, the map shows the ship's progress. You can teleport from
+ship but Gwydion will end up in the middle of the ocean even if you choose a
+spot on land; Gwydion is then guaranteed to drown after a while.
+Points: 7
+
+Magic Rose Essence* (39)
+Found: The result of the spell "Flying like an Eagle or a Fly".
+Used: Dip the eagle feather or fly wings into this to change yourself into an
+eagle or a fly temporarily.
+Points: 10
+
+Magic Stone* (16)
+Found: The result of the spell "Teleportation at Random".
+Used: Rub the stone to teleport to a random location in the general vicinity of
+Gwydion. You can't teleport up or down Manannan's mountain, across the ocean,
+onto or off of the pirate ship, or past the screen with the six cave openings
+using the stone.
+Points: 10
+
+Magic Wand* (37)
+Found: In the locked cabinet in the southwest corner of the wizard's study.
+Collected: Unlock the cabinet with the brass key; you will automatically take
+the wand.
+Used: You must have the magic wand to cast any spells. It is waved at the end
+of each spell after you recite the four-line verse and before the spell is
+stored, if it is.
+Points: 4
+
+Mandrake Root Powder (21)
+Found: On the shelf in Manannan's laboratory.
+Used: An ingredient in the spell "Transforming Another into a Cat".
+Points: 1
+
+Mirror* (43)
+Found: In the drawer at the foot of Manannan's bed.
+Used: Show it to Medusa in the desert to turn her into a harmless statue. Make
+sure you're not facing Medusa when you do this!
+Points: 1
+
+Mistletoe* (15)
+Found: On the tree east of the three bears' house and south of the town.
+Used: An ingredient in the spell "Teleportation at Random".
+Points: 1
+
+Mud* (27)
+Found: On the bank of the stream that runs through Llewdor.
+Collected: Pick it up with the spoon.
+Used: An ingredient in the spell "Brewing a Storm".
+Points: 1
+
+Mutton (51)
+Found: On the table at the east wall of Manannan's kitchen.
+Used: Can be fed to the wizard. When you run out of food, Manannan kills you.
+Points: 1
+
+Nightshade Juice* (17)
+Found: On the shelf in Manannan's laboratory.
+Used: An ingredient in the spell "Causing a Deep Sleep".
+Points: 1
+
+Poisoned Porridge (25)
+Found: By crumbling the cat cookie into the porridge.
+Used: Feed it to Manannan when he asks for a meal to turn him into a harmless
+cat.
+Points: 0
+
+Porridge (24)
+Found: In the living room of the three bears' house.
+Collected: Make sure the bears aren't home before entering the house. Then,
+take the smallest bowl from the table. If there is no porridge on the table,
+leave and re-enter the house until it appears.
+Used: Crumble the cat cookie into it to taint it, turning it into the poisoned
+porridge. You can also feed it to Manannan as-is if you want to get stuck and
+not be able to defeat Manannan or finish the game!
+Points: 2
+
+Pouch* (19)
+Found: For sale in the town store.
+Used: Holds the sleeping powder created in the spell "Causing a Deep Sleep".
+Points: 1
+
+Powdered Fish Bone* (5)
+Found: On the shelf in Manannan's laboratory.
+Used: An ingredient in the spell "Understanding the Language of Creatures".
+Points: 1
+
+Purse* (47)
+Found: Left over after you've spent all the gold coins.
+Used: Nothing. See next item.
+Points: 0
+
+Purse with Gold Coins* (48)
+Found: In the bandits' treehouse, on the table where the bandit sleeps.
+Collected: Wait for the bandit to fall asleep before you try to get it.
+Otherwise, he'll push you out the door and kill you!
+Used: Contains eight gold coins. Each item at the store costs one coin, and the
+remaining coins are used to pay the pirate captain later on. You can also buy
+drinks at the tavern, but this does you no good and you're stuck if you run out
+of money this way.
+Points: 4
+
+Rose Petal Essence (12)
+Found: In the dresser drawer on the east side of Manannan's room.
+Used: An ingredient in the spell "Flying like an Eagle or a Fly"; turns into
+the magic rose petal essence upon the spell's completion.
+Points: 1
+
+Saffron* (11)
+Found: On the shelf in Manannan's laboratory.
+Used: An ingredient in the spell "Flying like an Eagle or a Fly".
+Points: 1
+
+Salt* (13)
+Found: For sale in the town store.
+Used: An ingredient in the spell "Teleportation at Random".
+Points: 1
+
+Shovel (52)
+Found: Next to the lifeboat on the middle deck of the pirate ship. It is on the
+screen east of the ladder.
+Used: To dig for the treasure.
+Points: 1
+
+Sleep Powder* (20)
+Found: The result of the spell "Causing a Deep Sleep".
+Used: Pour the sleep powder on the ground or floor and type "slumber
+henceforth" to activate the spell. Anyone in the vicinity will be put to sleep
+for the duration of the game. You must be in a dark place to use the spell.
+Points: 10
+
+Snakeskin* (4)
+Found: In the desert (screen 11).
+Used: An ingredient in the spell "Understanding the Language of Creatures".
+Points: 1
+
+Spoon (41)
+Found: On the rack in the northwest corner of Manannan's kitchen.
+Used: Holds the mud.
+Points: 1
+
+Thimble* (6)
+Found: In the bedroom of the three bears' house.
+Collected: Make sure the bears aren't home before entering the house. Then, go
+upstairs and open the drawer in the northeast corner of the room.
+Used: Holds the dew.
+Points: 1
+
+Toad Spittle* (31)
+Found: On the shelf in Manannan's laboratory.
+Used: An ingredient in the spell "Becoming Invisible".
+Points: 1
+
+Toadstool Powder* (28)
+Found: On the shelf in Manannan's laboratory.
+Used: An ingredient in the spell "Brewing a Storm".
+Points: 1
+
+Treasure Chest (53)
+Found: Under the sand after you get off the pirate ship.
+Collected: Make sure you have the shovel and have overheard the mice on the
+ship talk about the treasure, then travel to the beach screen with the palm
+tree and the shark offshore. Walk five steps east of the tree and dig with the
+shovel.
+Used: Useless except for its point value.
+Points: 7
+
+Water* (26)
+Found: In the ocean east of Llewdor.
+Collected. Use the cup to pick it up. Hey, that rhymes.
+Used: An ingredient in the spell "Brewing a Storm".
+Points: 1
+
+8. CHARACTERS
+
+King's Quest III isn't just a bunch of inanimate objects. There are also a
+variety of characters that Gwydion may meet on his travels. They are listed and
+described below.
+
+Abominable Snowman
+Description: A large monster related to the yeti in King's Quest V.
+Location: At the top of the mountain path leading to Daventry. The snowman only
+appears on the three screens with snow visible as well as his cave.
+Purpose: You must simply get past him.
+Strategies: If the snowman didn't appear on one of the first two screens, he's
+guaranteed to show up on the third. He moves so fast that it is impossible for
+Gwydion to escape. You may either use the magic stone to teleport past the
+monster or turn into an eagle to fly away from it.
+
+Bandits
+Description: Two big, tough, manly guys who beat and rob anyone they encounter
+in the forests of Llewdor.
+Location: The tree house hidden amidst the branches of the large oak tree. They
+also roam around the forest; specifically, in the screen with the oak tree, all
+screens in a line north or south of it, and the screen east of it at the end of
+the path. You can also find them drinking in the tavern in town.
+Purpose: You must reach their hideout and take the coin purse from them.
+Strategies: Stay toward the edge of the screen when walking through their turf,
+as they may appear at any moment while Gwydion is on one of "their" screens,
+marked with [b] on the map in section 10c of this FAQ. If you leave the screen,
+even to another bandit screen, the bandits go away (but if you go to another
+bandit screen, they may appear again there). When raiding their hideout, you
+will only ever find one bandit there, never two or zero. If he is awake when
+you enter the treehouse, he pushes you off and kills you no matter what. To
+avoid loading a saved game constantly, stand outside the treehouse and look
+into it to see if the bandit is moving or sleeping. Don't dawdle while he
+sleeps because he may wake up and kill you at any moment!
+
+Barmaid
+Description: A girl in a skimpy outfit.
+Location: In the tavern in town.
+Purpose: Nothing, although you can buy drinks from her if you want. Don't run
+out of money.
+Strategies: Use the tavern to meet some other characters.
+
+Bears
+Description: Three clothed bears living in a house: a father, a mother, and a
+young boy.
+Location: In Llewdor two screens south of the base of the mountain.
+Purpose: You must raid their house to get the porridge and the thimble.
+Strategies: Don't enter the house while the bears are home. If you see the
+mother bear in the garden, stay away from it or she'll kick you all the way
+into the next screen! If the screen is devoid of any evidence of habitation,
+try knocking on the door, or leave the screen and come back until you see the
+bears actually leaving the house. If the porridge doesn't appear in the house,
+leave it and come back until it does.
+
+Cat
+Description: Manannan's black cat.
+Location: The cat randomly appears in various rooms in Manannan's house.
+Purpose: You must collect a tuft of fur from the cat to use in a spell.
+Strategies: Try to pick up the cat when you get close to it when you're ready
+to collect the fur. If it scratches and runs away, try again. Don't hold the
+cat for too long or it may get away again. The cat is only deadly on one
+screen: the stairs leading down into the laboratory. If it is there and you try
+to walk down the stairs, the cat will trip Gwydion, causing him to fall to his
+death. Leave and re-enter the screen if the cat is there.
+
+Dragon
+Description: A large, green, three-headed, fire-breathing dragon!
+Location: In the central screen of the land of the clouds above Daventry.
+Purpose: The dragon is keeping Rosella captive as a sacrifice. It will kill her
+soon if Gwydion does nothing.
+Strategies: If you enter the dragon's screen, it burns you to a crisp
+immediately! Before entering the screen, rub the invisibility ointment on
+yourself to be unseen by the dragon. Then, enter the dragon's screen and use
+the storm spell to kill it.
+
+Eagle
+Description: An eagle.
+Location: It flies toward the top of the screen in some places around Llewdor:
+the base of the mountain and the squares immediately west and east of it.
+Purpose: You must get a feather from it to use in conjunction with a spell.
+Strategies: Travel back and forth between two screens which the eagle flies
+over. In each screen, wait a few seconds for the bird. If it appears, wait
+until it drops a feather, then take it. If the eagle doesn't appear, or crosses
+the screen without dropping a feather, return to the other screen.
+
+Gnome
+Description: An old gnome, probably the same one from King's Quest I.
+Location: Just south of the castle in Daventry.
+Purpose: The gnome tells you what to do when you reach Daventry, then leads you
+into the castle when you have rescued Rosella.
+
+Kenny
+Description: A red dog.
+Location: Lying on the floor inside the town store.
+Purpose: Dog hair is used in one of the spells.
+Strategies: Pet the dog to get the hair.
+
+Manannan
+Description: A black-robed wizard.
+Location: Can appear anywhere Gwydion is, but is usually found in his house on
+top of the mountain.
+Purpose: You must dispose of Manannan to leave Llewdor.
+Strategies: See section 5, entitled "Dealing with Manannan", for an in-depth
+guide to this guy.
+
+Medusa
+Description: Ugly woman with snakes instead of hair. Looking at her will turn
+you to stone. Medusa is derived from a creature in the Greek mythology, by the
+way.
+Location: In the first row of desert screens. If you go more than one screen in
+using the fastest speed setting, she won't appear. Medusa always comes from the
+west side of the screen and walks east.
+Purpose: You must kill Medusa to collect two items that are in the desert.
+Strategies: When entering the desert, immediately face any direction other than
+west and stop. Medusa always appears, unlike the bandits who are only in a
+given forest screen occasionally. When Medusa gets fairly close to Gwydion,
+show her the mirror and she herself will become a harmless statue. After that,
+Medusa will never appear alive again for the rest of the game and you can
+safely collect the cactus and snakeskin from the desert. Don't let Medusa get
+so close as to touch Gwydion, however, as that will also turn him to stone.
+
+Oracle
+Desription: A mysterious hooded figure with a crystal ball.
+Location: In the cave guarded by the giant spider.
+Purpose: He (she?) will give Gwydion the amber stone and tell him where he
+really came from. The pirate ship will arrive in Llewdor after Gwydion visits
+the oracle.
+Strategies: Don't visit the oracle until Manannan is gone. See the "Spider"
+section for advice on how to dispose of the pesky blue arachnid.
+
+Pirates
+Description: A band of greedy, selfish pirates who arrive to Llewdor by ship
+later in the game.
+Location: On their ship, but some of them will stay in the tavern for a while.
+Purpose: A one-way ticket to the eastern continent and escape, if Geydion has
+enough money for the captain.
+Strategies: The pirates appear after Gwydion visits the oracle's cave and stay
+in Llewdor for 30 minutes. After this time, Gwydion will be stuck forever and
+lose the game. In order to board the ship, you must pay the captain the rest of
+your gold coins (even one coin will do, but you should have four left). Upon
+boarding the ship, Gwydion's items are stolen from him. If Manannan isn't a cat
+when Gwydion boards the ship, he will soon show up to zap him. On the ship,
+pirates will wander around every part of the ship except for the cargo hold.
+Getting caught once will cause them to throw Gwydion back into the hold and
+steal his stuff again; getting caught twice will have them make him walk the
+plank and drown! As with the bandits, leaving the screen will cause the pirates
+to disappear, although they could appear on the next screen as well. Depending
+on how you got off the ship, there may or may not be a pirate on the shore.
+Leave the screen to the north and come back until he's gone.
+
+Rosella
+Description: A blonde girl who is the Princess of Daventry and Gwydion's sister.
+Location: Tied to a stake behind the fire-breathing dragon in the land of the
+clouds above Daventry.
+Purpose: You must save her from the dragon and take her back to the castle in
+Daventry.
+Strategies: See the entry for the dragon. Note that Rosella always follows you,
+even if it looks like she's wandering around the stairs or another area
+randomly. She will be behind you again when you enter the next screen, and she
+never leaves the screen that contains Gwydion.
+
+Shark
+Description: A big, hungry shark.
+Location: Just offshore on the eastern continent. There are no sharks near
+Llewdor.
+Purpose: It kills you if it gets close.
+Strategies: Swim near the edge of the screen. When the shark nears Gwydion,
+swim to the next screen and back to the one he was on. Repeat until Gwydion is
+close enough to land to reach it before the shark gets him.
+
+Shopkeeper
+Description: Just some random guy.
+Location: Inside the store in town.
+Purpose: The shopkeeper will sell you some important items you need to make
+some of the spells.
+Strategies: Buy the items when you have money.
+
+Spider
+Description: A giant blue spider whose web is blocking the cave.
+Purpose: The spider's web is blocking the oracle's cave, which must be reached
+in order to be able to leave Llewdor.
+Strategies: When you get the spell "Flying like an Eagle or a Fly", you can
+dispatch the spider by turning into an eagle. Please don't turn into a fly
+instead because, well, spiders eat flies! YUM! A word of warning: entering the
+oracle's cave causes the pirate ship to appear, and the ship will only stay at
+port for 30 minutes. After that, the ship leaves and you lose the game.
+Manannan must be turned into a cat when you board the ship or he will zap you
+soon after you stow away on it.
+
+9. POINTS
+
+This list of points is given in the order in which you collect them if you use
+the walkthrough in Section 12. You don't necessarily have to do all of these
+things in the order given. Some actions can be done more than once. For
+instance, you may end up collecting the magic wand, reaching the laboratory,
+and hiding your inventory under your bed many times. In these cases, you only
+get points the first time you perform the action.
+
+The maximum score in this game is 210 points.
+
+Before Manannan Leaves
+1 Take the mutton chop
+1 Take the fruit
+1 Take the bread
+1 Take the knife
+1 Take the spoon
+1 Take the bowl
+1 Take the cup
+
+Exploring the House
+1 Take the fly wings
+1 Take the mirror
+1 Take the rose petal essence
+3 Take the key
+7 Take the magic map
+4 Take the magic wand
+5 Open the trapdoor to the laboratory
+1 Take the mandrake root powder
+1 Take the nightshade juice
+1 Take the powdered fish bone
+1 Take the saffron
+1 Take the toad spittle
+1 Take the toadstool powder
+10 Cast "Flying like an Eagle or a Fly"
+1 Take the cat hair
+1 Take the chicken feather
+
+First Exploration of Llewdor
+3 Turn into a fly to listen to the bandits in the tavern
+5 Fly into the hole in the base of the oak tree as a fly
+3 Pull the rope to make the rope ladder fall from the tree
+2 Enter the bandits' hideout
+4 Take the purse of gold coins
+2 Take the smallest bowl of porridge
+1 Take the thimble
+1 Buy the fish oil
+1 Buy the lard
+1 Buy the leather pouch
+1 Buy the salt
+1 Take the dog fur
+
+Getting Rid of Manannan
+10 Cast "Transforming Another into a Cat"
+4 Hide all of your possessions under your bed
+12 Turn Manannan into a cat
+
+Second Exploration of Llewdor
+1 Take the mistletoe
+1 Take the dew
+1 Take the acorns
+5 Turn Medusa into a statue
+1 Take the cactus
+1 Take the snakeskin
+1 Take the mud
+1 Take the ocean water
+2 Take the eagle feather
+10 Cast "Understanding the Language of Creatures"
+10 Cast "Causing a Deep Sleep"
+10 Cast "Brewing a Storm"
+10 Cast "Becoming Invisible"
+
+The Oracle
+4 Drop the spider into the ocean
+3 Take the amber stone
+10 Cast "Teleportation at Random"
+3 Give the remaining gold coins to the pirate captain
+
+The Pirate Ship
+2 Board the pirate ship
+2 Leave the cargo hold
+3 Retrieve your possessions
+1 Take the shovel
+
+The Mountains
+5 Swim ashore
+7 Take the treasure chest
+4 Get past the abominable snowman
+
+Daventry
+7 Kill the dragon
+3 Untie Princess Rosella
+4 Enter the castle in Daventry with Rosella
+
+10. MAPS
+
+Here are some maps of the areas you visit in King's Quest III. Each box
+represents a screen, with its number listed in the upper right-hand corner
+(although you don't need the numbers unless you're cheating).
+
+One or more uppercase letter in the lower left-hand corner of a screen
+indicates that you can travel to another screen by a means other than simply
+walking to the edge (such as by entering a door). The square marked A has a
+door or stairway to the other square marked A, same for B with B, C with C, and
+so on.
+
+10a. Legend
+
+-- Walk east and west
+-> Walk east only
+<- Walk west only
+| Walk north and south
+^ Walk north only
+v Walk south only
+|| Walk up and down stairs
+^^ Walk up stairs only
+vv Walk down stairs only
+* Wraps to top/bottom of area
+(A), etc. Doors: A goes to A, B goes to B, and so on.
+[a] Abominable snowman
+[b] Bandits
+[m] Medusa
+[p] Pirates
+[s] Shark
+
+ N
+ ^
+ |
+W<-+->E
+ |
+ v
+ S
+
+10b. Manannan's house
+
+ +------1+
+ | Tower |
+ +-------+
+ ||
++-------2+ ||
+|Wizard's| ||
+|Bedroom | ||
++--------+ ||
+ | ||
+ +-------3+ +-------4+
+ | Upper |--| Your |
+ |Hallway | |Bedroom |
+ +--------+ +--------+
+ ||
++-------5+ || +-------6+
+| Study | || |Kitchen |
++--------+ || +--------+
+ || | || |
+ || +-------7+ +-------8+
+ || | Entry |--| Dining |
+ || | Way | | Room |
+ || +(A)-----+ +--------+
+ ||
++-------9+
+| Stairs |
++--------+
+ ||
++------10+
+| Lab |
++--------+
+
+10c. Llewdor
+
+ +------34+
+ |Wizard's|
+ | House |
+ +(A)-----+
+ |
+ +------33+
+ | Path |
+* * * +--------+ * * *
+| | | | | | |
+32+ +[m]-16+ +[b]---17+ +------18+ +------19+ +------20+ +-------31
+ |-|Desert|-| Forest |-| Bottom |-| Stream |-| Stream |-| Endless Ocean
+ | +------+ +--------+ |of Path | +--------+ |at Ocean| |
+ | | | +--------+ | +--------+ +-------------------+
+ | | | | | | | | |
+ED| +[m]-21+ +[b]---22+ +[b]---23+ +------24+ +------25+ +--75+ +------76+ |
+ne|-|Desert|-|Oak Tree|-|Path End|-| Town |-| Pier |-|Pier|--|Pier End|--|
+ds| +------+ +(B)(C)--+ +--------+ +(D)(E)--+ +--------+ +(F)-+ +--------+ |
+le| | | | | | | | |
+er| +[m]-26+ +[b]---27+ +------28+ +------29+ +------30+ +-------------------+
+st|-|Desert|-| Forest |-| Bears' |-| Top of |-| Beach |-|
+s | +------+ +--------+ | House | | Cliffs | +--------+ |
+ | | | +(G)-----+ +--------+ | | Endless Ocean
+ | | | | | | |
+ | +[m]-11+ +[b]---12+ +------13+ +------14+ +------15+ |
+ |-|Desert|-| Forest |-|Mountain|-| Cave |-| Beach |-|
+--+ +------+ +--------+ |to South| |with Web| +--------+ +---------
+| | | +--------+ +(H)-----+ | |
+| | | | | |
+* * * * * *
+
+
++------38+ +------35+ +------39+ +------42+ +------36+
+|Bandits'| | Inside | | Store | | Bears' | | Oracle |
+|Hideout | | Tree | +(D)-----+ |Bedroom | |in Cave |
++--------+ +(B)-----+ +--------+ +(H)-----+
+ | ||
+ | +------37+ +------40+ +------41+
+ +-------| Ladder | | Tavern | | Inside |
+ +(C)-----+ +(E)-----+ | Bears' |
+ | House |
+ +(G)-----+
+
+10d. Pirate Ship
+
+ +-----77+
+(F)-->| Ship |-->(I)
+ |Sailing|
+ +-------+
+
+
+ +[p]---78+
+ | Crow's |
+ | Nest |
+ +--------+
+ ||
++[p]-79+ +[p]---80+ +[p]---81+
+|Galley|--|Top Deck|--|Top Deck|
++------+ +--------+ +--------+
+ || vv
+ || (J)
+ ||
++[p]-82+ +[p]---83+ +[p]---84+
+|Plank |--|Captain |--|Lifeboat|
++------+ +--------+ +--------+
+ ||
+ +------85+ +------86+
+ (I)-->| Hold |--| Hold |
+ +--------+ +--------+
+
+10e. Mountains
+
+ +[a]60+
+ +-----|Cave |
+ | +-----+
+ |
+ +[a]54+ +[a]55+ +[a]56+
+ |Snow |-|Snow |-|Snow |
+ +-----+ +-----+ +-----+
+ | |
+ +--52+ +-------53+ +---57+ +--58+ +--59+
+ |Path|--|Waterfall| |Caves|--|Path|--|Path|
+ +----+ +---------+ +-----+ +----+ +----+
+ | v
+ +--50+ +--51+ (K)
+ |Path|--|Path|
+ (J) +----+ +----+
+ vv |
+---31+ +[s]48+ +[s][p]-49+ +---31
+Ocean|--|Beach|--|Palm Tree|--|Ocean
+ | +-----+ +---------+ |
+ | | | |
+ +------------------------+
+
+10f. Daventry
+
++----74+ +------73+
+|Throne|--| Hall |
+| Room | +--------+
++------+ |
+ +------71+ +------72+
+ |Outside |--|Outside |
+ | Castle | | Castle |
+ +--------+ +--------+
+ |
+ +------69+
+ |Gnome's |
+ | House |
+ +--------+ (K)
+ | v
+ +------68+ +------61+
+ | Well |--| Cave |
+ +--------+ +(L)-----+
+
+
++------65+ +------66+ +------67+ +------64+
+| Clouds |--| Dragon |--| Clouds |--| Stairs |
++--------+ +--------+ +--------+ +--------+
+ ||
+ +------63+
+ | Stairs |
+ +--------+
+ ||
+ +------62+
+ | Stairs |
+ +(L)-----+
+
+11. HINT GUIDE
+
+This section will give hints for various puzzles and problems in the game. If
+you want to mostly figure everything out for yourself but are getting stuck in
+a few places, this section is for you.
+
+Some questions will have more than one hint, in which case each hint may be a
+bit more revealing than the last. The solutions to the puzzles are not in this
+section, so don't worry about spoiling things too much.
+
+11a. Manannan's House
+
+The wizard kills me no matter what I do! How can I escape him?
+
+- A long time ago, one of Manannan's old slaves used magic to attempt to
+free himself.
+
+ - Since then, he makes sure no slave can have access to magic.
+
+- Would YOU like it if someone was rooting through your stuff, taking
+whatever items he or she found interesting?
+
+- You know, when I was younger and we stayed in hotels, my dad would put
+anything valuable in a suitcase and set something, such as a deck of cards, on
+top of it when we headed out for the day. If, when we returned to the room, the
+cards were in a different position or orientation, or (even more obviously) not
+there at all, he knew someone had probably broken into the hotel room, examined
+the suitcase, and stolen the valuable items.
+
+- Yes, that was a hint. Think about it. In this case, it's not so much an
+item as a location.
+
+
+I can't do anything because I don't know when the wizard will magically pop up!
+How can I tell?
+
+ - He isn't always in the house.
+
+ - Wizards need their sleep, too.
+
+- If you've played KQ1 and KQ2, you may notice something on every screen
+that wasn't there before. No, I don't mean the cat.
+
+- Think about it. Why on earth would the game tell you how long you've been
+playing and show that clock at all times?
+
+- Most people schedule their life at round hours. You may set your alarm for
+08:00 or ask to meet someone at 16:00, but you probably don't say "Meet me at
+16:35 and 46.2 seconds."
+
+- The hour and the half-hour are particularly popular times to schedule
+things, aren't they? Think of when you start and end school and work, when you
+wake up and go to sleep, and so on.
+
+
+I picked something up in the house and the wizard zapped me!
+
+ - Remember, Manannan doesn't let his slaves involve themselves in magic.
+
+- Carrying a loaf of bread or a knife is normal, but who on earth would
+decide to carry, say, fly wings or cat hair?
+
+
+How can I prevent Manannan from knowing I have something?
+
+- Come on, you mean you never tried to hide any *ahem* photography from your
+parents?
+
+ - There's one room Manannan never enters.
+
+- Old guys like Manannan often have back problems from bending down too much
+in their youth.
+
+
+I found a mirror and some weird perfume thing. Is there anything else in
+Manannan's bedroom?
+
+- So you opened everything, but did you really look around and search for
+things of interest?
+
+ - That closet looks interesting, doesn't it?
+
+ - By the way, there are a total of 4 items in the bedroom.
+
+
+Is there anything in that locked cabinet?
+
+- Would the designers have put a locked cabinet in an adventure game for no
+reason?
+
+ - The key is not someplace you'd be able to reach with the wizard around.
+
+- Nor is it too close to the cabinet, which would kinda defeat the purpose
+of having a locked cabinet.
+
+ - Try a different room.
+
+
+Anything in the study besides the cabinet that I should concern myself with?
+
+ - Yes, but it's well-hidden.
+
+- Nobody reads all those dusty old dissertions at the university library, do
+they? I've heard of some professors who would hide money in their published
+works to see if any students would read them and take it, but every year the
+money remained untouched...
+
+
+I keep getting turned into something weird when attempting a spell!
+
+ - Magic is an exact science.
+
+- It's tough to put the frog eyeballs into a magical concoction when you
+don't have any frog eyeballs.
+
+- If yu aer prone tp makign freqent typos, doub;e-chcek everythng befoer
+pressing ENter/
+
+
+I tried to put the feather in the bowl for a spell, but it says the feather is
+too big.
+
+ - Eagles aren't the only animals with feathers.
+
+ - Have you seen any other birds around?
+
+ - The birds you are looking for are very close to Manannan's house.
+
+
+Can I kill the wizard?
+
+ - Not exactly.
+
+ - You can turn him into something so that he won't be able to hurt you.
+
+
+11b. Llewdor
+
+After a while, Manannan shows up and kills me. How do I get away from him?
+
+ - You can't.
+
+ - You're not allowed to go to Llewdor, you know.
+
+- Make sure Manannan doesn't find out that you left. He comes back at the
+same times every game.
+
+
+Is there any way I can get my stuff back from the bandits?
+
+ - Yes.
+
+ - The bandits stash everything they steal in their, er, house.
+
+- Naturally, they wouldn't want their dwelling to be easy to find.
+Otherwise, everyone would raid it and take their stuff back.
+
+
+Where is the bandits' house?
+
+- If you still have your stuff or can load a saved game from before you were
+robbed, you can try spying on them.
+
+ - Where might people of Llewdor hang out in their spare time?
+
+- If there was something you were trying to keep secret, would you be apt to
+discuss it when there are clearly people around?
+
+- Look over the spells that are available to you carefully. The invisibility
+spell needs fire and mist, but there's another spell that will do almost as
+well.
+
+
+No, don't tell me how to spy on the bandits to find their hideout, just tell me
+where the hideout is!
+
+- When you're walking along, it's easy to miss something that's right over
+your head.
+
+ - Did you ever have a treehouse as a kid?
+
+- If you did, you'd have had to have put it in a tree big enough to support
+the weight of the house and anyone who might be in it at any time..
+
+ - Such as an old oak tree.
+
+
+How do I reach the hideout? I can't climb the tree.
+
+- Once again, the bandits wouldn't leave the access to the hideout in full
+view.
+
+- If you've played the first two games, you know to always check every hole
+in rocks, logs, and so on.
+
+
+The bandit always kills me when I walk in!
+
+ - Don't go in when he can see or hear you.
+
+ - Look before you leap, even if the thing you're doing isn't leaping.
+
+ - Try the age-old remedy: leave the screen and come back.
+
+
+How can I buy things at the store?
+
+ - How do you buy things at stores in real life?
+
+- What character or characters in the game would be most likely to have
+money lying around?
+
+ - Stolen money, to be more specific.
+
+
+Can I explore the desert without getting turned to stone by Medusa?
+
+- Remember that Medusa turns you to stone only if you look at her or if she
+touches you.
+
+- You don't have to be looking in Medusa's direction when you're in the
+desert.
+
+
+How do I get rid of Medusa?
+
+ - Give her a taste of her own medicine.
+
+ - Is there any way Medusa can herself be turned into stone?
+
+ - Reflect on this for a while. (Sorry, I couldn't resist.)
+
+
+How can I deal with the bears?
+
+ - The same way you deal with Manannan.
+
+ - A direct approach won't work. They kick you and your head starts spinning.
+
+ - If they're not around, they can't easily hurt you, now can they?
+
+ - Make sure you know they're not around, even if you don't actually see them.
+
+
+How do I get into the cave with the spider web blocking it?
+
+ - Kill the spider first.
+
+ - A big spider isn't scared of that dinky little knife you have.
+
+ - You can't kill it in your human form.
+
+
+There's a ship at the dock. Should I board?
+
+ - Manannan would certainly try to stop you from leaving...if he could.
+
+ - On the other hand, it won't stay docked for long.
+
+- If you don't have enough time, try loading a saved game from before
+Gwydion learned of his true past and mission.
+
+
+How do I get on the ship?
+
+- The men won't let just any random person on. If they did that enough, the
+ship would sink from the weight of all those people. Not to mention they'd have
+to feed them.
+
+ - Where, other than the ship, might the sailors be hanging out?
+
+ - Hmm, what would pirates probably want?
+
+
+11c. Pirate Ship
+
+How do I get out of the cargo hold? I can't reach the ladder.
+
+- Be resourceful. You've lost most of your possessions. Improvise with what
+you can see around you.
+
+- You'd be able to reach that ladder if you were standing on the big crate,
+wouldn't you?
+
+ - Take things one step at a time.
+
+ - If you can't because one step seems to be missing, improvise.
+
+ - The hold has two screens, you know.
+
+
+Where's my stuff?
+
+ - Not in the hold. Otherwise, you wouldn't have to have asked this question.
+
+- Naturally, the captain of the ship would be responsible for handling the
+storage and distribution of stolen items.
+
+- The captain, being the boss, would likely live in the most
+luxurious-looking room of the ship.
+
+
+How do I escape the ship?
+
+ - Teleportation doesn't work across long distances.
+
+ - Escaping a ship that is nowhere near land would not be wise.
+
+ - Sometimes, one must take risks to get ahead.
+
+ - *splash*
+
+
+Can I avoid the pirates during my escape?
+
+- My dad is rather oblivious. If I'm in a room with him and leave, he
+wouldn't notice that I had left.
+
+ - Everyone's like that for maybe six to eight hours a day.
+
+ - Magic has much power.
+
+ - However, it only affcts a limited area.
+
+ - Gwydion can swim to land if he can see it.
+
+
+11d. Mountains
+
+I follow the path for a while, but there's a rock in the way.
+
+- Well, there's obviously a way to the upper path as otherwise you'd just be
+stuck.
+
+- Sometimes you just have to get up off the path of life and try something
+different.
+
+ - Up. I said up.
+
+ - Oddly enough, Gwydion can't do this in Llewdor.
+
+
+I follow the path for a while, but it disappears behind the mountain and I
+always fall no matter what I do. Is there some kind of trick?
+
+ - The path is a dead-end. Literally.
+
+- See anything distinctive around? Why would the game's artists go to the
+bother of animating that waterfall?
+
+ - What recently worked will work once again.
+
+ - Hey, how did you get past that rock?
+
+
+Can I escape the snowman?
+
+ - He's too fast for you if you try to walk or run.
+
+ - Do you have any other ways of getting around?
+
+ - He's stuck on the ground, too. He can't fly or anything.
+
+
+What's the deal with these caves?
+
+ - Well, you can't just climb down on your own.
+
+ - You can't get down any other way, either.
+
+ - Each cave has one entrance and one exit.
+
+ - You have to pass through every cave to continue.
+
+
+11e. Daventry
+
+OK, I'm in this weird blighted land. Now what?
+
+ - Let's see, what did you have to do again? Remember what the oracle said?
+
+- The explorable part of Daventry isn't very big. You should easily be able
+to find the place you're looking for.
+
+- The King and Queen have locked themselves in the castle and won't open it
+for you. Yet.
+
+
+How do I get up or down the stairs without falling?
+
+- As with most tricky staircases in the King's Quest series, only one side
+is fatal and the other is a wall.
+
+ - Remember that Gwydion can move diagonally.
+
+
+How do I handle the dragon?
+
+ - It has three heads.
+
+- If you had three heads, you could probably see all around you. Nobody
+could sneak behind you.
+
+ - Dragons breathe what?
+
+ - Clouds are made of what?
+
+ - One of your spells requires that you be around what and what?
+
+
+I tried sneaking past the dragon, but I turn visible and it kills me no matter
+how fast I am.
+
+ - That spell works for very little time.
+
+ - Only about enough time to do something quick.
+
+ - Like kill it.
+
+- You think one of your dinky little items can wound a huge dragon with
+three heads?
+
+ - Magic has much power.
+
+ - *boom*
+
+ - Just to clarify, that was a natural boom. Not some type of mediaeval bomb.
+
+
+12. WALKTHROUGH
+
+Here it is, the section you've all been waiting for. This walkthrough is a
+relatively optimized path through the entire game, from start to finish.
+However, some tasks can be done in a different order, especially toward the
+start of the game. The second half of the game is very linear as there is only
+one correct way to play through it.
+
+Completing the game according to this walkthrough will score you the maximum
+210 points.
+
+12a. Before Manannan Leaves
+
+At the beginning of the game, push F10 three times to get Gwydion walking a
+little faster. Time is of the essence in KQ3.
+
+The game starts with Gwydion standing in the entry way of his and Manannan's
+house. Stay there and wait a few seconds for the wizard to appear and assign
+Gwydion a chore. There are four chores assigned randomly; do the one Manannan
+has assigned you according to the following list:
+
+- Feeding the chickens: Walk south to exit the house. Now walk behind the
+chicken coop, being careful not to go so far that Gwydion falls off the cliff
+and tumbles to his death! Type "feed chickens" when Gwydion is next to the bag
+of food and he will feed them.
+- Cleaning the kitchen: Go one room east and one north to the kitchen. Walk to
+the north wall of the room, west of the fireplace, and take the boom. Gwydion
+will sweep the floor for a while and then put the broom back.
+- Undusting the office (as I used to like to call it): Go through the northern
+door into Manannan's office, or as it is also called, the study. Take the
+duster from atop the cabinet in the southwest corner of the room. Gwydion will
+automatically start dusting and then put the duster back.
+- Emptying the chamber pot: Go up the stairs one screen and enter the northern
+doorway. Walk next to the grey chamber pot in front of Manannan's bed and type
+"empty pot".
+
+When you finish your chore, walk to the kitchen if you're not already there:
+from the entry way in which you started the game, go east and then north.
+
+There are six items of interest in the kitchen that we can take now. Walk to
+the table along the east wall of the room and collect all of the food: the
+mutton chop, the fruit, and the loaf of bread. Don't eat any of it; we may need
+it to feed the wizard later depending on how fast we complete the first part of
+the game. West of the fireplace, near the location of the broom, take both the
+knife and the spoon from the rack. Also, take the bowl from the shelves lining
+the room's west wall.
+
+Walk through the south doorway back into the dining room and take the cup that
+is on the table. We have now done everything we can do with Manannan still
+here, so go upstairs and wait in the hallway.
+
+Watch the clock at the top of the screen. When it reaches three minutes, i.e.,
+0:03:00, the wiard will come back to check on Gwydion for a few seconds, then
+leave. At the five-minute mark, he comes back again and notifies Gwydion that
+he is taking a journey. After he disappears again, he won't be coming back
+until 0:30:00, a total of 25 minutes. Note that Manannan is usually a few
+seconds late for each of these.
+
+12b. Exploring the House
+
+Now that the wizard is gone, we can enter several rooms that we would have got
+punished for entering earlier: the study, the wizard's bedroom, and the tower.
+Watch the clock, as we only have 25 game minutes to complete the next three
+sections before Manannan comes back. Remember that the game's clock is paused
+whenever a dialogue box appears on the screen. One easy way to pause is to type
+one letter and hit Enter, as the "What's a x?" or whatever letter you hit will
+pause the game until you use the Enter key to clear it. Alternatively, push
+Escape to pause the game and Escape again to resume playing.
+
+Note: If the time approaches 0:25:00 or so during sections 12b, 12c, or 12d and
+there is still much to do, cut short your adventure and return to Manannan's.
+Put the magic wand back in the cabinet, then close the trapdoor by pulling the
+lever again. Push the book back to conceal the lever. Hide everything else you
+have under the bed and take one item of food: the bread, fruit, or mutton chop,
+but not the porridge! Walk to the entry way to wait for Manannan. When he
+returns, he'll be ravenous. Isn't that a cooler word than "hungry"? Feed him
+the item of food you took, then wait five minutes for him to go to sleep.
+Retrieve everything including the magic wand and re-open the trapdoor once he
+is asleep, then return to your quest. Note that if you ever went to Llewdor
+with the magic map in your possession, you can use it to teleport back to any
+screen you visited to avoid having to go down the path again. You should be
+able to finish this part of your quest in time if you're fast, however.
+
+You may have seen a black cat running around. Now that the wizard is gone, when
+you see the cat you can pick up the cat fur, one of a large number of
+ingredients you need to cast the many magical spells in the game. So, during
+these next few steps, the next time you see the cat, pick him up. If he
+scratches and runs away, try again. Remember that pressing F3 will repeat the
+last command you typed, saving you a bit of typing. When the cat is in your
+arms, take some fur. Do this before you leave the house.
+
+Walk up the stairs until you reach the tower with the telescope. Pick up the
+fly on the floor; Gwydion discards its body and keeps only its wings, which
+have a future magical use.
+
+Go back down one flight of stairs and north into the wizard's bedroom. Open the
+drawer in the vanity at the foot of the bed to find the mirror, and one of the
+dresser drawers in the southeast corner of the room to get the rose petal
+essence. Stand near the centre of the room and look at the closet (by typing
+"look closet", not just staring at it). Gwydion notices a metallic glint above
+the closet. Now get closer and look above the closet to find the brass key.
+Open the closet and search behind the clothes to get the parchment.
+
+This parchment is actually a magic map, which you can look at at any time by
+selecting it on the inventory screen you access by pressing the F4 key. Right
+now, however, the map is blank. As you explore Llewdor, each screen you visit
+will be coloured in on the map. By placing the arrow over the screen you want
+to go to and pressing F6, Gwydion will teleport to that screen immediately.
+Press F8 to stop looking at the map if you decide you don't want to teleport.
+Press F8 now, as we can't teleport anywhere yet.
+
+Walk downstairs and north to the wizard's study. Go to the southwest cabinet
+and unlock it with your newly acquired brass key, and you will find a magic
+wand. When Manannan comes back, this wand must be put back in the cabinet and
+locked up or he will kill you. Now, walk over to the bookshelves. Look at the
+books to see another glint. Move the book to reveal a level. Pull the lever and
+a trapdoor will open in the floor.
+
+Enter the trapdoor to find yourself on a set of stairs. If the cat is on the
+stairs, go back out and re-enter the trapdoor until he is gone. If you try to
+walk down the stairs with the cat there, he will trip you and cause you to fall
+to your death. Go all the way down the stairs.
+
+This is the wizard's hidden magical laboratory. First, collect all six
+ingredients from the northern set of shelves: mandrake root powder, nightshade
+juice, powdered fish bone, saffron, toad spittle, and toadstool powder.
+
+You now have everything you need to cast one spell: "Flying like an Eagle or a
+Fly". Save the game now, because you will die if you make a mistake casting a
+spell! Manannan's spell book is open on the southern table. Go to it and open
+it to page IV (not 4, but IV). Follow the instructions for "Flying like an
+Eagle or a Fly" that are given in Section 6b of this FAQ. Check your inventory
+when you're done and you will now have the "Magic Rose Essence" replacing the
+ordinary essence. This magic essence can turn you into a fly with the fly
+wings, or an eagle with the eagle feather which you will pick up later on.
+Don't use it yet, as you can only use the essence three times during the game.
+
+Go back to the study, avoiding the cat again if he's on the stairs. Speaking of
+the cat, if you don't have the cat hair yet, go from room to room until you
+find the cat. Pick it up and yank off some fur.
+
+Walk outside the house and enter the chicken coop. Grab either of the chickens
+and pluck a feather from it. As with the cat, picking up the chicken may take
+more than one try. It helps if you use your body to trap a chicken into a
+corner of the coop so that it can't get away as easily. Don't hold a chicken
+for too long, just get the feather as quickly as you can.
+
+12c. First Exploration of Llewdor
+
+From the top of the mountain, head south. Gwydion is now at the top of a long,
+winding mountain path. If he steps off any edge, he will fall off and die. Make
+sure that you save the game every time Gwydion advances a few steps, and avoid
+accidentally saving instead of loading the game while he is falling to his doom!
+
+The path is two screens in length. Watch out when navigating around the boulder
+near the centre of the upper path screen. The path is actually behind the
+boulder, invisible.
+
+When you reach the bottom, you are in Llewdor. Walk one screen east and one
+screen south from the bottom of the mountain to reach the town. Open the tavern
+door and enter. If nobody is at the table, leave and re-enter until you see two
+tough guys sitting there. These are the bandits that roam around the forests of
+Llewdor beating people up and stealing their stuff; if you wander around
+Llewdor, you may encounter them in specific screens.
+
+The bandits won't say anything while you're standing there. You can trick them
+into thinking you've left by turning yourself into a fly: dip the fly wings
+into the magical rose petal essence. They will resume their conversation and
+mention the rope in the oak tree that serves as the entry to their hideout.
+
+Fly out of the tavern as a fly and go two screens west. This is the oak tree
+the bandits were talking about. Fly into the hole at the base of the tree and
+you can easily see the rope. Fly back out and turn back into Gwydion by using
+the command "fly begone myself return".
+
+Now, reach into the hole. A rope ladder falls from above; climb it to the top
+but don't enter the treehouse. Look into the treehouse. If the game tells you
+there's someone moving, climb back down, leave the screen, and repeat the
+process starting with reaching into the hole again. Do this until the bandit is
+asleep. Enter the treehouse then and quickly get the coin purse from the table
+at which the bandit is sleeping. If anything was stolen from you (although that
+shouldn't be the case if you've followed my instructions so far), it's in the
+bin on the north side of the treehouse. Exit the hideout and climb back down
+the ladder.
+
+Walk one screen east, staying on the south side of the screen. As soon as you
+get to the next screen, walk south to the three bears' house. If any bears are
+outside or they just entered the house, leave and re-enter the screen. If they
+just left or the screen is empty, knock on the door. If the screen was devoid
+of sentient life before, the bears might be home, in which case they'll kick
+you out; leave the screen and try again. Otherwise, you can just open the door
+and walk in.
+
+If there is no porridge on the visible table, leave the house and come back
+until it's there. Take the smallest bowl of porridge. Go up the stairs to the
+dresser in the northeast corner of the bedroom. Open it to find and collect the
+thimble. Leave the house.
+
+Now, walk one screen east and one screen north to return to town. Enter the
+store and use your recently-found gold coins to buy four items: fish oil, lard,
+a pouch, and salt. These are all spell ingredients. Pet the dog to get another
+future ingredient, the dog fur.
+
+You now have the items you need to dispatch the wizard. These are the porridge
+and the ingredients for the spell "Transforming Another into a Cat": the cat
+hair, fish oil, and mandrake root powder. You also collected some items that
+are found in the same areas, such as the thimble, to avoid having to enter
+places like the store and bears' house twice, but to complete this stage of the
+game as quickly as possible I omitted many items that you could have collected.
+You will get them after the wizard is dead, but if you have plenty of time left
+until he next returns, you may skip down to section 12e and grab what you can.
+Make sure you have ten minutes or so just to be safe, as you have to complete
+another spell once you return home.
+
+Walk back up the mountain. You can teleport to the screen at the bottom of the
+mountain, but not up it to Manannan's house.
+
+12d. Getting Rid of Manannan
+
+Enter Manannan's house and go to the laboratory. If Manannan returned and is
+now asleep, make sure you have the wand and everything from under your bed. If
+he's awake and home, or will be in a very short time, don't do this until he's
+asleep or gone again! In that case, refer to the instructions at the beginning
+of 12b.
+
+Open the spell book to page XXV and follow the instructions for the spell
+"Transforming Another into a Cat" as outlined in Section 6e of this FAQ. When
+you finish, you'll end up with a cookie with cat hairs sticking out of it. If
+Manannan sees this, hell recognize what you want to do to him and will kill
+you. This is why we brought the porridge along. Crumble the cookie into the
+porridge, and Manannan won't know that it's tainted.
+
+Prepare for Manannan's last few minutes as a wizard by making sure he doesn't
+suspect anything. Exit the lab and pull the level again to close the trapdoor.
+Move the book to once again conceal the lever from sight. Unlock the cabinet in
+the corner and put the magic wand back. If you don't do these things, the
+wizard will get suspicious and kill you.
+
+Go upstairs to your room and hide everything under the bed, then take the
+porridge from under the bed. Press F4 or Tab to make sure the only item you
+have is the "Poisoned Porridge". Walk to the entry way and wait for the wizard
+to return a few seconds after the clock at the top of the screen hits 0:30:00.
+
+When Manannan returns (or wakes up if he already returned and you needed extra
+time), he will demand food. Quickly walk to the dining room and feed him the
+porridge. He will disappear in a puff of smoke like normal, but will turn into
+a black cat that looks exactly like Manannan's old pet. Hmmm, I think Manannan
+used the spell on someone a while back and kept the resulting cat around just
+for kicks. Speaking of kicks, you can kick Manannan if you want. The slave
+finally gets his revenge on his cruel master. If you succeed, you'll get a
+message saying that you're free and Manannan will never bother you or anyone in
+Llewdor again.
+
+Note: If you fail, that probably means you forgot to poison the porridge.
+You're now stuck with no way of turning Manannan into a cat, and must load a
+saved game. Don't feed Manannan the porridge until you have finished the cat
+spell and have poisoned the porridge; if he asks for something to eat before
+that, feed him either the bread, the fruit, or the mutton chop instead.
+
+12e. Second Exploration of Llewdor
+
+Now that Manannan is gone, you can safely carry any items you want and leave
+the lab open forever without worrying about anything. Manannan apparently
+leaves the house right away when Gwydion isn't looking, whereas the original
+cat stays behind. I personally would have liked to have seen the two cats fight
+it out. Oh well.
+
+Get everything from under your bed upstairs. You never have to hide things
+there again! You should also get the magic wand back now lest you forget. When
+you have your items and the wand, use the magic map to teleport back to
+Llewdor. Any coloured-in square will do now that you're no longer under any
+time pressure, but the town is as good a place to start as any.
+
+Now we will gather all the remaining spell ingredients in Llewdor to make four
+of the other five spells, saving the fifth for later as we cannot get one
+ingredient until we see the oracle, which in turn triggers the next timed
+portion of the game. From the town, walk one screen south. See the green thing
+on one of the branches of the tree? Walk up to it and take the mistletoe.
+
+Travel west one screen. Use your thimble to collect dew from the flowers.
+
+Go north one screen and west one screen back to the oak tree. Try to take some
+acorns. If the game says you didn't find any dried acorns, keep trying. Leave
+and return to the screen if it's taking too many tries. Eventually, you should
+find three acorns for a spell.
+
+One screen west of here, the desert starts. When Gwydion enters the desert,
+Medusa will approach from the west in a few seconds. Unlike the bandits, Medusa
+always appears regardless of which desert screen Gwydion enters. If Gwydion is
+facing Medusa, she will turn him to stone, ending the game.
+
+Walk west into the desert, but tap the right arrow key twice as soon as the
+screen changes. This will get Gwydion to face east and stop. When Medusa comes,
+show the mirror to her. If she's too far away, use F3 and Enter to keep trying
+until she turns into a statue. It is safe to look at the statue, and Medusa
+will never return to any part of the desert. If you type too slowly, Medusa may
+touch Gwydion, turning him to stone before you finish typing the command. To
+get around this, you can enter the command on the oak tree screen, then just
+push Enter when you want to carry it out. This works anywhere in the game,
+actually, and is quite useful if you have to do something in a very short time.
+
+There is a small cactus in the shade of that large rock. Take it. Go two
+screens south and take the snakeskin from the ground as well.
+
+Travel two screens east and one screen south. Using your spoon, collect the mud
+from the banks of the stream. Go east two more screens to the ocean and fill
+your cup with ocean water. Finally, we get to use those two items we collected
+from Manannan's house so long ago!
+
+Go back west one screen and south one. This is one of the screens that
+sometimes contains the eagle, who drops a feather you will need. If the eagle
+isn't there, walk west to the screen at the bottom of the mountain and look for
+it there. Keep going back and forth between these two screens, spending a few
+seconds on each, until the eagle flies by. Wait for it to drap a feather, then
+take the feather. If the eagle doesn't drop a feather, keep switching between
+the screens until it does.
+
+Return to the house that used to be Manannan's. You now have the ingredients
+for four more spells: "Understanding the Language of Creatures", "Causing a
+Deep Sleep", "Brewing a Storm", and "Becoming Invisible". Making sure you have
+the magic wand, cast all four spells.
+
+12f. The Oracle
+
+Make sure you didn't miss anything in Llewdor. You will soon find out who you
+really are and start off the chain of events that will allow you to return to
+your true home at long last. The game becomes extremely linear and there are
+several points of no return.
+
+If you want, you can do whatever fooling around you'd like before visiting the
+oracle. Try using your magic dough to listen to various animals such as birds,
+squirrels, and lizards in Llewdor. You can also visit all the blank squares on
+the map, but it'll all be erased when you leave anyway.
+
+When you're ready to continue your quest, teleport or walk to the cave with the
+spider web. Dip the eagle feather into the magical rose petal essence to turn
+into an eagle. Fly up to the web. You will automatically catch the spider in
+your beak and fly it to the ocean, dropping it in. Notice how the spider and
+ocean are the same colour so the spider turns invisible? Hmmm...
+
+When the eagle returns, it turns back into Gwydion. Enter the cave.
+
+The Oracle will automatically start talking to Gwydion, telling him who he
+really is: the Prince of Daventry. His sister, the Princess Rosella, will soon
+be sacrificed to a three-headed dragon if he doesn't act quickly to save her.
+
+As you can see, we had better move quickly. However, the oracle also gives us
+the amber stone we need to cast the final magical spell. When the Oracle is
+finished, return to the house and cast "Teleportation at Random" on page VII,
+using the instructions in section 6c of this FAQ.
+
+Teleport back to Llewdor to the town. If you walk east along the pier, you
+should see a ship at the dock. Go into the tavern and you will see a few
+pirates from the ship sitting at the table. If you want to see Gwydion drunk,
+here's your last chance to buy a drink from the barmaid.
+
+Talk to the pirates. The captain will ask for some money; give him your purse
+with the remaining gold coins. The pirates will leave. More accurately, they
+suddenly vanish from the table. They must have really been in a hurry!
+
+Walk east along the pier to the ship and board it by crossing the plank. The
+pirates will capture you and toss you into the cargo hold.
+
+12g. The Pirate Ship
+
+Gwydion finds himself in the cargo hold at the very bottom of the ship,
+stripped of all his possessions save for the clothes on his back and the magic
+dough in his ears. We will get everything back shortly, but for now you can put
+the dough to good use by walking east one screen. If you don't see the mice,
+leave the screen, back to the original hold screen, and come back until they
+appear. The mice will have various conversations. Keep leaving and returning
+until they talk about where the treasure is buried. Now that Gwydion knows
+where it is, he can dig it up when the ship arrives on land.
+
+Take the small crate on the floor of the room with the mice. Gwydion will just
+hold it in his hands; it won't appear in the inventory. Walk back west and drop
+the small crate next to the large crate that is directly under the ladder. Jump
+onto the small crate, then the large crate, then the ladder. Climb up the
+ladder.
+
+You are now in the middle deck of the ship. If you see the pirate captain
+sitting at his desk writing, go back down and up again until he's gone. When he
+is, walk into the captain's room on the west half of the screen (don't switch
+screens) and open the chest at the foot of the bed. It contains all of
+Gwydion's stuff. Walk east one screen, doubling back and returning if you see
+any pirates. In front of the lifeboat, there is a shovel. Take it. Now you have
+the means with which to get that treasure. Note that if the pirates catch you
+once, you're tossed back in the cargo hold with all your stuff gone. The second
+time, they throw you overboard, left to the mercy of the sharks.
+
+Go back to the hold before the pirates catch you again. Now, all that's left to
+do is to wait yet again. Ten game minutes after you board the ship, it will
+near land and you can escape. Three minutes after that, the ship drops anchor.
+Three minutes after the ship drops anchor, it sails away again with you on it
+if you don't leave. If that happens, the game is over as there's no way you can
+save Rosella in time. If what the mice say is true, you'll be fed to the sharks
+in due time anyway.
+
+If you're interested in seeing the ship's progress, you can look at the magic
+map at any time during the voyage once you've retrieved it. The pirate ship is
+travelling east from Llewdor to the continent which contains Daventry,
+Gwydion's ultimate goal in this game. Don't even think about teleporting off
+the ship. Even if you select a place on land, you'll end up in the middle of
+the ocean with no hope of swimming to land before your endurance runs out and
+you drown. The teleportation stone will only take you from one pirate ship
+screen to another, even when the ship reaches its destination. This also means
+you can never return to Llewdor.
+
+After a while, Gwydion will hear the lookout shout, "Land ho!" As soon as this
+happens, pour the sleeping powder over the floor and say "slumber henceforth".
+This causes all the pirates to fall asleep, making it a lot easier to escape.
+
+You can only escape from the top deck, by diving overboard. Jump onto the
+crates and onto the ladder and climb up two screens. Walk east one screen and
+walk off the north or south edges of the ship to dive into the water. Swim east
+and you should see a screen with land and a shark. Stay close to the screen's
+edge until you're close enough to land to get out of the water, and leave and
+return if the shark gets too close to Gwydion.
+
+12h. The Mountains
+
+Well, you've finally made it, sort of. What follows is essentially an extended
+version of Manannan's old mountain path. But first, go east one screen to the
+palm tree. Walk to the palm tree and go about five steps east, watching
+Gwydion's feet to count the steps. Dig to find the treasure chest. Take it,
+although it's not worth anything but points.
+
+Walk north one screen to start your mountain-climbing adventure. You can try
+using the magic teleportation stone to cut the climbing short if you wish.
+Otherwise, just keep following the path, but it's a bit more complicated than
+Manannan's path because there are some areas in which you must climb up rocks
+and waterfalls. If the path appears to end, try climbing up a rock. Within a
+few screens, the path will appear to go around a bend, but it's really a dead
+end. Literally. Instead of following it, climb up the waterfall. You climb in
+the same way that you move Gwydion, and Gwydion will automatically start
+climbing from here on out when he reaches a climbable impasse.
+
+At the top of the waterfall is the cold, snowy summit of the mountain range. In
+this screen, or either of the two screens east of it, you will come across the
+abominable snowman. Notice that I said "will"; there is no way to avoid
+encountering the snowman. If he doesn't appear on the first or second screens,
+he's guaranteed to show up on the third, and he moves so fast that it is
+impossible for Gwydion to escape him on the third screen by walking.
+
+As soon as the snowman, or yeti as this type of creature is called in King's
+Quest V, appears, dip the eagle feather into the essence. The snowman will be
+scared by your magical prowess and retreat as he won't be able to catch an
+eagle. He won't bother you again. You have now used up all of the essence, but
+you won't need it anymore.
+
+From the third snow screen, walk south. This is one of the toughest screens in
+the game. There are six cave openings. The goal is to reach the first opening,
+then travel through the tunnel to the next opening, then climb the rocks to the
+next, and so on until you reach the opening at the lower right. If you touch
+the ice, you'll slip and fall. Enter the upper left-hand cave first and you'll
+end up coming out the upper-right cave. Climb down the rocks to the middle cave
+on the bottom row, and enter the cave to reach the lower-left cave. Now climb
+up the rocks to the central cave, which leads to the lower right-hand cave and
+the end of the cave system.
+
+Now it's just a few more screens of mountain paths until you eventually walk
+off the screen and unavoidably fall a short distance in front of yet another
+cave entrance. Congratulations, you have reached Daventry!
+
+12i. Daventry
+
+Daventry seems to be in bad shape, doesn't it? If you've played King's Quest I,
+especially the original Sierra AGI version, you'll recognize a lot of locations
+here, but most of the kingdom is blocked off by walls, chasms, and the like.
+Before you get too excited exploring, enter the cave on this screen.
+
+It's the stairs that led to the Land of the Clouds! In King's Quest I, this was
+one of two ways to reach the giant who carried the magic treasure chest. Now,
+it's the only way up, as there is no beanstalk. Use the diagonal movement keys
+to climb the stairs. Remember that Home is northwest, End southwest, Page Up
+northeast, and Page Down southeast. At the top, you will find yourself in the
+Land of the Clouds just as Graham was so many years ago.
+
+Stop in the first cloud screen, close to the western edge, and rub the
+invisibility ointment on your body. Walk west to see your sister and the
+three-headed dragon. If you weren't invisible, it would incinerate you as soon
+as you enter the screen. Use the storm spell on the dragon by first stirring
+the storm brew with your finger, and then saying "brew of storms churn it up".
+The storm will target the highest electrically conductive thing in the
+vicinity; in this case, the dragon's body. The dragon falls over dead.
+
+Walk over to Rosella and untie her. Talk to her for a while to reveal some
+interesting things. Now, you have to escort Rosella to her home, and your
+future home, Castle Daventry. Note that Rosella will follow Gwydion around.
+Sometimes, she will appear to be lost or wandering elsewhere, but just go on to
+the next screen without worrying about her. She will always be right behind you
+again in the next screen, much like the goat in King's Quest I. She never falls
+to her death.
+
+Walk into the cave again and down the stairs. When you're out, walk west one
+screen. Graham once found the magic mirror under that well in King's Quest I,
+which is now filled with rocks. Go one screen north to meet the gnome, the one
+who helped Graham reach the Land of the Clouds in King's Quest I. He will tell
+Gwydion his true name, which is Alexander, and will rush ahead to open the
+doors of the castle. Follow him into the castle.
+
+Everything is automated after this. The ending sequence is nothing compared to
+the elaborate endings in later games, but Gwydion, I mean, Alexander finally
+meets his parents, King Graham and Queen Valanice of Daventry. Graham then
+decides to retire from questing and throws his cap to the children. Alexander
+and Rosella both try to catch it. The cap is still in the air when the game
+ends.
+
+King's Quest IV picks up right where this game ends, and you will see what
+happens next...
+
+13. WEIRD STUFF
+
+Like most Sierra adventure games, King's Quest III has a few jokes peppered
+here and there. There are also a few bugs and oddities about the game.
+
+- When you look at the magic map and press F8 to return to the game without
+teleporting, you will often be moved to a different part of the screen from
+where you were when you looked at the map. In particular, if you're waiting on
+the crate of the pirate ship and you want to use the map to check the ship's
+progress, you'll end up standing back on the floor when you're done.
+
+- Manannan doesn't appear in the endless desert or ocean even if he is due back.
+
+- Manannan is almost invariably 5 to 15 seconds late leaving and coming back.
+
+- When you turn Manannan into a cat, he seems to vanish once you leave the
+dining room. When you try to look at or manipulate the cat in the future, the
+messages you get still imply that it's the original cat.
+
+- Isn't it weird how Manannan can see everything you're carrying? I mean, is
+there anyone on Earth who can tell if someone is carrying a pair of fly wings
+in their pocket?
+
+- Save the game before trying this one. On the middle deck of the pirate ship,
+fall through the hole that contains the ladder. When Gwydion falls to the cargo
+hold, try to jump on the ladder. (Have the command "jump on ladder" typed out
+before you fall.) Gwydion will be able to move around the entire screen,
+including over the crates and walls of the ship and so on, but will not be able
+to leave the screen or do anything as the game considers Gwydion as being dead.
+Load the saved game or try the cheat codes in Section 14 to revive Gwydion.
+
+14. CHEATING OMG
+
+King's Quest III offers plenty of opportunities for the less-than-honest player
+to cheat his or her way through. However, I do see one use of cheating as being
+justified because while the game designers allowed for Gwydion to teleport down
+the mountain, they force him to walk back up. Quickly, this is how to teleport
+up the mountain:
+
+1. Go to a screen outside in Llewdor. This trick works from anywhere, but now
+you're justified in using the trick because you can use the magic map to get to
+the bottom of the path from where you are.
+2. Type "rats ass" and hit Enter three times to clear the boxes.
+3. Type "tp" and hit enter.
+4. Type "34" and hit enter.
+5. You are now at the top of the path, just outside Manannan's house.
+
+14a. Cheating for Real
+
+One simple cheat is to enter the endless desert or full-screen ocean area when
+Manannan is due back, then stay there until he leaves again. Manannan never
+appears in those areas. Don't move around from one screen to the next until
+you're ready to return to Llewdor proper, however, or you may eventually die.
+To avoid dying in the desert from the heat, change the speed to fastest when
+you leave.
+
+The real way to cheat is to use the game's debug mode. To access it, type "rats
+ass" at any time, even if Gwydion is dead. Some version information will
+appear, and then debug mode will be active until Gwydion leaves the current
+screen.
+
+In debug mode, the coordinates of Gwydion's position on the screen are listed
+at the bottom. The position (0, 0) is the upper-left corner of the screen and
+the coordinates increase as you go right and down. The y-coordinates thus work
+in the opposite direction as they do in mathematics, but the same as most other
+computer graphics systems.
+
+Several commands that do not normally work are now active:
+
+tp - Probably the most useful command. This will move Gwydion from any screen
+in the game to any other screen. Not only that, but if you issue the command
+when Gwydion is dead, he will come back to life in the new screen! However, a
+few screen numbers will crash the game. Some others cause certain variables
+like the clock to reset as Gwydion is whisked to the entry way, but he still
+has all his stuff in his inventory! You can also access weird screens like the
+spell book, magic map, ocean with pirate ship visible, and so on while being
+able to walk around. The room numbers are included on the maps in Section 10.
+Some other room numbers are as follows:
+43 - Displays the spell book, then crashes.
+44 - Crash
+45 - Takes Gwydion to the entry way and resets the clock and speed, but nothing
+else is reset.
+46 - Takes Gwydion to the entry way and resets the clock and speed, but nothing
+else is reset.
+47 - Crash
+70 - Ship sinking because of a storm. You die. In the game, this screen is
+reached by casting the storm spell while on the pirate ship.
+77 - Shows ship sailing on ocean, then places Gwydion in the western hold
+screen (85)
+87 - A storm is occurring. Within a few seconds, you're moved back to the room
+you were in.
+88 - Crash
+89 - Shows the magic map, which Gwydion can walk on. Hitting F6 will teleport
+to the place where Gwydion is standing.
+90 - Crash
+91 - Crash
+92 - Gives the screen you see when entering "wiz status", but with no way of
+returning to the game or even loading a saved game or quitting.
+93 - I think this one restores the use of magic items like the essence.
+96 - Same screen as 51.
+97 - Same screen as 51.
+98 - Same as "gimme gimme"
+99 - Crash
+Haven't tried anything higher than 99.
+
+Entering room 73 and going south will take you outside the castle, but you will
+end up behind it instead of at its door! By walking west, you can walk around
+the northwest corner of the screen and travel to the normally inaccessible part
+of the next screen, but you can't go anywhere else, including back into the
+castle or to the correct part of Daventry, without cheating again.
+
+Teleporting to room 74 will trigger the game's ending sequence, but Gwydion
+will be in the wrong place and the game will freeze soon after the ending
+sequence begins.
+
+gimme gimme - Gives Gwydion a lot of items, but not all of them.
+
+gimme magic - Gives Gwydion all of the magical items in the game.
+
+get item - Allows you to instantly collect a specific item by entering its
+number. The item numbers are listed in Section 7.
+
+wiz status - Gives some information on Manannan, including when he will next
+appear.
+
+bye bye wiz - Kills Manannan.
+
+position - Allows you to move to any point on the screen by specifying its X
+and Y coordinates. You can even use this to enter parts of the screen you
+normally can never reach, such as the northwest corner of the castle screen, or
+walk inside walls, buildings, and other areas that are normally off-limits. The
+most useful place to do this is probably the screen with the six caves. Gwydion
+can get stuck this way, but you can always just cheat again to get out. Note
+that if you reach an area Gwydion can't walk to that looks like it connects to
+another screen (including many locations in Daventry), you can't actually go to
+the screen that appears to be there; Gwydion stops at the edge of the current
+screen. Too bad.
+
+The position command can also be used to resurrect a dead Gwydion, but you
+can't leave the screen and you will move around using whatever image Gwydion
+has such as being flattened to the ground or a pile of magic dust. You can
+reach any part of the screen, even walking through walls or other obstacles,
+but to be able to function normally you must use the "tp" cheat instead.
+
+show priority - Switches to a screen with differently-coloured lines that
+represent the areas where Gwydion can't walk and areas that are fatal if
+Gwydion walks there. You can't move around in this screen, but you can hit
+Enter to return to the normal screen.
+
+show var - Displays the value of various numerical variables in the game. I
+don't know what most of them do, however.
+
+set var - Allow you to change the value of any of the game's numeric variables.
+Each variable is assigned a number from 0 to 255 and can hold a value within
+the same range. In particular, setting variable 3 will change your score. You
+can even set it over the maximum of 210 if you want, but the score "rolls over"
+at 255. So if you have 255 points and score one more, you now have 0 instead of
+256. Having 209 points and scoring 2 will put you at 211. You can also set
+variable 7 to change the displayed maximum score, although this has no effect
+on the scoring system.
+
+15. THE OBLIGATORY LEGAL SECTION
+
+This file is copyright (C) 2007 InterranKitten. All rights reserved. This FAQ
+may only be used on GameFAQs. Do not post this FAQ or any part of it on any
+website except GameFAQs. Do not make any modifications to this FAQ.
+
+All trademarks and copyrights contained in this document are owned by their
+respective trademark and copyright holders.
+
+Special thanks to:
+
+- Katelyn, without whom I'd be dead. I will always love you.
+
+- Roberta Williams for designing this awesome game.
+
+- Sierra for not only creating this awesome game but also re-releasing it as
+part of a new King's Quest Collection that works well on modern computers.
+
+- Infamous Adventures for making their KQ3 remake, reviving interest in the
+game and helping to revive interest in the adventure genre.
+
+- You, for reading this.
+
+- GameFAQs for hosting this FAQ.
+
+