diff --git a/.opencode/skills/download-walkthrough/SKILL.md b/.opencode/skills/download-walkthrough/SKILL.md new file mode 100644 index 0000000..c82131d --- /dev/null +++ b/.opencode/skills/download-walkthrough/SKILL.md @@ -0,0 +1,222 @@ +--- +name: downloading-game-walkthroughs +description: Downloads multiple walkthrough files for point-and-click adventure games by searching web archives and fan sites. Use when given a game name and needing to collect 3+ walkthrough sources for puzzle analysis. +--- + +# Downloading Game Walkthroughs + +## Quick Start + +For any game, immediately try these three approaches in parallel: + +```bash +# 1. Create directory +mkdir -p walkthroughs/[game-slug] + +# 2. Search web archive +websearch query="[Game Name] walkthrough site:archive.org OR site:lparchive.org" + +# 3. Download from Wayback Machine (most reliable) +curl -sL "https://web.archive.org/web/2015*/http://gamefaqs.gamespot.com/*/faqs/*[query]*" \ + -H "User-Agent: Mozilla/5.0" \ + -o walkthroughs/[game-slug]/walkthrough.txt +``` + +## Instructions + +### Step 1: Create Directory Structure + +Always create a dedicated directory for each game's walkthroughs: + +```bash +mkdir -p walkthroughs/[game-slug] +# Examples: kyrandia_1, simon1, monkey_island, kings_quest_vi +``` + +### Step 2: Search for Sources + +Use `websearch` with specific keywords to find archived walkthrough URLs: + +```bash +websearch query="\"[Exact Game Title]\" walkthrough OR site:lparchive.org -download" +# Include author names if known (e.g., "Vision Assembler", "Tricrokra") + +# For older games, search archive.org CDX API: +curl -sL "https://web.archive.org/cdx/search/cdx?url=gamefaqs.gamespot.com/faqs/*[game-query]*&output=txt" | head -10 +``` + +### Step 3: Prioritize Download Sources + +**Tier 1 (Most Reliable):** Archive.org / Wayback Machine +- `lparchive.org` — Let's Play walks with screenshots+text +- Archived `gamefaqs.gamespot.com` pages +- `web.archive.org/web/YYYYMMDD/http://[original-url]` + +**Tier 2 (Often Works):** Direct Fan Sites +- Personal walkthrough pages (`bonny.ploeg.ws`, `ladyofthecake.com`) +- `classicgamesparadise.com` +- Small adventure game fan sites + +**Tier 3 (High Failure Risk):** Cloudflare-Protected Sites +- Modern `gamefaqs.gamespot.com` (returns captcha HTML) +- `strategywiki.org` (403 errors) +- `adventuregamers.com` (Cloudflare challenge) + +**Fallback:** If Tier 1 fails, try archive.org CDX search for historical URLs. + +### Step 4: Download with Fallbacks + +```bash +# First attempt: direct download +curl -sL "[url]" -o "walkthroughs/[slug]/source1.html" + +# If Cloudflare captcha detected in output, try Wayback: +if grep -q "Enable JavaScript and cookies to continue" walkthroughs/[slug]/source1.html; then + # Search for archived version + ARCHIVED_URL=$(curl -sL "https://web.archive.org/cdx/search/cdx?url=[original]&output=txt" | head -2 | tail -1) + curl -sL "https://web.archive.org/web/[timestamp]/[url]" -o "walkthroughs/[slug]/source1.html" +fi + +# Verify content: check for game-specific text, not just captcha page +grep -c "[Game Character Name]\|[Game Location]" walkthroughs/[slug]/source1.html +``` + +### Step 5: Handle Multi-Page Walkthroughs + +Some sites split walkthroughs across multiple pages. Merge them: + +```bash +# Example: classicgamesparadise.com often has parts 1-5 +for part in 1 2 3 4 5; do + curl -sL "http://classicgamesparadise.com/pc/[Game] Guide ${part}.html" \ + >> walkthroughs/[slug]/merged_walkthrough.html +done +``` + +### Step 6: Validate Downloads + +After downloading, verify each file: + +```bash +# Check line count (should be substantial) +wc -l walkthroughs/[slug]/* + +# Check for game-specific keywords (not captcha pages) +for f in walkthroughs/[slug]/*.html; do + if grep -q "Cloudflare\|captcha\|Enable JavaScript" "$f"; then echo "FAILED: $f"; fi + if grep -qiE "[game-characters|locations]" "$f"; then echo "GOOD: $f ($(wc -l < "$f") lines)"; fi +done + +# Remove failed downloads (captchas) +rm walkthroughs/[slug]/*captcha* 2>/dev/null || true +``` + +### Step 7: Target 3 Quality Sources + +Download attempts until you have **at least 3 substantial, different sources**: + +| Source Type | Expected Size | Content Quality | +|-------------|---------------|-----------------| +| Full walkthrough HTML | 10KB+ / 150+ lines | Excellent - complete solutions | +| LP Archive page | 15KB+ / 250+ lines | Good - narrative + screenshots refs | +| Fan guide (multi-part) | 30KB+ / 350+ lines | Excellent - often best coverage | + +**Acceptable:** Any combination totaling 3 complete walkthroughs from different authors/sites. + +## Examples + +### Downloading Legend of Kyrandia Walkthroughs + +```bash +# Setup +mkdir -p walkthroughs/kyrandia_1 + +# Search for sources +websearch query="\"Legend of Kyrandia Book One\" walkthrough OR solution -download" + +# Direct download (fan sites often work) +curl -sL "http://bonny.ploeg.ws/lok.html" \ + -o walkthroughs/kyrandia_1/bonny_ploeg_walkthrough.html + +curl -sL "http://classicgamesparadise.com/pc/Legend%20of%20Kyrandia%20Guide%.html" \ + -o walkthroughs/kyrandia_1/cgp_part1.html + +# Merge multipart walkthrough +for part in 2 3 4 5; do + curl -sL "http://classicgamesparadise.com/pc/Legend%20of%20Kyrandia%20Guide%20${part}.html" \ + >> walkthroughs/kyrandia_1/cgp_complete.html || true +done + +# Archive.org fallback for Cloudflare sites +curl -sL "https://web.archive.org/web/2015*/http://lparchive.org/Legend-of-Kyrandia/" \ + | grep -o '/web/[0-9]*/[^"]*' | head -1 | xargs -I {} curl -sL "https://web.archive.org{}" \ + -o walkthroughs/kyrandia_1/lparchive_walkthrough.html + +# Validation +ls -lh walkthroughs/kyrandia_1/ +wc -l walkthroughs/kyrandia_1/* + +# Cleanup captcha files +grep -l "Enable JavaScript and cookies" walkthroughs/kyrandia_1/*.html | xargs rm -f 2>/dev/null || true +``` + +### Downloading Simon the Sorcerer Walkthroughs + +```bash +mkdir -p walkthroughs/simon1 + +# Wayback Machine search via curl +curl -sL "https://web.archive.org/cdx/search/cdx?url=gamefaqs.gamespot.com/faqs/*simon*&output=txt" \ + | grep -v "^$" | head -3 + +# Download archived versions +curl -sL "https://web.archive.org/web/2015/*/http://gamefaqs.gamespot.com/pc/*/simon-the-sorcerer/faqs/*" \ + -o walkthroughs/simon1/faq1.txt +``` + +## Guidelines + +### Naming Conventions +- Directory: `[game]_[number]` (e.g., `kyrandia_1`, `simon1`) +- Files: `[source_name]_walkthrough.[ext]` +- Extensions: `.html` for HTML, `.txt` for plain text + +### Content Quality Checks + +**Valid walkthrough contains:** +- ✓ Character names from the game +- ✓ Location/room descriptions +- ✓ Solution steps or hints +- ✓ 100+ lines of text (substantial content) + +**Invalid download (delete):** +- ✗ Cloudflare captcha page (<200 lines, contains "Enable JavaScript") +- ✗ 404 pages ("Not Found") +- ✗ Redirect loops (>5KB but no game content) + +### When Sources Are Scarce + +If you can only find 1-2 sources after extensive searching: +1. Try alternate game titles (`"The Legend of Kyrandia"` vs `"Fables and Fiends: Book One"`) +2. Search for author-specific walkthroughs (`"Vision Assembler kyrandia"`) +3. Check forum threads that may contain embedded walkthroughs +4. Accept fewer sources with a note + +### Tools Used + +| Tool | Purpose | +|------|---------| +| `websearch` | Find walkthrough URLs and author names | +| `curl -sL` | Download files (follow redirects) | +| `wc -l` | Verify file size/line count | +| `grep` | Validate content quality, detect captchas | +| `bash loops` | Multi-part downloads | + +## Success Criteria + +Mission complete when you have: +1. ✓ Created dedicated directory (`walkthroughs/[game-slug]/`) +2. ✓ Downloaded 3+ walkthrough files from different sources +3. ✓ All files contain substantive content (150+ lines, game keywords) +4. ✓ No captcha/404 pages in final collection +5. ✓ Files properly named and listed with sizes diff --git a/README.md b/README.md index f731b29..b5d5ae7 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Puzzle Types in Adventure Games -A taxonomy of puzzle design patterns derived from analysis of King's Quest VI: Heir Today, Gone Tomorrow and The Secret of Monkey Island, focusing on mechanics of information conveyance and player action. +A taxonomy of puzzle design patterns derived from analysis of classic Sierra and LucasArts adventure games (King's Quest VI, Maniac Mansion, Secret of Monkey Island, Simon the Sorcerer, Legend of Kyrandia), focusing on mechanics of information conveyance and player action. ## Table of Contents @@ -10,15 +10,16 @@ A taxonomy of puzzle design patterns derived from analysis of King's Quest VI: H | 2 | [Sensory Exploitation Puzzle](./puzzles/sensory-exploitation.md) | Character perceptual vulnerabilities exploited through item matching | KQVI/MI | | 3 | [Metaphor-to-Literal Translation](./puzzles/metaphor-literal.md) | Abstract language interpreted as literal game mechanics | MI | | 4 | [Information Brokerage Chain](./puzzles/information-brokerage.md) | Implicit NPC exchange network mapped through incremental interaction | KQVI/MI | -| 5 | [Timed Consequence Puzzle](./puzzles/timed-consequence.md) | Narrative urgency without mechanical deadline; consequence is permanent story change | KQVI | +| 5 | [Timed Consequence Puzzle](./puzzles/timed-consequence.md) | Narrative urgency without mechanical deadline; consequence is permanent story change | KQVI/MM/SIMON | | 6 | [Environmental Storytelling Discovery](./puzzles/environmental-storytelling.md) | Information hidden in environment; discovered through examination, observation | KQVI | | 7 | [Cross-Realm Logistics Puzzle](./puzzles/cross-realm-logistics.md) | Inventory management across multiple locations/realms; rewards forward planning | KQVI | | 8 | [Truth Revelation Mechanic](./puzzles/truth-revelation.md) | Items reveal hidden truth; truth itself is the solution | KQVI | -| 9 | [Observation Replay Puzzle](./puzzles/observation-replay.md) | Single viewing of sequence, must reproduce exactly when opportunity arises | MI | +| 9 | [Observation Replay Puzzle](./puzzles/observation-replay.md) | Single viewing of sequence, must reproduce exactly when opportunity arises | MI/MM/SIMON | | 10 | [Pattern Learning / Knowledge Transfer](./puzzles/pattern-learning.md) | Learn rule set in low-stakes domain; apply exhaustively under consequences | MI | | 11 | [Environmental Memo Chain](./puzzles/memo-chain.md) | Scattered written fragments across locations; synthesize narrative to reveal solution | MI | | 12 | [NPC Distraction Physics](./puzzles/distraction-physics.md) | Manipulate environment to break NPC blocking pattern without confrontation | MI | -| 13 | [Meta-Puzzle Construction](./puzzles/meta-puzzle-construction.md) | Sequential interdependence; each step's output becomes next step's input | MI | +| 13 | [Meta-Puzzle Construction](./puzzles/meta-puzzle-construction.md) | Sequential interdependence; each step's output becomes next step's input | MI/MM | +| 14 | [Multi-Character Coordination Puzzle](./puzzles/multi-character-coordination.md) | Multiple characters required for separated location actions; single character physically impossible | MM | --- diff --git a/puzzles/meta-puzzle-construction.md b/puzzles/meta-puzzle-construction.md index f59e4f9..4b24928 100644 --- a/puzzles/meta-puzzle-construction.md +++ b/puzzles/meta-puzzle-construction.md @@ -89,6 +89,88 @@ --- +## Game Examples + +### Maniac Mansion: Music Room Demo Tape → Contract Chain + +**Problem**: Green Tentacle blocks Secret Laboratory access. Must acquire "recording contract" through music room puzzle chain and present it to Green Tentacle, triggering him to help defeat Purple Tentacles guarding laboratory entrance. Only playable with Syd or Razor characters (musicians). + +Source: syntax2000_walkthrough.txt, lines 56-60 — "...go right, open and enter door to music room, go to the music-centre, use record player on record, use cassette player on cassette..." + +``` +PHASE 1: Prerequisites (gathered from multiple locations) +- Cassette Tape: Hidden behind bookcase panel in Library +- Record "Tentacle Mating Calls": Green Tentacle's bedroom +- Envelope + Stamps: From Weird Ed's package (intercept at mailbox) +- Quarter: Contents of sealed envelope from Nurse Edna's hidden safe + +PHASE 2A: Music Recording → Demo Tape Acquisition +1. Access Music Room (first floor, far right past security door) +2. Use Record on Victrola/record player +3. Use Cassette Tape on tape recorder +4. TURN ON BOTH → glass vase on piano shatters +5. Obtain replacement cassette (music demonstration recording) +6. Give recorded cassette to Green Tentacle → He leaves Demo Tape on bed + +PHASE 2B: Mail Demo → Receive Contract +7. Return to mailbox outside mansion +8. Place Demo Tape in envelope, affix stamps, mail +9. Wait for return delivery trigger (doorbell rings) +10. Character retrieves Contract from mailbox + +PHASE 3: Contract Resolution → Laboratory Access +11. Present Contract to Green Tentacle → becomes ally +12. Use Glowing Key on dungeon double padlocks +13. Enter Arcade Code on numeric keypad → Lab access granted +14. Purple Tentacle blocked by Green Tentacle intervention +``` + +**Why It's Meta-Construction (Not Multi-Faceted Plan)**: +1. **Strict Sequential Dependency**: Cannot obtain Demo Tape without first recording music; cannot mail without Demo; Contract only arrives AFTER mailing +2. **Single-Purpose Intermediates**: Cassette serves ONLY as music recording vehicle; Demo tape has ZERO alternative uses except mailing +3. **State Changes Required**: Green Tentacle transitions from obstacle to ally ONLY after receiving cassette AND giving contract + +--- + +### Maniac Mansion: Envelope Steam Extraction Puzzle + +**Problem**: Sealed envelope from Edna's safe contains Quarter (needed for arcade code). However, envelope is ALSO required later for mailing Demo Tape to publisher with Syd/Razor ending. Ripping it destroys envelope—making game unwinnable for music characters. Must find non-destructive opening method. + +Source: classicgaming_walkthrough.html — "Rip open the envelope... you need the envelope unsealed using steam in the microwave (so the envelope can be reused)." + +``` +PHASE 1: Gather Required Items +- Microwave: Kitchen counter (ground floor) +- Glass Jar: Pantry shelves (through dining room from kitchen) +- Water Source: Kitchen faucet ONLY (pool water radioactive—kills character!) +- Sealed Envelope: Edna's hidden safe behind bedroom painting + +PHASE 2: Steam Extraction Process +1. Fill Glass Jar at kitchen sink/faucet (tap water only) +2. Place sealed envelope + jar of water in microwave +3. Turn on microwave, wait for steaming to complete +4. Remove ENVELOPE—now unsealed but intact (not ripped!) +5. Open safely → Quarter appears in inventory +6. Envelope REMAINS available for later Demo Tape mailing + +PHASE 3: Reuse for Music Room Resolution +7. When ready to mail Demo Tape: Type address on envelope at typewriter +8. Insert Demo Tape, affix stamps, mail at front door +9. Receive Contract → present to Green Tentacle for ally status + +FAILURE STATES: +- Ripping Envelope early → Quarter obtained BUT envelope destroyed = Syd/Razor/Wendy endings impossible +- Using pool water → radioactive fumes kill character when microwave opened +- Skipping steam step → no quarter for arcade code OR no envelope for mailing +``` + +**Why It's Meta-Construction**: +1. **Resource Transformation Chain**: Sealed Envelope → (via steam) → Unsealed Envelope + extracted Quarter → Reusable envelope for later puzzle step +2. **Precise Input Requirements**: Microwave + water jar BOTH required; neither works alone; faucet location specific (not pool!) +3. **Temporal Separation with Carry-Forward Value**: Unsealed envelope sits in inventory for extended gameplay, finally used 15+ steps later for Demo Tape mailing + +--- + ## Related Types - **Multi-Faceted Plan**: When requirements discovered in parallel, not sequence diff --git a/puzzles/multi-character-coordination.md b/puzzles/multi-character-coordination.md new file mode 100644 index 0000000..98219c8 --- /dev/null +++ b/puzzles/multi-character-coordination.md @@ -0,0 +1,252 @@ +# Multi-Character Coordination Puzzle + +**Information Architecture**: Game requires two or more characters to perform simultaneous actions at separated locations. Success depends on character switching and timing, NOT just sequential progression or individual character competence. Single-character attempts physically impossible regardless of inventory or knowledge. + +**Player Action Pattern**: +1. Identify that puzzle has spatially-separated components +2. Determine which character has required capability (strength, skill, inventory item) +3. Position each character at their designated location/action point +4. Execute actions in tight sequence using character-switch mechanic +5. All sub-actions complete before narrative urgency timeout + +**Core Mechanic**: The puzzle exploits the MULTI-CHARACTER party system to create actions that NO SINGLE character could accomplish alone, regardless of knowledge or items—forcing player coordination and action sequencing across separated spatial contexts. + +--- + +## Variations + +| Type | Coordination Pattern | Urgency Level | Example | +|------|---------------------|---------------|---------| +| **Simultaneous Dual-Action** | Two characters act at once in different rooms | High (narrative consequence) | Pool reactor: drain & refill | +| **Sequential Handoff** | Character A creates opportunity → B captures it | Medium | Circuit breaker: off → fix wires → on | +| **Position Lock + Action** | One character HOLDS state while other acts | Variable | Holding door open, maintaining power OFF | +| **Character-Skill Complement** | Different abilities required from each character | Low-Medium | Strength to open + skill to manipulate | + +--- + +## Game Examples + +### Maniac Mansion: Pool Reactor Meltdown (Dual-Action Simultaneous) + +**Problem**: Swimming pool contains two critical items (Glowing Key for dungeon/padlock access, Radio needed later). Pool water functions as atomic reactor coolant located at pool bottom. Draining reveals items but initiates meltdown countdown that destroys mansion if not reversed—killing all characters permanently. Single character physically incapable due to distance/speed constraints between valve location and pool ladder. + +Source: syntax2000_walkthrough.txt, lines 219-226 — "NOTE 4:- there is an atomic reactor at the bottom of the swimming pool, the water keeps it from over heating and exploding. To get the radio and the glowing key you must first empty the pool, and then afterwards refill it. A single character can not complete the task alone in the time before the reactor overheats. One character must go under the house to the water valve and another to the pool side." + +``` +CHARACTER DISTRIBUTION REQUIREMENTS: +- HUNK STRENGTH CHARACTER (Dave after Hunk-O-Matic machine, or Bernard) + → Task: Open front yard grate, access crawl space, control water valve + +- SECOND CHARACTER (any of remaining two party members, e.g., Syd/Razor/Michael) + → Task: Position at pool ladder, descend during drain window, retrieve items + +SPATIAL CONFIGURATION (creates impossibility for single character): +Location A: Front yard grate → crawl space under house → water valve handle +Location B: Pool area with descending ladder → pool bottom where items sit +Distance: Walkable but takes 15-30+ seconds per traversal +Meltdown Window: Narrative state implies ~45-60 second safe window MAXIMUM + +IMPOSSIBILITY PROOF (Why one character fails): +To complete alone, single character would need to: +1. Turn ON valve → pool begins draining (Location A start) +2. Walk from crawl space to outside → to pool area (Location A→B transition) +3. Descend ladder as water level drops (timing critical!) +4. Retrieve TWO items from pool bottom (Glowing Key + Radio) +5. ASCEND ladder before explosion +6. Walk back toward crawl space entrance... +7. ...open grate, descend again (second traversal B→A) +8. Turn valve OFF to refill pool (before meltdown completes) + +Even in ideal conditions with PERFECT timing: +- Step 2 alone exceeds travel time budget +- Steps 6-7 adds another full round-trip cost +- Total minimum actions = 7 physical movements + item retrievals +- Safe window likely only covers ~3-4 of these comfortably + +TWO-CHARACTER SOLUTION SEQUENCE: +Source: syntax2000_walkthrough.txt, lines 96-101 — "DAVE:- turn on water valve... SYD:- down into empty pool, get radio, get glowing key, up out of pool. DAVE:- turn off water valve." + +PREPARATION PHASE: +1. Hunk character opens front yard grate (requires strength) +2. Hunk positions in crawl space near valve handle +3. Second character positions at pool ladder waiting position + +EXECUTION PHASE (Character switching required): +4. [Switch to VALVE CHARACTER] Activate water valve → MELTDOWN INITIATED + - Pool begins draining rapidly + - Reactor exposed, overheating process started + +5. [QUICK CHARACTER SWITCH TO POOL CHARACTER] + - Second character descends immediate as water recedes (no travel time needed!) + - Grab Radio from pool bottom + - Grab Glowing Key from same location + - Ascend ladder back to pool surface level + +6. [SWITCH BACK TO VALVE CHARACTER] Turn water valve OFF → Refill initiated + - Pool refills, reactor coolant restored + - Meltdown sequence aborted + +7. STORY CONTINUES: Both items obtained, all characters survive, no game-over consequence + +CHARACTER SWITCH MECHANIC (SCUMM Engine Feature): +- Player uses "New Kid" command to cycle between active party members +- Each character maintains separate position, inventory, actions-in-progress +- Switching takes negligible time (instantaneous in-game) +- This mechanic ENABLES coordination puzzles by allowing rapid action sequencing +``` + +**Why It's Multi-Character Coordination**: +1. **Physical Impossibility for Single Actor**: Puzzle design explicitly states "A single character can not complete the task alone" via distance/timing constraints—not lack of knowledge or tools + +2. **Exploits Game's Character-Switch System**: Solution REQUIRES using the "New Kid" command mechanic as core puzzle interaction, not just convenient navigation + +3. **Spatial + Temporal Dual Constraint**: Puzzle would be trivial if: + - Valve was adjacent to pool (single traversal = one character possible) + - Meltdown window was infinite (time pressure removed = sequential same-character action works) + Both constraints must exist for coordination requirement + +4. **Parallel Action Architecture**: Successful solution has two characters completing their respective roles in PARALLEL time, not sequentially + +**Distinction from Timed Consequence**: +While pool puzzle HAS narrative urgency (reactor meltdown), the Timed Consequence classification describes WHAT makes it urgent. Multi-Character Coordination describes HOW it must be solved. Most timed puzzles can be single-character if fast enough—this one is impossible for one character even with perfect timing due to SPATIAL constraints. + +**Distinction from Meta-Puzzle Construction**: +No sequential item chain here—the two actions (open valve, get items) are COMPLEMENTARY not DEPENDENT. One does not produce an output that enables the next; both must complete within same time window for mutual success. The "production" is coordinated survival, not item crafting. + +--- + +### Maniac Mansion: Circuit Breaker Power Restoration (Sequential Handoff) + +**Problem**: Meteor Mess arcade game (on second floor past exam room in Games Room area) displays high score that unlocks Secret Laboratory access code. However, power to games room is cut due to broken electrical wires in attic/observatory space. Restoring power requires simultaneous circuit breaker manipulation AND wire repair—actions separated by floors and requiring different character inventories/tools. + +Source: syntax2000_walkthrough.txt, lines 227-233 — "NOTE 5:- a particular arcade game in the games room will give you vital information, but unfortunately the power line has broken in the attic. This is another two character job, one must stand by the circuit breakers in the basement whilst the other must take the tools to the attic. Only when the electric power to the whole house has been turned off can the broken wires be repaired." + +``` +SEPARATE REQUIREMENTS (Character Skill/Item Distribution): + +CHARACTER A (Circuit Breaker Handler): +- Location: Basement fuse box (ground floor) +- Required Action: Toggle circuit breakers OFF during repair window +- Inventory needed: NONE (just presence and timing) +- Critical behavior: Must be PRESENT at breaker panel when switch occurs + +CHARACTER B (Wire Repair Specialist): +- Location: Attic/observatory wiring area (third floor, behind secret door revealed by paint remover) +- Required Action: Fix broken wires with tools +- Inventory needed: Tool box from garage + flashlight with working batteries +- Critical state: Can only work when power is DEACTIVATED + +BLOCKING CONDITION ANALYSIS: +- Broken wires prevent electricity from reaching second-floor game room +- Arcade meter/game display remains dark/inactive without power +- High score code unavailable = laboratory door permanently locked +- No alternative power source exists in mansion (central breaker only) +- Attempting to work on live wires = invalid action or electrocution failure + +SEQUENTIAL HANDOFF SOLUTION: +Source: syntax2000_walkthrough.txt, lines 144-151 — "SYD:- ...turn off circuit breakers... DAVE:- turn on flashlight, use tools to fix broken wires... SYD:- turn on circuit breakers" + +PHASE 1 - PREPARATION (can occur before power failure discovery): +1. Character A: Access basement via gargoyle door push → locate fuse box panel +2. Character B: + - Obtain tool box from garage (yellow key required to open car trunk) + - Access plant room, use paint remover on wall blotch → reveals secret door + - Enter attic space with broken wires + - Open radio found in attic → extract batteries + - Install batteries in flashlight + +PHASE 2 - COORDINATED EXECUTION (character switching essential): +3. [Switch to Character A at basement] Open fuse box, prepare for breaker toggle + +4. [SWITCH: Circuit Breakers OFF] Flip circuit breakers to OFF position + - ENTIRE MANSION goes dark (cutscene/dialogue confirms power loss) + - Attic wire repair window NOW ACTIVE + +5. [IMMEDIATE SWITCH TO Character B in attic] Activate flashlight + - Use tool box on broken wires → Repair animation completes + - Power restoration enabled (wires now intact and safe for electricity) + +6. [SWITCH BACK TO Character A at basement] Flip circuit breakers back ON + - Electricity restored to full mansion including second-floor game room + - Arcade meter activates, high score visible + +PHASE 3 - ARCADO SEQUENCE NOW UNLOCKED: +7. Obtain quarter from Edna's sealed envelope (microwave steam puzzle) +8. Access Meteor Mess arcade machine in now-powered games room +9. Insert quarter → High score number displayed = laboratory door code +10. Use Glowing Key on dungeon double-padlocks, enter numeric code +11. Secret Laboratory accessible → proceed to final Meteor weapon sequence + +URGENCY LEVEL ANALYSIS: +- NO narrative timer present (unlike pool reactor meltdown) +- Power can remain OFF indefinitely without consequence +- HOWEVER, leaving power off too long increases probability of Purple Tentacle encounter when refitting circuit breakers + Source: syntax2000_walkthrough.txt, line 151 — "the chances are that the purple tentacle will throw you into the dungeon" + +This creates SOFT URGENCY (danger probability increases) rather than HARD URGENCY (meltdown certainty), making this puzzle more forgiving than Pool Reactor variation. + +MULTI-CHARACTER REQUIREMENT PROOF: +Single character could theoretically complete IF: +- Travel time from basement to attic < "power OFF" maintenance window (which is infinite!) +BUT practical constraints make it unwieldy: +- Must manually carry tools UP multiple flights during execution +- Flashlight operation while walking + tool usage = clunky single-character flow +- Design INTENT clearly signals dual approach through narrative setup + +The "two character job" explicitly mentioned in walkthrough NOTE 5 confirms this is DESIGNED as coordination puzzle, not just optionally easier with two actors. +``` + +**Why It's Multi-Character Coordination**: +1. **Complementary Resource Distribution**: One character holds location/control (breaker panel), other holds tools/skill—neither can independently complete both halves + +2. **Sequential State Management**: Power OFF state is TEMPORARY and must be TRANSITIONED between two locations; holding it requires one actor while the other benefits from it + +3. **Intended Design Pattern**: Walkthrough explicitly documents "This is another two character job" confirming design intent, not emergent optimization opportunity + +**Distinction from Pool Reactor Variation**: +Circuit breaker uses SEQUENTIAL handoff (power off → repair complete → power on) while pool reactor uses TRUE parallelism (drain and retrieve happening in same time window). Both are Multi-Character Coordination but with different temporal patterns. + +--- + +## Design Considerations + +**Implementation Patterns**: +- **Travel Time Budgeting**: Distance between character locations must exceed single-character safe window +- **Inventory Segmentation**: Required items/tools physically distributed so no one character starts with complete set +- **Action Blocking**: Certain locations/actions unavailable until state change occurs (power off, water drained) +- **Soft vs Hard Deadlines**: Decide if coordination failure has permanent consequence or just requires retry + +**Best Practices**: +1. Make character-switch mechanic quick and intuitive—coordination frustration from clunky switching overshadows puzzle logic +2. Provide clear visual/auditory feedback when one character's action completes (circuit "click" sound, valve turn animation, pool drain progress) +3. Consider offering hint about multi-character nature (environmental clue like nearby sign saying "Caution: Reactor—two-person operation required") + +**Common Pitfalls**: +- Players may not check all floors/areas for second character positioning options +- Ambiguous success/failure feedback leaves players unsure if coordination succeeded or was unnecessary +- Overly tight timing windows create frustration rather than cleverness perception + +--- + +## Related Types + +| Type | Similarity to Multi-Character Coordination | Distinction | +|------|-------------------------------------------|-------------| +| **Timed Consequence** | Both involve urgency and potential failure consequences | TC focuses on WHEN; MCC focuses on WHO/WHERE (can combine) | +| **Meta-Puzzle Construction** | Both require multi-step completion | MPC has sequential DEPENDENCIES; MCC has synchronized INDEPENDENCE | +| **Multi-Faceted Plan Puzzle** | Both gather requirements from multiple sources | MFP synthesizes separately-found info; MCC physically requires multiple actors | + +--- + +## When to Use This Type + +Document a puzzle as Multi-Character Coordination when: +1. ✓ Single character literally CANNOT complete it regardless of knowledge/inventory (design constraint, not player limitation) +2. ✓ Solution REQUIRES using character-switch mechanic at critical action points +3. ✓ Spatial separation between required actions is intentional design choice +4. ✓ Both characters perform MEANINGFUL work (not just "wait here" filler roles) + +DO NOT use this classification if: +- Single character COULD solve it with more patience/time (just less efficient = not MCC, standard efficiency optimization) +- One character passively waits while other does all work (solo puzzle in disguise) +- Puzzle is really about sequential dependency chain (use Meta-Puzzle Construction instead) diff --git a/puzzles/observation-replay.md b/puzzles/observation-replay.md index 3a78eaf..98c0ba0 100644 --- a/puzzles/observation-replay.md +++ b/puzzles/observation-replay.md @@ -42,6 +42,75 @@ Return Phase: --- +### Simon the Sorcerer: Mummy Tomb Looting + +**Problem**: Wizard's Staff is locked inside mummy's sarcophagus in Rapunzel Castle crypt. Mummy blocks access during its animation—cannot interact with bandage or tomb contents while it's fully animated. Direct theft attempt fails. + + +Source: simon1_2.txt, lines 278-281 — "Use the hair to return to the room at the top of the castle. Use the woodworm on the floorboards. Use the ladder on the hole. Down. Open the tomb. Select any option when the mummy appears to exit the castle." + + +**Discovery Phase (First Visit)**: +1. Open sarcophagus → mummy rises from tomb with hostile animation +2. Dialogue options available but all fail—mummy is aggressive +3. Only viable action: Run away (exit castle entirely) +4. Critical observation during mummy's animation loop: loose bandage visible at back of body +5. Bandage location memorized; appears briefly during animation cycle + +**Return Phase (Second Visit)**: +1. Re-enter Rapunzel Castle via front door (not through floor hole, which no longer exists) +2. Access basement → climb down ladder to crypt again +3. Open sarcophagus second time → mummy rises with identical animation +4. QUICKLY click loose bandage at exact position observed earlier (at mummy's back) +5. Bandage removal animation triggers → mummy collapses harmlessly +6. Sarcophagus now accessible: Wizard's Staff appears + + +Source: simon1_3.txt, lines 209-212 — "Enter the castle again (via the door, this time) and climb down the Ladder again. Pick up the Loose Bandage (it's at the butt end of the Mummy and you have to be pretty quick.) Presto! The Staff!" + + +**Why It's Observation Replay**: +- **Single Viewing**: Critical information (bandage location + extraction timing) shown ONCE during first encounter +- **Exact Reproduction Required**: Second visit demands same action at same target position within brief animation window +- **No System Learning**: Bandage mechanic is unique to this encounter; does NOT apply to any other puzzle + +### Maniac Mansion: Meteor Mess Arcade Code + +**Problem**: Secret laboratory door requires 4-digit access code from Meteor Mess arcade high score. Dr. Fred demonstrates the game via cutscene before player can interact. Player must observe and memorize the exact high score value displayed, then input it later when quarter obtained. + + +Source: syntax2000_walkthrough.txt, lines 174-180 — "wait until you have seen Dr. FRED play an arcade game, leave room, open door to right, enter games room, walk to machine entitled 'Meteor Mess', use quarter on coin slot - make note of highest score number" + + +**Discovery Phase (Forced Cutscene)**: +1. Player reaches medical/exam room area +2. Wait until cutscene triggers automatically: Dr. Fred enters game room +3. Dr. Fred plays Meteor Mess arcade machine → high score appears on screen +4. CUTSCENE ENDS—player cannot interact during this viewing +5. Critical information: The specific 4-digit high score value displayed + +**Blocked Conditions**: +- Arcade machine requires quarter (obtained from Edna's sealed envelope—different puzzle branch) +- High score ONLY visible AFTER Dr. Fred sets it; player cannot determine independently +- No rewind/replay option available + +**Return Phase (Reproduction)**: +6. Obtain quarter via envelope steam puzzle (microwave + water in jar) +7. Return to Games Room with quarter +8. Insert quarter, play Meteor Mess → previously observed high score now accessible +9. Memorize the code number +10. Proceed to dungeon exit: use Glowing Key on double padlocks +11. Enter numeric keypad with observed code → Secret Laboratory access granted + +**Why It's Observation Replay**: +- **Forced Single Viewing**: Code value presented ONLY during NPC cutscene; player has zero interaction ability +- **Deferred Action Window**: Cannot act immediately—requires quarter from entirely separate puzzle branch (telescope → safe → envelope → quarter) +- **Pure Value Memorization**: Not about learning a system or rule; the specific 4 digits must be retained in working memory for extended gameplay period + +**Distinction from Pattern Learning**: Code is NOT a transferable system—the arcade game teaches nothing generalizable. It's pure memorization of a specific value, not principle application. + +--- + ## Related Types - **Multi-Faceted Plan**: Requires synthesis of multiple requirements discovered at different times diff --git a/puzzles/timed-consequence.md b/puzzles/timed-consequence.md index eb7939b..1f4f52a 100644 --- a/puzzles/timed-consequence.md +++ b/puzzles/timed-consequence.md @@ -60,3 +60,70 @@ Limited actions become urgent: - The puzzle isn't about speed, it's about priority This puzzle tests: "Can I internalize narrative urgency and act with appropriate priority without mechanical feedback?" + +--- + +## Game Examples + +### Simon the Sorcerer: Dragon Breathing Puzzle + +**Problem**: Dragon's Cave (beyond Sleeping Giant area) contains Fire Extinguisher needed for later woodcutter basement access. However, dragon violently sneezes on every entry attempt, ejecting player from cave. Must find window of opportunity during breathing cycle without visible timer or guidance. + +Source: simon1_3.txt, lines 177-180 — "This poor Dragon has got one helluva cold and sneezes you out of the cave. Go back inside and give him the Cold Medicine you picked up near the start of the game. You need to be quick to do this or you'll get sneezed outside again." + +**Urgency Setup**: +- No countdown timer visible +- No "X seconds remaining" text prompt +- No progress bar or sound effect indicating urgency level +- Player must watch for DYNAMIC INDICATORS only: chest movement, snore rhythm, head position + +**Execution Window (approximately 3 seconds per attempt)**: +1. Enter cave during correct breathing phase +2. Walk past dragon WITHOUT stopping → go straight to remedy use point +3. Use Cold Remedy on dragon IMMEDIATELY upon approach + +**SUCCESS**: Dragon accepts Cold Remedy, collapses into permanent deep sleep; Fire Extinguisher accessible + +**FAILURE (Missed Timing)**: Dragon sneezes during approach → player ejected AGAIN; must retry timing + +`Why It's Timed Consequence`: +1. **Narrative Urgency Through Behavior Patterns**: Player learns optimal timing ONLY through repeated failure observations—not from explicit UI feedback +2. **Internalize-Through-Failure Model**: Player builds mental model of breathing cycle duration through ejection consequences alone + +--- + +### Maniac Mansion: Pool Reactor Meltdown + +**Problem**: Swimming pool contains Glowing Key (dungeon exit access) and Radio (later power puzzle). Atomic reactor at pool bottom uses water as coolant. Draining pool exposes items but initiates meltdown that destroys mansion if not reversed. SINGLE character physically unable to complete both actions in time window. + +Source: syntax2000_walkthrough.txt, lines 219-226 — "NOTE 4:- there is an atomic reactor at the bottom of the swimming pool, the water keeps it from over heating and exploding. To get the radio and the glowing key you must first empty the pool, and then afterwards refill it. A single character can not complete the task alone in the time before the reactor overheats." + +**Narrative Urgency Established**: +- NO countdown display when valve turned ON +- NO "meltdown in progress" status indicator +- Player learns from NOTE/cutscene that reactor overheats = house explosion = ALL CHARACTERS DEAD = TRUE GAME OVER + +**Two-Character Required Solution**: +``` +PHASE 1 - Setup: +- HUNK CHARACTER opens front yard grate → accesses crawl space with water valve +- SECOND CHARACTER positions at pool edge ladder waiting + +EXECUTION (character switching essential): +1. [VALVE CHARACTER] Turn ON valve → Pool drains, MELTDOWN INITIATED +2. [QUICK SWITCH TO POOL CHARACTER] Descend ladder as water recedes: + - Retrieve Radio from pool bottom + - Retrieve Glowing Key + - Ascend ladder quickly +3. [SWITCH BACK TO VALVE CHARACTER] Turn valve OFF → Pool refills, meltdown aborted + +FAILURE CONSEQUENCE: House explodes, all three characters die—true game over requiring reload/new playthrough +SUCCESS STATE: Both items obtained, reactor safe, story continues normally +``` + +**Why It's Timed Consequence**: +1. **Narrative Urgency Without Timer**: Meltdown threat exists entirely within diegetic narrative (atomic reactor mechanics) with ZERO mechanical countdown visible anywhere in interface +2. **Permanent Total Failure**: Unlike most adventure game mistakes where one character dies, this failure is GAME-ENDING and TOTAL—entire household destroyed, no partial continuation possible +3. **Multi-Character Coordination Dependency**: Puzzle requires TWO characters precisely because of timing constraints—one cannot traverse between valve and pool fast enough alone + +**Distinction from Multi-Character Coordination Type**: The Timed Consequence classification explains WHY urgency exists (narrative stakes). The MCC classification would explain HOW it must be solved (two actors at separated locations). Both classifications apply here, but Timed Consequence is the PRIMARY mechanism—the coordination just makes it achievable. diff --git a/walkthroughs/analysis-checklist.md b/walkthroughs/analysis-checklist.md new file mode 100644 index 0000000..f7cc604 --- /dev/null +++ b/walkthroughs/analysis-checklist.md @@ -0,0 +1,63 @@ +# Walkthrough Analysis Checklist + +Status legend: +- [x] Complete - walkthrough analyzed, puzzles documented +- [ ] Not Started - walkthrough needed + +## LucasArts Games + +- [x] Maniac Mansion (1987) - MM +- [ ] Zak McKracken and the Alien Mindbenders (1988) +- [ ] Indiana Jones and the Last Crusade: The Graphic Adventure (1989) +- [x] The Secret of Monkey Island (1990) - MI1 +- [x] Monkey Island 2: LeChuck's Revenge (1991) - MI2 +- [ ] Loom (1990) +- [ ] Indiana Jones and the Fate of Atlantis (1992) +- [ ] Day of the Tentacle (1993) +- [ ] Sam & Max Hit the Road (1993) +- [ ] The Dig (1995) +- [ ] Full Throttle (1995) +- [ ] Grim Fandango (1998) + +## Sierra Games - Fantasy Series + +- [x] King's Quest VI: Heir Today, Gone Tomorrow (1992) - KQVI +- [ ] King's Quest III: To Heir is Human (1986) +- [ ] King's Quest VII: The Princeless Bride (1994) +- [ ] King's Quest VIII: Mask of Eternity (1998) + +## Sierra Games - Sci-Fi Comedy Series + +- [ ] SpaceQuest 1: The Sarien Encounter (1986) +- [ ] SpaceQuest II: Vohaul's Revenge (1987) +- [ ] SpaceQuest III: The Pirates of Pestulon (1989) +- [ ] SpaceQuest IV: Roger Wildcat (1991) + +## Sierra Games - Adventure RPG Series + +- [ ] Quest for Glory 1: So You Think You're a Hero (1989) +- [ ] Quest for Glory II: Trial by Fire (1990) +- [ ] Quest for Glory III: Wages of War (1992) +- [ ] Quest for Glory IV: Shadows of Darkness (1994) + +## Revolution Software + +- [ ] Beneath a Steel Sky (1994) +- [ ] Broken Sword: Shadow of the Templars (1996) +- [ ] Broken Sword II: The Smoking Mirror (1997) + +## Other Studios + +- [ ] Simon the Sorcerer (1993) - SIMON ***Already covered*** +- [ ] Legend of Kyrandia: Book One (1992) - LK1 ***Already covered*** +- [ ] Gabriel Knight: Sins of the Fathers (1993) +- [ ] The Longest Journey (1999) +- [ ] Syberia (2002) + +--- + +## Analysis Progress + +**Total:** 30 games +**Complete:** 6 games (KQVI, MI1, MI2, SIMON, LK1, MM) +**Remaining:** 24 games diff --git a/walkthroughs/kings_quest_3/gamefaqs_22630.txt b/walkthroughs/kings_quest_3/gamefaqs_22630.txt new file mode 100644 index 0000000..b28968d --- /dev/null +++ b/walkthroughs/kings_quest_3/gamefaqs_22630.txt @@ -0,0 +1,1947 @@ + + + + + + + + + + + + King's Quest III: To Heir Is Human FAQ/Walkthrough for PC by THayes - GameFAQs + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
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FAQ/Walkthrough by THayes

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Version: 1.1 | Updated: 08/21/08

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+ + + +
+
===============================================================================
+
+                              FAQ/Walkthrough for
+                       KING'S QUEST III: TO HEIR IS HUMAN
+
+===============================================================================
+
+
+GUIDE INFORMATION
+-----------------
+
+Author:   Tom Hayes
+E-mail:   thayesguides(at)gmail(dot)com
+System:   PC
+Updated:  21st August, 2008
+Version:  1.1
+
+
+CONTENTS
+--------
+
+1. Introduction
+2. Walkthrough
+     2.1. Finding the Magic Items
+     2.2. Casting the Spells
+     2.3. Leaving Kolyma
+     2.4. Route to Daventry
+3. Character List
+4. Item List
+     4.1. Information
+     4.2. Descriptions
+5. Point List
+6. Maps
+7. Easter Eggs and Secrets
+8. Debug Information
+9. Copyright Information
+
+
+VERSION HISTORY
+---------------
+
+1.1:  21st August, 2008  (Format update)
+1.0:  4th April, 2003    (First version)
+
+
+===============================================================================
+
+1.                                Introduction
+
+===============================================================================
+
+
+In the land of Llewdor, an evil magician once kidnapped a boy from a nearby
+kingdom to raise as his slave. The first boy explored away from the house
+despite Manannan's strict orders. When the wizard returned one day to find the
+boy practising magic spells, he became so infuriated that he turned the boy
+into a pile of ashes. From then on Manannan kept stealing boys, but he kept on
+killing them before or on their eighteenth birthday in case they also decided
+to try and learn magic spells that could potentially defeat the wizard. Gwydion
+is the latest boy to have been kidnapped, and his eighteenth birthday is
+drawing near. Manannan is carefully watching over him, so Gwydion must find a
+way to defeat the evil magician and escape from Llewdor.
+
+
+===============================================================================
+
+2.                                Walkthrough
+
+===============================================================================
+
+
+-------------------------------------------------------------------------------
+2.1.                        Finding the Magic Items
+-------------------------------------------------------------------------------
+
+
+The game starts inside the evil wizard Manannan's house. The wizard will appear
+frequently in this first part of the game to give Gwydion different tasks. If a
+task isn't completed within three minutes, he will cast a spell on Gwydion that
+transforms him into a snail for one minute. To avoid this punishment, carry out
+each instruction that the wizard gives as quickly as possible. From the entry
+hall of the house, here are the five chores that the wizard can give. The fifth
+chore only appears after Manannan has returned from his journey.
+
+1: Clean kitchen: Walk east to the dining room and then north to the kitchen.
+   GET BROOM at the top-left corner of the room to sweep the kitchen.
+
+2: Dust office: Walk north to the office. Approach the front of the cabinet at
+   the bottom-left corner of the room and GET DUSTER to clean the office.
+
+3: Empty chamber pot: Walk up the steps and then north into Manannan's bedroom.
+   Walk to the bottom-left corner of the bed and EMPTY POT.
+
+4: Feed chickens: Walk south to exit the house. Walk behind the fence at the
+   left side of the chicken hut and FEED CHICKENS.
+
+5: Feed Manannan: Walk east to the dining room. As this task only appears after
+   Manannan has returned from his journey, you should already have the bread,
+   fruit and mutton from the kitchen. GIVE one of the items to Manannan.
+
+After completing one of the tasks, return to the entry hall. Walk east to the
+dining room and GET CUP on the table. Walk north to the kitchen and GET BREAD,
+GET MUTTON and GET FRUIT on the table. GET KNIFE and GET SPOON on the rack at
+the left side of the fireplace. GET BOWL on the shelf at the top-left corner of
+the room. Walk south and west to the entry hall, then up twice to the tower at
+the top of the house. On the numpad, use 7 to walk north-west and 9 to walk
+north-east up the steps, as it is quicker than using the arrow keys.
+
+GET FLY on the floor near the telescope. Nothing can be seen by looking in the
+telescope, and only a message appears suggesting that this is how Manannan can
+see everything in Llewdor. Walk down the steps and north into Manannan's
+bedroom. LOOK ON TOP OF CLOSET to find a small brass key. OPEN CLOSET and LOOK
+BEHIND CLOTHES to discover an ancient map. There is currently nothing on the
+map, but locations will appear on it as Llewdor is explored. OPEN DRESSER
+DRAWER to get the vial of Rose Petal Essence. OPEN VANITY DRAWER below the
+mirror to collect the hand mirror. Exit Manannan's bedroom.
+
+Open the inventory by pressing the tab key. Manannan will kill Gwydion if he
+finds him carrying any of the items with an asterisk next to them, so we need
+to hide them before he appears again. Walk east into Gwydion's bedroom and DROP
+INVENTORY under the bed. You could individually drop asterisk items, but it's
+quicker just to drop and collect the entire inventory. Go west one screen and
+wait for Manannan to appear when the timer is on five minutes. Seeing that
+Gwydion is apparently not up to any trouble, he leaves on a journey.
+
+Manannan will leave on his journey for 25 minutes, which gives plenty of time
+to collect many of the items needed for magic before he returns. Walk east and
+return to Gwydion's bedroom to GET INVENTORY from under the bed. Walk west,
+down and north to Gwydion's study. The cat should be in the room, but if he
+isn't there just exit and return to the room until he is. Try to GET CAT. Most
+of the time he will escape, but occasionally Gwydion will catch him. GET HAIR
+while holding the cat. Walk south twice to exit the house.
+
+Walk to the chicken coop and OPEN GATE. GET CHICKEN. GET FEATHER from the
+chicken. OPEN GATE to exit the chicken coop. Walk south to the mountain path.
+Manannan must have left on his journey before attempting to walk down the path,
+as he will send Gwydion back to the house if he finds him. The path is very
+difficult to walk down, so start by pressing F10 until the game speed is set to
+slow. Next save the game by pressing F5. It is very easy to fall off the edge
+of the cliff here, so if Gwydion does die just press F7 to restore the game.
+Make your way carefully down the path to the next screen.
+
+The bottom half of the mountain path is easier than the top half. Just avoid
+the rocks at the side of the path and save along the way. Walk east one screen
+from the bottom of the path and GET MUD from the bank of the stream using the
+wooden spoon. Walk east one screen and then move onto the beach before walking
+south. GET WATER from the ocean to fill the empty cup. Walk north one screen
+and then west four screens to arrive in the desert. Quickly face east. Medusa
+will appear in this area, and she has the power to turn Gwydion into stone if
+he faces toward her. Wait until she gets close before entering SHOW MIRROR.
+
+Walk south one screen and GET the CACTUS growing beside the rock. Walk south
+two screens and GET the SNAKE SKIN on the sand. Walk east two screens to arrive
+in an area with a waterfall. An eagle will occasionally fly through this area,
+although it may not happen the first time Gwydion enters the area. Exit the
+area and return to it until the eagle flies by and drops a feather. It may take
+a long time for the eagle to appear and sometimes it may pass without dropping
+a feather at all, so just keep returning until it does. GET the FEATHER.
+
+Walk east one screen and north one screen to see a town in the distance. GET
+MISTLETOE that is growing on the tree. Walk west to the Three Bears house.
+Leave and return to the area if any of the bears are visible. OPEN DOOR to
+enter the house. GET BOWL of porridge on the table. Walk upstairs and OPEN
+DRAWER at the side of the bed with the blue cover. GET THIMBLE. Walk downstairs
+and exit the house. Walk onto the flowerbed and GET DEW from the flower with
+the thimble. Walk one screen west and one screen north. GET ACORNS. REACH INTO
+HOLE of the tree to reveal a ladder. Climb the ladder to see the shack.
+
+LOOK INTO SHACK and read the message that is shown. If somebody is moving in
+the treehouse, climb down to exit the screen and then climb back up to return
+to it. Keep looking into the treehouse until a message appears that there is a
+figure sleeping in a chair. Climb up the ladder until Gwydion's feet are
+parallel with the platform at the side of the shack. Walk west into the shack
+and GET PURSE on the table. Exit the shack and climb back down the ladder. Walk
+east two screens to the town. OPEN DOOR to the store. Inside, GET FUR from the
+dog. BUY FISH OIL, BUY LARD, BUY POUCH and BUY SALT on the shelves.
+
+Exit the store and walk one screen west and one screen north to the mountain
+path. Decrease the speed and save frequently on the way up the path. OPEN DOOR
+to the house at the top of the path. Walk north to the study and OPEN CABINET
+at the bottom-left corner of the room to collect the magic wand. MOVE BOOK on
+the shelf at the right side of the room. MOVE LEVER to reveal stone steps. Walk
+down the steps. Walk down the stone steps to the laboratory. Approach the shelf
+at the north side of the room and GET MANDRAKE ROOT POWDER, GET NIGHTSHADE
+JUICE, GET POWDERED FISH BONE, GET TOAD SPITTLE and GET TOADSTOOL POWDER.
+
+
+-------------------------------------------------------------------------------
+2.2.                          Casting the Spells
+-------------------------------------------------------------------------------
+
+
+By following the walkthrough so far, we should now have enough items to create
+six of the seven magic spells in the game. This section of the game can be
+frustrating, as creating the magic takes a long time and no mistakes can be
+made at all. Every letter has to be typed correctly and all items that the
+spell requires must have been collected. For this reason, save the game before
+attempting each of the spells. Approach the book on the table.
+
+LOOK PAGE II of the book. PUT CHICKEN FEATHER IN BOWL. PUT DOG FUR IN BOWL. PUT
+DRIED SNAKE SKIN IN BOWL. PUT POWDERED FISHBONE IN BOWL. PUT THIMBLEFUL OF DEW
+IN BOWL. MIX WITH HANDS. SEPARATE MIXTURE INTO TWO PIECES. PUT DOUGH IN EARS.
+
+Enter the following verse after correctly adding all of the ingredients.
+    FEATHER OF FOWL AND BONE OF FISH
+    MOLDED TOGETHER IN THIS DISH
+    GIVE ME WISDOM TO UNDERSTAND
+    CREATURES OF AIR SEA AND LAND
+WAVE WAND after entering the final line to complete the first spell.
+
+LOOK PAGE IV. PUT A PINCH OF SAFFRON IN ESSENCE and enter the following verse:
+    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
+WAVE WAND to complete the second spell.
+
+LOOK PAGE XIV. GRIND DRIED ACORNS IN MORTAR to make acorn powder. PUT ACORN
+POWDER IN BOWL. PUT NIGHTSHADE JUICE IN BOWL. STIR MIXTURE. LIGHT BRAZIER. HEAT
+MIXTURE ON BRAZIER. SPREAD MIXTURE ON TABLE and enter the following verse:
+    ACORN POWDER GROUND SO FINE
+    NIGHTSHADE JUICE LIKE BITTER WINE
+    SILENTLY IN DARKNESS YOU CREEP
+    TO BRING A SOPORIFIC SLEEP
+WAVE WAND to complete the third spell. PUT SLEEP POWDER IN POUCH.
+
+LOOK PAGE XXV. PUT MANDRAKE ROOT POWDER IN BOWL. PUT CAT HAIR IN BOWL. PUT TWO
+SPOONS OF FISH OIL IN BOWL. STIR MIXTURE. PUT DOUGH ON TABLE. PAT DOUGH INTO
+COOKIE and enter the following verse:
+    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
+WAVE WAND to complete the fourth spell.
+
+LOOK PAGE LXXXIV. PUT CUP OF OCEAN WATER IN BOWL. The brazier should still be
+lit from the spell on page XIV, but LIGHT BRAZIER anyway just to be sure. HEAT
+BOWL ON BRAZIER. PUT MUD IN BOWL. PUT PINCH OF TOADSTOOL POWDER IN BOWL. BLOW
+BOWL and enter the following verse:
+    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
+WAVE WAND to complete the fifth spell. PUT BREW IN JAR.
+
+LOOK PAGE CLXIX. CUT CACTUS WITH KNIFE. SQUEEZE CACTUS ON SPOON. PUT CACTUS
+JUICE IN BOWL. PUT LARD IN BOWL. PUT TOAD SPITTLE IN BOWL. STIR MIXTURE WITH
+SPOON and enter the following verse:
+    CACTUS PLANT AND HORNY TOAD
+    I NOW START DOWN A DANGEROUS ROAD
+    COMBINE WITH FIRE AND MIST TO MAKE
+    ME DISAPPEAR WITHOUT A TRACE
+WAVE WAND to complete the sixth spell. PUT OINTMENT IN JAR.
+
+
+-------------------------------------------------------------------------------
+2.3.                            Leaving Kolyma
+-------------------------------------------------------------------------------
+
+
+Walk up twice to return to Manannan's study. MOVE LEVER and MOVE BOOKS to
+prevent Manannan from learning of Gwydion's spell making. OPEN CABINET to
+replace the magic wand. Walk south, up and east to Gwydion's bedroom. PUT
+COOKIE IN PORRIDGE to make the poisoned porridge. DROP INVENTORY under the bed.
+GET PORRIDGE from under the bed. When Manannan returns, he will see that
+Gwydion is carrying a seemingly harmless bowl of porridge. Walk west and down
+to the entry hall. Wait for Manannan to appear and complain about being hungry.
+Walk east to the dining room and GIVE PORRIDGE TO MANANNAN. He eats it and
+transforms into a cat, a form that he will remain in for the rest of the game.
+
+Now that Gwydion is safe from Manannan, it's time to get all of his items back.
+Walk west, up and east to Gwydion's room and GET INVENTORY from below the bed.
+LOOK MAP to see locations that have been visited so far. Gwydion will teleport
+to any location that is selected, so move the cursor south one square and east
+one square, then press F6 to travel to the tavern. OPEN DOOR to enter the
+tavern. Exit and return until two bandits are sitting at the table. They won't
+reveal any new information while Gwydion is near, so DIP FLY WINGS IN ESSENCE
+to transform into a fly, then wait for the bandits to talk about their hideout.
+
+Move west twice after exiting the tavern to arrive in an area with the walnut
+tree. Fly into the hole at the bottom of the tree to see a rope leading up
+into a small hole above. Outside the tree, say FLY BEGONE, MYSELF RETURN to
+return to normal form. The point of that little expedition into the tree was
+to show that there was a rope in the hollow trunk. As Gwydion should have
+already climbed up to the bandits' den earlier in the game, we don't need to
+worry about climbing up the tree again. LOOK MAP and this time move the cursor
+two squares north from the tavern. Press F6 to travel to the cave.
+
+It's time to use another magic spell. DIP EAGLE FEATHER IN ESSENCE. With
+Gwydion now in eagle form, fly toward the cave to see the giant spider. Gwydion
+picks the spider up in his beak and dumps it in the ocean. Return to the cave
+and enter it to talk to the Oracle. The Oracle says that a dragon has chosen
+Gwydion's sister Rosella as a sacrifice. He tells Gwydion that he might be able
+to help her if he hurries and gives him a stone of amber. Exit the cave and
+walk west one screen, then north five screens to return to the house. OPEN DOOR
+to enter the house. Walk north and OPEN CABINET to retrieve the wand. MOVE BOOK
+and MOVE LEVER. Walk down twice to return to the laboratory.
+
+LOOK PAGE VII. GRIND SALT IN MORTAR. GRIND MISTLETOE IN MORTAR. RUB STONE IN
+MIXTURE. KISS STONE and enter the following verse:
+    WITH THIS KISS I THEE IMPART
+    POWER MOST DEAR TO MY HEART
+    TAKE ME NOW FROM THIS PLACE HITHER
+    TO ANOTHER PLACE FAR THITHER
+WAVE WAND to complete the seventh spell.
+
+It is now time to leave Kolyma. LOOK MAP and move the cursor one square east
+and one square south to the tavern, then press F6 to teleport to the location.
+OPEN DOOR to see a group of sailors. TALK SAILORS and the captain will ask for
+gold in return for passage on the ship. GIVE GOLD to the captain and he will
+tell Gwydion to board the ship at the wharf. Exit the tavern and walk east
+twice along the dock. Walk across the gangplank to board the ship.
+
+After arriving on the ship, the captain orders his men to take Gwydion's items
+and to put him in the hold. Walk east one screen and GET CRATE. Move west one
+screen and DROP CRATE at the right side of the big crate. JUMP on the crate
+twice to stand on the big crate. JUMP again and Gwydion will hang onto the
+ladder above the crate. Climb up the ladder and go east at the top. Quickly
+exit and return to the room if one of the crew members is here. GET SHOVEL in
+front of the boat. Walk west one screen. Exit and return to the room if the
+captain is in his cabin. Enter the cabin and OPEN CHEST at the bottom of the
+bed. GET INVENTORY from the chest. Exit the captain's cabin.
+
+Climb down the ladder to return to the hold. Walk east one screen and LOOK MAP.
+The destination of the ship is the island at the bottom-right corner of the
+map. It can take a long time for the ship to make its way over to the island,
+so just keep checking the map frequently to see how much further the ship has
+to go. Eventually a message will appear that mentions that land is near. POUR
+SLEEP POWDER ON FLOOR and say SLUMBER HENCEFORTH to cast the sleep spell over
+the ship. Walk west one screen and JUMP on the crate twice. JUMP to the ladder.
+Climb up two screens and step off the left side of the ladder. Walk east one
+screen and then drop off the north side of the ship. Swim east to the island.
+
+
+-------------------------------------------------------------------------------
+2.4.                          Route to Daventry
+-------------------------------------------------------------------------------
+
+
+A shark will appear just before Gwydion reaches the beach. Avoid being attacked
+by the shark by swimming toward the bottom-left corner of the beach. The shark
+will get very near, but will leave after Gwydion steps onto the island. Walk
+east one screen and walk to the right side of the palm tree. Set the game speed
+to slow and take five steps east from the palm tree before stopping. DIG in the
+sand with the shovel to find a small chest that contains treasure. Walk north
+one screen and east one screen to see a mountain path.
+
+Walk on the path and move west one screen. Be careful not to fall off the south
+edge, as Gwydion will have to go back to the beginning of the path. Follow the
+path along to the left and climb up the rock. Step off the right side of the
+rock and walk east to the next screen. Walk north around the corner and then
+continue following the path through the forest to see a waterfall. Climb up the
+waterfall and walk east two screens. Type PUT FLY WINGS IN ESSENCE but don't
+press enter yet. Wait for the abominable snowman to appear, then press enter.
+The abominable snowman becomes confused by the fly and returns to his cave.
+Enter FLY BEGONE, MYSELF RETURN to change back to normal form.
+
+Walk down the south-west path to start climbing down the icy wall. Enter the
+top-left cave to exit the top-right cave. Walk to the left side of the ledge
+and climb onto the wall. Climb down the wall and enter the bottom-middle cave
+to exit the bottom-left cave. Climb up the wall and enter the middle cave to
+exit the bottom-right cave. Walk east two screens and south one screen to fall
+into Daventry. Walk east one screen to enter the stair cave that was seen in
+King's Quest I. Use the page up key to climb up the first set of stairs, and
+the home key to climb up the second set of stairs. Walk west to exit the cave.
+
+The cave leads to the Land of the Clouds, another location seen in the original
+King's Quest. Before moving anywhere else, RUB OINTMENT ON SELF. Walk west one
+screen to see the three-headed dragon that the Oracle mentioned. STIR STORM
+BREW WITH FINGER and then say BREW OF STORMS, CHURN IT UP. Storm clouds gather,
+and lightning strikes the dragon and kills it. UNTIE ROSELLA and she will now
+follow Gwydion where he walks. Walk east two screens to return to the cave.
+This time, use the page down key to walk down the top stairs and the end key to
+walk down the bottom stairs. Walk west one screen from the cave exit to see the
+old well. Walk north two screens to return to Daventry castle.
+
+In the ending, Gwydion enters the throne room with his sister Rosella. King
+Graham and Queen Valanice gladly welcome them back to the castle, and Gwydion
+finds out that his real name is Alexander. Graham points out that the magic
+mirror had been clouded ever since the night he was stolen from the cradle by
+Manannan. The next second the mirror clears, and Valanice rejoices that all of
+the curses in Daventry have been lifted. Graham retrieves his adventurer's hat
+and decides to give it away to a new companion. He throws it into the air.
+Alexander and Rosella both reach for it, but the message The End appears before
+the game shows who catches it. A congratulation message appears, followed by a
+message that the adventuring will continue in King's Quest IV.
+
+
+===============================================================================
+
+3.                              Character List
+
+===============================================================================
+
+
+ABOMINABLE SNOWMAN
+  This giant grey monster appears on the snowy mountain range. He kills Gwydion
+  if he catches him. The abominable snowman can be confused easily, as he will
+  walk back to his cave if he sees Gwydion transform into an eagle or a fly.
+
+
+BANDIT IN THE HIDEOUT
+  Found in hideout at the top of the acorn tree. The bandit guards the purse
+  and gold coins in the hideout, but this can only be collected when the bandit
+  is sleeping. Items that were stolen can be found in the bin in the shack.
+
+
+BANDITS IN LLEWDOR
+  Two bandits will attempt to catch Gwydion in the areas surrounding the oak
+  tree. They will steal any treasures they have and will drop them in the bin
+  in their hideout. They will leave Gwydion alone if he holds no treasures.
+
+
+BANDITS IN THE TAVERN
+  Two bandits sit in the tavern drinking ale. They will reveal no information
+  to Gwydion while he is in human form, but after he transforms into a fly,
+  they will reveal the location of their hideout in the oak tree.
+
+
+CAT
+  The evil cat is a pet of Manannan's and silently walks around the house. He
+  will try to trip Gwydion up when he walks down the steps to the laboratory.
+  Gwydion can pick the cat up to take some cat hair from it.
+
+
+CHICKENS
+  Two chickens walk about in the chicken coop outside Manannan's house. They
+  can be fed with the feed at the north side of the coop. After picking one of
+  the chickens up, Gwydion is able to take a feather from it.
+
+
+DRAGON
+  This fire-breathing three-headed dragon lives in the middle of the Land of
+  the Clouds. Gwydion must pass the dragon to rescue Rosella from the stake. He
+  will need to become invisible and to use the magic storm brew to do this.
+
+
+EAGLE
+  Found one screen south from the three bears' house. The eagle can take a long
+  time to appear, but will drop the eagle feather when he flies past. Gwydion
+  can also transform into an eagle to scare away the spider in the cave.
+
+
+FLY
+  Gwydion can transform into a fly to listen to the bandits speak about their
+  hideout in the tavern, to enter the hole at the base of the oak tree to see
+  the rope, and to scare away the abominable snowman on the snowy peak.
+
+
+GNOME
+  Found one screen south from Daventry castle. The old gnome jumps out of his
+  chair and runs off to the castle when Gwydion and Rosella arrive in Daventry.
+  He resembles Ifnkovhgroghprm, the gnome from the first King's Quest game.
+
+
+GRAHAM
+  Graham sits in throne room of Daventry castle with Valanice, who he rescued
+  from an enchanted land at the end of the previous game. Graham was the main
+  character in the previous two games. He is the father of Gwydion and Rosella.
+
+
+GWYDION
+  The main character of the game. Gwydion was raised by Manannan, the wizard
+  who plans to kill him by his eighteenth birthday. His quest sees him trying
+  to escape from the wizard so that he can return to his family in Daventry.
+
+
+KENNY
+  Found in the store. Kenny is the friendly red dog that lies on the floor of
+  the shop. Gwydion can pet Kenny to collect some dog hair for use in a magic
+  spell. From then on, Kenny will only wag his tail when Gwydion pets him.
+
+
+MANANNAN
+  Found in various areas, Manannan is the evil wizard the kidnapped Gwydion
+  from his home when he was only a baby. He keeps a close watch on everything
+  that Gwydion does, and kill him if he causes too much trouble.
+
+
+MEDUSA
+  Found in the desert at the left side of Llewdor. Medusa is capable of turning
+  anyone that looks at her into stone. Her touch also has the same effect. She
+  can only be defeated by being shown a reflection of herself in a mirror.
+
+
+ORACLE
+  The mysterious oracle is found in a cave guarded by a huge spider. He tells
+  Gwydion that is sister Rosella was chosen to be the sacrifice for a dragon
+  that has invaded Daventry. He gives the stone of amber to Gwydion.
+
+
+ROSELLA
+  Found tied to a stake next to the three-headed dragon in the Land of the
+  Clouds. Rosella is Gwydion's sister, and after being rescued she accompanies
+  Gwydion back to Daventry where they are reunited with their parents.
+
+
+SAILORS
+  Found in the tavern after Gwydion has completed the final magic spell. They
+  initially refuse to let Gwydion board their ship, although they change their
+  minds and let him board after being shown the purse and gold coins.
+
+
+SHARK
+  Found in the ocean next to the beach on the island. The shark is faster than
+  Gwydion, and will follow him as he makes his way from the ship to the island.
+  Gwydion must swim to the correct point on the beach to avoid the shark.
+
+
+SNAIL
+  Manannan will transform Gwydion into a snail if he doesn't complete one of
+  his tasks within the time limit. He will move slowly while in this form. It
+  is only temporary and he is returned to his normal form after one minute.
+
+
+SPIDER
+  The spider hides in a tree above the entrance to the oracle's cave. Gwydion
+  will become stuck in her web if he walks into it. After Gwydion transforms
+  into an eagle, he picks up the spider in his beak and drops her in the ocean.
+
+
+STOREKEEPER
+  Found in the store. The storekeeper is the owner of Kenny the dog, and sells
+  many items that are essential for creating the magic spells. The fish oil,
+  lard, empty pouch and salt can be bought from the storekeeper.
+
+
+THREE BEARS
+  Found one screen south-east from the oak tree. The three bears often leave
+  their house to go for a walk, which is the only time Gwydion can enter. They
+  will send Graham away if he attempts to enter the house when they are home.
+
+
+VALANICE
+  Found in the throne room of Daventry castle. Valanice was rescued by Graham
+  from the enchanted land at the end of the previous game. She is the mother of
+  Gwydion and Rosella. Once again she is only featured in the ending.
+
+
+===============================================================================
+
+4.                                Item List
+
+===============================================================================
+
+
+ACORNS
+  Found on the grass one screen north-west from the three bears house. They are
+  used in the mortar when making the spell on page XIV.
+
+
+AMBER STONE
+  Found by talking to the oracle in the spider's cave. After completing the
+  spell on page VII, the amber stone changes into the magic stone.
+
+
+BOWL
+  Found on the shelf in the kitchen in Manannan's house. It is used in the
+  spells on page II, page XIV, page XXV, page LXXXIV and page CLXIX.
+
+
+BRASS KEY
+  Found on top of the closet in Manannan's bedroom. It is used to open the
+  cupboard containing the magic wand in the wizard's study.
+
+
+BREAD
+  Found on the table in the kitchen in Manannan's house. It is one of the items
+  that can be given to Manannan in the dining room when he demands food.
+
+
+CACTUS
+  Found one screen south of the location in the desert where Medusa appears. It
+  is used in the spell on page CLXIX to make the cactus juice.
+
+
+CAT COOKIE
+  Made after completing the the spell on page XXV. It is put in the bowl of
+  porridge to make the bowl of poisoned porridge.
+
+
+CAT HAIR
+  Found by taking the hair while holding the cat in Manannan's house. It is
+  put in the bowl while creating the spell on page XXV.
+
+
+CHICKEN FEATHER
+  Found on the chicken outside Manannan's house. It is one of the items that is
+  used in the bowl while creating the spell on page II.
+
+
+DOG HAIR
+  Found by petting Kenny the dog in the town store. It is one of the items that
+  is used in the bowl while creating the spell on page II.
+
+
+DOUGH IN EARS
+  Made by putting the dough in Gwydion's ears after completing the spell on
+  page II. Gwydion can understand animals when he has the dough in his ears.
+
+
+EAGLE FEATHER
+  The eagle drops the feather two screens east of the snake skin. It is one
+  of the items that is used in the bowl while creating the spell on page II. It
+  is dipped in the essence to transform Gwydion into a eagle.
+
+
+EMPTY CUP
+  Found on the table in the kitchen in Manannan's house. It is used to collect
+  the water from the ocean at the right side of Llewdor.
+
+
+EMPTY LARD JAR
+  Found after using the lard in the spell on page CLXIX. After completing the
+  spell on page CLXIX, the invisibility ointment is put in the jar.
+
+
+EMPTY JAR
+  Found after using the fish oil in the spell on page XXV. After completing the
+  spell on page LXXXIV, the storm brew is put in the jar.
+
+
+EMPTY POUCH
+  Found on the shelf in the town store. The empty pouch is used to hold the
+  sleep powder after creating the spell on page XIV.
+
+
+EMPTY PURSE
+  Found after giving the purse and gold coins to the sailors in the tavern
+  after completing the spell on page VII. It is not used.
+
+
+FISH OIL
+  Found on the shelf in the town store. Two spoons of fish oil are used in the
+  bowl while creating the spell on page XXV.
+
+
+FLY WINGS
+  Found in the telescope tower on the top floor of Manannan's house. They are
+  dipped in the essence to transform Gwydion into a fly.
+
+
+FRUIT
+  Found on the table in the kitchen in Manannan's house. It is one of the items
+  that can be given to Manannan in the dining room when he demands food.
+
+
+INVISIBILITY OINTMENT
+  Made after completing the spell on page CLXIX. It is rubbed on Gwydion before
+  entering the area with the three-headed dragon in the Land of the Clouds.
+
+
+KNIFE
+  Found on the rack in the kitchen in Manannan's house. It is used to cut the
+  cactus so that the cactus juice can be made in the spell on page CLXIX.
+
+
+LARD
+  Found on the shelf in the town store. It is one of the items that is used in
+  the bowl while creating the spell on page II.
+
+
+MAGIC MAP
+  Found behind the clothes in the closet in Manannan's bedroom. It can be used
+  to teleport to areas that have already been visited in the game.
+
+
+MAGIC ROSE ESSENCE
+  Found by completing the spell on page IV. It is used with the eagle feather
+  to transform into an eagle, and with the fly wings to transform into a fly.
+
+
+MAGIC STONE
+  After completing the spell on page VII, the amber stone changes into the
+  magic stone. The stone can be rubbed to teleport to random locations.
+
+
+MAGIC WAND
+  Found in the cabinet in Manannan's study. It is used to create the seven
+  magic spells. The cabinet can be opened again to drop the wand.
+
+
+MANDRAKE ROOT
+  Found on the shelf in Manannan's laboratory. It is one of the items that is
+  used in the bowl while creating the spell on page XXV.
+
+
+MIRROR
+  Found by opening the dresser drawer in Manannan's bedroom. It is shown to
+  Medusa while Gwydion is facing away from her in the desert.
+
+
+MISTLETOE
+  Found on the tree one screen east of the three bears' house. It is one of
+  the items that is used in the mortar while creating the spell on page VII.
+
+
+MUD
+  Found on the bank of the river one screen north from the town. It is one of
+  the items that is used in the bowl while creating the spell on page LXXXIV.
+
+
+MUTTON
+  Found on the table in the kitchen in Manannan's house. It is one of the items
+  that can be given to Manannan in the dining room when he demands food.
+
+
+NIGHTSHADE JUICE
+  Found on the shelf in Manannan's laboratory. It is one of the items that is
+  used in the bowl while creating the spell on page XIV.
+
+
+OCEAN WATER
+  Found in the ocean at the right side of Llewdor. It is one of the items that
+  is used in the bowl while creating the spell on page LXXXIV.
+
+
+POISONED PORRIDGE
+  Made by putting the cat cookie in the porridge. It is given to Manannan after
+  he returns from his journey to transform him into a cat.
+
+
+PORRIDGE
+  Found on the table on the bottom floor of the three bear's house. It is mixed
+  with the cat cookie to make the poisoned porridge.
+
+
+POWDERED FISH BONE
+  Found on the shelf in Manannan's laboratory. It is one of the items that is
+  used in the bowl while creating the spell on page II.
+
+
+PURSE AND GOLD COINS
+  Found on the table in the bandits' shack at the top of the tree. It is used
+  to buy the oil, lard, pouch and salt from the town store.
+
+
+ROSE ESSENCE
+  Found in the drawer at the right side of Manannan's bedroom. After completing
+  the spell on page IV, the rose essence changes into the magic rose essence.
+
+
+SAFFRON
+  Found on the shelf in Manannan's laboratory. A pinch of the saffron is used
+  in the essence while creating the spell on page IV.
+
+
+SALT
+  Found on the shelf in the town store. It is one of the items that is used in
+  the mortar while creating the spell on page VII.
+
+
+SHOVEL
+  Found outside the crew's quarters on the second deck of the ship. It is used
+  to dig in the sand five paces east from the palm tree on the island.
+
+
+SLEEP POWDER
+  Made by creating the spell on page XXV. After the message about the land
+  appears, the sleep powder is poured on the floor to make the crew sleep.
+
+
+SNAKESKIN
+  Found on the sand two screens south from the cactus. It is one of the items
+  that is used in the bowl while creating the spell on page II.
+
+
+SPOON
+  Found on the rack in Manannan's kitchen. It is used to get the mud from the
+  stream. It is also used in the spells on page XXV and page CLXIX.
+
+
+STORM BREW
+  Made by creating the spell on page LXXXIV. It is stirred with Gwydion's
+  finger before saying the verse to defeat the dragon.
+
+
+THIMBLE
+  Found in the drawer on the top floor of the bears' house. It is used to get
+  the dew from the garden outside the bears' house.
+
+
+THIMBLE AND DEW
+  Found by using the thimble on the flowers outside the bears' house. It is one
+  of the items that is used in the bowl while creating the spell on page II.
+
+
+TOAD SPITTLE
+  Found on the shelf in Manannan's laboratory. It is one of the items that is
+  used in the bowl while creating the spell on page CLXIX.
+
+
+TOADSTOOL POWDER
+  Found on the shelf in Manannan's laboratory. It is one of the items that is
+  used in the bowl while creating the spell on page LXXXIV.
+
+
+TREASURE CHEST
+  Found by walking five paces east from the palm tree on the island and using
+  the shovel to dig in the sand. It is not used.
+
+
+===============================================================================
+
+5.                                Point List
+
+===============================================================================
+
+
+             FINDING THE MAGIC ITEMS
+             -----------------------
+1      1     Get the cup in the dining room.
+2      1     Get the bread on the table.
+3      1     Get the mutton on the table.
+4      1     Get the fruit on the table.
+5      1     Get the knife on the rack.
+6      1     Get the spoon on the rack.
+7      1     Get the bowl on the shelf.
+8      1     Get the fly wings in the tower.
+11     3     Look on top of the closet.
+18     7     Look behind the clothes in the closet.
+19     1     Open the dresser drawer.
+20     1     Open the vanity drawer.
+24     4     Drop the inventory under the bed.
+25     1     Get the hair from the cat.
+26     1     Get the feather from the chicken.
+27     1     Get the mud from the river.
+28     1     Get the water from the ocean.
+33     5     Show the mirror to defeat Medusa.
+34     1     Get the cactus from the desert.
+35     1     Get the snake skin from the desert.
+37     2     Get the eagle feather in the forest.
+38     1     Get the mistletoe from the tree.
+40     2     Get the bowl of porridge in the bears' house.
+41     1     Open the drawer in the bears' bedroom.
+42     1     Collect the dew from the flowers.
+43     1     Get the acorn on the grass.
+46     3     Reach into the hole in the tree.
+48     2     Climb the ladder to the bandits' shack.
+52     4     Get the purse on the table in the shack.
+53     1     Get the fur from the dog.
+54     1     Buy the fish oil from the store.
+55     1     Buy the lard from the store.
+56     1     Buy the pouch from the store.
+57     1     Buy the salt from the store.
+61     4     Open the cabinet in Manannan's study.
+66     5     Move the lever behind the books.
+67     1     Get the mandrake root powder.
+68     1     Get the nightshade juice.
+69     1     Get the powdered fishbone.
+70     1     Get the saffron.
+71     1     Get the toad spittle.
+72     1     Get the toadstool powder.
+
+
+             CASTING THE SPELLS
+             ------------------
+82     10    Complete the spell on page II.
+92     10    Complete the spell on page IV.
+102    10    Complete the spell on page XIV.
+112    10    Complete the spell on page XXV.
+122    10    Complete the spell on page LXXXIV.
+132    10    Complete the spell on page CLXIX.
+
+
+             LEAVING KOLYMA
+             --------------
+144    12    Give Manannan the poisoned porridge.
+147    3     As a fly, listen to the bandit.
+152    5     As a fly, enter hole in the tree.
+156    4     As an eagle, defeat the spider.
+159    3     Get the amber stone from the oracle.
+169    10    Complete the spell on page VII.
+172    3     Give the gold to the captain.
+174    2     Board the ship.
+176    2     Climb the ladder.
+177    1     Get the shovel.
+180    3     Get the inventory from the chest.
+185    5     Swim to the island.
+
+
+             ROUTE TO DAVENTRY
+             -----------------
+192    7     Find the chest near the palm tree.
+196    4     Avoid the abominable snowman.
+203    7     Defeat the dragon with the brew.
+206    3     Untie Rosella.
+210    4     Enter Daventry castle with Rosella.
+
+
+===============================================================================
+
+6.                                   Maps
+
+===============================================================================
+
+
+MAP 1: HOUSE - FIRST FLOOR
+--------------------------
+
+ _______*3  _______
+|       |  |       |
+| Study |  |Kitchen|
+|___ ___|  |___ ___|
+    |          |
+ ___|___*2  ___|___
+| Entry |  |Dining |
+| Room  |--| Room  |
+|___ ___|  |_______|
+    |
+   *1
+
+
+*1: Leads to Outside House on map 2.
+*2: Go upstairs to the second floor.
+*3: MOVE BOOK and PULL LEVER to open the trapdoor leading to the lab.
+
+
+MAP 2: HOUSE - SECOND FLOOR AND ATTIC
+-------------------------------------
+
+ _______    _______
+|Wizards|  |       |
+|Bedroom|  | Attic |
+|___ ___|  |_______|
+    |    __/
+ ___|___/   _______
+|       |  |Gwydion|
+|Hallway|--|Bedroom|
+|___ ___|  |_______|
+    |
+   *1
+
+
+*1: Leads to the Entry Room on map 1.
+
+
+MAP 3: LLEWDOR
+--------------
+
+
+                           *1
+                         ___|___
+                        |Outside|
+                        | House |
+                        |___ ___|
+                            |
+                         ___|___
+                        |       |
+                        | Path  |
+                        |___ ___|
+                            |
+   _______    _______    ___|___    _______    _______    _______    _______
+  |       |  |       |  |       |  |       |  |       |  |       |  |       |
+*2|Desert |--|Forest |--| Path  |--|Stream |--| Beach |--| Ocean |--| Ocean |*3
+  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|
+      |          |          |          |          |          |          |
+   ___|___    ___|___    ___|___    ___|___    ___|___    ___|___    ___|___
+  |       |  |       |  |       |  |       |  |       |  |       |  |       |
+*2|Cactus |--|Walnut |--| Path  |--| Town  |--| Dock  |--| Dock  |--| Dock  |*3
+  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|
+      |          |          |          |          |          |          |
+   ___|___    ___|___    ___|___    ___|___    ___|___    ___|___    ___|___
+  |       |  |       |  |       |  |Mistle-|  |       |  |       |  |       |
+*2|Desert |--|Forest |--|3 Bears|--|  toe  |--| Beach |--| Ocean |--| Ocean |*3
+  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|  |___ ___|
+      |          |          |          |          |          |          |
+   ___|___    ___|___    ___|___    ___|___    ___|___    ___|___    ___|___
+  | Snake |  |       |  |       |  |       |  |       |  |       |  |       |
+*2| Skin  |--| Ruins |--| Eagle |--| Cave  |--| Beach |--| Ocean |--| Ocean |*3
+  |_______|  |_______|  |_______|  |_______|  |_______|  |_______|  |_______|
+
+
+*1: Leads to the Entry Room on map 1.
+*2: Leads to endless desert.
+*3: Leads to endless ocean.
+
+
+MAP 4: ISLAND (WEST SIDE)
+-------------------------
+
+                                  _______
+                                 | Snow  |
+                                 | Peak  |-*1
+                                 |___ ___|
+                                     |
+                       _______    ___|___
+                      |Forest |  |Water- |
+                      | Path  |--| fall  |
+                      |___ ___|  |_______|
+                          |
+            _______    ___|___
+           |Mountn |  |Mountn |
+           | Path  |--| Path  |
+           |___ ___|  |_______|
+               |
+ _______    ___|___
+|       |  |       |
+| Beach |--| Chest |
+|_______|  |_______|
+
+
+MAP 5: ISLAND (EAST SIDE)
+-------------------------
+
+    _______    _______
+   | Snow  |  | Snow  |
+*1-| Peak  |--| Peak  |
+   |_______|  |___ ___|
+                  |
+               ___|___    _______    _______
+              | Cave  |  |Mountn |  |Mountn |
+              | Maze  |--| Path  |--| Path  |
+              |_______|  |_______|  |_______|
+
+
+
+MAP 6: DAVENTRY
+---------------
+
+ _______    _______    _______
+|       |  |       |  |       |
+|Dragon |--| Cave  |--| Steps |
+|_______|  |_______|  |_______|
+                              \__
+ _______    _______              \_______
+|       |  |       |             |       |
+|Castle |--|Castle |             | Steps |
+|___ ___|  |_______|             |_______|
+    |                          __/
+ ___|___               _______/
+|       |             |       |
+| Gnome |             | Steps |
+|___ ___|             |_______|
+    |               __/
+ ___|___    _______/
+|       |  |       |
+| Well  |--| Ruins |
+|_______|  |_______|
+
+
+===============================================================================
+
+7.                         Easter Eggs and Secrets
+
+===============================================================================
+
+
+KING'S QUEST IV REFERENCE
+-------------------------
+
+There is a tapestry outside Gwydion's bedroom. Look behind the tapestry to
+display a message which says that there are drawings, diagrams and notes to
+programmers on the wall with the legend King's Quest IV. The message says that
+Gwydion is uninterested in this as he is busy with King's Quest III.
+
+
+===============================================================================
+
+8.                            Debug Information
+
+===============================================================================
+
+
+Type "rats ass" to access debug mode. Type "Get object" followed by a number to
+collect any item in the game, "Gimme gimme" to collect all items, or "TP"
+followed by a number to teleport to a new location.
+
+The wizard can also be effected. "Enchanter status" shows a page filled with
+statistics on Manannan. "Bye bye enchanter" makes him leave on a journey,
+"sleep enchanter" makes him sleep, and "here enchanter" makes him appear.
+
+
+ITEMS
+-----
+
+1   Chicken Feather       18  Acorns               35  Empty Lard Jar
+2   Cat Hair              19  Empty Pouch          36  Invisibility Ointment
+3   Dog Hair              20  Sleep Powder         37  Magic Wand
+4   Snakeskin             21  Mandrake Root        38  Brass Key
+5   Powdered Fish Bone    22  Fish Oil             39  Magic Rose Essence
+6   Thimble               23  Cat Cookie           40  Bowl
+7   Thimble and Dew       24  Porridge             41  Spoon
+8   Dough in Ears         25  Poisoned Porridge    42  Empty Cup
+9   Eagle Feather         26  Ocean Water          43  Mirror
+10  Fly Wings             27  Mud                  47  Empty Purse
+11  Saffron               28  Toadstool Powder     48  Purse and Gold Coins
+12  Rose Essence          29  Empty Jar            49  Bread
+13  Salt                  30  Storm Brew           50  Fruit
+14  Amber Stone           31  Toad Spittle         51  Mutton
+15  Mistletoe             32  Lard                 52  Shovel
+16  Magic Stone           33  Knife                53  Treasure Chest
+17  Nightshade Juice      34  Cactus               54  Magic Map
+
+
+LOCATIONS
+---------
+
+1   Manannan's house telescope tower      48  Beach on west side of island
+2   Mannanan's house wizard's bedroom     49  Beach on east side of island
+3   Mannanan's house hallway              50  West side of path on island
+4   Manannan's house Gwydion's bedroom    51  East side of path on island
+5   Mannanan's house study                52  Path through forest on island
+6   Manannan's house kitchen              53  Path near waterfall on island
+7   Manannan's house entry room           54  West side of mountain on island
+8   Manannan's house dining room          55  Outside abominable snowman cave
+9   Manannan's house laboratory steps     56  East side of mountain on island
+10  Manannan's house laboratory           57  Cave maze
+11  Desert west from ruins                58  Mountain path
+12  Ruins                                 59  Mountain path
+13  Forest                                60  Abominable snowman's cave
+14  Outside the spider's cave             61  Daventry ruins
+15  Beach east from spider's cave         62  Steps in cave
+16  Desert north from cactus              63  Steps in cave
+17  Forest north from acorn tree          64  Steps in cave
+18  Mountain path                         65  Land of the Clouds west side
+19  River with mud                        66  Land of the Clouds dragon
+20  Beach east from river                 67  Land of the Clouds east side
+21  Desert with cactus                    68  Daventry well
+22  Acorn tree                            69  Land of the Clouds gnome house
+23  Path west from town                   70  Storm in the ocean
+24  Town                                  71  Daventry castle path west side
+25  Dock east from town                   72  Daventry castle path east side
+26  Desert north from snake skin          73  Daventry castle hall
+27  Forest west from bears' house         74  Daventry castle throne room
+28  Bears' house exterior                 75  Dock middle
+29  Mistletoe                             76  Dock east side
+30  Beach south from dock                 77  Ocean with ship in background
+31  Ocean                                 78  Pirate ship crow's nest
+32  Desert                                79  Pirate ship galley
+33  Mountain Path                         80  Pirate ship upper deck
+34  Manannan's house exterior             81  Pirate ship lower deck
+35  Inside the tree trunk                 82  Pirate ship aft
+36  Oracle's cave                         83  Pirate ship captain's cabin
+37  Ladder outside bandits' hideout       84  Pirate ship crew's cabin
+38  Bandits' hideout interior             85  Pirate ship cargo hold west side
+39  Store interior                        86  Pirate ship cargo hold east side
+40  Tavern interior                       87  Storm clouds
+41  Three bears' house bottom floor       89  Magic map
+42  Three bears' house top floor          94  Dock with pirate ship
+43  Spell book                            95  East side of path on island
+
+
+===============================================================================
+
+9.                          Copyright Information
+
+===============================================================================
+
+
+This file is Copyright 2003-2008 Tom Hayes. As it can be difficult to keep
+track of websites that haven't posted the latest version of this file, please
+do not distribute it without my permission. Send an e-mail to me if you would
+like to post this file on your website and you will likely receive a positive
+response. If you do post the file, please keep it in its original form with all
+of the sections intact and credit the author (Tom Hayes) as the writer of the
+file. The latest version of this file can be found at www.gamefaqs.com.
+
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FAQ/Walkthrough by InterranKitten

+

Version: 1 | Updated: 09/06/07

+
+ + + +
+
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.
+
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FAQ/Walkthrough by ASchultz

+

Version: 1.0.0 | Updated: 10/23/00

+
+ + + +
+
King's Quest III FAQ/Walkthrough
+by Andrew Schultz
+schultza@earthlink.net
+version 1.0.0
+
+ITEMS
+
+A star after the item indicates that Manannan will kill you if he finds 
+it on you.  But you can put every item except the wand in your room.
+
+1.  Chicken Feather*
+  -Outside the house, in the chicken coop
+2.  Cat Hair*
+  -take the cat, then take the hair
+3.  Dog Hair*
+  -take it off the dog at the general store
+4.  Snakeskin*
+  -in the northwest desert
+5.  Fish Bone Powder*
+  -in the wizard's laboratory
+6.  Thimble*
+  -Upstairs at the three bears'
+7.  Thimble & Dew*
+  -In the three bears' garden, once you have the thimble
+8.  Dough in Ears
+  -successfully cast the "listen to animals" spell
+9.  Eagle Feather*
+  -eagle drops it at base of path to house
+10. Fly Wings*
+  -in the observatory
+11. Saffron*
+  -in the wizard's laboratory
+12. Rose Essence*
+  -in the wizard's bedroom
+13. Salt*
+  -buy it at the general store
+14. Amber Stone*
+  -in the spider's cave
+15. Mistletoe*
+  -tree east of three bears'
+16. Magic Stone*
+  -successfully create teleport spell
+17. Nightshade Juice*
+  -in the wizard's laboratory
+18. Three Acorns*
+  -under the bandits' tree
+19. Empty Pouch*
+  -???
+20. Sleep Powder*
+  -create the sleep spell successfully
+21. Mandrake Root*
+  -in the wizard's laboratory
+22. Fish Oil*
+  -buy it at the general store
+23. Cat Cookie*
+  -make the cat transformation spell successfully
+24. Porridge
+  -in the three bears' kitchen
+25. Poisoned Porridge
+  -put cookie in porridge
+26. Cup & Ocean Water*
+  -go to the ocean and fill the cup
+27. Spoonful of Mud*
+  -west of spider cave
+28. Toadstool Powder*
+  -in the wizard's laboratory
+29. Empty Jar*
+  -???
+30. Storm Brew*
+  -create the storm spell successfully
+31. Toad Spittle*
+  -in the wizard's laboratory
+32. Lard*
+  -buy it at the general store
+33. Knife
+  -in the kitchen
+34. Cactus*
+  -in the desert west of the tree
+35. Empty Lard Jar*
+  -remove lard for a spell
+36. Invisibility Ointment*
+  -create the invisibility spell successfully(formerly lard jar)
+37. Magic Wand*
+  -in the wizard's study, in a cupboard
+38. Brass Key*
+  -in the wizard's bedroom
+39. Magic Rose Essence*
+  -create the flying spell successfully
+40. Bowl
+  -in the kitchen
+41. Spoon
+  -in the kitchen
+42. Empty Cup
+  -in the kitchen
+43. Mirror*
+  -in the wizard's bedroom
+44. Empty Purse*
+  -give the bandits cash for "safe transport"
+45. Purse & Gold Coins*
+  -in the bandits' treehouse
+46. Bread
+  -in the kitchen
+47. Fruit
+  -in the kitchen
+48. Mutton
+  -in the kitchen
+49. Shovel
+  -up and to the right of the hold
+50. Treasure Chest
+  -dig for it on the sand
+51. Magic Map*
+  -in the wizard's bedroom
+
+WALKTHROUGH
+
+This may contain extreme spoilers.  Commands IN CAPS are what you should 
+type.  I haven't given all directions but they shouldn't be too hard to 
+figure out.
+
+Manannan should give you a task to do.  It will be one of the following:
+--feed the chickens:  go north of the chicken coop outside and type 
+"feed the chickens."
+--clean the study:  go north from the main hallway to the study 
+cabinet(west corner) and "clean study" with the feather duster.
+--clean the kitchen:  go to the broom on the north wall and type "clean 
+the kitchen."
+--clean the chamber pot:  go to Manannan's bedroom and type "empty 
+chamber pot."
+
+Do this first(or die after five minutes game time,) and you'll have time 
+for the rest of the basic things pretty easily.  You'll want to go to 
+the dining room and TAKE CUP and then TAKE BOWL(west wall), go to the 
+north wall, TAKE KNIFE, TAKE SPOON, and TAKE FOOD by the table.  You'll 
+probably have to wait until Manannan leaves(after five minutes) and make 
+a beeline to his room from there.  You can get a head start, but it's a 
+bit of a gamble.  Sometimes he follows you very closely and will catch 
+you as you remove stuff.  From five to thirty minutes, he will be out of 
+commission, and you may do as you please.  But for one-sixth of the 
+time, steer clear of him.  He will ALWAYS check on you a)25 minutes 
+after he leaves and b)5 minutes after he has come back.
+
+Now, it is possible to get all the items you need and kill Manannan 
+after the first thirty-minute cycle, but you may need more than one.  In 
+order that he does not catch you with magic items you must 1)PULL THE 
+LEVER so the passage to his laboratory is hidden and 2)PUSH THE BOOK so 
+that he doesn't know you've found the trigger.  You must also OPEN 
+CABINET and return the wand.  The final thing to do is to go to your 
+room(S,U,E from the study) and DROP ALL.  Manannan will not know what 
+magical items you possess now.
+
+Many items are randomly available in King's Quest III.  One of them is 
+the cat's hair.  When you are around the cat try to TAKE CAT.  Use F3 if 
+it does not work the first time and just chase him around.  Eventually 
+you'll get him.  TAKE HAIR.
+
+In Manannan's room, you will find the mirror in the left drawer(OPEN 
+DRAWER), the essence in the right drawer(OPEN DRAWER but stand back a 
+bit),  the key above the closet(LOOK ON TOP OF CLOSET) and the 
+map(SEARCH CLOSET).  Go up to the observatory(S,NE) and GET FLY.  From 
+there SW, W, D, S, OPEN DOOR at chicken coop, GET CHICKEN and GET 
+FEATHER.
+
+The mountain path is not too tricky to navigate.  After you have gotten 
+behind the big rock, do not go west but rather all the way south and 
+then east.  Save frequently.  Now once you get to the next screen, go 
+back to the previous screen.  LOOK MAP.  Hit F6 and you will be 
+teleported to the base of the cliff.  Neat, huh?  The map will become 
+more useful as you visit more places.
+
+There are some multi-solution items to get rid of first.  An eagle 
+randomly flies by and drops a feather.  At the base of the mountain or 
+to the east are good places to wait, but you may want to save your game 
+and restore if you're not lucky after two minutes.  The place east also 
+contains some mud banks where you can GET MUD with the spoon(you can get 
+the mud anywhere with banks but this is easiest.)  Go north, GET 
+MISTLETOE, then west.  OPEN DOOR to see if the Bears are in.  If not, 
+walk in until you see porridge on the table, then TAKE PORRIDGE, go 
+upstairs, OPEN DRAWER, GET THIMBLE, exit the house, and GET DEW in the 
+garden.    Go north, west, GET ACORNS(this will probably require a few 
+tries) and now you can "cheat" a bit.  GRAB HOLE and a rope ladder will 
+come down.  Climb the rope and save while you do(it's easy to fall), 
+enter the treehouse at the top, and when the bandit is sleeping GET 
+PURSE and get out of there.  Climb back down.  Go west.  Now go south 
+and type USE MIRROR but don't use it until Medusa is close(walk 
+continually south.  When she is in view hit the south key and when she's 
+close hit F3.  You'll get her.)  From west of the acorns you can GET 
+CACTUS(the small one by the rock, on the east side) and also GET 
+SNAKESKIN two south of the cactus.  Go all the way east, GET WATER and 
+go west and south twice where you will want to enter the store.  PET DOG 
+to get the dog hair, BUY FISH OIL, BUY LARD, BUY SALT, and BUY EMPTY 
+POUCH.  Now LOOK MAP, push F6 where the mountain base is, and climb back 
+up north(unfortunately you have to climb!)  Go north to Manannan's 
+study, go to the cabinet, OPEN CABINET to get the wand, search the east 
+bookcase, and type LOOK BOOKCASE and PUSH BOOK and PULL LEVER when you 
+find something interesting.  Climb down the stairs and if you see the 
+cat climb back up and down until he's gone.  Climb down to the bottom of 
+the staircase.  You're in the laboratory, so you will want to go to the 
+shelf and TAKE SAFFRON, TAKE MANDRAKE ROOT, TAKE NIGHTSHADE JUICE, TAKE 
+FISH BONE POWDER, TAKE TOAD SPITTLE, TAKE TOADSTOOL POWDER.  Go to the 
+spell book(stand north of it) and create as many spells as you cab.  You 
+should be able to make them all, except the teleportation spell.  
+Unless, of course, you do not have enough time.  I recommend making the 
+Cat Cookie first, and PUT COOKIE IN PORRIDGE.
+
+However quickly you do things, you'll still have to prepare for 
+Manannan's return.  Do so by 1)PULL LEVER, 2)PUSH BOOK, 3)OPEN CABINET 
+in the study.  Then 4)go to your room(south, up, east) and DROP ALL and 
+TAKE PORRIDGE, which the wizard will not recognize.  Make sure it is 
+POISONED PORRIDGE in your item list.  Smile innocently when Manannan 
+appears and feed him the porridge in the dining room east of the main 
+hall.  Once he's turned into a cat you can pick up the items or create 
+the spells you didn't get around to.  [NOTE:  if you haven't put the 
+cookie in the porridge yet, feed Manannan the bread, mutton or fruit and 
+make sure you give yourself enough time to make the cat cookie.  If you 
+run out of food to give him, he'll zap you.]
+
+The spells you need are INVISIBILITY, STORM and FLYING.  UNDERSTANDING 
+THE LANGUAGE OF CREATURES will help you get a maximum score and find 
+treasure, and TELEPORTATION SPELL is a good alternate puzzle-solver, as 
+is CAUSING A DEEP SLEEP.  If you get exasperated making the spells you 
+now know which ones are 100% necessary.  Do not proceed with this 
+walkthrough until you've gotten all the items/spells you want to, since 
+time gets a bit precious from here on in.
+
+For maximum points you may now want to go to the tavern.  Save the game 
+and DIP FLY WINGS IN ESSENCE and when the bandits talke about their 
+hideout(if not, restore the game) fly to the acorn trees(west) and in 
+the hole.  Fly out, and that is eight points.
+
+Use the map to go to the spider's cave(east of the waterfall, northeast 
+of the place I recommended you get the mud.)  Activate the flying 
+spell(DIP EAGLE FEATHER IN ESSENCE) and you'll throw the spider in the 
+sea, for which you may not get four points.  Wait a bit and you can 
+enter the cave, where you will get an amber stone.
+
+Go back to the tavern, where there will be pirates.  COUNT COINS and 
+GIVE COINS TO PIRATES so to pay for passage.  Go east twice and board 
+the plank, where you'll find spacious(if nothing else) accommodations.  
+Watch the scene, go east, TAKE CRATE, wait for rats to come in(it's good 
+to set controls on "fastest" right here) and then wait for them to talk 
+about treasure.  Otherwise, you won't find it even if you know where to 
+dig.  To climb up the ladder to the west, DROP CRATE, JUMP CRATE, JUMP 
+CRATE, and JUMP just north of the bottom crate, and wait until the 
+captain's not in(save the game first) before going west to OPEN TRUNK 
+and GET ALL.  You need to go west and wait for a bit now(do some chores 
+or some exercise in the meantime) for the ship to dock.  You'll hear 
+voices saying it has, whereupon you can cast the sleep spell(cast it 
+before this, and you will be adrift forever!) and climb up twice--you'll 
+need to jump up again before climbing.  Jump overboard(up twice, east, 
+and go north off the boat) and stay close to the bottom edge so that if 
+sharks pop up you can shake them by going down and then up again.  
+Always make progress east, and from the island go to the east side.  
+Five steps east of the palm tree(set the game to SLOW to make sure 
+although you have leeway) DIG with the shovel.  You've got treasure!  
+Now, go north.  Go east, and the path in the upper part of the screen 
+will curl west and then east.  You'll need to climb rocks(not too tough) 
+and then go north, east, and north(climb up the stream.)  In the 
+meantime, prepare the flying spell(PUT FLY WINGS IN ESSENCE) but don't 
+hit return.  You'll want to go east twice but if the abominable snowman 
+appears you'll want to be prepared--he runs quicker than you can type.  
+Once you've gone east twice, take the LEFT path and you will be climbing 
+down some annoying cliffs.  Remember when you walk through a cave not to 
+touch any keys and be alert for when you come out.  From there you can 
+walk to the east of the screen, and south twice will see you falling 
+into Daventry.
+
+Go west and north and talk to the old man if you want, then back south 
+and east before you climb the stairs to the east(walk northeast.)  Then 
+northeast and northwest and west.  Before you go west you will want to 
+use the INVISIBILITY OINTMENT and also have the storm spell prepared.  
+Go west, hit F3, and the dragon will die.  Go over to Rosella, UNTIE 
+ROSELLA, KISS ROSELLA(if you want), retrace your steps to where you 
+fell, W, N, N to enter the castle.  You've won the game!
+
+                   ****MAP OF SOUTH DAVENTRY****
+
++-------------+  +-------------+  +-------------+  +-------------+  
+|   West of   |  |   Dragon!   |  |   East of   |  |   Cave top  |  
+|   Dragon    |  |  (Rosella)  |  |    dragon   |  |             |  
+|             |==|             |==|             |==|             |  
+|             |==|             |==|             |==|             |  
+|             |  |             |  |             |  |             |  
+|             |  |             |  |             |  |             |  
++-------------+  +-------------+  +-------------+  +-------------+  
+                                                                  \
+                                                                   \
+                 +-------------+  +-------------+                   +---
+----------+  
+                 |   Outside   |  |   Castle    |                   | 
+Cave middle |  
+                 |   Castle    |  |  Daventry   |                   |             
+|  
+                 |             |==|             |                   |             
+|  
+                 |             |==|             |                   |             
+|  
+                 |             |  |             |                   |             
+|  
+                 |             |  |             |                   |             
+|  
+                 +-------------+  +-------------+                   +---
+----------+  
+                        |                                          /
+                        |                                         /
+                 +-------------+                   +-------------+  
+                 |  Old Man's  |                   | Cave bottom |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 +-------------+                   +-------------+  
+                        |                         /
+                        |                        /
+                 +-------------+  +-------------+  
+                 | Blocked Well|  |  Where You  |  
+                 |             |  |    Fall     |  
+                 |             |  |             |  
+                 |             |  |             |  
+                 |             |  |             |  
+                 |             |  |             |  
+                 +-------------+  +-------------+  
+
+
+                           ****MAP OF NORTH DAVENTRY****
+                 +-------------+  +-------------+  +-------------+  
+                 | Above stream|  |Snowmans cave|  |Above the    |  
+                 |             |  |             |  |    mountain |  
+                 |             |  |             |  |             |  
+                 |             |  |             |  |             |  
+                 |             |  |             |  |             |  
+                 |             |  |             |  |             |  
+                 +-------------+  +-------------+  +-------------+  
+                        |                                 |      
+                        |                                 |      
++-------------+  +-------------+                   +-------------+  +---
+----------+  
+|  Mountain   |  |  Mountain   |                   |   Up/down   |  | 
+Smooth path |  
+|    path     |  |  path with  |                   |  mountain   |  |             
+|  
+|             |==|   stream    |                   |             |==|             
+|  
+|             |==|             |                   |             |==|             
+|  
+|             |  |             |                   |             |  |             
+|  
+|             |  |             |                   |             |  |             
+|  
++-------------+  +-------------+                   +-------------+  +---
+----------+  
+       |                                                                   
+|      
+       |                                                                   
+|      
++-------------+                                                     +---
+----------+  
+| Path below  |                                                     | 
+End of path |  
+|  mountain   |                                                     |             
+|  
+|(also to the |                                                     |             
+|  
+|    east)    |                                                     |             
+|  
+|             |                                                     |             
+|  
+|             |                                                     |             
+|  
++-------------+                                                     +---
+----------+  
+       |                                                                   
+|      
+       |                                                                   
+v      
++-------------+                                                     +---
+----------+  
+| East beach  |                                                     |  
+Where you  |  
+| (treasure)  |                                                     |  
+fall into  |  
+|             |                                                     |  
+Daventry!  |  
+|             |                                                     |             
+|  
+|             |                                                     |             
+|  
+|             |                                                     |             
+|  
++-------------+                                                     +---
+----------+  
+
+                               ****MAP OF LLEWDOR****
+
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+|   Desert    |  |    Rock     |  |  Waterfall  |  |    Spider   |  |    
+Shore    |  
+| (snakeskin) |  |    Trees    |  |             |  |     Cave    |  |             
+|  
+|             |==|             |==|             |==|(amber stone |==|             
+|  
+|             |==|             |==|             |==|   in cave)  |==|             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+       |                |                |                |                
+|
+       |                |                |                |                
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+| Just desert |  |    North    |  |  Mountain   |  |Bend in river|  |    
+Delta    |  
+|             |  |    trees    |  |    base     |  |             |  |             
+|  
+|             |==|             |==|             |==|             |==|             
+|  
+|             |==|             |==|             |==|             |==|             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+       |                |                |                |                
+|
+       |                |                |                |                
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+|    Desert   |  |    Trees    |  |  Path end   |  |   In town   |  |    
+Pier     |
+|             |  |     with    |  |             |  |             |  
+|(west to     |
+|   (cactus)  |==|    Acorns   |==|             |==|tavern/store |==| 
+pirate ship)|
+|             |==|   (acorns)  |==|             |==| (lard,oil,  |==|             
+|
+|             |  |   (up to    |  |             |  | salt, pouch,|  |             
+|
+|             |  |bandits/gold)|  |             |  |  dog hair)  |  |             
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+       |                |                |                |                
+|
+       |                |                |                |                
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+|  Scorched   |  |    South    |  | Three bears |  |    Trees    |  |    
+Shore    |
+|   Desert    |  |    trees    |  | front yard  |  | (mistletoe) |  |             
+|
+|             |==|             |==|    (dew)    |==|             |==|             
+|
+|             |==|             |==|(enter house)|==|             |==|             
+|
+|             |  |             |  |             |  |             |  |             
+|
+|             |  |             |  |             |  |             |  |             
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+
+
+           ****MAP OF PIRATE SHIP****
+
+                 +-------------+  
+                 |             |  
+                 |             |  
+                 |             |  
+                 |             |  
+                 |             |  
+                 |             |  
+                 +-------------+  
+                        |
+                        |
++-------------+  +-------------+  +-------------+  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
+|             |==|             |==|             |  
+|             |==|             |==|             |  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
++-------------+  +-------------+  +-------------+  
+                        |
+                        |
++-------------+  +-------------+  +-------------+  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
+|             |==|             |==|             |  
+|             |==|             |==|             |  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
++-------------+  +-------------+  +-------------+  
+                        |
+                        |
++-------------+  +-------------+  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+
+  MANANNAN'S HOUSE, 2ND FLOOR
+
++-------------+  +-------------+  
+|Manannan's   |  | Observatory |  
+|room(mirror, |  | (fly wings) |  
+|key, map,    |  |             |  
+|rose essence)|  |             |  
+|[chamber pot]|  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+       |        /
+       |       /
++-------------+  +-------------+  
+|   Hallway   |  |  Gwydion's  |  
+|             |  |  Room(hide  |  
+|             |==| stuff here) |  
+|             |==|    (bed)    |  
+|             |  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+
+  MANANNAN'S HOUSE, 1ST FLOOR
+
++-------------+  +-------------+  
+|    Study    |  |   Kitchen   |  
+|   (wand)    |  |   [broom]   |  
+|  trap door  |  |(bread, knife| 
+|             |  |spoon, mutton|  
+|             |  | fruit, bowl |  
+|             |  |             |  
++-------------+  +-------------+  
+       |                |
+       |                |
++-------------+  +-------------+  
+|   Hallway   |  | Dining Room |  
+| (up to 2nd) |  |             |  
+|             |==|     Cup     |  
+|             |==|             |  
+|             |  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+       |
+       |
++-------------+    
+|   Outside   |  
+|   chickens  |  
+|  (feather)  |  
+|(chickenfeed)|  
+|             |  
+|             |  
++-------------+  
+
+BELOW MANANNAN'S HOUSE
+
++-------------+    
+|  Stairs to  |  
+| laboratory  |  
+|             |  
+|             |  
+| [cat may be |  
+|    here]    |  
++-------------+  
+       |
+       |
++-------------+    
+| Manannan's  |  
+| Laboratory  |  
+|  (saffron)  |  
+|  (mandrake) |  
+| (nightshade)|
+|  (fishbone) |
+|    (toad    |
+|   spittle)  |
+| (toadstool  |
+|   (powder)  |  
++-------------+  
+
+POINTS SCORED....
+
+In the house(47 points total):
+1-get cup(dining room)
+1-get mutton(kitchen)
+1-get fruit(kitchen)
+1-get bread(kitchen)
+1-get spoon(kitchen)
+1-get knife(kitchen)
+1-get bowl(kitchen)
+1-get cat hair(take cat, take hair)
+1-get fly wings(observatory)
+1-get rose petal essence
+1-find magic mirror(in dresser)
+1-get chicken feather(just outside house)
+3-find brass key(on top of dresser)
+4-find magic wand(in study, "open cabinet" with brass key)
+5-find hidden lever(push book)
+7-find magic map(hidden in closet)
+12-change Manannan into a cat(put cookie in porridge/give porridge to 
+Manannan)
+4-drop all(in your bedroom--to hide it.  This scores 4 the first time.)
+In the basement(76 points total):
+1-get saffron
+1-get mandrake root
+1-get nightshade juice
+1-get fishbone powder
+1-get toad spittle
+1-get toadstool powder(all items are on the shelf)
+10-make dough for ears
+10-prepare cat cookie
+10-make teleportation stone
+10-make storm brewing spell
+10-make sleep spell
+10-make invisibility ointment
+10-make flying spell
+Llewdor(outside):
+1-get mistletoe(tree south of general store)
+1-get acorns(by bandits' tree)
+1-get spoonful of mud(west of spider cave)
+1-get cactus(in the desert)
+1-get snakeskin(in the desert)
+1-get cup of ocean water(with cup, climb down ladder, "get water")
+2-get eagle feather(the bottom of the mountain path, or east of it)
+2-find bandits' hideout
+3-pull rope in oak tree
+3-get amber stone from oracle in spider's cave
+4-find coin purse in bandits' hideout
+4-kill the spider(dip eagle feather in essence)
+5-fly into oak tree as a fly
+5-turn Medusa to stone(walk south/north, type "use mirror" when she is 
+close)
+Llewdor(inside):
+ Three bears' house:
+  1-get thimble(upstairs drawer)
+  2-get porridge(kitchen)
+  1-get dew(outside, with thimble)
+ Tavern:
+  3-become fly, listen to bandits
+  3-give money to captain
+ Store:
+  1-buy empty pouch
+  1-buy fish oil
+  1-buy salt
+  1-buy lard
+  1-pet dog(to get dog hair)
+ Pirate ship:
+  2-get on board
+  2-climb crates and ladder to leave hold
+  3-get stolen possessions back
+  1-get shovel(east of captain's quarters)
+  5-escape the ship successfully
+Daventry:
+  7-dig up treasure
+  4-get past Abominable Snowman
+  7-kill the dragon(with spells)
+  3-untie Rosella
+  4-enter Castle Daventry
+Total points = 210
+
+FUNNY STUFF
+
+You can break Little Bear's chair by sitting on it, or you can fall 
+asleep in his bed, after which Papa Bear will kick you out.  There are 
+also other "literary allusions" in the Three Bears' house.
+You can have a drink of run at the tavern, and you'll spin around for a 
+bit.
+
+BUGS
+
+In the hold of the pirate ship, if you go as far up as possible on the 
+second crate and then jump, you will be able to glide all around the 
+screen.
+In the hold of the pirate ship, if you jump on the small crate(behind 
+the big one) from the side, you'll appear in front of the big crate.
+You can walk into a stone while going west from one desert screen to 
+another, and you won't be able to walk out of it.
+There is a bizarre bug where, if you are going northeast leaving 
+Manannan's laboratory, if you are right on the edge when you change 
+screens, you are still walking around, but your falling action is shown.
+You may not get 4 points for killing the spider in some versions.
+If you look at the map after climbing down from the docks and push F8, 
+you'll be back on the docks.  There are also some bugs from cancelling 
+the map where you wind up running in place or face a different 
+direction.
+
+WAYS TO GET KNOCKED UNCONSCIOUS
+Fall a short way down the stairs(captain's level) or the laboratory 
+stairs or the treehouse stairs.
+In Daventry, the first winding path won't kill you if you fall off it.  
+You also slip and fall into Daventry.
+Papa Bear punts you out the door if you walk in on them.
+Mama Bear beats you up if you walk in her garden.
+The bandits will knock you unconscious.
+
+WAYS TO DIE
+Medusa turns you to stone
+You don't do your chore, and Manannan gets you.
+You have a starred item, and Manannan catches you with it.
+You forget to move the book back into place, or you do not pull the 
+lever to hide the staircase.
+You leave the wand out--it can't be under the bed.  It must be where you 
+got it.
+
+THE OBLIGATORY STUFF THAT'S PHYSICALLY IMPOSSIBLE OR ILLOGICAL IN A 
+SIERRA GAME
+
+Manannan knows when you have a magic item, but he doesn't think much of 
+your having dough in your ears.  Hmmm.
+
+-----------------------
+
+Credits
+"JJ & Mara" whose beautiful KQ3 map is shown in some abandonware 
+versions.  So I've heard.
+Peter Spear and the second edition of _The King's Quest Companion_ for 
+some very important details including checking my point totals and spell 
+wording.
+
+10/23/2000 Version 1.0.0 sent to gamefaqs.com
+
+Send comments to schultza@earthlink.net
+
+
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Walkthrough by Tricky

+

Version: 15.04 | Updated: 04/06/15

+
+ + + +
+

+                ___________      .__        __                  
+                \__    ___/______|__| ____ |  | _____.__. ______
+                  |    |  \_  __ \  |/ ___\|  |/ <   |  |/  ___/
+                  |    |   |  | \/  \  \___|    < \___  |\___ \ 
+                  |____|   |__|  |__|\___  >__|_ \/ ____/____  >
+                                         \/     \/\/         \/ 
+
+Walkthrough for King's Quest III - To Heir is Human 
+This is a TXT conversion of a FAQ originally written in HTML. 
+For the HTML version (for which you are always guaranteed to have the 
+newest version) please visit http://faq.tbbs.nl 
+========================================================================== 
+FAQ Index 
+========================================================================== 
+
+* Intro section *
+     Introduction ................................ INT0000000000
+     A few things you MUST know before playing ... INT0000000001
+     Abondonware ................................. INT0000000002
+
+* Walkthrough *
+     Llewdor - The evil wizard Manannan .......... WLK0000000000
+     Llewdor - The wizard is gone ................ WLK0000000001
+     Pirate's ship ............................... WLK0000000002
+     Daventry - Mountains ........................ WLK0000000003
+     Daventry - The evil dragon .................. WLK0000000004
+
+* Maps *
+     Map of: The Wizard's castle ................. MAP0000000000
+     Map of: Llewdor ............................. MAP0000000001
+     Map of: Daventry Mountain Trial ............. MAP0000000002
+
+* Backgrounds *
+     Bugs & Glitches ............................. BCK0000000000
+     Inventory Items ............................. BCK0000000001
+     Deaths ...................................... BCK0000000002
+
+* Ending Stuff *
+     Copyright ................................... END0000000000
+     Contacting me ............................... END0000000001
+ 
+                                                            INT0000000000 
+=========================================================================== 
+Introduction 
+=========================================================================== 
+Welcome to my guide of KQ3. 
+This is an old Sierra Game which does run in both DosBOX and ScummVM. 
+This game works with a text parser and you should use this FAQ on this way. 
+*:> I start like this for any new location. Mostly I'll descripte the 
+    location so you know where you got to be. 
+!:> If I start like this, you are in a location where you can be robbed by 
+    thieves. If the thief's appear quickly go to another location and come 
+    back. If you got the magic map it does work to just use it to teleport 
+    to the location you are and the thieves will have disappeared. 
+    = This way I'll summarize what you 
+    = have to do 
+    = AND THIS WAY I'LL TELL YOU WHAT TO TYPE. JUST QUOTE ME LITTERALLY. 
+    
+I know there's a remake of KQ3. This remake is a fan game and thus not 
+authorized by Sierra or the current representative. Whether or not the 
+copyright holders are ok with this version is not yet known to me. How well 
+this FAQ works on that version is currently unknown.   
+    
+And that covers how to use this FAQ. 
+                                                            INT0000000001 
+=========================================================================== 
+A few things you MUST know before playing 
+=========================================================================== 
+*:> ALL puzzles revolve around the book "The sorcery of all". It contains 
+    spells in alchemy form. Too bad this is the copy protection and that's 
+    why I cannot cover these spells in this FAQ unless the current 
+    copyright-holder did officially allow me to make that public. (This 
+    basically turns the entire game into one big copy-protection, and that 
+    is why I never wrote this walkthrough sooner. But I hope it's enough 
+    that I avoid the spells themselves. 
+    = You should have the spells in your manual or a PDF file that came 
+      with the game if you have a legal copy of the game. 
+    = To start creating a spell you need to turn to a page. If the manual 
+      says the spell is on page VII you must type "TURN TO PAGE VII" and 
+      you'll start creating the spell. 
+    = If you do an incorrect action (or if your action leads to the error 
+      "how can you do that" the spell will mess up which counts as death, 
+      so SAVE YOUR GAME BEFORE CASTING ANY SPELL!!! 
+    = All spells require you to recite a verse. Remove all "," and "." from 
+      it and just type one space. So if the manual says "Tails of rats, and 
+      hair of cat", you must type "TAILS OF RATS AND HAIR OF CAT". Please 
+      note the system is case insensitive, so it doesn't matter if you use 
+      upper or lower case. 
+   
+*:> The old wizard is quite paranoid. Any item you have in your pocession 
+    he doesn't trust will mean he'll zap you to death. All these items are 
+    suffixed with a an asterisk (*). You can hide all these items under 
+    your bed. 
+*:> The magic wand always needs to be safely in its safe in the wizard's 
+    office whenever he appears or he'll kill you. Hiding it under your bed 
+    won't save you. The magic wand is unique in that perspective. 
+*:> As long as the wizard has not been taken care of properly, the game is 
+    timed. The time is pretty important as you can know the wizard's 
+    actions if you know a bit how the time works. 
+    = When the time is 0:00:00 - 0:05:00 you can encounter the wizard at 
+      random just to spy on you. Best is not to do anything foolish as long 
+      as you are in that time period. 
+    = When the time is at 0:05:00 the wizard will appear and announce to 
+      take a journey. During this journey you are free for 25 minutes until 
+      the wizard appears again. 
+    = At 0:30 or so, the wizard will announce he wants to eat. This demands 
+      to eat are your chance to get rid of him. If you can at the time do 
+      so if not then give him some food you can find in the kitchen. 
+    = At 0:35 or so, the wizard will announce to take a nap. Gives you 
+      another 25 minutes of freedom 
+    = At 1:00 or so, the wizard will demand another meal 
+    = At 1:05 or so the wizard will announce another journey  
+    = And so forth, und so weiter. 
+    = Now you have 3 piece of food you can give the wizard when you didn't 
+      yet cook something up to get rid of him. The fourth time you must get 
+      rid of him, as the wizard will kill you if you don't feed him. This 
+      means that you have two hours max to get rid of him. 
+    = One way to gain an extra 30 minutes is by leaving the castle with no 
+      forbidden items and hang around in the forest, if you are lucky the 
+      wizard will teleport you back to the castle, but this does not always 
+      happen and he'll only do this once. 
+    = DON'T EVEN THINK ABOUT ESCAPING LEWDOR WHEN THE WIZARD HAS NOT BE 
+      TAKEN CARE OF PROPERLY. The journey always takes 30 minutes exactly, 
+      which is just enough time for the wizard to reappear, and kill you on 
+      the spot. 
+   
+*:> Sierra is rather infamous for the countless ways in which you can die 
+    causing a "game over". So I advice you to save a lot. 
+*:> Sierra is infamous too for its ways to get you stuck without a way to 
+    finish the game ever. Here are a few ways to get you stuck forever. 
+    = Leaving Lewdor when you didn't get rid of the Manannan first. 
+    = Leaving Lewdor without the Magic Rose Essense, Sleeping powder and 
+      storm brew. 
+    = Both spells "Causing a deep sleep" and "Brewing a storm" require the 
+      use of a brazier, so you must make them within a short amount of time 
+      or the brazier will die out and that will cause a stuck situation. 
+    = Getting yourself too little time to hide your stuff before the wizard 
+      appears will get you a stuck situation. So check the clock well ALL 
+      the time. 
+    = Don't eat the food in the kitchen prior to getting rid of the wizard. 
+      You never know if you need more time to get rid of him (though this 
+      FAQ focusses on getting rid of him first). 
+    = When you start up a spell but you don't have all the required 
+      ingredients, you are in trouble. 
+   
+*:> Oh yeah, the wizard has a secret lab. ALWAYS MAKE SURE YOU CLOSED IT 
+    AND PLACED THE BOOKS HIDING THE LEVER TO IT BACK IN PLACE OR THE WIZARD 
+    WILL KILL YOU. 
+*:> Last but not least. As soon as you can obtain the magic map, hidden in 
+    the wardrobe in the wizard's bed room. As long as you are still in 
+    Lewdor, you can save yourself a lot of time by using that map and in 
+    this FAQ I'll refer a lot of it while you are still in Lewdor. Once you 
+    escaped Lewdor the map will be less useful. ;)  
+                                                            INT0000000002 
+=========================================================================== 
+Abondonware 
+=========================================================================== 
+Aqcuiring this game though "abandonware" is basically always illegal. 
+Abandonware is no legal concept. 
+Unless the copyright holder announces differently this game remains illegal 
+to download until 70 years after its initial release. In the case of King's 
+Quest III, it will enter the public domain in 2056. 
+The fan-based remake could therefore be considered as "illegal", unless a 
+official representative gave permission for that project, however I've 
+never been able to verify this. 
+If you know a legal way to obtain this game, please let me know, and I'll 
+add it to this FAQ. (I got my copy back in the old days, you see) :) 
+                                                            WLK0000000000 
+=========================================================================== 
+Llewdor - The evil wizard Manannan 
+=========================================================================== 
+Now the game has a multi-opening. If you sat out the opening sequence your 
+task will always be to clean the kitchen. If you did not sit it out, the 
+wizard will appear and give you a random task. 
+Look below for the task and I'll tell you how to do it. Please note, only 
+do the task you were given as some tasks may make you go to areas that 
+upset the wizard if you go there without his permission. 
+After you did your task return to the entrance hall, and I'll direct you 
+from there to the rest of the game :) 
+* CLEANING THE KITCHEN * 
+*:> Entrance 
+    = Exit East 
+   
+*:> Dining Room 
+    = Exit North 
+   
+*:> Kitchen 
+    = GET BROOM 
+   
+* CLEANING WIZARD'S DESK * 
+*:> Entrance  
+    = Exit North 
+*:> Wizard's Office 
+    = Go to the safe 
+    = TAKE DUSTER 
+   
+* FEED THE CHICKENS * 
+*:> Entrance 
+    = Exit South 
+   
+*:> Outside 
+    = Go to the bags of chicken feed 
+    = FEED CHICKENS 
+   
+* CLEANING THE WIZARD'S POT * 
+*:> Entrance 
+    = Exit upstairs 
+   
+*:> Stairs 
+    = Exit North 
+   
+*:> Wizard's Bed Room 
+    = GET POT 
+   
+   
+   
+   
+That covers all the tasks, after that as I said go back to the entrance 
+room. 
+*:> Entrance 
+    = East 
+   
+*:> Dining room 
+    = GET CUP 
+    = North 
+   
+*:> Kitchen 
+    = GET FRUIT 
+    = GET MUTTON 
+    = GET BREAD 
+    = GET SPOON 
+    = GET KNIFE 
+    = GET BOWL 
+    = Exit south 
+   
+*:> Entrance 
+    = Exit Upstairs 
+   
+*:> Stairs 
+    = Now you need to wait until the timer reaches 0:05:00 and the wizard 
+      will appear and announce to make a journey, giving you 25 minutes 
+      time in which the wizard will not appear (which is important as we 
+      are now going to be very very naughty) 
+    = Exit North 
+   
+* WIZARD ON JOURNEY *   
+Before we start, if you see the cat, it can pop up in any location "GRAB 
+CAT" and "GET HAIR". You need this hair to get rid of the wizard. 
+   
+*:> Wizard's Bed Room 
+    = Go to the dresser 
+    = OPEN DRAWER 
+    = Go to the wardrobe 
+    = OPEN WARDROBE 
+    = LOOK BEHIND (you will obtain the magic map. Very important item. You 
+      can use to to teleport to any location you've been before). 
+    = CLOSE WARDROBE 
+    = LOOK TOP WARDROBE (you'll obtain a key) 
+    = Go to the closet south of the wardrobe 
+    = OPEN DRAWER (you will obtain Rose Essense). 
+    = South 
+   
+*:> Stairs 
+    = Exit upstairs 
+   
+*:> Tower  
+    = USE TELESCOPE 
+    = GET FLY (you will only take its wings and toss the rest of the fly) 
+    = Downstairs x2 
+   
+*:> Entrance 
+    = South x2 
+   
+*:> Wizard's mountain pass 
+    = Make your way down. Save often as any misstep will kill you. 
+   
+   
+*:> Base of the wizard's mountain 
+    = Go down the pass 
+    = West 
+   
+!:> Forest 
+      I must note this is one of the locations where thieves can appear and 
+    rob you. If they appear quickly go to another location and get back 
+    here, or use the magic map and teleport to the location where you are! 
+    = South 
+    
+!:> Thief's tree 
+    = GET ACORNS (if the game refuses to make you get them, let it be for 
+      now, as it will be too time consuming, I'll get back to it later when 
+      the Wizard is gone forever). 
+    = Go to the big tree 
+    = GRAB HOLE 
+    = Climb the ladder (you don't have to type that. Just approach the 
+      ladder and you'll climb it automatically). 
+    
+*:> Outside thief's hut 
+    = Move a bit up 
+    = LOOK INSIDE 
+    = If the game says that you see somebody moving around in the 
+      treehouse, go down and come back up and try it again, keep this up 
+      until the game notes somebody is sleeping. 
+    = Get inside the hut 
+   
+*:> Inside treehut 
+     Be carefull. Any careless act. Any at all and the thief will wake up 
+    and kill you. 
+    = Move to the table 
+    = GET PURSE 
+    = LOOK MAP  
+    = Teleport to the base of the wizard's mountain. (Pfweeeew... we're 
+      outta here). 
+   
+*:> Base of Wizard's Mountain 
+    = East x2 
+   
+*:> Forest 
+    = South 
+   
+*:> Village 
+    = Enter the store 
+*:> Store 
+    = GET DOG HAIR 
+    = BUY FISH OIL 
+    = BUY LARD 
+    = BUY SALT 
+    = BUY POUCH 
+    = Exit the store (you already paid automatically for the items). 
+   
+*:> Village 
+    = West 
+   
+!:> Forest 
+    = South 
+    
+*:> Bear family's house 
+     Now if you see the bear family coming home or if mama bear is sitting 
+    in the garden, leave this place and come back 
+     if you saw the family leave you're safe. If you see nothing happen, 
+    save and let's see what will happen. 
+     Well save anyway, you'll find out soon why. 
+    = Go to the door 
+    = OPEN DOOR (if papa bear kicks you out, leave and come back and try it 
+      again. I don't know if there's a limit to this though 
+   
+*:> Inside Bear Family's house 
+     There must be three bowls of porridge on the table. If not leave this 
+    area and come back. If you saved nearby, load the savegame, as you 
+    cannot risk to waste too much time. 
+    = Go to the smallest bowl of porridge 
+    = GET PORRIDGE 
+    = Upstairs 
+   
+*:> Bear's bedroom 
+    = OPEN DRAWER  
+    = GET THIMBLE 
+    = CLOSE DRAWER 
+    = Downstairs 
+   
+*:> Inside Bear Family's house 
+    = South 
+   
+*:> Bear family's house 
+    = Stand in the garden 
+    = GET DEW 
+    = North x2 (you can also use the map if you want to make sure you avoid 
+      the thieves). 
+*:> Wizard's Mountain Base 
+     (I was lucky to have an eagle drop a feather. If it happens GET 
+    FEATHER. If it doesn't appear, don't aim for it now) 
+    = And now (I know you'll hate this), make your way up to the wizard's 
+      house! 
+   
+*:> Outside Wizard's House 
+    = OPEN DOOR 
+   
+*:> Entrance 
+    = North 
+   
+*:> Wizard's office 
+     Now before we continue, how much time were you on? I was on approx 16 
+    minutes of play time. If you are around that as well, you got enough 
+    time. If you are at 20+ or so, hide all your stuff under your bed and 
+    take a piece of food and feed it to the wizard as soon as he asks. And 
+    wait until he goes to bad, retrieve your inventory and continue here. 
+    = OPEN CABINET (you'll obtain the magic wand) 
+    = PUSH BOOKS 
+    = PULL LEVER 
+    = Exit downstairs 
+   
+*:> Secret stairway 
+     If the cat is here, be sure not to touch it or you'll die.  
+     Best is to leave and come back, but if you dare, you can get past it. 
+    = Exit Downstairs 
+*:> Secret Lab 
+    = Go to one of the shelves 
+    = GET MANDRAKE 
+    = GET FISH BONE 
+    = GET SAFFRON 
+    = GET SPITTLE 
+    = GET TOADSTOOL POWDER 
+    = GET JUICE 
+    = Save your game!!! 
+    = Use the magic book to perform the "TRANSFORMING ANOTHER INTO A CAT" 
+      spell. 
+    = PUT COOKIE IN PORRIDGE 
+     I had 19 minutes played on this point. Enough time to do something but 
+    for this FAQ I decided to play it safe. ;) 
+    = Make your way back into the wizard's office. 
+   
+Wizard's:> Office 
+              = PULL LEVER 
+              = PUSH BOOKS (the wizard should not know you've been in the 
+                lab). 
+              = OPEN CLOSET (you'll place the magic wand back the way you 
+                found it). 
+              = South 
+   
+*:> Entrance 
+    = Upstairs 
+   
+*:> Stairs 
+    = East 
+   
+*:> Your bed room 
+    = Easter-Egg: LOOK BEHIND TAPESTRY 
+    = Go to your bed 
+    = HIDE ALL 
+    = GET PORRIDGE 
+    = Go back to the entrance hall 
+   
+*:> Entrance Hall 
+    = Wait until the wizard appears and says that he's ready to eat. 
+    = Exit East 
+   
+*:> Dining room 
+    = GIVE PORIDGE TO WIZARD (Manannan will turn into a cat and you are 
+      free, this lifts the time limits that you were dealing with so far). 
+   
+   
+                                                            WLK0000000001 
+=========================================================================== 
+Llewdor - The wizard is gone 
+=========================================================================== 
+Now that you are rid of the wizard you have no more time limits. Neither do 
+you have to fear items marked with a "*". The magic wand does no longer 
+have to be returned to the safe after usage and who cares about leaving the 
+door to the secret lab open. 
+You are not yet ready to leave Llewdor, though as you still got a lot to 
+do, and neglecting to do it will get you stuck. 
+*:> Dining room 
+    = Go to your bedroom 
+   
+*:> Your bedroom 
+    = Go to your bed 
+    = GET ALL 
+    = Go outside 
+   
+*:> Outside Wizard's house 
+    = OPEN GATE 
+    = GET CHICKEN 
+    = GET FEATHER	 
+    = LOOK MAP 
+    = Teleport to the Bear's Family House 
+   
+*:> Bear's Family House 
+    = East 
+   
+*:> Edge 
+    = GET MISTLETOE 
+    = South 
+   
+*:> Spider Cave   
+    = East 
+   
+*:> Beach 
+    = Step into the sea 
+    = GET WATER 
+    = West x2 
+   
+*:> Forest 
+    = Stand in the water 
+    = GET MUD 
+    = West 
+   
+*:> = If you don't have the eagle feather yet, wait for an eagle to drop a 
+      feater and GET FEATHER. If the eagle doesn't come leave and come 
+      back. 
+    = Type: SHOW MIRROR TO MEDUSA, but don't hit enter yet. 
+    = West 
+   
+*:> Desert 
+    = Make sure you are facing east 
+    = Wait until Medusa appears and is close to you and then hit ENTER and 
+      she'll turn to stone. 
+    = GET SNAKE SKIN 
+    = North x2                    
+*:> = GET CACTUS 
+    = West 
+   
+!:> Thief's Tree 
+    = GET ACORNS (unless you did that before. If the game compains none are 
+      dry leave this place and come back and try it again, until you got 
+      them). 
+    = If you got them, make your way back to the wizard's castle and go to 
+      his office. 
+    
+*:> Wizard's office 
+    = OPEN CLOSET (to get the wand) 
+    = PUSH BOOKS 
+    = PULL LEVER 
+    = And go to the secret lab 
+   
+*:> Secret Lab 
+     Now you need to perform all spells, except TELEPORTATION AT RANDOM, as 
+    you do not have the required item for that yet (which is impossible to 
+    have at the current state anyway). 
+     Also note that BREWING A STORM and CAUSING A DEEP SLEEP both require 
+    the brazier to be used, so perform those next to each other (and you 
+    can skip the light brazier step in the second spell. It was still 
+    burning after all). 
+     Check the documentation you should have got when you got a legal copy 
+    of the game. 
+      
+     Once you have done all that you are finally ready to leave the castle 
+    forever (as TELEPORTATION AT RANDOM is optional). 
+    = Use the magic map to teleport to the spider cave. 
+   
+*:> Spider Cave 
+    = PUT EAGLE FEATHER IN ESSENCE 
+    = Go to the cave and in eagle form you'll be able to kill the spider 
+      guarding it. You'll automatically do so and return to this spot and 
+      turn back into human form. 
+    = Enter the cave 
+   
+*:> Oracle 
+    = Now you'll hear the oracle tell you the tragic tale of your sister 
+      being held captive by a dragon. After the story you'll receive an 
+      amber stone. 
+    = Optional: You may go back to the wizard's castle in order to create 
+      the TELEPORATION AT RANDOM spell, however this is a useless spell and 
+      you don't need it to finish the game. It's just for the points you 
+      may want to do this. 
+    = Go to the village (use your map if you please) 
+   
+*:> Village 
+    = Enter the tavern 
+   
+HALT!!!! 
+BEFORE YOU CONTINUE!!!! 
+When you're past this point, you cannot go back to Lewdor any more. Make 
+sure you have turned Manannan into a cat (or he'll come after you to kill 
+you). 
+And that you have the next items in your inventory: 
+    = Eagle Feather* or Fly Wings* (either one of them will do) 
+    = Sleep Powder* 
+    = Storm Brew* 
+    = Invisibility Ointment* 
+    = Magic Rose Essence* 
+If you miss any of these items make sure you get them first before you 
+continue at this spot.  
+   
+*:> Tavern   
+    = TALK SAILORS 
+    = GIVE GOLD 
+    = South 
+   
+*:> Village 
+    = East 
+   
+*:> Pier 
+    = Get on the ship 
+                                                            WLK0000000002 
+=========================================================================== 
+Pirate's ship 
+=========================================================================== 
+Now I warn ya, this part is just plain boring. You have exactly 30 minutes 
+before you arrive in Daventry and once there the pirates will kill you. 
+However, if you can do everything just in time you can get away alive thus 
+arrive in Daventry. I can tell you this, 30 minutes is about 25 minutes 
+more than you need to get the preparations done, so as soon as you have 
+your prerparations done, you might as well fix yourself a cup of coffee and 
+don't bother to hurry, but before all that there are a few things to be 
+done. 
+Your inventory (except the dough in ears if you have those) will be stolen. 
+So the steps are: 
+    = Recover your inventory 
+    = Wait until you arrive in Daventry 
+    = Put the pirates to sleep with the sleep powder 
+    = Escape 
+Oh yeah, once you recovered your inventory, you can check the magic map to 
+see how much you still have to go till you arrive. 
+And it goes without saying, but if the pirates find you doing stuff they 
+don't like they'll make you walk the plank, meaning you'll die! 
+*:> Lower Deck - West 
+    = East 
+*:> Lower Deck - East 
+    = If you got the Dough in Ears and you see two rats here, then wait 
+      until they speak. 
+    = GET BOX 
+    = West 
+*:> Lower Deck - West 
+    = Go to the big box 
+    = DROP BOX 
+    = JUMP BOX (x2) 
+    = JUMP LADDER 
+   
+*:> Middle deck - West 
+    = If the captain is in the hut, go back down and come back until he's 
+      gone. Be careful and quick as he can arrive back in his hut at any 
+      time 
+    = Enter the hut 
+    = Go to the chest there 
+    = OPEN CHEST 
+    = LOOK CHEST 
+    = CLOSE CHEST 
+    = Go back to the ladder (if the captain comes back while you are not in 
+      his hut you are basically safe as he won't see you). 
+    = East 
+   
+*:> Middle Deck - East 
+    = If there's a pirate here, leave this place and come back 
+    = GET SHOVEL 
+    = West 
+   
+*:> Middle Deck - West 
+    = Don't worry if the captain is in his hut. As long as he's in the hut 
+      and you are not, you are safe. 
+    = Use the ladder to go back down 
+   
+*:> Lower Deck - West 
+    = Now go all the way to the floor 
+    = Now if you got the dough in ears, go east and hear out the rats, and 
+      come back here and go back east to hear more until they reveal the 
+      location of the pirate's treasure. (This is optional, but you need to 
+      so something). 
+    = Wait until the pirates yell "land ho!" 
+    = Wait some longer until the pirates yell to drop the anchor  
+     From this moment you got little time, but the little time can be 
+    enough.  Save your game, as the tiniest mistake can mess this up, 
+    eternally (though there is a glitch that can get you past this, read 
+    the special section about this glitch). 
+    = POUR SLEEP POWDER ON THE FLOOR 
+    = SLUMBER HENCEFORTH 
+     If the game says something about you you hear silence falling over the 
+    ship, you're cool. When the game says "How can you do that", you messed 
+    up, either load a game when that happens or check the glitches and bugs 
+    section. 
+    = JUMP BOX (x2) 
+    = JUMP LADDER 
+    = Exit up x2 
+   
+*:> Deck - West 
+    = Exit East 
+   
+*:> Deck - East 
+    = Go to the south side of the ship 
+    = Jump overboard 
+   
+*:> Beach - West 
+    = Quickly swim onto the land before the shark catches and eats you. (If 
+      you cannot make it, use the magic map to do this) 
+    = East 
+                                                            WLK0000000003 
+=========================================================================== 
+Daventry - Mountains 
+=========================================================================== 
+Now the easy part has begun. 
+Make sure you got the Invisibility Ointment, an Eagle Feather (or fly 
+wings) with Magic Essence, and the Storm Brew, and if you go those, you're 
+set.  
+This section is actually a let down for a true adventure player. 
+	 
+*:> Beach - East 
+    = If there's a pirate here, quickly exit North and come back 
+    = Go to the palm 
+    = Make 5 steps east 
+    = DIG (if you didn't hear out the mice on board the pirate's ship, 
+      you'll find nothing, otherwise you'll find a treasure chest. You 
+      don't need it, it only scores points). 
+    = North 
+  
+*:> Daventry Mountain Pass 
+    = East 
+*:> = Get onto the pass 
+    = And go west with the pass 
+*:> = You'll automatically climb the rocks when you approach them. Do so to 
+      get onto the upper level 
+    = East 
+*:> = North 
+*:> = Follow the path and exit East 
+*:> = Go to the waterfall 
+    = Here you can go North, do so 
+*:> Snow Mountains 
+    = PUT EAGLE FEATHER IN ESSENCE (alternatively you can also use the fly 
+      wings for that) 
+    = East x2 
+*:> = Go to the southern path and you'll turn back into human form 
+    = Exit south before the snowman catches you 
+   
+*:> More Rocks 
+     This part can go wrong many times. It is a bit buggy, so save a lot, 
+    as these bugs kill you. 
+    = Down until you stand on the floor 
+    = Enter the cave and you'll get out on the upper right part 
+    = Get on the rocks and make your way down to the cave below 
+    = Enter it and you'll end up on the lower left 
+    = Go up the rocks and enter the center cave  
+    = You'll now end up on the lower fight, and that's were we want to be.  
+    = Exit East 
+   
+*:> Oh, look, another mountain pass 
+    = Make your way east and exit East 
+   
+*:> End of the pass 
+    = Exit South 
+                                                            WLK0000000004 
+=========================================================================== 
+Daventry - The evil dragon 
+=========================================================================== 
+For the last time a point of no return. You'll fall off the mountain upon 
+arriving (don't worry, you'll only be dizzy, not killed) and you cannot go 
+back up any more (not even with the magic map) 
+All you need now is the Storm Brew and the Invisibility Ointment 
+*:> Entrance Cave 
+    = Enter the cave 
+   
+*:> Cave 
+    = Go all the way up until you reach the exit of the cave 
+    = Hit that exit 
+   
+*:> Clouded land 
+    = RUB OINTMENT ON ME 
+    = West 
+*:> Dragon 
+    = STIR STORM BREW WITH FINGER 
+    = BREW OF STORMS CHURN IT UP 
+    = Go to the tied girl 
+    = UNTIE GIRL 
+    = Exit East (the girl should keep following you for the remainder of 
+      the game. If she can't keep up, don't worry, as she'll be there when 
+      you enter the next room). 
+   
+*:> Clouded land 
+    = Enter the cave 
+   
+*:> Cave 
+    = All the way down 
+    = Exit the cave at the end 
+   
+*:> Entrance Cave 
+    = Exit west 
+   
+*:> Pit with stones 
+    = Exit North 
+   
+*:> Gnome 
+    = Exit North 
+   
+*:> Royal castle 
+     Upon your arrival here with princess Rosella, the ending sequence 
+    begins. 
+CONGRATULATIONS! YOU'VE WON KINGS QUEST III - TO HEIR IS HUMAN! 
+In case you cared. While writing this walkthrough I scored 202 out of 210 
+points. 
+                                                            MAP0000000000 
+=========================================================================== 
+Map of: The Wizard's castle 
+=========================================================================== 
+The wizard's house has 2 floors I'll map here.  
+The tower is only one room so no need to map it, and the laboratory has no  
+need for a map either. 
+Wizard's house - Downstairs
++-----------+---------+
+| Wizard's  | Kitchen |
+| Office    |         |
+|           |         |
++----   ----+---   ---+
+| Entrance  | Dining  |
+| Hall        Room    |
+|           |         |
++----   ----+---------+
+
+
+Wizard's house - Upstairs
+                +-------+
+                | Tower |
++----------+    +-------+
+| Wizard's |   /
+| Bed room |  /
+|          | /
++---   ----+-----------+
+| Stairs   | Your      |
+|            Bed Room  |
+|          |           |
++----------+-----------+
+
+                                                            MAP0000000001 
+=========================================================================== 
+Map of: Llewdor 
+=========================================================================== 
+Llewdor is the land where the wizard's castle is located.  
+When you exit the most northern position to the north you'll end up on the 
+most southern location and vice versa. 
+When you go too far east you'll drown in the ocean, if you go too far west 
+you'll dehydrate in the desert. Cut short if you want to stay alive keep 
+yourself only to the locations on this map 
+The spots I marked with a "!" are the spots where thieves can appear to rob 
+you. 
++--------+--------+--------+--------+--------+
+| Desert |        |        | Spider | Beach  |
+|        |        |        | Cave   |        |
+|        |        |        |        |        |
++--------+--------+--------+--------+--------+
+| Desert |        | Wizard |        | Beach  |
+|        |   !    | Mount  |        |        |
+|        |        |        |        |        |
++--------+--------+--------+--------+--------+
+| Desert | Thief  |        | Village| Pier   |
+|        | Tree   |   !    |        |        |
+|        |   !    |        |        |        |
++--------+--------+--------+--------+--------+
+| Desert |        | Bear   |        | Beach  |
+|        |   !    | House  |        |        |
+|        |        |        |        |        |
++--------+--------+--------+--------+--------+
+
+                                                            MAP0000000002 
+=========================================================================== 
+Map of: Daventry Mountain Trial 
+=========================================================================== 
+This basically is pretty self-explaining, however let's map it anyway. 
+                              +--------+------+------+
+                              | Snow   | Snow | Snow |
+                              |        | Cave | Man  |
+                              |        |      |      |
+                     +--------+--------+------+------+----+------+
+                     |        | Wat-   |      | Rock |    | End  |
+                     |        | Fall   |      | Cave |    | Path |
+                     |        |        |      |      |    |      |
+          +----------+--------+--------+      +------+----+   |  +
+          |          | Start  |                               V
+          |          | Pass   |                            To final part
+          |          |        |
++---------+----------+--------+
+| Arrival | Beach    |
+| Beach   | Treasure |
+|         |          |
++---------+----------+
+
+=========================================================================== 
+Map of: Daventry Final Part 
+=========================================================================== 
+Not much to tell here, but here goes. 
++----------+
+| Entrance |
+| Royal    |
+| Palace   |
++----------+
+| Old      |
+| Gnome    |
+|          |
++----------+----------+
+| Pit      | Entrance |
+| With     | Dragon   |
+| Rocks    | Cave     |
++----------+----------+
+
+
+                                                            BCK0000000000 
+=========================================================================== 
+Bugs & Glitches 
+=========================================================================== 
+Bugs and glitches, often referred as the same thing, but they are not... 
+Bugs are the result of true programming errors. 
+Glitches are things never intended by the Devs, but not really a 
+programming error. 
+In King's Quest III I found one glitch, and a useful one. 
+*:> Pirate's no sleep powder glitch 
+     If you forgot to bring the sleep powder or if you messed up in using 
+    it you can do the following 
+    = You still got to wait until the pirates drop the anchor as usual 
+    = Now use the magic map and teleport out of the ship, but at the part 
+      of the map where the ship now is. 
+    = Exit East 
+    = You can see the island, however swimming to it will get you eaten by 
+      the shark 
+    = Use the magic map, and you can see the beach of Daventry on it. 
+      Teleport to it and you're safe. Now you can finish the game as normal 
+   
+*:> Abominable Snowman aftermath 
+     I also found out that the rock after the abominable snowman are a bit 
+    buggy and sometime make you fall down for no reason. So save a lot in 
+    this area.   
+                                                            BCK0000000001 
+=========================================================================== 
+Inventory Items 
+=========================================================================== 
+Item:> Empty Cup 
+       = Found: Dining Room 
+       =  Used: Scoop ocean water with it 
+ 
+Item:> Mutton 
+       = Found: Kitchen 
+       =  Used: Feed Manannan if you cannot get rid of him yet 
+ 
+Item:> Fruit 
+       = Found: Kitchen 
+       =  Used: Feed Manannan if you cannot get rid of him yet 
+ 
+Item:> Bread 
+       = Found: Kitchen 
+       =  Used: Feed Manannan if you cannot get rid of him yet 
+ 
+Item:> Bowl 
+       = Found: Kitchen 
+       =  Used: Needed to mix your magic potions 
+ 
+Item:> Spoon 
+       = Found: Kitchen 
+       =  Used: Container for mud and needed for several spells 
+ 
+Item:> Knife 
+       = Found: Kitchen 
+       =  Used: Needed for some spells 
+ 
+Item:> Mirror* 
+       = Found: Wizard's bedroom 
+       =  Used: Show to Medusa and her gaze will not turn herself to stone 
+ 
+Item:> Magic Map* 
+       = Found: Wizard's wardrobe 
+       =  Used: Teleport to any location you've been before 
+ 
+Item:> Brass Key* 
+       = Found: Wizard's bedroom 
+       =  Used: Open safe in office 
+ 
+Item:> Rose Essense* 
+       = Found: Wizard's bedroom 
+       =  Used: Needed for spell 
+ 
+Item:> Fly Wings* 
+       = Found: Tower 
+       =  Used: When put in magic rose essense, you temporarily transform 
+                into a fly 
+ 
+Item:> Cat Hair* 
+       = Found: Pull out of cat 
+       =  Used: Used to make the Cat Cookie 
+ 
+Item:> Purse* 
+       = Found: Steal from thieves 
+       =  Used: Need to buy items in store 
+ 
+Item:> Dog Hair* 
+       = Found: Dog in the store 
+       =  Used: For Dough in Ears spell 
+ 
+Item:> Fish Oil* 
+       = Found: Buy in store 
+       =  Used: For spell 
+ 
+Item:> Lard* 
+       = Found: Buy in store 
+       =  Used: For spell 
+ 
+Item:> Salt* 
+       = Found: Buy in store 
+       =  Used: For spell 
+ 
+Item:> Empty Pouch* 
+       = Found: Buy in store 
+       =  Used: For spell 
+ 
+Item:> Porridge 
+       = Found: In the bear's house 
+       =  Used: Put the cat cookie in it to poison Manannan 
+ 
+Item:> Thimble* 
+       = Found: In the bear's house upstairs 
+       =  Used: Collect dew from the bear's garden 
+ 
+Item:> Thimble of Dew* 
+       = Found: Bear's garden 
+       =  Used: Needed for spell 
+ 
+Item:> Magic Wand* 
+       = Found: In the wizard's safe 
+       =  Used: Needed for ALL spells. Must always be in the safe if you 
+                don't need it or the wizard will kill you! 
+ 
+Item:> Mandrake root powder* 
+       = Found: Manannan's secret lab 
+       =  Used: Spell Ingredient 
+ 
+Item:> Powdered fish bone* 
+       = Found: Manannan's secret lab 
+       =  Used: Spell Ingredient 
+ 
+Item:> Saffron* 
+       = Found: Manannan's secret lab 
+       =  Used: Spell Ingredient 
+ 
+Item:> Toad Spittle* 
+       = Found: Manannan's secret lab 
+       =  Used: Spell Ingredient 
+ 
+Item:> Toadstool powder* 
+       = Found: Manannan's secret lab 
+       =  Used: Spell Ingredient 
+ 
+Item:> Nightshade juice* 
+       = Found: Manannan's secret lab 
+       =  Used: Spell Ingredient 
+ 
+Item:> Cat Cookie* 
+       = Found: Created from: TRANSFORMING ANOTHER INTO A CAT 
+       =  Used: Put in the porridge to poison it 
+ 
+Item:> Poisoned porridge 
+       = Found: Put the cat cookie in the porridge and the wizard will 
+                never now you're trying to poison him. 
+       =  Used: Feed to the wizard and he'll turn into a cat and YOU'RE 
+                FREE! 
+ 
+Item:> Chicken Feather* 
+       = Found: Get from chickens 
+       =  Used: Spell ingredient 
+ 
+Item:> Eagle Feather* 
+       = Found: Get from an eagle flying in the forest 
+       =  Used: Use in the magic rose essense to temporarily become an 
+                eagle 
+ 
+Item:> Ocean Water* 
+       = Found: Get from the ocean. (you need the empty cup for this) 
+       =  Used: Spell ingredient 
+ 
+Item:> Mud* 
+       = Found: Get from the river south of the bear house. (You need a 
+                spood for this) 
+       =  Used: Spell Ingredient 
+ 
+Item:> Snakeskin* 
+       = Found: Desert 
+       =  Used: Spell ingredient 
+ 
+Item:> Cactus* 
+       = Found: Desert 
+       =  Used: Spell Ingredient 
+ 
+Item:> Three Acorns* 
+       = Found: On the ground below the thief's tree 
+       =  Used: Ingredient sleep powder 
+ 
+Item:> Empty Lard Jar* 
+       = Found: Got during the becoming invisible spell 
+       =  Used: and is used in the very same spell 
+ 
+Item:> Amber Stone* 
+       = Found: Given by the Oracle 
+       =  Used: You can use it for the TELEPORTATION AT RANDOM spell if you 
+                please. 
+ 
+Item:> Dough in Ears 
+       = Found: Spell: UNDERSTANDING THE LANGUAGE OF THE CREATURES 
+       =  Used: The only item you can create with a spell that will not 
+                cause Manannan to kil you, because you cannot hide it (and 
+                if your inventory is stole this time will remain). Having 
+                this item will cause the animals to be able to speak with 
+                you. You cannot talk to them (only Manannan's cat will 
+                respond to you, but very likely it does not understand what 
+                you are saying). You can get some great background 
+                information from the animals this way, though this item is 
+                not required to finish the game 
+ 
+Item:> Magic Stone* 
+       = Found: Spell: TELEPORTATION AT RANDOM 
+       =  Used: If you rub it, you will teleport to a random location. 
+                There is a limit though. If you use it inside Manannan's 
+                castle, you will only be taken to a different room inside 
+                the castle. The same goes if you use it in the forest etc. 
+                This item is not worth creating unless you wish to get a 
+                perfect score 
+ 
+Item:> Sleep Powder* 
+       = Found: Spell: CAUSING A DEEP SLEEP 
+       =  Used: Put the pirates to sleep when you arrive at the coast of 
+                Daventry, so you can escape the ship 
+ 
+Item:> Storm Brew* 
+       = Found: Spell: CAUSING A STORM 
+       =  Used: Kill the dragon which is keeping you sister hostage 
+ 
+Item:> Invisibility Ointment* 
+       = Found: Spell: BECOMING INVISIBLE 
+       =  Used: The dragon cannot see you any more 
+ 
+Item:> Magic Rose Essense* 
+       = Found: Spell: BECOMING AN EAGLE OR A FLY 
+       =  Used: Allows you to become an eagle or a fly 
+ 
+Item:> Empty Purse* 
+       = Found: Pay the last of your gold to the sailors to get a trip to 
+                daventry 
+       =  Used: Useless, but you just get it in an action you are required 
+                to perform anyway 
+ 
+Item:> Shovel 
+       = Found: Hidden on Pirate's ship 
+       =  Used: Dig up treasure 
+ 
+Item:> Treasure Chest 
+       = Found: You can dig it up on the Daventry Beach 
+       =  Used: Useless, but good for the points 
+ 
+                                                            BCK0000000002 
+=========================================================================== 
+Deaths 
+=========================================================================== 
+DIE:> If the wizard catches you with any item marked with a *, he'll kill 
+      you 
+DIE:> If the magic wand is not in the safe when the wizard appears, he'll 
+      kill you 
+DIE:> If you did not properly cover up you've been in the wizard's secret 
+      lab, you are dead! 
+DIE:> If you touch the cat in the stairs to the lab you'll fall over him 
+      and die 
+DIE:> Falling off a mountain pass will in 98% of the cases result into your 
+      death 
+DIE:> Falling off the thief's rope ladder 
+DIE:> Kick out the treehouse by the thief 
+DIE:> Messed up a magic spell 
+DIE:> Eaten by the spider guarding the spider cave 
+DIE:> If you see Medusa you'll get petrified 
+DIE:> If you go too far in the ocean you'll eventually get exhausted and 
+      drown 
+DIE:> If you go too far into the desert you'll sooner or later die of 
+      dehydration 
+DIE:> If the pirates catch you doing things they don't like, or if you 
+      exceed the time limit on their ship they'll make you walk the plank. 
+      A hungry shark will thank them for that. 
+DIE:> Falling off the upper deck onto the middle deck on the pirate's ship 
+      will mean death 
+DIE:> Go into the sea in Daventry and a shark will eat you 
+DIE:> Taken by the abominable Snowman 
+DIE:> Killed by the dragon 
+                                                            END0000000000 
+=========================================================================== 
+Copyright 
+=========================================================================== 
+This FAQ has been written and been copyrighted by Jeroen P. Broks aka 
+Tricky. 
+It has been licensed as:  
+Creative Commons: Attribution-NonCommercial-NoDerivatives 4.0 International 
+  
+http://creativecommons.org/licenses/by-nc-nd/4.0/ 
+                                                            END0000000001 
+=========================================================================== 
+Contacting me 
+=========================================================================== 
+First and most of all, DON'T try to e-mail me. E-mail addresses shown in 
+public are always only shown because some websites require me to and which 
+are as a result of that overflooded with spam and therefore never dug 
+through. In other words, your mail will very likely NEVER be seen at all! 
+Some websites have an internal personal message system. GameFAQs has that 
+system for example. Problem is I only visit GameFAQs to host my FAQs 
+because they are the biggest medium for FAQs and when I got nothing to 
+upload, you'll hardly see me there, so your messages there will also very 
+likely not reach me at all. When you see this FAQ on sites other than my 
+own or GameFAQs, it's very likely I don't even know it's hosted there, and 
+due to the Creative Commons license, hey I don't even have to know :) 
+So, if you have any questions or remarks regarding my FAQs, please go to my 
+own FAQ site at: http://faq.tbbs.nl and make your comment or your question 
+right there. When you post there, I will always know immediately and very 
+likely I will answer in only a few days, if you are lucky even the same 
+day. 
+Oh yeah not to sound arrogant or anything, but I'll give you a glimpse of 
+some mails/comments/spam I received in the past on my FAQs and those are 
+the kind of messages that will most likely not get answered. Here I give 
+you my reply at forehand! 
+*:> Not to be rude but you know NOTHING about this game? 
+    = Not to be rude, but you write NOTHING I have to know about this game. 
+       
+    = I also need you to know that most games I wrote FAQs on have been 
+      played over and over about 20 times or more, and games I played less, 
+      will very likely get a FAQ update after another 10 or 20 
+      playthroughs. How many FAQ writers can say the same? (No, I'm not 
+      being arrogant. I'm just an idiot for doing that, but I like doing 
+      that) :P 
+   
+*:> You did not cover even half you should cover 
+    = Then give me the other half 
+   
+*:> Me gustan tus FAQs 
+    = Yo no comprendo 
+    = In other words only send your mails in English or Dutch. Those are 
+      the only two languages I know good enough to have a conversation in. 
+  
+*:> Fix your English 
+    = Be glad I write in English. If I spoke my own language you may not be 
+      able to understand me, at all. 
+   
+*:> Hey idiot, fix your FAQ! 
+    = Hey idiot, fix your manners! 
+   
+*:> I got the best viagra for sale 
+    = If I would ever need that stuff you will NOT be the one I'd buy it 
+      from! 
+   
+*:> Your stories about how copyrights work are incorrect 
+    = Obviously unlike you, I've read all proper documentation about that 
+      subject and even spoken with the guys who actually deal with stuff 
+      for a living. I'm not claiming to be an expert but I told you what I 
+      know and also what I needed to know for my other activities outside 
+      of FAQ writing. 
+    = Perhaps this is interesting: 
+      http://www.copyrightservice.co.uk/copyright/p01_uk_copyright_law 
+      (This is the UK version of the document, but copyright is an 
+      internationally set up phenomenon, and the core of the copyright 
+      rules are the same in all countries in which the copyrights are part 
+      of the law). 
+   
+*:> You SUCK in levelling up (I often hear that about my RPG FAQs) 
+    = You need to cheat your way through a game by grinding? 
+   
+*:> I simply LOVE your FAQs. Thanks a lot. 
+    = You're welcome. I'm glad they were helpful ;) 
+   
+ -- == END OF DOCUMENT == -- 
+       
+
+
+ +

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+ + + + + + + + \ No newline at end of file diff --git a/walkthroughs/kings_quest_3/oocities_walkthrough.html b/walkthroughs/kings_quest_3/oocities_walkthrough.html new file mode 100644 index 0000000..e011fec --- /dev/null +++ b/walkthroughs/kings_quest_3/oocities_walkthrough.html @@ -0,0 +1,896 @@ + + + + + + + + + + + + + + + + King's Quest III: To Heir is Human - Walkthrough + + + + +
+

+King’s Quest III: +To Heir is Human +
Walkthrough

+Note: This walkthrough +gives a complete description of how to finish the game with the maximal +score possible. Still, there are more things do discover in the game than +you will get by following this walkthrough. The most interesting alternate +solutions to problems encountered in the game are therefore presented here +as well. Don't consult this walkthrough immediately when you get stuck +in the game. At least read my General Adventure +Gaming Tips first and try out some of the things suggested there. It's +never as rewarding to finish an adventure game if you've had to use a walkthrough +to do it! +

+Introduction

+You begin in the +entrance hall of Manannan's house. Wait a few seconds and he will magically +appear and tell you to perform some chore. You'll better obey him, or there +will be trouble. There are five chores he may ask you of, and here's what +to do for each one of them: + +From time to time, +he will tell you to perform one of these tasks later on as well. When this +happens, perform them immediately to avoid getting punished. +
+

+Map of Manannan's +House

+ +
+ +

+Manannan's house

+As long as Manannan +is home you cannot do much. He has forbidden you to enter his study or +bedroom except for when you're performing some chore there, so stay out +of them. Instead, walk to the right into his dining room. There is a tin +cup on the table there. Walk up to it and get +cup. Then walk +up to the wall, left of the fireplace. There's a knife and a serving spoon +hanging on a rack there. get +knife and get +spoon. Continue +left to the kitchen shelf. There's a clay bowl on it. get +bowl. You cannot +do much more than this while Manannan is still at home, so wait until five +minutes has passed. Manannan will magically appear and tell you that he's +decided to take a journey. As he disappears you are free to explore the +house. +
First, walk +upstairs from the entrance hall and enter Manannan's bedroom. At the foot +of Manannan's bed is a mahogany vanity. Walk up to it and open +drawer. You will +get the hand mirror that was inside. Next, walk over to the closet to the +right. look +closet. Ah, there +is something on top of it! look +above closet. +You've found a small brass key. Next, open +closet look +behind clothes +to find an ancient parchment map. close +closet. Continue +to the dresser against the right wall and open +drawer. Inside +is a vial of rose petal essence that you eagerly take. If you now examine +your inventory you will find that the things you just got are all marked +with a star in the inventory list. This indicates that Manannan must not +find you carrying these items, for he will kill you instantly if he does. +You must find a good place to find them before he returns home. But there's +no hurry yet. Walk out of the bedroom and continue up the stairs to the +tower. There's not much to do up in the tower, but there's a dead fly on +the floor. Walk up to it and get +fly. Actually, +all you need is the fly wings, and that's what you'll get. Walk down the +stairs again and return to the entrance hall. Now, head for Manannan's +study. Walk up to the oak cabinet to the left and unlock +cabinet. It turns +out that the brass key you got from the bedroom fits perfectly, and inside +you'll find Manannan's magic wand. Now, walk over to the bookshelf to the +right. look +books. You will +discover a glint of metal behind them. push +book. A lever +is concealed behind it. pull +lever. As you +do, a secret trapdoor opens in the floor, revealing a staircase leading +down below the floor. Walk down the stairs. If Manannan's black cat is +sitting here, walk back up and down again until he's gone. If he's there +and you walk past him, you will slip on his tail and fall to your death. +Walk down the stairs and you arrive in Manannan's secret laboratory. This +is where he prepares all of his spells. It would be useful if you could +learn a few of these spells. Among the many strange items in the wizard's +shelves are many useful spell ingredients that will come in handy. get +powdered fish bone, +get +nightshade juice, +get +mandrake root powder, +get +saffron, get +toad spittle and +finally get +toadstool powder. +Now it's time for some magic! Walk up to the large book on the oak table +and turn +to page IV. Next, +do the following: First, put +a pinch of saffron in essence. +Next, recite the following verse: +
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. +
Next, wave +the magic wand. +Now you have a potion that can turn you into a fly or an eagle if you dip +some fly wings or an eagle feather into it. +

(Note: The +page numbers and descriptions of how to prepare the magical spells in this +game are printed in the game manual and serves as a copy protection for +the game. However, as this game is so old and these instructions has been +reprinted in various King's Quest-related literature, they will be reprinted +here as well. This can hardly hurt sales of the game. In fact, as the game +isn't even sold anymore there should be no problem!) +

More ingredients +are needed to make other spells, so it's time to leave the laboratory. +Return up the stairs, walk over to the bookshelf, +pull +lever and push +book. With everything +put back in its place, your visit downstairs should go unnoticed. But there +is still time for some exploration! Walk out of Manannan's house and head +for the path down. This path can be quite tricky, so save often and watch +your step! Once down you are free to walk around the Llewdor countryside +for a short while. Manannan will not return home before 30 minutes has +passed. +

+

+Map of Llewdor

+ +
+ +

+Llewdor

+First, walk one +screen to the right and one screen down. You will arrive in a quaint seaside +town with a store and a tavern. The store has many useful things for sale, +but without money you cannot get them. So head for the tavern and open +door. There should +be two men inside. They are bandits and quite dangerous. Still, they should +know where to find money more than anyone else. But they won't just tell +you even if you ask nicely. It's time for some magic! dip +fly wings into essence. +You will turn into a fly. Fly over to the bandits and wait for them to +speak. They will tell you something about a secret hideout in an oak tree +and a rope hidden inside it. Fly out of the tavern and continue two screens +to the left. This is the oak tree the bandits were talking about. If you +fly in front of the hole at the base of the tree you will enter it and +see the rope inside. Fly back out of the tree and recite the following +verse to turn back into your human form: Fly, +begone! Myself, return! +The ground below the tree is full of acorns. get +acorns. You're +looking for dried ones and they are hard to find. If you're not successful, +walk over to another spot and try again until you find some. Next walk +over to the hole and pull +rope. A rope ladder +will fall down. Walk up the ladder and up to the shack above. This is the +secret hiding place of the bandits. They won't like you to pay them a visit +though, so look +inside shack to +check if someone is at home. If you see somebody walking around inside, +return down the ladder and go up and look again. Repeat this until you +see somebody sleeping inside. Now walk into the shack. On the table lies +a coin purse. Walk over to the table and get +purse. This purse +contains 8 gold coins. Now quickly walk out of the shack and climb back +down the ladder to the ground. +

(Note: As +the bandits hang out in these parts of the forest, you should watch out! +If they catch you they will rob you of all your possessions. If they do +this, you can retrieve the stuff by returning to their shack. Walk over +to the bin at the top right corner of the shack, open +bin, get +all and do +not forget to get the purse from the table again before you leave. But +you shouldn't have to do this if you stay near to a screen edge and run +away as soon as the bandits appear.) +

Walk two screens +right, back to the town and up to the door of the store. open +door and walk +up to the counter. There are a number of useful items to buy here. buy +a pouch, buy +salt, buy +fish oil, buy +lard. Then walk +over to the dog on the floor and pet +dog to get a wad +of fur from him. Exit the store. +
It should +be about time to return up the mountain. But you don't have to walk all +the way. look +map to discover +it's a magic map that has recorded all the places you've visited. There +is an arrow that you can move around to select a part of the map. Make +sure it points on the square with the mountain on it and press F6 +to magically teleport there. You still have to walk up the mountain though. +When you're on the top, enter Manannan's house and walk into his study. +You must now put the magic wand back in the cabinet as it was before you +took it. Walk up to the cabinet and unlock +cabinet to put +the wand back inside. Now you have to get rid of all the other things you're +carrying. Walk upstairs and continue one screen to the right. This is your +bedroom, a place Manannan never visits and therefore the best possible +hiding place for everything you carry with you. Walk up to the bed and +hide +all under bed. +Return down to the entrance hall and wait for Manannan to arrive. He will +tell you that he's hungry, so you'll better feed him. Walk right into the +dining room where Manannan is waiting for his meal and continue into the +kitchen. Walk up to the table to the right. There's some food on it. get +food. Walk back +to the dining room beside Manannan and give +any of the food items to him. It doesn't matter if you select the bread, +fruit or mutton. Manannan will leave the table after finishing his meal, +and all you can do is hang around for five minutes. Eventually he will +tell you that he's going to take a nap in his bedroom. By now you may have +figured out that Manannan follows a very strict schedule. He's at home +for five minutes of game time, and then he will either take a journey or +go to sleep for 25 minutes. This is when you are free to explore his house +and the Llewdor countryside. +
It's time +for your second journey! Walk up into your bedroom and get +all from under bed. +As you now have the magic map you don't have to walk all the way down the +mountain again. Just look +at map, move the +arrow over to the town and press F6 +to go there directly! From the town, walk one screen down and up to the +left tree. It has some mistletoe growing on it. get +mistletoe. Walk +back up to the town and another screen up. There is a small stream here. +Walk up to the edge of it and get +mud. The spoon +you got from the kitchen is now filled with mud from the stream. Walk down +the stream into the ocean one screen to the right and get +ocean water. The +tin cup you were carrying is now filled with water from the ocean. Now +look +at map again and +use it to teleport to the oak tree where the bandits have their hideout. +From here, continue one screen to the left into the desert. When you enter +this screen, instantly turn so you're facing down. This must be done because +soon Medusa will appear, and if you look at her you will turn to stone. +As she approaches you, show +mirror to medusa. +This must be done when she's close to you but before she is able to touch +you. When she sees her own reflection in the mirror, she turns into stone +herself and is rendered harmless. There's a small cactus growing right +next to the stone to the left. Walk over to it and get +cactus. Now walk +two screen up. There's a dried snake skin lying on the ground here. Walk +up to it and get +snake skin. Next, +look +at magic map and +teleport to the screen below the mountain path screen. From there, walk +one screen down. This is the house of the Three Bears. Depending on chance, +the Three Bears are either at home or away. If you see Mama Bear in the +garden or no bear at all, return one screen up and re-enter. Do the same +if you see the Three Bears returning from a walk through the forest. But +if you see them leaving from a walk, you are safe to stay and enter their +house. Walk up to the door and open +door. Once inside, +walk over to the kitchen table where three bowls of porridge sits. Walk +over to the smallest one in the middle and get +porridge. Then +walk upstairs and up to the dresser to the right. open +drawer. Inside, +there's a silver thimble. get +thimble. close +drawer and walk +back out of the house. Standing in the garden get +dew. The thimble +is now filled with dew from the flowers in the garden. Now you have nearly +everything you need to prepare all the other spells in Manannan's book. +Walk two screens up to the place where the mountain path begins (and watch +out for the bandits on the way). Wait here for a few seconds until an eagle +appears. If it doesn't, walk one screen to the right and then return. The +eagle can appear in any of these two screens, and even on other places +in Llewdor. Expect a couple of attempts before it appears. When it does, +it sometimes drops a feather while flying by. If it doesn't, keep walking +back and forth between the screens until you're more successful. When the +feather has dropped to the ground, walk over to it and get +eagle feather. +Now continue one screen to the right and one screen up from the  mountain +path screen. There is a cave entrance here, covered with a huge spider +web. Don't walk over to the web. Instead, dip +eagle feather in essence. +Now you have turned into an eagle. Fly over to the web, and you will automatically +grab the spider in your claws and fly it to the ocean where it is dropped. +When you have returned to the cave screen you will turn back into your +human form. Enter the cave. Inside is an oracle that tells you of a three-headed +dragon that invaded Daventry years ago and lets you know that you are the +brother of its next victim, Princess Rosella. Now you know your fate: To +travel to Daventry and save your sister! The oracle gives you an amber +stone. There is nothing more to do here, so exit the cave and walk back +one screen down and one screen left to the mountain path (or teleport using +the map if you prefer that). Walk up the path back to the top of the mountain. +At the gate to the chicken coop, +open +gate to enter. +Walk over to a chicken and get +chicken. get +chicken feather +and then open +gate again to +exit the chicken coop. Walk over to the door to the house and open +door. Now all +you need before going back to the laboratory is one final ingredient. Manannan's +black cat is roaming freely around the house. Find it by walking in and +out of the rooms until you see it. Walk over to the cat and get +cat. This may +take several attempts as it is quite hard to catch. Once you have it in +your grasp, get +cat hair. Now +enter Manannan's study. unlock +cabinet, push +book and pull +lever like before +and walk down into the laboratory. Remember to watch out for the cat on +the way! Once down, walk over to the book and turn +to page xxv. This +is the spell for transforming another into a cat. To prepare it, do the +following: put +the mandrake root powder in a bowl, +put +the cat hair in a bowl, +put +two spoons of fish oil in the bowl, +stir +the mixture with a spoon, +put +the dough on the table +and shape +the dough into a cookie. +Next, recite this verse: +
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. +
Finally, wave +the magic wand. +Now you have a cookie that turns the one who eats it into a cat. This might +be your key to getting rid of Manannan! But he won't just let himself be +fooled by a cookie with cat hair sticking out of it, so put +cat cookie in porridge. +With the cookie crumbled up in the porridge, it is impossible to discover. +But time is short and Manannan will soon wake up. Therefore, walk back +upstairs, pull +lever and push +book like before, +walk over to the cabinet and unlock +cabinet to put +the magic wand back in place. Then walk upstairs into your room and hide +all under bed. +But as you need the porridge, get +porridge from under bed. +Walk back down to the entrance hall and wait for Mannanan to wake up. Once +again, he's hungry. Walk into the dining room, up to Manannan and give +porridge to manannan. +Without any suspicion he eats the whole bowl and suddenly turns into a +black cat. Congratulations! Manannan is no more and you are free to walk +wherever you want! Time to prepare the rest of the spells! Go up to your +room and get +all from under bed. +Then go down to the study, unlock +cabinet, push +book and pull +lever like before +and go down to the book in the laboratory. Once there, turn +to page II. This +is the spell for understanding the language if creatures. To prepare it, +do the following: put +the small feather in a bowl, +put +the dog fur in the bowl, +put +the reptile skin in the bowl, +add +a spoonful of powdered fish bone, +put +a thimbleful of dew in the bowl, +mix +with hands, separate +mixture into two pieces, +put +dough pieces into ears +and recite this verse: +
Feather +of fowl and bone of fish, +
Molded +together in this dish, +
Give +me wisdom to understand +
Creatures +of air, sea and land +
Next, wave +the magic wand. +For the next spell, teleportation at random, turn +to page vii. For +this spell, grind +a spoon of salt in a mortar, +grind +the mistletoe in the mortar, +rub +the stone in the mixture, +kiss +the stone and +recite this verse: +
With +this kiss, I thee impart, +
Power +most dear to my heart. +
Take +me now from this place hither, +
To +another place far thither. +
Next, wave +the magic wand. +The next spell is for causing a deep sleep. turn +to page xiv. Then +follow these directions: grind +the acorns in a mortar, +put +the acorn powder in a bowl, +put +the nightshade juice in the bowl, +stir +the mixture with a spoon, +light +a charcoal brazier, +heat +the mixture on the brazier, +spread +the mixture on a table +and recite this verse: +
Acorn +powder ground so fine +
Nightshade +juice, like bitter wine, +
Silently +in darkness you creep +
To +bring a soporific sleep +
Next, wave +the magic wand. +Now a spell for brewing a storm. turn +to page lxxxiv. +Follow these directions: put +a cup of ocean water in a bowl, +light +a charcoal brazier, +heat +the bowl on the brazier, +put +a spoon of mud in the bowl, +add +a pinch of toadstool powder, +blow +into the hot brew +and recite this verse: +
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. +
Next, wave +the magic wand +and pour +the storm brew into the jar. +Finally you should prepare a spell for becoming invisible. turn +to page clxix +and follow these directions: cut +the cactus with a knife, +squeeze +the cactus juice on spoon, +put +the cactus juice in a bowl, +put +the lard in the bowl, +add +two drops of toad spittle, +stir +the mixture with a spoon +and recite this verse: +
Cactus +plant and horny toad +
I +now start down a dangerous road +
Combine +with fire and mist to make +
Me +disappear without a trace. +
Next, wave +the magic wand +and put +ointment in the empty lard jar. +
Finally you +are done with the spells and can leave Manannan's house forever. look +at map. Teleport +to the town again. Walk over to the tavern and open +door. There are +some sailors here now. talk +to sailors. They +might offer you a ride if you have enough gold to pay for the trip. give +purse to sailors. +Fortunately they accept it and allow you to board their ship. Walk out +of the tavern and two screens right. Cross the gangplank onto the ship. +Oops! It turns out to be a pirate ship, and now you're their prisoner! +

+

+Map of Pirate +Ship

+ +
+ +

+The Pirate Ship

+Your first mission +on the pirate ship is to get out of the hold. Walk one screen to the right +and up to the small crate there. get +crate Now carry +the crate back to the left screen and walk with it to the left of the large +crate directly below the rope ladder. Standing directly beside the large +crate, drop +crate. Now jump +onto crate to +get onto the small crate. jump +onto crate again +to get onto the larger one. Walk directly under the ladder and jump +up to ladder. +When on the ladder, climb up and out of the cargo hold. At the next screen +you will see the captain's cabin to the left. If the captain is in it, +walk one screen to the right and return. Repeat this until the captain +is gone. Walk into his cabin and up to the chest at the foot of his bunk. +open +chest. look +inside chest. +Inside are all of your possessions that you eagerly take back. Now walk +back one screen to the right. At the base of the lifeboat here is a shovel. +Walk over to it and get +shovel. If either +some pirates or the captain himself appears as you do these things, quickly +walk away from them. If they catch you, they will throw you back into the +hold and you will have to get your possessions back again in the same way. +If you are captured multiple times you will have to walk the plank and +become shark food. Therefore, avoid getting caught! Once you have the shovel +and the rest of your possessions, climb back down into the hold, where +you are safe. Walk one screen to the right and check out if there are any +mice scurrying to and fro on the floor. If not, return back and re-enter +until there are. Eventually you will hear them talking about a buried treasure. +There is little more to do on the ship now. Just wait patiently until the +ship has sailed all the way over the ocean. You can see its progress on +the magic map. When you hear the lookout shouting "Land Ho!", walk back +to the part of the hold where you started and pour +sleep powder on floor. +Then recite: Slumber +henceforth! The +pirates has now fallen asleep and you are free to escape from the ship. +jump +onto crate, jump +onto crate and +jump +up to ladder like +before and climb all the way up to the upper deck, two screens above. Walk +off the ladder to the right and walk to the other ladder and climb down. +Continue off the screen to the right and walk up, off the deck of the ship. +You will fall into the water. Now swim off the screen to the right and +you'll see a beach. Swim towards the beach. A shark is hunting in this +area, so watch out! Swimming off a screen edge and then returning may save +you from it. +
+

+Map of Mountain +Path

+ +
+ +

+Climbing the mountains

+Once you're on +the beach, walk one screen to the right. There's a palm tree here. Walk +over to it and position yourself directly to the right of it. Walk exactly +five paces to the right of the palm tree, just like the mice described +it, and dig. +If you're at the right spot, you should find a treasure chest and take +it with you. If not, try digging again at a nearby spot until you find +it. Now walk one screen up and one screen to the right. A tricky mountain +path starts here. Follow it back to the screen to the left. A rock blocks +off the path here. Walk up to the rock and you'll automatically start climbing +it. Climb up, right and finally down off the rock and you should be standing +on the upper part of the path. Now walk back to the right screen and continue +up along the path. Follow the path over to the next screen. There is a +small waterfall here. Walk up to the waterfall and climb it. You will arrive +at the snowy summit of the mountain. The Abominable Snowman lives here. +dip +eagle feather in essence +and fly two screens to the right, passing his cave. On the screen to the +right of the cave screen you will return to your human form. Walk one screen +down. Congratulations, you've managed to pass the Abominable Snowman! But +there are more dangers ahead. At this cave maze, begin by climbing slightly +to the left and then down onto the path below. Walk into the upper left-hand +cave. After a few seconds you will come out of the upper right-hand cave. +Walk to the left edge of the narrow path here and up so you're climbing +the cliff again. Climb left and down, carefully passing the narrow cliff +part to the right of the center cave. Once you're down at the bottom middle +path, walk into the adjacent cave to arrive at the bottom left part of +the screen. Here, climb straight up and then to the right on to the path +at the center cave. Enter it and you'll arrive at the bottom right cave. +Phew! You've passed the cave maze and are free to continue off the screen +to the right. Follow the now descending mountain path for two screens. +You will slip down the final part of the path, arriving in a familiar-looking +place! +
+

+Map of Daventry

+ +
+

+

+ +

+Return to Daventry

+You've made it +to Daventry, but it's not the place it used to be. Walk one screen to the +left and you'll find the old well, filled with rocks. Walk one screen up +and you'll see a run-down shack with a withered gnome sitting on its porch. +talk +to gnome. He'll +tell you what's happened to Daventry and informs you that your real name +is Prince Alexander. Now you must go and save your sister from that three-headed +dragon! Return one screen down and one to the right, where you arrived +in Daventry. Enter the cave and walk up the ladders that King Graham once +climbed during his quest to find the Three Treasures of Daventry. At the +top of the ladders begins the Land of the Clouds. This is where the dragon +has its dwelling. You can't let him see you, so rub +invisibility ointment on body. +With the dragon unable to see you, walk one screen to the left. To kill +him, stir +storm brew with finger +and recite the following verse: Brew +of storms, Churn it up! +Lightning strikes the terrible dragon and he falls to the ground, dead! +Walk over to the girl tied to the pole and untie +girl. talk +to girl six times +for an interesting and sometimes amusing conversation. With Rosella free, +walk back to the cave entrance and down the stairs. Continue left to the +old well and then up to the gnome's house. Rosella will follow you automatically. +As the gnome runs ahead of you to announce your triumphant return, follow +him one screen up to the castle. Now sit back and enjoy the ending sequence! +Congratulations! You've finished King's Quest III: To Heir is Human! +

+Alternate solutions

+You can use the +spells for other things besides the places where you must use them. For +instance, the sleeping spell can be used to put the bandit in the shack +to sleep if you want to. The teleportation spell can be used to escape +from many dangers, such as the bandits, the pirates or the Abominable Snowman. +Escaping the snowman through teleportation is an alternate method to transforming +into an eagle, and gives you just as many points if you succeeed. +
The eagle +feather can be a bit tricky to obtain. If the eagle flies by and drops +one when you're just passing by, take your time to stop and fetch it. You +never know when your next chance will come! +
It is possible +to do everything needed to Kill Manannan during the first time he's away, +but it requires speed and efficiency. You can also take your time and use +more than two journeys to collect everything. Just keep in mind that your +time as a slave boy for Manannan is running short. Soon, he will dispose +of you and find another young boy to raise as a slave. +
You don't +have to leave the pirate ship by swimming ashore. You can also try to teleport +using the teleportation spell. You don't even have to put the pirates to +sleep if you don't want to, but expect a pirate to appear on the beach +if you don't. And of course, digging for the treasure is purely optional. +
+
+
Back +to King's Quest III: To Heir is Human - Main Page +
Back +to The King's Quest games - Main page +
Back +to The King's Quest Chronicles - Main page
+ + + + + + + + + + diff --git a/walkthroughs/kings_quest_3/the_spoiler_duncan.txt b/walkthroughs/kings_quest_3/the_spoiler_duncan.txt new file mode 100644 index 0000000..a827bc2 --- /dev/null +++ b/walkthroughs/kings_quest_3/the_spoiler_duncan.txt @@ -0,0 +1,755 @@ + + +King's Quest 3: The Heir is Human walkthrough - solution + + + + + + + + +
+ + + + +
+
+King's Quest III FAQ/Walkthrough
+by Andrew Schultz
+[email protected]
+version 1.0.0
+
+ITEMS
+
+A star after the item indicates that Manannan will kill you if he finds 
+it on you.  But you can put every item except the wand in your room.
+
+1.  Chicken Feather*
+  -Outside the house, in the chicken coop
+2.  Cat Hair*
+  -take the cat, then take the hair
+3.  Dog Hair*
+  -take it off the dog at the general store
+4.  Snakeskin*
+  -in the northwest desert
+5.  Fish Bone Powder*
+  -in the wizard's laboratory
+6.  Thimble*
+  -Upstairs at the three bears'
+7.  Thimble & Dew*
+  -In the three bears' garden, once you have the thimble
+8.  Dough in Ears
+  -successfully cast the "listen to animals" spell
+9.  Eagle Feather*
+  -eagle drops it at base of path to house
+10. Fly Wings*
+  -in the observatory
+11. Saffron*
+  -in the wizard's laboratory
+12. Rose Essence*
+  -in the wizard's bedroom
+13. Salt*
+  -buy it at the general store
+14. Amber Stone*
+  -in the spider's cave
+15. Mistletoe*
+  -tree east of three bears'
+16. Magic Stone*
+  -successfully create teleport spell
+17. Nightshade Juice*
+  -in the wizard's laboratory
+18. Three Acorns*
+  -under the bandits' tree
+19. Empty Pouch*
+  -???
+20. Sleep Powder*
+  -create the sleep spell successfully
+21. Mandrake Root*
+  -in the wizard's laboratory
+22. Fish Oil*
+  -buy it at the general store
+23. Cat Cookie*
+  -make the cat transformation spell successfully
+24. Porridge
+  -in the three bears' kitchen
+25. Poisoned Porridge
+  -put cookie in porridge
+26. Cup & Ocean Water*
+  -go to the ocean and fill the cup
+27. Spoonful of Mud*
+  -west of spider cave
+28. Toadstool Powder*
+  -in the wizard's laboratory
+29. Empty Jar*
+  -???
+30. Storm Brew*
+  -create the storm spell successfully
+31. Toad Spittle*
+  -in the wizard's laboratory
+32. Lard*
+  -buy it at the general store
+33. Knife
+  -in the kitchen
+34. Cactus*
+  -in the desert west of the tree
+35. Empty Lard Jar*
+  -remove lard for a spell
+36. Invisibility Ointment*
+  -create the invisibility spell successfully(formerly lard jar)
+37. Magic Wand*
+  -in the wizard's study, in a cupboard
+38. Brass Key*
+  -in the wizard's bedroom
+39. Magic Rose Essence*
+  -create the flying spell successfully
+40. Bowl
+  -in the kitchen
+41. Spoon
+  -in the kitchen
+42. Empty Cup
+  -in the kitchen
+43. Mirror*
+  -in the wizard's bedroom
+44. Empty Purse*
+  -give the bandits cash for "safe transport"
+45. Purse & Gold Coins*
+  -in the bandits' treehouse
+46. Bread
+  -in the kitchen
+47. Fruit
+  -in the kitchen
+48. Mutton
+  -in the kitchen
+49. Shovel
+  -up and to the right of the hold
+50. Treasure Chest
+  -dig for it on the sand
+51. Magic Map*
+  -in the wizard's bedroom
+
+WALKTHROUGH
+
+This may contain extreme spoilers.  Commands IN CAPS are what you should 
+type.  I haven't given all directions but they shouldn't be too hard to 
+figure out.
+
+Manannan should give you a task to do.  It will be one of the following:
+--feed the chickens:  go north of the chicken coop outside and type 
+"feed the chickens."
+--clean the study:  go north from the main hallway to the study 
+cabinet(west corner) and "clean study" with the feather duster.
+--clean the kitchen:  go to the broom on the north wall and type "clean 
+the kitchen."
+--clean the chamber pot:  go to Manannan's bedroom and type "empty 
+chamber pot."
+
+Do this first(or die after five minutes game time,) and you'll have time 
+for the rest of the basic things pretty easily.  You'll want to go to 
+the dining room and TAKE CUP and then TAKE BOWL(west wall), go to the 
+north wall, TAKE KNIFE, TAKE SPOON, and TAKE FOOD by the table.  You'll 
+probably have to wait until Manannan leaves(after five minutes) and make 
+a beeline to his room from there.  You can get a head start, but it's a 
+bit of a gamble.  Sometimes he follows you very closely and will catch 
+you as you remove stuff.  From five to thirty minutes, he will be out of 
+commission, and you may do as you please.  But for one-sixth of the 
+time, steer clear of him.  He will ALWAYS check on you a)25 minutes 
+after he leaves and b)5 minutes after he has come back.
+
+Now, it is possible to get all the items you need and kill Manannan 
+after the first thirty-minute cycle, but you may need more than one.  In 
+order that he does not catch you with magic items you must 1)PULL THE 
+LEVER so the passage to his laboratory is hidden and 2)PUSH THE BOOK so 
+that he doesn't know you've found the trigger.  You must also OPEN 
+CABINET and return the wand.  The final thing to do is to go to your 
+room(S,U,E from the study) and DROP ALL.  Manannan will not know what 
+magical items you possess now.
+
+Many items are randomly available in King's Quest III.  One of them is 
+the cat's hair.  When you are around the cat try to TAKE CAT.  Use F3 if 
+it does not work the first time and just chase him around.  Eventually 
+you'll get him.  TAKE HAIR.
+
+In Manannan's room, you will find the mirror in the left drawer(OPEN 
+DRAWER), the essence in the right drawer(OPEN DRAWER but stand back a 
+bit),  the key above the closet(LOOK ON TOP OF CLOSET) and the 
+map(SEARCH CLOSET).  Go up to the observatory(S,NE) and GET FLY.  From 
+there SW, W, D, S, OPEN DOOR at chicken coop, GET CHICKEN and GET 
+FEATHER.
+
+The mountain path is not too tricky to navigate.  After you have gotten 
+behind the big rock, do not go west but rather all the way south and 
+then east.  Save frequently.  Now once you get to the next screen, go 
+back to the previous screen.  LOOK MAP.  Hit F6 and you will be 
+teleported to the base of the cliff.  Neat, huh?  The map will become 
+more useful as you visit more places.
+
+There are some multi-solution items to get rid of first.  An eagle 
+randomly flies by and drops a feather.  At the base of the mountain or 
+to the east are good places to wait, but you may want to save your game 
+and restore if you're not lucky after two minutes.  The place east also 
+contains some mud banks where you can GET MUD with the spoon(you can get 
+the mud anywhere with banks but this is easiest.)  Go north, GET 
+MISTLETOE, then west.  OPEN DOOR to see if the Bears are in.  If not, 
+walk in until you see porridge on the table, then TAKE PORRIDGE, go 
+upstairs, OPEN DRAWER, GET THIMBLE, exit the house, and GET DEW in the 
+garden.    Go north, west, GET ACORNS(this will probably require a few 
+tries) and now you can "cheat" a bit.  GRAB HOLE and a rope ladder will 
+come down.  Climb the rope and save while you do(it's easy to fall), 
+enter the treehouse at the top, and when the bandit is sleeping GET 
+PURSE and get out of there.  Climb back down.  Go west.  Now go south 
+and type USE MIRROR but don't use it until Medusa is close(walk 
+continually south.  When she is in view hit the south key and when she's 
+close hit F3.  You'll get her.)  From west of the acorns you can GET 
+CACTUS(the small one by the rock, on the east side) and also GET 
+SNAKESKIN two south of the cactus.  Go all the way east, GET WATER and 
+go west and south twice where you will want to enter the store.  PET DOG 
+to get the dog hair, BUY FISH OIL, BUY LARD, BUY SALT, and BUY EMPTY 
+POUCH.  Now LOOK MAP, push F6 where the mountain base is, and climb back 
+up north(unfortunately you have to climb!)  Go north to Manannan's 
+study, go to the cabinet, OPEN CABINET to get the wand, search the east 
+bookcase, and type LOOK BOOKCASE and PUSH BOOK and PULL LEVER when you 
+find something interesting.  Climb down the stairs and if you see the 
+cat climb back up and down until he's gone.  Climb down to the bottom of 
+the staircase.  You're in the laboratory, so you will want to go to the 
+shelf and TAKE SAFFRON, TAKE MANDRAKE ROOT, TAKE NIGHTSHADE JUICE, TAKE 
+FISH BONE POWDER, TAKE TOAD SPITTLE, TAKE TOADSTOOL POWDER.  Go to the 
+spell book(stand north of it) and create as many spells as you cab.  You 
+should be able to make them all, except the teleportation spell.  
+Unless, of course, you do not have enough time.  I recommend making the 
+Cat Cookie first, and PUT COOKIE IN PORRIDGE.
+
+However quickly you do things, you'll still have to prepare for 
+Manannan's return.  Do so by 1)PULL LEVER, 2)PUSH BOOK, 3)OPEN CABINET 
+in the study.  Then 4)go to your room(south, up, east) and DROP ALL and 
+TAKE PORRIDGE, which the wizard will not recognize.  Make sure it is 
+POISONED PORRIDGE in your item list.  Smile innocently when Manannan 
+appears and feed him the porridge in the dining room east of the main 
+hall.  Once he's turned into a cat you can pick up the items or create 
+the spells you didn't get around to.  [NOTE:  if you haven't put the 
+cookie in the porridge yet, feed Manannan the bread, mutton or fruit and 
+make sure you give yourself enough time to make the cat cookie.  If you 
+run out of food to give him, he'll zap you.]
+
+The spells you need are INVISIBILITY, STORM and FLYING.  UNDERSTANDING 
+THE LANGUAGE OF CREATURES will help you get a maximum score and find 
+treasure, and TELEPORTATION SPELL is a good alternate puzzle-solver, as 
+is CAUSING A DEEP SLEEP.  If you get exasperated making the spells you 
+now know which ones are 100% necessary.  Do not proceed with this 
+walkthrough until you've gotten all the items/spells you want to, since 
+time gets a bit precious from here on in.
+
+For maximum points you may now want to go to the tavern.  Save the game 
+and DIP FLY WINGS IN ESSENCE and when the bandits talke about their 
+hideout(if not, restore the game) fly to the acorn trees(west) and in 
+the hole.  Fly out, and that is eight points.
+
+Use the map to go to the spider's cave(east of the waterfall, northeast 
+of the place I recommended you get the mud.)  Activate the flying 
+spell(DIP EAGLE FEATHER IN ESSENCE) and you'll throw the spider in the 
+sea, for which you may not get four points.  Wait a bit and you can 
+enter the cave, where you will get an amber stone.
+
+Go back to the tavern, where there will be pirates.  COUNT COINS and 
+GIVE COINS TO PIRATES so to pay for passage.  Go east twice and board 
+the plank, where you'll find spacious(if nothing else) accommodations.  
+Watch the scene, go east, TAKE CRATE, wait for rats to come in(it's good 
+to set controls on "fastest" right here) and then wait for them to talk 
+about treasure.  Otherwise, you won't find it even if you know where to 
+dig.  To climb up the ladder to the west, DROP CRATE, JUMP CRATE, JUMP 
+CRATE, and JUMP just north of the bottom crate, and wait until the 
+captain's not in(save the game first) before going west to OPEN TRUNK 
+and GET ALL.  You need to go west and wait for a bit now(do some chores 
+or some exercise in the meantime) for the ship to dock.  You'll hear 
+voices saying it has, whereupon you can cast the sleep spell(cast it 
+before this, and you will be adrift forever!) and climb up twice--you'll 
+need to jump up again before climbing.  Jump overboard(up twice, east, 
+and go north off the boat) and stay close to the bottom edge so that if 
+sharks pop up you can shake them by going down and then up again.  
+Always make progress east, and from the island go to the east side.  
+Five steps east of the palm tree(set the game to SLOW to make sure 
+although you have leeway) DIG with the shovel.  You've got treasure!  
+Now, go north.  Go east, and the path in the upper part of the screen 
+will curl west and then east.  You'll need to climb rocks(not too tough) 
+and then go north, east, and north(climb up the stream.)  In the 
+meantime, prepare the flying spell(PUT FLY WINGS IN ESSENCE) but don't 
+hit return.  You'll want to go east twice but if the abominable snowman 
+appears you'll want to be prepared--he runs quicker than you can type.  
+Once you've gone east twice, take the LEFT path and you will be climbing 
+down some annoying cliffs.  Remember when you walk through a cave not to 
+touch any keys and be alert for when you come out.  From there you can 
+walk to the east of the screen, and south twice will see you falling 
+into Daventry.
+
+Go west and north and talk to the old man if you want, then back south 
+and east before you climb the stairs to the east(walk northeast.)  Then 
+northeast and northwest and west.  Before you go west you will want to 
+use the INVISIBILITY OINTMENT and also have the storm spell prepared.  
+Go west, hit F3, and the dragon will die.  Go over to Rosella, UNTIE 
+ROSELLA, KISS ROSELLA(if you want), retrace your steps to where you 
+fell, W, N, N to enter the castle.  You've won the game!
+
+                   ****MAP OF SOUTH DAVENTRY****
+
++-------------+  +-------------+  +-------------+  +-------------+  
+|   West of   |  |   Dragon!   |  |   East of   |  |   Cave top  |  
+|   Dragon    |  |  (Rosella)  |  |    dragon   |  |             |  
+|             |==|             |==|             |==|             |  
+|             |==|             |==|             |==|             |  
+|             |  |             |  |             |  |             |  
+|             |  |             |  |             |  |             |  
++-------------+  +-------------+  +-------------+  +-------------+  
+                                                                  \
+                                                                   \
+                 +-------------+  +-------------+                   +---
+----------+  
+                 |   Outside   |  |   Castle    |                   | 
+Cave middle |  
+                 |   Castle    |  |  Daventry   |                   |             
+|  
+                 |             |==|             |                   |             
+|  
+                 |             |==|             |                   |             
+|  
+                 |             |  |             |                   |             
+|  
+                 |             |  |             |                   |             
+|  
+                 +-------------+  +-------------+                   +---
+----------+  
+                        |                                          /
+                        |                                         /
+                 +-------------+                   +-------------+  
+                 |  Old Man's  |                   | Cave bottom |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 |             |                   |             |  
+                 +-------------+                   +-------------+  
+                        |                         /
+                        |                        /
+                 +-------------+  +-------------+  
+                 | Blocked Well|  |  Where You  |  
+                 |             |  |    Fall     |  
+                 |             |  |             |  
+                 |             |  |             |  
+                 |             |  |             |  
+                 |             |  |             |  
+                 +-------------+  +-------------+  
+
+
+                           ****MAP OF NORTH DAVENTRY****
+                 +-------------+  +-------------+  +-------------+  
+                 | Above stream|  |Snowmans cave|  |Above the    |  
+                 |             |  |             |  |    mountain |  
+                 |             |  |             |  |             |  
+                 |             |  |             |  |             |  
+                 |             |  |             |  |             |  
+                 |             |  |             |  |             |  
+                 +-------------+  +-------------+  +-------------+  
+                        |                                 |      
+                        |                                 |      
++-------------+  +-------------+                   +-------------+  +---
+----------+  
+|  Mountain   |  |  Mountain   |                   |   Up/down   |  | 
+Smooth path |  
+|    path     |  |  path with  |                   |  mountain   |  |             
+|  
+|             |==|   stream    |                   |             |==|             
+|  
+|             |==|             |                   |             |==|             
+|  
+|             |  |             |                   |             |  |             
+|  
+|             |  |             |                   |             |  |             
+|  
++-------------+  +-------------+                   +-------------+  +---
+----------+  
+       |                                                                   
+|      
+       |                                                                   
+|      
++-------------+                                                     +---
+----------+  
+| Path below  |                                                     | 
+End of path |  
+|  mountain   |                                                     |             
+|  
+|(also to the |                                                     |             
+|  
+|    east)    |                                                     |             
+|  
+|             |                                                     |             
+|  
+|             |                                                     |             
+|  
++-------------+                                                     +---
+----------+  
+       |                                                                   
+|      
+       |                                                                   
+v      
++-------------+                                                     +---
+----------+  
+| East beach  |                                                     |  
+Where you  |  
+| (treasure)  |                                                     |  
+fall into  |  
+|             |                                                     |  
+Daventry!  |  
+|             |                                                     |             
+|  
+|             |                                                     |             
+|  
+|             |                                                     |             
+|  
++-------------+                                                     +---
+----------+  
+
+                               ****MAP OF LLEWDOR****
+
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+|   Desert    |  |    Rock     |  |  Waterfall  |  |    Spider   |  |    
+Shore    |  
+| (snakeskin) |  |    Trees    |  |             |  |     Cave    |  |             
+|  
+|             |==|             |==|             |==|(amber stone |==|             
+|  
+|             |==|             |==|             |==|   in cave)  |==|             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+       |                |                |                |                
+|
+       |                |                |                |                
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+| Just desert |  |    North    |  |  Mountain   |  |Bend in river|  |    
+Delta    |  
+|             |  |    trees    |  |    base     |  |             |  |             
+|  
+|             |==|             |==|             |==|             |==|             
+|  
+|             |==|             |==|             |==|             |==|             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
+|             |  |             |  |             |  |             |  |             
+|  
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+  
+       |                |                |                |                
+|
+       |                |                |                |                
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+|    Desert   |  |    Trees    |  |  Path end   |  |   In town   |  |    
+Pier     |
+|             |  |     with    |  |             |  |             |  
+|(west to     |
+|   (cactus)  |==|    Acorns   |==|             |==|tavern/store |==| 
+pirate ship)|
+|             |==|   (acorns)  |==|             |==| (lard,oil,  |==|             
+|
+|             |  |   (up to    |  |             |  | salt, pouch,|  |             
+|
+|             |  |bandits/gold)|  |             |  |  dog hair)  |  |             
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+       |                |                |                |                
+|
+       |                |                |                |                
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+|  Scorched   |  |    South    |  | Three bears |  |    Trees    |  |    
+Shore    |
+|   Desert    |  |    trees    |  | front yard  |  | (mistletoe) |  |             
+|
+|             |==|             |==|    (dew)    |==|             |==|             
+|
+|             |==|             |==|(enter house)|==|             |==|             
+|
+|             |  |             |  |             |  |             |  |             
+|
+|             |  |             |  |             |  |             |  |             
+|
++-------------+  +-------------+  +-------------+  +-------------+  +---
+----------+
+
+
+           ****MAP OF PIRATE SHIP****
+
+                 +-------------+  
+                 |             |  
+                 |             |  
+                 |             |  
+                 |             |  
+                 |             |  
+                 |             |  
+                 +-------------+  
+                        |
+                        |
++-------------+  +-------------+  +-------------+  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
+|             |==|             |==|             |  
+|             |==|             |==|             |  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
++-------------+  +-------------+  +-------------+  
+                        |
+                        |
++-------------+  +-------------+  +-------------+  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
+|             |==|             |==|             |  
+|             |==|             |==|             |  
+|             |  |             |  |             |  
+|             |  |             |  |             |  
++-------------+  +-------------+  +-------------+  
+                        |
+                        |
++-------------+  +-------------+  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+
+  MANANNAN'S HOUSE, 2ND FLOOR
+
++-------------+  +-------------+  
+|Manannan's   |  | Observatory |  
+|room(mirror, |  | (fly wings) |  
+|key, map,    |  |             |  
+|rose essence)|  |             |  
+|[chamber pot]|  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+       |        /
+       |       /
++-------------+  +-------------+  
+|   Hallway   |  |  Gwydion's  |  
+|             |  |  Room(hide  |  
+|             |==| stuff here) |  
+|             |==|    (bed)    |  
+|             |  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+
+  MANANNAN'S HOUSE, 1ST FLOOR
+
++-------------+  +-------------+  
+|    Study    |  |   Kitchen   |  
+|   (wand)    |  |   [broom]   |  
+|  trap door  |  |(bread, knife| 
+|             |  |spoon, mutton|  
+|             |  | fruit, bowl |  
+|             |  |             |  
++-------------+  +-------------+  
+       |                |
+       |                |
++-------------+  +-------------+  
+|   Hallway   |  | Dining Room |  
+| (up to 2nd) |  |             |  
+|             |==|     Cup     |  
+|             |==|             |  
+|             |  |             |  
+|             |  |             |  
++-------------+  +-------------+  
+       |
+       |
++-------------+    
+|   Outside   |  
+|   chickens  |  
+|  (feather)  |  
+|(chickenfeed)|  
+|             |  
+|             |  
++-------------+  
+
+BELOW MANANNAN'S HOUSE
+
++-------------+    
+|  Stairs to  |  
+| laboratory  |  
+|             |  
+|             |  
+| [cat may be |  
+|    here]    |  
++-------------+  
+       |
+       |
++-------------+    
+| Manannan's  |  
+| Laboratory  |  
+|  (saffron)  |  
+|  (mandrake) |  
+| (nightshade)|
+|  (fishbone) |
+|    (toad    |
+|   spittle)  |
+| (toadstool  |
+|   (powder)  |  
++-------------+  
+
+POINTS SCORED....
+
+In the house(47 points total):
+1-get cup(dining room)
+1-get mutton(kitchen)
+1-get fruit(kitchen)
+1-get bread(kitchen)
+1-get spoon(kitchen)
+1-get knife(kitchen)
+1-get bowl(kitchen)
+1-get cat hair(take cat, take hair)
+1-get fly wings(observatory)
+1-get rose petal essence
+1-find magic mirror(in dresser)
+1-get chicken feather(just outside house)
+3-find brass key(on top of dresser)
+4-find magic wand(in study, "open cabinet" with brass key)
+5-find hidden lever(push book)
+7-find magic map(hidden in closet)
+12-change Manannan into a cat(put cookie in porridge/give porridge to 
+Manannan)
+4-drop all(in your bedroom--to hide it.  This scores 4 the first time.)
+In the basement(76 points total):
+1-get saffron
+1-get mandrake root
+1-get nightshade juice
+1-get fishbone powder
+1-get toad spittle
+1-get toadstool powder(all items are on the shelf)
+10-make dough for ears
+10-prepare cat cookie
+10-make teleportation stone
+10-make storm brewing spell
+10-make sleep spell
+10-make invisibility ointment
+10-make flying spell
+Llewdor(outside):
+1-get mistletoe(tree south of general store)
+1-get acorns(by bandits' tree)
+1-get spoonful of mud(west of spider cave)
+1-get cactus(in the desert)
+1-get snakeskin(in the desert)
+1-get cup of ocean water(with cup, climb down ladder, "get water")
+2-get eagle feather(the bottom of the mountain path, or east of it)
+2-find bandits' hideout
+3-pull rope in oak tree
+3-get amber stone from oracle in spider's cave
+4-find coin purse in bandits' hideout
+4-kill the spider(dip eagle feather in essence)
+5-fly into oak tree as a fly
+5-turn Medusa to stone(walk south/north, type "use mirror" when she is 
+close)
+Llewdor(inside):
+ Three bears' house:
+  1-get thimble(upstairs drawer)
+  2-get porridge(kitchen)
+  1-get dew(outside, with thimble)
+ Tavern:
+  3-become fly, listen to bandits
+  3-give money to captain
+ Store:
+  1-buy empty pouch
+  1-buy fish oil
+  1-buy salt
+  1-buy lard
+  1-pet dog(to get dog hair)
+ Pirate ship:
+  2-get on board
+  2-climb crates and ladder to leave hold
+  3-get stolen possessions back
+  1-get shovel(east of captain's quarters)
+  5-escape the ship successfully
+Daventry:
+  7-dig up treasure
+  4-get past Abominable Snowman
+  7-kill the dragon(with spells)
+  3-untie Rosella
+  4-enter Castle Daventry
+Total points = 210
+
+FUNNY STUFF
+
+You can break Little Bear's chair by sitting on it, or you can fall 
+asleep in his bed, after which Papa Bear will kick you out.  There are 
+also other "literary allusions" in the Three Bears' house.
+You can have a drink of run at the tavern, and you'll spin around for a 
+bit.
+
+BUGS
+
+In the hold of the pirate ship, if you go as far up as possible on the 
+second crate and then jump, you will be able to glide all around the 
+screen.
+In the hold of the pirate ship, if you jump on the small crate(behind 
+the big one) from the side, you'll appear in front of the big crate.
+You can walk into a stone while going west from one desert screen to 
+another, and you won't be able to walk out of it.
+There is a bizarre bug where, if you are going northeast leaving 
+Manannan's laboratory, if you are right on the edge when you change 
+screens, you are still walking around, but your falling action is shown.
+You may not get 4 points for killing the spider in some versions.
+If you look at the map after climbing down from the docks and push F8, 
+you'll be back on the docks.  There are also some bugs from cancelling 
+the map where you wind up running in place or face a different 
+direction.
+
+WAYS TO GET KNOCKED UNCONSCIOUS
+Fall a short way down the stairs(captain's level) or the laboratory 
+stairs or the treehouse stairs.
+In Daventry, the first winding path won't kill you if you fall off it.  
+You also slip and fall into Daventry.
+Papa Bear punts you out the door if you walk in on them.
+Mama Bear beats you up if you walk in her garden.
+The bandits will knock you unconscious.
+
+WAYS TO DIE
+Medusa turns you to stone
+You don't do your chore, and Manannan gets you.
+You have a starred item, and Manannan catches you with it.
+You forget to move the book back into place, or you do not pull the 
+lever to hide the staircase.
+You leave the wand out--it can't be under the bed.  It must be where you 
+got it.
+
+THE OBLIGATORY STUFF THAT'S PHYSICALLY IMPOSSIBLE OR ILLOGICAL IN A 
+SIERRA GAME
+
+Manannan knows when you have a magic item, but he doesn't think much of 
+your having dough in your ears.  Hmmm.
+
+-----------------------
+
+Credits
+"JJ & Mara" whose beautiful KQ3 map is shown in some abandonware 
+versions.  So I've heard.
+Peter Spear and the second edition of _The King's Quest Companion_ for 
+some very important details including checking my point totals and spell 
+wording.
+
+10/23/2000 Version 1.0.0 sent to gamefaqs.com
+
+Send comments to [email protected]
+
+
+The Spoiler Centre +
Walkthroughs on RPG Gamers | RPG Gamers - RPG news | Just Adventure Games
+ diff --git a/walkthroughs/kings_quest_3/the_spoiler_hayes.txt b/walkthroughs/kings_quest_3/the_spoiler_hayes.txt new file mode 100644 index 0000000..2bdb1f6 --- /dev/null +++ b/walkthroughs/kings_quest_3/the_spoiler_hayes.txt @@ -0,0 +1,602 @@ + + +King's Quest 3: The Heir is Human walkthrough - solution + + + + + + + + +
+ + + + +
+
+===============================================================================
+
+                              FAQ/Walkthrough for
+                       KING'S QUEST III: TO HEIR IS HUMAN
+
+===============================================================================
+
+ ___________________
+| GUIDE INFORMATION |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+AUTHOR  : Tom Hayes
+E-MAIL  : tomhayes83(at)hotmail(dot)com
+SYSTEM  : PC
+UPDATED : 22nd May, 2004
+VERSION : 2.0
+
+ __________
+| CONTENTS |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+1. Introduction
+2. Walkthrough
+3. Item List
+4. Point List
+5. Frequently Asked Questions
+6. Copyright Information
+
+ _________________
+| VERSION HISTORY |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+VERSION 2.0 : 22nd May, 2004
+  Updated the format.
+
+VERSION 1.0 : 4th April, 2003
+  First version.
+
+
+===============================================================================
+
+1.                                Introduction
+
+===============================================================================
+
+
+In King's Quest I, an adventurer named Graham went on a quest to find three 
+treasures for the King of Daventry. In King's Quest II, Graham was made King 
+after completing the quest, and went on a new quest to resuce a princess from a 
+mysterious land behind a magical door. In King's Quest III, the game has moved 
+away from Daventry and King Graham to the land of Llewdor, where a boy named 
+Gwydion is being kept by the wicked magician Manannan. Gwydion was kidnapped 
+from Daventry by the magician when he was young, and this adventure tells the 
+story of his journey back to that land.
+
+
+===============================================================================
+
+2.                                Walkthrough
+
+===============================================================================
+
+ _________
+| LLEWDOR |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+The game starts inside Manannan's house. East. "Get cup". North. "Get bread", 
+"get chop" and "get fruit" from the table at the right side of the room. "Get 
+knife" and "get spoon" from the rack at the left side of the fireplace. "Get 
+bowl" from the shelf at the left side of the room. South. West. Up. Up. "Get 
+fly". Down. North. "Look on top of closet" to find a key. "Open closet". "Look 
+behind clothes" to find a scroll. "Close closet". "Open drawer" at the right 
+side of the room to find the rose petal essence.
+
+"Open drawer" in the middle of the room to find a mirror. South. East. Walk 
+into the bedroom and "drop inventory". West. Down. Wait here until Manannan 
+appears and says he is going on a journey. Up. East. Walk into the bedroom and 
+"get inventory". West. Down. South. Keep exiting and entering this room until 
+the cat is there. "Get cat" until Gwydion picks it up. "Get hair". South. "Open 
+gate" to the chicken pen. "Get chicken". "Get feather". "Open gate". South. 
+Walk down the path to the next area.
+
+At the bottom of the path, go east. Walk near the river and "get mud". East. 
+Walk onto the beach. South. Walk near the ocean and "get water". North. West. 
+West. West. West. Face east and type "show mirror to Medusa", but don't hit 
+return just yet. When Medusa gets near to Gwydion, press return to defeat her. 
+South. "Get cactus" near the top-left corner of the area. South. South. "Get 
+snake skin". East. East. An eagle will appear in this area to drop a feather. 
+"Get feather". East. North. "Get mistletoe" from the tree.
+
+West. If the bear is in the garden, exit and enter the area until she has left. 
+"Open door" and enter the house. "Get porridge" from the table. Up. "Open 
+drawer" at the top-right corner of the room. "Get thimble". Down. Exit the 
+house. "Get dew" from the flowers. West. North. "Get acorns". "Reach hole" in 
+the tree to lower a rope ladder from the branches. Up. Enter the shack. "Get 
+purse". Exit the shack. Down. East. East. "Open door" and enter the store.
+
+"Get fur" from the dog. "Buy fish oil". "Buy lard". "Buy pouch". "Buy salt". 
+Exit the store. West. North. Walk up the path to the house. "Open door". North. 
+"Open cabinet" at the bottom-left corner of the room to get the magic wand. 
+"Move book" at the right side of the study. "Pull lever". "Move lever" to 
+reveal steps. Down. Down. "Get mandrake root powder". "Get nightshade juice". 
+"Get fishbone". "Get saffron". "Get toad spittle". "Get toadstool powder".
+
+ ________________
+| CASTING SPELLS |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+"Look page II" of the book on the table. "Put feather in bowl". "Put dog fur in 
+bowl". "Put snake skin in bowl". "Put powdered fishbone in bowl". "Put dew in 
+bowl". "Mix with hands". "Separate mixture into two pieces". "Put dough in 
+ears". "Feather of fowl and bone of fish". "Molded together in this dish". 
+"Give me wisdom to understand". "Creatures of air, sea and land". "Wave wand" 
+to complete the spell.
+
+"Look page IV". "Put a pinch of saffron in essence". "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". "Wave wand" to complete the 
+spell.
+
+"Look page XIV". "Grind acorns in mortar". "Put acorn powder in bowl". "Put 
+nightshade juice in bowl". "Stir mixture". "Light brazier". "Heat mixture on 
+brazier". "Spread mixture on table". "Acorn powder ground so fine". "Nightshade 
+juice like bitter wine". "Silently in darkness you creep". "To bring a 
+soporific sleep". "Wave wand" to complete the spell. "Put sleep powder in 
+pouch".
+
+"Look page XXV". "Put mandrake root powder in bowl". "Put cat hair in bowl". 
+"Put two spoons of fish oil in bowl". "Stir mixture". "Put dough on table". 
+"Pat dough into cookie". "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". 
+"Wave wand" to complete the spell.
+
+"Look page LXXXIV". "Put ocean water in bowl". "Light brazier". "Heat bowl on 
+brazier". "Put mud in bowl". "Put pinch of toadstool powder in bowl". "Blow 
+bowl". "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". "Wave wand" to 
+complete the spell. "Put brew in empty jar".
+
+"Look page CLXIX". "Cut cactus with knife". "Squeeze cactus onto spoon". "Put 
+cactus juice in bowl". "Put lard in bowl". "Put toad spittle in bowl". "Stir 
+mixture with spoon". "Cactus plant and horny toad". "I now start down a 
+dangerous road". "Combine with fire and mist to make". "Me disappear without a 
+trace". "Wave wand" to complete the spell. "Put ointment in jar".
+
+ _________
+| LLEWDOR |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+Up. Up. "Move lever". "Move books". "Open cabinet" at the bottom-left corner of 
+the room to replace the magic wand. South. Up. East. "Put cookie in porridge". 
+Walk into the bedroom and "drop inventory". "Get porridge". West. Down. Wait 
+here until Manannan appears. East. "Give porridge to Manannan" to transform him 
+into a cat. West. Up. East. Walk into the bedroom and "get inventory". "Look 
+map". Move the cursor to the area where the store and tavern are found and 
+press F6 to travel there.
+
+"Open door" and enter the tavern to find two bandits sitting at the table. "Dip 
+fly wings in essence" to transform into a fly, and wait to hear the bandit's 
+talk about their secret hideout. Exit the tavern. West. West. Enter the hole in 
+the oak tree. Exit the tree. "Fly begone, myself return" to transform into 
+Gwydion. "Look map". Move the cursor one area left of the top-right corner of 
+the map and press F6 to teleport there.
+
+"Dip eagle feather in essence" and fly toward the cave to defeat the spider. 
+Enter the cave to get the amber stone from the oracle. Exit the cave. West.
+North. North. North. Walk up the path to the house. "Open door". North. "Open 
+cabinet" at the bottom-left corner of the room to get the magic wand. "Move 
+book" at the right side of the study. "Pull lever". "Move lever" to reveal 
+steps. Down. Down.
+
+"Look page VII". "Grind salt in mortar". "Grind mistletoe in mortar". "Rub 
+stone in mixture". "Kiss stone". "With this kiss, I thee impart". "Power most 
+dear to my heart". "Take me now from this place hither". "To another place far 
+thither". "Wave wand to complete the spell". "Look map". Move the cursor down 
+and right to the area with the store and tavern, and press F6 to teleport 
+there. "Open door" and enter the tavern. "Talk captain". "Give gold to 
+captain". Exit the tavern. East. East. Board the ship.
+
+ ______
+| SHIP |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+East. "Get crate". West. "Drop crate" at the left side of the large crate. 
+"Jump on crate". "Jump on crate". "Jump" to land on the ladder. Up. East. "Get 
+shovel" at the left side of the room". West. Walk into the room on the left and 
+"open chest". "Get inventory". Walk into the room on the right and climb down 
+the ladder. East. Wait here until a message appears saying that land is near. 
+"Pour sleep powder on floor". "Slumber, henceforth". West. "Jump on crate". 
+"Jump on crate". "Jump" to land on the ladder. Up. Up. East. Walk off the edge 
+of the ship to land in the water. East. East to the island.
+
+ ________
+| ISLAND |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+East. Walk five steps right from the palm tree and "dig" to find a chest. 
+North. Walk west on the path. Climb up the rock and walk east. Follow the path 
+along to the waterfall. Climb up the waterfall. Type "put fly wings in 
+essence", but don't hit return just yet. When the snowman appears and gets near 
+to Gwydion, press return to confuse him. East. East. Go down the left path. 
+Enter the left cave to exit the top-right cave. Enter the bottom cave to exit 
+the bottom-left cave. Enter the middle cave to exit the bottom-right cave. 
+East. East. South to enter Daventry.
+
+ __________
+| DAVENTRY |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+East. Up. Up. West. "Rub ointment on self". West. "Stir storm brew with 
+finger". "Brew of storms, churn it up" to defeat the dragon. "Untie Rosella". 
+East. East. Down. Down. West. North. North to complete the game.
+
+
+===============================================================================
+
+3.                                Item List
+
+===============================================================================
+
+
+ACORNS
+  Found outside the bandit's shack. They are used for the spell on page XIV.
+
+BOWL
+  Found on the shelf in the kitchen in Manannan's house. It is used for the 
+  spells on page II, page XIV, page XXV, page LXXXIV and page CLXIX.
+
+BRASS KEY
+  Found on top of the closet in Manannan's bedroom. It is not used.
+
+BREAD
+  Found on the table in the kitchen in Manannan's house. It is not used.
+
+CACTUS
+  Found one screen south of where Medusa appears. It is used for the spell on 
+  page CLXIX.
+
+CHICKEN FEATHER
+  Found on the chicken outside Manannan's house. It is used for the spell on 
+  page II.
+
+CHOP
+  Found on the table in the kitchen in Manannan's house. It is not used.
+
+COOKIE
+  Made by the spell on page XXV. It is combined with the porridge to make the 
+  poisoned porridge.
+
+CRATE
+  Found in the pirate ship. It is used to jump up to the big crate.
+
+CUP
+  Found on the table in Manannan's house. It is not used.
+
+DEW
+  Found on the flowers outside the bear's house. It is used for the spell on 
+  page II.
+
+DOG FUR
+  Found on the dog in the store. It is used for the spell on page II.
+
+EAGLE FEATHER
+  An eagle will drop the feather two screens east of the snake skin. It is 
+  used for the spell on page II.
+
+ESSENCE
+  Made by the spell on page IV. It is used with the eagle feather to transform 
+  into an eagle, and used with the fly wings to transform into a fly.
+
+FISH OIL
+  Bought in the store. It is used for the spell on page XXV.
+
+FLY WINGS
+  Found on the top floor of Manannan's house. They are used with the essence to 
+  transform into a fly.
+
+FRUIT
+  Found on the table in the kitchen in Manannan's house. It is not used.
+
+HAIR
+  Found on Manannan's cat in the house. It is used for the spell on page XXV.
+
+KNIFE
+  Found on the rack in the kitchen in Manannan's house. It is used to cut the 
+  cactus for the spell on page CLXIX.
+
+LARD
+  Bought in the store. It is used for the spell on page CLXIX.
+
+MAGIC WAND
+  Found in the cabinet in Manannan's study. It is used for the spells.
+
+MANDRAKE ROOT POWDER
+  One of six items found on the shelf in Manannan's laboratory. It is used for 
+  the spell on page XXV.
+
+MAP
+  Found behind the clothes in the closet in Manannan's bedroom. It can be used 
+  to transport to different areas in the game.
+
+MIRROR
+  Found in the drawer in Manannan's bedroom. It is used to defeat Medusa.
+
+MISTLETOE
+  Found one screen east of the bear's house. It is used for the spell on page 
+  VII.
+
+MUD
+  Found on the edge of the river that runs through Llewdor. It is used for the 
+  spell on page LXXXIV.
+
+NIGHTSHADE JUICE
+  One of six items found on the shelf in Manannan's laboratory. It is used for 
+  the spell on page XIV.
+
+OCEAN WATER
+  Found in the ocean east of Llewdor. It is used for the spell on page LXXXIV.
+
+OINTMENT
+  Made by the spell on page CLXIX. It is used on Gwydion near the dragon.
+
+POISONED PORRIDGE
+  Made by putting the cookie in the porridge. It is given to Manannan to 
+  transform him into a cat.
+
+PORRIDGE
+  Found on the table in the bear's house. It is combined with the cookie to 
+  make the poisoned porridge.
+
+POUCH
+  Bought in the store. The sleep powder is put in the pouch after it has been 
+  created by the spell on page XIV.
+
+POWDERED FISHBONE
+  One of six items found on the shelf in Manannan's laboratory. It is used for 
+  the spell on page II.
+
+PURSE
+  Found in the bandit's shack. It is used to buy items in the store.
+
+ROSE PETAL ESSENCE
+  Found in the drawer at the right side of Manannan's bedroom. It is used for 
+  the spell on page IV.
+
+SAFFRON
+  One of six items found on the shelf in Manannan's laboratory. It is used for 
+  the spell on page IV.
+
+SALT
+  Bought in the store. It is used for the spell on page VII.
+
+SHOVEL
+  Found on the second deck of the pirate ship. It is used to dig for the 
+  treasure on the island.
+
+SLEEP POWDER
+  Made by the spell on page XXV. It is used on the ship.
+
+SNAKE SKIN
+  Found two screens south of the cactus. It is used for the spell on page 
+  LXXXIV.
+
+SPOON
+  Found on the rack in the kitchen in Manannan's house. It is used for the 
+  spells on page XXV and page CLXIX.
+
+STORM BREW
+  Made by the spell on page LXXXIV. It is used to defeat the dragon.
+
+THIMBLE
+  Found in the drawer on the top floor of the bear's house. It is used to 
+  collect the dew from the flowers outside the bear's house.
+
+TOAD SPITTLE
+  One of six items found on the shelf in Manannan's laboratory. It is used for 
+  the spell on page CLXIX.
+
+TOADSTOOL POWDER
+  One of six items found on the shelf in Manannan's laboratory. It is used for 
+  the spell on page LXXXIV.
+
+
+===============================================================================
+
+4.                                Point List
+
+===============================================================================
+
+ ____________
+| 210 POINTS |
+ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+
+1  : Get the cup.
+
+1  : Get the bread.
+
+1  : Get the chop.
+
+1  : Get the fruit.
+
+1  : Get the knife.
+
+1  : Get the spoon.
+
+1  : Get the bowl.
+
+1  : Get the fly.
+
+3  : Find the brass key.
+
+7  : Find the parchment scroll.
+
+1  : Find the rose petal essence.
+
+1  : Find the mirror.
+
+4  : Drop inventory in the bedroom.
+
+1  : Get the hair from the cat.
+
+1  : Get the feather from the chicken.
+
+1  : Get the mud from the river.
+
+1  : Get the water from the ocean.
+
+5  : Use the mirror to defeat Medusa.
+
+1  : Get the cactus.
+
+1  : Get the snake skin.
+
+2  : Get the eagle feather.
+
+1  : Get the mistletoe from the tree.
+
+2  : Get the small bowl of porridge.
+
+1  : Get the thimble.
+
+1  : Use the thimble to collect dew.
+
+1  : Get the walnut.
+
+3  : Lower the ladder from the tree.
+
+2  : Climb the ladder to the shack.
+
+4  : Get the purse from the shack.
+
+1  : Get the fur from the dog.
+
+1  : Buy the fish oil from the store.
+
+1  : Buy the lard from the store.
+
+1  : Buy the pouch from the store.
+
+1  : Buy the salt from the store.
+
+4  : Find the magic wand.
+
+5  : Move the lever behind the books.
+
+1  : Get the mandrake root powder.
+
+1  : Get the nightshade juice.
+
+1  : Get the powdered fishbone.
+
+1  : Get the saffron.
+
+1  : Get the toad spittle.
+
+1  : Get the toadstool powder.
+
+10 : Complete the spell on page II.
+
+10 : Complete the spell on page IV.
+
+10 : Complete the spell on page XIV.
+
+10 : Complete the spell on page XXV.
+
+10 : Complete the spell on page LXXXIV.
+
+10 : Complete the spell on page CLXIX.
+
+12 : Transform Manannan into a cat.
+
+3  : As a fly, listen to the bandit.
+
+5  : As a fly, enter hole in the tree.
+
+4  : As an eagle, defeat the spider.
+
+3  : Get the stone from the oracle.
+
+10 : Complete the spell on page VII.
+
+3  : Give the gold to the captain.
+
+2  : Board the ship.
+
+2  : Climb the ladder.
+
+1  : Get the shovel.
+
+3  : Get the inventory from the chest.
+
+5  : Swim to the island.
+
+7  : Find the chest near the palm tree.
+
+4  : Avoid the abominable snowman.
+
+7  : Defeat the dragon with the brew.
+
+3  : Untie Rosella.
+
+4  : Enter the castle with Rosella.
+
+
+===============================================================================
+
+5.                        Frequently Asked Questions
+
+===============================================================================
+
+
+Q. Manannan has appeared and given me an order. Should I do it?
+A. Yes! Manannan will check every few minutes to see if Gwydion has completed
+   the task. The game will be over if the task is not completed.
+
+Q. When does Manannan go on the journey?
+A. Manannan leaves the house when the timer is on five minutes.
+
+Q. When does Manannan return from the journey?
+A. When the timer is on thirty minutes.
+
+Q. I can't seem to walk down the cliff without falling off. How do I do it?
+A. It can be tricky. Make sure you have num lock turned off on the keyboard, 
+   and use the 1, 3, 7, and 9 buttons to walk diagonally, which should make 
+   things easier. It may also help to set the game speed to slow.
+
+Q. I try to show the mirror to Medusa, but she turns Gwydion to stone as soon 
+   as she appears. How do I defeat her?
+A. Make sure that you face away from Medusa when you show her the mirror.
+
+Q. How do I enter the three bear's house?
+A. Keep exiting and entering the area until the three bears go for a walk. You 
+   can then enter the house.
+
+Q. I've reached into the hole and climbed the ladder to the bandit's shack, but 
+   whenever I enter it the bandit pushes me out! How do I enter the shack?
+A. Save the game at the bottom of the ladder. Climb the ladder and enter the 
+   shack. If the bandit is awake, restore the game and walk to a different 
+   area. Return to the area, reach into the hole and climb the ladder. Enter 
+   the shack and the bandit should be asleep.
+
+Q. I'm trying to swim to the island after jumping off the pirate ship, but the 
+   shark keeps getting me. How can I avoid the shark?
+A. Stay close to the bottom of the screen as you swim east. As soon as the 
+   shark starts swimming toward Gwydion, move south to the next screen, and 
+   then north to the previous screen. The shark should have left the area.
+
+
+===============================================================================
+
+6.                          Copyright Information
+
+===============================================================================
+
+
+This document is Copyright 2004 Tom Hayes. It is not to be distributed in any 
+form without the permission of the author. The author of this document is not 
+affiliated with the creators of this game in any way. The latest version of 
+this document can be found at www.gamefaqs.com.
+
+
+The Spoiler Centre +
Walkthroughs on RPG Gamers | RPG Gamers - RPG news | Just Adventure Games
+ diff --git a/walkthroughs/kyrandia_1/bonny_ploeg_walkthrough.html b/walkthroughs/kyrandia_1/bonny_ploeg_walkthrough.html new file mode 100644 index 0000000..68bc67d --- /dev/null +++ b/walkthroughs/kyrandia_1/bonny_ploeg_walkthrough.html @@ -0,0 +1,168 @@ + + +Legend Of Kyrandia Companion + + +

Legend Of Kyrandia Companion

+

+Welcome, dear reader, to the Legend Of Kyrandia companion. This page aims to give you instructions on how to finish the game, tips on how to deal with the labyrinth, and clear maps of the numerous large areas. +

+

+Contents:
+General notes and tips
+Walkthrough, Deaths
+Inventory
+Review
+

+ +

General notes and tips.


+Legend Of Kyrandia has a relatively simple interface, with a single purpose cursor and a clear inventory. Click on a horizontally or vertically pointing arrow to proceed in a certain direction. Click on a regular arrow for, say, anything. Click on an object to pick it up. If you have a free inventory slot, you can put it in there and take it with you.
+Tips:
+ +

+ +

Walkthrough


+
+If you watched the introduction, you'll start in Grandfather's house; if you skipped it, you'll have to go up two screens. In Grandpa's house, pick up the letter on the desk, the saw in the corner, the red garnet on the table and optionally the apple in the vase next to the bed. You could eat the apple if you wish. Leave the room and watch the scene.
+Go 2 screens to the right, click the pond and catch a tear. Go right 1 screen and take the gem. Move to the bridge, talk to Herman and give him your saw.
+Walk to the altar, pick up a rose.
+Walk to the tree, put the tear on the hole in it. Then follow the boy, right three times, then up. Take the marble.
+Walk into the Temple, talk to Brynn, give her your letter, give her the rose and pick it up after she turned it to silver. The note may be dropped now.
+Go to the altar. Put the marble on it to fixit, then place the rose on it to receive the amulet in your inventory. Then go to the bridge and cross it.

+

+
+Go left, left, talk to Darm. He'll send you to get a quill. Walk south two times and talk to the man: he'll tell you to sow if you want to harvest. Go to songbird: there's a walnut there. Go to the oaks (and on the way, you may want to leave some gems at the altar). Get an acorn. Roam around the land to find other gems and a PINECONE. When you have the pinecone, put it, the walnut and the acorn, in the hole in the dying woods. The bush will give you healing powers.
+Go to the songbird and click on the yellow stone in the amulet. The bird leaves you a quill. Take it to Darm. He'll give you a scroll and tell you something about stones and the altar.
+In total you'll need 12 stones. You can get a ruby from the ruby tree (make sure to heal yourself after the snake bite with the amulet), a sunstone and a TULIP from the brook (click towards the bottom of the screen to find it), the garnet and peridot, but the remaining 8 must be found by scrounging the countryside: you may have to search all over the first land as well.
+Once you have the sunstone, ruby, garnet, peridot, sapphire, diamond, opal, onyx, pearl, topaz, amethyst and aquamarin, take them all to the altar. Place the sunstone in the golden dish, observe what happens and save the game.
+You'll need to find the 3 other stones that need to be placed in the correct order on the dish. This is random and can only be solved by trial and error.
+Take the flute, play it a little. Then go to Darm and learn you'll need to traverse the Serpent's Grotto.
+Enter the grotto: Malcolm will come out. As soon as you can, throw the knife back at him: anything else, even saving the game, is lethal.
+Enter the grotto and save your game.

+

+
+You COULD map the caves yourself, but you'll be on the brink of insanity if you do, so copy this one.
+The caves are dark. If you are in a dark spot when you have no fireberries on you, you'll die. Fireberries will burn infinitely on the bush or on the floor, but you can only carry them for 3 screens. So, what's the strategy?
+Leave all your belongings at the cave entrance. Pick 4 berries at the bush after the crossing, and drop 1 in each dark room you enter. Save your game if you have 1 berry left, and hope your next room has fireberries in it.
+Another strategy I like to use: name or number all fireberry bushes on the map. Use a second save file at these bushes, and save it every time you have found something. In the save file, be sure to enter the location: since all bushes look alike, it's very easy to get lost, even with a map.
+Marching around the caves, pick up 5 stones to open the front door. Four of them are marked on the map: the fifth is at the Cavern Of Twilight, sneakily hidden in the grey area at the right. Also pick up the gold coin.
+Don't pick up the emeralds, they're dead weight. The llava river can be crossed using the scroll: behind it lies an iron key you'll need.
+Go to the Pantheon and talk to the purple things.
+Put the 5 stones in the dish at the treacherous crossing. Leave the cave, go to the well and drop the golden coin in it. You'll receive a moonstone. Put this in the Pantheon altar to get the power of flight. Use this to cross the chasm. Be sure to leave a berry in the room after that for easy return.
+
+Let's check, do you have everything you need? If you want to continue the game, you'll need a red gem, a blue gem, a yellow gem, a yellow tulip from the brook, the iron key, the freeze scroll and 2 powers. If you are playing in the next land and discovered you forgot to drop a berry in the last grotto room, turn into a purple floater before entering the cave.Not sure if it works, haven't tried it yet. +

+

+
+Pick up the apple. +Go three screens to the right. Wake up in the lab. Talk to Zynthia. She'll tell you to get water from the fountain. Take a bottle. Walk 4 screens to the left. Malcolm leaves. Walk to the fire bush, use the ice spell, get the orb. Now you can drop the scroll to save space. Pick a blueberry at the blueberry bush. Go to the fountain, click the chrystal on it. Fill the bottle. Click it on yourself. You now have DeMagnetizing Power. Fill it again. Give it to Zynthia. Give her the blueberry. She'll tell you to get a fresh one. Go do that, then return only to find her missing. Drop the berry, tulip, gems and flasks. You'll need 4 of them in total, the lab provides you with an infinite number. Just leave, then re-enter to find a new one on the Flask Spot.
+Then, move the rug to proceed to the next land.

+

+
+Pick up a red flower at the beach. Go back to the lab. Put a red gem and the flower in the cauldron. Fill 2 flasks with red liquid.
+Put the tulip and the topaz in the cauldron. Fill 1 flask.
+Put the blueberry and a blue gem in the cauldron. Fill 1 flask with blue stuff.
+Go to the emerald potion mixer. Put a blue and a red potion in the openings to get a purple potion. Do the same thing with the red and yellow flask for an orange potion.
+Go to the floating chalice, the grail-thing. Use your blue power to get it. Pipsqueak runs off with it. Go a screen to the right, make sure you have an apple, drink the PURPLE potion, enter, talk to Pipsqueak and give him your apple. Leave and take the grail out of the bush to the right. Now go to the beach and take an orchid.
+At this point, you'll need the iron key, the chalice, the orchid, and 3 powers in your amulet. Don't continue unless you have all these things.
+Stand on the beach and drink the orange potion.

+

+When you've landed, go right to the grave. Look at it; it's your parents' grave. Place an orchid to talk to your mother and receive the power of invisibility. Go right, approach the gates with the dragons. Make yourself invisible and put the key on it. Enter the castle. +
+In the castle, there's much that's not needed: the bedrooms for instance can all be skipped. You'll miss landscape and jokes if you do. In Brynn's bedroom, you can pick up a fish you could eat, but you don't need it. The same goes for the ankh in Zanthia's room.
+After Malcolm leaves, go upstairs, right, forward, left. Herman steps out with your saw. Click on the yellow force on your amulet. He'll fall asleep. Enter the room. Take the mallet next to the bells. Number the bells 1 to 4 from left to right, play 4 1 2 3 to move the painting up and take the golden key.
+Go downstairs to the kitchen. Take the golden poker from the table: it's the royal scepter.
+Go to the study. Let the book words spell "OPEN". Take the crown. Press the face on the fireplace to enter the secret passage.
+Follow the map to go to the scene with the magnetic forcefield. Use your blue force to remove it. Then forward, left, click on the awkward tile and take the golden key.
+The keys fit on the big doors in the hall. Click them on there and enter. Put the scepter on the left, crown in the middle and the chalice on the right pillow. The door opens and Malcolm appears. When he goes away, go in the room to your right. Make yourself invisible. Now move in front of the mirror on the right. Malcolm's spell bounces back at him and you've won the game!

+

+

MARCH TO DIE


+ +

+ + +

Inventory


+Garnet - Found on grandfather's table. Used in either Gemstone Altar Puzzle or Potion Puzzle.
+Letter - Found on grandfather's table. Given to Brynn.
+Saw - Found in treehouse, given to Herman
+Apple - found in vase next to the bed in the treehouse. Could be eaten, or given to Pipsqueak.
+Teardrop - Caught at the tear pond. Put in the willow.
+Peridot - Found in the forest east of the tear pond. Possibly used in Gemstone Altar Puzzle.
+Marble - Gotten from the little boy. Used to fix the rose altar.
+Lavender Rose - Picked at the altar. Given to Brynn.
+Silver Rose - Gotten from Brynn. Used on the rose altar.
+Acorn - Found at oak tree. Put in hole to make bush.
+Pineapple - Found lying around. Put in hole to make bush.
+Walnut - Found at songbird. Put in hole to make bush.
+Quill - Found after curing bird. Given to Darm.
+Scroll With Icy Power - Received from Darm after you've given him the quill. Used twice: at the volcanic river and at the fiery bush.
+Tulip - Picked near the brook. Used in the Potion Puzzle.
+Diamond - Found lying around. Possibly used in Gemstone Altar Puzzle.
+Opal - Found lying around. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.
+Onyx - Found lying around. Possibly used in Gemstone Altar Puzzle.
+Sapphire - Found lying around. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.
+Ruby - Found in ruby tree. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.
+Aquamarine - Found lying around. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.
+Topaz - Found lying around. Possibly used in Gemstone Altar Puzzle. Must be used in Potion Puzzle.
+Amethyst - Found lying around. Possibly used in Gemstone Altar Puzzle.
+Pearl - Found lying around. Possibly used in Gemstone Altar Puzzle.
+Sunstone - Found in the small stream after you've given the quill to Darm. Always used first in the Gemstone Altar Puzzle.
+Magic Flute - Received after solving the Gemstone Altar Puzzle. Used to enter the Serpent Grotto.
+Stone - 5 of them. Found in the cave and at the Cavern of Twilight. Used on the dish at Treacherous Passing.
+Iron Key - Found behind the volcanic river. Used on the gates of the desert island.
+Gold coin - Found at the Cavern Of Twilight. Tossed in the old well.
+Moonstone - Received at the Old Well in exchange for the golden coin. Put in the Pantheon of Moonlight.
+Emerald - Found in emerald cave. Serves no purpose.
+Apple - Found outside the exit of the Serpent Grotto. Could be given to Pipsqueak.
+Flasks - Gotten from Zanthia or found on the floor of her lab. Used to transport magic water or coloured potions.
+Blueberry - Picked at Blueberry Bush. Can be eaten. Used in Potion Puzzle.
+Chrystal Orb - Gotten from the fiery bush. Used to fix the fountain.
+Magic Water - Gotten from the fixed fountain. 2 needed: Must be drunk and given to Brynn.
+Rainbow Stone - Found in tree stump. No purpose.
+Red Flower - Picked at the beach. 2 needed. Used in potion puzzle and on the grave.
+Red Potion - 2 needed. Gotten after combining red gem and red flower in cauldron. Used to make purple and orange potion.
+Yellow potion - Gotten after combining tulip and topaz in the cauldron. Used to make orange potion.
+Blue Potion - Gotten after combining blueberries and blue gem in the cauldron. Used to make purple potion.
+Purple Potion - Received at Emerald Mixer when blue and red potions are combined. Used to make you shrink.
+Orange Potion - Received at Emerald Mixer when orange and red potions are combined. Used to turn you into a flying horse.
+Green Potion - Received at Emerald Mixer when blue and yellow potions are combined. Can kill the player.
+Chalice - Retrieved from Pipsqueak after you give him the apple. Used to enter Kyragem room.
+Scepter - Found in castle kitchen. Used to enter Kyragem room.
+Crown - Found behind fireplace in study. Used to enter Kyragem room.
+Golden key 1 - Found in room upstairs after playing the right tune. Used on double doors.
+Golden key 2 - Found in secret passage. Used on double doors.
+Fish - Found in Brynn's room. Can be eaten. Serves no purpose.
+Ankh - Found in Zanthia's room. Serves no purpose.
+
+YELLOW force - Healing. Gotten from the bush you grew. Used on songbird on yourself after the snake bite, and on Herman in the castle.
+PURPLE force - Weightlessness plus glowing. Gotten at the Pantheon of Moonlight. Used to cross the chasm.
+BLUE force - De-magnetizer. Used to get the chalice and to remove the magnetic field in the secret passage.
+RED force - Invisibility. Received from mother. Used to enter the castle and in the final room.
+

+ +

+

Review


+Here is a game that has potential, but leaves a lot to be desired. The inventory management is great, but with the all-purpose cursor making it a bit easy, the game makers had to resort to bizarre trial-and-error situations to add body to it. The first section is very manageable, but all the rummaging for gems wasn't too enjoyable. I stumbled on the plant solution entirely by chance, but it's a bizarre puzzle. It continues with the trial-and-error gem puzzle, leads into a very frustrating trial-and-error maze with the added berry handicap. At this point I had had it, and didn't bother to solve much of the remaining puzzles myself: at that point, the unsuspecting player still has the random-potion-mix with matching gem search, the quest for the emerald potion mixer in a maze, the whatever these drinks do, the bringing of the flower, the maze of the castle's secret passage and the three royal objects puzzle still to go.
+Fortunately, the game looks gorgeous. The willow puzzle is wonderful and a true feel-good movement. There is room for a little extra, particularly the castle bedrooms and numerous deadweight objects. This adds to the fun, but sadly, the all-purpose cursor doesn't give much freedom. It has gotten me killed a number of times, since Brandon won't look at the volcanic river: he'll walk over straight away.
+The characters? I didn't like Brandon much, he's very boastful which annoyed me. Some of the jokes were much too stiff, such as "for surely she has dressed you". What didn't help was that much of the voice acting is highly annoying and unconvincing. Brandon, Brynn and Zynthia suffer this strongly. Worst offender would be Brandon's mother. Here you have a scene that could move to tears: but it can't, too deadpan. Sometimes, the texts don't help either. Particularly the final scene is something to grind teeth at.
+It should work: but it doesn't cases: why doesn't the apple work for making a potion? Why does the invisibility spell fail if you try to use it to pass Herman? Why can't I put a few more flowers on the grave?
+In all, a decent game, but no more than that. 6/10.

+ + + + diff --git a/walkthroughs/kyrandia_1/classicgamesparadise_walkthrough.html b/walkthroughs/kyrandia_1/classicgamesparadise_walkthrough.html new file mode 100644 index 0000000..f258e9b --- /dev/null +++ b/walkthroughs/kyrandia_1/classicgamesparadise_walkthrough.html @@ -0,0 +1,352 @@ + + + + +The Legend of Kyrandia Guide / Walkthrough - Classic Games Paradise + + + + +
+ +
NES Games by Image | SNES Games by Image | Genesis Games by Image | Game Boy Games by Image
+
+
+


+
+
+
+
+
+

+
+
+
+

 

+

The Legend of Kyrandia - Guide

+
+

+
+

In Brandon's home, you will find a note on the desk. Brandon will notice it is blank except for Brynn's name. Taking it to her temple may shed some light on what happened. You can also find a saw under the desk. You never know when something like that could come in handy. There is also an apple in the jar next to the bed and a garnet on the desk.

+

As Brandon is leaving, the wall will come alive with a message from the spirits of the land asking him to help against Malcolm.

+
+

+
+

To the west of Brandon's house, you will find a rotting willow tree. There is a teardrop shaped indent in the trunk. Perhaps something you come across later will fit.

+

In Brynn's temple, she asks to see the note you found next to Brandon's Grandfather. She will dispell the enchantment and ask you to bring her a lavender rose.

+
+

+
+

You will find the Pool of Sorrows east of Brandon's house. Brandon will be able to catch one of the teardrops. Its use isn't clear but it could be connected with the indent on the rotting willow tree to the west.

+

At the forest alter to the northeast, you will find a lavender rose for Brynn on either side of the altar. You will notice the altar seems to be missing a piece.

+

Bring the lavender rose to Brynn and she will enchant it and tell you to place it on the silver altar. She also mentions you should talk to Darm for further guidance. Since the altar seems to be broken, you will have to look around for the missing piece.

+

You can find Herman in the cave to the south next to a ruined bridge. He says he can repair the bridge if he has a saw to cut new planks. Give him Grandpa's saw so he can get to work. Though there is a rope still connected to the other side, it's not a good idea for Brandon to try and cross it. Unless you save first, of course.

+
+

+
+

At the rotten willow tree, try using the teardrop you found at the Pool of Sorrows to heal the tree. After it is healed, Merith shows up and mentions a marble he found. To get it, you will need to play a little game of tag. He will lead you to the northeast where you can sneak up on him. With the marble, you can now fix the altar. Set the Silver Rose on the altar and your amulet will activate. It doesn't seem to have any power yet though. If you return to the temple, Brynn is nowhere to be found.

+

Now that you have the amulet, you will find Herman has finished repairing the bridge.

+

Summary

+

Take the note from grandpa's bench
+ Show it to Brynn at her temple
+ Bring her a lavender rose from the forest altar
+ Give Herman the saw so he can repair the bridge
+ Heal the rotting willow tree with the teardrop from the pool of sorrows
+ Chase Merith for the marble
+ Use the marble on the forest altar to fix it
+ Put the silver rose on the altar
+ Cross the repaired bridge

+

- Map of Brandon's Forest -

+

Continued in Part 2

+

 

+

 

+
+
+
+

+

 

+
+
+ +
+ + + + + + +The Legend of Kyrandia Guide / Walkthrough - Classic Games Paradise + + + + +
+ +
NES Games by Image | SNES Games by Image | Genesis Games by Image | Game Boy Games by Image
+
+
+


+
+
+
+
+
+

+
+
+
+

 

+

Timbermist Woods

+
+

+
+

Darm's house is right near the cave's exit. When you talk to him, he seems a bit off key but is otherwise willing to help and asks you to bring him a quill. While exploring Timbermist Woods in search of the quill, you will find many gems. These may come in handy later so you may want to pick a few up. East of Darm's shack, you will find a songbird but it doesn't seem ready to relinquish a quill just yet. Beneath the songbird you can find a walnut which will come in handy.

+
+

+
+

The Timbermist Woods has its share of dangers. One may be tempted to pick a gem from the ruby tree but a poisonous snake will bite you if you try it. If you don't have the yellow gem activated on Brandon's amulet for healing, he will eventually die from the poison. Far in the southeast part of the woods you will find the Serpent's Grotto. When you try to enter, Malcolm will show up to taunt Brandon. When he throws the knife at Brandon, quickly click on it while it is stuck in the tree to throw it back. If you try to run, Malcolm will throw another and won't miss this time. Malcolm will leave and seal the entrance to the grotto behind him in ice.

+
+

+
+

South of Darm's shack, you will find the Deadwood Glade which has a large hole in the ground. Perhaps something could be planted there to restore life to the glade? Collect the walnut at the Songbird's Nest, the pinecone west of the oldest tree in Kyrandia (with Old Nolby sitting under it) and an acorn to the northwest of the pinecone. Drop these 3 items in the hole at Deadwood Glade.

+

The plant that sprouts forward will thank you for restoring life to the Deadwood Glade and activate the yellow gem on Brandon's amulet. This allows you to use a healing spell. Using it on the injured songbird will get you a quill to bring back to Darm. After giving him the quill, Darm will write a scroll that will help you later.

+
+

+
+

You must now collect the birthstones and place them in order on the plate at the Marble Altar. If the correct stone is used, a gem will light up. You must activate all 4 gems in order to complete this quest. The stone order is random for every game but the first stone is always the Sunstone which can be found at the bubbling spring to the east.

+
+

+
+

The best method for placing the stones is to save first and then reload once you have placed the correct stone. This way you won't burn up all of the stones trying to find the correct one. The last gemstone is always the same: the Ruby from the ruby tree to the northwest. Just make sure you heal if you are bitten! If you are having trouble finding the correct second and third gems, you can go back and look on the other side of the cave too. The golden dish morphs into a golden flute. One of the high notes will surely be able to crack the ice blocking Serpent's Grotto!

+

Summary

+

Talk to Darm
+ Bring the walnut, acorn and pinecone to the Deadwood glade to activate the yellow gem
+ Deal with Malcolm at Serpent's Grotto
+ Heal the songbird's wing to get the quill
+ Bring the quill to Darm and he will give you a scroll and the birthstones quest
+ Put the Sunstone on the golden plate at the Marble Altar
+ Use trial and error to determine the second and third stones
+ Place the ruby as the fourth and final stone
+ Use the flute to shatter the ice at Serpent's Grotto

+

- Timbermist Woods Map -

+

 

+

 

+

 

+

Continued in Part 3

+

 

+

 

+
+
+
+ +
+ + + + + + +The Legend of Kyrandia Guide / Walkthrough - Classic Games Paradise + + + + +
+ +
NES Games by Image | SNES Games by Image | Genesis Games by Image | Game Boy Games by Image
+
+
+


+
+
+
+
+
+

+
+
+
+

 

+

Shadowrealm - Serpent's Grotto

+
+

+
+

As you enter Shadowrealm, Brandon will step on an obvious trap, blocking the way back. To open it again you will need to place something heavy on the hanging plate. You will have to make use of Fireberries to light your way. Be careful though; you can only safely move between rooms 3 times before the Fireberries will burn out. If you are caught in a dark room without any light, the shadow wraiths will no longer be repelled by the light and will devour you. If you drop a Fireberry on the ground, it won't burn out and will make that room safe to go back to if you run out of berries. To open the gate to go back, Brandon will have to collect 5 large rocks to toss in the hanging dish.

+

If you don't want to make your own map, use this map as a reference - the highlighted path is your recommended initial path which will allow you to grab all of the rocks you need to re-open the gate.

+
+

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To the north, you will find the Chasm of Everfall which has the way out on the other side. There is no way for Brandon to get across at the moment so you will have to venture deeper into Shadowrealm. At the Pantheon of Moonlight, you will find 2 wisps that promise to teach you how to float if you fix their altar.

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In the cavern of twilight, you can find a coin as well as an easy to miss rock. At the volcanic river, use Darm's scroll to safely cross and collect the iron key on the other side. Make sure you don't throw away the scroll just yet; it will come in handy again later.

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Use the 5 rocks to go open the gate and go back to Timbermist Woods and throw the gold coin in the well to receive the moonstone. Put the moonstone in the empty space in the altar at the Pantheon of Moonlight to free the wisps and they will activate the purple gem on Brandon's amulet allowing him to turn into a wisp. While in wisp form, you are able to illuminate a room so you don't need Fireberries to safely get around anymore. With the wisp spell you can now cross the Chasm of Everfall and enter the Faeriewood.

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Summary

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Collect all 5 rocks as you go through the Shadowrealm
+ Find the Pantheon of Moonlight and the wisps there promise to teach you to float if you finish their altar
+ Get the coin from the cavern of twilight
+ At the volcanic river, use darm's scroll to get past and collect the key ahead
+ Use the rocks to go back to Timbermist Woods
+ Throw the gold coin into the well to get the moonstone
+ Use the Moonstone to repair the wisp's altar at the Pantheon of Moonlight
+ Use the wisp power to cross the Chasm of Everfall

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- Map of Serpent's Grotto -

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Continued in Part 4

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+ +
+ + + + + + +The Legend of Kyrandia Guide / Walkthrough - Classic Games Paradise + + + + +
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NES Games by Image | SNES Games by Image | Genesis Games by Image | Game Boy Games by Image
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The Faeriewood

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As you are traveling through Faeriewood, a loose branch will fall on Brandon and knock him out. He will awaken in Zanthia's hut. She asks him to fill a flask at the nearby fountain for her.

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At the fountain, you will encounter Malcolm once again. He steals one of the crystal balls, ruining the fountain. You will need to find it in order to restore the fountain and get that water. As you wander Faeriewood, you will find a burning branch. Use Darm's scroll once again to extinguish the flames to find the missing crystal ball. Use it to restore the fountain and get a flask full of water.

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If Brandon drinks a flask full of the magic water, one of the jewels on the amulet will turn blue. You can use the blue jewel on the amulet to retrieve the floating Royal Chalice but a little furry creature named Faun will show up and steal it. You will have to deal with him later. After delivering the magic water to her, Zanthia will ask you to bring her some blueberries. These can be found west from where you retrieved the missing crystal ball.

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Upon returning to Zanthia's lab, she will be missing. Investigate the scrunched up rug to locate a secret passage. You will find yourself on the other side of Faeriewood. You can find the Crystals of Alchemy to the east which will help you out later. To the northeast, you can find the tropical lagoon and some orchids. Pick 2 to take with you and return to Zanthia's lab.

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If you throw the blueberry into the cauldron, the water will turn light blue but it seems it is only half finished. You can complete the mixture by adding a blue gem like a sapphire to the mix. Fill 1 flask with the completed blue potion. If you combine the orchid with a red gem like a garnet, you can make a red potion. Combining a tulip from the sparkling stream in Timbermist Woods and a yellow gem like a topaz will make a yellow potion. You will want to make 1 blue potion, 1 yellow potion and 2 red potions.

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At the Crystals of Alchemy, you can combine the potions to make powerful new potions. Combine a red and yellow potion to make an orange potion which will allow you to go to Castle Kyrandia once you are done in Faeriewood. Combine a blue and red potion to make a purple potion which will shrink Brandon to a small size, allowing him to enter Faun's home and get back the Royal Chalice. Save yourself a bit of trouble and pick up an apple before you visit Faun. You can find an apple at Brandon's home, outside the cave leading to Faeriewood or even on the other side of Faeriewood if you ate both of those apples. Drink the purple potion outside Faun's door when you are ready and trade the apple for the Royal Chalice. Once back outside, you can find the chalice to the right of Faun's door. Now that you have the Royal Chalice, Iron Key and orchid, you are ready to go to Castle Kyrandia by using the orange potion at the tropical lagoon.

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Summary

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Go to the fountain to get magic water for Zanthia
+ Recover the missing crystal ball using Darm's scroll on the burning branch
+ Bring the magic water to Zanthia
+ Use the blue gem on Brandon's amulet to get the Royal Chalice out of the air
+ Get the blueberries at the waterfall and bring them back to Zanthia
+ Use the secret door under the rug in Zanthia's lab to get to the other side of Faeriewood
+ Pick 2 red orchids at the tropical lagoon
+ Use Zanthia's cauldron to create 2 red potions, 1 yellow potion and 1 blue potion
+ At the Crystals of Alchemy, combine a red and yellow potion for a orange potion
+ Combine a red and blue potion for a purple potion
+ Get an apple then use the purple potion outside Faun's home to shrink down and pay him a visit
+ Give him the apple for the chalice and find it outside his door
+ Use the orange potion at the tropical lagoon to travel to Castle Kyrandia

+

- The Faeriewood Map -

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Continued in Part 5

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+
+
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+ +
+ + + + + + +The Legend of Kyrandia Guide / Walkthrough - Classic Games Paradise + + + + +
+ +
NES Games by Image | SNES Games by Image | Genesis Games by Image | Game Boy Games by Image
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+


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Castle Kyrandia

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When you find the grave of William and Katherine, you can put the orchid on it and Katherine will appear before you. She will activate the red gem on Brandon's amulet which allows him to turn invisible. At the gate to the castle, use the invisibility spell when unlocking the gate with the Iron Key or the gargoyles will spit acid all over Brandon.

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Castle Kyrandia is a big place so stay on the main floor for now. At the great hall, you will find locked double doors. Two keys will be needed in order to unlock them. In the kitchen, you can find the Royal Scepter hanging over the table. In the library, investigate the fireplace to discover a secret passage leading to the dungeon and the crown stuck on the other side. If you go back into the library and pull out the books in order by the first letter of their title to spell the word 'open', the fireplace will spin around without Brandon having to go along with it. Back in the dungeon, you can get past the forcefield that blocks your way by using the blue gem on Brandon's amulet. One of the rooms behind the forcefield has a loose floor tile that can be moved to discover a gold key.

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On the second floor, you can look through the royal mystic's bedrooms but Herman will show up to stop you. If you get near him, he will cut Brandon right in half with the saw so use the yellow gem on Brandon's amulet to put him to sleep. Inside a bedroom on the west side is a bell stand that can be played. If you strike the bells in the correct order, the last gold key will be revealed behind the painting. The correct order is Do, Fa, Mi, Re, or green, white, gold then blue. Now that you have both gold keys, you can unlock the door in the great hall and enter the foyer.

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You will see 3 pillows where you can place the royal artifacts. The correct order is scepter, crown then chalice. With the doors to the Kyragem opened, Malcolm will show up to confront you. When he follows you into the chamber, he will prepare a magic spell. Immediately go in front of the mirror on the right side of the room and use the red gem on the amulet to turn invisible. Malcolm will shoot his spell at you but it will bounce off the mirror and hit him instead, turning him to stone.

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With Malcolm defeated, Kyrandia is safe once again!

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Summary

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Place the orchid on the grave to get the red gem on Brandon's amulet
+ Use the invisibility to sneak past the gargoyles and unlock the gate
+ Get the royal scepter from the kitchen
+ Get the royal crown from the library fireplace by pulling out books in order of first letter of their titles to spell 'open'
+ Use the blue gem from Brandon's amulet on the forcefield in the dungeon to get past it
+ Find the gold key under a loose floor tile past the forcefield
+ Go up to the second floor and use the healing spell on Herman when he shows up
+ Play the bells in one of the bedrooms in the correct order of Do, Fa, Mi then Re then get the gold key behind the painting
+ Unlock the double doors in the great hall with both gold keys
+ Place the scepter, crown and chalice on the pillows in that order
+ Use the invisibility spell in front of the mirror on the right side of the Kyragem chamber to reflect Malcolm's spell back at him

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- Map of Castle Kyrandia -

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+ + diff --git a/walkthroughs/kyrandia_1/lparchive_walkthrough.html b/walkthroughs/kyrandia_1/lparchive_walkthrough.html new file mode 100644 index 0000000..ee2417a --- /dev/null +++ b/walkthroughs/kyrandia_1/lparchive_walkthrough.html @@ -0,0 +1,286 @@ + + + + + + + + + + + + + + + + + + + + Legend of Kyrandia + + + + + + + + + + + + + + + + + + + + + + + + + +
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The Let's Play Archive

Legend of Kyrandia

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by Hyper Crab Tank

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Thanks! We like it too.Why not check out some similar LPs from our recommendations?
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+ Tag + + +
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Original Thread: Cliches & Clowns: Let's Play The Legend of Kyrandia

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If you liked this LP, you might also like Martian Dreams by Nakar, Ultima VII Part 2: Serpent Isle by Nakar and Manhunter: New York & San Fransisco by GuavaMoment

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Introduction

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+Remember a company called Westwood Studios? Perhaps best known for real-time strategy classic Command & Conquer (1995) and the enormous franchise that sprung from it, they were also responsible for C&C; spiritual precursor Dune II (1992), as well as D&D-based; role-playing classics Eye of the Beholder (1990) and its sequel (1991), followed by a new franchise set in their own original universe, Lands of Lore (1993). The company was acquired by Electronic Arts in 1998, and as was typical of Electronic Arts acquires at the time, Westwood Studios was swiftly run into the ground and finally dismantled in 2003.

+Shortly before the height of their career, Westwood Studios produced a trilogy of point-and-click adventure games in the vein of Monkey Island or King's Quest. The first game, titled Fables & Fiends: The Legend of Kyrandia, was released in 1992, approximately a year after Monkey Island 2, and two years after King's Quest V (that's the one with that insufferable owl). The game was well received, despite its generic plot and occasional... issues, and was followed by a CD-ROM re-release with added voice track the following year, and two sequels with titles riddled with colons (Fables & Fiends: The Legend of Kyrandia: Book Two: Hand of Fate and Fables & Fiends: The Legend of Kyrandia: Book Three: Malcolm's Revenge), soon to come.
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+While the games are not, in my opinion, quite up to par with Lucasarts classics like Monkey Island or Day of the Tentacle in terms of writing, they nevertheless have a certain charm to them (the later two games in particular), and the graphics, music and voice acting are fantastic by period standards. And yet, whenever the topic of classic point-and-click adventure games is brought up, the Kyrandia games are often forgotten in favor of more famous examples. While it's certainly understandable why they don't hold the same place in people's hearts as certain other classics, forgetting them entirely is a shame, in my opinion.
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+Well, that's enough backstory; let's see what this is about. But before that, let's talk briefly about spoilers . The Kyrandia series does not have a deep and intricate plot, but the later two games do have a few (fairly predictable) twists, so for now the official spoiler policy is no talking about things that haven't been shown yet.
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+Because this is a point-and-click adventure game and there is a lot of walking around and looking at things that aren't particularly entertaining, this will primarily be a screenshot LP with transcribed dialogue and my commentary in italics. However, since we're playing the CD-ROM version, this game is also fairly competently voice acted. Therefore, text updates will be supplemented with video clips of significant conversations or events, particularly whenever a new character is introduced.
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Table of Contents

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+ + Archive Index + + + + + \ No newline at end of file diff --git a/walkthroughs/maniac-mansion/syntax2000_walkthrough.txt b/walkthroughs/maniac-mansion/syntax2000_walkthrough.txt new file mode 100644 index 0000000..000a8d2 --- /dev/null +++ b/walkthroughs/maniac-mansion/syntax2000_walkthrough.txt @@ -0,0 +1,233 @@ +Maniac Manion - Lucasfilm/US Gold + +Solved by Dave Barker + +STORYLINE. + +You play the part of Dave, a student at State University. You +have just heard that your girlfriend, Sandy, has been kidnapped +by Dr. Fred and is being held in his home, the affectionately +named "MANIAC MANSION". After placing a message on the school +noticeboard appealing for help in the rescue of Sandy you set +off for the meeting place, the driveway to "MANIAC MANSION". +In the game you control three characters, one of which is Dave +by default. You therefore need to pick two more characters from +the other six shown on the menu screen. This walkthrough uses +Syd and Michael as the other members of the party. + +NOTE:- at certain preset times events will occur inside "MANIAC +MANSION" which are beyond your control. In particular the +occupants will wander about so don't wait around in open areas. +See game notes listed at end of walkthrough. +WALKTHROUGH. + +DAVE:- move to front door, pick up mat, pick up key, unlock +front door with key, enter, walk to the far right of entrance +hall, open door, enter sitting room, walk to the far right, open +door, enter library, dark!, use the "what is " command to find +the light and turn it on, walk to the far right, open last panel +on bookcase, get cassette, return to main hall, go to right side +of staircase, push gargoyle - door to basement opens. + +MICHAEL:- walk to far right of outside of house, wait by +mailbox. + +SYD:- enter front door, go down into basement, dark! use "what +is" command to find light switch, turn on light, go to far left, +get silver key, open fuse box, return to main hall, go to +kitchen door. + +DAVE:- ascend stairs, open door to left, enter art room, get +bowl of wax fruit and paint remover. +SYD:- SEE NOTE 1, open kitchen door, enter door, get flashlight, +open fridge, get can of pepsi, open door on right, enter into +dining room, walk to the far right, open door, enter store room, +get fruit drinks, return to main hall, ascend stairs, join Dave +in art room, give Dave fruit drinks. + +DAVE:- go to security door, open door, SEE NOTE 2, enter door, +walk to the far right, go up stairs, walk left until confronted +by hungry green tentacle, give bowl of fruit to tentacle, give +fruit drinks to tentacle - you can now pass, walk left and +ascend stairs, open first door and enter, walk to the left and +ascend ladder, get record from back shelf, walk to the far right, +get yellow key, return to the top floor landing, open fourth door +and enter, use the hunk-O-matic machine - twice, walk to right, +open bathroom door and enter, get sponge, now return to first +floor landing outside security door, go right, open and enter +door to music room, go to the music-centre, use record player on +record, use cassette player on cassette, turn on cassette +player, turn on record player, wait until noise stops, turn off +cassette player, turn off record player, get cassette, now go to +the sitting room on ground floor, open cabinet that has the radio +on it, use cassette player on cassette, turn on cassette player, +wait until chandelier shatters, turn off machine, get old rusty +key. + +Wait, SEE NOTE 3 + +MICHAEL:- pick up package as per NOTE 3, go to front door. + +DAVE:- go to front door, open front door, go upstairs to art +room. + +MICHAEL:- enter front door, go upstairs to security door and +open it, go to the top landing, open third door, enter Weird ED's +room, give package to Weird ED - he then asks you to find his +plans, return to the art room. + +DAVE:- give yellow key to SYD, go downstairs and out of front +door, examine bush on right side of steps, get undeveloped film, +examine bush on left side of steps, using your improved strength +open the grating, enter grating, walk to the right until you are +under the grating. + +SYD:- go downstairs and go to the store room beyond the kitchen +and dining room, get glass jar, get bottle of developer from +top of shelves - as you do so it slips from your grasp and +smashes onto the grating. + +DAVE:- use sponge to soak up developer, walk right until you +come to the water valve. + +SYD:- unlock outer door with silver key, enter door, fill jar +with pool water, go to side of pool by ladder. + +DAVE:- turn on water valve, SEE NOTE 4. + +SYD:- down into empty pool, get radio, get glowing key, up out +of pool. + +DAVE:- turn off water valve. go to pool and meet SYD, open gate, +enter gate, open garage, go to art room, give undeveloped film +to MICHAEL, give sponge of developer to MICHAEL. + +SYD:- enter gate, open car boot with yellow key, get tool box, +go to art room. + +MICHAEL:- go to second floor landing, open door, enter door - +dark!, close door, use the "what is" command to find the red +light, turn on red light, use sponge of developer on tray, use +undeveloped film on tray, take prints to Weird ED's room, give +prints to Weird ED - he says "great, you have developed the +prints, now we can overthrow the meteor. Meet me in the lab in +10 minutes", wait here. + +SYD:- give DAVE the following, can of pepsi, flashlight, radio, +jar of water, and the tools. + +DAVE:- give SYD the rusty key, go to top landing, head to +far right, open and enter door, go to far right wall, use +paint remover on paint blotch, you find a secret door, open +door. + +SYD:- join MICHAEL in Weird ED's room, open piggy bank - it +breaks revealing 3 dimes, get hamster - Weird ED won't let you +do this and you are taken down to the dungeon. + +MICHAEL:- get the 3 dimes, get hamster, get purple keycard, wait +until Weird ED returns, give hamster to Weird ED, now exit room +go to far right and meet up with DAVE, give the 3 dimes to DAVE, +exit room and wait outside closed second door. + +SYD:- unlock door with old rusty key, meet MICHAEL outside +second door on top landing, open and enter Nurse EDNA's room, +she is none too happy with your intrusion and you are taken +down to the dungeon again! + +MICHAEL:- enter EDNA's room, climb up ladder - dark!, use the +"what is" command to find light switch, turn on light switch, +walk to painting, open painting to find wallsafe. +DAVE:- enter and you'll ascend the ladder, open radio to reveal +batteries, use batteries in flashlight. + +SYD:- unlock door with rusty key, enter door - dark!, find and +walk to open fuse box, turn off circuit breakers - whole house +plunged in darkness, SEE NOTE 5. + +DAVE:- turn on flashlight, use tools to fix broken wires, turn +off flashlight. + +SYD:- turn on circuit breakers, the chances are that the purple +tentacle will throw you into the dungeon. + +DAVE:- descend ladder, go to hungry plant, use jar of water on +plant - it grows and reaches the hole in the ceiling, give can +of pepsi to plant, go up plant into the observatory, go to the +controls on the left, use dime on slot, push right hand button, +use dime on slot, push right hand button - the telescope is now +in the correct position, use telescope - you see into Nurse +EDNA's bedroom - and the combination to the safe. +MICHAEL:- open safe, get sealed envelope, open envelope - find +quarter, down ladder - Nurse EDNA throws you into the dungeon. + +SYD:- open door with rusty key. + +MICHAEL:- enter door, go through basement, go upstairs into main +hall, go upstairs to first floor landing, enter security door, +open first door to right, enter medical room. + +DAVE:- go downstairs to medical room. + +MICHAEL:- give quarter to DAVE, give purple keycard to DAVE. + +DAVE:- wait until you have seen Dr. FRED play an arcade game, +leave room, open door to right, enter games room, walk to +machine entitled "Meteor Mess", use quarter on coin slot - make +note of highest score number, now go upstairs to Nurse EDNA's +room - get captured and thrown into the dungeon. + +SYD:- give glowing key to DAVE, give yellow key to DAVE. +DAVE:- walk to far left to padlocked door, use glowing key on +top padlock, use glowing key on bottom padlock, open outer door +- now see inner door, open door, enter number from arcade game +high score, enter door into secret laboratory, walk to the right +confronted by purple tentacle, Weird ED arrives and takes care +of the purple tentacle, walk to the door on left, open and enter +door, walk left - Dr. FRED activates the self-destruct - you +have 2 minutes to complete the game, walk left to locker, open +locker, use radiation suit, walk right to the door, use purple +keycard in slot, enter door, walk to the power lever, turn off +power lever - releases Dr. FRED from the control of the meteor +but the self-destruct cannot be aborted, get the meteor, walk +right to door, open door, enter door into garage, use meteor in +boot of car, close car boot, use yellow key on left hand rocket +engine.....................THE END. + +NOTE 1:- at the start of the game Nurse EDNA is in the kitchen +raiding the fridge. Save the game before SYD enters the kitchen. +If EDNA is still there reset the machine, load up your save +position, and put a blank disk in the drive you are using. When +the program is ready to remove EDNA from the kitchen it tries to +access disc two, can't find it and asks you to insert it. You +now know EDNA has gone back to her room. SYD can now enter the +kitchen safely, but beware Weird ED will soon get hungry and +embark on a trip down from his room to the fridge. + +NOTE 2:- save the game each time you wish to open the security +door. Unfortunately because of the way in which the printing of +the security booklet has been carried out it is possible to +mismatch the required symbols. + +NOTE 3:- at a preset time during the game the doorbell will +ring, Weird ED is expecting a package. Switch to MICHAEL who is +waiting by the mailbox, pick up the package and walk as far left +as possible. Weird ED will come to the front door, he will +assume someone rang the bell in order to play a trick and will +go back inside shutting the door behind him. + +NOTE 4:- there is an atomic reactor at the bottom of the +swimming pool, the water keeps it from over heating and +exploding. To get the radio and the glowing key you must first +empty the pool, and then afterwards refill it. A single +character can not complete the task alone in the time before the +reactor overheats. One character must go under the house to the +water valve and another to the pool side. + +NOTE 5:- a particular arcade game in the games room will give +you vital information, but unfortunately the power line has +broken in the attic. This is another two character job, one must +stand by the circuit breakers in the basement whilst the other +must take the tools to the attic. Only when the electric power +to the whole house has been turned off can the broken wires be +repaired. diff --git a/walkthroughs/maniac-mansion/wikipedia_game_overview.txt b/walkthroughs/maniac-mansion/wikipedia_game_overview.txt new file mode 100644 index 0000000..d57229f --- /dev/null +++ b/walkthroughs/maniac-mansion/wikipedia_game_overview.txt @@ -0,0 +1,30 @@ +# Maniac Mansion - Wikipedia Article (Game Overview Section) + +## Game Mechanics +- Player uses point-and-click interface with 15 action commands (Walk To, Unlock, etc.) +- Choose 2 of 6 characters to accompany protagonist Dave Miller: Bernard, Jeff, Michael, Razor, Syd, Wendy +- Each character has unique abilities (Syd/Razor play musical instruments, Bernard repairs appliances) +- Game has multiple endings based on character choices and combinations +- Features cutscenes for story advancement + +## Setting +- Mansion of the Edison family: Dr. Fred (mad scientist), Nurse Edna (wife), Weird Ed (son) +- Two large tentacles live there: purple and green +- Sentient meteor crashed 20 years ago and brainwashed the Edisons +- Dave's girlfriend Sandy was kidnapped by Dr. Fred for experiments + +## Key Game Mechanics +- Mansion inhabitants are hostile (except green tentacle) and throw players to dungeon if seen +- Characters can be killed; game ends when all die +- Five possible endings based on characters chosen, who survives, and accomplishments + +## Development Notes (relevant to puzzle design) +- Designed as paper-and-pencil game first, with mansion floor plan as game board +- Used cellulose acetate strips to map out puzzle combinations by tracking items that work together with certain characters +- Non-linear puzzle design made it hard to prevent no-win scenarios +- Ron Gilbert wanted to avoid "sadistic" game design where everyday logic doesn't apply + +## Character Skills +- Each character contributes different skills and resources +- Different paths must be taken based on group composition +- Game was completed with any combination of characters but requires different approaches