Analyze Maniac Mansion: Added Multi-Character Coordination puzzle type; documented pool reactor meltdown (Timed Consequence), arcade code observation (Observation Replay), music room demo chain & envelope steam puzzle (Meta-Puzzle Construction)

Puzzles documented:
- Pool Reactor Meltdown: Two-character timed sequence with narrative urgency
- Meteor Mess Arcade: Observation replay of cutscene high score
- Music Room Demo Tape → Contract: Sequential meta-construction chain for Syd/Razor ending
- Envelope Steam Extraction: Resource transformation puzzle with temporal separation

New puzzle type created: Multi-Character Coordination (exploits party system for actions spanning separated locations)

Files updated: timed-consequence.md, observation-replay.md, meta-puzzle-construction.md, README.md
Walkthroughs collected: syntax2000 walkthrough + wikipedia game overview
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---
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

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# 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 |
---

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---
## 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).
<small>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..."</small>
```
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.
<small>Source: classicgaming_walkthrough.html — "Rip open the envelope... you need the envelope unsealed using steam in the microwave (so the envelope can be reused)."</small>
```
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

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# 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.
<small>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."</small>
```
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:
<small>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."</small>
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.
<small>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."</small>
```
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:
<small>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"</small>
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
<small>Source: syntax2000_walkthrough.txt, line 151 — "the chances are that the purple tentacle will throw you into the dungeon"</small>
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)

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@@ -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.
<small>
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."
</small>
**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
<small>
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!"
</small>
**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.
<small>
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"
</small>
**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

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@@ -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.
<small>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."</small>
**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.
<small>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."</small>
**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.

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# 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

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<title>King's Quest III: To Heir is Human - Walkthrough</title>
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<body text="#FFFFFF" bgcolor="#000000" link="#FF0000" vlink="#800000" alink="#800000">
<center>
<h1>
<font face="Verdana"><font color="#804000"><font size=+2>Kings Quest III:
To Heir is Human
<hr WIDTH="100%"></font><font size=+0>Walkthrough</font></font></font></h1></center>
<font face="Verdana"><font color="#FFFFFF"><font size=-1>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 <a href="generaltips.html">General Adventure
Gaming Tips</a> 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!</font></font></font>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Introduction</font></font></font></h3>
<font face="Verdana"><font color="#FFFFFF"><font size=-1>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:</font></font></font>
<ul>
<li>
<font size=-1><font face="Verdana"><font color="#FFFFFF"><i>Clean the kitchen</i>:
Go one screen right and one screen up from the entrance hall. There's a
broom against the wall to the left of the fireplace. Walk up to it and
</font></font><font face="Courier New,Courier"><font color="#FF0000">clean
kitchen</font></font><font face="Verdana"><font color="#FFFFFF">.</font></font></font></li>
<li>
<font size=-1><font face="Verdana"><font color="#FFFFFF"><i>Dust study</i>:
Go one screen up from the entrance hall and at the bottom left of the screen
there is an oak cabinet with a duster on it. Walk up to the cabinet and
</font></font><font face="Courier New,Courier"><font color="#FF0000">dust
study</font></font><font face="Verdana"><font color="#FFFFFF">.</font></font></font></li>
<li>
<font size=-1><font face="Verdana"><font color="#FFFFFF"><i>Empty chamber
pot</i>: Walk up the stairs from the entrance hall and up into Manannan's
bedroom on the second floor. At the bottom left of his bed is his chamber
pot. Walk up to it and </font></font><font face="Courier New,Courier"><font color="#FF0000">empty
chamber pot</font></font><font face="Verdana"><font color="#FFFFFF">.</font></font></font></li>
<li>
<font size=-1><font face="Verdana"><font color="#FFFFFF"><i>Feed chickens</i>:
Walk down from the entrance hall to go outside. To the left of the chicken
coop is a bag of chicken feed. Walk up to it and </font></font><font face="Courier New,Courier"><font color="#FF0000">feed
chickens</font></font><font face="Verdana"><font color="#FFFFFF">.</font></font></font></li>
<li>
<font size=-1><font face="Verdana"><font color="#FFFFFF"><i>Feed Manannan</i>:
Go one screen right and one screen up from the entrance hall. In the kitchen
on the table to the right lies a loaf of bread, some fruit and a mutton
chop. </font></font><font face="Courier New,Courier"><font color="#FF0000">get</font></font><font face="Verdana"><font color="#FFFFFF">
any of them and bring them down to the dining room. Walk up to Mannanan
and </font></font><font face="Courier New,Courier"><font color="#FF0000">give</font></font><font face="Verdana"><font color="#FFFFFF">
any of the food items to him. If you already carry the food items with
you, just bring them to the dining room.</font></font></font></li>
</ul>
<font face="Verdana"><font color="#FFFFFF"><font size=-1>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.</font></font></font>
<center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Map of Manannan's
House</font></font></font></h3></center>
<center><img SRC="manannanshousemap.gif" BORDER=0 height=195 width=304></center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Manannan's house</font></font></font></h3>
<font size=-1><font face="Verdana"><font color="#FFFFFF">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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
cup</font></font><font face="Verdana"><font color="#FFFFFF">. Then walk
up to the wall, left of the fireplace. There's a knife and a serving spoon
hanging on a rack there. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
knife</font></font><font face="Verdana"><font color="#FFFFFF"> and </font></font><font face="Courier New,Courier"><font color="#FF0000">get
spoon</font></font><font face="Verdana"><font color="#FFFFFF">. Continue
left to the kitchen shelf. There's a clay bowl on it. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
bowl</font></font><font face="Verdana"><font color="#FFFFFF">. 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.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">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 </font></font><font face="Courier New,Courier"><font color="#FF0000">open
drawer</font></font><font face="Verdana"><font color="#FFFFFF">. You will
get the hand mirror that was inside. Next, walk over to the closet to the
right. </font></font><font face="Courier New,Courier"><font color="#FF0000">look
closet</font></font><font face="Verdana"><font color="#FFFFFF">. Ah, there
is something on top of it! </font></font><font face="Courier New,Courier"><font color="#FF0000">look
above closet</font></font><font face="Verdana"><font color="#FFFFFF">.
You've found a small brass key. Next, </font></font><font face="Courier New,Courier"><font color="#FF0000">open
closet</font></font><font face="Verdana"><font color="#FFFFFF"> </font></font><font face="Courier New,Courier"><font color="#FF0000">look
behind clothes</font></font><font face="Verdana"><font color="#FFFFFF">
to find an ancient parchment map. </font></font><font face="Courier New,Courier"><font color="#FF0000">close
closet</font></font><font face="Verdana"><font color="#FFFFFF">. Continue
to the dresser against the right wall and </font></font><font face="Courier New,Courier"><font color="#FF0000">open
drawer</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
fly</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">unlock
cabinet</font></font><font face="Verdana"><font color="#FFFFFF">. 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. </font></font><font face="Courier New,Courier"><font color="#FF0000">look
books</font></font><font face="Verdana"><font color="#FFFFFF">. You will
discover a glint of metal behind them. </font></font><font face="Courier New,Courier"><font color="#FF0000">push
book</font></font><font face="Verdana"><font color="#FFFFFF">. A lever
is concealed behind it. </font></font><font face="Courier New,Courier"><font color="#FF0000">pull
lever</font></font><font face="Verdana"><font color="#FFFFFF">. 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. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
powdered fish bone</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">get
nightshade juice</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">get
mandrake root powder</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">get
saffron</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">get
toad spittle</font></font><font face="Verdana"><font color="#FFFFFF"> and
finally </font></font><font face="Courier New,Courier"><font color="#FF0000">get
toadstool powder</font></font><font face="Verdana"><font color="#FFFFFF">.
Now it's time for some magic! Walk up to the large book on the oak table
and </font></font><font face="Courier New,Courier"><font color="#FF0000">turn
to page IV</font></font><font face="Verdana"><font color="#FFFFFF">. Next,
do the following: First, </font></font><font face="Courier New,Courier"><font color="#FF0000">put
a pinch of saffron in essence</font></font><font face="Verdana"><font color="#FFFFFF">.
Next, recite the following verse:</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Oh
winged spirits, set me free</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Of
earthly bindings, just like thee.</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>In
this essence, behold the might</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>To
grant the precious gift of flight.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Next, </font></font><font face="Courier New,Courier"><font color="#FF0000">wave
the magic wand</font></font><font face="Verdana"><font color="#FFFFFF">.
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.</font></font></font>
<p><i><font face="Verdana"><font color="#FFFFFF"><font size=-1>(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!)</font></font></font></i>
<p><font size=-1><font face="Verdana"><font color="#FFFFFF">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,
</font></font><font face="Courier New,Courier"><font color="#FF0000">pull
lever</font></font><font face="Verdana"><font color="#FFFFFF"> and </font></font><font face="Courier New,Courier"><font color="#FF0000">push
book</font></font><font face="Verdana"><font color="#FFFFFF">. 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.</font></font></font>
<center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Map of Llewdor</font></font></font></h3></center>
<center><img SRC="llewdormap.gif" BORDER=0 height=362 width=544></center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Llewdor</font></font></font></h3>
<font size=-1><font face="Verdana"><font color="#FFFFFF">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 </font></font><font face="Courier New,Courier"><font color="#FF0000">open
door</font></font><font face="Verdana"><font color="#FFFFFF">. 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! </font></font><font face="Courier New,Courier"><font color="#FF0000">dip
fly wings into essence</font></font><font face="Verdana"><font color="#FFFFFF">.
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: </font></font><font face="Courier New,Courier"><font color="#FF0000">Fly,
begone! Myself, return!</font></font><font face="Verdana"><font color="#FFFFFF">
The ground below the tree is full of acorns. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
acorns</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">pull
rope</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">look
inside shack</font></font><font face="Verdana"><font color="#FFFFFF"> 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
purse</font></font><font face="Verdana"><font color="#FFFFFF">. This purse
contains 8 gold coins. Now quickly walk out of the shack and climb back
down the ladder to the ground.</font></font></font>
<p><font size=-1><i><font face="Verdana"><font color="#FFFFFF">(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, </font></font></i><font face="Courier New,Courier"><font color="#FF0000">open
bin</font></font><i><font face="Verdana"><font color="#FFFFFF">, </font></font></i><font face="Courier New,Courier"><font color="#FF0000">get
all</font></font><i><font face="Verdana"><font color="#FFFFFF"> 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.)</font></font></i></font>
<p><font size=-1><font face="Verdana"><font color="#FFFFFF">Walk two screens
right, back to the town and up to the door of the store. </font></font><font face="Courier New,Courier"><font color="#FF0000">open
door</font></font><font face="Verdana"><font color="#FFFFFF"> and walk
up to the counter. There are a number of useful items to buy here. </font></font><font face="Courier New,Courier"><font color="#FF0000">buy
a pouch</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">buy
salt</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">buy
fish oil</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">buy
lard</font></font><font face="Verdana"><font color="#FFFFFF">. Then walk
over to the dog on the floor and </font></font><font face="Courier New,Courier"><font color="#FF0000">pet
dog</font></font><font face="Verdana"><font color="#FFFFFF"> to get a wad
of fur from him. Exit the store.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">It should
be about time to return up the mountain. But you don't have to walk all
the way. </font></font><font face="Courier New,Courier"><font color="#FF0000">look
map</font></font><font face="Verdana"><font color="#FFFFFF"> 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">F6</font></font><font face="Verdana"><font color="#FFFFFF">
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 </font></font><font face="Courier New,Courier"><font color="#FF0000">unlock
cabinet</font></font><font face="Verdana"><font color="#FFFFFF"> 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
</font></font><font face="Courier New,Courier"><font color="#FF0000">hide
all under bed</font></font><font face="Verdana"><font color="#FFFFFF">.
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. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
food</font></font><font face="Verdana"><font color="#FFFFFF">. Walk back
to the dining room beside Manannan and </font></font><font face="Courier New,Courier"><font color="#FF0000">give</font></font><font face="Verdana"><font color="#FFFFFF">
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.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">It's time
for your second journey! Walk up into your bedroom and </font></font><font face="Courier New,Courier"><font color="#FF0000">get
all from under bed</font></font><font face="Verdana"><font color="#FFFFFF">.
As you now have the magic map you don't have to walk all the way down the
mountain again. Just </font></font><font face="Courier New,Courier"><font color="#FF0000">look
at map</font></font><font face="Verdana"><font color="#FFFFFF">, move the
arrow over to the town and press </font></font><font face="Courier New,Courier"><font color="#FF0000">F6</font></font><font face="Verdana"><font color="#FFFFFF">
to go there directly! From the town, walk one screen down and up to the
left tree. It has some mistletoe growing on it. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
mistletoe</font></font><font face="Verdana"><font color="#FFFFFF">. Walk
back up to the town and another screen up. There is a small stream here.
Walk up to the edge of it and </font></font><font face="Courier New,Courier"><font color="#FF0000">get
mud</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
ocean water</font></font><font face="Verdana"><font color="#FFFFFF">. The
tin cup you were carrying is now filled with water from the ocean. Now
</font></font><font face="Courier New,Courier"><font color="#FF0000">look
at map</font></font><font face="Verdana"><font color="#FFFFFF"> 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, </font></font><font face="Courier New,Courier"><font color="#FF0000">show
mirror to medusa</font></font><font face="Verdana"><font color="#FFFFFF">.
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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
cactus</font></font><font face="Verdana"><font color="#FFFFFF">. Now walk
two screen up. There's a dried snake skin lying on the ground here. Walk
up to it and </font></font><font face="Courier New,Courier"><font color="#FF0000">get
snake skin</font></font><font face="Verdana"><font color="#FFFFFF">. Next,
</font></font><font face="Courier New,Courier"><font color="#FF0000">look
at magic map</font></font><font face="Verdana"><font color="#FFFFFF"> 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">open
door</font></font><font face="Verdana"><font color="#FFFFFF">. Once inside,
walk over to the kitchen table where three bowls of porridge sits. Walk
over to the smallest one in the middle and </font></font><font face="Courier New,Courier"><font color="#FF0000">get
porridge</font></font><font face="Verdana"><font color="#FFFFFF">. Then
walk upstairs and up to the dresser to the right. </font></font><font face="Courier New,Courier"><font color="#FF0000">open
drawer</font></font><font face="Verdana"><font color="#FFFFFF">. Inside,
there's a silver thimble. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
thimble</font></font><font face="Verdana"><font color="#FFFFFF">. </font></font><font face="Courier New,Courier"><font color="#FF0000">close
drawer</font></font><font face="Verdana"><font color="#FFFFFF"> and walk
back out of the house. Standing in the garden </font></font><font face="Courier New,Courier"><font color="#FF0000">get
dew</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
eagle feather</font></font><font face="Verdana"><font color="#FFFFFF">.
Now continue one screen to the right and one screen up from the&nbsp; mountain
path screen. There is a cave entrance here, covered with a huge spider
web. Don't walk over to the web. Instead, </font></font><font face="Courier New,Courier"><font color="#FF0000">dip
eagle feather in essence</font></font><font face="Verdana"><font color="#FFFFFF">.
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,
</font></font><font face="Courier New,Courier"><font color="#FF0000">open
gate</font></font><font face="Verdana"><font color="#FFFFFF"> to enter.
Walk over to a chicken and </font></font><font face="Courier New,Courier"><font color="#FF0000">get
chicken</font></font><font face="Verdana"><font color="#FFFFFF">. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
chicken feather</font></font><font face="Verdana"><font color="#FFFFFF">
and then </font></font><font face="Courier New,Courier"><font color="#FF0000">open
gate</font></font><font face="Verdana"><font color="#FFFFFF"> again to
exit the chicken coop. Walk over to the door to the house and </font></font><font face="Courier New,Courier"><font color="#FF0000">open
door</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
cat</font></font><font face="Verdana"><font color="#FFFFFF">. This may
take several attempts as it is quite hard to catch. Once you have it in
your grasp, </font></font><font face="Courier New,Courier"><font color="#FF0000">get
cat hair</font></font><font face="Verdana"><font color="#FFFFFF">. Now
enter Manannan's study. </font></font><font face="Courier New,Courier"><font color="#FF0000">unlock
cabinet</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">push
book</font></font><font face="Verdana"><font color="#FFFFFF"> and </font></font><font face="Courier New,Courier"><font color="#FF0000">pull
lever</font></font><font face="Verdana"><font color="#FFFFFF"> 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">turn
to page xxv</font></font><font face="Verdana"><font color="#FFFFFF">. This
is the spell for transforming another into a cat. To prepare it, do the
following: </font></font><font face="Courier New,Courier"><font color="#FF0000">put
the mandrake root powder in a bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the cat hair in a bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
two spoons of fish oil in the bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">stir
the mixture with a spoon</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the dough on the table</font></font><font face="Verdana"><font color="#FFFFFF">
and </font></font><font face="Courier New,Courier"><font color="#FF0000">shape
the dough into a cookie</font></font><font face="Verdana"><font color="#FFFFFF">.
Next, recite this verse:</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Mandrake
root and hair of cat</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Mix
oil of fish and give a pat</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>A
feline from the one who eats</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>This
appetizing magic treat.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Finally, </font></font><font face="Courier New,Courier"><font color="#FF0000">wave
the magic wand</font></font><font face="Verdana"><font color="#FFFFFF">.
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 </font></font><font face="Courier New,Courier"><font color="#FF0000">put
cat cookie in porridge</font></font><font face="Verdana"><font color="#FFFFFF">.
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, </font></font><font face="Courier New,Courier"><font color="#FF0000">pull
lever</font></font><font face="Verdana"><font color="#FFFFFF"> and </font></font><font face="Courier New,Courier"><font color="#FF0000">push
book</font></font><font face="Verdana"><font color="#FFFFFF"> like before,
walk over to the cabinet and </font></font><font face="Courier New,Courier"><font color="#FF0000">unlock
cabinet</font></font><font face="Verdana"><font color="#FFFFFF"> to put
the magic wand back in place. Then walk upstairs into your room and </font></font><font face="Courier New,Courier"><font color="#FF0000">hide
all under bed</font></font><font face="Verdana"><font color="#FFFFFF">.
But as you need the porridge, </font></font><font face="Courier New,Courier"><font color="#FF0000">get
porridge from under bed</font></font><font face="Verdana"><font color="#FFFFFF">.
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 </font></font><font face="Courier New,Courier"><font color="#FF0000">give
porridge to manannan</font></font><font face="Verdana"><font color="#FFFFFF">.
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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
all from under bed</font></font><font face="Verdana"><font color="#FFFFFF">.
Then go down to the study, </font></font><font face="Courier New,Courier"><font color="#FF0000">unlock
cabinet</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">push
book</font></font><font face="Verdana"><font color="#FFFFFF"> and </font></font><font face="Courier New,Courier"><font color="#FF0000">pull
lever</font></font><font face="Verdana"><font color="#FFFFFF"> like before
and go down to the book in the laboratory. Once there, </font></font><font face="Courier New,Courier"><font color="#FF0000">turn
to page II</font></font><font face="Verdana"><font color="#FFFFFF">. This
is the spell for understanding the language if creatures. To prepare it,
do the following: </font></font><font face="Courier New,Courier"><font color="#FF0000">put
the small feather in a bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the dog fur in the bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the reptile skin in the bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">add
a spoonful of powdered fish bone</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
a thimbleful of dew in the bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">mix
with hands</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">separate
mixture into two pieces</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
dough pieces into ears</font></font><font face="Verdana"><font color="#FFFFFF">
and recite this verse:</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Feather
of fowl and bone of fish,</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Molded
together in this dish,</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Give
me wisdom to understand</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Creatures
of air, sea and land</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Next, </font></font><font face="Courier New,Courier"><font color="#FF0000">wave
the magic wand</font></font><font face="Verdana"><font color="#FFFFFF">.
For the next spell, teleportation at random, </font></font><font face="Courier New,Courier"><font color="#FF0000">turn
to page vii</font></font><font face="Verdana"><font color="#FFFFFF">. For
this spell, </font></font><font face="Courier New,Courier"><font color="#FF0000">grind
a spoon of salt in a mortar</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">grind
the mistletoe in the mortar</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">rub
the stone in the mixture</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">kiss
the stone</font></font><font face="Verdana"><font color="#FFFFFF"> and
recite this verse:</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>With
this kiss, I thee impart,</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Power
most dear to my heart.</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Take
me now from this place hither,</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>To
another place far thither.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Next, </font></font><font face="Courier New,Courier"><font color="#FF0000">wave
the magic wand</font></font><font face="Verdana"><font color="#FFFFFF">.
The next spell is for causing a deep sleep. </font></font><font face="Courier New,Courier"><font color="#FF0000">turn
to page xiv</font></font><font face="Verdana"><font color="#FFFFFF">. Then
follow these directions: </font></font><font face="Courier New,Courier"><font color="#FF0000">grind
the acorns in a mortar</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the acorn powder in a bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the nightshade juice in the bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">stir
the mixture with a spoon</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">light
a charcoal brazier</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">heat
the mixture on the brazier</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">spread
the mixture on a table</font></font><font face="Verdana"><font color="#FFFFFF">
and recite this verse:</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Acorn
powder ground so fine</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Nightshade
juice, like bitter wine,</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Silently
in darkness you creep</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>To
bring a soporific sleep</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Next, </font></font><font face="Courier New,Courier"><font color="#FF0000">wave
the magic wand</font></font><font face="Verdana"><font color="#FFFFFF">.
Now a spell for brewing a storm. </font></font><font face="Courier New,Courier"><font color="#FF0000">turn
to page lxxxiv</font></font><font face="Verdana"><font color="#FFFFFF">.
Follow these directions: </font></font><font face="Courier New,Courier"><font color="#FF0000">put
a cup of ocean water in a bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">light
a charcoal brazier</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">heat
the bowl on the brazier</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
a spoon of mud in the bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">add
a pinch of toadstool powder</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">blow
into the hot brew</font></font><font face="Verdana"><font color="#FFFFFF">
and recite this verse:</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Elements
from the earth and sea,</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Combine
to set the heavens free.</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>When
I stir this magic brew,</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Great
god Thor, I call on you.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Next, </font></font><font face="Courier New,Courier"><font color="#FF0000">wave
the magic wand</font></font><font face="Verdana"><font color="#FFFFFF">
and </font></font><font face="Courier New,Courier"><font color="#FF0000">pour
the storm brew into the jar</font></font><font face="Verdana"><font color="#FFFFFF">.
Finally you should prepare a spell for becoming invisible. </font></font><font face="Courier New,Courier"><font color="#FF0000">turn
to page clxix</font></font><font face="Verdana"><font color="#FFFFFF">
and follow these directions: </font></font><font face="Courier New,Courier"><font color="#FF0000">cut
the cactus with a knife</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">squeeze
the cactus juice on spoon</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the cactus juice in a bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">put
the lard in the bowl</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">add
two drops of toad spittle</font></font><font face="Verdana"><font color="#FFFFFF">,
</font></font><font face="Courier New,Courier"><font color="#FF0000">stir
the mixture with a spoon</font></font><font face="Verdana"><font color="#FFFFFF">
and recite this verse:</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Cactus
plant and horny toad</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>I
now start down a dangerous road</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Combine
with fire and mist to make</font></font></font>
<br><font face="Courier New,Courier"><font color="#FF0000"><font size=-1>Me
disappear without a trace.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Next, </font></font><font face="Courier New,Courier"><font color="#FF0000">wave
the magic wand</font></font><font face="Verdana"><font color="#FFFFFF">
and </font></font><font face="Courier New,Courier"><font color="#FF0000">put
ointment in the empty lard jar</font></font><font face="Verdana"><font color="#FFFFFF">.</font></font></font>
<br><font size=-1><font face="Verdana"><font color="#FFFFFF">Finally you
are done with the spells and can leave Manannan's house forever. </font></font><font face="Courier New,Courier"><font color="#FF0000">look
at map</font></font><font face="Verdana"><font color="#FFFFFF">. Teleport
to the town again. Walk over to the tavern and </font></font><font face="Courier New,Courier"><font color="#FF0000">open
door</font></font><font face="Verdana"><font color="#FFFFFF">. There are
some sailors here now. </font></font><font face="Courier New,Courier"><font color="#FF0000">talk
to sailors</font></font><font face="Verdana"><font color="#FFFFFF">. They
might offer you a ride if you have enough gold to pay for the trip. </font></font><font face="Courier New,Courier"><font color="#FF0000">give
purse to sailors</font></font><font face="Verdana"><font color="#FFFFFF">.
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!</font></font></font>
<center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Map of Pirate
Ship</font></font></font></h3></center>
<center><img SRC="pirateshipmap.gif" BORDER=0 height=185 width=198></center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>The Pirate Ship</font></font></font></h3>
<font size=-1><font face="Verdana"><font color="#FFFFFF">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. </font></font><font face="Courier New,Courier"><font color="#FF0000">get
crate</font></font><font face="Verdana"><font color="#FFFFFF"> 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, </font></font><font face="Courier New,Courier"><font color="#FF0000">drop
crate</font></font><font face="Verdana"><font color="#FFFFFF">. Now </font></font><font face="Courier New,Courier"><font color="#FF0000">jump
onto crate</font></font><font face="Verdana"><font color="#FFFFFF"> to
get onto the small crate. </font></font><font face="Courier New,Courier"><font color="#FF0000">jump
onto crate</font></font><font face="Verdana"><font color="#FFFFFF"> again
to get onto the larger one. Walk directly under the ladder and </font></font><font face="Courier New,Courier"><font color="#FF0000">jump
up to ladder</font></font><font face="Verdana"><font color="#FFFFFF">.
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.
</font></font><font face="Courier New,Courier"><font color="#FF0000">open
chest</font></font><font face="Verdana"><font color="#FFFFFF">. </font></font><font face="Courier New,Courier"><font color="#FF0000">look
inside chest</font></font><font face="Verdana"><font color="#FFFFFF">.
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 </font></font><font face="Courier New,Courier"><font color="#FF0000">get
shovel</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">pour
sleep powder on floor</font></font><font face="Verdana"><font color="#FFFFFF">.
Then recite: </font></font><font face="Courier New,Courier"><font color="#FF0000">Slumber
henceforth!</font></font><font face="Verdana"><font color="#FFFFFF"> The
pirates has now fallen asleep and you are free to escape from the ship.
</font></font><font face="Courier New,Courier"><font color="#FF0000">jump
onto crate</font></font><font face="Verdana"><font color="#FFFFFF">, </font></font><font face="Courier New,Courier"><font color="#FF0000">jump
onto crate</font></font><font face="Verdana"><font color="#FFFFFF"> and
</font></font><font face="Courier New,Courier"><font color="#FF0000">jump
up to ladder</font></font><font face="Verdana"><font color="#FFFFFF"> 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.</font></font></font>
<center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Map of Mountain
Path</font></font></font></h3></center>
<center><img SRC="mountainpathmap.gif" BORDER=0 height=226 width=424></center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Climbing the mountains</font></font></font></h3>
<font size=-1><font face="Verdana"><font color="#FFFFFF">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 </font></font><font face="Courier New,Courier"><font color="#FF0000">dig</font></font><font face="Verdana"><font color="#FFFFFF">.
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.
</font></font><font face="Courier New,Courier"><font color="#FF0000">dip
eagle feather in essence</font></font><font face="Verdana"><font color="#FFFFFF">
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!</font></font></font>
<center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Map of Daventry</font></font></font></h3></center>
<center>
<h3>
<img SRC="daventrymap2.gif" BORDER=0 height=180 width=304></h3></center>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Return to Daventry</font></font></font></h3>
<font size=-1><font face="Verdana"><font color="#FFFFFF">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.
</font></font><font face="Courier New,Courier"><font color="#FF0000">talk
to gnome</font></font><font face="Verdana"><font color="#FFFFFF">. 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 </font></font><font face="Courier New,Courier"><font color="#FF0000">rub
invisibility ointment on body</font></font><font face="Verdana"><font color="#FFFFFF">.
With the dragon unable to see you, walk one screen to the left. To kill
him, </font></font><font face="Courier New,Courier"><font color="#FF0000">stir
storm brew with finger</font></font><font face="Verdana"><font color="#FFFFFF">
and recite the following verse: </font></font><font face="Courier New,Courier"><font color="#FF0000">Brew
of storms, Churn it up!</font></font><font face="Verdana"><font color="#FFFFFF">
Lightning strikes the terrible dragon and he falls to the ground, dead!
Walk over to the girl tied to the pole and </font></font><font face="Courier New,Courier"><font color="#FF0000">untie
girl</font></font><font face="Verdana"><font color="#FFFFFF">. </font></font><font face="Courier New,Courier"><font color="#FF0000">talk
to girl</font></font><font face="Verdana"><font color="#FFFFFF"> 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 <i>King's Quest III: To Heir is Human</i>!</font></font></font>
<h3>
<font face="Verdana"><font color="#804000"><font size=-1>Alternate solutions</font></font></font></h3>
<font face="Verdana"><font color="#FFFFFF"><font size=-1>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.</font></font></font>
<br><font face="Verdana"><font color="#FFFFFF"><font size=-1>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!</font></font></font>
<br><font face="Verdana"><font color="#FFFFFF"><font size=-1>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.</font></font></font>
<br><font face="Verdana"><font color="#FFFFFF"><font size=-1>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.</font></font></font>
<br>
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<pre>
King's Quest III FAQ/Walkthrough
by Andrew Schultz
<a href="/cdn-cgi/l/email-protection" class="__cf_email__" data-cfemail="50233338253c242a311035312224383c393e3b7e3e3524">[email&#160;protected]</a>
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 <a href="/cdn-cgi/l/email-protection" class="__cf_email__" data-cfemail="3e4d5d564b524a445f7e5b5f4c4a565257505510505b4a">[email&#160;protected]</a>
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===============================================================================
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.
</pre>
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<html>
<head>
<title>Legend Of Kyrandia Companion</title>
</head>
<body bgcolor="#98fb98" text="#000000" link="#b8860b" alink="#d2691e" vlink="#8b008b">
<h1>Legend Of Kyrandia Companion</h1>
<p>
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.
</p>
<p>
Contents:<br>
<a href="lok.html#1">General notes and tips</a><br>
<a href="lok.html#2">Walkthrough, Deaths</a><br>
<a href="lok.html#3">Inventory</a><br>
<a href="lok.html#4">Review</a><br>
</p>
<p><a name="1"><h3>General notes and tips.</h3><br>
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.<br>
Tips:<br>
<ul>
<li>With the multi-purpose cursor, it can be too easy to, say, cross a broken bridge. Make sure you keep an extra save file handy and save whenever something looks risky.</li>
<li>Inventory management becomes tricky: some items are not necessary for completion of the game. I'll state in the Inventory page what is necessary and what isn't.</li>
<li>In the early stage of the game, pick up any gem you may find lying around.</li>
<li>In the maze: drop berries in each and every room to prevent you from accidents.</li>
<li>Die occasionally, just for a laugh.</li></ul>
</p>
<p><a name="2"><h3>Walkthrough</h3><br>
<img src="kyrmap1.jpg"><br>
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.<br>
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.<br>
Walk to the altar, pick up a rose.<br>
Walk to the tree, put the tear on the hole in it. Then follow the boy, right three times, then up. Take the marble.<br>
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.<br>
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.</p>
<p>
<img src="kyrmap2.jpg"><br>
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.<br>
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.<br>
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.<br>
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.<br>
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.<br>
Take the flute, play it a little. Then go to Darm and learn you'll need to traverse the Serpent's Grotto.<br>
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.<br>
Enter the grotto and save your game.</p>
<p>
<img src="kyrmap3.jpg"><br>
You COULD map the caves yourself, but you'll be on the brink of insanity if you do, so copy this one.<br>
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?<br>
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. <br>
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.<br>
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.<br>
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.<br>
Go to the Pantheon and talk to the purple things.<br>
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.<br>
<br>
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.
</p>
<p>
<img src="kyrmap4.jpg"><br>
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. <br>
Then, move the rug to proceed to the next land.</p>
<p>
<img src="kyrmap5.jpg"><br>
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.<br>
Put the tulip and the topaz in the cauldron. Fill 1 flask.<br>
Put the blueberry and a blue gem in the cauldron. Fill 1 flask with blue stuff.<br>
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.<br>
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.<br>
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. <br>
Stand on the beach and drink the orange potion.</p>
<p>
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.
<img src="kyrmap6.jpg"><br>
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.<br>
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.<br>
Go downstairs to the kitchen. Take the golden poker from the table: it's the royal scepter.<br>
Go to the study. Let the book words spell "OPEN". Take the crown. Press the face on the fireplace to enter the secret passage.<br>
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.<br>
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!</p>
<p>
<h3>MARCH TO DIE</h3><br>
<ul>
<li>Try to cross the bridge before it's fixed, with or without Herman there.</li>
<li>Getting bitten by the snake without curing yourself, you'll die in 3 screens.</li>
<li>Getting turned to stone (or in the floppy version: knifed) by Malcolm at the serpent grotto</li>
<li>Wandering in a dark part of the cave without berries or purple spell.</li>
<li>Crossing the volcanic river without use of the scroll.</li>
<li>Talking to the creature in Zanthia's pond.</li>
<li>Drinking a green potion.</li>
<li>Crossing the sea as a purple glob.</li>
<li>Trying to pass Herman without the yellow spell</li>
<li>Depending on your version, being in the Kyragem room without using the red spell.</li></ul>
</p>
<p><a name="3"><h3>Inventory</h3><br>
Garnet - Found on grandfather's table. Used in either Gemstone Altar Puzzle or Potion Puzzle.<br>
Letter - Found on grandfather's table. Given to Brynn.<br>
Saw - Found in treehouse, given to Herman<br>
Apple - found in vase next to the bed in the treehouse. Could be eaten, or given to Pipsqueak.<br>
Teardrop - Caught at the tear pond. Put in the willow.<br>
Peridot - Found in the forest east of the tear pond. Possibly used in Gemstone Altar Puzzle.<br>
Marble - Gotten from the little boy. Used to fix the rose altar.<br>
Lavender Rose - Picked at the altar. Given to Brynn.<br>
Silver Rose - Gotten from Brynn. Used on the rose altar.<br>
Acorn - Found at oak tree. Put in hole to make bush.<br>
Pineapple - Found lying around. Put in hole to make bush.<br>
Walnut - Found at songbird. Put in hole to make bush.<br>
Quill - Found after curing bird. Given to Darm.<br>
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.<br>
Tulip - Picked near the brook. Used in the Potion Puzzle.<br>
Diamond - Found lying around. Possibly used in Gemstone Altar Puzzle.<br>
Opal - Found lying around. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.<br>
Onyx - Found lying around. Possibly used in Gemstone Altar Puzzle.<br>
Sapphire - Found lying around. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.<br>
Ruby - Found in ruby tree. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.<br>
Aquamarine - Found lying around. Possibly used in Gemstone Altar Puzzle. Possibly used in Potion Puzzle.<br>
Topaz - Found lying around. Possibly used in Gemstone Altar Puzzle. Must be used in Potion Puzzle.<br>
Amethyst - Found lying around. Possibly used in Gemstone Altar Puzzle.<br>
Pearl - Found lying around. Possibly used in Gemstone Altar Puzzle.<br>
Sunstone - Found in the small stream after you've given the quill to Darm. Always used first in the Gemstone Altar Puzzle.<br>
Magic Flute - Received after solving the Gemstone Altar Puzzle. Used to enter the Serpent Grotto.<br>
Stone - 5 of them. Found in the cave and at the Cavern of Twilight. Used on the dish at Treacherous Passing.<br>
Iron Key - Found behind the volcanic river. Used on the gates of the desert island.<br>
Gold coin - Found at the Cavern Of Twilight. Tossed in the old well.<br>
Moonstone - Received at the Old Well in exchange for the golden coin. Put in the Pantheon of Moonlight.<br>
Emerald - Found in emerald cave. Serves no purpose.<br>
Apple - Found outside the exit of the Serpent Grotto. Could be given to Pipsqueak.<br>
Flasks - Gotten from Zanthia or found on the floor of her lab. Used to transport magic water or coloured potions.<br>
Blueberry - Picked at Blueberry Bush. Can be eaten. Used in Potion Puzzle.<br>
Chrystal Orb - Gotten from the fiery bush. Used to fix the fountain.<br>
Magic Water - Gotten from the fixed fountain. 2 needed: Must be drunk and given to Brynn.<br>
Rainbow Stone - Found in tree stump. No purpose.<br>
Red Flower - Picked at the beach. 2 needed. Used in potion puzzle and on the grave.<br>
Red Potion - 2 needed. Gotten after combining red gem and red flower in cauldron. Used to make purple and orange potion.<br>
Yellow potion - Gotten after combining tulip and topaz in the cauldron. Used to make orange potion.<br>
Blue Potion - Gotten after combining blueberries and blue gem in the cauldron. Used to make purple potion.<br>
Purple Potion - Received at Emerald Mixer when blue and red potions are combined. Used to make you shrink.<br>
Orange Potion - Received at Emerald Mixer when orange and red potions are combined. Used to turn you into a flying horse.<br>
Green Potion - Received at Emerald Mixer when blue and yellow potions are combined. Can kill the player.<br>
Chalice - Retrieved from Pipsqueak after you give him the apple. Used to enter Kyragem room.<br>
Scepter - Found in castle kitchen. Used to enter Kyragem room.<br>
Crown - Found behind fireplace in study. Used to enter Kyragem room.<br>
Golden key 1 - Found in room upstairs after playing the right tune. Used on double doors.<br>
Golden key 2 - Found in secret passage. Used on double doors. <br>
Fish - Found in Brynn's room. Can be eaten. Serves no purpose.<br>
Ankh - Found in Zanthia's room. Serves no purpose.<br>
<br>
YELLOW force - Healing. Gotten from the bush you grew. Used on songbird on yourself after the snake bite, and on Herman in the castle.<br>
PURPLE force - Weightlessness plus glowing. Gotten at the Pantheon of Moonlight. Used to cross the chasm. <br>
BLUE force - De-magnetizer. Used to get the chalice and to remove the magnetic field in the secret passage.<br>
RED force - Invisibility. Received from mother. Used to enter the castle and in the final room.<br>
</p>
<p>
<a name="4"><h3>Review</h3><br>
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. <br>
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.<br>
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.<br>
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?<br>
In all, a decent game, but no more than that. 6/10. </p>
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<p>&nbsp;</p>
<p class="text-title">The Legend of Kyrandia - Guide</p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_brandon.png" width="550" height="250" hspace="10" /> <img src="Legend of Kyrandia/Kyrandia_note.png" width="250" height="250" /></p>
<blockquote>
<p align="left">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. </p>
<p>As Brandon is leaving, the wall will come alive with a message from the spirits of the land asking him to help against Malcolm. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_temple.png" width="550" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_brynn.png" width="250" height="250" /></p>
<blockquote>
<p>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. </p>
<p>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.</p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_poolofsorrows.png" width="250" height="250" /><img src="Legend of Kyrandia/Kyrandia_altar.png" width="250" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_herman.png" width="250" height="250" /></p>
<blockquote>
<p>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.</p>
<p>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.</p>
<p>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. </p>
<p>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.</p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_merith.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_altar2.png" width="400" height="250" /></p>
<blockquote>
<p>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. </p>
<p>Now that you have the amulet, you will find Herman has finished repairing the bridge. </p>
<p><span class="text-header">Summary</span></p>
<p> Take the note from grandpa's bench<br />
Show it to Brynn at her temple<br />
Bring her a lavender rose from the forest altar<br />
Give Herman the saw so he can repair the bridge <br />
Heal the rotting willow tree with the teardrop from the pool of sorrows<br />
Chase Merith for the marble <br />
Use the marble on the forest altar to fix it<br />
Put the silver rose on the altar<br />
Cross the repaired bridge </p>
<p class="style6"><a href="Legend of Kyrandia/Kyrandia map brandon's home.png" target="_blank" class="text-header">- Map of Brandon's Forest -</a> </p>
<p align="center" class="text-header"><a href="Legend of Kyrandia Guide 2.html">Continued in Part 2</a> </p>
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<p>&nbsp;</p>
<p class="text-title"><a href="Legend of Kyrandia/Kyrandia map timbermist woods.png" target="_blank">Timbermist Woods</a> </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_darmshack.png" width="250" height="250" /><img src="Legend of Kyrandia/Kyrandia_darm2.png" width="250" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_songbird2.png" width="250" height="250" /></p>
<blockquote>
<p align="left">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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_rubytree.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_serpentsgrotto.png" width="400" height="250" /></p>
<blockquote>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_pinecone.png" width="250" height="250" /><img src="Legend of Kyrandia/Kyrandia_walnut.png" width="250" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_deadwoodglade.png" width="250" height="250" /></p>
<blockquote>
<p>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. </p>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_healing.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_spring.png" width="400" height="250" /></p>
<blockquote>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_altar3.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_flute.png" width="400" height="250" /></p>
<blockquote>
<p align="left">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!</p>
<p align="left" class="text-header">Summary</p>
<p align="left">Talk to Darm<br />
Bring the walnut, acorn and pinecone to the Deadwood glade to activate the yellow gem<br />
Deal with Malcolm at Serpent's Grotto <br />
Heal the songbird's wing to get the quill<br />
Bring the quill to Darm and he will give you a scroll and the birthstones quest<br />
Put the Sunstone on the golden plate at the Marble Altar<br />
Use trial and error to determine the second and third stones <br />
Place the ruby as the fourth and final stone<br />
Use the flute to shatter the ice at Serpent's Grotto </p>
<p align="left" class="style6"><a href="Legend of Kyrandia/Kyrandia map timbermist woods.png" target="_blank" class="text-header">- Timbermist Woods Map -</a> </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p align="center" class="text-header"><a href="Legend of Kyrandia Guide 3.html">Continued in Part 3</a> </p>
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<p align="left">&nbsp;</p>
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<p class="text-title"><a href="Legend of Kyrandia/Kyrandia map serpents grotto.png" target="_blank">Shadowrealm - Serpent's Grotto </a> </p>
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<p align="center"><img src="Legend of Kyrandia/Kyrandia_trap2.png" width="550" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_fireberry2.png" width="250" height="250" /></p>
<blockquote>
<p>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.</p>
<p>If you don't want to make your own map, use this <strong><u><a href="Legend of Kyrandia/Kyrandia map serpents grotto.png">map</a></u></strong> 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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_chasmofeverfall.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_wisps.png" width="400" height="250" /></p>
<blockquote>
<p align="left">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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_cavernoftwilight.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_volcanicriver.png" width="400" height="250" /></p>
<blockquote>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_rocks.png" width="250" height="250" /><img src="Legend of Kyrandia/Kyrandia_well.png" width="250" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_wisp2.png" width="250" height="250" /></p>
<blockquote>
<p>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.</p>
<p class="text-header">Summary </p>
<p>Collect all 5 rocks as you go through the Shadowrealm <br />
Find the Pantheon of Moonlight and the wisps there promise to teach you to float if you finish their altar<br />
Get the coin from the cavern of twilight <br />
At the volcanic river, use darm's scroll to get past and collect the key ahead<br />
Use the rocks to go back to Timbermist Woods <br />
Throw the gold coin into the well to get the moonstone <br />
Use the Moonstone to repair the wisp's altar at the Pantheon of Moonlight <br />
Use the wisp power to cross the Chasm of Everfall </p>
<p class="style6"><a href="Legend of Kyrandia/Kyrandia map serpents grotto.png" target="_blank" class="text-header">- Map of Serpent's Grotto -</a> </p>
</blockquote>
<blockquote>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p align="center" class="text-header"><a href="Legend of Kyrandia Guide 4.html">Continued in Part 4</a> </p>
<p align="left">&nbsp;</p>
<p align="left">&nbsp;</p>
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<blockquote>
<p>&nbsp;</p>
<p class="text-title"><a href="Legend of Kyrandia/Kyrandia map faeriewood.png" target="_blank">The Faeriewood </a> </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_faeriewood.png" width="550" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_zanthia.png" width="250" height="250" /></p>
<blockquote>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_fountain.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_burningbranch.png" width="400" height="250" /></p>
<blockquote>
<p align="left">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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_chalice.png" width="250" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_blueberries.png" width="550" height="250" /></p>
<blockquote>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_labdoor.png" width="250" height="250" /><img src="Legend of Kyrandia/Kyrandia_crystals.png" width="250" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_lagoon.png" width="250" height="250" /></p>
<blockquote>
<p align="left">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. </p>
<p align="left">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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_purplepotion.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_faun.png" width="400" height="250" /></p>
<blockquote>
<p>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. </p>
<p><img src="Legend of Kyrandia/Kyrandia_lagoon2.png" width="550" height="250" /></p>
<p align="left" class="text-header">Summary</p>
<p align="left">Go to the fountain to get magic water for Zanthia<br />
Recover the missing crystal ball using Darm's scroll on the burning branch<br />
Bring the magic water to Zanthia<br />
Use the blue gem on Brandon's amulet to get the Royal Chalice out of the air <br />
Get the blueberries at the waterfall and bring them back to Zanthia<br />
Use the secret door under the rug in Zanthia's lab to get to the other side of Faeriewood<br />
Pick 2 red orchids at the tropical lagoon <br />
Use Zanthia's cauldron to create 2 red potions, 1 yellow potion and 1 blue potion<br />
At the Crystals of Alchemy, combine a red and yellow potion for a orange potion <br />
Combine a red and blue potion for a purple potion<br />
Get an apple then use the purple potion outside Faun's home to shrink down and pay him a visit<br />
Give him the apple for the chalice and find it outside his door<br />
Use the orange potion at the tropical lagoon to travel to Castle Kyrandia</p>
<p align="left" class="style6"><a href="Legend of Kyrandia/Kyrandia map faeriewood.png" target="_blank" class="text-header">- The Faeriewood Map - </a></p>
</blockquote>
<blockquote>
<p>&nbsp;</p>
<p align="center" class="text-header"><a href="Legend of Kyrandia Guide 5.html">Continued in Part 5 </a> </p>
<p align="left">&nbsp;</p>
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<p>&nbsp;</p>
<p class="text-title"><a href="Legend of Kyrandia/Kyrandia map castle kyrandia.png" target="_blank">Castle Kyrandia </a> </p>
<p align="left"><img src="Legend of Kyrandia/Kyrandia_katherine.png" width="400" height="250" /></p>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_kitchen.png" width="250" height="250" /><img src="Legend of Kyrandia/Kyrandia_library.png" width="250" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_goldkey.png" width="250" height="250" /></p>
<blockquote>
<p align="left">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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_herman2.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_bells.png" width="400" height="250" /></p>
<blockquote>
<p>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. </p>
</blockquote>
<p align="center"><img src="Legend of Kyrandia/Kyrandia_foyer.png" width="400" height="250" hspace="10" /><img src="Legend of Kyrandia/Kyrandia_mirror.png" width="400" height="250" /></p>
<blockquote>
<p>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.</p>
<p>With Malcolm defeated, Kyrandia is safe once again!</p>
<p align="left"><img src="Legend of Kyrandia/Kyrandia_kyragem.png" width="609" height="256" /></p>
</blockquote>
<blockquote>
<p class="text-header">Summary</p>
<p>Place the orchid on the grave to get the red gem on Brandon's amulet<br />
Use the invisibility to sneak past the gargoyles and unlock the gate <br />
Get the royal scepter from the kitchen<br />
Get the royal crown from the library fireplace by pulling out books in order of first letter of their titles to spell 'open' <br />
Use the blue gem from Brandon's amulet on the forcefield in the dungeon to get past it<br />
Find the gold key under a loose floor tile past the forcefield<br />
Go up to the second floor and use the healing spell on Herman when he shows up<br />
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<br />
Unlock the double doors in the great hall with both gold keys<br />
Place the scepter, crown and chalice on the pillows in that order<br />
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 </p>
<p class="style6"><a href="Legend of Kyrandia/Kyrandia map castle kyrandia.png" target="_blank" class="text-header">- Map of Castle Kyrandia -</a> </p>
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<h1 class="indexhead">The Let's Play Archive</h1> <h1><a href=".">Legend of Kyrandia</a></h1>
<h2><span>by</span> <a href="/web/20150902171633/http://lparchive.org/author/Hyper%20Crab%20Tank">Hyper Crab Tank</a></h2>
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<li>Began on <strong>Jul 25, 2014</strong></li>
<li>Ended on <strong>Sep 16, 2014</strong></li>
<li>This LP has <strong>12</strong> parts.</li>
<li id="archival">Added to the archive on <strong>Jan 27, 2015</strong></li>
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<p id="thread">Original Thread: <a id="threadlink" href="https://web.archive.org/web/20150902171633/http://forums.somethingawful.com/showthread.php?threadid=3653266">Cliches &amp; Clowns: Let&#039;s Play The Legend of Kyrandia</a></p>
<p id="similar">If you liked this LP, you might also like <a href="/web/20150902171633/http://lparchive.org/Martian-Dreams/">Martian Dreams</a> by Nakar, <a href="/web/20150902171633/http://lparchive.org/Ultima-VII-Part-2-Serpent-Isle/">Ultima VII Part 2: Serpent Isle</a> by Nakar and <a href="/web/20150902171633/http://lparchive.org/Manhunter-New-York-and-San-Fransisco/">Manhunter: New York &amp; San Fransisco</a> by GuavaMoment</p>
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<h1>Introduction</h1>
<img src="/web/20150902171633im_/http://lparchive.org/Legend-of-Kyrandia/1-legend_of_kyrandia.png" alt="" class="img" border="0"><br/>
<br/>
Remember a company called <b>Westwood Studios</b>? Perhaps best known for real-time strategy classic Command &amp; 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.<br/><br/>
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 <b>Fables &amp; Fiends: The Legend of Kyrandia</b>, 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 (<i>Fables &amp; Fiends: The Legend of Kyrandia: Book Two: Hand of Fate</i> and <i>Fables &amp; Fiends: The Legend of Kyrandia: Book Three: Malcolm's Revenge</i>), soon to come.<br/>
<br/>
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.<br/>
<br/>
Well, that's enough backstory; let's see what this is about. But before that, let's talk briefly about <img src="/web/20150902171633im_/http://lparchive.org/Legend-of-Kyrandia/Smilies/emot-siren.gif" border="0" alt="" title=":siren:"> <b>spoilers</b> <img src="/web/20150902171633im_/http://lparchive.org/Legend-of-Kyrandia/Smilies/emot-siren.gif" border="0" alt="" title=":siren:">. 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 <b>no talking about things that haven't been shown yet</b>.<br/>
<br/>
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 <i>italics</i>. 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.<br/>
<br/>
<h1>Table of Contents</h1>
<ul class="toc">
<!-- BEGIN_TOC -->
<li><a href="Update%2001/">Chapter 0: Introduction</a></li>
<li><a href="Update%2002/">Chapter 1: Wherein Brandon has a Conversation with a Wall</a></li>
<li><a href="Update%2003/">Chapter 2: Wherein Mistakes are Made, and an Amulet is Earned</a></li>
<li><a href="Update%2004/">Chapter 3: Wherein Troublesome Wildlife and Senile Old Men Feature Prominently</a></li>
<li><a href="Update%2005/">Chapter 4: Wherein the Mystery of the Mirth Cones is Resolved</a></li>
<li><a href="Update%2006/">Chapter 5: Wherein Life Choices are Reconsidered</a></li>
<li><a href="Update%2007/">Chapter 6: Wherein Brandon Consorts with a Witch</a></li>
<li><a href="Update%2008/">Chapter 7: Wherein Alchemy is Performed for Fun and Profit</a></li>
<li><a href="Update%2009/">Chapter 8: Wherein Steps Are Retraced, and a Seance is Held</a></li>
<li><a href="Update%2010/">Chapter 9: Wherein the Royal Vestments are Recovered</a></li>
<li><a href="Update%2011/">Chapter 10: Finale: Wherein the Land is Saved</a></li>
<li><a href="Update%2012/">Bonus Update: Useless and/or Unobtainable Items</a></li>
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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.

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# 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