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