King's Quest III ~ To Heir is Human

You'll start off in the entrance of Manannan's house.  The door at the top goes into the wizard's study, the door to the right goes into the dining room and the stairs go ... yep, you guessed it ... upstairs.  We'll explore a little in a minute.  I'll say this now because it's important: whenever Manannan tells you to do something, like clean the kitchen or feed the chickens, make sure you go and do it right away, because if Manannan catches you slacking off, he will punish you.  While it can be amusing to watch, it takes time and really doesn't help your cause at all.

While Manannan hasn't got you working, have a bit of a sticky-beak around the house, but make sure you DON'T PICK ANYTHING UP YET!  If you do, the wizard will zap you out of existance.  Have a look in the study, the dining room and the kitchen, then head upstairs and have a look in Manannan's room and your own humble dwelling.  You can kick the cat if it gets in your way ... it's a pest anyway.  Have a look in the tower where Manannan keeps the telescope he uses to spy on the inhabitants of Llewdor.  Be careful if Manannan is actually in there, because again, he'll punish you.  It's sometimes amusing to hear him mutter to himself, though ... just stay out of his way.  Have a look outside, too, but don't try going down the mountain ... yet.  We'll escape later.

Unfortunately there's not much you can do except the odd jobs Manannan gives you until he appears after a while to tell you he's decided to take a journey.  He'll disappear, leaving you free to really sticky-beak around the house.  I'll tell you now -- he's always gone for a set length of time -- 20 minutes.  So don't dally when you're in Llewdor.

First, go through the dining room and into the kitchen.  Take the spoon and knife from the rack, the bowl from the shelf and the mutton, bread and fruit from the table.  Head into the dining room and take the cup on the table.  Go upstairs and into Manannan's room.  This is where the most interesting stuff is.  Look in the drawer in the table by the window and you'll take the wizard's hand mirror.  Now look in the drawer under the tapestry to find a vial of rose petal essence.  Then look in the cupboard.  Look behind the clothes and you'll find a map.  It's not much use yet, but it's purpose will become clear later.  Finally, look on top of the wardrobe and you'll find a key.  That's all you can get from Manannan's room, so leave there and go upstairs into the observatory.  Take the fly on the floor ... you want its wings later.  Go downstairs, downstairs again and (finally!) leave the house.  I would save the game.  Before you do, though, catch the cat and take some of its fur.  You'll need it before you can get rid of the wizard.

Head down the mountain -- now do you see why I told you to save?  Be careful and you'll get down in one piece.

Oh -- at some point while you're in Llewdor, an eagle will fly past and drop a feather.  Make sure you pick it up.

At the bottom, go down and down again and you'll come across a quaint little cottage.  If the three bears don't exit, leave the screen and come back until the bears LEAVE the house (it's no good if they're just coming home, they have to be LEAVING) and go inside.  Yep -- it's right out of 'Goldilocks'.  Take the smallest bowl of porridge and go upstairs.  Look in the drawers in the top corner and you'll find a silver thimble.  Take it and leave the house.

Outside, stand by Mamma Bear's flowers and type 'get dew'.  You'll fill the thimble with dew.  Then type 'use mirror' (DON'T PRESS ENTER YET!) and go left, then left again.  Face the way you came and wait for the Medusa to make her appearance.  When she's quite close, hit Enter and she'll turn herself to stone.  Well done you!  Keep going up on these first screens of the desert until you find a cactus and a dried snakeskin.  Pick them up because you'll need them later.  At the screen where the Medusa turned herself to stone, go right once, then up once.

You'll find yourself outside a treehouse.  Pick up the acorns underneath the tree (make sure the message says you DO pick them up -- you want dried ones), then look in the hole underneath.  Too dark to see anything, so put your hand in there instead and you'll find a rope, which you'll pull, and a ladder falls from the branches above.  Climb it.  When you're on the next screen, type 'look inside'.  If the message says someone is moving about inside, go back down to the previous screen and try again until the message is that there's someone asleep in a chair.  Carefully walk onto the platform outside the treehouse and go inside.  Being careful not to wake the sleeping bandit, take the purse off the table and high-tail it outta there.  From the bottom of the tree go right twice.

You should have arrived outside a store.  Go inside.  Pat the dog to get some dog hair and buy a pouch, lard, salt and fish oil from the shopkeeper.  Once your purchases are done, leave the shop, go right, down the ladder and down.  Walk into the water a little way and fill your cup with ocean water.  As usual, you'll need it later.  From there, go down, left, up and right.  Take the sprig of mistletoe from the tree.  Go left then down and get some mud.

By now it's probably almost time for Manannan to get back, so look at the map you took from his cupboard.  The ink should have cleared a little now, but only in the places you've been to.  This should be enough for now, though, so click on the house that's almost in the centre of the map and press F6 to teleport there.  Unfortunately, it dumps you at the bottom of the mountain, so you'll have to climb up -- be careful!  I'd suggest saving the game.

Back at the top of the mountain, open the gate to the chicken coop, catch a chicken and take a feather.  Go in.

Remember the key you found on top of Manannan's wardrobe?  Now's the time to see what it opens!  Go into Manannan's study and unlock the cabinet with the key -- what's this?  Oooooooh ... Manannan's magic wand!  Know that death will come swiftly to you if the wizard finds it missing and nick it anyway.  Go over to the bookshelves and examine the books.  Move the book aside and push the lever.  A trapdoor will open ... so use it.

Once downstairs, take a look at the shelves against the back wall and take the powdered fish bone, nightshade juice, mandrake root powder, saffron, toad spittle and toadstool powder.  Go over to the spell book on the table.

Time for some magic!  Follow my instructions on this page and cast the spell on page XXV, the cat cookie.

When you've successfully made the cat cookie, put it into the porridge you took from the Three Bears' house and head back upstairs.  Push the lever again and move the book back into place to conceal the fact you've been down in Manannan's secret lab and put his wand back in the cabinet.  Then go upstairs and into your room.  Hide everything you have under your bed, but take the porridge with you.  Then you can have a sleep, wander around the house or whatever (but don't go back down the mountain) until Manannan returns (ravenous) from his journey.

The wizard will make sure you know he's back and will ask you (though hardly nicely) for something to eat.  Go into the dining room, where he'll be waiting for you, and give him the porridge.  He'll eat it all and will be turned into a cat!  Huzzah!  You have freed the people of Llewdor from the evil wizard!  Give yourself a pat on the back.

Go up to your room, grab everything from under your bed and head down to the wizard's laboratory, remembering to grab Manannan's wand on the way through.  Once in front of the spell book, cast this spell.  Take out the map.

Teleport to the tavern and dip the fly wings in the essence.  Fly over towards the bandits sitting at the table so you overhear their conversation about the treehouse.  Remove the spell by typing 'Fly begone, myself return!' and take out the map again.  Teleport to where the huge spider's web is and dip the eagle feather in the essence.  Fly towards the web.  You will automatically pick up the spider in your beak and drop her in the sea.  No more spider!

Once you have disposed of the spider and returned to your human form, go into the cave the spider was guarding.  You'll meet an Oracle, who will tell you the truth about who you are, that your sister has been sacrificed to the three-headed dragon that's on a rampage around Daventry and give you an amber stone.  Before you go back to the house, take out the map again and teleport to the treehouse.  Dip the fly wings in the essence and fly into the hole in the bottom of the tree.  That would've been handy to know before, huh?  Remove the spell by typing 'Fly begone, myself return!' and teleport back to the house.  Head once again for Manannan's no longer top secret lab.

Cast the rest of the spells on the page I pointed you to before (might I suggest you print it out instead of having to refer back to the website all the time?).  I would suggest saving each time you make some progress with a spell, as one little slip up can cost you dearly.  Take out the magic map and teleport to the tavern, then go on inside it.

Talk to the men sitting at the table and give them your gold.  They'll invite you to sail with them, so leave the tavern and go right and right again.  Walk up the plank to the ship and you'll discover these people are pirates!  And they're not going to treat you too nicely.  You'll find yourself in the hold at the bottom of the ship, but don't worry -- you'll get out.  Go right and pick up the box sitting on the ground.  You might want to hang around and listen to what the mice have to say about the treasure buried on the island you're heading for too.  Take the box and go left, drop the box near the big box under the ladder, then jump on the little box, then the big box and finally jump on the ladder and go up.  If the captain's not in his room, go in there and open the chest, where you'll find all your posessions.  Take them, leave the room and go right.  Take the shovel by the boat and go back down to the hold.

The ship journey can get very tedious, but unfortunately there's nothing you can do to speed it up.  Explore the ship, but make sure you don't get caught.  Keep checking the map to see how close you're getting to Daventry.

When you hear the announcement that land is getting close, head back down to the hold and then when the first mates makes the announcement to drop the anchor and prepare to go ashore, pour the sleeping powder on the ground and cast the spell by typing 'Slumber henceforth!'.  Then you can simply jump off the side of the ship and swim to shore.  When you are ashore, go right.  Keep trying this screen until the pirate isn't by the tree anymore.

Stand by the tree and walk five paces towards the right of the screen.  Dig and you'll find the treasure, which you'll take with you.  Now go up and follow the path (climb up the rock) until it ends when you're just past the waterfall.

By this time, all your magic essence will have gone, so the only thing you can do is keep rubbing the amber stone until you end up past the abominable snowman's cave.  You'll know you're past it when you get the message 'You congratulate yourself on having successfully eluded the abominable snowman'.  This will normally be on a screen with lots of caves, so start climbing.  Climb through all the caves until you can go right.  Go right.  Follow the path.

You will eventually fall into Daventry.  Go into the cave and climb the stairs.

When you exit the cave, before you go left, rub the invisibility ointment all over yourself.  Go left and you'll encounter the terrible three-headed dragon that's holding Princess Rosella hostage.  Since you're invisible, the dragon won't see you.  Stir the storm brew with your finger, then cast the spell by typing 'Brew of storms, churn it up!'.  After a brief but furious thunderstorm, the dragon will be dead and you can go untie Rosella.  Talk to her, and after she's sure it's you (Alexander apparently has a cute birthmark she knows of), she'll agree to follow you home.

Go back into the cave and down the stairs, then go left, up and up again.  The gnome will run ahead to tell the King and Queen of your arrival, then you and Rosella will enter the castle and there are celebrations all around as Princess Rosella is rescued and the long-lost Prince Alexander has returned to Daventry.  Hooray, hooray!  Yaay!

Total score: (if you did everything I said) 210/210.  You've just completed King's Quest III.  Congratulations!