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- Kings Quest III - "To Heir is Human"
-
- Typed in by BYTTEN & THE PERPETRATOR. Edited by PARASITE.
-
-
- A long, long time ago, when magic was the only science known to
- man, there dwelt in the land of Llewdor a wizard named Manannan.
- He was very learned in all matters of the heavens and earth.
-
- Of great age, Mannannan presented a frail appearance, as though
- his skin were made of bleached and weathered parchment.
- Manannan's impression of fragility lasted only until one looked
- into his coal-black eyes, which burned with a strange fire. This
- was, indeed, a powerful wizard.
-
- Although he was powerful, and capable of conjuring up vast armies
- of spirit servants to sweep his hearth, prepare his meals and
- other menial tasks with which he would not soil his hands, this
- solution to his everyday needs was not satisfactory to him. For
- he liked his solitude, and didn't want a lot of spirits (who
- besides all else, are quite inquisitive and mischievous)
- cluttering up his house. Instead, he impressed a very young boy
- to do his bidding, taking the lad when he was only a year old, so
- he would have no memories to tug at him in the years to come.
-
- Unfortunately for Manannan, boys grow up and become adventuresome
- young men. As his slave grew in stature and in strength, Manannan
- was irritated to find him poking around in areas of the house
- where he didn't belong. Or he would climb down the narrow path
- leading to Manannan's mountaintop retreat to explore the
- surrounding countryside. Even punishment did not stop him for
- long.
-
- One day, when his slave was 18 years of age, the wizard found him
- practicing magic spells. This was the last straw!
-
- "YOU!" Manannan screamed. "You have read my books of spells and
- plundered my supplies of powders and potions. You have even
- ventured into Llewdor again, against my expressed command, for
- nowhere else could you have gathered some of these ingredients!
-
- "You think you will win your freedom with these tricks?" the
- wizard sneered. "You shall see your mistake! You have earned only
- your own demise!" And with that, Manannan raised his hands
- menacingly.
-
- Suddenly the earth began to shake. And his slave was no more.
- Only a small pile of ashes remained where he had stood.
-
- "Next time, I won't make the same mistake," Manannan snarled.
- "I'll never let any of my slaves reach manhood. I'll have no more
- accidents."
-
- And so the years passed. Manannan went out and found another
- small boy to be his slave. He stole him from a country some
- distance from Llewdor, to direct suspicion away from himself.
- Manannan was more careful with this child, and watched him
- closely. The wizard punished the boy severely when he caught him
- away from the house. And he made sure the boy didn't get his
- hands on even any ordinary items that might be transformed into
- magic charms or potions. On the whole, Manannan didn't have much
- trouble with him, but still, on the lad's 18th birthday, the
- wizard zapped him outof existence.
-
- "It's a nuisance, having to train a slave all over again," he
- mumbled complainingly. "But it's better than having trouble like
- the last time."
-
- And so he went on, every 17 years kidnapping a small boy from his
- loving parents, then slaying him on the 18th anniversary of his
- birth. (Occasionally the cycle was shortened slightly, when he
- unfortunately chose a precocious child that learned too much
- before his 18th year.)
-
- And time went on...
-
- TIPS FOR THE BEGINNING ADVENTURER
- If you haven't played one of Sierra's 3-D animated adventure
- games before, here are a few suggestions to help you get started.
-
- LOOK everywhere. When you go somewhere you haven't been before,
- the first thing to do is look around. You should get a
- description of the general area. Often there is a clue to the
- game or an indication that something in the scene bears further
- investigation.
-
- EXPLORE each area of the game very carefully. Search the wizard's
- domain, both inside and out -- even (or perhaps especially) those
- places he doesn't want you poking around in. Venture out to mix
- and mingle with the inhabitants of the surrounding countryside of
- Llewdor.
-
- DRAW A MAP that includes each place you visit, objects found,
- dangerous areas, any and every landmark you see along the way.
- Try not to miss any area, or you may miss an important clue or
- item necessary to the completion of your quest. And don't think
- that because you've been somewhere once, it will be the same the
- next time. The population of Llewdor (and other countries you
- might visit) can move around as well as you (some better).
-
- In addition to constructing your own map, you may also find a
- certain magic map hidden in the wizard's house. It's up to you to
- unlock its special powers.
-
- Keep your ears open - TALK to just about everyone you meet, but
- use discretion! Some characters will be friendly and helpful.
- They will give you valuable information and advice. Others will
- try to trick you, so be ready to run and hide. If that doesn't
- work, you may have to find some other way of outwitting them.
-
- PICK UP anything that isn't nailed down. You'll come across many
- objects that have a use somewhere else in the game. Your
- inventory is listed on the "status" screen (accessed with the TAB
- key).
-
- USE the items you pick up to solve large and small problems in
- the game. Some problems have obvious solutions. If you need to
- dig a hole, use a shovel. Other problems require more imagination
- to solve.
-
- BE CAREFUL. The way you must travel is long and dangerous. Be
- sure to remain alert at all times -- disaster may strike in the
- most unlikely of places.
-
- SAVE YOUR GAME often. That way, if misfortune should strike along
- the way, you won't have to start over from the beginning (see
- your reference card for instructions on saving your game).
-
- DON'T GET DISCOURAGED. If you come to an obstacle that seems
- insurmountable, don't despair. Explore the game some more, then
- come back later and try again. If you're stuck, you might try
- backtracking to an earlier point in the game -- you might have
- forgotten to do something vital. Or you can buy a King's Quest
- III hint book using the enclosed order form.
-
- Be brave, be resourceful, be true.
-
- The following pages contain the only legible excerpts from "The
- Sorcery of Old" (Manannan's book of magic). All other spells in
- the volume are so faded that they are indecipherable to mortal
- eyes.
-
- To perform any of these spells, open "The Sorcery of Old" to the
- appropriate page and follow the directions precisely. Any
- deviation from the correct procedure, including the EXACT
- recitation of the empowering verse, can cause fatal (if sometimes
- humorous) results.
-
- Note: parentheses indicate descriptive text, not instructions you
- need to type into the computer.
-
- UNDERSTANDING THE LANGUAGE OF CREATURES (PAGE II)
-
- INGREDIENTS
- one small feather from a bird
- one tuft of fur from any animal
- one dried reptile skin
- one rounded spoonful of powdered fish bone
- one thimbleful of dew
- one magic wand
-
- DIRECTIONS
- I. Put the small feather in a bowl
- II. Put the fur in the bowl
- III. Put the reptile skin in the bowl
- IV. Add a spoonful of powdered fish bone
- V. Put a thimbleful of dew in the bowl
- VI. Mix with hands (mixture will now be doughy)
- VII. Separate mixture into two pieces
- VIII. Put dough pieces into your ears
- IX. (Recite this verse)
- Feather of fowl and bone of fish,
- Molded together in this dish,
- Give me wisdom to understand
- Creatures of air, sea and land
- X. Wave the magic wand
-
- You will now be able to understand the speech of animals, birds
- and fish. You will not, however, be able to speak to them. The
- spell will last as long as the dough is in your ears.
-
- FLYING LIKE AN EAGLE OR A FLY (PAGE IV)
-
- INGREDIENTS
- one tail feather from any eagle (to become an eagle)
- one pair of fly wings (to become a fly)
- one pinch of saffron
- rose petal essence
- one magic wand
-
- DIRECTIONS
- I. Put a pinch of saffron in essence
- II. (Recite this verse)
- Oh winged spirits, set me free
- Of earthly bindings, just like thee
- In this essence, behold the might
- To grant the precious gift of flight
- III. Wave the magic wand.
-
- You now have a potion which will allow you to cast the
- transformation spell. To cast the spell any time later:
-
- Dip the eagle feather in the essence (if you want to become an
- eagle).
- or
- Dip the fly wings in the essence (if you want to become a fly).
-
- You will turn into an eagle or a fly. If you do not transform
- back into yourself, the spell will wear off after some time has
- passed. You can use this spell until your rose petal/saffron
- potion is gone.
-
- To return to your own form before the spell wears off, recite
- this verse:
-
- Eagle begone!
- Myself, return!
-
- or
-
- Fly, begone!
- Myself, return!
-
- TELEPORTATION AT RANDOM (PAGE VII)
-
- INGREDIENTS
- one spoonful of salt grains
- one sprig of dried mistletoe
- one smooth rounded stone of unusual color
- one magic wand
-
- DIRECTIONS
- I. Grind a spoon of salt in a mortar (with a pestle)
- II. Grind the mistletoe in the mortar
- III. Rub the stone in the mixture
- IV. Kiss the stone
- V. (Recite this verse)
- With this kiss, I thee impart,
- Power most dear to my heart
- Take me now from this place hither,
- To another place far thither
- VI. Wave the magic wand
-
- You now own a charm which will allow you to cast the random
- teleportation spell. To cast the spell, rub the stone. It will
- instantly wisk you away from where you are. Remain alert, however
- -- even though you can use the spell to run away from danger,
- nothing guarantees that you will not arrive in a more precarious
- situation than the one you left. The power of the charm remains
- for as long as you retain the stone.
-
- CAUSING A DEEP SLEEP (PAGE XIV)
-
- INGREDIENTS
- three dried acorns
- one cup nightshade juice
- one magic wand
- one empty pouch
-
- DIRECTIONS
- I. Grind the acorns in a mortar (with a pestle)
- II. Put the acorn powder in a bowl
- III. Put the nightshade juice in the bowl
- IV. Stir the mixture with a spoon
- V. Light a charcoal brazier
- VI. Heat the mixture on the brazier (boil the mixture until the
- nightshade juice is almost gone, then remove from heat)
- VII. Spread the mixture on a table (wait until dry)
- VIII. (Recite this verse)
- Acorn powder ground so fine
- Nightshade juice like bitter wine
- Silently in darkness you creep
- To bring a soporific sleep
- IX. Wave the magic wand
- X. Put the sleep powder in the pouch (for safekeeping)
-
- You have now mixed a powder for casting a sleep spell over
- whoever is nearby. To cast the spell, pour the sleep powder on
- the ground (or floor) in a dank, dark place. Then recite:
-
- Slumber, henceforth!
-
- TRANSFORMING ANOTHER INTO A CAT (PAGE XXV)
-
- INGREDIENTS
- one-half cup mandrake root powder
- one small ball of cat hair
- two spoonfuls of fish oil
- one magic wand
-
- DIRECTIONS
- I. Put mandrake root powder in a bowl
- II. Put the cat hair in the bowl
- III. Put two spoons of fish oil in bowl
- IV. Stir the mixture with a spoon (dough will be oily)
- V. Put the dough on the table
- VI. Pat the dough into a cookie (let harden on table)
- VII. (Recite this verse)
- Mandrake root and hair of cat
- Mix oil of fish and give a pat
- A feline from the one who eats
- This appetizing magic treat
- VIII. Wave the magic wand
-
- You have just created a cookie that, when eaten, will turn the
- victim into a cat. Forever!
-
- BREWING A STORM (PAGE LXXXIV)
-
- INGREDIENTS
- one cup of ocean water
- one spoonful of mud
- one pinch of toadstool powder
- one magic wand
- one empty jar
-
- DIRECTIONS
- I. Put a cup of ocean water in bowl
- II. Light a charcoal brazier
- III. Heat the bowl on the brazier (heat slowly, but not to
- boiling, then remove from heat).
- IV. Put a spoon of mud in the bowl
- V. Add a pinch of toadstool powder
- VI. Blow into the hot brew
- VII. (Recite this verse)
- Elements from the earth and sea,
- Combine to set the heavens free.
- When I stir this magic brew,
- Great god Thor, I call on you.
- VIII. Wave the magic wand
- IX. Pour the storm brew into the jar (to store)
-
- You have mixed a potion that you can use to brew a storm. To
- activate the spell, stir the storm brew with your finger and
- recite:
-
- Brew of storms,
- Churn it up!
-
- Outdoors, a rainstorm complete with thunder and lightning will
- occur. It will last for some time, but will eventually rain
- itself out. If you wish it to subside earlier, recite:
-
- Brew of storms,
- Clear it up!
-
- BECOMING INVISIBLE (PAGE CLXIX)
-
- INGREDIENTS
- one pat of lard
- one cactus
- one spoonful of cactus juice
- two drops of toad spittle
- one magic wand
-
- DIRECTIONS
- I. Cut the cactus with a knife
- II. Squeeze the cactus juice on spoon
- III. Put the cactus juice in a bowl
- IV. Put the lard in the bowl
- V. Add two drops of toad spittle
- VI. Stir the mixture with a spoon
- VII. (Recite this verse)
- Cactus plant and horny toad
- I now start down a dangerous road
- Combine with fire and mist to make
- Me disappear without a trace
- VIII. Wave magic wand
- IX. Put ointment in the empty lard jar
-
- You now have a magic ointment that will allow you to turn
- invisible (but beware, the ointment only works in a place where
- there is both fire and mist). To cast the invisibility spell,
- rub the ointment on your body. You will be invisible for a short
- while. You have enough for one application.
-