14 October 2021

King's Quest 3: To Heir Is Human (AGD Remake)

 


YEAR
:  2011


GENRE:  Point & Click Adventure


WHERE TO GET IT  AGD Interactive



 You begin your adventures inside Manannan’s house.   For the first part of the game, Manannan will give you random menial tasks to complete, and if you don’t complete them in time, he will punish you.   But he does leave his house every so often, giving you a chance to plan your escape.  As always, SAVE OFTEN!  


The tasks are:

 


CLEAN THE KITCHEN:  The kitchen is on the Ground Floor, behind the Dining Room.   Go there, and pick up broom from left of the fire place.  You automatically start sweeping the floor.


EMPTY CHAMBER POT:  The chamber pot is in Manannan’s bedroom.  Go up to the First Floor, and enter room at top of the stairs.   The pot is next to the bed.   Pick it up, and empty it out the window.   Leave the room when you’re done.   


FEED THE CHICKENS:  Go outside.  There is a barrel of chicken feed next to the house.   Grab a handful of chicken feed to feed the chickens.   


DUST THE STUDY:  The study is on the Ground Floor.   Just as you enter the house, there’s a room right in front of you.   Enter it.   Pick up duster from on top of cabinet on the left, and you automatically start dusting the room.   Leave the room when you’re done.     

 

 

 

 

 MANANNAN’S HOUSE

Okay, let’s begin.   Manannan will appear in a few seconds, and give you a task to complete - do it.   

 

When you are in the hall, look at painting in the stairway.   Manannan may come to check up on you after a few minutes, but just ignore him.

 

After you’ve completed your task, go to the kitchen on the Ground Floor (if you’re not already there).   Go to table on the right, and pick up MUTTONBREAD, and FRUIT.   Go to shelves on the left wall and pick up the CLAY BOWL.   Go to left of the fireplace (there‘s a rack hanging on the wall), and take the KNIFE, and take the SPOON.   Walk down to the

dining room.   Go over to the table, and take CUP.  

 

If you have time, climb up to First Floor, and look behind the tapestry for a note about King’s Quest IV.   

Shortly after 3 minutes has passed (see the clock timer at top of screen), Manannan tells you he’s going on a journey.   He’ll be gone for about 9 minutes (returning at 12.30 on the clock timer).   When he is gone, this gives us a chance to explore the house, and begin planning our strategy to escape.   

Keep an eye on that clock timer!

 

You must have noticed the cat wandering around.   Well, now that Manannan is gone, look for the cat again - it could be anywhere in the house.   When you find him, walk up to him, and grab the CAT.   He’ll probably scratch you and wriggle away a few times, but keep trying, until you have a good grip on the cat.   Then pluck some FUR from him.  Hehe, stupid cat!  

Go to First Floor (if you’re not already there).   Go into Manannan’s bedroom.   Open cupboard on the right - look for the BLACK CLOAK in the cupboard, and search it to find BRASS KEY.   Search the black space between the two hats to find a MAGIC MAP.   Exit close-up, and close the cupboard again.   Go over to drawers on the right, and click on drawers to open them.   Pick up ROSE ESSENCE, then exit the close-up and close the drawer.   Go over to drawers on the left, and open the drawers.   Take MIRROR from drawer, then exit the close-up and close the drawer.   Now leave the bedroom.   

Walk upstairs to the tower.   Watch Manannan’s cat kill the fly.   Pick up DEAD FLY.   Use the telescope.   Now leave the tower.   

 

Make your way down to the Ground Floor, and enter the study.   Now walk over to bookshelf on the right, and look at the books.   Search through all the books (love those book titles!).

 

Now you don’t have time to dawdle, but you should have enough time to explore some of the village of Llewdor, so leave the study and leave the house.  

 

Outside, grab a handful of CHICKEN FEED, and use it to feed the chickens.   Quickly, enter the chicken coop, and grab a chicken.  It will probably evade your grasp a few times, but keep trying.   When you have good hold of a chicken, pluck a CHICKEN FEATHER.  Now release the chicken, and leave the chicken coop.   

 

SAVE YOUR GAME HERE.   Carefully walk down the long & winding path, being careful not to fall.   When you see the eagle, give MUTTON CHOP to eagle.   It will fly down, grab the MUTTON CHOP, then fly away.   Take EAGLE FEATHER that is left behind.   Continue down the path.   

 

 

 

 

LlEWDOR TOWN

At bottom of path, walk right twice, then down once to the Library.  

 

Look at library, then look at note next to the door of library.   So the library is closed indefinitely?  We’ll see about that!  Look at boxes at side of library, and climb up boxes to the window.   The window is not open wide enough for you to get through - simply use your SPOON to flip the latch, and open the window wider.   Now open the window, and climb through,  

 

Inside the library, look at BLUE BOOK on the floor.   Pick up BLUE BOOK, and click it on yourself to start reading it.   It’s a JOURNAL of Manannan’s last slave, and it makes for interesting, but sad reading.   Pay particular attention to Page 12, where he talks about the bookshelf in the study, and the trapdoor.   This could help a lot with your escape.   Note down the 10 (2 rows of 5) symbols that are on the page.   It changes with every game, so it’s important to note them down now.   Climb ladder and leave the library.   

 

Walk left twice, and up once to the Mountain Path.   SAVE YOUR GAME HERE.   Climb up the mountain, and return to Manannan’s house.

 

 

 

 

MANANNAN’S HOUSE

Enter house, and enter the study.   Walk over to cabinet in the bottom-left corner.   You have the KEY from Manannan’s bedroom, so use KEY to unlock cabinet.   Wow, there’s a magic WAND in here - take the WAND.   Now walk over to bookshelf on the right.   Search through the books again, and this time, you notice something unusual.   In the close-up, click on the book spines to reveal some levers.  According to the journal, you need to pull Levers in the correct order.   Look at symbols above the levers - they‘re the same as the symbols in the journeal.   Pull levers in the correct order (according to Page 12 on the journal), and a trapdoor is revealed.   SAVE YOUR GAME HERE, and walk down the steps into the secret laboratory.   If the cat is here, it will trip you up and make you fall down the stairs, so go back up the steps, then come back down.   

Continue down steps to the bottom, making sure you don’t fall.    Walk over to the shelves next to the stairs.   The shelves are filled with jars of stuff.   Search through the shelves, and pick up EMPTY FLASKTOAD SPITTLETOADSTOOL POWDERSAFFRONNIGHTSHADE JUICE, and GROUND FISH SCALES.   SAVE YOUR GAME HERE.   

 

Now click on the Spell Book on table at the bottom to get a close-up.  You’re ready to prepare your first spell - ‘Flying Like An Eagle Or A Fly‘.

 

 

 


Flying Like An Eagle Or A Fly

Turn to relevant page in the Spell Book -  the second page 

In your inventory, add SAFFRON to ROSE ESSENCE  

Exit your inventory

 

Recite the spell from Spell Book 

 

In your inventory, wave WAND over ROSE ESSENCE

 

You now have MAGIC ROSE ESSENCE.   Congratulations.   

 

 

 

 

Now time is running short.   Remember, green timer means you’re safe, yellow timer means Manannan is on his way back so you have less than 2 minutes left, red timer means he’s in the house and looking for you.  So SAVE YOUR GAME HERE, and leave this lab, and head back up to the study.  Again, watch out for the cat.  

 

Back in the study, you have to cover your tracks, so Manannan won’t know what you’re up to.   Close the trap door.   Return WAND to cabinet on the left, and close the cabinet door.   Leave the study, and go to the Entrance Hall.   

Climb up stairs to the First Floor, and walk right, into your bedroom.  Pretty shabby, isn’t it?  Specially compared to Manannan’s luxury room.  Anyway, you must hide everything that’s magic-related, or Manannan will kill you.   Click on your bed, and HIDE all the blue-outlined stuff under your bed.   Leave your bedroom.   

When Manannan returns in a puff of smoke, he will demand a meal, before disappearing again.   Make your way to the dining hall - he’s there, waiting to get fed.   You better do something about it soon.   Give BREAD to Manannan, and he’ll scoff it down quickly.   Talk to him, and ask about residents of Llewdor.   He doesn’t speak very highly of them.  Leave the dining room, and walk around for a while.   

 

Hang around the house until Manannan tells you he’s going to bed.   You can use this time to work on your escape plan again.   Go to your bedroom, click on your bed, and Retrieve All your items.   Now leave the house, and SAVE YOUR GAME HERE.   Carefully walk down the mountain path, all the way to the bottom.   

 

 

 

 

LLEWDOR TOWN

At bottom of mountain path, keep an eye out for the Bandits, and avoid them if you can.   If they catch you, simply reload your game.   Now walk down twice, to The 3 Bears House.   The bears should be leaving their house. 

 

Enter house, and look at 3 bowls of porridge on the table.  Take the smallest (middle) bowl of PORRIDGE.   Head upstairs to the bedroom, and look at dresser in top-right corner.   Open drawer, and get the THIMBLE.   Now leave the 3 Bears House.  

 

Look at the flowerbed, and use THIMBLE on flowerbed to get DEW.   Also, use hand icon on garden to grab some FERTILE SOIL.   

Walk right one screen.   There’s a nice tree here, on the cliff top.   Notice the white speckles in the tree?  That’s mistletoe - this is a mistletoe tree.   So go over to it, and get the MISTLETOE.   

 

Walk up once, to the town.   There is a seagull here, sitting on the net at lower-right corner.   Walk over to it, to scare it away, then take the FISH that is left behind.   Enter tavern, and talk to the barmaid twice.  Now leave the tavern.   

Walk right onto the pier.   Remember that Fly spell you prepared earlier?  Now, we can have some fun with it, but you have to be quick, so SAVE YOUR GAME HERE.   In your inventory, use hand icon on the FLY, so you are left with FLY WINGS.   Now combine FLY WINGS with the jar of pink MAGIC ESSENCE.   Wow, you really have turned into a fly!

 

Now fly left to the Tavern, and fly in the open window on right of the Tavern.   There should be 2 bandits here, sitting at the table (if they’re not here, fly back out to the pier, then return).   Fly over to them, and overhear their conversation about the hideout.   Fly out of the tavern.   

 

Back outside, SAVE YOUR GAME HERE.   Fly left 2 screens, so you are at the Oak Tree.   You’re hard to spot since you’re a fly, so be careful.   Fly in through hole in the base of the tree, so you can see the rope.   You automatically leave the tree, before the spell wears off.  

 

When you become human again, search hole at base of tree, and pull the trigger to release the rope ladder.   SAVE YOUR GAME HERE.   Climb up the ladder, but don’t enter the hut yet.   When you’re standing on the porch, look into the hut.   If someone is moving around, simply Restore your game, and try again.   If someone is asleep in the chair, it’s safe to enter the treehouse.  

 

Inside the treehouse, creep around the right edge of the treehouse, and then take the COIN PURSE from table on the left.   If you’ve been whacked by the bandits, all your stuff will be here in the treehouse.   Go to bin at top-right and search the bin, then retrieve all your items.   Now leave the treehouse and go back down the ladder.   

 

Now you have money, thanks to those nasty bandits.   Walk right twice, and enter the General Store.  

 

Give COIN PURSE to the shop owner, and buy SALT, buy POUCH, buy LARD, and buy FISH OIL.   Click on ‘Done’ to exit the BUY option.   Pet the dog, to get some DOG HAIR.   Now leave the shop.   

 

Walk up 3 times, until you see the spider web.   Imagine the spider that spun a web this big (shudder!).   In your inventory, combine EAGLE FEATHER with MAGIC ESSENCE.   Wow, you’ve turned into an eagle!  

Fly into the web, and watch as Eagle-Gwydion deals with the spider.   After the cutscene, you turn back into human form.   Now that the spider’s gone, simply walk up into the cave.  

 

Take MANDRAKE ROOT from the ground - it’s easy to miss, but it’s there.   The Oracle appears, so talk to her.  Time does not pass when you’re with the Oracle, so don’t worry about that.   Watch a cutscene, as the Oracle slowly reveals the truth about your past.   In the flashback, look around the room.   Make sure you look at the blue cot twice, to see Manannan abducting you as a baby.   Continue talking to the Oracle, and ask about everything you can.   When cutscene is over, leave the cave.   

 

Walk right, to the ocean.   Use your glass FLASK on the ocean to get FLASK WITH OCEAN WATER.   Walk left 4 times, to the desert.   Use hand icon on the ground, to get a handful of SAND.   Walk up to the door, and look at it.   You can’t do anything with it yet, but it ‘marks’ this area on your map, so you can transport here later on.   Now walk down 3 times, and pick up SNAKE SKIN.   

 

Your timer is probably yellow now, so you should get back to Manannan’s house quickly.   Remember the MAGIC MAP you found earlier?  Click that on yourself, and you’ll see a partly-drawn map.   Only the areas you have already visited will be accessible to you.   Click on the mountain top, and you’ll transport to half-way up the mountain path.   SAVE YOUR GAME HERE, and climb the rest of the way up to Manannan’s house.  

 

 

 

 

MANANNAN’S HOUSE

Enter house, and climb upstairs to the First Floor.   You can see Manannan sleeping in his bed.   Go right, into your bedroom.   Click on your bed, and Hide everything that’s outlined in blue (items connected with magic).   Now leave your bedroom.   

 

Manannan will wake up soon, and tell you he’s hungry.   He demands food, then disappears again.   

Walk down to the dining room - he’s there, waiting for you.   Give him the FRUIT, and he scoffs it down quickly.   Talk to him to ask how long you’ve been here.   The answer doesn’t give you much confidence!  

Now leave Manannan, and walk around the house until he tells you he’s going on another journey.   Now you can finalise your Escape Plans.

 

Go to your bedroom, click on your bed, and Retrieve All your items.  Leave the bedroom, and go to Study on the Ground Floor.   SAVE YOUR GAME HERE.   Use KEY on cabinet on the left, and take MAGIC WAND.

 

Now walk over to bookshelf on the right.   Look at that set of blue books on the bottom shelf, and click the hand icon on them to open the secret trapdoor.   SAVE YOUR GAME HERE.   

 

Walk down stairs, all the way to the bottom.   You are back in the secret lab.  

 

Walk over to table at the bottom - the one with the spell book on.   Now click on the Spell Book on table at the bottom to get a close-up.  You’re ready to prepare another spell.   Okay, let’s begin.

 

 

Enhancing Musical Talent

Turn to relevant page in the Spell Book -  Page 5 

In your inventory, combine SAND with the FLASK OF OCEAN WATER

 

Add FERTILE SOIL to the FLASK OF OCEAN WATER

 

Shake flask (hand icon), to mix the contents

 

Wave MAGIC WAND over the FLASK

 

Recite Spell

 

 

​Now leave the lab, and make your way outside the house.   Walk down one screen, and use MAGIC MAP on yourself.   

 

 

 

LLEWDOR TOWN

 

Select the Town\Pier as your destination.   Enter the Tavern, and try to take LUTE from wall on the right.   Talk to the barmaid to learn of the LUTE’s origins (could she be talking about a previous slave to Manannan?).   Keep talking to the barmaid until she says you can take the LUTE if you give a performance.   Drink the MUSICAL TALENT POTION, then take LUTE from the wall, and give an amazing musical performance to the barmaid.   She let’s you take the LUTE.   Leave the tavern.   

Use MAGIC MAP on yourself, and select Oak Tree as your destination.   Search through ACORNS at base of the tree, until you find DRIED ACORNS.   

Walk up on screen, to the Bard.   Talk to him a few times, until he says his poems would be better sung, but he has no instrument.   Give him your LUTE, and he’ll start singing… terribly!  Then he leaves.   Take the water PITCHER that he left behind.   In your inventory, look at PITCHER, and see the world ‘Vandtolvmere’.   It’s a magic word.   

 

Walk up one screen, and look at big rock on the left - the one under the tree.   It has a big hole in it.   Use PITCHER on hole in the rock, to say the magic word.   The PITCHER breaks, but a glass bottle appears in the hole - quickly take the glass bottle, and it changes into a PARCHMENT.  In your inventory, look at the PARCHMENT to realise it’s a page from Manannan’s Spell Book.   And a comment from his last slave on the back of it.   Click MAGIC MAP on yourself, and select Manannan’s House.   Now continue walking up the path to the house.   

 

 

 

 

MANANNAN’S HOUSE

Enter house, and then walk into the study.   SAVE YOUR GAME HERE.

 

Walk down into the laboratory, and click on the magic book twice.   

 

Now you’re ready to prepare the spell that will deal with Manannan once and for all.   Are you ready? 

 

 

 

 

Turning Another Into A Cat

Turn to relevant page in the Spell Book -  Page 8 

Notice that the last past (the page with the incantation) is gone.  Luckily, you just happen to have that page, thanks to the Bard.   Replace the missing page with PARCHMENT PAGE.  Now click on ‘Exit’, so you are looking at the Work Bench.  

 

Place MANDRAKE ROOT in the mortar, then use pestle to  grind it up.  Take MANDRAKE ROOT POWDER from the mortar in your inventory, combine MANDRAKE ROOT POWDER with blue clay BOWL

 

Combine FISH OIL with the BOWL

 

Combine CAT HAIR with the bowl

 

Use SPOON to stir MIXTURE in the bowl

 

Place BOWL\DOUGH onto the table.   

 

Use hand icon on dough to shape it

 

Click on Spell Book again, and Recite Spell

 

Click on Exit, so you are looking at Work Bench

 

Wave WAND over the COOKIE 

 

 

 

 

You now have a very… ‘delicious’ looking COOKIE.   In your inventory, combine COOKIE with PORRIDGE.   Exit the inventory, and leave the secret lab.   

 

At top of stairs, click on trapdoor to close it.   Return WAND to the cabinet.   Close door of cabinet, then leave the room.   Your timer may be yellow now, which means Manannan is on his way back.   

 

Climb up to the First Floor, then go right to your bedroom.   Click on your bed, and Hide all the items with a blue outline.  Now leave the bedroom, and wait for Manannan to return.   

 

When he appears, he’ll demand more food, then disappear again.   Go down to the dining room - he’s waiting there for you.   Give him the (tainted) PORRIDGE, and watch as he turns into a cat!  Yippee!  You’re free!  You can explore all you want now, without fear of punishment or death!  

 

Let’s collect all the stuff you had previously hidden.   Leave dining room, and head up to your bedroom.   While you are on the stairs, look at the painting on the wall - it’s changed, now that Manannan is no longer a threat.   

In your bedroom, click on your bed, and Retrieve All your items.   

Leave your bedroom, and go down to the Study on the Ground floor.  Now that Manannan can’t hurt you, you can prepare spells whenever you want.   Look at his desk.  Search the desk several times, until you find the mysterious LETTER.   Use the LETTER on yourself to read it.

Now walk over to cabinet on the left, and use KEY to unlock it.   Take the WAND.   Look at bookcase on the right, and pull blue books on the bottom shelf to open the trapdoor.   SAVE YOUR GAME HERE.   

 

Walk down into the laboratory.   Ever wandered what Manannan’s cat (and now, Manannan himself) are saying?  Well, now’s your chance to find out.   Click on the Spell Book twice.   

 

 

 

 


Understanding The Language Of Creatures

Turn to relevant page in the Spell Book -  the first page

 

In your inventory, combine THIMBLE WITH DEW with the BOWL

 

Add DOG HAIR to the BOWL

 

Add GLASS CONTAINER OF FISH SCALES to BOWL

 

Add SNAKE SKIN to BOWL

 

Add CHICKEN FEATHER to BOWL

 

Use hand icon on bowl, to mix contents

 

Recite Spell

 

Wave WAND over BOWL

 

Use hand icon on BOWL again, to separate dough

 

You can now understand animals

 

 

Leave the lab, and climb back upstairs to the study.   Search the house to find the cat, and talk to him several times, for some funny comments.   When you’re ready, leave the house (leaving the trapdoor and cabinet open, heehee).   Talk to the chickens for some more funny comments.  SAVE YOUR GAME HERE.   Walk down one screen, and use MAGIC MAP on yourself.   


LLEWDOR TOWN

Select Desert on the left as your destination.   You should be outside a Temple.   SAVE YOUR GAME HERE.   Now open the door and enter the Temple.   Begin walking along the path, and Medusa will appear.   Keep walking towards her.   She asks you some questions to determine your character.   Answer like so:

 

 

Q:  How would you describe a sunset to a blind man?
A:  Describe the rays, clouds, and colours precisely.

Q:  A poor girl offers to sell you a rotten apple from her basket?
A:  Give her money to buy riper apples.

Q:  A harem slave asks for help?
A:  Help her to flee.   No charge.

 

Q:  An old man, reeks of the world’s stenches, asks for shelter?
A:  Invite him in.

 

Q:  After many years of correspondence, you propose to your penpal?
A:  Remember how her words moved you.  

 


By showing compassion in your answers, and not allowing her appearance to repel you, you have broken her curse.   Walk back up the path, and  try to take SMOOTH AMBER STONE in the top-right corner.  However, she won’t let you take it yet.   Give her the HAND MIRROR, so that she can see for herself she really is transformed back to a human (and is no longer a Gorgon).   Now she lets you take the SMOOTH AMBER STONE.   Now leave the cave.   

Walk down one screen, to the cactus with a red flower.   The cactus to the right of it (with yellow flowers) is a spineless cactus - pick up a SPINELESS CACTUS.   

 

Use MAGIC MAP on yourself, and select the Spider Web Cave \ Oracle’s Cave as your destination.   Use SPOON on the riverbank, to get some MUD ON SPOON.   Walk right, and use CUP on the ocean to get CUP OF OCEAN WATER.   Now click MAGIC MAP on yourself, and select Manannan’s house as your destination.   Continue walking up the path,

until you reach the house.   

 

 

 

 

MANANNAN’S HOUSE

Enter house, and walk into the study.   Enter through the trapdoor, and climb downstairs all the way to the bottom, so you’re in the secret lab.  

 

It’s time to prepare the rest of the spells.   SAVE YOUR GAME HERE.   Click twice on the Spell Book.   

 

 

Brewing A Storm

Turn to relevant page in the Spell Book -  Page 6


It’s important to do this spell first, to free your muddy spoon for later spells.

 

In your inventory, put CUP OF OCEAN WATER into BOWL

 

Exit inventory screen

 

Click ‘Exit’, so you are looking at the work bench

 

Click hand icon on charcoal brazier on the right

 

Place BOWL on charcoal brazier on the right

 

In your inventory, add MUD ON SPOON to the BOWL

 

Add TOADSTOOL POWDER to the BOWL

 

Use hand icon on BOWL to blow into it

 

Exit inventory screen

 

Click on Spell Book again, and Recite Spell

 

In your inventory, wave MAGIC WAND over BOWL

 

Pour BOWL into EMPTY JAR

 

 

 

 

You now have the Storm Brew spell.   SAVE YOUR GAME HERE.


Now for the next spell.   Click on Spell Book twice.  

 

 

 

 

Teleportation At Random

Turn to relevant page in the Spell Book -  Page 3

Exit Spell Book, so you are looking at the work bench.

 

Pour COARSE SALT GRAINS in mortar

 

Use pestle to grind the SALT

 

Add MISTLETOE to the mortar

 

Use pestle to grind MISTLETOE

 

Rub SMOOTH AMBER STONE in the mortar to coat with mixture

 

In inventory, use hand icon on STONE to kiss it

Exit inventory screen, and click on Spell Book again

 

Recite Spell

In inventory screen, wave MAGIC WAND over the STONE

 

​That’s another spell down.   Now for the next one.   SAVE YOUR GAME HERE.  

 

Click on Spell Book twice.   

 

 

Causing A Deep Sleep

Turn to relevant page in the Spell Book -  Page 4

Exit Spell Book, so you are looking at the work bench

 

Place ACORNS in mortar

 

Use pestle to grind ACORNS

 

Use hand icon on mortar to scoop out ACORN POWDER

 

In inventory, place ACORN POWDER into BOWL

 

Add NIGHTSHADE JUICE into BOWL

 

Use SPOON on BOWL to stir mixture

 

Exit inventory screen

 

Use hand icon on charcoal brazier on the right, to light it

 

Place BOWL on charcoal brazier

 

Pick up BOWL from charcoal brazier

 

Pour BOWL onto table

 

Click on Spell Book again, and Recite spell

Exit Spell Book, so you are looking at the work bench

Wave MAGIC WAND over powder on table 

Use POUCH to scoop up SLEEPING POWDER 

 

​You’re getting pretty good at this magic stuff, aren’t you.   SAVE YOUR GAME HERE.  


Now for the next spell.   Click on Spell Book twice.  

 

 

 

Becoming Invisible

 

Turn to relevant page in the Spell Book -  Page 7

In your inventory, use KNIFE to cut CACTUS

 

Use CACTUS HALF with SPOON to get CACTUS JUICE

 

Use SPOON with BOWL

 

Add JAR OF LARD to BOWL

 

Add TOAD SPITTLE to BOWL

 

Use SPOON with BOWL to stir mixture

Exit inventory screen

Recite spell

In your inventory, wave MAGIC WAND over BOWL

 

Pour BOWL into EMPTY JAR

 

Congratulations, you’ve completed all the spells.   Now you can finally leave this cursed town, and find a way to get to Daventry!  

 

Leave the lab, and leave the house.   Outside the house, SAVE YOUR GAME HERE.   Walk down once screen, and use MAGIC MAP on yourself.  

 

Select Pier \ Town as your destination.   

 

 

 

 

LLEWDOR TOWN

Enter tavern, and look at the sailors here.   It seems they’re about to set sail.   Talk to sailors - the Captain offers you passage in his ship, as long as you have gold.   Give him your COIN PURSE.   The Captain snatches it from you, and tells you he’ll be waiting at the docks for you.   Him and his friends leave the tavern now.  

 

Leave the tavern.  Walk right twice, onto the pier.   Talk to sailor.   Now watch cutscene, as you realise you're sailing with a bunch of pirates!  

 

 

 

 

 PIRATE SHIP

You now find yourself in cargo hold of the ship.   All your possessions are gone (except for the magic dough in your ears that lets you understand animals).   Those lousy pirates robbed you blind!  

 

Walk right - there may or may not be some mice here.  There’s a small crate at front of screen.   Pick up small CRATE, and walk back left again.

 

Place the small CRATE on the floor, next to the big crate, and click on ladder to automatically climb up to the deck above, which is where the Captain‘s Quarters are.  

 

You can’t do anything here, without getting caught, so climb up again, and keep climbing until you reach the Crow’s Nest.  

 

The pirate will try to attack you, but miss.  

 

Climb down twice, so you are outside the Captain’s Quarters, and overhear a conversation with the Captain and one of his crew.   

 

 

 

 

TREASURE ISLAND

A few hours later, the Captain drops you off on an island.   He gives you a TREASURE MAP and a SPADE, and tells you to go and find his treasure.   

 

Walk right into the jungle, and follow path to the bridge.   You see 3 weights hovering above the bridge, and then 2 of them disappear, with one weight remaining.   What could it mean?  

SAVE YOUR  GAME HERE.  

 

Use MAP on yourself, to read the strange poem.   Three bottles magically appear on the pillar next to the bridge.  Pick up the BOTTLES.   The weights will now appear over the bridge one at a time.   Drink the PURPLE POTION first, then the tall GREY POTION, then the GREEN POTION.  Now the braces holding the bridge in place rise up.   You’re standing next to a lever - click on, and Pull the lever (so the braces on the left snap back into place), then cross the bridge in safety.   Now continue to next screen.   

SAVE YOUR GAME HERE.   You’re at a swamp, with stones that flash different colours.   Click MAP on yourself, to read a new poem.   Each verse of the poem relates to a different colour - Blue, Red, Yellow, Green, White, Brown.   So you need to jump on the stones according to the colour sequence.   See diagram below, and click on stones as indicated.  

 

*        12        10        *        *
    *        11        9        *
*        *        8        7        *
    *        3        4        6
*        2        *        5        *
    *        1        *        *

 

                     GWYDION

 

 

Now click on the shore, and continue up to next screen.  

 

SAVE YOUR GAME HERE.   You’ve reached an archway.   Look at the archway.   For an interesting scene, just walk straight through the archway.   

 

Now restore your game.   Use MAP on yourself to read the next poem.  Notice there are several stone tiles scattered on the ground - pick up all the TILES.   Use TILES with the archway to get a close-up.   You have to place the TILES in the correct order to spell out the name of the gate - Seran’s gate.   So place the tiles as so:  Spider, Elephant, Rabbit, Antelope, Newt.   If you’ve done it correctly, you will automatically exit the close-up, so simply walk through the archway.   

 

Watch a cutscene with Seran, then SAVE YOUR GAME HERE.   Several items are scattered on the ground, and you have to choose them in order of importance.   Click Food, Tools, then Book (Look at the items for a better description).   Now click on the Treasure Chest, then pick up the GREEN ORB.   Search through the gold coins a few times, until you find the BLACK STATUE.   Now Exit the close-up, and watch cutscene as you take the treasure back to the Pirate Captain.   

 

 

 

 

​PIRATE SHIP

You’re back on the Pirate Ship again.   And First Mate gives the task of getting the stove running.    

 

Walk left, and climb up the ladder.   Enter Galley on the left, and click on the stove to put some logs in the furnace.  Take BROOM, which is lying next to the doorway, then make your way back to First Mate.   

 

Talk to First Mate, and he tells you to scrub the upper deck.   Walk left, and climb up the ladder.   Walk right to the next screen.   Use BROOM on the deck.   When you’re ready, return to First Mate.   

 

Talk to First Mate again, and he tells you to dust the Captain’s Cabin.

 

Walk left, and enter the Captains’ Quarters.   Get FEATHER DUSTER from the bottom left corner, and you automatically dust the shelves in Captain’s Cabin.   Why does all this remind you of Manannan?  

When you’re ready, walk right again, to where the First Mate was.   You automatically go to bed.   Watch an emotional cutscene with King Graham & Queen Valanice, followed by a cutscene with the pirates.   

Climb up the ladder, and notice that the Captain’s Quarters is empty.  Enter the Quarters, and take all your stuff (including the spells you prepared) back from chest at the bottom left.   Leave the Quarters, and climb back down the ladder.   

 

Walk right, to where the mice sometimes hang out, and SAVE YOUR GAME HERE.   Stand underneath the grating, and pour your POUCH OF SLEEP POWDER on the ground here, knocking out all the pirates.   

 

Walk left again, and climb up the ladder twice, so you are on deck.   In your inventory, combine EAGLE FEATHER with MAGIC ESSENCE, to turn into an eagle, and fly to shore.   

 

 

 

 

​SHORE OF DAVENTRY

 

You finally made it to Daventry.   Your home, where you were snatched as a baby.

 

Walk right 3 screens, until you see bottom of the mountain path.   

 

 

 

 

 MOUNTAINS

Walk on to mountain path, and follow the path back left.   That big rock is blocking your path, so simply climb up it, and head right again.  

 

Keep following the path until you reach the cave, and SAVE YOUR GAME HERE.  

 

Don’t enter the cave.   Instead, walk one more screen right.  You’re greeted by the Yeti - YIKES!  Your goal now, is to escape.  Remember the AMBER STONE?  Quickly rub the MAGIC AMBER STONE, to teleport to a different area.  Repeat this, until the Yeti is on your left.   Now run right (if necessary), then run down the mountain path.   

You’re at a group of 5 caves.   SAVE YOUR GAME HERE.   Now these caves are very tricky to get through.   So enter the cave nearest you, and choose First passage.   Enter cave again, and choose Second passage.  

 

Keep entering the cave in between each passage selection:  Second passage, First passage, First passage, Second passage, First passage, First passage, Second passage, First passage.  You should be at bottom-right cave now.   The Yeti will show up, and taunt you.  

 

Work through the caves again, choosing the following passages:  First passage, First passage, Second passage, Second passage, First passage.   You’re at the bottom-right cave again, and thanks to the Yeti, the path is now clear.   So simply walk right to next screen.   

Follow path right two screens, and then down to the next screen.   You’ll fall here, but don’t worry, it’s just a little fall, and you survive.   You land in front of another cave, and fire is everywhere.   

 

You’ve now reached the heart of Daventry.   This is where your sister is.

 

 

 

 

DAVENTRY

Enter cave, walk left, and climb stairs to the top.   Phew, that was quite a climb!  You’re in Land Of The Clouds - Graham got here by climbing the beanstalk many years ago.  The dragon is in the next screen, so you need to prepare yourself.   SAVE YOUR GAME HERE.   

 

Walk left, and see the 3-headed dragon looming over your sister, who is tied up.   Use JAR OF INVISIBILITY OINTMENT on yourself to become invisible.   Now that the dragon can’t see you, walk over to Rosella, and throw JAR OF STORM BREW at the dragon.   A fierce storm comes.

 Lightning strikes the dragon, killing it, and thus eliminating the threat from Daventry.   Untie Rosella, and watch the cutscene as Alexander proves his identity.   Talk to her a few times, until you have nothing more to say.   

 

Walk right, back into the cave, and lead Rosella down the stairs.   At bottom of stairs, walk up to leave the cave.   Watch a cutscene with the adorable gnome.   

 

Follow gnome right, and then walk up twice, until you see the walls of fire.   SAVE YOUR  GAME HERE.   Time it right, to dash past the fire walls.   Take each fire at a time, and as soon as one stops, quickly run to the next rock.   Repeat this until you have passed both fire walls.   Rosella will manage this on her own, so you don’t have to worry about her.   

Continue up to next screen.   The ground here is unstable, so SAVE YOUR GAME HERE.   Walk carefully on right-edge of the path, and continue left to next screen.   

There’s a man in a black cloak here.   Talk to him if you like, but he is rather strange.   Continue up, right, and right again.   Walk up into the castle, and watch the final, joyous cutscene, as Daventry is restored to it’s former glory.   

 

Welcome home, Prince Alexander!  

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