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King's Quest III: To Heir is Human

MobyRank MobyScore
Amiga
...
3.2
Apple II
...
3.4
Apple IIgs
...
3.0

WalkthroughContributed by *Katakis* (37809) on Dec 05, 2004.

King's Quest III: To Heir is Human
Written by *Katakis* ([email protected])

KQ3 tells the story of Gwydion, a 17-year-old boy who has been kidnapped by an evil wizard named Manannan and forced to spend his days being his slave in the land of Llewdor. He is not allowed to walk around the countryside or disobey him in any way. Little does Gwydion know that the evil wizard is preparing to kill him when he turns 18, for fear that he would discover the wizard's spells and use them against him.


Note:

See the timer at the top of the screen? It is important to take note of it during the game, as it determines when the evil wizard will appear and check up on Gwydion to see if he is up to something. The timer does not appear in the Apple II or the Atari ST (monochrome) version of the game, so for these versions, it is best to have a stopwatch handy. Also, in the Amiga version, the timer appears at the bottom of the screen, rather than the top.



At the start of the game, and at some points throughout, Manannan orders Gwydion to perform one of five chores:

Feed chickens – Leave the house and GET FEED from behind the chicken coop. Go over to the gate and OPEN GATE. Walk in the middle of the coop and FEED CHICKENS.

Empty chamber pot – Climb the stairs to the second floor and go north into Manannan's bedroom. Go over to the chamber pot beside his bed and EMPTY POT.

Clean kitchen – Go east into the dining room, then north into the kitchen. Go to the broom to the right of the shelves and TAKE BROOM. Gwydion will automatically clean the floor.

Dust Manannan's office – Go north into the study, and TAKE DUSTER on top of the cabinet on the left.

Feed Manannan – Some mutton chops, fruit, and bread are on the kitchen table. GET FOOD and give them to the wizard one by one. A fourth meal, obtained in the Three Bear's cottage, must be given to him in order to complete the game.


Note:

If you decide to skip the introduction, Manannan will appear at about six seconds into the game and assign you a chore.



You begin the game in the foyer of Manannan's house. There are doorways to the north and east, and there are stairs to Gwydion's left. You may also see his cat walking around. Complete your chore, then go east and TAKE CUP from the dining room table. Go north into the kitchen and GET FOOD if you haven't already done so, then GET KNIFE and GET SPOON from the iron rack, and GET BOWL from the shelf.

About five minutes into the game, Manannan will appear and tell you that he is going on a journey. When he does, you have twenty-five minutes to get up to mischief before he gets back. Make note of the timer at the top of the screen. Leave the kitchen and go up the stairs to the second floor, then climb up another set of stairs to enter the observatory. There is a telescope here pointing out to the town of Llewdor, and a dead fly on the floor. GET WINGS from it then climb back down.


Note:

The fly wings are one of the items used as a spell ingredient. If you look in your inventory, you'll see that it is marked with an asterisk (*). This means instant death if Manannan catches you with it.



Walk north into Manannan's room. Looks like the wizard is a fan of pink. He has a pink bed and pink drapings. Go up to the vanity and OPEN DRAWER to grab the mirror. Now walk to the closet and OPEN CLOSET. SEARCH CLOSET and Gwydion will find a magic map. LOOK MAP. The map is used to teleport to a different area, but only if we visited it once already. Since we haven't been anywhere, it is blank for now. Press [F8] to put it away, then LOOK TOP OF CLOSET to discover a key. Go to the nearby vanity unit and OPEN DRAWER to get some Rose Petal Essence. Leave then climb the stairs down to the first floor.

Walk north into the wizard's study. The study looks tidy. There is a window that overlooks the countryside of Llewdor. Manannan's desk is next to it, with a big chart behind. A cabinet is near the wall, and bookshelves line the right wall. Go over to the cabinet and OPEN CABINET to retrieve the magic wand from inside (The magic wand also has an asterisk next to its name.) Go over to the bookcase on the right and LOOK BOOK to discover a glint of metal behind one of the books. MOVE LEVER to open the trapdoor. Go down the stairs to the wizard's laboratory and LOOK around.


Note:

More often than not, that annoying cat will be there, blocking your path. If it is, then KICK CAT out of the way. The fact that the cat is there even when the trapdoor is closed defies logic.



Go to the desk and LOOK BOOK. Go up to the shelves and LOOK SHELVES. On the shelf are six ingredients that we need to get to complete each spell. GET FISH BONE, GET NIGHTSHADE JUICE, GET MANDRAKE ROOT, GET SAFFRON, GET TOAD SPITTLE, and GET TOADSTOOL POWDER. Go back to the book and TURN PAGE IV.

All the spells you need to perform must be done in the proper sequence or you will face an embarrassing end to the game. We are going to prepare the “Turning into an Eagle or a Fly” spell first. First, PUT PINCH OF SAFFRON IN ESSENCE. Once you have done all the steps, the game automatically switches to incantation mode, and you have to write the incantation exactly as it appears in the manual. The only thing that doesn't matter is the punctuation itself. Recite the following 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. Finish off with WAVE WAND.

When you are viewing the laboratory again, return to the study and cover your tracks by MOVE LEVER and MOVE BOOK. Go over to the cabinet and OPEN CABINET to put the wand back where you found it, then leave the house. Go over to the chicken coop and OPEN GATE. Walk in the middle of the coop and GET CHICKEN. (If the chicken slips away, keep trying) GET FEATHER. Now walk down the path to the countryside.


Note:

Like the stairs in King's Quest II, and the beanstalk before them, it is easy to fall off the path. Save the game at certain points on the way down, and restore the game if you fall off. You may have difficulty manueuvering around the large rock in the first screen. The best way to get by it is to walk down until Gwydion is not visible, then move to the right.



When you get to the bottom of the path, go south (x2) to the Three Bears' house. If you see the Bears arriving at their house or if Mama Bear is in her garden, leave then come back. If you see the Bears leaving, then it's safe to enter the house. OPEN DOOR to the cottage. There are three bowls of porridge. Go up to the smallest bowl and GET BOWL. Do not eat it, we will need it later. Go up to the second floor to the bedroom and head for the dresser in the corner. OPEN DRAWER and LOOK DRAWER to discover a thimble. GET THIMBLE and CLOSE DRAWER. Go back down the stairs.


Note:

You can relive the story of “Goldilocks and the Three Bears” if you wish, but make sure you save the game first, as you will waste precious time.



Leave the house and go into the garden. LOOK GARDEN and use the thimble to GET DEW. Now walk south to arrive at the stream and go to the bank where you see some mud. GET MUD. Walk west and then head south until you reach a tree with acorns lying on the ground.


Note:

On this screen, as well as the others surround it, you risk seeing two bandits who come after you and take any items you are carrying. Once you find the location of their hideout, you can simply enter their treehouse and then recover what was stolen from there. You do have to raid their hideout at some point, as you need something that will help you obtain spell ingredients.



Go over and TAKE ACORN. If you get a message saying that the acorns are newly fallen, try again in a different area. Now enter SHOW MIRROR TO MEDUSA but don't press [Enter/Return] yet. Go west to arrive in the desert. Turn around and wait for Medusa to appear and approach her, and as soon as she is five feet from you, execute the command. Medusa will be turned to stone instead of you. There is nothing interesting in this part of the desert except the cactus near the skeleton. Go over and GET CACTUS. LOOK MAP, point the arrow to the base of the mountain, and press [F6] to teleport there. Now climb up the mountain and enter Manannan's house.

The wizard should be back any minute, so quickly go up the stairs and go right to your bedroom. Go over to the bed and DROP ALL. Wait for Manannan to appear. While you wait, do something constructive like doing your chores. When he appears, the first thing he orders you to do is feed him. Get one of the food (chops, bread, or fruit) and then go down into the dining room where the wizard will be sitting at the table. After you FEED WIZARD, wait until he says that he is taking a nap.

Go up to your bedroom and GET ALL your inventory under the bed. LOOK MAP, point to the desert, and teleport there. Medusa is still here. Go south (x2). There is some dried snake skin on the ground. Go over and GET SKIN. LOOK MAP, point to the screen south of the mountain base, and teleport. Go east to the town. There is a store and a tavern here, and a pier extends east beyond the screen. OPEN DOOR to the store. LOOK SHELVES. There are some items that we need for certain spells, but we do not have the money for now. We have to come back again later. But for now, go over to the dog and PET DOG to get some dog fur.

Leave the store and go up to the door to the tavern. OPEN DOOR but do not enter yet. DIP FLY WINGS IN ESSENCE to turn yourself into a fly but save the game before doing so.


Note:

You can only transform thrice during the entire game, regardless of if it is an eagle of a fly. After three times, the magic essence disappears.



Now, enter and you will overhear the two bandits discussing their hideout in the big oak tree. (If the bandits are not there, restore your game.) Go outside and enter FLY BEGONE MYSELF RETURN to transform back to Gwydion. Go west (x2) to the oak tree and transform into a fly again. Fly through the hole. You will see a rope leading up to a small hole. Once back outside, turn into Gwydion once more.

Go over to the hole in tree and REACH IN HOLE to make a rope ladder come out from one of the branches. Save the game, then climb the ladder to the shack above. Enter the shack, being careful not to fall down. One of the bandits are sleeping at the table, the other bandit is nowhere in sight. There is a bin next to the open window. Although it's empty now, this is where all your possessions are stored if they are stolen. Go up to the table and GET POUCH, but be careful not to wake the sleeping bandit up.


Note:

In some instances, the bandit is already awake and comes after you. You normally deal with dangers most of the time by just leaving the screen and then returning. This is not the case here, however. The bandit just follows you out and you are pushed to your death. So it is important to save your game before climbing the rope ladder, and restoring it if the bandit does come after you.



Leave the treehouse and climb back down to the ground. Walk south (x2) and east. Walk around these screens until you see an eagle fly by and drop one of its feathers. Go to the feather and GET FEATHER. Assuming you are near the stream, head east (x2) to the shoreline. Here, go into the water and GET WATER using the cup. Go north (x2) to the pier. Climb the ladder and head west to the town.

OPEN DOOR to the store and enter. Walk up to the counter. BUY POUCH, BUY LARD, BUY SALT, and BUY FISH OIL. Leave the store and head south. Have a look at the tree closest to the screen. There is some mistletoe growing in one of the branches. Go up and TAKE MISTLETOE. LOOK MAP and teleport to the base of the mountain.

Walk up the mountain to the house and enter. Find the cat when you get there so you can GET CAT. (If it slips away, keep trying.) GET HAIR from the cat. Now, enter the study and get the wand from the cabinet. Open the trapdoor and climb down to the wizard's laboratory. Go over to the big book. We are going to prepare the “Understanding the Language of Creatures” spell, so TURN PAGE II.

PUT SMALL FEATHER IN BOWL, PUT DOG FUR IN BOWL, PUT SNAKE SKIN IN BOWL, ADD SPOONFUL OF POWDERED FISH BONE, and PUT DEW IN BOWL. Next, MIX WITH HANDS and SEPARATE MIXTURE INTO TWO PIECES. Finally, PUT DOUGH PIECES IN EARS. Recite this incantation: FEATHER OF FOWL AND BONE OF FISH, MOLDED TOGETHER IN THIS DISH, GIVE ME WISDOM TO UNDERSTAND, CREATURES OF AIR, SEA AND LAND. Now WAVE WAND and put the book away.

TURN PAGE XIV to start preparing the “Causing a Deep Sleep” spell. GRIND ACORNS IN MORTAR, then PUT ACORN POWDER IN BOWL and PUT NIGHTSHADE JUICE IN BOWL. STIR MIXTURE WITH SPOON, LIGHT CHARCOAL BRAZIER, and HEAT MIXTURE ON BRAZIER. SPREAD MIXTURE ON TABLE. Recite this incantation: ACORN POWDER GROUND SO FINE, NIGHTSHADE JUICE WITH BITTER WINE, SILENTLY IN DARKNESS YOU CREEP, TO BRING A SOPORIFIC SLEEP. WAVE WAND and PUT SLEEP POWDER IN POUCH.

We will prepare the “Transforming Another into a Cat” spell, which will help us deal with Manannan once and for all. TURN PAGE XXV. PUT MANDRAKE ROOT POWDER IN BOWL, PUT CAT HAIR IN BOWL, and PUT TWO SPOONS OF FISH OIL IN BOWL. STIR MIXTURE WITH SPOON, PUT DOUGH ON TABLE, and PAT DOUGH INTO COOKIE. MANDRAKE ROOT AND HAIR OF CAT, MIX OIL OF FISH AND GIVE A PAT, A FELINE FROM THE ONE WHO EATS, THIS APPETIZING MAGIC TREAT. WAVE WAND.

Next Up: “Brewing a Storm”. TURN PAGE LXXXIV. PUT CUP OF OCEAN WATER IN BOWL. HEAT BOWL ON BRAZIER and PUT SPOON OF MUD IN BOWL. ADD PINCH OF TOADSTOOL POWDER and BLOW INTO BREW. ELEMENTS FROM THE EARTH AND SEA, COMBINE TO SET THE HEAVENS FREE, WHEN I STIR THIS MAGIC BREW, GREAT GOD THOR, I CALL ON YOU. WAVE WAND and POUR STORM BREW INTO JAR.

Now with the “Becoming Invisible” spell. TURN PAGE CLXIX. CUT CACTUS WITH KNIFE and SQUEEZE CACTUS JUICE ONTO SPOON. PUT CACTUS JUICE IN BOWL, PUT LARD IN BOWL, and ADD TWO DROPS OF TOAD SPITTLE, then STIR MIXTURE WIH SPOON. CACTUS PLANT AND HORNY TOAD, I NOW START DOWN A DANGEROUS ROAD, COMBINE WITH FIRE AND MIST TO MAKE, ME DISAPPEAR WITHOUT A TRACE. Now WAVE WAND and PUT OINTMENT IN JAR.

There is still one more spell to prepare, “Teleportation at Random”; but since we don't have all the required ingredients for that spell, we can't do it yet. Get upstairs and put everything back where you found it, then go to Gwydion's bedroom and DROP ALL of your inventory under your bed but GET COOKIE. There are two problems: If the wizard wakes up, he will kill you before you have the chance to feed the cookie to him; and you need to disguise the cookie in a form that the wizard is willing to eat it. Well, the answer is something we picked up the first time we visited the countryside. GET PORRIDGE from under the bed as well, them CRUMBLE COOKIE INTO PORRIDGE.

Wait for Manannan to wake up and demand to be fed right away, then go into the dining room. GIVE PORRIDGE to the wizard. Manannan scoffs the entire bowl without knowing that the porridge was tainted, and gets transformed into a cat. Gwydion is free to do as he likes without feeling threatened again. Go up to your bedroom for the final time and GET ALL under the bed. LOOK MAP and teleport to the town.

If you happen to pass any living creature on the way (be it chickens, squirrels, or birds), you'll hear them reveal Gwydion's real identity and how he is connected to the royal family. Go north (x2) to the cave blocked by a spider web and DIP EAGLE FEATHER IN ESSENCE. Gwydion will turn into an eagle, deal with the spider, and dump it in the ocean. Now you can enter the cave. The Oracle will speak. It tells you that the three-headed dragon has invaded Daventry and that Gwydion's sister is offered as a sacrifice to a three-headed dragon. After it gives you the amber stone, leave the cave.

Go west and then north until you get to the base of the mountain. Climb the mountain to Manannan's house. Enter the house, go into the wizard's study, get the wand, and enter the wizard's laboratory. Go to the book and TURN PAGE VII to prepare the “Teleportation at Random” spell. GRIND SPOON OF SALT IN MORTAR and GRIND MISTLETOE IN MORTAR. Next, RUB STONE IN MIXTURE and KISS STONE. WITH THIS KISS I THEE IMPART, POWER MOST DEAR TO MY HEART, TAKE ME NOW FROM THIS PLACE HITHER, TO ANOTHER PLACE FAR THITHER. WAVE WAND. Leave the laboratory. LOOK MAP and teleport to the town.

Go east (x2) to the pier. There is a ship docked here, and that same ship could take you back to Daventry. A seaman blocks your passage to the ship now. Return to the town and enter the tavern. The captain is sitting at the table on the left, along with two crew members. TALK CAPTAIN and you are asked to hand over some money. If you wait too long to do anything, the captain will eventually ignore you. GIVE GOLD. Satisfied, he captain lets you jump on board and he and his crew disappear. Return to the ship and get on board.

Unfortunately, the crew happens to be pirates; and as soon as you get on board, the captain orders them to take your entire inventory and throw you in the hold. There is a whole stack of crates here, with one big crate with a rope ladder above it. It is too big to jump on. Go east and you may see some mice scurrying around. Go over to the small crate in the center of the screen, GET CRATE, and carry it over to that big crate.


Note:

You may also see two mice running around which, if you perform the “Understanding the Language of Creatures” spell, will tell us some interesting things.

1. After your capture, the pirates will turn you into a cabin boy, and eventually feed you to the sharks.
2. There are some mountains behind the beach, and nobody has crossed these mountains alive.
3. They will give you directions on how to get the pirates' treasure, by walking five paces east of the palm tree.
4. The pirates are planning to bring a cat on board, and that the mice are planning to establish a counsel to deal with the situation.



Go to the left side of the crate and DROP CRATE. JUMP CRATE (x2) to get to the rope ladder. JUMP on the rope ladder and climb up.

When you get on the second screen, look inside the cabin on your left. If you see the captain writing at his desk, enter then go to the chest on the south wall next to the bed. OPEN CHEST and LOOK IN CHEST. Your possessions are here, which you take. Leave the cabin and head east.


Warning:

Don't spend too much time in the cabin. If the captain catches you snooping around in his office, he will make you walk the plank.



This is the lower deck where the crew members sleep. If one of the crewmen is on this next screen, leave then come back. If no one is there, go over to the overturned lifeboat and GET SHOVEL. Now, go back down into the hold and LOOK MAP. It will tell you that the ship is on its way to Daventry. You can't use it to teleport now, but it will tell you where exactly the ship. Now it's time to play the waiting game, until the ship is near Daventry. In the meantime, feel free to explore the other decks of the ship (as long as you don't run into any pirates). You are waiting for two messages: one that the pirates saying “Land Ho”, and another one telling them to drop the anchor.

After this second message, go east and POUR SLEEP POWDER ON FLOOR and cast the “Causing a Deep Sleep” spell by entering SLUMBER HENCEFORTH. Now everybody on board the ship will go to sleep, except you. Go west , JUMP CRATE (x2), and JUMP onto the ladder. Climb up to the upper deck and jump overboard. Now, swim until you arrive at the beach (but watch out for the shark).


Warning:

You can also go to the upper deck and try to swim ashore, while dodging the pirates. But if you decide to do this, they will bother you on the ship. Though it is possible to get by them, it gets annoying.



Walk east. If you see a pirate on this screen, leave then keep returning until he is not there. From the palm tree, walk five steps to the right, just to the left of the big rock. DIG to uncover a treasure chest. Go north.

Before you is a tricky path through the mountains. Go east to get to the start of the path and walk along the path to the west. You have to go along the upper path, but it is blocked in the middle by an obstacle, so you have to climb up. Go right and continue around the corner. Continue along the path until you get to a waterfall. Climb up the stream and you will arrive at an icy part where the Abominable Snowman resides. You need to reach the end of the icy path then head south.


Note:

There are two ways you can do this. One is to wait or A.S. to appear, and either turn into a fly or an eagle and zoo past him. This is based on the assumption that you did not turn into a fly earlier before entering the tavern or go into the big oak tree. The other is RUB STONE to attempt to teleport to the end of the path, but you need to do this a lot since you probably end up in the wrong place.




Warning:

You can enter the cave in the middle screen and see the last unfortunate victims, but if you spend too long looking around here, A.S. will appear on the path to the left and you will be killed.



You will arrive at a screen with six cave openings. You need to exit through the one in the lower right, but to get there, you need to enter the others in a specific order. While climbing to these caves, save the game in case you happen to fall down. First, enter the nearby cave to your left to come out through the upper-right cave, then climb down to the middle cave at the bottom and enter to proceed to the lower-left cave. Finally, enter the middle cave and go through to the cave at the lower-right then go east.

Proceed along the path, taking in the mountain views, until you get to the screen with numerous rocks. To the right is the same door from King's Quest that led to the land of the clouds, but it is destroyed now. Go west to the broken-down well, then go north to the shack. A gnome is outside in his rocking chair, whistling a tune as if nothing ever happened. There is also Castle Daventry in the distance. Go over and TALK GNOME. Go north to the castle. The castle looks exactly as it was in the first game, except it is worn down a bit and the moat is not here anymore. Also, you cannot enter the castle until you save Rosella. Go east. There is no bridge and the way east is blocked by the wall.

Go back to the ruined door and go through it. Climb the steps to the top and walk west to reach the land of the cloud. You will get a message that it feels strangely hot. The three-headed dragon is one screen west. If you try to go there, you will be reduced to ashes. So proceeding any further, you have to cast the “Becoming Invincible” spell. RUB OINTMENT ON BODY then head west. Rosella is tied to a stake, screaming in pain. Now, STIR BREW WITH FINGER and cast the “Brewing a Storm” spell by entering BREW OF STORMS CHURN IT UP. Now after the lightning strikes the dragon dead, go over and UNTIE GIRL.


Warning:

If you try to untie Rosella before dealing with the dragon, the invincibility spell will wear off and the dragon will kill you.



Gwydion will introduce himself. Go east into the cave, then climb down the stairs back to the surface. On the way down, you can TALK GIRL about your adventures until the conversation repeats itself. Go north. The gnome gets up and announces your arrival to the royal family. Finally, go north and enter the castle. King Graham and Queen Valanice welcome their children home. They embrace and talk for a bit. But their happiness is short-lived, however.

Congratulations! You have completed King's Quest III: To Heir is Human.



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