============================================================================ Nomed the Demon of the Mausoleum presents the documentation of King's Quest III ============================================================================ King's Quest III : To Heir Is Human 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, Manannan presented a frail appearance, as though his skin were made of bleached and weathered parchement. 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 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' want a lot of spirits (who besides all else, are quite inquisitive and mishievous) 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 retrat 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. "Nest 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 out of 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 Adventure 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 bafore, 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 hause. It's up to you to unlock its special powers. Kepp your ears open -- TALK to just about averyone 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 obstavle 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 indeciperable 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 (il sometimes humorous) results. Note : parentheses indicate descriptive text, not instructions you need to type into the computer. Understanding the Language of Creatures Ingredients One small feathes from a bird One tuft of fur from any animal One died reptile skin One rounded spoonful of porodesed fish bowl One thimbleful of dew One magic warid Directions I. Put the small feathes 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 bowl 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 bowl 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 speack to them. The spell will last as long as the dough is in your ears. Flying Like An Eagle Or a Fly Ingredients One fail 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 the essence, behole the might To graut the precious gift of flight III. Wave the magic wand You now have a potion which allow you to cats 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 a 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 Ingredients One spoonful of salt grains One sporg of dried wistletol One smooth rounded stone of unusual color One magic wand Directions I. Grind a spoon of salt in a montar (with a pestle) II. Grind the mistletol in montar 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 ths spell, rub the stone. It will instantly wisk you awy from where you are. Remain alert, however -- even though you can use the spell to run away from danger, nothing quarantees 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 Ingredients Three dried acoms One cup mightshade juice One magic wand One emphy ponch Directions I. Grind the acoms in a mortar (with a pestle) II. Put the acom pouder in a bowl III. Put the mightshade juice in the bowl IV. Stir the mixture with a spoon V. hight a charcoal brazier VI. Heat the mixture on the brazier (boil the mixture until the mightshade juice is almost gone then remove from heat) VII. Spread the mixture on a table (wait until dry) VIII. (Recite this verse) Acom powder ground so fine Nightshade juice like bitter wine Silently in darkness you creep To bring a soponific 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 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 dowe 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 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. Dight a chanal bratier III. Heat the bowl on the brazier (heat slowly, but not to boiling, then remove from eat) IV. Put a spoon of mud in the bowl V. Add a pinch of toadstool powder VI. Blow into the hot bren VII. (Recite this verse) Elements from the earth and sea, Combine to set the neavens 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 stove) You have mixed a potion that you can brew a storm. To active 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 Ingredients One jar of lard One cactus One spoonful of cactus juice Two drops of foad 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 hny 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 invisible spell, rub the ointment on your body. You will be invisible for a short while. You have enough for one application. (C) Nomed the Demon of the Mausoleum, 1989 in Belgium (Europe)