King’s Quest 3 : To Heir Is Human (Redux)

This is the final remake by AGDI/Himalaya Studios — the two companies are connected: AGD Interactive was used for 9the Sierra remakes the first 3 King’s Quest and the second Quest For Glory); Himalaya was used for original games such as Al Emmo & The Lost Dutchman’s Mine (as well as the sequel HOG Al Emmo’s Postcards From Anozira).

When the game loads, again open the settings and increase all.  This is the first game in the series where you play as someone other than King Graham of Daventry. In this game you play a young man initially known as a servantboy named Gwydion (his true name/identity is revealed later).

To initiate gameplay, enter the house. You will be greeted by the evil wizard Manannan. He gives you a chore (this chore varies from gameplay to gameplay). Get this chore done and walk around the house (or make Gwydion nap in his bed) until Manannan declares he’s going on a journey.
(Note: While waiting for Manannan to take his journey, there are a few items you can safely collect for later; in the dining room take the metal cup off of the table, in the kitchen take all of the food from the table on the right and on the left side take the knife,  wooden spoon and the blue bowl.

When Manannan goes on his journey, the clock along the top of your screen will go green (when he’s close to returning it turns yellow and when you’re almost out of time it goes red, so when it goes yellow, get back and be sure you don’t have anything you shouldn’t (all others can be safely hidden under your bed, but all cupboard doors and drawers CLOSE WHEN YOU’RE DONE!

After Manannan leaves for his journey you can collect magical items. One is in the attic, 4 are in Manannan’s room, one can be anywhere (it’s location varies, but you can’t get that one quite yet) and the rest are outside on in the basement (for the remainder of the game that basement room will be referred to as Magic Room).

Attic: Go up to the attic and you should see the black cat killing a fly, if not leave and return until this happens. Take the dead fly and in the inventory, use the hand icon on it to take just the wings.

Manannan’s Bedroom: Open the drawer of the dresser on the left and take the hand mirror and close the drawer. Go to the dresser on the right and open the drawer and take the rose essence (pink bottle) and close the drawer. Go to the wardrobe and search the black cloak. Search the bottom on the wardrobe (below the cloaks) and close the wardrobe.

Walk down to the main floor and leave the house. Go to the chicken coop to the right of the house. Feed the chickens, enter the coop and pick up a chicken to pluck a feather.

Leave the coop, walk down and use the mutton chop (looks like a leg of ham) on the eagle. Take the feather he leaves behind and continue down the path.

Walk down two screens to a small cottage. You can only enter it when it’s occupants the Behrs (think Goldilocks and the three bears) are gone. When you can, enter the house and take the bowl of porridge in the middle and head upstairs. Next to the bed with the blue blanket is a small nightstand. Open the drawer and take the thimble and leave.  Once outside, use the thimble on the flowers in the garden by the cottage and take a handful of fertile soil.

Walk right then up two screens to the library.

Click the hand icon on the box below the window to climb up, then use your knife on the window to unlatch it. Push it open to enter the library. Take the blue book from the floor and read through it in the inventory. The page by day 12 (with the symbols) is important. Make a note of those symbols for later (I just take a picture of it with my phone). Leave through the window and climb down. Return to Manannan’s.

Upon entering the house, go into the study. Use the key to unlock the cabinet on the left wall and take the wand. On the bookcase on the right wall, click the bunch of blue books (bottom shelf, middle section). Here is where you need those symbols from the library book, enter them (when you do it correctly, a trap door will open, if this doesn’t happen, try the symbols again (sometimes I don’t get them in correctly the first time, so if this happens to you, don’t feel bad). Go down the stairs and take everything you can from the bookcase next to the stairs. Go to the book at the table along the bottom of the screen and page through it. Go to to the study, conceal the trap door & return the wand to the cabinet at the left and try to catch the cat (this takes 2-3 tries).   Go to you room and hide everything (except the food, knife, wooden spoon, bowl and cup) under your bed. Nap until Manannan returns and declares he’s hungry. Go to the dining room and feed him then either walk around or nap again until Manannan takes a nap.

Retrieve all from under your bed and return to the magic room. Look at the book and turn to the flying like and eagle or fly spell.

Flying Like An Eagle Or Fly
Use the yellow saffron o the red rose essence. Recite the spell. Click the wand and use it on the rose essence. Go to the study, close the trap door and lock up the wand. Go to town.

At the path base, go down and left each one screen (to the tree). Use the fly wings on the rose essence and fly into the hole at the base of the tree. Once human again, touch the hole in the base of the tree. Climb the ladder and turn back into a fly and fly inside. If there’s anyone in the treehouse (or they aren’t asleep) leave quickly. Climb back down, pick some acorns off the ground then some sand from the left side of the screen.

Go to the Behrs cottage and one screen right. Take a sprig of mistletoe from the tree. Return to the treehouse and try again to see if it’s empty or if the man is asleep.

Go to the docks and enter the general store. Pet the yellow dog on the left to collect some dog fur. At this point, the timer should be yellow, so return to Manannan’s house and go to your room. Hide everything that you need to, nap and then go to the dining room and feed him.

After Manannan eats, nap and he will take another journey. Retrieve all from under your bed and return to the general store. Use the purse on the man and buy everything. Leave and enter the tavern. Click on the lute on the wall and talk to the barmade. Try the lute and leave. Take the fish.

Walk up two screens and go up by the web and use the spoon on the mud. Walk right and use the metal cup on the ocean and return to the web.

Use the eagle feather on the rose essence and fly near the web to get rid of the spider. Back as a human, enter the cave abd take the mandrake root (it looks like a carrot).

note: while in the cave, your timer pauses.

Talk to the cloaked figure and watch the scene. In the new scene, go to the twin beds and peer into the blue one. Ask about all. After the oracle disappears, leave the cave and go to the magic room.

Enhancing Musical Talent
In the book, flip to the musical spell. Pour the cup of ocean water into the empty flask, then add both the hot sand and fertile soil. Use the hand on the flask to shake it. Wave the wand over the flask then recite the spell. Return to the study, close the trap door and relock up the wand. Go to the tavern, use the musical talent spell on Gwydion and play the lute.

Leave and go left two screens and up one screen. Talk to the man. Try to take the pitcher sitting on the ground next to him. Talk to him again and go up one screen. Look at the hole in the rock. and return to the man. Talk to him three more times and give him the lute. Take the pitcher and walk up to the rock with a hole. In the inventory, use the eye icon on the pitcher. Use the pitcher on the hole and take the glass bottle and return to Manannan’s house and hide all you need to and sleep.

Go to the dining room and feed Manannan. Take a nap, retrieve all and return to the Behrs’ cottage and take the new middle bowl of porridge and return to the magic room.

Turning Another Into A Cat
Place the page from the bottle in the rock with a hole at the end of the book. Use the mandrake root on the mortar and pestle and grind. Take the mandrake powder and in the inventory add it to the empty blue kitchen bowl. Add fish oil & cat hair. Stir with the wooden spoon. Click the bowl of dough on the table and touch the hand icon on it to form into a cookie shape. Recite the spell and wave the magic wand over the cookie.

Go to the study, close the trap door and lock the wand back up and go to your room. Hide everything under your bed except the cookie and the porridge. Add the cookie to the porridge. Take and nap and when you wake, go to the dining room. Feed the tainted porridge to Manannan! Manannan will no longer be a bother. Go to your room and collect all. Go to the study and retrieve the wand, and open the trap door.

Leave the house and use the magic map. Click on the spider-cave scene. Go left three screens and down two screens. Take the dried snakeskin.

Use the magic map to go to the tree house screen. Walk left one screen and up two screens and use the knife on the cactus with the yellow beds on top.

Walk up one screen to a door. SAVE HERE!!!

Enter and try to walk to the north wall with the yellow glowing stone, but a woman stops you. Talk to her and walk around the pit to her. In her test select the following:

  • Describe the rays, clouds and colors precisely, detailing direction and movement.
  • Give her money to buy riper apples for herself.
  • Help her flee. No charge.
  • Invite him in.
  • Remember how her words moved you, and allow those feelings to return.

After she is transformed, talk to her (be sure to click the talk specifically on her face). Give her Manannan’s hand mirror and take the yellow stone. Return to the magic room and complete the rest of the spells.

Understanding The Languages Of Creatures
Place the thimble of dew and dog fur into the blue bowl. Add the fish scales and snake skin. Add in the chicken feather. Touch the bowl with the hand icon and recite the spell. Wave the wand over the mixture. Use the hand icon on the mixture again (to place it into your ears).

Teleporting At Random
All salt to mortar & pestle and grind. Add the mistletoe and grind again. Place the amber stone into the mixture and touch the stone. Recite spell and wave wand over stone.

Causing A Deep Sleep
Add acorns to the mortar & pestle and grind. Add the acorn powder into the blue bowl. Add in the nightshade juice and stir with spoon. Light a charcoal brazier and boil. Remove from heat and place on the table. Recite spell and wave wand over powder. Take powder and place into empty pouch.

Go to town (on map click the docks) and use the cup on the ocean. Go left to the spider-cave and use spoon on the mud. Return to magic room.

Brewing A Storm
Add ocean water to the bowl and light a charcoal brazier. Heat the bowl and remove from heat. Add the mud and toadstool powder. Touch the hand on the bowl to blow. Recite the spell and wave wand over bowl. Pour into empty jar.

Becoming Invisible
Use knife on cactus, then use the cut cactus on the wooden spoon and then use the cactus juice on the blue bowl. Add lard & toadspittle to bowl and stir with spoon. Recite spell and wave wand over bowl. Pour ointment into jar.

All spells are done!!!

Go to town and enter the tavern. Talk to the pirates and use purse on them. Leave the tavern and go to the ship and talk to mate.

You wake up in the cargo hold. Walk right and take the stray box. Walk left and use the box on the crate below the ladder and climb up. Climb up again, walk left to walk into the galley, then return back down to be just outside the captain’s quarters. Listen to the captain and the mate.

You will be on an island. Look at the parchment in the inventory. Walk right and follow the path. In the inventory, touch the parchment. Take the vials that appear. This puzzle is tricky and random, so save before doing anything, and after every correct choice. Look at the weights that appear (if it’s small weight, drink the black vial, if it’s mid-sized drink the green and if it’s hefty, drink the purple one). When you successfully reach the middle, there’s a vertical post that is in the center, click the hand on it and select Pull Lever. Go right two times. Save again!

Now you’re at the swamp with the stones. You need to cross to the other side, but in a certain way. In the inventory, touch the hand on the parchment again. The order you need to cross the stones is: Blue, Red, Gold, Green, White, Grey/Brown do this order twice.

Solution: Step on the blue stone infront of you. Step on the red stone to the left/front of the blue. Step on the gold one right/front from the red. Step on the green one to the right of the gold. Step on the white stone to the right below the green. Step on the grey/brown flashing stone on the right in front of the white stone. (That’s all just part one — we need to repeat the pattern once more, so save if you haven’t.)

To complete the sequence, go to the blue stone to the left of the grey/brown one. Go left to the red stone. Go to the gold one on the right in front of the red stone. There are two close-by green stones, the one you want is on the left. Next, the white stone behind this green one, and finally the grey/brown flashing stones just infront of the dirt path. Click on the dirt path.

Walk up. Take all of the tiles and look at the arch. Use the tiles on the arch and place them to spell SERAN: Spider – Elephant – Rabbit – Antelope – Newt (the newt looks like a lizard).  Walk through the arch and talk to Seran.

First choose the food, then the building tools and finally the book. Click in the treasure. Take the green orb and continue clicking in the treasure to take the statue. Continue clicking in the treasure until you take it and are back with the captain and mate.

Walk left and climb the ladder and go to the galley. Take the broom and touch the stove to light it. Return to the mate and talk to him and he’ll give you a new chore. Continue this until you return the the beds and the mate is gone, so Alexander naps. Watch the scene with Graham and Valanice.

Back on the ship watch the mate and the captain, then climb out of the hold and the captain’s gone so go into his quarters and to the chest and take all of your belongings.

Go down to the hold, use the sleep powder on the floor and climb back up to the upper deck. Use the eagle feather on the rose essence. You’ll safely fly to the little island. Walk right and follow the path. Save before entering the cave (two screens past the owl). Try going right but see a yeti! Quickly go back to the cave, and use the sleep powder on the ground. Leave the cave and continue right down the path. SAVE HERE!!!

Go in and out of the caves (choosing first or second). Choice order: first – second – second – first – first – second – first – first – second – first. Here the yeti appears and you have to outsmart him! Choose: first – first – second here he opens a path second – first.

Go right and continue along the path.

Enter the cave and go left. Climb the stairs. After exiting the cave, use the invisibility ointment on Alexander and walk left. Go over by Rosella and use the storm brew on the dragon.

After the dragon’s dead, use the knife to cut Rosella free and talk to her fully.

Walk right and leave the cave the way you came.

At the mouth of the cave, see a gnome. Talk to him.

Walk right and up two screens. Save. Carefully cross the flaming chasms and continue up. At the rocky chasm, watch how it rumbles. Save here. Carefully cross and walk left to see a cloaked man. You can talk to him for a fun easter egg connected to the previous game.

Walk up and right to the castle and watch all of the remaining scenes!