Maximum score 210 · Wizard's absence 25 minutes · Spells to brew 7 · Ways to die many
Orientation
How this game actually works
King's Quest III is two games stapled together. The first half is a stealth game on a timer. The second half is a straight adventure. The route below is organised by which half you're in — because the only thing that matters early on is whether the wizard is home.
The wizard's clock
Manannan leaves the house — on a journey, or to nap upstairs — for25 game minutes at a stretch. The count starts at the moment he announces he's going, not at any fixed point on the game clock, so the window is 25 minutes from his departure. His first departure usually comes around the five-to-seven minute mark, which puts his return near 30:00. Subsequent absences work the same way: he potters about for a few minutes, then goes, then you have 25.
That window is the only time you can safely rob him. When he returns, three things must be true or he kills you:
His office is exactly as he left it — lever pushed back, book back in place, cabinet locked.
You are not carrying anything forbidden. Forbidden items are marked with an asterisk in your inventory. Everything goes put all under bed before he walks in.
You're in the house, not halfway down the mountain.
Chores
Manannan assigns one on arrival and periodically after. Do it immediately; each takes seconds and the tool does the work automatically when you pick it up.
Feed the chickens — feed pile beside the coop, outside. Mind the cliff edge.
Dust the office — feather duster on the oak cabinet, lower left.
Empty the chamber pot — beside Manannan's bed, second floor.
Clean the kitchen — broom against the back wall.
The magic map
Fills in squares as you visit them, then teleports you to any filled square with F6. One catch: teleporting to the mountain only drops you at the foot of it. You still climb, which costs about a minute of game time on Normal speed. Start climbing with several minutes in hand.
Phases are not windows
The three timed phases below are grouped by what they need, not by how many of Manannan's absences they take. An unhurried player on Fast speed can finish all three — the house, Llewdor, and the cat cookie — inside a single 25-minute absence, and feed him the poisoned porridge on his very first return, with roughly a minute to spare.
Game speed matters here, so treat that as the benchmark rather than a guarantee. Gwydion covers ground faster on Fast while the clock runs at the same rate, so slower settings buy you noticeably less per window. If you're on Normal or Slow, expect to need a second absence.
So don't stop at a phase boundary because the page has a heading there. If you clear the house with fifteen minutes left, go straight down the mountain. If you get back up with five left, go straight to the lab. The only thing that ends a window is Manannan walking through the door, and the only thing that matters is that the office is restored and your arms are empty when he does.
Everything below about strikes, getting caught on the mountain, and spreading the work over two absences is your fallback — what to do when a window closes early, not the expected path.
Reading the point tags
Each scoring step carries a tag like +67. The first number is what the step is worth; the second is your running total at that point in the route. The last tag reads210.
Click a tag as you complete the step and the score bar at the top of the page fills. If the game's score doesn't match the running total after a step, you missed something — and the gap tells you how much.
Ticks live in this browser tab only.
Save discipline
Two rotating slots, minimum. The mountain path can put you in a position where every direction is fatal, so a single slot will strand you. Save before every spell, before the path, and before Medusa.
Phase 1Robbing the house
The 25-minute window does not start when the game does. It starts when Manannan announces his journey, which is usually somewhere around the five-to-seven minute mark. Everything before that announcement is on his time and costs you nothing, so bank the kitchen items first. Stay out of his office while he's home — catching him in there earns you another chore and pushes his departure back.
No timer yetHe's home — this part is free
Do the assigned chore at once.
Dining room: take the tin cup from the table. +1
Kitchen: the blue bowl from the shelves by the butter churn, the spoon and knife hanging by the fireplace, and the mutton, bread and fruit from the window table. +6
Wait for him to announce the journey. Don’t rush this — nothing below can be done safely until he’s out.
Timer starts here25 minutes from the announcement — back around the 30:00 mark
He returns 25 game minutes after he leaves, so if he goes at 6:00 you need the office restored and your arms empty by about 31:00. Everything from here on burns the window.
Catch the black cat wherever it’s wandering — get cat, repeatedly, it takes several tries — then get hair. +1
Manannan’s bedroom, second floor: open the drawer under the vanity for the hand mirror. +1
Same room: look on top of wardrobe for the brass key. +3
Open the wardrobe, look behind clothes for the magic map, then close it again. +7
Open the drawer in the right-hand table for the rose petal essence. +1
Observatory, third floor: get the fly from the floor at the right. +1
Office, first floor: unlock the lower-left cabinet with the brass key. Gwydion takes the wand, closes and relocks it automatically. +4
At the bookshelves: move book, then pull lever. The trapdoor opens. +5
Down the stairs to the laboratory. Watch for the cat here — see Deaths.
Lab: examine the shelves and take the saffron. +1
While you’re at the shelves, clear them out. Take the mandrake root powder, toad spittle, nightshade juice, toadstool powder and fish bone powder. You need all five later and this saves a trip down. +5
Back upstairs. pull lever, move book, unlock and relock the cabinet to replace the wand. Office restored.
Keep everything on you and head straight down the mountain. Do not hide anything yet — the essence and the fly are both Manannan’s, and you need both in Llewdor. Hiding happens at the end of the window, in Phase 3.
Phase 2Llewdor
Go the moment the house is cleared. There is enough time in one absence to do all of this and the cat cookie afterwards, so treat the clock as a reason to move rather than a reason to stop.
Same window — keep goingDon't wait for a fresh absence unless you've nearly run out
Take the essence and the fly with you. They’re Manannan’s, so they carry the asterisk, but you cannot do the tavern or the oak tree without them. Hiding your inventory is the last thing you do before he walks back in — not something you do on the way out. While he’s away, carrying his property down the mountain is perfectly safe.
Chicken yard: open the gate, get chicken until it works, then get feather. Open the gate to leave. +1
Walk down the mountain path — the first descent must be on foot, the map only fills in as you go. Save every few steps. To pass each concealing boulder, walk in behind its centre, then turn and walk out the far side.
Loiter at the foot of the mountain for the eagle to drop a feather. If it doesn’t appear, go east and alternate screens until it does. +2
Tavern (town, south): leave and re-enter until the bandits are present. Dip the fly wings in the essence and fly to their table to overhear the security details. Stay a fly — you’re going straight to the tree. +3
Still a fly: exit south, go west twice to the oak tree, and fly into the hole at its base. Inside is the rope — seeing it is what scores here. You cannot pull it in this form. +5
Fly back out, then fly begone myself return.
get acorns until you find dried ones. You may need to leave the screen and come back. +1
As a human, stand just south of the tree and reach in hole. Gwydion pulls the rope automatically — there is no separate pull rope command, despite every point table listing “pull rope” as the scoring action. +3
Save, then climb the ladder that drops. +2
Save. Enter the treehouse — leave and return until the bandit is asleep. Take the purse from the table and go. If your possessions were stolen earlier, open the bin and get all first. +4
East two, south one: get mistletoe from the tree at left centre. +1
Three Bears’ cottage (west one): leave and return until the bears are out and three bowls are on the table. Take the smallest porridge. +2
Upstairs: open the dresser drawer at top right, take the thimble. +1
Outside: look at flowers, then get dew in the thimble. +1
Medusa. Go west to the desert edge but don’t cross. Type show mirror to medusa and do not press Enter. Save. Cross west, turn to face away, stand still. When she closes in, hit Enter. F3 recalls the command if she’s still too far. +5
North: get the small green cactus at the base of the rock, top left. +1
North twice more: get the snake skin near the rock. +1
Map-teleport to town. General store: pet the dog for a tuft of fur. +1
Look at the shelves and buy the leather pouch, salt, fish oil and lard. +4
North one: get mud with the spoon from the brown stream bank. +1
East: walk into the surf where the white wave lines are and get water in the cup. +1
Oracle’s cave: at the cave screen, dip the eagle feather in the essence and fly at the web. As an eagle you eat the spider; as a fly the spider eats you. +4
Enter the cave. You learn about Rosella and receive the amber stone. +3
Phase 3The cat cookie
The whole game turns here. If you still have time on the clock when you get back up the mountain, do this now rather than waiting out another absence: brew the cookie, poison the porridge, put the office back, hide everything, and be standing there empty-handed when he walks in hungry.
Same window if you canFeed him on his first return — it's achievable without rushing
Climb the mountain and go straight in. Open the office, move the book, pull the lever, go down. If the window has already closed, wait out his return, do whatever chore he assigns, and start this list at his next departure.
Only if you skipped them in Phase 1: take the mandrake root powder, toad spittle, nightshade juice, toadstool powder and fish bone powder. scored in Phase 1
put cookie in porridge. The item is renamed poisoned porridge and — critically — loses its forbidden asterisk, so you can hold it in front of him. Save.
Upstairs: pull lever, move book, unlock the cabinet to replace the wand. Office restored.
Your bedroom: put all under bed, then take back only the poisoned porridge. This is the moment everything gets hidden — do it now, not earlier. +4
Wait. When he returns and says he’s ready to eat, go to the dining room and give porridge to manannan. +12
Retrieve everything from under the bed. The timer is off for good.
Phase 4The long lab session
Five spells left, fifty points, nobody watching. Two of them — Language of Creatures and Teleportation — aren't needed to finish the game at all, but they're twenty points and you can't have 210 without them. Save between each one.
Map-teleport to town. In the tavern, talk to the sailor in the hat and give gold to captain. +3
Leave, go east twice, and walk up the gangplank. +2
Optional, scores nothing: with the dough in your ears you can eavesdrop on the chickens, the desert lizards, two pairs of birds, and a pair of squirrels east of the desert.
Phase 5The pirate ship
Fourteen minutes at sea, one captain's chest, and one shark. The essence is out of dips by now — do not fly ashore.
No timerBut a long wait — roughly 14 minutes of real time at sea
In the hold, go east. Leave and return until mice are present, then wait until they discuss the treasure. This is where you learn the digging instructions — you can’t skip it.
Get the small box, return west, and drop it just west of the large crate. Jump on the small box, then the large one, then jump again to catch the ladder. +2
Up one deck, arrow-key off the ladder. Leave east and return until the captain’s cabin is empty. Save.
Open the chest at the foot of his bed and get all. Caught once, retry; caught twice, overboard. +3
Go east and take the shovel from under the boat. +1
Return to the hold and wait for “Land ho.” Check the map to watch the ship’s progress.
Pour the sleep powder on the floor — the hold counts as the dank, dark place the spell demands — and slumber, henceforth!
Climb to the top deck, go east, and walk off into the water. Swim — do not fly. Hug the bottom edge of the screen, and when the shark closes in, duck south off-screen and come back; it resets to the top left and you can slip past. +5
Phase 6Daventry
Pure platforming — save constantly. The essence has one dip left, for the snowman. Everything else here is climbing, drops that only look survivable, and a dragon.
No timerPure platforming — save constantly
Go east, stand east of the palm tree, slow the game down, walk five steps east and dig. Adjust slightly and retry if nothing. +7
North, east, up the path and back west. Climb the boulder with the up arrow, cross right, drop to the far path.
Follow the path east to the stream, then climb the waterfall with the arrow keys. Save.
Type dip eagle feather in essence and hold. When the snowman appears, press Enter — he retreats from the eagle. Fly east. This is your last use of the essence.+4
South, then down to the ledge directly below and stop the instant you touch it. Enter the cave. Repeat the climb-and-enter twice more, saving each time, working toward the centre ledge and then the exit east.
East two, south one — the fall is unavoidable. Optionally go west and north to hear the gnome’s account of the dragon.
Back east, up both flights of stairs. Hug the wall and use the diagonal key.
In the Land of the Clouds, walk to the western edge without changing screens and rub ointment on body. Then go west.
stir storm brew with finger, then brew of storms, churn it up. The dragon dies. +7
untie rosella. Talk to her. +3
East, down the stairs, west and north. Follow the gnome to the castle. +4
The Sorcery of Old
Spellbook
Seven spells, seventy points, and the single most error-intolerant system Sierra ever shipped. One wrong word and you die, usually amusingly. Save before every one.
Mechanics
Stand at the table, look at book, then open book to page IV — page numbers are given in Roman numerals and must be typed that way.
Follow the physical steps in order. A prompt box appears for the verse; press Enter at the end of each line.
Finish with wave wand unless noted otherwise.
The game nudges you back from the table after each spell — walk up to the book again before starting the next.
Page IV
Flying Like an Eagle or a Fly
Ingredients
Saffron
Rose petal essence
Magic wand
Steps
Put the saffron in the rose essence.
Recite the verse.
Wave the wand.
Dip the fly wings or an eagle feather in the essence. Cancel with fly begone myself return or eagle begone myself return.
Essence budget — three uses
Fly — the tavern eavesdrop, then straight on to the oak tree hole without reverting.
Eagle — the spider at the Oracle's cave.
Eagle — the abominable snowman in Daventry.
Route-breakingPublished guides commonly state four uses and route an eagle flight ashore from the pirate ship. In play the essence runs dry at the snowman. Swim ashore instead. There is no way back to the lab once you leave Llewdor, and no way past the snowman without the eagle.
Verified in gameThe tavern and the tree hole share a single dip. Listen to the bandits, fly straight over to the oak and into the hole, then leave and revert — one use covers both. Don't cancel the form in between.
No spareThree uses, three needs, nothing left over. Any dip you spend outside those three ends the run, and there is no way back to the lab once you leave Llewdor.
Page XXV
Transforming Another Into a Cat
Ingredients
Mandrake root powder
Cat hair
Fish oil
Bowl, spoon, wand
Steps
Put the mandrake root powder in the bowl.
Put the cat hair in the bowl.
Put two spoons of fish oil in the bowl.
Stir the mixture with the spoon.
Put the dough on the table.
Pat the dough into a cookie.
Recite the verse, then wave the wand.
Manual erratumStep 6 is misprinted as "mold dough into a cookie" in some collection manuals. mold does nothing. Use pat dough into cookie or shape dough into cookie.
Page II
Understanding the Language of Creatures
Ingredients
Chicken feather
Dog fur
Snake skin
Fish bone powder
Dew
Steps
Put all five in the bowl in that exact order.
Mix with your hands.
Separate the mixture into two pieces.
Put the dough in your ears.
Recite the verse, then wave the wand.
Not required to finish the game. Worth 10 points, so required for 210.
Page VII
Teleportation at Random
Ingredients
Salt
Mistletoe
Amber stone
Mortar, wand
Steps
Grind the salt in the mortar.
Grind the mistletoe in the mortar.
Rub the amber stone in the mixture.
Kiss the stone.
Recite the verse, then wave the wand.
Manual erratumThe final two lines have "hither" and "thither" transposed in some printings. The correct reading ends the third line with hither and the fourth with thither.
Page XIV
Causing a Deep Sleep
Ingredients
Three dried acorns
Nightshade juice
Empty pouch
Mortar, bowl, spoon, brazier, wand
Steps
Grind the acorns in the mortar.
Put the acorn powder in the bowl.
Put the nightshade juice in the bowl.
Stir the mixture with the spoon.
Light the brazier.
Heat the mixture on the brazier.
Spread the mixture on the table.
Recite the verse, then wave the wand.
Put the sleep powder in the pouch.
Use: pour the powder on the ground in a dank, dark place, then slumber, henceforth! The ship's hold qualifies.
Page LXXXIV
Brewing a Storm
Ingredients
Cup of ocean water
Spoon of mud
Toadstool powder
Empty jar (the fish oil jar), wand
Steps
Put the ocean water in the bowl.
Heat the bowl on the brazier.
Put the mud in the bowl.
Put a pinch of toadstool powder in the bowl.
Blow into the brew — not onto it.
Recite the verse, then wave the wand.
Pour the storm brew into the jar.
Cast this straight after the sleep spell and the brazier is already lit. Use: stir the brew with your finger, then brew of storms, churn it up. Unlimited uses; brew of storms, clear it up stops it early.
Page CLXIX
Becoming Invisible
Ingredients
Cactus
Lard
Toad spittle
Knife, spoon, bowl, empty lard jar, wand
Steps
Cut the cactus with the knife.
Squeeze the cactus juice onto the spoon.
Put the cactus juice, the lard, and two drops of toad spittle in the bowl.
Stir the mixture with the spoon.
Recite the verse, then wave the wand.
Put the ointment in the empty lard jar.
Manual erratumStep 2 is misprinted as "measure a spoon of cactus juice" in some collection manuals. Use squeeze cactus juice on spoon.
The score
Point ledger — all 210
A reference tally of every scoring action, grouped by phase, summing to 210. Everything here scores once, on the first occurrence, however many times you repeat it. Track your progress on the route above by clicking the point tags — this list is for working out where you lost something.
Phase 1 · Robbing the house46 pts
Get the tin cup+1
Get the blue bowl+1
Get the spoon+1
Get the knife+1
Get the mutton chop+1
Get the bread+1
Get the fruit+1
Get hair from the black cat+1
Open the vanity drawer — hand mirror+1
Look on top of the wardrobe — brass key+3
Look behind the clothes — magic map+7
Open the dresser drawer — rose petal essence+1
Get the fly in the observatory+1
Unlock the office cabinet — magic wand+4
Pull the lever — trapdoor+5
Get the saffron+1
Get the other five shelf ingredients+5
Cast "Flying Like an Eagle or a Fly"+10
Phase 2 · Llewdor47 pts
Get the chicken feather+1
Get the eagle feather+2
Overhear the bandits as a fly+3
Fly into the hole in the oak tree — see the rope+5
Reach in the hole — pulls the rope+3
Climb the ladder to the hideout+2
Get the coin purse+4
Get the dried acorns+1
Get the mistletoe+1
Get the porridge+2
Get the thimble+1
Get the dew+1
Turn Medusa to stone+5
Get the cactus+1
Get the snake skin+1
Get the dog fur+1
Buy the leather pouch+1
Buy the salt+1
Buy the fish oil+1
Buy the lard+1
Get the mud+1
Get the ocean water+1
Kill the spider as an eagle+4
Enter the Oracle's cave — amber stone+3
Phase 3 · The cat cookie26 pts
Cast "Transforming Another Into a Cat"+10
Put your inventory under the bed (first time)+4
Turn Manannan into a cat+12
Phase 4 · The long lab session50 pts
Cast "Understanding the Language of Creatures"+10
Cast "Teleportation at Random"+10
Cast "Causing a Deep Sleep"+10
Cast "Brewing a Storm"+10
Cast "Becoming Invisible"+10
Phase 5 · The pirate ship16 pts
Pay the captain for passage+3
Board the ship+2
Climb out of the hold+2
Recover your items from the captain's chest+3
Get the shovel+1
Arrive on land+5
Phase 6 · Daventry25 pts
Dig up the treasure+7
Get past the abominable snowman+4
Recite the storm spell — kill the dragon+7
Untie Rosella+3
Arrive at Castle Daventry+4
Hazards
Ways this game kills you
King's Quest III is from the era when sudden death was considered a feature. These are the ones that end runs.
The mountain path
Two screens of narrow ledges with invisible ravines. The second-to-last curve on the far right looks like a short drop to grass; it isn't. Slow the game speed and alternate two save slots — it's possible to save in a spot where every direction kills.
The lab stairs
The black cat trips you and you fall to your death. "Too close" is much further away than it looks. Save at the top of the stairs and hug the far side.
Manannan's return
Carrying a starred item, or leaving the lever pulled, the book moved or the cabinet unlocked. No warning, no strike — immediate.
Five strikes
Missed chores and being caught down the mountain both count. The sixth is fatal.
Medusa
Look at her and you're stone. Queue the mirror command before crossing into the desert and face away until she's close.
The spider
Approach the web as a fly and you're lunch. It must be the eagle. Approaching as a human is also fatal.
The captain's chest
Caught once is a retry. Caught twice is overboard.
The shark
If you swim instead of flying. Duck off the bottom of the screen and return to reset its position.
The Daventry cliffs
Three consecutive climb-and-enter screens where you emerge already in motion. Stop the instant the screen changes, then save.
Botched spells
Each of the seven has its own failure animation. They're worth seeing — from a save file.
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