527 lines
30 KiB
Plaintext
527 lines
30 KiB
Plaintext
KING'S QUEST III
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Part 1
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KING'S QUEST III starts a bit different than the first two. You begin a simple
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slave. As always, keep the role in mind. This means you will have to think like
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a slave and act accordingly. If you are to ever escape the wizard's evil
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clutches, you will have to use stealth and guile. Keep your own counsel, and
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don't get caught even thinking of escape!
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You begin at the entry of Manannan's abode. The wizard appears, and remarks that
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you have been lax in handling the chores. Being who you are, you immediately
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carry out all of his orders. You will need to carry out whatever task it is
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(usually the kitchen), then, if it was something else, go to the kitchen, where
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this walkthru begins.
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One more thing: I prefer a two save approach to such games. That is, I use one
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as a miscellaneous save at the bottom for most of the little things. After a
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scene has been thoroughly examined, I do a "normal save," such as: "AFTER ALL
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SPELLS--0:30:27--62PTS." This way I find that I don't have a bunch of useless
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saves that only add to the confusion. Good luck and happy Questing!
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You get the knife, spoon, bowl, fruit, mutton, and bread, then go south to the
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dining room and get the cup. Head west and you're back at the entry. Now, up the
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stairs and east. "Look" and you find yourself in your own pitiful bed chamber
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and recall that Manannan never comes in here. "Drop All" and notice that it's a
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safe hiding place. "Get All" then out into the hall (still in the same scene)
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"Look" then "Look Behind Tapestry." Hmm, seems to be a threat!
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Go west and you are again at the head of the stairs. Oh, NO! It's him again!
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What's this, he's leaving? Well, while the cat's away.... Go north and you find
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yourself in the "Master Bedroom." Totally indecent in its opulence! Decadent in
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the extreme when compared to the meager cot in your own room. (What if he comes
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back?) You stop to admire the reflection in the mirror but are only reminded of
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your lowly position. "Open Drawer" and you find a small mirror (keeping it for
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yourself). Now what else might be useful? "Look in Closet" and sheesh what a
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fancy wardrobe! Somehow you resist the temptation to wear such finery but "Look
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Behind Clothes" and WOW! A map could be very useful, if you ever get out of this
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place! Now "Get Map" and "Look at Map." Seems to be a rather unhelpful piece of
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parchment, but who knows? Being cautious you "Close Closet" (pun not intended)
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and "Look on Top of Closet." A key? Now what could that open? This could be
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important so, of course, you take it with you. Then it's over to the dresser and
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"Open Drawer" to find a vial of essence. Doesn't mean much but probably worth
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more than the map and it, too, winds up in your seemingly bottomless pockets.
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Go south then up the stairs to the observatory. "Look Through Telescope" (So
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That's his Secret!), then "Get Fly" (My you really are desperate, aren't you?),
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and go all the way back downstairs, to the first floor.
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At the entry, go north to the study and "Open Cabinet" and VOILA! (Worry sets in
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now, to get caught is to be -- well, let's not think about it!) You gather your
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courage, and continue the search. Since anything could help, you "Look at Books"
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and "Move Book." Now what? "Move Lever" and panic almost overcomes you! This has
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got to be one of his biggest secrets! So that's why he doesn't want you in the
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study alone!
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You tremble and shake but press on. After all, if he caught you now, well you
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certainly would be on his bad side. Down those dark stairs you go, but extreme
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caution is the word, as even something as silly as a cat on the stairs could
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spell your doom! (This is the only place I've found where the cat is actually
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dangerous.)
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Down and down again. Most certainly this is the dungeon, where he tortures his
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victims and...no! Why, it's a laboratory! "Look" then "Look at Book" and hope
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shines anew! You "Look at Shelf" and "Get" the six ingredients. An odd
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combination of emotions begins to take hold of you now as you experience a
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dreadful fear and hope at the same time. So close to freedom, yet so close to
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the wrath of one of the most contemptible of all creatures, a slave owner! The
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die is cast, there can be no turning back now. It's all or nothing and you know
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it! You keep the goodies, and head back up those stairs. (Has he returned yet?)
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Cautiously, you stick your head up into the study, half expecting a most
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horrible confrontation. Surprised to find you're still alive and human, you
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quickly close the trap door, replace the book and return the wand to the
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cabinet. You go south twice, and find yourself outside. Ah, the chickens! You
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"Open Gate" and "Get Chicken Feather." Knowing that you need to know more about
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Llewdor before making good your escape from the tyrant, you head down the
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mountain. (Be sure to save your game first!)
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The trail down the mountain is treacherous, but make it you do. (The bottom of
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the mountain is a good place for the miscellaneous save.) Once at the bottom,
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head west, then west again, desert country -- what? That was quick! Oh well,
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"restore game." (You did save it at the bottom of the mountain, didn't you?)
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From the bottom of the mountain, you go west and stop long enough to get ready
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to "Show Mirror to Medusa," then west again and turn around. (Where is she?) You
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sense her approach and <CR> Got her!! Perseus would be proud! But you aren't
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here to do battle, you are on a scouting mission. So you decide to move on
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quickly. After all, stealth and guile are important, but so is time!
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KING'S QUEST III
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Part 2
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You head south and spot a nice cactus by the rock, "Get Cactus" and further
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south (nothing here), south again and "Get Snake Skin." Go east and there's an
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eagle! As the eagle flies by, he drops a tail feather, so you "Get Feather" and
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go east again.
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The scenery here is just lovely. So much prettier than the desert that you tend
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to linger. (Sierra's famous "if it's slow, it's important".) You take in the
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lovely scene and notice the mud along the river. "Get Mud" and continue east.
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(If you are really tempted to try the cave, save game first!)
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From the cave you head east once more to find a coast line. Hmm. Can't go any
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further this way. You go north along the coast and "Get Water." Not much around
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here so, north again. Aha! Now this is more like it! Looks like civilization, so
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up the ladder and west.
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Decisions, decisions! Okay, you try the bar. Nothing much here, no action at all
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as a matter of fact. (Unless you try to "Kiss Barmaid!") So it's off to the
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store. Finding that you can't buy anything without money, you pet the dog (he's
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irresistible) and leave.
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Outside you take the easiest route -- south. Here you find stunted trees, but on
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closer inspection, there's a sprig of mistletoe. (Now where *is* that barmaid?)
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You "Get Mistletoe" and head west.
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Why this is right out of a fairy tale! After making sure there is no one home,
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you boldly break into the house. Looking around, you don't find much, so it's
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upstairs for some real searching. The beds look comfortable, but you have no
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time to nap. "Open drawer," and a shiny, silver thimble is there. You "Take
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Thimble" and take your leave.
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Downstairs again, you can't help but feel there is something missing. Must be
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your imagination, so outside and "Look at Flowers" because they are so pretty.
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You "Get Dew" and go west again.
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Nothing here, so it's north. Here you find nuts, but none to suit your needs.
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Hmm, could be some in that hole though, so you "Reach in Hole," and nah. It
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couldn't happen twice in one man's lifetime. (Better save game since this is
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unpredictable!) You climb the ladder only to find the original robber's roost!
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But since he is asleep, you do what you must, and steal from him. (It's only
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fair.) After you have the purse, you don't even wait to get away, you count the
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coins, eight of them! With this much money, you know what to do! You look at the
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map, point to the village and -- WHOOSH! Back to the store. What a way to
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travel! You re-enter the store, "Look at Shelf," and buy the four items that
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seem most important to you. These items are salt, lard, fish oil, and an empty
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pouch.
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Suddenly you are almost overcome with fear! The wizard! He could be home by now!
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You look at the map again and point at the top of the mountain, and -- WHOOSH!
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Nope! It didn't work. Oh well, you sigh and start up that long, dangerous path.
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(Don't forget to save your game first!)
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At the top of the mountain, the fear is the worst! What if he is back? What
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will you do if he's waiting just inside the door? You open the door and the
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coast is clear! Better get rid of all this stuff! Upstairs, and east to your own
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little room. You drop all and hide it way underneath the bed. Now if only he
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doesn't come in here! Oooopps! Better get some of that food, he's always hungry
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whenever he returns. You "Get Fruit" and start downstairs. You worry and fret;
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but when he does return, he doesn't seem the least suspicious. Just hungry, the
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self-centered lout! Being a slave and all does have its drawbacks. Not only do
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you have to fetch his meals, you are expected to stand there and watch! The man
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has absolutely no class. But you stand there in case he wants something else.
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Such is the lot of a simple slave. They way he eats, it's too bad it isn't
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poison!
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After belching loudly, he takes his leave, and not even thanks! Ah, to heck with
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him! You think for a minute, he always takes a nap after he eats like that. Hmm!
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And then you can get back to plotting the escape! But not before, you caution
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yourself, since it is far too risky with him about, And you almost got caught
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coming back up the mountain!
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You go back upstairs, waiting in front of his bedroom. When he does take a nap,
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you'll want to know. And there he is. Don't disturb him? You wouldn't even dream
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of it! Now, quickly you go to the east, to your own room. Wait, there's the cat.
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You "Get Cat" and "Get Cat Hair," then into the bedroom and "Get All."
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You try to calm yourself, but still you race back to the stairs and down. You go
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into the study, and with trembling hands, open the cabinet. Taking the wand, you
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close the cabinet and go to the bookcase. Taking a deep breath, you open the
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trap door and carefully go down those dark and dangerous stairs.
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The laboratory brings back the fear, but you calm yourself and go to the table.
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The ancient book calls to you. This is where the hope is! Slowly you "Open Book
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to Page II." The room begins to glow and strange music plays. Shivers run
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through your body, but you are as if transfixed. You read from the book (the
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handbook not the disk) and follow the steps most carefully. (Except step II must
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be: "Put the dog fur in the bowl" since you have both.) The last of the
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incantation is read, and you wave the magic wand. Whew! Success!
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Since that one worked, another is called for, so you return to the book and
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"Open Book to Page IV" and follow directions exactly! Again you complete the
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spell and hope gives you strength. You decide on just one more for now, where
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was that spell? Transforming another into a cat! That's it!
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Once more you go to the book and "Open Book to Page XXV." The odd colored lights
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again return, and the music starts anew. With shaking hands and strained nerves
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you begin the spell. Carefully you follow directions, but is it right? Tension
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builds, and builds still more. The longer you work at it the more you shake,
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until at last! You wave the magic wand and Ahh....
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Strained to the breaking you realize that at last you have the means to
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eliminate the evil, old Manannan forever! Then you realize that you have lost
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all track of time. When will he awaken? Has he already finished his nap? No,
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plenty of time.
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Looking at the cookie it occurs to you that it's going to be tougher than you
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thought to get him to eat the disgusting cookie. Somehow it will have to be
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disguised. But how? You try to "Put Cookie into Bread," but that doesn't work.
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Hmm. Have to think of something.
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KING'S QUEST III
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Part 3
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You look at the map, and readily see that there isn't much that you have yet to
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see. You point to the bottom of the mountain and WHOOSH! Yes, this is the bottom
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of the mountain, so east. Ah, there's that cave again. Not much left then, so
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it's east once more and -- nope. Just more coastline. Hmm, back to the west.
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Go north and you are again facing the mysterious cave. Let's see, how do you
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pass a spider web that size? You don't want to chance it so, "Dip Eagle Feather
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in Essence" and fly into the cave. Navigation seems a bit odd as an eagle. Hard
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to control where you go. Hey! Spider alert! As you get close to the spider,
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something comes over you and it's curtains for the spider.
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As the spell wears off you notice that the web has been torn to shreds. You
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oh-so-cautiously enter the cave, and a presence causes you to freeze. What is
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this place? There in front of your eyes appears an oracle. It seems she knows
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you! More than that, she also knows who you really are. As you gaze into the
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vision she creates, it is revealed to you that there is another whose fate is
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far worse than yours. Not only that, but it is your duty to go to their aid! How
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are you ever going to manage?
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They say it's always darkest before the dawn. You gird yourself and go forth.
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But how can one such as yourself be of any aid to one such as that? And in a
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land far, far away!
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The spells! You realize that your only hope is to be rid of the tyrant wizard
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(which you had in mind anyway) and finish the spells. In order to finish the
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spells, you still need three dried acorns. Where might they be found? The desert
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is dry, but nothing grows there except cactus. Perhaps near the desert? You head
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west and cross the stream, but what's this? You overhear two birds discussing,
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of all things, YOU! Further west and two squirrels seem to have the same thing
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on their minds. Seems like you are the prime topic in all of Llewdor. The
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conversation is only moderately interesting, but it seems to clear your senses,
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for insight strikes. The thing that was missing! That fairy tale cottage! You
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hurry off, to the north twice, then east. Yes, it is the house of the Three
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Bears, and there they go now! As soon as they leave, you enter the house. There
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on the table is the thing that bothered you so when last you visited, simply
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because it should have been there. Porridge! What an ideal way to hide the
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cookie! You "Get Porridge" and exit quickly. (Those bears may no longer have a
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sense of humor!)
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Outside the house you continue the search for the acorns. Nothing here, so west
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again. Nope. Nothing but a couple of noisy squirrels. Argh! And two nasty
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bandits! They assault you severely, hit you right on top of the head, and steal
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everything!
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At least you know where the hideout is, so north you go. And there it is! Wait a
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second. You pause long enough to search those nuts just one more time. Lo, and
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behold! You find three dried acorns. You "Get Acorns" and "Reach in Hole." (Save
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the game.) The ladder appears again so up you go.
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Quietly you enter, finding the thief sound asleep. Carefully you approach the
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table and nab the purse. Now, where is the rest of it? You spot a bin in the
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corner that you hadn't noticed before. You "Open Bin" and "Look in Bin", there
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it all is! Quickly, you abandon the tree house, climb down the rope and run to
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the east. Even here you don't stop, you feel like just running forever. Almost
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blindly you head north where the treacherous mountain path brings you up short.
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You know that you can't risk hurrying up that trail. Maybe they aren't
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following. You can't help yourself, you simply HAVE to know. Carefully, you take
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inventory, even to counting the coins in the purse. What's this? There's eight
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coins! But that's more than...oh, well.
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That path, hmm. There should be an easier way. Wait! Why walk? You "Dip Eagle
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Feather in Essence" and take to the air. Not only is this a lot safer, it's FUN!
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At the top of the mountain, you say the magic words, and look for a safe place
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to land. Oops, right in the middle of the chicken coop! Any landing that you
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walk away from is a good one! You "Open Gate" and head for the house, "Open
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Door" and hurry to the study. Yup, you left the trap door open, and the wand!
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Got to put that back, too! You're too close to freedom to let a little mistake
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ruin it all. So you "Open Cabinet," "Move Lever," and "Move Book". There that's
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better. Now it's back to the entry and up the stairs.
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You go to your room, and "Put Cookie in Porridge" and when you "Look at
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Porridge" you relax for a moment. It will work! It HAS to work! You "Drop All"
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and "Get Porridge" and it's off to the dining room. Patience is an asset to a
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slave, but was never one of your virtues. As a matter of fact it's all you can
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do to keep from dancing from one foot to the other. But wait you must. You have
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time on your hands for a short time, but it seems an eternity! You reflect on
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the danger ahead and the task set before you. Desperately you try thinking of
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anything but the porridge and the waking wizard!
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There he is now! Somehow you calm yourself so as not to give any clue that
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something is amiss. Now, go to the kitchen, must make it appear that you are
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preparing a normal meal. You can't control yourself, you turn right around and
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return to the dining room. You "Feed Wizard" and anxiously watch his every bite.
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He eats, and eats, and "Ding-dong, the witch is dead..." or something like that!
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Hooray!
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Up the stairs, and back to your bedroom again. (For the last time!) You "Get
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All" and go back to the stairs, then down to the study. You get the wand and
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open the trap door and cautiously go down to the laboratory. You feel a sense of
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exultation, but also a sense of purpose. You are almost driven to complete the
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spells, because, after all, she is your sister. Going to the table, you open the
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book to the proper page, and begin to tremble anew as the lights play tricks and
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the weird music starts to play. Hope carries you as you patiently carry out the
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instructions for the spell to teleport at random. Each step is completed in
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accordance with the book, you recite the verse, and wave the wand. Again you
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find success, and again you go to the book. Only three spells left, and the
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powers of the wizard are yours!
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You open the book again, this time to the spell marked Deep Sleep. This one
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seems to be a bit harder. The trembling is more pronounced. You get the feeling
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that you aren't going to make it, the words on the page begin to blur. But
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finally it's over and you have still another spell to call your own.
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The last two are certain to be tough! Again you open the book, now to page
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LXXIV. The music causes tension, the strain is great. The spell is very
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exacting, but so were the others. This spell, and the next come hard, but in the
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end they are yours. At last you are, in truth, a wizard in your own right!
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The feeling of power is intoxicating! POWER! What a feeling! With this much
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power, what could not be done? Why, perhaps you should put the cat/wizard to
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sleep forever? No, have him teleporting at random for the rest of eternity!
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Slowly, you come back to your senses. The wizard is already suffering his fate.
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To do more would be to become as he was. No, you realize that you have been
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called to a higher purpose. You must save your sister and the kingdom of your
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parents. You wonder what they must be like.
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KING'S QUEST III
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Part 4
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Transportation will be a problem. To know this is to know that the tiny village
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is the only hope. You look at the map and point to it. WHOOSH! And here you are.
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You feel that already you have become used to such methods of travel. It all
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seems so natural. Barely hesitating, you go into the bar, find three sailors and
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try to strike up a conversation. Aha! That's just exactly what you do want.
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Money is no object, so you "Give Gold to Captain."
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Why the louse! Such poor manners! Grabbed all of your gold, and left without so
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much as "glad to have you." (Maybe he would like to be a cat?) No, that's bad
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thinking. No time to scold yourself though, so it's off you go for a long walk
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out on the pier. And this must be the ship. Yes, there's the captain now, and he
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seems anxious to get you aboard. That gangway looks a bit tricky, but you are
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becoming used to such narrow walks.
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As you step aboard, you get the feeling that something is wrong. But what could
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it be? Why these men aren't sailors! They're PIRATES! Before you can even manage
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a simple spell, they grab all of your possessions and throw you rudely into the
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hold.
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What a predicament! A short time ago you felt as if you were all-powerful, now
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you couldn't feel more powerless! You look around and find that there is a
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ladder just above you but just out of reach. You go east and look some more.
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There! That small box will surely do. You "Get Box" and go back to the west,
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"Drop Box," and "Jump on Box." Yes, it will work! You "Jump on Box" again and
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the "Jump" to the ladder.
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Cautiously, you stick your head up out of the hold, then climb right up from
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there. Hmmm, this seems to be the captain's quarters. You go west and "Open
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Chest" then "Look in Chest." Quickly you take your leave, lest you be caught and
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the possessions taken from you again -- or worse!
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At the ladder you face another tough decision. Up, or further east? Not down,
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you know what is down there. Wait a second, what about the map? You "Look at
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Map," only to discover water all around. Well, that, at least, figures. Hmm, how
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far to Daventry? How soon will you return to the land of your birth?
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Time is wasting and you decide to chance a look at the upper deck, so it's up
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the ladder. As long as you're climbing, might as well go all the way, so up
|
||
still higher. Nothing but the crow's nest, and it looks like a dangerous climb.
|
||
Down you go, and back to the quarter deck. Might as well see what's at the back
|
||
of the ship. West and into the galley. DRAT! The cook has seen you! You find
|
||
yourself thrown back into the hold with a loss of, among other things, your
|
||
dignity.
|
||
|
||
You ponder a moment. What should you do? Since they seem not to have noticed how
|
||
you left the hold before, why not try it again? Up the ladder, (carefully) and
|
||
peek out slowly. No one around so...Nah, they wouldn't put your things in the
|
||
same place. Nothing better to do, so west you go and into the captain's
|
||
quarter's once more. The chest is still open, so you look in the chest, and beat
|
||
it fast! Sure enough! They DID put it all in the same chest!
|
||
|
||
Not wanting to risk going up top side again, you decide to go east. A quick look
|
||
around doesn't show much, but here's a shovel so "Get Shovel" and scoot back to
|
||
the west. Kinda risky around here. What you really need is a place to hide out
|
||
and just think. Of course, the hold is the safest place to be right now! So back
|
||
down into that dark, dank hold.
|
||
|
||
You spend some time just thinking about the problem, pacing back and forth like
|
||
a caged animal. As a matter of fact you begin to feel just like those mice.
|
||
Except not quite so talkative. What are they chattering about, anyway? A
|
||
treasure? Five steps east of a lone palm tree? Yeah, well it won't do you any
|
||
good here! Got to think of a way out.
|
||
|
||
You look at the map again, noting that the ship is considerably closer to
|
||
Daventry. You'll need a plan before long. What about the storm spell? No, that
|
||
could sink the ship and you right along with it! Hmm. Suddenly it strikes you
|
||
just as surely as a bolt from a thundercloud! Of course, the sleep spell!
|
||
|
||
"Land Ho!" A cry comes from high above. Soon, very soon, but the timing will be
|
||
important. You are sure that you must wait until the anchor is dropped, but
|
||
equally important is everyone must still be aboard. Another cry from above.
|
||
"Drop Anchor!" You pour the sleep powder on the floor, and recite the verse.
|
||
Quiet falls all around. even the mice are stilled. As if the slightest sound
|
||
would break the spell, you slip back up the ladder and out on the main deck. You
|
||
"Look for land" and see mountains in the north and land to the east. Cautiously,
|
||
you step off the deck and into the water. Not the best dive you ever made, but
|
||
you're in the water. East is land so east you swim, only to find the horror of
|
||
the sea bearing down on you. You give your best impression ever of Johnny
|
||
Weismuller! Whew! That was CLOSE!
|
||
|
||
The trials you've seen! At last you are free from worry. The wizard will bother
|
||
no one ever again, the pirates are caught in the sleep spell, and you have come
|
||
at last to the land of your birth. It would be so nice to just lie here in the
|
||
sun for awhile. No, that won't do. You still have a sister in the gravest of
|
||
danger; and from what the oracle said, the Kingdom itself is in deep trouble.
|
||
It's on your feet, and off to the east.
|
||
|
||
Huh? It's the captain! He escaped the sleep spell! You deftly dodge him by going
|
||
north. Something about that beach bothers you though. Wasn't that a lone palm
|
||
tree in the sand? You step back to the south and find that he is gone. Over to
|
||
the tree and take a close look. Yes, it is a palm tree, but can mice be
|
||
believed? Only one way to find out, so stepping slowly you count: One, two,
|
||
three, four, five, and "Dig."
|
||
|
||
Eureka! Why there's a King's Ransom here! You wonder if you should rebury it, or
|
||
try to drag it along. How much farther? What the heck, with what you are already
|
||
packing, it hardly makes a difference. You grab the chest and move off to the
|
||
north.
|
||
|
||
Yes, the trail does look tough, and no way to get there from here. East, and the
|
||
trail begins. A step or two north, around that sharp corner, and back again to
|
||
the west. You stop at the base of the Horse Head Rock, and scale the very face
|
||
of it. No, this isn't nearly as bad as the trail from the wizard's. East,
|
||
following the trail as it winds around to the north, then east to a lovely
|
||
waterfall.
|
||
|
||
Growing weary of the climb, you decide on a shortcut. You "Dip Fly Wings in
|
||
Essence" and fly right up to the top of the waterfall. Following the trail east,
|
||
you see a cave in the distance. No, you decide to press on. No more side trips,
|
||
no more distractions.
|
||
|
||
Further east and the trail seems to go in all directions, and a big footed foe
|
||
comes up behind you! He seems to be a bit confused, and heads back to where he
|
||
came from. The impulse to buzz around leaves you, and you land on the path to
|
||
the south. Deciding it to be as good a direction as any, you take that path,
|
||
only to find yourself scaling an almost vertical cliff!
|
||
|
||
KING'S QUEST III
|
||
|
||
Part 5
|
||
|
||
Slowly, just as slowly as you can, you climb down. You feel carefully for hand
|
||
holds and any possible loose stone or ice. Straight down, until you feel a ledge
|
||
and carefully let it take your weight. Whew, glad that's over with. Looking
|
||
around, you realize that it hasn't even begun! Staying close to the cliff wall,
|
||
you carefully move to the west. It looks spooky, but you enter the cave.
|
||
|
||
DARK! You fear that you will become lost in the maze, but you come at last to
|
||
the far side. This isn't an improvement at all. Moving out to the end of the
|
||
ledge, you begin scaling down again. No point in trying for the closer ledge,
|
||
what you want is to get to the bottom. Slowly you move down, til at about the
|
||
midpoint you fail to find a foothold. You move to the west a bit and then down
|
||
even more. At last you feel the ledge below you, only to find that the dark
|
||
caverns are to be risked again.
|
||
|
||
Entering the cave again brings you out on the west side of the cliff base. It
|
||
looks like you are trapped, but you dare to risk the long climb back up. Moving
|
||
a few steps to the east, you begin the climb. You begin to tire, and more than a
|
||
little fear arises within you. On you go until you gain the center ledge. This
|
||
has got to be the way out! You enter the cave; and at last! Finally you are back
|
||
on the path.
|
||
|
||
You follow the path east, and east again. The mountain scenery is very
|
||
beautiful, and you begin to feel relaxed, almost carefree. You are lulled into a
|
||
state of recklessness!
|
||
|
||
The path turns south, and you follow it blindly, right off the mountain!
|
||
Actually, it's more like a large hill for you get more of a bruised ego than
|
||
anything else. You pick yourself up and have a look. That looks more like a
|
||
tunnel than a cave, and that looks as if it's a stairway!
|
||
|
||
Into the hole you go, somewhat more aware now of where you place your feet. Up
|
||
the old stairway you go. A sense of ancient times pervades this dark place. Up
|
||
to a landing, and up again. Out into the daylight and warm mists surround you.
|
||
|
||
Why is it so dreadfully warm? Perhaps dabbling with the mantic arts has given
|
||
you a sixth sense, or maybe it comes naturally. You have a feeling that danger
|
||
is near, and you "Rub Ointment on Self," before going further west.
|
||
|
||
The Dragon! Your instincts have proved themselves. The dragon doesn't see you as
|
||
you "Stir Storm Brew With Finger." With great care you utter the words that so
|
||
long ago were memorized in haste. The storm appears and rages on! The dragon is
|
||
struck, and down he falls! As the storm subsides, and the ointment wears off,
|
||
the struggling girl captures your attention. You talk to her, trying to calm
|
||
her, but she only screams, "Untie me!" You untie Rosella, explaining your
|
||
relationship. The doubt shows plainly on her face, but she agrees to follow you.
|
||
|
||
Rosella follows you east and down the stairs, and out into the daylight again.
|
||
Go west, and you come to place that looks to be under siege! The well has been
|
||
filled with stones, and that trench seems to run on forever. What purpose can
|
||
that great stone wall serve? Go north, and at least there appears to be some
|
||
sort of civilization. There is even a castle in the distance. The gnome greets
|
||
you and calls you by name. Obviously, you are home at last! The gnome seems to
|
||
know the way, so you follow him toward the castle. What kind of kingdom has a
|
||
plank in place of a drawbridge? That plank more than anything tells the dire
|
||
circumstances of this land. Somehow, this is not the home you had expected to
|
||
return to. A sadness comes over you as you cross that moat, and even the rich
|
||
entry of the castle does little to dispel your gloom.
|
||
|
||
You turn at the end of the hall and try to guess how the throne room and your
|
||
parents might look, and sadly walk the last short leg of your long journey. A
|
||
nervousness comes over you. Can this truly be home? Will they know me? Questions
|
||
come quickly to the mind, but there is no time for answers.
|
||
|
||
As one, you and Rosella enter the throne room of Daventry and no doubt can
|
||
remain. This is HOME! It could not be otherwise. Hugs and kisses, and more of
|
||
the same! A tear comes to your eye as the King tells of his pride in both of
|
||
you. He explains of the once magic mirror, and before your eyes it clears!
|
||
|
||
The moment could not be more perfect. You could not feel any greater joy, or so
|
||
you thought. King Graham brings out his old adventurer's cap and flings it
|
||
toward you. What an honor, to wear the cap of the King himself. You reach to
|
||
catch it, but what's this? Rosella, too, must think it an honor, for her hand
|
||
goes up as well.
|
||
|
||
In that moment, time seems to stop. Revelation strikes you. There are no
|
||
endings, only beginnings. When life brings you to an apparent ending, it is just
|
||
life and adventure beginning anew. For whom does life begin this new adventure?
|
||
|
||
-END-
|
||
|
||
|
||
|