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King’s Quest III Redux: To Heir is Human – Walkthrough (AGD Interactive/2011)

By Leon | June 27, 2011

King's Quest III Redux: To Heir is Human Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



When back in the house, Manannan gives you a task that you need to complete:

After having done this task, walk from the main hall to the right into the dining room. Take the CUP from the table (1/1). Walk north into the kitchen and take the piece of MUTTON from the table (1/2) together with the load of BREAD (1/3) and the FRUIT (1/4). On the wall left of the fireplace is a KNIFE (1/5) on a rack and a SPOON (1/6). Finally take the blue BOWL from the shelf on the left (1/7).

Manannan will check on you so make sure you don’t have items in your possession that you shouldn’t have. Other than that you can roam around the house and look at various things. Do not enter Manannan’s office yet though. Then Manannan will go on a journey. At this point you have time to act freely. Carefully watch the time at the top of the screen, it should be displayed in green when the wizard’s away. Before it turns red you should be back at the house, preferably in your own bedroom to hide the items you’re not supposed to carry.

Make sure that you’re on the top floor when Manannan leaves. Reaching the watchtower the first time, you can see the cat kill a fly. Pick up the FLY (1/8) and go down the stairs again. Walk into Manannan’s bedroom and use the drawer under the mirror on the left. Take the HAND MIRROR out (1/9) and close the drawer again. Open the drawer under the pewter and take the ROSE ESSENCE out (1/10).

Close the drawer again and open the wardrobe. Feel behind the hats to discover and ancient scroll which appears to be a MAP (3/13). Search the black cloak to discover a BRASS KEY (3/16). Go all the way down and north into the office. Have a look through the books. At the bottom shelf, on the right you’ll find a series of blue books. Look at them to notice they’re stuck together. Use them to reveal a set of levers, with signs above them. Leave them for now. Walk south twice through the front door. Use the feed of the chicken under the tree and give it to the chicken to feed and lure them.

Open the gate of the coop and go inside. Pick up a chicken and once in your arms, use the chicken again to get one of it’s FEATHERs. (1/17).Leave the coop and walk south down the hill. There’s a large bird and a protruding part of the precipice. Put down the mutton (1/18) and the eagle will get it, leaving behind a feather. Pick up the bird’s FEATHER (1/19).

Walk further down the path, careful not to fall off. At the bottom of the mountain walk south until you reach the house. You can see the three bears leave or use the door to knock if no one is home. Enter the house and take the bowl of PORRIDGE in the middle (1/20). Walk up the stairs on the left and on the first floor examine the drawer in the cabinet in the back on the right. Inside you can find a THIMBLE. Pick it up (1/21) and walk down the stairs and leave the house.

In front of the house is a flower patch with dew. Use the thimble on the flowers to collect some DEW (1/22). Use the flower patch again to take some of the SOIL (1/23). Walk to the left and take a hand full of SAND from the desert (1/24). Walk north and find a large oak. Look under the tree and use the ground until you finally find some of the ACORNS that are dry (1/25).

Walk to the right twice until you reach the harbour. In the nets you can find the remains of FISH. Just scare the gull away and pick it up (1/26). Walk into the shop on the left and look at the dog. It’s a hairy one. Pet the dog to take some of the DOG HAIR (1/27). Leave the shop again. Walk south and find a tree near the beach. It’s MISTLETOE. Take it from the tree (1/28) and walk back north again.

Walk north left of the tavern to reach the library. Look at the window at the side of the library. It’s not fully closed. Underneath is a table and some crates. Use the table to climb on and use your knife on the window to unlock the latch. Then use the window to climb into the library (1/29).

On the floor in the library you can find a blue book similar to the one in Manannan’s office. Pick it up (1/30) and read it in your inventory (1/31). It’s a diary and on day twelve you can find the combination for the levers. Climb the ladder to leave the library the way you came and use the crates to climb down. Walk north to the stream you see in the back. Cross the stream further north until you find a cave blocked by a spider web. Use your spoon to scoop some MUD from the river bank (1/32).

Walk to right to reach the beach and take your cup to get some salty SEAWATER (1/33). In your inventory use the magic map and select the mountains on it to return home. Walk the path north (careful!) and use the front door to enter the house. Go up the stairs and to the right to your own bedroom. Use the bed and hide all the blue outlined items (4/37). Use your bed again and sleep so the wizard returns.

He’ll tell you that he’s hungry so go down the stairs and to the right into the dining room. Give the bread to the wizard. Leave the room on the left, climb the stairs and go to the right to your own room. Use the bed and sleep so when you leave the room again, Manannan will tell you he’s going to get some sleep. Again you have some time of your own.

Walk back into your room and use the bed to retrieve all. Leave the room again and see if you can see the cat. If not, go back into your room and exit again until the cat is there. Walk closely to the cat and lift her up. Then in your arms use the cat to get some CAT HAIR (1/38).

Go down the stairs and north into the office. Use the brass key on the cabinet on the left (4/42) to unlock it and take the MAGIC WAND out. Close the cabinet again and then use the volume of blue books on the right to reveal the levers again. From the book in the library you can read the combination (day 12): the combination differs each time so help here. Once the secret trapdoor is opened (4/46), walk down the stairs and find the room underneath.

On the table is a leather-bound book. Use it to find some spells in it. You need to make them. But first some ingredients from the shelves in the back: take the SAFFRON (1/47), the TOAD STOOL POWDER (1/48), the TOAD SPITTLE (1/49), and empty FLASK (1/50), the NIGHTSHADE JUICE (1/51) and the GROUND FISH SCALES (1/52).

Start on page 2 of the book:

Fly like an eagle: take the jar of saffron and put it in the vial of rose petal essence. Then recite from the book and use the wand on the vial. Your spell is complete (7/59).

Go to page 6 of the book:

Brewing a storm: put the cup with seawater in the blue bowl. Close the book and light the brazier on the right. Put the bowl on the brazier and let it heat up. Then take the bowl again. In your inventory take the spoon with mud and add it to the bowl. Add the toadstool powder to the bowl. Use the bowl to blow in it and recite the spell. Use the magic wand on the bowl and then pour the content into the empty jar (7/66).

Go up the stairs and pull the books on the right to close the trapdoor. Put the magic wand back in the cabinet on the left. Leave the room south and walk south again to go outside. Use the map in your inventory and travel to the forest.Walk to the right to reach the sea. Take the flask from your inventory and fill it with SALT WATER (1/67). In your inventory use the eagle feather on the vial with magic essence . You’ll change into an eagle.

Fly back to the spider web on the left and watch a spider come down. As an eagle you’ll take the spider (and the web) to drop in into the sea (4/71). Walk north into the cave (3/74) and take the MANDRAKE ROOT (2/76). Talk to the woman that appears and she’ll show you your visions.

Look at the bed in front. There’s a baby in it. Look at the bed again and Manannan will arrive and take the baby. But there’s nothing you can do about it. Ask the woman about your name and you’ll learn your true identity. Ask about your origin and you’ll see your true home.

Ask about Daventry and learn about the dragon. Ask about the king and learn about the curse. Ask about your family and learn about your mum and dad and your twin sister. The oracle will disappear. Walk south to leave the cave. Walk to the left three times to reach the desert. Use your knife on the CACTUS to the right of the flowered one (1/77). Walk south two times and pick up the dried SNAKE SKIN (1/78).

Walk north three times until you see an ancient door in the cliffs. Use the door to enter the cave. Look around. In front of you is a coloured stone. Walk towards it and meet Smaude. She wants you to approach her. Walk around the pit towards the witch until you can face her. She’ll start asking questions now.

Answer 1: Describe the rays…
Answer 2: Give her money….
Answer 3: Help her flee…
Answer 4: Invite him in.
Answer 5: Remember how her words…

The curse is now broken (2/80). She asks what you want so  to take the coloured stone from the pedestal. She asks a favour of you first: she wants to see herself. Give her the  hand mirror and she’ll see herself (3/83). Take the coloured STONE from it’s pedestal (1/84) and walk south to leave the cave again.

Use the map in your inventory and return home. Walk north along the path and use the front door to enter the house. Climb the stairs and go to your room on the right. Use the bed to hide all blue items. If needed use the bed again to sleep to speed up the wizard’s return.

He’ll tell you that he’s hungry so go down the stairs and to the right into the dining room. Give the fruit to the wizard. Leave the room on the left, climb the stairs and go to the right to your own room. Use the bed and sleep so when you leave the room again, Manannan will tell you he’s going on a journey. Again you have some time of your own.

Walk back into your room and use the bed to retrieve all. Leave the room again and go down the stairs. Walk north into the office and use the brass key on the cabinet on the left to take the magic WAND out. Use the books on the right (no need to enter the sequence) to open the trapdoor and go down the stairs to the lab. Use the book on the table and turn to page

Turn to page 5 of the book:

Enhancing musical talent: Add the sand to the flask filled with sea water. Add the soil to the flask. Use the flask to shake the contents. Use the magic wand on the flask and recite the spell from this page (7/91).

Page to page 1 of the book:

Understanding the language of creatures: put the thimble in the blue bowl. Put the dog fur into the bowl. Add the fish scales to the bowl. Add the snake skin to the bowl and add the chicken feather to the bowl. Use the bowl to knead the contents and then recite the spell on this page. Wave the magic wand over the bowl and use the bowl again to divide the mixture and put it in your ears (7/98).

Leave the lab by walking up the stairs. Use the books on the right to close the trapdoor and put the wand back in the cabinet on the left. Close the cabinet and leave the room. Walk south to leave the house and outside use the magic map to travel to the harbour.

In front of the tavern, use the fly wings from your inventory on the magic potion to become a fly and fly into the open window on the right side of the tavern. Fly over to the table where the two men are drinking and you can overhear a conversation about a rope in a tree (3/101). Leave the tavern and talk so the spell will wear off. Walk south and to the left to reach the  bear’s cottage. From there walk to the left and then north.

Use the hole in the bottom of the tree to pull the rope and lower the ladder (3/104). Use the ladder to climb up (2/106). At the platform, use the fly wings with the magic essence again and fly into the tree house.

Talk to make the spell wear off and then pick up the PURSE from the table (4/110). Walk out of the tree house and down the ladder. From your inventory take the map and travel to the harbour. Enter the shop on the left and give the pouch to the shopkeeper. Buy the SALT (1/111),  the POUCH (1/112), the LARD (1/113) and the FISH OIL (1/114).

Leave the shop, enter the tavern and try to take the lute from the wall. Talk to the bar maid to learn who the owner of the lute is and talk to her again to hear the story of that person. Talk once more to ask to borrow the lute and you can only have it when you play a bit.

Use the musical essence from your inventory and then take the lute from the wall. After your performance you can have the LUTE (1/115). Walk south to leave the tavern and take the magic map from your inventory. Select the tree house on the map and when you arrive there, walk north.

There’s a poet sitting on the ground. Talk to the man to learn more about him. Talk to him again to know more about his history. Talk once more to ask if he finished his composition. You’ll then hear that he’s struggling. Give him the lute and he can continue (1/116). He’ll finish his song and leave.

Pick up the PITCHER he left behind (1/117). Walk north and look at the hole next to the tree. In your inventory look at the pitcher to find the magic word. Use the pitcher on the hole to fill it with water. Take the bottle that pops up to find the missing PAGE inside (1/118). Use the map from your inventory and select your house. Walk north along the path and use the front door to go inside.

Walk north into the office and use the brass key on the cabinet. Take the magic WAND out and use the books on the right to open the trap door. Go downstairs to make more spells.

Use the book on the table and browse to the last page. From your inventory take the missing page and put it back in the book. Then make this spell:

Turn another one into a cat: Take the madrake root from your inventory and put it in the mortar on the desk. Use the mortar to grind the root and then take the ROOT POWDER back from the mortar. In your inventory put the root powder in the bowl and add the fish oil to the bowl. Add the cat hair to the bowl and then use the spoon on the bowl to stir it into a dough.

Use the bowl on the desk to drop the dough onto it and then use the dough to shape it into a cookie. Recite the spell from the last page and then use the magic wand on the cookie on the table (7/125). In your inventory combine the cookie with the porridge and walk up the stairs.

Use the books to close the trap door and put the magic wand back in the cabinet on the left. Then leave the office on the south and climb the stairs to go to your own room on the right. Hide all the items you should not possess and use the bed again to sleep until Manannan returns. Leave your room and Manannan will appear, telling you he’s hungry. Just in time!

Walk down the stairs and into the dining room on the right. Give the porridge to Manannan and he’ll turn into a cat (10/135). You’re now free to roam, no more time limits. Leave the dining room on the left and up the stairs to the right. In your bedroom use the bed and retrieve all your items. Leave the room and go down the stairs again.

Go north into the office. Use the drawer in the desk four times until you’ll find the LETTER (1/136). Use the brass key on the cabinet on the left and take the WAND out. Use the books on the right and open the trap door. Go down the stairs into the lab. In the book on the table turn to page 3:

Teleportation at random: put the salt into the mortar on the table. Use the mortar to grind the salt. Put the mistletoe in the mortar and use the mortar again to grind this as well. Use the smooth stone in the mortar to rub it in the mixture. Use the rubbed stone in your inventory to kiss it and then recite the spell on this page. Use the magic wand and wave it over the stone (7/143).

Turn to page 4 to make the spell:

Causing a deep sleep: put the acorns in the mortar and use the mortar to grind the acorns. Take the powder from the mortar and in your inventory put the powder in the blue bowl. Use the nightshade juice with the bowl and then use the spoon with the bowl to stir it.

On the worktop use the brazier on the right to light it and then put the bowl on the brazier. When it’s ready, take the bowl from the brazier and use the bowl on the other side of the worktop to spread the contents. Use the book on this page to recite the spell. Use the magic wand on the powder and then use the pouch from your inventory with the powder to scoop it up (7/150).

Go to page 7 of the book:

Becoming invisible: use your knife on the cactus to cut it. Use the cactus on your spoon to squeeze out the juice. Use the spoon on the bowl to pour it in. Add the lard to the bowl and add the toad spittle. Use your spoon with the bowl to stir the contents. Recite the spell from this page and wave the magic wand over the bowl. Use the bowl with the empty lard jar to save the concoction (7/157).

Now that you have all spells, walk up the stairs and leave the office. Walk south to leave the house and select the magic map from your inventory. Travel to the harbour and enter the tavern. Talk to the captain at the table but he wants to see some money if you want to sail. Give the purse with money to him and he’ll tell you you can come. But you have to hurry (3/160).

Leave the tavern and walk the pier to the right. There’s the ship you need to travel with. Walk further to the right and talk to the guard to get on board and set sail (2/162). But things don’t go as expected.

After you wake up, walk to the right and pick up the small box. Walk with it back to the left and put it on the floor left of the big box under the ladder. Now you can use the ladder to climb up (2/164).  Climb all the way up to the crows nest to get almost slashed. Then go below deck again where you can overhear a conversation between the captain and the ship’s guard. It’s not looking good.

On the island, once sent on your way, walk to the right. Follow the path further into the jungle until you reach a bridge. Some weights appear over it. In your inventory use the map to read the scribbling. Then some vials appear on the pillar. Pick up the VIALS. You now must match the weight on the other side of the bridge. If it’s the heavy one, use the fat middle one. If it’s the small weight, use the slim vial on the left. If it’s the medium weight take the vial on the right.

After having passed all three weights (the is random) you think you can walk on. But don’t! There’s a lever in the centre of the bridge. Use the lever and choose to PULL. The brackets on the side you came from snap in to place, making it possible for you to cross the bridge. Walk further to the right (4/168).

You’re standing in front of coloured stepping stones. Again look at the map in your inventory and see that each line has a colour. It’s the order in which to step on the colours: blue, red, gold, green, white (purity), gray/brown. The solution: step on the blue stone in front of you. Step on the red stone left in front of the blue one. Step on the gold one on the right in front of the red. Step on the green one to the right of the gold. Step on the pure stone on the right below the green. Step on the grey and brown flashing stone on the right in front of the pure one.

Repeat the sequence: use the blue one left in front of the brown, jump on the red one left of the blue, the gold one on the right in front of the red, the green one left in front of the gold, the pure one on the left behind the green and finally the grey/brown flashing on on the left in front of the white one. You can now step onto the other side of the bank. Follow the path north (4/172).

On the ground in front of the arch are seven stone TILES. Pick them all up. In your inventory look at the map again and read the text. It’s about Seran’s gate. Use the tiles on the arch and see that there need to be five gaps filled. Seran has five letters so select each animal according to the letters in the name: Spider, Elephant, Rabbit, Antelope and Newt. Finally walk through the arch (4/176).

You’ve reached the right place but in order to take the treasure you need to complete a final task: putting things in order from most important to least important. First take Consume it today, conceive it tomorrow. Secondly take the craft of construction. The third is the Epitome of Academic Education (4/180).

Use the chest with gold to see what’s inside. Take the green ORB from the chest (2/182) and then remove layers of coins until a statuette is revealed. Finally take the STATUETTE and close the chest to return it to the pirates.

Aboard the ship you get your assignments: get the stove running. Walk to the left and climb up the ladder. Walk left into the galley and use the stove on the far left to get it running. Leave the galley again. Climb down the ladder and return to the guard. Take to him and receive your next task: scrub the upper deck.

Walk back to the left and climb the ladder. Go into the galley on the left and take the BROOM standing next to the exit. Walk out of the galley and use the broom on the deck to clean it. Once finished,  go down the ladder. Walk to the right and talk to the guard again. This time he wants you to dust the captain’s office. Walk to the left and enter the office on the left. Use the duster that’s on the shelf in the lower left corner and do some dusting.

When you’re done, walk to the right to return to the guard. He’s gone so you take the chance to get some sleep. After waking up, climb the ladder via the boxes. Go to  the captain’s cabin on the left and use the chest on the far left to retrieve your stolen items (3/185). Time to leave the ship.

Walk to the right and use the ladder to climb down. From your inventory take the brown bag with sleeping powder and use the bag on the mast to make everyone on board fall asleep. Climb to the upper deck and notice that everyone is indeed in a deep sleep. Once on deck, use the eagle feather in your inventory on the magic essence to fly like an eagle and go ashore in Daventry (3/188).

From the beach walk to the right and follow the path. It’ll make a U-turn and walk left on the higher level. Half way on that path there is a large rock as a short cut that you must use because it’s blocking the upper path. Climb the rock and walk the path to the right. Walk north around the cliff face.

Walk across the icy bridge to the right and turn around at the large boulder covered in snow to walk back to the left. Then follow the path north. Walk along the path across the little stream to the right. At this point you should see a cave. Don’t enter … yet but walk further to the right and meet… a yeti.

Quickly walk into the cave and when the yeti is hesitating, quickly use the sleeping powder in the cave floor. When the yeti is asleep, walk south out of the cave and continue your journey to the right. Follow the path to the south to leave the mountains (3/191).  There are now five caves. Walk into the one you’re standing in and you’ll get a choice: first or second.

Trick is to get lost quickly, meet the yeti and then outwit him. The order to play: first,second, second, first, first, second, first, first, second,  first. The yeti will show up, with you standing in the lower right corner.  To outwit him: first, first, second (the yeti will open the passage), second and first (3/194).

Walk to the right and follow the path until you land in front of a cave surrounded by fire. Walk into the cave and to the left. Climb the steps all the way up until you reach the other side of the mountains.  Continue to walk to the left until you meet Rosella and the dragon that’s keeping her. You need to save her.

Use the invisibility ointment on yourself and walk towards your sister. From your inventory use the brew a storm spell and it’ll kill the dragon (6/200). Untie your sister (3/203) and talk to her to learn all about your parents and your sister. Then walk to the right back into the cave you came from and down all the stairs. Walk to the left then north to exit the cave.

Follow the gnome to the right and then walk north twice until your path is blocked by fire. Notice that there are two ‘curtains’ of flames. You need to pass them at the right time so better save your game here. As soon as the first curtain is down step in between them and wait for the second to disappear. Then walk further north (2/205).

The rock floor in front of you isn’t very strong. Mind your step and watch closely to which rocks are not shaking. Step on those and you should be able to make it to the other side.  Then walk to the left (2/207). Walk north and to the right and further to the right to the entrance of the castle. Enter the castle and you’re home! (3/210).

 

 

 

 

 

 

Game source: A copy of the game was found here on the internet.

Topics: AGS, Walkthrough | 3 Comments »

3 Responses to “King’s Quest III Redux: To Heir is Human – Walkthrough (AGD Interactive/2011)”

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    October 27th, 2011 at 6:40 pm

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  2. Dee Davis Says:
    December 5th, 2011 at 7:37 pm

    Great walkthrough! Thank you. Really helped when I got stuck!

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