King's Quest III is a Sierra adventure game. It uses a parser interface, but you can also use the arrow keys to walk Gwydion around the map. You are Gwydion, a slave boy to the wizard Manannan who will kill you soon if you don't do something about him.
Sub-Page#
Debug Functions#
Like most of the games that Al Lowe programmed for Sierra, King's Quest III has a giant amount of debugging functions.
Main Debug Commands#
Press ALT+D or type FAST TALK to enable some debugging functions. These features are disabled upon entering a new room.
Here's the complete word list:
- SET PRIORITY: Sets Gwydion's priority variable.
- RELEASE PRIORITY: Sets Gywdion's priority variable to 0.
- TP: Teleport to the appropriate room.
- POSITION: Change Gwydion's X and Y positions.
- SHOW POSITION or SP: Displays Gywdion's X and Y positions at the bottom of the screen.
- GET OBJECT: Puts the appropriate object by ID in the player's inventory.
- FIND: Gives the current status (X, Y, Priority, Stepsize) on the player object.
- OBJECT or SP: Gives the current status on the appropriate object.
- SET VAR: Sets a chosen variable to a given value.
- SHOW VAR or SV: Displays the value of a variable.
- SET FLAG: Sets the appropriate flag.
- RESET FLAG: Resets the appropriate flag.
- SHOW FLAG or SF: Displays info on a flag (can be either set or not set).
- AREA: Displays the current room ID.
Special Commands#
- WIZARD STATUS: Displays a screen full of useful stats for Manannan.
- SLEEP WIZARD: Puts Manannan to sleep.
- HERE WIZARD: Teleports Manannan to the current room.
- BYE BYE WIZARD: Turns Manannan into a cat.
- DO CHORE: Completes Gwydion's current chore.
- GIMME GIMME or SET UP SPELL: Puts every item (except for the ones obtained through spellcrafting) in the player's inventory.
- GIMME SPELL: Puts every spellcrafting component into the player's inventory.
- SET UP MOUNTAIN: Puts the player into "End-Game" mode on the shores of Daventry, and adds the appropriate items to the player's inventory.
- SET UP BOAT: Puts the player on the pirate ship section of the game, and adds the appropriate items to the player's inventory.
Engine Debugging#
- Press F8 (Version 1.01) or ALT+M (Versions 2.00 and up) to display info on memory use.
- Press F6 (Version 1.01) or ALT+P (Versions 2.00 and up) to display priority settings for the current room.
- Press Scroll Lock to toggle the AGI engine's trace debugger. Press Enter to advance the debugger by one line.
Other#
- While debug mode is active, the text for handling unknown words is simplified.
Unknown word: " |
- In Version 1.01 only, the current room number is displayed on the bottom of the screen.
- If player input is disabled, an 'H' is displayed on the bottom-right corner of the screen.
- All roaming enemies (Medusa, Manannan, Bandits, Sharks) will have their coordinates displayed on-screen.
- While debug mode is on, the player can't actually die from falling. Instead, the point of descent is displayed at the bottom of the screen and the player's position is reset.
- If the player is on a looping screen (Desert or Ocean), the Exit Edge ID will be displayed on the bottom of the screen.
Unused Graphics#
While generating the endless desert, the game randomly places four types of cacti. A fifth cactus type, the largest of them all, isn't referenced by the landscape generator.
More randomly placed elements that weren't. These vultures would, presumably, be placed on top of the cacti.
This battered yellow flag should appear atop Castle Daventry, but a purple flag is used instead.
(Source: Original TCRF research)
Unused Items#
One item in the game, the Empty Lard Jar, is unobtainable. Well, technically, you get the item through crafting the invisibility ointment, but since the jar is filled with the ointment, you never get to examine it in your inventory.
Use the debug command GET OBJECT with a value of 35 to get this item. Since the graphics for the object aren't in the game, trying to examine it through the F4 menu will cause a "View not found" error, exiting the game.
(Source: Original TCRF research)
Unused Text#
ID |
Message |
Notes |
|---|---|---|
Logic 2 - Manannan's Bedroom |
||
16 |
You hurriedly return the key |
Returning the golden key to the top of the closet is not possible or necessary. |
Logic 4 - Gwydion's Bedroom |
||
33 |
The hallway is uninteresting, |
Some combination of location and LOOK AREA would produce this message. |
Logic 6 - Manannan's Kitchen |
||
2 |
Near the fireplace is a crude |
This message draws unneeded attention to the broom. |
53 |
Using your fingers? |
Completely unknown. Please don't ask. |
Logic 8 - Manannan's Dining Room |
||
17 |
Evidently, Manannan has |
Two messages for LOOK WIZARD that aren't used for unknown reasons. |
20 |
Oh, Manannan is here! You |
|
Logic 11 - Desert (Snakeskin Room) |
||
3 |
It is an old, dried snakeskin. |
For some reason, LOOK SKIN and LOOK GROUND give the same message. |
Logic 13 - Rushing Stream |
||
4 |
There is a rushing stream |
There's a message in the General River Logic for examining the creek. |
Logic 22 - Acorn Tree |
||
18 |
You are much too big to fit |
Trying to enter the hole in the tree would prompt this text. |
Logic 32 - Endless Desert |
||
7 |
The snake scurries around |
While a snake can appear in the desert randomly, the player can't interact with it. |
8 |
That is not a wise idea. The |
|
9 |
What snake? |
|
Logic 36 - Cave of The Oracle |
||
4 |
Silence again...then, "Behold |
The existence of this message alludes to an earlier version of the Oracle sequence. |
15 |
DELETE |
Obviously, they didn't. |
16 |
DELETE |
|
Logic 37 - Outside of Bandits' Hideout |
||
4 |
'''It's hard to tell without |
Thankfully, it's possible to see any bandits in the house from outside. |
Logic 39 - Llewdor Shop |
||
9 |
'''"I'll be right with you sir," |
The shopkeeper is never busy enough to warrant this text. |
14 |
The shopkeeper offers, "Let |
Should be used after waiting some amount of time without buying anything. |
20 |
"That will be one gold coin." |
This'd be used after typing BUY |
Logic 40 - Llewdor Bar |
||
6 |
"There ya go, boys. Now, |
This should pop up after the barmaid gives drinks to the bandits / pirates. It doesn't. |
40 |
'''You signal the barmaid, "I'd |
Two things here. One, it's possible to buy a round of drinks, but it only costs one coin. |
41 |
'''You signal the barmaid, "I'd |
|
Logic 41 - Bears' House (First Floor) |
||
18 |
You ate it all. |
At one point it might have been possible to eat all three bowls of porridge. |
23 |
There are only two bowls on |
Trying to take a second bowl after taking the "just right" porridge, maybe. |
Logic 42 - Bears' House (Second Floor) |
||
24 |
'''I'm not asleep, are you? |
Trying to wake up while awake won't do anything. And don't think too hard about that. |
Logic 49 - Daventry Shores (East Coast) |
||
13 |
'''He doesn't understand you. |
Talking to sharks is a fool's endeavor. They only know of cards, loans, and the street. |
Logic 60 - Snowman's Cave |
||
6 |
Horrors! You have just |
Two messages for entering the Abominable Snowman's cave. |
7 |
No message. |
|
Logic 66 - Room of the Dragon |
||
6 |
That was a mistake; now he |
Text for doing something to alert the dragon of your presence. |
Logic 69 - Gnome Home |
||
6 |
It is a little too high to |
Would be used after struggling to climb the fence. |
Logic 75 - Ship Dock |
||
15 |
<Message 14> |
These two messages reference an earlier version of Message 14. |
16 |
<Message 14> |
|
Logic 80 - Pirate Ship (Stern) |
||
1 |
Darn that flimsy ladder! |
An unused death message for falling off of the rope ladder. |
Logic 84 - Pirate Ship (Sleeping Quarters) |
||
17 |
Poofing in. |
An oddly placed message for warping here via the Magic Map. Perhaps. |
Logic 109 - Pirate Ship Storage Logic |
||
2 |
You try to jump up on the |
In the final game, typing JUMP in any part of the room will not return an error message. |
Logic 110 - General Stream Logic |
||
6 |
You only need one spoonful of |
An unused response for trying to GET MUD twice. |
12 |
You need a spoon to get mud. |
An alternate response for trying to GET MUD without a spoon. |
Logic 118 - Medusa Handler |
||
12 |
You need to move closer. |
At one point you'd need to get up close to Medusa to use the mirror on her. |
Logic 121 - Understanding Animals Spell |
||
15 |
You have two feathers. Which |
As a gesture of geniality, the game chooses which feather to add for you. |
Logic 124 - Sleeping Powder Spell |
||
14 |
You pour the contents of the |
This intermediary step was skipped, which is appreciated. |
26 |
You must grind the acorns |
An error message for trying to put whole acorns in the mix. |
(Source: Original TCRF research)
Early Draft#
Early |
Final |
Notes |
|---|---|---|
'''Logic 23, Message 2 |
'''Logic 13, Message 2 |
A sentence was added to explain why heading south is impossible. |
'''Logic 28, Message 25 |
'''Logic 28, Message 5 |
Reworded to clarify what, exactly, is dimly lit. |
'''Logic 70, Message 1 |
'''Logic 87, Message 1 |
Some minor rewording for improved sentence flow. |
Logic 83, Message 24 |
Logic 85, Message 8 |
Sierra games love adding exclamation points to otherwise staid sentences. |
'''Logic 84, Message 6 |
'''Logic 108, Message 2 |
This message was shortened through advanced pronoun alchemy. |
(Source: Original TCRF research)
Unused Sounds & Music#
|
Standard PC |
Tandy PC |
|---|---|
Sound 14 isn't used. It's, uh...it definitely has the qualities of a sound. It has volume and length and you can hear it.
(Source: Original TCRF research)
Version Differences#
Version 1.01 to 2.00#
Text Changes#
Situation |
V1.01 |
V2.00 |
Notes |
|---|---|---|---|
Logic 34 - Chicken Pen |
|||
Listening to the hens |
"The poor boy," clucks one of |
"The poor boy," clucks one of |
This change fixed a discrepancy between text and graphics. |
Logic 45 - Game Intro |
|||
N/A |
N/A |
Kim Covert Linda Bye |
Two names were added to the Quality Assurance credits. |
N/A |
Gaffer: |
Key Grip: |
Ken Williams' fake title was changed to a different fake title. |
Logic 57 - Snowman Labyrinth |
|||
Completing the puzzle |
You congratulate yourself on |
You congratulate yourself on |
The spelling of "successfully" was corrected in Version 2.00. |
Logic 66 - Room of the Dragon |
|||
Falling off the screen |
N/A |
While you have regained ...you'll never regain |
There's only one response for falling off of the cliff in 1.01, |
Gettin' scorched |
'''Hypnotized by it's baleful |
Hypnotized by its baleful |
A minute change, but an appreciated one. |
Logic 74 - Ending |
|||
N/A |
'''We're sure you'll enjoy the |
'''We're sure you'll enjoy the |
More advertising opportunities means more text! |
N/A |
N/A |
And, just for the adults in |
Of course, Al Lowe's very own game gets mentioned in Version 2.00. |
Logic 89 - Magic Map |
|||
Listening to squirrels |
F6 = teleport F8 = put map away |
Press F6 to teleport. |
In version 1.01, this text appears directly below the map. |
Logic 111 - General Forest Logic |
|||
Listening to squirrels |
Chatters one gray squirrel to |
Chatters one squirrel to the |
The squirrels can be either gray or red, so this message was changed. |
Parser Changes#
Logic 10 - Manannan's Lab |
Action: Manipulating the books / bookshelf. |
Logic 118 - Medusa Handler |
Action: Using the mirror on Medusa. |
Bug Fixes#
- In Version 1.01, there's no cycle limit on the opening credits. As a consequence, the credits will go by at lightning speed on faster computers.
- Three infinite score bugs were fixed for Version 2.00.
- In Version 1.01, every time the player obtains the Purse & Gold Coins, they will get 4 points. Since the bandits can steal this item from you, this can be done an unlimited number of times.
- In the pirate ship, getting all your possessions back earns you 3 points. Your possessions can get stolen again if you get caught.
In Version 1.01, you are rewarded points each time you get your stuff back. In Version 2.00 and up, you only get the points the first time. - It's possible to get the Treasure Chest (and the points) multiple times in Version 1.01.
- You can open the front door and leave Manannan's house as a snail in Version 1.01. That makes no damn sense.
- In the Llewdor village, the falling logic is never properly called. If the player falls, no falling sound is played, and they're simply warped to the next screen.
Miscellaneous#
- In Version 1.00, the chance of having a bandit in the hideout is 50%. In Version 2.01, this was increased to ~75%.
|
Version 1.01 |
Version 2.00 |
|---|---|
|
|
|
- The priority settings in Manannan's Study were changed to limit the cat's movements.
- In Version 1.01, the cat can move wherever it wants.
- In Version 2.00, the cat is limited to moving in the teal-colored field.
|
Version 1.01 |
Version 2.00 |
|---|---|
|
|
|
- The cat's initial position was changed as well.
Version 2.00 to 2.14#
Word Groups#
Group 109 "Jar"
Words Added: Empty Jar
Group 129 "Cup"
Words Added: Empty Cup
Object Names#
Several item names were changed in Version 2.14. Some names were shortened, and some ampersands were taken out. No big deal.
2.00 |
2.14 |
|---|---|
Fish Bone Powder |
Powdered Fish Bone |
Thimble & Dew |
Thimble and Dew |
Three Acorns |
Acorns |
Cup & Ocean Water |
Ocean Water |
Spoonful of Mud |
Mud |
Purse & Gold Coins |
Purse and Gold Coins |
Text Changes#
By far the biggest change between 2.00 and 2.14 is the ending text. All but one line of the ending were changed in some way.
Additionally, the plugs for other Sierra games were removed entirely.
V2.00 |
V2.14 |
|---|---|
Shyly, nervously, you enter |
You nervously enter the |
Before the twin thrones at |
Before the twin thrones stand |
Graham and Valanice are |
Graham and Valanice are |
Hugs and kisses abound. What |
What a joyous family reunion! |
King Graham points toward the |
King Graham points to the |
Before your astonished eyes, |
Before your astonished eyes, |
King Graham lovingly |
King Graham lovingly |
His voice is choked with |
With emotion he tells you, |
Up and up it gently arcs. You |
Up and up it gently arcs. You |
The End |
The End |
The End |
N/A |
Congratulations on your |
Congratulations on your |
'''We're sure you'll enjoy the |
N/A |
And, just for the adults in |
N/A |
Again, congratulations, and |
May the adventuring continue |
Parser Changes#
Logic 4 - Gywdion's Bedroom |
Action: Hiding the Fish Bone Powder. |
Action: Hiding the Rose Essence. |
Action: Hiding the Ocean Water. |
Action: Hiding the Spoonful of Mud. |
Bug Fixes#
An error with the rope ladder outside of the bandits' hideout was fixed.
In earlier versions, the player must be moving strictly left to land on the ledge by the ladder. Moving up-left or down-left will NOT work.
In Version 2.14, the player can go in any leftward direction and reach the ledge.
(To Source is Human: Original TCRF research)
Uncompiled source code#
During production of version 2.14 of King's Quest III, the master copy of disk 1 was not properly formatted before use, meaning that all of the "empty" space on the disk was merely set as unused instead of erased. As a result, the sectors of disk 1 not taken by King's Quest III contain a significant chunk of the original source code for Sierra On-Line's AGI interpreter. The same mistake would be made producing disk 1 of versions 2.0D and 2.0F of Space Quest II: Vohaul's Revenge the following year. A repository of the code extracted from both games can be found here.
(Source: Lance Ewing)