King's Quest III: Part 4
Apr. 3rd, 2016 02:48 pmKING'S QUEST 3: PART 4
When we left Gwydion last time, he was in a bit of a dire situation, lost in the desert with time swiftly running out.

Even though I'd wandered into this zone and then back out again fairly easily when I tested it before getting these screenshots, I wasn't having much luck getting back this time. I went to the corner of the screen and scrolled around in a panic for a while before...

...oh, I forgot about the map.

That was much simpler than I thought. Here we are, out of danger once more - or at least, out of the immediate one. We've still got to get everything tidied away before Manananan wakes up, and very limited time to do it!

Not pictured: Several instances of dying on this rubbish screen because of that stupid boulder.


Back at the house, we tidy everything away - we didn't disturb the wand or the lab this time - and verify that Manannan is still asleep in his frilly bedroom. It isn't long before...


He pops in to tell you he's awake, then back out again, giving him the chance to reduce you to ashes if anything is still out of place. Fortunately we were more careful this time.

You have to wait around for a while being unable to do anything of much use, so this is a good opportunity to show you the debug screen. If you press Alt+D, you get a couple of messages about the version of AGI we're running on, and then a display of the room number in the lower right along with a couple of unimportant things like a letter H appearing when Gwydion is in the middle of an animation and out of control of the player. However, you can now see the interesting bit by typing WIZ STATUS...

This shows some information about Manannan, some of which makes more sense to the programmers (like the specific ID of his status) but which gives players some important information as well, showing what he's doing, how long it's going to be before he changes status, and if you need to do anything before that happens (if you have a chore, it will say something like "You have 2:55 without him to feed the chickens"). The timer isn't completely accurate here, as there's a random grace period after it runs out before he makes his appearance, but I don't think it ever errs the other way and shows more time than you think you have.
I was a bit surprised when I saw my last chore was dusting his office because I didn't think I'd done that at any time during this playthrough, but it's possible that I did that in one of my many restarts to get screenshots and this is the save that happened to survive.

A bit after two minutes and forty-four seconds later, Manannan teleports in. To my surprise he announces he's leaving, even though I thought the next step was to give us another chore - nevertheless, I'm not complaining. We should have until the game timer hits 1 hour and 30 minutes until we have to be back.

So, once again we use the map to get back into Llewdor, this time into one of the few screens we haven't seen yet - this little cottage south of the mountain. Let's see if anyone's home.


Oh... that can't be good.

In another surprising "not dead" moment, this giant bear wearing a hat and dungarees kicks us off the doorstep, Gwydion's head spins a bit but otherwise he suffers no ill-effects whatsoever. Clearly we're going to have to use some cunning to distract him in order to get into the house.

No, of course we aren't - as usual we just wander out of the screen and back in again until this happens. There are a few different states for the bears, but they're not based on any sort of time like the wizard is - when you enter, they can either be home, out, returning, leaving, or Mother Bear can be out tending to the flowers (and will similarly biff you off the screen if you tread near her). If they're leaving the house when you get near, you're safe to stroll in and do what you like.


And what else would three bears have in their house?


Look, you know how the rest of this is going to go - I'll save you the time.

Upstairs looks pretty much as you would expect as well. There's one more thing we have to get here before we set ourselves up to quite rightly be thrown out for entering someone's house without permission.



The thimble, oddly, is starred as a forbidden item in your inventory. It's used in the creation of at least one spell, but seriously, doesn't a thimble have more obvious innocent uses as well? I hear Gwydion had to take over at short notice after Manannan caught the last wizard-slave red-handed darning a sock.

Anyway. We don't have to do this next part and it offers us no points, but things just seem to be going that way.








After Gwydilocks makes a forced exit carried upside-down out of the house, we now have everything that we need for the moment. There's an interesting-looking spell in the Sorcery of Old called "Transforming Another into a Cat" that we now have all the ingredients for, so let's head back early, open up the lab again and get things prepared before our favourite git-wizard gets back.


Just like the last time Mananann was away, we open up the lab again and head down. While checking the manual for this coming spell, I realized I actually got the dispelling-incantation (decantation?) wrong for reversing the fly transformation - it was meant to be "Fly begone, myself return". Perhaps there is a certain amount of forgiveness built in, a word that until recently I thought was foreign to Sierra.

Let's make a start. Following the procedure from the manual...

Good.

Okay.


Oh, bugger.


You know what image it's time for now.
kjorteo, help me out here...

Thanks very much.
Let's try that again...


That didn't work either and ended the game as well.


These were also failures.


Finally, this worked - but it gave me a message that made me think that I hadn't done it right (there's no mention of measuring anything out with the deal of precision that we've been led to believe this takes, just dumping the whole thing into the mixing bowl!) and so I was unsure about whether I should continue. In some way, then, it's kind of welcome that the spell screen kicks you out at the slightest mistake, but in others, the parser is unbelievably restrictive, even considering that it's meant to be the copy protection. It seems that I was meant to PUT instead of POUR here - using the exact wording that's in the manual - and just didn't notice for ages.
That wouldn't be so bad, but the worst part of this screen is that if you use a verb that the game doesn't understand like that (therefore causing Gwydion to do nothing at all) it will fail you instantly and the spell will suddenly go disastrously wrong even if all you've got at that stage is a bit of lard in a bowl. If the tiniest mistakes in cooking caused such dire consequences I wouldn't be alive to write this playthrough-turned-extended-complaint.
In other words, I'm forced to eat the words that I wrote before about any sort of forgiveness.


This recipe doesn't sound very appetizing. Still, there's not long to go now...




And now all we have to do is wave the wand and we're finished!

I FORGOT THE WAND


One reload later, we do all of the above again, recite the incantation from the manual, wave the wand that we've remembered about this time, and our reward is this cookie. Magic is harder than it looks.

Let's test it out!


It worked! Oh, I didn't think that through. Time to reload again.

Manannan will be home in ten minutes, so we'll take the opportunity to tidy up while we can. This time absolutely everything's definitely back in the right place, and we just have to wait around until he arrives.

So, Master of Orion - that was a good game, wasn't it. Sort of like Civilization in space, but also somehow completely different.

I never understood the kind of people who played as humans in these kinds of games, given the opportunity to be a race of cats or eagle-people or even just awesome robot things. To be fair, each race has a special advantage unique to them and the humans are the expert diplomats, but still, I can't help but judge people as being just boring if they pick them. However, I speak as someone with a giant rabbit suit in the closet so my view might not be universal. I'll choose the Sakkra, a race of anthropomorphic chamaeleons.

You're given four screens of this on opening the game, which is absolutely overpowering - but the game is much more straightforward than it appears here. You colonize planets, you increase their population and build up the industry to produce more things faster, and spread throughout the galaxy.

This is home sweet home Sssla, which defaults to spending points on industry and ecology (on the right) - I've added some science so that we can get that going.

One turn later, the royal scientist turns up, not wearing any clothes for some reason (the racial advantage for the Sakkra is quick population growth - maybe that's why, it saves time.) Technologies are futher subdivided into six groups - computers, weapons, propulsion and I can't remember the rest. You can balance the amount of effort you're spending on each group in a separate screen, but for now, this one allows you to select a specific technology to work towards within each group.

We started off with a couple of scouts and a colony ship, so let's get exploring the universe - our nearest planet isn't great but it's habitable. There are a lot of different planet types in the game - some of the less ideal ones like Desert and Ocean support life with a reduced maximum population, but some are entirely dead and need colony ships with special equipment to populate them. On top of that, planets have properties as well - this one has technological artifacts, giving a very nice boost to technology points produced here. I'll have it!

I love the little spaceman that walks on to the screen every time you start a colony, planting a flag in the ground and claiming this land for our people.

Your ships always have limited range, which can be restrictive at the start of the game - you can only venture three parsecs from your closest colony. The scout ships have a bonus here, though, because they have reserve fuel tanks, adding three more parsecs to their range.

Unfortunately the other planets around us are looking pretty dismal. This one's barren, meaning I can't colonize it without researching how, and it has the Hostile property so the population growth is halved due to them all having to wear giant all-over prophylactic rubber spacesuits all the time.

However, making the best of a bad situation, the technology to colonize barren planets isn't far off. Unfortunately researching this doesn't automatically let you colonize them - you have to specifically design a ship with the right component to do it.

So let's go into ship design. You can only have six types active at a time, which is very restrictive - in my experience none of the starting ones are any good once you're past the beginning stages, so let's scrap everything but the scout and start them over.

The ship design screen also has a billion things on it, with all kinds of areas available for upgrade. Your weapons are in the middle, with up to four bays, and you have special components near the bottom there. If you need to increase your reach early in the game, you can redesign the colony ship with the reserve fuel tanks that feature on the scouts - but at this early stage it's very expensive to do so.
There's something interesting about the tech level in this game - as you spend more points on the different areas, in addition to achieving the obvious chosen advances, the 'size' value for existing technology slowly decreases to represent improvements in miniaturization. Therefore, later in the game, you'll be able to stuff much more into the same-size ship than you could with all the vaccuum tubes and harpsichords that had to go into the old ones. For now, having reserve fuel tanks and any sort of colony space will only fit on a Huge-sized ship.
It also pays to add some kind of defenses, and - oh, Manannan's back.


If he appears on this screen when he returns to eat, you have to leave and come back again before he's actually sitting at the table. I don't say that as a complaint, just an observation.


Here's a nice tasty snack!

Doo de doo de doo, nothing suspicious happening here.



Oh... as soon as you enter the room carrying the cookie, Manannan notices that you've been up to mischief, stands on the bench and vaporizes you. Indeed, it's marked as a forbidden item in the inventory. So next time, we're going have to have to come up with some sort of cunning plan to get him to eat this without noticing.
Or we could just walk in and out of the room until he doesn't see it. I don't know.

When we left Gwydion last time, he was in a bit of a dire situation, lost in the desert with time swiftly running out.

Even though I'd wandered into this zone and then back out again fairly easily when I tested it before getting these screenshots, I wasn't having much luck getting back this time. I went to the corner of the screen and scrolled around in a panic for a while before...

...oh, I forgot about the map.

That was much simpler than I thought. Here we are, out of danger once more - or at least, out of the immediate one. We've still got to get everything tidied away before Manananan wakes up, and very limited time to do it!

Not pictured: Several instances of dying on this rubbish screen because of that stupid boulder.


Back at the house, we tidy everything away - we didn't disturb the wand or the lab this time - and verify that Manannan is still asleep in his frilly bedroom. It isn't long before...


He pops in to tell you he's awake, then back out again, giving him the chance to reduce you to ashes if anything is still out of place. Fortunately we were more careful this time.

You have to wait around for a while being unable to do anything of much use, so this is a good opportunity to show you the debug screen. If you press Alt+D, you get a couple of messages about the version of AGI we're running on, and then a display of the room number in the lower right along with a couple of unimportant things like a letter H appearing when Gwydion is in the middle of an animation and out of control of the player. However, you can now see the interesting bit by typing WIZ STATUS...

This shows some information about Manannan, some of which makes more sense to the programmers (like the specific ID of his status) but which gives players some important information as well, showing what he's doing, how long it's going to be before he changes status, and if you need to do anything before that happens (if you have a chore, it will say something like "You have 2:55 without him to feed the chickens"). The timer isn't completely accurate here, as there's a random grace period after it runs out before he makes his appearance, but I don't think it ever errs the other way and shows more time than you think you have.
I was a bit surprised when I saw my last chore was dusting his office because I didn't think I'd done that at any time during this playthrough, but it's possible that I did that in one of my many restarts to get screenshots and this is the save that happened to survive.

A bit after two minutes and forty-four seconds later, Manannan teleports in. To my surprise he announces he's leaving, even though I thought the next step was to give us another chore - nevertheless, I'm not complaining. We should have until the game timer hits 1 hour and 30 minutes until we have to be back.

So, once again we use the map to get back into Llewdor, this time into one of the few screens we haven't seen yet - this little cottage south of the mountain. Let's see if anyone's home.


Oh... that can't be good.

In another surprising "not dead" moment, this giant bear wearing a hat and dungarees kicks us off the doorstep, Gwydion's head spins a bit but otherwise he suffers no ill-effects whatsoever. Clearly we're going to have to use some cunning to distract him in order to get into the house.

No, of course we aren't - as usual we just wander out of the screen and back in again until this happens. There are a few different states for the bears, but they're not based on any sort of time like the wizard is - when you enter, they can either be home, out, returning, leaving, or Mother Bear can be out tending to the flowers (and will similarly biff you off the screen if you tread near her). If they're leaving the house when you get near, you're safe to stroll in and do what you like.


And what else would three bears have in their house?


Look, you know how the rest of this is going to go - I'll save you the time.

Upstairs looks pretty much as you would expect as well. There's one more thing we have to get here before we set ourselves up to quite rightly be thrown out for entering someone's house without permission.



The thimble, oddly, is starred as a forbidden item in your inventory. It's used in the creation of at least one spell, but seriously, doesn't a thimble have more obvious innocent uses as well? I hear Gwydion had to take over at short notice after Manannan caught the last wizard-slave red-handed darning a sock.

Anyway. We don't have to do this next part and it offers us no points, but things just seem to be going that way.








After Gwydilocks makes a forced exit carried upside-down out of the house, we now have everything that we need for the moment. There's an interesting-looking spell in the Sorcery of Old called "Transforming Another into a Cat" that we now have all the ingredients for, so let's head back early, open up the lab again and get things prepared before our favourite git-wizard gets back.


Just like the last time Mananann was away, we open up the lab again and head down. While checking the manual for this coming spell, I realized I actually got the dispelling-incantation (decantation?) wrong for reversing the fly transformation - it was meant to be "Fly begone, myself return". Perhaps there is a certain amount of forgiveness built in, a word that until recently I thought was foreign to Sierra.

Let's make a start. Following the procedure from the manual...

Good.

Okay.


Oh, bugger.


You know what image it's time for now.
![[livejournal.com profile]](https://www.dreamwidth.org/img/external/lj-userinfo.gif)

Thanks very much.
Let's try that again...


That didn't work either and ended the game as well.


These were also failures.


Finally, this worked - but it gave me a message that made me think that I hadn't done it right (there's no mention of measuring anything out with the deal of precision that we've been led to believe this takes, just dumping the whole thing into the mixing bowl!) and so I was unsure about whether I should continue. In some way, then, it's kind of welcome that the spell screen kicks you out at the slightest mistake, but in others, the parser is unbelievably restrictive, even considering that it's meant to be the copy protection. It seems that I was meant to PUT instead of POUR here - using the exact wording that's in the manual - and just didn't notice for ages.
That wouldn't be so bad, but the worst part of this screen is that if you use a verb that the game doesn't understand like that (therefore causing Gwydion to do nothing at all) it will fail you instantly and the spell will suddenly go disastrously wrong even if all you've got at that stage is a bit of lard in a bowl. If the tiniest mistakes in cooking caused such dire consequences I wouldn't be alive to write this playthrough-turned-extended-complaint.
In other words, I'm forced to eat the words that I wrote before about any sort of forgiveness.


This recipe doesn't sound very appetizing. Still, there's not long to go now...




And now all we have to do is wave the wand and we're finished!

I FORGOT THE WAND


One reload later, we do all of the above again, recite the incantation from the manual, wave the wand that we've remembered about this time, and our reward is this cookie. Magic is harder than it looks.

Let's test it out!


It worked! Oh, I didn't think that through. Time to reload again.

Manannan will be home in ten minutes, so we'll take the opportunity to tidy up while we can. This time absolutely everything's definitely back in the right place, and we just have to wait around until he arrives.

So, Master of Orion - that was a good game, wasn't it. Sort of like Civilization in space, but also somehow completely different.

I never understood the kind of people who played as humans in these kinds of games, given the opportunity to be a race of cats or eagle-people or even just awesome robot things. To be fair, each race has a special advantage unique to them and the humans are the expert diplomats, but still, I can't help but judge people as being just boring if they pick them. However, I speak as someone with a giant rabbit suit in the closet so my view might not be universal. I'll choose the Sakkra, a race of anthropomorphic chamaeleons.

You're given four screens of this on opening the game, which is absolutely overpowering - but the game is much more straightforward than it appears here. You colonize planets, you increase their population and build up the industry to produce more things faster, and spread throughout the galaxy.

This is home sweet home Sssla, which defaults to spending points on industry and ecology (on the right) - I've added some science so that we can get that going.

One turn later, the royal scientist turns up, not wearing any clothes for some reason (the racial advantage for the Sakkra is quick population growth - maybe that's why, it saves time.) Technologies are futher subdivided into six groups - computers, weapons, propulsion and I can't remember the rest. You can balance the amount of effort you're spending on each group in a separate screen, but for now, this one allows you to select a specific technology to work towards within each group.

We started off with a couple of scouts and a colony ship, so let's get exploring the universe - our nearest planet isn't great but it's habitable. There are a lot of different planet types in the game - some of the less ideal ones like Desert and Ocean support life with a reduced maximum population, but some are entirely dead and need colony ships with special equipment to populate them. On top of that, planets have properties as well - this one has technological artifacts, giving a very nice boost to technology points produced here. I'll have it!

I love the little spaceman that walks on to the screen every time you start a colony, planting a flag in the ground and claiming this land for our people.

Your ships always have limited range, which can be restrictive at the start of the game - you can only venture three parsecs from your closest colony. The scout ships have a bonus here, though, because they have reserve fuel tanks, adding three more parsecs to their range.

Unfortunately the other planets around us are looking pretty dismal. This one's barren, meaning I can't colonize it without researching how, and it has the Hostile property so the population growth is halved due to them all having to wear giant all-over prophylactic rubber spacesuits all the time.

However, making the best of a bad situation, the technology to colonize barren planets isn't far off. Unfortunately researching this doesn't automatically let you colonize them - you have to specifically design a ship with the right component to do it.

So let's go into ship design. You can only have six types active at a time, which is very restrictive - in my experience none of the starting ones are any good once you're past the beginning stages, so let's scrap everything but the scout and start them over.

The ship design screen also has a billion things on it, with all kinds of areas available for upgrade. Your weapons are in the middle, with up to four bays, and you have special components near the bottom there. If you need to increase your reach early in the game, you can redesign the colony ship with the reserve fuel tanks that feature on the scouts - but at this early stage it's very expensive to do so.
There's something interesting about the tech level in this game - as you spend more points on the different areas, in addition to achieving the obvious chosen advances, the 'size' value for existing technology slowly decreases to represent improvements in miniaturization. Therefore, later in the game, you'll be able to stuff much more into the same-size ship than you could with all the vaccuum tubes and harpsichords that had to go into the old ones. For now, having reserve fuel tanks and any sort of colony space will only fit on a Huge-sized ship.
It also pays to add some kind of defenses, and - oh, Manannan's back.


If he appears on this screen when he returns to eat, you have to leave and come back again before he's actually sitting at the table. I don't say that as a complaint, just an observation.


Here's a nice tasty snack!

Doo de doo de doo, nothing suspicious happening here.



Oh... as soon as you enter the room carrying the cookie, Manannan notices that you've been up to mischief, stands on the bench and vaporizes you. Indeed, it's marked as a forbidden item in the inventory. So next time, we're going have to have to come up with some sort of cunning plan to get him to eat this without noticing.
Or we could just walk in and out of the room until he doesn't see it. I don't know.
