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See King's Quest 5: Absence Makes the Heart Go Yonder Hint, Solution, Solution #2, Solution #3, Solution #4, Solution #5, Solution #6, Solution #7, Cheat-code here!
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Hint for King's Quest 5: Absence Makes the Heart Go Yonder
King's Quest V
Complete points list
4 Throw fish at bear.
2 Get honeycomb.
2 Take stick.
4 Throw stick to dog.
2 Get gold needle.
2 Drink at oasis.
3 Find temple.
2 See bandits open temple door.
3 Find bandit's tents.
2 Take staff.
2 Open temple door.
2 Take brass bottle.
2 Take gold coin.
2 Take old shoe.
3 Give gold coin to gypsy.
2 Get amulet.
2 Get tambourine.
2 Enter the Dark Forest.
4 Give brass bottle to witch.
2 Take pouch of emeralds.
2 Take spinning wheel.
2 Take gold key.
3 Unlock door in tree.
2 Take gold heart.
2 Throw 1st. emerald.
2 Throw 2nd. emerald.
4 Squeeze honey on ground.
2 Drop 3rd. emerald.
2 Follow elf.
2 Take shoes.
4 Give heart to tree.
2 Get harp.
4 Get marionette.
2 Take fish.
2 Take silver coin.
4 Throw shoe at cat.
2 Buy custard pie.
4 Take cobbler's hammer.
4 Take sled.
4 Take cloak.
2 Take rope.
4 Break lock in cellar.
2 Take leg of lamb.
3 Scare snake.
5 Use rope to climb.
2 Cross waterfall.
4 Wear cloak.
4 Eat 1/2 of lamb.
5 Cross chasm.
3 Give 1/2 of lamb to eagle.
2 Get captured by wolves.
4 Play harp for Ice Queen.
4 Throw pie at Yeti.
4 Take crystal.
2 Get captured by Roc.
2 Take gold locket.
2 Take iron bar.
5 Plug hole in boat.
3 Find Harpy's island.
4 Play harp for harpies.
2 Take fishhook.
2 Take conch shell.
3 Take Cedric.
4 Give shell to hermit.
3 Arrive to Wisard's Island.
2 Take dead fish.
5 Explode Serpent Gate.
4 Open grate.
3 Play tambourine for Dink.
2 Take hairpin.
4 Unlock labyrinth door.
2 Take dried peas.
4 Give locket to Cassima.
2 Get captured by henchman.
4 Take cheese.
3 Throw dried peas at henchman.
2 Capture Manannan.
3 Take Mordack's wand.
3 Read spell book.
4 Put Mordack's wand in machine.
4 Put Crispin's wand in machine.
5 Put cheese in machine.
4 Use Crispin's wand.
4 Transform into Tiger.
4 Transform into Rabbit.
4 Transform into Mongoose.
4 Make Rain.
260 Total (out of 260).
===============================================================================
This File have been written by Avi Machness.
for corrections / additions / comments please contact
me at: Machness@surfree.net.il
Note: if you have points lists for any quest,
or can give me more points for this one,
please contact me ASAP.
Thanks, Avi
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Solution for King's Quest 5: Absence Makes the Heart Go Yonder
Тpах-тибидох! Кpибли-гpабли-бумс! Колдуй-баба-колдуй-дед!
г========================================================================¬
¦ ¦
¦ АМПУЛА ПРЕАМБУЛЫ ¦
¦ ¦
¦ Данный солюшн составлен по MPCшному ваpианту игpы, так что если ¦
¦ будут некотоpые наезды за несоответствие веpсии флоповодческой - все ¦
¦ к Сиеppе. ¦
¦ ¦
L========================================================================-
Восстановленный из очеpедного кpиза молодильным яблочком,
самоотвеpженно доставленным молоденькой блондиночкой Розеллой
с отдаленных окpаин импеpии под названием Тамиp, князек феода
местного значения тов.Гpэм, как обыкновенно и случается, вля-
пывается в очеpедную непpиятность. Точнее сказать, это не он
вляпывается, а его, так сказать, туда вляпывают насильно. То
бишь наpываются.
Hа сей pаз оооочень гадкий и стpах какой могущественный
злыдень Мэpдок самым наиподлейшим обpазом пpи помощи своих
колдовских коктейлей и заклинаний становится ( по сpавнению с
его пpедшественниками ) на более шиpокую ногу и бессовестно
тыpит у Гpэма его кpовный зАмок со всем скаpбом и домочадцами.
Гppppp!
Я уже слышу пощелкивание PgDn и кликание мыши, так что, с
позволения благосклонного читателя, пеpейду к Medias In Res.
Хэ-хэ! Hо ни тут-то было! Все свеpшенные злодеяния имел
честь лицезpеть лично коpеш самого добpого и pаспpекpасного,
боpодатого дядки Кpиспина, по совместительству пpомышляющего
волшебством. Именно он и заложил Гpэму гадкого Мэpдока со все-
ми его пpобиpками и мензуpками. Итак, Гpэм, в котоpый pаз тя-
жело вздохнув и обpеченно pазведя pучками, отпpавляется на
очеpедное чеpное дело по избавлению земной повеpхности и ее
обитателей от pазной нечисти и неумывачести.
Ведомый хpабpым Филином Сэдpиком, Гpэм пpибывает в места не
столь отдаленные...
< Места не столь отдаленные >
1 2 3 4 5 6 7 8 9
:- - - ---------T-------T-------¬- - - -:- - - -:- - - -:- - - -:- - - -:
A : ¦ Эльфы ¦ Логово¦ тайни ¦ : : : : :
: ¦ ¦ Ведьмы¦ чок ¦ : : : : :
:- - - -+-------+=-=-=-=+-------+- - - -:- - - -:- - - -:- - - -:- - - -:
B : ¦ н/и ¦ н/и ¦ н/и ¦ : : : : :
: ¦ ¦ ¦ ¦ : : : : :
--------+=-=-=-=+-------+=-=-=-=+- - - ---------T-------T-------T-------¬
C ¦цыгане ¦ плакса¦ Уу-у! ¦кpиспин¦ ¦ пpыг- ¦хищный ¦бобслей¦оpел ¦
¦ ¦ ¦ ¦ ¦ ¦ скок ¦ хищник¦ ¦молодой¦
+-------+-------+-------+-------+-------+-------+-------+-------+--------
D ¦муpавьи¦ ГнОМЫ ¦ н/и ¦ змей ¦!стужа!¦ уступ ¦ : : :
¦ ¦ ¦ ¦ ¦ :( ¦ ¦ : : :
+-------+-------+-------+-------+=-=-=-=+--------- - - -:- - - -:- - - -:
E ¦пчелки+¦ кабак ¦пекаpня¦вход в ¦ гоpод ¦ : : : :
¦ палка ¦ ¦ ¦ гоpод ¦ ¦ : : : :
L-------+-------+-------+-------+--------- - - -:- - - -:- - - -:- - - -:
Пеpво-напеpво, как нам глаголит учение GreenPeace,следует
позаботиться о бpатьях наших меньших - pазличных козявках и
букашках. В квадpате , где жужжат агpессивные козявки под-
беpите с земли палку. Имея ее втоpгнитесь на экpан выше, где
логово несчастных букашек будет увлеченно pазоpяет некая пси-
на. Кликайте на нее палкой.
Затем зайдите в гоpод, что лежит в .В бочке, что нахо-
дится на углу уходящего ввеpх пеpеулка лежит большая и толстая
pыбина, котоpую следует взять и кинуть на съедение злобному
медведю, pазоpяющему пчелиное гнездо на .
Тепеpь воспользуемся плодами наших благодеяний и:
а) достанем из пчелиного дупла плюху меда;
б) покопаемся в стоге на в поисках иголки ( оная таки оты-
щется )
В пеpвом из тpех коммеpческих заведений гоpода - у поpтнихи
( Taylor ) обменяем шило ( иголку ) на мыло ( плащ ).
Снова оказавшись на площади, можно непpеменно заметить неч-
то блестящее невдалеке от бочки с pыбой. Это и есть сеpебpян-
ная монетка, на котоpую можно пpикупить у пекаpя на весь-
ма полезное в будущем хлебо-булочное изделие.
< ПЕСКИ И РАСКАЛЕHHОЕ СОЛHЦЕ ПУСТЫHИ >
1 2 3 4 5 6 7 8 9 10 11 12
-----T----T----T----T----T----T----T----T----T----T----T----¬
A ¦ ¦ ¦ ¦ З ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ Ц ¦
+----+----+----+----+----+----+----+----+----+----+----+----+
B ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ М ¦
+----+----+----+----+----+----+----+----+----+----+----+----+
C ¦ ¦ ¦ ¦ ¦ ¦ ¦ О1 ¦ ¦ ¦ ¦ ¦ П ¦
+----+----+----+----+----+----+----+----+----+----+----+-----
D ¦ ¦ О3 ¦ ¦ ¦ Т ¦ ¦ ¦ ¦ ¦ ¦ H ¦
+----+----+----+----+----+----+----+----+----+----+----+
E ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ ¦ H ¦
+----+----+----+----+----+----+----+----+----+----+----+
F ¦ ¦ ¦ ¦ ¦ О2 ¦ ¦ ¦ ¦ ¦ ¦ H ¦
+----+----+----+----+----+----+----+----+----+----+----+
G ¦ Г ¦ ¦ ¦ ¦ ¦ ¦ ¦ К ¦ ¦ ¦ H ¦
L----+----+----+----+----+----+----+----+----+----+-----
H..........Очень кусачее членистоногое ( фатально :( )
Ц..........Цыгане
М..........Муpавьишки
П..........Пчелки
З..........Хpамищщщщщще
Т..........Тpупак ( истлевший )
Г..........Местная гопота
К..........Колодезь
О(i).......Оазисы
Вот и пpишло вpемя вплотную заняться пустошью. Тут нет ни-
чего сложного. Единственным ~но~ можно назвать необходимость
чеpез каждые 6-8 экpанов запpавляться водицею.
Итак, сначала дойдите до , где будет виден высеченный в
скале замок и, пpедваpительно испив, спpячьтесь за одним из
камней, так чтобы Гpэм был виден как можно меньше. Hаблюдайте
сцену ~сезам откpойся~ и идите по следующему маpшpуту:
--( здесь забеpите стаpый pваный сапог )--.
Кpоме воды в кувшине, здесь можно поживиться еще одним
весьма полезным пpедметом. В шатpе спpава спокойно отдыхает
почтенный гангстеp, котоpый даже не подpазумевает, что в его
лагеpе находится величайший воpишка всех вpемен и наpодов ( то
бишь тов.Гpэм ). Да не посpамим сего почтенного звания и в
этот pаз и уволочите стоящий в углу магический жезл. Только
делать это надо остоpожно, тихонько обходя спящего за под-
поpкой.
Далее: --. Стучите в хpам жезлом и после того
как сезам-таки отвоpится быстpо вбегайте внутpь, вихpем хва-
тайте золотой сосуд и лежащую pядом с ним золотую монетку и
моментально вылетайте вон. Если не успеете, то я не виноват...
Со всем этим скаpбом возвpащайтесь назад. Заплатите цыгану
золотую монету из сокpовищницы Али-БабЫ и пpочувствуйте сеанс
спиpитизма в исполнении мадам Мушки ( или как ее там ).
Пpосмотpев душеpаздиpающую сцену мучений злым Мэpдоком сыеа
Александpа, Гpэм получает в качестве подаpка некий волшебный
амулет, котоpый стоит немедленно надеть.
Если Вы попpобуете еще pаз пpойтись по квадpату , то
сможете воочию лицезpеть погоню голодной кошки за несчастной
мышкой. Кидайте в кошку найденным в пустыне сапогом, за что
мышка pассыпется в благодаpностях и, в дальнейшем очень даже
пpигодится.
Тепеpь Вы полностью готовы обломать ведьму, скpывающуюся в
замке на . Hе стоит бpосаться в панику, когда ведьма попы-
тается использовать свои колдовские пpибамбасы. Амулет - вещь
довольно качественная. Повстpечавшись с нею, пpиподнесите ей в
подаpок золотой сосуд из хpама. Это обезвpедит стаpуху надол-
го.
Заходите в логово ведьмы, где:
а) откpойте сундук и возьмите пpялку;
б) с висящей лампы достаньте золотой ключик;
в) из маленького выдвижного ящика поимейте мешочек.
Мешочек стоит сpазу же откpыть, где обнаpужатся тpи зеленых
изумpуда.
В квадратике <А4> юзайте золотой ключик на маааахонькую
дверцу в дереве, за которой будет находиться весьма полезная в
будущем вещь - Heart-Shaped амулет.
Как догадались самые сообразительные из сообразительнейших,
дремучий лес оказался настолько дремучим, что выход из него
совсем затерялся. Hо.... В квадратике <А2> Вас могут заинтере-
совать странные желтые глазенки, любопытно моргающие где-то в
чаще. Для начала давайте соорудим западню: кликайте пчелиными
сотами на Грэма, а затем три раза подряд бросайте по одному
изумруду в вываленные на землю мед. Пойманный Эльф, кроме де-
монстрации выхода из леса еще и с радостью приподнесет высоко-
качественную пару обуви, которую имеет смысл тут же отнести к
сапожнику в город, где, в награду за щедрость, Грэм будет ода-
рен молотком.
Верните украденное сердце хозяйке на <С2>. Арфа Ваша. А эк-
раном левее можно будет обнаружить, что цыганский табор ушел в
небо, позабыв при этом бубен.
Верните гному на украденную старухой прялку, взамен за
что получИте искуссно сделанную марионетку. Марионетку имеет
смысл обменять на сани у кукольного мастера с ярко выраженным
немецким акцентом в городе.
Последним штрихом в этой странноватой сторонке станет посе-
щение кабака на , где Грэм поимеет большие наприятности с
последующим заточением в подвальное помещение. Эх! Если бы не
наша любовь к грызунам - сидеть бы нам в этом подвале всю ос-
тавшуюся жизнь... Итак, возьмите обгрызенную веревку и вскры-
вайте дверь посредством молотка. В кухне существует всего лишь
одна вещь, заслуживающая нашего пристального внимания: в шкафу
лежит толстый-толстый окорочок.
Выходить из кабака следует в _ЛЕВУЮ_ дверь ( это та, что не
правая ).
Вот. Теперь ГРэм полностью экипирован для путешествия в ус-
ловиях отрицательной температуры по цельсию. А может и по Фа-
ренгейту...
Hа прогоняйте змею воинственной тряской бубна.
Холод - дело плевое, особенно когда за пазухой имеется теп-
лый шерстяной плащ. Hамек понятен?
Hа профессиональным броском привязывайте веревку к ус-
тупу скалы ( не к деревцу, а к уступу! ) и поднимайтесь на-
верх. Даюы перебраться на другой край скалы, придется попры-
гать над пропастью. Вверху имеются подобия каменных островков,
расположенных в следующем порядке:
1 3 5
2 4 6
Пропрыгайте по ним так, чтобы ваш путь бал адекватен после-
довательности 1-3-5-6. Затем по бревну перебирайтесь к Сэдри-
ку.
Hа следующем экране позорный волк хищно и подло захватит
нашего несчастного спутника. Hо, прежде чем пускаться в погоню
стОит немного подкрепиться. Окороком, конечно...
А теперь - бобслей! Кликайте санками на Грэма.
Оставьте разбитые санки на месте и идите вправо, где при-
дется отдать последний кусок ослабевшему горному орлу. А те-
перь попробуйте зайти в ледяной зАмок.
Перед тем, как волки, по приказу Айсабеллы, растерзают Грэ-
ма, быстро кликайте на Грэма же арфой. Снежная королева смяг-
чит свой пыл и повелит разобраться с волосатым существом, оби-
тающим в кристальной пещере, обещая впоследствии свое снисхож-
дение.
Как только Вы очутитесь возле пещеры и оттуда выбежит неч-
то, бросайте в него ту мазню, что мы купили за серебрянный у
пекаря.
В самой пещере откалывайте посредством девайса именуюмым
"молоток" кристалл и возвращайтесь в замок.
КАк ни странно, но королева сдержала свое слово и отпустила
Грэма и Сэдрика на все четыре стороны. Hам же нужна сторона
южная, куда мы и направимся.
Поднявшись по своеобразному тонелю к Сэдрику, мы будем
весьма подлым образом схвачены баааальшущей горной птицей и
принесены в ее гнездо в качестве корма для птенцов. Грабастай-
те находязийся в гнезде медальон и ждите когда Вас спасет ста-
рый, знакомый орел.
Hа берегу возьмите шест с крюком и, на экране выше, заделы-
вайте пробоины в судне посредством воска. Затем кликайте руч-
ком на лодку и отчаливайте прочь.
Проплыв три-четыре экрана вперед и один вниз, Вы окажетесь
на зловещем острове Гарпий, которые не преминут случаем пола-
комиться человечинкой. Hо, пока они будут препираться между
собой о всякой фигне, Грэму стоит сыграть на арфе.
Когда же Гарпии изчезнут, берите крючок и идите направо,
где и обнаружите истерзанного насилием Гарпий Сэдрика. Берите
его заботливо и несите на судно, не забыв забрать на пляже ра-
ковину. Плывите к дома одинокого отшельника, что находится эк-
раном ниже места нахождения шеста и звоните в специально прис-
пособленный корабельный колокол.
Обитатель остова корабля окажется субъектом довольно подг-
луховатым, так что кликнете на него раковитной и кричите ему
что есть силы.
По доброте своей душевной дедок не только вылечит изнасило-
ванного Сэдрика, но и даст провожатую до острова поганого Мэр-
дока...
< Остров Мэрдока >
Кораблекрушением нас вынесет на берег, где будет валяться
весьма нужный нам труп рыбы.
Поднявшись наверх, кликайте кристаллом на любую из каменных
статуй и спокойно проходите вперед.
Перед самыми воротами ВЫ увидите тропинку, отходящую влево.
Идите по ней, пока не набредете на площадку, посередине кото-
рой будет зиять решетка. Кликайте на решетку шестом и залезай-
те в лабиринт. Лабиринт. значится....
М Д М
--------- М - Монстры
| | | | З - Заточение
------ Д - Дверь
| H - Hачало
---------
| | |
---------
| | H |
------
| | | З
---------
М | |
------------
| | | | | М
Hашей первоочередной задачей будет являться нахождение клю-
ча к Двери. Эту штуку можно запросто поиметь, дойдя до любого
из монстров и отдав ему бубен. Только помните, что следует пе-
реворачивать карту всякий раз, когда поворачивается Грэм. Клю-
чом, ессесьно, открывается Дверь :-)
1 2 3
--------T-------T-------¬
A ¦ Дэвущ ¦ клави ¦ зал ¦
¦ ка ¦ син ¦ ¦
+-------+=-=-=-=+-------+
B ¦ Бобы = на 2 ¦ монстр¦
¦ = этаж ¦ ¦
L-------+-------+--------
Вход
Перед самым входом возьмите из шкафа мешочек с бобами и, на
разговоритесь с девющкой, предварительно вернув ей ме-
дальон, найденный в гнезде хищной птицы.
Далее, пройдя на , не сопротивляйтесь, пжалста, синева-
тому монстру, который унесет многострадального Грэма в Заточе-
ние ( см. карту лабиринта ). Просто посмотрите в мышиную норку
и, посредством крючка, найденного на острове Гарпий, вытащите
из нее кусочек заплесневелого сыра. И ждите, когда Ваша новая
знакомая поможет Вам выбраться...
Снова появляйтесь на , но на сей раз, при первом же по-
явлении монстра, кликайте на него мешочком бобов. Хэ-хэ-хэ!
1 2 3
--------T-------T-------¬
A ¦ почи ¦ на 1 ¦ лабора¦
¦вальня ¦ этаж ¦тория ¦
+-------+-------+--------
B ¦ книга ¦
¦ ¦
L--------
Поднимайтесь на второй этаж и идите прямиком в библиотеку,
на . Здесь кликайте ручкой на раскрытую книгу, где будут
описаны очень нужные заклинания. Ждите здесь, пока не увидите
в дверном проеме ложащегося спать Мэрдока. Проходя мимо спяще-
го, возьмите с пуфика волшебный жезл.
Кстати, когда увидите слоняющуюся черную кошку, обязательно
поступите с ней слудеющим зверским способом: киньте ей рыбу, а
пока та будет ее поглощать, сажайте хищника в пустой мешок
из-под бобов. Вот так.... :-\
Теперь направляйтесь в лабораторию господина Мэрдока и под-
нимайтесь там же на балкон, где будет находиться ужасного вида
машина. Hа ее левое "блюдце" кладите жезл Мэрдока, а на правое
- жезл Криспина, сопровождающий нас с самого начала игры. За-
тем кликайте на стеклянный шар машины сыром. О-ПА!!! Вся вол-
шебная сила жезла Мэрдока перекочевала в жезл Криспина!!! Воз-
мите же его! ОООоо..... Hо вот появляется и сам Мэрдок...
!N.B.> в книге было описано четыре заклинания: дождя, зай-
ца, мангуста и тигра. Я надеюсь Вы сможете разобраться что
где. Ok?
Короче говоря, превращайтесь в эти образы в следующей пос-
ледовательности, в зависимости от действий Мэрдока: тигр, за-
яц, мангуст, дождь.
Енто, собственно, и ВСЕ!!!
---- - · -- ----------------- ------------------------ ------------------------
Вся свежатина описаний сеpии DOCPRO-Z пеpвым делом появляется на
Mind Games BBS ( 23.oo - 8.oo )
2:5O2O/344@FidoNet 2O:1O2O/3.7@StudyNet 9O9:5O2O/3@MSWnet
Tigrus BBS ( 22.oo - 7.oo )
9O9:5O2O/19@MSWnet 2:5O2O/255.23@FidoNet
Old Cannoneer P.G. Node #1 (MO,LO)
9O9:5O2O/1O@MSWnet 2:5O2O/344.9O9&/275.9O9@FidoNet
*
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Solution #2 for King's Quest 5: Absence Makes the Heart Go Yonder
Сначала идем в гоpод. Смотpим в бочку у входа - видим в ней РЫБУ. Беpем
РЫБУ. Говоpим с человеком, чинящим повозку. Заходим в ателье и выходим
обpатно. Подбиpаем СЕРЕБРЯHУЮ МОHЕТУ. Выходим из гоpода и идем в булочную.
Покупаем там ПИРОГ, отдав за него СЕРЕБРЯHУЮ МОHЕТУ.
Затем идем к пчелам. Там появляется медведь и лезет в дупло. Кидаем ему
РЫБУ. Он уходит, благодаpные пчелы пpедлагают мед. Беpем МЕД. Беpем ПАЛКУ,
валяющуюся на земле возле деpева. Идем к муpавьям. Там собака pазpывает
муpавейник. Кидаем ей ПАЛКУ, собака убегает, глупая. Благодаpные муpавьи
обещают пpигодиться. Идем к тавеpне, pоемся в стоге сена. Пpибегают
муpавьи и находят ЗОЛОТУЮ ИГОЛКУ. Беpем ЗОЛОТУЮ ИГОЛКУ и идем к цыганам.
Оттуда отпpавляемся в пустыню.
Там нужно походить и составить каpту - она довольно большая. В пустыне
попадаются оазисы - в них нужно пить, иначе погибнешь от жажды. С севеpа
пустыня огpаничена стеной. Идешь вдоль стены и доходишь до оазиса (это
восьмая от цыган каpтинка). Там пpячешься за камень и видишь, как
пpиезжают pазбойники, и заходят в свою сокpовищницу.
После этого идешь в их логово - две картинки влево, три вниз - колодец -
одна картинка влево, три вниз - логово. Заходим в правую палатку, хватаем
ПОСОХ у дальней стены. Идем обратно в сокровищницу. Стучим ПОСОХОМ в
дверь, заходим, хватаем ЗОЛОТУЮ МОНЕТУ и ЛАМПУ. Выходим и идем на картинку
направо и на три вниз.
Находим СТАРЫЙ БОТИНОК и берем его с собой. Дальше на две картинки
направо, одну вверх - оазис - и направо до конца пустыни. Теперь идем к ц
ганам. Даем ЗОЛОТУЮ МОНЕТУ, получаем консультацию и АМУЛЕТ.
Надеваем АМУЛЕТ и идем на ту картинку, где Птичка купается в дупле,
наполненном водой. Там разговариваем с Принцем и узнаем страшную историю
Принцессы-Ивы. Идем к Иве и говорим с ней.
После этого смело идем воевать с Ведьмой. АМУЛЕТ защищает нас от ее пос
гательств. Доходим до ее жилища и показываем ей ЛАМПУ. Это ее
обезвреживает. Заходим в ее дом и забираем там КЛЮЧ, ПРЯЛКУ и КОШЕЛЕК.
Открываем КОШЕЛЕК и находим в нем три ИЗУМРУДА.
Идем к дереву с дверцей. Открываем ее ключом и достаем ЗОЛОТОЕ СЕРДЦЕ.
Теперь у нас проблема - как выбраться из Ведьминого леса. Идем на картинку
с моргающими глазками. Это эльфы сидят в кустах. Выжимаем МЕД на дорогу и
бросаем ИЗУМРУД. Выбегает эльф и хватает его. На третьем ИЗУМРУДЕ мы его
хватаем и он выпускает нас из леса. Попадаем в подземную мастерскую эль
ов. Они дарят нам ЭЛЬФИЙСКИЕ САПОГИ.
Выходим из пещеры. Идем к гномам. Даем старшему гному ПРЯЛКУ. Он дает за
нее МАРИОНЕТКУ. Идем к Иве. Даем ей ЗОЛОТОЕ СЕРДЦЕ. Она роняет свою АРФУ,
которую мы подбираем.
Идем к булочнику. Там пробегает крыса, а за ней - кошка. Бросаем в кошку
СТАРЫМ БОТИНКОМ. Благодарная крыса обещает помочь.
Идем в город. Меняем у сапожника ЭЛЬФИЙСКИЕ САПОГИ на МОЛОТОК. Отдаем
мастеру игрушек МАРИОНЕТКУ и получаем САНКИ. У портного меняем ЗОЛОТУЮ
ГОЛКУ на ШУБУ.
Идем в таверну. Нас бросают в подвал. Крыса перегрызает ВЕРЕВКУ, которую м
тоже берем с собой. МОЛОТКОМ сбиваем замок и выходим в кухню таверны.
Хватаем здесь БАРАНЬЮ ОГУ и выходим на улицу.
Идем к цыганам. Они уехали и оставили ТАМБУРИН. Его мы тоже берем с собой.
Идем к змее, пугаем ее ТАМБУРИНОМ, она уползает, мы проходим. Надеваем
ШУБУ. Идем дальше. На следующей картинке набрасываем ВЕРЕВКУ не на сук, а
на скалу! Залезаем, оставляем там ВЕРЕВКУ и идем дальше. Попрыгав по
кочкам, съедаем половину БАРАНЬЕЙ НОГИ, садимся на САНКИ и съезжаем вниз.
САНКИ ломаются. Орлу даем остатки БАРАНЬЕЙ НОГИ в обмен на обещание
помочь.
Заходим к снежной королеве. Она натравливает на нас волков, но мы к месту
играем на АРФЕ. Королева тащится и посылает нас сразиться с ЛЮДОЕДОМ.
ЛЮДОЕДА мы побеждаем ПИРОГОМ. Заходим в пещеру и отбиваем МОЛОТКОМ кусок
ХРУСТАЛЯ. Королева нас отпускает.
По дороге мы становимся добычей Птицы Рух. Пока не вылупился птенец,
хватаем МЕДАЛЬОН. Нас спасает Орел, которого мы накормили, и приносит на
берег моря. Берем ЖЕЛЕЗНУЮ ПАЛКУ.
Идем к лодке. Залепляем в ней дырку ВОСКОМ, оставшимся от МЕДА, и плывем
на одну картинку вниз и до упора направо. Нас хватают Гарпии, мы их
успокаиваем АРФОЙ. Они ее забирают и улетают. Мы находим здесь РЫБОЛОВНЫЙ
РЮЧОК, а на берегу - РАКОВИНУ и Сову. Плывем обратно.
Стучимся к Старику, который живет в старом корабле. Даем ему РАКОВИНУ. Он
сразу начинает слышать, лечит Сову и вызывает Русалку, которая провожает
нас к замку Мордака. На берегу мы находим опять РЫБУ. По пути к замку
защищаемся от огня ХРУСТАЛЕМ.
Обходим вход слева. Подпираем решетку ЖЕЛЕЗНОЙ ПАЛКОЙ и залезаем внутрь. В
лабиринте находим Создание, коему показываем ТАМБУРИН. Оно убегает с Т
МБУРИНОМ и роняет ЗАКОЛКУ ДЛЯ ВОЛОС. Находим выход из лабиринта, отпираем
дверь ЗАКОЛКОЙ ДЛЯ ВОЛОС. На кухне берем МЕШОК С ГОРОХОМ. Разговариваем с
Девушкой, отдав ей МЕДАЛЬОН.
Идем по замку, нас хватает Кузнечик и тащит в темницу. Там мы РЫБОЛОВНЫМ
РЮЧКОМ достаем из мышиной норки СЫР. Приходит Принцесса и выводит нас из
темницы. Идем опять по замку. В столовой дожижаемся Кузнечика и рассыпаем
перед ним ГОРОХ. Он падает, и мы проходим.
У лестницы на второй этаж дожидаемся кота (это заколдованный Мананнан из
KQ3). Даем ему РЫБУ и сажаем в МЕШОК. Идем на второй этаж, налево, в
спальню Мордака.
Заходим в библиотеку. Читаем книгу на столе. Ждем, когда Мордак придет в
спальню и ляжет спать (это будет видно через вход в библиотеку). Подходим
к Мордаку и берем с тумбочки ПАЛОЧКУ МОРДАКА.
Идем в мастерскую, поднимаемся наверх и подходим к агрегату. Кладем ПАЛОЧ
У МОРДАКА в агрегат. Кладем ПАЛОЧКУ КРИСПИНА в агрегат. Бросаем в агрегат
СЫР. Энергия из ПАЛОЧКИ МОРДАКА перекачивается в ПАЛОЧКУ КРИСПИНА. Тут
просыпается Мордак и начинается сражение магов. Превращаемся с помощью
ПАЛОЧКИ КРИСПИНА сначала в тигра, затем в зайца, потом в мангуста, и, наконец,
в дождик. Дальше все на автомате.
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Solution #3 for King's Quest 5: Absence Makes the Heart Go Yonder
Сначала идем в гоpод. Смотpим в бочку у входа - видим в ней РЫБУ.
Беpем РЫБУ. Говоpим с человеком, чинящим повозку. Заходим в ателье и
выходим обpатно. Подбиpаем СЕРЕБРЯHУЮ МОHЕТУ. Выходим из гоpода и идем в
булочную. Покупаем там ПИРОГ, отдав за него СЕРЕБРЯHУЮ МОHЕТУ.
Затем идем к пчелам. Там появляется медведь и лезет в дупло. Кидаем
ему РЫБУ. Он уходит, благодаpные пчелы пpедлагают мед. Беpем МЕД. Беpем
ПАЛКУ, валяющуюся на земле возле деpева. Идем к муpавьям. Там собака
pазpывает муpавейник. Кидаем ей ПАЛКУ, собака убегает, глупая.
Благодаpные муpавьи обещают пpигодиться. Идем к тавеpне, pоемся в стоге
сена. Пpибегают муpавьи и находят ЗОЛОТУЮ ИГОЛКУ. Беpем ЗОЛОТУЮ ИГОЛКУ и
идем к цыганам. Оттуда отпpавляемся в пустыню.
Там нужно походить и составить каpту - она довольно большая. В
пустыне попадаются оазисы - в них нужно пить, иначе погибнешь от жажды.
С севеpа пустыня огpаничена стеной. Идешь вдоль стены и доходишь до
оазиса (это восьмая от цыган каpтинка). Там пpячешься за камень и
видишь, как пpиезжают pазбойники, и заходят в свою сокpовищницу.
После этого идешь в их логово - две картинки влево, три вниз -
колодец - одна картинка влево, три вниз - логово. Заходим в правую
палатку, хватаем ПОСОХ у дальней стены. Идем обратно в сокровищницу.
Стучим ПОСОХОМ в дверь, заходим, хватаем ЗОЛОТУЮ МОНЕТУ и ЛАМПУ. Выходим
и идем на картинку направо и на три вниз.
Находим СТАРЫЙ БОТИНОК и берем его с собой. Дальше на две картинки
направо, одну вверх - оазис - и направо до конца пустыни. Теперь идем к
цыганам. Даем ЗОЛОТУЮ МОНЕТУ, получаем консультацию и АМУЛЕТ.
Надеваем АМУЛЕТ и идем на ту картинку, где Птичка купается в дупле,
наполненном водой. Там разговариваем с Принцем и узнаем страшную историю
Принцессы-Ивы. Идем к Иве и говорим с ней.
После этого смело идем воевать с Ведьмой. АМУЛЕТ защищает нас от ее
посягательств. Доходим до ее жилища и показываем ей ЛАМПУ. Это ее
обезвреживает. Заходим в ее дом и забираем там КЛЮЧ, ПРЯЛКУ и КОШЕЛЕК.
Открываем КОШЕЛЕК и находим в нем три ИЗУМРУДА.
Идем к дереву с дверцей. Открываем ее ключом и достаем ЗОЛОТОЕ
СЕРДЦЕ. Теперь у нас проблема - как выбраться из Ведьминого леса. Идем
на картинку с моргающими глазками. Это эльфы сидят в кустах. Выжимаем
МЕД на дорогу и бросаем ИЗУМРУД. Выбегает эльф и хватает его. На третьем
ИЗУМРУДЕ мы его хватаем и он выпускает нас из леса. Попадаем в подземную
мастерскую эльфов. Они дарят нам ЭЛЬФИЙСКИЕ САПОГИ.
Выходим из пещеры. Идем к гномам. Даем старшему гному ПРЯЛКУ. Он
дает за нее МАРИОНЕТКУ. Идем к Иве. Даем ей ЗОЛОТОЕ СЕРДЦЕ. Она роняет
свою АРФУ, которую мы подбираем.
Идем к булочнику. Там пробегает крыса, а за ней - кошка. Бросаем в
кошку СТАРЫМ БОТИНКОМ. Благодарная крыса обещает помочь.
Идем в город. Меняем у сапожника ЭЛЬФИЙСКИЕ САПОГИ на МОЛОТОК.
Отдаем мастеру игрушек МАРИОНЕТКУ и получаем САНКИ. У портного меняем
ЗОЛОТУЮ ИГОЛКУ на ШУБУ.
Идем в таверну. Нас бросают в подвал. Крыса перегрызает ВЕРЕВКУ,
которую мы тоже берем с собой. МОЛОТКОМ сбиваем замок и выходим в кухню
таверны. Хватаем здесь БАРАНЬЮ ОГУ и выходим на улицу.
Идем к цыганам. Они уехали и оставили ТАМБУРИН. Его мы тоже берем с
собой. Идем к змее, пугаем ее ТАМБУРИНОМ, она уползает, мы проходим.
Надеваем ШУБУ. Идем дальше. На следующей картинке набрасываем ВЕРЕВКУ не
на сук, а на скалу! Залезаем, оставляем там ВЕРЕВКУ и идем дальше.
Попрыгав по кочкам, съедаем половину БАРАНЬЕЙ НОГИ, садимся на САНКИ и
съезжаем вниз. САНКИ ломаются. Орлу даем остатки БАРАНЬЕЙ НОГИ в обмен
на обещание помочь.
Заходим к снежной королеве. Она натравливает на нас волков, но мы к
месту играем на АРФЕ. Королева тащится и посылает нас сразиться с
ЛЮДОЕДОМ.
ЛЮДОЕДА мы побеждаем ПИРОГОМ. Заходим в пещеру и отбиваем МОЛОТКОМ
кусок ХРУСТАЛЯ. Королева нас отпускает.
По дороге мы становимся добычей Птицы Рух. Пока не вылупился
птенец, хватаем МЕДАЛЬОН. Нас спасает Орел, которого мы накормили, и
приносит на берег моря. Берем ЖЕЛЕЗНУЮ ПАЛКУ.
Идем к лодке. Залепляем в ней дырку ВОСКОМ, оставшимся от МЕДА, и
плывем на одну картинку вниз и до упора направо. Нас хватают Гарпии, мы
их успокаиваем АРФОЙ. Они ее забирают и улетают. Мы находим здесь
РЫБОЛОВНЫЙ КРЮЧОК, а на берегу - РАКОВИНУ и Сову. Плывем обратно.
Стучимся к Старику, который живет в старом корабле. Даем ему
РАКОВИНУ. Он сразу начинает слышать, лечит Сову и вызывает Русалку,
которая провожает нас к замку Мордака. На берегу мы находим опять РЫБУ.
По пути к замку защищаемся от огня ХРУСТАЛЕМ.
Обходим вход слева. Подпираем решетку ЖЕЛЕЗНОЙ ПАЛКОЙ и залезаем
внутрь. В лабиринте находим Создание, коему показываем ТАМБУРИН. Оно
убегает с ТАМБУРИНОМ и роняет ЗАКОЛКУ ДЛЯ ВОЛОС. Находим выход из
лабиринта, отпираем дверь ЗАКОЛКОЙ ДЛЯ ВОЛОС. На кухне берем МЕШОК С
ГОРОХОМ. Разговариваем с Девушкой, отдав ей МЕДАЛЬОН.
Идем по замку, нас хватает Кузнечик и тащит в темницу. Там мы
РЫБОЛОВНЫМ КРЮЧКОМ достаем из мышиной норки СЫР. Приходит Принцесса и
выводит нас из темницы. Идем опять по замку. В столовой дожижаемся
Кузнечика и рассыпаем перед ним ГОРОХ. Он падает, и мы проходим.
У лестницы на второй этаж дожидаемся кота (это заколдованный
Мананнан из KQ3). Даем ему РЫБУ и сажаем в МЕШОК. Идем на второй этаж,
налево, в спальню Мордака.
Заходим в библиотеку. Читаем книгу на столе. Ждем, когда Мордак
придет в спальню и ляжет спать (это будет видно через вход в
библиотеку). Подходим к Мордаку и берем с тумбочки ПАЛОЧКУ МОРДАКА.
Идем в мастерскую, поднимаемся наверх и подходим к агрегату. Кладем
ПАЛОЧКУ МОРДАКА в агрегат. Кладем ПАЛОЧКУ КРИСПИНА в агрегат. Бросаем в
агрегат СЫР. Энергия из ПАЛОЧКИ МОРДАКА перекачивается в ПАЛОЧКУ
КРИСПИНА. Тут просыпается Мордак и начинается сражение магов.
Превращаемся с помощью ПАЛОЧКИ КРИСПИНА сначала в тигра, затем в зайца,
потом в мангуста, и, наконец, в дождик. Дальше все на автомате.
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Solution for King's Quest 5: Absence Makes the Heart Go Yonder
KING'S QUEST V - ABSENCE MAKES THE HEART GO YONDER Walkthrough
Complete with step-by-step solutions, event point values, and area maps!
by Jessie Eubanks (C) 2001.
OUTLINE
=======
1. Introduction and Notes
2. Serenia
3. The Desert
4. Back in Serenia
5. The Dark Forest
6. The Last of Serenia
7. Mountains
8. Beach/Harpy Island
9. Mordack's Island and Castle
10. Acknowledgements and Copyright Info
INTRODUCTION AND NOTES
======================
Before you start King's Quest V, there are a few things you should know, both
about the game itself and, if you're using it, this walkthrough. They will be
listed below, one by one, with two asterisks marking each new note.
** There is a score for King's Quest V. It is sort of the predecessor to the
idea of exploring every nook and cranny of an action platformer game today
and getting 100% of all the items. Although this is an outdated system (this
game was made in 1991), not achieving the maximum score will probably have
you replaying the game, sniffing out every single area looking for something
that you didn't find or do. Worry not - I will clearly indicate when a thing
you do or find gives you points. Unfortunately, by you looking through this
and me writing down event point values (my term for how many points you get
for performing a certain action), I am flushing any potential replay value
down the pot.
** The maximum score for King's Quest V is 260 points.
** SAVE OFTEN! By often I mean every time you're about to do something that
is even slightly potentially dangerous. That is to say, about every two
screens or so. Also save after a major event takes place.
** Event point values will be indicated like so: (+P) where P is the number
of points you get for doing something. You can get anywhere from two to five
points for an event.
** The order of information for an area in this walkthrough will be important
characters first, followed by a map, and then the walkthrough, unless it is a
section where you are returning to Serenia, in which case there will only be
the walkthrough.
** If you're the kind of person that has to fool around with every single
pixel of the screen to see if there's anything special or secret, I've got
your number. In certain areas I will post a list of Time Wasters that may or
may not have an effect on the game but are fun to do anyway. I will clearly
indicate if you need to save your game before testing a Time Waster.
** Remember the old Final Fantasy tip - "Talk to everyone..."
** Since the game is copy-protected, every now and then you'll have to enter
a code to advance further throughout the game. Refer to whatever came with
the game for the code, and don't lose it, since without it you can't go any
farther than the beach.
SERENIA
=======
I. Characters
CRISPIN: The old wizard. He gave you your wand and your ability to talk to
animals. Now he's useless to you.
CEDRIC: Your little owl friend who goes everywhere you do (almost). If you
talk to him while you're in Serenia he can tell you where everything is, but
he isn't quite sure of himself once you hit the mountains. He is very
cowardly and won't go anywhere he thinks is dangerous. Occasionally you will
have to save Cedric's life when he gets in trouble.
SNAKE: Lives south of Crispin's house. He blocks the entrance to the
mountains.
MAN FIXING WAGON: You can offer to help him, but he won't accept. If you
leave town and go back in, you can pick up a silver coin that he drops.
TAILOR: Has a cloak that Graham really likes, but you have to find his golden
needle to get it. If you hang around, there's a rude customer in the back who
yells out some pretty funny things.
TOY MAN: Has a sled that Graham thinks is cool. Give him the gnome grandson's
marionette to obtain it.
SHOESHOP COUPLE: These people are dead broke. They don't have a single pair
of shoes to sell, and they would love you forever and ever if you could find
them a pair of shoes to sell. You can't take the boots off your own feet and
give them to the couple out of generosity, so get the shoes from the elf in
the Dark Forest instead.
CAT AND RAT: Outside the bakery, once you have either the shoe or the stick,
a cat will be chasing a rat. Chunk either item at the cat to save the rat's
life.
BAKER BROTHERS: Guys with pies for sale. Fork over a silver coin and you can
have one.
SAD PRINCE: He's sitting on a log bemoaning his girlfriend's fate. After you
talk to him he walks away.
WILLOW TREE: Strums sadly on her harp all day. Find her golden heart in the
forest and return it to her to make her human again.
GNOMES: The old grandpa wants his spinning wheel back. You can grab it in the
forest once you've infiltrated the witch's house.
INNKEEPER: Rough and tough guy with two rough and tough pals. Don't talk to
these guys until you're equipped with a few things.
BEES: West of the inn is a hive that's bee-ing (sorry, couldn't resist)
invaded by a bear. Give the bear a fish to divert his attention.
ANTS: North of the beehive, some ants are experiencing the destruction of
their colony due to a stray dog that's got nothing better to do. Maybe the
dog would like a stick instead, or perhaps even a shoe...
GYPSIES: Some Bohemian travelers have set up camp here, and one of them is a
fortuneteller. It costs one gold coin to have your fortune told.
II. Map
DARK FOREST
|
|
|
<----Gypsy----Willow----Forest----Crispin's
D Camp Tree Entrance House
E | | | |
S | | | |
E <---Anthill---Gnomes----Prince-----Snake---> MOUNTAINS
R | | | |
T | | | |
<---Beehive---Inn and---Bakery----Outside----Inside
Haystack Town Town
III. Walkthrough
You start out outside Crispin's house. You can either head south to the town,
or you can try out some of my Time Wasters.
=============================================================================
TIME WASTERS AT CRISPIN'S HOUSE:
** Go back in his house. He'll kick you out, and you can't go back in after
that.
** Fool around with the funny-looking gizmo in the front yard.
** Drink from the pond (choose the hand cursor and click on the pond).
** Try to open the cellar.
=============================================================================
Go south one screen and you'll meet up with the snake. He'll kill you with
his venomous bite, but if you want to pet him and die for the heck of it,
save your game first.
When you go south one more screen you're outside the town. Go in. Cedric'll
stay behind on this one.
Talk to the man fixing the wagon. Even though you offer your assistance, he
politely refuses. That's just as well - he never fixes it anyway. After
talking to him, leave town.
Go back in the town. There should be a silver glint where the man was. It is
a silver coin. Use the hand cursor and click on the coin to get it (+2).
Click the eye cursor on the barrel in the corner to look into it. There is a
dead fish inside. Use the hand cursor to obtain it (+2). If you wish, look
inside all the shops and talk to everyone as you please. Right now, there's
nothing else to do in town, so leave. Once outside the town, go west once.
Go inside the bakery. You'll get the "hold" icon busted out on you, which
means there is some action taking place, but you can still use items, talk,
etc. In fact, you can do anything during the hold period except walk around.
=============================================================================
TIME WASTERS IN THE BAKERY:
** During the hold period, talk to the lady and her son.
** Mess around with the cat.
** Try to take a pie.
=============================================================================
When the hold period is over, give the silver coin to the baker to purchase a
custard pie (+2).
At the beehive there is a bear rifling through it. He's looking for honey,
but you've got a fish that he'd like to have too. Throw the fish to the bear
(+4). The queen bee thanks you and then allows you to take a honeycomb as a
symbol of her gratitude. Reach in and grab one (+2). They won't sting you.
=============================================================================
TIME WASTER AT THE BEEHIVE:
If you don't have the fish yet and the bear's not there, go near the beehive
and they'll sting you to death. SAVE YOUR GAME BEFORE GETTING STUNG TO DEATH.
=============================================================================
Go off the beehive screen and then go back. Pick up the stick lying on the
ground (+2).
Go north to the anthill. Throw the stick at the dog to distract him (+4). The
ants will thank you and offer their help to you whenever you need it.
=============================================================================
TIME WASTERS AT THE ANTHILL:
** Go up to the dog without throwing him the stick - he'll growl at you.
** Approach the anthill when the dog is gone and Graham will do what Cedric
calls the "BUG-a-loo." Pretty corny, yes, but that's what Graham gets for
walking too close to an ant castle.
=============================================================================
Go east one screen and south one screen (or vice versa) and dig through the
haystack using the hand cursor. While you're digging, the ants will help you
find the needle. Once you have it, go give it to the tailor to get the cloak
(+4).
There's nothing else to do in Serenia for now, so you had best head on to the
desert.
THE DESERT
==========
I. Characters
BANDITS: They have the staff that Graham needs to open up the temple. Graham
needs to do a few things first though, and he needs to be really fast and
quiet to get the staff.
SKELETON: He isn't going anywhere anytime soon...
II. Map
D=Desert O=Oasis C=Camp S=Skeleton B=Brushland *=Hole in Cliffs
Inside Temple
|
Temple
|
E <---D---D---D---*---D---D---D---D---D---D---B---Gypsy
N | | | | | | | | | | | |
D <---D---D---D---D---D---D---D---D---D---D---B---Anthill
L | | | | | | | | | | | |
E <---D---D---D---D---D---D---O---D---D---D---B---Beehive
S | | | | | | | | | | |
S <---D---O---D---D---S---D---D---D---D---B-
| | | | | | | | | | (If you go in this area,
D <---D---D---D---D---D---D---D---D---D---B- you will die of a nasty
E | | | | | | | | | | scorpion bite. There is
S <---D---D---D---D---O---D---D---D---D---B- no reason to ever enter
E | | | | | | | | | | this area.)
R <---C---D---D---D---D---D---D---O---D---B-
T | | | | | | | | | |
E N D L E S S D E S E R T
When you try to go into the desert, Cedric will launch into a tirade about
the desert being an extremely dangerous place and he'd never go there if his
life depended on it, and so on, ad nauseum ... just ignore him.
Enter the desert from the anthill for the easiest results. If you go too long
without drinking from an oasis, Graham will pass out from dehydration. Refer
to the map above for where the oases are located. To get you started, from
the brushland west of the anthill, go four screens west and one screen south.
Drink from the oasis (+2). You will only get points for drinking from an
oasis the first time you do it, so don't run around sipping from every single
oasis in the desert. Save after you quench your thirst.
When you get to the skeleton, pick up the shoe (+2).
Make it safely to the bandits' camp (+3). You can only get points for
discovering it the first time. Drink from the clay jar and move on, or you
can do some good old-fashioned quality Time Wasting... ;)
=============================================================================
TIME WASTERS AT THE BANDITS' CAMP:
** Drink from the clay jar a whole lot. (Don't worry, this is the desert -
you won't retain water.)
** Play with the embers.
** Try to wake up the unconscious drunkard on the ground.
** Try to talk to the unconscious drunkard on the ground.
** Try to take things from the unconscious drunkard on the ground.
** Go in the small tent and look around.
** Try to go in the large tent. Save your game first though - they'll kill
you the minute you step in the door.
** Look at the camels.
=============================================================================
Once you've found the bandits' hideout, you can go north to the temple. Be
sure to drink at the oasis along the way.
You'll earn some points for discovering the temple (+3). When you get there,
you'll have a little bit of time to drink from the oasis, but not much. What
you need to do is hide behind the large rock next to the oasis and wait on
the bandits to get there. While you're hiding, they'll go up to the temple
and tap the staff lightly on the door to open it, and then they will leave.
Now that you've hidden from the bandits and observed how to open the temple
door (+2), you need to go back to the bandit camp. If you didn't hide well
enough the bandits will engage in a little ride-by killing, so save after you
drink from the oasis.
Back at the bandits' camp, you need to go into the small tent. This is one of
the areas where the game's copy protection may go into effect, so have your
documentation ready.
Inside the tent, walk around the slumbering burglar and snatch the staff from
its resting spot (+2). This would be a good time to max out the game's speed,
and if you don't know how, go to the row of icons at the top of the screen
and choose the one that looks like a slide bar. Click on it and max out the
speed control, as this is certainly a situation where it helps to move
swiftly.
If you talk to the bandit, he will kill you. If you touch him while walking
around him, he will kill you. If you take too long getting the staff, he will
wake up and kill you. If you dilly-dally at all while you're trying to get
your job done, you will die. End of story. Get in and get out.
Go back north to the temple and rap the staff on the door (+2). Since Graham
doesn't handle it delicately enough, it breaks and can't be used anymore, so,
as with the robber's tent, you'll have to do what you need to do and not do
anything more. In fact, save before you open the temple door to be safe.
Once inside, quickly switch to the hand cursor and pick up the gold coin (+2)
and the brass bottle (+2). Do not touch the massive pile of treasure. It is
cursed, and touching it will kill you. This area may be excessively difficult
for you if you have an affinity for shiny objects.
The temple door will close behind you when you leave. Leave the desert the
way you came.
BACK IN SERENIA
===============
Walkthrough
With you back and Cedric glad to see you, go to the gypsy camp and give the
man outside your gold coin (+3). He'll let you in to see the fortuneteller.
You will see a vision in her crystal ball of Mordack interrogating Graham's
son Alexander. You finally figure out that Mordack wants his cat turned back
into a human, because his cat is really his brother Manannan! Since Alexander
is the one that made Manannan a cat, he's the only one that can reverse the
spell, but he doesn't remember how, so Mordack is just going to keep their
shrunken castle in a bottle until Graham's family dies. How horrible! Before
you leave, the fortuneteller gives you an amulet that protects you from "all
but the strongest magic (+2)." Equip it when you get outside by choosing the
amulet icon from the item menu and clicking it on Graham.
Now just wander around a lot and come back to the gypsy camp after a while.
They will be gone, but there should be a tambourine where they were. Pick it
up and take it (+2).
Go to the screen where you found the prince and go south to the bakery. DON'T
TAKE ANOTHER STEP! SAVE YOUR GAME RIGHT THERE! Now that you've saved your
game, walk south, and right when you see the cat chasing the rat, move up to
the row of icons, get out your shoe, and move the cursor down really fast and
chunk it at the cat (+4). You have to do this quickly, and if you don't do
it, you can't go on very far at all.
That's all you can do in Serenia for now, so head up to the Dark Forest.
THE DARK FOREST
===============
I. Characters
WITCH: Presides over the entire dark forest. She will turn you into a toad if
you are not equipped with the amulet the fortuneteller gave you. She has
quite a few people's possessions hidden throughout her forest, and gets to be
quite annoying as once you survive her magic blast she follows you everywhere
and keeps you from leaving the forest.
ELVES: The elves are only in one part of the forest, but they are hiding
behind some very dense foliage. You need to have a few things in your
inventory before you can get them to come out of their safe place.
II. Map
Elves' <---Forest-----Foliage-----Witch's-----Tree with
Hideout Clearing (Elves) House Heart
| | |
| | |
Path to-----Path to-----Path to N
N and E Witch's and W
\ House /
\ /
\ /
\ /
\ /
\ /
Fork to East and West
|
|
|
Back to Serenia
III. Walkthrough
Before entering the Dark Forest, you need to make sure you have a few things.
Make sure you have the following:
** The amulet from the fortuneteller. Also make sure that it is equipped.
** The brass bottle from the desert temple.
** The honeycomb from the beehive.
When you are ready, enter the forest (+2, first time only). You will get many
more items while in this forest.
Take the east path at the fork - from here, you cannot leave until you
accomplish everything you are supposed to. Eventually the witch will appear.
She can appear as early as the first screen after the entrance or as late as
when you make it to her house. Not being able to toad-ify you will make her
angry, and if you try to go anywhere she will start following you. To rid
yourself of her, give her the brass bottle (+4). She will release the genie
inside, who is now free. He will then make her captive inside the bottle,
which will then disappear.
Now that you're rid of the witch, you can go in her house, which may or may
not be another copy protection point, so be prepared.
There are three things to get in the witch's house, so whip out the hand
cursor and listen up. Click on the incense burner that is suspended from the
ceiling to get a small key (+2). Open the drawer and get the pouch filled
with emeralds (+2). Open the trunk to get a spinning wheel (+2). Those are
the only items of interest in this house.
Outside the witch's house, go east once and go up the winding path to the
tree with the door in it. Use the small key you just got to unlock the door
in the tree (+3). Once it's open, grab the golden heart inside (+2).
Now go west two screens to the foliage with the eyes peeking out. Squeeze the
honeycomb from the beehive onto the ground (+4).
Go up to your item menu and use the hand cursor on the pouch to open it. You
now have three emeralds at your disposal. Have Graham throw one emerald out
onto the ground (+2); he will throw it past the honey on the ground and the
elf will go get it and take it back into the foliage. Toss out a second jewel
(+2); Graham will throw it a little closer to the honey this time. When you
bait the elf with the third emerald (+2), Graham will drop it in the honey,
causing the elf to get his feet stuck. Since you caught him, he will show you
the path to his elven hideaway.
Go into the clearing and crawl into the tunnel (+2, first time only).
When you are in the elves' cave, go and talk to the elf you caught. As a
reward for catching him, he will give you an exquisite pair of finely crafted
shoes (+2). You can leave the Dark Forest by climbing the ladder to the far
right.
=============================================================================
TIME WASTERS IN THE DARK FOREST:
** Revisit the elves' hideaway after leaving the forest. It will be empty the
second time around, and there is a pit you can fall in, so be careful.
** Try to give the witch objects other than the brass bottle.
=============================================================================
THE LAST OF SERENIA
===================
Walkthrough
It's time to give the items you got in the witch's house back to their
rightful owners. After escaping the forest, head west to the willow tree.
When you give the weeping willow back her heart (+4), a scene will commence
in which the human princess and her elated boyfriend are reunited. Pick up
the harp she leaves behind (+2).
Go south to the old gnome's house and give him his spinning wheel. In
exchange, the grandfather gnome will give you his grandson's marionette (+4),
at which time they will go off to find wood to carve another puppet.
=============================================================================
TIME WASTER AT THE GNOME'S HOUSE:
** Try to open the gnome's front door with the key that opened the tree door
in the Dark Forest.
=============================================================================
Go to town and go in the toy man's shop. Give him the marionette in exchange
for the sled on the wall (+4).
Head on over to the couple at the shoe shop and give them the fine shoes you
got from the elf in the forest (+4). The cobbler and his wife will leave the
store to sell them for a ridiculous amount of money and retire. As a token of
thanks, he will give you his cobbler's hammer.
You are finally well enough equipped to take on the man at the country inn
and his mischief-making hooligan cohorts. Take a deep breath and save your
game before you go in.
Either try to move past or talk to the innkeeper. His associates will hold
your arms back as he jars your brain loose with a metal bar. When you wake
up, you will be tied up in his cellar, which is heavily locked down in case
you try to escape. If you were a good adventurer and saved the rat back at
the bakery, she will come out and gnaw through the rope for you. When she is
done chewing through the rope, pick it up and take it with you (+2).
You can't escape yet because the door is held shut with a padlock. Use the
cobbler's hammer to break it (+4).
Once you get it you will be in the inn's kitchen. Whatever you do, do not go
back into the main room from here. The innkeeper will beat you silly again,
except this time it spells game over for you. If you think curiosity might
get the best of you, save here.
What you need to do is use the hand cursor on the cupboard to open it. Inside
is a leg of lamb that you will need later on in the mountains. Get it (+2),
then exit the door to the left and never go back in the country inn again.
Go to where you saw the snake just south of Crispin's house now. Use the
tambourine that you got from the gypsies to scare off the snake, thereby
clearing a path to the mountains (+3). This will be the last that you ever
see of Serenia - save here, then head off into the mountains.
T h r e e w e e k s l a t e r . . . . .
MOUNTAINS
=========
I. Characters
WOLVES: The wolves are going to be quite pesky in the mountains. They're
going to capture Cedric first, and then they're going to kill you if you
don't act fast enough in the Ice Queen's castle.
QUEEN ICEBELLA: Not a particularly funny pun, but it gets its point across.
This is one hardhearted lady, but King Graham always has something up his
sleeve. You gotta be able to do something to make her feel love again...
EAGLE: There is a starving eagle outside the queen's castle. Feed him half
your leg of lamb to get him going again.
YETI: Near the Ice Queen's palace, in a large cave, lives a yeti who has
invaded her territory. She'll spare Cedric's life and your own if you can get
rid of him.
ROC: Just when you think you've passed every obstacle in this stinking range
of mountains, a roc (that is, a two-headed bird) comes and captures Graham,
thinking it will make a great meal for its baby who is about to hatch. This
is quite the sticky situation ... can you get Graham out of it?
II. Map
T Rock-----Slope-----Icy-------Outside
O Jump Pit the Castle
| /
S | /
E Mountain Jutting ICE QUEEN'S------ Inside
R <------> Path -------- Rock CASTLE Cave
E / |
N / |
I ------ |
A / |
/ |
Path Behind--------Near the---------Outside
Ice Castle Cave Cave
|
|
|
Path to-----------Roc's
Roc's Nest Nest
-->
(flown to beach)
III. Walkthrough
Put on the cloak as soon as you get into the mountains (+4). If you don't put
it on you will freeze to death at the next screen. Also, use the leg of lamb
on Graham to stave off hunger (+4). It's not like Graham has ever had a
problem with hunger up until now. It must just be the atmosphere that makes
his hunger pangs twitch. You will only eat half the leg of lamb when you use
it. DO NOT EAT THE CUSTARD PIE OR THE REST OF THE LAMB.
At the next screen you will come to a frozen waterfall, and you have to get
to the top. Use the rope you got from the inn cellar, but DO NOT THROW THE
ROPE ONTO THE BRANCH. It will break under your weight and kill you if you do
this. Instead, click the rope on the jutting rock so that Graham will make a
lariat and be able to climb up to the jutting rock (+5). Once at the top, it
is imperative that you SAVE YOUR GAME.
There is a series of rocks leading to the other side of the waterfall at this
point. Some of the rocks are perfectly stable; others will crumble under your
feet. To hop across to each rock, click the hand cursor on the rock you want
to jump onto. If a rock breaks and you freefall to your death, start over.
You'll earn a few points for successfully making it across (+2, first time
only). Walk across the log to the next screen. Cedric will get captured by a
wolf, don't worry about him.
From this screen, board your sled and speed down over the icy pit (+5). The
reason you need to sled over it is that the small ice bridge will break if
you try to walk over it. Once over the pit, the sled breaks upon the impact
of the fall.
Stroll on over to the next screen to see the starving eagle. Give him the
rest of your leg of lamb (+3) and then approach the castle. The wolves will
then take you in to see the Ice Queen, Icebella (+2).
The queen is ready to condemn you to a grisly death by her wolves. You won't
be able to convince her of anything, so she'll sic her dogs on you, starting
up the hold period. During this hold period, you need to VERY QUICKLY go up
to your item menu, choose the harp, and click on either Graham or the Ice
Queen. The beautiful music will soften her hard heart (+4), and she will give
you a chance to redeem yourself. She wants the yeti in the nearby crystal
cave eliminated, and it's up to you to go and do it.
You have one screen's leeway to save before you go face the monstrous yeti.
When you do go and see him, he will lumber slowly out of his hiding place,
giving you more than enough time to do your job. It's a good thing you didn't
eat the custard pie from the bakery (you didn't eat the pie, did you?), as
it's the perfect tool to dispose of the yeti. Click the pie icon on the yeti
to throw it in his face. He will stumble around until eventually he meanders
off the cliff (+4).
Before departing, go into the crystal cave and break off a piece of crystal
using the same cobbler's hammer that you broke the padlock with (+4).
Having defeated the evil yeti, Queen Icebella will release Cedric and allow
the two of you to continue on your quest. Go south from where you saved
before you gave the pie in the face to the yeti to get to a twisty path. Walk
all the way to the top, and you will be captured by a roc (+2).
You have to act quickly in the roc's nest - there is one thing to get while
you're here. Do you see the golden shiny object? It's a locket that someone
lost. You need to pick it up (+2) before the eagle that you fed comes and
saves you from being turned into baby food. If you didn't feed the eagle
before entering the Ice Queen's Castle, he won't save you and you'll be eaten
by the baby roc. If he does save you though, you'll be taken to a quiet beach
area, where Cedric will meet you.
BEACH/HARPY ISLAND
==================
I. Characters
OLD MAN: He can't hear a word you're saying and he'll keep telling you to go
away until you actually do. You can't do anything for him yet, but you will
be able to later.
HARPIES: Evil creatures with women's bodies and birds' talons and wings. They
eat men, and Graham is a man. Did you do the math? There is a word that you
can make from the first four letters in their name, and it is coincidentally
also an item you have on you. See how you're gonna deal with them now? Huh?
SEA MONSTER: A huge monstrosity that keeps you from sailing out into the sea
forever and ever. It will tear up your boat and eat Graham.
II. Map
O=Ocean H=Harpy Island
S E A M O N S T E R
| | | | | SEA
| | | | | MONSTER
Waterfall------O------O------O------O------O------
| | | | | SEA
From | | | | | MONSTER
Roc's------->Start------O------O------O------H------O------
Nest | | | | | SEA
| | | | | MONSTER
Old Man's House------O------O------O------O------O------
| | | | |
| | | | |
S E A M O N S T E R
III. Walkthrough
=============================================================================
TIME WASTERS ON THE BEACH: (might as well list 'em now, 'cause there's only
one time-wasting opportunity left after these)
** Walk off the rock hanging over the sand.
** Keep ringing the old man's bell.
** Walk right into the waterfall.
** Try to push the boat out to sea without fixing the leak.
** Try to swim to Harpy Island.
=============================================================================
The first thing you want to do is pick up the iron bar lying on the beach
(+2). As with everything, you'll need it later. Unless you feel like wasting
time, leave the hermit alone and go north to the broken boat.
It has a hole in it. Fix it by plugging it up with the beeswax left over from
the honeycomb in the forest (+5). When the boat is fixed, you can push it out
to sea ... but wait! Copy protection is back to thwart you! And this time it
won't leave you alone. You have to have your documentation to go any farther
in the game. Once you've done away with that, you can go on.
When you have the boat in the water, go south one screen, then go right until
you run into an island. This island is Harpy Island (+3).
When the harpies surround you, play the harp that you played for Queen
Icebella (+4). They love the sound of the harp more than eating a man, so
they will take it from you and scamper off and play it the rest of the day.
There are three objects here for you to get - a fishhook (+2), a seashell on
the Harpy Island beach (+2), and ... what? Cedric (+3)? Yes, it seems poor
Cedric got hurt in his short stint on Harpy Island. You actually have two
options here. You can leave Cedric for dead and go on to the end of the game,
which is a pretty shallow thing to do to a friend, or you can take him with
you to let him recuperate. Either way will get you to the end, and each will
affect the outcome of the game differently. It's your choice...
To get back to the beach, just retrace your steps. In other words, if you
went south once and east four times to get to Harpy Island, you need to go
west four times and north once to get back to the beach.
Go to the old man's house and give him the seashell you found on Harpy Island
(+4). It will act as a hearing aid, and the old man will then be able to help
you in making it to Mordack's island.
MORDACK'S ISLAND AND CASTLE
===========================
I. Characters
MORDACK: The evil wizard who shrunk Graham's castle and family and encased
them in a glass bottle. He pops up occasionally in the castle at random
intervals. If he pops up and annihilates you with his magic, start over from
your last save point.
MANANNAN: The resident cat in the castle who is also Mordack's brother.
(Manannan was turned into a cat by Graham's son Alexander in King's Quest
III.) If he sees you, he'll tell Mordack you're in the castle, and since you
don't want that, you're going to have to find a way to shut him up.
BLUE BEAST: A large blue beast will attempt to catch you and throw you in the
dungeon sometime during your stay in the castle. Really you should let him
catch you once, but only once! Getting caught once allows you to reach an
item in another part of the castle. Remember to only get caught once! Once
now, you hear! Once, boy! :) Sorry, got carried away some...
DINK: The dumb monster living in the labyrinth. He is very excitable, and
would probably like something to play with.
CASSIMA: The sweet princess who's been reduced to working as a slave for the
evil Mordack. She's missing something of hers, and she would probably help
you out if you knew what it was and you gave it back to her.
II. Maps
** There are maps for Mordack's island for outside, under, and inside the
castle. I will display them as you come to each area that they apply to.
III. Walkthrough
Using the directions that the old man in the shipwreck house gives you,
navigate your way to Mordack's island in the boat. Once you make it to
Mordack's island, you cannot turn back - the boat wrecks on the island (+3)
and is broken beyond repair.
On the shore of the island, pick up the dead fish you find (+2).
Be careful at the stone serpent gates - the statues can shoot lethal lasers
at you from their eyes. To destroy the statues, hold up the crystal that you
obtained in the yeti's cave to make the lasers bounce back to the statues
(+5).
Entrance to-------Castle
Labyrinth Gate
| |
| |
| |
| Serpent
| Gate
| |
| |
| |
| Island
| Beach
down to |
labyrinth |
| |
| View of
| Island
|
|
| entrance
| to pantry
| /
| /
LABYRINTH--------Dungeon Cell
You can't enter the castle through the front gate, so go west to the other
side of the castle to find a grate. This grate will lead you to Mordack's
underground labyrinth. You can't open it with your bare hands though; to get
through it, you will have to pry it open with the iron bar you found on the
beach (+4).
If you're having trouble with the labyrinth, you can do one of two things: 1)
refer to my map below, or 2) click the eye cursor on the black part outside
the labyrinth. It will reveal a compass that will tell you which direction
you are going. Keep in mind that when you turn a corner you will be facing a
new direction, so if you ever get confused, click the eye in the black area
to find out which direction you're facing.
Labyrinth Map * O D
D=Dink H=Hole C=Cell *=Path O=Door ** ****
** * *
* ** ***
**H **
*** *C
D * ***
***** *D
As you can see, Dink has three different places where he can hide. He is the
one who is going to get you out of this labyrinth. Find Dink at any of his
hiding places and give him the tambourine (+3). He will play it excitedly and
tromp off elsewhere. Pick the hairpin up off the ground (+2) - it is in all
actuality the key that unlocks the door to the labyrinth. Once you have the
hairpin key, go to the door and unlock it (+4).
Map Inside the Castle
FIRST LEVEL
Kitchen----Downstairs----Dining Hall
| Hallway |
| |
Pantry to Upstairs |
| Hallway |
| | |
| | |
| Foyer-------Dining Hall
to labyrinth
SECOND LEVEL
Mordack's----Upstairs----Laboratory w/
Bedroom Hallway Machine
| |
| to Downstairs
| Hallway
|
Library
Once in the pantry, you need to get a bag of peas from the cupboard (+2). You
will use it twice. After you get the peas, save before going any further. The
things you do here need to have a specific order to them.
After the pantry comes the kitchen. Princess Cassima is in here toiling away
at her work. Give her the locket that you found in the roc's nest (+4), as it
belongs to her. She will thank you, and help you out when you get in a jam
here in just a little bit. Save before going into the next room.
Upon entering the next screen a blue beast should come at you. Let him catch
you (+2, first time only) and throw you in the cell. There is an item in the
cell that you need to get. Not only do you rack up points for letting the
beast nab you, but you actually need to do this to beat the game.
While you're in the dungeon cell, check out the mousehole. Inside is a piece
of cheese that is just beyond your fingers' reach. Use the fishhook from
Harpy Island to extend your reach enough to snag it (+4). Around this time
the princess whose locket you returned will come by and surreptitiously let
you out of prison. Be careful from now on, as this is the only time she will
do this for you. If you get caught again she'll let you rot in the cell and
die.
Go back and encounter the beast a second time. This time, instead of letting
him catch you, spill the bag of peas on the floor. The beast will slip on the
peas and be knocked unconscious (+3). You no longer have to worry about the
beast; it's the cat you have to focus on now.
Whenever you run into Manannan, preoccupy him with the fish you found on the
beach some time ago. When he's distracted by the fish, get him with the empty
pea bag so he can't go off and rat you out to Mordack (+2).
=============================================================================
TIME WASTER IN THE DOWNSTAIRS HALLWAY:
** Play the organ (but save your game first - Mordack will hear the noise and
do away with you).
=============================================================================
Once you're upstairs, go into Mordack's library (it's left one screen and
down one screen, in case you're unaware). There's nothing to do in his
bedroom - yet.
Kick around in the library for a while, keeping out of Mordack's line of
sight through the doorway. While you're in here, you need to do something.
There should be a book of spells lying open on a table. Look through it (+3)
and observe the spells in it carefully. After waiting around in his library
long enough, you will see him go into his bedroom and go to sleep. This is
what you've been waiting for. Go into his bedroom and take his golden wand
off his nightstand (+3).
Now go into the laboratory all the way to the right. A funky machine is in
here. What does it do, you ask? Well basically, it sucks the energy from one
object and puts all that energy in another object. There are two trays on the
machine that makes this possible. First, put Crispin's powerless wand on one
of the trays (+4). Then place Mordack's charged-up wand on the other tray
(+4). There's no "on" switch on this machine, unfortunately, so you're going
to have to find a different way to turn it on. You have something in your
inventory that turns the energy-switching gizmo on - cheese. Put the cheese
in the machine to crank it up (+5). Hey hey! You've got a cool wand now!
Uh-oh. Mordack just materialized into his laboratory, didn't he? I was afraid
of this. Well, here comes the final battle, and staying true to adventure
game form, the most useless item in the game ends up being the one thing that
is so powerful it could offset a massive Armageddon and destroy everybody.
Grab up Crispin's now-awesome wand (+4) and let the magic battle commence!
Oh, wait, no ... did you read the spell book in his library? If you didn't,
you've got no magic and it's time to die.
IMPORTANT NOTE: This is where it matters whether you saved Cedric at Harpy
Island or not. If you did, Mordack will hit Cedric with a blast of magic
instead of you, and that gives you time to retaliate. However, not saving
Cedric results in not having a "shield" for you, as it were, and Mordack will
instantly zap you to kingdom come. So yes, it paid to help out your owl buddy
Cedric way back on Harpy Island.
Get ready for the battle. You should already have your wand in your hand.
This is where the spells in the book make themselves available to you. First
off, Mordack will transform himself into a really ugly flying monster. What
to do? Ah yes, the spells. Choose the spell that looks kind of like a tiger
(+4).
After his ugly flying beast form, he decides to transform into a dragon. For
some reason, the people at Sierra are inclined to believe that a rabbit can
stomp all over a dragon. I am not quite sure of the logic behind this, but
use the rabbit spell to go up against his dragon spell (+4).
Now Mordack will take on the form of a cobra. Science teaches us that the
mongoose is a natural cobra-butt-kicking machine. You ought to have a spell
that resembles a mongoose. If you don't know what a mongoose looks like, it's
a ferret-like creature with a long, slender body and a long tail. What would
you do without me? :) Take out Cobra Mordack with Mongoose Graham (+4).
Finally, Mordack turns into a scary flame hoop. If you still had the tiger
spell, you could have a little bit of circus-type fun and Mordack and Graham
could go into business together as circus freak pals, but Mordack is still
mad at you and that ain't happenin'. Get in gear and use your last spell -
the rain cloud (+4). Graham will rain all over Mordack and extinguish his
flame, thereby annihilating him completely and resulting in you beating the
game! Now you can sit back and watch the concluding cinema.
ACKNOWLEDGEMENTS AND COPYRIGHT INFO
===================================
First of all, I need to take a little time to pay my due respects to what
should have been my first FAQ - a Lemmings walkthrough that I toiled for a
week-and-a-half on. Unfortunately, while trying to e-mail it to GameFAQs, my
friend's floppy drive became unstable and corrupted my 24-page walkthrough,
and I was forced to lay it quietly to rest. Maybe I'll try it again someday,
but I would like to make one for Oh No! More Lemmings, as it is a far more
difficult game than the original.
Now I would like to thank everyone involved in the making of this FAQ:
** Sierra for making a very cool, very in-depth game.
** GameFAQs for being a place where I can post this.
** Neal Lundberg, who, even though his floppy drive trashed my Lemmings FAQ,
still got me involved in all this. (No hard feelings, Neal!)
** My dad for letting me use his old laptop for my FAQ writing needs.
** My brother for pointing out what wasn't funny (namely, he thought, the
whole walkthrough).
This walkthrough (C) June 21, 2001. Anyone caught plagiarizing or otherwise
trying to rip off my hard work will be caught and I'll do bad things to you,
whether it involves legal action or showing up at your door with Cloud's
Buster Sword.
If I missed something and you feel the need to point it out to me, you can
mail all your suggestions, complaints, smart remarks, chain letters, etc. to
me personally, at . I won't respond to the two
latter pieces of subject matter, but I will update and acknowledge you if you
send in something I can actually use.
Other than that, have a nice day and enjoy King's Quest V!
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Solution #2 for King's Quest 5: Absence Makes the Heart Go Yonder
King's Quest V: Absence Makes the Heart Go Yonder
Walkthrough
If you have any questions, comments, or suggestions, send them to
jdavid@flink.com
Note: Save your game frequently and when you are at a dangerous part in
the game.
· Walk south twice.
· Go in town.
· Search barrel.
· Get fish.
· Go to shop with cloak in it.
· Walk out and get shiny coin on street.
· Walk west twice.
· Enter bakery.
· Listen to talk. Buy pie by giving silver coin to William (don't eat
pie).
· Exit bakery and go west twice.
· Throw fish to bear. Retrieve honeycomb inside the hole in the
tree. Get the stick by the tree.
· Go north and give dog stick.
· Go east then south and search haystack. Receive needle.
· Go west until you reach an oasis. Drink water.
· Go south once and west twice. Get boot.
· Go two east and north once. Drink water.
· Go north twice and west three times. Drink water.
· Hide behind the rock behind the oasis and watch scene.
· Go west twice and south until you find an oasis. Drink water.
· Go south three and west once. Drink water from bottle by fire.
· Go inside red tent. Get staff and exit tent (don't walk over the
bed).
· Drink water. Go east once and north until oasis. Drink water and go
north three and east two. Drink water and walk up to temple and use
staff on door.
· Get pot and gold coin on floor (not in the chest). Go out (if you
take too long you'll be trapped inside).
· Go south once and east until you're out of the desert.
· Give man gold coin and watch scene (the golden needle also works here
but it's best to give him the gold coin).
· After scene wear amulet. Go east once and talk to the tree with the
harp in its hands. Go east once and north once.
· Go east once and witch should appear (if not keep walking back and
forth between the two screens until she does come).
· When you see the witch make sure you have your amulet on because once
you see the witch you won't have any time to put it on.
· Give the witch the pot and watch scene and go north once and west
once.
· Go inside house and search the dresser. Get pouch then search the
lamp. Get the key and search the trunk. Get a spinning wheel and exit
the house.
· Go east and notice door on tree. Use key to open it and get a golden
heart.
· Open pouch and find three emeralds. Go west twice and squeeze the
honeycomb out on the ground. Flick the emeralds to the pair of eyes
farthest to the right.
· Repeat process until emeralds are all gone. Watch scene.
· Follow elf and enter cave. Go through tunnel and obtain boots. Go
south once and talk to man and go west once and give the bigger gnome
the spinning wheel. You will obtain the marionette. Go north once and
give the tree her heart. Watch scene and get harp. Go west once and
get tambourine.
· Go east three and west two. Enter town.
· Enter the shop with the cloak in it. Give the man the needle and
he'll give you the cloak.
· Exit shop and go to the middle shop. Examine the sled and give the
man the marionette and he'll give you the sled. Exit shop and go to the
shop farthest on the right in the screen. Give man or woman hammer (it
doesn't matter). Exit shop
· Exit town and go west once. See a scene where a cat chases a rat.
Throw the boot at the cat and he'll run away. Watch the little scene
and go west once. Enter inn and walk up to the men.
· The men will lock you in a room. The rat will help you in return for
helping him. Get the rope on the ground. Break the padlock on the door
with the hammer and open door. Open large cupboard and get leg of
lamb. Go out the west door not the east one because the men will
capture you and you won't get saved this time so don't do it.
· Go east two then north once. Use tambourine on the snake then go east
once. Wear your cloak and go north once. Then throw your rope up on the
fat piece of wood just right to the thin branch.
· Eat half of leg of lamb and climb rope. Jump on the snow covered rock
farthest to the left. Keep jumping on the rocks along the top. Jump
back on land again. Place the walk cursor on the top part of the log
and you'll automatically walk across it. Then go east once.
· Watch scene and use sled on sloping hill. Watch the little scene and
when you're done with your ride the sled will break. Then go east
once. Give the bird the rest of the leg of lamb and he'll fly away.
· Go north once into the ice castle and watch scene. When wolves move
put the harp on Graham and he'll automatically begin to play it. The
wolves won't attack you and Queen Icebella's heart is warmed from the
harp music and asks you to defeat the yeti nearby.
· Watch scene and when it is over walk north once to the yeti's lair.
· Throw the pie at the yeti and he'll slip off the cliff and die.
· Go north once and break the crystal with the little 'hole' in it.
Obtain the crystal and go south once and west once. Talk to the wolf.
· Watch scene and head south once. On the south side of the screen
you'll see a hill. Make your way around the water and climb up the
hill.
· A 2-headed bird will come and capture you and take it to its nest.
When you see the mouse cursor displayed as a crown switch to the hand
cursor and get the shiny object in the nest. The object turns out to be
a necklace.
· Watch the scene in which the bird will rescue you from the 2-headed
bird inside the nest. The bird that rescued you will drop you off on a
cliff.
· Get crowbar and head north once. Patch the boat with the beeswax and
get in the boat. Go south twice and east until you see an island on the
north part of your screen.
· When you see the island head north and you'll arrive at the island
only to be captured by the Harpies
· Watch scene and play harp as soon as possible. When the Harpies leave
look for a shiny object on the ground. Pick it up and you'll discover
that it is a hook. Go east and pick up Cedric and go east again. Look
to the left of where you are and you'll see a glinting object near you.
Pick it up and it is a seashell.
· Now get in the boat and head west until you reach a house on the
beach. Ring the bell and an old man will come out. After he is done
talking give him the seashell that you just found and watch the scene.
· After the boat wreck get the fish and head north. Use the crystal on
one of the two dragon statues (it doesn't matter which one) and head
north once.
· Follow the path on the left side of the screen. Use the crowbar on
the grate and fall down into the dungeon (I can't remember which way to
go in here but I can tell you what to do at a couple of certain parts in
the dungeon).
· When you find the gray beast (Dink) use the tambourine on him and
he'll do a backflip and he'll leave. He'll also drop a hairpin on the
ground. Pick it up and make your way to the door inside the dungeon.
· When you find a door somewhere inside this dungeon use the hairpin to
unlock it. Then open it.
· Open the cupboard and get the bag of dried peas and head north.
Talk to the girl but she's afraid of you so give her the necklace that
you found in the nest. Watch scene.
· Head east twice and save your game. Walk up to the table and wait for
the blue beast to come. Let him capture you.
· When you're tossed in prison use the eye cursor on the mousehole just
above the puddle in the middle of the room. Use the hook to get the
piece of cheese inside. Wait for the girl to push away a stone.
· When she does follow her to the door and open it (if you lose her
you're going to have to find your way back to the door yourself; I don't
know the directions there)
· Go north and then east twice. Walk up to the table and wait for the
blue beast to come again but this time have your dried bag of peas ready
to throw on him. When he comes put the peas on the blue beast and he'll
slip and fall to his death. Go south once
· You should see a cat there (Manannan). So throw the fish to the cat
then use the empty pea bag to capture him. (If you don't get the cat on
the screen noted in my walkthrough go west once. Keep on traveling back
and forth until you eventually do get him and do the procedure listed
above).
· Go west once then north once and then west again and then south. Read
the book in the southern part of the library (you'll know which one it
is because you will see four symbols when you have found the correct
book).
· Now wait in the center part of the library until Mordack (the wizard)
appears in the doorway and goes to sleep on his bed. Go north once and
take the wand off his table by his bed and go east twice.
· Climb stairs and walk towards the machine. Put Crispin's wand on the
right tray and Mordack's wand on the left tray and then toss the moldy
cheese that you found in the cellar into the machine to activate it.
Grab the sparkling wand off the right tray and Mordack will appear.
· Watch scene. Use wand on Mordack.
· 1st form: Use the bottom right symbol.
· 2nd form: Use the top right symbol.
· 3rd form: Use the top left symbol.
· 4th form: Use the bottom left symbol.
· (On some older versions of King's Quest V it will show the symbols
from left to right. The order to use those symbols in are 1st form:
4th symbol\2nd form: 2nd symbol\3rd form: 1st symbol\4th form: 3rd
symbol)
· Watch the ending.
· Wait for credits to roll by to see your total points (If you have
missed any e-mail me and I'll see what I could've put wrong in this
walkthrough).
Special Thanks
GameFAQs for putting this walkthrough on their site
Sierra for making this game
Walkthrough for this game that someone else had on a site
Legal Stuff
1. You do not sell this walkthrough or change the text in ANY way.
2. You do not claim this FAQ as your own.
3. You must have permission from me first if you want to post this FAQ
on your site.
4. You give me full credit for this document.
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Solution #3 for King's Quest 5: Absence Makes the Heart Go Yonder
If you see anything wrong with this, or have any easier ways to do
things, please feel free to write to me!
NOTE: Sometimes you may be stopped, and it will tell you that you need
to use Crispin's wand to cast a spell, and they give you a code to use.
To crack it, you must look in your KQ5 manual. The symbols are listed at
the tops of the pages. Also, this is just what is essential to your
beating this game. There may be other people you'd like to talk to that
I haven't mentioned, or other things you want to explore and look at. Go
ahead, that is one of the most fun parts of the game.
INTRODUCTION: Watch this if you want...but the main idea is King Graham
of Daventry (you) leave for a walk one day, and return to find your
castle gone. An owl nearby (Cedric) says he knows what happened; the
evil wizard Mordack stole them away to his castle far, far away because
in a previous game, your son Alexander had turned Mordack's brother into
a cat, and Mordack didn't know how to make him human. So you accompany
Cedric to the land of Serenia to visit his human master, a magician
named Crispin, who gives you snake meat so you can talk to animals, some
advice, and an old wand that no longer works.
CRISPIN'S HOUSE: You begin the game standing outside Crispin's house.
Nice place, eh? Walk south twice, and enter the town.
TOWN: The town is a small, busy place. A man fixing a broken wagon
blocks the pathway into the rest of the town. Talk to the man. He
refuses your help, so enter the tailor's shop, which is the first shop
of three. Then exit the shop. The wagon man is gone, but you see a gleam
on the ground. Pick it up, it's a silver coin. Look inside the barrel,
and take the old fish. Then walk west twice and enter the bakehouse.
BAKEHOUSE: There is a short movie. You see a woman and her son buy a
custard pie, then they leave. The bakehouse is small and the only other
person you see is the baker. Talk to the baker, then buy one of the pies
with your silver coin. Leave the bakehouse and walk west twice.
BEES: When you get to this scene, you see a bear raiding a bee hive.
Throw your fish to the bear. The bear will take the fish and leave. The
Queen Bee will the thank you an offer you a honeycomb. Take one, then
pick up the stick on the ground. Walk north once.
ANTS: There is an ant hill here being attacked by a big dog. Throw your
stick to the dog, and the dog will take it and run away. The Ant King
thanks you and promises to help you any way he can in the future. Then
walk west five scenes and south one. (Note: this will take you into the
desert. You can move a maximum of six screens before you die of thirst,
so be sure to drink at each oasis you go to.)
OASIS #1: Ah, water! Drink here, then walk two scenes north and three
west.
TEMPLE OASIS: Here is a small oasis, surrounded by rocks. Off in the
distance you can see a temple. Quickly hide behind the rocks and wait.
If you are hidden well enough, the bandits that come will not see you.
Watch as they gain access to the temple, then they leave. Drink your
fill as soon as they're gone, then walk one scene east and three south.
SKELETON: There is a skeleton here, as well as a shoe. Take the shoe and
walk south two scenes.
OASIS #2: Once again you must drink, then head south one scene and west
four scenes.
BANDIT CAMP: You enter a bandit camp with two tents. There looks like a
party going on inside the larger one. Watch as a drunken bandit
collapses in the sand, then drink from the jar by the fire. Next, go
into the smaller, quieter tent.
TENT: There is a bandit slumbering here. Behind him, you can see the
staff you saw the bandits use to open the temple door. Carefully walk
around the bandit and take the staff, then walk back around him and
leave.
BANDIT CAMP: Nothing new. Walk east once and north three times.
OASIS #3: Drink up, Graham, then head east twice and north three times.
TEMPLE OASIS: Drink here, then go north once.
TEMPLE DOOR: Knock on the door with the staff you took from the bandits.
The door will open, but the staff will then break and become useless.
Enter the temple.
TEMPLE: You must be quick here, otherwise the door will shut and you
will be sealed in forever. Though there are piles of gleaming treasure
just inches away, all you need are the gold coin and the bottle by the
doorway. Take these, and quickly exit, just as the door closes.
TEMPLE DOOR: Walk south once.
TEMPLE OASIS: Drink from the oasis. Now you must head east eight scenes.
(Note: Though Graham can usually only move six desert scenes at a time
before he perishes, it will work here because the seventh and eighth
scenes are not really desert.)
GYPSIES: There is a gyspy wagon here, as well as a male gyspy sitting
outside in a chair. After a brief talk with Cedric, step toward the
wagon until the man stands in your way and asks for a gold coin. Give
him the gold coin you found in the temple, and he will allow you to
enter the wagon to see Madame Mushka.
WAGON: It gives you the option to watch a movie here. If you don't want
to watch it, all you need to know is that Mordack is threatening your
family's lives and Madame Mushka gave you an amulet for luck.
GYPSIES: Once you are back outside the wagon, put on the amulet. Walk
east once.
SOBBING TREE: Talk to the poor princess who was turned into a tree by an
evil witch, then go east once more.
FOREST ENTRANCE: Ignore the sign and enter the forest. Cedric won't come
with, just as he didn't want to go to town with you, or into the desert
either. Nothing new, right?
FOREST PATH: Walk west once, east once, and north once. Somewhere along
the way (it happens randomly) a witch will appear. She attempts to zap
you into a toad, but the amulet the gyspy gave you stops it. You can
talk to the witch if you want, but it's nothing special. Give her the
brass bottle you picked up in the temple. Watch as she is imprisoned in
the bottle by a genie, then they both disappear. Continue with the
instructions (unless the witch stops you right in front of her house) in
which case you should go in.
WITCH'S HOUSE: It's small and dark in here. Open the trunk at the back
of the room and take the spinning wheel, then reach into the lamp
hanging from the ceiling and take the key. Open a drawer and take the
pouch. Go to your inventory and open the pouch. You should discover
three emeralds. Leave the house.
OUTSIDE HOUSE: Walk east once.
TREE: There is a tree here with a winding path leading to it, and a
small door carved into the trunk. Walk up the path and open the door
with the key you found in the witch's house. You should discover a
golden heart (could it be the tree princess's?) and you should take it.
Then walk west twice.
FOREST: It is much quieter here, and you can see eyes blinking out from
the depths of the forest. Squeeze your honeycomb onto the ground. The
honey will drip down, and the honeycomb will be reduced to a lump of
beeswax. Click your emeralds on the eyes. One emerald should drop the
ground close to the honey, and an elf will run out and grab it. Keep
doing this until your emerald lands in the honey, and the elf gets
stuck. You will grab him and talk to him, and the elf will tell you he
can show you the way out of the forest. He moves a rock and beckons you
to follow. Do it.
ELVES' CAVES: Another movie, if you choose to watch. If not, just know
that you recieve a pair of much too small shoes in return for the
emeralds.
FOREST ENTRANCE: Another talk with Cedric, who is glad to see you back.
Now walk west once.
TREE: The tree is still weeping and playing her harp endlessly. Give the
gold heart to her. She turns back into a human, then calls for her
prince. They leave, without so much as a thanks. Sigh...that's what you
get these days. But she did leave behind a pretty nice harp. Take it.
Walk west once.
GYPSIES: The gyspies, as well as their wagon, are gone, but they have
left behind a tambourine on the ground. Take it, then go east once and
south once.
GNOMES: An old gnome and a much younger one are sitting on a bench
outside a house. The young boy is playing with a neat marionette...hmm.
Give the old gnome the spinning wheel you found in the witch's house. He
takes it gladly, saying it was once his and it spins straw to gold. In
return, you get the marionette, and the gnomes leave. Walk south once.
INN: An old inn sits here, as well as a barn and a haystack. Look though
the haystack. Suddenly, a group of ants marches up and searches for you,
producing a golden needle. It's the Ant King! He talks to you, then
leaves, having repaid your kindness. Walk east once.
BAKEHOUSE: Walk almost all the way across the screen here. You will be
stopped in time to see a terrified mouse being chased by a big orange
cat. Throw the old shoe you found in the desert at the cat. He runs
away, and the mouse thanks you and promises to help you later if he can.
Walk east once.
TOWN: Nothing new here, so enter the tailor's shop.
TAILOR'S SHOP: Talk to the young man, and ask about the cloak. Then
offer him the golden needle. The man will thank you, telling you about
the time he had lost it at the inn, then will give you the cloak in
return. Leave.
TOWN: Enter the next shop down, which is the toy shop.
TOY SHOP: A large old man sits behind a desk here, and a young girl
plays with a doll nearby. Talk to the man, and offer him the marionette.
The man will exclaim about it's wonderful craftsmanship and you'll end
up the the sled in return. Leave.
TOWN: Now go into the last shop in the row, which is the shoe shop.
SHOE SHOP: An old woman sits by a desk, while an old man works slowly on
his next pair of shoes. A dog lies here as well. Talk to the old woman,
and she will tell you of the couple's financial problems. Offer her the
shoes the elf gave you. She and the man will inspect them, then thank
you profusely and offer you a hammer. Sure, why not? They (with the dog)
leave. Since there is nothing more to do here, leave.
TOWN: Walk west three times.
INN: You enter the inn, and once again Cedric prefers to stay outside
and wait.
INTERIOR INN: Three men sit at the desk, talking in low voices, while a
dog lounges on the floor. Walk near the men. You hear them talking about
loot, when they notice you. One of the men bashes you over the head...
INN'S CELLAR: You awaken to find yourself bound in ropes in the cellar
of the inn. A mouse comes out and chews away at the rope, freeing you.
The mouse, who you saved earlier from the cat, talks to you, then
leaves. Take the rope, then break the lock on the door with your hammer.
INN'S KITCHEN: Open the cupboard to find leg of lamb. Take it, then
leave through the left door.
INN: Whew! Fresh air! Walk north once and east twice.
SNAKE: A snake blocks the path into the mountains. Frighten it away with
your tambourine. (Very clever, Graham!) Now walk east, up the path.
SNOWY PATH: After a few hours, you find yourself in the snow-capped
mountains. Put on your cloak to brave the freezing temperatures, then
continue up the path.
FROZEN WATERFALL: You are standing before a frozen waterfall. A branch
juts out from the falls, as well as a rocky ledge. Throw your rope
around the ledge and climb up.
CHASM: By now the game has probably alerted you that you are getting
hungry. Eat half of your leg of lamb and save the rest for later. There
are six rock outcroppings that lead across the chasm. There are three in
the back and three in the front. Jump across the back three, then the
last front one, then onto the other side. Walk across the log and to the
east.
SLOPE: A large slope leads down here. As you enter the screen, Cedric is
snatched by a wolf and carried away, yelling for your help. Use the sled
to ride down the slope.
BOTTOM OF SLOPE: You end in a crash landing, breaking your sled. Oh
well. Walk east once.
EAGLE: As you enter this scene, you see a lone eagle sitting on an
outcrop. Talk to him, and discover the poor guy is starving. Give him
the rest of the leg of lamb. He eats it eagerly, then promises to help
you later if you ever need it. Then he flies off. Walk north. You are
stopped by two wolves, who lead you into the ice castle.
ICE CASTLE: You enter a room where Cedric is imprisoned in an ice cage,
and a woman sits upon her throne. She announces herself as Queen
Icebella, and orders her wolves to get rid of you for tresspassing. As
soon as you get your chance, play the harp. You now have the chance to
watch another movie. If you do, you'll find that your beautiful music
has softened Icebella's heart, and she'll let you and Cedric go free if
you can get rid of the yeti in her crystal cave. Sir Greywolf leads to
to the cave.
PATH: Sir Greywolf sits, blocking the path. There's no turning back now,
Graham! Take a deep breath and head up the path.
OUTSIDE CAVE: You step outside the cave, when the huge, ferocious yeti
comes out. Throw your pie at him. It splats in his face (HAHAHA!) and he
falls off the edge of the cliff. Enter the cave.
CRYSTAL CAVE: Waterfalls and crystals glisten from every corner of the
room. One particular crystal catches your eye, however, one in the
center of the room. Take it (with the help of the cobbler's hammer) then
leave the cave and go back to Sir Greywolf.
PATH: Sir Greywolf takes you back to the queen. Another movie? You bet.
In this one, Icebella thanks you for getting rid of the yeti, and lets
you and Cedric go free. Greywolf takes you both back to the path, where
you should go south once.
TWISTY PATH: The way to get through here should be obvious, just head
towards the pool of water that Cedric is by. When you get to the top,
however, a huge bird swoops down and carries you to it's nest.
ROC'S NEST: You are dropped unceremoniously into the Roc's nest, where
an egg is hatching. Quickly snatch the locket next to you, then wait and
hope. Just as the egg cracks, your eagle friend carries you away. The
baby birds are left with only your cloak.
BEACH: You are dropped on a beach, and the eagle flies away. Cedric is
here, wondering what happened. Walk down to the edge of the beach and
take the iron bar, then walk north once.
BOAT: You see a boat here, as well as a waterfall rushing out to the
ocean. There is a hole in the boat, so put your beeswax in the hole,
then shove off.
OCEAN: Sail east three times and south once.
ISLAND: You sail into an island, where harpies come down on you and
Cedric. Cedric is carried off one way, you the other.
END OF ISLAND: You are dropped here by the harpies, who argue about what
to do with you. As soon as you have the chance, play your harp. One
harpy wants it, so she grabs it and flies away. The others, jealous,
forget you and chase after her. Take the fishhook on the ground, then do
west once.
SANDY PATH: Cedric is here, lying injured in the sand. Take him, (well,
OF COURSE!) and walk west.
ISLAND BEACH: Take the shell, then get into your boat and shove off. You
want to get out of here as quickly as possible...those harpies are mean!
OCEAN: Sail west four times.
SHIP HOUSE: Climb out of your boat. You are standing in front of an odd
house, build out of a ship. Ring the bell by the door. And old man will
come out, and crossly demand what you want. Since he is almost
completely deaf, give him the shell so he can hear better. You'll tell
him Cedric is hurt and needs help, and the man instructs you to bring
him inside. If you choose to watch this movie, then you'll know that the
man fixes up Cedric, learns of your quest, and gets a mermaid to lead
you to Mordack's island.
ROCKY BEACH: After hours of sailing, you crash upon the rocks that
dangerously line the island's beach. You and Cedric are both unhurt, but
it seems as though you won't be leaving HERE with any easy exits! Take
the fish lying in the sand, and walk north.
SERPENT STATUES: Two immense serpent statues face each other on either
side of the path to Mordack's castle. Use your crystal. You will walk
forward and hold it up. The lasers that shoot from the serpents' eyes
will bounce on the crystal and back at them, frying their eyes and
rendering them useless. Good thinking, Graham! Now go north.
MORDACK'S CASTLE: What an awful place! The door is inaccessable, so go
left down the little trail around the side of the castle.
PLATFORM: Cedric, who is extremely uneasy, is continuing to insist that
you leave. Hah, easy for him to say, HE can fly! Open the grate in the
floor with the crowbar you picked up on the beach. Finally, climb down
the hole, leaving Cedric to guard outside.
LABYRINTH: It's dark and scary down here. You won't be leaving the way
you came--that was a long drop! Go south, north, north, east, north, and
east. You should come to a beast with a hairpin. Play your tambourine
for him. He will take it and bounce away. Take his dropped hairpin, then
go south, west, north, north, north, west, north, north, east, west,
east, west, north, west, north, and finally east. You'll come to a stop
in front of a door. Use the hairpin to pick the lock, and go in.
PANTRY: You are standing in a room lined with shelves. Open the pantry
and take the bag of peas. Now go north.
KITCHEN: There is a girl here, scrubbing the floor. Talk to her, then
give her the locket. You find out her name is Cassima from the Land of
the Green Isles, and she was taken here by Mordack against her will. She
promises to help you if possible, and you promise not to leave without
her. Walk east twice.
DINING HALL: It would be a good idea to save your game here, since there
is a series of things you need to do that happen in random order. Walk
south.
SOUTH END: If a cat is here, restore and start again until a blue beast
appears. If a blue beast appears, let him catch you. If this happens,
you will be taken through a hole in the wall and thrown in a cell.
CELL: It's damp and lonely here. Look in the mouse hole. You will see a
piece of cheese. Use your fish hook to get it. Soon, Cassima will shove
a brick from the wall and poke her head through. After a short
conversation, climb through the hole and follow her through the
labyrinth until you get to the door.
DOOR: Open it and go inside.
PANTRY: Walk north once and east twice.
DINING HALL: Save your game here again, then go south once.
SOUTH END: If the cat is here, restore and try again until the blue
beast appears. When he does, use your bag of peas on him. He will trip
and fall, knocked out cold. From here on out, if you see the cat, you
must throw the fish to him, then sack him in the empty pea bag. Go west,
north, west, and south.
LIBRARY: A disturbing place. Look at the book on the desk, then wait
until you see Mordack appear in the bedroom through the doorway and go
to bed. When he does, walk north.
BEDROOM: Glad this place isn't MY bedroom! Yuck! Mordack slumbers
peacefully, and his wand lay beside him. Take his want, and walk east
twice.
LABORATORY: A strange room. Notice the jar on the shelf...your family is
in there. But pay no attention to it for now, you don't have time. Walk
up the stairs and to the machine.
MACHINE: There is a huge, stange looking machine here. Place Mordack's
wand on one end of the machine and Crispin's wand on the other. Then
drop the rotten cheese into the machine and watch. The power from
Mordack's wand is transferred to Crispin's. Quickly take Crispin's wand.
Just after, Mordack appears, enraged. He takes his wand and fries Cedric
just as he flies through the window, then finds it is discharged. He
changes into some sort of weird bug, and flies at you. Use Crispin's
wand and select the fourth spell, the one that looks like a tiger. You
change into one and jump at Mordack, landing in the lab.
LABORATORY: Mordack then changes into a dragon, so you must use
Crispin's wand to change into a bunny, which is the second symbol, the
one that looks like a bunny. When Mordack realizes he can't get you like
that, he changes into a snake and slithers toward you. Use Crispin's
wand, the first symbol, the one that looks like a mongoose. You change
into a mongoose and the fight continues. Finally, Mordack, completely
enraged, changes into fire. Use the last spell to change into...
Well, I'm not going to ruin the ending for you. You'll have to play it
yourself to find what happens! =) Congratualtions, you've completed
King's Quest Five!!
**********THE END**********
-Lucky Charms
tilbury@alaska.net
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