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- ***********************************
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- KING'S QUEST V:
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- ABSENCE MAKES THE HEART GO YONDER
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- ***********************************
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- MAP of SERENIA:
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- Witch's
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- forest
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- -------------------------------------------------
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- ] Gypsies ] Weeping ] Warning ] Crispin's ]
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- D ] ] tree ] sign ] cottage ]
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- ] ] ] ] ]
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- e -------------------------------------------------
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- s ] Ants ] Gnomes ] Crossing ] Snake ]
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- ] ] ] ] ]
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- e ] ] ] ] ]
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- r -------------------------------------------------------------
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- ] Bees ] The Inn ] Bakehouse ] Town ] Town ]
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- t ] ] ] ] entrance ] ]
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- ] ] ] ] ] ]
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- -------------------------------------------------------------
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- MAP of Desert:
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- -------
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- ] T ]
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- ------------------------------------------------------------------
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- ] ] ] ] TO ] ] ] ] ] ] ] ] G
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- ------------------------------------------------------------------
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- ] ] ] ] ] ] ] ] ] ] ] ] A
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- ------------------------------------------------------------------
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- ] ] ] ] ] ] ] O1 ] ] ] ] ] B
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- ------------------------------------------------------------------
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- ] ] O3 ] ] ] S ] ] ] ] ] ] Sc
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- -------------------------------------------------------------
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- ] ] ] ] ] ] ] ] ] ] ] Sc
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- -------------------------------------------------------------
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- ] ] ] ] ] O2 ] ] ] ] ] ] Sc
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- -------------------------------------------------------------
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- ] Ba ] ] ] ] ] ] ] W ] ] ] Sc
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- -------------------------------------------------------------
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- A = Ants O1 = Oasis 1 S = Skeleton
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- B = Bees O2 = Oasis 2 Sc = Scorpion
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- Ba = Bandits O3 = Oasis 3 T = Temple
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- G = Gypsies W = Well TO = Temple Oasis
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- Map of Ocean:
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-
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- -------------------------------------------------------------
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- ] Water- ] ] ] ] ] ]
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- ] fall ] ] ] ] ] ]
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- -------------------------------------------------------------
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- ] Beach ] ] ] ] Island ] ]
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- ] ] ] ] ] ] ]
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- -------------------------------------------------------------
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- ] Ship- ] ] ] ] ] ]
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- ] wreck ] ] ] ] ] ]
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- -------------------------------------------------------------
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- POINTS of INTEREST:
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-
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- * Your game will occasionally be interrupted by the "Copy Protection Squad".
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- Use the codes in your documentation to continue.
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- * Be sure to save your game often. Inside Mordack's castle; Mordack, the Cat
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- and the beast are triggered by a random number. If they catch you,
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- restore your game and try again.
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- * This walkthrough tells you what you necessarily have to do. You will maybe
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- have more fun by looking at lots of additional objects and talking to
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- everyone you meet on your quest.
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- * Words written in CAPITALS are items you get or use from your inventory.
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- COMPLETE WALKTHROUGH:
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-
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- Location: Action: Points:
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- ================================================================================
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- SERENIA:
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- Crispin's cottage Walk 2 south and into the town 0
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- Town Talk to man with wagon
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- Enter and leave the Tailor's shop
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- Take SILVER COIN 2
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- "Take" barrel
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- Take FISH 4
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- Walk 2 west and enter the Bakehouse
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- Inside Bakehouse Use the SILVER COIN to buy a PIE 6
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- Leave the Bakehouse and walk 2 west
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- Bees Throw the FISH to the bear 10
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- Take HONEYCOMB from hole in the tree 12
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- Take STICK 14
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- Walk 1 north
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- Ants Throw the STICK to the dog 18
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- Walk 5 west and 1 south
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-
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- DESERT:
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- Oasis 1 "Take" water 20
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- Walk 2 north and 3 west 23
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- Temple oasis Hide behind large rock
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- (Wait for the bandits) 25
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- "Take" water
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- Walk 1 east and 3 south
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- Skeleton Take OLD SHOE 27
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- Walk 2 south
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- Oasis 2 "Take" water
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- Walk 1 south and 4 west 30
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- Bandits "Take" jar
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- Enter the small tent
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- Inside tent Take STAFF 32
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- (Be careful not to waken the bandit)
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- Leave the tent, walk 1 east and 3 north
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- Oasis 3 "Take" water
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- Walk 2 east and 4 north
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- Temple Knock on the door with the STAFF 34
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- Inside temple Take BRASS BOTTLE 36
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- Take GOLD COIN 38
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- (Be quick!)
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- Leave the temple and walk 1 south
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- Temple oasis "Take" water
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- Walk 8 east
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- SERENIA:
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- Gypsies Give GOLD COIN to the man 41
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- (Movie time - you'll get an AMULET) 43
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- Walk 1 east
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- Weeping tree Talk to tree
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- Walk 1 east and 1 north 45
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- Forest path Wear AMULET
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- Walk 1 west, 1 east and 1 north
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- (Note you can't leave the forrest
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- where you arrived)
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- Witch's house Talk to witch
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- Give BRASS BOTTLE to the witch 49
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- Enter the house
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- Inside witch's house "Take" trunk
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- Take SPINNING WHEEL 51
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- "Take" drawer
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- Take POUCH 53
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- Open POUCH (You discover 3 EMERALDS)
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- Take KEY from the lamp 55
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- Leave the house and walk 1 east
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- Tree with small door Use the KEY on the door 58
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- Take HEART 60
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- Walk 2 west
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- Forest with "eyes" Put HONEY(COMB) on the ground 64
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- (You'll get a lump of BEESWAX)
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- Give EMERALD to the "eyes" 66
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- Give EMERALD to the "eyes" 68
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- Give EMERALD to the "eyes" 70
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- Walk 2 west
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- Elves' cavern (Movie time -
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- you'll get a PAIR OF SHOES) 74
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- Warning sign Walk 1 west
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- Weeping tree Give HEART to the tree 78
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- Take HARP 80
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- Walk 1 west
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- Gypsies Take TAMBOURINE 82
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- Walk 1 east and 1 south
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- Gnomes Give SPINNING WHEEL to the gnome 86
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- (You'll get a MARIONETTE)
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- Walk 1 south
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- The Inn "Take" haystack 88
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- (The Ants will help you -
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- you'll get a GOLDEN NEEDLE)
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- Walk 1 east and almost across the screen
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- Bakehouse Throw the OLD SHOE at the cat 92
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- Walk 1 east and into the town
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- Town Enter the Tailor's shop
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- Tailor's shop Use the GOLDEN NEEDLE to buy the CLOAK 96
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- Leave the shop and enter the Toy shop
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- Toy shop Use the MARIONETTE to buy the SLED 100
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- Leave the shop and enter the Shoe shop
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- Shoe shop Give PAIR OF SHOES to the man 104
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- (You'll get a HAMMER)
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- Leave the shop, walk 3 west and enter the Inn
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- Inside the Inn Talk to men
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- (Movie time)
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- Inn's cellar (The rat will help you)
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- Take ROPE 106
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- Use the HAMMER on the door 110
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- Leave the cellar
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- Inn's kitchen "Take" the cupboard
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- Take LEG OF LAMB 112
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- Leave the kitchen through the left door
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- The Inn Walk 1 north and 2 east
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- Snake Play the TAMBOURINE 115
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- Walk 1 east
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- MOUNTAINS:
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- Snowy path Wear CLOAK 119
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- Walk northeast on the path
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- Frozen waterfall Throw the ROPE to the rock overhang
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- "Take" (climb) the rope 124
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- Upper trail Eat (half) the LEG OF LAMB 128
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- Rock outcroppings: (1) (3) (5)
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- (2) (4) (6) (E)
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- "Take" (jump) on rock outcroppings
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- no. 1 - 3 - 5 - 6 - E 130
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- Walk over the log and 1 east
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- Slope Use the SLED 135
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- Crevasse Walk 1 east
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- Outside ice castle Give LEG OF LAMB to the eagle 138
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- Enter the castle
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- Icebella Play the HARP 144
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- (Movie time)
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- Dangerous path Walk northeast on the path
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- Outside cave Throw the PIE at the yeti 148
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- Enter the cave
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- Crystal cave Use the HAMMER on the beautiful CRYSTAL 152
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- Walk 1 south and 2 west
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- (Movie time)
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- Dangerous path Walk 1 south
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- Twisty path Walk (and climb) towards the pool of water 154
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- Roc's nest Take LOCKET 156
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- OCEAN:
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- Beach Take IRON BAR 158
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- Walk 1 north
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- Waterfall Put BEESWAX in the boat 163
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- "Take" boat
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- Ocean Sail 3 east and 1 south 166
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- (Movie time)
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- Narrow ledges Play the HARP 170
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- Take FISHHOOK 172
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- Walk 1 west
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- Sandy path Take Cedrik 175
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- Walk 1 west
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- Island beach Take SHELL
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- "Take" boat
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- Ocean Sail 4 west
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- Shipwreck house "Take" bell
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- Give SHELL to the man 181
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- (Movie time) 184
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- MORDACK'S ISLAND:
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- Rocky beach Take FISH 186
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- Walk 1 north
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- Serpent statues Use the CRYSTAL on the statues 191
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- Walk 1 north
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- Mordack's castle Walk down the stairs and left on the trail
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- Platform Use the IRON BAR on the grate 195
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- "Take" (climb down) the open grate
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- Labyrinth
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- ╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒
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- ╒╒╒╒╒╒╒╒╒ B ╒╒╒╒╒ D ╒╒╒╒╒╒╒╒╒ B ╒
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- ╒╒╒╒╒╒╒╒╒---╒╒╒╒╒---╒╒╒╒╒╒╒╒╒---╒ B - Beast corners
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- ╒╒╒╒╒ ] ╒╒╒╒╒ ] ] ] ╒ C - Cell
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- ╒╒╒╒╒---╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒---╒╒╒╒╒ D - Door
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- ╒ ] ╒╒╒╒╒ ╒╒╒╒╒╒╒╒╒ ╒╒╒╒╒ S - Start (Grate)
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- ╒---╒╒╒╒╒╒╒╒╒---╒╒╒╒╒╒╒╒╒---╒╒╒╒╒
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- ╒ ╒╒╒╒╒ ] ╒╒╒╒╒ ] ] ╒
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- ╒---╒╒╒╒╒---╒╒╒╒╒╒╒╒╒---╒╒╒╒╒╒╒╒╒
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- ╒ ] ] S ╒╒╒╒╒ ] ╒╒╒╒╒╒╒╒╒
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- ╒╒╒╒╒╒╒╒╒---╒╒╒╒╒---╒╒╒╒╒╒╒╒╒╒╒╒╒
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- ╒╒╒╒╒╒╒╒╒ ] ] ╒╒╒╒╒ ] ╒ C
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- ╒╒╒╒╒╒╒╒╒---╒╒╒╒╒---╒╒╒╒╒---╒╒╒╒╒
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- ╒ B ╒╒╒╒╒ ╒╒╒╒╒ ] ] ╒╒╒╒╒
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- ╒---╒╒╒╒╒---╒╒╒╒╒---╒╒╒╒╒---╒╒╒╒╒
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- ╒ ] ] ] ] ╒╒╒╒╒ ] B ╒
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- ╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒╒
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- (Follow the map to a place marked "B" -
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- remember to turn the map when Graham
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- changes direction)
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- Beast corner Give TAMBOURINE to the beast 198
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- Take HAIRPIN 200
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- (Follow the map to the place
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- marked "D")
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- Labyrinth door Use the HAIRPIN on the door 204
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- "Take" door
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- Pantry "Take" cupboard
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- Take BAG OF PEAS 206
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- Kitchen Talk to girl
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- Give LOCKET to the girl 210
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- Talk to girl
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- Walk 2 east
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- Dining hall (Save game)
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- Walk 1 south
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- South end of the hall (If the cat is there, restore game
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- and try again)
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- (Wait for the beast and let it
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- catch you) 212
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- Cell Look into mousehole
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- Use the FISHHOOK to get the CHEESE 216
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- (Wait for Cassima)
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- Walk (climb) through the hole
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- Labyrinth (Follow Cassima through the labyrinth)
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- Labyrinth door "Take" door
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- Pantry Walk 1 north and 2 east
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- Dining hall (Save game)
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- Walk 1 south
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- South end of the hall (If the cat is there, restore game
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- and try again)
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- (Wait for the beast)
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- Throw PEAS at the beast 219
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- (You'll get an EMPTY SACK)
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- Walk 1 west and 1 east
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- (If the cat is not there, keep walking
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- through the door until it appears)
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- South end... / Foyer Throw the FISH to the cat
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- Put the cat in the EMPTY BAG 221
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- (If necessary walk 1 west to the Foyer)
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- Foyer Walk 1 north (upstairs), 1 west and 1 south
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- Library "Take" (read) tome on the desk 224
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- (Wait until Mordack goes to bed)
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- Walk 1 north
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- Mordack's bedroom Take MORDACK'S WAND 227
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- Walk 2 east
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- Laboratory Walk upstairs and towards the machine on
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- the right
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- Machine Place MORDACK'S WAND on the machine 231
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- Place CRISPIN'S WAND on the machine 235
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- Throw the CHEESE in the machine 240
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- Take CRISPIN'S WAND back 244
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- Laboratory (Movie time)
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- Use CRISPIN'S WAND on Mordack (Flying lizard)
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- Select TIGER SPELL (No. 4) 248
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- Use CRISPIN'S WAND on Mordack (Dragon)
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- Select BUNNY SPELL (No. 2) 252
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- Use CRISPIN'S WAND on Mordack (Cobra)
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- Select MONGOOSE SPELL (No. 1) 256
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- Use CRISPIN'S WAND on Mordack (Fire)
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- Select RAIN SPELL (No. 3) 260
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- (Movie time)
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- ===
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- 7------> THE END <------
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- *****************************************************************************
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