*********************************** KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER *********************************** guide by Harald Eide-Fredriksen, (c) 1991 MAP of SERENIA: Witch's forest ------------------------------------------------- | Gypsies | Weeping | Warning | Crispin's | D | | tree | sign | cottage | | | | | | e ------------------------------------------------- s | Ants | Gnomes | Crossing | Snake | | | | | | e | | | | | r ------------------------------------------------------------- | Bees | The Inn | Bakehouse | Town | Town | t | | | | entrance | | | | | | | | ------------------------------------------------------------- MAP of Desert: ------- | T | ------------------------------------------------------------------ | | | | TO | | | | | | | | G ------------------------------------------------------------------ | | | | | | | | | | | | A ------------------------------------------------------------------ | | | | | | | O1 | | | | | B ------------------------------------------------------------------ | | O3 | | | S | | | | | | Sc ------------------------------------------------------------- | | | | | | | | | | | Sc ------------------------------------------------------------- | | | | | O2 | | | | | | Sc ------------------------------------------------------------- | Ba | | | | | | | W | | | Sc ------------------------------------------------------------- A = Ants O1 = Oasis 1 S = Skeleton B = Bees O2 = Oasis 2 Sc = Scorpion Ba = Bandits O3 = Oasis 3 T = Temple G = Gypsies W = Well TO = Temple Oasis Map of Ocean: ------------------------------------------------------------- | Water- | | | | | | | fall | | | | | | ------------------------------------------------------------- | Beach | | | | Island | | | | | | | | | ------------------------------------------------------------- | Ship- | | | | | | | wreck | | | | | | ------------------------------------------------------------- POINTS of INTEREST: * Your game will occasionally be interrupted by the "Copy Protection Squad". Use the codes in your documentation to continue. * Be sure to save your game often. Inside Mordack's castle; Mordack, the Cat and the beast are triggered by a random number. If they catch you, restore your game and try again. * This walkthrough tells you what you necessarily have to do. You will maybe have more fun by looking at lots of additional objects and talking to everyone you meet on your quest. * Words written in CAPITALS are items you get or use from your inventory. COMPLETE WALKTHROUGH: Location: Action: Points: ================================================================================ SERENIA: Crispin's cottage Walk 2 south and into the town 0 Town Talk to man with wagon Enter and leave the Tailor's shop Take SILVER COIN 2 "Take" barrel Take FISH 4 Walk 2 west and enter the Bakehouse Inside Bakehouse Use the SILVER COIN to buy a PIE 6 Leave the Bakehouse and walk 2 west Bees Throw the FISH to the bear 10 Take HONEYCOMB from hole in the tree 12 Take STICK 14 Walk 1 north Ants Throw the STICK to the dog 18 Walk 5 west and 1 south DESERT: Oasis 1 "Take" water 20 Walk 2 north and 3 west 23 Temple oasis Hide behind large rock (Wait for the bandits) 25 "Take" water Walk 1 east and 3 south Skeleton Take OLD SHOE 27 Walk 2 south Oasis 2 "Take" water Walk 1 south and 4 west 30 Bandits "Take" jar Enter the small tent Inside tent Take STAFF 32 (Be careful not to waken the bandit) Leave the tent, walk 1 east and 3 north Oasis 3 "Take" water Walk 2 east and 4 north Temple Knock on the door with the STAFF 34 Inside temple Take BRASS BOTTLE 36 Take GOLD COIN 38 (Be quick!) Leave the temple and walk 1 south Temple oasis "Take" water Walk 8 east SERENIA: Gypsies Give GOLD COIN to the man 41 (Movie time - you'll get an AMULET) 43 Walk 1 east Weeping tree Talk to tree Walk 1 east and 1 north 45 Forest path Wear AMULET Walk 1 west, 1 east and 1 north (Note you can't leave the forrest where you arrived) Witch's house Talk to witch Give BRASS BOTTLE to the witch 49 Enter the house Inside witch's house "Take" trunk Take SPINNING WHEEL 51 "Take" drawer Take POUCH 53 Open POUCH (You discover 3 EMERALDS) Take KEY from the lamp 55 Leave the house and walk 1 east Tree with small door Use the KEY on the door 58 Take HEART 60 Walk 2 west Forest with "eyes" Put HONEY(COMB) on the ground 64 (You'll get a lump of BEESWAX) Give EMERALD to the "eyes" 66 Give EMERALD to the "eyes" 68 Give EMERALD to the "eyes" 70 Walk 2 west Elves' cavern (Movie time - you'll get a PAIR OF SHOES) 74 Warning sign Walk 1 west Weeping tree Give HEART to the tree 78 Take HARP 80 Walk 1 west Gypsies Take TAMBOURINE 82 Walk 1 east and 1 south Gnomes Give SPINNING WHEEL to the gnome 86 (You'll get a MARIONETTE) Walk 1 south The Inn "Take" haystack 88 (The Ants will help you - you'll get a GOLDEN NEEDLE) Walk 1 east and almost across the screen Bakehouse Throw the OLD SHOE at the cat 92 Walk 1 east and into the town Town Enter the Tailor's shop Tailor's shop Use the GOLDEN NEEDLE to buy the CLOAK 96 Leave the shop and enter the Toy shop Toy shop Use the MARIONETTE to buy the SLED 100 Leave the shop and enter the Shoe shop Shoe shop Give PAIR OF SHOES to the man 104 (You'll get a HAMMER) Leave the shop, walk 3 west and enter the Inn Inside the Inn Talk to men (Movie time) Inn's cellar (The rat will help you) Take ROPE 106 Use the HAMMER on the door 110 Leave the cellar Inn's kitchen "Take" the cupboard Take LEG OF LAMB 112 Leave the kitchen through the left door The Inn Walk 1 north and 2 east Snake Play the TAMBOURINE 115 Walk 1 east MOUNTAINS: Snowy path Wear CLOAK 119 Walk northeast on the path Frozen waterfall Throw the ROPE to the rock overhang "Take" (climb) the rope 124 Upper trail Eat (half) the LEG OF LAMB 128 Rock outcroppings: (1) (3) (5) (2) (4) (6) (E) "Take" (jump) on rock outcroppings no. 1 - 3 - 5 - 6 - E 130 Walk over the log and 1 east Slope Use the SLED 135 Crevasse Walk 1 east Outside ice castle Give LEG OF LAMB to the eagle 138 Enter the castle Icebella Play the HARP 144 (Movie time) Dangerous path Walk northeast on the path Outside cave Throw the PIE at the yeti 148 Enter the cave Crystal cave Use the HAMMER on the beautiful CRYSTAL 152 Walk 1 south and 2 west (Movie time) Dangerous path Walk 1 south Twisty path Walk (and climb) towards the pool of water 154 Roc's nest Take LOCKET 156 OCEAN: Beach Take IRON BAR 158 Walk 1 north Waterfall Put BEESWAX in the boat 163 "Take" boat Ocean Sail 3 east and 1 south 166 (Movie time) Narrow ledges Play the HARP 170 Take FISHHOOK 172 Walk 1 west Sandy path Take Cedrik 175 Walk 1 west Island beach Take SHELL "Take" boat Ocean Sail 4 west Shipwreck house "Take" bell Give SHELL to the man 181 (Movie time) 184 MORDACK'S ISLAND: Rocky beach Take FISH 186 Walk 1 north Serpent statues Use the CRYSTAL on the statues 191 Walk 1 north Mordack's castle Walk down the stairs and left on the trail Platform Use the IRON BAR on the grate 195 "Take" (climb down) the open grate Labyrinth ллллллллллллллллллллллллллллллллл ллллллллл B ллллл D ллллллллл B л ллллллллл---ллллл---ллллллллл---л B - Beast corners ллллл | ллллл | | | л C - Cell ллллл---ллллллллллллллллл---ллллл D - Door л | ллллл ллллллллл ллллл S - Start (Grate) л---ллллллллл---ллллллллл---ллллл л ллллл | ллллл | | л л---ллллл---ллллллллл---ллллллллл л | | S ллллл | ллллллллл ллллллллл---ллллл---ллллллллллллл ллллллллл | | ллллл | л C ллллллллл---ллллл---ллллл---ллллл л B ллллл ллллл | | ллллл л---ллллл---ллллл---ллллл---ллллл л | | | | ллллл | B л ллллллллллллллллллллллллллллллллл (Follow the map to a place marked "B" - remember to turn the map when Graham changes direction) Beast corner Give TAMBOURINE to the beast 198 Take HAIRPIN 200 (Follow the map to the place marked "D") Labyrinth door Use the HAIRPIN on the door 204 "Take" door Pantry "Take" cupboard Take BAG OF PEAS 206 Kitchen Talk to girl Give LOCKET to the girl 210 Talk to girl Walk 2 east Dining hall (Save game) Walk 1 south South end of the hall (If the cat is there, restore game and try again) (Wait for the beast and let it catch you) 212 Cell Look into mousehole Use the FISHHOOK to get the CHEESE 216 (Wait for Cassima) Walk (climb) through the hole Labyrinth (Follow Cassima through the labyrinth) Labyrinth door "Take" door Pantry Walk 1 north and 2 east Dining hall (Save game) Walk 1 south South end of the hall (If the cat is there, restore game and try again) (Wait for the beast) Throw PEAS at the beast 219 (You'll get an EMPTY SACK) Walk 1 west and 1 east (If the cat is not there, keep walking through the door until it appears) South end... / Foyer Throw the FISH to the cat Put the cat in the EMPTY BAG 221 (If necessary walk 1 west to the Foyer) Foyer Walk 1 north (upstairs), 1 west and 1 south Library "Take" (read) tome on the desk 224 (Wait until Mordack goes to bed) Walk 1 north Mordack's bedroom Take MORDACK'S WAND 227 Walk 2 east Laboratory Walk upstairs and towards the machine on the right Machine Place MORDACK'S WAND on the machine 231 Place CRISPIN'S WAND on the machine 235 Throw the CHEESE in the machine 240 Take CRISPIN'S WAND back 244 Laboratory (Movie time) Use CRISPIN'S WAND on Mordack (Flying lizard) Select TIGER SPELL (No. 4) 248 Use CRISPIN'S WAND on Mordack (Dragon) Select BUNNY SPELL (No. 2) 252 Use CRISPIN'S WAND on Mordack (Cobra) Select MONGOOSE SPELL (No. 1) 256 Use CRISPIN'S WAND on Mordack (Fire) Select RAIN SPELL (No. 3) 260 (Movie time) === ------> THE END <------ ******************************************************************************* Harald Eide-Fredriksen Norwegian School of "Eki-eki-eki-ftaanng-zooo..." Business Administration (Lucky bastard!) *******************************************************************************