318 lines
12 KiB
HTML
318 lines
12 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<link rel="Stylesheet" type="text/css" href="style.css">
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<title>KQ5_Walkthrough</title>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<h3 id="toc_0.0.1">King's Quest V</h3>
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<h4 id="toc_0.0.1.1">.:<strong>~</strong>:. < Walkthrough > .:<strong>~</strong>:.</h4>
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<h5 id="toc_0.0.1.1.1">Serenia</h5>
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<p>
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After the introduction, you will find yourself in front of Crispin's house. He
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isn't in there now, so you might as well follow Cedric's advice and head for
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the town. Cross the bridge and go south until you reach the buildings, then go
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in.
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</p>
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<p>
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Just inside the town is an alley. It is blocked by a man trying to fix his
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wagon, but if you look inside the barrel, you can find an Old Fish. Take it. Go
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into any of the shops then step back out. The man will be gone, but a Coin will
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be glinting nearby. Pick it up and leave town.
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</p>
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<p>
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Go west and enter the pie shop. Inside, give the man behind the counter your
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Silver Coin to receive a Custard Pie. Leave the shop and go west two screens.
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The bear is blocking access to the beehive, so throw him your Old Fish to make
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him go away. Since you helped him, the bees will allow you to take a Honeycomb,
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so do so. Also, pick up the Stick lying on the ground. When you've done all of
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this, go north.
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</p>
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<p>
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The dog is more interested in digging at the anthill than Graham at the moment,
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but perhaps if you throw him a stick he'll be a bit more loving. Toss the Stick
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you picked up in the last screen at the dog and you'll get the promise of a
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favor from the ants.
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</p>
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<p>
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We are now going to enter the desert, which is possibly the second most
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frustrating part of the game (the first being Mordack's Maze later in the
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game). Save your game and head west.
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</p>
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<h5 id="toc_0.0.1.1.2">The Infinite Desert</h5>
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<p>
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For reference, check the map for this area later in the guide. In the desert,
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head for the closest oasis and take a drink. Then head north and west until
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you reach the hole in the cliffs. Stand behind the pillar of stone on the right
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side of the screen. When Graham hears thundering hooves, he will hide himself
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from view and watch the bandits. Afterwards, take a drink from the small pool
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on the ground and head south and west to the next oasis, and finally on to the
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bandit encampment.
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</p>
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<p>
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At the encampment, wait for the drunk guy to pass out, then take a drink. Go
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into the tent on the right and walk around the bed pad, being careful not to
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step on it. Take the Staff and leave the encampment. Make your way back towards
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the gap in the cliffs. Be sure to stop at the skeleton at some point to get the
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shoe.
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</p>
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<p>
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When you reach the Temple, use the Staff to tap on the door and open it.
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Inside, quickly grab the Brass Bottle and the Gold Coin glinging beside it and
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leave the temple before it can seal you in. Do NOT open the Brass Bottle. Leave
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the desert.
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</p>
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<h5 id="toc_0.0.1.1.3">Serenia Again</h5>
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<p>
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Go to the Inn beside the Pie Shop and dig around in the haystack outside. As
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you do so, the ants will show up and begin digging for you. They will find a
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Golden Needle, which they will give to you. Walk east one screen to the Pie
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Shop and try to exit the screen by going to the right. As you do so, a rat and
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a cat should start running towards you. Throw the shoe you picked up in the
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desert at the cat, and the rat will promise to help you in exchange for saving
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her life.
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</p>
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<p>
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You picked up a Gold Coin in the desert. The gypsies charge one Gold Coin for a
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fortune telling. Go pay them. You will learn a bit about Mordack's reasons for
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stealing your family and castle, and the fortune teller will give you an
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amulet to wear. Put it on and go into the Dark Forest.
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</p>
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<h5 id="toc_0.0.1.1.4">The Dark Forest</h5>
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<p>
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Go either direction upon entering and wander around until the witch shows up.
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When she does, give her the Brass Bottle you picked up in the desert to get rid
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of her, then look for her house. When you find it, go inside.
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</p>
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<p>
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The witch has three things that you can take. The first is a Pouch of Diamonds,
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located in a drawer. Open the drawer and pick it up. There is a Key hidden in
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the lamp that you can take, and if you open the chest, you can find a Spinning
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Wheel. Once you have all of this, leave the witch's house and walk east.
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</p>
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<p>
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You should find yourself near a tree with a little door built into it. The door
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is locked, but you can use the Key you took from the witch's house to open it.
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Inside is a Golden Heart. Pick it up and go east two screens.
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</p>
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<p>
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There are small eyes glinting in the darkness of the forest. If you drop an
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Emerald from the Pouch onto the ground, an elf will dash out to pick it up.
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Drop another one, then squeeze your Honeycomb onto the ground and drop the
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third Emerald into the puddle of honey to catch the elf. He will lead you out
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of the Dark Forest and give you a Pair of Shoes in exchange for the Emeralds.
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</p>
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<h5 id="toc_0.0.1.1.5">Serenia Yet Again</h5>
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<p>
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Now we're going to put all of this seemingly useless crap we've been carrying
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around to somebody else's use. Head west from the Dark Forest to find the
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Weeping Willow tree. Give her the Golden Heart to transform her back into a
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princess and take the Harp she leaves behind.
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</p>
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<p>
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Look around until you find a hut with some gnomes in front of it. Give the
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older one the Spinning Wheel to receive the Marionette, then go back to the
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town.
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</p>
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<p>
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In town, go to the clothing store and give the salesman the Golden Needle from
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the haystack. In return, he'll give you the Cloak. Find the Toy Shop and give
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the Marionette to the Owner, who will give you a Sled in trade. Next to the
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Toy Shop is the store of an elderly Shoemaker. Give him the Shoes to get the
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Cobbler's Hammer.
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</p>
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<p>
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Leave town and go west two screens to reach the Inn. Go on in and interrupt the
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conversation. You'll find yourself in the basement. Just when all seems lost,
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the rat you saved from the cat will show up and chew through the ropes. Pick
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them up and use the Cobbler's Hammer on the Padlock on the door to escape. You
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are now in the Inn's kitchen, so open the cupboard. Inside is a Leg of Lamb,
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which you should take. Unlock the kitchen door and go outside.
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</p>
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<p>
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Go east once and north twice to find yourself at the now-abandoned gypsy camp.
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Pick up the Tambourine left on the ground and go east three times and south
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once. You should be in front of a snake. Use the Tambourine on it to make it go
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away, then head up to the mountains.
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</p>
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<h5 id="toc_0.0.1.1.6">The Mountains</h5>
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<p>
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When Graham complains about being cold, use the cloak on him to put it on.
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Proceed to the next screen. Be careful not to fall off the edge of the cliff.
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Graham will start whining about being hungry soon, so have him eat the Leg of
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Lamb. When that's done, toss your rope over the rock sticking out of the cliff
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(NOT the branch) and climb up. At the top, hop over the rocks until you reach
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the other side and cross the log, then move on to the next screen.
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</p>
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<p>
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As you enter, a pack of wolves will appear and kidnap Cedric. Give chase by
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hopping onto your Sled. At the bottom, walk east and give what's left of your
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Leg of Lamb to the starving eagle, then go north to find yourself in the palace
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of the Snow Queen.
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</p>
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<p>
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The Snow Queen isn't willing to let you go, but if you play your Harp, she'll
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give you a chance. You must exterminate the Yeti that has taken up residence in
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her territory. She'll have her wolves lead you out. Go north.
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</p>
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<p>
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The Yeti will charge at you as soon as you enter, so have your Custard Pie
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ready. Hit him with it, and he'll fly off the cliff. That was easy, eh? Go into
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the cave and walk to the back. There is a crystal here that you can break off
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with your Cobbler's Hammer. Take it and go back to where the wolf is waiting.
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</p>
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<p>
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The Snow Queen will let you and Cedric go, so walk south when you are escorted
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out. Continue along your way until you are swept away by a Roc. When you find
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yourself in its nest, grab the Golden Locket and wait to be rescued. When you
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are, you will find yourself on the beach.
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</p>
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<h5 id="toc_0.0.1.1.7">The Beach & The Ocean</h5>
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<p>
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Take the Iron Bar lying on the ground and go north. There is a boat here, but
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there's a hole in it. Use your Beeswax to plug the hole and push it out to the
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ocean.
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</p>
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<p>
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On the open sea, float around until you find Harpy Island. Play your Harp to
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make them go away, then pick up the fishhook and walk west. Grab Cedric and
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carry him to the boat to the west. Pick up the Shell lying on the ground before
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you board your vessel, then return to the Beach by sailing west.
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</p>
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<p>
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When you reach shore, climb out and ring the bell outside the shack to bring
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out the hermit. He won't be able to hear you, so give him the shell you picked
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up on Harpy Island. He will fix up Cedric and call upon a mermaid to lead you
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to Mordack's Island.
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</p>
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<h5 id="toc_0.0.1.1.8">Mordack's Island</h5>
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<p>
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Pick up the Dead Fish lying on the ground and go up the stairs. You won't be
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able to walk any further without being zapped by the large stone guardians. Use
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the crystal you picked up in the Yeti's cave on the guardians to destroy them,
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then pass through.
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</p>
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<p>
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Go west when you reach the castle's entrance to find an old grating. Graham
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isn't strong enough to lift it as it is, so use the Iron Bar from the beach as
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a lever and climb in.
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</p>
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<p>
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You'll find yourself in Mordack's Labyrinth. Refer to the map later in the
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guide. Note that the direction Graham is facing is always forward. This means
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that if you were facing north and you turned east, the screen would show east
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to be where north usually is found. Before you can leave this dungeon, you must
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find a creature named Dink. When you do find him, play your Tambourine for him.
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Pick up the Hairclip he'll leave behind and find the door. Use the Hairclip as
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a key to get out.
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</p>
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<p>
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Open the cabinet in the pantry and take the Bag of Dried Peas and go north to
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find yourself in the kitchen. There is a girl working in here, but she doesn't
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trust you. Give her the Golden Locket you picked up in the Roc's nest, and
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she'll tell you what she knows. Head right.
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</p>
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<p>
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Walk in and out of here until a large blue beast appears and let it catch you.
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It will take you to a cell. Examine the mousehole here to find some Cheese. Use
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your Fishhook on it to get it out. Soon, Cassima will show up and help you
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escape. This is the only time she will help you, so you can't get caught again.
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Follow Cassima out of the dungeon and go back into the organ room.
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</p>
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<p>
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Keep going in and out until the beast shows up again. When it does, use the Bag
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of Dried Peas on it to take care of it, then head west to the dining room. Keep
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wandering around downstairs until you find a black cat. This is Manannan, the
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evil wizard Gwydion defeated in King's Quest III. Throw the Fish you picked up
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at the shore to the cat to distract it and catch it in the Empty Bag that held
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the peas before.
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</p>
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<p>
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Now that none of Mordack's guards are around, go upstairs and turn left to find
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his bedroom. Go south into his study and examine the tome on his desk. You will
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learn four spells, but you can't use them yet. Just wait in the study until you
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see Mordack appear in his bedroom, then go north and pick up Mordack's Wand
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from his nightstand.
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</p>
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<p>
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Go east two screens to find yourself in Mordack's lab. Go up the stairs and
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head to the right to find some sort of strange machine. Put Mordack's Wand on
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one tray and Crispin's Wand on the other. Toss the Cheese into the machine to
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start it. When it's done, pick up Crispin's Wand.
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</p>
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<p>
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Mordack will soon appear and try to turn Graham into stone. As he does, Cedric
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will fly in through an open window, and Mordack's spell will hit him instead.
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The machine sucked all the magic out of Mordack's wand, so he'll be reduced to
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using simple transformation spells.
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</p>
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<p>
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Use your Wand on Mordack's new form and choose the Tiger Spell. When he
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transforms into a dragon, use the Rabbit Spell to jump out of the way of the
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flames he breathes. When he turns into a cobra, use the Mongoose Spell.
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Finally, when he turns himself into a ring of fire, use the Rain Spell to
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extinguish him.
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</p>
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<p>
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As soon as you finish him off, Crispin will show up. He will use his magic to
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restore Graham's castle and family to their rightful sizes and to heal Cedric.
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He will then send Cassima back to the Land of the Green Isles and send Graham's
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family back to Daventry. The end.
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</p>
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</body>
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</html>
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