King's Quest 5: Absence Makes the Heart Go Yonder чит-файл №1

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 Although this is an outdated system (this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
|
|
|
MOUNTAINS
R | | | |
T | | | |
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!