================================================= King's Quest V: Absence Makes the Heart Go Yonder ================================================= Solution by David Tanguay (dat@thinkage.on.ca) ------- General ------- Maps of Serenia, the desert, and the labyrinth are below, after the text. Points for each action are given in square brackets. ------- Serenia ------- First head into town. Talk to the man with the wagon. Go into the tailor shop and talk to him. Notice that nice, warm cloak. When you come out, pick up the silver coin [2]. Reach into the barrel and take the dead fish [2]. Go into the toy shop and notice the nice sled. Go into the shoemaker's shop and talk to the woman: the sweet couple are destitute. Go to the baker and buy a pie with the silver coin [1]. Go to the bee hive. If the bear is not there, leave and return. Give the fish to the bear [2]. The bees then will let you take a honeycomb [2]. Also take the stick on the ground [2]. Go to the ant-hill. Use the stick with the dog: you throw it, he chases it and runs off [2]. The grateful ants promise you whatever aid they can render. Go to the inn, but not inside. Search the hay stack. The ants will come and help you search, and they will find a golden needle [2]. You can give the needle to the tailor to purchase the cloak [4]. ---------- The Desert ---------- Head into the desert and follow the mountain ridge to the temple oasis. Drink some water [2] and quickly hide behind the rocks by the pool and wait for the bandits to come [2]. After they leave, go to the bandits camp. Stop for water at an oasis along the way, and get some at the camp, too. Go into the small tent and get the staff [2], but stay as far from the sleeping bandit as possible lest you wake him. Return to the temple oasis, getting water on the way. Go through the cleft to the temple and knock on the door with the staff [2]. Inside, you must be quick: get the lamp [2], the gold coin next to the lamp [2], and leave. On your way back to Serenia, stop and pick up the old shoe [2]. --------- The Witch --------- Go to the gypsy's wagon. Give the gold coin to the man [3]. The fortune teller does her work and gives you an amulet [2]. Wear the amulet. Go into the witch's forest, to her house. Give her the lamp and the djinni dispatches her [4]. Go into her house. In the drawer you will find a pouch of emeralds [2+2]. In the incense burner you will find a key [2]. In the trunk you will find a spinning wheel [2]. Go to the tree with the little door. Open it with the key [3] and get the gold heart [2]. Go to the path west of the witch's house, where you'll find little eyes peering out of the forest. Use the honeycomb on the ground [2], squeezing the honey out and leaving you with bees' wax. Throw an emerald on the ground [2] and a little elf will come take it. Throw another [2] and another [2]. The third time the elf will become stuck in the honey, and shows you the way out of the forest when you free him. Follow him through the gap and he'll give you a pair of elven shoes in gratitude [4]. ------- Serenia ------- Go to the weeping willow and return her heart [4]. Pick up the harp she leaves behind [2]. Go to the gypsy wagon. They have left, but they left behind a tambourine [2]. Go to the gnome's house and give him the spinning wheel [2]. In gratitude, he gives you the marionette [2]. Head to the town, going past the bake-house. (It's a good idea to set the game to a slower speed here.) When you see the cat chasing the rat, throw the old shoe at the cat. This earns you the gratitude of the rat [4]. Continue on into town. Give the marionette to the toy-maker and he will give you the sled in exchange [4]. Give the elven shoes to the shoemaker, allowing him to retire in comfort. In exchange, he gives you his cobbler's hammer [4]. Go into the inn and talk to the inn-keeper. You get clobbered and thrown into the cellar. The rat comes to chew through your bonds. Get the rope [2]. Use the hammer to break the door lock [4]. In the kitchen, look in the cupboard and take the leg of lamb [2]. Exit through the side (west) door. Go to the snake. Use the tambourine to scare it off [3]. Head east to the mountains. ------------------ Journey to Mordack ------------------ Wear the cloak to keep warm [4]. When you get hungry, eat the leg of lamb [4]. At the end of the trail, throw the rope up to the rock outcropping above [5]. Climb the rope. Cross over the chasm by stepping on the following rocks: a c e b d f jump to a-c-e-f then onto the other side [2]. Walk over the log and east along the path until the wolf takes Cedric. Use the sled on the slope to go down the hill [5]. Continue east to the eagle. Give it the rest of the leg of lamb [3] to earn its gratitude. A wolf comes and takes you to Queen Icebella. When she sets the wolves upon you, play the harp to charm them [6]. The wolf takes you to the yeti cave. When it comes, throw the pie at it [4] and it will blunder blindly off the cliff. Go into the cave and use the hammer to break off the crystal [4]. Return to the wolf, say goodbye to Icebella, and follow the wolf over the mountains. Follow the path to the chute amd climb up to the pool [2]. A roc carries you off to its nest. Take the locket there [2] and get rescued by the eagle. It takes you to a beach, where Cedric awaits. Pick up the iron bar [2]. Follow the beach north to the boat. Use the bees' wax on the boat to plug the hole [5]. Use the boat and sail out to the island [3]. The harpies grab you and Cedric. Play the harp [4] and they fly off, fighting over the harp. Pick up the fish-hook [2] and head west. Pick up Cedric [3] and continue on to the beach. Get the shell [?]. Use the boat to sail back to the beach, to the shipwreck-house. Use the bell to summon the old man, then give him the shell so he can hear you [3]. He cures Cedric and summons a mermaid to lead you to Mordack's island. ---------------- Mordack's Island ---------------- Get the dead fish on the beach [2]. Walk up towards the castle to the two dragon statues. Use the crystal on the statues to reflect the magic bolts [5]. Go up to the castle and down the stairs to the right, until you see a grate. Use the iron bar to pry open the grate [4]. Climb down through the grate into the labyrinth. Go to one of the beast rooms and use the tambourine on the beast [3]. It runs off to play with the tambourine, leaving behind a hairpin [2]. Go to the door and use the hairpin to unlock it [4]. Open the cupboard on the left and get the bag of peas [2]. Go into the kitchen and talk to the girl. Give her the locket [4] and talk to her again. From here on, save frequently. Death comes randomly. Go east into the dining room. Wait for the guard beast to catch you. It takes you to a dungeon. Look into the mouse hole. Use the fishhook to get the cheese from the hole [4]. After a little bit, Cassima comes to rescue you. Follow her through the maze back to the kitchen. Go to the dining room again and await the beast. When it comes, throw the peas at it [3]. You are left with an empty sack. From the south end of the dining hall, head west to the foyer. If the cat is not there, retreat and return until it is. Throw the fish to the cat, then catch the cat and put it in the sack [3]. Go upstairs, through Mordack's bedroom, to the library. Read the book on the desk [3]. Wait out of sight of the bedroom until you see Mordack come in and go to sleep. Go take Mordack's wand. Go to the laboratory and upstairs to the apparatus on the east. Put Mordack's wand on the machine [4], then put Crispin's wand on the machine [4]. Put the cheese into the machine [5]. The power is transferred to Crispin's wand. When the transfer is complete, get Crispin's wand [4]. Mordack enters and turns into a large wasp to kill you. Use Crispin's wand to turn yourself into a tiger [4]. When Mordack turns into a dragon, use the wand to turn into a bunny [4]. When Mordack becomes a cobra, turn yourself into a mongoose [4]. When Mordack turns himself into flames, turn yourself into a rain storm, defeating Mordack [4]. Crispin arrives and uses his recharged wand to fix everything. Serenia +--------+ | Witch | | House | +--------+--------+--------+--------+ | Elves | Rocks | Bridge | Tree | | | | | Door | +--------+--------+--------+--------+ | Path | | Path | | | | | +--------+--------+--------+ ^^^^ |||| --------+--------+--------+--------+--------+ Desert | Gypsy | Willow | Sign | Crispin| 1 | | | | | --------+--------+--------+--------+--------+ Desert | Ants | Gnomes | Bird | Snake |-->mountains 2 | | | -bath | | --------+--------+--------+--------+--------+--------+ Desert | Bees | Inn | Baker | | Town | 3 | | | | | | --------+--------+--------+--------+--------+--------+ The Desert +---+ | T | T: temple O: oasis +---+ D: door S: skeleton | D | B: bandits X: scorpions +---+---+---+---+---+---+---+---+---+---+---+- | | | | O | | | | | | | 1 | +---+---+---+---+---+---+---+---+---+---+---+- | | | | | | | | | | | 2 | Serenia +---+---+---+---+---+---+---+---+---+---+---+- | | | | | | | O | | | | 3 | +---+---+---+---+---+---+---+---+---+---+---+- | | O | | | S | | | | | | X | +---+---+---+---+---+---+---+---+---+---+---+ | | | | | | | | | | | X | +---+---+---+---+---+---+---+---+---+---+---+ | | | | | O | | | | | | X | +---+---+---+---+---+---+---+---+---+---+---+ | B | | | | | | | O | | | X | +---+---+---+---+---+---+---+---+---+---+---+ The Ocean +------+------+------+------+------+------+ |Falls | | | | | | +------+------+------+------+------+------+ |Beach | | | |Island| | +------+------+------+------+------+------+ |House | | | | | | +------+------+------+------+------+------+ The Labyrinth +---+ +---+ +---+ | B | | D | | B | S: start (facing north) +---+ + + +---+---+ + B: beast (only one) | | | | C: dungeon cell +---+ +---+---+---+---+ +---+ D: pantry door | |###| |#######| | + +---+---+ +###+---+ +---+ | |###| |###| | + +---+ +---+---+ +---+---+ | S |###| | +---+---+ +---+ +---+---+---+---+ | |###| | C | +---+ + +---+ +---+ +---+---+ | B | | |###| | + +---+ +---+ +---+ +---+ | | | B | +---+---+---+---+---+ +---+---+ Castle: lower upper ############################ ############################# # Kitchen| Alcove | # # Bedroom | | # #--------########## Dining # ####--##########--## Lab # # Pantry # # # # Library # Stairs # # ########## # Hall # ############################# # Stairs # # # +--------########## # # Foyer | Alcove | # ############################