Chris Van Zyl
}From South Africa
KING'S QUEST 5
ABSENCE MAKES THE HEART GO YONDER
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AREA 1: THE TOWN, DESERT & WITCHES FOREST
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AS YOU START THE GAME, YOU ARE IN THE SCENE WHERE CRISPIN'S HOUSE IS. TO GET
GOING GO [W\S] TALK TO THE MAN AND GO [E\S] HERE YOU WILL SEE THE TOWN. ENTER
THE TOWN. IN THE TOWN IN THE TOP LEFT CORNER, YOU WILL SEE A PERSON WORKING ON A
BROKEN WAGON. TALK TO HIM AND ENTER THE TAILOR'S SHOP. TALK TO THE TAILOR AND
THEN LEAVE. YOU WILL SEE A GLINT NEAR THE WAGON. THIS IS A SILVER COIN. GET IT.
LOOK IN THE BARREL NEXT TO THE WAGON AND GET THE FISH. ENTER THE TOYSHOP. TALK
TO THE OWNER, AND THEN GO TO THE SHOE SHOP. TALK TO THE OWNERS AND LEAVE. LEAVE
THE TOWN. GO [W] YOU WILL COME TO A BAKERY. ENTER THE STORE AND BUY A PIE AFTER
TALKING TO THE PEOPLE INSIDE. LEAVE AND GO [W] AGAIN. THIS IS AN INN, BUT IGNORE
IT FOR NOW. GO [W] AGAIN. THERE SHOULD BE A BEAR ATTACKING THE BEEHIVE. THROW
THE FISH AT HIM AND THE BEAR WILL LEAVE THEM ALONE. THE QUEEN BEE WILL GIVE YOU
A HONEYCOMB TO REPAY YOU FOR SAVING THEM. TAKE THE HONEYCOMB AND THE STICK LYING
ON THE GROUND. THEN GO [N] NOW A DOG SHOULD BE ATTACKING AN ANTHILL. THROW THE
STICK AT THE DOG AND HE WILL RUN AWAY. GO UP TO THE GYPSIE CARAVAN. IGNORE THIS
UNTIL LATER. GO [W] INTO THE DESERT UNTIL YOU COME TO A TEMPLE WITH WATER. DRINK
THE WATER AND THEN HIDE BEHIND THE LARGE ROCK. WAIT FOR A BAND OF HORSEMEN TO
PASS AND WATCH THEM. THEY WILL LEAVE AFTER A WHILE. TAKE ANOTHER DRINK. THEN GO
INTO THE DESERT AND FIND THE OLD BOOT AND THE BANDITS CAMP, MAKING SURE THAT YOU
STOP AT AN OASIS EVERYNOW AND THEN. HERE IS A MAP TO SHOW YOU WHERE TO GO:
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D D D T D D D D D D D
D D D D D D D D D D D
D D D D D D O D D D D
D O D D S D D D D D D
D D D D D D D D D D D
D D D D O D D D D D D
C D D D D D D O D D D
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AFTER ARRIVING AT THE BANDITS CAMP, DRINK WATER FROM THE URN AND THEN ENTER THE
SMALLER TENT. GET THE STAFF IN THE BACKGROUND AND MAKE SURE THAT YOU DON'T TOUCH
THE SLEEPING PERSON. DRINK SOME WATER AND LEAVE THE CAMP. RETURN TO THE TEMPLE.
DRINK SOME WATER AND GO TO THE TEMPEL DOOR. USE THE STAFF TO GET IN. QUIKLY TAKE
THE BRASS BOTTLE AND GOLD COIN. LEAVE QUIKLY BECAUSE THE DOOR STARTS CLOSING
AFTER A FEW SECONDS. AFTER YOU HAVE GOT THESE, LEAVE THE TEMPEL AND DRINK SOME
WATER. RETURN TO THE GYPSY CARAVAN. USE THE GOLD COIN TO SEE MADAM MUSHKA. GO
RIGHT AND TALK TO THE WEEPING WILLOW. GO RIGHT ANOTHER SCREEN. THERE WILL BE A
WARNING SIGHN NOT TO ENTER THE FOREST, BUT ENTER IT ANYWAY AND WEAR THE
NECKLASE. WALK AROUND THE FOREST UNTIL THE WITCH APPEARS. SHE WILL CAST A SPELL
ON YOU, BUT THE NECKLASE WILL STOP IT. TALK TO HER AND THEN GIVE HER THE BRASS
BOTTLE. SHE WILL OPEN IT AND THEN DISSAPEAR! NOW GO TO HER HOUSE. IN THE CHEST
YOU WILL FIND A SPINNING WHEEL, GET IT. GET THE KEY IN THE LANTERN. THERE IS
ALSO A POUCH OF EMERALDS IN THE DRAWER OF THE TABLE. GET THEM AND OPEN THE
POUCH. LEAVE THE HOUSE AND GO RIGHT TO THE LARGE TREE WITH A DOOR. USE THE KEY
IN THE DOOR. GET THE GOLDEN HEART THEN RETURN TO THE FRONT OF THE WITCHES HOUSE.
GO ONE SCREEN LEFT. USE THE HONEY ON THE FLOOR AND THEN USE THE EMERALDS. EACH
EMERALD YOU USE WILL BECKON A LITTLE DWARF CLOSER UNTIL HE STICKS IN THE HONEY.
HE WILL SHOW YOU THE WAY OUT OF THE FOREST AND GIVE YOU A PAIR OF SHOES. GO LEFT
AND GIVE THE HEART TO THE WEEPING WILLOW. GET THE HARP AND GO [S] TALK TO THE
GNOME AND GIVE HIM THE SPINNINGWHEEL. HE WILL GIVE YOU THE MARIONETTE. NOW GO
BACK WHERE THE TREE WERE AND GO [W] TO THE GYPSIE CARAVAN. YOU WILL SEE A
TAMBOURINE ON THE GROUND. GET IT. NOW GO [E2X\S2X] GO NEAR THE RIVER UNTIL YOU
SEE A CAT CHASING A MOUSE. THROW THE OLD BOOT AT THE CAT AND THE MOUSE WILL HELP
YOU LATER. NOW GO BACK TO THE INN AND LOOK IN THE HAYSTACK. GO BACK TO TOWN AND
GIVE THE NEEDLE TO THE TAILOR, THE MARIONETTE TO THE TOYMAKER AND THE SHOES TO
THE COBBLER. NOW GO WAY BACK TO THE INN AGAIN AND TALK TO THE MEN. THEY WILL HIT
YOU OVER THE HEAD AND LOCK YOU IN THE CELLER. THE MOUSE YOU SAVED WILL BREAK THE
ROPE. AND FREE YOU. TAKE THE ROPE. NOW USE THE HAMMER ON THE PADLOCK AND OPEN
THE DOOR. LOOK IN THE CUPBOARD AND GET THE LEG OF LAMB. GO LEFT. YOU WILL THEN
EXIT THE HOUSE. GO [N\E2X] TO THE SNAKE. SHAKE THE TAMBOURINE AT HIM AND HE WILL
RUN AWAY. GO UP TO THE MOUNTAIN.
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AREA 2: THE SNOWY MOUNTAIN, HERMIT AND & THE HARPIES
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ON YOUR BLUE COAT. GO UP THE PATH AND USE THE ROPE ON A SHARP ROCK JUTTING FROM
THE SAME SIDE OF THE CLIFF AS THE BRANCH. EAT A PORTIAN OF THE LEG OF MEAT.
CLIMB THE ROPE AND JUMP FROM ROCK TO ROCK, TRYING NOT TO TOUCH THE ROCKS IN THE
FRONT. THEN GO RIGHT. A WOLF WILL GRAB CEDRIC AND SLIDE DOWN THE HILL. USE THE
SLED TO FOLLOW THEM. ON THE NEXT SCREEN RIGHT, YOU WILL SEE AN EAGLE. TALK TO
HIM AND GIVE HIM THE REST OF THE LEG OF LAMB. YOU WILL BEFRIEND HIM. GO UP TO
THE CAVE AND THE WOLVES WILL ESCORT YOU TO THE ICE QUEEN'S PALACE. SHE WILL TELL
YOU SOMETHING AND THEN ORDER THE WOLVES TO GET RID OF YOU. BEFORE THE WOLVES GET
YOU, USE THE HARP. SHE WILL TELL YOU TO GET RID OF THE YETI THATS INHABITING HER
BEST CAVE. THE WOLF WILL TAKE YOU TO THE CAVE TO KILL THE YETI. AS IT APPROACHES
YOU, THROW THE PIE AT HIM. GO IN THE CAVE AND USE THE HAMMER ON THE CRYSTAL.
RETURN TO THE QUEEN AND YOU WILL BE SET FREE. THE WOLF WILL TAKE YOU BACK TO THE
PLACE JUST BEFORE THE YETI'S CAVE. GO DOWN. HERE YOU WILL BE AT AN AREA THAT IS
FROM A BIRDS EYE VIEW. TO GET TO THE HIGHEST LEVEL, THERE IS A TUNNEL COMING UP
FROM BELOW. JUST WALK INTO IT. WHEN YOU GET TO THE TOP A TWO HEADED BIRD WILL
GRAB YOU AND PUT YOU IN ITS NEST FOR ITS YOUNG. BEFORE IT HATCHES, YOU MUST TAKE
THE LOCKET FROM THE NEST. THE EAGLE THAT YOU BEFRIEND WILL SAVE YOU AND DROP YOU
ON THE BEACH. PICK UP THE RUSTY STEEL POLE AND GO UP. THERE WILL BE A BOAT. PUT
THE WAX INTO THE HOLE AND PUSH OFF. GO 4 SCREENS RIGHT AND THEN 1 SCREEN DOWN.
HERE YOU WILL FIND THE ISLAND OF THE HARPIES. WHEN YOU MOOR AT THE COVE, THEY
WILL GRAB YOU AND QUESTION YOU. WHEN YOU GET A CHANCE USE THE HARP. THE HARPIES
WILL FLY OFF. GET THE FISHHOOK ON THE GROUND. THEN GO LEFT UNTIL YOU FIND
CEDRIC. PICK HIM UP. CONTINUE WALKING, AT THE COVE YOU WILL SEE A GLINT, GET IT.
IT IS A SHELL. TAKE THE BOAT AND GO LEFT 4X TO THE ISLAND. HERE WILL BE A HOUSE
MADE FROM A SHIP. RING THE BELL. WHEN THE PERSON COMES OUT, GIVE HIM THE SHELL.
HE WILL HEAL CEDRIC AND TELL A MERMAID TO TAKE YOU TO MORDACK'S ISLAND.
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AREA 3: MORDACK'S ISLAND & DEFEATING MORDACK
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AS YOU GET ONTO THE ISLAND AFTER BEING WRECKED, GET THE FISH. THEN CLIMB THE
STAIRS AND USE THE CRYSTAL ON THE SNAKE EYES. THEY WILL EXPLODE. GO ON. GO
AROUND THE LEFT SIDE OF THE CASTLE. THERE WILL BE A GRATING. USE THE RUSTY POLE
TO OPEN IT AND CLIMB IN. HERE IS A MAP THROUGH THE HALL.
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FIND DINK.
[LEFT UP RIGHT UP RIGHT LEFT RIGHT LEFT]
GIVE DINK THE TAMBOURINE AND HE WILL DO A DANCE AND DROP HIS HAIRPIN. GET IT.
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FIND THE DOOR.
[D. R. L. R. L. U. L. U. R. L. U. L. R. L. R. L. U. L. U. R.]
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USE THE HAIRPIN ON THE DOOR AND OPEN IT. INSIDE THE CASTLE, THERE WILL BE A
LARGE ROOM WHERE THE FOOD IS KEPT. OPEN THE CLOSET ON THE LEFT AND TAKE A BAG OF
PEAS. THE NEXT SCREEN WILL BE A LADY. TALK TO HER AND GIVE HER THE LOCKET. SHE
WILL HELP YOU LATER. TALK TO HER AGAIN. GO THROUGH THE ORGAN ROOM UNTIL YOU COME
TO THE DINING ROOM. [WHEN YOU SEE CAT ANYWHERE, RESTORE GAME] GO DOWN. HERE A
PURPLE GOON WILL GRAB YOU AND JAIL YOU. IN THE JAIL LOOK IN THE MOUSE HOLE AND
GET THE CHEESE OUT OF THE HOLE BY USING THE HOOK. THEN THE LADY WILL FREE YOU.
SHE WILL TAKE YOU THROUGH THE MAZE AGAIN AND LET YOU INTO THE KITCHEN. NOW GO
BACK WHERE YOU SAW THE GOON. WHEN THE BEAST COME'S, THROW THE BAG OF DRIED PEAS
UNDER THE GOON'S FEET. HE WILL FALL UNCONSIOUS. GO IN THE STATUE ROOM AND UP THE
STAIRS. GO LEFT INTO MORDACK'S BEDROOM. IF THE CAT IS THERE, THROW THE FISH AT
HIM AND THEN CATCH HIM WITH THE PEA BAG. GO DOWN INTO THE LIBRARY AND LOOK AT
THE SPELLBOOK ON THE DESK. GO TO THE UPPER RIGHT CORNER OF THE LIBRARY UNTIL YOU
SEE MORDACK GO TO SLEEP. THEN GET HIS WAND AND GO RIGHT TO MORDACK'S LABORATORY.
GO UP THE STAIRCASE AND GO RIGHT. NOW PUT EACH WAND ON THE MACHINE. THEN THROW
THE CHEESE INTO THE MACHINE. MORDACK'S WAND WILL BE DRAIND OF IT'S POWER AND PUT
INTO YOUR WAND. WHEN IT'S DONE, TAKE YOUR WAND. THEN MORDACK WILL ENTER THE
ROOM, BUT HE WILL NOT BE ABLE TO KILL YOU. HE WILL TURN HIMSELF INTO MONSTERS.
USE YOUR WAND ON YOURSELF AND TURN INTO SOME CREATURES. HERE IS THE SPELL'S.
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MORDACK:
GRAHAM:
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DRAGONFLY
TIGER
DRAGON
RABBIT
SNAKE
MONGOOSE
FIRE
RAIN
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THE END
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