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- SOLUTION FOR KINGS QUEST V
-
- NOTE: There will be times when a pop-up screen will ask for a spell to be
- cast and you will be prompted to find the correct letters that correspond
- to four symbols. These are copy protection tests, where you'll need your
- book. These come up at random times, so when they come up, they won't be
- included here. Also, if you get the message "Out Of Heap", it means out
- of memory. Remove any TSR's etc. from memory before running it again.
-
- THE ICONS AND WHAT THEY DO
-
- Man walking, legs close together: Stops at obstacles when walking.
- Man walking, legs spread out: The traveler. Use this for continuous walks.
- The Eye, Tag it and take it to objects you want to look at.
- The Hand, Tag it and take it to items you want to take.
- Talking head, Tag it and take it to person you want to talk to.
- Last item used, blank if no item has been used.
- The Pouch, Tag it to see inventory, box item you want, go to OK
- The Disk, for saving, restoring a game.
- Stop Sign, Quit playing and return to DOS.
- Slider, Adjust sound volume, animation speed, amount of detail. You will
- want to adjust the speed to the fastest, so do it now.
-
-
- THE INTRODUCTION
-
- At the start of the game you will be asked if you have played before. If
- you have not, then a short intro to the story will come up. You'll see
- King Graham's castle be shrunk and stolen by the evil wizard Mordack. The
- quest is to find Mordack, and return with your castle. Cedric, a wise old
- owl will accompany you throughout your quest, but won't be with you through
- all segments. After you receive the wand from the good wizard Crispin you'll
- be outside his house in the land of Serenia, with three ways to go. I am
- going to give you a brief idea of where to go, and what to do when you get
- there. I cannot give you each left/up/down you have to make. That's too
- difficult to do, much less follow when you're reading.
-
- GOING TO TOWN
-
- Come across the bridge by -Traveling- to the bottom of the screen on path.
- (The hour glass means wait...)
- Ignore the snake and continue downward via bottom of the screen.
- Take the ICON and put it on the door at the end of the path.
- Now you'll be inside the town. Things to look for and do.
- 1. Talk to the man fixing the wagon.
- 2. Enter the first store you come to; the Tailor's Shop
- 3. Come back out, go to the wagon.
- a. Pick up the silver coin using the Hand ICON
- b. Go to the barrel, Take the fish.
- 4. You can look around the other two stores and talk to the people but
- for all intensive purposes we've taken what we came for. (This time)
- 5. When you're ready we'll leave town the same way we came in.
-
-
- OFF TO BUY A CUSTARD PIE
-
- We're not going back the way we came on the path. There's a path that also
- leads off the left side of the screen. That's the one we take. The first
- building we come to on the path is the bakery. Put the -Travel- ICON on the
- door and Graham will enter. You can talk to the boy and his mother, but your
- pie hasn't been made yet, but is coming up shortly. When your pie is ready
- When the dialog ends and you go to see if you have a silver coin, go to the
- -Pouch- and box the coin and hit OK. Next touch the man with the coin and
- click with the mouse button. You've bought yourself a pie. (It's for some
- one else however so don't eat it). Now you can leave, we're done here.
- Put the -Travel- ICON below the window and click.
-
- OFF TO SEE THE BEES
-
- Continue left and go passed the INN and onto the next screen thereafter.
- We'll come back to the INN later, right now we'd get killed. Once you get
- to the bee scene, you'll see a bear attacking the hive. We want to throw
- him the fish. Get it from the pouch, and touch the bear with it. Now you'll
- be rewarded and can take some honeycomb. Take the Hand and put it on the
- bee's hive and click. Next, on the ground next to you is a stick. Take that
- too. Now to your north you can see the ant hill. Let's go up one screen.
-
- OFF TO SEE THE ANTS
-
- Now we'll want the stick. Get it from the pouch and touch FIDO and click.
-
-
- NEXT TO THE DESERT
-
- I'm going to map out the desert now so you'll know how to get where you're
- going. Then I'll tell you where to go in the order needed.
-
- D D D T D D D D D D D G
- D D D D D D D D D D D A
- D D D D D D O D D D D B
- D O D D B 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 D D D D
-
- G = Gypsy A = Ants B = Bees T = Temple O = Oasis B = Boot C = Camp
-
- If you haven't already, I suggest saving the game at this point. Up to now
- it's been pretty safe. Next we go to the following areas.
-
- 1. The (T)emple via the fastest route. Go to the Gypsy's camp and then left
- eight squares. Once you get to the temple the first thing to do is hide
- behind the rock on the right. Some bandits will be coming and if they see
- you, you're dead.
-
- 2. Watch the bandit's enter the temple and wait for them to leave.
-
- 3. Once they have left, take the -Hand- and put it on the water.
-
- 4. Now let's go one screen right and downward until you get to the boot.
- Take the boot.
-
- 5. Go two more downward to the oasis and drink.
-
- 6. Now come downward 1 more and go left to the bandit's camp. Once inside the
- camp you'll see two tents. The smaller one has the STAFF which we want. Go
- into it, but do not walk on the sleeping bandit's blanket, you'll wake him
- and he'll kill you. Take the staff and come back out. Now put the -Hand-
- on the bottle by the campfire and drink.
-
- 7. Now come right once, and upward to the next oasis.
-
- 8. Next go upward to the desert wall and two to the right. You'll be back
- at the temple. Go up one screen but BEFORE you knock on the door SAVE
- the game. The next part coming up was the hardest part in the whole game.
- What's going to happen is, the staff will break but the door will open.
- Once it's open you'll have 10 seconds to take a gold coin and the bottle
- next to it on the floor, and get back out. It's a lot harder than it seems.
- You'll get killed at least five times if you're using a slower IBM machine.
- Restore the saved game as soon as you can. I found it easier to line up
- the ICON before the door opens on the coin. Get the coin, then the bottle
- and don't take time to read the messages - click as soon as you see them.
- On a three button mouse the middle button will click through the icons,
- use that instead of the top of the screen menu to get the -Travel- and
- get out. I have one of the slowest machines around so it can be done!
-
-
- A VISIT TO THE GYPSY
-
- Once you exit the temple with the coin and bottle, drink, then go straight
- right to the Gypsy camp. Upon arrival you will be told you need a Gold Coin
- to get your reading. use the Gold Coin. The story takes over from there. You
- will be given an amulet to wear. Wear it. It protects you from the witch's
- spells, which you'll need in a little while.
-
- THE WEEPING WILLOW
-
- Go directly to the right and you'll come upon the weeping willow. She's really
- a princess turned into the willow by the wicked witch. The witch stole her
- heart and you'll have to find it and return it to her. You can talk to her.
-
- INTO THE WITCH'S FORREST
-
- From the Weeping Willow, go to the next screen right. You'll come to the
- entrance and Cedric will be waiting outside for you. There are several things
- you'll do here in the forrest.
-
- 1. You're already wearing the amulet.
- 2. Follow the trail until you come to the witch, then use the bottle.
- 3. Go to the witch's house and search it. You'll find a key, a pouch with
- emeralds, and a spinning wheel. Come back outside.
- 4. Go to the screen to the right and you'll see a tree with a door. Use the
- key. You will find the Weeping Willow's heart.
- 5. Now this next part gets a little tricky.
- a. Get the hand.
- b. Take it to the top of the screen and get the inventory pouch.
- c. When it displays the items, go onto the pouch of emeralds and click
- the mouse. The three emeralds will appear.
- 6. Take the path to the left until you see three sets of eyes in the bushes.
- a. Take the honeycomb put it on the path.
- b. Take the emeralds and put them on the path.
- c. The Leprecauns will lead you out of the forrest and give you a pair
- of golden shoes.
-
-
- BACK TO THE WEEPING WILLOW
-
- Now go left to the willow and give her her heart. Her Prince will join her.
- Take the harp when she drops it to the ground.
-
- BACK TO THE GYPSY
-
- Go once more to the Gypsy camp. They've left, but they dropped a tambourine.
- Take the tambourine.
-
- MEETING THE GNOMES
-
- Come down once from the Gypsy's camp and one to the right. You'll find two
- Gnomes sitting outside their house. Give the spinning wheel to the Older
- Gnome and he'll give you the doll the younger Gnome is making. Once you do
- that we must go to the Inn. Come down one screen and all you should do is
- search the haystack with the Hand. The ants will help and give you a golden
- needle. Do not enter the Inn yet!!! Next:
-
- BEFRIEND THE RAT
-
- While passing the bakery, on the way back to town, you will see a cat chasing
- a rat. Use the boot on the cat. This will only happen once. If you miss you
- have to restore. You will not be able to proceed much beyond this point unless
- you befriend the rat. Be ready for it.
-
- BACK TO TOWN
-
-
- The shoe maker's store is the furthest one. You can talk to his wife. Give
- her your golden shoes and you'll get the hammer from her husband. You'll
- need it for escaping from the Inn.
-
- The Toy maker's store is in the same building on the south side. Give the
- toy maker the doll you got from the Gnome and take the sled.
-
- Go to the Tailor's shop and give him the golden needle and take the blue
- cloak hanging on the frame.
-
- Now you can leave town and go to the Inn.
-
- NOW, TO THE INN
-
- Upon entering you'll interrupt their robbery conversation. After which they
- will knock you out, tie you up, and lock you in the cellar. The rat will
- free you from the rope. Take the rope. Then get the hammer and use it on the
- door. After the lock breaks, search the next room. DO NOT enter the room on
- the right! They'll just knock you out again and this time they hit you harder
- than the last if you get my drift.
- Get the leg of lamb, and exit out the door on the left.
-
- RATTLER TIME
-
- Check your inventory, your score should now be 112 points. That's what you'll
- need to get passed the snake, which is where we go next.
-
- Go up once from the Inn, then right twice and you'll come to the snake. Use
- the tambourine. Your rattle is bigger than his rattle. Now you can go ahead.
-
- THE MOUNTAIN PASS
-
- Put on the cloak. Now carefully walk the mountain pass. Do not use the -Travel-
- ICON. Use the -Walk- ICON. You will have to maneuver along the edge. I hope you
- have been saving along the way. Make it a practice. When you get hungry use the
- leg of lamb. You'll only eat half. The other half is for the starving eagle.
- When you get to the end you'll see a branch sticking out of the rock, use the
- rope, but not on the branch. Use the rope on the Rock with the horn. Branches
- tend to break. To climb put the hand ICON on the rope once it's around the horn.
-
- Once you get to the top, you'll have to cross the divide by using the -Hand-
- on the 4 stumps. Use the rear ones instead of the 2 more forward ones. To
- get across the log, use the -Travel- ICON.
-
- Next go to the screen on the right. Use the sled.
-
- Once the sled has been used, take the next screen to the right and you'll see
- the starving eagle. Give him the leg of lamb.
-
- THE ICE CASTLE
-
- Walk from the eagle, up to the Ice Castle. When you get inside Queen Icebella
- sicks her wolves on you. Quickly, use the harp.
-
- She'll tell you you must rid her domain of the Yeti and her wolf, Sir Greywolf
- will take you to the Yeti. When you get to the ledge, use the -Walk- ICON to
- work your way along the tricky edge. Save before you try it though.
-
- Use the pie on the yeti like you did the stick on the dog etc.
-
- After you get rid of the Yeti, go to the next screen up. There you will find
- a crystal in the back. Use the hammer on the crystal and Graham will walk to
- it and take it.
-
- Now we return to the Ice Castle the same way we came. Save it once outside
- the Yeti's cave.
-
- Leaving the castle: Sir Greywolf will lead you out and when you get to the
- pass where Cedric is, go south down the path. Next Cedric will be on a pile
- of rock. Put the -Travel- ICON right on Cedric and Graham will walk to him,
- then walk Graham through the hole by the water. Enroute you will be picked
- up by a giant Roc and taken to her nest. In the Roc's nest is a locket, take
- it and wait, the eagle you befriended will rescue you and take you to the
- next point in your quest.
-
- THE BEACH, THE HARPIES, AND THE OLD MAN
-
- When you get dropped off, walk to and pick up the iron bar at the bottom of
- the screen. Next walk up one screen to get to the boat. Use the bees wax on
- the boat, otherwise it will leak and sink. Next put the Hand ICON on the boat
- to push it into the water.
-
- Once in the water, go down one screen.
- Go right four screens to get to the Harpies' island.
- The Harpies take you and Cedric to the top of a mountain. As soon as you get
- there use the Harp. (Put the harp on Graham and click.)
- After the Harpies have flown off, take the fish hook next to the rock.
- Go to the next screen on the left.
- Get Cedric, he's next to the rock at the bottom of the screen.
- Go to the next screen on the left.
- Get the sea shell that's to the left of the entrance.
- Put the hand on the boat and click.
-
- Now we go left five screens and you'll set shore by the old man's ship.
- Once on shore, get the sea shell from the pouch.
- Put the hand on the bell just above the old man's door and click.
- Give the shell to the old man. (Put it on the old man and click)
- The old man heals Cedric and the mermaid takes you to Mordacks Castle.
-
-
- MORDACKS ISLAND CASTLE
-
- Upon arrival there is a blue fish just to the left of the stairs, take it.
-
- Next, walk up the stairs and the path to the top of the screen.
-
- Take the crystal out of the pouch to protect you from the stone snakes.
-
- Next walk up to the castle door.
-
- Walk the path on the left side of the castle.
-
- Get the iron bar from the pouch and use it on the grating. Then put the Hand
- on the opening and click for Graham to enter.
-
-
- THE MAZE
-
- Down
- Forward
- Forward
- Right
- Forward
- Right
- Now you're at Dink. Give the tambourine to Dink and pick up the hair pin.
-
- Down
- Right
- Forward
- Forward
- Right
- Now you'll see the door. Take the hair pin and put it on the door.
- Now take the hand and put it on the door.
-
-
- IN THE CASTLE
-
- Take the sack of peas from the cabinet on the left. (Put the hand on the
- cabinet -click- then on the peas -click-)
-
- Walk through the center door to the next room. Give the locket to the girl.
-
- Walk through the door on the right. (Don't play the organ)
-
- The blue monster gets you and locks you in a cell. Take the fish hook and use
- it to get the cheese from the mouse hole. Wait for the girl to rescue you.
-
- You have to put the hand on the hole in the wall and follow her manually
- through the maze to get back to the room you found her in originally.
- Put the hand on the door to open it, you won't need the hair pin this time.
-
- Again through the center door and get the peas from the pouch.
-
- Again through the door on the right.
-
- Now go through the next door on the right.
-
- Come down one screen.
-
- Get the peas ready and when you see the blue monster put the peas on him.
-
- Now enter the bottom door on the left.
-
- Get the fish out of the pouch and walk up the stairs.
-
- Go to the door on the left.
-
- Put the fish on the cat.
-
- Put the empty pea sack on the cat to bag the cat.
-
- Leave the cat there and walk to the bottom of the screen.
-
- Put the Hand on the open book near the bottom of the screen.
-
- Walk to the left bookcase and wait. Mordack will arrive and lay down
- in his bedroom to the north.
-
- Walk into his bedroom and take the wand from the yellow nightstand by the bed
-
- Walk through the door on the right.
-
- Walk through the next door on the right.
-
- Walk up the left stairway to the top.
-
- Once on top walk to the machine on the right.
-
- Put your wand on the left side of the machine.
- Put Mordacks wand on the right side of the machine.
- Put the cheese in the center of the machine's globe.
- Take your wand as soon as you are able after it's charged up using the Hand.
- Now take the wand from the pouch.
- You change into spell creatures by putting the ICON on Graham regardless of
- the animal etc he has turned himself into and selecting the appropriate
- character from the four displayed on the screen.
-
- Once your wand is fully charged and Mordacks is drained, Mordack will enter
- the room and his floats to him. He will fire a spell and Cedric takes the hit.
-
- He will change into a flying scorpion and you use the Tiger spell.
- He will change into a dragon, you use the rabbit. (Looks like a man)
- He will change into a snake and you use the Mongoose spell. (Far left)
- He will change into fire, you use the Rain spell, and destroy him.
-
- Crispin arrives and the rest of the story is played out for you.
-