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King's Quest 5 - Absence Makes the Heart go Yonder! (e)

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		      ***********************************
				KING'S QUEST V:
		       ABSENCE MAKES THE HEART GO YONDER
		      ***********************************

				   guide by
			Harald Eide-Fredriksen, (c) 1991



MAP of SERENIA:
			      Witch's
			       forest
    -------------------------------------------------
    | Gypsies   | Weeping   | Warning   | Crispin's |
 D  |           |  tree     |  sign     |  cottage  |
    |           |           |           |           |
 e  -------------------------------------------------
 s  | Ants      | Gnomes    | Crossing  | Snake     |
    |           |           |           |           |
 e  |           |           |           |           |
 r  -------------------------------------------------------------
    | Bees      | The Inn   | Bakehouse | Town      | Town      |
 t  |           |           |           |  entrance |           |
    |           |           |           |           |           |
    -------------------------------------------------------------



MAP of Desert:
		   -------
		   |  T  |
 ------------------------------------------------------------------
 |     |     |     | TO  |     |     |     |     |     |     |    | G
 ------------------------------------------------------------------
 |     |     |     |     |     |     |     |     |     |     |    | A
 ------------------------------------------------------------------
 |     |     |     |     |     |     | O1  |     |     |     |    | B
 ------------------------------------------------------------------
 |     | O3  |     |     |  S  |     |     |     |     |     |  Sc
 -------------------------------------------------------------
 |     |     |     |     |     |     |     |     |     |     |  Sc
 -------------------------------------------------------------
 |     |     |     |     | O2  |     |     |     |     |     |  Sc
 -------------------------------------------------------------
 | Ba  |     |     |     |     |     |     |  W  |     |     |  Sc
 -------------------------------------------------------------

	A  = Ants		O1 = Oasis 1		S  = Skeleton
	B  = Bees		O2 = Oasis 2		Sc = Scorpion
	Ba = Bandits		O3 = Oasis 3		T  = Temple
	G  = Gypsies		W  = Well		TO = Temple Oasis



Map of Ocean:

 -------------------------------------------------------------
 | Water-  |         |         |         |         |         |
 |  fall   |         |         |         |         |         |
 -------------------------------------------------------------
 | Beach   |         |         |         | Island  |         |
 |         |         |         |         |         |         |
 -------------------------------------------------------------
 | Ship-   |         |         |         |         |         |
 |  wreck  |         |         |         |         |         |
 -------------------------------------------------------------



POINTS of INTEREST:

* Your game will occasionally be interrupted by the "Copy Protection Squad".
	Use the codes in your documentation to continue.
* Be sure to save your game often. Inside Mordack's castle; Mordack, the Cat
	and the beast are triggered by a random number. If they catch you,
	restore your game and try again.
* This walkthrough tells you what you necessarily have to do. You will maybe
	have more fun by looking at lots of additional objects and talking to
	everyone you meet on your quest.
* Words written in CAPITALS are items you get or use from your inventory.



COMPLETE WALKTHROUGH:

Location:		Action:						Points:
================================================================================
SERENIA:

Crispin's cottage	Walk 2 south and into the town			  0
Town			Talk to man with wagon
			Enter and leave the Tailor's shop
			Take SILVER COIN				  2
			"Take" barrel
			Take FISH					  4
			Walk 2 west and enter the Bakehouse
Inside Bakehouse	Use the SILVER COIN to buy a PIE		  6
			Leave the Bakehouse and walk 2 west
Bees			Throw the FISH to the bear			 10
			Take HONEYCOMB from hole in the tree		 12
			Take STICK					 14
			Walk 1 north
Ants			Throw the STICK to the dog			 18
			Walk 5 west and 1 south

DESERT:

Oasis 1			"Take" water					 20
			Walk 2 north and 3 west				 23
Temple oasis		Hide behind large rock
				(Wait for the bandits)			 25
			"Take" water
			Walk 1 east and 3 south
Skeleton		Take OLD SHOE					 27
			Walk 2 south
Oasis 2			"Take" water
			Walk 1 south and 4 west				 30
Bandits			"Take" jar
			Enter the small tent
Inside tent		Take STAFF					 32
				(Be careful not to waken the bandit)
			Leave the tent, walk 1 east and 3 north
Oasis 3			"Take" water
			Walk 2 east and 4 north
Temple			Knock on the door with the STAFF		 34
Inside temple		Take BRASS BOTTLE				 36
			Take GOLD COIN					 38
				(Be quick!)
			Leave the temple and walk 1 south
Temple oasis		"Take" water
			Walk 8 east

SERENIA:

Gypsies			Give GOLD COIN to the man			 41
				(Movie time - you'll get an AMULET)	 43
			Walk 1 east
Weeping tree		Talk to tree
			Walk 1 east and 1 north				 45
Forest path		Wear AMULET
			Walk 1 west, 1 east and 1 north
				(Note you can't leave the forrest
				where you arrived)
Witch's house		Talk to witch
			Give BRASS BOTTLE to the witch			 49
			Enter the house
Inside witch's house	"Take" trunk
			Take SPINNING WHEEL				 51
			"Take" drawer
			Take POUCH					 53
			Open POUCH	(You discover 3 EMERALDS)
			Take KEY from the lamp				 55
			Leave the house and walk 1 east
Tree with small door	Use the KEY on the door				 58
			Take HEART					 60
			Walk 2 west
Forest with "eyes"	Put HONEY(COMB) on the ground			 64
				(You'll get a lump of BEESWAX)
			Give EMERALD to the "eyes"			 66
			Give EMERALD to the "eyes"			 68
			Give EMERALD to the "eyes"			 70
			Walk 2 west
Elves' cavern			(Movie time -
				you'll get a PAIR OF SHOES)		 74
Warning sign		Walk 1 west
Weeping tree		Give HEART to the tree				 78
			Take HARP					 80
			Walk 1 west
Gypsies			Take TAMBOURINE					 82
			Walk 1 east and 1 south
Gnomes			Give SPINNING WHEEL to the gnome		 86
				(You'll get a MARIONETTE)
			Walk 1 south
The Inn			"Take" haystack					 88
				(The Ants will help you -
				you'll get a GOLDEN NEEDLE)
			Walk 1 east and almost across the screen
Bakehouse		Throw the OLD SHOE at the cat			 92
			Walk 1 east and into the town
Town			Enter the Tailor's shop
Tailor's shop		Use the GOLDEN NEEDLE to buy the CLOAK		 96
			Leave the shop and enter the Toy shop
Toy shop		Use the MARIONETTE to buy the SLED		100
			Leave the shop and enter the Shoe shop
Shoe shop		Give PAIR OF SHOES to the man			104
				(You'll get a HAMMER)
			Leave the shop, walk 3 west and enter the Inn
Inside the Inn		Talk to men
				(Movie time)
Inn's cellar			(The rat will help you)
			Take ROPE					106
			Use the HAMMER on the door			110
			Leave the cellar
Inn's kitchen		"Take" the cupboard
			Take LEG OF LAMB				112
			Leave the kitchen through the left door
The Inn			Walk 1 north and 2 east
Snake			Play the TAMBOURINE				115
			Walk 1 east

MOUNTAINS:

Snowy path		Wear CLOAK					119
			Walk northeast on the path
Frozen waterfall	Throw the ROPE to the rock overhang
			"Take" (climb) the rope				124
Upper trail		Eat (half) the LEG OF LAMB			128

	Rock outcroppings:	(1)   (3)   (5)
				   (2)   (4)   (6) (E)

			"Take" (jump) on rock outcroppings
			 no. 1 - 3 - 5 - 6 - E				130
			Walk over the log and 1 east
Slope			Use the SLED					135
Crevasse		Walk 1 east
Outside ice castle	Give LEG OF LAMB to the eagle			138
			Enter the castle
Icebella		Play the HARP					144
				(Movie time)
Dangerous path		Walk northeast on the path
Outside cave		Throw the PIE at the yeti			148
			Enter the cave
Crystal cave		Use the HAMMER on the beautiful CRYSTAL		152
			Walk 1 south and 2 west
				(Movie time)
Dangerous path		Walk 1 south
Twisty path		Walk (and climb) towards the pool of water	154
Roc's nest		Take LOCKET					156

OCEAN:

Beach			Take IRON BAR					158
			Walk 1 north
Waterfall		Put BEESWAX in the boat				163
			"Take" boat
Ocean			Sail 3 east and 1 south				166
				(Movie time)
Narrow ledges		Play the HARP					170
			Take FISHHOOK					172
			Walk 1 west
Sandy path		Take Cedrik					175
			Walk 1 west
Island beach		Take SHELL
			"Take" boat
Ocean			Sail 4 west
Shipwreck house		"Take" bell
			Give SHELL to the man				181
				(Movie time)				184

MORDACK'S ISLAND:

Rocky beach		Take FISH					186
			Walk 1 north
Serpent statues		Use the CRYSTAL on the statues			191
			Walk 1 north
Mordack's castle	Walk down the stairs and left on the trail
Platform		Use the IRON BAR on the grate			195
			"Take" (climb down) the open grate
Labyrinth
			ллллллллллллллллллллллллллллллллл
			ллллллллл B ллллл D ллллллллл B л
			ллллллллл---ллллл---ллллллллл---л  B - Beast corners
			ллллл   |   ллллл   |   |   |   л  C - Cell
			ллллл---ллллллллллллллллл---ллллл  D - Door
			л   |   ллллл   ллллллллл   ллллл  S - Start (Grate)
			л---ллллллллл---ллллллллл---ллллл
			л   ллллл   |   ллллл   |   |   л
			л---ллллл---ллллллллл---ллллллллл
			л   |   | S ллллл   |   ллллллллл
			ллллллллл---ллллл---ллллллллллллл
			ллллллллл   |   |   ллллл   |   л C
			ллллллллл---ллллл---ллллл---ллллл
			л B ллллл   ллллл   |   |   ллллл
			л---ллллл---ллллл---ллллл---ллллл
			л   |   |   |   |   ллллл   | B л
			ллллллллллллллллллллллллллллллллл

				(Follow the map to a place marked "B" -
				remember to turn the map when Graham
				changes direction)
Beast corner		Give TAMBOURINE to the beast			198
			Take HAIRPIN					200
				(Follow the map to the place
				marked "D")
Labyrinth door		Use the HAIRPIN on the door			204
			"Take" door
Pantry			"Take" cupboard
			Take BAG OF PEAS				206
Kitchen			Talk to girl
			Give LOCKET to the girl				210
			Talk to girl
			Walk 2 east
Dining hall			(Save game)
			Walk 1 south
South end of the hall		(If the cat is there, restore game
				and try again)
				(Wait for the beast and let it
				catch you)				212
Cell			Look into mousehole
			Use the FISHHOOK to get the CHEESE		216
				(Wait for Cassima)
			Walk (climb) through the hole
Labyrinth			(Follow Cassima through the labyrinth)
Labyrinth door		"Take" door
Pantry			Walk 1 north and 2 east
Dining hall			(Save game)
			Walk 1 south
South end of the hall		(If the cat is there, restore game
				and try again)
				(Wait for the beast)
			Throw PEAS at the beast				219
				(You'll get an EMPTY SACK)
			Walk 1 west and 1 east
				(If the cat is not there, keep walking
				through the door until it appears)
South end... / Foyer	Throw the FISH to the cat
			Put the cat in the EMPTY BAG			221
				(If necessary walk 1 west to the Foyer)
Foyer			Walk 1 north (upstairs), 1 west and 1 south
Library			"Take" (read) tome on the desk			224
				(Wait until Mordack goes to bed)
			Walk 1 north
Mordack's bedroom	Take MORDACK'S WAND				227
			Walk 2 east
Laboratory		Walk upstairs and towards the machine on
			 the right
Machine			Place MORDACK'S WAND on the machine		231
			Place CRISPIN'S WAND on the machine		235
			Throw the CHEESE in the machine			240
			Take CRISPIN'S WAND back			244
Laboratory			(Movie time)
			Use CRISPIN'S WAND on Mordack (Flying lizard)
			Select TIGER SPELL (No. 4)			248
			Use CRISPIN'S WAND on Mordack (Dragon)
			Select BUNNY SPELL (No. 2)			252
			Use CRISPIN'S WAND on Mordack (Cobra)
			Select MONGOOSE SPELL (No. 1)			256
			Use CRISPIN'S WAND on Mordack (Fire)
			Select RAIN SPELL (No. 3)			260
				(Movie time)
									===
------> THE END <------

*******************************************************************************
  Harald Eide-Fredriksen                         

  Norwegian School of                           "Eki-eki-eki-ftaanng-zooo..."
  Business Administration                               (Lucky bastard!)
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