������������������������������������������������� KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER FAQ/Walkthrough, Final Version. Written by Snow Dragon � 2001-2007. All rights reserved. Contact at: [[email protected]] _________________________________________________ NOTE: This FAQ makes frequent use of the overscore ( � ), a non-standard ASCII character. You may have to adjust your Internet browser's encoding if it cannot properly read this character. = | ================= = | TABLE OF CONTENTS = | ================= 1 Updates 2 Intro 3 Game Basics 4 Documentation Symbols 5 260 Points Index 6 Walkthrough 6.1 Serenia 6.1.1 Serenia: Characters 6.1.2 Serenia: Map 6.1.3 Serenia: Walkthrough 6.2 The Desert 6.2.1 Desert: Characters 6.2.2 Desert: Map 6.2.3 Desert: Walkthrough 6.3 Back in Serenia 6.4 The Dark Forest 6.4.1 Dark Forest: Characters 6.4.2 Dark Forest: Map 6.4.3 Dark Forest: Walkthrough 6.5 The Last of Serenia 6.6 The Mountains 6.6.1 Mountains: Characters 6.6.2 Mountains: Map 6.6.3 Mountains: Walkthrough 6.7 The Beach and Harpy Island 6.7.1 Beach and Harpy Island: Characters 6.7.2 Beach and Harpy Island: Maps 6.7.3 Beach and Harpy Island: Walkthrough 6.8 Mordack's Island and Castle 6.8.1 Mordack's Island and Castle: Characters 6.8.2 Mordack's Island and Castle: Maps 6.8.3 Mordack's Island and Castle: Walkthrough 7 Credits & Copyrights _______________________________________________________________________________ ������������������������������������������������������������������������������� = | ======= 1 | UPDATES = | ======= 3-12-02: In comparison to my newer walkthroughs, some of my older ones appear outmoded and contain erroneous information that is desperately in need of correction. This version is meant to be a major facelift. I would have gotten around to this sooner, but I have a life outside the computer. Anything wrong with this walkthrough in terms of contact information or anything else that is otherwise misleading has been corrected. Some formatting issues were addressed as well. 2-13-03: Yes! Finally, after literally a year of begging and badgering, I have gotten the documentation for this game that won't let you past some of the trickier parts, and the section containing them can now be found in this walkthrough after Game Basics. Never again will that tricky boat be a problem! And so now I'm taking the time to make this the final version of the guide, as with the documentation in place there is now no need for further updates as far as information is concerned. My thanks go out to Andrew Schultz, one of the hardest-working writers for GameFAQs, and an all-around nice guy. He's the one who provided the documentation. I can never thank this guy enough for this invaluable info. 2-24-07: Slowly but surely, I am updating some of my guides in order to reflect personal shifts in format, to clarify muddled information, and to address all unanswered e-mails containing useful information. As this walkthrough is one of my favorites, I've decided to also rewrite it for clarity's sake. I also discovered while updating that my point total only added up to 258 rather than 260, so that's been fixed as well. _______________________________________________________________________________ ������������������������������������������������������������������������������� = | ===== 2 | INTRO = | ===== Welcome to my walkthrough for a game that is near and dear to my heart, King's Quest V (Absence Makes the Heart Go Yonder). This game has the honor of being the first game I ever wrote a walkthrough for, way back in 2001, and there have been many more since then. As a labor of love, I decided to re-write this walkthrough and give it the clean look and improved writing of my more recent work. If you have any questions about this game that you'd like to e-mail me about, drop me a line at [[email protected]]. I will not accept suggestions for additions to this guide, on account of the fact that it is about as definitive a guide as it is going to get and has covered every potential scenario regarding the game. I am more than willing to help you out if there is anything in there you don't understand, however. Have fun playing King's Quest V! _______________________________________________________________________________ ������������������������������������������������������������������������������� = | =========== 3 | GAME BASICS = | =========== 1. Scoring King's Quest V, like many late-80s/early-90s Sierra adventure games, has a scoring system. You score points by collecting useful items, doing good deeds for other characters, and doing things that advance the plot. You can beat the game by finishing it, or you can REALLY beat it by finishing it and scoring the maximum amount of points possible. In the case of KQ5, that amount is 260. The walkthrough will clearly indicate when something you do or find gives you points. Within the walkthrough, point values will be indicated as (+P; X), where P represents the number of points you get for doing something and X represents the amount of points you should have up to the point, assuming you are following the sequence of the walkthrough. Everything that earns you points gives you anywhere from two to five points, depending on what it is. 2. Saving One extremely helpful tip - not just for this game, but adventure games of its ilk in general - is to SAVE YOUR GAME OFTEN! Save before doing something that can potentially put you in danger or kill you (in this game, just about any- thing qualifies for that). Also save after anything really major takes place. Every two screens or so is probably a good rate to save at. Save more or less than that depending on your familiarity with an area. Conversely, there are times when you do NOT want to save. On some occasions, you only have one chance to do something correctly, and saving after you botch your one chance renders your game unbeatable, and you sure don't want to start over from the very beginning. 3. The Menu To access the menu, move the cursor to the top of the screen. A bunch of icons will appear. All the action icons are over to the left, including walking with both short and long strides, the hand for picking things up, and the eye for observing details. There's also the satchel, which contains all the items you've picked up. Click on an item in the satchel to bring it out for use. (You can also use the hand and the eye icons while looking at your inventory.) Sierra games also have the option to change the speed at which the game operates. You can adjust this by clicking the sliding bar icon. And of course, there is also a disk icon, which allows you to save or load a file. 4. Copy Protection Sierra was a company that was REALLY worried about people pirating their games, so a lot of their old DOS games enforce copy protection periodically throughout the game. At such points, you will be confronted with four symbols and must input the letters that correspond to the symbols. You get three tries, and if you botch all three tries, you can't go any farther in the game. Fortunately, under most circumstances, if you face one of these points, you can bypass it simply by reloading and doing whatever it was that activated the copy protection until it doesn't ask for the code. The one exception to this occurs when you have to push the boat at the beach into the ocean. At this point, the copy protection box ALWAYS comes up. If you don't have the documentation that translates the symbols, this guide can help you out in that department. 6. Time Wasters Point-and-click adventures are fun to explore. It's healthy to want to explore every nook and cranny of every screen, and KQ5 has no shortage of amusing asides to satiate the Stalwart Explorer in you. In certain areas that have one or several of these, I will list them following the explanation of what you're supposed to do in that area. Peril lurks around every corner, so I will also clearly indicate when you need to save before testing a time waster. _______________________________________________________________________________ ������������������������������������������������������������������������������� = | ===================== 4 | DOCUMENTATION SYMBOLS = | ===================== If you run into any point in the game that requires you to match symbols to letters, refer to this section. You can't pass certain points in the game without doing this, so this is good info to know. Thanks to Andrew Schultz for providing these symbols. A - Arrow The symbol for the letter A just looks like an arrow pointing to the right. It has sort of a diamond tip where the pointy end would be. B - Downward Right Facing Arrow The other distinguishing characteristic about this arrow, other than it faces down and to the right, is that it has two lines going through the tail end of it. C - Six-Point Star The six points of the star have flat ends, making it look like a capital I with an X going through it. D - Space Alien An elongated hexagon with two prongs and a black dot sticking out of the top and two prongs and an upside-down T sticking out of the bottom. E - Rectangle An empty lengthwise rectangle. F - Thin Long X Rectangle A lengthwise rectangle with an X going through it. Do not confuse this with the symbol for the letter Y, which looks the exact same as this symbol but is comprised of thicker lines. G - Menorah This symbol looks sort of like the famous Jewish candelabra with three spots for candles in the top. H - Bull's Head It's a circle with two hornlike curved lines sticking out of the top. I - Fancy M It looks sort of like the letter M with some fancy touches on it, like two black dots adorning the upper left and right corners of it and an empty circle at the end of the middle vertical line. The two outside vertical lines also flare out at the ends. J - Parallel Half Notes Looks like two musical notes lying on top of each other. K - V/J Mix with a Degree Symbol This one is hard to describe, looking like a melty conglomerate of the letters V and J, but it can be distinguished from the pack with the tiny circle in the upper right corner which looks like the symbols for degrees Fahrenheit/Celsius. L - Thick H This one looks like the letter H with the line in the middle being set very, very low. There are also four triangles sticking outside the vertical lines. Do not confuse this with the symbol for the letter V, which is comprised of thinner lines. M - Scrapbook Rectangle A lengthwise rectangle with diagonal lines in the corners, giving it the appearance of an old page from a scrapbook. N - Crosshairs A circle with a cross intersecting it at the four compass directions. O - Plus Sign Probably the easiest symbol to identify along with the one for the letter E. It is what it looks like. P - Thick Half-Crosshairs Similar in appearance to the symbol for the letter N, but it is made of thicker lines and the crosshair lines only touch the outside edges (they don't go through the middle of it). Q - Tambourine A circle with buds coming out of the edge at northwest, northeast, southwest, and southeast. The northeast bud is not a complete line. R - Parallel Hump Two lines, the one on the bottom perfectly straight, the one on the top with a hill in the middle of it. S - Crescent Looks like the quarter-full phase of the moon. If you don't know what a crescent looks like, there's probably a picture in any reputable dictionary. T - Crooked Horseshoe A horseshoe turned upside-down. The right side reaches farther down than the left side. U - M/R Mix Looks like an amalgam of fancy mixtures of the letters M and R. The far right vertical line of the M is also the vertical line of the R. V - Thin H A letter H with the middle line set very low. Four triangles poke out of the sides of the H. Do not confuse this with the symbol for the letter L, which is exactly the same but is comprised of thicker lines. W - Thin Window Rectangle A lengthwise rectangle cut into equal fourths so that it looks a lot like a window pane. Don't confuse this with the symbol for the letter Z, which is comprised of thicker lines. X - Tall X Rectangle A rectangle standing vertically with an X going through it. Do not get it confused with the symbols for the letters F or Y, both of which have an X going through them, but are oriented horizontally instead of vertically. Y - Thick Long X Rectangle This looks like the symbol for the letter F, but is made of a thicker point line than its twin. Z - Thick Window Rectangle This looks like the symbol for the letter W, but is made of a thicker point line than its twin. _______________________________________________________________________________ ������������������������������������������������������������������������������� = | ================ 5 | 260 POINTS INDEX = | ================ The highest possible score in King's Quest V is 260 points. Doing certain things that help advance your progress will earn you points. You can receive anywhere from two to five points for an action. You will know when you have earned points because you will hear a high-pitched "bling" sound. This section serves as an index to help you see if you may have missed anything along the way, and also serves as a sort of miniature walkthrough (except without any elaboration or nuance). It is possible to beat the game without scoring all 260 points, so if you didn't get the maximum score, this section will probably be of help to you. Each section is listed with all the tasks you need to complete in that area, followed by how many points you should have when you have done everything you can do before moving on. 1. Serenia Obtain silver coin off ground in town 2 Obtain fish from barrel in town 2 Pay baker the silver coin to get the custard pie 2 Distract bear from beehive with the fish 4 Take honeycomb from beehive 2 Pick up stick near beehive 2 Lure dog away from anthill 4 Dig through haystack outside inn after saving ants from dog to obtain golden needle 2 Give golden needle to tailor in exchange for cloak 4 ____ TOTAL SO FAR 24 ------------------------------------------------------------- 2. The Desert Drink from oasis (first time only) 2 Pick up shoe next to skeleton 2 Discover bandits' camp (first time only) 3 Find the temple in the cliffs (first time only) 3 Observe bandits as they open temple door using staff 2 Take staff from bandit camp 2 Use staff on temple door 2 Get gold coin from temple 2 Get brass bottle from temple 2 ____ TOTAL SO FAR 44 ------------------------------------------------------------- 3. Back in Serenia Pay gold coin at gypsy camp to have fortune told 3 Receive magic amulet from fortune teller 2 Save rat from cat outside bakery 4 Take tambourine from clearing after gypsies leave 3 ____ TOTAL SO FAR 55 ------------------------------------------------------------- 4. The Dark Forest Enter dark forest (first time only) 2 Give brass bottle to witch 4 Obtain key from witch's house 2 Obtain spinning wheel from witch's house 2 Obtain pouch of emeralds from witch's house 2 Unlock door in tree using key from witch's house 3 Get golden heart inside the tree 2 Squeeze honeycomb onto ground 4 Throw first emerald on ground 2 Throw second emerald on ground 2 Throw third emerald on ground, thus catching the elf 2 Follow elf into clearing and crawl through tunnel (first time only) 2 Receive shoes from elf 2 ____ TOTAL SO FAR 86 ------------------------------------------------------------- 5. The Last of Serenia Return golden heart to weeping willow 4 Take harp that the princess leaves behind 2 Return spinning wheel to old gnome in exchange for marionette 4 At toy shop, exchange marionette for sled 4 At shoe shop, exchange shoes from elf for shoemaker's hammer 4 Pick up rope in inn's cellar after the rat chews through it 2 Break padlock on cellar door with hammer 4 Take leg of lamb from inn's kitchen cupboard 2 Scare off snake blocking path to mountains with tambourine 3 ____ TOTAL SO FAR 115 ------------------------------------------------------------- 6. The Mountains Put on cloak to keep from freezing 4 Eat half the leg of lamb to keep from starving 4 Climb frozen waterfall by securing rope around jutting rock 5 Cross waterfall by hopping across rocks (first time only) 2 Use sled to cross crevasse 5 Feed starving eagle remaining half of leg of lamb 3 Enter Icebella's palace, escorted by her wolves 2 Play harp to soften Icebella's hard heart 4 Defeat yeti by throwing custard pie in his face 4 Use hammer to take a crystal from yeti's cave 4 Get captured by roc 2 Retrieve locket while in roc's nest 2 ____ TOTAL SO FAR 156 ------------------------------------------------------------- 7. The Beach and Harpy Island Pick up iron bar on beach 2 Fix leak in boat using beeswax 5 Reach Harpy Island (first time only) 3 Play harp for harpies 4 Get fishhook on Harpy Island 2 Get seashell on Harpy Island 2 Take injured Cedric with you from Harpy Island 3 Give seashell to deaf hermit for directions to Mordack's island 4 ____ TOTAL SO FAR 181 ------------------------------------------------------------- 8. Mordack's Island and Castle Crash on Mordack's island 3 Get dead fish on shore 2 Destroy serpent statues by deflecting lasers back at them using crystal from yeti's cave 5 Open grate west of castle with iron bar 4 Give tambourine to Dink 3 Pick up hairpin key left behind by Dink 2 Unlock door leading out of maze 4 Obtain bag of peas from pantry 2 Return locket to Cassima 4 Allow yourself to get caught by blue beast and thrown in the dungeon (first time only) 2 Use fishhook in dungeon cell to reach cheese in mouse hole 4 Knock blue beast out by making him slip on peas 3 Capture cat in empty pea bag after distracting him with fish 2 Read book of spells in Mordack's library 3 Steal Mordack's wand off his bedside table after he goes to bed 3 Put Crispin's wand on one tray of machine in lab 4 Put Mordack's wand on other tray of machine in lab 4 Start machine using cheese 5 Grab Crispin's wand when Mordack appears in the lab 4 Use tiger spell against Mordack's flying monster spell 4 Use rabbit spell against Mordack's dragon spell 4 Use mongoose spell against Mordack's snake spell 4 Use rain cloud spell against Mordack's flame ring spell 4 ____ G R A N D T O T A L 260 _______________________________________________________________________________ ������������������������������������������������������������������������������� = | =========== 6 | WALKTHROUGH = | =========== Walkthroughs for each area are ordered as follows: the characters you'll meet in that area are listed first, the map for the area is shown second, and the walkthrough comes third. --- | ------- 6.1 | Serenia --- | ------- ----- | ------------------- 6.1.1 | Serenia: Characters ----- | ------------------- CRISPIN: The kindly old wizard. He gave you your wand and your ability to talk to animals. Now he's useless to you. CEDRIC: Your owl companion who goes everywhere you do (almost). If you talk to him while in Serenia, he can tell you where things are located relative to your current situation, although once you leave Serenia he's pretty much useless to that end. He is very cowardly and won't go anywhere he thinks is dangerous. Sometimes Cedric gets in trouble and it's up to you to save him. SNAKE: Located one screen south of Crispin's house. He blocks the entrance to the mountains. To get rid of him, you'll have to find something that will scare him off. MAN FIXING WAGON: Found in the town. You can offer to help him, but he won't accept it. He's only in town the first time you go there. If you leave town and come back, you can pick up a silver coin that he leaves behind. TAILOR: The tailor has a cloak that Graham would love to have, but you'll have to find his lost golden needle to get it. If you hang around, there's a rude customer in the fitting room in the back who yells out some pretty funny things. TOYMAKER: Has a sled that Graham thinks is cool. Give him the gnome grandson's marionette to obtain it. SHOESHOP COUPLE: These old folks are dead broke. They don't have a single pair of shoes to sell. Unfortunately, you can't take the boots off your own two feet and give them to them, but you can give them a pair of shoes crafted by an elf deep in the dark forest. Those will work. 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. The rat will be grateful and help you later when you're in a bind. You only get one chance to save the rat, so don't blow it. BAKERY MEN: Guys with pies for sale. Fork over a silver coin and you can have one. PRINCE HERBERT: This sad prince sits on a log bemoaning his girlfriend's fate. After you talk to him, he walks away. WEEPING WILLOW: This tree takes its description pretty literally. She strums sadly on her harp all day. Find her golden heart in the dark forest and return it to her to restore her to her old human self. GNOMES: The old grandfather gnome wants his spinning wheel back. You can grab it in the dark forest once you've infiltrated the witch's house. INNKEEPER: Rough and tough guy with two rough and tough pals. If you enter the inn, they'll beat you up and imprison you in the basement. There comes a time when you'll actually want these dudes to throw you down there, but you need to make some friends and have a few key items in your possession first. BEAR AND BEES: You'll find a bear harassing a beehive west of the inn once you get the fish out of the barrel in town. Give the bear the fish to divert his attention and the bees will be thankful enough to give you a small reward. ANTS AND DOG: North of the beehive, some ants are unfairly beset upon by a stray dog with nothing better to do. Maybe the dog would like something to chew on - perhaps a stick, or even a shoe... GYPSIES: Some bohemian travelers have set up camp in Serenia, and one of them is a fortune teller. The bouncer out front won't let you in without a gold coin, though. ----- | ------------ 6.1.2 | Serenia: Map ----- | ------------ DARK FOREST | | D <---Gypsy---Willow---Forest---Crispin's E Camp Tree Entrance House S | | | | E <---Ants----Gnomes---Prince-----Snake---> MOUNTAINS R | | | | T <---Bees-----Inn-----Bakery-----Town----Inside Outskirts Town ----- | -------------------- 6.1.3 | Serenia: Walkthrough ----- | -------------------- You start the game outside Crispin's house. You can head south to the town, or you can try out some time wasters. =============================================================================== CRISPIN'S HOUSE TIME WASTERS: > Go back in his house. He's got business to attend to, so he'll kick you out, and after that, you're locked out for good. > Fool around with the funny-looking gizmo in the front yard. > Drink from the pond (choose the hand cursor and click on the pond). > Try to open the cellar. =============================================================================== South of Crispin's house one screen is a snake. Don't get too close to him or he'll strike you down with a single bite. You can't do anything with him at the moment, so go south one more screen to reach the outskirts of the town. If you choose to go in, Cedric opts to stay behind, citing a run-in with a nasty dog on an earlier trip. Talk to the man fixing the wagon. Even though you offer your assistance, he politely refuses help. That's just as well - the wagon never gets fixed anyway. After you talk to him, leave town and go back in. Where he used to be is a silver coin. Use the hand cursor and click on the coin (a tiny silver glint) to pick it up (+2; 2). Near where you got the coin is a barrel. Click the eye cursor on the barrel to look in it. Inside is a dead fish. Use the hand cursor to obtain it (+2; 4). If you wish, look inside all the shops and talk to everyone as you please. Right now, there's nothing else you can do in town, so head out. Once outside the town, go west a screen. Go in the bakery. When you go in, the cursor will turn into the "hold" icon, which looks like a three-fingered hand with circles at the ends of the "fingers". During a hold, there's some action taking place, but you can still talk or use items - basically, do anything except move. This is actually rather tame as far as holds go. Usually during a hold, something or someone is trying to kill you. =============================================================================== BAKERY TIME WASTERS: > During the hold, talk to the lady and her son. > Mess around with the cat. > Try to steal a pie. =============================================================================== When the hold period is over, give the silver coin to the baker to purchase a custard pie (+2; 6). Leave the bakery and go west to the beehive. There is a bear harassing the bees and looking for honey, but fish is just as good in his book. Throw the fish you got from the barrel to the bear (+4; 10). The queen bee thanks you and then allows you to take a honeycomb as a symbol of her gratitude. Reach in and grab one (+2; 12). They won't sting. =============================================================================== BEEHIVE TIME WASTER: > If you don't have the fish yet and the bear's not there, go near the beehive and the bees will swarm you and sting you to death. SAVE YOUR GAME BEFORE GETTING STUNG TO DEATH. =============================================================================== Pick up the stick lying on the ground around the beehive (+2; 14) before you leave. Go north to the anthill. A dog is pawing at the anthill and disturbing the ants. Throw the stick at the dog to make him go away (+4; 18). The ants will thank you and will offer you their help to you whenever you may need it. =============================================================================== ANTHILL TIME WASTERS: > Approach the dog without throwing him the stick. He'll growl at you. > Approach the anthill when the dog is gone and Graham will do the "BUG-a-loo" (groan). =============================================================================== Go east one screen and south one and dig through the haystack outside the inn using the hand cursor. While you're digging, the ants will come and help you find the needle hidden in the haystack in return for rescuing them from that mangy mutt (+2; 20). Once you have the golden needle, go to the tailor's shop in the town and give it to him in exchange for the cloak (+4; 24). Now that you've exhausted your options in Serenia (for now, at least), it's time to hit up the desert. --- | ---------- 6.2 | The Desert --- | ---------- ----- | ---------------------- 6.2.1 | The Desert: Characters ----- | ---------------------- BANDITS: These guys have the staff that Graham needs to open the door to the desert temple. He needs to do a few things first, however, and he needs to be pretty sneaky to get the staff. ----- | --------------- 6.2.2 | The Desert: Map ----- | --------------- LEGEND: D - Desert O - Oasis C - Camp S - Skeleton B - Brushland * - Path to Temple Inside Temple | Temple | E <---D---D---D---*---D---D---D---D---D---D---B---Gypsy N | | | | | | | | | | | | D <---D---D---D---D---D---D---D---D---D---D---B---Anthill L | | | | | | | | | | | | E <---D---D---D---D---D---D---O---D---D---D---B---Beehive S | | | | | | | | | | | S <---D---O---D---D---S---D---D---D---D---B- | | | | | | | | | | (If you go in this area, D <---D---D---D---D---D---D---D---D---D---B- you will die of a nasty E | | | | | | | | | | scorpion bite. There is S <---D---D---D---D---O---D---D---D---D---B- no reason to ever enter E | | | | | | | | | | this area.) R <---C---D---D---D---D---D---D---O---D---B- T | | | | | | | | | | E N D L E S S D E S E R T ----- | ----------------------- 6.2.3 | The Desert: Walkthrough ----- | ----------------------- Upon trying to enter the desert, Cedric will launch into a tirade about what a dangerous place it is. He's not going with you. Just ignore him. Enter the desert from the anthill for the easiest results. Refer to the map above to find the oases. You can't go too long in the desert without drinking from an oasis or Graham will die of dehydration and become a meal for the vultures. To get you started, from the brushland west of the anthill, go four screens west and one screen south. Drink from the oasis by clicking the water with the hand cursor (+2; 26). You only get points for drinking from an oasis the first time you do it, so there's no need to run around hitting all the oases in the whole desert. Save after quenching your thirst. You need to make it to the bandits' camp in the bottom left corner of the map above. Use the map to find a route to the camp that passes through one of the oases and the skeleton in the middle. When you reach the skeleton, pick up the shoe next to him (+2; 28). Once you reach the bandits' camp, you'll get points for finding it (+3; 31), but only the first time. Quench your thirst from the clay jar over in the corner. After getting a drink, you can either head north to the temple, or you can stick around and waste some time at the camp. =============================================================================== BANDIT CAMP TIME WASTERS: > Drink from the clay jar repeatedly. > Play with the embers at the dead campfire. > Try to talk to the unconscious drunkard on the ground. > Try to wake up the unconscious drunkard on the ground. > Try to take things from the unconscious drunkard on the ground. > Go in the small tent and look around. (Save first though, because if you spend too long in there, the sleeping bandit will wake up and murder you.) > Try to go in the large tent. Save your game before doing this, since you'll be killed before you can get in. > Look at the camels. =============================================================================== After stopping off at the bandits' camp, go north to the temple. Be sure to drink at the oasis along the way. Once you're able to see the temple through the hole in the cliffs, you'll get points just for finding it (+3; 34). You have time for a sip from the oasis but not much else. After drinking, you need to hide behind the rocks that surround the oasis, because eventually, the bandits will ride up to the temple, and if they see you, they'll kill you on sight. Therefore, make sure most of your body is concealed, then wait. When the bandits arrive, watch as they approach the door and open it by tapping it with a staff. You will receive points for observing this process (+2; 36), after which you must return to the bandits' camp and steal the staff. The staff is located in the smaller of the two tents, so enter that one. This is one of those times when the evil copy-protection fairy might decide to rear its ugly head, so have your documentation ready. Inside the tent, walk around the slumbering bandit and snatch the staff from its resting place (+2; 38). Do not dawdle in here. If you talk to the bandit, he will kill you. If you step on him, he will kill you. If you touch him in any way, he will kill you. If you take too long to get the staff, he will kill you. There are no circumstances in which the bandit will not kill you if he discovers you. Get in, do the deed, and get out. With the staff now in hand, return to the temple and go up to the door. Use the staff on it (+2; 40). Graham's careless use of the staff causes it to break. Good work, Graham, now we only get one shot at raiding the temple, and we have to make it quick, because the door doesn't stay open for long, and if it closes while you're inside, there's no way of getting out. Because of this, you should save before you knock on the door with the staff. Once inside, act quickly. Switch to the hand cursor and take the brass bottle (+2; 42) and the gold coin next to it (+2; 44), then get out as fast as you can. While in the temple, don't touch the massive treasure pile. It is cursed and will kill you on contact. Also, as already stated, don't hang around and let the door close on you, and certainly don't save after the fact if that happens. When you leave, the temple door will close automatically, and you can never go back in for any reason. Return to Serenia, stopping at oases along the way as usual. --- | --------------- 6.3 | Back in Serenia --- | --------------- Once you arrive safely back in Serenia (much to the paranoid Cedric's delight), you need to hit up the gypsy camp. The man guarding the entrance will let you in for the price of one gold coin, which luckily you picked up in the desert temple and can give to him now (+3; 47). Now, pop a bag of popcorn and get comfy, 'cause it's MOVIE TIME!! The fortune teller shows you Graham's son Alexander being interrogated by Mordack. Mordack wants his cat turned back into a human, because that cat used to be his brother Manannan! (SPOILER ALERT: This comes from King's Quest III, when you control Alexander, who is kidnapped by Manannan as an infant and lives under his surveillance until he turns 18. In the initial segment of the game, you escape from Manannan's tower by learning magic behind his back which allows you to turn him into the cat that he is now.) Alexander is the only one who can reverse the spell since he's the one who cast it in the first place. He's forgotten how to reverse it, however, so Mordack is perfectly content to let the family stay shrunken in the bottle until they die. How awful! Before you leave, the fortune teller will give you an amulet that will protect you from most forms of magic (+2; 49). Equip it as soon as you leave the wagon. It is now permanently attached to Graham's person. Now that your business with the fortune teller is finished, go to the screen where you find the prince and go one screen south. You will arrive at the bakery. DON'T TAKE ANOTHER STEP! SAVE YOUR GAME RIGHT NOW!!! After you do that, move forward a little bit. A cat will begin chasing a rat. You need to act quickly in order to save the rat. As soon as the action ensues, get your cursor up to your inventory, choose the shoe, and click it on the cat to throw it at him. If you're too slow and the cat catches the rat, reload your save file and try again. When you pull it off (+4; 53), the rat will thank you for your kind deed and promise to help you out later at a time when you will require her services. Now, wander around for a few screens, then return to the gypsy camp. If they're still there, wander some more. You need to wait for them to clear out of the area. When they do, they'll leave behind a tambourine for you to pick up (+2; 55). That's all you can do in Serenia for now. Now, it's time to head to the Dark Forest. The entrance is one screen west of Crispin's house. --- | --------------- 6.4 | The Dark Forest --- | --------------- ----- | ---------- 6.4.1 | Characters ----- | ---------- WITCH: Rules over the forest with an iron fist. She doesn't like trespassers on her turf and turns them into toads on sight. To avoid being turned into a toad, wear the amulet that the fortune teller in the gypsy camp gives you. Once you survive the magic spell she casts on you, she gets really annoyed and starts following you around. Give her the brass bottle from the temple to get rid of her. The witch has also stolen quite a few things from the residents of Serenia, which she keeps in her house at the back end of the forest. ELVES: The elves hide from the witch most of the time, but once you get her out of the way, you'll see their eyes poking out of the foliage in one part of the forest. There is a way you can get them to come out of hiding, but you need some important items in your inventory first. ----- | --- 6.4.2 | Map ----- | --- Elves' <---Forest-----Foliage-----Witch's-----Tree with Hideout Clearing (Elves) House Heart | | | | | | Path to-----Path to-----Path to N N and E Witch's and W \ House / \ / \ / \ / \ / \ / Fork to East and West | | | Back to Serenia ----- | ----------- 6.4.3 | Walkthrough ----- | ----------- Before entering the Dark Forest, you need three key items if you expect to make it out of there. 1. The amulet from the gypsy fortune teller. Also make sure you have put it on. (Choose it from your inventory, then click it on Graham.) 2. The honeycomb from the beehive. 3. The brass bottle from the desert temple. When you have these three items, enter the forest (+2, first time only; 57). Once you get two screens deep into the forest, you can't leave until you have eliminated the witch and done everything you need to do, so you need to make super-sure you have everything you need prior to going in. Walk through the forest until you encounter the witch. This can occur as early as the first screen after the entrance or as late as when you make it to her house. The amulet will shield you from her magic, which will anger her. She will then follow you wherever you go, preventing you from leaving the forest or entering her house. To get rid of her, give her the brass bottle from the desert temple (+4; 61). When she opens it, a genie will pop out. Now free, he will place her captive inside the bottle, which will then disappear into the ether. Now that she's out of your hair, you can go in her house. This may or may not turn out to be another copy protection area, so be prepared just in case. Inside the witch's house, there are three objects you need to collect, so whip out the hand cursor and get to searchin'. First, click on the incense burner hanging from the ceiling to find a small key (+2; 63). Next, open the drawer to find a pouch filled with emeralds (+2; 65). Finally, open the trunk and get the spinning wheel (+2; 67). Those are the only items of interest in the house. Once you have them, leave and go east one screen to the tree with the door in it. Use the key you just got to unlock the door (+3; 70) and find a golden heart inside, which of course you should take with you (+2; 72). Now, go one screen west of the witch's house. In the foliage, you should see small beady sets of eyes peeking out at you. These are elves. They are too shy to come out on their own, so you will have to lure them out. You have a few items that you can use to set up a trap to catch one of them. Start by using the honeycomb on the ground (+4; 76). Graham will squeeze the honey onto the ground. You're left with a patch of beeswax in your inventory, which you'll end up using later in the game. Access your inventory, then go up to the icon menu while the inventory is still open and click the hand cursor. This will allow you to handle objects in your inventory. Click on the pouch you got in the witch's house with the hand cursor. This will open the pouch and allow you to use the emeralds inside. You will now use them one at a time to lure one of the elves into a trap. Use one emerald on the ground (+2; 78). Graham will toss it past the honey patch, and the elf will come out and steal it, then return to the foliage. Toss a second emerald on the ground (+2; 80). Graham will again toss it on the ground, but closer to the honey puddle this time. The elf will steal it and return to the foliage once more. Use the third emerald (+2; 82), which Graham will drop in the honey. The bait works - the elf will get stuck and Graham will catch him, demanding to know how to escape the forest. Since you caught him, he will show you the way out. When the rock creature moves out of the way, follow the elf through the clearing to the tunnel. Crawl into the tunnel (+2, first time only; 84). When you reach the elves' cave, talk to the elf you caught. As a reward for being crafty enough to catch him, he will give you a pair of exquisitely crafted shoes (+2; 86). Once that's done, you can leave the forest by climbing the ladder to the far right. Graham will push a log aside and crawl up out of a hole, much to Cedric's effusive relief. =============================================================================== DARK FOREST TIME WASTERS: > Revisit the elves' hideaway after leaving the forest. It will be empty the second time around, and there is a pit you can fall in, so be careful. Different music plays the second time, also. > Try to give the witch items other than the brass bottle. =============================================================================== --- | ------------------- 6.5 | The Last of Serenia --- | ------------------- Now that you're out of the forest, it's time to return the things the witch stole to their rightful owners. Start by heading west to the weeping willow. Give her back her heart (+4; 90). A scene will commence in which she and her boyfriend, the prince you saw weeping on the log earlier, are reunited. When she and the prince leave, she will leave behind a harp. Take it (+2; 92). =============================================================================== WEEPING WILLOW TIME WASTER: > Take a drink from the pond surrounding the tree. (Salt water - blech!!) =============================================================================== Go south to the old gnome's house and give him the spinning wheel, which belongs to him. In exchange, he will give you his grandson's marionette (+4; 96), at which time they will wander off to find wood to carve another puppet. =============================================================================== GNOME'S HOUSE TIME WASTER: > Try to open the door to his house with the key you used on the tree in the forest. =============================================================================== Head to town and enter the toy shop. Give him the marionette in exchange for the sled on the wall (+4; 100). Head on over to the shoe shop and give them the fabulous shoes you got from the elf in the forest (+4; 104). The cobbler and his wife can retire comfortably on the amount of money they can sell the shoes for, and as a token of thanks, the shoemaker will give you his cobbling hammer. You are finally well enough equipped to take on the burly innkeeper and his mischievous cohorts. Take a deep breath and save your game before entering the inn. Try to either move past or talk to the innkeeper. His friends will hold you while he cold-cocks you with a crowbar. When you wake up, you will find your- self tied up and trapped in his cellar, which is heavily locked down in case you manage to escape the rope. Now, if you were a good adventurer and saved the rat from getting annihilated by the cat back at the bakery, she will now turn up to save you by chewing through the rope. After she frees you from the rope, pick it up and take it with you (+2; 106). You're not in the clear just yet. You still have to break the padlock that is keeping you down in the cellar. You can accomplish that with the hammer you got from the shoemaker (+4; 110). Break the lock and leave the cellar to reach the inn's kitchen. There is an important item to collect here, located in the cupboard. Use the hand cursor to open up the cupboard, then take the leg of lamb inside (+2; 112). Leave the inn by exiting the door to the left. If you go right, it will take you back into the inn's lobby, and if the innkeeper and his friends beat you down, no one will save you this time. If you think your curiosity might get the better of you, save before entering the inn a second time. Otherwise, leave and never return. You now lack only one more step before leaving Serenia behind for good. Go to the screen just south of Crispin's house, where the snake blocks the path leading east. Scare him off using the tambourine you got from the clearing where the gypsies used to camp out (+3; 115). After he slithers off, save your game before heading east. We now head to the cold, cruel, unforgiving mountains..... --- | ------------- 6.6 | The Mountains --- | ------------- ----- | ---------- 6.6.1 | Characters ----- | ---------- WOLVES: These are the pesky servants of Queen Icebella. First, they capture Cedric, and then they'll kill you in Icebella's castle if you don't act quickly enough. Once you calm Icebella down a bit, however, they'll help you out to a small degree. QUEEN ICEBELLA: Not a particularly funny pun, but it gets the point across. Icebella lives up to her title of ice queen, and she has no problem having her wolf servants take you out. There is a way to soften her hard heart, however. EAGLE: Outside Icebella's castle, you'll find a starving eagle. If you feed him, he'll return your kindness later. YETI: Near Icebella's palace, in a large cave, there lives a bothersome yeti. The queen will spare your life and Cedric's if you can get rid of him. ROC: Just when you think you're out of the mountains, a roc (a mythological two-headed bird) comes and captures Graham, thinking it will make the perfect meal for its baby that is about to hatch. ----- | --- 6.6.2 | Map ----- | --- T Rock-----Slope-----Icy-------Outside O Jump Pit the Castle | / S | / E Mountain Jutting ICE QUEEN'S----- R <------> Path -------- Rock CASTLE E / N / I ------ A / / Path Behind--------Near the------Cave Ice Castle Cave | | | Path to------Roc's Roc's Nest Nest --> (flown to beach) ----- | ----------- 6.6.3 | Walkthrough ----- | ----------- As soon as you reach the mountains, put on the cloak to protect yourself from the cold (+4; 119). If you don't, you'll freeze to death at the next screen. Also, eat the leg of lamb to stave off hunger (+4; 123). When you use the leg of lamb once, you will only eat half of it. DO NOT EAT THE WHOLE THING. You need to save the rest for a moment that will arrive shortly. Also, although it will nourish you, it is imperative that you do NOT eat the custard pie from the bakery. You'll need that later as well. The next screen brings you to a frozen waterfall which you must scale using the rope you took from the inn's cellar in Serenia. You have two choices here. You can attach the rope to either the tree branch or the overhanging rock. DO NOT USE THE ROPE ON THE TREE BRANCH! If you do that, the branch will break under Graham's weight and kill him. Instead, use it on the jutting rock (+5; 128). It is much sturdier and will take you safely to the next screen. Once at the top, you should definitely save your game. The next puzzle involves a series of rocks which you must hop across. Some are stable and hold Graham's weight, but others will break and cause him to fall to his death. This is why it is important to save before attempting this area, so that you can reload from this point in case you mess up. Hop to each rock by clicking it with the hand cursor. You'll earn a few points when you reach the other side successfully (+2, first time only; 130). Walk across the log to the next screen. Cedric will get captured by a wolf, so you're without him for the time being, but it's not a big deal. From the screen where the wolf captures Cedric, board your sled by clicking on the hill. This will send Graham speeding past the icy pit ahead (+5; 135). The reason for sledding over the pit is that there is a small ice bridge that is weak and will collapse if you attempt to walk over it. Once over the pit, the sled breaks Graham's fall, resulting in his uttering a mild interjection. When you reach the next screen, you'll find a starving eagle crying out for some food. Give him the rest of your leg of lamb (+3; 138) and then approach the castle. The wolves will escort you in to see the ice queen, Icebella (+2; 140). The queen is more than eager to sic her wolves on you. No amount of talk will help, and after some futile discussion, a hold period in which the wolves will close in on you begins. You need to act very quickly here. Get your cursor up to your inventory, choose the harp, then click it on either Graham or Icebella. The lovely music will thaw her heart enough that she will give you a chance to redeem yourself (+4; 144). She'll ask you to get rid of the yeti that lives in a cave nearby, which the wolves will take you to. There is one screen before the yeti battle, so use that time to save before facing him. When you reach his screen, he will lumber out of his cave and move inexorably toward you. He's pretty slow, so you have enough time to take him out. You can do this using the custard pie you got from the bakery (assuming you didn't eat it ... this is why you were supposed to eat the leg of lamb to keep from the starving and not the pie). Click the pie on the yeti to throw it in his face, which will cause him to stumble off the cliff and fall to his death (+4; 148). Before departing, explore the yeti's cave a little. You need to take one of the crystals with you. Take the one right in the middle. You can't extract it with just your bare hands, however. Use the shoemaker's hammer, the same one with which you broke the padlock in the inn's cellar, to break off a chunk to take with you (+4; 152). Return to the wolf waiting for you. He will take you back to the palace, where Icebella will thank you for your services and set you and Cedric free. Go south from the screen prior to where you fought the yeti to reach a winding path. Walk all the way to the top (bottom right corner) and you will find yourself getting captured by the roc (+2; 154). The roc will take you to its nest, where its baby is about to hatch from its egg. Another hold period kicks in here. During this hold, you will see a tiny shiny object glimmering in the nest. You need to pick it up. It's a locket that someone lost. Pick it up before the hold period ends (+2; 156). One of two things will happen. If you didn't feed the eagle your remaining leg of lamb before entering Icebella's palace, you'll get eaten by the baby roc. If you did feed him, that eagle will come and save you from becoming baby food at the last minute. He will take you to a quiet beach area, where you will be reunited with Cedric. --- | -------------------------- 6.7 | The Beach and Harpy Island --- | -------------------------- ----- | ---------- 6.7.1 | Characters ----- | ---------- OLD MAN: Upon first arriving at the beach, the old man isn't very helpful, mainly because he's deaf. You'll get a conch shell soon that will be able to amplify his hearing, however, and at that time he'll be of much more use to you. HARPIES: Evil mythological creatures with women's bodies and birds' wings and talons. They're literally man-hungry, and Graham is the unlucky sap who's about to become their meal. An item you used earlier will help you deal with these monsters. SEA MONSTER: A huge monstrosity that forms a boundary around the ocean, thus preventing you from sailing onward indefinitely. It tears up Graham's boat and eats him. Stay out of his way and he'll stay out of yours. ----- | --- 6.7.2 | Map ----- | --- S E A M O N S T E R | | | | | S | | | | | E Waterfall------O------O------O------O------O------ A | | | | | | From | | | | | | M Roc's------->Start------O------O------O------H------O------ O Nest | | | | | | N | | | | | | S Hermit's House------O------O------O------O------O------ T | | | | | E | | | | | R S E A M O N S T E R ----- | ----------- 6.7.3 | WALKTHROUGH ----- | ----------- =============================================================================== BEACH TIME WASTERS: > Walk off the rock hanging over the sand. > Keep ringing the old man's bell - he's got quite the vocabulary when it comes to telling you to go away. > Walk directly into the waterfall (save first). > Try to push the boat out to sea without fixing the leak (again, save first). > Try to swim to Harpy Island (shyeah right - save first). =============================================================================== The first thing to do once you're back on your feet is to pick up the iron bar lying in the sand (+2; 158). As you should know by now, it, like everything else in your inventory (yes, even Crispin's wand!) will come in handy later. Unless you feel like wasting time ringing the deaf hermit's doorbell, go north to the boat. The boat isn't quite seaworthy yet. It's got a hole in it. Fix that hole by plugging it with the beeswax left over from the honeycomb (+5; 163). Once the boat is fixed, you can take it out to sea ... but wait! Copy protection is back to thwart you! And this time there's no getting around it. You MUST have your documentation at this point to advance in the game. If you don't have it, you're S.O.L., and this is the end of the line for you. Even if you don't have it, however, this walkthrough does. Refer to the ever-helpful Documentation Symbols section if you don't have a copy, since this is where your adventure ends if you lack translated symbols. When you have the boat in the water, go south one screen and then east until you reach an island. This is Harpy Island, and you get points just for making it there (+3; 166). As the harpies close in on you, play the harp that you played for Icebella (+4; 170). They love harp music even more than they love feasting on men. They will steal it from you and scamper off to play with it some more. There are three objects for you to collect during your stay on Harpy Island - a fishhook (+2; 172), a seashell (+2; 174), and .... huh? Cedric (+3; 177)? Yes, poor Cedric was hurt in the melee with the harpies. You actually have two options here. You can be a jerk and leave him for dead, or you can be a pal and take him with you. Either way, you'll make it to the end of the game, but each decision will affect the endgame differently. For goodness' sake though, just take him. Retrace your steps to get back to the beach. Go to the old man's house and give him the seashell from Harpy Island (+4; 181). It will allow the deaf old hermit to hear you, enabling him to give you directions to Mordack's island. His mute mermaid assistant Pearl will lead the way. --- | --------------------------- 6.8 | Mordack's Island and Castle --- | --------------------------- ----- | ---------- 6.8.1 | Characters ----- | ---------- MORDACK: The evil wizard who shrunk Graham's family and trapped them in a glass jar. If Mordack knows you are in the castle, it won't be long before he shows up to kill you. Therefore, it is in your best interest to keep a low profile as you sneak through his castle. MANANNAN: Mordack's cat, who incidentally is also his brother. (Graham's son Alexander turned him into a cat in King's Quest III.) If he sees you, he'll let Mordack know you're around, and of course, Mordack, poof, dead, etc. You need to find a way to keep him from ratting you out. BLUE BEAST: Mordack has a large blue beast for a bodyguard who will try to imprison you if he sees you. You actually need to let him catch you once in order to reach an item in another part of the castle. Only get caught once, though! As with Manannan, if you take him out once, he'll never bother you again. DINK: A sweet but stupid monster living in the labyrinth portion of Mordack's castle. Although he means no harm by it, he'll crush you in a death hug if you get too close. He is highly excitable, and as such would probably love to have a toy to play with. CASSIMA: A sweet maiden who's been reduced to working as Mordack's slave. She is missing a prized possession and would be more than willing to help you out if you returned it to her. ----- | ---- 6.8.2 | Maps ----- | ---- I. Outside the Castle. Entrance to-------Castle Labyrinth Gate | | | | | | | Serpent | Gate | | | | | | | Island | Beach down to | labyrinth | | | | View of | Island | | | entrance | to pantry | / | / LABYRINTH--------Dungeon Cell II. The Labyrinth. D=Dink H=Hole C=Cell *=Path O=Door * O D ** **** ** * * * ** *** **H ** *** *C D * *** ***** *D III. 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 ----- | ----------- 6.8.3 | Walkthrough ----- | ----------- Pearl guides you to Mordack's island herself, so you don't have to steer the boat at all, as it will follow her lead. Once you make it to Mordack's island, there's no turning back. The boat crashes on the island (+3; 184) and is damaged beyond repair. On the shore, pick up the dead fish (+2; 186). Be careful at the stone serpent gates. The statues shoot lethal lasers from their eyes. To destroy the statues, hold up the crystal you got at the yeti's cave. This will deflect the lasers back at the statues and eliminate them (+5; 191). You can't enter the castle through the front door, so you'll have to find another way in. Fortunately, there's a grate leading underground over west of the castle. You can't get it open with your bare hands, so you'll have to use the iron bar from the beach (+4; 195). The open hole will lead into Mordack's labyrinth. The labyrinth can be confusing, but there are a few tricks you can try to help you out. One is to use the map above (the one with all the asterisks marking the path - the starting point for the labyrinth is the fifth one on the bottom row). The other is to click the eye cursor on the black part of the screen outside the maze. This will bring up a compass that tells you which way you're going. Keep in mind that when you turn a corner, you're facing a new direction, so click the eye in the black area to get an up-to-date report on which way you're facing. The beast named Dink is the key to escaping the labyrinth. There are three places in the labyrinth where you can find him. Seek him out and give him the tambourine to play with (+3; 198). He will get excited and take it with him. He leaves a hairpin on the ground, which is actually the key to the door that takes you out of this maze. Pick it up (+2; 200), then find the door and unlock it to reach the castle proper (+4; 204). Leaving the maze puts you in the castle's pantry. Get a bag of peas from the cupboard (+2; 206). You will use both the peas and the bag at some point in the near future. After getting the peas, save your game. The next few steps are integral to your forward progress. After the pantry comes the kitchen. Princess Cassima is in here toiling away at her work. The locket you found in the roc's nest is hers. Give it to her (+4; 210) to receive her gratitude. She's thankful enough that when you get in a jam here in a minute, she'll bail you out. Save before proceeding. Upon entering the next screen, the blue beast should start coming at you. Just this once, you need to allow him to catch you (+2, first time only; 212) and throw you in the dungeon. Not only do you get points for letting him catch you, it also allows you to reach an item you can't get otherwise. In the 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 grab it (+4; 216). Around this time, Cassima will come around and let you out of the cell in return for giving her locket back to her. She can only do this for you once, since it's too dangerous to do it any more than that. If the blue beast catches you again, it's game over for you. Go back to the blue beast. This time, instead of letting him catch you, use the bag of peas on him to spill them on the floor. He will slip and knock himself out cold (+3; 219). Now you only have the cat to worry about. When you see him, distract him with the fish from the beach, then use the empty pea bag to trap him so he can't run off and tell Mordack you're in the castle (+2; 221). =============================================================================== MORDACK'S CASTLE TIME WASTER: > Play the organ in the downstairs hallway (save your game before doing this - Mordack will hear the noise and teleport in to kill you). =============================================================================== Once upstairs, go left one screen and down one screen to reach Mordack's library. There's nothing to do in his bedroom - yet, that is. Kick around in the library for a while, making sure to stay out of Mordack's line of sight by not hanging around the door. There is a book of spells lying open on a table. Look through it (+3; 224) and observe the spells in it carefully - you'll be using them soon. After you hang around the library long enough, you will see Mordack enter his bedroom and go to sleep. This is your chance to go in his bedroom and steal his wand off his nightstand (+3; 227). Having stolen the wand, go in the laboratory over to the right. There's a funky machine in this room. What does it do? It transfers energy from one object to another using the two trays and a secret ingredient that starts it up. Put Crispin's wand on one of the trays (+4; 231) and Mordack's wand on the other (+4; 235). The machine doesn't have an "on" switch, so you'll have to find a different way to crank it up. If you explored the dungeon cell thoroughly when the blue beast threw you in there, then you should have the ingredient that gets it in gear. That's right - cheese! Put the cheese in the machine and watch it spring to life (+5; 240). Mordack will then appear in his laboratory. This marks the beginning of the epic final battle, so grab Crispin's wand (+4; 244) and let's get this party started! Wait a minute ... did you read the spell book while you were in the library waiting for Mordack to go to bed? 'Cause if you didn't, you've got no magic and it's time to die. This is also where rescuing Cedric back at Harpy Island comes in handy. If you saved him, Mordack, who gets the first shot, will hit Cedric instead of you, and that gives you the time you need to retaliate. Not taking Cedric with you, however, results in you not having a "shield", so to speak, and Mordack will instantly zap you with no chance to defend yourself. So that's why it pays to save your old buddy Cedric on Harpy Island. With Cedric down for the count, the magic battle begins. At this time, the spells you learned from the book will make themselves available to you. Mordack will attack you by transforming into a series of creatures and you must find the spell that will most effectively combat what he turns into. First, he turns into a really ugly flying monster. Use the tiger spell to fight the ugly flying monster (+4; 248). After the ugly flying beast, Mordack transforms into a dragon. Use the rabbit spell to take down the dragon, old-school "Sword in the Stone"-style (+4; 252). From his dragon form, Mordack will turn into a cobra. Choose the spell that looks like a mongoose, a ferret-like creature with a slender body and a long tail. Nature shows us that the mongoose is a lean, mean, snake butt-kicking machine, so it's only the natural choice in this situation (+4; 256). Mordack's almost a goner - just one more form to defeat! And luckily, your final spell makes perfect sense. Use the rain cloud spell to cancel out his flame hoop form (+4; 260). Graham will rain all over Mordack and extinguish his fire, thus annihilating him completely and winning you the game! Now sit back and watch the ending. Congratulations on beating King's Quest V! _______________________________________________________________________________ ������������������������������������������������������������������������������� = | ==================== 7 | CREDITS & COPYRIGHTS = | ==================== > Sierra for making this game, and for the clue book upon which the maps in this FAQ are based. > Andrew Schultz (http://www.gamefaqs.com/features/recognition/3574.html), for providing a copy of the documentation that allowed me to transcribe it to this FAQ. > GameFAQs, Honest Gamers, Neoseeker, and any other sites that host this walkthrough. > Anyone who helped cultivate my talent and love for writing and encouraged FAQing as an outlet for it. > My girlfriend April - my raison d'etre. I'm proud to host this FAQ on the following reputable websites: www.gamefaqs.com www.honestgamers.com www.neoseeker.com These three websites represent the places where the guide was originally submitted. If you want to use this guide on your website, you have my permission to do so. Requesting permission is merely a formality (although it's still just polite to do). The only thing I ask is that you not change any words within the document, and that you credit me as the original author of the document. You may convert it to HTML format if you wish to add screenshots. Plagiarism is, always has been, and always will be strictly forbidden. This version of this guide (Final) is � February 24, 2007 by Snow Dragon, all rights reserved. The latest version of this document, should I ever choose to update it, can be found first at GameFAQs, Honest Gamers, and Neoseeker. Thanks for reading my FAQ and have a great day! _______________________________________________________________________________ �������������������������������������������������������������������������������