.;jfi, .ft. ;t ,t .:::j ;:j it: tW. Lf KE ,Lf, i, .j;t: .;jt, : .,ti::. .GG#L WE:t##L: .;t. .L#t,,iE#; jW; ;WE: DW.: #L Et tGt, ;K#i i#i LW f#, KE tD;:;;, j..::.: .W; EW t#t LW L#; .KE ;#j .;jLLGD, LD: ;Gj .tLD: ,Gt .tDEt,:DE ;itLj;t if ,tDG;: ,iffj:fffj: ,j, .:iftitititfift. LE fG: i ;Kf j#i j#i j#i L#: WE i..:#; tf: :fj, .;,ff. .,ti::. :fj#tj: i#i i#i E# WE i ..#j :WG .j#j WG .ED. DW.: i#i i#i i#i i#j WD i ;W: KG ;#; WDLt;' tD;:;;, i#i i#ii#i ;Ej ; i iL: ,WE: :t#i :WE, ;#j f#j f##j ,i.:,jt,. .;fitj ij. 'fij:' ;itLj;t :jft; .:iftititfift. :Kf: :fGj: ,. . ,-,-,-. . . . / | |-. ,-. ,-. ,-. ,-. ,-. `,| | | ,-. | , ,-. ,-. |- |-. ,-. /~~|-. | | `-. |-' | | | |-' | ; | . ,-| |< |-' `-. | | | |-' ,' `-' ^-' `-' `-' ' ' `-' `-' ' `-' `-^ ' ` `-' `-' `' ' ' `-' ,-_/,. . ,---. . . . ' |_|/ ,-. ,-. ,-. |- | -' ,-. | | ,-. ,-. ,-| ,-. ,-. /| | |-' ,-| | | | ,-' | | | | | | | | | | |-' | `' `' `-' `-^ ' `' `---| `-' `--| `-' ' ' `-^ `-' ' ,-.| .- | `-+' `--' ~ King's Quest V: Absence Makes the Heart Go Yonder ~ A Grueling Quest to Rescue a Family for DOS/Windows FAQ/Walkthrough by bananagirl bananasquid@msn.com Final Version - 7/14/02 Disclaimer! ``````````` This document is copyright ©2002 bananagirl. All information contained within is protected by international copyright law. =============================================================================== .:*~*:. < Table of Contents > .:*~*:. =============================================================================== 1. Introduction 2. Preliminary FAQ 3. General Information o Story o Characters > Graham > Cedric > Mordack > Crispin 4. Game Basics o Stuff You Should Know > Score > Saving/Loading/Restarting o Controls 5. Walkthrough o Serenia o The Infinite Desert o Serenia Again o The Dark Forest o Serenia Yet Again o The Mountains o The Beach & The Ocean o Mordack's Island 6. Maps o Land of Serenia o Infinite Desert o Dark Forest o Mountains o Beach & Ocean o Harpy Island o Mordack's Island o Mordack's Labyrinth o Mordack's Castle 7. Revision History 8. Copyright & Contact Info 9. Credits/Thanks =============================================================================== .:*~*:. < 1. Introduction > .:*~*:. =============================================================================== Howdy. Welcome to my King's Quest V thing. It sucks. I'll be the first to say it. I wasn't going to do one for this game. I'm tired of it, oh so tired... I'd rather curl up in a corner and die than play this game anymore. But I made a guide for it anyway. Feel sorry for me. This is scrapped together fairly quickly, because I'm so sick of the game. There's no point list included in the file, but there's a separate one on GameFAQs. I made it. Look at it. Feel sorry for me for putting so much time into this game. OK, I'll stop complaining now. The walkthrough sucks, but it gets the job done. And it only took me about half an hour or so to write. Go me. OK. Enough of that. I'm leaving. - Bananagirl =============================================================================== .:*~*:. < 2. Preliminary FAQ > .:*~*:. =============================================================================== Q. Who's this Roberta Williams person? `````````````````````````````````````` Roberta Williams is the brain behind the King's Quest series, and many other wonderful games, such as Mission: Asteroid (which I've also written a guide for), Mystery House (ditto, and the first hi-res adventure game ever), and the Laura Bow games. All worth playing. Q. Where can I get this game? ````````````````````````````` Your chances of finding an original copy of it are pretty slim, but you might be able to find it somewhere if you look really, really hard. You'd probably be better off to just buy the entire series in either the Roberta Williams Anthology (dunno if this is even still available) or the King's Quest Collection. Both should be fairly inexpensive, but there *are* quite a few games in each pack, so expect to fork over at least a few bucks. Q. Is this appropriate for my kids? ``````````````````````````````````` Of course! There's nothing in it that will traumatize them, or even damage their egos. Graham can die, but when he does, it doesn't show very much. There's a bit of Yeti killing involved, but nothing that can possibly happen in real life is harmful to the little ones. The difficulty level might be a bit high for some children, but it's fun for everyone, so don't hesitate to help out should they ask. Q. How 'bout for older people? `````````````````````````````` It's a classic. Highly recommended for everyone. Just make sure you keep your own saved games easily distinguishable from everybody else's. Few things are more annoying than getting most of the way through a game and having someone else replace your game with their own, which just happens to be near the beginning. Q. Why do these questions look familiar? ```````````````````````````````````````` Because I stole them from my King's Quest 1 guide, of course! I'm too lazy to come up with new questions and answers for everything, so if the same ones work, I'm all for recycling them. =============================================================================== .:*~*:. < 3. General Information > .:*~*:. =============================================================================== Story ------------------------------------------------------------------------------- Graham was spending a day in the country, enjoying the sun, picking some flowers. All that other fun stuff that comes with relaxing. Suddenly, a cold breeze blew in. Fearing a storm, Graham rushed back to his castle... Only to find an empty foundation. As he stood there, stunned, he heard a voice calling out to him. The voice belonged to an owl named Cedric, who told Graham what he knew about the disappearance of the castle, then gave him some fairy dust and led him to Serenia to meet a wizard named Crispin. ------------------------------------------------------------------------------- Characters ------------------------------------------------------------------------------- King Graham ``````````` Graham is searching for his missing family and castle. He has no idea why they have been taken from him, but he's out to get them back. Graham was also the hero in the first two King's Quests. Cedric `````` Cedric witnessed the disappearance of Graham's family and castle. He joins Graham in order to guide him and advise him. He's nice like that. Plus Crispin told him to. Mordack ``````` Mordack stole Graham's family and castle. He's mean like that. He has his reasons, but I don't want to ruin the game for you. You'll have to play to find out why he did it. Crispin ``````` Crispin was once a very powerful wizard, but his age has put a damper on his powers. He can't do much to help Graham at first, but he'll be back to help at the end of the game. =============================================================================== .:*~*:. < 4. Game Basics > .:*~*:. =============================================================================== Stuff You Should Know ------------------------------------------------------------------------------- Score ````` Throughout the game, various actions and items will earn points for you. There are 260 points in the game, but you don't have to get all of them to finish it. It's just a nice little challenge for you. Saving/Loading/Restarting ````````````````````````` Save (found under the settings menu) is a way of keeping your progress, even if you exit the game. Save often. Save well. Follow the on-screen instructions. Restore (also found under the settings menu) recalls your saved games. Do it if you die or screw up. You *did* save, right? Restart (guess what? It's also under the setting menu!) restarts your game. Big surprise there. Don't do this unless you're unbelievably stuck and you forgot to save or something. ------------------------------------------------------------------------------- Controls ------------------------------------------------------------------------------- They did away with the typing system when it came time to do King's Quest V. Now your mouse does the work. You've got a bunch of icons to select from. The eye looks at things. The hand picks stuff up and touches it. The walking guy walks. The mouth talks. Whatever item you're using does whatever it's supposed to if used in the right spot. I'm too tired to come up with something chart- like for this. Check the instruction manual or something. =============================================================================== .:*~*:. < 5. Walkthrough > .:*~*:. =============================================================================== Serenia ------------------------------------------------------------------------------- After the introduction, you will find yourself in front of Crispin's house. He isn't in there now, so you might as well follow Cedric's advice and head for the town. Cross the bridge and go south until you reach the buildings, then go in. Just inside the town is an alley. It is blocked by a man trying to fix his wagon, but if you look inside the barrel, you can find an Old Fish. Take it. Go into any of the shops then step back out. The man will be gone, but a Coin will be glinting nearby. Pick it up and leave town. Go west and enter the pie shop. Inside, give the man behind the counter your Silver Coin to receive a Custard Pie. Leave the shop and go west two screens. The bear is blocking access to the beehive, so throw him your Old Fish to make him go away. Since you helped him, the bees will allow you to take a Honeycomb, so do so. Also, pick up the Stick lying on the ground. When you've done all of this, go north. The dog is more interested in digging at the anthill than Graham at the moment, but perhaps if you throw him a stick he'll be a bit more loving. Toss the Stick you picked up in the last screen at the dog and you'll get the promise of a favor from the ants. We are now going to enter the desert, which is possibly the second most frustrating part of the game (the first being Mordack's Maze later in the game). Save your game and head west. ------------------------------------------------------------------------------- The Infinite Desert ------------------------------------------------------------------------------- For reference, check the map for this area later in the guide. In the desert, head for the closest oasis and take a drink. Then head north and west until you reach the hole in the cliffs. Stand behind the pillar of stone on the right side of the screen. When Graham hears thundering hooves, he will hide himself from view and watch the bandits. Afterwards, take a drink from the small pool on the ground and head south and west to the next oasis, and finally on to the bandit encampment. At the encampment, wait for the drunk guy to pass out, then take a drink. Go into the tent on the right and walk around the bed pad, being careful not to step on it. Take the Staff and leave the encampment. Make your way back towards the gap in the cliffs. Be sure to stop at the skeleton at some point to get the shoe. When you reach the Temple, use the Staff to tap on the door and open it. Inside, quickly grab the Brass Bottle and the Gold Coin glinging beside it and leave the temple before it can seal you in. Do NOT open the Brass Bottle. Leave the desert. ------------------------------------------------------------------------------- Serenia Again ------------------------------------------------------------------------------- Go to the Inn beside the Pie Shop and dig around in the haystack outside. As you do so, the ants will show up and begin digging for you. They will find a Golden Needle, which they will give to you. Walk east one screen to the Pie Shop and try to exit the screen by going to the right. As you do so, a rat and a cat should start running towards you. Throw the shoe you picked up in the desert at the cat, and the rat will promise to help you in exchange for saving her life. You picked up a Gold Coin in the desert. The gypsies charge one Gold Coin for a fortune telling. Go pay them. You will learn a bit about Mordack's reasons for stealing your family and castle, and the fortune teller will give you an amulet to wear. Put it on and go into the Dark Forest. ------------------------------------------------------------------------------- The Dark Forest ------------------------------------------------------------------------------- Go either direction upon entering and wander around until the witch shows up. When she does, give her the Brass Bottle you picked up in the desert to get rid of her, then look for her house. When you find it, go inside. The witch has three things that you can take. The first is a Pouch of Diamonds, located in a drawer. Open the drawer and pick it up. There is a Key hidden in the lamp that you can take, and if you open the chest, you can find a Spinning Wheel. Once you have all of this, leave the witch's house and walk east. You should find yourself near a tree with a little door built into it. The door is locked, but you can use the Key you took from the witch's house to open it. Inside is a Golden Heart. Pick it up and go east two screens. There are small eyes glinting in the darkness of the forest. If you drop an Emerald from the Pouch onto the ground, an elf will dash out to pick it up. Drop another one, then squeeze your Honeycomb onto the ground and drop the third Emerald into the puddle of honey to catch the elf. He will lead you out of the Dark Forest and give you a Pair of Shoes in exchange for the Emeralds. ------------------------------------------------------------------------------- Serenia Yet Again ------------------------------------------------------------------------------- Now we're going to put all of this seemingly useless crap we've been carrying around to somebody else's use. Head west from the Dark Forest to find the Weeping Willow tree. Give her the Golden Heart to transform her back into a princess and take the Harp she leaves behind. Look around until you find a hut with some gnomes in front of it. Give the older one the Spinning Wheel to receive the Marionette, then go back to the town. In town, go to the clothing store and give the salesman the Golden Needle from the haystack. In return, he'll give you the Cloak. Find the Toy Shop and give the Marionette to the Owner, who will give you a Sled in trade. Next to the Toy Shop is the store of an elderly Shoemaker. Give him the Shoes to get the Cobbler's Hammer. Leave town and go west two screens to reach the Inn. Go on in and interrupt the conversation. You'll find yourself in the basement. Just when all seems lost, the rat you saved from the cat will show up and chew through the ropes. Pick them up and use the Cobbler's Hammer on the Padlock on the door to escape. You are now in the Inn's kitchen, so open the cupboard. Inside is a Leg of Lamb, which you should take. Unlock the kitchen door and go outside. Go east once and north twice to find yourself at the now-abandoned gypsy camp. Pick up the Tambourine left on the ground and go east three times and south once. You should be in front of a snake. Use the Tambourine on it to make it go away, then head up to the mountains. ------------------------------------------------------------------------------- The Mountains ------------------------------------------------------------------------------- When Graham complains about being cold, use the cloak on him to put it on. Proceed to the next screen. Be careful not to fall off the edge of the cliff. Graham will start whining about being hungry soon, so have him eat the Leg of Lamb. When that's done, toss your rope over the rock sticking out of the cliff (NOT the branch) and climb up. At the top, hop over the rocks until you reach the other side and cross the log, then move on to the next screen. As you enter, a pack of wolves will appear and kidnap Cedric. Give chase by hopping onto your Sled. At the bottom, walk east and give what's left of your Leg of Lamb to the starving eagle, then go north to find yourself in the palace of the Snow Queen. The Snow Queen isn't willing to let you go, but if you play your Harp, she'll give you a chance. You must exterminate the Yeti that has taken up residence in her territory. She'll have her wolves lead you out. Go north. The Yeti will charge at you as soon as you enter, so have your Custard Pie ready. Hit him with it, and he'll fly off the cliff. That was easy, eh? Go into the cave and walk to the back. There is a crystal here that you can break off with your Cobbler's Hammer. Take it and go back to where the wolf is waiting. The Snow Queen will let you and Cedric go, so walk south when you are escorted out. Continue along your way until you are swept away by a Roc. When you find yourself in its nest, grab the Golden Locket and wait to be rescued. When you are, you will find yourself on the beach. ------------------------------------------------------------------------------- The Beach & The Ocean ------------------------------------------------------------------------------- Take the Iron Bar lying on the ground and go north. There is a boat here, but there's a hole in it. Use your Beeswax to plug the hole and push it out to the ocean. On the open sea, float around until you find Harpy Island. Play your Harp to make them go away, then pick up the fishhook and walk west. Grab Cedric and carry him to the boat to the west. Pick up the Shell lying on the ground before you board your vessel, then return to the Beach by sailing west. When you reach shore, climb out and ring the bell outside the shack to bring out the hermit. He won't be able to hear you, so give him the shell you picked up on Harpy Island. He will fix up Cedric and call upon a mermaid to lead you to Mordack's Island. ------------------------------------------------------------------------------- Mordack's Island ------------------------------------------------------------------------------- Pick up the Dead Fish lying on the ground and go up the stairs. You won't be able to walk any further without being zapped by the large stone guardians. Use the crystal you picked up in the Yeti's cave on the guardians to destroy them, then pass through. Go west when you reach the castle's entrance to find an old grating. Graham isn't strong enough to lift it as it is, so use the Iron Bar from the beach as a lever and climb in. You'll find yourself in Mordack's Labyrinth. Refer to the map later in the guide. Note that the direction Graham is facing is always forward. This means that if you were facing north and you turned east, the screen would show east to be where north usually is found. Before you can leave this dungeon, you must find a creature named Dink. When you do find him, play your Tambourine for him. Pick up the Hairclip he'll leave behind and find the door. Use the Hairclip as a key to get out. Open the cabinet in the pantry and take the Bag of Dried Peas and go north to find yourself in the kitchen. There is a girl working in here, but she doesn't trust you. Give her the Golden Locket you picked up in the Roc's nest, and she'll tell you what she knows. Head right. Walk in and out of here until a large blue beast appears and let it catch you. It will take you to a cell. Examine the mousehole here to find some Cheese. Use your Fishhook on it to get it out. Soon, Cassima will show up and help you escape. This is the only time she will help you, so you can't get caught again. Follow Cassima out of the dungeon and go back into the organ room. Keep going in and out until the beast shows up again. When it does, use the Bag of Dried Peas on it to take care of it, then head west to the dining room. Keep wandering around downstairs until you find a black cat. This is Manannan, the evil wizard Gwydion defeated in King's Quest III. Throw the Fish you picked up at the shore to the cat to distract it and catch it in the Empty Bag that held the peas before. Now that none of Mordack's guards are around, go upstairs and turn left to find his bedroom. Go south into his study and examine the tome on his desk. You will learn four spells, but you can't use them yet. Just wait in the study until you see Mordack appear in his bedroom, then go north and pick up Mordack's Wand from his nightstand. Go east two screens to find yourself in Mordack's lab. Go up the stairs and head to the right to find some sort of strange machine. Put Mordack's Wand on one tray and Crispin's Wand on the other. Toss the Cheese into the machine to start it. When it's done, pick up Crispin's Wand. Mordack will soon appear and try to turn Graham into stone. As he does, Cedric will fly in through an open window, and Mordack's spell will hit him instead. The machine sucked all the magic out of Mordack's wand, so he'll be reduced to using simple transformation spells. Use your Wand on Mordack's new form and choose the Tiger Spell. When he transforms into a dragon, use the Rabbit Spell to jump out of the way of the flames he breathes. When he turns into a cobra, use the Mongoose Spell. Finally, when he turns himself into a ring of fire, use the Rain Spell to extinguish him. As soon as you finish him off, Crispin will show up. He will use his magic to restore Graham's castle and family to their rightful sizes and to heal Cedric. He will then send Cassima back to the Land of the Green Isles and send Graham's family back to Daventry. The end. =============================================================================== .:*~*:. < 6. Maps > .:*~*:. =============================================================================== K E Y ````` | or - = Passable Screen Division = or # = Unpassable Screen Division (Sometimes Temporary) \ or / = One-way Passable Screen Division -|- = Staircase or Rope ------------------------------------------------------------------------------- L A N D O F S E R E N I A ````````````````````````````` .---.---.---.---. | A | B | C | D | +---+---+---+---+ | E | F | G | H | +---+---+---+---+ | I | J | K | L | '---^---^---^---' A = Gypsy Encampment E = Ant Hill I = Bee Hive B = Weeping Willow F = Gnomes' House J = Inn C = Entrance to Dark Forest G = Willow's Prince K = Pie Shop D = Crispin's House H = Path to Mountains L = Town ------------------------------------------------------------------------------- I N F I N I T E D E S E R T ````````````````````````````` .---. | H | E .---.---.---+---+---.---.---.---.---.---.---. N | | | | A | | | | | | | | D +---+---+---+---+---+---+---+---+---+---+---+ L | | | | | | | | | | | | E +---+---+---+---+---+---+---+---+---+---+---+ S | | | | | | | B | | | | | S +---+---+---+---+---+---+---+---+---+---+---+ | | C | | | D | | | | | | X | D +---+---+---+---+---+---+---+---+---+---+---+ E | | | | | | | | | | | X | S +---+---+---+---+---+---+---+---+---+---+---+ E | | | | | E | | | | | | X | R +---+---+---+---+---+---+---+---+---+---+---+ T | F | | | | | | | G | | | X | '---^---^---^---^---^---^---^---^---^---^---' E N D L E S S D E S E R T A = Gap in Cliffs E = Oasis B = Oasis F = Bandit Encampment C = Oasis G = Well D = Shoe H = Desert Temple X = Deadly Scorpion ------------------------------------------------------------------------------- D A R K F O R E S T ````````````````````` .---. | A | .---.---+---+---. | B # C | D | E | '---+---+---+---+ | | | | '-+-^===^-+-^ \.---./ | | '---' A = Witch's House B = Elves' Cave C = Elves D = Witch E = Tree with Door ------------------------------------------------------------------------------- M O U N T A I N S ````````````````` .---.---. .---. | | A | | E | .---+-|-+---+ .---.---.---+---+ | | | \ | C | | | D | '---^---' +---+---+---+---+---' | | B | | F | '---'---' '---' A = Wolves D = Yeti B = Starving Eagle E = Crystal Cave C = Snow Palace F = Roc ------------------------------------------------------------------------------- B E A C H & O C E A N ````````````````````````` .---.---.---.---. | X | X | X | X | .---+---+---+---+---+ E | A | | | | | N O +---+---+---+---+---+ D C .---. | | | | | B | L E | D | +---+---+---+---+---+ E A '---' | C | | | | | S N '---+---+---+---+---+ S | X | X | X | X | '---^---^---^---' A = Boat B = Harpy Island C = Hermit's Shack D = Mordack's Island X = Deadly Sea Monster ------------------------------------------------------------------------------- H A R P Y I S L A N D ``````````````````````` .---.---.---. | C | B | A | '---'---'---' A = Harpies B = Cedric C = Beach ------------------------------------------------------------------------------- M O R D A C K ' S I S L A N D ``````````````````````````````` .---.---. | B | | '---+---+ | A | +---+ | | '---' A = Guardians B = Grating ------------------------------------------------------------------------------- M O R D A C K ' S L A B Y R I N T H ````````````````````````````````````` .---.---.---.---.---.---.---.---. | X # X # A # X # B # X # X # A | +===+===+---+===+---+===+===+---+ | X # | # X # | | | | +===+---+===+===+===+===+---+===+ | | # X # # X # X # # X | +---+===+===+---+===+===+---+===| | # X # | # X # | | | +---+===+---+===+===+---+===+===+ | | | C # X # | # X # X | +===+===+---+===+---+===+===+===+ | X # X # | | # X # | D | +===+===+---+===+---+===+---+===+ | A # X # # X # | | # X | +---+===+---+===+---+===+---+===+ | | | | | # X # | A | '---^---^---^---^---^---^---^---' A = Dink B = Exit C = Entrance D = Hole from Cell ------------------------------------------------------------------------------- M O R D A C K ' S C A S T L E ``````````````````````````````` .---.---.---. 1st | A | B | | Floor +---+=|=+---+ | # D | C | '---^---^---' A = Cassima B = Beast C = Beast & Cat D = Cat .---.---.---. 2nd | A | | C | Floor +---+=|=+---' | B | '---' A = Mordack's Bedroom B = Study C = Labratory =============================================================================== .:*~*:. < 7. Revision History > .:*~*:. =============================================================================== v1.0 (07/14/02) ``````````````` I never want to see this game again. This guide is done. It will never be updated. Ever. I don't care how many huge glaring errors I made. I will never touch this again. I'm sorry. I hate it. =============================================================================== .:*~*:. < 8. Copyright & Contact Info > .:*~*:. =============================================================================== This document is copyright ©2002 Bananagirl (bananasquid@msn.com). This document was written exclusively for use on the internet. It is not intended to be used in any way that is profitable for anyone, including the author. It is not to be reproduced in any way without express written permission from the author. The information found within this document is, to the best of the abilities and knowledge of the author, 100% accurate. However, the possibility exists that inaccurate information may be found within. Any errors (human, computer, or otherwise) should be reported to the author as soon as possible. King's Quest V and all characters, locations, etc., are trademarks of Sierra On-Line and/or Roberta Williams. The author makes no claim to the creation of these. This document can only legally be found at http://www.gamefaqs.com. Don't email me if you don't have anything constructive to say. I don't want to have to hate you, but I might just do it if you give me a reason. =============================================================================== .:*~*:. < 9. Credits/Thanks > .:*~*:. =============================================================================== Author `````` Bananagirl (bananasquid@msn.com) Thanks to ````````` - Roberta Williams, for making games that r0x0r my s0x0rz. - My mother for buying me King's Quest 5 the first time I played it, whichever relative gave me the money that I used to buy the King's Quest Collection the second time I played KQ5, and whoever bought me the Roberta Williams Anthology for my birthday or Christmas or Hanukkah or whatever, 'cause that's the one I'm using now. ------------------------------------------------------------------------------- iLfj: K jf ;LLfjjW LLGLLf: GDi;;;t# W;;;;E; .ELLLL;tK KLDfjLt tGEi f#t D#f E, jWK jLfLEf; tWiWEKGj;;;;jD: .GD;,,,,,;DEt;;iK .fKi,,,,tKttE.Dt;;Dt .fEt,,,,tDL,fG. .W;;Ki :tGGi,,,;LDf,iEt K;tK tDLi,,;tLDGi,;DL. jLE: iDfjfLft;,;fLj. #:,,,:## ------------------------------------------------------------------------------- Copyright ©2002 Bananagirl