551 lines
25 KiB
Plaintext
551 lines
25 KiB
Plaintext
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CompuServe TEG-15017
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KING'S QUEST V
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Part 1
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INTRODUCTION
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Welcome to Roberta Williams's most fantastic adventure to date: KING'S QUEST V:
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ABSENCE MAKES THE HEART GO YONDER. This walkthru will aid you in your quest and
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bring you to a full 260-point conclusion in this 9.5Mb monster of a game!
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KING'S QUEST V does not pick up from where KING'S QUEST IV ended...well, not
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directly, that is. With his health fully restored by the magic fruit brought by
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Rosella from Tamir, King Graham leaves Castle Daventry for a leisurely walk into
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the beautiful woods surrounding the kingdom. Soon after he sets off on his walk,
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the evil wizard Mordack (brother of Manannan...uh-oh!) appears from a cloud of
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darkness outside the castle. Mordack casts a horrible spell, and the castle
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containing everyone (except Graham) is swallowed by a huge whirlwind, and
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carried back to Mordack's fortress. Graham hurries home after feeling the
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Press <CR> for more !
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CompuServe TEG-15019
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horrible winds created by Mordack, only to find that there is no home! Graham
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looks in stunned disbelief at the hole in the ground where his castle once
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stood!
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"What happened?" screams a furious Graham. Then, a voice from a tall Oak tree
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bellows "Who-who-who, I know what happened, I saw the whole thing...."
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Your quest, Graham, is to retrieve your castle and family from Mordack, and
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destroy him in the process. Why did Mordack do this to begin with? Well, it
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seems that your son, Alexander, turned Mordack's brother (Manannan) into a cat
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back in KING'S QUEST III. The spell that Alexander cast was irreversible, unless
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the caster reversed it, which is why Mordack needed Alexander. The rest of the
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family serves as hostages for Mordack to use against Alexander.
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Your only help on this quest will be from Cedric the Owl, and the kingdom's
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wizard, Crispin, who is working on a method to defeat Mordack's magic. Crispin's
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wand will be your only possession when you begin the game. Cedric will be your
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partner in the game, and will follow you _almost_ anywhere (he's a chicken when
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it comes to danger). You will notice that this game is different from all the
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other games in the KING'S QUEST series due of its lack of a parser. Please read
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Press <CR> for more !
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CompuServe TEG-15021
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your manual about the icons, and what each one does.
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STARTING OUT
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You will start off in front of Crispin's house. You have no need to go in
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because you have already spoken to him. You will find that the TRAVEL icon makes
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it easier to leave this screen. Click TRAVEL or walk one screen down. As you
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enter the screen, you'll see a poisonous snake guarding the path going to the
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mountains on the right. In case you missed him, Cedric will warn you of it.
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You'll want to go one screen left here, so click TRAVEL on the left-most part of
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the path leading left.
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When you enter the next screen, you'll see a very depressed young man sitting
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on a stump. Click TALK on him to find out what's wrong. It seems that his love
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has been taken away. Another thing for Graham to do; make a mental note: Find
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girl. Now, go back to the right (one screen). This time on the snake screen, go
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down a screen. You're now on the outskirts of the town of Serenia.
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VISITING SERENIA
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Press <CR> for more !
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CompuServe TEG-15023
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Enter the peaceful town. While you're here, there are three stores you'll want
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visit: the Tailor's, the Shoe Shop, and the Toy Store. Visit the tailor's first;
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it's the store just to the right of the alley. Enter the store and talk to the
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clerk. Nothing of interest here, except for that nice cloak. It looks quite warm
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for cooler travels. You've got nothing to buy it with, Graham, so leave the
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store. Now, click LOOK and look at that shiny white pixel (it's small) just
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outside the store. It's a Silver coin! Click ACTION and pick it up. Now, go over
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to the barrel outside the alley and look in it. A fish? Click ACTION on it to
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get it.
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Now that you've got the smelly fish, go to the Shoe Shop (the next store on the
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right). Talk to the owners. It seems times are tough and they can't make enough
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shoes to stay in business. Another mental note: Save Shoe Shop. Leave the shop
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and go to the last shop: the Toy store. Talk to Santa, I mean, the owner.
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Nothing big happening in the toy world. In fact, there's nothing here for you
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except that nice sled. It looks like fun for boring winter days! Now that you
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know what you want, leave the store and the town, and go up one screen, back to
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the path with the snake.
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KING'S QUEST V is published and distributed by Sierra On-Line.
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Press <CR> for more !
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CompuServe TEG-15025
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This walkthru is copyright (c) 1991 by RoboCop (Andrew Cogan). All rights
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reserved.
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Last page !
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CompuServe TEG-15026
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KING'S QUEST V
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Part 2
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TEMPLE
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When you're on the screen with the snake on it, go one screen left, then one
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screen up. This is the entrance to the Witch's Forest. You have to go in there
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to find out what happened to that young man's fiance. But don't do it now;
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you're not prepared for her. Go one screen left and talk to the weeping tree.
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She's playing a harp in sorrow because of the witch who took away her heart, and
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she's lost her fiance as well (notice any connection)?
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Go down one screen. That gnome has a nice marionette there; I wonder if he'd
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give it to you? Ah, well, guess not. But talk to the elderly gnome and he'll be
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willing to trade something for it. Go one screen down again. You're now behind
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the Swarthy Hog Inn, a real dump. Go one screen left. Look at that tree full of
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bees! There should be a bear there bothering them; if there isn't, exit the
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Press <CR> for more !
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CompuServe TEG-15027
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screen and come back. Throw the fish you got from the barrel at the bear. He'll
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grab it and wander off for lunch. The Bee Queen will thank you and give you a
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honey comb as a reward (lucky you!). Grab the stick on the ground and go up one
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screen.
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Those ants look busy! There should be a dog there trying to dig up the ant's
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house; if he's not there, exit the screen and come back again. Throw the stick
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at the dog and he'll run off to chase it (this dog isn't very bright; he gets
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lost doing so). The Ant King will thank you and offer his future aid to assist
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you on your quest. Go left one screen into the desert brushes.
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Cedric will stay because if his fear of desert bandits. Go down one screen and
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left five to arrive at an Oasis. Be sure to drink from it before leaving the
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screen. Go left two screens and down one. Look at that skeleton! Grab his boot
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(I doubt he'll be needing it). Go left three screens to another Oasis and grab a
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drink. Go up three screens, and right two. You'll arrive at the entrance to a
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large temple. Drink from that little puddle in front of the rock, and hide
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behind the rock until the bandits arrive. Watch the bandits stash their stuff in
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the temple with that magic staff. You can try and open the door without the
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staff after they leave, but it'll be useless; you'll have to find the bandits'
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Press <CR> for more !
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CompuServe TEG-15030
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hideout to get that staff.
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Go left two screens from the "puddle" screen, and down three. Take a drink, go
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down three screens, and left one.
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BANDITS
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You'll arrive at the bandits' hideout but they're all too drunk to notice you!
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So, drink from the large container in front of the tents, then enter the small
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tent on the right.
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The game may ask you for information from your manual to cast a sleep spell. If
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it does, decode the symbols using your KING'S QUEST V manual. Go into the tent,
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grab the staff, and get out of there! Drink from the container, go one screen
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left, and three up. Have a drink, go three screens up, and two right. Have yet
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another drink and go up one screen to the temple's entrance.
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Use the staff to open the door. Way to go, ace: You broke the staff! Oh, well,
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enter the temple quickly, grab the brass bottle and gold coin (just to the right
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of the door), and get out. If you dally, you'll spend the rest of your life in
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Press <CR> for more !
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CompuServe TEG-15032
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there!
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Go down one screen, drink, and go eight screens to your right.
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KING'S QUEST V is published and distributed by Sierra On-Line.
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This walkthru is copyright (c) 1991 by RoboCop (Andrew Cogan). All rights
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reserved.
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Last page !
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CompuServe TEG-15033
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KING'S QUEST V
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Part 3
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COUNTRYSIDE
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Welcome back to the countryside; it's nice to see Cedric's back with you! By
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now, you should be at the gypsy's hut. Pay the man with the gold coin you just
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got from the temple, and go in to see the gypsy. She'll give you information on
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Mordack's motive for kidnaping your castle and your family. It seems your son
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Alexander turned Mordack's brother Manannan into a cat in KING'S QUEST III, and
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Mordack wants Alexander to turn him back into his normal ugly self. This is
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pretty heavy stuff! The gypsy will also give you a magic amulet to protect you
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from magic. Then, she'll kick you out of the hut and let you go about your
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business again.
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WITCH
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Press <CR> for more !
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CompuServe TEG-15034
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Go two screens right, put on the Amulet, and get ready to enter the Witch's
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Forest. Cedric will chicken out again and leave you to do the dirty work by
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yourself. Enter the forest and follow the left path.
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Should the Witch show up, she'll try and turn you into a frog, but your amulet
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will protect you. While she's trying to figure out what's wrong with her spell,
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give her the brass bottle from the temple. Her greediness will make her open it,
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and the Jinni inside will be released! After 10,000 years of being in a bottle,
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he's glad to be out, and he'll stick the Witch in the bottle to take his place.
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So much for the Witch! Continue on this path until you arrive at the Witch's
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house. Enter the house (the game may ask you for the codes).
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What a decorator that Witch was! Open the chest and grab the spinning wheel.
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Then, get the key from the incense burner hanging from the ceiling. Open the
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drawer on the left, get the pouch, exit the house, and go right. Follow the path
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until you arrive at an odd-looking tree. Unlock the safe in the tree with the
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Witch's key and take the gold heart. This must be the weeping tree's heart!
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Let's get out of here and give it to her. Leave the forest.
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Uh-oh, you seem to be lost! Don't worry, though. Go one screen left from the
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Press <CR> for more !
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CompuServe TEG-15037
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Witch's house. See those eyes in the background? One pair must know the way out
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of here!
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Use the honeycomb and spill a puddle of honey onto the ground. Then, go into
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your inventory, change the icon to the LOOK icon, and click on the pouch. There
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are three emeralds in the pouch! Throw an emerald: A little dwarf will run out,
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grab it, and dive back into the darkness. Throw another emerald: He'll grab it
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and leave again. Now, throw the last emerald. This time when he runs out to grab
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it, he'll get caught in the honey; grab him!
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Make him tell you how to get out of the forest. He'll agree, lead you out of
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the forest, and give you special Dwarf shoes as a gift for the emeralds (I don't
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know; I think Graham got ripped-off!).
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You'll crawl out from under a rock and be outside the forest again where you'll
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find Cedric waiting for you. Go one screen left, and give the heart to the tree.
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The tree will be turned back into a beautiful bride, the lucky groom will show
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up, and take her off to the ceremonies. She'll leave her harp there, so take it.
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Go left one screen. The gypsy's gone, but she left a tambourine behind. Pick it
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Press <CR> for more !
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CompuServe TEG-15039
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up, go one screen right, and one down. Give the spinning wheel to the elderly
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Gnome and he'll give you the marionette in exchange for you returning his stolen
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spinning wheel. Leave him and go down one screen.
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Search the haystack. The ants will show up and help you search it in return for
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saving their house. They'll pull out a golden needle and give it to you. Walk
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along the path in front of the inn in an easterly direction. When you're near
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the edge of the screen, a cat should come running along chasing a rat. If he
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doesn't show up, exit the screen and come back.
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You only get one shot at this: Throw the boot at the cat. If you hit him, the
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cat will wander off, and the rat will offer you important future assistance in
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your quest. Go one screen right, enter the bakery, and buy a pie for a silver
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coin. Leave and go two screens left into town.
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BACK TO SERENIA
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First, go into the Tailor's Shop and give him his golden needle. As a reward,
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he'll give you the cloak. Then, go to the Toy Shop and give the marionette to
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the store owner. He'll be so in awe of its craftsmanship, he'll give you the
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Press <CR> for more !
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CompuServe TEG-15041
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sled in return. Finally, go to the Shoe Shop and give the man the Dwarf shoes.
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With the shoes he'll be rich and will be able to retire from the shoe business.
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In his haste to enter into retirement, he and his wife will leave a hammer on
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the counter. Take it, leave the store, and go back to the Inn.
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Enter the Inn and try to talk to one of the men. He'll knock you out, tie you
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up, and throw you in the basement. If you saved the rat, it'll show up and gnaw
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through the rope. (If you didn't, you're stuck!)
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After the rat leaves, take the rope, and use the hammer on the padlock on the
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door. Open the door, grab the leg of lamb from the cupboard, and exit to the
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left. You'll exit through the side door and end up beside the haystack. Go back
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to the screen with the snake on it. Use the tambourine to scare off the snake.
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You're now free to venture into the mountains!
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KING'S QUEST V is published and distributed by Sierra On-Line.
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This walkthru is copyright (c) 1991 by RoboCop (Andrew Cogan). All rights
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reserved.
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Last page !
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CompuServe TEG-15016
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KING'S QUEST V
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1 Introduction, Starting Out,
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Visiting Serenia
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2 Temple, Bandits
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3 Countryside, Witch, Back in Serenia
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4 Moutains, Hermit
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5 Harpie Island, Mordack's Castle,
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Endgame
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Enter choice !4
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CompuServe TEG-15043
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KING'S QUEST V
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Part 4
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MOUNTAINS
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After getting rid of the snake, follow the path into the mountains. After a few
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hours, you'll arrive near the top. Wear the cloak for warmth, and if Graham gets
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hungry, nibble on the leg of lamb. Follow the path to the frozen waterfall,
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throw the rope onto the ROCK ledge which is jutting out, and climb the rope to
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the top.
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At the top, you'll notice several stepping stones. Save the game, and click
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ACTION on the first stone; repeat these two steps until you're across. (You'll
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find many stones are loose, and you'll fall, but that's what a saved game's for,
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right?)
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Now, click TRAVEL past the log, and Graham will climb over the log. Go one
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Press <CR> for more !
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CompuServe TEG-15044
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screen to the right; a wolf will grab Cedric and run off (no big loss). Use the
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sled and jump the gorge (the landing will wreck the sled). Get up and follow the
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path. You'll come across a hungry Eagle. Feed him the rest of the lamb. He'll
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fly off full, and happy, and in your debt.
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Follow the path until the wolves capture you. They will take you to the Ice
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Queen who has captured Cedric, as well. She'll pronounce your sentence, and ask
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if you have any last words: Play the Harp. The Queen -- a real music lover --
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will spare your life, and make a proposal to you: Clear her beautiful crystal
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cave of the Yeti that has taken up lodgings in it, and she'll set both you and
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Cedric free (you have to agree). One of the wolves will lead you to the Yeti's
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cave. Walk up to the cave, and when the Yeti shows up, throw the pie at him!
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It'll hit him square in the face, and he'll slip off the cliff. Don't leave just
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yet, though. Go into the cave and use the hammer to get a large crystal from the
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cave wall.
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Now, go back to the wolf, and he'll take you back to the Queen. The Queen will
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let Cedric out of his cage, and both of you will be free to go. Follow the path
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until you arrive at the flowing ice river. Walk to the huge cliff at the bottom
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of the screen, then climb the "tunnel" that's at the lower left side of the
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Press <CR> for more !
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CompuServe TEG-15046
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cliff.
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If you climb the cliff and make it to the top, a roc will grab you and drop you
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into the nest for her little rocs to feed on. Grab the locket in the nest and
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hope they don't eat you. The eagle you fed will come streaking down from the sky
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to your rescue. All the roc will get is your cloak. The eagle will bring you to
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safety on a nice warm beach; Cedric will be there waiting for you.
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HERMIT
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Grab the crow bar, and go down the beach until you reach an odd house. When you
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ring the bell, a deaf hermit will come out and try to talk to you, but he'll go
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back inside because he can't hear anything. If only there was a way for him to
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hear you....
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|
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KING'S QUEST V is published and distributed by Sierra On-Line.
|
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This walkthru is copyright (c) 1991 by RoboCop (Andrew Cogan). All rights
|
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reserved.
|
||
Last page !\
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||
CompuServe TEG-15049
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KING'S QUEST V
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Part 5
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HARPIE ISLAND
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Welcome to the conclusion of KING'S QUEST V: Glad to see you've made it this
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far! Now that you've been to the hermit and realized he's more deaf than your
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Aunt Agnes, go up two or three screens from the Hermit's house, until you reach
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the shipwrecked boat. Click the used beeswax on the boat to patch its little
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holes, then hop in the boat and get ready for the high seas.
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You can try to sail the boat yourself in your quest "to get the old guy to
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hear," or click ACTION on the boat, go three or four screens right, then one
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screen down. If you mess up your navigation at all, Mr. Sea Monster will invite
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you to a game of full-contact water polo.
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When you arrive at the island, get out of the boat. As soon as you get out of
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Press <CR> for more !
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CompuServe TEG-15050
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the boat, the Harpies will grab you and Cedric. Cedric will disappear, but the
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Harpies will take you to the summit of the island, and decide who gets your legs
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and who gets your arms. Play the harp. The Harpies will be so interested in the
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harp, they'll forget about you, and fly off fighting for it.
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Grab the silver fish hook on the ground, then go left one screen. Continue left
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until you find Cedric on the ground. Poor Cedric: The harpies hurt him bad! Pick
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him up, and continue left. At the beach, take the shiny shell on the left side
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of the beach, and jump in the boat. Once you're back on the high seas, go left
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until you arrive back at the Hermit's beach.
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If you land on a screen other than the one the Hermit's house is on, sail down
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one or two screens because you can only take Cedric out of the boat at the
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Hermit's house.
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At the Hermit's house, ring the bell. When he comes out, give him the Conch
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shell. He'll use it as a hearing aid, and you can now talk to him. He'll take
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you and Cedric inside his cozy hideaway, and fix a potion to bring Cedric back
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to health. He'll also provide you with a guide to Mordack's castle: a mermaid!
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The next thing you know, you'll be following a mermaid into the sunset in your
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Press <CR> for more !
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CompuServe TEG-15052
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trusty boat.
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MORDACK'S CASTLE
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A couple of hours later, your guide will leave you on your own, but don't
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worry: You'll already be on a crash course with Mordack's Island. SLAM! Your
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ship will crash into the Island and become firewood; however, you've made it to
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the last leg of your quest: Mordack's Castle. But can you defeat him? Think not?
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Read on!
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Grab the dead fish beside the shipwreck, then go up the stairs. This is a good
|
||
point to save your game. Keep following the path until you reach two ugly
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||
serpent statues on either side of you. For a laugh, keep walking; otherwise, use
|
||
the crystal you took from the Yeti's cave. The beams from the statues will be
|
||
reflected back into their own eyes, and destroy them!
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||
|
||
Keep following the path. When you get to the front door, you'll notice that
|
||
there is a rather large gap between you and the door. Don't worry, just take a
|
||
detour to the left, and follow the ledge around the castle until you reach a
|
||
vent. Use the crowbar to open and enter the vent. Cedric will stand guard, and
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||
Press <CR> for more !
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CompuServe TEG-15054
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||
|
||
you'll drop into Mordack's maze.
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||
|
||
In this maze, you are after two things: the Exit, and a large, blue, bouncing
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||
beast....
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||
|
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Because of the multiple locations of the beast, I'm afraid I can only offer the
|
||
location of the exit of the maze. I recommend you map and explore your way
|
||
around until you find the beast; you're going to have to find your way back to
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||
this screen on your own. When you find the beast, use the tambourine. It will
|
||
grab it, play with it, do a back-flip, and leave. Take the hairpin it leaves
|
||
behind. Now, go back to the screen with the vent above you.
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||
|
||
On the vent screen, make sure there are passages to the north, west, and south
|
||
(save your game here). From there, go down one screen, right three, down one,
|
||
right three, up one, and right two. You'll arrive at the locked door that leads
|
||
out of the maze. Use the hairpin and pick the lock with it. Ta-da...it's open!
|
||
Go in and get the bag of dried peas from the cupboard. Then, go up one screen.
|
||
|
||
Look at the poor lady scrubbing and cleaning. Give the locket from the roc's
|
||
nest to her. She'll be in your debt forever; believe me, you'll need her help!
|
||
Press <CR> for more !
|
||
CompuServe TEG-15056
|
||
|
||
|
||
Continue into the dining room and go one screen right. Walk toward the lower
|
||
left door where a blue beast will show up to escort you to the dungeon. Don't
|
||
worry, you'll take him out later; let him lock you up. If he doesn't show up,
|
||
exit the screen and retry.
|
||
|
||
ENDGAME
|
||
|
||
When you get back onto your own feet in the cell, use the fish hook to get the
|
||
cheese from the mouse hole in the north wall (save your game). Now, wait until
|
||
that poor maiden you gave the locket to shows up and moves a stone to help you
|
||
escape from your cell. Quickly leave the cell and follow her back to the
|
||
kitchen. From the kitchen, go back to the screen where the blue beast captured
|
||
you last time.
|
||
|
||
This time when the jail guard comes to take you away, use the dried peas. He'll
|
||
slip on them and knock himself out cold. Go one screen left and up the stairs.
|
||
At the top of the stairs, go to the left.
|
||
|
||
If the cat (Manannan) shows up: Throw the fish at him, then use the empty pea
|
||
Press <CR> for more !
|
||
CompuServe TEG-15058
|
||
|
||
sack to trap him. He usually shows up in Mordack's Bedroom.
|
||
|
||
Once you're in Mordack's bedroom, go one screen down into his lab. Read the
|
||
book on the left side of his bench. All you'll see is four odd pictures; in
|
||
reality, they're powerful counterspells that you will use to fight Mordack. Once
|
||
you've read the book, stand to the left of the doorway, and hide until Mordack
|
||
goes to sleep in his bedroom (you can see him through the doorway).
|
||
|
||
When Mordack's asleep, go into his bedroom, grab his wand from the night table,
|
||
and go one screen left. Once you're out of his bedroom, go one more screen left.
|
||
This is Mordack's laboratory. You'll need to fix Crispin's wand quickly before
|
||
Mordack awakens.
|
||
|
||
Go up the spiral stairs and look at the right-most machine on the top floor.
|
||
Notice the two stands? Put Crispin's and Mordack's wands on the stands, then
|
||
drop the cheese from the cell into the machine, and step back! ZAP! The machine
|
||
will drain Mordack's wand and recharge Crispin's. Uh-oh, Mordack just woke up,
|
||
and he looks plenty mad!
|
||
|
||
Mordack will appear, use his magic to grab his wand from the machine's stand,
|
||
Press <CR> for more !
|
||
CompuServe TEG-15060
|
||
|
||
and cast a deadly bolt of energy in your direction. Suddenly, Cedric will come
|
||
in a window with news from Crispin and intercept the bolt of evil magic...with
|
||
his head! He'll nose-dive into the ground and leave you and Mordack to do
|
||
battle. It doesn't take Mordack long to realize his wand is busted, so he'll
|
||
have to rely on his own magic. He'll turn into a hideous flying creature.
|
||
|
||
When he turns into the flying creature, click the wand on Graham, and turn him
|
||
into a tiger. The tiger will best Mordack's creature and take him to the lower
|
||
level of the lab. Mordack will then turn into a fire-breathing dragon. Turn
|
||
Graham into a rabbit so he can dodge the fire blasts. Now, Mordack turns into a
|
||
poisonous snake! Turn Graham into a mongoose to meet Mordack on his own ground.
|
||
Finally, Mordack will get careless and turn into a ring of fire and surround
|
||
Graham (pretty careles, huh?). Now's your chance: Turn into a rain cloud and put
|
||
an end to Mordack's picnic! The rain will quench Mordack for good and end his
|
||
tyranny.
|
||
|
||
You've done it: You've defeated Mordack! The poor maiden from the kitchen will
|
||
enter the room to see what the noise was, and be delighted to learn you've put
|
||
out Mordack's fire! She'll also reveal that she is really Princess Cassima
|
||
(didn't see that coming, did you?) imprisoned by Mordack. But now, thanks to
|
||
Press <CR> for more !
|
||
CompuServe TEG-15062
|
||
|
||
you, she's free!
|
||
|
||
Now, how about your family? Don't worry, Crispin will show up and return your
|
||
castle to Daventry, and your family back to family size. He'll also fix up
|
||
Cedric back into tip-top shape. Cassima will join you and your family as you
|
||
cuddle up and are warped back to your castle by Crispin.
|
||
|
||
The ending scene is beautiful, so sit back and enjoy your triumph over the best
|
||
PC game ever published!
|
||
|
||
KING'S QUEST V is published and distributed by Sierra On-Line.
|
||
|
||
This walkthru is copyright (c) 1991 by RoboCop (Andrew Cogan). All rights
|
||
reserved.
|
||
Last page ! |