455 lines
18 KiB
Plaintext
455 lines
18 KiB
Plaintext
Problem:
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How do I get rid of the witch?
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Hint:
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Remember the brass bottle you got out of the desert temple?
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Well, it's time to use it. Give the brass bottle to the witch.
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She's so greedy that she'll snatch up the bottle and open it.
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Stand back and watch her own greed be her demise.
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Problem:
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What should I get from the witch's house?
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Hint:
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You'll need to take the pouch from her chest of drawers, the
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spinning wheel from her trunk, and a key from her lantern.
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Problem:
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That witch keeps turning me into a frog. How do I protect myself
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from her evil magic powers?
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Hint:
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You'll need to see the Gypsy, Madam Mushka. Give Madam Mushka
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the gold coin you got from the desert temple. She will give you
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a magic amulet that will protect you from the witch's evil
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spells.
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Problem:
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I've seen a tree with a locked door on it near the witch's house.
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How do I open it?
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Hint:
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Use the key that you got from the witch's lantern to unlock the
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door of the tree.
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Problem:
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What should I find inside the tree?
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Hint:
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You should find a golden heart. Take it and give it to the
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talking willow tree you saw outside the witch's forest.
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Problem:
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I've gotten rid of the witch, but now I seem to be trapped in the
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witch's forest. How do I get out of here?
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Hint:
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To get out of the witch's forest, go one screen west from her
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house. Select the honeycomb from your inventory, and squeeze the
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honey out of it onto the trail. Then throw three emeralds onto
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the trail. An elf will appear and lead you out of the witch's
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forest.
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Problem:
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What do I do with the spinning wheel I got from the witch's
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house?
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Hint:
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Remember the grandpa gnome you saw in the main forest? You now
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have something that will interest him. This is a special
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spinning wheel, which he'll gladly trade you for his grandson's
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marionette.
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The Main Forest
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Problem:
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Every time I go into the Swarthy Hog's Inn, a hardened criminal
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knocks me unconscious, throws me into the basement, and the game
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ends. What am I supposed to do here?
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Hint:
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Unfortunately, you will have to be knocked unconscious by the
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disreputable thug and thrown in the basement. However, if you
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made friends with the rat outside the Baker Brothers' Bake Shop
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(by throwing an old shoe at the mangy cat chasing him), he'll
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free you by gnawing the rope that they've tied you up with. Once
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free, take the rope and use the hammer the shoe maker gave you
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to break the lock on the door. Go into the kitchen and get the
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leg of lamb, then exit the Swarthy Hog's Inn through the back
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door of the kitchen.
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Problem:
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Where do I get a gold coin to give to the Gypsy, Madam Mushka?
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Hint:
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You can get a gold coin from the temple in the desert. It will
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be on the floor beside a brass bottle.
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Problem:
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Cedric warns me to stay away from some bees in the hollow of a
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tree. Should I stay away from those bees?
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Hint:
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Heed Cedric's advice. After all, you don't want a swarm of angry
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bees after you! However, if you see a bear attacking the bee
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tree, offer your assistance. Remember the fish you got out of
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the barrel in town? Throw the fish to the bear. He'll leave the
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bees alone and the queen bee will reward you for your kindness.
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Problem:
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How do I get the dog to stop digging up the ant castle?
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Hint:
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Be sure to pick up the stick at the base of the bee tree. Throw
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the stick at the dog and he'll forget all about the ant castle.
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And for your kindness, the king of the ants will vow to help you
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with your journey later.
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Problem:
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How can I get the marionette from the little gnome boy and his
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grandfather?
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Hint:
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Do you remember the spinning wheel you got from the witch? Well,
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that was no ordinary spinning wheel! Offer this spinning wheel
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to grandpa gnome and he'll trade you the marionette for it.
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Problem:
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How can I help both Prince Herbert and the talking tree?
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Hint:
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You will find out that the talking tree is actually Prince
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Herbert's fiance. You can help her by returning her heart to
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her. You'll find her heart locked inside a tree just one screen
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east of the witch's house. Once you have the heart, return it to
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the talking tree. She'll turn into the beautiful princess
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Alicia. Since she'll no longer have a use for the harp she's
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been playing, she'll toss it to the ground. Be sure to pick up
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the harp.
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Problem:
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Where do I get the silver coin to buy a pie at the Baker
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Brothers' Bake Shop?
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Hint:
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You can find a silver coin in the streets of the city. You'll
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find it at an alley entrance near the tailor's shop.
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Problem:
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I've seen a large rat being chased by a mangy cat in front of the
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Baker Brothers' Bake Shop. Should I try to help the rat?
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Hint:
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Yes, throw the old shoe (you found beside the skeleton in the
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desert) at the cat. The rat will be so grateful, that he'll help
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you later in your journey.
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Problem:
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How do I get the poisonous snake away from the path it is
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guarding?
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Hint:
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When Madam Mushka's Gypsy caravan pulled away, they dropped a
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tambourine at their old campsite. Shake the tambourine at the
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snake and you'll scare him away.
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Snowy Mountain
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Problem:
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I've come to a snowy ledge where a now-frozen waterfall has
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washed away part of the path I'm traveling on. How do I get off
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this ledge without dying?
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Hint:
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Use the rope you kept (from the basement of the Swarthy Hog's
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Inn) and throw it over the rock on the edge of the cliff. You
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can then climb up the cliff.
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Problem:
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I've come to a snowy ledge where a now-frozen waterfall has
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washed away part of the path I'm traveling on. I've tried tying a
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rope on the branch above me, but when I climb the rope the branch
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breaks. How can I climb the rope without breaking the branch?
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Hint:
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Don't throw the rope around the branch. Instead, throw the rope
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around the rock that's sticking out of the edge of the cliff
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just above.
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Problem:
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I'm on the upper trail of the mountain now and the waterfall has
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washed away parts of this trail as well. How do I join Cedric on
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the other side?
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Hint:
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Carefully walk to the edge of the cliff and jump onto the small
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boulders of ice protruding from the frozen waterfall. You can
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hop on these boulders to get to the other side. Once you get
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over there, walk on the log. You've now joined Cedric.
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Problem:
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Help! Cedric's been captured by a wolf! Every time I run after
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him, I slip and fall off the mountain. How can I rescue him?
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Hint:
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Did you get the sled from the toy maker in town? You had to
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trade him grandpa gnome's marionette for the sled. Use that sled
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here to get down the mountain slope.
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Problem:
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I've seen a poor, hungry eagle outside Queen Icebella's Palace.
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What could I give him?
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Hint:
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Yes. Feed him the leg of lamb (that you got from the kitchen
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cupboard of the Swarthy Hog's Inn). However, be sure Graham eats
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some of the lamb before giving the leg to the eagle.
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Problem:
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Graham is becoming hungry. What can I feed him?
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Hint:
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Feed Graham some of the lamb before giving the leg to the eagle.
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Problem:
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Queen Icebella keeps commanding her wolves to kill me. How can I
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avoid this?
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Hint:
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Remember the harp Princess Alicia dropped? Well, play it for
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Queen Icebella and she'll call off her wolves.
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Problem:
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How do you kill a Yeti anyway?
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Hint:
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You can kill the Yeti by throwing the pie (you got from the
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Baker Brothers' Bake Shop) into the Yeti's face. After you've
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killed the Yeti, go into Crystal Cave and get a glowing Crystal.
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Problem:
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I'm on a very confusing and windy path above a swift river
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coursing its way through a ravine. How do I get out of here?
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Hint:
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You will notice a pool high up on the cliff where Cedric is
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sitting. Move to the opening in the center of the cliff below
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and Graham will climb the mountain to join Cedric. As soon as he
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gets up there, he'll be captured by Roc and taken away to this
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two-headed bird's nest.
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The Hermit, Ocean Voyage, Island of Harpies
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Problem:
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I've seen a rusty crowbar on the beach. Should I take it?
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Hint:
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Yes. You never know when a rusty crowbar will come in handy.
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Problem:
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I'm at a hermit's house on the beach. I'm trying to talk to him,
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but he's hard of hearing. How can I get him to hear me?
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Hint:
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To get the old hermit to hear what you have to say, travel to
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island of Harpies and be sure to pick up a conch shell on the
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beach. You can give the conch shell to him, which he'll use as a
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hearing aid.
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Problem:
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There's a hole in the boat on the beach. How can I repair it?
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Hint:
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Use the beeswax to repair the hole in the boat. Your boat is now
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ready for travel.
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Problem:
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The boat, Cedric, and I keep getting eaten by a giant sea
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creature. How can we avoid being eaten?
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Hint:
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When you're traveling in the ocean, it's best to map your
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journey to the island Harpies. The best way to avoid being eaten
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by the sea creature is to travel a direct route to and from the
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island of Harpies. When traveling from the beach where you found
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the boat, go west, west, west, then south. When returning from
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the island of Harpies to the hermit, go west, then south, south,
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and south.
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Problem:
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How do I keep the Harpies from eating me?
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Hint:
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You can easily distract the Harpies from killing you by giving
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them an object you have. Remember the harp you picked up from
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Princess Alicia? Well, give it to one of the Harpies. They'll
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fight over it and that will give you a chance to escape.
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Problem:
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Cedric's been hurt on the island of Harpies. Where can I take him
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to be healed?
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Hint:
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You'll want to take Cedric back to the Hermit who is hard of
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hearing. Also, be sure to pick up the conch shell from the
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beach. You can give the shell to the Hermit, so he can hear you.
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He'll heal Cedric by using special poultice herbs.
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Problem:
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I've seen a shell on the beach at the island of Harpies. Do I
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need it?
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Hint:
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Yes. You can give the shell to the Hermit, which he'll use as a
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hearing aid. He has many things to tell you and will assist you
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in your journey.
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Mordack's Island
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Problem:
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I've landed on Mordack's Island. When I walk up the path leading
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to his castle, two cobra dragon statues kill me. How can I get
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past them without being fried?
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Hint:
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Do you remember killing the Yeti for Queen Icebella? Well, after
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you killed him, did you get a glowing crystal from Crystal Cave?
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Use the crystal now to protect yourself from these dragons'
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deadly breath!
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Problem:
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How do I get into Mordack's Castle?
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Hint:
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Don't go into the castle through the main door. Instead, walk up
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the path on the east side of the castle. You will come to an
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opening in the ground covered by a grate. Use the crowbar to pry
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open the grate. You do have a crowbar, don't you? If not, you
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can find the crowbar one screen west of the hermit's house.
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Problem:
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I'm lost in a maze inside Mordack's Castle. What am I supposed to
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do in here and how do I get out?
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Hint:
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You will find two things in Mordack's maze; a Dink and a door.
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When you find the Dink, give him the tambourine you got from the
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Gypsy campsite and he will dance a crazy dance. While he's
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dancing, one of Dink's hairpins will fall to the ground. Use the
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Dink's hairpin to open the locked door.
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Problem:
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I'm in Mordack's supply room. What am I supposed to get here?
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Hint:
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Get the bag of peas out of the cupboard on the east wall.
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Problem:
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I'm in Mordack's kitchen and there's a woman cleaning the floor.
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What does she want?
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Hint:
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Yes. Approach Cassima and give her the locket that you found in
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Roc's nest. In return for your kindness, she will help you later
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on.
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Problem:
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Every time I enter the hallway beside the kitchen, one of
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Mordack's henchmen captures me and throws me into a prison cell
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in the basement. How do I get past this henchman?
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Hint:
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When you see the henchman coming at you, throw the bag of peas
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at him. He will slip on the peas and fall unconscious. Quickly
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walk past him into the dining hall.
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Problem:
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I've been thrown into a prison cell in Mordack's basement. How do
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I escape?
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Hint:
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Do you remember seeing the woman, Cassima, cleaning the kitchen
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floor? Well, you needed to give her the locket that you found in
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Roc's nest. Had you given her the locket, she'd have freed you
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from the prison cell. Also, be sure to look in the rat's hole in
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the prison cell and get the moldy cheese with the fish hook
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(that you found on the island of Harpies). That moldy cheese
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will come in very handy.
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Problem:
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I'm trying to go up the stairway beside the dining room, but
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another one of Mordack's henchmen captures me and returns me to
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the prison cell in the basement. How do I get past this one?
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Hint:
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This henchman is a little easier to get around than the first
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one. Go into the dining room and walk to the northeast corner of
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the dining table. The henchman will try to block your way. But
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he's big and moves very slowly. Quickly walk around to the other
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side of the table and walk right past him!
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Problem:
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I'm sneaking around Mordack's bedroom and a very mean cat keeps
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alerting Mordack that I'm there. How do I keep this cat quiet?
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Hint:
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Remember when you landed on Mordack's island and wrecked the
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boat? Well, right on the beach was a dead catfish. Did you get
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the fish? If so, throw it at the cat and while he's eating the
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fish carefully approach him and trap him in the empty bag of
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peas. But do be careful, for he's a vicious cat!
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Defeating Mordack
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Problem:
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I'm in Mordack's study. What's worth reading?
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Hint:
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Go over to his desk and take a look at the old tome. When you
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thumb through the pages you'll acquire the tiger spell, the
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mongoose spell, the rabbit spell, and the rain cloud spell. Wait
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in the study until you see Mordack return to his bedroom and go
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to sleep. Next, go into his bedroom and take the wand from his
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nightstand.
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Problem:
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Every time I go into Mordack's laboratory, he sees me and kills
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me. How do I avoid him killing me?
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Hint:
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Don't go in the laboratory when Mordack is there. First, you'll
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want to go to Mordack's bedroom and then to his study. Read the
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old tome in his study and wait there. After awhile, Mordack will
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return to his bedroom and go to sleep. Go back into his bedroom
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and get the wand from his nightstand. Now you can safely go into
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his laboratory.
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Problem:
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I've got Mordack's wand. Now what?
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Hint:
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Go up the spiral staircase and put both Crispin's and Mordack's
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wands into the machine upstairs. Next, put the piece of moldy
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cheese (you got from the rat's hole in the prison cell of
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Mordack's basement) into the machine. This will drain the power
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from Mordack's wand and at the same time charge up Crispin's
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wand. Finally, remove Crispin's wand from the machine.
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Problem:
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I've gone up a spiral staircase in Mordack's laboratory and have
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found a machine. How do I use it?
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Hint:
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Put both Crispin's and Mordack's wand into the machine. Next,
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put the piece of moldy cheese (you got from the rat's hole in
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the prison cell of Mordack's basement) into the machine. This
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will drain the power from Mordack's wand and at the same time
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charge up Crispin's wand. Finally, remove Crispin's wand from
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the machine.
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Problem:
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I've successfully drained Mordack's magical wand, but now he's
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turned into a giant dragonfly. How do I defeat him?
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Hint:
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Be sure to get the spells by thumbing through the old tome in
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Mordack's study. Then when Mordack comes after you as a
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dragonfly, select Crispin's wand from your inventory. Point the
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wand at Mordack and you'll be able to select from four spells.
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To defeat the dragonfly, select the tiger spell.
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Problem:
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Mordack has turned himself into a dragon. How do I defeat him?
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Hint:
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Be sure to get the spells by thumbing through the old tome in
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Mordack's study. Then when Mordack comes after you as a dragon,
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select Crispin's wand from your inventory. Point the wand at
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Mordack and you'll be able to select from four spells. To foil
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Mordack's plans to destroy you this time, select the rabbit
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spell.
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Problem:
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Mordack has turned himself into a cobra. How do I defeat him?
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Hint:
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Be sure to get the spells by thumbing through the old tome in
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Mordack's study. Then when Mordack comes after you as a cobra,
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select Crispin's wand from your inventory. Point the wand at
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Mordack and you'll be able to select from four spells. To defeat
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the cobra, select the mongoose spell.
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Problem:
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Mordack has turned himself into a ring of fire. How do I defeat
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him?
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Hint:
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Be sure to get the spells by thumbing through the old tome in
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Mordack's study. Then when Mordack comes after you as a ring of
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fire, select Crispin's wand from your inventory. Point the wand
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at Mordack and you'll be able to select from four spells. Select
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the rain cloud spell and you'll rid your kingdom of Mordack.
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Congratulations! You've won King's Quest V.
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
|
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Lies Unlimited Mick Freen 801/278-2699
|
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The New Dork Sublime Biffnix 415/864-DORK
|
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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|
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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