THE SOLUTION OF
KING'S QUEST 5
I used the popular hint file available on most good boards, but
found it was lacking in many areas. It was fairly easy to solve
with it, but there are a few things that it's
easy to overlook and have to start back over, or things that some
people just won't figure out. It also had you running back and
forth all over the place. This is the
fastest and most efficient solution,but you still see and do
everything Expect to spend 2-4 hours. Here's the play by play
version.
First, go south from Crispin's house. "Watch out, a
poisonous snake!". BFD. Continue on south. Go into the
quaint little village.Go into the first open door you see.
This is the tailor's shop. Talk to the nice tailor, and look at
the blue cloak in the right rear corner. Leave the tailor's shop
and go in the next door. Talk to the toy
maker, and admire the nice red slide hanging on the right wall,
as well as his grandchild. Exit, and go in the third and final
store.This is the shoe store, and the
shoemaker wants to retire (he's an old fart) but doesn't have the
money. Exit, and go to the alley before the first door you went
in. There's a shiny silver coin there.
Grab it, and grab the fish in the barrel. That's all there is in
the village for right now.
As soon as you're out of the village, head west. This is the
baker's shop. Go in, and buy a pie with the silver coin you
found. Now continue west until you see the
nice little bear attacking those bitchin bees. Throw the smelly
fish at him, and he'll take off. The bees then give you a nice
piece of honeycomb that comes in handy.
After you get the honeycomb, reach down and grab the stick.
You'll need it on the next screen, which is north - so head that
way.
You'll see some dickweed dog digging up the ant hill. Throw the
stick you picked up on the last screen, and he'll take off. The
ants then promise to help you later,
which they do. Go east (do nothing on this screen), then head
south. You should be back at the inn. Look in the haystack,
you're trying to find a needle (how
quaint)- use the hand icon. The ants should come help you and
find it for you.
Now, go back to the bee tree screen. Keep going west until you
cross the desert and come to an oasis. Drink at the oasis. Go
west two more screens, then south
one screen. Grab the shoe, and head straight back to the oasis
you just drank at, or you're a dead man. Oasis are good places to
save your game.
Now we want to go to the bandit's camp. From the original oasis,
head west two screens, then south until you hit another Oasis.
drink there.Go south one more
screen, then head west until you hit the bandit's tents. Drink
from the large jug in the middle of their camp. They're probably
not there. I've never seen 'em there. Go
all the way back to the original oasis, drinking everyplace on
the way. Go north two screens, then west 3 screens after you hit
the cliff. Drink from the little pool, and
duck behind those rocks as you hear the bandits approaching on
their horses. Just sit and watch.
Go all the way back to the bandit's hideout the same way you just
came (getting sick of the desert yet?). Neat music, eh? Watch the
belly dancer in the other tent.
Anyway, go in the first tent and grab the staff you saw them
using before. Now, go back to the temple and use the staff to
open the door.
Go straight inside, and grab the golden bottle and then the coin,
and leave immediately, or you'll be trapped forever. Do NOT open
the bottle either. Guess what?
You're finally done in the damn desert. At the bee screen, head
north until you get to the gypsies. Give the dude the gold coin,
and talk to Madam whatever-the-fuck
her name is.You must put the amulet she gave you on.
Head east, and talk to the tree. Go east and enter the witches
forest "At your own risk". Wander around until the
bitch appears and tries to zap you. If you're
wearing your amulet, she can't hurt you. Give her the bottle,
she'll open it, and that's the end of her. Wander around until
you see her house. Go in it.
Get the pouch from her drawers, the spinning wheel from her
trunk, and a key from the lantern. Exit, and find the tree with a
hole in it. Use the key to unlock the hole
and get the golden heart out.
Now, go to the screen directly west of the witch's house. Squeeze
the honeycomb on the trail, and throw the emeralds on the trail
from the pouch. Some little dwarf
will come show you the way out of her forest and give you some
awesome shoes. When you're back at the "Enter at your own
risk" sign, go west. Give the golden
heart to the tree.Grab the harp she drops and go south.
Give the spinning wheel to the old elf. He'll then give you the
kid's marionette. Go west to the anthill, then north to where the
gypsies were. Pick up the tamborine.
Now, go back to the village. Keep going south from where you are,
until you hit the bee tree.Then go back east until you hit the
baker's place.
You'll see a cat chasing a rat when you get to the east side of
the screen. You must be quick: Throw the shoe at the cat and save
the rat's ass so he'll save yours
later.
Continue on to the village. Go in the tailor's shop, and give the
tailor the golden needle. He'll give you the cloak in the corner.
Go into the toy shop, and swap the
marionette for the sled on the wall, and then go to the shoe shop
and give them the pair of shoes.
Go back to the Swarthy Hog Inn, and this time go inside. You'll
get captured and tied up. If you helped the rat, he'll chew the
ropes and untie you. Get the rope.
Then use the cobbler's hammer to break the lock on the door. Go
up to the kitchen. Get the leg of lamb out of the cabinets, and
exit to the left.
Now go to the snake screen, and shake the tamborine at the snake.
The little twat'll run away. Go east where the snake was, and
follow the only trail there is to
follow. When Graham shivers, put the cloak on him. When you get
to the first place it looks like you can't go any farther, throw
the rope over the very pointed rock
in the middle of the screen on your side of the cliff. Climb the
rope.
Once at the top, you must use the hand to jump to the small
boulders protruding from the frozen waterfall. Save the game
before you jump, because one of the rocks
isn't stable, and you may be clumsy.
On the next screen, Cedric gets nailed by the wolf, and you get
hungry. Eat part of the lamb, then jump on the sled and follow
Cedric. Do not eat the whole lamb!
Talk to the eagle when you come to him. Give him part of the
lamb, he'll help you later. Proceed into the ice castle.
The Ice Queen (Icebella) wants to kill your ass. Play the harp
for the bitch, and she'll let you go. The gray wolf will show you
to the yeti cave. This is sortof like
throwing the shoe at the cat, you have to be ready. Preselect the
pie. Slowly walk into the cave, and have the pie ready. Throw the
pie at the yeti. Go into the cave,
and use the hammer to break of the crystal in the middle of the
cave, then go back.
After Queeny's done bitchin, the wolf will take you back to a
screen you've already been to. Go south. The next screen looks
kindof weird,but there's a huge hole in
the lower right of the screen. Put the travel cursor there, and
graham will climb up. He gets nailed by some flying buttwipe, who
drops you in a nest. Quickly grab the
shiny thing in the nest, it's a locket. The eagle you helped
(hopefully) will come save your ass.
The eagle drops you on a screen with a beach. Walk down to the
beach and grab the crowbar lying on the ground, you'll need it.
Next, walk north to the
sailboat/raft you see. Plug the hole in the raft with the lump of
honeycomb. Then push off. You should get a doc check here, so do
what is required of you. If you
have the popular crack, get one wrong, then enter ABNO.
Once in the raft, go east three times, then south. You'll get
captured by these ugly bitches called Harpies. Play the harp for
'em and they'll fight over it and let you go.
Grab the fishhook on the ground, and haul ass. Get Cedric on the
next screen, he's maimed or something. Get the conch shell on the
beach. When in the raft, keep
going west.
You'll soon arrive at the hermit's house. Ring the bell. Give him
the conch shell so he can hear you. Sit back and watch for a
while.
Once you crash your boat on Mordack's island, grab the fish
sitting there,and proceed up the path. Use the crystal on the two
Cobra lions to nail their asses before
they fry yours. Continue up to Mordack's castle. Don't bother
trying the frontdoor, go around the path to the east and use the
crowbar to pry open the grating.
Now you must wander around in the maze for a few minutes. Look
for a black door looking thing. It's not a door, but keep going
in it's direction until you can't go
farther. Then continue going right until you see DINK. Give DINK
the tamborine, and he does a neat little dance and drops his
hairpin. Grab it, and use it to pick the
lock of the door you find. You may wander around for 10 seconds
or 10 hours before you find either DINK or the door. The maze
sortof has a pattern, and it
sortof just sucks hard. One hint I've noticed is don't come back
towards YOU (i.e. out of the monitor) unless you have no other
alternative.
In the kitchen, get the peas out of the cupboard to the left.Go
to the next room, and give the locket to the girl. Go on out into
the passageway. Look at the nice
organ. Don't play it, or Mordack comes and kicks your ass in the
hall. Go on to the next room. Save game. Go south from this room.
Keep going in here until no
one is there. Some blue queer will come and get you. Let him.
Once inside the prison cell, watch the rat. Get the cheese out of
the rat's hole with the fishhook you should've gotten from the
harpies.The princess you gave the
locket to will now get you out of the prison cell.When you get in
the mazes, follow her CLOSELY, QUICKLY, and EXACTLY. If not,
you'll be stuck wandering
around the maze a long time.
Go back the way you did before. This time when the blue dick
comes, throw the peas on the floor in front of him. Go on to the
next room, and go up the stairs. Go
to the left. You should be in his bedroom. The cat'll be there.
Give it the fish, then capture it in the old pea bag. Go into his
study (south). Read the book on the desk,
and you should pick up some spells. Hide behind one of the walls
so the eye at the top shuts. Wait for him to go to bed. Run in
and grab his wand, and go back to
the hall. This time, go right into his lab, and up the stairs.
Walk over to the machine at the far right side. Put the wands in
the machine. Toss the cheese in, and stand back to watch. When
all the theatrics are over, grab
Crispin's formerly dead wand. Here comes Mordack! He's such a
stud.
He'll turn into four different things.You select the wand, then
select a spell. If he turns into:
1) Dragonfly Use the Lion spell on the far right
2) Dragon Use the Rabbit spell, second from the left.
3) Snake Mongoose, far left
4) Fire Rain cloud, second from right
You won. 260 out of 260 points. Sit back and watch the show. It
sits there and plays back all the music from the entire game at
the end. Neat. Look for hints as to
what KQ 6 will be.