King’s Quest V – Absence Makes The Heart Go Yonder

King's Quest V - Absence Makes The Heart Go Yonder

Q: What do I do in the streets of Serenia?

A: After you visit one of the shops in the town of Serenia, you can find a
silver coin in the street. It will be located
just outside the tailor's door at the entrance to an alley. There is also a
barrel in the alley entrance. Be sure to look
in the barrel and take the fish.

Q: What do I do at the Tailor's Shop?

A: You can get a blue cloak from the tailor. But first you will need to get the
golden needle from the haystack beside the
Swarthy Hog's Inn. Give the tailor the golden needle and he will give you the
cloak. Tip: You may need an army of help to
find the needle!

Q: What do I do at the Shoe Shop?

A: The shoe maker is very poor and would like to retire. If only he had enough
money. Perhaps if he had a rare pair of
shoes to sell. You can get him such a pair of shoes from an elf in the witch's
forest.

Q: What do I do at the Toy Shop?

A: The toy maker will gladly accept the marionette you got from grandpa gnome
and his grandson. He will exchange the
marionette for a sled.

Q: How do I avoid dying of thirst?

A: Drink from a desert oasis. There are many of them to drink from. In fact, in
the extreme desert heat, an oasis provides
a good place to save your game.

Q: What should I do with the skeleton I found?

A: You will notice a shoe near the skeleton. Get the old shoe.

Q: Where can I find the skeleton?

A: The skeleton is in the desert. Start at the Bee tree, go west 4 screens. The
next screen west is an oasis, enter this
screen and drink. Go west 2 more screens, then south 1 screen. You should now
see the skeleton. Get the old shoe.

Q: Where can I find the Temple?

A: Start at the Bee tree, go west 4 screens. The next screen west is an oasis.
Enter this screen and drink. Go north 2
screens from the oasis, until you are next to the cliff. Go west 3 screens along
the cliff, you should see an opening in
the cliff and a small pool of water near the rocks. Make sure to drink from the
pool. Go north 1 screen at the opening.
You should be at the temple.

Q: How can I find the Bandit's camp?

A: Start at the Bee tree, go west 4 screens. The next screen west is an oasis.
Enter this screen and drink. Go west 2 more
screens, then south 3 screens. You should now be at another oasis. Drink. Go
south 1 more screen, then go west until you
reach the tents (4 screens). You are now at the camp. Be sure to drink from the
large jug in the middle of the camp.

Q: How do I avoid being killed by the bandits in front of the temple?

A: Hide from them behind the rocks on the east side of the entrance to the
temple. Spy on the bandits and pay special
attention to the staff that one of them is carrying.

Q: I'm at the bandits' hideout and there are many drunken bandits around. What
should I do?

A: At the bandits' hideout, enter the first tent. The bandit has fallen asleep
at his post! Be careful not to wake him.
Sneak to the back of the tent and get the staff leaning against the back of the
tent. Then leave the tent quietly. You can
use this staff to get into the temple.

Q: I'm at the bandits' hideout and the place looks abandoned. What should I do?

A: If there is no one at the bandits' hideout, you'll need to come back later.
Go to the entrance of the desert temple and
hide behind some rocks on the east side at the base of the cliff. Spy on the
bandits and pay special attention to the
staff that one of them is carrying.

Q: What do I do with the staff?

A: Do you recall seeing the bandits open the desert temple with the staff? Now
it's your turn. Go to the desert temple and
use the staff to open the temple. When you get inside, quickly take the gold
coin and brass bottle from the floor and get
out of the temple.

Q: How do I avoid being sealed up in the desert temple?

A: Save your game just before entering the temple. When you enter the temple to
get the brass bottle and gold coin, do it
quickly. There is just enough time to get these two items only and then head out
of the opening. Don't spend any extra
time in here or you'll be sealed up forever!

Q: How do I get rid of the witch?

A: Remember the brass bottle you got out of the desert temple? Well, it's time
to use it. Give the brass bottle to the
witch. She's so greedy that she'll snatch up the bottle and open it. Stand back
and watch her own greed be her demise.

Q: What should I get from the witch's house?

A: You'll need to take the pouch from her chest of drawers, the spinning wheel
from her trunk, and a key from her lantern.

Q: That witch keeps turning me into a frog. How do I protect myself from her
evil magic powers?

A: You'll need to see the Gypsy, Madam Mushka. Give Madam Mushka the gold coin
you got from the desert temple. She will
give you a magic amulet that will protect you from the witch's evil spells.

Q: I've seen a tree with a locked door on it near the witch's house. How do I
open it?

A: Use the key that you got from the witch's lantern to unlock the door of the
tree.

Q: What should I find inside the tree?

A: You should find a golden heart. Take it and give it to the talking willow
tree you saw outside the witch's forest.

Q: I've gotten rid of the witch, but now I seem to be trapped in the witch's
forest. How do I get out of here?

A: To get out of the witch's forest, go one screen west from her house. Select
the honeycomb from your inventory, and
squeeze the honey onto the trail. The pouch you took from the witch's house
contains some emeralds. Open the pouch by
selecting your inventory, then use the "hand" icon to open the pouch. Select the
emeralds and throw three of them (1 at a
time) onto the trail. An elf will appear and lead you out of the witch's forest.

Q: What do I do with the spinning wheel I got from the witch's house?

A: Remember the grandpa gnome you saw in the main forest? You now have something
that will interest him. This is a special
spinning wheel, which he'll gladly trade you for his grandson's marionette.

Q: Every time I go into the Swarthy Hog's Inn, a hardened criminal knocks me
unconscious, throws me into the basement, and
the game ends. What am I supposed to do here?

A: Unfortunately, you will have to be knocked unconscious by the disreputable
thug and thrown in the basement. However, if
you made friends with the rat outside the Baker Brothers' Bake Shop (by throwing
an old shoe at the mangy cat chasing
him), he'll free you by gnawing the rope that they've tied you up with. Once
free, take the rope and use the hammer the
shoe maker gave you to break the lock on the door. Go into the kitchen, get the
leg of lamb from the cabinet, then exit
the Swarthy Hog's Inn through the back door of the kitchen.

Q: Where do I get a gold coin to give to the Gypsy, Madam Mushka?

A: You can get a gold coin from the temple in the desert. It will be on the
floor beside a brass bottle.

Q: Cedric warns me to stay away from some bees in the hollow of a tree. Should I
stay away from those bees?

A: Heed Cedric's advice. After all, you don't want a swarm of angry bees after
you! However, if you see a bear attacking
the bee tree, offer your assistance. Remember the fish you got out of the barrel
in town? Throw the fish to the bear.
He'll leave the bees alone and the queen bee will reward you for your kindness.

Q: How do I get the dog to stop digging up the ant castle?

A: Be sure to pick up the stick at the base of the bee tree. Throw the stick at
the dog and he'll forget all about the ant
castle. And for your kindness, the king of the ants will vow to help you with
your journey later.

Q: How can I get the marionette from the little gnome boy and his grandfather?

A: Do you remember the spinning wheel you got from the witch? Well, that was no
ordinary spinning wheel! Offer this
spinning wheel to grandpa gnome and he'll trade you the marionette for it.

Q: How can I help both Prince Herbert and the talking tree?

A: You will find out that the talking tree is actually Prince Herbert's fiance.
You can help her by returning her heart to
her. You'll find her heart locked inside a tree just one screen east of the
witch's house. Once you have the heart, return
it to the talking tree. She'll turn into the beautiful princess Alicia. Since
she'll no longer have a use for the harp
she's been playing, she'll toss it to the ground. Be sure to pick up the harp.

Q: Where do I get the silver coin to buy a pie at the Baker Brothers' Bake Shop?

A: You can find a silver coin in the streets of the city. You'll find it at an
alley entrance near the tailor's shop.

Q: I've seen a large rat being chased by a mangy cat in front of the Baker
Brothers' Bake Shop. Should I try to help the
rat?

A: Yes, throw the old shoe (you found beside the skeleton in the desert) at the
cat. The rat will be so grateful, that
he'll help you later in your journey.

Q: How do I get the poisonous snake away from the path it is guarding?

A: When Madam Mushka's Gypsy caravan pulled away, they dropped a tambourine at
their old campsite. Shake the tambourine at
the snake and you'll scare him away.

Q: I've come to a snowy ledge where a now-frozen waterfall has washed away part
of the path I'm traveling on. How do I get
off this ledge without dying?

A: Use the rope you kept (from the basement of the Swarthy Hog's Inn) and throw
it over the rock on the edge of the cliff.
You can then climb up the cliff.

Q: I'm on the upper trail of the mountain now and the waterfall has washed away
parts of this trail as well. How do I join
Cedric on the other side?

A: Carefully walk to the edge of the cliff and jump onto the small boulders of
ice protruding from the frozen waterfall.
You can hop on these boulders to get to the other side. Once you get over there,
walk on the log. You've now joined
Cedric.

Q: Help! Cedric's been captured by a wolf! Every time I run after him, I slip
and fall off the mountain. How can I rescue
him?

A: Did you get the sled from the toy maker in town? You had to trade him grandpa
gnome's marionette for the sled. Use that
sled here to get down the mountain slope.

Q: I've seen a poor, hungry eagle outside Queen Icebella's Palace. What could I
give him?

A: Yes. Feed him the leg of lamb (that you got from the kitchen cupboard of the
Swarthy Hog's Inn). However, be sure
Graham eats some of the lamb before giving the leg to the eagle.

Q: Graham is becoming hungry. What can I feed him?

A: Feed Graham some of the lamb before giving the leg to the eagle.

Q: Queen Icebella keeps commanding her wolves to kill me. How can I avoid this?

A: Remember the harp Princess Alicia dropped? Well, play it for Queen Icebella
and she'll call off her wolves.

Q: How do you kill a Yeti anyway?

A: You can kill the Yeti by throwing the pie (you got from the Baker Brothers'
Bake Shop) into the Yeti's face. After
you've killed the Yeti, go into Crystal Cave and get a glowing Crystal.

Q: I'm on a very confusing and windy path above a swift river coursing its way
through a ravine. How do I get out of here?

A: You will notice a pool high up on the cliff where Cedric is sitting. Move to
the opening in the center of the cliff
below and Graham will climb the mountain to join Cedric. As soon as he gets up
there, he'll be captured by Roc and taken
away to this two-headed bird's nest.

Q: I've seen a rusty crowbar on the beach. Should I take it?

A: Yes. You never know when a rusty crowbar will come in handy.

Q: I'm at a hermit's house on the beach. I'm trying to talk to him, but he's
hard of hearing. How can I get him to hear
me?

A: To get the old hermit to hear what you have to say, travel to island of
Harpies and be sure to pick up a conch shell on
the beach. You can give the conch shell to him, which he'll use as a hearing
aid.

Q: The boat, Cedric, and I keep getting eaten by a giant sea creature. How can
we avoid being eaten?

A: When you're traveling in the ocean, it's best to map your journey to the
island Harpies. The best way to avoid being
eaten by the sea creature is to travel a direct route to and from the island of
Harpies. When traveling from the beach
where you found the boat, go 3 or 4 screens east then south 1 screen. When
returning from the island of Harpies to the
hermit, go west until you reach the shore.

Q: How do I keep the Harpies from eating me?

A: You can easily distract the Harpies from killing you by giving them an object
you have. Remember the harp you picked up
from Princess Alicia? Play the harp then give it to one of the Harpies. They'll
fight over it and that will give you a
chance to escape.

Q: Cedric's been hurt on the island of Harpies. Where can I take him to be
healed?

A: You'll want to take Cedric back to the Hermit who is hard of hearing. Also,
be sure to pick up the conch shell from the
beach. You can give the shell to the Hermit, so he can hear you. He'll heal
Cedric by using special poultice herbs.

Q: I've seen a shell on the beach at the island of Harpies. Do I need it?

A: Yes. You can give the shell to the Hermit, which he'll use as a hearing aid.
He has many things to tell you and will
assist you in your journey.

Q: I've landed on Mordack's Island. When I walk up the path leading to his
castle, two cobra dragon statues kill me. How
can I get past them without being fried?

A: Do you remember killing the Yeti for Queen Icebella? Well, after you killed
him, did you get a glowing crystal from
Crystal Cave? Use the crystal now to protect yourself from these dragons' deadly
breath!

Q: How do I get into Mordack's Castle?

A: Don't go into the castle through the main door. Instead, walk up the path on
the west side of the castle. You will come
to an opening in the ground covered by a grate. Use the crowbar to pry open the
grate. You do have a crowbar, don't you?
If not, you can find the crowbar to the north of the hermit's house.

Q: I'm lost in a maze inside Mordack's Castle. What am I supposed to do in here
and how do I get out?

A: You will find two things in Mordack's maze; a Dink and a door. When you find
the Dink, give him the tambourine you got
from the Gypsy campsite and he will dance a crazy dance. While he's dancing, one
of Dink's hairpins will fall to the
ground. Use the Dink's hairpin to open the locked door.

Q: I'm in Mordack's supply room. What am I supposed to get here?

A: Get the bag of peas out of the cupboard on the west wall.

Q: I'm in Mordack's kitchen and there's a woman cleaning the floor. What does
she want?

A: Yes. Approach Cassima and give her the locket that you found in Roc's nest.
In return for your kindness, she will help
you later on.

Q: Every time I enter the hallway beside the kitchen, one of Mordack's henchmen
captures me and throws me into a prison
cell in the basement. How do I get past this henchman?

A: When you see the henchman coming at you, throw the bag of peas at him. He
will slip on the peas and fall unconscious.
Quickly walk past him into the dining hall.

Q: I've been thrown into a prison cell in Mordack's basement. How do I escape?

A: Do you remember seeing the woman, Cassima, cleaning the kitchen floor? Well,
you needed to give her the locket that you
found in Roc's nest. Had you given her the locket, she'd have freed you from the
prison cell. Also, be sure to look in the
rat's hole in the prison cell and get the moldy cheese with the fish hook (that
you found on the island of Harpies). That
moldy cheese will come in very handy.

Q: I'm trying to go up the stairway beside the dining room, but another one of
Mordack's henchmen captures me and returns
me to the prison cell in the basement. How do I get past this one?

A: This henchman is a little easier to get around than the first one. Go into
the dining room and walk to the northeast
corner of the dining table. The henchman will try to block your way. But he's
big and moves very slowly. Quickly walk
around to the other side of the table and walk right past him!

Q: I'm sneaking around Mordack's bedroom and a very mean cat keeps alerting
Mordack that I'm there. How do I keep this cat
quiet?

A: Remember when you landed on Mordack's island and wrecked the boat? Well,
right on the beach was a dead catfish. Did you
get the fish? If so, throw it at the cat and while he's eating the fish
carefully approach him and trap him in the empty
bag of peas. But do be careful, for he's a vicious cat!

Q: I'm in Mordack's study. What's worth reading?

A: Go over to his desk and take a look at the old tome. When you thumb through
the pages you'll acquire the tiger spell,
the mongoose spell, the rabbit spell, and the rain cloud spell. Wait in the
study until you see Mordack return to his
bedroom and go to sleep. Next, go into his bedroom and take the wand from his
nightstand. Tip: You must bag a cat before
Mordack shows up!

Q: Every time I go into Mordack's laboratory, he sees me and kills me. How do I
avoid him killing me?

A: Don't go in the laboratory when Mordack is there. First, you'll want to go to
Mordack's bedroom and then to his study.
Read the old tome in his study and wait there. After awhile, Mordack will return
to his bedroom and go to sleep. Go back
into his bedroom and get the wand from his nightstand. Now you can safely go
into his laboratory.

Q: I've got Mordack's wand. Now what?

A: Go up the spiral staircase and put both Crispin's and Mordack's wands into
the machine upstairs. Next, put the piece of
moldy cheese (you got from the rat's hole in the prison cell of Mordack's
basement) into the machine. This will drain the
power from Mordack's wand and at the same time charge up Crispin's wand.
Finally, remove Crispin's wand from the machine.

Q: I've gone up a spiral staircase in Mordack's laboratory and have found a
machine. How do I use it?

A: Put both Crispin's and Mordack's wand into the machine. Next, put the piece
of moldy cheese (you got from the rat's
hole in the prison cell of Mordack's basement) into the machine. This will drain
the power from Mordack's wand and at the
same time charge up Crispin's wand. Finally, remove Crispin's wand from the
machine.

Q: I've successfully drained Mordack's magical wand, but now he's turned into a
giant dragonfly. How do I defeat him?

A: Be sure to get the spells by thumbing through the old tome in Mordack's
study. Then when Mordack comes after you as a
dragonfly, select Crispin's wand from your inventory. Point the wand at Mordack
and you'll be able to select from four
spells. To defeat the dragonfly, select the tiger spell.

Q: Mordack has turned himself into a dragon. How do I defeat him?

A: Be sure to get the spells by thumbing through the old tome in Mordack's
study. Then when Mordack comes after you as a
dragon, select Crispin's wand from your inventory. Point the wand at Mordack and
you'll be able to select from four
spells. To foil Mordack's plans to destroy you this time, select the rabbit
spell.

Q: Mordack has turned himself into a cobra. How do I defeat him?

A: Be sure to get the spells by thumbing through the old tome in Mordack's
study. Then when Mordack comes after you as a
cobra, select Crispin's wand from your inventory. Point the wand at Mordack and
you'll be able to select from four spells.
To defeat the cobra, select the mongoose spell.

Q: Mordack has turned himself into a ring of fire. How do I defeat him?

A: Be sure to get the spells by thumbing through the old tome in Mordack's
study. Then when Mordack comes after you as a
ring of fire, select Crispin's wand from your inventory. Point the wand at
Mordack and you'll be able to select from four
spells. Select the rain cloud spell and you'll rid your kingdom of Mordack.

MAPS

SERENIA

                     Witch's Forest
  -------------------------------------------------
  | Gypsies   | Weeping   | Warning   | Crispin's |
D |           |  tree     |  sign     |  cottage  |
  |           |           |           |           |
e -------------------------------------------------
s | Ants      | Gnomes    | Crossing  | Snake     |
  |           |           |           |           |
e |           |           |           |           |
r -------------------------------------------------------------
  | Bees      | The Inn   | Bakehouse | Town      | Town      |
t |           |           |           |  Entrance |           |
  |           |           |           |           |           |
  -------------------------------------------------------------

DESERT

            ------
            |  T |
-------------------------------------------------------
|    |    |    | TO |    |    |    |    |    |    |   | G
-------------------------------------------------------
|    |    |    |    |    |    |    |    |    |    |   | A
-------------------------------------------------------
|    |    |    |    |    |    | O1 |    |    |    |   | B
-------------------------------------------------------
|    | O3 |    |    |  S |    |    |    |    |    | Sc
---------------------------------------------------
|    |    |    |    |    |    |    |    |    |    | Sc
---------------------------------------------------
|    |    |    |    | O2 |    |    |    |    |    | Sc
---------------------------------------------------
| Ba |    |    |    |    |    |    |  W |    |    | Sc
---------------------------------------------------

A -- Ants -- | O1 - Oasis 1 | S -- Skeleton
B -- Bees -- | O2 - Oasis 2 | Sc - Scorpion
Ba - Bandits | O3 - Oasis 3 | T -- Temple
G -- Gypsies | W -- Well -- | TO - Temple Oasis

OCEAN

-------------------------------------------------------
| Water- |        |        |        |        |        |
|  fall  |        |        |        |        |        |
-------------------------------------------------------
| Beach  |        |        |        | Island |        |
|        |        |        |        |        |        |
-------------------------------------------------------
| Ship-  |        |        |        |        |        |
|  wreck |        |        |        |        |        |
-------------------------------------------------------

POINTS OF INTEREST



     Your game will occasionally be interrupted by the "Copy
     Protection Squad". Use the codes in your documentation to continue.
     Be sure to save your game often. Inside Mordack's castle;
     Mordack, the Cat and the beast are triggered by a random number. If
     they catch you, restore your game and try again.
     This walkthrough tells you what you necessarily have to do. You
     will maybe have more fun by looking at lots of additional objects
     and talking to everyone you meet on your quest.
     Words written in CAPITALS are items you get or use from your
     inventory.

SOLVE

SERENIA

Crispin's cottage: Walk 2 south and into the town (0).

Town: Talk to man with wagon. Enter and leave the Tailor's shop.
Take SILVER COIN (2). "Take" barrel. Take FISH (4). Walk 2 west
and enter the Bakehouse.

Inside Bakehouse: Use the SILVER COIN to buy a PIE (6). Leave the
Bakehouse and walk 2 west.

Bees: Throw the FISH to the bear (10). Take HONEYCOMB from hole in
the tree (12). Take STICK (14). Walk 1 north.

Ants: Throw the STICK to the dog (18). Walk 5 west and 1 south.

DESERT
Oasis 1: "Take" water (20). Walk 2 north and 3 west (23).

Temple oasis: Hide behind large rock. (Wait for the bandits) (25).
"Take" water. Walk 1 east and 3 south.

Skeleton: Take OLD SHOE (27). Walk 2 south.

Oasis 2: "Take" water. Walk 1 south and 4 west (30).

Bandits: "Take" jar. Enter the small tent.

Inside tent: Take STAFF (32). (Be careful not to waken the
bandit). Leave the tent, walk 1 east and 3 north.

Oasis 3: "Take" water. Walk 2 east and 4 north.

Temple: Knock on the door with the STAFF (34).

Inside temple: Take BRASS BOTTLE (36). Take GOLD COIN (38). (Be
quick!) Leave the temple and walk 1 south.

Temple oasis: "Take" water and Walk 8 east.

SERENIA

Gypsies: Give GOLD COIN to the man (41). (Movie time - you'll get
an AMULET) (43). Walk 1 east.

Weeping tree: Talk to tree. Walk 1 east and 1 north (45).

Forest path: Wear AMULET. Walk 1 west, 1 east and 1 north. (Note:
You can't leave the forrest where you arrived.)

Witch's house: Talk to witch. Give BRASS BOTTLE to the witch (49).
Enter the house.

Inside witch's: house "Take" trunk. Take SPINNING WHEEL (51).
"Take" drawer. Take POUCH (53). Open POUCH (You discover 3
EMERALDS.) Take KEY from the lamp (55). Leave the house and walk 1
east.

Tree with small door: Use the KEY on the door (58). Take HEART
(60). Walk 2 west.

Forest with "eyes": Put HONEY(COMB) on the ground (64). (You'll
get a lump of BEESWAX.) Give EMERALD to the "eyes" (66). Give
EMERALD to the "eyes" (68). Give EMERALD to the "eyes" (70). Walk
2 west.

Elves' cavern: (Movie time - you'll get a PAIR OF SHOES) (74).

Warning sign: Walk 1 west.

Weeping tree: Give HEART to the tree (78). Take HARP (80). Walk 1
west.

Gypsies: Take TAMBOURINE (82). Walk 1 east and 1 south.

Gnomes: Give SPINNING WHEEL to the gnome (86). (You'll get a
MARIONETTE.) Walk 1 south.

The Inn: "Take" haystack (88). (The Ants will help you - you'll
get a GOLDEN NEEDLE.) Walk 1 east and almost across the screen.

Bakehouse: Throw the OLD SHOE at the cat (92). Walk 1 east and
into the town.

Town: Enter the Tailor's shop.

Tailor's shop: Use the GOLDEN NEEDLE to buy the CLOAK (96). Leave
the shop and enter the Toy shop.

Toy shop: Use the MARIONETTE to buy the SLED (100). Leave the shop
and enter the Shoe shop.

Shoe shop: Give PAIR OF SHOES to the man (104). (You'll get a
HAMMER.) Leave the shop, walk 3 west and enter the Inn.

Inside the Inn: Talk to men. (Movie time.)

Inn's cellar: (The rat will help you.) Take ROPE (106). Use the
HAMMER on the door (110). Leave the cellar.

Inn's kitchen: "Take" the cupboard. Take LEG OF LAMB (112). Leave
the kitchen through the left door.

The Inn: Walk 1 north and 2 east.

Snake: Play the TAMBOURINE (115). Walk 1 east.

MOUNTAINS

Snowy path: Wear CLOAK (119). Walk northeast on the path.

Frozen waterfall: Throw the ROPE to the rock overhang. "Take"
(climb) the rope (124).

Upper trail: Eat (half) the LEG OF LAMB (128).

Rock outcroppings:

- [1] - [3] - [5]

[2] - [4] - [6] [E]

"Take" (jump) on the following rock outcroppings. Numbers 1, 3, 5,
6, and E (130). Walk over the log and go 1 east.

Slope: Use the SLED (135).

Crevasse: Walk 1 east.

Outside ice castle: Give LEG OF LAMB to the eagle (138). Enter the castle.

Icebella: Play the HARP (144). (Movie time.)

Dangerous path: Walk northeast on the path.

Outside cave: Throw the PIE at the yeti (148). Enter the cave.

Crystal cave: Use the HAMMER on the beautiful CRYSTAL (152). Walk
1 south and 2 west. (Movie time.)

Dangerous path: Walk 1 south.

Twisty path: Walk (and climb) towards the pool of water (154).

Roc's nest: Take LOCKET (156).

OCEAN

Beach: Take IRON BAR (158). Walk 1 north.

Waterfall: Put BEESWAX in the boat (163). "Take" boat.

Ocean: Sail 3 east and 1 south (166). (Movie time.)

Narrow ledges: Play the HARP (170). Take FISHHOOK (172). Walk 1
west.

Sandy path: Take Cedrik (175). Walk 1 west.

Island beach: Take SHELL. "Take" boat.

Ocean: Sail 4 west.

Shipwreck house: "Take" bell. Give SHELL to the man (181). (Movie
time) (184).


MORDACK'S ISLAND

cky beach: Take FISH (186). Walk 1 north.

Serpent statues: Use the CRYSTAL on the statues (191). Walk 1
north.

Mordack's castle: Walk down the stairs and left on the trail.

Platform: Use the IRON BAR on the grate (195). "Take" (climb down)
the open grate.


Labyrinth:

ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
ÛÛÛÛÛÛÛÛÛ B ÛÛÛÛÛ D ÛÛÛÛÛÛÛÛÛ B Û
ÛÛÛÛÛÛÛÛÛ---ÛÛÛÛÛ---ÛÛÛÛÛÛÛÛÛ---Û  B - Beast corners
ÛÛÛÛÛ   |   ÛÛÛÛÛ   |   |   |   Û  C - Cell
ÛÛÛÛÛ---ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ---ÛÛÛÛÛ  D - Door
Û   |   ÛÛÛÛÛ   ÛÛÛÛÛÛÛÛÛ   ÛÛÛÛÛ  S - Start (Grate)
Û---ÛÛÛÛÛÛÛÛÛ---ÛÛÛÛÛÛÛÛÛ---ÛÛÛÛÛ
Û   ÛÛÛÛÛ   |   ÛÛÛÛÛ   |   |   Û
Û---ÛÛÛÛÛ---ÛÛÛÛÛÛÛÛÛ---ÛÛÛÛÛÛÛÛÛ
Û   |   | S ÛÛÛÛÛ   |   ÛÛÛÛÛÛÛÛÛ
ÛÛÛÛÛÛÛÛÛ---ÛÛÛÛÛ---ÛÛÛÛÛÛÛÛÛÛÛÛÛ
ÛÛÛÛÛÛÛÛÛ   |   |   ÛÛÛÛÛ   |   Û C
ÛÛÛÛÛÛÛÛÛ---ÛÛÛÛÛ---ÛÛÛÛÛ---ÛÛÛÛÛ
Û B ÛÛÛÛÛ   ÛÛÛÛÛ   |   |   ÛÛÛÛÛ
Û---ÛÛÛÛÛ---ÛÛÛÛÛ---ÛÛÛÛÛ---ÛÛÛÛÛ
Û   |   |   |   |   ÛÛÛÛÛ   | B Û
ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ

(Follow the map to a place marked "B". Remember to turn the map when Graham
changes direction.)

Beast corner: Give TAMBOURINE to the beast (198). Take HAIRPIN (200). (Follow
the map to the place marked "D".)

Labyrinth door: Use the HAIRPIN on the door (204). "Take" door.

Pantry: "Take" cupboard. Take BAG OF PEAS (206).

Kitchen: Talk to girl. Give LOCKET to the girl (210). Talk to girl. Walk 2 east.

Dining hall: (Save game.) Walk 1 south.

South end of the hall: (If the cat is there, restore game and try again.) (Wait
for the beast and let it catch you.)
(212).

Cell: Look into mousehole. Use the FISHHOOK to get the CHEESE (216). (Wait for
Cassima.) Walk (climb) through the hole.

Labyrinth: (Follow Cassima through the labyrinth.)

Labyrinth door: "Take" door.

Pantry: Walk 1 north and 2 east.

Dining hall: (Save game.) Walk 1 south.

South end of the hall: (If the cat is there, restore game and try again.) (Wait
for the beast.) Throw PEAS at the beast
(219). (You'll get an EMPTY SACK.) Walk 1 west and 1 east. (If the cat is not
there, keep walking through the door until
it appears.)

South end fo the hall foyer: Throw the FISH to the cat. Put the cat in the EMPTY
BAG (221). (If necessary walk 1 west to
the Foyer.)

Foyer: Walk 1 north (upstairs), 1 west and 1 south.

Library: "Take" (read) tome on the desk (224). (Wait until Mordack goes to bed.)
Walk 1 north.

Mordack's bedroom: Take MORDACK'S WAND (227). Walk 2 east.

Laboratory: Walk upstairs and towards the machine on the right.

Machine: Place MORDACK'S WAND on the machine (231). Place CRISPIN'S WAND on the
machine (235). Throw the CHEESE in the
machine (240). Take CRISPIN'S WAND back (244).

Laboratory: (Movie time.) Use CRISPIN'S WAND on Mordack (Flying lizard). Select
TIGER SPELL (No. 4) (248). Use CRISPIN'S
WAND on Mordack (Dragon). Select BUNNY SPELL (No. 2) (252). Use CRISPIN'S WAND
on Mordack (Cobra). Select MONGOOSE SPELL
(No. 1) (256). Use CRISPIN'S WAND on Mordack (Fire). Select RAIN SPELL (No. 3)
(260). (Movie time.)

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