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273.KQ5SOL.DOC
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1990-12-25
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Atomic Punk's Complete play-by-play coverage of
KINGS QUEST V
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.
Call Paradise Lost at (404)933-9253