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King's Quest 5 - Absence Makes the Heart Go Yonder - PC

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Codes for icons:
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DESCRIPTION CODE
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fancy looking M - I
fancy looking O - Q
fancy looking N - T
downward arrow - B or G
half moon - S
rectangle with thick border - Y
rectangle with thin border - F
3 horizontal lines - W
horizontal line with circle at end - J

Easily charged wand:
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To charge Crispin's wand easily, put Mordak's wand on the left platform
of the machine then throw the cheese in the machine without putting
Crispin's wand on the machine. After a few seconds the machine will stop
and a message will appear, telling you the machine did not do anything.
Put Crispin's wand on the right platform of the machine, then walk down
the stairs into the next screen. Then, go back. Crispin's wand should
be charged and Mordak's wand weakened.

Watch All Movies:
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As the game begins, Graham is in Crispin's yard. He walks south
twice and into the town. He sees a man in an alley fiddling with
a broken wagon. He talks to the man and asks if he needs any help.
The man says no. Graham leaves town, and then walks back in. He
sees a silver coin lying on the ground next to the wagon. He picks
it up. He sticks his hand in the barrel next to the wagon and
retrieves the fish from the barrel. He leaves town and walks west.
He enters the bakehouse alongside the river and buys a pie with the
silver coin. DO NOT EAT THE PIE. After leaving the bakehouse,
Graham walks west twice. He sees a bear tantalizing a beehive.
He tosses the fish to the bear. Queen Beatrice rewards him by
letting him retrieve a honeycomb from the hive. After getting
the honeycomb, Graham picks up the stick lying on the ground and
walks north. There he sees as dog digging in a magnificent ant
castle. He throws the stick to the dog to get it to leave the ants
alone. He then walks !
north to the gypsy camp. Then he walks west into the desert.

Once in the desert, Graham walks west until he gets to a large
opening in the cliffs. He takes a drink from the pool of water.
He then hides behind the rock next to the pool and waits for the
bandits to come and go into the temple. He watches the bandits,
and after they leave, he gets another drink from the pool and walks
east. He then walks south three times. He sees a skeleton on the
ground and picks up the shoe next to the skeleton. He then walks
south until he reaches the oasis. Here he takes a drink of water.
Now refreshed, Graham walks south once and then west until he
reaches a camp. He takes a drink from the pitcher of water at the
camp and then enters the first tent. He very carefully walks around
the bandit and retrieves the staff he saw them open the temple with.
He then leaves the tent, again being very careful so as not to wake
the bandit. He leaves the camp to the east, and walks north three
times. He gets a drink from the oasis. He then walks north until he
re! aches the cliffs, and then proceeds east until he gets to the
opening in the cliffs. He gets a drink from the pool, and then
walks up to the temple door. He knocks on the door with the staff
and enters the temple. He quickly picks up the brass bottle and
the gold coin from the floor. He then quickly leaves the temple.
He gets another drink from the pool, and then walks east until he
gets back to the gypsy camp.

Once in the gypsy camp, Graham gives the man the gold coin and
goes in to see the fortune teller. She gives him a magic amulet.
Graham walks east and finds a crying tree. He talks to the tree,
and continues east. He is now outside the entrance to the forest.
He puts on the amulet that the fortune teller gave him. He proceeds
into the forest, despite what Cedrik says. At the fork in the path,
he goes left. He continues around the path until he gets to the
witch's house. He gives the witch the brass bottle from the temple.
She is sucked into the bottle and now Graham can go into her house.
Once inside the house, he opens the trunk against the wall. He sees
a spinning wheel inside and takes it. He shuts the trunk and
retrieves a little yellow key from the lamp on the wall. He then
opens the drawer to the table and takes the pouch out. He then
opens the pouch. (To do this, go to inventory and click on the
pouch with the hands) He discovers three emeralds inside the pouch.
He the! n leaves the house. Once back out in the forest, Graham walks
east. He goes up to the large tree and uses the key on the little
door in the tree. He takes the little golden heart out of the tree
and goes west back to the witch's house and then goes west again.
He then puts the honeycomb on the path. After doing this, he throws
one of the emeralds down onto the path. A little elf comes to get
it. He throws the other two, and the third time, the elf gets stuck
in the honey on the path. He agrees to help Graham out of the forest.
He leads Graham into his underground home and gives him a pair of
shoes. Graham then leaves and returns to the entrance of the forest.

Now outside the forest, Graham walks west back to the crying tree.
He gives her the golden heart. She is restored to human form, and
Graham picks up her harp when she leaves. He then walks west once,
and picks up the tambourine from the ground where the gypsy camp
was. He walks back east and then south once. He gives the old gnome
the spinning wheel he found in the witch's house. The gnome gives
him a marionette in return. He then walks south once. Outside the
country inn, Graham searches through the haystack, and the ants
come to help him look through it. They find a golden needle and
they present it to Graham. He walks east and goes back to town,
but he sees a cat chasing a mouse, and throws the old shoe at the
cat. The mouse thanks him and he proceeds into town. He enters the
tailor shop and gives the salesperson the golden needle. In return,
he receives the blue cloak. He leaves the shop and enters the
toyshop. He trades the marionette for the sled. Graham leaves
the toy!
shop and enters the shoe shop. He gives the poor old lady the
pair of shoes from the elf and they give him a hammer in return.
Graham leaves the town and travels west back to the country inn.
He enters the inn, and approaches the men at the counter. They
imprison him in the cellar. The mouse comes and chews the rope
and Graham is freed. He picks up the rope and uses the shoemaker's
hammer on the cellar door handle. He breaks the lock and leaves the
cellar. He opens the cupboard (DO NOT GO THROUGH THE OPEN DOOR BACK
INTO THE INN, OR YOU WILL BE KILLED) and retrieves the leg of lamb
from inside. DO NOT EAT IT!! He leaves the inn through the door on
the left, and walks north. He then walks east twice. He uses the
tambourine on the snake and it slithers away. He then continues up
the path.Graham is now in the mountains. He puts on the cloak because
it is getting cold. He continues walking up the snowy path until he
comes to the frozen waterfall. He throws the rope onto the rock !
jutting out from the cliff, and starts to feel a little hungry.

He eats the leg of lamb from the inn. He thing climbs the rope to
the top of the waterfall. (SAVE GAME) He jumps across the rocks in
the following order: (click on them with the hand, not the walk
icon) 1 - 3 - 5 - 6 and then gets off on the other side. He walks
across the log and continues to the east. Cedrik gets captured by
a wolf, and Graham rides the sled down the