King's Quest V: Absence Makes the Heart Go Yonder!
First posted on 01 September 2010. Last updated on 05 June 2011.
You play King Graham, the King of Daventry. Queen Valanice, Prince Alexander, and Princess Rosella of the Royal Family as well as Castle Daventry have been taken hostage by the evil sorcerer Mordack. In this game, you travel to the Land of Serenia and beyond to find your family and castle and to restore them back to the Kingdom of Daventry.
- Spoiler alert! The following cheat contains spoilers in the form of hints, walkthroughs, guides, or solutions to the game. Viewer discretion is advised.
General tips
It is very easy to die in the game. Save frequently to avoid losing progress. Save and restore the game by clicking on the corresponding icons from the dropdown menu. The dropdown menu is located at the top of the screen.
All interactions in the game, such as walk or go, look or notice, get or pick up, and talk, are done by clicking on the corresponding icons from the dropdown menu. This differs from previous games in the King's Quest series where commands have to be entered into the text parser.
Open the inventory by clicking on the corresponding icon from the dropdown menu.
Access the controls for detail, volume, and game speed by clicking on the system icon from the dropdown menu.
By convention, up, down, right, and left correspond to north, south, east, and west respectively. Navigate by using the mouse to click the walk cursor to where to go.
The game has a total score of 260 points. There are 84 tasks to complete in the game. The score is displayed within the dropdown menu.
Prologue
The game begins in a cinematic cut scene. The powerful and evil sorcerer Mordack stands on a hill overlooking Castle Daventry. Mordack casts an evil spell. Suddenly, the castle vanishes into thin air. You, King Graham, has just returned from a walk. You discover in shock that the castle has disappeared. The only witness to the event is Cedric, a large owl.
Your adventure begins in the Land of Serenia, north of the Kingdom of Daventry.
Land of Serenia
Crispin's cottage
You are outside Crispin's cottage. Go over the bridge. Go south once. You are in the forest. You carry only a magic wand that the wizard Crispin has given to you.
Forest
Cedric warns you of a poisonous snake to the east. Go along the path to the crossroad. Go west once. There is a prince sitting on a log. Talk to the prince. You find out about his lost fiancée. Go east once. Go to the crossroad. Go south once. You are outside the town of Serenia.
Town of Serenia
Go east once. You are in the town of Serenia. There is a man fixing a broken wagon on a street leading to the north. Talk to the man. Go west once. You are outside the town. Go east once. You are back inside the town. The man has gone. There is a shining object on the road. Look at the shining object. Get the shiny silver coin (Figure 1).
There is an old wooden barrel nearby in the same corner. Look at the barrel. Look inside the barrel. There is an old rotting fish in the barrel. Get the fish. Go west once. You are back outside the town.
Baker Bros. Bake House
Go west once. There is a bakery. Go to the front door. Open the door. Wait until the other customers have left. Go to the counter (Figure 2). Give the man the silver coin. Get a custard pie. Go south once. You are outside the bakery. Go west twice.
Bee colony
There is a bee colony inside an old tree. A large angry black bear is terrorizing the colony. Throw the fish to the bear. The bear takes the fish and leaves. Queen Beetrice arrives and thanks you. She offers you some honeycomb. Go to the hole in the tree. Get some honeycomb. There is a wooden stick on the path near the tree. Get the wooden stick. Go north once.
Ant colony
There is an ant colony. A barking dog is digging at the ant's nest. Throw the wooden stick at the dog. The dog takes the stick and runs off. King Antony the Great appears and offers to help you. Go north once.
Gypsy camp
There is a gypsy wagon camped at a clearing. The gypsy is sitting in a chair. Go to the gypsy. He demands a gold coin from you to see Madame Mushka. You need to return later because you do not have any money now. (Hint: Save your game here.)
Endless desert
The desert is a seemingly endless expanse. It is very easy to die in the desert, either of thirst or by bloodthirsty bandits. There is a minimum of 80 screens, with only 4 oases from where to get water. The maximum number of screens you can traverse safely without water is 7. (Hint: Save your game after reaching each oasis.)
Go west 8 times. There is a water hole in the opening between the cliffs that lead to a temple. Drink some water. You will hear the sound of hoof beats. Go behind the rocks at the oasis (Figure 3). Otherwise, the bandits will see and kill you.
Oasis temple
The bandits ride to the temple. The leader hits the door with a staff and shouts out "Open Sesame!" The temple door opens. Wait until the bandits leave. Go north once. You are at the temple door. Knock on the door. You shout "Open Sesame!" The door will not open, however. You also need the staff from the bandits to open the door.
Bandit's camp
Go south once. You are back at the temple oasis. Go west twice. Go south thrice. You are at a desert oasis. Drink some water. Go south thrice. Go west once. You are finally at the bandit's camp. Go inside the small tent. There is a bandit asleep and snoring. Go to the back of the tent. Stay as far away as possible from the snoring bandit. Get the staff (Figure 4). Go back out of the tent. Go to the large water vase. Drink some water. Go east once. Go north thrice. You are back at the desert oasis. Drink some water. Go north thrice. Go east twice. Go north once. You are back at the temple door.
Oasis temple
Use the staff on the door. You shout "Open Sesame!" The door opens. There is a brass bottle and a gold coin beside the entrance. Go inside the temple. Get the brass bottle. Get the coin. Go back outside the temple quickly before the door shuts. (Hint: Do not venture further inside the temple.)
Skeleton
Go south once. You are back at the temple oasis. Drink some water. Go south thrice. Go east once. There is an old boot near by the skeleton in the sand. Get the boot. Go east twice. Go north once. You are at another desert oasis. Drink some water.
(There is another oasis located 2 screens south of the skeleton. You can, however, traverse the desert safely without drinking from this oasis.)
Gypsy camp
Go north twice. Go east 5 times. You are back at the gypsy camp. Go to the gypsy sitting on a chair. He will ask you again for a gold coin to see Madame Mushka. Give the gypsy the gold coin.
A cinematic cut scene is played. You have your fortune read. You discover that Mordack wants to feed you to his cat Manannan. Before you leave, Madame Mushka gives you a magic amulet.
Weeping Willow
Go east once. Weeping Willow is standing in a pond made from her own tears, playing a harp. Talk to Weeping Willow. She says that she is the missing fiancée of the prince you have met earlier. She has no heart, because it has been stolen. Talk to Cedric.
A cinematic cut scene is played. Weeping Willow plays a tune and sings a song for you.
Witch's forest
Go east once. You are at a crossroad. There is a sign saying "Enter at your own risk!" (Hint: Save your game here.) Put on your amulet. (Hint: Click on amulet and then yourself in the inventory.) The amulet will protect you from the witch. Go north once. You are in the witch's forest. Go northwest once (Figure 5). You will meet the witch somewhere (at random) along the path to her house.
Defeating the witch
When the witch appears, she will try to zap you. Fortunately, you are now protected by the amulet. Talk to the witch. Give the brass bottle to the witch.
A cinematic cut scene is played. A large jinn is freed from the brass bottle. In turn, he sentences the witch to 500 years inside the bottle. Follow the path to the witch's house.
Witch's house
Go north once. You are inside the witch's house. Look around. Go to the wooden trunk. Open the trunk. Get the spinning wheel (Figure 6). Go to the wooden table. Look at the table. Get the leather pouch from table (Figure 7). Look at the leather pouch. (Hint: Click on the leather pouch in the inventory.) It contains some emeralds. There is an incense burner hanging from a tree branch. Look at the burner. Get the golden key from the burner. Go south once. You are outside the house.
Get the golden heart
Go east once. There is a large grotesque tree with a small door in it. Follow the path around the back of the tree. Go up the path leading to the small door. Use the golden key on the door. Open the door. Get the golden heart.
Elves' home
Go south once. Go west twice. Go northwest once. You notice eyes looking at you from the bushes. Use the honeycomb on the path (Figure 8). Throw an emerald onto the path. An elf comes out, grabs the emerald, and runs away. Throw another emerald onto the path. Another elf takes it as well. Throw the last emerald into the sticky honey from the honeycomb. Get the elf when he tries to take the emerald (Figure 9).
You let the elf go. A rock gets up and moves to reveal a secret path. Go west once. The elf goes into his underground home. Go west once. You are inside the elves home.
A cinematic cut scene is played. You are given a pair of shoes from the elves in exchange for the emeralds. You leave and come out at the entrance to the witch's forest.
Weeping Willow
Go west once. You are back with Weeping Willow. Give the golden heart to Weeping Willow. A cinematic cut scene is played. Weeping Willow is transformed back to a beautiful princess. She reunites with Prince Herbert. They go off together. The princess throws away her harp. Get the harp.
Gnome's house
Go south once. There is a gnome and a boy playing with a marionette. Look at the boy. Talk to the gnome. Give the spinning wheel to the gnome. Get the marionette.
The Swarthy Hog Inn
Go south once. You are outside The Swarthy Hog Inn. There is a haystack to the west side of the inn. Click on the haystack.
A cinematic cut scene is played. King Antony's colony of ants searches through the haystack and finds a golden needle. Get the golden needle.
Baker Bros. Bake House
Go east once. You are outside the bake house. Go to the east side of the house (Figure 10). There is a cat chasing a rat. Throw the boot at the cat (very) quickly. You save the rat. (You cannot complete the game without saving the rat.) He is grateful and offers to help you.
Town of Serenia
Tailor
Go east twice. You are back in the town of Serenia. Go in the tailor shop. Talk to the tailor. Give the golden needle to the tailor. Get a blue cloak from the tailor. Go south once. You are outside the shop.
Toys
Go in the toy shop. Look at the red sled hanging on the wall. Give the marionette to the man. Get the red sled in return. Go south once. You are outside the shop.
Shoe shoppe
Go in the shoe shoppe. Talk to the woman. Give the elves shoes to the man. Get a hammer. Go south once. You are outside the shop.
The Swarthy Hog Inn
Go west thrice. You are outside The Swarthy Hog Inn. Go in the inn. Talk to the men. They become aggressive, knock you out, tie you up, and throw you in the cellar.
A cinematic cut scene is played. The rat you have saved earlier appears and eats through the rope and frees you. Get the rope. Use the hammer on the door. The lock will break. Open the door. Go north once. You are in the kitchen. Look at a large cupboard in the corner. Open the cupboard. Get the leg of lamb (Figure 11). Go west once. You are now outside the inn.
Gypsy camp
Go back to the gypsy camp. The camp is deserted. The gypsies have left. There is a tambourine on the ground. Get the tambourine.
Forest
Go south once. Go east thrice. You are back in the forest. A snake still blocks the path to the east. Go to the snake. Shake the tambourine at the snake. The snake slithers away. Go east once.
The Great Mountains
You are on a treacherous icy mountain track. It is very cold. Put on the blue cloak. This will prevent you from freezing to death. You will get hungry somewhere (at random) along the track. Eat half of the leg of lamb (but not the custard pie) when you are hungry.
Crossing the chasm
Go east once. You reach a dead end. There is a tree branch with a small pointy rock above you. Use the rope on the pointy rock (Figure 12) (The branch will not support your weight.) Climb the rope. You have to get to the other side of the chasm where Cedric is waiting for you. At the back are 6 small rocks: 2 in the foreground and 4 in the background. Jump onto the first of the back rocks (Figure 13). Jump onto each of the next 3 (back) rocks. Jump onto the ice drift on the other side. Go across the log.
Cedric and the wolf
Go east once. Cedric is taken by a famished wolf. Use the red sled on the icy slope.
A cut cinematic scene is played. You crash land and break the sled.
Starving eagle
Go east once. There is an eagle to the east. Talk to the eagle. It is starving. Give the rest of the leg of lamb to the eagle. The eagle thanks you and flies off. Go north once.
Queen Icebella
A cinematic cut scene is played. You are captured by wolves and taken to Queen Icebella. She orders the wolves to take you away and kill you. Play the harp (very) quickly. You have touched and melted her heart, just a bit.
A cinematic cut scene is played. The queen offers your freedom in exchange for extricating the yeti from the crystal cave and killing it. A wolf accompanies you to the entrance of the crystal cave.
Crystal cave
Go north once. You are attacked by a wild yeti. Throw the custard pie at the yeti. The yeti becomes disorientated and falls to its death over the cliff. Go north once. You are inside the crystal cave. Go to the crystal at the back of the cave. Use the hammer on the crystal (Figure 14). Get the crystal. Go south once. Go west once. Go south once. You are back with the wolf.
A cinematic cut scene is played. You are taken back to Queen Icebella. You and Cedric are released. The wolf accompanies you to safety to continue your perilous journey. Go south once.
Roc nest
An overhead view shows the position of you and Cedric. Go to the foot of the big hole in the cliff to the left of Cedric. Go up the hole in the cliff (Figure 15). Go towards Cedric. As you reach the top and climb out, you get taken by a roc.
A cinematic cut scene is played. You are dropped in the roc's nest with a hatching egg. Get the shiny gold locket beside you. The eagle you have fed earlier will come and rescue you. You are taken to a sandy beach on the east coast of Serenia.
East coast of Serenia
Sandy beach
Go to the beach. There is an old rusty iron bar in the sand. Get the iron bar. Go south once.
Hermit's house
There is a half buried ship in the sand which is now used as a house. Knock on the door. Nobody opens the door. Ring the doorbell. An old deaf hermit opens the door but cannot hear what you are saying. He slams the door shut in your face.
Boat with red sail
Go north twice. There is a boat with a red sail on the water's edge. There is a small hole in the hull. Use the beeswax to fill the hole in the hull. The boat is now seaworthy. Get in the boat. Go east once (automatically). The ocean is a dangerous place. A sea serpent will appear at random. (Hint: Save your game here.) Go south once. Go east thrice. You will get safe passage to Harpie Island.
Harpie Island
A cinematic cut scene is played. You arrive at a small landing cove on the island. Just as you are about to alight from the boat, some feral harpies fly down and take you and Cedric away. They argue amongst themselves. Play the harp quickly when you hear them say, "I am not! You are too!" The harpies fight over the harp and fly off. There is a glint on the ground where you are standing. Look at the glint. Get the old fish hook.
Go west once. Cedric has been wounded by the harpies. He is lying on the ground unable to move. Pick Cedric up. Go west once. You are back at the landing cove. There is a large conch shell lying on the beach. Get the conch.
East coast of Serenia
Hermit's house
Go on the boat. Go west once (automatically). Go west four times. You are back at the hermit's house. Ring the doorbell. The hermit opens the door. He still cannot hear you. Give the conch to the hermit. He uses the conch as a hearing aid.
A (long) cinematic cut scene is played. The hermit heals Cedric. He tells you about Mordack's Island. He then summons a mermaid to act as your guide and to lead you safely to Mordack's Island. You hit some rocks in the landing cove and shipwreck the boat, but you make it to shore.
Mordack's Island
Serpent statues
There is a blue object at the foot of the steps. Get the dead fish. Go north once. You are now at the top of the steps. A path is guarded by 2 serpent statues. If you try to pass them, you will be zapped. Use the crystal on one of their eyes (Figure 16).
A (short) cinematic scene is played. The serpents zap themselves (Figure 17) instead of you.
Beneath Mordack's castle
Go north once. You are in front of the castle door. You cannot enter the castle. There are some steps leading to a path around the castle to the left. Go down the path. Go north once. There is an iron grate on the path. Use the iron bar on the grate. Go down the hole under the grate. You are inside a labyrinth beneath the castle.
Mordack's labyrinth
The labyrinth consists of a grid of 8 x 8 rooms. A dink is found in 4 of the 64 rooms. You have to locate a dink (a funny looking hairy creature).
You need to navigate through the labyrinth. Go south once. Go west once. Go northwest once. Go west once. Go east once. Go west once. Go east once. Go west once. Go northwest once. Go east once. Go west once. You have found the dink. Give the tambourine to the dink.
A cinematic cut scene is played. The dink gets excited and takes the tambourine. He plays with it and runs off. A hairpin falls from his hair. Get the hairpin.
Go south once. Go east once. Go north twice. Go east once. You are at a locked door. Use the hairpin on the lock. Pick the lock. Open the door. You are in the pantry inside Mordack's castle.
Mordack's castle
Pantry
Look at the left cupboard. Open the cupboard. Get the bag of dried peas. Go north once. You are in the kitchen.
Kitchen
There is a servant girl in the kitchen. Talk to the girl. She is too frightened to talk to you. Give her the locket.
A cinematic cut scene is played. You learn of Princess Cassima's unfortunate journeys. You become a friend of the princess.
(You must avoid the black cat Manannan when exploring the castle. The cat will inform Mordack, and you will die.)
Downstairs hallway
Go east once. You are in the downstairs hallway of the castle (Hint: Do not play the organ). Go east once. You are in the dining room. Walk around until a blue monster appears. Let the monster capture you. The monster will teleport you through a wall and into the castle dungeon.
Dungeon
A mouse enters the dungeon through the wall. Look in the mouse hole (Figure 18). There is some cheese in the hole. Use the fish hook on the cheese. Get the cheese. Cassima will arrive. She offers to guide you back to the castle. Follow her closely. You are back in the pantry.
(If you cannot keep up with Cassima, you will need to escape on your own. Go west once. You are in the labyrinth. Go west once. Go west once. Go east once. Go northwest once. Go east once. Go north once. Go east once. Go west once. Go east once. Go west once. Go northwest once. Go west once. Go northeast once. Go east once. Open the door. You are back in the pantry.)
Downstairs hallway
Go back to the downstairs hallway or the dining room. Keep walking between the downstairs hallway and the dining room until the blue monster appears again. Use the bag of dried peas on the monster. The monster will fall over knocking itself unconscious for a few moments.
Upstairs hallway
Go back to the dining room. Go south once. Go west once. You are in the foyer. Go up the stairs. You are in the upstairs hallway.
Mordack's bedroom
Go west once. You are in Mordack's bedroom. Manannan will be either in the bedroom or in the library. Look for the cat. Throw the dead fish to the cat. Use the empty bag from the dried peas on the cat. Get the cat. The cat is now safely out of the way.
Library
Go south once. You are in the library. Go to the desk. Look at the desk. There is a large tome open on the desk. Look at the tome. Look at the tome again. The strange symbols have been burned into your memory! Wait in the library (2-3 minutes) until Mordack enters his room and goes to sleep.
Mordack's bedroom
Go north once. You are in the bedroom. Mordack is sound asleep. Go to the small table beside the bed. Get the magic wand. Go east twice. You are in the laboratory.
Laboratory
There is a large glass bottle on the table. Look inside the bottle. Your castle and your family are inside the bottle. Go up the spiral staircase to the upper balcony. Go to the east side of the balcony. Go to the large machine. Place Crispin's wand on the right hand plate. Place Mordack's energized wand on the left hand plate (Figure 19). Throw the cheese into the machine. Crispin's wand becomes energized, and Mordack's wand becomes useless. Get the energized wand.
Mordack appears for the final confrontation. His wand is useless. He resorts to other forms of magic to try to defeat you. Mordack transforms himself into a flying lizard. Use Crispin's wand to click on the tiger spell. Mordack then transforms himself into a dragon. Use Crispin's wand to click on the rabbit spell. Mordack then transforms himself into a cobra. Use Crispin's wand to click on the mongoose spell. Mordack finally transforms himself into a burning ring of fire. Use Crispin's wand to click on the rain spell. The rain extinguishes the fire and Mordack's life too.
The final cinematic cut scene is played. Crispin appears and restores the Royal Family and Castle Daventry from the glass bottle prison (Figure 20) back to normal. The Kingdom of Daventry is once again in peace.
Points
Task | Point |
---|---|
Get shiny silver coin | 2 |
Get rotting fish | 2 |
Get custard pie | 2 |
Throw smelly fish at bear | 4 |
Get honeycomb | 2 |
Get wooden stick | 2 |
Throw stick at dog | 4 |
Drink at temple oasis | 2 |
Discover temple | 3 |
See bandits open temple door | 2 |
Discover bandit's camp | 3 |
Get staff from small tent | 2 |
Open temple door | 2 |
Get gold coin | 2 |
Get brass bottle | 2 |
Get old boot | 2 |
Give gold coin to gypsy | 3 |
Get magic amulet | 2 |
Go in witch's forest | 2 |
Give brass bottle to witch | 4 |
Get spinning wheel from trunk | 2 |
Get leather pouch of emeralds | 2 |
Get golden key from burner | 2 |
Open door in tree | 3 |
Get golden heart | 2 |
Squeeze honey on path | 4 |
Throw emeralds on path | 6 |
Follow elf to his home | 2 |
Get shoes from elf | 2 |
Give golden heart to Willow | 4 |
Get harp | 2 |
Get marionette from gnome | 4 |
Get golden needle from haystack | 2 |
Throw boot at cat | 4 |
Get blue cloak from tailor | 4 |
Get red sled from toy shop | 4 |
Get hammer from shoe shoppe | 4 |
Get rope | 2 |
Use hammer on lock | 4 |
Get leg of lamb | 2 |
Get tambourine | 2 |
Shake tambourine at snake | 3 |
Put on blue cloak | 4 |
Use rope on pointy rock | 5 |
Climb up rope | 2 |
Eat half of leg of lamb | 4 |
Cross chasm | 5 |
Give rest of lamb to eagle | 3 |
Get captured by wolves | 2 |
Play harp for Icebella | 4 |
Throw custard pie at yeti | 4 |
Get crystal | 4 |
Get taken by roc | 2 |
Get shiny gold locket | 2 |
Get rusty iron bar | 2 |
Fill hole in boat | 5 |
Arrive at Harpie Island | 3 |
Play harp for harpies | 4 |
Get old fish hook | 2 |
Get Cedric | 3 |
Get conch shell | 2 |
Give conch to hermit | 4 |
Shipwreck the boat | 3 |
Get dead fish | 2 |
Use crystal on serpents | 5 |
Use iron bar on grate | 4 |
Give tambourine to dink | 3 |
Get hairpin from dink | 2 |
Pick lock on labyrinth door | 4 |
Get bag of dried peas | 2 |
Give locket to Cassima | 4 |
Get captured by monster | 2 |
Use fish hook on cheese | 4 |
Throw dried peas at monster | 3 |
Capture Manannan | 2 |
Read magic tome | 3 |
Get Mordack's wand | 3 |
Place wands on each plate | 8 |
Throw cheese in machine | 5 |
Get Crispin's energized wand | 4 |
Use tiger spell | 4 |
Use rabbit spell | 4 |
Use mongoose spell | 4 |
Use rain spell | 4 |
Total | 260 |