King's Quest 5: Absence Makes the Heart Go Yonder чит-файл №5

MAP of 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 ] ]
] ] ] ] ] ]
-------------------------------------------------------------



MAP of 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



Map of 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.



COMPLETE WALKTHROUGH:

Location: Action: Points:
================================================================================
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
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 rock outcroppings
no. 1 - 3 - 5 - 6 - E 130
Walk over the log and 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:

Rocky 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
*********************************
********* B ***** D ********* B *
*********---*****---*********---* B - Beast corners
***** ] ***** ] ] ] * C - Cell
*****---*****************---***** D - Door
* ] ***** ********* ***** S - Start (Grate)
*---*********---*********---*****
* ***** ] ***** ] ] *
*---*****---*********---*********
* ] ] S ***** ] *********
*********---*****---*************
********* ] ] ***** ] * C
*********---*****---*****---*****
* B ***** ***** ] ] *****
*---*****---*****---*****---*****
* ] ] ] ] ***** ] B *
*********************************

(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... / 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)
===
------> THE END