KING'S QUEST V - THE TEXT ADVENTURE
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WALKTHROUGH
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This walkthrough was written by Frodo
for The Daventry Chronicles
 
 
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SERENIA
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You begin your adventures outside Crispin‘s house.
Go SOUTH one screen, and Cedric will comment about the poisonous
snake (blocking exit to the EAST). Go SOUTH again, and you will be
at the edge of town. Go EAST, to enter the town.
Note the barrel at the edge of the alleyway. LOOK IN BARREL, and
you see an old FISH inside. TAKE FISH. There is a man in the alley-
way, trying to fix his wagon - TALK TO MAN, and he‘ll tell you about
the wheel from his wagon. However, there is nothing you can do to help
him. Go WEST, and then immediately go EAST again. The man has
gone, but he dropped a SILVER COIN in the street, so GET COIN. Have
a look in the shops if you want, but you can’t really do anything useful
right now. When you’re ready, go WEST to leave town.
Outside the town, go WEST again to the small cottage. READ SIGN
to learn that this is a baker. ENTER COTTAGE and TALK TO MAN,
and select THE HEAD BAKER from the menu. You automatically buy
a CUSTARD PIE from the baker. When you are ready, go OUT the
cottage.
Go WEST twice to the path‘s end. There is a large black bear here,
and he‘s bothering the bees. THROW FISH TO BEAR - he takes the
FISH and then trots off. Queen Beetrice thanks you for saving them
from the bear. Reach in to the hive, and TAKE HONEY from the bee-
hive (if you go near the bees before dealing with the bear, the bees will
sting you to death). GET STICK that’s lying on the ground.
Go NORTH one screen, to the sandcastle. A large dog is digging in the
anthill, so THROW STICK TO DOG. The dog grabs the stick, and
leaves. King Antony is very grateful to you for saving them.
Go EAST, to the tree house. Try and talk to the gnomes, but they’re
not very friendly. Now go SOUTH to the small country inn. LOOK
IN HAY STACK - as you do, the ant swarm will come and help you out,
as gratitude for you saving them from the dog. They find a GOLDEN
NEEDLE (needle in a haystack, hehe), and give it to you.
Go EAST 3 times, so you are in the town again. You can do more in
the town now. ENTER SHOP, and select TAILOR’S SHOP from the
menu. Note the nice warm CLOAK that’s for sale. TALK TO SALES
CLERK, and he asks for a gold piece in exchange for the CLOAK.
GIVE GOLDEN NEEDLE TO SALES CLERK, and he gives you the
CLOAK in return. When you’re ready, go OUT the shop, so you are in
the town.
Go WEST 4 times, so you are at the path‘s end, and SAVE YOUR
GAME HERE.
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DESERT
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Now, we want to get to the Temple, which is through the desert, but
you need to drink every so often, or you will die of dehydration. This is
how to get through the desert.
From the path‘s end, go WEST 6 times, till you reach the oasis.
DRINK WATER from the oasis. Go SOUTH once, and WEST once.
There’s a skeleton here - GET SHOE. Go NORTH once and EAST
ONCE. DRINK WATER from the oasis. Go NORTH twice and WEST
twice. You‘ve reached an opening in the cliff, so SAVE YOUR GAME
HERE.
HIDE BEHIND BOULDER, so the bandits don‘t see you. Note how
one of the bandits has a STAFF. They enter the temple carrying a
BAG OF JEWELS… but exit the temple without it. Then they leave.
Hmmm, looks like you’re going to need that STAFF if you want to
enter the temple. There’s a small oasis here, so DRINK WATER from
the oasis. SAVE YOUR GAME HERE.
Go SOUTH 3 times and WEST twice. There’s an oasis here, so DRINK
WATER from oasis.
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Again, go SOUTH 3 times, but now go WEST once, and you find your-
self near two tents. DRINK WATER from jug. ENTER SMALL TENT -
there is a bandit here, but he is asleep. GET STAFF, then go OUT
the tent before the bandit wakes up. DRINK WATER from the jug,
and SAVE YOUR GAME HERE.
Go EAST once and NORTH 3 times. DRINK WATER from the oasis.
Go NORTH 3 times and EAST twice, so you are back at opening in the
cliff. DRINK WATER from the oasis.
Go NORTH to the front of the temple, and SAVE YOUR GAME HERE.
Now you have to be quick here, or you‘ll be trapped in the temple
forever. USE STAFF ON DOOR to open it then ENTER TEMPLE.
Quickly GET LAMP and GET COIN, and then go OUT. Don’t be
tempted by anything else.
You’re in front of the temple again. Go SOUTH, and DRINK WATER
from the oasis. SAVE your game here. Now go EAST 8 times, until
you reach the northeast clearing.
 
 
 
SERENIA
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Phew, bet you’re glad to be out of that hot desert! There’s a gypsy
here. TALK TO GYPSY, and GIVE COIN TO GYPSY, so he’ll let you see
Madame Mushka. Choose if you want to see the next sequence, or if
you want to skip it. You’ll get the necessary items regardless. If you
choose to see the sequence, you’ll see Mordack searching for a way to
turn his brother Manannan back into human form (he’s currently
transformed into a cat). So THAT’S why Mordack is after your family!
When sequence is over, Madame Muska gives you an AMULET to
protect you from evil magic. WEAR AMULET (notice your Inventory
List now indicates it being worn).
Go EAST to the north pond, and TALK TO TREE to learn her sad story.
The only way to break her curse, is to find her golden heart, and return it
to her.
Go EAST again, and then SOUTH to the clearing. There’s a prince
sitting on a log here. And he’s not very happy. TALK TO PRINCE, and
listen to his tale of woe. Hmm, I wonder if he’s the same prince the
Willow tree told us about?
SAVE YOUR GAME HERE.
Go SOUTH once, to the small cottage. Now you have to be quick here.
Go EAST, and you’ll see a cat chasing a rat. Quickly THROW SHOE
AT CAT to frighten him away, thus saving the rat‘s life. The rat
thanks you, before scurrying away.
Now go NORTH twice, to the Dark Forest entrance. SAVE YOUR
GAME HERE, then walk NORTH into the Dark Forest.
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DARK FOREST
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Let’s go and get the Willow tree’s Golden Heart now. Since you have
the AMULET from the gypsy fortune teller, you should be safe in here.
Go WEST, into the next screen. The witch should show up, and throw
a spell at you. But thanks to the amulet, the spell has no effect - she‘s
not happy about this. GIVE LAMP TO WITCH. She opens it, and get
trapped inside the bottle. Couldn’t happen to a nicer person, hehe.
Go NORTH, then EAST. You see a crude house - this is the witch’s
house. But you already dealt with her, so she can’t bother you anymore.
Go NORTH, so you are in the witch’s house. The witch’s house is very
cramped! OPEN DRAWER in the dresser, and TAKE POUCH. OPEN
POUCH to find 3 EMERALDS. OPEN CHEST by the wall, and TAKE
SPINNING WHEEL. LOOK IN SKULL to see a KEY, and then TAKE
KEY. Now go SOUTH, so you are outside the house again.
Go EAST to the next screen, and you see a strange tree with a little
door built into it’s trunk. OPEN DOOR to automatically unlock the
door in trunk of the tree. TAKE HEART from inside the tree.
Go WEST twice - you should see some eyes peeking out at you from
under a rock. Try talking to the eyes, but it’s no use. You’ll have to coax
them out another way.
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DROP HONEY on the ground (leaving you with some WAX), then DROP
EMERALD on the path. Awww, a cute little elf comes out and grabs
the EMERALD. Again, DROP EMERALD on the ground, and the elf
comes out again to claim it. For the 3rd time, DROP EMERALD on
the path. This time, the elf gets stuck in the honey, so Graham can
catch him. The elf agrees to show Graham the way out of the forest, if
Graham releases him. The elf tells Rocky the rock to move out of the
way… and Rocky obediently does so. What a good little rock!
Go WEST to find yourself in the elves’ cavern. Graham kept his word
with the elf, so the elf rewards him with a fine pair of SHOES. Now
simply go SOUTH to leave the cavern and leave the forest.
 
 
 
SERENIA
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You are outside the dark forest again. Now you have the gold HEART,
so let’s return it to it’s rightful owner - the Willow tree.
Go WEST one screen, and GIVE HEART TO WEEPING WILLOW.
The willow becomes human again, and the prince & princess are re-
united. Awww, young love! TAKE HARP that Willow tree left behind.
Go SOUTH one screen, to the tree house, and GIVE SPINNING
WHEEL TO OLD GNOME. The old gnome is glad to get it back, and
explains that it can spin straw into gold. He gives you a MARIONETTE
in return.
Go SOUTH once, and EAST 3 times, so you are in the town centre.
ENTER SHOP, and select TOY SHOP from the menu. TALK TO MAN
(shop owner) to learn that he’s looking for a very special toy for his
grandson. GIVE MARIONETTE TO MAN, and he gives you a SLED in
return. When you‘re ready, go OUT the shop.
ENTER SHOP, and select SHOEMAKER‘S SHOP from the menu. TALK
TO SHOEMAKER - they don‘t have any shoes to sell right now. Maybe
you could take pity on them? GIVE SHOES TO SHOEMAKER, and
select THE INTRICATELY MADE SHOES from the menu. The shoe-
maker and his wife are so grateful to you - the fine shoes you gave
them are enough for them to retire. He gives you his HAMMER, since
he won‘t need it anymore. Now go OUT the shop.
Go WEST 3 times, to the small country Inn. SAVE YOUR GAME
HERE. ENTER INN, and select FRONT DOOR from the menu. Hmm,
this place looks a bit rough. TALK TO INNKEEPER… him and his
friends rough you up a bit, and leave you tied up in the basement.
You’re not strong enough to break your bonds. Wait for a while. That
rat you saved from the cat earlier comes to your rescue and gnaws
through the rope. TAKE ROPE from the ground - a good rope is
always handy to have. LOOK LOCK on the door - there’s no way you
can take that off by hand. USE HAMMER ON LOCK, and Graham
will smash the lock. Now go NORTH into the kitchen. Now OPEN
PANTRY and TAKE LAMB. Go WEST to leave the inn by the side door
(and not get caught by the innkeeper).
Go NORTH twice, and then WEST once, so you are back at the north-
eastern clearing. The gypsies that WERE here, have now gone. All
that’s left, is a TAMBOURINE. So TAKE TAMBOURINE.
Go EAST 3 times, back to Crispin’s house, then SOUTH once to the
town path. SAVE YOUR GAME HERE.
There is a poisonous snake on pathway to the EAST. USE
TAMBOURINE on the snake, to scare it away. Now the path is clear,
so head EAST to the next screen.
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MOUNTAINS
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You’re up in the mountains now, and it’s COLD! Go NORTH, and then
go UP the mountain path. But Graham soon begins shivering. WEAR
CLOAK, and Graham will feel warmer. Note your Inventory List now
shows it being worn. When Graham gets hungry, EAT LAMB - you’ll
eat half, and save half. Now the path ends abruptly here, and it seems
like you can’t go any further. But notice the rock jutting out about you.
USE ROPE ON ROCK, and Graham tosses it onto the rock. CLIMB
ROPE, so you are on the ledge above. Cedric warns you about that gap
to the EAST, so simply CROSS GAP to get to the other side.
You’re on the east side of the mountain path now. Go EAST to next
screen, then RIDE SLED to cross the ramp. WHHHEEEEE, that was
fun!
At base of the slope, go EAST again to the next screen. You’ll see a
pitiful-looking eagle nearby, so GIVE LAMB TO EAGLE. After the eagle
flies away, SAVE YOUR GAME HERE.
Go NORTH again, and Graham is confronted by 2 wolves, who take him
to the Ice Witch. They also trap poor Cedric in a cage. She’s not
interested in hearing your tale of how you are searching for your lost
family, and she threatens to kill you and Cedric. You better do
something quick! PLAY HARP, and Graham begins to play some
beautiful music. This softens the Ice Witch’s heart a little, and instead
of killing you, she now tasks you with killing a yeti that is living in her
Emerald Cave. One of the wolves guides you to the cave entrance.
SAVE YOUR GAME HERE.
Go EAST to the yeti’s cave. The yeti will start chasing you, so THROW
PIE to throw the CUSTARD PIE at the yeti, thus blinding him and
making him stumble off the cliff. The cave is now yeti-free, so go
NORTH into the cave. Beautiful crystals sparkle everywhere in the
cave. TAKE CRYSTAL, and Graham uses his hammer to break the
crystal free, and then take it.
You’ve done what you came here to do - kill the yeti - so go SOUTH
then WEST, back to the mountain path intersection, where the wolf is
standing guard. TALK TO WOLF to tell him that the yeti is dead. He
leads you back to the Ice Witch‘s castle. Since you completed your task,
she releases you and Cedric, so you are free to go. She commands her
wolf to take you to the mountain path intersection again. From there,
you are on your own.
SAVE YOUR GAME HERE. Go SOUTH to the rocky slope, then climb UP
the slope. A two-headed Roc (a giant 2-headed bird) swoops down and
grabs Graham. Now you have to act quickly here. The Roc takes you to
her nest, as a meal for her egg which is beginning to hatch. As soon as
you land in the nest, GET LOCKET. Just when things are looking
desperate, the eagle you fed earlier comes to your rescue, and flies you
to a beach area.
 
  
BEACH
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Phew! That was TOO close for comfort! SAVE YOUR GAME HERE. On
the beach, TAKE BAR from the sand. Walk NORTH to the waterfall,
and LOOK IN BOAT. Oh dear, there‘s a hole in the bottom of this boat.
USE WAX ON BOAT to stuff the wax into the hole and fix the boat.
Now maybe we can use the boat to get out of here. SAVE YOUR
GAME HERE,
TAKE BOAT to climb in. Now you’re ready to set sail. Go SOUTH once
and EAST 4 times. Finally, you arrive at a small island.
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HARPY ISLAND
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As you step foot on the island, 3 Harpies swoop down, grab you and
Cedric, and take you up to a narrow ledge. When they start discussing
you, USE HARP. They grab the HARP from you, and fly away, leaving
you free to figure out your next move. SAVE YOUR GAME HERE.
When the Harpies are gone, notice the FISHING HOOK nearby. TAKE
HOOK to pick it up. Now go SOUTH, and you see Cedric beaten up
pretty badly. Poor little guy! TAKE CEDRIC to pick him up and carry him
with you.
Go SOUTH again - this is where you arrived on the island. A large
conch shell rests on the sand, so LOOK SHELL and TAKE SHELL. Now
SAVE YOUR GAME HERE.
TAKE BOAT, and sail WEST 4 times.
 
 
 
BEACH
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You are back at the beach now, where the eagle dropped you off. Go
SOUTH to a small house and LOOK HOUSE. Now RING BELL, and
an old man (a hermit) appears at the door, but he can’t hear anything
you say.
If necessary, RING BELL again. When the old man appears, GIVE
SHELL TO MAN. He can hear you now. TALK TO MAN, and tell him
about Cedric getting injured. The old man invites you in and agrees to
treat Cedric. And sure enough, as you and the old man talk, Cedric
begins to recover. Soon, he’s fighting fit again. The old man enlists
the help of his mermaid friend to take you to Mordack’s island.
 
 
 
MORDACK’S ISLAND
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A few hours later, you arrive on the beach of a dark island - Mordack’s
Island. SAVE YOUR GAME HERE.
TAKE FISH, which was lying nearby, then go NORTH to the path. Two
dragon statues loom over the path as though guarding it. And their
eye glow brighter as you approach. USE CRYSTAL ON DRAGON to
short circuit the lasers in the statues. Now go NORTH to the next
screen.
Mordack’s castle is right in front of you. Your family lies beyond those
doors. You HAVE to rescue them. But… the drawbridge is up… you
can’t get in. Looks like you’ll have to find another way inside the castle.
Go WEST to the path at side of the castle. Hmmm, this seems to be a
dead-end. All that’s here, is a grate in the stone platform. LOOK
GRATE, and OPEN GRATE. Ah-ha! A way in! Climb DOWN through
the grate, to find yourself in a dark maze.
 
 
 
MORDACK CASTLE MAZE
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SAVE YOUR GAME HERE. This is a horrible maze, but here’s how to get
through it:
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As soon as you enter the maze…
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Go WEST
Go WEST
Go NORTH
Go NORTH
Go EAST
Go NORTH
Go EAST
Go NORTH
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A creature should be here, so LOOK CREATURE. He seems tame. If
the creature is not here, simply go SOUTH, then NORTH again, and he
will show up. USE TAMBOURINE for the creature, and it becomes very
interested, before snatching the tambourine and bounding away. As he
does so, a HAIRPIN flies from his back and lands on the floor, so GET
PIN. Now SAVE YOUR GAME HERE.
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Go SOUTH
Go WEST
Go SOUTH
Go WEST
Go SOUTH
Go SOUTH
Go EAST
Go EAST (this is where you entered the maze)
Go SOUTH
Go EAST
Go EAST
Go NORTH
Go EAST
Go NORTH
Go EAST
Go NORTH
Go NORTH
Go WEST
Go WEST
Go NORTH
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You’ve reached a dark, gloomy room with a door. OPEN DOOR, and you
use the HAIRPIN to pick the lock. When you open the door, you find
yourself in a pantry below the castle.
 
 
 
INSIDE THE CASTLE
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SAVE YOUR GAME HERE.
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You made it through the maze, and into the pantry. OPEN CABINET
and TAKE PEAS. Go NORTH into the kitchen. There is a slave girl here,
so LOOK GIRL and TALK TO GIRL. She seems very nervous, however,
so maybe there’s a way to gain her trust? GIVE LOCKET TO GIRL - she
takes the LOCKET.
Now she trusts you, she confides in you how Mordack kidnapped her
long ago. She goes on to tell you that she is Princess Cassima from
Land Of The Green Isles. She also tells you that she’s seen your castle
and your family, but they’ve been shrunken down and trapped inside a
glass jar, and are being kept in the lab upstairs. When conversation is
over, SAVE YOUR GAME HERE.
Walk EAST into the organ room, but resist temptation to play the
organ. Continue EAST into the dining room, and wait a few moments.
A strange blue creature should appear, and charge at you - let it throw
you in the dungeon.
LOOK IN MOUSE HOLE to see some CHEESE. Try to TAKE CHEESE,
but you can’t get your hand inside the hole. Never mind, USE HOOK
ON CHEESE to take it, instead.
After a few moments, Cassima will appear. She knows the tunnels, and
all the secrets entrances down here better than anyone. SAVE YOUR
GAME HERE, then follow her WEST into the dungeon. She leads you
through the dungeon maze, back into the pantry. She can only help you
once, though, so don‘t get caught again.
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Walk NORTH into the kitchen, then EAST twice into the dining room,
and SAVE YOUR GAME HERE. Wait for the strange blue creature to
show up again, but this time, DROP PEAS, and you will sprinkle the
dried peas all over the floor, making the creature slip.
Well that’s the blue creature temporary taken care of, but you should
get out of here before it wakes up. Just remember to keep your eye out
for Manannan the cat. You have to find him, and make sure he doesn’t
alert Mordack to your presence. So you need to find that cat. SAVE
YOUR GAME HERE.
From the dining room, walk SOUTH, and then WEST to the treasure
room.
Manannan the cat could appear at any moment now, , in any room, so
be prepared! You have to stop him, before he alerts Mordack. When-
ever you see him, quickly THROW FISH at the cat to distract him, then
USE EMPTY BAG ON CAT to capture him. Nice work.
Now, in the treasure room, notice the large staircase here. Climb UP
stairs to the First Floor. Head WEST into Mordack’s bedroom, and
SAVE YOUR GAME HERE.
Walk SOUTH into the library. Don’t waste your time looking at the
bookshelf, you don’t understand the books anyway. However, there is
an opened book lying on the desk in the foreground - READ BOOK. It
contains 4 spells that will prove useful later on.
Now SAVE YOUR GAME HERE. You can see Mordack’s bedroom from
here. Wait until you see Mordack entering and going to sleep. Creep
NORTH into his bedroom. Now TAKE WAND from the nightstand.
Walk EAST twice, so you are in the lab. Climb UP the stairs, and SAVE
YOUR GAME HERE. That’s a very strange contraption you see here.
Maybe you could use somehow to transfer power from MORDACK’S
WAND, to CRISPIN’S WAND? LOOK MACHINE to get a description of
it.
USE CRISPIN’S WAND ON MACHINE, and you place the wand in an
empty tray on the machine. USE MORDACK’S WAND ON MACHINE,
and you place that wand in the other tray. USE CHEESE ON MACHINE
to power it up (don’t ask!).
Your plan worked! Crispin’s wand is now pulsing with energy, while
Mordack’s wand barely glows. Now TAKE WAND, and selece
CRISPIN’S WAND from the menu.
Moments later, Mordack appears in the lab downstairs, and he is clearly
not happy. With a wave of his hand, he summons his own wand back to
his hand. He tries to zap you, but zaps Cedric instead.
Now begins a magical duel. And you have to win! The lives of your
family, as well as Cedric, depend on you.
In a fit of anger, Mordack turns himself into a large flying insect. You
can counter it, as long as your read that BOOK in the library. CAST
SPELL, and select TIGER SPELL from the menu.
Next, Mordack transforms into a dragon. CAST SPELL, and select
RABBIT SPELL from the menu to counteract him.
Then he transforms into a cobra. CAST SPELL, and select WEASEL
SPELL from the menu to counteract him.
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Lastly, he traps you in a ring of fire, CAST SPELL, and select RAIN
SPELL from the menu (you need to scroll down to see it) to counteract
him.
Well, that’s the end of Mordack!
Read through the ending, as Crispin arrives, un-shrinks everyone, and
sends everyone back home again. I somehow ended up with 263 points
out of 260, but hey, what’s an extra 3 points between friends?
Congratulations Graham, you are a hero once again.
The End.
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