King's Quest V: Absence Makes The Heart Go Yonder
(Sierra On-Line, Inc./Sierra On-Line, Inc.)

Last modified on April 20th, 2005

King's Quest V: Absence Makes The Heart Go Yonder

Solution:

You start the game at the wizard's house. Go south along the snake's path and continue south to the edge of town. Go east into town, then go west to the other edge of town. Go east into town and take the silver coin by the broken cart. Look inside the barrel by the cart and take the fish inside. Go west to the edge of town. Go west to the bakery. Enter the bakery and buy a custard pie with the silver coin. Exit the bakery and go west to the inn.

Go west from the inn to the bee's tree. Operate the fish on the bear. Go to the tree and take the honeycomb from the tree. Take the stick by the base of the tree, then go north to the ant's nest. Operate the stick on the dog. Return south to the bee's tree, then go east back to the inn. Now search the haystack. Go east to return to the bakery. Go east to the edge of town. Go east into town and now go into the first (tailor's) shop and give the tailor the golden needle. Exit the shop and go west to the edge of town.

Go west back to the bakery. Go west to the inn, then west again to the bee's tree. Now go north to the ant's nest and continue north to the gypsies' van. Go west to the desert and continue west seven more times and you'll arrive at the oasis by the temple. Drink from the well at the oasis. Hide behind the rocks and wait! Return to the desert by going east. Proceed south three times and you'll find a dead man. Take the boot and go south twice to oasis #1. Drink from the well at the oasis. Go south into the desert, then go west four times to the nomad's camp.

Drink from the water jug. Go into the smaller tent, then go straight to the back of the tent. Go left and take the staff. Go right to the center of the tent, and down to exit the tent and go east. Once you're in the desert, go north three times to oasis #2. Drink from the well at the oasis, then go north into the desert, then north twice more. Go east twice to return to the oasis by temple. Drink from the well at the oasis, then go north and you'll find yourself outside the temple. Operate the staff on the temple doors. Go north to enter the temple.

Take the large brass bottle by the door inside temple. Take the gold coin by the bottle, then exit the temple. Now go south to the oasis by the temple. Go east into the desert, then east seven more times to arrive at the gypsy's van. Give the gold coin to the man in the chair. Go south to the ant's nest, then south to the bee's tree. Now return east to the inn, then east again to the bakery. Select the boot from your inventory. Walk right until a rat and a cat appear. Throw the boot at the cat. Select the amulet from your inventory. Operate the amulet on yourself so that you're wearing it. Go west to the inn, then north to the gnome's home.

Go north to the weeping willow then east to the forest entrance. Now go north to the fork. Go west along forest path #1. Go north to the elven glade and the witch will (or should, it may be random) appear! Give the brass lamp to the witch. Go east to arrive outside the witch's castle. Go north to enter it. Open the drawer and take the pouch inside. Open the chest and take the spinning wheel inside. Take the small key (it's in the lamp that's hanging from the roof). Go south to exit the castle, then east.

Go around the back of the tree to the front, and walk up the ramp to get to the door. Operate the brass key on the door. Take the golden heart inside the tree, then return west to the exterior of the witch's castle. Continue west to the elven glade and operate the honeycomb on yourself. Open the pouch. Take the gems that were inside the pouch. Operate the gems on the honey on the ground three times. Follow the elf to the west to the elven cave. Follow the elf to the west and re-enter the cave.

Go west at the entrance to the forest. At the weeping willow, give the golden heart to the tree. Take the princesses harp and go west to the gypsies' van. They're gone! Take the tambourine and return east to the weeping willow and south to the gnome's home. Give the spinning wheel to the larger gnome. Go south to the inn. Return east to the bakery and again east to the edge of town. Continue east into town and visit third (cobblers) shop. Give the old man your elven boots. Exit the shop and enter the second (toy) shop. Give the man your marionette. Exit the shop and go west to the edge of town.

Go west to the bakery, then continue west to and enter the inn. WHACKO! Take the rope in the cellar that you were tied up with and operate the hammer on the door. Open it and go north to the store room. Open the large cupboard. Take the leg of lamb and exit the inn through the left door. Now go north to the gnome's home, then east to the fork. Continue east to the snakes path. Operate the tambourine on the snake and go east again to the icy ridge. Operate the cloak on yourself.

Go north to the icy cliff. Eat the leg of lamb. Operate the rope on the cliff that juts out to the right of the branch, then climb the rope. Click the hand pointer on the first stepping stone of the icy crevasse, then on the third, fifth, and then the sixth stepping stones. Click the hand pointer on the opposite ledge. Click the walk pointer next to Cedric. Go east to the icy ledge. Operate the sled on the eastern slope and you'll go east to the icy slopes. When you reach the bottom, go east.

Give your remaining half leg of lamb to the big bird. Go north to the queen's chamber. Just as the wolves start to move towards you, play the harp. You'll find yourself at the yeti's lair. Select the pie from your inventory. Go north to the area that's outside the yeti's cave and throw the pie at the Yeti's face. Go north inside the yeti's cave and operate the hammer on the crystal directly to the north. Go south to exit the cave.

Return west to the area of the yeti's lair. Click the walk pointer on the wolf and then go south. Click the walk pointer on the geographical chimney at the bottom of the screen. Take the locket from the bird's nest next to you. The Roc will take you to the beach. Take the iron bar and go north to the boat, that's in need of repair. Operate the beeswax on the boat. Click the hand pointer on the boat and you'll go east to the sea. Go east three times then go south.

You'll be captured by the Harpies on the beach and taken to the harpies lair! Play the harp, then take the fish hook, and go west to the sandy path. Pick up Cedric and go west to the beach. Take the shell. Click the hand pointer on the boat and you'll go out to sea again. Now go west four times. Select the shell from your inventory. Ring the bell. Operate the shell on the man. Go north (upstairs) in the cove to the oracles. Operate the crystal on yourself and go north to the area outside the castle. Go north (not through the door, but rather around the left side of the castle). Operate the iron bar on the gate in the ground.

Click the hand pointer on the hole. Click with the eye pointer on the blackness outside the scene on every new square you arrive in the maze, and a compass will appear telling you which direction you're facing. In this way, you can navigate your way through the maze. Go west twice. Go north twice. Go east. Go north. Go east. Go north. Operate the tambourine on the monster. Take the hairpin (you may need to look for it as it's very small). Go south. Go west. Go south. Go west. Go south twice. Go east twice and you should be back at the entrance! Go south. Go east twice. Go north. Go east. Go north. Go east. Go north twice. Go north. Go west twice. Go north to the door.

Operate the hairpin on the door, then open the door to the wizard's pantry and open the cupboard on the left side of the screen. Get the packet of dried peas and go north into the wizard's kitchen. Give the locket to the girl. Go east. Somewhere around here you'll be caught by a large purple beastie, who'll take you to a prison cell. If he doesn't come, just wander about until it does. You're now in the organ room. Go east into the north end of the dining room, then south into the other end. Wander around until you're caught. If you were caught before you got here, just continue!

Click the fish hook on the mouse hole in the north wall of the prison cell and you'll be rescued by the Princess. Follow the princess through the maze and you'll arrive at a door, that you should open and pass through to arrive back at the wizard's pantry. Go north to the wizard's kitchen. Go east to the organ room, then east again. At this stage, if you enter a room and a cat is sitting on the floor, you may as well restore your game from your last saved position, as that nasty cat will go and fetch the wizard! You can get rid of him later.

Go south into the south end of the dining room. You may wish to move to the right side of the rug. When the purple dude comes back again, operate the dried peas on him and then go west to the bottom of the stairs. Go north (upstairs), then go west. Throw the fish to the cat in the south end of the foyer, then put the cat in the empty bag. Go north (upstairs), then west and south into the Library and take (i.e. read) the book on the desk. Now wait until Mordack goes to bed, then walk north into Mordack's bedroom and take Mordack's wand. Go east twice into the Laboratory. Walk upstairs and head toward the machine on the right. Use Mordack's wand on the machine. Place Crispin's wand on the machine. Throw the cheese into the machine. Retrieve Crispin's wand. Watch the cut scene. Use Crispin's wand on Mordack to change him into a flying lizard. Select the Tiger Spell (number four) and again use Crispin's wand on Mordack to change him into a dragon. Select the Bunny Spell (number 2) and use Crispin's wand on Mordack, who now becomes a cobra. Select the Mongoose Spell (number 1) amd use Crispin's wand on Mordack to convert him into Fire. Select the Rain Spell (number three) and use the wand on him one last time.

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