King's Quest V: Absence Makes the Heart Go Yonder
Walkthrough
By: warrior76, also known as Jeff David

If you have any questions, comments, or suggestions, send them to
[email protected].

Table of Contents

1. Version History
2. Story
3. Using Crispin's Wand
4. Walkthrough
5. Special Thanks
6. Legal Stuff

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1. Version History
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Version 0.1 - The Walkthrough, Special Thanks, and Legal Stuff sections
have all been finished.

Version 0.2 - I decided to add my own little version of the
introduction to this game to give players a little bit of background on
the story.

Version 0.3 - I decided to add this section into the walkthrough, since
it is recommended for most submitted guides.  I also changed my grammar
around in a lot of places.  I also changed my e-mail address, since my
old one is not used much anymore.  Unless there are mistakes in this
guide of mine, or I feel it necessary to add something new, then this
is going to be the final version for this guide.
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2. Story
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King Graham was out taking a walk in the woods one day.  Birds were
singing in the trees.  It seemed like a good sign.  Graham suddenly
felt a sharp wind blow from the east, sending sticks and leaves into
his path.  The air suddenly became colder and it seemed an unexpected
storm was approaching.  Graham immediately started walking back towards
his castle.  When he reached the spot where his castle was, he was
horrified to see nothing but an empty space where his castle had been
before he began his walk.  Graham began to wonder where his family was
and where his castle was.  Graham heard a voice behind him and turned
around.  He was surprised to see an owl in a blue vest wearing
spectacles, sitting in a tree.  The owl began to tell Graham what he
saw, but said that he doesn't know why Mordack would want to steal his
castle.  The owl gave Graham some old fairy dust, which would make him
fly to Cedric's land, Serenia.  Graham flies to Serenia with Cedric.
Just as Crispin's house comes into view, the fairy dust wears off and
Graham plummets towards the earth below.  Fortunately, Graham lands
inside a little stream by Crispin's house.  Crispin comes out and sees
Graham sitting in the water and invites him into his house.  Crispin
tells Graham about Mordack.  Crispin doesn't know why Mordack would
want to steal Graham's castle.  Crispin gives Graham something that
will enable him to communicate with animals.  And so, the quest starts
to find out where Mordack is keeping Graham's castle and his family
hostage at before it is too late.

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3. Using Crispin's Wand
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In some older versions of this game, you'll run into a point or two in
the game where you'll have to use Crispin's Wand to continue on with
your quest.  What the game will do is show you four letters and you
must look in your King's Quest V manual to match the letters to the
symbols.  I can't remember clearly, but the game might show you four
symbols, and you'll have to match up these symbols with the correct
letters instead.  However, in the King's Quest Collection version of
this game, I never experienced this problem.  This is to ensure that
you have a legal copy of this game.

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4. Walkthrough
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Note:  Save your game frequently and when you are at a dangerous part
in the game.

* Walk south twice.
* Go into town.
* Search the barrel.
* Get the fish.
* Go to the shop with the cloak in it.
* Walk out and get the silver coin from the street.
* Walk west twice.
* Enter the bakery.
* Listen to the conversation between the William the baker and a woman.
Buy a pie by giving the silver coin to William (don't eat the pie).
* Exit the bakery and go west twice.
* Throw the fish to the bear.  Retrieve the honeycomb inside the hole
in the tree.  Get the stick by the tree.
* Go north and give the dog the stick (I've read somewhere that you can
toss the boot at the dog to scare him off, but I've never actually
tried it).
* Go east then south and search the haystack.  Receive the needle.
* Go west until you reach an oasis.  Drink from the oasis.
* Go south once and west twice.  Get the boot.
* Go east twice and north once.  Drink from the oasis.
* Go north twice and west three times.  Drink from the oasis.
* Hide behind the rock behind the oasis and watch the little cut scene.
* Go west twice and continue to go south until you find an oasis.
Drink from the oasis.
* Go south three times and west once.  Drink the water from the bottle
by the fire.
* Go inside the red tent.  Get the staff and exit the tent (don't walk
over the bed).
* Drink the water from the bottle once again.  Go east once and
continue to go north until you reach an oasis.  Drink from the oasis
and go north three times and east twice.  Drink from the oasis and walk
up to the temple and use the staff on the door.
* Get the lamp and the gold coin on the floor (do not take gold from
the chest).  Go out (if you take too long or decide to take some gold
from the chest, you'll be trapped inside).
* Go south once and continue going east until you're out of the desert.
* Give the man the gold coin and watch the cut scene (the golden needle
also works here, but it's best to give him the gold coin for more
points).
* After the cut scene use the amulet on yourself to wear it.  Go east
once and talk to the tree with the harp in its hands.  Go east once and
north once.
* Go east once and the witch should appear (if not keep walking back
and forth between the two screens until she does come).
* When you see the witch make sure you have your amulet on because once
you see the witch you won't have any time to put it on.
* Give the witch the pot and watch the cut scene and go north once and
west once.
* Go inside the house and search the dresser.  Get the pouch and then
search the lamp.  Get the key and search the trunk.  Get the spinning
wheel and exit the house.
* Go east and you'll notice a small door on a tree.  Use the key to
open it and get a golden heart.
* Open the pouch to find three emeralds.  Go west twice and squeeze the
honeycomb out on the ground.  There will be some beeswax left over for
later use.  Flick the emeralds to the pair of eyes farthest to the
right (if you have trouble doing this, just put the emerald icon on the
spot where the honey was squeezed onto the ground).
* Repeat the process until the emeralds are all gone.  Watch the little
cut scene.
* Follow the elf and enter the cave.  Go through the tunnel to obtain
the boots.  Go south once and talk to the man.  Go west once and give
the bigger gnome the spinning wheel.  You will obtain the marionette.
Go north once and give the tree the golden heart.  Watch the scene and
get the harp afterwards.  Go west once and get the tambourine.
* Go east three times and west twice.  Enter the town.
* Enter the shop with the cloak in it.  Give the man the needle and
he'll give you the cloak.
* Exit this shop and go to the shop with all the toys in it (the middle
shop).  Examine the sled and give the man the marionette and he'll give
you the sled.  Exit the shop and go to the shop farthest on the right
of the screen.  Give the man or the woman the hammer (it doesn't
matter).  Exit the shop.
* Exit the town and go west once.  See a scene where a cat chases a
rat.  Throw the boot at the cat and he'll run away (I've read somewhere
that you can also throw the stick at the cat to scare him off, but I've
never actually tried it).  Watch the little cut scene and go west once.
Enter the inn and walk up to the men.
* The men will lock you in a room.  The rat will help you in return for
helping him.  Get the rope on the ground.  Break the padlock on the
door with the hammer and open the door.  Open the large cupboard and
get the leg of lamb.  Go out the west door (do not go through the east
door because the men will capture you and you won't get saved this
time).
* Go east twice then north once.  Use the tambourine on the snake then
go east once.  Wear your cloak and go north once. Then throw your rope
up on the fat piece of wood just right of the thin branch.
* Eat half of the leg of lamb and climb the rope.  Jump on the snow
covered rock farthest to the left.  Keep jumping on the rocks along the
top.  Jump back on to solid land again.  Place the walk cursor on the
top part of the log and you'll automatically walk across it.  Then go
east once.
* Watch the little cut scene and use the sled on the sloping hill.
Watch the little cut scene and when you're done with your ride the sled
will break.  Then go east once.  Give the bird the rest of the leg of
lamb and he'll fly away.
* Go north once into the ice castle and watch the cut scene.  When the
wolves move towards you put the harp on Graham and he'll automatically
begin to play it.  The wolves will stop advancing towards you by order
of Queen Icebella.  She says that her heart is warmed from the harp
music and then proceeds to ask you to defeat the yeti nearby.
* Watch the little cut scene.  When it is over walk north once to the
yeti's lair.
* Throw the pie at the yeti and he'll slip off the cliff and die.
* Go north once and break the crystal with the little 'hole' in it,
using your hammer.  Obtain the crystal and go south once and west once.
Talk to the wolf.
* Watch the cut scene and head south once.  On the south side of the
screen you'll see a hill.  Make your way around the water and climb up
the hill.
* A two-headed bird will come and capture you and take you to its nest.
When you see the mouse cursor displayed as a crown switch to the hand
cursor and get the shiny object in the nest.  The object turns out to
be a necklace.
* Watch the scene in which the bird from the mountains will rescue you
from the two-headed bird inside the nest.  The bird that rescued you
will drop you off on a small cliff.
* Get the crowbar and head north once.  Patch the boat with the beeswax
and get in the boat.  Go south twice and continue to go east until you
see an island on the north part of your screen.
* When you see the island head north and you'll sail to the shore, only
to be captured by the Harpies.
* Watch the scene and play the harp as soon as possible.  When the
Harpies leave, look for a shiny object on the ground.  Pick it up and
you'll discover that it is a hook.  Go east and pick up Cedric and go
east again.  Look to the left of where you are and you'll see a
glinting object near you.  Pick it up and you'll se that it is a
seashell.
* Now get in the boat and head west until you reach a house on the
beach.  Ring the bell and an old man will come out.  After he is done
talking give him the seashell that you just found and watch the cut
scene.
* After the boat wreck get the fish and head north.  Use the crystal on
one of the two dragon statues (it doesn't matter which one) and go
north once.
* Follow the path on the left side of the screen.  Use the crowbar on
the grate and fall down into the dungeon (I can't remember which way to
go in here, but I can tell you what to do at a couple of certain parts
in the dungeon).
* When you find the gray beast (or blue on some versions) use the
tambourine on him and he'll do a backflip and then leave.  He'll also
drop a hairpin on the ground.  Pick it up and make your way to the door
somewhere inside this dungeon.
* When you find the door, use the hairpin to unlock it.  Then open it.
* Open the cupboard and get the bag of dried peas and head north.
Talk to the girl, but you'll soon discover that she's afraid of you so
give her the necklace that you found in the nest.  Watch the cut scene.
* Head east twice and save your game.  Walk up to the table and wait
for the blue beast to come.  Let him capture you.
* When you're tossed in his little prison use the eye cursor on the
mousehole just above the puddle in the middle of the room.  Use the
hook to get the piece of cheese inside.  Wait for the girl to push away
a stone.
* When she pushes away a stone, follow her to the door and open it (if
you lose her, you're going to have to find your way back to the door
yourself; I don't know the directions there)
* Go north once from where you found the dried peas and then east
twice.  Walk up to the table and wait for the blue beast to come again,
but this time have your dried bag of peas ready to throw on him.  When
he comes to capture you, put the cursor of the bag of dried peas on the
blue beast and he'll slip and fall to his death.  Go south once.
* You should see a cat there (Manannan from King's Quest III).  So
throw the fish to the cat and then use the empty pea bag to capture him
while he's eating the fish.  If you don't get the cat on the screen
noted in my walkthrough, go west once.  Keep on traveling back and
forth between these two rooms until you eventually do get him and do
the procedure listed above).
* Go west once and then north once and then west again and then south.
Read the book in the southern part of the library (you'll know which
one it is because you will see four symbols on a couple of pages when
you have found the correct book).
* Now wait in the center part of the library until Mordack (the wizard)
appears in the doorway and goes to sleep on his bed.  Go north once and
take the wand off his table by his bed and go east twice.
* Climb the stairs and walk towards the machine.  Put Crispin's wand on
the right tray and Mordack's wand on the left tray and then toss the
moldy cheese that you found in the cellar into the machine to activate
it.  Grab the sparkling wand off the right tray and Mordack will
appear.
* Watch the cut scene.  Use the wand on Mordack.
* Mordack's 1st form: Use the bottom right symbol.
* Mordack's 2nd form: Use the top right symbol.
* Mordack's 3rd form: Use the top left symbol.
* Mordack's 4th form: Use the bottom left symbol.
* On some older versions of King's Quest V, it will show the symbols
from left to right.  The order to use those symbols in are: Mordack's
1st form: the 4th symbol Mordack's 2nd form: the 2nd symbol\Mordack's 3rd
form: the 1st symbol\Mordack's 4th form: the 3rd symbol)
* Watch the ending.
* Wait for the credits to roll by to see your total points.  If you
have missed any, e-mail me at [email protected] and I'll see what I
could've put wrong in this walkthrough.

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5. Special Thanks
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GameFAQs, for putting this walkthrough on their site.
Sierra, for making this great game.
A walkthrough that I think I used awhile back to help me obtain all the
points possible for this game.

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6. Legal Stuff
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1. You do not sell this walkthrough or change the text in ANY way.
2. You do not claim this FAQ as your own.
3. You must have permission from me first if you want to post this FAQ
on your site.
4. You give me full credit for this document.