King’s Quest V: Absence Makes the Heart Go Yonder | Part 4
The Adventurer’s Log
King’s Quest V: Absence Makes the Heart Go Yonder Part 4
Sailing, sailing out to open sea. And islands! And deadly sea serpents! We left off on the shores last time with Graham, Cedric, a lack of cloak thanks to the birds snatching it while the eagle saved Graham, and a boat in the distance.
I went to the boat after a bit of poking around and not finding much, although Cedric was more willing than to go than usual.
Time to set sail!
Time to! Sink... This is a little bullshit. There's a hole in the boat but zero indication of such even if you look at it. At least Cedric got away.
Back on shore after that reload now with the knowledge there is a hole in the boat, it's time to put that bees wax to use to repair it. Then set sail again.
Mmm munch munch.
I got eaten by these sea monsters multiple times before I found an island. It's not Mordack's island, but must explore everywhere for clues and items.
Unfortunately as soon as we landed, harpies swooped down to attack and snatched Graham. I was brought to a different part of the island where the harpies started arguing over and generally being catty at each other.
There was a small area to walk around in, but if you try to get away they grab you and you die, and if you take too long they'll grab you and you die. This happened a couple times netting me the narrator's remark: "Hate to harp on the subject, but Graham was no match for the harpies." There was a fish hook lying on the ground I was able to grab safely.
So, it was just me and my inventory. I wasn't sure what to do and tried the harp thinking I was just playing around but that was the solution. One of the harpies wants the harp for herself and snatches it. The others chase after leaving Graham. Harp...harpies...
Free to go back down the path to find my way back to the shore, I found poor wounded Cedric lying in the grass. You can actually leave him there, which would be a terribly cruel thing to do and will result in you not being able to finish the game.
I scooped him up, but now we still need to find Mordack's castle and need to get Cedric taken care of.
On the beach where I landed I found a conch shell and then took my boat back out to sea.
I got eaten some more before I gave up and started mapping the ocean. I didn't fill in ever tile but it seems to be a case of an area of freedom surrounded by sea serpents as a way to keep you from sailing too far out. Who needs invisible walls when you can use sea monsters!
I did find my way to more shoreline where a home had been made from the bow of an old ship. I probably could have found that sooner if I'd just gone south right away at the start, but there wouldn't have been much I could do yet, so it worked out. There was a bell to ring--obviously I did so--and an old man comes out.
He's hard of hearing and you can't really talk to him effectively until you give him the conch shell. Then Graham tells him Cedric needs help and that they're trying to find a way to Mordack's castle.
The old man lets them in and has some stuff to help Cedric--gifts of the sea. It works fast!
Up you pop, Cedric.
Cedric's feeling much and the old man is able to help us with a way to Mordack's castle. He knows a mermaid named Pearl and calls her. She is able to guide us.
Time to go again!
Pearl guides them and so we come to Mordack's island castle...
Not ominous at all.
Of course we ship wrecked. Stuck here now!
Graham and Cedric are both okay. That's a dead fish there and what else is there to do but pick it up too? Graham: "Ugh, a dead fish… Weeell, maybe I can use it." A true adventurer indeed.
And so at last it's time to go to Mordack's castle, find Graham's family and face the wizard himself.
King’s Quest V: Absence Makes the Heart Go Yonder | Part 5
The Adventurer’s Log
King’s Quest V: Absence Makes the Heart Go Yonder Part 5
It is time for Mordack's Castle and the finale!
There are a couple places to get through before getting into the interior.
Some totally-not-dangerous statues here. Yeah, they blast you if you try to pass. I died once to them and then used that crystal from Icebella's crystal cave to reflect the blast back to them.
Then I fell down a pit.
See, beyond that area is more of this bridge but a section that I thought looked like an upraised area, but I guess it was a pit, oops. This was the only time I haven't been able to make out what was going on in the environment.
There were stairs off to the side I missed first go, so I followed them this time and found another area with a grate. With the iron bar I pulled it up. Cedric, who's been protesting being here each time I talked to him, refused to come down with me, so Graham kindly told him he could keep watch out here.
The grate landed me into, oh boy oh boy, a confusing maze. I didn't attempt mapping because of how the perspective switches when you take a path and it would have been confusing. It was confusing anyway but I fumbled my way through to finding a being called Dink.
I got too close.
Death by hugs. I'm sure he didn't meant to...
Once again, like the harpies, I solved the puzzle by simply thinking it'd be fun to play an instrument. I used the tambourine on him and he takes it and plays it, having a grand old time.
Once he finished he took a hair pin out of his top knot thingy and, leaving the room, left the pin for me.
I fumbled around lost some more. I consulted a walkthrough, but Dink apparently shows up in different rooms, so the directions didn't work from where I was. I fumbled around some more and did finally find my way to a locked door on my own. Yay! Of course the door is unlocked with the pin. Thaaank you, Dink.
The door leads up into the castle interior proper. There was some sort of pantry area right away and I found a bag of dried peas. I quickly ended up in a kitchen where I found an enslaved scullery girl. She was afraid of Graham at first but it turns out the gold locket is hers with the picture inside being one of her parents, so giving it to her calms her down and she's willing to talk.
She explains she's Princess Cassima of the Land of the Green Isles. The Vizier there earned her father's trust but is wicked. The Vizier had befriended Mordack and Mordack on seeing Cassima fell for her. He wanted to marry her, but she refused and her father agreed with her. Mordack took her and during the trip she'd lost that locket. He put her to work as his scullery girl and won't release her until she agrees to marry him. He's a real charmer all right.
Graham explains his reasons for being here and that he'll see her rescued as well once he saves his family. Cassima did see the glass jar containing the family and promises both not to give him away and try to help in any way she can.
I kept exploring and found a pipe organ that plays itself when you try using it. It does nothing but summon Mordack who then kills you.
Reloading, I went back to exploring but this time when I tried to pass through that hall, a blue creature appeared and grabbed Graham, taking him through a portal into a cell.
A rat or mouse can be seen running into a hole in the wall and then I was free to move again. Looking in the hole reveals a piece of mouldy cheese which I was able to fetch with the fish hook. Yum!
"The mouldy cheese is not fit for eating." Yes, I did try. Okay, I didn't think to try then. While I was writing this I reloaded a save and made the attempt. I had to know!
After waiting around a bit a block is pushed out of the wall and Cassima appears! She'd once found this secret path while wandering the maze. She goes down there sometimes to visit Dink (the stone creature) and Sam (no idea who or what that is). I need to know more about these visits and unlikely friendships. Please, I need more Dink and Cassima.
I followed her out and she guides you through the maze, except I misclicked or something and lost her. I did not want to try to find my way again so I reloaded, but it from before I got caught so I had to wander. Of course this time the creature was slow in showing up...
I ended up finding Mordack's room and Manannan!
Manannan was quite cranky to see me and after some grumpy remarks ran off to find to Mordack. Very quickly after that Mordack showed up and killed me. Again.
I went back to the search and wandering looking for the blue critter because you do need to get caught once. Thankfully this time he showed up pretty quickly.
Off we go!
I got my cheese and got out of the cell again. I went back to exploration and the critter showed up pretty quickly again but this time I was ready.
So the yeti fell to a custard pie. This critter is defeated by the peas. The old throw round things on the floor and watch the victim slip and stumble and down he goes. Unconscious. It was as silly as it sounds.
I was also ready for Manannan this time too. Distract him with that dead fish (yummy!) then throw the now-empty pea bag over him. Manannan's bad day.
There's another room that branches off Mordack's room. His library. His library full of books that I couldn't look at beyond a general description! There was only one that was already open that showed some symbols for spells. Graham memorizes them and there's nothing else to be found in there. However, you have to wait around for Mordack to show up and go take a nap. Ah more waiting.
"Mordack lies asleep on his huge, horrendous bed." - narrator. Evil people get nasty beds.
And now we steal his wand!
From there I went back to find another route that leads to Mordack's lab.
The glass jar has Graham's family and castle! He gets very emotional seeing it but can't do anything for them yet.
And look at those stairs I don't have to manually climb! Point and click and up he goes. Of course they have a railing so it wouldn't have been so bad anyway.
There's not much to do on this lower level so up the stairs to that contraption up there.
This is one of those 'how does one even figure this out' moments. There's no indication I could find anywhere of what this contraption is or does. There's the plates on each side so two spots and two wands one of which is powerful and one of which is more or less power drained. That's about the only clue I can think of or find if you'd even think of that parallel. You place a wand on each side, but then what? The contraption won't do anything until you power it up.
You power it up with the mouldy cheese. Why? Because cheese. I can only think at this point it would come down to just trying everything on it. You also only get one chance to get that cheese because if you get caught again the way out of is sealed once more and Cassima doesn't come back. So you need an item that makes no sense I can think of that you might miss entirely!
Anyway, Crispin's wand gets powered up and Mordack's wand gets drained. Right after taking the wand back, Mordack shows up and it's time for the final showdown.
Mordack summons his wand back and starts to blast Graham, but Cedric comes flying in with some kind of message from Crispin and takes the shot. Mordack is shocked by his weakened wand. Graham... says nothing. Cedric is down! Seeming dead! And there's barely a reaction!
Still, the fight must go on. Mordack turns himself into some kind of flying monster and comes in for the attack.
So these are the symbols found in Mordack's library.
Each of these turn you into their respective thing and each thing will counter one of Mordack's forms.
Attack! They both come down to the first floor and Mordack turns into a dragon which started blasting fire that can be dodged by turning into a rabbit.
Boing boing!
Then he morphs into a snake which can be fought off by turning into a mongoose. Then at last he turns into fire and surrounds you.
So you douse him with the rain spell and he is defeated. What a way to go...
Cassima shows up and Graham reassures her Mordack is really gone. Unfortunately neither know how to free his family. Fortunately Crispin appears!
Crispin explains he went looking for information. He discovered what Mordack had done to Graham's family and how to fix it. He found out about Alexander having turned Manannan into a cat and that the nature of the spell meant only the caster could reverse it, so Mordack took the family hostage in revenge to get Alexander to reverse the spell. Stuff we saw in Mushka's crystal ball, but clarity on how the spell works was nice.
Crispin is able to free Graham's family.
Group hug!
Crispin sends the castle back and Graham calls over Cassima to introduce her to his family.
Graham introduces each including Alexander as "the one who started this whole mess." What the hell, Graham! Alexander was enslaved to Manannan. Manannan was going to kill him at 18 years old! You and Valanice were grieving him and never were the same contributing to Daventry falling into ruin and being terrorized by a dragon. THAT'S all you have to say about Alexander? Blame Manannan and Mordack geez. Cassima being here had nothing to do this with either! It doesn't even really feel like an in-character line for Graham.
SIGH.
He also explains how Cassima helped him get to this point.
Alexander is quite taken with Cassima and thanks her for her help. He'd like to visit her in the Land of the Green Isles one day to repay her for this debt.
Crispin interrupts, claiming it's time to send them all home. He sends Cassima back to her home first and then starts to send back the Daventry family when Graham interrupts him with a "Wait what about Cedric?"
Yeah, what about Cedric huh? He's just been lying there dead or grievously wounded. He took the blow! No one has acknowledged him up to this point.
After some 'comical' (I assume meant to be) attempts by Crispin to remember the spell to revive him, he finally does and poor Cedric wakes up. He's happy to see Crispin and Crispin is happy to see him despite seeming to forget about him and just leaving him there. Didn't even notice him...
But now all is well and happy and it's time go home.
The End and max points! To be honest, I'm not sure how you could miss points. I looked up a list after and it seemed like everything was stuff you had to do to finish the game... I dunno maybe some things can be missed somehow, but I'm not sure what.
And so King's Quest V is complete!
Final Points: 260/260
Deaths: 59
Time: 5:10
--
Final Thoughts:
There's a lot I like about this game. It's a shift in a lot of ways. It looks beautiful. I kind of miss the text parser in some respects, but the point and click interface is generally smoother and certainly more familiar to me. I said it back in the first post, but coming to this game the first time when it came out must have been amazing.
There's some delightful and charming moments like the Willow Tree's song and the ant song (always popping randomly into my head since I first heard it.)
The voice acting is bad but there's a charm to it (although after seeing VI, Cassima's voice particularly drives me nuts). There were no professional voice actors here. It was all just Sierra employees. Was it a good idea for them to just go for it anyway? Maybe not, but I respect the drive and desire. Besides, it gave me 'bugalooo.' On the other hand no subtitles/text in this version... not very accessible.
No stairs! But still some ways to fall. There's gotta be some ways (I am serious; it's part of the experience), but so much more manageable than some of those stairs.
It's not all good. Some stuff is just plain obtuse. And there are so many ways to get soft-locked. I looked up a list and V has way more than the other games. That should probably bother me more than it does and might have done if I'd played blind. As was I was just enjoying myself.
There's some real awkwardness in that ending as I already complained about.
But overall, I had a good time! And I don't really find Cedric annoying like a lot of people do. He's totally useless up to the end but I don't know. He just doesn't bother me and I wouldn't want him gone. And his presence can lead to some entertaining moments and line reads.
And finally this game really starts connecting things. Of course KQ IV comes right off the end of III, but V goes both ways. Its plot relies on III and it then sets the stage for VI through Cassima.
Because yes, KQ VI will take us to the Land of the Green Isles. Graham got another adventure, but coming up is Alexander's turn again.
I'm happy to have played V and I'm excited for VI.
King’s Quest V: Absence Makes the Heart Go Yonder | Part 3
The Adventurer’s Log
King’s Quest V: Absence Makes the Heart Go Yonder Part 3
Time to deal with a witch, deal with the town's assorted issues, get some ant pay-off, and cross a mountain.
Now I had the protective amulet it was time to go into the forest and finally deal with that witch. She was quite put out that her magic didn't work and we ended up at a bit of a stand-off.
For fun I tried offering her some of my items like the custard pie. She wasn't terribly impressed, saying "Don't try to bribe me with that, dearie! I'm not dumb, you know."
With my bit of goofing around done, I dealt with her as you're meant to: the bottle with the genie. The witch looks at and opens the bottle and out pops the genie and she meets the same fate as Graham when I'd tried to open it last session. After 500 years the genie is free at last and now it's time for the opener to be trapped for 500 years instead, so in she goes and they both disappear. Problem solved. Until a few centuries down the road I guess?
I examined that tree and while there was a little door thing, it was locked and I couldn't do anything about it. Yet. Remember this!
With the witch gone, I was able to more freely explore and I came across her home.
As dangerous as it looks it's all pretty safe now, though I didn't put any effort into seeing if you can fall off anywhere. Inside her home I found a small gold key, a fancy spinning wheel, and a pouch of three emeralds.
Everything was all well and good except there was seemingly no way out of the forest.
Or is there?
Those little eyes in the shadows there actually belong to little elves. If you toss out one of those emeralds, one will jump out and grab it. Graham makes a motion to try to catch him but fails. If you throw out all three emeralds you'll just lose them, so you need a way to trap one of those elves.
Good thing I helped the bees. If you use the honeycomb with the path, Graham will squeeze its honey out creating a nice sticky pool. Then you can toss an emerald into it, an elf comes out to grab it and gets stuck. Graham picks up the elf and they cut a deal: Graham lets him go, the elf will show him the way out the forest.
One of those boulders was a critter! Sadly, I didn't get to interact with it. It shuffles aside then hides back under its rock and won't talk or come out again.
The elf takes Graham to their caverns underground and then in return for the emeralds gives Graham a beautiful high quality pair of boots, claiming, that they always pay back what's given as if they don't just take all your emeralds and skedaddle if you don't trap one.
Still we have some nice, slightly too small for Graham, boots!
There's a route from the cavern back to the entrance of the forest and we're free much to Cedric's relief.
I started to head back to town and made it as far as the screen with the bakery when suddenly a rat comes running down the path chased by a cat. This is a one time opportunity that if you mess up will leave you soft-locked a little later. You gotta throw the boot that was found in the desert at the cat which then runs off. The rat, now safe, thanks Graham and promises to help him should he ever need it before hurrying away to go back to her children.
From here I went to double check my notes, only to realize I'd completely forgotten to look for the golden heart the witch stole from the princess. In a bit of a panic moment I reloaded a save I left at the witch's house, but I had already scoured it pretty thoroughly. Then I remembered the tree with the locked door. Yeah, I forgot that. Thankfully, back to my newest save I was able to just walk back and unlock it with the small gold key and there was the heart. I was a little concerned I wouldn't be able to get back to the elves' caverns to get out of the forest, but thankfully I was able to, although the elves were all gone.
I went back to the weeping willow and returned her golden heart. She transformed back into a princess and tossed aside the harp. It was a very pretty harp and she was just like 'nah, don't need that piece of junk anymore.' The prince shows up then and they leave together.
Well, if she doesn't want the harp, it's Graham's now!
At this point, I still had the cloak to get from the tailor, something to do with the shoe shop, the sled to get from the toy shop and a problem with getting captured at the inn.
From the willow tree spot I found my way to a grandpa gnome and his grandkid. I was able to give him the spinning wheel and in return he gave me a marionette. It's a special spinning wheel that spins straw into gold.
I wasn't quite ready to deal with the town things just yet. There was one more thing to get. Back to the haystack for a very special moment. Interact with the haystack and...
We’re the ants!
Led by King Antony!
We’re coming to help King Graham!
We’re the ants!
Led by King Antony!
We’re coming to help King Graham!
Helping out the ants earlier pays off. The ants find a golden needle and King Antony gives it to Graham. This song gets periodically stuck in my head now. I think it and 'bugaloooo' are just gonna be those things that stick with me forever.
Now we're ready to go.
I went to the tailor first and traded the gold needle for the cloak. Turned out the tailor had lost it last time he'd gone to visit the inn. It would have been nice to have been told he was missing it in the first place, however. There are no clues given of any of this short of the old saying 'like finding a needle in a haystack.'
I brought the marionette to the toy shop where the owner was most impressed and traded it for the sled, though thought he was getting the better deal here. Graham was okay with that though.
Then the shoe shop. I gave them the pair of boots from the elf, and it was the best pair the old couple had ever seen and they'll be ready to retire off of selling it. They gave me a cobbler's hammer since they won't be needing it anymore.
And finally the inn. The innkeeper and his thugs discussed their last job until Graham interrupts and they capture him. Graham is tied up in a cellar and can't get out of the ropes. This time, however, the rat we saved from the cat shows up to chew through the ropes.
The rat is happy she could help and runs off again. I scooped up the rope of course, but the door is locked with a rusty padlock. The cobbler's hammer is needed here to break the padlock, so if you do this place before or without the saving the rat you're hooped, and if you do it before helping the shoe shop owners you're still hooped. So many softlock opportunities!
Anyhoo, the door leads into a kitchen where I found a leg of lamb in a cupboard and was able to take a side door back outside.
That was everything I needed so I started to head back to the path that leads into the mountains, but first I came across the area where the gypsy camp was. They've moved on now, leaving an empty clearing except for a tambourine. Of course I scooped that too.
Now there's a healthy inventory.
It occurs to me that I may have forgotten to mention that Crispin gave me his old wand. Well, there it is. It's been useless for now anyway.
The tambourine is used to scare off the snake guarding the path. Then it was onto the snowy mountains.
Better put that cloak on or you'll freeze in time. I'm not sure how fast it happens and I should have tested. I missed a death opportunity for shame.
The next screen led to a cliff. There were some tree branches sticking out of the cliff face and I tried attaching the rope to those, but once you start climbing the rope the branch breaks and you die. I got briefly stuck here before finding there was an outcrop of rock I could use the rope with instead.
Then there were some stone platforms to jump across.
I thought if I pointed at the stone he'd jumped across. No... he fell and died. Have to use the action verb on them to get him to jump.
The fun doesn't stop there. After crossing this area into the next area, a wolf shows up! And grabs poor Cedric and slides away down a hill with him. There's only one thing to do now!
Die from hunger.
The game does warn you Graham is getting hungry. I just pushed it.
After reloading and eating part of the leg of lamb now it's time give chase.
Wheeee!
He launches off the end and the sled breaks on impact but Graham is okay other than disgruntled at the sled breaking.
The path continues. I could see an icy stony sort of palace in the distance and closer at hand was an eagle. The poor thing was starving and couldn't even fly now. I gave him the rest of the leg of lamb and he thanks Graham before flying away. Yes, if you don't help the eagle you'll be softlocked a little later.
I started to approach the castle when two wolves came out and escorted me the rest of the way. Graham was brought before Queen Icebella. Cedric is locked in cage.
We're intruders in her land and she starts to have the wolves take Graham away when you're given the opportunity to do something. Play the harp! The beautiful music warms her frozen heart, just a little, and she's willing to give Graham and Cedric a chance if Graham does something for her first. A yeti has invaded her crystal caves and if Graham can take care of that she'll let him and Cedric go. She sends one of the wolves, Sir Greywolf, to escort Graham to the caves.
So. Yeti time. If you talk to Greywolf Graham wonders how he can handle a yeti that's surely at least twice his size and far more powerful. Come on, Graham, you've dealt with a dragon and a giant among other things. This shouldn't be that big a deal.
Greywolf has nothing to say in particular, not his problem so it's onto the caves and yeti shows up.
"What an abominable situation Graham has found himself in."
Of course I had to die once.
There's some time while the yeti approaches to do something. An inventory of items, but what can be done?
It's... it's custard pie time.
Use the pie on the yeti and Graham throws it at its face. The Yeti paws at it and in its stumbling... falls off the cliff.
Pie truly does solve all problems. And that's why you can't eat it back went you got it. Eat a pie; be doomed to a yeti. This is apparently one of the more infamous puzzles and...yeah.
I poked into the caves which are indeed full of crystals. With the hammer I was able to take a bit of crystal before I went back to Sir Greywolf and was taken back to Icebella.
She stays true to her word and releases Cedric. Sir Greywolf took us back to the path that led to the ice caves and there's another path we were able to take. Can't go back to see Icebella though. Sir Greywolf blocks the way.
Further mountain traversal led to a winding path going up and Graham almost makes it when a giant bird swoops down and scoops him up! I guess if Cedric had to be snatched earlier, it's only fair Graham meets a similar fate?
Graham is dumped into a nest with a giant egg. There's a gold locket which of course I grabbed. Priorities here. then the egg starts to hatch releasing some very hungry birds .
Things were looking real bad for Graham here, but never fear! The eagle we helped before shows up and carries Graham away dropping him off on a beach where Cedric is waiting. If you didn't help the eagle, Graham is doomed to getting eaten...
Cedric couldn't find Graham anywhere but is relieved to see him now!
I took an old metal bar off the beach and stopped here.
It was quite the journey over that mountain, but we're getting ever closer to Mordack's castle! Of course there'll be more adventures along the way...
King's Quest V: Absence Makes the Heart Go Yonder | Part 2
The Adventurer’s Log
King’s Quest V: Absence Makes the Heart Go Yonder Part 2
Before we get into things I need to make a correction: I said last time the points were unlisted. Turns out I'm just unobservant and completely missed them in the settings/load/save menu.
Points at the end of last session: 18/260.
This entry will mainly focus on my troublesome romp through the desert if my cat lets me type this. She's all over my lap. Cat Acquired.
Anyway, mostly desert, but book-ended by an unsuccessful forest attempt and at the end of this, some answers and exposition as I got to meet Madame Mushka.
I made an attempt at the forest, ignoring the very clear sign saying danger, to Cedric's usual dismay. Naturally, Cedric did not accompany Graham. It's a dark old forest with frogs jumping about. I managed to make it to the next screen before the witch we've been hearing about popped up and turned Graham into a frog.
Narrator: "That old witch caught Graham 'toadilly' off guard."
There's no winning here and while I did make another attempt to go further she just popped up again leading Graham to his froggy fate.
Instead, I carried on to the desert. I attempted the desert without mapping which was a mistake. Cedric, of course, did not come with, but warned of the heat and bandits. If you go too long without finding an oasis, you die of thirst. This happened a few times.
I had a pretty smooth go of things at first: I found one oasis--"Ahh, life-giving water, nectar of the gods!"--and a temple I can’t do anything about right now. Of course, the smooth sailing couldn't last. Bandits showed up and killed me after I left the temple… Death one for the desert. I had just saved, so I was able to pick up and continue.
Deeper in the desert, I found a skeleton and a boot, which I took. The boot that is, no bones to pick here. However, I couldn’t find another oasis and died. From there on I decided it was time to actually map the thing. And, yes, I could just look up a map, but that’s boring.
I reloaded to the start of the desert and I tried to get the initial feel of spacing and well, I got a few screens south and got killed by a scorpion. Death again to the desert!
I went back to route I'd taken before to find the temple and boot again. The temple is easy to find. I only needed to go a screen north of where I entered which takes you to cliffs and then you can simply follow the cliffs west until finding it. I found the skeleton and boot pretty easily again as well.
Trying to explore further led to more deaths by thirst, but in time I did find another oasis and the bandit camp that had water as well. The camp was seemingly empty on entering. There were two tents; one tent can be entered freely. The other actually has a bandit you can't see inside and he kills you immediately if you try entering. Oops.
With nothing that can be done at the camp either, I got stuck for a bit and was doing some back and forth and reloading different saves to avoid redoing some of the walk, but then the solution (I hoped) occurred to me.
It seemed at the screen before the temple where some water is that the bandits would always show up eventually, and the game gives you warning of their approach with both the sound of hoof-beats and the narrator telling you of said-sound. There are a couple tall rocks around the water.
I realized I could maybe hide behind those rocks and simply wait. It worked! The bandits came riding in from the west and turned to the temple. I followed them and was treated to a scene of them opening the temple doors with a staff. They entered then came back out and left with their spoils. Now I, and the game, knew I needed the staff.
I made my back to the camp where it was now populated with celebrating drunken bandits.
The big tent is of course a no-go, but the smaller tent could be entered. Inside is a sleeping bandit, and the staff. What a good guard that bandit was.
I tried talking to the bandit. Graham says “Thanks again for all your help” before promptly being stabbed by the now-awake bandit. I don’t know if that’s a weird line placement or Graham being snarky about them showing him the staff is needed to open the temple… Regardless, let the Narrator tell it like it is: “That wasn’t a very smart move, Graham.”
I grabbed the staff and died two more times because the bandit wakes up if you, I guess, get too close? I'm not exactly sure of the process here, but only clicking a little at a time to edge around the rug before exiting seemed to work out for me.
I made my way back to the temple where I used the staff on its big doors. "Open Sesame!" Graham exclaims while tapping at the door with the staff, or perhaps slamming the staff against it because it breaks. Oops. Still, the door opened so all's well that ends well, right?
Inside was a heap of treasure. Off to the side of the entrance is an old bottle jar looking thing. An old tarnished brass bottle, as it turns out. I examined everything because that's just what you do, except as I went to pick up the bottle, I was warned of the door starting to close and couldn't make it out before it did.
Narrator: “Cheer up, Graham. At least you can practice your game of tiddly-winks.”
On my reload I grabbed the bottle again except that was a save where I had already taken too long so the door shut again... On a load of a save outside the temple, I re-entered and tried again successfully... only to notice as I exited I'd missed a gold coin near the bottle. This was going oh so well.
After yet another reload I was able to grab the bottle and the coin and skedaddle.
As one does with every new item I had to examine the bottle (after saving of course) and try using it. What else would it do in a desert that's not at aaall stereotypical or cliche? At least it wasn't an Aladdin looking lamp?
Summon a genie of course, a genie that was pissed off about being trapped for 500 years and in revenge traps Graham inside instead. Don't open strange bottles found in ancient temples.
Finally I escaped the desert with boot, jar and coin. And now with that gold coin I could visit Madame Mushka.
Story time!
Mushka offers to tell Graham's fortune and senses he's on a quest of great urgency. She urges him to look into the crystal ball. An image forms...
As it turns out, Mordack is the brother of Manannan from KQ III. He's stolen the Daventry Royals and the castle in revenge for Alexander turning his brother into a cat and has shrunk them down to fit in a big jar. He wants Alexander to turn Manannan back into a human and threatens to feed his family to Manannan starting with Valanice.
Alexander protests saying he doesn't know how to turn him back.
He didn't mean it! He just happened to stumble across the magic spell and accidentally turned Manannan into a cat.
Ah, yes. "Accident". I said back in King's Quest III that I was saving this screencap for later. This is why. Oh yes, 'accidentally'. Now, of course I get he's not exactly going to want to tell Mordack the full truth, and it is true he wouldn't know how to turn Manannan back into a human. But still, hearing his feeble protests (especially on top of poor acting) of "I don't know. I accidentally turned your brother into a cat" is funny when you know exactly all the steps that led to that and that he flat out tells Rosella what he did. So much accident in finding the spell book, and gathering the ingredients for a spell that very clearly says what it does. Accidentally follow those steps to cast the spell. Just accidentally crumble that cat cookie into Manannan's porridge. Gee, Alexander, what a klutz!
Never mind Manannan was gonna kill him soon, so like I'm not blaming him here just... work on your lying, Alexander. Or something.
Anyway, of course Graham is horrified. Mushka can see the dangerous journey ahead and gives him a magic amulet that will protect him against all but the most powerful of magic. She wishes him luck and it's time to go.
Now that I have protection there's a certain witch to go deal with which will most likely be my next step.
King's Quest V: Absence Makes the Heart Go Yonder | Part 1
The Adventurer’s Log
King’s Quest V: Absence Makes the Heart Go Yonder Part 1
Release date: 1990
Introduction:
Welcome to King's Quest V! I've been looking forward to this one. It was actually the game I thought to originally play first before I decided to play the series from the start. And I don't regret my decision! But I am excited to finally tackle this one.
Usual disclaimer for KQ: not a blind play.
Before I get into the game proper I need to make note of the version. There are two computer versions of V: Floppy Disk and CD. The version you can buy on GOG or Steam is the CD talkie version and so is the version I have. Voice acting! Not... good voice acting, but voice acting! Okay I do find a lot of it kind of endearing in its own way. Unfortunately, the game only has speech as an option and no subtitles, so that is going to make this is a little trickier. However, there will be a video clip or two or three because some things just must be heard.
As an interesting sidenote there is also an NES port.
This game also makes the switch to a point and click interface. No more text parser which is a little sad for the experimenting end of things, but it will be nice to not have the occasional fight to find what it wants.
There are are some general actions: look, use, talk and walk. And of course you've got your inventory. Pretty standard stuff.
Now with that bit of upkeep done, let's get into this.
It's time for the return of King Graham and everything is well for the kingdom of Daventry.
Except... not, because then we wouldn't have a game now, would we? A wizard appears and with a spell makes the castle and all its inhabitants vanish!
But meanwhile Graham is having a stroll through the woods, stopping to smell the flowers, and just generally having a lovely time.
Until his day takes a turn for the worse. Nothing like a vanished castle to ruin your day. Graham is understandably stunned, but thankfully we have a witness. An owl flies down and introduces himself as Cedric while explaining that he'd been visiting an old friend, but then saw the evil wizard Mordack appear and take the castle and Graham's family.
He's cute! He has a reputation for being annoying but honestly I don't find him that bad.
Cedric doesn't know why Mordack did this, but offers his help. His employer is a good wizard named Crispinophur or just Crispin. He's getting on in years and is a bit forgetful but still one of the best wizards, so no need to worry, Graham. Cedric thinks Graham doesn't currently stand a chance against Mordack, so he needs to come with him. He has some fairy dust that will let Graham fly and sprinkles it over him. The land of Serenia where Crispin lives is too far to walk, so flight it is. The fairy dust is old but Cedric's pretty sure it still works. With those encouraging words it's time to gooo!
It's just so pretty! I love hand-painted backgrounds so much. I can only imagine what it must have been like back then going from King's Quest IV to this.
They make it to Crispin's house but that old fairy dust comes into play and wears off before landing dumping Graham into the pond.
Oops. Hey, at least there are no monsters in this river.
Crispin comes out to see what all the fuss is about.
He invites Graham inside and it's discussion time. Crispin explains that even in the society of wizards Mordack isn't looked on fondly and has been suspended a few times for his abuse of power. There's not a lot Crispin can help with but he offers some old dried snake that'll let Graham talk to animals. No dough in the ears here, but I do appreciate the shared ingredient continuity between the two spells anyway.
He also sends Cedric to help you out and it's time to start the adventure. The first main goal that Cedric advises you of is to head to town to look for supplies. The route to Mordack's castle is over some treacherous mountains so we gotta be prepared.
I explored around a little on the way. There's a path into a dark forest with a warning sign I avoided for now. I continued and found a weeping willow tree whom I could speak to. It turns out she's actually a princess who was enchanted by a witch. She'd been walking through the woods with her fiance, a prince. A witch appeared and was charmed by the prince. The prince refused her advances and so the witch banished the prince elsewhere and turned the princess into a tree. She stole her heart and turned it to gold and the only way to be turned back into a human is to have her heart returned to her. All she has to console herself now is a magic harp.
And she sings a song!
There's our first thing added to the list of things needed. Before I left I tried drinking some of the water. It was very salty. Graham was not impressed. Yuck! Willow tears...
A screen or two away I found the despondent prince who explains he can't find his princess. He describes her and asks if Graham has seen her to which Graham says he hasn't, which I guess is technically true? But come on, Graham, put two and two together here. You JUST talked to her. Anyway, the prince decides to keep up the search and leaves while adding he's sure the witch had something to do with it. Again, Graham, please.
Continuing on, I found a gypsy camp. I was told I'd need a gold coin to see Madame Mushka. Nothing to do here yet. There's a desert west of this area, but I avoided it for now.
I also found a big ant hill with a fun bit I'll get into later. For now: ants. Nothing to be done. They're just busily doing their ant thing.
And I found some bees! And I poked the bees!
And got my first glorious death. From the narrator: "That wasn't a smart move, Graham. Bee seeing you." A death is worth it so long as there's a bad pun.
Unfortunately for Graham, while I of course had a save to restore, his life wasn't to last long because in the next area was an inn, sure, and more importantly a river!
I gotta dump him in the water at least once, okay. It's like some kind of tradition. No moat or alligators here, but we do what we can with what we have. There wasn't much of a fun death message here, just fast river. But a fun "No, Graham, don't!" from Cedric.
I didn't get many deaths this session, but most of them happened in rapid succession. Because I got another one coming right up!
I just wanted to visit the dog, but when you approach the bar, you overhear the men talking about some kind of job they're pulling and the inn keeper orders them to catch you. You get locked up in a cellar to be rubbed out later and there's nothing that can be done at this point, so that's death number 3.
Onward I found a bakery with delicious custard pies of which I can't buy yet. I guess Graham didn't carry any money at all while he was out walking. Then it was time for town! But town on my own because Cedric was once chased by a dog and doesn't want to enter again, so he waits outside. Cedric not wanting to come with you into places is going to be par for the course.
There are several things to do here. A fish in a, er, barrel, to be scooped up. A man whose wagon broke but beyond talking with him, there's nothing to be done, and three shops to check out.
First: the shoe shop, or what's left of it. There's an elderly couple who own the shop, but they have no shoes to sell. Add that to the list of things to do something about.
Second: a tailor. There's a fine cloak that will be helpful to have when going to Mordack's castle but we'll need something to offer for said cloak. There was one other customer there being helped and complaining about everything he tried. A true retail experience.
Third: A toy shop. The point of interest here is a sled but again, we'll need something to offer for it. The toy shop owner is very friendly and has a grand daughter playing with one of the puppets. He mentions that his wares are a mix of things made by him or his son, and some things that he's bought himself.
Back outside, the guy with the wagon is gone but in his place is a silver coin that's easy to miss. With that coin it's custard pie time! A pie that cannot be eaten because it's going to be extremely important later. Eat that pie: get dead-ended without knowing you've locked yourself out until later. Yeah.
I went back to the bees and my final death for this session because now there's a bear trying to get their honey. I approached the bear.
I got punched by the bear. This screencap is good but even then it can't quite convey the absurdity of this bear just whipping around and socking Graham one in the face. Death number 4: punched out by bear.
The actual solution here is to throw the fish at the bear which takes it and leaves. The queen of the bees comes out and thanks Graham for saving her hive and promises the bees won't bother him now. She offers him some honey. Yay, more inventory!
We've befriended some bees. I grabbed the honey and that stick lying on the ground and carried on.
Now it's time to finish this session off with the ants.
The ants are now being bothered by a dog which is an easy fix with that newly acquired stick. Throw stick, dogs runs after and problem is solved. Just as the queen bee thanked us, now the ant king comes out to thank us as well and offer the ants' aid should Graham ever need it.
Meet King Antony. Honestly this portrait and the way his mouth moves creeps me out a little, but the ant help will be appreciated soon.
And now we finish this session off with getting too close to the ants.
Bugalooo will be stuck in my head forever. Thank you Cedric.
Next time: I still have the forest and the desert to explore. I'll need to find some things to solve my current list of needs: golden heart, gold coin for Madame Mushka, sled, cloak, shoe shop, and not getting killed by the inn thugs. Lots yet to do before starting the journey to Mordack and Graham's missing family.
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Points: Unknown because they're not listed. Won't know until the end.