Walkthrough - King's Quest 5

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Walkthrough

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The game starts outside Crispin's house. South. South. East. Look in the barrel
at the left side of town and get the fish. Enter the tailor's shop on the
right. Exit the shop, and a coin will be visible in the street near the barrel.
Get the coin. West. West. Open the door to enter the bakehouse. Give the silver
coin to the baker to buy a pie. Exit the bakery. West. West. A bear will be
trying to climb a tree in this area. Give the fish to the bear.

Get the stick near the right side of the tree. Get the honeycomb from the
beehive. North. Give the stick to the dog. South. East. Use the haystack, and
the ants will give Graham the golden needle. West. West. West. West. West.
West. Use the oasis. South. West. West. Get the shoe. North. East. East. Use
the oasis. North. North. West. West. West. Walk behind the left rock and wait
for the riders to enter the temple. Use the oasis.

South. South. South. West. West. Use the oasis. South. South. South. West.
Enter the tent at the right side of the area. Get the staff. Exit the tent. Use
the jar near the campfire. East. North. North. North. Use the oasis. North.
North. North. East. East. North. Use the staff on the door. Quickly get the
bottle and the gold coin. Exit the temple. South. Use the oasis. East. East.
East. East. East. East. East. East. Give the gold coin to the man.

After the cutscene, Graham will receive an amulet. Use the amulet on Graham.
East. East. North. West. A witch will shoot a spell at Graham in this area, but
due to the amulet it will have no effect. Use the brass bottle on the witch.
East. North. Enter the house. Open the drawer at the left side of the room and
get the pouch. In the inventory, open the pouch to find emeralds. Open the
trunk at the right side of the room and get the spinning wheel. Use the incense
burner above the trunk to find a key. Exit the house.

East. Use the key on the door of the tree. Get the golden heart. West. West.
Use the honeycomb on the path. Use the emerald on the path. Use the emerald on
the path. Use the emerald on the path, and Graham will find the elf. West.
West. The elf will give Graham his finest pair of shoes, and then Graham will
crawl through the tunnel to exit the forest. West. Give the golden heart to the
willow tree, and the princess will drop a harp. Get the harp.

West. Get the tambourine. South. East. Give the spinning wheel to the right
dwarf to receive the marionette. South. East. When the cat and the rat appear,
quickly throw the boot at the cat. East. East. Enter the shoe shop at the right
side of town and give the shoes to the shoemaker to get the hammer. Exit the
shop. Enter the toy shop on the left and give the marionette to the toymaker to
get the sled. Exit the shop.

Enter the tailor's shop at the left side of town and give the golden needle to
the tailor to get the cloak. Exit the shop. West. West. West. Enter the inn. In
the cellar, the rat will untie Graham. Get the rope. Use the hammer on the
door. Open the door. Open the cupboard at the top-right corner of the room and
get the leg of lamb. West. North. East. East. Use the tambourine on the snake
and it will leave the area. East. Put the cloak on Graham.

North. Use the rope on the rock at the right side of the branch, and use the
rope to climb up to the ledge at the top. Use the rock outcroppings to cross
the gap to the path on the other side. Walk over the log. East. Use the leg of
lamb on Graham. Use the sled on Graham to slide down to the bottom of the
slope. Use the left-over leg of lamb on the eagle. North to enter Queen
Icebella's palace. When the wolves appear, quickly use the harp on Graham. Sir
Greywolf will take you to the domain of the yeti.

North. When the yeti appears, quickly use the custard pie on the yeti. Enter
the cave. Use the hammer on the crystal at the end of the path to get the
crystal shard. Exit the cave. West. Walk south to the wolf and he will take you
back to Isobella's palace. After the cutscene, Graham will return to the area
near the yeti's cave. South. Climb the tunnel to land in a giant bird's nest.
Get the locket. The eagle that Graham gave the leg of lamb to earlier will
arrive to take Graham to the beach.

Get the iron bar. North. Use the beeswax in the boat. Use the boat. South.
East. East. East to the island. While the harpies are talking, quickly use the
harp on Graham. Get the fish hook. West. Get Cedric. West. Get the conch shell.
Use the boat to leave the island. West. West. West. West to the beach. Use the
bell and give the conch shell to the man. In the cutscene, Graham will follow
the mermaid to Mordack's island.

Get the fish. North. Use the crystal shard on the statue of either serpent.
North. Walk down the trail at the left side of the castle. Use the iron bar on
the grate. Use the grate to enter the labyrinth. Walk to Dink. Use the
tambourine on Dink, and he will drop the hairpin. Get the hairpin. Walk back to
the grate which was used to enter the labyrinth. South. West. North. West.
East. North. East. West. North. West. North. East. Walk to the door in the
labyrinth and use the hairpin to unlock it. Open the door to enter the castle.

Open the cabinet at the left side of the room and get the bag of dried peas.
North. Give the locket to Cassima. A blue beast will take Graham to a cell.
Look at the mousehole. Use the fish hook in the mousehole to get the cheese.
Cassima will appear at the left side of the cell. Go through the hole and
follow Cassima through the labyrinth to the door. Open the door to enter the
castle. North. East. East. Use the bag of peas on the blue beast.

South. West. North. West. Give the fish to the cat. Use the bag of peas on the
cat. Read the book on the table. Wait at either side of the doorway, and
Mordack will soon appear in the bedroom. North. Get the wand from the table
near Mordack. East. East. Climb up the steps. East. Use Crispin's wand on the
contraption. Use Mordack's wand on the contraption. Use the piece of cheese on
the contraption. Get Crispin's wand.

When Mordack transforms into the dragon, use Crispin's wand on Graham and
transform into a tiger. When the dragon increases in size, use Crispin's wand
on Graham and transform into a rabbit. When Mordack transforms into the snake,
use Crispin's wand on Graham and transform into a mongoose. When Mordack
transforms into the fire, use Crispin's wand on Graham and cast the raincloud
to complete the game.