"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~"""~""" BMMMMMM8 0MW MMB@MMW MM ZMMM @M B MM M0 MZ M MMM M MMZ 2 8MM M aMM M BMMM BMM MM MMMMMMMM MMMM@MMM ZMZM@ M aMM 2MM M2 MM2 @M 2MM M M 2M MM MMM MM WM WM MM MM MM M MM ZMM MMMM8 MM MB MB M@ MMM WMMMMMMMMM2 BMa BMM8 MM 2MM MM MM MM ZM M@ M M M 8MM MM MMM MMZ MM@ MM MMM MMMMM MM MM aM@ MM MMMMMMMMMW aMM MM 2MM8 MM ZMM@MMMMMMMMMMB8 MMM MM MM 8MM0 0MM MMMZ@M MM M MM MMMMWB0WWMMM MM MMZ aMMM MW ZM ZM MM2M2 2W 2 ZWaMMMMMMMM ZMMM@2 @MMZ MW 0MM M @MM MM MMB MM @Ma2M MM M2 M@ ZM aMMMMMMMM0 M@ MM ZM MM2 WM M 8M Ma MM ZM 0MM8 M MM 8M MM BWa MM2 M MZ MW MM BMMM MW MM MMM MM M @MM M0 M2 WM MMZ MMM 8M MM M8MM M MZ aMZ MM 0 M M@ MMM0 @MMM MMMB MM MMMMM MMMMM MMMWM MMM 0MMMMMMMMM2 MMM BW M ZMW Absence Makes The Heart Go Yonder FAQ/Walkthrough NES 1992 Version: 1.1 released on the 27th of August 2008 Author: odino http://www.gamefaqs.com/features/recognition/47976.html This guide is EXCLUSIVELY available at GameFAQs. .============================================================================. | .========================================================================. | | | TABLE OF CONTENTS | | | '========================================================================' | |============================================================================| | 01.) Introduction | G0100 | | 02.) Basics | G0200 | |----------------------------------------------------------------+-----------| | 03.) Walkthrough | G0300 | |----------------------------------------------------------------+-----------| | 04.) Maps | G0400 | | 05.) Point List | G0500 | | 06.) Items | G0600 | |----------------------------------------------------------------+-----------| | YY.) Version History | GYY00 | | ZZ.) Credits & Thanks | GZZ00 | '=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-' -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- =============================================================================== 01.) INTRODUCTION G0100 =============================================================================== Welcome to 'King's Quest V' for the NES, released by Konami in 1992. The game is more well known for the PC, Amiga and Mac versions. This port by Novotrade does not differ in gameplay but has different graphics and lower sound quality. The controls are different too. Here is a guide designed specifically for the NES version in mind. There are usually plenty of walkthroughs available for the other platforms. The only thing I am certain of being different in the NES game is the desert being smaller and slightly different in design. The guide covers all 260 points of the game. If you want to fully enjoy the game you should try to play without a walkthrough. General tips include looking at everything, talking to everyone and trying as much of the actions that seem to make sense. Save often or write down different passwords so you can return to a stage after you have made an error or got stuck. It is often possible to die and sometimes you do not even notice that you forgot to do something at an early part of the game. Suggestions, comments or errors - email me about it. Enjoy! =============================================================================== 02.) BASICS G0200 =============================================================================== Story: `````` Dark powers summon a cold wind from the north. The terrifying gust surrounds Sir Graham's castle, and mysteriously sweeps his fortress and family into the prison of oblivion. It is a bitter omen that chills the bones of every man, woman and child in the once peaceful Kingdom of Daventry. Who or what is responsible for this royal theft, and the misery that ravages the heart of Daventry? Has the ruthless wizard Manannan cast another evil spell? Or are the Black Forest Witch and the unforgiving Ice Queen using sinister powers to promote their wicked cause? Only you can answer these questions, as you assume the role of Sir Graham, then set forth on an adventure that will test your intelligence, challenge your skill and rip your courage to shreds. Fortunately, you are not alone. For a wise owl who witnessed the tragedy will accompany you, offering guidance and advice which he receives from a friendly old warlock. Along the way, you will encounter the dungeon monster, the Yeti monster, the magical genies and winged Harpies to name a few. You will also journey over continents laced with crystal caves, forbidden forests, bandit hideouts and treacherous seas filled with mystery. Be sure to question kind strangers for clues, and give assistance to animal allies. Also locate magical items and weapons, or else your mortal strength will be powerless to unlock the secrets leading to you imprisoned home and family. As fortold by ancient warlords, Kings Quest V has finally arrived to weed out the weak and immortalize the brave. The only question now is...which are you? [from the game's retail box] Controls: ````````` ______| |____________________________ | ............. | | ............. Nintendo | | _ ............. | | _| |_ SELECT..START | | |_ O _| ..__.....__.. _ _ | | |_| (__) (__) (_) (_) | | ............. B A | |_____________________________________| Move the cursor around with the directional pad. It works like a mouse, just not as smooth. If there is no cursor then you directly control our hero Graham who will walk left, right and so on. Be careful where you walk (in)to. You can switch this movement style in the top menu, by selecting the standing man for d-pad and the walking man for cursor control. At the start of the game it will ask if you have played it before. Saying 'no' will show the introduction which it otherwise would skip. You can still skip scenes with the B button in the intro. Within the game, the B button brings up the menu and cycles through the three available interactions: Eye, Mouth and Hand. These stand for verbs, often very straightforward such as the mouth being for talking but can also be for eating or even kissing. It depends on the situation. To confirm your selection, use the A button. So in other words, select the action you want to take on the top menu, move the cursor to that location and then press the A button to interact. SELECT also brings up the menu but you are able to select the entire row including inventory and sound options. It defaults to the inventory screen, so if you want to use an item press the SELECT button, open the item screen with the A button and then point the cursor to the interacting object/person. Confirm with A as usual. START is used for pausing the game, and unpausing it again later. The 'M' in the menu is for saving and restoring the game. You can either use the file system or write down a password. Characters: ``````````` Sir Graham Graham was the hero of the first and second King's Quest game. One day his fortress and family have suddenly disappeared into the prison of oblivion. Crispin He is an aging and not too powerful wizard as he grows ancient. Although he is willing to help Graham on his quest, he only comes into play at one point during the game. Cedric The owl is forced to accompany on your quest as per Crispin's orders. He will always be around providing there is no danger around. Mordack The evil wizard has stolen Graham's kingdom and he has to be defeated to restore Graham's castle and free his family members. Mordack lives in a castle far away on his own island. =============================================================================== 03.) WALKTHROUGH G0300 =============================================================================== Serenia: ```````` At the start of the game, walk south across the bridge. Avoid the snake in the forest and go further south. Go east between the houses to enter the town. The first barrel you get to has a fish. Use the HAND icon to 'fish' it out. Walk into the door on the right or left and leave straight away. You will notice a shiny object on the left side were you come out from. Pick it up. Leave town and continue west. Walk into the bakery door and give the man the coin in exchange for a pie. Leave and continue west until you arrive at the bear trying to get honey from the tree. Throw the fish at the bear and it will leave. After the short scene with the bees, grab some honey from the tree hole. Pick up the stick lying a little further right, too. Go north and play fetch with the dog using your new stick. After this short scene, enter the desert to the west. Desert: ``````` If you walk around here too long you will die of thirst. Here is a map of the desert (note that this is different than the other games available on computers): ________ / Legend \ | -----------------------------------------------------\ | C - Cliffs | O - Oasis | T - Temple | S - Shoe | | B - Bandit Camp | < - Endless | X - Scorpion | E - Town Edge | \--------------------------------------------------------------/ < - C - C - T - C - C - C - C - C - E | | | | | | | | | | < - o - o - o - o - o - o - o - o - E | | | | | | | | | | < - o - o - o - o - O - o - o - o - E | | | | | | | | | | < - o - O - o - S - o - o - o - o - X | | | | | | | | | | < - o - o - o - O - o - o - o - o - X | | | | | | | | | | < - B - o - o - o - o - o - o - o - X | | | | | | | | | | < - < - < - < - < - < - < - < - < - < Walk north and continue west until you reach the temple. Quickly walk behind the small rock on the right side. Graham does not need to be fully covered but at least the most part. The rider will go by. Drink from the small puddle and go south three screens. Go west and drink water again. Continue south two screens and then go west once again to arrive at the bandit's camp. Drink from the jar near the passed out guy and enter the tent on the right. Walk around the futon the bandit is sleeping on or else you will wake him up. Take the staff and get around it to leave. Exit the camp to the east and go north to the oasis. Drink and then walk east three times, north, drink and continue north. Pick the shoe and backtrack to the temple northwest. Open the door with the borrowed staff and quickly take the coin and brass bottle from inside. Drink outside the temple and return east towards Serenia. Serenia: ```````` Give the gold coin to the man in front of the fortune teller and watch the scene. Afterwards, wear the amulet (use on self). Walk around the front of the cart and continue east. Enter the forest with the "Enter at your own risk" sign. Dark Forest: ```````````` Walk east. Soon after entering you will meet the witch. Thanks to your amulet she cannot harm you. Thus after she took a shot at you, use the brass bottle on her. Your path should be going north, then west and north into the house. Inside, open the small gray drawer on the left to find 3 emeralds. Then open the large trunk in the back for a spinning wheel. Finally, you might have seen something sparkling in the lamp above. Take the key from it. Exit the house and go back east. Walk around the safe side and unlock the small door with the brass key you just found. Extract the golden heart. Return west and go west another screen. Drop honey anywhere on the path and then throw one of the emeralds on the path as well. Continue throwing the stones until you catch the elf. He will help you get out of the forest so follow him left and into the hole. After the scene you will be outside of the forest entrance again. Serenia: ```````` Go west and give the heart to the tree. After the short scene, take the harp in exchange. Go west another screen where the fortune teller used to be. Collect the tambourine they left behind. Go east and south. Give the Spinning Wheel to the older gnome in exchange for the marionette (Graham you greedy bastard... well the boy will have a new doll soon enough). Walk south and look through the haystack. The ants will help you find a golden needle. Walk east and as you near the end of the next screen a cat will chase a mouse on the left side. Get the boot ready and throw it at the cat. With the lousy NES controls you only get one shot at this, so aim well. The rat will thank you when you scare the cat away. Go east into town. Enter the first door on the left and give the old man the pair of shoes. He will give you his hammer in exchange. Enter the tailor you visited earlier but this time give him the golden needle in exchange for the cloak. Finally, enter the door on the right and give the man the marionette. He will let you have the sled. Leave town and go west into the inn you have heard so much about. Walk up to the bar from some "friendly" conversation. The rat will free you. Collect the rope and use the hammer on the padlock. Upstairs, open the cabinet to find a juicy ham, make sure you take it and not just open the storage cabinet. Leave via the left door. Walk north and east twice. Use the tambourine on the poisonous snake. Follow it to the east. A few hours later... Mountains: `````````` Wear the cloak (use on self) and continue up the mountain. Use the rope on the outpointing rock above and then use the rope yourself to climb up. Use the HAND icon the step on the higher row or ice pillars. Step forward twice and then jump on the furthest right one instead of just below. Jump to the safe area and then continue east. After the scene, eat the leg of lamb. Slide down with the sledge (use on self). Walk east and give the rest of the lamb to the eagle. Enter the cave to meet the queen. As soon as you gain control again and the wolves move in, play the harp (use on self). In the next area, walk right around the rock formation (hard to see, this is not a chasm but you can safely walk behind it). Enter the cave at the top. As soon as the yeti shows up, throw the pie in his face. Use the hammer on the crystals in the back, center of the cave. Return to the wolf to meet with the queen again. After the scene, walk east and you will soon find yourself in a large nest. Quickly take the locket before the eagle carries you away. Coast: `````` Grab the iron bar near the bottom. Go north and use the softened beeswax on the boat here. Ride the boat east three screens and then south to arrive at an island. However, harpies will carry you away. Play the harp when you get the chance and they will fly off. Take the fishhook. Walk west and pick up Cedric. Get the colored shell and ride the boat again. Return all the way west to the beach. Ring the bell and talk to the man. Ring the bell again and give him the shell. Watch the scene. Many hours later... Mordack's Island: ````````````````` Grab the fish and enter the dungeon. Use the crystal on one of the large lizard statues to safely get by. In the next screen, walk left and go around the brown path. Pry open the grate with the iron bar and climb down into the maze. _______ / Legend \ | -------------------------\ | B = Beast | S = Start | D = Door | \----------------------------------/ O - O - O - O - O O - O - O | | | | | O - O B O - O O - O O O | | | | | O - O O - O O - O - O - O - O | | | | | O - O - O O - S O - O O O | | | | | | | O - O - O O - O - O O - O - O | | | | | | O - O - O O - O - O O - O - O | | | | O - O - O - O O - O - O O - D You cannot die here, just find your way around with the map above. The arrow at the bottom shows the direction Graham is currently facing, not the view you see into the corridor. So if it says "<-" then you are currently walking west. First off find the Beast. Pick up the hairpin it drops. Find the door (stay on the west side) and unlock it with the hairpin. Open the door to step out. Mordack's Castle: ````````````````` Take the bag of peas from the left shelf. Move north, give the locket to the girl cleaning the floor and walk right. Wait for the blue creature to capture you. If it does not show up here, walk back left and return until it does. The girl will rescue you but first take out the cheese from the mouse hole with the fishhook. Follow the girl through the maze. Meet the blue creature again and throw the peas at it. From now on there is a chance you will meet the black cat. If you do, quickly dump the fish to distract it and then stick it in the empty sack (try the head of the cat if all else fails). Walk left and go up the stairs. If you ever stand around too long Mordack will come and zap you. Continue left and enter the library to the south. Read the open book and then stand on the sides of the doorway until Mordack teleports in to sleep. Enter the bedroom and steal his wand. Go right twice, then up the stairs. Place Mardock's wand on the machine, then your old wand and finally use the cheese on the machine. Make sure you do it in this particular order. When he shows up, use the new wand to cast the appropriate spell. Flying Dragon <-> Tiger Fire Dragon <-> Rabbit Snake <-> Ferret Fire <-> Rain THE END =============================================================================== 04.) MAPS G0400 =============================================================================== Serenia: ```````` ^ ________________ ________________ _______|________ ________________ | | | | | | | | <-| Gypsies |-| Weeping Willow |-| Dark Forest |-| Crispin's Home | |________________| |________________| |________________| |________________| _______|________ _______|________ _______|________ _______|________ | | | | | | | | <-| Ant Hill |-| Gnomes |-| Willow's Prince|-| Mountain Path |-> |________________| |________________| |________________| |________________| _______|________ _______|________ _______|________ _______|________ | | | | | | | | <-| Bee Hive |-| Inn |-| Pie Shop |-| Town |-> |________________| |________________| |________________| |________________| Dark Forest: ```````````` ________________ ________________ ________________ ________________ | | | | | | | | | Elf Cave |=| Elves |-| Witch's Home |-| Tree Trunk | |________________| |________________| |________________| |________________| _______|________ _______|________ _______|________ | | | | | | | |-| |-| | |________________| |________________| |________________| \ ________________ / | | | Entrance | |________________| | v Desert: ``````` ________ / Legend \ | -----------------------------------------------------\ | C - Cliffs | O - Oasis | T - Temple | S - Shoe | | B - Bandit Camp | < - Endless | X - Scorpion | E - Town Edge | \--------------------------------------------------------------/ < - C - C - T - C - C - C - C - C - E | | | | | | | | | | < - o - o - o - o - o - o - o - o - E | | | | | | | | | | < - o - o - o - o - O - o - o - o - E | | | | | | | | | | < - o - O - o - S - o - o - o - o - X | | | | | | | | | | < - o - o - o - O - o - o - o - o - X | | | | | | | | | | < - B - o - o - o - o - o - o - o - X | | | | | | | | | | < - < - < - < - < - < - < - < - < - < Mountains: `````````` [Waterfall] - [Slope] - [Crevasse] - [Outside Castle] | / <- [Path] - [Waterfall] [Queen Icebella] [Inside Ice Cave] / | [Path Leaving Castle] - [Castle View] - [Ice Cave] | [Winding Path] - [Roc's Nest] - [Beach] -> Ocean: `````` ________ / Legend \ | -----------------\ | B - Boat | M - Monster | | H - Hermit | I - Island | \--------------------------/ M - M - M - M - M | | | | | B - o - o - o - o - o - M | | | | | | o - o - o - o - I - o - M | | | | | | H - o - o - o - o - o - M | | | | | M - M - M - M - M Harpy Island: ````````````` ________________ ________________ ________________ | | | | | | | Boat |=| Cedric |-| Nest | |________________| |________________| |________________| Mordack's Island: ````````````````` ________________ ________________ | | | | | Grate |-| | |________________| |________________| _______|________ | | | Statues | |________________| _______|________ | | | Entrance | |________________| Mordack's Maze: ``````````````` _______ / Legend \ | -------------------------\ | B = Beast | S = Start | D = Door | \----------------------------------/ O - O - O - O - O O - O - O | | | | | O - O B O - O O - O O O | | | | | O - O O - O O - O - O - O - O | | | | | O - O - O O - S O - O O O | | | | | | | O - O - O O - O - O O - O - O | | | | | | O - O - O O - O - O O - O - O | | | | O - O - O - O O - O - O O - D Mordack's Castle: ````````````````` 1st Floor: ________________ ________________ ________________ | | | | | | | Kitchen |-| Lounge |-| Dining Room | |________________| |________________| |________________| _______|________ | | | | | Pantry | | |________________| <2nd Floor> | _______|________ _______|________ _______|________ | | | | | | | Labyrinth | | Foyer |-| Dining Hall | |________________| |________________| |________________| 2nd Floor: ________________ ________________ ________________ | | | | | | | Bedroom |-| Hallway |-| Laboratory | |________________| |________________| |________________| _______|________ | | | <1st Floor> | Library | |________________| =============================================================================== 05.) POINT LIST G0500 =============================================================================== There is a total of 260 points to gain during your quest. Not all of these points are required to finish the game. Still, it is nice to know you can complete the game with everything accomplished. /-----------------------------------------------------------------------\ | Points: Total: | | SERENIA: ~~~~~~~ ~~~~~~ | | ```````` | | Take the fish 2 2 | | Take the silver coin 2 4 | | Buy a pie 2 6 | | Distract the bear 4 10 | | Take some honey 2 12 | | Take the stick 2 14 | | Give the stick to the dog 4 18 | | See the fortune teller 5 23 | | Give the golden heart to the tree 4 27 | | Take the harp 2 29 | | Take the tambourine 2 31 | | Give the spinning wheel to the gnome 4 35 | | Find the golden needle 2 37 | | Throw the shoe at the cat 4 41 | | Give the shoes to the shoemaker 4 45 | | Give the golden needle to the tailor 4 49 | | Give the marionette to the toy maker 4 53 | | Take the rope 2 55 | | Smash the cellar padlock 4 59 | | Take the leg of lamb 2 61 | | Play the tambourine in front of snake 3 64 | | | | DESERT: | | ``````` | | Use any oasis 2 66 | | Collect the shoe 2 68 | | Arrive at the temple 3 71 | | Hide from the bandit at the temple 2 73 | | Arrive at the bandit's camp 3 76 | | Take the staff 2 78 | | Open the temple 2 80 | | Take the brass bottle 2 82 | | Take the gold coin 2 84 | | | | DARK FOREST: | | ```````````` | | Arrive at the forest 2 86 | | Use the brass bottle on the witch 4 90 | | Take the emeralds 2 92 | | Take the spinning wheel 2 94 | | Take the brass key 2 96 | | Open the heart door 3 99 | | Take the golden heart 2 101 | | Throw the honey on the path 4 105 | | Throw the emeralds on the path 6 111 | | Receive the elf shoes 4 115 | | | | MOUNTAINS: | | `````````` | | Wear the cloak 4 119 | | Throw the rope at the rock 5 124 | | Get across the ice pillars 2 126 | | Eat half of the leg of lamb 4 130 | | Slide down the mountain with the sled 5 135 | | Give the lamb to the eagle 3 138 | | Enter the palace 2 140 | | Play the harp to the queen 4 144 | | Throw the pie at the yeti 4 148 | | Get a crystal shard 4 152 | | Take the locket from the nest 4 156 | | | | COAST: | | `````` | | Take the iron bar 2 158 | | Use the wax on the boat 5 163 | | Sail to the harpies island 3 166 | | Play the harp to the harpies 4 170 | | Take the fishhook 2 172 | | Pick up Cedric 3 175 | | Take the colored shell 2 177 | | Give the shell to the hermit 7 184 | | | | MORDACK'S ISLAND: | | ````````````````` | | Arrive at Mordack's island 2 186 | | Use the crystal shard on the statues 5 191 | | Open the maze grate 4 195 | | Give the beast the tambourine 3 198 | | Take the hairpin 2 200 | | Open the door with the hairpin 4 204 | | | | MORDACK'S CASTLE: | | ````````````````` | | Take the dried peas 2 206 | | Give the locket to the girl 4 210 | | Get locked up by the blue creature 2 212 | | Take the cheese 4 216 | | Throw the peas at the blue creature 3 219 | | Feed the cat the fish 3 222 | | Capture the cat 2 224 | | Steal Mordack's wand 3 227 | | Place Mordack's wand on the machine 4 231 | | Place the old wand on the machine 4 235 | | Use the cheese on the machine 5 240 | | Take the old wand 4 244 | | Defeat Mordack 16 260 | \-----------------------------------------------------------------------/ =============================================================================== 06.) ITEMS G0600 =============================================================================== Amulet: If you visit the gypsies in Serenia you will get this in return for payment. You have to wear this or else the witch in the dark forest will warp you into oblivion. Bag of Dried Peas: Sitting on a shelf in Mordack's castle, used on the beast and cat in the same area. Brass Bottle: One of the only 'valuable' item you should take from the temple in the desert, and it is more valuable than you think. The witch in the dark forest can be trapped with his little jar. Brass Key: Hidden in the incense burner in the witch's home in the dark forest. This key opens up the tree trunk in the forest which contains the golden heart. Cheese: Found inside the mouse hole in the prison cell inside Mordack's castle. A required ingredients for the contraption in the lab of the castle. Cloak: In exchange for a golden needle the tailor will give you this. Without the cloak you will freeze to death on the mountains. Conch Shell: Lying around on the beach on the harpies island. Use this to enable the hermit to hear you. Cripsin's Wand: Given to you by Crispin himself but not useful until the very end of the game. Crystal Shard: Found in the ice cave on the mountains. This can bypass the statue guardians on Mordack's island. Emeralds: These are in the pouch you get, very valuable. Elves like these sparkling little stones and will pick them up if they see them, even coming out of hiding if necessary. Fish: (1) The barrel in town has a fish and bears love fish as well. This stops a certain bear to attack the beehive. Fish: (2) This fish is found on Mordack's island and fed to the cat in Mordack's castle. Fish Hook: On the beach on Harpies island, stuck into the mouse hold in the prison cell in Mordack's castle. Gold Coin: From all the riches in the desert temple you can only get this lousy coin. It is enough, however, to pay a visit to the gypsies and be told your fortune. Golden Heart: Stored inside the tree trunk in the dark forest which can be unlocked with a brass key. The heart returns the weeping willow to its original form. Golden Needle: When you save the ants from being attacked by the dog they will go through the haystack next to the inn when you tried and failed to look through it yourself. The needle can be exchanged with the tailor for a coat. Hairpin: Obtained in Mordack's maze and it opens the door to his castle. Hammer: 'Sell' the shoes to the shoemaker in Serenia's town and he will give you his hammer in exchange. Without the hammer you cannot escape from the inn's basement after getting trapped. Later on you can use the hammer in the ice cave. Harp: Given to you by the weeping willow after returning the golden heart. You will play this twice during the game, once to Queen Icebella and then later to the harpies. Honeycomb: The bees make this, naturally, and they will give you some for free if you help them get rid of the bear disturbing their hive. Honey is very sticky and some small creatures may get stuck in it. Iron Bar: Lying around on the beach after coming down the mountains. This can open up the grate to enter Mordack's maze. Left-Over After you each some of the Leg of Lamb on the mountains (else you starve to death) you get this left-over which gets rid of the eagle. Leg of Lamb: Found inside the inn's kitchen where you are trapped at one point. Without some food you will never survive the trip through the mountains. Locket: Found in the Roc's nest on the mountains, later given to Cassima in Mordack's castle. Marionette: Gnomes are known for their craftsmanship and they are willing to exchange one of those for the spinning wheel. The toy maker in Serenia will love to have it. Mordack's Wand: When Mordack goes to sleep you can steal it from his table in the bedroom. This is what you need to work the contraption in the lab. Pair of Shoes: These shoes help you to escape the dark forest. They are also of great craftsmanship and the shoemaker in town will be willing to take it off your hands in exchange for his hammer. Pie: For sale in the pie shop in Serenia. Clowns throw pies on other clowns, or yeti's on the mountains. Pouch: Inside the left drawer in the witch's home in dark forest. It contains several emeralds which are wanted by the elves. Rope: Left over in the basement of the inn after the rat has freed you. Tied around the rock on the mountains. Shoe: A single shoe which is all that is left over from a skeleton lying around in the desert. When you get across a cat chase a rat later on at the pie shop, you can throw the shoe to save the rat which in turn will rescue you from inside the inn's basement. Silver Coin: When the man repairing his cart in town of Serenia is gone he will leave this behind. One silver coin is enough to buy a pie in the pie shop. Sled: The toy maker will give you this in exchange for the marionette. A sled is perfect for riding down snowy slopes on the mountains. Spinning Wheel: Inside a trunk in the witch's home in dark forest, exchanged with the gnome for a marionette. Staff: Gotten from the bandit's tent in the desert and used to open the door of the temple. Stick: A simply wooden stick but if thrown at the dog he will stop disturbing the ants and they will be so grateful to help you out later. Tambourine: Left behind by the gypsies after you have saved the willow tree. Playing the tambourine gets rid of the snake blocking the path towards the mountains and later on in Mordack's maze. Wax: The bees make this, naturally, and they will give you some for free if you help them get rid of the bear disturbing their hive. Wax, when hardened, can make for strong glue which is useful when boats have holes in them. =============================================================================== YY.) VERSION HISTORY GYY00 =============================================================================== v1.0 First release (10th of February 2007) v1.1 Update with maps and item list (27th of August 2008) =============================================================================== ZZ.) CREDITS & THANKS GZZ00 =============================================================================== GameFAQs for hosting this file. Konami & Sierra for this game. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. ,,, (o o) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=oOOo-(_)-oOOo-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=