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King's Quest 5: Absence Makes the Heart Go Yonder (PC)

Print Cheats For King's Quest 5: Absence Makes the Heart Go Yonder On The PC
King's Quest 5: Absence Makes the Heart Go Yonder cheats:

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As the game begins, Graham is in Crispin's yard. He walks south twice
and into the town. He sees a man in an alley fiddling with a broken
wagon. He talks to the man and asks if he needs any help. The man
says no. Graham leaves town, and then walks back in. He sees a silver
coin lying on the ground next to the wagon. He picks it up. He sticks
his hand in the barrel next to the wagon and retrieves the fish from
the barrel. He leaves town and walks west. He enters the bakehouse
alongside the river and buys a pie with the silver coin. DO NOT EAT
THE PIE. After leaving the bakehouse, Graham walks west twice. He
sees a bear tantalizing a beehive. He tosses the fish to the bear.
Queen Beatrice rewards him by letting him retrieve a honeycomb from
the hive. After getting the honeycomb, Graham picks up the stick
lying on the ground and walks north. There he sees as dog digging in
a magnificent ant castle. He throws the stick to the dog to get it to
leave the ants alone. He then walks north to the gypsy camp. Then he
walks west into the desert.

Once in the desert, Graham walks west until he gets to a large
opening in the cliffs. He takes a drink from the pool of water. He
then hides behind the rock next to the pool and waits for the bandits
to come and go into the temple. He watches the bandits, and after
they leave, he gets another drink from the pool and walks east. He
then walks south three times. He sees a skeleton on the ground and
picks up the shoe next to the skeleton. He then walks south until he
reaches the oasis. Here he takes a drink of water. Now refreshed,
Graham walks south once and then west until he reaches a camp. He
takes a drink from the pitcher of water at the camp and then enters
the first tent. He very carefully walks around the bandit and
retrieves the staff he saw them open the temple with. He then leaves
the tent, again being very careful so as not to wake the bandit. He
leaves the camp to the east, and walks north three times. He gets a
drink from the oasis. He then walks north until he reaches the
cliffs, and then proceeds east until he gets to the opening in the
cliffs. He gets a drink from the pool, and then walks up to the
temple door. He knocks on the door with the staff and enters the
temple. He quickly picks up the brass bottle and the gold coin from
the floor. He then quickly leaves the temple. He gets another drink
from the pool, and then walks east until he gets back to the gypsy
camp.

Once in the gypsy camp, Graham gives the man the gold coin and goes
in to see the fortune teller. She gives him a magic amulet. Graham
walks east and finds a crying tree. He talks to the tree, and
continues east. He is now outside the entrance to the forest. He puts
on the amulet that the fortune teller gave him. He proceeds into the
forest, despite what Cedrik says. At the fork in the path, he goes
left. He continues around the path until he gets to the witch's
house. He gives the witch the brass bottle from the temple. She is
sucked into the bottle and now Graham can go into her house. Once
inside the house, he opens the trunk against the wall. He sees a
spinning wheel inside and takes it. He shuts the trunk and retrieves
a little yellow key from the lamp on the wall. He then opens the
drawer to the table and takes the pouch out. He then opens the pouch.
(To do this, go to inventory and click on the pouch with the hands)
He discovers three emeralds inside the pouch. He then leaves the
house. Once back out in the forest, Graham walks east. He goes up to
the large tree and uses the key on the little door in the tree. He
takes the little golden heart out of the tree and goes west back to
the witch's house and then goes west again. He then puts the
honeycomb on the path. After doing this, he throws one of the
emeralds down onto the path. A little elf comes to get it. He throws
the other two, and the third time, the elf gets stuck in the honey on
the path. He agrees to help Graham out of the forest. He leads Graham
into his underground home and gives him a pair of shoes. Graham then
leaves and returns to the entrance of the forest.

Now outside the forest, Graham walks west back to the crying tree. He
gives her the golden heart. She is restored to human form, and Graham
picks up her harp when she leaves. He then walks west once, and picks
up the tambourine from the ground where the gypsy camp was. He walks
back east and then south once. He gives the old gnome the spinning
wheel he found in the witch's house. The gnome gives him a marionette
in return. He then walks south once. Outside the country inn, Graham
searches through the haystack, and the ants come to help him look
through it. They find a golden needle and they present it to Graham.
He walks east and goes back to town, but he sees a cat chasing a
mouse, and throws the old shoe at the cat. The mouse thanks him and
he proceeds into town. He enters the tailor shop and gives the
salesperson the golden needle. In return, he receives the blue cloak.
He leaves the shop and enters the toyshop. He trades the marionette
for the sled. Graham leaves the toyshop and enters the shoe shop. He
gives the poor old lady the pair of shoes from the elf and they give
him a hammer in return. Graham leaves the town and travels west back
to the country inn. He enters the inn, and approaches the men at the
counter. They imprison him in the cellar. The mouse comes and chews
the rope and Graham is freed. He picks up the rope and uses the
shoemaker's hammer on the cellar door handle. He breaks the lock and
leaves the cellar. He opens the cupboard (DO NOT GO THROUGH THE OPEN
DOOR BACK INTO THE INN, OR YOU WILL BE KILLED) and retrieves the leg
of lamb from inside. DO NOT EAT IT!! He leaves the inn through the
door on the left, and walks north. He then walks east twice. He uses
the tambourine on the snake and it slithers away. He then continues
up the path.Graham is now in the mountains. He puts on the cloak
because it is getting cold. He continues walking up the snowy path
until he comes to the frozen waterfall. He throws the rope onto the
rock jutting out from the cliff, and starts to feel a little hungry.

He eats the leg of lamb from the inn. He thing climbs the rope to the
top of the waterfall. (SAVE GAME) He jumps across the rocks in the
following order: (click on them with the hand, not the walk icon) 1 -
3 - 5 - 6 and then gets off on the other side. He walks across the
log and continues to the east. Cedrik gets captured by a wolf, and
Graham rides the sled down the hill. At the bottom of the hill, his
sled breaks and he continues to the east. He sees an eagle perched on
a rock. He talks to the eagle and finds that it is very hungry. He
gives the rest of the leg of lamb to the eagle and then walks north
into the ice castle. When the Queen orders the wolves to kill him,
Graham begins to play his harp. The Queen tells him that if he can
kill a yeti, she will release him and Cedrik. Sir Wolf leads him out
of the castle. Graham walks north towards the cave. When he arrives
at the cave, he throws the pie at the yeti and it falls over the edge
of the cliff. He then enters the cave. He uses the hammer on the
crystal in the center of the cave and then leaves the cave and goes
back to Sir Wolf. The Queen releases him and Cedrik and they are lead
out of the castle by Sir Wolf. Here they go south. At the bottom of
the mountains, they walk over to the ladder looking thing and climb
up to the pool of water. Graham is captured and flown to a bird's
nest. Once in the nest, he hurriedly retrieves a golden locket from
the nest and then the eagle rescues him and flies him to the beach.
Graham picks up the iron bar from the beach and walks north. He puts
the beeswax leftover from the honeycomb in a hole in the boat and
gets in the boat. Once in the ocean, he sails south once, and then
east until he reaches an island. He he gets off the boat, he is
picked up and flown off by the Harpies. When they begin to discuss
eating him, he begins to play the harp again. They take the harp and
run off. He picks up a fish hook and walks southwest. He sees Cedrik
lying on the ground and picks him up. He walks south to the beach. He
sees something lying on the ground and picks it up. It's a conch
shell! They get back in the boat and sail south once. Then they sail
west until they get back to the beach. Graham rings the bell on the
little hut and an old man comes out. Graham gives him the conch shell
so he can hear him. The man fixes Cedrik and helps Graham get to
Mordack's island.

Once on Mordack's island, Graham picks up the fish from the beach and
walks up the stairs. He uses the crystal from the Queen's cave on the
snake statues and continues north. When he reaches the castle
entrance he walks to the left side around to the back of the castle.
He sees a grate on the ground and opens it with the iron bar. He then
descends down into the hole. (SAVE GAME) (When using this map,
remember to turn it so it is facing the direction Graham is facing)
Using the provided map, Graham navigates the Labyrinth and goes to
the room with the letter "B" in it. He sees a creature in this room
and gives him the tambourine. The creature plays with the tambourine
and walks off, leaving his hairpin behind. Graham retrieves it and
continues through the labyrinth to the room labeled "D." He unlocks
the door using the hairpin and enters the castle.

Graham enters the room and opens the cupboard. He takes the bag of
peas out of the cupboard and closes it. He then proceeds into the
next room. He gives the girl scrubbing the floor the locket he found
in the bird's nest. It belongs to her!! They talk for a while and
Graham proceeds down the hall. He continues through all of the rooms
until he is captured by a strange blue beast. The beast throws him in
the dungeon. Once in the dungeon, Graham looks into the mousehole in
the wall. He uses the fish hook to retrieve the piece of cheese from
the mousehole. Graham then waits until the girl pushes a brick in the
wall. He follows her back out of the Labyrinth and back into the
castle. (SAVE GAME)

Graham proceeds through the castle again, following the same route,
and when the beast comes after him again, he throws the bag of peas
at him, causing him to fall. (If you don't get it the first time,
restore your game and try again.) Graham continues to through the
dining hall, up the stairs, and into Mordack's bedroom, which is the
room on the left at the top of the stairs. Somewhere along the way,
Graham encounters a cat. He throws the fish to the cat, and then bags
the cat in the empty pea bag. If not already there, he continues to
Mordack's bedroom and goes south into the library. He flips through
the book on the desk and reads the inscriptions. He then goes to the
top left corner of the library and waits there until Mordack appears
in his bedroom and lies down in his bed. He then goes back into
Mordack's bedroom and takes Mordack's wand off the table. He leaves
Mordack's room and goes to the room to the right of the stairs. He
walks up the staircase on the left side of the room and goes to the
strange machine at the right end of the top level. He places
Mordack's wand on the machine, and then places Crispin's old wand on
the machine. After he has done this, he tosses the piece of cheese
into the machine. The machine transfers the power from Mordack's wand
to Crispin's wand. Graham takes Crispin's now glowing wand from the
maching. Mordack appears in the room and uses several spells to try
to kill Graham. When he becomes a flying lizard, Graham uses
Crispin's wand on him and selects the tiger spell. When Mordack
becomes a dragon, Graham uses the wand again and selects the rabbit
spell. When Mordack becomes a Cobra, Graham uses the wand on him and
selects the Mongoose spell. Finally, when Mordack transforms into
fire, Graham uses Crispin's wand on him and selects the rain spell. A
rainstorm puts Mordack out, thus killing him. The game is now over
and the final movie begins.


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