Friday, November 4, 2016

Dilandau3000 plays King's Quest V: Absence Makes The Heart Go Yonder! - Part 16 of 20


We now have to deal with a maze that couldn't be any more confusing it tried. They really wanted money for those hint books, I bet.


To the left of the stairs leading to Mordack's castle lies a dead fish. Take it.

To the north are two foreboding snake statues. IF YOU WALK UP TO THEM, YOU WILL DIE. Instead, use the crystal on them. The crystal will shoot their magical energies back, destroying the front door's defenses.

To the north is the front door. IF YOU WALK UP TO THE GATE, YOU WILL FALL INTO A PIT AND DIE. Instead, take the path to the left that winds around the castle. Use the iron bar on the grate in the floor. You're in!

Guess what? It's a maze. This maze changes perspective as you change direction. One part of the maze will look a certain way if you enter it from the north, yet will look different if you approach it from the south.

To put it more plainly, if you go south in one room, south will be directly in the next. If you went to the same room facing the east, east will be directly upward. It will be the same room, but the perspective will be different because you entered it from a different direction.

As a result, this is probably the hardest part of the game, bar-none. I bet this part was hellish to program for Sierra. Just like in the NES port walkthrough, I'm using words like "up" instead of "north" just to make this as simple and un-awkward as possible. Do not pay attention to the perspective. Follow my instructions to the letter.

For this part go down, left, left, left, right, left, right, left, up, right, and left.

There is a golem here. (I think that's what it is.) IF YOU GET NEAR IT, YOU WILL DIE. Instead, give  it the tambourine. It will take it, play with it and walk off. It will leave the hairpin from its head. Take it.

Now, go down, right, up, up, and right. There is a door.

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