Thursday, November 3, 2016

Dilandau3000 plays King's Quest V: Absence Makes The Heart Go Yonder! - Part 15 of 20


We finally go sailing the seas of Serenia, and it's not all it's cracked up to be!



You'll now be at sea. Go one screen south and three screens east. The walk icon moves the boat like it normally does. (You can do this the other way around if you wish.) IF YOU VENTURE TOO FAR OUT INTO SEA, A GIANT SEA CREATURE WILL GET YOU AND YOU WILL DIE.

You'll come across an island.


You'll be picked up by a few harpies. Mordack's island, this is not. IF YOU LET THEM FINISH THEIR ARGUMENT, YOU WILL DIE. Instead, play the harp. One of them grab it from you and fly away, and the others will follow suit. At least you're not harpy food.

You may have noticed something sparkling next to Graham. Use the hand on it. It's a fish hook. Take it.

Go south from here. You'll see Cedric on the ground wounded. Use the hand icon to pick Cedric up. Go left and you'll be at the boat. There is a shiny glint north of the boat. Use the hand icon on it. It's a large conch shell. Take it.

Get back on the boat. Go west until you're on the beach again. You'll be back at the old man's house. Ring the bell, and give the conch shell to the old man when he comes out. He'll be able to hear you now, and you'll be able to heal Cedric.

The old hermit also calls for Pearl, a mermaid. She takes you directly to Mordack's island, where the boat will crash. No turning back now...

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