Wednesday, October 2, 2019

PrinceWatercress plays King's Quest V for NES - Part 1 of 7


This is a pretty interesting situation for a console. It's a weird little gem on the PC, but for some strange reason it was ported to...the NES?!? And Konami published it? Oh, this is intriguing, indeed...

Believe it or not, this isn't the first time a King's Quest game appeared on a console. The first game appeared on the Sega Master System.

The Story Begins


The game begins with an evil wizard appearing out of thin air near the Castle of Daventry. He raises his arms and lightning surrounded the castle. A dark cloud causes the screen to alternate between light and dark as the castle disappears...and the wizard with it!

Meanwhile, King Graham, fair ruler of the kingdom of Daventry and the patriarch of the royal family, is out for a walk when this happens (adventurer's cap and all) only to return to his home and find it missing. A talking owl named Cedric flies out of a nearby tree and tells you that the evil wizard Mordack has cast a spell on the castle, causing it to disappear. With a sprinkle of fairy dust, he takes you to Serenia, where he and his master Crispinophur (Crispin for short) live, to get to the bottom of this.

Land of Serenia



You'll land with a dull thud in the shallow water, near Crispin's residence. You and Cedric will both go inside. Crispin will tell you more about Mordack, then he gives you a piece of magical white snake which lets you speak to the natural and animal world's inhabitants. He also gives you an old wand before he sands you on your way.

Unlike the PC diskette version, where the wand was used to cast spells to get past the copy protection (which you'd need the manual for), the wand doesn't come into play much.

Once you leave the house, Cedric recommends visiting the town first. After this, you finally have control of the game. The Control Pad will let you move Graham around. Pressing B opens the menu, which will allow you to touch and look at items, speak to people, get a password, create a temporary save file and look at and use inventory items. If you select the hand, mouth or eye, move the mouse cursor onto something and press A, you can see if you can interact with it.

Go down (taking the bridge as you go), and you'll come to a fork in the road. The path to the right has a poisonous snake, and if you touch it, you will die. Go down once again from here, and you'll reach the town. Take the light green bath between the buildings and you'll enter it. Talk to the guy near the entrance that's standing behind the wagon, and go through any of the doors and head back out. . There will be something shining on the ground near that wagon near the entrance, and if you use the hand on it, you'll pick it up. It's a silver coin, and it'll come in handy later. If you use the hand on the barrel, you can grab a fish. This (like all the items you find in the game) also comes in handy a little later on.

The first door is a pair of cobblers. You won't be able to do anything here...yet.

The second door leads to a tailor. There's a blue cloak that you can get, but you won't be able to get it right away. If you examine it with the hand, you'll notice it fits you perfectly.

The third door is the toymaker. Talk to the toymaker and examine the sled with both the eye (look) and the lips (speak).

Leave town the same way you came in and go left. Inside the building is a baker. Give him the silver coin to receive a pie. DO NOT EAT THE PIE; YOU WILL MAKE THE GAME UNWINNABLE. To get it, select the backpack (the seventh icon on the screen-top menu), then select the coin from your inventory. The silver coin will then appear on the sixth slot in the screen-top menu; select that slot, then move the arrow and press A on the baker. Congratulations, you have a pie.

To the west of the baker is the inn. Don't go in here yet; YOU WILL DIE. Instead, go another screen west. You'll find a bear. Don't even go near it; instead, give it the fish, and it'll eat it and run away. Queen Beetrice, the queen of the hive, will let you take a honeycomb from the hive. Use the hand on the hole in the tree to get it, then grab the stick on the ground. Go north, and throw the stick to the dog near the ant hill to make it go away. You'll meet King Antony the Great, who will offer his help when you need it again.

Go back to the inn, then use the hand icon on the nearby haystack. Now that you've saved King Antony, Antony and his colony will find a golden needle inside the haystack. From here, head back into town and go to the tailor. Give the tailor the golden needle, and you'll find out that he had been looking for the needle and that the innkeeper is a jerk. You'll then be able to get the cloak in the store in exchange for the golden needle.

There's nothing else that we can do for now. From here, we'll be heading to the desert.

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