King's Quest Omnipedia

The Woods and Town of Serenia[]

CRISPIN[]

An aging, kind-hearted wizard. He tends to be a bit forgetful at times Wld sometimes messes up his magic spells. Cedric the owl is his trusty friend and com-panion. Crispin offers some help Wld guidance to Graham. Dink is the kind of s illy, good-natured char-acter who, during the course of the design, produced more than a few good laughs for the crew of King's Quest V.

CEDRIC[]

Actually, Cedric accompanies Graham through most of the game; first as a pesky guide, later as a friend. Cedric is the owl companion of the wizard Crispin. Though he does provide SOME assistance to Graham, he usually manages to wind up in some sort of trouble ... and then needs Graham's help to get out of it.

POISONOUS SNAKE[]

Just south of Crispin's house, Graham will encounter a venomous snake which is blocking his path eastward. Graham will need something to scare it away.

MAN FIXING BROKEN WAGON[]

In the town, Graham will run across a man fixing a broken wagon. Though Graham offers to assist him, the man declines his help. Perhaps later, though, the man will inadvertently help Graham when he leaves something behind that Graham can use.

TAILOR[]

There is a prosperous tailorshop in town where Graham can meet a tailor who tries to sell him various items of clothing. There is only one thing that Graham is interested in, though, IF he can figure out the means to obtain it.

TOYMAKER[]

Also in town there is a cute little toyshop. A friendly old toymaker runs it while taking care of his small granddaughter. Graham fmds something he wants in there, but needs to find a way to obtain it.

SHOEMAKER AND WIFE[]

Around the comer from the toyshop there is a run-down shoeshop. An old shoemaker and his wife run it, but unfortunately don't have a single pair of shoes to sell Graham feels very sorry for them, and would like to find a way to help them. If he can do that. .. perhaps they could help him in return.

CAT AND RAT[]

One time, while walking past the town bakehouse, Graham notices a mangy old cat chasing a poor defenseless rat. Graham would like to find a way to save the rat from the cat, but how?

THEBAKERBROTHERS[]

The Baker brothers run the town bakehouse. These two are big, burly fellows who have delicious custard pies for sale. Graham's mouth waters when he sees them, and would love to buy one; if he could only find the means! 16

PRINCE HERBERT[]

Sitting on a log in the woods, Graham runs across a young prince in a search for his lost fiancee who has been stolen by a jealous old witch. Perhaps Graham can help find her.

WEEPING WILLOW TREE[]

In another part of the woods, Graham sees a weeping willow tree strumming sadly on her harp. Poor thing, she was a princess who was turned into a tree by an evil witch. Graham can help her, IF he' can find her stolen heart which the witch turned to gold and hid somewhere.

OLD GNOME AND GRANDSON[]

An old grandfather gnome and his young grandson live in the woods just south of the weeping willow tree. A marionette that the young one plays with captures Graham's attention. Perhaps Graham can find a way to obtain it.

INNKEEPER AND PALS[]

Near the river lies a rustic country inn. The innkeeper is, however, not quite so charming. Neither are his hooligan bud-dies. Graham can find himself in big trouble if he tangles with this bunch, so he had better be prepared!

BEES AND BEAR[]

Just downstream from the inn, Graham runs across a beehive in a rotted old tree. He had better be careful, though; bees can be very vicious when their beehive is threatened! It sure would be nice to have a chunk of honeycomb, though. A big old bear might help the situation, IF Graham is careful!

ANTS AND DOG[]

Graham comes upon a large anthill just north of the beehive, but there doesn' t seem to be anything to do here. A snarly old dog may unintentionally come to Graham's aid, though.

GYPSIES[]

In another part of the woods, Graham sees a gypsy wagon, which houses a fortune teller. Unfortunately, a gypsy man demands the price of one gold coin before Graham can see her. Where can he get that kind of money?

The Desert[]

Bandits[]

Graham can run into the bandits in two places in the desert. By the temple, and at their camp. He needs to be careful around them and try to hide as much as he can. They are very vicious and think nothing of violence. If Graham is very observant by the temple, he may watch them and learn something very important.

The Dark Forest[]

Old witch[]

Graham encounters a wicked old witch in the dark forest. Unless he's adequately protected she will always immediately tum him into a toad as she doesn't like trespassers in her forest. Once he's protected she can still be quite annoying; doing things like preventing him from entering her house, or leaving the dark forest. It would help if he could find a way to get rid of her.

Elf[]

Once Graham has conquered the witch, he can meet a little elf. This elf will show Graham the way out of the forest IF he can catch him first! The elf will also give Graham something very useful.

The Great Mountains[]

Wolves[]

The wolves are the pets and servants of the Ice Queen. They love and revere her and will do whatever she wants. If she doesn't like Graham then...she'll sic her dogs on him.

Eagle[]

Graham will encounter a starving eagle near the Ice Queen's palace. Maybe there is a way that Graham could help the poor thing.

Queen Icebella[]

The Ice Queen lives in the coldest reaches of the mountains in a cold, icy palace She is very possessive of her territory and doesn't like it when Graham and Cedric trespass without her permission. Since she has such a cold, stony heart the situation doesn't look very goad. Maybe Graham can find a way to soften her heart...just a little bit.

Yeti[]

Queen Icebella is even less fond of the yeti who has invaded her territory than she is of Graham and Cedric. She might give Graham a chance to save his and Cedric's life...IF he can somehow remove the yeti from her realm.

Roc[]

What is a "roc," you say? A roc is a giant, two-headed bird. This particular roc sees Graham walking through the mountains and thinks he is the perfect meal to feed to its baby just hatching from its giant egg. Graham gets a free ride to a huge nest...just in time to face the hungry mouth of the baby roc!

Beach, Ocean, and Harpy Island[]

Old hermit[]

On the beach, Graham runs into a strange little house made of pieces and parts of recked ships where lives an ancient-looking hermit. The hermit would be able to help Graham..if only he could HEAR him! Perhaps Graham can find an object which will help communications with the old man.

Harpies[]

Upon discovering an island in the ocean, Graham and Cedric also run into a group of vicious harpies who inhabit it. The harpies, terrible creatures with a woman's head and body and a bird's wings and claws, love nothing more than a good man...to eat! Can Graham find his way out of this one!

Sea monster[]

A huge sea monster lives in the ocean and doesn't like to be bothered by passing boats. Graham would be well advised to stay out of his way!

Mordack's Island and Castle[]

The wizard Mordack[]

Mordack is a very powerful, very evil wizard who has stolen Graham's family and castle, miniaturized them, and imprisoned them in a glass bottle in his laboratory, In order to rescue his captive family, Graham must first locate Mordack's island stronghold, and then fight the all-powerful wizard himself. That is a very dangerous undertaking; one that Graham may…survive.

The cat Manannan[]

Mordack has a pet cat…who is not really his pet at all, but is really his brother Manannan turned into a cat by Graham's son some time back (look at the story description for KING'S QUEST III: "To Heir is Human"). Mordack would like to see Manannan restored back to his old wizard self, but only Alexander can do that, who doesn't know how. Meanwhile, Manannan roams Mordack's castle, a very mean, bad-tempered cat whom Graham should try to avoid at all costs.

Blue beast[]

A huge blue beast acts as a guard in Mordack's castle, as if Mordack really needs a guard! Anyway, this beast should be avoided...for the most part. There is ONE time that Graham SHOULD get caught by it, in order to retrieve something in another part of the castle; but only ONE time !

Dink[]

He is a big, dumb beast called Dink (named by Princess Cassima...probably having to do with his manner of speech.) Dink isn't a bad beast; he's just big and dumb, and doesn't know his own strength. Graham should be very careful around him; perhaps there's something that Dink would like to play with...