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The magic fruit put him back on his game, obviously. Mental health is just as important as physical health!
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# ? Sep 17, 2017 01:43 |
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# ? May 9, 2024 17:01 |
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yeah man, having your only son kidnapped probably took its toll on Graham so when the dragon showed up he just offered Rosella because he didn't give a gently caress anymore Thankfully the fruit helped, as did Alexander coming home
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# ? Sep 17, 2017 04:32 |
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I believe I saw on the wiki that the dragon thing was somewhat Rosella's idea. No idea how much of this is complete bullshit but...King's Quest Wiki on Rosella posted:Sacrifice Instead of trying to do something about the rampaging three headed dragon, Graham listened to his closest adviser, Gerwain, on the matter. The brain trust of Daventry decided that Graham should start sacrificing young maidens to the dragon to appease its hunger. You know, viewing Graham's inaction through the lens of simply not giving a gently caress anymore really explains a lot. Losing Alexander as a baby really hosed with him.
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# ? Sep 17, 2017 05:04 |
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Graham knew that 'USE PRINCESS --> DRAGON' was just the final arbitrary step in yet more Puzzle Nonsense. All it took was, like, two days to pay off. Both his kids back, a dragon vanquished, and a tasty tasty magic apple. Honestly it feels as straightforward as the snake bridle thing.
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# ? Sep 17, 2017 09:21 |
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Yeah after spending a whole life with convoluted crap that makes no sense he might have just stopped giving a poo poo. Oh, the coffee machine is broken? Sigh. Time to grab a gardening rake and wander up in the mountains to look for goats so I can have some breakfast.
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# ? Sep 17, 2017 10:01 |
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Rosella volunteered to be sacrificed? I seem to remember The Kings Quest companion stating that Valanice stood at the door of Rosella's bedroom, armed with a sword, when the escort party came to take her to the dragon. I guess that could always be chalked up to Valanice not agreeing to the arrangement.
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# ? Sep 17, 2017 11:42 |
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So effective immediately, I'm moving to a MWF update schedule. Weekends have suddenly become way too busy to even attempt working on this. Aapparently the second I sit down and start thinking about working, the entire world suddenly needs my attention for a few hours.
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# ? Sep 18, 2017 00:44 |
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Hello everyone, and welcome back to King's Quest V. In the last update I mentioned that everything to the west of the beehive/anthill/encampment was a special case that "would be covered later." Well, later is now. west : There's nothing but a hot, dry desert further west. Most people avoid it, because there are bandits out there! If you insist on going, I'll wait for you HERE. I'm surprised. Really. On the upside, that means that the next section of the game will be Cedric-less! This desert had to balance the fact that we were about to start enjoying ourselves by not having to deal with our racist owl "buddy". So we're about to enter a maze of sorts. The desert itself is wide open and we can travel in any direction we want. But there is a very specific route that we need to follow, or we'll die. : Too bad. Even the sting of such a small creature can prove deadly. That route does not include the scrublands. These continue as far as south as it's possible to walk without dehydrating, and every single one of them has this little scorpion that kills you the instant you enter the screen. Let's rewind, then. From the screen directly west of the beehive, we need to... west x4 The liminal screens between points of interest in the desert look like this. So I'm just going to skip over them. This oasis is directly west of the beehive. It's one of six places in the desert that you can reset the ticking death timer. You read that right. When Graham is in the desert, he has a limited number of screen transitions before he has to recharge at an oasis. north x2 : The hot sun and choking sands are taking their toll on Graham. He must drink... and soon! This massive rock wall borders the northern edge of the desert. If we were to walk four screens back east, we'd arrive at the fortune teller's wagon. Anyway, there's nothing we can do here, so let's move on. east x1, south x1, west x1 : Too late! Graham collapses and dies of extreme thirst in the hot desert sun. If only he could have found an oasis! : DYING for a drink, Graham? Sure. Extreme thirst. He definitely didn't die from heat stroke, heat exhaustion, or exposure. Anyway this is the fifth screen since the oasis. Bearing in mind that the oasis paused the death counter, this is the eighth screen since we left the scrublands. So, you have seven screen transitions in the desert to either find an oasis or to re-enter the scrublands. Right, so now that I've demonstrated dying in the desert, let's rewind back to the oasis. King's Quest V - Desert Oasis oasis : Ahh! Life-giving water! Nectar of the gods! Graham can now feel strength and renewal flowing through him. I make a habit of saving at each oasis. I don't trust this game. Anyway, from here, we've got a short hike. west x2, south x1 skeleton : Uh oh! A picked-clean and sun-bleached skeleton of a man lies in the sand of the hot, dry desert. What happened? Who can say... but it makes Graham uneasy nevertheless. Well, I got an idea. Here's a hint: it's an infinite desert. Anyway, the point of interest on this screen is the boot. This little unassuming item is one of the most infamous parts of this game. We're going need it. boot : An old shoe lies, forgotten, near the poor man's skeleton. boot : Uneasily, Graham reaches down and removes the old shoe from the desert sand. Got what we need here. Let's continue on. north x3, west x1 Given enough time and motivation, you'll eventually find everything there is to find in the desert on your own. The skeleton and boot was actually fairly close to another oasis, and that oasis wasn't too far from the bandit camp that Cedric mentioned. But we need to come here first, else we can't loot the camp for the one item we need. If you don't know where you're going, I imagine that would be rather annoying. Anyway, there's a small pool of water in front of the rocks. So let's not forget to use that. water : Ahh! Life-giving water! Nectar of the gods! Graham can now feel strength and renewal flowing through him. : From across the desert sands, Graham can hear the sound of approaching hoofbeats. King's Quest V - The Bandits and the Temple : A spy! Get him! : Never trust a bad guy, Graham. So yeah. If you linger on this screen for about 30 seconds, you get killed. How do you avoid it? You do the world's shittiest job hiding behind some rocks. The bandits have no idea what perspective is and can't see you. We even get points for doing this. : Open sesame! He drops off his loot and leaves. And getting inside that temple is our next major goal. Luckily, all we need to do is find the bandit camp and get that staff. south x3, west x2 This is one of the two oases closest to the bandit camp. So let's recharge and move on. water : Ahh! Life-giving water! Nectar of the gods! Graham can now feel strength and renewal flowing through him. Yes, I'm going to post that every time Graham drinks. I had to listen to it, and now you have to read it. south x3, west x1 King's Quest V - Bandit Camp The map I'm using lists the desert as an 11x7 grid. The scrublands next to the fortune teller are in the top right. That, then, places this bandit camp in the lower left. drunk : With disgust, Graham looks at a drunken bandit lying face down in the desert sand... completely passed out. Well, that dancing show in the window looks fun. Let's go take a look. I'm sure they won't mind. large tent : An intruder! : That wasn't a very smart move, Graham. Fine, fine. We'll not enter the tent with all the bandits. smaller tent So this room is a giant trap. Though we can still have some fun. sleeping bandit : Thanks again for all your help. : Who are you? A SPY! Jesus Christ! Anyway, same death message for outside. So let's move on. The staff in the back of the chamber is our goal. But we have to take a very specific route to get to it. If we walk right past the bandit, he wakes up and stabs Graham in the skull again. The pole actually shows where it's safe to walk. Go around the outside edge and you can nab the staff in peace. staff : Taking care to be very quiet, Graham reaches out and takes the staff into his possession Let's get the hell out of here. Before we leave, be sure to grab some water from the urn. urn : Ahh! Life-giving water! Nectar of the gods! Graham can now feel strength and renewal flowing through him. east x1, north x3 oasis : Ahh! Life-giving water! Nectar of the gods! Graham can now feel strength and renewal flowing through him. north x3, east x2 water : Ahh! Life-giving water! Nectar of the gods! Graham can now feel strength and renewal flowing through him. north : The jeweled staff is obviously the work of an expert craftsman. : The worn old shoe is cracked and dry from the desert sun. temple door : Open sesame! : Oh no! The staff broke! The two items we need to pick up are blindingly obvious. Sure, one's another single pixel, but it's a neon yellow pixel against a dark background. Also it glints. But let's pretend we're blinded by greed. mountain of gold The lesson here is don't be greedy. We have a chest full of infinite gold at home. Why would we need THIS treasure? : Cheer up, Graham. At least you can practice your game of tiddlywinks! So let's stop pretending we didn't see the coin and bottle on the ground. coin bottle : Bending down, Graham hurriedly picks up the gold coin from the temple floor. Quickly, Graham also grabs the old brass bottle. As soon as we have the two items, we need to hurry. The temple door closes fairly quickly. : It is a shiny gold coin. : This is an old, tarnished brass bottle. Let's see if Graham is lucky twice in his life. : Ah! Freedom at last! Now YOU spend the next five hundred years in that bottle! : Graham should know better than to keep things bottled up inside. That was bad and amazing. Anyway, that's enough for now. NEXT TIME: We leave the desert List of Points +2 - Ahh! Life-giving water! Nectar of the gods! Graham can now feel strength and renewal flowing through him. +2 - Stealing a dead man's shoes +3 - Found the temple +2 - Hid at the temple +3 - Found bandit camp +2 - The magic staff +2 - Open SESAME +2 - Gold coin +2 - Brass bottle Total 36/260 Register of Deaths Failing to drink water in the desert Being a spy, apparently x3 Meeting the friendly bandits Being a greedy rear end in a top hat Graham the genie
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# ? Sep 18, 2017 23:39 |
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Wouldn't nectar of the goods be nectar? Also the genie lamp is still my favorite item in the whole series. Nothing like lugging around a dedicated suicide button via the fairy tale equivalent of a landmine
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# ? Sep 19, 2017 00:00 |
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DoubleNegative posted:
It's like someone falling over in Family Guy.
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# ? Sep 19, 2017 00:49 |
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For some reason I figured we'd have needed the boot to prop open the door or risk instant death when we grabbed anything from inside.
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# ? Sep 19, 2017 01:11 |
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PurpleXVI posted:For some reason I figured we'd have needed the boot to prop open the door or risk instant death when we grabbed anything from inside. The animation of putting the boot in place just so would take longer than you have to grab the items in there. Seriously, that timing is strict... though arguably not as strict as what you actually need the boot for. Those killed child me a fair bit because I wasn't fast or accurate at clicking.
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# ? Sep 19, 2017 01:19 |
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Yea, it isn't just picking up the treasure that kills you. There's a real time limit on the room, even if you're only doing the right things.
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# ? Sep 19, 2017 01:26 |
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PurpleXVI posted:For some reason I figured we'd have needed the boot to prop open the door or risk instant death when we grabbed anything from inside. Don't worry, the game has something far more bullshit in store for the boot.
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# ? Sep 19, 2017 01:26 |
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Yup, if you have even the vaguest idea of "bullshit adventure game puzzles" then you have at least heard about King's Quest V and the boot. Or the one where you have two logical options, except of course using one leads to dead end.
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# ? Sep 19, 2017 01:28 |
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I was honestly expecting that we'd have to rob the drunk of his clothes. I "played" KQ5 back in the day, and while I didn't make it very far, I do remember managing to reach the temple. I couldn't get past it because the bandits always killed me, and I figured I needed to find an item elsewhere that would let me deal with them. Not that I'd have to hide. I was not very good at KQ5, but I don't consider that to be any kind of badge of shame. This game is super dumb.
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# ? Sep 19, 2017 01:29 |
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quote:Yes, I'm going to post that every time Graham drinks. I had to listen to it, and now you have to read it. Technically, you had to hear it, read it, and type it every time you did this while all we had to do was read it. ...Not sure how that's better for you.
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# ? Sep 19, 2017 01:31 |
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SimplyUnknown1 posted:Technically, you had to hear it, read it, and type it every time you did this while all we had to do was read it. ...Not sure how that's better for you. Copy/paste is a wonderful tool.
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# ? Sep 19, 2017 01:46 |
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This is, I think, the one and only time the narrator actually talks to you, the player; if you wait around long enough (like five seconds; you seriously don't have a lot of time!) you get hurried along with a "helpful" Hurry! The exit door is about to close!
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# ? Sep 19, 2017 02:28 |
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Do you plan on covering the walking dead situations or the copy protection? I ask was we have just passed the first cases both could come up.
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# ? Sep 19, 2017 02:49 |
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Psychotic Weasel posted:I love how he just kinda drops dead mid stride - perfectly fine one second. Dead, face down in the sand the next. Interestingly enough, gradually dying of thirst is handled MUCH better by a game that came out one year earlier-- LSL3 progressed the player from walking to slumped to crawling.
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# ? Sep 19, 2017 03:44 |
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Deathwind posted:Do you plan on covering the walking dead situations or the copy protection? I ask was we have just passed the first cases both could come up. The game has a lot of dead man walking scenarios. While it's true we just passed one in the temple, it's really difficult to trigger. That would mean that someone deliberately ignored the two extremely yellow items, one of which repeatedly glints, that stick out against the purple and red background. There'll be a proper walking dead scenario in either Wednesday's or Friday's update, if I'm not mistaken. In fact, there will be quite a few in the coming updates. The part of the game we're coming into is lousy with them. As far as copy protection goes, until tonight I legitimately had no idea the game even had any. I went and looked it up, and it seems to have been taken out of the CD version. I've never played, or owned, the disk version of the game, so I'm afraid I can't be any help as far as showing it off. King's Quest IV also had copy protection, but it was stripped out of the Steam version of the collection that I own.
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# ? Sep 19, 2017 06:20 |
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DoubleNegative posted:So let's stop pretending we didn't see the coin and bottle on the ground. Young me didn't see the coin. Spend a good five hours trying stuff before thinking there was a bug with my game and asking for help to a friend with a walkthrough.
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# ? Sep 19, 2017 06:25 |
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Suleiman trapped them djinns for a reason, Graham.
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# ? Sep 19, 2017 07:06 |
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Man, Cedric is pretty racist but the game itself is worse. The
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# ? Sep 19, 2017 17:39 |
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Wow, I had no idea about the copy protection either, and it looks blatantly hacked in. "Graham's energy has suddenly run out!" WTF
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# ? Sep 19, 2017 19:07 |
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hyphz posted:Wow, I had no idea about the copy protection either, and it looks blatantly hacked in. Sounds more like a setup for some awful F2P version
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# ? Sep 19, 2017 19:09 |
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Bregor posted:Man, Cedric is pretty racist but the game itself is worse. The Granted the Genie is all the way back to the 1001 Nights, where a Fisherman had the unfortunate luck of fishing up a Djinn who got so fed up with being trapped he swore to kill the first person who freed him. The other stuff is less excusable and honestly pretty standard for the era it's made in, unfortunately.
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# ? Sep 19, 2017 19:53 |
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Robindaybird posted:The other stuff is less excusable and honestly pretty standard for the era it's made in, unfortunately. There is nothing there which would surprise me if it showed up in a game released tomorrow.
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# ? Sep 19, 2017 22:03 |
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Bregor posted:Man, Cedric is pretty racist but the game itself is worse. The nah, that part of the genie mythos is actually more accurate to the original see, the djinni kind of occupy a similar role in arabic/islamic mythology to the one Lucifer has in european/christian mythology: they were created first, they have awesome supernatural powers, and they are PISSED at the fact that God decided to favor man over them. there was a war. they lost. but powerful wizards bound some rebellious djinn into common objects, and for use as servants. as powerful wizards are wont to do, they then proceeded to lose them, create a thousand more, and just leave 'em lying around. Disney actually inverted the way the story's supposed to go, because the genie story's supposed to go first wish timid, second wish bold, third wish AMAZING- and then learning why you don't know anybody who got all their amazing worldly power through their three wishes. because if your third wish isn't "Back to your lamp, and await your next master?" a djinn, freed from hundreds of years of slavery and itty-bitty living space, is freed to take his revenge on humanity. traditionally this involves setting you on fire and hurling you into the stratosphere while screaming "ROUND TWO, BITCH" at God.
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# ? Sep 19, 2017 23:23 |
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DoubleNegative posted:The game has a lot of dead man walking scenarios. While it's true we just passed one in the temple, it's really difficult to trigger. That would mean that someone deliberately ignored the two extremely yellow items, one of which repeatedly glints, that stick out against the purple and red background. There'll be a proper walking dead scenario in either Wednesday's or Friday's update, if I'm not mistaken. In fact, there will be quite a few in the coming updates. The part of the game we're coming into is lousy with them. Fat Samurai posted:Young me didn't see the coin. Spend a good five hours trying stuff before thinking there was a bug with my game and asking for help to a friend with a walkthrough. This was me, as well, as a kid. This part of the game still gets my stress level up; the timer seemed like *such* a big deal at the time.
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# ? Sep 20, 2017 00:21 |
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Ze Pollack posted:see, the djinni kind of occupy a similar role in arabic/islamic mythology to the one Lucifer has in european/christian mythology: they were created first, they have awesome supernatural powers, and they are PISSED at the fact that God decided to favor man over them. there was a war. they lost. Aren't they more like Greek gods, in that some of them are arseholes all the time, some are nice most of the time, but most of them just have their own lives and interests and only occasionally interact with humans in any way? Like basically just more powerful humans.
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# ? Sep 20, 2017 03:55 |
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DoubleNegative posted:The game has a lot of dead man walking scenarios. While it's true we just passed one in the temple, it's really difficult to trigger. That would mean that someone deliberately ignored the two extremely yellow items, one of which repeatedly glints, that stick out against the purple and red background. There'll be a proper walking dead scenario in either Wednesday's or Friday's update, if I'm not mistaken. In fact, there will be quite a few in the coming updates. The part of the game we're coming into is lousy with them. The stick and boot are interchangeable (maybe not after the dog appears), so you could've triggered it earlier if you wanted to.
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# ? Sep 20, 2017 06:05 |
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whitehelm posted:The stick and boot are interchangeable (maybe not after the dog appears), so you could've triggered it earlier if you wanted to. Only half interchangeable, both work on the dog but the stick only works on it.
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# ? Sep 20, 2017 07:33 |
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Deathwind posted:Only half interchangeable, both work on the dog but the stick only works on it. So throwing the boot at the dog is DWM?
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# ? Sep 20, 2017 16:36 |
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hyphz posted:So throwing the boot at the dog is DWM? Yes
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# ? Sep 20, 2017 21:05 |
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Hello everyone and welcome back to King's Quest V. While it's good to know that we have a trapped item, it doesn't really help us a lot for now. So let's just move on. east x7 We're done with the desert, and walking east 7 times puts us in the scrublands right next to the fortune teller. For reference, here's the map of the desert I was using to give directions. You might be wondering about that well and the tree at the bottom. It's just another "oasis" that you can drink water from. There's nothing to do there, and the item it looks like you can use, the bucket, is just used to fetch water from the well. Whoever was in charge of background art really went above and beyond. The mingling of the desert, grassy plains, and the forest looks really nice and has the feel of something you might see in California. And we're back here finally. That last update sure was nice, not having Cedric around. To be honest, I'm really surprised we found him hanging out at the camp. I guess he spends his free time belittling them. : Well, there you are! I was just starting to get concerned! : Don't worry about me, Cedric. I'm used to this kind of thing. Now that we can afford it, let's get our fortunes told. : It costs vone GOLD coin to see Madame Mushka, not vone SILVER coin. There's a trio of golden items in the game. We have the first one right now, the gold coin. There's also the willow's golden heart, and a golden needle that we'll find in a later update. Any of these three golden items can more or less be exchanged for each other in the trading sequence. However, doing so creates a dead man walking scenario. We can't get the golden heart without first talking to Madame Mushka, but we could use the golden needle to "solve" this "puzzle". However, this would gently caress us over in about 20-30 gameplay minutes when we need to leave Serenia. We could also use our golden coin to buy something in the bakehouse, buy the cloak from the tailor, or buy the sled from the toy maker. All three of these actions would reward us points, but also create dead man walking scenarios that leave you playing for, depending on how well you know the game, between 20 minutes and more than an hour. Dead man walking is, at least in these specific cases, literal. loving up will eventually lead to Graham's death an indeterminate amount of time later. Take the temple in the last update. You've got an incredibly strict time limit when you're inside, so you have to move very fast. If you don't see the single pixel that constitutes the gold coin, then you won't realize you hosed something up for a very long time, potentially more than an hour if you do everything else right. At that point, you'd be stuck unable to progress and with no idea where you went wrong, as you'd have played at least half of the game since your original mistake. That's assuming you did everything else right and somehow avoided the 10,000 other DMW scenarios that plague this game. The point I've been (badly) trying to make is that there's a lot of dead man scenarios in this game, especially in this stretch. I'll try to call out the most egregious ones, but please understand that there's simply no way I'll be able to list off every permutation of misusing an item. All the poo poo we've already picked up have DMW scenarios attached as well, I'm sure. Anyway, somewhere back there we tried to give this fine fellow the wrong coin. So let's actually get back on track. : You may see Madame Mushka now. King's Quest V - A Gypsy's Tale Click this for video Today's update is all about meeting Madame Mushka. She's going to be giving us some backstory. : So, you are here to see Madame Mushka, no? Vell, come closer. Sit down. : I vill tell you your fortune. Already I can tell that you are on a quest of great urgency. Ve vill see vat we can find out for you. Look, King Graham. Look into the crystal ball. : Look, Manannan, look what I have for you. Take a good look at what you did to my brother, Alexander. Because of you he's doomed to spend the rest of his days as a cat and there's nothing I can do about it. But YOU can do something about it. Since you're the one that did this to him you're the only one who can turn him back again... back to the wizard Manannan. : Alexander! : I don't know how, Mordack! I'm not a wizard. I just happened to stumble across some magic spells and accidentally turned him into a cat. : I certainly didn't poison some porridge with a cookie made of magical dough infused with fur from his awful pet. : I'm familiar with the spell! : (under his breath) Obviously not... : I didn't mean it! Please believe me, Mordack. I don't know HOW to turn him back into a wizard! : You're holding out on me, little man! You're taking advantage of my good nature... but not for long! If I don't get a change of tune from you soon, I'll feed your family to the cat... starting with your dear mother! *cackles* Remember what I said. I'll only give you a little more time to decide before your family becomes cat food! You know, Alexander could handle this if Mordack just let him return to normal size. All he needs is a little mandrake root powder, some fur from Malatora, some fish oil, and the magic wand I'm sure he's got in his bedroom in the castle. The whole thing could be taken care of in no time at all. : That is all. But I see that your mission is very dangerous indeed. I will give you something to help you. Here... wear this. It is a magic amulet. It vill protect you against all but the most powerful magic. Good luck, King Graham. Be careful; that Mordack is a bad one! : Thank you, Madame Mushka : Madame Mushka is tired. No more for today. That's actually a pretty good point to cut off. I know this is a super short update, even by standards for this LP series, but doing anything else after that plot dump feels weird. So... NEXT TIME: The dark forest! List of Points +5 - Madame Mushka's reading Total 41/260
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# ? Sep 20, 2017 21:49 |
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DoubleNegative posted:There's a trio of golden items in the game. We have the first one right now, the gold coin. There's also the willow's golden heart, and a golden needle that we'll find in a later update. Any of these three golden items can more or less be exchanged for each other in the trading sequence. Wait, really? It's been ages since I played KQV, but I could have sworn that the gold coin and needle were interchangeable - you use one of them to talk to Madame Mushka, and one to get the cloak. Am I going crazy? Is that a false memory?
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# ? Sep 20, 2017 22:18 |
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Snake Maze posted:Wait, really? It's been ages since I played KQV, but I could have sworn that the gold coin and needle were interchangeable - you use one of them to talk to Madame Mushka, and one to get the cloak. Am I going crazy? Is that a false memory? It is quite remarkable how the mind deals with trauma. It's OK, you're a victim of the KQ series and we're all here to support you.
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# ? Sep 20, 2017 22:38 |
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# ? May 9, 2024 17:01 |
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I believe you can use the needle and coin interchangeably, but only get points for using them 'correctly'. Using either at the toymaker or baker makes the game unwinnable of course.
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# ? Sep 20, 2017 22:38 |