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King's Quest VTyped out by G. L. SichermanKing's Quest V [NES-8Q-USA]Konami, Inc.--CONGRATULATIONS!You are now the proud owner of (King's Quest(r) V) from Konami. This isthe official Nintendo Entertainment System(r) adaptation of the award-winning computer game by Roberta Williams. Before you sidle off toSerenia and search for Mordack, please read this manual thoroughly.THE QUEST THUS FAR...Long ago, in the kingdom of Daventry, there were three magical treasuresthat kept the kingdom strong and prosperous: A magic mirror thatforetold the future, an enchanted shield with the power to overthrow anyinvaders, and a treasure chest that was never empty. These treasureswere taken from Daventry by deception and stealth, and without themDaventry grew poor and weak and King Edward, once a stout-hearted andvigorous ruler, had become powerless and sickly. Edward had no heir,and everyone feared the chaos that would result upon his death.King Edward asked his bravest knight, Sir Graham, to embark upon a questto recover the three treasures. Graham's quest was successful, and ashis reward, King Edward named Sir Graham his heir and granted him thethrone of Daventry.King Graham was a wise and kindly monarch, and with his great wisdom andthe return of the three treasures, Daventry prospered once again. ButGraham knew that he must soon marry and establish his own royal linewith an heir to the throne. He searched far and wide, but no maiden inthe kingdom possessed the qualities he sought in a queen.One day King Graham saw in his magic mirror a vision of a lovely youngwoman held prisoner in a crystal tower. The mirror told him that hername was Valanice, a girl both beautiful and good, who had been stolenfrom her home and taken to a far land. Graham vowed to find her and sether free. After a long journey with many trials, he did, and asked herto be his queen.In time, Queen Valanice and King Graham became the parents of twins, ason and a daughter. Life in Daventry was peaceful and good - for atime.In a land far away lived an evil and powerful wizard named Manannan. Itwas his wont to kidnap infant boys and raise them to be his slaves,eliminating each in turn before he was full-grown and could pose athreat to the wizard's dominance. His most recent vassal, a boy hecalled Gwydion, was, however, unusually bright and perceptive. Hemastered several of Manannan's spells and cast one against him whichturned Manannan into a cat. With that, Gwydion was free!After a time, Gwydion's travels brought him to Daventry, not the lovelyand peaceful Daventry of days gone by, but a land devastated by aterrible affliction. The kingdom had fallen victim to the ravages of adreadful three-headed dragon, which had burned the land all around anddrove many people away from the town.Gwydion was able to use his newly found powers to destroy the dragon andrescue the intended victim from its lair. He was taken before the Kingand Queen and rewarded in such a way as he never could have imagined inhis life as Manannan's slave.In later years, King Graham's health began to fail, and the royalphysicians were powerless to help him. Only a magical fruit from thefaraway land of Tamir could bring about a cure and restore the health ofDaventry's monarch. Graham's daughter, Princess Rosella, set off inpursuit of this healing magic for her father. On her journey, sheperformed many brave deeds, and had many great adventures.With the King's health fully restored, and his family together oncemore, it was a happy and fulfilled Graham who set out for a walk in theforest one spring day almost a year since Rosella had returned fromTamir. The kingdom was peaceful and prosperous again, and the peoplewere content. Birds were singing in the trees. It seemed an auspicioussign.As Graham was contemplating his good fortune, a sharp wind blew into thewood from the east, whirling up sticks and leaves into his path, andstartling the birds into silence. The air grew suddenly colder. Itseemed an unexpected storm was approaching. Graham began to walk backto the castle, his joyful mood broken by a dark foreboding.When he reached the top of the gentle rise overlooking his home, he washorrified to see only empty space where the royal castle of Daventry hadstood only minutes before. Cold fear gripped his heart. Where was hisfamily? What had happened to them?"Whoo-hoo... whoo-hoo." An owl hooted behind him, but Graham scarcelyheard it over the pounding of his heart. "I can tell you what happened,"came a voice behind him, and Graham spun around to confront a large owlin a blue vest and spectacles. "I know what happened to your castle. Isaw it all," said the owl. Journey into the magical world of on a mission to find the missing castle and the royal family of Daventry.* "The Quest Thus Far..." was adapted from the Sierra game documentation, written by Bridget McKenna.HOW TO PLAY KING'S QUEST V_King's Quest V_ is an adventure role-playing game in which you controlall the movement and actions of the main character, King Graham. Youwill spend a lot of time in the game traveling to interesting - andsometimes dangerous - places. You'll look for useful items to help youreach your goal. You will also talk to people to get information andclues. On the screen in front of you will be Graham and his sidekick,the wise owl Cedric. Your actions will be controlled through the use ofan . This is a strip across the top of the screen which haspictures (or ) that represent actions to be performed.All of the activities performed through the icon bar are controlled withyour NES(tm) controller. Let's look at the controller functions first,then the icon bar.Control Pad - Press to move Graham in 8 directions. Also moves thepointers (called ) from the icon bar around.Select - Press to make the icon bar appear.Start - Press to turn the Pause Game feature on/off.B button - Quick-action button for using the Look, Talk and Actionicons. This will be explained in the next section. Also used to cancelactions from the icon bar.A button - Use to advance text. Also used to carry out a selectedaction from the icon bar.MY KINGDOM FOR AN ICON BAR!Walk - In _walk_ mode you use the control pad to move Graham around onthe screen. The control pad will move him in eight directions. If anobstacle is in the way, you will have to walk Graham around it.Quick Travel - This is slightly different than walk mode, and some-times a faster way to get around. In _quick travel_ mode you will seean arrow cursor which you move with the control pad. Position thecursor to the location you want Graham to travel to, then press the Abutton. Graham will now walk to the spot. He will avoid objects thatare in the way, but he will still go by the shortest route possible.Look - To _look_ at something on screen, select this icon, then movethe cursor over the object you wish to examine. Press the A button, andif the object has a description, you will be told what that descriptionis. If there is nothing special about the object, an "X" will brieflyreplace the arrow cursor.Talk - Choose the _talk_ mode when you want to begin a conversationwith someone on screen. Select the talk icon, move the cursor over theperson you wish to speak to, then press the A button. To start a con-versation with someone off screen, press the B button to pause the game,then start talking to the person. Graham will wait, he's very patientduring the pause mode.Action - The _action_ mode is used when you want to pick up items,open doors, or generally perform an action on something. Select thisicon, then move the cursor over the item you want to act on, then pressthe A button. If you can't act upon an item, you will see the "X"appear.Item - This icon displays the last item selected in the _inventory_mode (described next). To use the current item, select this icon, thenmove the cursor to the position you wish to put the current item on,then press the A button. For example, if Graham has a key in hisinventory and wants to use it to unlock a door, make the key the currentitem, then select it. Move the arrow to the door and press the Abutton. If the key fits, the door should open.Inventory - The _inventory_ is like a backpack which Graham uses tostore all the things he picks up on his journey. Choose the _inventory_when you want to see the items. To select an item, press the A buttonwhen the item is highlighted.Memory - Choose the _memory_ mode when you want to save, restore, orrestart the game.If you select Save, you will receive a password. The password can beused to return you to that location with all of your items. To use thefile feature, select , then enter a new name to save your currentlocation. Press the A button to enter a highlighted number/letter. To a password and make sure you wrote it down correctly, selectcheck, then use the control pad to select the password from the number/letter list. Use to cancel the _memory_ mode.To Restore a game, follow the same instructions, but this time youwill be sent back to the saved _file_ or _password_ location. IMPORTANT: King's Quest V will save a file location only while the cartridge is still in the control deck and the power is ON. If you turn the game off or remove the cartridge, you can only return to a previous _password_ location.Sound/music - You can use this icon to turn the sound and music on oroff.THE WORLD OF SERENIAAs our adventure begins, Cedric leads Graham to the land of Serenia tomeet his kind master Crispin. Beginning from Crispin's house, Grahamand Cedric will journey far in their efforts to save the royal family.Aided by the know-it-all owl Cedric, and with the powers granted to himby Crispin, Graham will make his way across the countryside of Serenia.His journey will take him to the barren desert to the west, and acrossthe treacherous mountains to the northeast. On the other side of themountains he must cross the sea and find the island stronghold of theevil Mordack.It is a dangerous quest, and Graham and Cedric will need all your helpto lead them and bring them home safely. It is a good idea to use the_file_ save feature as you play, especially if you think you could be ina troublesome situation. The game holds up to 20 file saves at a time.(Remember, though, that all file saves are lost when you remove the gamepak or turn the control deck off.)Another hint is to make maps of your journey. Writing down placesyou've been and the things you see can be helpful in the game.QUESTING FOR QUEST QUESTIONS...A GUIDE FOR THE BEGINNING ADVENTURE GAME PLAYERAdventure games are different from arcade games. The object isn't justto shoot everything in sight and rack up a gazillion points. Someadventure games don't even use points. They require you to solvepuzzles or problems and try to achieve a final goal. For example, thegoal might be to free your family from the clutches of Mordack. To dothis, you may have to solve a lot of smaller problems along the way.There are common questions that new adventure gamers have, so we'll tryto answer them for you.Q: What good does it do to LOOK at something?A: LOOK tells you if an item has a special feature. For example, if youlook at a desk, you might receive a message that says "You find a statueof a gold yak." If an item has a name and a description, then it is aclue that something can probably be done to or with that item.Q: What should I do with items that I find?A: If you can pick them up, do. You never know when you'll need an itemthat you saw once and left behind. For example, after battling all ofthe Hideous Otter-headed Jungle Beasties, then freeing the Princess andsaving the farmer's son, you may earn a voyage across the Silver Riverto the Wizard's Keep. Upon entering the Keep and ascending the Stairsof Amazing Girth, you might encounter the Knight of Daze, who tells youthat the Wizard will only see you if you present a gift of gold. Nowdon't you wish you picked up that yak in the desk?Q: Is the TALK function useful, or just a distraction?A: Well, if you had talked to the citizens of Serenia, we can'tguarantee that you would learn that there are no Otter-headed JungleBeasties in this game, let alone a Knight of Daze. However, they mighthave information about Mordack and his secret hideout...Q: What do I do when I get stuck?A: We recommend throwing your arms up in despair and going outside toplay in the fresh air, but if you really want to stick with it, thenjust try lots of new combinations. For example, if you come to a wallof flame that prevents further progress, try the LOOK icon on the itemsaround you. Maybe something like a giant candle is in the room. Youmight think "Hey, candles produce flames, and there is a giant wall offlame in my way." Next you could try to use something from your INVEN-TORY on the candle, or try to perform an ACTION on the candle. Maybethe candle is really a lever that turns the wall of flame on and off.Q: I keep failing in my quest. I'm tired of starting all over from thebeginning. What can I do?A: Use the MEMORY feature often. Save, save, save. Save before afight. Save before you try something risky. Write down passwords andcheck them. If you're going to turn the game off, you can only comeback to a _password location._ If you're in the middle of a game, usethe _file save_ to save up to twenty locations. If you encountertrouble or get stuck, RESTORE your game from a previous save.Q: I've tried everything I can think of, but I'm still unable to go anyfurther in the game. Is there anything I can do?A: One idea is to enlist the help of a friend or family member. Some-times when we try to solve a problem it helps to get another person'sinsight. Everyone thinks a little differently, so a sticky situationfor you might be more obvious to someone else, and vice versa. Adven-ture games are as much fun for groups as they are for one player.
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