King’s Quest II:
Romancing the Throne
Walkthrough
Note: This walkthrough
gives a complete description of how to finish the game with the maximal
score possible. Still, there are more things do discover in the game than
you will get by following this walkthrough. The most interesting alternate
solutions to problems encountered in the game are therefore presented here
as well. Don't consult this walkthrough immediately when you get stuck
in the game. At least read my General Adventure
Gaming Tips first and try out some of the things suggested there. It's
never as rewarding to finish an adventure game if you've had to use a walkthrough
to do it!
Introduction
After a long jorney
you've arrived in Kolyma. You're standing on a sandy beach with the ocean
to the left. Walk off the screen to the right. Continue right and you'll
see a cozy cottage. Ignore it for now and continue to the right. If Little
Red Riding Hood appears, you should ignore her for now. Walk off another
screen to the right, and you'll see one end of a monastery. Now walk one
screen up and then one more screen to the right. There's a deep chasm here
with an old wooden bridge crossing it. It doesn't look very safe, but use
it anyway to get to the other end of the chasm. Walk off the screen to
the right and then walk one screen up. There's a magical door here! look
door. You will
have to open it to get to your heart's desire. open
door. Well, unsurprisingly
it's locked. There's an inscription on the door though. read
inscription. "Whosoever
chooses to seek the key for this door will undoubtedly make a splash".
Hmm, what does that mean? Well, obviously you'll have to search for the
key in someplace where there's water...
Map of Kolyma
The first key
Walk back down
and left and cross the bridge again. Continue back left and then down.
Walk back one screen to the left of the monastery and wait for Little Red
Riding Hood to appear. If she doesn't, walk back to the right and then
left again and wait for another while. Continue this until you see her.
Make sure you stand pretty close to her and talk
to girl. So, she
has lost her basket of goodies. Walk one screen to the left back to the
cottage. Walk to the mailbox outside the white fence and look
mailbox. So, this
is Grandma's house! open
mailbox. Well,
what do you know! There's a basket of goodies inside. get
basket. Ok, now
you only have to find Little Red Riding Hood again. Walk off the screen
to the left and wait for her. As before, if she won't arrive you can try
walking back to the right and then left again and wait some more. When
she arrives, walk as close to her as you can get and give
basket to girl.
Happily, she'll give you her bouqet of flowers in return. Now walk one
screen to the left, back to the beach where you started. Walk two screens
up and you'll see a trident lying on the ground. get
trident. Now walk
four screens down. Here on a large rock lies a mermaid. And she's waving
at you! Walk into the water and swim.
(Remember to do this whenever you fall into water, or else you will drown
within a few seconds.) Swim up to the rock and give
flowers to mermaid.
She takes the flowers and waves forth a magical seahorse. ride
seahorse. It carries
you underwater, down to the mighty underwater empire of King Neptune. The
magic of the seahorse makes it possible for you to breathe underwater.
Manouver yourself in front of King Neptune and give
trident to king.
He takes his lost trident and gives you a glass bottle in return. If you
examine it, you will find that there is a large piece of cloth inside the
bottle. get
cloth. The king
then waves his trident and the huge clamshell behind him opens... revealing
a gold key! Ride over to the clamshell and get
key. Now ride
back off the screen to the right and you'll return to the beach. Swim to
the shore and walk two screens north, four screens to the right, one screen
to the north and one more screen to the right. Cross the old bridge again
and walk up to the magical door. unlock
door. Oh no! There's
another door behind the first one. This new door has an inscription on
it as well. read
inscription. "Whosoever
chooses to seek the key for this door should set their sights high".
So this one is somwhere up in the air...
Map of Neptune's
Kingdom
The second key
Walk back down
and left and cross the bridge again. Walk right down from the bridge screen
and you'll arrive at the monastery. Walk up to the entrance and open
door. Inside you
will find a monk. Stand to the right of him, facing the altar, and pray.
The monk will ask you for your name. Answer Graham.
He will then give you a silver cross on a chain. wear
cross. Walk out
of the monastery and head one screen down. Walk up to the little opening
between the rocks and look
in opening. You'll
find a glittering diamond and sapphire brooch in it. get
brooch. Now walk
one more screen down, and you'll arrive at a quaint little antique shop.
(You should watch out in these parts of Kolyma though, or else you might
fall victim to a sorcerer that lives in these parts. If you want to play
it safe, return to the monastery and wait for a small fairy to appear.
She will give you a protective spell that can save you from becoming a
victim of the sorcerer. Actually, meeting the fairy is quite a good idea
right now as many dangers lie ahead.) Now walk up to the entrance and open
door. Inside you
will meet a little old lady. Also, on a table sits an interesting-looking
oil lamp. Try to buy
lamp and she will
offer it for the price of two treasures, but she will also tell you that
her precious nightingale has been stolen by Hagatha, and that she would
be willing to give away the lamp to you if you can get it back for her.
Exit the shop and walk one screen to the left and then down three screens.
You'll see a tree with a hole in its trunk. Walk up behind the rocks at
its base and look
in hole. You will
find a mallet inside. get
mallet. Continue
one screen to the left and one down. Here you will find a tree with a door
in it. Walk up to it and open
door. Carefully
walk down the ladders inside and then right, entering the underground home
of a dwarf. If he happens to be at home, quickly exit the screen and re-enter
until he's gone. There are two things you should do here. First, walk up
to the fireplace with the pot of chicken soup above it and get
pot. Next, walk
up to the trunk against the right wall. open
trunk and look
in trunk. There
are earrings inside. (Inside the trunk you will also find whatever else
the dwarf may have stolen from you if you've had the misfortune to meet
him earlier. Just retrieve your lost posessions if this happens to be the
case.) get
earrings and leave.
Outside the tree again, walk two screens to the left and you will find
the entrance to Hagathas cave, a very spooky place. (It's risky to be in
this area too if you haven't got the protective spell. If you see Hagatha,
walk off an edge of the screen as fast as you can.) Enter Hagathas cave,
but if she happens to be at home, quickly get out of it again and re-enter
until she is gone. You will find the cage with the bird inside, and that's
all you want to get from this cave, so quickly walk up to it, hoping that
Hagatha won't return home while you're still there! To prevent the bird
from singing when you pick the cage up, something that would alarm Hagatha
of your presence, put
cloth over cage.
Now you can safely get
cage and walk
out of the cave. Time to return to the antique shop! But first, stop by
at the fallen log one screen up and one to the right of the cave entrance.
Stand between the two pieces of the tree and look
into log. Inside,
there's a diamond and sapphire necklace. get
necklace. Now
return to the antique shop by walking three screens to the right and then
three screens up. open
door and enter
the shop again, then give
cage to lady.
Happily, she will give you the oil lamp in return, and then close the shop.
rub
lamp, and a genie
will appear. He will give you a magic carpet. rub
lamp a second
time for a beautiful sword. rub
lamp for the third
and final time, and the genie gives you a leather bridle. The lamp now
disappears from your hands. Oh well... The magic carpet you just got is
the perfect item for going up in the air, where the second key is supposed
to be. ride
carpet, and up
you go, flying to the top of the mountains to the east. Walk right from
the screen you arrive at, and you will come upon a poisonous viper blocking
your way. You could slay it with your newly acquired sword, but a better
choice would be to throw
bridle at viper.
The viper actually happens to be an enchanted winged horse, and now you've
broken the spell! talk
to horse, and
he'll give you a magic sugar cube that will protect against poisonous brambles.
This will come in handy in the future... Continue right, and you'll find
the entrance to a cave. Walk inside, to the far end of the cave, and the
second key is yours! get
key. Walk out
of the cave and ride
carpet again to
get back to the antique shop. Walk three screens north, cross the bridge
and walk back up to the magical door. Use the key from the cave and unlock
door. Oh no! There
is yet another door behind it! read
inscription. This
time it says "Whosoever chooses to seek the last key must have a stout
heart". Time to go visit that mysterious island out in the poisoned
lake...
Map of the Top
of the Mountains
The third key
Cross the bridge
again and continue three screens to the left and one screen down, taking
you back to Grandma's house. open
door and enter.
If you're unlucky, you'll come upon a wolf lying in Grandma's bed. If this
is the case, get out of the house quickly before he catches you! Try re-entering
the house again until it's really Grandma that's lying there. She sure
looks pale and weak. give
chicken soup to Grandma.
Feeling much better, she urges you to look under her bed. look
under bed. A large
ruby ring and a black cloak. That's nice! The rings have the initials C.D.
on it. Getting suspicious of who lives out in the poisoned lake yet? It's
almost time to go there and find out for sure. But first, walk out of the
house, two screens to the left and three screens down. A pretty clamshell
lies on the beach here. get
clamshell. Under
it you find a diamond and sapphire bracelet. get
bracelet. Walk
one screen to the right, and you'll find a stake leaning against a tree.
get
stake. Now you
have everything you need to visit the castle on the island in the poisoned
lake. It's not far away. Just walk one screen to the right, one down and
another to the right. A shrouded ghoul now stands here. He looks like a
ferryman. He might ship you over for the price of one of your treasures,
but it's much better to fool him into thinking you're someone else! wear
cloak and wear
ring. He now thinks
you're his master and motions for you to enter his boat. enter
boat, and he will
take you safely across the poisoned lake. exit
boat as you reach
the other beach. The poisonous brambles will kill you at the lightest touch,
so rather than trying to pass them without touching them, eat
sugar cube and
walk safely one screen up. Here you will encounter two spooky ghosts, guarding
the castle door. Fortunately, your cloak and ring fools them too, and the
silver cross you got from the monk would have saved you anyway. As they
disappear, you are free to open
door. Take the
left doorway and walk up the ramp to the tower above, careful not to fall.
Up in the tower is a musty old bedroom with a bed and a dresser. open
dresser. Inside
is a wax candle. get
candle. Walk down
from the bedroom and up to the burning torch in the screen below. light
candle. Next,
walk all the way down the ramp and two screens right. You're now in the
dingy dining room of the castle. On the table sits a delicious-looking
smoked ham. Walk up below it and get
ham. Continue
right and you'll be at the top of a stairway leading down into a gloomy
darkness. Good luck that you brought a lit candle! Walk all the way down
the stairs and through the doorway to the left. The room you're now in
is probably even spookier than Hagathas cave! If you haven't already figured
out who this castle belongs to, you shouldn't need to guess much longer!
Quickly walk up to the coffin and open
coffin. Inside
lies Dracula, asleep for the moment. But not for long! Quickly, kill
dracula. And your
mallet and stake will come to good use as you pound your way right through
his heart. He's now nothing but a pile of ashes, and in the coffin you
see a small silver key. get
key. Doesn't look
like a key that would fit the third magical door though. But wait! there's
more. A red satin pillow lies in the coffin. get
pillow. Underneath
it, you find a large gold key. This looks like the right one! get
key. Return right
and up the stairs. But before leaving the castle, walk up off the screen
through the last doorway. Climb the stairs up into the second tower. It's
easy to fall down here, so keep close to the outer wall. Up in this tower
is nothing but an aging chest. It's locked too. But using the silver key
you found in the coffin, unlock
chest and then
open
chest. Inside
lies a stunningly beautiful diamond and sapphire tiara. Congratulations!
You now have the complete set of jewelry spread out in Kolyma, a perfect
wedding present for Valanice! Get down from the tower and out of the castle.
Walk down to the ghoul and enter
boat. Fortunately,
you'll never have to return to that island again! Now walk two screens
down and two screens to the right, careful not to get caught by the dwarf,
then cross the bridge for the last time (it won't hold for another crossing)
and step up to the magical door. unlock
door, and prepare
to enter a place unlike anything you've seen before!
Map of Dracula's
Castle
Enchanted Land
Walk one screen
up from the one where you arrive in the enchanted land, and you'll see
a purple waterfall. On the ground lies a fishing net. get
fishing net. As
there seems to be little more to do here, walk over to the edge of the
beach and fish.
You'll probably be unsucessful at the first attempt, but keep trying. After
a few times, a large golden fish should be caught in your net and cast
on the beach, where it lies, writhing in agony. get
fish and throw
fish into ocean
again. Gratefully, he will offer a ride across the ocean. ride
fish, and he will
take you safely across the stormy waters. You'll arrive on an island. Walk
one screen to the right, and you'll find an amulet on the ground. get
amulet. look
amulet, and you'll
find that the word home is engraved on its back. Now walk one screen
down, and you'll see the base of a quartz tower. From a tiny window at
the top of it, a delicate hand waving a hanky can be seen. This must be
the maiden Valanice! Walk up to the entrance and open
door. Another
tricky spiral staircase lies before you, but there's nothing to do. Carefully
climb all the way up to the top, and meet the final obstacle on your way,
a huge, hungry lion set to guard the door at the top. You have a sword
that can be used to kill him, but fortunately you brought that smoked ham
from Dracula's castle, allowing for a more non-violent approach. throw
ham to lion and
watch him eat it and fall asleep. Now you can safely sneak past him and
open
door. That's it!
You've found Valanice! talk
to maiden, just
to make sure she's the right one. Tell her that your name is Graham
and kiss
maiden if you
want to. Now all you have to do is to get out of here, something you can
achieve using the amulet you just found. say
home, and sit
back and enjoy the wedding of Graham and Valanice at the Kolyma monastery.
Congratulations! You've finished King's Quest II: Romancing the Throne!
Map of the Enchanted
Land
Alternate solutions
As mentioned earlier,
the protective spell of the fairy that resides in the areas near the monastery
saves you from both the sorcerer, the dwarf and Hagatha. If you are caught
by the enchanter without the spell, he turns you into a frog permanently,
and Hagatha has you for dinner, so they are especially dangerous. The dwarf
just steals things from you, and they can be recovered from the trunk in
his home.
The sword
you get from the genie can be used both to kill the viper in the mountains
and the lion in the quartz tower, but these violent approaches earns you
less points than you get by using the bridle and ham. Dracula cannot be
killed by the sword though, so don't forget your stake and mallet!
You can pay
both the old lady in the antique shop for the oil lamp and the ghoul ferryman
for a ride to Dracula's castle using jewelry you've found in Kolyma, but
you lose points if you do. The same goes for giving a gift to the mermaid.
It's actually
possible to get through the brambles alive without eating the sugar cube
(and you have to if you killed the viper with the sword) but it's extremely
hard. Keep saving and restoring while you slowly progress through them.
The ghosts
at the castle door are harmless as long as you wear the silver cross you
got from the monk.
If you don't
have the means to kill Dracula, you can still get the third key. If you
wear the silver cross, just wait for him to start chasing you, and he'll
turn into a bat and fly away when he sees it, leaving the coffin free for
you to explore. If not, just enter and re-enter his sleeping chamber until
you find the coffin empty. These solutions will ruin your chances of getting
the tiara though...
If Hagatha
isn't at home when you get the cage from her cave, you can get out without
putting the cloth over the cage, but you get less points from doing so
anyway, so always use the cloth if you can.
The old bridge
to the enchanted doors can only take seven crossings before it breaks,
exactly the number you need to go there and discover the doors and then
walk back and forth unlocking each one of them. So never use it unless
you must!
There are
a fair number of dangerous stairs in this game. Keeping close to the outer
walls is the safest way to avoid falling down.
Keep on the
lookout for funny messages and easter eggs! Many of them are relatively
easy to find.
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