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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