King's Quest II: Romancing the Throne
Walkthrough by *Katakis* ([email protected])
After he returned the three treasures to Castle Daventry, the first thing King Graham must do is find a queen for companionship and provide an heir to the throne. Since finding the right maiden proved unsuccessful, he asks the magic mirror for help. The mirror shows him a vision of a girl locked up in the quartz tower in the faraway land of Kolyma. To reach the land, he must unlock a magic door. He sets out on his quest to Kolyma and searches for the girl.
Graham starts on a beach. Go east (x2) to grandma's house. There is a mailbox near where Graham is standing. OPEN MAILBOX. There is a basket of goodies inside. TAKE BASKET and CLOSE MAILBOX. Do not try to eat the goodies. Go east again and wait for Little Red Riding Hood to appear. (If she doesn't appear at all, then leave the screen and come back.) Go up to her and TALK GIRL. She tells you that she had her basket stolen while she was out picking flowers. Could you help find it? Well, didn't we just take a basket from Grandma's mailbox? GIVE BASKET TO GIRL and you will receive the flowers in return. She skips away.
Go east until you reach the monastery. It is in this screen, and other ones surrounding it, that the fairy will appear and sprinkle you with fairy dust that will protect you from the dangers of Kolyma. She is similar to the Fairy Godmother from the last game. Go east again and OPEN DOOR to the monastery. Look around. There is a monk praying at the altar. Go up and PRAY. When the monk asks you for your name, say your name is GRAHAM (Don't lie about it). He will give you a cross, which you will need near the end of the game. Go outside and head north.
Note: You are seeing the rickety bridge for the first time. You can cross the bridge, but you can only cross it a number of times before it caves in, and even though the thought of scoring an extra point feels good, the game is unwinnable if you decide to make an unnecessary crossing. So, only cross when you need to.
Cross the bridge onto the next screen and go up to the door. There is an inscription on it. READ INSCRIPTION. To get the first key, you will need to “make a splash”. Go south and west. Cross the bridge and continue west (x2) to reach a key with a door in it. A chimney shoots out of it. OPEN DOOR and climb down the ladder. Go east to reach the home of the dwarf. If you find the dwarf home, leave the screen and keep coming back until he is gone. Look around. There is something cooking over the fire. There is also a trunk to the east, and a large table in the middle. Go over and OPEN TRUNK. LOOK IN TRUNK and GET EARRINGS.
Note: If you make contact with the dwarf while walking around Kolyma, he will steal whatever you are carrying, and they are also stored in this trunk. All you need to do is GET ALL to recover them.
Go over to the fire. LOOK POT and GET POT of chicken soup. Go outside the house and head south. Go west to Grandma's house and OPEN DOOR. Grandma should be in the house, lying in bed. (If a wolf is there instead, go outside and then come back.) Go up to the bed and TALK GRANDMA. She says that she is ailing. If you're under the weather, there is nothing more satisfying than a bowl of chicken soup. Didn't we just get some? GIVE SOUP TO GRANDMA and you are told to LOOK UNDER BED to get a black cloak and a ring. If you LOOK RING, you find it the initials “C.D.” are engraved on it.
Go outside, then head north and west to Hagatha's cave. There are two human skulls on both sides of the entrance, and a bat symbol above it. If you leave the screen and come back, you may see the batmobile leaving the cave. Go west again to the beach. Go north to see a trident lying on the grass. GET TRIDENT and go north (x2). GET CLAMSHELL lying on the beach and GET BRACELET under it. Go north. There is a mermaid sunbathing on the rock in the water. She urges you to come to her. Go on, SWIM to the mermaid and GIVE FLOWERS TO MERMAID (You can also GIVE BRACELET TO MERMAID but prepare to lose some points.) The mermaid will summon a seahorse. RIDE SEAHORSE and it will take you down to King Neptune's lair underwater.
Neptune has lost his trident. GIVE TRIDENT TO NEPTUNE and he will open up the clamshell on his left to reveal a key. Go over and GET KEY. You have found the first key needed to unlock the magic door. Swim east and the seahorse will take you back to the beach. If you look at your inventory, you will notice that you are carrying a bottle. LOOK BOTTLE and GET CLOTH from inside it. From here, go east (x2), south, and east (x2). Cross the rickety bridge and go east. Go north to the magic door, and UNLOCK DOOR. READ INSCRIPTION. It tells anyone who seeks the next key will have to “set their sights high”.
Go back south and west. Cross the bridge again and go south (x2) to a pond. SWIM to the large rock in the center with a hole in it. LOOK HOLE to see a brooch inside. GET BROOCH and go west, south, and east to get to the antique shop. Go over to the door and OPEN DOOR. The owner will ask how she can help. Go over and TALK LADY. She points you to the oil lamp sitting on the table. If you BUY LAMP, she will say you can have it if you recover her pet nightingale from Hagatha (or give her any treasures you collected if you are willing to lose points). Leave the shop.
Head west, north, west (x2), north, west, and north to reach Hagatha's cave. Enter the cave and look around. There is a large cauldron in the center of the room and a pile of skulls to the far right. There is also the antique owner's nightingale next to them. Assuming that Hagatha is not here, go over and GET CAGE.
Note: If Hagatha is in the room, stirring something in the cauldron, you need to carefully walk toward the cage and PUT CLOTH ON CAGE first before getting it. If you don't do this, the nightingale will alert Hagatha to your presence, and she will deal with you.
Leave the cage and go east and north. There is a fallen down stump here. LOOK STUMP and GET NECKLACE. Go east (x2) to a tree with a hole in it. Have Graham walk to the right side of the rock and LOOK HOLE, then GET MALLET from inside. Go east and north (x3) to get back to the antique shop. OPEN DOOR to the shop, go up to the owner, and GIVE NIGHTINGALE TO OWNER. You are given the oil lamp and are sent on your way.
Outside, RUB LAMP (x3) and a genie will appear and give you a carpet, a sword, and a bridle, and the lamp disappears. RIDE CARPET to be taken on the top of a mountain. Here, go east to a path being blocked by a poisonous viper. THROW BRIDLE over the snake and it will transform into a beautiful winged horse. (You can also USE SWORD to kill the snake). TALK HORSE and he will tell Graham that the enchanter turned him into a snake for refusing to be his steed. He gives you a sugar cube then flies off. Go east.
Note: There is a rock with a hole in it. LOOK HOLE for a surprise: a trailer for Space Quest I: The Sarien Encounter.
Enter the cave and GET KEY on the right. Well, that's two keys down, one to go. Leave the cave and go west. RIDE CARPET back to Kolyma, then go north (x2) and east back to the chasm. Cross the bridge. Go east and north. Go up to the door and UNLOCK DOOR. READ INSCRIPTION on the third door. You must have a “stout heart” to get the final key. Go south and south. Cross the bridge again and head west. From here, go north (x2), west (x3), and north. GET STAKE found leaning against the tree, then go east, south, and east to the ghoul.
Note: The ghoul will not appear until after you read the third inscription.
Try to ENTER BOAT. The ghoul requires payment, but WEAR CLOAK and WEAR RING instead. (If you GIVE EARRINGS TO GHOUL, seven points will be deducted from your score.) You will be taken across the poisonous lake to the island. Once you are on the other side, LEAVE BOAT and look around. The path leading to the castle is surrounded by deadly thorns, which will kill Graham if he makes contact with them, but Graham has something that will protect him from those thorns. EAT SUGAR CUBE and go up the path.
Note: If you killed the snake earlier, you can still make your way up the path, but it will be very difficult. Make sure you save the game while doing so.
At the top of the path, there are two ghosts guarding the entrance. Since you are still wearing the black cloak and ring, go up to them and they will disappear. OPEN DOOR and enter the castle. There are two huge doorways on either side of this room. Go through the left doorway and climb the spiral staircase to the top of the tower. Look around. Go to the dresser on the left and OPEN DRESSER. LOOK IN DRESSER and TAKE CANDLE from inside.
There is nothing else you can do here , so leave and go down the staircase. On the way down, use the torch halfway down to LIGHT CANDLE. Go east (x2) to the dining room. There is a large dining table with a ham on it. Go over and GET HAM off the table, and then go east. Climb down the stairs into the dungeon and go west. There is a coffin in the middle of the room. It should be closed. (If it's open, leave then come back.) WEAR CROSS and OPEN COFFIN and Count Dracula will be found lying on it. Dracula will wake up, and instead of biting you, he will discover your cross, transform into a bat, then fly off. GET KEY that took his place.
Note: You can turn into a murderer and KILL DRACULA, but you won't get as many points.
LOOK COFFIN to reveal a red satin pillow inside it. GET PILLOW and GET KEY from under it. You now have all three keys! Leave the dungeons and make your way back up to the top. Go west and north. Climb up the stairs to the top of the tower. There is a chest at the far end , and a window to the look. Go over and UNLOCK CHEST. OPEN CHES and a tiara will be found inside it. GET TIARA.
Climb down the stairs and leave the castle. Make your way to the ghoul. ENTER BOAT to
be taken across the lake again. Go east, south, east, and south to the bridge. Cross the bridge and go up to the magic door. UNLOCK DOOR and you will be taken to the other side. What an interesting place: blue sand, purple ocean, pink sky. Go north to the waterfall and TAKE NET from the ground. Go south, stand at the edge of the beach, and FISH until you catch a large golden fish. It flops helplessly on the beach. GET FISH. Stand near the edge and THROW FISH back into the ocean. It offers you a ride in return for saving its life, so RIDE FISH to be taken toward the island.
From here, go east (x2), north (x2), and west. The glint of an amulet catches your eye. Go over and TAKE AMULET. LOOK AMULET to discover the word 'home' written on the back. Go west and south to arrive back in the area where you were dropped off, then go east and north to the quartz tower. OPEN DOOR and make your way to the top of the spiral staircase.
The room where the maiden is kept in is guarded by a hungry lion, the ferocious beast mentioned in the backstory. He looks hungry as well, but we do happen to have picked up something in Dracula's castle. THROW HAM at the lion. Now you can make your way to the door. OPEN DOOR. Once you enter the next room, the girl comes to Graham. Approach her and TALK GIRL. She says that her name is Valanice and she asks for your name. Say GRAHAM and then KISS GIRL. There is only one thing left to do, and that's to SAY HOME. The two lovebirds get transported back to Kolyma, where they get married in the monastery. Attending are most of the characters from both this game and the original, and they lived happily ever after.
Congratulations! You have completed King's Quest II: Romancing the Throne.