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- KING'S QUEST 2 SOLUTION
-
- Typed by ??? Edited by PARASITE.
-
-
- PART ONE
- King's Quest II begins where King's Quest I left off. You've ascended to
- the throne and now find yourself, King Graham, lonely and hankering after
- a wife and an heir to the throne. Looking in your magic mirror
- (recovered from the previous game) you find yourself looking upon the
- lovliest face you've ever seen! When you ask the mirror whom she may be,
- it only answers that she's been imprisoned by the evil witch, Hagatha,
- in an enchanted crystal tower and it is up to you to rescue her. Thus
- begins your quest...locate as much treasure as you can, and find the
- keys which will unlock the doors to your future bride. A word of caution
- about the "nasties" in this game (to be avoided at all costs!): They are
- Hagatha the witch, an evil enchanter, a wolf in granny's clothing and a
- fast little dwarf who likes to grab treasure. When you see any of these
- characters, beat feet! 'Nuff said! You begin on a beach in the kingdom
- of Kolyma. Begin your quest by going east twice to Grandma's House. Open
- the mailbox and get the basket of goodies. Go east then north to the door
- in the tree. Open the door and climb down the ladder. At the bottom of the
- ladder, go east. Be prepared to leave if the dwarf's home. If he does catch
- you, though, all he does (if you're not carrying any treasure) is deposit
- you back outside the door in the tree. When you can do so, get the cauldron
- of soup and open the chest. When you look in the chest you see a pair of
- beautiful Sapphire and Diamond Earrings! Get the earrings and leave by
- going west, up the ladder, then west out the door. Head back south to the
- screen that's just east of Granny's and wait for (you guessed it!)
- Little Red Riding Hood! She's quite distraught because she's misplaced the
- basket of goodies she was going to give to her grandma. Hand her the basket
- and she gives you a bouquet of pretty flowers. That done, head back west
- to Grandma's House and open the door. If the wolf's in bed
- (instead of granny), leave immediately! If the coast is clear, walk up
- to Grandma and give her the soup. Since she's ailing, the chicken soup
- is a welcomed present. She thanks you and tells you to look under her bed.
- When you do you see a black cloak and a Ruby Ring, which you take into
- your possession. Wear the cloak and the ring, bid Grandma farewell and
- leave the house. Now head east three times and open the door to the
- Monastery. Go up to the altar and pray. The monk notices your piety and
- after finishing his prayers, he stands up and asks your name. Tell him
- "Graham" and he gives you a Silver Cross on a chain, then goes back to his
- prayers. Wear the cross and leave the Monastery. Go south and stand in
- front of the rock by the tree. Look in the hole and you see a small
- Sapphire and Diamond Brooch! Take the brooch then go south across the
- lake, pass by the Antique Shop
- (it's closed anyway...right now!) and continue south twice more to the
- bridge. Be careful when you enter the Chasm area. Depending on where you
- are on the screen, you may find yourself falling to a short version of
- the game! I suggest you stop your character whenever you enter a new screen
- before venturing on. Cross the bridge and go north to the magic door. Read
- the inscription and then go south and west back across the bridge. You get
- one point every time you cross the bridge, but only do it when you're
- instructedt o since the bridge has a limited lifetime! Once on the firm
- ground again, go west and then north to the tree with the hole in in. Look
- in the hole and get the mallet then go west twice and look in the right-hand
- hollow log (the other three hollow logs are empty). Tucked inside the log
- is an expensive Sapphire and Diamond Necklace! Get the necklace, go north
- twice then west to the tree and get the stake that's laying there. Now go
- west to the beach.
-
- PART TWO
- A brief word about the beach area...I've NEVER run into any of the
- badguys here. So if you meet up with Hagatha on the screens that are
- just east of the beach, go west and you'll be safe. Get the shell you
- see here. When you pick up the shell, you see a Sapphire and Diamond Bracelet
- hidden under it! Get the bracelet, go south twice and get the trident.
- Enter the water and swim north threetimes. When you get to the lagoon with
- three rocks, you see a mermaid sunning herself on one of the rocks! Swim
- to her and give her the bouquet of flowers. She's so enchanted with your
- gift that she summons a Magic Seahorse for your transportation! Ride the
- seahorse. You won't have to guide it, though, until you get to King Neptune.
- When you've reached your destination, guide the seahorse up to Neptune
- and give him the trident. He's so pleased to have his beloved trident
- back that he gives you a bottle and opens a giant clamshell near him. When
- the shell is opened, you see a golden key inside. Take the key and guide
- the seahorse back toward the east. It knows the rest of the way, and takes
- you back to the rock you found the mermaid on. Swim back to shore, go north
- three times then east twice into the cave. If Hagatha's there, don't
- worry...she's blind as a post unless you make noise! Go over to the
- birdcage, remove the cloth from the bottle that Neptune gave you and cover
- the cage with the cloth. Doing so will keep the nightingale quite and keep
- Hagatha concerned only with her brew. Take the cage and leave the cave.
- Once outside the cave, head east until you get to the bridge over the chasm.
- Cross the bridge and go north to the magic door. Remember the inscription?
- Well, you've made that "big splash" and can unlock the door. As you do so,
- the key disappears and...another door with another inscription appears!
- Read the second inscription, go south and west back across the bridge.
- Now go south three times to the Antique Shop. Open the door (shop's open
- for business now!) and you find a lady in a rocking chair. Talk to the lady
- and she tells you she has a lamp you might be interested in. Buy the lamp
- and she says that the price may bed ear, but she'd give anything if she had
- her precious bird back from that evil old Hag. Give her the bird and she
- gives you the lamp in gratitude! But since she has her pet back, she's
- anxious to close up shop and escorts you out the door. Once outside the
- door, polish the lamp and (yup!) a genie appears and lays a Magic Carpet
- at your feet! Fly the carpet and you find yourself floating high in the
- air going to the mountain top! As with the seahorse, the carpet knows
- the way and deposits you gently on the mountain. Go east and you find
- your path blocked by a snake coiled and ready to strike! But don't
- panic! Rub the lamp and the genie appears once more and gives you a sword
- with a snake engraved on the handle. Hmmm, this seems too simple.
- It's simple to just kill the snake and be done with it. Rub the lamp
- again and this time the genie (who's tired of your polishing by now) gives
- you a bridle. A bridle? How are you supposed to vanquish the snake with
- a bridle? Oh well...When the genie (and the lamp) finally disappear, put
- the bridle on the snake. What's this? A beautiful white winged horse
- appears before you! This is magic! Could this horse talk also? Let's
- findout...talk to the horse and I'll be darned, it CAN speak! It tells you
- it was turned into a snake because it refused to become the property
- of an evil enchanter! But since you've shown it mercy and returned it to
- its true form, the horse gives you a Magic Sugar Cube that will protect
- you from poisonous brambles. After he flies away, go east twice into the
- cave. On one ofthe boulders lies another Golden Key! Get the key, head west
- three to the cliff edge and fly the carpet back to the Antique Shop.
- Go north three times and cross the bridge. Go north to the magic door
- and unlock the second door. As before, when the door opens, the key
- disappears and a third door (and yet another inscription) appear!
- Read the third inscription, go south, west across the bridge, then west
- twice and north twice to the figure in the boat.
-
- PART THREE
- This is getting scary! This guy looks like the ferryman from the RiverStyx!
- He also looks like he's been waiting for you! Or...someone who looks like
- you! Because you're wearing the cloak and ring, the ferryman allows you to
- enter his boat and takes you across the poison lake to the ruins of a
- suspicious looking castle. This castle is surrounded by poisonous brambles,
- but you have the MagicSugar Cube to protect you! Eat the sugar and approach
- the castle door. When you get to the door, you find the way blocked by two
- spooky looking ghosts! But upon seeing your attire (and jewelry), they
- assume you're someone else and disappear leaving your path unbarred. Open
- the castle door and... (gulp!) Eerie music and flickering torchlight greet
- (greet?) you. You've just entered Count Dracula's Castle so keep your silver
- cross,stake and mallet handy! Go west and climb the stairs (carefully!) to
- the Bedroom. Go to the dresser and open the drawer. Inside you find a
- candle. Take the candle and go back downstairs. On the way down, light the
- candle with the torch on the wall, continue down the stairs and go east
- twice into the Dining Room. On the dining room table sits a large, juicy
- ham. Take the ham and go east down the stairs. At the bottom of the stairs
- you see a little rat scurrying about. He's just there for "atmosphere"
- (evil chuckle) and won't hurt you. Save the game at this point. Go west
- into the Coffin Chamber. Now's the tricky part. If the coffin is open, take
- the pillow and get the key hidden under it. If, however, the coffin is
- closed, that means "the Count is in". When you open the coffin, *immediately*
- kill Dracula with the mallet and stake. After his body is turned to dust,
- another key will be left behind. Take that key also. Go back upstairs to the
- dining room. If Dracula wasn't in his coffin before, you'll meet him
- upstairs now. When he sees you, he'll try to bite you; but because you're
- wearing the cross (you *are* wearing it,aren't you?) he'll be driven off
- and turn into a bat. When this happens, go back downstairs and go back to
- the Coffin Chamber. This time (if it wasn't before) the lid will be closed
- and Dracula will be asleep in it. In order to get maximum points, you MUST
- kill Dracula. By saving the game, the chance of his being in his coffin can
- be changed by restoring the game if you miss him the first time. Once
- you've killed Dracula and have both keys, go north through the archway in
- the dining room and save your game again. This set of stairs is the
- absolute nastiest stairway I've ever encountered! The graphics get a bit
- sloppy here and your feet appear to be walking on air, so it's hard to
- judge your footing. Climb the stairs to the room at the top and unlock and
- open the chest. When you look in the chest you see a costly Sapphire and
- Diamond Tiara! Get the tiara and save your game before you navigate those
- stairs again! Go down the stairs, go south, west and south to exit the
- castle. Once outside the castle, go back through the brambles and get back
- into the boat. The ferryman will take you back across the poison lake and
- deposit you onshore automatically. Once there, go south twice then east
- twice. Cross the bridge (for the last time...its lifespan has been sapped)
- and go north to the magic door. This time when you unlock the magic door,
- you find yourself deposited in a strange land indeed! Blue sand,
- rainbow-colored water and pink skymeet your bewildered eyes! You seem to be
- trapped with no way across the water. Go north and get the net.
- (If you're playing this in color, you may have to bump around for
- the net...I had a hard time finding it.) Goback south twice and go fishing.
- When you haul your net back, a large golden fish flops out of the net and
- lays gasping for air on shore! Take pity on the fish by throwing it back
- into the water. When you do, the fish returns to you, thanks you for your
- kindness and offers to give you a ride across the water! Ride the fish.
- When you reach your destination, the fish hurls you to shore where you're
- momentarily dazed, but unharmed! Looking around you see some of the
- strangest plantlife imaginable! No time to do abotanist's report, though,
- you have a date to keep! Go north twice then east and get the amulet. Look
- at the amulet and you see it has the word "HOME" engraved on its reverse
- side. Go south, open the door and enter the tower. Again, save your game
- because these stairs are a bit odd, too. Climb the stairs and you find your
- progress blocked by a roaring lion! Give the ham to the lion...and the poor
- thing, satiated, falls into a peaceful sleep. Open the door. Your quest is
- at an end because here'sthe love of your life! The Princess Valanise! She
- comes towards you,lovely beyond words! Kiss her and music swells to your
- head as you fall even more under her spell. She then asks your name, and
- after you respond, the problem of how to leave this enchanted place becomes
- your utmost worry! Ah...the Amulet! Say "Home" and you find yourself
- blacking out! What devilry is this? But, despair not, for when you awaken,
- you find yourself in the Monastery, standing at the altar next to the monk.
- In the pews sit all your past foes, pests and friends. Then, down the
- aisle comes your bride! After the monk pronounces you husband and wife,
- you find yourself returned to your castle in Davantry to reign long and
- happily with your true love!
-
- End.
-