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.vim/vimwiki/vimwiki_html/KQ2_Walkthrough.html
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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<link rel="Stylesheet" type="text/css" href="style.css">
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<title>KQ2_Walkthrough</title>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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</head>
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<body>
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<h3 id="toc_0.0.1">King's Quest II Romancing The Throne</h3>
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<h5 id="toc_0.0.1.0.1">Walkthrough</h5>
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<p>
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The game starts in the land of Kolyma, where Graham begins his quest to find a
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queen. The arrow keys control movement in the game, so use the up arrow key to
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walk north to the next screen. A group of rocks seem to block the way to the
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next area, but there is a small gap hidden between the rocks at the top-right
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corner of the area. Walk through the gap and continue north to the next area. A
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trident lies on the grass here, but Graham has to be close by to this item to
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do anything with it. Stop moving north by pressing up the up arrow key again.
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</p>
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<p>
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GET TRIDENT on the grass and it will be added to Graham's inventory. Walk north
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two screens to see a white shell on the beach. GET SHELL. GET BRACELET that was
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hidden under the shell. Walk east one screen and GET STAKE leaning against the
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bottom of the tree. Walk south to an area with lots of trees. LOOK SIGN on the
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back of one of the trees. Walk east one screen but be careful not to walk too
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far into the area as Graham will fall into the poisoned lake.
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</p>
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<p>
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While standing at the side of the poisoned lake, it is a good idea to save the
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game by pressing F5 as Hagatha the witch can appear around this area. If she
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does catch Graham and takes him back to her cave, then restore the game by
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pressing F7. Walk south two screens to see a log at the bottom-right corner of
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the area. LOOK IN LOG to see a necklace made of diamonds and sapphires. GET
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NECKLACE to add it to the inventory. By now you should have five items in the
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inventory, and these can all be examined more closely by pressing F4.
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</p>
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<p>
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Walk south two screens from the log and then walk west one screen to arrive in
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an area where various flowers are growing. Little Red Riding Hood should enter
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the area. If she doesn't appear, exit the area and return to it until she does.
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TALK GIRL and she will tearfully explain that her basket of goodies were stolen
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while she was picking flowers. She asks Graham to help her find them. Walk east
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one screen and OPEN MAILBOX outside the cottage. GET BASKET of goodies from the
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mailbox and walk west to return to the wooded area.
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</p>
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<p>
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Little Red Riding Hood may not be in the area, so again just exit and return to
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the area until she appears. GIVE BASKET TO RED RIDING HOOD and she will give
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Graham her bouquet of flowers in return. Walk north one screen and then walk
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east two screens to an area with a door built into a tree. OPEN DOOR and walk
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onto the ladder. Climb down to the bottom of the ladder and walk east to enter
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the home of a dwarf. If the dwarf is there, exit and return to the room until
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he has gone. All the dwarf will do if he catches Graham is take him outside his
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house, so just return to his room if he does this.
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</p>
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<p>
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GET SOUP from the fireplace. OPEN CHEST. GET EARRINGS from the chest. Walk west
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to the previous screen and climb back up the ladder. Exit the tree and walk
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south one screen and west one screen to return to the area with the mailbox
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outside the cottage. OPEN DOOR and enter the cottage. If there is a wolf in the
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room, quickly exit and return to the cottage until there is an old woman in the
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bed. GIVE SOUP TO WOMAN and she will tell Graham to look under the bed. LOOK
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UNDER BED to find a large ruby ring and a black cloak. Exit the cottage.
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</p>
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<p>
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Walk east two screen and north two screens. Walk to the top of the rocks and
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GET MALLET from the hole in the tree. Walk south two screens and east one
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screen to the monastery entrance. OPEN DOOR to enter the monastery where a monk
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is praying at an altar. Walk to the altar and PRAY to gain the attention of the
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monk. He will stand and ask Graham his name, so answer GRAHAM. The monk says
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that he has heard of his quest, and he gives Graham a silver cross to protect
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him from evil. WEAR CROSS and then exit the monastery.
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</p>
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<p>
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Walk south one screen to see a rock with a hole in it. LOOK IN HOLE. GET
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BROOCH. Walk north two screens and cross over the bridge. The ropes on the
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bridge prevent Graham from falling into the chasm. Walk north one screen to see
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a magical door in the middle of the area with an inscription written above the
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door. READ DOOR and it will mention that the seeker of the key will make a
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splash. Walk south one screen and west one screen. Cross the bridge and go west
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five screens and south three screens to see a mermaid on a rock.
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</p>
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<p>
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Walk into the water and swim over to the mermaid on the rock. GIVE FLOWERS TO
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MERMAID and she will summon a seahorse. RIDE SEAHORSE and it will take Graham
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down to see King Neptune. GIVE TRIDENT TO KING and he will give a bottle to
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Graham. He also uses his trident to open the clam, which shows a gold key. Swim
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over to the open clam and GET KEY from it. Move east one screen and the
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seahorse will return Graham to the surface. Walk north three screens, east six
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screens and north one screen. UNLOCK DOOR using the gold key.
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</p>
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<hr />
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<p>
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2.2. The Second Door
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<hr />
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</p>
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<p>
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With the first door unlocked, a new blue door is revealed behind it. READ DOOR,
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which mentions that the seeker of the key should set their sights high. Walk
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south one screen and west five screens to see the cave that Hagatha the witch
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lives in. Enter the cave to see Hagatha standing by her cauldron. She cannot
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see Graham, but will be able to locate him if he talks or scares the bird in
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the cage. GET CLOTH from the bottle given by King Neptune, then PUT CLOTH OVER
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CAGE to prevent the nightingale from being scared. GET CAGE. Exit the cave.
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</p>
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<p>
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Walk east four screens, south two screens, east one screen, south one screen
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and then west one screen to see an shop. Be careful of an evil enchanter that
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appears in this area, as he will kill Graham if he catches him. Stay close to
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the edge of the area so that you can quickly exit if he does appear. OPEN DOOR
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to enter the shop. Walk over to the counter and GIVE CAGE TO WOMAN. Grateful to
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have her nightingale back, she gives Graham an oil lamp and then closes the
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shop. RUB LAMP and a genie will appear to give Graham a magic carpet. RIDE
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CARPET to travel through the clouds to a mountain top.
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</p>
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<p>
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Walk east one screen and RUB LAMP to receive a sword from the genie. Less
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points are given if the sword is used so RUB LAMP again to receive a bridle
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from the genie. PUT BRIDLE ON SNAKE and it will transform into a horse. TALK
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HORSE and he will explain that the evil enchanter transformed him into a snake.
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He gives Graham a sugar cube that will protect him against poisonous brambles.
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Walk east two screens and GET KEY from the rock in the cave.
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</p>
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<p>
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Exit the cave to see a small hole at the bottom of a rock. LOOK HOLE to reveal
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another easter egg, this one an advertisement for the original Space Quest. It
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is a long scene and there is no way of skipping it. After the scene has
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finished, RIDE CARPET to return to the antique shop at the bottom of the
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mountain. Walk north one screen, east one screen, north one screen, west one
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screen, north one screen, east one screen and north one screen to return to the
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area with the door. UNLOCK DOOR using the gold key.
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</p>
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<hr />
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<p>
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2.3. The Third Door
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<hr />
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</p>
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<p>
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With the second door unlocked, a new green door is revealed. READ DOOR to see
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that the seeker of the key should have a stout heart. Walk south one screen,
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west three screens and north two screens to see a shrouded ghoul on a boat in
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the lake. WEAR RING and WEAR CLOAK. ENTER BOAT and the ghoul will mistake
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Graham for someone else. If you don't have the ring or the cloak, then for less
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points you could give him any of the treasures that have been found so far.
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Either way, the ghoul will row over to the island in the middle of the lake.
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</p>
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<p>
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EXIT BOAT. EAT CUBE given by the horse on the mountain top. Graham will now not
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be harmed if he touches the poisonous brambles growing from the ground. If you
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killed the snake with the sword before it turned into the horse, then carefully
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follow the path while avoiding the brambles. Walk north one screen at the top
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of the path to see two ghosts flying around in front of the castle door. They
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will fly away once they see that Graham is wearing the cloak and the ring.
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</p>
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<p>
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OPEN DOOR to enter the castle. Walk west one screen and climb up the spiral
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steps to the room at the top. OPEN DRAWER and GET CANDLE. Walk back down the
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spiral steps and stop at the torch on the wall to LIGHT CANDLE. Walk down to
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the bottom of the steps and walk east two screens to the dining room. GET MEAT
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on the table and walk east one screen. The lit candle will illuminate the room,
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so walk carefully down the steps to the empty room at the bottom. For a small
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shortcut, you can drop off the ledge and avoid the last two sets of steps.
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</p>
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<p>
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Walk west into the coffin room. Exit and return to the room until the coffin is
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closed. OPEN COFFIN and KILL DRACULA using the mallet and the stake. Dracula
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crumbles to dust, leaving a shiny silver key in the coffin. GET KEY, GET PILLOW
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and GET KEY from the coffin. Walk east one screen, up two screens, north one
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screen and up one screen. In the tower at the top of the spiral steps, UNLOCK
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CHEST using the silver key. OPEN CHEST and GET TIARA. Walk down one screen,
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south one screen, west one screen and south one screen to exit the castle.
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</p>
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<p>
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Walk south down the path between the brambles. If the effects of the sugar
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cube have worn off by this point, the brambles will be deadly so be sure to
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save frequently when walking down the path. ENTER BOAT at the bottom of the
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path to return to the other side of the poisoned lake. With the final gold key
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now in the inventory, walk east one screen, south two screens, east two screens
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and north one screen to return to the door. UNLOCK DOOR using the gold key.
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This time, unlocking the door leads Graham to a new world.
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</p>
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<p>
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Walk north one screen and GET NET on the ground. Walk south one screen and
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stand near the ocean to FISH. Keep fishing until Graham catches a big golden
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fish. GET FISH and THROW FISH back into the water, where it offers Graham a
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lift across the ocean in return for his kindness. RIDE FISH across to the small
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island. The water surrounding the island is turbulent, so swimming back is not
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an option. Walk north two screens and east one screen to GET AMULET on the
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ground. Walk south one screen to the tower and OPEN DOOR.
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</p>
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<p>
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Climb carefully up the spiral steps and GIVE MEAT TO LION at the top. You could
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use the sword to kill the lion, but less points are given this way. OPEN DOOR
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to see Valanice, the woman that Graham saw in the mirror. Say the word HOME,
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and Graham will return with Valanice to the monastery in the land of Kolyma. In
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the ending, friends and enemies from Daventry and Kolyma watch as Graham
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marries Valanice. Together, they return to Daventry castle.
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</p>
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</body>
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</html>
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