King's Quest II Romancing The Throne

Walkthrough

The game starts in the land of Kolyma, where Graham begins his quest to find a queen. The arrow keys control movement in the game, so use the up arrow key to walk north to the next screen. A group of rocks seem to block the way to the next area, but there is a small gap hidden between the rocks at the top-right corner of the area. Walk through the gap and continue north to the next area. A trident lies on the grass here, but Graham has to be close by to this item to do anything with it. Stop moving north by pressing up the up arrow key again.

GET TRIDENT on the grass and it will be added to Graham's inventory. Walk north two screens to see a white shell on the beach. GET SHELL. GET BRACELET that was hidden under the shell. Walk east one screen and GET STAKE leaning against the bottom of the tree. Walk south to an area with lots of trees. LOOK SIGN on the back of one of the trees. Walk east one screen but be careful not to walk too far into the area as Graham will fall into the poisoned lake.

While standing at the side of the poisoned lake, it is a good idea to save the game by pressing F5 as Hagatha the witch can appear around this area. If she does catch Graham and takes him back to her cave, then restore the game by pressing F7. Walk south two screens to see a log at the bottom-right corner of the area. LOOK IN LOG to see a necklace made of diamonds and sapphires. GET NECKLACE to add it to the inventory. By now you should have five items in the inventory, and these can all be examined more closely by pressing F4.

Walk south two screens from the log and then walk west one screen to arrive in an area where various flowers are growing. Little Red Riding Hood should enter the area. If she doesn't appear, exit the area and return to it until she does. TALK GIRL and she will tearfully explain that her basket of goodies were stolen while she was picking flowers. She asks Graham to help her find them. Walk east one screen and OPEN MAILBOX outside the cottage. GET BASKET of goodies from the mailbox and walk west to return to the wooded area.

Little Red Riding Hood may not be in the area, so again just exit and return to the area until she appears. GIVE BASKET TO RED RIDING HOOD and she will give Graham her bouquet of flowers in return. Walk north one screen and then walk east two screens to an area with a door built into a tree. OPEN DOOR and walk onto the ladder. Climb down to the bottom of the ladder and walk east to enter the home of a dwarf. If the dwarf is there, exit and return to the room until he has gone. All the dwarf will do if he catches Graham is take him outside his house, so just return to his room if he does this.

GET SOUP from the fireplace. OPEN CHEST. GET EARRINGS from the chest. Walk west to the previous screen and climb back up the ladder. Exit the tree and walk south one screen and west one screen to return to the area with the mailbox outside the cottage. OPEN DOOR and enter the cottage. If there is a wolf in the room, quickly exit and return to the cottage until there is an old woman in the bed. GIVE SOUP TO WOMAN and she will tell Graham to look under the bed. LOOK UNDER BED to find a large ruby ring and a black cloak. Exit the cottage.

Walk east two screen and north two screens. Walk to the top of the rocks and GET MALLET from the hole in the tree. Walk south two screens and east one screen to the monastery entrance. OPEN DOOR to enter the monastery where a monk is praying at an altar. Walk to the altar and PRAY to gain the attention of the monk. He will stand and ask Graham his name, so answer GRAHAM. The monk says that he has heard of his quest, and he gives Graham a silver cross to protect him from evil. WEAR CROSS and then exit the monastery.

Walk south one screen to see a rock with a hole in it. LOOK IN HOLE. GET BROOCH. Walk north two screens and cross over the bridge. The ropes on the bridge prevent Graham from falling into the chasm. Walk north one screen to see a magical door in the middle of the area with an inscription written above the door. READ DOOR and it will mention that the seeker of the key will make a splash. Walk south one screen and west one screen. Cross the bridge and go west five screens and south three screens to see a mermaid on a rock.

Walk into the water and swim over to the mermaid on the rock. GIVE FLOWERS TO MERMAID and she will summon a seahorse. RIDE SEAHORSE and it will take Graham down to see King Neptune. GIVE TRIDENT TO KING and he will give a bottle to Graham. He also uses his trident to open the clam, which shows a gold key. Swim over to the open clam and GET KEY from it. Move east one screen and the seahorse will return Graham to the surface. Walk north three screens, east six screens and north one screen. UNLOCK DOOR using the gold key.


2.2. The Second Door


With the first door unlocked, a new blue door is revealed behind it. READ DOOR, which mentions that the seeker of the key should set their sights high. Walk south one screen and west five screens to see the cave that Hagatha the witch lives in. Enter the cave to see Hagatha standing by her cauldron. She cannot see Graham, but will be able to locate him if he talks or scares the bird in the cage. GET CLOTH from the bottle given by King Neptune, then PUT CLOTH OVER CAGE to prevent the nightingale from being scared. GET CAGE. Exit the cave.

Walk east four screens, south two screens, east one screen, south one screen and then west one screen to see an shop. Be careful of an evil enchanter that appears in this area, as he will kill Graham if he catches him. Stay close to the edge of the area so that you can quickly exit if he does appear. OPEN DOOR to enter the shop. Walk over to the counter and GIVE CAGE TO WOMAN. Grateful to have her nightingale back, she gives Graham an oil lamp and then closes the shop. RUB LAMP and a genie will appear to give Graham a magic carpet. RIDE CARPET to travel through the clouds to a mountain top.

Walk east one screen and RUB LAMP to receive a sword from the genie. Less points are given if the sword is used so RUB LAMP again to receive a bridle from the genie. PUT BRIDLE ON SNAKE and it will transform into a horse. TALK HORSE and he will explain that the evil enchanter transformed him into a snake. He gives Graham a sugar cube that will protect him against poisonous brambles. Walk east two screens and GET KEY from the rock in the cave.

Exit the cave to see a small hole at the bottom of a rock. LOOK HOLE to reveal another easter egg, this one an advertisement for the original Space Quest. It is a long scene and there is no way of skipping it. After the scene has finished, RIDE CARPET to return to the antique shop at the bottom of the mountain. Walk north one screen, east one screen, north one screen, west one screen, north one screen, east one screen and north one screen to return to the area with the door. UNLOCK DOOR using the gold key.


2.3. The Third Door


With the second door unlocked, a new green door is revealed. READ DOOR to see that the seeker of the key should have a stout heart. Walk south one screen, west three screens and north two screens to see a shrouded ghoul on a boat in the lake. WEAR RING and WEAR CLOAK. ENTER BOAT and the ghoul will mistake Graham for someone else. If you don't have the ring or the cloak, then for less points you could give him any of the treasures that have been found so far. Either way, the ghoul will row over to the island in the middle of the lake.

EXIT BOAT. EAT CUBE given by the horse on the mountain top. Graham will now not be harmed if he touches the poisonous brambles growing from the ground. If you killed the snake with the sword before it turned into the horse, then carefully follow the path while avoiding the brambles. Walk north one screen at the top of the path to see two ghosts flying around in front of the castle door. They will fly away once they see that Graham is wearing the cloak and the ring.

OPEN DOOR to enter the castle. Walk west one screen and climb up the spiral steps to the room at the top. OPEN DRAWER and GET CANDLE. Walk back down the spiral steps and stop at the torch on the wall to LIGHT CANDLE. Walk down to the bottom of the steps and walk east two screens to the dining room. GET MEAT on the table and walk east one screen. The lit candle will illuminate the room, so walk carefully down the steps to the empty room at the bottom. For a small shortcut, you can drop off the ledge and avoid the last two sets of steps.

Walk west into the coffin room. Exit and return to the room until the coffin is closed. OPEN COFFIN and KILL DRACULA using the mallet and the stake. Dracula crumbles to dust, leaving a shiny silver key in the coffin. GET KEY, GET PILLOW and GET KEY from the coffin. Walk east one screen, up two screens, north one screen and up one screen. In the tower at the top of the spiral steps, UNLOCK CHEST using the silver key. OPEN CHEST and GET TIARA. Walk down one screen, south one screen, west one screen and south one screen to exit the castle.

Walk south down the path between the brambles. If the effects of the sugar cube have worn off by this point, the brambles will be deadly so be sure to save frequently when walking down the path. ENTER BOAT at the bottom of the path to return to the other side of the poisoned lake. With the final gold key now in the inventory, walk east one screen, south two screens, east two screens and north one screen to return to the door. UNLOCK DOOR using the gold key. This time, unlocking the door leads Graham to a new world.

Walk north one screen and GET NET on the ground. Walk south one screen and stand near the ocean to FISH. Keep fishing until Graham catches a big golden fish. GET FISH and THROW FISH back into the water, where it offers Graham a lift across the ocean in return for his kindness. RIDE FISH across to the small island. The water surrounding the island is turbulent, so swimming back is not an option. Walk north two screens and east one screen to GET AMULET on the ground. Walk south one screen to the tower and OPEN DOOR.

Climb carefully up the spiral steps and GIVE MEAT TO LION at the top. You could use the sword to kill the lion, but less points are given this way. OPEN DOOR to see Valanice, the woman that Graham saw in the mirror. Say the word HOME, and Graham will return with Valanice to the monastery in the land of Kolyma. In the ending, friends and enemies from Daventry and Kolyma watch as Graham marries Valanice. Together, they return to Daventry castle.