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- KING'S QUEST II
- 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.
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- 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!
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- 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 instructed to since the bridge has
- a limited lifetime!
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- 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.
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- KING'S QUEST II
- PART TWO
-
- A brief word about the beach area...I've NEVER run into
- any of the bad guys 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 three times. 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.
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- Once outside the cave, head east until you get to the
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- 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 be dear, 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
- ingratitude! But since she has herpet 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 onthe 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 find out...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!
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- 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 of the boulders lies another
- Golden Key! Get the key, head west three to the cliff edge
- and fly the carpet back to the Antique Shop.
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- 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.
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- KING'S QUEST II
- PART THREE
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- This is getting scary! This guy looks like the ferryman
- from the River Styx! 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 Magic Sugar 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
- CountDracula's Castle so keep your silver cross, stake and
- mallet handy!
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- 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.
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- If the coffin is open, take the pillow and get the key
- hidde nunder it. If, however, the coffin is closed, that
- means "theCount 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.
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- 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
- itwasn'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.
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- 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.
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- 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.
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- The ferryman will take you back across the poison lake
- and deposit you on shore automatically. Once there, go south
- twice then east twice. Cross the bridge (for the last
- time...itslife span has been sapped) and go north to the
- magic door.
-
- This time when you unlock them agic door, you find
- yourself deposited in a strange land indeed! Blue sand,
- rainbow-colored water and pink sky meet 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 forthe net...I had a hard time finding
- it.) Go back 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 backinto 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!
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- 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 plant
- life imaginable! No time to do abotanist's report, though,
- you havea date to keep!
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- 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.
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- 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's the 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!
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- 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 beside you!
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