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. 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. KING'S QUEST II 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. KING'S QUEST II 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 beside you! neȈ lot easier to pretend you have ESP, and just mail the dratted thing NOW!) Anyway, the Postmistress will weigh the saddle and tell you it comes to two fergs. There goes your one-time-only two-ferg coin! GIVE TWO-FERG COIN TO POSTMISTRESS. When you entered the Post Office, you saw a safe set into the wall. It sure would be interesting to get into that safe, but how can you do that with the stupid bell announcing your entrance every time? At this point the Postmistress will bend down behind the counter looking for something. While she's down there, PUT SOCK IN BELL and that will take care of the alarm. Now you can OPEN DOOR and go southwest. You can immediately go back northeast to the Post Office; this time you will enter silently, and it will be empty. EXAMINE SAFE and you will notice four handles at the four corners of the safe. Playing with the handles quickly reveals that they are interactive. So Merlin, the master safe-cracker, will save you some time. TURN BOTTOM RIGHT HANDLE. TURN TOP RIGHT HANDLE. TURN BOTTOM RIGHT HANDLE. TURN BOTTOM RIGHT HANDLE. Finally, TURN TOP LEFT HANDLE, and the safe will be unlocked! OPEN SAFE and LOOK IN SAFE, then GET CHARM, and you'll have the fifth (and last!) charm. OPEN DOOR and go southwest. EXAMINE DRAGON CHARM, and you'll find the word "THINGY" on it. This charm clears up the weather. GET CASE, go southwest, then DROP CASE. If you LOOK THROUGH WINDOW, you'll notice the clockmaker is busy at work, and there's an oil lamp burning in the workshop. You need to get him out of the shop: time to get destructive. GET BOTTLE then KNOCK ON DOOR. The clockmaker will leave the workshop to answer the door. THROW BOTTLE AT LAMP. The clockmaker will rush back in, find the fire, and run out the door. The place is now yours to explore. GET LADDER and go southwest. If you EXAMINE ladder, you'll discover that there are a few rungs missing. That stool might make up for the missing rungs, but it's awfully hot! OOJIMY STOOL and GET STOOL, then go east in the clock. LEAN LADDER AGAINST GIRDER, and DROP STOOL. Before we go up, let's go get some supplies. Go west and northeast. GET SHOES THEN WEAR THEM. GET HARMONICA, ASH, MATCHBOX, AND CANDLE. Go back southwest, and east. GET ON STOOL, then CLIMB LADDER. JUMP north, and you're on a platform. Read the description carefully. You need to have the Rain Weatherman close to you. If it is, fine. If the Sun Weatherman is close to you, THINGY. The weather will change, sending the Sun Weatherman outside, and the Rain Weatherman inside. Now EXAMINE RAIN WEATHERMAN and TAKE HAT. HOLD ONTO RAIN WEATHERMAN and DOODAH. As it begins to rain, you'll be carried outside with the Rain Weatherman. There, you'll see a friendly cloud, which will come to a halt near you. GET ON CLOUD, then DOOFER CLOUD, and say goodbye to the village! JINXTER Part 3 After a short (but thrilling) flight, the cloud will deposit you gently at the Railroad Station. Get up, then READ SIGN, and you will be told positively that Mama Don't Allow No Busking Around Here. (Or something like that.) For those of you unfamiliar with the term, a "busker" is an itinerant musician or actor. Go east twice to the platform, then north twice, and you'll come to a door marked "Private." OPEN DOOR and go west into the Postal Depot. There's the saddle you shipped. GET SADDLE, and go east, south twice, and west. BUY TICKET WITH COIN. The Stationmaster will happily tell you that it's not enough, so let's make some more money. PUT COIN IN HAT then PUT HAT DOWN. The tourists around here are pretty hard to please, so you'll need all the help you can get. DOOFER SHOES then play harmonica. A tourist will drop a coin in your hat, but it's a foreign coin and useless. Keep playing the harmonica, and eventually the Stationmaster will get disgusted, and will offer to sell you a ticket at half-price! GET ONE FERG COIN, and BUY TICKET WITH ONE FERG COIN. Unfortunately, your bad luck is still holding. The ticket will be blown out of your hand. Pay attention to which direction your ticket is being blown. It seems that there may be a variable involved here, but the following directions worked for me. Go east, GET TICKET, north, GET TICKET, north, GET TICKET, north, and GET TICKET. When you finally get the ticket, you should be on the Tracks; at this point, the train will start leaving! RUN AFTER TRAIN twice, and you should catch it. When the guard shows up, SHOW TICKET TO GUARD. There's nothing left to do now but WAIT until the train stops at the Mountain. Go west, and you'll see the Unicorn grazing peacefully nearby. (Now you know why you've been messing with that stupid saddle all this time!) PUT SADDLE ON UNICORN, GET ON UNICORN, and DOOFER UNICORN. You'll go for a quick ride to the castle. GET OFF UNICORN, and go down. REMOVE SHOES THEN DROP THEM. Go east and north, then east and down to the gaol. OPEN DOOR and go north into Xam's cell. Examining the rope and the hatch will quickly reveal how the door works, and give you a fairly simple solution. TIE ROPE TO MANACLES. Then WAKE XAM. He'll make a lot of noise and summarily be rushed off by the guard, leaving you trapped in the cell. You need to find a way to have the hatch door shut with you inside. Hey, piece of cake! First, GET MATCH THEN LIGHT IT. Now, LIGHT CANDLE WITH MATCH,then PUT CANDLE IN GLASS. WATCHERCALLIT MATCHBOX. (I'll tell you why in a minute.) PUT GLASS UNDER ROPE, and quickly go north into the dumbwaiter. WAIT and the candle will burn through the rope, the hatch will slam shut, and the opposite door will open! Now, about the matchbox: If you leave the Watchercallit spell on the glass, it will reappear in your hand after you put it under the rope. Due to what I can only assume is a bug in the game, it will still be under the rope and burn through it at the same time! However, if it is a bug, they may fix it, so it's better to do the whole thing legitimately. Go north through the Kitchen and up. EXAMINE FIREPLACE in the Hall, and you'll see that it is immaculate. Keep that in mind. Now go northeast, OPEN DOOR, and east twice. You are now in the Jewel Room. If you EXAMINE DOME, you'll find it's a cube puzzle! EXAMINE BLOCKS, and you'll see the order of the blocks. What you are seeing is a Magic Cube Puzzle. For those of you who are not familiar with it, a Magic Cube is a puzzle in which you have to arrange numbers so that they add up horizontally or vertically to the same number. Since the numbers in this puzzle range from 1 to 9, the magic number has to be 15. There are only two ways to get the numbers to line up properly. Since the "4" can only end up in the lower right-hand corner, that narrows the solution down to only one possible combination. This is just like one of the plastic puzzles you played with when you were a kid, so let's get started. SLIDE 5, SLIDE 8, SLIDE 1, SLIDE 6, SLIDE 7, SLIDE 2, SLIDE 9, SLIDE 5, SLIDE 3, SLIDE 4. When you've successfully completed the puzzle, the dome will shatter, scattering glass shards everywhere. (You ARE still wearing the gloves, right?) GET BRACELET, then PUT ALL CHARMS ON BRACELET. You're now ready to deal with Jannedor. Go west twice, southwest, northwest, up twice, and you're outside two doors. If you have not lost ANY of your luck, you'll choose the right door, and all will be well; however, if you HAVE lost even the smallest amount of luck, you haven't a prayer! OPEN LEFT DOOR, and go north. Jannedor (lucky for you) is arguing with Xam out on the balcony. You'll immediately see a crystal ball on the table. GET CRYSTAL BALL then go south to get out of there before she catches you! Go down t