King's Quest II: Romancing The Throne (Sierra On-Line, Inc./Sierra On-Line, Inc.)

Last modified on April 20th, 2005

King's Quest II: Romancing The Throne

Introduction

This solution to the Kings Quest II game was developed by the joint efforts of: Alan Ford, Brian Mann, Doug Gilliat, Paul Rodi, Nancy Pierce, and Tom Harding. If you just stick to this and don't explore, you will miss a lot of good entertainment from the game.

Tremendous thanks to those on CompuServe, The Assassins Palace, The Domain, and The Blue Ridge Express, who gave us help with the tough spots.

The numbers in parentheses "()", are the cumulative points (185 maximum). The letter and number in the brackets "[]", correspond to the map coordinates in the map located below.

Map

123456
End of Beach, treesTrees, SignEdge of Dead Lake Dead LakeEdge of Dead LakeTrees, Lake
TridentForrest, LakeNecklace in Log Edge of Dead Lake, Path to Castle Mallet in hole in treeTrees, Chasm
Beach, CliffEntrance to Hagatha's Cave ForrestEntrance to Dwarves' HomeForrestBridge over chasm
Start HereCorner of FenceGrandma's House, Basket in Mailbox ForrestChurch, Fairy often appears here Church, Monk inside, Cross
BeachTrees, LakeLake Edge of Dead LakeEdge of Dead Lake, Edge of Good Lake Lake, Brooch in hole in rock
Couch shaped rock, Mermaid Red Riding Hood often appears hereEdge of Dead Lake Dead LakeEdge of Dead LakeAntique Shop Entrance
Beach, Shell over BraceletStake leaning on treeEdge of Dead Lake Dead LakeEdge of Dead LakeForrest

Start

King's Quest II: Romancing The Throne begins where King's Quest: Quest For The Crown left off. King Graham has ascended to the throne and now finds himself 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 loveliest 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, which are to be avoided at all costs! They are:

  1. Hagatha the witch.
  2. An evil enchanter.
  3. A wolf in granny's clothing.
  4. A fast little dwarf who likes to grab treasure.

Stay close to the edge of a screen so if any of these nasty characters appears, you can leave the screen quickly. You begin on a beach in the kingdom of Kolyma.

First Key

Travel east twice to the grandmother's house [D2] and get the BASKET of goodies from the mailbox (3). Get the CLAM SHELL and BRACELET [G1] (10). Get the TRIDENT on the beach [B1] (13). Walk around [F2] until Little Red Riding Hood appears. Give the basket to Little Red Riding Hood and get the FLOWERS. Travel to the door [B7], and read the inscription (19). Go to the couch shaped rock [F1]. Give FLOWERS to the mermaid (21). Ride the sea horse (23). Give the TRIDENT to Neptune and get the BOTTLE containing cloth (27). Get the GOLD KEY (32). Return to the shore. Enter Hagatha's cave [C2]. Stay close to the wall. Go to the cage. Get the cloth from the BOTTLE (34) and place it over the CAGE (36). Leave the cave (38). Get the STAKE (40) by the tree [G2]; the NECKLACE from the log [B3] (47); and the MALLET from the hole in the tree [B5] (49). Travel to the door [B7]. Unlock the door and read the inscription (57).

Second Key

Get blessed by the fairy [D5]. Go to the church [D6], kneel, pray, and say "Graham" to the priest's question, then get the CROSS (62). Go the antique shop [F6], and open the door. Give the old lady the CAGE, get the LAMP (68). Leave the antique shop. Rub the lamp to get the MAGIC CARPET (70), the SWORD (72), and the bridle (74), after which the LAMP disappears. Ride the carpet, then walk to the narrow passage between two rocks, but do not cross the passage over to the side by the snake. Put the bridle on the snake and speak to the horse. Now get the SUGAR CUBE (85). Get the key from the cave (90). Exit the cave, and "Ride carpet". Arrive at the antique shop and go to [E6]. Get the BROOCH from the hole in the rock (98). Now go to the door [B7] (99). Open the door (110).

Third Key

Go to the dwarf's house [C4] (enter and exit until he is not home). Get the EARRINGS from the trunk (114). Get the pot containing the chicken SOUP (116). Go to grandma's house [D3]. Now use slow mode. Enter and exit until grandma (not the wolf) is at home. Speak to grandma, then give her the SOUP. Get the CLOAK and RING (122). Leave grandma's house and put the cloak and ring on (125). Put on the CROSS (127). Go to the dead lake [B4] in front of the castle entrance. Get on the boat with the ghoul. Before getting off the boat, eat the sugar cube (128). Travel up the path past the ghosts and enter the castle. Travel to the left, up the ramp, and into the bedroom. Open the dresser drawer, get the CANDLE (130). Travel down the ramp and light the CANDLE at the torch (131). Go across the foyer, into the dining room and get the ham (133). Travel down the stairs to the right and into the dungeon. Enter the room to your left, if Count Dracula is not asleep

[Note: the text was garbled here, and Ken ? deleted those lines]

the ghoul, and enter the forest. Remove the CLOAK and RING. Go to the door [B7], unlock it, and enter the Strange Land (163).

The Strange Land

Go North and get the fish NET (164). Stand by the water and cast the NET. If you don't catch anything, move up and down the beach. Get the FISH and throw it back into the water quickly (169). Ride the FISH to the island. Go North and get the amulet (173). Now go South and enter the tower. Go upstairs, give the HAM to the lion to make him sleep (177). Open the door and kiss the princess (182). Say "HOME" and the rest is automatic. You are wed and win the game! (185 out of 185 points).

Return to the King's Quest II: Romancing The Throne index entry