Showing posts with label King's Quest II. Show all posts
Showing posts with label King's Quest II. Show all posts

Sunday, October 4, 2020

PrinceWatercress plays King's Quest II: Romancing The Throne (Apple II) - Part 7 of 7


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Once you unlock the third door, you'll enter a strange new world. Head north, and you'll find a fishing net. TAKE NET, then walk up to the water and FISH. When you get nothing, use the FISH command again. You'll get a large golden fish to show up on the beach. GET FISH, then THROW FISH at the water. The water will offer you a ride across the ocean to a nearby island for saving its life. RIDE FISH. You'll be on the island.

There is a tower, but there is an island that you can explore. Go east immediately after landing on the island, and you'll find an amulet. TAKE AMULET. LOOK AMULET, and you'll find out that the word "HOME" is engraved on the back. Keep this in mind. You could type in SAY HOME now and go back to Daventry, but you will have no bride and you will get the bad ending. So don't use the amulet yet.

There is nothing else on the island worth noting except the tower, so you'll have to travel to the center of the island. OPEN DOOR and go in. You'll have to deal with another spiral staircase, but if you stay near the background wall, you should be fine.

At the top of the staircase, you'll see a hungry lion. GIVE MEAT TO LION to get the lion to fall asleep from a food coma, then OPEN DOOR at the door near the lion. You'll finally meet the woman that King Graham saw in the magic mirror. TALK GIRL, and you'll find out her name is Valanice. When she asks your name, type in GRAHAM, then press Enter. Type in KISS GIRL, then move closer when Valanice tells you to. You'll have the big romantic kiss you've been waiting for. SAY HOME. The game is over.

King Graham marries Valanice and takes her as his bride in the monastery in Kolyma, then the two of them go back to Daventry as a happy couple. If you did everything I mentioned, you'll have the full 185 points! You've won!

PrinceWatercress plays King's Quest II: Romancing The Throne (Apple II) - Part 6 of 7


It is now time to go for the third key...and it's the toughest one to get.



Despite what I say, the fairy that gives you the protective spell does return if your protective spell has run out.

We are still missing something. The first one is in the log near the lake near Hagatha's cave, but I didn't know you had to type LOOK IN LOG to actually look into it until now. By doing this, we are able to find the necklace. GET NECKLACE.

From here, head back to the bridge, cross the bridge and UNLOCK DOOR. READ INSCRIPTION. You will get a hint: "Whosoever chooses to seek the last key must have a stout heart." The only place left to go to is the castle in the center of the poison lake.

When you get to the southern coast of the lake, Charon will be on his boat waiting for you. Since you are wearing the cloak and the ring already, you'll be able to RIDE BOAT to the castle. (If you aren't, wear them now.) When you cross to the other side, LEAVE BOAT, then EAT SUGAR CUBE to protect yourself from instant death from the thorns. Walk the path to the door, then approach the door. The ghosts will float away when they see you are wearing the ring and cloak. Open the door and go in.


From the entrance, go west. There will be a spiral staircase. Thankfully, it is more than large enough to travel up without dying. When you reach the top, Go up to the dresser and OPEN DRAWER. You will find a candle. TAKE CANDLE, then CLOSE DRAWER. From here, go back down the stairs, then walk up to the candle on the upper-left corner and LIGHT CANDLE. Return to the entrance room.

From here, go east. Approach the ham on the table (which looks like a cake) and TAKE HAM, then go north. There will be another spiral staircase, as well as another torch to LIGHT CANDLE at, just in case. Hug the wall as you make it to the top. Walk up to the chest. You'll find out that it is locked and you do not have the key. Go back down the stairs (carefully), then go east in the dining room.

You'll have another staircase, and you'll need the candle lit in order to go further down here without dying. You'll eventually make it to the bottom, where you'll need a lit candle. Go west at ground level. You'll find a coffin. OPEN COFFIN. You'll find Dracula. KILL DRACULA. You'll kill Dracula and find a silver key. TAKE KEY, then TAKE CUSHION. You'll find a gold key underneath the cushion. TAKE KEY. Leave.

From here, go back to the chest past the north doorway of the dining room. This time, you'll be able to UNLOCK CHEST. OPEN CHEST. You'll find a tiara. TAKE TIARA, then go back down the stairs and leave the castle, get past the thorns and RIDE BOAT.

From here, there is nothing left to do but to go back to the bridge, cross for the seventh and final time and unlock the door.

Saturday, October 3, 2020

PrinceWatercress plays King's Quest II: Romancing The Throne (Apple II) - Part 5 of 7


Now that we have a magic lamp, it only makes sense that we use it. What could go wrong?

First | Previous | Next | End


Now that you have the oil lamp, RUB LAMP. A genie will appear and will give you a magic carpet, then disappear back into the lamp. We don't even get one of our wishes granted; we just get a carpet. RUB LAMP again. You'll get a sword. RUB LAMP a third time. You'll be given a leather bridle. The lamp will then disappear.

If you RIDE CARPET, you'll go over the mountains to the east and land on top of the mountain. Head east, since this is the only direction you can go. You'll soon come face to face with a snake. If you KILL SNAKE WITH SWORD, you will lose points, however. In order to get past the snake and gain points at the same time, you will have to THROW BRIDLE AT SNAKE. The bridle will change into a winged horse. TALK HORSE, and you'll find out that the enchanter turned it into a snake when it refused to be its steed, then gives you a sugar cube that guards against poisonous brambles. You will need this for later. The winged horse then flies away.

Go east again, and you'll come across a cave. Sadly, the hole in the rock on this screen that is present in later versions that serves as a Space Quest preview/Easter egg is absent here. To the east here is another cave, and inside is the second key. TAKE KEY, then leave the cave and RIDE CARPET to get down from the mountains and return to the antique store.

Friday, October 2, 2020

PrinceWatercress plays King's Quest II: Romancing The Throne (Apple II) - Part 4 of 7


I don't think I've ever said "Knock knock, it's Knuckles" in a Let's Play video up until this point. Anyway, let's get that second key.



From here, I go one screen east and one screen north and go into the cave. Somehow, Hagatha is not in the cave. Sometimes she is, and sometimes she isn't. Since she isn't, we can grab the cage, which contains a nightingale. PUT CLOTH OVER CAGE so the bird won't chirp so loud that it alarms Hagatha, then TAKE CAGE and get out of the cave. You can do this even if Hagatha is in the cave, but I recommend going in and out until Hagatha is not there before attempting it. When you leave, Graham will automatically take the cloth off the cage.

From here, go south one screen and east three screens. You'll see the north end of the poison like in the process, and you'll come across a lake. There is a hole in the rock nearby, and if you LOOK OPENING when you are right in front of it, you will find a brooch. GET BROOCH, then head east again. You'll run right into the mountain and you won't be able to go further east. Go south, and you'll be behind what looks like a house. This is really an antique shop. Go west, and watch out for the enchanter around this area. If he runs into you, he will stun you for a short time. If you try to open the door, you'll find out it's locked. You'll need to go back to the magic door past the bridge in order to get this part of the quest going. After showing off the rest of the eastern coast of the poison lake that we have yet to see, I head back to the bridge.

After crossing the bridge a third time, go to the door and UNLOCK DOOR. You'll reveal a second door behind the first door. READ INSCRIPTION. You'll get a hint stating "Whosoever chooses to seek the key for this door should set their sights high." You're done here, so cross the bridge again and go to the antique shop. This bridge crossing will be your fourth.

Now that you have read the inscription on the second door, you'll trigger the flag that allows the antique shop to be open. Be sure to READ SIGN at the front door to confirm it is open (which it should be). OPEN DOOR, and you'll go in.

TALK OLD LADY when you get close to her. She will tell you about the old oil lamp and say  that you might be interested in it. Walk up to the lamp and TAKE LAMP. You'll find out you'll have to buy it. BUY LAMP. The old lady will tell you that it will cost two treasures; however, this is an alternative: the return of her nightingale, which was taken by Hagatha. This is how you're supposed to find out about the nightingale when you first play the game. Since giving the two treasures costs you points and keeps you from getting the maximum score of 185, GIVE NIGHTINGALE TO OLD LADY instead. You'll get the oil lamp, then you automatically get kicked out of the store. You won't need to come back her for anything else.

PrinceWatercress plays King's Quest II: Romancing The Throne (Apple II) - Part 3 of 7


I always liked Grandma's house in Kolyma. Reminds me of when I had the game on an old 1987 Tandy as a kid and didn't know for the life of me what to do. Also, we find the first of the three keys that we need for the magic doors.


Going east from here, takes you to the cliff. Don't fall in and die; instead, go north. You'll be in front of another lake. This is a clean lake, but there is another one to the west with a light green color. This is not a clean lake, and if you walk into it or even drink it, you will die. Going another screen west will show a castle in the background that you won't be able to access quite yet. Another screen to the west still shows more of the lake - which is all around the castle - while the screen west of that shows a forest. If you look around, you will learn there is a sign attached to the back of one of the trees. If you read the sign, you'll get an advertisement for The Black Cauldron, based on the Disney movie of the same name.

Going west one more time takes you back to the beach. If you head north, you'll find a clamshell on the ground. GET CLAMSHELL. When you pick it, you'll find out there is a diamond and sapphire bracelet. Take it out of the clamshell to get more points and to put the bracelet in your inventory.

Going east takes you a tree with a stake leaning on it. TAKE STAKE. Go east for more of the poison lake. You can't go east from here, so go north. Yet more poisonous lake here. Going west takes you back to the beach, If you've gotten the first magical door clue, a mermaid will show up here. Go up to the mermaid, SWIM (or press the + button) and GIVE FLOWERS TO MERMAID. The mermaid will take a liking to the flowers and summon a magic seahorse. Swim up to the seahorse and RIDE SEAHORSE. The seahorse will automatically take you to King Neptune, but you can LOOK at any time. You'll soon meat King Neptune, and you can control Graham much like you would on land. Move up to Neptune and GIVE TRIDENT TO KING NEPTUNE. Neptune will accept the trident, give you a bottle and open the huge clam next to him to reveal a key. TAKE KEY when you move up to the clam, then move all the way to the east to leave the screen and automatically return to dry land. Thankfully, you don't have to use the swim command when you get back to the beach.

North of here is more beach that is close to where we started the game. Going east takes you to a lake with an island in the middle. Now would be a good time to LOOK BOTTLE. You'll learn there is a large cloth in the glass bottle. TAKE CLOTH to pull it out. To the east is the northwest corner of the poisonous lake. Go north and you'll be back at Grandma's house. Go in and GIVE SOUP TO GRANDMA when you are near her. If you see a wolf instead of Grandma when you enter the house, immediately leave the re-enter the house until you get Grandma. Grandma will tell you to look under the bed. LOOK UNDER BED, and you'll find a large ruby ring and a black cloak. Graham will take them both automatically. The ring, when looked at, has the initials "C.D." carved into them, while the black cloak looks like a vampire's cape. Apparently, Grandma has Count Dracula's ring and cape. Why? Nobody knows. She just does. Go ahead and WEAR RING and WEAR CLOAK before leaving the house.

Thursday, October 1, 2020

PrinceWatercress plays King's Quest II: Romancing The Throne (Apple II) - Part 2 of 7


In this entry, we explore a little bit more of Kolyma.



Head west from the dwarf's house. Make sure you don't run into the dwarf; he'll steal one of the "expensive" items - the necklace, the brooch, the bracelet, the earrings or the tiara - if you do. If that happens, go back to the dwarf's house and look in the chest to take back what he stole. As you keep going west, you'll approach a cave, and near this cage, you may meet the wicked old hag, Hagatha. If she shows up and touches you, she will put you in her pot in the cave and it will be game over.

West of the cave entrance is the beach where you started. The starting point will be to the south. When playing the Apple II version of the game, you will get a little bit of slowdown when the waves hit the rocks. The slowdown is still manageable, thankfully.

Heading north will lead to more beach and a trident on the ground. Pick up the trident, then go east. You'll see a lake. If you walk into the water, One screen east will take you to a log with a hole in it. There is something in the branch with the hole in it, but I do not know how to get it at that point. (Rather, I don't know which exact command to type in at that point.)

East of here is another broken tree we can look into, but once again, I don't have the proper command, at least not yet. East of here is another tree, and this one has a sizable hole that you can look through. If you head to the monastery and wait for the fairy to give you the protective spell, you'll have an easier time doing things around the dwarf's house and Hagatha's cave. Look inside the hole and you'll find a mallet. GET MALLET.

PrinceWatercress plays King's Quest II: Romancing The Throne (Apple II) - Part 1 of 7


Here's a console/microcomputer I didn't think I'd ever cover. I really want to play an Apple II game again soon.


Sir Graham is now King of Daventry, but he must find a bride in order to find companionship as well as He sees a vision of a quartz tower that he must go through a magic door in the land of Kolyma to find, then sees a vision of a woman locked in the tower. King Graham gets his adventurer's cap and heads to Kolyma.

Controls are simple: the arrow keys let you move. Tap a direction once to move, and that same direction again to stop. You can type simple commands with the keyboard. Open Apple + Delete lets you delete letters in case you make a mistake. If you press Tab, you'll see your current score and your current inventory.

You start at a beach. To the east is a meadow with flowers, trees and a fence.

Further to the east is a small house. There is a mailbox, and if you open it with OPEN MAILBOX, you'll get one point and find a basket of goodies. Take the basket of goodies ("TAKE BASKET"). You'll get points when you do things that you're supposed to do.

If you open the door of the house ("OPEN DOOR"), you'll find an old woman who is sick in bed. If you talk to her with TALK OLD WOMAN, the old woman will tell you she is sick. She won't be able to do much else until you help her get better. Leave the house.

Go back to the meadow to the west. Little Red Riding Hood will show up if you wait long enough. TALK GIRL. She will tell you that somebody stole her basket of goodies. GIVE BASKET TO GIRL when you are lose enough to her, and Little Red Riding Hood will give you her bouquet of flowers before skipping around.

Go back to the house, then go east. You'll be on the other side of the fence. There is not much here.

To the east of the house is a monastery. You'll see the bell here. If you go east another screen, you'll be able to enter the monastery. Go up to the door and OPEN DOOR to enter. After the music stops playing, walk up to the altar and PRAY. The monk, who will usually not talk to you, will suddenly ask for your name. Enter "GRAHAM" in the text parser, and the monk will tell you that he knows of your quest and give you a silver cross on a chain to protect you from evil. Be sure to WEAR CROSS; it will come in handy later and you will get points for it.

If you wait at the monastery, a fairy will show up and cast a spell that protects you for a limited time.

Leave the monastery. East of the monastery entrance is a pit. There is nothing to do here. However, we can go north from the monastery entrance. If you do, you'll come across a bridge. This bridge will be the death of you - and make the game unwinnable - if you fool around too much. This bridge can only be crossed seven times, and if you don't cross it at the right times, you'll make the game unwinnable. While other versions of the game do not tell you that you gain points for crossing the bridge, this game does, and this is part of the beginner's trap involving the bridge. When you gain a point, you use one of your crossings, so you have to be careful.

We'll need to cross the bridge right now. When we do, we will need to go north. We will then see a door. If you LOOK DOOR, you'll find there is an inscription on it. If you READ INSCRIPTION, you will get a clue that states "Whosoever chooses to seek the key for this door will undoubtedly make a splash." From here, go back to the bridge and cross it again. You'll use your second crossing.

From the bridge, go west. Be careful when moving around, as Hagatha the Witch might show up. If she catches you, the dwarf will show up, and if you have a 

To the west is a tree house. The dwarf can show up here, as well. OPEN DOOR at the door, then go in. You can use the arrow keys to climb down the ladder and move to the sides if you need to so you don't kill yourself accidentally. Head to the east and if you get the message stating that the dwarf is home, immediately turn back to the west. If you don't go ahead and explore. You can OPEN CHEST when you get close to it and TAKE EARRINGS after opening it. Be sure to CLOSE TRUNK if you have manners. From there, go tot he fireplace and TAKE POT. This is a pot of chicken soup, which will be useful to help Little Red Riding Hood's grandma feel better. You can eat the soup, but it will make the game unwinnable. From here, you can leave the dwarf's home.

Friday, March 28, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 10 of 10

Well, we're on an island. There's a tower in the distance. Could it be...?

All maps by Dan_.

New World Map

Tower Map

Upon exploring this island, you'll find a tower. Head towards the tower entrance, and go north of the door. You'll find an amulet on the ground. Pick it up. You'll notice that on one side it says the word "Home" on it. Type in the command "say home" to return to Daventry...but don't do that just yet! Doing so will give you the bad ending where Graham returns to the castle without a bride...and you don't want that.

There's nothing else to do here, so head back to the front door of the tower. Open the door, go in, and carefully make your way to the top. (Be sure to save everytime you go up a screen.) When you go up two screens, you'll make it to the top...and to a ferocious lion! But you have the smoked ham from Dracula's Castle, so throw it to the lion and the lion will eat it. It will fall asleep, and you'll be able to open the door next to it.

You'll finally meet the girl in the tower, whose name is Valanice. Talk to her, and she'll ask you your name. Type in "Graham" and she'll thank you. Type "kiss girl," then she'll ask you to come closer. Do that, and you'll both kiss. From this point, type in "say home." Now that you have Valanice, you'll both head to the altar and wed! (I'm still trying to figure out why on earth a shark is sitting in the pew of the church, as well as all the monsters in Kolyma...weren't they trying to do you wrong the whole game? Also, Dracula is strangely alive again. What the crap, Sierra?)

Well, if you did everything mentioned in the blog series (and remembered to put on the cross the monk gave you), you should have all 185 points! Congratulations! You did it!


Dilandau3000 plays King's Quest II: Romancing the Throne - Part 9 of 10


Now that we've gotten rid of Dracula, let's finish this game off!

All maps by Dan_.

Dracula's Castle Map

Head back to the locked chest. Unlock it with the silver key and open it. You'll find a diamond and sapphire tiara. Take it. From there, get out of the castle and get back onto the boat.

Map

Head back to the bridge across the chasm. You'll be crossing it for the seventh and final time. If you were expecting to do something special to cross it more than six times, you're right. It's called getting the third gold key. XD

If you cross it an eighth time, you'll die. No turning back now.

Go to the door and unlock it. Finally, you get something awesome: a portal to a world you've never seen before.

New World Map

What is this? The Bermuda Triangle? The Daventry Triangle? Another dimension? Another planet?!? Who knows? All that is known, however, is that something big is here.

Go north and you'll find a fishing net. Take it, then go back to the previous screen and go south again. It seems like you can't get anywhere, and if you swim in the ocean, you'll drown. Here's what you do: use the fishing net by typing the command "fish" and pressing Enter a few times. On the third try, you'll use the net, and you'll get a large golden fish. Take it, then throw it back in the ocean. It will show its gratitude by offering you a chance to ride it across the ocean. Take the ride, and you'll end up on an island.

Thursday, March 27, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 8 of 10


We now explore the castle in the middle of the poisoned lake...

All maps by Dan_.

Dracula's Castle Map

Open the door, and you'll be in the castle.

Let's go west first. This leads to a spiral staircase. Be careful not to fall as you make your way up. Open the dresser drawer and you'll find a candle inside. Take it.

Go down the spiral staircase, and walk up to the torch on the wall that's halfway between upstairs and downstairs. Light the candle with it. Your candle is now illuminated. Let's now go to the room east of the entrance.

There is a smoked ham on the table. Take it. DO NOT EAT THE HAM. Go north and take care as you go up the stairs. Hugging the non-existant wall on the lower half of it and the wall in the background on the upper half makes this a lot easier. It should be noted that compared to Graham, the chairs and table are fucking gigantic.

Go right when you make it upstairs, and you'll be able to walk up to the chest. Unfortunately, you'll need a key to unlock it, so you'll have to head back downstairs. Be careful on your way down, as it is very easy to fall on your death as soon as the game transitions to the bottom of the stairway.

Head back to the dining room and go east. You'll see some more stairs, and these are much easier to cross than the ones up to the locked chest. Since the candle is lit, you'll be able to see stuff.

When you make it to the bottom, go into the room to the west. You'll find a coffin. If it's open, leave the room and come back. Open the coffin, and you'll finally find out who "C.D" is: Count Dracula! Quickly type in "kill Dracula," and you'll hammer away at him with the mallet and stake. Get the key he leaves behind when he turns into a pile of dust.


Remove the pillow from inside the coffin, and you'll find the third...and last...gold key! Take it!

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 7 of 10


Now that you have the second door open, there's only one place to go...

All maps by Dan_.

Map

As soon as you enter the cave, you'll find the second key. Go up to it and pick it up.

Kolyma Map

Walk out of the cave and ride the carpet again. The carpet will take you back to the antiques shop. Head back to the bridge, cross it, and unlock the door with the key. Read the inscription of the third door before doing anything else: "Whosoever chooses to seek the last key must have a stout heart." I wonder what [b]that[/b] means...?

Return to the part of the poisoned lake where you see the castle in the distance. You'll see some black shrouded guy who looks like Charon, the ferryman of the River Styx on a boat. He only shows up if you read the third inscription, so if you didn't do that, you just made the game unwinnable. Congratulations.

Anyway, don't deal with him just yet. Instead, go two screens west and one screen north. There's a stake leaning against a tree. Take it.

Go back to the guy on the boat. Put on the cloak and ring. This way, you'll be able to get on the boat and actually gain three points instead of losing a bunch of points for giving the ferryman one of the treasures.

This next part is going to be painful...unless you eat the magic sugar cube. You can do this without the magic sugar cube (my sister actually did this back in the day, so that's how I know) by being careful and saving at the corners. Touching the brambles that line the sides of the road to the castle equals instant death.

Good lord, it's like that Irritating Stick game from Japan...except even more annoying.

When you make it to the door, either keep the cloak and ring on, or wear the cross the monk gave you. If the ghosts touch you without either of these things equipped, the ghosts will possess you and send you into the brambles. When this happens, the magical sugar cube is negated and you'll die from touching the brambles. Thanks, game.

You're better off eating the sugar cube, though, as eating it gives you one point. Nice.

Wednesday, March 26, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 6 of 10


The quest for the second key is about to begin!

All maps by Dan_.

Map

As soon as you return the nightingale to the old lady at the antique shop, she'll give you the oil lamp and close shop. (She must really love that bird...)

When you rub the oil lamp, you'll find out that it is indeed a magic lamp and the genie inside will give you a magic carpet. Rub it again and you'll get a sword. Rub the lamp yet again and you'll get a leather bridle. The lamp will then disappear after a third rub.

Anyway, take a ride on the carpet. This will take you to the mountaintop.

Map

As soon as you go west from here, you'll see a poisonous snake. If you type in "Hi snake," the snake actually speaks. How about that? Also, getting too close will obviously kill you.

Instead of killing the snake with the sword, you can throw the leather bridle on it. (How this makes sense as well as how we're supposed to figure this out without using the official hint book, I'll never know.) This not only gives you more points, you also change the snake into a winged horse. You can greet the horse like you did the snake, but if you talk to it, it will thank you for breaking the evil enchanter's spell and give you a magic sugar cube that protects against poisonous brambles before it flies away.


Going west from here takes you to a cave. Before you go in, look in the hole in the rock in front of it. You'll get a preview of the first Space Quest game. Thanks, Two Guys From Andromeda.

Easter Eggs!

Show 'em how it's done, MrWhitman.

Now with glitches!

Tuesday, March 25, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 5 of 10


Now that we've gone underwater, how do we climb the mountains? We're about to find out!

All maps by Dan_.

Map

Going east from here will take you back to the poisonous lake. Apparently, the fairy appears again, so if you lost the protective spell that she gave you, she can give it to you again. She always shows up near the monastery, so if you're looking for her, check around there.

Go south, then east. You'll find another building. This building is an antique shop. If you read the sign, you'll find out the shop is open. Go on in. (After reading the sign, of course. Otherwise, you won't be able to enter.)

Talk to the old lady inside, and she'll motion towards the oil lamp on the table. You want it? It's yours, my friend, as long as you have...the nightingale. Turns out that nasty old Hagatha stole the nightingale from her. Since giving her the nightingale is better than giving her two treasures, let's go for it. Head back to Hagatha's cave and get the nightingale.

Be careful around the antique shop, as an evil enchanter runs around in Kolyma as well.

It appears we forgot about the bottle. If you look at the bottle, you'll notice a large cloth inside. Pull it out of the already-opened bottle.

Head back to Grandma's House, then head to Hagatha's cave. If you head inside and see Hagatha, leave the cave and re-enter. She should be gone. Drape the cloth over the cage to quiet the nightingale (this gives you some very easily missed points, by the way), then take the nightingale.

Now that you have the nightingale, it's time to head back to the antique shop. But first, head east and then north. Look inside the stump and you'll find a necklace with...you guessed it...diamonds and sapphires. Take it.


Go east two screens and you'll notice a sizable hole in one of the trees. Get to the side of the tree to look in the hole, and you'll find a mallet. Go ahead and take it. If you have the protective spell, the dwarf shouldn't bother you here.

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 4 of 10


If I hear that "Under The Sea" song from The Little Mermaid one more time...

All maps by Dan_.

Map

When you take the clamshell, you'll find a diamond and sapphire bracelet underneath. Take the necklace.

If you open the clamshell, you'll find out it's empty.

North of the clamshell screen is a mermaid. You'll get nothing if you talk to her after swimming up to her, so give her the bouquet of flowers instead. She'll summon a seahorse. Take a ride on it, and you'll go underwater.

Underwater Map

Go west until you meet King Neptune. Get to the middle of the screen and give him the Trident. He'll give you a bottle, and he'll also open a large clamshell which gives you a golden key. Position King Graham so he's right next to the key, and take the key. Congratulations! You have the first key!

Map

Once you're back on dry land, head two screens west and you'll see the poisoned lake. We've seen it before, but this time around, Dilandau3000 goes into detail about it. If you even do so much as drink the water of the poisoned lake, you'll die.

Follow the poisoned lake, and you'll see it encompasses around an island with a castle on it.

Two screen west of where you saw the castle, and you'll see a complete change in scenery from the poisoned lake. There's nothing special here, though, but if you go west again, you'll be near the chasm. Go back to the bridge and unlock the door with the key. You'll find another door. Read the inscription on the door before you do anything else: "Whosoever chooses to seek the key for this door should set their sights high."

Now that this is out of the way, let's cross the bridge and head south from the monastery entrance. Look inside the hole in the boulder and you'll find a diamond and sapphire brooch...which matches the earrings and bracelet perfectly! I wonder...

Anyway, take the brooch.

Monday, March 24, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 3 of 10


We cover more territory in Kolyma and even pick up a few items along the way...

All maps by Dan_.

Map

If you read the inscription on the door, you'll get the message "Whosoever chooses to seek the key for this door will undoubtedly make a splash."

It should be noted that you must read the inscription on the doors, or else you won't be able to get the key for that door. Therefore, the game forces you to cross the bridge seven times, when it collapses after six. Hmmm...

The screen west of the bridge has a dwarf if you're not lucky enough. He'll steal an item from your inventory just like the dwarf in the last game, except you can actually retrieve this item, so don't fret. He usually shows up near the dwarf's house, which you'll see next.

Dwarf's House Map

West of this screen is a tree with a door in it. If you open the door, you'll find a ladder. Climb down the ladder, and be careful when you do, as you can die from the fall if you're too high up.

West of here is a dwarf's house. Open the trunk, and take out the earrings. Remember, if the dwarf steals anything from you at any point in the game, come back to this trunk and take it from him. You can also take the pot of chicken soup from above the fire in the fireplace. DO NOT EAT THE SOUP. Now get out of there.

Kolyma Map

Go south of the Dwarf's house and you'll be back at Grandma's. Give the chicken soup to Grandma, and she'll tell you to look under the bed. You'll find a large ruby ring and a black cloak. Take them both. If you look at the ring, you'll find out that the initials "C.D" are engraved in it. If you look at the cloak, you'll notice it would better fit a man taller than Graham. Hmmm...

The screen directly north of Grandma's house can be dangerous. If Hagatha, the old hag, shows up, stay away! She will catch you and cook you!

West of here is Hagatha's cave. If you're lucky, you'll see the Batmobile ride back and forth and even hear the Batman theme! I'm not kidding!

Anyway, if you go inside the cage, you'll find a nightingale in a cage. Don't take it just yet. Get back out and go west. You'll be at the beach again. Go north of here and you'll find a trident. Take it. Two screens north take you to a clamshell, which you should also take.

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 2 of 10

Well, we didn't do a lot in the last entry. That'll change soon enough!

All maps by Dan_.

Kolyma Map

If you give her the basket of goodies, she gives you her bouquet of flowers before happily skipping around. (She appears in a couple of screens near Grandma's House, so she isn't that hard to find if she doesn't show up where you found her.)

Two screens east of Grandma's House is the monastery. If you're lucky, a fairy might show up here. She will cast a spell that protects you from evil elements, much like the Fairy Godmother from the first game. Just like in the last game, it doesn't last forever...

Anyway, the door to the monastery is one screen further to the east. Go inside, type "pray" to pray at the cross and the monk will finally ask you your name. Type in "Graham," and he will give you a necklace with a silver cross on it. It will protect you from evil. Put it on to get some points, which are pretty easy to miss (Dilandau3000 misses these.)

When you go east from the monastery entrance, you'll find out that the world doesn't loop from east to west like in KQ1. It still does it from north to south, though.

The last screen on this row is a pit. Nothing special here.

North of the monastery entrance is a bridge. (Love how Dilandau3000 comes this close to falling off.) You can only cross the bridge six times before the center falls out from below you and causes you to tumble to your death...and get six points from all the times you cross it. Cruelest. Death. Ever. Nice one, game.

This bridge is particularly nasty. You have to cross the bridge seven times, and if you cross it twice without doing anything, you make the game unwinnable. It's like the dwarf taking the treasures in the first game, except completely cruel.


Anyway, if you cross the bridge, go east to the other side and go north, you'll find the door. Yes, the magical door mentioned in the prologue. (I told you this bridge was evil.)

Sunday, March 23, 2014

Dilandau3000 plays King's Quest II: Romancing the Throne - Part 1 of 10

Alright, we have another prelude to watch before we can do anything.

Okay, now that we have this out of the way...

thegameulost: "Let me get this straight: King Graham is setting out on a dangerous journey, risking life and limb, without a sword or his indestructible shield, to rescue a woman whose image he saw for no more than a minute or two, and marry her, despite never having met or talked to her in person. Sounds completely asinine. Let's go for it! (and hope that the kingdom of Daventry has a damn good marriage counselor."


So, what became of our good friend Sir Graham after he became king about twenty-five blog series ago (give or take)? Let's find out.

All maps by Dan_.


All right! Let's do this!

Go east two screens from the starting point. You'll find a house with a mailbox that is inexplicably bigger than King Graham. (I'm so totally making perspective jokes again.) If you open it, you'll find a basket of goodies. Go ahead and take it, and perform the biggest twist in morals since the beginning of the series, where there weren't any twisting of morals. DO NOT EAT THE GOODIES. If you knock on the door and then enter, you'll meet Grandma, who lives in this house. (Definitely a Little Red Riding Hood reference.)

There's a 50/50 chance that if you go inside, you'll meet the Wolf instead. If he's in there, get out of there and enter again. Grandma might be in there.

If you go east another screen, wait a little while and you'll meet up with Little Red Riding Hood. If you talk to her, you'll find out that her basket of goodies has been stolen while she was picking flowers.