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KING'S QUEST II: ROMANCING THE THRONE

WALKTHROUH

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This walkthrough was written by Frodo

for The Daventry Chronicles

 

 

 

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You begin your adventures on the beach, having just arrived in the far-away land of Kolyma.

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Go right twice, so you are at Grandma’s house. LOOK MAILBOX, and

OPEN MAILBOX. There’s a basket of goodies here, so TAKE BASKET.

If you like, you can KNOCK DOOR and enter Grandma’s house, but

there is nothing you can her in there at the moment.

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Keep your eyes out for Red Riding Hood, cos she pops up randomly.

When you find her, TALK RED RIDING HOOD. She tells you her

problems about losing her basket, so GIVE BASKET TO LITTLE RED

RIDING HOOD. She gives you her bouquet of FLOWERS as a

‘Thankyou’. and then skips around merrily.

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Outside Grandma’s house, go up and go right. You see a door in the

tree - watch out for the dwarf. OPEN DOOR, enter, and climb down

the ladder. SAVE YOUR GAME HERE.

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Walk right, to the next room. If the dwarf is here, quickly leave,

then come back here. When dwarf is gone, walk over to chest on

the right. LOOK CHEST, OPEN CHEST. LOOK IN CHEST, and TAKE

EARRINGS. Walk over to fireplace, and TAKE SOUP. Now leave the

room, and leave the house.

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Outside treehouse, go left and go down, back to Grandma’s house.

Outside her house, SAVE GAME HERE. KNOCK DOOR, OPEN DOOR,

and ENTER. If wolf is here, leave immediately, If Grandma is here,

GIVE SOUP TO GRANDMA. Now LOOK UNDER BED, and auto-

matically get RUBY RING and BLACK CLOAK. THANK GRANDMA.

Then leave the house.

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Walk right, and wait here for a while. If you haven’t dealt with Red

Riding Hood yet, she should show up now - GIVE BASKET TO RED

RIDING HOOD.

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Go right to the Monastery. A fairy is here, and gives you a protective

spell, then leaves. Isn’t that nice of her. Go right again, to Monastery

entrance.

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OPEN DOOR to enter Monastery. Walk up to the altar, and PRAY.

The monk asks who you are, so tell him GRAHAM. He gives you his

SILVER CROSS to protect you from evil, then goes back to his

praying. THANK MONK, and leave the Monastery.

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Go down to the lake. Note that hole in the rock. Stand next to the

hole, and LOOK IN HOLE to see a sapphire brooch. TAKE BROOCH.

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Walk up twice to the chasm - be very careful not to fall in! Cross over

the bridge, and head right to next screen. Now go up one screen.

Hmmm, what’s that strange door doing here? LOOK DOOR, then

LOOK INSCRIPTION. You have to find a key for the door, and it’s

giving you a hint as to where the key might be. Sounds like it’s

hidden under water somewhere.

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Go down, left, and cross the bridge again. Go left, and up to the big

tree. LOOK IN HOLE in the tree, to see a mallet. GET MALLET.

Walk left twice, to lake. Notice the big log at bottom of the screen?

Walk up to log, and LOOK IN LOG to see diamond necklace. GET

NECKLACE.

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SAVE YOUR GAME HERE. Go up twice - be careful, the evil witch

Hagatha might be lurking. Now walk left, and TAKE STAKE that’s

leaning against the tree.

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Go left to the beach. LOOK CLAMSHELL on the sand, and TAKE

CLAMSHELL. Also, TAKE BRACELET that was hiding underneath.

Go down twice, and TAKE TRIDENT. Now walk up 3 screens. Wow,

there’s a mermaid sunbathing on the rocks. Enter water, and SWIM.

Swim over to mermaid, and GIVE FLOWERS TO MERMAID. She

summons a seahorse, so RIDE SEAHORSE. It takes you down to

Neptune’s lair. Yes, the great Neptune himself. Ride over so you are

next to him and GIVE TRIDENT TO NEPTUNE. As a reward, he gives

you a BOTTLE, then he magically opens a giant clam… revealing a

KEY. Hmmm, weren’t you looking for a key? Ride over to the clam,

and TAKE KEY. Now LOOK BOTTLE that he gave you, to see it has a

piece of cloth in it. TAKE CLOTH. You never know when a piece of

cloth will come In handy. Now ride right - the seahorse will take you

back to the beach. Then go back on to dry land.

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Walk up 3 times, then walk right. Yikes! This is a spooky-looking

cave! SAVE GAME HERE. Enter the cave. This is Hagatha’s cave, but

she may or may not be here. LOOK CAGE to see a poor nightingale

trapped here. Now if you simply TAKE CAGE, the nightingale will

start singing, alerting Hagatha to your presence, so don’t do it!

Instead, PUT CLOTH ON CAGE. This keeps the nightingale calm, so

you can now TAKE CAGE. Leave the cave.

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Head right 4 times, back to the bridge. Cross over the bridge, and go

right again. Now head up to that mysterious door. This is so exciting!

What could be behind the door? Okay, UNLOCK DOOR. The key turns

, the door opens, revealing… another door with another inscription. *sigh* Okay, read inscription. Seems like the next key is somewhere

high up.

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Go down, left, and cross the bridge. Go up twice to the lake. Enter

water and SWIM over to far side of the lake. Head up another 2

screens, to the Antique Shop.

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Climb up stairs to the Antique Shop, and READ SIGN in the window

to see that the shop is open. KNOCK DOOR, then OPEN DOOR to

enter the shop. Walk over to the old lady, and TALK LADY. She tells

you about an oil lamp she recently acquired. GIVE NIGHTINGALE TO

LADY. She gives you the OIL LAMP as a reward, before throwing you

out of the shop. Now READ SIGN again - the shop is closed now.

Hmm, that’s weird.

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Hmmm, I wonder if this is a magic lamp. And I wonder if I’ll get 3

wishes. RUB LAMP. A genie appears, and gives you a magic carpet.

RIDE CARPET - you end up on a cliff, somewhere high above Kolyma.

Walk right once. Yikes, there’s a poisonous snake here.

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RUB LAMP again. The genie appears again, and gives you a sword.

RUB LAMP yet again, and the genie appears again and gives you a

leather BRIDLE this time. That’s your 3 wishes used up, so the LAMP

disappears.

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Now as strange as this may sound, THROW BRIDLE at snake. Wow,

the snake transformed into a winged horse. TALK HORSE to learn

how he was cursed. The horse gives you a magic SUGAR CUBE that

will protect you from poisons, then he flies away.

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Head right, to another cave. Notice that hole in the rock? For a bit of

fun, LOOK IN HOLE. Ahem, very amusing! Okay, back to the task at

hand.

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Enter the cave. There’s a key here - TAKE KEY. Now leave the cave.

Go left 3 times, back to edge of the cliff. Now, how are you going to

get back down there? The same way you got up, of course. RIDE

CARPET. Wow, I could really get used to this way of travelling!

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You’re back outside the Antique Shop again. Walk up to next screen,

to the lake. Enter water, and SWIM to the far side. Head up another 2

screens to the bridge. Cross bridge, walk right, then up, so you are

back at the door. Just like before, UNLOCK DOOR. A third door appears,

along with a third inscription! READ INSCRIPTION on the door to get

another clue. What could that mean?

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Walk down, left, and cross the bridge. Go left twice and up twice.

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You are at edge of the foul lake, and a ghoul is here with his boat. He

can take you across the toxic lake, to that castle you see in the

distance. Try to ENTER BOAT, but the ghoul wants paid, and you

don’t have anything to pay him with. May you can trick him somehow.

If you haven’t already, WEAR CLOAK, WEAR RING, and WEAR CROSS.

Now ENTER BOAT again. With that cloak on, he’s mistaken you for

someone else, and gladly takes you across the lake.

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On the far bank LEAVE BOAT, and SAVE YOUR GAME HERE. Now

those thorns are poisonous. If you have the sugar cube the winged

horse gave you, EAT SUGAR CUBE. If you don’t have it anymore, don’t

worry, you can still get through this, but just be careful. Now make

your way up through the thorny path to the door. Head up to the next

screen.

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There are 2 spooky ghosts guarding the castle door. But again, they

are fooled by the black cloak and ruby ring, and mistake you for

someone else, so they float away. OPEN DOOR to enter the castle.

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Inside the castle, go left to next screen. Climb ramp up into the tower.

OPEN DRAWER in the dresser, and GET CANDLE. LOOK CANDLE to

see that it’s unlit. Now head back down the ramp, but stop when you

reach that torch on the wall. LIGHT CANDLE from the torch, then

continue on down the ramp, and go right, back to Entrance Hall.

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Walk right to Dining Hall. TAKE HAM from the table, but resist the

urge to eat it. SAVE GAME HERE. Now go right again, but be careful -

those stairs are nasty. Continue down stairs until you reach the

bottom, and SAVE GAME HERE.

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Walk left. *GULP* There’s a coffin here!!! If the coffin is open, leave

the room, then return. Now when the coffin is closed, walk over to

the coffin, and LOOK COFIN. OPEN COFFIN to see Count Dracula lying

there. Now quickly, KILL DRACULA with the stake and mallet you

found earlier. Nice work! Graham The Vampire Slayer! A silver key is

left behind in the coffin, so TAKE KEY. LOOK IN COFFIN to see a satin

pillow, so TAKE PILLOW. A gold key was hiding under the pillow, so

TAKE KEY.

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Walk back right again, and climb up stairs, remembering to SAVE

GAME every so often. At top of the stairs, head left once to the

Dining Hall, then head up through purple curtains.

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More stairs! You know the drill. Climb up stairs, remembering to

SAVE GAME every so often.

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At top of the tower, UNLOCK CHEST with the silver key. OPEN

CHEST, and GET TIARA. SAVE GAME HERE, then make your way back

down the stairs. At bottom of stairs, go down to the Dining Room,

then left to Entrance Hall. Leave the castle.

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Now the effect of the sugar cube may have worn off by now, so SAVE

GAME HERE. Head down one screen, and make your way through

the path, being careful not to get pricked by any of the thorns. ENTER

BOAT, and sail back across the lake to the other side.

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Time to unlock that last door. Go down twice and right twice to the

bridge. Cross bridge, and go right again, then go up to next screen.

UNLOCK DOOR with the key. Wow, you see a world unlike anything

you’ve ever seen before. You automatically enter the door into this

strange new world.

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What a lovely colour the water is. Head up to the waterfall, and GET

NET from the ground. Go down twice. Walk to edge of the sea, and

FISH. Keep FISHing until you catch a golden fish. GET FISH to pick it

up. However, it will die out of the water, so THROW FISH back into

the water. RIDE FISH across to the island.

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Head up twice, then right once. See that pink thing in the sand?

Walk over to it, and GET AMULET. Walk down once, and OPEN DOOR.

Enter tower, and SAVE GAME HERE. Climb up stairs to the top. There’s

a huge, hungry lion here. THROW HAM to lion, and he goes off to

sleep. OPEN DOOR, and step into other room. This is it! This is the

woman you saw in the mirror, the woman of your dreams. Your heart

begins to flutter. LOOK WOMAN, and TALK WOMAN. She tells you

her name is Valanice - tell her you are GRAHAM. KISS WOMAN, then

GO HOME.

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Watch the final scene, as you marry Valanice.

 

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Congratulations King Graham, you have completed the game.

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