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KING'S QUEST 2: ROMANCING THE STONES

WALKTHROUGH (AGD INTERACTIVE)

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This walkthrough was written by Frodo

for The Daventry Chronicles

 

 

 

KOLYMA

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You begin your adventures on the docks, having just arrived in the far-

away land of Kolyma.  

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Notice the NET in the river, wrapped around a support pole for the

platform.  Walk right once, climb down the ladder, then swim right.

 Swim up to the NET, and take NET.  Now swim right, back to shore

again.  

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Walk up, and take the fallen PICKET from the ground.  Head up 2 more

screens.  A young girl in a red cloak (Possum, aka Red Riding Hood)

should be here.  If she’s not here, leave the screen and return.  Talk to

Possum several times, until you have nothing more to say to her.  You

learn that she has lost her basket of flowers, and that her grand-

mother is sick and has bad dreams.  

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Go left once and up twice.  Take BASKET OF FLOWERS that is hiding

behind the palm tree.  Now go down twice and right once.  Give

BASKET OF FLOWERS to Possum.  She gives you a YELLOW FLOWER

to say ‘Thankyou’, then continues on her way to Grandma’s house.  

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Go up once, and right twice.  Look at the pond and the swans.  Aren’t

they beautiful!  

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Walk right again, to the pumpkin patch, and look at the pumpkins.  Try

to take the large pumpkin.  Wow, that was unexpected!  Poor Mother

Pumpkin.  Talk to her to learn how she got the ability to talk.  

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Go down 3 times, and SAVE YOUR GAME HERE.  Look at those GOLD

COINS just sitting there, on the ground.  It’s a trap!  Don’t pick them

up!  Instead, look at tree on the very right to see a piece of rope tied

around it’s branches.  Look very carefully at base of the tree, to see the

rope - it’s hard to spot, but it’s there.  Use your SWORD on the rope to

cut it, thus disabling the trap.  Now pick up the GOLD COINS, only to

discover it’s FOOL’S GOLD!  

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Walk up twice, and then right to the ‘Town’ sign.  Now go up, look at

hole in the tree, then search the hole to find a MALLET.  Walk up again,

to the town gate.  Search the haystack, and have an interesting

conversation with… something.  

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TOWN

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Walk up through the town gates, into the town.  Look at the fountain

and the statue.  Talk to merchant on the right, and notice the baby

PUMPKIN he has.  This is Mama Pumpkin’s missing baby, but the

greedy merchant won’t return him - he just wants to get rich from a

talking pumpkin.  

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Enter Kolyma library, and talk to the librarian.  Keep talking to her, until

she won’t talk to you anymore.  Chatty, isn’t she?  Look at all the books

(love the book titles) in the bookshelves, until the titles start to repeat.

When you’re ready, leave the library.  

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There is a door to the very right of the screen.  Walk up to the door, and

read the note.  R.I.P Frederick!  Something is sticking out from under

the door, but you can’t quite get a grip on it.  Damn!  Use your SWORD

on the door to slide out the LETTER from under the door, then click

LETTER on yourself to read it.  Wow, you now have a LIBRARY CARD.

 Yippee!  

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Enter library again.  Try to use LIBRARY CARD with the librarian, but

she won’t accept it because it’s not signed.  Okay then, let’s sign it.

Wait until she is looking left, then quickly use LIBRARY CARD with the

quill that’s next to the librarian.  Now show the signed LIBRARY CARD

to the librarian.  Talk to her and ask her to recommend a book - she

places a book on the counter.  Click on the book to read about

‘Kolyma: Perfect One Day  Better The Next’.  When you’ve finished

reading, leave the library.  

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That greedy merchant is still here.  Maybe you can fool him into giving

you the BABY PUMPKIN.  SAVE YOUR GAME HERE.  Use FOOL’S

GOLD with the fountain, and they turn shiny again.  Talk to the greedy

merchant, and tell him there is gold in the fountain.  He runs over to

find it.  Use this chance to grab the BABY PUMPKIN.  

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QUICKLY walk down to leave the town.  If you’re not quick enough, the

merchant will come back, and you’ll have to Reload your game.  

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Time to re-unite BABY PUMPKIN with its mother.  

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KOLYMA

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Walk down twice, to the Town Sign.  Now walk left once and up once,

so you are back in the Pumpkin Patch.  Give BABY PUMPKIN back to

Mama Pumpkin, and watch the happy reunion (you get the BOWL Baby

Pumpkin was in).  Mama Pumpkin gives you a beautiful SAPHIRE

BROOCH as a reward.  Talk to Mama Pumpkin again, and she asks you

to get her some FRESH WATER THAT’S BITTER, for her babies.  

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Walk down twice and left once.  Look at the lemon tree, and take a

LEMON from the tree (ignore the ones on the ground).  

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Walk down, and notice the fallen log that’s split in half, across the

path.  Search the right half of the log to find SAPPHIRE EARRINGS.

 Walk left once, to Grandma’s house.  Open mailbox to see a letter

addressed to Grandma, and also a card.  You automatically read the

card - it’s an advert for church services.  After reading it, you replace it

into the mailbox.  

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Go up, and look at the lonely BABY BIRD in the lake.  Hmm, she looks

too young to fend for herself.  Stand in edge of the pool, and use NET

to rescue the BABY BIRD.  

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Head up twice and right once.  You’re back to the pond with the

beautiful swans.  Place BABY BIRD in the pond, and watch as it

transform into a swan, and the whole family fly away.  Pick up the

WHITE FEATHER that was left behind.  

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Go right once, down 4 times, and right again once.  Look at the natural

spring, and use your BOWL on the spring to collect some fresh water.

 But the Pumpkins wanted it bitter.  So in your inventory, use LEMON

with the BOWL OF FRESH WATER to get LEMON SCENTED WATER.  

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Walk left once, then head up all the way to the top.  Give LEMON

SCENTED WATER to Baby Pumpkin, and you get a CANDLE as a

reward.  

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Head down 3 times to the fallen log, then right twice to the bridge.

SAVE YOUR GAME HERE.  

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Cross the bridge.  Look at huge mound of rocks here, and walk up to

the rocks.  It changes into a door with a face.  Talk to door - the Door Of

Destiny commands that you bring him the Gems Of Nature.  He tells

you a poem, which hints at where to find each gem.  There are 3 gems

to find, but it’s up to you to decipher the poem telling you where to

find them.  

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Walk down, then go back across the bridge.  A FLYER has blown on to

the ground here, so pick up the FLYER.  It’s for a curio shop in town.  

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Walk left 5 screens, until you reach the beach.  A mermaid is sitting

here, sunbathing on a rock.  Try and talk to her if you want, but she

can’t understand you.  

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Walk up twice (don’t worry about startling the mermaid - she’ll come

back), and left once.  Search under the log to find a CLAM.  Use CLAM

on yourself to open it, and get a PEARL.  

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Walk right 5 screens, until you reach the Town Sign.  Now go up twice

to the town gate.  

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TOWN GATE

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SAVE YOUR GAME HERE.  Enter through town gate, and talk to the

merchant on the right - the one that had the talking Baby Pumpkin.  

You learn he has a pretty SHELL COMB.  Talk to him a few more times,

and he tells you he will trade the SHELL COMB for PEARLS.  Perfect!

Give him your PEARL, and he gives you the SHELL COMB.  

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Enter the library, and talk to librarian again to ask her to recommend

another book.  She dutifully brings another book - ‘Way Below Your

League’ - to the counter, so click on it to read it.  It talks about the

underwater Mer-people, and the underwater Sharkees.  When you’re

ready, leave the library.  

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Walk down to leave the town.  Walk down twice more, to the Town

sign.  

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KOLYMA

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Head left 4 screens, then down twice, so you are back with the

mermaid.  Give her SHELL COMB, and she gives you OPAL NECKLACE

in exchange.  Watch the cutscene as she takes you underwater, and

brings a saddled seahorse for you.  

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BIRTH GEM

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Click on the seahorse to mount it.  It takes you to King Neptune.  

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Watch the cutscene with King Neptune.  Talk to him, and he agrees to

let you have the Birth Gem, if you find his TRIDENT in the Sharkees

Realm, and return it to him.  Talk to King Neptune again, and keep

talking until your seahorse takes you to the Sharkees Realm border.  

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You have to find your way through the Sharkees Realm, avoiding the Sharkee Guards, so SAVE YOUR GAME HERE.  

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Go left once, then up once to the shipwreck.  Go over to the shipwreck,

and search it to find a BOTTLE.  In your inventory, look at the BOTTLE

to see it has a piece of CLOTH inside.  Use hand icon on the bottle to

uncork it, and retrieve the CLOTH.  Now exit the inventory screen.  

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Travel down once, left twice, and up once (you have to go this way, to

avoid the guard).  Look at the luminescent fish feeding on the GRASS.

 The fish are obviously attracted to this GRASS.  Go over to the GRASS,

 and take some of it.  In your inventory, combine GRASS with BOTTLE.

 Now use BOTTLE with the luminescent fish to lure the fish into the

BOTTLE.  Pick up the BOTTLE.  You now have a GLOWING BOTTLE -

useful for seeing in dark places.  SAVE YOUR GAME HERE.  

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Go down 3 times, left once, and down once.  Now go left twice.  Notice

the fish swimming in and out of the rock wall.  Now that’s weird!  Go

left, through the rock wall.  

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You’re in a dark tunnel now.  Lucky you’ve got that GLOWING BOTTLE,

or you wouldn’t be able to see anything!   Follow the dark tunnel, until

you reach a large shell door.  Use your SWORD on the shell door to

open it, then SAVE YOUR GAME HERE.  

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Head up into the Sharkee Throne Room.  The Sharkee King is in a bad mood - he has King Neptune’s TRIDENT, but doesn’t understand why it doesn’t work for him.  Watch, as he puts the TRIDENT into his Treasury.  

When the Sharkee King has left, you need to get into the Treasury, to

get the TRIDENT back, but the guards are still here.  You need to

distract them somehow.  SAVE YOUR GAME HERE, then use hand

icon on your seahorse.  The seahorse (reluctantly) distracts the guards,

drawing them away from the Treasury.  Now’s your chance.  

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Swim over to the Treasury door, and click on it.  If you imagine this is

the Treasury door:  

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              7   8   9   
       6                     10
5                                    11
4                                    12
3                                    13
2                                    14
1                                    15

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Press buttons 11, 9, 9, 14 (or just SKIP, if you want).  

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The Treasury door opens.  Grab TRIDENT, then QUICKLY get out of

there!  Don’t hang around!  Swim back down through the shell door.

SAVE YOUR GAME HERE.  Click on the seahorse to mount it, and

watch a short cutscene.  

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Now follows an arcade sequence.  You can skip it if you want (I did).  If

you choose to attempt the arcade sequence, you must escape the

sharkees chasing you, while avoiding rocks.  

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When arcade sequence is over, you find yourself outside the fake rock

wall again.  But the guards are still chasing you.  QUICKLY use

TRIDENT on the fake wall, to make it solid.  You hear a satisfying

‘THUD’, as the guards crash into the wall from the other side (heehee).

 

Now you just have to make your way out of the Sharkee’s Realm:  Go

right twice, up once, and right twice.  Go down once, and right twice.

Now go up 3 times, and right once.  

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Watch cutscene, as you return the TRIDENT to it’s rightful owner -

King Neptune.  He gives you advice on how to find the Growth Gem

and the Death Gem.  

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When the cutscene is over, you find yourself back on shore, with the

BIRTH GEM in your possession.  One down, 2 to go!  

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KOLYMA

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Now you need to find the second Gem.  All you know, is that it’s

somewhere high up.  I wonder if the library would have any more

information.  

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Head 4 screens right, and 2 screens up, so you are at the Town sign.

 Continue up twice to the Town gate.  Someone is still sneezing in the

haystack.  Give CLOTH to haystack, and they blow their nose loudly,

before giving you back the CLOTH (yuck!).  They also sneeze out a

SILVER NEEDLE (the preverbal ‘needle in a haystack’), so pick up the

SILVER NEEDLE.  

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TOWN GATE

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Walk up through the gates, into town.  Enter library, and talk to the

librarian to ask for another book.  She places ‘Legends’ on the counter,

so click on it to read it - you read about Daventry’s first king.  Now talk

to the librarian, and ask for another book.  She brings out ‘Power,

Politics, And Pulpits’ for you, so click on it to read it.  This book talks

about Kolyma’s power struggle between the state, and the church.

 When you’re ready, leave the library.  

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There is a quaint little Antique Shop over on the left, that has been

closed until now.  Enter the Antique Shop.  Look at the shopkeeper,

and talk to her.  You ask if she has anything that could aid in the ascent

of a mountain, and she tells you that she has a MAGIC LAMP that may

help.  She’ll give it to you, IF you get her NIGHTINGALE back from the

evil witch Hagatha.  Well, you don’t have a choice - you agree to her

terms.  Have a look around the shop, and see all the interesting things

for sale… in another time and another place.  Now when you’re ready,

leave the shop.  

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Walk down to leave the town, then walk down twice more to the

Town sign.  

 

 

 

 


KOLYMA

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So you have to retrieve the NIGHTINGALE from Hagatha’s cave.  Walk

left 4 times, and then up once.  

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You are outside Hagatha’s cave now, so SAVE YOUR GAME HERE.  

Don’t enter the cave yet!  Look at the skulls on either side of the cave,

and notice that one of the skulls (the one on the right) has a blue

stone as an eye.  Place your BIRTH GEM into the skull on the left,

however it does not fit properly.  Use MALLET on skull on the left to

push the GEM in into place.  Now use the hand icon on both skulls to

turn them towards the cave, thus disarming a deadly trap.  Now enter

the cave, and SAVE YOUR GAME HERE.  

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Don’t let Hagatha see you, or she will kill you.  In fact, stay as far away

from her as possible.  There is a black cloak hanging up on a coat

stand - walk over to it, and search through it to find TINY SILVER KEY

and an odd CIRCULAR DEVICE.  SAVE YOUR GAME HERE.  Walk over

to the nightingale, and look at it to realise it’s chained to the wall.  Use

TINY SILVER KEY on the cage to unlock the chain.  Now you need to

keep the NIGHTINGALE calm, so it doesn’t accidentally alert Hagatha

to your presence.  Place CLOTH over the cage, then pick up the CAGE,

and leave the cave.  

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Outside the cave, in your inventory screen, use hand icon on the CAGE

to remove the CLOTH.  Use hand icon on CAGE again, to find a

LETTER.  Now click LETTER on yourself to read it - it’s a letter to

Hagatha, from her brother Manannan.  Now you need to get your

GEM back, so use MALLET to hit skull on the left, shattering the skull,

and knocking the GEM to the ground.  Pick up BIRTH GEM.  

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You have the NIGHTINGALE now, so you need to take it back to the

owner of the Antique Shop.  SAVE YOUR GAME HERE.  Walk down

once, and right 4 times, so you are at the Town sign.  Head up twice, to

the Town Gate.  

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TOWN GATE

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Walk up through the town gate, and enter Antique Shop on the left.

Give NIGHTINGALE to the shop owner.  She leaves the MAGIC LAMP

on the counter, before locking herself in the backshop.  You overhear

her talk about the ‘final ingredient’, and a ‘youth potion’.  Uh-oh… why

do you suddenly get a sinking feeling that she’s not really a sweet little

old lady pining after her beloved pet nightingale, after all?  Poor little

nightingale!  

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Take MAGIC LAMP from the counter, and use MAGIC LAMP on yourself

to rub it (hoping a Genie will appear).  But the LAMP disappears,

leaving you with a NOTE, giving another cryptic clue as to where to find

the GROWTH GEM.  Oh well.  You win some, you lose some.  

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Notice the statue on the far-right edge of the screen.  Look at statue to

discover a hidden latch, and pull the latch to open a secret trapdoor.

SAVE YOUR  GAME HERE.  Climb down into the trapdoor, into the

basement below.  Walk down the stairs and look at LETTER on the

table at bottom right corner.  Click on the LETTER to read it - it’s a

letter to Angelina (the shopkeeper) from Hagatha, inviting her to join

some mysterious community.  

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Over on the left, you see a red rolled-up CARPET.  Take it - it’s a MAGIC

CARPET that once belonged to Aladdin.  You over-hear Angelina and

Hagatha talking above you, arguing over the Youth Potion.  Hagatha

accidently drops the POTION through hole in the floor (see the beam

of light), so it lands next to you.  Search through pile on the floor under

the beam of light, and you find the YOUTH POTION.  Now climb back

up the stair to leave the basement.  

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In the shop floor, flick latch on the statue (over on the right) to close

the trapdoor again, then leave the shop.  Walk down, to leave town.

 Walk down twice more, so you are at the Town sign.  

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KOLYMA

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SAVE YOUR GAME HERE, and use MAGIC CARPET on yourself to fly up

to a mountain-top.  

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MOUNTAIN TOP

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On the mountain-top, walk right one screen, and see a snake blocking

your path.  You have to get rid of it somehow.  Use your OPAL

PENDANT on the snake to hypnotise it, then continue right one screen.

 

You find yourself in front of another cave.  There is a large rock with a

hole in it.  For a bit of fun, reach into the hole - you meet the Hero from

Quest For Glory (nice Easter Egg!).  

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When you’re ready, enter the cave and SAVE YOUR GAME HERE.  You

find yourself in a lovely room with a lot of green decorations.  There is

an open book on the table at top of the room - click on it to read

through it.  It tells you how to create an emerald.  Let’s get started

then.  

 

Look at table \ work bench where the book is, to get a close-up of it.  

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Place EARRINGS into the beaker.  
Place YELLOW FLOWER into the beaker.  
Use MALLET on flintstone under the beaker, to light the burner.  
Use FEATHER on beaker to stir the mixture.  
In your inventory, look at your SWORD to see a crystal in the hilt.  
Use PICKET (from the fence) on the SWORD to break off the crystal.  
Place CRYSTAL in the beaker.  
Talk to the beaker to chant the magic verse.  
Take EMERALD from the beaker.  

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Now leave the cave.  Walk left, back to the snake, and use EMERALD

on the snake to transform it back to it’s original form - a winged horse.

Talk to the winged horse to learn how it was cursed by the evil

enchanter.  He agrees to help you find the GROWTH GEM, if you find

his BRIDLE.  Continue talking to the winged horse, until you have

nothing else to say.  

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Go right again, and enter the cave again.  Look closely at wall on the

right, and read the engraving.  SAVE YOUR GAME HERE.  Wait for the

enchanter to enter, then watch a cutscene.  You’ve beaten the evil

enchanter, and forced him to leave Kolyma for good!  He magics him-

self away, leaving an empty cave.  Excellent work, Graham!  

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Read engraving on wall on the right again, then leave the cave and

make your way to edge of the cliff.  Use MAGIC CARPET on yourself to

fly back down the cliff, landing at the Town sign.  

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KOLYMA

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Walk left 3 times, and look at the large rock mound, and look at the 6

stones at base of the mound.  This sounds like the inscription from the

engraving you saw In the enchanter’s cave.  SAVE YOUR GAME HERE.

Use EMERALD on the 5th stone along, and it changes into a BRIDLE.

Take BRIDLE.

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Walk right 3 times, so you are at the Town sign.  Use MAGIC CARPET

on yourself to fly up to the mountain again.  

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GROWTH GEM

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Walk right once, and use BRIDLE on the winged horse, then mount him.

 Watch a cutscene with the Cloud Spirit.  He decides to test you in mind

and spirit, to see if you are worthy of the Growth Gem.  

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In your mind, he sends you back to the past, when you’re playing with

your best friend.  When the King asks you who threw the ball that

landed on his head, talk to the King, and select ‘The Sacrificial Lamb

option (thus taking the blame yourself for the mishap).  

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The second test takes you to the future.  The 3-headed dragon has

taken your daughter, Rosella, as a sacrifice.  A cloaked figure appears,

and demands your crown.  In return, he’ll lift the curse that plagues

your land and your family.  Talk to him, and choose ‘Severing The

Lifeline’ option (thus saving Daventry from falling victim to the cloaked

figure’s tyrannical rule).  

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The third test takes you even further into the future, and you are an

old man now.  Connor is due to be knighted, but the fact that he is not

of royal blood bothers some of the other knights.  Choose ‘Knight

Time’, to knight him anyway.  

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You have passed all 3 tests.  Take the GROWTH GEM from the Cloud

Spirit’s mouth, then quickly mount the winged horse (if you hang

around for too long, you’ll fall through the clouds to your death).  The

winged horse takes you back to the Town sign, with the GROWTH

GEM in your possession.  Two down, one to go!  

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KOLYMA

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It is dark, when you land.  The Winged Horse has given you a magic

SUGARCUBE that will protect you from poisonous growth.  

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You still need to find that 3rd stone, so let’s get cracking.  

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Go right once, and look at the church.  That’s odd… why is the church

bell ringing at this time of night?  Enter the church.  

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Have a look around if you want - creepy, isn’t it?  Pick up BIBLE from

the pew, and read the first page.  Now pick up the BIBLE PAGE that fell

from the bible to read it - remember those words.  Try and talk to the

monk, but he ignores you.  Kneel down next to the monk, and pray with

him.  Talk to the monk again, and this time, he talks to you.  He gives

you a SILVER CROSS to protect you.  Talk to the monk again, and keep

talking until he returns to his prayers.  Now leave the church.  

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SAVE YOUR GAME HERE.  Walk left, and watch the cutscene.  Now THAT was creepy!  

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When cutscene is over, go left 3 times, and down twice.  Enter

Grandma’s cottage.  Grandma tells you that her grandaughter

(Possum) is missing.  Walk right twice, and you hear a child sobbing.

 Head down once to find Possum.  Talk to her, and she tells you a dwarf

attacked her and stole the food she had bought for Grandma.  You

decide to get the food back for her.  

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Walk up twice, and SAVE YOUR GAME HERE.  Knock on the treehouse

door, and then hide behind the tree (make sure you are far enough

behind the tree).  The dwarf opens the door, and then wanders off.  

This is your chance.  Quickly enter his house and climb down the ladder.

Go right, and see a cosy living room.  Grab CHICKEN SOUP from the

fire.  Also, look at trunk on the right, open it, and take GOLD COINS.

Now leave the treehouse.  

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Now let’s get this CHICKEN SOUP to Grandma.  Walk left twice, and

down once, and enter Grandma’s house.  Try to give CHICKEN SOUP to

Grandma, but it has gone cold.  Heat the CHICKEN SOUP up over the

fire, then give CHICKEN SOUP to Grandma.  Wait until she’s finished

eating it.  Talk to her, and she tells you to look under the bed.  Do so,

and you find a BLACK CLOAK and a RUBY RING.  Talk to her again, and

keep talking, until you learn the sad fate of her husband.  This takes a

lot out of her, and she falls asleep.  Leave the cottage.  

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Watch a cutscene with Hagatha.  Now click BLACK CLOAK on yourself

to wear it, and click RUBY RING on yourself to wear it.  Go left once,

and up 4 times, and right once, so you are at the swamp.  SAVE YOUR

GAME HERE.  Don’t try to navigate through it yourself, or you’ll get

hopelessly lost.  Now remember that BIBLE PAGE?  Click it on yourself

to read it again.  Seems to be a lot of nonsense, right?  Well look at it

again, and pay attention to the first letter of each word.  It’s compass

directions.  Take note of these directions (it changes with every game,

so I can’t help you here).  Follow the directions, making sure to avoid

the poisonous waters.

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If you have followed directions correctly, you will see a castle in the

distance.  Head up once screen  to The Ferryman’s boat.  Talk to The

Ferryman, and keep talking, until he has nothing more to say.  Give him

GOLD COINS, and he takes you across the toxic lake.  

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CASTLE

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SAVE YOUR GAME HERE.  You see a long path leading up to the

castle.  However, the thorns and brambles on either side of the path

and poisonous, making it very tricky to navigate the path.  Eat your

SUGARCUBE (it protects you from poisonous growth), then walk up

the path to the castle.  

​

Two ghosts greet you at the castle entrance.  Walk towards the

ghosts - since you’re wearing the BLACK CLOAK, they mistake you for

someone else, and float away without bothering you.  Try to open the

doors, but there are no handles.  Insert your SILVER CROSS into slot on

the door to unlock the door.  Now push the door open and enter the

castle.  

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SAVE YOUR GAME HERE.  Walk up stairway on the left, and take the

SPADE that is lying here.  Use CANDLE on the torch to light it.  Go

right, back to the Main Hall.  

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Walk up stairway on the right to find yourself in a dining room.  Walk

right again, and climb down the stairs (aren’t you glad you have a lit

CANDLE!).  Walk through doorway on the left to see a coffin.  Yikes!

Click BLACK CLOAK on yourself to remove it.  Now open the coffin to

find… nothing!  It’s empty!  Look inside the coffin again.  The Count

arrives.  He pins you against the wall.  Quickly use your RUBY RING on

him.  As he talks, he reveals that Grandma is his wife.  Then he changes

into a bat, and flies away (presumably to be with Grandma).  He may

be a cold-blooded vampire, but his love for his wife is clear for anyone

to see!  

​

When The Count has gone, look inside the coffin, move pillow and take

DEATH GEM.  This is the final gem!  However, The Count has taken

your SILVER CROSS, so you cannot leave the castle.  

​

Make your way back to the Main Hall, and then head back up stairway

on the left.  Climb up more stairs, to top of the tower.  Use hand cursor

on the window to climb out.  You are now on a ledge outside the

castle.  Carefully climb down until you trigger a cutscene.  

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Watch the cutscene - very interesting.  The Count offers you a deal - If

you can find a certain TIARRA for him, he will let you keep the DEATH

GEM.  Talk to the Count & Countess, and keep talking to them until

they have nothing more to say.  Now take HAM from the table, and

return to the Main Hall.  

​

So you have to find the TIARRA before sunrise.  Walk through door at

back of the Hall to enter the library.  There is a young woman here,

surrounded by books.  Talk to the young woman… wait a minute… this

is… POSSUM!  She’s transformed into a beautiful young woman called

Anastasia.  She gives you a BLACK BOOK.  Click BOOK on yourself to

find a SILVER KEY.  Look at the BLACK BOOK again to see a strange poem.  Exit close-up, and SAVE YOUR GAME HERE.  Look at bookshelf

at back of the room, and use hand cursor on the books.  Now you have

to use poem from the BLACK BOOK to solve the riddle and click on

books in the right order.  So click on the following books:

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Cinderella (3rd shelf, first section, 2nd book)
The Three Little Pigs (bottom shelf, 3rd section, 6th book)
Little Bo Peep (2nd shelf, 3rd section, last book)
Rumplestiltskin (3rd shelf, 4th section, last book)
Romeo & Juliet (top shelf, second ‘section’, second book)

​

If you have done this correctly, a new book will appear on the 3rd

shelf - Treasure Island.  Take this BOOK, and in your inventory, use

SILVER KEY with TREASURE ISLAND BOOK to open it.  Use

TREASURE ISLAND BOOK on yourself to see a map and a cryptic clue.  

It also tells you that the TIARRA has been buried near one of the

graves.  Try to leave the library, and Anastasia will ask you to place her

BRACELET on her mother’s grave.  Now leave the library.  

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Leave the castle through the front door, and SAVE YOUR GAME HERE.

 Walk left to the graveyard.  Show Anastasia’s BRACELET to the

ghosts, and they won’t hurt you.  Look at gravestones the ghosts are

guarding, and place BRACELET on the left grave.  The ghost vanish -

pick up GOLD RING they left behind.  Now look at all the graves.  At the

back-left, is a grave for Count Christopher Eveer.  Use your SPADE to

dig up his grave.  When your SPADE hits something hard, search hole

you’ve made at the gravestone and open tin box inside the coffin.  You

find a parchment - a last will & testament for Larmon Odnarb.  The

date on the parchment is 1200.  Oh dear, this body is buried in the

wrong grave.  

​

Remember the poem from the BLACK BOOK mentioned ‘a first, a

second, and a double of nothing’.  This could be what it’s referring to.  

​

Walk down to the castle, and then down again to The Ferryman.  Click

on Ferryman, and he will  take you back across the river.  After you

have crossed the river, go down twice, to find yourself back in Kolyma.

​

​

​

 


KOLYMA

​

Walk down 4 times, and right once, so you are back at Grandma’s

house.   SAVE YOUR GAME HERE.  Enter Grandma’s house.  If the Big

Bad Wolf is in the bed, leave quickly, then enter again.  When the wolf

is not there, move pillow on the bed, and get bottle of WOLFBANE.

 Now leave the house.  

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Go up twice, and right 4 times, so you are at the church.  SAVE YOUR

GAME HERE, and enter the church.  Oh dear!  That occult symbol on

the floor can’t be good!  There is a pink BOOK on altar on the right -

click on it to read it.  When you have finished reading the journal, walk

down one screen, so you are in another graveyard.  

​

Look at all the gravestones.  The one you want is for Larmon Odnarb.

 When you find it, use your SPADE to dig it up.  Now search the hole

you’ve made, and open the tin box.  Success!  This is what The Count

had been wanting!  Take the TIARRA.  Walk down into the church, and

then leave church by the front door.  

​

Walk left one screen.  A wolf will run towards you, ready to attack.

QUICKLY rub BOTTLE OF WOLFBANE over yourself, and the wolf will

run away.  Phew!  

​

Now make your way back to the swamp:  left 4 times, up twice, and

then right once.  SAVE YOUR GAME HERE.  Now make your way

through the swamp, following directions from the BIBLE PAGE.  Click it

on yourself if you need to see it again.  Walk up towards the castle.

But… The Ferryman isn’t here.  And now, the monk and his wolf pack

have you surrounded!  Quickly take a REED from that bush on the

right.  In your inventory, combine SILVER NEEDLE with the REED, then

use the makeshift PEASHOOTER in the toxic waters behind you.  Use

the poisonous PEASHOOTER on the monk to kill him, and disband the

pack of wolves.  

​

​

​

 


CASTLE

​

The Ferryman re-appears, and takes you across the lake.  You

automatically enter the castle again.  The Count & Countess is waiting

for you, and they give you the DEATH GEM to keep.  You have all 3

GEMS now!  

​

Leave the Count, and leave the castle.  Walk down to the Ferryman,

and click on him to cross the lake.  Watch a cutscene with Hagatha.  

​

After you have crossed the lake, you notice it is getting lighter again.

Day must be dawning.  Walk down twice to return to Kolyma.  

​

​

​

 


KOLYMA

​

Now you have all 3 GEMS.  Before you go to the Door Of Destiny, let‘s

take a detour to the library.  Walk down twice, and right 4 times, till

you reach the Town Sign.  Now walk up twice, to the town gates.  

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​

​

 


TOWN GATES

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Walk up through the gates, and enter the library.  Talk to the librarian,

and ask her for another book.  Read ‘The Annual Book Of General

Knowledge’.  It has some interesting information, referencing other KQ

games.  When you’re ready, leave the library.  

​

Walk down to leave the town, then walk down twice more so you are

at the Town Sign.  

​

​

​

 


KOLYMA

​

Head down twice, then right once, so you are at the bridge.  SAVE

YOUR GAME HERE.  Cross the bridge, and… OH NO!  You’re trapped!  

The nasty dwarf appears, demanding the 3 GEMS you worked so hard

to get!  In your inventory, put GEMS into the CLOTH, and then throw

them to the far side of the bridge.  Now the dwarf will NEVER get

them!  

​

While the dwarf is contemplating this dilemma, talk to him, and he

throws you his KNIFE.  Use KNIFE to cut the support rope next to you,

then use hand icon on the fallen bridge to climb up.  The dwarf goes

off to sulk, and you walk up to Door Of Destiny.  

​

At the door, SAVE YOUR GAME HERE.  Click BAG OF GEMS on yourself

to separate them again, and then use each GEM in the correct slot -

BLUE GEM in top left slot, GREEN GEM in top right slot, RED GEM in

bottom slot.  Watch a short cutscene as the door opens, and select

Tower Realm’ from the list.  

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​

​

 


THE TOWER

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You find yourself in a VERY strange world, with a purple sea.  Notice

the fish swimming around here.  Use NET to catch the FISH (it might

take a few attempts).  Once you’ve caught the FISH, take pity, and use

the hand icon to throw the FISH back.  The FISH is grateful you didn’t

kill it, and agrees to across the sea.  Click on the fish to climb on to it’s

back.  

​

On the small island, walk right twice.  If you look carefully, you’ll see a

patch of sand near the water that’s slightly darker.  Walk on to it, and

some words will appear.  Look at the words, and then touch the sand.

You’re transported to another island.  

​

More words appear on this island.  Climb the blue palm tree, get a

COCNUT, and climb back down again.  Take QUARTZ ROCK from the

sand.  Notice the patch of dark sand over on the left.  Walk on to it,

and then look at the clue that is revealed.  In your inventory, use

SWORD to cut the COCONUT in half.  Now use COCONUT-HALF in the

purple water, and then use COCONUT-HALF on symbols in the sand.

You’ve created another portal.  This one will let you escape from the

island, but DON’T enter yet - you need to save your true love first.  

After all, that’s why you came here in the first place.  

​

Go back through portal on the right.  Now go left, and look at the

tower.  Walk up, towards the tower.  Two stone lions guard the

entrance to the tower.  Look at the disc-shaped indent in the door, and

place your ODD CIRCULAR DEVICE in the indent.  Place QUARTZ ROCK

into centre of the door.  The stone lions will come to life, so talk to

both of them.  Hmmm, very cryptic!  Look at indent in the door again

(not the door itself), and press Cloud, Sun, Water Drop, Mountain.  The

door will open, and you enter the tower.  SAVE YOUR GAME HERE.  

​

Climb up the stairs twice, until you reach the lion.  Use GREEN

EMERALD on the lion, and watch as he transforms back into a human.

Pick up the CAT FUR that was left behind.  

​

Now move the wooden beam that lies across the door, open the door,

and enter the room.  The maiden is lying here, asleep on the bed.  Use

GREEN EMERALD on her, but it has no effect.  Move the mirror closer

to her, and tilt it so the light shines on her.  Use GREEN EMERALD on

her again, and watch the cutscene.  Now use the hand cursor on her to

kiss her.  Watch another cutscene as Hagatha appears.  

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Hagatha gloats over you, and starts laughing, thinking she’s one.  In

your inventory, quickly put the CAT FUR into the YOUTH POTION, and

then give the YOUTH POTION to Hagatha.  She greedily gulps it down.

 Watch, as she transform into a young maiden… then a hairy young

maiden.  Tilt the mirror so that it blinds her… she steps back and falls

out the window.  Goodbye Hagatha!  Talk to Valanice, and she agrees

to marry you.  

​

Watch the cutscene, and you magically end up in Hagatha’s cave.  Look

at the GLASS DOME on table on the right, and take GLASS DOME.  

Wow!  The quartz tower that Valanice was trapped in, is in the GLASS

DOME.  

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Leave the cave, and watch the final cutscene.  

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