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.
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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!
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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.
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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.
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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)
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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.
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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.
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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.
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KOLYMA
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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.
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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.
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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!
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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.
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CASTLE
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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!
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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.
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After you have crossed the lake, you notice it is getting lighter again.
Day must be dawning. Walk down twice to return to Kolyma.
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KOLYMA
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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.
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Walk down to leave the town, then walk down twice more so you are
at the Town Sign.
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KOLYMA
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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!
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.