![]() ![]() It would be good to have the fairy’s protective spell for this visit! From the mallet screen, go left one screen and down one screen to the dwarf’s tree house. ![]() Now is a good time check out the dwarf’s tree house. Stand next to the tree and behind the rocks. There is a tree near the middle of the screen with rocks at the base and a hole in its trunk. From the bridge screen, go left one screen and up one screen. Perhaps if we give some time for that inscription to sink in, we will understand it a bit better. Something about setting your sights high. What is this?! Another door? Read the inscription on that door. SAVE GAME.Ĭross the bridge (third time) and unlock the door. Go up one screen and left one screen to the bridge. Go up two screens to where you started Go right four screens to the monastery. Right now, you need to get back to the magical door. Once you are swimming alone again, get back onto the beach shore. It is the key to open the magical door! Leave the screen by going right, and the game takes over. Now swim over to the big clam and open the clam. He will give you a bottle with a piece of cloth in it. He is not much of a talker, but he would love his trident returned to him! Give the trident to King Neptune. Such flowers do not grow underwater! *grin* She will summon a sea horse. Give her the bouquet of flowers you got from Little Red Riding Hood instead. Lost treasures are abundant in the deep sea. Now, you may be inclined to give her something valuable like that bracelet, but hold onto it for now. You will never know when you need to jab a stake into something! Return left to the beach screen and go up one screen to meet a beautiful mermaid. My goodness! People just leave all kinds of things lying around?! Go right one screen to a forested area. Look at the sand to see a white clamshell. Now go up two screens to see a trident lying on the ground. Go left five screens to return to the starting beach screen. Cross the bridge (second time) and go down one screen to the monastery again. Look at the door and then read the inscription. In short, do not cross the bridge unless you absolutely need to! The bridge is really old and rotting, so it will break after Graham crosses it seven times. You will need to cross the bridge seven times in the game. Now that you are on the other side of the chasm, you need to know something about the bridge. ![]() If you happen to fall into the chasm or off the bridge, restore your game. Go up one screen to an old wooden bridge. When the monk asks for your name, type GRAHAM. Go inside the monastery and PRAY with the monk. However, the spell only lasts a little while, but you can always go back and find the fairy again. If she appears, she will give Graham a protective spell against some enemies he will encounter in the lands. A little fairy sometimes appears in the monastery screens or in the screens surrounding the monastery. From Grandma’s house, walk right two screens to the monastery. Give the basket of goodies to Little Red Riding Hood. Talk to her to learn that she needs her basket of goodies. She likes to wander in the screens surrounding Grandma’s house, so walk around those screens until she shows up. If you encounter the big bad wolf, exit the house immediately! Now you need to find Little Red Riding Hood. If Grandma is there, you can try to talk to her, but she is quite ill. Knock on the door and enter Grandma’s house. Open the mailbox and look inside to see a basket of goodies. I have included a map of Kolyma and a point list at the end of this walkthrough if you need it. SAVE OFTEN!! Kolyma is a land where the screens wrap around, meaning if you walked straight in a certain direction without anything stopping you, you will end up back where you started. Some commands (other than saving your game) that players tend to have problems thinking up are in CAPITAL letters. You can retrieve any missing items in the dwarf’s tree house. The one exception is the dwarf because he just steals stuff from you. If you get caught, you will need to restore your game. If at any time, Hagatha, the sorcerer, the dwarf, or the wolf appears and chases Graham, leave the screen immediately. See the downloadable files section of the Game Goodies page for more information. If you would like hints instead of a complete walkthrough for King’s Quest 2, you can utilize the UHS hint file if you have a UHS Reader. ![]()
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