                          King Quest II
                       Sierra On-Line Inc 

                           A Walkthru
                       by Andre Lafreniere 

     King Quest II is the first Sierra game the ST computer fans 
had the chance to see, and it no doubt is the one I appreciated 
the most. I would like to pay tribute to Raymond M. Desch nes who 
greatly helped me finish the game.

     You became King Graham after King Quest I, and right from 
the start, you realize that you are getting bored  of being all 
alone in your castle. You're in the throne room and as you step 
in front of your magic mirror, you notice the face of a beautiful 
maiden. She is held prisonner in a dungeon on a strange island. 
Listening only to your courage, you head for adventure.

     At the risk of repeating myself, and as with the rest of the 
King Quest series, you must  regularly save your game position. 
Otherwise, you'll have to begin all over again very often because 
the traps are numerous.

     The adventure starts on the ocean shore. Go east for two 
screens to the grandmother's house. Open mailbox, Get basket of 
goodies, and Close mailbox.

     Go east and then north to the tree with a door in it. It's 
the house of a funny little goblin. Open door and go down the 
ladder. At the bottom, head east inside the hall. If the goblin 
is there, leave the house and then come back in. (In fact, if he 
catches you, he will THROW you out).

     Get cauldron, Open chest, Get earrings, Close chest. Go back 
west and climb the ladder to leave the house.

     Next, go south for two screens, and then west for two. You 
should now be on the west side of grandma's house near the fence. 
Wait for the little Red Riding Hood (sure!) right there. As soon 
as you see the little girl, get close to her. Talk to girl, Give 
basket to girl. She's so happy that she gives you a bunch of 
flowers.

     Now, go east towards grandma's house. Open door. If the wolf 
is in the bed, leave the house right away and come back in. Go 
towards grandma, Talk to grandma, Give soup to grandma. She then 
invites you to look under the bed. Look under bed; you take
the black cape and ruby ring that you find there. You may now 
leave the house.

     Starting outside the house, go east for three screens where 
you discover a monastery. Open door and go to the altar where you 
meet a monk. Pray; the monk asks you your name: Graham and then, 
he gives you a silver cross. Wear cross. 

     Leave the monastery going south. Near the rock with a hole 
in it, Look at rock, Look in hole, and you discover a brooch with 
a large sapphire and row of diamonds. Get brooch. Now, head north 
twice right up to the bridge behind the monastery.

     Cross the bridge and head east and then north to the magic
door. Look at door and Read inscription. Go south and then west 
and cross the bridge.

     Go west and north to the tree with a hole in it. Look in 
hole and Get mallet. Go towards the west twice where you'll see a 
fallen tree. At the leftmost tip of the trunk, Look in log and 
Get necklace. Now, head north for two and then, west toward the 
tree. Get stake and head west for the beach.

     Get clam shell and Get bracelet. We will now take a short 
detour that is not required in order to finish the game, but it 
will give you a perfect example of the Sierra people's sense of 
humour. Go south and then east; five trees are standing there... 
Head for the tree on the left of the screen (west). Look at tree, 
Read sign. A bit of advertising for Sierra!! Head back for the 
beach where you were a moment ago, by going west and then north.

     Walk south twice and Get trident. Get into the water and 
swim north for three screens. You should be in view of the 
mermaid. Swim towards her and Give flowers to mermaid. She calls 
a seahorse to thank you. Ride seahorse.

     The seahorse guides you under the sea to encounter none 
other than Neptune himself. Give trident to Neptune. He gives you 
a bottle and opens an oyster containing a key. Get key and guide 
your seahorse east where he leaves you back near the beach. Swim 
to the beach.

     Head north for three, and while going through the boulders, 
head towards the east. You're near the entrance of the mean witch 
Hagatha's cavern. Enter the cave; Hagatha is there brewing her 
soup. Make sure you don't make any noise because she's blind, but 
she can still hear you. Look at bottle, Get cloth, get near the 
cage, Cover cage with cloth and Get cage. Leave the cavern.

     Outside the cavern, go east four times to reach the bridge 
and then head for the magic door. Unlock door, the key disappears 
and then, Read inscription. Cross the bridge again, go south and 
then west to end up facing the monastery's steeple. A good fairy 
should appear to protect you from the jinxes. Now, head east and 
then south for two screens to the antiques store.

     Open door and Talk to lady. She will indicate that she has a 
lamp for you. Give bird to lady and she gives you the lamp. She's 
so thankful that she throws you out and closes her store!

     Outside the store, Rub lamp; a genie appears and lays a 
magic carpet at your feet. Fly carpet and you find yourself 
flying to the top of the mountain.

     Head east where you then find a snake. Get close to the 
snake (not TOO close!) and Rub lamp. The genie appears again and 
gives you a sword; Look at sword. Don't kill the snake with the 
sword (it would be too easy...). Rub lamp and the genie gives you 
a briddle. Put briddle on snake and a magnificent white horse 
appears. Talk to horse; he gives you a magic sugar cube and flies 
off.

     Head east for two screens towards the cavern and there, 
you'll find a key. Get key, and head west to exit the cavern. Fly 
carpet and you'll find yourself near the antiques store.

     Head north three screens and cross the bridge, go east and 
north to be near the door. Unlock door and Read inscription. 
Cross the bridge again.

     At the base of the bridge, head west for two screens and 
north for two. You will meet a dubious character guiding a boat. 
Wear cloak and ring and the character seems to recognize you. Get 
on board; he lets you come on board and gets you across the 
poisoned lake. Leave boat.

     The path is strewn with poisoned thorny branches. Eat sugar 
and you are now protected against the poison. Head for the 
castle's door and the ghosts will also clear the way for you 
since you are wearing the cloak and the ring.

     Open door and you are now in Dracula's castle. Walk west and 
climb the stairs to Dracula's room. Go to the dresser and Open 
drawer, Get candle, Close drawer. Get back downstairs; along the 
way, Light candle on the torch. Walk east to the dining room and 
Get ham. Walk east to the steps, walk down the steps and west to 
go through the door.

     If the coffin is opened, leave the room and re-enter until 
it is closed. Approach the coffin, Open coffin and Kill Dracula. 
Get key... the third key for the magic door? No! It's a trap! Get 
pillow and Get key.

     Walk back upstairs to the dining room and then, north. Climb 
the stairs to the room. Unlock chest, Open chest and Get tiara. 
Get back down the stairs and leave the castle by going south, 
west and south again. Outside the castle, Get in boat to cross 
the lake once more. Go south twice and east twice towards the 
bridge you will cross for one last time.

     Go up to the magic door and Unlock door. You'll then find 
yourself in a strange world at the side of the ocean.

     Go north, Get net. Fish a few times until you catch one. Get 
fish and Help fish. To thank you, the fish asks you to follow 
him.

     Ride fish; he guides you on the ocean and leaves you on the 
beach (none too gently, as a matter of fact...).

     Walk east, Get amulet and walk south to the tower, Open 
door, climb the stairs and you're face to face with a lion! Give 
ham to lion and he falls asleep. Open the door and the girl of 
King Graham's dreams is right there. Go to her. Kiss girl and 
Talk to girl; she asks you your name.

     Look at amulet and say: Home. You find yourself back at the 
monastery where everyone is present for your wedding. You are 
then back at the castle, just in time for KING QUEST III.