King's Quest II: Romancing the Throne/First And Second Doors

The bridge and magic door
See Kolyma for the bridge warning again. Otherwise, proceed with caution.

From the dwarf house, walk east twice. It's also north of the church, if you have trouble locating it. Cross the bridge [1] and go east and north to the door (don't go north right after crossing the bridge because you might fall off). and cross back [1].

Quest for the first gold key
Head over to Grandma's house (one south, three west from the bridge, or two east from the starting point). Go to the mailbox, [1], and  [2]. Go one screen west and keep going south and north until you see Little Red Riding Hood. You can to see what she wants, but  in exchange for a bouquet of flowers [4].

Now head west and travel south until you see a mermaid. If you don't see a mermaid but you crossed the bridge before, you cannot win. Head over to the mermaid, using = to swim. If you are going for full points, you must have the trident now (it's three screens south of this one). You have the bouquet so [2]. You could also give a treasure, but you lose 7 points and the treasure forever. The mermaid will summon a seahorse. Do not leave the screen now, or you will lose the opportunity and have to lose points. Go up to the seahorse and [2].

You will be taken to King Neptune in the underwater. Do not leave this screen. There are two options:


 * For full points, [4]. He will give you a bottle and open the clam for you, revealing the gold key. Go to the key and  [5].


 * to open the clam [2] and [5]. If you give the trident back to the king now, he will kill you.

When you have the key, go back to the right to return to the beach. Head back to the bridge.

The bridge and magic door
See Kolyma for the bridge warning again. Otherwise, proceed with caution.

Cross the bridge [1] and go east and north to the door. [7], and cross back [1].

If you are going for full points and you are using this walkthrough, you should have 69/185.

Quest for the second gold key
Head over to the witch's lair. from the bottle [2]. Enter the lair when it is safe. The witch may or may not be in here. If you have fairy protection, the witch will not be in here.

There are two ways go get the bird cage. Either get it when the witch is not there, or, for full points, [2] and  [2]. Then leave. Do not talk to the witch.

Go to the antique store and. There is a lamp you can buy from the lady either for two treasures (lose 14 and gain 5 points), or the bird. to obtain the lamp [6]. Then you are kicked out.

Now inside the lamp is a genie, although this one doesn't grant wishes. three times to get a carpet [2], sword [2], and bridle [2]. The bridle is optional but it is strongly recommended to get it. If the enchanter comes around, leave the screen to rub the lamp.

and you will head to a mountain plateau [4]. Head right and you discover that there is a snake in the way. The best way to handle this is to and it will turn into a horse [5]. Then you can and it will give you a sugar cube which protects against poisonous brambles [2]. On the other hand, you can just with the sword [2], but you get less points and you don't get the sugar cube. Head east. If you don't care about wasting time,. Head into the cave and [5]. Head out and. Head back to the bridge.

The bridge and magic door
See Kolyma for the bridge warning again. Otherwise, proceed with caution.

Cross the bridge [1] and go east and north to the door. [7], and cross back [1].

If you are going for full points and you are using this walkthrough, you should have 112/185.