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Exploring Kolyma[edit]

Kolyma is a huge place to explore, with the outside world arranged in a 7-by-7 array of screens. The north-south direction wraps around, while to the west, there is ocean, and to the east, there is an impassable mountain. If you fall in safe water, don't forget to press = to swim.

Refer to the Kolyma Map to figure out how everything looks.

Kq2 broken bridge.png
Bridge of broken games

The bridge on the right side of Kolyma that leads to the magic doors must only be crossed a total of 7 times (4 right, 3 left), which is exactly how many you need to beat the game. The 8th time you cross, it will break and you will fall through. It's not a clear danger at first, since the only warning that this bridge is special is that you gain points every time you cross.

Do not cross the bridge to the right for any reason other than to do exactly what you need to do. Do not cross the bridge back until you have done so.

Important Locations

Location Coordinates
Beginning screen A1
Underwater Point (Mermaid) C1
Witch's Lair G2
Grandma's House A3
Dwarf House G4
Boarding Point to Castle Island D4
Church Entrance A6
Bridge G6
Antique Shop Entrance C6

Items

Coordinates Location
Trident F1 (up and left of Witch's Lair)
Shell and Bracelet D1 (down from Underwater Point)
Stake E2 (down and right of Underwater Point)
Necklace F3 (up and right of Witch's Lair)
Mallet F5 (up and right of Dwarf's House)
Brooch B6 (down from Church Entrance)

Wandering Human(oid)s[edit]

In specific areas, there may be enemies that pop up and try to catch you. If you suspect you are in a danger area, always stay near the edge of the screen and leave immediately if an enemy pops up. If you need to access the middle, wait 15 seconds first (on Fast speed; on slower speeds, wait longer). Only when no one shows up is it safe. If you have received protection from the fairy (near the church area) and it hasn't worn out, you can ignore these enemies.

The witch and sorcerer kill you if they catch you. The dwarf steals a treasure from you (which you can recover later).

There are areas where non-enemies such as the fairy itself, or Little Red Riding Hood, pop up. If you are looking for them, just go back and forth until they appear.

The treasures[edit]

There are five items considered treasures. Four of them are available right away. They are the bracelet, brooch, earrings, and necklace. The fifth item is the tiara and can only be obtained during the third door quest.

If you don't care about full points and just want open-ended ways to solve tasks, go ahead and collect all the treasures first. In case you can't solve a task, it may be possible to offer treasures.

However, if you are going for full points, you must not give away any treasures. To avoid backtracking too much, and to avoid accidentally giving away treasures, you may collect them last, after getting the third door key.

If the dwarf steals a treasure from you, you can always find it in the chest in the dwarf's house. In fact one of the treasures starts out in this chest.

Collecting items[edit]

From the start, head north twice and take trident [3]. Head north twice, take shell , and take bracelet [7]. Head east and take stake [2]. Head south twice, then east once (watch out for the witch). Go to the hole in the log and take necklace [7]. Head east twice (watch out for the dwarf). When safe, approach the hole and take mallet [2]. Head east once and south three times. At the hole, look hole [1] and take brooch [7]. Try to get fairy protection around here.

Dwarf's house[edit]

Dwarf's House

The dwarf's house is three east and one north of the starting point. From the brooch location, walk twice west and twice north. When safe, open door to enter. Carefully climb down the ladder. At the bottom, head right, staying near the bottom of the screen. If a dwarf is here, turn away (you can try to do the next part with the dwarf around, but it is not easy). Keep going back and forth until the dwarf does not appear. If you have fairy protection, the dwarf won't appear at all.

Head over to the chest and open chest . Take earrings [7]. Leave the chest open as if any of your treasures end up here, you can grab them as soon as you enter this screen, even if you are nowhere near the chest. Before leaving, approach the fire and take pot [2]. Leave this place.

If you are caught by the dwarf, you will be thrown outside the house, although you won't lose any treasures.

If you are going for full points and you are following this walkthrough, you should have 38/185.