Part 1: Welcome to Kolyma

Hello everyone, welcome to King's Quest II. I'm going to leave things in the capable hands of the game's narrator for the intro. So just kick back, relax, and be thankful I didn't include a video. Because the world's most ear splitting pc speaker rendition of Greensleeves is playing over the whole thing.












This is most likely y'alls first look at the classic AGI interface. Graham has an unfortunate case of jaundice, or secretly lives in Springfield. I'm not sure which is more likely. The AGI engine has a text parser constantly at the bottom of the screen.

There's also a menu up top if you hit Escape.
The Sierra menu shows you "About KQ2" and "Help". About tells you that "King's Quest ][ was Designed by Roberta Williams" while Help shows you a list of hotkeys the game uses.
File lets you do the usual Save (F5), Restore (F7), Restart (F9), Quit (Alt-Z) functions. Even in 1987, games were using F5 as the quicksave hotkey.

The Action menu tells Graham to swim if he enters water (=), Look at Objects in his Inventory (F4), and look at his inventory (Tab). Yes, F4 and Tab both do functionally the same thing.
Special lets you turn sound on/off (F2), use a joystick (Ctrl-J), and pause the game (Esc). For the love of god, if you turn up the game speed, turn the sound off. KQ2 was before the era of midi sound, and all the game's sound effects are PC Speaker. For the non-technically minded out there, this is the speaker that sits on your motherboard and is used to typically announce problems with your PC during boot up.
Here's a PC SPeaker version of Vampire Killer. Yeah. So, please, do your ears a favor if you play this and turn sound off.
The only menu we really need to concern ourselves with is the Speed function. This control's the game's speed, not Graham's. In the DOSBox version of the game, setting it to Fastest will make Graham move at your processor's clock speed.
I'm not playing in DOSBox. Instead, I'm playing this series in ScummVM, which is a little nicer with regards to speed emulation. I've also made some gifs of Graham's various walking speeds.

Slow. As agonizing as it is to watch, believe me, it's worse to play with.

Normal is a little better. This is the game's default speed. It's still way too slow for my tastes.

Fast is what most people play it on thanks to the aforementioned DOSBox emulation. It's decent, but let's crank this bad boy all the way up to 11.

Look at Graham go! This is the speed I'm going to be doing this LP on. For reasons that I'm sure are entirely unrelated, my total recording time for this game was only 34 minutes.
I should also take this time to mention that in the SCI and AGI engines, Graham starts walking when you hit an arrow key, and only stops when you hit it again. This game also has more precarious platforming than the first, so bear that in mind with some of the bullshit we'll have to pull coming up.

So before we get started, here's a TIMG version of the game map. The main game is technically larger than KQ1, by one map square. The first game was an 8x6 grid, while this one is 7x7. There are also a few more indoor squares to explore.
We start off on A1 and we need stuff from all over. So let's get to wandering!




We're 3 screens south of starting, on D1. In spite of looking suspicious, the log is just random scenery.



The inventory screen is just a white page with a list of all the items we're carrying. If we hit F4 and select an item, we get a neat little picture of it.



What a pity. Feels like there should have been something inside, you know? The sprite doesn't even change if you open it. Oh well, let's move on.



We're on screen F1, two south of the clamshell, or two north from where we started. The world of King's Quest II loops around north to south like the first one.

Over on screen A3 we find a cute little cottage.

Let's loot it!


Over one screen to the west, we have a small waiting game. The basket of goodies is part one of those puzzles you just need to know is there. You're more likely to find the person we're waiting on before you find the basket.

After a minute of hanging around...









She'll bounce around like that as long as you stay on the screen with her.


It's going to be pretty likely that you accidentally wander into a body of water while exploring Kolyma. You can press the = key to make Graham start swimming. I assume you can also type "swim" into the text parser to get the same result. It's only ever required once in the game, but it's handy to know just in case.

Anyway, if you remember the map I posted up above, you'll recall that there was a lake in the middle surrounded by dead trees. It's hard to miss, as it takes up the 12 middle tiles in a 7x7 grid.

So I'm going to save really quick. You shouldn't swim in this lake. I know I just got done telling you how to do just that, but...

So 10 of the tiles in the middle of the map are completely impassable for now.

To close out this first update, here's the death message for King's Quest II. Sadly, we're still 3 games out from the puns starting. They only became a staple with King's Quest V. So don't expect to see very many deaths beyond some really stupid shit you can do.
NEXT TIME: Robbling Kolyma Blind.
List of Points
+0 - Free clamshell
+7 - Gaudy bracelet
+3 - Rusty trident on the beach
+1 - Checked the mail
+2 - Mail fraud
+4 - Traded basket for flowers
Total: 17/185
Register of Deaths
Swimming in Poison