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King's Quest II (1985)

King's Quest II (1985)

King's Quest II (1985)

King's Quest II is a 1985 adventure video game made by Sierra Entertainment.

King's Quest II sends King Graham looking for a bride. Now ruler of Daventry, he follows a magic mirror's vision to the far-off land of Kolyma to free a woman locked in a crystal tower. Running on the same engine as the first game, it keeps the typed commands and the storybook logic, borrowing freely from fairy tales and folklore as you cross bridges, shorelines and haunted corners. The title winks at the film Romancing the Stone. It stays light, brisk and a little uneven, an early sequel happy to send Graham wandering after another happy ending.

Quick answers

What is King's Quest II about?

King's Quest II sends King Graham looking for a bride. Now ruler of Daventry, he follows a magic mirror's vision to the far-off land of Kolyma to free a woman locked in a crystal tower. Running on the same engine as the first game, it keeps the typed commands and the storybook logic, borrowing freely from fairy tales and folklore as you cross bridges, shorelines and haunted corners. The title winks at the film Romancing the Stone. It stays light, brisk and a little uneven, an early sequel happy to send Graham wandering after another happy ending.

When was King's Quest II released?

King's Quest II was released on 1 May 1985.

Who made King's Quest II?

King's Quest II was made by Sierra Entertainment.

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A few thoughts on King's Quest II

If the fairy-tale kingdom pulls you in more than the parser does, The King's Quest Companion retells Daventry and its neighbors as stories you can simply read. It fleshes out the world Graham keeps crossing and saving, a warm companion piece to the early games.

Rescue-the-beloved quests

King's Quest II sends Graham chasing a vision to free a woman locked in a crystal tower and win a bride. That old rescue-and-romance drive powers these games too, where a hero crosses a dangerous land for someone they love or long to save, and the whole journey bends toward one person waiting at its end.

Fairy-tale worlds to roam

The land of Kolyma is a patchwork of borrowed fairy tales and folklore, all bridges, shorelines and haunted corners to wander through. These games conjure the same storybook feel, worlds stitched from myth and legend and built for roaming, where the pleasure is soaking in an enchanted place as much as reaching wherever you are headed.

Atmospheric, moody puzzle journeys

For all its light fairy-tale tone, King's Quest II keeps a strange, uneven edge, with haunted stretches and a quiet sense of unease under the quest. These games lean fully into that mood, wrapping their puzzles and journeys in atmosphere and disquiet, so the feeling of a place lingers as long as the story does.