King's Quest II: Romancing The Throne - Puzzle Solving

Puzzle Solving

All puzzles in the game are solved through a parser. The player may type a phrase with a verb and noun, for example 'Look at ocean' or 'Pick up trident', the word list in the parser is fairly robust and understands quite a lot of non-important verbs which will result in unexpected replies. For example you could type, 'dig', or 'dig the beach' and receive messages about how pointless it is to be digging. Sometimes even illogical verb/noun combinations will net unique comments, such as typing 'Pick up horse' will mention that the flying steed is too fast to catch.

With this system the player is able to collect many items using 'pick up ____' placed into the games inventory. The items in the inventory have close up pictures giving an idea what the item looks like, or in some cases offering clues about the item. In a rare few examples an item may be manipulated in some way. For example if you receive the glass bottle, looking at it shows that a sheet is inside. The player can then type 'remove cloth from bottle' to get the sheet.

'Puzzles' involve trading these or using these items to receive new items or to get past obstacles, allowing the player to progress. For example the player could 'give basket to girl' and receive a 'bouquet'. The game in general honors non-violent solutions, so while you could 'kill lion' offering it something instead will net more points.

Many 'puzzles' have more than one solution, but only one optimum solution (earn maximum points). Alternate solutions will net less points or in some cases cause the player to lose points. Examples of alternate solutions are taking more violent approach to getting past an obstacle such as killing or stealing. For example if you use the Trident to steal the 'key' instead of offering it to Neptune will net more points (just don't try offering the Trident to the king afterwards). The other type of alternate solution involves giving one of five discovered treasures (Sapphire Jewels) to individuals to trade for items or progress. For example you can 'give bracelet to mermaid' for her to call the seahorse, rather than give 'bouquet'. Giving treasures instead of the proper solution will cause the player to lose points equal to the value of the treasure.

In some cases taking the most complicated route. For example you could take the bird cage from Hagatha's cave when she isn't around, or you could cover the cage and take it out instead (if she is there or not) to get full points. The sheet keeps the bird from making noise in the cave.

Some choices may lead to dead ends, for example if the player gives the trident directly to the mermaid, Neptune will kill the player the moment he player enters his presence.

The game also has a few obscure or illogical solutions to puzzles. For example there is a viper blocking a path. Shortly before this the player receives three items from the same source (a magic carpet, a sword, and a bridle). The player can kill the viper with the sword (that has a marking of a snake, as if a clue) but receives few points. The optimal solution involves involves 'throwing bridle at snake' disenchanting the snake, and netting the player a magic 'sugar cube' in return. The first solution is a bit of a red herring, although the intent of the marking of the snake was meant to associate the various items with the snake.

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