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    Walkthrough by InsanitySoup

    Updated: 01/29/16 | Search Guide | Bookmark Guide

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    ------------------------------------------------------------------------------
                    KING'S QUEST CHAPTER 2: RUBBLE WITHOUT A CAUSE
    ------------------------------------------------------------------------------
    For PS3, PS4, XBox, XBoxOne, and PC
    
    by InsanitySoup
    PSN:  HappyChika
    
    Feel free to post this guide, or portions of this guide elsewhere as long as 
    I'm given credit for it (and please let me know). I can be reached through 
    GameFAQs (send a message) or on PSN as HappyChika.
    
    Please notify me if there are any errors, if I missed anything, etc.  I'd be 
    happy to change it and give you credit.			  
    				  
    ------------------------------------------------------------------------------
    Table of contents:
    ------------------------------------------------------------------------------
    
    In order to find something quickly, press ctrl + F on your keyboard, and 
    type in the code including the brackets i.e. [blahblah] to jump to that 
    section.
    
    [welcintro]...My quick introduction 
                     (Includes info on the 3 paths and general rules of thumb)
    [gamemechs]...Explanation of mechanics
                     (Includes the basic mechanics of helping prisoners and how 
                      to get back seized CONTRABAND)					 
    [kingintro]...The introduction of the game & your first day in goblin jail
                     (Includes nothing of consequence but how to proceed)	 
    [savevilla]...How to save all of the villagers
                     (Includes how to get the "Cell-ebration!", "Medicinal 
                      Majesty", "A Royal Pain in the Rear", and "The King is in a 
                      Cent" trophies)
    [savefancy]...How to save Mr. Fancycakes
                     (Includes how to get the "Lost Unicorn" and "Booked Em" 
                      trophies)
    [quickrefs]...Quick reference on how to go each route
                     (Includes basic information on how to follow each route 
                      without worrying about saving everyone, as well as how to 
                      proceed with the Chapter if the Hobblepots don't make it, 
                      as well as GOLD COIN locations)
    [breakout!]...Leaving the prison
                     (Includes winning the chapter after helping a prisoner)
    [theendkq1]...The End
                     (Just a fun list of the changes you see in the final 
                      screen based on player choices throughout the game)
    [trophylis]...Trophy / Achievement list & ways to get them 
                     (Will also be included in main walkthrough)
    [thankyous]...Credits of people who have helped me answer things I couldn't 
                     figure out myself or pointed out errors
    
    				 
    -------------------------------------------------------------------[welcintro]
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    Introduction:
    ------------------------------------------------------------------------------
       Welcome back!  King's Quest Chapter 2 introduces some interesting new game 
    mechanics and ways to make you face tough decisions.  Chapter 2 is much 
    shorter than the first chapter, and I was hesitant to write a guide on it.  
    Enough lovely people encouraged me, however, so I thought I'd just go ahead 
    and do it.  I was out of the country shortly after the chapter dropped so I'm 
    sorry it's so late. 
       Unlike the first chapter, not all trophies can be achieved during one 
    playthrough.  There is a separate trophy/achievement section list, but this 
    is for quick reference.  I will mention in the walkthrough when you can get 
    each trophy as well.  I apologize if I tend to stick with they word 
    "trophy".  There's no difference between trophies or achievements, so just 
    think "achievement" if I say trophy and you're playing on XBox.  PC users 
    don't have trophies to deal with, so you can completely disregard them in the 
    walkthrough. 
       I will not usually give screen-by-screen directions of how to get places 
    after you've been there once, but I'll give you the general direction you 
    need to head in.
       I will not be mentioning all of the dialogue changes, scene changes, etc. 
    that result of decisions you make (such as what you choose to say in 
    conversations or showing various items to people).  This is fun to see for 
    yourself and would be exhausting to list.
    
    
    Things to note of Chapter 2:
    ----------------------------
       A new option has been added to skip dialogue and cutscenes, probably due 
    to all of the player feedback requesting this.  Hit any button and then a 
    prompt will come up allowing you to skip ahead.  There are a few select 
    scenes you cannot skip.
       You don't HAVE to play chapter 1 to play chapter 2 in every save file.  
    It's strongly recommended, but I usually keep save file 4 as my 
    "experiment" file.  If you delete a save file to play again, you will be 
    deleting your chapter 1 playthrough as well, unfortunately.  I wish there 
    was another way around this, but I can't seem to find one. 
       Some of your choices from Chapter 1 will reflect in Chapter 2, such as 
    Olfie's nickname for you and how warmly (or not warmly) the merchant 
    greets you.
    	
    
    The 3 paths of Wisdom, Bravery, and Compassion:
    -------------------------------------------------
       There are 3 general paths to take throughout the game: wisdom, bravery, 
    and compassion.  None of them are wrong, and there's no trophies attached to 
    choosing and following any of them.  You will earn favor with the different 
    townspeople depending on which path you seem to be going down.
         ~Amaya the blacksmith prefers bravery 
         ~Wente the baker and his wife Bramble prefer compassion
         ~Chester and Muriel the alchemists prefer wisdom
       Choosing different paths alters dialogue throughout the game, and 
    cutscenes play out a little differently. Watch Gwendolyn's scenes 
    (specifically the ending scene) and you'll see they play out a little 
    differently depending on what decisions you make.  Young ears are listening!
       Your different choices also are represented in the final screen after the 
    ending scene.  
    
    
    General rules of thumb:
    -----------------------
    If you've never played an adventure game before, it might be a little 
    difficult to get into. Here are some general rules for being successful:
         ~Look EVERYWHERE.  Even if you've been somewhere several times before, 
           go back and see if there's anything you missed.  You might be 
           surprised.
         ~Talk to EVERYONE.  Show them all of the items in your inventory, ask 
           them all of the questions you can, and listen to the hints they might 
           be giving you.
         ~Use your items on EVERYTHING.  Try using all of your items on anything 
           that you are able to interact with.  
    There are NO DEAD ENDS in this game, so if you get stuck continue to do the 
    three things on the list above and you'll figure it out.  
    
    
    Controls:
    ---------
         The controls depend on which platform you're playing the game on- PC, 
    Playstation, XBox, etc. They are pretty intuitive and simple- you can change 
    them in the menu if you don't like them.  There's an "action button" that 
    will change depending on what you're standing near.  You use it to talk to 
    people, pick up things, interact with objects, shoot your bow, etc.
         Your left analogue stick (if using a controller, I assume these are the 
    arrow buttons if you are on PC) is used to move around or aim in the 
    direction you want to go when platforming.
         The inventory button lets you see what you're storing in your cape's 
    pockets.  Open it up near objects or people to try and use your items on 
    them.  Hit the action button to use the items once your bag is open.  You'll 
    know what you're using your items on because an image of the person or thing 
    will appear in the giant magic mirror on your inventory screen.
         You CANNOT combine items in this game, so you don't have to worry about 
    that.
    
    Order of Operations:
    --------------------
         Many things can be done in different orders.  You have to choose what's 
    more important to finish first based on who you want to save and which 
    route you want to take.
         I divided up the walkthrough into separate sections based on the 
    different things I thought people would want to do in their playthroughs.  
    There's a section on how to save all villagers and how to save the unicorn 
    (which are mutually exclusive), as well as more information on how to follow 
    the three paths of compassion, bravery, or wisdom.  Some information is 
    repeated in the different sections so that anyone searching through the guide 
    should find what they want.
     
     
    -------------------------------------------------------------------[gamemechs]
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    MECHANICS OF SAVING YOUR FRIENDS
    ------------------------------------------------------------------------------
     
         Since most of this chapter centers around the game of trying to help 
    your friends, I thought I'd include a separate chapter explaining how 
    things work.  There are 4 prisoners (or sets of prisoners) for you to 
    pay attention to: Amaya, Bramble & Wente, Chester & Muriel, and Mr. 
    Fancycakes.   Please note that you CANNOT SAVE EVERYONE!!!  You will 
    have to "sacrifice" at least one of the prisoners.  For this reason, NOT ALL 
    TROPHIES/ACHIEVEMENTS ARE AVAILABLE IN ONE PLAYTHROUGH!!
    
    Graham's Strength:
    ------------------
         Graham has 3 "strength levels".  He advances a level after eating food, 
    so you need to eat food (preferably the MEAT, as you don't want to waste 
    the PORRIDGE) two more times before he is at full strength.   
         Graham must be at strength level 3 before you can escape.  Graham will 
    NEVER "die", so you have to be careful about when you choose to eat the 
    MEAT for yourself over giving it to one of the other prisoners.  You have to 
    eat by using the food on the purple placemat on the rock table in your cell.
         At different strength levels, Graham will be able to do different things 
    to further your ability to escape.  Here's a list of things you can do 
    at strength level 2 and 3 that DIRECTLY require a certain strength level:
    
             Strength Level 2:  Unscrew the 2nd bolt in your cell
                                Lower the two bridges (to make shortcuts)
                                Open the wooden door at the top of the shelf
                                Pull the "sword" from the stone
    							
             Strength Level 3:  Unscrew the 3rd and final bolt in your cell
                                Open the door past the theater area
    	 
         Since you're already strength level 1 by the time you can actually start 
    doing things (see the last section), you can already unscrew the first 
    bolt in your cell and pull the lever to lower your bed.  How many rocks 
    are hanging from any given chain indicate what strength level you should 
    be to use whatever it is you're trying to use.  (2 rocks = strength 
    level 2, etc.) You can check your strength level at any time by 
    returning to your cell and looking in the mirror.  There will be muscles 
    at the bottom showing you your current strength level.  You can NEVER 
    lose strength levels.  Once you have gained it, you're fine.
    
    The Other Prisoners:
    --------------------
         Okay, so this is the hard part.  Here are the rules:
             1.) All of the prisoners start out with a different amount of hearts
             2.) Every day, each prisoner loses one heart
             3.) When a prisoner runs out of hearts, they're taken away for good
             4.) Every day, you get one MEAT (to give away or eat yourself) 
             5.) Mr. Fancycakes and Bramble need MEDICINE before they'll eat 
             6.) There's only enough MEDICINE for one prisoner
             7.) The day ends when you decide to go to bed (use the lever)
             8.) You have to find a way to escape while doing all of the above
    
    You can buy the medicine (or "cure-all") for one coin.  
    The porridge is available for two coins, and will fill up 4 hearts!  It's 
    kind of awesome, but there's only one, so use it wisely.
    The frog will fill up 2 hearts once for the Hobblepots only.
    
    By the time you can start doing anything, here's how the prisoners start out:
         ~Amaya will have 5 out of 6 hearts
         ~The Hobblepots will have 3 out of 6 hearts
         ~Bramble will have 2 out of 6 hearts and will be sick
         ~Mr. Fancycakes will have 2 hearts and will be sick	
    
    **You're pretty much forced to save at least ONE person.  The game won't let 
    you continue eating food once at full strength, and you can't go to bed with 
    MEAT on you, so somebody is going to make it out with you.
    
         All the time that you're trying to help everyone, you're trying to find 
    a way to escape.  This is where the 3 paths come in.  
         Each of the prisoners will have a way to help you escape so you have to 
    try to run around fulfilling their requests (as outlined in the rest of the 
    walkthrough) while trying to keep them healthy.  
         There will be points where you can't do any more until the next day, so 
    at that point you'll have no choice but to return to your cell and go to 
    sleep (use the lever to lower your bed). 
    
    Contraband:
    -----------
    Some items are considered CONTRABAND (and will be labeled as such in your 
    inventory).  These will be taken away at the end of the day if they are on 
    your person.  
    
         Here's how to avoid having them taken:
    	 
         ~After leaving your cell, past Mr. Fancycakes's area, there's a door on 
    the right with the giant mole rat creature.  Feed him a MEAT and he will 
    go to sleep.
         ~After that, you can use the giant treasure chest in this room whenever 
    you want to hide contraband before going to bed.
    	 
    	 Here's how to get them back if they're seized: 
    	 
         ~You know the big room at the top of the stairs that leads to other 
    rooms?  There's flowers in the middle of the room you'll have to grow if 
    you haven't already.  You'll need to use Chester & Muriel's 
    plant-growing potion on it and then wait until the next day so you can 
    climb it.  If you don't have the potion, you need to help Chester & Muriel 
    first by getting them a FLY (use the FROG you can get from dropping through 
    the trapdoor in the theater on the flies near the outhouses).  If you want 
    more details, look in their respective section in the walkthrough below.  
         ~Use one COIN to purchase the CHOPSTICKS from the Merchant.  If you 
    don't have a COIN, you can get a CHAIR from the treasure chest in the 
    mole rat's room and use it to balance on the rocking horse to reach a 
    COIN.  You can also climb the aforementioned flowers to the top of the 
    rock cliff and find a COIN on the edge next to a photo frame.  Another can be 
    obtained from helping Amaya and having her smack the goblin playing with his 
    COIN to get it from him.  The last can be obtained in the Rumpelstiltskin 
    room accessed via the pipe in your room after removing all 3 bolts.  For more 
    details, see the walkthrough below.
         ~Climb the flower ladder to the top of the rock cliff.
         ~Use the CHOPSTICKS on the little jail safe on the left to open it
         ~Get back your CONTRABAND!
    	 
    You can get them back if you use one COIN to purchase the 
    CHOPSTICKS from the Merchant.  Then, head to the area at the top of the 
    stairs, and climb the flowers in the center of the area as a ladder.  You 
    will have to grow these flowers first, using Chester & Muriel's 
    flower-growing potion and waiting one day.
    
    Alright, let's get started!
    
    
    -------------------------------------------------------------------[kingintro]
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                                         |___/ 
    IT'S SO TOUGH TO BE KING
    ------------------------------------------------------------------------------
        
    	We start the game already making some "tough" choices as a new king.  
    This castle layout should be nostalgic to anyone who has played the old 
    King's Quest games!  This section is linear and your choices do not matter, 
    so go ahead and choose whatever tickles your fancy throughout this whole 
    first part.  Eventually you'll have to select choices so quickly you probably 
    didn't have a chance to read them, but again, it doesn't matter.   
         *Keep selecting dialog until Graham gets frustrated
         *Leave the throne room and walk down the hall to leave the castle
    
                           **********TROPHY LOCATION**********
    ###As you leave the castle, the "Distressed Out" trophy/achievement will 
    pop.  This is not missable.
                           ***********************************
    
         *Walk up to Olfie's horn and blow on it.
         *Enter town and knock on any door, then walk away from it.
    NOTE: The tree has grown since the first chapter!
    
    After you're captured:
    ----------------------
         *You'll gain control with the screen in complete darkness.  Move forward.
         *Continue moving forward try to get the glowing lizard thing.
         *Now work your way to the bottom of the screen to the lizard.
         *Head to the left and try to grab the lizard again.
         *This time head to the *bottom* of the screen and grab the EMPTY JAR.
         *Head to the upper right corner of the screen and use the EMPTY JAR on 
           the glowing lizard.  
    NOTE:  If you accidentally chase the lizard away again, just head after it 
    and use the jar then.
    
    Once you can finally see stuff:
    -------------------------------
         *Try to use the handle on the wall to your right.
         *Pick up the EMPTY BUCKET.
         *Walk up to the grate at the top of the screen and use the EMPTY BUCKET.
         *Go to the left of the screen and turn the red wheel.
         *Pick up the BUCKET FULL OF PORRIDGE.
         *Walk to the placemat on the "table" and use the BUCKET FULL OF PORRIDGE.
         *Head to the left and unscrew one of the yellow bolts.
         *Head to the right and try to use the handle again.
    
    The next morning:
    -----------------
         *If you look through the crack to your left, you can see Mr. Fancycakes.
         *Use the CLEANING RAG on the spider web right in front of you.
         *Follow the goblin down the hall (don't worry about the door).
         *Go up the stairs and enter the first doorway you come to.
         *Head across the bridge with the gingerbread man sign.
         *After the cutscene, use the CLEANING RAG on the spiderweb to the right.
         *Head down the path to either the left or right and follow it to the end.
         *Repeat using the CLEANING RAG on the spiderweb you find there.
         *Return and go down the other path you didn't choose earlier.
         *Use the CLEANING RAG on the spiderweb.  This time you'll get a STICKY 
           SPIDERWEB (the last web you clean up).
         *Head all the way back, across the bridge, and try to get to the stairs.
         *Pull the handle on the right to go to bed.
    
    
    -------------------------------------------------------------------[savevilla]
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    SAVING ALL OF THE VILLAGERS
    ------------------------------------------------------------------------------
    
    Okay, so this section is to help you save all of the villagers (Mr. 
    Fancycakes does NOT count as a villager, and you cannot save him and Bramble 
    at the same time).  This will lead to a trophy.  
    NOTE: There are a few ways to go about this with some slight variations.  The 
    below is just one way that works so that you can still escape with any 
    prisoner you want.  It also happens to be the quickest route I've found, but 
    there are many variations.  For example, you can still save everyone even if 
    you don't take advantage of the frog by giving it to the Hobblepots, but you 
    may not be able to choose which prisoner you want to escape with.
    
    This section starts at the first day where your choices matter.  If you 
    haven't completed the intro and the first (spiderweb-cleaning) day, do that 
    first.
    
    The first day that matters:
    ---------------------------
         *Leave your cell, and enter the little wooden door on the right.
         *Use the MEAT on the giant molerat.  He will leave you alone now.
         *Open the giant treasure chest and get the WOODEN CHAIR.
         *Leave the room, go down the hall, up the stairs to the first doorway.
         *Cross the bridge to Wente's area, then head down the path to the right.
         *Use the WOODEN CHAIR on the wooden horse to get a GOLD COIN.
         *Head all the way back to the stairs and run all the way up this time.
         *Use the STICKY SPIDERWEB on the handle you see here.
         *Enter the room past where the guard was.
         *Head down the path to the right and enter the room with the gift sign.
    NOTE:  Your choices in chapter 1 affect how happy the merchant is to see you!
         *Use your GOLD COIN to purchase the MIRACLE CURE-ALL.
         *Head downstairs and back to Wente & Bramble's cell.
         *Use the MIRACLE CURE-ALL on Bramble.
    	 
                           **********TROPHY LOCATION**********
    ###When you choose to give the potion to Bramble, you'll get the trophy 
    "Medicinal Majesty".
                           ***********************************
    					   
         *You don't need the WOODEN CHAIR anymore, so give it to Wente.
         *Go to your cell and pull the lever to go to bed.
    
    Day 2 of choices:
    ------------------
         *Go to your purple placemat and eat the MEAT to increase your strength.
         *Go to the left and unscrew the second yellow bolt.
         *Leave your cell, and go upstairs all the way to the top.
         *Take the right path again, but continue all the way to the end this time.
         *You can now pull the "sword" out, so do that to get the FRYING PAN SWORD.
    NOTE:  Don't give the sword to Amaya yet!  Doing so will force you into the 
    next day, so hold on to it for now.
         *Go back to the main room, cross the left bridge, and head up.
         *There is a shelf here that you can climb.  Do so!
         *Turn the crank and enter the doorway.
    NOTE:  You can get the PEA now if you like from the room on the right, even 
    though you haven't technically found the answer to the puzzle.  I'll give 
    more description later on as to how to solve this puzzle, but if you already 
    know the solution go ahead and do it now if it makes you happy.
         *Head right past the princess and the pea door to get to the theater.
         *Go through the open curtains to the left.
         *Go to the crank, and turn it when the rock raises up.
         *Turn the crank again when the rock is lowered so it stops at the button.
         *Go through the trap door to get the FROG.
         *Leave the theater and your adoring fans, back down the shelf ladder.
         *Head downstairs to the prisoner villagers floor.
         *You can now lower the bridges on either side to make shortcuts.
         *Go over the bridge on the right to the Hobblepots's cell.
         *Give the Hobblepots the FROG to raise their hearts by two.
         *Backtrack upstairs, and cross the left bridge again.
         *This time go through the cave door all the way to the left.
         *Go up the outhouses and use the FROG on the swarm of flies to get a FLY.
         *Head back downstairs to the prisoner villagers floor again.
         *Give the Hobblepots the FLY and you'll get the WEED-GROWING POTION.
         *Getting sick of backtracking yet? Back upstairs with you.
         *Go straight, across the little ponds of water to the white flowers.
         *Use the WEED-GROWING POTION on the flowers.
         *Back to the prisoner floor again.  This time go left to Amaya's cell.
         *Give Amaya the FRYING PAN SWORD and choose the LEFT goblin.
         *Taking out the left goblin (with the chef's hat) gets you a SMALL KEY.
    You will be forced to go to bed now.
    
    Day 3 of choices:
    ------------------
    Poor Mr. Fancycakes.  He have been taken away during the night.  The 
    hobblepots are looking pretty grim, so we'll need to pay attention to them or 
    they'll be next.
         *Use the MEAT on your purple placemat to gain full strength.
         *Unscrew the last yellow bolt on the left.
         *Enter the newly-opened pipe and crawl all the way through.
         *Grab the GOLD COIN from the bucket.
         *On the right is the machine that will give you the solution to the 
           identical one in the princess & the pea room.  You can use the knob on 
           the upper left to change the song (there's 3 total).  The knob below 
           it on the left advances the song one note at a time.  There's 7 notes 
           in a song.  The handle on the right plays the full song for you.  You 
           can memorize or write down what colors correspond with each note 
           (paying special attention to the lullaby song).  Don't worry, I'll 
           give you the solution later, too.
         *Leave through the same pipe.		 
         *Head all the way upstairs.  The flower ladder is grown now- climb it!
         *Grab the GOLD COIN in front of you on the ledge near the pictures.
         *Take the CHUNDER-BLOSSOM on the right, then climb back down.
         *Head to the right, and go to the little door next to the Merchant shop.
         *Use the SMALL KEY on the little door (with the culinary tool sign).
         *Grab the bag of FLOUR in this small room.
         *Grab the PAGE OF HEART from the book if you like.
    NOTE:  You can NOT get the trophy for getting all of the pages during the 
    same playthrough as saving all of the villagers.  You must save Mr. 
    Fancycakes in order to get the wisdom page.  You will always end up with the 
    bravery page. 
         *Go visit your merchant friend next door.
         *Buy the PORRIDGE WITH BRANBERRIES for two coins.
         *Leave and head left across both wooden bridges, and climb the shelf.
         *If you didn't solve the puzzle early, go in the small door to the right.
    	 
    Princess & the Pea Puzzle:
         ~Go to the song player machine thing on the right that looks exactly like 
    the one in the Rumpelstiltskin room.  You can use the left and right 
    arrows to change which note plays.  After fixing one note, you can 
    advance the reel by using the knob on the left.
         ~Move the first one to the color Yellow, then advance the reel.
         ~The second color should be Yellow as well.  
         ~The 3rd is peach, then black, then yellow, then yellow, then peach.  
    To recap that is:
    
               **YELLOW, YELLOW, PEACH, BLACK, YELLOW, YELLOW, PEACH**
    		   
         ~Pull the handle to play the song.
    NOTE:  You can also play the other two songs for fun but they won't advance 
    the game.  They are:
    Farmer in the Dell:  Pink, Pink, Pink, Orange, Yellow, Yellow, Yellow
    Yankee Doodle:  Pink, Pink, Orange, Yellow, Pink, Yellow, Orange
    
         *Go to the mattresses and get the PEA.
         *Leave the room, then go turn the crank to open the wooden door.
         *Head through the cave tunnel to the left.
         *Walk up to the Cinderella goblins to see them fling the glass shoe.
         *Go to the ledge on the left and use the WEED-GROWING POTION.
         *Now head back to the previous room.
         *Go through the little wooden door amongst the glowing fungi stuff.
         *Go in and grab a FRESH ROSE from the large vase.
    
    NOTE ABOUT ROSES:  These rose will DIE if you move too many screens in a row 
    with it in your inventory.  After moving a couple of screens it will wither, 
    then it will die, so you have to do kind of a relay right now.  Make sure you 
    do NOT stray from the path outlined below.
    
         *Leave the rose room through the little door, then head down a screen.
         *Use the WILTED ROSE on the large vase of water.  Continue down.
         *Climb down the wooden shelves, then head down to the room on the left.
         *Use the WILTED ROSE on the large vase of water in the outhouse room.
         *Leave and head down the stairs to the villager prisoners' floor.
         *Use the WILTED ROSE on the large vase of water in the bridges area.
         *Head across the right bridge to the Hobblepot cell.
         *Use the FRESH ROSE on the vase here, where you can now leave it.
         *Give the PEA to the Hobblepots.
         *Let's go back to Bramble and give her the PORRIDGE WITH BRANBERRIES.
         *Give her the FLOUR and you'll get a SWEETYCAKE.
         *Give her the CHUNDER-BLOSSOM and you'll get a SWEETYCAKE (POISONED).
    	 
    	                        **********TROPHY LOCATION**********
    ###This is completely optional, but if you want the "A Royal Pain in the 
    Rear" trophy, head back to your cell and use the poisoned sweetycake on your 
    purple placemat to eat it and give yourself a stomach ache.
                           ***********************************
    					   
         *Go back to the Hobblepots and give them the (not poisoned) SWEETYCAKE.
         *Go pick up the FRESH ROSE from the vase and give it to them now.
         *You will receive a BONE BOMB.
    NOTE:  Now the Hobblepots will never need food again (in this chapter)!  
         *Go downstairs to the mole rat's room.
         *Put the BONE BOMB in the treasure chest.
    NOTE:  This is important- if you don't do this you'll get it taken away at 
    bedtime and you'll have to find a GOLD COIN to buy the CHOPSTICKS to unlock 
    the safe at the top of the flower ladder.  It's still possible to still save 
    everyone this way, but it's annoying and it might change how the rest of this 
    section would go.
         *There's nothing left you can do today, so go to bed.
    
    Day 4 of choices:
    ------------------
         *Go back to the molerat room and collect your BONE BOMB from the chest.
         *Go all the way to the top of the stairs, and across the left bridge.
         *Climb the shelf and head through both big wooden doors.
         *Return to the Cinderella area and see the weeds on the left have grown.
         *Get the GLASS SLIPPER.  Go all the way to the right.
         *Give the GLASS SLIPPER to the Cinderella goblin to get the BROOM.
         *Go to the big fireplace and use the BONE BOMB on it.
         *Go down the new path to the end.
         *Look at the bulletin board with the pages to get the PAGE OF BRAVERY.
         *Crawl through the newly opened pipe.
         *Get the BOLT CUTTERS in this room and leave through the same pipe.
         *Return to the second floor.
         *Go to Amaya's cell and give her the MEAT.  
         *Give Amaya the BROOM and you'll end up with the final GOLD COIN.
    	 
    	                   **********TROPHY LOCATION**********
    ###For getting all 4 coins in the game you'll get "The King is in a Cent" 
    trophy.  Yay!
                           ***********************************	 
    		
         *The game will force you to the next day.
    
    Day 5
    ------
         At this point, you can free whichever villager you want to be your 
    companion through the rest of the chapter.  All you have to do is go up to 
    their cell door and use the BOLT CUTTERS on their lock.  If you want to break 
    Amaya out, you need to deal with the last guard in her room.  You can either 
    use the MEAT on him, or the SWEETYCAKE (POISONED) on him- either will get rid 
    of him.  Then all you have to do is use the BOLT CUTTERS.   	 
    	  
                           **********TROPHY LOCATION**********
    ###For saving a prisoner to help you escape, you get the "Rubble Yell" 
    trophy.  This is not missable.
                           ***********************************	  
    					   
                           **********TROPHY LOCATION**********
    ###After this point, all of the villagers are considered "safe" and you will 
    unlock the trophy "Cell-ebration!". 
                           ***********************************	
    	 
         *Jump down to the [ breakout! ] section (without the spaces) to finish 
    off the rest of the game.
    
    
    -------------------------------------------------------------------[savefancy]
     _____  ___  _   _ _____   _____ _   _  _____   _____ _____  ___ _____ 
    /  ___|/ _ \| | | |  ___| |_   _| | | ||  ___| |  __ \  _  |/ _ \_   _|
    \ `--./ /_\ \ | | | |__     | | | |_| || |__   | |  \/ | | / /_\ \| |  
     `--. \  _  | | | |  __|    | | |  _  ||  __|  | | __| | | |  _  || |  
    /\__/ / | | \ \_/ / |___    | | | | | || |___  | |_\ \ \_/ / | | || |  
    \____/\_| |_/\___/\____/    \_/ \_| |_/\____/   \____/\___/\_| |_/\_/  
    FORGET THE PEOPLE, SAVE THE UNICORN!
    ------------------------------------------------------------------------------
    
         You cannot save Bramble and Mr. Fancycakes in the same playthrough.  
    This section starts off on the first day where your decisions matter, so 
    if you have not played through the intro or done the first 
    (spiderweb-cleaning) day, go do that first.
    
    The first day that matters:
    ---------------------------
         *Leave your cell, and enter the little wooden door on the right.
         *Use the MEAT on the giant molerat.  He will leave you alone now.
         *Open the giant treasure chest and get the WOODEN CHAIR.
         *Leave the room, go down the hall, up the stairs to the first doorway.
         *Cross the bridge to Wente's area, then head down the path to the right.
         *Use the WOODEN CHAIR on the wooden horse to get a GOLD COIN.
         *Head all the way back to the stairs and run all the way up this time.
         *Use the STICKY SPIDERWEB on the handle you see here.
         *Enter the room past where the guard was.
         *Head down the path to the right and enter the room with the gift sign.
    NOTE:  Your choices in chapter 1 affect how happy the merchant is to see you!
         *Use your GOLD COIN to purchase the MIRACLE CURE-ALL.
         *Head downstairs and back to Mr. Fancycakes's cell.
         *Use the MIRACLE CURE-ALL on him to get MR. FANCYCAKES.
         *Go all the way back upstairs to the Merchant.
         *Give the Merchant MR. FANCYCAKES and you'll get the HATCHET.
    
                           **********TROPHY LOCATION**********
    ###After returning Mr. Fancycakes, you'll get "The Lost Unicorn" trophy.
                           ***********************************
    
         *Go downstairs to the villager prisoners' floor.
         *Cross the bridge to Wente's area then take the left path.
         *Use the HATCHET on the giant mushroom to get the PAGE OF MIND.
    
    If you want the "Booked Em" trophy:
    -----------------------------------
         *You will need to have Graham reach strength level 2 (eat something).
         *Pull the FRYING PAN SWORD from the stone on the top level.
    NOTE:  The next step will force you to go to bed after, so make sure you have 
    done all you want to before moving on.
         *Give the FRYING PAN SWORD to Amaya and make sure she takes out the 
           goblin on the left with the chef's hat.  You'll get a SMALL KEY.
         *Go to the little door to the right of the merchan't shop.
         *Use the SMALL KEY and enter.
         *Grab the PAGE OF HEART from the book on the table.
         *The PAGE OF BRAVERY is not missable.
    NOTE:  If you want more detailed information on the above steps, it's readily 
    available in the [ savevilla ] and [ quickrefs ] section (without the spaces).
    
                           **********TROPHY LOCATION**********
    ###After getting all 3 pages, you'll get the "Booked Em" trophy.
                           ***********************************
    	 
    NOTE:  At this point, you can still free Amaya or the Hobblepots, so go to 
    the [ quickrefs ] section if you need help with that. 
    	 
    	 
    -------------------------------------------------------------------[quickrefs]
     _____ _   _ _____ _____  _   __ ______ ___________ _____ 
    |  _  | | | |_   _/  __ \| | / / | ___ \  ___|  ___/  ___|
    | | | | | | | | | | /  \/| |/ /  | |_/ / |__ | |_  \ `--. 
    | | | | | | | | | | |    |    \  |    /|  __||  _|  `--. \
    \ \/' / |_| |_| |_| \__/\| |\  \ | |\ \| |___| |   /\__/ /
     \_/\_\\___/ \___/ \____/\_| \_/ \_| \_\____/\_|   \____/
    THE QUICK PATH TO BRAVERY, WISDOM, OR COMPASSION
    ------------------------------------------------------------------------------
    
    This section is a quick guide on how to go the routes of bravery, compassion 
    or wisdom without worrying about saving everyone.  
    
    There are so many ways you can go about each one, I'm not going to take you 
    step-by-step.  If you need step-by-step directions, check the "Save all 
    Villagers" portion of the walkthrough.  
    
    If there are specific trophies you are looking for, you can check the table 
    of contents at the very beginning of this guide that states where you can 
    find information on each one.  There's also a trophy section at the very end 
    of this guide.
    
    First I'll describe how make the WEED-GROWING POTION or build the BONE BOMB 
    if Chester & Muriel get taken away before they can make it themselves.
    
    Building the BONE BOMB or WEED-GROWING POTION without Chester & Muriel:
    --------------------------------------------------------------------------
         ~When the Hobblepots are taken away, their cell door will be left open.
         ~Enter the cell and grab the BONE off the floor if it's not already in 
    the cauldron-stump.  Put it in if it's not in there already.
         ~You may have to examine the book on the stand outside the cell and turn 
    the page first if the game will not let you add something to the 
    cauldron-stump.
         ~Obtain the FLY as you normally would and add it to the cauldron and 
    you'll get the WEED-GROWING POTION.
         ~Obtain the PEA and the FRESH ROSE as you normally would and add them to 
    the cauldron-stump yourself, and you will obtain the BONE BOMB.
    
    Coin Locations:
    ---------------   
    1)  Feed the mole rat some MEAT, then open the treasure chest next to him to 
    get a WOODEN CHAIR.  Use the WOODEN CHAIR next to the rocking horse on the 
    2nd floor that is on the path connecting Bramble's and the Hobblepots's cells.
    
    2)  Use WEED-GROWING POTION on the white flowers on the third floor in the 
    center of the big room.  Come back the next day and it will be a ladder.  
    There is a GOLD COIN on the ledge in the room at the top.
    
    3)  One of Amaya's guards is playing with a coin.  Have her take out that 
    guard after giving her the FRYING-PAN SWORD.  You can also get it later on if 
    you give Amaya the BROOM.
    
    4)  Get Graham to strength level 3 and undo all the yellow bolts on the left 
    side of his cell.  Climb through the pipe and there is a bucket on the other 
    side with a GOLD COIN in it.
    
    Path of Bravery:
    ----------------
         1.)  Amaya is starts off really healthy, so just make sure to keep her 
               fed until you can help her escape.
         2.)  Get Graham to strength level 2 by eating something, then go to the 
               top floor. Get past the guard at the top of the stairs by using 
               the STICKY SPIDERWEB on the nearby handle.
         3.)  Go as far right as you can go and pull the FRYING-PAN SWORD out of 
               the stone.
         4.)  Give the FRYING-PAN SWORD to Amaya AFTER you're done with the day's 
               activities, since you'll be forced to go to bed immediately after.
         5.)  Get Graham to strength level 3 by eating something. 
         6.)  You will need to get a FROG by going to the theater and solving the 
              puzzle to drop through the trap door.  Use the FROG near the 
    		  outhouses to get a FLY.  Give the FLY to the Hobblepots to get a 
    		  WEED-GROWING POTION.
         7.)  Head upstairs and open the big wooden door past the theater.  
               Continue on and find some goblins playing out Cinderella and talk 
               to them.  Go to the ledge of the left after the scene and use the 
               WEED-GROWING POTION.  Come back the next day.
         8.)  Get the GLASS SLIPPER when the weeds have grown and go to the right 
               to give it to the Cinderella goblin and get the BROOM.
         9.)  Give the BROOM to Amaya AFTER you're done with the day's 
               activities, since you'll be forced to go to bed immediately after.
         10.) Use a MEAT or a SWEETYCAKE (POISONED) on the last remaining guard 
               in Amaya's cell.  Then she can be freed when you get the BOLT 
    		   CUTTERS.  The BOLT CUTTERS can be obtained after building a BONE 
               BOMB and using it on the fireplace in the Cinderella area.
         11.)  Use the PAGE OF BRAVERY during the final scene when prompted.  The 
               PAGE OF BRAVERY is not a missable item.
    		  	 
    Path of Compassion:
    -------------------
         1.) Bramble is the one you need to worry about here.  You will get 
              nothing from her or Wente until you can give her some CURE-ALL, 
              which can be bought from the merchant for one GOLD COIN.  Get past 
              the guard at the top of the stairs by using the STICKY SPIDERWEB on 
              the nearby handle.
         2.) After giving Bramble the CURE-ALL, she will now accept food.  Make 
              sure her hearts do not drop to 0.
         3.) Give Bramble and Wente the WOODEN CHAIR you can get from the treasure 
              chest in the mole rat's room after feeding it some MEAT.
         4.) After Graham has eaten enough to get to strength level 2, you can 
              pull the FRYING PAN SWORD from the stone and give it to Amaya.  
              Have her take out the goblin on the left with the chef hat to get a 
              SMALL KEY.  This key can be used to open the small door with baking 
              tools on the sign above (next to the merchant's shop).  Grab the 
              FLOUR and the PAGE OF HEART from this room.	 
         5.) Bramble must have more than two hearts before she will take the 
              FLOUR.  Give Bramble the FLOUR to get a SWEETYCAKE.  You can eat 
              this yourself or give it to someone who hasn't eaten that day to 
              raise their hearts by two.
         6.) You will need to get a FROG by going to the theater and solving the 
              puzzle to drop through the trap door.  Use the FROG near the 
    		  outhouses to get a FLY.  Give the FLY to the Hobblepots to get a 
    		  WEED-GROWING POTION.  Use this on the white flowers in the center 
    		  of the room on the top floor. The next day a flower ladder will 
    		  have grown that you can climb.  At the top of that ladder, you will 
    		  find a CHUNDER-BLOSSOM on the right.
         7.) Give the CHUNDER-BLOSSOM to Bramble.  She will only accept it if she 
              has 5 hearts or more. The guards in the area will now be taken care 
              of and they can be freed when you get the BOLT CUTTERS.  The BOLT 
              CUTTERS can be obtained after building a BONE BOMB and using it on 
              the fireplace in the Cinderella area (after Cinderella has been 
              appeased- grow the weeds on the lefthand side to get the GLASS 
              SLIPPER for her).
         8.) Use the PAGE OF HEART during the final scene when prompted.
    
    Path of Wisdom:
    ---------------
         1.)  If you want to obtain the PAGE OF MIND, you have to save Mr. 
               Fancycakes.  Use a GOLD COIN to buy the CURE-ALL from the merchant 
               and give it to Mr. Fancycakes.  Then give MR. FANCYCAKES to the 
               merchant to get a HATCHET.  Use the HATCHET on the tall mushroom 
               on the path inbetween Amaya's and Bramble's cell to get the PAGE 
               OF MIND.
         2.)  Make sure to keep the Hobblepots fed to keep their hearts up.  They 
               will not do anything for you until they are fed (or have licked a 
               frog).
         3.)  Get Graham to strength level 2 by eating something then head to the 
               theater and solve the puzzle there to drop through the trap door 
               and get a FROG.  You can give the FROG to the Hobblepots who will 
               lick it to increase their hearts by two (you will get it back).  
               Go to the outhouses on the top floor and use the FROG there to get 
               a FLY.  Give the FLY to the Hobblepots to get WEED-GROWING POTION.
         4.)  Go to the Princess & the Pea room and solve the puzzle there 
              (yellow, yellow, peach, black, yellow, yellow, peach) and reach in 
              the mattresses to get a PEA. Continue to the next area and enter 
              the little door surrounded by glowing fungi.  Get a FRESH ROSE from 
              the vase and bring it back to the Hobblepots immediately, making 
              sure to stop at every nearby vase of water to use the WILTED ROSE 
              on them and refresh it.
         5.)  The Hobblepots will take the PEA but not the FRESH ROSE until they 
              have at least 5 hearts.  The FRESH ROSE can be kept in the nearby 
              vase until they will take it.  When they do you'll get the BONE BOMB.
         6.)  The guards in the area will now be taken care of and they can be 
              freed when you get the BOLT CUTTERS.  The BOLT CUTTERS can be 
              obtained after building a BONE BOMB and using it on the fireplace 
              in the Cinderella area (after Cinderella has been appeased- grow 
              the weeds on the lefthand side to get the GLASS SLIPPER for her).
         7.)  Use the PAGE OF MIND at the ending sequence when prompted.
    	 
    -------------------------------------------------------------------[breakout!]
    ____________ _____  ___   _   _______ _   _ _____   _____ _   _ _____ 
    | ___ \ ___ \  ___|/ _ \ | | / /_   _| \ | |  __ \ |  _  | | | |_   _|
    | |_/ / |_/ / |__ / /_\ \| |/ /  | | |  \| | |  \/ | | | | | | | | |  
    | ___ \    /|  __||  _  ||    \  | | | . ` | | __  | | | | | | | | |  
    | |_/ / |\ \| |___| | | || |\  \_| |_| |\  | |_\ \ \ \_/ / |_| | | |  
    \____/\_| \_\____/\_| |_/\_| \_/\___/\_| \_/\____/  \___/ \___/  \_/ 
    LET'S BLOW THIS POPSICLE STAND!
    ------------------------------------------------------------------------------
         
         Ready to get out of here?  You will now have one villager with you who 
    helped you open the double wooden doors.  The chapter plays out the same no 
    matter who you chose.  
    
    Post-jumping puzzle:
    --------------------
         This is easy.  There will be two sections where you have to jump across 
    log posts and the guide the villager over to your position.  
         ~It does not matter which way you choose to get Graham across, but 
    remember exactly the path you made him take!
         ~Instruct the villager ("left", "right", "forward") over to Graham 
    following the exact same path you made him take a second ago.  If you 
    stray from that, the villager will fall in the water.
        
         *Once you're across, you'll get either CHESTER, BRAMBLE, or AMAYA.
         *Inch along the wall as far as you can until a cutscene plays.
         *You'll have the DRAGON BABY.
         *Contine down the path to the little projector thing set up.
         *Use the DRAGON BABY on it.
         *Cross the newly-lowered bridge.  You'll get MY OLD HAT.
         *Enter the door into the library.  Walk up to the stand.
         *Read the book by pressing the prompts until you get to the end.
         *Choose either book on shelves to the left or right that stand out.
         *The second book you choose will open a secret passage.  Go through.
         *You can peek through the door on the right if you want.
         *Continue down the hall.
    	 
    Once in the throne-room:
    ------------------------
    Graham will now tell a story, and you have to choose the correct item or words 
    to proceed.
         1.) Choose the villager who came with you (CHESTER, BRAMBLE, or AMAYA.)
         2.) Choose "outsmarted a quizzical griffin".
         3.) Choose "heart".
         4.) Choose MY OLD HAT.
         5.) Choose either the PAGE OF HEART, PAGE OF BRAVERY, or PAGE OF MIND.
    Note:  This last choice changes how the last short scenes play out.  You will 
    always have the PAGE OF BRAVERY if you did not collect the other pages.
    
                           **********TROPHY LOCATION**********
    ###For completing the chapter, you get the trophy "The Reign is Just 
    Beginning".  This is not missable.
                           ***********************************	 	 
    
    					   
    -------------------------------------------------------------------[theendkq1]
     _____ _            _____          _ 
    |_   _| |          |  ___|        | |
      | | | |__   ___  | |__ _ __   __| |
      | | | '_ \ / _ \ |  __| '_ \ / _` |
      | | | | | |  __/ | |__| | | | (_| |
      \_/ |_| |_|\___| \____/_| |_|\__,_|
    THE END
    ------------------------------------------------------------------------------
    
    The final screen after the closing scene will show you all of the choices you 
    made in the game in a pictoral manner.  There are not as many as in the first 
    chapter.
    Here's a list of the potential changes:
    
    1.)  If you saved Mr. Fancycakes, we will show up with the merchant and they 
    will both look very happy.  Otherwise the merchant will be by himself looking 
    sad.
    
    2.)  All of the villagers you saved will be in the large circles framing the 
    center picture.  If you saved the Hobblepots but chose Chester to break out 
    with you, Muriel will be alone.  If you saved Wente and Bramble but chose 
    Bramble to come with you, Wente will be alone.  Otherwise the couples will be 
    pictured together.
    
    3.)  The villager you chose to escape with will be standing by your side in 
    the big picture in the center.
    
    4.)  The prisoners you did not save will be pictured on the beds in the 
    center of the mural.
    
    5.)  The number of coins you found will be filled in on the left.
    
    6.)  The pages you found will be filled in on the right (heart, bravery, mind)
    
    If there's something I missed, please let me know through GameFAQs or through 
    PSN to HappyChika.  
    
    
    -------------------------------------------------------------------[trophylis]
     _____               _     _           
    |_   _|             | |   (_)          
      | |_ __ ___  _ __ | |__  _  ___  ___ 
      | | '__/ _ \| '_ \| '_ \| |/ _ \/ __|
      | | | | (_) | |_) | | | | |  __/\__ \
      \_/_|  \___/| .__/|_| |_|_|\___||___/
                  | |                      
                  |_|
    TROPHY / ACHIEVEMENT LIST
    ------------------------------------------------------------------------------
    
    Here's a list of all of the trophies/achievements and how to get them.  All 
    but three are missable.  You can NOT get them all on one playthrough.  The 
    missable trophies are outlined in the walkthrough as well.  If you follow 
    both the [ savevilla ] and [ savefancy ] sections (without the spaces) you 
    will get all missable trophies.
    
    1.) DISTRESSED OUT- (Got some air)  This is story-related and cannot be missed.
    
    2.) THE KING IS IN A CENT- (Found all gold in Chapter 2)  There are four gold 
    coins in all.  For the first one, feed the mole rat some MEAT, then open the 
    treasure chest next to him to get a WOODEN CHAIR.  Use the WOODEN CHAIR next 
    to the rocking horse on the 2nd floor that is on the path connecting 
    Bramble's and the Hobblepots's cells.  For the second, Use WEED-GROWING 
    POTION on the white flowers on the third floor in the center of the big 
    room.  Come back the next day and it will be a ladder.  There is a GOLD COIN 
    on the ledge in the room at the top.  For the third, one of Amaya's guards is 
    playing with a coin.  Have her take out that guard after giving her the 
    FRYING-PAN SWORD.  You can also get it later on if you give Amaya the BROOM.  
    For the last, get Graham to strength level 3 and undo all the yellow bolts on 
    the left side of his cell.  Climb through the pipe and there is a bucket on 
    the other side with a GOLD COIN in it.   
    
    3.) BOOKED EM- (Found all pages in chapter 2)  There are 3 of these.  The 
    PAGE OF MIND can only be obtained if you save Mr. Fancycakes, so buy him the 
    CURE-ALL and return him to the merchant for a HATCHET.  Use it on the tall 
    mushroom on the pathway between Bramble's and Amaya's cells to get the PAGE 
    OF MIND.  The PAGE OF HEART can be obtained by having Amaya take out the 
    guard wearing the chef hat and getting his SMALL KEY.  Use the SMALL KEY on 
    the door to the right of the merchant's shop and enter.  You'll find the PAGE 
    OF HEART there.  The PAGE OF BRAVERY is not missable.
    
    4.) THE LOST UNICORN- (Reunited two best friends)  You have to save Mr. 
    Fancycakes, so get a GOLD COIN and buy the CURE-ALL from the merchant.  Give 
    it to Mr. Fancycakes and he will join you.  Return him to the merchant and 
    this trophy will pop.
    
    5.) RUBBLE YELL- (Escaped the goblin prison)  This is story-related and not 
    missable. 
    
    6.) A ROYAL PAIN IN THE REAR- (Tummy troubles)  Get FLOUR for Bramble, then 
    a CHUNDER-BLOSSOM, and she'll bake a SWEETYCAKE (POISONED).  Take this back 
    to your cell and eat it (make sure it's the one that's poisoned).
    
    7.) CELL-EBRATION!- (Escabed without any townspeople taken away)  You have 
    to save Amaya, Bramble, and the Hobblepots.  Mr. Fancycakes doesn't count 
    for this trophy.  Please see the giant section of this walkthrough called 
    "Save all Villagers" for extensive detail on how to save them all.
    
    8.) MEDICINAL MAJESTY- (Healed Bramble)  You have to buy the CURE-ALL from 
    the merchant for one GOLD COIN, and give it to Bramble.
    
    9.) THE REIGN IS JUST BEGINNING- (Completed chapter 2)  This is 
    story-related and cannot be missed.
    
    
    -------------------------------------------------------------------[thankyous]
     _____ _                 _     __   __          _ 
    |_   _| |               | |    \ \ / /         | |
      | | | |__   __ _ _ __ | | __  \ V /___  _   _| |
      | | | '_ \ / _` | '_ \| |/ /   \ // _ \| | | | |
      | | | | | | (_| | | | |   <    | | (_) | |_| |_|
      \_/ |_| |_|\__,_|_| |_|_|\_\   \_/\___/ \__,_(_)
                                                      
    THANK YOUS
    ------------------------------------------------------------------------------
    
    Thanks obviously to Roberta & Ken Williams and Sierra for the old King's 
    Quest games which were amazing, and to the wonderful people who revived this 
    series.  
    
    I used http://patorjk.com/software/taag for the ASCII letters since I'm too 
    dumb to do them on my own.
    
    Everything else in this guide I figured out for myself as far as I know.  If 
    you think you should be credited for something here, please send me a 
    message (InsanitySoup) on GameFAQs or through Playstation to HappyChika.  
    
    Thanks to all of the wonderful people who sent me notes of encouragement 
    after I wrote my guide for chapter 1, and for convincing me to write this
    guide for chapter 2!
    
    Thank YOU for reading this guide!!!!!

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