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hmm... KQ4 (which was my first KQ game ever) didn't have that much moon-logic, that I recall. Certainly is did have some annoying dead-ends, but that's somewhat of a different issue.
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It's also not a 'King Graham' game. The non king Graham games have less 'goofy/crazy' puzzle logic.
It does have some diabolically hidden items though... Like that bridle hidden behind a ship...
Shooting Lolette with a supposedly non-violent love arrow, does seem kinda of far fetched though. I suppose the idea was to make the player think they could change her to something good though?
Also there is that whole, diamond pouch issue... There is nothing to tell you to return the diamonds to the dwarfs, so that they thank you and give you both the pouch and a lantern. That makes the cave maze even more challenging.
About the most challenging puzzle in KQ5 for me was probably the cheese machine. Iironically I've found that in modern times they have found ways to use cheese to power machines though, including a cheese-fuel powered car, but I don't know if there was anything like that back then that Roberta may have based her puzzle idea on.
I figured out the rest pretty easily... I remember watching old cartoons for example, where people threw boots at cats carooning on a fence post. You have a boot, and there is a cat chasing a rat... So hmm boots vs. cats seemed logical to me!
The tambourine appears shortly after you have pretty much finished everything in Serenia and local lands. If you know that snakes in real life respond to shiny objects/sound (they actually can hear/feel vibrations through inner ears). Both of these suggest that its something to try!
I knew not to eat the pie, because well you lose points for eating the pie (you may also lose points for eating the second half of the leg of lamb)! It took me a few tries to figure out it kills the Yeti. But considering you don't have alot of things to choose from, it fell into place pretty well.
The game also has quite a few warnings not to enter areas, unless you are ready... You those are a good sign to save before entering...
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as the puzzles and quests aren't as random as they feel in KQ2. I've always felt that KQ2 lacks a lot in plot as well.
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Actually KQ2s plot is more linear than KQ1 and more detailed, especially if you compare KQ1 original to KQ2. The original KQ1 was mainly a super treasure hunt. You talk to the king (if you choose to enter the castle) and are sent out to find three treasures hidden around the kingdom. There was no introduction in the game. If you don't talk to the king you don't have a clear idea what your quest is supposed to be. Talking to the King is actually optional!
Each of these items serve no actual in-game purpose, except you are told bringing them back to Daventry will save the kingdom. There are no clues to where the treasures might be hidden in the game.
KQ2 there is an introduction video for the first time, past the credits. It gives you a firm idea what your quest is, if you choose to accept it. You know you must find three keys, and travel to an enchanted land to save a lovely maiden, who will be your wife.
Once you get into the game, their is a linear progression connected by the Magic Door, that points you in the general direction of where each key is hidden. The door also affects the environment, in that characters will appear, or new locations open up to explore. The first riddle, leads you to the beach, where the mermaid appears, for example. The second riddle, opens up the Antique Shop, and the third riddle makes the Boatman appear. These were at the time a technological innovation over the first game. Since there was in a sense scripted events. The three treasures or keys in the case of the game, became direct part of the plot, and push the plot forward.
Also KQ2 had twice the amount of narration/dialogue compared to KQ1 original. Another feat when it was released. There is a description for almost every room, and many objects seen on screen. There was more interaction with the characters, you could have slightly longer conversations with them (though this is shown only through narration). Most of the main characters would respond to you. Many of the characters had connections to other characters in the game, that you could discover through narration. The monk and Grandma both connect to Dracula for example. The ghosts and boatman also respond to image of Dracula (showing another connection). The shop owner, Hagatha and the nightengale were connected. Grandma, wolf and Little Red had connections to each other. I seem to recall Little Red even mentions that her basket of goodies was stolen by the wolf! Even the enchanter is connected to Pegasus, as explained when you save Pegasus, that he was turned into a snake by the Enchanter! There is a connection between the mermaid and neptune! If you make a mistake, the game tells you she returned to Neptune, and you will get killed if you try to visit him!
These connections were alot to make the inhabitants of the land feel interconnected. The land feels slightly more lived in and alive because of it.
Take a look back in KQ1 original and you find that almost every character had no connection to any other character. They didn't even mention any other character in the game... They were all pretty random and solitary.
Yes the plot is simple by today's standards, but remember it was an upgrade to KQ1 when it was first released.
Don't judge KQ2 by the KQ1 remake, which incorporated a deeper story onto the backbone of the original. But rather compare KQ2 to KQ1 original the way the series was developed, and see how the series evolved and the stories became more sophisticated with each entry.
I don't know, other than the bandits and the pirates, interacting with the bar maid and Rumplestiltkin's and Rosella's connections to the Castle Daventry, there isn't much interconnectiveness between characters in KQ3. Nothing showing or explaining that the bandits are terrorizing the country, or even that Manannan is terrorizing the country (until you can overhear the animals). The Three Bears seem particurarly random and out of place, with no connections to other characters.
KQ2 is easily my favorite of the AGI games, as it mostly real 'inventory' style puzzles (they are less fetch quests, since you have to actually figure out how to use the items). Whereas KQ3 the puzzles are just 'fetch quests' for items you are specifically told are needed as spell ingredientsand then beating the game with those spells, which the spells purpose is explained in the manual. Having everything including their purpose written down in the manual takes away from having to solve the game for yourself in many ways...
About the best puzzle, that has elements of being a puzzle in KQ3 was the Cat Cookie puzzle. But you pretty much know its the only way to defeat Manannan, since descriptions in the manual show that its a powerful spell to defeat your 'victim, forever'. The only part of it that is a puzzle, is that you need something to hide the cookie in. But you also know you need to hide it because it's rather obvious and "unappetizing" with all the cat hairs sticking out of it. The only thing that makes it a better puzzle, is that you don't exactly know that you need a bowl of porridge to hide it in. So you have to figure that one detail out yourself.