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Reviews for "Kingdom of Liars 2"

The atmosphere of the entire game was fantastically eerie. Brilliant artwork and music combined with the humour and intriguing plotline made this game amazing. More please :)

(Kingdom of Liars 1) "If you want to tell something important to a man, it's best to just show him rather than explain."
(Kingdom of Liars 2) "Our lives are arrows loosed from the bow. We must fly true before we strike."
Serrus Falter, Creator of the Guides.

Sir, well done on producing another pulchritudinous piece. God willing, you will continue to bless us all with more of your ever improving work.

The art is excellent. I don't know what it is exactly, but there is something genuinely special with your style. OddFellowFloyd's soundtrack, your Creator of Guides beginning quote, and as usual, your dialogue, characters and plot, were top notch and worked seamlessly with your art in creating an immersive atmosphere for players. The puzzles in this installment are indeed better designed and easier. Perhaps a bit too easy... but at least now there is less cause for largely unwarranted complaint.

My only real grievance is that there isn't more content. I curse the limits that are put on you by time.

All in all, a well-made finale to this series. I look forward to seeing new series set in this wonderful realm you have created, particularly in the locale of Ashbane, as you mentioned that you are considering doing. The characters and story possibilities there are too tantalizing to be ignored.

And for anyone experiencing difficulty advancing, here is a walkthrough:

1. You start in the library of the Hernessian Guard Headquarters. Leave the library and speak with the man standing in the lobby, your boss, Captain Whelek. He will appraise you of the situation and task you and Warren on an operation to catch the assassin. You are to meet Warren at Ashbane City Hall.
2. Before you leave, go to the training barracks and pick up your trusty elk horn charm and a pair of shackle-cuffs.
3. Go to Grimes Street, head to the burned tavern and pick up the simple prybar inside of ruined building.
4. Head to City Hall and speak with your fellow Elk Guard, Vic'eren. He has been assigned to assist you on your task.
5. Go behind City Hall and there you will meet Warren. Speak with him, and he will bitterly inform you that you and Vic'eren have been assigned the fun task of tracking the assassin in the sewers under City Hall while he has been ordered to wade through the metaphorical sewage above ground to protect General Brandt.
6. Pick up the small piece of discarded paper by the sewer lid. This will help you solve a puzzle later on.
7. Inspect the sewer opening. It is locked, and you won't be able to lift the sewer lid off or break the lock, even with the help of your prybar, for it has been magically sealed. Inspect the sewer drain, then speak with Vic'eren. He will remark that you need to find a key or some tool to gain access to the sewers.
8. You won't be able to get a key in time. Instead, go to the Dock Storehouse. Vic'eren will persuade the Antars there to loan you an old wrench. Then go back to the sewer access point behind City Hall, go to the sewer drain, and use the wrench to remove the bolts off the grate.
9. Once inside the sewers, turn the shut off valves of two pipes to halt the flow of raw sewage impeding your partner and you from gaining access to the deeper parts of the sewers.
10. You will meet two alienated ratlings, Kikker and Pikker, who have information leading to the whereabouts of the assassin. Speak with them, and Pikker will demand that you give him a blue dress in exchange for this information.
11. Go to Right Street and head into the bazaar of CourBoyn the Merchant and speak with him to get a blue dress.
12. Go back inside the sewers and give the dress to Pikker. He will provide valuable clues and tell you where the elusive assassin went.
13. Follow Pikker's directions and you will encounter a magically locked door.
14. Use your elk horn on the door and then refer to discarded paper you found by the sewer covering. It will provide you hints on using the correct runes (the last three) to unlock the magic seal.
15. When you open the sealed door, you will find a hole leading up to somewhere inside City Hall. The opening is locked with a gate and hooked up to a bomb. There is also a toolbox left behind by the assassin. First, use the prybar to remove the bomb and then pick up a screwdriver from the toolbox and use it to remove the gate so Vic'eren and you can gain access to the Capitol.
16. You encounter Butler Sermonde, who, because you stink, will deny you access to the party until you shower. Instead, shower later and use your shackle-cuffs on him now to proceed into the main hall.
17. You will see Captain Whelek and various people, but you will not spot the assassin. Inspect the statue and then check up the stairs to proceed to the ending.

please make more games ur great

5 / 5
That was short!
Nevertheless. it was still fantastic.
Keep it up!

Hyptosis responds:

Thanks man! ^5

Awesome game, I liked it every bit as much as the first one! Your artwork is beautiful, I can tell you spent a lot of time on it. I would have liked to see some art depicting the end, but it's not necessary to the game. The music fit perfectly with the mood of both the story, and the art. I'm excited to see what you'll have for us next :)

Hyptosis responds:

Thank you!