King Kroz
The player-controlled adventurer who explores the underground kingdom and searches its dangerous rooms for treasure and a way forward.
Documented for this version
Arrow Up | Move up |
|---|---|
Arrow Down | Move down |
Arrow Left | Move left |
Arrow Right | Move right |
Space | Use the whip |
Controls refer to the DOS version.
The game is played on a grid.
How it plays
The game uses a top-down, tile-based perspective. King Kroz must explore connected rooms, collect treasure, find keys and useful objects, defeat or avoid monsters, and reach the required exits or objectives.
Movement is grid-oriented, while the whip provides a short-range way to deal with threats. Rooms may contain walls, doors, traps, teleporters, secret areas, and environmental hazards. Progress depends on choosing safe routes and preserving scarce resources; the game does not use conventional experience levels or character classes.
Plan your run
Survey a room before moving into open space, especially when monsters or traps are visible. Preserve the whip and other limited resources for situations where retreat is impossible.
Collect keys and valuable items methodically, and test routes carefully around hazards. If a room appears unsolvable, look for a concealed passage, a teleporter, or an item that changes the available path rather than repeating the same movement.
Meet the cast
The player-controlled adventurer who explores the underground kingdom and searches its dangerous rooms for treasure and a way forward.
Before you begin
Plan several moves ahead because movement is grid-based.
Avoid spending limited items on enemies that can be bypassed.
Search the edges of rooms for alternate routes and hidden passages.
Kingdom of Kroz II is a top-down action-adventure game for DOS, created and published by Apogee Software. The player guides King Kroz through dangerous underground rooms filled with monsters, traps, locked passages, treasures, and hidden routes. Its design combines maze exploration with quick reaction, resource management, and puzzle solving rather than conventional platforming or role-playing statistics. Each room is built around a tile-based layout, and the limited whip, keys, gems, and other items make careless movement costly. The game was distributed in the early shareware era and became part of Apogee’s influential Kroz line. Its simple ASCII-style presentation is dated, but the exploration loop and demanding room layouts remain distinctive.
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