Knight Quest
This is the finest RPG I've ever played. It's also the only RPG I've ever played.
Getting Started
The first of five objectives the king gives you is to defeat the Goblin King who lives in the caves to the north of the castle. Start by heading north (don't even THINK about heading to the west right now) and battling the monsters in the North Woods. Build up your levels to six or seven and buy the level 2 sword and armor before you enter the cave, which is directly north of the castle. If you've chosen to have "many" gold pieces, you'll have no trouble amassing enough to do so. Also, stop off at an inn to refill your life before making the final journey to the caverns.
MONSTERS OF THE FIRST QUEST:
Monster |
Attack |
GP |
EP |
Location |
Green Slime |
Eagle |
4 |
1 |
North Woods |
Imp |
Falcon |
4 |
2 |
North Woods |
Mush Boy |
Swallow |
5 |
3 |
North Woods |
Gray Ooze |
Eagle |
6 |
3 |
North Woods |
Goblin |
Eagle |
6 |
3 |
North Woods |
Sky Ball |
Swallow |
7 |
3 |
Mountain Pass |
Bleeb |
Sea Gull |
8 |
4 |
Mountain Pass |
Sharp Head |
Swallow |
8 |
5 |
North Cave |
Slug |
Falcon |
9 |
5 |
North Cave |
Hobgoblin |
Eagle |
10 |
7 |
North Cave |
Harpy |
Falcon |
11 |
6 |
North Cave |
King Goblin |
Sea Gull |
80 |
24 |
North Cave |
Monster=Name of enemy
Attack=Best attack method to use against this enemy
GP=Gold pieces gained from defeating this enemy
EP=Experience Points gained from defeating this enemy
Location=Location of the first encounter with this enemy
The Evil Tower
When you return to the castle after defeating the King Goblin, the king will tell you that a gigantic tower has shot up on the North Cape, and that ou should go there and investgate (incidentally, the tower isn't there if you visit the cape before the Goblin King is defeated). Before you go into the tower, you'll need to do two things: Build your levels up to 12 or 13, and get the key that's guarded by the Scorpion and Big Scorpio to the west of the tower entrance.
When you get into the tower, you'll want to head to the stairs on the lower right, which are blocked by the Scorpion and the locked gate. You'll go upstairs, and simply follow the corridor to the next set of stairs. When you climb those, you'll be in a large, open area which keeps going in all directions infinitely and repeats the layout. How do you get out? Well, there's cracks in the floor which drop you downstairs; the trick is to find the right one, which is nestled inside a group of blocks laid out like a diamond. Once you drop down the hole it's a straight shot to the boss.
SECOND QUEST MONSTERS:
Monster |
Attack |
GP |
EP |
Location |
Scorpion |
Falcon |
8 |
8 |
North Cape |
Orc |
Falcon |
11 |
7 |
North Cape |
Little Mage |
Any* |
13 |
9 |
North Cape |
Giant Imp |
Falcon |
10 |
8 |
North Cape |
Big Scorpio |
Falcon |
15 |
9 |
North Cape |
Hard Shell |
Sea Gull |
12 |
9 |
Evil Tower |
Stoffer |
Swallow |
14 |
11 |
Evil Tower |
Sky Fighter |
Swallow/Eagle |
16 |
12 |
Evil Tower |
Fire Soul |
Swallow |
15 |
13 |
Evil Tower |
Novice Mage |
Any* |
18 |
14 |
Evil Tower |
Queen Harpy |
Falcon |
17 |
12 |
Evil Tower |
Pierre |
Variable** |
120 |
48 |
Evil Tower |
*--Mages are hurt equally by any attack method. Unfortunately, these attacks don't take out as much as you'd like.
**--Pierre (any subsequent boss too) isn't constant in his vulnerabilities. What works against him one day may not work the next; however, there is always exactly one attack method which works best.
Tabasa and the Arch Wizard
Next you'll be asked to solicit help from Tabasa the witch. You'll need to head into the west woods and talk to Ivan in the house on the south side of the screen, take his axe and cut down the tree at the north end, then return to the house. Then you can cross the bridge. After that, you'll need to talk to the people in the West Town, head south to Tabasa's mountain, see that she's not home, go north to the Harbor Town (it's to the west of Farewell Pass) and talk to the people there, then finally head north from Farewell Pass and go to the Haunted Mansion. If you don't talk to people in each town or visit Tabasa's house, the gate to the mansion will be closed. Make sure to be at least level 17 and have the level 3 sword and armor (don't miss the shop near the mansion--it's got the sword!) before heading into the mansion.
Getting through the mansion is fairly easy, as the route through is fairly straightforward. However, you must NOT climb the first staircase you see...it'll lead to a path that'll take you right back outside. Take the next set of stairs you come across.
QUEST THREE ENEMIES:
Monster |
Attack |
GP |
EP |
Location |
Terror Fly |
Eagle |
18 |
14 |
West Woods |
Mush Dad |
Swallow |
17 |
15 |
West Woods |
Dragonne |
Sea Gull |
16 |
15 |
West Woods |
Funky Orc |
Falcon |
20 |
16 |
West Woods |
Great Bleeb |
Sea Gull |
24 |
20 |
West Woods |
Jelly Fish |
Swallow/Gull |
17 |
17 |
Tabasa's Mountain |
Big Beetle |
Eagle |
18 |
16 |
Farewell Pass |
Skeleton |
Sea Gull |
21 |
21 |
Farewell Pass |
Ghoul |
Eagle |
18 |
18 |
Farewell Pass |
Zombie |
Eagle |
23 |
23 |
Graveyard |
Iron Shell |
Sea Gull |
28 |
25 |
Graveyard |
Ghost |
Falcon |
20 |
22 |
Mansion's Forest |
Phantom |
Falcon |
22 |
24 |
Mansion's Back |
Dragonit |
Sea Gull |
24 |
23 |
Mansion's Back |
Undead |
Sea Gull |
28 |
28 |
Haunted Mansion |
Iron Hand |
Swallow |
30 |
30 |
Haunted Mansion |
Arch Wizard |
Variable |
160 |
96 |
Haunted Mansion |
The Kidnapping
After defeating the Arch Wizard with Tabasa's help, you will return to the castle to find that the king's daughter has been kidnapped. If you talk to someone in the west town, you'll learn that the gravekeeper wants to talk to you. Return to the graveyard and talk to the gravekeeper in the solitary house there. He'll give you the hammer, which will allow you to break through the rocks in the North Cave and gain access to the Secret Island, where a flunky of the Dark Lord is holding the princess hostage. Make sure to be above level 21 before going there, and buy the level four armor at the shop on the island.
ENEMIES OF THE FOURTH QUEST:
Monster |
Attack |
GP |
EP |
Location |
Slug Giant |
Falcon |
30 |
26 |
Secret Cave |
Dark Shadow |
Any |
38 |
32 |
Secret Cave |
Rock Mouth |
Eagle |
32 |
29 |
Secret Cave |
Pencil Head |
Swallow |
33 |
26 |
Secret Cave |
Hopper |
Swallow |
43 |
30 |
Secret Island |
Giant Jelly |
Swallow |
38 |
38 |
Secret Island |
Mud Man |
Falcon |
31 |
35 |
Secret Island |
Dracolisk |
Eagle |
48 |
33 |
Secret Island |
Shade |
Variable |
200 |
182 |
Secret Island |
The Final Battle
When you return to the castle, the king tells you the story of the Dark Lord and that this man poses a great threat to the kingdom. He tells you to go and end the threat once and for all. To get to the Dark Lord's mountain, you need to find the dragon hidden in the Woods of Loss. Go north from the western woods (where you chopped down the tree earlier to reconstruct the bridge) and you'll be in the Woods of Loss. Once you're there, the easiest way to find the dragon is to go north, then cross the bridge that you see at the west. Then go south a few steps and cross over the bridge that is directly below the first one. Head right for the deadend and you'll be transported to an area called "The Magic Fountains". The dragon is located here; simply run into him and he'll take you to the mountain. Make sure to be above level 25 and buy as much medicine and magic as you can once you get to the mountain.
Once you get into the mansion, head to the right immeddiately amd then take the left corridor when the path branches again. You'll want to take the first staircase to your left, and then it's simply a matter of avoiding holes and climbing stairs to get to the Dark Lord.
MONSTERS OF THE FINAL QUEST:
Monster |
Attack |
GP |
EP |
Location |
Giant Lord |
Falcon |
45 |
35 |
Dark Lord's Mountain |
Dark Beetle |
Eagle |
44 |
35 |
Dark Lord's Mountain |
Giant Fly |
Eagle |
48 |
37 |
Dark Lord's Mountain |
Flying Rock |
Eagle |
49 |
38 |
Dark Lord's Mountain |
Melty |
Falcon |
42 |
38 |
Dark Lord's Mountain |
Fire Life |
Swallow |
49 |
39 |
Dark Lord's Mountain |
Fire Dragon |
Eagle |
61 |
36 |
Dark Lord's Castle |
Axe Armor |
Eagle |
136 |
41 |
Dark Lord's Castle |
Axe Master |
Eagle |
172 |
50 |
Dark Lord's Castle |
Metal Hand |
Swallow |
50 |
41 |
Dark Lord's Castle |
Black |
Any |
59 |
43 |
Dark Lord's Castle |
Minotaur |
Falcon |
60 |
40 |
Dark Lord's Castle |
Dark Lord |
Variable |
250 |
250 |
Dark Lord's Castle |
A Few Words on Magic
There are seven magic spells in this game. I'll list their good and bad points here, and say which to buy.
- Star is the cheapest magic (12 GP) around. Unfortunately, it's also incredibly useless--in fact, by the time you hit level 6 (which doesn't take very long) your sword out-hits its 48 HP max. Don't buy it. Ever.
- Angel is only okay. It's the next cheapest (at 20 GP) and maxes out at 72 HP. The problem? Against too many creatures, it doesn't take out the full 72...and the ones it does take that much out on, it's severe overkill. I'd avise against this one too.
- Fang is good because it takes out 160 HP against most regular (non-boss) enemies and costs a fairly cheap 44 GP. This is the best magic you can have early on, and it does a decent amount (80 HP) against the wizard Pierre. While not a must-have, it's very useful.
- Thunder magic (28 GP) gets runner-up for most useless magic spell. It maxes at 96 (and doesn't even get that much on the creatures of the mansion), and is only accessible after you've completed the first two quests. By this time, a savvy knight will already be taking out that much with the sword. Don't buy it.
- Scroll magic (36 GP) is fairly good, but its use is also limited, as it maxes out at 128. Of course, it can be good while you're low enough to need that extra edge. Buy it if you feel you'll need it.
- Fire magic--Now here's a spell worthy of praise! This is probably the best buy of the "upper-level" spells, at 68 GP and taking out a max of 192 HP. Buy it if you can't afford to buy any/enough Crystals. As a side note, Fire takes max damage on Shade...so buy some in the shop on the Secret Island.
- Crystal is the most powerful magic spell. It takes out a staggering 248 HP on non-boss characters, and exactly half that on all bosses. If you have the means (at 168 GP apiece, they're no easy buy), it's a great addition to your inventory.
General Tips
- Always keep some medicine in your inventory.
- Don't buy the Potion1. Its usefulness is rather low, because you won't be at a low enough level for it to be worth the price for long.
- However, do buy Hearts and Potion2's. They can be a big help in the bosses' lairs where there's no easy access to an inn.
- Speaking of inns, remember where they are and visit them when your power runs low. They're a lot cheaper than buying medicine, especially when you're at a high level.
- Build up your levels as high as you can and buy as much magic and meds as you can before tackling the bosses' lairs.
Kickass Passwords
BBH&B RPQbB BBBLm -- Quest One, powered to level 11
CwvPl dT8mn nnnKm -- Quest Three, powered to max (level 31)
MmdT7 Znnnn KG_v& -- Quest Four, powered to max
_w#nd T$_nn lXKHS -- Quest Five, powered to max
The underscores in the above passwords represent symbols which aren't part of a standard ASCII character set. These symbols are as follows:
Quest Four, third group--Empty double triangle
Quest Five, first group--Filled double triangle
Quest Five, second group--Filled triangle
Back