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.

General Tips

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 1