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Knight's Quest, The (Knights_Quest_clues.txt)

These hint sheets were produced for The Knight's Quest by Phipps
themselves. I don't know whether they were supplied with the game
or distributed through some other channel. Nor do I know whether they
apply to all versions of the game. I found them on a site for the ZX81,
but the program on the second sheet also mentions the Spectrum, and The
Knight's Quest may also have been published for other machines; it is,
after all, written in Basic.
There are two sheets. The first, two sides, has instructions for the
first part of the game, which are rather explicit, and some more hints
for the rest. The second, also two sides, has more explicit hints for
the entire game, encoded, with a program to decode them. Following
this I've added those hints, decoded.
                                          -- Richard Bos, November 2014
_______________________________________________________________________

             _KNIGHT'S_QUEST_-_Getting_started_

This sheet gives a "sequence of events" to enable a player to get
beyond the first series of obstacles in "Knight's Quest"
Adventure game. Once past the deserted wasteland, however, you're
on your own!

1.  Visit Camelot Castle to obtain the sword, shield and food.

2.  Move on to the Valley of Red Lawns, draw the sword from the
    scabbard, and attack the elves (the dwarf will now follow
    you everywhere).

3.  Feed the dragon (whereby he also follows you), then enter
    the cave, take the steel bar, then climb the rocks and
    obtain the Book of Spells. Reading the book at this stage
    gives you a magic word for animal shape transformations.

4.  Travel on to the river where the giant blocks your path -
    the dragon will frighten him. Before you can "board the
    ferry" you must type in the magic word to turn the dragon
    into a horse. Now board the ferry (this takes you across the
    river).

5.  You must now "squeeze through the cleft", having first
    dropped _everything_ that you are carrying. The dwarf will
    still come with you, though. Further on, the path becomes
    even narrower, so you must "send the dwarf" on his own. In
    the clearing, the dwarf can kill the snake (how? - strangle
    it!). Inside the casket is a magic compass.

6.  Return to the forest, where you should "clear the path" (the
    leaves cover it), then use the steel bar to "lever the grate
    open". Move down to enter the deserted wasteland.

7.  The waste lands consist of 6 locations which all _appear_
    identical, but there is one path through the entire set.
    This can _only_ be achieved by (a) riding the horse ("mount
    the horse"), (b) carrying the magic compass (see step 5
    above), and (c) making your own map of the waste lands on
    paper. You can make a map by dropping some of the objects
    you are carrying (not the horse or compass!) so that each
    location is made different - when you arrive at a location,
    a list of the objects there is given to you. Gradually, by
    trying to move in new directions each time, and dropping
    another object as you arrive at a new location, you will be
    able to create a map of the waste lands. When you reach the
    sixth (and most elusive) of the locations in the waste
    lands, the compass will spring to life, giving you your next
    instructions. Obey them and you're through! The map you have
    made will always work in future games, but you must still
    take the horse and compass with you. Once you have been
    through, you can re-enter the waste lands to collect all the
    objects lying around!

           AT THIS POINT, THE GAME HAS ONLY JUST BEGUN!
_______________________________________________________________________

                      _KNIGHT'S_QUEST_

Book_of_spells - try climbing the rocks in the dragon's cave.
                 Having got the spells, got rid of the giant with
                 the dragon, read the book.  If you accomplish that,
                 you'll get the horse.

_Horse__       - you need to befriend the dragon and find the book of
                 spells.

_Dragon_       - try and make friends with him by feeding him.

_Giant_        - having got past the dragon, you will see you have
                 no problem with the giant.

_Elves_        - before you can try to fight elves, you must "draw the
                 sword", then you can attack elves.

_Wasteland_    - read book of spells.  You need to be riding the
                 horse, carrying the compass.

_Snake_        - strange snake, it turns into a rope.  Take rope
                 with you.

_Drose_        - use drose to turn dragon into horse.  As you go through
                 wasteland, make a map.  When you reach the right exit,
                 the compass will spring to life.

Other_Side
Of_Forest      - at Sharp Bend drop mirror to lighten passage.

_Edelweiss_    - this is a "blind".  After you've climbed seventh rock,
                 climb to top of rocks where the pansy is.  Pansy wilts
                 after 30 moves.

Diamond_Spear  - this is in Shadowy Room.

_Scorpion_     - stamp or tread on it.  It will sting and then there
                 are a number of moves in order to find the antidote.
                 This is the only way past.

Bronze_Key     - get key
_______________________________________________________________________

                      HINTS_FOR_KNIGHT'S_QUEST

                                              Phipps_Assosiates

Should you need help in solving some of the various traps of the
Knight's Quest, this list will give you some valuable assistance.
Each hint is in the form of an encoded clue, so that you do not
spoil you future fun by seeing something that you shouldn't!
Enter this program and save it:-

  10 REM KNIGHT'S QUEST CLUES
  20 PRINT AT 21,0;"ENTER THE CL
UE:"
  30 INPUT A$
  35 PRINT AT 0,0;
  40 FOR X=1 TO LEN A$
  50 LET C=CODE A$(X)
  60 LET C=C-32*(C>95 AND C<123)        Note: ZX81 owners
: REM Spectrum only!                    should omit line 60.
  70 IF C=CODE "*" THEN PRINT "
";
  80 IF C>=CODE "A" AND C<=CODE
"Z" THEN PRINT CHR$ (CODE "A"+(C
ODE "Z"-C));
  90 IF C=CODE "/" THEN PRINT
 100 IF C=CODE "." OR C=CODE ","        [ OR C=CODE "?" OR C=
 THEN PRINT CHR$ C;                       CODE "-" - RLB ]
 110 NEXT X
 120 STOP

Now whenever you get stuck at a particular location, look down
the list below to find a clue that applies to you. Run the
program above and enter the coded message - you'll receive some
help to get you on your way again! Because you can carry objects
and try to manipulate them almost anywhere in the landscape, it
is almost impossible to give a full clue list, but these will
more than likely give you the assistance you (desparately!) need.
One some occasions, the failure to do something correctly may not
be realised until much later on, so be warned!

#################################################################
                                #
The Valley of Red Lawns         #The Snake on the Box
                                #
Clue code:                      #Clue code:
WL*MLG*PROO*GSV*WDZIU           #SLD*DLFOW*BLF*PROO*HLNVGSRMT/DRG
                                #S*BLFI*YZIV*SZMWH?
                                #
                                #The Ice Chamber
                                #
Dragon's Cave                   #Clue code:
                                #IVNVNYVI*DSZG*GSV*XOLZP*XZM*WL..
Clue code:                      #
GIB*FHRMT*GSV*ULLW              #The Witches Castle
                                #
The Giant by the Ferryboat      #Clue code:
                                #GIB*GSILDRMT*GSV*ILKV/TVG*LUU*GS
Clue code:                      #V*SLIHV*-*RGH*GLL*YRT
SV*RH*HXZIVW*LU*OZITV*YVZHGH    #
                                #The Hot Valley & Sheer Drop
The Enchanted Forest            #
                                #Clue code:
Clue code:                      #OLDVI*GSV*ILKV*TVMGOB*KOVZHV
GSV*KZGS*RH*XLEVIVW*DRGS*OVZEVH/#
BLF*MVVW*ZM*RNKOVNVMG*GL*OVEVI  #The Lever on the wall
                                #
The Rocky Cleft                 #Clue code:
                                #ZHP*GSV*WDZIU*GL*KFOO*GSV*OVEVI
Clue code:                      #
GIB*HVMWRMT*GSV*WDZIU           #The Frozen River
                                #
The Deserted Waste Land         #Clue code:
                                #XZOO*GSV*WDZIU*HL*GSZG*SV*XLNVH/
Clue code:                      #DRGS*BLF
BLF*MVVW*Z*XLNKZHH*ZMW*Z*SLIHV/W#
ILK*LYQVXGH*GL*NZPV*VZXS*KOZXV/H#
VVN*WRUUVIVMG                   #
#################################################################
_______________________________________________________________________

#################################################################
                                #
The Notice Board                #A dead end?
                                #
Clue code:                      #Clue code:
VIVXG*GSV*MLGRXV*YLZIW*ZMW*GSVM/#XIZDO*GSILFTS*GSV*TZK
IVZW*RG                         #
                                #The Large Urn
If you are drowning in the      #
Wizard's Castle...              #Clue code:
                                #XORNY*RM*GSV*FIM
Clue code:                      #
GIZMHOZGV*GSV*HBNYLOH           #The Cellar
                                #
Escaping the Wizard's Castle    #Clue code:
                                #NLEV*GSVXLYDVY
Clue code:                      #
GSILD*GSV*ILKV*ZMW*ZHP*GSV*WDZIU#The Iron Ingot
/GL*XORNY*GSV*ILKV              #
                                #Clue code:
The Eagle!                      #GIB*KLFIRMT*HLNV*ZOXSVNRHGH/UOFR
                                #W*LM*RG
Clue code:                      #
PROO*RG*DRGS*GSV*WRZNLMW*HKVZI/M#The Scorpion
LD,*DSVIV*XZM*RG*YV*ULFMW?      #
                                #Clue code:
The Diamond Spear               #TVG*HLNV*SVZORMT*KLGRLM*UZHG.
                                #
Clue code:                      #The Yellow Slime
BLF*NFHG*TL*YZXP*GL*GSV*YLZG*ZMW#
/EVMGFIV*RM*ZMLGSVI*WRIVXGRLM   #Clue code:
                                #GSILD*HLNV*DZGVI*LM*RG
The Edelwiess                   #
                                #The Stone Sarcophagus
Clue code:                      #
GSRH*RH*Z*IVW*SVIIRMT.*GIB*GL***#Clue code:
URMW*GSV*KZMHB*RMHGVZW          #MLD*RH*GSV*GRNV*GL*HZB*TLLWYBV/G
                                #L*GSV*WDZIU...
The Vine Plants                 #
                                #The vast chasm
Clue code:                      #
BLF*NFHG*DZGVI*GSVN*DRGS*NZTRX/D#Clue code:
ZGVI*UILN*GSV*HVEVMGS*ILXP      #GIB*CBOLK
                                #
The Castle of Clouds            #The Sea of Molten Lava
                                #
Clue code:                      #Clue code:
GSV*WLLI*LMOB*LKVMH*DRGS*Z*KZMHB#XIVZGV*Z*KZGS*YB*KLFIRMT*HLNV/XL
/MVZIYB                         #OW*DZGVI
                                #
The angry Spear Keeper          #The rickety ladder
                                #
Clue code:                      #Clue code:
XFG*GSV*ERMVH*WLDM*YVULIV*SV/IVZ#FHV*BLFI*NZTRX*DZMW...
XSVH*GSVN                       #
                                #The Inner Chamber
The Princess                    #
                                #Clue code:
Clue code:                      #HGZMW*RM*GSV*XRIXOV*ZMW*DVZI*GSV
GZPV*SVI*YZXP*GL*GSV*VMGIZMXV*GL#/XOLZP*(WIZKV)
/GSV*PRMTWLN*LU*GIROO           #
#################################################################
_______________________________________________________________________

The Valley of Red Lawns
DO NOT KILL THE DWARF

Dragon's Cave
TRY USING THE FOOD

The Giant by the Ferryboat
HE IS SCARED OF LARGE BEASTS

The Enchanted Forest
THE PATH IS COVERED WITH LEAVES
YOU NEED AN IMPLEMENT TO LEVER

The Rocky Cleft
TRY SENDING THE DWARF

The Deserted Waste Land
YOU NEED A COMPASS AND A HORSE
DROP OBJECTS TO MAKE EACH PLACE SEEM DIFFERENT

The Snake on the Box
HOW WOULD YOU KILL SOMETHING WITH YOUR BARE HANDS?

The Ice Chamber
REMEMBER WHAT THE CLOAK CAN DO..

The Witches Castle
TRY THROWING THE ROPE
GET OFF THE HORSE - ITS TOO BIG

The Hot Valley & Sheer Drop
LOWER THE ROPE GENTLY PLEASE

The Lever on the wall
ASK THE DWARF TO PULL THE LEVER

The Frozen River
CALL THE DWARF SO THAT HE COMES WITH YOU

The Notice Board
ERECT THE NOTICE BOARD AND THEN READ IT

If you are drowning in the Wizard's Castle...
TRANSLATE THE SYMBOLS

Escaping the Wizard's Castle
THROW THE ROPE AND ASK THE DWARF TO CLIMB THE ROPE

The Eagle!
KILL IT WITH THE DIAMOND SPEAR
NOW, WHERE CAN IT BE FOUND?

The Diamond Spear
YOU MUST GO BACK TO THE BOAT AND VENTURE IN ANOTHER DIRECTION

The Edelwiess
THIS IS A RED HERRING. TRY TO FIND THE PANSY INSTEAD

The Vine Plants
YOU MUST WATER THEM WITH MAGIC WATER FROM THE SEVENTH ROCK

The Castle of Clouds
THE DOOR ONLY OPENS WITH A PANSY NEARBY

The angry Spear Keeper
CUT THE VINES DOWN BEFORE HE REACHES THEM

The Princess
TAKE HER BACK TO THE ENTRANCE TO THE KINGDOM OF TRILL

A dead end?
CRAWL THROUGH THE GAP

The Large Urn
CLIMB IN THE URN

The Cellar
MOVE THECOBWEB

The Iron Ingot
TRY POURING SOME ALCHEMISTS FLUID ON IT

The Scorpion
GET SOME HEALING POTION FAST.

The Yellow Slime
THROW SOME WATER ON IT

The Stone Sarcophagus
NOW IS THE TIME TO SAY GOODBYE TO THE DWARF...

The vast chasm
TRY XYLOP

The Sea of Molten Lava
CREATE A PATH BY POURING SOME COLD WATER

The rickety ladder
USE YOUR MAGIC WAND...

The Inner Chamber
STAND IN THE CIRCLE AND WEAR THE CLOAK (DRAPE)