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)