King's Field (JP)
FAQ / Walkthrough Version 2.0
This FAQ , written by Derek L Allen, is considered copyright and may be not be
reproduced in part or as a whole under any circumstances except for personal,
private use. It may not be placed on any web site other than Gamefaqs or other
wise distributed publicly without advance written permission. Use of this guide
on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.
____Table of Contents____
Update!.....................[update]
Introduction................[intro]
Basic Gameplay / Controls...[gamep]
Special Notes / Hints.......[notes]
__Walkthrough__
Floor One...................[flor1]
Floor Two...................[flor2]
Floor Three.................[flor3]
Floor Four..................[flor4]
Backtracking & Floor 5......[flor5]
Characters..................[chars]
Items / Equipment...........[items]
Credits / Sources...........[credi]
*************************************************************************
UPDATE! Version 2.0!
Well, years have come and gone and now, at the end of 2017, we are
facing the end of the Dark Souls series. What a ride. I checked into
Gamefaqs and behold, people had submitted suggestions! Even a little
cursing at me! Well duly noted, friends. I have gone back and read
through this and realized that however old and honestly, quite simple
this game is, I shouldn't be so brazen with my spoilers. So this
update really centers around reorganizing the parts so that the spoilers
are at the end. And really, most faqs leave items, NPC's, etc at the end
for this very reason. So my bad.
I'm also going to add some tidbits of info here that have come to light
recently, as well as suggest you look at the character class faq by
MrMAsterDEvil on the site to have a better understanding of how that
works in-game.
What amazes me the most is that this faq has been viewed/rated almost
9,000 times, with very positive reception overall. I know that most
any other faq on this site probably gets 9,000 a day or more but for this
game, I can't believe that many people are even playing it. I hope that
this proves helpful to those of you first starting out, or anyone who
has come back to the game and wants more/better answers. It may take me
a while to see it, but always feel free to leave comments and suggestions
and I will eventually get to them!
Oh and just to clarify completely, THERE ARE SPOILERS IN THIS FAQ.
I will put them all in the item/npc/etc sections at the end but please
remember that if you wonder about how to get a specific item or want more
info on a character, looking it up down there WILL GIVE YOU ALL THE INFO.
Without further ado...
***************************************************************************
Introduction [intro]
Hello, and Welcome! I am your host, Derek L Allen, and this is, as far
as I can find, the first total and complete sum of all knowledge concerning
the original Japanese King's Field. I've been a long time fan of the KF
series, dating back to the original two games on the U.S. Playstation. I
started with KF III, actually, and sort of went back to II, then forward to
IV (The Ancient City), then back to the original I, then Demon's Souls came
out and everything went to hell.
My friends all thought, "Wow, Demon's Souls. Amazing. Very refreshing
knowing you are going to have to die, it adds so much to gaming!"
All I could think was, "These are the people that made King's Field, aren't
they? This concept is not new."
I proceeded to dust of KFII and show them the first 5 minutes of the game.
While searching for the secret door to find a dinky Leather Shield, I
accidentally set off a spear trap that easily murdered me. Thus the enternal
love for KF. You WILL die.
As anyone reading this surely knows, King's Field started in Japan way back in
1994. In fact, all records indicate this was the first RPG for the PSX period.
It was fully 3D, you could look up or down (although most of the time the walls
floor and ceiling are the same texture), and it featured a gameplay
style that hooked certain players for life, and alienated others forever.
Of course, if you are reading this, then you are hooked. Just getting to this
point in the KF series usually means you've played at least 2 others and are
wondering where did it all begin? Maybe you are a Demon's Souls fan and are
checking out where that series draws its inspiration from. Whatever the case
may be, I am glad you are joining us, the KF community. These games are well
loved, and I intend to do this progenitor justice.
A final note:
I have tried to keep formatting simple and easy to navigate, and I credit
every source possible with the info I have. We KF people do these things
out of love, so I don't anticipate any huge legal battles. If you feel like
you have something to contribute or want to clarify a credit already given,
just send me a message and I will clean this up accordingly.
Without Further ado...
______________________KING'S FIELD (JP)________________________________
Basic Gameplay & Controls [gamep]
The most important note about controls here is that they are NOT the
same as other KF and they are NOT very intuitive. You will open menus trying
to search a barrel and you'll probably screw some other stuff up, too.
BUT!! There is a solution!! (later)
So let's start by listing what the original KF JP control scheme is:
Directional Pad: Moves forward and backwards (moonwalking, this is in First
Person after all); turns in a circle left or right. This part makes sense to
everyone.
Select: Opens Menu. In other KF games you could sometimes assign magic or
items to this button but here it's just a second button to access the menu.
Start: Pauses the game. Very Simple, although opening the menu also pauses
the game essentially, and as far as I can tell the game doesn't keep record
of how much time you spend playing so... If you feel like it....
L1: Strafes left. This is common in early gen FPS games. It goes without
saying, but this game doesn't support analog or dual shock controls.
Hopefully you are playing this on an emulator anyways. If you are,
you can fix the controls!
R1: Strafes right. Again, standard.
L2: Looks up. With no analog support, you need to use the shoulder buttons to
look up or down. This is required to aim at certain targets so get familiar
with it.
R2: Looks down. Note that niether of these "Look" controls are as far
reaching as later KF games. You can barely look up at an angle, and down a
bit more. This means aiming at Ghosts requires you to do some walking
backwards or forwards until your shot lines up. You'll get used to it.
X: Opens Status (Menu). Aggravating. Also Cancels menus.
Square: Casts magic. Equip different spells in your equipment menu.
Triangle: Attack with equiped weapon.
Circle: Examines objects or walls, Confirms menu choices. Talk to NPC's.
Well, now that we know all this, let's change it. There is no in game options
to do so, but if you are emulating then you can assign whatever button in-game
to whatever you have for a controller. I use a USB Xbox360 controller, and I
imagine at this point (circa 2013) many other gamers do, too.
In your emulator (most likely Epsxe), there are gamepad configuring options.
Simply change those buttons to whatever you would like, such as set magic
(square) to triangle, etc, and you should be all set. If you want to get more
in depth, like I did, read on.
___Gaining Dual Analog Control in King's Field while also
keeping your shoulder buttons active___
Out there, on the internet, there is a program called Xpadder. You can find
freeware versions of it if you do a little digging. This is what I used it
for:
Open Emulator (Epsxe is the best, remember to OWN hard copies of the games
you play)
Assign shoulder controls (L1,R1,L2,R2) to KEYBOARD buttons. I assigned mine
to a very simple left, right, up, down keyboard press. THIS IS DONE IN EPSXE!
Now, open Xpadder and create a new profile for KF. You can use this for all
PSX KF games if you so choose, as long as you are emulating them. Also note
that you should WITHOUT QUESTION be BUYING these games to play them. At this
point, you can spend $12 on Amazon and get hard CD copies of all these games,
thus making emulation totally legal on your part.
In your Xpadder profile, enable both joysticks (you have to enable 1 to get
access to the 2nd stick.) ON YOUR SECOND STICK, assign up, down, left &
right STICK MOVEMENTS to the keyboard presses for up, down, left right. Then
enable your shoulder buttons in Xpadder and assign them to the same KEYBOARD
presses. If done correctly, when you play KF in Epsxe, the console will
"think" that the shoulder buttons are activated by keyboard strokes. However,
with Xpadder engaged, those key strokes are now activated by the analog stick
as well as the shoulder buttons. Hopefully that all made sense and now you
have just made all 3 original KF games dual analog versions while also keeping
the shoulder buttons active, too. For the record, I HAD to do this because
my version of Epsxe and MY Xbox360 controller would not allow me to simply
assign L1, R1, etc to the analog stick. Also, I use Xpadder to assign save
state controls to the D-Pad anyways.
-------------------------
About gameplay...
If you somehow just "picked up" this game and accidentally patched the
the english translation over it and are now lost in a sea of WTF, then read on.
In KF, any and all KF, you are a lone soldier / swordsman / magical powerhouse
that has set forth to rid the world of some kind of evil. In KF I, you are
after the evil King who has cursed the land. In fact, in every KF SOMEONE has
cursed the land. It's not easy being Verdite.
The focus of the game is on your singular journey through a world that has an
unusally large number of traps, mazes, dead ends, tricks, and instant death
sequences. Save often. Use save states if you emulate, it will change your
life. Part of the joy of KF games is also what made the Demon's Souls games
so successful. It is the joy of seeing how intricate and and well thought out
the death traps and dead ends are. Seeing how a programmer purposefully led
you astray is a joy in and of itself.
For Veteran KF players making their first attempt at the proper KF I, you'll
soon note that there aren't as many spears hidden behind walls. KF I instead
uses what I call "loaded rooms", i.e. rooms that seem like they would hold
treasure or are the correct path to follow, but they end up as dead ends or
treasure boxes with herbs in them. You'll occasionally die a few times trying
to reach a treasure box only to find it has nothing worthwhile in it. Enemies
respawn behind you as you walk, giving you an almost "Alien" movie feel.
Having said that, this is easily the easiest KF game. There are no spears
loaded in walls that also have secret doors you need to find. There are no
trap door ceilings that drop skeleton soldiers on top of you. There are no
poison gas treasure boxes. There are, however, tons of poison pits and
bottomless pitfalls. Lots of narrow bridges with things firing at you while
you try to cross. It's not easy. It's King's Field.
****************************************************************************
Special Notes / Hints [notes] ***Update: Story spoilers removed!***
The bloodstone does nothing.
That piece of information took me an hour to find, AFTER spending untold
amounts of time in-game trying to figure out where all these bloodstones and
moonstones I pick up are going to. As I stated before, this is almost
certainly NOT your first KF. In other KF games, bloodstones cure conditons
and moonstones restore magic. Not so in KF I. In this game, they are just
random treasure that you can sell off to shops. It was confusing when I first
played this game, but then again so were many aspects. In this section I try
to cover some notes and hints for a better experience with KF I.
1. Bloodstones and Moonstones do nothing, they are only used to sell for $$$.
2. Monsters have certain magical weaknesses that you never see any specs on.
Ghosts, for instance, die quickest when fired at with your starter spell,
light needles. your fireball or wind cutter spell are not as effective.
Of course, you'll get stronger spells, but light magic hurts ghosts the
most. This trend continues for every monster you fight.
3. The developers have included two "grind" zones for players. The first is
in Floor One; there are two holes in the wall where infinite spiders come
out. The second is in Floor Four; there is a place in the maze where you
find the Magician's map. In the center of that room two stone golems
infinitely spawn. You can spend hours at both places until your thumbs are
sore, killing and collecting EXP and gold. You'll need to do this at least
a little bit, unless you have been so lost that you keep fighting regular
respawns in the mazes. Top level is 48 @ 999999 exp, and the only
significant mark while leveling is when you become a swordmaster.
4. There are hidden doors AND fake walls. Using a Phantom Rod will reveal
SOME hidden passages but mostly just fake walls. There are places where
you should obviously be able to cross a pit but you don't know how.
This game has more ways to cross a pit than any other game ever.
The first way is the Invisible Bridge. Yep, there are places where there
is an Invisible Bridge that you have to inch across. You can and will
fall off of these, and to make matters worse, the Phantom Rod does not
reveal where these bridges are.
The second way is the Harp. You'll get the Harp in Floor 2 after giving
the royal poet Heinz Ruhart a Dragon Crystal. Play the Harp in front of
certain chasms to raise a TEMPORARY bridge. Yes it will fall, even if
you are standing on it. Maybe, especially if you are standing on it.
The Third and final way, and the way that seems the most easy to circumvent
in real life, is to use the Feather Boots so you can "cross" bottomless
pits that are about as big around as a person. Honestly, John Alfred, you
can't just hop over that hole? Oh well. You'll get these boots towards
the end of level 4, so prepare to backtrack to all the places you should
have been able to reach anyways. Also note: even though you can now
"hover" over small bottomless pits, you can NOT hover over poison pits
or spike pits. That's what you get when you live in a world governed by
magic instead of Physics.
5. The sage in Floor 2 wants your Truth Mirror. Give it to him, you'll get
another before you're done with Floor 3. The second mirror is near the
end, on the long bridge walk towards the 4th portal. You'll find an
"island" halfway around the bridge with a little jut that sticks out into
nothing. You will see that there are torches lit but nothing for the fire
to be attached to, and if you are brave and look down over the edge you'll
see a bridge there. Use your harp to raise said bridge and dash to the
end. You'll find the second Truth Mirror in a chest at the end; wait for
a second. Turn around and watch the bridge collapse, then use your Harp
again to raise it a second time. Then back where you came from. Easy!
6. When people ask for something like a Dragon Crystal or Truth Mirror,
that's simply their polite way of saying "I'm taking this now. " You don't
have to "use" or activate an item, simply talking to the person means they
WILL take it and give you whatever in return. Luckily for you, with this
guide you'll know what's coming, and even then, no one takes anything from
you that you can't replace.
7. Like all other KF Games, almost everything (the Cross being the only
exception) you can buy from the two shops available (both on Floor 1) are
all things you can find lying around the Cemetery. You may need to stock
up on something, or buy something so you have it sooner, but it doesn't
hurt to check a map or guide (like this one) to see if the thing you want
to buy is really just a few minutes off in a cave somewhere.
8. You WILL backtrack. Unfortunately this is a part of all KF games, and
RPG's in general, but nowhere is it more frustrating or boring than in KF
I. The issue is exacerbated by the fact that most of what you can't get
during your first walk through require items (the Magicians Key and
Feather Boots) that you won't get until right before you enter Floor Five,
a floor which is basically just home to the final boss. The creators even
put a chest out that is usually the very first one you check in the entire
game but requires the key you get near the end. Usually you have so many
other things like weather or NPC's or other events that change in an RPG
so it's not so tedious. However, in KF I, the lack of these things means
that you'll be sorely tempted to just say "screw that" and forget the one
peice of Verdite tucked away ina maze full of poison pits and Golems.
I don't blame you. At level 48 and with all the other crap you get during
your regular game, almost everything you can get through backtracking is
only half worth it. By the time you reach Floor 5, you can probably beat
the game already. The only thing you HAVE to do is sort out the moonlight
sword scenario. Or do you?
I haven't tried. Maybe the entire game is a waste of time... O_o
9. Use maps. Make your own! It will GREATLY extend the life of this game!
Or just follow my links later to some expertly drawn maps in the Internet.
Whichever way you choose, don't try to just wing it. This is one of the
most confusing 5 Floor worlds on the planet and there are tons and tons of
dead ends. Feel free to explore, but know that 90% of this game is trying
to lead you into a death trap. Most corridors just end with rooms filled
with Scorpions or Demon Lords and an skeleton marked "DEAD." HE didn't
use a map... Also note BOTH in-game maps are crap. The first one you
get shows very little of the cemetery and the second one is needlessly
complicated and still, doesn't show you items or anything of the sort.
10. Master the art of combat, KF style. If this really is your first KF game,
then, well... Honestly I don't believe you. But if it REALLY is, then
know that there is an art to fighting in any KF. Namely, use your turning
and strafing controls simultaneously to tightly circle an opponent while
slashing them. If you can't get past them (most "Reapers", the living
trees, are purposefully in your way) then use your secondary tactic, where
you use KF's slow motion gaming to your advantage and walk towards an
enemy WHILE you swing. In many cases your swing will take so long, you
can take a few steps forward before it hits. This will keep you at a
safer range until the precise moment of impact. Or just use tons of
spells.
11. Become SWORDMASTER! MASTER OF SWORDS!
This is an in-game requirement, although not stated anywhere officially.
It was once considered a requirement to get the Dragon Doors open and
fullfill your destiny, etc. However, reading the class systems guide
reveals that you likely don't need this class to open the door, nor
is there a specific level that automatically grants this status. Again,
please read the guide by MrMasterDEvil for more detail. What does remain
true is that it is required to beat the game, as the final boss can only
be damaged by moonlight sword magic (as far as I know.)
Sword magic you say, what is this? Well as you've likely figured out, if
you get this title, you can start using Sword Magic. The first and
most interesting to note is the rapier, called in-game the ridiculous
title of "Colichemarde" (itself just the specific name for a variant of
the standard rapier), has Sword Magic. Yes, the thing you find lying
around all over a flippin' Cemetery filled with dead soldiers is by its
very design, a MAGIC SWORD. Colichemarde, indeed!
To activate any sword's magic, simply swing the blade and tap the magic
button mid swing. This is easier to practice next to a fountain so you
can restore your magic freely. Also, disabling your magic casting slot
in the Equipment Menu will help, as you end up firing off a lot of spells
you don't want other wise. Another note is the Colichemarde, which moves
extremely fast in-game. You'll have to barely wait before tapping the
magic button in order to use its unique spell. Each sword is different,
so practice. The Item and Equipment section of this FAQ will designate
which sword has magic and what that magic does. Keep in mind Sword Magic
uses your MP, a lot of it, and you have to have full strength when you
swing the blade for it to work.
12. Saving is done at Crosses in this game. Don't choose "Format", it will
format your entire memory card. Simply "search" the cross to get the
save prompt.
That's all the main points I have at the moment. If I think of anything else,
or if someone has something to suggest, I'll add more. Basically, reading
those 12 tips covers all the stuff I had trouble figuring out my first time
through or otherwise thought were essential in having a good experience with
this game. Next up is...
__Walkthrough__
Disclaimer:
We all know why you're here. If this is your first KF then I don't know how
that is even possible. for this guide I assume that this is at least the
third KF game you have played, after the U.S. KF I and KF II (from here on
out, refered to as KF II and KF III, respectively.) For this and all other
KF games, I make no attempt to be spoiler free or even warn about such
things. For starters, this isn't that kind of game anyways, but really, at
this point in history there is no need to protect a 20 year old game.
You know that evil King NPC's mention and is alluded to in the manual? That's
the guy at the end. Nothing in this game will shock you, except possibly the
amazing scream you hear from your character whenever he falls into a
bottomless pit. Seriously, who recorded the KF death scream?
Anyways, concerning the walkthrough. A detailed step by step (literally)
would be far too time consuming, impractical, and likely unnecessary. Instead,
my focus is going to be more like a semi-detailed overview. The main point
is that you will need to access maps to get get exact directions; maps that
I will link you to here:
http://kfjp.kings-field.com/
And at the end in the credits section. If for whatever reasons those maps go
offline, then get out your magnifying glass and use the in-game maps. I will,
however, try to be concise enough that you should be able to navigate well
enough without hand holding. Now, our story begins on...
Floor One...................[flor1]
There's no way out! No, really. The teleporter you just stepped off of is
now permanently shut off. No matter, you have a mission: Find your father!
Unfortunately for you (notice how I am always saying that to you about this
game?), the King has ordered this Cemetery to be excavated for Magical,
Ancient Artifacts. Which means the place is a maze of tunnels that dead end
everywhere. Thanks, Reinhardt.
Well from the get go, you can enter Ozzy's chambers to your Left. Follow
the trail of rooms until you hit a dead end, and brace yourself!
In front of you is a secret hidden wall, and behind it is a Leather Shield
guarded by a skeleton that is likely too powerful for you. Two hits
and you go down. So either man up KF style and get that Shield or move along.
Continue down the hall, through the entranceway with the columns, and right
after that, to your left, is a tunnel. Follow it, hugging the left side.
The first entrance on your left leads to the first save point and the Light
shop. Do what you need to do there and head back out. As you get back to
the main part of this tunnel, directly across from the entrance to the
SAVE/Shop area is the entrance to the Dragon Spring, which is currently
under maintenance. Ignore it for now and simply continue to hug that
left wall you started on earlier and head deeper into the tunnel. The next
left handed alcove has a bloodstone (joy!) and the second alcove after that
has a Golden Cup. This is the only thing in these tunnels you NEED, but if
you want to keep searching the farthest end you can snag a free Breast Plate.
Head out the way you came, all the way back towards the hallway with the
columns. Head further North and you'll see a door on your left. This is the
entrance to the Church. Talk to Jeudds and Ozzy, SAVE, and head back out.
Across from the church you'll see a hall with poison pits and infinite arrows.
Your goal is to get to the other side of that hall.
From where you are standing outside the church, turn right and walk a bit till
you come to a big hallway on your left. Walk to the end where there is a door
in front of you you can't open yet, then turn north and enter the tunnel.
Ignore the first left-hand path and enter the second a ways down. Snooping
around in here you'll find a grave robber wondering where his son is. Great.
A son with a MAP. OK, now we are going to look for this guy. Continue down
this tunnel until you reach a man made area. Go north immediately after
leaving the tunnel and there you'll find a SAVE point and a dead guy holding a
map. Not sure if this is the same guy with a map you heard about a few
minutes earlier, you'll brush it off as nothing and neglect to inform anyone
of this horrible site. YOU GOT MAP!!
Now you should be able to follow directions a bit better. ;-)
Exploring the rest of this Northwest area only leads to a door you can't
open yet, although you really really want to. Head back out, past the
clueless father digging up the dead, until you come to a 5 way stop.
The top stop is just a shallow cave, nothing there. The southwest stop
is where you first came from. The northwest stop is where you are standing
now. go ahead and head to the Northeast leg of the tunnel, a straight shot
to the Dragon Temple. What a letdown, huh? sounded awesome though!
Put your Golden Cup on the ledge in this room and viola! The Dragon Spring
has started to flow once again! Leaving the Temple Area, hug what is now your
left wall and stick to it until you hit a dead end with the Light Key, aka
the Silver Key. From here you want to head back to that five way stop.
Take the final leg, Southeast, and ignore the first side tunnel you see on
your left. Enter the man made room and note on your map that this is that
door earlier you couldn't unlock. Still can't! From the room you're standing
in, head east, or to your left, and hug the RIGHT wall VERY strictly. It
should U-turn you around and down into the second shop area, Gill's Shop.
Gill has that Cross! Buy it off of him, chat a bit and consult your map on
how to get back out, all the way to the church. Whew.
Getting that red key off of Kross by giving him the... Cross... Will make
your life so much easier here. Now is a great time to start exploring
Floor One and opening as many chests and doors you can with both of your
well earned keys. When you're finished, head back to the church area
and unlock the North door near here. This is back to where you found the
dead guy with the map. Stick to the Left side if this Northwest area and
you'll come across a door needing that red key. Use it and follow the path
East (it seems like a maze, but the juts are shallow and it's actually pretty
easy to navigate), eventually you will come into a big room.
STOP! After you first walk in, if you walk straight ahead THROUGH the wall
you will take a long flight of stairs down and around to find....
A Morning Star. HOWEVER, if, back in that big room, you look to your right
immediately upon entering, you will see a window in the wall. Just to the
left of that window is a fake wall to go through, leading you to the switch
that turns off those infinite arrows back in the church area. FINALLY.
Well, that basically sums up this floor until time to backtrack for loot,
so head back to the church and cross that hallway that now features ONLY
poison traps everywhere. At the end of the hall is the teleporter for Floor
Two, and the next adventure...
Floor Two...................[flor2]
Ok, I was pretty detailed on Floor One, but from here on out you gotta pull
your own weight, ok? I don't have 3 months to write out how to navigate this
every increasingly convoluted Cememtery. you have a map... kind of... In-game
and hopefully access to better maps online, again here:
http://kfjp.kings-field.com/
So let's just go over a few pointers where people get stuck, and the rest -
all that exploring and killing and collecting - is up to you. That is the
point, after all, isn't it?
Looking at the map you have, you can see pretty much every thing in this
Floor. On the map, in the Southeast, you'll find two seperate tunnel systems.
The Upper system has several rooms, the middle-bottom of the six you see has
the very important Dungeon Key. The lower tunnel system has the Water Seal
Stone and the Sage who wants a Truth Mirror, for which he will teach you Water
(healing) Magic. Make sure you have that Dungeon Key ASAP, then head out to
loot the rest of this place.
To the direct south you'll find a chasm you can't possibly cross. Ignore it
for now. To the Southwest there is a tunnel system that extends the entire
West side of the map. In the lower eastern part of this West tunnel, you will
find a fairy and the Dragon Rod. The rest of the West Tunnel is just loot, so
dig around there as long as you like.
In the VERY CENTER of the map is a treasure room, the map makes it look like
a very complicated series of small tunnels but it's actually one big room.
In this room, there is a Truth Mirror. Take it to the Sage. This is also the
location of that super cool Skull Armor you can't get until the end of the
game. You'll come back for it, right?
Directly North of that room is where you'll find the Earth Seal Stone. Grab
it and make sure during one of your trips to the Sage that you grab that Water
Seal nearby: You won't use them until Floor Three but you definitely don't
want to have to backtrack here for them.
That just leaves us with the Northeast. There is only one way to get there so
head out. You'll see a lot of chasms here you can't get by, but one of them
is a lie. Upon entering, you are forced to go south and cross the only two
real bridges you can see. In between those first two bridges in the south,
you'll come across a northern ledge where you can plainly see a Chest and a
Grave marker. You are actually standing in front of an invisible bridge.
There is no way to see it, but just walk across and hope for the best.
This is where save states on an emulator come in handy! In the chest is the
Moon Charm. After that is cleared up, you'll need to wiggle through some
tunnels and bridges until you can get to the Northeastern-most section of the
map, more North than East, though. Way in the back of this North tunnel
you'll find Heinz and his Harp. Trade up for the harp like he asks and head
back out. You can leave Heinz's tunnel and head directly to your right, or
West, and use the Harp in front of the chasms to raise bridges you can cross.
Head back to the beginning, or just use your Green Rod, when your done looting
this Floor. Head back to the center South point and use that Harp once more.
On To Floor Three!
Floor Three.................[flor3]
Surprisingly, your current map can still see most of this Floor. That's not
gonna last...
The main trick here is that you HAVE to head North. At this point you can't
access the Eastern side of the map at all until you head into the Temple of
Prayer, which is what that huge stone pillar is blocking. Going north until
you unlock a door and see that huge pillar, then heading East around the
stairs is the only way to get anywhere. BUT WAIT!!
This is the perfect time to get the TRIPLE FANG and subsequently not have to
worry about weapons until the end of the game. From the giant pillar
blocking your way to the north, head east around the stairs. Go straight up
past any side tunnels until you are at the Northeastern most point in the
"Square" of the temple on your map (the big square on the Northwest side of
the map is the "Temple".) At this Northeastern most point in the Temple,
check the East wall or use a Phantom Rod until you see the fake wall. Inside
is a locked chest with a Crescent Axe, and another fake wall with an unlocked
chest featuring the TRIPLE FANG. Now you've got the upper hand!
A little south of those secret rooms in the Temple is a drop off where some
Lizard men dare you to come and fight them. Show them no mercy and head dead
East, zig zagging where you must until you come to the center-East hall. This
is where you'll learn Fire Magic from the former King. In his little area, to
the North of where he stands, you'll have to navigate a bit in a U-turn
fashion in order to snag the Fire Seal Stone. Money in the bank.
From the King's position, head directly south along the Eastern edge of the
map and enter the Southeastern Tunnel system. On your in-game map, you'll see
a part of this tunnel system that hangs down towards the center that looks
like an old TV set. Search around until you find the Blood Mask, then you'll
know you're in the right spot. From here, in the Eastern tunnel option, you
can find the Wind Seal Stone. Great! Got all four stones, now you can leave
this floor. BUT before you leave this area in the tunnel, go South from the
Blood Mask and enter a large chamber. To your right after entering, or to the
West in this room, there should be a secret wall that leads to the Wind
Bracelet. Grab it.
Now either use your map or your Dragon Rod to get back out to where you
started. Now that you have all four Seal Stones, it's simply a matter of
putting them in their place in the Temple of Prayer. Back where you found
the TRIPLE FANG, for instance, was the alcove for the Wind Seal. Right
around the corner from that is the place for the Water Seal. This pattern
is mimic'd on the other side for the Fire and Earth Seals. It's not hard
to figure it out, but be careful on the Fire/Earth side as there is a
MASSIVE bottomless pit right next to the stairs you'll walk on. SAVE first!
Putting the seals in place not only drops any huge pillars that were blocking
your way earlier, but also unlicks the sealed door outside the King's Chambers
on this Floor. In that newly opened Treasury you can find a fake wall to the
Northeast corner that houses the Flame Sword, although with TRIPLE FANG
alraedy in tow it's hard to justify using it. In the Northwestern corner,
another fake wall leads to a series of fake walls forming a maze, although
it's all shopkeeper level loot back there. Feel free to plunder and head
back to the Temple.
Where that huge pillar dropped into the floor, you can now cross. Grab the
extra-special Dragon Fruit on the way to learn a few new spells, and continue
along the only available path North. On the SECOND "island" during your
tedious bridge crossing, you'll see a tiny alcove with torches lit up in the
sky. Looking over the ledge you'll see a bridge that you can't possibly get
to. use your Harp to raise this bridge and run across it to the other side.
Here you'll find the second Truth Mirror, the one you get to keep! Take a
second to reflect, ahem, on your new found score and watch that bridge you
summoned fall back down. Summon it again from this side and walk back to
where you came from. Continue along the regular bridge route and on to
Floor Four!
Floor Four..................[flor4]
Crud. Well, I guess your Map luck just ran out. We can fix this, but it's
not going to be pleasant. This is easily the most complex part of the game
and basically impossible for me to explain in text form.
BUT, I will TRY. From where you start, head out until you get to a big room
with many different tunnel options. I call these SPIDER ROOMS, and if I have
named it then you should know there are a lot of them here. Thank Guyra the
Fifth Floor is the last and easiest.
In this first SPIDER ROOM, head diagonally across fo where you are. You are
techincally in the Northeastern leg of the SPIDER ROOM, and you are aiming
for the Southwestern leg, ok? I hope you got that. This is a one-way route
for a bit until you hit the next SPIDER ROOM, at which point you want to go
from your location (again, the Northeast leg) to the Middle South leg.
Phew! Did you make it? I hope so, because a map of this place is literally
right around the corner. After leaving the Middle South leg of the second
SPIDER ROOM, go West until it dead ends, then travel North. You'll notice
at this dead end there is a portal to the South; just ignore it. It leads
to a place in Floor Three that has a locked door you can't get out of.
In this North Chamber you will find infinitely spawning Iron Golems, an
invincible speeding rock circling them, and some treasure chests. The one on
your right, in the Eastern section, has the MAGICIANS MAP! With This you can
see everything. Finally.
From here you may want to head back up into that second SPIDER ROOM and go
straight North to find the Great Helm. It's worth it. There are also some
Stone Hand gloves, the best gloves in the game, in the Middle West leg of this
SPIDER ROOM. In the southern region, there are more Stone Hands in the
Western room and the Black Dragon Shield in the Eastern room. From the Black
Dragon, head north along that diagonal route with the alternating left and
right passages. There are six total, 3 left and 3 right. The only ones
worth your time are the last two, left and right. The Right passage has a
SAVE point and the Left passage has some secret walls to the West that lead to
the Shadow Blade, a mixed bag at best. Stick with your TRIPLE FANG.
Beyond these passages to the North are two more SPIDER ROOMS. Use your map
and navigate to the Northeastern leg of the first to continue on, then in the
second SPIDER ROOM shoot for the Northwestern leg. When you get to an open
area, you'll find three passages to the West, side by side. Choose the middle
path and enter an ENORMOUS hall.
In this Hall, head directly North to snag the MAGICIANS KEY. At this point
you can now open anything that is locked. From there head South and skip
the first left and right passages (you came in from the Eastern, "left"
passage.) The second passages are actually jut small treasure rooms, enter
the West side to snag some Verdite and go to the Eastern room to scoop up
the much needed FEATHER BOOTS. Now EQUIP them. Finally, with the last key
and now these boots, you can go anywhere on any Floor and loot, loot, loot.
From these treasure rooms head South again and enter the next locked door to
your left, or the East. Inside there is a Northern passage back to the
Eastern SPIDER ROOMS and a Southern passage to where your father is buried.
Sad... But you have a bigger purpose now, so grab that stone sword thingy
from his grave and head back towards that HUGE hall.
Head to the southern-most central door in this hall and unlock it. Head
down and watch out for spells and flying rocks. This is where you'll meet
The Dark Magician!
He Summons Gold Golems and casts Dark and Curse at you. Avoid all of those
things and hit him a few times with your weapon to force him to change from
his Ghost form into his Skeleton Form. After this, he can physically hurt you
but is no match for our hero. Kill him and move on.
You'll be on a straight shot from there to another long hallway, this time
with TWO portals. The one right in front of you when you enter takes you back
to the First Floor, to an area previously inaccessible due to your lack of
keys. Go there if you like and grab the Twin Dragon Bracelet, otherwise
head north in this hallway to Floor Five!!
Backtracking & Floor 5......[flor5]
Backtracking... Aahhh... Have fun.
Floor Five is a pretty easy thing to navigate. For starters, the only thing
for you to actually do here is get your Stone Dragon Sword turned into
Awesome Moonlight Sword, then use it to murder the King in the back room.
HOWEVER. If you seriously want to grab everything and be at 100% when you
face the final boss, you will need to first:
Get the Moonlight Sword made;
THEN backtrack;
THEN come back here and kill the King.
So choose your own adventure at this point, but I will assume you want to
at least get some main things from the other Floors.
Start out here in Floor Five by walking up into the big chamber and then West
and down to the tunnel there. After this short tunnel you end up back in a
pink area, take your first left East back into a gray area and keep on going.
You'll hit another pink area soon enough, go south there and into the next
Eastern passage to your left. Heading straight on you should see a Cross to
SAVE at; you are in the right place. Go past the Cross and through the Dragon
Doors to find... a Dragon, surprisingly, and that Fairy from Earlier. Talk to
her to initiate the sequence where your stone Dragon Sword turns into the
Moonlight Sword. Equip that, by the way, loot the room and head all the way
back to the start of this Floor or just use the Dragon Rod.
Now, here's where you are kind of on your own. You can loot each Floor for
Verdite (increases your Magic stat +1 permanently) and other mostly
useless-to-you-at-this-point junk, or you can concentrate on getting into
those sealed Dragon Doors on Floors 1-3 and then head back down to face the
King on Floor Five. the Dragon Doors are located near certain portals
in such a way that there is a very efficient way to get them all, as follows:
From the Fifth Floor portal, go back to Floor 4
Next, walk down past the Floor One Portal and through the door to your right,
the Western door.
Exit out into the hallway and head back to the dead end where you went North
for the second Map. This time, use the South portal here to go back to
a different area of Floor 3.
From here, unlock and pass the door to the South and walk straight East to
the small tunnel system here, leading directly to the 3rd Floor Dragon Door.
From there, head back out into this small tunnel system and check the upper
area in it for a portal to Floor One.
From here, unlock the door and walk out to find yourself at the beginning
of the game! Head North, past the hall with the Columns and back into the
tunnel system that leads to the Light Shop. Head back towards the area where
you found the Golden Cup and the Dead Scholar, first heading to the Northern
part of this tunnel system but then heading to the South towards a man made
area. It shouldn't be too hard to find at this point, but as soon as you step
into the man made area you need to check the long wall for a fake spot. Behind
that fake spot is the 1st Floor Dragon Door. Grab your treasure and head back
to the 3rd Floor portal you came here on.
Back on the Third Floor, head out into the main hallway and North a bit to
find the regular old Floor Two portal. Jump on it and...
You'll be back on the 3rd Floor side of that huge chasm. Use the Harp, cross
over, and enter the tunnel system on your right, to the East. Skip the first
right hand alcove and enter the second, walk through the hidden wall and
viola! The 2nd Floor Dragon Door, and the last one at that.
Do whatever you need to do elsewhere, and head back to Floor Five (don't
forget these shortcut portals on your way, especially when going to
Floor Four.)
Back on Floor Five, you need to follow the exact same directions I gave you to
the Dragon/Fairy/Moonlight Sword area, but don't go through the Dragon Doors.
Instead, hit that SAVE Cross and go back one room to the West, then walk North
through a fake wall. You are now staring at a GIGANTIC invisible bridge.
Head directly North all the way to score 5 Dragon Fruits (you want these) and
the back out to the invisible bridge. About halfway through, turn to your
left, or the East, and you will see a place you need to walk to. Also
invisible. Jump on that portal and enter a Big Chamber.
From your portal upon entering, you want to head diagonally southwest to the
portal in that lower corner. The other portal, located in the Northwest
corner, is a trap that sends you back to the beginning area of Floor Five.
After hitting that Southwest portal, you are looking at a direct route South
to the Final Boss, The twisted King of Verdite.
You'll no doubt soon realize you have to use magic to even hit this guy, so
hopefully you stocked up on Dragon Fruit and are familiar with the Moonlight
Sword's Magic. Destroy the King and walk back to the portal to your North.
Roll Credits.
Characters [chars] ***Update! Moved due to spoilers which are unavoidable***
Important to any RPG are the characters you meet on your way. There aren't
a lot in this forsaken hellhole, but it's worth noting them at least. I've
used the translated game manual and this amazing site:
http://www.angelfire.com/planet/kingsfield/characters.html
as references. Keep in mind, this is all translated from Japanese so if there
are spelling inconsistencies, etc, there is NO official source for this game
English. Everything we know is due to the amazing work of other fans out
there translating as best anyone can. What we know about the people who live
in the Cemetery....
Basque Crize
Likely the first human you meet in KF I, assuming you go straight for
the save point (you should.) the manual states:
"He served as communication liaison between his unit and the royal court,
but when he returned to the graveyard from the castle, his unit was already
missing. Now he waits at the underground quarters for the return of his
companions."
Crize references an old scholar somewhere in the Cemetery (you'll find him,
alright) and is the first to mention that the trouble seems to be stemming
from an evil King. Continuing to talk to him as you progress through the
game makes him say new things about stuff you've recenty gotten yourself
into, or about to get into, but nothing of actual value. His main message
to you is "You're probably going to die in here. Good luck."
Wilfred Light
Likely the second (and possibly, the first) person you talk to. He's
a shop owner, one of two in the game. The manual doesn't mention him
but the truth mirror describes him as:
"A merchant coming from the affluent Light Clan, he participated in
previous maneuvers as supply-master in charge of combat goods then decided
to remain in the graveyard and open a shop."
Light is blind, actually, although you could never tell because no one in
KF has eyes. Also, this is the fleshy version of the Skeleton of Light
you meet in KF III. Spooky. Also, he is NOT the guy with the Cross you
need to buy. Sorry.
Juedds Kross
Likely the third human you talk to. the manual states:
"He entered the graveyard with the bishop to flee the king’s oppression. Now
he prays to God for the dead and tries to spread religion to people who visit
the graveyard."
Kross is a man of God but apparently the gigantic cross behind him (for
which I assume he is named) is not enough, he needs his personal cross as
well. He says it was stolen, and you'll hear plenty about a thief who
sells stuff so locate him and buy the stolen cross. Returning it to Kross
will net you the "Deceased's Key", otherwise known as the red key or star
key. It opens various doors and chests, mostly on Floor One.
Ozzy Ranvalgve
Ozzy's quarters are right where you start the game, but the man himself
is sweeping up behind the church, in what is apparently the bedroom of
Juedds Kross. The manual states:
"He is the gravekeeper who watches after the graveyard. While he studied
fencing at an academy, he formed a deep respect for Hauser Forrester who is
Commander of the Royal Guard."
Ozzy has nothing and does nothing for the player, save for dialogue about
interesting points in the storyline. With the exception of the Scholar,
Ozzy is the only NPC that walks around shirtless. But he's also the only
one working, so I guess it's forgivable.
Gill Baccas
Gill is a thief who set up shop so he could sell the things he stolen.
The manual states:
"He entered the Graveyard to search for the Magical Artifacts of legend after
he heard the Dragon Temple had been discovered, but since the monsters
appeared, he hasn’t been able to make it back to the surface."
Gill's business model of opening shop in the Cemetery, at the end of a
maze filled with monsters, is misguided at best. Luckily for you, he is
willing to sell you the cross he stole from Juedds Kross. Gill is one of</pre><pre id="faqspan-2">
the many characters in this game that gets name dropped in later KF.
Nicholas Oarman
Nick Oarman is part of a grave robbing duo with his son, Hans. The truth
mirror says:
"He calls himself a grave digger and entered the graveyard with his son, but
in truth, they are pillaging the graves."
Besides letting you know his son ran off with the map, there's not much to
talk about with Nick. Considering he's digging up graves with the
claw-end of a hammer, it's no surprise that you can find him here the rest
of the game, should you ever want to talk again.
Hans Oarman
Hans... Didn't figure out what the Cross on the wall is for. Lucky for
you, he still has the map on him. Might as well take it, I mean, it's not
like his restless soul could blame you for robbing a corpse, right?
Perhaps the oddest thing concerning Hans is the fact your character never
bothers to tell his father that he is, in fact, completely dead. Perhaps
to shield him from embarrassment? I mean, everyone else in this Cemetery
seems to be just fine around the monsters, so how Hans ended up getting
himself killed is probably the biggest mystery in KF.
Scholar
Well, not everyone, I guess. You will eventually need to locate that
scholar that you keep hearing about, although he's seen better days. His
note explains that it was he who took the golden cup from the Dragon
Temple. Grab the cup and return it to it's rightful place. Don't bother
trying to give the old man a proper burial, what with all the thieves and
grave robbers in this place. Probably why no one is ever in church...
Heinz Ruhart
Heinz is playing a harp somewhere at the end of a long twisted maze,
for "inspiration" or possibly "typical stupidity of KF humans." The Truth
Mirror says:
"A wandering minstrel, the king ordered him to enter the graveyard with the
suppression force so he could write an epic poem about the battle."
Heinz has been hurt badly in this maze he wandered into, blinded in fact
(although if, like me, you already have a Dragon Crystal when you first
meet him you'll miss his statement saying as such.) Give him the crystal,
and he'll gladly give you his magic Harp. Leave him to his fate, though.
It's his fault for not stealing that map from the dead kid earlier.
Rally Kelvim
Rally, former White Wizard, has found his own little corner in Hell, where
he demands the truth from anyone who dares enter his murky lair. The
manual states:
"Originally a wizard, he was said to have equaled the legendary white magician
Mikael Zews. However, he dislikes earthly existence so he chose to search for
truth and retreated to the Graveyard."
Well what he actually means is, give me that Truth Mirror you're holding.
After taking it he will gladly teach you what is most likely your second
spell of the game, a healing one at that. You can use it like an Item in
the Menu. Other than that, Rally apparently has no plans of actually
walking around USING the Mirror, because he just wanted to show you he is
the boss of these caves. The Truth hurts.
Erik Blair
Erik is another soldier from your fathers company, lost in the Graveyard.
The Truth Mirror says:
"A soldier who searches for the graveyard’s hidden treasures, he is very
knowledgeable about the graveyard."
Erik is full of tidbits about the storyline, but he doesn't have anything
you need. He tell you that the dungeon guard you see a sign for is
actually dead, swallowed whole by one of those plant things. His stories
don't usually have a happy ending, but they are interesting. You'll see
him on different levels, the only Human to move in the cemetery.
Miria
An obvious fairy, Miria is working for the Dragon being you hear about
in the storyline. The Truth Mirror says:
"The dragon’s fairy, she has served the Dragon line since ancient times and
appears to people in order to convey the Dragon’s will."
Miria actually doesn't have much to say, mostly cagey references to you
being the chosen one of something. The first time you meet her she
actually disappears right after speaking, freeing up the way to a useful
Dragon Rod that sends you back to the beginning teleporter for whatever
level you are on. The second time you meet her, she's standing in front
of the ominous Dragon, who refuses to speak to you. This time she'll
turn your crap sword made out of stone into the Moonlight Sword. Gotta
appreciate that.
Randalf VIII
Randalf VIII, one of the Kings of the story described in the most
confusing way possible. For starters, the manual states:
"He is said to have had stronger magic power than any other king in
generations. Because he died of a sudden illness after taking the throne,
various rumors circulated. Most people believed the story that he was
poisoned by his successor, the former king."
And then the Truth Mirror says:
"The king before the last king, it is said that he had greater magic ability
than any other sovereign. Rumor claims that he was poisoned by his successor
because he died soon after he ascended to the throne."
Wow. Way to clear all that up for us, ASCII. Basically it boils down to
this: Randalf VIII was once King, then his brother, Reinhardt II,
probably poisoned him and became the next King. Finally, Reinhardt II
also died so the current King of these lands is Reinhardt III. Randalf
was so magically powerful he transcended death and is now haunting his own
grave in the Cemetery. He will give you Fire magic, and will also suggest
that if you have any hopes of beating the "Black Knight" you better pilfer
his stash of gear nearby. There is a cool sword in it for you, so why not?
Also, don't worry about that Black Knight. Right about the time you got
to this Cemetery, your father handled him for you, although he didn't
exactly get by without a scratch on him....
Watts Virgil
Watts is a dying soldier who is the last person alive to see the actual
fight between your father and the Black Knight. He alludes to the fact
that they both mutually destroyed each other, but really, Watts isn't
doing so good himself. At least now you know the answer you came for...
Dark Magician
Unfortunately for you, this guy is still alive... Sort of. Alive enough
to want you dead. If you can get close enough to use it, the Truth Mirror
says:
"Evil Dark Magician
The right hand man to the former king, he’s skillful in earth magic and can
revive the dead to do his bidding. He casts the spells Curse and Darkness."
So he's not entirely dead or alive. This could count as your first Boss
style character, as few as they may be in all of the KF series. He'll
eventually lose the ghost routine and opt for a more menacing monster
form, but the worst he dishes out are respawning Gold Golems. No Biggie.
Reinhardt III
Holy Lord Dragon Guyra, it's the King... And he is pissed. Data extracted
from the CD yet never utilized in-game seems to be a Truth Mirror Entry:
"Former King Reinhardt the Second’s own child. He manipulated magic at a very
young age and showed great magical prowess. More than any other king, he has
emphasized the search for the Magical Artifacts, even occasionally coming and
going to the graveyard himself."
Apparently our current King has made a pact with the Devil from Silent
Hill, and is DETERMINED to wipe out Verdite. How he went from digging
for ancient treasure to being consumed by an ancient evil is anyone's
guess, but whatever happened before, the time has come to end his life.
In case you were wondering what to do after you kill... it... Just walk
back to the portal on the platform you're standing on. CONGRATALUTATIONS!
Items / Equipment...........[items]
Items... Equipment... The core of an RPG. This I will detail in a simple
list form for ease of use.
Items:
Medicinal Herb - Restores 25 HP
Antidote - Cures Poison, Restores 10 HP
Dragon Tree Leaf - Cures Status Effects and Restores 150 HP
Dragon Tree Fruit - Cures and Restores All! I you have one of these when
you die, you'll get sent back to the Dragon Spring
intact instead of having to load your last save.
Recovery Medicine - Restores 80 HP and cures poison and paralysis
Phantom Rod - Reveals fake walls by making them "flash" on and off
Verdite - Raises your Magic stat by 1; Permanent
Keepers Map - Hans has it on in Floor One. Shows most of
the first couple of floors and not much of the others.
Magicians Map - Shows everything on each floor, although the scale
and detail make it very hard to use effectively.
Truth Mirror - Using this will prompt an explanation of whatever you
are looking at in-game, so long as it's a valid prompt.
for instance, using it on a monster or NPC almost always
works, but using it while looking at a barrel won't do
much good.
Green Dragon Rod - Using this will send you back to the beginning
teleporter of the Floor you are on. Pretty useful
during the backtracking segment.
Harp - Playing this will raise certain bridges for you out
of nowhere, but they only stay up for a few seconds.
Deceased's Key - Get this from Juedds Kross after giving him the Cross
you have to buy from Gills, the guy who stole it. The
key unlocks certain doors and chests, and in this game
there is no indicator which key goes in which lock.
Either use the maps I link to or just try them all,
although the level you get any key on is where you
will use it the most.
Light Family Key - You'll find this in a maze on Floor One. All keys
open random doors or chests and this is just another.
Dungeon Key - This key's most obvious use is to open the stone gates
in the Dungeon area of Floor Two. Why a Graveyard
has a Dungeon is anybody's guess, but considering
the impressive size I imagine they get A LOT of Thieves
and Grave Robbers and simply can't be bothered to
escort them back to town.
Dragon Cup - The Scholar took this from the Dragon Temple, causing
the Dragon Spring on the other side of the map to run
dry. You'll greatly enjoy having that spring later,
so take this to the Temple when you find it.
Golden Cross - Jeudds Kross, holy man and cross fanatic, considers this
his best cross and simply must have it back. All the
other giant crosses everywhere are worthless to him.
Give him the cross and he'll cough up the Deceased's Key.
Earth Seal Stone \
Fire Seal Stone \
You'll need all four of these to drop the pillars
blocking your path on Floor Three.
Water Seal Stone /
Wind Seal Stone /
Bloodstone - Sell it for $250, or, like me, wander for eternity
trying to figure out how to cure my Dark status with
it....
Moonstone - Sell it for $800, also useless.
Equipment:
*Note on Equipment - All items are listed in least to most powerful
ON AVERAGE for the player, given a category.
What you see listed is the typical KF EXTREME
detail stats that may or may not even do anything
in this game. Enjoy.
Blades:
Short Sword - Slash +2 / Chop +1 / Stab +1 / Holy +0 / Fire +0
Knight Sword - Slash +3 / Chop +2 / Stab +1 / Holy +0 / Fire +0
Bastard Sword - Slash +4 / Chop +4 / Stab +1 / Holy +0 / Fire +0
Other:
Morning Star - Slash +1 / Chop +5 / Stab +2 / Holy +0 / Fire +0
Battle Axe - Slash +1 / Chop +5 / Stab +1 / Holy +0 / Fire +0
Crescent Axe - Slash +3 / Chop +9 / Stab +2 / Holy +0 / Fire +0
Weapons with Sword Magic:
Colichemarde - Slash +2 / Chop +1 / Stab +4 / Holy +0 / Fire +0
* Sword Magic - shoots several light needles rapidly
Flame Sword - Slash +5 / Chop +8 / Stab +3 / Holy +0 / Fire +5
* Sword Magic - shoots several fireballs (not homing)
Triple Fang - Slash +7 / Chop +3 / Stab +4 / Holy +3 / Fire +3
* Sword Magic - fires homing light grenades. Awesome.
** A KF Legendary Sword, the Triple Fang is in all proper
KF games, leading many to wonder the backstory on this
powerful weapon. Unfortunately, we'll probably never
know...
Moonlight Sword - Slash +12 / Chop +8 / Stab +8 / Holy +14 / Fire +0
* Sword Magic - Shoots out a Lightning Wave (most powerful)
** The second Legendary Sword of KF. Almost always the Best
blade to use in any game. Restores MP.
***Apparently, using moonlight sword magic needs str/mag
stats at 80/80. Thanks whomever sent me that comment!
(the site doesn't tell me who you are, sorry...)
Special Swords that Do NOT have Sword Magic:
Dragon Sword - Slash +2 / Chop +10 / Stab +2 / Holy +5 / Fire +0
** Sword will regenerate MP while equiped
Shadow Blade - Slash +14 / Chop +7 / Stab +10 / Holy +0 / Fire +0
** This weapon casts a permanent Dark spell on your
character that cannot be "cured" unless you unequip
it. The lure of the Shadow Blade is that it is easily
the most powerful weapon in your arsenal when you first
get it. Not bad if you don't mind the limited vision.
Armors:
Head:
Iron Mask - Slash +2 / Chop +0 / Stab +0
Poison +0 / Dark +0 / Flame +0
Knight Helm - Slash +2 / Chop +1 / Stab +1
Poison +0 / Dark +0 / Flame +0
Great Helm - Slash +2 / Chop +3 / Stab +1
Poison +0 / Dark +0 / Flame +0
Special Helms:
Blood Mask - Slash +6 / Chop +2 / Stab +3
Poison +0 / Dark +0 / Flame +0
* This Mask drains HP and reduces strength. Don't wear it!
Mist Crown - Slash +2 / Chop +5 / Stab +1
Poison +50 / Dark +0 / Flame +0
* This "Crown" so to speak restores HP. Nice.
Chest:
Breast Plate - Slash +2 / Chop +2 / Stab +0
Poison +0 / Dark +0 / Flame +0
Knight Plate - Slash +4 / Chop +2 / Stab +1
Poison +0 / Dark +0 / Flame +0
Fire Mail - Slash +6 / Chop +3 / Stab +2
Poison +0 / Dark +0 / Flame +3
Special Chest:
Skull Armor - Slash +10 / Chop +0 / Stab +5
Poison +0 / Dark +0 / Flame +0
* This Armor disables all offensive magic, including
Sword Magic. Also, by the time you can even get this
you won't have a use for it anyways.
Full Plates that disable your ability to equip other parts of Armor:
Full Plate - Slash +8 / Chop +5 / Stab +3
Poison +0 / Dark +0 / Flame +0
Forest Armor - Slash +8 / Chop +5 / Stab +2
Poison +0 / Dark +6 / Flame +0
Shields: (No shield has any special attribute)
Small Shield - Slash +0 / Chop +0 / Stab +2
Poison +0 / Dark +0 / Flame +0
Knight Shield - Slash +2 / Chop +1 / Stab +1
Poison +0 / Dark +0 / Flame +0
Tower Shield - Slash +2 / Chop +3 / Stab +1
Poison +0 / Dark +0 / Flame +0
Black Dragon - Slash +4 / Chop +4 / Stab +4
Poison +0 / Dark +0 / Flame +0
Wind Guard Shield - Slash +10 / Chop +2 / Stab +2
Poison +0 / Dark +0 / Flame +5
Boots:
Iron Boots - Slash +0 / Chop +0 / Stab +1
Poison +0 / Dark +0 / Flame +0
Knight Boots - Slash +2 / Chop +1 / Stab +1
Poison +10 / Dark +0 / Flame +0
Leg Guards - Slash +2 / Chop +3 / Stab +2
Poison +0 / Dark +0 / Flame +0
Special Boots:
Feather Boots - Slash +4 / Chop +2 / Stab +2
Poison +30 / Dark +0 / Flame +0
* These boots are necessary to cross the tiny little holes
in the floor scattered throughout the Cemetery. They
are also, conveniently, the best boots in the game.
Gloves: (No gloves have any special attributes)
Gauntlets - Slash +2 / Chop +0 / Stab +1
Poison +0 / Dark +0 / Flame +0
Knight Gloves - Slash +2 / Chop +0 / Stab +2
Poison +0 / Dark +0 / Flame +0
Stone Hands - Slash +6 / Chop +1 / Stab +3
Poison +0 / Dark +0 / Flame +0
Accessories:
Light Ring - Holy + 5 to Offense
Moon Charm - Dark + 7 to Defense
Wind Blade Bracelet - Flame +7 to Defense
* simply by picking this up you learn Wind Magic
Twin Dragon Ring - Magic +8
The End!
.... You might ask, what about MONSTERS!? Well to be honest, I got lazy
on that part. There's no reference anywhere on the net for them,
and walking through the game trying to record HP (impossible) or
weaknesses (stronger weapons) is just too much work for so little
return. Look at it this way: This game is not that complicated
enemy-wise. Spiders poison you. Surprise. Everything needs to get
chopped up or blasted with magic, then they die. Any attack works on
any enemy, as far as I am able to tell. If you'd like to try and
catalog those specs for me, I will gladly add your info to this FAQ
and make you a co-writer or whatever else you'd like. Thanks!
Credits / Sources...........[credi]
I couldn't have done this without first loving the King's Field Series, and
secondly, not without the Kings Field Community who worked in various places
all over the internet bringing this game and all the info together.
I wish I knew the webmasters/writers of these places, but for now I will
simply post the links to those pages and hope maybe someday I'll get a note
telling me who they are. Honestly the sites are full of dead links and
haven't had updates in years in some places, but that doesn't mean I don't
want to give them all credit for the work they've done! Cheers to you!
Maps (essential):
http://kfjp.kings-field.com/
Character and Item Info:
http://www.angelfire.com/planet/kingsfield/KF.html
Translation Patch, Etc:
http://www.swordofmoonlight.com/
Youtube Playthrough:
http://www.youtube.com/watch?v=b5KvrbZvmMw
This was a labor of love on my part, compiling all of this information into
one single space on Gamefaqs where it will hopefully last forever and serve
its purpose. Thank you to anyone who had a tip or suggestion or entire
website that I could gather from to make this. Cheers!