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I I
===ADDITIONAL II===
for the PSP
(to American Dummies - Yes, that includes me!)
Table of Contents
I. Overview
- The How and Why to enjoying this import game.
II. Playing the game (for the Japanese illiterate)
- STARTING OUT [sa1]
- THE MENU [me1]
- DUNGEON CONTROLS [dc1]
- ABOUT THIS GAME ENGINE [age1]
Menus and Gameplay for the Japanese illiterate.
III. Basic Items, (with mention of some equipment)
- Descriptions and Behaviors of Pictures.
IV. Dungeon Walkthrough
- Filled out Maps with monster lists and a few other vaguely
important details!
V. Credits and Acknowledgements
- Hey, I didn’t do this myself!
______________________________________________________________________________
I. Overview
Welcome to the King’s Field Additional II (for the PSP to American dummies)
guide! Utilizing the tools here, you’ll not only survive, you’ll thrive
in this import game!
For those of you familiar with the King’s Field series, you’re probably aware
that the Additional I and II PSP games utilize a different gaming genre than
the PSOne and PS2 counterparts.
You’re probably also aware that these games were never localized to America,
thus they are in the native Japanese tongue. Unless you’re fluent in
Japanese, you won’t be able to read a lick of text in this game. (the numbers
are quite legible though! That’s some good news!)
If you're not familiar with King's Field Additional II, you are now.
Yep.
In my opinion, this game does an excellent job of utilizing many aspects of
the previous King’s Field games, especially when it comes to the atmosphere.
The game play is similar to the picture-by-picture old school 1st person RPGs,
which is pretty much what MYST would have turned out like if it had enemies,
swords and spells with turn based combat. Cool?
Despite utilizing a virtually archaic style of gaming, and a few other flaws
(not counting the language barrier) it is extremely easy to immerse oneself
into King’s Field Additional II. Different weapons, spells, enemies, dungeons
to explore with an extremely beautiful and artistic audio and visual
presentation; this game is definitely a satisfying experience.
..but this isn’t a review.
From this guide you'll be able to play and enjoy the game, without being
spoiled too much... I would really spoil you guys, but being a dummy myself,
there are a lot of things I haven't even figured out about the game yet.
A heads up, I will be emulating indiscernible Japanese text with a number
of symbols like #$@#$%! throughout the FAQ to represent the unreadable text.
Please don’t misinterpret it as swearing, unless you think it’s funny, then go
ahead.
II. Playing the game.
First off, I'm not sure if it’s an overseas thing, but O is accept, and X is
cancel throughout the game; which is the complete opposite of the standard US
PSP menu navigation. Feeling out the menus my first few times, I kept
cancelling out wherever I went. After playing the game for a while, I kept
cancelling out in the PSP’s firmware menu.
I are brains! ^_^
Anyway, please remember O is accept, X is cancel. If you get lost in a menu,
just hit X a few times you'll find you're way back to the game.
2nd, you'll be asked questions when you do something like enter the dungeon,
drop something you have too many of, place a bet, etc. The top selection is
always "yes" or "go ahead" and the bottom selection is always "No" or "I don't
think so". Selected selections (ugh) are highlighted in red.
The only exception is a quest item that allows you to leave the dungeon at
any time. In that case, the first selection cancels, the second selection
returns the player back to town.
3rd, there is not only a weight limit to what you can carry, but there is also
a slot limit limiting the number of items, as well as the quantity. There is
no way to have more than 9 of one particular something, and there is also a
total limit. (Specifically, besides what you have equipped, you only have 12
slots total to work with.) If you try to switch equipment in the menu and you
get:
!@#$%&#$%#@!
:in the middle of the screen instead of the equipment change, you've got too
much stuff and its time to head to town to sell things.
If you open up a treasure chest, and you get
@#$@^@!!@#$
@#$^#$%&@$%!@#$%@!#$^@#$^
and the treasure chest closes back on you again, you've got too much stuff.
Its time to head back to the surface and pawn your extras.
4th, there are locked and sealed doors in the game. Sealed doors need some
event, switch or other (perhaps magical) means to open them. Locked doors
need a special key to unlock and open them.
If you press on a door, you should see some Japanese text display at the
bottom.
@#$%@ <- shorter string of letters = sealed
$%#$^@@&!%$^# <- longer string of letters = locked
Got it? ^_^
____________________
Now that we've had a 4th, lets have another first.
========== STARTING OUT [sa1] ==========
Circle (O) can cancel the intro movie, as well as select new game, load game,
or convert data.
If you have King’s Field Additional I, you have the option to convert your
save. One thing that is definite is that your save has to be from a completed
Additional I game. You can’t just play the game, gain a few levels, then
convert. Another thing, when you convert the data, you don’t keep your
levels, equipment, magic, etc. Essentially, converting a CLEAR Additional I
save "unlocks" some features. The most notable of which is the shop will
have a LOT more stuff in it.
I also believe that you will need to convert data to get the Moonlight Sword
in Additional II but I am not 100% certain.
Starting a New Game, you'll be taken to a "map" with a decrepit looking town.
You can steer this little gauntlet looking mouse pointer to go to different
areas around the town. My suggestion is to use the D-pad, as it is more
accurate in menus and the dungeon. Below is a basic map button layout, where
and what each place does.
3(Market)
IIIIIIII
III%#^$%II
IIIIIIII
2(Bar/Casino) 6(Shop)
IIIIIII IIIIIIIII
1(Dungeon) II#$%^#II III@$&%II
IIIIIII 5 (Inn) IIIIII
IIIIIIIIIIIIIIII
IIII@#%$#I@#$III IIIIII
IIIIIIIIIIIIII II@#$@III
4(Blacksmith) IIIIIIII
IIIIIIIIIII
III#$%#@III
IIIIIIIII
1) This leads to the dungeon. The first time you go here, there will be a
dwarf pope with a monocle and a book that will say a few words. After that,
there is a picture of the entrance and a drop down menu on the right. The top
selection, when prompted, enters the dungeon. The 2nd selection talks to the
guard, which is practically pointless.
2) This is the bar and casino. You can talk to people, perhaps get a gift
or two and gamble your money away. Personally, my whole adventure through
this game, I never gambled. I couldn’t stand the music and I stink at all
casino games. In the selection menu on the side, the top is the bar owner,
the 2nd is various people around the bar, and the 3rd is a person you can
place bets with.
3) This is the market place. There might be a few stragglers like a math
book wielding gnome, or a few knights, but for the most part the only
inhabitants are this fat kid holding a sack of groceries, and a girl holding
a bloated Siamese cat. Occasionally, there is a thief looking character that
makes the trip to the market place worth while. He sells “things”. Early in
the game, he’ll sell two different “things” for 6000G a piece. I’m fairly
certain that one of those things is the “leave the dungeon anytime” wand.
Later in the game, he’ll offer an uber key for 30000G that is worth every
cent.
4) This is the blacksmith’s shop. From the very start (awesome) he can
repair your weapons. IF your weapon’s durability is from 1% to 99%, he’ll
charge a flat rate to fully repair it. He won’t repair a weapon that’s
already 100% durability. If your weapon is broken, (0% durability) it can
still be used, but it is considerably weaker, not to mention the blacksmith
increases his fee greatly to fix it.
5) This is the inn. You will be staying here quite often early in the game.
He starts off with a flat rate of 30G, then later, 100G. Towards the end of
the game he asks 1000G. You’d think with the upped price they would have at
least redone the walls or at least put new shower curtains in.
6) Ye old Pawn shop! Starting off, it’s an overweight blonde man, later in
the game the shop keep is a slender blonde man holding a crystal, then a
knife. Starting off, there are two drop down menus to choose from – the top
is “Buy”, the bottom is “Sell”. “Sell” is common sense, cycle through your
list, (you can see a picture of what you’re selling) and use O to select,
then confirm the sale.
“Buy” is a little more complicated without reading in the equation.
everything you can buy is divided up into different categories. Eyeing or
memorizing the symbols will definitely prove for easier navigation. The
store is divided up as:
Items ~-!@
Weapons @#
Shields %
Armor #
Helmets $
Arms @#
Leggings %&
Accessories $#$
For me, navigating by the number of symbols was the easiest way to get to the
sections of the store I wanted.
========== THE MENU [me1] ==========
On the town map there is some text at the bottom right of the screen with the
X button. Pressing X on the map will bring up a drop down menu of three
selections.
Items
Magic
Camp
The items menu has two sub categories, useable items and quest items.
The useable items are ones consumed by the player, such as earth herbs,
blood stones and dragon crystals. Quest items are of the quest variety such
as keys, maps as well as other non consumable items. Since there is no
picture of the appropriate items in this menu, your guess is as good as mine
as to what you have and what it’s used for. Personally, I was able to
complete the game without using the quest items menu at all, and I’m still
picking a full experience from my teeth. ^_^
Selecting magic will let you use any spell that is effective outside of
battle. Healing spells or dispoison are about it. You won’t be able to cast
a fireball or protect yourself magically from this menu.
Selecting camp will bring you to a rather nice separate menu, with some somber
music and a relaxing camp fire (picture) to look at and listen to. (Yes, you
can listen to this picture. >_<)
There is a drop down menu with 4 selections different selections.
Items (& unequipped Equipment)
Magic
Equipment
System
From the items menu, there are two choices.
Usable items (& unequipped Equipment)
Quest items
The useable items selection has an entire collection of what you have with
you that’s not equipped. This means everything from axes, to blood stones
are lumped in here. Quest items, once again, displays all your non-consumable
items.
The magic menu has many selections, all of which have three Japanese symbols.
From here, you can view and equip any magic you’ve collected. They are
categorized in this manner:
[m1]
Fire @#$
Earth $@#
Wind @#$
Water &%%
Light &#$
Dark I@#
For the spells you’ve gathered, you can view the stats before equipping so
you have an idea of what type of spell you’re about to use.
Attack spells have two sets of numbers, a low number (MP cost) and a high
Number (Attack power) – similar to this layout. Note the numbers.
@#$I&#@(I$ @I#&$ (I@&#($& 7
@#$I&@#@: & I!&@(I^#$ ^/@! 119
@#(I&$(I@#&$(I&@( (I!@^ #(I^ !(I@^ #(! @I(^
Healing spells look very similar, but have “HP” close to the 2nd number
displaying the amount of HP restored:
@#$I&#@(I$ @I#&$ (I@&#($& 5
@#$I&@#@: % I!&@(I^#$ ^ HP:70
@#(I&$(I@#&$(I&@( (I!@^ #(I^ !(I@^ #(! @I(^
Status spells (and dispoison) have only one number, the MP used.
@#$I&#@(I$ @I#&$ (I@&#($& 2
@#$I&@#@: # I!&@(I^#$ ^/@!
@#(I&$(I@#&$(I&@( (I!@^ #(I^ !(I@^ #(! @I(^
Next, choosing Equipment will pull up a screen similar to the “buy” section
at the town pawn shop. Here the selections are:
Weapons %$
Magic @#
Shields %
Armor #
Helmets $
Arms @#
Leggings @#
Accessories @#$
Shortcut @^%#
You can select each of the sub-menus and equip yourself accordingly. The only
difference is the “shortcut”, which consists of items. (I sort of wish it
had spells as well) Anything you put for your shortcut selection can be
used at any time in the dungeon by pressing L.
The system menu has the following selections.
Save
Load
Game Save Manager
Sound Settings
Quit the Game
All these are pretty self explanatory. Why the Game Save Manager is in this
game, I’ll never know. For the sound settings, the string of text below the
sound and music volumes is “set to default” which isn’t hard to remember
because default is both sound and music MAX volume.
***Remember this important information***
You can access this menu series at any time in the game. (except loading
screens, cut-scenes or conversations.)
From the town map, just press X.
From the dungeon, just press R.
========== DUNGEON CONTROLS [dc1] ==========
Ah! Now we’re getting into the meatier parts of this guide! Since you’ve
Made your way into the dungeon, here are the basic controls.
Triangle - This is your melee button which attacks with the weapon you have
equipped. During a fight with a monster, this will damage them. Outside of a
battle, it will break damaged walls, assuming you have an axe or club type
weapon equipped. Knives, rapiers and swords cannot break walls.
Square - This is your magic button which casts your equipped spell. If you
have a recovery spell equipped, you can use it any time. Attack or status
increase spells can only be used during battle.
Circle – Used to Examine or perform an action. This button will read signs,
which don’t have much initial value, but may trigger cut scenes or
conversations with NPCs. You can also open treasure chests with this button.
X will defend with your shield during battle. The stats of the shield
equipped determines the defense bonus for “blocking” an attack. If no shield
is equipped, or a two handed weapon is being used, the character will block
with his arm. (hey, its better than not blocking at all)
Start brings up a system type menu, with the following selections:
Load
Controls
Sound Settings
Quit the Game
The controls option certainly doesn’t clarify much to us English folks, but
its ok looking. Not that I would stare at it for hours or anything.
Moving right along...
The Select button pulls up the map you have for the area. You'll have to
find the map quest item of course. You cannot pull up a map while in a
conversation with an NPC, or during a battle with an enemy.
The L shoulder button is the shortcut. Whatever item you selected for your
shortcut (explained in the camp -> equipment menu earlier in the guide) can
be used at any time in the dungeon.
The R shoulder button, as mentioned earlier, brings up the standard menu with
the camp option. During battle, the button use changes slightly.
The menu selections are as follows:
Items (same a outside battle)
Magic (Opens the complete magic list menu featured at [m1])
Flee/Run Away
Yes, you can run away from monsters. Considering that you CAN NOT change
melee weapons during a fight, this is almost a requirement for airborne
enemies when you just have a sword equipped and you’re out of magic.
(Some flying enemies can only be physically attacked with a bow.)
No matter what, you cannot run away from bosses and they will never run
from you.
A side note, I think it’s hilarious when certain enemies, like plants and
mushrooms run away from your character. Seriously. Roots up and bailing.
I laughed the first time it happened.
========== ABOUT THIS GAME ENGINE [age1] ==========
This section is devoted to explaining how damage, combat and other action
elements work in this game. If you are familiar with the previous King’s
Field games, there might only be a few things you’re not already familiar
with.
If you go into a room and everything is dark, seek out a closed eye on a
wall. Hitting it a few times will brighten up the area to normal vision.
Regarding the game’s display, in the dungeon, on the upper left section of
the screen is
HP (Hit Points)
------------------ (a green bar)
MP
------------------ (a pink bar)
The higher the green bar, the more powerful your sword swing, or arrow shot.
This also effects the defense bonus with a shield. Having a shield raised
slowly drains the green meter. If the meter is empty, your character won’t
have the strength to hold his shield up.
Depending on your level and the equipped spell, a certain percentage of the
pink bar MUST be filled before a spell can be cast. (unlike previous King’s
Field games where the meter must be 100% full to cast a spell.)
Like the other King’s Field games, there are traps in the dungeons.
Some traps are unavoidable, with no clue of their presence (like the spiked
traps in the Damp Cave). Some trap “triggers” can be witnessed, like arrow
traps, cracked floors, poison bogs, etc. but step in their spot, they’re
unavoidable. Some traps don’t damage the player, like “wall eyes”, but they
definitely aid other traps.
About combat, there are several things to take into consideration. Enemies
are subject to the same combat rules as you! Just like you can run away,
miss, block, critical hit and cast magic, so can enemies. (once again, the
exception is bosses can’t run from you or you from them.)
Here is how most battles play out.
You’ll know when an enemy has approached when you see it materialize on your
screen and the music changes.
When you see a white gust of wind rushing towards you, the enemy is about to
perform an attack, spell or special maneuver. Blocking with a shield is
advised, especially if the enemy is strong or unknown. After the attack, the
shield should be lowered, so your melee meter (green bar) can fill for
optimum swings.
Special maneuvers include impervious types of blocking or specialized attacks.
Spiders, bats and small demons can leave the screen (not the fight) briefly
(and can’t be attacked) just to reenter for a powerful pounce maneuver.
Golems and stone masks can do a “super block” which makes them completely
impervious to magic and physical attacks for a time period. They cannot
attack during this.
Certain ghosts and mages can turn transparent (invulnerable) for a short
period of time. They cannot attack during this.
With critical hits to a monster, the screen will flash, there will be a
different weapon sound and much more damage inflicted. Critical hits from a
monster, the screen will shake, the character will moan, and much more damage
will be inflicted.
Fights end with the monster picture vanishing from the screen. Important
enemies (like bosses) might drop important items when they die. Quite a few
enemies have a special drop. (I’m not certain if it’s a rare drop or not)
and almost every enemy defeated puts a funds into your wallet. (You don’t
have to pick up coins like the previous King’s Fields)
Naturally, as you defeat enemies, you’ll gain levels which if very important
to completing this game. I would recommend farming certain areas for
experience, especially if you consider the game too hard. Gaining five levels
can change the game from hard to normal, depending on the area.
Budgeting magic and even weapon swings is important throughout the dungeon.
Weapons essentially decrease 1%-2% durability with each swing. Some weapons
are made of cardboard, and break easily. You’re better off selling these
no matter how much better the stats are.
Weapons are the only equipment with a durability. No matter how long you
wear that favorite leather cap, it will never break.
Now, I can’t talk about the game engine without at least noting the status
effects and ailments. There are square slots above the HP/MP meters that show
a symbol when a particular status is in effect.
They are as listed:
~Poisoned~
APPEARANCE: Looks like a purple vial in the first square
NOTES: The entire screen is in a green fog. Health drops a few points with
each step, and each turn. Poison is inflicted by enemies and is the most
common status ailment.
ACTION: Use an Antidote, Dispoison spell, or wait it out if you have the
health. Lasts a little while. (seems forever if your health is low and you
don’t have an antidote)
~Darkness~
APPEARANCE: Looks like a black orb in the second slot.
NOTES: The entire screen is quite dark. It is really hard to see. A fairly
cosmetic problem that’s not too much a hassle to wait out. Enemies and
certain equipment can inflict darkness; equipment being a permanent status
until the piece is unequipped.
ACTION: Use a Blood Stone to cure instantly when inflicted by an enemy. Wait
for a minute or so when inflicted by an enemy, and the status effect will end.
Remove the darkness causing equipment to remove the status.
~Paralysis~
APPEARANCE: Looks like a yellow star in the third slot.
NOTES: The entire screen is in a yellow fog and you can’t MOVE or do
anything. Certain enemies will inflict paralysis.
ACTION: You’ll snap out of it shortly. Until then, you’ll wait and you’ll
like it! ^_^ ...well, you’ll like it if you live. Ok, you won’t like
paralysis at all.
~Cursed~
APPEARANCE: Looks like a dark purple skull in the fourth slot.
NOTES: There is no screen effect whatsoever, so be sure to note the symbol
in the slot. Attack and Defense are cut in HALF. YIKES. Not noticing this
can be fatal. I’ve never been cursed by an enemy, but that doesn’t mean it
couldn’t happen. Certain equipment can cause a cursed status. BEWARE!!
ACTION: Remove the cursed equipment to remove the status.
~Weight~
APPEARANCE: Looks like a little armor icon in the fifth slot.
NOTES: There is a bright white fog screen effect. Responses are quite
lethargic. The rate in which attack and magic meters fill is dramatically
decreased. This status effect only occurs when the equipment weight you have
on is higher than what your character can handle. The weight totals are shown
in the menu in an XX.X/XX.X fashion. The number on the left is what you have
on, the number on the right is what you can handle. You can’t wait out
weight. Heh. >_<
ACTION: Remove some equipment to reduce your weight.
~Silence~
APPEARANCE: Looks like a white pentagram in the sixth slot.
NOTES: There is a hazy gray fog screen effect. Magic cannot be used at all,
no matter what. This one can be inflicted by enemies and certain equipment.
When inflicted by enemies, this one will end after a short duration.
ACTION: When inflicted by enemies, it will end after a short duration or you
can use a Blood Stone to cure yourself instantly. If caused by equipment,
simply remove the equipment to remove the effect.
Now that you know some of the basics, lets get a few more specifics...
III. Items (with mention of some equipment)
Naturally, since I can’t read descriptions or even names of what I pick up,
it’s a little difficult to write this. However, I can base my knowledge on
previous King’s Field games to put together what artifacts do, as well as some
unofficial names.
There are many different weapons throughout the game, and I’m not even going
to try to make up names for them. If you’ve played the other King’s Field
games you might recognize a few of them, like the Dark Slayer, Moonlight
Sword, Morguline Axe, Black Scar, Earthquake and Tsunami from King’s Field
The Ancient City, and some equipment swaps from Shadow Tower.
~Earth Herb.~
SERIES: Looks like the Earth Herbs in the US PSOne King’s Field games.
APPEARANCE:A green plant in the shape of a lily.
ACTION: Heals 30 HP
NOTES: The shopkeeper has limited stock of these for 80G. 80G for 30HP?
I still haven’t found the correct button that will strangle the shopkeeper.
Some monsters will randomly drop these.
~Antidote~
SERIES: Looks like the antidotes from the US PSOne King’s Field games.
APPEARANCE: A flat green plant that almost looks like a pinwheel.
ACTION: Nullifies Poison status.
NOTES: The shopkeeper has these for 130G a pop, but you probably won’t
use very many of these. Monsters will occasionally drop these.
~Blood Stone~
SERIES: Looks like the “Rock of Life” found in King’s Field: The Ancient City
APPEARANCE: A gray shiny rock, kind of rough, kind of smooth. IT’S A ROCK.
ACTION: Cures all status effects except poison (and weight)
NOTES: I didn’t know what these did for a long time. They’re pretty
useless later in the game. Some later monsters will drop them.
~Herbal Liquid~
SERIES: Looks like the Herbal Liquids in the US PSOne King’s Field games.
APPEARANCE: A long necked perfume bottle full of pink bismuth.
ACTION: Heals 80HP
NOTES: The shopkeeper has a limited stock of these for 600G a pop.
I don’t know what’s more insane, the price of these things or my trying
to throw my PSP at the shopkeeper. Some later monsters will drop these.
~Dragon Crystal~
SERIES: Looks like the Dragon Crystals in the PSOne King’s Field games.
APPEARANCE: A big moldy yellow cat’s eye. (with yellow pupil)
ACTION: Heals 500HP and 500MP
NOTES: Find one of these early on, you’ll be set in the gold pretty
good, as the shopkeeper will buy them for 5600G. These can be found in
various chests in various dungeons.
~Moon Stone~
SERIES: Looks sort of like the moon stones from the PSOne King’s Field games.
APPEARANCE: A big oval very smooth whitish rock.
ACTION: Restores 70MP
NOTES: Personally, I didn’t even use these until my character had remotely
close to 70MP. It’s a waste of good hard earned gold to restore 20-30MP with
these. It would be more economical to make a several minute dash to the
surface or a few seconds to wave of the “leave wand” and spend 30G at the inn
than blow a 800G item (at the shop) to get another one of these.
~Crystal Flask~
SERIES: Strongly resembles the crystal flask design from King’s Field The
Ancient City on the PS2.
APPEARANCE: Looks like a pretty glass container resembling a pointy jellyfish.
ACTION: Can be (re)filled up at fountains for HP and MP restoration.
NOTES: When I bought this 30,000 key later in the game from a guy in the
market, I could open a door on Map 10 that had a golden fountain. Consuming
a flask of pee er...golden water replenishes 300HP and 100MP. Normal fountain
water heals 200HP.
~Arrows~
SERIES: No series comparison
APPEARANCE: Looks like a quiver full of arrows. Heh. Quiver.
ACTION: Use these to give your bow 50 arrows.
NOTES: You won’t be able to use your bow unless you USE this item. There is
no sense in buying 9 quivers from the shopkeeper, as several different flying
enemies will drop these.
~Magic Crystal~
SERIES: Slightly resembles the different magic crystals from the King’s Field
The Ancient City PS2 game.
APPEARANCE: A pointy crystal with a slight color tint to it.
ACTION: Use these once to add a spell to your magic inventory
NOTES: There is no generic magic crystal that ups your magic status. The
crystal you find will either be slightly red (fire spell), orange (earth
spell), green (wind spell), blue (water spell), white (holy spell), purple
(dark spell). Consume these, and they’re gone. Selling these would be silly.
These are found in dungeon chests. At least one is dropped by a boss.
______________________
IV. Dungeon Walkthrough
FINALLY! You’ve made it to the meat and potatoes of the guide! Since a great
deal of items and equipment I have no idea where I got from, that more or less
(mostly less) leaves some pretty general stuff. If something is worth being
noted, it will be mentioned. Since I really don’t have official names (that
aren’t Engrish-ified), you get stuck with the general names I have to offer.
(Inspired by the Engrish names)
YAY!
Along with the made up map names, comes made up monster names. Enemies will
be noted, along with special abilities and divided in to sections. (as a
good portion of enemies on a map only appear in a “latter” section of it.)
These maps display all hidden hallways that the normal maps don’t display.
(It wouldn't hurt to check for hidden doors anyway throughout the dungeon,
afterall, you're not always going to be looking at a map.)
If you find the map to the area, these maps will offer some fine tuning.
If you don’t have a map to an area, it might be a little confusing, but you
can still work your way around the place.
Each map will be broken down into the following:
Title
Legend
Map
Notes
Enemies
Lets start from the beginning!
======(1) Damp Cave ======
=#= Where you enter the dungeon
=2= To the Catacombs
=3= To the Gallery of the Abyss (one way drop)
=6= To the Watery Labyrinth (one way drop)
=P1= Furnace Room Puzzle
=M1= Location of the area's map. (Talk to the NPC to get it)
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This area actually has some pretty nasty traps. If you have entered the
dungeon, followed the corner, turned right, then right again – you’ve probably
slapped yourself in the forehead by succumbing to a death trap at Level 1.
Note to self. Cracked floors will KILL INSTANTLY.
Don’t feel bad. I died a minute and a half into the game as well.
Welcome to King’s Field Additional II.
Corners with shadowy bodies laying down, and some conspicuous corners and
hallways sport some rather nasty spike traps. I’d avoid those until you can
manage a level 3-4. Even then, I’d be sure to have a few herbs just for
traps.
The Furnace Room puzzle took me a while to figure out, considering there’s
no prompting to the puzzle whatsoever. Spin the PSP’s joy-nub in a circular,
slightly disgruntled fashion, and you’ll notice the door to the furnace
raises. Raising it all the way, you’ll be expelled from the room and can
no longer enter. What this does is activate some flames in the area.
The only positive note I’ve been able to see is burning an NPC to death who
drops a decent set of arm guards/gloves early in the game.
New gloves? Indirectly murder someone? Can life get any better in this game?
The drop to =3= Gallery of the Abyss is useful later on, especially to take on
that Horned Beast, but until about Level 10-15, it’s a one way death ticket.
The drop to =6= Watery Labyrinth is useful later on, especially to take on
that Kraken, but until about Level 15-20, it’s a one way death ticket.
===Enemies:===
ENTIRE AREA: Rabid Wolf, Green Slime, Reaper,
LATTER AREA: Lesser Skeleton
The skeletons should be the only enemy early on that will give you trouble.
..but they’re only seen close to where you leave for area =2=. It wouldn’t
hurt to farm skeletons to a certain degree. They’ll randomly drop this cursed
bracelet that fetches a decent price in the shop – at least early on.
====== (2) Catacombs ======
=1= Back to the Damp Cave
=3= To the Gallery of the Abyss
=4= To the Termite's Nest (one way drop)
=P1= Gates and Blocks Puzzle
=P2= Combination Puzzle
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There are some arrow traps, but luckily, they're not as anywhere near as nasty
as the spear traps from the previous map. You can see them as well, so you
have more of a choice – be sure to budget HP!
Mind the cracked floors as well. They will kill you instantly. Save often.
The =P1= Gates and Blocks puzzle is quite unique. Basically, from this panel
you can control how many gates are open. (since you’ve probably flipped a
gate switch and had nothing happen) Finding these quest item “blocks”, you
place them (automatically) and can have more gates open. I believe there is
at least one in a further area – perhaps the Gallery of the Abyss. Only when
you have gotten all the blocks will you be able to budget gates to even get
to the =4= Termite’s Nest.
The combination puzzle is no problem. Just hit the circle buttons in the
right order. A few tries, and it’s done and over with. The reward is an
area opens up.
===Enemies:===
ENTIRE AREA: Skeleton, Leaping Tarantula, Reaper
LATTER AREA: Phantom, Wall Arthropod
Spiders will be a decent pain in the butt, as they have this jumping ability.
They can also poison, so it would be wise to have some antidotes. Phantoms
and Wall Arthropods will use magic. If your shield has no magic defense
stats, it is pointless to block their spells. In that case, your best bet is
to just have to act fast and trade hits.
====== (3) Gallery of the Abyss ======
=1= Drop from the Damp Cave
=2= Back to the Catacombs
=5= To the Shadow’s Crypts
=B1= Horned Beast (Boss Fight)
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One great thing about this area is that the traps (with the exception of one
pit) can be disabled. There are these symbols on the ground that will inflict
a silence status. Each symbol is generated by two capsule looking machines
that can be destroyed with an axe or other blunt attack weapon.
The capsules on the normal level (that look like they have vines on them)
cannot be destroyed. The capsules on the lower level are generating the
silence symbols on the normal level, and can be destroyed.
There are plenty of drops to the lower level of this area, but there is a
stairwell for each area back to the normal level. Drops are quicker, but cost
a few HP.
There are no puzzle walls/rooms.
===Enemies:===
ENTIRE AREA: Termite, Eye Plant, Wall Arthropod, Leaping Tarantula
LOWER AREA: Wall Arthropod, Mummy, Lesser Orc, Deadly Stool
BOSS: Horned Beast
Termites look dangerous, but they’re not too difficult. They are just pretty
resistant to physical attacks. Eye plants use wind magic – fire spells work
well on them. The enemies for the most part are relatively stronger in the
lower area than the normal area. The deadly stool is not a turd, but in fact
a mushroom that has TREMENDOUS attack power compared to the other enemies.
They’re worth fighting, just for the experience.
Approaching the area with the horned beast will activate a cut-scene. You’ll
see this prince type figure and a few other NPCs talking. A large monster
will break into the room and single you out for a fight.
The monster is extremely predictable, and apart from the high stats of a boss,
it is a pretty typical fight. There is a normal attack, and a wind up/multi
hit attack typical of some later enemies. Punish it, and it will block.
After you kill the monster, the NPCs will all be gasping in a Speed Racer
manner, and the “prince” character will appear jealous that you stole his
thunder. OOH!
====== (4) Termite's Nest ======
=2= Drop from the Catacombs
=6= To the Watery Layrinth (one way drop)
=A= To the other Nest
=B1= Termite Queen (Boss Fight)
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This area is actually pretty barren. There are plenty of cracked floors which
can send you to your death, so keep your eyes on the ground. I never did find
a map to this area, but its not to difficult to fumble around this section
of the game blindly, even though this maze of a nest does have two parts.
The =6= drop to the Watery Labyrinth is REQUIRED if you want to get past the
obstacles in that area. Be sure to keep that in mind.
There are no puzzle walls/rooms.
===Enemies:===
ENTIRE AREA: Termites, Termites, Termites and one Queen Termite.
Some of the termites in this area are quite a bit stronger than the ones found
in the catacombs and Gallery of the Abyss, even though they look exactly the
same. Still, with a little magic thrown into the equation, you shouldn’t have
too much trouble...with the enemies that is. Getting lost is another story.
The Queen Termite boss, while there is no cut scene settings her up, does look
quite formidable. Her behavior is almost identical to the Horned Beast. Do
not underestimate her, or she will chop you in half. You best bet is to throw
everything at her, block her attacks, and hope that she blocks herself.
(because your magic will cut through her blocks)
Killing her will land you an earth crystal that has a QUITE useful spell.
====== (5) Shadow's Crypts ======
=3= To Gallery of the Abyss
=6= To the Watery Labyrinth
=O= Orc’s Domain
=S= Shovel
=F= Healing Fountain
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When you first come to this area, you won’t have the map for it. You might
have to feel your way around the area, using this guide for quick points
from A to B. There are no fatal traps, but there are muck floors that can
hurt and poison you depending on the color.
The fountain at =F= looks like a well, with a conduit of some sort on the
ground next to it. Normal examination of the well will give you a face
full of poison, but if you place the proper quest item in to the conduit
next to the fountain, you will have a place to replenish full HP, as well
as fill up your flasks.
The shovel at =S= is worth mentioning because you can dig up artifacts with
it. Personally, I never used it – it seemed too far fetched for me to just
randomly dig places.
There are no puzzle walls/rooms.
===Enemies:===
ENTIRE AREA: Mantrap, Zombie, Slasher Zombie, Lethal Bat, Mummy
ORC DOMAIN: Greater Orc ONLY
The monsters here are considerably stronger than in the last area. Mummies
have the ability to cause darkness and silence, Lethal Bats can’t be
attacked with standard swords – bows or magic only, and Slasher Zombies can
do charged attacks. GEEZ! The area past the =O= on the map, where all the
greater Orcs are should be reserved for Level 15-20 at a minimum. Even then,
these enemies are VERY powerful, quite quick, and extremely dangerous.
Greater Orcs are a great experience farm though, if you don’t die that is...
====== (6) Watery Labyrinth ======
=1= Drop from the Damp Cave
=4= Drop from the Termite’s Nest
=7= To the Court of the Setting Sun
=8B= To the Solemn Castle Entrance B
=9a= From after Solemn Castle Throne Room
=10= To the Secured Depths
=PS= Switch to remove all Green path blocking spears
=P1= Combination Puzzle
=B1= Mama Kraken (Boss Fight)
=B2= Minotaur (Boss Fight)
=B3= Minotaur (Boss Fight)
=M2= Location of the area's map. (Talk to the NPC after defeating the Kraken
to get it)
M2 Map covers areas =5=, =6=, =7= & =8= of the guide
=1=
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What an area! I’ve spent WAY too much time down here. The traps are minimal,
with obviously spiked areas that are strangely enticing with their promise of
a shortcut – one I’m all too happy to take after hours already spent here.
The whole place is set up with these path blocking spears that can be swapped
placements by hitting pink square switches on the walls. It’s a slightly
annoying maze, but persistence prevails. Getting the map helps TREMENDOUSLY.
The gray spears can be swapped with the pink switches, the green spears can
ALL be removed by the green switch at =PS= which pretty much opens up the
whole area.
The wall puzzle at =P1= is only a slightly more complicated puzzle than the
similar combination puzzle in the catacombs. Once again, it should be no
problem at all.
Close to =4= on the map, you’ll run into a door and a path that seem
inaccessible, no matter how the switches are played. That is where the drop
from the Termite’s Nest comes in. It is a required drop to go any further
in the game. Unless you do that drop, you won’t be able to get to =10=,
but also, when you drop, make sure the spears are switched to your favor, so
you can get through.
===Enemies===
ENTIRE AREA: Hanging Body, Piranha, Circle Spirit, Polaris, Flame Mask,
Demon Mask, Lethal Bat
BOSS: Mama Kraken, Minotaur (2)
Piranha’s have a VICIOUS submerse-than-jump attack. Even blocking
this can take considerable damage. You’re sometimes better off running
when they dive out of sight. The masks have a blocking technique that makes
them invulnerable. Attacking with a weapon actually GREATLY damages your
weapon and attack spells just waste magic points. They don’t block forever
though. ^_^
Circle spirits can become mostly transparent, and impervious to attacks.
Don’t worry, they can’t stay that way forever. You can nail them when they
come out of it.
The Kraken will be an incredible fight. It will have moves exactly like the
previous bosses, with the addition of a submerse-type temporary retreat move.
Take enough HP from the Kraken, the squid’s “body” will disappear revealing
the creature’s “skull”. The good news is, when you see the skull, the Kraken
is nearing death. The bad news is, it is MUCH QUICKER without that “body”.
The Kraken will drop the Tsunami rapier, a magical sword of water.
The two minotaur fights are activated by examining a wall mounted “shield”
with a cross in it. These are more like sub-bosses, about the strength of
the Kraken, but no where near as many HP – which makes them considerably
easier. Defeating them opens up the wall the shield was on.
Your best weapon of choice for this entire area would be a bow of some sort,
as the Polaris, Demon Mask, Lethal Bat and Hanging Body can’t even be reached
with a sword. Of course, you don’t want to use a bow on the bosses because
you’ll need the defensive properties of a shield.
====== (7) Court of the Setting Sun ======
=6= To the Watery Labyrinth
=8A= To Solemn Castle Entrance A
=P1= Energy Pillars Puzzle
=P2= Shooting Puzzle
=B1= Demon Knight
=B2= Demon Mage
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Is this getting interesting yet? ^_^ Speaking of interesting, there are fake
traps here! They might look like open pits, but you can walk over them as
if they were a normal floor. Weird? Cracked floors will still kill you by
the way.
On your map, at =P1=, it should show a room, but you can’t get into it. You
actually won’t be able to get into the Energy Pillars puzzle room yet...
..but soon. Solving it requires turning all the “pipe dials” to where the
energy can flow from one side to the other. (a fancy connect-the-dots
puzzle.)
Across this entire =7= area, there are these rock/capsule looking devices that
will hurt you if you examine them, but you can smash them with a blunt weapon.
I’m not really sure what is up with these “hurt capsules”. I think there are
4 or 5 of them.
To actually participate in the puzzle for =P2=, you will need arrows for
your bow. You won’t need your bow equipped at the time, but you will need
to have used arrows and have them active in your bow inventory. Simply shoot
through the blades and hit the eye to complete the puzzle.
What does this do? Well, after this, you can walk across that nearby bridge.
Trying to walk across that bridge without completing the puzzle will cause you
to fall to your death.
(just like in real life, shooting a giant eyeball with a bow makes bridges
able to walk across.) *thumbs up*
By the way, I believe a Shiden type (wind magic) sword, and the Black Scar
(fire magic sword) are on this map.
===Enemies===
ENTIRE AREA: Demon Mask, Prophet Moth, Earl, Flame Mask, Lethal Bat,
Para Stool, Gnashing Door, Red Slime
BOSS: Demon Knight, Demon Mage
I thought Earl was a suiting name for this gigantic grey pot bellied monster
with no nose and sporting the latest voodoo skulls fashion. This big fella’
is VERY sensitive to any magic. The bow is still the weapon of choice, as
the Demon Mask, Prophet Moth and Lethal Bat can’t be reached with a sword.
Gnashing Door’s are quite a unique enemy. They look like a regular door until
You try to walk through it, then you have to fight this mouth. Neat!
Red slimes can heal! It doesn’t do them a lot of good though. You should be
strong enough to take them out quickly anyway, and they will have just wasted
a turn.
Para Stools can paralyze you. Do not attack them when they puff up, because
they’ll counter attack with a spray that will stun you.
The Demon Knight and Demon Mage are both EXTREMELY powerful, and are very
strong. Your best bet is to go after the Demon Knight first, as you’ll need
great magic resistance for fighting the mage. The Demon Knight is quick, has
a great deal of life, has a normal attack, charge multi-attack and a VICIOUS
parry. Whatever you do, do not attack him while he’s blocking – he will
counter attack and it is quite a bit stronger than his regular attack (which
is already too strong as is.)
If you’re fighting the mage, and you don’t have a shield with magic defenses,
there is no point in blocking. He uses quite powerful dark magic, and has
a tendency to become invisible like the circle spirits. Just give these guys
all you’ve got! Don’t let up on them in these fights!
Your best bets against these two are a lot of Herbal Liquids set to the L
shortcut, moonstones, a light based attack spell, and fast reflexes.
====== (8) Solemn Castle ======
=6= To the Watery Labyrinth
=7= To the Court of the Setting Sun
=9= To the Solemn Castle Throne Room
=P1= Tetris Anyone? Puzzle
=B1= Minotaur (Boss Fight)
=B2= Goblin (Boss Fight)
=8C= To Solemn Castle Throne Room
=8D= To the Watery Labyrinth
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Comparing this area to the Watery Labyrinth, it’s a lot less surface area, but
there are a great deal of magic crystals here. Most of which give you magic
defense spells, but that’s ok.
Another really good thing, there are no traps! ^_^
The =8C= & =8D= sections of the map can’t be reached until after going through
the Solemn Castle Throne Room.
===Enemies===
ENTIRE AREA: Prophet Moth, Red Slime, Log Stalker, Golem, Para Stool
BOSS: Minotaur, Goblin
Golems look quite intimidating because of their size, but they’re not any more
difficult than the other enemies.
Log Stalkers have the ability to heal, which proves to be a more interesting
fight than the Red Slimes, because Log Stalkers are quite a bit stronger.
I feel like an idiot saying this (an idiot writing a walkthrough for dummies?)
but I can’t remember EXACTLY if the boss at =B1= is a Minotaur or not. It
might be a goblin. Not that it really matters, as the outcome will be the
same. Examining the “shield” with a cross in it on the wall will start the
fight, defeating the enemy will collapse the wall.
The Goblin at =B2= shouldn’t be a problem. It has a charge attack, but other
than that, it is a strong version of a regular enemy.
====== (9) Solemn Castle Throne Room ======
=8= To Solemn Castle (south end)
=8C= To Solemn Castle (corrodor)
=S1= Important Cut Scene
=B1= Great Dragon (Boss Fight)
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This area is the smallest section in the game. I could not find a map
including this area myself, but above is the layout.
Walking into =S1= will trigger an important scene. That nursery rhyme book
wielding gnome is there again, says some things. That bratty prince is there
sayin’ stuff. A few other soldiers too – but this big dragon comes up, and
spouts a massive wall of flame.
After the scene, a great wall of flame will be blocking your path. Actually,
this part stumped me for a little while. The answer lies in (7) The Court of
the Setting Sun. Remember that =P1= Energy Pillar Puzzle room I mentioned
wouldn’t be accessible? Well, backtrack to there and complete that puzzle.
The wall of flame will be gone. Why? Beats me.
There are no traps in this area.
===Enemies===
ENTIRE AREA: Prophet Moth, Red Slime, Log Stalker, Golem, Para Stool
BOSS: Great Dragon
Golems are much more abundant, which is rough on your swords and MP, since
they have a lot of HP.
Upon your return here, you’ll get caught in a gibberish conversation, again,
with the same crowd. (and the dragon just standing there, but there’s a
mortally wounded soldier on the ground.) The dragon will face you, and you’ll
fight it.
For being able to spout flames able to block my path, this Great Dragon is a
walk in the park to defeat. With the same vigorousness I use for any boss,
it was an easy win for me.
Defeating the dragon lands another cut scene, and the dying soldier will say a
few things. (with some sad music playing) After he dies, the path is open to
move forward.
You’ll be able to access another area to the Solemn Castle.
The wall puzzle at =P1= is a puzzle with Tetris type pieces. Basically, fit
all the shaped pieces into the square. The controls will be a little awkward
considering they’re unreadable, but with the option to rotate pieces, X to
cancel, O to accept, it’s not too difficult. Just a few minutes work.
Complete the wall puzzle, and a chest will appear in front of you. Inside it
is a Dragon Crystal.
Following the path will take you to a switch in the Watery Labyrinth that will
remove all the green spears, as well as gain you access to the Secured Depths.
====== (10) Secured Depths ======
=6= To the Watery Labyrinth
=11= To the Tomb of the Protean
=12= To the Sorcerer’s Depths (teleporter)
=13= To the Altar of Ancients (teleporter)
=P1= Shooting Puzzle
=P2= Guardian’s Riddle
=F= Golden Fountain
=MLS= Moonlight Sword
=B1= Atlas Yeti (Boss Fight)
=B2= Atlas Yeti (Boss Fight)
=M3= Location of area map (found on a corpse)
M3 Map covers areas =10=, =11=, & =13= of the guide
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This area was a major breath of fresh air for me since it has changed music,
enemies, and color scheme.
There are these switches that deactivate door bolts. For the most part,
hitting every switch you find will unlock every door. However, some
switches are trap dummies, and will damage you if you hit them.
The fountain at =F= doesn’t need an item to be pure golden water. Drinking
from this immediately replenishes all HP and MP. Flasks filled with this
water are definitely MORE than useful. Honestly, by this time in the game,
the innkeeper at the town is probably charging 1000G per night. Your best
bet is to just recharge here.
The Moonlight Sword is apparently located at =MLS=, according to my
references – which state a “searching man” will give the sword to me, and that
“he won’t give the sword if he’s dead”. (Really?)
However, when I got to that spot, there is fresh corpse. I don’t think it was
something I did, but rather something I didn’t do. My belief is this is where
the DATA CONVERT comes in, something I didn’t apply my first time through the
game. (...considering, the Moonlight Sword is the main weapon in
Additional I)
The Guardian’s Riddle at =P2= drove me absolutely nuts. I could not figure
this one out myself. According to my external references, this wall puzzle
opens the door to the right of it to two different areas. The impossible
thing about this puzzle is there is no way to guess, as there is no prompt
for having the “right answer”.
The hints are in the game itself, one through a poet and one through a saying
on a wall. ...which can’t be read at all by our non-Japanese reading players.
Luckily I’ve got the solution right here.
The puzzle consists of 4 orbs, that can be switched between 5 different
pictures.
Sun (half black, half white)
Moon (half black, half white)
Gust of wind (ornately drawn)
Water droplet (ornately drawn)
Flames (ornately drawn)
Setting the upper right orb to the flame, lower right to moon, lower left to
sun, and upper left to the sun, the door on the right of the puzzle will
lead to a hallway with copper statues that will lead to (12) The Sorcerer’s
Depths.
Setting the upper right orb to the sun, lower right to water, lower left to
wind, and upper left to the moon, the door on the right of the puzzle will
lead to a hallway with silver statues that will lead to (13) The Altar of the
Ancients.
===Enemies===
ENTIRE AREA: Lesser Demon, Dark Gargoyle, Gremlin, Skeleton Warrior
BOSS: Atlas Yeti (2)
The skeletons aren’t too much to worry about. The Dark Gargoyle’s have a very
high attack, and cast magic, but not a lot of HP.
Atlas Yeti’s are slow, very big hairy creatures with a boulder sized mace, but
their attack is ridiculously high. I’m talking if I stood it, I wouldn’t
survive two blocked attacks. Dispose of them quickly or death is around the
corner. Both Yeti fights are via examining “shields” with a cross in them.
Defeating them will open a new area.
====== (11) Tomb of the Protean ======
=10= To the Secured Depths
=B1= Stone Golem (Boss Fight)
=B2= The Jealous Prince (Boss Fight)
=J1= Teleporter that when activated leads to =J2=
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This area has an ominous feel to it, with good reason. I should have referred
to this area as a “gauntlet” of some sort, because that’s exactly what it is.
The traps consist of a few “damage bogs” later in the map, but for the most
part, these “cannon pillars” take care of the rest. Step in front of the
barrel to one of these pillars, and its LOAD GAME time. There are switches on
the walls to rotate these to where you can avoid them completely, but it
requires attention to detail. Watch where you walk!
There are a few rooms that have switches to move the doors. Pay attention
to the map on this guide, as there is more than one way to match up doors.
After defeating the boss, there is a hidden room between the two hallways.
Within that room is a switch that will activate a teleporter at =J1=. All
this does is provide a shortcut out of the area.
===Enemies===
ENTIRE AREA: Flame Gargoyle, Silver Scorpion, Goblin
LATER AREA: Golem Lord, Lesser Demon Mage
BOSS: Stone Golem, The Jealous Prince
The Silver Scorpions are completely impervious to magic, so don’t even try
that. The goblins are just like the sub-bosses in the Solemn Castle, but
now a regular enemy. Golem Lords are quite unique, as they are HIGHLY
resistant to physical attacks and all magic – except one element.
Douse them with a water attack spell, and they melt like butter. However,
even that element will get through that impervious temporary block the have.
The battle with the Stone Golem is pretty much the introduction to fighting
Golem Lords on a regular basis.
In my opinion, the fight with The Jealous Prince is by far the most difficult
fight in the whole game. Probably because he’s wielding the Dark Slayer, the
most powerful anti-light sword in the King’s Field series.
His moves are quite a bit like the Demon Knight boss in the Court of the
Setting Sun, except this guy is quite a bit faster AND stronger. This battle
Will be quite difficult, but after this, you will be able to get that sword!
(I couldn’t pick up the sword right away, but after I left and came back, I
could. I think he has to die first, and he sits holding his wounds for a
while after you defeat him.)
====== (12) The Sorcerer's Depths ======
=10= To the Secured Depths (teleporter)
=A= Star Combination Puzzle and Teleport (1 to 2)
=B= Star Combination Puzzle and Teleport (2 to 3)
=C= Star Combination Puzzle and Teleport (3 to 4)
(1) (2)
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This is by far the most difficult area in the game. Not because I couldn’t
find a map to this area, not because the enemies are harder here than anywhere
else in the game, but the enemy frequency is RIDICULOUS. You will be in a
fight every third step, so it will seem. This is a great place to Level up.
I’m talking, you’ll be Level 60+ in no time.
The only traps are a few cracked floors to watch out for.
The Star Puzzles are all similar, naturally the C version being more difficult
than the A version, but simply turn on all the stars using the right patterns,
and you’ll solve this. The first one might take a few clicks. The last one
might take a few minutes.
You might note the last area is just one little room. Something of great
importance, especially with all the trouble to get here, lies in this room,
right? Actually – there’s a plaque on the wall to read. Reasonable deduction
says what you’re reading is part of a grave.
Reasonable deduction also says to use the shovel in this area... ^_^
===Enemies===
ENTIRE AREA: Deadly High Skeleton, Lesser Demon Knight, Greater Orc, Shell
Dragon, Lesser Demon Mage
LATER AREA: Poltergeist, Blood Psythe
Shell dragons look fierce, but they’re big chickens. (they block a lot, and
its not an impervious block mind you.) They’re extremely resistant to melee
attacks, but melt to any kind of magic.
There’s no boss, and there doesn’t really need to be. The enemies are
stronger here than even in the last area. The Deadly High Skeletons, you’ll
want to throw everything at them, as they’re the strongest enemy down here.
Blood Psythe’s are a close second.
As you progress, the stronger enemies will appear more often.
While the place is relatively barren, the strongest bow in the game is down
here. Also, a few of the rare drops from enemies are definitely worth
having...
====== (13) Altar of Ancients ======
=10= To the Secure Depths (teleporter)
=W= Orb of Ice
=F= Orb of Fire
=P= ...where to place an Orb
=E= Guyra (Final Boss Fight)
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Here it is! The last area of the game! (what is it with Guyra being
associated with futuristic stuff?) It’s a little on the strange side, the
whole point of this area is to collect these Fire and Ice orbs to place these
at the designated =P= spots. (heh, pee spots) so you can avoid walking
through 6 panels of damaging stuff.
..but you can quite easily walk through 5 of the panels, healing respectively
and max your stats right before stepping through the final door – from a few
steps of the areas start. *shrugs*
The cracked floors are back with a vengeance, and also are these areas of fire
and ice which are quite damaging. Picking up the Fire and Ice orbs will
create these traps in their designated areas. I wouldn’t nab the orbs until
you’ve gotten all the other goodies in the area.
There are these different colored symbols on the ground, that if you step in
them, it will activate a fight with a souped-up form of an area enemy. Sounds
cool, right? No, its ridiculous. You’ll be in that fight for 5 minutes.
There is a little “button” on a wall somewhere close to the symbol. Hitting
it (with anything) will break it and deactivate the trap.
===Enemies===
ENTIRE AREA: Lesser Demon Knight, Shell Dragon, Beast of Bloat, Blood Psythe
BOSS: Guyra
Can you believe it? I was never hit by a “beast of bloat” – a white, wrinkly,
bloated bull-dog looking monster. I laugh because it was slow, but I didn’t
want to get hit by it either. It looked pretty mean.
Blood Psythes have very quick attacks. Do not delay with getting the shield
out, or you’ll be eating psythe.
Entering the door where Guyra is, triggers a cut scene. You’ll see the last
of that Travelocity gnome as he gets zapped by some crystal which freezes him
and he shatters into a million pieces. (Do Japanese people do a lot of
drugs?)
The fight with Guyra comes across VERY ominously. The music track gave me the
chills... Actually, he’s not that strong, but has a ridiculous amount of HP.
He breathes fire, so good resistance to that element would be a good idea.
Probably about three-fourths of his life away, he’ll roar, change position and
sprout spikes all over his body. Now when you attack with your sword, it will
hurt you. Not only that, but he’ll attack twice as fast – alternating between
attacks, fire breaths and charged multi-attacks.
It’s a long fight. You might not want to have anything planned to do for the
next 10 minutes at least.
After you defeat him, you’ll see a picture of you standing there, holding the
Dark Slayer, and it will focus on the sword. Later it shows all these people
full of different mixed emotions, and a judge banging a gavel on a pulpit.
Since I can’t read what’s going on, I’m guessing you’re getting charged for
the untimely murder of the bearded midget, and you get to stay out of prison
by donating your Dark Slayer to city hall and by doing 1700 hours of
community service. ^_^
I’m under the impression that there is a different ending, as another source
tells me there is a boss after Guyra. Perhaps with the Moonlight Sword thrown
into the equation, things might turn out quite differently.
I’ll leave that up to you guys to figure out for yourself.
Meanwhile, the staff roll / end credits are nice. King’s Field always had a
knack for EXCELLENT staff roll music.
V. Credits and Acknowledgements
This monsterous thing was typed out by your’s truly:
Tom Eversole
(Known mostly in the King’s Field community as “Hguols”.)
Please don't say that you wrote this yourself.
I’ll put my e-mail on here – please don’t be an idiot with that either.
maunstraut at hotmail or yahoo dot com
^_^
I’d like to thank From Software for making a great game!
I’d like to thank “I don’t know” who made the site at:
http://www002.upp.so-net.ne.jp/trehaos/kfa2/frame.htm
My King’s Field Additional II guide would not be possible without the
additional information (and maps) on Additional II on his site about this
game. #_#
(Well, it would be possible, but it probably wouldn’t be anywhere near as
good. Probably.)
I would like to thank the following sites, text-image.com and glassgiant.com,
for their websites made the text maps on this guide possible.
I’d like to thank John Osborne, my partner in King’s Field related crime,
as well as being the “worlds’ goodest spottir” for correcting my type-o’s,
improper phrase turns and other grammatically incorrect shenanigans.
Thanks to all of you that had an interest in this book-sized walkthrough
which took TOO long to write...
..and last but not least, thanks to GameFAQs for doing what they do
and hosting this.
That is all!