Kingsley's Adventure - complete walkthrough. This third version and final version submitted on 30/6/03. Written by David Walford - d_walford@yahoo.co.uk Thanks to everyone who sent comments by email about the first and second versions of this walkthrough with particular thanks to a couple of contributors (see credits). I now no longer have a copy of the game so this is the final update. You may host this file on your site or redistribute it on a non-commercial basis if you wish. The only new material since the second version of this walkthrough is in sections 11 and 12. This walkthrough only covers the essentials for completing the game and is split into the following sections: 1. Starting out 2. Sea Town 3. First Dungeon 4. Poorluck Village 5. Second Dungeon 6. Rosary Village 7. Third dungeon 8. Aphasia 9. Fourth dungeon 10. The Dark Knights and Bad Custard 11. Hints, tips, secrets and bugs. 12. Other Kingsley's adventure resources 13. Credits 1. Starting out: After talking to Adeline you will be given a shield. As you leave the first room you will see a set of stairs going down, at the bottom of the stairs you will meet Wrinkle. After a short conversation proceed directly ahead to enter the training area. The first room contains a couple of jumps which you have to pass, at the end of this room you will receive a dagger and a bow with no arrows. The next room tests your combat skills, attack the Drill Sergeant until his energy runs out and you can go on to the next area. Although you take no damage from the Sergeant, if you get hit too many times you will be reminded to use your shield to block attacks. Turn left as you exit the room to get ten arrows for your bow. Follow the passage until you reach the moving targets then equip your bow. You have to shoot both targets to open the door to the next set. However, if you try to get too close to the targets a barrier will appear which hides them. Holding the view button (R1 by default) will help you to aim at the targets. If you run out of arrows head back to where you first got them to get ten more, but note that arrows only reappear when you have none left. In the second room you only have one target to hit but it is partially obscured most of the time, if you have problems hitting it try firing a little sooner than usual. It takes about half a second for your arrows to reach the target at even this short distance so aim where you expect the target to be in half a second or thereabouts. When you do hit the target, a wall will drop to reveal the red cherry key. Take the key and head back the way you came in then turn left when you reach the corridor, use the key (Square button by default) at the red square keyhole to open the door then go through to the next area. Use the switch on the wall and the door will open. In the next room there is a large stone block which you can grab hold of by standing pressed against it and holding block (Circle button by default), if you continue to hold the block button and press up or down you can push or pull it. Move the block to the square grey section of ground with a picture of a keyhole and the next door will open. Step on the switch in the next room and quickly run through the door which opens before it closes. You will then have your weapons taken away, walk into the green warp tube. You will warp to another room outside the training area. Talk to Wrinkle again to get the dagger then go down the corridor behind him. Turn left at the fountain and walk ahead to find King Marius and Queen Angelica then talk to either of them. You will be given a key to the basement which can be accessed via the library. To reach the library head back the way you came and go left at the fountain, then walk ahead and follow the trail of books. Once in the library jump down and open the door with the key you were given, the chest here contains a heart which restores some of your health. In the basement there are six doorways, some of which will be sealed off. Go in the far doorway on the right, take the green apple key but watch out for spiders which take two hits to kill. If you kill any spiders more will shortly arrive from the ceiling to take their place. When you come back out through the doorway you will see the green keyhole straight ahead, use the key and go through the doorway which opens. Turn left and use the switch on the pillar. Head back out the way you came in then turn right, go ahead and take the last doorway on the left before you leave the basement. Climb the steps and jump in the foxhole to get to Sea Town. 2. Sea Town: Head right as you exit the foxhole, enter the second building on the left which is shaped like a barrel and has a pyramid of six barrels near the door. Jump over the counter and talk to Briny Jim. A secret passage will then open, go through it. In the next area, if you hold the aim button (R1 by default) and look to your left and up you can see the lighthouse which you need to get to, follow the path which you start on to reach it. Head down the steps inside the lighthouse. 3. First Dungeon: Now you are in the first dungeon. Ahead of you is a fish person who will attack you, as long as you are facing him and holding down the block button you can't be harmed. Try attacking after successfully blocking an attack, your opponent can block attacks too so it may take a few tries until you get a hit. Next you have to time your run past two fixed cannons which fire at you. Watch out for the crab which heads towards you as you approach the second cannon, two hits will finish it. Next there is another cannon firing over a square pool of water with a crab in it followed by a lobster then another fish person, after this you will reach the next area. The easiest way to make the jump over the water past the swinging anchor is to jump from a position close to either the left or right wall rather than midway between the two. After two more cannons and a crab there is another anchor to jump past, beware of the crab who can leap over the gap to get you. After encountering another fish person you will reach the next area. Head down the corridor ignoring the slopes to the left and right for the moment. You will encounter two fish men then a lizard with a trident, the lizard can be beaten in the same way as the fish men. From where you came in to this area go to the first slope up on the left, walk up until the barrel starts to move then run out of the way. There is a switch behind where the barrel was which you need to press. The next slope down on the left has a switch at the bottom, press it and move away quickly as a barrel will roll down from the slope above. The last slope up on the left has a barrel which behaves as the first one did, having pressed all three switches the door at the end will open allowing you to go to the next area. Wait until the moving barrel is at the top of the slope then run down behind it, jumping over the pool of water and then standing in the gap to the right. Wait until the next barrel passes to the left then go right, jump over the pool of water to reach the next safe gap which will be on your left this time. There is a restart point in this gap. For the final barrel, wait until it has passed to the right then head left. Jump over the pool of water and continue up the slope to reach the next area. There are two ways to get past the jumps with the firing cannons. You can keep running and take a few hits or carefully position yourself after each jump to avoid the cannon balls, watch out because the final platform gives you very little space to do this. Four hits will beat the club whale after the platforms, then head into the green pipe for the next area. Follow the spiral path down, move quickly as rolling rocks will follow you and watch out for the two gaps on the way down. You will also encounter a trident lizard then a crab which you can run past, if you stop to fight you will probably take damage from the rock chasing you. Occasionally side-stepping (L2 and R2 for left and right respectively by default) while running forwards and turning can help you to get down the path faster. At the bottom of the spiral path jump on the lilo to go to the next section. Jump off the lilo and follow the path until you reach the alcove with a crab and chest on your right. Wait until you see a barrel go past then continue up the slope, stick to either side as you go and you might be able to avoid further barrels. There is another crab before you come to a gap which you need to jump over. After this gap there is one more crab then the end of the path which has a restart point and a green tube that warps you to the next area. Having taken the warp tube turn around and run down the slope, a barrel will begin to follow you. Watch out for the first two jumps you have to make. Next there will be a narrow plank to cross, as long as you try to keep in the middle of the slope on the way down it's unlikely you'll need to stop and line up for it. After the next jump there is a club whale, the barrels will head off the slope just before this so you can fight it without getting crushed by moving barrels. Get on the lilo to head for the next area. Now you will arrived at the first boss encounter. Head to the centre of the island to meet Captain Gallagher. He has two methods of attack. If he tries to attack with his sword you can block then counter attack, after a few hits he will jump to one of the raised platforms around the island. From here he will fire some cannon balls, you can't block these so will have to dodge them by strafing (L2 and R2 by default) instead. After a few shots he will jump back to the centre in an attempt to crush you, move away just after he starts his jump and he'll miss you. Attack him at close range again, he is especially vulnerable after landing if he fails to crush you. If you do get hurt there are some hearts in the water surrounding the island. Once you defeat him a platform will rise, follow the trail of coins to reach the boat and finish the dungeon. You will return to Sea Town where Briny Jim gives you armour and an axe, head back to the foxhole to return to Carrot Castle. 4. Poorluck Village: Head out of the basement and through the library then turn left and go ahead, turn right when you reach the fountain. Talk to Queen Angelica or King Marius and they will open the door at the other end of the room. Turn around and keep walking ahead until you go through the door which takes you to the Castle Grounds. Go right at the sundial and through the gate, jump into the foxhole to reach Poorluck Village. After talking to Jacques look to your right and you will see some footprints on the ground, follow these and enter the dragon's cave. 5. Second Dungeon: The first room is almost symmetrical, there are two switches you need to press to make the flames blocking the exit stop so you can pass safely. Head up the steps to you left or right then avoid the four periodic spurts of flame on the way to the switch. Press the switch then do the same for the other side of the room. When you have pressed both switches you can safely leave this room. In the next room climb the steps to your left and step on the floor switch on the pillar. You can't climb up the right set of steps to get the red cherry key which appears, you have to jump across from the switch to reach it before it disappears. If you fail to reach it in time step on the floor switch again to make it reappear. Use the red cherry key on the keyhole to open the door to the next area. Head straight ahead around the raised section and you should see a transparent purple grape key up a couple of steps. The raised section you see when first entering this room has a floor switch at each end, go to either end and jump up on to the first one then quickly run to the other end and stand on the second. This will cause the purple grape key to appear where the transparent one was earlier, go and pick it up but watch out for the three spiders which come down from the ceiling. If you head left from where you came into this room you will find a gap to head through. Take the path to the left, follow it until you reach a floor switch. Step on it then go back following the left wall, just past the statue you saw on the way in is another floor switch. Step on it and if you got here fast enough a door will have opened on your right as you head back past the statue. Go through the door before it closes. Now you find yourself in a room which is rectangular and made up of dips in the floor, it is three dips wide by four dips long. Walk into the first dip and you will hear a buzzing noise and notice the floor light up green. Go to the dip on your right until that one lights up green too. Turn left and walk across the next three dips, make sure each one is lit in green. Turn left and walk over the next two dips which are now ahead of you. Turn left again and walk to the next dip. Turn left and walk to the next dip then turn right. Walk into the next dip, turn right, then turn left to face the last dip you need to walk to. Taking a different route will cause a dip to light up red, if this happens you will need to return to the dip nearest to the door and start again. Do this successfully and the six platforms in the room will lower, once you take the yellow pineapple key the door will open and you can leave the room the way you came in. Walk to the green pipe and you'll return to the room where you found the purple grape key. At the other end of the room to the gap is the yellow pineapple keyhole, use the pineapple key here. The next room contains two pigs who ambush you as you approach the door, block then counter attack with three hits each to beat them. Use the purple grape key on the keyhole to open the door then walk to the green pipe to be taken to the next area. The next section is probably the most demanding so far. You can't jump as far from a standing start as you can while moving, though if you tap forwards then hold forwards and jump this gives the same jump distance as a running jump. If you fall off the platforms go ahead to the next paragraph to find how to safely get back to the start. You have to leap across several narrows platforms which are not only sloping in places but also slippery if covered in green slime. To stop sliding when you land from the first jump don't press any direction buttons after landing and you'll slide to a halt. Move a few steps at a time to avoid running too fast along the ledge and falling off. The next three jumps are made easier if you hold down or pull back on the stick just before you land, this will make you jumps slightly shorter so you don't overshoot. Go along the ledge then take the next jump and turn right. Try to land on the flat sections of the next platforms, don't panic if you find yourself sliding sideways as you'll stop before you reach the edge unless you landed on the steepest section of the slope. If you still think you might slide off, side-step away from the edge (L2 and R2 by default) instead of trying to turn and run. After these three platforms there is a restart point. When you fall to the floor you will probably be attacked by a pig either straight away or as you try to return to the start. There are seven in total on the floor, as they are spread out you could possibly take them out one at a time from the start. There are also a few hearts to be found on the floor if you explore a bit. As falling off most platforms doesn't hurt you, if you are having trouble with the platform sections I suggest taking out all the pigs first then you can make platforming mistakes at your leisure. When on the floor, flashing arrows will help direct you to some steps so that you can get back to the slimy platforms again. If you prefer to run from the pigs rather than fight, watch out because not only can they climb steps they can also jump over platforms. From the restart point you will be jumping head on into a sloped platform. Release forwards after landing and you can carefully step forwards until you reach the narrow ledge on top of the slope, from here you can take your time lining up for the next jump to the right. Alternatively, turn right when you land and use the side-step buttons to compensate for sliding down the slope as you line up your next jump. After walking along the next ledge you will reach a slimy slope, jump on and keep running forwards even while coming down the other side. Jump just before the end on to the next platform. Follow this platform then jump onto the ledge which has a slime trail running down a wall near a corner. Now a floating cloud will appear which allows you to return to the ledge should you fall off during the next section. Getting onto the first platform from here is easy, the next platform is smaller so try not to land too far forwards or else you'll slide off. Only the nearest half of the next plaform is flat so aim to land there and step backwards if you land on the slope. Aim for the larger left hand side section of the next platform, it is possible to land on the flat section but if you overshoot backflip up the slope to reach it. Don't forget you can shorten a jump by letting go of forwards or holding backwards while in the air after starting the jump. The next platform is cross-shaped, only the centre of the cross is not sloped so take your time to line up correctly for this jump. There's very little space to take a run up without sliding off but just one step is all you need to do a running jump instead of a standing one. Side-stepping after you land can also help correct errors and stop you sliding off the sides of platforms. The next platform is sloped but not covered in slime so you won't fall off if you don't quite hit the flat section. If you can get on the flat section of the next slimy platform one more jump will get you to a large slimy platform with a fair amount of flat or gently sloped sections to land on. This platform has slopes on either side and two holes in the center. Side-step right up the slope while moving forwards to pass the first hole. If your health is low you might want to risk running up towards the paw icon so you can restart there if you die. If you've already killed the pigs, apart from leaping off the top of high slopes or falling into some lava later on nothing else can harm you so you might not want to risk reaching the restart point. Instead, side-step left up slope and move forwards to pass the second hole. From here there is a small flat slimy platform to jump on to, next jump on to the top of the grey wall ahead but be careful not to overshoot and fall in the lava. Follow the coins round the edge of the wall and jump onto the cloud. Wait until it has stopped moving then jump off it towards the next section of platform which has small wall in the middle. Walk round this wall and face the next platform. If the camera zooms in very close due to the wall use the view change button (L1 by default) to switch to a higher viewpoint. As long as you back isn't pressed up against the wall you should be able to see where you're going and have enough space for a short run up. Jump to the slimy platform then to the non-slimy one which has a coin on it and go through the green pipe to reach the next area. Turn left and defeat the spider (you can kick it into the lava to kill it), continue through the gap in the wall and you'll discover an organ with notes of various colours on the keys. Step on the keys in the following order; blue, green, purple, brown, pink, then grey. This will cause some steps to appear, jump up them and continue ahead. Now you'll be in a room where you can see three swinging pendulums. Go to the right and jump onto the slimy slope. At the bottom walk across the stones floating in the lava avoiding the periodic bursts of flame from the right, if you stop when moving between stones you will fall in the lava. After the restart point proceed across the next set of floating stones as you did for the first set. Up the slope you can knock the pig which attacks you into the lava by attacking when it blocks or beat it in the usual manner. Just before the pig you will see a platform to your left, jump on here and pass the three swinging pendulums to reach the green apple key. Head back to the other end of the platform and turn left after jumping off. Use the green apple key for the door at the top of the slope and go through it. Climb up the steps ahead of you until you reach the restart point. Turn left and you will see a moving cloud with the yellow banana key on it. If you jump from the very edge while running you can overshoot the cloud so take a run and jump a couple of steps before the edge. Remember that the cloud will still be moving while you're in the air so jump shortly before it will reach a position directly ahead of you. Once you get the key, jump ahead again then go right to reach the organ again. Past the organ you will see a trail of coins which lead you to the yellow banana keyhole, open this door and go through. The next room contains a troll, block his attacks then counter attack with four hits to finish him. Press the switch next to the door ahead of you to open it, walk to the green pipe behind it for the next area. You will see the orange pineapple key trapped in a cage, proceed ahead and jump the first lava pit. Watch out for the spiders which come down, you can avoid them if you quickly jump over the next lava pit. After fighting the pig you will see another lava pit and a pendulum around the corner, past these the first set of flames can be jumped but for the next set you will have to run through when the spurts become shorter. Around the corner from the pig is the red cherry key, take this and return to the cage with the orange pineapple key. Watch out because some of the platforms and hazards will be slightly different on the return journey, don't try and pass the flames in a single jump but instead jump onto the raised section and then jump off it as you go forwards. As you come towards the cage which contains the orange pineapple key the red cherry keyhole is on the right, use the key to lower the wall and reveal a switch. Pressing this switch releases two pigs behind you but these won't attack until you get close. If you go to the section which has opened up behind you there are some hearts in one of the chests. Head back to where you got the red cherry key to operate the switch which lifts the cage, then go back to get the orange pineapple key. Turn left and use it in the orange pineapple keyhole then go through to the next section via the green pipe. The next room contains two pigs. Having dealt with them, look for the four floor switches. Step on any floor switch then run over the remaining three switches in any order as quickly as possible, as soon as you activate the last one run to the center of the room and jump onto the lowered platform to get the yellow banana key. Use this key to open the door at the opposite end of the room to the entrance and go through. Follow the firefly and it will eventually lead you to a switch, but watch out for the pig on the way. Press the switch and quickly head back the way you came, you will see a door which has opened on the left and another pig. This is a timed door so should it close before you reach it go back and press the switch again for another try. Watch out for the troll through the next door, if you go right after the troll you will see a switch. You'll need to use this switch later to re-open the door which you came in by. Turn around then go ahead then left and head through the gap in the wall. In the next room you will find Tartrazine trapped in a cage at the far end of the room, press the switch on the nearby wall to free him and he'll give you the purple grape key. Head back to the room with the four floor switches, press the switch near the troll to open the door on the way. Beat the two pigs then use the key with the purple grape keyhole which is on the left wall as you come in to the room with four floor switches. Go past the two stone pendulums at the same time as there is no safe gap between them. After the next set of steps you'll find a pig then a troll round the corner afterwards. Past the troll the red cherry key is on a platform in some lava. Back around the corner is the red cherry keyhole, use the key and head through the door but be prepared for a troll to attack almost immediately. Head round the next corner and you'll go to the next area where you encounter Snuff the Dragon. As long as you keep moving Snuff's long range fireball attacks normally miss unless you are heading directly towards him, these fireballs cannot be blocked with your shield. You need to get close to attack, so use the side-step buttons while running towards him to avoid fireballs. At close range he can attack you with a knife and fork, press the block button as soon as you see him start to swing them at you then counter attack. If your health drops there is a heart on the table which can be reached by jumping on to the chair at the other end of the table first, this heart will reappear from time to time. Having beaten snuff you will receive a knife and fork, a passage will open up behind the chair at the end of the table. Head through the passage. Go up the steps past the pyramid of barrels near Tartrazine, talk to Nando and a door will open up by the bottom of the steps. Through this door you will find a conveyor belt. There are five switches to press, four are fairly simple to reach if you use the side-step buttons when trying to line up jumps from the conveyor belt. The switch on the raised platform at the far end of the conveyor belt can't be reached by jumping off the conveyor belt alone. What you need to do is get on a box, just jump straight up in front of one and by the time you land it will be underneath you. This will give you the extra height needed to make the jump, now the conveyor belt will reverse and you can ride it to the exit. 6. Rosary Village: Leave the room after talking to Lucy. You will be taken to the blacksmith where the knife and fork are made into a sword and you are given a pair of gloves. Go back to the castle through the foxhole and speak to the King or Queen. Another gate will open in the castle grounds so you can reach a foxhole which will take you to Rosary village. After talking to Adam, follow the path to the right and enter the first building on your left which has a giant coffee pot outside. Talk to Hera the cow and she will give you a cup of coffee. Head back outside and follow the path back the way you came, when you reach a fork in the path you should see Tufnutt the seagull on the right. Talk to him and you'll use the coffee to wake him up, enter the door which he opens for you. Inside the building you'll find Sober Sid the mayor, talk to him and he'll give you the password to enter the monastery. Leave the building and take the other fork in the path you were on earlier, this will take you up the hill to the monastery. Talk to Hopgood who is outside and he'll open the door for you. Inside the monastery head to the right after talking to Ivan. You'll go past Tim, when you reach the organ turn left and you'll find Abbot Harry who gives you the purple grape key after you talk to him. Head back towards Ivan, turn right when you reach him and you should see the purple grape keyhole on one of the brewing machines. This opens the way to the catacombs, the entrance is close to Tim. Inside the catacombs you will need to find three herbs to make a cure for the poisoned beer. 7. Third Dungeon: The first room you'll find yourself in contains four beetles, these are similar to the spiders which attack you but they take three hits to kill. Go straight ahead through any of the archways to reach the next room. This room contains three exits, one to the left, one to the right, and one directly ahead. You can complete the rooms beyond these exits in any order. If you went left there will be three rhinos, you can block their attacks but it will take five hits to kill each one. Try to keep in one position as you attack and defend, if you move around too much you may find yourself attacked by more than one rhino at once. Having beaten them you'll need to open the cage in the corner which has a green herb inside. If you look on the floor you'll see three coloured sections with keyholes on them. The largest is four squares by four and lit in red, another is lit in green and three by three, while the smallest is lit in purple and only two by two. There are also three movable blocks with handles on all sides, you can grab these by holding the block button (circle by default) when next to them then push or pull with backwards and forwards. These three blocks are different sizes which correspond to the size of the three lit areas on the floor, drag each block over the same size lighted floor area. When you put a block over the correct area fully it will pulsate, once all three blocks are in place the gate in the corner will open and you can get the green herb. Head back through the door you entered this room by. If you went directly ahead there will always be a few beetles in this room, when you kill them more keep on appearing so ignore them unless they get close enough to be a threat. One of the pools of green goo will have a single small square platform sticking out of it with a beetle on top, jump on this platform and kick the beetle into the goo as soon as you land. Another platform will rise with a beetle on, get on this platform and another will rise. Keep jumping onto the platforms that rise and eventually you'll reach a floor switch on a bigger platform, there is a restart point partway through the platform sequence. Step on the floor switch to open the cage which contains the purple herb, head back via the platforms and look for another area of green goo which has three barrels floating in it. Jump from barrel to barrel to reach the purple herb in the cage, take the key then head back through where you entered this area. If you went right the room will contain two apes and each one takes four hits to kill. Next to the one which is on the left as you enter you'll see six coloured circular switches on the bottom of stone pillars. Press these four switches in the following order; purple, red, blue, yellow. This will lower the platform at the far side of the room which has the pale orange herb on it, take the herb and exit the room through the way you came in by. Having collecting all three herbs and returned to the centre room you'll find Tim, after a short conversation he will transform into a demon which looks like a bat. He has three methods of attack. To start with he'll run up to you and try to hit you at close range, you can block these attacks then counter attack. After a couple of hits he will start to fly round the room, occasionally stopping to fire a long range energy attack at you. Try and follow him round, use the side-step buttons while running to avoid the long range attacks as your shield can't block them. After a couple of long range attacks you will see him close up his wings, this is his preparation for a ramming attack. Hold the block button and he'll ram your shield, this leaves him dazed for a moment so you can attack him. Having beaten him head through the exit which opens, in the next room head up the steps which have appeared but watch out for the rhino. After talking to Abbot Harry you will be given some boots and a crossbow, head back to carrot castle through the foxhole in Rosary village. 8. Aphasia: In carrot castle, talk to the king or queen and they will open up a foxhole to Aphasia in the castle grounds. Head back to the grounds and through the new foxhole then look for Cornflour the wizard nearby. Talk to him and he'll open the door to the nearby castle ruins, head inside there. 9. Forth Dungeon: This is the biggest dungeon in the game and you can't save again until you've beaten the whole thing. Personally, I found this to be the hardest dungeon in the game. Pay close attention to the sound effects as you enter new areas as they often let you know of immediate or future dangers. Follow the ledge round and run past the first spiked pusher. Before the second spiked pusher is a rat. You can beat it with a few sword hits, by hitting it into the path of a spiked pusher or by hitting it off the edge of the ledge. Go past the second spiked pusher and follow the stairs down, you will encounter two more rats some distance apart before the room exit. If you have trouble beating them in a straight fight try and knock them off the ledges, environmental hazards such as falls or pits hurt them too. However, should an opponent drop a useful item when they die you'll often not be able to reach it safely if you killed them by knocking them off a high ledge or into a slime pit. For the moment, ignore the platform in the next room and run forwards to drop down to the lower level off the first ledge. Run straight ahead from where you come in and run off the ledge rather than jumping otherwise you'll lose some energy. Go straight ahead jumping over the slime pits to reach the switch on the wall at the far end of the room but watch out for the scorpions. They take three hits to kill or you can try and knock them back into the slime pits which will kill them instantly. You will also see and hear some arrow pipes, these fire arrows in a straight line at regular intervals perpendicular to the wall on which they are mounted. It can be hard to see when an arrow is being fired from one but the sound effects should help you time your movements past them. Having hit the switch on the far wall a door will open to your right, go through it. The next room will introduce you to archers. Archers can hit static targets with perfectly consistent accuracy as long as they are on the same elevation, though they can't aim up or down (thanks to Dave Taylor for that tip). Archers can also see you as soon as it is possible for you to see them and will start attacking immediately with infinite arrows. However, if you keep moving or get another object in the line of fire you are usually safe from attack and archers always stay fixed at their starting position. The key to beating archers is being comfortable with using the first-person view to aim your arrows while side-stepping to avoid theirs, three arrow hits will defeat an archer. One oddity of your bow is that if you fire an arrow at a scorpion or other ground-crawling opponent they will be thrown backwards from the direction they were facing regardless of where the arrow actually hit them. Switch to your bow and run straight forwards until you are standing over the semi-transparent rotating arrow icon, if you ran straight forwards without turning you should now be facing perpendicular to the slime pit. Immediately switch to first-person view (R1 by default) then hold side-step left (L2 by default) while still in first-person view. Ahead of you will see some archers who are partially hidden by a wall, line up your crosshairs just above this wall. Now all you have to do is adjust the crosshairs sideways until the archers are in your sights then fire away, constantly side-stepping to minimise the chances of getting hit yourself. If you run out of arrows, side-step past the middle of the room and you will hit the arrow recharge icon which will restore your ammunition to 10. The arrow recharge icon can be used as many times as you like to restock but will only work when you have no arrows left. Having defeated the archers you will see a couple of targets, one on the left and one on the right, behind the wall which the archers were using for cover. Shoot both of them to reveal a third target, hit this target then take the coin which has appeared next to the middle pit to open it. You can now get the yellow banana key but there is a scorpion in the pit too, having got the key leave the room by the way you came in. Go to the opposite end of the room from the wall switch, watching out for the scorpions, then take the lift which comes down automatically. You now have to jump past five swinging blades to reach the yellow banana keyhole at the other end of the room, the first two are most difficult. Position yourself to either side of the platform rather than jumping from the dead centre and you will have slightly longer before the blades swings back as you jump the gaps. Use the yellow banana key in the keyhole to open a door to the next area. Go straight ahead when you enter the room past the spiked pushers, there are a couple of scorpions near the closed door at the far end of this section. To your left are some targets you need to hit, if you run out of arrows a semi-transparent arrow recharge icon can be found to the right. The targets on the left have a couple of swinging blades which often block your shot so careful timing is required. I find it easiest to hit the left target when the closest blade has just swung past to the left and the right target when the furthest blade has just swung past to the right. Hit all three and a pit behind you will have opened revealing a switch in a slime pit. Jump onto the switch, only a short jump is required or you may overshoot, and the nearby door will open. Go through this door to the next area. The next room is a long corridor with several platforms raised out of a slime pit plus four swinging blades. Make your way to the far end of the corridor, watch out for the arrow pipes on the way and the lone scorpion. Each swinging blade has a target on the back and you need to shoot all four to open a hidden door at the far end of the corridor, behind this door are two archers who attack immediately. There is also an arrow recharge at the far end of the corridor, even if you can't see the furthest targets you can still hit them if you aim down the center of the corridor. Shoot three targets, go to the bottom of the steps near the arrow recharge and shoot the final target. When the hidden door opens the archers will fire over your head and you should have enough arrows to kill them both without needing to use the arrow recharge again (thanks again to Dave Taylor for this tip). Having beaten the archers press the left switch at the end of the corridor and quickly follow the platforms back towards the other end. Go where the gate is open on the left hand side of the final platform and use the floor switch to open the exit to this room. If you were not fast enough the gate will be closed and you will need to go back and use the left switch again for another try. In the next area go down the steps then turn right, press the switch on the left wall. Turn around and head forwards then take the last set of steps on your left near the orange pineapple keyhole. Jump across the platforms in the slime and press the switch on the wall, the wall will drop and reveal a restart point. The next section has a number of floor pads spread over a slime pit, you will need to quickly jump on them all to reach the other side and open the next door. The timer will not start until you leave the first floorpad so take time to line up your first jump carefully. Press the switch on the wall as you enter the next area. Follow the left wall past the green apple keyhole and press another wall switch, there is also an arrow recharge icon here. If you look up you will see a bat flying around carrying the green apple key, shoot the bat with an arrow and it will drop the key which you can use to get to the next section. Behind the green apple keyhole door shoot the target behind the swinging blade, if you stand too close a wall will rise to prevent you hitting the target. Down the corridor is a pig which can be easily beaten from a distance using eight arrows or you can use your sword at close range. Press both switches then head through the gate which has opened and turn right, shoot the target with an arrow through one of the gaps in the wooden grate. Turn around and head down the corridor, the orange pineapple key will be on your right shortly followed by the orange pineapple keyhole, use the key and go to the next area. Follow the ledge round and take the red cherry key. This will cause the ledge behind you to change, jump in the direction of the trail of coins to fall down to the floor below. If you follow the coins accurately you should land on a cog which will just stop you falling far enough to take any damage. To the right of the cog there is a big pig on a platform raised out of the slime, jump across to it and defeat the rhino then jump to the platform which has a floor switch and a scorpion on it. Step on the floor pad, then heading back towards the cog there is a wall switch which activates a lift that takes you back up to the ledge. Go past the swinging blade towards where the red cherry key was and step on the floor pad which has appeared, follow the ledge back round past the three swinging blades and use the key in the red cherry keyhole to reach the next area. In the next room head down the corridor, turn right, and jump over the slime pit. There is an arrow recharge icon and a wall switch, press the switch and a door will open behind you plus a rat guard will appear on the other side of the slime pit. Defeat the rat guard, behind it is a target guarded by three swinging blades. Shoot the target to open a wall to your left. The next area has some platforms over a long slime pit plus some fans which will blow you sideways towards the slime at a rate slightly slower than your side-stepping speed. If you face directly down the corridor and aim to land on the right side of the first platform this will give you time to start side-stepping to compensate for the effect of the fan before it blows you into the slime. You can still move forwards while side-stepping so head towards the next platform; this one will blow you towards the right, on the next platform you will be blown to the left then the platform at the far end of the corridor is safe to stand still in. If you have trouble passing the three fans in one go there is a tiny safe spot at the far tip of each platform where the fan won't affect you, this won't leave you with much room for error as you run up to jump to the next platform though. Once you reach the far platform step on the floor pad then head back towards the arrow recharge, note that there are no spots safe from the fans on the way back from which you can line up a jump to the next platform. Defeat the rat guard near the arrow recharge and head through the opening to the left, head down the passage and collect the yellow banana key. Turn round to defeat the statue which comes to life when you take the key. Use the key in the yellow banana keyhole which is near the wall switch to reach the next area. The next room has a bat flying around which is carrying an arrow, shoot the bat when the arrow is directly over the centre of the target marked on the floor. Should you run out of arrows, a recharge icon can be found on the far side of the room. Once the arrow has dropped on the target the floor will rise and a bridge will lower, jump from the highest part of the floor to reach the bridge to the next area. Use your bow in the first person view as you enter the next room and you will see an archer ahead and to the left, shoot back while side-stepping and if you run out of arrows there is a recharge icon to your right. Having beaten the archer, shoot the target high up on the left wall and jump on the platform which moves across from the other side of the room. Shoot the target again once on the platform to be taken to the other side, make sure you have a full set of arrows beforehand. On the other side, switch to first person view shortly after turning right and defeat the next archer. Another target on a wall will start the next two platforms moving, jump on the first one then jump to the second just before they meet. Leave the second platform as it reaches the other side then go past the platform with the restart point, switch to first person and there are two rat archers to defeat. If you don't have many arrows, take one out at long range then finish the other at close range or collect more arrows from the recharge behind them. Hit the target, now a set of three suspended platforms will be moving and jumping between them will take you to the other side. While on the platforms an archer may occasionally shoot at you, because you are moving most shots will miss but if you fancy returning fire try using the rope supports for cover. Once on the other side defeat the archer if you haven't already done so and head to the arrow recharge nearby. As soon as you jump on the nearby moving platform shoot the target on the far wall and a door to the left will open. It takes some time to open and closes after it is fully open, if you time your shot right it should be almost fully open as the platform reaches it. Jump through the door to reach the next area. The next room involves several jumps that require precise timing. As you enter the room head left and push the block with the pawprints as far forwards as it will go, turn around and head up the staircase. Jump across the platforms past the swinging blade, there is a restart point on the other side near the block which you pushed earlier. Follow the next set of stairs up and push the block forwards watching out for the rat who will attack from the left, defeat it then jump across the next set of platforms and you will reach another restart point. If you have at least three arrows left look left while on the first platform, you'll see an archer who you can shoot but he can't shoot you due to the height difference. After the restart point go up the stairs and push the block, if you didn't kill it earlier switch to arrows then move to the arrow recharge point and shoot the archer who is in the direction of the moving platform. Jump off the platform at the other side then onto the ledge and head round to find another block to push, this time a big pig is hiding to the right but won't attack you as quickly as the rat guard did earlier. Jump onto the platform and then to the next set of steps, push the block and watch out for the rat from the left. Push the next block as far as it will go then pull the next one all the way out to clear the passage to the next area. This area contains a few archers, two stationary plus two on moving platforms, but apart from that it's mostly a matter of timing jumps between moving platforms precisely. The first archer can be seen towards the left as you stand at the arrow recharge near the entrance and the second if you look right while at the edge in first person view. You can shoot the second archer without being hit yourself, the next couple of archers on the moving platforms are tricky to hit as you'll be moving but equally they will rarely be able to hit you. Make your way across the moving platforms, recharging at every available arrow recharge point, and shoot the two targets on the wall at the end to lower the drawbridge to the next area. You will need to collect four keys in the next area while avoiding some crushing rollers which move around in a set pattern. There are safe spots to stand in next to each of the four keyholes, pick any slope and head up it as soon as the roller has gone past in the other direction. There is a key in each of the four corners so head round and collect them all, always keep moving. If a roller is coming towards you as you head for the corner side-step down the slope while still moving forwards then step back up once it has passed, when you reach the key wait for a moment until the next roller passes then follow it as it heads back. This roller will rebound off another wall and head back towards you before you reach the key so be prepared to side-step down the slope. Continue heading round avoiding rollers and waiting after collecting keys until the next one passes, when you have all four keys head back down to the centre of the room. Use the keys in the correct holes and the exit will open up the slope between the green apple and purple grape keyholes, wait until the roller has passed in the other direction before running up and taking the steps to the next area. As you enter the room there is a big pig which can be knocked into the slime, behind it is a wooden platform with an arrow recharge. Jump on the platform and shoot the target high up on the wall ahead of you to make the platform rise and rotate, jump off the platform and follow the ledge until it goes left at which point you should face right to shoot the archer. Oddly, this archer shoots in a fixed direction regardless of where you are, so get out of the line of fire then shoot at your leisure. As soon as you shoot the target above the archer the platform will move again so line up your shot and head back for the platform the moment you fire the arrow. When the platform has finished moving jump to the next ledge and beware of the big pig immediately to your left, having defeated it follow the ledge until you see another target. As before, hitting this target will move the platform so stand as close to the platform as possible while still being able to see the target before firing. When the platform has risen there is another big pig immediately to your left as you jump to the next ledge, press the wall switch nearby and head through the door which has opened to the next area. Follow the spiral staircase up and take the green warp, walk forwards and you will meet Reggie who can only be hurt by close range attacks. He has three attacks; a shockwave, lightning blast, and a close range attack. Generally if you are far away he will use a shockwave, only the close range attack can be blocked by your shield. The shockwave moves out from him in an expanding ring so move towards him and jump as the ring approaches you to avoid it. If he is lining up for a lightning attack side-step away once his aim is fixed then attack him from behind or the side. Each time you do some damage he will teleport away, there are hearts at opposite sides of the room which regenerate after a short time should you need energy. The best time to get hearts is just after he teleports away but you will often be hit by a shockwave heading towards the edge of the room. Try and keep to the middle where you can best see where he teleports to and only go for the hearts if your health is very low, when his health is low enough he will stop teleporting and only use his close range attack which you can block with your shield. Once you have defeated Reggie a door will open at the end of a room, follow Bad Custard through the teleport to finish the dungeon. 10. The Dark Knights and Bad Custard: The first dark knight is in Sea Town. You will need the gloves which you are given after beating Snuff in the Poorluck dungeon, once you have them use the winch which is on the beach in Sea Town to bring the ship in. Enter the ship and a door will open revealing a sword fish, press the floor switch to open another door which has a trident fish behind it. There is another floor switch to press which will open a door revealing a third floor switch plus a whale, step on this switch and the teleport in the centre of the room will lower. Through the teleport you will meet Rex, you can block his close range attack and counter attack until he teleports onto one of the four pedestals in the room. From here he is invincible and will make two attacks; a lightning cloud which chases you and some spiralling green projectiles which can't be blocked with your shield. Stay well away and keep moving to avoid the cloud and green things until he gets bored and comes down for another close range attack. This pattern is repeated until you defeat him, try and time your hits so you pull off combo hits for quickest results. The second dark knight is found in Poorluck Village. You will need the magic boots which you are given after beating the Rosary Village dungeon, once you have them go to Poorluck and head towards the large square patch marked on a slope near a cliff edge. There are black railings nearby and it is found at the end of one of the stone paths, you will automatically jump across the gap to reach the building on the other side. Inside is Judas who has three methods of attack; close range which you can block, charging which you can't block and a rockfall which he infrequently uses. When you attack him at close range he will run off after a few hits, chase him and you will see him preparing to charge at you. Most of the time you will be able to get close enough to attack before he charges, if he does charge try jumping and side-stepping simultaneously to avoid him. If he pounds the ground with his fist rocks will fall from above, avoid them if possible. The third dark knight is found in Rosary Village. You will need the gemstone which you are given after returning Cornflour's magic robe that you find after beating the Aphasia dungeon, once you have it head to Rosary Village. As you enter by the foxhole turn left and follow the path until you reach the coffee pot, follow the path that joins from the right and there will be a diamond-shaped patch on the ground to your right at the next fork. Step on the patch and you will use the gemstone to create a series of platforms across the gap, follow the platforms and after the last one you will be taken to meet Oscar. He will attack you by bombing you with eggs which he collects from three nests in the room, switch to your bow and shoot him as soon as he leaves a nest carrying an egg. There are two arrow recharge points in this room, watch out because green and blue eggs will release spiders when they smash on the floor. If you have enough time before the next bombing shoot the spiders, otherwise keep moving round the room until they are all bunched together then kick then. It takes two kicks to beat them but only one arrow hit, you can also try luring them to one end of the room then run to the other which will give you a good amount of time to hit Oscar before they catch up with you again. Should Oscar get close to you with an egg, keep moving to avoid it being dropped directly on top of you. The fourth dark knight is in Aphasia. Once you have the gemstone head to Carrot Castle then go to Aphasia where Cornflour will create a bridge across the gap for you. Over the bridge are two towers; climb either one, pick up the arrow, shoot an eye on the statue then head to the other tower and do the same for the other eye. Go through the door which has been unlocked, at the far end of the room you will see a square block on the floor. Pull the block backwards slightly past the keyhole icon on the ground, then use it to jump into one of the honeycombs to the left or the right. Step on the floor switch, head for the other one and step on that floor switch then push the block so you can reach the green apple key in the third honeycomb. There is a timer running from when the first floor switch is activated, so the less distance you have to move the block to reach the green apple key the better. Bees periodically move into and out of the honeycombs and will sting you should you be there at the same time. Having got the green apple key push the block onto the keyhole icon on the floor then unlock the door ahead, jump down the hole to find Gustav. He will throw an axe at you which your shield can block, go in and attack him at close range. It is possible to take him down immediately, if you keep attacking at a steady rate as he will not have time to jump away before your next attack. Should he jump away, take one of the lifts to the outer ledge and run round until you reach him. Side-step to avoid the glowing projectiles thrown at you until you get close enough for him to throw an axe, block it then attack at close range and he will teleport elsewhere, sometimes to the centre area. Find him again, running round until you see some glowing projectiles is one way to do this and makes you harder to hit as a moving target. Should your health run low there is a regenerating heart on the outer ledge, there are some bees which fly round the pit below the outer ledge which are best avoided if possible. Finally, you will need to defeat Bad Custard. Having defeated all four dark knights head to carrot castle to open the foxhole to Skull Island, go through it and follow the blackened path which leads you to a stove in something resembling a volcano. Having entered the stove you will meet Bad Custard who has the usual blockable close range attack plus a couple of unblockable long range projectiles. After the initial close range attack he will teleport away, run round the stove and avoid his glowing projectiles until you are close enough to attack again. The blue glowing projectiles tend to be launched in a pair and pass to your left and right while the orange one heads more directly towards you and usually has to be side-stepped. Eventually he will move up to the ledge which can be reached by lift, once up here he will not teleport back down to the starting area. Later still he will move up to the highest ledge, each ledge has some brown wooden beams heading towards the centre of the room and this is where he will head once his energy is almost empty. Should you need energy while fighting him each ledge also has a brown wooden beam heading towards the centre of the room with a regenerating heart on it, be careful not to fall off the highest one though as the fall will kill you. Attack him in this final position to knock him into the custard and you have completed the game. 11. Hints, tips, secrets and bugs: Archers can't shoot up or down, this comes in handy when you are in a position to shoot up or down at them as they won't be able to hit you back. (Tip from Dave Taylor) If you normally use analogue control for movement but are finding a particular jump difficult to make correctly try switching to the directional pad instead. You can't squish enemies with movable blocks, they just appear on top of the blocks when you attempt to crush them against a wall. Sometimes enemies respawn if you die in the same room as them. Should one of the enemies be carrying a silver key they will drop a new one the second time you kill them, though this is of little use as there are already enough silver keys for all the locked chests in the game. Thanks to Dave Taylor for telling me how to get to Baby Smith's secret stash (and Anne B who discovered the same a week later). Just pull aside the tub in Baby Smith's room and step on the floor switch which is revealed. I'm fairly certain there are no hidden extras in the game. I checked the main game file in Wordpad and found all the in-game messages, the only unfamiliar ones were attributed to the imprisoned characters in the final room of the forth dungeon. Therefore it might be possible to free these characters unless the feature was removed but the text was left in the main file. In Rosary village you can explore the Abbey walls on the inside and outside. Before entering the Abbey jump on the sloped wooden walls on either side of the door, keep jumping towards them and varying the jump distance until you find yourself on the roof. Inside the Abbey there are two ways to get on the wall, one way is to go straight ahead past the brewing machinery as you enter then jump on to either chest of draws in the rooms with the bunk beds. The other way is to jump on the single barrel near Tim but this may take a few tries until you find the correct spot. In both cases jump directly towards the walls. Though falling off the walls outside won't hurt you falling off the inside walls is fatal. 12. Other Kingsley's adventure resources: Thanks to Nathalie Jean-Bart for allowing me to include a reference to her site at www.cheerfulmadness.com which contains several sketches made for the game in the "Character Design" section. There's also the official website for the game at http://www.kingsleys-adventure.com which has some more design sketches plus the comment which got me searching for the still-elusive talking vegetables. 13. Credits: Discovered the way to Baby Smith's secret stash and the archer tip - Dave Taylor. Beaten to discovering Baby Smith's secret stash by a week - Anne B. Most of it - me.