Kingsley's Adventure (e)

Cover
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.