Kingsley's Adventure - Strategy Guide
Below are the cheat codes, hints and help for Kingsley's Adventure - Strategy Guide.
Kingsley's Adventure (for the Sony Playstation) Walkthrough Not yet complete - This version submitted on 6/5/02 By David Walford - d_walford@yahoo.co.uk This walkthrough should get you through the first three dungeons, I am currently working on writing up the final one and the extra boss fights to complete this walkthrough. I also hope to structure this document a lot better in the next revision. I have completed the game so if you are stuck on something not yet mentioned here you can contact me by email and I'll see if I can help. This walkthrough is split into the following sections: Starting out Sea Town First dungeon Poorluck village Second dungeon Rosary village Third dungeon Aphasia 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 daggar 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, if you stand too close however a barrier will appear to stop your shots. 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 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 used in 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 is useful if your health is low but you shouldn't be injured at all yet. 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. As you come back out 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. Sea Town: Head to your right and enter the building shaped like a barrel which 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 down 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. Just follow the path which you start on to reach it. Head down the steps inside the lighthouse. 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 succesfully 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. There is then 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 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 started which you need to press. The next slope on the left has a switch at the bottom, press it and move away quickly as a barrel will roll down from the right slope. The last slope on the left is just like the first one, having pressed all three switches the door at the end will open allowing you to go to the next area. Wait until the 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. 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 rocks will follow you and watch out for the two jumps. 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. At the bottom of the spiral path jump on the lilo to go to the next section. Jump off the lilo and quickly 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 youmight be able to avoid further barrels. There are also two crabs before you come to a gap which you need to jump over. After this gap there is one more crab then you will reach the top where a green tube will warp you to the next area. 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 slope so you can fight it without getting crushed by them. Get on the lilo after this and you will 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 instead (L2 and R2 are the default buttons to strafe left and right, very useful here). After a few shots he will jump back to the centre in an attempt to crush you, move awayjust 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 raise, follow the trail of coins to reach the boat and finish the level. 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. Poorluck Village: Head out of the basement and through the library then turn left and keep going 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 statue. 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 time your movements so you avoid the four periodic spurts of flame on the way to the switch. Press the switch then get to the one on the other side of the room via the other set of steps near the entrance, again time you run to avoid the set of four flame spurts. 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 switch on the floor. 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 press the 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 wall on the left, 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. Don't forget that plain silver keys can be used to open locked treasure chests. 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. This section is very tricky. Remember that you can't jump as far from a standing start as you can while moving. If you fall off while jumping 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 place but are also slippy 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 hault. 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 to the 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, sidestep away from the edge (L2 and R2 by default) instead of trying to turn and run. After these three platforms walk up to the paw icon, you should hear a click sound and it will turn transparent so if you should die you will now restart from here. 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 take them out one at a time from the start with care. 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, I suggest taking out all the pigs before you try the platform sections. 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 paw icon you will be jumping head on into a sloped platform. Release fowards after landing and you can carefully step fowards 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 sidestep 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 fowards 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 the ledge in the 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 foward 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 with practice. Don't forget you can shorten a jump by letting go of fowards 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. Sidestepping after you land can also help correct errors and stop you sliding off the sides of the 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. If you sidestep right up the gentle section of slope you can run ahead past the first hole before you slide into it. 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 paw icon. Instead, sidestep left up the gentle slope and run foward past the second hole before you slide all the way back down again. From here there is a large flat slimy platform to jump on to, next leap on to the top of the grey wall ahead. Be careful not to overshoot as there is lava inside the wall. 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. Chances are that your view will have zoomed in very close due to the wall so press the view change button (L1 by default). 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. Watch out for the slimy slopes, then jump to the next platform and go to the green pipe to reach the next area. Turn left and defeat the spider (you can kick it into the lava to kill it with one kick), 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, climb 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, time your movements so you avoid the periodic bursts of flame from the right. Walk to the paw icon then proceed across the next set of floating stones like you did the first lot. Keep moving and you won't fall in the tiny gaps between the stones. Carry on round, 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 paw icon. Touch the icon then turn left, 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 with a club, 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, stick to either the left or right side of the corridor before you jump to give you the most time to jump before the pendulum swings back again. The first set of flames can be jumped, 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, you'll need to stay in the middle to jump past the two pendulums. As you come towards the cage which contains the orange pineapple key, the red cherry keyhole is on the right. Pressing the 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. If you run round in a circle you can walk over all four switches in quick succession, 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. Watch out for the troll through the next door, if you look to your 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. Follow the passage to the 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. Carefully time your run past the two stone pendulums, then you'll find a pig followed by a troll. The red cherry key is on a platform in some lava, get a run up and you should have no trouble reaching it. Just 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 corner and you'll go to the next area where you encounter Snuff the Dragon. As long as you keep moving his long range fireball attacks should miss. Try and get close to him and attack, use the sidestep buttons while running if you need to avoid his fireballs while closing in on him. 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 first, this will reappear from time to time. You cannot block the fireballs with your shield. 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. Talk to Nando and a door will open up. Through this door you will find the conveyor belt. There are five switchs to press, four are fairly simple to reach if you use the sidestep buttons when trying to line up jumps from the conveyor belt. The switch on the raised platform at the far end of the conneyor belt can't be reached by jumping off the conveyor belt. What you need to do is get on a box, just jump straight up in front of on 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. 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 right 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. Third Dungeon: The first room you'll find yourself in contains four beetles, these are similar to the spiders which attack you and 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 tackle these rooms in any order, I'll begin with the left room. There are three sledgehammer rhinos here, 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 round too much you might find yourself attacked by more than one at once which can be tricky. 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 fowards. 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. Take the exit to the left. In the next room there are always a few beetles around, 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. Step on this 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 barrl to reach the purple herb in the cage, head back the way you entered this area. There will only be one exit left open in the next room and you can find it to the left as you enter. The third and final room contains two meat cleaver 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 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 by the way you came in. You'll find Tim and 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 sidestep buttons while running to avoid the long range attack as your sheild can't block it. 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 sledgehammer 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. 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.
