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


Nicholas Oarman

    Nick Oarman is part of a grave robbing duo with his son, Hans. The truth
    mirror says:

"He calls himself a grave digger and entered the graveyard with his son, but 
in truth, they are pillaging the graves."

    Besides letting you know his son ran off with the map, there's not much to
    talk about with Nick.  Considering he's digging up graves with the 
    claw-end of a hammer, it's no surprise that you can find him here the rest
    of the game, should you ever want to talk again.


Hans Oarman

    Hans... Didn't figure out what the Cross on the wall is for.  Lucky for
    you, he still has the map on him.  Might as well take it, I mean, it's not
    like his restless soul could blame you for robbing a corpse, right?  
    Perhaps the oddest thing concerning Hans is the fact your character never
    bothers to tell his father that he is, in fact, completely dead.  Perhaps
    to shield him from embarrassment?  I mean, everyone else in this Cemetery
    seems to be just fine around the monsters, so how Hans ended up getting
    himself killed is probably the biggest mystery in KF.


Scholar

    Well, not everyone, I guess.  You will eventually need to locate that 
    scholar that you keep hearing about, although he's seen better days.  His
    note explains that it was he who took the golden cup from the Dragon 
    Temple.   Grab the cup and return it to it's rightful place.  Don't bother
    trying to give the old man a proper burial, what with all the thieves and 
    grave robbers in this place.  Probably why no one is ever in church...


Heinz Ruhart

    Heinz is playing a harp somewhere at the end of a long twisted maze, 
    for "inspiration" or possibly "typical stupidity of KF humans."  The Truth
    Mirror says:

"A wandering minstrel, the king ordered him to enter the graveyard with the 
suppression force so he could write an epic poem about the battle."

    Heinz has been hurt badly in this maze he wandered into, blinded in fact
    (although if, like me, you already have a Dragon Crystal when you first
    meet him you'll miss his statement saying as such.)  Give him the crystal,
    and he'll gladly give you his magic Harp.  Leave him to his fate, though.
    It's his fault for not stealing that map from the dead kid earlier.


Rally Kelvim

    Rally, former White Wizard, has found his own little corner in Hell, where
    he demands the truth from anyone who dares enter his murky lair.  The
    manual states:

"Originally a wizard, he was said to have equaled the legendary white magician 
Mikael Zews. However, he dislikes earthly existence so he chose to search for 
truth and retreated to the Graveyard."

    Well what he actually means is, give me that Truth Mirror you're holding.
    After taking it he will gladly teach you what is most likely your second 
    spell of the game, a healing one at that.  You can use it like an Item in
    the Menu.   Other than that, Rally apparently has no plans of actually 
    walking around USING the Mirror, because he just wanted to show you he is
    the boss of these caves.  The Truth hurts.


Erik Blair

    Erik is another soldier from your fathers company, lost in the Graveyard.
    The Truth Mirror says:


"A soldier who searches for the graveyard’s hidden treasures, he is very 
knowledgeable about the graveyard."


    Erik is full of tidbits about the storyline, but he doesn't have anything 
    you need.  He tell you that the dungeon guard you see a sign for is 
    actually dead, swallowed whole by one of those plant things.  His stories
    don't usually have a happy ending, but they are interesting.  You'll see
    him on different levels, the only Human to move in the cemetery.  


Miria

    An obvious fairy, Miria is working for the Dragon being you hear about
    in the storyline.  The Truth Mirror says:

"The dragon’s fairy, she has served the Dragon line since ancient times and 
appears to people in order to convey the Dragon’s will."

    Miria actually doesn't have much to say, mostly cagey references to you
    being the chosen one of something.  The first time you meet her she 
    actually disappears right after speaking, freeing up the way to a useful
    Dragon Rod that sends you back to the beginning teleporter for whatever
    level you are on.  The second time you meet her, she's standing in front 
    of the ominous Dragon, who refuses to speak to you.   This time she'll
    turn your crap sword made out of stone into the Moonlight Sword.  Gotta
    appreciate that.


Randalf VIII

    Randalf VIII, one of the Kings of the story described in the most 
    confusing way possible.  For starters, the manual states:

"He is said to have had stronger magic power than any other king in 
generations. Because he died of a sudden illness after taking the throne,
various rumors circulated. Most people believed the story that he was 
poisoned by his successor, the former king." 

    And then the Truth Mirror says:

"The king before the last king, it is said that he had greater magic ability 
than any other sovereign. Rumor claims that he was poisoned by his successor 
because he died soon after he ascended to the throne."

    Wow.  Way to clear all that up for us, ASCII.  Basically it boils down to
    this:  Randalf VIII was once King, then his brother, Reinhardt II, 
    probably poisoned him and became the next King.  Finally, Reinhardt II 
    also died so the current King of these lands is Reinhardt III.  Randalf
    was so magically powerful he transcended death and is now haunting his own
    grave in the Cemetery.  He will give you Fire magic, and will also suggest
    that if you have any hopes of beating the "Black Knight" you better pilfer
    his stash of gear nearby.  There is a cool sword in it for you, so why not?
    Also, don't worry about that Black Knight.  Right about the time you got
    to this Cemetery, your father handled him for you, although he didn't 
    exactly get by without a scratch on him....


Watts Virgil

    Watts is a dying soldier who is the last person alive to see the actual
    fight between your father and the Black Knight.  He alludes to the fact 
    that they both mutually destroyed each other, but really, Watts isn't 
    doing so good himself.  At least now you know the answer you came for...


Dark Magician

    Unfortunately for you, this guy is still alive... Sort of.  Alive enough
    to want you dead.  If you can get close enough to use it, the Truth Mirror
    says:


"Evil Dark Magician 
  The right hand man to the former king, he’s skillful in earth magic and can 
  revive the dead to do his bidding. He casts the spells Curse and Darkness."

    So he's not entirely dead or alive.  This could count as your first Boss 
    style character, as few as they may be in all of the KF series.  He'll
    eventually lose the ghost routine and opt for a more menacing monster
    form, but the worst he dishes out are respawning Gold Golems. No Biggie.


Reinhardt III

    Holy Lord Dragon Guyra, it's the King... And he is pissed.  Data extracted
    from the CD yet never utilized in-game seems to be a Truth Mirror Entry:

"Former King Reinhardt the Second’s own child. He manipulated magic at a very 
young age and showed great magical prowess. More than any other king, he has 
emphasized the search for the Magical Artifacts, even occasionally coming and 
going to the graveyard himself."

    Apparently our current King has made a pact with the Devil from Silent
    Hill, and is DETERMINED to wipe out Verdite.  How he went from digging
    for ancient treasure to being consumed by an ancient evil is anyone's
    guess, but whatever happened before, the time has come to end his life.
    In case you were wondering what to do after you kill... it... Just walk
    back to the portal on the platform you're standing on. CONGRATALUTATIONS!


Items / Equipment...........[items]

Items... Equipment... The core of an RPG.  This I will detail in a simple
list form for ease of use.

Items:

Medicinal Herb    - Restores 25 HP

Antidote          - Cures Poison, Restores 10 HP

Dragon Tree Leaf  - Cures Status Effects and Restores 150 HP

Dragon Tree Fruit - Cures and Restores All! I you have one of these when
                    you die, you'll get sent back to the Dragon Spring
                    intact instead of having to load your last save. 

Recovery Medicine - Restores 80 HP and cures poison and paralysis

Phantom Rod       - Reveals fake walls by making them "flash" on and off

Verdite           - Raises your Magic stat by 1; Permanent

Keepers Map       - Hans has it on in Floor One. Shows most of
                    the first couple of floors and not much of the others.

Magicians Map     - Shows everything on each floor, although the scale
                    and detail make it very hard to use effectively. 

Truth Mirror      - Using this will prompt an explanation of whatever you
                    are looking at in-game, so long as it's a valid prompt.
                    for instance, using it on a monster or NPC almost always
                    works, but using it while looking at a barrel won't do
                    much good.
 
Green Dragon Rod  - Using this will send you back to the beginning 
                    teleporter of the Floor you are on.  Pretty useful
                    during the backtracking segment.

Harp              - Playing this will raise certain bridges for you out
                    of nowhere, but they only stay up for a few seconds.

Deceased's Key    - Get this from Juedds Kross after giving him the Cross
                    you have to buy from Gills, the guy who stole it.  The
                    key unlocks certain doors and chests, and in this game
                    there is no indicator which key goes in which lock.
                    Either use the maps I link to or just try them all,
                    although the level you get any key on is where you
                    will use it the most. 

Light Family Key  - You'll find this in a maze on Floor One.  All keys
                    open random doors or chests and this is just another.

Dungeon Key       - This key's most obvious use is to open the stone gates
                    in the Dungeon area of Floor Two.  Why a Graveyard
                    has a Dungeon is anybody's guess, but considering
                    the impressive size I imagine they get A LOT of Thieves
                    and Grave Robbers and simply can't be bothered to 
                    escort them back to town.

Dragon Cup        - The Scholar took this from the Dragon Temple, causing
                    the Dragon Spring on the other side of the map to run
                    dry.  You'll greatly enjoy having that spring later, 
                    so take this to the Temple when you find it. 

Golden Cross      - Jeudds Kross, holy man and cross fanatic, considers this
                    his best cross and simply must have it back.  All the 
                    other giant crosses everywhere are worthless to him.
                    Give him the cross and he'll cough up the Deceased's Key.

Earth Seal Stone \

Fire Seal Stone   \
                    You'll need all four of these to drop the pillars 
                    blocking your path on Floor Three. 
Water Seal Stone  /

Wind Seal Stone  /

Bloodstone        - Sell it for $250, or, like me, wander for eternity
                    trying to figure out how to cure my Dark status with
                    it....

Moonstone         - Sell it for $800, also useless.

                  
                Equipment:

*Note on Equipment - All items are listed in least to most powerful
                     ON AVERAGE for the player, given a category.
                     What you see listed is the typical KF EXTREME
                     detail stats that may or may not even do anything
                     in this game.  Enjoy.
       
       
       Blades:
                  
Short Sword       - Slash +2 / Chop +1 / Stab +1 / Holy +0 / Fire +0

Knight Sword      - Slash +3 / Chop +2 / Stab +1 / Holy +0 / Fire +0

Bastard Sword     - Slash +4 / Chop +4 / Stab +1 / Holy +0 / Fire +0

       Other:

Morning Star      - Slash +1 / Chop +5 / Stab +2 / Holy +0 / Fire +0

Battle Axe        - Slash +1 / Chop +5 / Stab +1 / Holy +0 / Fire +0

Crescent Axe      - Slash +3 / Chop +9 / Stab +2 / Holy +0 / Fire +0

    
     Weapons with Sword Magic:

Colichemarde      - Slash +2 / Chop +1 / Stab +4 / Holy +0 / Fire +0
                  * Sword Magic - shoots several light needles rapidly

Flame Sword       - Slash +5 / Chop +8 / Stab +3 / Holy +0 / Fire +5
                  * Sword Magic - shoots several fireballs (not homing)

Triple Fang       - Slash +7 / Chop +3 / Stab +4 / Holy +3 / Fire +3
                  * Sword Magic - fires homing light grenades. Awesome.
                  ** A KF Legendary Sword, the Triple Fang is in all proper
                     KF games, leading many to wonder the backstory on this
                     powerful weapon.  Unfortunately, we'll probably never
                     know...

Moonlight Sword   - Slash +12 / Chop +8 / Stab +8 / Holy +14 / Fire +0
                  * Sword Magic - Shoots out a Lightning Wave (most powerful)
                  ** The second Legendary Sword of KF.  Almost always the Best
                     blade to use in any game.  Restores MP.
		  
		  ***Apparently, using moonlight sword magic needs str/mag 
		     stats at 80/80. Thanks whomever sent me that comment!
			(the site doesn't tell me who you are, sorry...)


    Special Swords that Do NOT have Sword Magic:

Dragon Sword      - Slash +2 / Chop +10 / Stab +2 / Holy +5 / Fire +0
                  ** Sword will regenerate MP while equiped

Shadow Blade      - Slash +14 / Chop +7 / Stab +10 / Holy +0 / Fire +0
                  ** This weapon casts a permanent Dark spell on your 
                     character that cannot be "cured" unless you unequip
                     it.  The lure of the Shadow Blade is that it is easily
                     the most powerful weapon in your arsenal when you first
                     get it.  Not bad if you don't mind the limited vision.


        Armors:

    Head:

Iron Mask         - Slash +2 / Chop +0 / Stab +0 
                    Poison +0 / Dark +0 / Flame +0
 
Knight Helm       - Slash +2 / Chop +1 / Stab +1 
                    Poison +0 / Dark +0 / Flame +0
 
Great Helm        - Slash +2 / Chop +3 / Stab +1 
                    Poison +0 / Dark +0 / Flame +0

       Special Helms:

Blood Mask        - Slash +6 / Chop +2 / Stab +3 
                    Poison +0 / Dark +0 / Flame +0
                  * This Mask drains HP and reduces strength. Don't wear it!

Mist Crown        - Slash +2 / Chop +5 / Stab +1 
                    Poison +50 / Dark +0 / Flame +0
                  * This "Crown" so to speak restores HP. Nice.

    Chest:


Breast Plate      - Slash +2 / Chop +2 / Stab +0
                    Poison +0 / Dark +0 / Flame +0

Knight Plate      - Slash +4 / Chop +2 / Stab +1 
                    Poison +0 / Dark +0 / Flame +0

Fire Mail         - Slash +6 / Chop +3 / Stab +2 
                    Poison +0 / Dark +0 / Flame +3

   Special Chest:

Skull Armor       - Slash +10 / Chop +0 / Stab +5
                    Poison +0 / Dark +0 / Flame +0
                  * This Armor disables all offensive magic, including
                    Sword Magic.  Also, by the time you can even get this
                    you won't have a use for it anyways.


   Full Plates that disable your ability to equip other parts of Armor:

Full Plate        - Slash +8 / Chop +5 / Stab +3
                    Poison +0 / Dark +0 / Flame +0

Forest Armor      - Slash +8 / Chop +5 / Stab +2 
                    Poison +0 / Dark +6 / Flame +0


    Shields: (No shield has any special attribute)

Small Shield      - Slash +0 / Chop +0 / Stab +2 
                    Poison +0 / Dark +0 / Flame +0

Knight Shield     - Slash +2 / Chop +1 / Stab +1 
                    Poison +0 / Dark +0 / Flame +0

Tower Shield      - Slash +2 / Chop +3 / Stab +1 
                    Poison +0 / Dark +0 / Flame +0

Black Dragon      - Slash +4 / Chop +4 / Stab +4 
                    Poison +0 / Dark +0 / Flame +0

Wind Guard Shield - Slash +10 / Chop +2 / Stab +2 
                    Poison +0 / Dark +0 / Flame +5


     Boots:

Iron Boots        - Slash +0 / Chop +0 / Stab +1 
                    Poison +0 / Dark +0 / Flame +0

Knight Boots      - Slash +2 / Chop +1 / Stab +1 
                    Poison +10 / Dark +0 / Flame +0

Leg Guards        - Slash +2 / Chop +3 / Stab +2 
                    Poison +0 / Dark +0 / Flame +0

     Special Boots:

Feather Boots     - Slash +4 / Chop +2 / Stab +2 
                    Poison +30 / Dark +0 / Flame +0
                  * These boots are necessary to cross the tiny little holes
                    in the floor scattered throughout the Cemetery.  They
                    are also, conveniently, the best boots in the game.

  
     Gloves:  (No gloves have any special attributes)

Gauntlets         - Slash +2 / Chop +0 / Stab +1 
                    Poison +0 / Dark +0 / Flame +0

Knight Gloves     - Slash +2 / Chop +0 / Stab +2 
                    Poison +0 / Dark +0 / Flame +0

Stone Hands       - Slash +6 / Chop +1 / Stab +3 
                    Poison +0 / Dark +0 / Flame +0


     Accessories:

Light Ring          - Holy + 5 to Offense

Moon Charm          - Dark + 7 to Defense

Wind Blade Bracelet - Flame +7 to Defense
                    * simply by picking this up you learn Wind Magic

Twin Dragon Ring    - Magic +8



                   The End!

    .... You might ask, what about MONSTERS!?  Well to be honest, I got lazy
         on that part.  There's no reference anywhere on the net for them, 
         and walking through the game trying to record HP (impossible) or 
         weaknesses (stronger weapons) is just too much work for so little
         return.  Look at it this way: This game is not that complicated
         enemy-wise.  Spiders poison you. Surprise. Everything needs to get
         chopped up or blasted with magic, then they die. Any attack works on
         any enemy, as far as I am able to tell.  If you'd like to try and
         catalog those specs for me, I will gladly add your info to this FAQ 
         and make you a co-writer or whatever else you'd like.  Thanks!



Credits / Sources...........[credi]


I couldn't have done this without first loving the King's Field Series, and 
secondly, not without the Kings Field Community who worked in various places
all over the internet bringing this game and all the info together. 

I wish I knew the webmasters/writers of these places, but for now I will 
simply post the links to those pages and hope maybe someday I'll get a note
telling me who they are.  Honestly the sites are full of dead links and
haven't had updates in years in some places, but that doesn't mean I don't
want to give them all credit for the work they've done!  Cheers to you!

Maps (essential):         http://kfjp.kings-field.com/

Character and Item Info:  http://www.angelfire.com/planet/kingsfield/KF.html

Translation Patch, Etc:   http://www.swordofmoonlight.com/

Youtube Playthrough:      http://www.youtube.com/watch?v=b5KvrbZvmMw


   This was a labor of love on my part, compiling all of this information into 
   one single space on Gamefaqs where it will hopefully last forever and serve 
   its purpose.  Thank you to anyone who had a tip or suggestion or entire 
   website that I could gather from to make this.  Cheers!