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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.

	

jokes



jokes


A little boy goes to his dad and asks, "What's politics?"

Dad says, " Well son, let me try to explain it this way:

I'm the breadwinner of the family, so let's call me Capitalism. Your Mom, she's the administrator of the money, so we'll call her the Government. We're here to take care of your needs so we'll call you the People. The nanny, we'll consider her he Working Class. Now your baby brother, we'll call him the Future. Now, think about that and see if that makes sense."

So the little boy goes off to bed thinking about what Dad has said. Later that night, he hears his baby brother crying, so he gets up to check on him, he finds that the baby has severely soiled his diaper. So the little boy goes to is parent's room and finds his mother fast asleep. Not wanting to wake her, he goes to the nanny's room. Finding the door locked, he peeks in the keyhole and sees his father in bed with the nanny. He gives up and goes back to bed.

The next morning, the little boy says to to his father " I think I understand Politics now."

The father replies, "Good son, tell me in your own words what you think it is."

The boy promptly answers, "Well, while Capitalism is screwing the Working Class, the Government is asleep, the People are being ignored, and the Future is in deep trouble."




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