Knight Lore(FDS) FAQ/Walkthrough version 1.0.1 by schultw.andrez@sbcglobal.net(anti spam spoonerism) Please do not reproduce for profit without my consent. You won't be getting much profit anyway, but that's not the point. This took time and effort, and I just wanted to save a memory of an old game and the odd solutions any way I could. Please send me an email referring to me and this guide by name if you'd like to post it on your site. ================================ OUTLINE 1. INTRODUCTION 2. CONTROLS 3. STRATEGIES 4. WALKTHROUGH 4-1. VISIBLE(1) 4-2. INVISIBLE(2) 5. CHEATS 6. VERSIONS/CREDITS ================================ 1. INTRODUCTION Knight Lore on the ZX Spectrum was a revelation. Many rooms, randomly placed items, and a wizard who changed you into a werewolf and needed items for your cure. FDS Knight Lore mangled it a bit; it's interesting til it starts repeating. It's still got the 45 degree rotated view, but it gives you 9 phases of 11 rooms, 1 for each treasure and the cauldron room where you dump the items off in order. You have 80 days, not that you need them. You have the usual moving platforms, monsters and spikes to avoid, and even some swamps that kick you to room 10x+1. Things that make your life easier include room 10x+y always having item y. The order of items is mixed, but then sadly after some nice backgrounds, you start getting repetition. At first it is only teleporting to the previous level for an item--the level you were glad to get away from. You just have to remember where the item was. Then it starts repeating room layouts--the items will be in different places, or the monsters may change, but so what? Finally by the eighth mini-level you see that the items have turned invisible, but it's a duplicate of #1. So is #9. It seems you've won after that, but not so fast! Those levels were 1- for a reason. 2- copies 1- but with invisible items in different places. Knight Lore simply went on too long but hopefully this FAQ will cut the time to solve it down a bit. 2. CONTROLS (enter) pauses the game. You have 3 item slots. They are cleared when you successfully return an item. (select) chooses between them. This is useful because often you don't want one picked up item to replace another. (A) uses an item--you climb on it and can jump in the direction you face. (B) jumps--a tap, one square. Hold it down for two. Release before you land, or you'll double jump. (A) + (select) wipes out all the enemies in one screen until you leave it. This is useful for tracking down a tricky item. Used with save states, it helps immensely with finding invisible ones. I *think* you get one of these per level, so you can use it as a smart bomb. 3. STRATEGIES Keep an eye on the sun/moon in the bottom. If it is close to 1/4 across, you may freeze up while enemies and platforms do not. Meaning you will be caught or fall off. It's cheap, I know, but this is the most important thing to remember. Use the quicksand as a jump back to room 1. It's always next to the cauldron room. This is the second most important thing due to the massive time it saves. Watch for the very edges of the board. You need to go SW SE SW SE a bit to move from the NW to SW edge. Usually the best time to run at enemies is when they're about to go the other way. Small jumps to get up small ledges, big jumps for big. To jump on/off a moving platform, small-jump just before it docks. If you're not sure where to jump, watch the feet. They don't lie. Flip between the cauldron room and another if you are about to turn from a werewolf. 4. WALKTHROUGH 4-1. VISIBLE(1) Scene 1-1 9 / \ 0 8 \ / 7 / \ 6 5 / \ * 4 \ / 1 3 \ / 2 Crown(2): Wait for the sparks to go by in room 1-4, then go SW. Go NW SW SE in room 1-3. Go to the center in room 1-2--wait or jump to get over the flame--and get the crown. Exit NW. In 1-1, go SW NW NE, avoiding the jug and using the outer conveyor. Jump over the sparks. Wait for daybreak and run to the center and push (A) to drop the crown. Ring(4): SE SE NE NE, get ring, return. You can drop in quicksand on the way if you want in 1-3. Vase(1): Go SE to 1-1, get the vase when it's in the corner (walk around the SW/SE edges to be safe, or use the conveyor to go quickly) and return. Be aware you may have to zigzag SE/SW in the west corner. Sword(9): Go NE NE NW NE (some skirting the edges but it's not too bad) and get the sword before it moves. You can drop in the quicksand to wind up in room 1. NW. Knob(5): NE NE SE. Go NE of the first spikes, jump, SW NE 1 square and back out. NW SW SW. Gem(0): NE NE NW. When NE of the gem, jump. It's between the two rows, and if you fail, you just go back NE, so there's little risk. Clock(3): SE SE NE and you can jump 2 squares SW of the clock to get it. SW NW NW -or- you can zigzag SE NE SE in 1-3 to hit quicksand. Band(8): NE NE and you can jump onto and over the axe if you want to go NE again. The bouncing ball is a little tricky to avoid, but you can wait for it to pass and jump under. If you jump over the axe on the way back, remember to push select beforehand. BUT it is quicker to go NW, jump on the platform, enter the quicksand and go NW from room 1. Bird(6): NE, jump NE onto the platform, jump back SW and SW. Axe(7): NE, NE, and jump into the center, coming right from the SW. Then turn around. ****all 8 items fly by. Congratulations. You just completed the first level! Room 18 is particularly heinous here as you may get nailed by the fires as you change. They are tricky to avoid and even jump over. If you go to the E corner then loop NW SW you should be okay, though. You don't need to rush-- you've got more than enough time. 6 \ 7 / \ 5 8 / \ 4 * \ / 3 1 \ / 2 / \ 9 0 Ring(4): after the sparkles go by, go SW in 1-4. SE, enter the quicksand(partially covered) and NE. Axe(7): NW NW. Jump onto the ledge from the SE and get the axe. SE SE--you can drop in the quicksand on level 8 and go NE for a small shortcut if the flames irritate you too much. Sword(9): SW SW SW for the sword. The room 11 ghosts may be close. I recommend going around the north and jumping when one runs at you--but you can also wait for one to start going down and then pass it along the very top. Go to the N, SW and jump SW then SE for the sword. NW and NE jump to get out. You mat have to tap SW SE to get the sword, so tap NW NE before leaving. Knob(5): NW NW SW for the knob. Just wait for the upper guy to go SE, then reach in. NE SE SE. Vase(1): go SW SW and get the crown, then NE and place the crown NW of the vase as you face SE. Run into the wall. The ghosts are easies to avoid from the SW in 11. Clock(3): SW SW NW. Jump onto the platform NE of the spikes. Tap-jump onto the platform when it is almost NW, then tap-jump when it is almost SE of the clock's platform. An alternate solution is to get the crown and then place it NE of the clock platform, when you face SW, jumping on it. Gem(0): SW SW SE. Jump SE onto one platform, then NE into the teleportal. I guess you'll have to go back to room 10, scene 1 to get the gem. NW NW NW, get the gem, SE SE SE and back through the portal. Now you wind up back at 1- 14, so go NE NE SE SE. Bird(6): NW NW NW. Pick up the axe along the way. Place the axe SE of the platform, then jump and get the bird. Easier than negotiating the moving platform, no? SE SE SE. Band(8): NW and jump quickly over the first flame to get to the center platform to the band. Wait for it to approach the platform, then jump SE and outrun it. SE. Crown(2): SW SW. You can wait at a corner of the platform for the swarm to disappear so it is safe. ****scene 2: the wolf chases all the items across the screen. 0 / \ 9 * / \ 8 1 \ / 7 2 \ / 3 / \ 4 6 \ / 5 Note you can vaguely save time when you need to go SE from the cauldron room by stepping in quicksand, but it's chiseling a bit. Clock(3): NE. Get the clock. It alternates N E W S. So stay between the S and SW blocks and go SE quickly. SW. Get on the 1-block in the center to jump NE to the 3. Tap NE with the moving block E of you. Tap NE again later when W of the ring. NE NE NE NW. Axe(7): SE SW SW NW. You just have to avoid a ghost here, and it doesn't follow you. But oh no! It's a teleport! NE NE and jump NE to get the axe-- watch for the ghost following you and run when he's away. Jump NE and walk SE/NW if necessary. Go SW SW to the teleporter. SE NE NE NW. Sword(9): You can take the long SW SW NW NW NE way around for safety, or go NW SW for the sword. Tap-jump NE for the platform in the N corner of the first platform when it's over you, then SE by the second. You can zigzag NW/Sw at the top to the sword, then NE SE. In room 20, jump NE off the ledge and SE onto the next. It's easier coming back. Knob(5): SE SW SW SE SW. Jump onto the NW-SE platform and wait for the swarm to rise, then tap-jump NE and long-jump NE for the knob. NE NW NE NE NW. Vase(1): SE. Now with the ball SW(well, you can just jump under it too on the way up, but if you want to be safe, there you go) jump onto the first platform, then go NE NE quickly and NW with a big jump, then SW with a big jump. Get the vase and fall NW. Gem(0): For the gem, you may want to get an item first, so you can make a big leap NW onto the pedestal, right when you are at the edge of the swamp. But it's probably better to jump NE as you did before, then full jump NE when the platform has 1 square's space between it and the gem. Then jump SE and go SE. Bird(6): SE SW SW SE and SE into the maze from the N niche. Here's a good place to chuck a life, though it is not hard to jump SW with the enemy in the south, then go SE if you want. NW NE NE NW. Band(8): SE SW SW NW NW. You can wait by the south for the band, then enter a swamp to get back to 1-21. NW. Ring(4): SE SW and jump SW onto the SW platform, go SE and jump NE. NE and a platform appears. Tap-jump NW when it is N of you. Tap-jump SE and wait and get to center, then tap-jump NE and then SE and go NE. ****scene 3: Wolf goes SW, chases the crown, looks around, goes NW. 8 6 \ / 7 / \ 9 5 / \ * 4 \ / 1 3 \ / 2 \ 0 Sword(9): Enter the swamp. NW NE and tap-jump NE from the S, 1 NW, twice. Tap-jump and jump NE to get the sword. Ring(4): SE SE NE NE and jump up the 3 platforms, then jump fully with the platform 1/2 way SE moving away from you. Get the ring and fall in the swamp. Go NW. Band(8): NE, get sword, NE NW. Place the sword facing NW and jump to get the band. Move 1 NW and 1 NE to hit the swamp. SE SW SW. Vase(1): SE and sime timing is required. You should wait SW of the structure along the W/S wall and jump NE one a swarm lifts, then tap jump NE. Go back NW. Axe(7): NE NE. Jump up he 4 platforms going NW and go 2 squares NE. Make a long jump just before the platform hits the SE bit, then jump big SE. Fall SW and go 1 square SW. If you fell from the SE, go 1 NW to hit swamp. Go NW. Knob(5): NE NE SE and tap SW then go SE and wait for the knob to be just SE of you. NW and hit the pit you did before. Gem(10): SE, get the vase, SE SE and put your toes on the swamp NE of the gem. Let them go across. You can make all but your heel go across. Then big- jump for the gem. Drop NW to swamp and go NW. Clock(3): SE SE NE. Stupid teleport. You're in room 24. NE, get the clock by waiting NW of S, then just after W, SE. Push select, go NW to room 27, and get the axe. Place the axe on the 1-platform and jump NE. Tap-jump NE with the platform E, then with the teleport E. Hit the swamp in room 34. NW. Bird(6): NE NE NE. Jump SE over spikes then go NE, jump NW over the flame, then follow the zigzag road to the bird. This is a good place to ditch a life to save time. SW, hit the swamp, NW and drop off your item. Crown(2): SE SE. Jump on the 1-high platform then the 2-high. Get the crown which is now on the 1-high. NW NW. ****scene 4: Wolf goes SW, swarm follows him, wolf chased NW. 1 0 / \ / \ 2 * 9 / \ / \ / \ 3 5 6 8 \ / \ / 4 7 Clock(3): Enter the swamp. SW. Jump over the red tiles to go SW. 2 long jumps from a bit SE of the entry get the clock. NE NE SE. Gem(10): NE, jump on the 2-high in the SE, then tap-jump NW and go 2 SW. With the platform almost docked, tap-jump NW and wait. Jump NE with the platform almost docked. Back SW--jump off the pedestal. Knob(5): SE. Jump in and, from the NW, grab the bird when the flame bounces back NE. Then move back NW. In *, go SW. In 5, go SW, then SE til you see yourself. Face SW, place the item and jump. Walk NW to get the knob. NE. Vase(1): NW. Tap-jump NW. Wait for the insect storm to rise and tap-jump to the top. Fall NE and go SE. Ring(4): SW SW. Where've you seen this before? Room 50! You can tiptoe around the swarm or wait for it to rise. You can also land in the swamp and go SE for a shortcut. Crown(2): Enter the swamp and go SW. Inch towards the crown from above. Wait for the flame to go by and grab it. NE SE. Axe(7): Hello teleporter. Enter it from the middle bit, so go SE then SW and wait to go SE. NW NW. Up the 4 stairs and big NE jump when the platform hits its NW-most point, then jump SE. Drop SW from the axe, to avoid the swamp, then SE down the SW side. Jump up 3 stairs, then tap jump SE with the platform about to dock each time. Sword(9): SE NE. Jump NE when the NW swarm goes up, so you can get under it and go NE SE at will. NW SW. Bird(6): SE. Jump SE, go a square SE and SW. Standing at the SW edge to grab the bird helps. Band(8): SE NE SE. Stand N of the band and go SW NE when the E ghost goes NE. ****scene 5: go SW, turned into werewolf 7 2 / \ / \ 8 6 1 3 \ / \ / \ / 9 * 4 \ / \ / 0 5 Knob(5): Jump SW over the spikes with the flame going SE. Go to the E corner then SW. Jump over any time--the enemies congregate in the SW, just NW. Tiptoe in for the item and then jump NE, go NW and drop it off. Sword(9): SW NW. Get the sword by going along the SE and going SW when the swarm is ahead of you. NE the same way. Bird(6): NW. Jump NE onto the bird's platform. Drop SW and return SE. Clock(3): Enter the swamp. NE SE. Jump up the stairs, with the 1st jump a SE one, big. 2 tap jumps NW when the platform almost docks. SW NW SW. Gem(10): SW and SE-jump onto the 2-up, then NE NE tap jumps when the gem is on the spikes and the swarm is up. It's ok to kill yourself to get the gem if it is on the spikes. NE. Ring(4): NE SE. Jump SE when the flame goes past--aim for NE of the center of the square below. Jump again. Jump after getting the ring and going 1 NW so you land in the center. NW and jump NW. NW to 1, then SW. Crown(2): Enter the swamp. NE. The pattern is S-W-E-N for the crown, so wait NW of S. Jump back and select to be safe when jumping SW in 1 to the SW. Jump again and go SW. Band(8): NW NW SW. SE a bit so you can jump SW and get the band, then go NE SE SE. The swamp takes longer as you go to NE of 1. Vase(1): Enter the swamp and walk SE. Tap-jump when the jar is to the SW. SW and drop it off. Axe(7): NW. Jump NE in 56 to get the bird, then place it SE of the SW-most raised platform. Jump NW and then NE for the teleport. SE all the way. Swamps aren't so good here as they put you in NE of 1, so you need to jump back over the fire lake there. You may want to stand 2 NE of the SW to wait for the teleport. NE NE SE SE and go SE SW to wait for the axe. Pick it up and return. ****scene 6: turned into Pinocchio. 4 1 / \ / \ 8 6 3 * / \ / \ / \ / 0 7 5 2 \ / 9 Ring(4): Jump onto the plateau, then tap-jump NW, then tap-jump onto the moving platform. Tap-jump NW to the ring, then fall off into the swamp. Jump NW when the ghost goes NW, then NE when the flame is almost at the SW. Go SE to *. Axe(7): SW NW SW NW SW. Jump SE onto the bottom structure's 2nd run then NE with the swarm gone and drop SE. Retreat NE SE NE SE NE. Sword(9): SW NW SW NW SW SW. Keep to the south when necessary. You have a sword to jump over but it's not too tough overall. Now get on the SW edge of the 4-plateau in the east. Your toes will not quite be over the line. Big jump over the swamp (the platform is SW of 1 NW of where you are but it's trickier--though you can jump SE from the SW edge) and go 1 SW and 1 SE. When the swarm is SW of you, go SW. Step on the swamp. Knob(5): SW NW SW. Jump over the 3rd spike from the SE of the NE row. Vase(1): NW. Go to the NE edge just SW of the flame. Zigzag NW NE NW (tap jump the last if you want.) Stay NW of the flame's path. Zigzag back. The last can be a jump, too. This is tough so don't worry about chucking a life-- you can also try a quick long jump SW then SE. Clock(3): SW NW. This is the teleportal item. It jumps N, E, W, so if you try to chase it, you'll look silly. NE. Jump SE onto the stairs, then 3 tap jumps NE, one NW with the platform almost docking, then another. SW. Enter the teleport--jump SW into the E corner as the flame is there, then back at your level, SE SE NE. Gem(10): SW NW SW NW SW SW NW. Walk NW and when between the first spikes, wait. The ghost may become trapped in his pattern, or you may be able to jump over him for the gem. Bird(6): SW NW SW NW. Jump over the ghost from a square away, and return SE NE SE NE. Band(8): SW NW SW NW SW NW. NE of the spikes, jump twice. It should be easy to time your jumps. SE NE SE NE SE NE. Crown(2): From the center of the NW edge, long jump as the platform turns SW. Jump SE before you dock. ***Scene 7: you go SW, seem to transform, and don't. * / \ 1 3 \ / 2 / \ 6 4 \ / 5 \ 7 / \ 0 8 \ / 9 The items are invisible here, which sucks, as you have a lot of legwork to do before you get anything done. Be sure to push select after getting the right item, so if you stumble on another by accident, it's no big deal. Also, there's a lack of swamps here, so you'll be backtracking. Ring(4): Go NE and jump over the bottom swamp, when the flame goes back NW. Wiggle NW/NE in the east corner to get the ring. Fall in the swamp. NE and drop off the ring. Axe(7): SW SE SE SW SE. Get the axe, which is in the center. The flames go in a U pattern. Sword(9): SW SE SE SW SE SW SE. Jump on the bottom of the stairs and then tap-jump NW and wait for the ball to go up. Tap-jump twice NW. At the top, long-jump NE with the platform going back NE. Knob(5): SW SE SE SW. Jump on the S pedestal to make the knob appear in the middle. Go NE along the SE edge and go NW and jump NW. You may have to inch around here to get the knob. Vase(1): SW. Long-jump onto the first step and avoid the sparks. Then you can just jump under the ball if need be. NE, NE, NW-long, SW-long and go SW for the vase. Clock(3): SE. Inch NE to the corner where you will get the clock. NW. Gem(10): SW SE SE SW SE SW. Face NW at the S corner of the inside, jump and then flip and jump. Bird(6): SW SE SW. Jump SW after going NW SW NW, making sure the ghost is going SW. 3SE and get the bird. Retreat. NE NW NE. Band(8): SW SE SE SW SE SE. Go SW along the ledge, get the band, and NW NW NE NW NW NE. Crown(2): SW SE. It is at the south tip. NW NE. ****scene 8: Everything goes falling after you, and you don't change 7 / \ 0 8 6 * \ / \ / \ / 9 5 1 \ / \ / 4 2 \ / 3 Gem(10): NW NW. 2 SW 1 SE of the north. So just tap a jump then take a big long one, from east of the north point. Then turn around and long-jump NE. SE SE SE NE NE NE. Vase(1): SW. 1 NW of the S conveyor. Easy to long-jump NW for it. Band(8): SW NW SW NW. Jump to the NW edge and walk SW. About 2 squares in you should get the band. Crown(2): SW SW. From the NW niche, 2 long jumps SE. Walk a bit before the second. You may have to putter around, but once you have the crown, Ring(4): SW SW SW NW. It is in the west of the conveyor/spike structure. Jump on and jump off. Bird(6): SW NW. The bird is 1 SE of the northernmost bog. Jump over a flame to get there if need be. Clock(3): SW SW SW. Jump between the middle lines SW twice. That should get the clock, in the center of the NW/SE strip. NE NE NE. Knob(5): SW SW NW. Jump NE from the SW. SE NE NE. Sword(9): SW SW SW NW NW. The sword is on the east edge. SE SE NE NE NE. Axe(7): SW NW NW. The axe is on the SE platform. Enter the swamp and NE. ****Hooray! An end scene! Your guy, grossly blown up and pixillated! 4-2. INVISIBLE(2) I'm not providing for a walkthrough at the moment because the idea of level 2 is total nonsense. The rooms are the exact same as level 1. But everything is invisible. The end is different, though. Win this, and your guy is RED as he is grossly blown up and pixillated! I may write this up if I have nothing better to do. However, you can pretty much just scour the rooms and pick up what you want. Template Vase(1): Crown(2): Clock(3): Ring(4): Knob(5): Bird(6): Axe(7): Band(8): Sword(9): Gem(10): 5. CHEATS 0x65 = height above ground(change this to jump up) 0x7c = items gotten. Set this to 0x0a for a free pass through the level. 0x84 = # of days left 0xc1 = # of lives left. It will show (this # - 1) on the screen. 0x300 = your x coordinate 0x303 = your y coordinate 0x750 = how far SW of the north the item in this room is(A8 = maximum) 0x753 = how far SE of the north the item in this room is(A8 = maximum) The above are the only ones you can really change to any effect. 0x3f0 = current item you have. It is, however, broken, as you can't just change the item number to what you want. End of FAQ Proper. ================================ 6. VERSIONS/CREDITS 1.0.0: sent to GameFAQs/honestgamers 7/12/2009, complete with the first level. 1.0.1: re-sent 7/13/2009, format touched up and with graphic map too. Thanks to the usual GameFAQs/honestgamers gang, current and emeritus. They know who they are, and you should, too, because they get/got some SERIOUS writing done. Good people too--bloomer, falsehead, Sashanan, Masters, Retro, Snow Dragon/Brui5ed Ego, ZoopSoul, War Doc, Brian Sulpher, AdamL, odino, JDog and others I forgot. OK, even Hydrophant in his current not-yet-banned message board incarnation. I am not part of his gang, but I want him to be part of mine. Thanks to the NES Completion Project for keeping it going. Thanks to AdamL and odino for suggesting games like this. I think Adam suggested this one but--it's fun to play, flawed or not. All you people at honestgamers, YELL AT ME if I forgot you and you deserve to be in there. I mean, it's partially because of HGWars I wrote this FAQ, and I want to add to this in the future.