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Page 1: King's Field Ancient City cvr - Internet Archive...Prima’s Official Strategy Guide 2 The Story of King’s Field The Ancient City There was once a land called the Holy Land. A place

Steve Honeywellprimagames.com® http://kingsfield.agetec.com

™™

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The Prima Games logo is a registered trademark of Random House,Inc., registered in the United States and other countries. Primagames.com is aregistered trademark of Random House, Inc., registered in the United States.

©2002-2004 by Prima Games. All rights reserved. No part of this book may bereproduced or transmitted in any form or by any means, electronic ormechanical, including photocopying, recording, or by any information storageor retrieval system without written permission from Prima Games. Prima Gamesis a division of Random House, Inc.

Product Manager: Sara E. WilsonProject Editor: Terri M. Stewart

©1994-2002 FromSoftware,Inc. FromSoftware and the FromSoftware logo aretrademarks of FromSoftware,Inc. All rights reserved. King’s Field and the King’sField logo, The Ancient City and The Ancient City logo, Agetec and theAgetec logo are trademarks of Agetec, Inc.

All products and characters mentioned in this book are trademarks of theirrespective companies.

Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO”and “RP” are copyrighted works and certification marks owned by theEntertainment Digital Software Association and the Entertainment SoftwareRating Board and may only be used with their permission and authority. Under nocircumstances may the rating icons be self-applied or used in connection with anyproduct that has not been rated by the ESRB. For information regarding whethera product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 orvisit www.esrb.org. For information regarding licensing issues, please call the ESAat (212) 223-8936. Please note that ESRB ratings only apply to the content of thegame itself and does NOT apply to the content of this book.

Important:Prima Games has made every effort to determine that the information contained inthis book is accurate. However, the publisher makes no warranty, either expressed orimplied, as to the accuracy, effectiveness, or completeness of the material in this book;nor does the publisher assume liability for damages, either incidental or consequential,that may result from using the information in this book. The publisher cannot provideinformation regarding game play, hints and strategies, or problems with hardware orsoftware. Questions should be directed to the support numbers provided by the gameand device manufacturers in their documentation. Some game tricks require precisetiming and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-3796-1Library of Congress Catalog Card Number: 2002101399

ContentsThe Story of King’s Field . . . . . . . .2Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . .4Items . . . . . . . . . . . . . . . . . . . . . . . . . .13

Weapons . . . . . . . . . . . . . . . . . .13Armor . . . . . . . . . . . . . . . . . . . .16Jewelry . . . . . . . . . . . . . . . . . . . .21Other Items . . . . . . . . . . . . . . . .23

Magic . . . . . . . . . . . . . . . . . . . . . . . . .26Combat Spells . . . . . . . . . . . . . .26Non-combat Spells . . . . . . . . . .28

Strategy . . . . . . . . . . . . . . . . . . . . . . . . .29Combat . . . . . . . . . . . . . . . . . . .29Using Items . . . . . . . . . . . . . . . .30General Strategies . . . . . . . . . . .31

Maps . . . . . . . . . . . . . . . . . . . . . . . . .33The Walkthrough . . . . . . . . . . . . . . .49

Starting Out . . . . . . . . . . . . . . .49The Huge Spider . . . . . . . . . . . .56The Stone Guardians . . . . . . . .59The Forest Golem and . . . . . . . .63

the Priest’s KeyThe Fire Genie . . . . . . . . . . . . .68Big Battles . . . . . . . . . . . . . . . . .73The Ocean Fort . . . . . . . . . . . . .79Against the Widdas . . . . . . . . . .85Eggs and Keys . . . . . . . . . . . . . .89Final Preparations . . . . . . . . . . .95The Final Battles . . . . . . . . . . .101

Item Stats . . . . . . . . . . . . . . . . . . . . .103Creature Stats . . . . . . . . . . . . . . . . . .109

King’s Field: The Ancient CityPrima’s Official Strategy Guide

STEVE HONEYWELLPrima Games

A Division of Random House, Inc.3000 Lava Ridge CourtRoseville, CA 95661

(800) 733-3000www.primagames.com

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The Story of King’s Field

The Ancient CityThere was once a land called the Holy Land. A place of beauty, it was home to the Forest Folk. One day, agreat darkness came over the land as a shroud of never-ending clouds rolled in and blackened the sky. TheForest Folk retreated, building a magnificent underground city. From that time forward, the Holy Landbecame known as the Land of Disaster.

In the nearby kingdom of Heladin, King Lucien IV received the gift of a small idol representing peaceand harmony. He decreed that the idol should have a place of honor in his throne room. But, as soon as hehad the idol in his possession, Lucien’s kingdom began to crumble around him. He asked the sages to findout the cause of this decay.

The sages debated and studied, and after a time determined that the idol was the Idol of Sorrow, amysterious relic of the Forest Folk said to have been the cause of their downfall. A group of Heladin soldiers ledby Septien, the Sword Master, set out to return the Idol of Sorrow to its place in the Land of Disaster but theywere never heard from again.

Not long after, a strange, cloaked figure visited Prince Devian of Heladin. The figure handed him the Idolof Sorrow, telling him to return it to the Land of Disaster so that other lands would not suffer Heladin’s fate.

Now, armed with nothing more than his courage and resolve, Prince Devian must journey to a decayed landcrawling with deadly creatures and deadlier traps. On his shoulders rests the fate of his land and the hopes of his people.

How to Use This BookThe following guide gives you one possible path through King’s Field. Inside, you can find all of the importantitems and spells and equip yourself for your final battle. There are other paths through, of course. Many of theplaces visited in the walkthrough portion of this book aren’t necessarily required to complete the game. However,these side paths provide you with many additional items that can help youfind gold to buy more items, and gain the experience you need to bepowerful enough to survive.

This guide works well with any style of play. Whether you preferthe added defense of a shield, coupled with quick-hitting weapons likerapiers and carvers, or causing as much damage as possible, forgoing ashield and using slow but deadly two-handed weapons, this guide will beof just as much value to you.

In short, the actual playing style you choose in King’s Field is yourown. This guide is here to show you the path, point out the highlights,tell you where the traps are, and help you defeat the many monsters youencounter. While suggestions are made for dealing with the manymonsters, ultimately how to fight, what to use, and what armor to wearis yours to decide.

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primagames.com

The Story of King’s Field

Helpful CharactersDavid BunchDavid runs the small shop below the ruined village. Though his selection islimited, his shop is an excellent source of herbs, antidote, and mushrooms early inyour quest. He also has a Wind crystal for sale.

Chad BreshearsChad Breshears is a successful thief. You encounter him frequently in your travels.Early on, trade him a Rock of Life for a crystal vial. Later, buy and sell items withhim. Chad carries a lot of unusual items, and you can count on decent prices.

Ramirez MartinRamirez is one of the few soldiers who avoided an evil transformation in theAncient City. He carries mushrooms and healing items, and is one of the fewshopkeepers who supplies you with arrows.

JaMarc NeeleyThough JaMarc lost his way, he still opens his peddler’s sack if you needsomething. His prices are high, but he’s handy in a pinch. You find him nearthe Giant Beetle.

Oagh BurleighOagh is unusual. Captured and forced into service of the Widdas, he desperatelyfears turning into a Widda himself. After you find him, you can trade with him, buthe only accept scales, claws, and bones as payment for his wares.

Harmurah ForgefistHarmurah is a Dwarven smith who proves indispensable to you. You encounter himfirst in the Forge, where he is frozen in a block of ice. After he’s thawed, he returnsto his home in the Earth Folks’ Village, where he repairs your weapons and armor,and improves them if you have Earth stones.

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BEETLEYou see many of these creatures asyou follow your quest. Beetles areeverywhere, running around

underfoot, jumping at you, and furiously biting.Beetles attack in a straight line, so slide to the sidewhen they jump, then turn and slash at them as theyline up for another pass.

BEETLE, GIANTThis massive brute lives in a tunnelnear the Ancient City. It has thesame basic attacks as a normal

Beetle, but its huge size makes these attacks moredeadly. It is immune to Earth spells and power but isvulnerable to blunt weapons. Its stone attack, whichcauses rocks to fall from the ceiling, is dangerous.Move in close, hack with something big and heavy,and have a lot of healing spells and items ready.

BLOOD BATTiny flying creatures, these are anannoyance. A good swing with anyweapon drops them. They are tough

to hit because of their size and maneuverability, butswinging into a cloud of them brings down two orthree at a time.

CRITTERGiant roly-poly bodies and big,hands make Critters ungraceful, andtheir shuffling waddle makes them

appear clumsy. Don’t be fooled. Critters jump a gooddistance and attack with a vicious bite that strips yourhealth. Use a slashing weapon and hack at them whenthey jump past.

CROWLook in the trees around thecemetery behind the church early inyour quest to spot Crows. Thesebirds rest in trees and are harmless. If

you don’t bother them, they won’t bother you. Whenyou first see them, you don’t have a spell or missileweapon with which to attack them. They’re not worthmuch experience-wise, and you can kill them withanything. The benefit to killing them is that they dropup to 100 gold.

ACID CRAWLERReptilian creatures with a dangerousacid attack, Acid Crawlers are rarebut are a problem when you face

them. They rush forward, striking with their heads andbiting, then breathing a nasty acid gas. Acid Crawlershave a lot of hit points and can take a lot of damage,but they aren’t resistant to anything. Use your favoriteweapon and your favorite spell to do them in.

ANCIENT KINGYou face the Ancient King as younear the end of your quest. A hugeskeleton, the Ancient King is morepowerful than any other undead

creature you encounter. He has a lightning attack.However, he spends most of his energy summoningHigh Skeletons to fight for him. The Ancient Kingcan take a lot of damage. He’s resistant to all magicexcept for Light spells, and weapons normally affecthim. Getting to him through the crowd of walkingdead makes killing him difficult.

AQUA LIZARDThese huge lizards don’t look tough.They have no arms to strike with,and their huge size makes them lookponderous. Nothing could be further

from the truth. They strike from a great distance withtheir huge tongues, and they’re difficult to attack frombehind because they slap with their tails. Worse, whentheir tongue attack hits, it drags you toward them.They breathe a powerful water attack at long range.Attack them from a distance, moving in to strike withFire-based weapons for the final killing stroke.

Bestiary

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DARK ARCHERThese female warriors defendthemselves both at a distance and atclose range. They shoot arrows fromlong range, and they imbue their arrowswith Dark magic for extra damage. Upclose, Dark Archers kick either with oneleg or, by dropping down and using an

arm for support, with both. They are vulnerable toLight magic and aren’t physically powerful. A Lightspell knocks them off balance. Follow that with a goodweapon strike to get rid of them.

DARK BIRDNasty birds with human faces ontheir chests, Dark Birds areproblems. They hurl Fireball and

Wind Cutter in combat and fly out of your weapon’sreach. Run past them when you see them.

DARK FLOWERThese horrible plants are dangerousonly if you get too close. Whenapproached, they launch a putrid

seed bomb that causes lethargy, slowing you down andmaking it difficult to see. Attack them from longrange with spells. They drop a lot of gold and provideyou with a forest root.

DARK KNIGHTThe terrible Dark Knight, whodefeated Lord Myu, is the deadliestcreature you face in the old jail nearthe ancient battlefield. He is swiftand accurate with his powerful

spear, which he imbues with Dark powers. He waits foryou to approach, then throws a powerful Eclipse spellthat drains your hit points while you strike him.When he charges, it’s impossible to get out of his way.Use Light spells on him until he charges, then takethe hit and retaliate with the Moonlight Sword.

DARK PUPPETDark Puppets guard the entrance to theDark Sorcerer’s lair. You have to fighttwo of them, and they aren’t difficult.Dark Puppets look like femininefloating mummies. They attack with agreenish cloud of Dark magic and theirwicked claws. Get rid of them with a

combination of your favorite weapon and Light spells.

Hit them with the spells to knock them back, andcharge in, slashing away. Bob around to avoid theirDark spell.

DARK SOLDIERDark Soldiers leap into combat,coming down in front of you withtheir claws bared. They are fast when

they run because their loping motion covers a lot ofground. When they strike, they lunge forward,catching you while you retreat. For their power andhit points, Dark Soldiers are resistant to nothing, souse any spell and hit them with your favorite weapon.Weaken them before they get close and you’re forcedto defend yourself.

DARK SORCERERThe Dark Sorcerer is a nasty customer.He uses his Dark Protrusion spell tokeep your magic energy low. He alsocalls forth spear traps from the walls ofhis chamber, as well as a ring ofpowerful homing arrows. He causes thefloor to rise and fall, sending you to the

ceiling only to crash to the floor. Hit him with Lightspells early on, then charge. Use healing items whenyou need them and stay on him, moving in a circle toavoid his staff and his ring of arrows.

DARK SUCCUBUSExcept for your final enemy, the DarkSuccubus is more powerful and hasmore hit points than anything else youencounter. She guards the entrance to

the Altar of Dark, where you rid yourself of the Iconof Sorrow. She attacks with lightning, hitting formassive damage before she moves in to finish you withher giant scythe. She’s deadly because she isaccompanied by six Dark Archers. Use your mostpowerful Light spells, especially Judgment, and ignorethe Dark Archers. Keep moving to avoid her lightning(and the arrows), and slash at her when she passes.Your spells turn the tide of battle against her.

DRAGON FLYThese huge nasty characters fly in andslice at you. Their speed makes themtough to hit, as does their ability to fly

out of range. Ignore them, but if you are forced intocombat with them, use a weapon with a wide sweeplike a long sword or bastard sword.

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EARTH KINGArmed with a cross-shaped ax thatcreates terrible wounds, the Earth Kinghas magical attacks. Smashing his ax tothe ground causes a massive shock wave,and he doesn’t hesitate to use his ice

breath as you near him. Use a Fire-based weapon andspell against him. Keep moving to avoid the shockwave, and back away when he breathes or swings.

ELEMENTAL, EARTHEarth Elementals are bestial creatures whocombine speed and attacks into onedifficult package. Up close, they strikewith a bite or with their razor-sharp claws.

They have an impulse attack that causes wounds in asmall radius around them. From long range, they attackwith Dark breath, which makes it difficult to see. Usequick strikes against them. Use Wind Cutter because itdamages them and quickly charges. Because Elementalsjump to avoid your attacks, use the Wind Carver.

ELEMENTAL, FIREFire Elementals are like their other elemen-tal siblings. They are fast and hard to track,which makes using a quick weapon like the

Water Carver a great choice for slaying them. Theirdefense against Fire magic is good, and they are resistant toWind magic and weapons, but Water magic quickly killsthem. Fire Elementals hurl Fireballs before charging andscratch with their powerful claws up close. You don’t haveoffensive Water spells when you encounter them, so usethe Water Carver to defeat Fire Elementals.

ELEMENTAL, WATERWater Elementals are the nastiestElementals. They hurl Water Balls,which they throw two at a time in a

spreading pattern that assures one will find its target.They are resistant to Fire magic, but they have avulnerability to Earth. They share the speed andmaneuverability of the other Elementals, which makesthe Earth Carver the best choice for killing them.

ELEMENTAL, WINDThe weakest of the Elementals, WindElementals are nonetheless dangerous.They aren’t swift, moving in short,hopping steps. They attack with claws,

and from a distance hit with a Tornado attack. Slagthem with Fire spells, Earth attacks, and weapons.Two good hits with a powerful weapon do them in.

EXPEDITION ARCHERLike many enemies with missileweapons, Expedition Archers aredangers. They snipe at you while youfight other creatures, whittling awayyour hit points. Get too close, andthey swing their bows at you. Handle

them with spells. A single Fireball knocks one out.

EXPEDITION SOLDIERThe remains of the Heladin soldiers sentto investigate the ruined palace, thesecreatures have lost their humanity. Theyswing a powerful mace, using either ahorizontal slash or a massive overheadcrushing attack. To take them down,wait for a swing, then move in and hack

at them. They aren’t tough one at a time, but ingroups, they are dangerous.

FADINFadins are huge stone faces mounted onwalls. They launch fire arrows atanything that approaches them. If youcan get next to them, you can destroythem with any weapon, but they comeback and fire moments after you killthem. Use blunt weapons against them.

FADIN, MASTERThe Master Fadin is the same as aregular Fadin, but it controls theothers. When you destroy theMaster, you also destroy the others.It has a few more hit points than a

normal Fadin, and it shares the Fadins’ vulnerabilityto blunt weapons, as well as their strength against Fire.

FIRE GENIEYou encounter the bloated FireGenie beyond the Forge. He hasseveral attacks, all of themproblematic. If you approach him,he swings with his burning arms,knocking you backward. He also

has a deadly Fire breath that strips away your health.If you keep your distance, he hurls handfuls of lavathat cause a lot of damage and, when they land on theground, turn into Larva. Wear Fire-resistant items andattack with a Water-based weapon. Use your EndureFire spell.

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FIRE LORDThis powerful creature is unique—youonly face him once. He has a numberof deadly attacks, not the least of whichis his ability to conjure balls of fire thatattack. Up close, he strikes withpunches and kicks. He also moves at an

untrackable pace, making him tough to hit with aweapon. Use Water-based items against him, and theEndure Fire spell. Use Fire protection when you battle him.

GENEANGeneans look like slime in a humanform. They are slow but stretch whenthey attack. They have noimmunities. Geneans have a lot of hitpoints, so they take awhile to kill.They do not have a magical attack,though, so you can avoid anythingthey throw at you.

GIANTThere are twovarieties of Giant:those who wieldclubs and thosewho don’t attack

with poison. Every attack these giants have—a hugefist, claw, or their breath—poisons or kills you. Club-wielding Giants lack poison but can smash you withtheir clubs, which they swing behind or in front.These Giants also have a shock wave attack thatemanates from their feet when they stomp. Giants areequally affected by magic and weaponry. Use yourfavorite spells and weapons against them.

GIANT LEADERThe huge Giant Leader lives in thebasement of the Mansion of HowlingWinds. He’s accompanied by a pair ofclub-wielding Giants, which makeshim tougher to fight. His main attackis with his massive hammer, which he

brings down with thunderous force. When enraged,the Giant Leader spins, hitting with a trio of blaststhat kill all but the staunchest of warriors. Use Lightspells against the Giant Leader. All weapons workequally against him.

GOLDEN STATUEThe two Golden Statues stand guardover the Widda Queen’s staff in theWidda fortress. These massiveconstructs are vulnerable to allnormal attacks and have no defenseagainst magic, but they have somany hit points that they are

difficult to kill. Up close, they swing a huge fist thatcauses fatal damage, while their plasma attack tracksaround corners. Bob and weave around them, movingin to strike and backing away to avoid being crushed.

GREATER DEMONOf all the creatures you fight multipletimes, none are worse than GreaterDemons. Their freeze breath, whichthey use infrequently, is easilyavoided, but their Dark Matter spell,

which is the same as yours, is dangerous. Whenattacked with spells, Greater Demons raise a protectiveshield that prevents magical damage. It doesn’t stopyou from rushing in and hacking away with a sword,however. All weapons are good against them, as areLight spells. To kill them, get them on the defensive byshooting a Light spell their direction, then run in andshred them with your favorite weapon.

ICE GOLEMIce Golems appear in the Forge beforeyou defeat the Fire Genie. They rise outof the ground ready to attack in aninstant. Up close, they attack withpunches and kicks. If you stay too faraway, they hurl shards of ice at you. UseFire magic and a Fire-based weapon toslice them up. Hit them with a Fireball,

then slice with the Fire Carver before they can react.

LARVACreated by the Fire Genie when hehurls lava bombs, Larva are short-livedand have few hit points. They throwballs of fire to cause damage. They are anuisance when you are fighting the Fire

Genie because they not only damage you, but they also getin the way of your spells and make it difficult to maneuverout of the way of the Fire Genie’s attacks. Slash at themwhen you have to; otherwise ignore them. Larva die anddisappear after 30 seconds.

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LAVA BIRDLava Birds are the complement toOnyxes in the second part of theDark Reality at the end of your

journey. Huge dragon-like monsters, Lava Birds attackwith a fire bomb strike, similar to your Flame Strike orMeteor Cascade spell. Keep moving to avoid theirbombs. Light spells are effective against them, as areweapons should they fly low enough for you to strike.Avoid them when possible.

LAVA FACEThere’s nothing too serious about LavaFaces. Wall decorations, they drain ariver of lava, filling hallways andfloors, making them impassable.Destroy them with any blunt weapon;

they can’t attack, but they are immune to magic,stabbing weapons, and slashing damage. Don’t step intheir lava stream and you’ll be fine.

LAVA LIZARDLava Lizards have three attacks againstwhich you must guard. From longrange, they try to scald you with a

flaming breath attack, but you can avoid it. LavaLizards charge into combat, ending their run with avicious head butt that takes off a large number of hitpoints. They also strike with their claws. Use Water-based spells and weapons against them, and be preparedfor a long combat. Lava Lizards are tough to kill.

LEE MAYNORLee Maynor is an Expedition Soldierwho has avoided being changed into acreature of the dark. If you have tofight Lee, he’s a simple opponent. His

mace swings are dangerous, but he’s wounded andawkward, so his attacks are slow. Use Fire against him.He’s vulnerable to anything you throw at him.

LIVING ARMORMagically animated suits of armor, thesecreatures are a melee specialist’s worstnightmare. Living Armor is impervious tonormal attacks; slay it with spells. Whenstruck with anything, , Living Armorcollapses. You can’t damage it in this state,but it still strikes with a magicallyanimated glove. Hit Living Armor with

spells, using the highest-level spell you have.

LIVING DEADAnimated corpses of slain miners, Living Deadare slow until they swing their large pickaxes.They shamble along, their heads cocked back atawkward angles until they strike with deadlyaccuracy and great strength. Living Dead vomit apoison spittle that lands at their feet, makingsparring with them riskier. Fire-based weapons

are excellent against them, but you can take them downwith anything. Wait for them to swing, then catch thembefore they can react.

LIVING STATUEStone sculptures come to life, Living Statueshave an interesting blend of strengths andweaknesses. Don’t cast spells on them,

because they easily avoid magical damage. They are deadlyup close, swinging massive axes. At long range, they strikewith an ice attack. Attack them at close range with bluntweapons; the Hammer of Woe works well against them.

MAKARAA hideous combination of man and fish,Makaras are dangerous because of their powerand speed. They preface an attack with their

mist ability, which makes it hard to see when they leap for-ward and slash away your hit points. Ignore the mist andcharge. Swing away with a Fire-based weapon and useFireball to keep them off balance. You cannot use Fire Wallin the watery habitat in which you normally find Makaras.

MALICEMalices look more deadly than they are.Ghostly creatures wielding huge axes,Malices rush forward and slam into youbefore swinging down their axes to cut

you in half. They breathe a deadly Dark breath that stripshit points and makes it difficult to see. Destroy Maliceswith a couple of good weapon slashes and Light spells. Ingroups, they are dangerous, surrounding you and breathingin unison, following up with their weapons.

MANEATERThe first enemy you face is the Maneater, amutated Venus flytrap that moves,stretching forward to deliver a powerful bite.

They go down with a couple of swift hits with anyweapon. They’re a danger when you first start, but youdon’t see them again outside of the area where youbegin your quest. They’re good for practice and earlyexperience points.

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MINIONMinions look like black-and-red,two-headed Dobermans. They areswift and run around, making themdifficult to hit from long range andhard to find up close. They runaround you, striking at your flanks

before you can turn and swing at them. Minions alsobreathe Fireballs, and because they have two heads,they spit a pair of Fireballs at a time. Hit them withspells from a distance to slow them down and use aslashing weapon as they run around you. Minionshave a high resistance to Fire, but Water spells andweapons kill them.

MUMMYMummies are the remains of humanspreserved after death and reanimatedby Dark magic. Impossibly tall,Mummies have a long reach, whichmakes dealing with them an exercisein retreating and looking for theright opening. Their attacks do a lotof damage when they strike, butbecause they are undead, Mummies

are slower paced than most creatures. Holycrest iseffective against Mummies, as are Fire-based weaponsand spells. Let them swing, then charge in for someshots before you back out. Their slow speed means youcan get in a few strikes if they turn their backs on you.

MUMMY, ADEPTEven though they are weaker thanMummies, Adept Mummies are moredangerous and harder to kill. Theycan attack with their staves butusually attack with spells, poisoningyou and darkening your vision. Getrid of them at close range withHolycrest.

MUTANT CEILINGYou see Mutant Ceilings in the firstpart of the Dark Reality at the end ofyour quest. Of the mutant creatures,these are the easiest to eliminate

because they can’t move from their spots like MutantFloors and stretch out to strike like Mutant Walls.They breathe a poisonous muck; do not get into close-range combat with them. Hit them with Light spellswhen you spot them.

MUTANT FLOORMutant Floors are the second of thecreatures you face in the DarkReality. Unlike the other mutantcreatures, Mutant Floors are mobile.

Spot them before they strike by looking for their holesin the floor. Mutant Floors are physically powerful andhard to kill because they have so many hit points.They are relatively slow, though, so a fast, powerfulweapon like the Moonlight Sword is an excellent

choice for getting rid of them.

MUTANT WALLMutant Walls are the third of themutant creatures. They aren’t

mobile, but can strike out from their wall a gooddistance. They love to jump, catching you with theirteeth before they breathe a deadly poison. Becausethey can only move so far, destroy them while stayingout of range with Light spells. You can spot thembefore they strike by looking for their faces on thewalls.

ONYXHuge Onyxes are your mainopponents as you go through theDark Reality to your final battle.They emit a Dark cloud from one

hand, and use their other to smash and grab you.Onyxes are resistant to Dark spells and to blunt andstabbing weapons. Use slashing weapons and Lightspells against them. Lead with Light spells and chargein with the Moonlight Sword to keep them at bay.

PHAGOSA Phagos is a small insect thatappears in the Ancient City andthe old jail. They infest humanbodies and use their skills to hostand possess the dead into life.

When the host is destroyed they quickly flee. Phagosdon’t attack and have only one hit point, but theyearn you a good amount of experience because theyare so difficult to kill. Use spells to kill them.

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REAPERReapers are mutated trees that actwith a nefarious intelligence. Upclose, they swing their branches,catching you with sharp thorns. Atlong range, Reapers cause their rootsto jut out of the ground, similar to

your Upheaval spell. They use this attack when yourun behind them. Dodge in and out, swinging withany weapon. They aren’t a big threat.

SALAMANDERFlying lizards made from fire,Salamanders fly out of range ofyour weapons, meaning thatyou must plan weapon strikes.

They attack with a trio of Fireballs or with aconcentrated stream of fire. Use a Water-basedweapon. If you don’t have one, knock them out of thesky with a non-Fire-based spell.

SCORPIONLarge versions of the small desertpests, Scorpions scuttle around,swinging their massive tails atanything nearby. They slowly move

side to side, quickly striking with their tails. Use bluntweapons against them. Use a rapier or Tsunami to hitthem before they can strike with their tails.

SEA FANGSea Fangs are piranhas. They rushforward and bite, leaving big holes inyour hit points when they connect.

A good swing with a weapon kills one, particularly aFire-based weapon like Black Scar. Sea Fangs appearin schools, and while you are killing one or two with astroke, another eight or nine are biting you to death.Avoid them.

SENTINELHuge Sentinels guard the way to the King’sroom behind his throne. They have fourarms, each of which swings a huge swordwith accuracy and speed. At long range,

Sentinels use a blade-like Shock Wave attack that cutsthrough your armor like a knife. Up close, they swingtheir swords in succession, causing a series of hits.There are only three Sentinels to worry about. Slashingweapons and Light spells are ineffective against them,but anything else scores a decent amount of damage.

SKELETONThere are fourvarieties of normalSkeleton: unarmed,armed with a swordand round shield,

armed with a sword and square shield,and armed with an ax. UnarmedSkeletons are the easiest to deal withbecause their attacks have a shorter

range. Handle Skeletons with blunt weapons.Stabbing weapons are worthless against all exceptthose armed with square shields. The armor thesecreatures wear makes them easier to hit with thattype of weapon. Because Skeletons are undead, useHolycrest against them.

SKELETON ARCHERThe two types of Skeleton Archer areindistinguishable from each other.Both attack with arrows from longrange, shooting with accuracy andspeed. The more dangerous SkeletonArchers can punch up close. As withmost Skeletons, use blunt weapons,not stabbing weapons. All spells affectthem. Skeleton Archers go down

easily with a good hit. Pop out from cover and hitfrom a distance.

SKELETON, HIGHHigh Skeletons are stronger andfaster than normal Skeletons.There are two basic varieties. Thefirst swings a two-handed swordover their heads, catching you bothon the downswing and theupstroke. These Skeletons are

vulnerable to Light spells and blunt weapons.Brownish High Skeletons who carry a sword andshield aren’t vulnerable to Light spells but you canslay them with Fire and Earth magic. In both cases,let them finish their swing (including the upstrokewith those holding two-handed swords) and knockthem down with your best weapon.

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SKULLDisembodied, dead heads that floatinside a globe of purplish darkness,Skulls are more dangerous than theyappear. They ram into you, affecting

you with their Dark powers. Skulls follow this attackby breathing a toxic fume that strips away yourhealth. Normal weapons and all spells affect them,but Light spells affect them the most. Attack themfrom long range.

SLASHERLittle demonic creatures, Slashersare more deadly than they look.They jump away from your attacks,only to rush in and smack you witha claw. This claw attack paralyzes

you, leaving you open to more attacks. HandleSlashers with a combination of spells and weapons,hitting them with a spell, then rushing in to kill witha final blow. You can also use a carver and swing asthe Slasher runs next to you.

SLIME, GREENPools of filth and muck, GreenSlimes are nuisances. You need tobe close to them to strike accurately.This leaves you open for an attack.

Use your longest weapon to strike at them. Inaddition, Green Slime can absorb poison. If you arepoisoned, stand on a Green Slime to abolish it.

SLIME, POISONMore of a threat than Green Slimes,you can easily identify PoisonSlimes because of their sickly redcolor. Their behavior is similar to

that of Green Slimes, but when they hit, PoisonSlimes inject a virulent poison. As with Green Slimes,use a long weapon and strike them from far away. Onegood, heavy swing will do in a Poison Slime.

SNAKESnakes are poisonous serpents. Theyare easy to kill with any weapon youhave. They have a poisonous bite,

but Snakes are more of a nuisance than a real threat.Don’t waste spells on them.

SOLSols live under the waves in theruined city of the Dark Folk. Theirbulbous bodies look harmless, butSols pack a punch. Their bubble

attack forces you to run for your forest roots anddried amphibia, while in combat, they strike withone or both arms. Sols get in your way, forcing you tofight while your air drains. Use Earth weaponsagainst them.

SPIDERSpiders inject deadly poison whenthey strike. They also jump a greatdistance when they attack. Back awaywhen they jump, then move in and

crush them when they land. Use any weapon—theyaren’t tough.

SPIDER, GIANTThis huge creature stands on theceiling of its lair, striking with webs

to slow you and blind you from long range, and hittingwith its massive front legs if you stray too close. It hasgood defenses against spells, but you can still use magicto kill it. Fireball works well.

STONE GUARDIANThese magically animated defendersare tough on defense and offense. Astrike from their massive granite fistsstrips hundreds of hit points.However, they patrol limited areas,which means that they can’t pursue

you beyond a certain point. They have twoweaknesses. First, their heads are vulnerable. Second,piercing weapons damage them. Use a bow from adistance and aim for their heads.

STOOLMutated mushrooms, Stools sendout a cloud of yellow spores when anenemy approaches. They fall with asingle strike from any weapon. Wait

for the spore cloud to disperse, then run in and hackaway with any weapon. One slows down your progress,but in large groups, they are problems.

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STOOL, PARAWhen a Para Stool strikes, itparalyzes you for a few seconds. Youcan then use items and cast non-combat spells for 10 seconds. Bythemselves, Para Stools are easy tokill, if you advance and strike after

the paralysis wears off. When other creatures arearound, Para Stools become troublesome becausethe paralysis leaves you open for other enemies tomove in.

WATCHERSWatchers are pedestals placed in yourway to strip your magical power.When you cross the Watcher’s path,it opens its eye and drains yourmagical energy. Attack Watchersfrom behind. They are not a physicalthreat and drop with a couple of hits.

WIDDAWiddas are snake-human crossbreedsthat combine the worst features ofboth. They are aggressive anddeadly, striking with speed andaccuracy. Their scaly hides protectthem from your attacks, and theycan retaliate with nasty sword stabs.Light spells and weapons work well

against them. Widdas jump back to avoid yourstrikes, so also use carvers.

WIDDA ARCHERLess powerful than their melee-oriented cousins, Widda Archers area larger problem. They load and firetheir bows with speed and accuracy,meaning you’ll take a couple of hitsas you come into striking range.Their arrows paralyze you, which

makes fighting them tougher. Light spells work againstthem, as do strong weapons swung hard. Attack fromlong range and close fast when you have to.

WIDDA QUEENThe huge Widda Queen is one of themajor bosses you have to fight. Ableto poison you with a punch or herbreath, the Widda Queen also strikes

with a massive head butt. From long range, she strikeswith lightning, as well. Use your favorite weapon fromclose range to avoid some of her deadlier attacks. Spells,except for Dark spells, are less effective against her thannormal weapons.

WIDDACONAThe giant Widdaconas guard theWidda Queen. Massive snakes thatcombine a powerful bite withpoisonous breath, Widdaconas also

swing their massive heads, knocking you into the wall.Fight them at close range, swinging the CrystalineBlade. Wind magic also affects the two Widdaconas.

ZOMBIETowering undead creatures in theocean fort, Zombies are quick andtough to kill. They have a massivestack of hit points. They attack witha quick slash or an overhead strikethat takes time to develop but causeshuge damage when it connects. Use

Fire and Light weapons and spells against them, andkeep out of the range of their swords.

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WeaponsSwords

SHORT SWORDThe short sword is moderately good atslashing and stabbing, making it adecent choice against living enemies.It’s less effective against Skeletons.

FIERY SWORDThis is essentially the same as a regularshort sword, but with additional powersagainst creatures vulnerable to Firedamage.

RAPIERNot much use for bashing or slashing,the rapier is a very sharp, flexible sworddesigned for quick, piercing attacks.

LETHAL RAPIERA deadlier version of the rapier, thisweapon is less effective at slashing andbashing, but fatal as a thrustingweapon.

LONG SWORDThe long sword is a well-roundedweapon. It offers decent reach andgood damage against all opponents.

EARTHBINDEREssentially a long sword, this weaponalso causes extra damage againstenemies vulnerable to Earth.

KNIGHT SWORDSimilar to a long sword, the knight swordis longer, heavier, and more effective.

HOLYCRESTAnother version of the long sword,Holycrest wards off undead creatures. It is otherwise similar to a knight sword.

FROSTBITEThis variation of the knight swordoffers additional damage to creaturesvulnerable to Water.

FOREST CARVERA long knife, the Forest Carver issimilar to a long sword. It is muchshorter, however, and less effective inbashing attacks.

FIRE CARVERThis weapon is similar to the ForestCarver and causes considerabledamage to creatures vulnerable to Fire.

EARTH CARVERAnother variation of the ForestCarver, this weapon is capable oftremendous damage against creaturesvulnerable to Earth.

WIND CARVERThe Wind Carver creates tremendousdamage against enemies vulnerable to Wind.

WATER CARVERThe Water Carver is excellent againstcreatures vulnerable to Water.

BROAD SWORDThis wide-bladed sword is an excellentslashing weapon, but it’s ineffectiveagainst enemies vulnerable only tostabbing damage.

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VENOMBLADESimilar to a broad sword, this weaponis imbued with poison, addingadditional damage to anything itstrikes.

BASTARD SWORDA large, two-handed weapon, thebastard sword is effective against allenemies.

BATTLE SWORDSimilar to the bastard sword, thisweapon becomes stronger with each swing, making it deadly incombat.

DWARVEN SWORDA variation of the bastard sword, thisweapon does the same damage, butweighs only half as much as a normalbastard sword.

GREAT SWORDA massive weapon, this long andextremely heavy sword causes terriblewounds to anything it hits.

WAR SWORDThis weapon causes more damage thanthe great sword, but is also signifi-cantly heavier.

BROKEN SWORDThis weapon has been broken in half,so its blade is ineffective. It is almostworthless as a weapon.

WINDSLAYERThis two-handed katana is excellentfor slashing attacks and has Windattributes as well.

WAVECRASHERAnother katana, this weapon iseffective at causing slashing, hitting,and stabbing damage. It also has bothWind and Light powers.

SCORPIONA cursed weapon that poisons both thevictim and the wielder, Scorpion ispowerful but better left alone.

BLACK SCARBlack Scar is the elemental power ofthe black beast that lived thousands ofyears ago, dominating the skys causingmayhem and bloodshed. Living flamegives this two-handed sword its power.It is similar in effect to a bastard sword.

TSUNAMITsuanami is the elemental power of thesea and the raw fury of the tidal wave.A deadly magical rapier, Tsunami isexcellent for stabbing and effectiveagainst foes vulnerable to Water.

CRYSTALINE BLADEThe Crystaline Blade is the elementalpower of winter’s rage. An elegantblade made from crystals that forevershine, this magical weapon is effectiveagainst most opponents and has Windattributes, as well.

ANCIENT SWORDThis tremendous sword has powers ofall elements, as well as Dark attributes.It also has the ability to cause slashing,hitting, and stabbing wounds.

TRIPLE FANGBoth the elemental spirit and origin ofTriple Fang is unknown. This swordhas been spoken of in many legendsand has been wielded by famous peoplesuch as the Holy King Alfred. Split

into three deadly blades, this sword hassignificant Light attributes, as well.

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LAWFUL BLADEA powerful sword given to the SwordMaster by the king, this weapon hassome Light attributes.

MOONLIGHT SWORDThis holy sword with the true elementalspirit of light has conquered the darknessthat plagued the land of Verdite. Onlythose with the purest heart may lay eyeson the sword, and only those with the

purest of souls may wield it. Holding this sword is proof ofregal lineage. It can dispel the dark with its reflecting Lightattributes. It’s a truly magnificent weapon in all respects.

ClubsWOODEN CLUBA basic bashing weapon, this is the firstimplement of destruction you find. It’sbetter than your bare hands, but youshould upgrade as soon as possible.

DARKWOOD CLUBA little stronger then the basic woodenclub, the darkwood club shroudsenemies in darkness, which makes itdifficult for them to attack you.

EARTHQUAKEThe rare elemental power of earth isimbued into the massive hammer. Thistwo-handed war hammer is greatagainst opponents vulnerable tohitting damage and Earth power.

DARK DEFILERThe Dark Defiler is an elemental that waschosen by the gods to walk among thelight, however tempted by the darkness,the elemental was soon banished by thegods to live among the dark. A petrified

demon’s skull mounted on the end of this staff gives it bothDark attributes and the ability to cause terrible damage.

QUEEN’S STAFFAlthough not much value as aweapon, the Queen’s Staff increasesthe magical power of the wielder.

MORNING STARMore effective than a basic club, themorning star is a long shaft with aspiked metal ball on the end. It causesboth hitting and stabbing damage.

BATTLE HAMMERHeavy and powerful, the battlehammer is used two-handed incombat.

WAR HAMMERThis is a heavier and more powerfulversion of the basic battle hammer.

HAMMER OF WOEThough slightly heavier and lesspowerful than the war hammer, theHammer of Woe slows down anythingit hits.

AxesPICKAXA miningtool, thepickax isn’tvery effectiveas a weapon.

DWARVEN PICKAXA more powerful version of thepickax, this is an effective weapon.

HAND AXA basic weapon, this single-bladed axis excellent for slashing and hitting.

CRESCENT AXA heavy weapon, this two-handed axoffers decent damage against allenemies.

PunchPunching with your bare handsalso has the ability to level up.Once punch becomes level 3,you can use sonic wave as withother weapons. The advantagewith punch is no durability andthe recover interval is quick.Punch is suggested only for thehard-core gamer.

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Bows and ArrowsARROWUse the arrow with any normal bow orlong bow. It is an excellent piercingweapon.

BOLTShorter than an arrow, use the boltwith the crossbow. Because it is firedat high velocity, the bolt is moreeffective than an arrow.

WIDDA ARROWUsable only with a Widda’s bow, thismagical missile follows its target,ensuring a hit.

BOWA standard bow used by Heladinarchers.

LONG BOWThe long bow is more effective thanthe standard bow.

BLESSED BOWThis bow causes the same damage as astandard bow, but has significant Lightattributes, as well.

CROSSBOWThe crossbow takes a long time toload, but it strikes with tremendousdamage.

WIDDA’S BOWThis special bow requires uniquearrows that track the target. Superiordamage from range and Lightattributes make it a weapon to fear.

ArmorShields

WOODEN SHIELDThis wooden shield is better thannothing.

FOREST SHIELDOffering the same protection as awooden shield, this also offersprotection against all elementsexcept Fire.

LEATHER SHIELDThis large shield of cured leatheroffers better protection than thewooden shield. One leather shieldoffers slight magical protection, as well.

BUCKLERThis small iron shield is light and easyto carry.

LIGHT BUCKLERSimilar to a standard buckler, this itemoffers the same protection at half theweight.

KNIGHT SHIELDThis large metal shield offers decentprotection without adding too muchweight.

EARTHEN SHIELDThis rust-colored shield offers betterprotection than a knight shield andhas Earth attributes, as well.

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CRUSADER SHIELDGiven to those worthy to carry it, thecrusader shield defends well andprotects against all elements.

KITE SHIELDThis shield offers better protectionthan the crusader shield but does notprotect against magic.

TOWER SHIELDHeavy and awkward, the tower shieldoffers superior protection in battle.

BLESSED SHIELDThis shield is excellent on defense andhas Light attributes, as well.

CRYSTAL SHIELDCreated by the Earth Folk, the Crystalshield is excellent against stabbingattacks and offers Fire and Earthprotection, as well.

FLAME SHIELDAs its name suggests, this shield ismost effective against Fire attacks.

GUARDIAN SHIELDNot as effective against normalattacks, the guardian shield is superiorat defending against magic.

CHAOS SHIELDThis unholy shield causes the bearer tosacrifice might for its Dark attributes.

MAMMOTH SHIELDOffering incredible protection againstbashing attacks, the mammothshield’s weight makes it difficult tocarry and use.

ANCIENT SHIELDHeavy and emanating strange powers,this shield offers superior combatprotection.

LORD MYU’S SHIELDThe best all-around shield, this offersless magical but more normalprotection than the guardian shield.

HelmsLEATHER HELMThis reinforced leather helm offers alittle protection. It’s better than goingwithout.

IRON HELMThis iron helm offers more protectionthan leather.

WAR HELMSturdier against slashing damage, thewar helm is useless against stabbingattacks. A lighter version offers moreslashing protection at the cost of lessprotection from blunt attacks.

PLATE HELMThis heavy helm offers marginalprotection but a great deal of weight.

KNIGHT HELMLighter than the plate helm, theknight helm offers superior protectionagainst normal attacks. 17

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CRUSADER HELMThis helm is better than the knighthelm against stabbing attacks, but lesseffective against blunt damage.

CAVALIER HELMOffering well-rounded protection aswell as Light attributes, this helmoffers excellent defense.

GREAT HELMThis helm offers incredible protectionfrom slashing and hitting, but itweighs a lot. Another version isweaker against slashes but excellentagainst stabbing.

CHAMPION HELMHeavier than the great helm, this isexcellent against all normal attacks.

BLESSED HELMWith its significant Light attributesand superior protection from normalattacks, the Blessed Helm makes forpowerful defense.

ANGELIC CROWNNot a true helm, this headgear offersprotection against attacks and providesLight attributes, as well.

SHADOW MASKThe defense and Dark attributes ofthis mask are superior, but the item iscursed. Wear at your own peril.

SACRIFICIAL MASKThis heavy mask offers decentprotection. However, it is an unholyitem that you should leave alone.

KING’S CROWNThis crown is weak on defense butimproves magical abilities.

CRYSTAL HELMForged by the Earth Folk, this helm isexcellent against normal attacks andoffers minor Fire and Earth defense.

ANCIENT HELMETThis heavy helm radiates magicalpowers and provides protection againstnormal attacks.

LORD MYU’S HELMETForged by master craftsmen, this is thehelm of legends. Its protection isunsurpassed, and it provides bothLight and Dark attributes.

Body ArmorLEATHER VESTThe first armor you find, it providesminimal protection.

LEATHER ARMORStronger than the leather vest, leatherarmor is also heavier. Some leatherarmor also provides decent magicaldefenses.

IRON BREASTPLATEThe iron breastplate’s increased weightoutweighs the minor improvement inprotection over leather armor.

CHAIN MAILGreat against slashing attacks anddecent against hitting, chain mail isuseless against stabbing attacks.

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SCALE MAILLighter than chain mail, scale mail isas good against slashing and muchbetter against stabbing. One suit ofscale mail has Water attributes, as well.

KNIGHT PLATEThis armor is well-balanced against allnormal attacks, but it’s heavy.

CRUSADER PLATEThis armor is better than knight plate,but heavier to wear.

CAVALIER PLATEThis armor is as heavy as knight platebut offers less protection, mainlybecause it is badly damaged when youfind it.

SACRED PLATEThis plate armor offers excellentprotection against normal attacks andhas Earth attributes.

BLESSED ARMORGood protection, Light attributes, andlow weight are features of thisexcellent armor.

ENCHANTED ARMOROffering the same protection andLight attributes as Blessed Armor,Enchanted Armor is lighter to wear.

ICE ARMORGood protection from normalattacks, Ice armor also has Windattributes, when wearing this armor,you cannot use Fire magic.

FIRE MAILGood protection, low weight, and Fireattributes make this armor difficult to beat.

DEMON ARMORThose wearing this cursed heavy platearmor get what they deserve. Thisarmor has Dark attributes but isdefenseless against blunt attacks.

CRYSTAL ARMORDesigned and crafted by the EarthFolk, Crystal Armor is heavy but offersgreat protection. It also has minor Fireand Earth attributes.

ANCIENT ARMORThis old suit ofarmor is heavybut offersexcellent defense.It also radiatesstrange magic.

LORD MYU’SARMORLightweight and unsurpassed inproviding defense against normal attacks,this suit of plate armor is priceless.

Gauntlets and GlovesLEATHER GLOVESBasic protection for the hands andwrist, leather gloves are better thanbare hands.

ARM GUARDWhile these items leave the handsbare, they offer good protection to thewrists and forearms.

GAUNTLETSLarge metal gloves that cover the forearmwell, these items offer an upgrade fromarm guards or leather gloves.

Ancient King’s ArmorOnce you collect all of theKing’s armor (Shield, Helmet,Armor, Gloves, Greaves andSword of Ancient series) andequip it, the weight of eachpiece of equipmentbecomes lighter.

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BLESSED GLOVESThese enchanted bracers provide solidprotection and offer Light attributes.

SACRED GLOVESOffering less protection and the sameLight attributes as Blessed Gloves,these bracers make your weaponlighter and easier to carry.

BONE HANDSWhile these gloves offer greatprotection and have Dark attributes,they are cursed. Use with caution.

KNIGHT GLOVESThese are nonmagical gloves that offerwell-rounded defense against normalattacks.

CRUSADER GLOVESSimilar to knight gloves, crusadergloves give protection from stabbingdamage, but are vulnerable to slashes.

CAVALIER GLOVESThese golden gloves are similar tocrusader gloves. They give moreprotection but weigh more.

BLESSED ARMSSuperior protection, Light attributes,and low weight make Blessed Arms aworthy addition to your defense.

SILVERY GLOVESWhile these gloves offer modestprotection, they increase the power ofyour attacks, making you deadlier incombat.

VENOM GLOVESVenom gloves provide littleprotection, but they poison any enemyyou strike.

CRYSTAL ARMSOffering protection from normalattacks, and some Earth and Fireattributes, Crystal Arms are valuable.

ANCIENT GLOVESThe Ancient Gloves emanate strangemagical powers. They are tremendouson defense; however, this power comeswith incredible weight.

LORD MYU’S GLOVESLightweight, Lord Myu’s Gloves arestrong, and they have both Light andDark attributes.

Boots and GreavesWOODEN SHOESThese simple shoes provide littleprotection, but they’re better thanbare feet.

FOREST SHOESOffering the same normal protectionas wooden shoes, these also offerdefense against all elements but Fire.

LEATHER BOOTSThese large, knee-length boots providemore protection than wooden shoes.

IRON BOOTSThe standard issue for Heladinsoldiers, iron boots are heavy butoffer better defense than leather.There is a pair of these comparableto plate boots.

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Prima’s Official Strategy Guide

PLATE BOOTSThese boots offer more stabbingprotection than iron boots and weightwo-thirds as much.

LEG GUARDSLeg guards are an upgrade over ironboots, offering more defense and lessweight.

MYSTIC GUARDSMystic guards offer good protection,little weight, and solid magicaldefense, especially against Earth,Wind, and Water.

KNIGHT GREAVESKnight greaves provide well-roundeddefense against normal attacks.

CAVALIER GREAVESSturdier than knight greaves, cavaliergreaves are also heavier.

CRUSADER GREAVESCrusader greaves protect better thancavalier greaves at slashing andhitting, but they protect less againststabbing attacks.

BLESSED GREAVESGreat defense and Light attributesmake the Blessed Greaves worthfinding and using.

ABSORPTION BOOTSThese lightweight boots are greatagainst slashing and stabbing attacks.They also have Wind attributes andlessen damage taken from long falls.

DEMON LEGSHigh in defense and Dark attributes,the Demon Legs are cursed. Wearingthem slows you down.

CRYSTAL GREAVESThese powerful greaves offer minormagical defense. They are also solidagainst normal attacks.

ANCIENT GREAVESWhile these provide defense againstnormal attacks, their weight makesthem difficult to use.

LORD MYU’S GREAVESLow weight with unbeatable defense,both Light and Dark attributes makethese greaves the stuff of legends.

JewelryRings

RING OF SIGHTThis magical ring illuminates darkareas. It provides no additionaldefense.

RING OF WISDOMThis ring increases the wearer’smagical power.

WIDDA’S RINGWearing this ring increases hitpoints—excellent when enteringbattle against strong enemies.

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RING OF FIREThis magical ring provides decentdefense against Fire attacks.

RING OF EARTHThis sturdy ring helps defend againstEarth attacks and spells.

RING OF WINDThe wearer of the Ring of Wind takesless damage from Wind spells andattacks.

RING OF WATERThis ring helps protect against Waterspells and attacks.

BraceletsCLARITY BRACELETWearing this bracelet increases magicpower, allowing for additional spells tobe cast.

WIDDA’S BRACELETWhen worn, this bracelet providesprotection against paralysis at the costof spell casting ability.

POWER BRACELETThis blue-green bracelet providesadditional power in combat,amplifying the wearer’s strength.

FEATHER BRACELETWearing this bracelet lowers bodyweight, letting you carry heavier items.

GUARDIAN BRACELETThe wearer of the Guardian Braceletgains protection from all statusanomalies.

SPIDER ARMBANDWearing the Spider Armband protectsagainst poison from any source.

FORTUNEThis unique item has many strangeand unusual powers. It is priceless.

NecklacesLUCKY PENDANTWearing this necklace providesadditional defense against normalattacks.

WIDDA’S NECKLACESimilar to the Lucky Pendant, thisnecklace provides defense againstmagical attacks.

HEALING AMULETThis amulet slowly heals the wearer’swounds over time.

WATER TALISMANWhen worn, the Water Talisman aidsin breathing, allowing the wearer tospend a significant amount of timeunderwater without drowning.

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PURITY AMULETThis amulet repairs status anomalies bycleansing the body.

THIEVES NECKLACEIn addition to minor Wind and Waterdefense, the Thieves Necklace makesthe wearer harder to detect.

MYU’S NECKLACEThis powerful necklace containsstrange and unusual powers that aid inexploration.

Other ItemsMapsThere are several maps to find in yourjourney. All provide you withimportant guidance in getting fromplace to place.

KeysNORMAL KEYSA normal key operates certain locks.As long as the key is in yourpossession, you can open these doorsor chests when you encounter them.

ITEM KEYSSimilar to normal keys, you mustselect these from your inventory. Onceyou use them, however, these keys staywhere you placed them.

Health and Magic Items

HERBWhen used, herbs restore a smallportion of lost hit points. These arehandy to have in battle.

HERBAL LIQUIDHerbal liquid is a concentrated form ofnormal herb. When used, this bottle ofred liquid restores a greater amount oflost hit points.

FOREST FRUITA rare fruit, this has the ability torestore a tremendous amount of losthealth. Use only when desperatebecause these are valuable.

ANTIDOTEWhen eaten, antidote cures allcurrently active poisons. This is anecessity for battle against manycreatures.

FOREST ROOTThis strange root cures most statusanomalies—curse, paralysis, lethargy,and silence. It does not cure poison.

DRIED AMPHIBIAThis dried, two-headed creature curesall status anomalies, including poison.

MUSHROOMWhen eaten, a mushroom restoresmagical power to cast spells.

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DRAGON FLOWERThe ultimate healing item, dragonflower restores lost health and magicpoints, and cures all status anomalies.It’s rare and valuable.

POWER SEEDA power seed temporarily raisesphysical energy when used. It is handyfor a quick burst of energy.

WIDDA NEEDLEWidda needles temporarily increasemagic energy when used. Excellentfor battles where magic is moreimportant than might.

WISE MAN’S FRUITWhen a wise man’s fruit is eaten, itpermanently increases magic power bya point. Eat this as soon as you find it.

FOOL’S FRUITWhen eaten, this strange fruitpermanently increases physical energyby one point. Like wise man’s fruit, eatthese as soon as you find them.

MAGIC CRYSTALWhen used, this crystal not onlyrestores magic energy but also raisesmagic power.

SPELL CRYSTALSThese crystals come intwo shapes and sixcolors. When you useone, you gain the abilityto cast a new spell.

Special ItemsCRYSTAL VIALThis is a fine vessel, useful for carryingsmall amounts of liquid.

BONEThese jawbones fall from destroyedSkeletons. Save them to exchangewith a merchant.

SCALEScales fall from reptilian creatures.Like bones, you can exchange themwith a merchant.

CLAWAnother monster drop, save the clawsto exchange with a merchant.

Spell crystals are colored accordingto the type of spell they teach. Redcrystals contain Fire spells, orangecrystals hold Earth spells, greencrystals have Wind spells, bluecrystals teach Water spells, yellow

crystals contain Lightspells, and purple

crystals have Darkspells.

Note

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EARTH STONEA master craftsman can use anEarth Stone to upgrade aweapon’s power.

ICONSYou find four icons during yourquest. Each is keyed to aparticular power and providessomething that has been lostfrom the cursed land.

ROCK OF LIFEThis rock has the power to cureany disease. It’s rare andvaluable.

FOREST DEWForest Dew is used by ForestGolems as food. It is found inthe Heart of the Forest.

STRANGE EGGThe Widdas collect theseunusual reddish-orange eggs foran unknown reason.

BLACK EYEThese mystical eye-likegemstones contain the power toopen passages that have beenclosed.

GUIDE STONESPlace each mystical, glowingGuide Stone in a Marker.Then when you later stand in a Symbol of Passage, use a wand of the same

color as the Guide Stone to transport back to that Marker.

WANDSWhen used on a Symbol of Passage,the power of the wand transports theuser to the location of the GuideStone of the same color as the wand.

IDOL OF SORROWYou possess this cursed item when youbegin your journey. It brings sufferingand tragedy to whomever holds it.

There are five GuideStone/wand colors: red,green, blue, yellow, andviolet.

Note

Requirements toLevel WeaponsLEVELING WEAPONSSuccessfully land 180 hits to an enemy to obtainlevel 2

Successfully land 300 hits to an enemy to obtainlevel 3

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MagicCombat SpellsFire Spells

FIREBALLThis spell creates a ball of flamethat launches from your hand andtravels in a straight line. Anythingcaught in the path of the Fireballtakes damage when hit. At higherlevels, the Fireball burns after itstrikes, causing additional damage.

FIRE WALLFire Wall is a shorter-rangeversion of the Fireball spell.What it lacks in range it makesup for in width and damagepotential. The Fire Wall burnsacross the ground, moving away

from you and striking multiple creatures before burning out.At higher levels, the ground burns after the Fire Wall passes.You cannot use this spell when standing in water.

FLAME BREATHWhen cast, Flame Breathlaunches a huge blast of fire fromyour mouth, scalding any enemystanding in front of you. This isexcellent for damaging creatureswith which you are in close

combat. At higher levels, the spell’s range increases. Also,unlike other spells, you can cast this continually by holdingdown the button until you run out of magic power.

IMMOLATEImmolate is similar to theFireball spell. However, whencast, the ball of fire tracks itstarget and, if in a large, openarea, swings around formultiple hits. At higher

levels, a second ball of fire is added to this spell.

FLAME STRIKEThis spell creates a single ballof fire over the head of theenemy. This bursts, showeringthe target with flaming debris.This is a great spell for causingdamage to closely packedtargets or one large enemy.

Earth SpellsUPHEAVALWhen cast, the Upheaval spellcreates spikes of Earth thattrack their target. When theyreach the enemy, these spinesjut out of the ground, piercingthe target. At higher levels,Upheaval adds a single blowthat causes massive damage.

EARTH LEECHThis spell creates a smallpatch of poisonous groundthat infects anything crossingit, including you. It casts atshort range and is good forweakening an approaching

enemy. At higher levels, the size of the poison poolincreases.

VOLCANNONThis is an Earth-based versionof the Fireball spell. It sendschunks of burning earth at theenemy, causing both burningand impact damage. At higherlevels, the flaming stone causesa minor volcano to erupt where

it hits, causing more damage to the target.

METEOR CASCADEMeteor Cascade calls down ashower of deadly burning rocksto pepper the target intosubmission. At higher levels, theshower lasts longer and causesmore damage.

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Wind SpellsWIND CUTTERThis spell creates a single, whirlingblade of Wind energy. This blade iscast at the target, traveling in astraight line until it hits or reachesthe end of its range. At higherlevels, the Wind Cutter passes

through targets, while at the highest level, a second blade isadded and range increases.

ICE CLADThis spell creates a large chunk offrozen air to strike the target. Thisice ball has a curved trajectory, mak-ing it slower to hit than a spell likeWind Cutter. At higher levels, the iceball creates a cold mist on impact.

TORNADOA whirling mass of air spins forthfrom this spell, knocking back anddamaging whatever it hits. Backup when you cast this to avoidbeing trapped in the raging winds.At higher levels, a second Tornadois added, causing more mayhem.

FREEZEThis spell creates a freezing windthat encases the enemy in ice.This ice bursts, causing damage tothe enemy. At higher levels, thiseffect is stronger and deadlier.

Water SpellsVORTEXThe Vortex spell creates pillarsof water that shoot from theground, engulfing the enemy.Against stationary foes, theVortex hits several times beforefading. At higher levels, a ShockWave effect is added.

HYDROSPHEREThis spell creates a ball of water thatfloats in front of the target. This ballshoots small jets that damage any-thing they strike, including you.After casting this spell, keep yourdistance until it runs its course. At

higher levels, this spell creates a huge number of jets.

Light SpellsFLASHThe Flash spell creates a ball ofbrilliant light that shoots forth anddamages whatever it strikes. Becausemany creatures are vulnerable toLight magic, it’s a spell you’ll use alot. At higher levels, the light ballsplits when it strikes, damagingother enemies caught in the spray.

RETRIBUTIONThis short-ranged spell createsspears of light that appear inmidair, stabbing the target fromall sides at once. Retribution is ahard spell to target effectivelybecause of its range, but when itstrikes, it does a terrific amount

of damage. At higher levels, a single, large spear is added atthe end of the spell for additional damage.

INVOKE LIGHTNINGWhen you cast InvokeLightning, you create a singleball of energy that launchesupward. A few seconds later, thisball releases a tremendous strokeof lightning straight down. Move

away after you cast this spell so you aren’t caught in theblast. At higher levels, this bolt of lightning becomes alightning storm.

JUDGMENTThe Judgment spell is similar tothe Immolate spell from the Firedomain. This spell creates a seriesof light balls that launch and chasethe target until they strike.Additional orbs are created athigher levels.

Dark SpellsECLIPSEThis spell summons a sphere ofDark magic that drains the lifefrom all creatures who walkwithin it. This includes you, soretreat when you cast this spell.Use it against nearby foes. At

higher levels, multiple spheres are created.

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DRIFTING DEATHThe Drifting Death spell causes acloud of darkness that damagesfoes and makes it difficult for themto see. You can get caught in thisspell, so be careful when you castit. A larger mist that spreadswider is created at higher levels.

DARK MATTERWhen cast, the Dark Matterspell creates a huge ball ofnegative energy. This splits intofour balls that release a powerfullightning attack. At higherlevels, the main sphere splitsinto five or six smaller spheres.

Non-combat SpellsEarth Spells

EARTH HEALThis spell restores hit points lostfrom combat. It’s a great spellbetween fights, especially when youare low on herbs and herbal liquids.At higher levels, Earth power isimbued into weapons, slowingenemies with a successful hit.

Wind SpellsLIFE SHIELDThe Life Shield disrupts the flowof air around you, making it easierto avoid enemy arrows and missileweapons. It’s a necessity againstDark Archers, Skeleton Archers,and Widda Archers. This pro-tection increases at higher levels.

Water SpellsPURITYThe Purity spell acts like anti-dote, curing you of poisonwhen you cast it. Its benefit isthat it takes no magic powerto use and, unlike antidote,it’s free. At higher levels,

poison ability is temporarily granted to your weapon.

ENDURE FIREThis spell improves yourresistance to Fire spells andattacks. It protects you slightlyagainst lava pools. This spellimbues your weapon withWater power at higher levels.

REMEDYUse the Remedy spell after atough combat. When cast,you recover your hit pointswithout the need ofrestoratives like herbs.Additionally, Remedy cures

anomalies like poison and lethargy. At higher levels,this spell restores damage and status anomalies, andgrants protection against status anomalies.

Light SpellsDIVINE LIGHTThe Divine Light spell createsa small area of magical lightthat helps you see in dark anddimly lit areas. At higherlevels, this spell imbues yourweapon with Light attributes

and nullifies enemy magical attacks.

Dark SpellsSHADOW SKINShadow Skin causes darknessto gather around you, makingit difficult for your enemies tospot you. It also makes it moredifficult for you to see. Athigher levels, Dark magic isimbued in your weapon.

RECKLESS STRENGTHA great combat spell if youaren’t planning on doing a lotof spell casting, RecklessStrength increases your physicalpower. As a consequence, yourmagical abilities drop to

nothing, and your magic power recharges at a slow rate.This spell imbues your weapon with Dark magic at higherlevels, which slows enemies on a successful strike.

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Fast and Weak vs.Slow and PowerfulYou have a choice in how you want to enter combat. Youcan go with faster weapons like Carvers and rapiers, oryou can opt for bigger weapons. Each has its advantages.

With faster weapons, your attacks are morefrequent. You don’t have to wait as long to recoverfrom a strike, which means you can hack away withouthaving to back off. With a fast weapon, you can attackagain before the enemy recovers from your first strike.Even better, you can usually get in your attack beforethe enemy strikes, often stopping its attack. However,fast weapons do less damage, which means you must hitmore frequently as well.

Heavier weapons take longer between swings butdo more damage when they hit. Where a rapier leaves asmall hole, a massive two-handed bastard sword leaves aterrible gash. Using one of these weapons means fewerstrikes are necessary to down your foe. The down side isthat your attacks are slower, which means that fastopponents often hit you while you are swinging.

The other advantage to lighterweapons is that you can carry ashield while using them. The

added defense can mean the differencebetween life and death.

Tip

Fast weaponsdon’t do as muchdamage asheavier ones, butyou can attackmore rapidly,often stopping anenemy strikebefore it happens.

Heavier weaponsdo increaseddamage at thecost of speed.

29

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CombatBobbing and WeavingThe basic combat strategy you should employ is a bobbingmotion, forward and back. Most of the monsters (but notall) warn you before they strike: Living Dead angle theirpickaxes, Spiders pause before they pounce. Get closeenough to a creature to cause it to attack, and back awaybefore the strike hits you. While the creature recovers fromits missed attack, hit without fear of retaliation.

For creatures with a long-range attack like Archers,utilize a side-to-side movement. Get them to launch anarrow or cast a spell at you. Move away so the attack goesto the side of you. While they get another attack ready,charge in.

With creatures likeStools, you caneasily plan yourattack. Wait forthe spores todisperse, thenswing away.

Monsters with long-range attacks aremore trouble.Move from side-to-side to avoid theirattacks as youapproach.

Requirements to Level MagicLEVELING MAGICLevel 2 – 50 Experience Points neededLevel 3 – 150 Experience Points neededOFFENSIVE MAGICEach time an offensive spell successfully hits an enemy,one experience point is earned.DEFENSIVE MAGICEach time a defensive magic is used, three experiencepoints is earned.NOTE: Earth Heal and Remedy only count as oneexperience point. Also, Earth Heal and Remedy must healat least 1 HP in order for the experience point to be earned. NOTE: Leveling magic experience points has nothing todo with in game experience points.

Strategy

Magic continued…

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The choice between fast and weak or slow andstrong is yours. Both can be successful.

Spells in CombatOffensive spells are invaluable in your battles. Usethem to stun enemies, knock them back, wound them,and open them up for additional attacks.

The best way to use a spell, other than killing acreature, is preventing it from attacking. Hit the enemywith a spell while charging. While the enemy reacts tothe damage from the spell, get in a good strike withyour weapon. This is often enough to kill a foe, leavingyou unscathed.

Your non-combat spells can be used in combat,but they’re tougher to work with. Have your combatspells working for you. Use spells like Earth Heal andPurity between fights so your magic power is usable forFireballs and Meteor Cascades during battle.

Using ItemsRestorativesRestoratives return lost hit points, restore magic points,get rid of status anomalies, or some combination of thethree. Use and buy them often.

Use health restoratives like herbs and herballiquids as you need them in combat. Eating or drinkingone affects you instantly, so you regain your healthwhile you fight. After you learn the Earth Heal spell,use this between battles to restore your health.

Mushrooms restore your magic power; use themas you need them. If you run out of magic pointswhile fighting, use a mushroom. Like all items, itseffects are instant.

Use items like forest roots and dried amphibia,which get rid of status anomalies like poison andlethargy, when you need them. Be smart, though. Ifyou’re fighting a large group of creatures that canpoison you, wait until the end of combat to use anantidote, or you can expect to use a lot of antidotebefore the combat is over. Heal yourself to get your hitpoints back.

Equipping YourselfYou can swap out your equipment, including armor itemsand weapons, instantly—even change them in themiddle of combat. Go into battle holding the best itemsin your repertoire. If you’re carrying a rapier and run intoa Skeleton, switch it for your morning star. The Skeletonwon’t get any free shots at you, and you’ll be better

Hit first with aspell, then movein with theweapon. You hityour enemy twicebefore it canattack once.

When you don’thave enoughmagic points to castthe spell you wish,use a mushroom.

Finish the combatbefore using aforest root, driedamphibia, orantidote, then cureyourself afterward.

Use healthrestoratives incombat.

To counteract the problem ofheavier weapons, swing while you

approach the enemy. Your attack finishes as youget close, scoring a hit and leaving youvulnerable for a shorter period of time.

Tip

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equipped to handle the combat. If you run intosomething that uses Fire magic, like Salamanders, equipyourself with items that protect against Fire damage.

General StrategiesCombat ExperienceCombat is a major part of your quest in King’s Field:The Ancient City. Everywhere you go, there arecreatures trying to stop you from finishing your task.

In addition to clearing the way for yourcontinued exploration, combat does three things foryou. First, many of the creatures you fight drop items.Bosses, especially, drop spell crystals and other itemsyou need to continue. Second, monsters drop gold,which allows you to buy items that you need to protectyourself, heal, and better continue your journey. Third,combat generates experience.

Experience is what turns you into a one-manwrecking crew capable of defeating any foe. Eachtime you go up a level, you become able to useheavier, more powerful items, your magic abilitiesincrease, and you become harder to kill because ofadditional hit points. Attacks that would flatten yououtright at the beginning of your quest can beshrugged off later on.

Because of the importance of gainingexperience, never avoid combat. If there aremonsters in your way, take them down. Get theirmoney, items, and experience for killing them. Youdon’t need to go out of your way to find creatures tokill, but don’t pass up monsters either. Run fromcombat when you are out of healing items, out ofmagic-restoring items, and are low on hit points.Otherwise, take out everything you encounter. Thehigher your level, the easier the fights are, thebetter your spells are, and the easier it is tosuccessfully finish.

Going Up LevelsThere are a few different types of levels with which youshould be concerned. The basic type is an experiencelevel, which improves your hit points, magic points,and ability to carry items.

You can also raise levels in weapons and spells.Using a weapon or spell many times teaches yousomething about that weapon or spell. Eventually, youcan improve your skills with it. At higher levels, youbecome faster, more accurate, and more dangerous withyour weapons, and your spells gain strength and newabilities. Stick with a few weapons you really like togain additional strength with them over time. As forspells, get several to second or third level. Themaximum level for a spell or weapon is three.

Don’t be caught incombat with thewrong weapon or spell.

Wounds causedby monsters,which are seriousearly on, areminor when youbecome stronger.

The additionallevel makes thisweapon deadlierin combat. Pick afew weapons tospecialize in.

It takes a lot ofcombat to gainthis many levels,but you must do itto survive.

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Backing OutWhen you look through the next section, there arementions of going to a specific shop or using a saveposition. It isn’t necessary to follow the walkthroughperfectly in terms of shopping and saving. At anytime, you can back out of an area, return to someplaceyou’ve been, and buy items you need or save yourgame. You can use save positions as many times as youlike, so run back and save your position after a toughcombat, even if the walkthrough doesn’t specificallymention it.

Buy whatever you think you can use. The onlyitem you need to buy is the Wind crystal early in thegame. Everything else you can buy as you need it. Sellanything you aren’t going to use, especially armor andweapons. Keep special items like crystal vials, keys,maps, and the like—you’ll find uses for them all, oftenlong after you discover them. With weapons andarmor, when you have something better in yourarsenal, get rid of things you no longer plan to use.There’s no reason to hang on to your old wooden clubwhen you have a morning star that quickly does moredamage. Sell the club and get the money for it.

Guide Stones and WandsThroughout your travels, you find five Guide Stonesand wands. Use these in conjunction with the Symbolof Passage to quickly move from one place to another.When you use a wand while standing in a Symbol,you go to the Guide Stone of the same color, as longas the Guide Stone is placed in a Marker.

The walkthrough has some suggestions for usingthe Guide Stones and wands, but feel free to use themas you desire. They are there to shorten your traveltime between locations. While the walkthrough makessome recommendations at certain places, use theseitems as you see fit.

The only exception to this rule is the LawfulBlade. Don’t sell this back. You need it atthe end of the game.

Tip

If you are lowon health anditems, back outeven if thewalkthroughdoesn’t mentionit. You cancome back.

Use GuideStones, Markers,wands, andSymbols ofPassage asshortcuts fromplace to place.

Get rid of itemsyou no longerneed, and usethe money tobuy things youwant.

Weapon levels refer to specificweapons. If you gain a weapon levelwith the Fire Carver, you don’t gain alevel with any of the other carver

weapons. Gaining a levelwith one morning star

doesn’t translateover to a differentmorning star.

Note

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Maps

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To Map 4

To Map 2

Start

DuhrinTo Map 5

To Map 1

To Map 26To Map 7

Save Point

W hile you can easily follow the written walkthrough to get from place to place,you can use these maps in conjunction with the walkthrough to help you find

items and navigate how each area connects to the next. Throughout the Walkthrough(starting on page 49), look for the icon, which appears in screen corners. The number onthe icon references the maps in this chapter.

1 PALACE OF OATH EXTERIOR 2 VILLAGE RUINS

3 EAST VALLEY 4 PALACE OF OATH INTERIOR

Maps

To Map 1

Lynn

Sharyl

ClarityBracelet Hidden

DoorTo Map 9

To Map 1

To Map1 Chad onSecond Level

HealingFountain

SavePoint

To Map 4

◆64

To Map 3

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To Map 11

To Map 11

To Map 26

To Map 2

To Map 6

Rock of Life

To Map 8

To Map 7

To Map 7

To Map 7

To Map 8

5 THE SHOP 6 MINER'S CEMETERY

7 UPPER MINES 8 LOWER MINES

Caretaker’sMapDuhrin

Rusty Key

Elevator

Shop Wind Crystal

To Map 8

To Map 1

Rock of Life

To Map 5

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To Map 4

Save Point

Mista Fopa’sRoom

To Map 10

Lee Maynor

To Map 13

To Map 12

To Map 11 To Map 9

Drop FromMap 10

To Map 5

To Map 5

Hidden Entranceto Map 12

To Map 10

9 CATACOMBS (OR GIANT SPIDER'S LAIR) 10 UPPER UNDERGROUND GRAVEYARD

11 LOWER UNDERGROUND GRAVEYARD 12 ICON OF HEALING

GiantSpider

To Map 5

PoisonSpringTo Map 10 To Map 11

LightCrystal

Icon ofHealing

Mista

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13 THE ANCIENT CITY EXTERIOR 14 THE ARMORY

15 THE ANCIENT CITY LEVEL 3, WEST 16 THE ANCIENT CITYLEVEL 3, CENTRAL TOWER

HiddenPanel

To Map 19To Map 14

HiddenDoor

Switch

Dog

To Map 13

To Map 13

Switch Switch

Switch Switch

To Map 15

To Map 15

To Map 15

To Map 13

To Map 13

To Map 13

RamirezTo Map 16

To Map 17

To Map 20

To Map 15

To Map 15

To Map 15

To Map 15

To Map 32

To Map 32

To Map 19

Save Point (Top of Tower)Symbol of Passage (Top of Tower)

Chad (Top of Tower)To Map 24

To Map 16

To Map 16

To Map 16

Symbol of PassageSave Point

Earth Crystal

Hidden DoorSymbol of Passage

Engineer’s Room(top floor)

KeystoneTo Map 17

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17 THE ANCIENT CITY, LEVEL 3, NORTH 18 NORTH CLIFFS

19 THE ANCIENT CITY, LEVEL 3, EAST 20 THE ANCIENT CITY, LEVEL 3, EAST CATACOMBS

To Map 41

To Map 17 To Map 17

To Map 40

Kyle CampbellExpedition

Key

HiddenDoor

To Map 18

To Map 16 To Map 16 To Map 16

To Map 20

To Map 20

To Map 35 To Map 21

To Map 19

Dark Crystal

To Map 19

To Map 35

To Map 35

To Map 16

To Map 16

To Map 27

Save Point

To Map 18

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21 THE HOLY FOREST 22 THE HEART OF THE FOREST

23 THE KING'S THRONE, UPPER 24 THE KING'S THRONE, LOWER

Save Point

To Map 20

Earth Crystal

Aeaine

Symbol ofPassage

To Map 21

Forest Dew

Forest Golem

To Map 23

To Map 22

To Map 21

Ancient KingLight Crystal

Light CrystalTo Map 58 King’s Key

To Map 57

To Map 57

To Map 24

To Map 25

To Map 23

To Map 25

To Map 16

Trap

HealingSpring

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25 THE KING'S THRONE, ALCOVES 26 THE UNDERGROUND CANAL

27 SOUTH CLIFFS 28 THE EARTH FOLKS' VILLAGE

To Map 24

To Map 24

Water Crystal

To Map 5

Drop from Map 2

Light Crystal

To Map 32

To Map 29

To Map 28To Map 28

To Map 19

To Map 27

To Map 29

To Map 27

HiddenPanel

HiddenDoor

Save Point

Earth Folks’ Key

Hidden Door

HiddenDoor

Harmurah’sSmithy

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29 THE FORGE 30 THE CAVERN OF LAVA

31 THE FIRE LORD'S DOMAIN 32 THE ANCIENT CITY, LEVEL 3,SOUTH

Save Point

To Map 30

HiddenPanel Earth King

Harmurah

To Map 28

To Map 31

To Map 29

Fire Crystal

To Map 27

Hidden Panels

Altar ofFire

Fire Genie

FireLord

FireCrystal

To Map 30

To Map 33

To Map 16

To Map 27

To Map 36To Map 35

Shane’sRoom

To Map 34

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33 THE ANCIENT CITY, LEVEL 3, 34 THE ANCIENT CITY, LEVEL 3,SOUTH, WIDDA AREA 2 SOUTH, WIDDA AREA

35 THE ANCIENT CITY, LEVEL 3,SOUTH, CRAFTSMAN'S ROOM

To Map 32To Map 32To Map 32

Hidden Door

WindCrystal

Earth Folk’sMap

Craftsman’s Room

To Map 19

To Map 37

To Map 32

Hidden Doors

Wind Crystal

Save Point

Light Crystal

To Map 19

To Map 19

To Map 32

Belric

BlockedDoor

36 THE ANCIENT CITY, LEVEL 2,SOUTH

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37 THE ANCIENT CITY, LEVEL 2, 38 THE ANCIENT CITY, LEVEL 2, CENTRAL TOWER WEST

39 THE ANCIENT CITY, LEVEL 2, WEST, SORCERER'S AREA

To Map 40

To Map 39

To Map 37

Secret DoorJaMarc

Giant Beetle

To Map 38

To Map 40

To Map 16

Zastari’s Map

To Map 53

To Map 36

Engineer’s Key

Dark Sorcerer

To Map 38

To Map 38

To Map 50

To Map 37

To Map 37

To Map 18

To Map 37

Save Point

Hidden Door

Master Fadin

Talisman of Water

40 THE ANCIENT CITY, LEVEL 2,NORTH

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41 CLIFF PASSAGE 42 OCEAN SHORE

43 THE OCEAN FORTRESS 44 SEABED CAVE

To Map 44

To Map 45

To Map 18

Widda’sMap

To Map 42

To Map 42

To Map 43

Save Point

To Map 41To Map 41

To Map 44

Lighthouse

To Map 42

To Map 42

LyleJohn

Joshua

FortIcon of Fire

To Map 42

To Map 42

Paul

To Map 41

WaterCrystal

Dark Crystal

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45 THE QUEEN'S PALACE 46 THE QUEEN'S PALACE, CATACOMBS

47 THE WIDDA QUEEN'S LAIR 48 THE EGG MINES

To Map 46

To Map 46

To Map 46

To Map 45

To Map 45

HiddenDoor

To Map 45

To Map 41 Akryal

To Map 47

To Map 47

Widda Queen

Widda Key

To Map 45

To Map 48

Septiego

To Map 49

To Map 49

To Map 47

To Map 50

Oagh

WindCrystal

Drop FromMap 45

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Maps

45

49 THE SNAKE DENS 50 THE ANCIENT CITY, LEVEL 1, WEST

51 THE RUINS OF THE DARK FOLK 52 THE ANCIENT CITY, LEVEL 1, CENTRAL TOWER

To Map 48 To Map 48

To Map 40

To Map 51

Switch

To Map 52

To Map 48

To Map 48

To Map 48

Egg

Egg

EarthCrystal

Ancient Key

Dark Crystal

To Map 50

To Map 50 To Map 53

To Map 59

Water Crystal

Healing SpringSave Point

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53 THE ANCIENT CITY, LEVEL 1 54 THE MANSION OF HOWLINGAND 2, EAST WINDS, EXTERIOR

56 THE TREASURY

To Map 37

To Map 56 (first floor)To Map 52 (second floor)

Zastari’s Key (first floor)Chad (first floor)

Fire Crystal

To Map 54

To Map 53

Wind Crystal

To Map 55

To Map 55

To Map 54

To Map 54Switch

Serrak

To Map 54

Icon of Water

Ring of Wisdom

Hidden Door

Hidden Door

Hidden Door Earth CrystalTo Map 53

King’s Map

Serrak’s Key

55 THE MANSION OF HOWLINGWINDS, INTERIOR

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Maps

47

57 THE PASSAGE OF LIGHT 58 THE SANCTUARY OF LIGHT

59 THE GUARDIAN'S ROOM 60 THE OLD BATTLEFIELD

Sentinel

Sentinel

Sentinel

To Map 23

To Map 23

Altar ofLight

To Map 23

Water Crystal

To Map 60

Jail Key

To Map 62

Dark Crystal

To Map 59Save Point

To Map 61

To Map 52

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To Map 60

To Map 64

Start

To Map 63

61 THE UNDERGROUND JAIL 62 THE DARK SANCTUARY

63 THE DARK REALITY, ENTRANCE 64 THE DARK REALITY, CONCLUSION

Dark Knight

Alter of Darkness

To Map 60

To Map 60

Dark Crystal

To Map 60

Dark Succubus

Final Boss

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The Walkthrough

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The WalkthroughStarting Out

The grayishground to the

right isdangerous. Ifyou step on it,you’ll fall into alava pit.

Caution!

There is asave icon inthis room.

Tip

Walk through the doorson your left. Follow thestairs and hallway to thenext door. Go through it.

On the other side of thesecond door, you see aman sitting. Talk to him.This is Cecile Yeala.

Walk forward from yourstarting position. Grabthe herb resting on theground in front of you.

When you are donetalking with Cecile, grabthe club next to him. It’sa low level weapon, butit’s a start.

Go back up the plankand head left again.When you see a helm onthe wall ahead of you,step carefully.

As you step toward thehelm, the wall collapses.If you’re quick, you canrun back and avoidtaking damage in the fall.

Go back out the door andhead left. Go up the stairsin front of you. At the topof the stairs, go left alongthe battlements.

In the chest in front ofyou, you find someleather gloves. Equipthem. Like the club,they’re not the best, butthey’re a start.

Starting O

ut

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Walk into the main area.Go to the doorway acrossfrom you and headthrough it. Avoid theManeaters for now.

There’s a wooden plankto your left. Walk acrossit and open the chest onthe other side. You findan herbal liquid.

◆1 ◆2

The icons on the screens in this chapter refer, by number, to the Maps starting on page 33.◆64

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There’s a wooden shieldon a stool. Take andequip it.

Return down the pathand finish off theBeetles.

When you are done withthe Maneaters, follow thepath next to the entranceto this building.

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Walk out of the store andback past Cecile. Returnto your starting positionand go left.

At the end of the path,you find a smallhomestead. Talk to Lynn,the girl standing outside.

When you are done withLynn, go inside the houseand talk to her mother,Sharyl.

As you walk forward, yousee Beetles in thedistance. You can easilyhandle them.

As you return to theruined village, finish offthe rest of the Maneaters.You should go up a levelin experience.

Enter the building andfollow the stairs down to thedoor at the bottom. Beyondthe door is a shop. There are80 gold pieces in the chestin the back corner.

Return along thebattlements to theground. Follow the wallon the right to find thehelm that fell off thewall. Grab it and equip it.

Most of the shopkeeper’sitems are too expensivefor you right now. Ifyou’re having trouble in combat, buy someextra herbs.

With the equipment youhave now, you can takeon the Maneaters. Startkilling them off andcollecting the gold.

As you enter the openarea ahead of you, takethe first right and followit to the end. Grab theantidote as you followthe path.

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◆3

◆1

At the end of the path isan old man namedDuhrin. Talk to him andgrab the herb on theground near the brokenbridge.

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The Walkthrough

51

Talk to the shopkeeper.He tells you that he soldhis map to an old man,Duhrin.

When the tunnel opens,there are plenty moreBeetles to fight.

Go through the tunneldirectly across from you.Don’t be surprised ifthere are more Beetlesinside.

Open the doors andenter the palace. Walktoward the misty pedestalin front of you.

There are two doorwayson your right. Go to therightmost door.

Down the left tunnel,you find a skeleton and aleather vest. Get the vestand put it on.

At the top of the stairs,you find Chad. Talk tohim. Like Sharyl, hewants a Rock of Life.

Return to where youstarted your quest. Youmust get back to the shopnear the ruined village.

Inside, there is a GreenSlime and two chests.You find wooden shoesand a mushroom insidethe chests.

After the Beetles are dead,check out the rightmostexit. There are two chestsinside. You find a shortsword in one and 100 goldin the other.

Go back down the tunnelto the palace entrance,where you first fought theBeetles. Don’t besurprised if there aremore of them.

Starting O

ut

Duhrin left out the backexit. Equip your club andget ready for battle.Leave through thepassage near theshopkeeper.

Head back toward theentrance, but go left at thedoor to the spiral staircase.Take it to the top.

At the fork, bear to the right.

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◆1 ◆4

◆5

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The Walkthrough

53

There are two LivingDead in this passage. Killboth and get the pickaxfrom one of them. Smashthe barrels in the room.

Go down the left passagewhen you are ready.You’re entering the minearea, which is filled withPoison Slimes.

Go back to the mainpassage and proceed left.Skip the tunnel to theright for now. You cometo a log suspended over achasm. Cross it.

On the far side of the log,there is a sign. Go righthere and get your weaponready.

After the Slimes aredead, take the leftpassage. Go left againwhen you have thechance.

The morning staris excellent fordestroying thebarrels. There’s an herb in one of the barrels as well.

Tip

Return down the long tunnel and head back toward the shopkeeper. Onthe way, destroy a few of thesebarrels to get to the chest. Youfind an iron helmet.

Return to the shopkeeper. Sellthe leather helm, leather vest,and wooden club. If you founda forest shield (Reapers oftendrop one), sell back yourother shield as well.

You find a lot of antidotehere. Get all of it becauseyou need it where you’regoing.

Return to the area withthe sick woman, Sharyl.Behind the house, thereis a cleft in the rocks.Descend and kill theBeetles.

Go right when you enterthe open area within thepalace. There are twotunnels to the right. Therightmost tunnel has asave position at the end.

This passage dead-ends afew feet down. A GreenSlime is here, as well as ahealing pool. Stand inthe pool and use theaction button to regainsome health.

Starting O

ut

Go back outside andcheck around the house.Smash the barrels, thenreturn to the palace.

◆5 ◆3

◆1

◆7

◆8

You may be attacked by a BloodBat on the log. Don’t

worry—they don’t hittoo hard.

Note

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Walk up theplank to theright untilyou’re abovethe corpse.Drop to theground below.

Go forward. Tothe right,growing on thebody of a fallenminer, is a Stool.Kill it and getthe mushrooms.

On the other side of thebarrier are some BloodBats. Fight your waythrough them.

Go left at the fork. Pastthe next group of BloodBats, you find moreantidote and some armguards.

Continue down thepassage ahead of you. Itopens into a cave with afew more Living Dead.

While you are waiting,smash the barrels. Whenthe elevator arrives,stand on it to drop to thelower level.

Go to the leftmost planknext. You find the body of aminer, the father of the girlyou spoke with earlier.There is a Rock of Life nextto him.

The sign on the other side of the room says “Do NotEnter.” Knock the sign downand keep going. When youget to the barrier, knock itdown as well.

Go back and head left tothe next barricade. Smashthrough it. Don’t go leftagain, or you return to theentrance to the mines.

On the floor below, yousee some Living Deadwalking around in a poisonpool. If you are patient, afew come out to attack.

You must movequickly on theplanks. If youstand still,they sink.You’re thendropped intothe poisonedmuck.

Caution!

If you can getto the second

alcove from the left,there is another EarthStone. However, it isusually guarded by aLiving Dead who won’tleave, which makes ittoo tough to grab.

Tip

Instead, go right andwalk past the healingpool again. Go backacross the log, and thistime, go left at the sign.

Planks lead to four areashere. Start with therightmost plank. Runacross to the small alcove.There is an Earth Stone inthe bucket.

Past the Poison Slimes,you find an elevator. Flipthe switch to call theelevator to your level.

◆7

◆8

◆7

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55

Starting O

ut

Go back to the ladderand return to the areaoutside the mines.

Return to the mines and goback to the ladder. To getthere, go left inside, past thehealing pool, then take thefirst right. Out in the largearea below, go left.

At the top of the ladder,walk forward and go leftwhen the tunnel splits. Thefirst fork to the right leads tothe healing pool; the secondright leads back outside.

The central passagecontains a ladder back tothe top level of the mine.If you are low on antidote,climb up.

Return to Sharyl’s house. Goback to the area behind thehouse with the red Beetles.The Beetles have returned,and many of the antidoteplants have grown back.

While you are here, returnto the interior of the houseand give the Rock of Lifeto Sharyl.

Go through the non-boarded door in the houseto the backyard. There is aReaper here. Kill it andreceive the ClarityBracelet.

If you feel you stillneed moreantidote, return tothe shop and buy itbefore you headback to the mines.

Tip

Go down the right fork,then go right again. Thereis a huge Slime here. Killit to get another Rock of Life.

There are three corridors toexamine here. The one onthe left from where you en-tered has a miner at the end.Get the Earth Stone fromthe ground next to him.

Go to the boarded-up houseand smash your way in. Inthe chest inside, you find amushroom. Break throughthe other boarded-up doorand smash the barrels here.

Head back into thepalace, which is right infront of you. Go up thestairs and trade thesecond Rock of Life toChad for the crystal vial.

Smash through thebarricade and pick your waythrough the Poison Slimes.You get repeatedly poisonedhere because the actual areais poisonous, so be readywith the antidote.

Go back outside and talkto the girl. She rewardsyou by giving you a Firecrystal. Use it to gainyour first spell.

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◆7

◆4

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When Lee falls, he dropsthe key to the centralroom. Get it, but don’tuse it yet.

Go through the door and down the stairs. Atthe bottom, you see more webs.

Once you are throughthe Spiders, open thedoor at the end of thecorridor.

You are in a large squarechamber with a smallersquare room at its center.Go right to the door tofind a save position.

Advance using Fireball toburn through the webs.There are plenty ofSpiders to smash alongthe way.

The soldier is Lee. Hetells you a terrible storywhen you talk to him.

Leave Lee and go to thedoor into the centralroom. It is locked.

Return to the room withLee. He is standing andattacks you.

Across from the saveposition, you findanother door. Go in andtalk to the soldier here.

The Huge Spider

Leave Chad and return tothe ground. Walk towardthe misty altar, but bearright and walk straightahead into the smallroom with the Spider.

One last Spiderdrops from the

ceiling as younear the endof thispassage.

Caution!

If you check the door before you see Lee,he’ll give you the key without you havingto fight him.

Tip

Kill the Spider, then useyour new Fireball spell toburn the webs off the door.

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The H

uge Spider

Open the gate ahead ofyou and walk down thestairs into the large area.

At the far end of thischamber, there is aSkeleton Archer. Moveup carefully and destroy it.

Walk down the corridorfrom the door to thecentral room. Go throughthe door on the right.

Examine the pile ofbones in the corner tofind an herb. When youdo, two Skeletons appearand attack.

There are cells in theroom beyond the Archer.There’s a Skeleton in oneof them and a gapinghole in another.

Go down the stairs allthe way to the bottom inthe next area. Fight theSkeletons.

Enter the room with theStools and fight your waythrough them to thestairs at the back.

Go back outside and takethe staircase down. In onealcove behind the stairs,you find an herbal liquid.In the other, there is aSkeleton.

If you open the gate and go right, you’ll beback at the shopkeeper’s. If you need items,this is a great time to get them.

TipReturn to the cells aboveyou. Open the door tothe cell with the gapinghole. Drop through tothe shelf below.

At the top of the shortstaircase, there is a pile ofbones and a release rock.Get this rock.

Check out the two sidechambers inside. Each hasa chest. In one you find aforest root, in the otheryou find a mushroom.

Bash the Skeleton at thetop of the stairs andcontinue down thecorridor.

Leave the area with thecells and go to the dooron the right. There is aSkeleton Archer at theback of the room.

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The Walkthrough

59

The S

tone Guardians

When the Spider dies, itdrops a Water crystal.Grab it to learn thePurity spell, whichneutralizes poison.

Place the Icon of Healingon the shrine where theSpider was.

The door opens into ahuge room. Walk in andgo left.

From the Spider’s lair,walk straight until you seea door on your left. Goinside. Mista warns youabout the Ancient City.

Return to Mista and findthe hole in the wall nearwhere you killed theSpider. Cast a Fireballthrough the hole to destroythe webs and drop thecrystal to the ground below.

Leave this area. Go back towhere you fought with Lee.The crystal you releasedfrom the webs is on thefloor. Use it to learn theDivine Light spell.

Now it’s time to use thekey you got from Lee.Return to the door nearwhere you fought him,and use the key.

The crystal is justoutside the doorto the last saveposition you used.Save your game.

Tip

Inside, hanging from theceiling, is a massiveSpider. It attacks withwebs, which hurt a little,slow you down, and makeit tough to see.

The Stone Guardians

Continue down thehallway. Kill a Spider andan Expedition Soldier,and proceed to the doorbeyond.

Don’t gostraight. Fourarrow trapsslaughteryou if youhead fordoor.

Caution!

◆9

◆9 ◆13

Use Fireball spells. If youget close enough to strikethe Spider, it will rip youapart with its claws.

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The S

tone Guardians

Go down the stairs andout the door. Turn leftand walk forward. You’rein the large room whereyou started in this area.

Go to the door that wasguarded by the arrowtraps. On the other side,kill an ExpeditionArcher.

Head forward to the wall,then go left. Look left tofind the Binding Crownon one of the pedestals.

In the room across fromthe area containing thebreastplate, there aregauntlets. The room nextto this one holds twomore Skeletons.

When you are done, go tothe door between the two torches in theprevious area.

Kill the four Skeletons inthe next room. In thefront-right corner, get theknight sword from the statue.

Go straight. When youfind the door on your rightat the far end, go in. Thefirst two barrels in thisroom contain herbs, whilethe third holds a Skeleton.

Quickly grab the BindingCrown. This awakens theStone Guardian in thenearby alcove.

Of the four side rooms here,only the one in the backright is important. Follow thetunnel from this room. Killthe Skeletons and get theiron breastplate and the herbs.

When you open the door,an Expedition Archerfires at you from thebalcony above. Run downthe stairs and to the right.

Check the wallacross from theSkeleton barrel.There is a pairof knightgreaves in asmall alcove.

Tip

Walk out of the roomand fight the ExpeditionSoldier in front of you.Destroy him and get thearrows off the floor as youwalk forward.

Turn and run. You mustget out of this roombefore the StoneGuardian blocks yourpath. Run to the largecentral room.

Place the Binding Crownon the pedestal. Thissends the Stone Guardianto its resting place.

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Follow the hall where theStone Guardian walked.Go left and head up thestairs.

Take the first passage left and open the door at the end. FourExpedition Soldiers waitinside for you.

Return to the last saveposition past the StoneGuardians. Go throughthe large double door.

Equip the bow and launcharrows into the StoneGuardian. Aim for its headand fire until it drops.

Go back to where youplaced the BindingCrown. Get it to releasethe Stone Guardian,then proceed up to thestairs. The StoneGuardian can’t followyou here.

Follow the next hall tothe door at the end andwalk through. Go left.

Get the Binding Crownfrom the other side anddeal with the secondStone Guardian the sameway. Check out thealcoves where the StoneGuardians were to find anEarth crystal and theKeystone.

NoteThere is a saveposition beyond the

door nearthesestairs.

Cross the bridge at the topof the stairs and look leftin the next small room.The Archer who attackedyou earlier is here. Killhim. In the box near himis a suit of chain mail.

From where the Archerwas, cross the bridge andgo up the short staircase.Open the door and followthe ledge to the room atthe end. The ForestCarver is in the chest.

Make sure youhave at least20 arrowsbefore youleaveRamirez.

Tip The pair of barrelsnear Ramirez is

trapped. If youstrike them, theyexplode, killingyou. Leavethem alone.

Caution!

◆13

◆15 ◆16 ◆15

Go into the previousroom and through thedoor on the left. Inside,talk to Ramirez. He givesyou a bow. You can alsobuy and sell items here.

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63

The Forest Golem and the Priest’s Key

The F

orest Golem

andthe P

riest’s Key

primagames.com

Go to Ramirez. Stock upon anything you need.Mushrooms, herbs, andherbal liquids should topyour list.

The hallway beyond isfilled with Stools at thefar end. Take the leftpassage to the door andgo through.

In the other half of theroom, the door to your lefthas an empty chest behindit. The door to your righthas more Stools. Kill themand get the magic crystalthey are guarding.

Return to the hallwaycontaining the Stoolsand hack your waythrough to the door atthe back.

There is an ExpeditionArcher to your left as youenter. Take care of him,then handle the Slimesand Soldier.

The next room is filledwith Stools and GreenSlime. Hack your waythrough to the door atthe far end.

In the area where theArcher was, check theright wall for a secretdoor. Inside is a chestwith scale mail.

The flyingcreatures inthe huge

room areDarkBirds.Theylaunchfireballs at you.

Caution!

Leave Ramirez and go right.Pass the entrance to thisarea and take the secondpassage on the right. Gothrough the door at the endto the room containing twoExpedition Archers.

When the Archers are dead,collect the arrows from thefloor and the herbal liquidfrom the chest. Through thewindows, you can see anExpedition Soldier in thenext room.

Leave this room and headback to the open area. Goleft and take the next pas-sage to reach the room withthe Expedition Soldier,then go left past Ramirez tothe next passage.

NoteThe other door hereleads to a smallroom with a box.

Inside the boxis antidote.

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Follow the path to theleft until you reach thegiant Forest Golem.

The catacombs are filledwith Blood Bats, Spiders,and Earth Elementals.

At the top of the stairsare four EarthElementals. These aretough, but you must getthrough them.

Go up the stairs until youcome to a door. Gothrough and to the door onthe other side of the pillar-lined hallway. Keep goinguntil you reach the forest.

This door leads into thelarge, open room. Go upthe huge staircase to yourleft. There is a door onyour left.

You now have a bunch ofpossible paths. Take thestairs down to the rightof where you entered toexplore the catacombs.

While this room shouldbe empty, there are manyEarth Elementals around.Cautiously move into thehallway and bear left.

Kill the Earth Elementalon the other side of thedoor. Follow the longstaircase to the top,through the clouds ofBlood Bats.

There are interestingthings in the fourcatacomb rooms. Checkeverywhere and destroy allthe boxes to find a warhelm, forest root, the WindCarver, and a Dark crystal.

Walk up the stairs to theroom above. The shortstaircase to your left isblocked. Take themiddle stairs of thisgroup of three.

This corridor ends in theroom with the blockedstairs. Collect the herbsfrom the planter on theright and get the Key-stone from the chest.

Go to the hallway andfollow it to the end. Kill anyremaining Earth Elementalsin this room, then gothrough the door across fromwhere you entered.

NoteThere is a bastardsword behind the

pedestal.

Use the save platform here.

Tip

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The F

orest Golem

andthe P

riest’s Key

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Outside, you can eitherfight the Archers or runthrough them. You mustget to the door acrossfrom where you firstentered.

Beyond the next door isChad, to whom youtraded the Rock of Life.Talk to him. You can buyand sell items here.

Go to the back in thisroom and open thecoffins. Equip Holycrestbecause High Skeletonsattack you.

Leave this room the wayyou entered, and go towhere you fought the firstLiving Statues. Go rightto find a door and takethe stairs leading down.

In one coffin is thePriest’s Key. In another isthe Earth Carver.

The F

orest Golem

andthe P

riest’s Key

Follow the hall inside untilyou see a door on yourright. Inside is a chest witha crystal vial. Grab it, thenfollow the halls and stairsuntil you come to a large,open room.

The room has a largepassage to the right and adoorway to the left. Takethe doorway and thestairs to the bottom. Inthe next room are twoLiving Statues.

Go through the door pastthe Living Statues, thenthrough the next door.There are two moreLiving Statues in thisroom. You also find forestroot, herbal liquid, and acrusader shield.

Walk through the dooropposite from where youentered. Go through theshort hall to the nextdoor and walk to themiddle of the dark room.Use Fireball on thepedestal for some light.

One of the statues on theceiling holds a Lightcrystal. Hit it with anarrow or a Fireball torelease it. This crystalteaches you a newoffensive spell, Flash.

You are in a large room.Charge up the stairs toyour left and look on theledge to find Holycrest, asword that’s excellentagainst undead. Run intothe room at the top ofthe stairs.

Use your bow toshoot and ring thebell to quicklydestroy all theskeletons.

Tip

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The F

ire Genie

You have a long walk ahead of you now. You need toreturn to the ruined village where you started yourquest. When you pass the entrance to the palace, yousee the restored pool. Use it to heal.

Ignore the stairs on theright for now. At the endof the hall, are twoLiving Statues guarding a door.

On the other side of thedoor are EarthElementals. Be ready.

Three of these statues areLiving Statues. If youbought a Hammer ofWoe, use it.

To stop the ceiling fromdropping, find the eye thatdoesn’t follow you as youwalk past, and press it.This closes all of the eyes.

These two areas also havetrapped chests. Openthem and run backwardto avoid the poison gas.You find a knight swordand antidote.

More traps are in thenext room. The statues inthe corners belch flameas you near them. To geta wand, trigger the flameand wait until it dies off.When it does, run in, getthe wand, and dash out.

The next room holdseight pedestals with eyesin them. If you walkthrough, the pressure plateat the end of the roomcauses the ceiling in theroom beyond to drop.

Leave this area. Go towhere you fought the lastEarth Elementals, andcheck out the two doors onthe left. There is a LivingStatue behind each one.

NoteThere is an herballiquid behind one of

the LivingStatues.

Walk left up the stairsbeyond the Elementals,and get the herbal liquidfrom the ledge as you go.Enter the door at the topof the stairs.

The correct eye isthe third one onthe right as youwalk through the room.

Tip

NoteThe Living Statuesdon’t become active

until youopen achest.

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Walk forward throughthe sewer. Go past theDragon Flies and walkdown the steps into thewater.

In the village, there is achest you can now open.Inside is the SpiderArmband, which protectsagainst poison.

Go through the dooropposite where youentered. You’re in a huge,open area. Go up thestairs and cross the bridgeto the far side.

On the other side of thebridge, grab themushrooms, then enterthe fissure in the rockwall.

Leave the room. At theend of the corridor, youface a couple of FireElementals.

Drop through the well inthe middle of town. Thelanding hurts, so healyourself.

Walk out the door and gostraight to return to theshop. Buy the Windcrystal to learn WindCutter.

There is a large passage toyour left and a small door-way to the right. Take thedoorway and follow thecorridor to the end. In thenext room is a Fire Elemen-tal and a number of barrels.

Follow the tunnel to theend, killing the Beetles asyou go. Check the sidepassage for an EarthStone. This tunnel opensinto a round area filledwith more tunnels.

Run forward until you seethe Water Crystal, whichcontains Endure Fire.Grab it, then go straight.Drop off the ledge and runto the stairs ahead of you.

Heal yourselfwhile underwaterto avoiddrowning.

Tip

From here, return toMista’s room in the palace.Continue down the hall byMista’s room and into thearea containing the arrowtraps. Go left and open thefirst door on your left.

The white symbol on thefloor is the Symbol ofPassage. Stand on it anduse the green wand.You’re transported to anew location.

Check the next passageto the right for an EarthStone. Go left and battlethe Fire Elementals inthe next area. Look foran Earth Stone andforest fruit in this room.

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The F

ire Genie

Check out the sidepassage that was to theright when you enteredthis tunnel. There’s aSlasher at the top.

When the Slashers aredead, check the candles onthe gravestones. You findseveral items. The mostimportant one is the EarthFolk key, on the gravestonefarthest from the entrance.

Go up the torch-linedtunnel. There are a fewSlashers to handle.

Continue to the end ofthis chamber to find aSlasher and a pair ofknight gloves.

Check the back-rightcorner for a secret door.Inside the chest is aknight plate.

At the end of the tunnel,go left into the EarthFolk graveyard. There aremany more Slashers here,so battle them.

Walk to the central areaand go through the roundopening across and to theright of where you are.

The forest fruit is ina secret panel inthe wall next tothe table.

Tip

Go to the center, then leftto the next passage. Inside,take the left fork past theFire Elemental and checkout the area in the back.Look for more Earth Stones.

This tunnel ends at the cen-tral room on a high ledge.Drop to the lower ledge onthe left. Drop to the middleagain. Pass the ramp and goto the next passage.

Go to the middle and turnleft. Fight the Beetles at thetop. Check the passages forEarth Stones and get thewar hammer. Drop down bythe war hammer to return tothe passage you took to thisarea. Walk to the middle.

Across from you is apassage you skipped thatis lined with torches. Gotoward it, then up theramp to the left. In thisroom is a Symbol ofPassage and the swordFrostbite.

NoteIn addition to thekey, there are twoEarth Stones and a

forest fruithere.

Take the slope to theright and go inside. Dropoff the left ledge to thetunnel below.

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Return to the torch-lined tunnel and goright at the end. Gothrough the doorway toenter the Forge.

Use the key to open thechest and get the Earthenshield. In the back of theroom is a save position.

On the far side is a doorto your left. Push it. Thisturns into a bridge thatleads to where youentered the Forge.

Turn around and walkforward to the wall, thengo right. Pass the dooron your left and bear leftto the stairs. Climb theseto the top. Turn left asyou go through thedoorway. Walk across the ice bridge to thenext door.

Go through the arch andhead straight throughanother Ice Golem. Takethe door on the right.Look left when the dooropens, and go throughthe door you see.

Follow the ledges in thenext rooms to the farside. In the middle roomis a dwarf frozen in ablock of ice.

Follow the path to thenext set of stairs. Whenyou leave the stairs, goleft through a Beetle.Continue to the door andkill the Ice Golemguarding it.

Across from the save posi-tion is a piece of wall thatlooks different from the restof the wall. Fire a spell intoit and explore the secretarea for several good items,including the Earth Ring.

The Forge is frozen,and the mist makesit difficult to see.

Move carefullybecause it’s easyto get lost. Also,

the Beetles inthis area havean icy breathattack.

Caution!

Walk down the stairs andgo to the door. Beyondthis door, go down thelong staircase and walkforward, fighting throughthe Beetles. Ignore thedoor on the right.

Go left past the door andignore the short staircasedown. Walk forward,bearing right, and takethe long staircase up pastthe next set of Beetles.

At the top of the stairs isan Ice Golem. Defeathim, then walk throughthe arch on the right pasthim. Go up the shortstairs to a save position.

There is a Symbol ofPassage in this room.If you are short onsupplies, use the redwand to return toChad and buy someitems. Use the greenwand to return tothe Earth Folk areaand the Forge.

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Big B

attles

Retrace your steps to thestairs. Go right. At theend is a chest on a smallplateau. Inside is the FireRing. Grab it and wear it.

After the Fire Genie isdead, the lava flows pasthim to the Forge. Thismelts the ice that wasthere.

Follow the cave to theleft. Don’t cross thebridge. Instead, hug theleft wall and follow thecatwalk to the end.

The first thing you noticeas you re-enter the Forgeis that visibility is betternow. Return to whereyou re-entered the Forge,and cross the long bridgeto the other side.

Your battle with the FireGenie was a tough one,and you’ve got two morecoming up. Retrace yoursteps, but cross the bridgeto your left.

Go forward and take thetunnel to the right.Follow it to the end,slaying the Lava Lizardsas you go. At the end is acrescent ax.

Here is the Fire Genie.He’s big, so use spells towhittle him down anduse a good Water-basedweapon to kill him.

At the top of the steps isthe Altar of ice. Use theSymbol of Passage andthe Red wand. Buy someitems from Chad. Use theGreen wand and retraceyour path to the Forge.

You are out of the Forge.Follow the cave tunnel tothe right across thebridge. Climb the shortstaircase and kill theLava Lizard.

Turn around and walktoward the entrance. Takethe first left and battle theLava Lizards here. Continuethrough the cavern, fightingall enemies.

The Larva that the FireGenie produces are anadditional danger. Don’tgo out of your way tokill them, but if they arein front of you, takethem down.

Big Battles

NoteYou aren’t far fromRamirez. His priceon mushrooms is

better thanChad’s.

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Big B

attles

He repairs your weaponsand armor. Give him anEarth Stone, and he’llimprove your weapons.

When you get to thedoor that exits the Forgearea, stop and look downin the gap at the centerof the room. Drop to theplatform next to thechest. This hurts.

Drop to the chest nowand open it. Inside is theSacred plate, which is anexcellent suit of armor.

Go to the previous room.There is a swordsurrounded by lava.There’s no way to get itright now.

Talk to Harmurah. Hegives you the Craftsman’sKey.

Take the door on theright. Past the Beetles,there is a Fire crystal.This teaches you the FireWall spell.

Leave this area. Followthe river of lava to whereyou got the kite shield.You’re heading back tothe Altar of ice now.

Move to the Symbol of Pas-sage and use the Red wand.Take the Red Guide Stoneand use the Green wand atthe Symbol of Passage.Return to the Earth Folkvillage. Harmurah is in theroom where you foundFrostbite.

While you wait for yourrepairs and upgrades, returnto the save position in thisarea. Place the Red GuideStone on the Marker. Nowyou can easily return herefor repairs.

When Harmurah is donewith your repairs, returnto the Forge. The lavalevel is down, so you canexplore everything. Don’tcross the bridge; go downthe stairs.

Follow the path you tookthe first time through thisarea (when it was frozen)to the save position.There’s a new door youcan go through now thatthe ice is gone.

Go down the stairs andto the door in the nextroom. Ahead of the dooris a secret panel. Open itto get the Flame Shield.Equip this.

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Walk down the stairs.As you enter the nextarea, a Widda Archer toyour left closes the silvergate. Go up the stairs infront of you and followthe path to the outside.

Keep going forward untilyou encounter the FireLord.

Head toward the Altar ofice. Cross the bridge toit, but follow the paththat runs beneath it.

When the Fire Lorddrops, you collect theFire Mail. This is anoutstanding suit of armor.

Cross the long bridgeahead of you. It’s similarto the one you crossed toget to the Forge, but itleads to a different area.

There are two doors onthe opposite side of thebridge. Check out the leftdoor. In the chestprotected by the statueare cavalier greaves.

Use the Red wand toreturn to Harmurah’s area.Go to the Forge. Walkdown the stairs and to thecorner, then go left.

There is only one path tofollow here. When youget to this bridge, runacross it because thestones drop behind you.

Take the first right andcross the short bridge.There’s a mushroom tothe left outside in theopen area.

Check the other door.Follow the path forward,to a new part of theAncient City.

This guy is difficult to beat.Keep moving. Use a quick-hitting spell like WindCutter to jab at him, and agood Water-based weaponlike the Water Carver orFrostbite to knock him back.

Check out the FireLord’s altar whenhe his dead. You’llgain a Fire crystaland the spellFlame Breath.

Tip

Run to the Forge andsave your game. You’vegot more Fire protectionnow, so try for the BlackScar sword in the roombeyond the save position.

If you need items, use theBlue wand next toHarmurah. This returnsyou to where you talkedto Aeaine. From here,you can get to Chad.

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Big B

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Go down the curved halland through the door. Takethe stairs on the right to thenext area.

If you have a Keystone,use it on the bridge infront of you. Go left tothe stairs and followthem up to the door.

Follow the ledge byShane’s room over thecrack. In the next roomare two High Skeletonsand an herbal liquid.

Go back down the stairs byShane’s room and under thearch. Follow the curvinghallway to the room at theend. The creature here is aMalice, who drops with acouple of Flash spells.

Open the door near theWind Elementals. Beyondare several more paths tochoose, but you must killthe Elementals first.

After you drop off theledge inside, you can’t gobackward. Fight theWidda here and moveforward.

Take the stairs up and goto the door. Behind it isShane, a researcher. Talkto him. There is a releaserock on his bed.

At the bottom of thenext set of stairs, you findthe Widda Archer whoclosed the gate on you.Kill him and open thesilver gate.

You have a couple ofoptions. Start with the doorat the bottom of the stairs.Inside are a number ofbarrels and boxes, a Widda,and two Widda Archers.

All of the smallbarrels nearthe WiddaArchers aretrapped.

Caution!In one of the barrels are aSkeleton and a Windcrystal. The crystalteaches you the LifeShield spell, usefulagainst Widda Archers.

When you leave thisroom, go up thestairs to your left.Follow the catwalkto the chest. Itcontains the Ring of Wind.

Tip

Leave this room and go tothe right under the silvergate. Head down the stairsunder the wide arch. Atthe bottom are a couple ofWind Elementals.

NoteYou can’t open the chest

yet, but there’s anothercrystal vial in a nichenear it.

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At the end of thecatwalks, the wall isbroken. Edge forward andlook down into the room.

Take the first hall to theleft and climb the stairs.Fight the Wind Elementalsand grab the herbal liquidfrom the chest.

Open one of the twochests in the room tofind a Keystone. Get theLight crystal to learn thespell Retribution.

Knock down the barricadeon the door and leave.Return to the room youaccessed with the releaserock and drop off the ledgenear the door.

Walk through the doorwayand get the herbal liquid.Drop to the next ledgeand kill the Elementals.There is a new kite shieldin the chest.

Drop into the room.You’re attacked by ahorde of Malices. UseFlash, and hack at themwith Holycrest.

Go right and up the stairs,killing a Wind Elemental.Open the small doors torelease a horde of Beetles.When they are dead, getthe cavalier helm.

Head down the stairs andgo straight. Fight the groupof High Skeletons at thebottom of the short stair-case. In the back corner,get the Dwarven Sword.

There is anherbal liquid onthe table beyondthe door to theright, before theHigh Skeletons.Don’t go up theladder yet.

Tip

Descend the stairs to thesave position. Gothrough the door. Beyondthe next door is a hugearea containing severalhallways.

Go down the stairs to thedoor on your left. Use therelease rock to open it, andfight the Wind Elementalson the other side.

Avoid the barrel becauseit is trapped. Head up thestairs through a few moreElementals. Follow thecatwalks at the top of thestairs. There’s a side paththat leads to a chestholding crusader greaves.

Avoid the small barrelsand walk to the door.Kill the Skeletons on theother side. Go up thestairs to the next door.

This room contains acouple of Malices. In thealcove to the right is thesecret door. Sitting onthe flaming statue is aWind crystal thatteaches you Ice Clad.

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The O

cean Fort

NoteOpposite this secretdoor is another.Behind it is a chest

containing theYellow

GuideStone.

In the back-right corneris a tunnel. Go in andtake the left fork to findJaMarc Neely, anothermerchant.

Take the other forkthrough a couple ofBeetles. At the end is thelargest Beetle you’ve seenyet.

In the other section of theroom is an ice pedestal. Hitit with a spell, then kill theMalice that appears. Theskeleton in the ice holdsthe Crystaline Blade.

In the back left, behindthe barrels, check the floor.There is a secret panel thatreveals a ladder. Climbdown and search the areafor the Power Bracelet.

The Beetle is tough, but it’svulnerable to bluntweapons. Wear the EarthRing to protect yourself fromthe falling stones, and attackthe Beetle. When it dies,you gain an Earth crystaland the spell Earth Leech.

Leave the room and openthe silver gate. This leadsto the last save position.Walk forward through thedoors and go right. Thistakes you to the centraltower of the Ancient City.

Go left at the tower tothe next door. Walk inand ignore the path to theright for now. Follow thehall to the barracks area.

Explore the barracksarea, making sure youget the release rock fromthe ledge. There are acouple of Skeletonshere; battle them.

JaMarc has theYellow wand.Because you have the GuideStone, buy theYellow wand.

Tip

The Ocean FortLeave this area andreturn to where youentered. Take the sidepath toward the firearrows being launched.Run through the volleyand down the stairs tothe Living Armor.

In the next hallway is anumber of stone faceslaunching the firearrows. These are Fadins.Kill one, and it comesback. Sneak to the dooron the right.

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Open the door. Inside isthe Dark Sorcerer.

Go to the hallway and getthe Binding Crown. Thisreleases the Stone Guardianhere, but he can’t walk pastthe Binding Pedestal. Shoothim with arrows or boltsuntil he drops.

The shelf behind the spotwhere the StoneGuardian was standingholds the WaterTalisman.

After the Dark Sorcereris dead, leave the room.The door that wasprotected by a spell isnow accessible.

Leave and go around thepillar in the center of theroom outside. Beyond thenext door are two DarkPuppets.

Walk through the shortcorridor to the next door.Beyond it, go into the roomacross from you. Follow thewall clockwise and read thegraffiti. The next room overholds a Symbol of Passage.

Keep going until you seethe hole in the floor. Useone of your release rockshere, then go up the stairs.

You can stand betweenthe Fadins without beinghit. Hack away at them.You get 50 experiencepoints each time you killone, and they keepcoming back. You canraise yourself a coupleof levels and increaseyour physical strength.

Tip

The room contains fivesuits of Living Armor. Killthem, then investigate thedrawers around the room.Two contain traps, but theothers hold useful items.

NoteGoing from left toright, the first and fifthdrawers contain traps.The fourth contains a

release rock,which you

need.

Go past the Fadins to thecorridor and go to theright to the door. Past the next door, go right.The next room holdsmore Fadins.

Run into the room to theFadin on the right againstthe back wall. This is theMaster Fadin. Kill it, andall of the Fadins here andoutside die.

The Dark Sorcerer preventsyou from casting spells bydraining your magic power.He also attacks with spears,which shoot from the walls,and arrows. He shoots youinto the air, and drops youfrom the ceiling.

Use your other releaserock at the top of thestairs. When the bridgeforms in front of you, crossand walk to the door.

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The O

cean Fort

Take the door ahead and tothe right. It ends in a doorprotected by exploding barrels.Hit them with a spell. Thebarrel near the door holdsfool’s fruit. Return the way youcame past the save position.

Go up the stairs by thesave position and throughthe next door. This roomhas a chest you can’t openand two doors. Check thedoor on the right first. Itleads to a small ledge nearthe central tower.

Go downstairs into theStone Guardians’ room.Get the Engineer’s Keyfrom the back chest.The Stone Guardianswon’t attack.

The upper door on the rightleads back to the centraltower. Go to the right outsideto the next door. Inside are anumber of barrels. They’re allempty, but there’s a powerseed in the chest in the back.

Look left. Run over theshort gap here. Next to theskeleton on the ground isZastari’s Map. Get it andrun over the gap.

Go up the stairs to thedoor on the other side.Beyond the next door is anew area.

Below you are StoneGuardians. Use two of your Binding Crowns onthe Binding Pedestals tomake them leave. Whilethey go, get the mammothshield and a Widda needle.

Go to where youfought the GiantBeetle to find anEngineer’s Chest inthe barracks. Itcontains aKeystone.

Tip

Go to where the Fadinswere launching firearrows onto the catwalk.Go to the end of thecatwalk and out the doorat the end.

Go down the longcorridor to the next door.Fight the Widda on theother side. You’ve gotfour doors here, three ofwhich you can explore.

Return to the last roomand go down the stairs.The door ahead of youleads to a dead end, butthe door behind youleads to a save position.

The door is atrap. If youwalkthrough,you willfall, takingdamage.

Caution!

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Break all of thepots here. Theycontain usefulitems.

Tip

NoteThere is an EarthStone in the

back-rightcorner.

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Go to where you got theWidda Map. Drop to thewater and run past theAqua Lizards to thebeach outside.

When the ledge you areon ends, you see twoWiddas. Kill them. One is carrying theWidda Map.

Go toward the fort andfollow the Stool-linedtunnel. There are WaterElementals at the end.

Talk to all three soldiersinside. The rightmostgives you the Icon of Fire.

Take the other fork tothe lighthouse. Climb thestairs inside to the top.

Take the left fork and dropinto the water. Get thegreat helm and put it on.

Follow the tunnel. Itwidens into an areacontaining a couple ofWiddas and a hugestaircase guarded by flame.

Place the Icon of Fire inthe slot at the top of thelighthouse to light thebeach area.

Cross the bridge and bearleft. Pick up the Widdaarrows and bolts, and talkto the soldier at the end ofthe path. Return to thebridge and go through thelarge door near it.

Take the tunnel on yourright. Walk forward untila small fort appears infront of you. Drop and getthe tower shield from thecorpse, then go to the fortand enter it.

Walk down the waterytunnel first. Fight theAqua Lizard and get theRing of Water from theskeleton. Go to theflaming staircase.

Leave the fort and go leftinto the tunnel. There is abranch to the left that youcan avoid for now. To fightthe Aqua Lizards, wadethrough the water. Other-wise, cross the bridge.

Make sure youare wearing theWater Talismanwhen you do this.

Tip NoteThe ThievesNecklace is on theground outside the

back ofthe light-

house.

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The O

cean Fort

Walk to the end of thehall. There are arrowsbeing fired down the hall.Use your Life Shield spelland run toward the arrows.Hug the right wall toavoid them.

Go toward the lighthouse,following the beach, tofind a cave filled withAqua Lizards. At the backis the sword Tsunami.

Go to the right to thenext save position. Savethe game here.

Inside is a large roomcontaining Aqua Lizards.There are three doors onthis level: right, left, andstraight ahead. Go left.

Fight the Zombie at thetop of the stairs. From hisroom, you can spot theStools across from you outthe window. Hit themwith a spell, then leavethe room and go left.

When you come aroundthe corner, a Para Stoolhits you. There’s nothingelse in the area. Kill it.

Follow the tunnel near thesave position; it comes outnear the lighthouse. Thereare mushrooms on the cliffface. Shoot them witharrows and they drop.

Climb the stairs and goto the chest. It containsthe Enchanted Armor.Equip this.

Run to the middle room.The last door you haven’tgone through is the one onyour left. Go up the stairs.The corridor next to thestairs leads to a roomcontaining an Aqua Lizardand nothing else.

When you turn thecorner, there’s anotherZombie to fight.

The Icon of Fire in thelighthouse reveals thebridge to the ocean fort.Run across the bridge.There are Sea Fangs inthe water.

Return to the central room.Go to the door that wasstraight ahead when youfirst entered. It’s to your leftnow. Go to the right insideand get the Blessed Bowfrom the shelf.

Turn around and headthe other way. When yousee the chest, stop. Thefloor here is trapped. Runto the chest. The chestholds the Widda Ring.

If you are too slow,you drop into the

water and aresurrounded by SeaFangs. Follow the

tunnel out toreturn to theocean fort’sentrance.

Caution!

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Follow the corridor pastthe arrows to the chest atthe end. Inside is theWidda Necklace.

Let the Zombie come toyou. He gets damaged bythe arrows. Kill the Stoolswith a spell as well.

Walk to the next door.Inside is a chest with theWidda Bracelet. Get it totrigger a trap. You takedamage from a poison gas.

Run around the nextcorner because this flooris trapped. Open thethree chests on this sideof the room.

Open the chests, goingcounterclockwise. Afterthe third chest, run aroundthe corner. The floor hereis trapped and deposits youat the entrance.

Destroy the piece ofbroken wall across fromthe chest and drop intothe next corridor. Kill theZombie here.

Leave, taking the longstaircase down. Thisleads to the arrow trap.Return to the fort’sentrance and leave. Saveyour game here.

Don’t advancetoo far because

there isanother ParaStool aroundthe corner.

Caution! Go past the arrows anddown the next corridor.Look for a staircase leadingup to your right. There’s aZombie at the top.

Go up the short staircaseand take a right in thenext corridor. Go to theend. There is a roomcontaining a number of chests.

You get amushroom, twoherbal liquids, apower seed, aforest fruit, andthe Blessed Helm,in addition to thenew spell.

TipNoteThis fourth chestholds a Darkcrystal with the

spellEclipse.

NoteThe Blessed Armsare on a shelfnext to this

Zombie.

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Against T

he Widdas

Walk to the far end ofthis area and look down.Drop to the ledge belowyou. This hurts.

From the ocean fort, walkup the beach. Gothrough the first tunnelto where you found themushrooms on the cliff.

Turn around and walkaway from Paul to thetunnel containing thefloating barrels. Destroythese to proceed.

Walk up the tunnelbehind you and into thecave. The creatures hereare Makaras. Fight them,then go to the right.

You now have a lot ofbacktracking to do. Theclosest Symbol of Passageis in the Ancient City.Use a Keystone to get tothe central tower.

Examine the carvedstatues. Behind one is aMakara and a Watercrystal containing thespell Vortex.

Paul Hutchison isstanding in the back partof this cave. Talk to him.He’s looking for somepoison to protect his fishfrom the Makaras.

Go the way you came.Take the stairs to theright underwater andfight the Makara here.Drop into the poolbelow—this is where youfound the great helm.

Against The Widdas

If you don’t havethe WaterTalisman on,equip it now. Youspend a lot oftime underwaterin the next area.

Tip If you miss theledge, you

sink belowthe wavesand die.

Caution!

The underwater tunnelbranches to the right andstraight ahead. Go to theright under the floatingbarrels. Walk to the back ofthis cave to find the LuckyPendant.

Destroy the threefloating barrels;one of themdrops theSacrificial Mask.

Tip

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Inside, go right and up thestairs to the Priest’s door.Open it and get Earth-binder from the chest.

Go the way you came,past the silver gate andout the door on the left.Walk around the centraltower to the opposite side.Stop and talk to Ramirez.

Continue past the spotwhere you fought theStone Guardians. Go tothe right past the stairsand right again past thearrow traps’ location.

Go up the curvedstaircase at the bottomand enter the Craftsman’sroom. Destroy the barrels,then go out the door leftof where you entered.

You are by the ForestGolem. Walk to theentrance by the saveposition and continuedown to the small doors.Take the one on the right.

Follow the ledge andclimb down the ladder.You take damage from theflaming statue here, but itisn’t much. Open thechest to find the Ice armor.

Climb the stairs at theend and use theEngineer’s Key on thelast door at the top. Inthe chest are the SilveryGloves.

Enter the central tower andplace the Yellow GuideStone in the Marker. Climbthe stairs and unlock thedoor, then go down and usethe Green wand.

Take the Green GuideStone. Go out of thisroom and left down thestairs. Take the narrowstaircase up before thelava river.

Go left at the top of thestairs and down the longstaircase ahead of you. Atthe end of this path, talk toBelric Psytar and get theherbal liquid from the table.

Use spells to killthe Skeletons inthe room next toBelric. Enter thisroom later, andthe Skeletons stopyou from climbingthe ladder intothe room.

Tip

Go to the Earth Folk areaand talk to Harmurah. Thisis a great opportunity to getyour weapons and itemsrepaired. Use the Blue wandon the Symbol of Passage.

Go down the stairs in themain room. The silver gate isnow open. Kill the Fire Ele-mental and continue downthe stairs. You pass the lavariver, but on the other side.

Go to Mista’s room, but goleft across from his door.Walk to where you talkedto him. Use a crystal vialon the water in thisfountain. It’s poisonous;gather it for Paul.

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Talk to Paul. When yougive him the poison, hegives you the FortuneBracelet.

Return to the pillaredroom and run across tothe door opposite you.Past another Widda aretwo staircases. Take theleft one, kill the Widdaat the top, and claim thethree herbal liquids.

Go up the other stair-case. If you haven’t killedthis Widda Archer, killhim now. He drops anherbal liquid. There aretwo forest roots andanother herbal liquidoutside his room.

Go down the stairs andthrough the door youignored. There’s a Widdaand some pots here. Killthe Widda and smash thepots to find the champ-ion helm.

Watchers guard theinterior of the fortress.Sneak up behind them andslash them so you don’tlose your magic power.

There is a secret doorbehind the pots. Theright and center potsinside contain Snakes,while the left pot holdsthe Absorption Boots.

Go to where you first enteredthis area, the entrance to thepalace. Use your other crystalvials here and fill them withhealing liquid. On your way,put the Green Guide Stonein the Marker near the GiantSpider’s lair.

While you arehere, talk to theshopkeeper. Buyany herballiquids, mush-rooms, and forestroots he has.

Tip

The closest Symbol ofPassage is near theEngineer’s room. Use theRed wand to reclaim youritems from Harmurah,then use the Yellow wand.

Return to the area withthe flaming staircase.Wear all three pieces ofthe Widda jewelry, andthe flames disappear.

Go down the corridorahead of you and fightthe Widdas at the end.There are two WiddaArchers on ledges aboveyou. Get in a corner.

There are three exits fromthis area. Go left first,ignoring the door to theright by the Watcher fornow. Go up the stairs andkill the Widda Archerand the Watcher. Snipeat the Widda Archeracross from you.

Against T

he Widdas

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When the Widdaconasare dead, drop down theright one’s hole. Youtake less damage fromthe fall, and you can geta forest fruit.

The gate to the left ofthe guard is locked, butthe door isn’t. Take thedoor and walk down thelong, narrow staircase tothe bottom.

In the next room, Snakespour out of the walls.Move to the corridor.

In the alcove to the rightare two Golden Statues.Destroy them and claimthe Queen’s Staff from thechest. Examine the chestsoutside for some nice items.

The door to your leftleads to a Symbol ofPassage. Ignore it. Takethe door on the right.You enter a catacomb. Asyou walk in, Mummiescome through the walls.

The room beyond holdsthree Adept Mummies.Battle through them andgo up the stairs.

Open the locked gateand talk to the guard onthe dais. He tells you toleave because the Queenis off limits.

You have reached the lairof the Widdaconas. Youmust kill them.

Return to the central roomand go through the right-hand door. There are twoWiddas in this room, andyou have three choices forwhere to go next.

Go through the door onthe right. Mummiescoming through the wallsattack you. Kill them andgo through the door onthe left.

There are arrows beingfired at the end of the nextcorridor. Put on yourSpider Armband and movefrom alcove to alcove. Inthe third alcove, be readyfor a surprise.

The floor in the thirdalcove is a trap, whichdrops you on a nest ofScorpions. Fight your waythrough them and get theitems here, particularlythe Blessed Shield.

Return to the hallwaycontaining the arrows.Go to the end, avoidingthe third alcove. Gothrough the door here tothe Widda’s area.

Collect the warsword in theAdept Mummyroom. It’s on oneof the ledges.

Tip

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Drop onto the mine cartand let it carry you to thenext area.

At the bottom of theramp is the WiddaQueen’s lair. She’spleased to see you.

The body of Septiego theSword Master lies in theback of this room. Get hisweapon, the Lawful Blade,then leave this room.

Jump off when the cartstops and go through thedoorway. Continueforward to the cave.

Eggs and K

eys

Go through the series ofarches. When you get tothe stairs, run. FourAdept Mummies breakthrough the walls here.Avoid them by runningthrough the room.

Run in and starthacking at theWidda Queen.Move to one ofher sides whereshe can’t strikeeasily, and layinto her withyour best weapon.

TipWhen theQueen dies, she’lldrop a Fire crystalthat teachesImmolate. Go tothe chest in thealcove she wasguarding to getthe Widda Key.

Don’t worryabout theSnakes she sum-mons. When youkill the Queen,they all die.

Eggs and Keys

Leave the Queen’s area.Pass the Adept Mummies’area through the archesand take the door on theleft. Follow this corridor tothe end. Use the Widdakey to open the door atthe end of this path.

When you leave the roomwith Septeigo’s corpse,you find a door acrossfrom you. Go through thedoor and charge theWidda Archer on thestairs ahead of you.

If your major battlesin the Widda areahave left yoursupplies low, use theGreen Guide Stoneinside the room tothe right. Use theSymbol of Passageto return to a shop,then use the Greenwand with aSymbol of Passageto return here.

Tip

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There’s a Widda Archerguarding a couple ofmushrooms in the back.The door here is barred,so find another way in.

There are a couple ofDark Flowers in the cave.Deal with them and followthe path ahead of you.

It isn’t long before yousee some Widdas. Killthem and move forward.Take the right pathahead of you.

Climb the stairs to theArcher ledge and goright. Look through theoval-shaped gap in thewall. Shoot an arrow intothe space across from youto drop a strange egg tothe ground.

When you round thecorner, you see a group ofWidda Archers on a ledge.Handle them with spells.

Open the small window tothe left of the door and talkto the man here. He won’topen the door because youaren’t a Widda. Talk to himuntil you discover what hereally wants: a Widda egg.

Return to the track. Waitfor the cart to pass fromleft to right, then followthe track left. Go throughthe door at the end.

There’s also a Widda whocharges as you approachthe stairs.

Leave the cave and climbthe stairs. Kill the WiddaArcher here and get onthe mine cart. Don’tworry, it can cross thegap easily.

Move through thedoorway and kill theWidda Archer. Dropdown and take the minecart. You may have towait for it to return.

Get off the cart when itstops. When it moves away,go up the track to the smallbuilding and get off the trackto the right. Take the stairsand smash the pot at the topto receive a Wind crystalwith the spell Tornado.

On the groundbelow is a fool’sfruit in one of thestone tubes. In the poisonouswater, locateVenomblade.

Tip

Walk around and get theegg. Go right to thenearest door. This leadsto a Scorpion-infestedarea of the mine carttracks.

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You find a path to theman you gave the egg toand a pot. Smash thepot to find Lord Myu’sNecklace.

Go left in the cave, thenright. Kill the Widdasand get the secondstrange egg from thestone tube.

Go back to the minecarts. Return to the manguarding the door andgive him the second egg.He opens the gate for youso you can proceed.

Give one of your strangeeggs to Lyle behind thedoor. This prevents histransformation into aWidda. He gives you acrystal vial.

Go inside and kill theWiddas and Snakes. Goup the stairs and checkthe wall in the backcorner.

Eggs and K

eys

Walk to the end of this areaand up the mine cart trackat the end. When you arepartway across, the minecart at the other end startsmoving. It hurts, but if youkeep walking, it shouldn’tknock you off the track.

Walk around the trackand kill the WiddaArcher below you. Getthe forest fruit here, thenclimb the stairs and gothrough the door.

Walk back and go right.Through the gap in thefloor, you can see fourAcid Crawlers guardingan Earth crystal. Hit themwith spells, then dropdown and get the crystal.

NoteThis crystal teachesthe spell Volcannon.

Walk out the tunnel anddrop off the end onto thetrack below. Run rightand follow the path towhere you fought theScorpions.

Enter the door and go leftto the next door in thecave. Wait for the minecart outside. It takes youback to where you firstentered the mine cart area.

Return to the WiddaQueen’s area. Go up thestairs and unlock thegate. Go all the way backto the small fort whereyou got the Icon of Fire.

Don’t forget to puton the Widdajewelry beforeyou leave thefortress.

TipCollect the GreenGuide Stone beforeyou continue. Also,use the Widda keyat the door next tothe guard in theQueen’s area. Youfind the venomgloves inside.

Tip

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The corridor leads tothe ruins of the DarkFolk. Get the forest fruiton the stairs in front ofyou and to the left. Findthe staircase on the leftand walk down it intothe water.

Fight the Sol and climbthe stairs on the left.

Leave this area and go tothe graveyard. Deal witha Skull floating over thegraves.

Go through thegraveyard and down thestairs at the end. Go rightwhen you have a choice,and take the door at theend of the corridor.

At the top of the stairs,you find the Ancient keynear the small obelisk.Get this and return tothe water.

Talk to the man here.You can buy wise man’sfruit, fool’s fruit, andWidda arrows from him,but you have to pay inscales, claws, and bones.

Go up the stairshere, and cometo a gate. Openthe gate andcontinue up toreach the saveposition in theAncient City nearthe Widda fortress.

Tip

On the back wall tothe right, there is asecret panel.Behind it is a chestwith the Dwarvenpickax. You can’topen this panel untilyou have openedthe chest with theWidda bow.

Tip

Drop off the ledge to thefloor below. You takesome damage, but not toomuch. Go left and usethe Widda key to openthe door.

The chest at the center ofthe room holds a Widda’sbow, but when you openit, slots on the walls openand start firing arrows. Getthe bow and leave quickly.

Push the button to open thegate outside. This takes youback to the exit from theegg mines. Return to thegraveyard and go back tothe stairs. Go left this time.

Fight the Skeleton andthe Skulls. Check the lastgravestone for the DemonLegs, then continue downthe stairs. At the end ofthe hall, press the buttonon the back wall, then goback to the graveyard.

Walk through thecemetery to the stairs,fighting the Skeletons onthe way. At the top ofthe stairs, go right.

Go straight through thedoorway in front of you.Fight another Sol and climbthe stairs. There is a catwalkin front of you. Take it tothe small ruined structure.

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Eggs and K

eys

Skip the stairs for now.Go through the door pastthe Giant to reach theswinging bridge. Cross itto the far side.

This takes you back tothe central tower of theAncient City, this time atthe bottom. Drop into thewater and climb the stairs.

Climb the stairs inside.There is a Dark Archeron the stairs across fromyou. Kill her quickly.

There are two more DarkArchers at the top of thisflight of stairs. Kill themand go up the widestaircase on your right.

Kill the Spider and enter theroom on the right.Remember the Giant Spideryou fought at the beginningof the game? Here’s yourchance to see three of them.

Go back down thestaircase and straightacross to the oppositestairs. Fight the Giant atthe top.

Take the stairs to the right.Run past the Sols becauseyou don’t have a lot oftime. On the other side ofthe sunken room, climbthe stairs to the top and getthe Dark crystal. It teachesthe spell Reckless Strength.

Retrace your steps out ofthe Dark Folk ruins. Goright in the corridorwhen you can and intothe shallow water. Gothrough the open gates tothe large door.

Walk around the tower untilyou find the side on the farwall that has no door. Jumpinto the water and walkforward down the tunnel.Claim the Water crystal.

Turn around and go backthrough the tunnel. Go right,up the stairs. Walk around tothe bridge opposite the doorto the interior of the towerand cross it.

Go in the tower tofind a healingpool, a Marker, asave position, anda Symbol ofPassage.

Tip

At the top of the stairs, youare attacked by a DarkSoldier. Kill him and headup the next flight of stairs.The door across from thestairs leads to a save position.

When the Giant Spiders are dead, find thedragon flowers on two of the statues. Checkthe wall near the central opening in thefloor to find a secret area. Climb down theladder and open the chest to find theGuardian Bracelet. The middle torch aroundthe opening in the floor holds a Fire crystal.

Tip

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Take the stairs on theright. Climb all the way tothe top to Serrak’s room.

Walk toward the front ofthis house. You can nowopen the door on your right.There are tons of items inthe back of this room.

Leave the house andhead back toward thebridge. When you getto the bridge, go rightand get the dragonflower. Look down.There’s a ledge belowyou. Drop to it.

When the Giant Leaderdies, get Serrak’s key. Goup the stairs.

Go to the end of thehallway and use Serrak’skey on the door. Youreceive the Icon of Water.

This area is inhabited by large AcidCrawlers. Kill them and check their cavesfor items.

There are three club-wielding Giants on thefar side of the bridge.Drop them all and walktoward the large door.Don’t go through it,though. Take the stairs onthe left instead.

Go through the door atthe top of the stairs. Findthe switch on the woodenbeam and flip it to openthe gate. Go back to thelarge door outside andhead through it.

Check around the roomfor dragon flowers. In thechest, you find theAncient Shield. Talk toSerrak, then go backdown the stairs.

Go through the gate.There are two more club-swinging Giants here.You can’t get through thedoor on the right yet, sogo left.

In the first door onthe right, you canfind anotherdragon flower ina poison waterpool. It’s worthgetting poisonedto get this item.

Tip

At the bottom of thestairs you run intoanother Giant. Kill himand open the door at theend. Fight the two Giantshere from the doorway.

When you go through thedoor, the Giant Leadersmashes through the wallin front of you. He’s adangerous foe. Use spellsand keep your distance.

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reparations

In the room are a GreaterDemon and a pair ofDark Soldiers. Kill theDemon without alertingthe Soldiers.

Go up the narrow stairsleft of where you enteredand open the chests here.None of these aretrapped.

Look at the pillars belowyou. Drop onto theleftmost one and destroythe wall next to it. Followthis corridor to the endand destroy the Lava Faces.

Open the chests carefully;many are trapped. Whenyou find gold, you find10,000 at a time.

Go to the main roomand through the dooron the right. The chestat the end holds theKing’s Map.

In the third cave, youfind a Wind crystal thatteaches the spell Freeze.You now have all ofyour Wind spells.

Continue to the end of thepath. Run over the gaps in thefloor to claim the guardianshield. Drop through one ofthe holes in the floor, andyou’re back to the save positionnear the Dark Archers.

Final Preparations

Return to the stairs belowand take the door on yourright. You come to a squareroom containing askeleton slumped against apillar. Watch out for thespear traps and get Zastari’skey from the bones.

There’s a secretdoor on the wallon the other sideof the skeleton.Push the switchhere to shut offthe spear traps.

Tip

Around the corner, isyour old friend Chad. Helooted the treasure roomand has a number ofunique items for sale.When you are done withChad, go through thedoor next to him.

When you open achest, back away.This allows you toavoid traps.

Tip

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Return to the groundfloor and go to the dooracross from you. Walkaround the pit to thetop. There are manychests here Chad didn’tinspect.

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Read the sign on theback wall. It’s a codeyou’ll need soon.

In the chest behind thesecret door, is the Ring ofWisdom.

Return to the groundfloor and walk along theright wall. Check it for asecret door that leads tothe sword Triple Fang.

Open the four chestsand get the Black Eyesfrom inside. You have allof the necessary keys todo this.

Go through the large doorand up the stairs. There is aroom containing four panelsrepresenting the four basicelements. Press them in theorder they are on the sign youread to open a secret panel.

Leave the treasure roomand go to the centraltower of the AncientCity. Use the Blue wandon the Symbol of Passageto go to the Holy Forest.

Walk down the stairsnext to the ForestGolem. Turn right whenyou see the statues andright again up the stairspast the statues.

You pass three small doorways. There’sa chest behind each, but when youopen the doors, you are pushedtoward a pit of acid. Move quickly toopen the chests and get the itemsbefore you are pushed away.

Tip

One of these chests revealsa switch that opens a secretpanel when you press it.Go in and get the Earthcrystal from the statue onthe right. You learn MeteorCascade from this crystal.

The order is: Earth(front right), Water(back left), Fire(front left), Wind(back right).

Tip

If you press thebuttons in thewrong order, you’llbe dropped into anacid pit containinga few HighSkeletons. There’s aSymbol of Passageon the ceiling; useit to get out.

TipPlace a GuideStone in theMarker here tomake your returneasier.

Tip

Open the door aheadof you at the top of thestairs. This leads to the Ancient King’sthrone room.

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reparations

Don’t slip off the path.Walk ahead until youcan go no farther.

When the Ancient Kingdies, he drops a Lightcrystal. Open the chestnext to him to get theAncient Crown.

Walk up the narrowstaircase and loop aroundto the right at the top.Climb the next set of stairsto the door on your left.

It’s another Sentinelroom, but this one isdifferent. Turn left andwait for the Sentinel toappear. Fight him at closerange. Get the AncientGreaves before you leave.

Go down the stairs onthe other side of theroom. Take a left and rundown the narrow stairs.On the other side of thedoor at the bottom is aLight crystal.

Inside is another Sentinelin a room like the lastSentinel’s. Kill him thesame way and claim theAncient Gloves from thealcove before leaving.

The Ancient King summonshordes of High Skeletons todefend him. Use your bestweapon and fight your waythrough them, hitting theKing when you can.

Drop off the ledge to theleft outside and walk leftto the next staircase up.Go through the door atthe top.

Walk to the door on theleft. Place the four BlackEyes here to open thisportal. Walk through tothe Altar of Light.

Go to the door acrossfrom the save position.Wear the Ring ofWisdom to open thisdoor. The Ancient Kingis sitting on his throne.

Leave the throne room.You can’t open the doorbehind the throne yet, soleave through the otherdoor. Go through the firstdoor on your right outside.

Inside this room is aSentinel. Hit him withspells, and avoid theglowing balls of light.When they flare up, youtake damage.

When the Sentinel isdead, cross the room. Inthe small alcove to yourright is the AncientHelm. Leave this roomand return to the outside.

Go left down the stairs. Atthe bottom, turn right andrun to the wall. Turn rightagain and climb thesestairs, taking the door onthe right at the top.

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Take the door on yourleft and follow the stairsdown. At the bottom ofthe stairs, use Serrak’skey on the door to yourleft. Open the chest tofind the Ancient Armor.

Place the Lawful Bladeon the altar. A flash oflight changes it into theMoonlight Sword, anincredible weapon.

Walk toward the centraltower, but don’t cross thebridge. Walk right anddrop off the ledge intothe water.

Go straight from thesecret door, turning leftas you round the tower.Climb up the stairs.

Leave the Altar of Light. Inthe room below, you receivea message from beyond thegrave through the skeletonon the floor. Get the King’sKey from his body and openthe door in front of you.

Return to the central towerand go to the treasure roomarea. Go to the top of thestairs. Fight the DarkArchers and Giant, and getLord Myu’s Greaves usingthe Moonlight Sword.

Destroy the shell aroundLord Myu’s Helmet withthe Moonlight Sword andclaim the Helmet. Turnaround and walk out.

Go to the central tower.Go left down the shortflight of stairs and cross thebridge to the next door.

You must now return tothe cemetery outside theWidda temple. Theclosest Symbol of Passageis in the room where yougot the four Black Eyes.

NoteIf you left theYellow GuideStone in theMarker on thesecond level ofthe central towerin the AncientCity, it’s noproblem to getback. Go hereand walk past theplace where youkilled the Fadins. Ifyou unlocked thebarred gate fromthe graveyard,drop down the

stairs andyou’re

there.In the small chamber nextto the Symbol of Passage, isa pair of gloves surroundedby magic. Use theMoonlight Sword to slicethrough the magic and yougain Lord Myu’s Gloves.

Walk forward toward thecorner. On the right wall,before the corner, is asecret door. Open it andgo inside. Don’t worryabout the High Skeletons.

In the chest is aHigh Skeletonholding a fool’sfruit. Fight him.

Tip

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Walk on the ledge.There’s a secret door inthe corner.

Continue to the end ofthe hallway. When youopen the door, Geneansappear. Cross thepoisoned water.

Walk through the door.To your left is anotherdoor. Open it with theJail key and walk inside.

There are Minions inside.Kill the ones you see, andtake the left corridordown the short staircase.

Go out and continueclockwise. Skip the nextdoor. In front of the nextalcove, get the Jail keyfrom the water.

Leave this cell andcontinue forward.Around the next corner,there’s a break in theoutside wall.

Walk through the doorshere and turn right insideto find Lord Myu’sShield. Get it using theMoonlight Sword.

The jail cell you pass isgnarled and broken. Thenext cell is open andcontains High Skeletons.Kill them and claim theChaos Shield.

Use the Icon of Water inthe hole on the centralpillar. This cleans thewater outside.

Walk to the door youskipped and go throughit. Follow the stairs to thedoor below. There is ahuge ramp leading down.

Go to the hallway and goleft. Open the next celland kill the HighSkeleton. He drops adragon flower.

Return to the entrance ofthe jail. From the door,take the second left andrun across the bridge.

Walk into the water andgo right. Explore the firstalcove to your left. As youenter, there is anunderwater passage. Swimthrough it and collect theHealing Bracelet.

Walk out and goclockwise. In the nextalcove is the largestGenean you’ve seen. Killhim, and he drops aWater crystal.

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Don’t cross this bridge.Go left through theopening and follow thecorridor to the door atthe end.

Go forward, fighting theSkeletons as you go. Onthe hill ahead of you is aGreater Demon.

Walk up the spine of thegiant skeleton on theground in front of you.

Halfway up, turn left andrun onto the small plateau.Use the Moonlight Swordto claim Lord Myu’s Armor.

Kill the Demon. Whenhe dies, he drops a Darkcrystal containing thelast spell, Dark Matter.

Walk left on the ledge andleft through the openinginto a new corridor. TheHigh Skeleton in the firstcell holds a forest fruit. Inthe second cell, knockdown the back wall to findthe Violet Guide Stone.

When the Dark Knightdies, he drops the Violetwand. Flip the switch onthe back wall and returnto the entrance of the jail.

Go down the hill. There’sanother Greater Demonto fight here.

If you wish to go forward,you may. If, you’d like tostock up on suppliesbefore your final battle,go through the jail to theSymbol of Passageoutside the entrance.

Open the grate beyondthe secret door. A hordeof Phagos scatters away—catch as many as you can.Claim the Dark crystalon the floor, then returnto the ledge.

Leave the cell and walkthrough the opening onyour right. Don’t crossthe bridge. Instead,follow the ledge pastthe barricade to thenext bridge.

Open the door. Behind itis the Dark Knight; he’s atough customer. UseLight spells to knock himback, and attack with theMoonlight Sword to keephim off balance.

The switch dropped thebarriers in front of you.Walk down the corridorto the door at the end.Ahead of you is the OldBattlefield.

You should have the Green GuideStone in the central tower on thelowest level, close to the long ramp

that leads to the jail and not far from Chad. VisitHarmurah one last time and have him repairyour weapons and armor before the final push.

Tip

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The Walkthrough

The F

inal Battles

Avoid the shots of theDark Archers. Hit theSuccubus, and don’t fireat the Archers.

You arrive in a strangecave. The walls and floorare moving as if theywere alive.

Walk forward to theAltar of Dark.

At the next fork, goright. The left fork isanother dead end.

The third and final timethe path splits, go ineither direction. Both leadto the same place, but theright path is shorter.

Walk down the tunnel.Watch out for theMutant Walls, Floors, andCeilings that live here.

When the tunnel opens,the Dark Succubus andsix Dark Archers face you.

Go left. The right tunnelis a dead end.

Leave the cave. Walkforward down the pathand keep your eyes openfor Lava Birds andOnyxes.

The Final Battles

NoteAfter you performthe next step,there’s no turning

back.

Place the Idol of Sorrowon the Altar of Dark. Aspell is invoked, and theIdol is destroyed. Thiscreates a change in theworld. You have enteredthe Dark Reality.

Continue forward fromthe giant skeletonthrough the graveyard.Enter the dark tunneland move forward.

When the Dark Succubusdies, the Dark Archersdisappear and the hugedoors at the end of thisarea open.

Kill the Onyxes and Lava Birds when youhave to, but don’t spend too much time onthem. They come back after you kill them.

Tip

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Item StatsWeapons

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WOODEN CLUB 4.4 1.9 0 51 0 0 0 0 0 0 0 —DARKWOOD CLUB 6.6 1.9 0 80 0 0 0 0 0 0 0 darkness enemiesPICKAX 4.4 4.2 0 0 20 0 0 0 0 0 0 —DWARVEN PICKAX 6.6 4.2 0 50 110 0 0 0 0 0 0 —SHORT SWORD 2.6 2.6 40 10 30 0 0 0 0 0 0 —SHORT SWORD 2.6 2.6 41 10 30 0 0 0 0 0 0 —FIERY SWORD 2.6 2.6 40 9 31 45 0 0 0 0 0 —RAPIER 2.6 4.5 10 5 68 0 0 0 0 0 0 —RAPIER 2.6 4.5 10 6 69 0 0 0 0 0 0 —LETHAL RAPIER 2.6 4.5 6 6 138 0 0 0 0 0 0 —LONG SWORD 6.1 4.2 60 40 45 0 0 0 0 0 0 —LONG SWORD 6.1 4.2 61 38 44 0 0 0 0 0 0 —EARTHBINDER 6.1 4.2 60 40 42 0 30 0 0 0 0 —KNIGHT SWORD 6.3 4.4 45 24 36 0 0 0 0 0 0 —KNIGHT SWORD 6.3 4.4 75 38 61 0 0 0 0 0 0 —KNIGHT SWORD 6.3 4.4 76 40 59 0 0 0 0 0 0 —HOLYCREST 6.3 4.4 76 39 62 0 0 0 0 0 0 has power to ward

off undead/doubledamage against undead

FROSTBITE 6.3 4.4 76 38 60 0 0 0 40 0 0 HP recoverFOREST CARVER 2.6 1.6 60 21 40 0 0 0 0 0 0 —FIRE CARVER 2.6 1.6 55 20 41 60 0 0 0 0 0 —EARTH CARVER 2.6 1.6 55 20 41 0 60 0 0 0 0 —WIND CARVER 2.6 1.6 55 21 40 0 0 60 0 0 0 —WATER CARVER 2.6 1.6 55 20 40 0 0 0 60 0 0 —BROAD SWORD 7.7 4.2 155 80 4 0 0 0 0 0 0 —BROAD SWORD 7.7 4.2 155 79 4 0 0 0 0 0 0 —VENOMBLADE 7.7 4.2 154 77 10 0 0 0 0 0 0 poisons enemiesBASTARD SWORD 8.8 5.2 75 55 40 0 0 0 0 0 0 two-handedBASTARD SWORD 8.8 5.2 75 54 42 0 0 0 0 0 0 two-handedBATTLE SWORD 8.8 5.2 76 48 42 0 0 0 0 0 0 two-handed,

becomes stronger with each swing

DWARVEN SWORD 4.4 5.2 75 56 39 0 0 0 0 0 0 two-handedGREAT SWORD 9.9 5.4 101 80 32 0 0 0 0 0 0 two-handedWAR SWORD 16 5.4 121 95 31 0 0 0 0 0 0 two-handedBROKEN SWORD 1.7 1.9 10 0 0 0 0 0 0 0 0 two-handedWINDSLAYER 2.8 4.5 135 0 0 0 0 80 0 0 0 two-handedWAVECRASHER 3 4.5 135 40 72 0 0 50 0 50 0 two-handed

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SCORPION 6.1 5.4 150 42 71 0 0 0 0 0 0 two-handed, poisons victimand user

BLACK SCAR 4.4 4.2 75 53 55 40 0 0 0 0 0 two-handedTSUNAMI 3.9 4.5 10 20 131 0 0 0 80 0 0 two-handedCRYSTALINE BLADE 6.6 4.4 79 58 51 0 0 40 0 0 0 two-handedEARTHQUAKE 13.4 4.9 0 118 0 0 65 0 0 0 0 two-handedDARK DEFILER 6.6 3.2 0 92 99 0 0 0 0 0 70 —QUEEN’S STAFF 1.5 3.9 0 9 0 0 0 0 0 0 0 MP RecoverANCIENT SWORD 23.1 4.4 75 79 61 12 10 12 11 0 70 —TRIPLE FANG 3.5 4.9 98 35 76 0 0 0 0 95 0 —LAWFUL BLADE 2.6 4.5 71 65 66 0 0 0 0 59 0 —MOONLIGHT SWORD 3 5 105 72 73 0 0 0 0 100 0 HP recoverHAND AX 5.2 2.2 50 60 0 0 0 0 0 0 0 —HAND AX 5.2 2.2 53 59 0 0 0 0 0 0 0 —MORNING STAR 5.5 2.2 0 45 48 0 0 0 0 0 0 —MORNING STAR 5.5 2.2 0 46 47 0 0 0 0 0 0 —MORNING STAR 5.5 2.2 0 45 46 0 0 0 0 0 0 —BATTLE HAMMER 9.7 4.2 0 118 0 0 0 0 0 0 0 two-handedWAR HAMMER 10.1 4.2 0 125 0 0 0 0 0 0 0 two-handedHAMMER OF WOE 10.3 4.2 0 120 10 0 0 0 0 0 0 two-handed,

slows enemyCRESCENT AX 17.8 6.8 79 76 41 0 0 0 0 0 0 two-handedCRESCENT AX 17.8 6.8 69 77 40 0 0 0 0 0 0 two-handedBOW 4.4 3.6 0 0 80 0 0 0 0 0 0 two-handedLONG BOW 4.4 3.6 0 0 81 0 0 0 0 0 0 two-handedBLESSED BOW 4.4 3.6 0 0 80 0 0 0 0 70 0 two-handedCROSSBOW 3.3 1.9 0 0 101 0 0 0 0 0 0 two-handedCROSSBOW 3.3 1.9 0 0 100 0 0 0 0 0 0 two-handedWIDDA’S BOW 3.3 3.9 0 0 150 0 0 0 0 30 0 two-handed, uses

special arrows

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WOODEN SHIELD 1.9 2 4 2 0 0 0 0 0 0 —FOREST SHIELD 2.2 2 4 2 0 10 10 10 10 10 —LEATHER SHIELD 2.8 8 8 3 0 0 0 0 0 0 —LEATHER SHIELD 2.8 5 10 5 0 0 0 0 0 0 —LEATHER SHIELD 3 8 7 3 2 2 2 2 2 2 —BUCKLER 3.3 6 9 8 0 0 0 0 0 0 —BUCKLER 4.4 6 6 12 0 0 0 0 0 0 —BUCKLER 2.2 10 9 4 0 0 0 0 0 0 —KNIGHT SHIELD 5 11 9 7 0 0 0 0 0 0 —

Shields

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Item Stats

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KNIGHT SHIELD 5 11 7 10 0 0 0 0 0 0 —EARTHEN SHIELD 5.9 12 10 15 0 30 0 0 0 0 —CRUSADER SHIELD 5 8 7 11 5 5 5 5 5 5 —KITE SHIELD 6.1 12 13 17 0 0 0 0 0 0 —KITE SHIELD 7 14 17 10 0 0 0 0 0 0 —KITE SHIELD 6.6 12 16 18 0 0 0 0 0 0 —TOWER SHIELD 7.7 13 14 19 0 0 0 0 0 0 —TOWER SHIELD 8.1 10 16 25 0 0 0 0 0 0 —TOWER SHIELD 7.2 13 14 18 0 0 0 0 0 0 —BLESSED SHIELD 7 14 18 28 0 0 0 0 28 0 —CRYSTAL SHIELD 14.9 15 21 33 5 5 0 0 0 0 —FLAME SHIELD 12.3 12 13 11 20 0 0 0 0 0 —GUARDIAN SHIELD 8.8 10 12 9 40 40 40 40 40 40 —CHAOS SHIELD 13.2 20 24 16 0 0 0 0 0 50 —MAMMOTH SHIELD 55.3 16 62 29 0 0 0 0 0 0 —ANCIENT SHIELD 27.5 15 25 33 0 0 0 0 0 0 —LORD MYU’S SHIELD 5.7 16 25 35 25 25 25 25 25 25 —

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Headgear

LEATHER HELM 2.8 7 2 1 0 0 0 0 0 0 —LEATHER HELM 3 7 0 5 0 0 0 0 0 0 —IRON HELMET 5.5 7 5 2 0 0 0 0 0 0 —IRON HELMET 5.5 6 5 1 0 0 0 0 0 0 —WAR HELM 5.7 11 5 1 0 0 0 0 0 0 —WAR HELM 3.7 13 1 2 0 0 0 0 0 0 —PLATE HELM 5.9 9 4 2 0 0 0 0 0 0 —PLATE HELM 5.5 9 5 2 0 0 0 0 0 0 —KNIGHT HELM 4.8 14 10 4 0 0 0 0 0 0 —KNIGHT HELM 5 14 11 4 0 0 0 0 0 0 —CRUSADER HELM 5.9 15 7 8 0 0 0 0 0 0 —CRUSADER HELM 5.9 16 8 7 0 0 0 0 0 0 —CAVALIER HELM 5.9 16 10 5 0 0 0 0 3 0 —GREAT HELM 6.3 22 15 5 0 0 0 0 0 0 —GREAT HELM 6.3 18 15 12 0 0 0 0 0 0 —CHAMPION HELM 6.6 20 17 11 0 0 0 0 0 0 —BLESSED HELM 6.1 23 20 18 0 0 0 0 20 0 —ANGELIC CROWN 3 5 2 2 0 0 0 0 12 0 MP increaseSHADOW MASK 7.4 26 20 23 0 0 0 0 0 30 darkness playerSACRIFICIAL MASK 11 16 13 11 0 0 0 0 0 0 napalm is cast at

randomKING’S CROWN 3.3 10 4 4 0 0 0 0 0 0 increases magic power,

HP recoverCRYSTAL HELM 7.9 27 24 22 1 1 0 0 0 0 —ANCIENT HELMET 16.5 30 26 22 0 0 0 0 0 0 —LORD MYU’S HELMET 3.3 32 26 26 0 0 0 0 20 20 —

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ArmorA

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LEATHER VEST 8.8 4 1 6 0 0 0 0 0 0 —LEATHER VEST 8.8 7 2 4 0 0 0 0 0 0 —LEATHER ARMOR 11.4 8 4 8 0 0 0 0 0 0 —LEATHER ARMOR 12.1 9 3 8 15 15 15 15 5 5 —IRON BREASTPLATE 15.8 10 6 4 0 0 0 0 0 0 —IRON BREASTPLATE 17.1 12 6 2 0 0 0 0 0 0 —CHAIN MAIL 18 15 7 1 0 0 0 0 0 0 —SCALE MAIL 17.4 14 7 10 0 0 0 0 0 0 —SCALE MAIL 13.6 9 4 6 0 0 0 0 0 0 —SCALE MAIL 18 12 15 7 0 0 0 50 0 0 —KNIGHT PLATE 20.2 17 15 10 0 0 0 0 0 0 —KNIGHT PLATE 20.5 17 9 17 0 0 0 0 0 0 —CRUSADER PLATE 22.2 18 15 13 0 0 0 0 0 0 —CAVALIER PLATE 20.5 10 8 8 0 0 0 0 0 0 —SCARED PLATE 20.2 23 16 19 0 32 0 0 0 0 —BLESSED ARMOR 19.8 26 18 21 0 0 0 0 12 0 —ENCHANTED ARMOR 17.6 25 20 21 0 0 0 0 12 0 —ICE ARMOR 19.1 28 23 23 0 0 30 0 0 0 forbids use of fire magicFIRE MAIL 18.7 24 11 22 30 0 0 0 0 0 —DEMON ARMOR 25.3 39 1 29 0 0 0 0 0 50 stats recover slowerCRYSTAL ARMOR 21.6 35 28 31 2 2 0 0 0 0 —ANCIENT ARMOR 39 35 30 33 0 0 0 0 0 0 —LORD MYU’S ARMOR 13.6 38 31 35 0 0 0 0 0 0 stats recover faster

LEATHER GLOVES 2.4 3 3 1 0 0 0 0 0 0 —LEATHER GLOVES 2.2 4 2 1 0 0 0 0 0 0 —LEATHER GLOVES 2.6 2 2 5 0 0 0 0 0 0 —ARM GUARD 3.3 6 5 3 0 0 0 0 0 0 —ARM GUARD 3 5 6 3 0 0 0 0 0 0 —ARM GUARD 3.5 6 4 6 0 0 0 0 0 0 —GAUNTLETS 6.1 7 6 8 0 0 0 0 0 0 —GAUNTLETS 6.3 7 7 5 0 0 0 0 0 0 —GAUNTLETS 5.9 6 9 9 0 0 0 0 0 0 —GAUNTLETS 3.3 8 9 9 0 0 0 0 0 0 —BLESSED GLOVES 5.7 8 15 6 0 0 0 0 10 0 —BLESSED GLOVES 5.9 10 13 6 0 0 0 0 10 0 lowers weapon’s weightSACRED GLOVES 6.1 9 15 6 0 0 0 0 10 0 —BONE HANDS 4.4 25 12 12 0 0 0 0 0 20 increases weapon’s

weight, HP decrease, HP increase

Gauntlets and Gloves

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GLO

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KNIGHT GLOVES 7 15 18 16 0 0 0 0 0 0 —CRUSADER GLOVES 7 10 19 22 0 0 0 0 0 0 —CAVALIER GLOVES 7.9 14 22 19 0 0 0 0 0 0 —BLESSED ARMS 6.3 18 26 20 0 0 0 0 10 0 —SILVERY GLOVES 5.9 8 10 10 0 0 0 0 0 0 attack power increaseVENOM GLOVES 1.7 4 3 6 0 0 0 0 0 0 add poison attack to

weaponCRYSTAL ARMS 8.3 20 34 25 1 2 0 0 0 0 —ANCIENT GLOVES 15.2 23 34 26 0 0 0 0 0 0 —LORD MYU’S GLOVES 4.6 28 35 26 0 0 0 0 10 10 lowers weapon’s weight

WOODEN SHOES 1.7 1 4 1 0 0 0 0 0 0 lowers Fire defensiveFOREST SHOES 1.9 1 4 1 0 5 5 5 5 5 lowers Fire defensiveLEATHER BOOTS 2.6 2 2 5 0 0 0 0 0 0 —LEATHER BOOTS 2.8 2 1 6 0 0 0 0 0 0 —LEATHER BOOTS 2.8 3 2 5 0 0 0 0 0 0 —IRON BOOTS 6.8 7 4 5 0 0 0 0 0 0 —IRON BOOTS 6.8 7 5 6 0 0 0 0 0 0 —IRON BOOTS 6.6 8 7 3 0 0 0 0 0 0 —PLATE BOOTS 4.4 8 7 7 0 0 0 0 0 0 —IRON BOOTS 4.6 8 8 7 0 0 0 0 0 0 —LEG GUARDS 5.5 11 5 12 0 0 0 0 0 0 —LEG GUARDS 5.2 12 6 13 0 0 0 0 0 0 —MYSTIC GUARDS 5.5 12 5 10 1 10 10 10 2 2 —KNIGHT GREAVES 6.1 15 10 11 0 0 0 0 0 0 —KNIGHT GREAVES 6.1 15 10 13 0 0 0 0 0 0 —KNIGHT GREAVES 6.1 11 8 6 0 0 0 0 0 0 —CAVALIER GREAVES 7 17 14 15 0 0 0 0 0 0 —CRUSADER GREAVES 7.4 20 16 10 0 0 0 0 0 0 —BLESSED GREAVES 6.6 22 16 17 0 0 0 0 10 0 —ABSORPTION BOOTS 4.4 20 4 17 0 0 10 0 0 0 lessens falling damage;

increases recover time from falling

DEMON LEGS 11.4 25 25 10 0 0 0 0 0 30 lowers speed; decreases movement

CRYSTAL GREAVES 9.2 25 18 24 1 2 0 0 0 0 —ANCIENT GREAVES 17.1 28 19 24 0 0 0 0 0 0 —LORD MYU’S GREAVES 8.8 29 21 24 0 0 0 0 10 10 —

RING OF SIGHT 0.2 0 0 0 0 0 0 0 0 0 illuminates dark areasRING OF WISDOM 0.4 0 0 0 0 0 0 0 0 0 increases magic power

Boots and Greaves

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WIDDA’S RING 0.4 0 0 0 0 0 0 0 0 0 increases hit pointsRING OF FIRE 0.2 0 0 0 20 0 0 0 0 0 increase Fire attributeRING OF EARTH 0.2 0 0 0 0 20 0 0 0 0 increase Earth attributeRING OF WIND 0.2 0 0 0 0 0 20 0 0 0 increase Wind attributeRING OF WATER 0.2 0 0 0 0 0 0 20 0 0 increase Water attribute

º

CLARITY BRACELET 0.4 0 0 0 0 0 0 0 0 0 increases magic powerWIDDA’S BRACELET 0.4 0 0 0 0 0 0 0 0 0 defense against

paralysis, decreases magic power

POWER BRACELET 1.1 0 0 0 0 0 0 0 0 0 increases attack powerFEATHER BRACELET 0.2 0 0 0 0 0 0 0 0 0 lowers weapon’s weight,

power gauge recovery increase

GUARDIAN BRACELET 0.6 0 0 0 0 0 0 0 0 0 helps maintain normal status

SPIDER ARMBAND 0.2 0 0 0 0 0 0 0 0 0 protection against poison

FORTUNE 0.4 0 0 0 0 0 0 0 0 0 doubles all experience earned

LUCKY PENDANT 0.2 5 5 5 0 0 0 0 0 0 increases melee defenseWIDDA’S NECKLACE 0.2 0 0 0 4 4 4 4 6 6 protection against all

elementsHEALING AMULET 0.2 0 0 0 0 0 0 0 0 0 heals injuries over timeWATER TALISMAN 0.2 0 0 0 0 0 0 0 0 0 aids in breathing

underwaterPURITY AMULET 0.4 0 0 0 0 0 0 0 0 0 increases resistance to

poison, etc.THIEVES NECKLACE 0.2 0 0 0 0 0 3 3 0 0 makes wearer less

detectableMYU’S NECKLACE 0.4 0 0 0 0 0 0 0 0 0 reveals all hidden and

secret doors

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Bracelets

Necklaces

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Creature Stats

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ACID CRAWLER (SMALL) 1,200 150 None None Acid GoldACID CRAWLER (LARGE) 2,000 300 None None Acid GoldANCIENT KING 10,000 2,000 None All Elements but Light Lightning Bolt, —

Thunder BoltAQUA LIZARD 1,500 200 None None Water Shot GoldBEETLE (SMALL) 105 10 None None Jump Attack Gold, 5% HerbBEETLE (MEDIUM-SIZED) 250 10 Hit None Jump Attack GoldBEETLE (WHITE) 500 20 Hit, Fire Slash, Stab, Immune to Ice Breath, Jump Gold

Wind Attack, BEETLE (LARGE) 510 10 None Hit Jump Attack GoldBEETLE (VERY LARGE) 600 25 Hit Slash, Stab Jump Attack GoldBEETLE (GIANT) 6,000 400 Hit All but Hit, Immune to Stone Attack Gold

EarthBLOOD BAT 54 5 None None None GoldCRITTER 750 40 None None Jump Attack, Gold, 5%

Dash Attack Blessed GlovesCROW 20 1 None None None GoldDARK ARCHER 3,000 800 Light Dark Arrow —DARK BIRD 600 200 None Dark Fireball, Wind Gold,50%

Cutter Kite ShieldDARK FLOWER 500 150 None None Seed Bomb 50% Forest

RootDARK KNIGHT 15,000 2,000 Light All but Light and Hit Wind Slash, Shock Violet Guide

Wave, Eclipse Stone DARK PUPPET 1,200 80 Light All Elements but Light Dark Aura GoldDARK SOLDIER 3,800 400 None None None Gold, 15%

Claw, 10% Herbal Liquid

DARK SORCERER 8,000 800 None All Elements but Light Shock Wave, Spear —Trap, Dark Protrusion, Homing Arrow

DARK SUCCUBUS 11,000 200 None All Elements but Light Lightning —DRAGON FLY 550 20 None None None GoldEARTH KING 4,500 700 None All Elements but Fire Ice Breath, Shock Icon of Ice

WaveELEMENTAL, EARTH 900 60 Wind Earth, Water Dark Breath, Impulse Gold, 30% ClawELEMENTAL, FIRE 900 65 Water Fire, Wind Dark Breath, Fireball Gold, 30% Claw

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ELEMENTAL, WATER 1,500 75 Earth Fire, Water Bubble, Water Shot Gold, 30% Claw, 30% Herbal Liquid

ELEMENTAL, WIND 700 60 Fire Earth, Wind Tornado Gold, 30% ClawEXPEDITION ARCHER 200 35 None None Arrow Gold, 40% ArrowEXPEDITION SOLDIER 540 35 None None None GoldFADIN 500 50 Hit Fire Fire Arrow —FADIN, MASTER 600 500 Hit Fire Fire Arrow —FIRE GENIE 4,000 700 None All Elements but Water Throw Lava —

(Immune to Fire)FIRE LORD 6,000 1,000 None Fire (Immune), Earth, Flame Ball Fire Mail

Wind, Light, DarkGENEAN 2,400 40 Slash None None —GIANT (WITH CLUB) 3,000 800 None None Shock Wave Gold, 15%

Darkwood ClubGIANT (WITHOUT CLUB) 3,000 500 None None Poison GoldGIANT LEADER 8,000 2,000 None All Elements but Light Shock Wave Serrak’s KeyGOLDEN STATUE 3,000 200 None None Plasma GoldGREATER DEMON 5,500 100 None All Elements but Light Darkness Bomb, 50% Claw

Freeze BreathHIGH SKELETON (SMALL) 800 70 Hit, Light Stab None Gold, 30% BoneHIGH SKELETON (LARGE) 1,200 100 Hit, Light Stab None GoldHIGH SKELETON (WITH SHIELD) 800 190 Hit, Fire, Stab None Gold, 35% Bone

EarthICE GOLEM 1,600 63 Fire, Hit Slash, Stab, Immune None Gold

to WindLARVA 205 5 Water, Immune to Fire Fireball —

LightLAVA BIRD 3,200 500 Light Fire, Dark Death Bomb —LAVA FACE 200 500 Hit Immune to All but Hit None —LAVA LIZARD 3,000 68 Water Fire (Immune) Flame Breath GoldLEE MAYNOR 330 30 Fire None None GoldLIVING ARMOR 1,800 65 All Hit, Immune to Slash Shock Wave Gold, 25%

Elements and Stab Knight GlovesLIVING DEAD 210 15 Fire None Poison Puke GoldLIVING STATUE 1,100 100 Hit All Elements Ice Attack —MAKARA 1,400 250 None Water Mist —MALICE 1,300 100 Light Dark Dark Breath, Fireball GoldMANEATER 91 9 None None None Gold, 20% HerbMINION 1,800 500 Water Fire Jump Attack, Gold

Flame BreathMUMMY 4,000 250 Fire, Light None None GoldMUMMY, ANCIENT 1,800 300 Fire, Light None Curse, Energy Bolt GoldMUTANT CEILING 2,500 400 Light Dark Breath —MUTANT FLOOR 5,000 200 Light None None —MUTANT WALL 2,000 400 Light Dark Breath —ONYX 4,500 500 Light Hit, Stab, Dark Dark Breath —

CR

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Creature Stats

111

PHAGOS 1 100 None None Dash GoldREAPER 300 20 None Dark Root Attack Gold, 30%

Forest Shoes, 80% Forest Shield

SALAMANDER 550 70 Water Fire Fire Breath, Fire Ball GoldSCORPION 1,000 70 Hit, Stab None Poison GoldSEA FANG 600 30 None None None Gold SENTINEL 4,500 1,000 — Slash, Light Shock Wave GoldSKELETON (UNARMED) 110 12 Hit Stab None GoldSKELETON (SWORD AND 250 19 Hit Stab None Gold, 20% Bone,ROUND SHIELD) 5% Buckler SKELETON (SWORD AND 340 19 Hit Stab None Gold, 20% SQUARE SHIELD) BoneSKELETON (AXE AND SHIELD) 250 19 Hit Stab None Gold, 20% BoneSKELETON ARCHER (SMALL) 150 19 Hit Stab Arrow Gold, 20% BoneSKELETON ARCHER (LARGE) 310 1 Hit Stab Arrow 5% BoneSKULL 4,000 700 Light None Body Check, 1% Dark Defiler

Dark BreathSLASHER 550 63 None None None GoldSLIME, GREEN 60 4 None Slash Abolish Poison GoldSLIME, POISON 60 6 None Slash Poison GoldSNAKE 200 10 None None None —SPIDER (SMALL) 100 15 Fire None Jump Attack GoldSPIDER (BLUE) 2,500 350 None None Web GoldSPIDER BOSS 700 200 None Earth, Wind, Water, Web Water Crystal

Light, DarkSTONE GUARDIAN 2,000 10 None All but Stab None —STOOL 140 12 None None Poison GoldSTOOL, PARA 200 20 None None Paralyze —SOL 1,200 100 Earth Water Bubble GoldWATCHER 1,000 10 Hit None Magic Drain —WIDDA 1,000 90 None None None Gold, 30%

Scale, 30% Leather Boots

WIDDA (LARGE) 1,600 350 Light None None Gold, 35% ScaleWIDDA ARCHER (LARGE) 1,200 300 Light None Arrow Gold, 40%

Scale, 50% Widda Arrow

WIDDA ARCHER (SMALL) 900 90 None None Arrow Gold, 50% Scale,40% Widda Arrow

WIDDA QUEEN 7,000 1,500 None All Elements but Dark Poison, Lightning Ball —WIDDACONA 3,000 1,000 None Fire, Earth, Water, Light, Poison —

DarkZOMBIE 4,000 250 Fire, Light None None Gold, 30%

Gauntlet, 40% Dried Amphibia

CR

EA

TU

RE

HIT

PO

INT

S

EX

PE

RIE

NC

E

VU

LN

ER

AB

LE

TO

STR

ON

GA

GA

INST

SPE

CIA

LA

TT

AC

KS

DR

OP

S


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