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Anonymous: Pages: - Review Listings - Updates - Companies - Discussion Boards - Gallery - Links - Search - Walkthroughs Downloads: - Grapholic - Saved Games - Susie - Upgrades - Virtual Cd-Rom |
Knight of Xentar Author: Hentai Helper Updated: 1999-12-18 1. Knights of Xentar - Notes on game operation:
a) The CD-ROM version requires the disc to remain in the drive during
play. Ensure that, if any changes are made via the INSTALL program, the
correct drive is pointed to when all is said and done. Otherwise, you may
be asked to put your disc in a floppy drive, or in the hard drive. The
only way out is to reboot and run INSTALL again.
b) Again, the initial music volume is much too loud, but this time
pressing Ctrl-Alt-D (reduce volume for a PAS16) will cause the
introduction graphics to be skipped. Don't worry about it the first time,
just use the System menu once you start a game to lower the Background
Music Volume (BGM) to an acceptable level. This will take effect
immediately and affect the introduction music too. Then you can exit, and
watch the whole introduction once without covering your ears.
c) There is a noticeable temporary slowdown in tempo of the background
music in both 16 and 8-bit PAS modes sometimes, for no apparent reason.
And for some reason voice won't play, if Windows was ever loaded, until
you reset or reboot the computer.
d) The English in the manual and the text of the game is noticeably
better than even Metal & Lace. However, the voices are a bit too contrived
(not everyone has to have a silly accent!), and some of the spoken
dialogue doesn't match the text (this is probably dramatic ad-libbing by
the actors).
e) Miscellaneous: Use the default names of Desmond, Rolf, and Luna to
avoid strangeness between text and speech. The 3D mode doesn't really gain
you anything. MDF stands for Magical Defense Factor, summarizing the odds
of avoiding the effects of hostile magic. Too bad there's no map of the
whole land. A right-click during combat will make you run away. Maximum
inventory of 99 per item.
f) This is the English version of the third game of a 5-game Japanese
series (Dragon Knight). So when are the other ones coming? Also, I can
see how there was -one- game previous to this, but two?
2. Knights of Xentar - Walkthrough:
a) General Considerations Throughout Game:
Unlike Cobra Mission or Metal & Lace, there aren't bonus items under
every bush, but there are some. Every chest has fixed contents; they won't
change if you restore and open them again, so don't bother (I checked
early on and then stopped). However, the bonus that you get from a Stamina
Drink, Speed Drink, Power Drink, Vitamin Mix, or level advance is random.
+HP +MP +STR +DEX +INT
Desmond 8 to 11 1 to 3 1 to 3 0 to 2
Rolf 9 to 12 1 to 4 1 to 2 0 to 2
Luna 7 to 10 3 to 6 0 to 2 1 to 4 1 to 3
Use Status Player to find how many experience are needed for the next
level advance, and save game when one is close. The HP, MP (for Luna
only), STR (not shown if 0), and DEX are shown when you advance, but to
find out the INT, you have to use Status Player. If you don't get a good
level bonus, load the saved game and try again. When a character gets over
about 370 HP maximum, the HP display line splits into two and reaches a
maximum at 740. HP over 740, to a maximum of 999, aren't displayed at all.
Characters will stop advancing at level 99, about 155,000 experience.
Talking to wandering people isn't easy - you have to pick a spot and
wait for them to come to you, because Desmond can't move as fast as them.
With 2 or 3 characters, you move even slower. Some people are just there
to insult you or waste time, but some tell you things of interest. Note
that if text has a little "down arrow" in the bottom right corner, the
text will scroll if you click on the arrow. Be careful, because if you
miss the arrow, you will be clicking on the box to remove the text
instead! You may want to turn on voice and listen to everything at least
once. Also, you aren't just talking, because sometimes you do things or
give things to people, and they can give you things back or do things too.
If somebody starts repeating themselves, move on. One exception is a pig
in Dreadsden, where having voice is your only clue that something strange
is about to happen.
There are several times in the game where people will run away after
talking to you.
You'll freeze until they've walked off the screen; just wait for it to end.
To talk (or buy and sell) with people behind counters, you must be
standing directly underneath (across the counter) from them, then click on
the person. Use the arrow keys for doing precision movement like getting
close to people without talking to them, or checking lots of jars or
bushes for bonus items.
There is never any combat in a town, but there may be inside other
locations.
Most but not all buildings and towns are entered from the south, and
left the same way.
If you are just exploring the land of Xentar and don't want to be
bothered by monsters all the time, use a Skunk Oil. Effect is temporary,
you will be warned a little before it wears off completely. Or you can use
a Smoke Grenade for each combat. Or you can take your chances with running
away each time.
The price for a SELL at a store is 3/4 of the amount for a BUY, drop
off fractions.
The calculations for DEF and MDF also drop off fractions. See the
weapons and armor sections later for these.
The number and type of monsters encountered are a function of both
where you are and how tough your character is. As you go up in levels but
stay in the same area, you will meet more of the same monster (up to 6)
and get less experience for them. Eventually you can get only 1
experience for multiple monsters. However, you can only get at least one
monster, so if a Death Doll is too nasty for your level, you will still
get one if you are in the area where they appear.
Some monsters may leave behind booty when you defeat them. This is one
item of a consistent type (according to monster), except that some have a
second item they leave less often. And some monster types never seem to
have anything! The really rare and desirable ones seem to show up only
when you go up a level! There's a possibility that the game allows only
some rare item types, and never allows certain other types to show up in a
given game.
The game starts off tough in the money department, but then from Squalor
Hollow to Phoenix there isn't much to spend it on! Its easy to accumulate
horrendous amounts of cash from monsters. The amounts found in jars and
chests are then trivial. But you'll need $70,000 in Mellions...
Megatech suggests the following for combat (with my snide comments):
1) Slow down battle speed when you encounter unfamiliar monsters - find a
setting that doesn't drag it out, but lets you see if characters are
getting too low before they die. 2) Avoid offensive tactics until you have
accumulated hit points and armor - the best defense is a good offense, but
I used only "NORMAL" or "KNOWLEDGE" for Desmond, and early on "DEFENSIVE"
too for Rolf. 3) Avoid combat if you are wounded and not carrying any heal
potions - you deserve to die then, nobody said you can't go back to town
often or carry sacks of potions into the dungeons.
Before encountering any of the unique monsters, set combat to
"NORMAL", and in some cases to "G8", and remember to restore your usual
settings after. After getting to a new city and resting, run around
outside the city until you've got 100% in the monsters found nearby,
before trying to go too far away.
You can never go up stairs in any Inn. You can't use any stairs
blocked by people or even some others that others tell you not to enter.
Most monsters have yellow hit point bars, but a white one means they
have even more. Something similar happens to Luna's MP bar later; it
changes from flesh to white at about 355 maximum MP.
b) Squalor Hollow:
Although always level 25 with 10,000 experience, the other starting
statistics for Desmond are random. In several tries, DEX is 49 to 55, STR
is 48 to 56, INT is 25 or 26, and HP is 255 to 261.
Start off the game by wandering naked around Squalor Hollow. Talk to
people and get the hang of clicking on the screen, including on the
borders, to move around. You can try to leave town, but the game won't let
you yet. To start progressing you have to go to the tavern and Frump.
Once you understand talking and moving around, go to the tavern in the
NE of the town, and save your game under the title "MONARAPE"; this is
your first sexy graphics in the game. Now walk into any one of the men,
and spend a while reading or listening until things drop back to
walk-around mode. Before you leave the tavern, get $50 by talking to the
man behind the counter!
Go to the SW of town to enter Don Frump's house. Go upstairs to talk
to him and get a (poultry) Knife and (at least it covers) Leather Suit.
There's also $100 in a jar upstairs at Frump's. You can now leave town and
start adventuring, although you might want to wander around and see how
people talk to you once you have covered your "assets". Click on the town
to re-enter.
Save the game as soon as you exit the town (through the opening to the
south), and after every combat that didn't result in horrible wounds. Once
your Knowledge value for a monster has gotten up to a reasonable amount (I
use 10%), switch from "NORMAL" to "KNOWLEDGE" tactics for those monsters.
I suggest using "kill weakest" all the time. You can wander around the
wilderness getting small amounts of experience and money, but the big
stuff is in the cave to the west (Mount Litmus).
The type and number of monsters are very random. Don't be in a rush to
get to the end of the winding hallway. Just keep saving the game after
good combats, and accumulate enough cash to pay for rest in the Inn ($10 a
night for full healing) and better equipment (get the best stuff before
you leave the area). Eventually, you can make it all the way to the end
room. Open all the closed chests before you go to the "bandit leader". You
won't fight him, just go through another text and graphics sequence with a
demon, and end up outside the cave. There's no point in going back in -
there's nothing there now except monsters in the hallway.
You should have gone up several levels by this point. For now, don't
worry about what the bonus values were. Why? Because you will be losing
all those levels soon! But it would be a good idea to get lots of levels,
because they do translate into higher hit points later on. It also helps
if you raise your Knowledge % for the monsters found outside, as it will
help with combat later.
Also, if you get either a BRONZE SHIELD or DAGGER+1 as booty from cave
monsters, immediately save the game! These are rare items, and you won't
be able to get them elsewhere until later.
When you go back to Squalor Hollow to rest and then get your reward,
you are told to go to a nameless village to the north. The only other
things of interest in the region are Mount Litmus (the bandit cave) to the
west, a large rock blocking the path south to Phoenix, and a small
building in the pass to the north. Inside are Larousse (the old man from
Squalor Hollow, or is it?) and 2 guards. This is the "barricade", because
you can't get through (or progress in the game) without clicking on
Larousse in the center. You go through a sequence that sets you back to
level 1 (I told you, but it was a surprise the first time!) and drops you
in the Nameless Village. There's no way to avoid losing all those levels,
but it won't happen again.
c) The Nameless Village:
At first, you can't buy anything in the Nameless Village and most of
the people won't even talk to you. There is $150 if you click on the jar
in the NE of the building otherwise filled with barrels (on the NE side of
town); apparently there is a side entrance that the character can see but
you can't. To progress, find Don Frump in the big building on the north
side of town, and go down many levels to meet him again. There is another
encounter with a demon, handled automatically as before, and then you get
to walk back out.
Now you can buy the best equipment you can get here, if you don't have
it or better already, and people will talk to you. You will have to go all
the way back to Squalor Hollow to get your reward from Frump (this time
for real). But for now, spend some time wandering outside the Nameless
Village to build your character back up. And this time, try to get good
level bonuses! Go back into town and rest at $15 a night when you get low
on HP; that's a lot cheaper than using up potions.
Work your way up to at least level 10 before you start travelling too
far. When you can handle 5 Daos (if you haven't seen that many at once,
explore some more) without getting severely beaten up, its time to go
south to Squalor Hollow. You will get your $100 reward from Don Frump, and
Larousse denies leaving town. The hermit on the NW side of Squalor Hollow
will also give you $200 the first time you talk to him.
Now go back north and start exploring further out around the Nameless
Village. There's nothing to the east or north, and south is the other
side of the barricade building (which you can now pass through at will).
West is where all the action is.
d) Clara's Place:
To the SW of the nameless village, just S of an opening in the
mountains that has three trees in front of it, is a building. This is
Clara's Place, where she (the girl) lives with her grandmother. But when
you first show up Grandma is out and Clara is about to be raped by the Big
Bad Wolf. Yes, Clara does have a red hood on.
Before you walk more than a few steps into the house, save the game as
"WOLFRAPE". Then walk in, get a sexy screen, a lot of text, and beat the
wolf in combat. He shouldn't be too tough. You get a Stamina Drink as
booty. After combat is over, save the game under another name, then try
the Stamina Drink until you get the maximum of +9 HP.
Now leave the house, go back in, and save the game as "CLARA" before
you talk to Clara again. When you do, you have several sexy screens with
Clara and get a rhinestone which sounds like one of your lost jewels.
The third time you enter the house, you get to meet Grandma. You get
$100 the first time you talk to her. Do this before talking to Clara
again, or you will miss some text and dialogue. From now on, you can enter
the house to rest for free by talking to either Clara or Grandma. No
important changes here for rest of game.
Although this place should be optional, Megatech says that in order to
pass Tymm (see below) you must have saved Clara from the wolf.
e) Dreadsden:
Quite a ways W of Clara's place is the village of Dreadsden. You may
come across a sign out in the middle of nowhere that gives you vague
directions. If you wander too far S, the monsters will get really nasty.
If you can't handle Death Dolls yet, go N because you are heading towards
Coventry instead. Dreadsden is just a little E of the ocean and the south
end of some north-south mountains. There are also large groups of trees in
the vicinity.
The first time you enter Dreadsden, you run into (literally) the Dark
Knight. Nothing really happens, but note that one old man in town tells
you that he's normally very polite. You'll be sort of chasing the Dark
Knight (Arstein) for the rest of the game.
The Inn charges $20 to rest here. A man in the Inn gives you random
and silly directions to Phoenix which are good for nothing but laughs a
few times.
In the house W of the Inn, there is a Flammo Pocket Warmer in the jar
on the W side. This is a TREASURE, so save the game before you talk to
the man in the house. He will give you $100 for it, and there being no
other apparent use for it in the rest of the game, you might as well.
However, selling it with Luna along may get you a Flame Gem too, but I
haven't confirmed that yet.
To the NW is a pig pen. If you persist in talking to the pig on the
right, it will eventually say several strange things before refusing to do
anything but "Oink". One is "that's a fair thought, to lie between maid's
legs" (this is explained at the end of the game). The others are a
suggestion to visit the SE corner of town for the dwarf cave, and that
there is a pretty maid nearby with magical trinkets. The first is
wrong, because the place you need to visit in town is in the NW corner
(unless the game thinks that the town stretches outside the little icon on
the map), but the second could refer to the treasure in Priscilla's house
to the SE.
Other people in town say something about a house to the SE with
desperate women (must mean Priscilla), mention Desmond's Tower in Phoenix
but monsters are blocking the way there, and that Coventry is to the S.
At the pool area in the SE of town, after talking to the old man, you
can get an infinite (you want to try?) amount of money, one at a time, by
walking around to the south-facing nook above the old man and going S.
Remember this spot for Luna later.
You can walk around the outside of the town wall (save game after
each click along the S edge in case you step outside) to get to the NW
corner. You need to talk to the hermit down there later.
Make sure you have the best weapon and armor from the shops in this
town before going on. If you can't afford it, go out and beat up some
monsters, but if you haven't been using Run Away, Smoke Grenades, or Skunk
Oil this shouldn't be a problem here or elsewhere in the game.
f) Priscilla's Place:
The easiest way to find Priscilla's Place the first time is to start
from Clara's Place. Rest there (no sex after that first time, sorry), and
then start walking W, S and E along the mountains. You will pass several
interesting places. First is a lake that appears to be surrounded by
mountains - looks inaccessible. Second is a cave entrance, which shouldn't
be hard to spot. That is Visel's Cave, and although you can go in there,
the monsters were rather nasty, and Megatech says this causes a logic bug
in version 1.08 of the CD - so don't go in!. You can safely enter with the
Mystic Marble later.
Keep walking along the edge of the mountains until you see another
building with mountains to the south. Right after you enter, save the game
as "PRISRAPE". Walk in and see Priscilla being raped by 7 dwarfs! You
fight 6 Dwarves (this may be tough - use healing if necessary) and get a
High Potion as booty. Then, without a chance to save, you fight Belcho and
get another High Potion. Finally you get to talk to Priscilla and get the
story. She says you need the Mystic Marble to enter Visel's Cave, which is
almost directly north from here, and promises to give herself to you when
you defeat Visel.
There is $100 in a jar N of the W exit. Go around the outside of the
house through the W door to get to the stairs on the E side. There are 8
chests in there, with a total of $1100, 2 Heal Potions, Magic Wing, Skunk
Oil, and a Speed Drink. Save the game under another name, and try the
Speed Drink until you get the maximum of +5 DEX.
Once you leave the house, you can now return and rest for free until
you defeat Visel. Sorry, no sex until you defeat Visel. By the way, this
is the cookie house mentioned elsewhere, although you can tell only by
looking carefully at the background of the graphics with Priscilla.
Head back to Dreadsden to that hermit in the NW corner. Now he will
give you the Mystic Marble (a TREASURE), $200, and talk about that female
presence looking out for you. Go back to Priscilla's and use it as a rest
base for trips into Visel's Cave.
g) Visel's Cave:
Approach this place the same way you handled Mount Litmus. Expect a
combat in each section of hallway. If running low on HP, run back to
Priscilla's to rest. Open all the closed chests you see. There's a Vitamin
Mix in one of them. Defeat Visel at the end of the hallway (get to SE
corner then go N). Killing Visel will get you a Magic Nut. Fight your way
back to Priscilla's Place.
Save as "PRI
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