King's Field IV: The Ancient City: Difference between revisions

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- As with most King's Field games, it's hardest at the beginning. Take it slow and scrounge for earth herbs until you have unlocked healing water, which will be a few levels in. A trickle of water in the first real cave area functions as a limited healing fountain you can use until then.  
* As with most of the series, the game is hardest at the beginning. Take it slow and scrounge for earth herbs until you unlock the blue healing spring a few areas in. Eventually you'll also find a red spring that restores MP instead of HP which makes for a great "base" location for most of the game, and lets you switch largely to spell-based healing.


- You won't use the blue water for very long. Once you get the red water, keep all your vials filled with that until MUCH later in the game and use Earth Heal to heal. Also keep a guidestone at the red water fountain at all tmes.
* The game world is expansive and labyrinthine so it's highly recommended to keep manual notes as you go, especially of locks that require specific keys you won't acquire until later. Locks are opened by keys that share their name, with the exception of Forest Folk locks which are actually opened by a key called Zastari's Key instead.


- Your gear detiorates with use. Durability represents percentage of maximum damage or protection. Swap gear out regularly as it gets damaged. Eventually you'll be able to repair your stuff but that ability is many hours away. Once you can repair gear, keep a guidestone nearby for the remainder of the game.
* There are two Life Rocks in the first mine dungeon, one is required to progress while the other can be traded to the man on the second floor of the nearby temple for a very valuable Crystal Vial.


- When you get the clarity bracelet towards the beginning of the game, put it on and never take it off. You can barely use magic otherwise.
* There is an accessory called the Clarity Bracelet that is essentially indispensable if you want to have enough MP to cast spells. You can find it very early on near a certain house as soon as you acquire a weapon capable of breaking wooden objects.


- Don't go into the Passage of Light until you absolutely have to, very late in the game. You'll be ready once you have opened all four chests by the red water fountain.
* While most secret passages (of which there are many) are opened by pressing the interact button, there is the very occasional attack-breakable wall as well, though these are always distinct in some way so there's no need to swing your weapon at every wall you come across.


- In the first cave, your goal is to find an egg to trade for a fire magic crystal. Find a second egg and trade the second one to the guy on the second floor of the small temple for a crystal vial.
* Your equipment durability represents percentage of maximum damage or protection, and while you'll unlock the ability to repair items quite a long way into the game, you'll have to swap out gear regularly until then.


- Unlock the blue healing water as soon as possible. Don't do serious exploring until you have it. You'll need to kill a spider boss and clear a room with dozens of rapidly respawning skeletons.  
* As with most games in the series, there is a hidden mechanic known as Sword Magic that's not mentioned in any way in-game. The common kind is activated by pressing the spellcasting button mid-swing of a weapon, but this requires you to be level 3 with that weapon and is not that useful. The more useful kind is tied to certain unique later game weapons and can be used at any weapon level. This type is activated nearly the same way (cast a spell mid-swing) but in this case you first have to press the interact button immediately before starting the weapon swing.


- Magic crystals give you 50mp when used so you can store them and use them to power Earth Heal. This trick becomes less useful once you have red water.
* Some ways into the game, you might come across an area with intense music and a permanent curse effect. While it's possible to get a lot of money and experience from the flying enemies there, it's not worth the trouble trying to pass through it until you've first found the source of the curse and opened all four chests by the red water fountain.


- You may want to grind Earth Heal levels because it slows enemies at level 3, but that will take many, many casts and you need to be at less than max hp or a cast won't count.
* You stun enemies when you hit them for at least 1/3 of their health. Be careful if you're fighting an enemy you're not stunning. You won't interrupt its attacks when you hit it so you will leave yourself exposed.
 
- Until you unlock repairs you'll need to swap weapons frequently as they degrade. Sturdier weapons last longer. The elemental knives are strong early on but degrade quickly.
 
- You stun enemies when you hit them for at least 1/3 of their health. Be careful if you're fighting an enemy you're not stunning. You won't interrupt its attacks when you hit it so you will leave yourself exposed.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 09:21, 30 August 2025

  • As with most of the series, the game is hardest at the beginning. Take it slow and scrounge for earth herbs until you unlock the blue healing spring a few areas in. Eventually you'll also find a red spring that restores MP instead of HP which makes for a great "base" location for most of the game, and lets you switch largely to spell-based healing.
  • The game world is expansive and labyrinthine so it's highly recommended to keep manual notes as you go, especially of locks that require specific keys you won't acquire until later. Locks are opened by keys that share their name, with the exception of Forest Folk locks which are actually opened by a key called Zastari's Key instead.
  • There are two Life Rocks in the first mine dungeon, one is required to progress while the other can be traded to the man on the second floor of the nearby temple for a very valuable Crystal Vial.
  • There is an accessory called the Clarity Bracelet that is essentially indispensable if you want to have enough MP to cast spells. You can find it very early on near a certain house as soon as you acquire a weapon capable of breaking wooden objects.
  • While most secret passages (of which there are many) are opened by pressing the interact button, there is the very occasional attack-breakable wall as well, though these are always distinct in some way so there's no need to swing your weapon at every wall you come across.
  • Your equipment durability represents percentage of maximum damage or protection, and while you'll unlock the ability to repair items quite a long way into the game, you'll have to swap out gear regularly until then.
  • As with most games in the series, there is a hidden mechanic known as Sword Magic that's not mentioned in any way in-game. The common kind is activated by pressing the spellcasting button mid-swing of a weapon, but this requires you to be level 3 with that weapon and is not that useful. The more useful kind is tied to certain unique later game weapons and can be used at any weapon level. This type is activated nearly the same way (cast a spell mid-swing) but in this case you first have to press the interact button immediately before starting the weapon swing.
  • Some ways into the game, you might come across an area with intense music and a permanent curse effect. While it's possible to get a lot of money and experience from the flying enemies there, it's not worth the trouble trying to pass through it until you've first found the source of the curse and opened all four chests by the red water fountain.
  • You stun enemies when you hit them for at least 1/3 of their health. Be careful if you're fighting an enemy you're not stunning. You won't interrupt its attacks when you hit it so you will leave yourself exposed.