3. Quest Selection
Each game of Knights revolves around a quest – a set of
objectives that players must accomplish in order to win. Before each
game starts the players must decide which quest they wish to play.
The game comes with a number of pre-defined quests to choose from,
or you can design your own using the extensive customization
options.
After joining a game the following quest selection screen will be
displayed:

The main part of the screen, on the left, is taken up with the
quest settings, which are explained below. The right-hand half of the
screen is used for chat, and you can also adjust your knight's House
Colours here.
Once both players click on "Ready to Start", the game will begin.
(Note that for split screen games, a cut-down version of the quest
selection screen, without the chat area, is displayed.)
Quest Settings
To play one of the pre-defined quests, simply select it from the
Quest drop-down. A brief description of the mission will appear in
the small window at the bottom left. Alternatively, you can set up a
custom quest by adjusting any of the following quest settings.
Quest Objectives
The following options define what you have to do to win the
quest.
- Mission Type: Can be set to:
- Escape from the Dungeon: Your knight must leave the
dungeon via the exit point to win.
- Retrieve Book and Escape: Your knight must retrieve
the book and then escape via the exit point.
- Retrieve Wand and Escape: Your knight must retrieve
the wand and then escape via the exit point.
- Destroy Book with Wand: Your knight must find the
book, place it in the "special" pentagram and then destroy it
by striking it with the wand. (The special pentagram will be
surrounded by stairs or other decorations and is easily
distinguishable from a normal pentagram. See
also Pentagrams.)
- Duel to the Death: The last knight alive wins! In
order to win this quest you will first need to "secure" all
the entry points, so that your enemy cannot re-enter the
dungeon when he dies.
See also Wand of
Securing.
- Type of Book: If the quest involves a book then you can
choose from several types of book.
See Books for details.
- Type of Wand and Number of Wands: The Dungeon may
contain 0, 1 or 2 wands. If there are two wands they are always
both of the same type. See Wands
for details of each Wand's powers.
- Number of Gems and Gems Needed: To make the
quest more interesting you can require knights to find a certain
number of gems before winning. Gems will be hidden randomly
within the dungeon, usually inside chests or on tables. Gems
have no powers or abilities, but if a knight is not carrying
enough then he will be unable to win the quest.
Dungeon Environment Settings
The following settings affect the type of dungeon generated and the
nature of the dungeon environment.
- Dungeon Type: This affects the size and layout of the
dungeon. Choose from Tiny, Small, Basic, Big, Huge, Snake, Long
Snake or Ring.
- Premapped: If set then knights will start with a complete
map of the dungeon.
- Entry Point: Controls where each knight enters the
dungeon. Choose from Total Random, Close to Other (the knights
start close together), or Away from Other (the knights start far
apart from each other).
- Exit Point: This is the place where the knight has to
go to escape from the dungeon. Choose from Same as Entry (leave
via your own entry point), Other's Entry (leave via your
opponent's entry point), Guarded (the exit point is behind locked
doors and guarded by vampire bats), or Total Random (the exit
point is in an unknown, random location).
- Starting Gear: Knights may start the game with daggers,
traps, both, or just their trusty sword.
- Number of Keys: Controls the number of keys generated
(between 1 and 3). If set to 1 then few doors will be locked; if
set to 3 there will be more locked doors and all iron doors will
be locked.
- Pretrapped Chests: If this is enabled then some chests
will be trapped at the start of the game.
- Amount of Stuff: Controls the amount of equipment and
items placed randomly into the dungeon at the start of the game.
Can be between 1 and 5.
- Zombie Activity: If this is activated, then evil magic
will cause the dead to start walking! Corpses will slowly decay
and eventually rise up as zombies. The speed at which this happens
can be set between 1 and 5, or it can be set to 0 to turn off
zombie activity.
- Vampire Bats: If this is activated then the dungeon
will be filled with bloodthirsty vampire bats. Additional bats
will also appear from pits. The number of bats can be set on a
scale from 0 to 5.