Game Name: Neophyte: Koplio's Story
Type of game: Action
Creator: Aliensoft and Microcosm Inc.
Game Copyright: Alien Software,
Game content age rating: 8 and up (Unrated by ESRB)
indicators: Mild violence against Monsters and Humans. Usage of Magic,
Type of guide: FAQ/WalkthroughPart 5 in a series of guides by Chaz5000 for games that hardly
anyone cares about. This guide completes the trilogy of guides for the Neophyte
series that Chaz5000 has done.
Full list of Guides in the series:
copyright: Chaz5000, 2001
Guide content age rating: 8 and up
indicators: Discussion of Violence against monsters, Skeeters
HTML & Editing: Mike
Wandering Hamster-Item and weapon list
Table of Contents:
Section 1: About the game
Section 2: Commands
Section 3: Hints
Section 4: FAQ
Section 5: Monster List
Section 1. About the gameThere were three games in the Neophyte series.
The first was an experiment to see what people's reaction to an action RPG for
the PC would be, and was plagued with bugs. The third sported a quite different
UI from the previous two - not bad, just different. The game between these two
was the shortest, at least in shareware: Koplio's Story.
Koplio is a
mage-in-training. The monastery he lives was just hit with an earthquake, and
the front gate is blocked. The deeds he does are described below, in an original
poem by Chaz5000.
He came upon some misplaced souls,
Like a bluebird
he set them free.
Rescuing the harangued ghouls,
Rescuing not one but
Did some odd jobs even though
They were trapped inside
the gard'ner also
And gave his brothers back their lives
Turning monks into guards Horus
Vatimacio planned to
Victory with Armor of Gorus
He saved the day, along the way,
helping his brothers
He became light in darkest light, his deeds are taught
But now you see, he never lied,
Read my Wanderin' Hamster
Section 2. Commands(From the rulebook)
F2 - Save
F3 - Load
S - Toggle Sound
M - Toggle
X - Hold Down to run
I - Inventory
Ctrl - Attack
Alt - Use
Space - Accept (reads books/signs, talks to townspeople, opens chests)
Esc - Menu, Exit Inventory
Button 1 - Tool
Button 2 - Inventory
Button 3 - Attack/Accept
Button 4 - Run
Section 3. Hints 1. Save frequently and save often
2. Being backed
into a corner can be the best way to fight monsters
3. You CAN throw most of
4. The only weapon in the game is located at the foot of your
5. You can't help the gardener for the second time until a monk
6. There is a special spot to fight the final boss that is totally
7. When in doubt, use firebolt
8. If you get stuck, level up, then
wander to every screen twice
9. Also check the bookshelves and talk to
10. Listening to the Final Boss midi can help clear your head
Section 4: FAQ Q: I just started the game. How do I leave the
A: Patience, Miss Parker, Patience-you don't until near the
Q: Okay, what do I do instead?
A: Put some ghosts at rest, and
prepare an explosive.
Q: What is the phrase on the shredded
A: Fire Bolt: The Spell of Thrown Fury.
Q: How do I make
A: Have you tried sipping some Classic DNA?
Q: No, will
A: No. Go to the library(Find it yer own self), and look at the
northeast bookshelf for a recipe for Explosive Potion. The recipe requires
Vinegar(Located in the room next to yours when you start),
Soda(Located in kitchen),
Incense(Available in the chapel for the low-low
price of free), and
Aruna Petal(Available from the big flower in the garden
AFTER you help).
Put all of these in a bell in the tower(AFTER flipping the
switches in this order-middle, east, west), and heat to boiling with a
Q: Woohoo! I have the explosive potion. Where do I use
A: On the rockpile in the chapel.
Q: How do I help this ghostly
A: Mara-Talk to her, then the Sensei, then look in the room across the
hall from yours, on the bookshelf. Return to the tower & give her the
Rupert-Talk to him, talk to the Sensei, get the skull from the
garden, talk to Rupert once more.
The Builder-Talk to him, look at the
cornerstone, talk to him, talk to the gardener 2X. After you leave the monastery
though the secret passage in the library, pick up a glowing yellow flower when
you pass that room. Go back to the gardener, and enter the shed. Get the chisel,
look at the cornerstone, revisit the builder.
Q: What else is left after
I get the Shili?
A: Go through the secret passage in the Library-To get there
stomp on the tiles in the special order.
Q: What do I do after I enter
A: Follow the path until you reach the top of the waterfall.
Then, carefully walk to the edge of the waterfall but DON'T FALL OFF. Climb onto
the ledge at the edge, and continue on the path until you reach a dead end with
the waterfall cascading near the bridge you saw earlier. Walk behind the
waterfall and save.
Q: What's behind that door?
A: The boss and some
Horde members. Beat the boss and you win!
Section 5: Monster List
Rat: In the early part of you quest,
rats may prove to be a nuisance(Located in the caves).
spider is quick and packs a venomous bite. Beware!(Located in the caves)
Fish: These water-dwelling creatures are usually pretty easy to
deal with(Located only in water).
Giant Snail: It's a good thing
these ugly beasts aren't quick. If they hit you, they can do quite a bit of
Black Birds: They stay outdoors and in
high elevations.(Dangerous in the first part, they become mellowed as you level
Snakes: These scaly critters bite with poison. Be careful or they'll
take you out quick. (Yeah, 10-damage-a-hit-quick. Be VERY careful near them).
Horde: Little is known about the awful creatures of the Horde. You'd
better be well prepared before you face one of their kind (Yeah, like level 4.
Only at the final boss).
To the County Pest Control department, for spraying the area where we live
with mosquito-killin' insecticides TWICE in one week!