Friday, September 14, 2018

PrinceWatercress plays King Arthur and the Knights of Justice - Part 1 of 13


Anybody remember the cartoon this was based on? I didn't even know it was a thing until a couple of years before I played the game myself, so for the longest time, I thought the game was just its own thing.

Also, this game is made by Manley and Associates. You know what that means...



The story begins with jolly old England in King Arthur's time suffering constant attacks from the sorceress Morgana and her evil Warlords, as they have taken control of all the land save for Camelot. Morgana has imprisoned King Arthur and the Knights of the Round Table in the cave of Glass, and without them, Camelot cannot hold out for long. With no heroes to be seen, Merlin has to pull out some heroes from the future.

In the present day, there is a football team known as the Knights, and the team captain is one Arthur King. Merlin thinks this is no coincidence whatsoever, so he uses his magic to pull the whole team into his era, thinking they are the heroes that will save Camelot. (Hey, Merlin, it is.) They are now the only hope left for Camelot. With the magic of the Lady of the Lake, they are...The Knights of Justice.

Camelot


When you start the game, you will be in Camelot. You will be playing as Arthur King for the time being. You'll find out that Morgana has imprisoned the true King Arthur and his Knights in the Cave of Glass using the Spell of Spells. The only way to break the spell is by collecting the twelve Keys of Truth and using their magic to break Morgana's spell. Unfortunately, Morgana and the Warlords have stolen most of them. Each of the Warlords rely on the magical powers of the keys for strength in battle, so recovering the keys will not be easy.

Each knight has their own Key, and nobody can touch their key but the knight assigned to it, not even the Warlords; otherwise the key will dissolve and the Knights of Justice will be stranded forever. (Thankfully, that is not a scenario in the game.) Each knight must recover their own key.

Merlin cannot use his powers to return the Knights of Justice back to the present day; however, if they can free the real King Arthur, the keys will open a time gate that will help them get back.

Your first quest will be to recover the sword Excalibur, as without proper weapons, you will not stand a chance against Morgana. Excalibur is located in the center of the lake northwest of Camelot, and is guarded by the Lady of the Lake, whose trust must be won. You'll also learn that the first Key of Truth is located in Tintagel Castle, and you must figure out whose key this is.

From here, you're able to move...but you can't leave yet. You must take two knights with you to protect yourself, and leave the rest of the knights to protect Camelot. The Round Table room will be to the left. One of your three knights will always be Arthur, who you will control; the other two will be comprised from the rest of the knight. Thankfully, Arthur has good stats.

Breeze has good life force, but despite not being strong, he is fast.

Lug on the other hand, is more of a tank who is not as fast. Trunk is the same as Lug.

Darren has a lot of speed, but not a lot of strength or defense.

Brick has pretty weak stats altogether.

Lancelot is like Breeze, but has more speed and a little less defense.

Phil has good defense and strength, but speed leaves something to be desired.

Tone has a lot of speed, but not a lot of defense and strength.

Wally has green armor, even though it was white in the TV show and the instruction manual. He has solid defense and just as good strength, but his speed is average.

Zeke has a lot of speed, but the same can't be said for his strength or defense. Gallop is basically a better version of Zeke.

Once you have two knights, you'll be able to leave the front door to the south and explore jolly old England.

The Control Pad allows you to move around, and B lets you swing your sword. Y lets you block against medium and high hits, while X allows you to block medium and low hits.

The heads-up display is pretty simple. You'll have the life bars for your three knights, and for Arthur, you'll have another gauge with a lightning bolt next to it. The more it is filled up, the stronger your strikes will be.

From Camelot, there is no other way to go but north. When you go north, there will be a vast expanse of land and forest. If you go straight north from here, you'll fight off a bunch of bees. Remember, the more green you have in your strike meter, the more powerful your strikes will be. You'll also find a Hairball, which will come into play later.

When fighting enemies, be sure to keep your computer-controlled knights close so they can partake in the fighting. Also, you can press Select to switch between Arthur, your first knight and your second knight (in that order), but more often than not, you'll find yourself playing with Arthur most of the time since your allies seem to swing their weapons sluggishly. You can only do this during battle, and when battle is over, you'll be automatically switched back to Arthur.

During battle, the music gets faster, and the area in which you can move around is limited. You'll have to fight your way out if you want to move forward.

By pausing the game, you can look at your map, look at your inventory, look at the game settings and look at the stats for the knights. Inside your inventory are three Shield Attacks (more on those later) and 20 Healing Herbs that you can use to heal your knights. You'll be finding more soon enough.

The map will show your current position. You can move the gold shield-shaped cursor around to see the map. If it lights up in an any spot on the map, it means that you have been there before and you can instantly warp there. You won't be able to move around much at the beginning, however; the only place you can warp to is back to Camelot so you can heal and re-choose your two knights.

The controller icon allows you to see a password for your current situation in the game, lets you switch between stereo and mono, and toggle the game's sound effects. The passwords are only five icons, and they only save Shields and Keys. (More on Shields later.)

The knights icon let you see the stats for any knights.

When you return to Camelot, you must re-choose your knights if you want to head back into the overworld.

Northeast of where you found the hairball is a wall of flames. If you walk into them, Arthur will find the wall of flames hot; however, he can see Shield Heights in the distance, and he recommends heading back to Camelot and asking Merlin about how to deal with it.

Head back to Camelot, then go to the room to the right. Move the cursor to Merlin and press B. Merlin will tell you that the wall of flames is the work of Morgana. He can create a spell to counter the effects of the fire, but he will need four items from the forest: an eye of newt, monkshood, a hairball and nightshade. If we return with these items, he will create a spell for us.

With that, it's back off into the overworld. Let's head northwest of where the hairball is. We'll eventually find the nightshade. Further west of that, there will be another area. Take out the dark knights with your strongest sword swings (don't forget to block!), then the Lady of the Lake will show up when they are all gone. She will tell you to prove your worth before claiming Excalibur. To do that, you will have to head up Shield Heights and face off with a young dragon that has terrorized Camelot ever since the real King Arthur has been captured. If you can beat the dragon and bring her the Pendragon Shield as proof, you will have Excalibur. To get there, you will have to stay on the eastern path until you reach the crossroads, then head north.

Before you leave this area, go north. You'll find the eye of newt.

By the way, if you pause at a battle site or a site where you meet a certain character like the Lady of the Lake, 

From there, head back, then head north. There is another path to the west. If you follow the path, you'll see it head south with an expanse to the east. Go east from here, take out the orange plant, then take the monkshood. You will finally have all the spell items. From here, keep going south, then go east at the skulls. Before you go to the next screen to the east, go northwest into the trees. You'll find Breeze's Shield. Every character not only has a Key of Truth, but also their own magical shield. If you press A while you have any Power Orbs for shield attacks, you will fire a projectile. Since Breeze has his shield back, you can do it with him.

From there, head back to Camelot, take out the dark knights one more time, then enter the castle and talk to Merlin again. You'll get the mission again, but he will keep talking. He will give you a potion that will temporarily allow you to pass through the flame walls that you saw earlier. (Actually, it lets you go through the flame wall for the rest of the game.) Head back to the flame wall, and this time, bring Breeze with you as one of your two knights. You will need him. When you make it to the flame wall, go to your inventory, select the Fire Protection potion, press A, and you go can go through the flame wall.

After going through the flame wall, fight off the dark knights, then grab the two Power Orb icons. If you need to, just go back and forth between these two screens and collect the Power Orb icons that keep re-spawning until you get 99 Shield Attacks. You'll have to fight the dark knights off every time you head back into Shield Heights, but it will be worth it. Sometimes you won't get any Power Orbs, other times you will get anywhere between one and five icons to pop up on the screen.

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