Sunday, September 16, 2018

PrinceWatercress plays King Arthur and the Knights of Justice - Part 4 of 13


Yeah...not liking this boss at all. It's like there's less effort given here compared to The Wizard of Oz.

Your next stop is Gruesome Keep.

From the statues near the flame wall, you want to take the low road. Go south to the low road, then go east. Take the secret path with the fairies and keep going north. This will take you to a maze. Go west at the start, then north. You will see a door with pillars surrounding it, and the pillars will not be glowing. Walk up to the door to enter it.

You are now in the Gruesome Keep basement. Go north at the fork, then go west at the next one. There is a big room with some enemies, but you will find Lug's Magical Shield here. Go back east to the fork, then go back south. You're back at the first fork. Go all the way south and then east. You'll fight some dark knights as well as a blue knight, who takes more punishment than the dark ones. Follow the path to the stairs.

Once you're upstairs, you won't be able to go back to the basement. Go north, then go west. Go west in the large room you enter, then go south and take the door at the southwest corner. Go south, then go west and follow the path. In the next large room, you will see statues. Stay away from theme, as the steam they shoot out can deal a lot of damage. Enter the door to the north.

From here, go all the way to the east until you are able to go north. Enter the door. You'll fight some wisps and a dark knight. Heal up after that battle, because you will be facing a boss. Go north to the door, then north again. You will face Warlord Bash.

By the way, I hope you did not bring Gallop with you. If you did, you will face Bash with no shield, and you will be forced to lose all your health so you can start over. So don't bring Gallop.

Bash has bugs. For some reason, you can start the battle and have the game softlock on you for no reason. In that case, you'll have to reset, get healing herbs, get all the way back here and face him again...and risk another random softlock, because this game is not programmed very well. Keep your distance, watch the shrapnel, don't get too close so the eyes that pop out of the tank that moves back and forth don't hit you. If you can time your shots just right, you can hit Warlord Bash before he can shoot shrapnel from his bone, cancelling his attack out.

Sometimes, when you beat a Warlord, Arthur will speak. If that happens, you didn't bring the person whom the Key of Truth left behind belongs to. Thankfully, he mentions which knight that Key belongs to, but it's up to you to return to Camelot, take the long way back to the boss room and have the appropriate knight grab the Key of Truth.

In this case, the key belongs to Gallop. Thankfully, you no longer have to use the basement entrance. Instead, you can continue east and going north at the fork. From there, go north again and fight the wisps, and keep going. You'll be in a brown, seemingly lifeless area with skeletons on the ground. Keep going north. You'll reach the main entrance of Gruesome Keep, and wish Bash gone, you will be able to cross the drawbridge and enter through the huge room on the south end. When you do, you'll have to fight a bunch of wisps, but you won't have to deal with anything else besides any enemies you'll usually fight along the way. The enemies stop spawning when you pick up the nearby Key of Truth.

Your next mission is yo get Wally's Key of Truth in Castle Sanguine. Warlord Blinder has surrounded this castle with a maze of forest paths, and you will have to use the teleporters in what is known as Blinder's Way to get around. He also reminds you of the book you gave to Erek of Tintagel, and to keep track of where you are going and where you have been.

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