Monday, September 17, 2018

PrinceWatercress plays King Arthur and the Knights of Justice - Part 6 of 13


In this episodes, we see trees with butts and get the Zug shavings as we venture further north in the land of King Arthur's time.

Now that we know what to do and how to get there, it's time to get there. Before you do, head to Merlin's room and move the cursor all the way to the right. From there, you can move the cursor to Squire Everett and talk to him, if you wish.

If you go to the map, you can head to the space in the forest northeast of the swamp. If you put your cursor there and warp, all you have to do to get to the swamp is go west past the statues, which are no longer glowing. You're in the swamp.

Make your way to the east, taking the path of bridges as you do. If you accidentally leave your allies behind, so be it; you'll want them out of the way to make what you're about to do easier. When you see a tree with a face on it, stand on the left side of it. The Zug - a spiked creature with a long horn on its head - will show up, and if it runs into the tree, the shavings will show up. Pick the shavings up, then go west. Fight the poison frogs. As long as you are not in front of their faces, they cannot hurt you. From there, you can pick up Lancelot's magic shield.

From here, go back to the Zug area and go north when you make it back to the beginning of the bridge. You'll find an Eye of Newt. Pick it up, then go south until you find a bridge just south of the bridge leading to Lancelot's shield. Go all the way south, then go west at the fork. If you go east, you'll find a hairball, but you'll also have to deal with trees with butts. I'm not making this up; they have fine ba-donk-a-donks.

Get away from the trees and head east before those trees attack you with branches and nuts. Here is the entrance to Stone Keep. Go north, then east. Follow the path east, then go north at the fork to find Gallop's magical shield. From there, go back to the fork and go east. You're back at the swamp.

From here, go back to Camelot. Talk to Merlin, and you will give him the Zug horn shaving. After he tells you he will concoct a potion to save Squire Everett, he will tell you to recover Phil's Key of Truth. Warlord Hammer's castle, Stone Keep is the most heavily defended of all the castles, and you'll have to get in there to find the Key. You'll also learn that Blaise lives in the swamp on its eastern border near Stone Keep, and that he may be able to help us as he was Merlin's master when Merlin was learning the art of mage craft. He tells you to tell Blaise that "Myrddin" sent you, as Merlin when by that name in his youth and Blaise trusts anyone who knows it, even though he is not fond of kings or courtisans.

If you see Squire Everett again, he will be in a happier mood even though he will still give you the same dialouge.

Also, when you leave Camelot, do not bring Phil with you.

From here, head back to the swamp. Go east where the bridge bent south on that land mass in the middle of the path leading to the Zug. You'll find Blaise's house. Go south between all the trees and head east to go in. Talk to Blaise. Since you talked to Merlin beforehand, he will trust you and help you get into Stone Keep. He can create a potion that will help you get in, but you will need to bring him the Eye of Newt, a hairball and Nightshade. Thankfully, we have everything, since I got the hairball in the earlier location.

The potion turns into birds, and gives us a nice cutscene which shows Arthur and friends entering Stone Keep as birds.

From here, you're in a maze. Go all the way to the lower-left corner, go north and follow the path until you can go north again. Go north until you can no longer do so, then go west and follow the path. Go east at the fork and follow the path again. At the next fortk, go east, then south and follow the path. Go north at the first fork, then go west as soon as you're able. You're out of the maze.

To beat Warlord Hammer, walk around in a circle. Stay away from the projectiles, don't stand too close and try not to be touched by the machine as you aim Shield Attacks at Hammer himself. If you run out, you can get to the center of the north wall and swing your sword repeatedly until you kill him. Once he explodes and die, come back with Phil to get the key. Thankfully, now that you have beaten Hammer, you can walk into the drawbridge door and leave the normal way. Just be ready to face some dark knights as well as a blue one. Going south from here will take you to the path that led you to Gallop's shield.

After returning with Phil and getting his Key - which allows him to get extra resistance magic when he picks it up, whatever that means - your next mission will be to head to Vilor Castle and beat Warlord Lucan to get Brick's Key. Merlin will tell you of a dream about a magic lock in the castle, and that the lock is the four towers. You'll then see a door somewhere we have not been. He will tell you the lock was in a forest meadow, but he cannot say where.

Each tower is protected by an elemental lock. You must find all four elemental keys to enter Vilor Castle. He also tells you that he saw a white bird flying through the swamp, which means that you will probably need Blaise's help again.

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