Thursday, September 20, 2018

PrinceWatercress plays King Arthur and the Knights of Justice - Part 12 of 13


Welcome to the last area of the game. It's a doozy.

At Camelot, replace one of your knights with Lancelot. At the map, move the cursor north to Hadrian's Wall (the big long black rectangle on the map). One tile has flatter trees than all the others. Move the cursor to that and press A. You'll be at the hole in Hadrian's Wall. Go through it. You'll be in the Dark Forest.

Make your way to the north, keeping to the west side as you do. Keep going north, and you will come across a bridge. This leads to a bunch of wasps that you will have to fight. Go north into the cave. Past the dark knights and the Rock Golems are a series of doors. Enter the one that is all the way to the east. Inside, you'll find the Ring of True Seeing. From here, leave the room and go to the door that is all the way to the west. You'll find Lancelot's Key of Truth, which gives him extra strength in battle.

Leave the room, and you'll head back to Camelot. Head back to the Dark Forest, and this time, head to the east. Keep going east, and stick to that end. Head to the north from there, and fight off the red knights. Follow the path to the north, but do not enter the stairs in the ground. If you read the graves, you will see that they are for all the Knights of Justice except for Arthur. Squeeze past the trees to the north and enter the mausoleum.

At the mausoleum, follow the path. Fight off the red knights, then continue. When you approach the Morgana statue, a magic spell will zap your allies out of existence. They're gone. Leave the mausoleum, then head to the south. Two of the graves will now be filled, and the gravestones will tell you that the allies you just lost are eternally lost on the Plain of the Dead.

Now you can enter the stairway in the ground nearby. Follow the passage south, go up the stairs, then go south at the door. If you enter the nearby mausoleums, the corpses will tell you clues on how to find the Ring of True Seeing. Thankfully, we've already found it at this point. You will need the Ring to meet the doorman, but the mausoleum that tells you about the doorman is sadly destroyed.

Go south from here. You'll find a graveyard as well as several white flowers that you can collect. Pick them up; you'll need them for later. They are called "Flower 'o Innocent," and they seem to grow only in the graveyard. Speaking of the graveyard, if you read the gravestones, they will be names of the developers who worked on the stage, some of whom also worked on The Wizard of Oz for Super Nintendo - another Manley & Associates game as well as a game I have covered in the past. One of the tombstones is also a reference to George H.W. Bush.

Go all the way south and to the east, and you will enter the Town of the Dead. The town in the south-west corner will tell you where you are, and that you need two gold coins to pay the doorkeeper to the Plain of the Dead, and he will give them to you if you promise to give him a Flower 'o Innocent to his physical self in the Plain of the Dead. Since he have plenty of Flowers o' Innocent, we will automatically give him one and get the two coins.

There is another house north and east of there. The man there will help you get the Cloak of Death, and he will let you have it if you give him a Flower 'o Innocent. We have one, so we get the Cloak.

To the immediate northeast of the house is another house. Do not enter it and interact with anyone there at this point; otherwise, you will softlock the game when you find your companions in the Plain of the Dead.

Instead, go all the way to the northwest corner. The doorkeeper to the Plain of the Dead is there, but only if you have the Ring of True Seeing. Give him the two coins to open the door. Make sure you have the Cloak when you go in, too.

Go north, then east, and north as soon as you are able. You'll fight the Ghost Knights. Use your Shield Orbs to kill them easily. Go west and take the teleporter. Follow the path, then go west as soon as you are able. Take the teleporter at the end.

You'll be on the ground. Talk to the man to your west when you go north. Since we have plenty Flowers 'o Innocent, we will be able to give him one here. He will tell you find the Goldsmith, who will be able to tell you what to do next. Take the right road, stay ot the right pas three intersections, and take the teleport.

After talking to this guy, go north and keep going in that direction until you see a teleporter on the ground. Talk to the man to your immediate northwest instead of going straight to the next teleporter. Give him the Flower 'o Innocent, and he will tell you that your allies are on the catwalks. Take the teleport on this catwalk, and keep taking the teleports until you reach them. They will be in a trance, and only a really loud noise or a violent jarring action will shake them from it. From there, lead them down to the Plain floor and find the doorway to the living world, as you will not be able to go back the way you cane

From here, you can now take the teleporter in the southeast corner. Go north, then west when you are able, and follow the path to the teleporter. Follow the path again to the next teleporter, and do it again for the next one. Thankfully, once you take the teleporter near the man who told you where to go next, it is very, very, very linear. When you see your companions, hit them with your sword to get them back. You'll also be able to get back to Camelot - something you could not do until you got your allies back.

Take the teleporter in the southeast corner, then do it again. Youll be back on the floor. A door will materialize to your west. Enter it, and you are back in the Town of the Dead.

Head back to the long building that I mentioned not to go into earlier. Talk to the man that you see. (If you talk to him before going to the Plain of the Dead, the game immediately assumes you are done with the Plain and it softlocks your game.) He tell you his master has no business with mortals, and that his master is the Baron of the Forest, William Black. In order to talk with Lord William Black, we have to head to the north, then go to the west and enter the first door you see to the south. The man in this room will tell you Lord William Black is scared by living men, but he can help you get an audience with him. All you have to do is take a gem from his brother Richard, who thinks the gem is his. Richard will be somewhere in the mansion, and if you can get the gem back, you'll be able to meet Lord Black. To get the gem, we will have to trade something of equal value for it.

Leave the room, and go to the next door to the south. There is a necklace in the southwest corner. Pick it up. Leave that room, then go all the way to the west and enter the last doorway to the south. Richard is inside. Talk to him with the necklace in your possession. He will tell you his that Lord Black will help you get to the Stone Gardens, but we still need that gem. When he asks if you have anything to trade for the gem, give him the necklace. (If you don't have it, he will tell you that he likes jewelry, which is a clue that tells you to go get the necklace.) You'll get the Dragon Gem.

Leave the room, and go back to the guy who told you get the gem. He will tell you that the gem is the Gem of the Dragon Lord, and that it is pretty powerful. He thanks you for stealing it from him, as he was instructed to keep it from him. He gives us a key to open the door to Lord Black's chamber.

Leave the room, and go to the big door to the north in the middle of the hallway. You'll talk with Lord Black, and you'll learn there is only one way out: a secret door in his father's crypt. Since he never liked him, he does not mind if a mortal enters his crypt. All you have to do is call his name, and he will not tell you his name since he vowed never to speak it again.

Leave the room, then go to the east and enter the first door to the north. Talk to the man there, and he will tell you Lord Black's father's name is John Black. You'll also learn that John Black brought a curse on his family, banishing them from the Plain of the Dead and forcing them to spend the rest of eternity in the mansion unless something happened. To break the curse, one of the family members has to find a way to take on the form of another being and receive a mortal wound, but they are trapped in undead bodies that cannot be harmed by sword or magic.

Leave the mansion, then go all the way to the door in the northeast corner. Enter it, then you will be able to enter the crypt. We are now in the Stone Gardens, the final area in the game...

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