Here's every single piece of music from King Arthur and the Knights of Justice.
Part nostalgia-bomb, part note-taking and part FAQ, what started in GameTrailers as a video game blog is now on Blogger. This blog is a look back at video games, both popular and obscure, from the video game industry's infancy all the way to the previous console generation.
Showing posts with label King Arthur and the Knights of Justice. Show all posts
Showing posts with label King Arthur and the Knights of Justice. Show all posts
Friday, September 21, 2018
King Arthur and the Knights of Justice - The OST
Here's every single piece of music from King Arthur and the Knights of Justice.
PrinceWatercress plays King Arthur and the Knights of Justice - Part 13 of 13
This game is finally over...and I'm going to keep it real: it's like the game has the same effort put into it as Wizard of Oz, which the developers of this game also made, but given what genre of game we're looking at here, that effort feels even lesser than it already is...and that's not good.
At the Stone Gorden, go north, then go east at the fork. Take the upper path to avoid a Flame Elemental. After that, keep going north. There is an opening to the north. This is a cave.
In the cave, keep to the west side as you continue north. This way, you will avoid any and all enemy encounters. At the northern-most point, go west and up the stairs. Follow the path to the next flight of stairs, then take the flight of stairs you see after that. Go all the way north and you will have a huge opening. This is Morgana's Lair.
Be sure to avoid the fire pit at all times, especially when you reach Morgana's throne. The fire pit will still be there during the final battle, and you can still stand in it and gradually take damage until you are dead...so watch out.
You'll finally meet Morgana, who will turn into a dragon. Stay close to the fire pit, but don't stand in the center of it, and make sure not to be too close to Morgana, either, or else her jaw will hit you along with her fireballs, which will drain your health very quickly. When you see the glowing spot in the center, shoot Shield Orbs at it. Just like Warlord Viper's second form and the dragon at the beginning of the game, this battle is pretty random, and you may find yourself being as lucky as you are cautious.
When you beat Morgana, you'll get Arthur's Key of Truth. Morgana's castle is destroyed, the real Knights of the Round Table are freed from the curse, and Arthur and the Knights of Justice can finally go back home to the 20th century! You've finally beaten this game! Congratulations!
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...
PrinceWatercress plays King Arthur and the Knights of Justice - Part 11 of 13
The quest to re-assemble the Staff of Rhiothamus hits a frustrating roadblock in the form of one of the worst bosses I have ever seen in a video game.
Head back to the maze that leads to Castle Blackroot. This time, go north at the fork near Castle Blackroot. Fight off the blue and green knights, then take the nearby stairs to the north. We're heading to Dark Citadel at last.
Go through the doorway to the south. From here, head east and move past the teleporter. Go north and take the second teleporter to the right. In the upper-right corner is a staff piece, but you'll have to beat up some red and green knights before you can take it.
From here, leave from where you came in. Go south, then west. Skip the teleporter that takes you back to the beginning, keep going west and take the one after it. Go through the door on the north and beat up the poison mist spheres, then take Brick's Magical Shield. Leave the room, go back south, then go west when you're in the room with the three teleporters again. Go north, and when you see a teleporter to your right, heal up. Go into it, and when you go west, you'll face Warlord Viper. If Trunk is in your party, he'll fight him automatically. For the first time in a while, this is perfectly okay, since he will have his shield (you'd better have it).
Warlord Viper has two forms. The first is a giant snake that moves in between the columns. Keep an eye on what is going on at all times, and when you are able to fully see Warlord Viper, hit him in the body with a Shield Attack.
After several hits, you'll see Warlord Viper's form, where Viper is part man, part snake. You have to go up to him with a full attack gauge, strike him once, move away, wait for it to fill up, then hit him again, lather, rinse, repeat, all while taking as little damage as possible. To make this even worse, WARLORD VIPER IS COMPLETELY RELIANT ON RNG (RANDOM NUMBER GENERATION) FOR HIS ATTACKS, MEANING THAT THERE IS NO WAY OF WHAT HE IS GOING TO DO WHEN. Are you kidding me? The same RNG thing that Manley & Associates did with one of the early minigames in The Wizard of Oz rears its ugly head here, too? Apparently, it does...and it pisses me off.
And in case you were wondering if you can use Shield Orbs against Viper's second form, the answer is no. You can only use your melee attacks.
It is possible to beat him legit, but you will really have to luck out in order to do it. The fact that Viper's attack patterns are that deeply rooted in RNG does not make it fun. Wanna enjoy this game? Skip the system and go straight to emulation...unless you have Pro Action Replay. Then you can get infinite energy and just wail on him. Otherwise, emulate and save scum. Remember to block so your attack gauge refills faster.
After twenty fully-charged hits, Viper is done. Trunk can get his key and the ability to strike his opponents with increased speed, and then it's off to Camelot the final mission. We have to find a weak spot in Hadrian's Wall to enter the Dark Forest, and to breach the wall, the Staff of Rhiothamus must be re-assembled. Once we're there, we're in Morgana's domain, where the dark arts rule. From there, we must head to the Stone Gardens.
Thankfully, we have all the staff pieces. We also have one man without a Magical Shield, and that is Tone. Replace one of the allies in your party with Tone, then leave Camelot. With Tone in your party, Tone will tell you that he can fix the Staff of Rhiothamus (which he misnames the "Staff of Rhinoceros") Arthur corrects him and gives him the pieces, then Tone fixes it. You will hear an explosion from the direction of Morgana's castle, and Arthur tells Tone to keep the staff and use it in battle.
The game doesn't quite spell it our for you, so here it is: with the Staff of Rhiothamus restored, Tone now has a Magical Shield, and the game doesn't quite tell you. Now have a Randy Orton reference. You're welcome.
Wednesday, September 19, 2018
PrinceWatercress plays King Arthur and the Knights of Justice - Part 10 of 13
In this entry, we meet the Black Knight, assemble the Staff of Rhiothamus and...find bread.
Before you head out, put Zeke and Trunk in your party. You'll get one of their keys now and the other later.
At the map, move the cursor to the most north-east spot that you can, then move west one spot. From there, go north past the statues to your immediate west.
Go north until you find a fork. You will have to take care of some red knights. Use your Shield Orbs to kill them in two hits. When you reach the fork, keep going north.
Keep going north, even though there is no path. You'll want to keep going in that direction so you ca fight off a bunch of crows and wasps. When you're done, pick up the thing that looks like a staff piece. It's really Bread. From here, go north-west, then go west at the fork into the next screen.
You'll find another staff piece in the trees, but you'll have to beat up eight red knights before you can grab it. Grab the piece of the staff, then go all the way to the south. At the next screen, keep going south, and fight off the Rock Golems. When then screen stops scrolling, go west. You'll approach a farmer. If you talk to him without the Bread, he will ask for either food or money. Since you have the Bread with you, he will take it. In return, you will get a piece of wood. This piece of wood is a piece of the staff. From here, go all the way to the west, then go north and fight off the green knights. When you see a huge tree, go inside.
When you get in the tree, stay where you are. A troll will approach. Wait for him to stop moving, then get behind him. Keep smacking him from behind and he will be destroyed. You'll get another staff piece for your efforts. Make sure one of your guys attacks him from the front as you do this, so that the troll will drop his club and throw rocks at someone else. Take the staff piece and leave.
There is just one piece of the staff left. To the north is the next castle, but you won't be able to enter yet. Go north and a little bit to the east. When you see the Rock Golems, take them out then take the northern path to the east of the nearby trees. Keep going north until you see a path leading east. Go there, then explore the immediate area to the south until you find Green Knights. Kill them, then enter the door in the ground.
Go north, then all the way to the east at the fork. Go south, then east again. At the next forth, go all the way north, then east until you hit a wall. There is a door to the north. Go in. Follow the path, then fight off the Blue and Green Knights. North will go to the Dark Citadel, which you don't want to enter yet. Go west until you reach another door. Go in, go around the wall to the west and take the path north. Follow the path west. You'll meet the black knight. This is the only time you will see the Black Knight in the game. Kill him with three Shield Orbs. Take the path north behind where the black knight showed up and keep going in that direction until you reach the stairs. Go up the stairs, and you will be in the next area. This is Castle Blackroot.
Enter the door to the north, then follow the path. Do not go south when you see the big green carpet; that leads outside. When you have a choice between north and east, go east. Once again, you want to follow the path. The next staff piece will be to your west in a couple of rooms. Grab it, then go east to a big green room. You may or may not run into red and green knights. Go northeast to enter a door, then southeast to enter the next. You'll fight red and green knights as well as those mist orbs. You'll find Zeke's Key of Truth. As long as he has it, his attacks will do more damage. You'll be back at Camelot.
PrinceWatercress plays King Arthur and the Knights of Justice - Part 9 of 13
Seriously, why and how would that key possibly be there? At this rate, this mission would have ended before it even began!
Before you leave, pick two men with Shields. I recommend using Lug and Darren, since you'll more than likely have their shields at this point.
When you leave Camelot, transport to the most northwestern spot on the map. From here, go north, but don't scroll the screen too far to the east unless you want another battle with those poison mist spheres. Go west as soon as you are able and you will be in Crownhorn Village.
There is another church here like in Welton, but you won't be doing anything here.
Behind one of the building's is Trunk's Magical Shield. Why a substitute's shield would be in the middle of a village, I will never know.
The house to the south has a Key of Truth that belongs to Lug. This is why I recommend Lug for this village. This is like Alan Grant's ID card in Jurassic Park for Super Nintendo, where the card was in a dark room and you have to get the battery to keep from getting killed when you're trying to go get it. Oh, and you get teleported back to Camelot, which means you have to go all the way back to the village.
One of the houses contains a villager who tells you that the Warlords have become very strong and are scaring off most of the villagers in Crownhorn Village. It turns out that they are getting their strength from the Stone of Power, which lies to the north of the village walls. Until the Stone of Power is destroed, the villagers will not be safe. To destroy the stone, we will need a piece of Mordraine Wood, pixie duts from the Pixie Woods and Saltmoss from the caves beneath the waterfall. From there, we must bring these items back to this villager to create Mordraine's crystal.
You'll have to get all three items without running into Warlord soldiers, as they can kill you, you can't kill them, and there is a chance that the game will crash if you run into them.
From the village, take the southern road out by following the dirt path to the south. From here, follow the path, and you will eventually be in the mountains. In the trees to your immediate north, you will find Zeke's Magical Shield. After that, keep going all the way to the west. Go south until you see something red to the west. This is the Mordraine wood. From here, do not go south unless you want to run into soldiers. Go back to the slope leading into the lower regions, and go north. Go east on the next screen, then go north again. Fight off the fairies (of which there is a ton of), and go into the northwestern corner to get the Pixie Dust. From there, take the dirt path north. At the fork, do not go east or else soldiers will get you. Take the west path instead. You will hear a waterfall. Walk onto the edge of the bridge and avoid the rocks as the river current carries you. You'll then be dragged into a whirlpool, and you will not be with your allies when you end up in the cavern below. Heal up with Healing Herbs before you do anything else.
From here, go east, take the bridge south, then go further south. If you need Healing Herbs, you can take them here. From here, go back to the bridge and enter the opening to the north. There will be some Shield Orbs that show up at random if you need them as well.
From the south side of the bridge, go south. Go west if you need a Shield Orb, then go back and then go south. Follow the path to the east and you will get the Saltmoss. Leave that area, then take the path leading south to the east. You will find Wally's Magical Shield. From there, get out and head east. You'll be back in the forest. Head back to Camelot. Don't worry about your allies not being with you, as they will be back at Camelot ready to go again.
Head back to Crownhorn Village and talk back to the sorceress villager who needed those three ingredients to make Mordrain's Crystal. You'll get the Crystal.
Get out of Crownhorn Village through the northern entrance. Go up to the Stone of Power and use Mordraine's Crystal, and the Stone of Power is destroyed. From here, you can go to the north and fight off the knights. When you beat them up, go west, then go south at the fork. This will take you back to where the Pixie Dust was. Hug the right hand side and go west to avoid the pixies. From here, go to the north and keep going there. You'll reach the Cave of Death.
At the Cave of Death, you'll meet a couple of dark knights that you will need to fight. Once you kill them, go in. You'fight a whole slew of blue knights. There are about eight of them, but once you kill them off, you'll be in a fortress.
Go to the east, go north, then destroy the dark knight to the east. Go to the west, pick up the Shield Orb on the way north if you see one, then follow the path. You can either go south or east. Go east first. Fight off the Touch the one to the right and follow the path to Phil's Magical Shield.
Head back to the teleporter, fight the dark knights and go back to the fork. This time, head south. Then head towards the next teleporter. By this point, you should have Darren's Magical Shield. If Darren is with you, he will face the next Warlord; otherwise, you will take him on as Arthur.
To beat Warlord Slasher here, stay on the move and shoot your Shield Orbs whenever necessary. As long as you are across from him, his projectiles will never be able to hit you. Just go from one end of the room to the other, north to south and back agian. Run under him when he jumps at you. He'll go down in no time, and you'll get Darren's Key of Truth, which gives him increased protection from attacks.
We are now about to enter Morgana's home turf this time, but we must recover Zeke and Trunk's Keys of Truth from the two castles there: Blackroot Keep and Dark Citadel. Warlord viper is guarding one of the keys, and Hadrian's Wall - an ancient wall that Morgana has turned her dark magic upon - is beyond the castle. Merlin knows of only one way to crumble the wall: the Staff or Rhiothamus. Unfortunately, the staff was broke into pieces and scattered by Morgana. Merlin was able to recover one piece - which he gives to you - but you will have to find the other five. Only then can you get through Hadrian's Wall.
Tuesday, September 18, 2018
PrinceWatercress plays King Arthur and the Knights of Justice - Part 8 of 13
Not only does the game become easier at this point, but you start text for stuff that never made it into the final game. Yeah, some things didn't get cleaned up.
Head back to the Northern Forest. Head back to that spot in Blinder's Way near the swamp and take that path north again. This time, take the path to the east. Fight off the moving grass nearby, and make sure to use your most powerful strike to destroy all of them. From there, head north.
Go north at the fork, then go east at the next one. From here, go east, then south. At the fork, go east again and make sure you ahve your allies with you so you can fight the golems. Smack them around, and you can pick up the silver thing on the ground. This is the Pitch Blend. You're going to need it.
Now that you can warp to the swamp, warp to the eastern-most part of the swamp on the map and you'll end up next to the screen that Blaise's house is at. From here, go to Blaise's house and talk to Blaise. Blaise asks you to promise to head to Crownhorn Village, visit the baker and bring the Staff of Life. There's one problem...this mission isn't even in the game, so you don't even have to worry about it! Yet the dialogue is still there...I...what?
Blaise tells you that the shadow you saw is a giant island, and only birds can go to it. Thankfully, Blaise has enough of the potion to turn you into birds one last time. You'll approach the island and bird Arthur will automatically take the Key of Air.
You'll be back on another forest path. Warp to the center of the swamp area on the map. From here, go north, follow the path, then turn to the west and go north as soon as you're able. From there, keep going and you'll come across a house. This is the alchemist's house. If you have the Pitch Blend, you'll give it to him; otherwise, he'll ask you to get it so he can turn lead into gold and give you the Key of Water. Sure enough, he will give it to you if you give him the Pitch Blend.
By the way, there is a silver slime enemy that you can encounter if you hang around the south side of the swamp for long enough. They are so easy to avoid that you don't even have to fight them.
Now it's time to head all the way back to the door that Merlin saw. Stand on the door and use all four of the keys in the inventory. Step off the door, then get back on it. You are now in Castle Vilor.
Go east, then take the first door to the north and follow the path. Go east and enter the door in that direction, then take the teleporter on the floor and go through the door.
Go all the way to the north wall, get hit, turn around and face Warlord Lucan. Hit him with Shield Orbs, and wait for him to stop flashing before hitting him again. Keep doing it until he falls. You will never get hit again, and Lucan will go down severely easily. Hope you didn't bring Brick; otherwise, he would have been in the battle and you would have no shield to attack with.
With Warlord Lucan gone, you can come back with Brick and get his Key of Truth. Just head south, take the teleporters, then head west; otherwise, you will face enemies. The door leading back is between two green carpets. Just hug the wall. At the area with the key door, just keep going south. You'll leave through the main entrance. From there, head south, then east. Fight off those yellow mist bomb spheres of death if you want. Warp to Camelot, get Brick, then make your way back to Lucan's room and have him touch his Key.
We must now find Darren and Lug's Keys of Truth around Crownhorn Village. Merlin senses that the Warlords have great power over there, and tells us to be careful.
King Arthur and the Knights of Justice Opening Theme
And it sounds MUCH better here than on Super Nintendo. It's even in a lower key. That's probably not a good sign for anyone who wants to play the game.
Monday, September 17, 2018
PrinceWatercress plays King Arthur and the Knights of Justice - Part 7 of 13
In this entry, it's Tone's time to shine as we watch where we step on the path to another key!
When you pick your knights for the next mission, bring Tone. You'll need him for later.
Head back to the spot in Blinder's Way leading to the swamp, then go east until you can see a path north. Go there.
Take out the mushrooms (which move very slowly) and continue to go north. Go northwest, going west, then north at the first fork, north at the second, and north at the third. Watch out for the poison mist spheres.
From here, go further north and fight off the pixies. From here, go north. There will be a patch of dirt in the trees. If you go there, you will find a shadow of something huge on the next screen. As a matter of fact, you have to go there to trigger what you're about to do.
Go back and go east from here. Keep going east from here to find the door that Merlin was talking about. We will have to find some keys to open the door.
From here, follow the path south and go east as soon as you are able. You will fight five blue knights. Go north, and looks for a nook in the trees to the east. Walk up to it and you will meet the Gnome King. He will tell you his only son and heir has been missing for two days, and asks if you have the time to find him. Pick "yes." From there, go north after talking to the Gnome King.
You'll find the Gnome King's son, but you'll also find the green knights and the red knights! They don't show up very often, but the green ones are stronger than the blue ones, and the red ones are stronger than the green ones. When you beat them all, slash at the Gnome King's son to free him from his ropes. He will thank you for saving him, then head back home to the Gnome Woods. You can talk to the Gnome King again to get some words of gratitude, but you do not want to do that just yet. Instead, go west and take the path to the north when you see it. This takes you to an area where you have to fight some fire creatures. They can do a lot of damage, but if you can fight them all off, you can get the Fire Key for the door you found earlier.
From here, head back to the Gnome King. He will thank you and give you the Earth Key, then ask you to move carefully as people are always digging and it is easy to fall into holes. If you walk to where the Gnome King went, you'll enter a new area.
The Gnomeling's son tells you that you are welcome to take a test of some sort. If we can get to the other side, we can claim the prize on the pedestal; however, only one person can claim it and they must be "of a confused note." This is why you have to bring Tone with you.
Be careful where you go here. One wrong move and you will not only fall to an underground room with steps leading back up to the test entrance, but you will take damage.
Go east a little bit (but not too far to the east so as you fall into the hole again), then go all the way south. There is a spot where two weeds "intersect." Go to the east and stand there. Go north until you are past the weed to the north, and before the one behind it. You should be standing to the east of the dirt patch. Go east and stop at the white flowers, then go all the way north. Go east and stop at the shadow of the tree. Go south and stop when you are to the west of the rock, then go south one more tile. Go all the way to the east, then all the way south. You'll hear a sound when you reach the pedestal. Go to the pedestal, then enter your inventory and press B on the Scroll. This will cause Tone's key to materialize. Move southeast so that Tone can touch his Key of Truth and you can warp back to Camelot.
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.
Sunday, September 16, 2018
PrinceWatercress plays King Arthur and the Knights of Justice - Part 5 of 13
Sorry about the de-sync in the beginning of the video. I had to record it with Camtasia - which did not play well with my old computer - to do the first part right. At least it's only slightly off.
Head back to Erek's cave and ask to look through the book again, and memorize the symbols. Or don't. I'm going to show you how to get through the maze without having to rely on it.
From there, you'll want to head to the northern-most part of the forest that you've been to (use the map to find it), then go north after fighting the wisps. From here, go east first. You'll find Darren's Magical Shield behind a tree. Go further east.
From here, go south. You will see two teleporter pads. Touch the one that is the "upside down U with the two lines going through it."
You'll be in front of another teleporter with what looks like a "no smoking" symbol. Walk into it.
You'll be near two teleporters, one to the left and one to the right. Walk into the one on the right.
You'll then be near two more teleporters, one to the north and one to the south. Walk into the northern one.
You'll be in an empty field. Go southeast to get on a path, then head to the east. You'll see two more teleporters. Touch the one to the south (the one that doesn't look like a D with two lines).
You'll then be surrounded by four teleporters. Walk into the one on the left.
From here, go east until you're on the path. Follow the path to the west, then go south. Go east at the statue, then go northeast through the trees until you see a teleporter that looks like a "sideways smiley face." Walk into it.
You'll be near two teleporters, one to the north and one to the south. Walk into the one to the north.
From here, go to the left through the trees. On the dirt path, go south, then east. When you see the dirt path go into two directions to the south, walk through the trees to the northeast to enter a secret area. Go north and walk into the teleporter that looks like an "upside down R."
You'll now be in the nearby ring of trees. There are two teleporters, one to the left and one to the right. Enter the one on the left.
You'll be near a teleporter in what seems like the middle of the forest. Enter it. You're now in the basement of Castle Sanguine.
You'll be surrounded by three teleporters. Enter the teleporter to the north.
You'll be in another room with two teleporters, one to the left and one to the right. Enter the one to the right.
You'll be in yet another room with two teleporters, one to the north and one to the south. Enter the one to the south. You're done with the teleporters.
From there, you are on the first floor. From here, follow the path and fight the dark knights. Go through the door to the north, then enter the one through the west. Go west again, fight the dark knights, follow the path, and enter the first door to the north that you see.
Stay away from the statue. Regardless of which path you choose from here, you will eventually reach the boss battle with Blinder.
To fight Warlord Blinder, just walk all the way to the southern wall, get hit, then look North and face Blinder. If you do it right, the pendulum-like scythe cannot hurt you. If you look straight at Blinder, you can just keep hitting Blinder with the Shield Attack.
The Key of Truth that Warlord Blinder leaves behind belongs to Wally. Hope you didn't bring him, because he has no Shield. Walk South from the middle of the room to leave the room, then make your way back to Camelot, get Wally and return here to get the Key of Truth with him.
By the way, if you take the drawbridge exit to the south, you can find a teleporter to the southwest, and if you use it, you'll end up back in Blinder's Way, which makes it easier to get out.
When you get the Key of Truth, you'll get your next mission. Morgana has struck while we were gone, as Warlord Blackwing has dropped a potion of the Tears of Gorjus on Squire Everett as he walked through the castle courtyard. (Ironically, Blackwing is not even in the game, though he was supposed to be in it at one point.) Sadly, Squite Everett is slowly dying and Arthur is the only one who can save him, as even Merlin cannot do anything. We must travel to the Swamp of zagar and bring back a fragment of the horn of the Zug that lives there. It is the only one of its kind, so we must get a piece of the horn without killing it. Once we get it, we must bring it back to Merlin so he can concoct a potion that will cure Squire Everett.
The swamp is far north of here, northwest of Blinder's Way.
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.
Saturday, September 15, 2018
PrinceWatercress plays King Arthur and the Knights of Justice - Part 3 of 13
In this episode, we fight our first Warlord, then head down to a village where Morgana seems to have total control.
You're probably wondering where the secret passage is. Just go west of the healing herbs into the wall.
From there, head west, then south until you reach the dead end and then east. Step on the teleporter pad. Go south to the next one, then turn the corner as soon as you can go south. At the fork, go east. The blue orbs will not strike you, but the yellow balls will. When they explode, they will do a lot of damage, so you had better be blocking. Go up the stairs that those monsters were blocking.
From here, go west. Go north as soon as you are able and enter the door. Go west and follow the path. Go north to the ladder, then take the ladder to the west. Fight the dark knights, then go east. Follow the path all the way to the boss. If you have Breeze with you, he will tell you that the Warlord behind the door has his key, and that he wants to take him on himself. He will then enter the room.
When you start the battle, go to the side immediately. Otherwise, you will die and you will have to come all the way back to face him again. From there, go to the side of the room and avoid both Warlord Spike's chariot of death as well as the projectiles. (At least the projectiles don't do a lot of damage.) You will want to shoot the Shield Attack at Warlord Spike himself, and you will want to hit him with it until he explodes, leaving a Key of Truth. If the chariot of death comes close to you, head to the other side of the room in a semi-circular pattern.
You can fight Warlord Spike with Arthur, who is a little bit stronger, if you do not have Breeze in your party. However, you will have to come all the way back here with Breeze, which means you will have to head back to Camelot, get Breeze in your party, return to Erek's cave and make your way back to the boss room to get the key. Just save yourself all the extra steps and fight Spike with Breeze.
Once Spike is beaten, if Breeze is in your party, he will grab his own key automatically. As a result of reclaiming his Key of Truth, he will no longer require Shield Orbs for the Shield Attack, making him the best character in the game so far already.
When you take the Key, you will also head back to Camelot. Merlin will then give you your next quest: recovering the second Key of Truth hidden within Guresome Keep, north of Welton Village. The villagers should have info on how to get there, but Morgana's magic is at work and they are acting rather strangely.
You will also learn that northeast of Camelot are statues that guard the borders to the next area. You may have seen these near the wall of fire leading to Shield Heights. If they are glowing, you cannot enter; if they are not, you can. You can now go east of Shield Heights. There will be other statues throughout the land, so keep a look out.
If you are teleported to Camelot by Merlin, you will not have to get new Knights; your party will remain intact. You will still be fully healed, though.
Go to the statues near the flame wall blocking Shield Heights. This takes you to the eastern forest near Welton Village. Follow the past east. To the south is Welton Village.
If you talk to the people in Welton Village, they will go on gushing about Queen Morgana and will do nothing for you. Even the mapmakers will One of the houses near the west end of the village has Healing Herbs if you need some. In this village, you'll meet a gemcutter, find a store, see a church, and enter an abandoned smithy.
One of the houses has a path leading into it with no discernible door. If you go inside, you will find some Iron Scraps. Take these for later.
Near a house near the stables, you will find some Firewood. Be sure to pick that up for later, too. North of that is the inn, which has signs saying "Bates" and "No Tell Motel" and is empty. If you explore the outside of the inn, you will find a Barrel of Cider.
To the east is another house, but there is nothing in it. When you're done here, follow the dirt path to the north.
East of the entrance to Welton Village is another forest with different music. North of where you start here is some Nightshade. This will be necessary for much later in the game, but it is better to pick it up now. A little further east is a secret passage to the north.
In an expanse further to the east, go south and follow the trees to find something green. This is the Emerald of Reason. If you go further to the east, you'll get another area and more new music. In the trees to the north is a Goblet of Loyalty. If you go south from here, you will have to fight a bunch of crows, who make annoying sounds.
Going further east take you to blue and yellow wisps. Beat them up, then collect the flowers near the log. These are Sea Flowers. You will need them for later. If you south and to the east near the cliffside, you will find the Ruby of Compassion.
Since there is nothing else you can do here, head all the way back to the blacksmith. Arthur will ask for three suits of Warlord armor, but it will not come cheap. The blacksmith will need fuel for his fire and iron for his armor. Thankfully, we have found some Iron Scraps and some Firewood. When you bring them to him, he will tell you it will take time to make the armor, and in the meantime, you can bring him some cider from the Welton Innkeeper to pay him for his labor. When we return, the armor will be done. Since we have that, we get the armor, which is strong and an exact duplicate of Warlord Armor.
We now have two new items: Warlord's Armor, which turns everyone into Warlords, and Arthur's Armor, which reverts you back to normal. Wait until you are near the village to don the disguise, since you cannot attack while you are wearing it.
If for some reason, you cannot trigger the Blacksmith event, go back to Welton village and talk to the gemcutter, the woman at the store and the mapmaker as the Knights of Justice. You should be able to do it then.
Back at Welton Village, use the Warlord Armor. Arthur will become a blue knight while his allies will become dark knights. Talk to the wise woman at the store, and she will tell you about her Healing Herbs. If you talk to the gemcutter, you will find out that the dark knights have asked for a gem to be cut. By talking to him, you will get an exact replica of the lost key to the secret entrance of Gruesome Keep, and you will find out that it will require magical energy to work properly. You now have a new item: La Bijou Du Porte. But how do we charge it up?
Go back to the wise woman. She will charge the gem up. When you look at the inventory, La Bijou Du Porte will be brighter. That's all you have to do.
If you talk to the mapmaker as the Warlords, he will tell you that Warlord Bash already destroyed all the maps of the surrounding areas, so there is nothing in his shop that is of interest for you.
There is nothing else to do here, so go back to the church and enter it. Head to the altar and stand on the right side of it. Use the Goblet of Loyalty, the Ruby of Compassion and the Emerald of Reason, then head back. When you talk to the mapmaker, not only will he recognize King Arthur, but he will talk to him. The curse is broken!
Ironically, he tells you that he has a scrap of a map for Gruesome Keep, but he will only give it to you if you bring him flowers that breathe deeply of the sea air, as their pigment makes for a useful dye. Give him the Sea Flowers, and you will get the map scrap.
Check the inventory and you will find the Map Scrap. Inside is a maze with a lot of markings with letters in them, as well as King Arthur's seal. This map will be useful for later.
Go ahead and get back into Arthur's Armor, since the Warlord's Armor will be useless now. The gemcutter will be friendly again, as will the wise woman at the store. Make sure you talk to the wise woman, as you will find out Morgana cast a spell on the town to keep a secret from coming out. You'll learn that ten of the Keys of Truth are guarded by the Warlords, while two are out on the open. She knows where one of them is. Far to the north, past Castle Sanguine, is the Gnome Woods. In the heart of the woods, you will find an ivory pedestal. She hands you a scroll to take to that pedestal. She will tell you to repeat some words to make the Key of Truth appear. This won't be until later in the game, but it's good to get it out of the way anyway.
PrinceWatercress plays King Arthur and the Knights of Justice - Part 2 of 13
It's time for the first boss...and even Thraxx from Secret of Evermore wasn't THIS difficult.
If you haven't already, keep going back and forth between the northern path and Shield Heights until you get at least 40 Shield Attacks/Power Orbs (I'm going to keep switching between these two terms for the same thing). You'll need them for what's up ahead.
Once you cross the bridge, you'll face some more dark knights, and you'll also come across a tower. Go up the stairs, head west and then head north. You'll come across more of the tower, as well as some more dark knights. Enter the next tower to the east, then follow the path. When you see the bridge going into the background, that's when you'll switch to Breeze. If you don't have Breeze, you'll be playing as Arthur and you will be destroyed as you will not be able to damage the dragon at all.
You'll then fight the dragon. Watch out for the fire that the dragon spits, and be patient. When the underbelly is fully exposed, get to the center and shoot at it with the Shield Attack with the A button. When you see a wound, you're getting close to beating this guy. When you do enough damage, the dragon will explode and you'll be able to approach the statue it was guarding, which is holding a shield. Approach the statue to collect the shield. This is the Pendragon Shield, which is Arthur's shield. You're done. Heal up, then head on back to the path near Camelot. No, seriously, heal up. You will not be allowed to use the healing herbs from your inventory during boss battles. Also, there are no enemies on the path back, which makes using the first screen of this area as a Shield Attack farming spot even easier.
Whenever you look at someone's stats, there are two blue blocks next to the portrait. The first blue block will contain their key, assuming they have it. The second blue block will contain the Shield, assuming they have that, as well. Two shields down, ten to go.
Heading to Camelot heals your entire party up, which can be very helpful.
Head back to where the Lady of the Lake is. The Lady of the Lake will congratulate Arthur for showing courage and wisdom in acquiring the Pendragon Shield - even though Breeze did all the work - and says that only someone worthy of bearing the mighty Excalibur could have recovered the shield. Again, Arthur merely took it, Breeze beat the dragon. Let a homeboy hold the sword, for Pete's sake.
Head towards the lake to the northwest. An orange ball will tell you where to go, and if you stray from the path, you'll have to start over. Go to the north and walk off the edge, then go north one space. Then, go west three spaces. Go north four spaces, then east three. Go north two, west four, north one, and west three. Go south twice, west one, then south until you get Excalibur. You've done it. From here, head back to Camelot.
Talk to Merlin. He will tell you to seek the entrance to Tintagel Castle, and search for the first Key of Truth. If you take the correct companions, this difficult task may become a breeze. That's a not-so-subtle hint that you will need Breeze for this mission, so take him and another knight of your choice.
When you head to the area to the north of Camelton, take the path that take you to the monkshood. Keep following the path, then go west at the crossroads. Fight off the dark knights (there's seven of them), then go west. You've found the castle, but you can't get in. Leave this area, then go south at the crossroads. Fight the mushrooms. They can't damage you, but they count as enemies, anyway. When you can't go south anymore, go west. You will find a cave.
Inside the cave is a man named Erek of Tintagel, who has been kicked out of Tintagel Castle after being beaten by Warlord Spike, who has gone on to claim the castle. Since then, he has been forced to retreat into the cave. We will have to use a secret passageway through this cave to enter, but to use it, we have to bring back a book that the blacksmith stole from him. The blacksmith's home is on the high road to Shield Heights.
There is also a plant behind Erek. This is a Healing Herb, and it adds three Healing Herbs to your inventory. You can keep leaving and re-entering the cave to get it to re-spawn, and you can collect 99 Healing Herbs in this fashion. However, there is a faster way. When you step on the Healing Herbs, pause, go to the inventory and leave, you'll hear the sound that signifies you picked something up when you return to the gameplay screen. The herbs res-pawned, and you just picked them up just by being on top of them when they did.
The Healing Herbs refill a seemingly random amount of health when you use one, and it will probably take several to get fully healed up. Thankfully, you can always use the herb spawning trick to get more.
When you're done here, head back to where the entrance to Shield Heights is and go west. You've probably noticed a path going into some trees. Go enter it. This is the blacksmith's house. Talk to the blacksmith, and he will tell you that he found a book in the woods near the cave to the south, unaware that he has taken someone else's belongings and that if it is Erek's, he must have lost it. He will give the book back, but only if he is compensated for it for the book is of value. Every time he goes to the woods to the north to cut timber for his smithing fire, a Warlord patrol requires that he pay a tribute to be allowed to cut timber. He will ask you to assure him that they will not bother him again, he will give you the book.
From here, leave the area and go east a little bit. When you see some dirt that looks like a path going north that never really starts, go north from there into the trees. You'll find a ton of dark knights to kill. When you defeat them, you'll be able to pick up a Warlord's Helmet. Take it back to the blacksmith, and he will give you the book in exchange. From here, head back to the cave near Tintigel and talk to Erek. After this, not only do you have a passage into the castle, but you can talk to Erek again and even take a look at the book itself! It is a book of ciphering, and it will come into play later. Press Left and Right on the Control Pad to switch between the two pages.
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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