This large
guardian is armed with a shuriken-like cross, which it throws across the room
like a boomerang. Like others of its kind, it's endlessly coming forward and
can only be repelled by connecting with three consecutive whip slashes.
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Brothers
of Knighthood
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Symphony's enemy list
defines these three elite guardians as "Brothers." While their speed
and power is altogether similar, they use their weapons in different ways
(from left to right):
This cool customer
will never leave its position, and its attack scheme is simple: It'll throw
its bladed discuss to the exact point in which the hero is stands and make
it spin in place, scoring multiple hits if it connects, before pulling it
back. Its quickness in executing this attack is what makes it intimidating.
The alternate versions instead release the discus from their chests, either
on a string or through the air like a gear.
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Alternate Names/Forms:
Disc Armor, Disc Armor Lv1 & Disc Armor Lv2 |
Like the Guarder
Armors, this type of Guardian takes after a boss--the Great Armor, in this
case. They are the Final Guard and Shadow Knight. Though slightly different
in appearance, they're very much the same: Giant Armors excel in defense;
their shields can guard against most any attack. Their large swords afford
them two powers--they can quickly stab it downward, sending a wave of flame
along the ground, or the they can hold the sword overhead and viciously swipe
it forward. You can hurt them by striking the head or legs or by using a weapon
that can extend over their shields. Similar forms of Great Armor and Final
Guards can extend forward their regular or spiky shields for crushing attacks.
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Alternate Names/Forms:
Great Armor & Giant Armor |
These guardians
are stationed to areas where it's their job to protect secret entrances. From
left to right, they are the Gate Guarder, Guardian Armor and Bronze Armor.
Like the boss they're patterned after, the Living Armor, they're always marching
forward, undaunted. These three, especially, are invulnerable to normal weapons
and can only be temporarily repelled with three consecutive whip slashes.
The objective is to use the surrounding environment to find an alternate way
to defeat them.
Hammer-Hammer
is a supersized hammer knight and a stronger version of Hammer (the brother).
This Iranian armor smashes its large mallet into the ground, causing tremendous
damage; the shock is so great that it beckons a swarm of Flea Men to drop
down to distract you while the armor continues its march forward. Like the
Guarder and Boomerang armors, it's susceptible to three consecutive whip strokes.
Owl Knights
are sort of like regular Armor Lords and Guardians, only with a pet owl at
their command. The owl will fly forward, attacking in a swooping motion at
its master's bidding. If killed, the knight will drop its guard to check on
the owl, leaving itself open to an attack. If you don't use this time to destroy
the armor, it'll become enraged and attack using the typical lunging overhead
swipe.
This British
form of guardian is equipped with a long wooden staff with a steel point (a
pike). Like it did to its previous victim, it holds the staff overhead and
tries to impale you by lowering it quickly; the staff is so long that you
won't have much room to maneuver around it in order to launch a counterattack.
As usual, this type of guardian can be repelled with three consecutive whip
strokes.
Large, tough
and powerful, these knights guard narrow passageways. Sword Lords will evade
your attempts at offence and goad you in by retreating slightly. At this point,
they'll try one of two attacks: (1) They'll swing their huge swords overhead,
and any contact will send you reeling far back; and (2) they'll line up their
sword to eye-level and dash forward.
Victory Armor
is kind of like an advanced form of Sword Lord--that is, they're faster and
more resistant. They'll use their swords for three kinds of attacks: (1) The
usual long overhead swipes. (2) They can fling their swords across the room
to utilize them as large boomerangs. And (3) they cause their swords to become
enflamed and then twirl them around wildly. All of these attacks are executed
with great speed and at long range.
Wargs and Armor Lords
become a greater threat when they're teamed together. The jousting armor will
use the Warg's flame-breathing ability to keep you at a distance while it
stabs away with its lance. Their attack is relentless once it gets underway,
so killing the duo quickly is a good enough plan; it's guaranteed to be a
challenge, though, because this combo will show up in areas that are heavily
populated with other lesser enemies.
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