The source of the black knight’s power is a card you can find in your inventory, which seems to have been created for this very purpose. You’ll need to use it when he makes his appearance and then place it on top of him so that he cannot move.
The Black Knight, the zone’s monster, will undoubtedly appear throughout your investigation of the Western Keep. This extremely mobile, hard-hitting irritant may catch players off guard, but with the right time, focused tanking and aggro shifting, and good preparation, you can easily dust this rust bucket. In Stranger of Paradise: Final Fantasy Origin, here’s how you beat the Black Knight.
Like all bosses in Stranger of Paradise, Black Knight has two stages. In the initial phase, he will be mounted on a horse, which will greatly increase his movement while also hastening his rehabilitation. Keep Quake spells on hand if you’re playing a Mage, since he’s vulnerable to the Earth element when mounted. His Phase 1 assaults are as follows:
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- Basic Strikes: Because he’s mounted, his basic attacks will swipe in front of him or to one of his sides, and he’ll sometimes rush forward to swipe at his victim – you may attack him from behind most of the time…
- He will sometimes employ Hind Leg Kick if he detects a target behind him, which assures a crumple and knockback. This assault is unavoidable.
- Rush: He will rush at a target after a brief wind-up. This assault can’t be parried, so you’ll have to evade it.
- After a brief wind-up, he will jump at a victim, doing splash damage. This assault can’t be parried, so you’ll have to evade it.
- He will force the ground to shatter in an area in front of him after a brief wind-up. This assault is efficient against him since it may be parried and stolen.
The main goal is to evade the numerous Rush and Squash strikes and attack him when the opportunity arises. You may only be able to land one or two strikes, so be sure to parry Trample and return the blow. You’ll eventually stagger him and go on to Phase 2, which will leave him without a horse but no less deadly. The Black Knight’s Phase 2 attacks are as follows:
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- Basic Attacks: Now that he is no longer mounted, Black Knight may use his twin-bladed spear to its maximum range. With delayed overheads, he can stab, swipe, and combo with ease. If you’re being pressed into a corner, be careful to parry or dodge away.
- Windstorm is an important skill for parrying and stockpiling. It pulls in adjacent enemies as well as dealing heavy Wind damage. You can steal it with a parry, which you’ll need since…
- He raises four clones with low health that do the same amount of damage as the Black Knight. They are vulnerable to wind, and what do you know, you already have Windstorm on hand. If you’re fortunate, one Windstorm will knock off two to four of these annoyances.
- Scintilla: Scintilla is a three-waved ranged spear strike. All three can be parried, but it’s simpler to dart to the side and avoid them totally.
The essential thing to remember in Phase 2 is that the Phantoms have a minimal amount of HP, thus dispatching two or three of them before returning to the Black Knight is considerably simpler. This is readily accomplished using Windstorm, although Aeroga may also be used. Avoid his swipes and stabs, and avoid being boxed in, and you’ll be done with this Knight in no time.