Knights of the Round Table
The Fallen Fortress looks like it is right out of Flynn’s story of the Knights of the Round Table. Activating the Wheel Level near the gazebo opened the portal, allowing you to enter the Fairy Tale Trial! Taking on the role of a Knight, you’re ready to see what is inside the Fallen Fortress!
Complete:
Flynn Quest: The Fallen Fortress
Quest Trigger:
Open the Portal to The Fairy Tale Trial in The Fallen Fortress
Location:
The Storybook Vale
Resources you will use during this quest.
- none
Ingredients you will use during this quest.
- none
The Portal
Step through the portal of the Fairy Tale Trial.
When you reach the other side, you’re standing in a sort of entryway. It shouldn’t surprise you that you find yourself facing a large door guarded by Knights.
Ok, not actual Knights, but knight statues. Although, strangely enough, one of the knight statues is facing the wall, shirking his duty.
When you turn the knight on the right side of the door around to face forward, the door the knight statues were guarding slides open.
Quest Task: Enter the Fairy Tale Trial near the Fallen Fortress.
Quest Task: Explore the Fairy Tale Trial.
More Knights
It appears that the Knights of the Round Table is indeed going to be the theme for this fortress, although so far, you have the Knights, but there isn’t a round table in sight.
As you pass through the now open door into the hallway beyond, you come across sort flight of stairs leading to a hallway with three (3) more knight statues. These are arranged in a semi-circle, one directly ahead in the middle of the hallway runner and the other two on either side a little further down the hallway.
A Blocked Path
To reach the 3 statues, head down the 2 short flights of stairs. As you do, notice the side hall blocked by the glowing mushrooms. Since it is very likely you don’t have the means to remove the mushrooms yet, remember this location and come back later.
Armor Repair Needed
Continue down the stairs until you reach the knights statues.
Hanging on the wall behind each knight is a large painting or tapestry of some sort of wild or mythical beast. This is getting interesting.
Upon closer inspection, the knight statues in the hallway are not completely intact. Each knight statue is missing one piece of its’ armor. One needs a helmet, another a shield and the last a flag.
Hmm…this is a trial…
Perhaps if you fix the armor of each of the knights, something will happen. It’s worth a try.
Still, it may be good to see what Flynn thinks. Feel free to get his opinion on the matter.
Quest Task: These knight statues seem to be missing something…
- Search for and return the missing pieces to each knight – 3
- Optional – Talk to Flynn
Pro Tip: If Flynn does not enter the Fortress with you initially, exit the Fortress and find him. Confirm that he is still “hanging out” with you and then return to the Fairy Tale Trial. It is very likely that he will enter, this time, with you, which triggers the ability for you to ask him about the statues. This technique worked for us.
The Main Chamber
Proceed down the hallway to where the room widens. There is a pedestal in the center containing a note extolling the valiant deeds of each of the Knights that wore the hallway armor.
Ok. Guess we’ll store that tidbit of info away and keep going.
Pro Tip: There is a treasure chest on the right side of the room surrounded by broken teacups. If you have not upgraded your Shovel, in Curiouser and Curiouser…, so that you can dig up the teacups, remember this location and return later.
Finding the Helmet
Head through the doorway on the right side of the main room and follow the winding path until you enter a room with a round well in the center. Take the staircase on the left side of the room and follow the landing that circles the room. Use your pickaxe, which was upgraded in Welcome to Storybook Vale, to remove any Petrified Wood piles blocking your path.
The landing leads to a hidden staircase and hall. The tightly closed door on the right at the base of the stairs will take you back into the section of the room containing the well. The room on the left contains a horizontal wheel lever and a clue.
Swing your Royal Net on the wheel lever to open the door to the well room. Before you head in that direction, open the nearby treasure chest and claim its’ contents.
Enter the well room. Use your fishing rod to retrieve the helmet from the white fishing circle in the well.
Grab the contents of yet another treasure chest, which is surrounded by Inkies, and then retrace your steps until you find yourself once again in the Main Chamber containing the 3 Knights armor.
Circle the Room
The Door Trigger
Fish in the Well
Knight’s Helm
Finding the Flag
Now head to the left side of the main chamber. Surprisingly, there is an alcove, slightly hidden containing a treasure chest and a small landing.
The stairs leading to the landing is blocked by Petrified Wood Piles. Use your Royal Pickaxe to remove them and race up the steps to retrieve the Flag leaning against the wall.
Finding the Shield
Check out the door on this side of the room with the vertical wheel lever.
Use your Royal Net to trigger the lever and head through the door that slides open. Follow the winding halls until it opens into a fairly large room. A closed curtain is directly ahead.
While this room might not be setup just like the Knights of the Round Table, the Knight Statues do circle the room. Some are on the main floor, and some are on raised landings on each side of the room.
More puzzles!
Pro Tip: There is a treasure chest hidden at the feet of the knight statue that is surrounded by broken teacups on the left side of the room. If you have not received the shovel upgrade in Curiouser and Curiouser…, be sure to come back to get your prize once you do.
Turn the Knight Statues
The knight statues in this room are all intact, but they are not all facing forward. Turning them worked once before, so try it again.
There are three (3) knight statues, one on each side of the room, not facing the right direction. Turn each of these statues twice to get them to face forward.
When all the Knights are facing the center of the room, the curtain raises, revealing a chest. Inside is the missing shield.
With it safely tucked in your backpack, head back to the main room. Time to repair some armor.
Repairing the Knights
Approach each of the Knights in the main chamber and interact with it. This will open your backpack inventory, allowing you to select the correct item to repair each set of armor.
Facing the center knight, here is what they need:
Puzzle Solution:
- Left Knight – Head
- Center Knight – Shield
- Right Knight – Flag
Mythical Beasts
Now that the knight statues are once again complete, remember the clue on the pedestal in the center of the room? Turn each knight statue to face the tapestry or picture of its’ foe on the walls behind it.
When they are in position, the door at the far end of the room opens and you can see the corruption swimming around the alter inside the room.
Quest Task: Position each knight to face its foe.
The Corruption
Enter the room and interact with the Corruption.
In another part of the Everafter, the beanstalk reaching for Maleficent’s floating castle grows taller and you are transported outside.
Another Fairy Tale Trial successfully completed!
Quest Task: Interact with the source of the corruption inside the Fairy Tale Trial.
The Adventures Continue
Next Quest
The Mistress of All Evil
The adventure continues in The Mistress of All Evil.
In This Article
Disney Dreamlight Valley Guides
-
- Ariel
- Beast
- Belle
- Daisy
- Donald
- EVE
- Fairy Godmother
- Gaston
- Goofy
- Jack Skellington
- Jafar
- Kristoff
- Maui
- Merlin
- Mickey Mouse
- Mike Wazowski
- Minnie Mouse
- Mirabel
- Moana
- Mother Gothel
- Mulan
- Mushu
- Olaf
- Oswald
- Prince Eric
- Pumbaa
- Rapunzel
- Remy
- Scar
- Scrooge McDuck
- Simba
- Stitch
- Sulley
- The Forgotten
- Tiana
- Timon
- Ursula & Vanessa
- Vanellope
- WALL-E
About the Author: IzziBGran
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