FAQ/Walkthrough by VmprHntrD

Version: 1.0 | Updated: 08/25/02 | Printable Version

Legion: The Legend of Excalibur
A comprehensive FAQ, Walkthrough, and more.

Developer: 7 Studios
Publisher: Midway Home Entertainment
Console Platform: Sony PlayStation 2
Players: Single Player
Genre: Mixed (Action/RPG/Strategy)
Writer: VmprHntrD
Email: kishi_no_gekkou@yahoo.com
Updated: Aug 25th, 2002
Version: 1.0

Dedicated to...Kristy.

That special someone in my life who means more to me than life itself.  You
can always make the worst of days the best with nothing more than being
yourself and sharing your loving presence.  To us, 'From This Moment On.'


- Opening Thoughts, and the Title
- Game Structure
- Basic Strategy
- Characters and Classes
- Walkthrough (Including Item Locations)
- Items and Locations
- Easter Eggs and Amazing Bugs
- Removed Items and Gameshark Codes to Unlock

[Opening Thoughts, and the Title...]__________________________________________

Now I know for many Legion: the Legend of Excalibur is a game that will likely
get mocked and passed up maybe well into the bargain bin.  For those who hate
it so, you would wonder why I'd bother right?  I worked on an aspect of this
title for a portion of a year and through that I have great understanding of
all it's workings and design.  I had seen many questions arise at the GameFAQs
board for Legion and only saw a solitary guide so far with some less than
stellar suggestions for conquering the missions.  With this in mind I decided
I would give it a go and write up a definitive guide on how to tackle each of
the missions with the greatest efficiency, with the quickest times, and the
least likelihood of ever dying in combat.  Therefore, I present to you around
a half year of handling this game rubbing off on me in the form of this guide
so you too can survive Legion with ease.

From the title screen you are presented with the options of:
- Starting a new game
- Loading a previous game*
- The options screen which also houses a nice set of DVD extra movies.

* If you finish the game it will attempt a save, if you allow it to and you
  try to reload the game later, it will just start a new one and all your
  stuff and progress to the end will be LOST!

[Game Structure]______________________________________________________________

Legion: The Legend of Excalibur was designed with 13 total missions in mind,
yet one is optional (but HIGHLY recommended to do.)  The game is built along
the old premise of try hard and be rewarded, don't try hard enough and do it
all over again as it only saves when a mission is complete.  This in turn can
be very aggravating to some, and to others a reward or triumph of overcoming
a challenge.  While each mission gives you a list of primary and secondary
objectives to do, more often than not all of them need to be done or the level
will not end due to that, or your own (or a character in your parties) death.

This game is designed to be party based, but for the experienced, daring, or
perhaps stupid...it could be done entirely alone with Arthur with some real
time consuming patience.  Up to eight characters will be yours to command by
the end of the game and each with their own strengths and weaknesses.
Depending on your own play style you will have to discover on your own what
works best for you, and also what works best with the right equipment you find
or buy as well.  As you play you will have the ability at times to choose up
to three companions to help in your quest to defeat Morgan le Fay.

[Basic Strategy]______________________________________________________________

Basic strategy is needed once you have a character or more in your party with
you and that comes into play using the L and R buttons sparingly in combat, or
even outside it as well.  The player will need to learn when to instruct a
member to attack a target (strongest, range, and magic user), when to guard a
location, or flee combat (runs if someone gets close for a bit, sounds lame I
know...it is.)  Learning when and where to place an ally, and what order to
issue adds some depth to this game and can help make a battle much harder or
easier as well.  Keep in mind never to rely on the AI to assist you much with
your own characters, tab to them whenever you feel it is necessary and then go
back to who you were (likely Arthur) as it's safer.  While certain AI is smart
enough to snipe from good range or heal you when your life is down by around
1/3, the rest can stick to a wall and act dumber than a brick.*  The AI though
can be smart in some cases, my favorite being that you can choose to have
someone not guard a location, but a person which will have them tag along and
defend you pretty well.  All in all the AI isn't bad, it's just a mixed bag,
but once you see where the brains lie and don't, you'll appreciate it a bit
better.  Further on the concept of strategy in this game it is key to remember
there's not as much depth as you may be lead to believe.  Basically you can
all out attack, hit and fade, hit and defend with a shield, hack and heal (or
be auto-healed making you damn near invincible with a high level magic level),
hit through the combo cycle, use special attacks, or pigeon-hole and just
level up to an insane level making the game a breeze.

* Keep in mind any commands issued to the character will be canceled out once
  you tab to them for use, so when and if you switch back to another character
  you must reissue the command or they will just stupidly stand in place.

Tactically speaking though, another major consideration in this game is that
of the items you can acquire throughout the game.  The easiest and smartest
answer is to horde the best stuff for Arthur, and then spread out the rest
among your party.  Be warned though, anything equipped stays equipped so you
lose the use of an item if you chose another character for the following
mission.  So if you want the freedom of choice on what gear you can and can't
use, remember to just remove it from them before the mission ends.  Some items
you will find will be more appropriate used on some people than others.  A
stupid choice would be to equip Percival with the Mask of the Demon King.
This mask gives the user a knockback strike, but Percival's already oversized
hammer does a knockback just by beating on someone.  But in reverse of that
certain gear can really assure victory such as arming Arthur with the Crusher
which allows a +7 to his already decently higher attack and a 15% chance to
smite which is triple damage.  By the time you get this item, you could easily
in a rhythm attack do triple digit damage with this item alone!  Items alone
can also really insure a better defense and offense for a character so check
and see what they're strong and weak against, and then plan accordingly for a
battle ahead as it will help out a bit.

[Basic Controls]______________________________________________________________

This section refers to the 'Default' control scheme, check the game for the
Battle and Strategy control schemes, but the default is best by far.

X Button - Standard and Combo Attack:
If you are smart in handling this game or just daring you'll find fast that
one button, and one button alone is your only key to victory... the X Button
which is used for your attack, and combo attack with the use of a little
timing.  The key to the combo attack is the flash you learn about from 'Bors'
in the first mission, but don't rely on his advice alone.  While it is right
to look for the flash, you need to really get a general feel for it as the
timing differs with all of the characters (except for Gwen who has none.)

Square Button - Strong Attack:
The strong attack is used for cases such as when you are surrounded by enemies
as it does considerably more damage and also performs a knockback strike.  The
one downside to the attack is that it drains a good chunk of your stamina bar.
If your character is a magic user though it will perform your selected attack.

X Button + Square Button - Special Attack:
This special attack varies between all the different heroes.  Each various
attack does considerable damage, but more noticeably just earlier in the game.
These attacks like the strong attack will do considerable damage, but they
take a moment to charge up in which your character is highly vulnerable.  A
special case with the special attacks is Arthur in that his fire dragon will
set fire to anything that is combustible in the game. This skill will severely
deplete the stamina gauge for your character so use it wisely.

Triangle button + D-Pad (Spell Casters Only):
When pressed and held it brings up a choice of four spells for any of the
magic casters in the game, and in conjunction using the D-Pad will select the
spell of your choice.  Following up with the use of the Square Button
mentioned above will then cast this spell.  Some spells though can be
targeted and holding square will lay down an arrow for you to target an
enemy, letting it go will then attack.

Circle Button - Shielding:
This is used to shield damage for any character, though depending on which
they may just defend using a shield, staff, or their bow (Gwen.)  Damage tends
to be greatly minimized, but you will still take a bit of damage.

Those are the basic controls in order to combat your way through the game.
Aside from this the L and R Buttons as stated previously are used to select a
player to control or give a character a command to be issued such as a various
attacking method, guarding, or fleeing the scene when it is most necessary to
prevent their death or your own.

[Characters and Classes]______________________________________________________

Within Legion there are four classes of warrior to be found.  These classes
are: Swordsman, Archer, Mage, and Cleric.  Each one has it's own strengths and
weaknesses, but as a group it can make for a very powerful alliance, but at
times when alone things can get insanely difficult for you so be aware.

Swordsman - Arthur, Lancelot, and Anguish (though he uses an axe, go figure.)
This class is designed for strength, moderate defense, and endurance.
Lancelot and Anguish pack some pretty decent hitpoints, but their defense is
only moderate.  They can endure a decent beating, but eventually if left alone
can easily perish by AI control, and can be a challenge for a player as well.
Arthur though, he stands alone in this category, a sub-slot as he has the best
hitpoint, attack (by far), and defense values and can endure a great beating
especially in the middle and surely later levels.
Found in:
Arthur - Starting character
Lancelot - Camelot Siege, not playable until Fire Knight Mine
Anguish - Fire Knight Mine, joins you if you save the dwarves in Fire Knight

Archer - Gwen.  This class is build for distance fighting exclusively and thus
has lower hitpoints, bad defense, low endurance, and a low attack power as
well. Using even special items to boost up an archer doesn't help that
tremendously and I suggest using a life restoring item on her once you get it
(blood ring in Ambush for instance) or keeping her alive will be a challenge
and a chore without a Cleric.
Found in:
Gwen - Castle Leo, not playable until Ambush

Mage - Merlin and Nimue.  This class, much like the Archer is not build with
much durability in mind.  Hand to hand strength, hitpoints and general
endurance is lower, but there are bonuses.  As these are wizards they do have
much more exceptional defense to magics and their magic attacks, especially at
level 3 are quite fatal when used intelligently (not aimlessly blasting
anything that moves with rapid button tapping.)  Like the Archer it is best to
use one, or even both in the party, but only as a distance fighter as much as
Found in:
Merlin - First stage, not playable until Fire Knight Mine
Nimue - Camelot Defense, not playable until Grail Maiden Stronghold

Clerics - Percival and Galahad.  This class is a very special class which is a
melding of a warrior and a healer in one.  These characters sport a higher hit
point rating, a good defense with reasonable endurance, but they can't hit as
hard as a swordsman with attacks.  As this class also has magical ability they
can greatly aide your party in various ways.  While both have the ability to
heal lost hitpoints they also have a general dome spell that can for any party
member inside it boost their attack and defense points.  Exclusively though,
Percival has an damage dome for the enemies, and Galahad has a holy light
attack that can project to a target and eventually chain between many.
Found in:
Percival - Infestation, not playable until Avalon
Galahad - Grail Maiden Stronghold


Aside from being a basic guide for the game, also included in this section you
will learn what items are to be found and my tried and true strategies for an
easier run through the game to minimize your chances at death, and maximize
your effectiveness.  I will not be listing the obvious like the objectives for
the mission as they are easily accessible via your map screen within the game.
Items will be capitalized in the walkthrough so you can find them easier in
the guide so you don't miss out on them in the missions ahead.

NOTE: My guide assumes my character preference over months of dabbling with
the game.  Keep Gwen, Percival, and eventually Galahad in your party as they
are by far the most effective in making it easier, and keeping you alive.

Mission 1
The Sword - Excalibur...

Items to be found:
Crown of the Crusader
Death's Circle

The game opens up with Arthur asleep in his tent and Sir Kay approaching to
harass him for doing so.  Once Kay is done insulting Arthur head northeast to
practice with Bors on how to fight with the sword.  Once completed, head south
to the campfire and stand on the left side just below the guy sitting on the
log.  A cutscene will trigger, and following it you will leave your tent again
and be queued to go claim Excalibur to the east, do so.  Once Arthur has
obtained the sword and some nice armor along with it take of anyone who gets
in your way and head southeast across the bridge.  At the end of the path you
will find the CROWN OF THE CRUSADER.  My suggestion for this entire leg of the
map and for the entire stage up until the final battle, rhythm attack every
character to death so you can get your levels up as soon as possible.

Upon returning to base camp, head west and assist your friend with the fight
he is in.  Once saved you'll be informed where the knights have fallen back to
so take the path and head west, then north to a church.  Kill all three of the
skeleton knights and then get healed by the priest.  Head south from the
priest to a tomb, here you can fight one more skeleton and claim DEATH'S
CIRCLE.  Now leave the church grounds and continue along the path north, then
east until you find a few knights in combat passed some ruins.  Go through the
top opening and flank the fight as minor backup will appear just after you run
in.  Once dead, grab the gold bag in the area, and then head east over the
bridge.  Stay back, and remain on the bridge and let the enemy come to you so
you do not get surrounded.  Eventually once they have fallen a blademaster
will then appear to try and stop you, he's an easy kill with all the help you
should still have at your disposal...and that ends mission one.

Mission 2
Castle Leo - The Princess Gwenevere

Items to be found:
Fist of Needles

This mission opens up in the southern regions of Leo D'Grance's territories
outside of town.  Moving north you will approach an intersection that goes up
and left or right.  The right side you can burn down or run across to take out
two bothersome archers if you wish.  The left side is a stone bridge that sets
off a cutscene for the opening objective of the game, burning down a bridge to
stop the advancement of Morgan's flanking troops, but let's not get that far
ahead yet as I have a special tip on leveling up for you here.

Double back and go across the bridge and get the blademasters to follow you.
Go back over the bridge with them in pursuit, then double back on its right
side and wedge yourself between the bridge railing and the shoreline.  As the
blademasters approach you will find they can never lay a hand on you, but you
can slowly hurt them.  Given about 30+ minutes of work you can raise Arthur to
around levels 5 to 7.  At this level you can easily crush this level, and make
the following two easier as well.  The only thing you lose here is a two AI
character backup that's quite useless.

Now back to the guide.  Going north you can choose to take the highroad or the
low road, either is fine, but the low road you will need to approach to burn
down the bridge to stop the advancement of Morganís troops or you will fail
the mission in about 5-10minutes time as the castle WILL GET FLANKED.  Also
keep your eye out for a gold bag next to the tree on the left side of the
bridge.  Heading eastward eventually you come across a lower class peasantry
housing area.  Following the path until you come to a bend in the road if you
go to the house there which has a tree just below it, and another house to its
right if you burn it down you will get the FIST OF NEEDLES.  The other house
there makes it easy to know what I speak of as a maiden runs out as it's set
fire by two troops, so kill them and save her for fun.

Afterwards again, head more to the east crossing a bridge and entering the
main town which leads to the castle.  Your objective here is to make it to the
church in the east, but it won't be that easy.  As you enter town you will see
an ally run out of a home with a blademaster in pursuit who will now advance
on you.  Use hit and fade tactics with this guy because he will lower your HP
quite quickly.  Once he's dead, go for the church and take out anyone in your
way in a straight line to there.  At the church you will need to kill two more
blademasters, one will advance on you, the other on the priest.  Ignore the
one after the priest as he will never die, but you will, so kill that one,
then the other, and your AI backup will help slightly.  From this point on you
can now get your life refilled.  There are now two things you can do from this
point, help the priest find his daughter, or backtrack and head north through
the main gate (which I prefer doing.)  If you choose to be helpful, she is
found in the southwest part of town by the water, if you go directly south,
then west you can find her, and a bag of gold by some crates.  Once she is
found the priest will lead you to a side entrance to the castle grounds, but
first you will have to kill a few skeleton knights in the way which is easy
enough with the priest to refill your life, and you can get a pair of small
change gold bags here too in a dug out grave.

Now at this point I personally would kill them for the experience, but still
head back to the main gate and go north.  Here you will find some troops
trying to escape the barracks, but being slaughtered by ground forces and a 
pair of archers so kill them and get a large pile of allies to assist you.
Now head north up the stairs and into the main courtyard that branches into
three paths.  From here head east and take out a pod of troops to free some
archers from captivity, and they will inform you of the Princess Gwenevere
being held in the west, so go that way, take out two blademasters and get
(after this stage is over) a new ally.  With her heading northward, follow
her to the back wall.  My advice is to get this over with fast to be on the
safe side, and to do this, head to the far eastern siege tower.  Going down
this you'll find three blademasters, a sorceress, and some other general
lackeys.  Just go for the group of four as they're the siege captains and once
they die, the level ends.

Mission 3
Ambush - The Attack of the Bandits

Items to be found:
Blood Ring
Mask of the Ancient King
Piercing Gaze
Fire Arrows

This level starts out now with your first shot at commanding a party, you and
Gwen up against a set of three wimpy bandits that are an easy kill.  Once
they die, you'll be pushed to the west to help the town as it is being raided
by bandits.  Inside town, tell Gwen to attack strongest, and just go and kill
people as fast as you can.  The key here is to not let more than 1/2 the 
population during the level die, and to save the church so you have a healing
refill point.  Once you have stopped the raid, you'll be rewarded with an
unending supply of reinforcements which come in groups of two swordsmen and
two archers for your party, and when they are bound to you and Gwen, another
set come to guard the town and so on.  At this point time to do something a
bit demeaning for a king, heard some sheep (4) to the pen in the south for
the shepherd, your reward is the BLOOD RING.  Immediately equip this on Gwen
as she has low HP and it refills 2HP per 2seconds which helps a lot.

Now head out of town next to the church, and head as far as you can east
until you come across a chest in a small clearly near a river because this
will reward you with the PIERCING GAZE.  It gives +2 Defense, but it deals you
one point of damage as well for doing so, so don't arm anyone with it at this
time (or likely ever.)  From here backtrack a bit and head east through the
forest until you eventually come across a low wide river with some reeds that
stick out of it as you can cross here.  At this point just to the north you
will come across some tents and a bit of decent resistance in the form of a
few foot soldiers and some nasty archers, so get them fast with a rush so you
lose the least amount of life as possible.  A bit northeast of the tents you
approach you will find a chest and inside this is the FIRE ARROWS, and these
are only for Gwen and give a chance at setting an enemy on fire when their
life is very low (fun watching em roast.)  From this point just go directly
east and you will approach another chest, and the Bandit King near a text
and a campfire.  When you obtain the chest you'll get the MASK OF THE ANCIENT
KING which is excellent for Gwen as it will boost her measly attack power a
bit and give a nice 5% defense boost for her.

Keep in mind if you hear a church bell ring during this battle or before hand
you most likely will need to run back to town and kill some bandits before you
fail for too many civilian casualties.  The only time I'd ignore this is if
you feel confident that you've damaged the boss enough you can kill him fast
enough before they do enough damage in town.

Now to deal with that larger than life Bandit King with the annoying trite
squeaky voice.  He's fairly easy if you keep two things in mind.  Never stand
too far away so he can't get off his large fireball attack as it does quite a
bit of damage.  And also have Gwen and her backup archers take out his bandit
backup so you can focus on the fight.  With that said, rush the Bandit King
and start rhythm attacking away only as he can just move away from the Dragon
Attack fairly easily.  Keep chasing him down as he'll try and run so he can
do his fireball spells and eventually he will take enough damage and die.
Now that's all there is to this one, but as a piece of advice here, hit up the
Treasury when you're back to the map screen and by Arthur the Chains of the
Tormented as that extra 4% defense boost will be welcome in the next stage.

Mission 4
Infestation - The Barbarian Raids

Items to be found:
Blessed Arrows
Frozen Rune

Welcome to Illchester and to a very linear and usually pretty easy until the
boss mission in the game.  This mission opens up with four barbarians that
raid into the walled village, so kill them and learn that a farmers family is
outside the gates which need rescuing.  Before leaving out of the eastern gate
of this town you have a choice to make.  The game will try and talk you into
leaving Gwen and her support team within the town for defense.  If you feel
more safe leaving them behind go ahead, but as for my advice, take them along
and make getting to the farmer's family even easier.  By the time you rescue
who needs to be and return to town the gates should still be standing.  Before
leaving town though talk to the priest, from then on at any time you can come
back for a full life restore for your party.

Now leaving town the path to the first objective lies to the east next to a
windmill.  You will meet up with a barbarian here, kill him, and before going
north head to the right side of the windmill to collect the BLESSED ARROWS
which I suggest equipping Gwen with right away as they add +1 to her attack.
Going north you'll go along a snake like path in the woods and come across a
few barbarians in your way, make sure the farmer does NOT die.  This is why it
is helpful to have the archers as they can range the barbarians and do some
damage before you have to get in close.  At the top of the hill you'll cross
a wooden bridge and head east until you find a body, the farmer's wife is
dead.  All of a sudden there are screams of his daughter being chased by a
barbarian, kill him.  Now backtrack down to town, you will have to kill a few
more barbarians.  Once you are inside moments later the western gate will fall
to a catapult attack.  Quickly run Arthur down to the Mayor and let him know
the farmer and daughter are safe, and the farmer will thank you and let you
the assistance of his sons.  A note, these kids are dumb, but they have really
high hit points and will deal some good damage even to the boss.  Right about
now the gate will fall and a pack of barbarians will enter town so kill them
fast before they kill the Mayor as that ends the level, and before they burn
all the homes to the ground.  It really doesn't matter where you stand because
you can not fight them all alone, but they are slow and stupid so there is not
much to worry about unless you stand around and watch them attack.  Outside
the gate is a catapult and a few more barbarians, wipe them all out.

Now follow the path again this time into the western woods.  The barbarian
resistance for a bit will be very light that is until you come across another
bridge with a campfire near it.  One barbarian will rush you, another will go
for backup.  You can either ignore the runner or not, but if you go after him
and can kill him you'll have a few less barbarians to deal with, but it's not
that easy as he stupidly will keep running and not stop to defend himself.
Either way, from this point just north of that upper bridge by the fire you
have another option.  There is a path though the grove there, and this path
serves two purposes.  One, at the very end it places you just over the area
where you fight the boss, and it makes killing him quite a bit easier, and
two, you get the FROZEN RUNE here as well in a chest.  My advice is to split
the party and take Gwen alone with her backup (if it lives still) across that
path killing a total of two barbarians who throw spears.  Place Gwen in the
spot above the boss battle area and set her to guard as she will guard that
spot and attack the boss to come from up there (and it stops him from also
teleporting up top to cheaply damage Arthur and company.)

Now take the rest of your party and move west though the hills, around the top
of a small ridge you will get assaulted by around a half dozen barbarians who
like to surround and splatter your characters.  This is the last of the main
resistance until the boss.  Once they're dead head south and west until you
come across the boss, the Orc Shaman.  Now this guy is a real treasure as he
has some nasty magic attacks, and he can call for skeleton warrior backup in
groups of four, oh and did I forget to mention he likes to teleport too.  The
best way to handle this is have Gwen who you placed up top still guard her
position as she'll try and hit him, or set her to attack strongest as that
will work too (but she might try and stupidly run around to the lower grounds)
where you are.  Now have Arthur with the sword alone (no Dragon Attack) start
hacking away at the Orc Shaman.  Keep an eye out for his poison magic spell
though as it's a high level attack that can chain between any nearby people so
he could easily bounce it between Arthur and your AI buddies killing them and
likely dealing a great deal of harm to Arthur too.  At times the Shaman will
call forth some skeletons, these I'd attack a couple of but leave the rest to
the AI character so you can focus on the Orc Shaman.  Keep this up, and soon
enough he will die.  If you ever do need to run for it and restore yourself by
all means do, but keep in mind, he will slowly follow you all the way back to
town.  This is kind of funny though as you can fight him in town, get healed
to have unlimited life, and making him so stupidly easy it isn't even funny.
As the stage ends in comes Percival, and your next objective, visiting the
Isle of Avalon.

Mission 5
Avalon - The Battle at Avalon

Items to be found:
Cross of the True Knight
Crusader's Sheath
Bone Arrows

Arriving at the shores of Avalon while you are given a direction to go in I
highly suggest ignoring it for the moment.  If you did or did not follow my
leveling up trick in Castle Leo as you are now your life, and the life of your
partners is a bit low for the fight ahead.  Fortunately though you do have
finally a healer in your party, Percival.  When you get a 1/3 of your life off
he will try and heal you, though keep in mind it maybe best to select that
spell on your own, target who needs it and heal away.  And to heal Percival,
just aim the arrow on no one and fire away, that's all you need to do.  As I
was saying you need to really level up in this stage to survive so it is key
to kill anything undead and moving throughout the entire stage, also by doing
this you will find many large value treasure chests to use the cash in the
treasury.  First I suggest heading south to a circular area and taking out
the undead here, then sweep eastward to a bit of a challenge.  The initial
attack here will be a few zombies and skeletons, but once they are dead you
will have to deal with a strong zombie knight.  Here's where you can get to
doing some serious leveling up, and again just to the north, and once more
again a bit down the line.  As long as this knight lives, the lesser enemies
will endlessly respawn.  By using this you can keep killing stuff and raising
your levels, and not fear dying so much as Percival can heal you, though you
may have to back off to do so.  Once you've had your fun here and killed the
zombie knight you can get up to four ghostly helpers from the tombs, and if
they die you can get more later from other tombs.  Now just head slightly
north and do the same fight again with another zombie priest.

When you've gotten tired of doing this then follow the arrow to your first
objective.  You will on the way go up a path and end up talking to a fairly
happy (as we liked to poke at him at work) 'Disney' sounding ghost who will
inform you of three churches needing purification.  As soon as you pass this
by a group of skeletons will attack, so finish them and go to the church.  My
advice here is to take Arthur and quickly rush the Zombie Knight and finish
him in any of the three churches as quickly as possible.  Once he's dead,
Percival will step forward and sanctify the church in a latin chant.  Before
leaving, collect the chest near the pew in the church for the CROSS OF THE
TRUE KNIGHT which I suggest lending to Percival.  Now again immediately follow
the arrow to the next church and do the same as before as the battle is the
same.  Now grab this churches chest which holds the CRUSADER'S SHEATH and have
Arthur equip it as it does holy damage to the undead.

Now head away from that church and go north to a fork in the road where you
can go west to what looks like a giant blast area or eastward to a gate.  I'd
go into the blast area as this is the last area with tombs for more ghostly
assistance, and because you can kill a lot of zombies until you choose to kill
the zombie knight for more experience leveling up.  Finally when you go east
you will talk with Sir Andrew, and he will let you know you need to purify the
three churches to unlock the unholy magic sealing the way to Uther's tomb and
the Black Knight.  A new arrow will have appeared, so march northward and
follow the path west and to the south to the final church.  This one is not
quite like the last as there are three necromancers who like to set fire to
things such as yourself.  I suggest having a go at them first and leaving the
AI partners to do their thing, then finish off the zombie knight last so you
can claim your prize here, the BONE ARROWS.

Now (yawn) backtrack all the way to the formerly sealed gate as it's time to
play with the Black Knight and friends.  This battle sucks and it's not that
much fun, oh and you can still die fairly easy.  My advice to not going to an
early grave is pretty simple.  Take Percival and place him way back down by
the opened gate to the area and have him guard location!  Now, have Gwen
attack whoever, and have Arthur start off by ignoring the Black Knight and
taking out the zombie knights.  The reason for this is that the Black Knight
has a nasty habit of teleporting if you do more than around 100 points of
damage, but if you kill the zombie knights he has less power to draw from and
can not teleport as often.  With his backup out of the way it also greatly
lowers the amount of grunts to deal with as well as you fight, but generally
you should ignore them and have Gwen attack those guys on her own (the AI will
just do it.)  The only thing I'd keep a heads up on now with the Black Knight
is his nasty lightning shower attack as it can kill in a hit or two if you
take the entire brunt of that blast.  At any time either character gets weak
take both of them and run for Percival as he can heal them up and you can
return a good distance back before they can catch up to you as the undead
appear to be a lot slower than the living. :)  Eventually the big pain will
die, you'll get thanks from your father which is about as unemotional and dry
as it gets as neither seems to care, and the stage will end.

Mission 6
Camelot Siege - Trials of the Ancient Kings

Items to be found:
Belt of the Mountain King
Royal Cord
Ring of Three
Mask of the Demon

NOTE: This is the first stage on the map screen where you can have a character
be recruited for a mission, and that is Percival.  I don't just suggest, but
dare I demand you bring him along.  The trials here are hard and will lower
your life quickly, he is essential to not dying with his life spell.

Welcome to Camelot, or at least what's left of it.  Upon entering the grounds
you will have to fight a battle of the bloated egos with Arthur vs Lancelot.
Lancelot will just go through the motions of a rhythm attack or single swipes.
As he is damaged, eventually he'll back off the bridge and start attacking
again until his life is down around 1/3 of full.  Just use your rhythm attack
and a Dragon Attack if you like to whittle him down as fast as possible.  At
this point eventually Gwen will step in with a stupid threat (as if she could
actually harm either of them) and Percival will apologuise and lead you to the
first trial.  The first trial is the trial of hate in which you'll have to
fight a hot tempered ghost with some very nasty spells.  Key to success in
this is keeping your eyes open for openings and mainly to park your party
members outside the gates to the east so they don't get involved or you will
be screwed.  The key to killing this boss is to only attack him when he is
not surrounded in flames.  When he is 'calm' you can do around 120HP of damage
on him.  When he rages (gets on fire) he will run about and do a slow moving,
high damage, ground attack you can easily avoid.  Never attack him during this
period as there are two consequences.  One he heals, and more than you do to
damage him, and two, he has a near full screen sized high damage multi-hit
dome attack you almost never escape.  Just take your time and whittle him down
so you can collect your reward, the BELT OF THE MOUNTAIN KING.  Arm Arthur
with this, and then have Percival heal any wounds you may have.

Now following Lancelot, he will take you south to the second trial, the trial
of cowardice.  This ghostly king died as he refused to ever fight his own
battles, and in this battle you'll need to force him to, and make him lose.
It is best to have Gwen and Percival set to guard Arthur and just outright
pursue this coward archer everywhere.  You will take a bit of damage, so if
there are any backup skeleton archers in the way, hit them with a strong
attack or dragon attack as they'll all go down as they have next to no hit
points at all.  The only problem with this fight is annoyance value as the
king will teleport, sometimes excessively if you're unlucky, and if you don't
attack for a long period of time, he will slowly refill his health.  Once this
one dies you will be rewarded with the ROYAL CORD.  Equip Gwen with this as
never worry about her having a bad defense rating again, and then again
follow Lancelot to the next trial.

As you go back north and then west through the opened gate, first head just
south of the gate to find a chest in the bushes, this holds the RING OF THREE.
This boosts defense and attack by +3, and I suggest placing it on Percival.
Once you reach the site, you'll be shocked by two events, no king, and Gwen
gets teleported away.  Run all the way to the west, and you will find Gwen, or
is she, as a second on appears.  One is the King of Deceit, the other is real,
and since this is a guide time to spoil the lame trick, the Gwen next to you
is a fake.  She will start to shoot the real Gwen, but if you hit her first
then she stupidly attack you.  So much for trying not to blow your cover, nice
one genius. ;)  Once you hit the fake a few times, then a really nasty battle
will begin.  Around the fountain you just passed will be six ghosts, and only
one is the real King.  The problem here is he likes to pick on Gwen, and if
she dies, it's time to start over, but he won't every time.  If he decides to
hammer on her, run her far far away and behind a tree so his holy light attack
does not hit her.  If she is not picked on, have both Gwen and Percival set
to attack strongest.  This dirty little trick will have the two of them only
attack the real king so you will never have to try and figure out who he is on
your own, nice eh?  Once he's done for you will have earned the MASK OF THE
DEMON.  I suggest maybe equipping Arthur if you don't want the slow recharge
and light boosts off the Crown of the Crusader, otherwise don't bother giving
it to anyone as Gwen has a helpful mask on, and Percival's large hammer
already has a knockback effect.

And now onto the final trial north of your present location, the trial of
greed.  This greedy wretch is not hard to kill, and you can even exploit this
battle if you're cautious to make some serious cash, but I don't advise it
unless you're feeling really lucky.  Key to this battle is to avoid the gold
piles and just sword attacking the king.  The less gold you pick up, the less
attacking and damage you will receive.  Take Arthur and him alone to the fight
and leave the other two up by the gate to be safe.  If you choose to get a bit
greedy here's the consequences.  Instead of level one minor attacks they will
be ramped up to level two and three attacks which can be extremely fatal.  And
if to not make matters worse, depending on the value of the gold you pick up
that much life is restored to the king!  If you get a 500gold pile, he will
get +500HP in return for your greed, so do be careful.  Just attack this king
with basic sword rhythm attacks and avoid the gold as much as possible and the
battle will be over quickly, and the restored Camelot is yours to call home.

Mission 7
Camelot Defense - The Siege of Camelot

Items to be found:
Blood Cross
Death's Cross
Fire Ring
Constricting Ring
Grand Crown

Try as they may to have a party, Morgan won't allow it as she just sicked one
of her lieutenants on you with a multi-wave siege on Camelot.  It's now time
to push the enemy back so you can finally work to being on the offensive for
once.  To bring the attack to the enemy north of your starting location are
two areas, to the east is a healing spot, and to the west is a set of three
teleporters which will open one at a time.  As you battle in this level you
will find that Merlin tries to speed you up as if there is a time limit, but I
can assure you there is not, so relax and explore for items.  Following that
first teleporter you will have some enemies come at you and a few knights join
you in combat.  You will be prompted to help out some knights in various areas
and to take out some catapults, so do it.  But also keep in mind that south
east of the teleporter is the BLOOD CROSS which can be used by Percival for
life regeneration, so equip that when you can.  Going farther east you will
eventually come across some fleeing knights and a challenge from a cowardly
blowhard blademaster with two healer sorceresses for backup.  This fight can
be a real pain, key to it is chasing down the sorceresses one at a time, and
trapping them against the shore or an object and hacking her to death, but
keeping tabs on the blademaster and the other healer so she can not be ever
restored.  Once those two healers are dead the blademaster is an extremely
easy kill with your levels so finish the job and prepare for wave two.

During the second wave you now have control over Percival and Gwen in battle,
so equip Percival with that Blood Cross now as it helps.  Again like in the
last wave you'll be pushed around to various areas of the ground to fight off
some troops and take out more catapults which isn't difficult at all.  To the
northeast of this entry point to combat you can find DEATH'S CROSS which I do
suggest not using due to it's reduction in stats.  In the area of this cross
is also the final battle for this area, a pair of annoying giants and a few
left over ground troops.  Focus on wiping out the little guys first, then just
pound on the giants with your weapons as that's the quickest way to kill them.

Now for the final wave of this level which once you teleport consists of a
handful of soldiers and a necromancer.  Before dispatching them, for ease of
item collection go southeast of them to collect the FIRE RING, equip it or not
it won't help that much so it's up to you.  Now once these remaining troops
are dead the fun begins, a one on one fight with the Red Knight, and he's very

Something to keep in mind here for this fight is that I suggest you keep an
eye out for his large fireball attack.  There is a bug in the game in which
you can die at times from a single hit from that ball of flame no matter how
high your levels and HP are, there's your only warning. :)  Sucks doesn't it?

With that said the battle with this guy otherwise isn't that bad.  To start
out you need to run to the western gate which is stuck and sucker that chump
into burning it down for you.  Once you're into the courtyards inside of
Camelot my advice is to stay just a few steps ahead of him out of range of the
fire shield, but not too far so he doesn't do that damned fireball attack.  He
only does the large one if you get a bit of a distance away so keep that in
mind.  Once you pass into this area, a new character, Nimue, one of the clan
of the Lady of the Lake, will assist you using a rain spell to short out his
fire shield.  When she does this you can attack him for awhile, but once the
rain stops, he puts it back up about 2 seconds later, so it's time to run
again then.  Now there are two items you'll want to likely pick up in this
area of the map before the stage ends which most people would never think to
look for.  In the south eastern area of this expanse if a chest with the
CONSTRICTING RING which hurts stamina, but gives an extra +10% experience so
use that if you want to raise someone up a bit faster.  Then in the southwest
part of this area you can find a small dirt path that curves a bit to the
right and inside there is the GRAND CROWN.  I suggest probably using this on
Arthur if you don't care about the 1HP per second boost of the Crown of the
Crusader as it gives a +10% defense boost and an extra 20 HP to the wearer.
Back on the Red Knight though, keep whittling away in the pattern I said to
use before, and once he's down to about 40% of his life, the rain spell will
no longer work, so just head towards the arrow and through the gate to end
the stage with the Red Knight probably taking the first bath of his life.

Mission 8
Fire Knight Mine - The Clan of Anguish

Items to be found:
Elemental Fire Shard
Hell's Crown

NOTE: This is the one optional mission in the game.  If you do NOT do this
stage you will not gain access to Anguish the Dwarf for later levels, and you
will also never come across the two items from this stage either.  And as a
final note, not doing this stage delays your ability to get the Crusher for
a few more stages when you can buy it very late in the game, and it is a very
useful item, probably the best piece of combat gear in the game.

From the start of this level you will see a skirmish to the east.  You can
either help in it or not, it doesn't matter as the dwarves will kill off the
enemies.  Go south from this point until you find a southwest branching path
that heads into an inlet with some dwarves.  They'll tell you they will help
but only once their families are safe, so you need to find where they're kept.
Go back up and out of there, and then go slightly right and head far to the
south.  The last place you can go west before you can go south no more is
where you need to go.  Inside here you will battle with a couple archers, a
few sorceresses, some blademasters, and a few normal grunts.  When they've
died a handkerchief will be dropped.  This you will need to return to where
those dwarves you talked to were.  Before going though scout out this large
chamber for a few thousand in gold and the ELEMENTAL FIRE SHARD.  Give this
to Arthur as it has a good chance of incinerating near death enemies which is
useful.  Once you head back to that dwarf with the handkerchief he will join
you to free the families so backtrack there again.

Now this is about the hardest part of the entire level so do be careful.  When
the dwarf goes to free the families you will then be assaulted by around four
large waves of troops that if left ignored will bypass you and go straight to
the dwarf to stop him.  As he's going back to free them, put Gwen, Percival,
and Anguish in guard mode somewhat spread apart in the cavern opening well
before the main room.  If anyone slips by use the strong attack or the Dragon
Attack of Arthur to stop their advancement and put their attention on you.  It
is ok if a few slip by, I think you can get away around about6 or so before
you fail, so keep sharp and kill everything you can.  Once they have been
freed return yet again to where you found that pod of dwarves and they will go
free.  Though random, usually on the return trip you will come across a dwarf
that can fix damaged caves guarded by a small group, so free him, or whenever
you do come across the guy.  From this point on you will have 2 arrows to
follow to free larger groups of dwarves.  Otherwise all you need to do is to
scout out the entire map and free every last white dot on the map.  And as for
the HELL'S CROWN, go into the southeastern part of the map, you will find it
in a lava cavern protected by a nasty Fire Golem.  Just stay close and pound
on him and you will be just fire, an yes elements do play a factor so Arthur's
Dragon Attack as it is fire based, is useless.  Once you have cleaned out all
the white dots (dwarves) exit the cave the same way you came in to end it.

Mission 9
Fire Knight - Assault on Red Knight Castle??

Items to be found:
Grolic's Frost
Ice Arrows
Frost Sheath
Golden Eye

This stage is pretty large and you have a few options open to you on how to
attack it.  As the player you can choose to wipe out the catapults or just
rush the Red Knight.  If you did the previous level, you can also go and save
a few dwarves and collect your reward for dealing with the mine.  I'm going to
cover this level assuming you did the last level and go from there with my
ideas on how to best knock this level off.  To start, if you don't mind being
a bit bored for a little while you can get some insane cash and experience
points from the get go.  Take your party north and destroy the first catapult
just above the fort.  Then return to the forest and set Arthur, Gwen, and
Percival on guard inside the opened up gates of the fort about half way
between the open door and the tents below.  Eventually enemies will begin to
try and enter the fort continually, and each kill will give more experience
points.  Oddly the cash will also pile up all over as AI can not grab it, you
have to, so in time it'll look like you're in a treasury fort.  Before leaving
the fort head as far east as you can inside the base area and you'll come by
a couple trees, and if you burn the rightmost down you'll get GROLIC'S FROST.

Once you do leave that fort it is best oddly enough in this level to keep
avoidance on your mind more than anything for most the time.  Head east, and
then north some along the ridge and eventually you'll come across a path that
will head eastward along a stone platform over a lava lake.  Proceed to the
far side and you'll find a few enemy troops and some dwarves that need you to
set them free.  Once they are free Anguish will appear and join your party,
and also as part of your reward for doing the mines you will get the CRUSHER
and the GOLDEN EYE (not doing Fire Knight Mine gets you only the GOLDEN EYE.)
Now head back out the way you came, and head north again until you find
another opening that can go east over a lava river that feeds the lake below.
At the end is a catapult you can capture or kill, but most importantly behind
it are the ICE ARROWS for Gwen that have a chance at freezing targets.
Backtracking again, now once more go north and you'll see a pair of openings
and female archers at each.  Go through there and you'll see a pair of double
doors along a wall that enemies come constantly out of, just go passed them to
the right and all the way to the back of the castle and up the stairs.  In the
northeast corner of this area is the FROST SHEATH for Arthur, do equip it as
it gives a chance of freezing which drastically slows down enemy movement.
Going now back down the stairs and still only killing what's needed not to get
blocked, head out the east exit of this castle over the bridge and along the
way at some point do stop.  Here kill everything that's been trailing you for
a bit, and also what appears in this area too.  Once the enemy has been
trashed, just head slightly more east and it will trigger the final battle
with the Fire Knight.

This battle with the Fire Knight is far more easy than the last as he does not
have that fire shield or that huge fireball attack.  The downside here is that
you have to deal with a pair of nasty Fire Golems and a constant flood of
enemy backup.  Once the two Fire Golems die, then you get to play with the
Fire Knight.  To deal with the Fire Golems it is best to split your forces so
that you have one AI character help you chip away at them, then have the
others just placed back west a slight bit so they deal with the backup lackeys
that butt into the fight.  With the Fire Golems gone the Fire Knight will
lose his cool and attack, but I wouldn't call it much of an attack.  Stupidly
this boss will tend to stay in one location unless you run far enough away his
level one fire spell can't hit you within its range.  Just have yourself and
as many of the AI backup and heroes just constantly hammer on him with your
basic attacks.  His HP isn't terribly high, and he will stumble when hit so
this fight ends really before you know it which is quite sad.  With him dead
Nimue on behalf of the Lady of the Lake thanks you for the return of their
lands, and now she and Anguish will be a selectable character from now on.

Mission 10
Grail Maiden Stronghold - The Grail Maidens

Items to be found:
Wolf Clan's Pride
Brother Cedric's Faith
Serpent's Coil

Upon entering this snowy pass in the Seraphic Mountains you will be made aware
of the sounds of a battle to the west.  Here you will find the Grail Maiden
Sara who when the battle ends will point you to the way to the elders at the
Grail Maiden Stronghold.  Going directly north of her before passing through
the arch will net you the WOLF CLAN'S PRIDE.  Now heading west you will come
across a bridge, and once you pass it, let's make a quick detour north up the
long and winding path.  At the top you will have to fight a giant, but your
reward for that will be BROTHER CEDRIC'S FAITH.  Backtracking to the bridge,
now continue west along the path and follow it through the valley fighting
any opposition along the way.  By this point had you kept my suggested party
members the battles will be easy, just an annoyance as they keep respawning
throughout the level.  Eventually heading to the west you'll find a branching
path in the snow that heads west and south, go west for now to talk with the
Elders and you will get an arrow to your first objective, saving an elder, and
she is down that southern path you just passed.

Heading south you will pass through an arch and over an ice bridge.  At this
point you find a junction that will take you to various points in the level,
but for now just head south.  A slight bit south of this spot you can see a
slight detouring path to the right that parallels the main road, if you take
it you can obtain the SERPENT'S COIL.  Eventually in the south you will come
across the enemies base camp and a soldier will run to start the alarm.  I
highly advise running after him and killing him fast as he will continue to
stir a larger amount of enemies while he lives.  Once he's dead go to the
middle area of the south part of the camp and you will have to fight a very
cocky and stupid standard blademaster.  With him dead, your first elder is now
saved and she should be returned to the stronghold by backtracking the way you
came in.  Upon her return a small party of enemies will attempt a raid on the
stronghold so dispatch them as you would any set of standard lackeys.

With them dead, return again to that point beyond the ice bridge, but this
time take the northeastern path into the mountains and follow the snake like
winding road to the top of the mountain where you will find a secured fort.
To most easily bust into this place DO NOT RUSH THE GATE, instead go south to
a catapult and capture it.  It will begin to automatically fire on the gate,
and the pack of blademasters in front of it as well.  During this time it is
highly likely you will be attacked still by those randomly generated enemies
so take them out, and don't let them lead you or your AI characters into the
path of the catapult fire and the blademasters.  With the gate down go inside
and take out the rest of the blademasters within the fort because once they
are dead the second elder will be saved and you will also earn your final
knight, the True Knight Sir Galahad.  Take the time now to pause the game and
equip the best gear you can for him as he is the fourth and final character I
suggest you keep in your party through the end to make this game run as easily
and smoothly as possible.

With them rescued you are notified of another elder to be executed shortly to
the east of the fort, so head outside and take the back road east.  Down the
mountain and to the east you will eventually come across a lone annoying
archer you can kill or not, but beyond him is a stone fort which houses the
Green Knight.  The cocky jerk is invincible, so just swing at him a bit as if
you could do damage, and he'll get bored and leave you to fight off around
ten spectres.  These things are annoying with their castanet like clicking
and moving about, but they are easy kills.  When they're gone, take your party
up the stairs and free that elder.  Now head east and follow the path back to
the stronghold which needs to be reinforced quickly.  Along this path you will
find before heading northward a side road.  This will take you to an annoying
fight with an Ice Golem who hits hard and can slow you down to 1/4 of your
speed with an ice attack.  I advise ignoring it as the experience gain is very
minimal, and originally this area did house an awesome item sadly removed.
Heading northward through an arch and back to the west again you'll come
across a few archers and a swarm of blademasters in combat with a pack of the
Grail Maidens.  My advice is to take Arthur dead center and either use his
Dragon Attack twice, or the circular strong attack a few times to knock down
their numbers fast.  In the end kill them all, but make it fast as a catapult
with reinforcements will come from the east, and the catapult can drop the
stone walls on you for instant death.

Now run like crazy all the way through the familiar path again to the west
back again to the stronghold.  Once inside the gates the elders will run into
the compound and to the back to start the unlocking spell for you to gain
access to the Valley of the Grail.  Your job, as you'll quickly find out with
the two catapults and large swarm of endless enemies is to follow those elders
to the back end of the fortress and guard their lives until the spell is
completed.  The more elders that die the slower the spell gets (goes down in a
speed increment of 25% per death, and when all die, game over so beware.)
Continue by any means to keep your AI characters in that small area, and your
own character too and attack with any means necessary to kill off the enemies
fast.  At any time quickly switch to both Percival and Galahad and use their
targeted heal spells primarily on the maidens so that they don't die.  When
the spell is completed the Green Knight will appear again thanking you for
getting him access to the grail site.  At this point you got two options, but
they end the same, leaving the level.  My advice is to stick around for a good
twenty minutes and just keep killing enemies and let the maidens swarm around
the Green Knight to distract him.  You can rapidly increase your experience
levels to a point that death should never be an option again, and also due to
Galahadís low experience level start point (Lv10) I highly advice leveling him
up at least a few levels here before leaving.

Mission 11
Grail Castle - The Grail

Items to be found:
Holy Cross
Cleric's Bind
Hand of God
The Holy Grail

Grail Castle, or better yet the single character trails for Galahad stage for
the most part.  Upon the opening of this stage you will be ambushed by a few
of Morgan's troops, but you will be backed up by a Knight Templar that will
let you know of three others that exist after the skirmish.  This level like
the last is a random endless enemy stream so deal with them as quickly as you
possibly can before the next group arrives so you can advance.  Until entering
the Grail Castle I'll just walk you through the steps needed outside the
castle grounds.  When you reach the end of this starting path it will fork,
and I advise that you head south until you found a small path up a slight
incline that heads to a priest who can heal your party, and shortly will as
you will see him say, heal the insane.  From here, go south to the bottom of
the map just below and then west as far as you can.  Here you will find the
first Knight Templar, and he's hurt, so have Galahad heal him up and you will
be rewarded with the CLERIC'S BIND.

From this point I'd like you to head back to the east and take the first north
fork and follow it up a ways until you come to where the path will widen up a
bit with some trees on a hill and where it will allow you only to continue on
to the left.  Eventually you will find a fork in the road, ignore it for now
and move onto the next and fork to the south.  Here you will find the next of
the Knight's Templar, and he's gone nuts.  Remember the priest?  Backtrack to
his location and he will join your party temporarily.  Escort him back to the
Knight Templar and he will cure him.  Don't worry about the priest getting
killed, but do keep an eye on him just in case nonetheless, and do exploit him
for free heals while you're at it.  Once this Knight is healed your reward
will be the HAND OF GOD.

Now backtrack slightly to that last fork I told you to ignore that goes north
and take it.  You'll come to a left or right turn choice, either works as it
is just a circle, but take the right to be quick about it.  Here you will find
an opening that heads east and here is a Knight screaming like a little baby
about a golem.  Kill that thing and he'll give you garbage about being able to
handle it himself (whatever.)  When the golem dies, you will be rewarded with
the HOLY CROSS.  Now before heading out it's time for a secret in this game.
In the top right area of this opening you'll see what appears to be a small
blocked off path by a pair of trees.  Walk Arthur up there and press the L3
button and a red gas cloud will fan out, and you can proceed back there.  Here
you will locate a secret fifth Knight Templar that never shows on the map.  He
gives you the challenge of finding and killing what we at work dubbed 'Super
Pig.'  In this area also is a nice lake you can run your party including the
non-controllable AI through for an instant heal.  As for finding 'Super Pig'
he pops up randomly on the map, but most often just south of that fork you
took to the north to find this Knight and the one wussing out with the Golem.
'Super Pig' can be highly damaging, but only to your heroes as he will squeal
and fire off a ring of fire that does great damage.  Once it's dead all party
members will level up once, now return to the hidden Knight to add him to your

With the fifth and final Knight Templar in your party back out down to where
I told you to head south to the crazy Knight's location and instead proceed to
the west.  Eventually the road will come to a turn to the south, follow it to
the end and you'll arrive at a beach.  Here you'll have to fight off a few
waves of enemies while the tide goes out, do not enter the water as it is
freezing and quickly fatal.  When the tides goes out after around 5 minutes at
the top of the beachhead you'll see what appears to be a path west, take it.
You will take a bit of minor damage almost assuredly, but this is the only way
into the Grail Castle.  Once inside it's grounds, take your characters, and go
up the stairs to the landing before the bridge to the Trial area.  Place your
characters on guard mode towards the back of it, and take control of Galahad.
I advise if not now, before the third (and final) trial equipping the Crusher
as he doesn't do the best at dealing out damage without it.  Now proceed over
the bridge and into the teleporter area for the trials.

The first trial, the Trial of Chivalry is fairly easy.  Enter the teleporter
and you will be given your quest by a farmer, save his daughter from a pig of
a landlord.  Just follow the dirt path before you and you will make it to him.
Along the way you'll be mocked and have to fight a single battle with around
ten soldiers.  Use your holy attack and have it chain between them to kill a
lot of them fast, or use your special magic attack to deal a lot of damage.
When they're dead head east to the end of the path where you find a manor, the
lady, landlord, and his thugs.  This battle should be handled just like the
one you just had, the only difference is the landlord is a blademaster and he
can take a few more hits.  When he's dead Galahad will be hit on by the lady,
he will deny her, and that ends the first trial.

Back in the trial area you will have to go north to the second teleporter
which is the Trial of Bravery.  Here all you have to do is deal with a large
group of dead Knights Templar in combat.  Each wave spawns one more than the
last.  The waves come at a certain time and if you don't finish off the last
you can get overwhelmed quickly.  It is best to either chop away at the enemy
or use the holy magic attack.  Another strategy is hit and run using the
special magic attack, then backing away and healing yourself so you can do it
again.  Also due to a bug a cheap way to deal with this is to stand at the
very back end of the teleporter you came in on and just magic attack from that
point as they can barely reach you there and you'll never get surrounded.  Any
of those work, do what you think is best for you.

With that trial over the last one will be the most interesting, a battle with
your dark side, welcome 'Evil Galahad' as we liked to call him.  This trial
has two ways to fail it miserably, a bad decision, or getting your head cut
off.  This trial has you decide to either stay on the holy righteous path, or
take the big pot of gold and the kingdom for yourself.  Taking the greedy side
you will be instantly smited, but if you wait too long or you just choose the
path of righteousness Evil Galahad will get pissed off and take you into a
combat zone up on a thin rampart.  The battle here can be annoying or easy, it
kind of depends.  My advice is to warm him up to start due to range with a few
holy magic attacks while closing the gap.  Now in close, just use standard
rhythm attacks on this jerk.  Thanks to the Crusher you'll be doing some big
damage, especially with the smiting chance (triple damage.)  Without this item
you will find it nearly impossible to keep up with Evil Galahad because he
likes to heal himself when he's down to around 1/4 of his life left.  Just
keep the heat on him and he'll die quickly enough.

With the final trial done, it's time to claim your prize, and be quick about
it as the Green Knight has just busted into the castle grounds.  Head to the
fourth teleporter and run north to grab the HOLY GRAIL (best looking scene in
the game with the lighting and fog effects off the cup.)  The Holy Grail is
even doggie bagged for you in a nice brown sack at your feet which disappears
after one second, so take a look for a cheap laugh.  Now equip the items, and
in a moment (either way) you'll be teleported back to the castle.  Right now
I'll tell you the battle ahead with the Green Knight is the nastiest fight in
the game by far.  Not only is he a pain, but those three healer sorceresses
are a royal pain in the arse.

The best strategy to kill off the Green Knight is to for starters quickly
dispatch all the grunt support.  With them dead, now focus on chasing down the
healers one at a time, but it's hard as they'll try and heal themselves too.
Try and trap one of them around a corner against a wall and quickly beat the
healer to death and move onto the next.  Once they are gone it's time to deal
with the Green Knight finally.  The power of the Holy Grail when you are in
close enough is that it sheds its light onto the Knight making him no longer
invincible which is why it's best to still be controlling Galahad.  Set your
party members at this time to either attack strongest or just back them far
away from the fight.  Take Galahad and just follow the Green Knight around as
he teleports and just keep hammering on him with rhythm attacks.  Using the
holy magic and trying to time the special magic attack with him isn't worth
the effort and the damage is little compared to standard attacks using the
Crusher so don't bother.  The only problem with this fight should be the use
of poison pads as they damage you and will heal the Green Knight.  As bad as
it sounds, run into the pads, take the damage, and when you get low enough
just use heal magic on your self quickly and return to beating on the Green
Knight.  Keep it up, and eventually he will die, and that will end the stage.

Mission 12
Morgan Swamp - Morgan's Swamp??

Items to be found:
Poisoned Rune
Crown of the Dead
Elemental Poison Shard
Death's Guard
Lord Illoth's Visage

Starting in your encampment you'll find yourself under attack by a wave of
skeletons, kill them or not, your own troops could handle it.  To the west you
can get endless reinforcement parties of four, and south of the northern exit
is a healing rock which could be useful later on.  To cut this section shorter
as this level can be a bit long with backtracking I'm going to tell you what
you can find in the center circle in the level around Morgan's floating castle
above.  In the top left area of the circle you can locate the POISONED RUNE.
Then in the eastern end of the ring you can near a dormant (perhaps at the
time) golem you can find the CROWN OF THE DEAD.  Then in the southern most
area of the ring you can find some old ruins and behind another golem you can
get the ELEMENTAL POISON SHARD.  In this entire circle you will have to deal
with pre-decided hot spots of skeleton warriors, skeleton archers, a few
spectres, and perhaps those two golems if they are awake.

The first objective here is to enter the town in the northeast corner and take
out the crystal, but you will have to deal with a poison mage there.  If you
use the ring over the top part and go northeast and try crossing a bridge you
got a 50% chance of dying having the catapults in town drop the bridge out
from under you.  The other alternative is to head out the eastern reserve exit
from your encampment.  Along the way you'll deal with a few skeletons and an
annoying catapult.  I advise rushing to the catapult and removing it so it can
do the least amount of damage to your party as possible.  Eventually going
east you'll see a pair of dormant golems, we'll have to come back later, but
for now head north and east a bit as possible.  Along the way a few skeletons
and some spectres will try and harm you, but they're easy kills.  Eventually
you will enter the southern entrance of town.  First, head west a bit and find
a pier, here you can claim the DEATH'S GUARD.  North of this you will find in
the northeast part of town the crystal, but it's guarded by the poison mage.
He's quite a pushover if you just rush him and knock the guy out.  He will try
a chaining poison dart attack, and he will run to places and put a poison pad
ring around him on the ground.  Just rhythm attack him to death fast, that's
all you need to do.

Now head west, deal with those catapults I mentioned and head toward the west
end of the map.  Along the way the usual will attack, but also a few zombies
that you'll remember from back in Avalon, but you're a higher level and they
are now pushovers.  Go south, eventually you'll hit a grove of trees blocking
a crystal, use Arthur's Dragon Attack to burn them down and take out the
crystal.  Once it's gone, the Golems for the entire level will wake up, so get
rid of the one there, and head back to the north, but you'll need to take out
a zombie knight and his friends too first.  Now backtrack all the way down to
the southeastern corner with the two golems and remove them and go inside.
Run passed the crystal and in the corner you'll find LORD ILLOTHíS VISAGE, but
once you do have it, remove the crystal and you'll be attacked by a circle of
zombies and a lone sorceress (non-healing type.)

Not knowing where to go, one of your scouts will arrive and tell you that the
last crystal is actually a large crystal golem that has arisen from the swamp.
He's found in the stonehenge like circle of stones in the western part of that
circle in the center of the stage.  Along the way there you maybe attacked by
some skeletons if you skipped that direction before, if not you'll be fine.
When attacking this guy just have everyone chop away at him as all he really
can do to harm your party is trying to set them on fire, just heal if you need
to otherwise ignore it.  Once he's gone, Morgan's Castle will in a cut scene
crash to the ground and bring us to the final stage.

Mission 13
Morgan Castle - The Last Battle

Items to be found:
Charged Rune
Shock Arrows
Mask of the Lion
King's Sheath

You'll quickly notice that you're right back where you started the last time
in the previous level, except the castle hit the ground and disturbed a lot of
the area.  This stage just plays out in the bottom left third of the previous
mission.  Some spectres this time will raid the camp instead of skeletons like
last time, and you'll notice the healing stone is still there, but the backup
is not this time around.  Head out of the camp and go north and you'll find
the opening to the fallen castle.  As you approach you'll be attack by some
more spectres and four golems at the same time.  A bit of advice, don't let
those four surround you as it's hard to see, but no, at this level they can
not kill you unless you stand there for awhile.  As you take out each of the
golems you'll find behind them four gas clouds will vanish revealing a chest
under each.  These four house the CHARGED RUNE, SHOCK ARROWS, MASK OF THE LION
and the KING'S SHEATH.  I suggest equipping Arthur with the mask and also the
sheath as it should push him over 40 on attack power, and give up a 25% chance
to smite (triple damage) enemies.  Anyways, just head to the west and you will
find Morgan, she'll taunt you, and once you hit her a few times, she'll vanish
and open the way to the final battle.

Now head east, and go through the formerly blocked passage and up the stairs
at the back end of this area.  When you head west eventually she'll blow up
the ground behind you and trap you inside.  Find the first stairway down to
the lower grounds and approach Morgan on the dais.  She sadly isn't much for
putting up a fight you'll find out quickly enough.  Her attacks range from
simple swipes, fire spells, floating and raining down meteors, summoning up
some spectres, and then her one other attack that is devastating.  Morgan now
and again will make 5 copies of herself and place them up on the walls around
the lower grounds.  If you don't find the right one in around 30 seconds she
will do a very harsh attack that can take off around I think a quarter of your
life or so (depends what level you are.)  The best suggestion I have is to
stand against the wall below her and use your Dragon Attack the couple times
you can and hope you get the right one.  Aside from that just batter on her as
quickly as possible and she'll be gone before you know it.  Eventually her
master who likes to use Mortal Kombat Shang Tsung quotes (YOUR SOUL IS MINE)
will turn on her, sick a lot of golems and spectres on her and it's lights out
for Morgan.  I won't go further, you can catch the pathetic ending on your own
time.  Just as a final note as I said way above the guide, unless you want to
lose your save data for the last level, DO NOT SAVE THE GAME.  This will stick
you with starting over at mission one again.

[Items and Locations]_________________________________________________________

Amulet of Fire - Found in: Treasury
One of the three elemental amulets made by the secretive druids.
+5 Fire Protection
+9% Chance to avoid burning

Amulet of Ice - Found in: Treasury
One of the three elemental amulets made by the secretive druids.
+3 Ice Protection
+8% Chance to avoid freezing

Amulet of Poison - Found in: Treasury
One of the three elemental amulets made by the secretive druids.
+2 Protection from poison
+8% Chance to avoid poisoning

Amulet of Transference (Mages Only) - Found in: Treasury
This artifact was created by the wizard Kas to aid him in his battles.
The amulet transfers damage to stamina.

Belt of the Mountain King (Swordsmen Only) - Found in: Camelot Siege
Part of the raiment of King Tristan of Frozen Mountain.
+10% Defense
+50 Hit points

Blessed Arrows (Gwen Only) - Found in: Infestation
These superior arrows were consecrated in holy water.
+1 Attack
+2 Holy Damage

Blood Cross (Clerics Only) - Found in: Camelot Defense
This cross is said to contain the blood of the messiah.
+1 hit point healed every 1 second
+3 Unholy Protection

Blood Ring - Found in: Ambush
Life's energy is stored within this magical ring, but it takes time to use.
+2 hit points healed every 2 seconds

Bone Arrows (Gwen Only) - Found in: Avalon
Necromancers offered pieces of their victims to create arrows.
+2 Attack
+1 Unholy Damage

Bracer of Fire Protection - Found in: Treasury
Merlin himself made this bracer to protect the wearer from the worst of the
+4 Fire Protection

Bracer of the Double Edge - Found in: Treasury
An evil relic that uses the blood of the wearer to fuel its power.
+2 Damage to attacker
-10 Hit points

Brodun's Belt (Swordsmen Only) - Found in: Treasury
A fine trophy from the slaying of Brodun, the ice giant King.
+1 Defense
+4 Ice Protection

Brother Cedric's Faith (Clerics Only) - Found in: Grail Maiden Stronghold
A cross of the devout monk, this cross personifies his adamantine spirit.
+15% Defense
+4% Holy Damage

Burning Fist - Found in: Treasury
Once worn by the Red Knight, this gauntlet holds the power of fire.
+4 Fire damage
+11% Chance to burn target

Burning Rune - Found in: Treasury
A rune to hold a living flame.
+4 Fire Damage
+7% Chance to burn target

Burning Sash - Found in: Treasury
The salamander skin lining grants the wearer tolerance to fire.
+5 Fire Protection

Burning Sheath (Arthur or Lancelot Only) - Found in: Treasury
Covers a blade with eldritch flame.
+5 Fire damage
+8% Chance to burn target

Celt's Cloth - Found in: Treasury
The north men have a brutal fighting spirit, captured within this sash.
+2 Attack
+10% Chance to berserk

Chains of the Tormented - Found in: Treasury
Slaves of evil, who are forced to fight, are gifted with extra protection.
+4% Defense

Charged Rune (Mages Only) - Found in: Morgan's Castle
Lightning trapped in time.
+5% Lightning damage
+10% Chance to Electrocute target

Circle of Fire - Found in: Treasury
This was the only surviving item when Ariel the druid case a firestorm on
himself when trapped.
+5 Fire Protection

Cleric's Bind (Clerics Only) - Found in: Grail Castle
The sanctified ring of a saint
+100 Stamina
+10 Unholy Protection
Reduces experience requirement by 15%

Constricting Ring - Found in: Camelot Defense
A fell ring to aid in rapid learning, but rapid knowledge comes with a price.
+10% Experience
-200 Stamina

Cross of Cleansing (Clerics Only) - Found in: Treasury
Father Francis studied the treatment of poisons in the church.
+8 Poison Protection
+25 Stamina

Cross of the True Knight (Clerics and Arthur Only) - Found in: Avalon
This blessed cross channels holy power to the bearer.
+4 Holy Damage
+10 Unholy Protection

Crown of Pain - Found in: Treasury
A crown to indicate an ancient pact with evil.
+4 Attack
-10 Unholy Protection

Crown of the Crusader - Found in: The Sword
This blessed crown improves the wearer's combat skills.
+1 Attack
+2% Defense
+1 Hit point every 1 second

Crown of the Dead - Found in: Morgan Swamp
This crown saps life from the wearer but grants the power of the dead.
+5 Defense
+3 Unholy damage
-50 Hit points

Crown of the Northern King - Found in: Treasury
Taken from defeated King Siggeir, this crown confers protection from the
frozen north.
+7 Ice Protection

Crusader's Sheath (Arthur or Lancelot Only) - Found in: Avalon
An anointed sheath that grants holy wrath to the sword within.
+3 Holy Damage.

Crusher - Found in: Treasury (Fire Knight, if Fire Knight Mine was completed)
A gift from the Elemental Lord of Earth to the Templars.
+7 Attack
+15% Chance to Smite Target

Death's Circle - Found in: The Sword
Unholy strength from the black knight flows within his belt, causing a
near-berserker rage.
+1 Attack
-5% Defense

Death's Cross - Found in: Camelot Defense
Unholy might from the black knight smites the foe at the cost of your body.
+3 Attack
-45 HP.

Death's Face - Found in: Treasury
Unholy essence lives within this mask, granting strength, but taking away
+2 Attack
-10% Experience

Death's Guard - Found in: Morgan Swamp
Unholy power from the black knight strengthens the arm, but weakens the mind.
+8 Damage
-100 Stamina

Elemental Fire Shard - Found in: Fire Knight Mine
This stone was enchanted in sacred fire for a year to hold its flame.
+13 fire damage
+32% chance to burn target

Elemental Poison Shard - Found in: Morgan Swamp
Distilled, hardened and enchanted poison.
+15 Poison damage
+35% Chance to poison target

Fire Arrows (Gwen Only) - Found in: Ambush
Elven arrows infused with the power of flame.
+3 Fire damage
10% Chance to burn target

Fire Ring - Found in: Camelot Defense
Made to help dwarves who are not hardy enough to stand the blazing head of the
fiery mountain.
+10 Fire Protection

Fist of Needles - Found in: Castle Leo
A trio of sorcerers worked in consort to create gauntlets of trickery and
+3 Poison
25% Chance to poison target

Frost Sheath (Arthur and Lancelot Only) - Found in: Fire Knight and Treasury
Covers a sword with a thin layer of ice.
+3 Ice Damage
+9% Chance to Freeze

Frozen Rune (Mages Only) - Found in: Infestation
A magical focus to help mages channel the power of ice.
+2 ice damage
+5% chance to freeze target

Gauntlet of the Mountains (Swordsmen Only) - Found in: Treasury
Part of the wartime armor of King Tristan of the frozen mountain.
+4 Attack
Knocks target back

Golden Eye - Found in: Fire Knight
Thought to be the eye of King Midas, this artifact finds hidden gold on some
+25% chance of finding 35% extra gold

Grand Crown - Found in: Camelot Defense
A glorious golden crown suffused with life energy.
+10% Defense
+20 Hit points

Grolic's Frost - Found in: Fire Knight
The mighty warrior Grolic was given a ring by the gods.
+4 Ice damage
+5 Ice protection
+7% Chance to freeze enemy

Hadrin's Experience - Found in: Treasury
All of the knowledge of King Hadrin the Scholar was put into this ring.
Reduces experience needed for each level by 50%

Hand of God - Found in: Grail Castle
One of the most sacred church relics.
+10% Defense
+10 Unholy Protection
+8 Holy Damage

Heavy Belt - Found in: Treasury
A well-made leather belt, a tanner's pride.
+3% Defense

Heavy Sash - Found in: Treasury
Long worn by the wizards, the very cloth has absorbed some of their power.
+3% Defense
+50 Stamina

Hell's Crown - Found in: Fire Knight Mine
Forged in the fires of hell itself.
+15% defense
+5 Unholy protection
+1 damage to attacker

Holy Cross (Clerics Only) - Found in: Grail Castle
Carved from wood touched by the savior himself.
+5 Holy Damage
+9 Unholy Protection
+2 HP Healed Every 1 Seconds

Ice Arrows (Gwen Only) - Found in: Fire Knight
Ancient elven mages imbued prime arrows with icy power.
+4 Ice Damage
+10% Chance to Freeze

Icy Wrap - Found in: Treasury
A sash woven from the tears of the snow queen guards the wearer from frost.
+6 Ice Protection

Iron Arrows (Gwen Only) - Found in: Treasury
Sturdy arrows made by human fletchers.
Arrows knock targets back

King's Sheath (Arthur Only) - Found in: Morgan's Castle
The sheath carried by Uther Pendragon.
+8 Attack
+2 Hit points healed every second

Lord Illoth's Visage - Found in: Morgan Swamp
Lord Illoth the Bloody murdered hundreds until killed by a mob.
+12% Life stolen from Target
+15% Chance enemy will flee

Loric's Grounding - Found in: Treasury
Loric, the Alchemist, discovered how to protect himself in a storm.
+7 Lightning Protection

Luck Stone - Found in: Treasury
Touched by a leprechaun under a full moon on May Day, this stone draws gold to
+20% Chance to find 50% more gold.

Mask of the Ancient King - Found in: Ambush
A legend of the royal house of England, this mask was lost for generations.
+2 Attack
+5% Defense

Mask of the Demon - Found in: Camelot Siege
A gruesome mask holding the power of hell.
Knockback Target
+10% Chance to Smite Target

Mask of the Lion - Found in: Morgan's Castle
Druids called the brave spirit of the lion and trapped it.
+5 Attack
+10% Chance to Smite
+10% Chance enemy will flee

Piercing Gaze - Found in: Ambush
This wicked helm damages anyone striking for the face.
+1 Damage to attacker
+2 Defense

Plague Sheath (Arthur and Lancelot Only) - Found in: Treasury
Coats a sword with a veneer of poison.
+2 poison damage
+6% chance to poison target

Platemail Gauntlet - Found in: Treasury
A superior armored glove protects the wearer and packs quite a punch.
+2 Attack
+1% Defense

Poison Arrows (Gwen Only) - Found in: Treasury
A special poison was made by sly thieves.
+2 Poison Damage
+8% Chance to poison target

Poisoned Laurel - Found in: Treasury
Gold smelted with enchanted poisons, this crown protects from those toxins.
+3 Defense
+12 Poison Protection

Poisoned Rune (Mages Only) - Found in: Morgan Swamp
Created to protect the faerie hill.
+3 Poison damage
+8% Chance to poison target

Raven's Revenge - Found in: Treasury
The trickster does not like being attacked and turns some of it back.
+2 Attack
+1 Damage to attacker

Ring of Three - Found in: Camelot Siege
This horrific ring holds the wrath of three forgotten gods.
+3 Attack
+3 Defense

Royal Cord - Found in: Camelot Siege
Elegant, yet practical, this guards nobility from attacks.
+12% defense

Serpent's Coil - Found in: Grail Maiden Stronghold
A ring made with the venom of the deadly asp.
+3 poison damage
+10% Chance to poison enemy

Shock Arrows (Gwen Only) - Found in: Morgan's Castle
Superior arrows harnessing the storm.
+3 Lightning damage
+15% chance to electrocute enemy

Storm's Defiance (Swordsmen Only) - Found in: Treasury
A hero's rage lives within.
+5 Attack
+3 Lighting Damage
25% Chance to electrocute enemy.

The Holy Grail (Galahad Only) - Found in: Grail Castle
+2 Hit points healed per second
+10 Holy damage
+40 Unholy Protection

The Plague - Found in: Treasury
A deadly mask from the Green Knight.
+2 Poison damage
+8% Chance to poison target
+6 Poison protection

The Tithing Cross (Clerics Only) - Found in: Treasury
This blessed cross inspires those within its aura to give of themselves.
75% Chance to find +110% gold

Thorn Fist - Found in: Treasury
These deadly gloves were made to damage enemies while they attack.
+2 Attack
+3 Damage to attacker

Ulik's Fist - Found in: Treasury
Ulik, Tristans champion, was renowned for his strength; his gauntlet holds
some of that great might.
+2 Attack

Wolf Clan's Pride - Found in: Grail Maiden Stronghold
The Wolf Clan Shaman created this mask to channel a wolven spirit.
+25 Hit points
+100 stamina
+15% Chance to Berserk

Wounding Rune (Mages Only) - Found in: Treasury
A rune to strengthen defenders of the elven lands.
+3 Attack
+10% Chance to block

[Easter Eggs and Amazing Bugs]________________________________________________

Yes, the sneaks at Seven Studios saw it fit to shove some interesting easter
eggs into this game.  Albeit they're more or less useless, they are fun to try
out at least once to see how they change the mechanics of the game (if they do
at all) for where they exist.  There are three easter eggs placed in the game
I know of and they are:

1) Castle Leo - A Man and His Horse.  Before entering the main gates of the
castle where those two bridges are just above where the bald guy tells you
about the soldiers stuck in the keep, head to the west along the shore.  At
the end of the area you'll find a tree.  Burn that down, and when it is gone
stand on that spot and press the L3 Button.  A horse eating some grass, and
his owner in some decent clothes will be standing to his right.

2) Grail Castle - The Hermit Knight Templar and His Super Pig.  In the area
where you kill the Golem harassing the Knight Templar in the top right area
of this opening you'll see what appears to be a small blocked off path by a
pair of trees.  Walk Arthur up there and press the L3 Button and a red gas
cloud will fan out, and you can proceed back there.  Here you will locate a
secret fifth Knight Templar that never shows on the map.  He gives you the
challenge of finding and killing what we at work dubbed 'Super Pig.'  When you
find and kill this pig you get a level up, and upon returning to the Knight,
an extra person in your party.

3) Morgan's Castle - Traitorous Dogs, the Three Brother Knights.  This final
easter egg nets you the Black, Green, and Red Knights as your partners for the
final battle.  Enter the level with 3 heroes and play it out like normal up
until you attack Morgan and get her to open up the passage to the east to go
fight with her.  Backtrack to your compound and park your other party members
in the grass around the healing stone.  Now take Arthur and walk out the
southeastern exit from your compound and follow the path to the end.  Here you
will find an out of the way square stone platform, stand on it and press the
L3 Button.  Instantly your characters around the healing stone will become the
three brother knights.  All of them suck pretty bad and you can't even use
most of their moves they did on you earlier.  It's a fun diversion, and due to
them stinking pretty bad it will make the final fight just a bit harder.

Bug - Duplication Death.  Take a character into a level, equip some items and
then have them die.  Finish the level and then enter the treasury.  You will
find all the items equipped on the person who died listed in the treasury, but
it will not have their face next to it as if it was no longer equipped.  Go
into the next area though, you will find the items still are, and now you have
an extra set of whatever gear was on that character who died for someone else
to use now.

Bug - Spontaneous Human Combustion?!  Believe it or not there is a random low
frequency chance that the level three meteor fire attack can kill in a single
hit.  Due to this be extremely careful in battle with the Fire Knight in the
Camelot Defense stage as all your work can go for vain. This bug also applies
as well to catapult fire, and friendly fire from your very own Merlin too!

[Removed Items and Gameshark Codes to Unlock]_________________________________

I don't believe in cheating in a game normally, and would tend to reserve the
use of such devices until after I finish the game and/or move on.  The reason
I've added these codes here is that these items were sadly removed from the
games missions and were fun things to find and use during your quest.

Bleeding Stone          F16DD996BCA99B84        Infestation
Elemental Ice Shard     F16DD856BCA99B84        Grail Maiden Stronghold
Fist of Ice             F16DD942BCA99B84        ???
Mask of Ugliness        F16DD906BCA99B84        ???

The top two items were extremely useful during gameplay, and perhaps they were
removed due to making the game quite a bit easier, this I do not know.  The
Elemental Ice Shard was the prize when you fought the Ice Golem in Grail
Maiden Stronghold, and the Bleeding Stone was found where the Blessed Arrows
now are in Infestation.  As for the other two I can not recall where they
originally were and perhaps they never did get assigned a location, but I can
not remember for sure.