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    FAQ/Walkthrough by Azel / Aru Sulato

    Version: 2.3 | Updated: 03/20/04 | Search Guide | Bookmark Guide

    King Arthur & The Knights of Justice FAQ/Walkthrough v. 2.3
    By Azel
    Azel (at) otakumail (dot) com [And YES, the "A" HAS to be CAPITALIZED.]
    (Sorry for having to write it this way, but those spambots are kinda
    Former writer: Aru Sulato (Steve Bergstrom)
    Last Updated: 03/20/2004
    Please - don't eMail asking for game tips - I'm including everything I'm
    capable of answering in this FAQ. If you wish to make corrections to the FAQ
    [though I doubt there is anything still left to correct] or just comment on this
    fine piece of work Steve and I have created, etc, feel free to eMail me at
    Azel (at) otakumail (dot) com.
    Include something like 'King Arthur & The Knights of Justice FAQ' in the
    subject so I can sort legitimate emails out from the junk mail and other useless
    stuff I might receive. ...though I really doubt I'll receive many eMails regarding
    this game as about no one is going to play it. On the other hand, it was one of the
    top requests among SNES games at GameFAQs if I remember correctly. ...in any
    case, I welcome contributions to and comments about the walkthrough, but I
    will not even reply to requests for game tips. Anything I can help you with is
    already in this walkthrough. Thanks.
    1. Introduction
    2. Updates/Revision History
    3. Frequently Asked Questions
    4. Walkthrough
    5. Character Info
    6. Passwords
    7. Thanks
    8. Disclaimer
    Born from a saturday morning cartoon show of the same name, this SNES game is
    arguably one of the worst on the planet. (As if you didn't know already.) It
    suffers from tedious errand-running, long, boring battles, and bad, bad, play
    control, among other things. Still, theres a complete lack of info on it on
    the web - hence this walkthrough.
    The game is, again, based on the cartoon about the adventures of Arthur King,
    (not King Arthur - this one's a punk kid from present day) and his football
    team, the Knights, who are brought back in time by Merlin to save the real King
    Arthur. (Actually, I don't know the exact plot of the series - never saw it.)
    In the game, it's your job to fetch the Keys of Truth to save Arthur. Yay.
    And - might I add - it's physically impossible to write an FAQ on this game
    without a liberal dosage of sarcasm. Enjoy.
    Azel's introduction:
    Why, hello everybody. You might wonder who I am and what I'm doing here but
    that's quite simple. You see, as Steve has lost interest in FAQs and the FAQ still
    was unfinished, but I already had written a finished walkthrough because Steve
    originally planned to add it to his FAQ, I decided I might as well take over the
    maintenance of this FAQ, check the walkthrough, add missing pieces of information
    here and there, correct the mistakes I found, add my personal introduction and
    thanks and so on. And of course add my finished walkthrough as well. And this
    is where we are now. Everything that could be done is done, thus the little jump
    from v. 1.5 to now v. 2.3. See Revision History below for more details if you're really
    As I already mentioned, originally the only part by me was the finished walkthrough
    I had written. Now you might wonder why I didn't just submit that document as
    "complimentary FAQ" or something to GFAQs. Well, that's mainly because Steve
    has utterly and completely lost interest in anything related to FAQs. And given this
    I don't think he'd like to be bothered by any eMails he might receive asking for
    something already covered in here. And some people always seem to ask such stupid
    questions... Being the friendly person that I am I decided I should take this feat on
    alone and thus, this is now officially MY FAQ, with Steve being its former writer.
    Though I can't stress enough that even now only 1/3 of the whole document was
    written by me. Most credit for everything in here goes definitely to Steve, without
    whom I myself would have been stuck at some point. But enough talk already. Don't
    just praise me, but be sure to remember Steve's hard work on this FAQ as well. I even
    decided to use his format throughout the whole document for the sake of consistency.
    Anybody who wants to see my personal format style has got to wait for my first own
    FAQ/Guide which should be available at GameFAQs as well as of now.
    ...though this here's kind of my first own FAQ as well. Wah, I'm scared. ;)
    Nah, only three things left:
    First, I absolutely agree with Steve on having to be sarcastic when it comes to
    this game. Just in case anybody wondered about my sarcastic remarks here and
    Second, man, am I glad that this supposedly stupid-as-hell cartoon show never
    was to be seen on TV in this country. Could've caused many brain deaths...
    Third, now go and read this thing. While it was some hard work at times, it has
    been quite a pleasure writing it and I sincerely hope that it came out well.
    Now, about in time for the third anniversary, I release the King Arthur & The
    Knights of Justice FAQ fully completed to the public. Yay.
    v. 2.3 - 03/20/04 - Just running through some loose ends. Most important change
    probably the fact that I finally was able to find Phil's key thanks to a tip from William
    Nicholas Ruddick. Given this news, I updated the Character Info and Thanks sections
    and also edited the walkthrough a bit - the part about the Cape of Death, to be specific.
    Plus, I had to alter the disclaimer yet again as this FAQ/Walkthrough is currently
    available ONLY at GameFAQs and will be for quite some time. Oh yeah, I also added a
    short notice on how to WRITE my eMail address. *sigh* That should be about
    everything... Update: I gave the FAQ/Walkthrough another overhaul before submitting it,
    resulting in several more small notes, like the one at the very beginning of the walkthrough.
     I ALSO have FINALLY FOUND out how you acquire that dreaded shield of Tone's. Yet
    again thanks to a tip from William Nicholas Ruddick. This feat achieved, there's little left
    in the way of bettering this FAQ/walkthrough and the next update will *very probably*
    be the FINAL version of this guide.
    v. 2.2 - 01/10/04 - Another minor update. Once again I had to update the URL of my
    "home base"... But hey, I won't be bothering you anymore with this, as we've now got
    a "movable" kind of domain which will stay the same under all circumstances. Good, eh?
    Also I added the only thing one might think to be missing from this FAQ: that darned
    "See Ending" password which was the only thing on the whole web relating to this
    game -at least before this FAQ/walkthrougfh was created. Of course, still EVERY single
    game codes or something site has got that code, but I see nothing that would speak
    against it being added to this FAQ. So I created the all-new Passwords section which is
    the first and most likely also last bigger change I'll ever apply to Steve's layout. If you'd
    like some more passwords, just tell me -preferably while sending me some of your own
    passwords during different sections of the game.
    v. 2.1 - 12/23/03 - A really minor update, don't worry. I just corrected all of MY spelling
    êrrors I must've overlooked last time, added some small notes here and there, edited
    the introduction a little bit and also updated the URL of my "home base" as the URL
    has changed just a few days ago.
    v. 2.0 - 12/13/03 - Anybody who has been trying hard to finish this game but couldn't
    now finally has got a finished walkthrough available, thanks to me, Azel. I also edited
    some things and corrected all errors I found in this document -don't worry, nothing big.
    Mostly only some directions which were wrong like E instead of W and such.
    This is about as close to FINAL as I could get it and unless somebody manages to
    find the two last missing Shields, I doubt I'll need to update it again. Though it
    quite annoys me that I misplaced the information on where to find Tone's Shield as
    I HAVE found it. Only I can't remember where...
    At least the walkthrough is finally complete -nearly three years after it was started.
    Kudos to Steve for starting it in the first place.
    v. 1.5 - 4/24/02 - Yes, its been a while since I've updated this, but I was
    having TONS of trouble with Warlord Viper. Updated through him, and the next
    2 Keys of Truth. Approaching the end....
    v. 1.4 - 9/15/01 - Wow. Lots of progress. Walkthrough updated through next 4
    Keys of Truth. Cool. I may actually finish this thing.
    v. 1.3 - 9/13/01 - Glory be! An update! Walkthrough slightly updated, and a
    thanks to JasonSensation20@cs.com for helping out with Welton. Not much at the
    moment, but a sign of things to come...
    v. 1.2 - 7/1/01 - Walkthough updated through the next 2 Keys of Truth. A
    few basic FAQs added.
    v. 1.1 - 6/30/01 - I deeply, profusely apologize to anyone whose needed help
    on this game - I haven't had the time nor motivation to put in the necessary
    work on this guide. I now vow to finish it up, since summer's here.
    Don't worry, the next update won't take 6 months. Walkthrough updated through
    Blinder's Way (a toughie), useless character info added, though it is
    incomplete, more to come.
    v. 1.0 - 12/20/00 - Created walkthrough. Preliminary version - only covers thru
    the first 2 Keys of Truth. More to come - but I thought I'd supply all you
    eager people requesting this game with a shiny glimmer of hope. After all -
    there is absolutely nothing on the net about this game - I've looked.
    Don't worry - I'm working on this as you read...You've waited 5 years for a
    walkthrough - you can wait a little while longer...
    [Q: Why is it not advisable to play through the game in an order different
    from the one outlined in the walkthrough?
    A: Now, that's quite simple and you most likely found out the answer to that
    question by yourself. The game is buggy as hell and JUST CRASHES on you if you
    do anything you should not do at_that_time. Like running around in ANY dungeon
    you can GET TO early on in the game - but SHOULDN'T go to yet. William Nicholas
    Ruddick even found a way to do *a lot of* things out of order and collected
    several items before you're supposed to get them. And guess what happened?
    The game *freezed*. Heh. To conclude this: If you want to avoid corrupting
    your game, DON'T just run around visiting locations, but stick to the order
    given in the walkthrough.]
    [Q: How come there is this key and I can't get it?
    A: This has actually got something to do with the last question. For example, you
    *could* go to the Cape of Death as soon as you're on the quest to save Squire
    Everett. You *would* even find Darren's Key at the end of the dungeon there,
    but you WILL NOT be able to collect it. That's simply because the trigger/switch
    for the appearance of the boss has not yet been activated and thus the boss
    fight "necessary" for retrieving the key won't be initiated yet. This also
    applies to other items which aren't guarded by a boss as switches are used
    about everywhere in this game. And quite crappily, if I may say so.
    Conclusion for this problem: Don't try to get items you shouldn't get yet -
    and you won't have to ask this question.]
    [Q: What the heck? According to the walkthrough, there's an item supposed to
    be here. But I can't find it...?
    A: Three questions in a row dealing with more or less the same problem, yay...
    I only encountered this problem once playing the game "the normal way", when I
    was trying to collect the elemental keys, but couldn't find the fire key. It
    already was at Castle Vilor's gate. But later, when I was testing alternate
    strategies a bit, I realized that items quite often do not appear if you visit
    a location earlier than you should. Remembering my search for the fire key, I
    can't really say that this phenomenon is *only* caused by doing things and
    visiting locations out of order. A slight possibility for something like this
    seems to always exist - in other words: BAD PROGRAMMING. (As if that were news
    for you...) BUT, on the other hand, this possibility is MAJORLY increased WHEN
    you do things out of the "normal" order. So, if you don't want to seriously
    mess up your game and probably even restart the whole last quest, follow_the_way
    that is outlined in the walkthrough. That's about it.]
    Q: Who fights the bosses?
    A: A question I had a while ago - thanks to those who emailed me with the
    answer. Whoever's Key of Truth the boss holds will fight the warlord. If that
    knight isn't in your party, Arthur will fight. Therefore - you shouldn't take
    the person whose Key you need if they don't have their Shield - since Arthur
    gets his near the beginning of the game.
    Q: How do I save Welton Village from its curse?
    A: Again, a question I had myself. You need to find 3 items - an Emerald, a
    Goblet, and a Ruby. These are all on the screens east of Welton Village -
    they aren't too hard to find. Heres some directions: Head N out of Welton,
    then east a couple screens. You'll find the Emerald. Go east one screen.
    At the top of the screen is the Goblet. Go east another screen, go down to the
    bottom and find the Ruby at the edge of the cliff.
    Take all of them to the church in Welton, and place them on the
    altar. (Go into your inventory while standing next to the altar and select
    them.) I don't think the game ever tells you explicitly to do this, but I'm certain
    it's neccesary to proceed at a certain point. (And it helps if Blinders Way is
    killing you.)
    Q: How do I get through Blinder's Way?
    A: This info is in the walkthru, but it deserves repeating. The symbols on the
    teleporters are actually a code that spells out 'BLINDERSWAYKEY' - follow the
    instructions here so you don't have to look up the code yourself;
    Go to the entrance N-NW of Welton Village - take the right path til you find
    some teleporters.
    Take the upper right teleporter. Take the only available teleporter.
    Take the right teleporter. Take the upper teleporter.
    Head through the trees on the bottom-right of the glen - head right take the
    teleporter on bottom. Take the left teleporter.  Head down, into a glade to
    the right, then feel your way through the trees and take the upper teleporter.
    Take the upper teleporter. Head way, way down, to the right, then back up -
    take the teleporter on the left of the circle of trees. Take the left
    teleporter. Take the only available teleporter. You should be in a castle by
    now - Take the top teleporter. Take the right teleporter. Take the bottom
    teleporter. You've made it into Castle Sanguine.
    Q: Where is the Zug?
    A: The Zug's a beast - it's not gonna just stand around and wait for you. So,
    wait for it - head to the Swamp of Zagar, then stand next to the tree on the
    big island in the center of the swamp.
    Q. Where are the Elemental Keys?
    A: More detail is provided in the walkthrough, but for a quick rundown:
    Fire - Guarded by fire monsters in the NE area of the forest N of the swamp.
    [Or can not be "found" at all, see walkthrough for more details.]
    Water - Held by the alchemist Druas out the NW exit of swamp - bring him
    pitchblende, found by killing rock monsters in the E part of the same forest
    Earth - Find the Gnome King on the same screen as the rock monsters, just N
    of a pack of Black Knights. Go N, find his son, go back to the gnome.
    Wind - Go N from the N exit of the swamp, find the meadow with the big shadow,
    go see Blaise out the narrow E exit of the swamp.
    [Q: What is the use of being able to look at Merlin's BED in his room?
    A: None as of yet. I've been really thinking about this one, as you can do it all
    the time but never ever something seems to happen. Weird. Probably this is
    just there to confuse the players who might discover this phenomenon. ...has
    got no meaning at all. ...I think.]
    [Q: Where the heck is Tone's shield to be found?
    A: Well, this is probably the greatest "mystery" this game has to offer. Had to
    offer - as the mystery has been unsolved by me. You see, Tone's shield is
    somewhat like Lancelot's shield, in a way of "being the odd one out". Like you
    don't need to fight a boss ONLY for Lance's key, Tone's shield is the only one
    that is_not_lying around somewhere, waiting for you to collect it. Instead you
    get it automatically - and guess when... Exactly, when he fixes the Staff of
    Rhiotamus and Arthur tells him to keep the staff for use in battle. Only his attack
    animation doesn't even change. Nor does the strength of his attack. The solution
    for this is easy, once you think about it. The staff *is* in fact Tone's shield.
    And don't ask me how the heck the guys at Enix America got THIS crazy idea.
    Or why the game never explicitly tells you this. No wonder neither Steve nor I
    could remember where we had FOUND the shield - as it is not to be "found".]
    [First of all, wait a few seconds while on the title screen. Otherwise you
    won't get to see the "real" intro which is at least quite neatly done.]
    You are Arthur King, teenager from the future, sent back in time by Merlin
    along with your football team, the Knights. Merlin appears to you. He tells
    you that Morgana has trapped the real King Arthur and his knights in the Cave
    of Glass - and to get home, you must rescue them.
    To do this - you must retreive the Keys of Truth. Each knight has their own.
    You must take each knight to retrieve their own Key of Truth.
    But your first goal is to obtain the Sword Excalibur for Arthur. To do this,
    you must meet the Lady of the Lake, to the NW.
    Find the Lady of the Lake
    Nab two knights - it doesn't matter at this point who you take. Head out of
    Camelot. Go north, killing all the black knights. You'll reach the forest.
    Head northwest towards the lake on the map. (You can look at the map by
    pressing START, and selecting the map.) You'll find a horde of black knights.
    Obliterate them. The Lady of the Lake will appear - she'll only give you the
    Excalibur if you retrieve the Pendragon Shield from Shield Heights, to the
    east. Going to Shield Heights, however, requires walking through a wall of
    fire - so head back to Camelot and talk to Merlin.
    Merlin instructs you to get the ingredients for his potion of Fire Protection -
    hairball, monkshood, nightshade, and eye of newt. So, head out to the forest
    to find these. Bring Breeze and one other.
    Find the potion ingredients
    Head north to the forest - as soon as you enter, you should see some bees.
    Them bees is guarding the Hairball - kill them and grab it. West, then north
    of the Hairball is the Nightshade, sitting by the big ol' clump of trees. Go
    back to the Lady of the Lake - look at the northeast corner of that screen to
    find the Eye of Newt. West of the forest screen where you got the Hairball
    and Nightshade, you should find the Monkshood.
    On the screen where you got the Monkshood, you should be able to see a shield
    lying in a little meadow in the middle of some trees. Head to the lower right
    corner of that clump of trees - you should be able to find a hidden path to
    the shield. Its Breeze's magical shield - this enables him to use Shield Attack
    orbs to launch his pike - which will be a neccessity later. Head back to
    Camelot. Give Merlin the potion ingredients and he'll give you Fire Protection.
    Head now to Shield Heights.
    Get the Pendragon Shield from Shield Heights
    Bring Breeze with ya. I don't care who else.
    Walk through the wall of fire. There, in the first screen of Shield Heights,
    you should see a bunch of Black Knights and a few orbs. Those orbs are called
    Shield Attacks and they let Knights of Justice who have magic shields to do
    special attacks. You'll want a buttload of these. I highly recommend putting
    on some music, then wasting some of your life entering and re-entering Shield
    Heights until you have 99 of these. Yes, its painful. Yes, it's boring. News
    flash, buddy: Thats what this game is. If you can't take it, then I'd advise
    you quit now before you die from boredom. If you ever run out in the course of
    the game (or you quit and reload from a pass), come back and get more.
    Anyway, head through Shield Heights, slaughtering black knights left and right.
    You'll eventually see a bridge going off into the distance - this means you're
    almost at the boss. Get prepped. Walk across the bridge, and Breeze will
    volunteer to go ahead, since he has his magic shield and all. Boss time.
    Breeze fights this boss alone. This boss will shoot fire out towards you,
    which lingers momentarily and goes away. Getting hit by fire nicks off a little
    life - however, don't ever stand in fire for more than a moment, as the damage
    is cumulative.
    I find the easiest way to do this boss is this: Move all the way to the bottom
    of the screen, in the center. Wait. The dragon will typically fire to your left
    and right; you are fairly safe - but this isn't a perfect safe spot - be on the
    lookout. When the dragon moves his head over far enough to expose his belly,
    fire off Breeze's pike (his Shield Attack.) Careful though - when the dragon
    does this, it also mean he is going to fire a burst straight towards the center
    - your safe spot. In other words, move.
    A couple hits to the belly will make a nice welt - a couple more will kill the
    dragon. Celebrate, have a beer, then nab the Pendragon Shield. Now that you
    have proven yourself to the Lady of the Lake, return to her to claim Excalibur.
    Get the sword Excalibur
    Go back to where you found the Lady of the Lake (if you cant find it, wander -
    its NW of Camelot.) She'll congratulate you for getting the Pendragon Shield
    and award you with Excalibur - as soon as you cross the lake. She'll show you
    a path via a little ball of light - you can either a) have a photographic
    memory and remember it, b) guess and guess again till you get it, or c)
    follow this handy dandy little guide, that I've so graciously provided you:
    Go - 2 blocks up, 3 left, 4 up, 3 right, 2 up, 4 left, 1 up, 3 left, 2 down,
    1 left, and 2 down. Walk down and the sword Excalibur will appear. Celebrate,
    do a couple shots, then go back to Camelot. Merlin will tell you to go to
    Castle Tintangel.
    Get into Castle Tintangel (Get the Warlord Helmet, get Erek's book)
    Castle Tintangel is west of Camelot. (slightly northwest.) Take Breeze. Walking
    up to the Castle results in a fight with a bunch of black knights, but you
    cannot gain entry. No biggie. Go south of Castle Tintangel, to find a cave.
    There you will find Erek of Tintangel. He has a secret passage into the castle,
    where you can find Warlord Spike (and the Key of Truth), but he won't let you
    in unless you get his book back. The blacksmith in the forest has it, so go
    back to the forest screen where Shield Heights is. There is a big clump of
    trees in the center - at the top of this clump in an entrance. Go in. The
    blacksmith has the book - but he won't give it up unless you dispatch the
    nearby Warlord patrol. Head out. You know that clump of trees just west of
    Shield Heights? Feel your way around the bottom of that. You'll find a small
    glade, where the patrol is waiting for you. (Because, you know, patrols always
    stay in one place and wait for you.) Kill them crazy black knights, and grab the
    helmet that is sitting there. Return to the blacksmith. He takes the helmet as
    proof that you took out the patrol - he gives you the book. Take the book to
    Erek, completing another pointless errand-running to accomplish an otherwise
    simple task. Grab the flower and head into the passage.
    Recover Breeze's Key of Truth
    The passage is fairly straightfoward - it branches off into two paths, but
    both lead to the same place. The castle itself is a bit more confusing - but
    you should be able to find your way through with a little exploration. When
    you find a long gray passageway that goes down and to the left, you are almost
    at the boss. (I say this because, most likely, 99.9% of you don't actually
    own this game, and have some sort of ROM. *cough* save state *cough*) Its
    killing time, boys and girls.
    Breeze fights this battle by himself. Warlord Spike drives a big tank. He has
    three methods of hurting you. One - he'll charge at you and catch you with the
    spikes on the front of his tank. THIS IS A LETHAL ATTACK. As in - if you are
    slow or stupid enough to get hit by that attack, you are pretty much dead,
    granted that you stand there for more than an instant. Touching the tank, in
    general, is a bad idea. Two - he'll swing at you with a big axe thing. Keep
    your distance from the tank. Three - he'll charge up a big blue ball of
    electricity and fire it at you. Keep moving. Here's a fairly surefire way of
    nailing this guy - Run in front of the tank quickly. He'll charge, but you of
    course are too fast for him. He'll be stunned for an instant - have Breeze fire
    off his Shield Attack directly at the big purple guy piloting the tank. Move,
    because he's charging up his blue ball to shoot at you. Lather, rinse, repeat
    this over and over til he is dead. Grab the Key of Truth and Merlin will jet
    you off back to Camelot.
    Your next task? Go to Welton Village so you can get into Gruesome Keep and find
    the next Key of Truth.
    Get into Gruesome Keep (Get the Warlord Armor, get the key to the passage)
    You can now pass those statues at the east end of the forest north of Camelot.
    Go through the southern statues to get to Welton Village. Everyone there is
    loyal to Morgana and won't help you. Go to the blacksmith - you'll ask for 3
    suits of Warlord Armor. He'll need wood and metal. Go back to Welton. Find the
    wood outside a house - find the metal inside a house near that house. Go back
    to the blacksmith. He'll want some cider. Go back to Welton. Find the cider
    outside the inn, the most NE house. Go back to the blacksmith. Get the armor.
    Go into your inventory, put on the armor, talk to the man in the gem shop.
    He'll give you a key to the secret passage into Gruesome Keep. It needs to be
    charged. Go to the house in the NW corner. Go in, and the old woman will
    enchant your key. Go out. Wasn't that fun?
    Outside the old woman's house are healing herbs - stand on them. Go into your
    inventory. Come out. The herbs will come back, you'll pick them up. Repeat
    until you have 99 herbs. This is optional, of course, but herbs are somewhat
    useful. (Keep in mind - if you quit, your herbs get reset to 23. Sorry.)
    Go north out of Welton. Go one screen east. See that opening in the trees?
    There should be some fairies attacking you there. Kill them, then head into
    the trees there. There is a trapdoor if you continue through the trees there.
    (If you see skeletons and orange trees, you went the wrong way - that takes
    you to the main entrance of Gruesome Keep, which is inaccesible to you.)
    Go into the trapdoor, and you'll find the back entrance into the keep.
    Recover Gallop's Key of Truth
    Yes, I know I said to bring Gallop in previous versions of this FAQ. I was
    mistaken. I apologize. Bringing Gallop causes him to fight the boss in this
    level - and Gallop doesn't have his shield. So, don't take him, so that Arthur
    will fight the boss.
    First - go up at the first intersection, then left - and you'll find Lug's
    shield. Take it. Now, go back, head down, and right at the bottom passageway
    to get into the Keep. Making your way through the keep, (its pretty
    straightfoward) find your way to the next Warlord.
    Arthur faces off against this guy alone.
    This Warlord is riding in a little train/cable car sort of thing - meaning it
    has very limited motion. It moves back and forth, left to right, at a steady
    speed. It has two attacks - it'll shoot stuff at you, and the main face of
    the vehicle will shoot a big burst at you.
    A couple options for killing it: Theres the hard way - dodge its shots, use
    Arthur's shield attack and try and hit the warlord piloting the thing.
    Or, the easy way - stand in the center, fire off shots as fast as you can -
    the guy will go down in like 5 seconds. Sure, you'll lose some life, and use
    up a few Shield Attacks, but who cares? Go back to the room with the big
    skulls, all lined up. (It's the front entrance.) Go back to Camelot, take
    Gallop, and come back and get the key. Yay.
    Navigate Blinder's Way
    Merlin'll transport you back to Camelot after you bring Gallop to Gruesome Keep
    and recover his key. He'll inform you that Wally's key is being held by Warlord
    Blinder in Castle Sanguine. To get there, you must navigate a forest teleporter
    maze known as Blinder's Way.
    UPDATE! Thanks to JasonSensation20@cs.com for helping me figure this out.
    Apparently, there was some bug that gave me 'la bijou du porte' when I was
    supposed to get the Ruby of Compassion, so I wasn't able to save Welton. But,
    I got it figured out now.
    HOW TO SAVE WELTON: East of Welton Village, you can find 3 items - the Emerald,
    sitting on the edge of a tree line, the Goblet, in the northern part of one of
    the screens, and the Ruby, along the cliffs by the sea. Take all of these, and
    place them on the altar in the church. Though there will be no fanfare, the
    curse is now lifted. This gives you access to a map, which would help you
    through Blinder's Way, assuming you weren't already reading this guide.
    Merlin makes reference to a 'book' which would help you through the maze. This
    book, is, of course, the book you gave Erek. Pay him a visit, if you like,
    he'll show you an elaborate code. If you happened to want to do it the hard
    way, (or were writing a FAQ), you could copy it down. Or, just go straight
    to Blinder's Way - it lies NW of Welton. Get ready, cause here it comes.
    (oh - grab Darren's shield while you're at it - shouldn't be hard to find.)
    Before I begin the explanation of Blinders Way, please note -
    DONT TAKE WALLY. If you do, Wally will fight the boss, and he doesn't have
    his shield. We want Arthur to face this boss.
    Head down the right path, and you should see some little teleporters with
    symbols on them. Those symbols represent the path you should take - it should
    spell out 'BLINDERSWAYKEY' in Erek's code.
    Take the upper right teleporter - 'B'.
    Take the only available teleporter - the no-smoking sign is 'L'.
    Take the right teleporter - 'I'.
    Take the upper teleporter - the Internet Explorer symbol is 'N'.
    Head through the trees on the bottom-right of the glen - head right and find
    the teleporter that looks like a sideways P on an X - 'D'.
    Take the left teleporter - 'E'.
    Head down, into a glade to the right, then feel your way through the trees -
    the sideways smiley face is
    code for 'R'.
    Take the upper teleporter - 'S'.
    Head way, way down, to the right, then back up - the teleporter on the left of
    the circle of trees is 'W'.
    Take the left teleporter - 'A'.
    Take the only available teleporter - 'Y'.
    Take the top teleporter - 'K'.
    Take the right teleporter - 'E'.
    Take the bottom teleporter - 'Y'.
    Wow! You've made it into Castle Sanguine.
    Recover Wally's Key of Truth
    From the trapdoor from Blinder's Way, head down this long winding passageway,
    killing a couple black knights. At the end, go up into the door.
    From this point on, Castle Sanguine is fairly symmetrical, so these directions
    are just one path (in case you get lost.)
    Head left one room, left another room, then up the hall. Head right into the
    hall, then up into the door. Head to the left room, left again, up into the
    door, then right to the end of the hall. Go up into the door, then get ready
    to face off with Warlord Blinder in the next room up.
    Arthur faces this guy alone. Blinder's axe attack is pretty much unavoidable -
    but it doesn't do much damage. Your best bet - brute force. Stand in the
    center, directly below Blinder, and fire off shield attacks as fast as you
    can. Assuming you positioned yourself right, they all should connect and the
    boss should go kaput. Dont waste time, cause time = damage as he swings that
    axe back and forth. EZ.
    Wally's key of truth appears - however, now you must go back and get Wally.
    UUUUUUUGGGGGHHHHHH. Why? Cause that means going all the way out of the dungeon,
    warping back to Camelot, getting Wally, then DOING BLINDERS WAY ALL OVER AGAIN.
    Yes, I've tried to find another way - but for some reason, you can't warp to
    Castle Sanguine. IT SUCKS, but you have to do it to proceed. Get to it.
    Save Squire Everett (Acquire the Horn of Zug)
    Squire Everett (whoever that might be) has been poisoned! His only hope - a
    potion made from the Horn of Zug. The Zug lives in the Swamp of Zagar - and
    you must go fetch some horn, chop-chop.
    To get to the Swamp of Zagar, go the the entrance of Blinder's Way, and take
    the left path. Then, on the next screen, take the first path up.
    Once in the Swamp, go left, across the bridge, then up once you reach a bridge
    that goes up. You'll end up on a big center island. Hang out by the lone tree
    that has a little face. The Zug will charge at you, crash into the tree, then
    run off. Grab his horn shavings that drop.
    Before you return to Camelot, walk across the left bridge and grab Lancelot's
    shield. Yay! Now, warp to Camelot. Merlin will make the potion, then instruct
    you to meet with Blaise, who will get you into the Castle Stone.
    Get into Castle Stone
    Head back to the Swamp, this time looking for a narrow exit east of the main
    center island. Go talk to the man in the little hut, Blaise. He'll instruct
    you to collect (groan...) 3 items for his potion - all found in the outlying
    areas of the Swamp of Zagar:
    Eye of Newt - N of the main center island in the Swamp
    Hairball - on the screen south of the Swamp, look on the upper part of the
    east-west path
    Nightshade - I couldn't find this in the Swamp, but warp to Welton, go
    one screen north, and one screen east. Look in the trees above.
    Once all these are found, head back to his hut and he'll cast a spell that
    turns you into birds, and you'll fly into the castle. Before you do so, make
    sure that you DONT TAKE PHIL. (Actually, I've tried this boss with Phil - its
    possible, but much harder than fighting with Arthur.)
    Recover Phil's Key of Truth
    Castle Stone is basically a one-room maze. Here are some directions:
    From the entrance, head left until you reach the far left corner - then go up.
    Follow the path up and around, then take the right-most passageway at the fork.
    Head up the passage, then at the next fork, go down a little then take the
    passage right. Follow this, then at the next fork, go right. Follow this long
    winding passage, then take a right at the fork. Go down at the next fork, then
    when you reach the next fork, keep going up. Right after that fork, there is
    another one - head left, then to the door. You'll find Warlord Hammer.
    Not too hard, but harder than Blinder. Hammer shoots stuff out of that white
    cone on his front, fires stones at you from the sides, and if you get close
    enough, drops big hammers on his sides. (Those hammers are why this boss is
    hard if you use Phil.) The easiest way to hit him is to dodge until he's at
    the top of the screen, then hit the guy in the tank with Shield Attacks, while
    dodging his projectiles. You can also get him from the sides or back, but then
    you're more vulnerable to his rock attacks. Wear him down, take him out.
    You'll have to return with Phil, (unless you killed him with Phil - in which
    case, congrats) - though going back through this castle isn't nearly the pain
    in the butt that re-doing Blinder's Way and Sanguine was. Nab the Key of Truth.
    Collect the four Elemental Keys
    I didn't include this in the walkthrough earlier, but you can find Gallop's
    shield sitting in the mountains west of the swamp. But, you don't really need
    it all that much. Anyhoo...
    Merlin informs you that you're looking for Brick's key next - and its in the
    possession of Warlord Lucan, in Castle Vilor. To enter his castle, though, you
    must collect the four elemental keys to open it up.
    Here's how to get each key:
    Fire Elemental Key - Head NE of the swamp (E, then N). You'll know you're
    headed in the right direction when you see some rock monsters and then black
    knights - keep going up. (Actually, given the wandering paths of this forest,
    theres more than one way to get there.) You'll find a bunch of fire monsters
    - kill them, and then nab the key, sitting right there.
    [On a side note, I (Azel) couldn't find this key here when I was playing the game.
    Instead, it already was at Castle Vilor's gate. So if you can't find it as well, don't
    worry, just go on and search for the other keys.]
    Water Elemental Key - Held by the alchemist Druas in the house beyond the NW
    exit of the swamp. He'll give it to you if you if you bring him pitchblende.
    Where do I get pitchblende, you ask? Head out the N exit of the swamp, then
    head east. You should find a bunch of rock monsters. Kill them all, and grab
    the gray rock on the ground. If you find the gray rock and can't pick it up,
    leave the area and come back again to activate the monsters. Once they're all
    dead, you can pick it up.
    Earth Elemental Key - Theres a Gnome King just SE from the Fire Key, along the
    path. He not visible, but he's just off the path slightly north of the Black
    Knights in that area. (Be warned - theres more than one pack on Black Knights
    on that screen. Don't look in the wrong place.) A gnome should jump out of a
    hole, asking you to find his son. His son is just north of where he is - go
    N to the next screen and you'll see him tied up, surrounded by knights. Kill
    them, and release the boy by cutting his ropes. Then go back to meet the gnome,
    and he'll give you the Earth Elemental Key.
    NOTE: Try to remember where you found him - you'll be coming back here in just
    a sec. There's a Key of Truth here. If you have Tone, you can get it right now.
    If not, come back later with him. (Details on that below.)
    Wind Elemental Key - From the north exit of the Swamp of Zagar, head straight
    north. Somewhere there, in the upper tree line, you should see a path leading
    off. Go there, and you'll be standing under a large island casting a huge
    shadow. Go back to the swamp, and head out the narrow east exit back to Blaise.
    Talk to him, and he'll turn you into birds. You'll automatically fly up to the
    island and grab the key.
    That wasn't TOO bad. You can head toward Castle Vilor now, but first, lets nab
    Tone's Key of Truth, hence the title...
    Find Tone's Key of Truth
    Before we start, if you haven't yet, you must save Welton Village. See the
    FAQ portion for more detail. Once you have, there is an old woman in the house
    in the NW corner - talk to her to get a scroll.
    Heading back to where you found the Gnome King, (and BRINGING TONE WITH YOU)
    you'll find a nifty little puzzle leading to Tone's Key. (That's what the
    Gnome meant when he said 'confused note', BTW) This puzzle involves walking
    through a little glade without falling in invisible holes.
    Heres a little _crude_ map of the glade;
     *     *
     ***    **
     **dd*   ***
       dd  *****o
     X   *   *
    ** *    *  **  I
    On that map, * is a bush, d is the dirt patch, o is a rock, I is the ivory
    pedestal, and X is your starting position.
    First, I'll draw the path, then try to describe it.
     *     xxxx
     ***   x *x
     **ddxxx *x*
       ddx ***x*o
     X   x   *xxxx
     x   x      *x
     xxxxx o     x
    ** *    *  **  I
    Again, thats some crude artwork. Follow the trail of X's.
    In English: From where you start, nudge forward just a tad (your fellow justice
    knights will stop you from moving.) Go down until you're just above the bush.
    Go right until you're in line with the two bushes right of the dirt patch -
    go up until you are over the top bush. Go right 2 blocks - you should be in
    line with the rock below you. Move up til you hit the top - go right til you've
    passed the column with 4 bushes. Head all the way right, then all the way down.
    The puzzle is now solved, and you can walk freely in this area.
    (Note - thats only one path through that area - but it works, so whatever.)
    Go into your inventory and select the scroll - go out of the pause menu and
    Arthur will read it. A key will appear - try to lure Tone over there to grab
    it. Yay. Didn't even have to kill a boss.
    Recover Brick's Key of Truth
    Since this is Brick's key, and Brick doesn't yet have his shield, your best bet
    would be to NOT TAKE BRICK.
    From the entrance to the meadow with the floating island, head directly east
    and you should find the trapdoor that leads into Castle Vilor. With all 4 keys
    in hand, enter. Head straight up til you hit a wall, then straight right. Get
    onto the star teleporter, then prepare yourself for the boss as you enter the
    upper door.
    Once again, speed and overkill beats finesse and aim. The easiest way to kill
    this warlord is to come in with full life, and immediately fire off shield
    attacks as fast as you can. I've had varying success with this - at times, I
    can kill the warlord in 5 hits and not get a scratch on me - other times, I
    have to fire off 20 shield attacks and lose half my life. Its still pretty
    simple, though. Trying to dodge the attacks of the boss will simply result in
    the tank charging at you - trying to get around the side will result in your
    getting stuck. Aim for the guy in the tank and don't stop shooting til he's
    Depart this fortress, warp to Camelot, grab Brick, head back, nab Brick's key.
    Easy. The hard part of this area was meant to be finding those crazy element
    keys. But, whatever.
    Back at Camelot, Merlin informs you that you are now searching for Darren and
    Lug's keys in the vicinity of Crownhorn Village. Other than that, he gives no
    clues whatsoever. But, you definitely won't need them to...
    Find Lug's Key of Truth
    Allow me to try to convey how easy it is to get this key. Take Lug, obviously.
    First, find Crownhorn Village. From the N exit of the swamp, go north until
    the turn in the path, then head into the trees to the left. Walk up the path
    and you'll arrive at Crownhorn. Simple enough, eh?
    Now, go to the bottom edge of town. Start looking through the buildings.
    In one mostly empty building, you'll see the key, lying there. Take it.
    THATS IT. ITS THAT SIMPLE. Have a hearty laugh at the rushed placement of this
    key, and start the quest to find Darren's key.
    Oh - while you're at it, find Trunk's shield sitting above a stable in the
    village, east of where you found the key.
    Destroy the Power Stone
    Crownhorn Village is fairly deserted - apparently, most villagers were scared
    off by the strong Warlords. One woman remains in a house in the NW part of the
    village. Talk to her, and she'll tell you about the Power Stone that is making
    the warlords strong, and - GROOOAAANNN - which ingredients to collect to be
    able to destroy it. Errand running! YAY!
    PLEASE NOTE: The lady was correct in saying that the Warlords in this area are
    much stronger - they're pretty much invincible. Try to avoid activating them,
    if you can. There are 2 packs you should be aware of - one, on the south edge
    of the screen where you find the Mordraine Wood, and one at the fork in the
    path as you approach the Saltmoss. Avoid them.
    The ingredients are as follows:
    Mordraine Wood - From Crownhorn Village, head out the south exit, then follow
    the path to the west. There, on the west edge of the screen, you'll find the
    wood. Also note - Zeke's shield can be found on this screen as well, near
    the NE corner.
    Pixie Dust - Head out the W exit of Crownhorn Village. Kill some pixies, then
    grab the dust at the NW corner of the area.
    Saltmoss - Out the N exit of Crownhorn Village, following the left path at the
    fork where the black knights are, (try to get your knights stuck behind a tree
    so you can stealthily sneak by) you'll find a river and a broken bridge. Step
    off the bridge and you'll be floating downstream. Dodgethe rocks. (Its almost
    a mini-game, cept it isn't.) You'll end up in a littlecave as you fall into a
    whirlpool. You can find herbs and shield attacks in this cave - a rarity. You
    can also find Wally's shield, as well as the coveted saltmoss. Depart.
    Return to the lady and she'll give you the Mordraine Crystal. Head out the N
    exit of Crownhorn, walk up to the big rock tinted purple, and use the crystal.
    Now, the warlords are weaker, and you should be able to enter the Cape of Death
    without dying instantly.
    Recover Darren's Key of Truth
    Before we start - return to Shield Heights and make sure you have 99 Shield
    Attacks. Thats a little more than you really need, but you don't want to run
    out. Also make sure you have Darren's shield, found right of the S entrance to
    Blinder's Way.
    On that note, BRING DARREN. It really isn't necessary, but if you bring him,
    you don't have to come back with him to get the key. And since this is the
    first time in a while you've had someone with their shield, you might as well
    take advantage of it.
    The Cape of Death (I'm not sure where this title comes from - I'm gettin it
    from the map in my Nintendo Power, but I never saw it mentioned in the game)
    is found by going 2 screens west of Crownhorn, then heading north. The path
    through it is fairly straightforward - everywhere that isn't the right way to
    go is a dead end. One note - when you reach a bunch of passageways downward
    that lead to teleporters, the second one from the left is the correct one. [But,
    BEFORE you go there, take the rightmost teleporter once. You'll end up in a room
    in which you can find Phil's shield. Thanks to William Nicholas Ruddick for this
    info. After grabbing the shield, you can return to the second teleporter from the
    left and...]
    Ready Darren for battle - make sure he's fully healed as you step onto the
    [If you're short of Shield Attacks, you might want to look out for a hidden
    passage found close to the Shield Attacks lying along the way. The passage
    leads to a room where you will find another bunch of Shield Attacks.]
    Wow! A boss that actually requires some strategy! Thats right - you're not
    fighting some guy in some stupid tank - you're fighting a beefed-up giant
    Warlord. He'll hop around like a frog, and fire spikes at you. Note, though,
    that he only fires spikes down-left and down-right of himself - he doesn't
    fire any directly in front of himself, or any to his sides or behind him.
    You can only hit him when he's landed from his jumps, though, so learn to time
    your shots accordingly.
    Your best bet is to stay directly in front of him, firing Shield Attacks when
    he lands. He'll start jumping towards you, though - when you run out of room,
    run all the way around him so you're directly to the left or right of him, or
    directly behind him. Don't linger down-left or down-right.
    I'd guess he takes a good 20 hits to kill him - I couldn't say exactly how
    many, though. Assuming you can dodge well, and you've brought enough Shield
    Attacks, you should fare well.
    Darren's Key is yours, and you're warped back to Camelot for your next mission.
    Apparently, you'll need to collect the pieces of the Staff of Rhiothamus in
    order to smash some big wall. Yay.
    Collect the Pieces of the Staff of Rhiothamus
    The pieces should all be in the new chunk of forest now accessible to you,
    up near the top of the map. Of course, its quite difficult to give directions
    through a huge area of non-descript forest. So, hopefully this won't be too
    confusing. You'll be doing a good deal of wandering, trust me.
    There are 6 total pieces to the Staff - Merlin gave you one, you'll need to find
    5 more. Good for you. I think the closest place you can warp to on the map is
    the square of forest 2 blocks to the right of the river. Head straight up from
    there, into a nice, dark part of the forest.
    (Somewhere, near the top of this dark part of the forest, you should see a
    piece of bread guarded by some bees. Get it.)
    Here are the five pieces, in no particular order:
    - Up near the wall, in the 'light' part of the forest, there should be a piece,
    sitting in plain site by some trees. You'll of course be attacked by oodles of
    knights while trying to retrieve it, of course. Yay for tedious battles.
    - Theres a giant tree, somewhere in the lower-left section of this forest. Go
    in, and hit the giant there with a couple shield attacks. He'll die and leave
    behind a piece.
    - From that giant tree, go down, then right and you should see some traveler
    with a pitchfork. Give him that piece of bread and he'll give you another
    piece of the staff.
    - On the screen north of the big tree, there should be a trapdoor at the
    bottom of the screen. Head in there, be sure to take Zeke.
    The little dungeon under the trapdoor leads to both castles - one has Zeke's
    key, the other has Trunk's. Go into the left castle first. If you try to fight
    the boss without Zeke's key and all 6 staff parts, Merlin will stop you.
    These castles had names in my Nintendo Power - but, I don't remember then,
    and I don't have the mag around.
    [I believe their names were mentioned in the game as well. One castle was called
    "Blackroot Keep" and the other "Dark Citadel" with the Dark Citadel being the
    castle on the right side. But as I can't tell for sure, I'll just leave it as "left castle"
    and "right castle". Steve would be proud.]
    Anyway - wander around that left castle. You should be able to find one piece
    lying around.
    Go into the big green room - this is NOT a dead end. Its just hard to see
    the exit into the next room, at the upper-right. The exit from the next green
    room is on the bottom. Grab Zeke's key, and you'll be warped back to Camelot.
    - The last piece is in the right castle. Bring Trunk. Go back to the trapdoor,
    and this time, head up the stairs on the right side. Theres another piece
    in here, wander around til you find it. The boss is on the right side.
    The first part is simple, but get used to doing it. The boss, a giant snake,
    will weave back and forth through the room. Dodge it, hit it with your Shield
    Attacks. Not too hard, but try to get through this part with as much of your
    life as possible. Full, if you can manage.
    If you don't have the cart of this game, and are using an emulator, FOR GODS
    SAKES, ABUSE SAVE STATES. For those of you with the cart, well, I'm sorry,
    you're going to be screaming at the TV for a while.
    The pillars at the top of this little arena will explode, and the boss will
    come down as a sword-wielding snake-man. Your initial impression is, "Oh, this
    can't be that hard." Then you discover that he is IMPERVIOUS TO SHIELD ATTACKS.
    Thats right - you have to hit him with your little bitty axe. 20 TIMES.
    Ok. The first thing you should note is that all hits are not created equal.
    You can't just run up to him and whack him a zillion times. You'll need 20
    FULLY CHARGED hits in order to kill him. Luckily, the bottom of the screen is
    safe from his attacks, giving you a spot to charge up.
    The idea is to wait for your weapon to charge, run up, hit him, and run back
    to safety without getting hit. Its possible, but its VERY hard to do with any
    amount of consistency.
    So, once again, people playing on emulators - If you get a hit in on him
    without getting hit back, SAVE STATE. If he hits you, load your previous state.
    You'll be able to wear him down eventually. Its the only way I was able to
    beat him, and believe me, I tried.
    People with carts - I'm extremely sorry, but there isn't any special trick to
    beating this boss. You'll be fighting this battle over and over, believe me.
    Just let Trunk's weapon charge, rush up, hit him, and rush back, avoid the
    swords at all costs, and be EXTREMELY LUCKY.
    That's the best I can do for you. I'm willing to bet that this game wasn't
    tested very thoroughly.
    [Azel's side note: I took pity on all you people playing this game on a real
    SNES as this battle is definitely MIND-NUMBINGLY HORRIBLY DIFFICULT.
    But the only thing I could do for you was to create a little PAR Code which'll
    give you 99 Healing Herbs. It's not of that much use as this game doesn't allow
    you to heal DURING a boss battle, but at least it's useful if you weren't fully healed
    before the fight and didn't have any Healing Herbs left. In this case the PAR code
    will come in very handy. Here it is:
    7E0FBF63 --Unlimited Healing Herbs
    ...ha, after double-checking every possible location, I was finally able to find
    out where the game stores the HP values for the active party and thus was able
    to create the ultimate aid for anyone playing this game on a real SNES: the Unlimited
    HP PAR code! Yay. It goes a little something like this...
    7E107D37 --Always have 55 HP (which is = MAX HP in this game)
    ...now about everybody should be able to beat that darned Warlord Viper...
    ...if you don't have a PAR and are playing this game on a real SNES...
    Well, you're about screwed. :/ I can only repeat what Steve said above:
    You need to be EXTREMELY LUCKY. ...not only EXTREMELY lucky, but
    also lucky about the whole time you're fighting Viper. ...Good luck to you.]
    Trunk's key is yours, and you're whisked back to Camelot.
    More or less IMPORTANT NOTE: Azel completely taking over from now on. Hehehe.
    Destroying Hadrian's Wall (Oh my...)
    After having wasted probably about as much time as for all of the
    previous bosses together (and this goes for people with emulators as well... ),
    Warlord Viper'll leave this crazy videogame world and Trunk can get
    his Key of Truth. Only two left,eh? Well, let's stop wasting our
    precious lifetime and finish this damn stupid game... (Why am I still
    playing anyways? Hmm.. ...it's all because of you, folks. So don't
    forget who you should be thankful to...) Merlin will teleport
    you back to Camelot once more and it's about time to assemble the final
    party. As Lance's key is still missing, put him in the party, and take
    Tone as well - he's the only one who can handle the Staff of Rhiotamus
    - but don't ask me why... [Most likely because you can get Tone's shield
    without even noticing it only this way and Enix America LOVED to confuse
    us all...See also the FAQ section for more info on this matter.]
    Now, just get outside of Camelot and Tone will fix the Staff and boom,
    the famous Hadrian's Wall is even more of a tourist sight with this big
    hole in it... And of course Arthur and friends want to be good tourists
    and how many times are you going to visit medieval England, huh? So
    let's go check it out and teleport there. Oh, and do me and your nerves
    a favor and get 99 Healing Herbs and, most importantly, 99 Shield Attacks
    before going there, yah? You might need them...
    [Of course, if you'd be of very low integrity, you could also use the above
    mentioned PAR code for Unlimited Healing Herbs and this one here:
    7E0FC763 --Unlimited Shield Attacks
    ...but come on, if I was able to run over to Shield Heights again and again
    just to collect 99 Healing Herbs and 99 Shield Attacks, why should YOU
    not be able to? ...your laziness could prove to be fatal some day...]
    So, back again? Then let's go! Teleport the party just in front of the
    part of Hadrian's Wall that lies directly (about 25 squares apart ;) )
    above our beloved Castle Camelot... (Sounding pathetic, am I?) This's
    the one with the hole in it. Enter and get ready for the final episode.
    The Dark Forest, Part 1
    (Would have sounded much cooler if it would have been called "Black
    Forest" or "Schwartzwald", don't you think?)
    This is a somewhat large dark forest, as the name suggests. Luckily, we
    do not have much business here. March straight to the upper edge of
    this area, going slightly to the left when being blocked by one of
    those big, creepy-looking trees. Eventually you should find the way to
    another area. There you'll see a small bridge leading upward. Cross it,
    kill those bees and enter the nearby cave. You'll find yourself in
    the smallest dungeon you will encounter in this game. Just a passageway
    and three tiny rooms. Yay. Enter the rightmost first and get the Ring
    that is lying on the floor. Then enter the leftmost room and be
    surprised that you'll find Lance's Key of Truth here... Clock Check.
    Since we entered the Dark Forest, on my clock only two minutes have
    passed. Ah, guess you can't really say that this Key is difficult to get...
    On the other hand, after beating up stupid Viper for the last Key, it
    surely is fair to just let the next one lie around here. Only thing I
    don't get is why the Key has got a different color than the others. All
    Keys of Truth are green, except for this one, which is blue... I sure
    could understand it if it was Arthur's Key, Arthur being the leader and
    all, but this... Hmm, probably the designers want us to think that the key
    has been corrupted by darkness or something, lying around so close to
    Morgana's domain. Or maybe I'm just thinking too much...
    The Dark Forest, revisited and The Plain of the Dead
    ...ehm, let's better go on. Merlin is so "kind" teleporting the party
    back to Camelot yet again... Argh... Just go back outside and teleport
    back to Hadrian's Wall and re-enter the Dark Forest. This time go to
    the right side of the area and exit through the upper exit. In the next
    area, head right and after reaching the right side of that area, go for
    the upper edge yet again, being ambushed by a bunch of red warlords on
    the way. Soon after that you should see a strange cave entrance which you
    can't enter yet. Continue on your way and read the inscriptions on the
    gravestones if you wish. Isn't this creepy, boo... *yawn*
    Anyway, enter the crypt just above this little graveyard and follow
    the way, leading to a cave with another bunch of red warlords and a
    statue of Morgana. While the party is still wondering what kind of
    sense of aesthetics Morgana must have to own such an ugly piece of art,
    the statue suddenly comes to life and fires a lightning bolt at the
    party, KILLING the two party members accompanying Arthur. Instead of
    being relieved that no one ever'll stand in his way again while trying
    to collect Shield Attacks, Arthur heroically decides to rescue his
    buddies. Ah, well, since he can't leave this forest anyway without the
    magic map one of the others was holding (...ahem... Kind of strange
    twist in the story, eh?), he might as well give it a try. Return to the
    cave entrance you could not enter earlier and enter. This is a direct
    way to the Plain of the Dead, the most famous Holiday Club for the
    dead! Bad joke, wasn't it? Well, you get the idea, I guess. Don't
    bother entering the other crypts - you'll only get to know that you
    need the Ring of True Seeing to proceed. And you already have this ring.
    Simply go down and down, collecting these nice-looking white flowers
    along the way. You apparently don't really need them, but it's not as
    boring as just going down without collecting them.  On the bottom of
    the screen, you'll find a way leading to the right. Take it and you'll
    arrive in the Village of the Dead. Isn't it a somewhat calming thought
    that we're gonna live in houses, have cupboards filled with useless
    stuff and a fire to keep us warm even after we die? Or maybe just
    another proof for the hasty development of this game...  Anyway, at
    this moment there are only three houses of interest here. Enter the
    upper right one and talk to the "person" to get a cloak, then enter the
    leftmost small house and talk to the "person" there to get two coins.
    Now that we have all that's needed to go for the real thing, let's go
    to the building in the upper left corner. The doorkeeper waits there,
    only willing to let Arthur pass if he owns a cloak of the Dead and can
    pay the usual two gold coins. Since we just collected these things, we
    can go inside. ...whoa, so this is what it feels like being dead...
    This looks somewhat more complex but it is definitely not... You did
    not still hope this game would have some well designed dungeons, did
    you? That would be too optimistic, I fear... But let's concentrate on
    finding and resurrecting the other two knights.
    Go straight until you reach the first intersection, there go up and
    follow the path, fighting against some dead warlords along the way (It
    is amazing what variety of different enemies happens to exist in this
    game...). Enter the teleporter. On to the next intersection, take the
    left path, enter the teleporter. So, now we're down under...
    Our old friend, the guy who gave us the cloak, is standing close to
    where you come out. As he helped us out in the first place, we might as
    well give him one of these useless flowers if it helps to save his soul
    I suppose... He only tells us where to find the other guy, though. Not
    that we wouldn't have found this out by ourselves... Anyway, just go
    to the upper right corner here and take the teleporter there. After
    meeting the goldsmith and getting some more useless information, just
    go on, taking teleporters where you find them. It's pretty darned
    straightforward. Finally you'll encounter your friends and wake them
    from the deep eternal sleep of death... Now let's get out of here!
    Oh, and in the case you were wondering how to get out, don't worry.
    Just take the teleporter, take the teleporter below and be surprised
    that a GIANT DOOR appears out of nowhere just beside you... (*banging
    my head against the wall* Oooh, this game is a disgrace for all RPGs
    and Action-Adventures... Only excuse being really if the story would be
    as senseless in the TV series as well.. Ah, soo good that it's nearly
    finished now...) Go through the door and find yourself in front of the
    Gate in the Village of the Dead. Now for this big mansion in the
    middle... This is just another worthless piece of cake-like puzzle you
    need to solve in order to get access to the final dungeon. So, enter
    the mansion, enter the second room, a large hallway and there enter the
    leftmost room and take up the necklace lying around. Out of there, and
    into the next room to the right, talk to the "person" there, then go to
    the rightmost room and talk to the guy there - he will trade his gem
    against the necklace you just picked up. (Kinda stupid actually, since
    it probably already belonged to him, or how was it lying around in this
    mansion?) Then take the gem to the first guy and get the key to the
    Baron's room who will tell you of a way into Morgana's domain. Only
    thing left to do is going to the only woman in this house, in the first
    upper right room. She'll tell you the name you need to call in order to
    open the crypt which leads into the final dungeon. So, out of the
    mansion and enter the door in the upper right corner of the village.
    Finally there.
    The Final Dungeon (Woo-hoo. Yeah. Yippieh. Finally!)
    Actually pretty straightforward again, but just to be nice a detailed
    description of the way you need to go.
    Just follow the path until you run into some annoying fire monsters.
    Dispose of them then go up as far as you can. You should find another
    of these boring cave entrances leading to boring dungeon caves... At
    least it's the last one of these... Enter and go up again as far as you
    can, staying on the left side of the cave. You should reach some stairs
    going up. Go up, then up another two stairways and finally you have
    reached the last room. Simply go up and check your Inventory and Health
    before entering the final Gate. Save the State when playing on an
    ...not that the last boss would be that tough. People might think of
    some killer machine even stronger and more annoying to beat than
    ol' Viper, but guess what this boss is like? It's just a huge, more
    powerful version of the very first boss we encountered -that kid dragon
    way back on Shield Heights, remember? At least this one here is
    somewhat more agile and aggressive, going around and spitting "fire".
    There's also this annoying glowing ...stuff on the ground where the crystal
    was -don't stand on this spot as it'll drain your health. Fast. Very fast.
    There are two approaches for this battle: You could easily just stand in the
    middle of the screen and fire off Shield Attacks -after several hits
    you'll finish it. However, this is what I would call a strategy for
    people who are bad players but can incredibly quick mash down buttons.
    ...hmm, I don't think there are many people of this kind playing this
    game... So the advanced strategy: Mainly evade the dragon's attacks, get
    the one or other shot at him, don't ever forget you CAN'T HEAL yourself in a
    boss battle and after about five minutes you've done it as well.
    Arthur's Key of Truth will appear and Athur will automatically collect it.
    Hooray. Congratulations for finishing this stupid game and for reading this
    thing up until here. Nice of you. :) So it wasn't totally useless writing this down.
    Oh, and for all those guys reading FAQs only for descriptions of the
    storyline (Tss...), here's what happens after you beat Morgana:
    The Crystal Cave collapses, setting King Arthur and the real Knights
    of Justice free. King Arthur thanks Arthur King for his help and asks
    him what his most important wish may be. Of course Arthur does not wish
    for more than being able to get back home and thus, they all go to the
    fabled Stonehenge and Merlin teleports 'em back. The End.
    (If I hadn't already played good old Kid Chameleon on the Genesis,
    I would surely say that this game here had the shortest and most
    obvious ending I've ever seen in a video game. But as the ending in Kid
    Chameleon basically consists of one screen saying that you just saved
    the world, I only need to say that the ending of King Arthur and the
    Knights of Justic is ONE of the shortest and most obvious endings I've
    ever seen in my whole career as a video gamer. I for example did know
    that such things would happen in the ending right after I saw the intro
    but anyway... It's just the final proof that even a great company like
    Enix does have some bad games in an awesome collection of real classics
    like the Dragon Quest series, Illusion of Gaia/Time, Star Ocean,
    Valkyrie Profile and more.
    Go check these out if you wanna play some great games!
    Also, I'd really like to point out that Enix AMERICA is solely responsible for
    this piece of cra...zyness... Enix Japan had about nothing at all to do with it.)
    (Note: All stats are from the beginning of the game - seeing as how this game
    runs on a password system, I sincerely doubt they change. The stats are fairly
    irrelevant anyway - but they're here for you obsessive types, and they weren't
    all that hard to do. All stats are appoximations from the little meters.)
    [Note#2: I rearranged the order so that every character has got his shield
    at first. Originally they were listed in the order in which you could find them
    in the game which sometimes led to the Key of Truth being mentioned first.
    But I thought that the order in which you find these items is already covered
    quite sufficiently in the walkthrough itself and this section here would be used
    mainly as a reference. As such, I've always put the shield first and the Key of Truth
    last. It's simple, huh?]
    [Note#3: Oh yeah, should anybody care, my favourite party consists of Arthur,
    Tone and Lance. Those are the fastest characters there are and it's more important
    to be fast than to be strong in battles, at least in my opinion. You *could* use
    Gallop instead of Lance as well - but personally, I really can't stand his pink armor...]
    Life Force:7
    Defense   :3
    Strength  :2.5
    Speed     :3.5
    Arthur's Pendragon Shield is found by defeating the Dragon at Shield Heights.
    Arthur's Key of Truth is found after beating the very final boss.
    Life Force:6.5
    Defense   :2.5
    Strength  :1.5
    Speed     :3.5
    Breeze's shield is found in the forest near Camelot and Castle Tintangel, in a
    glade hidden in a clump of trees.
    Breeze's Key of Truth is found by defeating the Warlord in Castle Tintangel.
    Life Force:7
    Defense   :4
    Strength  :3.5
    Speed     :2
    Lug's shield is found in the passageway into Gruesome Keep.
    Lug's Key of Truth is found in Crownhorn Village.
    Life Force:7
    Defense   :4
    Strength  :3
    Speed     :2
    Wally's shield is found in the river cave north of Crownhorn Village.
    Wally's Key of Truth is found by defeating Warlord Blinder in Sanguine Castle.
    Life Force:7
    Defense   :2.5
    Strength  :2
    Speed     :5
    Tone's shield is acquired automatically when he fixes the Staff of Rhiotamus.
    Tone's Key of Truth is found in Gnome Woods.
    Life Force:7
    Defense   :2.5
    Strength  :2
    Speed     :4
    Lancelot's shield is found in the Swamp of Zagar.
    Lance's Key of Truth is found in the mini-dungeon at the
    Dark Forest.
    Life Force:6.5
    Defense   :2
    Strength  :1.5
    Speed     :4
    Darren's shield is found in Blinder's Way.
    Darren's Key of Truth is found by defeating Warlord Slasher in the Cape of
    Death. (the dungeon NW of Crownhorn Village)
    Life Force:7
    Defense   :4
    Strength  :3.5
    Speed     :2
    Trunk's shield is found in Crownhorn Village.
    Trunk's Key of Truth is found in the right castle N of the river.
    Life Force:7
    Defense   :3.5
    Strength  :3.5
    Speed     :2
    Phil's shield is found in the Cape of Death dungeon.
    Phil's Key of Truth is found by defeating Warlord Hammer in Castle Stone.
    Life Force:7
    Defense   :3
    Strength  :2
    Speed     :4
    Gallop's shield is found in the mountains west of the Swamp of Zagar.
    Gallop's Key of Truth is found by defeating the Warlord in Gruesome Keep.
    Life Force:7
    Defense   :2
    Strength  :1
    Speed     :4
    Zeke's shield is found in the mountains SW of Crownhorn Village.
    Zeke's Key of Truth is found in the left castle N of the river.
    Life Force:6.5
    Defense   :2.5
    Strength  :2
    Speed     :2.5
    Brick's shield is found in the castle where you get Trunk's key.
    Brick's Key of Truth is found by defeating Warlord Lucan in Castle Vilor.
    At the moment, about the only thing here is the obvious "See Ending" code for
    people who want to see the 30 second ending without even having played the
    game... If I remember correctly, such people are called "lamers"... Well, anyway,
    here you go:
    Password                                Effect
    Enter all Lady pictures                        Lets you see the ending
    Woman, Arthur, Lady, Arthur, Hermit        Start right in the last section
    As it is generally very hard to find out who was the first to discover/submit a
    code, I'll only give credit to the person who submitted it to GameFAQs first.
    Thanks for the password, incrediblehark.
    The second password was one I "created" myself. It's from when I was standing
    just in front of the last room. But guess what? As passwords ALWAYS only let
    you restart from Camelot, you'll have to walk all the way through the Dark Forest
    and the last dungeon AGAIN, even when using this password... Not to mention
    that ALL items from the inventory will be lost, thus making it necessary to do all
    the quests in the last part of the game like collecting the Cloak of Death again...
    Who ever got that useless idea of letting the game have a password system?
    In 1994? *sigh*
    Now, if there'll ever be any demand for it, I might add some more passwords,
    someday perhaps covering every bigger section of the game. Which should not
    be that difficult as most of the time a new password is only given after you start
    a new quest or even only after Merlin tells you something new at Camelot... But,
    I sincerely doubt I'll play through the whole game again so if something like this
    would be desired, I'd like to ask you to send me your passwords during different
    sections of the game. Is this a deal or what? Time will tell what will become of this
    Passwords section...
    7. THANKS
    Special thanks to:
    First, the standard yet totally sincere thank-you to CJayC for running the
    fabulous GameFAQs, king of websites and website of kings.
    Enix, even though they made this game, we can still credit them with many,
    many other games - Star Ocean and Valkyrie Profile, to name a couple.
    Nintendo Power, from which I got a bunch of information. Good thing I kept so
    many of my old issues - dating back to the original NES.
    And every website on the planet from which I got that 'See ending' code - which
    happens to be the only information existing on the web anywhere on this game -
    at least before I made this walkthrough.
    Thanks to Fry (boatslayer@hotmail.com) for some general info on this game, as
    well as clueing me into who fights the bosses.
    A third thanks to JasonSensation20@cs.com, cause I probably wouldn't have
    figured out what was up with Welton without him.
    Azel's thanks go to:
    -CJayC of course. If I've ever seen a person dedicated to his work, it's him. He
     has been doing incredible work at and for GameFAQs for years and is still not
     getting tired of it. Way to go.
    -Steve for starting this whole thing here. And for helping ME out when I was stuck
     once. Guess I kinda repayed him with finally getting the dang thing finished.
    -William Nicholas Ruddick for being the very first person who eMailed me about
    this FAQ/Walkthrough. Thus showing me that there actually ARE people who
    couldn't beat the game without my finished walkthrough. :) Oh, and of course he
    told me where to find Phil's key. He also corrected "Warlord Vehicle" to
    "Warlord Bash"... And, most important thing: His comment on Tone's shield
    suddenly having popped up in the inventory WITHOUT collecting it pointed me
    in the right direction and finally lead me to discovering how and where you acquire
    Tone's shield. Thanks for everything, man.
    -Jim "Red Phoenix" Chamberlin for his FAQ Theft guide which helped to create the
    Originally, this FAQ/walkthrough was published at these three sites:
    GameFAQs - www.gamefaqs.com
    GameWinners - www.gamewinners.com
    About.com guide to Video Game Strategies - vgstrategies.about.com
    ...but since I only have an account at GameFAQs and not much interest
    in signing up at Gamewinners or about.com just to update this document,
    from this version on it'll appear exclusively at www.gamefaqs.com and
    www.azelsadventures.de.vu. (My own homepage on which I'm working
    at the moment and which probably won't be online soon.)
    But now on to the real disclaimer:
    This document is © 2000-2004 Steve Bergstrom and Azel. All rights reserved.
    This document is the intellectual property of its author(s) and protected by the
    "Berne Copyright Convention" of 1976 and all other international and national
    copyright laws that may refer to it.
    This disclaimer and all instances of my name and my eMail adress being mentioned
    may not be removed or altered.
    This document and everything included within cannot be reproduced in any
    way, shape or form (physical, electronical, or others) aside from being placed
    on a freely-accessible, non-commercial web page in it's original, unedited and
    unaltered format. Changing, editing, formatting, removing or adding of contents
    is prohibited.
    This document cannot be used for profitable or promotional purposes.  It cannot
    be given away as some sort of bonus, gift, etc., with a purchase as this creates
    appeal to buy and is strictly prohibited.  It may not appear on compilations or
    cd-roms of any kind, especially if they are subjected to charges.  It cannot be used
    in magazines, guides, books, etc.or in any other form of printed or electronic media
    in any way. Not wholly, not partly, not at all.
    This guide is exclusively for personal and private use and may only be printed out
    for the personal use of individuals.
    Every single other kind of use REQUIRES the express written permission of the
    author. This document was written and is owned by me, Azel.
    All copyrights and trademarks are acknowledged and respected even if not
    specifically mentioned in this document.
    [Should anybody use a disclaimer that sounds similiar, it's really not my fault
    as this one here was translated by me from the German one I usually use. You
    see, this here's my first English-only work...]
    Now about the sites which may want to use this piece of work... As mentioned
    above, this document is SUPPOSED to only be available at www.gamefaqs.com
    and www.azelsadventures.de.vu. All other web pages a) need to ask me for
    permission first and I may refuse to give permission without naming reasons;
    b) need to provide me with a eMail adress or some other method for transferring
    updates, as nothing is more annoying than having several versions of a document
    floating around and getting asked things that ARE already answered; and c) may not
    be subjected to charges at all, as this document is free of charge.
    Also, there are some pages which may definitely NOT USE this document.
    See the final paragraph of this disclaimer for more details. ...anyway, don't dare
    putting this document on your page if you're part/member of any of the mentioned
    pages. There are quite some authors of FAQs and guides just waiting to sue because
    you infringe valid copyright laws. If I were you, I wouldn't want to make this list any
    Oh yeah, nobody may claim this document to be his work - except for myself, of course.
    Come to think of it, someone who would try to do this probably doesn't read disclaimers
    at all, right?
    Failure to comply with any or all of these rules could result in legal action.
    ...the following web pages may NOT post any of my works. Should anybody see any
    document written by me on one of these pages, please inform me via eMail ASAP.
    Every single of these web pages has plagiarised one or several authors in the past
    or just published their work without asking for permission first.
    As they seem to lack the respect for the work authors put into FAQs, Walkthroughs,
    Guides and such or simply ignore valid laws, I explicitly forbid them to use any of my
    own works. I'd never publish anything on a web page that resorts to such depraved
    methods. Period.
    (The list itself comes mostly from Jim "Red Phoenix" Chamberlin's "FAQ Theft guide"
    with some pages added on later by me or others.)
       911 Codes                     http://911codes.com
       9 Lives                       http://www.9lives.ru/eng/
       Bean's PlayStation Dimension  http://www.bean.dk/psx/index.htm
       Cheat Code Central            http://www.cheatcc.com
       Cheat Index                   http://cheatindex.com
       Cheat Matrix                  http://cheatmatrix.com
       Cheat Search                  http://cheatsearch.com
       Cheatstop                     http://www.panstudio.com/cheatstop/
       CNET Gamecenter               http://games.netscape.com/Faqs/
       Console Domain                http://www.consoledomain.co.uk
       Dirty Little Helper           http://dlh.net
       Dark Station                  http://www.darkstation.com/
       Dreamland                     http://kirby.pokep.net
       Games Domain                  http://www.gamesdomain.com
       Game Express                  http://www.gameexpress.com
       Games Over                    http://www.gamesover.com/
       Mega Games                    http://www.megagames.com
       Square Haven                  http://www.square-haven.net
       Ultimate System               http://www.flatbedexpress.com
       VideoGaming.net               http://www.videogaming.net/
       Cheats.de                     http://www.cheats.de
    Should you happen to visit any of these pages regularly, think
    about what I wrote.
    Copyright (c) 2000-2004 by Steve Bergstrom and Azel.

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