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* AllYourBaseAreBelongToUs: The baddies are successful a handful of times, in "The Warlord Knight", "The Surrender", "Viper's Phantom", "Tyronne and Everett Alone", "Enter Morgana", and "Winter Campaign", but as dire as the situation gets, they always get kicked out by the end of the episode.

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* AllYourBaseAreBelongToUs: The baddies are successful a handful of times, in "The Warlord Knight", "The Surrender", "Viper's Phantom", "Tyronne and Everett Alone", "Enter Morgana", and "Winter Campaign", but as dire as the situation gets, [[StatusQuoIsGod they always get kicked out by the end of the episode.episode]].
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* ContrivedCoincidence: A Camelot theme park will eventually be built on the site of the actual Camelot castle. Which is still regarded as mythical, instead of historical, in the future.
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* OffModel: Plenty. But those that stand out are:
** Viper in the intro. When his closeup ends with his hand aimed pointing towards the camera, he has six fingers. That's, uh, pretty bad for a focus shot.
** With incidental exception, Lucan was drawn with full gloves covering his lower arms throughout season 1. These should have been arm guards that leave his arms and his hands exposed on the inside so he can actually hold things. As such, whenever he was holding reins in season 1, they were drawn as loosely draped over his gloves. The matter was fixed for season 2.
** With as many Knights and Warlords as there are, it's not surprising sometimes colors or models got switched around. Some notable cases are Blinder being colored like Axe (or Axe using Blinder's model) and Mary having red hair and a green shirt in "Enter Morgana", Everett getting a random backgrounder's colors in "Quest for Courage", Hammer's colors being switched around in "Darren's Key", Slasher's purple being replaced by red in "Assault on Castle Morgana", and Gallop having Zeke's eyes in "Opening Kick-Off"
** Freezing busy battles often shows combatants fighting air, probably due to cell misplacement. The intro battle of "The Challenge" and the three-way battle in "A Matter of Honor" are examples. In the first, Lance and Spike have no visible opponent and in the latter, Brick and Ti Ben have none.
** Part of "The Surrender" was sourced out and whoever it was to, they didn't have the tightest grasp on the characters' designs. Overall, the cast ended up with either eyes that are too small or faces that are too firm, and Viper specifically looks like a [[Franchise/TeenageMutantNinjaTurtles Teenage Mutant Ninja Turtle]] the whole way through.
** Of season 2, "A Matter of Honor" and "The Island" have odd scenes in which the characters are drawn as essentially looking like origami figurines. The silhouettes are off and the models look built from parts rather than coming together in one design.

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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


* AttackAnimal: All twelve of the shield emblems are this, but they can [[HoldingBackthePhlebotinum only be summoned once each time the Knights suit up]]. This limits their ability to use the creatures and forces a tactical approach. On the villain side of things, Viper has a whip that for all intent and purposes seems an actual snake rather than a fancily themed whip. And Morgana has a lizard-like creature as RightHandAttackDog in the comics.

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* AttackAnimal: All twelve of the shield emblems are this, but they can [[HoldingBackthePhlebotinum only be summoned once each time the Knights suit up]]. This limits their ability to use the creatures and forces a tactical approach. On the villain side of things, Viper has a whip that for all intent and purposes [[SnakeWhip seems an actual snake rather than a fancily themed whip.whip]]. And Morgana has a lizard-like creature as RightHandAttackDog in the comics.



* SnakeWhip: Viper has a snake whip he can summon from his armor. Whether it is an actual (magical) snake or a whip that looks like one is unclear.



* WhipItGood: Viper has a snake whip he can summon from his armor. Whether it is an actual (magical) snake or a whip that looks like one is unclear.
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Fighting With Chucks, An Axe To Grind and Weapon Of Choice are no longer tropes. Nearly all the subbullets under Weapon Of Choice were zero-context examples, by the way.


* ImprobableWeaponUser: Slasher fights with his cape. Lug's weapon is a football, but it never saw use in the cartoon, so like Brick's brick walls it might have had unexpected usefulness.



* WeaponOfChoice: Each Knight, Viper, each Warlord, and each Purple Horde warrior had at least one. Several Warlords were even directly or indirectly named after theirs.
** AnAxeToGrind: Axe: he wields a big one himself and uses axes as ammo for his cart. Trunk also is an axe-wielder.
** ArcherArchetype: Darren wields a crossbow and Hung wields a regular bow.
** ArmCannon: Ti Ben has a mounted cannon on his left arm.
** BladeOnAStick: Several. Among the knights, Gallop owns an elongated mace, Lance has a lance, Zeke has a spear, and Breeze wields a pike. Among the Warlords, Spike carries around a double-bladed voulge and Blackwing rarely utilizes a staff that sports a bird's claw at the end.
** CarryABigStick: Bash wields a club [[BadWithTheBone seemingly made of bone]]. Phil utilizes a short mace in battle.
** CoolSword:
*** {{Excalibur}}: Arthur wields it, of course. Wally also got to wield it for a specific reason in "The Quitter".
*** SerratedBladeOfPain: Viper wields one.
*** KatanasAreJustBetter: Chang wields one.
*** Nearly everyone in every faction has wielded a sword once or twice, mostly during large battle scenes. The only one who stands out is Ti Ben, who carries around a sword as his standard equipment but never uses it on the show.
** DropTheHammer: Hammer and, if rarely played so, Tone.
** DualWielding: Wally, Blinder, Awan, and Rim.
** FightingWithChucks: Awan.
** ImprobableWeaponUser: Slasher fights with his cape. Lug's weapon is a football, but it never saw use in the cartoon, so like Brick's brick walls it might have had unexpected usefulness.
** BladeEnthusiast: Blinder and Wally. They can, surprisingly, hold their own with them against much bigger weapons, but during focus scenes they more often have alternate uses than direct combat for the knives.
** KnowsTheRopes: Mary gets a Rope of Strength and wields it for defense and assistance.
** RazorWings: Blackwing occasionally fights with his wings. Slasher qualifies for the CapeWings variety starting season 2 when he acquires flight.
** RingsOfDeath: Po utilizes these both himself and as ammo for his war wagon. Slasher also acquires them in the final three episodes.
** ShoulderCannon: Ti Ben has two.
** ThrowDownTheBomblet: Rim carries around small bombs.
** WhipItGood: Viper has a snake whip he can summon from his armor. Whether it is an actual (magical) snake or a whip that looks like one is unclear.
** WolverineClaws: Lucan wears arm guards with three claw stubs on each. They can be shot as projectiles or extend into long claws for close combat. Awan also has claw-bearing arm guards and even claw boots, but he never uses them in combat.


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* WhipItGood: Viper has a snake whip he can summon from his armor. Whether it is an actual (magical) snake or a whip that looks like one is unclear.
* WolverineClaws: Lucan wears arm guards with three claw stubs on each. They can be shot as projectiles or extend into long claws for close combat. Awan also has claw-bearing arm guards and even claw boots, but he never uses them in combat.
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* InvulnerableHorses: Averted. While no horses are explicitly shown dying or getting hurt, the ones handled by the Warlords are shown (and sometimes heard) being caught in the same explosion, fall, smash, or whatever that takes out their riders and, when applicable, carts. Of course, the Warlords always have them back either later in the episode or in the next episode, but, hey, Breeze also *[[StatusQuo somehow]]* got his horse back after the Warlords stole it in "The Warlord Knight".

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* InvulnerableHorses: Averted. While no horses are explicitly shown dying or getting hurt, the ones handled by the Warlords are shown (and sometimes heard) being caught in the same explosion, fall, smash, or whatever that takes out their riders and, when applicable, carts. Of course, the Warlords always have them back either later in the episode or in the next episode, but, hey, Breeze also *[[StatusQuo *[[StatusQuoIsGod somehow]]* got his horse back after the Warlords stole it in "The Warlord Knight".
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** KnifeNut: Blinder and Wally. They can, surprisingly, hold their own with them against much bigger weapons, but during focus scenes they more often have alternate uses than direct combat for the knives.

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** KnifeNut: BladeEnthusiast: Blinder and Wally. They can, surprisingly, hold their own with them against much bigger weapons, but during focus scenes they more often have alternate uses than direct combat for the knives.
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Loads And Loads Of Characters is no longer a trope


* LoadsAndLoadsOfCharacters: 12 Knights of Justice, 8 Warlords + Viper, and 6 members to the Purple Horde. The regular cast also includes Merlin, the Lady of the Table, Morgana, Guinevere, Elaine, Mary, Katherine, Everett, Tyronne, and Grimlap.
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transferred example from trope page

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* TimelineAlteringMacGuffin: Oddly averted. In one "today's moral" clip, the knights are motivated to give items to the poorer members of the castle and kingdom, including items they brought with them when they were summoned from the future. While the letterman jackets and footballs could pass as (very) foreign objects, several of the knights are shown carrying ''textbooks''. Beyond the normal content of freshman to senior textbooks, at one point Lance explicitly stated he was studying medicine, in case the football thing didn't work out. But there never seem to be any ripple effects from the information the books would contain, from Newtonian physics to mathematical systems such as calculus, developed well after the middle ages.
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* FailureIsTheOnlyOption: Obviously, if the knights started making too much progress finding the Keys of Truth, it would endanger the show's chances of continuation. So when they find Arthur's key in an early episode, another knight touches it and makes it disappear so they accomplished nothing. And when they find two keys by the end of the season, the knights have to sacrifice them to travel to the future for just a few hours. This was turned around in the second season, where the knights managed to find and hold onto three of the keys by the end of the season.

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* FailureIsTheOnlyOption: Obviously, if the knights started making too much progress finding the Keys of Truth, it would endanger the show's chances of continuation. So when they find Arthur's key in an early episode, another knight touches it and makes it disappear [[AllForNothing so they accomplished nothing.nothing]]. And when they find two keys by the end of the season, the knights have to sacrifice them to travel to the future for just a few hours. This was turned around in the second season, where the knights managed to find and hold onto three of the keys by the end of the season.end.
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The replacement knights are partially successful as they rescue Guinevere and hold back Morgana and the Warlords. Keeping their true identities a secret to all the citizens of Camelot (sans Merlin), the Knights must keep up the facade until they recover the [[GottaCatchThemAll 12 Keys of Truth]], [[OnlyTheChosenMayWield one for each knight that only they can initially touch]]. Once all of the keys were collected, the real knights would be freed and the team would be able to go back home. Too bad the show had CutShort (unless you count the ending in the Super Nintendo game).

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The replacement knights are partially successful as they rescue Guinevere and hold back Morgana and the Warlords. Keeping their true identities a secret to all the citizens of Camelot (sans Merlin), the Knights must keep up the facade until they recover the [[GottaCatchThemAll 12 Keys of Truth]], [[OnlyTheChosenMayWield one for each knight that only they can initially touch]]. Once all of the keys were collected, the real knights would be freed and the team would be able to go back home. Too bad the show had was CutShort (unless you count the ending in the Super Nintendo game).
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** There were two versions of this sequence, the difference being the volume of the Knights' voices as they recite the oath.

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** There were two versions of this sequence, the difference being the volume of the Knights' voices as they recite the oath. The DVD version uses the louder version of the knights' voices.
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* FailureIsTheOnlyOption: Obviously, if the knights started making too much progress finding the Keys of Truth, it would endanger the show's chances of continuation. So when they find Arthur's key in an early episode, another knight touches it and makes it disappear so they accomplished nothing. And when they find two key by the end of the season, the knights have to sacrifice them to travel to the future for just a few hours. This was turned around in the second season, where the knights managed to find and hold onto three of the keys by the end of the season.

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* FailureIsTheOnlyOption: Obviously, if the knights started making too much progress finding the Keys of Truth, it would endanger the show's chances of continuation. So when they find Arthur's key in an early episode, another knight touches it and makes it disappear so they accomplished nothing. And when they find two key keys by the end of the season, the knights have to sacrifice them to travel to the future for just a few hours. This was turned around in the second season, where the knights managed to find and hold onto three of the keys by the end of the season.
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* FailureIsTheOnlyOption: Obviously, if the knights started making too much progress finding the Keys of Truth, it would endanger the show's chances of continuation. So when they find Arthur's key in an early episode, another knight touches it and makes it disappear so they accomplished nothing. And when they find two key by the end of the season, the knights have to sacrifice them to travel to the future for just a few hours. This was turned around in the second season, where the knights managed to find and hold onto three of the keys by the end of the season.
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irrelevant








* CoolGate: When the football team is abducted in "Opening Kick-Off", they travel through a gate that leads into a tunnel that delivers them to the Round Table room. It might be a PortalDoor, but it's not certain whether the time-space warp happens at the gate, before, or after.

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* CoolGate: When the football team is abducted in "Opening Kick-Off", they travel through a gate that leads into a tunnel that delivers them to the Round Table room. It might be a PortalDoor, but it's not certain whether the time-space warp happens at the gate, before, or after.
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* DontTouchItYouIdiot: In "Even Knights Have to Eat", Phil invalidates a lot of what the fighting was for by touching Arthur's Key of Truth, making it disappear so they have to find it again.
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* GunsAreUseless: Averted. Although less numerous than the Knights and Warlords, part of the reason the Purple Horde are still a threat is the fact that while the Knights and Warlords have catapults and ballistas, they have cannons.

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* GunsAreUseless: Averted. Although less numerous than the Knights and Warlords, part of the reason the Purple Horde are still a threat is the fact that while the Knights and Warlords have catapults and ballistas, they have cannons.''cannons''.

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* CutShort: The cartoon ended when only four of the twelve Keys of Truth had been retrieved.



* LeftHanging: "The Cure" avoids any hint as to how the Purple Horde will regard the main two factions from then on.



* NoEnding: Type CutShort. The cartoon ended when only four of the twelve Keys of Truth had been retrieved. A LeftHanging within is created by "The Cure", which avoids any hint as to how the Purple Horde will regard the main two factions from then on.
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The replacement knights are partially successful as they rescue Guinevere and hold back Morgana and the Warlords. Keeping their true identities a secret to all the citizens of Camelot (sans Merlin), the Knights must keep up the facade until they recover the [[GottaCatchThemAll 12 Keys of Truth]], [[OnlyTheChosenMayWield one for each knight that only they can initially touch]]. Once all of the keys were collected, the real knights would be freed and the team would be able to go back home. Too bad the show had NoEnding (unless you count the one supplied by the Super Nintendo game).

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The replacement knights are partially successful as they rescue Guinevere and hold back Morgana and the Warlords. Keeping their true identities a secret to all the citizens of Camelot (sans Merlin), the Knights must keep up the facade until they recover the [[GottaCatchThemAll 12 Keys of Truth]], [[OnlyTheChosenMayWield one for each knight that only they can initially touch]]. Once all of the keys were collected, the real knights would be freed and the team would be able to go back home. Too bad the show had NoEnding CutShort (unless you count the one supplied by ending in the Super Nintendo game).
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'''King Arthur & the Knights of Justice''' is a syndicated cartoon show that debuted in 1992. It was created by Avi Arad, and Diane Eskenazi of Creator/GoldenFilms.

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'''King ''King Arthur & the Knights of Justice''' Justice'' is a syndicated cartoon show that debuted in 1992. It was created by Avi Arad, and Diane Eskenazi of Creator/GoldenFilms.

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* Lunacy: Two cases:

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* Lunacy: {{Lunacy}}: Two cases:



* OffModel: Plenty. But those that stand out are:
** Viper in the intro. When his closeup ends with his hand aimed pointing towards the camera, he has six fingers. That's, uh, pretty bad for a focus shot.
** With incidental exception, Lucan was drawn with full gloves covering his lower arms throughout season 1. These should have been arm guards that leave his arms and his hands exposed on the inside so he can actually hold things. As such, whenever he was holding reins in season 1, they were drawn as loosely draped over his gloves. The matter was fixed for season 2.
** With as many Knights and Warlords as there are, it's not surprising sometimes colors or models got switched around. Some notable cases are Blinder being colored like Axe (or Axe using Blinder's model) and Mary having red hair and a green shirt in "Enter Morgana", Everett getting a random backgrounder's colors in "Quest for Courage", Hammer's colors being switched around in "Darren's Key", Slasher's purple being replaced by red in "Assault on Castle Morgana", and Gallop having Zeke's eyes in "Opening Kick-Off"
** Freezing busy battles often shows combatants fighting air, probably due to cell misplacement. The intro battle of "The Challenge" and the three-way battle in "A Matter of Honor" are examples. In the first, Lance and Spike have no visible opponent and in the latter, Brick and Ti Ben have none.
** Part of "The Surrender" was sourced out and whoever it was to, they didn't have the tightest grasp on the characters' designs. Overall, the cast ended up with either eyes that are too small or faces that are too firm, and Viper specifically looks like a [[Franchise/TeenageMutantNinjaTurtles Teenage Mutant Ninja Turtle]] the whole way through.
** Of season 2, "A Matter of Honor" and "The Island" have odd scenes in which the characters are drawn as essentially looking like origami figurines. The silhouettes are off and the models look built from parts rather than coming together in one design.
* OnlyKnownByTheirNickname: Most of the Knights. The certain ones are Breeze, Gallop, Trunk, Lug, and Tone. Tone's name was revealed to be short for Antonio, while the SNES booklet explains how Trunk (not very smart) and Lug (got called "big lug" by Arthur once because of his size) got their nicknames. Implied explanations are also given for the others: Breeze is "always cool" and Gallop is the fastest knight and good with horses.



* OnlyKnownByTheirNickname: Most of the Knights. The certain ones are Breeze, Gallop, Trunk, Lug, and Tone. Tone's name was revealed to be short for Antonio, while the SNES booklet explains how Trunk (not very smart) and Lug (got called "big lug" by Arthur once because of his size) got their nicknames. Implied explanations are also given for the others: Breeze is "always cool" and Gallop is the fastest knight and good with horses.


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* RougeAnglesOfSatin: A typo occurs in the comics at an unfortunate moment, namely when the Knights recite their oath. Rather than vowing to protect the "weak", they vow to protect the "week".
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* CityWithNoName: Will's home town in "Quest for Courage" and Katherine's place of residence in "A Matter of Honor" go unnamed, even though they are referred to enough times that a name could've easily been dropped somewhere. To a lesser extent, the mountain camp of the Purple Horde doesn't get a name either. It's just that: "the mountain camp", sometimes "Chang's mountain camp". The mountain isn't named either, despite its significance.

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* CityWithNoName: Will's home town in "Quest for Courage" and Katherine's place of residence in "A Matter of Honor" go unnamed, even though they are referred to enough times that a name could've easily been dropped somewhere. To a lesser extent, since it's a temporary residence, the mountain camp of the Purple Horde doesn't get a name either. It's just that: "the mountain camp", sometimes "Chang's mountain camp". The mountain isn't named either, despite its significance.



* CombatPragmatist: While the Knights have this whole lovely vow about fairness, there's also "vanquish the evil" in there that doesn't necessarily mean they'll fight fair.

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* CombatPragmatist: While the Knights have this whole lovely vow about fairness, there's also "vanquish the evil" in there that doesn't there. They don't necessarily mean they'll fight fair.fair, because that's not what the enemy does either. A particular contrast exists between "The Challenge" and "A Matter of Honor". In the former, Arthur challenges Viper only to find Viper brought backup. In the latter, Arthur challenges Chang and goes into battle with illusion powder Merlin gave him. Without this trickery, Chang would have won.

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* ByThePowerOfGrayskull: "I am King Arthur..." "And we are the Knights of Justice! We pledge fairness to all, to protect the weak, and vanquish the evil!"

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* ByThePowerOfGrayskull: "I am King Arthur..." "And we are the Knights of Justice! We pledge fairness to all, to protect the weak, and vanquish the evil!"evil!". Note that that last bit is probably shortened from what it's supposed to be, possibly to match the animation, because the comic book adaptation has it as "and to vanquish those who are evil!".



* TheCharmer: Gallop and Darren.
* CityWithNoName: Will's home town in "Quest for Courage" and Katherine's place of residence in "A Matter of Honor" go unnamed, even though they are referred to enough times that a name could've easily been dropped somewhere.

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* TheCharmer: Gallop and Darren.
* CityWithNoName: Will's home town in "Quest for Courage" and Katherine's place of residence in "A Matter of Honor" go unnamed, even though they are referred to enough times that a name could've easily been dropped somewhere. To a lesser extent, the mountain camp of the Purple Horde doesn't get a name either. It's just that: "the mountain camp", sometimes "Chang's mountain camp". The mountain isn't named either, despite its significance.



* CombatPragmatist: While the Knights have a ThouShaltNotKill policy, that doesn't necessarily mean they'll fight fair.

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* CombatPragmatist: While the Knights have a ThouShaltNotKill policy, this whole lovely vow about fairness, there's also "vanquish the evil" in there that doesn't necessarily mean they'll fight fair.



* KidAppealCharacter: Everett and Tyronne.

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* BrownNote: Looking at the Beast of Fear Island will turn you to dust because of his ugliness. He isn't immune to himself either, although magicians seem to be able to look at him without consequences.
* ButtMonkey: Lug among the Knights.
* ByThePowerOfGrayskull: "I am King Arthur..." "And we are the Knights of Justice! We pledge fairness to all, to protect the weak and vanquish the evil!"

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* BrownNote: Looking In "The Island", looking at the Beast of Fear Island will turn you to dust because of his ugliness. He isn't immune to himself either, although magicians seem to be able to look at him without consequences.
* ButtMonkey: Lug among the Knights.
* ByThePowerOfGrayskull: "I am King Arthur..." "And we are the Knights of Justice! We pledge fairness to all, to protect the weak weak, and vanquish the evil!"
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* BattleCry: "KNIGHTS KNIGHTS KNIGHTS!!!"

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* BattleCry: The core is "KNIGHTS KNIGHTS KNIGHTS!!!"KNIGHTS!!!", which can be repeated endlessly or interrupted by one-man lines like "Break it down!", "You got it!", and "One crew!".
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** Queen Morgana's position on the Purple Horde in "The Cure" is 180° on how it was before and it's clearly written so to enable the plot. She's always been the one who wanted the alliance, against the wishes of her underlings. Even when the Purple Horde seemingly betrayed them (they were tricked, which the Warlords eventually learned about), she questioned why they would and only "allowed" the Warlords to retaliate because Viper "felt strongly about it". Then in "The Cure", she's all of a sudden very proactive in assuming the worst of the Purple Horde and, even when learning her assumptions are incorrect, still tricks them into a death trap by falsely promising them medicine when curing them would definitely have ensured their forever loyalty and be more along the ways Morgana usually operates. She's also [[YouHaveFailedMe quite a bit more belligerent to her own warriors]] then she usually is. It might be the recent bad experiences from reaching outside in "Quest for the Book" and "The Quitter" have affected her, but such is not communicated. In "Tone's Triumph", she's back to her old doings.

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** Queen Morgana's position on the Purple Horde in "The Cure" is 180° on how it was before and it's clearly written so to enable the plot. She's always been the one who wanted the alliance, against the wishes of her underlings. Even when the Purple Horde seemingly betrayed them (they were tricked, which the Warlords eventually learned about), she questioned why they would and only "allowed" the Warlords to retaliate because Viper "felt strongly about it". Then in "The Cure", she's all of a sudden very proactive in assuming the worst of the Purple Horde and, even when learning her assumptions are incorrect, still tricks them into a death trap by falsely promising them medicine when curing them would definitely have ensured their forever loyalty and be more along the ways Morgana usually operates. She's also [[YouHaveFailedMe quite a bit more belligerent to her own warriors]] then than she usually is. It might be the recent bad experiences from reaching outside in "Quest for the Book" and "The Quitter" have affected her, but such is not communicated. In "Tone's Triumph", she's back to her old doings.
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* ItsAllMyFault: Ainsworth says this in "Winter Campaign" when he, his niece Elaine, and Gallop are stuck in a cell in Castle Ainsworth, which has been conquered by the Warlords. Elaine tries to tell him it's not, but she can argue little when her uncle elaborates that King Arthur regularly warned him to hire more soldiers -- advice he wouldn't take. The line isn't uttered in "The Warlor Knight", but the scene of Breeze talking with the other Knights of Lance's demise oozes the sentiment.

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* ItsAllMyFault: Ainsworth says this in "Winter Campaign" when he, his niece Elaine, and Gallop are stuck in a cell in Castle Ainsworth, which has been conquered by the Warlords. Elaine tries to tell him it's not, but she can argue little when her uncle elaborates that King Arthur regularly warned him to hire more soldiers -- advice he wouldn't take. The line isn't uttered in "The Warlor Warlord Knight", but the scene of Breeze talking with the other Knights of Lance's demise oozes the sentiment.
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** Although not their home, the Knights have a definite know-how advantage in a 1950s theme park over the Warlords, who between directly combating the Knights and looking for the Keys of Truth are hindered trying to figure out what's going on in "Camelot Park".
** Morgana is left as the Knights' prisoner in "Assault on Castle Morgana". Fortunately for her, its within her own castle. She tricks the Knights to the Cave of Glass where they are distracted enough to give her a moment to escape and trigger a trap before fleeing.

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** Although not their home, the Knights have a definite know-how advantage in a 1950s theme park over the Warlords, who between directly combating the Knights and looking for the Keys of Truth are severely hindered trying to figure out what's going on in "Camelot Park".
** Morgana is left as the Knights' prisoner in "Assault on Castle Morgana". Fortunately for her, its it's within her own castle. She tricks the Knights to the Cave of Glass where they are distracted enough to give her a moment to escape and trigger a trap before fleeing.

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