King Arthur and The Knights of Justice
When the real King Arthur and his knights are captured by Morgana, Merlin casts a spell to bring an American football team called The Knights led by Arthur King to the past to help free the real king and stop Morgana's plans by collecting magical keys.
Opening Kick-Off
In the depths of the Middle Ages, King Arthur and his noble Knights of Justice are taken captive by Arthur's evil half-sister Morgana.
A Knight's Quest (The Search for Guinevere)
Having repelled the Warlords once, the Knights of Justice continue to make their way with Merlin's help toward where Morgana holds Guinevere.
The Unbeliever
The wizard Merlin recruits help from the future.
The Warlord Knight
Lance and Breeze are attacked by Warlords on their way back to Camelot from a mission, and Lucan succeeds in forcing Lance off a high cliff.
Assault on Castle Morgana
The Warlords make a failed attempt on Camelot, though do cause a fire.
Quest for Courage
The magician Cryslin requests Arthur's help in freeing her father, King Arthur's sorcerer friend Rigis, from a sea serpent.
Even Knights Have to Eat
Merlin's falcon reveals to him that the key Arthur alone can use to free King Arthur from the Cave of Glass has been found.
The Challenge
Breeze is wounded during a battle with the Warlords.
The Surrender
Arthur and the knights must surrender in batle to fight another day.
Darren's Key
Merlin dreams that Viper possesses a Key of Truth and defeats Darren, and concludes that Darren's key is in Morgana's and the Warlords' domain.
Viper's Phantom
Morgana send her captin Viper on a mission to defeat Arthur.
The Way Back
Tone and Merlin share a dream that, during a battle, Tone falls through a tree and finds himself in a hospital where he sees his mother in a coma which it's believed his presence could help her recover from.
