Guide to TGS Hot Spots in North, South, and Central America

Ontario - Queen Florence Island - Arizona - Peru

For information on the Guatamelan clan, see Guide to Guatamala Gargoyle Clan

Information compiled during July/August 2002 and updated in October 2000

Canada

Ontario Canada

Wolves - June 1, 2000

Open at night, in a sheep-farming area in Ontario, Canada. The village is called Yellow Oak, and since a group of Unseelie passed through here at the climax of the SUW, these people are more insular and paranoid about the uncanny than usual. They're very superstitious. The big thing to come out of this is the knighting of Jill Clark, something of a Mulder-style conspirary theorist, except one whose lack of knowledge is channelled into fear and very nearly into mob murder until Arthur shows her another way. She really wants nothing more than to protect her community.

A couple of farmers, Mark and Jill Clark (a thirty-something married couple) are out looking for missing sheep; we discover from their conversation that they and their fellow farmers have been losing sheep lately to what appear to be wolves. They come upon the latest sheep victims, to find them dead and partly eaten, with the signs, once again, that they were killed and eaten by wolves, and with what appear to be wolf-tracks (if large ones) close by. The farmers agree that something will have to be done about this. For the past few days to a week, Arthur and his companions have been stranded in the area, due to some sort of transportation difficulty. They've found somewhere remote to stay in, presumably a place that they have to themselves without a host and have for the most part kept out of the way of the locals, while waiting for their transportation problem to be resolved. Nevertheless, the community is aware of three British travellers passing through by now: a grown man, a teenaged boy who appears a bit under the weather, and a teenaged girl who, oddly enough, is only seen at night, and is remarkably pale to boot. There's been much discussion and gossip regarding them; in particular, the girl is the center of the rumor mills - one or two people have, half-jokingly at this point, wondered if she's a vampire owing to her aforementioned unusual traits, although they don't seriously believe her to be one.

While initially Arthur and his friends have simply concentrated on getting their transportation difficulty, or whatever it might be, solved so that they can continue on their way, they soon learn about the sheep killings, and Arthur and Griff (both never ones to look the other way when trouble's going on - Griff certainly made that abundantly clear during the Battle of Britain, even while Leo and Una were preferring to let the humans deal with it) decide that they should help out. They start searching for the killer, while keeping Mary out of sight in the daytime, aware that people aren't going to be too fond of wolves in these parts. (Of course, they also have to keep Griff unseen as well; no telling how these people will respond to gargoyles). However, on one particular afternoon, Mary decides to do some scouting of her own near one of the killing-sites. She knows that it's a potential risk, but Griff is in stone sleep, and Arthur and Merlin are busy looking over some information that they just received from Leba, and she does have a keen sense of smell that could help her track the wolf.

Unfortunately for her, Mark, whose land she's on, spots her, and immediately shoots at her. Mary gets injured in the front paw but manages to flee back to Arthur's house, losing the farmer in the process. However, he still goes looking for that wolf, and his search takes him to Arthur's house after nightfall. Mary has resumed human form, and her companions are all chiding her for going out like that on her own while a wolf, though not too seriously; her wound will have taught her the folly of her actions enough without their needing to say much. They bandage her injured hand up, Merlin commenting that it's a good thing that the farmer didn't use a silver bullet to shoot at her. That would have been fatal. At this point, Jill and Mark knock on the door. Griff gets out of sight while Arthur answers. The farmers tell Arthur about the wolf that Mark shot at, and ask him if he's seen it. While Arthur is assuring him that he certainly hasn't seen the animal that's been killing the sheep, Jill spots Mary's bandaged hand. She's been wondering about her, like the rest of the locals, and the fact that she should have an injured hand corresponding to the paw of the wolf that he shot at, and that it was fleeing in this direction, does strike her as suspicious. After her offer of medical assistance is rejected, she leaves quietly, saying that they'll continue the search elsewhere. Arthur decides that they have all the more reason now to find whatever's been killing those sheep - Mary almost made it onto the suspects list.

He and Griff proceed to up their searches at night, while Merlin and Mary continue to do research in town (though Mary is now under strict orders to only leave the house at night). When she does go into town, she notices how people are increasingly watching her warily. The farmer has talked, and now people's suspicions about the strange young English girl are increasing. Mary hopes that they can leave soon. Arthur and Griff are investigating another one of the killing-sites and come upon wolf-tracks leading away from it, much clearer than the earlier ones. They look unusually large, as well, and at times, have the markings of a biped. They wonder if an actual werewolf (though obviously not Mary) is at work here, and track it, drawing close to a large cave. There they suddenly find themselves under attack from something large, furry, and definitely wolf-like, though with some odd features - Arthur and Griff don't get a close enough look at it in all the confusion. The fight ends in a draw, as the creature gets away; the sun is so close to rising that they can't return to the house, and so Arthur has to camp out here by Griff in his stone sleep, hoping that Merlin and Mary will be all right. Unaware of this, Jill comes to Arthur's house with a few friends, to ask some questions. Mary hides while Merlin answers these queries. The general tone of what they're asking about Arthur worries him, however, so much so that once they've left, he decides to find Arthur and warn him. He tells Mary to stay put until he gets back. She does just that, but the farmer isn't satisfied; he creeps back close to sunset, and spots her. Mary makes a run for it but the sun sets during the chase and she reverts to human form in full view of them. That settles it. She's got to be a werewolf, and they're certain that she's the culprit who's been slaughtering their sheep. They chase after her in full "lynch mob" or "torch-carrying villager" fashion, while alerting the rest of the community. Merlin reaches Arthur and Griff to inform them about the locals getting more and more suspicious, but then they hear about the hue and cry after Mary. Merlin is alarmed, so much so that, despite Arthur's warnings, he rushes off to find her and protect her. Arthur and Griff try to stop him, but he wards them off with a couple of spells (that do them no harm, but merely block their path so that they can't overtake him). Arthur and Griff decide that the one thing that they can do is find the real sheep-killer, and expose it, in the hopes that that'll calm the mob down. They were getting warm last night; maybe they can locate it tonight. The mob is overtaking Mary and ready to capture her, with plans to burn her at the stake (an "expert" on the subject points out that you have to burn werewolves to get rid of them, or else they return from the dead as vampires), when Merlin arrives on the scene, in a very dramatic entrance, blue fire burning all about him. He sends most of the mob's weapons flying from their hands in an awe-inspiring display (several of the weapons actually exploding in blue flame) and stands by Mary, who quickly warns the farmers that things could get even uglier if they go after them now, something along the lines of "That's right; my boy-friend will turn you all into vermin if you attack us - and some of you will become fish." But they aren't cowed for long, especially after Merlin starts showing signs of weakening, and the two youngsters have to run. They flee back to an empty house, close and lock all the doors, but the strain on the weakened Merlin causes him to pass out and enter into a seizure.

Arthur and Griff, using all their tracking skills and woodcraft, follow the sheep-killer to the scene of its current attack. It's not a genuine wolf, after all, but a wolf-man standing on two legs, wearing some barbaric-looking clothes. It stands its ground this time, attacking Arthur and Griff with savage fury - and recognizing Griff as a gargoyle, to its further anger. Arthur and Griff hold their own against it, however.

At last, Arthur brings the wolf-man down. He is certain enough that this is the real culprit, the one responsible for the trouble that Mary is in, and for a moment, is so wrathful at it for "framing" her that he is almost ready to slay it with Excalibur. Griff hurriedly stays Arthur, however, pointing out that he can't kill it. When Arthur at first refuses to listen, Griff (realizing why Arthur is so angry) asks him if Mary would really want him to behave with such a lack of mercy, considering how much she looks up to him. Arthur realizes that Griff is right - slaying this creature while it's defeated and defenceless (especially since it clearly is a man of some sort, if an incredibly feral and warped man) would be in violation of the code of chivalry (read it in context of season 4 to see why this is especially important). Instead, he and Griff bind it up, securing it tightly. Arthur then thanks Griff, commenting that the loyalest and truest knight is he who stops his lord from committing a wrong, and that he is grateful to have the gargoyle by his side. They then head off to find the villagers.

The farmers are breaking into the house by force and prepare to kill Merlin and Mary when Arthur arrives with the wolf-man, still safely secured, and speaks to them, showing them that this is the real killer of their sheep; Mary is innocent. There's a showdown where Arthur talks the mob down by basically saying "kill the kids, you have to kill me too". He persuades them that they can protect themselves in other ways than by brute force and actually knights Jill Clark at the end. Griff also reveals himself in this process. As for the wolf-man, he suggests that they should deal with it according to the law rather than savage vigilantism; it should be turned over to the authorities to stand trial for its actions, making it clear that he stands for justice rather than simple revenge (even though he understands, from his own recent experience, just how tempting revenge can be). The mob calms down at last, and agrees to go for taking the wolf-man to whatever police station or other law enforcement headquarters is nearest. Before they can do so, however, a fancy jet plane shows up, and a couple of bizarre cybernetic-looking people rocket down from it, grab hold of the wolfman, and pull him up into the plane, which then flies off; everyone stares after it in astonishment.

On board the plane, Jackal comments to the wolf-man, while the rest of the Ultra-Pack fly the plane back to wherever their headquarters are at present, "You always knew how to get yourself into trouble, Wolf," to which Wolf snarlingly tells him to shut up.

Later, Jill prepares to take Arthur and company as far as she can take them to their next destination (New Zealand). However, Merlin has almost worn himself out by his effort at protecting Mary; he can barely walk now, and more grey has appeared in his hair. While Arthur, Griff, and Mary tend to him, Mary comments in disgust that all of this trouble came about because of the locals' superstitious fear of wolves - and it wasn't even a wolf but a feral human who was killing their sheep at that. Griff or Arthur comments that unfortunately, humans have been afraid of wolves for hundreds, even of thousands of years, and it's likely to stay that way. Mary replies, with a resolute expression upon her face, as it now becomes apparent what the cause is that she will be devoting herself to henceforth, "It doesn't have to."

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Queen Florence Island

Crossroads, part 1 - February 1992

Brooklyn and Sata timedance to Queen Florence Island and barely avoid being seen by Nick before timedancing out.

Heritage - Between January 2 and January 21, 1996

Goliath, Angela, Elisa, and Bronx visited Queen Florence Island while on their world tour.   Their boat was overturned before they get to shore and Elisa was separated from teh gargoyles.   The gargoyles barely made it to shore before sunset while Elisa manages to get washed to shore.   The environment on the island is dying.   A grandmother on the island tries to talk a man out of leaving, but he still leaves.   Later she talks to the village chief, Natsilani, to try to convince him to head towards the volcano to do battle with Raven in order to restore the health of the island.   The Harvard-educated scientist Nick will hear nothing of the sort.   Grandmother and Nick spot Elisa on the shore and quickly rush to rescue her.   Shortly after sunset, Goliath, Bronx and Angela are greeted by a raven-headed Gargoyle who urges them to follow him to safety.   Goliath asks him about Elisa.   The stranger knows nothing of her, but he reveals that the villagers destroyed most of his clan--the rest are in hiding, emerging only to help protect the village.   Goliath, Angela and Bronx follow him to his home.   He warns them of a human sorceress called Grandmother who desires to destroy the village; she summoned the sea monster the previous night.   In a house in the village, Nick and Grandmother attend a badly fevered Elisa. Grandmother draws exasperation from Nick as she prepares an herbal remedy for Elisa. Nick withdraws to radio a helicopter to bring Elisa to a hospital.   The raven-headed gargoyle leads the gargoyles to his clan's refuge inside the volcano. A trio of other gargoyles peer from a cave at the guests; Goliath greets them openly, but they shy back and do not speak.   The raven-headed says they are crippled with grief.   In the village, Grandmother uses her herbal medicine on Elisa, who recovers immediately.   Grandmother introduces herself and reveals the island to be Queen Florence, off Canada's west coast.   Nick, entering the room, is surprised at Elisa's swift recovery.   Elisa wants to search for her friends, but Grandmother tells her to get some sleep.   The raven-headed gargoyle and his clan promise to search the village for Elisa, while Goliath, Angela and Bronx search the island.   The search begins with Bronx leading Angela and Goliath away from the volcano.   Once they are gone, the raven-headed one watches his clan shimmer and disappear.   He then departs as well.   Soon Bronx finds Elisa's badge and wallet washed up on the shore, and Goliath takes hope.   Elisa is determined to look for her friends.   She asks if a nearby totem pole was inspired by Gargoyles.   Grandmother knows about Gargoyles, but says none have ever lived on the island.   Nick is hopelessly confused by the conversation.   Elisa runs off to search, and Grandmother chides "Natsilani" once again for his refusal to believe in the old ways.   As she runs through the forest, Elisa happens upon a huge brown bear.   A raven flies down to the bear and caws at it; it turns to attack Elisa.   Bronx arrives just in time to leap to the rescue and drive the bear away.   A joyful reunion for Elisa and Goliath and Angela follows.   They compare stories: Grandmother says Gargoyles don't live on the island, and the island's Gargoyles say Grandmother is an evil sorceress.   Elisa refuses to believe such a thing about Grandmother.   The companions set off to speak to the woman.   When the four find Grandmother, she is sitting peacefully in the middle of the forest.   A magical mist shrouds her, and she transforms into a hideous beast: a giant raven with a snarling totem-pole head in the center of its breast.   The beast takes to the air and flies toward the village. Goliath and Angela follow it, while Elisa and Bronx try to keep up on foot.   The two Gargoyles engage the beast in aerial combat.   The raven-headed gargoyle and his mute clan shortly arrive to help.   Elisa, watching from the ground, is convinced these other Gargoyles exist.   Angela, however, sees the wing of the beast pass through one of the other Gargoyles; she deduces that they are illusion.   The beast flees, and the raven-headed one reports that Elisa was not in the village.   Angela interrupts Goliath before he can reveal Elisa's whereabouts; Angela says they failed to find her as well, then persuades the raven-headed one to return with his clan to the volcano.   Goliath and Angela land, and Angela tells Goliath what she saw during the battle.   Elisa and Bronx find Grandmother resting against a tree in the woods.   The sorceress explains to Elisa that she did not attack her friends -- she became the Thunderbird, and the sea monster, to attempt to show Natsilani creatures of legend.   Goliath and Angela arrive, and Grandmother reveals the identity of the trickster in these affairs: Raven.   She and he are Oberon's children.   Sure enough, the raven-headed one is nearby to taunt them.   He shifts to the shape of a man.   If the "bratty chief," Natsilani, refuses to fight him, the island becomes his.   Goliath angrily offers to fight him instead.   "You know my address," Raven responds and flies away as a bird. Elisa stops Goliath from following.   Back at the village, Elisa surprises Nick with the Gargoyles.   She introduces Nick to them as Natsilani.   His disbelief shattered, Natsilani still refuses to fight Raven.   He clings to everything he can believe in, and the old ways are not part of that.   Goliath gives him up as useless, and they leave him behind.   Goliath and Angela arrive at the volcano to battle Raven, but the trickster refuses--his fight is not with them.   Natsilani appears then, on the lip of the volcano, bearing a shield and a long-handled tomahawk.   He has changed his heart and will do battle for the sake of his island.   Raven is satisfied; he animates three monsters from a totem pole to fight with the Gargoyles, and he shapeshifts into Gargoyle-form to fight Natsilani.   The Gargoyles have few problems dispatching the wooden monsters; Bronx even arrives to help.   Meanwhile, the magic of Natsilani's weapon aids him in defeating Raven.   The trickster flees.   Grandmother tells Natsilani he must revive the old ways, lest Raven someday return.   Elisa, Goliath and the others make their good-byes to Natsilani, but when Elisa turns to bid farewell to Grandmother, the woman is gone.   She sits at the base of the mountain; her hair flows like water, and the health of the island returns.

A Call To Arms - January 14, 1998

Since the events of "Heritage", Natsilani was taking lessons from Grandmother in the true nature of things until she "died".   Natsilani was visited by Grandmother again.   Grandmother returned to prepare him for the eventual Unseelie attack.

Darkest Hour, parts 1 & 2 - April 29-30, 1999

Natsilane fought the Unseelie at Queen Florence Island. He managed to kill at least one of them.

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United State of America

Arizona

Sacred Paths - 1937

Brooklyn and Sata timedanced to Arizona and met Coyote.   They worked with Coyote to convince the Hopi Indian tribe - especially Peter Maza's dad - not to abandon the old ways.   Brooklyn and Sata also learned there was a portal to Avalon in that vicinity and human magic was used to conceal it.

Cloud Feathers - Between January 22 and July 9, 1996

Goliath, Elisa, Angela, and Bronx arrived at University of Flagstaff where Beth is attending college.   At a Xanatos construction site, the earth trembles and a tornado-like wind wrecks equipment and destroys the site.   As the winds twist and wail, a coyote's howl is heard and a ghostly coyote face appears in the funnel cloud.   Beth Maza picks up Peter at the airport.   Beth is concerned about Xanatos' construction project on tribal ground, and Peter is determined to find out what Xanatos is up to. Beth asks if Peter would like to visit Grandpa while he's there. "No, I don't," he says definitively.   Beth and Peter visit the construction site, where they are let in by a security guard who seems to have been expecting them.   They are shocked to see the destruction caused by the earlier disturbance.   Suddenly Xanatos appears with several armed guards and has the Mazas arrested.   Beth protests that his own guard let them in.   Xanatos denies having a guard present.   The next morning Beth and Peter return to Beth's apartment and are surprised to find Elisa there.   Peter tells her that Diane told them what had happened to her and he is surprised to see the stone gargoyles on Beth's balcony.   They tell Elisa that they've just made bail, and are suspicious that Xanatos might have set them up.   Beth points out that he couldn't have since he didn't know they were coming, but the security guard did.   Elisa asks them to start at the beginning.   Meanwhile, Xanatos is conferring with a large robot which speaks in his voice (obviously a new Coyote robot). He's aware that the Mazas weren't responsible for the destruction of his site, but he's suspicous of the mysterious security guard, and warns Coyote to be on the lookout for him.   The sun sets, and Peter and Beth are astounded at the gargoyles' awakening.   Goliath and Angela plan to visit the construction site and see what Xanatos is up to.   Peter is uncomfortable with breaking the law, but Elisa helps him see the loopholes and Peter knows better than to argue with her.   They set off for the site.   Elisa asks if he'd like to visit Grandpa, and she gets the same response Beth got.   Goliath and Angela arrive at the site, forcing their way into a large warehouse.   Angela finds several aerial photographs of coyote-shaped ground drawings, one of which is on the floor of the warehouse at their feet.   Angela is grabbed from behind by the new robot, who introduces himself as Coyote 4.0, the upgraded model.   Coyote grabs Angela and Goliath.   The Mazas, arriving at the site, see the mysterious security guard leaving the site.   They chase him and Bronx pins him down.   Elisa and Beth are stunned by his appearance because he looks exactly like Peter but Peter does not notice it.   He demands to know why the young man framed them.   Meanwhile, Xanatos has pinned Goliath and Angela to the ground with industrial staples.   He says he's going to use them as bait, and Coyote 4.0 explains that in 10 minutes an overhead vat of boiling acid will spill onto them, obliterating both them and the soil carving they're lying on.   The Mazas are asking the young security guard why he's working for Xanatos.   He expresses disdain for the Native American traditions.   Peter thinks they should inform the tribal police, grudgingly admitting that the carving would have anthropological value.   In the warehouse, Xanatos says he's no wish to kill Goliath or Angela, but he has to be prepared to follow through on his threat to nab his real prey, who seems to know when he's sincere and when he's just pretending.   As Peter starts to take the young man away, he retorts "Why worry about a few scratches in the sand when Xanatos is about to ice your two gargoyle friends?"   The Mazas look towards the site, and when they turn back the young man is gone, replaced by a small cyclone.   They rush to the warehouse.   Xanatos is disappointed that it's not who he was hoping for, but says he'll just add them to the pot.   Bronx knocks him over, but Elisa and Peter are unable to free Goliath and Angela.   Bronx releases Xanatos in order to free them, and as Xanatos stands and takes aim he's knocked over by an invisible force.   The gargoyles are freed, and Angela engages Xanatos after he attacks them with the industrial staple gun.   A few staples hit the timer on the acid vat, stopping it.   The Mazas and the gargoyles escape, and Xanatos is sure that the young man he seeks must be there, for his luck is never that bad.   He spots the young man on the top floor and Coyote 4.0 goes after him.   As the Mazas drive away, Beth advances the theory that the young security guard is in fact Coyote the Trickster, the mythical figure of Native American legend.   Peter isn't buying it.   They try to report to the tribal police but no one's around.   They spot four kachina dancers performing what Peter calls a dance of gratitude to the kachina Coyote.   Peter's father made him participate in the ritual, and he played the part of the Coyote kachina dancer.   He insists it's just a coincidence, but the coyote dancer comes forward and removes his headdress, and it's the same young man. "Just a coincidence, huh Peter?" he says, just as Coyote 4.0 swoops down and spirits him away.   Elisa, Beth and the gargoyles are convinced now that the security guard is indeed Coyote the Trickster, but Peter is still skeptical, saying that Xanatos was just saving his employee from arrest when Coyote 4.0 snatched the Trickster.   Elisa and Beth want to help the Trickster, but Peter says he won't have anything more to do with this.   Coyote 4.0 arrives back at the site with the Trickster, who is puzzled that Coyote 4.0 can hold him.   Xanatos explains that he made Coyote 4.0 out of the melted down Cauldron of Life, and the cauldron's magic allows the robot to hold the spirit.   As the gargoyles with Beth and Elisa arrive, Coyote 4.0 secrets the Trickster away inside his body.   Fighting ensues, but is halted as Coyote 4.0 and Xanatos spot a Coyote kachina dancer dancing nearby.   Xanatos asks the robot if the Trickster escaped.   Coyote 4.0 says no, but perhaps he kidnapped the wrong kachina dancer.   When he opens up the compartment to check, the Trickster escapes.   More fighting ensues during the course of which Goliath takes out Coyote 4.0.   The robot gets up and is bearing down on Beth, Elisa and Bronx when the Trickster taunts him into blowing up the supports on the steel building skeleton surrounding them, causing it to collapse onto the robot.   Xanatos extricates himself from the rubble.   The gargoyles and humans are amazed at having won, thanks to the fortuitious appearance of the kachina dancer, who approaches and removes his headdress to reveal Peter Maza.   He says he isn't sure why he put on the costume, but the Trickster approaches and says that he knows why.   He and Peter are connected, ever since Peter first put on the headdress and did the dance.   When Peter left, he took part of the Trickster with him.   The Trickster vanishes in a whirl of tornado and a brief glimpse of the ghostly coyote face.   Beth marvels that he was actually real, and Peter suggests they go visit their grandfather so they go from there to the graveyard where Peter's father is buried.

Guardians - November 27-30, 1996

Beth was at a dig with other university students after leaving New York City, thinking about a job offer writing in a magazine.   She met with Coyote who told her that her role in life was to be a guardian and explained being a guardian is not just enforcing the law.   Beth is meant to preserve the old stories for future generations.   As a result of that revelation, Beth declined her job offer.

A Call To Arms - January 14, 1998

Coyote visited Beth in Arizona to help prepare her for the coming Unseelie attack.

Darkest Hour, parts 1-2 - April 29-30, 1999

Beth and others performed a dance to raise human magic to cover up a portal to Avalon while the Unseelie attacked.   Coyote and Beth protected them while the Unseelie were there.

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Peru

Flight from the Enchanter - April 30, 2000

We open in a mountain pass in the Andes. Arthur, Griff, Merlin and Mary discuss how they are travelling to meet up with Arminius Fenn. Arthur mentions their previous encounter, as well as how Leba has arranged for them to travel with Fenn up the mountain. Attention turns to life at home. Despite the pressing situations, Arthur is rather glad to be out of the estate. When he's there, he feels so restless. At least he has some purpose on the Grail quest. They bat about ideas for what Arthur's purpose in the world could be. Arthur wonders if the days of knights going around and saving the day are over, but then given the number of adventures they've encountered it's perhaps not surprising. They do consider the possibility that they are encountering adventures because it's a Grail quest, and so they need to run into adventures to prove themselves. They spend some time processing the adventures they've had. This is all fairly uneventful stuff in terms of crash-bang action, but will hopefully be interesting when played out since a lot of the time we wrap issues up with a bow at the end of an episode and move on. This will be pulling out some of those old issues – Merlin's depression in "Doomed" and Mary's encounter with Fenris in "Black and White" for example, and looking to see if the characters really have moved on as much as they think.

But ultimately, what does the modern world need? There are police for the streets and lawyers for the courts, and complex systems of governments. Arthur doesn't fit into any of those. Mary notes some of the flaws with the British and American governmental models, and where Arthur could fit in, but nothing she says is very satisfactory. Griff thinks that Arthur has it all wrong: they need to be going out and promoting goodness and tolerance. He's gone from being a big fish in a small pond to being a minnow in the Channel it's true but good deeds and good deeds and that's what counts. Arthur is quite weary. He had hoped that the Grail quest would give him a greater sense of direction, but he just has more questions. When will he find answers?The conversation goes on in like fashion until dawn, read it if you want details. Griff turns to stone, Mary turns into a wolf and curls up to sleep. Merlin tries to rest and Arthur leaves the rest of the group to have a short walk and clear his head. He's still quite upset at his purposelessness. He attacks a rusty upturned digger (this is foreshadowing for "No Mercy" and hardly worth going into here.) He thinks he can hear the sound of singing on the distance and goes to investigate, but no singing is present.

Afternoon. They notice that the greenery of the valley they're in seems to fade. They seem to be entering a barren patch of land that seems deadened. Colours seem to fade into stark, almost monotone shades.

Finally, the White and entourage arrive and introduce themselves. The WK addresses the travellers, telling of their name and mission (not the Grail bit). Arthur is disconcerted and wants to know how he knows. The White Knight tells him that Duval sent word and descriptions of the travellers and said to make the travellers feel welcome. Arthur and company are greatly relieved, although still remain on edge for some time as they are taken into the `elfin grot' of the White Knight and offered lodgings and a chance to restock their food supplies.

It's eerie because everything around is dead, and there are all these grim spectres and wisps flying about. Upon further questioning, the White Knight explains that he and his followers are not quite ghosts but were enchanted long ago. Although they do not age, they loiter palely. And so they gathered here, a place for those that ought to be dead. It's depressing as hell, but they like it. The White Knight considers it cathartic.

As they stay, Merlin feels himself growing sicker – a sort of reverse of the effect Quetzalcoatl's magic had on the group. The White Knight admits it's time for the feast of sacrifice. Arthur asks what that is. The White Knight explains that every once in a while the magics that sustain the area are spent and they need to sacrifice one of the humans to it. Arthur is appalled at this possibility, but the White Knight is concerned with the onset of singing and dance.

While an entertainment is performed, Team Pendragon sneak out and discuss what they're going to do. It's a big argument that you're best reading than hearing paraphrased. These people have made their choice and are willing sacrifices. Nonetheless, Arthur thinks that this is clearly the wrong thing to do. As he makes up his mind absolutely that he will stop the sacrifice, he walks out of the cluster of dead trees where the conversation took place to face none other than the White Knight.

The Knight and Arthur have a war of words over the matter. Arthur will not stand by and watch innocents get murdered, despite the claims of the knight and the innocents themselves that the innocents are happy to die for the group. It's no different than knights going out and laying down their lives for the continuation of the Round Table for example. Arthur notes the difference between lives lost in the heat of battle and pre-meditated murder. He challenges the White Knight to a duel.

As Team Pendragon gets ready, Arthur's companions are concerned. Although Arthur is finding his values, they aren't really sure that this ambiguous good he's doing is the right thing. Arthur does feel a little uncomfortable at turning his back on the hospitality that he's been provided, but all the same can't sit by and watch murder.

He hands the telephone back to Mary. The Knight and Arthur finally duel and it's all exciting and stuff, not least because it's intercut with the subplot du jour where Jennifer Camford signs her soul—er, business, to Montrose. Arthur finally wins the duel. Spares the White Knight though.

With the White Knight defeated, life starts to come back into the area. The spectres fade away and the grey hue that surrounds the entire area dissipates. But the White Knight remains pale, and under his helmet his eyes are haunted. He congratulates Arthur wryly on his victory – he has destroyed one of the few places these people can turn. Most of them will probably kill themselves in a short period anyway now.

Arthur feels uncomfortable with this, but nonetheless takes his friends and leads them further up the mountain and away from the perils of the White Knight. Griff ushers Merlin and Mary forward, noting the king's pensive mood. It's not helped when he and Jennifer empathise with each other over how nothing seems easy.

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