has the Grail, left by Joseph of Arimathea. Afterwards, he visits Ot Moor where the frozen (due to the curse) Lady of the Lake challenges Arthur to a riddle in order to rescue the imprisoned Lancelot. From Southampton, Arthur leaves England in order to follow Galahad's traces. He arrives to Gaza where he is hosted by a man called Al Sirat, who will introduce him to the cult of the Six Goddesses. At Jerusalem Arthur is tried throughout his acts of selflessness and helping people. After traversing a series of perilous catacombs, the player reaches the ancient Temple of Aphrodite where the goddess directs him to the Grail. Historical references The game is marked by folkloric knowledge that is woven between the dialogues and the descriptions as the plot unfolds. When the player moves the cursor around the map of England, Merlin will comment on legendary figures such as Brutus of Troy or Ascapart and early legendary saints. In the scenery representing the ruins of Glastonbury Tor, there is a Glastonbury Thorn, which Merlin mentions originated with the Joseph of Arimathea. There is also a well, the lid of which resembles the Chalice Well. Before reaching Jerusalem, Arthur has a stop at the Pool of Siloam. Themes A theme seen throughout the game is the intermediate period of Sub-Roman Britain before Christianity, as a new religion, replaces the old ones. In Camelot there is a Chapel dedicated both to Mithras (who is however represented by a labarum) for the soldiers of Roman heritage, and Jesus Christ for the Christian soldiers. Cernunnos and Aphrodite are portrayed as real gods, but their powers and influence are in decline because of the advent of Christianity. In the ending sequence of the game, the Grail obliterates the purported "symbol of Mithras" in the chapel. The Grail's power seems to be universal both as a Christian relic and an artifact (the cauldron) of feminine power of the Goddess in pagan folklore. Another theme interwoven with the gameplay is that Arthur is supposed to perform good deeds to prove himself worthy of the Grail. In the Jerusalem sequence, the player has to discern the locals' problems and help them in order to advance the game. If the player decides not to help even one of his knights and thus avoid the trials and action sequences, the game can be completed, but the Grail will kill Arthur