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Articles about
Arthur (Ghosts 'n Goblins)
OriginalMarvel vs. Capcom
Princess, I swear that I, Arthur, will come to your rescue!
~ Arthur[1]

Summary

Arthur is the main protagonist of the Ghosts 'n Goblins video game series. He is a valiant knight who saved the kingdom many times, vanquishing the forces of the Demon Realm which recurrently invade the land and kidnap Arthur's beloved, Princess Prin Prin. He is known for the many types of weapons and spells in his arsenal, as well as the comical boxers he is left in when his shining armors break down. Still, no matter what the evil monsters that stand on his path or the accursed places he has to venture in, Arthur will always face them head-first and accomplish his mission.

Powers and Stats

Tier: 9-A

Name: Arthur, Sir Arthur

Origin: Ghosts 'n Goblins

Gender: Male

Age: About 28[2]

Classification: Human, Knight

Powers and Abilities:

Superhuman Physical Characteristics, Weapon Mastery, Acrobatics (Cleared many mazes and locations, parkouring on both still and moving platforms and pillars, and across different floors and lanes, all while dodging assaults from multiple enemies and replying with his own attacks. Can jump twice[3], perform aerial soomersaults[3] and throw his weapons upward and downward while airborne, and is quite used at doing jumping attacks in general. Can maintain his equilibrium and keep moving and attacking normally while walking on icy[4] floor[5] or slippery[6] slime[7]. Climbed down a cave[8], dodging obstacles and fighting monsters while still holding the rope. Slid off of a falling building[5] onto the back of a flying dragon and battled it in the sky), Preparation (Foreshadowed Lucifer's arrival and prepared his weapons[9] accordingly), Magic (Can occasionally cast spells without having to don special armors. Infused his weapons with magic before the events of Ghouls 'n Ghosts), Non-Physical Interaction (Can hurt and kill ghosts[3], living[10] flames[10] and beings made of dust[11]), possibly Dimensional Storage and/or Weapon Creation (Can throw his weapons an infinite amount of times and out of nowhere), Vehicular Mastery (Can drive makeshift rafts during a storm, passing through whirlpools[12] and tidal waves, fighting enemies and dodging obtascles in the meanwhile. Knows how to ride[13] a horse), possibly Self-Sustenance (Type 1; Can swim underwater[14] indefinitely)

Fire Manipulation (With the Torch), Holy Manipulation (With the Shield/Cross, which is the only weapon capable to damaging Astaroth)

Fire Manipulation (With the Napalm and via Fireball Magic), Holy Manipulation, Electricity Manipulation and Energy Projection (With the Psycho Cannon, the only weapon which can hurt Lucifer), Electricity Manipulation (Via Thunder Magic, Thunder Dragon Magic and with the Psycho Cannon), Explosion Manipulation (Via Exploding Magic), Duplication (Via Double Magic), Creation (Via Mirror Magic)

Fire Manipulation, Energy Projection, Homing Attack (With the Magic Crossbow), Electricity Manipulation, Air Manipulation, Information Analysis (Via Seek Magic), Holy Manipulation and Energy Projection (With the Goddess' Bracelet, the only weapon that inflicts damage to Sardius)

Fire Manipulation (With the Torch), Holy Manipulation and Energy Projection (With the Goddess' Bracelet, the only weapon that inflicts damage to Azazel)

Magic, Fire Manipulation, Electricity Manipulation, Explosion Manipulation (With the Bombs), Homing Attack (With the Swallow Blade), Statistics Amplification and Power Modification (With several armors, Steed Soul, Magic Pendant, POW pickups and via Power Up Magic), Flight (With the Angelic Armor and the Dragon Shield), Energy Manipulation (With the Demon Shield and the Infinity Shield), Invulnerability (With the Infinity Shield), limited Teleportation (With the Warp Staves), Damage Reduction (With Knight Soul), limited Power Nullification (With the Light Rings), Forcefield Creation (Via Invincible Magic), Sealing Negation (Via Unseal Magic), Information Analysis (Via Discovery Magic), Petrification and Earth Manipulation (Via Gorgon Magic), Necromancy (Via Spirit Magic), Time Manipulation (Via Time Magic), Energy Projection and Air Manipulation (Via Wave Magic)

Enhanced Magic, Fire Manipulation, Air Manipulation (With the Hammer), Holy Manipulation (With the Holy Water and via Thunderstorm), Invulnerability (With the Cast Armor), Power Modification (With the Golden Armor), Statistics Amplification (With the Cast and Golden Armor, and via Quickening and Quick Cast), Electricity Manipulation, Weather Manipulation and Danmaku (Via Thunderstorm), Earth Manipulation (Via Emboulden), Duplication (Via Doppelgänger), Transmutation (Via Transmogrifrog), Petrification (Via Medusa), Light Manipulation and Information Analysis (Via Trasure Eye), Thread Manipulation (Via Umbral Net), Metal Manipulation (Via Armormend), Transformation (Via Red Arremer), Damage Boost (Via Boxer Boxers), limited Durability Negation (Via Dead Arremer), Resurrection (Via Resurrection), Dimensional Travel (The Demon Orbs allowed Arthur to reach Hades, who was hiding in another dimension[15]). The Three Wise Guys possess: Intangibility (Cannot be harmed directly), Immortality (Types 4 and 7), Flight, Energy Projection, Forcefield Creation (Barry only), Platform Creation (Archie only), Resurrection (They can resurrect[16] themselves), Damage Transferal (When Arthur takes damage, the Three Wise Guys are also hurt[16])

Attack Potency: Small Building level+ (Can destroy large blocks of rock[17] with just two hits of any of his weapons. Able to compete with demons such as the Shielder, which can demolish a bridge[18] with a single attack. Can fragment statues[19] and topple stone pillars[20] with ease. Killed[21] the Ghost Tower, a living castle. Defeated powerful demon lords such as Astaroth, Lucifer and Hades multiple times)

Speed: Subsonic+ Movement and Combat speed (Can dodge cannonballs[21] and keep up with the Red Arremers, which are quick enough to avoid his crossbow bolts from close distance)

Lifting Strength: Class M (Can hurl large weapons with a single hand and with such strength to shatter huge rocks[17]. Can break free[22] from being tied up by giant spider web. His grip is so strong to allow him to not be dragged away[4] by avalanches. Can run, jump and push[23] through powerful winds[18])

Striking Strength: Small Building level+ (Can accomplish his feats even with non-magical weapons thrown with sheer muscle power)

Durability: Small Building level+ (Can survive being tackled[24] by Satan even without donning his armor and seemingly taking only little damage. From Ultimate Ghosts 'n Goblins onwards, his armors can withstand multiple hits before breaking down)

Stamina: Superhuman (Journeyed across lands, seas, mazes and all kinds of harsh environments on his own, dealing with hordes of monsters and deadly hazards, while also hasting to save Princess Prin Prin. Endured the brutal cold of snowy mountains and the scorching heat of several locations filled with fire and lava, either donning a metallic armor or just his underwear. Can fight without being hindered by high altitude[5] which would cause oxygen deprivation)

Range: Standard Melee Range, Extended Melee Range to Several to likely Tens of Meters with weapons

Intelligence: Gifted (Single-handedly vanquished the armies of the Demon Realm on six different occasions, foiled their plans, saved the kingdom and slew several demons lords with little to no help. Is an excellent acrobat and proficiently utilizes dozens of weapons, shields, spells, tools and related variations in a unique way with high accuracy and pace. Over the course of his many adventures he fought and slew all kind of dangerous monsters, including undead, dire animals, dragons, demons, giants and much more, often having had to fight many of them at the same time, figured out their weaknesses and dealt with other adversities in the meantime. Likewise, he proved himself an excellent survivalist by successfully traversing a large number of different locations and harsh environments, such as forests, mountains, volcanoes, seas, deserts, caves, dungeons, urban areas etc.., all filled with hazards, traps and the aforementioned creatures. Is an incredible sailor, who managed to sail a stormy sea while riding a makeshift raft while fighting sea monsters coming at him. Already before his second adventure, he foreshadowed Lucifer's arrival and the restoration of the Demon Realm by his hands, and prepared himself and his weapons accordingly)

Weaknesses: Sometimes needs specific armors in order to cast some spells.

Notes:

  • Although Marvel vs. Capcom 3: Fate of Two Worlds isn't canon to the Ghosts 'n Goblins series, Arthur's age has never been addressed in any other official material, thus the information should be considered reliable.
  • As revealed by the ending of Ghouls 'n Ghosts, Arthur has always access to his weapons, meaning that him finding them randomly during his adventures and him using only one of them at once is purely a matter of Game Mechanics. The Armory Armor from Ghosts 'n Goblins Resurrection is considered a game mechanic as well, since the information given by the lore take precedence.

Standard Equipment:

  • Knight Armor: Arthur's standard armor, which offers decent protection and has no special properties. If broken, Arthus is left only in his underwear and much more exposed to damage.
  • Lance: A polearm that Arthur tosses in a straight line.
  • Torch: A fireball that generates a large flame upon touching the ground.
  • Dagger: Small knives that deal less damage than other weapons but can be thrown at a rapid fire.
  • Axe: A single-handed weapon thrown in a 45 degree angle. It deals higher damage than usual in exchange for a shorter range.
  • Shield/Cross: A magical and holy artifact that was required in order to bypass Astaroth's defenses. Its range is lower than other weapons, but deal high damage and blocks enemy projectiles.

  • Knight Armor: Arthur's standard metallic armor.
  • Golden Armor: The strongest of all armors, which grants Arthur the ability to unleash powerful magicks, each related to a specific weapon. There's no limit to the amount of spells he can cast, but they need to be charged for a couple of seconds before being activated.
  • Lance: The classic long, thin poleweapon that flies straight forward and deals good damage.
  • Napalm: A bomb-like item that unleashes a trail of blue flames.
  • Dagger: Throwing knives that fly straight forward and are faster than other weapons, but deal less damage.
  • Axe: A large, golden axe that Arthur tosses in an angle.
  • Sword: A golden greatsword used for melee attacks, resulting in higher damage at the cost of a shorter range.
  • Discus: A shield-like weapon with four spikes on its sides. It moves horizontally along the ground when it touches the floor.
  • Psycho Cannon: Blasts of electrified holy magic able to destroy even the foulest demon. This power was bestowed upon Arthur by the Goddess of Battle in order to vanquish Lucifer.

  • Thunder Magic: Arthur summons a lightning bolt from the heavens which strikes him and then spreads left and right, zapping all enemies on its trail. It can be cast when holding the Lance.
  • Fireball Magic: Arthur unleashes four blue fireballs that whirl around him and char every enemy on their path. It can be cast when holding the Napalm.
  • Exploding Magic: Arthur triggers a double explosion around himself, which leaves him unscathed while burning the enemies.
  • Double Magic: Arthur generates a duplicate of himself that assists him in battle. It can be cast when holding the Dagger.
  • Thunder Dragon Magic: Arthur releases two dragon-like bolts of electricity that travel in an upward angle left and right and then come back to him.
  • Mirror Magic: Arthur creates a green mirror in front of him that acts as a shield and absorbs any attack before breaking down. It can be cast when holding the Discus.

  • Lance: Arthur's trusted spear, whcih travels forward and deals normal damage.
  • Torch: Engulfed in blue fire, this version of the Torch raises several short pillar of flames when touching the ground.
  • Dagger: Small throwing knives, fast but weaker than other weapons.
  • Axe: A one-handed hatched that loops forward when thrown.
  • Crossbow: A ranged weapon that shoots two arrows in an upward-diagonal direction.
  • Scythe: A short, one-handed scythe that flies forward while spinning.
  • Tri-Blade: A sword with three edges that flies around before returning to Arthur.
  • Goddess' Bracelet: A sacred weapon previously owned by Princess Prin Princ. It allows Arthur to fire blasts of magic energy that bypass the unholy defenses of the demon lords.

  • Rocket Lance: Stronger than before and empowered by blue flames.
  • Magic Torch: An actual fireball that now unleashes higher pillars that also travel farther.
  • Laser Dagger: Upon being thrown, the dagger is engulfed in energy and rushes forward at high speed.
  • Hefty Axe: A double-edged blade that rises above Arthur and then goes forward, dealing more damage than before.
  • Searching Crossbow: Fires 3 flaming bolts that chase down Arthur's enemies.
  • Tornado Scythe: Stronger than before and able to cut the enemy twice.
  • Shuriken: A three-pointed projectile that deals more damage and behaves just like its previous version.

  • Knight Armor: The classic metallic armor offering basic protection.
  • Bronze Armor: An advance type of armor which upgrades Arthur's weapons.
  • Golden Armor: Arthur's ultimate armor, having the same properties of the Bronze Armor and bestowing magical powers upon him, each varying depending on the weapon the knight is using at the moment.
    • Moon Shield: A shield that comes along the Golden Armor. It speeds up the charging time of Arthur's spells and protects him from some attacks before breaking down.
    • Sun Shield: An upgrade to the previous shield with better performances.
    • Thunder Magic: Arthur summons a lightning bolt that rains down on him and then spreads left and right. It can be cast when holding the Lance.
    • Barrier of Magic: Three orbs of magical fire levitate around Arthur for awhile, damaging all enemies they come in contact with. It can be cast when holding the Torch.
    • Fire Dragon Magic: Arthur lets forth blue, dragon-shaped flames that fly around him. It can be cast when holding the Dagger.
    • Beam Magic: Eight lasers burst out from Arthur's body and travel in all directions. It can be cast when holding the Axe.
    • Seek Magic: A tactical spell used to reveal all hidden chests near Arthur's position. It can be cast when holding the Crossbow.
    • Tornado Magic: Arthur manifests two tornadoes that whirl around left and right. It can be cast when holding the Scythe.
    • Nuclear Magic: A big green energy sphere is formed above Arthur's head, which then splits into two smaller spheres that travel left and right. It can be cast when holding the Tri-Blade.

    • Lance
    • Torch
    • Dagger
    • Axe
    • Sword
    • Crossbow
    • Goddess Bracelet

    • Lance: Arthur's trusted spear that flies in a straight line. The Blue POW increases its speed and the Red POW its strength.
    • Grand Lance: A stronger version of the standard Lance. The Blue POW increases its speed and the Red POW its strength.
    • Dagger: The classic throwing knives employed for rapid fire. The Blue POW increases its speed and the Red POW its strength.
    • Swallow Blade: An anchor-like blade that homes in on any target. The Blue POW increases its speed and the Red POW its strength.
    • Boomerang Scythe: A one-handed scythe that returns after being thrown and picks up items on its path. The Blue POW increases its speed and the Red POW its strength.
    • Fire Bottle: A large vial containing a mysterious liquid that ignites into blue flames upon touching the ground. The Blue POW increases its range and the Red POW its strength.
    • Bomb: A spheric explosive weapon. The Blue POW increases its range and the Red POW its strength.
    • Vine Whip: A green, spiky whip which can be used to attack as well as grab distant objects. The Blue POW increases its range and the Red POW its strength.
    • Electric Whip: A stronger whip infused with lightning magic. The Blue POW increases its range and the Red POW its strength.
    • Fire Crossbow: Shoots arrows coated in blue fire. The Blue POW increases its range and the Red POW its strength.
    • Scatter Crossbow: Shoots three arrows at different angles. The Blue POW and Red POW increase the amount of shots it fires.
    • Elec Crossbow: Shoots electrified arrows. The Blue POW increases its speed and the Red POW its strength.

  • Knight Armor: The basic armor Arthur normally wears. Grants decent protection and allows him to use low level spells. Without it, Arthur is left in his underwear.
  • Warrior Armor: An upgraded version of the Knight Armor, granting Arthur heightnened magical powers.
  • Emperor Armor: Arthur's ultimate armor in regards to magic capabilities, being the only one giving him access to high level spells.
  • Cursed Armor: An armor possessed by a supernatural force, and divided in two types:
    • Cursed Armor LT: Infused with benevolent energy, this armor boosts Arthur's speed, halves the cost of his magicks and gives him access to mid-level spells.
    • Cursed Armor DK: Negative energy runs through this armor, making it highly durable but lowering Arthur's speed and doubling the cost of his spells.
  • Angelic Armor: A fabled armor said to having been donned by a fallen angel. It gives Arthur access to mid-level spells and grants him the ability to fly indefinitely.
  • Dark Armor: A mysterious armor that is highly durable and boosts Arthur's speed and strength (similarly to a POW power-up), but cancels his ability to utilize magic and hold any shield.
    • Cracked Shield: An old shield that breaks down easily.
    • Knight Shield: The standard shield used by knights. Can withstand a decent amount of hits.
    • Emperor Shield: A shield said to have been used by a legendary ruler. It has incredible durability and can withstand a great amount of hits.
    • Demon Shield: A shield inhabited by a powerful spiritual force. It doesn't have a fixed durability, as it varies from shield to shield, but all of them have the power to restore Arthur's magic with each attack they block.
    • Dragon Shield: The spirit of a flying dragon sleeps within this shield. It has the same durability of the Knight Shield and can be used to fly for a limited time by riding on it.
    • Infinity Shield: The ultimate shield, granted to Arthur by the combined powers of three witches. It is completely indestructible and turns blocked attacks into magical power just like the Demon Shield.

    • Warp Staves: Tools used to teleport in, out and between different locations, after setting a staff within them.
    • Leap Boot: A boot imbued with the spirit of a wild horse. It allows Arthur to jump twice. By the end of this adventure Arthur has acquired a second boot, becoming able to jump thrice.
    • Angel Feather: A feather from an angel who has fallen from grace. It grants the ability to don the Angelic Armor.
    • Steed Soul: The embodiment of the souls of wild horses. Increases Arthur's speed.
    • Knight Soul:[25] Cuts the damage that Arthur suffers in half.
    • Magic Pendant: Halves the cost of Arthur's spell.
      • EX Magic Pendant: Halves the cost of Arthur's spells and gives him the ability to cast maximul level spells even without donning the Emperor Armor.
    • Light Rings: A collection of 33 magical rings that have been used[26] to dissipate the evil force[27] Hades was using to prevent Arthur from reaching him.

    A variety of magical attacks, whose power and effect vary depending on which armor Arthur is donning and how much magic power he has stored.

    • Flare Magic: A fiery explosion with Arthur as its epicenter. Its power and reach increase with each level.
    • Inferno Magic: Arthur releases a stream of fire from his hands. The size of the flames increase with each level.
    • Invincible Magic: Two to three orbs float around Arthur, protecting him from several hits or a really strong one, while also dealing damage to the enemies they touch, then vanishing after doing one of these things.
    • Time Magic: Slows down time around Arthur, and completely stops it when powered up to the maximum level.
    • Unseal Magic: Nullifies magical locks on doors.
    • Spirit Magic: Arthur summons a swirl of poltergeists around himself, obtaining the ability to fly until his magic is depleted or he stops the spells. Such spirits can also damage enemies and protect Arthur from their attacks and environmental hazards, although doing this deplenes his magical energy faster than normal.
    • Gorgon Magic: Arthur shoots a gray projectile that petrifies anything it touches while also shattering what's already made of stone.
    • Power Up Magic: Grants Arthur's weapons both Blue and Red POWs.
    • Discovery Magic: Detects and displays hidden treasure chests near Arthur.
    • Wave Magic: A large sphere of electrified, magical energy that travels forward. It sucks in surroundings and flings them, and also deflects enemy attacks. As its level raises up, so does the strength and size of the projectile.

    • Lance[16]: Arthur's good old spear, flies forward and deals normal damage.
    • Dagger: Small knives excellent for rapid fire. When Arthur dons the Golden Armor, they become stronger and faster.
    • Holy Water: A bottle of holy water that explodes in blue fire upon touching the ground or an enemy. When Arthur dons the Golden Armor, the flames increase in size.
    • Crossbow: Shoots two flaming arrows in diagonal directions. When Arthur dons the Golden Armor, it shoots four arrows.
    • Discus: A frisbee-like weapon with six spikes on its sides. It spins through the air or along the ground. When Arthur dons the Golden Armor, it becomes stronger.
    • Spiked Ball: A big and spiky sphere that rolls along the ground and bowls over anything on its path. When Arthur dons the Golden Armor, it becomes stronger.
    • Hammer: A large mallet that deals massive damage and releases air waves if swung in mid-air. When Arthur dons the Golden Armor, it becomes stronger and fires more powerful waves, even upwards.
    • Shield: Brimming with mystical energy, this weapon flies forward, blocks enemy attacks and deals good damage. When Arthur dons the Golden Armor, it becomes stronger.

  • Knight Armor: Arthur's trusty metal armor, without which he is left in his underwear.
  • Golden Armor: A special armor that turns Arthur's weapons into stronger versions of themselves.
  • Optional Armors:
    • Armory Armor: A red armor that allows Arthur to carry all his weapons at the same time (see the note below).
    • Cast Armor: A blue armor that is completely impervious to any kind of damage, but doesn't prevent Arthur from being pushed back by enemy attacks. It also speeds up the time Arthur takes to cast a spell.
    • Thunderstorm: A lightning bolt strikes down from the heavens, then spreads omnidirectionally into several bolts with Arthur as its epicenter. At max power, a storm of holy water is summoned along.
    • Firewall: Arthur summons two large blue flames from his left and right, which keep hovering as he moves and damage everything they come in contact with.
    • Emboulden: Arthur encases himself in a large boulder, which can be used to roll over his enemies as well as blocking their attacks.
    • Doppelgänger: Arthur creates up to three copies of himself, which temporarily aid him in battle and can even use different weapons.
    • Transmogrifrog: Temporarily turns Arthur's enemies into defenseless frogs.
    • Medusa: Turns all enemies into stone statues for a limited time.
    • Quickening: Increases Arthur's movement speed temporarily.
    • Treasure Eye: Reveals the position of treasure chests.
    • Umbral Net: Casts a large net that catches small fairies and such.
    • Armormend: Restores Arthur's Knight Armor or turns it into the Golden Armor if he's already donning it.
    • Red Arremer: Temporarily transforms Arthur into a Red Arremer, giving him access to their abilities as well.

  • Boxer Boxers[28]: Arthur's first attack after he loses his armor deals triple damage
  • Kitted Out: Expands Arthur's inventory space.
  • Quick Cast: Reduces the amount of charging required when casting a spell.
  • Dead Arremer: Arthur fires a projectile that kills Red Arremers instantly.
  • Resurrection: Grants a second chance after falling in battle.

  • The three ancestral guardian spirits of Arthur, and each of them helps him in his own, unique way.[16]

    • Barry: Summons a protective magic barrier that damages enemies who touch it and defends Arthur from their attacks. It dissipates too much contact with enemies and projectiles, or if Arthur strays too far from it. He can also fire blasts of energy from his hands.
    • Kerry: Picks up Arthur and carries him around through the air. He also picks up items and brings them to Arthur. He attacks by tossing an energy projectile in an arch.
    • Archie: Erects a magic platform for Arthur to traverse, which also deals damage to the enemies that touch it. It dissipates after a set amount of time. He also shoots three energy bullets in different directions.
    ThreeWiseGuys

    Gallery

    Others

    Notable Victories:

    Notable Losses:

    Inconclusive Matches:

    The Penitent One (Blasphemous) The Penitent One's Profile (Arthur had his Ghouls 'n Ghosts equipment, speed was equalized and starting distance was 10 meters)

    References

    1. Ultimate Ghosts 'n Goblins - Intro
    2. Marvel vs Capcom 3: Fate of Two Worlds
    3. 3.0 3.1 3.2 Super Ghouls 'n Ghosts
    4. 4.0 4.1 Super Ghouls 'n Ghosts - Stage 5 - The Deep Chill
    5. 5.0 5.1 5.2 Ghosts 'n Goblins Resurrection - Zone 2 - Crystalline City
    6. Ghouls 'n Ghosts - Stage 4 - Crystal Forest
    7. Ultimate Ghosts 'n Goblins - Stage 3.1 - Rotten Swamp
    8. Makaimura for WonderSwan - Stage 4
    9. Ghouls 'n Ghosts - Ending
    10. 10.0 10.1 Ghouls 'n Ghosts - Stage 2 - Village of Decay
    11. Ultimate Ghosts 'n Goblins - Stage 2-2 - Death Castle
    12. Super Ghouls 'n Ghosts - Stage 2 - The Rotting Sea
    13. Ultimate Ghosts 'n Goblins - Intro
    14. Makaimura for WonderSwan - Stage 6
    15. Ghosts 'n Goblins Resurrection - Zone 5 - Shadowlord's Citadel
    16. 16.0 16.1 16.2 16.3 Ghosts 'n Goblins Resurrection - Official Web Manual
    17. 17.0 17.1 Ultimate Ghosts 'n Goblins - Stage 4 - Scorch Mountain
    18. 18.0 18.1 Ghosts 'n Goblins Resurrection - Stage 2 - Execution Grounds
    19. Super Ghouls 'n Ghosts - Stage 3 - Vermillion Horror
    20. Ghosts 'n Goblins Resurrection - Stage 1 - Graveyard
    21. 21.0 21.1 Makaimura for WonderSwan - Stage 2
    22. Ultimate Ghosts 'n Goblins - Stage 1.2 - Bloody Nest
    23. Ghouls 'n Ghosts - Stage 1 - The Execution Place
    24. Ghosts 'n Goblins Resurrection - Intro
    25. Ultimate Ghosts 'n Goblins – FAQ by xarugas03
    26. Ultimate Ghosts 'n Goblins – Dark Astaroth's Chamber
    27. Hades's Chamber
    28. Ghosts 'n Goblins Resurrection - Official Website

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