The Once and Future Duke
The gate of Castle Grayskull, closed
left-pointing gray power sword right-pointing gray power sword
a TV screen
S1:E58

MU058

November 30, 1983
Gray TV button Gray TV button
A television, with sections on the right reading from top to bottom: Episode Number, Episode Code, Original Air Date, and Stills.
Top

Writer
Phyllis & Robert White

Director
Lou Zukor

Snapshot
He-Man rescues a boy in the Vine Jungle who he realizes is Adam and Teela's childhood friend - David, the rightful Duke of Abra! David has been returned to boyhood and had his memory taken away by his evil uncle, Count Marzo. Our heroes will have to hunt down the inherited Ring of Remembrance and defeat Marzo to restore David to his life and title - let's hope they don't forget anything along the way!

Heroic Warriors
Prince Adam (He-Man), Cringer (Battle Cat), King Randor, Queen Marlena, Teela, Sorceress, Man-at-Arms, Orko

Evil Warriors
N/A

Other Characters
David of Abra, hunger lily, Count Marzo, Chimera, gargoyle ("fuzzhead," as Orko calls it)

Vehicles
Wind Raider (mentioned only, but clearly used), Marzomobile (unnamed, but what else would you call it?)

Plot summary
Adam and Cringer are hanging out fishing in the Vine Jungle - a great place to meet an episode plot! (Though Cringer dislikes the "creepy crawly things," like moths, which populate the jungle.) Sure enough, they overhear a boy being menaced by a giant hunger lily, so He-Man and Battle Cat rush to the rescue. After violently ejecting the boy from the flower's clutches and tying it up, He-Man gets a closer look at his rescuee and recognizes him as a childhood playfriend of Prince Adam: David of Abra. The boy has mysteriously failed to age since then, and also has no memory of who he is. As Prince Adam, our hero takes this boy wonder to the throne room to show off to Teela and the royal couple, who all confirm his identity but are just as confused as to his lack of maturity and knowledge. Adam makes a lame excuse to the assembled company and has a telepathic chat in a side room with the Sorceress, who gives him the skinny: David should be Duke of Abra, but his evil uncle Count Marzo put some mojo on the kid and took away his ducal signet, the Ring of Remembrance. To fix David, they will need to track down the ring.

Given this information, Man-at-Arms is able to use his wacky Eterno-Scope to track down the location of the ring: the Lake of the Lost. Due to local magnetic conditions, the approach to the lake will have to be taken on foot: a journey which is undertaken by the boy's childhood friends, Teela and Adam (with Cringer along for some helpful complaining). Marzo, who is just as good at spying on Heroic Warriors as other Eternian villains, sees them coming and sends his imposing lackey, Chimera, as an obstacle. Adam claims he will "find a way around" the creature and runs off with Cringer, to be replaced seconds later by He-Man and Battle Cat (pure coincidence, I'm sure!). Fortunately, He-Man knows the one thing that will stop the Chimera using his main talent of teleportation, and that's to imprison him within the very crystal rocks that dot the area they are currently walking through. Convenient!

Meanwhile, our clever Count is covering all his bases, because he's gone to the palace to capture his nephew. He brings along a gun filled with the amnesiac vapors from his "Well of Forgetfulness," and uses it on poor Man-at-Arms. David is in the process of playing hide and seek with Orko, and has helpfully placed himself in a portable pot, so that Marzo can just put on the lid and tote him out of the palace. Orko witnesses all this happening (finding that Man-at-Arms's amnesia is not cured by a failed disappearing act from the court magician) and decides to hop in the Marzomobile so he can ride with the villain back to his fortress. At the castle, having released the boy from the pot, the Trollan sees the Count head off again to the Lake of the Lost, accompanied by a raincloud which will impregnate the lake with the forgetful waters from the well. Promising David that he will bring help (we assume - otherwise he'd just be ditching the kid!), Orko runs off to warn our heroes, with the escort help of a gargoyle-type monster that he charms into being his (temporary) friend.

Orko arrives at the lake just as the forgetful rain falls into it and Teela and He-Man pull up on Battle Cat. The Trollan is about to shout a warning when his friendly spell wears off and the gargoyle dumps him into the lake, giving him amnesia. Teela and He-Man, hearing their friend continuously ask who everyone is and what his own name might be, put two and two together and decide not to go have a swim. Instead, He-Man drains the entire lake by removing the one rock which was holding it in place. They find the entire exposed lakebed is dotted with rings (that Count Marzo is a clever dog!). Luckily, our hero's power sword is magnetized to the memorio metal that makes up the true Ring of Remembrance, and pulling out the weapon causes the ring to be drawn right over. He-Man then handily whips the lake back into place and uses the ring to restore Orko's memories, and the heroes head to the Count's castle to rescue David.

At the castle, the Count continues to prove himself a formidable enemy by throwing various obstacles in front of our heroes. A freezing fog separates Teela and Orko from He-Man and Battle Cat, and completely encases the blonde barbarian and his feline in a block of ice. Teela and Orko make it to David but are trapped in a magical prison by Marzo, requiring a self-defrosted He-Man to rescue them. He-Man uses his old deflection trick on Marzo's magical attack, which dissolves the prison, and a freed Teela trips Marzo with her bolas, causing him to tumble into his own well. Having forgotten that he is evil, Marzo is no longer a threat, and the heroes are free to return to the palace. Teela restores her father's memory, and Prince Adam, having reappeared without any explanation, puts the ring back on David's finger, causing the boy to be restored to maturity and his memories. He gratefully thanks his rescuers.

End with a Joke: Orko is glad that everyone has their memory back, but there's one thing he'd prefer Duncan still forget: his failure to make himself disappear earlier. The Trollan is sure he has the trick figured out now, and casts the spell again. This time it puts a grid of lines all over the magician's body. "Oh well," says an abashed Orko, "does anybody want to play checkers?" And they all laughed...

Memorable lines

Animation Loops

hemanTransformations
One full, one partial
Variation - in one of his shortest transformations, Adam lifts his sword and says the first line of his magic words, we see the energy begin to surround him, then: cut!

PSA
Brought to you by He-Man
Taking a bit of a leap from the circumstances of today's story, which vaguely had to do with water and bodies of water but had nothing to do with swimming, He-Man instructs us on swimming safety. There's no danger of losing your memory when you take a dip on Earth - but you could drown!

Connected episodes
Count Marzo episodes: Surprising as it may be, given his condition by the end of this episode, the Count will return! Because this episode is about people getting amnesia, I'd like to put it in the "amnesiac He-Man" category shared by MU019 and MU031; but since He-Man remains unaffected by memory loss in this episode, I guess we have to leave it out. This is, however, a...
Skeletor-less episodes in Season 1

Firsts/Lore

Commentary