Solution for Arthur: The Quest for Excalibur
You start in the Churchyard as you attempt to pull the sword from the
stone. Merlin appears and explains your heritage, saying you must prove
yourself wise and chivalrous, strong and courageous and demonstrate this
before you can claim the sword. He also tells you to seek him at his cave
beyond the meadow. A torque falls to the ground. GET TORQUE, EXAMINE IT;
you see a Crystal. EXAMINING the CRYSTAL will access the hints menu, as
will EXAMINING the CRYSTAL BALL in Merlin's Cave.
During the game, you will score EXPERIENCE points (E), WISDOM points (W),
CHIVALRY points (C) and QUEST points (Q). When you get tired, SLEEP
somewhere safe, eg: the village. When you hear the soldiers approaching,
HIDE BEHIND GRAVESTONE so you don't get found.
King Lot takes the STONE and SWORD. WAIT until daybreak. You wake to see
Lot brandishing a sword that looks like the one from the stone! He says he
will be crowned at noon in three days time and if anyone wants to challenge
him, they must do so in his hall (+5E, +2Q). Enter the Church and PRAY
(+10C). Enter the Tavern and LISTEN to the Farmers' conversation to learn
how Lot chooses the password for the Castle and that he loves gold.
When you get hungry, go into the Kitchen of the Tavern and GET CHEESE, EAT
CHEESE (+1E, +1Q) when the Innkeeper isn't there. Go to Merlin's Cave, but
don't carry anything when you cross the Meadow for the moment as the
Invisible Knight will steal them (though you can get them back later).
Merlin says he will give you a spell to turn you into a salamander, owl,
turtle, eel and badger. SAY CYR to change. You mustn't do it
while people are about and you must become human before you can change into
another animal. As you leave, he says there is a prisoner in Lot's dungeon
who needs to be freed.
Go to the Smithy and CYR BADGER (+3E, +1Q) and go IN to the hole. In the
Den, you see a loose stone. PULL STONE; it falls into the room beyond. Go
into the Cell, CYR ARTHUR (you scare the prisoner, he's the Smith who made
the false sword). ASK PRISONER ABOUT DOOR; he tells you the Guard checks on
him when the bells ring and also if he shouts. GET STONE, HIDE BEHIND DOOR,
SHOUT; the Guard enters with his back to you. HIT GUARD WITH STONE; you
bash him on his helmet, he falls. You see a key hanging from his belt (+3W,
+3E, +2Q). GET KEY, UNLOCK PADLOCK (+10C), GET HELMET; the prisoner follows
you when you leave. GIVE HELMET TO SMITH; a disguise.
Go to the Small Chamber and MOVE TAPESTRY to find an exit (+2W, +1Q). CYR
SALAMANDER to pass the wall of fire (+3W, +3E, +1Q). CYR ARTHUR in the
Kitchen. Go to the Armoury, GET ARMOUR0 (+1Q), WEAR ARMOUR, GET SHIELD
(+1Q). Return to the Kitchen, GET PUMICE (+1Q), PUSH BARREL (+2W, +1Q); the
water in it puts out the fire so the Smith can pass. Return to Behind the
Throne and WAIT till the bells ring and Lot gives the new password (+2W,
+1Q); use the Book of Hours in the packaging to work it out - verse and
line number.
Go to the Guard at the entrance and SAY whichever line it is. (Note, you
lose the game if you leave without the Smith and he refuses to leave the
Kitchen without the helmet) You leave with the Smith and he tells you he
has hidden another sword under the roots of the oak tree. Then he leaves
(+10C, +2W, +3E, +4Q). Go to the Village Green, CYR BADGER, DIG GROUND; you
find the sword, CYR ARTHUR, GET SWORD (+2W, +1Q). Go to the Edge of the
Woods and BLOW HORN; the Blue Knight says to knock on the door! KNOCK ON
DOOR; he is pleased to see you have armour and a shield (previously he
refuses to joust unless you are properly attired) but says your shield is
tarnished. RUB SHIELD WITH STONE; that cleans it. He gives you the choice
of two lances and says to mount up. MOUNT HORSE, GET RED LANCE. He rides
towards you. Shield whichever part of your body he aims for and aim at his
body. You clash, both of you fall off but he falls first so you've won! He
gives you an Ivory Key (+10C, +5W, +7E, +4Q).
Go to the Ivory Tower and UNLOCK DOOR. Meet the old man upstairs, he says
you have to guess his name. Go down to the bottom of the stairs and CYR OWL
so you can see in the dark. You see two lines of writing: SAYMOTHER
RIOTHAMUS (+4W, +1Q). Go back up to the crack. If you put something small
in it, it falls through to the other side. "CYR SALAMANDER, ENTER CRACK
(+2W, +1Q). You see the words Amhtir amu Smotus. Use the code from the
Cellar to translate this. Return to the old man as Arthur and SAY THOMAS
THE RHYMER". He gives you a magic ring and says 'When unseen forces you
surprise, just rub this ring to clear your eyes.' (+7W, +3Q).
Now to deal with that Invisible Knight!! Return to the Meadow and when he
steals your things, you see something glittering on the ground to the east.
Go east; it's the ring! (+3W, +2Q). GET RING, RUB RING to see a Knight's
Pavilion. Inside, he returns your things and offers you a giant brass
raven's egg if you answer a riddle. YES. He asks the next letters in the
series ST ND RD TH so SAY TH. (It's the sequence first, second, third etc).
He gives you the egg (+7W, +3Q).
Go to the tree in the Grove. CYR OWL (+3E, +1Q) UP; you're near a giant
raven's nest which contains a huge gold egg. The raven is circling and sees
the glint of the brass egg below - where you dropped it when you changed
into the owl. LAND IN NEST, CYR ARTHUR, PUSH EGG OUT OF NEST, CYR OWL; the
raven reappears and chases you out. LAND IN GROVE, CYR ARTHUR, GET ALL
(including the gold egg, +4W, +5E, +2Q). Go to the End of the Causeway and
the Red Knight will tell you that you must bring him four things before you
can pass; the egg of a giant raven, the hair that grows between the eyes of
a dragon, the tusk of the wild boar of the enchanted forest and the golden
fleece of the evil demon Nudd. GIVE EGG TO KNIGHT (+1Q).
Return to the Badger's Den as a Badger and map the tunnels. Do this by
noting the earth there is soft. If you DIG you make a claw mark. In the
next new location DIG, DIG to make two and so on. Make your way to the
Thorny Island (+2Q) and GET SPRIG (it catches on your fur). Go back through
the tunnels to the Smithy, CYR ARTHUR, (the sprig drops off your fur) GET
SPRIG (+1Q). Go into the Tavern and enter the Kitchen. WAIT till the
Innkeeper leaves. CYR OWL; the canary says if you'll release him, he'll
give you the key which is hidden in the thatch and fits the cupboard there.
CYR ARTHUR, OPEN CAGE (the bird drops the key, +10C), GET KEY (+1Q).
About now, the Innkeeper will return so leave before he gets there. WAIT
till he leaves the Kitchen again, go back in, UNLOCK CUPBOARD, LOOK IN IT,
GET BOTTLE; spices (+1Q). Go to the Track with the horse chestnut trees.
Try to go North and they pelt you with enchanted conkers which really hurt!
CYR TURTLE (+3E, +1Q), PULL IN LEGS, PULL IN HEAD to protect yourself and
WAIT till the conkers stop (+3W, +7E, +3Q). CYR ARTHUR, GET ALL, N. In the
Glade, you see footprints crossing the ground and a large rock. A
leprechaun will arrive after a few moves but will dash off when he sees
you. DROP BOTTLE, HIDE BEHIND ROCK and you'll hear a murmuring from under
the rock. LISTEN; the voice says the food is tasteless. WAIT and the
leprechaun appears and gets the bottle and starts reading the label. GET
LEPRECHAUN; you catch him before he can move and he gives you a jug of
whiskey in return for his freedom (+3W, +1Q).
Go to the Cottage and you'll find an injured peasant who is freezing cold,
the fire is almost out. OPEN DOOR to leave, GET SLEAN, GET CRUTCH. Go to
the Edge of the Bog and DIG GROUND to get some peat - the slean breaks
(+1Q). SW, OPEN DOOR, PUT PEAT ON FIRE; the room heats, the peasant
recovers (+10C). ASK PEASANT ABOUT BOG; he gives you the directions
through, this is random (eg NE, SE, NE, SE, NE, E). PEASANT, THANK YOU
(+10C), GIVE CRUTCH TO PEASANT (+10C).
Go to the Shallows and CYR EEL (+3E, +1Q). Swim through to the Ford and CYR
ARTHUR. Go to East of Ford and GET APPLE, EXAMINE IT; shrivelled and black.
Return to Ford and CYR EEL; the apple floats away. Go back to the shallows,
the apple is there. CYR ARTHUR, GET APPLE. Go to South of Chasm and THROW
SWORD ACROSS CHASM, THROW APPLE ACROSS CHASM; the boar eats the apple and
dies. CYR OWL, N to cross. CYR ARTHUR, GET SWORD, CUT TUSK (+1Q). Throw the
sword and tusk back over (+2W) and change and fly back. Change to Arthur.
GET ALL, go to Red Knight and GIVE TUSK TO KNIGHT (+1Q).
In the Shallows, change into an eel again, swim to the rowboat and kraken.
The rowboat has the sword and stone in it, the kraken is wearing a gold
bracelet but won't let you take it. ZAP KRAKEN; you give him a shock, he'll
now chase you. Swim back to the Shallows, CYR ARTHUR, GET SWORD (the kraken
is squeezing you with a tentacle), CUT TENTACLE WITH SWORD; the bracelet
lands in the water (+5W, +7E, +4Q). CYR TURTLE, S, SWIM THROUGH BRACELET
(it catches on your neck, +3W, +1Q) N, pull in head (the bracelet falls
off) CYR ARTHUR, GET ALL (+2Q for bracelet). WEAR BRACELET. Cross the bog
as instructed to the Black Knight who stops you passing him unless you
fight him. He won't fight until you have a decent weapon. He's wearing a
medallion. FIGHT KNIGHT. If your experience is high enough, you'll disarm
him eventually. Then HIT MEDALLION WITH SWORD; he vanishes (+4W, +7E,
+4Q).
When you get hungry on the second day, go to the idiot and SWAP
FOR MOUSE. Then change locations, CYR OWL, EAT MOUSE (+1W, +1E). Go to the
Ledge and EXAMINE DRAGON; a heavy drinker. GIVE JUG TO DRAGON; he drains
it. WAIT till he collapses. CUT HAIR WITH SWORD (+3E, +1Q). IN (+2Q);
you'll see apparitions but ignore them. There is an Ice Room NE where your
breath freezes into blocks of ice which fall and shatter and you will
freeze to death if you stay here too long. Go NW; a basilisk wakes and
starts to look for you. SHOW SHIELD TO BASILISK and it turns itself to
stone (+2W, +5E, +2Q).
Go NE and the door there will say that if you say the password, you can go
through. It even tells you the password - Nudd - but the room is so hot,
you can't speak. You'll die if you stay here too. Return to the Ice Room
and SAY NUDD; the words form into a block of ice which starts to fall, GET
BLOCK and go to the Hot Room. When you get there, the block melts and the
word 'Nudd' comes out. You go through the door. Inside is a girl manacled
to a throne and sitting on the fleece. She begs for freedom and the key to
the manacles is round her neck (+5W, +3Q). GET GOLD KEY, EXAMINE GIRL; she
shimmers slightly. KILL GIRL WITH SWORD; she changes - to Nudd! He says you
may have the fleece if you promise to unlock his manacles. YES. You have to
trick him as freeing him or just leaving with the fleece will end the game.
GET FLEECE, (+2W, +1Q) UNLOCK LEFT MANACLE WITH GOLD KEY, LOCK LEFT MANACLE
WITH GOLD KEY, UNLOCK RIGHT MANACLE WITH GOLD KEY; the demon realises he's
been tricked, tosses you out and the entrance to the cave collapses (+7W,
+10E, +5Q).
Go back through the bog, reversing the directions. Collect the hawthorn and
silver key from Merlin's bag. Go to the End of the Causeway and GIVE HAIR
TO KNIGHT (+1Q), GIVE FLEECE TO KNIGHT (+1Q); he says you can cross. Pass
him, UNLOCK DOOR WITH SILVER KEY (+1Q). Inside is a woman on a bier. You
will have to wait till the last day to free her (from a hint in the
packaging you must use a hawthorn flower and that blooms on Christmas Day)
so go back outside, wait until night, and sleep.
WAIT till the hawthorn bud flowers. Go back to the woman and TOUCH WOMAN
WITH HAWTHORN; she wakes. She is Nimue and leaves you a gauntlet. She says
you must challenge Lot and fight him on the Field of Honour. If you keep
your wits about you, you'll defeat him and then you must call her name.
Then will Excalibur be yours (+10C, +2Q). GET GAUNTLET (+1Q). For some
extra points, go to the Shallows, change into an eel and go and eat the
tasty minnow in the river (+1W, +1E).
Go to the Castle. The Guard sees the gauntlet and lets you pass. Enter the
Hall and CHALLENGE LOT WITH GAUNTLET; they take all your possessions except
your sword and take you to the Field of Honour. FIGHT LOT WITH SWORD and
during the fight, SHOW BRACELET TO LOT; you drop it, he goes to pick it up.
FIGHT LOT WITH SWORD again and you have your sword against his throat (+7W,
+7E, +4Q). SPARE LOT; he swears loyalty (+10C). CALL NIMUE; the waters of
the lake part revealing a path (+1E, +1Q). S, GET SWORD; you pull it free!!
NB If your chivalry/wisdom aren't high enough, you won't be able to pull
the sword free. Final score, 110C, 103W, 101E, 100Q.
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Solution #2 for Arthur: The Quest for Excalibur
Bob Bates is quickly becoming one of my favorite authors. His first effort
for Infocom (SHERLOCK) was so rich in atmosphere and so well written, the
player found himself immersed in the England of Sherlock Holmes. ARTHUR has
the same power to draw you into the story and make you believe you're about
to become the famous King.
You find yourself in the Graveyard, attempting to draw the legendary
Excalibur from the rock in which it has been embedded for so long. Just as
you feel the sword start to give, Merlin appears and tells you the true
story of your birth. He tells you that before you can ascend to the Throne
of England, you must prove yourself worthy. Then he vanishes, leaving
behind only a torque: The Quest for Excalibur has begun!
GET TORQUE THEN EXAMINE IT. You will find that a torque is a kind of
necklace, and this one has strange crystals embedded in it. EXAMINE CRYSTAL.
Merlin will appear and tell you that by looking in the crystal you can
obtai help from him (hints). However, you can also take temptation out of
the way by typing HINTS OFF, which will remove the hints until you re-boot
the game. Now WEAR TORQUE, so you don't lose it.
We'll assume you don't need a hint yet, so let's proceed. You've been
assigned a Quest by Merlin, and every knight knows there's one thing you
must do before setting off on a quest. Go east into the chapel, then PRAY.
Now, go west and you'll hear voices approaching the graveyard. (If you
don't, go south and OPEN GATE; you'll hear the voices then.) You can still
be arrested for a curfew violation, so HIDE BEHIND STONE. You'll be a
witness to the theft of Excalibur, but there's nothing you can do about it
now, so just WAIT. You'll soon fall asleep. When you wake up in the morning,
you hear Lot telling the people a cock-and-bull story about you being dead,
his being in possession of Excalibur, and the rightful King. He plans to
hold his coronation in three days, so you don't have much time to foil his
plans.
GET UP, then go out and south, and you'll find yourself in the Village
Square, face to face with the Village Idiot. He'll tell you to "Beware the
Invisible Knight." ASK IDIOT ABOUT INVISIBLE KNIGHT and he'll give you a
clue which you really won't need if you play your cards right. Since it's
not very chivalrous to keep referring to him as an Idiot, ASK IDIOT ABOUT
HIMSELF. He'll tell you that his name is FLOYD and reveal that he's not
quite as stupid as people might think. THANK FLOYD for some extra chivalry
points. (It pays to be polite!)
You suddenly remember that Merlin told you to come and see him beyond the
Meadow, so you'd better go do that. Go west twice to Outside the Town Gate,
then southwest. Uh-oh! Guess Floyd wasn't kidding about the Invisible
Knight! And guess what? He'll steal everything you're carrying every time
you go through the Meadow. But we'll deal with him later. Right now, just
continue northwest twice where you'll meet up with Merlin.
Merlin will go into a lengthy explanation of how he's going to give you
help (but not too much!). Read what he says carefully. You should probably
jot down the five animals you can become. When it's time to use the spell,
it should be obvious which one will be better for that particular task.
Also make note of the restrictions. His warning about people becoming upset
doesn't apply to Floyd; Floyd is not impressed by magic.
Go north into Merlin's cave. GET BAG, then LOOK INTO CRYSTAL BALL. This is
the source of power for the crystal you're wearing. Go south, then
southeast twice. Oh, well. It was a nice bag while you had it! Don't worry,
we'll get it back pretty soon. Go northeast and east twice to the Village
Green. Somewhere along here your stomach should begin growling, and we must
do something about it. Go south into the Tavern, then south into the
kitchen. You'll see some cheese and a bird. The bartender won't let you get
the cheese; for now just EXAMINE BIRD. You'll find that he's jumping up and
down in the cage and apparently trying to communicate. If only you spoke
BIRD! Well, just WAIT until the cook is called into the tavern. You don't
have a second to lose! CYR OWL, and you'll be able to understand what the
bird says. Now, CYR HUMAN, OPEN CAGE, GET KEY, UNLOCK CUPBOARD, THEN OPEN
IT.
TAKE BOTTLE AND CHEESE. The cook may come back just as you're getting the
cheese and bottle, but just go north, and you'll escape with your booty.
Once back in the tavern, EAT CHEESE, then LISTEN for some interesting clues
about getting in the castle. Keep listening until they lower their voices.
Then, go north, east, and south to the Smithy. EXAMINE HOLE and you'll find
that it looks like a badger hole. Ring any bells? CYR BADGER and go DOWN to
his den. See those old stones in the castle wall? Piece of cake! PUSH STONE,
then go east into the cell. CYR HUMAN (the prisoner is chained and he can't
attack you). ASK PRISONER ABOUT GUARDS, and he'll tell you they come when
he calls them. GET STONE, then HIDE BEHIND DOOR, and CALL GUARD.
You may have to WAIT once for the guard to enter the cell. If you do, read
the description of what's happening carefully. When you see that the guard
has his back to you and is looking at the prisoner, you'll be asked if you
want to continue waiting. Say NO, then HIT GUARD WITH STONE. GET HELMET AND
KEY, UNLOCK PRISONER WITH KEY, and GIVE HELMET TO PRISONER. Now, go north,
and east twice; MOVE TAPESTRY, and go east again. Go north twice and you'll
be behind the throne. WAIT FOR BELLS. The King will divulge the new
Password. He'll give a Verse and Line number referring to the poem that
came with the documentation. Stop waiting and go south four times. This is
a good place to save your game. You're about to do something dangerous;
besides, you want to LOCK IN the password because it's variable with every
game.
This is a fine kettle of fish! You can't go back, and there's a fire in
front of you. How can you get through the fire? Didn't you ever read
"Fahrenheit 451"? Simple! CYR SALAMANDER, and go west through the fire.
(You'll drop the key and stone, but you don't need them any more.) Once in
the Kitchen, you'll see a pumice stone and a barrel. CYR HUMAN. LOOK IN
BARREL, and you'll discover there's water in it! It's too heavy to lift,
but if you PUSH BARREL, the fire will be quenched. The prisoner will join
you. You never know when a polishing stone will come in handy, so GET STONE,
then OPEN DOOR, and go northwest.
Go south into the Armoury. Ah, just what a Knight needs! WEAR ARMOUR (you
can spell it the American way if you wish), and TAKE SHIELD. A Knight can't
be seen with a tarnished shield! POLISH SHIELD WITH STONE, then DROP STONE.
Go north and west. The guard will ask you for the password, so type SAY
"xxxxxx xxxxx xxxx xxx" and you'll find yourself outside the castle where
the grateful prisoner will tell you where you can find a hidden sword. At
this point, he'll leave.
Before going after your sword, you'd better retrieve what you dropped when
you became a badger. Go south and GET BOTTLE. Then go east twice to the
Village Green. CYR BADGER (handy little creature isn't it?) and DIG IN
ROOTS. Aha, there's the sword! CYR HUMAN and GET ALL. Go west, north,
northwest, and north to the Edge of Woods. You'll see a Knight's pavilion
there. KNOCK ON DOOR. (For an amusing sidelight, instead of knocking on the
door, BLOW THE HORN to see what happens. Actually, a Pavilion is a tent, so
I don't know how you could knock on the door, but who am I to argue?)
A Knight will appear and invite you to a joust. He'll tell you to mount up,
so MOUNT HORSE, and he'll offer you your choice of lances. It doesn't
matter which color you choose. Just type COLOR (whichever you want), and
he'll give you that lance. You'll receive a series of questions about what
you want to do. Remember that a joust is a chivalrous event. Nobody is
supposed to get hurt. A good Knight will never aim at an unprotected part
of his opponent. Since neither of you is wearing any leg protection or a
helmet, always chose the option to PROTECT YOUR BODY and AIM AT HIS BODY.
After about three sorties, he will fall from his horse (and so will you,
but he goes down first). He will declare you the winner, present you with
an ivory key, and leave.
Now, go north three times. Here's a beautiful Ivory Tower. Any idea how you
might get in? Right! OPEN DOOR WITH KEY, and you find yourself in a
circular room. Go down, and you notice that it gets very dark down below.
Who can see well in the dark? Ah, you're getting very wise indeed, Arthur!
CYR OWL. Go down into a dark room with writing on the wall. READ WALL and
write down what you see there. (I'm going to make you do a little work here,
even though it's a walkthru!) Go up, CYR HUMAN, and GET ALL BUT KEY. Go up
three times, and you'll see an intriguing crack that's too small for you.
CYR SALAMANDER, go west, and write down what you see on the wall. Go east
back to the stairway, and CYR HUMAN. Leave your stuff; for now, just OPEN
DOOR.
You'll see an old man who says he'll reward you if you guess his name. You
don't have to guess! The words in the Abandoned Room are a cryptogram of
his name. The two lines in the cellar are the key -- a substitution code.
Every letter in "RIOTHAMUS" appears in the words in the Abandoned Room. The
letters above "RIOTHAMUS" are the substitutions. In other words "S" appears
above the "R" in "RIOTHAMUS" so every time you see an "R" in the cryptogram
substitute an "S" for it, and so on. Once you've figured it out, type "SAY
xxxxxxxxxxx".
Voila! He'll give you a ring, instructions on what it does, and how to use
it! THANK OLD MAN, OPEN DOOR, GET ALL from the Landing, go down twice, OPEN
DOOR, and you find yourself back in the Clearing. Going south twice will
put you at the Enchanted Forest. Go northwest twice, then north. When you
try to pass the horse chestnut trees, they'll start pelting you with
conkers! You better act quickly or you'll be pelted to death. CYR TURTLE,
then PULL IN HEAD AND FEET. Now, WAIT and continuing waiting until you are
told "the hail of conkers ceases." CYR HUMAN, and GET ALL. Going north will
take you to the Glade where you'll see some tiny footprints.
Aha! The Little People! This might be your chance to get some gold! Since
they obviously pass this way, maybe you should hide and wait. HIDE BEHIND
ROCK. You'll hears some sounds, so LISTEN, and you'll hear someone
complaining about the flatness of the food. Maybe that bottle you picked up
will come in handy after all! Go OUT, DROP BOTTLE, then HIDE BEHIND ROCK
again. WAIT. The leprechaun will soon appear. Keep waiting until he is
engrossed in the bottle, then stop waiting, and GRAB LEPRECHAUN.
Oh, well, you didn't get your gold, but you did gain some points, and who
knows when you might want a good, stiff drink? Go south, southeast, then a
quick trek north. Take a look across the chasm. Wild Boars are very
dangerous. Your first problem is getting over the Chasm. Well, that's easy,
but you'd be over there without any weapons! Better think about this for a
while. Meanwhile, let's deal with that pesky Invisible Knight. The way back
is south, southeast, south twice, southeast, south, _and_ southeast.
Oops! You've lost everything again. Well, not to worry: We'll soon fix
that! RUB RING. Voila! The Invisible Knight is no longer invisible to you!
Go east into the Pavilion and confront the Knight. He'll hand over all your
stuff voluntarily, then he'll ask you if you want a brass raven's egg.
Since you like oddities, answer YES, and he'll pose a riddle. The answer is
fairly obvious if you think about it long enough. The first part of the
sequence he's giving you is firST, secoND, thiRD, fourTH. The answer is
obviously SAY "TH". He will give you the egg. PUT ALL IN BAG. (Some things
won't fit, but it's easier to do it this way. By the way, the bag can't be
filled.)
Now go west, then southeast to the Field of Honor. Go east, and the Red
Knight will give you a list of things you must bring him before he'll let
yo pass. Go back west and south into the Shallows. Since you're not a very
good swimmer (especially in chain mail!), you'd better use some magic.
CYR EEL, and go south. Going east will take you to a window in an
underground chamber. LOOK THROUGH WINDOW, and you'll see a beautiful woman.
This is Nimue, the Lady of the Lake. Nothing you can do about her now, so
go west, then southwest. You'll see a Kraken and a sunken rowboat. EXAMINE
KRAKEN, and you'll see an interesting bracelet on its tentacle. EXAMINE
ROWBOAT, and you'll have proof that Lot lied about Excalibur!
That bracelet looks valuable: Let's get it! (You might want to save here,
first.) ZAP KRAKEN. He'll be unimaginably mad! Quickly go northeast, then
north into the Shallows. CYR HUMAN, then GET SWORD, and CUT TENTACLE WITH
SWORD. You're safe, but unfortunately, the bracelet has gone into deep
water. Not to worry. CYR TURTLE, then go south where you'll see the
bracelet. SWIM THROUGH BRACELET, and go north. If you try to become human
again, you'll choke, so PULL IN HEAD, and CYR HUMAN. GET BRACELET, then
WEAR BRACELET.
It's time to resume our journey, so CYR EEL again, go south, southeast, and
northeast, and you'll see a slow minnow. Don't bother to try to catch it
now, but remember it for later. Continue north three times. Along the way,
pay attention to which way the river flows -- it's important. When you
reach the Ford, CYR HUMAN. Go east, northeast, and up to the Dragon's Cave.
If you try to go north into the cave, the Dragon will say something that is
a hint as to how to deal with him. If it doesn't ring a bell, try to go
north again for an even broader hint. (The first was a quote from W. C.
Fields, a drunk.) If only you could have brought the jug with you! Oh, well,
for now, go down and southwest. GET APPLE from the tree, and EXAMINE APPLE.
Looks pretty toxic. Might come in handy. Go west to the Ford.
If you go west from here you'll pass a Black Knight, and he won't let you
go back east without a fight, for which you're not equipped. You can't go
any further west from the Knight because of a bog in which you'll get lost
and drown. The only way back is BACK. But how can you carry an apple when
you're an eel?
Remember, I told you to pay attention to the flow of the river? It flows
from north to south! CYR EEL, you'll drop the apple, and it will float away
toward the south. Go south three times (ignoring the minnow again),
southwest, northwest, and north. Lo and behold! There's an apple floating
here! CYR HUMAN and GET ALL. For some reason the bag doesn't like the apple,
so you'll have to carry it.
Go north, northwest, northeast, north, northwest, north twice, northwest,
and north to the South Edge of Chasm. Time to deal with that boar (remember,
the Red Knight wants a tusk). THROW APPLE AND SWORD ACROSS CHASM. The boar
will eat the apple and fall over dead. CYR OWL and go north across the
chasm. Once on the other side, CYR HUMAN, GET SWORD, and CUT TUSK WITH
SWORD. Now, THROW TUSK AND SWORD ACROSS CHASM, CYR OWL, south, CYR HUMAN,
GET ALL, and PUT TUSK IN BAG.
We're off on another adventure. Go south, southeast, and northeast twice to
a tall tree. You can't climb the tree, but it looks interesting, so CYR OWL,
then go up. You'll see a raven's nest with an egg in it. One of your
Quests! The raven is circling around, and you can't get the egg with it
here, so LAND IN GROVE. CYR HUMAN, GET BRASS EGG, then DROP BRASS EGG, CYR
OWL, and go up again. The raven will swoop down to investigate the brass
egg. LAND IN NEST, CYR HUMAN, and PUSH EGG FROM NEST. CYR OWL, and the
raven will chase you from the nest. LAND IN GROVE, CYR HUMAN, and GET ALL
THEN PUT EGG IN BAG. (We could have done this directly without first
investigating, but how would you have known the nest was there? Besides, by
going directly from point to point, we're going to have waste a lot of time
somewhere along the line.)
Go southwest twice, south twice, southeast, and northeast where you'll find
a cabin. OPEN DOOR, and you find an injured peasant whose fire is about to
go out. OPEN DOOR again, and you'll be outside. A crutch and a slean are
here. If you EXAMINE SLEAN, you'll discover it's a device for cutting peat
(a great fuel for fire). Go northeast, and you'll see a sign warning you
not to proceed, but the peat here is dry and firm. So, CUT PEAT WITH SLEAN,
then DROP SLEAN because you've broken it. Go southwest, GET CRUTCH, then
OPEN DOOR.
PUT PEAT ON FIRE. The peasant will wake up and thank you for your kindness.
GIVE CRUTCH TO PEASANT. He'll thank you again, then you should ASK PEASANT
ABOUT BOG. He'll give you directions. You should immediately save the game
because this is a variable. THANK PEASANT, then OPEN DOOR to leave the
cabin. Now that you have directions, go back northeast to the Edge of Bog,
and follow the directions you were given. (If you're using the MAP feature,
the entire map through the bog will appear after you make the first correct
move.)
Well, _this_ guy looks familiar. I think you're ready to fight him now, so
try going east again, and he'll tell you you have to fight him. FIGHT
KNIGHT, and watch the descriptions. Use "G" (for again) to keep fighting
him until you see he's lost his sword. CUT MEDALLION WITH SWORD, and the
Knight will vanish, leaving his armour behind. It's useless, so ignore it.
Now we can deal with the dragon, but for some reason Merlin's bag is not
welcome East of the Ford; we'll have to carry what we need. GET JUG then
DROP BAG. Now go east twice, northeast, up, and GIVE JUG TO DRAGON. WAIT
until the Dragon passes out, then stop waiting. You probably should save
the game here. Go north into the cave, then northeast. When the Basilisk
starts looking for you, POINT SHIELD AT BASILISK, and he will turn to stone.
Go northeast and you'll find yourself in a very hot room. And it's getting
hotter by the minute! A demon will tell you you have to give the password
to pass; he will even tell you the password! If you try to SAY "NUDD,"
you'll find you can't speak. You're about to boil, so go back southwest to
get out of the heat. Go southeast, then northeast, and you'll be in a room
where you can see your breath freeze!
Quickly SAY "NUDD," and then, as your words freeze, GET BLOCK, and go
southwest before you freeze. Ignore the ghosts. Quickly go northwest and
northeast where the block will melt, and the password will be said. The
demon will usher you north into the Hall where a girl is manacled. She's
sitting on the Golden Fleece that you need for the Red Knight, and she
makes you a very attractive offer if you'll free her.
KISS GIRL, and as you approach you see she has some very strange features!
Suddenly you realize who she is. Type HELLO NUDD. The monster will reveal
itself to you and try to strike a bargain. If you unlock the manacles,
you'll get the Golden Fleece you need. But as the future King, you cannot
let this evil creature loose in the world! If you don't agree to do it, you
won't get the Fleece! Wise Knight that you are, you conceive a plan. AGREE
to release her. She will drop the Fleece. GET FLEECE. Then GET KEY from
around her neck. Now, follow your part of the bargain: UNLOCK LEFT MANACLE,
LOCK LEFT MANACLE, UNLOCK RIGHT MANACLE, and at this point, Nudd will catch
on to what you're doing. You have fulfilled your part of the bargain, but
the demon won't be free! Nudd will put a curse on you, and expel you from
the Hall.
You'll find yourself at the Dragon's lair again. CUT HAIR WITH SWORD, and
you have the final object you need to deal with the Red Knight! Go down,
southwest, west twice, and GET BAG. Then PUT FLEECE AND HAIR IN BAG. Go
back through the bog.
From the Edge of the Bog go southwest twice, south, southwest, southeast,
and east to the Red Knight. Now GIVE TUSK, HAIR, EGG, AND FLEECE TO KNIGHT.
He will let you pass. Go south twice to the Silver Door. Ring any bells?
UNLOCK DOOR WITH SILVER KEY, and go down. You are now in the chamber where
Nimue is being held captive. If you've read Merlin's warning in the
Instruction Book, you'll know how to revive her. But right now you just
need to kill some time.
Type WAIT UNTIL CHRISTMAS EVE, and keep waiting until you are told you're
getting sleepy. Now, stop waiting and SLEEP. When you wake up, you will be
hungry and will have dropped everything, but don't worry about it. Just go
up, north twice, west, and south twice to the shallows. CYR EEL, then go
south, southeast, and northeast to the minnow. EAT MINNOW. Go southwest,
northwest, north, and CYR HUMAN.
One more item to get. Go north, northwest, northeast, east three times, and
south. CYR BADGER. I'm going to give you directions through the maze, but
just so you'll know how, the way to map the maze is to DIG IN DIRT each
time you enter a new room. Dig ONCE in the first room, TWICE in the next
room, etc. That way every room will have a unique number of scratches, and
you can find your way through the maze.
From the Smithy go down, south, up, down, up, and you'll find yourself on
Thorny Island. A thorny sprig has fallen from the bushes. GET SPRIG, then
go down, north twice, up, and CYR HUMAN. GET SPRIG again, and go north,
west three times, southwest, southeast, east, south twice, and down.
Nothing to do but kill time now. If you read Merlin's warning in the
documentation, you know how to wake Nimue. Type WAIT UNTIL CHRISTMAS. When
you become sleepy, stop waiting, and SLEEP. When you awake, GET ALL. When
conditions are right, take the appropriate action to wake Nimue. Pay
attention to what she says. After she vanishes, GET GAUNTLET, and go back
to the castle. Now, go up, north twice, west, northwest, northeast, and
east twice to Floyd. When you woke up you were hungry. You can finish the
game before starving to death, but for the maximum points you should eat.
GIVE RED GLASS TO FLOYD. He will give you the dead mouse. It's not
appetizing, but to some creatures it might be a delicacy! CYR BADGER, EAT
MOUSE, and CYR HUMAN. GET ALL, and proceed east three times to the Great
Hall.
In the best tradition of Knighthood, SLAP LOT WITH GAUNTLET. You will be
immediately escorted to the Field of Honor where you want to FIGHT LOT.
Since Lot is quite a bit more experienced than you, he'll probably beat you,
so you're going to distract him. DROP BRACELET, then FIGHT LOT again. Being
a true chivalrous Knight, you should SPARE LOT. He will swear eternal
allegiance to you, but I wouldn't trust him for a second!
CALL NIMUE as she instructed you to do, and whes, 101 Experience points,
and 100 Quest points. Congratulations!
When prompted for a last wish, you can learn a lot by asking for HINTS, and
reading the Notices and Bibliography.
ARTHUR: THE QUEST FOR EXCALIBUR is published by Infocom, Inc. and
distributed by Mediagenic.
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