869 lines
41 KiB
Solidity
869 lines
41 KiB
Solidity
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CONQUESTS OF CAMELOT
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1 Introduction, Camelot
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2 Forest Perilous, Glastonbury Tor
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3 Ot Moor, Southampton, Gaza, Desert
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4 Jerusalem Bazaar
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5 Fatima, Catacombs, Endgame
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6 Riddles of the Stones, Answers
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CONQUESTS OF CAMELOT
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Part 1
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INTRODUCTION
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In CONQUESTS OF CAMELOT you play King Arthur, legendary warrior and king. For
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most of your reign, the kingdom has known prosperity. Now, however, a blight has
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appeared and hunger stalks the land. A vision has revealed that the blight will
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not end until the Holy Grail is found. Your three best knights, Launcelot,
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Gawain, and Galahad, have left in search of the Grail. Yet they have not been
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heard from for many months. It is time for the King himself to go out and search
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for both the Grail and his knights.
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CAMELOT
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The first thing to do is to get ready for the journey. After the introductory
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cartoon is over, hit RETURN to enter your room. Here you will find your
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traveling clothes, a purse, and your trusty sword, Excalibur. CHANGE CLOTHES and
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TAKE PURSE, and you will be suitably attired for travel. Walk out the door, and
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into the castle hallway.
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Walk northeast, to the Queen's Bower. (Again, hit RETURN to enter.) Here you
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find what remains of a beautiful garden, and your lovely, if unfaithful, wife,
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Queen Gwenhwyfer (called just plain "Gwen" by fumble-tongued Saxons such as
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Arthur). Since the Queen is, er, a good friend of the missing Launcelot, she
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might know where he is. ASK GWEN ABOUT LAUNCELOT. She tells you that Launcelot
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went off to talk to the Lady of the Lake at Ot Moor.
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Before you leave the bower, pause to look at the garden. Everything has
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withered and died -- except for one lone rose. LOOK AT ROSE. Gwen will tell you
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to take it as a gift. TAKE ROSE. Gwen explains that the rose will "guide you
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through danger if you recite the Message of the Rose." File that fact away in
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your kingly brain, and take your leave of Gwen. Give her a smooch or two for the
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road, and leave the bower. It's time to talk to the mysterious wizard, Merlin.
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Walk southeast to the Treasury. Skip the Treasury for now: Continue on to
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Merlin's room. Enter Merlin's room and take a look around. What a collection of
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stuff! If you LOOK AT RUG, you'll be informed that the symbol on the rug, the
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pentagram, helps keep out evil spirits. If you READ SCROLL, you'll discover the
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fascinating fact that mules are expensive in Jerusalem. Memorize these esoteric
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items: They will be vital later in the game.
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Also be sure to note the chest in one corner of the room. Being a curious
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adventurer, OPEN CHEST. Inside is a lodestone (compass,) which will come in
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handy on the road. ASK MERLIN ABOUT LODESTONE, and he'll tell you what it is and
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how it works.
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Now, walk over to the giant map of Britain Merlin has on the wall. LOOK AT MAP.
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The display will change to a close up of the map. Selecting a location will give
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you the location's name and a little information about it. Fix the locations of
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the following three places in your mind: Glastonbury Tor, Ot Moor, and
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Southampton.
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Last of all, talk to Merlin himself. He can't tell you much about the missing
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knights, but he does tell you who would know. If you ASK ABOUT GAWAIN, he will
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tell you to ask the treasurer. If you ASK ABOUT GALAHAD, he'll tell you to ask
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the castle guards. And if you ASK ABOUT LAUNCELOT, he'll tell you to talk to
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Gwen. (Big deal! You figured that out already!)
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Leave Merlin's room and walk southwest to the Treasury. Here you'll find your
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glittering treasure horde, and your formidable treasurer. Before you go out on
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the road, you'll need to get some cash. ASK ABOUT MONEY. The treasurer will tell
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you to give him your purse, so GIVE PURSE TO TREASURER. He'll ask you what sort
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of coins you want. You'll need all types, so GET GOLD, GET SILVER, and GET
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COPPER. Now you have a full bankroll.
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In addition to the treasure in the room, you may have noticed some bundles in
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the corner. ASK ABOUT BUNDLES. The treasurer will tell you that they belong to
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Gawain. ASK ABOUT GAWAIN, and he'll tell you that Gawain had headed out to
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Glastonbury Tor to look for the Grail, and that he took copper with him.
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Before leaving, type HAM AND JAM AND SPAM A LOT, and the Knights of the Round
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Table will demonstrate that they can do far more than fight. What talent!
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Walk over to the westernmost tower. Time to meditate a bit in the Chapel. Walk
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over to the cross and KNEEL. Just praying isn't enough, however. As you will
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discover in this game, supernatural forces are just as interested in material
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things as people are. To put some leverage behind your prayer by offering some
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money. (Control-O in the IBM version.) If you give one gold, you'll be rewarded
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with a vision of the Holy Grail and a blessing. STAND and walk over to the
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symbol of Mithras. KNEEL and offer another gold piece. You'll receive a vision
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of the three missing knights, all of whom seem to be in serious trouble.
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STAND, leave the chapel, and walk to the outer courtyard. You'll find your
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warhorse and a pack mule waiting for you. While you're here, walk over to the
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guard at the lower left-hand side of the screen. ASK ABOUT GALAHAD. The guard
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will tell you Galahad went to Southampton and took a ship to the east.
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Now it's time to go rescue your knights. Walk over to your warhorse and MOUNT
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HORSE. Ride off through the castle gates (don't worry, the mule will follow
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you.) It's a good thing that you made those offerings back at the chapel: If you
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hadn't, you would have been crushed by the portcullis while exiting the gate.
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After leaving Camelot, you will find yourself on a large map of Britain like
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the one you saw in Merlin's room. Selecting a location will move you there.
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Select Glastonbury Tor, where Gawain disappeared.
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CONQUESTS OF CAMELOT
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Part 2
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THE FOREST PERILOUS
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Before you can get to Glastonbury Tor, you must pass through the Forest
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Perilous, which is, well, perilous. The first thing you come across is a
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dilapidated shrine dedicated to some obscure god. Ride a little closer to it. A
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strange spirit, Windershins, appears and begins to rant about copper or tin.
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It's best to appease the little guy, so give him a copper coin or two to keep
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him quiet. With him out of the way, exit the screen off the left side.
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Here you'll find a hunter selling his wares. TALK TO MAN. Strangely enough, he
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doesn't get much business in the spooky, deserted forest, so he's in dire
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financial straits. ASK ABOUT PELTS and he'll tell you what swell furs he's
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selling and what a poor fellow he is. You're a kind, generous soul, so buy the
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pelts. More interesting than those ratty furs is the spear standing behind the
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hunter. If you ASK ABOUT SPEAR, he'll tell you it's the only thing that can
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defeat the boars in the neighborhood. You'll need to kill the boars to get to
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the Tor, so BUY SPEAR. Exit off the left side of the screen, and prepare to do
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some pig-sticking!
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(By the way, you will have noticed that your mule has bolted. Don't worry about
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her; she'll reappear when the time is ripe.)
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Next comes the game's first arcade sequence. Three boars come trotting out in
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succession, and you have to stick them with your spear before they gore you with
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their tusks. Be sure to set the arcade difficulty to EASY before starting the
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sequence. (Hey, if you wanted to do things the hard way, you wouldn't be reading
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this!) Save your game just before the sequence begins so you can easily restore.
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Hitting the spacebar causes Arthur to jab with the spear. The trick is to wait
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till just before the boar reaches the horse before hitting the spacebar. If
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you're having no luck, try hitting the spacebar a little earlier; it takes some
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time for Arthur to jab.
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Having offed the porkers, continue to the next screen. A nasty black crow
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perched above a skeleton is waiting for you. TALK TO CROW. The crow informs you
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that the invincible Black Knight has wounded Gawain. The crow asks if you want
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to joust with the Black Knight? Bravely say YES, and the crow will fly off to
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make the arrangements.
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What could have happened to our skeletal friend here? LOOK AT MUSHROOMS. Looks
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like Bony did not heed his mother's warning about eating strange fungus. LOOK AT
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SKELETON. Nothing left of Bony except one piece of silk. TAKE SILK. Why, this
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silk sleeve is still in mint condition! There is "Magick" at work here. Exit the
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screen, and prepare to meet the fearsome Black Knight.
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When you meet on the jousting field, the Black Knight seems like a reasonable
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chap. He offers to let you go at the cost of Gawain's life. Since you are a
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noble and selfless king, however, you decline; instead, you must joust with the
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Knight. If you unseat the Black Knight three times, you may pass, and Gawain
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goes free. If the Black Knight unseats you three times, you die. (Well, he never
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said it was a fair trade.) Accept the Black Knight's challenge.
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The joust itself is an arcade sequence. Again, be sure that you are in EASY
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mode, and be sure to save your game just before it begins. Do a dry run of the
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joust just to familiarize yourself with the keys. Note that when the Black
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Knight gets close to you, a small skull appears on his shoulder. This is his
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vulnerable spot: If you hit him there with your lance, he will be knocked down.
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My strategy was to lift up the lance, then move it down and to the left so that
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it hit the skull as the Black Knight rode by. I also kept my shield up at all
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times. I don't know if it helped, but it certainly didn't hurt. After practicing
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a couple of times, restore and do it for real. Knock the Knight on his wazoo
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three times, and then go off to save Gawain.
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You'll find Gawain on the next screen, badly wounded and chained to a large
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tree. You need to get him down first. So, ride over to the tree, and BREAK
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CHAINS WITH SWORD. TALK TO GAWAIN. Gawain tells you that he believes the Grail
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is on the Tor, and that you should beware the Mad Monk. Gawain is in no
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condition to go Grail hunting, however, so PUT GAWAIN ON HORSE. The horse will
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take Gawain safely back to Camelot where he can get medical attention. (Don't
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leave the screen before putting Gawain on the horse; otherwise, when you return,
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he will be dead.) Of course, now you're out one prime war horse, but that's a
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small price to pay to save a friend. Exit off the right side of the screen.
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Here, amidst a small scale version of Stonehenge, you will meet a witch. She
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demands that you give her what she most desires, or else she will turn you into
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a rock. You don't have much _to_ give, but try GIVE SILK TO HAG. Zap! The ugly
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green witch is transformed into youthful Lady Elayne. Apparently she gave this
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sleeve to her lover a long time ago. Thrilled by her transformation, Lady Elayne
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runs off to search for her long-lost love. Is she in for a surprise when she
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finds Bony in the forest!
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You will notice that something has appeared on the pedestal on which the witch
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was standing. READ PEDESTAL. There's a rhyme about five poets being turned to
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stone, ending with the line, "To pass through the middle, you must ask for
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a...." The rest is illegible, but I'll tell you confidentially that the last
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word should be RIDDLE. Exit the stone circle through the gate to the northwest.
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Why, here's your mule! Why not walk over and give her a pat on the head? Hm,
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there's this small problem of an invisible force field in the way. And what
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about these 5 strange stones? Perhaps they have something to do with the rhyme
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on the pedestal. Walk over to one of the stones. Making sure that no one is
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watching, TALK TO STONE. Sure enough, the stone asks you a riddle. Answer all
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five of the riddles and the force field disappears. Each time you leave the
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screen the riddles will be different. So, if you can't answer the batch you were
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given, exit the screen to the right, and return to get a new batch. (There are
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25 different riddles in all. The text of all of the riddles and their answers
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are given in Part 6 of this walkthru.)
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After having answered all five riddles correctly, the force field vanishes, and
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you are free to climb the Tor. Just walk past the stones, and...whoops, looks
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like you've been teleported to the top of the Tor. That saved a long, hot climb!
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GLASTONBURY TOR
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You have been magically transported to the ruins atop the Tor. Head south from
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where you materialized. You'll enter a screen with a tree, a well, and a monk
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sitting peacefully in the corner. LOOK AT TREE. Looks like the Grail may be
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here! After your tournament with the Black Knight you could use a nice cold
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drink, so LOOK AT WELL. Unfortunately, the well is locked so you'll have to save
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that drink for later. Last, but not least, TALK TO MONK. He seems like a
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reasonable enough fellow, not at all mad. ASK MONK ABOUT GRAIL. It seems the
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monk is rather touchy on this subject. He rushes off the screen after
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threatening violence. Follow him off the screen.
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Catching up with the monk you find not one monk, but three! The monk has
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created two illusionary doubles, and all of them are out to get you. The two
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illusions are harmless, but the real monk can kill you. Draw Excalibur and
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prepare to fight. You can tell which monk is real because he shouts "Kill! Kill!
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Kill!" before attacking, and yells "Ouch!" when you hit him with your sword. If
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you keep your eye on the real monk and stab him before he gets too close, you
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should be able to dispatch him easily.
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Killing the monk is only the beginning of your troubles, however. After the
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monk breathes his last, the Old Ones -- mysterious inhabitants of the Tor --
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appear. Apparently the mad monk was their servant, and you have been drafted as
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his replacement. You may not ever leave the Tor unless you somehow appease the
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Old Ones. Sure enough, if you try to find a way off the Tor, you will find that
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you are trapped within the ruins.
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To appease the Old Ones, walk back to the screen with the tree and well, and
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head south. Here you'll find an altar. Hm, perhaps the Old Ones are just as
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materialistic as the gods back in the Chapel at Camelot. Open your purse and
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offer five silver pieces. The Old Ones will not only accept your offering, but
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they will give you a gift of a key. TAKE KEY and head north to the well. UNLOCK
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WELL. You can drink from the well, but that won't do you much good. Instead,
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SEARCH WELL. You will _not_ find the Grail, unfortunately, but you will find a
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crystal heart. Merlin tells you that the crystal heart is what was causing you
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to be trapped on the Tor, and that now that you have it, the spell is broken.
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You are free to go. Head south twice, and you will be reunited with your trusty
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mule. Head west to leave the Forest Perilous behind. It's time to go to Ot Moor
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to rescue Launcelot.
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CONQUESTS OF CAMELOT
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Part 3
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OT MOOR
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From the map screen, select Ot Moor. Brrr, it sure is cold here in the north of
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England! Over the frozen moor you can see a palace in the distance. Head east
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through the snow. You find yourself on the shore of a frozen lake. Head north,
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but stop as soon as you appear on the next screen. Save your game and try
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walking across the ice. This ice is too treacherous to cross unaided! Wait a
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moment...what did Gwen say about help in a dangerous place? Restore your game.
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USE ROSE, then recite the Message of the Rose from page 7 of your manual. A
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whirlwind of rose petals will appear. The whirlwind will begin to move across
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the ice. If you walk within the whirlwind, you will be able to cross the ice
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safely.
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(If you don't have the rose but you do have the heart, USE HEART. The heart
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will change color when you get near thin ice. If you don't have either the rose
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or the heart, you'll have to go to Glastonbury Tor and get the heart before you
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cross the ice.)
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After crossing the ice you arrive at the Ice Palace. Enter the palace. Here you
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will meet the Ice Maiden (apparently the Lady of the Lake frozen over for the
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winter). The Ice Maiden has imprisoned Launcelot in a pillar of ice just because
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he gave her the cold shoulder. TALK TO WOMAN. The Maiden will tell you that you
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have something that belongs to her. What do you have that would suit a frosty
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female? The crystal heart is rather chilly, so GIVE HEART TO WOMAN. The Ice
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Maiden will tell you that to find the Grail you will have to go to Gaza, then to
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Jerusalem. This is helpful, but there's still the matter of your deep-frozen
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friend. Demand that the woman FREE LAUNCELOT.
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The Ice Maiden takes you to a tree growing incongruously in an ice cavern. She
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says that you can free Launcelot if you take a simple test. ASK ABOUT TEST. She
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explains that if you take the test, Launcelot will go free if you pass, but if
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you fail you will die. She offers to let you go if you recite the Message of the
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Rose, but if you pick this option, Launcelot will be doomed. Say NO to this
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suggestion, and BEGIN TEST.
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The test consists of a series of riddles. You must figure out the answer to the
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riddle, match the answer to the appropriate flower using the information on page
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7 of your manual, then select the correct flower on the tree. So, if the answer
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to the riddle was "laziness," and the flower that symbolized laziness is the
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dandelion, you would select the dandelion on the tree. Simple, no?
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The following are the first lines of the riddles and their answers. It's up to
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you to match the answers with the appropriate flowers.
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"In times of grief it gives relief...": CONSOLATION
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"When light is dim and courage fails...": HOPE
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"Oh, it is splendid...": HAUGHTINESS
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"For its sweet sake...": TRUE LOVE
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"If a dream is abandoned...": WITHERED HOPES
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"Surrounded by giants...": MEMORIES OF CHILDHOOD
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"Wise are those who seek it...": TRUTH
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"It alleviates all pain and sorrow...": DEATH
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"Known to the priest...": CELIBACY
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"It can be sweet on the tongue...": FALSEHOOD
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After passing the test and saving Launcelot, the Ice Maiden will transport you
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back to shore. Walk west two screens and you will be back to the map display.
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The next item on the agenda is to go abroad in search of Galahad. So, select the
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port town of Southampton.
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SOUTHAMPTON
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Once in Southampton, walk over to the harbormaster and TALK TO MAN. If you ASK
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ABOUT GALAHAD, the harbormaster will say that Galahad has indeed sailed to the
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East. Following the Ice Maiden's advice, you intend to follow him. ASK ABOUT
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PRICES. Sure enough, boats sail to Gaza. BUY PASSAGE TO GAZA. This will cost you
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3 gold pieces. Get in the boat, and prepare to sail to the mysterious east.
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(Incidentally, you can buy passage to a number of other places, but sailing to
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anywhere but Gaza results in your death.)
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GAZA
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You arrive in Gaza with your mule and a tremendous hangover. On the dock you
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find two guides competing for your business. A slightly shady character named
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Jabir warns you that you are not safe in Gaza, and offers to guide you to
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Jerusalem. A small boy (whom your mule seems to like) insists that you must
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first see his master before journeying to Jerusalem. Jabir looks a bit menacing,
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so FOLLOW BOY.
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The boy leads you to his master, Al-Sirat. Al-Sirat kindly invites you to
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refresh yourself, so EAT FIGS and DRINK. After all, you don't know when you'll
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get your next square meal! If you ASK ABOUT GALAHAD, Al-Sirat tells you that
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Galahad has gone to Jerusalem. Now, ASK ABOUT GRAIL and ASK ABOUT GODDESS.
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Al-Sirat tells you that the Goddess has the Grail, and that he (Al-Sirat) is the
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first of 6 guardians you must pass to get to the Grail. Next, ASK ABOUT each of
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the Goddesses listed on pages nine and ten of your manual. Al-Sirat will draw
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the symbols for each of the goddesses for you. Be sure to write these symbols
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down; you'll need them later! After thanking Al-Sirat for his information,
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STAND, and exit the screen.
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The boy will lead you to the outskirts of Gaza. Here you will find the sneaky
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Jabir again. Jabir tells you that you could not possibly make it across the
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desert to Jerusalem on your own, and offers to be your guide. Jabir isn't
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trustworthy, but you don't have much choice, so HIRE JABIR.
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DESERT
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Follow Jabir through the desert. He will lead you to an oasis. After that long,
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hot walk, a nice, cool drink seems in order. But wait: Your trusty mule refuses
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to drink. Suspicious. And what about that camel skeleton? ASK ABOUT SKELETON.
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Very suspicious! Apparently Jabir is waiting for you to drink the poisoned water
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so that he can loot your corpse. You won't let him get away with it. Draw
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Excalibur. This is enough to frighten away the cowardly Jabir.
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You do need to find some fresh water before you die of heat dehydration,
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however. (Shades of LEISURE SUIT LARRY III!) Exit off the right side of the
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screen, then exit off the top side. You have found a structure of some sort. The
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girl you frightened away is evidence that there is civilization nearby. Walk
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down the steps on the right side of the screen. You have found the Pool of
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Siloam. Your trusty mule will drink from the pool, so it must be safe. DRINK
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WATER. Now that you're refreshed, climb back up the steps, and head north.
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In the distance you can see Jerusalem. At this point, Jabir may reappear and
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attempt to knife you. If he does, draw Excalibur and dispatch him with a blow.
|
|
Continue north. At last! You are at the gates of Jerusalem; however, a group of
|
|
guards bar the way. Walk over to them and TALK TO MAN. The leader of the guards
|
|
says that you must enter by another gate, and demands a bribe to pass. Offer him
|
|
5 copper pieces and he'll let through.
|
|
|
|
Exit to the west, go north, then west. Be careful not to fall from the
|
|
embankment. Now you find yourself outside the Jaffa gate. A disreputable fellow
|
|
named Yasser will attempt to extort money from you. He's a puny specimen, and
|
|
all alone, so you will be able to frighten him off just by drawing Excalibur.
|
|
After doing so, walk through the city gates. Here in Jerusalem you will find the
|
|
object of your quest.
|
|
|
|
|
|
|
|
CONQUESTS OF CAMELOT
|
|
Part 4
|
|
|
|
JERUSALEM BAZAAR
|
|
|
|
As soon as you enter Jerusalem, a thief will steal your purse. Don't bother to
|
|
chase him; you'll deal with the thief later. Instead, walk over to the fellow
|
|
closing up his shop, and TALK TO MAN. Mohammed, the weapons merchant, seems to
|
|
be interested in your mule, and your mule seems to like Mohammed well enough.
|
|
Remembering what the manuscript in Merlin's room said about the high price of
|
|
mules in Jerusalem, SELL MULE. Mohammed will give you a new purse full of money,
|
|
and explain the monetary system in Jerusalem to you. Having restored you to
|
|
solvency, Mohammed (and your trusty mule) depart.
|
|
|
|
The next thing to do is to explore the city. The best way to do this is to just
|
|
walk around. Be sure to TALK to everyone you see. (A few people walking in the
|
|
street won't respond: Don't worry about this.)
|
|
|
|
The following is a list of whom you'll meet in the Jerusalem Bazaar. The
|
|
directions given are relative to the weapons store. Here "top," "bottom,"
|
|
"left," and "right" are used instead of "north," "south," "east," and "west," as
|
|
the screen exits do not match the compass directions you'll get from Merlin's
|
|
lodestone. (If you don't understand what I mean here, make a map of the Bazaar.)
|
|
|
|
Exit RIGHT: Farabi, a pot merchant; Hayam, a fish merchant; and a nervous grain
|
|
merchant you won't be able to talk to.
|
|
|
|
RIGHT, RIGHT: Achmed, proprietor of the Star of Allah Inn. You'll have to KNOCK
|
|
ON DOOR before he'll talk to you, then all he'll say is that he's closed because
|
|
his cousin won't sell him a broom.
|
|
|
|
RIGHT, RIGHT, RIGHT: A beggar. Be sure to give him a copper or two.
|
|
|
|
BOTTOM: Ibrahim, a textile merchant, and Sarah, the originator of fast food.
|
|
There's also a starving boy here, drooling over the felafels. Since you are a
|
|
generous man, BUY A FELAFEL (it costs one copper) and GIVE FELAFEL TO BOY.
|
|
|
|
BOTTOM, RIGHT: Tariq, a lamp merchant, and Tamra, an apple seller.
|
|
|
|
BOTTOM, RIGHT, RIGHT: Ismail, a dealer in dubious relics, and Fawaz, a surly
|
|
butcher. (If you look carefully, you may get a glimpse of Fawaz's daughter in
|
|
the buff through a window. This makes Fawaz REALLY surly.)
|
|
|
|
BOTTOM, RIGHT, RIGHT, RIGHT: A large, elaborate, locked door.
|
|
|
|
Having toured the neighborhood, return to Tamra the apple seller, and TALK TO
|
|
WOMAN. Tamra will tell you Galahad has been in Jerusalem, and tells you to buy
|
|
an apple. ASK ABOUT APPLE. She will give you a choice of apples. Give her one
|
|
gold for her top-of-the-line apple. She tells you that after eating the apple,
|
|
everyone will be compelled to tell you their most urgent need. It's up to you to
|
|
fulfill their needs. After eating the apple, head over to the textile merchant's
|
|
shop. It's time to begin your job as a medieval Mary Worth.
|
|
|
|
Walk up to Ibrahim and TALK TO MAN. Ibrahim pours his heart out to you.
|
|
Evidently, he had a brief encounter with a woman named Mari, which he now
|
|
regrets. The problem is that he gave Mari a veil he had promised to his wife.
|
|
Now his wife wants it, but Mari refuses to give it back.
|
|
|
|
It's up to you to get the veil back. But who could Mari be? You haven't met any
|
|
women by that name in the Bazaar. Ah, but wasn't there a woman closing a window
|
|
above the weapons shop when you first walked into the city? Walk over to the
|
|
weapons shop. Since the doorbell has yet to be invented, YELL to get the
|
|
attention of the second floor occupant. Mari will stick her head out the window
|
|
to see what the shouting's all about. ASK ABOUT VEIL. Mari tells you that she
|
|
will give the veil to you only if you give something to her that allows her to
|
|
"see great beauty as other see it."
|
|
|
|
Walk over to the shop of Farabi the pot merchant and TALK TO MAN. One of the
|
|
things he sells is mirrors. Just the thing for a vain woman like Mari! BUY
|
|
MIRROR (it costs 2 silver) and walk back to the weapons shop. GIVE MIRROR TO
|
|
MARI. Oops, easier said than done. Pray that Mari doesn't have butterfingers,
|
|
and THROW MIRROR. Mari will drop the veil down to you. Take the veil back to
|
|
Ibrahim's shop, GIVE VEIL TO IBRAHIM, and watch his steamy reconciliation with
|
|
his wife.
|
|
|
|
Time to do some good in another part of town. Walk over to the shop of Tariq
|
|
the lamp merchant. TALK TO MAN. Tariq tells you that he's had a falling out with
|
|
his cousin Achmed because he broke an oath. If you ASK ABOUT OATH, Tariq tells
|
|
you that Achmed had promised to give Tariq a relic of a saint. If you walk over
|
|
to the Inn and ASK ACHMED ABOUT BROOM, Achmed says that, because he broke his
|
|
oath, Tariq refuses to sell him a broom.
|
|
|
|
This one is easy to patch up. Walk over to the antique shop and ASK ABOUT
|
|
RELIC. The antique dealer will sell you a relic for whatever saint you like.
|
|
(You can enter anything for the saint's name; I used St. Rosella.) The relic
|
|
will cost 1 gold, but remember, it's all in the cause of furthering goodwill and
|
|
understanding. Ignore the dealer's offer to sell you the Grail: His grails are
|
|
just as phony as his relics.
|
|
|
|
After buying a fake relic, walk back to Tariq's shop. GIVE RELIC TO TARIQ.
|
|
Tariq believes that his cousin Achmed has finally sent him the relic he
|
|
promised. Overjoyed, Tariq will give you a broom to give to Achmed. Take the
|
|
broom over to the inn and GIVE BROOM TO ACHMED. Achmed will offer to let you
|
|
stay the night. (You can do so if you like, but it won't help you in your
|
|
quest.)
|
|
|
|
For your next good deed, go talk to the beggar. The beggar reveals that he
|
|
needs charcoal to keep warm. Trot over to Tariq's lamp shop and ASK ABOUT
|
|
CHARCOAL. Sure enough, Tariq sells it, so BUY CHARCOAL (cost: 2 copper). Go back
|
|
and give it to the beggar.
|
|
|
|
Walk over to the fish market and TALK TO HAYAM. Apparently, Hayam has an odor
|
|
problem. That is, Hayam's fish are stinking up the marketplace and angering the
|
|
neighboring merchants. Indeed, it's the fish smell that makes Fawaz the butcher
|
|
so surly. You need to find a way to cover up the smell.
|
|
|
|
Go back to the lamp shop. Hanging in the shop you'll notice some sweet-smelling
|
|
herbs -- just the thing to cover up the smell of those nasty fish. BUY HERBS and
|
|
walk back to the fish market. GIVE HERBS TO HAYAM, and viola! Bet you didn't
|
|
know that King Arthur invented air fresheners. Who says games aren't
|
|
educational?
|
|
|
|
Now, walk over to Sarah's felafel stand. TALK TO WOMAN. After years of munching
|
|
on felafels Sarah longs for some lamb to nibble. Walk over to the butcher's. Now
|
|
that Fawaz is no longer surly, it's easy to BUY LAMB (cost: 6 copper). Walk to
|
|
back to Sarah's and GIVE LAMB TO SARAH. Sarah is so overcome by your generosity
|
|
that she decides to adopt the poor starving kid. Mary Worth would be proud!
|
|
|
|
You're almost done with your social work. Walk back to the weapons shop. What's
|
|
this? A girl (who you have seen before walking along the street) has lost her
|
|
doves. The doves are perched atop the shop and refuse to go back in their cage.
|
|
|
|
After your other good works, this one is a breeze. Walk over to the grain
|
|
merchant's shop. The grain merchant has calmed down considerably since the fish
|
|
smell went away. BUY GRAIN (cost: 3 copper). Go back to the weapons shop. PUT
|
|
GRAIN IN CAGE, and the doves will happily fly back into the cage to get the
|
|
grain.
|
|
|
|
At this point the girl, named Ione, reveals that she is in fact one of the
|
|
guardians of the Goddess. She tells you to go back to talk to Tamra again. Tamra
|
|
tells you to find someone named Fatima "at the star and cross," and gives you an
|
|
apple that will remove hunger, thirst, and weariness. Hold onto the apple for
|
|
the moment. Finding Fatima isn't that difficult: There's a star and cross on
|
|
that house with the big locked door next to the relic shop. Walk over there and
|
|
KNOCK on the door. You're about to meet the mysterious Fatima!
|
|
|
|
|
|
|
|
CONQUESTS OF CAMELOT
|
|
Part 5
|
|
|
|
FATIMA
|
|
|
|
The door opens, and you enter the house. Within, you meet the sinuous, sensuous
|
|
Fatima ("Fats" to her friends). Type LOOK AT FATIMA for a closer look. Fats
|
|
offers you, er, a good time. Instead of becoming her love slave, just say NO.
|
|
After all, you're in a rush to save Galahad, not to mention your kingdom. For a
|
|
fun death, though, save your game, and say YES. What a way to go!
|
|
|
|
Fats then attempts to appeal to your materialistic side, offering you
|
|
immortality and power. Being a faithful and humble knight, say NO. Fatima t
|
|
hen
|
|
tells you that her temptations were all just a test, which you passed
|
|
brilliantly.
|
|
|
|
ASK FATIMA ABOUT GALAHAD. She reveals that he has "entered the catacombs,"
|
|
wherever they are, but that he did not have "the gift of the hierophant,"
|
|
whatever that means. Fatima then asks, as a final test, for you to give her your
|
|
purse. Walk over to her and GIVE PURSE TO FATIMA. Fatima opens a door on the
|
|
right side of the screen. It seems there's one more test to go through. (Yes,
|
|
another one.) Walk over to the right side of the screen.
|
|
|
|
The test begins. To pass it you'll need the symbols that you got from Al-Sirat
|
|
in Gaza, and the information about the goddesses given on pages 9 and 10 of the
|
|
manual. After jumping through this hoop, Fatima tells you to seek out the
|
|
hierophant. If you ASK ABOUT HIEROPHANT, Fatima tells you he is "shunned by
|
|
fools who fear his guise." After thanking Fatima for this gem of wisdom, leave
|
|
her house.
|
|
|
|
(The OXFORD ENGLISH DICTIONARY, by the way, defines "hierophant" as "an
|
|
expounder of sacred mysteries." And here I thought it was an Egyptian elephant.)
|
|
|
|
CATACOMBS
|
|
|
|
The only inhabitant of the bazaar who is shunned for his appearance is the
|
|
leprous beggar. Walk over to him and TALK TO BEGGAR. If you ASK ABOUT CATACOMBS
|
|
he will warn you about the poisonous rats in the catacombs, and give you a vial
|
|
of poison antidote. Don't waste it: There's only one dose in the vial. Then,
|
|
exerting his mysterious hierophantic powers, the beggar will open a secret door.
|
|
Those dark steps lead into the catacombs. Take them down.
|
|
|
|
You find yourself in the catacombs. On the wall is a mural of Adonis and a
|
|
bull. In the catacombs, north isn't necessarily the top of the screen, nor west
|
|
the left side, etc. To get your bearings down here you'll need to use the
|
|
lodestone. Just USE LODESTONE and remember that the needle always points north.
|
|
|
|
The following is a "map" of the catacombs. Directions are relative to the room
|
|
with the mural of Adonis and the bull. Remember: To use these directions, you'll
|
|
have to USE LODESTONE in each room to get your bearings! The name of each room
|
|
comes from the symbol on the wall, or from the room's most prominent
|
|
characteristic.
|
|
|
|
BULL ROOM. Exits: North to Hippolytus room. East to 8-pointed star room.
|
|
|
|
8-POINTED STAR ROOM. Exits: North to Sarcophagus room. East to Mithras room.
|
|
West to Bull room.
|
|
|
|
|
|
MITHRAS ROOM. Here you'll find a small mummy with a medallion around its neck.
|
|
If you try to take the medallion with your hand, you'll be bitten by a poisonous
|
|
rat. So, draw Excalibur and TAKE MEDALLION WITH SWORD. If you LOOK AT MEDALLION,
|
|
you'll notice that it has a pentagram on it. Back in Merlin's room you learned
|
|
that pentagrams were good protection against evil spirits. Exits: North to
|
|
Galahad. West to 8-pointed star room.
|
|
|
|
GALAHAD. Here you'll find Galahad, and no matter what you do, you'll be bitten
|
|
by a rat. Galahad is dying from rat bites, but now, so are you. As you are a
|
|
selfless knight, you GIVE ELIXIR TO GALAHAD. Galahad tells you to "give
|
|
Aphrodite the..." before passing out. Exits: South to Mithras room.
|
|
|
|
HIPPOLYTUS ROOM. Exits: East to Sarcophagus room. South to Bull room.
|
|
|
|
SARCOPHAGUS ROOM. Here you find a strange sarcophagus. A gruesome hand appears,
|
|
and the "Thing" invites you to come closer. (This is apparently before Thing got
|
|
his regular gig on THE ADDAMS FAMILY.) Protected by your pentagram medallion,
|
|
walk right up to the coffin. The Thing will flee when faced with the pentagram.
|
|
LOOK IN COFFIN. You'll find a nice golden apple. Exits: West to Hippolytus room.
|
|
North to Pygmalion room.
|
|
|
|
PYGMALION ROOM. Exits: South to Sarcophagus room. West to Statue room.
|
|
|
|
STATUE ROOM. A statue of Aphrodite dominates this room. Her hand is
|
|
outstretched. Exits: East to Pygmalion room.
|
|
|
|
Having made your way to the statue room, you are inspired by the facts about
|
|
Aphrodite you read on page 10 of the manual. You GIVE GOLDEN APPLE TO APHRODITE.
|
|
The statue begins to talk! Touched by your devotion to the Grail, the statue
|
|
asks you to...take a test. (Yes, ANOTHER one. Is Aphrodite the Goddess of
|
|
Schoolmarms as well as the Goddess of Love?) The statue will ask you six
|
|
questions about Aphrodite, which you answer using the information given on pages
|
|
10 and 11 of your manual. After passing the pagan S.A.T., the statue gives you a
|
|
clay dove, and tells you that after proving yourself by sword and shield, it
|
|
will be time to use the dove. The statue then gives you instructions on how to
|
|
leave the catacombs.
|
|
|
|
Now, you have two choices. You can carefully copy the compass directions the
|
|
statue gives you, and USE LODESTONE in each room to find your way out. Or you
|
|
can cheat (after all, you are using a walkthru!) and just exit the screens in
|
|
the following directions: top, top, left, right, left, left, left.
|
|
|
|
ENDGAME
|
|
|
|
After making your way out of the catacombs, you find yourself in a ruined
|
|
temple. EAT APPLE, which will give you a boost and counteract the effects of the
|
|
rat poison for a while. Now wander around the temple until you find the Saracen.
|
|
|
|
The Saracen challenges you to a duel: Take him up on it, but be sure to take the
|
|
helmet he offers first. This is the last arcade sequence. It's simple to win,
|
|
provided: a) the arcade difficulty is set to EASY; b) you ate the apple before
|
|
beginning the fight; c) you read the instructions on pages 21-23 of your manual
|
|
carefully; and d) you don't try to make too many Great Blows. After whipping the
|
|
Saracen, he transmogrifies into a dove, and flies away.
|
|
|
|
This reminds you that after proving yourself by arms you are supposed to use
|
|
the dove. Walk to the screen with the stairs leading down and USE DOVE.
|
|
Aphrodite will appear and tell the you that the Grail is somewhere in the
|
|
temple. She refuses to tell you where, exactly, but mutters something about
|
|
"standing where you should stand and turning as you should turn," and
|
|
disappears.
|
|
|
|
LOOK AT STAIRS. You'll be told about the significance of the left-turning
|
|
spiral seen by devotees of Aphrodite as they exited the temple. Hm...stand
|
|
looking down the stairs and turn to Arthur's left. Then count off 6 columns.
|
|
(Just to confuse you, this will take you off the right side of the screen.)
|
|
Empty sockets where columns used to be count, too. You'll find yourself at the
|
|
second-to-last column on the screen to the right of the stairs. MOVE COLUMN.
|
|
There it is! The Grail! Your body is cured and your quest is ended!
|
|
|
|
You still need to get out of this place, though. Walk over towards the stairs.
|
|
Your old friend, the thief, steals the Grail! Follow him to a blank wall where
|
|
he tries to climb a rope. The rope breaks, putting him at your mercy. You have
|
|
to decide whether to kill him, or just take the Grail and let him be. You are a
|
|
forgiving man, so TAKE GRAIL.
|
|
|
|
Now sit back and watch the conclusion as the Grail deals with the thief,
|
|
Galahad, and the matter of curing your kingdom. Thanks to your courage,
|
|
devotion, and purity of heart, your kingdom is peaceful and prosperous once
|
|
more. Of course, there are still a few problems. Launcelot is still fooling
|
|
around with your wife, and there are strange rumors about this new young knight
|
|
Mordred...but that's a tale for another time. For the moment, take pride in your
|
|
accomplishments while you wait for the next installment of CONQUESTS OF CAMELOT!
|
|
|
|
|
|
|
|
|
|
CONQUESTS OF CAMELOT
|
|
Part 6
|
|
|
|
THE RIDDLES OF THE STONES
|
|
|
|
1. Three lives have I.
|
|
Gentle enough to soothe the skin,
|
|
Light enough to caress the sky,
|
|
Hard enough to crack rocks.
|
|
|
|
What am I?
|
|
|
|
2. Lighter than what
|
|
I am made of,
|
|
More of me is hidden
|
|
Than is seen.
|
|
What am I?
|
|
|
|
3. When I am filled
|
|
I can point the way,
|
|
When I am empty
|
|
Nothing moves me,
|
|
I have two skins
|
|
One without and one within.
|
|
What am I?
|
|
|
|
4. If a man carried my burden
|
|
He would break his back.
|
|
I am not rich,
|
|
But leave silver in my track.
|
|
What am I?
|
|
|
|
5. My life can be measured in hours,
|
|
I serve by being devoured.
|
|
Thin, I am quick
|
|
Fat, I am slow
|
|
Wind is my foe.
|
|
What am I?
|
|
|
|
6. To unravel me
|
|
You need a simple key,
|
|
No key that was made
|
|
By locksmith's hand,
|
|
But a key that only I
|
|
Will understand.
|
|
What am I?
|
|
|
|
7. Weight in my belly,
|
|
Trees on my back,
|
|
Nails in my ribs,
|
|
Feet I do lack.
|
|
What am I?
|
|
|
|
8. If you break me
|
|
I do not stop working,
|
|
If you touch me
|
|
I may be snared,
|
|
If you lose me
|
|
Nothing will matter.
|
|
What am I?
|
|
|
|
9. I turn around once,
|
|
What is out will not get in.
|
|
I turn around again,
|
|
What is in will not get out
|
|
What am I?
|
|
|
|
10. I am only useful
|
|
When I am full,
|
|
Yet I am always
|
|
Full of holes.
|
|
What am I?
|
|
|
|
11. You can see nothing else
|
|
When you look in my face,
|
|
I will look you in the eye
|
|
And I will never lie.
|
|
What am I?
|
|
|
|
12. I drive men mad
|
|
For love of me,
|
|
Easily beaten,
|
|
Never free.
|
|
What am I?
|
|
|
|
13. Glittering points
|
|
That downward thrust,
|
|
Sparkling spears
|
|
That never rust.
|
|
What am I?
|
|
|
|
14. When set loose
|
|
I fly away,
|
|
Never so cursed
|
|
As when I go astray.
|
|
What am I?
|
|
|
|
15. When young, I am sweet in the sun.
|
|
When middle-aged, I make you gay.
|
|
When old, I am valued more than ever.
|
|
What am I?
|
|
|
|
16. I am always hungry,
|
|
I must always be fed,
|
|
The finger I lick
|
|
Will soon turn red.
|
|
What am I?
|
|
|
|
17. Each morning I appear
|
|
To lie at your feet,
|
|
All day I follow
|
|
No matter how fast you run,
|
|
Yet I nearly perish
|
|
In the midday sun.
|
|
What am I?
|
|
|
|
18. Bright as diamonds,
|
|
Loud as thunder,
|
|
Never still,
|
|
A thing of wonder.
|
|
What am I?
|
|
|
|
19. You heard me before,
|
|
Yet you hear me again,
|
|
Then I die,
|
|
'Til you call me again.
|
|
What am I?
|
|
|
|
20. Lovely and round,
|
|
I shine with pale light,
|
|
grown in the darkness,
|
|
A lady's delight.
|
|
What am I?
|
|
|
|
21. Until I am measured
|
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I am not known,
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Yet how you miss me
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When I have flown.
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What am I?
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22. All about, but cannot be seen,
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Can be captured, cannot be held,
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No throat, but can be heard.
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What am I?
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23. I am seen in the water
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If seen in the sky,
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I am in the rainbow,
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A jay's feather,
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And lapis lazuli.
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What am I?
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24. I go around in circles
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But always straight ahead,
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Never complain
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No matter where I am led.
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What am I?
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25. At the sound of me, men may dream
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Or stamp their feet
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At the sound of me, women may laugh
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Or sometimes weep.
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What am I?
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RIDDLE ANSWERS
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1. WATER
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2. ICEBERG
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3. GLOVE
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4. SNAIL
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5. TORCH
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6. RIDDLE
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7. SHIP
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8. HEART
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|
9. LOCK
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10. SIEVE
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11. MIRROR
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12. GOLD
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13. ICICLE
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14. ARROW
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15. GRAPE
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|
16. FIRE
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17. SHADOW
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18. WATERFALL
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19. ECHO
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20. PEARL
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21. TIME
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22. AIR
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23. BLUE
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24. WHEEL
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25. SONG
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CONQUESTS OF CAMELOT is published and distributed by Sierra On-Line.
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Downloaded From P-80 Systems 304-744-2253
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