| ARTHUR: THE QUEST FOR EXCALIBUR | |
| Part 1 | |
| 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. | |
| ARTHUR: THE QUEST FOR EXCALIBUR | |
| Part 2 | |
| 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. | |
| ARTHUR: THE QUEST FOR EXCALIBUR | |
| Part 3 | |
| 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. | |
| This walkthru is copyright (c) 1989 by Merlin. All rights reserved. | |
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