| LANCELOT | |
| (Level 9/Mandarin) | |
| PARTS 1&2. | |
| You start on the forest road carrying weapons and armour. | |
| Note that in certain parts of the adventure, the solution reads | |
| "knight, do something". It seems as though any character will do. We | |
| have just listed which one was used at the time. The only one who can't | |
| seem to be commanded is the Damosel Maledisant. | |
| After a certain stage, if you rescue a new knight, one who was | |
| previously with you will leave. | |
| To the east you meet The Black Knight. The Knight says you may not pass | |
| till you prove your worth. "Attack knight". The fight is long and hard | |
| and each knows the other is a valiant knight. At last the Black Knight | |
| surrenders. Would Lancelot accept? "Yes". The knight reveals himself to | |
| be King Arthur and he would like to knight you and for you to join his | |
| Round Table. Go to him tomorrow. (+20) | |
| At the serf's Gate, you meet Sir Kay (+10) who mocks you and suggests | |
| you sleep in the mews. However, if you do this, you lose points. | |
| Instead go to Merlin. (+10) | |
| He greets you and says you can stay there. Go to the guest room and | |
| "sleep" several times. (+30) | |
| In his library (+10 for entering) are several books. "Read book" | |
| several times for clues until you have read all of them (+20) | |
| "Only a Knight free from sin shall reach the Grail". | |
| "The key to the key is cancellation and much help". | |
| "Elaine is cursed yet blessed for she will bear the best of knights". | |
| "Orkney's shrubs can hide a multitude". | |
| "Arthur's missing knights are in nine places". | |
| "A selection of Tristam of Cornwall's well-known compositions for the | |
| harp". | |
| "The sound of a horn can be heard in the distance". | |
| "Turquin's Manor cannot be entered by no knight alone". | |
| "A true knight is always true to his lady". | |
| "The Legends of the wounded King Pellam of the Marsh". | |
| The door to the castle is now open so go to Arthur (+10). He knights | |
| you (+10) and you realise you have fallen for Guenever. You ask if you | |
| can be her champion and she says you may if you can prove you're | |
| worthy. | |
| Arthur says that there are several knights held captive by rebel lords | |
| and if you can bring them to Camelot, that would prove you're a worthy | |
| knight. | |
| 1. The Castle of Lyonesse and the Red Knight. | |
| Go through the King's Gate. You meet the Damosel Maledisant. She says | |
| her lady, Dame Lyonesse, is being held captive. You will have to do to | |
| rescue her. | |
| Go to Dame. (Ignore the lady with the hawk for the moment but see later | |
| for what to do here.) | |
| You meet a Black knight who won't let you pass. "Attack knight" till he | |
| yields. Then accept his surrender. He strikes you and rides off. You | |
| then meet a Green Knight. "Attack Knight" several times again and | |
| accept his surrender. He also hits you before he leaves (+10). The | |
| final knight is a Red Knight. Do the same but when you accept his | |
| surrender, he salutes you (+20). | |
| At Castle Lyonesse, you can't enter as arrows are fired at you. "Blow | |
| horn". The Commander of the army comes up. He has no wish to do battle | |
| with you and explains that the Black and Green Knights are his men and | |
| evil but the Red Knight is a member of the Round Table who had been | |
| commanded to act in that way and offers his service to you. The Dame | |
| thanks you for your help and says Lynet (The Damosel Maledisant) will | |
| stay with you. | |
| 2.The Manor house and Sir Meliot. | |
| When you see the brachet, follow it and it goes inside the Manor. | |
| Meliot is wounded and says his wounds may only be cured by a cloth | |
| belonging to the witch that made them. | |
| Go to the chapel. There are 30 huge knights in there. They say if you | |
| drop your sword and don't enter the inner chapel, they may spare you. | |
| Don't; just go south. | |
| In the inner chapel, you see Hellawes carrying a cloth. She says if you | |
| don't drop your sword, you will die for it. Don't; instead "get cloth". | |
| She and the knights vanish. | |
| Go to Meliot. He takes the cloth and touches his wounds which are | |
| healed. He says he will ride to Camelot with his maid. (+40) | |
| 3.The Broch and Sir Lamorak. | |
| If you go to the Broch, the portcullis is lowered and you can't enter. | |
| Go to the bushes (which are large enough for several knights to hide | |
| under and you can "hide in bushes if you wish) and "Knight, up, up, | |
| light beacon". When he does so, the guard enters from the Broch and | |
| goes up. Wait till he goes up or the portcullis will still close at his | |
| signal. | |
| You only have a limited number of moves before the residents attack | |
| you. And you cannot leave the same way you came in. | |
| Go in (+10) and down to the basement. Unbolt the door (+20). Inside is | |
| Sir Lamorak who thanks you for rescuing him. Go back to the basement | |
| where there is a chest on the trapdoor that you can't move on your own. | |
| (If you open the chest, it contains rocks and sand.) "Knight, wait, | |
| push chest" . "Push chest". It slides away from the trapdoor. Go out | |
| this way and you get to the beach. | |
| 4. Garlon's Turret | |
| When you pass the turret, the door opens and closes tho you don't see | |
| anyone leave. After that, you are attacked every-so-often by someone | |
| invisible and you can't attack them back as you swing wildly and miss. | |
| The answer is to enter the turret (+10). The invisible being follows | |
| you. Inside you see heavy shutters by a window through which sunlight | |
| streams. "Close shutters"; Garlon loses his advantage of being | |
| invisible. "Kill Garlon". You do so and with him dead, a foul scourge | |
| is removed from the land. | |
| 5. The Wailing Castle and Sir Pedivere. | |
| When you meet Sir Breunis in the forest, he says you must die for | |
| trespassing. At the Wailing Castle is Sir Pedivere. He asks you to kill | |
| Breunis so he may be free. Attack Breunis till he dies. Sir Pedivere | |
| thanks you and offers his services. (+30) | |
| 6. Gritstone Castle and the Hawk. | |
| Here, a worried lady asks you to rescue her hawk which has flown up the | |
| elm tree and has its lunes tangled. "Up"; as your armour is heavy, you | |
| leave it at the bottom of the tree. Go "up" again to the hawk and | |
| "untie lunes" (+20); it flutters to the ground. Go down to the bottom | |
| of the tree and Sir Phelot is waiting for you. He says his wife has | |
| done what he asked and that you are now helpless without your armour. | |
| He is going to kill you. Nearby is a piece of dead wood. "Get wood", | |
| "throw wood at Phelot"; it strikes him on the side of the head, you | |
| grab his sword and kill him. The lady leaves weeping and you put your | |
| armour back on hurriedly in case of attack from the building. | |
| 7. Castle Chariot and Sir Gawain. | |
| Go to the briars. The Damosel says two are needed to cut them. "Knight, | |
| wait, cut briars, cut briars." He agrees. | |
| "Cut briars", you both cut but they start to regrow. "Cut briars"; they | |
| shrivel and disappear. You can now go north. | |
| Outside Castle Chariot, you fall asleep under an apple tree and four | |
| Queens arrive. They are Morgan, Eastlands, Northgales and Outisles. | |
| They say you must choose one of them or you will never leave. If you | |
| do, you are untrue to Guenevere so "choose Guenever". They are angry | |
| and you are thrown into a dungeon. | |
| A maiden comes and brings you a pewter plate with food on it. Take it. | |
| Later Morgan comes and offers a glass of wine so take it. She says have | |
| you chosen her yet? "No". She says you will stay there another day. | |
| If you offer the maiden the food when she returns, she refuses but says | |
| a glass of wine would not go amiss. "Give wine"; she drinks it and | |
| falls in love with Lancelot because of the love potion in it. Realising | |
| the only thing you desire is freedom, she opens the castle doors for | |
| you (+20). | |
| Leave the cell. Outside is another one in which is Sir Gawain who | |
| thanks you and joins you. | |
| 8. Corbin and Elaine. | |
| Go to Corbin, and to Elaine. The inscription outside reads 'here lives | |
| Elaine, cursed by Queens Morgan and Northgates to simmer in boiling | |
| water till rescued by the best knight in the world. | |
| If you go in with the Red Knight and Lamorak, you pull Elaine from the | |
| water. Before this, you can't so it may be score related or according | |
| to how many people are with you. She says for you to visit her at | |
| Corbin Castle. | |
| To the east is a chapel in which is a fiendly dragon. When you enter, | |
| you automatically kill it. | |
| You can now enter the castle but the others remain outside. King Pelles | |
| gives a feast in your honour as he knows Lancelot will father a child | |
| by Elaine, Galahad, who will complete the round Table. After the | |
| banquet, Elaine goes upstairs and whispers for you to go to her in the | |
| east bedroom. | |
| If you do, you are given a choice of leaving or staying. If you stay, | |
| you lose 20 points. However, if you leave, you won't father Galahad. | |
| The dilemma is resolved shortly. | |
| In the south bedroom (+10 for entering), there's a pillow on the bed. | |
| Get it. You also see a secret panel which isn't level with the rest of | |
| panelling. "Lie" and as you sleep a spear is thrown through a secret | |
| panel and strikes you. "Sleep" again and a Magical Knight enters from | |
| the panel. He attacks and when he is badly wounded, he re-enters the | |
| panel and comes back out recovered and attacks again. "Close panel" | |
| three times so he can't enter it, then "kill knight" till he's dead | |
| (+10). | |
| "Sleep". An old man enveloped in adders and carrying a spear of | |
| vengance enters through the panel. Wait three times; the old man thanks | |
| you for not attacking him (if you do, you lose points) and sings how | |
| Joseph of Arimathea entered the land to prepare the way for the Grail. | |
| He returns through the panel. | |
| "Sleep"; four gentlewomen and a bishop enter through the panel, then | |
| return through it. | |
| "Sleep"; you hear the panel open again. Then a cock crows and the door | |
| opens to allow you to leave. Leave the room. Dame Brisen, Elaine's lady | |
| and a great enchantress, gives you some drugged wine and makes you | |
| believe Elaine is Guenever. Afterwards, you remember but feel no quilt | |
| as you were tricked and also know you must father Galahad (+40). | |
| Note, if you go to Elaine freely, you lose 20pts (and don't get the | |
| points for doing it correctly) so do the perilous bedroom first. | |
| 9. Servage and Sir Mabon de Moir. | |
| You must do Corbin and Elaine before you can do this bit. | |
| On Servage, the fishermen tell you that the lord, Mabon de Moir, is an | |
| evil giant who eats visitors and a knight is in his prison now. When | |
| you enter (+10), the giant says he doesn't fear you because it was | |
| prophercied that he would die by the hand of a saint. He hewed the | |
| right hand from the only saint and keeps it under his pillow. In the | |
| morning you will fight and he will kill you. He goes to sleep. The | |
| giant is lying on a sack and there's something in it though you can't | |
| tell what it is. | |
| If you look through the keyhole, you can't see anything which is odd as | |
| you can't see any wards inside. | |
| "Give pillow to knight", "Knight, put pillow under head", he agrees, | |
| "get sack". As you get the sack, the knight puts the pillow under the | |
| giant's head and he sleeps on. If you use anything other than the | |
| pillow, he wakes and attacks. He also wakes if you make any moise. | |
| "Look in sack"; it contains a relic. "Examine relic"; it's the | |
| mummified hand of a long-dead saint. It's black and the fingers have | |
| shrivelled to clows. "Hit giant with hand" thus fulfilling the | |
| prophecy. He crumbles into dust. | |
| You aren't strong enough to open the door on your own so "Knight, wait, | |
| open door", "open door". (+20) Inside is Sir Bors de Ganis. He thanks | |
| you and joins you. | |
| 10. Turquin's Manor and Sir Ector of Maris. | |
| When you are outside his Manor, he attacks you. "Attack Turquin"; you | |
| attack him several times and he flees into his manor. | |
| Inside (+10) you see a secret panel and some loose floorboards. You can | |
| hear his gatekeepers running down a passage to the north. | |
| If you "step on the floorboards", the panel opens, an arrow flies out | |
| and you dodge it. The panel shuts again. there is no sign of any way to | |
| open the panel. | |
| (If you go north, the floorboards start to move. If you don't jump | |
| back, you fall into a dungeon where you find Sir Ector de Maris, | |
| Agravain, Aliduke, Brandiles, Brian, Geheris, Gareth, Lionel and | |
| Marhaus. Exam Ector to see he is held fast by chains that loop into the | |
| wall. It beseemed Lancelot that he could free him without any toools.) | |
| To do this bit, "Bors, stand on planks.", "Gawain, wait, in, break | |
| crossbow, wait 20". They do this, and now when you go north, the | |
| presence of someone in the secret passage stops the floor from tilting. | |
| Because the crossbow is broken, no more arrows are fired so the others | |
| will follow you. | |
| On the other side you find a pit which leads to the dungeon. A guard | |
| room is west and after a while, the guards come out to investigate. | |
| There is a cage over the pit, suspended from chains, a winch and a | |
| lever. When you "turn winch" the cage is raised/lowered. When you "pull | |
| lever", you hear a grating sound from below but it doesn't seem to do | |
| anything (bug??). | |
| "Bors, wait 2, turn winch, wait 15, turn winch". "Get into cage". It is | |
| lowered. Starting with Ector, tell each prisoner to "get into cage". | |
| Collect as many as you can. You may be winched up before you've | |
| finished and chased out of the castle by guards. However, return and do | |
| the rest. Ector thanks you and rides to Camelot. Tell the rest to do so | |
| too. You only seem to get full points if you rescue all the knight | |
| (+20) | |
| 10. The Mermaid | |
| Go to the mermaid. If you take the harp, she snatches it back. Go | |
| "Pedivere, wait, w". "Get harp". You take the harp and the boat moves | |
| away before the mermaid can grab it back. | |
| 11. King Mark and the siege of Tintagel. | |
| Do the mermaid first. | |
| On the road, a herald stops you and says that King Mark of Tintagel is | |
| being beseiged and needs help. The sentries of the army will not let | |
| you past. | |
| A cart arrives periodically. "In". You all climb into the cart which | |
| takes you past the sentries. On the other side is a fire of hot coals, | |
| a cauldron of hot soup and a Sessine ship belonging to the invaders | |
| which has a pile of sails on its deck. | |
| The cauldron is very hot but the coals are red-hot with flames on them. | |
| You can pick either up but are forced to drop them again at once. Even | |
| the knight can't hold the coals for long tho he can hold the cauldron | |
| longer than you. "Empty cauldron"; you tip out the soup. | |
| "Knight, get coals, put coals in cauldron".(+10) "Knight, get cauldron, | |
| up". Go up too. You are now on the ship by the sails. "Knight, drop | |
| cauldron", "Knight, get coals, put coals on sails." (+20) They burn and | |
| so does the boat so the Sessines have to surrender. | |
| King Mark asks you to enter the city in triumoph but when you do, he | |
| tells you the fleet was aided by Sir Tristram, a fellow knight. He | |
| can't chance you will try to free him. | |
| You are thrown into a dungeon where Tristram already is. The door is | |
| locked. Tristram asks if you brought his harp and says if he had it, | |
| you might all escape. "Give harp to Tristram", he plays a tune and | |
| enchants the guards so they open the cells and you escape through a | |
| window. (+40) | |
| 12. Castle Meliagaunt. | |
| After doing all the above (note, if you do this bit to early, you won't | |
| enter the end-game), go to Arthur and Guenever. Guenever reads from | |
| some letters she has had from Lynet which praise you. Arthur declares | |
| you a worthy knight and champion for the Queen. Guenever leaves | |
| inviting you to join her and her knights at Westminster Meadows. | |
| When you get there, you hear the Queen has been captured and taken to | |
| Meliagaunt's castle. | |
| "Enter" the cart and travel south to the castle (+10). This is because | |
| going south, your horse is shot from under you and it is too far to | |
| walk. | |
| In the castle, Melaigaunt leads you to the Queen's room. He apologises | |
| for kidnapping her. Guenever says she will stay there that night, but | |
| Lancelot will be there to protect her. She then whispers for you to go | |
| to her tonight. (+10) | |
| Go to your room and get the gloves and hat from the chest. Wear the | |
| gloves. Go outside to the window and go up. You hurt your hand. If you | |
| don't wear gloves, your injury is noticed. In the morning, you hear | |
| noises outside the door so go back out and round. | |
| On the way up, you can hear shouting from the Queen's bedroom. Inside, | |
| Meliagaunt is accusing her of adultery. You defend her and challenge | |
| him. Meliagaunt sets a date 3 days hence, orders the window sealed and | |
| leaves with the queen. (+20) | |
| On the way down the stairs, the lights go out and the floor gives way. | |
| Lancelot finds himself in a dungeon (+10). A damosel enters and | |
| promised him his freedom if he will promise to love her. If he agrees, | |
| he must kiss her. If you ignore her, she leaves and returns the next | |
| day. | |
| On the third day she says Guenever is to be executed as her champion | |
| hasn't arrived. She sees he is suffering and offers to free him in | |
| exchange for one kiss, no promise intended. "Kiss damosel"; she summons | |
| a horse so you can leave. | |
| Go to the lawns outside the castle where she is about to be burnt. She | |
| is fastened to a pyre and Meliagaunt is stoking it. "Fight Meliagaunt"; | |
| he will only fight if you remove half your armour and tie one arm | |
| behind your back but you do so and still defeat him. (+30) Guenever | |
| thanks him and leaves. | |
| Now all the knights are assembled at once (if you don't get this | |
| message, you've done this bit too soon) and life goes on for 20years. | |
| Then Galahad arrives and the company is complete. | |
| The Grail appears and the company vow to find it and, if possible, | |
| bring it back to Camelot. Lancelot returns to his chamber knowing he | |
| must not leave Camelot without saying goodbye to Guenever. | |
| Go east through door (+10); Guenever's room is to the east. Enter it. | |
| Someone knocks on the door and if you open it, a knight enters followed | |
| by a group of knights. You are overpowered and accused of adultery. To | |
| prevent this, "Guenever, wait, close door", "open door"; the knight | |
| enters and Guenever closes the door. This is Sir Colgreavaunce. "Kill | |
| Colgreavaunce"; you do so, put on his armour with Guenever helping, | |
| drive off the other knights and save the honour of the Queen. You leave | |
| the next day with the Company. (+30) If you "oops", you are outside | |
| with Sir Colgreavaunce and can do the same sequence, but don't get the | |
| points; this is another bug. | |
| Scoring. | |
| This seems to be erratic as sometimes you score more in one bit than | |
| another and on replaying, it scores differently. I think there is a | |
| standard total for each section. | |
| There is a also a bug where when being attacked by Phelot, if you try to | |
| leave south and Merlin offers to rescue you, if you accept you gain 50pts. | |
| You can keep doing this! You can gain points in other places by being | |
| rescued, but I think all these are wrong as they would take you over the | |
| 1000 points. | |
| The following is one sequence of scoring: | |
| Deal with Knight/Arthur +20 | |
| Meet Kay +10 | |
| Meet Merlin +10 | |
| Enter library +10 | |
| Read all books +20 | |
| Enter Castle door +10 | |
| Meet Arthur/Get knighted +10..................90/1000 | |
| Untie lunes +20 | |
| Deal with Green Knight +10 | |
| Deal with Red Knight +20 | |
| Save Meliot +40 | |
| Enter Broch +10 | |
| Unbolt door +20 | |
| Enter Garlon's turret +10 | |
| Kill Sir Breunis +30.........................250/1000 Cut briars/throw in | |
| dungeon +10 | |
| Give wine to maiden +20 | |
| Enter perilous bedroom +10 | |
| Get pillow/Kill knight +10 | |
| Tricked into staying with Elaine +40.........340/1000 Arrive at | |
| Servage/Enter giant's tower +10 | |
| Open door in there +20 | |
| Knight put coals in cauldron +10 | |
| Knight put coals on sails +20 | |
| Escape from Tintagel +40 Deal with Turquin +10 | |
| Rescue all knights from dungeon +20..........470/1000 Pass archers +10 | |
| Guenever invites you to visit her +10 | |
| Meliagaunt issues his challenge +20 | |
| Fall into dungeon +10 | |
| Rescue Guenever +30 | |
| East from room +10 | |
| Enter G's room & defeat Colgreavaunce +30....590/1000 | |
| Go on to Part 3 on 590/1000 | |
| Note there are 10pts missing from this part. | |
| PART 3. | |
| Starting from lance4. | |
| The knights went looking for the Grail. Lancelot found himself at Vagon | |
| Castle. | |
| Before you can leave, you must "pray". | |
| "Examine cross"; SE to death, NE to peace. You sleep and dream of a goodly | |
| knight led astray by a damosel. | |
| If you get the crown that's there, you lose 50pts and are branded a thief. | |
| The preacher says if you give him the crown, he will help you by shortening | |
| your quest. Galahad warns he is false. If you do, he laughs, and he and the | |
| crown vanish, and you lose another 50pts. You can kill the preacher but you | |
| don't get any points. Instead "make sign of cross"; the preacher is | |
| revealed as a fiend and disappears (+20) | |
| To the south, a knight says he will let anyone past but Lancelot and asks | |
| your name. "Knight, lancelot". He attacks. Fight back, you get close to | |
| death and he says he will let you pass as you have fought bravely (+10) | |
| On the other side is a pavilion and a maiden invites you in to rest. Inside | |
| she offers cakes. You lose points (50 each time) for not entering, eating | |
| the last cake, sleeping with her or leaving before doing any of these. The | |
| solution is to enter (+10) and "make sign of cross". She is revealed as a | |
| demon and both she and the pavilion vanish (+20) | |
| The knight won't let you pass if you are carrying anything. Arriving at the | |
| second cross (+10), examine it; you dream of a place which seemed a chapel | |
| with a tree on one side which was weak and a lily on the other. A good man | |
| said, should not he do great folly that would let this flower perish to | |
| succour the tree that it dropped not to earth. | |
| Go up to Nacien. The followers tell you not to pass or they will die. | |
| Ignore them. Enter (+10), Nacien explains they were apparitions. He gives | |
| you a chalice. If you have just examined a cross, he explains your dream. | |
| The first represents the pavilion and damosel; in the second the tree is | |
| Ector and the lily the maiden, showing you must rescue the maiden first | |
| when you have to make the choice. | |
| Go to the pilgrim by the well. He hasn't drunk for a week but you are too | |
| full of sin to fill the chalice as the water receeds down the well from | |
| you. "Give chalice to pilgrim"; you help him fill it, he drinks and returns | |
| it to you (+20) | |
| To the east, you see a maiden being chased south by a dwarf and your | |
| brother Ector being taken north by some knights. Go south and save maiden | |
| (+20) and north to save Ector (+20). You must do them in this order. | |
| When you meet Galahad, ask him to follow you. He won't till the land is | |
| free from evil. At one stage you hear a voice tell you he is in danger so | |
| you go to where he is. He is being threatened by a group of barbarous | |
| knight. They tell you to flee or you will die too. "Kill knights"; they | |
| attack and you are near death but suddenly, lightning strikes them and they | |
| flee. Galahad thanks you and says he will follow you. | |
| Go to abbey (+10) and examine shield; it is said to be Joseph of | |
| Arimathea's and is for the best knight in the world. "Galahad, get shield." | |
| Examine tomb; only the best knight in the world can open it and live. | |
| "Galahad, open tomb"; a fiend emerges and attacks him but he says God will | |
| protect them. "Galahad, kill fiend"; he does and angels help him (+20). In | |
| the tomb is a dead body of an unbeliever whose presence is a focus for evil | |
| being buried on consecrated ground. The pious priest collect the body and | |
| take it to the wasteland and bury it. | |
| Go to boat, "Galahad, get sword", "get horn". "In"; you both enter the | |
| boat. Only the best knight in the world can steer it. "Blow horn"; a | |
| magical wind springs up, "Galahad, e" etc to move the boat. | |
| Go to Turnance (+10). Two fishermen say the island is being ravaged by two | |
| dragons. You must get both dragons to the hillside but they follow you and | |
| won't stay there unaccompanied. Either get Galahad to go to one, then find | |
| you, while you get the other and go to the hillside, or get one there, tell | |
| Galahad to kill it and go and get the other. When they meet they fight till | |
| both are dead. The fishermen thank you and give you a cup of mead (+20). | |
| Go to the wall of fire (+10). Empty both chalice and cup. Give chalice to | |
| Galahad and "Galahad, wait, fill chalice, throw chalice at wall, fill | |
| chalice, throw chalice at wall". "Fill cup, throw cup at wall, fill cup, | |
| throw cup at wall". This puts out the fire which dies a bit between each | |
| soaking. Go north and "fill cup" to get some sand. Go south (+10) | |
| Go to Bors. He and Percival greet you and say they will help. If you take | |
| the heavy key, a fire spirit replaces it. Go back to boat and "fill chalice | |
| with water" (+10) | |
| Taking the people in the order they are listed on the screen so this works, | |
| "Give chalice to Bors, give cup to Percival, give horn to Galahad". Bors, | |
| wait 3, throw water", "Percival, wait 2, throw cup", "Galahad, wait, blow | |
| horn". "Get key". When the key is moved, the fire spirit appears. The water | |
| extinguished it and a water spirit appears. The sand soaks up the water | |
| spirit and a sand spirit appears. The magical wind from the horn blows away | |
| the sand spirit. (+20) | |
| Unlock door (+20), go east several times (+10, +10). You see some lions but | |
| they don't attack. The final east takles you into the room with the Grail | |
| (+100). You see the grail and return to Camelot where you later become a | |
| hermit. | |
| Scoring. | |
| Remove preacher +20 | |
| Pass knight +10 | |
| Enter pavilion +10 | |
| Remove damosel/pavilion +20 | |
| Get to second cross +10 | |
| Get to Nacien +10 | |
| Give chalice to pilgrim +20 | |
| Rescue maiden +20 | |
| Rescue Ector +20 | |
| Go to abbey +10 | |
| Galahad defeats fiend +20.............(170)760/1000 Move boat +20 | |
| Deal with dragons +20 | |
| Arrive at wall +10 | |
| Get cup of sand +10 | |
| Meet Bors +10 | |
| Get key +20 | |
| Unlock door/East +20 | |
| East +10 | |
| East +10 | |
| East +100.............................(400)990/1000 | |
| Total this part 400, total for game 590 + 400 = 990/1000 ie 10 pts short | |
| from pts 1 & 2. | |
| ADDITIONAL NOTE. | |
| The 'lost' 10 points!........this relates to the book in the library about | |
| King Pellam. Go to the Marsh carrying the horn. You are unable to go North | |
| as you get lost. | |
| Give the horn to another character, e.g., the Red Knight. "KNIGHT, S, BLOW | |
| HORN". He does so and when he blows the horn you can then see a clear way | |
| North! | |
| To the North, you meet King Pellam who tells you the history of the Grail | |
| and how it will appear at Camelot in many years time, after Lancelot's son | |
| arrives at Camelot (+10). | |
| Total (finally!) = 1000/1000. | |
| * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * | |
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