| Walkthrough for | |
| Sangraal | |
| by Jonathan Partington | |
| Written by Richard Bos | |
| A few notes, first. | |
| One, make no mistake: Sangraal was written as an introductory Phoenix game, but | |
| that doesn't mean it's actually easy or forgiving by today's standards. You can | |
| die easily. You can lose or destroy a necessary tool just as easily. Save | |
| often, and keep _all_ your save files until you've finished the game. One wayin | |
| which Sangraal is less intimidating than most Phoenix games is that it is very | |
| open, with many puzzles accessible from the start. If you get stuck on one, it | |
| is easy to try another. | |
| Two, the parser is limited, but good. I have not found any place where using | |
| prepositions or indirect objects ("hit tree with axe") is necessary or even | |
| possible. By contrast, the game is good at giving you less to type. If there is | |
| only one object, simply "get" will take it; if there are several, it will | |
| assume the first one listed. Ditto for "drop", which will drop the first object | |
| in your inventory; and ditto for several other verbs. "Get all" is provided | |
| for, as well. Multiple objects (as in "get bread, cheese, and butter") are not, | |
| though. | |
| Three, this is an old-fashioned game. There are a lot of puzzles which you can | |
| only realistically be expected to solve by dying first, sometimes more than | |
| once. Also, there are vague hints to other problems spread across the game. | |
| Since this is a single walkthrough, such hints will not be found here. I'll | |
| just present you with the correct solutions, omitting the process you could | |
| have used to discover them. If this spoils the game for you, well, such is the | |
| risk of reading walkthroughs. By the way, if you don't want to be spoiled quite | |
| so drastically, you should find a ZCode file with hints for individual puzzles | |
| in the same place where you found this document. | |
| Finally, these notes are for the ZCode version generated from the original | |
| Phoenix source, which is available at the IF Archive. I do not know whether it | |
| works for other versions, as well, or even if any exist. | |
| So, knight very noble, let's be off on our quest! | |
| Go north twice and ne. Note the building nearby. This is where we will deposit | |
| all of our treasure - as a knight errant, you wouldn't be so selfish as to keep | |
| it all, would you - but for now, let's leave it. Go east, sw and south. Pull | |
| the mandrake. This was always a dangerous undertaking! Note the word you hear. | |
| Enter it as your command. Remember it, as well - we'll need it again later in | |
| the game. | |
| Go sw and south, and take the now innocuous mandrake. Go north, ne and east, | |
| take the sword, go east twice, take the wig, and go east twice again. Give the | |
| mandrake to the Belle Dame. Get the crystals and go west five times, back to | |
| the junction. This time go nw. | |
| The sign on the wall here is an anagram. Solve this - it always starts with | |
| "The password is", and the password is a four-letter animal name. Go north, | |
| giving the password you've just found, and take the gem. Go south and west. | |
| Wail. Note the pattern you see. Drop the wig, then go east, se and sw. Wait | |
| until the pattern on the curtain matches that on the Wailing Wall, then go west | |
| and take the scroll. | |
| Go east, ne, east thrice and se. Give the gem to the hags. We get nothing in | |
| return, except the satisfaction of being a good, noble knight, but isn't that | |
| what chivalry is all about? Oh, and we get some points... Go back nw, then | |
| north and east. Give the scroll to the woman. At least this time we got a | |
| scroll back! | |
| Go back west, then south thrice. Read the scroll. Take the child, then go all | |
| the way back north twice, west four times, and nw to the Association. Well, it | |
| _is_ an orphanage, isn't it? Therefore, give the child to the friar. Also give | |
| him the crystals. | |
| Go se and east. Drop the sword here; we won't need it for a while. Take the | |
| cockerel. Go se and south twice. Drop the cockerel, then get all. Go back north | |
| twice and nw, then east thrice and north. Knock. | |
| Go north. Take the pie. Another exit will open; go down it twice. Go north and | |
| east, and get the tortoise. Go west, south and north, and play the violin. | |
| South, east and west; take the grease. Go east, north and south. You're now in | |
| a logic maze. You could try and solve this maze logically, but the simple | |
| solution is to take the exits whose sign ends in "TRUE" until you arrive back | |
| in the banqueting hall. (To be honest, I'm not entirely sure that the logical | |
| solution to this maze is always strictly correct, but the above shortcut always | |
| works.) | |
| Once outside, go south, east twice, se and east. Noah has taken your tortoise, | |
| and we're going to bring him some more animals as our next good work. Go nw. | |
| Enter "never more". Take the raven and take it se. Go north, untie the emu, get | |
| it, and go south. Go ne, drop the cockerel and take the sloth. Noah doesn't | |
| need the cockerel and neither do we any more, so leave it. Instead, go sw with | |
| the sloth. | |
| Go se, give the pie, take the wolf, go nw. Go south, dig, get the wombat, | |
| north. Go sw. Note what is said about the ewes calling, and note what the lamb | |
| bleats. Call to it, as its mother would, replacing the 'M' in its call with a | |
| 'B'; so, for example, if it says "Mehhh", enter "Behhh". Then take the lamb, | |
| and go ne. | |
| Go west, nw, and ne. Get all. You are again in a logic maze, a Boolean logic | |
| maze this time. This one is quite correct, but... you can't solve it in one go. | |
| You need to go through it, observing its effect on your gems, and working out | |
| from that how to get to the end with both gems. This means that you can't solve | |
| this maze without saving and restoring. This is, these days, thoroughly | |
| unfashionable. However, using a 1980s approach, and with some knowledge of | |
| Boolean logic, it _is_ quite solvable: go ne, ne, nw, nw. | |
| Retrieve your violin, then go se, sw, and up twice. Take the tablet. You can | |
| read it now, but only for a giggle. Go back down twice, then west and south. | |
| You hear a voice chanting mashed up proverbs. Wait until it chants a whole, | |
| correct one, rather than two mismatched halves; then get the pearl. Go north | |
| and se. Read the tablet here. That's us told! | |
| Go nw, east, up and south. You're now in another, small maze. Unfortunately, I | |
| can't give you fixed directions through it, because it's randomised each game; | |
| and what's more, you can't see where you're going. You can hear the way, | |
| though! Shout something. It doesn't matter what; "shout booh" or whatever you | |
| like. You will hear two echos. Don't go in those directions; take one of the | |
| others. | |
| You will either end up back on the mountain-side, or deeper into the fog. If | |
| you're out of the fog, go back in and choose the other direction. Repeat the | |
| procedure: shout something, move in a direction without echo, shout again, and | |
| so on, until you meet a guru. Give him the pearl. Shout again. This time there | |
| will be only one safe direction, so go there. Repeat the procedure again, | |
| shouting things and moving in non-echoing directions, until you emerge out of | |
| the fog again. | |
| Go up, where your tablet will be exchanged for something else. Then go all the | |
| way back: down twice, west twice, north, and west thrice. Then go se, south, | |
| east and down. Take the corpse, go up and east, and drop it. This opens up a | |
| path we will take later. Go west and up, and take the tapestry. | |
| You're back in the Land of Madness, but we already know how to get out of here: | |
| say the word you heard when you first took the mandrake. Get all, including the | |
| sword. Go west and nw. Give the ruby, sapphire, violin, tapestry and calf to | |
| the priest. | |
| Go se, east and ne. We're in a maze again - well, the layout of the land is | |
| quite regular, but the various paths take different lengths of time, and we | |
| must minimise our total travel time, which makes it a maze in practice. The | |
| correct route is: east twice, north twice, east and ne, and then north back to | |
| the junction. | |
| From there go se and east twice, get the stone, and go back west twice and nw, | |
| then south. Climb the horse. Pull the green lever, then the yellow one, then | |
| red. The blue one does nothing. Take the idol, then leg it out of here, east, | |
| then north thrice. Drink. Go north again. Throw the idol into the fire - and | |
| yes, there's a hint to this in the game, but you don't expect walkthroughs to | |
| show you everything, do you? - and then the sword. The latter will be returned, | |
| but leave it here for now. | |
| Go ne. This is the desert, where a wind is blowing to stop us going places. It | |
| will blow either east-southeast or east-northeast, meaning that you can go | |
| neither east nor se, or east nor ne, respectively. But we do want to go east. | |
| We'll have to get there circuitously. If the wind blows southeast, go ne, then | |
| south. If, instead, it blows northeast, go se then north. Repeat this once | |
| (note that the wind changes every move), to arrive at a statue. Note the words | |
| on the pedestal, and that on your stone. Enter "ozone". Take the figurine. | |
| Once more go ne and south, or se and north. | |
| We're now near the end of the desert, and we need to vary our routine. Go ne or | |
| se, as necessary, but then _don't_ go back south or north. Instead, if | |
| possible, go se if you just went ne, or ne if you just went se. If that's not | |
| possible, _then_ go, respectively, south and back north, or north and back | |
| south, until you can go in the desired direction. | |
| Go east into the folly. Get the paper. Go down. Read a book. It will ask you | |
| which. Choose C. If you try any other, it will refuse to open. Next, read L. | |
| Read the other books in this order: KFJN HBID OMEGA. (No, I don't know what the | |
| reasoning is behind that order, but it's the only one that works.) Do as the | |
| final book says: enter "omega". | |
| Go east, and accept Klingsor's challenge by entering "yes". For the first game, | |
| pick a random choice; for the second, play what Klingsor played in the first | |
| game; and for the third, play what would have defeated that choice (so if | |
| Klingsor's first choice, and your second, was "stone", now choose "paper", and | |
| so on). Go up. Enter "sway", "peace" and "turn". | |
| Go up again. Answer with the letter Klingsor gives, and with the digit he does | |
| _not_ give (so if "B has a 1 on the back", answer B and TWO). Next, note that O | |
| and T stand for One and Two, and the answer to the question can only be "OTBA" | |
| or "TOAB", depending on whether A is 1 and B is 2 (in which case 1 must be B | |
| and 2 is A, turning ABOT into OTBA), or A is 2 and B is 1 (when 1 is A and 2 is | |
| B, so ABOT becomes TOAB). | |
| Go up. You are asked to make a word from at most six letters. Given that you | |
| can only use each tile once, the solution always has five letters: it's either | |
| "faced", "plonk" or "spurt". Up once more. Take one counter, then three, and | |
| finally the last three, leaving you with seven. Go up one last time. The | |
| solution to the riddle was hinted at earlier by Kunrie: enter "court" and | |
| "ship". | |
| Leaving the desert is a lot easier than entering: go west five times, then sw. | |
| Take the sword, then wait two turns. Go nw and take inventory. There should now | |
| be a word on the paper. If not, go back to the fire, wait until it appears, and | |
| come back here. Say this word and drop the paper. | |
| Go ne. Listen to the monk. If you map the palace, you'll see that it consists | |
| of a ring of month-themed rooms connected to season-themed rooms, and that the | |
| simplest (or at least, the most methodical and least likely to confuse) way of | |
| lighting the rooms is to reserve one word for the seasons (which aren't | |
| connected to one another), and the two others, in turns, for the monthly rooms. | |
| Like this: | |
| north, ruzam, nw, malu, ne, sodre, se, malu; se, sodre, se, malu, west, ruzam, | |
| se, sodre; sw, malu, sw, sodre, north, ruzam, sw, malu; nw, sodre, nw, malu, | |
| ne, sodre, se, ruzam. Then go east to the monk. We get no reward and are kicked | |
| out, but we've done another chivalric deed. | |
| Go west, get the salt, then go eouth, se, south twice, west and nw to the | |
| orphanage, and give the figurine. Go se, east four times, and ne. Throw the | |
| salt. Go sw and west. | |
| We're almost there! Only two more areas to clear of loot, ahem, gifts for the | |
| orphanage. Go south twice. You must commit all seven deadly sins in here. Not | |
| very knightly, but whatever it takes... Get all. Go nw. First sin: acedia. | |
| Sleep, and sleep again. Go west. Answer "no" when asked to give alms - we're | |
| committing avaritia. Go nw, answer no again, go sw, and this time answer yes to | |
| the banker. Go back ne, se and east. | |
| Go sw. Now for some well-deserved ira: hit the page boy. Take his ball. Go ne | |
| and south. Wipe the board for some invidia. Go north, then se. We will commit | |
| luxuria here - at least, as much of it as can be shown in a before-watershed | |
| game - but the problem here is how to get it. Throw the ball. It will bounce in | |
| a certain direction. Go in that direction, and retrieve the ball. Repeat this: | |
| throw the ball, and follow it. That's your (disappointingly undescribed) | |
| luxuria done. Don't forget to take the ball again. | |
| Now for superbia. Go east, conduct the choir, and when asked whom they should | |
| extol, answer "me". Go back west, then ne for our final sin of gula. Eat the | |
| cheese. Go east, take the bone, and eat it as well. Now leave Nastil-Xarn by | |
| going west, sw and north. Take all your rewards. | |
| Go north twice and down. We're now in the final maze of the game. It is in | |
| essence a normal maze, which could be mapped normally... except that, as | |
| explained, the entire area is rotating, so that all directions change one | |
| compass point counter-clockwise each turn. Note that this also means that one | |
| false step means that the walkthrough becomes hopelessly unusable, so beware of | |
| typos here! | |
| Go south, se, south and nw. Take the paten. Go sw, west, sw and south. Take the | |
| coins. Finally, go north, sw, east and down. Whew! Our map is back to normal | |
| now. Back to the orphanage to deposit our last load of treasure; south, west | |
| thrice and nw. Give the paten, coins, stole, orb and sceptre to the priest. | |
| We are now worthy to enter the end game. You should be carrying only the mighty | |
| sword Wren. If not, go and find it. If you still have other objects with you | |
| (such as the paper), that's no problem, but you need the sword. | |
| Go se and sw to the fork near the start. You _are_ now second to none, so go | |
| nw, then north - note those instructions - and north again. Apollyon asks you | |
| for your name; you may enter any you like. When he asks whence you come, enter | |
| "Moan" - the name of the castle at the start of the game - and you seek, of | |
| course, the "Sangraal". | |
| You'll defeat Apollyon and enter the castle, where (per instructions) you need | |
| to free six knights. The problem is, in which order? Freeing each takes a | |
| different amount of time, and each takes more or less time to get ready once | |
| freed. Free, in this order, Agravain, Caradoc, Ector, Harry, Dagonet and Bors. | |
| Those six will accompany you to the Sangraal. You may now, if you wish to be | |
| particularly chivalric, free Feirefiz, but you get no extra points for this. | |
| You must free Gareth, however, in order to pass the rest of the time. | |
| Well done, you're a true noble knight of the Chaise Longue, and may go into | |
| history as the one who reached the Sangraal. |
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