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============================
=== THE ELECTRONIC GAMER ===
============================
CONQUESTS OF CAMELOT Walkthru
INTRODUCTION
In CONQUESTS OF CAMELOT you play King Arthur, legendary warrior and king.
For most of your reign, the kingdom has known prosperity. Now, however, a
blight has appeared and hunger stalks the land. A vision has revealed that
the blight will not end until the Holy Grail is found. Your three best
knights, Launcelot, Gawain, and Galahad, have left in search of the Grail.
Yet they have not been heard from for many months. It is time for the King
himself to go out and search for both the Grail and his knights.
CAMELOT
The first thing to do is to get ready for the journey. After the
introductory cartoon is over, hit RETURN to enter your room. Here you will
find your traveling clothes, a purse, and your trusty sword, Excalibur.
CHANGE CLOTHES and TAKE PURSE, and you will be suitably attired for travel.
Walk out the door, and into the castle hallway.
Walk northeast, to the Queen's Bower. (Again, hit RETURN to enter.) Here
you find what remains of a beautiful garden, and your lovely, if unfaithful,
wife, Queen Gwenhwyfer (called just plain "Gwen" by fumble-tongued Saxons
such as Arthur). Since the Queen is, er, a good friend of the missing
Launcelot, she might know where he is. ASK GWEN ABOUT LAUNCELOT. She tells
you that Launcelot went off to talk to the Lady of the Lake at Ot Moor.
Before you leave the bower, pause to look at the garden. Everything has
withered and died -- except for one lone rose. LOOK AT ROSE. Gwen will tell
you to take it as a gift. TAKE ROSE. Gwen explains that the rose will
"guide you through danger if you recite the Message of the Rose." File that
fact away in your kingly brain, and take your leave of Gwen. Give her a
smooch or two for the road, and leave the bower. It's time to talk to the
mysterious wizard, Merlin.
Walk southeast to the Treasury. Skip the Treasury for now: Continue on to
Merlin's room. Enter Merlin's room and take a look around. What a
collection of stuff! If you LOOK AT RUG, you'll be informed that the symbol
on the rug, the pentagram, helps keep out evil spirits. If you READ SCROLL,
you'll discover the fascinating fact that mules are expensive in Jerusalem.
Memorize these esoteric items: They will be vital later in the game.
Also be sure to note the chest in one corner of the room. Being a curious
adventurer, OPEN CHEST. Inside is a lodestone (compass,) which will come in
handy on the road. ASK MERLIN ABOUT LODESTONE, and he'll tell you what it
is and how it works.
Now, walk over to the giant map of Britain Merlin has on the wall. LOOK AT
MAP. The display will change to a close up of the map. Selecting a location
will give you the location's name and a little information about it. Fix
the locations of the following three places in your mind: Glastonbury Tor,
Ot Moor, and Southampton.
Last of all, talk to Merlin himself. He can't tell you much about the
missing knights, but he does tell you who would know. If you ASK ABOUT
GAWAIN, he will tell you to ask the treasurer. If you ASK ABOUT GALAHAD,
he'll tell you to ask the castle guards. And if you ASK ABOUT LAUNCELOT,
he'll tell you to talk to Gwen. (Big deal! You figured that out already!)
Leave Merlin's room and walk southwest to the Treasury. Here you'll find
your glittering treasure horde, and your formidable treasurer. Before you
go out on the road, you'll need to get some cash. ASK ABOUT MONEY. The
treasurer will tell you to give him your purse, so GIVE PURSE TO TREASURER.
He'll ask you what sort of coins you want. You'll need all types, so GET
GOLD, GET SILVER, and GET COPPER. Now you have a full bankroll.
In addition to the treasure in the room, you may have noticed some bundles
in the corner. ASK ABOUT BUNDLES. The treasurer will tell you that they
belong to Gawain. ASK ABOUT GAWAIN, and he'll tell you that Gawain had
headed out to Glastonbury Tor to look for the Grail, and that he took
copper with him.
Before leaving, type HAM AND JAM AND SPAM A LOT, and the Knights of the
Round Table will demonstrate that they can do far more than fight. What
talent!
Walk over to the westernmost tower. Time to meditate a bit in the Chapel.
Walk over to the cross and KNEEL. Just praying isn't enough, however. As
you will discover in this game, supernatural forces are just as interested
in material things as people are. To put some leverage behind your prayer
by offering some money. (Control-O in the IBM version.) If you give one
gold, you'll be rewarded with a vision of the Holy Grail and a blessing.
STAND and walk over to the symbol of Mithras. KNEEL and offer another gold
piece. You'll receive a vision of the three missing knights, all of whom
seem to be in serious trouble.
STAND, leave the chapel, and walk to the outer courtyard. You'll find your
warhorse and a pack mule waiting for you. While you're here, walk over to
the guard at the lower left-hand side of the screen. ASK ABOUT GALAHAD. The
guard will tell you Galahad went to Southampton and took a ship to the east.
Now it's time to go rescue your knights. Walk over to your warhorse and
MOUNT HORSE. Ride off through the castle gates (don't worry, the mule will
follow you.) It's a good thing that you made those offerings back at the
chapel: If you hadn't, you would have been crushed by the portcullis while
exiting the gate.
After leaving Camelot, you will find yourself on a large map of Britain
like the one you saw in Merlin's room. Selecting a location will move you
there. Select Glastonbury Tor, where Gawain disappeared.
THE FOREST PERILOUS
Before you can get to Glastonbury Tor, you must pass through the Forest
Perilous, which is, well, perilous. The first thing you come across is a
dilapidated shrine dedicated to some obscure god. Ride a little closer to
it. A strange spirit, Windershins, appears and begins to rant about copper
or tin. It's best to appease the little guy, so give him a copper coin or
two to keep him quiet. With him out of the way, exit the screen off the
left side.
Here you'll find a hunter selling his wares. TALK TO MAN. Strangely enough,
he doesn't get much business in the spooky, deserted forest, so he's in
dire financial straits. ASK ABOUT PELTS and he'll tell you what swell furs
he's selling and what a poor fellow he is. You're a kind, generous soul, so
buy the pelts. More interesting than those ratty furs is the spear standing
behind the hunter. If you ASK ABOUT SPEAR, he'll tell you it's the only
thing that can defeat the boars in the neighborhood. You'll need to kill
the boars to get to the Tor, so BUY SPEAR. Exit off the left side of the
screen, and prepare to do some pig-sticking!
(By the way, you will have noticed that your mule has bolted. Don't worry
about her; she'll reappear when the time is ripe.)
Next comes the game's first arcade sequence. Three boars come trotting out
in succession, and you have to stick them with your spear before they gore
you with their tusks. Be sure to set the arcade difficulty to EASY before
starting the sequence. (Hey, if you wanted to do things the hard way, you
wouldn't be reading this!) Save your game just before the sequence begins
so you can easily restore. Hitting the spacebar causes Arthur to jab with
the spear. The trick is to wait till just before the boar reaches the horse
before hitting the spacebar. If you're having no luck, try hitting the
spacebar a little earlier; it takes some time for Arthur to jab.
Having offed the porkers, continue to the next screen. A nasty black crow
perched above a skeleton is waiting for you. TALK TO CROW. The crow informs
you that the invincible Black Knight has wounded Gawain. The crow asks if
you want to joust with the Black Knight? Bravely say YES, and the crow will
fly off to make the arrangements.
What could have happened to our skeletal friend here? LOOK AT MUSHROOMS.
Looks like Bony did not heed his mother's warning about eating strange
fungus. LOOK AT SKELETON. Nothing left of Bony except one piece of silk.
TAKE SILK. Why, this silk sleeve is still in mint condition! There is
"Magick" at work here. Exit the screen, and prepare to meet the fearsome
Black Knight.
When you meet on the jousting field, the Black Knight seems like a
reasonable chap. He offers to let you go at the cost of Gawain's life.
Since you are a noble and selfless king, however, you decline; instead, you
must joust with the Knight. If you unseat the Black Knight three times, you
may pass, and Gawain goes free. If the Black Knight unseats you three times,
you die. (Well, he never said it was a fair trade.) Accept the Black
Knight's challenge.
The joust itself is an arcade sequence. Again, be sure that you are in EASY
mode, and be sure to save your game just before it begins. Do a dry run of
the joust just to familiarize yourself with the keys. Note that when the
Black Knight gets close to you, a small skull appears on his shoulder. This
is his vulnerable spot: If you hit him there with your lance, he will be
knocked down. My strategy was to lift up the lance, then move it down and
to the left so that it hit the skull as the Black Knight rode by. I also
kept my shield up at all times. I don't know if it helped, but it certainly
didn't hurt. After practicing a couple of times, restore and do it for real.
Knock the Knight on his wazoo three times, and then go off to save Gawain.
You'll find Gawain on the next screen, badly wounded and chained to a large
tree. You need to get him down first. So, ride over to the tree, and BREAK
CHAINS WITH SWORD. TALK TO GAWAIN. Gawain tells you that he believes the
Grail is on the Tor, and that you should beware the Mad Monk. Gawain is in
no condition to go Grail hunting, however, so PUT GAWAIN ON HORSE. The
horse will take Gawain safely back to Camelot where he can get medical
attention. (Don't leave the screen before putting Gawain on the horse;
otherwise, when you return, he will be dead.) Of course, now you're out one
prime war horse, but that's a small price to pay to save a friend. Exit off
the right side of the screen.
Here, amidst a small scale version of Stonehenge, you will meet a witch.
She demands that you give her what she most desires, or else she will turn
you into a rock. You don't have much _to_ give, but try GIVE SILK TO HAG.
Zap! The ugly green witch is transformed into youthful Lady Elayne.
Apparently she gave this sleeve to her lover a long time ago. Thrilled by
her transformation, Lady Elayne runs off to search for her long-lost love.
Is she in for a surprise when she finds Bony in the forest!
You will notice that something has appeared on the pedestal on which the
witch was standing. READ PEDESTAL. There's a rhyme about five poets being
turned to stone, ending with the line, "To pass through the middle, you
must ask for a...." The rest is illegible, but I'll tell you confidentially
that the last word should be RIDDLE. Exit the stone circle through the gate
to the northwest.
Why, here's your mule! Why not walk over and give her a pat on the head? Hm,
there's this small problem of an invisible force field in the way. And what
about these 5 strange stones? Perhaps they have something to do with the
rhyme on the pedestal. Walk over to one of the stones. Making sure that no
one is watching, TALK TO STONE. Sure enough, the stone asks you a riddle.
Answer all five of the riddles and the force field disappears. Each time
you leave the screen the riddles will be different. So, if you can't answer
the batch you were given, exit the screen to the right, and return to get a
new batch. (There are 25 different riddles in all. The text of all of the
riddles and their answers are given in Part 6 of this walkthru.)
After having answered all five riddles correctly, the force field vanishes,
and you are free to climb the Tor. Just walk past the stones, and...whoops,
looks like you've been teleported to the top of the Tor. That saved a long,
hot climb!
GLASTONBURY TOR
You have been magically transported to the ruins atop the Tor. Head south
from where you materialized. You'll enter a screen with a tree, a well, and
a monk sitting peacefully in the corner. LOOK AT TREE. Looks like the Grail
may be here! After your tournament with the Black Knight you could use a
nice cold drink, so LOOK AT WELL. Unfortunately, the well is locked so
you'll have to save that drink for later. Last, but not least, TALK TO MONK.
He seems like a reasonable enough fellow, not at all mad. ASK MONK ABOUT
GRAIL. It seems the monk is rather touchy on this subject. He rushes off
the screen after threatening violence. Follow him off the screen.
Catching up with the monk you find not one monk, but three! The monk has
created two illusionary doubles, and all of them are out to get you. The
two illusions are harmless, but the real monk can kill you. Draw Excalibur
and prepare to fight. You can tell which monk is real because he shouts
"Kill! Kill! Kill!" before attacking, and yells "Ouch!" when you hit him
with your sword. If you keep your eye on the real monk and stab him before
he gets too close, you should be able to dispatch him easily.
Killing the monk is only the beginning of your troubles, however. After the
monk breathes his last, the Old Ones -- mysterious inhabitants of the Tor -
- appear. Apparently the mad monk was their servant, and you have been
drafted as his replacement. You may not ever leave the Tor unless you
somehow appease the Old Ones. Sure enough, if you try to find a way off the
Tor, you will find that you are trapped within the ruins.
To appease the Old Ones, walk back to the screen with the tree and well,
and head south. Here you'll find an altar. Hm, perhaps the Old Ones are
just as materialistic as the gods back in the Chapel at Camelot. Open your
purse and offer five silver pieces. The Old Ones will not only accept your
offering, but they will give you a gift of a key. TAKE KEY and head north
to the well. UNLOCK WELL. You can drink from the well, but that won't do
you much good. Instead, SEARCH WELL. You will _not_ find the Grail,
unfortunately, but you will find a crystal heart. Merlin tells you that the
crystal heart is what was causing you to be trapped on the Tor, and that
now that you have it, the spell is broken. You are free to go. Head south
twice, and you will be reunited with your trusty mule. Head west to leave
the Forest Perilous behind. It's time to go to Ot Moor to rescue Launcelot.
OT MOOR
From the map screen, select Ot Moor. Brrr, it sure is cold here in the
north of England! Over the frozen moor you can see a palace in the distance.
Head east through the snow. You find yourself on the shore of a frozen lake.
Head north, but stop as soon as you appear on the next screen. Save your
game and try walking across the ice. This ice is too treacherous to cross
unaided! Wait a moment...what did Gwen say about help in a dangerous place?
Restore your game. USE ROSE, then recite the Message of the Rose from page
7 of your manual. A whirlwind of rose petals will appear. The whirlwind
will begin to move across the ice. If you walk within the whirlwind, you
will be able to cross the ice safely.
(If you don't have the rose but you do have the heart, USE HEART. The heart
will change color when you get near thin ice. If you don't have either the
rose or the heart, you'll have to go to Glastonbury Tor and get the heart
before you cross the ice.)
After crossing the ice you arrive at the Ice Palace. Enter the palace. Here
you will meet the Ice Maiden (apparently the Lady of the Lake frozen over
for the winter). The Ice Maiden has imprisoned Launcelot in a pillar of ice
just because he gave her the cold shoulder. TALK TO WOMAN. The Maiden will
tell you that you have something that belongs to her. What do you have that
would suit a frosty female? The crystal heart is rather chilly, so GIVE
HEART TO WOMAN. The Ice Maiden will tell you that to find the Grail you
will have to go to Gaza, then to Jerusalem. This is helpful, but there's
still the matter of your deep-frozen friend. Demand that the woman FREE
LAUNCELOT.
The Ice Maiden takes you to a tree growing incongruously in an ice cavern.
She says that you can free Launcelot if you take a simple test. ASK ABOUT
TEST. She explains that if you take the test, Launcelot will go free if you
pass, but if you fail you will die. She offers to let you go if you recite
the Message of the Rose, but if you pick this option, Launcelot will be
doomed. Say NO to this suggestion, and BEGIN TEST.
The test consists of a series of riddles. You must figure out the answer to
the riddle, match the answer to the appropriate flower using the
information on page 7 of your manual, then select the correct flower on the
tree. So, if the answer to the riddle was "laziness," and the flower that
symbolized laziness is the dandelion, you would select the dandelion on the
tree. Simple, no?
The following are the first lines of the riddles and their answers. It's up
to you to match the answers with the appropriate flowers.
"In times of grief it gives relief...": CONSOLATION
"When light is dim and courage fails...": HOPE
"Oh, it is splendid...": HAUGHTINESS
"For its sweet sake...": TRUE LOVE
"If a dream is abandoned...": WITHERED HOPES
"Surrounded by giants...": MEMORIES OF CHILDHOOD
"Wise are those who seek it...": TRUTH
"It alleviates all pain and sorrow...": DEATH
"Known to the priest...": CELIBACY
"It can be sweet on the tongue...": FALSEHOOD
After passing the test and saving Launcelot, the Ice Maiden will transport
you back to shore. Walk west two screens and you will be back to the map
display.
The next item on the agenda is to go abroad in search of Galahad. So,
select the port town of Southampton.
SOUTHAMPTON
Once in Southampton, walk over to the harbormaster and TALK TO MAN. If you
ASK ABOUT GALAHAD, the harbormaster will say that Galahad has indeed sailed
to the East. Following the Ice Maiden's advice, you intend to follow him.
ASK ABOUT PRICES. Sure enough, boats sail to Gaza. BUY PASSAGE TO GAZA.
This will cost you 3 gold pieces. Get in the boat, and prepare to sail to
the mysterious east.
(Incidentally, you can buy passage to a number of other places, but sailing
to anywhere but Gaza results in your death.)
GAZA
You arrive in Gaza with your mule and a tremendous hangover. On the dock
you find two guides competing for your business. A slightly shady character
named Jabir warns you that you are not safe in Gaza, and offers to guide
you to Jerusalem. A small boy (whom your mule seems to like) insists that
you must first see his master before journeying to Jerusalem. Jabir looks a
bit menacing, so FOLLOW BOY.
The boy leads you to his master, Al-Sirat. Al-Sirat kindly invites you to
refresh yourself, so EAT FIGS and DRINK. After all, you don't know when
you'll get your next square meal! If you ASK ABOUT GALAHAD, Al-Sirat tells
you that Galahad has gone to Jerusalem. Now, ASK ABOUT GRAIL and ASK ABOUT
GODDESS. Al-Sirat tells you that the Goddess has the Grail, and that he
(Al-Sirat) is the first of 6 guardians you must pass to get to the Grail.
Next, ASK ABOUT each of the Goddesses listed on pages nine and ten of your
manual. Al-Sirat will draw the symbols for each of the goddesses for you.
Be sure to write these symbols down; you'll need them later! After thanking
Al-Sirat for his information, STAND, and exit the screen.
The boy will lead you to the outskirts of Gaza. Here you will find the
sneaky Jabir again. Jabir tells you that you could not possibly make it
across the desert to Jerusalem on your own, and offers to be your guide.
Jabir isn't trustworthy, but you don't have much choice, so HIRE MAN (on
the Amiga version, and possibly others, you will have to offer a coin,
instead).
DESERT
Follow Jabir through the desert. He will lead you to an oasis. After that
long, hot walk, a nice, cool drink seems in order. But wait: Your trusty
mule refuses to drink. Suspicious. And what about that camel skeleton? ASK
ABOUT SKELETON. Very suspicious! Apparently Jabir is waiting for you to
drink the poisoned water so that he can loot your corpse. You won't let him
get away with it. Draw Excalibur. This is enough to frighten away the
cowardly Jabir.
You do need to find some fresh water before you die of heat dehydration,
however. (Shades of LEISURE SUIT LARRY III!) Exit off the right side of the
screen, then exit off the top side. You have found a structure of some sort.
The girl you frightened away is evidence that there is civilization nearby.
Walk down the steps on the right side of the screen. You have found the
Pool of Siloam. Your trusty mule will drink from the pool, so it must be
safe. DRINK WATER. Now that you're refreshed, climb back up the steps, and
head north.
In the distance you can see Jerusalem. At this point, Jabir may reappear
and 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.
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!
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
then 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!
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
I am not known,
Yet how you miss me
When I have flown.
What am I?
22. All about, but cannot be seen,
Can be captured, cannot be held,
No throat, but can be heard.
What am I?
23. I am seen in the water
If seen in the sky,
I am in the rainbow,
A jay's feather,
And lapis lazuli.
What am I?
24. I go around in circles
But always straight ahead,
Never complain
No matter where I am led.
What am I?
25. At the sound of me, men may dream
Or stamp their feet
At the sound of me, women may laugh
Or sometimes weep.
What am I?
RIDDLE ANSWERS
1. WATER
2. ICEBERG
3. GLOVE
4. SNAIL
5. TORCH
6. RIDDLE
7. SHIP
8. HEART
9. LOCK
10. SIEVE
11. MIRROR
12. GOLD
13. ICICLE
14. ARROW
15. GRAPE
16. FIRE
17. SHADOW
18. WATERFALL
19. ECHO
20. PEARL
21. TIME
22. AIR
23. BLUE
24. WHEEL
25. SONG
Thanks to Bill Larkins for providing the list of riddles, and to Josh
Mandel, Bill Larkins, and Guruka Singh Khalsa for providing the answers.
CONQUESTS OF CAMELOT is published and distributed by Sierra On-Line.
This walkthru is copyright (c) 1990 by Charles Miles and THE ELECTRONIC
GAMER (tm). All rights reserved. Not to be distributed without permission.