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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.