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Holy Grail, The (Holy_Grail_The_Jim_MacBrayne.txt)

THE HOLY GRAIL
Written by Jim MacBrayne
Walk Through by Dorothy Millard (Amiga Version)

Notes    
1. The game has user defined function keys.                                    
2. To obtain full score you must be carrying all five jewels and the Holy Grail when entering the
Mage's Retreat.                                                                                
                              

Walk Through
(Start in a small dungeon), GET LAMP, EXAMINE LAMP, LIGHT LAMP, N (to bottom of tower), GET SWORD,
EXAMINE SWORD, NW (to courtyard), E, N (into chapel), SE (to priest's room), E (into broom
cupboard), GET KNAPSACK, EXAMINE KNAPSACK (it is empty), WEAR KNAPSACK, W, NE (to Merlin's
room), NW (to bottom of tower in the north eastern corner), E, E (to castle armoury), GET
CANNONBALL, EXAMINE CANNONBALL, D (into torture chamber), GET NOTE, READ NOTE (it asks one of three
random questions - see hint 1 above and make a note of the answer), DROP NOTE, W, W (back to bottom
of tower).                                                                                          
                 

SW (to courtyard), N, N, N, W (to lake side where you leave tracks in the sand), EXAMINE LAKE, GET
SAND (you have a handful), EXAMINE SAND, E (to junction of paths), E (to village entrance), E (you
are on a cobbled path), OPEN DOOR (this opens both doors to the alchemist south and cottage north),
S (into Alchemist shop), READ PROVERB (this gives a clue to the working of the drawbridge), N, N
(inside cottage), U (to loft), PUT ALL EXCEPT LAMP AND SAND IN KNAPSACK, GET GUTTER, EXAMINE GUTTER
(note the holes), D, E (into stable), GET HORSESHOE, EXAMINE HORSESHOE, PUT HORSESHOE IN KNAPSACK, S
(to village centre), OPEN DOOR, S (into doctor's surgery), EXAMINE DIPLOMA, LOOK BEHIND DIPLOMA
(a concealed missive falls to the floor), GET MISSIVE, READ MISSIVE (see hint 2 above), DROP
MISSIVE, GET DRAUGHT, EXAMINE DRAUGHT (engraved "drink me"), DRINK DRAUGHT (you have a
little sleep), WAIT (until you wake up), N, E (to exit from village - note that the way is blocked
by a dense thicket), OPEN DOOR (to the Magik Shoppe north and the hovel south), S (into stinking
hovel), GET ELIXIR, EXAMINE ELIXIR, PUT ELIXIR IN KNAPSACK, N, W, W, W, W, W.                       
                                                                                                    
                      

S (to narrow path), EXAMINE HOOKS, HANG GUTTER ON HOOKS (it fits perfectly and forms an angled
unit), PUT SAND IN GUTTER (it slowly trickles through the holes forming a timing device), GET
CANNONBALL FROM KNAPSACK, PUT CANNONBALL IN GUTTER (it rests on the sand and will fall when the sand
runs out), S, S (to courtyard where you hear the cannonball strike the lever and the drawbridge
raises).                                               

NE, U (to western battlements), E (to eastern battlements where an exit has opened to the south), S
(into secret room - see hint 4 above), S (through the mist of time to cubical cell), GET COIN,
EXAMINE COIN, N, N (back to eastern battlements), PRESS DEPRESSION (this closes the secret room and
opens the drawbridge), W, D (to bottom of tower.                                                    
                                                  

SW, N, N, N, E, E, E, E, N (into Magik Shoppe which has a curtain drawn across the width of it
behind the counter;  and it has a slot beside a series of buttons and a bell - see hint 2 above),
READ NOTICE (R.O.S.E.D.), PUT COIN IN SLOT, PUSH BLUE BUTTON, RING BELL, S (you hear someone in the
shop), N, EXAMINE COUNTER (you see a silver ingot {argent} on the counter - leave it), PUSH GREEN
BUTTON, RING BELL, S, N, EXAMINE COUNTER (this time you see a gold nugget {golden} is on the counter
and the silver has been removed), PUSH RED BUTTON, RING BELL, S, N, EXAMINE COUNTER (this time you
see a ruby {the crimson eye} on the counter), GET RUBY FROM COUNTER, S, W, W, W, W, S (to narrow
path where the chute is), GET ALL (sand and cannonball), PUT SAND IN GUTTER, PUT CANNONBALL IN
GUTTER, S, S (to courtyard), WAIT (you hear the cannonball hit the lever and the drawbridge raises).
                                                                                                    
                       

RUBY SECTION (First Time)
NE, W (to strategic planing room where there is a large round table), EXAMINE TABLE, EXAMINE
DECORATION (you see an indentation), EXAMINE INDENTATION (empty), PUT RUBY IN INDENTATION (this
causes the table top to lift and rotate to a new position), E, U, E (to eastern battlements) S (into
secret room), S (this time you are in the middle of a field), N (onto a narrow track leading east),
E, READ GRAFFITI, E (to a branching of paths), NE, N, W (to edge of forest), GET CLOVER (you feel
lucky), EXAMINE CLOVER, E, NE (to a rocky confine with a numeric key pad - input the answer to the
note you found), PRESS........, PRESS....... (etc. - note each number must be pressed singly), PRESS
ENTER (the door opens), E (into domed chamber), GET TONIC, EXAMINE TONIC (engraved "Drink
Me"), PUT TONIC IN KNAPSACK, EXAMINE PLINTH, GET OPAL FROM PLINTH, EXAMINE OPAL, W (the door
slams shut behind you), SW, S, SW (back to the branching of paths), SE, S (to cliff top), D (to
ledge), GET LEAFLET, READ LEAFLET (see hint 5 above), DROP LEAFLET, JUMP (must be carrying the lucky
clover from the mushroom forest, to top of tower at the south western corner of castle - note that
you drop the clover and therefore will not be able to return this way), D (to courtyard)            
                                                                                                    
                  

OPAL SECTION
NE, NE, W (to strategic planning room), GET RUBY FROM INDENTATION, DROP RUBY, PUT OPAL IN
INDENTATION, E, U, E (to eastern battlements), S (into secret room), S (this time to a narrow
ledge), JUMP (to the incline on the other sidle of the gap), E, N (to outside a temple), N (the
entrance disappears behind you... you are in an entrance hall), NW, W (through a featureless passage
to a huge hall where a statue-like automaton asks you a riddle), SAY FIRE (you are correct), LOOK,
GET ZUCCHETTO (a priestly skull cap), EXAMINE ZUCCHETTO, NW (to acolyte's room), D (into a
tunnel), GET ROPE, EXAMINE ROPE, E, E, OPEN DOOR, S (into antechamber), SW (into a room with a hole
- there is however there is no need to do anything here), NE, N, E, E, OPEN DOOR, S (into octagonal
room), SE (to chasm edge, there is no way across however), NW, N ,E (to end of tunnel), OPEN DOOR, N
(into broom cupboard), GET PHILTRE, EXAMINE PHILTRE (it is engraved "drink me"), S, W, W,
OPEN DOOR, N (to southern side of rift), LASSO UPRIGHT, N (to northern side of rift), GET SHINY KEY,
S, S, W, W, OPEN DOOR, N (into a beautiful garden), NW (to foot of a tree).                         
                                                                                    

U (tree), UNLOCK DOOR WITH SHINY KEY, DROP SHINY KEY, OPEN DOOR, E (into wooden chamber which is a
kind of lift - see hint 9 above), CLOSE DOOR, EXAMINE INDICATOR (should be 1:1:1):                  
                                                                                                    
           

(a)     3:5:3  Cramped Chamber - PUSH PINK BUTTON (twice), PUSH YELLOW BUTTON (four times), PUSH
ORANGE BUTTON (twice), EXAMINE INDICATOR (should read 3:5:3), PRESS SWITCH, OPEN DOOR, W (into a
cramped chamber), GET SCROLL, READ SCROLL (you are unable to decipher it), PUT SCROLL IN KNAPSACK,
E, CLOSE DOOR. 

(b)     3:5:7  Prime Room - PUSH ORANGE BUTTON (four times), EXAMINE INDICATOR (should read 3:5:7),
PRESS SWITCH, OPEN DOOR, W (into prime room), GET POTION, EXAMINE POTION (engraved "Drink
Me"), DRINK POTION (this gives you added strength to carry more objects), E, CLOSE DOOR. 

(c)     5:8:8  Broom Cupboard - PUSH ORANGE BUTTON, PUSH YELLOW BUTTON (three times), PUSH PINK
BUTTON (twice), EXAMINE INDICATOR (should read 5:8:8), PRESS SWITCH, OPEN DOOR, W (into broom
cupboard), EXAMINE CHANDELIER (something falls from it), LOOK, GET CRYSTAL KEY, E, CLOSE DOOR. 

(d)     6:6:6  Merlin's Retreat - PUSH PINK BUTTON, PUSH BLACK BUTTON (twice), PUSH BROWN
BUTTON (twice), EXAMINE INDICATOR (should read 6:6:6), PRESS SWITCH, OPEN DOOR, W (into
Merlin's Retreat), GET ALL (grimoir and program), EXAMINE GRIMOIR (the text is unfamiliar to
you), EXAMINE PROGRAM, DROP PROGRAM, E, CLOSE DOOR. 

(e)     7:2:8  Grand Chamber - PUSH PINK BUTTON, PUSH BROWN BUTTON (four times), PUSH ORANGE BUTTON
(twice), EXAMINE INDICATOR (should read 7:2:8), PRESS SWITCH, OPEN DOOR, W (into grand chamber), GET
ALL (parchment and excalibur), EXAMINE PARCHMENT (it is covered in an unfamiliar script), EXAMINE
EXCALIBUR, E, CLOSE DOOR. 

(f)     7:5:3  Thicket - PUSH YELLOW BUTTON (three times), PUSH BLACK BUTTON (five times), EXAMINE
INDICATOR (should read 7:5:3), PRESS SWITCH, OPEN DOOR, W (into dense thicket at the village exit),
GET TORCH, EXAMINE TORCH (it is an anti-torch), W, W, W, W, W.                                      
                                                                                                 

RUBY SECTION (Second time)
S (to narrow path), GET ALL (sand and cannonball), PUT SAND IN GUTTER, PUT CANNONBALL IN GUTTER,
PULL LEVER (the drawbridge lowers), S, S (to courtyard - the drawbridge raises behind you), NE, W
(to strategic planning room), GET OPAL FROM INDENTATION, DROP OPAL, GET RUBY, PUT RUBY IN
INDENTATION, E, U, E (to eastern battlements), S (into secret room), S (back to middle of the
field), N, E, E, NE, E (to a stone curtain with a locked door in it), UNLOCK DOOR WITH CRYSTAL KEY,
DROP CRYSTAL KEY, OPEN DOOR, E (into a cylindrical room), GET ALL (sapphire and pamphlet), EXAMINE
SAPPHIRE, READ PAMPHLET, DROP PAMPHLET, E (to thicket), W, W, W, W, W.                              
                                                                              

SAPPHIRE SECTION
S (to narrow path), GET ALL (sand and cannonball), PUT SAND IN GUTTER, PUT CANNONBALL IN GUTTER,
PULL LEVER (drawbridge lowers), S, S (to courtyard - you hear the drawbridge raise behind you), NE,
W (to strategic planning room), GET RUBY FROM INDENTATION, DROP RUBY, PUT SAPPHIRE IN INDENTATION,
E, U, E (to eastern battlements), S (to secret room), S (this time to octagonal room where it is
very bright - note everything has a reverse effect except turn off lamp - see hint 8 above), TURN
OFF LAMP, TURN OFF TORCH (this produces a beam of darkness from the anti-torch, which nullifies the
brightness of the area), N (opposite of south to a triangle room), NW (to circular room), N (to
broom cupboard), DROP EMERALD (to pick it up), IGNORE EMERALD (to examine it), S, E (to circular
apartment), N (to magnificent hall), E (to peaceful room), DROP MANUAL (to collect it), IGNORE
MANUAL (to examine it), W, S, W, SE, S (to octagonal room), S (to a blind alley), DROP MEDAL (it is
now yours), IGNORE MEDAL (it is covered with ancient symbols), N, E (to whispering room), NE (into a
seemingly blind alley), E (to the thicket at the village exit), TURN ON TORCH (TO REVERT TO NORMAL
LIGHT), DROP TORCH, W, W, W, W, W.
                                                                                                    
                                            
EMERALD SECTION
S (to narrow path), GET ALL (sand and cannonball), PUT SAND IN GUTTER, PUT CANNONBALL IN GUTTER,
PULL LEVER (the drawbridge lowers), S, S (to courtyard - the drawbridge raises behind you), NE, W
(to strategic planning room), TURN ON LAMP, GET SAPPHIRE FROM INDENTATION, DROP SAPPHIRE, PUT
EMERALD IN INDENTATION, E, U, E (to eastern battlements), S (to secret room), S (this time to a
jousting field), N (into a tent), GET STAFF, EXAMINE STAFF, D, D (stairs to bottom), SE (to a
turning burrow), E, SE, SE (to southeast corner of a triangular garden), EXAMINE MOONDIAL, GET
TALISMAN, EXAMINE TALISMAN, NW, NW, W, NW, NE (to a narrow passage).                                
                                                                                         

N (to west side of abyss), PUSH MAUVE BUTTON (this starts an electro-magnet on the other side of the
abyss), GET HORSESHOE FROM KNAPSACK, DRINK PHILTRE (this cases you to float above the ground and the
combined effect of floating and holding the horseshoe pulls you across the abyss), WAIT, WAIT, WAIT
(until your free are back on the ground), DROP HORSESHOE, N (to an angled passage), E (to end of
passage).                                       

SE (to outside a house - note the dust is so thick that anything dropped would be lost forever),
OPEN DOOR, E (to ground floor room), DROP ALL, GET ELIXIR FROM KNAPSACK, U (to upper chamber), OPEN
DOOR, W (a tiny protection fairy tells you that nothing can be carried through the door), DRINK
ELIXIR (this temporarily speeds you up and everything else seems to be moving slowly), W (to balcony
which is above the front door), GET DIAMOND, DROP DIAMOND (it falls through the slatted floor - now
you must catch it before it falls into the dust and is lost forever), E, D, W, CATCH DIAMOND, E, GET
ALL, W, S (to thicket at the exit to the village), W, W, W, W, W.                                   
                                                                                                    
 

S (to narrow path), GET ALL (sand and cannonball), PUT SAND IN GUTTER, PUT CANNONBALL IN GUTTER,
PULL LEVER (the drawbridge lowers), S, S (to courtyard - the drawbridge raises behind you), WEAR
ZUCCHETTO (this allows you to understand the strange script), READ GRIMOIR (the only page which is
not destroyed is one detailing the FEERVO spell of entertainment), READ PARCHMENT (you see the spell
of dragonslay AGRANDRA but it is useless), DROP PARCHMENT, READ MANUAL (it is an empty cover), DROP
MANUAL, GET SCROLL FROM KNAPSACK, READ SCROLL (it is the FARSEE spell of foreknowledge), SAY FARSEE
(you see a vision of a mage working over a table in a room which is the last scene in the game),
DROP SCROLL, DROP ZUCCHETTO.                                                                        
                                    

DIAMOND SCENE 
NE, W (to strategic planning room), GET EMERALD FROM INDENTATION, DROP EMERALD, PUT DIAMOND IN
INDENTATION, E, U, E (to eastern battlements), S (into secret room), S (this time to a brick-lined
chamber), OPEN DOOR, N, NE, SE (through a series of brick-lined tunnels), OPEN DOOR, NE, GET RUSTY
KEY, SW, S (a dragon blocks progress east - note if you use the dragon slaying spell it peters out
without even scorching the dragon), SAY FEERVO (a strange clown-like character with a red nose
appears, performs an act leaving the dragon astounded and giving you a short while to slip pass), E,
E, GET HOLY GRAIL, EXAMINE HOLY GRAIL, W, SE, E (into a maze of brick lined tunnels), E, N, NW, NW
(you can see light to the west), W (to exit from tunnel), N (to the thicket at the village exit), W,
W, W, W, W.
                                                                                                    
                 
S (to narrow path), GET ALL (sand and cannonball), PUT SAND IN GUTTER, PUT CANNONBALL IN GUTTER,
PULL LEVER (the drawbridge lowers), S, S (to courtyard - you hear the drawbridge raise), NE, W (to
strategic planning room), DROP TALISMAN, GET DIAMOND FROM INDENTATION, GET RUBY, GET EMERALD, GET
SAPPHIRE, GET OPAL, E, SE (to Merlin's room), EXAMINE TRAPDOOR, UNLOCK TRAPDOOR WITH RUSTY KEY,
DROP RUSTY KEY, OPEN TRAPDOOR, D (into a cellar - check that you are carrying the five jewels and
the holy grail), N (Merlin takes the grail and awards you points for bringing it and every jewel in
your possession to him).                                                                            
                                                                                                    
 
SCORE 500/500