Arthur’s Knights: Tales of Chivalry – Game Play

By
&Wanadoo
Walkthrough
by MaGtRo February, 2002
Game Play:
The movement in the game uses the arrow keys of the
keyboard. The menu uses the mouse pointer. Pressing the space bar is the
main Action key – speak to someone, open a door or pick up an inventory.
For the space bar action key to work, Bradwen must face with his body
slightly at an angle, the person to talk to directly or face the center of
the object to interact with. (Usually pressing the spacebar twice opens
doors). Using shift and arrow keys makes Bradwen run or the horse gallop
and climb stairs.
Clicking
the right mouse button displays or hides the interface bar at the bottom
of the screen. The circle on the left of the interface bar shows
the activity at the moment such as location of the game play, the person
to talk to or if combat is possible. Next is the inventory area that has
the choice of items,
represented by the hand icon that are picked up when Bradwen
is on foot; the subjects, represented by the
mouth icon that can be discussed when speaking to someone and the
destinations,
represented by the horse icon
while on horseback. When a
new item, subject or destination is obtained an automated transfer is seen
on the top left of the screen indicating that it is placed in the
inventory. When talking to a character, always exhaust all
dialogues by pressing the action key/space bar and then open the
subjects in
inventory and talk about all the lit icons.
To the right of the
inventory area, represented by a book is the storyline that summarizes the
progress of the game story. Hints can be picked up from the storyline. The
far right of the interface bar shows the green Menu globe that accesses
the Save, Database and Quit choices. There are 10 save game slots and can
be written over. There are 2 separate games, one Bradwen as a Paladin and
the other, Bradwen as a Celt. To play the other game after finishing the
first choice – select a new character and start a new game. Game always
starts using CD1.
Items to be
picked up. Subjects to talk about. Destinations to go to.
A young page asks Master Foulque
tales about Bradwen. Facing Master Foulque, click on the picture on left
bottom of the screen or press the Action key/space bar. Click on the
picture of Master Foulque to hear his answer. There are 2 stories about
Bradwen: as a Celt during the time of Arthur when fairies, dragons
and ogres are present and follows the old life that believe in the great
goddesses or as a Paladin, the pious knight and defender of the cross. To
choose which one, turn around and walk towards the door. There are 2 books
on either side of the door, a red book for the Celtic story and the white
book for the Christian story. Walk towards the selected story, face the
book directly, click space bar/action key and see automated action of
book going to inventory item. Walk back to
Master Foulque, face him directly, right click to bring up the interface
bar, click on book of spells, click on picture
of Foulque to start the story.
This is the legend of Bradwen, the
knight of the red dragon, warlord and bastard son of Cadfanan, the King of
the Atrebates.
Bradwen the Celt (Red
Book)
Quest 1
Check for
Survivors:
Lucius’ Villa –
Ride forward to Lucius’ villa to check for survivors after last night
attack by the Saxons. Face the Saxon warrior in front of the gate, forward
and automatically kill him. Now that you are unarmed pick up the Saxon’s
axe (press space bar). Turn to the gate, move
close to the center of the gate and press action key to open the gate.
Enter and see another Saxon under the tree. Talk to the Saxon. Fight the
Saxon by clicking on the red sword and selecting the axe from item inventory.
Time to check for survivors. Turn right,
walk forward towards the wall and pick up an iron
bar leaning on the wall. Walk to the opposite side of the villa,
turn right, forward and see a large beam in a wood shack before the steps
to the main villa. Move the blocking beam off the stairs with the iron bar. Go down the stairs and talk to Claudius.
Claudius says that Anglemar/Saxons ordered the
attack. Open the subjects in the interface bar
and choose Saxons. Exhaust all dialogues. Climb
steps using shift/arrow. Exit the villa.
Report to the
king:
Castle – Ride/gallop the horse back to the
castle to make the report to the king. Go to the main road, turn left,
left again up the hill and turn on the first right. Talk to Urgan the
guard by the gate. Tell Urgan that the Saxons
have done these evil deeds. Enter and walk to the Council House situated
at the center of the castle compound. Enter. Report to the king, your
father about the Saxons. Corwyn, Bradwen’s squire has the message, a request for assistance that the King wants
to send to Bishop Novelius at St. George’s hill. Corwyn needs to be found.
Exit the Council house. Turn to the right
of the screen, forward and up the road to a house with a red dragon on the
door. Enter. Inform Gwenn about Nia. Ask her about Corwyn and she says that he is at the blacksmiths. At
the other end of the room is Madog, your son in a crib.
Exit your home, turn to left of screen
and circle the compound until the smithy. Jan the blacksmith automatically
fixes your sword. Corwyn must be at the stables. Go down the road and
enter the stable on the right through a wood fence opening (not the one
with the horse). See Corwyn fast asleep after ruthless combat with beer
kegs. He gives you the message for Novelius.
Exit the castle.
King’s errands:
St.
George’s Hill – Ride the horse outside the castle walls. Forward, turn
right, turn left, turn right and up the hill. Walk forward and see
Novelius. Tell him about the Saxon’s attack on
Lucius’ villa. Give him the message from
Cadfanan. He cannot help because of attacks on Magovenium and he gives an
answer for the king.
Castle – Go back to the castle and the king. Give him Novelius’ answer. He asks that you bring an offering, a chest
to the fairies of the lake, to spare the Atrebates from famine. The king
gives directions to Arden and orders to place
the chest in the island at center of the lake. Pick up the chest offering on the floor by the blue picture. Go
back to Gwenn in your home. She gives you a casket for Lebvella to be placed by the 3 raised
stones near Merlin’s tree in Arden, as an offering for protection for Nia.
Go out of the castle wall and ride the horse. Choose Arden from the destination bar.
Arden – Ride forward until Merlin’s tree. Surrounding Merlin’s tree
are crystals that block the roads, flowers and wildlife. Walk towards the
3 standing stones on the left of the screen. Place the casket for Nia’s protection at the center stone. The
crystal on the right disappears. Walk to the now open road and ride
forward until the Lake of offerings. Walk forward, right and see a bridge
under the water. Walk forward between 2 upright stone carvings and cross
to the center island. Place the chest of
offering on the green stone table. Go back to the road and choose
the kingdom of the Atrebates
destination.
Cure for the
King:
Castle – At the gate, turn to the tower on the right, forward and talk
to Morganor. The King is ill and Morganor ask that you go see Merlin for a
cure/plants. The King cannot be seen as
Morganor closed the Royal Hall. Inquire about the plants and tell him about the Saxons. Enter the castle compound and go home. Talk
to Gwenn about the plants needed for the cure.
Gwenn tells you to take a stone, stand on
carpet of flowers by the tree and call Merlin. Ride the horse and go back
to Arden.
Arden – Go to the cluster of flowers in front of Merlin’s tree. Use
the white stone of Merlin. Talk to Merlin and
then ask him about the plants for Cadfanan.
Lebvella the fairy grows them in the Other
World and only she may give them. To call her, Merlin gives you a blue
stone of Lebvella. Walk to the center great
stone on the left side of the screen. Use the blue stone of Lebvella to call the fairy. Plead for the
plants. Lebvella want you to find out the
reason for her having plants as her sisters. In Hell, your conscience
advises you to force the fairy by choosing the red heart but to be at her
mercy, pick the white lantern. Choose the white lantern. She asks a riddle
– I am the most precious of goods, yet even the beggar
possesses me. I am long in becoming, but may quickly disappear. I am in
the air, on the ground, in the water. I come in many shapes.
Look at the 3 stones (red, white and gold) that appeared in front of the
standing great stones. Pick the red stone of
life and tell the fairy the answer. The reason is that life of a
plant maybe worth as much as that of a human. But she gives you the medicinal plant since it
is for a king, a guarantor of the land of his people. Go back to the castle at Uffington.
Castle – Corwyn exclaims that Picts are at the gate of the castle. The
Pict denies entry. Do not fight him or you will die. He allows you entry
after telling him about the medicinal plants
that you carry. Enter and go see Morganor at the council house. He
is now King and the Picts are his guards. Morganor blames you for
Cadfanan’s death and as punishment banishes you. Gwenn has fled after the old king’s death. Go to your
home. Find an engraved stone on the table indicating that Gwenn and Madog
might have gone to Merlin at Arden.
Arden – Ask help from Lebvella about contacting Merlin. She will help for one condition – for you to
get the 3 pearls that are her transformed sisters. The crystal to the Lake
of Offering banishes. Go to the Lake and collect the 3
pearls from each of the tables on the 3 outer islands. Go back to
Lebvella and give her the 3 pearls (press spacebar). Look for Merlin’s stone at the place of shimmering colors. Go
to the cluster of flowers in front of Merlin’s tree. Use Merlin’s stone to call him. Inform Merlin about the
dead king and Gwenn’s disappearance. Merlin
says that Gwenn went with Novelius to go to Magovenium. Merlin bids you to hurry but added a
dreadful prophecy.
CD2
Quest 2
Find Bradwen’s wife and
son:
Magovenium – Ride forward pass the pillar, under the arch
and turn right. Ask the guard for entry to the Amphitheatre. Only
the Magovenians that carry the mark are allowed in. Approach Claudius
standing at the right side. He gives you the bad news that Novelius has disappeared Novelius is accused of sorcery by a hermit and only
bearers of the cross of the heresy of Pelagius
can enter the Amphitheatre. You might get one from Brother Cornelius, a
herbalist at the outskirt of town. Gwenn is
inside and wants to leave for Arden immediately after getting salt from
Cornelius. Ride the horse to the ruins to look for Cornelius. Ask him for
a cross to enable entry to the amphitheatre. He
gives you a cross since you are a good man. It
also worries Cornelius that Novelius has
disappeared. Go back to the amphitheatre and show the guard the cross. Enter.
Amphitheatre – The guard standing by the monastery door on the left
side of the
amphitheatre does not allow you entry. Get the tongs leaning by the opening of the blacksmith shop.
The man on the right side of the main platform says to listen to the holy
man. Go to the door with the cross and cup and
find it locked. Talk to the man on the ground close to the steps about
everything, Novelius and door. Climb the wooden steps to the flagellating
masked man. He would not answer your question about Novelius and the accusation but does answer about the
door – he dares you to brave the fire of hell
to find the key to the door of the devil. Talk
to the man on the ground by the green smoke about Novelius calling from the devil’s well, Gwenn and door of the
devil. Climb back to the main platform and turn left. Look down on the
broken concrete platform – devil’s well and see the green smoke emanating
from it and fire burning below. Also see a key down there. Use the tongs on the key. Use the
key on door with the cup and cross.
Enter.
Devil’s well or catacombs – Hear the cries of Novelius. Go down the
steps, forward, turn left and pick up key. Go back to hallway beside the stairs and
forward to closed door. While facing the middle of the door, use key on door. Enter and find Novelius. Novelius has
some bad news – the witch killed Gwen. Look at Gwenn behind the wood planks. The witch
with crow’s wings killed Gwenn and stole Madog. This witch took up the
appearance of the anchorite, the holy man in mask. Novelius warns not to
attack her or the inhabitants will kill you. Merlin might be able to help in countering her
sorcery. Climb steps (shift-arrow) and go out of the amphitheatre. Tell
Claudius about Gwenn and that you are going to Merlin in Arden. Claudius
warns about the Picts on the road to the Great Forest.
Arden – On the way, the Picts attacks and one Pict is killed. It
was good to heed the warning of Claudius. The other Pict says that
Morganor placed a reward of a golden torc on your head.
Continue to Merlin’s tree. Inform Merlin
of the tragedies that has happened and describe the witch. The witch is the Witch of Winter and can be
unmasked by the Cup of the Sea. The cup, a gift
from fairy Dael to the Atrebates shatters when 3 lies are spoken in its
presence and can thus reveal the witch for what she is. Galwich the giant
stole it and it can be found at the Black Rock. The crystal that blocked
the road to the Black Rock disappears. A black wolf guards this
road.
Go to Black Rock. Turn to screen right
and talk to Galwich the giant. Don’t fight him or you die. Galwich stole
the cup and has given it to fairy Nael, who desires it. Nael is one of the 3 sisters at
the Spring of Rhiannon. Go back to Merlin. Merlin can summon Nael from the Other World but needs salt for the ritual. Go to Magovenium. In Magovenium, ask Claudius for the salt. Travel back to Merlin at Arden. Give Merlin the salt.
At the Spring of Rhiannon, Merlin
performs the ritual and Nael appears. Ask Nael for the Cup of the Sea. She wants you to greet her sisters
for her and then she will give the cup to you. Go around and greet
(spacebar) the other 2 carved rocks circling the Altar of Rhiannon. Nael
gives you the cup. Turn to the right and
walk around to the shaded area on the left side of the spring to exit. Go
back to Magovenium.
Magovenium – Enter the amphitheatre. Warn the man on the ground close
to the steps about listening to the anchorite.
Talk to the anchorite/witch. She would not talk to you until you purify
yourself. The man on the ground explains what the anchorite meant about purifying. Only a man that has
flagellated himself publicly with a sacred whip
can talk to the Anchorite. The whip is with the last repentant man.
Walk forward, turn left, up the ramp, turn right and ask the repentant man
for the whip. He gives you the whip but does not want to believe what you said about
the anchorite. Go back to the anchorite
and purify yourself with the whip. Then use the
cup of the sea on the anchorite. The witch
flies away. Merlin arrives and he will watch over Gwenn and warns about
the Other World – Avalon.
Quest 3
In search of the
witch:
First island – Following Merlin’s instruction you arrive at Avalon.
After crossing the crystal bridge, pick up the blue
moon stone close to the reeds. Pray (space bar) on the carved stone
at the foreground. Walk forward and pick up another blue moon stone close to the giant guarding the
bridge. Talk to Galwich the giant and he
explains that he will not let you pass since he is the proud guardian of
the bridge to Avalon. Giants have an ancient
pact with Morgan, the great mother. Galwich saw
the Witch of Winter fly overhead and could not
do anything about it.
Pick up some white flowers to get pollen. Walk forward on the left side of the flowers
and see a crow on a stone. The crow warns you not to pick the golden apple
on the tree. Give the crow some pollen and he
flies away revealing another blue moon stone.
Pick it up. If you pick the golden apple, you turn into a pig – be
warned.
Go back and pick up some more pollen. Go forward to the right of the flowers
and see a fish in a stream. Corwyn states loudly that it is ugly. Look
(space bar) at the fish and notice that it has shiny scales but looked
starved. Give the fish some pollen. The fish
turns into a fairy bewitched by Morgan after the fairy seduced Gawain. She then turned Corwyn into a mushroom for
his reckless statement. Talk to the fairy about Gawain, Morgan and Avalon. The witch is at
the circle of stones and because of an ancient pact even Morgan cannot
touch her. She also said that Galwich has one
weakness and she will tell you that weakness for the 3 hearts stripped
from her by Morgan. Give her the 3 blue moon
stones. Drink of the Rain nectar… and of the
fruit the giant vanquished.
Go back to the entry to Avalon and on the
way pick up more pollen. Drink the rain nectar
in a blue bottle on top of the carved stone. Now that the rain nectar
protects you, pick the golden apple off the
tree where the crow was. Go back to Galwich. Do not fight him or you
die! Give him the golden apple and he changes
into a boar. Cross the bridge, ride forward to the next bridge, cross and
get to the Stone Circle.
Stone Circle Island – There are 3 stones that are covered in ice. Talk
to the Witch of winter at the center of the stone circle. Do not fight or
you die! To torment, she would not say where Madog is. Morgan is
supposedly powerless against her because of the pact. After talking to the
witch, turn left, forward to small clearing and another bridge. Talk to
the fairy about the witch. Give her pollen and she gives you a red jewel but would not say what for. Go to the fire
blocking the bridge. Use the red jewel on the
fire and the fire is extinguished. Cross the bridge and ride to the last
passable island by way of a shaded lane to the Tower of Source.
Exact revenge on the
witch:
Tower of Source – Talk to another fairy. Do not accept the wine
offered, just ignore it – remember Merlin’s warning. Ask her about Morgan and then explain about Madog, and she laughingly say that the witch violated
the pact by stealing a man’s child. Call the messenger and will find
Madog. Go to the second outer island from the entry bridge and pick up a
crystalline horn. Use the horn to call the
messenger and a crow appears. Talk to crow and tell Morgan of the
violation of the pact by the witch. Morgan says – Spring always triumph over winter. Look for the
fairies of spring and the 3 blooming stones will imprison the
witch.
Fairies of Spring – Go to the outer circle in front of the wine on the
ground. Pick up 3 engraved goblets. Go back to
the fairy at the center island. Ask her about spring. Give her an engraved
goblet to quench her thirst and pick up the spring flower. Do the same for the fairy that gave
the red jewel on the bridge at the stone circle island. Ride to the
engraved stone by the entry to Avalon at the first island. Do the same for
this fairy but do not drink the wine she offers. Now you have 3 spring flowers.
Go back to the witch at the center of the
stone circle. Use spring flower on each of the
3 stones covered in ice and in doing so hurts and finally paralyzes the
powerless witch. Talk to the witch. The witch made a pact with Morganor
who is a sorcerer to kill Cadfanan and Madog, who was given to the Picts
as human sacrifice. In rage and despair, Bradwen changes into a wolf and
kills the witch.
Transform Bradwen back to human
form:
Corwyn in Avalon – Corwyn is transformed back to human form. Ask
the fairy about Bradwen. Go to Bradwen at the Stone circle. Face the wolf and talk to him (spacebar). Go back to the fairy
that changed you to a mushroom at the first island and ask her how to
change the wolf to human form. Make Bradwen
forget his rage and he will be a man again.
Now, to find out how to do that – Ride to
the Tower of Breath (has 3 entry bridges). From first island,
stone circle island, cross bridge where the fairy with red jewel
was to another island, turn right, cross bridge, cross island to Tower of
Breath. Climb the steps up to the main tower where you can see a fairy on
top. Talk to the Fairy of the 3 Winds about the wolf. Find what is light as the
whisper of a fairy, lives for only a brief moment and changes form in
darkness. Turn to the right side of the screen and forward to
the red circle platform to cross to the top of one of the stone tree. Here
you will pick up white stone of snow and the
blue stone of rainbow. Cross back to the main
platform and go to the red circle platform at the left of the fairy to go
to the stone tree platform. Here you will pick up the white stone of the clouds and the yellow stone of butterfly.
Go back to Bradwen the wolf. Use the
stone of butterfly on the wolf. A glowing blue
butterfly turns to Gwenn. She speaks to the wolf – forget
the rage and despair, forget me, be amongst the living and become the one
I love and avenge us. Bradwen is transformed back to human
form. With no known destination you cannot leave Avalon.
Free Gawain:
Prison
Tree – Cross the bridge where the Fairy gave the red jewel and ride to
the very end island. The bridge to the Tower of Source is now blocked. Go
to the newly opened bridge, forward and take the bridge on the left. Cross
bridge, go around the island. At the side of the island see a man inside a
cage of tree branches on the raised area at the middle of the island.
Climb up and talk to modest Gawain, about knights, Morgan, Morganor and Arthur. He
asks to be freed from the prison tree and he
will knight you thus Arthur will back your cause. Gawain explains that he was on a mission to Mark of
Cornwall but Morgan tricked him to Avalon. Go to tower of breath to
find out how to free him.
Tower of Breath – Talk to Fairy. Do not take the sacred torc unless
you want to stay in Avalon forever. Talk to her about Gawain, Morganor and Arthur. The riddle for the Prison tree command – Neither the sun nor the moon can hear my cries. The moon gives
me wings and the sun takes them away from me. At night, I am the daughter
of the sun; during the day, the daughter of the moon. Go to the
stone tree platforms and can gather the blue stone of will-o-wisp, white
stone of firefly, brown stone of bat and white stone of owl. Only the
white stone of firefly is
needed.
Go back to Gawain. Place the white stone of firefly on the outer branch of the
prison tree that looks like a hand. Gawain knights you. You swear
allegiance to Arthur and to fulfill the code of chivalry. Gawain entrusts
you with a mission to Mark of Cornwall asking
him for armies to help Arthur. Go to the Tower of breath.
Try to leave
Avalon:
Tower of Breath or Wind – Bid farewell to the fairy up the tower and
ask for directions to Cornwall. She cannot and
advises you to stay since Morgan is attracted
to heroes like yourself. You cannot leave because of the guards, 3 enchanted warriors. Mortals cannot defeat
these guards.
Guardians of Avalon – There are 3
warriors enchanted by Morgan in animal form (crow, boar and wolf). They
can all be defeated by either of 2 ways -by first removing their
invulnerability and then fighting them or selecting the red heart to
obtain the secret of power and glory and then fighting them. Defeating all
3 warriors by one way only will ensure a defeat by the last warrior, i.e.
it should be one way for 2 warriors and another way for one
warrior.
Go to the warriors – Crow, found at a side circle at the Tower of Source,
Boar, found outside the circle of standing
stones and Wolf, found by the bridge where the
giant was. Then press space bar and they change to their human form, ask
them again who they are and when they answer and their respective subjects are in the inventory box – the choice of how
to defeat them can now be made.
One way is after the subject animal is in the inventory box,
immediately leave and go back to the fairy at the Tower of Breath. She
will give a riddle for each subject animal
and you pick the correct stone from the stone tree platforms,
then go back to the warrior and use the stone on the respective warrior.
“With this stone ends your invulnerability.” Crow – What can disperse men’s
cries can harm him. What eludes even kings can harm him. What can make
peasants and warriors alike fold under before its progress can harm
him – White stone of the winds.
Boar – What wrecks the
stomachs of men and beast can harm him. What the knight, peasant and
wise men cannot long bear can harm him. What the winter gives birth to
and what gives birth to the pillagers can harm him – stone of hunger. Wolf –
What lies hidden in the darkness can harm him. What can
flow but will not quench will harm him. What burns but is not consumed
can harm him – stone of
gold.
The other way is after the subject animal is in the inventory box, talk to
them by selecting their subjects – crow,
boar or wolf –
then a choice is presented in hell. Either to choose the red heart or
white lantern. Choosing the red heart will give you the secret of power
and glory and ensure a win over the warriors.
Defeat the warriors. Leave Avalon and
proceed to Cornwall.
Quest 4
Talk to King
Mark:
Cornwall, Roman Road – Upon arrival at
Cornwall via a Roman road, ride forward and meet Cymerill, King Mark’s warlord. He does not let you see King Mark unless you defeat him in duel. Fight him but you
cannot defeat him. You have to find his weakness. Turn around and ride
back to the village.
Village – Go forward to the path
at left of screen and look at a shield with Cymerill’s coat of arms. Enter
the open gate on the right and the dwelling with fire. Talk to the Clalia,
Cymerill’s sister and she says that Cymerill is
under the protection of fairy Celidwen but abuses his power. She will tell
you about his power but first bring wood to the
old lady at the church. Go out of the open gate, right, forward until an
opening on the wall with a birdcage across it is seen. Enter the
blacksmith’s shop. Ask Fergus the blacksmith about Cymerill and also some wood. Go out of the shop. Go forward, turn right on
the opening on the right and ask the old woman about Cymerill. Give her the wood. Go back to Clalia and she says that Cymerill is
protected from weapon forged by man. Go back
out and talk to the blacksmith about weapons.
Go out, turn to Bradwen’s right and ask the shepherd for his staff. Go back to Cymerill and fight him with the
staff. He gives you a note
of safe conduct to enter Tintagel castle.
Tintagel castle – Show the note of safe
conduct to the guard. Enter the door to King Mark’s tower. Ask King
Mark about his promise of warriors to Arthur.
Mark states he cannot do so because the kingdom is fighting an ogre. Mark gives you his seal to enter the hills where the ogre is and when
you bring back the ogre’s head, he will fulfill his promise. Go to the
hills.
Kill the ogre:
Slave camp – Ride forward to main road, turn to Bradwen’s left and
ride forward to guards on the right side of the road. Ask the guards about
the ogre, whom they say has a pact with the
Saxons roaming the forest. To enter, show
the seal to the guards. Go forward to the slave
camp and talk to Anglemar, standing at the middle of the camp. You realize
this is where your friends where taken. When he wants to fight, tell him
later after killing the ogre. Go to the left of
the screen and ride to another campsite.
Fydia’s prison – Talk to the fairy Fydia, daughter of fire. Stone
pillars, iron pillars and magic rings imprisons her. Promise to free her
after killing the ogre. She says the ogre never
lost in a game and that Anglemar sometimes
enters the gate. She gives you the fire of
Fydia to fight Anglemar. Go to the gate and find it locked. Go back
to Anglemar’s slave camp. Fight Anglemar using the fire of Fydia. Pick up the key from his body. Go back to the locked gate of the
ogre’s sanctuary.
Ogre’s Sanctuary – Unlock the gate with the key while standing at the
center of the gate and then enter. Look at the skulls set in stone pillars
and know that you are now at the ogre’s
sanctuary. Ask Fydia about the ogre’s
sanctuary. They are imprisoned souls in the skulls and can speak to
them by calling their name. The ogre will come
when his magic is used. Go back to the slave camp and look at the reindeer
totem. Find a red, blue and white stone that
has the symbols similar to that of the skull pillars. Show the stones to
Fydia. The blue stone is Erwyna, an Irish princess, white stone is Gladius, warlord of Mark’s grandfather and the red
stone is Duldanaan, sorceress from Cornwall. Go
to the skulls and talk to each of them by using their individual
stones. Ask Duldanaan about Tudglyd, the
ogre of Cornwall. Tudglyd has a gift but also a geas – when the half moon the color
of the sun, when the half moon…. The other 2 skulls would not
talk nor give information. Exit but Tudglyd appears and blocks the way
because you have invoked his magic. He gives you time to think about the
challenge. Fydia says that the song of the geas
has 3 verses and you have to find the other 2 to know Tudglyd’s weakness.
Go to the village.
Completing the song of
Tudglyd’s geas:
Village – Ask the old woman about the geas
but she is cold right now and asks for wood.
Ask the blacksmith about the geas. He gives it
to you a Saxon axe made of bronze like the
color of the sun that he found. Ask wood from
the blacksmith again. Give the wood (spacebar) to the old woman and
she recites the whole geas – When the half-moon the color
of the sun strikes on the day that fire burns, the head of Tudglyd shall
tumble. Go back to the Ogre Sanctuary. On the way, talk to
Cymerill. Ask him about the geas and about the
fires, Cymerill says that the day to challenge
the ogre is on Calen Hae the day fires are lit.
Ogre’s Challenge – Tudglyd is not at the sanctuary. The skulls are of
no help. Ask Fydia about the ogre and she says he must be hiding in his
den and that Anglemar had a map. Go to the
slave camp, look close at the reindeer totem and pick up a roman map. Go back to the
ogre’s sanctuary. Ask Gladius (s-shaped marked stone), one who guards the
way, about the map. A test must be passed
before gaining access – I am visible
all over the world, The wind pushes me and chases me away. I have many
shapes by cannot be held. 3 stones (blue of
water, light blue of dust and white of clouds) appear. Pick up the white stone of clouds and give it to Gladius. The
boulders blocking the entry to the den disappear. Enter the den and face
Tudglyd. After he tries to buy his way out, fight him with the axe. Pick up the ogre’s
head.
Go back to Fydia and she gives you a
lock of her hair. You promise to be back
to free her. Go to Tintagel castle; show the ogre’s
head to the guard and then to King Mark.
CD3
Quest 5
Find Gawain:
Camelot – While looking for Gawain in all the
camps surrounding the castle, the Saxon’s, Duc Sagramor’s and even the
Atrebates’ guards would not let you in. At Mark’s camp, enter, go by left
path and go to red tent at corner. Cymerill informs you that Gawain was there and also looking for you. Talk to
Cymerill about Gawain and Morganor.
Go to the castle and look at the pennants
standing on the snow and see Gawain’s coat of arms. Enter the gate, go up
the incline and turn left. Soon, Corwyn hears Baldwyn, Gawain’s squire
standing across from the guard by the main tower. Ask him where Gawain is but he promised to speak of it only to one
who knows the name of the lady. To help, he described the coat of arms of the family – unicorn and a
lion.
Talk to Cymerill at Mark’s camp about the
coat of arms and learn that it is that of Lady Yvaine’s, niece of King Mark. Go back to talk to
Baldwyn at Camelot hill and he gives you a brooch to give to Avella. At Mark’s camp, go forward
to the tent at the right corner. Avella would not let you talk to Lady Yvaine. Show her the brooch and Gawain comes
out. After the greetings, talk about Morganor
and Arthur.
Go to the castle and talk to the guard by
the main tower about Arthur. Enter. Remember –
sword cannot be drawn at the Round Table. Talk to Morganor about the Picts
and the witch. Enter the chamber of the Round Table and talk to Arthur.
Ask for justice about what Morganor did to you.
Arthur will settle it later but he wants you to find Merlin at Arden. Arthur was asked to give you grains and a message –
not to refuse to give water or food to any creation of
nature. Go to Arden.
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