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Arthur’s Knights: Chapter II – The Secret Of Merlin Walkthrough
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Arthur’s
Knights Chapter II: The Secret Of Merlin
Arthur’s Knights: The Hidden King of Britain (North
American release)
Arthur’s Knights 2: Merlin’s
Secret
(You can also substitute The Secret of Merlin or The Hidden
King of Britain after the colon. There seems to be some argument
on what the subtitle is.)
I also like to call this
game "No really, this is The Longest Journey."
Basics (sit back and
relax, children, because there are quite a few.)
I always like to start
with the basics. As with the previous game I wrote up, I played AK2
from an early release, so I apologize if things have changed. This
game takes place in the third person, similar to other Dreamcatcher
titles like Arthur’s predecessor Tales of Chivalry and the motion-sickness
inducing Time Machine. Like those games, the movement of the character
is controlled using the arrow keys on the keyboard, and holding down
the shift key while Bradwen is moving causes him to run. If he is
riding his horse, the horse will gallop. If you want to pick up, inspect,
or generally interact with an item, hit the space bar. Easy enough?
Nah, it’s never that simple. By right clicking on your mouse, you
will be able to access the toolbar that will pop up from the bottom.
On the left is a large orb, which will show you a picture that symbolizes
your location. By clicking on this picture, you can see a map of the
area you are in. While you are riding your horse, you can locate yourself
on the map and see your progress in moving down a path. Your location
is not available while you are on foot. You’ll only see where you
left your horse. Why this is, I have no idea. I’m sure it’s a plot
to frustrate me. Next to that will be three circles, one with a hand
representing your inventory, a mouth to represent your conversation
choices, and a horse’s head to indicate which locations are available
to you. When a character is available for conversation, his/her image
will pop up in the toolbar and you can start a conversation with them
by left clicking on it. In order to advance the conversation, you
will need to continue clicking until all the dialogue has been spoken.
Often times, if you walk away from a character, and need to have another
conversation with them when a new subject becomes available, you will
have to greet them before you can select the subject. For traveling,
you will only be able to jump to a different location while you are
on your horse. Again, it’s a plot against me. There is a scroll bar
across the top which will let you, well, scroll through your various
items. Next to the inventory/subject/location cubes is a book in which
you can go back and review your progress in the game. The small green
orb will take you the menu screen for saving and reloading games.
For some unknown reason, you are limited to only 10 saved games per
player. And since you will need to save often, this becomes frustrating.
Here is why you will need
to save often. A BIG (huge, overwhelming, gigantic) problem
with AK2 is its stability factor. My notebook has continuous entries
of "so unstable" page after page. I’m running an AMD Athlon
based system with an NVIDIA based video card, and I still had numerous
problems with Direct Draw crashing. The crashes would happen at any
time, from running up a path to having a conversation. My recommendation
is to save your game every time you change locations and/or before
you start a new puzzle. Another major issue is reloading a previously
saved game, which makes the problem I spoke of above, even more frustrating.
I found that when I would load a game that would be on discs 2 or
3, the game would lock up and crash. I found to resolve this, you
needed to load a game that is played off of the first disc. After
this game is loaded up, exit it, and then load the game file you wish
to start from. This would work most of the time. A patch for the game
can be found on various European gaming websites (I recommend Tiscali).
However, after loading this patch, I still found no change in the
Direct Draw or load game issues. Oh, and I almost forgot . . . sometimes
the keyboard likes to stop responding. Saving and exiting the game,
then reloading it (using my process from above if you are that far
along) would resolve this. Since these problems were so numerous and
random, it has taken me longer than expected to finish. Even as I’m
writing this, I still have not finished the second half of the game.
As a safe measure, turn off all programs, AIM, virus software, even
the MS Office toolbar, before loading up AK2. In general, go easy
on navigating the game’s interface; don’t try to run off while still
speaking to a character, run while the toolbar is sliding back, etc.
Oh, and sorry folks! No
cool graphic aids in this one!
Okay, got all that? There
will be pop quiz later on the subtle difficulties of running a massive
Direct Draw game on three small discs.
Let’s get gaming!
It’s two, two, two games
in one!
After an incredibly long
loading process, start your game by selecting one of the players on
your main screen. This can be done by picking a shield. I thought
the pink ones were tacky, so I went with the top one with the pretty
crowns. When starting another game, the most recently accessed player
will be represented with a flashing character icon next to it. Just
though I’d save you the trouble ahead of time. Aren’t I nice? (smile)
After selecting your shield, you will be introduced to the main character
of our frame story, a young nobleman named Nai. And no, I’m sorry,
you can’t turn off those damnable subtitles. I searched high and low
for that option, to no avail. Just think of it as one of those read
along record/books from when we were kids. You know, the 45’s with
the chimes and cheesy music. Anyway, after talking to Foulque, the
author of the two stories of Bradwen, you will be asked to select
the red book to hear about Bradwen the Celt, or the white book for
Bradwen the Paladin. Since I’m not finished with the story of the
Paladin yet, walk over to the pedestals by where you entered and select
the red book to begin the tale of the Celt.
Quest 6
The story of the Celt is
divided into 4 mini (or not so mini) quests that will take you through
the legend of how Bradwen becomes the king of the Atrebates. AK2’s
saving graces are its cut scenes, background animations, and ambient
sound effects. After watching a fairly long sequence that explains
the events leading up to Bradwen’s time period and the events of the
first game, you will be in control of our main character as he heads
back home to Uffington to become king.
Uffington
Go to the village, which
is located at the top of your location map. Talk a bit to the guard
at the village gate who will give you some information on the events
in your kingdom since you have been gone fighting with King Arthur.
Now, here’s another thorn in my side. Opening doors! Believe it or
not, this will be one of the most difficult tasks you will have in
this game. In order to open a door, you have to be standing in a precise
spot in front of it and facing it at a certain angle. Once you get
going into it, you’ll get the hang of finding that ever elusive trigger
spot. For this gate, stand in front of the left door, near the middle.
Hit the space door to push open the gate and enter the village. If
Bradwen just shrugs, keep repositioning yourself until he behaves
properly. Silly Bradwen, it’s just a door. Open it! Walk up to Elad,
the scruffy looking bloke with the funny crown near the main hut.
He’ll tell you of a ghost and you’ll receive the subject image for
that. After finishing all your conversation options, head around to
the right, behind the main hut, to find some ham. It will be on a
table, near the large roasting pig. Also, little hint from "Oh
master of walkthroughs:" most of the items you will need to interact
with will stand out from the background as they are Direct Draw sprites.
Makes that entire pixel-searching thing so much easier. If you would
like, inspect the door to your house. This is the one with the red
dragon emblem on it, like the one on your chest. Bradwen will mutter
something cryptic about too many memories (from the first game more
than likely).
Afterwards, exit the village
and return to your horse. Head for Red Dragon Hill, which is located
at the left center of your map. Once there, speak to the shepherd
about the kingdom. He will tell you of a Pict that lives at Lucius’
villa. Hmm, seems we need to speak to this man. Get back on your horse
and head to the villa, located near the center of the map. To get
to it, head to the right of the map and take the gray path down until
you reach the turn to Lucius’ villa. Talk to Fynan, the Pict. In most
cases, when you are given the option to fight or speak (the sword
and mouth icons) select speaking to keep your life. In this case,
you select either, but I prefer just giving him the ham. After he’s
eaten, speak to him about all the available topics, and you will receive
from him the Arden location image. Well, looks like we need to do
some traveling.
Arden
Get back on your horse
to travel to the enchanted forest of Arden. This area has some of
the best ambient sound of the game. While it is hard to navigate,
I enjoyed the sounds immensely. Once you arrive, check your map to
get your bearings on where you are in relation to the rest of the
forest. You will need to get to the King’s Graves first. They are
located one path to your right, but you cannot get to them directly
from your present position. To get there, head up the path you are
currently on to get to Merlin’s Tree, which is at the center of the
map. Once there, you will automatically dismount. Go one path to the
right from the one you exited and you will then remount your horse.
(By the way that little guy helping you get on your horse is Corwyn,
your trusty manservant. More about him later.) Head straight down
the path until you arrive there. Walk around the mounds until you
see a boar. Go ahead and try to talk him; this is an enchanted forest
after all! After a few lines of conversation, you will be given the
choice fight or speak. Don’t fight that pig; this isn’t Lord of the
Flies. Just keep talking to him about the ghosts that you were told
of in Uffington. He will tell you that his name is Gholistan and that
he’s been enchanted and must be freed using magic. Use the magic of
Fiachra the fairy (she’s in your inventory) to free the man from this
spell. Once you have done so, take the boar’s fangs and use them on
the strange looking cocoon you see nearby. I had no idea that this
thing was cocoon; looked more like a boar turd to me. From this little
turd, you will receive your ancestors’ treasure. Take this and give
it to the ghost you see floating around the mounds farther back. Oooo
. . . magic, ghosts, fairies! I’m really digging this story! Talk
to the ghost about all available subjects and he will reward your
diligence with a unicorn horn and the Uffington location icon. Let’s
head home to do more searching!
Uffington
Head back to the village
and enter the main hut, or okay, let’s call it the castle since my
notes do as well. Enter the castle and you’ll meet Fydia, the fairy
that is your wife. She, incidentally, is also sister to the three
fairies in your inventory. Useless bit of info; thought I would share.
Speak to Elad about the status of the kingdom and he’ll tell you that
you need to be crowned before you can officially become the king of
the Atrebates. After talking to Fydia, she will tell you all about
the crown and where you need to find it. This will give you the Arden
destination icon. Back to the forest we go!
Arden
Head to Merlin’s tree where
you will find the scantily clad old wizard. After exhausting all subjects,
he will open the path to Rhiannon’s Altar, where you can reconstitute
Rhiannon’s cup, and your next destination. On your map, the altar
is the middle location of the three you will see across the top, represented
by a large, Stonehenge type monument and a horse head. From your original
exiting position, go three paths to your right. You will then remount
your horse, and head up the path. Take the second right hand turn
to end up at Rhiannon’s Altar. Sometimes these paths are difficult
to see, so stay slow and check your map every so often to see your
progress.
Once you are there, a blue
flame will pop up behind you so cannot exit this area until all your
tasks have been finished. Rats, great, this game is SOOOOOOO non-linear!
(Add a touch of sarcasm for the smartass soufflé.) Go ahead
and inspect the obelisk-ish stones you see at the foot of the mound.
There are three, each representing a different fairy: Nael, Gael,
and Jael. After reading each, its corresponding fairy will appear
and tell you a story about herself and her sisters. Sounds like Jael
is a real sweetheart! In order to get the cup Merlin spoke of, you
will need to complete the task of reuniting the feuding sisters. Each
fairy will hand you a white pearl, which she will place herself in
and you can carry in your inventory. By scrolling your cursor over
the pearls once they are in the inventory windows, you can discover
who is who since they all look alike. First, take Nael by using her
pearl on her, and place her in the small pond at the foot of the mound.
Do this also with Gael and Jael, in that order. Once they are all
together, the first portion of Rhiannon’s cup will appear. Pick it
up, then turn your attention back to the fairies. We’re halfway there!
Put Jael back in her stone (use Jael’s stone on each of the fairies
until one goes inside) and take her to the Stonehenge. Place Jael
on the ground underneath the table, then return and take Gael. Once
you placed Gael under the table, take Jael back to the pond. Can’t
have these two alone together! Although, having the two of them fight
like women on Jerry Springer might be funny! Um, okay, where was I?
Oh yes, take Jael back to the pond and pick up Nael. Place Nael under
the table, then go back, get Jael, and put her under the table. (Try
and say that three times fast!) Now that the three sisters have been
reunited, you will be granted the second half of Rhiannon’s cup. Once
you have put it in your inventory, the pieces will be reunited to
form the complete item. Go Bradwen, go Bradwen. (It’s a shame you
can’t make him do the cabbage patch when he’s completed a puzzle!)
Get back on your horse
and head for Merlin’s Tree. Once you have dismounted, go two paths
to your right and head down the path toward the Lake of Offerings,
located at the bottom left of your map. This is another great environment!
It almost felt warm and muggy in my room! Oops, either that or I needed
to open a window. Sorry about that! Once there, head to the central
altar in the lake. Place the completed cup on it to make the fairy
of the lake appear. Corwyn will do some whining, but ignore him and
speak to the fairy about the crown. She will answer you with a riddle
that you must solve in order to get the crown. And since I am the
all-knowing (well, okay, better knowing then you since you haven’t
played this yet) walkthrough author, I can tell you how to solve it.
You will be offered four colored stones. Place the gold stone on the
center altar (king), then go from Bradwen’s right to the left, placing
the stones in the following sequence: red, brown, gray. Once you have
placed all the stones correctly, the fairy will give you the Crown
of the Atrebates. Take it from her and return to the King’s Graves,
three paths to your right from the exit to Merlin’s Tree. Talk to
the ghost of your ancestor, and then place the crown on your head.
Suddenly, you scream out
in pain and are carried away to the Black Rock, upper left on the
Arden map. This location is one of the few in the game that felt very
artifical. I always wanted to get out of here as soon as I could.
You are in great pain and your hair has turned white from the stress.
A large monster, reminding me of something out of The Max, tells you
have been cursed with the wrath of Rhiannon, as have all of your ancestors.
He will give you a sword as you use up your conversation cubes and
tell you that you must kill Gawain, one of your fellow knights, and
bring his head back to the Black Rock as proof. But wait? Isn’t Gawain
my friend? Talk about stabbing in the back! Head back to Merlin’s
tree to find Gawain waiting to see you. When you speak to him, don’t
choose the fight icon. You’ll just end up in hell and the game will
be over. Instead, talk out the situation with Gawain. He’ll tell you
that all of your ancestors were known as giant killers. Hmmm, then
perhaps I can defeat The Max. Let’s go find out more. Go see your
ancestor’s ghost at the Graves and talk to him about the new information.
He informs you that in order to do this, you will have to piece together
the sword of three flames and use it on the giant. Oh gee, sounds
like we have a new puzzle coming up!
Go back to Rhiannon’s Altar to find Fiachra waiting there for you.
Talk to your sister in law about the sword and she’ll tell you she
can put it back together for you, but you must complete her riddle
first. Why is that all these fairies insist on asking you riddles?
Guess things would be dull if you could just get your way. She’ll
ask for a sign to represent the answer to her riddle. Look around
the altar and you’ll find some colored stones. Take the red stone,
representing fire, and give it to her. She will gladly hand you the
sword afterwards. Head back to the Black Rock and slay the giant using
your new sword. Easy enough! Let’s head home and show the kingdom
how cool I am!
Uffington
Go back to castle to talk
to Fydia. She will tell you of another cup you will have to find.
(My crib sheet has this great smartass remark: "another one,
it won’t be the last!") Turn and ask Elad about the cup and he’ll
tell you he last saw it at Lucius’ villa. Great, time to get back
on the horse and head there. Head into the courtyard to find the cup
on a pedestal. Strange how it wasn’t there earlier, hmm? (Raises skeptical
eyebrow.) Take a look at it, then head back to the castle to ask Fydia
about what you saw. It was at this point I wish they would have put
a "jump" option into each location. Tis all a plot against
me! After she explains what you saw, show the unicorn horn to Elad.
He says that there is a statue that might help you in understanding
how you can get better. Really? A statue?! Well, why didn’t you say
so before? Sheesh, can never find good help these days. However, the
needed statue has been split into two pieces (of course!) one being
in the throne room, and the other in your house. Pick up the one piece,
then go to your house (with the red dragon on the door, remember?).
This time, Bradwen will go inside and you can retrieve the second
piece from the floor. When you have both pieces, they will magically
join and you can return to the castle to talk to Fydia about the completed
statue. Conveniently, she will remember a ritual that you will need
to perform, using the unicorn horn and a small child. This will subdue
the pain from donning the crown. Hocus pocus, fungus amongus . . .
Go to St. George’s Hill, located at the bottom left of your map. Walk
through the trees to meet with the shepard’s son (though I could swear
he looks like a girl!) and speak to him. Show him the unicorn horn
to complete the ritual. Afterwards, head back to the castle. There,
you will meet up with Merlin and he will explain your next task: to
follow the white stag. When he has finished speaking, head to the
castle to find the object of your next mission.
Quest 7
The game will move on autopilot
for a bit as you watch Foulque introduce Nai to the next quest. The
level begins in Arden, where you are pursuing the white stag. You’ll
see it run into the woods as you approach Merlin’s Tree, but it disappears
before you can follow. Best to stop and smell the flowers while you
can. (Little U2 reference, sorry couldn’t be helped!) Go over to roses
and the small Stonehenge. Pick a rose from the patch and keep it in
your inventory. While you’re at it, take the rose branch that is on
top of the Stonehenge. Head over to Rhiannon’s Altar and put your
unicorn horn on the nose of one of standing horse heads. This is a
little a tricky as you have to position Bradwen in a certain spot
before he’ll cooperate. Once you have done so (no real reason why
you did it in the first place, but go figure) head over to the Lake
of Offerings at the bottom left of the map to talk to the Fairy of
the Lake, who is disguised as a glowing stone. She’ll be on the central
altar island. You’ll receive the subject of the fairy while you are
speaking to her. Return to Merlin’s Tree to talk to Gawain, who is
still hanging out in the woods. Exhaust all your conversation options,
and get some juicy information on the fairy. Return to the Lake and
hold the rose branch up to the glowing stone. The fairy will return
to her normal state and be very grateful to you. Speak to her about
everything you can, especially the unicorns. Remember what Gawain
said to you about fairies and roses? Place the rose on her altar and
she will reward your kindness with the second unicorn horn. Don’t
give her the rose directly! This only puts you through the pain
of having to go back to Merlin’s Tree and get another one. Ah yes,
yours truly knows this! See, this is what I’m good for! To make all
your mistakes for you! Anyhoo, take the second unicorn horn to Rhiannon’s
Altar and place it on the other still standing horse head. Go under
the table and you will be whisked away to the magical land of
. . . . .
Avalon
. . . Delaware!!
(Wayne’s World moment, my apologies.) You’ll be transported to Avalon,
the mythical home of the fairies, gods, and goddesses. Corwyn tells
you before you disappear that he won’t follow you to Avalon because
he’s afraid of the fairies, but that he’ll wait for you in Arden until
you return. (Jen’s side comment: Okay, if you found Gage Blackwood’s
AI sidekick Arthur from JP3 to be annoying [I was one of the
few who didn’t] you will detest young Master Corwyn. There were times
when I wanted to smack him, especially in the Paladin story line.)
What made me mad was that I started out on foot, so I had no idea
where I was on the map. Keep walking forward until you get to an area
where you will mount your horse. While your finding your horse, you
will pass a patch of white flowers with buzzing bees. Go to these
flowers to collect their pollen. Good thing you aren’t allergic. Also,
make note of the circle of stones and the brightly colored knight
near them. We’ll be back there later. Once you have gotten on your
horse, check your map to get your bearings. You’ll be at the bottom
of the map, on one of the many small islands. Your first goal is to
the get to the Tower of Winds, located at the top center of the map.
It appears as an obelisk with three platforms around it. Once you
have made it there (navigating this place is no small chore), climb
the stone stairs to speak to the fairy on the top. She’s not very
friendly and will refuse to answer your questions. Well, okay, be
that way then! Head to the Tower of Source, located on the center-left
of your map. That’s the one with the stone disk surrounded by fish.
You’ll meet another fairy there that will gladly talk to you about
Avalon and the strange Pied Knight that everyone’s been talking about.
Apparently, the previous fairy is madly in love with the Pied Knight,
and wants his heart so she can enchant him. However, the Knight has
placed his heart in a safe place where the winged fairy won’t be able
to touch it. If you take the winged fairy the heart of the Pied Knight,
she’ll talk to you. Sounds like a simple task, sure sure.
Return to the Circle of
Stones you passed earlier (near the bottom right of the map) and use
the pollen on the glowing stone near the Pied Knight. (Yes, that’s
the Pied Knight!) You will be rewarded with his heart. Return to the
Tower of Winds and give the heart to the winged fairy. She will accept
it with glee and says she will tell you the Pied Knight’s secret if
you answer her riddle. To do so, move to one of the red disks surrounding
the fairy to be teleported to one of the surrounding platforms. One
will have three stones on it. Select the blue stone, engraved with
the symbol for progeny (offspring, child, you get what I mean). Return
to the main platform via the red disk closest to it and give the stone
to the winged fairy. She will then reveal to you that the Pied Knight
is indeed Madog, your son that was apparently killed in the previous
game. (Madog? Was this guy drinking too much of that cheap stuff I
used to buy in college? Tasted like Kool-Aid with a kick.)
Head back to the Circle
of Stone to confront the Pied Knight about his true identity. After
you have exhausted all conversation options, he will give you a red
gem that will allow you to cross through Morgan’s Fire blocking one
of the subordinate islands at the Tower of Source (Fish Island). Head
back there and cross the bridge to this island, using the red gem
on the fire blocking your path. Sadly, the remains of Rhiannon’s unicorns
will surround you, the cause of your family curse. Search the bones
of each to retrieve three unicorn eyes. Return to the circle of stones
where you had previously confronted Madog. Follow the white stag into
the center of the stones to be transported back to Arden.
Arden
Return to Rhiannon’s Altar
and inspect the sandy shapes around the mound. You will realize that
they are indeed unicorn shaped, representing Rhiannon’s three unicorns.
Place an eye on each one and a white unicorn silhouette will appear
at the foot of the mound. (You might have noticed a black discoloration
previously where this will appear.) Go to it to retrieve a colored
disk. Travel to the King’s Graves and the Lake of Offerings to get
the other two disks. Things usually work in threes in this game, just
to let you know. Return to Rhiannon’s Altar after you have all three
and get your unicorns’ eyes from the ground. Walk under the table
to be transported back to Avalon.
Avalon
Return to the island of
the unicorn bones at the Tower of Source and use the disks one at
a time on the stone pedestal at the center. This will send you Morgan’s
Island, the central island on the Avalon map. Talk to her until she
gives you a flame. Now follow this order. Inspect each of the idols
around Morgan to discover their meaning. Use the flame on the idol
of fire, the black unicorn eye on the idol of earth, the blue eye
on the idol of air, and the green eye on the idol of water. After
you have done this, step into the red circle at the center. Time to
get the Dramamine!
Labryinth of Destiny
Okay, if I’m being vague
here, it’s not intentional, I swear! Let’s just say that this level
made me SOOOOOOO dizzy. My recommendation is to save here, go get
the seasick pills, then come back. (It’s even worse in the Paladin
level!) Wander around a bit to get the feel of this place. There aren’t
that many passages so it will become easy to navigate after a time.
It’s the camera angles and movement that make you sick. You’ll soon
run across the Knight of the Past. Just talk to the man, don’t try
to fight him yet. Go to the center of the labyrinth to look at the
idol of the past, the small pedestal on the right. From there, head
straight out and take the fourth passage on the left. Take the crown
you see laying on the ground. Ooo, pretty sparkly for my collection!
Walk around a bit (heading more to the right side of the screen.)
You’ll meet with Morganor’s ghost. He’s your half brother from the
first game, the one you killed. Give him the crown you found and he
will reward you with a sword to defeat the Knight of the Past. Return
to said knight, and defeat him with the new sword. You’ll find one
of the unicorn eyes on his person. Take this to the center of the
labyrinth and place it on the idol of the past. Once you have done
this, return to where you encountered the Knight of the Past to speak
to his counterpart from the present. Return to the center and inspect
the idol of the present. That’s the one in the middle if you couldn’t
guess. From there, take the second passage on the right, and follow
the corridor. Then take the first left and turn to your right. Follow
along, turning right, then right again. On the ground, you’ll find
a lock of hair. Take this and present it to Queen Guinevere, who will
be waiting for you where your brother previously was. In return, she
will give you another sword, which can be used to defeat the Knight
of the Present. On his body, you will find another unicorn eye. Place
this on the idol of the present. Ah, can you guess what comes next?
If you said the future, then YOU’RE RIGHT! Here’s a cookie. Oat bran,
gotta get your fiber since you’ve been inside playing through my walkthrough
all afternoon. Go talk to the Knight of the Future; inspect the idol
of the future, potato, po-tah-toh. You’ll then need to find your enchanted
object, this time being a bunch of berries. My crib sheet says to
(and I loved this!) "find them yourself!" But I’m not that
mean, so here’s approximately what you need to do. Take the same path
as you did to find the hair, but make a left instead of the last right
turn, then make another right. On the ground, you will find the berries.
Give these to Arthur, who will be in the usual place, and in return,
he will grant you use of Excalibur. Cool huh? Take the sword and defeat
the Knight of the Future, retrieving the last unicorn eye. Place it
on the idol of the future. Inspect the large center stone twice and
then you will be transported back to Morgan’s Island. Speak to her
briefly about the Cup of Knowledge (see? I told you there were more
cups!) and you will be sent on your way to Quest 8.
Quest 8
Arden
After another brief autopilot
sequence, you will begin Quest 8 in the forest of Arden. At the Lake
of Offerings, you will be reunited with Corwyn, who is not so young
now! Because of the differences in the passage of time, twenty years
has passed since you disappeared into Avalon. And Corwyn has waited
for you all this time! What a faithful guy! Talk to him about all
available subjects, learning of the fall of Camelot and your wife’s
disappearance. Head to Merlin’s tree and walk around it until you
spot the white stag. Follow it until the computer takes over, transporting
you to the kingdom of Tintagel.
Tintagel
You’ll arrive in the woods
of Tintagel and the sounds of battle can be heard close by. Go forward
until you encounter your fellow knight Cymeril being attacked by two
scoundrels. Speak to them, and then engage them in combat. Bradwen
will defeat them easily, no problems there. Find a horn and a ring
containing the royal seal on their persons. Talk to Cymeril to learn
of King Marc and his illness. Before Cymeril dies, you will vow to
continue his mission to save the king, no matter how you may feel
about him. Once Cymeril is dead, mount your horse and head to Marc’s
castle, located at the top left of the map. You can’t miss it; a big
black fortress castle. Talk to the guard and show him the royal signet
ring you found on Cymeril’s assassin. The guard will let you pass
into the castle. Once inside, go through the massive set of wooden
doors (playing where’s the trigger spot while you’re at it) and meet
with King Marc who is sitting on his throne. King Marc tells you of
his illness and how he’s learned of a holy relic that has been said
to bring the cure to his ailment. It’s being guarded by a merciless
black knight who wants a large ransom in return for the relic. Marc
begs you to retrieve the relic for him so he can be cured. Although
you hate the man, you vowed to your friend that you would help him.
Marc gives you the ransom money after you have agreed to the task.
Walk into the castle courtyard. Find there a leg of ham, a log, and
a Pagan statue.
Afterwards, head off to
the village, located at the top right of the map. Upon entering, you’ll
meet with Cornelius, your friend from the first game. He explains
the relic to you, but suggests that you might get more information
out of the locals. Head around behind the church, to the right, and
you’ll hear an old woman talking to herself. Approach her and she
will say that she hasn’t eaten in days and was too old to leave with
the rest of villagers. Give her the ham you found at the castle and
she will answer your questions. She will tell you that the Black Knight
hides in the enchanted Black Marsh and you must go there to find him
(isn’t everything here enchanted?). You’ll also receive the subject
icon for the Black Marsh. Return to the castle and ask the guard about
the Black Marsh. He’ll give you a map to find your way. Read it and
you’ll receive the location icon for the Black Marsh. Go get your
trusty steed and head there.
Black Marsh
Oooo, creepy, foreboding
name. I was expecting something dark, lots of trees, like Arden, only
darker in the shading. But this place is downright friendly! I wouldn’t
mind building a home here! Open up your map when you arrive to get
a feel for the area. This land will mostly be traveled on foot, so
get your senses of direction ready. Once you have dismounted your
horse, walk forward until you get to a very sandy area where you can
see the water. Go to your left and you’ll approach a bridge that leads
to the Black Knight’s tent. As you walk up to it, two green spirits
will appear. Don’t move or they will kill you. Instead, blow on the
horn that you found earlier, and they will disappear. Now you are
free to talk to the Black Knight. Go ahead and give him the ransom
so you can get the holy relic. But whatever you do, don’t give
him the sword! I did this just to see what would happen. Haha,
and well, I’m sure you can guess what happened. It involved reloading
a game from Quest 6, then moving on to where I had last saved. So
needless to say, you’ll meet Rhiannon if you do so, but you can’t
do much else. Just let the Cup of Knowledge stay there for now.
Tintagel
Return to the village in
Tintagel and go into the church. Talk to Cornelius who is standing
behind the altar. Hand him the relic of St. Joseph and he will perform
a prayer over it. Afterwards, he says that the relic didn’t work and
that God won’t cure Marc because his soul is too black. Looks like
we’re going to have to find another way. Take a look at the shield
on the altar (getting the subject "prince"), and then ask
Cornelius about it. (Is it me, or does the prince look like Nai?)
If you want, you can also ask the old woman about the prince, but
she doesn’t know much about it. Return to the castle and ask the guard
about the prince. He’ll give you a piece of information, and then
go to Marc to get some more. Put a log on the fire first though, then
he’ll talk. Return to the guard after you’ve heard Marc out and ask
him about the prince again. He’ll tell you of a talisman that the
prince had with him. Go back and ask Marc about the talisman (back
and forth, back and forth) and he will give you the key to the prince’s
chamber. What a nice guy!
Go the prince’s chamber
by taking the stairway on your left in the courtyard. Use the key
on the door at the end of the walkway, then enter in. This place isn’t
fit for a pack a wild dogs, let alone a prince. Guess love drove him
crazy. Inspect and take the slate plate on the alcove directly in
front of you. Place it in the circle closest to the small window.
Then look on the shelf by the window and take the sea foam plate,
placing this in the one closest to the alcove. If they are placed
correctly, the talisman will appear in the third pit. Take it and
show it to the castle guard. He will confirm it is the prince’s. Return
to the throne room and the king will also correctly identify it. Marc
will tell you that his son was looking for Merlin so he could get
a spell to enchant the fairy he had fallen in love with. Would that
be like Spanish Fly? Head out to the courtyard, and take the stairs
on your right where you will meet a woodcutter who is in the process
of destroying a Pagan altar. Give him a tongue-lashing for the defamation
and then ask him about Merlin and the prince. He will talk to you
about a place called the Green Mound where the fairies are supposed
to worship. But he has no idea where it is. Before you head off, be
sure to take the idol lying on the altar. Go talk to the guard, who
seems to know where everything is, and he will tell you where to find
the Green Mound. Go get on your horse and head there.
Green Mound
This place is real small,
and there is only one location where you can access your map, so take
advantage of it when you arrive there. Head straight on in the direction
you are facing to get to the mound on the western end of the island.
Run up the blocks to get to the altar. Within the piles, you should
see a bracelet. Take this to add some flair to your drab outfit. Turn
around and head back the way you came, then farther on past where
you mount your horse to get to another altar. You will see three pedestals,
two of which are empty. Place the two idols you found on them and
suddenly, Merlin will appear. My hero! Look at the crow, which perches
nearby, and he will tell you to "follow your guide." Catch
this silly bird and add him to your inventory collection. See, this
is The Longest Journey, complete with a crow for a sidekick! Talk
to Merlin about everything you can (and you’ll hear a lot!) then show
him the bracelet you found on the other side of the mound. Also, show
him the talisman. He’ll have some words about that, too. And while
you’re at it, show him the crow. Just for fun. When you’re finished
with all of this, return to your horse and Tintagel.
Tintagel
Head for the castle and
show the bracelet to the guard, who suggests it might have come from
the prince’s squire. Head for the throne room and show it to Marc,
who will confirm this. You will learn that his name is Guyon and a
member of the boar’s clan, "one of the most powerful of the Cornish
clans" according to my crib sheet. He has been hiding in the
Black Marsh since the prince disappeared. Guess we need to go there
and talk to him. Before you head out, take that nifty yellow banner
with the boar on it. How convenient!
Black Marsh
Once at the Black Marsh,
head up the island like you were heading to the Black Knight’s tent,
but hang a right instead of a left at the beach. In the distance,
you will see smoke above the treetops, and Bradwen will note this
incase you missed it. Walk around the brush on the edge of the grass
until you get to a little point on the left side. As you’re standing
there, release your crow and he will fly over to the source of the
smoke. Oh I get it! Follow the guide! Thanks Crow! A bridge to the
hut will appear. Cross it and inspect the front door. Hmmm, where
is this guy? Use the boar banner in front of the house, and Guyon
will appear. He isn’t too yielding in his information at first, but
keep trying to talk to him. When he refuses to answer, show him the
bracelet. He’ll speak a little more, then you will need to show him
the talisman to get the rest of his answers. You’ll discover that
the prince has become the Black Knight when he let himself be controlled
by an evil wizard, also known as the Hidden King. Guyon will also
give you a lock of hair from Celodoin, the fairy that his master fell
in love with. Question him about the hair, and he will attach it to
the talisman. Let’s go show this to the Black Knight and see what
happens. Return to the knight’s tent and reveal the completed talisman
to him. He will take it from you and fall over, subsequently disappearing.
Take the Cup of Knowledge from behind him and return to Tintagel.
Tintagel
Go to the castle and place
the cup on the half destroyed Pagan altar. This will cure Marc. Head
to throne room to discover whether or it has worked. When Marc gives
you confirmation that he is well, he vows to destroy all the former
Knights of the Round Table and take all of Arthur’s lands. Gee, what
a nice "thank you" for all the hard work I’ve done! Go back
to the Pagan altar and retrieve the Cup of Knowledge. With the cup’s
magic, you are transported to a strange cave (which is actually the
belly of a dragon. Ick!). At the bottom of the stairs, you will find
the long missing Rhiannon. Talk to her about everything you can, then
you will be returned to Uffington and the beginning of Quest 9.
Quest 9
Uffington
You’ll arrive in front
of your castle in Uffington. Head to the throne room and speak to
the aged Elad about the status of your kingdom. Sadly, you’ll discover
that all your would be subjects have fled in fear of the Saxons and
your friend Gawain is in terrible trouble. Go meet the Saxon chief
Cerderic at Red Dragon Hill and speak to him. Don’t fight him yet!
Just ask about Gawain. You’ll learn that he’s near Merlin’s Tree in
Arden, crucified in the Roman fashion. Get the Arden icon and go there.
Arden
Such sadness in this game!
You’ll find your friend Gawain next to Merlin’s Tree, just like Cerderic
said. Talk to Gawain until he passes away, then go to Rhiannon’s Altar.
Retrieve your unicorn horns from the horse heads (amazing that they’re
still there after all this time!) and head for the Black Rock. There
you will meet the Hidden King, disguised as your father Cadfanan.
He will tell you of Rhiannon’s Lance, the unicorns, and the shadow
world. Let’s head home and get more information.
Uffington
Once in Uffington, head
for Red Dragon Hill and kill Cerderic using one of your unicorn horns.
Take the treasure from his body.
Arden
Return to Merlin’s Tree
and place the treasure on the ground in front of the three large stones
to make Morgan appear. Ask her about Rhiannon’s spear, the shadow
world, and the unicorns. She will explain the curse of your family
and tell you that her brother, the dragon that left his mark on Red
Dragon Hill, has eaten her sister Rhiannon. In order to break the
curse, you must kill the dragon once and for all and free Rhiannon
from her prison.
Uffington
Return to Red Dragon Hill
and place your two horns in the eye of the dragon. A third will appear,
giving you the three horns necessary to make Rhiannon’s Lance. Hurry
back to your throne room and place the three horns on your throne.
The lance will appear before you; take it!
Arden
Hurry back to the Black
Rock and kill the Hidden King with the lance. On his body, you will
find a brown rock, one of six fangs for the red dragon on Red Dragon
Hill. Search the rest of the rock formations surrounding the Black
Rock to find five more. Once you have all six, return to Uffington.
Uffington
Ignore Corwyn’s protestations
and place one fang in each of the dark spots on the ground inside
the dragon’s mouth. Once all six have been correctly positioned, you
and your squire will be transported to the Shadow World.
Shadow World
End game time, folks! Just
a few things left to do and we can start the next game! Go roughly
to your right and you will see two green spirits guarding a bridge.
For this, you will get the subject icon for them. Go back and cross
the middle bridge to get to the witches’ lair. Once you have arrived
there, take the path all the way to the right and you will see the
Fairy of the Lake imprisoned in a suspended cage. Talk to her about
everything you can, and you will receive the subject of honor. Go
back the way you came, and take the middle right passage. This will
lead you to the witches and their brewing, bubbling cauldron. Anyone
having flashes of Macbeth here? Talk to them about everything you
can, and then hear their riddle. Explore the paths around the island
and get four skulls, each one a different color. Go back across the
bridge to the first landing and go to the bridge guarded by the green
spirits. Use the red skull (evil) to make them disappear. Go across
this bridge and read the sign on the ground. Use your sword on it
and the dragon will wake up. Oh no! The dragon reopens your old wound
and you’re unable to fight!
Ah, but all is not lost!
We have someone else here who would love to get in on the action.
You are now given control of Corwyn, your squire, and now he must
save Bradwen so the dragon can be destroyed. Talk about the ultimate
underdog! Go across the island where the dragon sleeps and cross another
bridge. You’ll arrive on another island where you will see four lamps.
Take all four and go back to the caged fairy in the witches’ lair.
Speak to her about the lamps and she will tell you about Rhiannon’s
Lamp. One of those is the real lamp, while the other three are filled
with poison and will kill whoever drinks from them. But how will I
know which is which? Well, if you haven’t noticed, you’ve got four
lab rats to test your lamps on: the fairy, Cerderic who is caged on
the other side of the lair, and the two green spirits. Test your lamps
on all of these until you find the correct one. When you have it,
the others will disappear and Rhiannon’s Lamp will turn blue. Return
to your injured master and use the blue lamp on him. He is now cured
and can finish off the dragon. Watch the amazing end cut scene to
see the grand finale!
And now for something completely different!
Ah, you thought I was finished!
You thought that was the end of the game! Guess again darlings!!!!!
(evil laugh) There is another complete game included in AK2, that
of Bradwen as a Paladin (Christian) knight. Go ahead and start another
game, but this time, select the white book for the Paladin path. The
beginning movie is exactly the same as that of the Celt, so take a
nap while this thing is playing. The animation is cool to watch though.
There are many locations in this game that are the same as those found
in the first part, but there will be subtle differences between them.
Areas you couldn’t access earlier, like in Tintagel, will be open
to you while you are a Paladin. However, when you are in Avalon, there
won’t be as much navigating. You tend to just pop in and out of places.
Names will be different as well, and you will be dealing with Christian
mysticism instead of Pagan. Also in the Paladin level is a completely
new area, that of Magovenium, the ruined Roman City. Again, like the
path of the Celt, the Paladin’s story is divided into four quests
which will help Bradwen become the king of the Atrebates.
Same deal applies to loading
games and Direct Draw issues. Go easy.
Ready to get started? Stand
up and stretch a little first, perhaps go outside and get some fresh
air. You’re going to be sitting for quite some time.
Quest 6
Head to your village in
Uffington. If this seems like deja-vous, then you aren’t far off.
Only this time around, your horse has chain mail instead of war paint,
and Bradwen is sporting a neatly trimmed hairdo. He looked too much
like Mel Gibson in the first half anyway. Once you are at the gates,
you will meet with Olwen. She is guarding the village and refuses
to let you in unless you prove you are who you say you are. Olwen
asks that you revenge her murdered husband by going after his killer,
a Pict that has been seen at Lucius’ villa. Head there (you know the
way, just check your map to get your bearings) and talk to the chief
about the killer. He offers you a few bits of information, but nothing
you can really act on yet. Go talk to the child standing nearby. This
is the little boy that looks like a girl that you saw in the first
game. He will tell you about King Elad, the man who took the throne
in your absence. You will receive the Elad topic cube for this. Afterwards,
take a look at the pretty painting on the ground in front of the villa’s
main entrance. Nice stars! Doesn’t seem like there’s much else to
do here so let’s head back to Uffington and let Olwen know what we’ve
discovered. As you exit the villa, the computer will take over and
you will be thrown into an automatic combat sequence. Just sit back
and relax since there is no way you can control Bradwen during this
time. With ease, Bradwen will defeat the Pict (yup, that’s him) and
you can take his axe back to Olwen as proof that he’s dead.
Once you are back at the
village, hand the axe to Olwen and ask her about Elad. She will let
you into the village where you can confront this impostor king. Talk
to the guard outside the throne room first, then to the Blacksmith.
You’ll find him to the left of the throne room (you’ll hear the hammer
if you can’t see him at first). After you’ve gathered enough information,
head into the throne room and talk to Elad. This Elad is not the friendly
Elad from the Celtic game. He’s mean and arrogant, and not too forthcoming
with information. He’ll tell you about Magovenium, the former Roman
city located near Uffington. You’ll also get a location icon for it.
Well, since Elad won’t tell me what I need to know, let’s head there.
Magovenium
You’ll start your journey
in the city at the left of the map. Head through the town square and
make a right to get to the Coliseum at the top of the map. You’ll
find Magovenium’s remaining inhabitants here, along with a monk named
Dionicus. Talk to the guard first as you approach the large double
doors, then go through them into the Coliseum. I thought this area
was pretty neat. Cryo did an excellent job with the background animation:
random people standing about, cats lying around. Take a look around
if you wish and get acquainted with the area. You won’t be able to
talk to any of the villagers on the risers of the Coliseum, but they’re
fun to look at. Well, when you’re done exploring, go back to the stage
(that’s the first area you were in when you entered the coliseum)
and go through the red door on your left as you are facing the villagers.
You will meet Armenius, the drunken monk standing at the bottom of
the stairs. Bradwen will give him a major tongue-lashing for being
fond of the drink, but Armenius will just ignore him. Go up the stairs
at your right (these might be hard to see if you’re in a dark room)
and go through the door at top. Head down the second hallway on Bradwen’s
left, then through the last door into a study to meet with Dionicus.
Talk to him of Elad and what you can do to reclaim the throne from
him. Dionicus will be somewhat cold and a little lacking on personality,
but he’ll offer some interesting advice. Hmm . . . what else is there
to see around here? Go back out to the hallway of the second floor
and inspect each of the seven frescos on the right hand side of the
hall, reading them from right to left. Each one is in its own little
alcove. Bradwen will read each of the frescos in Latin (the subtitles
will actually come in handy here) and you will learn about St. Joseph,
St. Epona, and the story of the two crowns of the Atrebates (getting
the subject icon as well). Talk to Dionicus about the story and he
will tell you about a letter that your father Cadfanan had left behind.
Seems we need to find this!
Let’s head out of the monastery
and take a look at the other door, all the way across the stage. Don’t
mind that creepy looking crack in the ground. The Devil just decided
he wanted to hang out here and creep out the villagers. No wonder
they’re living up on the risers! Head into the crypt (don’t mind Corwyn’s
whining; he’s just being a wuss) and go down the stairs, through the
passage in front of you, not the one under the stairs. Keep going
down the hallways until you get to a room with a statue at your left.
Go into the right alcove directly in front of you and you’ll see a
stone coffin. Stand at the end of the coffin and blow the horn that
is in your inventory. The ghost of the Black Knight will appear. Like
Elad, he is not at all like his counterpart in the first game. The
Black Knight will tell you of Cadfanan’s letter and eventually give
it to you. Since his debt to you has been repaid, he will return to
the spirit world. Go back to the statue (who we discover is St. Epona,
otherwise known as the Pagan goddess Rhiannon after she was baptized
into Christianity). Have Bradwen exit the crypt by praying in front
of St. Epona. She will transport you back the sanctuary inside the
monastery on the other side of the Coliseum.
Once you are safely back
in the monastery, read the letter that the Black Knight gave you.
Your father writes of a relic known as Solomon’s Mirror, a mirror
which can reveal to the looker their true self. Perhaps you should
find this mirror so you can show Elad who he really is! Damn straight!
Who does he think he is anyway? Taking my throne while I’m away. Well,
let’s see if we can find it. Did you happen to notice all the weird
looking mirrors hanging all over the monastery? They’re small, orange
and yellow in color with a small reflective surface in the center.
Just like Pikachu (I know there’s got to be a copyright infringement
in there somewhere just by typing that name) you’ve gotta catch ’em
all! (Oops, there’s another one!) Check out every room in the monastery,
including downstairs by the drunken Armenius and the room that extends
off of the entrance to find all the mirrors. Take them back to Cornelius,
the blind monk you may remember from the first game. You’ll find him
on the same hall as Dionicus, in a different room. Talk to him about
the mirrors, them show him all the mirrors in your inventory. Cornelius
will know which mirror is correct because he will see his true self
in his mind. All the other mirrors will disappear, leaving you with
the correct Mirror of Solomon.
Uffington
Once back in Uffington,
confront Elad with the mirror. He will realize the error of his ways
and abdicate the throne to you. Ask him where you can find the true
crown of the Atrebates and he will tell you to talk to Armenius. Back
to Magovenium we go!
Magovenium
Head to the monastery and
ask Armenius about the crown. He will tell you that he gave it to
the former blacksmith of Magovenium, but he has no idea where it could
be now since the blacksmith fled the city. Seems we need to ask another
blacksmith about this man’s whereabouts. And where did I see a blacksmith?
Uffington
Return to the village and
question Uffington’s blacksmith about the missing crown. He will tell
you that the widow of Magovenium’s blacksmith now lives at Lucius’
Villa and she could possibly know what has become of the crown. Geez,
doesn’t anybody know anything around here? Head to see her. She’ll
be near the back of the villa, to the left of the painting on the
ground. She will tell you how her husband was enchanted by the Devil
and went mad before his death. Look around her shop and spot the pewter
sword (you’ll receive a subject icon for this). Ask her about it and
she will tell you that her husband made four of these swords, completely
useless since the metal is so soft. She will give them to you for
free. Go into the shop and pick up the sword, receiving all four.
Magovenium
Return to the coliseum
in Magovenium and use the four swords on the blacksmith’s forge that
is near the entry to the monastery. They will be melted down and reveal
four tablets, each with a clue on finding a piece of the Atrebates’
Crown. In Magovenium, you will need to head to the large tree on your
map. Go there from the Coliseum and inspect the trunk of the large
three. Bradwen will let you know when he has found the piece he needs.
Let’s get back to Uffington to find the other three pieces.
Uffington
Once back in your kingdom,
check out the eye of the dragon on Red Dragon Hill, the painting at
Lucius’ villa and the grave on St. George’s Hill to find the other
three pieces. Once you have collected all four, the crown will be
assembled and Corwyn will urge you to return to your castle to the
complete the coronation.
Return to the throne room
and stand in front of your throne. Facing it, use your crown to proclaim
yourself king. Ack! Oh no! That wasn’t supposed to happen! Like in
the first game, Bradwen will cry out in pain when he places the crown
on his head and disappear. After a short interval, he will return
without the crown and his hair will have turned white. Foulque will
narrate some more of the story. When he is finished, speak to your
wife, Lady Lutisse. Use up all the dialogue choices. Listen to her
tale of Lancelot, then take her advice and find your Uncle Novelius.
Armenius will be waiting for you outside the throne room with a letter
from Novelius. Read it to discover that Novelius was on his way to
warn you about the crown. Nice timing, Uncle, thanks! Head off to
Arden to get more information.
Arden
Arden will look exactly
the same as it did in the story of the Celt, so don’t expect too many
surprises here. Go the King’s Graves to find Novelius caught in a
spell of some sort. Use your sword to free him. Suddenly, your sword
will disappear (though, if you have Bradwen standing at the right
angle, you can still see it in the holster on his belt). Great, can
this day get any better? Talk to him about all the things you can,
receiving the Novelius subject icon. Walk away from him, then return
to him and use the Novelius clue. (Seems the icon only works when
you end the conversation, then start a new one.) After you have finished
with Novelius, head to the Black Rock, same place at the top left
corner where you met with the hidden king in the Celtic story. Walk
to the right, all the way around the rock until you get to an opening.
Walk inside to talk to the Devil. As you will see, you will not be
able to escape once you have met with him. Talk to him about all available
subjects, getting the subject icon for Queen Guinevere. The Devil
will tell you that Lancelot has fallen in the love with the queen
and is in Arden to meet with her. He tells you that you must kill
Lancelot in order to receive his help. Take the sword you see floating
nearby and the Devil will release you to go on your way.
Go to the Lake of Offerings
next, on the left side of the map. Once you have reached the entrance,
walk around the lake to the right to find Lancelot daydreaming as
he watches the water. Corwyn will whine in your ear once again (see
why I wanted to kill this guy?) and then you must face Lancelot. Bradwen
will threaten Lancelot, but don’t fight him, not just yet. Keep talking
to him about Guinevere until he finally admits to the relationship.
He swears that this will be the last time he will see her. You believe
him and apologize for your misjudgment. Receive the Magovenium location
icon and head there.
Magovenium
Return to the Coliseum
and go to that scary looking crevice near the entrance to the catacombs,
called Hell’s Crevice in my crib sheet. Use the Devil’s sword on it
to return the cursed weapon to the Devil. Once you have done so, the
door to the catacombs will automatically open and your astute sidekick
will note this. Go down to the room where St. Epona’s statue stands.
From here, you will be able to access the lowest level of this area.
Go through the doorway at the bottom of the screen (the view point
should change to reflect this) and you will be in one scary room.
Go to the far end of the room and you will find your sword, the Sword
of Truth, lying on the ground in front of a large mirror. Retrieve
it and you will be one step closer to finishing this awfully long
quest. Go back to St. Epona’s statue and take a look at her. You’ll
note that she’s bleeding on the same side as you are. Very interesting
(Freud voice). Pray in front of her and she will curse you before
you are returned to the monastery.
Novelius will be waiting
for you in the library, which is down the first hallway on your left
hand side. It’s kind of hard to see at first. But you should hear
him praying. Talk to him about all you can and he will advise you
to seek God’s help in this matter. So, go to it then! Return to the
sanctuary in which you arrived and pray in front of the altar. Exit
the monastery to see a large white stag standing at the center of
the Coliseum stage. Go inspect it then, return to Novelius to discuss
what you have seen. Novelius will tell you to follow the White Stag
to seek your answers. Gee, where have I heard that before? Head down
to look at it, then you will be sent on to Quest 7.
Quest 7
There will be another dialogue
between Foulque and Nai in between the quests. In my version, when
Nai would ask a question, Foulque would respond as if he were St.
Joseph, using dialogue from a completely different section of the
game. However, the subtitles will correspond to what Foulque should
be saying. Thought it was pretty funny.
Arden
Anyway, you start this
quest in Arden as you are chasing the White Stag. Go to the center
of the map to meet with Merlin next to his tree. Are you cold, Old-Timer?
Talk to Merlin about all available subjects and he will advise you
that Morgan is looking for you, seeking your destruction. Oh gee,
what else is new? Head off to find the Master of the Hunt and confront
him about this. To do so, head towards the location in the upper right
corner, the obelisk surrounded by stones. This area will be new to
you since you did not need to visit it in the Celt story. There you
will meet with the Horned Man. He will make a few threats at first,
but keep talking to him until you have exhausted all subjects. Once
you have done so, and he vows to destroy you if you don’t leave immediately,
high tail it out of there. Go back and mount your horse. Once you
have done so, you will be safe from him. From there, return to the
Black Rock. Why? Cause the walkthrough girl told you to! Don’t ask
questions! You will see a rock at your left which stands out a bit
from the rest. It’s a Direct Draw sprite rock at the center of four
black pales. When you approach it, it will speak. Inspect the rock
until you are able to speak directly to it. You will learn that this
is the doppelganger that took the form of many of your friends in
the first game. (Of course, if you have never played the first game,
like me, then you will just be learning this for the first time!).
Speak to the Doppelganger after you have freed him with your sword
and make a deal with him to distract the Horned Man. He will disappear,
then a few moments later you will hear the all clear sound – a low-pitched
horn. Return to where you first encountered the Horned Man to find
that the Doppelganger’s plan has indeed worked. Go past the rock formations
and cart to see the White Stag standing at the center of a circle
of rocks. After he has been teleported away, move into the circle
to whisked away to the magical land of . . . .
Avalon
. . . New Jersey!
(Okay, that’s an old joke now, but it’s still funny!) You’ll start
out on your horse this time in Avalon. Check your map first thing
to reacquainted with this world. Go forward until you are on foot.
Continue onward until you see a blond man standing on your left, guarding
a bridge blocked by flames. Apparently, this guy is supposed to be
in full armor, but I guess he forgot to get dressed this morning.
Talk to him (Knight of Many Colors) about all available subjects.
He says he will only let you pass once you have pierced his armor.
Automatically, you will be transported to Hell, where you must make
a choice, similar to the one you had to make in the first game. Choose
the stone on the left and you will have defeated the Knight. Tell
him you must see Morgan and he will let you pass. To see Morgan, just
turn around and you will see her standing in the distance. Wait a
sec; she wasn’t there a minute ago! Silly game! Talk to her about
the Knight, or Madog as you know him to be, and she will explain how
he’s been able to survive in Avalon all this time.
Once you have finished
with Morgan, she will transport you to the Tower of Sighs (known as
the Tower of Winds in the first game, top of the map). Walk up the
stairs and speak to the Winged Fairy about everything you can. Exhaust
the conversation until she starts repeating herself, then solve her
riddle. Teleport yourself to one of the surrounding platforms. Once
you have found the one with the multi-colored stones, select the stone
of the father. You can identify the correct stone by having Bradwen
inspect each one. Once you have it, return to the fairy and give her
the stone. She will offer up more information. Head back down the
stairs to see Madog waiting for you. Tell him that he is your son
by choosing the Knight icon. He will not believe you and demand proof.
Use your sword on him and he will remember everything. In return for
your demonstration, Madog will give you two handfuls of magic grains,
though they look more like coffee beans to me.
From here, you need to
ride your horse to the Prison Tree. This is the gnarled tree you see
at the bottom of your map, and an area we have never seen! Once there,
head down the first path on your right (a little hidden) and you will
see a large cement slab with a Christian symbol on it in the mound
under the tree. Head back to the shore and go talk to the fairy (who
is straight ahead) about what you have seen. She will tell you that
Kael, the fairy at the Spring Tower, knows more about it than she
does. Great, more walking. The Spring Tower is that fish-looking picture
on your map. Go there to meet with the more knowledgeable fairy. Kael
will tell you that she will help you open the slab once you have solved
her riddle. You must take three symbols from three fairies located
on various platforms around the island and return them to their complementary
fairy. This would be the fairy that describes the particular symbol
she seeks. The three are animal (horse), vegetable (leaves), and mineral
(water flowing over rocks). From Kael, go to the platform directly
behind you, then go to your right each time to collect all the symbols.
Once you have done so, keep going to the right to return them. Here
is that order: vegetable, animal, and mineral. Once you have done
this, return to Kael and tell her of your success. You stud; you’re
so smart! She will reward your efforts with the Spring Cup, which
will open the slab at the Prison Tree.
Return to the Prison Tree
and use the cup on the cement slab. Go to the back of the cave to
see St. Joseph, asleep under a heavy spell. Use the first handful
of Madog’s grains on Joseph and he will awaken. Tell St. Joseph about
the curse. After his response, he will fall asleep again. Use the
second handful to reawaken him and ask him again about the curse.
He will not be able to say much more as the spell is strong, but heed
all his advice. Once he has fallen asleep again, exit the cave to
see Madog waiting for you on the shore. He says that Morgan is waiting
to see you on her island and he will transport you there.
Talk to Morgan and she
won’t be very friendly. Great, just great. Thanks sweetheart! Time
to face her labyrinth.
Morgan’s Labyrinth
Like the first game, you
will need to navigate this maze and collect three items that will
free you from it. This one is a little easier to deal with though.
For each item, in this case, a stone which you have to place on top
of a pedestal, you are restricted to a small area of the maze, making
it easy to search every available alleyway for the stones. To do this,
find the stone, and then return it to the one pedestal that is available
to you. Once you have done so, you will be transported to the next
section of the maze. Do this three times to be transported out of
this place. Oh, and again, make sure to take your seasick pills before
navigating this place.
Avalon
Once you have successfully
placed all three stones, you will be transported back to Morgan’s
island and a third magical coffee bean will be given to you. Is this
espresso or French roast? Go back to where St. Joseph is imprisoned
and awaken him one last time with the last grain. He will tell you
that you must find the Ciborium of Divine Grace in order to find St.
Epona and break the curse that is on your family. Once you have exhausted
all dialogues, go back to see Madog on the shore and talk to him one
last time before you are transported out of Avalon.
Quest 8
Tintagel
This quest will open in
the Cornwall kingdom of Tintagel. Go forward to an open clearing to
find Corwyn waiting for you. Talk to him about everything you can,
including the newly acquired clues. You will learn that even though
you trusted him, Lancelot broke his word to you about Guinevere and
ran off with her. You will also learn that an evil horned snake has
taken over Cornwall and caused King Marc to become gravely ill. Head
to see the woodcutter who is located at the house at the bottom left
of the map. These are the new areas I was talking about at the beginning
of this half of the walkthrough. Ask him about all the things you
can, especially the horned snake. Once he has told you all he can,
collect the three wooden crosses that are hidden in the bushes. You
will find these all along the perimeter of the area, near each of
the three smoking kilns. Just look for the Direct Draw sprites.
Head up the path like you
are going to castle and you will be stopped dead in your tracks by
a ghost. Instead of trying to reason with him, turn down the path
on your right before you reach the ghost. Here you will find a body
with a shield lying nearby. Inspect the shield to discover it is of
your old friend Cymeril, knight of King Marc. And that is indeed Cymeril’s
body lying nearby. Inspect him just to make sure you were right. Take
the shield with you; could come in handy. Go back to the ghost, talk
to him, and then hand him Cymeril’s shield. The ghost will remember
that he is Cymeril and he will tell you of his quest to heal King
Marc. Keep talking to him until you have exhausted all dialogues and
vowed to finish his quest. Once the ghost has disappeared, go the
castle. Talk to the guy hanging out at the gate. He won’t be too friendly,
but he won’t attack you either, so just head on inside.
Go around behind the throne
room (don’t go inside it yet!) and Corwyn will point out three tombstones
hiding in the shadow of the tall structure. Place one of the wooden
crosses on each of the stones, then pray in front of the center one.
Suddenly, a creepy little snakehead will appear behind you. Go ahead
and take it, might make a nifty Halloween mask. Okay, now this part
is optional, but it’s fun. Wanna see something cool? Go to the throne
room and enter into it. AAAHHHH!!!!!! Nice snake, want a doggie biscuit?
Or how about a whole doggie? Better just to leave him alone and head
out of here ASAP. Leave the castle and the guard at the end of the
drawbridge will accuse you of being a snoop. Auto-combat ensues and
you are victorious! There isn’t anything cool on the body, so just
leave the poor chap alone. Go the village and visit the church. Take
a look at the large cabinet on the right (called a retable), the statue
of St. Joseph on the left, and the large tomb stone at the center.
Go to Dionicus, the monk from Magovenium, and discuss all topics with
him. Dionicus will give you some great information, so listen closely.
Once he has said all he can, go back to the retable and use your sword
on it. With a loud flash, the retable will open. Use the snakehead
on the center panel, revealing a fresco depicting St. Joseph and Ciborium.
Read this panel, then turn to your left and read that one as well.
You will receive a clue for Devil’s Tongue, a very dangerous plant.
Dionicus won’t know much about this plant, but go talk to Cornelius
about it. He’s in his usual spot outside the graveyard. Cornelius
will tell you that devil’s tongue is usually found in the Black Swamp,
but he has no idea how to get there. Also, he cautions that one must
be very careful when picking Devil’s Tongue, as it is very poisonous.
Guess we need to something to do that with. Head around to the back
of the village to find the blacksmith shop. Enter in and you will
find a pair of black pincers lying on top of a barrel. The barrel
is hard to see and will appear at the bottom of your screen as you
move farther into the shop. Take these to use on the plant once you
have found it. Go back to Cornelius, then go past him through the
gate to find King Marc’s last guard. Ask him about the king and the
Black Swamp and he will provide you with a map to find it. Exit the
courtyard and read the map to get the Black Swamp location icon. Let’s
get on our horse and go there!
Black Swamp
Once you are in the swamp
head forward to main area where you previously encountered the Black
Knight. Go to the right, past the tent that Corwyn will comment on
(which made me jump by the way because it was really quiet in my room)
to the small hut seen in the first game. The Devil’s Tongue will be
to the right of the hut on the outside the reeds. Use your pincers
on it and you will have the first ingredient needed to open the retable.
Tintagel
Go back to the church and
use the Devil’s Tongue on the left side of the retable. You should
see a little cutout where you can place it. A new fresco will appear
and you get your next clue. Turn to the right side and read that panel.
Looks like we may need some divine intervention here. Go over to St.
Joseph’s statue and ask for his help. He will reward you with a staff
that will help you find your next ingredient.
Black Swamp
Return to the Black Swamp,
near the small hut. Did you note the large stone cross nearby? Go
over to it and place the staff on it. Joseph will tell you to trust
your faith and he will construct a magic bridge which you can cross
to speak to Melatus, the new Black Knight. Talk to him about the horned
snake. Convince Melatus that he must serve Arthur in order to regain
his honor. He agrees with you and gives you the relic of St. Joseph.
On your way out, take a look at the small hut and you will see a wild
child. Nice spiky hair, kid! Looks like the punks I saw in Piccadilly
Circus in London.
Tintagel
Go back to the village
church and place the relic in the cutout on the right side of the
retable. You will be shown one last fresco about the death of the
Horned Snake. Remember what Dionicus told you about the tombstone?
Go pray to Meridoc and he will give you a wooden sword. Take this
sword and return to the swamp.
Black Swamp
Go to the small hut and
place the wooden sword on the table with the model of the horse. The
child will eventually appear (just be patient) and then talk to him.
Convince him to come back to Tintagel with you to confront the Horned
Snake.
Tintagel
The game will proceed on
autopilot as you go the throne room and watch as the child defeats
the Horned-Snake with his wooden sword. The snake will die, giving
you the ciborium. Go pat the little boy on the head, give him a cookie
(just kidding) and head for the village. Once there, use the ciborium
on King Marc and he will be restored to perfect health. Talk to him
a little and he will give you the royal seal and abdicate to the wild
child. Marc will be the complete opposite of his Celt storyline counterpart,
friendly and humble. Thanks man! Go back to the castle and give the
seal to the boy and tell him of his new job. Sorry kid, can’t hang
around! I’ve got a quest to end and walkthrough to finish writing!
Drink from the ciborium to go find Epona.
You’ll arrive in the belly
of the beast, just like before. Use your sword on the flames to make
them disappear. Go to the bottom of the stairs to find the White Stag.
Inspect her, and she will turn into St. Epona. Talk to her about everything
you can, and she will lift the curse on your family. Now, your new
mission is to free her by killing the dragon that has eaten her. Oh,
piece of cake. I’ve done this before! Drink the ciborium to leave
the belly of the beast and to end Quest 8.
Quest 9
Uffington
Start out your final quest
by going to Uffington castle. Take a look at the pretty fresco on
the left wall. Bradwen spends more time looking at paintings in this
storyline than the other. He’s a closet art snob in my opinion. You’ll
get the subject icon for the painting as well. Afterwards, walk over
to the throne and talk to Elad, who is still holding down the throne
for you. Talk to him about all available subjects, getting the icons
for Mordred, Nai, and Magovenium. Talk to him about all these as well.
Afterwards, go to Lucius’ Villa and talk to the monk who is standing
the in courtyard. He will tell you that Nai will only speak after
he has seen the vision that your Uncle Novelius revealed to him on
his deathbed, the same scene that is depicted in the fresco you saw
in the throne room. You’ll also concede to the monk that the man in
the fresco looked remarkably like yourself. Well, how convenient!
(Down Church Lady, down!) Before heading off, go look at the painting
at the back of the villa, the one on the ground, and take the loose
tile of the stars in the bottom right corner. You thief! But it’s
for the greater good, fulfilling of God’s will, blah blah. Go back
to the blacksmith at the castle and talk to him about the gold belt
that the monk spoke of. Again, in an amazing stroke of luck, the blacksmith
will have such a belt and give it to you. Take this and head to St.
George’s Hill where Nai will be waiting for you. (Just a quick note:
this is not the same Nai that is speaking to Foulque in the frame
story.) Talk to Nai about all you can and Bradwen will give him the
belt and the stars. Nai will tell you of a way to get into the monastery
at Magovenium so you can talk to Dionicus. Take the map he offers
you and read it.
Magovenium
You will be automatically
taken to the monastery. Go down the first hallway on the second floor
then into the library to find Lady Lutisse. Talk to her about the
dragon and of St. George’s Lance. She will reveal to you all that
she knows, and give you part of Novelius’ staff and a key to the back
door of the monastery. Sure, try and hug her, cause just to let you
know, you won’t be seeing her again. (sniff, sniff) Okay, done crying
now? We have things to do! Go downstairs and use the key on the door
that is opposite the main entrance. If you haven’t already explored
back here, this door will take you around the left side of the Coliseum
and into the main square of Magovenium. Go get on your horse and head
to the tree. Here you’ll confront another Black Knight. Once you have
finished talking to him, the game will go on autopilot and you will
kill him. Go around the stinky corpse and head into the sheds directly
in front of you. Go all the way back to find Dionicus. Talk to him
about all you can and he will give you the other piece of Novelius’
staff and a destination icon for Uffington. Let’s head back there
for more fun!
Uffington
Return to St. George’s
Hill and use the staff on the grave. The staff will turn into the
Lance of St. George. Take this, then listen for the message from St.
George about the fifth bowl. Hmmm . . . seems we should go get some
more info about this.
Magovenium
Go back to the monastery
via the back entrance around the left side of the Coliseum. Talk to
Dionicus, who has returned to his study down the second hallway, about
the fifth bowl. He will assume that the clue must mean the fifth bowl
of the seven plagues. (Biblical background: Dionicus refers to the
seven plagues in the book of Revelation, Chapters 15 and 21. Each
plague was carried by an angel in a vessel of some sort. Whether this
is a vial like the King James version suggests, or a bowl as the game
says, is up to the translation you read.) Dionicus will give you a
scroll left by Novelius that will tell you how to find the fifth bowl.
Read it and discover that there are seven frescos hidden throughout
the kingdom, each one depicting one of the seven plagues. You need
to find all seven and place them in order, from right to left, in
the alcoves on the right hand wall of the monastery. Each of the previous
frescos, as you will see, has been covered with wooden planks. The
writings give you clues as to where each fresco has been placed. I’ll
just give you the answers to save you the trouble of hurting your
brain. After all that you’ve had to go through with this game, you’ll
welcome it.
There are five frescos
(paper scrolls) in Magovenium:
1. By the monastery stairs,
on top of a barrel
2. The altar in the monastery sanctuary
3. In the catacombs, on the floor of the room with all the weapons
4. In the catacombs, in front of the mirror where you earlier found
the Sword of Truth
5. The large tree in the ruins
You can enter the catacombs
by exiting the monastery through the back door and going through the
main doors of the Coliseum around the front. Go into the catacombs
through its main entrance. Don’t try and talk to the guards. They
just like to kill stuff.
Uffington
Return to Uffington to
retrieve the final two:
6. The throne room, at
the foot of your throne
7. At Lucius’ Villa, on top of the fresco in the ground
Magovenium
Go back to the monastery
through the back door and place the frescos in order from right to
left, the first one being the farthest right, etc. Once you placed
all seven, return to the fifth alcove to get the fifth bowl.
Uffington
Hurry back to Red Dragon
Hill in Uffington to nearly complete your quest. Walk to the eye of
the dragon painting and place the fifth bowl inside. Nai will run
up to you as you are getting ready to be transported and will tell
you that Lady Lutisse has passed away. Bradwen vows to complete his
quest for her. Aw, how sweet! I’d love for my knight to go to hell
and slay an ancient and evil dragon, probably the incarnate of the
devil, for me!
Hell
Roasty and toasty it is
in hell. A sea of fire, black stone islands . . . kinda looks like
Pompeii after Mt. Vesuvius erupted. Go find the ghost of Tudglyd,
the ogre-wizard that you defeated in the first game. He will be guarding
the bridge all the way to your right. He refuses to let you pass,
saying that he must now serve the great dragon. Grrr . . . okay, we’ll
find some way to get across. Go back to the shore you started from
to find the ghost of Cadfanan, your father. Cadfanan will talk to
you about the dragon, but won’t be too helpful. Head to the left,
then to the left at the dead end to find the ghost of Cymeril. Cymeril
will remind you of the promise that Tudglyd made with you before he
died, that he would always serve for the good of God. Go back to Tudglyd
and remind him of this. He will consent to your statement and leave
you free to cross the bridge. But let’s not go there yet. We have
one more person to see. Go to the bridge to the left of where you
were (this is the one with the witches from the first game) to find
Uncle Novelius. Take the path all the way to right to find him locked
in a cage. You’ll hear him praying as well. Ask him about the dragon
and he will tell you that must discover the dragon’s true name in
order to wake him. To do so, you have to find all of his teeth on
another island and select them in a certain order. He gives you these
clues:
The first is on the outside
circle
As is the second and the third
The fourth will be near the third, but on the middle circle
The fifth and sixth will follow the fourth
The seventh will be aligned with the first, but on the innermost
circle.
Go back to the main island
and take the only bridge on the left side from your starting point.
You will arrive on an island with many large stones. Your biggest
clue here is to look for the stones that have that Direct Draw sprite
look, little brighter, little flatter than everything else around.
Go left from the bridge around the edge of the island, to get a look
at the outside circle. You will see three sprites on this one, two
together and one alone. Select the isolated one, then continue left
and select the two together. Also, there is no way to screw up this
puzzle. If you find a sprite and Bradwen just shrugs, then you aren’t
at the right one yet. When you select a tooth, it will light up and
speak to you, identifying itself. Okay, to find the fourth tooth,
go straight ahead to the middle circle from the third tooth and you
will see it. Select it. Walk around the middle circle to your right
and find number five and six. Finally, go into the center and select
the last and largest tooth. Once all seven have been lit, a red stone
will appear. Take this. Hurry back to the bridge that Tudglyd was
guarding and cross it. Approach the stone on the ground engraved with
an image of the dragon and place the red stone on it. This will cause
Bradwen to shout the dragon’s true name. Another great cut scene will
then play for you, showing Bradwen defeating the dragon with St. George’s
Lance. The dragon is dead and St. Epona is free. Ah, but all is not
done. As soon as the game returns to normal view, your son Madog and
your first wife Gwen will appear. Gwen was killed (I think) in the
first game. She will take your sword and injure you with it. Madog
will then change form and reveal that he is actually the Devil. He
tricked the spirit of your first wife to come with him to kill you.
Gwen, realizing the error of her ways will drop the sword. Bradwen
will call for Corwyn, who will come running up.
Last stop folks! You will
now take over the role of Corwyn. Go get the sword from the ground
and give it to Bradwen after he asks for it. Bradwen will knight Corwyn
and ask him to find Epona’s lantern so he can be saved. Cross the
rocky terrain where the dragon used to be. Before getting to the bridge
on the other side, go left to find a strange white object. These are
Dragon Tears, though Corwyn refers to them as ice crystals. Take the
tears. Go to the bridge and you will meet with Melatus, the Black
Knight who Bradwen met with in the Black Swamp. Wasn’t this guy supposed
to serve Arthur? Oh well, guess some promises are fleeting. (I won’t
point fingers at any politicians, not even at a certain governor of
my home state, Virginia.) Fight Melatus with the Dragon Tears and
he will be defeated. Cross the bridge and you will see four pedestals.
Unlike the Celt story, you won’t have to experiment with which object
to use. Epona’s Lantern (or Rhiannon’s Lantern as the little description
bar says) is on the left post. Take it (you can take the other things
if you so wish) and go back to where Bradwen has fallen. Use the lantern
on him and he will return to life.
Foulque will close the
story with Nai, telling him the rest of the history of Bradwen and
the Atrebates. Not every story has a completely happy ending. I’m
just glad I was finally able to finish this one!
The End!!!!
(I hope.)
Screenshots
