Lancelot (Mandarin (Europress)/Level 9 Computing)

Last modified on April 21st, 2005

Lancelot

Solution:

Note that in certain parts of the adventure, the solution reads "knight, do something". It seems as though any character will do. The original authors just listed which one they used at the time. The only one who can't seem to be commanded is the Damsel Maledisant.

After a certain stage, if you rescue a new knight, one who was previously with you will leave.

You start on the forest road carrying weapons and armor. You meet the Black Knight to the east. The Knight says you may not pass 'till you prove your worth. "Attack knight". The fight is long and hard and each knows the other is a valiant knight. At last the Black Knight surrenders. Would Lancelot accept? "Yes". The knight reveals himself to be King Arthur and he would like to knight you and for you to join his Round Table. Go to him tomorrow (+20).

At the serf's Gate, you meet Sir Kay (+10) who mocks you and suggests you sleep in the mews. However, if you do this, you lose points. Instead go to Merlin (+10). He greets you and says you can stay there. Go to the guest room and "sleep" several times (+30). There are several books in his library (+10 for entering). "Read book" several times for clues until you have read all of them (+20).

The door to the castle is now open, so go to Arthur (+10). He knights you (+10) and you realize you have fallen for Guinevere. You ask if you can be her champion and she says you may if you can prove you're worthy. Arthur says that there are several knights being held captive by rebel lords and if you can bring them to Camelot, that would prove you a worthy knight.

The Lyonesse Castle and the Red Knight

Go through the King's Gate. You meet the damsel Maledisant. She says her lady, Dame Lyonesse, is being held captive. You'll have to do to rescue her. Go to Dame Lyonesse (and ignore the lady with the hawk for the moment, but see her later for what to do here).

You meet a Black knight who won't let you pass. "Attack knight" 'till he yields. Then accept his surrender. He strikes you and rides off. You then meet a Green Knight. "Attack Knight" several times again and accept his surrender. He also hits you before he leaves (+10). The final knight is a Red Knight. Do the same but when you accept his surrender, he salutes you (+20).

You can't enter Castle Lyonesse as arrows are fired at you. "Blow horn". The Commander of the army comes up. He has no wish to do battle with you and explains that the Black and Green Knights are his men and evil but the Red Knight is a member of the Round Table who had been commanded to act in that way and offers his service to you. The Dame thanks you for your help and says Lynet (the damsel Maledisant) will stay with you.

The Manor House and Sir Meliot

When you see the brachet, follow it to get inside the Manor. Meliot is wounded and says his wounds may only be cured by a cloth belonging to the witch who made them. Go to the chapel, where there are thirty huge knights. They say if you drop your sword and don't enter the inner chapel, they may spare you. Don't do that however, just go south. You see Hellawes carrying a cloth in the inner chapel. She says if you don't drop your sword, you will die for it. Again don't do it. Instead "get cloth". She and the knights vanish. Go to Meliot. He takes the cloth and touches his wounds which are healed. He says he will ride to Camelot with his maid (+40).

The Broch and Sir Lamorak

If you go to the Broch, the portcullis is lowered and you can't enter. Go to the bushes, which are large enough for several knights to hide under. You can "hide in bushes if you wish. "Knight, up, up, light beacon". When he does so, the guard enters from the Broch and goes up. Wait 'till he goes up or the portcullis will still close on his signal. You only have a limited number of moves before the residents attack you, and you cannot leave the same way you came in!

Enter (+10) and descend to the basement. Unbolt the door (+20). Sir Lamorak is inside and thanks you for rescuing him. Return to the basement, where there's a chest on the trapdoor that you can't move on your own. If you open the chest, you'll find that it contains only rocks and sand. "Knight, wait, push chest". "Push chest" and it slides away from the trapdoor. Exit this way to arrive at the beach.

Garlon's Turret

When you pass the turret, the door opens and closes although you don't see anyone leave. After that, you are attacked every so often by someone invisible, whom you can't attack in return as you swing wildly and miss. The answer is to enter the turret (+10). The invisible being follows you. Inside you see heavy shutters by a window through which sunlight streams. "Close shutters"; Garlon loses his advantage of invisibility. "Kill Garlon". You do so and with him dead, a foul scourge is removed from the land.

The Wailing Castle and Sir Pedivere

When you meet Sir Breunis in the forest, he says you must die for trespassing. Sir Pedivere is at the Wailing Castle. He asks you to kill Breunis so he may be freed. Attack Breunis 'till he dies. Sir Pedivere thanks you and offers his services (+30).

Gritstone Castle and the Hawk

Here, a worried lady asks you to rescue her hawk which has flown up into the elm tree and has its lunes (lines for holding a hawk) tangled. Go "Up". Leave your armor at the bottom of the tree as it's heavy. Go "up" again to the hawk and "untie lunes" (+20) and it flutters to the ground. Go down to the bottom of the tree, where Sir Phelot is waiting for you. He says his wife has done what he asked and that you are now helpless without your armor. He's going to kill you. A piece of dead wood is nearby. "Get wood", and "throw wood at Phelot". It strikes him on the side of the head. You grab his sword and kill him. The lady leaves weeping and you put your armor back on hurriedly in case of an attack from the building.

Castle Chariot and Sir Gawain

Go to the briars. The Damsel says two are needed to cut them. "Knight, wait, cut briars, cut briars." He agrees. "Cut briars" and you both cut, but they start to regrow. "Cut briars" and they shrivel and disappear. You can now go north.

Outside Castle Chariot, you fall asleep under an apple tree and four Queens arrive. They're Morgan, Eastlands, Northgales and Outisles. They say you must choose one of them or you'll never leave. If you do, you are untrue to Guinevere so "choose Guinevere". They're angry and you're thrown into a dungeon. A maiden comes and brings you a pewter plate with food on it. Take it. Later Morgan comes and offers a glass of wine so take it. She says have you chosen her yet? "No". She says you'll stay there another day.

If you offer the maiden the food when she returns, she refuses but says a glass of wine would not go amiss. "Give wine"; she drinks it and falls in love with Lancelot because of the love potion in it. Realizing the only thing you desire is freedom, she opens the castle doors for you (+20). Leave the cell. Another one is outside in which is Sir Gawain, who thanks and joins you.

Corbin and Elaine

Go to Corbin, and to Elaine. The inscription outside reads "Here lives Elaine, cursed by Queens Morgan and Northgates to simmer in boiling water till rescued by the best knight in the world." If you go in with the Red Knight and Lamorak, you'll pull Elaine from the water. You can't before this, so it may be score related or according to how many people are with you. She says for you to visit her at Corbin Castle.

To the east is a chapel in which is a fiendish dragon. When you enter, you automatically kill it. You can now enter the castle but the others remain outside. King Pelles gives a feast in your honor as he knows Lancelot will father a child by Elaine, and it's Galahad, who'll complete the round Table. After the banquet, Elaine goes upstairs and whispers for you to come to her in the east bedroom. If you do, you're given a choice of leaving or staying. If you stay, you lose 20 points. However, if you leave, you won't father Galahad. This dilemma is shortly resolved.

There's a pillow on the bed in the south bedroom (+10 for entering). Get it. You also see a secret panel, which isn't level with the rest of paneling. "Lie" and a spear is thrown through a secret panel and strikes you as you sleep. "Sleep" again and a Magical Knight enters from the panel. He attacks and when he's badly wounded, he re-enters the panel and comes back out recovered and attacks again. "Close panel" three times so he can't enter it, then "kill knight" 'till he's dead (+10).

"Sleep". An old man enveloped in adders and carrying a spear of vengeance enters through the panel. Wait three times and the old man thanks you for not attacking him (you lose points if you do) and sings how Joseph of Arimathea entered the land to prepare the way for the Grail. He returns through the panel. "Sleep"; four gentlewomen and a bishop enter through the panel, then return through it.

"Sleep" and you hear the panel open again. Then a cock crows and the door opens to allow you to leave. Leave the room. Dame Brisen, Elaine's lady and a great enchantress, gives you some drugged wine and makes you believe Elaine is Guinevere. Afterwards, you remember but feel no guilt as you were tricked and also know you must father Galahad (+40). Note, if you go to Elaine freely, you lose 20 points (nor do you get the points for doing it correctly), so do the perilous bedroom first.

Servage and Sir Mabon de Moir

You must do Corbin and Elaine before you can do this bit. On Servage, the fishermen tell you that the lord, Mabon de Moir, is an evil giant who eats visitors and a knight is in his prison now. When you enter (+10), the giant says he doesn't fear you because it was prophesied that he would die by the hand of a saint. He hewed the right hand from the only saint and keeps it under his pillow. In the morning you'll fight and he'll kill you. He goes to sleep. The giant is lying on a sack and there's something in it although you can't tell what it is. If you look through the keyhole, you can't see anything which is odd as you can't see any wards inside.

"Give pillow to knight", "Knight, put pillow under head", he agrees, "get sack". As you get the sack, the knight puts the pillow under the giant's head and he sleeps on. If you use anything other than the pillow, he wakes and attacks. He also wakes if you make any noise. "Look in sack"; it contains a relic. "Examine relic". It's the mummified hand of a long-dead saint. It's black and the fingers have shriveled to claws. "Hit giant with hand" thus fulfilling the prophecy. He crumbles into dust. You aren't strong enough to open the door on your own so "Knight, wait, open door", "open door" (+20). Sir Bors de Ganis is inside. He thanks you and joins.

Turquin's Manor and Sir Ector of Maris

When you are outside his Manor, he attacks you. "Attack Turquin". You attack him several times and he flees into his manor. Inside (+10) you see a secret panel and some loose floorboards. You can hear his gatekeepers running down a passage to the north. If you "step on the floorboards", the panel opens, an arrow flies out and you dodge it. The panel shuts again. There's no sign of any way to open the panel.

If you go north, the floorboards start to move. If you don't jump back, you fall into a dungeon where you find Sir Ector de Maris, Agravain, Aliduke, Brandiles, Brian, Geheris, Gareth, Lionel and Marhaus. Examine Ector to find that he's held fast by chains that loop into the wall. It seemd to Lancelot that he could free him without any tools. "Bors, stand on planks.". "Gawain, wait, in, break crossbow, wait 20". They do this, and now when you go north, the presence of someone in the secret passage stops the floor from tilting. Because the crossbow is broken, no more arrows are fired so the others will follow you.

On the other side you find a pit which leads to the dungeon. A guard room is west and after a while, the guards come out to investigate. There's a cage over the pit, suspended from chains, a winch and a lever. When you "turn winch" the cage is raised or lowered. When you "pull lever", you hear a grating sound from below but it doesn't seem to do anything (bug??).

"Bors, wait 2, turn winch, wait 15, turn winch". "Get into cage". It's lowered. Starting with Ector, tell each prisoner to "get into cage". Collect as many as you can. You may be winched up before you've finished and chased out of the castle by guards. However, return and do the rest. Ector thanks you and rides to Camelot. Tell the rest to do so too. You only seem to get full points if you rescue all the knights (+20).

The Mermaid

Go to the mermaid. If you take the harp, she snatches it back. Go "Pedivere, wait, wait". "Get harp". You take the harp and the boat moves away before the mermaid can grab it back.

King Mark and the Siege of Tintagel

Do the mermaid first.

On the road, a herald stops you and says that King Mark of Tintagel is being besieged and needs help. The sentries of the army will not let you past. A cart arrives periodically. "In". You all climb into the cart which takes you past the sentries. On the other side is a fire of hot coals, a cauldron of hot soup and a Sessine ship belonging to the invaders which has a pile of sails on its deck.

The cauldron is very hot but the coals are red hot with flames on them. You can pick either up but are forced to drop them again at once. Even the knight can't hold the coals for long although he can hold the cauldron longer than you can. "Empty cauldron". You tip out the soup. "Knight, get coals, put coals in cauldron" (+10). "Knight, get cauldron, up". Go up too. You are now on the ship by the sails. "Knight, drop cauldron", "Knight, get coals, put coals on sails." (+20). They burn and so does the boat so the Sessines have to surrender.

King Mark asks you to enter the city in triumph, but when you do, he tells you the fleet was aided by Sir Tristram, a fellow knight. He can't chance that you'll try to free him. You're thrown into a dungeon where Tristram is already imprisoned. The door is locked. Tristram asks if you brought his harp and says if he had it, you might all escape. "Give harp to Tristram", he plays a tune and enchants the guards causing them to open the cells permitting you escape through a window (+40).

Castle Meliagaunt

After doing all the above (note, if you do this bit to early, you won't enter the end-game), go to Arthur and Guinevere. Guinevere reads from some letters she's received from Lynet, which praise you. Arthur declares you a worthy knight and champion for the Queen. Guinevere leaves inviting you to join her and her knights at Westminster Meadows. When you get there, you hear the Queen has been captured and taken to Meliagaunt's castle.

"Enter" the cart and travel south to the castle (+10). This is because going south, your horse is shot from under you and it is too far to walk. Melaigaunt leads you to the Queen's room in the castle. He apologizes for kidnapping her. Guinevere says she'll stay there that night, but Lancelot will be there to protect her. She then whispers for you to go to her tonight (+10).

Go to your room and get the gloves and hat from the chest. Wear the gloves. Go outside to the window and go up. You hurt your hand. If you don't wear gloves, your injury is noticed. In the morning, you hear noises outside the door so go back out and round. On the way up, you can hear shouting from the Queen's bedroom. Inside, Meliagaunt is accusing her of adultery. You defend her and challenge him. Meliagaunt sets a date three days hence, orders the window sealed and leaves with the queen (+20).

On the way down the stairs, the lights go out and the floor gives way. Lancelot finds himself in a dungeon (+10). A damsel enters and promised him his freedom if he'll promise to love her. If he agrees, he must kiss her. If you ignore her, she leaves and returns the next day. On the third day she says Guinevere is to be executed as her champion hasn't arrived. She sees he's suffering and offers to free him in exchange for one kiss, no promise intended. "Kiss damsel" and she summons a horse so you can leave.

Go to the lawns outside the castle where she's about to be burnt. She is fastened to a pyre, which Meliagaunt is stoking. "Fight Meliagaunt". He'll only fight if you remove half your armor and tie one arm behind your back but you do so and still defeat him (+30). Guinevere thanks him and leaves.

Now all the knights are assembled at once (if you don't get this message, you've done this bit too soon) and life goes on for twenty years. Then Galahad arrives and the company is complete. The Grail appears and the company vow to find it and, if possible, bring it back to Camelot. Lancelot returns to his chamber knowing he must not leave Camelot without saying goodbye to Guinevere. Go east through door (+10); Guinevere's room is to the east. Enter it.

Someone knocks on the door and if you open it, a knight enters followed by a group of knights. You are overpowered and accused of adultery. To prevent this, "Guinevere, wait, close door", "open door"; the knight enters and Guinevere closes the door. This is Sir Colgreavaunce. "Kill Colgreavaunce". After you do so, put on his armor with Guinevere helping, drive off the other knights ,and save the honor of the Queen. You leave the next day with the Company (+30). If you "oops", you are outside with Sir Colgreavaunce and can do the same sequence, but don't get the points, which seems to be another bug.

Scoring

It seems to be erratic as sometimes you score more in one bit than another and on replaying, it scores differently. I think there is a standard total for each section. There's a also a bug where when being attacked by Phelot, if you try to leave for the south and Merlin offers to rescue you, if you accept you gain 50 points. You can keep doing this! You can gain points in other places by being rescued, but I think all these are wrong as they would take you over the 1,000 points.

The following is one sequence of scoring.

Note that there are ten points missing from this part.

ActionPointsCumulative Points
Deal with Knight/Arthur+20 
Meet Kay +10 
Meet Merlin+10 
Enter library+10 
Read all books+20 
Enter Castle door+10 
Meet Arthur/Get knighted+1090/1,000
Untie lunes+20 
Deal with Green Knight+10 
Deal with Red Knight+20 
Save Meliot+40 
Enter Broch+10 
Unbolt door+20 
Enter Garlon's turret+10 
Kill Sir Breunis+30250/1,000
Cut briars/throw in dungeon+10 
Give wine to maiden+20 
Get pillow/Kill knight+10 
Tricked into staying with Elaine+10 
Enter perilous bedroom+40340/1,000
Arrive at Servage/Enter giant's tower+10 
Open door in there+20 
Knight put coals in cauldron+10 
Knight put coals on sails+20 
Escape from Tintagel+40 
Deal with Turquin+10 
Rescue all knights from dungeon+20470/1,000
Pass archers+10 
Guinevere invites you to visit her+10 
Meliagaunt issues his challenge+20 
Fall into dungeon+10 
Rescue Guinevere+30 
East from room+10 
Enter G's room and defeat Colgreavaunce+30590/1,000

Starting from Lance4

The knights went looking for the Grail. Lancelot found himself at Vagon Castle. Before you can leave, you must "pray". "Examine cross"; southeast to death, northeast to peace. You sleep and dream of a goodly knight led astray by a damsel.

If you get the crown that's there, you lose 50 points and are branded a thief. The preacher says if you give him the crown, he'll help you by shortening your quest. Galahad warns he is false. If you do, he laughs, and he and the crown vanish, and you lose another 50 points. You can kill the preacher but you don't get any points for doing so. Instead "make sign of cross"; the preacher is revealed as a fiend and disappears (+20).

To the south, a knight says he'll let anyone past but Lancelot and asks your name. "Knight, Lancelot". He attacks. Fight back, you get close to death and he says he'll let you pass as you have fought bravely (+10).

A pavilion is on the other side and a maiden invites you in to rest. Inside she offers cakes. You lose points (50 each time) for not entering, eating the last cake, sleeping with her or leaving before doing any of these. The solution is to enter (+10) and "make sign of cross". She is revealed as a demon and both she and the pavilion vanish (+20).

The knight won't let you pass if you are carrying anything. Arriving at the second cross (+10), examine it. You dream of a place which seemed a chapel with a tree on one side which was weak and a lily on the other. A good man said, should not he do great folly that would let this flower perish to succor the tree that it dropped not to earth.

Go up to Nacien. The followers tell you not to pass or they'll die. Ignore them. Enter (+10), and Nacien explains that they were apparitions. He gives you a chalice. If you have just examined a cross, he explains your dream. The first represents the pavilion and damsel. The tree is Ector and the lily the maiden in the second, showing you must rescue the maiden first when you have to make the choice.

Go to the pilgrim by the well. He hasn't drunk for a week, but you're too full of sin to fill the chalice as the water recedes down the well from you. "Give chalice to pilgrim". You help him fill it, and he drinks and returns it to you (+20). You see a maiden to the east, being chased south by a dwarf, and your brother Ector being taken north by some knights. Go south and save the maiden (+20) and north to save Ector (+20). You must do so in this order.

When you meet Galahad, ask him to follow you. He won't until the land is free from evil. At one stage you hear a voice tell you he's in danger so you go to where he is. He is being threatened by a group of barbarous knights. They tell you to flee or you'll die too. "Kill knights". They attack and you are near death but suddenly, lightning strikes them and they flee. Galahad thanks you and says he'll follow you.

Go to the abbey (+10) and examine the shield. It's said to be Joseph of Arimathea's and is for the best knight in the world. "Galahad, get shield." Examine the tomb. Only the best knight in the world can open it and live. "Galahad, open tomb" A fiend emerges and attacks him but he says God will protect them. "Galahad, kill fiend". He does and angels help him (+20). A dead body of an unbeliever, whose presence is a focus for evil being buried on consecrated ground, is in the tomb. The pious priests collect the body and take it to the wasteland and bury it.

Go to the boat. "Galahad, get sword", "get horn". Get "In". You both enter the boat. Only the best knight in the world can steer it. "Blow horn" and a magical wind springs up. "Galahad, e", etc., to move the boat.

Go to Turnance (+10). Two fishermen say the island is being ravaged by two dragons. You must get both dragons to the hillside but they follow you and won't stay there unaccompanied. Either get Galahad to go to one, then find you, while you get the other and go to the hillside, or get one there, tell Galahad to kill it and go and get the other. When they meet they fight until both are dead. The fishermen thank you and give you a cup of mead (+20).

Go to the wall of fire (+10). Empty both chalice and cup. Give chalice to Galahad and "Galahad, wait, fill chalice, throw chalice at wall, fill chalice, throw chalice at wall". "Fill cup, throw cup at wall, fill cup, throw cup at wall". This puts out the fire which dies a bit between each soaking. Go north and "fill cup" to get some sand. Go south (+10). Go to Bors. He and Percival greet you and say they will help. If you take the heavy key, a fire spirit replaces it. Go back to boat and "fill chalice with water" (+10).

Taking the people in the order they are listed on the screen so this works, "Give chalice to Bors, give cup to Percival, give horn to Galahad". Bors, wait three, throw water", "Percival, wait two, throw cup", "Galahad, wait, blow horn". "Get key". When the key is moved, the fire spirit appears. The water extinguished it and a water spirit appears. The sand soaks up the water spirit and a sand spirit appears. The magical wind from the horn blows away the sand spirit (+20).

Unlock door (+20), go east several times (+10, +10). You see some lions but they don't attack. The final beast takes you into the room with the Grail (+100). You see the grail and return to Camelot where you later become a hermit.

SCORING

ActionPointsCumulative Points
Points so far+590 
Remove preacher+20 
Pass knight+10 
Enter pavilion+10 
Remove damsel/pavilion+20 
Get to second cross+10 
Get to Nacien+10 
Give chalice to pilgrim+20 
Rescue maiden+20 
Rescue Ector+20 
Go to abbey+10 
Galahad defeats fiend+20760/1,000
Move boat+20 
Deal with dragons+20 
Arrive at wall+10 
Get cup of sand+10 
Meet Bors+10 
Get key+20 
Unlock door/East+20 
East+10 
East+10 
East+100990/1,000

Additional note

The 'lost' 10 points! This relates to the book in the library about King Pellam. Go to the Marsh carrying the horn. You're unable to go North as you get lost. Give the horn to another character (e.g., the Red Knight). "KNIGHT, S, BLOW HORN". He does so and when he blows the horn you can then see a clear way North, where you meet King Pellam, who tells you the history of the Grail and how it will appear at Camelot in many years time to come, after Lancelot's son arrives at Camelot (+10).

TOTAL = 1,000/1,000

Return to the Lancelot index entry