A step by step walk through of Jim MacBrayne's "Holy Grail" by rac
This is my solution in a little under 410 moves, (and 10 years work off and on)
This solution is for game TADS Version 1.01 Release 960227
Comments and earned/total points are in ()
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Your purpose in this game is to find the Holy Grail, along with 5 gems
and return them to Merlin. I have tested this solution, except for keypad,
which requires a random answer each time played, as a script. If I've missed
something or been unclear let me know.
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SMALL DUNGEON
>get lamp. light
>n. nw. ne. e. e
ARMOURY
>get ball
>d
TORTURE CHAMBER
>get note
>u. w. w. sw. n. n. n. w
LAKE SIDE
>examine sand
>get sand
>e. e. e. n. u
ATTIC
>get gutter
>d. e
STABLE
>get horseshoe
>s. e
>open
>south
STINKING HOVEL
>get elixir
>n. w. w. w. w. s
>save "s0" ( 0/ 0)
NARROW PATH
>attach gutter to hooks
>put sand,ball in gutter
>s. s. ne. u
>save "s30" ( 30/ 30)
>e. s. s
CUBICAL CELL
>get coin.n.n.
>save "s40" ( 10/ 40)
EASTERN BATTLEMENTS
>press depression
>w. d. sw. n. n. n. e. e. e. e. n
MAGICK SHOPPE
>put coin in slot
>push silver,gold,red. ring. s. n
>push silver,gold,red. ring. s. n
>push silver,gold,red. ring. s. n
>examine counter
>save "s60" ( 20/ 60)
>get ruby
>s. w. w. w. w. s
NARROW PATH
>get all
>put sand,ball in gutter
>s. s. ne. w
STRATEGIC PLANNING ROOM
>examine arabesque
>put ruby in indentation
>e. u. e. s. s
** RUBY ROOMS **
-------------------------
Must get opal and clover
or game is unwinnable
-------------------------
MIDDLE OF FIELD
>save "s70" ( 10/ 70)
>n. e. e. se. s. d
>get leaflet
>u. n. nw. ne. n. w
EDGE OF FOREST
>get clover
>e. ne
ROCKY CONFINE
>read note. read leaflet. drop note
(leaflet helps with key pad & wooden chamber)
press buttons that answer question to note
There are five possibilities:
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if
note asks for smallest number which is the sum of fifth powers of its digits
then
>press 1
>press enter
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if
note asks for smallest number which is the sum of cubes of its digits
then
>press 4
>press 0
>press 7
>press enter
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if
note asks for smallest number which is the sum of two cubes in two ways
then
>press 1
>press 7
>press 2
>press 9
>press enter
(9 cubed plus 10 cubed equals 12 cubed plus 1 cubed)
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if
note asks about the next perfect number
then
>press 8
>press 1
>press 2
>press 8
>press enter
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if
note asks about prime numbers
then
>press 1
>press 9
>press 9
>press 9
>press 9
>press 6
>press 4
>press enter
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>east (as you give the correct answer the door slides open)
(otherwise press delete and start over)
DOMED CHAMBER
>examine plinth
>get opal
>w. sw. s. sw. se. s
CLIFF TOP
>jump
** BACK to THE CASTLE **
------------------------
TOP OF TOWER
>d. ne. ne. w
STRATEGIC PLANNING ROOM
>get ruby
>put opal
>e. u. e. s. s
** OPAL ROOMS **
----------------------------------------------------
A lot to do here, obtain zucchetto for intelligence
use wooden chamber for teleport, examine spells, etc
----------------------------------------------------
NARROW LEDGE
>save "s80" ( 10/ 80)
>jump. u. n. n. ne. e. se
BROOM CUPBOARD
>get rope
>nw.w.sw.nw.w
HUGE HALL
>say "fire"
>save "s100" ( 20/100)
>look
>get zucchetto (this skull cap makes us smart enough to read spells)
>examine it. wear it
>nw
>d. e. open
>e. e. open
>e. e. open
>north
BROOM CUPBOARD
>get philtre
>s. w. w. n
SOUTH OF RIFT
>lasso upright (Syntax puzzle, guess word that attachs rope)
>save "s120" ( 20/120)
>north
NORTH OF RIFT
>get shiny key
>s. s. w. w. n. nw. u
HALFWAY UP TREE
>unlock door
>open it
>drop key
>east. close
WOODEN CHAMBER
[Bottom half of leaflet provides coordinates for this teleporter]
These buttons add: pink :yellow:orange
These buttons subtract: purple:brown :black
If you make a mistake, you end up in a Featureless Room with Hole
>push pink,pink,yellow,yellow,yellow,yellow,orange,orange
>examine indicator
(reading should be 3:5:3)
>pull switch
>open. west
CRAMPED CHAMBER
>examine scroll (we cant use it but it's good for points)
>save "s130" ( 10/130)
>east. close
WOODEN CHAMBER
>push pink,pink,yellow,yellow,yellow
>push orange,orange,orange,orange,orange
>examine indicator
(reading should be 5:8:8)
>pull switch
>open. west
BROOM CUPBOARD
>examine crystal
>look. get key
>east. close
WOODEN CHAMBER
>push pink,brown,brown,black,black
>examine indicator
(reading should be 6:6:6)
>pull switch
>open. west
MERLIN'S RETREAT
>get grimoir (we need this spell!)
>read it
>save "s140" ( 10/140)
>east. close
WOODEN CHAMBER
>push pink,brown,brown,brown,brown,orange,orange
>examine indicator
(reading should be 7:2:8)
>pull switch
>open. west
GRAND CHAMBER
>examine parchment (we cant use it but it's good for points)
>save "s150" ( 10/150)
>east.close
WOODEN CHAMBER
>push yellow,yellow,yellow,black,black,black,black,black
>examine indicator
(reading should be 7:5:3)
>pull switch
>open. west
** BACK TO THE CASTLE **
------------------------
DENSE THICKET
>get torch. drop leaflet
>w. w. w. w. w. s
NARROW PATH
>pull lever. get all. put them
>s. s. ne. w
STRATEGIC PLANNING
>get opal. put ruby
>e. u. e. s. s
>n. e. e. ne. e
** RUBY ROOMS AGAIN **
-------------------------
One last thing to do here
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AT STONE CURTAIN
>unlock door with crystal key
>open. east
CYLINDICAL ROOM
>get sapphire
>east
** BACK TO THE CASTLE **
------------------------
DENSE THICKET
w. w. w. w. w. s
NARROW PATH
>pull.get all. put them
>s. s. ne. w
STRATEGIC PLANNING
>get ruby.put sapphire
>e. u. e. s. s
>light torch
**SAPPHIRE ROOMS**
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The rooms in this area use reverse logic:
east is west, take is drop, ignore is examine, etc
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OCTAGONAL ROOM
>save "s160" ( 10/160)
>n. nw. n
BROOM CUPBOARD
>drop emerald
>s. se. s. e. ne. e
** BACK TO THE CASTLE **
------------------------
DENSE THICKET
>drop torch,crystal
>w. w. w. w. w. s
NARROW PATH
>pull.get all.put them
>s. s. ne. w
STRATEGIC PLANNING
>get sapphire.put emerald
>e. u. e. s. s
**EMERALD ROOMS**
---------------------
Potion puzzles here
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JOUSTING FIELD
>save "s170" ( 10/170)
>north. get staff (needed to invoke spells)
>d. d. ne. n
>WEST OF ABYSS
>push mauve. drink philtre (philtre makes you very light for only 1 move)
>save "s190" ( 10/190)
>n.e.se
DUSTY ENTRANCE
>open
>east
>drop all but elixir (elixir slows the world down!)
>up. drink elixir. west
BALCONY
>get diamond. drop it
>e. d. w
>catch diamond
>save "220" ( 30/220)
>e. get all. w. s
** BACK TO THE CASTLE **
------------------------
DENSE THICKET
>drop horseshoe
>w. w. w. w. w. s
NARROW PATH
>pull.get all.put them
>s.s.ne.w
STRATEGIC PLANNING
>get emerald.put diamond
>e. u. e. s. s
** DIAMOND ROOMS **
--------------------------------------------
Here be the dragon, a maze, and the grail
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BRICK LINED CHAMBER
>save "s230" ( 10/230)
>open
>n. ne. se
>open. ne
BRICK LINED CHAMBER
>get key
>sw. s
BRICK LINED CHAMBER
>say "feervo" (must have staff!)
>e. save "s250" ( 20/250)
>east
BRICK LINED CHAMBER
>get grail
>w. se. e. e. n. nw. nw. w. n
** BACK TO THE CASTLE **
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DENSE THICKET
>w. w. w. w. w. s
NARROW PATH
>pull lever
>s. s. ne. w
STRATEGIC PLANNING
>get diamond (should have all 5 gems now)
>e. se
MERLIN'S ROOM
>unlock trapdoor with rusty key
>open it
>down
>north
!!Congratulations!!
Returning the Holy Grail earns you 50 points ( 50/300)
Returning the gems; Ruby,Opal,Sapphire,Emerald,Diamond
earns you an additional 50 points ( 50/350)
For fun, try these...
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Standing on drawbridge and waiting after gutter hook mechanism is loaded.
Finding where objects dropped in Featureless Room with Hole go when dropped.
Dropping everything in Featureless Room w/hole and then jumping in.
Jumping without the clover at Top of Cliff.
Smelling all the odours in the different rooms.
Reading the sign in the surgery.