THE KNIGHT’S QUEST (Phipps Associates)
--------------------------------------
Jeez, this certainly brings frustration to a whole new level. What fun is a game 
if you're almost through it, only to discover that you shouldn't have dropped 
this or that object in the beginning? I've had to restart this a *lot* of times. 
Not to mention that the game is too large and the fact that you get half of your 
score within the last 20 moves! Anyway, look below to complete it:


(From the beginning, on the road to Camelot) N, N, N (treasure deposit!), GET 
SHIELD, GET SWORD, S, E, GET FOOD, W, S, S, E (a dwarf is under attack), 
DRAW SWORD, KILL ELVES (the dwarf becomes your squire), FEED DRAGON (you've made 
another friend), ENTER CAVE, GET BAR, CLIMB, W, E, GET BOOK, READ BOOK
(spell for transforming animals), S, S, LEAVE CAVE, W, W, W, S (the giant here 
is scared off by the dragon), DROSE (the dragon turns into a horse!), GET HORSE, 
BOARD FERRY, DROP all, SQUEEZE THROUGH CLEFT, SEND DWARF (he goes east), 
STRANGLE SNAKE (it turns into a rope), GET ROPE, OPEN CASKET, GET COMPASS, W, W, 
GET SWORD, GET BOOK, GET BAR, GET HORSE, N, N, MOVE LEAVES (you uncover a 
grating), LEVER GRATING (with the bar), D, MOUNT HORSE, S, E, E, E, S, S (the 
compass help you - without it, you're lost), GO FORWARD, E, THROW ROPE, 
DISMOUNT, CLIMB ROPE, GET CLOAK, S, GET ROPE, S, S, LOWER ROPE, W, D, WEAR CLOAK 
(but don't wear it outside!!), W, DWARF PULL LEVER, GO THROUGH PANEL,
GET KEY, N, E, S, S, CALL DWARF, N, E, DROP CLOAK, GET CLOAK, U, S, CLIMB DOWN 
ROPE, DROP BAR, GET ROPE, W, BOARD BOAT, CAST OFF, FORWARD

Saving the princess:
 ERECT BOARD, READ NOTICE ("Jewelled weapons defeat wizards and laughing flowers 
open cloudy doors (!)"), S, E, E, TURN KNOB, ENTER CASTLE (the door slams shut), 
S, DROP COMPASS, GET JUG, D, CUT KNOTS (the princess is with you), TRANSLATE 
RUNES (even though the description says they're meaningless! They read "Zulp"), 
ZULP (you are transported to the first room in the castle), THROW ROPE (pure 
guessing now!), DWARF CLIMB ROPE, W, W (you are offered an axe - why???), E, E, 
USE AXE (to open the door), ENTER CASTLE, DROP AXE, GET SWORD, GET BOOK, GET 
ROPE, GET JUG, GET KEY, GET CLOAK, LEAVE CASTLE, W (the princess is abducted by 
the wizard who's disguised as an eagle!), S, DROP BOOK, E, CLIMB SEVENTH ROCK, 
CLIMB ROCK, N, FILL JUG, S, GET PANSY, S, S, N, N, N, BOARD BOAT, RIGHT

Land of Clouds:
S, S, S, S, E, E, CLIMB TREE, S, S, POUR WATER (the vines grow to scale the 
cliff), DROP JUG, CLIMB VINES (to the land of clouds), N, N (bringing the pansy 
opens the castle doors - but don't take too long or the plant wilts), DROP 
PANSY, ENTER CASTLE, GET MIRROR (=the image of yourself), DROP MIRROR, GO 
THROUGH OPENING, GET SPEAR, N, E, S, S, D, CUT VINES (to stop the Spear Keeper), 
E, DROP MIRROR (you’ll retrieve it later), W, N, E, N, BOARD BOAT, FORWARD

Killing the wizard:
S, E, S, DROP COMPASS, GET BOOK, W, USE SPEAR (to kill the eagle), THROW ROPE, 
CLIMB ROPE, READ BOOK (new magic word...), YARR (which removes the force), U, 
KISS PRINCESS, N, N, GET ROPE, E, N, W (you are offered a ring for saving the 
girl), DROP SPEAR, GET RING, N, BOARD BOAT, RIGHT

The tomb:
S, S, S, S, E, E, CLIMB TREE, S, S, DROP SWORD, GET JUG, E, S, RUB RING (to 
produce light), ENTER TOMB, E, FILL JUG, W, S, DROP JUG, DROP CLOAK, GET CANDLE, 
LIGHT CANDLE, S, E, CRAWL (the candle goes out), W, W, N, LIGHT CANDLE, S, E, 
CRAWL, N, D, DROP BOOK, MOVE DRAPE, GET DRAPE, GO THROUGH OPENING, GET STICK, N,  
N, S, W, W, S, TREAD ON SCORPION (it stings you - find a cure!), D, UNLOCK DOOR, 
GO THROUGH DOOR, DROP KEY, GET POTION, DRINK POTION (you're cured), DROP POTION, 
W, W, S, W (The light goes out but you can still move), DROP ROPE, GET HANDLE 
(for the cupboard), N, N, N, LIGHT CANDLE, GET JUG, S, W, CLIMB URN, MOVE COBWEB 
(you see the word "Xylop"), GO THROUGH DOORWAY, GET INGOT, W, N, E, S, D, GO 
THROUGH DOOR, USE HANDLE (the cupboard opens - contains a new candle and some 
alchemist's fluid), DROP HANDLE, GET NEW CANDLE, LIGHT NEW CANDLE, GET FLUID, W, 
W, S, W, S, POUR WATER (the slime dissolves), ENTER CAVE, DWARF LIFT LID (he is 
killed), D (you need the candle), XYLOP (an ice bridge now spans the chasm), 
CROSS BRIDGE (if you have turned the ingot into gold already, the bridge will 
collapse!!), POUR FLUID (the iron ingot turns into a gold one!), DROP INGOT, 
DROP DRAPE, W, W, N, N, N, N, N, N, E, FILL JUG, W, LEAVE TOMB, S, N, GET 
MIRROR, S, RUB RING, ENTER TOMB, S, GET CLOAK, S, S, D, W, S, W, GET STICK, S, 
ENTER CAVE, D, CROSS BRIDGE 

Across the bridge – finale:
N, POUR WATER (the lava disappears, leaving steps leading down), D, DROP RING, 
GET AMULET, S, S, E, N, DROP MIRROR (this gives you light in the next room!), 
DROP CLOAK, DROP STICK, DROP JUG, DROP AMULET, DROP CANDLE, D, GET COINS, S, GET 
AMULET, GET STICK, GET CLOAK, GET CANDLE, S, W, GET DRAPE, E, CLIMB LADDER, DROP 
AMULET, DROP COINS, N, STAND IN CIRCLE, WEAR CLOAK (you need the drape), WAVE 
STICK (you enter Merlin’s inner chamber), E, DROP STICK, GET JEWELS, S, N, LIFT 
LID (to leave the coffin), GET MASK, WEAR MASK (a hint!), FLY UP, S, S, S, W, W, 
GET INGOT, E, CLIMB LADDER, DROP CLOAK, DROP DRAPE, GET AMULET, GET COINS, E, U 
(back at Camelot), N, N, N (you return with all 5 treasures. Man, what a pain to 
get through!)

Treasures: Seeing Mask, Jewels, Coins, Gold Ingot, Gold Amulet
 

Jacob Gunness - February 1999

Displayed on the Classic Adventures Solution Archive:
http://hjem.get2net.dk/gunn/

