Walk-through for the Misadventure of the Holy Grail

NOTE:  This walk-through makes the assumption that the player is going to be
making a map as she/he goes through the game.  There are several places where
events happen pretty much at random, and I won't be able to give directions on
how to get to the next appropriate location, because I won't know here you
start from.  Use the room descriptions at the top of the screen to identify
locations.

        You start in the Howling Wilderness.  Pick any direction (it does not
matter which one).  You will be transported to the Grassy Field where the
Introduction will finish, and upon your first move, you will be asked to
indicate whether you are a male or female player.  Type 'SAY MALE' or 'SAY
FEMALE' as appropriate, and you may then proceed to the NORTH.  There is a
Dark Knight here, and you can't get out until you take care of him.  So ATTACK
KNIGHT.  It will take four or five repetitions of this to take care of him.
When it is indicated that he won't cause any further problems, go EAST, EAST,
and NORTH.  You will notice that your score changes each move, sometimes in a
negative direction.  The score in this game is generated by adding or
subtracting relatively random numbers, so pay no attention.

CASTLE ASTHMA
        You should now be in the front of the Castle Asthma.  On your first
move, Sir Launcelot and Sir Galahad will show up.  Going into the castle is a
bad idea (save the game and do it, if you like).  Go WEST, WEST, and NORTH.
You should now be at the Scottish Castle.  Upon your first move, abuse will be
heaped on you from above. Refuse the advice of the Scottish Knight, and WAIT,
WAIT, and WAIT again.  Things will be thrown at you, including a dead pig (or
maybe it died on the way down).  You don't need it.  WAIT, and WAIT again.
This time you get a Sack of Feed.  Take it.  WAIT. When you LOOK this time,
there will be a parrot lying there.  GET PARROT.  It won't work, but you will
told the word BLANCMANGE.  Remember it.

FOUR-HEADED KNIGHT
        Go NORTH, NORTH.  You encounter Sir Wren and his Minstrel.  Ignore
them. Go NORTH, NORTH.  Read the sign. Save the game (unless you want to get
shot back to the starting room several times). Go NORTH.  Here is the
Four-Headed Knight. ATTACK KNIGHT repeatedly until one of you ends up dead.
If it is you, restore or get back here from the starting room (you ARE keeping
a map, yes?).  Once you have disposed of Four-eyes, GET CHEST.  It can't be
opened, just hang onto it.  Go SOUTH five times, and you will be at the
Scottish Castle again.

HOWIE, KING ARTHUR, etc.
        Go WEST, WEST.  A loony troll will give you his spiel.  Go WEST, WEST.
You will meet Howie the Pottery-Person.  Remember him.  Go NORTH into the
Stable.  GET CREST.  EXAMINE CREST.  READ CREST.  Go SOUTH, EAST, EAST, SOUTH,
SOUTH.  You will meet KING ARTHUR and SIR BEDIVERE.  Go WEST.  You will meet
the Commune Bore.  TALK to CHESTER.  You will learn about what you expect from
a bore.  If you feel annoyed enough, ATTACK CHESTER (no effect on score)
twice.  Go SOUTH to the Chapel.  You will find a Tapestry here.  Go ahead and
TAKE TAPESTRY.  It won't help at the moment, but go ahead and EXAMINE
TAPESTRY.  Go NORTH, EAST, NORTH, NORTH, NORTH.  Try to go NORTH again, and a
crossbow bolt comes whizzing at you and thunks into the ground.  There is a
note on it.  TAKE NOTE.  READ IT.

KNIGHTS of BOO
        Go NORTH, NORTH.  You are now at the Knights of Boo.  They will
explain what they want in order for you to pass, and you will be driven back
to the previous location. Pottery, hmmmm?  Go SOUTH, SOUTH, WEST, WEST.  You
will be back at Howie, the Potter.  You may try various things,  but
ultimately you will have to BUY POTTERY. Howie takes the chest and disappears.
Go EAST, EAST, NORTH, NORTH, NORTH. GIVE POTTERY TO HEAD KNIGHT. The Knights
of Boo will demand another Pottery, but you can't get one, so SAY BOO, and
they will be driven away by their own weapon.

DAMP CASTLE
        Go WEST, NORTH, NORTH and you will be at the entrance to the Damp
Castle. WEST and you will be in it.  There are two guards there, and you will
have to battle them to leave that room.  ATTACK GUARD1, etc., until he is
gone, and then the same with GUARD2.  Go WEST, and you will be in the Tall
Tower.  There are two more guards here, and they will need to be disposed of
also.  Follow the same procedure as with the other two.  You will be left with
Dad.  He is a fairly nervous fellow, so SHOW CREST TO DAD, and he will give
you a clue (words 'alter'[sic] and 'holy' are significant also).  Before you
leave, EXAMINE STAND.  OPEN STAND.  EXAMINE MIRROR. Remember what you see, as
it will come in handy later.  Go EAST, EAST.  To get back to the Chapel (alter
[sic] and holy, get it?), go S, S, E, S, S, S, S, S, W, S.  When there, SAY
STEALTH BOMBER.  The altar will move, and you can GET DYNAMITE.  Go back to
the outside of Damp Castle (reverse the previous directions).

LESTER, the VICIOUS TURKEY of PHILADELPHIA
        Go EAST, EAST, NORTH.  Go East once and take a look at what's going
on. Examine skaters.  Pay attention.  Make note for future reference.  Go
WEST.  Go NORTH.  When you try to go leave this location, Lester will show up,
and you can't go anywhere until you get rid of him.  DROP SACK or DROP FEED.
Lester will gobble most of it up and depart.  GET FEED (you will need what's
left later).  Go NORTH and WEST.  Don the Wizard will be there and drop some
hints and then disappear.  Go NORTH.

The CUTE ARMADILLO
        You must get past the armadillo, so COUNT TO FOUR, then THROW
DYNAMITE.  This neatly takes care of the scaly little creature, so then go
DOWN, EAST, NORTH, WEST.

The YELLOW BEAST OF OOPS
        Well, here you are at the Yellow Beast.  He (it?) wants a password,
and the only one you really have is the one the parrot gave you, so SAY
BLANCMANGE.  Oops. You're a day late.  Sorry.

BACK AT THE GRASSY FIELD, PART 1
        Well, better luck next time!  At this point, all you have to do is
wander around until the parrot shows up again.  You can save some time by
heading back to the cave of the Yellow Beast ('in a large chamber')(N, N, N,
W, W, N, N, N, N, W, N, E, E, N, N,N, W, N, D, E, N, W).  Somewhere along the
trail, the parrot will land near you and if you EXAMINE PARROT, you will see
that it looks hungry.  DROP SACK, and the parrot will munch it up and admit
that it lied the first time, the secret word is really LUPIN. Continue on your
way to the Yellow Beast, and use this as the password.  Oops!  Well, nobody
said the life of an adventurer was easy........

BACK AT THE GRASSY FIELD, PART 2
        Hmmm, here we are again.  Well, you may as well start heading back to
the Yellow Beast, although the parrot will show up before you get there,
zooming through the air and offering a helpful hint, i.e., REFLECT ON THE
TAPESTRY.  You need a mirror for this, and there is one in the stand in the
Tower Room in Damp Castle.  Go back to the Tall Tower, and EXAMINE TAPESTRY IN
MIRROR.  You will see that the real Secret Word is LARCH (no, really !).
Well, head back to the Yellow Beast.  When you get there, SAY LARCH.  Oops.
Looks like the parrot did it to you again.  Tsk, tsk.

BACK AT THE GRASSY FIELD, PART 3
        This is becoming a habit!  Cheer up, this is the last time (no,
really!).  Head back to the Yellow Beast, and at some point the parrot will
appear, laughing itself silly at how gullible you are.  He has been having
great fun at your expense, and he will give a clue to the Real Secret Word.
Remind you of anything?  Olympic score cards, for instance?  From where you
are, make your way to the location that you saw the Winter Olympics from.
Examine the skaters again.  Now there is one skater doing something peculiar.
EXAMINE LETTERS.  Interesting, but not real informative.  EXAMINE LETTERS
again.  Keep doing this until the entire message has been cut into the ice.
Head back to the Yellow Beast.  SAY DOSTOEVSKI.  This turns out to actually be
the Secret Word, and the Yellow Beast trundles off for lunch.  Go WEST, NORTH,
NORTH, and UP.  You might want to save the game here.

CREEK OF DOOM
        Go EAST and you will meet the old troll from the four-way
intersection.  He will inform you that you must answer three questions before
you are allowed to pass, and then ask if you are ready to start.  SAY YES.
The first question is for your name.  If you answered 'male' at the beginning
of the game, you have seen the name 'Delbert' in the mirror in the Tall Tower.
So SAY DELBERT.  If female, the answer is Griselda (SAY GRISELDA).  You are
then asked if you are ready for the second question.  SAY YES.  The second
question will be for the object of your quest.  SAY GRAIL.  The troll then
asks if you are ready for the third question.  SAY YES.  The third question is
for your favorite color.  Again, this is something revealed by looking in the
mirror.  If male, it will be Green (SAY GREEN), if female, Blue (SAY BLUE).
The troll will express disappointment (who wouldn't?), and wander off.  Head
NORTH over the bridge.

END GAME
        You will be at the top of a small hill.  Go DOWN to the shore.  WAIT
several times.  A boat will sail up to the shallows.  ENTER BOAT.  You will be
taken to the island whereupon lies the Castle of Oops!  The boat pulls up at a
shabby dock.  Go EAST, then NORTH.  NORTH again, and you will be in the
Castle.  On a table in the room you will see the Holy Grail!  Several knights
will appear to prevent you from taking it.  ATTACK KNIGHT.  ATTACK KNIGHT.
ATTACK KNIGHT and the situation with the knights will be resolved.  The Holy
Grail is yours!  TAKE GRAIL.  Go SOUTH and the game is over.

Congratulations!

