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THE FOOL’S
ERRAND Walkthru by Barbara Baser.
Due to the uniqueness of the puzzles
presented in THE FOOL’S ERRAND and
the order in which they are encountered,
this walkthru will lead you through the
solutions in the order they appear in
each of the menu bars (from I through
V) and will deal with the placement of
the pieces in the Sun’s Map last.
NOTE 1: Because some of the puzzles
involved are picture puzzles, only the
placement of key items from the pictures
will be given. I have tried to be as explicit
as possible in these instances.
NOTE 2: Solutions for the mazes you
will encounter are nebulous. I will try
to point you in the proper direction and
tell you what to watch for. But none of
them are too difficult, just tricky.
THE FOOL’S ERRAND Menu
Bar I
The Warrior, The Stream, The Pyramids,
The Watchtower, and The Wand do not contain
puzzles to solve, but they do contain
clues which will be used later in the
game.
THE SINGER
"ARE YOUR EYES BLIND?" Select
the letters in the following order: A,
the second R, the two Es, the L, N and
D. This gives you the key word, BOW.
THE PAGE OF WANDS
To find the letters to enter into the
blanks, drag the mouse SLOWLY across the
bottom of the screen, within the white
border of the picture.
THE KNIGHT OF WANDS
This is a cryptogram (encoded letters)
puzzle. The first three lines of the phrase
are: WELL HE BEGAN I MET A PAGE. With
this information, you should be able to
decode the rest of the phrase.
WHEEL OF FORTUNE
This game is one of skill and luck.
The object of the game is to have the
higher of two three-card hands. Following
is a list of which cards make up a pair
(or triplet):
Council Pair: Justice, Judgement, Temperance,
Hierophant High Pair: Sun, Magician, Fool
Dark Pair: Devil, Death, High Priestess
Mortal Pair: Strength, Hanged Man, Chariot,
Hermit Lucky Pair: Lovers, Wheel of Fortune,
Hanged Man, Fool Astral Pair: Sun, Moon,
Star, World Low Pair: Chariot, Tower,
Fool, Lovers Royal Pair: Emperor, Empress,
Hermit, Hierophant
The following is a partial "ranking"
order for individual cards and pairs:
Death beats High Priestess and Magician
Sun beats Judgement and High Priestess
Magician beats High Priestess, Hierophant
and Devil High Priestess beats Judgement
World beats Strength High Pair beats Astral
Pair Council Pair beats Royal Pair and
Mortal Pair Astral Pair beats Mortal Pair
Naturally, it would appear that winning
depends on the luck of the draw. Here’s
where the skill comes into play. If you
see that the two cards from which you
can choose wouldn’t give you a pair
or triplet but that one of them could
give the old man a better hand than yours,
take the card he can use. This way, you
have a 50-50 chance that your high card
will beat his high card (unless, of course,
he’s already got a pair). Also,
keep a close eye out for triplets -- they
give the highest scores. The game is won
by the first player to reach 700 points.
THE ARCHWAY
This maze appears relatively straightforward.
However, all is not as it seems! What
look like easy, open pathways, terminate
rather rudely as hidden doors slam shut,
blocking your progress. Conversely, obvious
deadends conceal secret panels which open
allowing you to continue.
Starting from the lower left-hand corner
go up and to the right to the first deadend.
Go right through the passage and all the
way up as far as you can then to the left
and up through the passage. Continue straight
up and work your way to the left and down,
then down through the passage. Go to your
left, straight down and left and up through
the left-to-right zigzagging corridors.
Do not take the obvious right path, but
continue up to the deadend and up through
the passage.
Go right to the FIRST intersection and
go down to the deadend. Go down through
the passage, left, right and down through
the passage. Head straight down to the
bottom wall of the maze and work your
way right then up at the FIRST intersection
you come to. Go left and up through the
passage.
Go right and up at the first opening,
then left and up through the passage.
Go right and up the first corridor and
up through the passage. Continue straight
up to the top wall of the maze. This is
where it gets tricky so follow closely.
Go right, down, right, up, left, up,
right, and down to the deadend. Go through
the passage to the right. Go up, right,
down to the deadend, and down through
the passage. Go up, right, down, right,
up, down and left. Go down through the
passage, left at the FIRST intersection
and down to the deadend. Go left through
the passage and continue left, up all
the way to the left and then up and left
through the passage.
Go straight down and right at the SECOND
intersection then work your way down to
the bottom wall of the maze. Go right,
up, right, down, left, down, up, right,
etc., to the bottom right-hand corner
of the maze. Go straight up and up through
the passage. Finally, go left and up,
but DO NOT go through the secret passage
which opens at the top. Instead, go right,
down, left, down and out.
THE CANOPY
The Canopy is one of those "word
search" puzzles. The only difference
here is that words are not spelled backwards
or diagonally -- just across and down.
The words you’re looking for are
names of vegetables. The word list follows:
Across: Cabbage, tomato, celery, parsnip,
onion, rhubarb, eggplant, squash, cauliflower.
Down: Scallion, radish, carrot, leek,
asparagus, potato, parsley, beans, turnip,
broccoli, artichoke, cucumber, lettuce,
lentil.
THE FIGHTING BOYS
It’s difficult explaining this
(and the others like it) puzzle. The object
is to click the numbers in the right sequence
to rearrange (unknown) letter combinations
to spell out a word or phrase. The order
to click the numbers in is 3, 2, 1, 4,
and 5.
THE STONE WALL
Filling in the blanks for this puzzle
is a bit easier than the other puzzles
of this kind you will run into. The two
words you need are pictures on the screen.
Don’t mess around with the letters
growing on the ivy, although the letters
you need are there and in their proper
sequence. Instead, enter the animal and
the type of foliage to solve this one.
THE QUEEN OF WANDS
In all the "Queens’"
puzzles, you have to rearrange 3-by-3
grids of letters so that they spell words
both across and down. The center letter
is not moveable. The word across the top
is SAD; the word down the left-hand side
is SIN. Complete the puzzle by putting
the remaining three letters in their proper
places.
THREE SHIPS
This puzzle drove me crazy for literally
hours. When you try to click on the "?"
to see the puzzle, the "?" zooms
maddeningly away, always elusive and always
just out of reach. Try as you might, you
cannot seem to "catch" it. The
answer here is to position your arrow
just to the south of the "?"
and then type the letter "S"
until the question mark comes to you.
When you’ve captured the "?"
box, you will be presented with the First
Key of Thoth, which, amazingly, is a key!
You’ll need it in order to solve
the riddle of the High Priestess’
Eye.
THE FOOL’S ERRAND
Menu Bar II
The Knight of Pentacles, The Merchant,
The Maze of Thorns, and The Page of Pentacles
do not have puzzles to solve, but their
stories have clues which you will use
in the endgame.
THE JUGGLER
The Juggler has another cryptogram for
you to solve. The first two lines of the
phrase are: I AM AFRAID THAT I AM NOT
THE MESSENGER YOU. With this information,
you should be able to solve the rest of
the phrase.
THE FARMER
The Farmer is a jigsaw puzzle for you
to put together. The phrase is: I AM HERE
AT THE QUEENS REQUEST.
THE BLACKSMITH
The Blacksmith is a series of three
sets of three jumbled letter crosses for
you to solve. Rearrange the letters so
that they spell out 18 five-letter words.
The last set of three will give you the
keyword, ROI. The word list follows:
Brown, crown, sorry, merry, quick, quill,
scowl, growl, bliss, amiss, north, worth,
throb, three, ghost, ghoul, still, chill.
THE CATHEDRAL
The Cathedral is a jumbled up picture
puzzle. While I cannot tell what order
to move the pieces around in, I can tell
you where key items in the picture should
be placed.
The letters MYR go in the top center;
the man on the ladder is on the right-
hand side and he has a hammer in his hand;
the fool is on the left between two columns;
the two men are in the center of the picture
with the fat man on the right and the
man with the hat and glasses on the left.
THE CHAPEL
The Chapel picture shows all the letters
of the alphabet except three, which are
missing. Find these three letters and
insert them into the squares to form a
three-letter word.
THE HUMBUG
Don’t blink your eyes with this
one. This is probably the second most
bizarre puzzle in the entire game. Push
the eye on the left up and around, down
and through, following the trail until
you reach the eye on the right. If you
lose your hold on the eye, treat the resulting
"unstacking" as dominoes falling
over: rush the mouse over and try to "catch"
the eye before it completely unstacks
itself. If you do this one on your first
try, congratulations!
After you’ve solved The Humbug,
the Second Key of Thoth will be revealed
to you. Remember this puzzle pattern;
you’ll need it to help you solve
The High Priestess puzzle. On the screen
will be an ever-changing series of black
bars, boxes, rectangles and one box in
the lower-left hand corner which seems
to pulsate. Click on that box. Now, one
appears to be pulsating in the upper right
corner; click on it. A third pulsing box
appears in the lower right corner; click
on it. Finally, a fourth box just left
of the center of the screen and a bit
toward the top is pusling; click on it,
too. After you do, the activity on the
screen stops and the boxes you’ve
clicked all have numbers, from 1 to 4,
in them. Remember the sequence of these
numbers for The High Priestess!
THE MAZE OF HEDGES
This is the toughest of the mazes. "Wandering
winds" bar your progress by bouncing
you from one side of the maze to the other.
However, being bounced hither and yon
by the winds is the only way for you to
enter the key corridor so that you can
make your way to the exit. Try to get
blown to the middle upper half of the
maze. Once there, wind your way past the
winds (which will appear as you discover
them) toward the right. Approach the exit
to the maze from the upper right-hand
corner of the maze.
THE QUEEN OF PENTACLES
This is another 3-by-3 grid of jumbled
letters. Rearrange the letters so that
they spell out six three-letter words.
The central letter is immovable; the word
across is ARM and the word on the left
is ATE. Rearrange the remaining three
letters to complete the puzzle.
THE PENTACLE
The Pentacle is a jigsaw puzzle which
reads THE FOUR SAGES.
THE WORLD
The World is a word search puzzle. This
time you must find the names of 23 countries.
The word list follows:
Across: France, Russia, Scotland, Sweden,
Norway, Ireland, Poland, Italy, Iceland,
England, Netherlands, Rumania, Spain,
Portugal.
Down: Austria, Grece, Finland, Turkey,
Czechoslovakia, Germany, Switzerland,
Albania, Yugoslavia.
STRENGTH
Strength is another picture puzzle.
The placement of the objects is as follows:
The "dark" eyes and pyramid
go across the bottom of the screen; the
"light" eyes and pyramid go
across the top; the moon is to the right
of the dark pyramid; the sun is to the
left of the light pyramid; in the central
section of the picture, from left to right,
are the tree, the fence, the man with
the fishing pole, the fool, the porch
column and the letter E.
TEMPERANCE
Rearrange the letters to uncover the
following six different "traditional
anniversary" items: paper, leather,
wood, turquoise, silver, and bronze.
THE FOOL’S ERRAND
Menu Bar III
The Not-A-Merchant, The Cup, and The
Abandoned Cups have no puzzles to solve,
but their stories contain clues you will
need for the endgame.
THE HANGED MAN
The Hanged Man is a picture puzzle.
The objects are placed in the following
general areas:
The letters "KD" are in the
right hand corner, the sun is to their
left; the reflection of "KD"
is in the water directly below them; the
fool’s "hobo’s pack"
on its pole is on the left side toward
the middle; the fool is to its right and
the running man is to the fool’s
right; the fish and its "bouncing"
lines are on the right side of the picture
in front of the running man; the castle
is in the upper left corner, the tree
to its right and the knight is to the
tree’s right.
THE PAGE OF CUPS
The Page of Cups is another jumbled
word puzzle. This time you’re unscrambling
types of fish. The types of fish are:
sardine, trout, goldfish, halibut, minnow,
perch.
THE KNIGHT OF CUPS
The Knight of Cups is a cryptogram.
The first two lines of the cryptogram
are: ALAS I DO HE SIGHED YOUR KNIGHT SAYS.
You should be able to solve the rest of
the phrase with this information.
THE CHILDREN
The Children is one of those "press
the numbered circles in the right sequence"
puzzles that will drive you mad. Push
the numbers in the following sequence:
2,5,4,6,1, and 3.
THE COUPLE
To fill in the blanks, insert the first
letter from each word in the phrase at
the bottom of the picture.
THE DANCERS
The Dancers is a jigsaw puzzle with
a phrase which reads, THE RAINBOW OF HOPE.
THE FAMILY
The Family is a word search puzzle.
This time you’re in search of 26
colors. The list follows:
Across: Purple, maroon, amber, scarlet,
blue, violet, pink, orange, azure, indigo,
black, chartreuse, crimson, hazel, aqumarine,
ochre.
Down: Vermillion, turquoise, yellow,
green, beige, magenta, white, brown, gray,
lavender.
THE QUEEN OF CUPS
Another 3-by-3 grid. The word on the
top is TWO and the word down the left
is TOE.
THE CLOUD
The Cloud is a picture puzzle. The objects
are placed as follows:
The word "fifteen" starts
in the upper left-hand corner; the word
"two" starts in the lower left-hand
corner and the word "twenty"
is to its right; the fool and his pack
are on the left in the center with the
man to his right; the seven cups are to
the right of the man.
THE VISION
The Vision is a jigsaw puzzle with a
phrase which reads, FOURTEEN EIGHT FIFTEEN.
THE ENCHANTMENT
This is the second toughest of the "press
the numbers" puzzles. The numbers
to push are: 4, 1, 6, 7, 5, 2, and 3.
THE HIEROPHANT
Unscramble the jumbled letters in each
of the crosses to spell out ten numbers.
The numbers are: three, fourteen, one,
nineteen, six, thirteen, five, seventeen,
two, and twelve.
THE MOON
Click the proper letters in The Moon’s
phrase, "Much to accomplish,"
to uncover the hidden letters, AIH. Select
the first C, H, O, A, the third C, and
the PLISH.
THE FOOL’S ERRAND
Menu Bar IV
The Nightmare, The Sword, The Dead Warrior,
and The Page of Swords do not have puzzles
to solve. Their stories contain clues
which you will need for the endgame.
THE EMPEROR
In this word search puzzle you’re
to locate the names of 26 birds. The word
list is:
Across: Woodpecker, whippoorwill, dove,
hawk, meadowlark, nightingale, buzzard,
huthatch, heron, crane.
Down: Thrush, goose, eagle, vulture,
bobolink, wren, crow, parakeet, cardinal,
finch, duck, sparrow, robin, swallow,
canary, bluejay.
THE EMPRESS
Unscramble the twelve words to reveal
the key phrase. The words on the left
are miss, twig, idea, and root; the words
on the right are weep, your, hair, area,
worm,iron, lard, and soup.
THE STAR
The Star is a jigsaw puzzle with the
phrase, MYSTICAL CHANT.
THE HIGH PRIESTESS
How do I explain this one? It’s
totally mind-boggling and requires a good
set of eyes and, later, quick reflexes.
The puzzle has multiple parts, the first
of which is the strangest of all. You
must click the mouse on the numbers in
descending order from 99 all the way down
to 1. At the beginning it’s easy,
but as you near the finish, the remaining
numbers start shifting position and the
closer to "1" you get, the faster
they shift until all you see is a blinding
glare of incomprehensible mishmashed squigglies.
Ah, there it is, the last number! Press
it quickly and try to solve the enigma
of the High Priestess’ Eye. You’ll
need to have solved The Three Ships (see
Part 1 of this walkthru) before you can
finish solving The High Priestess.
When her "Eye" appears, guide
the key toward the iris. As you connect
the key to the iris, you are shown The
Book of Thoth. This looks familiar, doesn’t
it? Right, the pulsating squares, only
now you can’t see any pulses. Click
in the general area where the original
"1" appeared (lower left corner).
The screen will stop activity and show
you not four but SIX boxes! Do you remember
where the other three were located and
in what order they were numbered? The
box in the upper right was numbered "2,"
the box in the lower right was numbered
"3," and the box to the left
of center and slightly down was numbered
"4." Click the remaining boxes
in this sequence.
Now what the heck is this spinach all
about? You’ve not seen its likes
before! Remember the pulsing bar on the
left that you drug to the right? That’s
right -- it’s this puzzle. Drag
left to right, right to left, top to bottom,
then bottom to top.
Oh yeah, you remember this one alright.
It’s the crazy-quilt "Simon
Says" pattern you had to memorize
and trace. Do you remember the pattern?
It looks like a key. Trace its pattern
and behold The Book of Thoth! Alas, when
you tr to fill in any of its blanks, you
are admonished, "You cannot claim
The Book of Thoth so easily!" We
shall complete it later -- MUCH later
-- on.
THE SENTRY
The Sentry’s puzzle is very clever.
You are presented with two rows of boxes
which need to be filled in. At the bottom
of the screen are clues as to which letters
to insert. The first clue, MEDAL - MEAL
= ?, will give you the letter "D"
(If you remove the letters M-E-A-L from
the word MEDAL, the remaining letter will
be a D.) Continue solving the remaining
clues in this manner.
THE KNIGHT OF SWORDS
The Knight of Swords is another cryptogram.
The first two lines read: I BRING A MESSAGE
FROM YOUR KNIGHT. The last word in the
phrase is WANDS.
THE CHANT
The Chant is a cryptogram phrase. The
first two lines read: A GIANT WHEEL STOOD
NEAR THE PYRAMIDS. This should give you
enough to solve the rest of the puzzle.
THE DREAM
This is the absolute toughest puzzle
in my opinion. Mathor wrote a program
on his Macintosh to solve this one: The
program ran for 60 hours generating phrases
from all the possible permutations generated
by these eight letter sequences. Select
6, 2, 7, 4, 3, 8, 1, 5 and send me an
aspirin!
THE QUEEN OF SWORDS
The top word in this 3-by-3 grid is
RAW and the left hand word reading down
is ROB.
THE BOAT
This is probably the most intriguing
of the jumbled letters puzzles. As you
unscramble each set of words, they are
interconnected with new scrambled words
which you must solve. The place where
the new puzzles connect with the solved
ones locks that word’s connecting
letter into place rendering it immovable.
Continue solving each new set of jumbled
words until you reach despair.
DESPAIR
Despair’s phrase, TEN GLOWING
SWORDS, hides the word PUS. To uncover
the hidden word, select the letters E,
G, L, O, W, N, G, S, W, O, D, and S.
JUSTICE
Justice is a nice little puzzle which
requires logical thinking. The idea is
to press the squares in the proper sequence
to fill a 5-by-5 grid with 25 eyes.
Begin by pressing the center square.
Next press the four squares containing
the dots. You should now have an eye in
the center and eight equally spaced dots
around the perimeter of the grid. Remembering
the positions of these new dotted squares,
press them and ONLY them, clockwise, starting
with the upper square on the right (e.g.,
row 1, column 4) being careful not to
press any of the new squares you create
as you go.
You should now have dotted squares in
each of the four corners of the grid,
each of the four sides’ mid-points,
and four dotted squares on the diagonal
from the corner squares. In addition,
you should have a 3-by-3 "cross"
of eyes with the central eye being in
the center square. Next, press the dotted
squares which are on the diagonals with
the four corners. The four corners and
the four mid-points around the perimeter
should have dots. Equally spaced between
the perimeter dots should be eyes.
Press the squares in each of the four
corners. You should have a 5-by-5 cross
of eyes with dots at the end of each "arm"
of the cross. Finally, press the four
dotted squares. Congratulations! You have
now earned the Third Key of Thoth! But
what’s this? A pulsing bar along
the left side? What’s this all about?
Click and drag the bar from left to right.
Another pusling bar appears. Click and
drag this bar from right to left. Lord,
now there’s one at the top! Click
and drag it from top to bottom. Yes, there’s
another one to click and drag from bottom
to top. But that’s what you’ll
have to remember when you co to the High
Priestess’ puzzle.
THE FOOL’S ERRAND Menu
Bar V
The King of Swords, The King of Pentacles,
the King of Cups, The King of Wands, The
Madness, The Straight Path, and The Plain
of Bones do not have puzzles to solve.
Their stories contain clues you will need
for the endgame.
THE CHARIOT
The chariot is a jigsaw puzzle with
the phrase, PENTACLES CUPS SWORDS WANDS.
THE THIEF
To locate the letters to insert in the
boxes, drag the mouse SLOWLY from left
to right just underneath the Eye. Start
at the border. The first letter you find
should be an "I."
THE HERMIT
The Hermit is another of those clever
oddities, puzzle-wise. In this one, you
must memorize and trace the pattern displayed
on the screen -- sort of a latter day
"Simon Says" game. Each pattern
is more intricate than the last, but trace
them all and you’ll earn the Last
Key of Thoth, which is another pattern
to memorize and trace.
JUDGEMENT
Judgement’s phrase, GAZE INTO
THE SANDS, hides the letters ECZ. To uncover
them, select the G, A, N, T, O, T, H,
E, D and S.
THE TOWER
The locations of the key objects in
The Tower’s picture are as follows:
The letters "RW" are in the
lower right corner; the man is carrying
six swords in a pack on his back -- hilts
upward. The sword hilts terminate in the
upper left corner (right where they are
when you first see the puzzle). The moon
is in the upper right corner, the lone
sword is in the center of the picture
to the left of the RW and the fool is
on his hands and knees directly under
the moon. The battlefield of tents runs
across the center of the picture and terminate
just before the fool.
THE DEVIL
The first two lines of The Devil’s
cryptogram phrase are: TO SECURE THAT
WHICH CANNOT BE GOTTEN. The rest of the
puzzle should be easily solved with this
information.
DEATH
This is the easiest puzzle of all, but
it’s also the trickiest insofar
as how you go about solving it. I finally
needed a nudge from Neil McCulloch on
this one. After he told me, I felt stupid.
All you have to do is as SOON as you click
on the "?" box, put your mouse
cursor in the upper menu bar area. You’ll
have a second or two to spare since you
have to insert the Game Disk for this
puzzle.
With your cursor in the menu bar, wait
for the black eye to generate a white
eye at the bottom of the screen in the
scroll. Now click and drag your cursor
down to the bottom of the screen. The
black eye won’t follow you. When
you get to the white eye, click it quickly.
THE MAGICIAN
The placement of the key objects in
this picture puzzle is as follows:
The letters "RW" are in the
upper right corner, the sun is to their
left. To the left of the sun and in the
upper left corner are rocky mountain formations.
The fool is on the right side of the picture
under the reflection of the "RW"
in the water. To his left is a man with
a goatee who is holding the reins of a
horse, which is to his left. The horse’s
saddle has a pommel. Directly above the
horse in the water is a four-masted ship
with rigging.
THE LOVERS
This is the last of the word search
puzzles. In this one you must find 22
tarot card names. The word list follows:
Across: High Priestess, Hanged Man,
Empress, Devil, World, Star, Emperor,
Fool, Strength, Chariot, Sun, Lovers.
Down: Justice, Hierophant, Wheel of
Fortune, Judgement, Death, Hermit, Temperance,
Tower, Moon, Magician.
THE SUN’S MAP
Now you’ve solved all the puzzles
and have received all the Sun’s
map pieces; however, the pieces are in
a random order in the grid. It’s
up to you to decide where each of the
pieces goes. The following layout will
assist you in this puzzle.
ROW 1:
Column 1: Star, No. 23 Column 2: Big
"V," letter "P" upper
left Column 3: 2-headed, 1-legged bird
(looks like palm tree), letters running
down right side Column 4: Moon, letters
running down left side Column 5: Tower
with lightning bolt in middle, letter
"K" Column 6: Roman numeral
IX, number "10" upper right
Column 7: Roman numeral X with letter
"N" just above and variable-sized
boxes Column 8: Roman numeral VI, number
"15" upper right, variable-sized
boxes Column 9: Large "T", letter
"E" upper left, jaggy line with
dots from top left to bottom center
ROW 2:
Column 1: Mountain with lightning, number
"13" upper left Column 2: Roman
numeral III, number "18" upper
right Column 3: Letter "o" (NOT
the Big "O") with letter "T"
upper left, letters running down right
side Column 4: Roman numeral V with number
"20" lower right, letters running
down left side Column 5: Roman numeral
VIII with Letter "O" lower left,
number "12" lower right Column
6: Castle with two turrets, left and right,
letter "H" lower left Column
7: Roman numeral III, with variable-sized
boxes Column 8: Roman numeral II with
variable-sized boxes (NOTE: Boxes in Row
2 Column 7 mate with boxes in Row 2 Column
8 as well as with those immediately above
in Row 1 Columns 7 and 8.) Column 9: Letter
"D" and jumping fish, jaggy
line with dots from top center to lower
right (mates with jaggy line above in
Row 1 Column 9)
ROW 3:
Column 1: Roman numeral X and man in
bed, boxes upper right Column 2: Roman
numeral V and mating boxes Column 3: Roman
numeral II, letters down right side Column
4: Roman numeral VII, letters down left
side Column 5: Large "F" with
Roman numeral IV above Column 6: Chalice,
letters down right side Column 7: Large
"B" with number "24"
upper right, letters down left side, lion
upper left Column 8: Bridge, letter "M"
upper left Column 9: Large "U"
with hangman’s noose
ROW 4:
Column 1: Three-turreted castle Column
2: Roman numeral VIII, letters running
across bottom Column 3: Large, fancy "Y,"
with letter "X" lower left and
letters running across bottom Column 4:
Looks like a wheel broken in half, one
half in upper left, other half in lower
right, and number "17" upper
right Column 5: Big "O," letter
"I" upper left Column 6: Big
"E" and letters running down
right side Column 7: World globe, letters
running down left side Column 8: Letter
"U," "window panes"
below Column 9: Coin with star (Pentacle)
ROW 5:
Column 1: Dagger stuck in ground, number
"9" lower right Column 2: Roman
numeral VI with "B" lower left
and "14" lower right, letters
running across top Column 3: Scales with
letter "W" lower left, number
"2" lower right, letters running
across top Column 4: Letter "G"
with letter "R" lower left,
number "11" lower right, letter
running across top Column 5: Big "R"
with letter "C" lower left Column
6: Big "A" and letters running
down right side Column 7: Number VI with
six circles above and letters running
down left side Column 8: Roman numeral
IV with "window panes" above
Column 9: Multi-turreted castle, the only
one NOT black, with stairs leading to
front
ROW 6:
Column 1: Hour glass Column 2: Box full
of rows of letters with path in middle
Column 3: Squiggly path, letters along
bottom Column 4: Roman numeral V, letters
running across bottom Column 5: Roman
numeral VII, letters running across bottom
Column 6: Edge of cliff with stylistic
sun upper left Column 7: Roman numeral
III and little church Column 8: Maze with
Roman numeral IX top center Column 9:
Maze with Roman numeral X top center
ROW 7:
Column 1: Tower, lighting upper left,
number "22" lower right Column
2: Trident, letter "J" Column
3: Roman numeral VIII, river running lower
right to upper left (river also looks
like stairs), "QWERTY" runs
across top Column 4: Letter "S"
and 3 pyramids, "UIOPASDFG"
across top Column 5: Roman numeral VII
and what looks like a dish, "HJKLZXCV"
across top Column 6: Roman numeral X and
musical note Column 7: Church symbol with
cross in middle, Roman numeral V above
and number "8" lower right Column
8: Roman numeral VIII with small hammer,
letter "F" lower left, letter
"T" below hammer Column 9: Scroll
with eye
ROW 8:
Column 1: Pennant facing left-to-right,
number "25" Column 2: Looks
like mountains, letter "Q" lower
left Column 3: Letter "D" with
3 pyramids Column 4: Three pyramids, number
"5" lower right Column 5: Roman
numeral IV with window panes lower right,
number "6" upper right, letter
"G" lower left Column 6: Window
panes lower left with rat on top, Roman
numeral II with letter "A" upper
left, "19" upper right Column
7: Shaded 2-towered castle on hill with
arrow below, letter "V" upper
left, number "26" lower right
Column 8: Letter "L" on a lake
with letter "S" lower left,
number "3" lower right Column
9: Roman numeral VII with barn and silo
atop, letter "Y" below left
ROW 9:
Column 1: Skull Column 2: Large "U"
with heart, number "4" upper
right Column 3: Star in rings, letter
"X" upper left, number "21"
upper right Column 4: Roman numeral VI
with bridge, letter "U" upper
left, number "16" lower right
Column 5: Roman numeral V with window
panes upper right, letter "L"
lower left Column 6: Roman numeral I with
window panes upper left, number "7"
lower right Column 7: Either a statue
or a tree on a pedestal, with letter "Z"
lower left Column 8: Letter "D"
with Roman numeral III above, 3 small
pyramids lower left next to letter "D"
Column 9: Letter "R" with Roman
numeral II and 2 small pyraminds at right
THE FOURTEEN TREASURES
Now that you have the Sun’s map
reassembled, you have but one set of puzzles
left to solve -- uncovering the lost 14
treasures of the world. This set of problems
tests your powers of observation; every
puzzle you’ve solved in the game
thus far will be used in this endeavor.
I strongly urge that you print out the
story if you have a printer. You’ll
refer to it often in the following paragraphs,
and it’ll be much easier looking
at the printout rather than clicking pieces
of the map to see the available clues.
We’ll start by looking at the Book
of Thoth and picking up a few more clues.
Click on the map square that has the piece
of parchment with the Egyptian eye hieroglyphic.
Each of the fourteen lines in the Book
of Thoth has a brief clue which will be
displayed in the lower left corner of
the screen for every line you click. These
clues tell you two things about the treasure
which goes on its associated line: where
in the game the answer can be found, and
what form the answer will be in -- confused
(scrambled letters) or disguised (cryptogrammed).
The first line’s clue, for example,
says "The Kings are confused."
This means that the treasure for the first
line relates to finding out all you can
about the four Kings of the tarot suits
-- Pentacles, Wands, Swords and Cups.
In addition, once you find out all there
is to know about the Kings, the resulting
set of letters you will have collected
will be scrambled (anagrammed) and you
will have to rearrange the letters to
form the two-word treasure necessary to
fill in the first line of the Book.
THE KINGS ARE CONFUSED
Look at the eight rarts of the story
that deal with the four Kings. In addition
to the obviously named "King of xxx"
portions, you’ll find references
to each of the four Kings in the Kingdoms’
(The Wand, The Pentacle, The Cup and The
Sword) stories. Thus, from the Kings’
stories you should pick up the letters
N, Z, T and U. From the Kingdoms’
stories you should pick up the letters
S, B, T and E. Ah, that’s only eight
letters, you say? This is where the printout
comes in handy since it has the Sun Map
piece which relates to each of the four
Kings. And as you can see, the letters
O, E, R and A will complete your set of
12 letters. By anagramming the letters,
you will find a BRONZE STATUE! Click on
the Book hieroglyph and fill in the first
line.
WITHIN THE KINGDOM OF THE PENTACLES
To find your next treasure, you will
have to complete one of the four box puzzles
on the Sun’s Map. The Kingdom of
the Pentacles’ box puzzle is the
long, skinny set of blocks on the middle
right of the map. Point to its center
and click. You see a 3-by-8 grid of boxes
which must be filled in with each of the
three-letter words you found in the Kingdom
of the Pentacles. The stories from the
Kingdom of the Pentacles starts with "The
Blacksmith" and ends with "The
Hanged Man." You should find the
following three-letter word combinations:
AIH, ROI, MYR, FIE, YES, ERA, SIP and
TOP. As you fill the words into the boxes
of the puzzle, you’ll notice that
(1) the central letters are grayed out,
(2) all the letters in the right hand
boxes are black, and (3) the four center
boxes on the left are black. This means
that by filling the words into the grid
in the proper order, you’ll spell
out a treasure. The treasure is a STAR
SAPPHIRE. Insert the words in their appropriate
places; click on the Book and fill in
the second line.
THE QUEENS ARE CONFUSED
Next, you must visit each of the four
Queens’ stories to locate the 15
letters necessary for the third line in
the Book. From the Queen of Wands, you’ll
find the letters CLAC; the Queen of Pentacles
will give you TRSC; the Queen of Cups
has YNAL; and the Queen of Swords has
EKE. Remember: The Queens are confused.
Anagram these 15 letters to find a CRYSTAL
NECKLACE and fill in the third line in
the Book.
WITHIN THE KINGDOM OF THE WANDS
Back we go to the Sun’s Map to
another of the box puzzles -- this time,
it’s the box puzzle at the very
bottom of the map. Point to its center
and click. The stories you need to read
in order to pick up the eight three-letter
words start with "The Canopy"
and continue through "The Watchtower."
Put the eight words into the grid so that
they spell out RUBY RING and fill in the
fourth line in the Book of Thoth.
THE PATH OF SIX IS DISGUISED
This puzzle will have you bouncing all
through the story titles following the
Path of Six. Start your journey with the
"Three Ships" story. You find
the sacred RW and are told to "seek
he who chases a fish." Looking through
the stories, you find The Page of Cups
is chasing his KD fish. He tells you to
"seek she who holds two swords."
Further into the manuscript you find "The
Chant" and the lady, indeed, holds
two rusty swords. She is intoning EZC
and advises you to "seek the family
who departs by boat."
The story of "The Boat" shows
you a family following the path of the
sacred YH. They tell you to seek "the
broken wheel." Looking at the map
pieces, you find one that has two broken
wheel halves pictured. "The Chariot"
driver says he has the mystical HA and
tells you to locate "a thief who
steals seven," then he drives away
in a cloud of dust. The story of "The
Thief" tells you the magic word is
RW and that it’s the last of its
kind. Oddly enough, it was also the FIRST
of its kind (re-read "Three Ships").
Now that you’ve followed the paths
of six stories, you’ve collected
RW, KD, EZC, YH, HA, and RW. Now what
do you do with them? Ah, they’re
disguised, remember? Yes, it’s time
to use one of the alphabet strings on
the Sun’s Map. This time, it’s
the horizontal letter string in the middle
left. Point to it and click. Then type
in the letters you’ve collected
in their original order to uncover an
ONYX MEDALLION! Enter this prize on the
fourth line in the Book.
THE MYSTIC CHANT IS DISGUISED
This is the first of the cryptogram
puzzles which use the four alphabetical
strings on the Sun’s Map. Although
you hear many mystic chants throughout
your wanderings, only one is recognized
by the Fool as a mystical chant. Read
the story of "The Stream" and
you will find the mystical chant is NZSLTZMB
HGZUU. Wonderful. Now what could that
mean? To find out, point to and click
the alphabet string at the bottom of the
Sun’s Map. You’re greeted
with the cryptic (appropriately enough)
message, "If you know which is which,
enter the letters you wish to switch."
Type in the mystical chant and enter what
you find in sixth line of the Book.
THE KNIGHTS AND PAGES ARE CONFUSED
What a mess these fellows are in! Not
only are they confused, they’re
mixed in together as well! Look at each
part of the Knights’ and Pages stories.
You will find one letter for each of them.
Be cautious since some of the letters
will have been or will be used to solve
other puzzles. The letters you seek are
on the map pieces you received for each
of the Knights and Pages. The letters
are S, D, L, U, D, T, O, and G. If you
anagram the letters, you will find GOLD
DUST! Enter this treasure onto the seventh
line of the Book.
THE MAZE OF THORNS IS DISGUISED
Point to and click the picture of the
mazes on the Sun’s Map. Ah, this
looks relaxing and simple, doesn’t
it? You should be able to just zip right
over to the exit and get out, right? Wrong!
As soon as you try this, an ogre throws
you back into the maze. Sorry, but you’ll
have to work to escape this one.
Pick a path -- any path. You’ll
see either one of the denizens of the
maze or you will get the message, "You
cannot enter unless eleven are seen!"
What the message is refering to is the
eleven different characters inhabiting
the area. Continue trying paths until
you’ve located all eleven creatures,
then return to the path where you received
the message. Searching every corridor
will give you a four-leaf clover, a pine
cone, and a brass coin. Go visit the Leprechaun.
In the Leprechaun’s area you’ll
find a tiny pearl, a pink handerkerchief,
and ginger root. Go visit the Witch. There
you will find a gray mushroom, a knife,
and an ancient scroll. Now that you have
the knife, go to the Banshee and get a
flat stone, a lamp, and a case of poison
ivy! Ah, well, it can’t be helped.
With the lamp firmly in hand, go see the
Genie. Visit the paths and get another
gray mushroom, a pine cone and a copper
key! Ah, where’s that copper door?
Go back to the central area of the maze
and straight down into one of the "room’s"
walls. A buzzing noise sounds and the
copper door is opened to you! Entering
the door loses the key, so don’t
miss any of these paths -- search everywhere!
You should find the Mystical Spell of
Prowess! Work your way out of the corridor
and a hidden panel slides open to allow
you to leave! Head toward the maze’s
exit. With your new-found prowess, you
take care of that pesky ogre in nothing
flat!
Explore this new area of paths and locate
another tiny pearl, your second brass
coin, and a quartz crystal. If you try
to leave the maze, a noisy sprite chases
you away. We’ll fix it’s caboose
in a little while. In the meantime, who
wanted the crystal? The Elf! After he
leaves, search his home and find a iron
bell, yet another gray mushroom and a
silver cross. Aha, so that’s how
to get past the Vampire! Head back over
there and chase Count Dracula away! Search
his castle and find an ancient scroll,
a tarnished ring, and a sprig of parsley.
The spirit wanted the herb, so fly to
him then search his home for another iron
bell, your third tiny pearl, and a case
of poison oak! This doesn’t seem
to be your day, does it? Don’t scratch!
Instead, take the tiny pearls over to
the Dwarf then look for an old umbrella,
a third brass coin, and a silver key!
Aha, another door opens! Go straight up
and out of the maze into the central area
and to the left wall. The silver door
opens but, again, as you enter, the silver
key is lost. There’s only one thing
to find in here and that’s the Mystical
Spell of Silence! Exit the corridor through
the first panel that opens before you
and head over to the noisy, little Sprite.
Having quietened the creature, go south
into its area and search for a fourth
brass coin, a yellow daisy, and another
pine cone. If you try to leave the maze
this time, you’re repelled by a
nasty Fire Demon! He blasts you back inside
the maze with a fury. Better see if we
can find another Spell to get past him.
There’s only three residents left
to satisfy. Let’s go visit that
snippity Pixie. The yellow daisy may placate
her disdain for your less than stellar
manners. Yes, that’s made her happy.
She flies away leaving you free to explore
and find another pine cone, a piece of
hickory bark, and yet another case of
poison something or other -- this time
Sumac.
No time to fret over your ever-blistering
skin. Take the hickory bark to the Wood
Nymph. After the twinkling light fades,
search for an iron bell, another mushroom,
and your fifth brass coin. Ah, that should
take care of the Troll’s demands.
Head out and over to his domain. In here
you will find only one thing: a gold key!
Return to the central room and go south
and to the left until you find the golden
door. As before, the gold key is lost
once you enter. Work your way through
the paths until you find the Mystical
Spell of Disruption. Head north to find
the exit and then go back to the central
part of the maze.
If you try to exit the maze in the normal
manner, the Fire Demon will still catch
you and toss you back. Let him do so.
He’ll throw you over the wall and
into the area with the locked silver door.
Exit through the panel and head STRAIGHT
to the right but not all the way to the
wall. Instead, take the first path to
the LEFT of the far right wall and go
north and east to the corner. Here, your
Spell is activated and you vanquish the
Fire Demon in nothing flat! Go back to
the main maze exit and start to head out.
As you do, you’re given seven strange
letters (XLPFYVX). Head toward the exit
again and this time you’re presented
with eight more strange letters (ENPAZGZJ).
Finally, you can exit the maze completely.
Don’t worry about all those mushrooms,
bells, and pine cones you’re left
with. They’re mere window dressing.
Remember what the hint in the Book of
Thoth said? "The Maze of Thorns is
disguised." Yes, the solution is
in one of the alphabet strings on the
Sun’s Map. This time, it’s
the vertical alphabet string on the upper
left. Point to it and click. Type in the
cryptic letters just as they appear and
enter the treasure you uncover on the
eighth line in the Book.
THE HIEROPHANT IS DISGUISED AND CONFUSED
What can that mean? Oh, no! It’s
a cryptogram AND it’s mixed up to
boot! Ah, but was it disguised before
or after it got confused? Well, we’ll
see. The Hierophant’s story starts
with "The Cloud," and ends with
"The Moon." Lord, look at all
those numbers! Where is this information
supposed to be found? On the Map! Look
closely at the corners of the various
map pieces. Some of them have numbers
and those pieces have corresponding letters
paired with them on the adjacent map piece.
A code! Write the alphabet down and write
each letter’s number next to it.
Then extract from the alphabet the letters
that match all the numbers you found in
The Hierophant’s story. Unscramble
the letters to find an EMERALD FLOWER
and enter it on the ninth line in the
Book of Thoth.
IF JUSTICE BE DONE
This is an interesting puzzler. Reading
the story of Justice tells you of a cursed
emperor and his empress. This tale leads
you to examine the stories of the Emperor
and the Empress. To lift their curses,
remove the letters of the Emperor’s
curse from the letters of the Empress’s
curse. The remaining letters can be rearranged
to form a SILVER CHALICE! Enter this on
the tenth line in the Book.
WITHIN THE KINGDOM OF THE SWORDS
This puzzle requires you to solve another
of the box puzzles on the Sun’s
Map. This puzzle is the one in the upper
left corner of the map. Point to it and
click. You will have to do some story
traveling to locate all the two and three
letter "words" necessary to
solve this one. The story to start with
is "The High Priestess." She
will tell you what you must seek in order
to solve this puzzle. She tells you she
needs three things from you, but she only
tells you two of them -- the third is
a message for you to deliver to The Magician.
First you’re told to find the sacred
inscription from the evil dark tower.
Looking at the story titles you see "The
Tower." In this story, you learn
that the sacred inscription is QM. Put
this in the first two-letter space in
the puzzle.
Next you’re told to bring her
the letters from the banner of Death.
Reading the story of "Death"
tells you the letters are ZA. Put this
in the second two-letter space. The remaining
three two-letter spaces are filled with
the "words" from the story of
"The Singer."
Now, return to the story of "The
Sentry," which is the next story
after "The High Priestess."
Reading this story tells you to find a
man who’s been killed by ten and
smear his blood on the weapon of an outnumbered
warrior. Looking through the story titles
you find two dealing with warriors: "The
Warrior" and "The Dead Warrior."
A gory description of the dead warrior’s
wounds gives you the first of the three
letter words you need: PUS. You find the
outnumbered warrior’s weapon is
a BOW. So the first word (PUS) is on top
of the second (BOW). The remaining three
"words" are on the Sun’s
Map. Point to and click "The Wheel
of Fortune" and enter these three
words into the remaining spaces to find
your treasure. Enter it on the eleventh
line of the Book of Thoth.
FOLLOW THE STRAIGHT PATH
This one’s fun and it changes
with every game; so you’ll be on
your own after you learn the route to
take. Point to and click the map piece
filled with letters which has a path through
the top portion of it. Ah, a word search
puzzle! But it’s unlike the other
word search puzzles you played in the
main portions of the game. This one has
just one treasure to be found and a logical
means for finding it.
Somewhere in the stories is talk of
the shortest distance between two points
and advice for following the straightest
path. Start reading from "The Hermit"
and finish with "Judgement."
In these stories you learn your starting
position is the letter "J."
In "Judgement," you’re
given directions and the number of spaces
to travel in those directions. Locate
any letter J on the word search puzzle
and follow the directions from "Judgement."
If you follow closely, you’ll discover
a JADE IDOL! Insert this on the twelfth
line in the Book of Thoth.
WITHIN THE KINGDOM OF THE CUPS
This puzzle is the last of the four
box puzzles. Point to and click on the
box puzzle in the upper right corner of
the Sun’s Map. All the words necessary
to complete this puzzle are found in the
stories about the people in the Kingdom
of the Cups. Start with the story of "The
Children" and read through "The
Not-A-Merchant" story.
In "The Children" you are
told to seek the word of a star and the
word of a pyramid. Reading "The Star"
gives you the word ERR. The pyramid’s
word is a bit harder to locate. Both the
Page and Knight of Wands and the story,
"The Pyramids," gives you the
letters E, X, and H. Anagram these to
form HEX. In "The Couple" you
are given the word CARE. "The Couple"
also tells you about the work of the Devil
and Despair. Read each of these stories
for the words GRIEF and DEAD.
The story of "The Dancers"
gives you the words LEAP and Joy. "The
Family" contributes WISH and mentions
"the food of fertile seeds."
There’s only one story that talks
about seeds and that’s the story
of "The Knight of Pentacles."
Go there and find WHEAT, CORN and RICE.
Finally, "The Not-A-Merchant"
story tells you that NINE is the last.
You now have all the words needed to
complete the puzzle. Fit the words into
the puzzle to locate a JEWELED CROWN!
Enter this item as the thirteenth treasure
in the Book.
EIGHT IN THE LAND ARE DISGUISED
This is your final challenge in completing
the Book of Thoth. We will be using the
last unused alphabetic string to uncover
this treasure.
If you look at the map pieces, certain
of them have very ornate letters engraved
upon them. The letters are V, F, B, U,
Y, U, D and R. But what order are they
supposed to be in? This is where the printout
of the story is invaluable because the
letters are listed in the proper order
when you read the story from beginning
to end. The proper order is D, R, B, U,
F, V, Y and U. Point to and click on the
vertical alphabetic string on the right
side of the map. Type the letters in and
soon you will find the AMETHYST! Enter
this fourtenth treasure in the Book.
END GAME
After you enter the last treasure, you
see that The Fool has earned the Gift
of Wisdom for his adventures, trials and
deeds! Pride swells in your breast at
this reward. But what’s this? The
Book of Thoth is growing smaller and smaller
until nothing remains but the instruction
to insert the "Show Disk" to
see the finale. Believe me, it’s
worth the price of this game many times
over! View the finale then sit back and
consider writing Cliff Johnson to congratulate
him on a beautifully executed game!
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