Arthur's Knights
Chapter II: The Secret Of Merlin
Arthur's Knights: The Hidden King of Britain
(North American release)
Arthur's Knights 2:
Merlin's Secret
(You can also substitute The Secret of Merlin or
The Hidden King of Britain after the colon. There seems to be some
argument on what the subtitle is.)
IBasics (sit back and relax, children, because there are quite a few.)
I always like to start with the basics. As with the previous game I wrote up, I played AK2 from an early release, so I apologize if things have changed. This game takes place in the third person, similar to other Dreamcatcher titles like Arthur's predecessor Tales of Chivalry and the motion-sickness inducing Time Machine. Like those games, the movement of the character is controlled using the arrow keys on the keyboard, and holding down the shift key while Bradwen is moving causes him to run. If he is riding his horse, the horse will gallop. If you want to pick up, inspect, or generally interact with an item, hit the space bar. Easy enough? Nah, it's never that simple. By right clicking on your mouse, you will be able to access the toolbar that will pop up from the bottom. On the left is a large orb, which will show you a picture that symbolizes your location. By clicking on this picture, you can see a map of the area you are in. While you are riding your horse, you can locate yourself on the map and see your progress in moving down a path. Your location is not available while you are on foot. You'll only see where you left your horse. Why this is, I have no idea. I'm sure it's a plot to frustrate me. Next to that will be three circles, one with a hand representing your inventory, a mouth to represent your conversation choices, and a horse's head to indicate which locations are available to you. When a character is available for conversation, his/her image will pop up in the toolbar and you can start a conversation with them by left clicking on it. In order to advance the conversation, you will need to continue clicking until all the dialogue has been spoken. Often times, if you walk away from a character, and need to have another conversation with them when a new subject becomes available, you will have to greet them before you can select the subject. For traveling, you will only be able to jump to a different location while you are on your horse. Again, it's a plot against me. There is a scroll bar across the top which will let you, well, scroll through your various items. Next to the inventory/subject/location cubes is a book in which you can go back and review your progress in the game. The small green orb will take you the menu screen for saving and reloading games. For some unknown reason, you are limited to only 10 saved games per player. And since you will need to save often, this becomes frustrating.
Here is why you will need to save often. A BIG (huge, overwhelming, gigantic) problem with AK2 is its stability factor. My notebook has continuous entries of "so unstable" page after page. I'm running an AMD Athlon based system with an NVIDIA based video card, and I still had numerous problems with Direct Draw crashing. The crashes would happen at any time, from running up a path to having a conversation. My recommendation is to save your game every time you change locations and/or before you start a new puzzle. Another major issue is reloading a previously saved game, which makes the problem I spoke of above, even more frustrating. I found that when I would load a game that would be on discs 2 or 3, the game would lock up and crash. I found to resolve this, you needed to load a game that is played off of the first disc. After this game is loaded up, exit it, and then load the game file you wish to start from. This would work most of the time. A patch for the game can be found on various European gaming websites (I recommend Tiscali). However, after loading this patch, I still found no change in the Direct Draw or load game issues. Oh, and I almost forgot . . . sometimes the keyboard likes to stop responding. Saving and exiting the game, then reloading it (using my process from above if you are that far along) would resolve this. Since these problems were so numerous and random, it has taken me longer than expected to finish. Even as I'm writing this, I still have not finished the second half of the game. As a safe measure, turn off all programs, AIM, virus software, even the MS Office toolbar, before loading up AK2. In general, go easy on navigating the game's interface; don't try to run off while still speaking to a character, run while the toolbar is sliding back, etc.
Oh, and sorry folks! No cool graphic aids in this one!
Okay, got all that? There will be pop quiz later on the subtle difficulties of running a massive Direct Draw game on three small discs.
Let's get gaming!
It's two, two, two games in one!
After an incredibly long loading process, start your game by selecting one of the players on your main screen. This can be done by picking a shield. I thought the pink ones were tacky, so I went with the top one with the pretty crowns. When starting another game, the most recently accessed player will be represented with a flashing character icon next to it. Just though I'd save you the trouble ahead of time. Aren't I nice? (smile) After selecting your shield, you will be introduced to the main character of our frame story, a young nobleman named Nai. And no, I'm sorry, you can't turn off those damnable subtitles. I searched high and low for that option, to no avail. Just think of it as one of those read along record/books from when we were kids. You know, the 45's with the chimes and cheesy music. Anyway, after talking to Foulque, the author of the two stories of Bradwen, you will be asked to select the red book to hear about Bradwen the Celt, or the white book for Bradwen the Paladin. Since I'm not finished with the story of the Paladin yet, walk over to the pedestals by where you entered and select the red book to begin the tale of the Celt.
Quest 6
The story of the Celt is divided
into 4 mini (or not so mini) quests that will take you through the legend of how
Bradwen becomes the king of the Atrebates. AK2's saving graces are its cut
scenes, background animations, and ambient sound effects. After watching a
fairly long sequence that explains the events leading up to Bradwen's time
period and the events of the first game, you will be in control of our main
character as he heads back home to Uffington to become king.
Uffington
Go to the village, which is located at the top of your location map. Talk a bit to the guard at the village gate who will give you some information on the events in your kingdom since you have been gone fighting with King Arthur. Now, here's another thorn in my side. Opening doors! Believe it or not, this will be one of the most difficult tasks you will have in this game. In order to open a door, you have to be standing in a precise spot in front of it and facing it at a certain angle. Once you get going into it, you'll get the hang of finding that ever elusive trigger spot. For this gate, stand in front of the left door, near the middle. Hit the space door to push open the gate and enter the village. If Bradwen just shrugs, keep repositioning yourself until he behaves properly. Silly Bradwen, it's just a door. Open it! Walk up to Elad, the scruffy looking bloke with the funny crown near the main hut. He'll tell you of a ghost and you'll receive the subject image for that. After finishing all your conversation options, head around to the right, behind the main hut, to find some ham. It will be on a table, near the large roasting pig. Also, little hint from "Oh master of walkthroughs:" most of the items you will need to interact with will stand out from the background as they are Direct Draw sprites. Makes that entire pixel-searching thing so much easier. If you would like, inspect the door to your house. This is the one with the red dragon emblem on it, like the one on your chest. Bradwen will mutter something cryptic about too many memories (from the first game more than likely).
Afterwards, exit the village and return to your horse. Head for Red Dragon Hill, which is located at the left center of your map. Once there, speak to the shepherd about the kingdom. He will tell you of a Pict that lives at Lucius' villa. Hmm, seems we need to speak to this man. Get back on your horse and head to the villa, located near the center of the map. To get to it, head to the right of the map and take the gray path down until you reach the turn to Lucius' villa. Talk to Fynan, the Pict. In most cases, when you are given the option to fight or speak (the sword and mouth icons) select speaking to keep your life. In this case, you select either, but I prefer just giving him the ham. After he's eaten, speak to him about all the available topics, and you will receive from him the Arden location image. Well, looks like we need to do some traveling.
Arden
Get back on your horse to travel to the enchanted forest of Arden. This area has some of the best ambient sound of the game. While it is hard to navigate, I enjoyed the sounds immensely. Once you arrive, check your map to get your bearings on where you are in relation to the rest of the forest. You will need to get to the King's Graves first. They are located one path to your right, but you cannot get to them directly from your present position. To get there, head up the path you are currently on to get to Merlin's Tree, which is at the center of the map. Once there, you will automatically dismount. Go one path to the right from the one you exited and you will then remount your horse. (By the way that little guy helping you get on your horse is Corwyn, your trusty manservant. More about him later.) Head straight down the path until you arrive there. Walk around the mounds until you see a boar. Go ahead and try to talk him; this is an enchanted forest after all! After a few lines of conversation, you will be given the choice fight or speak. Don't fight that pig; this isn't Lord of the Flies. Just keep talking to him about the ghosts that you were told of in Uffington. He will tell you that his name is Gholistan and that he's been enchanted and must be freed using magic. Use the magic of Fiachra the fairy (she's in your inventory) to free the man from this spell. Once you have done so, take the boar's fangs and use them on the strange looking cocoon you see nearby. I had no idea that this thing was cocoon; looked more like a boar turd to me. From this little turd, you will receive your ancestors' treasure. Take this and give it to the ghost you see floating around the mounds farther back. Oooo . . . magic, ghosts, fairies! I'm really digging this story! Talk to the ghost about all available subjects and he will reward your diligence with a unicorn horn and the Uffington location icon. Let's head home to do more searching!
Uffington
Head back to the village and enter the main hut, or okay, let's call it the castle since my notes do as well. Enter the castle and you'll meet Fydia, the fairy that is your wife. She, incidentally, is also sister to the three fairies in your inventory. Useless bit of info; thought I would share. Speak to Elad about the status of the kingdom and he'll tell you that you need to be crowned before you can officially become the king of the Atrebates. After talking to Fydia, she will tell you all about the crown and where you need to find it. This will give you the Arden destination icon. Back to the forest we go!
Arden
Head to Merlin's tree where you will find the scantily clad old wizard. After exhausting all subjects, he will open the path to Rhiannon's Altar, where you can reconstitute Rhiannon's cup, and your next destination. On your map, the altar is the middle location of the three you will see across the top, represented by a large, Stonehenge type monument and a horse head. From your original exiting position, go three paths to your right. You will then remount your horse, and head up the path. Take the second right hand turn to end up at Rhiannon's Altar. Sometimes these paths are difficult to see, so stay slow and check your map every so often to see your progress.
Once you are there, a blue flame will pop up behind you so cannot exit this area until all your tasks have been finished. Rats, great, this game is SOOOOOOO non-linear! (Add a touch of sarcasm for the smartass soufflé.) Go ahead and inspect the obelisk-ish stones you see at the foot of the mound. There are three, each representing a different fairy: Nael, Gael, and Jael. After reading each, its corresponding fairy will appear and tell you a story about herself and her sisters. Sounds like Jael is a real sweetheart! In order to get the cup Merlin spoke of, you will need to complete the task of reuniting the feuding sisters. Each fairy will hand you a white pearl, which she will place herself in and you can carry in your inventory. By scrolling your cursor over the pearls once they are in the inventory windows, you can discover who is who since they all look alike. First, take Nael by using her pearl on her, and place her in the small pond at the foot of the mound. Do this also with Gael and Jael, in that order. Once they are all together, the first portion of Rhiannon's cup will appear. Pick it up, then turn your attention back to the fairies. We're halfway there! Put Jael back in her stone (use Jael's stone on each of the fairies until one goes inside) and take her to the Stonehenge. Place Jael on the ground underneath the table, then return and take Gael. Once you placed Gael under the table, take Jael back to the pond. Can't have these two alone together! Although, having the two of them fight like women on Jerry Springer might be funny! Um, okay, where was I? Oh yes, take Jael back to the pond and pick up Nael. Place Nael under the table, then go back, get Jael, and put her under the table. (Try and say that three times fast!) Now that the three sisters have been reunited, you will be granted the second half of Rhiannon's cup. Once you have put it in your inventory, the pieces will be reunited to form the complete item. Go Bradwen, go Bradwen. (It's a shame you can't make him do the cabbage patch when he's completed a puzzle!)
Get back on your horse and head for Merlin's Tree. Once you have dismounted, go two paths to your right and head down the path toward the Lake of Offerings, located at the bottom left of your map. This is another great environment! It almost felt warm and muggy in my room! Oops, either that or I needed to open a window. Sorry about that! Once there, head to the central altar in the lake. Place the completed cup on it to make the fairy of the lake appear. Corwyn will do some whining, but ignore him and speak to the fairy about the crown. She will answer you with a riddle that you must solve in order to get the crown. And since I am the all-knowing (well, okay, better knowing then you since you haven't played this yet) walkthrough author, I can tell you how to solve it. You will be offered four colored stones. Place the gold stone on the center altar (king), then go from Bradwen's right to the left, placing the stones in the following sequence: red, brown, gray. Once you have placed all the stones correctly, the fairy will give you the Crown of the Atrebates. Take it from her and return to the King's Graves, three paths to your right from the exit to Merlin's Tree. Talk to the ghost of your ancestor, and then place the crown on your head.
Suddenly, you scream out in pain
and are carried away to the Black Rock, upper left on the Arden map. This
location is one of the few in the game that felt very artifical. I always wanted
to get out of here as soon as I could. You are in great pain and your hair has
turned white from the stress. A large monster, reminding me of something out of
The Max, tells you have been cursed with the wrath of Rhiannon, as have all of
your ancestors. He will give you a sword as you use up your conversation cubes
and tell you that you must kill Gawain, one of your fellow knights, and bring
his head back to the Black Rock as proof. But wait? Isn't Gawain my friend? Talk
about stabbing in the back! Head back to Merlin's tree to find Gawain waiting to
see you. When you speak to him, don't choose the fight icon. You'll just end up
in hell and the game will be over. Instead, talk out the situation with Gawain.
He'll tell you that all of your ancestors were known as giant killers. Hmmm,
then perhaps I can defeat The Max. Let's go find out more. Go see your
ancestor's ghost at the Graves and talk to him about the new information. He
informs you that in order to do this, you will have to piece together the sword
of three flames and use it on the giant. Oh gee, sounds like we have a new
puzzle coming up!
Go back to Rhiannon's Altar to find Fiachra waiting there
for you. Talk to your sister in law about the sword and she'll tell you she can
put it back together for you, but you must complete her riddle first. Why is
that all these fairies insist on asking you riddles? Guess things would be dull
if you could just get your way. She'll ask for a sign to represent the answer to
her riddle. Look around the altar and you'll find some colored stones. Take the
red stone, representing fire, and give it to her. She will gladly hand you the
sword afterwards. Head back to the Black Rock and slay the giant using your new
sword. Easy enough! Let's head home and show the kingdom how cool I
am!
Uffington
Go back to castle to talk to Fydia. She will tell you of another cup you will have to find. (My crib sheet has this great smartass remark: "another one, it won't be the last!") Turn and ask Elad about the cup and he'll tell you he last saw it at Lucius' villa. Great, time to get back on the horse and head there. Head into the courtyard to find the cup on a pedestal. Strange how it wasn't there earlier, hmm? (Raises skeptical eyebrow.) Take a look at it, then head back to the castle to ask Fydia about what you saw. It was at this point I wish they would have put a "jump" option into each location. Tis all a plot against me! After she explains what you saw, show the unicorn horn to Elad. He says that there is a statue that might help you in understanding how you can get better. Really? A statue?! Well, why didn't you say so before? Sheesh, can never find good help these days. However, the needed statue has been split into two pieces (of course!) one being in the throne room, and the other in your house. Pick up the one piece, then go to your house (with the red dragon on the door, remember?). This time, Bradwen will go inside and you can retrieve the second piece from the floor. When you have both pieces, they will magically join and you can return to the castle to talk to Fydia about the completed statue. Conveniently, she will remember a ritual that you will need to perform, using the unicorn horn and a small child. This will subdue the pain from donning the crown. Hocus pocus, fungus amongus . . . Go to St. George's Hill, located at the bottom left of your map. Walk through the trees to meet with the shepard's son (though I could swear he looks like a girl!) and speak to him. Show him the unicorn horn to complete the ritual. Afterwards, head back to the castle. There, you will meet up with Merlin and he will explain your next task: to follow the white stag. When he has finished speaking, head to the castle to find the object of your next mission.
Quest 7
The game will move on autopilot for a bit as you watch Foulque introduce Nai to the next quest. The level begins in Arden, where you are pursuing the white stag. You'll see it run into the woods as you approach Merlin's Tree, but it disappears before you can follow. Best to stop and smell the flowers while you can. (Little U2 reference, sorry couldn't be helped!) Go over to roses and the small Stonehenge. Pick a rose from the patch and keep it in your inventory. While you're at it, take the rose branch that is on top of the Stonehenge. Head over to Rhiannon's Altar and put your unicorn horn on the nose of one of standing horse heads. This is a little a tricky as you have to position Bradwen in a certain spot before he'll cooperate. Once you have done so (no real reason why you did it in the first place, but go figure) head over to the Lake of Offerings at the bottom left of the map to talk to the Fairy of the Lake, who is disguised as a glowing stone. She'll be on the central altar island. You'll receive the subject of the fairy while you are speaking to her. Return to Merlin's Tree to talk to Gawain, who is still hanging out in the woods. Exhaust all your conversation options, and get some juicy information on the fairy. Return to the Lake and hold the rose branch up to the glowing stone. The fairy will return to her normal state and be very grateful to you. Speak to her about everything you can, especially the unicorns. Remember what Gawain said to you about fairies and roses? Place the rose on her altar and she will reward your kindness with the second unicorn horn. Don't give her the rose directly! This only puts you through the pain of having to go back to Merlin's Tree and get another one. Ah yes, yours truly knows this! See, this is what I'm good for! To make all your mistakes for you! Anyhoo, take the second unicorn horn to Rhiannon's Altar and place it on the other still standing horse head. Go under the table and you will be whisked away to the magical land of . . . . .
Avalon
. . . Delaware!! (Wayne's World moment, my apologies.) You'll be transported to Avalon, the mythical home of the fairies, gods, and goddesses. Corwyn tells you before you disappear that he won't follow you to Avalon because he's afraid of the fairies, but that he'll wait for you in Arden until you return. (Jen's side comment: Okay, if you found Gage Blackwood's AI sidekick Arthur from JP3 to be annoying [I was one of the few who didn't] you will detest young Master Corwyn. There were times when I wanted to smack him, especially in the Paladin story line.) What made me mad was that I started out on foot, so I had no idea where I was on the map. Keep walking forward until you get to an area where you will mount your horse. While your finding your horse, you will pass a patch of white flowers with buzzing bees. Go to these flowers to collect their pollen. Good thing you aren't allergic. Also, make note of the circle of stones and the brightly colored knight near them. We'll be back there later. Once you have gotten on your horse, check your map to get your bearings. You'll be at the bottom of the map, on one of the many small islands. Your first goal is to the get to the Tower of Winds, located at the top center of the map. It appears as an obelisk with three platforms around it. Once you have made it there (navigating this place is no small chore), climb the stone stairs to speak to the fairy on the top. She's not very friendly and will refuse to answer your questions. Well, okay, be that way then! Head to the Tower of Source, located on the center-left of your map. That's the one with the stone disk surrounded by fish. You'll meet another fairy there that will gladly talk to you about Avalon and the strange Pied Knight that everyone's been talking about. Apparently, the previous fairy is madly in love with the Pied Knight, and wants his heart so she can enchant him. However, the Knight has placed his heart in a safe place where the winged fairy won't be able to touch it. If you take the winged fairy the heart of the Pied Knight, she'll talk to you. Sounds like a simple task, sure sure.
Return to the Circle of Stones you passed earlier (near the bottom right of the map) and use the pollen on the glowing stone near the Pied Knight. (Yes, that's the Pied Knight!) You will be rewarded with his heart. Return to the Tower of Winds and give the heart to the winged fairy. She will accept it with glee and says she will tell you the Pied Knight's secret if you answer her riddle. To do so, move to one of the red disks surrounding the fairy to be teleported to one of the surrounding platforms. One will have three stones on it. Select the blue stone, engraved with the symbol for progeny (offspring, child, you get what I mean). Return to the main platform via the red disk closest to it and give the stone to the winged fairy. She will then reveal to you that the Pied Knight is indeed Madog, your son that was apparently killed in the previous game. (Madog? Was this guy drinking too much of that cheap stuff I used to buy in college? Tasted like Kool-Aid with a kick.)
Head back to the Circle of Stone to confront the Pied Knight about his true identity. After you have exhausted all conversation options, he will give you a red gem that will allow you to cross through Morgan's Fire blocking one of the subordinate islands at the Tower of Source (Fish Island). Head back there and cross the bridge to this island, using the red gem on the fire blocking your path. Sadly, the remains of Rhiannon's unicorns will surround you, the cause of your family curse. Search the bones of each to retrieve three unicorn eyes. Return to the circle of stones where you had previously confronted Madog. Follow the white stag into the center of the stones to be transported back to Arden.
Arden
Return to Rhiannon's Altar and inspect the sandy shapes around the mound. You will realize that they are indeed unicorn shaped, representing Rhiannon's three unicorns. Place an eye on each one and a white unicorn silhouette will appear at the foot of the mound. (You might have noticed a black discoloration previously where this will appear.) Go to it to retrieve a colored disk. Travel to the King's Graves and the Lake of Offerings to get the other two disks. Things usually work in threes in this game, just to let you know. Return to Rhiannon's Altar after you have all three and get your unicorns' eyes from the ground. Walk under the table to be transported back to Avalon.
Avalon
Return to the island of the unicorn bones at the Tower of Source and use the disks one at a time on the stone pedestal at the center. This will send you Morgan's Island, the central island on the Avalon map. Talk to her until she gives you a flame. Now follow this order. Inspect each of the idols around Morgan to discover their meaning. Use the flame on the idol of fire, the black unicorn eye on the idol of earth, the blue eye on the idol of air, and the green eye on the idol of water. After you have done this, step into the red circle at the center. Time to get the Dramamine!
Labryinth of Destiny
Okay, if I'm being vague here, it's not intentional, I swear! Let's just say that this level made me SOOOOOOO dizzy. My recommendation is to save here, go get the seasick pills, then come back. (It's even worse in the Paladin level!) Wander around a bit to get the feel of this place. There aren't that many passages so it will become easy to navigate after a time. It's the camera angles and movement that make you sick. You'll soon run across the Knight of the Past. Just talk to the man, don't try to fight him yet. Go to the center of the labyrinth to look at the idol of the past, the small pedestal on the right. From there, head straight out and take the fourth passage on the left. Take the crown you see laying on the ground. Ooo, pretty sparkly for my collection! Walk around a bit (heading more to the right side of the screen.) You'll meet with Morganor's ghost. He's your half brother from the first game, the one you killed. Give him the crown you found and he will reward you with a sword to defeat the Knight of the Past. Return to said knight, and defeat him with the new sword. You'll find one of the unicorn eyes on his person. Take this to the center of the labyrinth and place it on the idol of the past. Once you have done this, return to where you encountered the Knight of the Past to speak to his counterpart from the present. Return to the center and inspect the idol of the present. That's the one in the middle if you couldn't guess. From there, take the second passage on the right, and follow the corridor. Then take the first left and turn to your right. Follow along, turning right, then right again. On the ground, you'll find a lock of hair. Take this and present it to Queen Guinevere, who will be waiting for you where your brother previously was. In return, she will give you another sword, which can be used to defeat the Knight of the Present. On his body, you will find another unicorn eye. Place this on the idol of the present. Ah, can you guess what comes next? If you said the future, then YOU'RE RIGHT! Here's a cookie. Oat bran, gotta get your fiber since you've been inside playing through my walkthrough all afternoon. Go talk to the Knight of the Future; inspect the idol of the future, potato, po-tah-toh. You'll then need to find your enchanted object, this time being a bunch of berries. My crib sheet says to (and I loved this!) "find them yourself!" But I'm not that mean, so here's approximately what you need to do. Take the same path as you did to find the hair, but make a left instead of the last right turn, then make another right. On the ground, you will find the berries. Give these to Arthur, who will be in the usual place, and in return, he will grant you use of Excalibur. Cool huh? Take the sword and defeat the Knight of the Future, retrieving the last unicorn eye. Place it on the idol of the future. Inspect the large center stone twice and then you will be transported back to Morgan's Island. Speak to her briefly about the Cup of Knowledge (see? I told you there were more cups!) and you will be sent on your way to Quest 8.
Quest 8
Arden
After another brief autopilot sequence, you will begin Quest 8 in the forest of Arden. At the Lake of Offerings, you will be reunited with Corwyn, who is not so young now! Because of the differences in the passage of time, twenty years has passed since you disappeared into Avalon. And Corwyn has waited for you all this time! What a faithful guy! Talk to him about all available subjects, learning of the fall of Camelot and your wife's disappearance. Head to Merlin's tree and walk around it until you spot the white stag. Follow it until the computer takes over, transporting you to the kingdom of Tintagel.
Tintagel
You'll arrive in the woods of Tintagel and the sounds of battle can be heard close by. Go forward until you encounter your fellow knight Cymeril being attacked by two scoundrels. Speak to them, and then engage them in combat. Bradwen will defeat them easily, no problems there. Find a horn and a ring containing the royal seal on their persons. Talk to Cymeril to learn of King Marc and his illness. Before Cymeril dies, you will vow to continue his mission to save the king, no matter how you may feel about him. Once Cymeril is dead, mount your horse and head to Marc's castle, located at the top left of the map. You can't miss it; a big black fortress castle. Talk to the guard and show him the royal signet ring you found on Cymeril's assassin. The guard will let you pass into the castle. Once inside, go through the massive set of wooden doors (playing where's the trigger spot while you're at it) and meet with King Marc who is sitting on his throne. King Marc tells you of his illness and how he's learned of a holy relic that has been said to bring the cure to his ailment. It's being guarded by a merciless black knight who wants a large ransom in return for the relic. Marc begs you to retrieve the relic for him so he can be cured. Although you hate the man, you vowed to your friend that you would help him. Marc gives you the ransom money after you have agreed to the task. Walk into the castle courtyard. Find there a leg of ham, a log, and a Pagan statue.
Afterwards, head off to the village, located at the top right of the map. Upon entering, you'll meet with Cornelius, your friend from the first game. He explains the relic to you, but suggests that you might get more information out of the locals. Head around behind the church, to the right, and you'll hear an old woman talking to herself. Approach her and she will say that she hasn't eaten in days and was too old to leave with the rest of villagers. Give her the ham you found at the castle and she will answer your questions. She will tell you that the Black Knight hides in the enchanted Black Marsh and you must go there to find him (isn't everything here enchanted?). You'll also receive the subject icon for the Black Marsh. Return to the castle and ask the guard about the Black Marsh. He'll give you a map to find your way. Read it and you'll receive the location icon for the Black Marsh. Go get your trusty steed and head there.
Black Marsh
Oooo, creepy, foreboding name. I was expecting something dark, lots of trees, like Arden, only darker in the shading. But this place is downright friendly! I wouldn't mind building a home here! Open up your map when you arrive to get a feel for the area. This land will mostly be traveled on foot, so get your senses of direction ready. Once you have dismounted your horse, walk forward until you get to a very sandy area where you can see the water. Go to your left and you'll approach a bridge that leads to the Black Knight's tent. As you walk up to it, two green spirits will appear. Don't move or they will kill you. Instead, blow on the horn that you found earlier, and they will disappear. Now you are free to talk to the Black Knight. Go ahead and give him the ransom so you can get the holy relic. But whatever you do, don't give him the sword! I did this just to see what would happen. Haha, and well, I'm sure you can guess what happened. It involved reloading a game from Quest 6, then moving on to where I had last saved. So needless to say, you'll meet Rhiannon if you do so, but you can't do much else. Just let the Cup of Knowledge stay there for now.
Tintagel
Return to the village in Tintagel and go into the church. Talk to Cornelius who is standing behind the altar. Hand him the relic of St. Joseph and he will perform a prayer over it. Afterwards, he says that the relic didn't work and that God won't cure Marc because his soul is too black. Looks like we're going to have to find another way. Take a look at the shield on the altar (getting the subject "prince"), and then ask Cornelius about it. (Is it me, or does the prince look like Nai?) If you want, you can also ask the old woman about the prince, but she doesn't know much about it. Return to the castle and ask the guard about the prince. He'll give you a piece of information, and then go to Marc to get some more. Put a log on the fire first though, then he'll talk. Return to the guard after you've heard Marc out and ask him about the prince again. He'll tell you of a talisman that the prince had with him. Go back and ask Marc about the talisman (back and forth, back and forth) and he will give you the key to the prince's chamber. What a nice guy!
Go the prince's chamber by taking the stairway on your left in the courtyard. Use the key on the door at the end of the walkway, then enter in. This place isn't fit for a pack a wild dogs, let alone a prince. Guess love drove him crazy. Inspect and take the slate plate on the alcove directly in front of you. Place it in the circle closest to the small window. Then look on the shelf by the window and take the sea foam plate, placing this in the one closest to the alcove. If they are placed correctly, the talisman will appear in the third pit. Take it and show it to the castle guard. He will confirm it is the prince's. Return to the throne room and the king will also correctly identify it. Marc will tell you that his son was looking for Merlin so he could get a spell to enchant the fairy he had fallen in love with. Would that be like Spanish Fly? Head out to the courtyard, and take the stairs on your right where you will meet a woodcutter who is in the process of destroying a Pagan altar. Give him a tongue-lashing for the defamation and then ask him about Merlin and the prince. He will talk to you about a place called the Green Mound where the fairies are supposed to worship. But he has no idea where it is. Before you head off, be sure to take the idol lying on the altar. Go talk to the guard, who seems to know where everything is, and he will tell you where to find the Green Mound. Go get on your horse and head there.
Green Mound
This place is real small, and there is only one location where you can access your map, so take advantage of it when you arrive there. Head straight on in the direction you are facing to get to the mound on the western end of the island. Run up the blocks to get to the altar. Within the piles, you should see a bracelet. Take this to add some flair to your drab outfit. Turn around and head back the way you came, then farther on past where you mount your horse to get to another altar. You will see three pedestals, two of which are empty. Place the two idols you found on them and suddenly, Merlin will appear. My hero! Look at the crow, which perches nearby, and he will tell you to "follow your guide." Catch this silly bird and add him to your inventory collection. See, this is The Longest Journey, complete with a crow for a sidekick! Talk to Merlin about everything you can (and you'll hear a lot!) then show him the bracelet you found on the other side of the mound. Also, show him the talisman. He'll have some words about that, too. And while you're at it, show him the crow. Just for fun. When you're finished with all of this, return to your horse and Tintagel.
Tintagel
Head for the castle and show the bracelet to the guard, who suggests it might have come from the prince's squire. Head for the throne room and show it to Marc, who will confirm this. You will learn that his name is Guyon and a member of the boar's clan, "one of the most powerful of the Cornish clans" according to my crib sheet. He has been hiding in the Black Marsh since the prince disappeared. Guess we need to go there and talk to him. Before you head out, take that nifty yellow banner with the boar on it. How convenient!
Black Marsh
Once at the Black Marsh, head up the island like you were heading to the Black Knight's tent, but hang a right instead of a left at the beach. In the distance, you will see smoke above the treetops, and Bradwen will note this incase you missed it. Walk around the brush on the edge of the grass until you get to a little point on the left side. As you're standing there, release your crow and he will fly over to the source of the smoke. Oh I get it! Follow the guide! Thanks Crow! A bridge to the hut will appear. Cross it and inspect the front door. Hmmm, where is this guy? Use the boar banner in front of the house, and Guyon will appear. He isn't too yielding in his information at first, but keep trying to talk to him. When he refuses to answer, show him the bracelet. He'll speak a little more, then you will need to show him the talisman to get the rest of his answers. You'll discover that the prince has become the Black Knight when he let himself be controlled by an evil wizard, also known as the Hidden King. Guyon will also give you a lock of hair from Celodoin, the fairy that his master fell in love with. Question him about the hair, and he will attach it to the talisman. Let's go show this to the Black Knight and see what happens. Return to the knight's tent and reveal the completed talisman to him. He will take it from you and fall over, subsequently disappearing. Take the Cup of Knowledge from behind him and return to Tintagel.
Tintagel
Go to the castle and place the cup on the half destroyed Pagan altar. This will cure Marc. Head to throne room to discover whether or it has worked. When Marc gives you confirmation that he is well, he vows to destroy all the former Knights of the Round Table and take all of Arthur's lands. Gee, what a nice "thank you" for all the hard work I've done! Go back to the Pagan altar and retrieve the Cup of Knowledge. With the cup's magic, you are transported to a strange cave (which is actually the belly of a dragon. Ick!). At the bottom of the stairs, you will find the long missing Rhiannon. Talk to her about everything you can, then you will be returned to Uffington and the beginning of Quest 9.
Quest 9
Uffington
You'll arrive in front of your castle in Uffington. Head to the throne room and speak to the aged Elad about the status of your kingdom. Sadly, you'll discover that all your would be subjects have fled in fear of the Saxons and your friend Gawain is in terrible trouble. Go meet the Saxon chief Cerderic at Red Dragon Hill and speak to him. Don't fight him yet! Just ask about Gawain. You'll learn that he's near Merlin's Tree in Arden, crucified in the Roman fashion. Get the Arden icon and go there.
Arden
Such sadness in this game! You'll find your friend Gawain next to Merlin's Tree, just like Cerderic said. Talk to Gawain until he passes away, then go to Rhiannon's Altar. Retrieve your unicorn horns from the horse heads (amazing that they're still there after all this time!) and head for the Black Rock. There you will meet the Hidden King, disguised as your father Cadfanan. He will tell you of Rhiannon's Lance, the unicorns, and the shadow world. Let's head home and get more information.
Uffington
Once in Uffington, head for Red Dragon Hill and kill Cerderic using one of your unicorn horns. Take the treasure from his body.
Arden
Return to Merlin's Tree and place the treasure on the ground in front of the three large stones to make Morgan appear. Ask her about Rhiannon's spear, the shadow world, and the unicorns. She will explain the curse of your family and tell you that her brother, the dragon that left his mark on Red Dragon Hill, has eaten her sister Rhiannon. In order to break the curse, you must kill the dragon once and for all and free Rhiannon from her prison.
Uffington
Return to Red Dragon Hill and place
your two horns in the eye of the dragon. A third will appear, giving you the
three horns necessary to make Rhiannon's Lance. Hurry back to your throne room
and place the three horns on your throne. The lance will appear before you; take
it!
Arden
Hurry back to the Black Rock and kill the Hidden King with the lance. On his body, you will find a brown rock, one of six fangs for the red dragon on Red Dragon Hill. Search the rest of the rock formations surrounding the Black Rock to find five more. Once you have all six, return to Uffington.
Uffington
Ignore Corwyn's protestations and place one fang in each of the dark spots on the ground inside the dragon's mouth. Once all six have been correctly positioned, you and your squire will be transported to the Shadow World.
Shadow World
End game time, folks! Just a few things left to do and we can start the next game! Go roughly to your right and you will see two green spirits guarding a bridge. For this, you will get the subject icon for them. Go back and cross the middle bridge to get to the witches' lair. Once you have arrived there, take the path all the way to the right and you will see the Fairy of the Lake imprisoned in a suspended cage. Talk to her about everything you can, and you will receive the subject of honor. Go back the way you came, and take the middle right passage. This will lead you to the witches and their brewing, bubbling cauldron. Anyone having flashes of Macbeth here? Talk to them about everything you can, and then hear their riddle. Explore the paths around the island and get four skulls, each one a different color. Go back across the bridge to the first landing and go to the bridge guarded by the green spirits. Use the red skull (evil) to make them disappear. Go across this bridge and read the sign on the ground. Use your sword on it and the dragon will wake up. Oh no! The dragon reopens your old wound and you're unable to fight!
Ah, but all is not lost! We have
someone else here who would love to get in on the action. You are now given
control of Corwyn, your squire, and now he must save Bradwen so the dragon can
be destroyed. Talk about the ultimate underdog! Go across the island where the
dragon sleeps and cross another bridge. You'll arrive on another island where
you will see four lamps. Take all four and go back to the caged fairy in the
witches' lair. Speak to her about the lamps and she will tell you about
Rhiannon's Lamp. One of those is the real lamp, while the other three are filled
with poison and will kill whoever drinks from them. But how will I know which is
which? Well, if you haven't noticed, you've got four lab rats to test your lamps
on: the fairy, Cerderic who is caged on the other side of the lair, and the two
green spirits. Test your lamps on all of these until you find the correct one.
When you have it, the others will disappear and Rhiannon's Lamp will turn blue.
Return to your injured master and use the blue lamp on him. He is now cured and
can finish off the dragon. Watch the amazing end cut scene to see the grand
finale!
And now for something completely different!
Ah, you thought I was finished! You thought that was the end of the game! Guess again darlings!!!!! (evil laugh) There is another complete game included in AK2, that of Bradwen as a Paladin (Christian) knight. Go ahead and start another game, but this time, select the white book for the Paladin path. The beginning movie is exactly the same as that of the Celt, so take a nap while this thing is playing. The animation is cool to watch though. There are many locations in this game that are the same as those found in the first part, but there will be subtle differences between them. Areas you couldn't access earlier, like in Tintagel, will be open to you while you are a Paladin. However, when you are in Avalon, there won't be as much navigating. You tend to just pop in and out of places. Names will be different as well, and you will be dealing with Christian mysticism instead of Pagan. Also in the Paladin level is a completely new area, that of Magovenium, the ruined Roman City. Again, like the path of the Celt, the Paladin's story is divided into four quests which will help Bradwen become the king of the Atrebates.
Same deal applies to loading games and Direct Draw issues. Go easy.
Ready to get started? Stand up and stretch a little first, perhaps go outside and get some fresh air. You're going to be sitting for quite some time.
Quest 6
Head to your village in Uffington. If this seems like deja-vous, then you aren't far off. Only this time around, your horse has chain mail instead of war paint, and Bradwen is sporting a neatly trimmed hairdo. He looked too much like Mel Gibson in the first half anyway. Once you are at the gates, you will meet with Olwen. She is guarding the village and refuses to let you in unless you prove you are who you say you are. Olwen asks that you revenge her murdered husband by going after his killer, a Pict that has been seen at Lucius' villa. Head there (you know the way, just check your map to get your bearings) and talk to the chief about the killer. He offers you a few bits of information, but nothing you can really act on yet. Go talk to the child standing nearby. This is the little boy that looks like a girl that you saw in the first game. He will tell you about King Elad, the man who took the throne in your absence. You will receive the Elad topic cube for this. Afterwards, take a look at the pretty painting on the ground in front of the villa's main entrance. Nice stars! Doesn't seem like there's much else to do here so let's head back to Uffington and let Olwen know what we've discovered. As you exit the villa, the computer will take over and you will be thrown into an automatic combat sequence. Just sit back and relax since there is no way you can control Bradwen during this time. With ease, Bradwen will defeat the Pict (yup, that's him) and you can take his axe back to Olwen as proof that he's dead.
Once you are back at the village, hand the axe to Olwen and ask her about Elad. She will let you into the village where you can confront this impostor king. Talk to the guard outside the throne room first, then to the Blacksmith. You'll find him to the left of the throne room (you'll hear the hammer if you can't see him at first). After you've gathered enough information, head into the throne room and talk to Elad. This Elad is not the friendly Elad from the Celtic game. He's mean and arrogant, and not too forthcoming with information. He'll tell you about Magovenium, the former Roman city located near Uffington. You'll also get a location icon for it. Well, since Elad won't tell me what I need to know, let's head there.
Magovenium
You'll start your journey in the city at the left of the map. Head through the town square and make a right to get to the Coliseum at the top of the map. You'll find Magovenium's remaining inhabitants here, along with a monk named Dionicus. Talk to the guard first as you approach the large double doors, then go through them into the Coliseum. I thought this area was pretty neat. Cryo did an excellent job with the background animation: random people standing about, cats lying around. Take a look around if you wish and get acquainted with the area. You won't be able to talk to any of the villagers on the risers of the Coliseum, but they're fun to look at. Well, when you're done exploring, go back to the stage (that's the first area you were in when you entered the coliseum) and go through the red door on your left as you are facing the villagers. You will meet Armenius, the drunken monk standing at the bottom of the stairs. Bradwen will give him a major tongue-lashing for being fond of the drink, but Armenius will just ignore him. Go up the stairs at your right (these might be hard to see if you're in a dark room) and go through the door at top. Head down the second hallway on Bradwen's left, then through the last door into a study to meet with Dionicus. Talk to him of Elad and what you can do to reclaim the throne from him. Dionicus will be somewhat cold and a little lacking on personality, but he'll offer some interesting advice. Hmm . . . what else is there to see around here? Go back out to the hallway of the second floor and inspect each of the seven frescos on the right hand side of the hall, reading them from right to left. Each one is in its own little alcove. Bradwen will read each of the frescos in Latin (the subtitles will actually come in handy here) and you will learn about St. Joseph, St. Epona, and the story of the two crowns of the Atrebates (getting the subject icon as well). Talk to Dionicus about the story and he will tell you about a letter that your father Cadfanan had left behind. Seems we need to find this!
Let's head out of the monastery and take a look at the other door, all the way across the stage. Don't mind that creepy looking crack in the ground. The Devil just decided he wanted to hang out here and creep out the villagers. No wonder they're living up on the risers! Head into the crypt (don't mind Corwyn's whining; he's just being a wuss) and go down the stairs, through the passage in front of you, not the one under the stairs. Keep going down the hallways until you get to a room with a statue at your left. Go into the right alcove directly in front of you and you'll see a stone coffin. Stand at the end of the coffin and blow the horn that is in your inventory. The ghost of the Black Knight will appear. Like Elad, he is not at all like his counterpart in the first game. The Black Knight will tell you of Cadfanan's letter and eventually give it to you. Since his debt to you has been repaid, he will return to the spirit world. Go back to the statue (who we discover is St. Epona, otherwise known as the Pagan goddess Rhiannon after she was baptized into Christianity). Have Bradwen exit the crypt by praying in front of St. Epona. She will transport you back the sanctuary inside the monastery on the other side of the Coliseum.
Once you are safely back in the monastery, read the letter that the Black Knight gave you. Your father writes of a relic known as Solomon's Mirror, a mirror which can reveal to the looker their true self. Perhaps you should find this mirror so you can show Elad who he really is! Damn straight! Who does he think he is anyway? Taking my throne while I'm away. Well, let's see if we can find it. Did you happen to notice all the weird looking mirrors hanging all over the monastery? They're small, orange and yellow in color with a small reflective surface in the center. Just like Pikachu (I know there's got to be a copyright infringement in there somewhere just by typing that name) you've gotta catch 'em all! (Oops, there's another one!) Check out every room in the monastery, including downstairs by the drunken Armenius and the room that extends off of the entrance to find all the mirrors. Take them back to Cornelius, the blind monk you may remember from the first game. You'll find him on the same hall as Dionicus, in a different room. Talk to him about the mirrors, them show him all the mirrors in your inventory. Cornelius will know which mirror is correct because he will see his true self in his mind. All the other mirrors will disappear, leaving you with the correct Mirror of Solomon.
Uffington
Once back in Uffington, confront Elad with the mirror. He will realize the error of his ways and abdicate the throne to you. Ask him where you can find the true crown of the Atrebates and he will tell you to talk to Armenius. Back to Magovenium we go!
Magovenium
Head to the monastery and ask Armenius about the crown. He will tell you that he gave it to the former blacksmith of Magovenium, but he has no idea where it could be now since the blacksmith fled the city. Seems we need to ask another blacksmith about this man's whereabouts. And where did I see a blacksmith?
Uffington
Return to the village and question
Uffington's blacksmith about the missing crown. He will tell you that the widow
of Magovenium's blacksmith now lives at Lucius' Villa and she could possibly
know what has become of the crown. Geez, doesn't anybody know anything around
here? Head to see her. She'll be near the back of the villa, to the left of the
painting on the ground. She will tell you how her husband was enchanted by the
Devil and went mad before his death. Look around her shop and spot the pewter
sword (you'll receive a subject icon for this). Ask her about it and she will
tell you that her husband made four of these swords, completely useless since
the metal is so soft. She will give them to you for free. Go into the shop and
pick up the sword, receiving all four.
Magovenium
Return to the coliseum in Magovenium and use the four swords on the blacksmith's forge that is near the entry to the monastery. They will be melted down and reveal four tablets, each with a clue on finding a piece of the Atrebates' Crown. In Magovenium, you will need to head to the large tree on your map. Go there from the Coliseum and inspect the trunk of the large three. Bradwen will let you know when he has found the piece he needs. Let's get back to Uffington to find the other three pieces.
Uffington
Once back in your kingdom, check out the eye of the dragon on Red Dragon Hill, the painting at Lucius' villa and the grave on St. George's Hill to find the other three pieces. Once you have collected all four, the crown will be assembled and Corwyn will urge you to return to your castle to the complete the coronation.
Return to the throne room and stand in front of your throne. Facing it, use your crown to proclaim yourself king. Ack! Oh no! That wasn't supposed to happen! Like in the first game, Bradwen will cry out in pain when he places the crown on his head and disappear. After a short interval, he will return without the crown and his hair will have turned white. Foulque will narrate some more of the story. When he is finished, speak to your wife, Lady Lutisse. Use up all the dialogue choices. Listen to her tale of Lancelot, then take her advice and find your Uncle Novelius. Armenius will be waiting for you outside the throne room with a letter from Novelius. Read it to discover that Novelius was on his way to warn you about the crown. Nice timing, Uncle, thanks! Head off to Arden to get more information.
Arden
Arden will look exactly the same as it did in the story of the Celt, so don't expect too many surprises here. Go the King's Graves to find Novelius caught in a spell of some sort. Use your sword to free him. Suddenly, your sword will disappear (though, if you have Bradwen standing at the right angle, you can still see it in the holster on his belt). Great, can this day get any better? Talk to him about all the things you can, receiving the Novelius subject icon. Walk away from him, then return to him and use the Novelius clue. (Seems the icon only works when you end the conversation, then start a new one.) After you have finished with Novelius, head to the Black Rock, same place at the top left corner where you met with the hidden king in the Celtic story. Walk to the right, all the way around the rock until you get to an opening. Walk inside to talk to the Devil. As you will see, you will not be able to escape once you have met with him. Talk to him about all available subjects, getting the subject icon for Queen Guinevere. The Devil will tell you that Lancelot has fallen in the love with the queen and is in Arden to meet with her. He tells you that you must kill Lancelot in order to receive his help. Take the sword you see floating nearby and the Devil will release you to go on your way.
Go to the Lake of Offerings next, on the left side of the map. Once you have reached the entrance, walk around the lake to the right to find Lancelot daydreaming as he watches the water. Corwyn will whine in your ear once again (see why I wanted to kill this guy?) and then you must face Lancelot. Bradwen will threaten Lancelot, but don't fight him, not just yet. Keep talking to him about Guinevere until he finally admits to the relationship. He swears that this will be the last time he will see her. You believe him and apologize for your misjudgment. Receive the Magovenium location icon and head there.
Magovenium
Return to the Coliseum and go to that scary looking crevice near the entrance to the catacombs, called Hell's Crevice in my crib sheet. Use the Devil's sword on it to return the cursed weapon to the Devil. Once you have done so, the door to the catacombs will automatically open and your astute sidekick will note this. Go down to the room where St. Epona's statue stands. From here, you will be able to access the lowest level of this area. Go through the doorway at the bottom of the screen (the view point should change to reflect this) and you will be in one scary room. Go to the far end of the room and you will find your sword, the Sword of Truth, lying on the ground in front of a large mirror. Retrieve it and you will be one step closer to finishing this awfully long quest. Go back to St. Epona's statue and take a look at her. You'll note that she's bleeding on the same side as you are. Very interesting (Freud voice). Pray in front of her and she will curse you before you are returned to the monastery.
Novelius will be waiting for you in the library, which is down the first hallway on your left hand side. It's kind of hard to see at first. But you should hear him praying. Talk to him about all you can and he will advise you to seek God's help in this matter. So, go to it then! Return to the sanctuary in which you arrived and pray in front of the altar. Exit the monastery to see a large white stag standing at the center of the Coliseum stage. Go inspect it then, return to Novelius to discuss what you have seen. Novelius will tell you to follow the White Stag to seek your answers. Gee, where have I heard that before? Head down to look at it, then you will be sent on to Quest 7.
Quest 7
There will be another dialogue between Foulque and Nai in between the quests. In my version, when Nai would ask a question, Foulque would respond as if he were St. Joseph, using dialogue from a completely different section of the game. However, the subtitles will correspond to what Foulque should be saying. Thought it was pretty funny.
Arden
Anyway, you start this quest in Arden as you are chasing the White Stag. Go to the center of the map to meet with Merlin next to his tree. Are you cold, Old-Timer? Talk to Merlin about all available subjects and he will advise you that Morgan is looking for you, seeking your destruction. Oh gee, what else is new? Head off to find the Master of the Hunt and confront him about this. To do so, head towards the location in the upper right corner, the obelisk surrounded by stones. This area will be new to you since you did not need to visit it in the Celt story. There you will meet with the Horned Man. He will make a few threats at first, but keep talking to him until you have exhausted all subjects. Once you have done so, and he vows to destroy you if you don't leave immediately, high tail it out of there. Go back and mount your horse. Once you have done so, you will be safe from him. From there, return to the Black Rock. Why? Cause the walkthrough girl told you to! Don't ask questions! You will see a rock at your left which stands out a bit from the rest. It's a Direct Draw sprite rock at the center of four black pales. When you approach it, it will speak. Inspect the rock until you are able to speak directly to it. You will learn that this is the doppelganger that took the form of many of your friends in the first game. (Of course, if you have never played the first game, like me, then you will just be learning this for the first time!). Speak to the Doppelganger after you have freed him with your sword and make a deal with him to distract the Horned Man. He will disappear, then a few moments later you will hear the all clear sound - a low-pitched horn. Return to where you first encountered the Horned Man to find that the Doppelganger's plan has indeed worked. Go past the rock formations and cart to see the White Stag standing at the center of a circle of rocks. After he has been teleported away, move into the circle to whisked away to the magical land of . . . .
Avalon
. . . New Jersey! (Okay, that's an old joke now, but it's still funny!) You'll start out on your horse this time in Avalon. Check your map first thing to reacquainted with this world. Go forward until you are on foot. Continue onward until you see a blond man standing on your left, guarding a bridge blocked by flames. Apparently, this guy is supposed to be in full armor, but I guess he forgot to get dressed this morning. Talk to him (Knight of Many Colors) about all available subjects. He says he will only let you pass once you have pierced his armor. Automatically, you will be transported to Hell, where you must make a choice, similar to the one you had to make in the first game. Choose the stone on the left and you will have defeated the Knight. Tell him you must see Morgan and he will let you pass. To see Morgan, just turn around and you will see her standing in the distance. Wait a sec; she wasn't there a minute ago! Silly game! Talk to her about the Knight, or Madog as you know him to be, and she will explain how he's been able to survive in Avalon all this time.
Once you have finished with Morgan, she will transport you to the Tower of Sighs (known as the Tower of Winds in the first game, top of the map). Walk up the stairs and speak to the Winged Fairy about everything you can. Exhaust the conversation until she starts repeating herself, then solve her riddle. Teleport yourself to one of the surrounding platforms. Once you have found the one with the multi-colored stones, select the stone of the father. You can identify the correct stone by having Bradwen inspect each one. Once you have it, return to the fairy and give her the stone. She will offer up more information. Head back down the stairs to see Madog waiting for you. Tell him that he is your son by choosing the Knight icon. He will not believe you and demand proof. Use your sword on him and he will remember everything. In return for your demonstration, Madog will give you two handfuls of magic grains, though they look more like coffee beans to me.
From here, you need to ride your horse to the Prison Tree. This is the gnarled tree you see at the bottom of your map, and an area we have never seen! Once there, head down the first path on your right (a little hidden) and you will see a large cement slab with a Christian symbol on it in the mound under the tree. Head back to the shore and go talk to the fairy (who is straight ahead) about what you have seen. She will tell you that Kael, the fairy at the Spring Tower, knows more about it than she does. Great, more walking. The Spring Tower is that fish-looking picture on your map. Go there to meet with the more knowledgeable fairy. Kael will tell you that she will help you open the slab once you have solved her riddle. You must take three symbols from three fairies located on various platforms around the island and return them to their complementary fairy. This would be the fairy that describes the particular symbol she seeks. The three are animal (horse), vegetable (leaves), and mineral (water flowing over rocks). From Kael, go to the platform directly behind you, then go to your right each time to collect all the symbols. Once you have done so, keep going to the right to return them. Here is that order: vegetable, animal, and mineral. Once you have done this, return to Kael and tell her of your success. You stud; you're so smart! She will reward your efforts with the Spring Cup, which will open the slab at the Prison Tree.
Return to the Prison Tree and use the cup on the cement slab. Go to the back of the cave to see St. Joseph, asleep under a heavy spell. Use the first handful of Madog's grains on Joseph and he will awaken. Tell St. Joseph about the curse. After his response, he will fall asleep again. Use the second handful to reawaken him and ask him again about the curse. He will not be able to say much more as the spell is strong, but heed all his advice. Once he has fallen asleep again, exit the cave to see Madog waiting for you on the shore. He says that Morgan is waiting to see you on her island and he will transport you there.
Talk to Morgan and she won't be very friendly. Great, just great. Thanks sweetheart! Time to face her labyrinth.
Morgan's Labyrinth
Like the first game, you will need
to navigate this maze and collect three items that will free you from it. This
one is a little easier to deal with though. For each item, in this case, a stone
which you have to place on top of a pedestal, you are restricted to a small area
of the maze, making it easy to search every available alleyway for the stones.
To do this, find the stone, and then return it to the one pedestal that is
available to you. Once you have done so, you will be transported to the next
section of the maze. Do this three times to be transported out of this place.
Oh, and again, make sure to take your seasick pills before navigating this
place.
Avalon
Once you have successfully placed all three stones, you will be transported back to Morgan's island and a third magical coffee bean will be given to you. Is this espresso or French roast? Go back to where St. Joseph is imprisoned and awaken him one last time with the last grain. He will tell you that you must find the Ciborium of Divine Grace in order to find St. Epona and break the curse that is on your family. Once you have exhausted all dialogues, go back to see Madog on the shore and talk to him one last time before you are transported out of Avalon.
Quest 8
Tintagel
This quest will open in the Cornwall kingdom of Tintagel. Go forward to an open clearing to find Corwyn waiting for you. Talk to him about everything you can, including the newly acquired clues. You will learn that even though you trusted him, Lancelot broke his word to you about Guinevere and ran off with her. You will also learn that an evil horned snake has taken over Cornwall and caused King Marc to become gravely ill. Head to see the woodcutter who is located at the house at the bottom left of the map. These are the new areas I was talking about at the beginning of this half of the walkthrough. Ask him about all the things you can, especially the horned snake. Once he has told you all he can, collect the three wooden crosses that are hidden in the bushes. You will find these all along the perimeter of the area, near each of the three smoking kilns. Just look for the Direct Draw sprites.
Head up the path like you are going to castle and you will be stopped dead in your tracks by a ghost. Instead of trying to reason with him, turn down the path on your right before you reach the ghost. Here you will find a body with a shield lying nearby. Inspect the shield to discover it is of your old friend Cymeril, knight of King Marc. And that is indeed Cymeril's body lying nearby. Inspect him just to make sure you were right. Take the shield with you; could come in handy. Go back to the ghost, talk to him, and then hand him Cymeril's shield. The ghost will remember that he is Cymeril and he will tell you of his quest to heal King Marc. Keep talking to him until you have exhausted all dialogues and vowed to finish his quest. Once the ghost has disappeared, go the castle. Talk to the guy hanging out at the gate. He won't be too friendly, but he won't attack you either, so just head on inside.
Go around behind the throne room (don't go inside it yet!) and Corwyn will point out three tombstones hiding in the shadow of the tall structure. Place one of the wooden crosses on each of the stones, then pray in front of the center one. Suddenly, a creepy little snakehead will appear behind you. Go ahead and take it, might make a nifty Halloween mask. Okay, now this part is optional, but it's fun. Wanna see something cool? Go to the throne room and enter into it. AAAHHHH!!!!!! Nice snake, want a doggie biscuit? Or how about a whole doggie? Better just to leave him alone and head out of here ASAP. Leave the castle and the guard at the end of the drawbridge will accuse you of being a snoop. Auto-combat ensues and you are victorious! There isn't anything cool on the body, so just leave the poor chap alone. Go the village and visit the church. Take a look at the large cabinet on the right (called a retable), the statue of St. Joseph on the left, and the large tomb stone at the center. Go to Dionicus, the monk from Magovenium, and discuss all topics with him. Dionicus will give you some great information, so listen closely. Once he has said all he can, go back to the retable and use your sword on it. With a loud flash, the retable will open. Use the snakehead on the center panel, revealing a fresco depicting St. Joseph and Ciborium. Read this panel, then turn to your left and read that one as well. You will receive a clue for Devil's Tongue, a very dangerous plant. Dionicus won't know much about this plant, but go talk to Cornelius about it. He's in his usual spot outside the graveyard. Cornelius will tell you that devil's tongue is usually found in the Black Swamp, but he has no idea how to get there. Also, he cautions that one must be very careful when picking Devil's Tongue, as it is very poisonous. Guess we need to something to do that with. Head around to the back of the village to find the blacksmith shop. Enter in and you will find a pair of black pincers lying on top of a barrel. The barrel is hard to see and will appear at the bottom of your screen as you move farther into the shop. Take these to use on the plant once you have found it. Go back to Cornelius, then go past him through the gate to find King Marc's last guard. Ask him about the king and the Black Swamp and he will provide you with a map to find it. Exit the courtyard and read the map to get the Black Swamp location icon. Let's get on our horse and go there!
Black Swamp
Once you are in the swamp head forward to main area where you previously encountered the Black Knight. Go to the right, past the tent that Corwyn will comment on (which made me jump by the way because it was really quiet in my room) to the small hut seen in the first game. The Devil's Tongue will be to the right of the hut on the outside the reeds. Use your pincers on it and you will have the first ingredient needed to open the retable.
Tintagel
Go back to the church and use the Devil's Tongue on the left side of the retable. You should see a little cutout where you can place it. A new fresco will appear and you get your next clue. Turn to the right side and read that panel. Looks like we may need some divine intervention here. Go over to St. Joseph's statue and ask for his help. He will reward you with a staff that will help you find your next ingredient.
Black Swamp
Return to the Black Swamp, near the small hut. Did you note the large stone cross nearby? Go over to it and place the staff on it. Joseph will tell you to trust your faith and he will construct a magic bridge which you can cross to speak to Melatus, the new Black Knight. Talk to him about the horned snake. Convince Melatus that he must serve Arthur in order to regain his honor. He agrees with you and gives you the relic of St. Joseph. On your way out, take a look at the small hut and you will see a wild child. Nice spiky hair, kid! Looks like the punks I saw in Piccadilly Circus in London.
Tintagel
Go back to the village church and place the relic in the cutout on the right side of the retable. You will be shown one last fresco about the death of the Horned Snake. Remember what Dionicus told you about the tombstone? Go pray to Meridoc and he will give you a wooden sword. Take this sword and return to the swamp.
Black Swamp
Go to the small hut and place the wooden sword on the table with the model of the horse. The child will eventually appear (just be patient) and then talk to him. Convince him to come back to Tintagel with you to confront the Horned Snake.
Tintagel
The game will proceed on autopilot as you go the throne room and watch as the child defeats the Horned-Snake with his wooden sword. The snake will die, giving you the ciborium. Go pat the little boy on the head, give him a cookie (just kidding) and head for the village. Once there, use the ciborium on King Marc and he will be restored to perfect health. Talk to him a little and he will give you the royal seal and abdicate to the wild child. Marc will be the complete opposite of his Celt storyline counterpart, friendly and humble. Thanks man! Go back to the castle and give the seal to the boy and tell him of his new job. Sorry kid, can't hang around! I've got a quest to end and walkthrough to finish writing! Drink from the ciborium to go find Epona.
You'll arrive in the belly of the beast, just like before. Use your sword on the flames to make them disappear. Go to the bottom of the stairs to find the White Stag. Inspect her, and she will turn into St. Epona. Talk to her about everything you can, and she will lift the curse on your family. Now, your new mission is to free her by killing the dragon that has eaten her. Oh, piece of cake. I've done this before! Drink the ciborium to leave the belly of the beast and to end Quest 8.
Quest 9
Uffington
Start out your final quest by going to Uffington castle. Take a look at the pretty fresco on the left wall. Bradwen spends more time looking at paintings in this storyline than the other. He's a closet art snob in my opinion. You'll get the subject icon for the painting as well. Afterwards, walk over to the throne and talk to Elad, who is still holding down the throne for you. Talk to him about all available subjects, getting the icons for Mordred, Nai, and Magovenium. Talk to him about all these as well. Afterwards, go to Lucius' Villa and talk to the monk who is standing the in courtyard. He will tell you that Nai will only speak after he has seen the vision that your Uncle Novelius revealed to him on his deathbed, the same scene that is depicted in the fresco you saw in the throne room. You'll also concede to the monk that the man in the fresco looked remarkably like yourself. Well, how convenient! (Down Church Lady, down!) Before heading off, go look at the painting at the back of the villa, the one on the ground, and take the loose tile of the stars in the bottom right corner. You thief! But it's for the greater good, fulfilling of God's will, blah blah. Go back to the blacksmith at the castle and talk to him about the gold belt that the monk spoke of. Again, in an amazing stroke of luck, the blacksmith will have such a belt and give it to you. Take this and head to St. George's Hill where Nai will be waiting for you. (Just a quick note: this is not the same Nai that is speaking to Foulque in the frame story.) Talk to Nai about all you can and Bradwen will give him the belt and the stars. Nai will tell you of a way to get into the monastery at Magovenium so you can talk to Dionicus. Take the map he offers you and read it.
Magovenium
You will be automatically taken to the monastery. Go down the first hallway on the second floor then into the library to find Lady Lutisse. Talk to her about the dragon and of St. George's Lance. She will reveal to you all that she knows, and give you part of Novelius' staff and a key to the back door of the monastery. Sure, try and hug her, cause just to let you know, you won't be seeing her again. (sniff, sniff) Okay, done crying now? We have things to do! Go downstairs and use the key on the door that is opposite the main entrance. If you haven't already explored back here, this door will take you around the left side of the Coliseum and into the main square of Magovenium. Go get on your horse and head to the tree. Here you'll confront another Black Knight. Once you have finished talking to him, the game will go on autopilot and you will kill him. Go around the stinky corpse and head into the sheds directly in front of you. Go all the way back to find Dionicus. Talk to him about all you can and he will give you the other piece of Novelius' staff and a destination icon for Uffington. Let's head back there for more fun!
Uffington
Return to St. George's Hill and use the staff on the grave. The staff will turn into the Lance of St. George. Take this, then listen for the message from St. George about the fifth bowl. Hmmm . . . seems we should go get some more info about this.
Magovenium
Go back to the monastery via the back entrance around the left side of the Coliseum. Talk to Dionicus, who has returned to his study down the second hallway, about the fifth bowl. He will assume that the clue must mean the fifth bowl of the seven plagues. (Biblical background: Dionicus refers to the seven plagues in the book of Revelation, Chapters 15 and 21. Each plague was carried by an angel in a vessel of some sort. Whether this is a vial like the King James version suggests, or a bowl as the game says, is up to the translation you read.) Dionicus will give you a scroll left by Novelius that will tell you how to find the fifth bowl. Read it and discover that there are seven frescos hidden throughout the kingdom, each one depicting one of the seven plagues. You need to find all seven and place them in order, from right to left, in the alcoves on the right hand wall of the monastery. Each of the previous frescos, as you will see, has been covered with wooden planks. The writings give you clues as to where each fresco has been placed. I'll just give you the answers to save you the trouble of hurting your brain. After all that you've had to go through with this game, you'll welcome it.
There are five frescos (paper scrolls) in Magovenium:
1. By the monastery stairs, on top of a barrel
2. The altar in the monastery sanctuary
3. In the catacombs, on the floor of the room with all the weapons
4. In the catacombs, in front of the mirror where you earlier found the Sword of Truth
5. The large tree in the ruins
You can enter the catacombs by exiting the monastery through the back door and going through the main doors of the Coliseum around the front. Go into the catacombs through its main entrance. Don't try and talk to the guards. They just like to kill stuff.
Uffington
Return to Uffington to retrieve the final two:
6. The throne room, at the foot of your throne
7. At Lucius' Villa, on top of the fresco in the ground
Magovenium
Go back to the monastery through the back door and place the frescos in order from right to left, the first one being the farthest right, etc. Once you placed all seven, return to the fifth alcove to get the fifth bowl.
Uffington
Hurry back to Red Dragon Hill in Uffington to nearly complete your quest. Walk to the eye of the dragon painting and place the fifth bowl inside. Nai will run up to you as you are getting ready to be transported and will tell you that Lady Lutisse has passed away. Bradwen vows to complete his quest for her. Aw, how sweet! I'd love for my knight to go to hell and slay an ancient and evil dragon, probably the incarnate of the devil, for me!
Hell
Roasty and toasty it is in hell. A sea of fire, black stone islands . . . kinda looks like Pompeii after Mt. Vesuvius erupted. Go find the ghost of Tudglyd, the ogre-wizard that you defeated in the first game. He will be guarding the bridge all the way to your right. He refuses to let you pass, saying that he must now serve the great dragon. Grrr . . . okay, we'll find some way to get across. Go back to the shore you started from to find the ghost of Cadfanan, your father. Cadfanan will talk to you about the dragon, but won't be too helpful. Head to the left, then to the left at the dead end to find the ghost of Cymeril. Cymeril will remind you of the promise that Tudglyd made with you before he died, that he would always serve for the good of God. Go back to Tudglyd and remind him of this. He will consent to your statement and leave you free to cross the bridge. But let's not go there yet. We have one more person to see. Go to the bridge to the left of where you were (this is the one with the witches from the first game) to find Uncle Novelius. Take the path all the way to right to find him locked in a cage. You'll hear him praying as well. Ask him about the dragon and he will tell you that must discover the dragon's true name in order to wake him. To do so, you have to find all of his teeth on another island and select them in a certain order. He gives you these clues:
The first is on the outside circle
As is the second and the third
The fourth will be near the third, but on the middle circle
The fifth and sixth will follow the fourth
The seventh will be aligned with the first, but on the innermost circle.
Go back to the main island and take the only bridge on the left side from your starting point. You will arrive on an island with many large stones. Your biggest clue here is to look for the stones that have that Direct Draw sprite look, little brighter, little flatter than everything else around. Go left from the bridge around the edge of the island, to get a look at the outside circle. You will see three sprites on this one, two together and one alone. Select the isolated one, then continue left and select the two together. Also, there is no way to screw up this puzzle. If you find a sprite and Bradwen just shrugs, then you aren't at the right one yet. When you select a tooth, it will light up and speak to you, identifying itself. Okay, to find the fourth tooth, go straight ahead to the middle circle from the third tooth and you will see it. Select it. Walk around the middle circle to your right and find number five and six. Finally, go into the center and select the last and largest tooth. Once all seven have been lit, a red stone will appear. Take this. Hurry back to the bridge that Tudglyd was guarding and cross it. Approach the stone on the ground engraved with an image of the dragon and place the red stone on it. This will cause Bradwen to shout the dragon's true name. Another great cut scene will then play for you, showing Bradwen defeating the dragon with St. George's Lance. The dragon is dead and St. Epona is free. Ah, but all is not done. As soon as the game returns to normal view, your son Madog and your first wife Gwen will appear. Gwen was killed (I think) in the first game. She will take your sword and injure you with it. Madog will then change form and reveal that he is actually the Devil. He tricked the spirit of your first wife to come with him to kill you. Gwen, realizing the error of her ways will drop the sword. Bradwen will call for Corwyn, who will come running up.
Last stop folks! You will now take over the role of Corwyn. Go get the sword from the ground and give it to Bradwen after he asks for it. Bradwen will knight Corwyn and ask him to find Epona's lantern so he can be saved. Cross the rocky terrain where the dragon used to be. Before getting to the bridge on the other side, go left to find a strange white object. These are Dragon Tears, though Corwyn refers to them as ice crystals. Take the tears. Go to the bridge and you will meet with Melatus, the Black Knight who Bradwen met with in the Black Swamp. Wasn't this guy supposed to serve Arthur? Oh well, guess some promises are fleeting. (I won't point fingers at any politicians, not even at a certain governor of my home state, Virginia.) Fight Melatus with the Dragon Tears and he will be defeated. Cross the bridge and you will see four pedestals. Unlike the Celt story, you won't have to experiment with which object to use. Epona's Lantern (or Rhiannon's Lantern as the little description bar says) is on the left post. Take it (you can take the other things if you so wish) and go back to where Bradwen has fallen. Use the lantern on him and he will return to life.
Foulque will close the story with Nai, telling him the rest of the history of Bradwen and the Atrebates. Not every story has a completely happy ending. I'm just glad I was finally able to finish this one!
The End!!!!
by Jennifer Miller
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