LEOPOLD THE MINSTREL Jamie Murphy (Zenobi Software) This is long, complex game, very difficult to play as most moves must be done in a particular order, and some with immediacy. It is a prequel to the Bardic Rite. You are Leopold and your goal is to get the lute fixed. INVENTORY (you have the lute and a purse), EXAMINE PURSE (empty), EXAMINE LUTE (in ruins), N, EXAMINE BARMAN, SING (you get 4 gold crowns), TAKE RAG FROM BARMAN, N, EXAMINE DWARF (he has trouble reaching things), S, E, KNOCK ON DOOR, SIT, GAMBLE (you are told to come back when you have 10 crowns), SIT, EXAMINE MENU, ORDER MEAL, WAIT, WAIT, SAY ASIT@ TO MAID. She asks you to get rid of the drunk. TAKE MEAL, EAT MEAL, STAND, EXAMINE DRUNK, MOVE DRUNK (you can=t), W, S, E, E (you think you see a snake), PULL SNAKE, TAKE ROPE, EXAMINE ROPE (it=s a ladder), E, E, SEARCH BRANCHES (you get a bow), W, NE, EXAMINE MAN, UNDO CLOAK FROM MAN, EXAMINE CLOAK (it=s a Thief=s cloak), N, NE, X BROOM, SIT ON BROOM (it flies), SEARCH GARDEN, TAKE MUSHROOMS, EXAMINE WOMAN. Go SW, NW, N, N, EXAMINE TOTEM (rainbow top and yellow legs. You also see a head), S, W, EXAMINE CAULDRON (full of oily liquid), DIP RAG IN CAULDRON (it=s now oily), E, S, SE, S, SW, W, W, S, EXAMINE CAMPSITE, SEARCH RUBBISH (you get a flask of oil), N, W, W, CLIMB TREE, EXAMINE BIRDS (they are attacking an eagle who is defending a nest), DOWN, S (you hear the Pillar talk - listen to it each time you pass this way; eventually you will hear it sing the blues), EXAMINE PILLAR (made by Dwarves), W, SW, SING (you get 4 gold crowns), N, EXAMINE BARREL, UNDO LID, EXAMINE LID (it=s a circle), S, NE, W, N, EXAMINE STALL (clothes can be swapped). You are asked if you want to trade something, NO, W, EXAMINE MEN, EXAMINE HANDS (you see a funny handshake). Go W, W, SING (you get 3 gold crowns), EXAMINE PURSE (you now have 10 gold crowns), SE, S, SING (you get 3 gold crowns), EXAMINE PURSE (you now have 13 gold crowns), W, EXAMINE WELL, LOOK IN WELL, LISTEN, TURN HANDLE (you can=t), SQUEEZE RAG ON HANDLE), TURN HANDLE. You rescue Filgo who jumps on your shoulder. Every now and then, he will tell you that you need to rescue his brother. EXAMINE FILGO, TAKE BUCKET, EXAMINE BUCKET (it has a hole in it), PUT LID IN BUCKET, E, E, EXAMINE GUARD (vicious), E, S, S, EXAMINE DOOR, EXAMINE HOLE, SAY TO FILGO AOPEN DOOR@. He does so and you go in. EXAMINE BIN, SEARCH BIN (you get boots), EXAMINE BOOTS (8 inches thick). Go W, N, N, W, W, N, NW, E, EXAMINE MAN (he offers you a chance to win money), YES, TAKE CARD, LEAVE, EXAMINE CARD, E, E, S, E, E, N, E, E, E, E, SE (you hear a cat in a tree), SE, FILL BUCKET, NW, NW, W, W, W, N, E, THROW WATER AT DRUNK (you hear >flamingo=). The maid tells you they have been trying to get rid of George for a while. She tells you her brother owns a music shop and may help you. Tell him the maid sent you. KNOCK ON DOOR, SIT, GAMBLE, CHEAT. You are thrown out and a man follows you out. Caldwin says if you need him he will be in the Oxe tavern in town. Go W, S, W, S, W, S, EXAMINE MAN, SAY AHELLO@ TO MAN. He asks if you are George the Ale. YES. He asks you to prove it. SAY AFLAMINGO@. He tells you he is Joe the Hand and the new password is >albatross=. Go N, W, N, W, W, W, SE, EXAMINE MAN, SAY AHELLO@ TO MAN. He asks if you are Joe the Hand. YES. He asks you to prove it. SAY AALBATROSS@. He says he=s Dave the Sock and the new password is >turkey=. Go, S, E, E, NE, N, E, DROP BOW, DROP BOOTS, DROP BUCKET, DROP ROPE, DROP OIL, DROP MUSHROOMS, W, SW, SIT, WAIT, WAIT. A drunk approaches and asks you to buy him a drink. YES. He asks if you are Dave the Sock. YES. He asks you to prove it. SAY ATURKEY@. He tells you the word on the door is >armadillo.= STAND, EXAMINE CALDWIN (he has a knife), SAY AHELP@ TO CALDWIN. He asks what you want him to steal. SAY AFOLLOW ME@ TO CALDWIN, WEAR CLOAK. You feel lighter. Go NE, S, SW, S, E, SAY ASTEAL ARROW@ TO CALDWIN. He does so and you both go outside. SAY AGIVE ARROW@ TO CALDWIN, DROP ARROW, SAY AGIVE LUTE@ TO CALDWIN, N, E, SAY AFIX LUTE@ TO OWNER. You are told that he can=t. He says that Douglas would have been able to but he got into trouble with a witch. He gives you a medallion to give to him. EXAMINE MEDALLION, WEAR MEDALLION. Go W. Caldwin gives you the lyre. You feel lighter. EXAMINE CALDWIN, SAY TO CALDWIN AGIVE LUTE@, SAY TO CALDWIN AGIVE KNIFE@, DROP ALL, EXAMINE LYRE, NE, N, E. Caldwin says he is going to the Oxe for a drink. Go W, S, SW, TAKE ALL, S, TAKE ARROW, EXAMINE LYRE, N, NE, N, E, TAKE BOW, N, CLIMB TREE, SHOOT CROWS. The eagle gives you an egg and makes you promise to keep it safe. If you need her, whistle. Go DOWN, SEARCH UNDERGROWTH (you find the arrow), S, DROP BOW, DROP ARROW, W, SW, SAY TO CALDWIN AFOLLOW ME@, GIVE EGG TO CALDWIN, NE. There is a brawl and Caldwin pulls you away. You feel lighter. [If you do this sequence any other way the egg gets broken, if not now then later]. SAY TO CALDWIN AGIVE EGG@, S, SW, W, SAY TO CALDWIN AGIVE LUTE@, SAY ACALDWIN@ TO GUARD. Caldwin runs off. Go W, S, S. You are asked for money. NO. They think you are a thief because of the cloak, and ask you if you know the secret handshake. YES. Go N, N, N, NW, E, E, E, EXAMINE STALL. You are asked if you have something to trade. YES. You are asked if you have something in mind. YES, SAY ARAINBOW TOP@. EXAMINE TOP, WEAR TOP, S, E, E, TAKE ALL, DROP BOW, DROP ARROW, DROP BOOTS, E, N, E, E, S, S. You smell an animal. Go S. You are asked in you want to proceed. YES. You see a bear. He snatches the medallion and puts it around his neck. He introduces himself as Douglas the Fixer, repairer of magical objects. He asks you to go to the witch and get an antidote. Go N, N, N, E, E, NE, N, NE, SAY ADOUGLAS@ TO WOMAN, SAY AANTIDOTE@ TO WOMAN. She asks you to get her cat. Go SW, S, SW, SE, WHISTLE EAGLE, WAIT 3 times,. You hear wings. WAIT. The eagle checks whether you have the egg, and then asks what you want. SAY TO EAGLE AGET CAT@. The eagle does so and drops it. TAKE CAT, NW, NE, N, NE, GIVE CAT TO WOMAN. She goes into the house. HIDE BROOM, E. She tells you she is a witch, opens the trapdoor and you both go down. You notice a book. She gives you the antidote and ushers you out, noticing that her broom is missing. TAKE BROOM, SW, S, SW, W, W, W, SIT ON BROOM, TAKE LANTERN. EXAMINE ANTIDOTE (needs to be diluted), E, E, E, SE, SE, FILL BUCKET, PUT ANTIDOTE IN BUCKET (it turns pink), NW, NW, W, W, S, S, S, S, GIVE BUCKET TO BEAR. It transforms to Douglas. He asks how he can help you. You give him the lute. He says it will need new strings (golden hair from the Gnome Kingdom), new wood (Oldine wood), Hoskill water (the reeve has some), and Dragon fire. The Dragon is high above the caves. He adds that in order to see the reeve, ignore the scribe. EXAMINE DOUGLAS, TAKE BUCKET. Go N, N, SIT ON BROOM, UP, EXAMINE BAR (firmly embedded), TIE ROPE TO BAR, PUSH ROPE OVER CLIFF (you create a way down), DOWN, N, N, E, E, NE, N, NE, EXAMINE WINDOW (open), E, GIVE BROOM TO WITCH. She gives you a pouch of magic dust and ushers you out. She goes off on the broom with the cat. EXAMINE DUST, CLIMB IN WINDOW, DOWN, EXAMINE BOOK, TAKE BOOK (you can=t, but a paper falls out), TAKE PAPER, EXAMINE PAPER (the mushrooms need strong sunlight and have magic properties), UP, CLIMB IN WINDOW, SW, S, SW, E, NE (you see the sun shining strongly in a circle), PUT MUSHROOMS IN CIRCLE, SW, W, W, W, S, S, CLIMB ROPE. Go E (you see a dragon), THROW DUST AT DRAGON, SAY AHELP@ TO DRAGON. He asks you to come closer. Go E, SEARCH RUBBLE (you get a coin), SAY AHELP@ TO DRAGON. He says he is the one who needs help. HELP DRAGON. He says an ice wizard froze him and took his teeth, then chained him. You need to destroy the forcefield with a magic weapon and kill the wizard. SAY TO DRAGON AMAGIC WEAPON@. He tells you the magic sword was called Johnnie. Go W, W, DOWN, N, N, E, E, E, E, EXAMINE SWORD (say name and pull), SAY JOHNNIE, PULL SWORD, EXAMINE SWORD, EXAMINE COIN, W, W, W, W, S, S, UP, S, EXAMINE DISK, POUR OIL IN DISK, LIGHT LANTERN, EXAMINE PEDESTAL (teeth), SMASH FORCE (Theodore emerges), THROW LANTERN AT DISK. Theodore melts and yellow trousers remain. TAKE TROUSERS, EXAMINE TROUSERS, WEAR TROUSERS, SEARCH TROUSERS (you get a key). EXAMINE KEY, TAKE LANTERN, TAKE TEETH (you can=t), N, E, E, UNLOCK CHAINS, TAKE DUST, GIVE DUST TO DRAGON. He sprinkles it on himself and says to follow him. He snaps his mouth on his teeth. He picks you up and leads you down as the cave collapses. He says he will return when you need him. Go UP (you can=t but the rope falls down), TAKE ROPE, N, N, W, W, S, DROP ROPE, DROP KEY, N, E, E, E, E, E, NE, EXAMINE MUSHROOMS (wrinkled), TAKE MUSHROOMS, SW, W, NE, N, NW, N (Filgo hides), N, TAKE HEAD, WEAR HEAD. The pygmies think you are their god. Go E, LIGHT LANTERN, DOWN, E, EXAMINE CAGE (there is a Gnome in it), TAKE CAGE, BEND BARS. You are told not to. WHISTLE EAGLE, W, UP, W, S. The chief bars your way. The eagle arrives. WAIT. The pygmies scatter and you run. Filgo asks you to return them home. BEND BARS 3 times. Fafty comes out. TURN LANTERN OFF, REMOVE HEAD, DROP HEAD, SE, S, SW, SE, SE. You see the ferry on the other side. WHISTLE EAGLE, WAIT 4 times, SAY TO EAGLE AGET FERRY@, ASCEND FERRY, GIVE COIN TO FERRYMAN, SAY TO FERRYMAN ACROSS RIVER@. You get to the other side. LEAVE FERRY, E. Filgo runs off. Fafty says that the King would like to meet you if you were smaller. EAT MUSHROOMS. You shrink. Fafty blindfolds you and leads you to the Gnome Kingdom. REMOVE BLINDFOLD. Go N. You follow a guard and see the king who offers you a reward. SAY AGOLDEN HORSE@ TO KING. He tells you that you must call the horse to you in the world of magic and the world of reality. You find yourself floating and in a place of magic, force, and imagination. Use it to call the horse to you. IMAGINE GOLDEN HORSE (a pony materializes), EXAMINE PONY, RIDE PONY (not without a saddle), IMAGINE SADDLE, PUT SADDLE ON PONY, RIDE PONY. You fall. The King=s voice says you have passed the first test. This is the place of reality. Here you must use your talents to call the true horse. You need to be gentle. SING, PLAY LYRE. A pony appears, CUT HAIR, EXAMINE HAIR (made of gold). WAIT (about 23 times - here you are given plenty of time, until you hear the voice of the King). You are back in familiar surroundings at the dead end. Go W, ASCEND FERRY, SAY TO FERRYMAN ACROSS RIVER@, LEAVE, NW, NW, W, W, W, W, S, DROP LYRE, DROP KNIFE, DROP BUCKET, DROP PAPER, TAKE ROPE, W, S, SW, W, KILL GUARD (he runs away), S, S, KNOCK ON DOOR. You explain you need the water of Hoskill. The reeve wants you to bring him the Head Honcho from the Thieves Quarter, bound. Go W, S, S, W, KNOCK ON DOOR, SAY AARMADILLO@. You are shown in. Go W, LISTEN (you hear there is a special catch under the door knob), E, UP, PRESS CATCH. You go in and the man yells at you. HIT MAN, SEARCH MAN (you get a book), TIE MAN, GAG MAN, E, DOWN. A guard stops you and wants to know what you are doing. TELL STORY TO MAN (he allows you to go), E, N, N, E. Men run up to you but stop when they see the guard who allows you to pass. You are given the water. EXAMINE WATER, EXAMINE BOOK (how to talk to Dwarves), E, NE, N, E, TAKE BOOTS, N, E, N, N, GIVE BOOTS TO DWARF, SAY APILLAR@ TO DWARF. He will tell the Pillar to help you. You must sing to the Pillar. Go S, S, W, S, SING TO PILLAR (he doesn=t like it), SING BLUES, SING TO PILLAR AOLDINE WOOD@. He says it is deep in the woods, guarded by a Gurgle. Beat the flames, beat the Gurgle, ask the tree. SING TO PILLAR AGURGLE@. The Pillar asks for the sword which you show him. He says to start the magic by saying Ahazark=, then get the Gurgle on the floor, and kill it with the fiery blade. TAKE BOW, TAKE ARROW, TAKE BUCKET, N, E, E, E, E, SE, SE, FILL BUCKET, NW, NW, NE, N, E, EXAMINE FLAMES, THROW WATER AT FLAMES. You put out only part of it. WHISTLE EAGLE, WAIT 4 times, SAY TO EAGLE AGET WATER@. He tells you that you are too slow and puts out the flames. Go SE, EXAMINE GURGLE, SHOOT GURGLE, SAY HAZARK, KILL GURGLE, E. The eagle comes for her egg. EXAMINE TREE (it was talking to itself), SAY TO TREE AGIVE WOOD@. He is grateful for your politeness, but asks for its name. SAY TREE (he says that=s wrong and to come back later), W, NW, W, S, SW, W, W, W, W, S, SING TO PILLAR ANAME@. It tells you to examine your lute carefully. EXAMINE LUTE CAREFULLY (you see >Frimble= written on it). Go N, E, E, E, E, NE, N, E, SE, E, SAY TO TREE AGIVE WOOD@, FRIMBLE (you get the wood), W, NW, W, S, SW, W, W, S, S, S, S, GIVE WOOD TO DOUGLAS, GIVE HAIRS TO DOUGLAS, GIVE WATER TO DOUGLAS, GIVE LUTE TO DOUGLAS. He asks if you have arranged for the Dragon Fire. A voice booms out >yes=. He sets to work and burns your and Douglas= hair for which he apologizes. The lute is fixed and you are finished. Score: 245/250 Terri Sheehan 2004-02-26 ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com