THE RINGS OF MERLIN Written by G.F. Walk Through by Dorothy Millard (Spectrum Version) Scenario: You play the part of Drake in his quest for freedom and wealth and must continue your struggle against the evil forces of the surrounding lands of Moranil. Your quest is to locate the five rings which hold magical powers, and when all are placed in the waters of a well a great wealth will be bestowed on the purveyor of the last ring. Notes: 1. The Rings of Merlin is the sequel to The Keeper. 2. During the game The Vagrant, Tag the dog and The Crow will randomly appear. 3. You can carry only three objects at a time and wear either the slippers or the coat, but not both. 4. You can only pass the sleeping serpents once. Walk Through FIRST RING - THE RING OF PAUPERS (Start in a small one-roomed cottage (leave the crate and lamp for now), N, E, E, E (entrance to maze), E, N, N, E, GET CUTTERS (wire), W, S, S, S, E (back outside the maze), S, S (by wire fence), CUT FENCE (using the wire cutters), DROP CUTTERS, E, E, E (by a tree that overlooks a ravine), CLIMB TREE (you see vines and creepers hanging from branches above), SWING VINES (to eastern side), E, E, GET RING (of Paupers), W, S (to woodcutter's cottage), GET AXE, N, W, CHOP TREE (using the axe... the fallen tree bridges the ravine), W, W, W, W, S, W, W, W, N, E (to well), DROP RING (down the well), W, N (back to the one-roomed cottage). SECOND RING - THE RING OF DEATH OPEN CRATE (a bundle of clothes is inside), GET SLIPPERS, S, S, E, E, E, N (you are by a hole in the fence), E, S, E, S (to waterfall), WEAR SLIPPERS (so you don't slip), W (you are beneath the waterfall), WAIT (if necessary until the water slows to a standstill), W (to cliff edge), GET FUDGE, E, WAIT (if necessary until the water slows to a standstill), E, WAIT (until Tag appears), GIVE FUDGE TO TAG (he chews and chews giving you the opportunity to get the collar), GET COLLAR, WAIT (until The Vagrant appears), GIVE COLLAR (to the Vagrant who gives you a ball of nylon string in return), GET STRING, N, W, N (to hole in fence), W, S, W, N (to top of hill by a large wooden box), OPEN BOX (you find a silver key), GET KEY, CHOP BOX (using the axe), DROP AXE, GET PLANKS, S, W, S (by deep river), DROP PLANKS, DROP STRING, BUILD RAFT (using the planks and string), S (to southern bank of river). S, S (you are on the road to the castle where you see sleeping serpents - note you may not pass this way again and live), S (castle entrance), OPEN DOOR (unlocking it with the silver key), S (into castle hall - note there is a trap south), JUMP SOUTH (you are by a casket), DROP KEY, OPEN CASKET (inside in not a body but a ring), GET RING (of death), N (the floor suddenly opens and you fall through a trapdoor to a dungeon below... you see a chain), PULL CHAIN (you hear a flushing sound), PUSH WALL (there is a rumbling sound and the wall moves to reveal a secret tunnel to the north), N (into tunnel where you see a dusty key), GET KEY, N (to end of tunnel where you see a grid above you), OPEN GRID (using the key), U (to end of road where the leaves were strewn), DROP KEY, W (you have successfully bypassed the serpents), N, N, N, W, N, E (to well), DROP RING (down the well), W, N (back to the one-roomed cottage). THIRD RING - THE RING OF BEASTS REMOVE SLIPPERS, DROP SLIPPERS, GET COAT, WEAR COAT, N, N, W (to geyser known as "Old Faithful"), WAIT (until the geyser slows to a dribble), D (into pit - don't hang around here as you must get out before the geyser starts again), GET BONES, U, E, S, W, W (high in the mountains where you need the coat for warmth), S, S (top of mountain), U (plateau), W (to pass where there is a pack of hungry wolves), THROW BONES (the wolves chase the bones and fall over the precipice), W, N, GET RING, S, E, E, D, E, E, E (to well), DROP RING (down the well), W, N (back to one-roomed cottage). FOURTH RING - THE RING OF DARKNESS GET LAMP, N, W, W, S, S (top of mountain), U, W (pass), N (you can't fit through the small crack in the rocks), REMOVE COAT, N (into a niche), GET DYNAMITE, S, WEAR COAT, E (note the red dust to the south, if you don't take precautions you will die), EXAMINE POCKETS (of the coat - you find a hanky), GET HANKY, WEAR HANKY (over your face to protect you from the dust), S, EXAMINE DUST (you find a match), GET MATCH, S (there is a rock wall to the south), DROP DYNAMITE, LIGHT DYNAMITE (it blasts the rock and you can now go south), S (into cave - note you need the lamp), GET LADDER, E, DROP LADDER, U (to ledge), GET BRANCH, D, GET LADDER, W, W, DROP LADDER, U (to ledge), S (into a tunnel with a heavy stone door which is slightly ajar), OPEN DOOR (you're not strong enough), LEVER DOOR (using the branch - it opens), DROP BRANCH, S (into a room with a plinth), GET RING (of darkness), N, N, D (the ladder), E, N, N, N, D, E, E, E (back to the well), DROP RING (into the well - you feel a warm glow spread through your body and feel fitter and stronger than every), W, N (back to one-room cottage). FIFTH RING - THE RING OF DECEIT LIFT CRATE (after finding the fourth ring you are now strong enough), GET RING, S, E (to well), DROP RING (down the well), W, N (to the one-roomed cottage... the lonely Vagrant enters.....) He holds up his hand to the sky. You notice that on his hand are the five rings. There is a sudden blinding blue light and then all goes dark. You wake to find yourself not in your cottage but in a great hall of an even greater castle. The Vagrant speaks in a strange tongue, you watch his rags slowly turn into the finery of the great wizard Merlin. He explains to you that now he has the five rings in his possession he can return from limbo and live once more as the wizard that he was. He adds that as you reward you are to be pronounced as LORD PROTECTOR of MORANIL, and to live in the castle of Moranil for the rest of your days. This you do happily together with your dog, Tag. Taken from Dorothy Irene's site: http://dorothyirene.fateback.com/ ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com