Post by pip on Dec 2, 2022 12:57:15 GMT
Over two years after I wrote my other Grail Quest solutions, I've finally decided to write one for the final book, so I will have done the whole series. I found this book more enjoyable than in my memories, even though I still think it is the weakest entry, as the gameplay often feels rushed and half-arsed: a lot of options just take you to a reference containing a joke or two and telling you there's nothing of interest there, there are puzzles recycled from previous entries in the series, and there is also very little challenge (unusual for a Grail Quest book, and quite a change after the devilishly difficult book 7): just see how short and easy the solution is.
All of this makes me think Brennan was either in a rush to meet a deadline, or had lost interest in the series by that point. On the positive side, the typical comedy and silliness are still there.
SOLUTION
- Have a recap of the rules if you need to
- Get the waterskin, wineskin and whiskeyskin (you won't need the other items)
- Fight the Thing (20 LP, +3 damage)
- Go to the Brimstone Lake
- Refuse
- Get the foldable boat
- Go to the river
- You have a boat
- Go to the Forest
- Follow the trail
- Go south
- Drink from the pool
- Restore all your LP, and use the waterskin/wineskin/whiskeyskin to store a total of 18 doses of elixir (each dose fully restores your LP)
- Go east
- Approach the castle
- Go through the entrance
- Enter
- Take the double doors leading to 113
- Say you are
- Go to 118
- Take a seat
- Get 1000 gold pieces
- Proceed at once to the next room
- Follow the nerd's order
- Use your gold to bribe the nerd
- Get the sunstone, don't use it yet
- Make your way out of the forest
- Cut south through the valley
- Go south west
- Head for the village
- Go into the village
- Wrestle with the MacHoot (special fight, you cannot die); if you lose, examine the cliffs then come back until you succeed, using your elixir to restore your LP as needed
- Go to the Duckpond
- Munch on a doughnut, or take one for later
- Get the chocolate doughnut
- Chase the wild horses
- Roll 2D6: 4- = you fail, just go to the cliffs and come back; 5-7 = roll again; 8+ = you succeed
- Take up the horse's offer
- Either use your boat, or swim
- Talk to the Loch Ness Monster
- You have a doughnut
- It's a chocolate doughnut
- Learn the password (Googlie-Bong Two Twenty)
- Dive into the entrance
- Go to the corridor south
- You have the password
- Go to 227
- Take the southern corridor
- You are absolutely sure
- You have the sunstone and wish to use it now
- You save Merlin and the realm.
All of this makes me think Brennan was either in a rush to meet a deadline, or had lost interest in the series by that point. On the positive side, the typical comedy and silliness are still there.
SOLUTION
- Have a recap of the rules if you need to
- Get the waterskin, wineskin and whiskeyskin (you won't need the other items)
- Fight the Thing (20 LP, +3 damage)
- Go to the Brimstone Lake
- Refuse
- Get the foldable boat
- Go to the river
- You have a boat
- Go to the Forest
- Follow the trail
- Go south
- Drink from the pool
- Restore all your LP, and use the waterskin/wineskin/whiskeyskin to store a total of 18 doses of elixir (each dose fully restores your LP)
- Go east
- Approach the castle
- Go through the entrance
- Enter
- Take the double doors leading to 113
- Say you are
- Go to 118
- Take a seat
- Get 1000 gold pieces
- Proceed at once to the next room
- Follow the nerd's order
- Use your gold to bribe the nerd
- Get the sunstone, don't use it yet
- Make your way out of the forest
- Cut south through the valley
- Go south west
- Head for the village
- Go into the village
- Wrestle with the MacHoot (special fight, you cannot die); if you lose, examine the cliffs then come back until you succeed, using your elixir to restore your LP as needed
- Go to the Duckpond
- Munch on a doughnut, or take one for later
- Get the chocolate doughnut
- Chase the wild horses
- Roll 2D6: 4- = you fail, just go to the cliffs and come back; 5-7 = roll again; 8+ = you succeed
- Take up the horse's offer
- Either use your boat, or swim
- Talk to the Loch Ness Monster
- You have a doughnut
- It's a chocolate doughnut
- Learn the password (Googlie-Bong Two Twenty)
- Dive into the entrance
- Go to the corridor south
- You have the password
- Go to 227
- Take the southern corridor
- You are absolutely sure
- You have the sunstone and wish to use it now
- You save Merlin and the realm.