THE FOOL'S ERRAND
is published by Miles Computing, Inc. This walkthru is copyright (c) 1987 by
Barbara Baser. All rights reserved.
____________________________________________________________________________ THE FOOL'S
ERRAND Part 1 Due to the uniqueness of the puzzles presented in THE FOOL'S ERRAND and the
order in which they are encountered, this walkthru will lead you through the solutions in
the order they appear in each of the menu bars (from I through V) and will deal with the
placement of the pieces in the Sun's Map last. NOTE 1: Because some of the puzzles
involved are picture puzzles, only the placement of key items from the pictures will be
given. I have tried to be as explicit as possible in these instances. NOTE 2: Solutions
for the mazes you will encounter are nebulous. I will try to point you in the proper
direction and tell you what to watch for. But none of them are too difficult, just tricky.
NOTE 3: In Menu Bar I, The Warrior, The Stream, The Pyramids, The Watchtower, and The Wand
do not contain puzzles to solve, but they do contain clues which will be used later in the
game. THE SINGER "ARE YOUR EYES BLIND?" Select the letters in the following
order: A, the second R, the two Es, the L, N and D. This gives you the key word, BOW. THE
PAGE OF WANDS To find the letters to enter into the blanks, drag the mouse SLOWLY across
the bottom of the screen, within the white border of the picture. THE KNIGHT OF WANDS This
is a cryptogram (encoded letters) puzzle. The first three lines of the phrase are: WELL HE
BEGAN I MET A PAGE. With this information, you should be able to decode the rest of the
phrase. WHEEL OF FORTUNE This game is one of skill and luck. The object of the game is to
have the higher of two three-card hands. Following is a list of which cards make up a pair
(or triplet): Council Pair: Justice, Judgement, Temperance, Hierophant High Pair: Sun,
Magician, Fool Dark Pair: Devil, Death, High Priestess Mortal Pair: Strength, Hanged Man,
Chariot, Hermit Lucky Pair: Lovers, Wheel of Fortune, Hanged Man, Fool Astral Pair: Sun,
Moon, Star, World Low Pair: Chariot, Tower, Fool, Lovers Royal Pair: Emperor, Empress,
Hermit, Hierophant The following is a partial "ranking" order for individual
cards and pairs: Death beats High Priestess and Magician Sun beats Judgement and High
Priestess Magician beats High Priestess, Hierophant and Devil High Priestess beats
Judgement World beats Strength High Pair beats Astral Pair Council Pair beats Royal Pair
and Mortal Pair Astral Pair beats Mortal Pair Naturally, it would appear that winning
depends on the luck of the draw. Here's where the skill comes into play. If you see that
the two cards from which you can choose wouldn't give you a pair or triplet but that one
of them could give the old man a better hand than yours, take the card he can use. This
way, you have a 50-50 chance that your high card will beat his high card (unless, of
course, he's already got a pair). Also, keep a close eye out for triplets -- they give the
highest scores. The game is won by the first player to reach 700 points. THE ARCHWAY This
maze appears relatively straightforward. However, all is not as it seems! What look like
easy, open pathways, terminate rather rudely as hidden doors slam shut, blocking your
progress. Conversely, obvious deadends conceal secret panels which open allowing you to
continue. Starting from the lower left-hand corner go up and to the right to the first
deadend. Go right through the passage and all the way up as far as you can then to the
left and up through the passage. Continue straight up and work your way to the left and
down, then down through the passage. Go to your left, straight down and left and up
through the left-to-right zigzagging corridors. Do not take the obvious right path, but
continue up to the deadend and up through the passage. Go right to the FIRST intersection
and go down to the deadend. Go down through the passage, left, right and down through the
passage. Head straight down to the bottom wall of the maze and work your way right then up
at the FIRST intersection you come to. Go left and up through the passage. Go right and up
at the first opening, then left and up through the passage. Go right and up the first
corridor and up through the passage. Continue straight up to the top wall of the maze.
This is where it gets tricky so follow closely. Go right, down, right, up, left, up,
right, and down to the deadend. Go through the passage to the right. Go up, right, down to
the deadend, and down through the passage. Go up, right, down, right, up, down and left.
Go down through the passage, left at the FIRST intersection and down to the deadend. Go
left through the passage and continue left, up all the way to the left and then up and
left through the passage. Go straight down and right at the SECOND intersection then work
your way down to the bottom wall of the maze. Go right, up, right, down, left, down, up,
right, etc., to the bottom right-hand corner of the maze. Go straight up and up through
the passage. Finally, go left and up, but DO NOT go through the secret passage which opens
at the top. Instead, go right, down, left, down and out. THE CANOPY The Canopy is one of
those "word search" puzzles. The only difference here is that words are not
spelled backwards or diagonally -- just across and down. The words you're looking for are
names of vegetables. The word list follows: Across: Cabbage, tomato, celery, parsnip,
onion, rhubarb, eggplant, squash, cauliflower. Down: Scallion, radish, carrot, leek,
asparagus, potato, parsley, beans, turnip, broccoli, artichoke, cucumber, lettuce, lentil.
THE FIGHTING BOYS It's difficult explaining this (and the others like it) puzzle. The
object is to click the numbers in the right sequence to rearrange (unknown) letter
combinations to spell out a word or phrase. The order to click the numbers in is 3, 2, 1,
4, and 5. THE STONE WALL Filling in the blanks for this puzzle is a bit easier than the
other puzzles of this kind you will run into. The two words you need are pictures on the
screen. Don't mess around with the letters growing on the ivy, although the letters you
need are there and in their proper sequence. Instead, enter the animal and the type of
foliage to solve this one. THE QUEEN OF WANDS In all the "Queens'" puzzles, you
have to rearrange 3-by-3 grids of letters so that they spell words both across and down.
The center letter is not moveable. The word across the top is SAD; the word down the
left-hand side is SIN. Complete the puzzle by putting the remaining three letters in their
proper places. THREE SHIPS This puzzle drove me crazy for literally hours. When you try to
click on the "?" to see the puzzle, the "?" zooms maddeningly away,
always elusive and always just out of reach. Try as you might, you cannot seem to
"catch" it. The answer here is to position your arrow just to the south of the
"?" and then type the letter "S" until the question mark comes to you.
When you've captured the "?" box, you will be presented with the First Key of
Thoth, which, amazingly, is a key! You'll need it in order to solve the riddle of the High
Priestess' Eye. THE FOOL'S ERRAND Part 2 NOTE: In Menu Bar II, The Knight of Pentacles,
The Merchant, The Maze of Thorns, and The Page of Pentacles do not have puzzles to solve,
but their stories have clues which you will use in the endgame. THE JUGGLER The Juggler
has another cryptogram for you to solve. The first two lines of the phrase are: I AM
AFRAID THAT I AM NOT THE MESSENGER YOU. With this information, you should be able to solve
the rest of the phrase. THE FARMER The Farmer is a jigsaw puzzle for you to put together.
The phrase is: I AM HERE AT THE QUEENS BUSINESS. THE BLACKSMITH The Blacksmith is a series
of three sets of three jumbled letter crosses for you to solve. Rearrange the letters so
that they spell out 18 five-letter words. The last set of three will give you the keyword,
ROI. The word list follows: Brown, crown, sorry, merry, quick, quill, scowl, growl, bliss,
amiss, north, worth, throb, three, ghost, ghoul, still, chill. THE CATHEDRAL The Cathedral
is a jumbled up picture puzzle. While I cannot tell what order to move the pieces around
in, I can tell you where key items in the picture should be placed. The letters MYR go in
the top center; the man on the ladder is on the right- hand side and he has a hammer in
his hand; the fool is on the left between two columns; the two men are in the center of
the picture with the fat man on the right and the man with the hat and glasses on the
left. THE CHAPEL The Chapel picture shows all the letters of the alphabet except three,
which are missing. Find these three letters and insert them into the squares to form a
three-letter word. THE HUMBUG Don't blink your eyes with this one. This is probably the
second most bizarre puzzle in the entire game. Push the eye on the left up and around,
down and through, following the trail until you reach the eye on the right. If you lose
your hold on the eye, treat the resulting "unstacking" as dominoes falling over:
rush the mouse over and try to "catch" the eye before it completely unstacks
itself. If you do this one on your first try, congratulations! After you've solved The
Humbug, the Second Key of Thoth will be revealed to you. Remember this puzzle pattern;
you'll need it to help you solve The High Priestess puzzle. On the screen will be an
ever-changing series of black bars, boxes, rectangles and one box in the lower-left hand
corner which seems to pulsate. Click on that box. Now, one appears to be pulsating in the
upper right corner; click on it. A third pulsing box appears in the lower right corner;
click on it. Finally, a fourth box just left of the center of the screen and a bit toward
the top is pusling; click on it, too. After you do, the activity on the screen stops and
the boxes you've clicked all have numbers, from 1 to 4, in them. Remember the sequence of
these numbers for The High Priestess! THE MAZE OF HEDGES This is the toughest of the
mazes. "Wandering winds" bar your progress by bouncing you from one side of the
maze to the other. However, being bounced hither and yon by the winds is the only way for
you to enter the key corridor so that you can make your way to the exit. Try to get blown
to the middle upper half of the maze. Once there, wind your way past the winds (which will
appear as you discover them) toward the right. Approach the exit to the maze from the
upper right-hand corner of the maze. THE QUEEN OF PENTACLES This is another 3-by-3 grid of
jumbled letters. Rearrange the letters so that they spell out six three-letter words. The
central letter is immovable; the word across is ARM and the word on the left is ATE.
Rearrange the remaining three letters to complete the puzzle. THE PENTACLE The Pentacle is
a jigsaw puzzle which reads THE FOUR SAGES. THE WORLD The World is a word search puzzle.
This time you must find the names of 23 countries. The word list follows: Across: France,
Russia, Scotland, Sweden, Norway, Ireland, Poland, Italy, Iceland, England, Netherlands,
Rumania, Spain, Portugal. Down: Austria, Grece, Finland, Turkey, Czechoslovakia, Germany,
Switzerland, Albania, Yugoslavia. STRENGTH Strength is another picture puzzle. The
placement of the objects is as follows: The "dark" eyes and pyramid go across
the bottom of the screen; the "light" eyes and pyramid go across the top; the
moon is to the right of the dark pyramid; the sun is to the left of the light pyramid; in
the central section of the picture, from left to right, are the tree, the fence, the man
with the fishing pole, the fool, the porch column and the letter E. TEMPERANCE Rearrange
the letters to uncover the following six different "traditional anniversary"
items: paper, leather, wood, turquoise, silver, and bronze. THE FOOL'S ERRAND Part 3 NOTE:
In menu bar III, The Not-A-Merchant, The Cup, and The Abandoned Cups have no puzzles to
solve, but their stories contain clues you will need for the endgame. THE HANGED MAN The
Hanged Man is a picture puzzle. The objects are placed in the following general areas: The
letters "KD" are in the right hand corner, the sun is to their left; the
reflection of "KD" is in the water directly below them; the fool's "hobo's
pack" on its pole is on the left side toward the middle; the fool is to its right and
the running man is to the fool's right; the fish and its "bouncing" lines are on
the right side of the picture in front of the running man; the Press for more !
CompuServe+ TEG-2113 castle is in the upper left corner, the tree to its right and the
knight is to the tree's right. THE PAGE OF CUPS The Page of Cups is another jumbled word
puzzle. This time you're unscrambling types of fish. The types of fish are: sardine,
trout, goldfish, halibut, minnow, perch. THE KNIGHT OF CUPS The Knight of Cups is a
cryptogram. The first two lines of the cryptogram are: ALAS I DO HE SIGHED YOUR KNIGHT
SAYS. You should be able to solve the rest of the phrase with this information. THE
CHILDREN The Children is one of those "press the numbered circles in the right
sequence" puzzles that will drive you mad. Push the numbers in the following
sequence: 2,5,4,6,1, and 3. THE COUPLE To fill in the blanks, insert the first letter from
each word in the phrase at the bottom of the picture. THE DANCERS The Dancers is a jigsaw
puzzle with a phrase which reads, THE RAINBOW OF HOPE. THE FAMILY The Family is a word
search puzzle. This time you're in search of 26 colors. The list follows: Across: Purple,
maroon, amber, scarlet, blue, violet, pink, orange, azure, indigo, black, chartreuse,
crimson, hazel, aqumarine, ochre. Down: Vermillion, turquoise, yellow, green, beige,
magenta, white, brown, gray, lavender. THE QUEEN OF CUPS Another 3-by-3 grid. The word on
the top is TWO and the word down the left is TOE. THE CLOUD The Cloud is a picture puzzle.
The objects are placed as follows: The word "fifteen" starts in the upper
left-hand corner; the word "two" starts in the lower left-hand corner and the
word "twenty" is to its right; the fool and his pack are on the left in the
center with the man to his right; the seven cups are to the right of the man. THE VISION
The Vision is a jigsaw puzzle with a phrase which reads, FOURTEEN EIGHT FIFTEEN. THE
ENCHANTMENT This is the second toughest of the "press the numbers" puzzles. The
numbers to push are: 4, 1, 6, 7, 5, 2, and 3. THE HIEROPHANT Unscramble the jumbled
letters in each of the crosses to spell out ten numbers. The numbers are: three, fourteen,
one, nineteen, six, thirteen, five, seventeen, two, and twelve. THE MOON Click the proper
letters in The Moon's phrase, "Much to accomplish," to uncover the hidden
letters, AIH. Select the first C, H, O, A, the third C, and the PLISH. THE FOOL'S ERRAND
Part 4 NOTE: In menu bar IV The Nightmare, The Sword, The Dead Warrior, and The Page of
Swords do not have puzzles to solve. Their stories contain clues which you will need for
the endgame. THE EMPEROR In this word search puzzle you're to locate the names of 26
birds. The word list is: Across: Woodpecker, whippoorwill, dove, hawk, meadowlark,
nightingale, buzzard, huthatch, heron, crane. Down: Thrush, goose, eagle, vulture,
bobolink, wren, crow, parakeet, cardinal, finch, duck, sparrow, robin, swallow, canary,
bluejay. THE EMPRESS Unscramble the twelve words to reveal the key phrase. The words on
the left are miss, twig, idea, and root; the words on the right are weep, your, hair,
area, worm,iron, lard, and soup. THE STAR The Star is a jigsaw puzzle with the phrase,
MYSTICAL CHANT. THE HIGH PRIESTESS How do I explain this one? It's totally mind-boggling
and requires a good set of eyes and, later, quick reflexes. The puzzle has multiple parts,
the first of which is the strangest of all. You must click the mouse on the numbers in
descending order from 99 all the way down to 1. At the beginning it's easy, but as you
near the finish, the remaining numbers start shifting position and the closer to
"1" you get, the faster they shift until all you see is a blinding glare of
incomprehensible mishmashed squigglies. Ah, there it is, the last number! Press it quickly
and try to solve the enigma of the High Priestess' Eye. You'll need to have solved The
Three Ships (see Part 1 of this walkthru) before you can finish solving The High
Priestess. When her "Eye" appears, guide the key toward the iris. As you connect
the key to the iris, you are shown The Book of Thoth. This looks familiar, doesn't it?
Right, the pulsating squares, only now you can't see any pulses. Click in the general area
where the original "1" appeared (lower left corner). The screen will stop
activity and show you not four but SIX boxes! Do you remember where the other three were
located and in what order they were numbered? The box in the upper right was numbered
"2," the box in the lower right was numbered "3," and the box to the
left of center and slightly down was numbered "4." Click the remaining boxes in
this sequence. Now what the heck is this spinach all about? You've not seen its likes
before! Remember the pulsing bar on the left that you drug to the right? That's right --
it's this puzzle. Drag left to right, right to left, top to bottom, then bottom to top. Oh
yeah, you remember this one alright. It's the crazy-quilt "Simon Says" pattern
you had to memorize and trace. Do you remember the pattern? It looks like a key. Trace its
pattern and behold The Book of Thoth! Alas, when you tr to fill in any of its blanks, you
are admonished, "You cannot claim The Book of Thoth so easily!" We shall
complete it later -- MUCH later -- on. THE SENTRY The Sentry's puzzle is very clever. You
are presented with two rows of boxes which need to be filled in. At the bottom of the
screen are clues as to which letters to insert. The first clue, MEDAL - MEAL = ?, will
give you the letter "D" (If you remove the letters M-E-A-L from the word MEDAL,
the remaining letter will be a D.) Continue solving the remaining clues in this manner.
THE KNIGHT OF SWORDS The Knight of Swords is another cryptogram. The first two lines read:
I BRING A MESSAGE FROM YOUR KNIGHT. The last word in the phrase is WANDS. THE CHANT The
Chant is a cryptogram phrase. The first two lines read: A GIANT WHEEL STOOD NEAR THE
PYRAMIDS. This should give you enough to solve the rest of the puzzle. THE DREAM This is
the absolute toughest puzzle in my opinion. Mathor wrote a program on his Macintosh to
solve this one: The program ran for 60 hours generating phrases from all the possible
permutations generated by these eight letter sequences. Select 6, 2, 7, 4, 3, 8, 1, 5 and
send me an aspirin! THE QUEEN OF SWORDS The top word in this 3-by-3 grid is RAW and the
left hand word reading down is ROB. THE BOAT This is probably the most intriguing of the
jumbled letters puzzles. As you unscramble each set of words, they are interconnected with
new scrambled words which you must solve. The place where the new puzzles connect with the
solved ones locks that word's connecting letter into place rendering it immovable.
Continue solving each new set of jumbled words until you reach despair. DESPAIR Despair's
phrase, TEN GLOWING SWORDS, hides the word PUS. To uncover the hidden word, select the
letters E, G, L, O, W, N, G, S, W, O, D, and S. JUSTICE Justice is a nice little puzzle
which requires logical thinking. The idea is to press the squares in the proper sequence
to fill a 5-by-5 grid with 25 eyes. Begin by pressing the center square. Next press the
four squares containing the dots. You should now have an eye in the center and eight
equally spaced dots around the perimeter of the grid. Remembering the positions of these
new dotted squares, press them and ONLY them, clockwise, starting with the upper square on
the right (e.g., row 1, column 4) being careful not to press any of the new squares you
create as you go. You should now have dotted squares in each of the four corners of the
grid, each of the four sides' mid-points, and four dotted squares on the diagonal from the
corner squares. In addition, you should have a 3-by-3 "cross" of eyes with the
central eye being in the center square. Next, press the dotted squares which are on the
diagonals with the four corners. The four corners and the four mid-points around the
perimeter should have dots. Equally spaced between the perimeter dots should be eyes.
Press the squares in each of the four corners. You should have a 5-by-5 cross of eyes with
dots at the end of each "arm" of the cross. Finally, press the four dotted
squares. Congratulations! You have now earned the Third Key of Thoth! But what's this? A
pulsing bar along the left side? What's this all about? Click and drag the bar from left
to right. Another pusling bar appears. Click and drag this bar from right to left. Lord,
now there's one at the top! Click and drag it from top to bottom. Yes, there's another one
to click and drag from bottom to top. But that's what you'll have to remember when you co
to the High Priestess' puzzle. THE FOOL'S ERRAND Part 5 NOTE: In menu bar V The King of
Swords, The King of Pentacles, the King of Cups, The King of Wands, The Madness, The
Straight Path, and The Plain of Bones do not have puzzles to solve. Their stories contain
clues you will need for the endgame. THE CHARIOT The chariot is a jigsaw puzzle with the
phrase, PENTACLES CUPS SWORDS WANDS. THE THIEF To locate the letters to insert in the
boxes, drag the mouse SLOWLY from left to right just underneath the Eye. Start at the
border. The first letter you find should be an "I." THE HERMIT The Hermit is
another of those clever oddities, puzzle-wise. In this one, you must memorize and trace
the pattern displayed on the screen -- sort of a latter day "Simon Says" game.
Each pattern is more intricate than the last, but trace them all and you'll earn the Last
Key of Thoth, which is another pattern to memorize and trace. JUDGEMENT Judgement's
phrase, GAZE INTO THE SANDS, hides the letters ECZ. To uncover them, select the G, A, N,
T, O, T, H, E, D and S. THE TOWER The locations of the key objects in The Tower's picture
are as follows: The letters "RW" are in the lower right corner; the man is
carrying six swords in a pack on his back -- hilts upward. The sword hilts terminate in
the upper left corner (right where they are when you first see the puzzle). The moon is in
the upper right corner, the lone sword is in the center of the picture to the left of the
RW and the fool is on his hands and knees directly under the moon. The battlefield of
tents runs across the center of the picture and terminate just before the fool. THE DEVIL
The first two lines of The Devil's cryptogram phrase are: TO SECURE THAT WHICH CANNOT BE
GOTTEN. The rest of the puzzle should be easily solved with this information. DEATH This
is the easiest puzzle of all, but it's also the trickiest insofar as how you go about
solving it. I finally needed a nudge from Neil McCulloch on this one. After he told me, I
felt stupid. All you have to do is as SOON as you click on the "?" box, put your
mouse cursor in the upper menu bar area. You'll have a second or two to spare since you
have to insert the Game Disk for this puzzle. With your cursor in the menu bar, wait for
the black eye to generate a white eye at the bottom of the screen in the scroll. Now click
and drag your cursor down to the bottom of the screen. The black eye won't follow you.
When you get to the white eye, click it quickly. THE MAGICIAN The placement of the key
objects in this picture puzzle is as follows: The letters "RW" are in the upper
right corner, the sun is to their left. To the left of the sun and in the upper left
corner are rocky mountain formations. The fool is on the right side of the picture under
the reflection of the "RW" in the water. To his left is a man with a goatee who
is holding the reins of a horse, which is to his left. The horse's saddle has a pommel.
Directly above the horse in the water is a four-masted ship with rigging. THE LOVERS This
is the last of the word search puzzles. In this one you must find 22 tarot card names. The
word list follows: Across: High Priestess, Hanged Man, Empress, Devil, World, Star,
Emperor, Fool, Strength, Chariot, Sun, Lovers. Down: Justice, Hierophant, Wheel of
Fortune, Judgement, Death, Hermit, Temperance, Tower, Moon, Magician. THE FOOL'S ERRAND
Part 6 Now you've solved all the puzzles and have received all the Sun's map pieces;
however, the pieces are in a random order in the grid. It's up to you to decide where each
of the pieces goes. The following layout will assist you in this puzzle. ROW 1: Column 1:
Star, No. 23 Column 2: Big "V," letter "P" upper left Column 3:
2-headed, 1-legged bird (looks like palm tree), letters running down right side Column 4:
Moon, letters running down left side Column 5: Tower with lightning bolt in middle, letter
"K" Column 6: Roman numeral IX, number "10" upper right Column 7:
Roman numeral X with letter "N" just above and variable-sized boxes Column 8:
Roman numeral VI, number "15" upper right, variable-sized boxes Column 9: Large
"T", letter "E" upper left, jaggy line with dots from top left to
bottom center ROW 2: Column 1: Mountain with lightning, number "13" upper left
Column 2: Roman numeral III, number "18" upper right Column 3: Letter
"o" (NOT the Big "O") with letter "T" upper left, letters
running down right side Column 4: Roman numeral V with number "20" lower right,
letters running down left side Column 5: Roman numeral VIII with Letter "O"
lower left, number "12" lower right Column 6: Castle with two turrets, left and
right, letter "H" lower left Column 7: Roman numeral III, with variable-sized
boxes Column 8: Roman numeral II with variable-sized boxes (NOTE: Boxes in Row 2 Column 7
mate with boxes in Row 2 Column 8 as well as with those immediately above in Row 1 Columns
7 and 8.) Column 9: Letter "D" and jumping fish, jaggy line with dots from top
center to lower right (mates with jaggy line above in Row 1 Column 9) ROW 3: Column 1:
Roman numeral X and man in bed, boxes upper right Column 2: Roman numeral V and mating
boxes Column 3: Roman numeral II, letters down right side Column 4: Roman numeral VII,
letters down left side Column 5: Large "F" with Roman numeral IV above Column 6:
Chalice, letters down right side Column 7: Large "B" with number "24"
upper right, letters down left side, lion upper left Column 8: Bridge, letter
"M" upper left Column 9: Large "U" with hangman's noose ROW 4: Column
1: Three-turreted castle Column 2: Roman numeral VIII, letters running across bottom
Column 3: Large, fancy "Y," with letter "X" lower left and letters
running across bottom Column 4: Looks like a wheel broken in half, one half in upper left,
other half in lower right, and number "17" upper right Column 5: Big
"O," letter "I" upper left Column 6: Big "E" and letters
running down right side Column 7: World globe, letters running down left side Column 8:
Letter "U," "window panes" below Column 9: Coin with star (Pentacle)
ROW 5: Column 1: Dagger stuck in ground, number "9" lower right Column 2: Roman
numeral VI with "B" lower left and "14" lower right, letters running
across top Column 3: Scales with letter "W" lower left, number "2"
lower right, letters running across top Column 4: Letter "G" with letter
"R" lower left, number "11" lower right, letter running across top
Column 5: Big "R" with letter "C" lower left Column 6: Big
"A" and letters running down right side Column 7: Number VI with six circles
above and letters running down left side Column 8: Roman numeral IV with "window
panes" above Column 9: Multi-turreted castle, the only one NOT black, with stairs
leading to front ROW 6: Column 1: Hour glass Column 2: Box full of rows of letters with
path in middle Column 3: Squiggly path, letters along bottom Column 4: Roman numeral V,
letters running across bottom Column 5: Roman numeral VII, letters running across bottom
Column 6: Edge of cliff with stylistic sun upper left Column 7: Roman numeral III and
little church Column 8: Maze with Roman numeral IX top center Column 9: Maze with Roman
numeral X top center ROW 7: Column 1: Tower, lighting upper left, number "22"
lower right Column 2: Trident, letter "J" Column 3: Roman numeral VIII, river
running lower right to upper left (river also looks like stairs), "QWERTY" runs
across top Column 4: Letter "S" and 3 pyramids, "UIOPASDFG" across top
Column 5: Roman numeral VII and what looks like a dish, "HJKLZXCV" across top
Column 6: Roman numeral X and musical note Column 7: Church symbol with cross in middle,
Roman numeral V above and number "8" lower right Column 8: Roman numeral VIII
with small hammer, letter "F" lower left, letter "T" below hammer
Column 9: Scroll with eye ROW 8: Column 1: Pennant facing left-to-right, number
"25" Column 2: Looks like mountains, letter "Q" lower left Column 3:
Letter "D" with 3 pyramids Column 4: Three pyramids, number "5" lower
right Column 5: Roman numeral IV with window panes lower right, number "6" upper
right, letter "G" lower left Column 6: Window panes lower left with rat on top,
Roman numeral II with letter "A" upper left, "19" upper right Column
7: Shaded 2-towered castle on hill with arrow below, letter "V" upper left,
number "26" lower right Column 8: Letter "L" on a lake with letter
"S" lower left, number "3" lower right Column 9: Roman numeral VII
with barn and silo atop, letter "Y" below left ROW 9: Column 1: Skull Column 2:
Large "U" with heart, number "4" upper right Column 3: Star in rings,
letter "X" upper left, number "21" upper right Column 4: Roman numeral
VI with bridge, letter "U" upper left, number "16" lower right Column
5: Roman numeral V with window panes upper right, letter "L" lower left Column
6: Roman numeral I with window panes upper left, number "7" lower right Column
7: Either a statue or a tree on a pedestal, with letter "Z" lower left Column 8:
Letter "D" with Roman numeral III above, 3 small pyramids lower left next to
letter "D" Column 9: Letter "R" with Roman numeral II and 2 small
pyraminds at right THE FOOL'S ERRAND Part 7 Now that you have the Sun's map reassembled,
you have but one set of puzzles left to solve -- uncovering the lost 14 treasures of the
world. This set of problems tests your powers of observation; every puzzle you've solved
in the game thus far will be used in this endeavor. I strongly urge that you print out the
story if you have a printer. You'll refer to it often in the following paragraphs, and
it'll be much easier looking at the printout rather than clicking pieces of the map to see
the available clues. We'll start by looking at the Book of Thoth and picking up a few more
clues. Click on the map square that has the piece of parchment with the Egyptian eye
hieroglyphic. Each of the fourteen lines in the Book of Thoth has a brief clue which will
be displayed in the lower left corner of the screen for every line you click. These clues
tell you two things about the treasure which goes on its associated line: where in the
game the answer can be found, and what form the answer will be in -- confused (scrambled
letters) or disguised (cryptogrammed). The first line's clue, for example, says "The
Kings are confused." This means that the treasure for the first line relates to
finding out all you can about the four Kings of the tarot suits -- Pentacles, Wands,
Swords and Cups. In addition, once you find out all there is to know about the Kings, the
resulting set of letters you will have collected will be scrambled (anagrammed) and you
will have to rearrange the letters to form the two-word treasure necessary to fill in the
first line of the Book. THE KINGS ARE CONFUSED Look at the eight rarts of the story that
deal with the four Kings. In addition to the obviously named "King of xxx"
portions, you'll find references to each of the four Kings in the Kingdoms' (The Wand, The
Pentacle, The Cup and The Sword) stories. Thus, from the Kings' stories you should pick up
the letters N, Z, T and U. From the Kingdoms' stories you should pick up the letters S, B,
T and E. Ah, that's only eight letters, you say? This is where the printout comes in handy
since it has the Sun Map piece which relates to each of the four Kings. And as you can
see, the letters O, E, R and A will complete your set of 12 letters. By anagramming the
letters, you will find a BRONZE STATUE! Click on the Book hieroglyph and fill in the first
line. WITHIN THE KINGDOM OF THE PENTACLES To find your next treasure, you will have to
complete one of the four box puzzles on the Sun's Map. The Kingdom of the Pentacles' box
puzzle is the long, skinny set of blocks on the middle right of the map. Point to its
center and click. You see a 3-by-8 grid of boxes which must be filled in with each of the
three-letter words you found in the Kingdom of the Pentacles. The stories from the Kingdom
of the Pentacles starts with "The Blacksmith" and ends with "The Hanged
Man." You should find the following three-letter word combinations: AIH, ROI, MYR,
FIE, YES, ERA, SIP and TOP. As you fill the words into the boxes of the puzzle, you'll
notice that (1) the central letters are grayed out, (2) all the letters in the right hand
boxes are black, and (3) the four center boxes on the left are black. This means that by
filling the words into the grid in the proper order, you'll spell out a treasure. The
treasure is a STAR SAPPHIRE. Insert the words in their appropriate places; click on the
Book and fill in the second line. THE QUEENS ARE CONFUSED Next, you must visit each of the
four Queens' stories to locate the 15 letters necessary for the third line in the Book.
From the Queen of Wands, you'll find the letters CLAC; the Queen of Pentacles will give
you TRSC; the Queen of Cups has YNAL; and the Queen of Swords has EKE. Remember: The
Queens are confused. Anagram these 15 letters to find a CRYSTAL NECKLACE and fill in the
third line in the Book. WITHIN THE KINGDOM OF THE WANDS Back we go to the Sun's Map to
another of the box puzzles -- this time, it's the box puzzle at the very bottom of the
map. Point to its center and click. The stories you need to read in order to pick up the
eight three-letter words start with "The Canopy" and continue through "The
Watchtower." Put the eight words into the grid so that they spell out RUBY RING and
fill in the fourth line in the Book of Thoth. THE PATH OF SIX IS DISGUISED This puzzle
will have you bouncing all through the story titles following the Path of Six. Start your
journey with the "Three Ships" story. You find the sacred RW and are told to
"seek he who chases a fish." Looking through the stories, you find The Page of
Cups is chasing his KD fish. He tells you to "seek she who holds two swords."
Further into the manuscript you find "The Chant" and the lady, indeed, holds two
rusty swords. She is intoning EZC and advises you to "seek the family who departs by
boat." The story of "The Boat" shows you a family following the path of the
sacred YH. They tell you to seek "the broken wheel." Looking at the map pieces,
you find one that has two broken wheel halves pictured. "The Chariot" driver
says he has the mystical HA and tells you to locate "a thief who steals seven,"
then he drives away in a cloud of dust. The story of "The Thief" tells you the
magic word is RW and that it's the last of its kind. Oddly enough, it was also the FIRST
of its kind (re-read "Three Ships"). Now that you've followed the paths of six
stories, you've collected RW, KD, EZC, YH, HA, and RW. Now what do you do with them? Ah,
they're disguised, remember? Yes, it's time to use one of the alphabet strings on the
Sun's Map. This time, it's the horizontal letter string in the middle left. Point to it
and click. Then type in the letters you've collected in their original order to uncover an
ONYX MEDALLION! Enter this prize on the fourth line in the Book. THE MYSTIC CHANT IS
DISGUISED This is the first of the cryptogram puzzles which use the four alphabetical
strings on the Sun's Map. Although you hear many mystic chants throughout your wanderings,
only one is recognized by the Fool as a mystical chant. Read the story of "The
Stream" and you will find the mystical chant is NZSLTZMB HGZUU. Wonderful. Now what
could that mean? To find out, point to and click the alphabet string at the bottom of the
Sun's Map. You're greeted with the cryptic (appropriately enough) message, "If you
know which is which, enter the letters you wish to switch." Type in the mystical
chant and enter what you find in sixth line of the Book. THE KNIGHTS AND PAGES ARE
CONFUSED What a mess these fellows are in! Not only are they confused, they're mixed in
together as well! Look at each part of the Knights' and Pages stories. You will find one
letter for each of them. Be cautious since some of the letters will have been or will be
used to solve other puzzles. The letters you seek are on the map pieces you received for
each of the Knights and Pages. The letters are S, D, L, U, D, T, O, and G. If you anagram
the letters, you will find GOLD DUST! Enter this treasure onto the seventh line of the
Book. THE FOOL'S ERRAND Part 8 THE MAZE OF THORNS IS DISGUISED Point to and click the
picture of the mazes on the Sun's Map. Ah, this looks relaxing and simple, doesn't it? You
should be able to just zip right over to the exit and get out, right? Wrong! As soon as
you try this, an ogre throws you back into the maze. Sorry, but you'll have to work to
escape this one. Pick a path -- any path. You'll see either one of the denizens of the
maze or you will get the message, "You cannot enter unless eleven are seen!"
What the message is refering to is the eleven different characters inhabiting the area.
Continue trying paths until you've located all eleven creatures, then return to the path
where you received the message. Searching every corridor will give you a four-leaf clover,
a pine cone, and a brass coin. Go visit the Leprechaun. In the Leprechaun's area you'll
find a tiny pearl, a pink handerkerchief, and ginger root. Go visit the Witch. There you
will find a gray mushroom, a knife, and an ancient scroll. Now that you have the knife, go
to the Banshee and get a flat stone, a lamp, and a case of poison ivy! Ah, well, it can't
be helped. With the lamp firmly in hand, go see the Genie. Visit the paths and get another
gray mushroom, a pine cone and a copper key! Ah, where's that copper door? Go back to the
central area of the maze and straight down into one of the "room's" walls. A
buzzing noise sounds and the copper door is opened to you! Entering the door loses the
key, so don't miss any of these paths -- search everywhere! You should find the Mystical
Spell of Prowess! Work your way out of the corridor and a hidden panel slides open to
allow you to leave! Head toward the maze's exit. With your new-found prowess, you take
care of that pesky ogre in nothing flat! Explore this new area of paths and locate another
tiny pearl, your second brass coin, and a quartz crystal. If you try to leave the maze, a
noisy sprite chases you away. We'll fix it's caboose in a little while. In the meantime,
who wanted the crystal? The Elf! After he leaves, search his home and find a iron bell,
yet another gray mushroom and a silver cross. Aha, so that's how to get past the Vampire!
Head back over there and chase Count Dracula away! Search his castle and find an ancient
scroll, a tarnished ring, and a sprig of parsley. The spirit wanted the herb, so fly to
him then search his home for another iron bell, your third tiny pearl, and a case of
poison oak! This doesn't seem to be your day, does it? Don't scratch! Instead, take the
tiny pearls over to the Dwarf then look for an old umbrella, a third brass coin, and a
silver key! Aha, another door opens! Go straight up and out of the maze into the central
area and to the left wall. The silver door opens but, again, as you enter, the silver key
is lost. There's only one thing to find in here and that's the Mystical Spell of Silence!
Exit the corridor through the first panel that opens before you and head over to the
noisy, little Sprite. Having quietened the creature, go south into its area and search for
a fourth brass coin, a yellow daisy, and another pine cone. If you try to leave the maze
this time, you're repelled by a nasty Fire Demon! He blasts you back inside the maze with
a fury. Better see if we can find another Spell to get past him. There's only three
residents left to satisfy. Let's go visit that snippity Pixie. The yellow daisy may
placate her disdain for your less than stellar manners. Yes, that's made her happy. She
flies away leaving you free to explore and find another pine cone, a piece of hickory
bark, and yet another case of poison something or other -- this time Sumac. No time to
fret over your ever-blistering skin. Take the hickory bark to the Wood Nymph. After the
twinkling light fades, search for an iron bell, another mushroom, and your fifth brass
coin. Ah, that should take care of the Troll's demands. Head out and over to his domain.
In here you will find only one thing: a gold key! Return to the central room and go south
and to the left until you find the golden door. As before, the gold key is lost once you
enter. Work your way through the paths until you find the Mystical Spell of Disruption.
Head north to find the exit and then go back to the central part of the maze. If you try
to exit the maze in the normal manner, the Fire Demon will still catch you and toss you
back. Let him do so. He'll throw you over the wall and into the area with the locked
silver door. Exit through the panel and head STRAIGHT to the right but not all the way to
the wall. Instead, take the first path to the LEFT of the far right wall and go north and
east to the corner. Here, your Spell is activated and you vanquish the Fire Demon in
nothing flat! Go back to the main maze exit and start to head out. As you do, you're given
seven strange letters (XLPFYVX). Head toward the exit again and this time you're presented
with eight more strange letters (ENPAZGZJ). Finally, you can exit the maze completely.
Don't worry about all those mushrooms, bells, and pine cones you're left with. They're
mere window dressing. Remember what the hint in the Book of Thoth said? "The Maze of
Thorns is disguised." Yes, the solution is in one of the alphabet strings on the
Sun's Map. This time, it's the vertical alphabet string on the upper left. Point to it and
click. Type in the cryptic letters just as they appear and enter the treasure you uncover
on the eighth line in the Book. THE HIEROPHANT IS DISGUISED AND CONFUSED What can that
mean? Oh, no! It's a cryptogram AND it's mixed up to boot! Ah, but was it disguised before
or after it got confused? Well, we'll see. The Hierophant's story starts with "The
Cloud," and ends with "The Moon." Lord, look at all those numbers! Where is
this information supposed to be found? On the Map! Look closely at the corners of the
various map pieces. Some of them have numbers and those pieces have corresponding letters
paired with them on the adjacent map piece. A code! Write the alphabet down and write each
letter's number next to it. Then extract from the alphabet the letters that match all the
numbers you found in The Hierophant's story. Unscramble the letters to find an EMERALD
FLOWER and enter it on the ninth line in the Book of Thoth. IF JUSTICE BE DONE This is an
interesting puzzler. Reading the story of Justice tells you of a cursed emperor and his
empress. This tale leads you to examine the stories of the Emperor and the Empress. To
lift their curses, remove the letters of the Emperor's curse from the letters of the
Empress's curse. The remaining letters can be rearranged to form a SILVER CHALICE! Enter
this on the tenth line in the Book. WITHIN THE KINGDOM OF THE SWORDS This puzzle requires
you to solve another of the box puzzles on the Sun's Map. This puzzle is the one in the
upper left corner of the map. Point to it and click. You will have to do some story
traveling to locate all the two and three letter "words" necessary to solve this
one. The story to start with is "The High Priestess." She will tell you what you
must seek in order to solve this puzzle. She tells you she needs three things from you,
but she only tells you two of them -- the third is a message for you to deliver to The
Magician. First you're told to find the sacred inscription from the evil dark tower.
Looking at the story titles you see "The Tower." In this story, you learn that
the sacred inscription is QM. Put this in the first two-letter space in the puzzle. Next
you're told to bring her the letters from the banner of Death. Reading the story of
"Death" tells you the letters are ZA. Put this in the second two-letter space.
The remaining three two-letter spaces are filled with the "words" from the story
of "The Singer." Now, return to the story of "The Sentry," which is
the next story after "The High Priestess." Reading this story tells you to find
a man who's been killed by ten and smear his blood on the weapon of an outnumbered
warrior. Looking through the story titles you find two dealing with warriors: "The
Warrior" and "The Dead Warrior." A gory description of the dead warrior's
wounds gives you the first of the three letter words you need: PUS. You find the
outnumbered warrior's weapon is a BOW. So the first word (PUS) is on top of the second
(BOW). The remaining three "words" are on the Sun's Map. Point to and click
"The Wheel of Fortune" and enter these three words into the remaining spaces to
find your treasure. Enter it on the eleventh line of the Book of Thoth. THE FOOL'S ERRAND
Part 9 FOLLOW THE STRAIGHT PATH This one's fun and it changes with every game; so you'll
be on your own after you learn the route to take. Point to and click the map piece filled
with letters which has a path through the top portion of it. Ah, a word search puzzle! But
it's unlike the other word search puzzles you played in the main portions of the game.
This one has just one treasure to be found and a logical means for finding it. Somewhere
in the stories is talk of the shortest distance between two points and advice for
following the straightest path. Start reading from "The Hermit" and finish with
"Judgement." In these stories you learn your starting position is the letter
"J." In "Judgement," you're given directions and the number of spaces
to travel in those directions. Locate any letter J on the word search puzzle and follow
the directions from "Judgement." If you follow closely, you'll discover a JADE
IDOL! Insert this on the twelfth line in the Book of Thoth. WITHIN THE KINGDOM OF THE CUPS
This puzzle is the last of the four box puzzles. Point to and click on the box puzzle in
the upper right corner of the Sun's Map. All the words necessary to complete this puzzle
are found in the stories about the people in the Kingdom of the Cups. Start with the story
of "The Children" and read through "The Not-A-Merchant" story. In
"The Children" you are told to seek the word of a star and the word of a
pyramid. Reading "The Star" gives you the word ERR. The pyramid's word is a bit
harder to locate. Both the Page and Knight of Wands and the story, "The
Pyramids," gives you the letters E, X, and H. Anagram these to form HEX. In "The
Couple" you are given the word CARE. "The Couple" also tells you about the
work of the Devil and Despair. Read each of these stories for the words GRIEF and DEAD.
The story of "The Dancers" gives you the words LEAP and Joy. "The
Family" contributes WISH and mentions "the food of fertile seeds." There's
only one story that talks about seeds and that's the story of "The Knight of
Pentacles." Go there and find WHEAT, CORN and RICE. Finally, "The
Not-A-Merchant" story tells you that NINE is the last. You now have all the words
needed to complete the puzzle. Fit the words into the puzzle to locate a JEWELED CROWN!
Enter this item as the thirteenth treasure in the Book. EIGHT IN THE LAND ARE DISGUISED
This is your final challenge in completing the Book of Thoth. We will be using the last
unused alphabetic string to uncover this treasure. If you look at the map pieces, certain
of them have very ornate letters engraved upon them. The letters are V, F, B, U, Y, U, D
and R. But what order are they supposed to be in? This is where the printout of the story
is invaluable because the letters are listed in the proper order when you read the story
from beginning to end. The proper order is D, R, B, U, F, V, Y and U. Point to and click
on the vertical alphabetic string on the right side of the map. Type the letters in and
soon you will find the AMETHYST! Enter this fourtenth treasure in the Book. ENDGAME After
you enter the last treasure, you see that The Fool has earned the Gif of Wisdom for his
adventures, trials and deeds! Pride swells in your breast at this reward. But what's this?
The Book of Thoth is growing smaller and smaller until nothing remains but the instruction
to insert the "Show Disk" to see the finale. Believe me, it's worth the price of
this game many times over! View the finale then sit back and consider phoning Miles
Computing to congratulate them on a beautifully executed game!