Arthur's Knights I
#98801
02/16/03 03:03 PM
02/16/03 03:03 PM
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Joined: Jan 2002
Posts: 663 Ontario Canada
Skippy
OP
Settled Boomer
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OP
Settled Boomer
Joined: Jan 2002
Posts: 663
Ontario Canada
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I'm playing the red book, am in Quest 4, talking to the fairy Fydia. According to the walk-thru Fydia is supposed to give me the gift of fire with which I can kill Anglemar, who has the key to the gate, where the ogre lives. When I talk to Fydia she mentions that I shouldn't play games with the ogre, because he always wins, but she doesn't say anything else. I tried to open the gate, found it locked, and went back to her again, but she doesn't say anything else. I can't seem to trigger further discussion of unlocking the gate or the gift of fire, which I obviously need to carry on. I told her I would free her after killing the ogre, but still no response about the gift of fire. Do I need a patch? or am I missing some action to trigger the fire gift? The game has run perfectly so far. This has been my first problem spot.
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Re: Arthur's Knights I
#98806
02/16/03 10:41 PM
02/16/03 10:41 PM
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Joined: Jan 2002
Posts: 663 Ontario Canada
Skippy
OP
Settled Boomer
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OP
Settled Boomer
Joined: Jan 2002
Posts: 663
Ontario Canada
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Oh dear...I've been working all evening trying to get the fire gift conversation with Fydia, but to no avail. I tried doing things in a different order, tried reloading saved games at different spots and redoing them up to the conversation with Fydia, went back and talked to Anglemar, did a scandisk and defrag on my machine; did everything but stand on my head.( I've never been able to do that and I'm too old to start now). <img border="0" alt=" " title="" src="graemlins/woozy.gif" /> Any suggestions? Skippy
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Re: Arthur's Knights I
#98807
02/16/03 10:51 PM
02/16/03 10:51 PM
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Joined: Dec 1999
Posts: 31,224 Northwestern New Mexico, USA
Jenny
Grande Olde Dame
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Grande Olde Dame
Sonic Boomer
Joined: Dec 1999
Posts: 31,224
Northwestern New Mexico, USA
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Skippy, I haven't played Arthur's Knights, but I found another walkthrough--sometimes looking at more than one will trigger some ideas. This is what this one says: SPOILER * * * * * * * * * * * * * * * *Once defeated, Cymerill will give you a note of safe conduct. Go to the castle (go straight to get back on your horse, then take the next right), show the note Cymerill gave you to the guard, enter the castle, then the central tower (straight ahead). Talk to the king Marcus about Arthur, then about the ogre. Marcus gives you a seal. Head to the camp of slaves (get back on the horse, follow the path, take the next left, then the next right), talk to the gard about the ogre, the saxons, then give him the seal. In the camp, don't fight Anglemar, go directly to the black knight's camp (keep to the right until you find the path). Talk to Fydia, the imprisoned fairy, about the ogre and the saxons. She should give you the power of flames to defeat Anglemar...
"Once you give up integrity, the rest is easy." Anonymous
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Re: Arthur's Knights I
#98810
02/17/03 01:06 AM
02/17/03 01:06 AM
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Joined: Dec 1999
Posts: 31,224 Northwestern New Mexico, USA
Jenny
Grande Olde Dame
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Grande Olde Dame
Sonic Boomer
Joined: Dec 1999
Posts: 31,224
Northwestern New Mexico, USA
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Sorry you're going to have to replay the whole quest, Skippy, but you're probably right that you've missed something and it may be faster than wandering around trying to figure out what it was. If you want another walkthrough to compare with, the one I quoted is found here ...
"Once you give up integrity, the rest is easy." Anonymous
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