MacBeth By Oxford Digital Solutions Walk Through by Dorothy Millard (C64 Version) PART 1 Notes 1. I acknowledge extensive help from Mr. R. Clayton, Mrs. Jean Raymond and Mr. Donald Hay for extensive help in solving this game and have reprinted their notes. 1. This game is not very user friendly and inputs must be accurate. 2. Part 1 uses FORWARD/BACK to move and does not recognise compass directions. 3. On my version INVENTORY locked up the machine (in part 1 only). Walk Through (Start in a damp smelly room), GET KNIFE, GET NEWSPAPER, READ NEWSPAPER, BACK (to battlefield), KILL GALLOWGLASS WITH KNIFE, GET AXE, GET PADLOCK, FORWARD, FORWARD (to corridor where there are two cats), TAKE MANX, OPEN FOUL (door), FORWARD (to room at the top of a castle in Culross where you meet Macdonwald leader of the rebels), UNSEAM MACDONWALD WITH AXE, GET HEAD, OPEN CURTAIN (to reveal the battlements), PUT HEAD ON BATTLEMENTS, PULL CHAIN (a secret door opens revealing a spiral staircase leading down), DOWN (you are asked which hand you will hold your axe in), RIGHT. (You are in the castle kitchens), OPEN DUSTBIN, GET HAGGIS, UP, BACK, OPEN FAIR (door), FORWARD (to damp smelly room), GET TORCH, OPEN TRAPDOOR, DOWN (to chapel), READ INSCRIPTION (on cross), GET MANUSCRIPT, READ MANUSCRIPT, LOOK (you see a key), GET KEY, TELL SWENO TO FOLLOW (he tells you of a secret passage leading forward), FORWARD (to kitchen), READ NEWSPAPER, EAT HAGGIS, UNLOCK DOOR (with key), OPEN DOOR. FORWARD (to sandy shore), FORWARD (to rocky shore where you see the body of a ship's pilot), CUT OFF THUMB WITH KNIFE, GET THUMB, GIVE THUMB TO MANX CAT (he thanks you and says "Witches may become tail-less animals. I may be of some help to you."), BACK (to sandy shore), CLIMB INTO SIEVE, ASK MANX CAT TO GIVE WIND (the wind blows and you are on the shore of Inchcolm), LOOK (see sepulture), READ SEPULTURE (the manx cat reveals she can transport you from the island in exchange for all your money), READ NEWSPAPER, GIVE MONEY TO MANX CAT (you find our self on a cold windswept heath), PUT TORCH UNDER CAULDRON (the gruel begins to boil and three witches appear... your companion Banquo wanders out and asks you how you would sum up today in three words), FOUL AND FAIR (the witches now address you), GET CHESTNUT, FORWARD (to country inn), ASK BANQUO TO BUY DRINK (congratulations, just read about yourself in the paper), READ NEWSPAPER, GET LETTER, READ LETTER............. Completion of Part 1 ====================================================================== Macbeth By Oxford Digital Solutions Walk Through by Dorothy Millard (C64 Version) PART 2 Notes 1. I acknowledge extensive help from Mr. R. Clayton, Mrs. Jean Raymond and Mr. Donald Hay for extensive help in solving this game and have reprinted their notes. 2. This game is not very user friendly and inputs must be accurate 3. You have one hour to kill Duncan and transfer the blame to someone else. Some tasks have to be done by a certain time and others after certain times. 4. Near the end of the game the function keys F1, F3 and F5 come into use. The first two bring up maps that show which locations you and other people are currently in, as you must avoid bumping into them. F5 returns you to the game. 5. For anyone with an Action Replay Cartridge or similar device, the game can be paused or saved whenever necessary, which is very useful as the game doesn't have these options. Also when the random element comes in near the end it can be quite difficult to be successful, so the following will remove it: When you have convinced Macbeth to do the murder and not before, activate your cartridge and insert the following pokes: 38737,227 38738,227 38741,227 38742,227 or in hex 9751,E3 9752,E3 9755,E3 9756,E3 You will now not meet anybody, but still be careful not to make a noise. HELP will give you some hints. Walk Through OPEN COFFER, LOOK IN COFFER, GET MANUAL, READ MANUAL (you are told you must cook the lamb and get cook to serve it), DROP MANUAL, E (to creaky corridor), N (into charter room), OPEN CHEST, LOOK IN CHEST, GET BOOK, READ BOOK (describes the herbs and their uses), DROP BOOK, S, D (to courtyard), E, D, N (to pantry), GET COOKBOOK, READ COOKBOOK (it tells you how to make the stirrup cup and the posset), DROP COOKBOOK, GET LAMB, S (to kitchen), PUT LAMB ON SPIT, PUT SPIT ON FIRE (the lamb is now cooking), S (to bakehouse), EXAMINE OVEN (you se a key inside but can't reach it), GET SPADE, PUT SPADE IN OVEN (it moves the key nearer), GET KEY, OPEN DOOR WITH KEY, DROP KEY, W (to wine cellar), EXAMINE PILE (of bottles - they all fall and break except two... an opening west is revealed), GET MEAD, GET PHIAL, W (into porter's room - ignore him), GET GATEKEY, E, E, N, U (to vaulted corridor), W, N, N (to north courtyard), OPEN GATE WITH GATEKEY, DROP GATEKEY, N (to herb garden ), LOOK (you see the herbs - note you need herb1 but don't pull it up as you will die), W (into shed), GET DOG, E, TIE ROPE TO HERB1, S, S, S, E, D (to kitchen), EXAMINE BUCKET, GET CORKSCREW, OPEN MEAD BOTTLE WITH CORKSCREW, DROP CORKSCREW, GET GOLDCUP, POUR MEAD INTO GOLDCUP, DROP MEAD, TURN HANDLE (the bucket is lowered to the bottom of the well), TURN HANDLE (the bucket rises full of water), WASH HERB1 WITH WATER, GET KNIFE, CHOP HERB1 WITH KNIFE, PUT HERB1 IN GOLDCUP, DROP KNIFE, DROP HERB1 (you now have the stirrup cup necessary for the king, although your inventory still identifies it as the goldcup). U, W, U, N (to charter room), U, U, W (to angle turret), GET DAGGERS, E, D (to alchemists bedroom), LOOK UNDER BED, GET MANUSCRIPT, READ MANUSCRIPT (how to drug the posset), DROP MANUSCRIPT, EXAMINE PAINTING, REMOVE PAINTING (you are asked what you seek), SPUR (you can now go north - you are told to the alchemist's bedchamber but in fact it should be laboratory), N (into alchemist's laboratory), EXAMINE CAULDRON (it's hot), BREAK PHIAL (the cauldron cools and you see a spur), GET SPUR, S, D, D (to thorntree), EXAMINE THORNTREE (there is a message telling you how to avoid the creaky corridor), U, S, D, E, E (to antechamber outside kingsroom), DROP DAGGERS (for later), W, W, N, N, E, N (to servant's dormitory), GET LADDER, S, W, S, S, E, S, W (to great hall), PUT LADDER AGAINST GALLERY, OPEN CURTAINS (you can now go south), OPEN TAPESTRY (you can now go west), U (ladder to gallery), GET NOTE, READ NOTE (riddles that must be answered for lock combination - answer is CSC), DROP NOTE, D, W (to brown room), RUB PAPERWEIGHT (the bookcase moves revealing a combination padlock), CSC (reveals a secret passage leading up to the privy next to your bedchamber), E, EXAMINE PAINTING, REMOVE PAINTING (you are asked "Which way does it marshall you?"), THE WAY THAT I WAS GOING (you see a dumb waiter which leads to the wine cellar). S, GET HONEY, N, E, N, W, N, W (to gatehouse), DROP GOLDCUP (for later), E, N, N (to herb garden), PULL HERB2, GET HERB2, PULL HERB4, GET HERB4, S, S, S, E, D, N (to pantry), DROP HERB2 DROP HERB4, DROP HONEY, S, U, S, E (to drawing room), EXAMINE PAINTING, REMOVE PAINTING ("You may only have what be under it - the painting gives a clue"), SERPENT (the serpent slithers away shedding it's skin), GET SNAKESKIN, W, N, E (to antechamber), DROP SNAKESKIN, W, W, N, W, S, U (to portcullis chamber), PULL CHAIN (the portcullis rises), D, N, TURN CAPSTAN (you are not strong enough), S, TELL GUARD TO GO TO GATEHOUSE, N, TELL GUARD TO TURN CAPSTAN (there are not enough people), E, N, E, N (to dormitory), TELL SERVANT TO GO TO GATEHOUSE, S, W, S, W, TELL GUARD TO TURN CAPSTAN (the drawbridge opens), GET GOLDCUP (you must now wait until 30 minutes have passed and the King arrives. Follow instructions on screen once he has arrived - it doesn't matter who you choose to stay. If you haven't got the stirrup cup and opened the portcullis and drawbridge then the game will end. E, S, E, D, N (to pantry), GET MILK, POUR MILK INTO GOLDCUP, DROP MILK, GET HONEY, POUR HONEY INTO GOLDCUP, DROP HONEY, GET BISCUIT, PUT BISCUIT INTO GOLDCUP, DROP BISCUIT, GET HERB2, S, WASH HERB2 WITH WATER, GET KNIFE, CHOP HERB2 WITH KNIFE, DROP KNIFE, GET JUG, TURN HANDLE (the bucket is lowered down the well), TURN HANDLE (the bucket rises full of water), POUR WATER INTO JUG, U, E (to antechamber), DROP HERB4, W, W, U, W (to bedchamber), DROP JUG, E, D, E, D (to kitchen - now wait until around 40 minutes have passed and the lamb will be cooked - it may be a little more or less depending on exactly when you put the lamb on to cook). ASK COOK TO SERVE DINNER (if she won't then the lamb isn't quite cooked - the king arrives at the banquet and Macbeth awaits you in the brown study), S, W (to wine cellar), CLIMB INTO DUMB, LOOK (you are in the great hall and the banquet is in full swing - make sure you have the spur before proceeding), W (to brown study where Macbeth is waiting for you... you must convince him that he has to kill Duncan... you are given various options to pick and the answer is...), BDEFH (he is convinced and will await your signal), E (the banquet has now finished and the function keys on the computer now come into operation so you can see where various people are - if you meet anyone you will lose, also do not tread on the creaky corridor), U (to gallery), S (this location may be corrupted but it doesn't matter as it is only an extension of the gallery - wait here until 45 minutes has passed and you get the message "Snoring comes from the Kingsroom"), E (you come out at the antechamber), ASK CHAMBERLAINS TO DRINK (they won't until you do), DRINK (you now have two minutes to take the antidote), ASK CHAMBERLAINS TO DRINK (they fall asleep), DROP GOLDCUP, GET SNAKESKIN, EAT SNAKESKIN, GET HERB4, EAT HERB4 (you are cured), W, D, S, W, CLIMB INTO DUMB, LOOK, W, U, E (to bedchamber). RING BELL SOFTLY (Macbeth hears your signal and commits the foul deed... he returns with the daggers), TELL MACBETH TO WASH HANDS (he washes the blood off with the jug of water), GET DAGGERS, W, D, E, U, S, E (to antechamber), SMEAR CHAMBERLAINS WITH BLOOD, DROP DAGGERS, W, D, S, W, CLIMB INTO DUMB, LOOK, W, U, E (to bedchamber). Wait here until the one hour is up and you will have succeeded in putting the blame onto the Chamberlains. If you met anyone on your travels other than the guard or cook, or made a noise, you will have failed. Completion of Part 2. ===================================================================== Macbeth By Oxford Digital Solutions Walk Through by Dorothy Millard (C64 Version) PART 3 Notes 1. I acknowledge extensive help from Mr. R. Clayton, Mrs. Jean Raymond and Mr. Donald Hay for extensive help in solving this game and have reprinted their notes. 1. It is not always obvious what some of the objects in the pictures are. 2. The instructions are misleading when they claim that normal directions, ie NSEW do not work, and this is compounded when the game says the same thing if you try them. There is one place where they DO WORK. 3. The game gives some rather odd responses, for example at one of the rivers you may find a newt that is not really there. If this happens you are at the wrong river. 4. Because of a programming error if you enter CLIMB INTO CAULDRON at the start (game confuses it with CLIMB INTO COFFIN) you jump to a location some way into the game. Also entering CLIMB OFF followed by an object in the picture causes another location jump. As you progress through the game it is possible to use these spurious location jumps to your advantage and they can make handy short cuts. 5. It is very difficult to complete the game without using the HELP feature. Walk Through (Start by cauldron over fire), OPEN DOOR, GO THROUGH DOOR (now see a rather strange message written on another door - 2 /COME means "To overcome" (2 over come), similarly DOOR /LOOK means "Look under door", hence the message reads "To overcome problem look under door"), LOOK UNDER DOOR (see dragon), HELP (to scale this tap your resources), TURN TAP, TAKE SCALE, GO DOWN STEPS (into room with coffin), TAKE LADDER, OPEN COFFIN, CLIMB INTO COFFIN (by river), TAKE KEY, RETURN (back to cauldron over fire), PUT SCALE INTO CAULDRON, GO THROUGH DOOR, UNLOCK CHEST, OPEN CHEST (contains a bag of poisoned moths), TAKE MOTHS, GO DOWN STEPS (back to room with coffin), OPEN DOOR, HELP (the answer to the first part of the riddle is the letter "H" - it refers to the way "H" is pronounced in the words "heaven," "hell," "ah" and "hour." The answer to the second part is the letter "R", which is in rock and marrow, but not in stone or bone). OPEN SARCOPHAGUS (there are 676 labelled AA - ZZ - which do you want?), HR (witch's mummy falls to the floor), TAKE MUMMY, GO THROUGH HOLE, PULL CHAIN (door opens), GO THROUGH DOOR (back to cauldron by fire), PUT MUMMY INTO CAULDRON, GO THROUGH DOOR, GO DOWN STEPS, CLIMB INTO COFFIN (by river - the object in the right foreground looks rather like a rock, but is in fact a pond), JUMP INTO POND (the message written on the stone is "TO TIE HORSES TO" - the letters are arranged rather strangely in an attempt to confuse you), TAKE ROD, HELP (the letters are musical notes), CLIMB EVERY MOUNTAIN (by gibbet), TAKE AXE, HELP ("Sweating a bit" - see first weird sister's speech in IV.i to explain this message), CHOP GIBBET WITH AXE, TAKE GIBBET, S (waterfall), PUT ROD INTO RIVER or WATER (you land a 10 kg. newt), HELP (the river is the root of your problems - the message hints at a use for the spade hidden in the river), TAKE SPADE, CLIMB OFF CLIFF or BRIDGE (by broken gibbet), E (horse meadow), TAKE HORSE (now follows you), TAKE ROPE, HELP (the key word is UNDERGROUND). (Press random keys until darkness falls), DIG UNDERGROUND WITH SPADE (Hemlock digged in the dark is now on the surface), TAKE HEMLOCK, JUMP OVER FENCE (by broken gibbet), S (waterfall), GO BEHIND WATERFALL (river), HELP (this clue tells you that you need a scythe for something here, and that finding it is something to do with the moon), RETURN, PUT HEMLOCK INTO CAULDRON, PUT NEWT INTO CAULDRON, PUT GIBBET INTO FIRE (it races ahead), GO THROUGH DOOR, GO DOWN STEPS, CLIMB INTO COFFIN, JUMP INTO POND, CLIMB EVERY MOUNTAIN (gibbet), W (churchyard), HELP ("Yes" suggests that slips of yew can be found here - watch the screen until the moon becomes a stationary crescent beside the tree... it joins with the protruding branch to make the shape of a scythe), TAKE SCYTHE (watch a little longer and the moon will begin to move again - wait for the total eclipse), TAKE SLIPS, PUT LADDER AGAINST TREE, CLIMB LADDER (TOP OF TREE), take leaf. HELP (TOWEL MEANS "The owl" - T'owl), TAKE FLUTE, TAKE OWL, CLIMB DOWN TREE, S, GO BEHIND WATERFALL (by river), CUT GRASS WITH SCYTHE (now see throne), LIFT THRONE, LIFT STONE, TAKE GREEN TOAD, CLIMB TREE or CLIMB TO HOLE or GO THROUGH HOLE (into bat cave), THROW MOTHS INTO AIR (bat falls to the floor), TAKE BAT, HELP (the message gives you a clue how to get out of the cave), TAKE BOULDERS, PUT BOULDERS INTO STREAM (stream is blocked, the level rises and you float out through the hole - press RETURN back to fire by cauldron), PUT GREEN TOAD INTO CAULDRON, PUT OWL INTO CAULDRON, PUT BAT INTO CAULDRON, PUT SLIPS INTO CAULDRON, GO THROUGH DOOR, GO DOWN STEPS, CLIMB INTO COFFIN, HELP ("Offend" probably refers to "Fillet of a fenny snake" (second weird sister), PLAY FLUTE (snake is charmed), TAKE SNAKE, JUMP INTO POND, TIE HORSE TO BLOCK (a wolf appears and the horse kicks it, knocking out a tooth), TAKE TOOTH, RETURN, PUT TOOTH INTO CAULDRON, PUT SNAKE INTO CAULDRON (you are told that the second number is 1). Well Done! Completion of Part 3 ====================================================================== Macbeth By Oxford Digital Solutions Walk Through by Dorothy Millard (C64 Version) PART 4 Notes 1. I acknowledge extensive help from Mr. R. Clayton, Mrs. Jean Raymond and Mr. Donald Hay for extensive help in solving this game and have reprinted their notes. 2. In Part 4 there is a game clock and some events happen at preset times. It is a good idea to use a freeze frame cartridge, as you have to wait 50 minutes before you can kill Macduff, and having to wait another 50 minutes after every attempt would soon become very tiresome. 3. Answering the Shakespeare Master's questions can become rather frustrating because you don't know how much of the text to enter. 4. The game tends to crash sometimes shortly before the clock reaches 50 minutes. This may be due to allowing the soldiers to spread too far through the castle. If you have taken all possible steps to delay them, you should be OK. 5. Instead of throwing the helmets over the battlements, it is possible to enter PUT HELMETS ON BATTLEMENTS. If done before the soldiers are inside the castle, this delays them getting in by a further 2 minutes, but once inside they seem to spread more quickly. This makes it more difficult to finish the game, and also increases the likelihood of the game crashing. Once the helmets have been put on the battlements, they cannot be retrieved and thrown over. 6. When you are confronted by Macduff, the game gives you a ridiculously short time in which to react, so you must type quickly! You must also type correctly because a spelling mistake here is literally fatal. If you are not quick enough or your answer is wrong you are killed instantly, and have to switch off and reload. Even with a Freeze Frame this becomes frustrating. Without one, it would be well nigh impossible. 7. If you can correctly anticipate in which room Macduff will confront you, it is possible to call Seyton there before the clock reaches 50 minutes. This removes the need to summon him for the confrontation, allowing you precious seconds in which to enter the final command. Walk Through (Start on inner palisade), GET CABER, TOSS CABER (it is now on the battlements), U (entrance hall), E (kitchens), GET NOTICE, READ NOTICE (says to firmly close both entrances so as to delay your exit), DROP NOTICE, W, N (stone room), EXAMINE CUPBOARD, GET BUCKET, S, D (vaulted cellars), D, D (bottom stairs), E (small ledge), DROP BUCKET, JUMP INTO RIVER (has remarkable freshening properties), CLIMB OUT FROM RIVER, GET BUCKET, FILL BUCKET WITH WATER, W (bottom of stairs), CLOSE DOOR AND BOLTS, U, PUSH BOULDERS (crash down stairs and jam against closed door), U, U, W (entrance hall), SEYTON, LIFT STEPS (need help), CLOSE YETT, E, D, E (store room - remain here until the clock runs down to five minutes, when fire will break out in the box of straw). POUR WATER ONTO FIRE, W, N, GET BANNERS, S, S, GET HELMETS, N, GET BARREL AND WINDBAG, U, U, U, DROP BUCKET AND BARREL, DROP WINDBAG AND HELMETS, HANG BANNERS FROM BATTLEMENTS (Macbeth V.v), D, D, E, GET STAVE AND TINDERBOX, GET SPEAR, W, EXAMINE RECESS, GET CHANTER, S, EXAMINE STATUE, GET DRONES, N, D, PUT STAVE THROUGH HANDLES, SEYTON, CARRY VAT, U, U, U, DROP VAT, PULL NEST, GET NEST, PUT NEST UNDER VAT, GET BARREL, POUR OIL INTO VAT, DROP BARREL, SET FIRE TO NEST or LIGHT FIRE UNDER VAT, DROP TINDERBOX, DROP DRONES AND CHANTER, D, E, GET JOURNAL, READ JOURNAL, DROP JOURNAL, THROW SPEAR AT CHANDELIER, GET CANDLE (wait for the clock to trike two), PULL ANTLERS, DROP CANDLE, S, CLIMB INTO FIREPLACE, GO THROUGH HOLE (the Shakespeare Master now asks you a series of questions about the play - answers are as follows:) 1. MACDUFF 2. TIME (Macbeth, V.v) - I do not entirely understand this answer. 3. WITCHES (Macbeth, V.v) 4. NO (Macbeth, V.viii) 5. LIFE (Macbeth, V.v) 6. TITLE or KING (Thane of Angus, V.ii) 7. MACBETH (Macbeth, V.vii) 8. LIFE (Macbeth, V.v) LOOK UNDER COFFER, PULL PANEL, GET CLAYMORE, EXAMINE CLAYMORE, W, GO THROUGH HOLE, CLIMB OUT FROM FIREPLACE, N (Now you have to search the castle to find the armour, shield and mace. No directions can be given because their locations vary from game to game. When all three are obtained, return to the battlements), DROP ARMOUR AND SHIELD, DROP MACE AND CLAYMORE, CARRY VAT, D, DROP VAT, OPEN TRAPDOOR (wait for the soldiers to enter the castle. This should happen when the clock reaches 25 minutes), POUR OIL THROUGH TRAPDOOR, CARRY VAT, U, DROP VAT, GET CHANTER AND WINDBAG, GET DRONES AND BARREL, GET BUCKET, PLAY BAGPIPES, POUR OIL INTO VAT, POUR OIL INTO FIRE, POUR OIL INTO VAT, POUR OIL INTO PIPE, THROW BARREL OVER BATTLEMENTS, THROUGH BUCKET OVER BATTLEMENTS, GET HELMETS, THROW HELMETS OVER BATTLEMENTS, GET CABER, TOSS CABER OVER BATTLEMENTS, PLAY BAGPIPES, DROP CHANTER, DROP DRONES AND WINDBAG, GET ARMOUR AND CLAYMORE, GET MACE AND SHIELD, GIVE CLAYMORE TO SEYTON. (Now wait for the clock to run down to 50 minutes. If the soldiers reach the battlements, try to find another safe place in the castle as quickly as possible. When 50 minutes have elapsed, if you go to the nearest room occupied by soldiers you will immediately be confronted by Macduff. You must now type quickly, but don't make a spelling mistake or your are doomed), SEYTON. TELL SEYTON TO KILL MACDUFF. (You are told that the first number is 9. Game 4 is complete. Completion of Part 4.