Chivalry (game)
Encyclopedia
Chivalry is a 1983 action role-playing video game
Role-playing video game
Role-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests...

 released for the Apple II
Apple II
The Apple II is an 8-bit home computer, one of the first highly successful mass-produced microcomputer products, designed primarily by Steve Wozniak, manufactured by Apple Computer and introduced in 1977...

 by Optimum Resource.

The game is similar to a board game. Up to four players can play, but must wait their "turn" for their move. On each turn, the computer will either "roll the die" or "spin the wheel" to randomly direct the character to move either one, two, or three spaces. On the first roll or spin, for example, each player will either end up at the Archers' Meet, the Rolling Hill, or the Mill.

Each space requires the player to either compete in a challenge or puzzle or make a strategic decision, as depicted below. If you win or lose a challenge, you will sometimes be moved forward or backwards a certain number of spaces. Purely at random, other things may happen: you may be attacked by robbers, your pack may be stolen by thieves, you may meet the evil wizard, or you may meet other characters with helpful advice such as magic numbers or signs.

Story

The king has been captured by the dastardly villain, the Black Knight. You must make your way to the Black Knight's castle and retrieve him.

Challenges

Space 1. The Archers' Meet: You must shoot arrows at a target lowered up and down from a window.

Space 2. The Rolling Hill: Avoid the barrels to make it to the top of the hill.

3. The Mill: The miller needs help loading his cart. Catch the flour bags he tosses down to you.
4. The Peasant's Hut: If you spend a turn to help the peasant with the harvest, he will give you a magic amulet.

5. The Stepping Stones: You must jump across the stones to reach the other side of the river.

6. The Mountain Crag: You'll have to stay here until the mountain pass is open.

7. The Valley Inn: Here, the proprietor tells you that you can either take a shortcut to the Soft Meadow by evading a troll guarding his bridge, or you can take the long way around.

8. Templar's Castle: You are given the option to participate in a joust with the Templar, but will lose a turn if you are unhorsed.

9. The Tunnel Guardian: He guards the tunnel on the way to the Soft Meadow. He will question you about your loyalties, and will make you take the long route if he doesn't like your answer! (The paths reconnect at the Witches' Brew Inn).

10. Dwarf's Bane (long way): Not much happens here, except you find some rope.

11. The Slide (long way): You have to scramble down a steep slope to get through the screen. Be careful or you may fall!

12. The Witches' Brew Inn: The witches invite you in and give you the option to play a "friendly" game of chance. Given three nut shells cut in half, you have to choose which one the pea is under. If you lose, they will make you stay and clean the inn for a turn, but if you win you will receive dragon potion!

13. The Ferry: Cross the river on the ferry while avoiding logs.

14. The Fortune Teller: If you agree to stay one turn, the Fortune Teller will provide you with a magic key sign to warn you of dangers ahead.

15. The Soft Meadow: All players have to stop here. The game branches into two roads, high and low, which meet up again at the Den of Thieves' Inn. You are given the choice of which path to follow.

16(a). (High Road) Rock Maze: This is difficult. You must steer your steed through a maze of rocks.

16(b). (Low Road) Willow Path: Here you must find your way through a maze of willows, avoiding the villain lurking within.

17(a). (High Road) Cliff: The cliff is impassable unless you have the rope obtained at the Dwarf's Bane.

17(b). (Low Road) Dark Forest: Actions vary at this space, but you are sometimes asked whether to stay watch all night.

18(a). (High Road) Mouldy Swamp: Nothing much happens here. Like the Dark Forest, you're given the option of standing watch all night.

18(b). (Low Road) Gypsy Camp: If the Gypsies are in, they feed you and then you play the same shell game as at the Witches' Brew Inn.

19(a). (High Road) The Abbey: You stay and pray--Boring!

19(b). (Low Road) The Pit: You've fallen into a pit and have to climb out. This is good practice for the Black Knight's Castle, but relatively easy.

20. Den of Thieves' Inn: Here you're asked to play a "friendly" game of darts with the thieves. Watch out! If they don't like your skills, they will send you to the Dragon Tunnel!

21. (via Den of Thieves' Inn): Dragon Tunnel. Unless you have the dragon potion (obtained at the Witches' Brew Inn), you will be badly burnt. If you have the potion, you will then proceed to the North Gate (space 22) and from there to the Wizard's Tower on the Second High Road.

22. (via Dragon Tunnel): The North Gate. This is the north entrance to the Wizard's Tower, but nothing happens until your subsequent move to the Tower.

23. Gamekeeper's Cottage: Not a great space. There's nothing to do.

24. Laurel Maze: This is about the same as the Willow Path on the Low Road. You have to navigate a garden maze, avoiding a bandit.

25. Royal Park: Here you practice with the catapult, aiming for a target held by a serf. It's a pretty difficult game.

26. Royal Pavilion: You shoot arrows at a target, except this time the target is stationary (unlike at the Archers' Meet).

27. The Lists: All players must compete at the lists, where you take turns jousting. It's hard!
The road divides again at this point, and you're asked to choose the high or low roads. They only meet up again at the Approach.

28(a). (Low Road) Apothecary Shop: If the apothecary is in, you will receive some bear potion.

28(b). (High Road) Armourer's Shop: Here a magic shield and armour has been set aside for a lady or knight destined by prophecy. You must have the correct magic number to receive the goodies.

29(a). (Low Road) The Market: You have a choice of wine, hot soup, or bear potion.

29(b). (High Road) The West Gate: This is the west entrance to the Wizard's Tower. You must scale a brick wall to enter. Good practice for the final challenge, and more difficult than the Pit.

30(a). (Low Road) The Field: Absolutely nothing happens here.

30(b). (High Road) The Wizard's Tower: The evil Wizard offers you a choice of three doors, one good, one evil, and one neutral.

31(a). (Low Road) The Bear Cave: Unless the bear is out or you have bear potion, you're going to get mauled!

31(b). (High Road) The Nag's Head Inn: Here you get to show off your dart-playing skills again (as at the Den of Thieves' Inn). This time, they're much nicer!

32(a). (Low Road) South Forest: You must choose among three paths leading into the forest. One takes you ahead, one gets you there eventually, and one moves you back.

32(b). (High Road) Sheep meadow: Baaaaaa. That's all that happens.

33. The Approach: Unless the guards are not here or you can bribe them with the wine obtained at the Market, you'll be asked to leave.

34. The Drawbridge: To lower the drawbridge, you must use a catapult to fling a stone at the lever--while the guards throw rocks at you.

35. The Castle of the Black Knight: To rescue the king, you must climb up to the highest tower of the castle while the knight throws rocks at you. The hardest of the climbing puzzles.

Congratulations! You've saved the kingdom!
The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
x
OK