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, Greece, 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 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, aquamarine, 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!
<Sigh> 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 fourteenth
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! 

