C
onquests of Camelot
introduced me to the
merciless difficulty of
old Sierra point-and-
click adventures just a
few minutes in. As King Arthur, I
filled my purse with coin in
preparation for a long journey to
find the Holy Grail, picked up a
magical lodestone from Merlin to
guide me, and gave Guinevere a kiss
before heading out the gates of
Camelot – or trying to. The castle
gate fell onto my head as I rode
under it, crushing me to death.
“It is terribly unwise to start a sacred
mission without the blessings of the
gods,” Conquests of Camelot
admonished. Later I’d be gored by a
wild boar, skewered on the lance of
the Black Knight, and fall through
thin ice, freezing to death. As in most
of Sierra’s adventure games, surviving
to see the end of Conquests of
Camelot was a real challenge. Its
puzzles were beyond my ten-year-old
brain, but I didn’t care – getting to be
King Arthur made Conquests of
Camelot as mystical an object to me
as the Grail itself.
A BUSY LIFE IN CAMELOT
By the late ’80s Sierra had expanded
beyond King’s Quest and Space Quest
to other adventure series like Leisure
Suit Larry and Police Quest, but this
game felt like a step towards
maturity. Sierra hired Christy Marx,
head writer of the cartoon Jem and
the Holograms, who had no
experience designing games but a
long list of cartoons and comics
behind her. Undaunted by that
inexperience, Marx threw herself
into research and wrote a game that
even today feels unusually rich and
devoted to its source material.
As a kid this seemed like the
definitive Arthur story to me, an
LEF T: Is this the most
badass Merlin has
ever looked?
CROWN JEWEL
CONQUESTS OF CAMELOT proved Sierra adventure
games could grow beyond goofy parody. By Wes Fenlon
CONQUESTS OF CAMELOT
PC GAMING LEGENDS