Conquests of Camelot: The Search for the Grail
Last updated: January 20, 2026
Overview
Conquests of Camelot: The Search for the Grail is an adventure game released in March 1990 by Sierra On-Line that places players in control of King Arthur during a quest to find the Holy Grail and rescue three missing Knights of the Round Table.1 Designed by screenwriter Christy Marx with visuals created by Australian cartoonist Peter Ledger, the game represents a sophisticated attempt to blend Arthurian legend with historical authenticity and pagan mythology.2 Set in the ninth century, the narrative begins as Camelot falls under a curse of famine and drought caused by the love triangle between Arthur, Queen Gwenhyver, and Sir Launcelot.3
The game distinguished itself from other adventure titles of its era through its extensive research into medieval history, mythology, and religious traditions.4 As Marx explained in the game’s documentation: “The trick with writing a story or game based upon a popular set of legends is to walk that thin line between tradition and originality. What I’ve striven to do with this game is to balance history and myth, fact and imagination, entertainment and information.”2 This approach created what one reviewer described as “a more subtle, complex and powerful vision of Arthur than anything you’ve seen before.”5
Conquests of Camelot was the first entry in what would become Sierra’s Conquests series, followed only by Conquests of the Longbow: The Legend of Robin Hood in 1991.1 The game marked Christy Marx’s debut as a game designer for Sierra, though she had previously established herself as a writer for animated television series including Spider-Man and His Amazing Friends, G.I. Joe, and Teenage Mutant Ninja Turtles.2
Game Info
Story Summary
The narrative opens at a dark time for Camelot. The legendary castle has fallen under a curse brought about by the love triangle between King Arthur, his wife Gwenhyver, and the knight Launcelot.3 Famine and drought plague the kingdom as a direct consequence of this betrayal, and the once-glorious court has entered a period of decline.7 Arthur experiences a vision of the Holy Grail covered by a silver cloth, which prompts three of his finest knights—Gawaine, Launcelot, and Galahad—to depart on a quest to find the sacred relic.3 When none of the knights return, Arthur must embark on his own journey to locate both his missing companions and the Grail itself.7
The player guides Arthur through a series of diverse locations beginning in England. The quest first takes Arthur to Glastonbury Tor, where he encounters a mad monk and must navigate the mysteries of the ancient site.8 The Lake of the Moor presents encounters with supernatural entities including the Lady of the Lake and the goddess of ice, requiring Arthur to demonstrate both physical courage and spiritual wisdom.9 The Southampton docks serve as the departure point for the longer journey ahead, where Arthur must secure passage on a ship bound for the Holy Land.10
Arthur’s quest eventually leads him across Europe to Gaza and through the treacherous desert toward Jerusalem.3 The Holy Land sections involve navigating the bazaars of Jerusalem, exploring ancient catacombs beneath the city, and ultimately reaching the Temple of Aphrodite where the Grail is hidden.9 Throughout his journey, Arthur encounters the fates of his missing knights and must make moral choices that affect both his scoring and the ultimate outcome of his quest.11 The game presents an alternate historical reality where pagan deities genuinely existed but were gradually overshadowed by Christian worship, creating a world where faith and myth intertwine.3
The narrative concludes with Arthur facing judgment based on his accumulated deeds of skill, wisdom, and spiritual virtue. The ending varies based on Arthur’s choices throughout the game, with the narrative ominously noting that even upon returning to Camelot, while the land may be healed, “your heart may never be healed”—foreshadowing the unresolved romantic tension between Arthur, Gwenhyver, and Launcelot.12
Gameplay
Interface and Controls
Conquests of Camelot employs a hybrid interface that combines point-and-click navigation with a text parser for command input.3 Players move Arthur through the game world by clicking on destinations while entering specific actions through typed commands, “mostly by combining verbs and objects.”3 The parser activates when pressing any letter on the keyboard, and pressing SPACE repeats the last input.13 Keyboard shortcuts are available for some common commands, streamlining the experience for frequent actions.3
The game notably uses lesser-known historical spellings for character names and terms, including Gwenhyver (rather than Guinevere), Excaliber, Gawaine, Launcelot, and “magick.”1 However, the parser is programmed to understand all common spellings of these names, ensuring players are not penalized for using familiar versions.14 The message boxes throughout the game are presented as the wizard Merlin speaking and counseling the player, providing both narrative guidance and gameplay hints.4
Structure and Progression
The game progresses through a series of distinct geographical areas, each presenting unique challenges and story elements:
- Camelot Castle: The opening area where Arthur gathers supplies and information before departing on his quest9
- Glastonbury Tor: An ancient site featuring encounters with a mad monk and connections to pagan Britain8
- Lake of the Moor: Supernatural encounters including the Lady of the Lake and an ice maiden9
- Southampton Docks: Departure point requiring securing passage to the Holy Land10
- Gaza: The port of arrival in the Middle East9
- The Desert: A dangerous crossing featuring wildlife encounters and hallucinations9
- Jerusalem: Including the bazaar, back alleys, and religious sites9
- The Catacombs: Underground passages beneath Jerusalem9
- Temple of Aphrodite: The final location housing the Grail9
Puzzles and Mechanics
Unlike most Sierra adventures of its era, Conquests of Camelot does not focus extensively on inventory-based puzzles.3 Instead, it presents “a diverse array of tasks depending on concrete situations,” including riddle-solving, information gathering, combat sequences, and resource management.3 The game features multiple currencies across its regions—gold, silver, and copper in England, transitioning to dinars in the Middle East—requiring rudimentary economic awareness.10
The scoring system uniquely divides points into three categories rather than a single total: Skill points (awarded for defeating enemies and completing physical challenges), Wisdom points (earned by examining objects, talking to characters, and gathering information), and Soul points (determined by the moral value of Arthur’s actions).3 The total possible scores are approximately 368 skill points, 293 wisdom points, and 358 soul points, though documentation indicates some scoring calculations may be slightly incorrect.15
Action sequences punctuate the adventure gameplay, including jousting tournaments and combat with various enemies. These arcade elements can be set to Easy, Normal, or Hard difficulty, affecting both the challenge level and maximum points available.16 The riddle sections prove particularly challenging, with randomized questions that often require multiple attempts: “This riddle section was one of the hard parts of the whole game. You will probably have to restore a lot of times until you get 5 riddles that you can answer.”10
Reception
Contemporary Reviews
Conquests of Camelot received strong reviews upon release, with critics praising its sophisticated approach to Arthurian mythology and polished presentation. Theo Clarke of Games International awarded the game 9/10 for both gameplay and graphics in the July 1990 issue, noting that “Conquests of Camelot has a delicacy that is unusual in this field. There is little overt humour but a gentle wit pervades the game.”1 Clarke further described it as “a refreshing, challenging adventure game which should appeal strongly to those with a taste for medieval romance.”1
Dragon magazine’s August 1990 review by Hartley, Patricia and Kirk Lesser gave the game 4½ out of 5 stars, calling it “a beautifully crafted animated adventure. Sierra, long recognized as a leader in the animated adventure market, continues to lead the way with offerings such as this colorful journey to the time of King Arthur.”1 The reviewers concluded emphatically: “Conquests of Camelot is yet another ‘must buy’ from the talented folk at Sierra.”1
Reviewers particularly appreciated the game’s “refreshing medieval setting and its almost cinematic quality,” though some felt it was “too easy when compared to previous Sierra titles.”5 The AmigaLove review noted that the game “was pretty unique in that it took the legends and tried quite hard to stick to them as ‘historically accurate’ as possible, without straying too far into pure fantasy.”17
Modern Assessment
Retrospective assessments have been largely positive, though with some reservations. Gordon Aplin, writing for metzomagic.com in March 2005, offered a measured perspective: “I remember that Conquests of Camelot was reasonably well received in its time but ultimately has proved less enduring than other Sierra games such as King’s Quest, for instance, and deservedly so.”18 Aplin noted that “this game doesn’t capture that same sense of fun and fantasy quite so well” as other Sierra titles.18
Modern players have praised the game’s ambition and research. MobyGames user John Lucas called it “by far one of the most beautiful adventure games I’ve ever played” and stated “I would say this is one of the greatest adventure games ever made.”11 Another reviewer noted the graphics “makes you forget it’s EGA.”11 GOG.com user Bluddy observed that “Christy Marx, neophyte though she was, was able to design a game that was better than most/all of Sierra’s catalog at the time.”5
The Home of the Underdogs review was more critical of certain aspects, noting “too many puzzles exist merely for the sake of copy protection, and make the game downright unrealistic and too easy,” but still concluded that “Conquest of Camelot, despite its uninspired puzzles, is a great game, especially for newcomers who are looking for a good introductory-level game.”19
Steve Wilkins of Lemon Amiga gave the game 9/10 overall in a December 2019 retrospective, declaring “in my opinion it’s not only one of the best games in Sierra On-Line’s portfolio; it’s one of the best adventures overall!”16
Aggregate Scores:
- MobyGames Critics: 75%11
- IMDB: 8.0/10 (33 ratings)20
- GOG.com: 4/5 (21 user reviews)5
- My Abandonware: 4.47/5 (55 votes)19
- Lemon Amiga: 8.09/1021
- OldGames.sk: 78%22
Development
Origins
Conquests of Camelot originated from Christy Marx’s desire to create an adventure game that would treat Arthurian legend with greater depth and historical authenticity than previous depictions. As she explained: “Rather than adhere slavishly (and boringly) to specific stories, I drew upon the essence of the Arthurian legends and other mythologies to create a blend which I think will challenge you and entertain you at the same time.”2 The game was developed during a period when Sierra was expanding its library of adventure titles beyond the established King’s Quest and Space Quest franchises.
Marx brought her background in television writing to the project, having previously scripted episodes of major animated series. Her experience in creating serialized narratives translated well to the adventure game format, allowing her to weave complex storylines with historical and mythological research.2 The collaboration with Peter Ledger, her husband at the time, created a unified artistic vision where the writing and visual design complemented each other throughout development.2
Production
The development team structure placed Marx in charge of writing and structural design while Ledger handled visual design and illustrations.1 The programming team was led by David Slayback, with assistance from Robert Fischbach, Doug Oldfield, Jerry Shaw, and Eric Hart.2 Additional animators on the project included Douglas Herring, Kenn Nishiuye, Andy Horos, and Jennifer Shontz.2
The game underwent significant revision between its demonstration version shown in Sierra’s 1989 video catalog and the final release. Early versions featured notable differences including a cyan-colored parser input text box and different graphical elements such as swastika corner symbols on the dock screen (later removed).23 The original working title was “King Arthur and the Search for the Grail,” which changed to “Conquest of Camelot” (without the ‘s’) before settling on the final title.23 The original era setting was 900 AD, later changed to 800 AD in the final version.23
Development Credits:2
- Designer: Christy Marx
- Visual Designer: Peter Ledger
- Lead Programmer: David Slayback
- Programmers: Robert Fischbach, Doug Oldfield, Jerry Shaw, Eric Hart
- Animators: Douglas Herring, Kenn Nishiuye, Andy Horos, Jennifer Shontz
- Composer: Mark Seibert
- Producer: Guruka Singh Khalsa
Technical Achievements
Conquests of Camelot utilized Sierra’s Creative Interpreter (SCI) engine, specifically the SCI0 version which had replaced the older AGI engine in the late 1980s.6 The game supported multiple video modes including Hercules, CGA, MCGA, EGA, Tandy/PCjr, and VGA, making it accessible across a wide range of IBM PC compatibles.6 The Amiga and Atari ST versions were ports of the DOS original, with the Amiga version described as “a rough 16-color rip from DOS EGA graphics. To that end, they are quite detailed, but exceptionally blocky and a bit garish.”17
The music by Mark Seibert drew on his background in early music studies. As he noted in the Sierra Soundtrack Collection liner notes: “I enjoyed writing the music for this game. At school, I spend much of my time studying early music, since I was a guitar major.”24 The soundtrack was composed for Roland MT-32 sound module with additional support for other MIDI devices. Seibert recalled: “Much of the music for the opening and other sections of this game were written while I was out playing golf.”24 He also noted: “Glastonbury Tor was one of my favorite places in the game. The music and pictures were kind of strangely peaceful.”24
Technical Specifications
DOS Version:6
- Minimum Requirements: MS-DOS 2.0, Intel 8088, 512 KB RAM
- Recommended: MS-DOS 6.22, Intel 8086, 640 KB RAM
- Video: Hercules, CGA, MCGA, EGA, Tandy/PCjr, VGA supported
- Audio: Roland MT-32, Sound Blaster, Ad Lib
- Media: 3.5” Floppy Disk, 5.25” Floppy Disk
Amiga Version:17
- Disks: 6 floppy disks
- Colors: 16-color EGA palette
- Note: Performs poorly without accelerator hardware; recommended with 68020/68030 processor and hard drive
Windows (ScummVM) Version:6
- OS: Windows 7/8/10
- CPU: 1.8 GHz
- RAM: 512 MB
- Storage: 1 GB
- Graphics: DirectX 7 compatible (DirectX 9 recommended)
Cut Content
The development process resulted in various graphical elements being redrawn between the early demonstration version and final release. Removed or modified content included glow animations around the Grail vision, the peddler’s extra boar spears, rubble and stone debris from the Tor screens, and water animation/coloring changes in various screens.23 Background details including the corner symbols on the dock screen were altered, likely for sensitivity reasons.23
Version History
| Version | Date | Platform | Notes |
|---|---|---|---|
| 1.0 | January 1990 | MS-DOS, Amiga, Atari ST | Initial release1 |
| 1.001 | 1990 | MS-DOS | Updated version4 |
| ScummVM Release | May 4, 2017 | Windows | Modern compatibility through Activision/GOG6 |
SCI Interpreter Versions:6
| Game Version | Interpreter | Type | Notes |
|---|---|---|---|
| 1.0 | SCI0 | Early SCI | Initial release |
| 1.001 | SCI0 | Early SCI | Bug fixes |
Technical Issues
The Amiga version suffered from performance issues on standard hardware. As Lemon Amiga reviewer Steve Wilkins noted: “you should run the program on an enhanced Amiga including a hard drive and a 68020/68030 processor (or use ‘WinUAE’). Provided that you play the adventure with the right performance, a score of 9 seems to me justified. However, without HD and a fast processor/turbo board ‘Conquests of Camelot’ cannot unfold its full potential and two points hence should be substracted.”16 The jousting sequences were “extremely slow on standard Amiga without turbo board.”16
A rare “Out of heap” error has been documented, requiring a save game workaround.4 Additionally, a bug makes it impossible to fully maximize Skill points according to some analyses—the game lists a possible total of 368 skill points, but the hint book stated this is incorrect and the max is 362, though walkthroughs have achieved 367.15
Easter Eggs and Trivia
The game contains numerous hidden references and Easter eggs, many paying tribute to Monty Python’s Holy Grail:
- Monty Python Treasury Dance: Type “HAM AND JAM AND SPAM A LOT” (case sensitive) in the treasury room, and three soldiers will appear dancing to a cheerful tune. The sequence concludes with the text “In memory of Graham Chapman,” honoring the Monty Python member who died on October 4, 1989.25
- “Watery Tart” Reference: Queen Gwenhyver refers to the Lady of the Lake as “The Watery Tart,” directly quoting the famous Monty Python and the Holy Grail line: “You can’t expect to wield some supreme executive power, just because some watery tart threw a sword at you.”25
- Latin Graffiti: On a wall in the dirty alley in Jerusalem, Latin text reads “PRO BONUM TEMPUS APPELA BERTA” (for a good time, call Berta), possibly referencing Roberta Williams. When examined, the game message states: “Let us simply say that it is someone’s crude idea of a joke.”20
- Designer Names in Greek: At Southampton dock, typing “LOOK NAME” reveals “It is Greek for Kristi,” and “LOOK KRISTI” shows “Peter loves Christie and Christie loves Peter,” referencing designers Christy Marx and Peter Ledger.25
- **A sign in Jerusalem reads “LEDGER” in Greek letters, honoring illustrator Peter Ledger.11
- Producer Reference: At Ismael’s antiquities shop, a man claims to have “hairs from the beard of Guruka Singh” and mentions “the difficulty of shaving a Sikh,” referencing producer Guruka Singh Khalsa.25
- Roland MT-32 Messages: The Roland MT-32 displays messages including “Conquest of Camelot” and “(It’s Only A Model)“—another Monty Python reference. When quitting the game, it displays “HAM&JAM&SPAMALOT.”11
- Hidden Runes: The runes in the game actually contain the words “Stormbringer,” “death is all,” and “beware cursed is the wielder Thor” rather than the official translation about five stone poets.11
Multiple Endings
The game features multiple endings based on Arthur’s accumulated scores in the three categories of Skill, Wisdom, and Soul.11 The moral choices Arthur makes throughout the game—including whether to show mercy to defeated enemies or kill them—affect the Soul score and influence the final judgment.10 Higher scores in all three categories lead to more favorable endings, while deficiencies in any area can result in Arthur facing negative consequences despite completing the quest.
Legacy
Sales and Commercial Impact
While specific sales figures are not documented in available sources, Conquests of Camelot was considered a commercial success that warranted a follow-up title. The game was eventually republished by Activision through digital distribution platforms, making it available to modern audiences through GOG.com.5
Collections
The game has been included in various compilations over the years:
- Three tracks from the game (Camelot Credits, Opening Sequence, Glastonbury Tor The Mad Monk) appeared on the Sierra Soundtrack Collection CD released in 1992.26
- Available digitally through GOG.com as part of the classic Sierra catalog under Activision’s ownership.5
Fan Projects
Fan communities have maintained interest in the game through resources like Quest Studios, which created enhanced digital soundtrack recordings “from the original Roland MT-32 score with Sound Canvas and Yamaha XG enhancements” exclusively for members in spring 2006.27 Sierra Music Central has preserved and catalogued the game’s music as part of their broader effort to document Sierra soundtracks.28
The speedrunning community has embraced the game, with the current Any% world record standing at 10 minutes 50 seconds and the 100% record at 17 minutes 32 seconds, both held by player SantaClaus.29
Related Publications
- Liber Ex Doctrina: The game manual, titled with Latin meaning either “Book (derived) from Knowledge” or “Book of Doctrine,” provided extensive background on Arthurian legend and game mechanics.1
- Map of Europe in Arthurian Times: Included with the game package, providing geographical context for Arthur’s journey.1
- Official Hint Book: Referred to the game as “Conquests of Camelot 1: King Arthur and the Search for the Holy Grail” and provided complete puzzle solutions and scoring information.23
Critical Perspective
Conquests of Camelot represents an ambitious attempt to elevate the adventure game genre through serious engagement with historical and mythological source material. In an era when many adventure games relied on humor or pure fantasy, Christy Marx’s design philosophy—balancing “history and myth, fact and imagination, entertainment and information”—created a distinctly literary gaming experience.2 The game’s unique three-category scoring system (Skill, Wisdom, Soul) encouraged players to engage thoughtfully with moral choices rather than simply solving puzzles.3
The game occupies an interesting position in Sierra’s history as a well-regarded title that nonetheless failed to spawn a lasting franchise. While Conquests of the Longbow followed with similar design principles, the Conquests series ended after just two entries.1 Critics have noted that despite its polish and ambition, the game “ultimately has proved less enduring than other Sierra games such as King’s Quest.”18 Nevertheless, the game remains highly regarded among adventure game enthusiasts for its sophisticated approach to storytelling and its respectful treatment of Arthurian mythology. As the Sierra Wiki notes, “the game was marked by immense amount of historic knowledge and folklore that is woven between the dialogues and the descriptions as the plot unfolds.”4
Downloads
Purchase / Digital Stores
Download / Preservation
Manuals & Extras
Series Continuity
Conquests of Camelot was the first and only Arthur-focused entry in Sierra’s Conquests series. The series continued with a shift in setting to medieval England with Robin Hood as the protagonist. While the two games share design philosophies—deep research, moral scoring systems, and blending historical elements with legend—they do not share narrative continuity or returning characters.
The ending of Conquests of Camelot left the romantic tension between Arthur, Launcelot, and Gwenhyver unresolved, with Merlin’s observation that Arthur’s “heart may never be healed” suggesting a cliffhanger that was never directly addressed in subsequent games.23
References
Footnotes
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Wikipedia – Conquests of Camelot: The Search for the Grail – release dates, reviews, credits, series information ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12 ↩13 ↩14 ↩15
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The Adventure Gamer Blog – development credits, Marx background, design philosophy quotes ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11
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PlayClassic.games – gameplay mechanics, scoring system, interface details ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9 ↩10 ↩11 ↩12
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Sierra Fandom Wiki – Merlin narration, historical research, version info ↩ ↩2 ↩3 ↩4 ↩5
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GOG.com – Conquests of Camelot – user reviews, ratings, system requirements ↩ ↩2 ↩3 ↩4 ↩5 ↩6
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PCGamingWiki – Conquests of Camelot – engine info, technical specifications, video modes ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7
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King Arthur Fandom Wiki – plot summary, gameplay description ↩ ↩2
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Sierra Chest – Music – location-based music, Glastonbury references ↩ ↩2
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Sierra Chest – Walkthrough – game locations, scoring details ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8 ↩9
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Abandonware DOS Walkthrough – puzzle details, riddle difficulty, currency systems ↩ ↩2 ↩3 ↩4 ↩5
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MobyGames – Conquests of Camelot – user reviews, trivia, Easter eggs, ratings ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7 ↩8
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TV Tropes – Conquests of Camelot – endings, Merlin quotes, narrative analysis ↩
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GameFAQs – LachieD Walkthrough – parser instructions ↩
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Reddit r/Sierra – spelling variations, parser compatibility ↩
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Sierra Chest – Walkthrough Scoring – scoring system bugs, point totals ↩ ↩2
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Lemon Amiga – Review – Amiga performance issues, difficulty settings, review score ↩ ↩2 ↩3 ↩4
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AmigaLove – Amiga port quality, graphics analysis, historical accuracy ↩ ↩2 ↩3
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Metzomagic.com – Gordon Aplin Review – retrospective analysis, legacy assessment ↩ ↩2 ↩3
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My Abandonware – HOTUD review quotes, user ratings ↩ ↩2
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IMDB – Conquests of Camelot – user rating, Latin graffiti trivia ↩ ↩2
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Lemon Amiga – Game Page – aggregate user rating ↩
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OldGames.sk – user rating ↩
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Conquests Fandom – Development – title changes, cut content, version differences ↩ ↩2 ↩3 ↩4 ↩5 ↩6 ↩7
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Sierra Help – Soundtrack Collection – Mark Seibert composer notes ↩ ↩2 ↩3
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Sierra Chest – Easter Eggs – Monty Python references, designer references ↩ ↩2 ↩3 ↩4
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VGMdb – Sierra Soundtrack Collection – compilation track listing ↩
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Quest Studios – Digital Soundtracks – fan soundtrack project ↩
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Sierra Music Central – music preservation ↩
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Speedrun.com – speedrun records ↩
