921 lines
34 KiB
Plaintext
921 lines
34 KiB
Plaintext
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<20>
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<20> <20>
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<20>
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<20> <20>
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20>
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<20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20> <20> <20><><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20> <20> <20><><EFBFBD><EFBFBD><EFBFBD> <20> <20> <20> <20> <20><> <20>
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<20> <20> <20> <20> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD> <20><><EFBFBD> <20>
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<20> <20> <20> <20> <20> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
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<20> <20> <20> <20>
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<20><><EFBFBD><EFBFBD> 1 9 1 1 ۲<><DBB2> <20>
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<20>
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<20> -*- Conquest of the Longbow: The Legend of Robin Hood -*-
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THE SOLVE <20>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
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<20> The solve is seperated into Days. In order to use the <20>
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<20> the solve, refer to the proper day in order to get help. <20>
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<20> The solve will also refer to other parts of the game. <20> <20>
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<20> Just look for that part name in one of the headings. You <20>
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<20> will hopefully find the solve to be quite complete. I <20>
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<20> have not even played the game, but it looks very well <20>
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<20> done. Ok, let's start the solve. <20>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
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<20> DAY 1 <20>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Problem:
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Where do I go on Day One?
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Hint:
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When you awake in your cave, get your money and your horn. Go outside and speak
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to the men in your campsite. Then go to the Watling Overlook (walk left 4 screens)
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and observe the peasant on Watling Street, speak to Will Scarlet and young Simon
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in the Shooting Glade (from the campsite screen go right and then up 1 screen),
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and visit the widow and her three sons at her cottage. Now select the map from
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the Icon Bar and this will end Day One.
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Problem:
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I see a peasant from Watling Overlook! What do I do?
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Hint:
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Click the hand or walk cursor on the peasant to meet her on the trail. To save
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her, shoot the sheriff's officer with your bow and arrow.
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Problem:
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What should I do at the shooting glade?
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Hint:
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Be sure to talk to Will and young Simon. If you like, you can also show them
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your excellent marksmanship by shooting the targets on the trees. However, if
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you'd like to skip your marksmanship practice, set the Arcade level to the
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easiest setting.
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Problem:
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What should I do at the Widow's Cottage?
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Hint:
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Talk to the Widow and her three sons. This is all you need to do on Day One, so
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select the map from the icon bar. This will end Day One. By the way, be sure to
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visit her on other days.
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
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<20> DAY 2 <20>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Problem:
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What do I do on Day 2?
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Hint:
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You need to explore the forest. Eventually you'll find Marian being attacked by
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a Fens Monk. Rescue her by shooting the Fens Monk with your bow and arrow. Be
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sure to pick up her slipper to give to Lobb on another day. Blow your horn to
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call your men. Finally, select the map from the icon bar and this will end Day
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Two (notice that the overlook is now displayed on the map).
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
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<20> DAY 3 <20>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Problem:
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Where can I obtain a disguise to enter Nottingham?
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Hint:
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Go to the Watling Street Overlook and observe the beggar on the trail. Click
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the hand or walk cursor on him to encounter him on the trail. To get his
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clothes for a disguise, offer him money--a half penny will do.
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Problem:
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Lobb won't speak openly to me!
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Hint:
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Find Lobb in the Cobbler's Street in Nottingham. Give him Marian's slipper,
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which you picked up from the forest floor after rescuing her from the Fens Monk
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on Day Two. He'll give you a silver comb. You'll be able to give this silver
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comb to Marian on another day.
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
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<20> DAY 4 <20>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Problem:
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What must I do on Day Four?
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Hint:
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Two events must occur before the day ends. Go to the Watling Street Overlook
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and observe the peasant in custody on the street. Click the hand or walk cursor
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on him to encounter them on the trail. Shoot the sheriff's man with your bow
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and arrow. You also need to visit Marian in the Willow grove. Give her the
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silver comb Lobb gave you and the heart-shaped half emerald.
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Problem:
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Marian doesn't trust me!
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Hint:
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Remember the silver comb you got from Lobb on Day Three? Give Marian the silver
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comb you got from Lobb. Now she'll trust you. You can also give her the half
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emerald shaped like a heart.
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
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<20> DAY 5 and DAY 6 <20>
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<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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(NOTE: On Day 5 you will encounter either a Fens Monk or a Abbey Monk
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on Watling Street (you will see both from the overlook). It doesn't
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matter which one you encounter first. So, if you encounter the Fens
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Monk (robed in black) first, you will encounter the Abbey monk on
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Day 6).
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Day 5 and 6, Fens Monk
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Problem:
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No one is on Watling Street. How do I proceed?
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Hint:
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Before you go to Watling Street, you need to visit the widow's cottage to find
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out the news about her sons. Then go to the Watling Street Overlook and watch
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for a Fens Monk to come down the street. He'll be wearing black. Click the hand
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cursor on him to encounter him on Watling Street.
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Problem:
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What should I do when I encounter the Fens Monk?
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Hint:
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Click the hand cursor on him. To get the Fens Monk's robe, click the bow and
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arrow cursor on him, accept his challenge, and defeat him with Little John's
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staff. Use this Monk's robe as a disguise for the day's events.
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Problem:
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How do I cross the Fens?
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Hint:
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When you defeated the Fens Monk on Watling Street and took his robe for a
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disguise, you'll notice he was carrying a reed instrument. Blow this whistle at
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the edge of the Fens and another Fens Monk will pick you up in a boat to take
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you to the Monastery.
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Problem:
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How do I get past the guard of the Fens Monk Monastery?
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Hint:
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You need to give the guard two items. First, give him the whistle made from a
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marsh reed. Then give him the bag of gemstones. You'll need your game
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documentation to correctly identify the gemstones.
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Problem:
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What do I do inside the Fens Monk Monastery?
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Hint:
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You need to do three things. First, visit the Prior in the Refectory. Then
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visit Fulk and release him from the Torture Room. Find the Prior again in the
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Scroll Room, spill wine on him and take Fulk's scroll. Also while you're still
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in the Scroll Room, find and take Marian's scroll.
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Problem:
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How can I obtain Marian's scroll?
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Hint:
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When you enter the Scroll Room, click the eye cursor on the scroll rack. This
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will bring up a close-up view of the scroll rack. Now click the hand cursor on
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each of the scrolls until you find Marian's. You might also wish to read each
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of these scrolls carefully. One of them contains a clue for another part of the
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game.
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Problem:
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I'm having trouble getting Fulk's scroll!
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Hint:
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After you've released Fulk from the chains in the torture room, return to the
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Scroll Room. Here you'll see the Prior reading Fulk's scroll at his desk.
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You'll notice the Prior's goblet of wine on the desk. Walk up behind his wine
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goblet and click the hand cursor on it. Of course, wine will spill everywhere.
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When the Prior leaves the room in disgust, take the scroll from the desk.
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Problem:
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How do I get past the iron grate?
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Hint:
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Did you examine the other scrolls in the scroll room? One scroll "seems to
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speak of the history of this very fortress" and gives a hint about the
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gargoyles surrounding the iron grate. First, you need to click the hand cursor
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on "the Gargoyle with the thoughtful face," then on "the Gargoyle with a lean
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and hungry look," then finally on "the foolish looking Gargoyle." Now the iron
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grate will open up and you and Fulk can escape.
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Days 5 and 6, Abbey Monk
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Problem:
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No one is on Watling Street. How do I proceed?
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Hint:
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Before you go to Watling Street, you need to visit the widow's cottage to find
|
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out the news about her sons. Then go to the Watling Street Overlook and watch
|
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for an Abbey Monk to come down Watling Street. He'll be wearing brown. Click
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the hand cursor on him to encounter him on Watling Street.
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Problem:
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What should I do when I encounter the Abbey Monk?
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Hint:
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Use this Monk's robe as a disguise for the day's events. Just click the hand
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cursor on him. He'll be so afraid of you that he'll give up his clothes. Also
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be sure to visit the widow today.
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Problem:
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What should I do in the Abbey?
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Hint:
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You need to do four things. First, go to the laundry room and get three robes.
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Second, explore the hedge maze behind the Abbey and note the quickest path to
|
|||
|
the secret door. Next, meet the Abbot in the refectory and take his ale cask to
|
|||
|
the pub for a refill. Get the Abbot drunk and then take the puzzle box from his
|
|||
|
bedroom. You will have to wait for a safer place to open the puzzle box.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What must I do at the pub?
|
|||
|
|
|||
|
Hint:
|
|||
|
There are two things to do in the pub today. First, refill the Abbot's ale
|
|||
|
cask. To do this, you need to get the empty ale cask from the Abbot's
|
|||
|
refectory. Go back to the Abbey and return with the empty cask. Give the empty
|
|||
|
cask to the Innkeeper, and he'll be much more cooperative. Be sure to play Nine
|
|||
|
Men's Morris and win the amethyst (see "NINE MORRIS" for instructions on how to
|
|||
|
play the game).
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
I keep getting thrown out of the Abbey, or end up drunk!
|
|||
|
|
|||
|
Hint:
|
|||
|
Accept the Abbot's challenge and drink with him. But first, you need to win the
|
|||
|
amethyst by playing Nine Men's Morris in the pub. You can slip the amethyst
|
|||
|
into your mug after the first glass of ale has been poured.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
The Abbot's room is locked! How can I enter?
|
|||
|
|
|||
|
Hint:
|
|||
|
Get the Abbot drunk! This means you'll need to go to the Refectory and accept
|
|||
|
his challenge to drink. He will instruct one of the other monks to leave his
|
|||
|
door unlocked. If you use the amethyst wisely, you'll drink him under the table
|
|||
|
and be able to walk right into his room yourself.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
Ok.. the Abbot is drunk, what do I do next?
|
|||
|
|
|||
|
Hint:
|
|||
|
Search the Abbot and lift his purse. Grab the empty ale cask from the table. Go
|
|||
|
search the Abbot's room for the puzzle box he was playing with earlier. You'll
|
|||
|
find it under the third pillow on his bed.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I open the puzzle box?
|
|||
|
|
|||
|
Hint:
|
|||
|
You might wait until another day to open this puzzle. You won't be needing the
|
|||
|
contents until Day Ten. The key to opening it is in reading Fulk's scroll.
|
|||
|
Looking at the scroll, write down the first letter of each name of a Druid tree
|
|||
|
listed there. These first letters will give you the Latin word you need to open
|
|||
|
the puzzle box. Select the puzzle box from inventory with the hand cursor and
|
|||
|
punch in these letters.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I help the widow's boys escape?
|
|||
|
|
|||
|
Hint:
|
|||
|
Go to the pub and pay the Abbot's bill of twelve pennies. Give the pub keep the
|
|||
|
empty ale cask. Exit the pub through the secret cave in the back by clicking
|
|||
|
the hand cursor on the iron door to the back room of the pub, then on the
|
|||
|
spigot of the second cask in the back room. Find the secret door into the
|
|||
|
guard's room and click the eye cursor on the hole in the door. Eventually, the
|
|||
|
guards will slip out of the room to get some money for ale. Enter the room,
|
|||
|
place four pennies on the table and exit back into the tunnel. When the guards
|
|||
|
leave, enter the room and click the hand cursor on the trapdoor. Select the
|
|||
|
robes from inventory and click them on the opening of the trapdoor. When the
|
|||
|
four of you are back in the tunnel, exit through the pub. When Robin is stopped
|
|||
|
and asked to bless the kneeling, drunken Sheriff, click the talk cursor on the
|
|||
|
Sheriff.
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> DAY 7 <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Problem:
|
|||
|
How should I get started on Day Seven?
|
|||
|
|
|||
|
Hint:
|
|||
|
Visit Marian in the Willow Grove and give her the hand scroll from the Fens
|
|||
|
Monk Monastery. Visit the Green Man of the ancient oak and solve his riddles.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What should I do when I encounter Marian?
|
|||
|
|
|||
|
Hint:
|
|||
|
You need to give her the hand scroll you got from the Fens Monk Monastery.
|
|||
|
Also, give her the heart-shaped half emerald. NOTE: Make sure you copy
|
|||
|
the hand (with the letters on it) down. You will need this hand code later
|
|||
|
in the game. So be sure you SAVE the game before you meet her in the grove.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I summon the Green Man?
|
|||
|
|
|||
|
Hint:
|
|||
|
Remember the golden net the widow gave you? If she hasn't given it to you by
|
|||
|
Day Seven, go visit her. You can use this net to capture a Pixie, one of the
|
|||
|
wood sprites. You will find the Pixie in an open field (just go to an open area
|
|||
|
and wait for the Pixie to appear). The Pixie will introduce you to the Green
|
|||
|
Man. Talk to the Green Man and he'll challenge you with three riddles.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What should I do with the Golden Net?
|
|||
|
|
|||
|
Hint:
|
|||
|
You can use this net to capture a Pixie, one of the wood sprites. The Pixie
|
|||
|
will introduce you to the Green Man.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What are the answers to the Green Man's riddles?
|
|||
|
|
|||
|
Hint:
|
|||
|
Refer to your hand code diagram (did you remember to write it down?) for the
|
|||
|
the letters to spell out the answers. The answer to the riddle that begins
|
|||
|
"I am the heart.." is wood. The answer to the riddle that begins "High born,
|
|||
|
my touch.." is snow. The answer to the riddle that begins "I am the outstretched
|
|||
|
fingers.." is feather. The answer to the riddle that begins "Golden treasure
|
|||
|
I contain.." is beehive. The answer to the riddle that begins "My first master
|
|||
|
has four legs.." is fur. The answer to the riddle that begins "Metal or bone
|
|||
|
I may be.." is comb. The answer to the riddle that begins "Not born but from
|
|||
|
a mother's body drawn.." is cheese. The answer to the riddle that begins "I
|
|||
|
am two-faced but bear only one.." is coin. The answer to the riddle that begins
|
|||
|
"I am a window.." is eye.
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> DAY 8 <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Problem:
|
|||
|
What should I do on Day Eight?
|
|||
|
|
|||
|
Hint:
|
|||
|
There are three things you need to do on Day Eight. First go to Watling
|
|||
|
Overlook and observe the Yeoman on Watling street. Confront the Yeoman and pay
|
|||
|
him for his clothes. Second, attend the fair and give the hand scroll to the
|
|||
|
scholar who shows you the correct coat of arms. Finally, enter the archery
|
|||
|
tournament and win the golden arrow.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What should I do when I encounter the Yeoman on Watling Street?
|
|||
|
|
|||
|
Hint:
|
|||
|
Offer him some money. He'll give you his clothes for a disguise.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What should I do at the Fair?
|
|||
|
|
|||
|
Hint:
|
|||
|
You need to do two things at the fair. First, locate a scholar who can show you
|
|||
|
the correct coat-of-arms you're asking to see. Refer to the "COATS ARM"
|
|||
|
for a description of the different coat-of-arms. When the scholar shows you the
|
|||
|
correct coat-of-arms, give him the hand scroll from Marian. Second,
|
|||
|
enter the archery tournament and win the golden arrow.
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> DAY 9 <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Problem:
|
|||
|
What must I do on Day Nine?
|
|||
|
|
|||
|
Hint:
|
|||
|
You must do three things. You must escape the sheriff's men when they sweep the
|
|||
|
forest. You must encounter the jeweler on Watling Street. Finally, disguise
|
|||
|
yourself as either Puck, using his Yeoman's clothes, or as the Jeweler, then
|
|||
|
visit the Sheriff of Nottingham.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How can I evade the sheriff's men?
|
|||
|
|
|||
|
Hint:
|
|||
|
When the sheriff's men are chasing you, run to the ancient Oak. You'll need to
|
|||
|
call upon the Green Man's protection. To gain the Green Man's protection, you
|
|||
|
must have answered his three riddles on Day Eight. Using your game
|
|||
|
documentation find the Druid name for the oak. Click the hand cursor on Robin
|
|||
|
and enter this Druid name using the hand code (refer to the DRUID NAMES area for
|
|||
|
a complete list of Druid names). Robin will transform into a tree and the sheriff's
|
|||
|
men will walk right by him.
|
|||
|
Another way to evade the sheriff's men is when you hear the sheriff's men in
|
|||
|
the forest, go to the map and go to the willow grove. Go down one screen from the
|
|||
|
grove and then walk left until the computer automatically takes you to the map
|
|||
|
view.
|
|||
|
Whichever way you choose to evade the sheriff's men, go to the overlook
|
|||
|
afterwards.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What should I do when I encounter the jeweler?
|
|||
|
|
|||
|
Hint:
|
|||
|
There are three possible ways to complete this encounter. You can let the
|
|||
|
jeweler go on his way, in which case you'll use your Yeoman's disguise to visit
|
|||
|
the Sheriff. You could give the jeweler the heart-shaped half emerald, and
|
|||
|
he'll gladly trade you his clothes. If you give him the emerald, you can
|
|||
|
complete the game, but Marian will die on another day. A third option is to
|
|||
|
simply click the hand cursor on him twice. This is the best option to take,
|
|||
|
because you'll get his clothes for a disguise and he'll still be happily
|
|||
|
rewarded.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How can I get in to see the Sheriff?
|
|||
|
|
|||
|
Hint:
|
|||
|
If you fail to get the Jeweler's disguise, put on the Yeoman disguise. Go to
|
|||
|
Nottingham Castle and bribe the guard--a penny will do. Keep talking to the
|
|||
|
Sheriff and you'll convince him to come with you,or make a wager by giving him
|
|||
|
three pennies. This will end Day Nine.
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> DAY 10 and DAY 11 <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Problem:
|
|||
|
What should I do on Day Ten?
|
|||
|
|
|||
|
Hint:
|
|||
|
You need to rescue Marian, and either heal her in the Willow Grove or let her
|
|||
|
die.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I rescue Marian?
|
|||
|
|
|||
|
Hint:
|
|||
|
While in your camp, blow your horn to assemble the men. When you're given the
|
|||
|
choice, follow John's subterfuge plan. Go to the Pub and talk to the Innkeeper
|
|||
|
several times. He'll let you use the back way into the Abbey Monk Monastery. At
|
|||
|
the Monastery, travel through the hedge maze to find the witch's court. When
|
|||
|
you get to the entrance of the Witch's Court, select the ring that commands
|
|||
|
fire from inventory and click it on Robin. Now click the hand cursor on the
|
|||
|
door.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
I keep getting burned up trying to rescue Marian!
|
|||
|
|
|||
|
Hint:
|
|||
|
Put on the ring that commands fire from your inventory before rescuing Marian.
|
|||
|
You found this ring by opening the puzzle box from the Abbot's room in the
|
|||
|
Abbey Monk Monastery.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
I've rescued Marian, but now she's dying!
|
|||
|
|
|||
|
Hint:
|
|||
|
Select the half emerald from inventory and click it on Marian to heal her. If
|
|||
|
you don't have the half emerald, she will die. However, you can still complete
|
|||
|
the game without her.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I ambush the treasure train?
|
|||
|
|
|||
|
Hint:
|
|||
|
Blow your horn to call your men together. Choose Tuck's plan -- Ambush with
|
|||
|
an element of surprise.
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> DAY 12 <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Problem:
|
|||
|
What should I do on Day Twelve?
|
|||
|
|
|||
|
Hint:
|
|||
|
You need to avoid the sheriff's men in the forest and then encounter a knight
|
|||
|
on Watling Street.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I avoid the sheriff's men in the forest?
|
|||
|
|
|||
|
Hint:
|
|||
|
The same way you avoided them the first time they swept the forest!
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
What should I do when I encounter a knight on Watling Street?
|
|||
|
|
|||
|
Hint:
|
|||
|
This is a false knight! Talk to him and then try to give him the password from
|
|||
|
Marian using the hand code. When you do this a second time, Robin will realize
|
|||
|
he's a false knight. Immediately select your bow and arrow from inventory and
|
|||
|
shoot him. When he is on the ground, search him. Now you'll have evidence that
|
|||
|
he was plotting against the King. Blow your horn to call Little John.
|
|||
|
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> DAY 13 <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Problem:
|
|||
|
What should I do on Day Thirteen?
|
|||
|
|
|||
|
Hint:
|
|||
|
Day Thirteen is the final day of the game. If Marian has died, you'll need to
|
|||
|
visit her spirit in the Willow Grove. If you know the password, you can rescue
|
|||
|
the Queen's Knight from the Fens Monk Monastery, then stand trial to determine
|
|||
|
your fate.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I cross the Fens Marsh?
|
|||
|
|
|||
|
Hint:
|
|||
|
Select the ring that commands water from inventory and wear it. You'll see
|
|||
|
Will-O'-the-Wisps floating over the Fens Marsh. Click the talk cursor on one of
|
|||
|
the Wisps. They'll let you cross if you've visited or healed Marian in the
|
|||
|
willow grove and received a password.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
I can't locate Marian's spirit in the Willow Grove!
|
|||
|
|
|||
|
Hint:
|
|||
|
If Marian has died you need to use the hand code to call up her spirit. You'll
|
|||
|
need your game documentation for this one. Look up the Druid name for Willow
|
|||
|
and enter it using the hand code. You'll receive a password to give to the
|
|||
|
knight.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
How do I enter the Fens Monastery?
|
|||
|
|
|||
|
Hint:
|
|||
|
You'll need your game documentation for this one. Look up the Druid name for
|
|||
|
ivy and enter it using the hand code. The ivy on the wall will grow and grow.
|
|||
|
You'll be able to climb the wall using the ivy.
|
|||
|
|
|||
|
|
|||
|
Problem:
|
|||
|
The Queen's Knight won't go with me!
|
|||
|
|
|||
|
Hint:
|
|||
|
Remember the password Marian gave you in the Willow Grove? Well, enter this
|
|||
|
password using the hand code. The knight will go with you. After crossing the
|
|||
|
Fens, and the knight is safe, you'll stand trial and your fate as an outlaw
|
|||
|
will be determined. You have completed the game.
|
|||
|
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> DRUID NAMES <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
What follows is a listing of trees and their Druid Names. You must
|
|||
|
use the Hand Code when using the Druid names:
|
|||
|
|
|||
|
|
|||
|
English Druid Name
|
|||
|
|
|||
|
(1) Rowan Luis
|
|||
|
|
|||
|
(2) Birch Beth
|
|||
|
|
|||
|
(3) Blackberry Muin
|
|||
|
|
|||
|
(4) Holly Tinne
|
|||
|
|
|||
|
(5) Hazel Coll
|
|||
|
|
|||
|
(6) Oak Duir
|
|||
|
|
|||
|
(7) Ash Nion
|
|||
|
|
|||
|
(8) Elder Ruis
|
|||
|
|
|||
|
(9) Alder Fearn
|
|||
|
|
|||
|
(10) Willow Saille
|
|||
|
|
|||
|
(11) Ivy Gort
|
|||
|
|
|||
|
(12) Fir Ailm
|
|||
|
|
|||
|
(13) Pine Ochtach
|
|||
|
|
|||
|
(14) Poplar Eadha
|
|||
|
|
|||
|
(15) Yew Idho
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> NINE MORRIS <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Nine Men's Morris Game
|
|||
|
|
|||
|
Instructions to play the game:
|
|||
|
|
|||
|
This is a two-player game. Each player has 9 pieces. There are
|
|||
|
24 "points" on the board where a piece may be placed. These are the
|
|||
|
corners of the squares and the places where the connecting lines
|
|||
|
intersect.
|
|||
|
The object of the game is to create "mills" and remove your
|
|||
|
opponent's pieces from the board until he only has 2 pieces left or
|
|||
|
is unable to make any moves. A "mill" is 3 of the same player's
|
|||
|
pieces laid in a row with no vacant points between them (see below).
|
|||
|
Each time a player moves one of his pieces so that he creates a
|
|||
|
new mill, he can remove one of his opponent's pieces. Pieces that line
|
|||
|
up diagonally or without being connected by a line do not count (see
|
|||
|
below for an example).
|
|||
|
|
|||
|
How to begin: determine, however you like, which player gets the
|
|||
|
first move. That player may place 1 of his pieces on any vacant point
|
|||
|
(remember there are 24 points). Then the other player places 1 piece.
|
|||
|
They take turns placing pieces until all 9 pieces have been placed on the
|
|||
|
board.
|
|||
|
While the players put down the 9 pieces, each one should be trying to
|
|||
|
do 2 things: create a mill; or prevent the other player from creating a
|
|||
|
mill.
|
|||
|
Once all remaining pieces (not counting any lost because the opponent
|
|||
|
created a mill) have been placed on the board, the second part of the game
|
|||
|
is for the players to continue taking turns moving 1 of their pieces to an
|
|||
|
adjacent vacant point on the board. A player may not jump over his own or
|
|||
|
another player's piece and moves must be made along the lines only. A piece
|
|||
|
cannot jump across spaces.
|
|||
|
A player who has made a mill may not take a piece from one of his
|
|||
|
opponent's mill unless there are no other pieces to take.
|
|||
|
A new mill may be formed by a player moving one of his pieces from an
|
|||
|
existing mill (so it's no longer a mill) in one turn and moving it back into
|
|||
|
the same place to recreate the mill on his next turn (provided the other
|
|||
|
player doesn't block the space in the meantime).
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Examples of valid mills:
|
|||
|
|
|||
|
|
|||
|
-----------------------------------------
|
|||
|
| |
|
|||
|
| ---------------X-------------- |
|
|||
|
| | | | |
|
|||
|
| | ---------X--------- | |
|
|||
|
| | | | | | |
|
|||
|
| | | ----X---- | | |
|
|||
|
| | | | | | | |
|
|||
|
| |-----|----| |----|----| |
|
|||
|
| | | | | | | |
|
|||
|
| | | --------- | | |
|
|||
|
| | | | | |
|
|||
|
| | ------------------- | |
|
|||
|
| | | |
|
|||
|
| ------------------------------ |
|
|||
|
| |
|
|||
|
-----------------------------------------
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
-----------------------------------------
|
|||
|
| |
|
|||
|
| X--------------X-------------X |
|
|||
|
| | | | |
|
|||
|
| | ------------------- | |
|
|||
|
| | | | | | |
|
|||
|
| | | --------- | | |
|
|||
|
| | | | | | | |
|
|||
|
| |-----|----| |----|----| |
|
|||
|
| | | | | | | |
|
|||
|
| | | --------- | | |
|
|||
|
| | | | | |
|
|||
|
| | ------------------- | |
|
|||
|
| | | |
|
|||
|
| ------------------------------ |
|
|||
|
| |
|
|||
|
-----------------------------------------
|
|||
|
|
|||
|
|
|||
|
|
|||
|
-----------------------------------------
|
|||
|
| |
|
|||
|
| X----------------------------- |
|
|||
|
| | | | |
|
|||
|
| | ------------------- | |
|
|||
|
| | | | | | |
|
|||
|
| | | --------- | | |
|
|||
|
| | | | | | | |
|
|||
|
| X-----|----| |----|----| |
|
|||
|
| | | | | | | |
|
|||
|
| | | --------- | | |
|
|||
|
| | | | | |
|
|||
|
| | ------------------- | |
|
|||
|
| | | |
|
|||
|
| X----------------------------- |
|
|||
|
| |
|
|||
|
-----------------------------------------
|
|||
|
|
|||
|
|
|||
|
The following is NOT a valid mill.
|
|||
|
|
|||
|
|
|||
|
----------------------------------------X
|
|||
|
| |
|
|||
|
| -----------------------------X |
|
|||
|
| | | | |
|
|||
|
| | ------------------X | |
|
|||
|
| | | | | | |
|
|||
|
| | | --------- | | |
|
|||
|
| | | | | | | |
|
|||
|
| |-----|----| |----|----| |
|
|||
|
| | | | | | | |
|
|||
|
| | | --------- | | |
|
|||
|
| | | | | |
|
|||
|
| | ------------------- | |
|
|||
|
| | | |
|
|||
|
| ------------------------------ |
|
|||
|
| |
|
|||
|
-----------------------------------------
|
|||
|
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> COATS ARM <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
Coats-Of-Arms
|
|||
|
|
|||
|
You will need to know the coats-of-arms on Day 8 at the fair
|
|||
|
when seeking the scholar. What follows is a description
|
|||
|
of the coat-of-arms:
|
|||
|
|
|||
|
(1) The South Saxons
|
|||
|
|
|||
|
Red Shield with six birds in triangular formation:
|
|||
|
|
|||
|
X X X
|
|||
|
X X
|
|||
|
x
|
|||
|
|
|||
|
(2) The Christian Britaines
|
|||
|
|
|||
|
Red Shield With Two White Bands In The Form Of A Cross
|
|||
|
|
|||
|
(3) The East Saxons
|
|||
|
|
|||
|
Red Shield With Three Horizontal Swords
|
|||
|
|
|||
|
(4) The King Of Man
|
|||
|
|
|||
|
Red Shield With Three Legs Joined Together
|
|||
|
|
|||
|
(5) The Christian West Saxons
|
|||
|
|
|||
|
Blue Shield With A White Cross
|
|||
|
|
|||
|
(6) The Later Saxon Monarks
|
|||
|
|
|||
|
Blue Shield With A Yellow Cross and Birds (?) At The (4) Corners
|
|||
|
|
|||
|
(7) The Kings Of Ireland
|
|||
|
|
|||
|
Blue Shield With A Harp
|
|||
|
|
|||
|
(8) The Mercian Kings
|
|||
|
|
|||
|
Blue Shield With Two White Bands Crossing Each Other Diagonally
|
|||
|
|
|||
|
(9) The Norman Kings
|
|||
|
|
|||
|
Yellow Shield With Two Lions
|
|||
|
|
|||
|
(10) The Andegavion Kings
|
|||
|
|
|||
|
Yellow Shield With Three Lions
|
|||
|
|
|||
|
(11) The Danish Kings
|
|||
|
|
|||
|
White Shield With A Big Bird
|
|||
|
|
|||
|
(12) The Cornish Kings
|
|||
|
|
|||
|
White Shield With A Lion Standing On Its Hind Legs
|
|||
|
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ
|
|||
|
<20> RIDDLES <20>
|
|||
|
<20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
The following are riddles (and their solutions)
|
|||
|
in CONQUESTS OF THE LONGBOW
|
|||
|
|
|||
|
Fens Monastary
|
|||
|
|
|||
|
Riddle 1:
|
|||
|
|
|||
|
I have 3 fears:
|
|||
|
|
|||
|
1. I fear travelling by ship,
|
|||
|
2. I fear my wife will be unfaithful,
|
|||
|
3. I fear the lies of men.
|
|||
|
|
|||
|
What do I have?
|
|||
|
|
|||
|
Answer:
|
|||
|
|
|||
|
1. Blue stone with asterisk,
|
|||
|
2. Blue stone,
|
|||
|
3. White stone with band.
|
|||
|
|
|||
|
|
|||
|
Riddle 2:
|
|||
|
|
|||
|
I'll build a ship to carry me skyward. If it fails, I'll
|
|||
|
not be harmed. But I never know how it is done. What do
|
|||
|
I have?
|
|||
|
|
|||
|
Answer:
|
|||
|
|
|||
|
1. Cyan stone,
|
|||
|
2. Blue stone with asterisk,
|
|||
|
3. White stone with banding.
|
|||
|
|
|||
|
|
|||
|
Riddle 3:
|
|||
|
|
|||
|
A piece of sky fell to my feet and I picked it up. Where it
|
|||
|
touched me, it raised boils. What would you give me?
|
|||
|
|
|||
|
Answer:
|
|||
|
|
|||
|
1. Gold stone,
|
|||
|
2. Grayish-black stone,
|
|||
|
3. Blue stone with asterisk
|
|||
|
|
|||
|
|
|||
|
The Riddles of the Green Man in the Oak Tree
|
|||
|
|
|||
|
I am the heart that does not beat; if cut, I bleed without
|
|||
|
blood,I can fly, but have no wings, I can float, but have
|
|||
|
no fins,I can sing, but have no mouth.
|
|||
|
WOOD
|
|||
|
|
|||
|
High born, my touch is gentle, purest white is my lace,
|
|||
|
silent, silent is my kingdom, green is the colour of my
|
|||
|
death.
|
|||
|
SNOW
|
|||
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I am the outstretched fingers that seize and hold the
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wind,wisdom flows from me in other hands,upon me are
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sweet dreams dreamt,my merest touch brings laughter.
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FEATHER
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Golden treasures I contain, guarded by hundreds and
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thousands, stored in a labyrinth where no man walks, yet
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men come often to seize my gold, by smoke I am overcome and
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robbed, then left to build my treasure anew.
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HIVE
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My first master has four legs, my second master has two
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legs, my first I serve in life, my second I serve in
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death,Cure me and I live beyond my death. Tough I am, yet
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soft beside, 'gainst ladies' cheeks I oft reside.
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FUR (or SKIN)
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Metal or bone I may be, many teeth I have and always bared,
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yet my bite harms no one, and ladies delight in my touch.
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COMB
|
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Not born but from a mother's body drawn, I hang until half
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|
of me is gone, I sleep in a cave until I grow old, then
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valued for my hardened gold.
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CHEESE
|
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|
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I am two-faced but bear only one face, I have no legs but
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|
travelwidely, men spill much blood over me, kings leave
|
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|
their imprintupon me, I have greatest power when given
|
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|
away,yet lust for me keep s me locked away.
|
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COIN
|
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|
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I am a window, I am a lamp, I am clouded, I am shining,I
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|
am coloured, set in white, I fill with water and
|
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|
overflow, I say much, but have no words.
|
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EYE
|
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