751 lines
30 KiB
Plaintext
751 lines
30 KiB
Plaintext
The Legend of Robin Hood: Conquests of the Longbow
|
|
|
|
Druid Hand Code
|
|
|
|
(see Longbow1.IFF)
|
|
|
|
INTRODUCTION
|
|
|
|
Welcome to CONQUESTS OF THE LONGBOW, my second game for Sierra On-Line
|
|
and my first using the new icon system. By icon, we simply mean a
|
|
visual symbol that stands for either an object to be used or an action
|
|
to be taken.
|
|
|
|
Using the standard Sierra On-Line game icons is explained in the
|
|
separate game booklet, but I recommend you also read my sections here
|
|
on my two specially customized icons for this game: the BOW and the MAP.
|
|
|
|
For less experienced players, you may wish to read the CLICK-THROUGH
|
|
to help you get started and to give you a few tips on getting into this
|
|
kind of an adventure game.
|
|
|
|
Other sections in this book contain information and artwork that is
|
|
vital to solving certain puzzles and riddles in the game, so you'll want
|
|
to keep this book handy for reference.
|
|
|
|
There's an explanation of how to play Nine Men's Morris, an ancient
|
|
board game which occurs in CONQUESTS OF THE LONGBOW, but for your
|
|
pleasure and for extra practice, you'll find a printed version of a
|
|
Morris board included in this game package.
|
|
|
|
When you've finished the game, I'd be delighted to receive your letters
|
|
of comment. Detailed feedback from players on my first game was
|
|
enormously valuable to me and helped me to improve this game.
|
|
|
|
Please, DON'T write to me for hints. I answer every letter I receive,
|
|
but it may take me weeks or even months (depending on my work load) to
|
|
do so. Sierra On-Line has lots of customer support for answering
|
|
hints. I want to hear what you did or didn't like about any aspect of
|
|
this game.
|
|
|
|
I'd like to thank everyone who wrote to me on the subject of piracy
|
|
to express your support and agreement that piracy is wrong, that it's a
|
|
thoughtless crime that ignores the fact that creative people work for
|
|
long periods of time to put these games together and every time one
|
|
person copies a game and hands it out, or worse, sells it, that is money
|
|
taken directly away from me. When I spend over a year of concentrated
|
|
work, I don't appreciate losing a penny of what I deserve by piracy.
|
|
It's not much different than someone stealing my purse.
|
|
|
|
There were also long and lively letters examining the whole issue
|
|
of software piracy and copying. I won't get into a long debate. No,
|
|
perhaps it isn't a simple black and white issue, but one thing is
|
|
clear: piracy is theft and piracy is wrong.
|
|
|
|
Some writers overseas told me of THOUSANDS of copies of my game being
|
|
pirated and sold. It's infuriating to think that all my hard work is
|
|
being stolen out from under me in this way.
|
|
|
|
One writer pointed out that it's something a company has to take into
|
|
account, the way a store takes into account a certain amount of
|
|
shoplifting.
|
|
|
|
I don't see anyone condoning shoplifting on that basis. So let's say
|
|
a company adds to the price of the product to cover the losses caused
|
|
by thousands and thousands of copies being pirated. That means that
|
|
you, who PAY for this game, are PAYING for those pirates. Hardly
|
|
fair, is it?
|
|
|
|
The first step is awareness and enlightenment. Refuse to allow or
|
|
participate in piracy. It may be hard to say "no" to a friend who
|
|
innocently asks for a copy. Instead, invite him or her over to play
|
|
it with you and explain why it's wrong to make copies.
|
|
|
|
It's not just a matter of being illegal, it's a matter of ethics.
|
|
And it's also a matter or respect for me, my artists, my programmers,
|
|
my composer, and everyone else whose creative labors made the game
|
|
possible in the first place. Thank you for your continued support.
|
|
|
|
A HOOD! A HOOD!
|
|
A HOOD! A HOOD!
|
|
ROBIN HOOD!
|
|
|
|
Was there really a Robin Hood? As far as the best research can tell,
|
|
the answer is nay. At least, no under that name.
|
|
|
|
Pretty much everything I'll tell you here came from two excellent
|
|
reference books: Robin Hood by J.C. Holt and The Outlaws of Medieval
|
|
Legend by Maurice Keen, both of which are listed in the bibliography.
|
|
I highly recommend them to any Robin Hood buff.
|
|
|
|
There have been medieval bandits whose lives and "adventures" had
|
|
remarkable parallels to the ballads that sprang up about the mythical
|
|
Robin Hood. I see Robin as a distillation of history and wish fulfillment
|
|
and just the plain human desire for a good rousing story with a likable
|
|
hero.
|
|
|
|
The first known written reference to Robin Hood occurred around 1377 in
|
|
a piece of writing known as Piers Plowman in which is mentioned "...I
|
|
know rhymes of Robin Hood..." This shows that by this time the ballads
|
|
and poems were well-enough known to rate a mention with the understanding
|
|
that those reading it would be familiar with it too.
|
|
|
|
The earliest written material comes from five fragments of ballads
|
|
and poems and most of these dating to the 15th century, though it's
|
|
clear they were well known in the oral tradition for about 200 years
|
|
before that.
|
|
|
|
From those early ballads, Robin emerged as a clever trickster, capable
|
|
of pulling off daring deceits in disguises. His right-hand man, Little
|
|
John, often performed feats of disguise and daring of no less worth
|
|
than Robin's. Sometimes it was Robin who rescued John and sometimes
|
|
the other way around.
|
|
|
|
The earliest stories deal with Robin: helping the impoverished Knight
|
|
and robbing the Callarer of St. Mary's Abbey, whose money he then gives
|
|
to the Knight who has returned to pay his debt; disguising himself as a
|
|
Potter and tricking the Sheriff of Nottingham to entering the forest
|
|
with him; meeting up with Guy of Gisborne, with whom he has a shooting
|
|
match, but then must fight and kill with the sword, and using Guy's
|
|
disguise, he is able to rescue Little John from the Sheriff; being
|
|
rescued by Little John and Much after he was captured going to church
|
|
in Nottingham; and his death where he is fatally bled by Prioress of
|
|
Kirklees (but Robin does NOT fire his final arrow to mark his resting
|
|
place in these verses).
|
|
|
|
Many other stories, now well known, followed, but these are the seeds
|
|
from which they grew. How many other tales have been lost because they
|
|
were never written down or the written form didn't survive is impossible
|
|
to guess.
|
|
|
|
The only other outlaws besides Little John and Much the Miller's
|
|
son to appear in the earliest versions is Will Scarlet (also named
|
|
as Scarlock and Scathelocke).
|
|
|
|
Of other famous figures that came to be attached to Robin Hood, Friar
|
|
Tuck didn't come along until 1417 when perhaps not so coincidentally a
|
|
certain real-life bandit by the name of Robert Stafford continued
|
|
his outlaw ways under the title "Frere Tuk".
|
|
|
|
Maid Marian, who seems so much a part of Robin Hood, entered the
|
|
myth from a curious direction for she was a figure in the May games.
|
|
She was derived from a French play that had nothing to do with Robin
|
|
Hood and was paired with the English Robin for the spring celebrations
|
|
sometime between 1450 and 1500. The story of Marian entering the woods
|
|
disguised as a page and fighting with Robin wasn't written until around
|
|
the 18th century.
|
|
|
|
The earliest King with whom Robin was associated wasn't Richard the
|
|
Lionheart, but an unspecified King Edward, probably Edward II. The
|
|
firm attachment of Richard came later, was used by Sir Walter Scott
|
|
in Ivanhoe, and has been the one that stuck.
|
|
|
|
The notion of Robin as a noble defender of the poor, of robbing from
|
|
the rich to give to the poor, also came along as a later addition.
|
|
These are social ideas that were entirely foreign to those who first
|
|
composed the ballads.
|
|
|
|
Throughout the ages, Robin Hood as folk hero, as noble outlaw, as
|
|
skilled archer and clever trickster, has been shaped to fit each age
|
|
that loved him. We continue to do so in our books, TV and movie versions.
|
|
And that's the way it should be.
|
|
|
|
Robin isn't eternal because of which disguise he adopts or how he
|
|
happens to meet up with Marian or whether he wears green tights or
|
|
studded leather or any of the new embellishments we add to his tales.
|
|
|
|
He lives on because he captures our hearts with his unchanging
|
|
essence - he fights the good fight, laughs boldly in the face of
|
|
danger, defies corrupt authority, and outwits his enemies to escape
|
|
and fight again. Every age of humankind has a need for that kind
|
|
of hero.
|
|
|
|
THE DRUID TREES
|
|
|
|
(see Longbow2.IFF)
|
|
|
|
Rowan...Luis Birch...Beth Ash...Nion
|
|
Elder...Ruis Blackberry...Muin Holly...Tinne
|
|
Alder...Fearn Willow...Saille Hazel...Coll
|
|
Oak...Duir Ivy...Gort
|
|
|
|
In addition, here are other names which may be of interest:
|
|
|
|
FIR...Ailm
|
|
PINE...Ochtach
|
|
POPLAR...Eadha
|
|
YEW...Idho
|
|
|
|
These illustrations show the trees, along with their English and
|
|
Druid names, which are used in Conquest of the Longbow.
|
|
|
|
Around 52 B.C., Julius Caesar wrote of the Druids "They also hold
|
|
long discussions about the heavenly bodies and their movements, the size
|
|
of the universe and of the earth, the physical constitution of the world,
|
|
and the power and the properties of the gods..."
|
|
|
|
Little is known about the long-lost Druids. There are bits and pieces
|
|
found in the writings of Caesar and other Roman historians and some
|
|
surviving oral tradition. Unfortunately, the Druid's religion was against
|
|
putting their knowledge into written form. What is also seldom mentioned
|
|
is how powerful and important the Druidesses were within their structure.
|
|
It was Velleda, Druid High-Priestess of Germany and Gaul who led a major
|
|
rebellion against the Romans in 70 B.C. (and, tragically, lost and was
|
|
executed in Rome).
|
|
|
|
We know the Druids believed in reincarnation and that their strongest
|
|
beliefs centered around the Oak and Mistletoe. Sacred groves were vital
|
|
to them and were centers of worship.
|
|
|
|
Amongst the ancient works that have survived is the Cad Goddeu, Welsh
|
|
for "The Battle of the Trees", a long poem in which secret names were
|
|
encoded within verses about sacred trees. Certain letters of the
|
|
alphabet were associated with certain trees. Trees were also associated
|
|
with specific months and lunar cycles.
|
|
|
|
GEMSTONES
|
|
|
|
(see Longbow1.IFF)
|
|
|
|
Agate (1)
|
|
|
|
It has the power of divine attraction and will pull objects toward the sky.
|
|
It cures lunacy.
|
|
It cures melancholia.
|
|
It brings good crops.
|
|
It protects sailors at sea.
|
|
|
|
Turquoise (2)
|
|
|
|
It brings good luck.
|
|
It warns of danger by changing color.
|
|
It keeps horses from becoming lame.
|
|
It protects from injuries by falling.
|
|
|
|
Sapphire (3)
|
|
|
|
It cures boils.
|
|
It preserves chastity.
|
|
It preserves secrets.
|
|
It cures diseases of the eye.
|
|
It is the Stone of Destiny.
|
|
|
|
Carnelian (4)
|
|
|
|
It suppresses blood flowing from wounds.
|
|
It grants a heart's desires.
|
|
It cures bleeding gums.
|
|
It guides the dead to rebirth.
|
|
|
|
Lapis Lazuli (5)
|
|
|
|
It symbolizes the power of water.
|
|
It cures diseases of the eye.
|
|
It is the Stone of Truth.
|
|
It is a fallen piece of the heavens.
|
|
|
|
Amber (6)
|
|
|
|
It cures fever.
|
|
It cures blindness and deafness.
|
|
It counteracts poison.
|
|
It can make a woman confess her sins.
|
|
|
|
Jet (7)
|
|
|
|
It controls demons and has power in the underworld where the dead walk.
|
|
It averts the Evil Eye.
|
|
It cures snakebite.
|
|
It prevents poisoning.
|
|
|
|
Opal (8)
|
|
|
|
It forecasts death in one who is ill.
|
|
It makes the wearer invisible.
|
|
It unites all colors.
|
|
|
|
Quartz (9)
|
|
|
|
It is petrified ice, frozen so hard it will not thaw.
|
|
It draws down fire from the heavens.
|
|
It quenches thirst when held in the mouth.
|
|
It represents the Immaculate Conception.
|
|
|
|
COAT-OF-ARMS
|
|
|
|
(see Longbow3.IFF)
|
|
|
|
The source for these is the Tudor Atlas of 1611 compiled and illustrated
|
|
by John Speed. Original spellings are maintained.
|
|
|
|
NINE MEN'S MORRIS GAME
|
|
|
|
Morris could easily be one of the oldest, still-played board games in
|
|
the world. It's been found scratched into the roof of a 1400 B.C. Egyptian
|
|
temple, in the ruins of Troy, in a Bronze Age tomb in Ireland, and in the
|
|
burial ship of a Viking king. "Morris" seems to have come from the French
|
|
name for the game, "merelles".
|
|
|
|
This is a two person game. Each player has 9 pieces. Anything will do:
|
|
9 dimes and 9 pennies, 9 poker chips of 2 colors, etc.
|
|
|
|
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.
|
|
|
|
Each time a player moves one of her pieces so that she creates a new
|
|
mill, she can remove one of her opponent's pieces.
|
|
|
|
Here are some examples of valid mills.
|
|
|
|
(see Longbow1.IFF)
|
|
|
|
Pieces that line up diagonally or without being connected by a line do not
|
|
count.
|
|
|
|
This is not a valid mill:
|
|
|
|
(see Longbow1.IFF)
|
|
|
|
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 her 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 mills unless there are no other pieces to take.
|
|
|
|
A new mill may be formed by a player moving one of her 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 her next turn (provided the
|
|
other player doesn't block the space in the meantime).
|
|
|
|
And that's it. Have fun!
|
|
|
|
CUSTOMIZED ICONS
|
|
|
|
Please see the other game manual for explanations of how the standard
|
|
icons work. For Conquests of the Longbow, I have two customized icons
|
|
as explained below.
|
|
|
|
BOW: The BOW ICON works in a similar fashion to the other icons. You may
|
|
cycle through the CURSORS until you reach the BOW CURSOR or go up to the
|
|
Menu Bar, click on the BOW ICON and you will have the BOW CURSOR.
|
|
|
|
Now you may click the BOW CURSOR onto the object or person you wish to
|
|
shoot with the bow. Stop and think before you shoot your bow. Just
|
|
because you're Robin Hood doesn't mean you should shoot everything in
|
|
sight. There could be serious consequences in threatening the wrong person
|
|
with the bow.
|
|
|
|
For POINT OF VIEW ARCHERY (where you're sighting down your nocked arrow
|
|
ready to fire), the BOW CURSOR is moved up, down, left and right until your
|
|
arrow head is positioned where you want it, then clicking will fire the
|
|
arrow.
|
|
|
|
Click on your bow hand to load another arrow, if you wish to fire again.
|
|
|
|
MAP: The MAP ICON does not appear as a cursor. To use the MAP, go to the
|
|
Menu Bar and click on the MAP ICON there. It will instantly take you to
|
|
the appropriate map so you may travel to the next location you want.
|
|
|
|
Directions within Sherwood Forest are north (top of screen), west (left
|
|
side of screen), south (bottom of screen) and east (right side of screen).
|
|
One exception to this is the Watling Street Overlook. To orient yourself,
|
|
remember that Watling Street runs roughly north-south (as you can see from
|
|
the Shire Map).
|
|
|
|
You may walk through the forest at great length, but if you're in a
|
|
hurry, simply click on the MAP ICON in the Menu Bar. The main map of
|
|
NOTTINGHAMSHIRE (the Shire Map) will appear. Click the WALK CURSOR on a
|
|
travel point of this Shire map to travel there. This includes Watling
|
|
Street, certain places in the Forest, the town of Nottingham and the
|
|
Monastery in the Fens.
|
|
|
|
The MAP is provided as a shortcut method that you should find very
|
|
useful throughout the game. Not only will it take you quickly to special
|
|
parts of the forest, it allows you to jump to many points north and south
|
|
along Watling Street itself. The MAP ICON will not work when inside a
|
|
building and in other special locations and situations.
|
|
|
|
Clicking on the town of Nottingham from the Shire map will bring you to
|
|
a map view of the town. Clicking WALK on any of the available locations of
|
|
the town will take you to that specific location.
|
|
|
|
Selecting MAP while on the streets of Nottingham will bring you back to
|
|
the Nottingham map, and selecting MAP again will bring you back to the main
|
|
Shire map.
|
|
|
|
USING MONEY
|
|
|
|
Anytime you're carrying money, it will be represented inside Inventory
|
|
by a single silver penny. If you have no money left at all, no coin will
|
|
appear in Inventory.
|
|
|
|
In England at that time, this was the one English coin and it was cut in
|
|
half to make a ha'penny, or cut into four pieces to make farthings. A
|
|
penny in 1193 was made of pure silver and was worth a great deal more than
|
|
we think of a penny being worth today, so don't confuse the word "penny"
|
|
with being an insignificant amount of money.
|
|
|
|
To give specific amounts of money, click on INVENTORY, then click the
|
|
INVENTORY SELECTOR onto the penny. The penny becomes the selected
|
|
Inventory Item and appears as the selected item in the Menu Bar.
|
|
|
|
Now you can click through the cursors or select the penny from the Menu
|
|
Bar to be the active cursor and click the Money Cursor onto a person or
|
|
thing. A special MONEY WINDOW will open up and show you how many pennies,
|
|
ha'pennies or farthings you have left to give.
|
|
|
|
The amount you have appears in the column on the left. To the right of
|
|
this is a column of PURSE ICONS. Click on the Purse Icons to put points
|
|
back into your purse after you've chosen to take them out.
|
|
|
|
In the center column you will see a penny, ha'penny and farthing to
|
|
identify which coin you're selecting.
|
|
|
|
In the next column to the right is a row of HAND ICONS. Click as many
|
|
times as you want on the Hand icons to choose the exact amount of money you
|
|
want to give. For example, if you want to give someone a penny and 2
|
|
farthings, click one time on the Hand Icon to the right of the penny and 2
|
|
times on the Hand Icon to the right of the farthing.
|
|
|
|
The amount of coins you've chosen to remove from your purse will appear
|
|
in the column to the right of the Hand Icon.
|
|
|
|
You still have the choice to GIVE the money or KEEP the money. Click on
|
|
one of these two boxes at the bottom to make your final choice. This will
|
|
close the Money Window and give the money to the person or thing, if you
|
|
chose to do so. If you clicked on KEEP, or if you clicked on GIVE but
|
|
didn't have any coins selected next to the Hand Icons, it will be the same
|
|
as not giving any money at all.
|
|
|
|
Also, to simply find out how much money you have without having to call up
|
|
the Money Window, open the Inventory window and click the INVENTORY LOOK
|
|
onto the coin. A message will appear to tell you how many of each coin you
|
|
have.
|
|
|
|
SCORING
|
|
|
|
Across the top of the screen in what we call the Status Line, you'll see
|
|
three items: RANSOM, OUTLAWS, SCORE.
|
|
|
|
RANSOM will show you the total amount of ransom you've managed to raise
|
|
toward saving King Richard as the game progresses. Your actions and how
|
|
you use your wits has a large effect on the amount you can raise.
|
|
|
|
OUTLAWS shows how many of your men survive throughout the game. Your
|
|
skill, cunning and choice of strategies will make a big difference in how
|
|
many outlaws live or die, which reflects upon your ability as a leader.
|
|
|
|
SCORE is your continuing gain or loss of points as you play through the
|
|
game as compared to the total number of points that can be earned.
|
|
|
|
ARCADE SETTINGS
|
|
|
|
By ARCADE, I refer to places in the game where a situation is solved by
|
|
use of reflexes, timing and visual skills (such as the Point of View
|
|
archery). There are very few places in CONQUESTS OF THE LONGBOW where this
|
|
happens, but it is possible for those people who don't like Arcade
|
|
sequences to bypass them.
|
|
|
|
To do this, click on the COMPUTER ICON in the Menu Bar (second from the
|
|
right). A window will open up showing a number of game selection buttons
|
|
and some slider bars. The slider bar on the far right is for your ARCADE
|
|
setting. Use your cursor to slide to any setting between MOST DIFFICULT
|
|
("+") and EASIEST ("-").
|
|
|
|
If you slide the bar ALL THE WAY TO THE BOTTOM of the scale (the "-"
|
|
direction), you will automatically WIN and bypass the Arcades altogether.
|
|
You should be able to change this setting at any time during the game.
|
|
|
|
NOTE #1: Using the WIN selection will reduce the total score you can
|
|
earn.
|
|
|
|
NOTE #2: The game of Nine Men's Morris involves strategy and cleverness,
|
|
so the WIN position will not allow you to automatically win this game.
|
|
However, your setting of Easy to Difficult will determine your opponent's
|
|
skill level.
|
|
|
|
QUARTERSTAFF
|
|
|
|
You have 4 offensive moves (strikes) and 4 defensive moves (parries,
|
|
ducking and jumping).
|
|
|
|
OFFENSIVE MOVES
|
|
|
|
OVERHEAD GREAT BLOW: This move brings your staff down from a high overhead.
|
|
This is your most powerful blow, but it also leaves your guard wide open
|
|
for a counterattack.
|
|
|
|
HEAD STRIKE: Strikes at your foe's head.
|
|
BODY STRIKE: Strikes at your foe's mid-torso.
|
|
LEG STRIKE: Strikes at your foe's lower legs.
|
|
|
|
DEFENSIVE MOVES
|
|
|
|
OVERHEAD GREAT BLOW PARRY: Parries with staff above the head to stop your
|
|
foe's most powerful overhead attack.
|
|
|
|
DUCKING HEAD: Causes you to duck underneath your foe's strike at your
|
|
head.
|
|
BODY PARRY: Parries with staff an attack at your mid-torso.
|
|
|
|
JUMPING UP TO AVOID LEG STRIKE: Causes you to jump up and avoid your
|
|
foe's attempt to strike your legs.
|
|
|
|
USING A MOUSE
|
|
|
|
If you have a mouse, you need to click on or near a certain area of Robin's
|
|
body or your foe's body in order to attack or defend. Here is how it
|
|
works:
|
|
|
|
OFFENSIVE MOVES:
|
|
|
|
OVERHEAD GREAT BLOW: Click above your foe's head.
|
|
HEAD STRIKE: Click on your foe's head.
|
|
BODY STRIKE: Click on your foe's body.
|
|
LEG STRIKE: Click below your foe's knees.
|
|
|
|
DEFENSIVE MOVES:
|
|
|
|
OVERHEAD GREAT BLOW PARRY: Click above Robin's head.
|
|
DUCKING HEAD: Click on Robin's head.
|
|
BODY PARRY: Click on Robin's body.
|
|
JUMPING UP TO AVOID LEG STRIKE: Click below Robin's knees.
|
|
|
|
USING A KEYBOARD
|
|
|
|
If you have only a keyboard, use your numerical keys as follows:
|
|
|
|
7 DUCKING HEAD 8 OVERHEAD GREAT BLOW 9 HEAD STRIKE
|
|
4 BODY PARRY 5 6 BODY STRIKE
|
|
1 JUMPING UP TO 2 OVERHEAD GREAT BLOW 3 LEG STRIKE
|
|
AVOID LEG STRIKE PARRY
|
|
|
|
USING A JOYSTICK
|
|
|
|
If you have a joystick, move to one of the 8 positions and click
|
|
|
|
|
|
OVERHEAD GREAT BLOW
|
|
|
|
|
DUCKING HEAD \ | / HEAD STRIKE
|
|
\|/
|
|
BODY PARRY --o-- BODY STRIKE
|
|
/|\
|
|
JUMPING UP TO AVOID LEG STRIKE / | \ LEG STRIKE
|
|
|
|
|
OVERHEAD GREAT BLOW PARRY
|
|
|
|
WARNING
|
|
|
|
On the following pages you'll find a "Click-Through" which gives tips
|
|
and instructions for starting the game.
|
|
|
|
If you're new to this sort of game, you may wish to read the Click-
|
|
Through to help you get a feel for how to play.
|
|
|
|
If you're an experienced game player, you may wish to skip reading
|
|
this so that no puzzles or discoveries are given away ahead of time.
|
|
|
|
CLICK-THROUGH
|
|
|
|
When the game begins, you'll find yourself standing in your cave which
|
|
lies inside the Outlaw Camp.
|
|
|
|
Click the EYE CURSOR onto various objects in the cave to gather
|
|
information about what is there that you might want.
|
|
|
|
Click the HAND CURSOR onto the horn. The horn in now in your Inventory.
|
|
To check this, go to the menu bar and click on Inventory. A window will
|
|
open up to show you that you're carrying the horn. Click the INVENTORY
|
|
SELECTOR to make the horn your Inventory Item. Click on "OK" to close the
|
|
Inventory window.
|
|
|
|
Click the HORN CURSOR on yourself to blow the horn.
|
|
|
|
Click HAND on the small chest to take money. If you like, you may open
|
|
your Inventory again to see the silver penny which shows that you have
|
|
money.
|
|
|
|
Walk outside to your Outlaw Camp.
|
|
|
|
Once you've spoken with the men who greet you outside, observe the
|
|
direction in which Little John went to reach the Overlook, and the
|
|
direction Will Scarlet took to the glade.
|
|
|
|
Leave the camp by going northeast, the direction Will took.
|
|
|
|
Continue to travel north through two forest scenes and you'll come to
|
|
the Shooting Glade.
|
|
|
|
Click TALK on Will. You may also TALK to the other outlaw.
|
|
|
|
Click HAND on the garland hanging on the tree.
|
|
|
|
Click BOW on the tree or garland.
|
|
|
|
You'll now be sighting down your own arrow, nocked on your longbow,
|
|
ready to fire. Move the BOW CURSOR until you've positioned the arrowhead
|
|
where you want it to be released. Click the BOW CURSOR to fire the arrow.
|
|
Click on your bow hand to nock another arrow.
|
|
|
|
When you've had enough practicing, click the WALK CURSOR anywhere to
|
|
leave this scene.
|
|
|
|
Walk south to the Outlaw Camp. Then walk due west through 3 forest
|
|
scenes until you come to the Watling Street Overlook. From this ridge, you
|
|
will be able to see the street down below without being seen. Pay
|
|
attention to what Little John tells you.
|
|
|
|
Remain where you are after Little John has greeted you and left. Soon,
|
|
you'll see a Sheriff's Man dragging a peasant woman down the street. Click
|
|
EYE on them to get more information.
|
|
|
|
To intercept them, walk down the ridge or to the left of the screen, or
|
|
click WALK on the road, or click HAND on the man or woman.
|
|
|
|
You will come onto Watling Street and confront the Sheriff's Man. This
|
|
would be a good place to Save your Game. Think carefully, for what you may
|
|
do, say, or offer, will determine this woman's fate.
|
|
|
|
ADDITIONAL TIPS
|
|
|
|
Sometimes you need to talk to a person more than once to learn all he or
|
|
she has to say. You might click TALK on the same character a number of
|
|
times before the character begins to repeat himself.
|
|
|
|
Stop and save games often, especially when you think you're coming up on a
|
|
dangerous situation.
|
|
|
|
BIBLIOGRAPHY
|
|
|
|
NON-FICTION
|
|
|
|
A Complete Guide to Heraldry, by Arthur Charles Fox-Davies
|
|
Published by Bonanza Books. ISBN 0-517-26643-1
|
|
|
|
A History of England by Goldwin Smith, Charles Scribner's Sons
|
|
|
|
A Traveller's Guide to Early Medieval Britain by Anthony Goodman
|
|
Published by Routledge & Kegan Paul. ISBN 0-7102-0942-8
|
|
|
|
A Traveller's Guide to Norman Britain by Trevor Rowley.
|
|
Published by Routledge & Kegan Paul. ISBN 0-7102-0687-9
|
|
|
|
A Traveller's Guide to Royal Roads by Charles Kightly.
|
|
Published by Routledge & Kegan Paul. ISBN 0-7102-0689-5
|
|
|
|
Arms and Armour by Vesey Norman, Weidenfeld and Nicolson, London
|
|
|
|
Bowmen of England by Donald Featherstone, New English Library (Times
|
|
Mirror), #450016269
|
|
|
|
Encyclopedia of Archery by W.F. Paterson, St. Martin's Press, ISBN
|
|
0-312-24585-8
|
|
|
|
Encyclopedia of World Costume by Doreen Yarwood, Bonanza Books, ISBN
|
|
0-517-61943-1
|
|
|
|
Folklore, Myths and Legends of Britain by Reader's Digest
|
|
Association Limited, London
|
|
|
|
Games of the World compiled by Frederic Grunfeld, Rand McNally
|
|
Company, ISBN 0-03-015261-5
|
|
|
|
History of England by G.M. Trevelyan, Doubleday & Co.
|
|
|
|
Latin for All Occasions by Henry Beard, Villard Books/Random House,
|
|
ISBN 0-394-58660-3
|
|
|
|
The Outlaws of Medieval Legend by Maurice Keen, Dorset press ISBN
|
|
0-88029-454-X
|
|
|
|
Putnam's Dark and Middle Ages Reader: Selections from the 5th to 15th
|
|
Centuries, edited by Harry E. Wedeck, G.P. Putnam's Sons, Library of
|
|
Congress Catalogue Card Number 64-13026
|
|
|
|
Priestesses by Norma Lorre Goodrich, HarperCollins ISBN 0-06-097316-1
|
|
|
|
Reading the Past: Mathematics and Measurements by O.A.W.
|
|
Dilke, published by University of California Press, ISBN 0-520-06072-5
|
|
|
|
Robin Hood by J.C. Holt, Thames and Hudson Ltd., London (available
|
|
through Barnes & Noble) ISBN 0-500-27541-6
|
|
|
|
The Singing Tradition of Child's Popular Ballads, edited by Bertrand
|
|
Harris Bronson from the collections of Francis James Child, Princeton
|
|
University Press
|
|
|
|
The White Goddess by Robert Graves. Published by Farrar, Straus and
|
|
Giroux, New York.
|
|
|
|
The Woman's Dictionary of Symbols & Sacred Objects by Barbara G. Walker,
|
|
Harper & Row, ISBN 0-06-250923-3
|
|
|
|
The Woman's Encyclopedia of Myths and Secrets by Barbara G. Walker,
|
|
Harper & Row, ISBN 0-06-250925-X
|
|
|
|
FICTION
|
|
|
|
The Age of Chivalry, medieval romances, poetry and myths translated by
|
|
Thomas Bulfinch, New American Library
|
|
|
|
Ivanhoe by Sir Walter Scott, annotated and illustrated edition by Felix
|
|
Gluck Fress, Ltd., Twickenham, Great Britain, ISBN 0-679-20394-X
|
|
|
|
Richard the Lion-Hearted, medieval romance translated by Bradford B.
|
|
Broughton, E.P. Dutton & Co.
|
|
|
|
Robin Hood, by George Cockburn Harvey, illustrated by Edwin John Prittie.
|
|
Published by John C. Winston Co. in 1923 (my personal favorite!)
|
|
|
|
The Adventures of Robin Hood & His Merry Outlaws by J. Walker McSpadden
|
|
and Charles Wilson, illustrated by Howard Pyle and Thomas Heath Robinson.
|
|
Greewich House Classic Library ISBN 0-517-43602-7
|
|
|
|
|
|
|
|
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|
|
Another file downloaded from: The NIRVANAnet(tm) Seven
|
|
|
|
& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
|
|
Burn This Flag Zardoz 408/363-9766
|
|
realitycheck Poindexter Fortran 510/527-1662
|
|
Lies Unlimited Mick Freen 801/278-2699
|
|
The New Dork Sublime Biffnix 415/864-DORK
|
|
The Shrine Rif Raf 206/794-6674
|
|
Planet Mirth Simon Jester 510/786-6560
|
|
|
|
"Raw Data for Raw Nerves"
|
|
X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
|