Robin Hood: Conquest of the Longbow - Walkthrough
This document Copyright 2002 Alicia Belliveau
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Version 1.0
Table Of Contents
1. Introduction
2. Walkthrough
3. Gemstone Answers
4. Coat of Arms Descriptions
5. Druidic Tree Names
1. Introduction
You play Robin Hood, the famous outlaw of Sherwood
Forest. Your goal is to rescue the true King of
England, Richard the Lionheart, by raising enough
ransom money. And to capture Maid Marian’s heart
while you do it. ;) You’ll have all your merry men
with you to offer advice and comments along the way.
This walkthrough will (hopefully!) guide you through
the game towards the best possible ending.
2. Walkthrough
DAY ONE
You start each day off in your cave. Get your horn
off the wall and your money out of the small box. Go
outside, where your men will talk to you. Follow
Will up north to your shooting glade. Give Simon a
small bit of money and practice shooting if you’d
like. From your camp, go left 3 times to the
Outlook. Note that you can use the map to reach here
immediately now. After Little John talks to you,
wait for the peasant woman to arrive at Watling
Road. Go down and shoot the sheriff’s man to save
her. When she is about to leave, give her a bit of
money as well. Visit the Widow and her three sons to
end the day.
DAY TWO
A cobbler named Lobb will want to speak with you.
You’ll need a lady’s slipper to prove your identity
though. Wander around in the forest and you’ll come
across Marian being attack by a monk. Kill the monk
and get the slipper.
DAY THREE
Go to the Overlook and wait for a beggar to appear.
Go talk to him and offer him money for his clothes.
After you’re disguised, head to town to the
cobbler’s. Give Lobb the slipper and get the silver
comb in return. Leave town and talk to your men.
DAY FOUR
Go to the Outlook again. When the poacher appears,
kill the guard that is holding him captive. Give the
poacher some money to send him on his way. Go find
to Marian at the willow grove and give her the
silver comb from Lobb, and show her your emerald.
She’ll ask you to find her druid hand scroll for
her.
DAY FIVE
Go to the Widow’s house and talk to her and Tuck.
You’ll find out that her three sons have been
captured and you’ll have to rescue them. Go to the
Outlook. Note that you can switch days 5 and 6,
depending on which monk you stop. I usually stop the
black robed monk first. You’ll have to kill him in a
staff fight to get his possesions. Once you do,
dress up in his robe and go to the Fen monastery.
Blow the flute by the river to call the monk to take
you across the river. Don’t speak, touch or walk
while you’re on the boat though. Give the monk at
the gate your flute and pouch of gemstones. You’ll
have to pass three riddles to gain entrance. Once
inside, go to the middle of the monastery to talk to
the Prior. Once he leaves, head to the NW room,
where Fulk is held. Release him as soon as the Prior
leaves. Go to the SE room. Offer to get the Prior
more wine and spill it over him. Get Fulk’s scroll
from the desk, and Marian’s scroll from the wall.
Return to Fulk and give him his scroll. Follow him
to the secret room. Give him a bit of money and get
on the boat. Click on the gargoyles faces that look
“thoughtful”, “lean and hungry”, and “foolish” to
escape. Fulk will give you the Water Ring before he
departs.
DAY SIX
Go to the Outlook and take the robe from the brown-
robed monk. Enter the town and the castle wearing
the robe. Bribe the guards with a penny to see the
three boys in prison. Then enter the Abbey. Go to
the laundry room and get the 3 robes. Go north and
explore the hedge maze and the court, you’ll need to
get through it later. Go the SW room where the Abbot
is playing with a puzzle. He’ll ask you to get him
some ale, so take the cask and head to the pub. Give
the cask to the bartender. Then play Nines Men
Morris with Harry and bet some money. Win the game
and get a piece of amethyst. Go through the gate and
then open the 2nd barrel. Follow the hidden passage
right until you enter the Abbey. Drink with the
Abbot, but put your amethyst into your mug first.
Keep talking to the Abbot until he passes out. Steal
his money pouch. Take the cask, and go to the
abbot’s room. Find the puzzle box under the third
pillow, and then replace the pillow. Go back to the
pub, pay the abbot’s tab, and give the bartender
another cask. Watch the cask being lowered from the
ceiling, and go through the secret passage. Go north
and watch the guards leave. Put 3 pennies and 1
farthing on the table and quickly leave. When they
see the money and leave, open the door to the boys.
Use the belts to make a robe and go back to the pub.
Bless the sheriff as you leave and go to the Widow’s
house. She’ll give you a golden net.
DAY SEVEN
Go to the willow grove and Marian will be there.
Give her the hand scroll, and she’ll show you the
ancient druid hand code. (If I were you, I’d use the
print screen button on your keyboard when the
letters appear to you can have a copy of the code.)
Then show Marian the emerald and she’ll give you
something in return. ;) Now go to the Green Man area
and walk south. Wait for a pixie and catch it with
the net. It’ll take you to the Green Man and awaken
him. Answer the riddles to turn back to a man.
Answers include Comb, Fur, Snow, Cheese, Wood,
Feather, Beehive, Coin and Eye.
DAY EIGHT
Go to the Outlook and meet the yeoman. Offer him
money for his clothes, and go to the fair in town.
Give a farthing each to the 2 beggars around the
fair, buy scented oil and a scarf for Marian and pay
to have your fortune told. Find the scholar and
identify the Coat of Arms. Give him Marian’s hand
scroll and he’ll give you some money. Go pay the
entrance fee for the shooting contest, and win.
(Don’t set arcade to the lowest level or you won’t
gain points for winning). Go back to your camp.
DAY NINE
Wander in the woods until several of the sheriff’s
men start to chase you. Run to a Druid grove, look
at a tree, and spell the druid name for the tree in
the hand code. Wait until the men leave. Go to the
Outlook and look for a well-dressed man in blue. Go
talk to him. He’s a jeweler headed to meet with the
Sheriff. Buy his clothes by clicking the hand icon
on him twice. Use his gem rouge on yourself to dye
your beard. Head into town and enter the castle.
Talk to the Sheriff and his wife and show them the
jewels from the jeweler. Keep talking until you
convince the Sheriff to enter the woods with you.
Marian will come to supper later that night and tell
you about the Queen’s Knight.
DAY TEN
Marian has been captured and is to be tried as a
witch this day. You’ll need the ring of fire to save
her life. It’s in the puzzle box from the Abbey.
Read Fulk’s scroll, and write down the first letter
of the names of everyone that spoke. Then use the
letters to open the puzzle box. Put on the ring. Use
your horn to call all your men and listen to their
plans. Choose Little John’s to keep all your outlaws
alive. Go into town, and enter the pub. Convince the
bartender to let you in the secret tunnels to save
Marian. Use them to go into the Abbey and the hedge
maze. Work your way through it quickly to save
Marian. Take her to the willow grove and use the
emerald on her to save her life. Remember the
password she gives you.
DAY ELEVEN
Call all your men at your camp again. Listen to
their plans and use Friar Tuck’s. You’ll capture the
treasure this way.
DAY TWELVE
The Sheriff’s men are tromping through the forest
again. Change into a tree to elude them. After you
do, go to the Outlook. Your men will be waiting
there with the Queen’s Knight. Use the hand code to
give him the password twice. As he is not the real
Queen’s Knight, shoot him. Call Little John. Search
the body for the letter, and show it to Little John.
DAY THIRTEEN
Go to the Monastery. Wear the Water Ring to call the
will’o’wisps. They’ll show you a boat, so follow
them through the mists. When you get to a tower
wall, use the hand code and the druid word for Ivy
to climb it. Enter the tower window quickly and give
the real knight the letter. Spell the password with
the hand code and escape with him out the tower.
If you’ve done all this, you should get the best
ending in the game, which includes full pardons for
you and all your men and the hand of Lady Marian. ;)
3. Gemstone Answers
------A------
---T---S---C—
-L—--AM-J----
---O------Q--
When you try to enter the Fen, You’ll have to pass
the gemstone test. The pouch of gemstones is roughly
shaped like this.
A = Agate
T = Turquoise
S = Sapphire
C = Carnelian
L = Lapis Lazuli
O = Opal
AM = Amber
J = Jet
Q = Quartz
Answer the riddles by choosing the three correct
stones.
Q: My trees are… A: Agate, Carnelian, Quartz
Q: I am old and my… A: Amber, Opal, Quartz
Q: Sadness weighs… A: Agate, Carnelian, Opal
Q: The drought… A: Agate, Jet, Lapis Lazuli
Q: I must go to… A: Lapis, Quartz, Sapphire
Q: I must ride upon… A: Jet, Sapphire, Turquoise
Q: I have three… A: Agate, Lapis, Sapphire
Q: Demons dance… A: Carnelian, Jet, Opal
Q: I would comfort… A: Carnelian, Jet, Opal
Q: I will seek out… A: Agate, Jet, Lapis Lazuli
Q: Alas, a sadness… A: Agate, Amber, Turquoise
Q: In summer, my… A: Jet, Lapis, Sapphire
4. Coat Of Arms Descriptions
6 small birds on red = The South Saxons
White cross on red = Christian Britanies
3 swords and red = The East Saxons
3 joined legs on red = The King of Man
Silver cross on blue = Christian West Saxons
Golden cross on blue = Later Saxon Monarks
Golden harp on blue = The Kings of Ireland
White X on blue = The Mercian Kings
2 red lions on yellow = The Norman Kings
3 red lions on yellow = The Andegavion Kings
Black bird on white = The Danish Kings
Red lion on white = The Cornish Kings
5. Druidic Tree Names
English Druid
Rowan Luis
Holly Tinne
Ash Nion
Blackberry Muin
Oak Duir
Alder Fearn
Hazel Coll
Pine Ochtach
Ivy Gort
Poplar Eadha
Elder Ruis
Birch Beth
Yew Idho
Willow Saille
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