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- S K I D R O W
-
- Proudly Presents:
-
- The Docs for:
-
- The Legend of Robin Hood: Conquests of the Longbow
-
-
-
- The Druid Trees
-
- Here are the trees with Druid names which are used in The Conquests
- of the Longbow:
-
- Rowan...Luis Birch...Beth Ash...Nion
- Elder...Ruis Blackberry...Muin Holly...Tinne
- Alder...Fearn Willow...Saille Hazel...Coll
- Oak...Duir Ivy...Gort Fir...Ailm
- Pine...Ochtach Poplar...Eadha Yew...Idho
-
- Gemstones
-
- 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 the 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.
-
- 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.
-
- 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 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.
-
- Pieces that line up diagonally or without being connected by a line do not
- count.
-
- 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).
-
- Customized Icons
-
- There are two customized icons in The Conquests of the Longbow: BOW & MAP.
-
- 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
- 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 of to make your final choice. This will
- close the Money Window and give the money to the person or thing, if you
- choose 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, it refers 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 form 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 Arcade sequences 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
-
- Using the 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/JOYSTICK
-
- Use/Move the numeric keypad/joystick as follows:
-
-
-
- 7/Ducking Head 8/Overhead Great Blow 9/Head Strike
-
-
- 4/Body Parry 6/Body Strike
-
-
- 1/Jumping Up to 2/Overhead Great Blow Parry 3/Leg Strike
- Avoid Leg Strike
-
-
- 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.
-
-
-
- Please Note:
-
- If you enjoy this game, please support Sierra by purchasing the original!
-
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