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Software Vault: The Gold Collection
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1993-06-20
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Walkthrough for
Robin Hood:
Conquests of the Longbow
By: The PC Chick
Hints: If you are a first time adventure game player, there are a
few things you might want to know.
1) To find out what all the different icons mean, move your mouse
to the top of the screen (or press ESC). At the right-hand side
you will see an icon with a question mark on it. Choose that
icon and move the little question mark to another icon. Click it.
You will received a short explanation for that icon.
2) For speedy icon changes, hit the right mouse button. You will
see the next icon in line. Obviously, the left mouse button
activates the icons.
Well, now I've given you some beginning instuctions, so let's
begin!
Day One
You start out standing in your cave. First, you should pick
up your horn. (That will give you 50 points) Next walk over and
take your money from your money chest. (Another 50 points)
Finally, walk out of your cave.
After you've spoken with your men, walk west until you reach
the Overlook. Watch the road for a couple of seconds, and soon a
Sheriff's man will come along with a peasant woman as his
prisoner. Take your bow and arrow and shoot the soldier. (100
pts.) Make sure you give the woman a coin or two as she's walking
away. (50 pts.)
Next you should go to the practicing glade. (It's 2 screens
north from your camp.) There you'll meet Will and Simon. Give
Simon some money, too. (10 pts.) Will asked you to show Simon
your skills, didn't he? Well, go ahead because you have to know
how to shoot well for the tournament you'll be in later. (NOTE :
To refill your bow, click the bow and arrow icon on your hand.)
If you want to leave just change your icon to walk and click it
on the green grass or something. Also, you can come back to
practice later anytime!
Finally, you should go visit the widow. (You can find her on
the shortcut map.) You won't get any points for visiting her but
your day won't end otherwise.
Day Two
First of all, did you enjoy your dream? Obviously, you're
starting out in your cave again. However, since you slept in
your clothes, you don't have to pick anything up.
Go outside and have another little conversation with your
men. When you're left all alone, go to the willow grove. From
the grove, follow these directions in the order given: (NOTE:
each direction will be a new screen.)
east, north, west, west, east
There Marian, the girl you dreamed about, will be fought by
a Fens monk on horseback. I hope you have good reflexes, for you
have to shoot the monk, (100 pts.) and if you wait too long the
monk will win!
Naturally, Marian will thank you. Then she will throw you
her slipper. (If you were paying attention, you'll know that
Marian's slipper is the one you need to give to Lobb.) Pick it
up. (100 pts.) Then blow your horn. After talking to your men,
walk away, and the second day will end.
Day Three
Hmmmm . . . this looks familiar, doesn't it? Well, walk out
again. This time no one is here to greet you.
That's okay, you have business to attend to anyway. Before
you can step inside the town, you have to ditch your outlaw garb.
Easy enough. Get out your shortcut map and go to the Overlook.
In a few saeconds a beggar will come along. Give the poor guy a
farthing. (100 pts.) Soon he will be on his way - with you
wearing his clothes!
Next go to town, the cobbler's, to be exact. Talk to him
all you like, and then give him Marion's slipper. (25 pts.)
Eventually he'll give you a silver comb. (25 pts.) When Lobb's
done talking to you, return to the forest. This will cause the
end of Day Three.
Day Four
Ahh, home sweet home. Step outside, please. Will will be
there to greet you.
It's time for another visit to the Overlook. Here you'll
see a scene similiar to Day One - a Sheriff's man with a
prisoner. The only difference is that the prisoner is a man. If
you feel like it, you can talk to the two guys and find out the
situation. Otherwise, just shoot the soldier. (100 pts.)
Again, when the man is walking away, give him a farthing. (50
pts.)
Now travel to the willow grove. Marian will be there. Talk
to her, and give her the silver comb. (50 pts.) Then show her
the green emerald from your dream. (50 pts.) When she leaves,
follow her. Day Four is now gone.
Day Five
Please note that Days Five and Six can be interchanged,
depending on which robe you get first. (You'll hear about the
robe in a second.)
Once again, you're in your cave. Nothing to do here, so go
outside. (By the way, if you haven't noticed, every day starts
out in the cave. So, if you don't mind, please automatically go
outside. However, saving your game in the cave is a good idea,
and there is one time when you'll want to stay in the cave. I'll
tell you about that later.)
Anyway, once outside, you will speak to Alan-a-Dale. He'll
tell you that Friar Tuck is at the Widow's. When Alan leaves,
visit the Widow yourself to get the whole story.
Sad, isn't it? You'll start on your mission immediately.
Go to the Overlook.
Here's where two different things could happen. (Both will
happen eventually.) At the Overlook you'll see two monks walking
in different directions. One will be in a black robe, and the
other will be in a brown robe. You should go down to greet them.
If you stop the one in the black robe, keep reading. If you stop
the one in the brown robe, skip to Day Six and come back here
later.
So now you've stopped the black-robed monk, right? Talk to
him as long as you want. Then threaten him with your bow. The
monk will challenge you to a quarterstaff duel. Accept.
If your arcade is low, it will be very easy to beat him. If
you put it down to 0, you will automatically win. However, you
won't get the points for it, and later you may not win the game.
(100 pts.)
Okay, now that you're wearing the monk's clothes, go down to
the monastary. (If you don't know where that is, look on your
shortcut map. It's the place in the middle of all the water.)
Click the walk incon down by the monastary and Robin will walk
down to the water's edge.
If you haven't checked your inventory, look at it now.
You'll see a whistle. Take it and blow it. (25 pts.) A monk
will come along in a boat. Go with him.
When you reach the monastary you'll have to give the guard
your whistle. Then give him the bag of gemstones you found in
your inventory. Surprise! It's riddle time! To solve them, look
at your Gemstone Lore in your handbook. (NOTE: For an easy,
surefire way of solving them, save your game right after the
guard gives you each riddle. That way you'll get the same one if
you mess up!) (100 pts.)
Anyway, now you're in, right? First you need to go to the
refectory and see the Prior. Leave when he leaves and go to the
top left tower. In there the Prior will be yelling at a
prisoner. He'll tell you to take care of him. You'll take care
of him all right - you pull the rope and let him free! (100 pts.)
Well, Fulk tells you to get his scroll of verses, so hop to
it! Walk to the bottom right tower, climb the stairs and go in.
The Prior will be there, but don't worry about him. Instead,
look at the wall with all the scrolls. First find the scroll
that Marian told you to find. (100 pts.) Then look at the scroll
that is about the history of the monastery, but lists no author.
If you can't find it, just remember this : "When you've touched
the face of wisdom and the face of that which hungers, then will
the fool's tongue be loosened and the path be made clear." (This
is part of a quote from that scroll - the only part you need.)
Now it's the Prior's turn. Take his wine glass. You'll
"accidentally" spill it and he will leave. Take the scroll he
put down, (150 pts.)and give it to Fulk (300 pts.).
Get in the boat Fulk takes you to. Give Fulk some money.
(25 pts.) (You'll get 10 pts. for following Fulk, too.) Next
touch "the face of wisdom." Then touch "the face of that which
hungers." Finally, pull "the fool's tongue." (100 pts.) When
you get to shore, Fulk will give you a present. (25 pts.)
Well, I just know you're thinking, "Finally! That was a
long day!" Guess what? The next day is even longer!
Day Six
Well, you walk out and see Much there. He talks to you,
but now it's time for action - you have to save the widow's sons
before sunset.
Since you visited the widow yesterday, you should go
straight to the Overlook today. The brown-robed monk you saw
earlier should be there again.
As Robin will soon tell you, it's useless to converse with
this monk. Instead, click the hand icon on the monk. Do NOT
threaten him with your bow, or you will lose points later instead
of gaining them. In a few minutes you will be wearing the brown
robe. (75 pts.)
It's time to visit Nottingham. Once there you should visit
the castle. You need to bribe the guard into letting you see the
prisoners. The least you can give him and still get in is 3
farthings. (50 pts.) Then all you need to do is watch until you
leave the castle again.
Now go to St. Mary's. (10 pts.) When you're inside, find
the laundry room and enter it. You will see three other robes
hanging out to dry. Pick them up. (50 pts.)
Next go to the Refectory. The Abbot will be inside. He may
think he won't be troubled by Robin Hood, but he's got another
thought coming! Anyway, the first thing you should do is talk to
him. He'll tell you to get him some more ale. Even though he
asks you to leave it there, take the ale cask with you. (25 pts.)
Then trot Robin down to the pub. (You should have seen the pub
when you went to visit Lobb and when you went to St. Mary's.)
There are a few things you need to do in the pub. First,
look up at the bucket being lowered by a string from the ceiling.
(10 pts.) Then give the Innkeeper the ale cask. (25 pts.) He'll
tell you about a short way back, which we'll deal with later. At
the pub you also need to play Harry and win at nine men's morris.
Talk to him twice, and when you sit down, place your bet. Even a
farthing will do. Before you start playing you should save your
game.
Nine Men's Morris isn't too hard to play. The goal of it is
to take away the other player's pieces. You can only take one
away if you get a mill, which is three pieces in a row, either
horizontally or vertically. One trick is to get two mills that
share a common man. That way you can move your man back and
forth and take Harry's man every time. Another trick is to just
get one mill. At each turn you can move one of the pieces in your
mill, and the next turn move it back again. You will take
Harry's man every other turn that way. Either strategy should
allow you to win eventually. SETTING UP TIPS: Keep a look out
for Harry's mills, and try to block them before he finishes them.
Also try to set up mills for yourself, and try not to trap your
pieces so they won't be able to move. Well, I guess that's about
it.
When you've won the amythest,(50 pts.) leave the pub by way
of the secret passage. (Just click the hand icon on the barred
cellar door.) Once you're in the cellar, turn the tap on of the
second barrel to discover a false front. (100 pts.) (Make sure
you pick the TAP, not the barrel itself.) Anyway, the tunnel
turns in two different directions. For now, go right. Then keep
going until you reach St. Mary's. Enter it by clicking the hand
icon on the tapestry. When the Abbot asks you to drink with
him, say yes. Then hurry up and put the amethyst in your mug.
(50 pts.) Now you'll be able to outdrink the Abbot. While you're
drinking, talk to him five times. (25 pts.) When he's off in
dreamland, search him and take his money. (10 pts.) Also take
the empty cask.
Remember when the Abbot told Brother Bruce to unlock his
bedroom door? Well, that's where you have to go. You have to
get the puzzle box. Pick up the Abbot's third pillow. There it
is! (25 pts.) Now put the pillow back. (10 pts.)
Don't play with the puzzle box now, unless you want to get
killed. Instead, go up to the Chapel. Open the left brown door.
(10 pts.) I'll try to tell you how to go through the hedge maze,
but if my directions don't make sense its not too hard to figure
out.
1) Go north. 2) Follow the winding path to the first north
opening. ( the one that's not a dead end!) 3) Take the 2nd
passage left. 4) Walk around the wall and go right. 5) Walk
around the wall and go left. 6) Open the door in the wall. (100
pts.) (NOTE: If you're having trouble guiding Robin through the
walls of the maze, try clicking the icon a little bit higher
above the wall you're trying to walk around. Otherwise, the game
will think you're trying to go back.)
There's no other way to leave the Witch's Court except the
way you came. Just reverse the directions I gave you. (Once
again, if I didn't make sense you can probably figure it out.)
Okay, you're finally done with St. Mary's. Next, go to the
pub. Give the empty cask to the innkeeper. (10 pts.) Then pay
the Abbot's bill (12 pennies). (20 pts.) Finally, go back into
the secret tunnel.
This time, you should go left. Take a peek in the secret
hole in the door. Quickly, when the guards leave, go in and
leave 3 and a half pennies on the table. (75 pts.) Then dash out
again.
All right! They're gone! (100 pts.) Open the door again
and then open the trap door. You can't save Hal, Hob and Dicken
without a ladder right? Wrong! Just use the monks' robes. (150
pts.)
The last step is to get the lads out safely. No problem -
just go out the way you came (through the secret tunnel and pub).
(50 pts.) To answer Hob's question: yes, go through the
Sheriff's party. And by the way, don't worry about blessing the
Sheriff. Just speak to him and the computer will think one up
all on its own. (10 pts.)
Well, you actually freed the boys, safe and sound. (300
pts.) For that, the widow wants to give you a gift, a golden
net. (50 pts.) Don't worry, you'll definitely need it later!
(Don't forget to go back to Day Five if you need to!)
Day Seven
Today's the exception for the cave: you need to open the
puzzle box. First read Fulk's scroll. (Go into your inventory,
click the hand icon on it, and the click the eye icon on it.)
Copy down the first letter of each tree listed. (In every game
its different so I can't give you that answer.) Then punch the
letters, in that order, into the puzzle box. Now you have the
Ring of Fire! (100 pts.)
Now go out and travel to the willow grove. Marian will be
there. Give her the hand scroll. (200 pts.) You might want to
save your game right before she shows you the scroll, because
you'll need to copy it down and unless you're superfast you'll
never get it done in one time.
Anyway, after you do that for the last time, show Marian the
emerald again. (50 pts.)
Next you have to catch the Pixie to get the forest's
protection. You can do it anywhere in the forest, but I like to
go the the old oak. Then I go one screen north. You could stand
around waiting all day for the Pixie to come, or you can blow
your horn. Each time Will will come, and as soon as he
leaves,(or almost as soon as he leaves) the Pixie will start
running across the screen. Quickly, go up to your inventory and
get the golden net. Then throw it on the ground in the Pixie's
path. (If you miss, just blow your horn again.) Now the Pixie
will be in your net! (10 pts.)
Of course, when the Pixie says to follow him, do so. Then
try to answer the Old Oak's riddles. (See why you had to copy
that code?) If you don't want to figure them out, you can find
the some answers in the back of this walkthrough. Otherwise,
just think about it - it's not too hard. When you've answered
all three, walk away and the day will be over. (200 pts.)
Day Eight
I'm sure this is a day you've all been waiting for - the
Saturday Fair! However, you can't just go, you must get some
other clothes first.
Once again go to the Outlook. A Yeoman will be walking down
the street. Go out to meet with him. Talk with him awhile, and
then give him some money. Soon both Robin and the Yeoman will be
walking away with different clothes! (100 pts.)
Now you can go to the fair. As you know, there are a few
jobs needed to get done there.
When you first go left (on the first side of the board) you
should see a beggar. Give him a farthing. (10 pts.) The next
screen left should have an Apothecary. Go to him and buy his
last rose oil. (25 pts.) On the next screen you should see
another beggar lying on the ground. Give him a farthing, too.
(10 pts.) By now you should see a scholar dressed in black with
a black beard. Talk to him. You probably want to refer to your
book to pick the right coat-of arms. (If you have lost your book,
you can easily pick the right coat-of arms by saying no to both
of the choices the first time. Then talk to him again. The
choice he repeats from the first time is the right one!) Anyway,
as soon as you choose the right coat-of arms, (100 pts.) give him
the hand scroll. (50 pts.) You might as well accept the coins he
offers you, since it doesn't harm you. At the end of the divider
you should see a man selling scarves. Buy one. (25 pts.) Next
you should come to a fortune teller. Give in your money and have
your fortune told. (25 pts.)
Next go one more screen to the left to attend the
tournament! First give in the penny. (What else can you do?)
By the way, if you don't have the arcade on you won't get any
points for winning the arrow. However, it's real easy to win if
you have it on the bottom notch. (200 pts.)
Day Nine
You start out the day by eluding the Sheriff's men. From
camp, go three screens south, go east, and when you see the
guards go back west again. Hand code "duir." Then put on the
map and pick on the old oak tree. Hand code "duir" there and
the guards will pass you. (75 pts.)
Now go to your favorite place - the Overlook. Stop the guy
you see coming down the road. He claims he has no jewels, but he
must, since he's a jeweler, right? So you have to outsmart him.
Click the hand icon on him twice. Soon you and the jeweler will
have switched clothes. (100 pts.) By the way, you don't want to
threaten him with your bow, or you'll just lose points.
Before you get to the castle, open the jeweler's rouge and
put it on Robin. (25 pts.)
Talk to the guard and he'll let you into the castle. (10
pts.) Then talk to the Sheriff and his wife and then put the
jewels on the table. They won't accept them? Take them back,
and see what happens. (300 pts.)
Day Ten
First of all, put on your ring of fire. Then, when you're
still by Little John, wind your horn. The men will all give you
ideas for Marian's rescue, but John's plan is best. (500 pts.)
Now go talk to the innkeeper in the pub about letting you
go through the secret passage. Since everyone is at the Witch's
Court, you don't need to wear a disguise. (You'll need to talk
to the man three times.) (50 pts.)
All right, the next thing you need to do is follow the
tunnel to St. Mary's. Once in St. Mary's, go to the Chapel and
open the left door. If you can't remember how to get through the
labyrinth, refer to my instrucions in Day Six. (You might want to
save your game here in case you mess up.) And hurry!
When you reach the door, wait a second or two and Little
John will come. Together, you and your men will rescue Marian.
(500 pts.)
Can you figure out how to heal Marian? It's easy - use the
heart-stone on her. (300 pts.) Don't forget to write down the
password she gives you, because it's different each time.
Day Eleven
Today is short and easy. As soon as Tuck gives you his
news, call up your men. Tuck's plan is the best this time. (500
pts.) Your men will get to seize the treasure. (500 pts.)
That's it! Now rest up for day twelve.
Day Twelve
You start out the day by eluding the Sheriff's men.
(Does this sound familiar?) Once again, from camp, go three
screens south, go east, and when you see the guards go back west
again. Hand code "duir." Then put on the map and pick on the old
oak tree. Hand code "duir" there and the guards will pass you.
(75 pts.) If the guards catch you before you get to go three
screens south, just keep running south. When you reach the
grove, spell out "duir" right away, and then go to Father Oak.
(There's probably an easier way to do this, but this is the way
it works for me.)
Anyway, from the old oak, go to the Overlook. Your men will
have stopped a knight. Spell out, in the Druid code, the
password Marian gave you. (50 pts.) Hmmm . . . it seems that the
knight does not understand! Don't repeat it to him, just slowly
back away and shoot him. (50 pts.) This guy was a FALSE knight!
To prove it, search his body. (50 pts.) Then summon Little John
with your horn. Show him the letter that was on the knight. (50
pts.) Walk away, and your day will end.
Day Thirteen
This is your last day! Are you excited?
When you wake up, take off the Ring of Fire and put on the
Ring that commands Water. Then go down to the Monastery.
Talk to the Will-o-th'Wisps. They will bring you a boat.
Follow the spirits very carefully, and don't go ahead of them.
When you get there, climb up and use the Druid code to talk to
the vines. All you need to do is spell out their Druid name,
"gort." (25 pts.) (The Druid name for this plant can be found in
your handbook.)
Of course, you're supposed to climb up the vines and into
the window. (25 pts.) To prove to the Queen's knight that you're
a friend, give him the letter you found off the false knight.
(100 pts.) Then, in the Druid code, spell out the password
Marian gave you. (50 pts.) Finally, if your arcade is on, you'll
receive 100 pts. for escaping down the tower. (It would be VERY
wise to save your game when it asks you!)
You did it!!!
Have fun watching the rest of the story!!!
Ooops . . . I almost forgot something. I promised to tell you
some of the answers to the riddles. Well, here they are:
snow, comb,
feather, eye,
hive, fur,
coin, and cheese.
There! That's everything, I guess. I hope you had fun!