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- 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
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- Encyclopedia of Archery by W.F. Paterson, St. Martin's Press, ISBN
- 0-312-24585-8
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- Encyclopedia of World Costume by Doreen Yarwood, Bonanza Books, ISBN
- 0-517-61943-1
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- Folklore, Myths and Legends of Britain by Reader's Digest
- Association Limited, London
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- Games of the World compiled by Frederic Grunfeld, Rand McNally
- Company, ISBN 0-03-015261-5
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- History of England by G.M. Trevelyan, Doubleday & Co.
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- Latin for All Occasions by Henry Beard, Villard Books/Random House,
- ISBN 0-394-58660-3
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- The Outlaws of Medieval Legend by Maurice Keen, Dorset press ISBN
- 0-88029-454-X
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- 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
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- Priestesses by Norma Lorre Goodrich, HarperCollins ISBN 0-06-097316-1
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- Reading the Past: Mathematics and Measurements by O.A.W.
- Dilke, published by University of California Press, ISBN 0-520-06072-5
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- Robin Hood by J.C. Holt, Thames and Hudson Ltd., London (available
- through Barnes & Noble) ISBN 0-500-27541-6
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- 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.
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- The Woman's Dictionary of Symbols & Sacred Objects by Barbara G. Walker,
- Harper & Row, ISBN 0-06-250923-3
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- The Woman's Encyclopedia of Myths and Secrets by Barbara G. Walker,
- Harper & Row, ISBN 0-06-250925-X
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- FICTION
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- The Age of Chivalry, medieval romances, poetry and myths translated by
- Thomas Bulfinch, New American Library
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- Ivanhoe by Sir Walter Scott, annotated and illustrated edition by Felix
- Gluck Fress, Ltd., Twickenham, Great Britain, ISBN 0-679-20394-X
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- Richard the Lion-Hearted, medieval romance translated by Bradford B.
- Broughton, E.P. Dutton & Co.
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- Robin Hood, by George Cockburn Harvey, illustrated by Edwin John Prittie.
- Published by John C. Winston Co. in 1923 (my personal favorite!)
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- 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
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