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    FAQ/Walkthrough by AltMorgaineDax

    Version: 1.0 | Updated: 09/20/03 | Search Guide | Bookmark Guide

       Robin Hood: Conquest of the Longbow - Walkthrough
         This document Copyright 2002 Alicia Belliveau
                         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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