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 USA/FLT                 United Software Association                 USA/FLT 
                            Fairlight PC Division                            
                               USA-DoX Department

                               Proudly Presents

                         Conquest Of The Longbow Solve

                                     From
                                                                             
 USA/FLT                           Sierra                            USA/FLT 
읕컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴컴

                                 Days 1 and 2
                                 ~~~~~~~~~~~~
      Problem:
      Where do I go on Day One?

      Hint:
      When you awake in your cave,  fill your purse and get your horn.
      Speak  to the  men in  your  campsite.  Then go  to the  Watling
      Overlook  and observe  the peasant  on Watling  Street, speak to
      Will Scarlet  and young Simon  in the Shooting  Glade, and visit
      the widow and her three sons  at her cottage. Now select the map
      from the Icon Bar and this will end Day One.


      Problem:
      I see a peasant from Watling Overlook! What do I do?

      Hint:
      Click the hand or walk cursor on  the peasant to meet her on the
      trail. To  save her, shoot  the sheriff's officer  with your bow
      and arrow.


      Problem:
      What should I do at the shooting glade?

      Hint:
      Be sure  to talk to Will  and young Simon. If  you like, you can
      also  show  them  your  excellent  marksmanship  by shooting the
      targets  on  the  trees.  However,  if  you'd  like to skip your
      marksmanship  practice,  set  the  Arcade  level  to the easiest
      setting.


      Problem:
      What should I do at the Widow's Cottage?

      Hint:
      Talk to the Widow and her three sons. This is all you need to do
      on Day One,  so select the map from the  icon bar. This will end
      Day One. By the way, be sure to visit her on other days.


      Problem:
      What do I do on Day 2?

      Hint:
      You need  to explore the  forest. Eventually you'll  find Marian
      being attacked by  a Fens Monk. Rescue her  by shooting the Fens
      Monk with your bow and arrow. Be  sure to pick up her slipper to
      give to  Lobb on another day.  Blow your horn to  call your men.
      Finally, select the map from the  icon bar and this will end Day
      Two.


                                Days 3 and 4
                                ~~~~~~~~~~~~
      Problem:
      Where can I obtain a disguise to enter Nottingham?

      Hint:
      Visit the Watling Street Overlook  and observe the beggar on the
      trail. Click the hand or walk  cursor on him to encounter him on
      the trail. To get his clothes for a disguise, offer him money--a
      half penny will do.


      Problem:
      Lobb won't speak openly to me!

      Hint:
      Find  Lobb  in  the  Cobbler's  Street  in  Nottingham. Give him
      Marian's  slipper, which  you picked  up from  the forest  floor
      after rescuing her from the Fens Monk on Day Two. He'll give you
      a silver comb. You'll be able to give this silver comb to Marian
      on another day.


      Problem:
      What must I do on Day Four?

      Hint:
      Two events  must occur before  the day ends.  Go to the  Watling
      Street  Overlook  and  observe  the  peasant  in  custody on the
      street. Click the  hand or walk cursor on  him to encounter them
      on the trail.  Shoot the sheriff's man with  your bow and arrow.
      You also need to visit Marian  in the Willow grove. Give her the
      silver comb Lobb gave you and the heart-shaped half emerald.


      Problem:
      Marian doesn't trust me!

      Hint:
      Remember the  silver comb you got  from Lobb on Day  Three? Give
      Marian the silver comb you got  from Lobb. Now she'll trust you.
      You can also give her the half emerald shaped like a heart.


                         Days 5 and 6, Fens Monk
                         ~~~~~~~~~~~~~~~~~~~~~~~
      Problem:
      No one is on Watling Street. How do I proceed?

      Hint:
      Before you go  to Watling Street, you need  to visit the widow's
      cottage  to find  out the  news about  her sons.  Then go to the
      Watling Street Overlook  and watch for a Fens  Monk to come down
      the street. He'll be wearing black. Click the hand cursor on him
      to encounter him on Watling Street.


      Problem:
      What should I do when I encounter the Fens Monk?

      Hint:
      Click the hand cursor on him. To get the Fens Monk's robe, click
      the  bow and  arrow cursor   on him,  accept his  challenge, and
      defeat him with  Little John's staff. Use this  Monk's robe as a
      disguise for the day's events.


      Problem:
      How do I cross the Fens?

      Hint:
      When you defeated  the Fens Monk on Watling  Street and took his
      robe  for  a  disguise,  you'll  notice  he  was carrying a reed
      instrument.  Blow  this  whistle  at  the  edge  of the Fens and
      another Fens Monk will pick you up  in a boat to take you to the
      Monastery.


      Problem:
      How do I get past the guard of the Fens Monk Monastery?

      Hint:
      You  need to  give the  guard  two  items. First,  give him  the
      whistle  made  from  a  marsh  reed.  Then  give  him the bag of
      gemstones.  You'll  need  your  game  documentation to correctly
      identify the gemstones.


      Problem:
      What do I do inside the Fens Monk Monastery?

      Hint:
      You  need to  do three  things. First,  visit the  Prior in  the
      Refectory.  Then visit  Fulk and  release him  from the  Torture
      Room. Find the Prior again in the Scroll Room, spill wine on him
      and take  Fulk's scroll. Also  while you're still  in the Scroll
      Room, find and take Marian's scroll.


      Problem:
      How can I obtain Marian's scroll?

      Hint:
      When  you enter  the Scroll  Room, click  the eye  cursor on the
      scroll rack.  This will bring up  a close-up view of  the scroll
      rack. Now click the hand cursor on each of the scrolls until you
      find Marian's. You might also wish to read each of these scrolls
      carefully. One of  them contains a clue for  another part of the
      game.


      Problem:
      I'm having trouble getting Fulk's scroll!

      Hint:
      After you've released Fulk from  the chains in the torture room,
      return  to the  Scroll Room.  Here you'll  see the Prior reading
      Fulk's scroll at  his desk. You'll notice the  Prior's goblet of
      wine on the  desk. Walk up behind his wine  goblet and click the
      hand cursor on  it. Of course, wine will  spill everywhere. When
      the Prior leaves  the room in disgust, take  the scroll from the
      desk.


      Problem:
      How do I get past the iron grate?

      Hint:
      Did you examine the other scrolls in the scroll room? One scroll
      "seems to speak of the history  of this very fortress" and gives
      a hint  about the gargoyles  surrounding the iron  grate. First,
      you  need to  click the  hand cursor  on "the  Gargoyle with the
      thoughtful face," then  on "the Gargoyle with a  lean and hungry
      look," then  finally on "the foolish  looking Gargoyle." Now the
      iron grate will open up and you and Fulk can escape.


                          Days 5 and 6, Abbey Monk
                          ~~~~~~~~~~~~~~~~~~~~~~~~
      Problem:
      No one is on Watling Street. How do I proceed?

      Hint:
      Before you go  to Watling Street, you need  to visit the widow's
      cottage  to find  out the  news about  her sons.  Then go to the
      Watling Street Overlook and watch for an Abbey Monk to come down
      Watling Street. He'll be wearing brown. Click the hand cursor on
      him to encounter him on Watling Street.


      Problem:
      What should I do when I encounter the Abbey Monk?

      Hint:
      Use this  Monk's robe as a  disguise for the day's  events. Just
      click the  hand cursor on  him. He'll be  so afraid of  you that
      he'll  give up  his clothes.  Also be  sure to  visit the  widow
      today.


      Problem:
      What should I do in the Abbey?

      Hint:
      You need  to do four things.  First, go to the  laundry room and
      get three robes. Second, explore the hedge maze behind the Abbey
      and note  the quickest path to  the secret door. Next,  meet the
      Abbot in  the refectory and take  his ale cask to  the pub for a
      refill. Get  the Abbot drunk and  then take the puzzle  box from
      his bedroom. You will have to wait for a safer place to open the
      puzzle box.


      Problem:
      What must I do at the pub?

      Hint:
      There are two  things to do in the pub  today. First, refill the
      Abbot's ale cask. To do this, you need to get the empty ale cask
      from the Abbot's refectory. Go back to the Abbey and return with
      the empty cask. Give the empty  cask to the Innkeeper, and he'll
      be much more cooperative. Be sure  to play Nine Men's Morris and
      win the amethyst.


      Problem:
      I keep getting thrown out of the Abbey, or end up drunk!

      Hint:
      Accept the Abbot's challenge and  drink with him. But first, you
      need to  win the amethyst  by playing Nine  Men's Morris in  the
      pub. You  can slip the  amethyst into your  mug after the  first
      glass of ale has been poured.


      Problem:
      The Abbot's room is locked! How can I enter?

      Hint:
      Get  the  Abbot  drunk!  This  means  you'll  need  to go to the
      Refectory and  accept his challenge  to drink. He  will instruct
      one of  the other monks to  leave his door unlocked.  If you use
      the  amethyst wisely,  you'll drink  him under  the table and be
      able to walk right into his room yourself.


      Problem:
      Ok.. the Abbot is drunk, what do I do next?

      Hint:
      Search the  Abbot and lift  his purse. Grab  the empty ale  cask
      from the table. Go search the Abbot's room for the puzzle box he
      was playing with earlier. You'll  find it under the third pillow
      on his bed.


      Problem:
      How do I open the puzzle box?

      Hint:
      You might wait until another day  to open this puzzle. You won't
      be needing the contents until Day  Ten. The key to opening it is
      in reading Fulk's scroll. Looking  at the scroll, write down the
      first letter  of each name of  a Druid tree listed  there. These
      first letters will give you the  Latin word you need to open the
      puzzle box. Select  the puzzle box from inventory  with the hand
      cursor and punch in these letters.


      Problem:
      How do I help the widow's boys escape?

      Hint:
      Go to the  pub and pay the Abbot's bill  of twelve pennies. Give
      the pub keep the empty ale cask. Exit the pub through the secret
      cave in the back by clicking the hand cursor on the iron door to
      the back room of the pub, then  on the spigot of the second cask
      in the back room. Find the secret door into the guard's room and
      click the  eye cursor on the  hole in the door.  Eventually, the
      guards  will slip  out of  the room  to get  some money for ale.
      Enter the  room, place four pennies  on the table and  exit back
      into the tunnel. When the guards leave, enter the room and click
      the hand cursor on the trapdoor. Select the robes from inventory
      and click them on the opening  of the trapdoor. When the four of
      you are back in the tunnel,  exit through the pub. When Robin is
      stopped and asked to bless  the kneeling, drunken Sheriff, click
      the talk cursor on the Sheriff.


                              Days 7 and 8
                              ~~~~~~~~~~~~
      Problem:
      How should I get started on Day Seven?

      Hint:
      Visit Marian  in the Willow Grove  and give her the  hand scroll
      from the Fens Monk Monastery. Visit the Green Man of the ancient
      oak and solve his riddles.


      Problem:
      What should I do when I encounter Marian?

      Hint:
      You need to give her the hand  scroll you got from the Fens Monk
      Monastery. Also, give her the heart-shaped half emerald.


      Problem:
      How do I summon the Green Man?

      Hint:
      Remember the golden net the widow  gave you? If she hasn't given
      it to you  by Day Seven, go visit  her. You can use this  net to
      capture  a  Pixie,  one  of  the  wood  sprites.  The Pixie will
      introduce you to the Green Man.  Talk to the Green Man and he'll
      challenge you with three riddles.


      Problem:
      What should I do with the Golden Net?

      Hint:
      You  can  use  this  net  to  capture  a  Pixie, one of the wood
      sprites. The Pixie will introduce you to the Green Man.


      Problem:
      Enough already! What are the answers to the Green Man's riddles?

      Hint:
      Refer  to your  game documentation  to learn  the letters in the
      hand  code. The  answer to  the  riddle  that begins  "I am  the
      heart.."  is wood.  The answer  to the  riddle that begins "High
      born, my touch.." is snow. The  answer to the riddle that begins
      "I am the outstretched fingers.."  is feather. The answer to the
      riddle that begins "Golden treasure I contain.." is beehive. The
      answer  to the  riddle that   begins "My  first master  has four
      legs.." is fur.  The answer to the riddle  that begins "Metal or
      bone I may  be.." is comb. The answer to  the riddle that begins
      "Not  born but  from a   mother's body  drawn.." is  cheese. The
      answer to the  riddle that begins "I am  two-faced but bear only
      one.." is  coin. The answer  to the riddle  that begins "I  am a
      window.." is eye.


      Problem:
      What should I do on Day Eight?

      Hint:
      There are three things you need to  do on Day Eight. First go to
      Watling  Overlook  and  observe  the  Yeoman  on Watling street.
      Confront the Yeoman and pay  him for his clothes. Second, attend
      the fair and  give the hand scroll to the  scholar who shows you
      the correct coat of arms.  Finally, enter the archery tournament
      and win the golden arrow.


      Problem:
      What should I do when I encounter the Yeoman on Watling Street?

      Hint:
      Offer him some money. He'll give you his clothes for a disguise.


      Problem:
      What should I do at the Fair?

      Hint:
      You need to  do two things at the fair.  First, locate a scholar
      who can show you the  correct coat-of-arms you're asking to see.
      You can find a complete  selection of coats-of-arms in your game
      documentation.   When  the   scholar  shows   you  the   correct
      coat-of-arms,  give him  the  hand  scroll from  Marian. Second,
      enter the archery tournament and win the golden arrow.


                            Days 9, 10, and 11
                            ~~~~~~~~~~~~~~~~~~
      Problem:
      What must I do on Day Nine?

      Hint:
      You must do three things. You must escape the sheriff's men when
      they sweep the forest. You must encounter the jeweler on Watling
      Street.  Finally, disguise  yourself as  either Puck,  using his
      Yeoman's clothes, or  as the Jeweler, then visit  the Sheriff of
      Nottingham.


      Problem:
      How can I evade the sheriff's men?

      Hint:
      When the sheriff's men are chasing  you, run to the ancient Oak.
      You'll need to call upon the Green Man's protection. To gain the
      Green Man's protection, you must have answered his three riddles
      on Day Eight. Using your  game documentation find the Druid name
      for the oak. Click the hand cursor on Robin and enter this Druid
      name using the  hand code. Robin will transform  into a tree and
      the sheriff's men will walk right by him.


      Problem:
      What should I do when I encounter the jeweler?

      Hint:
      There are  three possible ways  to complete this  encounter. You
      can let the jeweler go on his way, in which case you'll use your
      Yeoman's  disguise  to  visit  the  Sheriff.  You could give the
      jeweler the  heart-shaped half emerald,  and he'll gladly  trade
      you his clothes.  If you give him the  emerald, you can complete
      the game, but Marian will die  on another day. A third option is
      to simply click  the hand cursor on him twice.  This is the best
      option to  take, because you'll  get his clothes  for a disguise
      and he'll still be happily rewarded.


      Problem:
      How can I get in to see the Sheriff?

      Hint:
      If you  fail to get  the Jeweler's disguise,  put on the  Yeoman
      disguise. Go  to Nottingham Castle and  bribe the guard--a penny
      will do. Keep talking to the  Sheriff and you'll convince him to
      come with you, or make a wager by giving him three pennies. This
      will end Day Nine.


      Problem:
      What should I do on Day Ten?

      Hint:
      You need  to rescue Marian,  and either heal  her in the  Willow
      Grove or let her die.


      Problem:
      How do I rescue Marian?

      Hint:
      While in  your camp, blow  your horn to  assemble the men.  When
      you're given  the choice, follow  John's subterfuge plan.  Go to
      the Pub and  talk to the Innkeeper several  times. He'll let you
      use  the  back  way  into  the  Abbey  Monk  Monastery.  At  the
      Monastery,  travel through  the hedge  maze to  find the witch's
      court. When you get to the entrance of the Witch's Court, select
      the  ring that  commands fire   from inventory  and click  it on
      Robin. Now click the hand cursor on the door.


      Problem:
      I keep getting burned up trying to rescue Marian!

      Hint:
      Put on  the ring that  commands fire from  your inventory before
      rescuing Marian. You  found this ring by opening  the puzzle box
      from the Abbot's room in the Abbey Monk Monastery.


      Problem:
      I've rescued Marian, but now she's dying!

      Hint:
      Select the half emerald from inventory and click it on Marian to
      heal  her. If  you don't  have the  half emerald,  she will die.
      However, you can still complete the game without her.


      Problem:
      How do I ambush the treasure train?

      Hint:
      Blow your  horn to call  your men together.  Choose Tuck's plan.
      Ambush with an element of surprise. It will work splendidly!


                              Days 12 and 13
                              ~~~~~~~~~~~~~~
      Problem:
      What should I do on Day Twelve?

      Hint:
      You  need to  avoid the  sheriff's men  in the  forest and  then
      encounter a knight on Watling Street.


      Problem:
      How do I avoid the sheriff's men in the forest?

      Hint:
      The  same way  you avoided  them the  first time  they swept the
      forest!


      Problem:
      What should I do when I encounter a knight on Watling Street?

      Hint:
      This is a false knight! Talk to him and then try to give him the
      password from  Marian using the  hand code. When  you do this  a
      second time, Robin will realize he's a false knight. Immediately
      select your bow and arrow from  inventory and shoot him. When he
      is on the  ground, search him. Now you'll  have evidence that he
      was  plotting against  the King.  Blow your  horn to call Little
      John.


      Problem:
      What should I do on Day Thirteen?

      Hint:
      Day Thirteen is  the final day of the game.  If Marian has died,
      you'll need to visit her spirit in the Willow Grove. If you know
      the password,  you can rescue  the Queen's Knight  from the Fens
      Monk Monastery, then stand trial to determine your fate.


      Problem:
      How do I cross the Fens Marsh?

      Hint:
      Select the ring that commands  water from inventory and wear it.
      You'll see Will-O'-the-Wisps floating over the Fens Marsh. Click
      the talk  cursor on one of  the Wisps. They'll let  you cross if
      you've visited or healed Marian in the willow grove and received
      a password.


      Problem:
      I can't locate Marian's spirit in the Willow Grove!

      Hint:
      If Marian has died you need to  use the hand code to call up her
      spirit. You'll  need your game documentation  for this one. Look
      up the Druid  name for Willow and enter it  using the hand code.
      You'll receive a password to give to the knight.


      Problem:
      How do I enter the Fens Monastery?

      Hint:
      You'll need  your game documentation  for this one.  Look up the
      Druid name for ivy and enter it  using the hand code. The ivy on
      the wall  will grow and grow.  You'll be able to  climb the wall
      using the ivy.


      Problem:
      The Queen's Knight won't go with me!

      Hint:
      Remember the password Marian gave you in the Willow Grove? Well,
      enter this password using the hand code. The knight will go with
      you.  After crossing  the Fens,  and the  knight is safe, you'll
      stand  trial and  your fate   as an  outlaw will  be determined.
      Congratulations! You've completed Conquests of the Longbow!


                            -=USA/Fairlight=-

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