Conquests of the Longbow чит-файл №1

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.


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.


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.


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.


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.

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!


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!