Conquests of the Longbow - Sierra Solution by Sue Medley Beautiful to look at, Sierra's graphic adventure which casts you in the role of the legendary hero Robin Hood used the same icon driven system as their other games at the time. The adventure takes place in and around Sherwood Forest as Robin tries to raise the ransom needed to free King Richard from the clutches of the dastardly Leopold of Austria (boo, hiss). There is romantic interest too in the love story (tastefully done, of course) between Robin and Maid Marian, slightly recast as a Green Priestess of the forest. The game is split into 13 days, each of which must be completed successfully so that night can fall and Robin can return to camp for a reunion with his men. These chats around the camp fire will give hints for the next day's tasks; in fact hints are liberally sprinkled throughout the game. Get killed and your men will mourn your loss while dropping heavy hints as to where you went wrong. At the time I found this a more enjoyable game than King's Quest V though I still found the icon system very restricting. In fact the game was just as linear as KQV and had plenty of occasions when the computer takes over and you can only sit and watch. In this solution, use the map icon to travel quickly between major locations when permitted. Day 1: Collect your money and horn then leave the cave. After talking to your men, Will goes to practice the bow and John to the overlook. Go north twice to the target area, talk to Simon (he wants to join the Merry Men), then practice with the bow (aim bow at target, take the wind direction into account, select walk when ready to leave). Go to the widow's cottage where you talk to her three sons. Go back to camp, then four screens west to the overlook. Wait until the woman and the soldier come down Watling Street, then go north to join them. Shoot the soldier and give a farthing to the woman. You return to camp to sleep and dream of Marian and wake to find you are clutching a half-heart of emerald that featured in your dream. Day 2: Leave the cave. Will will tell you of Lobb, the cobbler in Nottingham. You must meet with him, taking a lady's slipper to prove your identity. Wander the forest until you see Marian on horseback being attacked by a monk. Shoot the monk. When Marian leaves, she throws you her slipper (how convenient). Get it. Leave this location to return to camp. Day 3: Leave the cave and go to the overlook. Wait until a beggar comes down Watling Street. Go north to meet him. Give a farthing to him to buy his clothes. After you've changed clothes, go to Nottingham and go to the cobbler's. Enter the right door and give the slipper to Lobb. He tells you of the money being sent down from the north that must be captured for the King's ransom and also gives you a silver comb to prove to Marian that you're on their side. Leave Nottingham to return to camp. Day 4: Leave the cave. Will tells you John is at the overlook. Go there and wait until the soldier comes along with a peasant. Go north to the road and shoot the soldier. Give a farthing to the peasant. Go to the willow grove and give Marian the comb. She tells you of the hand scroll which has been stolen by the Monks of the Fens. Give the half-heart to Marian; she shows you she has a similar half-heart of diamond and says that, fitted together, they can heal. When she goes, get your weapons and leave to return to camp. Day 5: Leave the cave to be told that Tuck has gone to see the widow. Go to widow's cottage to learn her sons have been captured. Go to overlook and wait until a monk comes along. Go north to the road and threaten him with your bow. When he suggests it, agree to fight with him with quarterstaffs. When you win you take his robe. Check your inventory to find he had a whistle and a pouch with 9 gemstones. Go to the fens and down the cliff path to the waterside by the monastery. Use the whistle (to blow it) and when the boat arrives, board it (use the hand icon). Talk to the monk at the entrance. When he asks for your tokens, give him the whistle, then the pouch. You're set three riddles to prove your knowledge of the stones. Use the manual to solve these. Once inside, go to the top of the lower right tower. Go to the rack of scrolls and look at it. Look at the individual scrolls until you find the hand scroll which you take and read the one which tells you about the Guardians of the Gate. Enter the refectory and, when the Prior leaves, go to the torture chamber (top left tower). The Prior is there with a dwarf who is being tortured. The Prior says he is going to the Scribes' Room and to tell him when the dwarf is ready to talk. Operate the ropes to lower the dwarf. He tells you he's Fulk, King Richard's jester and refuses to leave without his verses which the Prior has taken. Go to the Scribes' Room and touch the wine. The Prior tells you to pour some but you spill it and he leaves to clean his robe. Take the scroll from the desk and return to the dwarf. Give him the scroll and he leads you to a secret exit. Enter the boat and row to the gate. Examine each gargoyle and remembering the scroll about the Guardians of the Gate, touch the one with the protruding tongue, then the thoughtful face, then the hungry face, then touch the face with the protruding tongue again. The gate opens and you row through. Back on shore Fulk gives you both his scroll and a ring of lapis lazuli to command water spirits. He tells you the Abbot has a similar ring which commands fire which you must try to get and says his verses give the key to unlock the ring of fire. You leave and return to camp where you decide to rescue the widow's sons tomorrow. Day 6: Leave the cave. Much tells you the lads will hang at sunset. Go to the overlook and wait for a monk from St Mary's. Go north to join him on the road and use the hand icon on him to terrify him. Once you've changed into his robe, go to Nottingham and go to the Castle. Talk to the guard and give him some money to get in to see the lads. When you leave, go to St Mary's and enter. Inside, enter the laundry room and get the robes. Leave then go to the chapel and leave through the right door to find a hedge maze. Map this to find the route to the secret door at the back. Go through to enter the Witch's Court. Then return to the main building and enter the refectory. Talk to the Abbot, who is trying to open a puzzle box, and he'll tell you to get more ale from the pub. Get the cask, leave St Mary's and go to the pub. In the pub, use the cask on the barman to get a new cask. Now go to the man playing Nine Men Morris, talk to him twice and play the game. When he suggests a bet, offer him some money. When you win, you win a magic amethyst. Go to the cellar door and touch it. The barman opens it so you can use the short cut. Use the hand icon on the tap of the second cask to find it has a false front; you climb through. Walk along the right fork and use the hand icon at the end to emerge from behind the tapestry. The Abbot offers you a drink, while the box is being taken to his room, so use the amethyst on your mug so you don't get drunk. Keep talking to the Abbot until he passes out. Get the cask and search the Abbot to get his money. Go to the Abbot's room and lift the right pillow on his bed to find the box. Take it, put the pillow back and return to the pub. Talk to the barman, give him the empty cask and then give him twelve pennies to pay the Abbot's bill. Go to the cellar door as before and through the second cask into the tunnels. Take the other fork, examine the door and look through the peephole to see the guards complaining about not having four pennies for beer. When they go out, open the door, go in and put four pennies on the table, then leave quickly. When they go to get the ale, go back in and open the trapdoor. Use the robes on the trapdoor to make a rope from the belts for the lads to climb. When they're in the room and wearing the robes, you re-enter the tunnels. Go back to the pub. Say 'aye' when Dicken asks if you want to go that way. You follow them through. When the Sheriff asks you to bless him, talk to him to give him a blessing (of sorts!) You return to the Widow's and her sons join your band. She tells you she was once a Green Priestess, like Marian is now, and gives you a golden net. Day 7: Leave the cave and go to the willow grove. Give the hand scroll to Marian and she explains how to use it, then gives it back to you. You learn that you must give it to the Queen's Spy at Nottingham Fair on Saturday. He will be disguised as a scholar and you must ask him to show you a certain (random) coat of arms. She also tells you to visit the Green Man in the ancient oak. Give the half-heart to Marian again for a romantic interlude. Walk to your weapons and leave. Wait in the forest until you see a pixie running about. Throw the net over him to catch him (tricky!). He takes you to the oak and the Green Man appears. Talk to the Green Man and he sets you three riddles which you must answer using the hand scroll. After selecting the correct letters, click on the centre of the palm to finish the word. The answers are: golden treasures - beehive : window, lamp - eye : outstretched finger - feather : four legs - fur : hardened gold - cheese : two-faced - coin : heart doesn't beat - wood : high born - snow : metal or bone - comb. After selecting the correct letters, click on the centre of the palm to finish the word. The Green Man tells you to seek a Druid tree grove if in danger, then spell the secret name of the trees in Druid code and they will hide you. Leave this location to return to camp. Day 8: Leave the cave to learn it's the day of the fair. Go to the overlook and wait for a yeoman. Go north to meet him on the road and offer him some money to get his clothes. Go to Nottingham and go to the fair. Visit the apothecary, talk to him and give him money to buy some rose oil to be delivered to Marian. Then find the scholar. There are several. The one you want has a coat with a fur collar. Talk to him and say 'aye' when he shows the correct coat of arms. Give him the scroll and say 'aye' when he offers money for the tournament. Go to the tournament and pay the penny entrance fee. Once you win the arrow you go back to camp and put the arrow into the ransom fund. Day 9: Leave the cave and you'll learn there's something strange about the forest today. Walk four locations south to find an elder grove (look at the tree to see its leaves). Wander about near here until the Sheriff's men get close, then go to the grove and click the hand icon on Robin and type RUIS (in this case) and you change into a tree. Back in your normal body, go to the overlook and wait for a merchant. Go north to meet him. You learn he's a jeweller. Use the hand icon on him to find jeweller's rouge and again to find jewels. You learn they are fake. After swapping clothes, open the rouge and use it on Robin to disguise the colour of his beard and eyebrows. Go to Nottingham and to the castle. Talk to the guard to be taken to the Sheriff. After you talk to the Sheriff, open the cloth and put the brooch on the table. Then after telling the Sheriff of the dragon's hoard, show him the half-heart. He will then go to the forest with you where you and your men strip him of his valuables (and all his clothes except his hat!). Afterwards, Marian tells you to meet her in the willow grove the next day to get the password to use with the Queen's Knight. Day 10: Leave the cave. You learn Marian is to burned as a witch. Open Fulk's scroll and look at it. Note the tree names and the expression 'first they are in order spoken'. Use the hand icon on the box to get a close-up and press each letter in the order of the trees' Druid names as given on the scroll (this is random). The box opens to reveal the ruby fire ring. Wear ring then blow horn to hear the men's ideas. Pick John's plan. Go to the pub, talk to the innkeeper until he lets you through the secret passage. Go to the hedge maze and through the secret door when you hear the horn blow. You rescue Marian from the pyre and the ring protects you from the flames. Go to the willow grove. Marian is dying so use the half-heart on her to heal her. She tells you the password (random) and you take her to the widow's cottage. Day 11: Leave the cave. Tucks tells you the treasure train has been sighted. Blow horn and hear the men's plans. Pick Tuck's plan. You steal the treasure and add it to the ransom. You now have enough cash to free the King. Day 12: Leave the cave. You're warned about the Sheriff's men being about. Go south to the elder grove again. When you hear the soldiers, click the hand icon on Robin and type RUIS to be hidden. When you're back to human form, go to the overlook. Your men are waiting on the road with a knight and you go down to meet them. Shoot the knight (well, he wasn't being very pleasant ...). Use the hand icon on his body to search him and find a letter from the Prior of the Fens Monastery. So, he WAS a baddie! Leave the location to return to camp. Day 13: Leave the cave. Operate the hand icon on the fire ring to remove it, then the water ring to wear it. Go to the Fens and down to the water side. Talk to the Will o th' Wisps. When they bring the boat, enter it. Follow them across the water, leave the boat and look at the tower to see some ivy. Use the hand icon on Robin and type GORT. The ivy grows. Climb it (use the hand icon) and climb up to the window. Inside, you learn the prisoner is wary of trusting you. Use the hand icon on Robin and type the password Marian gave you. You both climb out through the window to the boat. Once you've escaped, you give him the ransom money which he takes to the Queen. Though you are later captured by the Sheriff's men and about to be hung, you're saved when King Richard arrives, freed at last. You try to explain why you were forced to become an outlaw and Richard holds a proper trial. Witnesses speak both for and against you and your accusers are shown to be evil men. Eventually, you and your men are judged to be innocent and you're given the title Earl of Huntingdon. The Sheriff is arrested and his post given to Little John while Friar Tuck is promoted to Abbot of St Mary's, the old abbot being thrown out. You ask one boon of the King - Marian's hand in marriage. That being granted, it's time to let the wedding bells ring out and toast the happy couple! Score 6885/7325 - o -