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Читы для Conquests of the Longbow

Чит-файл для Conquests of the Longbow

Conquests of the Longbow

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Sierra On-Line
Издатель:Sierra On-Line
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1991 г.

Hint [ENG]

Информация актуальна для
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!

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