Conquest of the Longbow - The Legend of Robin Hood
18.10.2013 02:29:19
Bad Ending Walkthrough
Robin Hood: Conquests of the Longbow
Bad Ending Walkthrough version 1.1 by Anra Devadoris
August 20th, 2004
Introduction
Conquests of the Longbow is probably my favorite Sierra graphic adventure due
to the large amount of choices you can make that impact the ending of the
game. After completing a sucessful playthrough, I decided to try to do as
badly as possible without dying. This may seem simple, but I found this to
be much more challenging than the optimal solution. This guide is a complete
walkthough that will give you a basic step by step solution that will allow
you to finish the game in as worse condition as possible. I would only
recommend reading this guide if you have already completed this game and
received a sucessful ending. If you're looking for a normal walkthrough,
another one would better suit your needs.
This walkthtorugh is currently available on the following sites:
www.gamefaqs.com
www.dlh.net
www.neoseeker.com
Any questions concerning the walkthrough or requests to post it on another
website should be sent to konesaar@gmail.com .
Walkthrough
Day 1
Start the day off as you normally would. After waking up, take the horn and
the money from the small chest on the left side of the screen. After talking
with Friar Tuck and the Bard, walk to the shooting range which is one screen
east and one screen north from the camp. Speak with Will and Simon and then
go to the Widow's Cottage via the map and talk to the people there. Go
back to the camp and find the Overlook by walking a few screens to the left.
Tuck will start a short conversation and then depart. A Sheriff's man will
soon walk down the street escorting a peasant woman. This is your first chance
to choose an action which will have negative repercussions. There are two
equally effective ways of botching this encounter. The first method is to walk
towards the officer three times, which will cause him to slay the woman.
The second is to run away to the forest on either side of the road. The day
will now end, and the conversation will vary slightly depending on whether you
ran or the woman was murdered in front of your eyes.
Day 2
This day will proceed very similar to a normal playthrough. Wander the forest
until you encounter a Fens Monk assaulting Marian. You MUST kill the monk to
finish the game. Lobb will kill you on Day 3 if you allow her to die. Leave
the screen to end the day after shooting the monk. While it will not impact
the ending, calling your men or picking up the slipper yourself will only give
you more points.
Day 3
Head to the overlook and you will soon encounter a beggar walking down Watling
Street. Walk down and threaten him with your bow to leave the beggar with a
negative impression of you and to lose points. Change clothes and head to the
Cobbler's shop in Nottingham. Give Lobb the slipper and watch the following
cutscene. The day will end after you leave town.
Day 4
Head to the Willow Grove and give the silver comb to Marian. Leave directly
after this without showing her the emerald heart. Go back to the Overlook
and you'll find a another Sheriff's Man escorting a poacher. You have the same
two choices of dealing with this encounter as you did on Day 1. I personally
prefer running away from this one since it results in a more negative campfire
conversation at the end of the day.
Day 5
Head to the Widow's Cottage and learn the news about her three sons. Go to the
Overlook and you'll soon see a Fens monk and an Abbey monk crossing Watling
Street from opposite directions. You can stop either monk on this day and the
one you miss will be at the Overlook on Day 6. I decided to encounter the Fens
monk first for the purposes of this walkthrough. Threaten him with the bow and
decline his challenge to a fair fight. Change clothes and go to the Monastery
using the map. Walk down to the Fens and blow the whistle to summon a boat.
When you reach the gate hand the gatekeeper the whistle and gembag in that
order. You will then have to solve a three question quiz on gemstone lore. If
you lost the manual as I did years ago or never had it to begin with you'll
to save often and get through it by trial and error.
Head to the refractory and meet the Prior. Give the emerald heart to
one of the monks and lose a decent amount of points in the
process. Head to the torture room in the upper left hand corner. You can rack
up as many negative points as you want by repeatedly entering and leaving the
room without freeing the dwarven jester. When you're ready, release the jester
from the strappado by using the ropes on the right side of the tower. Head to
the library in the northeast tower. Use the hand icon on the goblet to spill
the wine and cause the Prior to leave. Take Fulk's scroll from the desk and
the Hand scroll, which is near the bottom right side of the scrollcase. Return
to the torture room and give Fulk his scroll back. He will them take you to a
secret gate. To escape, touch the wise gargoyle, the hungry gargoyle, and the
foolish gargoyle in order. The escape scene is automated and day 5 will come
to an end. I have not found any way to fail to retrieve the scrolls or rescue
Fulk and still be able to complete the game.
Day 6
Head over to the Overlook and meet the Abbey monk. Threaten him with the bow
to lose points. Head to any Nottingham building and then back to the
camp three times. Your men will decide to attack the castle on their own,
which will lead to the deaths of 7 outlaws and fail to gain you any points.
Day 7
Visit the Widow and talk to her to obtain the Golden Net. Head to the willow
grove and give Marian the scroll. Write down the hand code on a piece of paper
since you will need to use it several times. Go one screen south and one
screen west. Wait until you hear the music, then throw the net in the
direction the pixie is running in. This may take a few times.
When you manage to catch him he will lead you to the Oak tree to speak
to the Green Man. You will need to answer three riddles to gain
the Green Man's protection. The riddles are fairly simple
if you think about them logically. If you need help, the answers can be found
in other walkthroughs on www.gamefaqs.com.
Day 8
Head to the overlook again and meet the Yeoman when he walks down the street.
If you threaten him with the bow you'll end up dead. The best solution is to
simply walk towards him. This will cause him to pull his bow on you and force
you to wait until he can walk down the road safely.
Head back to camp and John willgive you the Yeoman's clothes which he obtained
by himself. Go to the Fair and find the Scholar wearing grey and tan clothing.
The correct coat of arms is always the second one regardless of the specific
design Marian told you towatch for. Give him the hand scroll. It makes no
difference whether you accepthis money or not.
Day 9
Head to the Oak Tree inhabited by the Green Man. Walk around the area until
your character automatically starts to run instead of walk. Go back to the
tree and spell out DUIR using the hand code. After the soldiers pass by, go to
the Overlook yet again. Threaten the jeweler with your bow to lose points and
make him your enemy. Use the jeweler's rouge on yourself to complete the
disguise. Go to the castle and present the fake jewelry to the guard to gain
admittance. The quickest way to end the day on a down note from here is to
simply try to walk out. This will cause the Sheriff to become enraged at your
lack of manners and he'll proceed to you out, which will end the day. Marian
will visit your camp tonight and give you a treasure box, which is very
important.
Day 10
Before leaving the cave, read the poetry Fulk wrote. Write down the first
letters of each of the Latin tree names in the poem. The letters spell out
the code you need to open the puzzle box. Open the box and wear the ring
that's inside. When you leave the cave, Little John will inform you that
Marian's kidnapping. Blow your horn to summon your men. The "best" advice to
take is Much's, which will lead to the death of seven more outlaws and only
gain 50 points. Simply wait a few minutes for Marian to pass away.
Day 11
Friar Tuck will deliver the news to you that the treasure is about to arrive
down Watling Street. Blow your horn in order to receive advice from your men.
If you've followed this walkthrough you should be down to only 20 outlaws,
which means you have two options. Any choice besides Tuck's will lead to the
loss of the treasure due to the lack of men able to fight. Alan's will lead to
the deaths of eight men but you'll still gain 100 points. Much's will only
cause one casualty and no points gained or lost. Both choices will lead to the
sameconclusion at the end of the game. I'd personally pick Alan's since it
feels like a worse choice and leads to a more depressing campfire conversation
that night.
Day 12
Avoid the Sheriff's men using the same method as detailed in the beginning of
Day 9. After you transform back into a human, go to the willow grove. Use the
Hand Code and type SAILLE. The willows will contact the spirit of Marian and
tell you the password you need to give the Queen's Knight. Go to the Overlook
and you'll immediately see your men detaining an impostor posing as the
Queen's Knight.Shoot the knight. I've tried to give the ransom money to the
false knight, but it doesn't seem to be possible.
Day 13
Remove the Fire Ring and put on the Water Ring. Go to the Monastery and walk
down to the fens. Talk to the Will O' Wisps and they'll retrieve a boat for
you. Paddle across the fens while following the wisps carefully. When you
reach the end, stand up and use the hand code to spell GORT to strengthen the
ivy. Climb up the ivy into the window. Use the hand code again to give the
random password you learned on day 12 to the real Knight. A short arcade
sequence will follow (which for this playthrough I'd skip by setting the
arcade setting down to the bottom) and the game will then end. Have fun
watching the endgame cutscenes, it should be quite different from your normal
playthrough if you followed everything in this walkthrough.
copyright (c) 2004 by Matt Plittman. All rights reserved.