Day One
Get horn and purse, leave cave.
Go north twice to shooting range, practice shooting.
From camp, go west until you reach the lookout, wait.
When a woman comes down being chased by a soldier, descend.
Talk to the soldier, then shoot him.
Return to the camp.
Day Two
Walk around until you spot Marion. Shoot the monk attacking
her, then speak to her. Take her slipper.
Day Three
Go to the lookout, wait for a beggar then descend.
Point your bow at him, then offer him money (a tiny amount
will do) to get his clothes.
Go into town and visit the cobbler; give him the shoe.
Talk to him, then return to camp.
Day Four
Visit the grove to the south, and give Marian the comb.
Speak to her, and show her the Heart.
Day Five
Visit the widow to learn her sons have been kidnapped.
Go to the lookout and save your game.
Wait until two monks appear, then quickly descend.
If you caught the black monk, restore your game because you.
need to speak to the brown one first.
Speak to him, then point your bow at him to get his clothes.
Now you can safely go into town...
First go to the castle and bribe the guard to let you in.
Speak to your friends in the hole, then leave.
Next go to the tavern and speak to the man in front.
Wager some gold and play the game until you win the amethyst.
Now go to the church and demand to be let in.
You can go to the back and through the maze at this time, to
find the witch burning area (you score points for doing so).
In the large hall, speak to the abbott and get the keg.
Return to the tavern and give the keg to the innkeeper.
Go to the gate and open it, then open the second barrel from
the top... hey, a secret passage :) played Future Wars, anyone?
Go north first and peek through the hole.
Then return and go east, past the tapestry.
The abbot invites you for a drink. Accept, then put the amethyst
in your glass, then keep talking to him until he falls down.
Grab the empty barrel, and his purse of course.
Now go to his room (lower right corner) and search beneath the
pillows until you've got the puzzle box. Put the pillow back
and leave quickly.
Find the washing area in the church and take the robes.
You can give the barrel to the innkeeper at this time, and pay
the bill if you want, but neither scores you points.
Enter the secret passage once more, and go north.
Look through the hole until the guards leave.
Get out of the passage, leave some coins on the table, and go
back in. The guards will come back and leave a second time.
Now go in, open the trap door, and throw the robes down.
Take your friends out, into the passage, and west to the tavern.
When the Sheriff asks for your blessing, speak to him.
And leave to the forest!
Theoretically you could go to the camp instead, summon your men,
and get the prisoners out by force. In that case, Will's plan
is best, and Much's is just plain stupid ;)
Day Six
Once more go to the lookout, and this time intercept the black
monk; descend and threaten to shoot him.
But you should be honorable and accept his duel challenge, then
smash his head with Will's quarterstaff.
Go to the moors, walk down and blow the reed whistle.
When the boat comes, enter.
At the monastery gate, give the flute and the bag to the guard
monk, and you'll get a bit of copyprotection to enter.
Once inside, first go to the library (lower right corner).
Find Marion's scroll and take it.
Also find the scroll that refers to the guardians and read it.
Now go to the central area to speak to the prior.
Then go to the torture chamber (top left corner).
When the prior leaves, release the ropes and talk to the dwarf.
Return to the library and throw over the prior's cup.
Take the scroll to the dwarf. He'll lead you to a secret passage.
Use the code you read in the library on the gargoyle heads.
And get out of there quickly.
Day Seven
Read the dwarf's scroll, then attempt the puzzle box.
You should be able to figure out the code: Regalis.
Visit the widow, then go to the grove in the south.
Speak with Marian, and give her the hand scroll.
Speak to her some more and show her both rings.
Finally, give her the Heart once more. Ah.
Now go to the ancient oak. Walk in the adjacent screens until
you find a pixie running around. Throw the net over him.
He'll lead you to the oak; speak to the oak until you get
challenged to the riddle contest.
A few of the answers are: snow, pelt, coin, beehive.
Gain his protection and return to the camp.
Day Eight
Once again, go to the lookout and wait for some other guy.
Speak to him, offer him money then call your men.
In your novel disguise, head to town and visit the fair.
You can buy oil and silk for Marian. Also you should give
at least a farthing to both beggars, get your fortune told,
and speak to the game designer.
Then there's the sage. You need the old sage, not the young
one. Speak to him and ask for the Coat of Arms. He'll show
you a couple so pick the correct one. Copy protect again.
Give him the scroll from Marian.
Now go to the archery contest and pay to join.
You can land twelve arrows in the bull's eye without too
much trouble. The thirteenth one will split your opponent's.
Now you get the gold arrow and leave.
Day Nine
The sheriff is very angry now and will chase you through the
forest with his men...
It is important to SAVE your game now.
Locate a Druid grove in the forest (they're all over the
place). Then click the hand on yourself to spell the trees'
name. It's another bit of copy protection, but you can simply
try all names until you get it right. I can't identify trees
by their leaves and fruit anyway. The names are:
Beth, Coll, Duir, Fearn, Gort, Luis, Muin, Nion, Ruis,
Saille, Tinne
When you got the right name, you'll be told. Now go one screen
further and wait for the sheriff's men; then immediately rush
back and repeat the name. This MUST all be done quickly because
otherwise a bug will cause you trouble later on.
Now for some sweet revenge. Once again go to the lookout and
challenge the man who comes by.
Talk to him until he starts repeating himself, then search
him until you find the jewels. Use the rouge on yourself.
Go into town and straight on to the castle.
Ask the guard to let you in. Then speak to the sheriff and
his wife, and give them the jewels. When they ask for proof,
simply take the jewels back and the wife will persuade the
sheriff to go with you. Whoo!!!
Day Ten
Marion is to be burned for witchcraft!! Save her!
First blow your horn and ask your men's advice. The best
plan is subterfuge.
Sneak into town, and go straight to the pub.
Talk to the innkeeper until he lets you use the secret
passage, then walk through to the church.
Go all the way north and pass through the maze to the hidden
door in the northern part. Before you enter, quickly slip the
Ring of Fire on your finger.
Once Marion is safe, heal her with the Heartstone.
Day Eleven
Once more gather your men and ask their plans. This time,
Brother Tuck's plan of a double ambush is best.
Day Twelve
We're being chased again...
You should go to a grove again and hide yourself with the
Druid's words. There is a chance that this won't work due to
a bug (you'll get shot the instant you enter a forest screen).
If so, you must restore a game from before the previous chase.
You know how buggy these Sierra games get.
Now go to the lookout again and stop whomever comes by.
It's the Queen's Knight. Or is it? Speak to him, then make
the handsign Marian told you (in my game it was SWORD). Since
he doesn't respond, he must be a traitor. Shoot him.
Now search his stuff, and call for your men once more.
It seems obvious that the real Knight is held in the monastery.
Go there. Wear the Water Ring, and speak to the will-o-th'wisps.
They'll fetch you a boat. Follow them across the lake.
You can't climb the vine yet... but you can ask it to grow in
the Druid's tongue. The word should be GORT.
Climb up and go inside. Speak to the man. This is the real
Knight, so give him Marian's sign and he'll trust you.
Lead him out. Play the short arcade sequence.
Day Thirteen
Watch the extro, and let's all live happily ever after.
There's four endings, and this solution gets you the best.
1.Your men are pardoned but you must hang for your crimes
2.You and your men are pardoned but not rewarded
3.You and your men are now Royal Foresters; however, as a
commoner, you cannot wed the noble Lady Marian.
4.You are made Duke of Huntingdon; Little John is made
sheriff, and Friar Tuck is abbot with the first task of
performing your wedding to Lady Marian!
Walkthrough by Radiant.
http://crystalshard.net