If you turn the Arcade setting all the way down, you will not have to engage in any of the arcade sequences except playing Nine Men's Morris (a quarterstaff fight, an archery tournament, following will o wisps?, and climbing down a tower wall), but you cannot practice archery and you will not get full points.

Day 1

Pick up your horn and money from the chest. Exit the cave. After talking to all your men, go two screens north to the shooting glade. Talk to Will and Simon. Practice your archery. (Click the bow icon on your hand to nock another arrow.) Return to camp and go four screens west to the Watling Street overlook. Wait until you see a man chasing a woman. Walk down onto the road. Talk to them. Shoot the man to save the peasant woman. Go to the Widow's cottage. That night, you will have a special dream, and wake up holding half a heart carved of emerald.

For Your Amusement:
Talk to the sheep at the Widow's house.

Day 2

Visit the Widow. From here, go two screens south and one west. If you do not see Marian being attacked, exit the screen and re-enter. Shoot the monk to save Marian. She will give you a slipper.

Day 3

Go to the overlook. Wait until a beggar appears, and walk down onto the road. Give him a ha'penny and you will switch clothes with him. Wearing this disguise, go to Nottingham and go to the cobbler location. Enter to building on the right of the screen. Give Lobb the slipper. After talking to him, you will have a silver comb. Leave the cobbler's and leave Nottingham.

Day 4

Go to the Willow grove. Talk to Marian and give her the silver comb. Show her the emerald. Go to the overlook. When a guard and a man come by, stop them. Shoot the guard to save the man.

Day 5

Visit the Widow to hear what has happened to her sons. Go to the overlook. Talk to the Fens Monk (in black robes) and threaten him with your bow. Save the game. Accept his challenge to a quarterstaff fight. After you have defeated him, go to the Fens Monastery. Walk down the path. Click the whistle you took from the monk on yourself to summon a boat. Get into the boat by clicking the hand on it. When you arrive at the entrance, talk to the doorkeeper. Give him the whistle, then the pouch. Answer his three gemstone riddles.

1. Agate. It has the power of divine attraction and will pull objects toward the sky. It cures lunacy. It cures melancholia. It brings good crops. It protects sailors at sea.

2. Turquoise. It brings good luck. It warns of danger by changing colour. It keeps horses from becoming lame. It protects from injuries by falling.

3. Sapphire. It cures boils. It preserves chastity. It preserves secrets. It cures diseases of the eye. It is the Stone of Destiny.

4. Carnelian. It suppresses blood flowing from wounds. It grants a heart's desires. It cures bleeding gums. It guides the dead to rebirth.

5. Lapis Lazuli. It symbolizes the power of water. It cures diseases of the eye. It is the Stone of Truth. It is a fallen piece of the heavens.

6. Amber. It cures fever. It cures blindness and deafness. It counteracts poison. It can make a woman confess her sins.

7. Jet. It controls demons and has power in the underworld where the dead walk. It averts the Evil Eye. It cures snakebite. It prevents poisoning.

8. Opal. It forecasts death in one who is ill. It makes the wearer invisible. It unites all colours.

9. Quartz. It is petrified ice, frozen so hard it will not thaw. It draws down fire from the heavens. It quenches thirst when held in the mouth. It represents the Immaculate Conception.

Once inside, go to the Refectory (the four tables in the center) and talk to the Prior. Go to the northwest tower. Talk to the Prior again. Lower the rope to release Fulk, the jester. Go to the southeast tower. Examine the rack of scrolls at the back. Read the rightmost scroll in the middle row (gargoyle faces), and take the "hand" scroll (bottom center). Take the Prior's goblet to spill it and drive off the Prior. Take the verse scroll he was studying. Open it and read it. Return to the northwest tower. Give the verse scroll to Fulk. Get into the boat he leads you to. Press the bottom left, top right, and top left gargoyle faces to open the gate.

Day 6

Visit the Widow. Go to the overlook. When an Abbey monk comes by (brown robes), walk down and talk to him. Click the hand cursor on him - he is very afraid of you and will give up his clothes.

Go to Nottingham. Go to St. Mary's. Enter the abbey, and go through to the left door in the chapel, and on into the maze. Walk through the maze until you find the exit on the north wall: up, zig to the right, around the corner and exit in the southeast corner of the screen, then turn back north (this bit is tricky, as you're in a tight corner where it's hard to see Robin), go through the gap in the right-hand wall, north, left through a gap and then north again towards the back wall. Go west until you see the exit. (You need to find the exit now so you know where it is later when you really need it.) Return through the maze to the abbey and go to the laundry (northwest corner of the entry court). Get the three hanging sets of robes. Go to the Refectory and talk to the Abbot. Take the ale cask.

Leave the abbey and go to the castle. Talk to the guard. Bribe him with four farthings. After the scene, go to the pub. Talk to the barman. Give the cask to the barman and you will have a new one in exchange. When you see a bucket lower behind him, look at it. Twice talk to the man sitting at the game board at lower right. Bet him a farthing. Save the game and play Nine Man's Morris. You must beat him to win the amethyst.

When you have won, click the hand on the bars of the cellar door at the back of the room. Click the hand on the tap of the cask that is second from the top to open it. Take the right fork to return to St. Mary's. Agree to drink with the Abbot. Use the amethyst on your mug of ale. Talk to him while you drink until he talks about the treasure train and you gain points. After the Abbot falls asleep, search him and take his money. Take the empty cask as well. Go to the Abbot's room (off to the right of the entrance hall). Look under the rightmost pillow on his bed and take the puzzle box. Put the pillow back in place.

Return to the pub, give the barman the second empty cask, and pay the Abbot's bill (12 pennies). He will let you back into the secret tunnels. Take the left fork. Look through the hole in the door. Wait for the guards to leave. Enter the room, quickly place 4 pennies on the table, and leave. When the guards go off to buy their ale, go back in and open the trapdoor. Click the robes on the pit to use the silk sashes as a rope to rescue the widow's sons. Return to the secret tunnel and exit on the left of the screen to return to the pub. Agree to try to pass the Sheriff as monks. When asked to, talk to the Sheriff to bless him, and you will leave the pub. The widow will reward you with a golden net.

Day 7

Read the verse scroll which you took from the Prior, and note the first letter of each of the names of the trees that spoke. (This changes every game.) Click the inventory hand on the puzzle box and enter these letters to open it. Go to the willow grove. Give Marian the hand scroll.

Go to a random forest screen and wait for a small pixie to run across the screen. Catch him with the net by clicking it slightly ahead of where he is. It may take a few tries to catch him. Watch the scene. After talking to the Green Man, save the game. Talk to him again to begin the riddle test. You must spell out the answers to the riddles using the Druid hand code that was on the scroll. Click the blank center of the palm to enter your answer. You must answer three riddles correctly, and are also allowed two incorrect answers (the third will result in your remaining a tree forever). Here are the answers:

Metal or bone I may be…comb
I am the heart…wood
Golden treasure I contain…beehive
Not born, but from a mother's body… cheese
Many teeth I have… comb
I am two-faced… coin
I am a window, I am a lamp… eye
My first master has four legs…fur
High-born, my touch is gentle… snow
I am the outstretched fingers… feather

Day 8

Go to the overlook. Stop the yeoman. Give him some money and switch clothes with him. Go to Nottingham to the Fair. Catch up to and talk to the lady in blue - she is Lady Marian. There are three different scholars wandering around the fair. You are looking for the one in grey, with a brown fur capelet and a grey hat. When you find him, talk to him, and choose the correct coat of arms from his book by answering Yea or Nay as appropriate. (If he cannot show you the right one, seek another scholar.) Give him the hand scroll. You can take or refuse his money.

There are many other things to do at the fair Look at and try to talk to everyone. Have your fortune told by the fortune-teller. Buy a silk scarf (north side of the fourth screen from the right) and vial of rose oil from the Apothecary (south side of the third screen from the right) for Lady Marian. Give alms to the beggars you meet (south sides of the second and fourth screens from the right). When you are finished, go all the way west to the archery tournament. Give the guard a penny and stand in the center lane. Click the bow on the target. To win you need to split the other man's arrow. You will win the golden arrow.

Day 9

Save the game. Visit the Widow. If you need to, do so by going two screens south and one west rather than using the map shortcut. Talk to the widow. Go one screen east and one south. You are standing in the middle of a grove of elder trees, and will hear the Sheriff's men. Click the hand on yourself and spell RUIS. You will be transformed into an elder tree and thus escape the soldiers. (I picked the elder grove because it was nearby, but any of the trees can protect you in this fashion. On a screen where there are blackberries that would ordinarily block your path, forming the border of the game area, MUIN will make them move aside so you can pass and escape the Sheriff's men.)

Afterwards, go to the overlook. Stop the merchant. Search him by clicking the hand on him until you find his jewels. After you have switched clothes, use the rouge on yourself to change the colour of your facial hair. Go to the castle in Nottingham and talk to the guard. Show the sample jewels to the sheriff. After he asks you for more evidence of this cave, just leave the room. His wife will cajole him into following you and you will have some fun revenge on the Sheriff.

Day 10

Blow your horn. Select Little John's plan for rescuing Marian. Go to Nottingham and go to the Pub. Wear the fire ring before entering (it's just safer to do it now). Talk to the barman repeatedly until he lets you into the cellar. Open the second cask and go to St. Mary's. Leave the Refectory and go into the maze. Quickly go to the exit. As you reach the door, you will hear the horn blow. Open the door and you will save Marian. In the willow grove, use the emerald on her to heal her. Take note of the password (changes every game).

Day 11

Blow your horn again. Select Tuck's plan to ambush the treasure train.

Day 12

Head south towards the elder grove. There you will have to transform into a tree again to avoid the Sheriff's men. Go to the overlook and talk to the knight. Show him the password. Talk to him again. Show him the password again. When he draws his sword, shoot him. Search his body and you will find a letter proving his treachery. Blow your horn to call Little John.

Day 13

Go to the Fens Monastery and go down the path to the swamp. Wear the water ring. Talk to the water spirits. Use the boat they bring you and follow them through the fens. Click the hand on the ivy climbing up the tower to exit the boat. Use the hand language to spell GORT and the ivy will grow for you. Climb the wall. Enter the window and talk to the knight. Spell the password for him. Climb down carefully, watching for falling stones. Once you reach the boat, just sit back and watch the ending movie.


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Last updated 3/15/2014