The Let's Play Archive

Robin Hood

by Miketopus

Part 8

Part 8

Hey everyone, this update was a bit short, so I decided to condense two missions into it to kind of pad things out. Hope you enjoy!



Robin Hood, big game hunter.



This area is pretty small. In fact, it's probably the second smallest area encountered in the game thus far.



It also contains wild pigs as enemies. They're kind of like slower wolves, actually, since all they do is an initial bolt toward you and then chase you around. They also take a few more hits than the wolves, but that's about it. Also, they don't seem to respawn, so you don't have to worry about encountering too terribly many.



Little John's quarter staff is invaluable against punks like these. They literally can't hurt you if you're holding down the attack button.



This odd cave is the boar's lair.

As far as the fight goes... well, I don't wanna spoil it for you. Here:

Hog Fight - http://www.youtube.com/watch?v=4ql0ceAK7PI

So... yeah. Oh, let me link you to the fight music. It's played it a few times previously but I haven't been in a good position to record it until now:



Before leaving the boar's lair, do not forget to Search several times.



This treasure ain't gonna use itself, right?



The Locksley Armor weighs a fraction of the amount that chain mail does, and it's slightly better in defense too. Naturally, Robin gets the upgrade.



As for the Locksley Bow, it seems normal enough, but...



...It's stuck on three-round burst mode.

That's right, Robin's family invented a long bow machine gun.

As ridiculously awesome as that is, by the way, you'll want to stick with the long bow for most encounters. You'll burn through arrows a lot quicker with the Locksley Bow, and it isn't even really necessary against most enemies yet.

So, Monty Haul completed, we return to camp.



...Where apparently they built tree houses while we were out for five minutes.





They all pretty much look like this, and play the Dubois Manor interior music. Some of them have things like potions or arrows.

Anyway, let's check in with Will and see if he has any new work for us.



- Folks say a well along the path is haunted.

- Haunted? Ha! More of the Sheriff's work I suspect. We'll get to the bottom of this...

- Good luck!

Why do I get the feeling someone on the design board for this game was chuckling at "get to the bottom of this"? And in the first place, why would the Sheriff want people to think a random well is haunted?

Eh, whatever, let's just go.





This section of the forest is a fair bit wider than the previous.



It resembles the northern part of Sherwood Forest where first we encountered Little John, only this time it's got lots of arrows and a spare long bow laying around. Also, the wolves are back, and even simpler to kill with the staff.



A fair bit to the south...

- Looks like we found our missing woodsmen! (sic)

- I think we should explore this well further. We must find a way down!

If you search the corpse, it has a letter saying:

Let this be a warning ....Mortianna

I'll just stick that one with the rest of the ones on Duncan so I can not pay attention to them.



Oh, and literally ten feet to the right is some rope. You know, for the well.



Down the well, we find...



...The Arab Prison Catacombs? How far down did they dig this thing?



All of our favorite kamikaze critters make a comeback tour down here, and they added snakes for good measure. They're just as ineffective as rats and bats, but they explode even more violently after running into you.

Also, if you hold down the attack button with the staff, everything down here will get blended up instantly. A fair way to earn some extra EXP if you don't feel like wandering around.



This place is built almost exactly like the Catacombs with the entire eastern side shaved off, and there's no treasure, so navigating shouldn't be difficult.



After that, we find this prison.



...No, I'm not going to use that freaky druid from that one game box. Relax.

So, behind door number one...



...We find a cell with a letter.



Err, what?



Oh, screw this. I'm not going to break the fourth wall for this self-indulgent garbage.



Oh well. Just dump it here and go north. There's another cell door just like this one.



And in here we fi-DAMMIT! If this is another credits list...

The letter reads...



Ah. Generic threatening nonsense like usual. Okay.



Up further north is... a life gauge?



...What the hell am I looking at?



- Your mortal weapons cannot harm my guardian! There is only one weapon that can harm him, and you don't have it! It is I who protects the Sheriff. You shall never defeat me, and you shall never get near the Sheriff so long as I live! Leave here, and don't ever try to return!

- Robin! We can't fight this creature yet! Let's get out of here while we can!



Chaaaaaaaaaaaaaaaaaaa-



-rgeohfuck



True to the witch's words, you can't hurt the giant skeleton with any of the weapons in your arsenal. Don't worry, though, the one weapon that can hurt it is epically retarded.

Anyway, we're done here. Time to head back to camp.





After a level up, of course.



On the way, we pass by this peaceful lake which certainly doesn't have any monsters in it.



- She said to meet her in a small chapel south of here.

...How on earth does he know this? Duncan hasn't left the party at all the entire time we've been in the forest.

Oh well, whatever. Next time, meeting up with Marian!

Videos:

Hog Fight - http://www.youtube.com/watch?v=4ql0ceAK7PI