Robin Hood: The Legend of Sherwood Walkthrough By Steven W. Carter scarter831@earthlink.net Last Updated May 3, 2003 * ================= * * Table of Contents * * ================= * 01.00.00 Introduction 02.00.00 Characters .01.00 Primary Characters .01 Robin Hood .02 Stuteley .03 Maid Marian .04 Will Scarlet .05 Little John .06 Friar Tuck .02.00 Secondary Characters .01 Mustachioed Merry .02 Aggressive Merry .03 Strong Merry 03.00.00 Gameplay Tips 04.00.00 Sherwood Forest .01.00 Map .02.00 Notes 05.00.00 Ambush Missions 06.00.00 Defensive Missions 07.00.00 Campaign Walkthrough .01.00 Notes .02.00 Mission 1: Finding Godwin .03.00 Mission 2: Rescuing Stuteley .04.00 Sherwood Forest .05.00 First Ambush Mission .06.00 Mission 3: Scarlet Night .07.00 Mission 4: Confessions of an Outlaw .08.00 Mission 5: The Prince and the Outlaw .09.00 Mission 6: Pillaging .10.00 Mission 7: The Evening Visitor .11.00 Mission 8: The Godfather in Prison .12.00 Mission 9: The Lock-up and the Friar .13.00 Mission 10: The Silver Arrow .14.00 Mission 11: The Black Castle .15.00 Mission 12: A Wedding and a Funeral .16.00 Mission 13: The Escape .17.00 Mission 14: The Letter .18.00 Mission 15: The March on York .19.00 Mission 16: Last Challenge 08.00.00 Thanks To 09.00.00 Revision History 10.00.00 Permissions and Updates ****************************************************************************** * 01.00.00 INTRODUCTION * ****************************************************************************** Robin Hood: The Legend of Sherwood was developed by Spellbound Studios and published by Strategy First. It involves stealth and infiltration, and is similar in style to the Commandos games and Desperados: Wanted Dead or Alive. (Not coincidentally, Spellbound also developed Desperados.) This document is mostly a walkthrough for the campaign included with the game, but I’m including some other information here and there as well. Hopefully, it will answer all of the questions you have while playing the game. If not, a good source of information is Strategy First’s Robin Hood forum: http://www.strategyfirst.com/forum/cgi/ultimatebb.cgi?ubb=forum;f=40 I usually answer my mail, but most of what I know I include in the guide, and so I’m not a good source for addition information. This is especially true if it’s been six months or more since I last updated the guide. I’m writing this guide using the retail release of the game. So far as I know, that is the only version there is. I’m also using the “medium” difficulty setting. If you use one of the other two settings, you’ll probably notice differences between what I say in the walkthrough and what you see in the game. ****************************************************************************** * 02.00.00 CHARACTERS * ****************************************************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 02.01.00 Primary Characters | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ * =================== * * 02.01.01 Robin Hood * * =================== * Robin is a good all-around character. He can jump and climb, so he can get anywhere on the map, and he can search bodies and knock out enemies. On the downside, in strategic missions Robin uses a sword, so if he gets into a fight he can only kill his opponent. (In ambush missions, he gets to use a staff.) Robin requires two punches to knock out officers, most knights, and most black soldiers. All other soldiers only require one punch. (Possibly this is linked to his combat skill, but I’m not sure.) Robin is required for every mission except for the one where you have to rescue him. But there’s a trick to allow him to train his combat skill. After the mission where you rescue Maid Marian from the wedding (A Wedding and a Funeral), have Robin train during the consequent ambush mission. When you return from the ambush mission you’ll learn Robin has been captured, but then during the mission where you rescue him the game will consider him to still be training in Sherwood Forest, and so you can get his combat skill from 2/5 to 4/5. * ================= * * 02.01.02 Stuteley * * ================= * Stuteley is a good utility character. He can tie up unconscious enemies, and he can unlock doors. He’s useful until Friar Tuck joins you. * ==================== * * 02.01.03 Maid Marian * * ==================== * Maid Marian is a little better than the aggressive merry. She heals just like the aggressive merry, but her spy ability is great for scouting. * ===================== * * 02.01.04 Will Scarlet * * ===================== * Scarlet looks like a good character because his “catapult” (aka slingshot) can knock out enemies from a distance. But the slingshot doesn’t have much range, and it is difficult to target, and so Scarlet isn’t as useful as he could be. However, the slingshot can knock out an officer with a single shot, and Scarlet does come equipped with a flail, which usually knocks out enemies rather than killing them, and so he’s useful enough to have around in missions where you don’t have Little John. Scarlet’s slingshot will only daze knights for a moment, not knock them out. Don’t use Scarlet against archers. With 5/5 combat training he’ll kill them with one hit. * ==================== * * 02.01.05 Little John * * ==================== * Little John is easily the best character in the game. His staff not only knocks people out, but it has a long range, so he can take on and knock out several enemies at once. Plus, a single one of his punches can knock out any enemy, and he can carry enemies around. Little John is susceptible to archers. It takes him so long to stop and pull an arrow out of his chest that archers have time to fire again, and so a single archer can defeat him. * =================== * * 02.01.06 Friar Tuck * * =================== * Friar Tuck and Stuteley are about the same character, since they both tie up enemies and unlock doors. But Friar Tuck has more useful skills, and his weapon is blunt so he’ll knock out enemies rather than kill thrm. Once you get Friar Tuck, you should use him instead of Stuteley. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 02.02.00 Secondary Characters | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ * ========================== * * 02.02.01 Mustachioed Merry * * ========================== * The mustachioed merry has limited use. He ties people up, and that’s about it. The only time to use him is if you want to leave Stuteley and Friar Tuck in Sherwood Forest to train. * ========================= * * 02.02.02 Aggressive Merry * * ========================= * The aggressive merry is the most useful of the secondary characters, simply because he heals. If you’re playing anything other than the easiest difficulty setting, then you’ll probably need all the heals you can get, and you should bring the aggressive merry along, even if you have Maid Marian with you. * ===================== * * 02.02.03 Strong Merry * * ===================== * The strong merry is useful early in the game. He can knock enemies out with his hammer, and he can carry bodies around. However, once you get Little John (who does the same things and more) you should probably leave your strong merry characters in Sherwood Forest. ***************************************************************************** * 03.00.00 GAMEPLAY TIPS * ***************************************************************************** Characters only gain experience by training in Sherwood Forest (and not by participating in missions, as the manual indicates). That means you should leave some primary characters at home from time to time so they can improve their skills. If you can’t sneak behind enemies, the best way to knock them out is to fight them with a character and then have somebody else (like Robin) sneak behind them and punch them. To see your objectives during a mission, press the key. When you have multiple missions to choose from, the number in the hourglass represents how many days you have before the mission disappears. Most ambush missions have a “0!” in the hourglass, meaning you must take them now or skip them, while most strategic missions have “...” in the hourglass, meaning there is no time limit for them. If you tie up an enemy and place it inside a building, I don’t think other enemies can free him. (Or at least I’ve never seen it happen.) It’s a good idea to re-map the hotkeys, especially those for character skills. It’s much easier if the three keys are next to each other (q-w-e is a good choice). Enemy archers and crossbowmen almost never miss. That means they’re the enemies you have to worry about most and target first. I don’t think there’s much of a difference between an 80% and a 100% lives spared rate. So if killing an enemy makes things easier, go ahead and do it. Your mission score is determined by a few things. Unconscious enemies (tied up or not) are worth more than dead enemies, but dead enemies are worth more than living, unconstrained enemies. You also get points for the gold you find, and for completing objectives. The time you take doesn’t factor into the score at all. Cavalrymen are best to be avoided. You’ll see at most two on a mission map, and you can always work around them if you’re patient. If you do want to attack them, realize they can only be damaged by blunt weapons, they can’t be tied up, and when they’re knocked out, it’s only for a few seconds. (One contributor noted a clever way to kill them. In ambush missions, there are sometimes piles of logs. If you can lure the cavalryman next to the logs, then a strong merry or Little John can push the logs onto him, killing him.) ****************************************************************************** * 04.00.00 SHERWOOD FOREST * ****************************************************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 04.01.00 Map | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ______ _________ / \ / \__| Nets |___ __| _____ ___ \_______ _______________/ ___ ___/ | | \ \ / ____/ | | | | \ | | Purses | | | | | \ ___/ \___ ___/ | | | | | | | | ___| |_________| |_____| |________________________ | | ____/ |___|___ | | | | \ \ | | / | | | | | | Wasps \ \ Exit _____| |___/ | Herbs | | | | | \/ _ | | |_______| | | / \ | | | | Status \ \ | | | | | | _|___|__ ____________ | | | | | | | | Combat | | | Arrows | | Feast Hall | / / |________| |____________| Archery / / _________/ / __ / / / \ Stones / / \__/ _______/ / Meat / / / / Beer Apples / / /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 04.02.00 Notes | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ In Sherwood Forest, you can have characters train their skills, produce equipment, and heal – except, since you can use herbs in Sherwood Forest, there isn’t much reason to use the feast hall to heal. To assign a character to a task, simply move them to the “right” area. You’ll know if you’ve positioned them correctly if a symbol for the task appears over their head. (In general, just move them close to the blue parchment for the task.) Nothing happens in Sherwood Forest during ambush missions. You’ll never be attacked in Sherwood Forest, so it doesn’t matter where you put characters who aren’t assigned to tasks. (Eventually you might end up with more characters than you can use.) You won’t be able to make some equipment (like beer) until you have a character who can use it. ****************************************************************************** * 05.00.00 AMBUSH MISSIONS * ****************************************************************************** Ambush missions take place in the three forest locations surrounding Sherwood Forest. They’re somewhat random and somewhat the same, but they all play about the same. So I’m not going to try and write walkthroughs for them, but instead write some general notes here. The only reason to go on ambush missions is to gain more gold. Eventually you’ll learn that you need a certain amount of gold for something, but since the interface lets you know how far along you are in the game, it’s easy to tell if you’re on the right pace. So if you need more gold, go on ambush missions; otherwise skip them. They get boring after a while. There are two types of ambush missions: 1. Tax Collectors: For these missions you’ll have to knock out the tax collector and then search his body for gold. Usually there’s somebody next to the collector who you don’t want to fight (like a cavalryman), so your best bet is to sneak around and get him from behind. (Note: If the mission description mentions a tradesman or merchant, it’s going to end up being a tax collector mission.) 2. Convoys: For these missions you’ll have to pick up some gold on the ground. The gold is typically surrounded, but you can usually bypass most of the guards. Ambush missions end when you’ve acquired enough gold. You don’t have to retreat your group to a signpost or anything. That means, for example, you can end the mission while fighting. You don’t have to disable enemies first, and so one character can distract enemies while another picks up gold, and then you can quickly exit the area once you’ve acquired enough. Nothing happens in Sherwood Forest during ambush missions, and I don’t think what you do in ambush missions affects whether merry men join or leave your cause. So you can play ambush missions pretty much however you want. ****************************************************************************** * 06.00.00 DEFENSIVE MISSIONS * ****************************************************************************** Three times in the campaign, after you’ve captured an area, you’ll have to defend it. However, these defensive missions aren’t really missions. All you have to do is purchase blazons to thwart the attack. There are three ways to purchase blazons: 1. Buy them using the money you’ve earned. (The price varies.) 2. Send out secondary merry men to scout the enemy. Every three men sent earns a blazon. (Some of the men might return later, and some might not.) 3. Go on an ambush-style mission to prevent enemy troops from reaching the battle. You can only go on one mission, and it will be worth one or two blazons. From my experience, the missions are more trouble than they’re worth, especially in the first castle defense, and also in comparison to the other purchase options. Plus, I usually find I have way too many merry men, so many that it’s difficult to find the ones I’ve trained, and so I always use merry men to purchase blazons. But the option is yours; use whatever method you like. ****************************************************************************** * 07.00.00 CAMPAIGN WALKTHROUGH * ****************************************************************************** /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.01.00 Notes | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ A few notes about the campaign: I’m only including walkthroughs for the strategic missions. See section 05.00.00 for information about ambush missions and section 06.00.00 for information about defensive missions. I’m assuming you want to do everything in missions, not just meet the main objective and then leave. I’m not going to give a detailed blow-by-blow walkthrough. There are some general strategies you can use to defeat enemies that work throughout the campaign, and then there are places where you have to think up something different. I’m going to concentrate on the latter situations. In the walkthrough, north refers to the top of the screen, east to the right side, etc. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.02.00 Mission 1: Finding Godwin | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ This is an introductory mission, so it isn’t too complicated. Robin is safe where he starts, so go ahead and read the two blue parchments near him, and then climb the wall and read the red parchment. (If you click on the red parchment, Robin will climb the wall automatically.) It seems the officer and the bowmen will stay in the courtyard until one of the bowmen hits a target. So help them out; have Robin grab the two arrows next to the parchment, and then have him shoot one of the targets. “Oh, what a lovely arrow!” – Officer The officer and the bowmen will then leave, clearing the way to the beggar. Go ahead and read the next two blue parchments near where you are, and then jump down to the shed roof and climb down the ladder to get back where you started. In the courtyard, pick up the red parchment (gaining you £500) and then talk to the beggar five times (costing you £250). The beggar will add a blue parchment and four more red parchments to the map. The parchments are all useful, and they’re not too far out of your way, so try to pick them all up. Note: Also in the courtyard are a trio of spearmen and three arrows. When you read the blue parchment next to the spearmen, you’ll receive a coin purse. If you want the arrows, the best way is to throw the purse so it lands right next to the arrows (so the spearmen all see it and fight over it), and then punch whichever one remains standing. Don’t forget to search the spearmen to get your money back. Continuing the mission, head back to where you started, and climb back up to the shed roof. The red parchment there will reveal a money purse. Just click on the purse; none of the guards will be able to see Robin climb to it. Then wait for the guard above Robin to move to the left of the tower, and order Robin to move through the doorway to the north. (You can punch the guard if you want, but there’s no need.) Robin will find himself in a storeroom. The guard there will generally be facing towards the back wall, meaning you don’t have to punch him if you don’t want to. Instead, send Robin through the doorway so he enters the tower landing above. Wait for the guard there to face north, and then have Robin punch him. The red parchment nearby will net Robin four arrows. Note: The guard on the highest platform will only be able to see you when he’s hunched down over the doorway. So wait for the right moment to enter and exit the platform. Now send Robin back to the storeroom and then west across a walkway into the kitchen. Talk to Edward, one of Godwin’s servants, and learn that Godwin has disappeared. Edward will also tell Robin that he’s in danger (surprise!) but that his son in the nearby village will help him. You only have to talk to Edward’s son to complete the mission, but continue collecting parchments instead. The next one is to the south. Wait for the guard there to look the opposite way, and then pick up the parchment. You’ll learn that Haldric the Knight was bribed by the Sheriff of Nottingham. So send Robin into the doorway leading to the garden, and then have him punch the knight just as soon as the knight starts to walk away from the door. While the knight is unconscious, Robin can search him for £300. Then head for the last red parchment, located on the walkway next to the garden. From it you’ll learn that Master Worman has received some money from the sheriff as well. So continue across the walkway, knock out and search the crossbowman guarding the staircase (for £10), and then knock out or avoid Worman. (Worman is a civilian, so if he sees you he’ll alert the guards.) In the room with Worman, you’ll find £1000 and two coin purses. Now it’s time to escape, so head back the way you came (via the kitchen and storeroom) to end up where you started the mission. Don’t waste any time, so if any of the guards you punched wake up, you’ll be out of the castle (and therefore safe) before they start searching for you. The last remaining parchment created by the beggar lies to the west (past an archer conveniently looking the wrong way). It’s a blue parchment, and it’ll tell you how to open the drawbridge. So just click on the drawbridge mechanism. The guard above the drawbridge will hear a noise, but you should be able to leave the area with time to spare before he comes down to investigate. Once outside the castle, just make your way along the western side of the map to get to the village where Edward’s son is waiting for you. If you don’t care about the coin purse or the five arrows along the way, you can pretty much just sprint to Edward’s son (taking minor damage along the way) to complete the mission quickly. Otherwise, creep along and punch the guards you come across, and use a coin purse on the spearmen next to the bridge. Once you talk to Edward’s son, you’ll find out that Stuteley is about to be hanged, and you’ll be able to end the mission. My best score: 1500 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.03.00 Mission 2: Rescuing Stuteley | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Get used to rescuing people. You’re going to do it a lot in this game. Anyway, Robin is safe where he starts out, so send him north to pick up the coin purse, and then have him donate money to the beggar seven times. Since Robin is limited about what he can do to enemies, you shouldn’t bother messing around outside the castle yet. First rescue Stuteley and his men, as that will allow you to tie up enemies (via Stuteley) and carry them out of sight (via the strong merry). Since the two gate guards aren’t paying much attention, simply walk Robin inside the castle. Just be sure you don’t walk too close to the sleeping guard, since that will wake him up. Then stay on the eastern side of the street, to avoid the gaze of a soldier positioned next to the ramp leading to the inner keep. What you’ll find are six soldiers near where Stuteley and his men are awaiting execution – one patrolling to the north and south, and five holding their position. The best way to handle these soldiers is to wait for the patrolling soldier to head north, and then move Robin north as well so he can throw a purse just north of where Stuteley is standing. The purse will land in view of the five stationary guards, and they should fight themselves for it, leaving four unconscious. Now you should be able to knock out the patrolling guard when he is heading north, and then sneak up behind the remaining guard and knock him out as well. Once Stuteley and his men are free (by clicking on each one), use Stuteley to tie up the fallen guards, and use the strong merry to carry them into one of the buildings. (Right click when the strong merry is inside the building to make him drop the body.) Don’t forget to search the soldiers with Robin so you can get your purse money back. Now all you have to do is bring your men to one of the road signs outside of the castle. However, before you do that it’s useful to gather some of the equipment lying around the castle, so your men will be able to do more. (The herbs are the most important; you can safely skip anything else if getting to it seems too dangerous.) So head north to the church area. You’ll find another soldier patrolling to the north and south, a stationary soldier facing north, and a group of five soldiers patrolling along the face of the church. The easiest way to deal with these soldiers is to put Stuteley in the alley leading to the church area, so the patrolling soldier sees him. Then when the soldier attacks Stuteley, use Robin to knock him out. You can now disable and hide the stationary soldier when the patrolling soldiers are looking the other way, and then disable the patrol by using your strong merry to fight / distract them while Robin punches them. (If Robin gets involved in the fight, just keep clicking away from it until he’s not considered involved any more.) Search the officer leading the patrol for £30. Inside the church you’ll find £100 on the floor, and, if you knock out the knight, you can rob him for an extra £120. Just be sure to knock out the woman next to the knight as well, or else she might run out of the church and alert the guards. Then send your aggressive merry to grab the three herbs behind the church, and have Robin pick up the coin purse next to the church. North of the church in the courtyard (through the locked tower) you can pick up a four-leaf clover, provided you donated money to the beggar outside the castle. The soldier in the courtyard will usually run away into the nearby house, so you don’t even have to fight him. The red parchment on the roof of the building west of the church will net you £500. To get those items plus the other equipment lying around, just use one of the methods described earlier. That is, either have Robin sneak up on a soldier and punch him, use a character to distract a soldier so Robin can punch him, or simply attack enemies with your strong merry, since his mace will knock enemies out rather than kill them. Then when you’ve collected everything you want, send your characters to one of the road signs to complete the mission. My best score: 4890 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.04.00 Sherwood Forest | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ For more information about Sherwood Forest, please see section 04.00.00. There isn’t anything you can do here yet, so just click on the map in the upper right-hand corner of the screen, and select the available ambush mission. Then send all your men across the river to the northeastern part of the map. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.05.00 First Ambush Mission | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ For more information about ambush missions, please see section 05.00.00. This mission is straightforward because the enemies are conveniently placed next to traps. However, you don’t want to use all the traps. The one north of Robin, for example, will cause archers to appear, and the archers will kill enemies. Those deaths will count against you. So send Robin slightly west, and have him shoot the trap target in that direction. The trap will cause the two soldiers next to the bridge to be captured into a net. For the rest of the soldiers near the wagon, you can lure some into leaf- covered holes, and you can fight the rest. (Don’t use the trap next to them, because the merry men it will cause to appear will probably kill some of them.) Robin has a staff in this mission, so it’s safe to use him in combat. Between him and the strong merry, and a few selective uses of Robin’s fists, you should be able to knock out the soldiers while taking little damage to your men. Then just click on the red parchment next to the wagon to cause some gold to appear, and pick up the gold (worth £2000) to complete the mission. Don’t forget to search the officer for an extra £35. My best score: 550 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.06.00 Mission 3: Scarlet Night | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Leicester Primary Objective: Rescue Will Scarlet Recommended characters: Robin Hood (required), Stuteley, aggressive merry, strong merry The patrol will notice if the bridge guards aren’t at their post, so don’t bother disabling and hiding them. Instead, send your group east into the field (a safe point), and then have them follow behind the patrol as it heads east along the path. Break off from the patrol when it turns north, and hide your group behind the windmill (another safe point). Note: Behind the windmill you’ll find a boy who will ask you to help Wielfried the beggar, and the beggar will show up on your map. Northwest of the windmill you’ll find a red parchment that will suggest Robin should scale the castle wall to get inside. That’s a good idea, but don’t do it just yet. You need to disable a few of the soldiers outside the castle first. So send your group northeast from the windmill (through the field) until they reach a house with an officer and a female citizen outside. The female citizen isn’t on your side, so you need to disable both of them. If you haven’t tried out quick actions yet, this is a good time. Have your strong merry attack the officer while Robin punches the citizen. Then have Robin punch the officer twice to knock him out, and hide both bodies inside the house. Now it’s time to rescue Wielfried. The patrol in that part of the map will give you enough time to disable and hide a guard each time they make a pass, and, unlike at the front gate, they won’t notice if guards are missing. So take down a guard at a time, and hide their bodies in nearby buildings. When you get to the trio of guards next to Wielfried, either use a money purse so they fight each other, or send the strong merry to attack them while Robin punches them. Once the area is clear, donate money to Wielfried three times to make three red parchments appear on the map. Then clear the rest of the guards from the area so that the only alert guards outside the castle are the two bridge guards and the ten guards in the two patrols. Note: North of the castle you’ll find a woman. She’ll ask you to look for her husband in Derby. (This will be an ongoing side quest.) You can also pick up a four-leaf clover. Once Robin scales the castle walls, you’ll have two ways to open up the castle so the rest of your group can get inside. The easiest way by far is to lower the drawbridge at the main gate. But that means you’ll have to disable the two bridge guards, and, possibly, defeat the two patrols outside the castle. If fighting the patrols doesn’t bother you any, then that’s the method you should choose. The more complicated method is to lower the two drawbridges leading to and from the tower on the eastern side of the castle (located in the moat). For that you’ll have to use Robin to do quite a bit of sneaking around and punching. Since any mistake means Robin will have to fight on his own (and thus kill people) this method requires a fair amount of saving and loading. So definitely save your game before trying it, and then go back to the save and try the main drawbridge if you can’t get it to work. Regardless, once your group is inside the castle the first thing you should do is fight the patrol inside. Use the strong merry to attack and distract while Robin punches. Otherwise, you’ll have to sneak around the patrol, which is tedious. Then there are two places you need to go: 1. In the northern tower you’ll find £2000 (the red parchment on the western side of the castle will reveal the location). You’ll have to do a lot of fighting to get to it, but the Robin / strong merry combo should do the trick. For the final battle, the soldiers won’t leave the room with the gold, so you won’t be able to draw them out one at a time. So send the strong merry into the room with them, but then have him move to the southern edge of the room away from the staircase. That way Robin will be able to punch soldiers to help out. (If you leave the strong merry by the staircase, Robin will keep getting involved in the fight.) 2. In the western tower you’ll find Will Scarlet (the red parchment where the officer was outside the castle will reveal the location). Freeing Scarlet is much easier than stealing the gold, and the only reason Robin can’t do it on his own is because the door leading to Scarlet is locked. So use Stuteley to unlock the door, and disable whichever guards get in your way. Once Scarlet is free, you’ll learn of a secret way into and out of the castle. So use it to leave, but allow Scarlet to pick up a few rocks before you end the mission. My best score: 4350 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.07.00 Mission 4: Confessions of an Outlaw | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Nottingham Primary Objective: Find Maid Marian Recommended characters: Robin Hood (required), Stuteley, aggressive merry, strong merry (a fifth character isn’t necessary, so leave Scarlet in Sherwood Forest to train in combat) Head north and talk to the woman. She won’t tell you anything about Maid Marian, but she will tell you how her son defied the Sheriff of Nottingham, and how his body is now being “displayed as an example.” This triggers a side quest, which you can see by pressing the key. Then search through the southern part of the map, disabling most guards but leaving the patrols intact. You’ll find the woman’s son on the western side, in front of the prison. Click on the stockade to release the body, and then use the strong merry to carry it to the woman. For your efforts, you’ll receive a clover. Note: Inside the prison you’ll find a knight carrying £35 and coins worth £500. Now head to the castle. Out front you’ll find a beggar, and when you pay him you’ll trigger a red parchment to appear in front of a house inside the castle walls. You can pretty much just walk to the parchment and discover the house belongs to Maid Marian. However, the house is locked, and Stuteley won’t be able to unlock it. So what to do? That’s right; talk to more beggars. You’ll find the next beggar to the north. There will be several soldiers nearby, and since one is an officer and others are archers, it’s probably best not to wade in and fight them. So knock out and hide the crossbowman closest to you, and then draw the officer to you by throwing an apple at him. (He’ll chase a child around, but chances are he’ll at some point head south towards you. If not, try again.) With the officer out of range of the other soldiers, use Robin and the strong merry to knock him out. Then the remaining soldiers should be pretty easy to disable (use apples again if you need to). Just watch out for the patrol that moves between the church and the town square. Once the area is clear, talk to the beggar to reveal another red parchment. This one will appear right in the path of a patrol, so wait until the patrol is moving in the wrong direction, and then read the parchment. You’ll find out Marian is inside the inner keep. That doesn’t appear very promising, so keep looking for beggars. You’ll find the third beggar in front of the church. There are two ways to get to the church, and both require combat, so pick the one you like best. You might also want to knock out the knight (carrying £35) and the officer (carrying £25). The third beggar will claim not to know Maid Marion, but he will tell you that the Sheriff of Nottingham’s brother-in-law lives in the town, and that you can probably find treasure in his house. If you decide to loot the house, you’ll find £2500 inside. The third beggar will also tell you where to find the fourth beggar. The fourth beggar will finally tell you how to meet up with Maid Marian. Apparently she confesses every night, so all you have to do is take the place of her confessor, Friar Tuck. Tuck is a civilian in this mission, so he’s pretty easy to knock out. So tie him up, drop him in the vestry, and then put Robin in the confessional. A cut scene will ensue, and after that you’ll be able to complete the mission. Note: If you decide to infiltrate the castle, you’ll be able to gain another £790 and open the drawbridge, but you won’t be able to get to the party guests. My best score: 7480 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.08.00 Mission 5: The Prince and the Outlaw | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Derby Primary Objective: Meet up with Prince John Recommended characters: Robin Hood (required), Stuteley, aggressive merry, strong merry (Maid Marian will join you in Derby) The easiest way to deal with the soldiers in front of the castle is to use a purse. So have Robin throw a purse in front of the swordsmen and archers, and then, while they’re fighting each other, have him loop around and punch the two halberdiers from the right. (The halberdiers won’t go after the purse.) Then knock out whichever archer or swordsman is still standing, and tie everybody up. To be safe, you should carry all the unconscious enemies to the southern edge of the map. Don’t forget to take back your purse money. With the area clear, talk to the beggar six times to reveal five red parchments. (When the beggar asks, “Anything else?” that means you need to pay him more for his information, not that he’s out of information or taking your money for nothing.) Also be sure to knock out the archer and citizen on the eastern side of the castle, so you can get some herbs for Marian. Now you need to get into the castle. You won’t be able to open the drawbridge in this mission, so you’ll have to sneak your group up the broken tower and along the ramparts. You’ll have to disable guards along the way, of course, and it’s your choice about whether to sneak up on them and punch them or simply fight them with the strong merry. Fighting is easiest, and it will have the added benefit of alerting the patrol down below and drawing them to you so you can get them out of the way as well. Note: In the southern part of a castle, a woman will tell you that her son is ill. If you use a healing herb on the son (right next to the woman), you’ll receive a clover. Once the southern part of the castle is clear of enemies, you’ll have two choices about how to get to Prince John. You can either head straight north through the gate and fight everyone who gets in your way, or you can try sneaking around the ramparts. The direct method is easiest, provided you can avoid the four knights, but the roundabout method will allow you to collect more gold. So, if you want to take the long way, head for the northeastern part of the castle. There are a few guards on the ramparts that you can disable easily, but eventually you’ll find yourself against a patrol of archers, a group of crossbowmen, and a knight. If you try to fight the patrol of archers inside the courtyard, the crossbowmen will join in, so instead place your strong merry at the gate to the area. Then when the archers notice him, move him farther away, so the archers have to go through the gate to attack him (thus negating their range). If you want, have Robin stay in the area to punch a few archers and help out against the officer. Then it should be straightforward to disable the knight and the crossbowmen. The pouch next to the knight is worth £1000. For the northern area, regardless of how you get there, you should take out the patrol of swordsmen first. Even if you want to avoid them, they’ll notice you when you try to disable the soldiers on the western ramparts, and so it’s better to get them out of the way first. So, just like in the northeastern area, use your strong merry at the gate to attract them to you, and then use the strong merry and Robin to knock them out. Note: The knights in the northern part of the castle aren’t carrying any gold, so there’s no reason to attack them. They won’t see you if you hug the western wall. Once the patrol is out of the way, knock out the soldiers on the western ramparts, and then head through the doorway up into the castle. You’ll find a prisoner being harassed by a knight and some swordsmen. This is the man the woman from Leicester wanted you to save. So send in your strong merry to deal with them, and then once there’s a little breathing space (have the strong merry try to press the attack forward towards the prisoner to create a gap between him and the door) bring in Robin to help out. The prisoner will ask you to talk to his wife if you ever return to Leicester. At the top of the castle you’ll find a bunch of swordsmen plus assorted other soldiers. There might be an elegant way to deal with the soldiers, but chances are it’ll come down to a major fight. So have the strong merry and Robin do their regular thing, and use a third character (like Stuteley) to distract the crossbowman until Robin can get around to punching him. Note: You can knock out the soldier patrolling behind the swordsmen without alerting them. At the highest point in the castle you’ll find a soldier plus two knights. Robin requires two punches to knock out knights, so use the strong merry to distract them and Robin to punch them. If you can defeat the knights, you’ll receive £500 and a clover. If you can’t, that’s ok. The knights are optional. Finally, send Robin and Maid Marian through the doorway leading to Prince John. They’ll discover Prince John is a traitor and wants to be king in Richard’s place. Further, John will mention that Richard is being held captive and only a ransom of £100,000 will set him free. That’s now your overall goal for the campaign, to raise enough gold to free Richard. Lastly, John will indicate the royal scepter is somewhere in the area. You’ll find it in the northeastern part of the castle, in the building that was previously locked. It’s optional to grab the scepter. As far as I know, picking it up will only affect your score, and won’t change what happens in the campaign. Note: Even though it seems like Maid Marion has joined you now, she hasn’t. So you won’t find her in Sherwood Forest. My best score: 7620 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.09.00 Mission 6: Pillaging | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Forest Primary Objective: Free Little John Recommended Characters: Robin Hood (required), Stuteley, aggressive merry, strong merry (Little John will join you during the mission) Note: This looks like an ambush mission, but it isn’t. However, Robin does get to use a staff. Another note: All the enemies that start off dead in the mission count against you. So if you had maintained a perfect lives spared rate up to this point, kiss it goodbye. (But don’t worry too much. A later mission will really do a number on the rate.) You’ll find a couple civilians just north of your starting position. Talk to them to receive a side quest, to clear the western road so the elderly of the village can escape. To clear the road all you have to do is defeat the five soldiers to the south. Since they’re mostly facing away from you, and since Robin gets to use his staff in this mission, knocking them out should be pretty easy. Then talk to the couple again to complete the quest. You won’t get an explicit reward, but you’ll probably receive extra points for your mission score. You can find a second side quest just south of the western road. In the trees you’ll discover a woman who will ask you to find her son Peter. Peter is near the center of the map, north of the intersection. When you talk to Peter and then talk to the woman again, you’ll complete the quest. Again, you won’t receive an explicit reward, but you can pick up a clover near where the woman was standing. You can receive a third side quest of sorts on the northern edge of the map, where four archers and an officer are preparing to execute a pair of civilians. Once you disable the enemies (and after the civilians return), talking to the pair will reward you with a clover. For the rest of the map, just use Robin and the strong merry to knock out enemies. Most of it should be straightforward; the only thing you have to watch out for is archers running back to warn the cavalryman. That’s bad since 1) you’ll then have to kill the cavalryman, and 2) the cavalryman will probably kill you first. Similarly, you should use the key to view the cavalryman’s cone of vision. Since he’s on a horse, he can see farther than most units, and so for some fights (like at the intersection and at the execution) you need to draw enemies towards you so you can keep the fight far enough away. Note: The beggar on the eastern side of the map will give you five clovers, provided you pay him about ten times. When you’re ready to free Little John, approach him from the south. If you’re careful, you can sneak up on the guards around him, or draw them to you, so that you don’t alert the cavalryman. To deal with the archers and spearmen north of Little John, the best solution is to use a money purse. Then knock out whichever soldiers remain standing. The only enemy still standing at this point should be the cavalryman. The first time you click on Little John to free him, a knight will appear out of the nearby shack. Use the strong merry and Robin to knock him out. (You can trigger the appearance of the knight early if you want by entering the shack.) The second time you try, you’ll actually free him, but Little John will ask you to help him retrieve his equipment. This is just an excuse to show you Little John’s leg-up skill (and this is likely the only time you’ll use it). So move Little John to the shack door, use the leg-up skill, and then have Robin click on him. Robin will now be able to jump up to the roof of the shack and retrieve the coins worth £100. Note: If you just can’t seem to disable the guards without alerting the cavalryman, then try to distract the cavalryman with some character (like the strong merry) while Robin frees Little John and then helps him retrieve his gold. As long as the cavalryman doesn’t kill the distracting character during this time, you can then just run your group to the nearest signpost and quickly exit the mission. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.10.00 Mission 7: The Evening Visitor | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Leicester Primary Objective: Warn Ranulph about Prince John Recommended Characters: Robin Hood (required), Stuteley, aggressive merry, strong merry (Maid Marian will join you in Leicester; this is a good mission to let Little John train) Note: You’re not allowed to kill any enemies in this mission, but hopefully you’ve been practicing such tactics in earlier missions, and so it won’t prove much of a hardship here. There’s only one direction to go, so head east and disable any enemies you come across. If you saved the man in Derby, then you’ll find a red parchment at the dock near where you start. However, it will only suggest the man and his wife might have gone home, and indicate you should look for them. You’ll find them at the southern edge of the map, next to the windmill. When you talk to them, you’ll receive a clover. Otherwise, just make your way to the building that gives you access into the castle. Then send Marian inside first and have her use her spy skill to see what enemies are around. Luckily, most of the gray shadows in the courtyard will turn out to be civilians, and so clearing the area should be relatively easy. But be careful when hiding bodies: there are enemy soldiers inside the church. Once the courtyard is clear, talk to the beggar. He’ll produce three scrolls. One will show you the location of Ranulph, the second will show you where a few of the sheriff’s men are guarding something, and the third will warn you about the church. Head over to the sheriff’s men first. They’re not guarding the bag with £1000 in it. Their charge is actually in the tower beyond them to the west, where on the top floor you’ll find the Doomsday Book. Like the scepter earlier, it just seems to increase your score and not do anything else. There aren’t any soldiers guarding Ranulph, so just send Robin and Marian to his room. Once the cut scene ends, all you have to do is leave the castle to complete the mission (there aren’t any signposts). Note: To help you later, make sure Maid Marian has as many healing herbs as possible before you leave. My best score: 6070 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.11.00 Mission 8: The Godfather in Prison | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Lincoln Primary Objective: Free Godwin Recommended Characters: Robin Hood (required), Stuteley, Will Scarlet, aggressive merry, strong merry (one more training session for Little John should give him 5/5 combat ability) Use Robin Hood and Will Scarlet (who should have a 5/5 combat rating now) to disable the three swordsmen next to the civilian. Your reward will be a clover. Then talk to the beggar sitting slightly to the west. He’ll place three red parchments for you. From here go ahead and disable all the guards outside the castle. A coin purse will work well on the patrol since it isn’t being led by an officer. Everything else should be straightforward. You don’t have to worry about hiding the bodies. To get inside the castle, you’ll have to use the ivy covered wall on the northeastern edge. Everybody but the strong merry will be able to climb the wall, so you’ll be able to knock out and tie up enemies, but you won’t be able to move them around. Luckily, most of the guards are stationary, or patrol in a small area, and so not being able to move bodies shouldn’t prove a hardship. So make your way through the castle, disabling the guards you can get to, and then open up the drawbridge so the strong merry can join you. Two halberdiers will be at the top of towers, behind locked doors, and you won’t be able to reach them. The strong merry’s whistling skill might draw the eastern one to you, but the other one will stay where he is. Now head for Godwin in the dungeon (his position should have been revealed by one of the red parchments). But before you do, you should hide all the bodies in the castle. That’s because when you pass along the walkway next to the garden (where Haldric the Knight was in the earlier mission) Guy of Guisbourne will spot you and send his guards after you (and then flee, the coward). The guards will appear out of the two locked towers, and they’ll spread out to defend the castle. You can save some time by leaving Robin and Scarlet next to the door to the locked tower that lies in the castle, so you don’t need to hide the bodies there. Once the new guards have been dealt with, send Robin and Scarlet to knock out the swordsman and the two spearmen near Godwin. Then unlock Godwin’s cell and talk to him twice. You’ll find out that you need to disable all of Guisbourne’s men in the castle, but that some of Godwin’s men might be able to help out. When you talk to Godwin the second time, two things will happen. First, four red parchments will appear around the castle. Clicking on the parchments will release groups of Godwin’s men, and the men will help you hunt down the remaining of Guisbourne’s guards. Second, two enemy knights will come out of the church in the northeastern courtyard. So make sure you’ve hidden all the bodies again, and then deal with the knights before doing anything else. Note: Each of the knights will be carrying £100. When you click on a parchment next to a locked tower, the tower will open up. So use Scarlet or the strong merry to read the parchment next to the tower(s) of the remaining halberdier(s), and then have them rush up to the top of the tower and disable the halberdier before Godwin’s men can get involved. As soon as the last of Guisbourne’s men has been disabled, you’ll be able to end the mission. My best score: 6260 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.12.00 Mission 9: The Lock-up and the Friar | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Derby Primary Objective: Free Friar Tuck Recommended Characters: Robin Hood (required), Little John, Stuteley, aggressive merry Send Robin and Little John to deal with the officer and the three crossbowmen, and then talk to the nearby civilians to reveal some of the castle interior. You’ll see that Friar Tuck is imprisoned in a little hanging cage in the northeastern part of the castle. Once again you won’t be able to use the main gate to get inside the castle, and so once again you’ll have to use the broken tower. However, this time it’ll be a bad idea to alert the soldiers in the courtyard. There are a few crossbowmen down there, and they’ll probably kill a character or two by the time you can fight your way to them. So stealth is the order of the day. Use Robin or Little John to knock out soldiers on the ramparts, and then either have them crouch down between attacks or send them into the gatehouse. Regardless, you can use the gatehouse to hide bodies. Once the ramparts are clear (or at least the eastern ramparts), sneak Robin and Little John down the stairs to ground level. Let the patrol see Little John, and let Little John do the brunt of the fighting. Keep Robin out of the way for the most part, but bring him in to punch people if necessary (especially the crossbowmen). If you run Little John right into the middle of the patrol, then one (half circle) sweeping attack will take most of it out. Once the southern courtyard is clear, donate money to the beggar and talk to the civilian on the eastern side. The beggar will provide you with three red parchments (that reveal parts of the castle), and the civilian will ask you for food. If you used my recommendation and didn’t bring a strong merry with you, then you’ll have to wait for Friar Tuck to do this quest. Once you have him, just send him to talk to the civilian once he has some meat. You’ll receive a clover for your reward. Then head for the northeastern part of the castle where Friar Tuck is. You should be able to disable the guards on the southern ramparts easily, and rescue Friar Tuck. Once he’s free you’ll learn that you also need to eavesdrop on Prince John. That means you’ll need to clear out the remainding guards in the northeastern part of the castle. Some of this you can do with punches from behind (including the officer, courtesy of Little John), but eventually you’ll find yourself against soldiers on the ground and soldiers on the northern ramparts. Since most of the soldiers are archers, your best bet is to use a coin purse from Robin. Then when the fight is over, use Robin and Little John to mop up whatever is left. To make things easier, shoot the bull’s-eye on the banquet hall. That will lower a board, connecting the stairs with the ramparts. Note: In the banquet hall you’ll find ten pieces of meat, which is enough for the civilian in the first part of the castle, plus Friar Tuck as well. Above the banquet hall you should use Little John to punch the knight. Then you can rob the knight (for £75) and pick up the gold (worth £500). Then sneak Little John and Friar Tuck into the gatehouse leading to the northern part of the castle. Little John should be able to knock out the guards there and open up the gate while Friar Tuck ties everybody up. Possibly you can defeat the remaining guards on the ramparts and sneak into the next part of the castle, but chances are the soldiers on the ground will notice you, and a huge fight will ensue. As long as it’s going to happen anyway, it’s better if you initiate the fight. However, even Little John can’t take on everything in the courtyard, so attack them in stages. For example, you can draw out the soldiers and the officer guarding the doorway without alerting any of the other soldiers. Then Robin can use a coin purse on the lined-up archers and swordsmen while simultaneously Friar Tuck uses a wasp’s nest on the remaining officer. During the chaos, you can send in Little John, Friar Tuck, and Robin to mop up. You might have some problems with the knight, but if you can get it to fight Friar Tuck, then Little John can sneak up behind it and knock it out with one punch. For the rest of the castle, Little John can knock out everybody on his own. But before entering the meeting room to spy on Prince John, send Little John to the highest tower to knock out the knight there. Near the knight you’ll find the Coronation Spoon, another fun little treasure to add to your collection in Sherwood Forest. Then listen to Prince John, and exit the castle to complete the mission. My best score: 8200 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.13.00 Mission 10: The Silver Arrow | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Nottingham Primary Objective: Escape the tournament Recommended Characters: Robin Hood (required) (Have your other primary characters train if they need to) What a surprise, the tournament was a trap! Anyway, after you fight the Sheriff of Nottingham, immediately send Robin west and up the stairs to find Maid Marian. If Robin is badly wounded, have Marian heal him. If Marian needs herbs, you can find some above her. Note: Even though the objectives make it sound like you need to hurry to complete the mission, you don’t. There isn’t any sort of time limit. Now you need to find a way out of the city, and obviously you have problems. You can’t tie anybody up, you can’t move bodies, and you don’t even have a blunt weapon around. That means for the early part of the mission, you should avoid fights as much as possible. Anybody you knock out you’ll probably have to fight again later. So send Robin south along the ramparts, and have him jump down to the mustachioed merry, who will join your cause. Immediately have Robin move south along the ramparts and knock out the soldiers there. Then use the mustachioed merry to tie them up. You can now play some cat and mouse games. Lure some of the searching swordsmen up to the ramparts, and make sure they move all the way to the gatehouse (out of sight of the patrol down below). Then use the mustachioed merry to distract them while Robin punches them. During this time you should also move Marian into a doorway somewhere, just in case one of the swordsmen searches where she’s standing. Once you’re bored with that (or the swordsmen stop searching), use Robin to pay the beggar. The beggar will add half a dozen red parchments to the map. Then run the mustachioed merry east to the intersection past the stockade (next to the cylindrical building). He’ll attract four guards, and while they’re fighting, punch them with Robin. Nobody will patrol that intersection, so it’s safe to leave the bodies there. Now you can walk south and add the aggressive merry to your group. The aggressive merry will come equipped with a full slate of healing herbs, so use him to heal Robin and the mustachioed merry if you need to. Also, the aggressive merry’s pitchfork is now the closest thing you have to a blunt weapon, so start using him when you want to distract enemies. At this point you should probably take down the patrol in the southern part of the castle. Lure them to the scaffold, or all the way to the intersection if you can, and use the aggressive merry and the mustachioed merry to distract the soldiers while Robin punches them. Now head north from the intersection to the church (east of the puddle). You should be able to knock out the three guards there and then lure more guards to the area and knock them out as well. In particular, you should lure back the guards around the balcony to the northwest so you can get to the strong merry and finally start moving bodies. Don’t worry about the red soldiers in the church. They won’t leave their posts unless you do something right in front of them. Once you have the strong merry, go ahead and hide all the bodies you’ve tied up. It’s boring, but if you don’t then sure enough at some point a lone archer will wander through and wake everyone up. Then head over towards the inner keep (where you started) so you can clear a path to Marian. The difficulty here is in removing the six swordsmen near the gate. Luckily, they’ll be facing away from you, and so you can use a coin purse plus a couple punches to disable them. From there everything else in the inner keep should be straightforward. The two swordsmen and knight guarding the Silver Arrow won’t move away from the arrow, so even if you have trouble fighting them, you can always retreat, heal, and try again. All you have to do now is reach a signpost, and you can probably just run your group to one to finish the mission. But there are still a couple side quests in the area, and for the highest score you should complete them as well. First up is the sheriff’s brother-in-law. You’ll find several soldiers guarding his house, but you should be able to draw them off a couple at a time. Then just charge in with your strong merry and Robin to finish them off. When you go into the house, three bags of gold worth £5000 will appear. Second is the church. Inside you’ll find some red halberdiers and knights. They’re separated, so you can fight some halberdiers and a knight, and then go after the rest. Like with the guards at the Silver Arrow, the guards in the church won’t want to leave, and so you can retreat and heal if you need to. Once the guards are unconscious, grab the Sword of State. Lastly, you just need to reach a signpost. The route to the northern signpost is probably almost clear by this time, but if you head south, you can free some civilians, rob a tax collector (worth £1500), and earn another clover. But if you exit in that direction, just be sure to avoid the two cavalrymen (revealed by the red parchment near the southern gate). My best score: 9920 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.14.00 Mission 11: The Black Castle | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Derby Primary Objective: Capture Derby Recommended characters: Robin Hood (required), Little John, Will Scarlet, Friar Tuck, aggressive merry Before the mission starts, you’ll have the option of earning blazons, much like for the defense of Lincoln. However, there isn’t any reason to purchase blazons here. The more blazons you have at the start of the mission, the less you’ll have to do during the mission. So if you plan to explore the entire map and disable all the enemies anyway, the extra blazons won’t do you any good. Only buy blazons if you want to get through the mission as quickly as possible. Inside the mission what you’ll discover is that it’s no fun to have allies. Ranulph’s men will kill their opponents, and those deaths will count against you. Not only that, but Ranulph’s men will happily kill unconscious enemies, and even enemies that have been tied up. So if you want to keep your lives spared rate up, you need to rush Little John into the castle, and have him carry unconscious enemies into houses (where Ranulph’s men will leave them alone) as quickly as possible. Even so, lots of enemies will get killed in this mission. But here’s a trick. Ranulph’s men will only advance when you’ve captured a blazon. So if you can knock out and hide as many enemies as possible before capturing the blazons, you’ll be able to keep your lives spared rate much higher than otherwise. In particular, the blazon for the gate leading to the northeastern courtyard is linked to the archers in the ramparts there. Once you’ve disabled enough of the archers, you’ll capture the blazons, and Ranulph’s men will storm inside. So, you need to try and disable as many of the ground forces in the courtyard as you can before defeating the archers. That’s tricky since the archers will see things and come to investigate, and it means you’ll probably have to fight a messy battle. But you should be able to sneak your group in behind the soldiers in the courtyard (and maybe punch and hide a couple) before the battle starts. Then, if you lead off with a couple punches and a slingshot, the battle shouldn’t be too bad. For the northern courtyard, whistling seems to work pretty well. Just have Little John stand on the eastern ramparts and whistle, and the officer below will send up one soldier at a time. The rest of the castle should be pretty easy, except for Scathlock at the top of the highest tower. Robin will have to fight him on his own, but note Scathlock can’t leave the tower, so Robin can drop down to heal any time he wants and defeat Scathlock in stages. Note: If Scathlock’s blazon is the last one you capture, don’t immediately exit the campaign when you defeat him. Search his body first for £100. My best score: 5700 (56/89 enemies spared, 2 allied soldiers lost) /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.15.00 Mission 12: A Wedding and a Funeral | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: York Primary Objective: Rescue Maid Marian from the wedding Recommended Characters: Robin Hood (required), Little John, Friar Tuck, aggressive merry This mission starts out easily enough. In the southern half of the map, you won’t find any complicated groups of guards, and, in fact, you won’t find anything that Little John can’t handle all by himself. So knock out, tie up, and hide guards, and talk to the three beggars. The beggars will produce no less than nine red parchments. Some of the red parchments will simply reveal parts of the map (like the mess of soldiers at the church), but some will give you side quests: 1. The beggar near the center of the map will produce three red parchments. If you read all three you’ll learn about a moneylender, and you’ll give the beggar £2000 to cover the money he owes him. In return you’ll receive a clover, and the moneylender (complete with £2000 in his pocket) will appear on the map. So it’s a good deal, and it gets even better because in a later mission you’ll meet up with the beggar again and he’ll give you your loan back, plus interest. 2. Another parchment (from the southeastern beggar) will tell you how Sergeant Buttler and Mary Wonara are having an affair, and you’ll see a cut scene where the two meet up as soon as Mary’s husband leaves the area. So send Little John over to knock out and then carry off the husband (you can also just scare him away), and then hide until Mary and Sergeant Buttler meet up again. The pair will be staring at each other, so Little John should have an easy time sneaking up behind the sergeant and punching him (don’t use Robin; he won’t knock the sergeant out). For your reward, you’ll receive the Ampulla, one of the crown jewels. 3. The red parchment at the docks doesn’t do anything. Is this a bug or did I miss something? 4. A fourth parchment will show you a secret entrance into the citadel. The one strategic decision you’ll have to make early in the game is what to do with the civilians loyal to Prince John. You can knock them out so they don’t bother you, but you can also let them go. If you take the latter approach, then the civilians will keep running up to enemy soldiers and drawing them back to you. In that way you can draw out a good chunk of the red soldiers at the church and defeat them a few at a time. The civilian Mary Wonara in particular is good at this job. Note: Regardless, you should eventually knock out the “enemy” civilians. Some of them are carrying gold! Once you’ve done what you can in the southern part of the city, you’ll have to tackle the citadel and the church. Start with the citadel. There are three ways to get inside: the secret passage revealed by the red parchment, the rooftops to the south, and the ivy wall to the east. Reading the red parchment that reveals the secret passage might crash your computer (if zooming in and out causes problems), and only Robin can get into the citadel via the rooftops, so your best bet might be the ivy covered wall on the eastern side. To use it you’ll have to defeat a knight, but that’s easy enough using Robin to distract it while Little John punches it. The interior of the citadel should be straightforward. Even if you can’t use the secret passage, just send Robin and the aggressive merry up the ivy covered wall, and use the aggressive merry to distract soldiers while Robin punches them. Then when you walk around the courtyard, the mechanism for lowering the drawbridge should be revealed, and opening that will allow Little John inside. To change the flags in the citadel, just click on the base of the flagpole. Once the enemies notice Richard’s flag flying instead of John’s, Prince John and many of the church guests and black guards will leave the area, and the majority of the red guards remaining in the church will head south. Some will go for the citadel, and others will go to the city’s gates. At this point you can probably just stand Little John at the entrance to the citadel and have him take on all comers, but for a safer approach, run your group to a building in the center of the city, and then have them head to the church once the red guards have passed. Note: Once you click on the flagpole, you don’t have to keep a character there to change the flags. You can immediately move the character if you need to make a hasty escape. There’s only one way to approach the church in this mission, so use Little John’s whistle skill, or just let enemies see your characters, to draw them towards you a couple at a time. Only Robin will be able to go into the church itself, so have him do that and then immediately retreat. Guy of Guisbourne has to stay inside, but the two halberdiers with him will chase Robin outside where Little John can punch them. Then send Robin back inside to deal with Guisbourne. As with other duels, you can let Robin retreat to regain energy and heal, and so he should be able to defeat Guisbourne, even if combat goes badly. Once Guisbourne goes down, loot the £500 in the church and then leave town. If guards are at the gates, a money purse from Robin might come in handy. Otherwise, just bludgeon your way through. My best score: 10560 Note: Have Robin train during the ambush mission following this mission. Then he will still be considered training during the mission where you have to rescue him. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.16.00 Mission 13: The Escape | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Nottingham Primary Objective: Free Robin from prison Recommended Characters: Maid Marian (required), Little John, Friar Tuck, aggressive merry You should find the village south of the castle to be easy to clear. Just wade into combat with Little John, or sneak around and punch people. It shouldn’t make much of a difference. The first place to look for Robin is in the prison southwest of the castle. You won’t find Robin there, of course, but you will find another prisoner – plus a black knight. So send Friar Tuck in to talk to the prisoner, and then use Little John to punch the knight. When the knight is out, talk to the prisoner again to learn Robin’s location. Then head for the castle. The front gate won’t look like a problem, guarded as it is by two halberdiers and an officer, but there is a swordsman in the interior of the castle who will come looking for the officer. If he doesn’t find him, he’ll alert the soldiers guarding the sheriff’s brother-in-law’s house. That is, lots of soldiers will suddenly come your way. So after you dispatch the guards around the gate, hang around and wait for the swordsman (and his sidekick, a crossbowman) to arrive, and then draw them outside the castle and knock them out. Fights around the gate might alert other guards to your presence, so be careful there. Making your way inside the castle can be tricky as well. The swordsman patrolling the ramp leading to the inner keep will raise the alarm (once again alerting the guards in front of the sheriff’s brother-in-law’s house) if he sees anything amiss, including if one of the lancers out front is missing. You can sneak past the soldiers out front of the inner keep if you want, but at some point in the mission somebody is going to raise the alarm, and so you might as well take care of the problem now. So use Little John’s whistle skill to try and draw some soldiers towards you (you can lure away the swordsmen from the brother-in-law’s house) and then just let the swordsman patrolling the ramp see you, or start fighting the soldiers on the ramp. To defeat the soldiers who consequently race towards you, either use Friar Tuck to distract while Little John punches, or just let Little John twirl away with his staff. If you’ve whittled away at the soldiers in front of the sheriff’s brother-in-law’s house, then the fight might not be too bad anyway. Once all the enemies are knocked out, hide them in the nearby houses. Once the alarm has been thwarted, defeating the rest of the soldiers in the castle should be straightforward. Just methodically make your way around, disabling the soldiers you come across. You can also free a civilian from the stockade (for a clover), break into the sheriff’s brother-in-law’s house (just for the heck of it), and find the man Brittlegow who sold out Robin (for £5000). Eventually, make your way into the inner keep via the northern ramparts. Once you free Robin, you’ll find he doesn’t have any equipment, but you can find some arrows and purses around the castle. At this point you can leave the mission, but keep exploring the inner keep so you can pick up Richard’s sigil in the sheriff’s chambers. My best score: 10,870 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.17.00 Mission 14: The Letter | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: York Primary Objective: Meet up with Allan Recommended Characters: Robin Hood (required), Little John, Friar Tuck, Maid Marian, aggressive merry Head for the citadel, and dispatch the guards out front. Since there isn’t an officer around, you can use a coin purse here, or you can just wade in with Little John. However, wait for the knight to wander away before starting, and then use somebody to distract the knight so Little John can punch him. Once all the unconscious soldiers are tucked away, head south towards Allan. If you want to, you can take the time to disable all the guards in the southern part of the city, but otherwise just deal with the ones you can’t sneak past. On the way, you should visit the three places that had beggars the last time you were in York. Two will have beggars again, and they’ll combine to produce nine red parchments. The parchments will be scattered all over the map, so now you have an excuse to explore everywhere if you hadn’t been planning to before. In the third place you’ll find the beggar to whom you lent money before. He won’t be a beggar now; he’ll be a civilian, but he’ll be easy to recognize because of the “!” over his head. When you talk to him you’ll earn £2500. Note: Be sure to pick up the two red parchments in the church. One will give you £5000 and the other will give you the royal crown. When you talk to Allan, you’ll receive a new objective, to eavesdrop on Prince John again, and you’ll learn that Prince John is in the citadel near where you started out. So head back that way. Inside the citadel you’ll find Prince John plus some black guards. I think you can use the secret passage this time regardless of whether you were able to use it before. If not, send Robin inside to open up the gate, and then retreat him outside where Little John can deal with the enemies. So defeat the black guards inside the citadel, and send Robin to the red parchment so he can listen to Prince John. You’ll hear Prince John order Longchamps to go to Leopold and instruct him to do as he wishes with King Richard. That means you have to defeat Longchamps first. So once Prince John and the other guards in the inner room depart, send Robin to fight him. Only Robin can enter the room, but, unlike in the other duels you’ve fought, Robin won’t be able to retreat to heal (but you will be able to use clovers). So save your game before heading in to fight Longchamps. Once Longchamps is dead, order Little John to pick up his body, and then send your group to the nearest signpost to end the mission. Note: I’m not sure what happens at this point if you don’t have the £100,000 necessary to ransom King Richard. My best score: 10,150 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.18.00 Mission 15: The March on York | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: York Primary Objective: Capture York Recommended Characters: Robin Hood (required), Little John, Friar Tuck, Maid Marian, aggressive merry Once again you need to capture a castle, and once again you’ll have allies. However, this mission isn’t as tricky as the siege at Derby. This time the allied soldiers will stay outside the castle walls until you tell them to enter (by ringing the church bells or by raising Richard’s standard at the citadel). So you can essentially play this as a regular mission, and wait until the very end to call in your allies. Making headway into the castle can be difficult. There are lots of troops around, and the patrols will move randomly (or at least semi-randomly). Worse, patrols usually consist of crossbowmen, meaning they’ll cause all kinds of havoc if they stumble upon you during a fight, and they’ll notice when some guards are missing. So be prepared for big messy fights, and to reload often. Of course, there’s a trick for this. Enemies won’t go into houses unless they see you go into them first (or happen to flee into them). So you can take your entire group straight north and hide them in the first house on the left. Then, whenever a patrol goes by, you can pick off a crossbowmen, or even try to take out the entire patrol. Once you are free of patrols in an area, move out and defeat the stationary guards. Then rinse and repeat over the southern half of the map. Note: It’s not indicated in the objectives, but when you open the outer eastern gate, allied troops will rush in to take the southern part of the city. So don’t open the gate until you’re ready. The northern part of the city is more difficult than the southern part, because it has the two defensive structures (the church and the citadel), and because the two bridges leading to it are heavily guarded. Plus, it has all the black guards. Luckily, you can loop around the bridge leading to the church (the west bridge) by using the northwestern walkway and a building. That allows you to attack the bridge guards from behind. Robin can throw a purse in front of them (so the lancers move forward and everybody else looks at the purse), and Little John can punch the knights and officer, and then attack everybody else (with, perhaps, a little bit of help from his friends). You can loop around the bridge leading to the citadel (the eastern bridge) as well, by using the inner eastern wall. Then wait for the knight to face the citadel, and send in Little John to punch him. Little John should be able to do that without alerting any of the soldiers on the bridge. Then you can handle this bridge just like the last one, with Robin throwing a purse and Little John doing some punching. If you handle the bridges right, Little John should do a lot of punching before he’s forced to fight. To defeat the soldiers in front of the citadel, you could try using a purse or a wasp’s nest, but since there aren’t any knights or crossbowmen there, you might as well just send in Little John to fight them. Then quickly take down the guards at the northern gate (sneak Robin onto the ramparts to deal with the crossbowmen while Little John attacks from below) and head into the citadel itself. Put all of your characters into the secret passage, and then send Little John through the door without a halberdier in front of it (click right in front of the door) when the patrol is looking the other way. Little John should then be able to knock out the halberdier door guard. From there you can use Robin to throw a coin purse, and Little John to punch the soldiers while they’re engrossed with the coins. If it comes to a battle, fight as close to the secret passage doors as you can, so the knights on the ramparts won’t be alerted. To defeat the enemy general, first try to draw down as many soldiers from the ramparts as possible. Whistling works pretty well here. Then use Little John to punch one of the officers and fight the remaining officer and general. That should work, but if you have trouble, use Friar Tuck to distract them while Little John punches them. Now you can finally ring the bells in the church and hoist Richard’s standard in the citadel. With that you should be able to complete the mission. My best score: 9920 Note: After defending York (in the next defensive mission), my progress indicator always jumps from 77% to 95%. Are there optional missions in the campaign that you play if you don’t gather the crown jewels or don’t have £100,000 yet? /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ | 07.19.00 Mission 16: Last Challenge | \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Location: Nottingham Primary Objective: Defeat Prince John Recommended Characters: Robin Hood (required), Little John, Friar Tuck, Maid Marian, Will Scarlet Note: Save your game before you start the mission. Your characters will start out spread across the map, with two characters north of the castle, two characters south of the castle, and Robin inside. How the characters are placed is either random or depends on the order you send them to the exit area in Sherwood Forest. Ideally, you should have Little John and Friar Tuck south of the castle, and Will Scarlet and Maid Marian north of the castle. (I recommend Will Scarlet instead of the aggressive merry here simply so he can protect Maid Marian should they be discovered.) You could also try using Stuteley instead of Will Scarlet, just to make sure Little John has somebody who can tie up people with him. To start off, leave Robin where he is since he’s safe under his cloak, and try to put Will Scarlet and Maid Marian somewhere safe. It’s possible guards will discover them at some point (they’ll wander all over the place if the alarm sounds), but even so you should be all right. Either Will Scarlet will be able to defeat the guards who find them, or else Will Scarlet and Maid Marian will both be knocked out and use clovers, and you can rescue them later. That means you should do most of your damage with Little John and Friar Tuck. More so than usual, try to have Friar Tuck distract enemies while Little John punches them, simply because Friar Tuck can heal himself with meat, and Little John can only use clovers until you unite your characters. Slowly but surely the pair should be able to clear out the area south of the castle, or at least as much as possible while avoiding damaging fights. Just be careful to sneak around the cavalryman riding in front of the castle. Note: In the southern part of the map you’ll receive a side quest to free a man from prison (the one outside the castle). You might want to wait on this quest until you unite your characters. It’ll involve fighting several soldiers at once, and it might strain your health too much. Getting inside the castle to meet up with Robin can be difficult. Not only will you have to avoid the cavalryman, but the archers in the ramparts will continually hunch down to see what’s going on beneath them, and if they see you they’ll either race down to investigate (good) or alert an officer (bad). However, they shouldn’t raise the alarm, so try to draw them and the halberdiers at the gate to you by whistling. Inside the castle, the soldiers on the ramp to the inner keep will sound the alarm if they see you, and Little John probably won’t have enough health to deal with it. You can’t simply sneak around the guards on the ramp, so have Friar Tuck throw wasp’s nests at the two guards at the base of the ramp, and then move your characters north into the castle and into one of the buildings in the courtyard. From here you can dodge the patrol and take down lone guards nearby, or you can even pick off the patrol one soldier at a time like in the previous mission. You also might want to knock out the civilians loyal to Prince John, or else you’ll have a steady parade of soldiers heading your way. But your main goal should be to clear a path to Will Scarlet and Maid Marian. Note: The beggar in the courtyard will trigger two side quests, one about a fake beggar and one about Applegoad the Old (in the church). The western street to the northern gate looks the safest, but the beggar there is the one in the employ of Prince John, and approaching him will cause a bunch of soldiers to rush out of the nearby buildings and attack. Instead, make a foray into the middle street first, where you’ll find an officer, a crossbowman, and three juggling archers. To get through the battle, Little John can punch the officer right away and then punch the archers and crossbowmen, provided they don’t try to use melee attacks against him (they usually won’t). But you’ll have to be careful in this fight. If you make too much noise, the soldiers hiding in the buildings will attack anyway. Once you’ve taken down the officer and the archers, send Friar Tuck into the buildings next to the beggar. There are two buildings, and three swordsmen will be hiding in each. By sending Friar Tuck into them one at a time, the swordsman will attack him, and Little John should have an easy time knocking them out. Once they’re down, don’t talk to the beggar. You’ll just waste your money. Note: If you don’t remove the guards hiding in the buildings, they’ll attack when they hear fighting at the northern gate. To finally claim the gate, first send Little John to the ramparts to knock out the crossbowmen and archers (remember that Robin can’t knock them out), and then use Friar Tuck to distract the halberdiers and officer while Little John punches them. Now you can finally unite your characters, and do some necessary healing. If you’re feeling thorough, feel free to go back and disable all the soldiers you skipped before (like at the ramp leading to the inner keep), or just plunge ahead into the inner keep. The inner keep should be pretty easy. In fact, the only difficult fight involves a black officer and two black knights, but you can bypass it by unlocking the door in the courtyard that leads right to the Sheriff of Nottingham’s chamber. (If you decide to fight them anyway, use somebody to distract while Little John punches. The trio will still probably cause problems, especially since there are four swordsmen hiding in a nearby tower who will rush out to help.) Once you reach the sheriff, you’ll have to fight him alone with Robin, but once again Robin can retreat to heal while the sheriff is stuck in his room. Once you defeat the sheriff, you’ll be able to finish the mission. Let the celebration begin! My best score: 11,830 And for the entire campaign: 145,010 (97% lives spared) ****************************************************************************** * 08.00.00 THANKS TO * ****************************************************************************** Thanks to all of the people who contributed information for this guide, including: ARM Claude Plus all the people at Strategy First’s Robin Hood forum. ****************************************************************************** * 09.00.00 REVISION HISTORY * ****************************************************************************** April 29, 2003 -------------- Initial release. Contains the first seven missions plus other information. May 1, 2003 ----------- Added the next five missions. May 3, 2003 ----------- Added the final four missions, completing the walkthrough. ****************************************************************************** * 10.00.00 PERMISSIONS AND UPDATES * ****************************************************************************** This guide may be posted on any web site as long as the text is not changed and as long as I am informed of the posting. I will always submit new versions to GameFAQs (www.gamefaqs.com) first, so if you are looking for the most up-to- date version of this guide, that is the place to look. ***** Copyright © 2003 by Steven W. Carter