ROBIN OF SHERWOOD
First of all, I would ask you not to confuse this game with two others: ROBIN OF WOOD, ROBIN OF SHERLOCK 1-3. This game is a text-based one, ROBIN OF SHERLOCK is a parody of this game and the well-known game SHERLOCK, while the game ROBIN OF WOOD has nothing to do with text adventures at all. Spectrofon has ported this game to disk. Moreover, it is more or less normal. In any case, it can be completed unlike the disk version of REBEL PLANET. However, there are still some inconveniences. When saving, it only saves in ONE file rob.data. If you have completed most of the game, you can manage with just ONE save state, but if you are just starting to explore it... by the way, this problem exists in many games ported by Spectrofon. For example, it is most acute in WORM IN PARADISE, personally, I use SEVERAL different disks for saving states. We have digressed a bit. So, you start the game in a dark dungeon with two of your friends (from whom you will get no help anyway) and prisoners (whom you will not free anyway, although they will help you escape). Show your acrobatic talents and climb on the prisoners (CLIMB PRISONERS). For lovers of abbreviations, I say: the program recognizes only the first 4 letters of the word. Commands are given in 2 words: verb + noun. So, standing on the prisoners, wait for the guard to come to the grate and pull his leg (GET ANKLE) — he will fall and lose consciousness for a while. If you are a suicide, you can wait, if not, then strangle him (STRANGLE GUARD). Examine the guard (EXAMINE GUARD) and take the sword you find (GET SWORD). Then, using it, push the bolt on the grate (OPEN BOLT), and then open the grate itself (OPEN GRATING). Climb out of here (GO GRATING), go to the door (A little digression. One of my friends, who is also an adventurer, got stuck here. He tried to open the door, pull it, and push it, but nothing worked for him. So when playing adventures, do not forget to consider even the simplest options and start the adventure by checking the simplest actions. The translation of "go to the door" I think you will find in the dictionary. If not, it is written like this GO DOOR). Next, try to go through the gates (actually, you can go straight to the battlements, but then you will discover a glitch, by the way, it is also present in the cassette version of this game), after your two BEST friends run away, leaving you alone with a crowd of guards, go to the battlements (GO BATTLEMENT), just don't think about jumping down. Next, go to the door, and then to the right door. You can chat with Lady Marian, and then jump out of the window (GO WINDOW) (actually, one usually gets to beautiful ladies through the window, not running away from them, but okay). Upon landing, HURN THE HUNTER appears (I wonder, where was he before?) and finally gives you the quest for the game: to find and return the 6 Touchstones of Rhiannon (TOUCHSTONES OF RHIANNON). Then the fun begins. Running around the locations, you will find: Little John, whom you can free from the spell by winning against him (GET QUARSTAFF, ATTACK JOHN). If you want all your friends in this location to follow you, tell them to (SAY FOLLOW), but keep in mind that in some locations they still do not want to enter. If you want to leave them, give the command SAY WAIT. Climb up a big tree (don't confuse it with a regular one) and explore it. You will find one of the stones you need. And by climbing the statue of AZEAL near the castle de BELLEME, you will find golden coins in its eyes (EXAMINE EYES). The waterfall not only gives rise to the river. You can also go through it (GO WATERFALL) and end up in HURN's cave. There you will find a bow, a quiver of arrows, and the sword ALBION. HURN himself is also there. So, if you want, he will remind you of the quest for the N-th time (SPEAK HURN). Go with Little John to the camp and wait (WAIT). The messenger that appears will inform you about the archery tournament, the grand prize is a silver arrow. Go to Nottingham (the gates will be open). Shoot the arrow (SHOOT ARROW) and as a result, you will win the competition and fall into the sheriff's trap. Grab the sheriff and the silver arrow (GET SHERIF, GET ARROW, although you can do it in reverse) and retreat. As soon as you are outside the castle (this will take you one turn), immediately drop the sheriff (DROP SHERIF). Why carry such a useless item? With the silver arrow, go to the castle de BELLEME, enter it. Find this de BELLEME and kill him (or her). Before this, you can find Friar Tuck in the forest and by talking to him you will learn that Marian is captive of de BELLEME. Although you will see this anyway. Free Marian (FREE MARION). Examine de BELLEME's body and take the second stone and the arrow. Then go with Marian to the location near LEAFROG GRANGE (in the forest) and examine her there (EXAMINE MARION), as a result, you will discover the entrance to the cave. Go down. Take the thief there and catch a serf managing a cart loaded with hay in the forest. Stop him (STOP SERF) and after he runs away (strangely, I thought the poor didn't fear Robin Hood) climb into the cart (GO CART), wait for night (WAIT or, I think, SLEEP) and go to the room with the chest. There, release the thief (DROP THIEF). Let him do his job. Examine the chest several times, take everything you find there, don't forget to take the thief with you and jump out the window again from Marian's room. Then you will discover that the gold coins found in the chest have disappeared somewhere. Want to know where? Kill the thief and search him. Having 400 gold coins, exchange them with the nun for another stone (first, you need to knock, in which location you will find out yourself), you need to exchange like this: GIVE GOLD, GIVE GOLD, GIVE GOLD. So, you already have 4 stones (one you found in the chest). There is one more item obtained from the chest. Exchange it with the templars for the fifth stone, but then don't return — they will kill you. Then go to the ring of Rhiannon, place all 5 stones, and then place the silver arrow. How the game ends, you will find out yourself.
Contents of the publication: Micro #01
- Краткий обзор игр
A review of various ZX Spectrum games from 1998, highlighting gameplay features and unique aspects of each game.
- Новости
An overview of upcoming games and software releases for ZX Spectrum, including Black Raven and Animation version 3. Challenges in software distribution and humorous incidents with disk shipments. Insights into current developments and community contributions.
- От редакции - Александр Тертышный
Introduction to the first issue of Micro #01, discussing its creation, contributors, and aspirations for future issues.
- Проходилки
Analysis of the text adventure game Robin of Sherwood, its gameplay features, and issues with disk version saves. Exploration of the game's objectives and strategies. Tips for successful navigation and problem-solving within the game.
- Проходилки
Analysis of a demo game influenced by 'Star Heritage' with a mystical plot. Highlights include a load indicator, direction-based movement, and quality graphics. Notable limitations involve a limited vocabulary and lack of memory save function.
- Проходилки
Guide on game mechanics and strategies in a battle-focused fantasy game, detailing unit strengths and tactical advantages.
- Разное
Analysis of glitches in ARTSTUDIO 128 and comparison of two versions of the software. Discussion includes version differences and installation options. Editorial note on non-reproducibility of glitches.
- Разное
Discussion on the scarcity of 5'25 disks, their rising prices, and the transition to 3'5 disks.