Micro #01: Walkthroughs: Tactical Guide and Strategies

Mentioned software

BLACK CROW

So, let's get straight to the interesting part. For those who don't know, immortality (infinite gold and wood) is activated by pressing the C key during the loading from disk 1, i.e. after pressing the 2 key (the C key must be held down during loading). Now let's move on to the warriors from both sides:

KUNGS HUMANS

Kung Infantryman
Langolier Archer
Grunver Cavalryman
Catapult Catapult

(workers)
Peon Peasant

(mages)
Necromancer Priest
Warlock Wizard

(summoned creatures)

Skeleton
Spider Scorpion
Demon Wallbreaker

The only advantage of a simple kung and infantryman is their low cost and fast production speed.

The archer (langolier) is especially useful in levels where there are no catapults yet. To protect your buildings, it's good to build a line of infantrymen and cavalrymen, with archers behind them, especially useful to do on bridges, just make sure to give the first line the "stand to the death" command (the icon with a foot). However, personally, I don't like to use archers in offense, as you have to constantly watch to prevent enemy soldiers from breaking through to them. However, I recommend building a lumber mill and upgrading the bow first on levels where there are no catapults yet.

The cavalryman (grunver) is a very useful unit. Again, personally, I use this type of troops more often in offense. In higher levels with catapults, it's hard to win without using cavalrymen (if it's even possible). The cavalryman is the fastest type of troops in the game (especially after upgrading the horse or reptile if you are playing as kungs). It's also good to use cavalrymen for ambushes. I completed level 14 as kungs this way. My usual ambush consists of: a line of cavalrymen, 2-3 catapults in the back, and of course archers, the more the better. So, you run with the cavalryman, gather a bunch of enemies, and return to the ambush (give the cavalrymen in ambush the "stand to the death" command). It’s good if there are several priests or necromancers behind the cavalrymen.

Catapult.
Advantages: Large (very, very) range (place it behind a fence and see what happens!), explosive projectile that takes out almost any creature on the first hit, even breaks fences! Disadvantages: the slowest unit in the game, does not hit at close range, so if an infantryman or cavalryman breaks through to your catapult, you need to save it, as it won't cope on its own (unless, of course, a wizard casts "fire ring" on it first (the spinning balls are, by the way, a very powerful spell, especially effective to use on wallbreakers in a crowd of enemies or near enemy buildings)). Back to the archers. You can place one of them near the mine if, of course, there are no enemy soldiers nearby, then no enemy peasant will pass. Now back to catapults. In some levels, enemy catapults are hidden behind fences, they can be used in two ways: first, gather enemies with a cavalryman and run past the catapult. Usually, the shot from the enemy catapult hits their own enemies. Secondly, when it becomes just a hindrance, it can be destroyed: give the command "shoot at the enemy catapult" (the icon of a fist pointing at the enemy catapult). Then run past the enemy catapult with a cavalryman and circle around it until your catapult destroys the enemy one. Phew! Alright, I'll write less detailed from now on and won't reveal some secrets.

The peasant (peon) may not be a warrior, but you can't win wars without him. With immortality, 2-3 peasants are enough. It's good to leave one gold mine, place a langolier and a necromancer nearby. The langolier will kill peasants, and the necromancer will summon skeletons from their corpses.

The necromancer is only useful at lower levels. His last spell, "crystal ball," I didn't like. It has no real effect. The priest is more useful. He can heal humans (including kungs), scout the territory (the necromancer can do this too), and cast "fire ring" (!!!!).

The wizard is simply irreplaceable at higher levels. He can summon scorpions (I rarely use this), cast lightning on enemies (I once placed a group of kungs on a bridge and a wizard came running... 4 grunvers killed, 4 langoliers, 2 necromancers, 2 catapults injured), summon wallbreakers (I'll tell you about this creature a bit later). The warlock can summon spiders (analogous to scorpions), summon spinning crosses (worse than lightning), summon demons (the wallbreaker quickly spat him out).

Skeletons are good to summon in battles. For example, a battle is underway. Mountains of corpses. Kungs are losing. And then the necromancer summons skeletons (this usually helps, but what to do with these skeletons afterward? They are the weakest warriors (even weaker than spiders and scorpions)). Without spiders, you can't win a battle of mages. Moreover, you need to send someone for reconnaissance (someone you don't mind losing).

The spider (scorpion) is similar to the skeleton, although if you don't want to waste your soldiers' health, the spider (scorpion) will always find its use.

You will meet the demon before the wallbreaker. Simple soldiers find it hard to kill him, yet he is vulnerable to a catapult behind a fence, or to archers there as well. The demon has the strongest attack (among kungs, excluding the catapult, of course). Considering that the demon is free, I think you'll easily find a use for him deep behind enemy lines.

The wallbreaker spits explosive balls that can even fly through fences. If the demon handles armed sword creatures better, the wallbreaker will gladly take down 10 or more archers. Just stating a fact. The wallbreaker kills a peasant with three spits (his spits are much more frequent than the shots of a catapult). Well, that seems to be all about the troops in this game. Although no, there are still slugs, bonebreakers, special creatures, like the prince. He is of no use in battle, and if he doesn't need saving, he can be made into a scout (the commander should be at the front on a spirited horse). Now about some battle tactics, i.e. general strategy. In the early levels, you can defeat the enemy with quick strikes, squads of 6 men. In higher levels, this doesn't always work, so you either need to create a large group and send them all at the enemy at once or take control of all the mines, and destroy those you can't take. Thank goodness the computer hasn't figured out how to repair them. So you can sacrifice a couple of squads (one distracts, the other destroys). Well, that seems to be all. Now there's only one thing left. Forward to victory!

P.S. The ending is worthy of Mednonogov.

P.P.S. Unfortunately, this game arrived already cracked in our city. The conclusion is clear: software protections are no longer holding up. Only codes and physical protection remain (disk cracking, irradiating it with beams). So most likely the next programs will be protected in this way. If you don't want to pay a lot of money (physical protection can be cracked, but it's not worth the effort), then create your own programs that can be exchanged for these.

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.