THE ADVENTURES OF ROBIN HOOD

The Controls

A number of Icons will appear down the left-hand side of the screen as the game progresses. There may be operated by clicking on them with the mouse and, in some cases, via keyboard short-cuts. Additional control is achieved by clicking directly onto people or the landscape, using the mouse.

Fixed Icons

Pauses the game (pressing P on the Keyboard) has the same effect. A menu appears, allowing you to quit or resume the game. There are two Quit options - the first, F1, will save your current position in the game to disc, so that next time you play you carry on from where you left off; the second option, F2, abandons the game, so that next time you play it will start again from the beginning.

F1 = SAVE
F2 = LOAD
F3 = SOUND
F4 = RESTART

NOTE: Selecting the PAUSE Icon during the opening sequence allows you to skip the introductory sequence, and jump directly to the point at which ROBIN sits moping outside the walls of the town, thus getting you straight into the game without delay!

The movement icons have keyboard equivalents: use A, S, Z and X.

SELECTING THE:

BOW
SWORD
EYE
HEART

See below for other ways of making ROBIN move.

These are the symbols you use to interact with ROBIN and his environment. Selecting one of these symbols is likely (thought not guarantied) to sow the seed of an idea into ROBIN's MIND - sometimes simple and explicit, sometimes less so, depending on circumstances.

We will leave it to you to discover the detailed effect of each symbol for yourself, but we are aware of the following actions:

Selecting the BOW usually seems to have the effect you'd expect from a trigger-happy hero. (keyboard = ENTER).

The SWORD seems to inspire aggression of a more personal kind.

The EYE always seems to affect the 'camera' , rather than any of the people, causing it to pan so what we can see the same part of the landscape that ROBIN can see - it pays to know what perils may lie ahead. (Keyboard = SPACE).

The HEART encourages our hero to run rather than walk, but beware of excessive demands on his stamina - you never know when he's going to need all his energy.

The LIPS bring out the smooth-talking nature of our man, but what he'll actually say is, we're afraid, impossible to control.

The OPEN HAND stands for generosity, in ROBIN's view, and generosity is an important quality in a true hero of the people.

The OPEN HAND is quite the opposite, but one cannot be generous unless one has something to give, so this darker quality is likely to turn out to be a necessary evil, if ROBIN hopes to have any people left to govern once he's completed his main task.

All the symbol icon's and the winning icons have the following properties: (not included - you'll have to look at the game screen)

1.  There are two types of symbol icons - some of them act immediately the are pressed, other icons do nothing until after you have selected an object on the landscape (person or animal). When you press icons of this second type, the mouse cursor will turn into a GREEN hand, indicating that you should click on an object. When successful, the cursor stops being green and the icon will have its effect. If you press one of these icons by mistake, press it again to cancel the green hand!

2.  After use, each symbol icon becomes exhausted for a certain amount of time, depending on the particular icon. whilst exhausted, the icon will turn to grey and cannot be used. You should use slow-to-recharge icons with care, as you might need them again in a HURRY!

WINNABLE ICON's

There are several other symbol icons which have no meaning at the start of the game, and so are not visible.You will collect the right to use these icons, which give you access to new facilities, as the game progresses (unless of course you make a mess of things!).

OTHER CONTROLS

In addition to the icons, you can control ROBIN's movement by two other means (plus a third option when you win the right to use it).

1.  Click anywhere directly on the landscape and a small marker will appear at that point. ROBIN's attention will be directed towards that place, and he will (probably) walk there. Because this method doesn't try to control ROBIN's legs directly, ROBIN's own brain is able to deal with the problems of avoiding obstacles, entering/leaving through doorways, etc. This is probably the best method for getting around most of the time. Use the ARROW icons for more precise control when needed.

2.  Click on another person (when the cursor is NOT a green hand), and the thought often enters ROBIN's mind that he should follow that person for a while.

THE HEROISM INDICATOR

The vertical bar near the icons shows the computers current assessment of ROBIN's qualities as a hero. The bar is red if it is falling, or blue if rising. You will find that almost everything ROBIN's does, or you make him do, will have an effect on the level of this bar. As our tiny world is supposed to be a 'land fit for heroes', beware of the possible consequences of being too much of a villain, or even too much of a wimp.

MONEY

As a certain amount of money is bound to change hands during the game, we've displayed the current contest of ROBIN's purse as a number at the bottom-left of the screen.

PLAYING THE GAME

It is not for us to tell you what you should aim to do, or how to go about it. In fact, you are free to do anything you like, or even nothing at all - perhaps sometimes you should leave ROBIN to get on with it for himself. In any event, you are likely to come across various encounters where you cold be of help to ROBIN or his FRIENDS in some way. You may of course not want to be helpful, but if ROBIN is to live up to his reputation as a goody-goody, we suspected that he's going to need some guidance.

SOME THINGS TO BEAR IN MIND

In the far NORTH-WEST corner of the map lives a wizard-like priest of the god Herne. This man-of-the-woods is a great ally and can offer much useful advice as well as a helpful gift. He should be the first person to visit if you get stuck.

To be a hero requires a lot of qualities, backed-up with the appropriate deeds. Almost everything you encourage ROBIN to do will affect his standing as a hero. In particular, remember that ROBIN HOOD was renowned as a 'robber of the rich to feed the poor'. Unfortunately, the richest are well protected, and the merely well-off are strong and well-armed. There is one, however who can provide rich pickings; a former friend but now a turncoat of the first order.

Remember that your crimes of robbery and murder will not go unnoticed if you wish to retain you freedom to go as you please, then refrain from too much crime too early. The more trouble you and your BAND cause, the harder it becomes to survive!

ROBIN is a leader of men. Sometimes the best trick is to delegate! You'll find that some of the icons have different effects if you apply them to the Merry Men...