Sir Ramic Hobbs and the Oriental Walk
|Sir Ramic Hobbs and the Oriental Walk|
|Cruelty scale||Cruelty to be determined|
How It Begins
Sir Ramic wakes up in a castle, somewhat disorientated.
Hints and caustic criticism are administered by (the disembodied) Wizard Prang. Sir Ramic has to struggle out of the castle using a teleportation device and foil a thieving magician, using various commands learned during the game. The entire intention is humour. There is a word-puzzle type of clue at one point that has proved much more difficult than the author intended.
- Sir Ramic Hobbs and the Oriental Walk (Gil Williamson; 1996; MS-DOS).