Fun School 2: For the Under-6s
DOSEducational
How it plays
The game uses a first-person perspective and presents an alien planet as a connected wilderness to investigate. The main objective is to survive long enough to find a way off the planet, while gathering supplies, examining locations, and solving environmental obstacles.
Players manage food, water, health, clothing, tools, and medical conditions. Exploration can expose Robinson to wounds, infections, poisoning, fatigue, heat, and cold. Progress depends on finding useful objects, understanding their purposes, treating injuries, and choosing safe routes through several hazardous environments.
Plan your run
Conserve food, water, medical supplies, and ammunition whenever possible. Examine new areas carefully rather than moving quickly, because useful objects and environmental clues can be easy to overlook.
Treat injuries and illnesses promptly, and monitor temperature, fatigue, hunger, and thirst before entering a new region. Keep essential equipment in good condition and avoid unnecessary risks; the game’s survival systems can turn a small mistake into a later failure.
Before you begin
Record the purpose of unfamiliar items and medical treatments as you discover them.
Check Robinson’s physical condition frequently, especially after exploration or combat.
Plan expeditions around available water, food, shelter, and treatment supplies.
Robinson's Requiem is a first-person survival adventure developed and published by Silmarils for DOS in 1994. The player is stranded on an unfamiliar planet after a spacecraft disaster and must stay alive while exploring a hostile wilderness. Its play style combines open-ended exploration, environmental problem-solving, resource management, and medical self-treatment rather than conventional combat-focused progression. The game is known for its unusually demanding simulation elements, including injuries, illness, hunger, thirst, temperature, and equipment wear. Contemporary and retrospective reception has often highlighted its atmosphere and ambition, while also noting its severe difficulty, opaque systems, and unforgiving design. It remains a distinctive example of mid-1990s European survival gaming.
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