IFReviewed by
Bob Davis on 2006-05-06 12:34
Reviewer’s Rating: 8
Difficulty Rating: 6
Extra Commands: Switch, Save
Playing Time:
4-6 Hours (if you don’t know what you’re doing – 4 to 6 weeks.)
I
believe the author does an excellent job of describing this adventure;
so as not to do him or his adventure any injustice, here’s Don…
You
were drinking too much. You know that now. If you hadn’t been drinking
too much, you wouldn’t have made that foolish bet. Now it’s too late.
The
fellow looked so young, so inexperienced. He looked drunk, too. So when
he bet you 500 gold pieces that he had a magic spell you couldn’t get
yourself out of, you naturally assumed he was bluffing.
He
wasn’t bluffing and he wasn’t drunk. You have awakened in an
underground labyrinth. You feel tired and drawn. It’s more than a
hangover, though you certainly have one of those. No, it’s as if a part
of yourself were missing.
A part of yourself IS missing!
You
have been split into two selves, and what is worse your other self is
somewhere else in this maze. You cannot survive outside this magical
maze unless you merge back with your other self.
The barroom
prankster was not completely merciless, however. You find that by
exerting a little concentrated thought, you can transport your mind to
your other self. (Type ‘SWITCH’ whenever you want to do this.)
Unfortunately, if one self gets wounded, the other is injured
simultaneously.
Remember, you must not try to leave the dungeon unless you have merged with your other self.
Bob
again. Two big pluses this adventure has is 1) A very original idea and
2) the most complex maze in Eamon. It is very survivable (if you’re
careful), the room descriptions are generic (helping to make the maze
confusing), the monsters and artifacts are interesting, and the theme
is refreshing, warranting special consideration.
Used with Matthew Clark's kind permition.
Original review available at
Eamon
Adventurer's Guild Online website.