IFReviewed by Tom Zuchowski on 2006-05-06 01:03
MAIN PGM Version: 4.0
Extra Commands: OPEN, DRINK
Deleted Commands: no SAVE
Special Features: None
Playing Time: 15 min.
Reviewer Rating: 4.0
Average Rating: 4.2/4
Description: You have been selected by the king to rescue several high officials who were kidnapped last week. The king's warlock has devised a plan that should make your job fairly easy. However, for it to succeed, you must first possess the fabled Key of Molinar. The key is a magical teleportation device.
No one knows where the key currently lies. The warlock has a spell that will teleport you to the Key's vicinity. You are advised to get the key as soon as possible, and use it to return.
Comment: This Eamon is the first part of a two-part adventure. Eamon #81 is Part Two. This was the very first two-disk Eamon, and the NEUC mistakenly assigned a number to each disk. This was also originally something called a "Tournament Eamon". I have never seen the Tournament version and don't know what was involved. I assume that it incorporated some kind of scoring system for competitive play. John Nelson converted it to a normal Eamon back in 1984.
This can be played without Eamon #81, but you cannot return to the Main Hall at the end, since it exits to #81 only. I don't recommend playing this Eamon without #81.
This is one of the shortest, easiest Eamons in the list, with 26 Rooms and 7 Monsters. There are no puzzles or hidden passages. Just run through the rooms, find the Key, and teleport out. I give it a Difficulty rating of (2). Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.