IFRO

They died hard, those savage men - like wounded wolves at bay. They were filthy, and they were lousy, and they stunk. And I loved them.
Douglas MacArthur


Login | Register


Username:
Password:

Who is Online

We have 671 registered Members.

There are no Members online.

There are 7 Guests online.

8 Stars IFReview Rating FutureQuest II

IFReviewed by Bob Davis on 2006-05-06 01:25 

Game Profile

Author
Roger Pender

Idiom
English

Authoring System
Eamon

Release Year
1985

IFR Overall Rating
8 Stars IFR Overall Rating
Separator

Reviewer’s Rating: 8

Difficulty Rating: 10

Special Features: 10 directions

Extra Commands: Save

Playing Time: 4 ˝ hours

You have once again been chosen to perform a great deed in the 35th century. Since your successful assassination of the Krell emperor, much progress has been made in liberating Earth’s former space colonies, but the fighting is bitter and the advances slow. A Krell scientist, Mordir Kang, has developed a doomsday device – the Zontar ray machine. This ray machine generates an anti-matter field which, when it touches matter, produces a dimensional inversion, sucking matter into the 8th dimension with cataclysmic results. Your mission is to locate Mordir Kang’s secret base, kill him, steal the plans to the ray machine, and destroy the device.

I first started playing this adventure with a wimpy guy and lasted 15 minutes. Well, says I, a hardier character is needed. How about the Mad Haranguer, hardiness 23, agility 28, charisma 16 – dead in 30 minutes. Uh-oh. Methinks this calls for drastic measures; in from the Stone-age walks Fred, hardiness 32, agility 17, charisma 4. (What he likes in speed, he makes up for in good-looks.)

Between getting lost in the desert, getting lost in the jungle, getting lost in the swamp (Fred isn’t the greatest with directions) and having the entire Krell empire after his buns with weapons ranging from rocket launchers to missiles (alas, poor Fred has a rock, a club, and a big stick), Fred decided he wasn’t having a very good day. If it weren’t for luck, a few tricks of Eamon and an altered heal spell, Fred would have been back in the Stone-ages as a fossil.

This adventure kept my interest during play, always having to get out of a tight situation. Some special effects are present, most notably the SAY command which is used to activate machines. Interaction with these machines is sometimes quite interesting.

I do have a couple of “gripes” with the adventure. The short descriptions do not have directions in them so when a room is re-entered, a LOOK must be done to find the exits (unless you can keep flawless maps). The names of the monsters are not in the long descriptions so something must be done (such as trying to leave) to get the short descriptions to print without getting attacked first. And last, but most frustrating of all, the POWER routine is unchanged from the original MAIN PGM (i.e. you hear sonic booms, tunnels collapse, the dead are brought back to life, and all wounds are healed. Realizing these may be personal pet peeves, I did not take them into consideration when rating the dungeon.

Overall, this is tough adventure. Not so much tough in problem solving as tough in surviving. One hint because I think you’ll need it: an XM-68x device will heal you once you acquire it, however it has a limited number of uses. This is indicated by a warning message that the unit is beginning to short-circuit. I discovered by method of flawless deduction, that I could perform a certain technical adjustment (not documented in the owner’s manual) by using normal standard commands that would remedy this problem as often as needed. Good luck!

Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.

    Bob Davis Profile

    Name Bob Davis
    Gender Male