IFReviewed by Nathan Segerlind on 2006-05-06 01:40
MAIN PGM Version: 6
Extra Commands: PRESS, WEAR, THINK
Deleted Commands: LIGHT
Special Features: THINK cmd gives small hints; best magic in all of Eamon
Playing Time: 3+ hours
Reviewer Rating: 6.5
Average Rating: 7.9/4
Description: While sleeping behind the stables, you heard that a traveller crawled into town, all but dead, and barely made it to the doctor's house. You went to see the man. He was severely burned by magical blasts. The man didn't wake, but would mumble about the Sorceror's Spire.
The Sorceror's Spire is a school for wizards and the leader in mystical research. The dean, Xandar, was getting old, and was said to be working on an immortality spell in order to head off a power struggle after he dies. Whoever controlled the school would be the leading influence in magic for years to come. Being short on sense and long on guts you venture to the Sorceror's Spire to find out what is going on.
Comment: This is a very complex and difficult adventure. The plot is confusing, and the puzzles are not easy to identify or to solve. A saving point is that its use of magic is the best I've ever seen in Eamon. Your allies and enemies cast spells in combat, much more than the simple 'blast'. There's an impressive array of spells that the player can cast, for combat, as part of puzzles, and for other things.
The adventure was all very coherent and everything fit together very nicely. The puzzles all make sense, save for the main quest (reviving Xandar), which is difficult to even recognize, much less solve. I would have given it an (8) rating except for the extremer vagueness of this puzzle. You may or may not like this adventure, depending on whether you are able to recognize certain key elements of the plot. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.