IFReviewed by
Tom Zuchowski on 2006-05-14 09:38
MAIN PGM Version: 7.0
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 6.5
Description: You have been daydreaming of a very obscure, tranquil, and charming planet. Suddenly your head reels and you feel disorganized. Things are not as clear as they should be. As you reach for your ale, the tankard shrinks from your grasp. That is the last conscious thing you remember...
Your mind is foggy with confusion as you find yourself being steeped in shadowy legend. Your survival depends on your wits and recognizing certain magical practices older than Eamon itself. Your mission lies in the legends of:
*Sinope *Wroteus *Adrastea *Oberon *Veda *Rosalines *Elara *Larissa *Dione
Study these words well, for the answer lies within.
Comment: This adventure, though set in a fantasy world, is a commentary on our own planet Earth of today. The planet of the adventure is dying from a multitude of man-caused maladies and short-sighted plans. As you explore, it becomes obvious that Something Must Be Done before it is too late, if it is not too late already.
The quest, believe it or not, is clearly stated in the intro, which is condensed above. As you travel about you gradually uncover clues and messages to piece together what you must do to fulfill the quest.
As she did in her last adventure, Pat made full use of 7.0 features, especially hidden doors and containers. There isn't much combat; however, the puzzles aren't that complex and mainly consist of finding stuff that is hidden in rooms in various ingenious ways. There are a couple of red herrings that were nicely done.
This is a well-executed adventure with well-written text. The reason why I didn't rate it higher is because it was a bit lonely and I felt rather lost at times, and because it took a lot of time to find all the hidden stuff, which got a little old. Also, I felt that it was too much of a dark commentary on our own world for a fantasy. Still, Pat is an excellent writer and it is worth playing for that reason alone.
Some bits of this adventure are a little obscure, and I give it a (7) for difficulty in figuring these bits out. Pat writes really good text, and I eagerly look forward to her next Eamon adventure.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.