IFReviewed by Adam Myrow on 2006-05-14 10:05
MAIN PGM Version: 7.0
Extra Commands: REST, CLIMB
Deleted Commands: None
Special Features: None
Playing Time: 2 hours and up
Reviewer Rating: 6
Average Rating: 6.5/2
Description: "Once again, you find yourself captured in a far away castle. So find your way out and kill your enemy.
"You have come into possession of an ancient platinum coin. You know you must return it to the Free Adventurer's Guild as they will know what to do with it."
Comment: Above is the entire introduction you get for this adventure. If it sounds like an easy quest, let me assure you that it is not! In fact, this is a surprisingly difficult Eamon. There is quite a variety of monsters in this one. If you're tired of games with monsters named GUARD1, GUARD2, and GUARD3, you'll appreciate the trouble Phil went to in order to come up with some unique monsters. There is a lint monster, coal elemental, and my favorite, the horned cave-dwelling thing.
The game has a number of small puzzles, mostly consisting of finding embedded artifacts that are sometimes quite obscure. There is also a spot where you are seemingly stopped by a fire, a point where you must make a magic potion, and a series of small favors you must do for other monsters. You'll want to read each and every room description carefully and examine anything that is mentioned.
With all the special effects and stuff, you may wonder why I don't give a higher rating. There are two reasons. First, the Eamon really has no plot. While the player knows that they are to escape and return a coin, there is no explanation as to why. The game is somewhat haphazard. Both the monsters and puzzles seem to have been thrown in randomly. Second, the game has some annoying bugs that make it a bit hard to play.
The first reason was the main one that made me downrate this Eamon. It just left too many loose ends. For example, when you escape and return the coin, you are given a large reward, but no reason is given as to why the coin is so incredibly important. Also, you never find out who captured you nor why. I just would have liked to see a bit more plot development.
Overall, I would call this Eamon a decent game. It's definitely not for the impatient nor inexperienced. The combat can be tough and some of the artifacts are extremely well-hidden. If you don't mind the lack of a plot, then this would be a good challenge. It gets a difficulty rating of 8 from me.
Now for some hints and discussion. First, there is something you need in the torture room. Also, the ball of lint hidden in a bedroom is important. Next, make sure you have at least 2000 gold pieces in hand when you start, otherwise, you can't complete the game. You end up getting spit back to a previous room and told that you need more gold. However, there doesn't seem to be a way to get more. Lastly, you are not supposed to be able to survive the attack by the 8 mine monsters. The way the author wrote things, however, you are likely to kill them if you use a decent character. This causes the programming to get flaky, so be sure to let them kill you. This is a rather odd thing, as the author was quite forgiving of errors near the beginning of the game. It appears as if he lapsed off in the end. With this advice and some thought, you should be able to complete the game. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.