IFReviewed by Tom Zuchowski on 2006-05-14 10:13
MAIN PGM Version: 7
Extra Commands: TALK
Deleted Commands: None
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 6.0
Description: "While on a Quest to free the people of Arenjun from an evil priest named Yara, you were beset in your sleep by a band of thieves. Chained and beaten, you endured several days of misery when you saw your chance.
"You smashed the first guard and grabbed your armor, which lay near. However, the alarm had been sounded. Wolf-dogs trained to track and kill had been unleashed. You have no choice but to run!
"Alone and unarmed, the adventure begins."
Comment: While this is a pretty large Eamon, it is laid out in four sections with connecting roads, and I had no trouble playing it without a map. Two of the sections really have nothing to do with the Quest, but they serve well to flesh out the map and story. Actually, there is quite a bit of stuff in the database that serves no purpose. This was Hoyle's last Eamon, and I suspect that he lost interest and wound it up quickly.
This Eamon does some pretty neat stuff and is well-conceived and well-written. I really liked the first section for its tense pace. However, the adventure winds up quite abruptly, in stark and unwelcome contrast to the earlier portions of the foray. More evidence that Hoyle decided to wrap it up not fully finished.
Here are a few hints: first, pay attention to what you learn in the descriptions. If it says, for one example, that there are too many guards, believe it. And if you aren't making progress in Arenjun, maybe passing some time in the tavern will bring forth an opportunity (but explore the city first.)
Difficulty of (5) if you take the above advice. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.