IFReviewed by Tom Zuchowski on 2006-04-29 01:13
MAIN PGM Version: 4
Extra Commands: DRINK, LIGHT
Deleted Commands: None
Special Features: Wandering guards
Playing Time: 1-2 hours
Reviewer Rating: 6.0
Average Rating: 5.0/4
Description: "A friend of your is in trouble. After trying to retrieve some treasures in a nearby dungeon, your friend mysteriously disappeared.
"After careful research, you discover that the dungeon your friend went to is controlled by a mad adventurer known only as 'The Abductor'. You must find your friend before the Abductor gets nasty and heads start to roll."
Comment: Jim Jacobson was the best Eamon author on the scene before John Nelson hit his stride, and this Eamon is a good example of his work. This is largely a pretty simple dungeon, but the descriptions are good and there are several enhancements to the play. The new commands are well done, and several special events liven things up.
This is an explorer's dungeon. There isn't a lot of loot to scarf up, nor is there all that much combat. Most of the monsters have random chances of being friend or foe, so don't be too quick to start swinging. One special that doesn't work well is an every-turn 1-in-25 chance that your gold will be stolen by a bandit. If you are carrying more than 32,000-odd pieces of gold when he hits, the program will crash, but it can easily be started up again with good old POKE51,0:GOTO100.
I think that you will enjoy trying out the special stuff if you keep these hints in mind: first, the vial lies. Second, the magic swords do stuff when you say their names. Third, the bottle contains an explosive. Also, there are five unused rooms in the database, so don't wear yourself out trying to find any more once you have found 72.
I enjoyed the outing, and almost gave it a higher rating. The difficulty of (7) may be alleviated somewhat if you keep the above hints in mind.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.