IFReviewed by Tom Zuchowski on 2006-04-29 01:20
MAIN PGM Version: 4
Extra Commands: DESTROY
Deleted Commands: None
Special Features: Wandering guards
Playing Time: 20 min.
Reviewer Rating: 4.0
Average Rating: 3.8/4
Description: "You were walking away from the Main Hall when you felt that unpleasant wrench in your stomach again. You are in another universe. This time, you have your normal body and weapons. You just need to find your way back.
"You came upon a group of people who know of your plight. They are rebels, and can return you to your world. They will show you the way, if you will only first go with some of their men on a raid in the fortress of the dreaded Clone Master.
When they inform you that they will kill you if you don't go along, you agree. You must do two things--kill the Clone Master and destroy the device that keeps him in power--the Clonatorium!"
Comment: This is typical Don Brown fare: simple map, no puzzles, combat geared for Marcos' weapons, and a light, humorous air. The map itself couldn't be simpler; it is one long straight corridor with three sets of short side passages to either side. There is one secret passage.
The gimmick that shines in this Eamon is the "wandering monsters." Typically, Eamon authors jump monsters to random rooms, and if one happens to hit your location, you see him "enter" the room. But Don figured out how to actually move the monsters about from one room to the next. From the player's point of view, this looks no different from the "random jump" method, but it is elegantly done and deserves a look from any Eamon author who wants to do something similar.
Don did something with the monsters that may look cheap and lazy, but is actually a pretty good joke. There are only four basic characters here: guard, miner, harem girl, and servant. If memory serves, there are 5 miners, 3 harem girls, 7 servants, and 20 guards, and they all have names like GUARD18. If you remember that they are all clones of one another, then GUARD18 is a perfectly reasonable name!
I enjoyed the play. Two things knocked the rating down: low content, and a full screen of companions shooting the room descriptions off the top of the screen before I could read them.
This is basically a Hack'n'slash combat scenario with no mental effort required. Difficulty will run from perhaps (2) for a modern pumped-up character, to (6) for a character using Main Hall weapons. This Eamon is suitable for the young Eamonaut.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.