IFReviewed by Frank Kunze on 2006-04-29 01:28
MAIN PGM Version: 4
Extra Commands: HIT, OPEN, FREE
Deleted Commands: None
Special features: One sound effect
Playing Time: 15 minutes
Reviewer Rating: 1.0
Average Rating: 3.0/5
Description: "'Molinar was', the King told you, 'the last of the great Wizard-Kings. He ruled wisely for centuries, until he grew weary of this life. He prepared for himself a special chamber to sleep the endless rest in. However, he still loved the land he had ruled for so long, and built his tomb so that a worthy soul and valiant hero could call him forth again.
'The enemy has summoned forth a being of great power. If the being runs unchecked our kingdom is certainly doomed, possibly all on this globe as well. None of our people alive can stop this creature. Our only hope is to call upon our great past leader. You must find the tomb, enter it, and bring back our savior.'
So the King ordered you, and so you set out. After weeks of searching, you have found the tomb. The magical paper tells you that things are desperate. You can't go for help. You must enter the tomb alone. Good luck!"
Comment: The above is the complete introduction; I have no idea what "the magical paper" is. All the traits are here that are usually found in Donald Brown's adventures, including several death traps, a "Mimic", and cardboard cutout monsters with names like "SNAKE5", "BEAR3", etc.
Although you start out carrying a lamp, there are no dark rooms and it serves no function. The intro story makes it sound like the fate of everything rests upon your finding Molinar, yet you can simply leave at any time and still "Successfully ride off into the sunset." Finding Molinar is incredibly simple, just go straight south from the beginning. There is one secret passage and a super-enemy to get through. The super-enemy is impossibly difficult (to cut him down to size, break into the program by entering CTRL-C at the command prompt and type "RC=9 : POKE 51,0 GOTO 100").
About 85% of the map consists of boring N/S and E/W passages with nothing to see. There are two rooms with screwy connections and a dozen or so in which the descriptions are padded with spaces to look exactly like the names.
The thing that brought my rating down so low was one really annoying "feature". If you leave the tomb with a certain seemingly friendly monster, your entire CHARACTERS file is completely destroyed, under the pretense that the universe was destroyed by this monster's experiments.
Not enough combat for the hack'n'slasher and nothing of interest for the puzzler. I put the difficulty at (8) because of the death traps.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.