IFReviewed by Tom Zuchowski on 2006-05-06 07:45
MAIN PGM Version: 5
Extra Commands: OPEN, READ, UNLOCK
Deleted Commands: None, no SAVE
Special Features: Wandering monsters
Playing Time: 1-2 hours
Reviewer Rating: 7.0
Average Rating: 7.2/4
Description: "There is an old ruin of a small citadel on a cliff overlooking a rarely used pass. The road through the pass has become increasingly hazardous in recent years. Now, only rash and desperate travellers -- or those travelling in very large parties -dare to use it. Those who have survived the crossing tell dark tales of fearsome beasts and strange happenings; in all these tales the citadel is the eye of the storm.
It is rumored that the evil priests of Ngurct have occupied the citadel. Their foul creed worships the black demon of the same name. Ngurct is the patron demon of exotic monsters -- and he requires the regular sacrifice of human unbelievers.
You have been hired by your king to eradicate this scourge, and make the pass safe for travel and commerce once again. The power of Ngurct is locked into a gold medallion. If you return the medallion to the king, the power of Ngurct will be broken. For your efforts, you will be paid 5,000 GP upon the return of the medallion.
Comment: The Plamondons did a really good job with this adventure, given the early state of the Eamon gaming system at the time they wrote it. The game has all the unrefined characteristics that you would expect from a number this low, such as requiring full words in commands and having no screen pausing at all. But screen pausing, at least, is handled nicely by pacing text speed at different rates for different events.
Some interesting things have been done with the POWER command. There are several interesting side-tracks in the dungeon that are not required for a successful quest. In fact, there is evidence that they originally had a much more complex quest in mind but scaled it back for unknown reasons. You will attain a fully successful quest if you do nothing more than recover the medallion. Anything else you do is for your own interest in fully exploring the dungeon. Warning: best to bring your tactical nukes if you plan to awaken Ngurct himself!
This one is a bit tough to grade for difficulty. It depends a lot on what companions you gather along the way and whether you manage to avoid causing inadvertent trouble for yourself. The average difficulty might be (6). Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.