IFReviewed by
Tom Zuchowski on 2006-05-06 08:48
MAIN PGM Version: 4
Extra Commands: ENTER, UNLOCK, OPEN, PICK
Deleted Commands: None, no Save
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 4.0
Average Rating: 4.7/3
Description: "Hearing legends about a huge city, filled with strange, powerful weapons and priceless treasures, you make your way to a little used path going east."
You make your way to the city. But once you enter, a great door closes behind you. It is sealed, and you cannot get out!
Comment: Like Tim's other Eamons, this one has a strong theme that evokes interesting images in your mind's eye. The gimmick here is a series of "crystal barriers" and mirrors that can mess up your map if you're not careful. There is a gizmo that can break the barriers, but until you find it, many paths will be closed in front or behind you. Once you begin passing the barriers, it can get confusing in this 90-plus-room dungeon.
All in all, there wasn't a lot of content beyond the barriers. All of the monsters except one were one-hit pushovers for my magic sword. That one was so strong that I elected to FLEE until I lost him. There are quite a number of spelling errors; if that tends to bother you a lot, you might want to pass this one by.
But for tricky mapping and the tough guy, this was a walk-through, and gets (3) for difficulty. However, even though it's easy, the map may make this a poor choice for young Eamonauts.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.