IFReviewed by Tom Zuchowski on 2006-05-06 09:02
MAIN PGM Version: 5.0
Extra Commands: LIGHT, PULL, OPEN, UNLOCK, DRINK, PUSH
Deleted Commands: None
Special Features: Cannot FLEE during combat
Playing Time: 1-2 hours
Reviewer Rating: 5.0
Description: "While reading this month's issue of Adventure Monthly, you come across an article about the legendary Crystal Kingdom. It gives the standard info. Location, probability of truth (73%), and legendary treasures: a black pearl necklace, a great diamond, and the Crystal Sword (legend says it will make the holder invincible).
"Since you are brave, daring, and broke!, you decide to search out Crystal Mountain, seat of power for the Crystal Kingdom. After much searching you find an entrance. Just as you enter you trip on a wire and there is a low rumble. Cave in!"
Comment: This is a largish 85-room dungeon with several small mazes, a couple of death traps, and several minor puzzles that revolve around the special command list. It has a good map and a fair number of spelling errors.
I enjoyed the mazes; they are the really bad sort with identical descriptions and names and totally mixed-up room connections, but they are only a few rooms each and not too difficult to solve with persistence. There is a good bit of special stuff involving such items as levers, keys, doors, cells, and buttons.
The mazes, a death trap or two, the modified FLEE command, and a very strong dragon run the difficulty up to about (7). Here are some hints: LIGHT turns the lantern on and off so you don't have to drop it; don't forget your POWER spell; the Crystal Sword is an exceptional magical weapon, but it does not make you invincible!
There is no Quest other than simple escape, but I suggest that you make your own by recovering the items listed in the introduction. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.