IFReviewed by
Nathan Segerlind on 2006-05-06 11:26
MAIN PGM Version: 5
Extra Commands: none
Deleted Commands: none
Special Features: none
Playing Time: 2-4 hours
Reviewer's Rating: 5 (6 for young Eamonauts)
Description: When leaving the Main Hall, you bump into the Duke. He asks you if you would do him a favor. Being no coward, you agree. He tells you that a party of bandits broke into his castle last night and stole several treasures. Luckily, the guard caught all but the leader, and recovered most of the treasure. The leader, a thief named Karal, took 5 family treasures and hid in the ruins of some terrible place on another level of reality.
A wizard enters, chants a few words, and there's a flash.
Comment: This adventure is probably one of the best you will find that has almost no modification to the MAIN PGM. The only modification that I found was a sequence that required you to have the 5 treasures to exit.
The text is well written and entertaining, often humorous. I myself found it entertaining because of its resemblance to the school I attend.
It is mainly a Hack 'n Slash joke-fest, with almost no puzzle solving. I don't really mind this, but fans of puzzle-rich Eamons will be disappointed.
Recommended to young Eamonauts and Hack'n'Slashers.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.