IFReviewed by Tom Zuchowski on 2006-05-06 11:27
MAIN PGM Version: 4.0
Extra Commands: READ
Deleted Commands: None, no SAVE
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 5.0
Description: "An evil man is building up an army and is planning to take over the Main Hall. I was once a prisoner in his concentration camp. I escaped and came to the Main Hall to warn a brave and loyal Free Adventurer like you. You must stop this evil man. His name is Xenor. The way to find him is that you must venture into the DUNGEONS OF XENON.
"The dungeon leads to his hide-out. You go past the dungeon and through the forest of Eldar. Along the way you will meet five friends. Now remember, you must kill Xenor. The Main Hall is at stake and we're all depending on you."
Comment: Well, I saw no army, so you don't have to worry about fighting one. And I have a sneaking suspicion that this is supposed to be named "Dungeons of Xenor", but there you are.
This Eamon will be of interest primarily to the young Hack'n'Slash crowd. It has one death trap, a couple of unimportant signs to be read, no artifacts other than weapons and treasure, and "lots• of bad guys.
This feels mostly like a largish Beginners Cave, with a bit of humor and a mixed bag of monsters. Being a very early-version MAIN PGM, it requires that the full command be typed, but I did not find that to be a big deal, given its simple nature and the repetitive nature of combat (type command, hit return, hit return, hit return...)
The map is not bad at all, nicely laid out and written, though the room descriptions were often very simple. There appears to be a couple of bad room connections near the end, but it felt intentional to me, to fake a simple maze.
It gets a (4) for difficulty, and it is that high only because there is no SAVE command. This is definitely a good pick for the Young Eamonaut. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.