IFReviewed by Tom Zuchowski
on 2006-05-06 01:04
MAIN PGM Version: 4.0
Extra Commands: OPEN
Deleted Commands: no SAVE
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 6.0
Average Rating: 6.7/3
Description: "You are now ready to rescue the kidnapped officials. Again, the warlock does not know where they are, but he can and will teleport you there.
"You will be carrying a lantern and the Key of Molinar, in addition to your weapons. You can teleport yourself or a friendly person home by saying their name."
Comment: This Eamon is Part Two of a two-part adventure. Eamon #80 is Part One. It would be very nice if we could reassign these two Eamons to a single number, but they have been listed separately for 10 years now.
The proper way to play this Eamon is by entering it from Eamon #80, but it was modified in 1989 so it can be played from the Main Hall also.
The 53-Room map is a simple collection of uninteresting corridors and cells, and the bad guys nearly all have names like GOON19. There is a large group of people to rescue who are spread all through the map. You will enjoy the play the most if you try to envision the original "tournament" objectives and try to rescue as many as you can, as quickly as you can. I also recommend playing the two Eamons in one sitting, as originally intended.
Except for killing umpteen goons, there isn't a lot to do or solve here, so it gets a difficulty rating of (4) from me. One hint: there's no need to wait to teleport the prisoners home.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.