IFReviewed by
Tom Zuchowski on 2006-05-06 01:35
MAIN PGM Version: 4
Extra Commands: none
Deleted Commands: none, no SAVE
Special Features: none
Playing Time: 30-45 minutes
Reviewer Rating: 3
Description: 'Welcome to the Slave Pits of Kzorland! In this adventure you will enter the slave pits in the hope of getting to the treasury vault. To get there you have to pass many guards and other creatures, some stronger than you and some not. You would be well advised to flee from some of the monsters and if you are not very strong, you should not even attempt this adventure.
No one can carry out all of the treasure you will find so you will have to decide what is worth more.
Note: METAL CLAD FIGURE=GUARD LARGE METAL CLAD FIGURE=KING'S GUARD MONSTER W/CRAZED LOOK=ORC You have to figure the rest out.'
Comment: There isn't much else to figure out. the above is the entire introduction. The 3 types of monster named above very nearly describe the entire pantheon of bad guys here. More than 50% of the 'rooms' are of the 2-exit 'YOU ARE IN A N/S HALLWAY' variety. There are no puzzles. The adventure isn't as tough as it makes out, by today's standards; it is geared for a player with a Hardiness of 18. It gives the room exits in nearly all room descriptions & names, but misses a couple, which can really mess you up while mapping, especially since many of the room descriptions are of 'room name' lengths.
This is straight 'kill & loot' with an enormous reward for all the treasures. I give it a (3) for difficulty, because of the semi-tough monsters
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.