IFReviewed by
Tom Zuchowski on 2006-05-13 09:10
MAIN PGM Version: 6
Extra Commands: MEDITATE, EAT, SEEKER commands
Deleted Commands: BLAST, HEAL, POWER, SPEED
Special Features: 10-directions, Seeker Robot, Healing through meditation, advice
Playing Time: 2-3 hours
Reviewer Rating: 9.0
Average Rating: 7.9/5
Description: "The time is the far distant future. Science and sorcery have intermingled and merged into a semi-scientific, semi-mystic art called Rhadshur.
"Things were going well until Threndor Tokas, descendant of the great Hokas Tokas, discovered a parallel universe. Zagora was identical to the world of Eamon; yet at the same time evil, twisted, and deadly. Threndor immediately recognized the danger, but it was too late. The evil Mystics of Zagora keep the hole open, and have stolen the Life Orb of Threndor, the only one capable of closing the hole. Threndor now lies unconscious and at the brink of death.
"Three Rhadshur Warriors have entered Zagora but none have returned. You are now chosen to enter Zagora & retrieve Threndor's Life Orb. You will be accompanied by the latest model Seeker robot.
"You close your eyes and go to third level meditation. You slowly bring your heartbeat and respiration back to normal. You feel the Mystics reach out and gently soothe your troubled mind. You go to tenth level meditation and form a mental image of your Ki. It shines gloriously like a fiercely blazing sun."
Comment: This adventure is classic Pender. The text descriptions are rich with detail, the map is sensible and interesting, and the combat and puzzles are well balanced. The basic Seeker robot has its own interface, and is able to SCAN the area and sometimes offers cogent advice.
There are several mini-quests to fulfill that you learn about as you progress through the adventure. You must find and deal with a street low-life who happens to have several important enhancements you will need for your Seeker. There are allies to find and/or rescue. You must connect with a banished Mystic who can supply you with assistance in combat against the evil Mystics. You discover that Threndor has been bodily kidnapped and must be found.
The standard spells have been disabled, but Roger offers several replacements for HEAL. The basic one is your ability to MEDITATE yourself back to health. This can only be done when you are not fighting; but once there you can enhance your Seeker to heal you during combat.
There are two small drawbacks that puts some people off: one is that the Seeker interface is somewhat awkward to use, and to cover all the bases you must LOOK, SCAN, and get ADVICE in every single one of the 100 rooms. Needless to say, this does get a bit old. The other is that all 10-directions get heavy use on a rather dense city map, and it is somewhat difficult to keep track of where things are. But this is a great adventure, and I loved playing it.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.