IFReviewed by
Tom Zuchowski on 2006-05-13 09:28
MAIN PGM Version: 6.0
Extra Commands: DIG, USE
Deleted Commands: none
Special Features: multiple-monsters
Playing Time: 1 hour
Reviewer Rating: 6.0
Description: 'Long ago, a committee of concerned citizens and officers of the now defunct National Eamon User's Club closed the book, temporarily? on perhaps one of the darkest pages, (the infamous House of Ill Repute) of Eamon History.
But lately things haven't been right in the wonderful world of Eamon. The most timid of animals attack humans on sight. The fields are ravaged one-by-one at night. Distribution once again of said repute has been allowed to infest our decent community. The K.E.C. (Keep Eamon Clean) committee endeavored to restore order but recently was robbed of its campaign contributions.
Your mission: Resist temptation. Avoid staying overnight. Recover the campaign funds and help the K.E.C. correct the problems...'
Comment: The above is the text of the introduction. Basically, your mission is to re-enter the House of Ill Repute (that was cleaned out in adventure #32), find the stolen funds, and return them. The house is no longer the den of immorality that it once was; your opponents will be primarily wild animals of various sorts that have moved into the now-vacant building.
There are a couple of very unforgiving puzzles that will do you in, and here are hints for them: 1) the Killer Bees will kill you VERY quickly unless you resort to a command that sometimes aids you in times of greatest need; 2) don't head north from the room where you left your horse without finding it first.
The puzzles were pretty good and Dan has made good use of embedded artifacts. I found this new revision to be somewhat more pleasant to play than the old one because of the text improvements, too. I give it a (7) for difficulty.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.