IFReviewed by
Tom Zuchowski on 2006-05-13 10:05
MAIN PGM Version: 4
Extra Commands: OPEN, CONSUME, READ
Deleted Commands: None, no SAVE
Special Features: None
Playing Time: 30-60 min.
Reviewer Rating: 3.0
Average Rating: 3.5/2
Description: "You find yourself at the entrance to a very old high school: St. Marquis de Sade. It has no windows or other exits that you can see. The only door is the one before you. You recall that you've been told that the Senior class is missing, a guest speaker gone, and the whole school overtaken by horrifying creatures.
"Feeling a sense of duty, you enter the school. A cold shiver runs up your spine as you realize the doors have locked behind you. Your adventure has begun. Good luck, you'll need it!"
Comment: Here we find ourselves locked in a very boring, nearly empty high school building peopled by a handful of incongruous monsters and bad men. I personally find it rather poorly done to run into, say, Adolph Hitler with a machine gun without ever seeing an explanation for what he is doing alive and well in a modern U.S. high school.
You will almost certainly achieve the dual Quests of freeing the class and the speaker in the normal course of exploring, so your real goal here is to find an exit. This bit is somewhat clever and almost raised the rating all by itself.
Here is a hint that may allow you to see a special without really spoiling anything for you: "time."
Difficulty of (5).
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.