IFReviewed by Tom Zuchowski
on 2006-05-14 09:59
MAIN PGM Version: 7
Extra Commands: HIRE, DISMISS, THROW, JUMP
Deleted Commands: POWER
Special Features: Mercenary companions
Playing Time: 1 hour
Reviewer Rating: 5.0
Description: "The time has come for you to go on yet another adventure in the land of Eamon. After all, you get rather bored sitting around in the Main Hall all day doing nothing but sipping ale and looking at the other poor adventurers who have barely made it back alive.
"There is a cave not far from here which is rumored to be the entrance to some ancient catacombs. Your mission: just find all sorts of valuable treasure. But once you get there, you find that it is not so easy to leave...."
Comment: Phil has come up with some pretty original ideas in this adventure. The potential companions are mercenaries for hire and some are jealous of one another. There's a gaming room of sorts where you can bet as much as your lives on the outcome, if you desire.
Though there is no clear quest, once you have begun the adventure there is no turning back until you have solved five tests of your mettle. These tests are rather difficult puzzles to solve and require special paraphernalia in most cases. However, Phil has made it easy to temporarily escape from each test in order to scour the catacombs for the stuff you need.
While the tests are tough, they are somewhat alleviated by numerous hints that are scattered all over the place. The companions will offer sage advice--listen to them!
This adventure had plenty of sophisticated and interesting stuff. It would have received a higher rating but for a few inconsistencies of play that didn't sit just right with me, and the high difficulty of a couple of tests.
I give it a (9) for difficulty, for the puzzles and some tough monsters. Here's a hint that should lower this number a bit for you: the diamonds are important. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.