IFReviewed by Tom Zuchowski
on 2006-05-06 07:48
MAIN PGM Version: 5
Extra Commands: PRESS, READ, OPEN
Deleted Commands: None
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 5.0
Average Rating: 5.8/4
Description: "You are about to investigate a rumor about a powerful new weapon that had been built by a local mad scientist. A technician in his employ tells you that the scientist and a colleague plan to blow up the entire kingdom. When everything is settled, they will come out and take over.
"It all sounds pretty fishy to you, but the man does use long words and sounds very sincere. He offers to go with you and help."
Comment: There is more to the intro, but that is the gist of it. While it doesn't really give you a Quest to fulfill, it's always more fun to have one. There is no end-of-game programming to tell you how you did, so I will tell you that you can consider it a successful mission if you kill both scientists and also melt the bomb down to slag.
For such a large Eamon, there is surprisingly little content. You wander mostly empty halls and run into an occasional guard for the most part. A couple of locked gates and a couple of combination locks make up the bulk of the puzzling. This can be a somewhat frustrating play, but I found no death traps or similar gotchas.
This Eamon does some things with hidden artifacts that are fairly unusual. Here are two hints that will make the game less difficult for you: first, dead people have pockets. Second, button colors do matter.
The difficulty of (7) may be eased by the above hints. Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.