IFReviewed by
Tom Zuchowski on 2006-05-06 09:01
MAIN PGM Version: 4.0
Extra Commands: ROTATE, KNIGHT, READ, DRINK
Deleted Commands: EXAMINE, no SAVE
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 6.0
Average Rating: 5.7/3
Description: "Your and your friends spent last night together in the Main Hall celebrating the Feast of Carroll, the one day each year when all three of Eamon's moons are full.
"You must have enjoyed yourself a little more than you intended, because now you don't know where you are, and you can't remember how you got here. All that you know, for sure, is that you are in a very mysterious place!"
Comment: This is a fairly interesting and not too difficult foray into the worlds of Lewis Carroll and fairy tales in general. The bad guys are few and pretty easy. There are a couple of minor puzzles.
The little gimmicks are clever and funny, and overall I did enjoy the play. Read everything you can, and try your POWER spell when all else fails (and "not• before!), and you shouldn't have any real trouble. One item: the way the "Excalibur" code is written, there is only a one in four chance that you will be able to get the sword, and you only get one chance at it. If you don't get the sword, the KNIGHT command is inoperative. But don't worry if you don't get the sword; it's not a very big deal.
While I give this one a (4) for difficulty, the puzzles are subtle enough that they may be over the heads of very young Eamonauts.
Used with Matthew Clark's kind permition.
Original review available at Eamon Adventurer's Guild Online website.