showing 6 games

namepublisher(developer)year arrow_downwarddescription
Atomic Wasteland 2098  Magicsoft?"Spam! I need spam!" - Dragon labelminimizeminimize
Caverns of Callisto Origin Systems1983 labelimageminimize
Camp Eamon NEUC1985[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#106 - Camp Eamon by Bob Slemon


Reviewed by Tom Zuchowski



MAIN PGM Version: 5 Extra Commands: DRINK, UNLOCK, FREE, TYPE Deleted Commands: None Special Features: Hi-res map in intro Playing Time: 1-2 hours Reviewer Rating: 7.0 Average Rating: 7.0/2



Description: "A group of Nazi fanatics have made plans to invade the Main Hall. Not only have they captured many fine Adventurers, but in their last raid they took the burly Irishman captive. They also took the complete floor plans for the Main Hall. With those, they can invade any adventure they choose -- even this one.

"The Nazi camp is nearby and run by a Herr Hess. It is heavily guarded by both humans and dogs. You can not refuse. The life of every Eamon Adventurer is at stake. There are rumors of experiments going on there, something called --accelerated cloning."

You get a look at a rough map of the compound, and are on your way!



Comment: It's a real hi-res map, too. I'm not sure that it actually helps any, but it's a nice touch. This is a quasi-science fiction offering: the Nazis are not only invading neighboring adventures, but are cloning grotesque half-human mutants to help guard their compound. But it feels more like a contemporary Eamon setting to me than an SF one.

You will pick up plenty of companions as you rescue various denizens of other familiar Eamon adventures, and the bad guys don't hit all that hard. Bring some heavy artillery, at least a 3D8 weapon. The guards are well-armored and can take quite a beating before you wear them down.

Not only that, but Bob re-uses old, dead bad guys as "new" guards whenever you trip an alarm, so you will find yourself fighting most everyone twice before you win through. This gimmick works well to keep the database small, and would have played quite well if the monsters got new names when resurrected. They mostly have names like GUARD #22, so it wouldn't have been all that difficult to manage. But they are not renamed; it is a bit jarring to find yourself fighting people that you have already killed!

This being an older version 5 Eamon, Bob had to invent his own version of things like hidden doors and embedded artifacts. This extra coding was not always elegantly done, sometimes looking for the entire name of a monster or artifact. It is a very good idea in this adventure to always type the complete name of the artifact or monster, just to cover yourself. If you don't, you may not find everything that you need to complete the quest.

There is no "Attaboy/AwShucks" text at the end of the adventure to tell you how you did, so let me tell you what you should do to feel like you have completed the adventure successfully: pick up the maps and the plans, and rescue the burly Irishman. Bonus points for rescuing the Cyclops and killing Hess.

Here are a few hints to keep you from going astray: the corrugated metal box found in prison camps is called the COOLER. The vault is important. UNLOCK won't automatically show you what is beyond the locked door or inside the artifact.

Players of the DOS 3.3 and 40-col. ProDOS versions would do well to watch out for a dirty trick that Bob plays on you if you do a certain action without thinking about the consequences. It's a pretty funny trick, if you have done a recent game save. I won't spoil the surprise by telling you what it is; just trust me and do a save before trying anything unusual.

This one ranks in at about (6) for difficulty, if you remember to type full names and watch those room descriptions for clues.
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Roadwar 2000 SSI1986 labelimageminimize
The Lair of Mutants  author1989[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#35 - The Lair of Mutants - by Evan Hodson


Reviewed by Henry Haskell



MAIN PGM Version: 4 Extra Commands: DESTROY, WORSHIP Deleted Commands: none, no Save Special Features: Magical Amulet Playing Time: 60-90 min. Reviewer Rating: 7.0



Description: Five mutant brothers have created a huge underground lair in which they are preparing an enormous mutant army. A wizard hires you to go in and kill the brothers and destroy their equipment. You are his last hope; many others have disappeared in the lair before you. His only help for you is in the form of a magic amulet that you may use in times of need. If you make it out alive, you will be heartily rewarded for your accomplishments.



Comment: This adventure is quite long and tough, with few friends and much combat. Only a highly advanced warrior will live through it; FRESH SAM will work fine. I give it a 9 for difficulty.

Although the combat is grueling, it is gratifying to see the mutant brothers' empire collapse slowly as the result of your actions. The mutant brothers are skillfully painted in a hideously evil light; overall, The Lair of Mutants gives the appearance of a high-quality adventure, while still supplying bouts of tough, exciting combat.

I would recommend this to a warmonger with a free evening, because it has no save command. But don't be scared away from it, as it is one of the better adventures written with the old version 4 DDD.
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Apocalypse 2021: Eamon Adventure #209 Eamon Adventurer's Guild1991[The following text is copyrighted by Eamon Adventurer's Guild Online and presented here word-for-word thanks to their generous terms]
#209 - Apocalypse 2021 - by Hoyle Purvis


Reviewed by Tom Zuchowski



MAIN PGM Version: 7 Extra Commands: KISS Deleted Commands: None Special Features: None Playing Time: 45 min. Reviewer Rating: 5.0



Description: You have just been contacted by the people of Wagramtown concerning an attack by the Marauders, a very powerful group of cyborgs, mutants, and hired thugs. The Marauders have turned the old high school into their headquarters. They have been attacking and destroying nearby towns and villages. They employ a science that has been all but lost since the Great War.

You have been asked to help rescue the captured people of Wagramtown, which includes the mayor, his daughter Meg, and Captain Josh of the Wagramtown Guard. All of the material wealth of the town was also taken. You will be given a reward based on the success in rescuing the captured and returning their stolen valuables. A young warrior who was not captured will assist you.



Comment: This is a clean, solid adventure, refreshingly free of errors. There's a ton of combat here and the puzzles are minimal; this is one that the "hack'n'slash" crowd will enjoy, for sure. Many of the opponents are not lightweights; be sure to bring your heavy artillery along with you.

It's biggest flaw is that it isn't all that much fun to map. This comes as no big surprise, since the adventure takes place in an old abandoned high school, and settings in institutional buildings often have this failing.

On the plus side, it is well-assembled and choreographed and had some nifty specials that I greatly enjoyed.

As you well know, I am not a "hack'n'slash" fan but am a puzzle nut, and this type of adventure is not my favorite. Eamonauts who enjoy combat and get bored by puzzles may well rate it higher than I did. I give it a (6) for difficulty.
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