Conquista en Quendor (Spanish)
Meretsky, S. Eric
0812559894 / 9780812559897
0812559908 / 9780812559903 (Canadian edition)
127 pages |
|Number of Endings:||
|User Summary:||Bivotar and Juranda must find the Helm of Zork in order to bring peace to the Land of Frobozz. Unfortunately, they are opposed by a riddle-spouting demon named Jeearr.|
This book isn't quite as good as the previous two, though it's certainly not bad. It simply suffers from some fairly lame riddles and a rather illogical and underused opponent. The book has the requisite trap for cheaters, but it doesn't work right, probably because of a copy editing error; it should keep returning to page 68 forever, but it instead leads on to page 70.
I would say this dungeon-crawl is on about the same level of quality as the other three adventures in the series. Both the riddles and the demon that confronts the reader are indeed quite lame; however, what I really found off-putting is that the book does not really break any new ground and feels very redundant if you have read other Zork gamebooks previously. You will not miss anything if you just give it a pass.
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Zork #4 Map
Thanks to Ryan Lynch for creating this diagram.