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-- Duncan Stevens
The writing was excellent; as mentioned above, the puzzles require a very clear visualization of the setting, and the location and object descriptions were more than sufficient for this. I only caught one typo, in an object description. The game was well-implemented; most things I tried to do or look at gave an appropriate response, and the default messages were altered to avoid breaking the mood (e.g., when you try to go in a direction without an exit, "After a moment's thought, you realize that you can't go that way."; or when you try to do something that's not allowed or not possible, "You scowl at the thought," or "You laugh at the thought.").
-- Mary Kate Alexander
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The game is a departure for her, consisting of one huge mechanical puzzle. However, it still includes her trademark writing and memory system.
You are alone on a world whose people you saw die 20 years earlier. You roam about, remembering the tragedy, and solving puzzles to get your tool to repair your ship.
The puzzles is fiendish, even on easy mode. Hard mode is well night impossible.
There is no walkthrough, but I found some hints on googles archives of the old rec.games.intfiction site.
I recommend it for fans of big puzzles or haunting atmosphere.
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