Dreamweb

1994 Creative Reality
Designed by Neil Dodwell
Real-time:
All are unforgiving: you die, with no autorestore.
*) killing Crane's guards
	Gotta be prompt, but not hard if you know what to do.
*) killing Crane
	Lots of time.
*) killing Sartain's guards
	Gotta be prompt, but not hard if you know what to do.
*) shooting down Sartain's air-car
	Lots of time.
*) escaping Beckett
	Gotta be prompt, but not hard if you know what to do.

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Reasonability/Mimesis:
*) killing Crane's guards
	The layout of the scenario seems wrong. The armed guard has you in his
	sights, so he should be able to easily track you and get you before you
	can draw. Guess he's just having a bad day.
*) key to dreamweb plinth
	What was it doing in Eden's microwave? It's useless anyway: why are locks
	required in the dreamweb?
*) tv station brochure (on desk)
	You have to explicitly pick it up to find the card underneath. Reading
	(USEing) should have been sufficient, since that implies picking it up.
*) Sartain building security hand-scanner
	Shooting the scanner device would not accomplish anything other than a
	full security alert and lockdown.
*) boathouse laser
	Shorting it out should not cause a major explosion.

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Difficulty:
*) TV station guard
	Not so much difficult as surprising: you are not a nice guy here.
*) Beckett's password
	It's a copy-protection challenge, but not explicit.

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Comments:
*) searching dreamweb halls for correct door
	Meaningless bit of tedium.