The Lone Wolf series really starts in earnest here, with an epic quest to retrieve a powerful magic sword from a neighbouring kingdom. As a story, the book takes the reader through highs and lows, from shipwreck to roguish coves to tunnels to a zombie fleet. The ever-present Helghast - undead monsters able to disguise themselves as humans - and the recurring theme of a tattooed cabal create a sense of suspense unrivalled in the genre, and the heroism of companion Rhygar creates an unparallelled dilemma for the player. There's mystery and suspense as someone on the coach journey plots assassination and the player is forced to a premature choice of which passenger to distrust. The conclusion is as epic as the storyline, with the fate of the character's homeland in the balance. And as usual, there's a unique range of freshly-created creatures, from the Helghast to the cowardly Szall and the rodent-like Noodniks.
As an adventure, the storyline is somewhat linear, but with enough twists and choices to make it play differently each time. It is difficult enough to be a challenge, keeping the player coming back for more, without being difficult enough to be frustrating or unfinishable - the player is unlikely to fall time and again at the same hurdle, but it'll take many tries to complete the book.
My only criticism of this book is that the Sommerswerd - the artefact retrieved - unbalances the remainder of the long Lone Wolf series against any player who hasn't read this book or who didn't have Sixth Sense skill in time to take advantage of the sword's benefits. Still, it gives a great feel of advancement when previously deadly opponents suddenly become easy prey in the last sections.