A weak entry for a weak game. We're not sure if it's because of its sketchiness or because it feels like one has to follow a certain track to "win." Any time a rolegame has a clear "win" pattern, it makes it difficult for players to come up with their own ideas and determine their characters' fates.
It's very short - way too short for the plot. It's funny - the Keith brothers were able to pack a LOT of story in a very small amount of words in their Traveller adventures. Not too many people seem able to do that. I'm a fan of minimalism, but the writer seems to want the gamesmaster to do ALL the work.
This might have been fine as a short adventure within a magazine, but it utterly fails on its own. Even at a buck-fifty, it seems overpriced.