Revisited a couple of old "classics" as I have them marked as such, but couldn't quite recall why, at least in the case of the former.
"The Saint of Redmound" has Garrett breaking into a Hammerite church to recover a skull of a dead saint, as well as clean out the place in the process, especially a downstairs laboratory which may house some secrets.
This is an old FM, and it has aged poorly. Architecture is barebones and simple, the soundscape is leaky, a massive amount of keys need to be hunted down, Hammerites are (in)conveniently placed and at first sight the whole ordeal appears to be on-rails. But looks can be deceiving. In truth there are almost always multiple paths of entry/travel (most of which can be used to dispose of the (in)conveniently placed guards) and readables are on-point... and that's before we get to the surprises. When rose-tinted glasses are applied and set to 2001 (the year of release) it becomes easy to see why people like this FM: The author is still grasping DromEd here, but harbors a mind that can think multidimensionally and outside of the box.
Rating: 6/10. It deserves its place in Fan Mission-history and is worth a play - just be mindful of its age. The author goes on to do better and greater things.
That is best displayed by the other FM I played: "Returning a Favor" which is a sequel of sorts. Garrett scored maps of Redmound thanks to a Hammerite priest, but now that same priest is in trouble; a murder has been committed and he's the prime suspect. He asks Garrett to clear his name by finding the real murderer at a Hammerite power station.
It's smaller in scale than "Redmound" and actually more restraining in movement, but still manages to offer some options. I'm more bothered by the greater emphasis on keys, and the addition of scripted events that spawn in new Hammerites, among other things. While I generally don't like that, it's done within acceptable means here, such as a loudly-slammed door announcing an arrival. The clear winner here is the 'whodunnit' at the middle of it all and the cast of characters involved with it, written with a heavy emphasis on readables, but still written brilliantly... but most importantly is how the player gets involved in it all. (You never see Hercule Poirot skulking in the shadows and sneaking among the rafters, do you?)
Again, if the rose-tinted glasses are set to 2004 one easily sees how this was well-regarded then, but to us in the Now it hasn't aged as badly as "Redmound" and somehow feels small and tight. Also this one needs to be played sparingly, so that the mystery remains.
Rating: 7/10. A fun dive into a little mystery. The author goes on to do even better and greater things.
And that's when we get to the author - Maria Ström, a.k.a. Morrgan. She went on to make "The Greyfeather Gems", of which Part 2 (Rodamil) scored a 9.5-rating from me, and also "All For a Night's Sleep", which scored a 10-rating from me. But then she stopped making FMs, and that was that.
A textbook example of how people get better at their work if given time.