Source:Eamon Adventurer's Guild Newsletter, September 1992

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The Eamon Adventurer's Guild Newsletter, September 1992 issue.


Eamon Adventurer's Guild Newsletter Archive


September 1992


Eamon Adventurer's Guild; Tom Zuchowski (editor)


The use of this item is permitted and constitutes fair use on the grounds that it's free or in the public domain.

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The Eamon Adventurer's Guild
September 1992

News and Stuff

by Tom Zuchowski

As I write this it is Sept. 7, Labor Day, and it may be another two weeks or more before you see it in your mailbox. The reasons for the delay make a sordid tale of vacations, illness, visits by relatives, and unscheduled business trips. Hopefully that is all behind me now and I can get back on track.

Once again this year I attended KansasFest as a member of the GEnie team. It was the usual week of nightly mayhem in the dorms punctuated by excellent forums, conferences and seminars during the day.

Tim Swihart, manager of the Apple II group at Apple Corp. brought us an update in a really great two-hour session. He actually had fairly hard numbers to let us know where the Apple II world is heading:

Apple has sold approximately 1 million GS's, and about 3/4 of them went to education. Today the Mac LC outsells the GS by a factor of about 100 to one. Most of these LC's are being sold with the optional IIe emulation card, making the Mac LC by far the hottest selling "Apple II" on the market at this time.

The lesson is clear. Education GS's are normally used as "fast IIe's" in the classroom. The IIe emulation card has no GS capabilities. The capabilities of GS/OS and the GS desktop are, alas, not seeing much light of day. Wonderful though the GS is, ProDOS still rules the day in the software market. No surprises there.

Even so, GS/OS 6.01 is near release, bringing several enhancements, bug fixes, and Ethernet support. Two more GS/OS revisions are planned. An MS-DOS FST is in the works. But GS/OS 6.1 will probably be it. There will definitely not be a GS/OS 7.0.

In the past year Apple Corp.'s Apple II team has been downscaled from 70 people to just 6 today. But I have got to tell you that these six guys are incredible Apple II enthusiasts, working long hours on their own time to bring more and better enhancements to GS/OS before it is closed out. I spent time with some of them at Kfest, and they are to a man very impressive people. One of them is a member of our GEnie team, and his knowledge and intellect is awesome.

As the Apple II market contracts, the remaining vendors and authors are growing ever closer. All of the moaners and crybabies are gone now. Those who remain could undoubtedly make more money by shifting to other platforms. But they love the Apple II for itself and are staying with it because it is neat and the Apple II community is a bunch of really great people. There is a level of camaraderie and fun that I can't possibly imagine seeing at a similar gathering of Mac or PC people.

But wait — things aren't as dim as they may seem. Yes, Apple Corp.'s Apple II program is being ramped down and may be terminated in the next year or so. So what? Over two million Apple II computers have been sold to the world. Most of them are still in use. That's a huge market, which has not been forgotten by those still in the business. Roger Wagner put it best in a conversation I sat in on: "If you come up with a killer program that everyone will want to have and you can sell it for $100, you have a potential $100 million market."

If you think you might be able to swing a trip to next year's KansasFest, be sure to go! You will meet people of legend and have more fun than you thought possible. Skip the Expo if you must cut corners somewhere, but go!

Eamon Adventurer's Guild

Thomas Zuchowski, Editor

Membership/subscription fee for 4 issues: US-Canada: $7.00; foreign: $12.00; in U.S. funds
The Eamon Adventurer's Guild is published 4 times per year in Mar., Jun., Sep., and Dec.

We are always looking for new material! If you would like to publish your own letter or article in this newsletter, feel free to send one in. If you would like to add your own Eamon adventure to the list, send it on a disk to the above address. It will be assigned an Adventure number, and tested for bugs and other problems before release. An informal critique and disk with bug corrections will be returned.

Back issues

Apple-based back issues of the formerly Apple-based NEUC's Adventurer's Log are available from us:
Mar'84, May'84, Aug'84, Oct'84, Jan'85, Mar'85, May'85, Aug'85, Oct'85, Jun'86, Jan'87, Oct'87

EAG back issues:
   Jun'88, Sep'88, Dec'88
   Mar'89, Jun'89, Sep'89, Dec'89
   Mar'90, Jun'90, Sep'90, Dec'90
   Mar'91, Jun'91, Sep'91, Dec'91
   Mar'92, Jun'92

Quantities of 1-5: $1.75 each
Quantities of 6 or more: $1.25 each

New adventures

218 Return to Pendrama by Hoyle Purvis
219 The City of Sorcerers by Roger Osgood

In Return to Pendrama, you decide to help three fellow adventurers and find yourself involved in a quest to put an end to an evil wizard. Reviewed in this issue.

In The City of Sorcerers, you are tasked to kill an evil sorcerer and to find and replace the magic jewel that he has stolen. Reviewed in this issue.


I would like to know if you know of any one who has programmed any of the adventures to work with a BBS. I am currently running a BBS and I have a lot of users that like to play D&D and I thought that this would be a great way of introducing them to the Eamon Adventures. If this were possible, this would give those who run an Apple BBS a virtually unlimited source of games and adventures for the BBS users to play. Currently I am running Jim Ferr's Warp6 BBS program which is written in ProDOS and allows pretty easy access to any program that runs in DOS or ProDOS.
— Steve Boggs

Steve, I did know of one guy who was working on an Eamon adaptation for BBS, but he didn't finish it. Basically, his main concern was restricting everyone to no more than 15 minutes of playtime in 24 hours so that others could get on-line. Of course this requires a massive upgrade to the SAVE routine, to accommodate all the players. I can't see any way to put Eamon on a BBS without customizing each and every adventure that you put on. All of the better Eamons have unique programming and many have programs that are totally unlike any other Eamon. Still, this shouldn't be that complex. You can use the ProDOS CHAIN command to jump out of the running MAIN.PGM to a standard Pause Game/Resume Game routine.

The upshot is that I don't know of any BBS-compatible Eamon mods. If you find some or do some, please let me know and I'll spread the word. Oh, the guy who was working on that BBS Eamon was our very own Lurch, author of the tutorial on doing ProDOS conversions.

It seems like about time to run a fresh listing for the "Correspondent's Corner". If you are interested in obtaining some pen pals for Eamon, Apples, computer gaming, or what-have-you and would like to have your name and address posted in the newsletter, then drop me a note in the next couple of months and I'll put you in the December issue.

As the Apple II community gradually shrinks in size, the various organizations and publications are doing more cross-advertising and support.

One organization is the [[Big Red Apple Club|Big Red Computer Club. Membership in the BRCC is not cheap at $19.95 per year, but you get a lot for your money. Their newsletter, Scarlett, is very well done and has lots of good information in it.

Though they don't carry Eamon, they do carry a lot of public-domain software; but where they really shine is in their efforts to license and sell commercial games and programs that would otherwise no longer be available. They have quite a list of titles, and have recently picked up the Micro-Sparc line of disks that used to be sold by the now-defunct Nibble magazine. They have over 300 titles and claim to be the biggest source for Apple II titles in the world.

They do sell to non-members, but the non-member price is typically $5.00 more than the member price. It only takes a couple of purchases plus the excellent newsletter to make the membership fee well worth the cost. I want to add that their prices for the old commercial stuff are quite good.

BRCC has a strong GS orientation, but they do carry quite a lot of 8-bit software for the II+/e/c. However, they tell me that don't sell much 8-bit software and aren't profiting from it as they are from the GS stuff. If you might be interested in picking up some 8-bit games and utilities, I strongly recommend that you join up with these people and buy some stuff from them.

Dungeon Designs

By popular demand, a complete listing of all variables in the MAIN PGM:

A Temporary variable and counter
A$ String read in from EAMON.DESC. Full command typed by player Name of Art. being PUT or GIVEn
A$(*) Artifact names
A%(x,y) Artifact data; "x" is Art. number; (see below for values of "y")
A2 Temporary variable and counter
AC Armor Class of armor brought by player from Main Hall
AE Armor Expertise; affects combat odds
AR Artifact number of ARmor being worn
B FAST.START parm byte; used to compute if FAST.START file is valid.
B$ Name of Monster being GIVEn to Name of Monster being REQUESTed from Name of Artifact being PUT
B% Ampersand Integer array search variable used to pass the last location to be searched to the ampersand routine.
Temporary variable.
BA Money in BAnk
BV$(*) Attack Verbs used during melees
C Command array number of current command
C% Ampersand search routine Counter
C$(*) Command verb array
CC Line counter for printing valid commands
CH Player's CHarisma
CP Number of Columns of display (40 or 80)
CZ$ Command given in last round of play
D Temporary variable
Direction being moved (123456 = NSEWUD)
Number of dice for combat resolution
D$ CHR$(4) for DOS
D% Value to be searched for by Ampersand
Integer array search routine
D2 Damage points taken by Defender in combat
D3 Counter variable
DF Monster number of DeFender in combat
DI "DIe" flag-set to 1 if player is killed
EA Armor Expertise weighting factor
ED$ String: "EAMON.DESC"
EM "EMbedded" location — see below
F "Found" flag — see below
F(*) Total hits taken in combat:
F(1) = enemies in room
F(3) = player and friends in room
F1 Low byte of top of free memory before string is read in from EAMON.DESC
F2 High byte of top of free memory before string is read in from EAMON.DESC
FF$ Form Feed character CHR$(12) required by Videx 80-column cards
FR Temporary variable used to compute FRiendliness of newly met monsters
G Monster number of Guard of bound monster
GO Player's GOld
HA "HAve" (being carried) location — see below
HI "HIt" flag-set to 1 if defender has been hit in combat
HM "HIMEM" variable; used to compute if FAST.START file is valid
K Temporary variable used when attacking artifacts and freeing bound monsters
L Line counter for screen pause
LA Length of records in EAMON.ARTIFACTS
LK Temporary flag variable-set to 1 if INVENTORY finds artifacts being carried or if OPEN finds artifacts in a container
LL Number of lines in string read in from EAMON.DESC
LM Length of records in EAMON.MONSTERS
LR Length of records in EAMON.ROOMS
LS Artifact number of artifact being carried that is current Light Source
LT LiT Room flag-set to 1 if room is lit
M Temporary counter variable
M$ Monster name being searched by array search routine at 4700
M$(*) Monster names
M%(x,y) Monster data; "x" is monster number; (Monster '0' is the player)
M%(x,0)"Seen" flag
M%(x,3)# of members in group
M%(x,5)oom number
M%(x,6)Weight (not currently used)
M%(x,7)Armor thickness
M%(x,8)Weapon number
M%(x,9)Number of dice (natural weapon)
M%(x,10)No. of dice sides (natural weapons) M%(x,11) Friendliness
M%(x,12)Original size of group
M%(x,13)Damage or hits taken
M2 Temporary variable and counter
MC Counter for group Monsters during combat
MR% Number of monsters that flee from combat
NA Number of Artifacts (including those brought by player from the Main Hall)
NC Number of valid Commands
ND Number of valid Directions
NE Number of Effects
NL Flag set to 1 if room is Naturally Lit
NM Number of Monsters
NR Number of Rooms
NX Number of eXits from room
NZ Number of artifacts in database (not including those brought by player)
OF Monster number of attacker in combat
Q Temporary variable used in GIVE, PUT
Q$ Temporary input string used in GIVE, PUT
R Record number to be read in from EAMON.DESC
Temporary random number
R2 Number of room being moved to
R3 Number of room last moved from
RB$(*) Verb that describes non-hit attack result
RD%(*) Array containing exits from room
RE REcord number of player character in CHARACTERS file on Main Hall disk.
RL Temporary random number; temporary variable
RN$ Room Name of present room
RO ROom number of present room
S Number of dice Sides used to compute damage in combat
Array location of Spell data for spell being cast
S$ Subject (object) of command
S2%(*) Current level of Spell abilities
SA%(*) Absolute level of Spell abilities
SE$ SEx of player character
SH Artifact number of SHield being worn
SL Temporary variable used for S$ String Length during array searches.
SM$(*) SMILE response verbs
SP SPEED spell counter until expiration
SU Flag set to 1 if spellcast was SUccessful
SX Temporary variable used when ATTACKing artifacts
SY Artifact number of SYnonym
SY$ Name of SYnonym
T(*) Total hardiness of combat groups:
T(1) = enemies
T(3) = friends
TA Flag set to 1 to tell ATTACK code that it is handling a BLAST spellcast
TP Total value of loot sold at end of game
UP Flag to increase weapon ability
V$ Command Verb
V%(*) "Seen" flag for rooms
W Weapon number of player
Counter at end of game for player's Weapons
W2 Complexity of readied Weapon
Counter used at initialization to search for duplicate artifact names
Number of Weapons carried by player at end of game
W5 Input variable for Weapon number that player is selling at end of game.
WA%(*) Player Weapon type Abilities
WD%(*,*) Weapon Data for weapons taken back to the Main Hall
WH "WHere" location — see below
WM Computed odds of achieving a hit during combat
WP$(*) Names of all Weapons being carried by layer at end of game
WP%(*) Artifact number of all Weapons being carried by Player at end of game
WT Combined WeighT of all artifacts being carried by player
X Temporary variable and counter
Z Number of artifact that is being PUT

"Seen" flags
These variables tell the YOU SEE routine whether it should print the long description of the room, artifact, or monster. If the 'Seen' flag is zero, the description is printed.

Search Routine Variables
The variables EM, HA and WH are used by the various command routines to pass location search parameters to the artifact array search routine at 4800 and the monster array search routine at 4700. The default values for these are:

EM <EMbedded> Room number + 200
HA <HAve it> -1 (carried by player)
WH <WHere> Room number

For example, the EXAMINE command would use these defaults, in order to look for artifacts in the room, both seen and unseen, and carried by the player. But the DROP command will set all three of these to (-1) so that only artifacts being carried by the player will be found by the search routine. The GET routine sets HA = WH so that the player can't GET something that he is already carrying.

When the search routines at 4700 or 4800 have completed their search, they set the variable F = 1 if an artifact or monster is matched to the object specified by the player's command, but set F = 0 if no match was found;

Artifact Arrays
The first five array locations of all artifacts are identical:

A%(x,0) "Seen" flag
A%(x,1) Value
A%(x,2) Type
A%(x,3) Weight
A%(x,4) Location

There are ten different formats for the next four array locations, depending on what the artifact type is:

Type 0 (Gold), 1 (Treasure):

A%(x,5) Not used
A%(x,6) Not used
A%(x,7) Not used
A%(x,8) Not used

Type 2 (Weapon), 3 (Magic Weapon)

A%(x,5) Weapon type
A%(x,6) Complexity
A%(x,7) Number of dice
A%(x,8) Number of dice sides

Type 4 (Container)

A%(x,5) Artifact number of key
A%(x,6) Strength
A%(x,7) Set to 1 if open
A%(x,8) Not used

Type 5 (Lightable)

A%(x,5) Counter until extinguished
A%(x,6) Not used
A%(x,7) Not used
A%(x,8) Not used

Type 6 (Drinkable)

A%(x,5) Healing amount
A%(x,6) Number of uses
A%(x,7) Set to 1 if open
A%(x,8) Not used

Type 7 (Readable)

A%(x,5) Record number of 1st Effect
A%(x,6) Number of Effects to print
A%(x,7) Set to 1 if open
A%(x,8) Not used

Type 8 (Door/Gate)

A%(x,5) Number of room beyond
A%(x,6) Artifact number of key
A%(x,7) Strength
A%(x,8) Set to 1 if hidden

Type 9 (Key)

A%(x,5) Not used
A%(x,6) Not used
A%(x,7) Not used
A%(x,8) Not used

Type 10 (Bound Monster)

A%(x,5) Monster number when freed
A%(x,6) Artifact number of key
A%(x,7) Monster number of Guard
A%(x,8) Not used

Type 11 (Wearable)

A%(x,5) Armor class (not implemented)
A%(x,6) Type (not implemented)
A%(x,7) Not used
A%(x,8) Not used

That pretty much covers all of the variables. See the DDD manual for more information.

ProDOS NOTE: Most of the DOS 3.3 MAIN PGM Init code at 31000 and 33000 is broken out into a separate program named MAKE.FAST.START. The MAIN.PGM uses the FAST.START VAR file generated by this program to save memory and for much faster startups. Once you have entered your data, run MAKE.FAST.START before testing the adventure.

Also note that ProDOS adventures as distributed by the EAG do not usually contain the data files EAMON.ARTIFACTS nor EAMON.MONSTERS. This data is contained in the FAST.START file. If you want to edit or list the adventure data, first run the program MAKE.ARTS.MONS to generate the two missing data files. If you make a change to the artifact or monster data, be sure to rerun MAKE.FAST.START when done to update the FAST.START file.


Recently we have received several complaints from members that the Eamons they had purchased were not current revisions, and had bugs that were fixed long ago.

The EAG sends out copies of all new adventures and major upgrades and revisions to about a dozen sellers and distributors. We do not send out a fresh copy for every nickel-and-dime fix that is listed in this column. For example, the two bug fixes listed in this column will not be distributed. We rely on the vendors to make these minor bug fixes themselves.

If you get Eamons that have this problem, we strongly urge you to complain loudly to the vendor that you got them from. Typically a hot letter from a customer will result in the vendor scrambling to get updated copies from the EAG. We have reason to believe that most or possibly even all of the vendors are quite slack on doing the bug fixes. Tell them about it!

The Eamon adventure revision dates for DOS 3.3 are printed in this issue, as they are every September. The revision dates for ProDOS were printed last month and will likely be reprinted next month. We strongly recommend that you check each new Eamon adventure that you get, and take action if it is stale. Thanks for your help.

#116 The Iron Prison

Date Fixed: 9/6/92

The speedup mods were added.

#198 Revenge of the Bookworm

Date Fixed: 6/6/92

Problem: RETURN WITHOUT GOSUB ERROR IN 7000 in the introduction program if the 7.0 notes are read.
Fix: In Line 210 of the program REVENGE OF THE BOOKWORM: change GOTO 7000 to GOTO 4000

Problem: The web can't be burned.
19010 GOSUB 4910: GOSUB 4801
19030 IF NOT F THEN 91

Adventure reviews

#116 The Iron Prison

by Sam Ruby

Reviewed by Tom Zuchowski

MAIN PGM Version: 6
Extra Commands: THROW, PULL
Deleted Commands: SAVE
Special Features: None
Playing Time: 2-3 hrs.
Reviewer Rating: 5.0

Description: "In the beginning, the gods called the Valar came into the world. Then other races were born. Among them were the Elves, wise and skillful. Their greatest smith, Feanor, created three gems — the Silmarils — which shone with the light of stars.

"But the Valar named Melkor took the Silmarils and fled to the North, and the Light of the World was diminished. From that day he was called Morgoth, the Black Enemy. He built a vast underground complex, and it was named Angband, the Iron Prison. Above Angband, he raised Thangorodrim, the Mountains of Tyranny. Morgoth made war on all that would not call him king. He set the Silmarils in an iron crown, and it never leaves his head.

"Now, the Final War is brewing. As the armies prepare for battle, you are summoned by Manwe, the king of the Valar. He tasks you to infiltrate Angband and retrieve the Silmarils. This is extremely dangerous, for Morgoth has a great host of monsters at his command. And none who have entered Angband have come out alive.

"You travel for days through forests until you come to the edge. In the distance you see Thangorodrim, and the entrance to Angband.

"May the Valar give you strength!"

Comment: As we all know, Sam cut his teeth in Eamon by adapting much of J. R. R. Tolkien's Middle Earth saga to Eamon. This adventure is Sam's adaptation of the Second Age story of Beren One-Hand, as it was recounted in The Silmarillion. Naturally, much had to be changed to make an adventure out of it, but all of the primary characters are in place.

Castle Angband was a very dangerous place that was populated by very powerful denizens. Sam sought to duplicate the vast danger that was recounted in the original story. There are four or five friendly monsters and over 80 enemies. Many of the bad guys are demonic and have huge Hardiness numbers. To enhance the danger, Sam removed the SAVE command. Get it right or die.

Still, it's not an impossible adventure for a very strong character carrying a "tactical nuke" class of weapon. I found it to be quite playable with a player hardiness of 25 and a 4D8 sword. And Sam scattered three healing potions around the castle. Everything that I drank healed me.

This is a savage "Hack'n'Slash" foray. While there are about a dozen locked doors, they are all easily opened once you find and dispatch the bad guy who has the key. There are a half-dozen secret passages, all revealed by LOOK.

I gave it a (10) for difficulty when I first played it some years ago. This high number comes from the heavy combat against very strong opponents, a couple of no-warning death traps, and the lack of a SAVE command. I found the replay for this review to be much easier, because I had my old map to guide me past the worst of it.

The high difficulty also had a lot of effect on my rating of the adventure. It has the kind of high-quality text and map that we have come to expect from Sam and might rate a 7 or 8 if it was more survivable.

This adventure comes from a period in which Sam strongly believed that a good adventure should require several replays before you win through. It is virtually certain that you will play it two or three times at the minimum. Make careful notes on your map of the locations of your friends, of important artifacts, and of the bad guys that can be avoided, and you will make it soon enough.

One hint: Though I found him to be killable by conventional means, Morgoth can be easily slain if you use the right command and artifact.

#218 Return to Pendrama

by Hoyle Purvis

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: TALK, USE
Deleted Commands: None
Special Features: None
Playing Time: 30-60 min.
Reviewer Rating: 6.5

Description: "Traveling near the Shadow Wall (from Demongate) one day, you notice the trail of three humans heading into the wall. You decide to follow and see what they are doing here. After a short distance some Orc tracks appear. They seem to be following the humans. This could be trouble. You had better help."

Once you catch up with them, you discover that they are on a quest to save the world from an evil wizard. They mean to slay him and recover the magical artifacts that he has stolen.

Comment: The first paragraph of the above description is the entire introduction. You only find out what your quest is once you join up with the three humans. This is done by using the TALK command to converse with your new-found companions. This is nicely done, but the TALK command only works within a limited window — be sure to TALK with them as soon as you can, before going anywhere.

Hoyle has come up with some interesting special effects that are triggered by the USE command. There are two artifacts that you can USE that will greatly aid you in certain battles, and one artifact that you can USE to completely avoid combat with certain foes. Be sure to explore this command and don't dismiss an artifact just because it doesn't do anything in an empty room. The effects are pretty neat ideas and I enjoyed them.

This adventure was certainly enjoyable and is well-crafted. I was mildly disappointed that the quest wasn't more clearly spelled out. Indeed it is quite possible to play it through without ever learning what you are supposed to do or knowing if you did it correctly. This is good news/bad news; it requires some thinking to successfully complete, but at the same time it's a decent "Hack'n'Slash" foray if you miss any or all of the quest elements.

I give it a (4) for difficulty in its role as a "Hack'n'Slash" adventure. The quest and special effects add a lot to the play and raise the difficulty only if you desire to solve them. One hint: both cornerstones are important.

#219 The City of Sorcerers

by Roger Osgood

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: PUT, PAY, SAVE
Deleted Commands: None
Special Features: None
Playing Time: 1.5-2 hr.
Reviewer Rating: 5.0

Description: "In the Main Hall, you meet a strange pair of Adventurers, a Dwarf named Dworkin, and Lightfoot, an Elf. They tell you of a quest that they are about to start in the city of Griswald.

"The jewel that serves as the Eye of the statue of the god Barantu has been stolen. Without its magic protection, the ancient city will soon fall under the control of the evil magician Arach. Your friends plan to find the gem, and to try to release Griswald from his grasp. They ask you to help them in their quest.

"Realizing that there is probably gold to be had in this adventure, you accept their invitation."

Comment: This is a moderately ambitious adventure, as early-version Eamons go. It is rather large, with 92 rooms. The map didn't have to be that large, given the content of the quest, combat, and puzzles, but it's done well enough that I didn't get bored while mapping.

There are no secret passages, but there are several unmarked room exits and a couple of bad room connections. But the map is sensible enough that neither of these flaws caused me any difficulty. There are a couple of special effects that are mildly interesting; one concerns a real vampire and the other describes a rather nifty reward scene that occurs if you complete the quest.

I enjoyed this adventure quite enough to give it a higher rating, but didn't do so for several reasons: First, this early version requires that you type in the full verb and object, and I have been spoiled by later versions that don't require that. Next, the special effects and confrontations were very terse and could have used more development. There is no notice if you fail to complete the quest. Last, I don't think that this adventure was completed. While all the necessary pieces are in place to complete the quest, there are a number of tantalizing tidbits that promise interesting play but do nothing. These include a weapon shop and a tavern, and the PAY command.

This adventure was discovered by Jeff Hurlburt of Softkey, who forwarded it to me. We don't know anything about Mr. Osgood. Roger developed a very nice Eamon adventure, given the fact that it was his first and that he was using version 4 tools. It's too bad that he's no longer with us. With the experience he gained and with modern Eamon, he could do some dynamite stuff.

This adventure rates a 4 for difficulty, if you can remember that the PUT command is new.

Eamon adventure listing

Column: 1. Adventure Number 2. Adventure Title 3. Difficulty (1-easiest; 10-hardest) 4. Last Revision Date (DOS 3.3)œ 5. Speed-up Mods installed (7=uses v7.0 search) 6. Reviewed in newsletter

(1) (2) (3) (4) (5) (6)

1. Main Hall & Beginners Cave 3 02/11/90 2. The Lair of the Minotaur 5 12/15/84 3. The Cave of the Mind 4 12/15/84 4. The Zyphur Riverventure 5 5. Castle of Doom 4 12/15/84 6. The Death Star 6 12/14/85 7. The Devil's Tomb 9 07/06/89 Aug84 8. The Abductor's Quarters 7 06/21/85 Aug84 9. Assault on the Clonemaster 6 06/21/85 Aug84 10. The Magic Kingdom 2 06/21/85 11. The Tomb of Molinar 7 10/16/88 12. The Quest for Trezore 8 07/03/85 Aug84 13. Caves of Treasure Island 6 10/30/84 14. Furioso 9 Aug84 15. Heroes Castle 6 05/28/86 16. The Caves of Mondamen 8 07/18/89 Y Aug84 17. Merlin's Castle 5 08/27/84 Sep90 18. Hogarth Castle 5 19. Death Trap 9 12/04/84 Aug84 20. The Black Death 6 21. The Quest for Marron 8 05/04/89 Y Aug84 22. The Senator's Chambers 5 04/24/86 23. The Temple of Ngurct 7 24. Black Mountain 8 07/20/89 Jun92 25. Nuclear Nightmare 7 09/30/84 Aug84 26. Assault on the Mole Man 7 09/30/84 27. Revenge of the Mole Man 7 07/04 85 28. The Tower of London 6 29. The Lost Island of Apple 9 03/27/91 Aug84 30. The Underground City 7 05/04/89 31. The Gauntlet 6 32. House of Ill Repute - 09/13/89 33. The Orb of Polaris 7 08/15/91 Aug84 34. Death's Gateway 6 03/03/88 Y Mar91 35. The Lair of Mutants 7 07/04/89 Sep90 36. The Citadel of Blood 7 07/06/89 37. Quest for the Holy Grail 6 10/07/90 Y Aug84 38. City in the Clouds 8 10/24/90 Y Dec90 39. Museum of Unnatural History 7 11/15/85 Mar91 40. Daemon's Playground 5 04/29/84 41. Caverns of Lanst 5 06/03/85 Mar91 42. Alternate Beginners Cave 3 02/28/85 43. Priests of Xim! 6 03/11/90 44. Escape from the Orc Lair 3 05/03/90 45. SwordQuest 8 07/06/89 Y May85 46. Lifequest 9 05/15/85 47. FutureQuest 7 03/19/88 Y Mar84 48. Picnic in Paradise 7 02/08/92 Y Mar92 49. The Castle Kophinos 7 04/04/86 50. Behind the Sealed Door 3 51. The Caves of Eamon Bluff 6 May85 52. The Devil's Dungeon 3 04/07/84 May85 53. Feast of Carroll 4 12/14/85 54. Crystal Mountain 7 07/04/85 55. The Master's Dungeon 4 07/14/84 Jan85 56. The Lost Adventure 7 Mar91 57. The Manxome Foe 4 58. The Land of Death 6 07/20/89 Y Mar91 59. Jungles of Vietnam 1 10/12/88 Y Mar85 60. The Sewers of Chicago 2 07/20/89 Y Mar89 61. The Harpy Cloud 6 05/27/86 62. The Caverns of Doom - 05/17/85 63. Valkenburg Castle - 07/31/85 64. Modern Problems - 07/22/85 Mar89 65. The School of Death - 04/04/86 Mar89 66. Dungeons of Xenon 4 07/04/85 67. Chaosium Caves 2 07/04/85 Y Dec89 68. The Smith's Stronghold 5 02/24/91 Y 69. The Black Castle of NaGog 5 07/11/90 Y Jun89 70. The Tomb of Y'Golonac 9 06/07/87 Sep88 71. Operation Crab Key 1 08/26/84 Oct84 72. House on Eamon Ridge 10 07/22/89 Y 73. The Deep Canyon 4 10/07/84 Oct84 74. DharmaQuest 8 11/05/89 Y Jan85 75. Temple of the Guild 5 Oct84 76. The Search for Yourself 6 11/28/85 Oct84 77. Temple of the Trolls 9 01/01/90 Y Jan85 78. The Prince's Tavern 7 05/28/91 Y Jan85 79. The Castle of Count Fuey 7 11/03/84 80. The Search for the Key 4 11/03/84 81. The Rescue Mission 8 07/25/89 82. Escape from Mansi Island 5 12/09/86 83. The Twin Castles 4 12/07/86 84. Castle of Riveneta 4 05/03/90 Y Jun90 85. The Time Portal - 07/25/89 86. Castle Mantru 3 06/05/87 Jun91 87. Caves of Hollow Mountain - 09/20/85 Mar89 88. The Shopping Mall 1 10/12/88 89. Super Fortress of Lin Wang 9 11/12/86 90. The Doomsday Clock 9 04/01/91 Jun91 91. FutureQuest II 7 12/04/87 Y Aug85 92. The Fugitive 5 11/03/88 Y Dec90 93. Flying Circus - 07/05/85 94. Blood Feud 6 07/27/89 Y 95. The Maze of Quasequeton 1 96. The Chamber of the Dragons 1 07/15/84 97. The House of Secrets 5 Jun91 98. Slave Pits of Kzorland 3 10/01/89 Y Dec89 99. In the Clutches of Torrik 8 11/08/88 Y Dec88 100. Sorceror's Spire 9 06/03/87 Y Sep89 101. Ground Zero 2 102. The Eamon Railroad 2 06/20/85 103. Top Secret - 06/20/85 Mar89 104. The Lost World - 105. The Strange Resort - 106. Camp Eamon 6 07/01/85 107. The Last Dragon 7 10/15/91 Y 108. The Mines of Moria 8 06/30/90 Y Oct85 109. The Forest of Fear 6 07/29/89 Y Jun86 110. Fire Island 5 12/08/87 Y 111. A Vacation in Europe 4 06/16/88 Y Oct85 112. Hills of History 5 06/16/88 Y Jun91 113. The Life-Orb of Mevtrelek 8 06/16/88 Y Jun86 114. Thror's Ring 9 03/05/90 Y Jun86 115. The Ring of Doom - 06/16/88 Y 116. The Iron Prison 10 09/06/92 Y Sep92 117. Dungeon of Doom 7 08/26/86 Y 118. Pittfall 6 05/04/89 Y Jun89 119. Grunewalde 8 06/16/88 Y Mar89 120. Orb of My Life 9 06/19/91 Y Jun86 121. Wrenhold's Secret Vigil 8 11/05/89 Y Jun86 122. The Valley of Death 5 06/16/88 Y 123. Wizard of the Spheres 4 06/16/88 Y 124. Assault on Dolni Keep 6 11/08/89 Y Oct87 125. The Mattimoe Palace 4 Y 126. The Pyramid of Anharos 8 03/15/92 Y Jun92 127. The Hunt for the Ring 9 06/16/88 Y 128. Quest of Erebor 7 06/16/88 129. Return to Moria 9 12/01/91 Y Oct87 130. Haradwaith 7 11/27/90 Y Oct87 131. Nucleus of the Ruby 6 08/07/88 Y 132. Rhadshur Warrior 9 10/16/88 Y 133. The Final Frontier 3 07/29/90 Y 134. Pyramid of the Ancients 3 06/16/88 Y 135. The Tomb of Evron 2 05/13/87 136. The Mountain Fortress 2 06/16/88 Y 137. The Ruins of Ivory Castle 4 06/16/88 Y Jun88 138. Starfire 4 07/30/89 Y 139. Peg's Place 7 11/30/90 Y Jun88 140. Beginner's Forest 5 07/18/88 141. The Infested Fortress 4 09/22/88 Y Oct87 142. The Beermeister's Brewery 6 07/18/89 Y Jun88 143. The Alternate Zone 6 02/02/87 Jun92 144. Gartin Manor 4 10/18/88 Y 145. Buccaneer! 9 03/30/87 Y Oct87 146. The House of Horrors 7 02/20/90 Y Mar90 147. The Dark Brotherhood 9 11/28/89 Y Jun88 148. Journey to Jotunheim 7 10/07/90 Y 149. Elemental Apocalypse 9 12/06/89 Y Sep89 150. Walled City of Darkness 10 08/08/88 Y Sep88 151. Eamon S.A.R.-1 (Deneb Raid)5 08/01/88 Y Sep88 152. The Computer Club of Fear 6 10/19/89 Y 153. Lost! 4 04/06/88 Y 154. A Trip to Fort Scott 4 07/08/88 Y 155. Tomb of the Vampire 5 10/07/90 Y Mar91 156. The Lake 3 07/04/88 Y 157. Pathetic Hideout of Mr. R. 5 10/11/88 Y 158. The Lair of Mr. Ed 7 03/11/90 Y Sep88 159. The Bridge of Catzad-Dum 6 05/18/92 Y Dec88 160. Monty Python & Holy Grail 6 08/29/88 Y 161. Operation Endgame 10 06/29/91 Y Dec88 162. Eamon 7.0 Demo Adventure - 11/20/89 7 163. The Sands of Mars 4 10/12/88 Y Jun92 164. A Real Cliffhanger 4 11/08/88 Y Dec88 165. Animal Farm 8 04/18/90 Y Sep90 166. Storm Breaker 8 03/18/90 7 Jun89 167. Expedition to the Darkwoods- 06/13/89 Y 168. The High School of Horrors - 03/09/89 Y 169. The Black Phoenix - 12/21/89 Y Sep89 170. Ragnarok Revisited 9 04/18/90 Y Sep91 171. The Pyramid of Cheops 4 07/04/89 Y 172. The Mountain of the Master 3 05/16/89 Y 173. The House that Jack Built 3 07/04/89 Y 174. Escape from Granite Hall 4 07/04/89 Y 175. Anatomy of the Body 2 07/04/89 Y Sep91 176. Dirtie Trix's Mad Maze 2 07/04/89 Y 177. Shippe of Fooles 3 07/04/89 Y 178. The Alien Intruder 2 07/04/89 Y 179. The Wizard's Tower 4 05/28/90 Y 180. Gamma 1 3 06/08/90 Y 181. The Eamon Sewer System 2 07/05/89 Y 182. Farmer Brown's Woods 1 07/05/89 Y 183. The Boy and the Bard 9 09/18/89 Y Sep89 184. Quest for Orion 6 09/12/89 7 Dec89 185. The Body Revisited 4 09/18/89 7 Dec89 186. Beginners Cave II 2 04/17/90 Y Jun90 187. Batman!! 1 11/05/89 Y 188. Encounter: The Bookworm - 02/11/90 7 189. The Ruins of Belfast 7 01/13/90 Y 190. Shift Change at Grimmwax 7 01/13/90 Y Mar90 191. Enhanced Beginners Cave 3 02/04/90 Y Mar90 192. Mean Streets 3 02/01/90 Y 193. The Creature of Rhyl 5 02/09/90 7 194. Attack of the Kretons 7 07/30/91 7 Mar90 195. The Training Ground 2 02/13/90 Y Sep91 196. The Cat House - 02/13/90 Y 197. Star Wars-Tempest One 4 03/01/90 Y 198. Revenge of the Bookworm 4 06/06/92 7 Jun90 199. Quest of the Crystal Wand 3 04/29/90 Y Jun90 200. The Lost Isle 7 04/29/90 Y 201. The Caverns of Vanavara 7 04/29/90 Y 202. The Plain of Srevi 7 06/06/90 Y Sep90 203. Lotto's Masterpiece 5 06/13/90 7 Sep90 204. Sanctuary 7-10 08/04/90 7 Dec90 205. Utterly Outrageous 7 01/26/91 7 Sep91 206. Curse of the Hellsblade - 11/29/90 7 207. Eamon Renegade Club 6 06/20/91 7 208. Assault on Helstar 7 09/15/91 7 Dec91 209. Apocalypse 2021 6 10/04/91 7 Dec91 210. Return to Ngurct 7 10/04/91 7 Dec91 211. Lair of the Marauders 4 10/09/91 7 Dec91 212. Haunted Keep 4 11/17/91 7 213. Demongate 4 11/17/91 7 Dec91 214. Deathstalker's Castle 8 02/02/92 7 Mar92 215. Treasure Island 3 12/31/91 7 Mar92 216. The Pirate's Cave 3 01/06/92 7 Mar92 217. Eye of Agamon 6 06/03/92 7 218. Return to Pendrama 4 07/16/92 7 Sep92 219. The City of Sorcerors 4 08/16/92 Y Sep92

Dungeon Designer Diskette Ver.7.0 10/06/91 DDD 7.0 Multi-Disk Supplement 06/06/89 Dungeon Designer Diskette Ver.6.2 06/08/90 Eamon Utilities Diskette 01/26/92 Graphics Main Hall 11/08/89