Source:Eamon Adventurer's Guild Newsletter, September 1993

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Description

The Eamon Adventurer's Guild Newsletter, September 1993 issue.

Source

Eamon Adventurer's Guild Newsletter Archive

Date

September 1993

Author

Eamon Adventurer's Guild; Tom Zuchowski (editor)

License

Permission has kindly been granted by the copyright holder for this copyrighted item to appear in the not-for-profit Eamon Wiki website. Permission granted by Matthew Clark in email with Huw Williams on 22 November 2012.

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The Eamon Adventurer's Guild
September 1993

News and Stuff

by Tom Zuchowski

First, a correction: I said last issue that Sam made $400 for Redemption. He didn't — he made $750! He's making noises about doing another one for them. Bad news for those of us who don't want to lose good Eamons to copyrights, but Good News in general; the Softdisk exposure has resulted in more new inquiries about Eamon than I have ever seen. Sam is presently attending the University of Sydney in Australia!

There have been a lot of shake-ups in the Apple II world in the past few months. But we've seen some new light with the successful startups of II Alive and Shareware Solutions II. If you don't already get these publications, you should seriously consider them.

I again attended the annual KansasFest Apple II convention, hosted by the Resource-Central folks. The attendance was somewhat smaller this year, yet there was a surprising number of new faces. The big news was the upcoming release of "The Works 4.0", which will add tons and tons of terrific new features to AppleWorks 3.0. I can hardly wait to get my hands on this!

Contest results

We had a total of three entries in our "essay" contest. Here is the winning entry:

Things I'd like to see in Eamon
by James Grosshans

  1. A better SAVE that offered the option of using a preformatted/init'ed disk.
    The ability to use this disk to save more than one position.
  2. A way of using some command to view the introductory material for a given game, without having to save and restart.
  3. Use of extensive randomization to make subsequent games retain some interest.
  4. Movie-type warnings in the ratings scheme. Some games could use a "PG" for stormy language.

These are all worthy ideas and we will be looking into implementing them. We also got a very nice short article from Holly Zehnder that we may run in a future issue. The third entry was from Joey Czarnik.

James wins the notebook.
Holly gets the 10 Eamon disk sides (5 disks).
Joey gets 6 Eamon disk sides (3 disks).

Holly and Joey, send me your want-lists, and I'll send you your disks.

It's not entirely impossible that I overlooked some other entries. If you sent one in and I misunderstood its intent, drop me a line and I'll check my correspondence files for you. I have no problem handing out additional prizes, if they are warranted.

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, Sep'92, Dec'92
   Mar'93, Jun'93

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

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.

Letters

Please include my email address if you want to put together which Eamon subscribers are on the various commercial bulletin board systems. My GEnie address is D.GRENDA. I'm also on AOL. —David Grenda

Great idea, Dave! I'll run a list in the next issue of BBS addresses — send yours in now if you want to be listed. —Tom


Please consider listing BBS's that cater to Apples. Thanks! —Ralph Glatt

Another good idea! I'm very interested in listing BBS's that carry Eamon adventures. If you know of any that do so and they are looking for exposure, please send me the info. —Tom


I don't know about anyone else but I would like to get the addresses and phone numbers of some Eamon players and designers. Just in case there are any in my area. —Joey Czarnik

Joey, we'd be happy to run your name in our "Correspondent's Corner" so that people can write to you. Just let us know if you want us to do that. —Tom

New Adventures

Eamon Dungeon Designer Disk 7.1

Don't get excited. There are a few new bug fixes for 7.0 listed in this issue. It's been five years and dozens of bug fixes since the release of 7.0, and it seemed like time to bump up the version number to make it easier to tell if you have the latest revision.

Dungeon Designs

Designing and Testing your Eamon Adventure by Tom Zuchowski

Here is a grab-bag of thoughts and techniques that I have used in writing my own Eamons.

The Design

Before you begin data entry for your new Eamon adventure, plan as much of the map as you can. Actually draw a free-hand map on paper. Once the map is drawn, mark it into individual "Eamon rooms". Plot where puzzle clues, puzzle solutions, special effects, plot development, secret doors, etc. will go. Assign as many monsters and artifacts as you can. Make copious notes on how each part of your adventure should work. Nothing clears your head like writing it down! The more you get straight at this point, the easier your adventure will be to construct.

Reason out now how your special events will work. Decide how the event will be triggered. What the player will see. ow it will affect everything that may be in the room. Work out as many details as possible, or else you may discover later that your all-important special event is impossible to implement.

For example, suppose that you envision a sentry who will sound the alarm if he happens to spot you. ou may decide that the only way the alarm can be safely avoided is for the player to shoot him with an arrow before he enters the room occupied by the sentry.

Well, we have a few problems here. The player won't know that the sentry is there until after he enters the sentry's room, when it will be too late. If he is somehow informed that there is a sentry in the next room, he won't be aware that the sentry can be killed from a distance. Informing him that this can be done, and how it can be done, has the potential of making this a very klunky and unsatisfactory special event.

I solved this exact special event in Assault on Dolni Keep by making it a certain companion's decision and job to shoot the sentry without any intervention on the player's part. I executed this with Effects that were triggered by entry into the adjacent room. And when the sentry's room is entered, his arrow-shot body is found on the ground at the player's feet. If I do say so myself, this particular event reads and plays well enough. But if I hadn't planned this in advance, I might have been forced to delete the sentry from the scenario, which would have made it much less believable.

Data Entry

I find that the adventure is less difficult to build and execute if you separate the map and plot into several sections that can be entered and largely debugged section-by-section. Any problem is easier when it can be broken into smaller pieces which can be solved individually. Adventure writing is no exception to this rule.

I tend to enter the data for each section, and playtest and debug just that section before entering the next one. Then once the entire adventure has been entered and each section debugged, I can concentrate on debugging any problems that appear when playing the entire adventure at once.

Once you have completed data entry, use DUNGEON LIST 7.0 to print out your entire database. Print rooms, monsters, artifacts, and effects. Use these printouts to cross-check for errors. Believe me, you will find many things to fix! Skimping on a bit of printer paper at this point will make it just that much harder to straighten out the inevitable errors. Once you have fixed all of the errors discovered through cross-checking, print it out again! You will find this printout to be an extremely valuable reference while playtesting.

Playtesting

My method for playtesting an adventure is to play it as far as it will go, taking notes about problems that I see as I progress. Make an effort to try something new every time you go through a room or solve a puzzle. You'll be amazed at the holes in your plan that you've overlooked. If you're careful and thorough, you may find that a single playthrough has given you an entire page of problems to correct.

Fine. At the end of the playthrough, fix all the problems in the database and in your special programming. Then play it through again. If you make that effort to try different approaches to your puzzles and obstacles, you may continue to find problems for several playthroughs. The more complex the adventure is, the more problems you will probably have to fix.

Timed events (such as the sudden appearance of a certain monster or the printing of a special effect at a particular point in the play) are a bit trickier to get completely debugged. I'm talking about the kind of event that only happens when a predetermined set of other events have occurred. Unless your map is very narrowly and rigidly drawn so that nothing can occur out of sequence, this type of event needs special attention during playtesting. Be sure to try as many ways to get around the special event as you can think of. Every time you play, try to think of some new action to try that will cause the event to not take place as planned. It's likely that you will find a good many holes to plug!

Needless to say, replaying your adventure over and over again does get real old, real quick. This is where building it in sections helps. Once you have debugged one section, it is very simple to add a temporary line to the MAIN PGM to skip over the part already completed.

For example, let's say that you have completed and debugged rooms 1-40, and you wish to skip ahead to room 41 for advanced playtesting. Your scenario says that a successful adventure at this point requires that you be carrying artifact #7 and that you be accompanied by monster #1 and #3. Your special programming requires that variable Z1 and Z5 be set to 1. Adding this line will enable you to "jump ahead" to room 41 for playtesting purposes:

31500 R2 = 41: A%(7,4) = R2: M%(1,5) = R2: M%(3,5) = R2: Z1 = 1: Z5 = 1: GOTO 
3500

I typically will make several of these lines for different places in the adventure, and will add them all to the MAIN PGM with REM's so that they are ignored. Then when I need to use one, I merely remove the REM from the front of the line to activate it.

Don't forget to delete this line when you are through playtesting!

Some suggestions

Don't make your character specially super-strong or immortal for the purposes of playtesting. Playing with such "cheater" characters will give you a very warped idea about what it will be like for others to play your adventure. Just when you think that you have got it perfect, play with a "normal" character may reveal that it is impossible to survive!

Well, okay, it's all right to use an immortal character during the early phases of testing the individual sections. But if you do this, be sure to play the entire adventure through about six times with a "normal" character to be sure that you have pegged the difficulty right.

Some may differ, but I would define a "normal" character in this range: HD, CH, AG = 20; all weapon abilities = 50; armor ability = 20; all spell abilities = 70; gold = 10,000; two swords with 10% complexity and 2D8 damage ability; plate armor and shield. If your adventure requires a stronger character or abilities, it is up to you to make the extra power available in the actual adventure.

You can make special potions and weapons available to pump up the character, or you can provide powerful companions to take up any slack. I used the "powerful companions" option in both Thror's Ring and Dolni Keep, and pumped up the character in Walled City of Darkness. Either method works well. If you pump up the character to really high levels, it's a good idea to shrink him most of the way back down before returning him to the Main Hall.

If your adventure has puzzles to be solved for special events, be sure to plan for the super-characters, too. A significant percentage of Eamon players like to use super-strong characters with nuclear-weapon-level weapons to crash through everything in sight. If you have a vault door with a strength of 900, these guys will simply beat it down instead of figuring out how to open it. This kind of thing is fairly easy to defeat with special programming, but you must plan ahead. For an example, in Walled City, I had a number of supernatural foes who could only be destroyed by a special weapon that the player had to obtain in the adventure; and use of the player's strong magical weapons were rigged to do more harm than good!

Adventure Reviews

#20 The Black Death

by John Nelson

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: OPEN, READ, UNLOCK, DRINK
Deleted Commands: None
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 6.0   Average Rating: 6.5/2

Description: "You have watched your friends get sick and shake with the fever, some dying while you were helpless to help. It seems like there is nothing you can do, but you feel that you must try. So you journey to the royal palace to seek the aid of the king.

"The king summons you to his chamber. He has received a ransom note of sorts. The note is from an infamous mad doctor. The doctor has found a cure for the plague that now enshrouds the land. The cure of course will be expensive. The doctor wants one billion gold pieces for the cure. If he does not get it, he will allow the entire kingdom to die.

"The king says there is no way he can raise that much gold. The kingdom has less than half a million. The king is willing to pay a fair price for the serum, but could never pay that much! You decide you must seek the serum, in spite of the fact that you have heard that the mad doctor's castle is very well defended."

Comment: Like all of John's Eamons, this one makes full use of the standard Eamon commands and features, and the extra stuff works in very much the same manner. The puzzles are mostly of the "locked door" variety, easily solved once you find the needed key or note.

Just about everyone you encounter is a bad guy, though you will pick up a couple of companions. The combat is pretty routine Eamon stuff as you run into a gaggle of guards and other ordinary foes. There are a few bad things such as various poisonings that can happen that will eventually kill you if you don't find the remedy in time.

The difficulty factor is abut (6), I guess. It can be quite a lot easier if you happen to avoid the poisons, or find the remedies in time. I had no trouble finding the puzzle solutions. This may be a good choice for younger Eamonauts.

I enjoyed the adventure quite a bit. Though I downrated it slightly for simplicity, this is a pleasant foray into a relatively easy dungeon.

#21 The Quest for Marron

by John Nelson

Reviewed by Tom Zuchowski

MAIN PGM Version: 5
Extra Commands: READ, FREE, BIND, GAG, DRINK, USE, OPEN
Deleted Commands: None
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 7.0   Average Rating: 7.0/3

Description: "A very good friend of yours recently became violently ill. She ranted and raved like a person possessed. As a matter of fact, that was the exact diagnosis that the head of the church and the local doctor arrived at. They said that there was nothing they could do. But you finally managed to find a wise old Sage that told you of a powerful holy man that specialized in demonic possession.

"The man's name is Marron and he lives somewhere on Mount Sunis in the caves. They say he has lost his marbles and now lives in recluse with his strange friends. You do not know whether you can get Marron to come into the village to help Katharyn, your friend, so you decide to take Katharyn up to the holy man, instead.

"Katharyn is much too violent to take along so you must bind her and carry her. So, you chain her and wrap her in a canvas bag and head off for the caves of Mount Sunis"

Comment: This Eamon has the usual number of nifty features that are typical of Nelson's work. Katharyn is not pleasant company, even bound and wrapped in the bag. She offers more commentary on your progress and ancestry than you are likely to have asked for. <grin>

The gimmick here is to find all the little hidden bits that are needed for the exorcism. John has hidden them in various ways that were quite clever for their day. If you put all the pieces together, this isn't a particularly difficult Quest. But miss a piece, and you may find yourself possessed by the demon, which is definitely a no-good way to end the adventure!

Though the puzzling element is strong, it's not complex by modern standards. The combat is hot and heavy, making this Eamon a good one for the hack'n'slash crowd as well.

Here are some things to watch for while playing: even though it plays much like a more advanced version, you must keep in mind that it uses a very early version of the Eamon MAIN PGM, with some twists. EXAMINE is not exactly the same command as LOOK. The adventure usually accepts truncated commands, but some clue triggers are looking for full commands and won't reveal the clue for truncated commands; EXAMINE DRESSER may reveal a clue that EXA DRESS will not. The USE and OPEN commands are uneven in spots also.

This adventure gets an (8) difficulty rating because of these uneven spots. But if you bear the above pointers in mind, you should find the going to be rather easier.

#106 Camp Eamon

by Bob Slemon

Reviewed by Tom Zuchowski

MAIN PGM Version: 5
Extra Commands: DRINK, UNLOCK, FREE, TYPE
Deleted Commands: None
Special Features: Hi-res map in intro
Playing Time: 1-2 hours
Reviewer Rating: 7.0   Average Rating: 7.0/2

Description: "A group of Nazi fanatics have made plans to invade the Main Hall. Not only have they captured many fine Adventurers, but in their last raid they took the burly Irishman captive. They also took the complete floor plans for the Main Hall. With those, they can invade any adventure they choose — even this one.

"The Nazi camp is nearby and run by a Herr Hess. It is heavily guarded by both humans and dogs. You can not refuse. The life of every Eamon Adventurer is at stake. There are rumors of experiments going on there, something called — accelerated cloning."

You get a look at a rough map of the compound, and are on your way!

Comment: It's a real hi-res map, too. I'm not sure that it actually helps any, but it's a nice touch. This is a quasi-science fiction offering: the Nazis are not only invading neighboring adventures, but are cloning grotesque half-human mutants to help guard their compound. But it feels more like a contemporary Eamon setting to me than an SF one.

You will pick up plenty of companions as you rescue various denizens of other familiar Eamon adventures, and the bad guys don't hit all that hard. Bring some heavy artillery, at least a 3D8 weapon. The guards are well-armored and can take quite a beating before you wear them down.

Not only that, but Bob re-uses old, dead bad guys as "new" guards whenever you trip an alarm, so you will find yourself fighting most everyone twice before you win through. This gimmick works well to keep the database small, and would have played quite well if the monsters got new names when resurrected. They mostly have names like GUARD #22, so it wouldn't have been all that difficult to manage. But they are not renamed; it is a bit jarring to find yourself fighting people that you have already killed!

This being an older version 5 Eamon, Bob had to invent his own version of things like hidden doors and embedded artifacts. This extra coding was not always elegantly done, sometimes looking for the entire name of a monster or artifact. It is a very good idea in this adventure to always type the complete name of the artifact or monster, just to cover yourself. If you don't, you may not find everything that you need to complete the quest.

There is no "Attaboy/AwShucks" text at the end of the adventure to tell you how you did, so let me tell you what you should do to feel like you have completed the adventure successfully: pick up the maps and the plans, and rescue the burly Irishman. Bonus points for rescuing the Cyclops and killing Hess.

Here are a few hints to keep you from going astray: the corrugated metal box found in prison camps is called the COOLER. The vault is important. UNLOCK won't automatically show you what is beyond the locked door or inside the artifact.

Players of the DOS 3.3 and 40-col. ProDOS versions would do well to watch out for a dirty trick that Bob plays on you if you do a certain action without thinking about the consequences. It's a pretty funny trick, if you have done a recent game save. I won't spoil the surprise by telling you what it is; just trust me and do a save before trying anything unusual.

This one ranks in at about (6) for difficulty, if you remember to type full names and watch those room descriptions for clues.

#123 The Wizard of the Spheres

by Marc Elkin

Reviewed by Tom Zuchowski

MAIN PGM Version: 6
Extra Commands: DESTROY, HELP
Deleted Commands: None
Special Features: Voices spoken though speaker
Playing Time: 30-60 min.
Reviewer Rating: 5.0

Description: "Something is wrong with Hokas. You watch him as he walks across the Main Hall toward you with his eyes looking at the floor.

"Hokas starts to speak, 'My brother Pokas has been captured by the Wizard of the Spheres and none of the Adventurers here are willing to risk saving him. Will you help?'

"After thinking about the possible reward you say yes. 'Good,' says Hokas as he begins to smile. 'The Wizard of the Spheres is very powerful and has never been defeated. All the spells I have taught you will be useless against him.'

"You wonder what you have gotten yourself into. Hokas continues, 'The Wizard's power is contained in the many spheres which are stored in his lair. Destroy the correct ones and he will be helpless.'

Comment: This Eamon adventure has a feature that no other Eamon has: the various spheres and the wizard actually speak out loud to you! To be sure, the sound quality is quite poor because of the limitations of the Apple II speaker, but it's a very nifty effect.

While all of the standard commands are in place, you will quickly discover that the spells are indeed nullified by the wizard's powers. But it's not difficult to stay healthy, as the evil spheres aren't all that strong and healing is provided in a couple of spots.

This is a very simple adventure, with an elementary 50-room map, no puzzles, and short descriptions. Yet I was intrigued by the mental picture conveyed by the descriptions and greatly enjoyed the voice-related special effects.

This is probably an excellent choice for the young Eamonaut. It has a difficulty rating of about (4). The (5) rating that I gave it could have been a (6), except for two no-warning death traps that can only be avoided if you happen to have found and picked up the right artifacts before you reach them. But the adventure is simple enough that an occasional save will make these traps a minor annoyance.

Be sure to get the latest version, dated 7/2/93, which has several playability enhancements. If you already own the older version, the bug fixes in this issue will help a lot.

Bugs 'n' Fixes

#123 The Wizard of the Spheres

Date Fixed: 7/2/93

Problem: The SAVE text indicates that it is using a "save" disk even as it saves the game to the game disk.
Fix: Delete lines 18042, 18044, 18080, 29055
Add this line:

18080  PRINT : PRINT "THE GAME IS NOW SAVED. RUN THE PROGRAM NAMED 'MAIN PGM' ON THIS DISK TO RESTART THE GAME."

Problem: When the Blue Sphere attacks in the darkness, the results are incorrect.
Fix: In Line 28110 change MD%(0,13) = 999: GOTO 7700 to DI = 1: GOTO 2000

Problem: The transparent sphere doesn't always provide light
Fix: Replace these lines:

4147 IF A = 4 THEN 28000
4179 IF A = 4 THEN GOSUB 28000

There were also a large number of minor playability enhancements. A new copy is recommended.


There was an error in the bug report for the Dungeon Designer Disk 7.0 that was listed in the Dec'91 EAG issue, reprinted here correctly:

Problem: If you drop your weapon during combat, the weight carried is not reduced.
Fix: In Line 7530, change: A%(W,4) = RO to: WT = WT - A%(A,3): A%(W,4) = RO

Eamon Dungeon Designer 7.1 (DOS 3.3)

Revision Date: 8/10/93

The following lines are not fixes to version 7.1. These lines are the most important changes to the DDD 7.0 when the version was bumped to 7.1. There were also many changes to renumber everything from 7.0 to 7.1.

Problem: New game startup may be confusing.
Fix: Add these lines to LEADIN PROGRAM:

12  ONERR GOTO 18
14  PRINT D$"VERIFY GAME PTRS"
16  PRINT : PRINT "THERE IS A SAVED GAME ON THIS
	DISK.": INPUT "START A NEW GAME? ";A$: IF 
	LEFT$ (A$,1) = "Y" THEN PRINT D$"DELETE 
	GAME.PTRS"
17  IF LEFT$ (A$,1) < > "N" THEN 16
18  POKE 216,0

Problem: No "Resume play" option.
Fix: Add these lines to MAIN PGM:

18080  PRINT : PRINT "THE GAME IS NOW SAVED. YOU CAN 
	BOOT THISDISKETTE, OR RUN THE PROGRAM 
	'MAIN PGM' TO RESTART THE GAME."
18090  PRINT : PRINT : INPUT "RESUME PLAY? ";A$: 
	IF LEFT$(A$,1) < > "N" THEN 29060

Problem: SAVE command can cause confusion at game restart.
Fix: Change this line in MAIN PGM:

29070  F = 0:A$ = "":CZ$ = "": GOTO 100

Problem: Duplicate code in DROP routine.
Fix: In the MAIN PGM, delete this statement from the beginning of line 5100:

M%(0,8) = -1:

Problem: Missing response when player tries to GET bound monster.
Fix: In the MAIN PGM, add this line:

4050 IF A%(A,2) = 10 THEN PRINT A$(A)" IS TIED DOWN!": GOTO 98

Problem: Potential ILLEGAL QUANTITY IN 4710
Fix: In the MAIN PGM Line 4710, change AND to THEN IF

Problem: Bad GOTO in DUNGEON EDIT 7.0
Fix: In Line 14150, change GOTO 14050 to GOTO 14150

Eamon Dungeon Designer 7.1 (PRODOS)

Revision Date: 8/10/93

The following lines are not fixes to version 7.1. These lines are the most important changes to the DDD 7.0 when the version was bumped to 7.1. There were also many changes to renumber everything from 7.0 to 7.1.

Problem: New game startup may be confusing.
Fix: New LEADIN program:

10  HOME : PRINT "LIKE EAMON ADVENTURING?":
	PRINT : PRINT "FOR MORE INFORMATION ABOUT
	THE NATIONAL EAMON CLUB AND NEWSLETTER, 
	WRITE:": PRINT
11  PRINT "   EAMON ADVENTURER'S GUILD": PRINT
	"	7625 HAWKHAVEN DR.": PRINT "   CLEMMONS,
	NC 27012"
15  ONERR GOTO 60
20  PRINT CHR$ (4)"VERIFY SAVED.GAME"
30  PRINT : PRINT : PRINT "THERE IS A SAVED GAME 
	PRESENT.": INPUT "START NEW GAME? ";A$: IF 
	LEFT$(A$,1) = "N" THEN 60
40  IF LEFT$ (A$,1) < > "Y" THEN 30 
50  PRINT CHR$ (4)"DELETE SAVED.GAME" 
60  POKE 216,0
100 PRINT CHR$ (4)"RUN EAMON.000.INTRO"

Problem: Monster drinking heal potion may not decrement counter.
Fix: IN THE MAIN.PGM, add this statement to the end of line 9300:

: A%(A,6) = A%(A,6) - 1

Problem: combat ability not correctly computed
Fix: Replace these lines in MAIN.PGM:

7600  IF NOT OF THEN UP = (100 * RND(1) > WM + 
	WA%(W2)): IF RND (1) * 100 < WA%(W2) THEN IF 
	ABS (EA) > 10 * RND (1) AND AE < AC * AC 
	THEN AE = AE +2: EA = AE - AC * AC
31120 EA = 0: IF AE < AC * AC THEN EA = AE - AC * AC

Problem: Duplicate code in DROP routine.
Fix: In the MAIN.PGM, delete this statement from the beginning of line 5100:

M%(0,8) = -1:

Problem: Missing response when player tries to GET a bound monster.
Fix: In the MAIN.PGM, add this line:

4050 IF A%(A,2) = 10 THEN PRINT A$(A)" IS TIED DOWN!": GOTO 98

Problem: Potential ILLEGAL QUANTITY in 4710
Fix: In the MAIN.PGM Line 4710, change AND to THEN IF

Problem: Bad GOTO in EAMON.EDIT.V7.0
Fix: In Line 14150, change GOTO 14050 to GOTO 14150

Eamon Adventure Listing

Column: 1. Adventure Number
	     2. Adventure Title
	     3. Difficulty (1-easiest; 10-hardest)
	     4. Last Revision Date  ť(DOS 3.3)ś
	     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  Jun93
17. Merlin's Castle		5  08/27/84	Sep90
18. Hogarth Castle		5		Mar93
19. Death Trap			9  05/09/93	Aug84
20. The Black Death		6		Sep93
21. The Quest for Marron	8  05/04/89  Y  Sep93
22. The Senator's Chambers	5  04/24/86
23. The Temple of Ngurct	7  02/15/93  Y  Mar93
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  09/13/92  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  Y  JUN93
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  Y  Sep93
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  07/02/93  Y  Sep93
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  10/03/92  Y  Dec92
133. The Final Frontier		3  07/29/90  Y  Dec92
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  01/09/93  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  Dec92 
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
220. Catacombs of Terror	9  09/20/92  7  Dec92
221. Count Dracula's Castle	2  01/04/93  Y  Mar93
222. The Halls of the Adept	6  01/18/93  Y  Mar93
223. Time Shift			3  03/12/93  Y  Jun93
SD#137  Redemption		7  May 1993  7  Jun93

Dungeon Designer Diskette  Ver.7.1  	08/10/93
DDD 7.0 Multi-Disk Supplement		10/04/92
Dungeon Designer Diskette  Ver.6.2  	06/08/90 
Eamon Utilities Diskette		01/26/92
Graphics Main Hall			11/08/89