Source:Eamon Adventurer's Guild Newsletter, September 1996
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The Eamon Adventurer's Guild Newsletter, September 1996 issue.
The use of this item is permitted and constitutes fair use on the grounds that it's free or in the public domain.
The Eamon Adventurer's Guild
News & Stuff
CONTEST: I will give 6 disk sides, two EAG back issues, or a two-issue membership extension to the first person who can tell me how to beat Eamon #62 "The Caverns of Doom", or Eamon #72 "House on Eamon Ridge". Heck, I can't figure out how to beat them even while cheating! _______________________
MEMBERSHIP EXTENSION: Yes, it's that time again! The Eamon Set sales haven't exactly set the world on fire, but they have been good enough to justify extending everyone's membership by one issue. You'll find that your expiration date on the newsletter envelope label has been changed! _______________________
Speaking of the Eamon Set, I am extending the offer to December 31; the same prices and terms apply as stated in the June EAG. I am very pleased to know that the entire Eamon collection is now safely in the hands of several people scattered around the country. With all of our online libraries experiencing various levels of uncertainty, it's a Very Good thing to have all of our cookies stashed in a few more places. _______________________
KansasFest '96 has come and gone. I had to miss it this year because of work obligations, but by all accounts it was a good one. Two announcements stand out among the activities. First is the release of Spectrum 2.1, said to be a major speed and convenience upgrade.
The second was the official announcement of GUS, an Apple IIgs emulator for the Macintosh. GUS is an application that runs under the Mac OS. It is not an official Apple product, so it has no release dates or other goals to meet. It is a labor of love by several top Apple programmers who remember the GS fondly and used this project as a way to learn to become better Macintosh programmers. Right now GUS has some limitations, particularly with Ensoniq emulation, and it only runs on PowerMacs. The word is that GUS is about seven times as fast as a GS on a good PowerMac.
Future plans are to make it run on 68K Macs also and there are plans to release it into open Beta test when it is a bit more complete. _______________________
EMAIL ADDRESSES: I've received email and regular mail from several EAG members that said, "My email address is XXX," and nothing more. Please take note that I will not add your email address to the list in this newsletter unless you specifically ask to be included on it.
EAMON ADVENTURER'S GUILD Thomas Zuchowski, Editor
Membership/subscription fee for 4 issues: US-Canada: $7.00; foreign: $12.00; in U.S. funds This newsletter is published 4 times per year, in March, June, September, and December
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. We make quarterly Eamon adventure giveaways to the best contributions.
If you would like to add your own Eamon adventure to the EAG 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. Once released, you will be given any Eamon Adventure of your choice in exchange, and may be awarded several Eamon Adventures if your Eamon is of superior quality. ________________________________________________ ________________________________________________
NEUC 'Adventurer's Log':
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: 1988: - Jun, Sep, Dec
1989,90,91,92,93,94,95: Mar, Jun, Sep, Dec
1996: Mar, Jun
Quantities of 1-5: $1.25 each (NEW PRICE!) Quantities of 6 or more: $1.00 each
New Adventures ________________________________________________
238 Sagamore by Joey Czarnik
A very simple Hack'n'Slash foray. Reviewed in this issue. ________________________________________________
Eamon on the Macintosh: a guide to Apple II emulation for Mac users with Web connections
by Henry Haskell
We've all watched as Apple let the Apple II line slowly decline. But optimism reigns supreme, and not even Apple can suppress old II users' love of Apple's now-disinherited line.
Those of us with internet connections and 33 Mhz 68030 or better Macs can still have and use their favorite Apple II programs. The Macintosh line has two well- finished Apple II emulators as well as a few under development, including a pair that hope to bring the //gs to a Power Mac.
You may know about the $125 Apple IIe emulation card, which can be plugged into certain Macs, and requires a 5.25" drive. But what I describe here is a simple Mac application that can use Apple II disk "images," which abound on the internet, and work just like the old 5.25"s they are made from, except they are documents.
The two best emulators are "IIe," currently in version 2.0.3, and "STM" ("StopTheMadness") now in version 0.88r. IIe emulates the Apple //e (surprise!) and STM emulates the ][+. Both emulators can be found on the World Wide Web at http://ultrix5.csubak.edu/~jstiles/emulator/appl e2/index.html.
Here are a few comparisons that reflect my experience. STM needs about 1 MB of RAM, and IIe needs at least 1.35 MB; STM requires that your computer be in 256 color mode, but IIe requires only color of any sort. IIe emulates a 128k IIe, expandable to 1M. STM emulates a 48k ][+, expandable to 64K. If you want to run programs that require an enhanced //e, go straight to IIe. However, DON'T expect EITHER program to run PRODOS. Even though I think they should, I cannot get them to run it yet. Hopefully, this is just my own obtuseness, but I'm flummoxed. Another comparison is financial: STM is freeware, while IIe is $25 shareware, with an annoying enforcement mechanism. Finally, IIe runs a bit slower than STM.
I find these comparisons less important than the fact that IIe is more versatile in small things, like its superior joystick support, and in one BIG thing -- it can read and write more easily to more kinds of disk images than can STM.
STM can read the standard ".dsk" emulator disk image. It cannot save to such disks, however, but saves only to the "nibbleized" format, by creating an entirely new disk first -- this process is slow, and easy to forget. STM's option of creating a memory image of STM's processor and RAM, is not compatible with some programs, particularly the Graphics Main Hall. On the other hand, IIe can utilize every kind of disk image I have ever found (choose compatible 5.25" read/write in the preferences.)
You'll need some Eamon adventures to try these emulators out on. The EAG supports one ftp site: ftp://ftp.gmd.de/if-archive/games/appleII/eamon/ guild/dsk/. For old favorites other than Eamon, try asimov at ftp://ftp.asimov.net/pub/apple_2/.
Disk images are usually compressed with Gzip, and must be unpacked with MacGzip, available at http://persephone.cps.unizar.es/General/gente/spd/gzip/gzip.html. STM and IIe both have specific instructions in their documentation that direct you to assign a certain program type and creator to every disk image. If these are not set right, the emulator will not recognize the disk image, even though it is there on your desktop! You can set these with MacGzip while unpacking them. If you make a mistake, a control panel called Snitch 2.0.2 is an easy way to change these settings -- look it up on The Mac Hack Page at http://members.tripod.com/~Buzzguy/z.
Emulators are not yet very polished, not even IIe 2.0.3, and it takes a little practice to get used to them. Be prepared to read the manuals even before booting a disk -- that is, a disk image. But the pains are worth it, if only because we now have a way to carry Eamon and our other old favorites into the future with us.
Eamon Walk-Through ________________________________________________
A Walk-Through of Eamon #147
"The Dark Brotherhood"
First, for those who want to solve it themselves, here are some hints:
As Pindar Rambis tells you, this is a battle between Good and Evil, and you are on Good's team. This means that you do not want to be doing things of a questionable nature. If you do bad things, your soul becomes tarnished and you become easier pickings for Mlat in the ultimate confrontation. Probably the safest rule to follow is to do nothing that does not seem noble to you. You will have to do some bad things to achieve your goal, but they will hopefully be offset by your good deeds.
Note that your blessed weapon will have special capabilities and is the ready weapon of choice, but it will decidedly not be up to the task of doing battle with a god.
A disguise might save you a lot of trouble in Mlat's temple.
This Eamon is loaded with hidden and embedded artifacts. Be sure to read the descriptions very carefully, and LOOK at anything mentioned that seems remotely interesting. This will enable you to find things that you need, like a lamp, a key, an ally and citizens who need help; and it will also prove to be a rich reading experience, greatly adding to the ambience and to your gaming enjoyment. ______________________
Let's begin the Walk-through:
Pat has programmed a number of alternate ways of doing things. To the best of my knowledge, the following is the most trouble-free route to your goal of recovering the legendary Shroud of Phrax and returning it to Him.
The first thing to do is take a LOOK around. LOOK at the lamp and get it. In fact, make a point to LOOK everywhere you go, and LOOK at anything that looks interesting in any description. You'll enjoy the depth of the reading experience and find all kinds of interesting stuff.
Go south into the temple and listen to Pindar Rambis. Note what your ready weapon is, because that is the one he blessed. You'll find that
it's pretty much impossible to dispatch the Undead with anything but a blessed weapon. (I was intrigued by the blessing. Does anyone else read it as sounding like, "Lotsa hooey, Bud's own goody?" Pat has planted several puns and jokes in this Eamon, if you watch closely for them.)
Go North, LOOKing as you go. Heal the Dragoon. Don't try climbing on the rubble. Go back South to the Plaza.
Go West down the Avenue of Swords. You'll find a couple of companions, but nothing else of note.
Head East on the Avenue of Temples. Wear the ring. If you got the lamp, you don't need the torch. If you are stuck with the short-burning torch, it can be randomly renewed with POWER, but it's not really a very good tool. Ready the crowbar and ATTACK the rubble to open a hole. Ready your blessed weapon, and go East through the hole. Get the board and continue East.
Try to GET the burning timber to rescue the trapped citizens. Your efforts don't help them, but your soul gets credit for the effort.
Head East. Kill the fiend first, because it can sap life force (hardiness) permanently! Don't go North into the Phracian Fields; the Undead will (literally) have you for lunch. Stay out of the forest, too.
Go South into the crater. (I hope that you are continuing to LOOK at everything!) The sign removes all doubt that this is the remains of Mlat's temple. Light the lamp and go South into the temple. Go West and wear the robe. Go South twice. Drop the board to the East, and go East twice.
Hmm. A wooden floor here. Check it out and open the trapdoor. Go Down. Say MLAT to get past the Templars. Go North and check out the mines. Kill the overseer so you can get his key. Get the climbing rope. Free the human Thralls. The humanoids won't like you, so leave them chained up. Don't pass the grate at this time. The bone golem will ignore you. Leave the mines.
This time, go West from the Templar guards and investigate the place. If you don't want Mlat to get your soul, don't indulge in any of the vices available here! In fact, you will lose one or two of your companions to vices if you wander from the hallway (the "straight and narrow", if you will). Once you get to the Room of Supplication, kneel on the rug.
Go West and look around the rooms here. Read the book and the missal. Check out the shrine and the face, and read the shrine. While standing before the shrine, say I AM ONE WITH MLAT.
Whoops, trapped in a killing box! Fortunately, your robe disguise saves you. Go South and look around these rooms. Leave the Brothers alone, and they won't recognize you in your disguise. Read the tome. LOOK while at the altar. A secret passage South!
Now would be a very good time to do a SAVE.
Go South. Ignore the torturers and leave the victim alone. Go West. Uh-oh. These guys see through your disguise, and they're spellcasters! Say RAMBIS to get some help, and start slugging. Be sure to keep your health up; those spells hurt a lot! If Rambis' avatar gets killed, you can again SAY RAMBIS to conjure up a new one, but if you've still got all your companions, he should survive.
Another face. Say I SEEK THE CARESS OF MLAT. LOOK at the well. DROP the rope. Remember the passage from the tome? This is your weapon to face Mlat with! Get the Sword of Virtue and ready it.
OK, time to face the music. Go Up, and be sure to get the rope. Go East. Ignore the Gatekeeper. Attack Mlat! The Sword of Virtue does the hard work here.
Hey, we're back at the shrine. The Shroud! Get it, and then leave the Halls of the Brotherhood. Again say I AM ONE WITH MLAT to rise through the floor. Return to the grate in the mines and go through it. Go North to the brink of the chasm. Ready your blessed weapon, then drop the rope.
Kill the Crypt Terror. Go North, and kill the Lich. Go North again. Yow! What's this fungus? You can't kill it, so get away from it! Go East.
A grove. Phrax himself! He takes the Shroud and gives you a gift. Wear the Hand of Phrax.
You find yourself in the Phracian Fields. Go South onto the Avenue of Temples,
and head to the Main Hall on the Avenue of Swords. Answer
and quit the
game. You've won!
Eamon Dungeon Designer Disk 7.1 MAIN PGM (DOS 3.3 ONLY) Date Fixed: 5/25/96
Problem: SYNTAX ERROR IN 31100 Fix: In Line 31100, change B%( > 2)) to (B% > 2)) ________________________________________________
Eamon #42 Alternate Beginners Cave Date Fixed: 5/25/96
Problem: Failure to READ (artifact) results in YOU CAN'T DRINK THAT message. Fix: Add this line: 20060 PRINT: PRINT "YOU ARE HOLDING NOTHING BY THAT NAME THAT CAN BE READ.": GOTO 100 ________________________________________________
Eamon #66 Dungeons of Xenon Date Fixed: 6/26/96
The Speed-up mods were added. ________________________________________________
Eamon #82 Escape from Mansi Island Date Fixed: 7/25/96
The Speed-up mods were added. Also, Line 1060 was moved to 1200 so that the MAXFILES Line 6 could be deleted. ________________________________________________
Eamon #229 Firestorm Date Fixed: 5/25/96
Problem: GOSUB errors Fix: Replace Line 6050 with this Line: 6050 R = M + 600: GOSUB 45
In Line 22140, change GOSUB 7638 to GOSUB 7640
Eamon Reviews ________________________________________________
- 62 The Caverns of Doom by Matthew Mullin
Reviewed by Tom Zuchowski
MAIN PGM Version: 5.0 Extra Commands: DRINK, UNLOCK Deleted Commands: None Special Features: None Playing Time: 1-2 hours Reviewer Rating: 3.0 Average Rating: 3.0/2
Description: "You have been chosen to journey into the Caverns of Doom to recover the stolen machinery desperately needed by the Apple Computer Corporation for their new computer, the Apple IIe.
"The town will reward you for each piece of machinery returned. In addition, Hokas Tokas says that he will reward you himself."
Comment: This Eamon starts with much promise, but it is not well turned out and shows a severe lack of final polishing. There are tons of text errors of just about every kind. The room exits are usually well enough marked on this 100- room map, but there are several significant room connection errors.
There is no theme to the adventure. You'll see Egyptian pharaohs, mad scientists, dinosaurs, demons, Superman, evil priests, and more. That probably lowered my rating as much as anything. There are several death traps. The artifacts are apparently quite heavy; I was unable to carry more than a handful at any time.
This is not an easy Eamon. Between the mapping problems and some tough bad guys, a difficulty rating of (8) is none too high. But there's more. I could find no way to exit the dungeon after having completed the Quest! Spelunking the MAIN PGM with Program Writer revealed that the UNLOCK command does nothing except set a variable that is not used anywhere else. I can only conclude that this is yet another bit that didn't quite get that final polish.
Hint: when carrying the sword TELON, you will be randomly teleported every 15-20 moves. There is no text or message, it just happens. It looks like a bug, but it's that way on purpose. ________________________________________________
- 66 The Dungeons of Xenon by Sam Bhayani
Reviewed by Tom Zuchowski
MAIN PGM Version: 4.0 Extra Commands: READ Deleted Commands: None, no SAVE Special Features: None Playing Time: 1 hour Reviewer Rating: 5.0
Description: "An evil man is building up an army and is planning to take over the Main Hall. I was once a prisoner in his concentration camp. I escaped and came to the Main Hall to warn a brave and loyal Free Adventurer like you. You must stop this evil man. His name is Xenor. The way to find him is that you must venture into the DUNGEONS OF XENON.
"The dungeon leads to his hide-out. You go past the dungeon and through the forest of Eldar. Along the way you will meet five friends. Now remember, you must kill Xenor. The Main Hall is at stake and we're all depending on you."
Comment: Well, I saw no army, so you don't have to worry about fighting one. And I have a sneaking suspicion that this is supposed to be named "Dungeons of Xenor", but there you are.
This Eamon will be of interest primarily to the young Hack'n'Slash crowd. It has one death trap, a couple of unimportant signs to be read, no artifacts other than weapons and treasure, and "lots• of bad guys.
This feels mostly like a largish Beginners Cave, with a bit of humor and a mixed bag of monsters. Being a very early-version MAIN PGM, it requires that the full command be typed, but I did not find that to be a big deal, given its simple nature and the repetitive nature of combat (type command, hit return, hit return, hit return...)
The map is not bad at all, nicely laid out and written, though the room descriptions were often very simple. There appears to be a couple of bad room connections near the end, but it felt intentional to me, to fake a simple maze.
It gets a (4) for difficulty, and it is that high only because there is no SAVE command. This is definitely a good pick for the Young Eamonaut. ________________________________________________
- 68 The Smith's Stronghold by Allan Porter
Reviewed by Tom Zuchowski
MAIN PGM Version: 5.0 Extra Commands: INSERT Deleted Commands: None Special Features: None Playing Time: 1 hour Reviewer Rating: 6.0
Description: "The Wizard Frobos has commissioned you to secure a dragontooth from the lair of the White Dragon beneath the smith's stronghold."
Comment: Here we have a pretty straightforward Hack'n'Slash Eamon, with a large map and well-written room descriptions. The play is to check out a smithy and the passages hidden below it. LOOK appears to do nothing special at all; there are many secret passages, but you can only find them by simply trying every direction in every room. There is one "Gotcha!" no-warning death trap. The monsters and weapons are somewhat boring, with names like DWARF10 and VIPER7.
No mental heavy lifting at all. Just check out all the passages and kill all the bad guys. I half-expected to get slammed by the dragon once I got the tooth, but all I saw was one quick glimpse of him and then he was gone. Difficulty rings in at (5). ________________________________________________
- 75 Temple of the Guild by Don Doumakes
Reviewed by Tom Zuchowski
MAIN PGM Version: 5.0 Extra Commands: None Deleted Commands: None Special Features: See below Playing Time: 10-30 min. Reviewer Rating: 6.0 Average Rating: 6.5/2
Description: "At the Temple, you can get as involved or as uninvolved as you please in a variety of attractions. You may leave the Temple with permanently elevated hardiness, agility, or charisma, for example. Perhaps you will choose a new name. There are opportunities to win gold, and several ways to spend or lose it. There are also a few ways to get killed."
Comment: The description pretty well sums it up. This is a formalized "Monty Haul" adventure where you can easily bump up your stats or your cash in a way that is more "honest" than using the character editor. There are four parts:
Bureau of Names: here you can change your name or the name of a weapon.
Sheepskinner Casino: you can play roulette or bet on wrestling matches. (You'll make a lot more money if you bet negative amounts of cash.)
Gladiator's Pool: fight robots in an arena for pay. The pay varies from 75GP to 10,000GP, but I found them all easy to kill.
Adventurer's Proving Grounds: an easy 18-room dungeon where you can win an extra point for your hardiness, agility, or charisma for a fee.
The concept is unique, but I confess that I was not quite bored as I worked my way though the place. Bob Davis gave it a (5) for difficulty, but this seems exceedingly high to me. I think that the difficulty is something closer to (3). ________________________________________________
- 79 The Castle of Count Fuey by Donald Brown
Reviewed by Tom Zuchowski
MAIN PGM Version: 4.0 Extra Commands: HIT, FREE, OPEN, DRINK Deleted Commands: None, no SAVE Special Features: "Tournament" game: timed play Playing Time: 30 minutes per attempt Reviewer Rating: 6.0 Average Rating: 5.8/6
Description: "Baron Hador, being the kind soul he is, took in a man who had collapsed in front of his castle. The next morning he man was gone, and a search showed that gone too were certain private papers, the Baron's crest, and Tanya his daughter!
"The Baron has asked you to recover the stolen items and rescue his young daughter. Knowing a little bit of magic, he will teleport you inside the castle where you can search.
"He told you, "I will be able to arrange a distraction that will keep the Count out of his castle for an hour and a half. You'll be doomed if you are there when he returns. Therefore, I will teleport you back when the time is up."
Comment: This is one of Brown's best Eamons. It is not a complex play, but is simple like most early Eamons were. But the time gimmick greatly heightens the tension. Every move gives you the time elapsed, and I found myself trying to plan how to shave seconds and minutes from my search.
The timings are nicely done. You get a readout to the second, and the timings seem reasonable for the moves made, except for movement. Each room move consumes an entire minute, the time required for most people to walk a city block! You are not penalized for typos.
You are scored at the end of play. You get points for each GP of loot, plus bonus points for the three things you were tasked to recover.
The "90 minutes" of play generally took me about a half-hour. I was not successful in rescuing Tanya on my first attempt, but just made it in my second (the map is a set piece and does not vary from play to play). She is hidden magically and was difficult to find. This plus the time limit puts the difficulty at about (7).
Two hints: EXAMINE is an important command. And be sure to watch for unusual characteristics in the descriptions. ________________________________________________
- 82 Escape from Mansi Island by Scott Starkey
Reviewed by Tom Zuchowski
MAIN PGM Version: 5.0 Extra Commands: AT, GO, OPEN, CLOSE, BUY, PULL, EAT, DRINK Deleted Commands: None, no SAVE Special Features: "Tournament" game: timed play Playing Time: 1 hour Reviewer Rating: 5.0
Description: "There is trouble in the town of Yomber! The queen's dog, Fifi, has been dognapped and there is a reward for the person who finds her. Fifi has been stolen by a group of vicious goblins known only as the Rogues of R.T. Yomber will never be safe until this R.T. is stopped.
"You will be issued a special ring. This extraordinary ring has many powers, the most powerful being on your death, you will be teleported to Yomber castle, alive.
"You have approximately three hours to complete the mission. If not back within that time, the ring will teleport you to Yomber castle."
Comment: This adventure is very similar to Eamon #79 in that you have a limited number of moves and are scored at the end. It plays well enough, and is not especially complex or difficult to complete. I was able to rescue Fifi in my first attempt, though time was getting short.
I got somewhat bored while exploring a large forest and while floundering about on the ocean in a boat. I have no doubt that these mapping aspects were included so as to run up the game clock as the player frantically explored them. This works as a random element of play, which never thrills me. Apart from that, the play is a set piece, as in "Count Fuey".
In the end you are scored on loot taken, goblins killed, Fifi rescued, R.T. killed, and the state of your health. I peg the difficulty at (5).
Three hints: remember the GO command and your spells, and don't put to sea without provisions. ________________________________________________
- 83 The Twin Castles by Jim Tankard
Reviewed by Tom Zuchowski
MAIN PGM Version: 6.0 Extra Commands: None Deleted Commands: None Special Features: Companion offers hints Playing Time: 30-90 min. Reviewer Rating: 6.0 Average Rating: 6.3/3
Description: "King Escher calls you before his throne and asks you to take on an assignment of incredible importance. The magic orb, Ballweena, has been stolen by Vathek, the king of a neighboring realm. The orb supplies the psychic power that keeps the whole kingdom going. The orb can be recognized by its blue glow.
"It is your job to find the orb and return it to the king. Escher says that he will have his favorite psychic waiting outside the castle walls to accompany you."
Comment: This was Jim's first Eamon, and it is a very creditable job. The largish map is a bit simple, but clear. He's done some nice coding of special events. He did a very nice job with his method of printing a single description for a band of several bad guys in this time before the advent of the multiple- monster.
This is an early version of the 6.0 MAIN PGM. You have to type full command verbs, and LOOK doesn't recognize anything but full names. However, the other commands all seem to accept truncated names without problem. When playing, you'll want to stay aware of the full-name limitation of LOOK, otherwise you won't be able to find an embedded artifact that you need.
One item I really liked was the comments that the psychic guide made as I progressed. You'll want to pay close attention to his advice.
While nicely written, this Eamon doesn't have a lot of depth, which lowered my rating slightly and gives it a difficulty rating of (4). ________________________________________________
- 238 Sagamore by Joey Czarnik
Reviewed by Tom Zuchowski
MAIN PGM Version: 7.1 Extra Commands: None Deleted Commands: None Special Features: None Playing Time: 20 min. Reviewer Rating: 2.0
Description: "Fight your way through Sagamore's Castle!"
Comment: Joey originally submitted this Eamon to me about three years ago in a severely flawed, unplayable form. We exchanged some correspondence, and he eventually sent me a letter that said that it enclosed the final version, though it did not. He did not respond to any further communication. It's been long enough now that I went ahead and fixed the worst of the problems so it could be released.
This is a VERY simple Eamon. Twenty-two rooms, 8 artifacts, and 11 monsters. Most of the monsters are multiples, and it is a heavy slugfest in the finest traditions of Hack'n'Slash.
Two things lowered my rating: first, the text has almost no punctuation, which makes reading it a chore. And most of the artifacts are absurdly strong magical weapons with huge values; sell everything and you'll get over 100,000 GP!
I give it a difficulty of (2). It's a fine selection for the young Eamonaut who prefers lots of combat.
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 Jun95 3. The Cave of the Mind 4 12/15/84 Jun95 4. The Zyphur Riverventure 5 Jun95 5. Castle of Doom 4 12/15/84 Jun95 6. The Death Star 6 12/14/85 Jun94 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 04/18/94 Jun94 11. The Tomb of Molinar 8 10/16/88 Mar95 12. The Quest for Trezore 8 07/03/85 Aug84 13. Caves of Treasure Island 6 10/30/84 Jun95 14. Furioso 9 Aug84 15. Heroes Castle 4 05/28/86 Sep95 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 3 08/18/95 Y Sep95 23. The Temple of Ngurct 6 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 07/03/95 Y Sep95 27. Revenge of the Mole Man 7 07/03/95 Y Sep95 28. The Tower of London 3 09/29/95 Dec95 29. The Lost Island of Apple 9 03/27/91 Aug84 30. The Underground City 7 05/04/89 Dec95 31. The Gauntlet 6 Dec95 32. House of Ill Repute - 09/13/89 Mar96 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 11/14/93 Mar96 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 Mar96 41. Caverns of Lanst 5 06/21/95 Mar91 42. Alternate Beginners Cave 3 05/25/96 Mar96 43. Priests of Xim! 6 01/30/94 Y Mar94 44. Escape from the Orc Lair 3 05/03/90 Jun94 45. SwordQuest 8 09/13/92 Y May85 46. Lifequest 9 05/15/85 Mar96 47. FutureQuest 7 11/14/93 Y Mar84 48. Picnic in Paradise 7 02/08/92 Y Mar92 49. The Castle Kophinos 7 09/28/93 Dec93 50. Behind the Sealed Door 3 11/14/93 Mar96 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 Jun96 54. Crystal Mountain 7 07/04/85 Jun96 55. The Master's Dungeon 4 07/14/84 Jan85 56. The Lost Adventure 7 Mar91 57. The Manxome Foe 4 Jun96 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 Jun96 62. The Caverns of Doom 8 05/17/85 Sep96 63. Valkenburg Castle - 07/31/85 Mar96 64. Modern Problems - 07/22/85 Mar89 65. The School of Death - 04/04/86 Mar89 66. Dungeons of Xenon 4 06/26/96 Y Sep96 67. Chaosium Caves 2 07/04/85 Y Dec89 68. The Smith's Stronghold 5 02/24/91 Y Sep96 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 Sep96 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 Sep96 80. The Search for the Key 4 11/03/84 Dec94 81. The Rescue Mission 8 07/25/89 Dec94 82. Escape from Mansi Island 5 07/25/96 Y Sep96 83. The Twin Castles 4 12/07/86 Sep96 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 01/12/86 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 01/16/94 Y Mar94 96. The Chamber of the Dragons 1 07/15/84 97. The House of Secrets 5 01/16/94 Y 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 04/08/90 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 9 01/28/94 Y Mar94 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 03/17/96 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 8 06/16/88 Dec93 129. Return to Moria 9 12/01/91 Y Oct87 130. Haradwaith 7 11/27/90 Y Oct87 131. Nucleus of the Ruby 6 05/08/95 Y 132. Rhadshur Warrior 9 04/18/94 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 Mar94 139. Peg's Place 7 11/30/90 Y Jun88 140. Beginner's Forest 5 07/18/88 141. The Infested Fortress 4 01/14/94 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 6 01/18/95 Y Mar95 149. Elemental Apocalypse 9 01/14/94 Y Sep89 150. Walled City of Darkness 10 12/06/89 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 03/11/90 Y Jun94 154. A Trip to Fort Scott 4 06/21/95 Y Dec93 155. Tomb of the Vampire 5 06/21/95 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 11/06/88 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 01/14/94 Y Sep90 166. Storm Breaker 8 10/19/93 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 Sep95 179. The Wizard's Tower 4 05/28/90 Y 180. Gamma 1 3 01/14/94 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 06/29/94 7 Dec89 186. Beginners Cave II 2 06/21/95 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 01/14/94 7 Mar90 195. The Training Ground 2 02/13/90 Y Sep91 196. The Cat House - 02/02/90 Y 197. Star Wars-Tempest One 4 06/21/95 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 Mar96 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 10/09/90 7 Dec90 205. Utterly Outrageous 7 01/26/91 7 Sep91 206. Curse of the Hellsblade 6 11/14/94 7 Dec94 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 of Ngurct 7 10/04/91 7 Sep94 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 09/18/93 7 Dec93 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 224. Prisoner of Darkness 6 02/16/94 7 225. Adventure in Interzone 8 10/02/94 7 Jun94 226. Bookworm 3-D 3 07/30/94 7 Sep94 227. B I Z A R R O 6 06/21/95 Y Sep94 228. Shipwreck Island 4 07/31/94 Y Sep94 229. Firestorm 7 05/25/96 7 Mar95 230. Well of the Great Ones 6 12/28/94 Y Mar95 231. Keep of Skull Gorge 5 01/21/95 Y Jun96 232. Jewel of Yara 5 06/08/95 7 233. The Domain of Zenoqq (PDOS) 3 08/19/95 7 234. The Forbidden City 7 06/30/95 7 Sep95 235. Vaalpa's Plight 6 09/11/95 7 Dec95 236. Search for Mack 4 09/23/95 7 Dec95 237. Fiends of Eamon 6 10/31/95 7 Mar96 238. Sagamore 2 06/20/96 7 Sep96
SD#137 Redemption 7 May 1993 7 Jun93 SD#152 Banana Republic 7 Jun 1994 7 Dec94 SD#156 The Curse of Talon 9 Oct 1994 7 Sep95
Dungeon Designer Diskette Ver.7.1 05/25/96 DDD 7.1 Multi-Disk Supplement 08/21/93 Dungeon Designer Diskette Ver.6.2 06/08/90 Eamon Utilities Diskette 02/28/96 Graphics Main Hall 11/08/89