			The Eamon Adventurer's Guild

				June 1988

Editorial

by Tom Zuchowski

GREETINGS!  Welcome to the premier issue of the newsletter of the Eamon 
Adventurer's Guild

This newsletter has two main purposes.  The first is to provide a source of 
information about existing Eamon adventures.  This includes reviewing and rating 
them, and providing information on program bugs and their fixes.  The second 
purpose is to provide a forum for Eamon fanciers to exchange ideas and to give 
and receive assistance in the writing of Eamon adventures.   Speaking for 
myself, I own a nine-year-old Apple II Plus, and it is becoming more and more 
difficult to find entertainment software that will run in the 64K environment 
without the Aux memory of the //e.  The playing and writing of Eamon adventures 
is a huge source of ongoing fun for me, and I want to find and support others 
like myself who find Eamon worthwhile.

Several projects are in the works for the general updating of the club.  The 
first, most visible one is the reworking of the old NEUC Eamon rating system.  
The difficulty rating has been dropped, as it wasn't very useful in determining 
WHY a given Eamon was difficult or easy, be it monster strength, puzzle 
complexity, mapping, or whatever.  Besides, the difficulty of a given Adventure 
is somewhat reflected in the first number; if it is too easy or too hard, the 
first number will suffer as a result.  The ratings list has been converted into 
a poll now.  Send in your own ratings for the Eamons that you have played, and 
they will be averaged in to the published rating.  In this way we will get more 
accurate ratings, as individual rater's preferences get averaged out.

The ratings list has another new feature: a 'Notes' column that gives a little 
information about the basic features of each adventure.  This column will take 
some time to complete, and at this writing is only partly filled in.  
Eventually, ALL of the Eamons will have Notes.

In future issues, the ratings list will also carry the date of the most recent 
update to each adventure.  The plan is to go back and add the version 6.2 speed-
up mods to the 'YOU SEE' code, and to perform speed-up work on the Melee code 
and the Monster and Artifact Search routines as well.  These mods bring a 
dramatic increase in execution speed to medium-to-large Eamons.  You will be 
able to keep track of which ones in the club library have been modified as the 
update column is filled in.

An update service has been implemented.  Club members can send in their copies 
of the adventures, and receive copies of the fully-updated club version in 
return.  The charge for this service is $1.00 per disk with a $3.00 minimum.  
Note that this is an updating service only; you must send in a copy of the 
adventure that you want to have updated.  We are working with a number of 
public-domain houses, many who have agreed to plug our club, and we have no wish 
to compete with them for your business.

***OFFICIAL ANNOUNCEMENT***:  John Nelson of the National Eamon User's Club has 
ceased publication of the Apple-oriented Adventurer's Log.  However, he has not 
quit computer gaming.  He is developing a much-enhanced Eamon-like gaming system 
for the IBM-PC, and is porting the better Eamons over to the IBM as well.  Any 
of you out there with PCs who share this interest should get in touch with John, 
or stay tuned here for further details as they become available.  John tells me 
that he is desperately in need of play testers for the Eamon PC conversions; let 
him know if you are interested in helping out or in receiving an IBM gaming 
newsletter.

John and I have reached an agreement by which he has officially shut down his 
Apple newsletter, and has given me the funds required to complete the present 
members' newsletter subscriptions.

Now that he is out from under the drudgery of running the club, John is 
experiencing a renewal of his Apple-Eamon enthusiasm, and hopes to be a regular 
contributor to the Adventurer's Guild.  Let's hope so, for John's Eamon 
knowledge and skills have always been a valuable asset to the Eamon community.

The Eamon Adventurer's Guild is not in the business of selling Eamon software, 
as it is readily available from a number of public-domain outfits.  I will offer 
certain limited specials for aspiring Eamon authors, and I intend to implement 
an upgrade program through which you will be able to trade in your old software 
for debugged, updated versions of the same software.  One of the problems that 
John ran into was attempting to do too much with too little manpower.  I hope 
not to fall into the same trap.

Another objective of the EAG is to keep in touch with all of the public-domain 
houses and to try to keep their Eamon libraries updated.  This is obviously 
necessary now since this club isn't selling Eamon software directly.  If you 
don't know where to turn for your Eamons, send me a self-addressed, stamped 
envelope, and I will send you a list of the public-domain houses that are 
working with us.
======================================================
EAMON ADVENTURER'S GUILD
c/o Thomas Zuchowski


Membership/subscription fee: $9.00 per year
The Eamon Adventurer's Guild is published 4 times per year in Mar., Jun., Sep., 
and Dec.
Make your check payable to Thomas Zuchowski, and please put EAG on your check's 
'FOR' line.



------------------------------------------------------

We are always looking for new material!  If you would like to publish your own 
letter or article in the Adventurer's Log, feel free to write one and send it 
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 the next Adventure number, and 
tested for bugs and other problems before release.  If requested, an informal 
critique will be returned to the author along with the bug corrections, from 
more than one reviewer if it seems necessary.


=====================================================
New Adventures
-----------------------------------------------------

     150 Walled City of Darkness   by Tom Zuchowski
     151 Eamon S.A.R.-1            by David Crawford
     152 The Computer Club of Fear by Nathan Segerlind
     153 Lost!                     by Nathan Segerlind
     154 A Trip to Fort Scott      by Dr. Wm. H. Trent
     155 Tomb of the Vampire       by Matthew Grayson
                                    & Dr. Wm. H. Trent

In 'Walled City of Darkness', the patron god of a city has been overthown by a 
god of evil.  It is your task to find the trappings of the defeated god, and to 
use their power to throw down the evil god.  Lots of complex, interlocking 
puzzles, and a minimum of combat.  This will not be a one-evening adventure for 
most people.

'Eamon S.A.R.-1' is subtitled 'The Deneb Raid', and is a science-fiction search-
and-rescue (hence, S.A.R.) mission.  This is basically a kill-and-loot scenario 
with a rescue quest.

'The Computer Club of Fear' is a quest in which you must enter a most unusual 
and dangerous computer club and capture its moderator.  This adventure is an 
amusing farce and is full of ludicrous monsters and events.

In 'Lost!', you begin the adventure lost in a desert, and must find your way 
back to the Main Hall.  This adventure is also done for laughs, and contains 
some absurd leaps in geography, though it lacks a true quest.

'A Trip to Fort Scott' takes you to Fort Scott, Kansas during the Civil War.  I 
found it coherent and well-written, though it lacked a true quest.

In 'Tomb of the Vampire', you must enter the Vampire's lair and rid the village 
of Brasov of its terrible bane.

======================================================
     Dungeon Designs
------------------------------------------------------

by Tom Zuchowski

One important aspect of good dungeon design is sometimes overlooked by the 
author.  This is the job of making the player's task of mapping the dungeon 
interesting and straightforward, rather than an irritating chore.  The ease or 
difficulty of mapping will affect the player's enjoyment, and the rating that 
the dungeon receives will gain or suffer as a result.

I am not suggesting that the author shouldn't put mazes or confusing passages in 
the dungeon; that is an important part of adventuring.  What I am talking about 
is the room description that gives lots of detail and color, but doesn't give 
the room's correct name nor list the available exits.

Let me give you a fictional example of just what I am talking about.  Imagine 
that the player has just entered a room in a dungeon, and gets the following 
description:

     YOU HAVE JUST ENTERED A LARGE,
     CATHEDRAL-LIKE ROOM.  THE CEILING
     VAULTS HIGH OVERHEAD.  A COUCH IS SET
     AT ONE END ON A HIGH DAIS, ALONGSIDE
     AN  ALTAR-LIKE CABINET

OK, so the player draws this room on their map, and labels it 'Cathedral Room'.  
But then, when they reenter the room later on, they find the the room's name is 
VIP HALL or QUEEN'S CHAMBER or something similar that has nothing whatever to do 
with the room's description!  And then they have to make a mess of their map, 
scratching out, or erasing, or just trying to remember which room is which.

There is a second problem with the above description: it doesn't give a clue 
what the exits from the room are.  This is a valid design strategem when the 
author is forcing a minor puzzle on the player, or is hiding something off in a 
corner of the room, and wants the player to have to search for it.  But if it is 
a simple room, with ordinary doorways, then it is good form to list them 
somehow.  In adventures that have a quest with a time limit imposed on the 
player, this kind of missing information can become quite irritating.

To correct the above problems, the room description can be rewritten to 
something like the following:

     YOU HAVE JUST ENTERED THE QUEEN'S
     CHAMBER.  A LARGE CATHEDRAL-LIKE ROOM,
     THE CEILING VAULTS HIGH OVERHEAD.  A
     COUCH IS SET AT ONE END ON A HIGH DAIS,
     ALONGSIDE AN ALTAR-LIKE CABINET.  THERE
     ARE DOORS NORTH AND WEST.

But this rewritten description has problems of its own.  There is an absolute 
limit of approximately 6 lines for a given description.  The above 'corrected' 
description uses up 50-odd characters in making the necessary additions to ease 
mapping chores.  As Eamon authors know, 6 lines is often not nearly enough to 
squeeze in all of a room description.

One solution is to put this information somewhere besides the room description.  
The Eamon version 6.2 MAIN PGM addresses this by adding some programming that 
prints the normal exits just before the 'YOUR COMMAND?' prompt.  The 6.2 code 
for this is as follows:

     205 C = 0: PRINT "EXITS ARE ";: FOR
          X = 1 TO ND: IF RD%(X) > 0 AND
          RD%(X) < = NR THEN PRINT C
          $(X);", ";:C = 1
     207 NEXT : IF NOT C THEN PRINT
         "NON-EXISTENT  ";

Now, our example description will look like this:

     YOU HAVE JUST ENTERED A LARGE,
     CATHEDRAL-LIKE ROOM.  THE CEILING
     VAULTS HIGH OVERHEAD.  A COUCH IS SET
     AT ONE END ON A HIGH DAIS, ALONGSIDE AN
     ALTAR-LIKE CABINET.

     EXITS ARE NORTH, WEST

Another solution is to put the second half of room descriptions in the Effects, 
and them print both the Room Description and the corresponding Effect, thus 
getting 12 lines of text instead of the normal 6.  A good example of this method 
can be found in #145 'Buccaneer!'.  In this adventure, Pat Hurst has put the 
first 6 lines of each room description in the room location in the EAMON.DESC 
file, and also put 6 MORE lines in an Effect of the SAME number.  The applicable 
code from his program is as follows:

130 VZ = ( INT (V%(RO) / 2) = (V%
          (RO) /2)): IF NOT VZ THEN
           PRINT DK$;"READ EAMON.ROOM
          NAMES, R;"RO: INPUT A$: PRINT
          DK$: PRINT "YOU ARE ": PRINT
          " ";A$: PRINT
     140  IF VZ THEN  PRINT DK$;"READ
          EAMON.DESC,R";RO: INPUT A$: PRINT
          DK$: PRINT A$: PRINT :V%(RO)
           = V%(RO) + 1:EF = RO: GOSUB
          60

     60  PRINT DK$;"READ EAMON.DESC,R"
          ;EF + 200: INPUT A$: PRINT D
          K$: PRINT A$: PRINT
     63  RETURN

Examining the above, code, you can see that line 140 prints the room 
description, then calls the small subroutine at 60 to print the corresponding 
effect.  This is a very simple, elegant solution to the problem of printing long 
descriptions.

Yet another way to free up the entire 6 lines for describing the room is to 
print the Room Name every turn, even when the Room Description is to be printed.  
This can be done by deleting the code in line 130 that tests for the description 
flag, as follows:

     130  PRINT DK$;"READ EAMON.ROOM NA
          MES,R";RO: INPUT A$: PRINT D
          K$: PRINT "YOU ARE ";A$
     140  IF INT (V%(RO) / 2) = (V%(RO)
          / 2) THEN PRINT DK$;"READ
          EAMON.DESC,R"RO: INPUT A$:
          PRINT DK$: PRINT A$: PRINT:
          V%(RO) = V%(RO) + 1

This code would give us the following example:

     YOU ARE IN THE QUEEN'S CHAMBER

     YOU HAVE JUST ENTERED A LARGE,
     CATHEDRAL-LIKE ROOM.  THE CEILING
     VAULTS HIGH OVERHEAD.  A COUCH IS SET
     AT ONE END ON A HIGH DAIS, ALONGSIDE AN
     ALTAR-LIKE CABINET.

From here, it is a simple matter to tack the visible room exits onto the end of 
the room name, so that it reads like this:

     YOU ARE IN THE QUEEN'S CHAMBER (N/W)

or:

     YOU ARE IN THE QUEEN'S CHAMBER (NW)

I personally favor the last example, in which the room name is always printed on 
every turn, and the visible exits are printed without slashes on the end.  This 
has the added bonus of allowing the author to hint that there is something 
special about the room by not printing the exits.  Thus the alert player will 
think to look for hidden exits or unmarked corners.

But all of the above methods are good ones.  The important thing is to take some 
of the drudgery out of dungeon exploration.  Then the player has more fun, and 
your adventure gets better ratings!

======================================================
    Adventure Reviews
------------------------------------------------------

#137 Ruins of Ivory Castle - by Mike Greifenkamp

Reviewed by Tom Zuchowski

MAIN PGM Version: 5.0
Extra Commands: UNLOCK, LOCK, THROW, DRINK, READ
Deleted Commands: none
Special Features: none
Playing Time: 1-2 hours
Reviewer's Rating: 6

Description: While reading an old history book, you read of a powerful wizard 
who lived in a castle of ivory situated in a dark forest.  You learn that the 
castle contained many treasures in its underground labyrinth of rooms.  You 
suddenly have a great urge to acquire those riches and set off to find the 
infamous Castle of Ivory...

Comment:  This is a well-knit, well-written dungeon that was very enjoyable to 
explore.  The one big drawback is that it is rather aimless, being strictly of 
the 'kill everything & grab all the loot' variety.  If there was some kind of 
quest built into the dungeon, it would easily have received a higher rating.

------------------------------------------------------

#139 - Peg's Place - by Margaret & Ann Anderson?

Reviewed by Tom Zuchowski

Extra Commands: SCOLD, LECTURE, PET, TIME, PAY, FEED
Deleted commands: ATTACK, BLAST, HEAL, POWER, SPEED, READY, PUT, FREE
Special features: no violence; time limit; can stand alone without Master disk
Playing Time: 1.5-2 hours
Reviewer's Rating: 8

Description: In a remote world, once upon a time, a group of teachers all signed 
a document (legally binding) vowing chastity, poverty, and obedience.  This 
document was entrusted to one of the teachers, who put it in a 'safe place'.  
Somewhat later, he left to take another teaching position, and the other 
teachers have been unable to contact him.  A political group is searching the 
school for the document in order to use it to intimidate the teachers.

You have been summoned here by a spell that several teachers pooled their life 
savings to buy.  You have two hours before the spell wears off and you are sent 
back where you came from.  If you find the missing document and take it to the 
teachers' lounge, you will be rewarded.

Adventurers should realize that in this world violence is frowned upon.  
Therefore, your only weapon is an unabridged dictionary and all battles are 
verbal.  You need to remember to 'scold' or 'lecture' your opponents.

Comment:  This adventure marks a radical departure from ANYTHING that I have 
seen previously in the Eamon world.  There is absolutely no violent 
confrontation at all.  The player 'scolds' his enemies, and is 'lectured' in 
return.  Each opponent scores hits on the other's ego, until one of them 'dies 
with embarrassment'.  The verbal battles are very clever and fun to follow.  The 
school is full of surprises and events.  It is well written; there is a single 
no-warning 'gotcha' death trap that was funny enough that I really didn't mind 
all that much having to start over.

I got the distinct impression that the school and its inhabitants were based on 
a real school & faculty somewhere.  It all had the ring of truth, from the odd 
things that I found in the classrooms to the crocodiles beneath the kitchen.  I 
loved it all.

There were two minor drawbacks that reduced the enjoyment a little.  This 
adventure has a time limit, which served well to heighten the tension, but none 
of the room descriptions gave the available exits, forcing the player to waste 
turns finding them.  And the other drawback was that the 'dungeon' was actually 
a large elementary school, containing three long halls that were flanked by an 
endless procession of classrooms.  The authors did a very good job scattering 
surprises and jokes throughout, but it wore a little thin just the same.

This adventure will NOT be for everyone.  It is definitely not one for the 'hack 
& slash' crowd, and may not be fully appreciated by younger adventurers.  But it 
is an excellent shot at a non-violent Eamon adventure, and I had a great time.

------------------------------------------------------

#142 The Beermeister's Brewery - by Jeff Actor

Reviewed by Tom Zuchowski

MAIN PGM Version: 5.0
Extra Commands: PUT, RETREAT, ESCAPE, OPEN, DRINK, FREE, WASH, USE
Deleted Commands: none
Special Features: Keypress beep
Playing time: 1-3 hours
Reviewer's Rating: 7

Description: 'You are about to face your most trying task.  You must go rescue 
your friend Damian who has wandered into the Beermeister's Brewery while he was 
intoxicated.  You will undertake many tasks, but this is probably the most 
difficult.  Good luck to you.'

Comments: The above contains the ENTIRE intro program text, which should give 
you some idea about the depth of this adventure.  It has poorly written 
descriptions, massive spelling and grammar errors, an obnoxious keypress beep, 
and is vulgar and makes light of drinking problems.  For these reasons, Pat 
Hurst hated it and wouldn't recommend it to anyone.

However, if you can live with the above, it is absolutely stuffed with funny 
jokes and terrible puns.  I have a sick sense of humor, and personally loved it.  
But in light of the above listed problems and Pat's opinions, be warned that you 
may not.

------------------------------------------------------

#147 - The Dark Brotherhood  -  written by Pat Hurst

Reviewed by Tom Zuchowski

MAIN PGM Version: 6.2
Extra Commands: WEAR, KNEEL, INDULGE
Deleted Commands: TAKE, EXAMINE, GIVE, WAVE, PUT
Special Features: two-disk adventure; notes & hints on disk
Playing Time: 3-6 hours
Reviewer's Rating: 9

Description: 'Mighty Phrax, God of the Underworld, Shepherd of the flocks of the 
Dead, is angered.  Some Evil of this Plane seeks to usurp his power.  This Evil 
must be sought out and destroyed before the wrath of Phrax engulfs us all.  He 
has loosed the Dead Legions to kill indiscriminately until he has regained what 
is his- the reservoir of his power and the bulwark of his strength- the 
legendary Shroud of Phrax!'

'This Adventure is quite dangerous as the Adventurer will be dealing with the 
Undead (hard to kill and in some cases drain life energy), Spellcasters (easier 
to kill but have offensive spells that penetrate armor), and gods (impossible to 
kill and awesome in attack).  Any life energy (Hardiness, Agility, or Charisma) 
that is drained away is lost forever.'

Comment:  This adventure has a dazzling array of monsters and artifacts that are 
quite out of the ordinary, and a number of great puzzles to solve.  The quest 
(returning the Shroud) is punctuated by other minor 'quests' that must be 
fulfilled along the way.  Your companions reveal their weaknesses as you 
confront various evils, and your own ability to accomplish various tasks is 
modified by the purity of your actions.  The bad guys, from the Undead all the 
way to the god of Evil, can be defeated if you put the clues together correctly.  
However, if you go at them without the proper preparation, you will be 
lunchmeat.  It is tough to stay alive; an occasional SAVE is a good idea.

If you should go astray, or are just curious, there is a HINTS.NOTES file on the 
disk.  Using it, the adventurer can get sequential hints to help him past a 
stuck spot, or can read detailed notes that explain many of the adventure's 
subtleties.

  This adventure is highly recommended, and is firmly entrenched on my personal 
'Top-Ten' list.

======================================================
        Eamon Lore
------------------------------------------------------

Eamon Weapons Lore

Loremaster:  Pat Hurst

Although there are some Eamon adventures which downplay violence, usually combat 
is an integral component of Eamon adventures.  As such, weapons are important to 
every adventurer who desires a long life (or at least to complete the current 
adventure).  In Eamon there are 5 classes of weapons available - axe, bow, club, 
spear, and sword.  These classes are interpreted liberally by Eamon authors 
(Eamonauts) so that a tree trunk may be considered a club or a flame thrower 
considered a bow.  Weapons run the gamut from the prosaic sword to the 
sophisticated laser pistol and everything in between.  Most of these weapons 
carry generic names, but Eamonauts seem driven to create a few special weapons 
with colorful and memorable names.  A review of Eamon weapon names provides an 
insight into the strange worlds inhabited by Eamonauts.

By a large margin, swords are the choice for special weapons.  Axes and clubs 
are about equal in a distant second place and are followed by spears in 
frequency.  Bows are the rarest special weapons with just two found by my 
researches - SANDZER and ROCKILLER.  When it comes to naming bows, most authors 
use the banal MAGIC BOW.  Any future authors out there might consider improving 
the status of bows in the annals of weaponry.

Since the object of combat is to destroy one's opponent, it's not surprising 
that death is a common theme in weapon names.  There are the DEATH AXE, DEATH 
BLADE, DEATH SCYTHE, WAND OF DEATH, DEATH DREAMER, DEATH STALKER, DEATHSWORD, 
and DEATHSEDGE.  If these don't satisfy your bloodlust, how about BLOODFANG, 
BLOOD DRINKER, or BLOODTHIRST?  If you are familiar with the Greek "nekros" 
(dead body), you might favor NECROPOLIS, NECROMANCER, or NECRONIS.

Some authors use color to create colorful names.  Silver and white are popular 
choices, but black is the all-time favorite.  On the "black list" are the BLACK 
CLEAVER, BLACK SWORD, BLACK DAGGER, BLACK SCIMITAR, and BLACK AXE.  Black is 
often associated with the underworld, the abode of demons and devils who might 
be wielding DEMONSTAR, SOUL CATCHER, HELLFIRE, HELLSPAWN, DEMONFLAME, or BARROW-
BLADE.

The elements lend their powers to many weapons.  If things are getting a little 
hot for you, maybe it's because your opponent is waving TROLLSFIRE (a nostalgic 
favorite), STARFIRE, STARSTRIKER, FLAME TONGUE, FIREBLADE, or ELYSIA FLAMEWIND.  
To counteract all this 'fire'power, you could use ICE, ICESTAR, FROSTBAND, or 
FREEZIER.  If those aren't enough, try WINDSTRIKER or STORMBRINGER.

Some names graphically describe a weapon's purpose.  Included here might be 
BITE, MARAUDER, SEEKER, SLASHER, REQUITER, KILLER, THUDWACKER, VANQUISHER, GNASH 
THE SWORD, SKULLCLEAVER, HEWER, and HACKENSLASH.  If the original weapon isn't 
quite right for the job, then an improved version may be required as in STING 
and STINGER, SLAYER and DRAGON SLAYER, or THE WRATH and WRATH OF NGURCT.

Defying classification is an assortment of weapons, some dredged from 
literature, some from legend, and some from the fevered imagination of a 
demented Eamonaut:  ANDERHAUF, ANDURIL, ANGRIST, BEMSBANE, CELSIUS, COLUMBINE, 
DRUINVAL, EXCALIBUR, EXETER, FORTITER, GLAMDRING, GLORON, GROND, GRYMWYR, 
GUNGNIR, GUTHWINE, HACJAC, IMPERIUM, INVICTUS, JASAR, JASNAR, LEBENSTOD, 
MULCIBER, NOTHUNG, ORCRIST, SLISACK, Y'NATHELI, and YRCHOST.  Some are truly 
odd; you might think twice before readying AXE-COME-LATELY, BRODY'S FOLLY, or 
OLD TRUSTY.

For those of you who aren't authors but wish to have a weapon of your own 
devising, two adventures (that I know of) allow you to acquire a weapon which 
you then name.  In WRENHOLD'S SECRET VIGIL, #121, you are rewarded with a magic 
elven bow upon successful completion of your quest.  With your first shot, you 
name the bow.  This adventure is also one of the best adventures and is highly 
recommended on those grounds alone.  In THE CASTLE KOPHINOS, #49, the prize is a 
sword. These weapons are doubly special as symbols of accomplishment and as the 
bearers of your personal favorite names.

Since everyone reading this newsletter is an Eamon expert, then a small 
challenge is in order.  For the following list of a dozen Eamon weapons, 
identify the weapon type of each one.  (One hint: none of them are bows - really 
helpful, huh?)

The awarding of prizes will take place on Aug. 15, so your entry must reach me 
by that date.

1.  ANDERHAUF           7.  GROND
2.  BEMSBANE            8.  NECROPOLIS
3.  BRODY'S FOLLY       9.  OLD TRUSTY
4.  CELSIUS            10.  SLISACK
5.  DEATH DREAMER      11.  THUDWACKER
6.  FORTITER           12.  Y'NATHELI

Editor's note: It seems possible that very few, if any, of we 'Eamon experts' 
are going to be able to identify all 12 weapons.   So if you want to enter the 
contest but haven't gotten them all, by all means do so and send Pat your best 
effort.  Who knows, your incomplete entry could well be the best one that he 
receives!  -Tom

======================================================
      Bugs 'n Fixes
------------------------------------------------------

Adventure #86 - Castle Mantru
Date Fixed: 6/23/88
Problem: BAD SUBSCRIPT IN 21120
Fix: Change variable 'X' to 'M' in Lines 21110, 21120

Also, the speed-up mods were installed.
------------------------------------------------------
Adventure #91 - Futurequest II
Date Fixed: 12/4/87

Fix: The programs were modified to fit on a single disk

Problem: you get blown up if you use your radio.
Fix: In 20633, change   MD%(2,5) = 0   to
        MD%(2,5) = 1

Problem: the reinforcement routine doesn't work right.
Fix: In 20615, change   XY < 19   to   XY > 19

Problem: In the ship, Lt. Slade growls at you even though she is friendly.
Fix: 15020  ON MD%(M,14) + 1 GOTO
          15040,15030,15040,15050

Problem: LOOK checks for an artifact match even when one wasn't named.
Fix: 6010  IF S$ = "" THEN 6060

Problem: If you use the TOW-4 to kill the Krell tank, NBTL is not reset.
Fix: In 7295, change   GOTO 100   to  GOTO 300

Problem: room exit incorrectly listed.
Fix Change Room 75 description from SW to SE

Also, The speed-up mods were installed, some commonly used loops were closed to 
alleviate OUT OF MEMORY crashes, and a number of spelling errors were corrected.
-----------------------------------------------------
Adventure #97 - The House of Secrets
Date Fixed: 6/23/88
Problem: BAD SUBSCRIPT IN 2040
Fix: Renumber (move) Line 1045 to 1023

Also, the speed-up mods were installed.
-----------------------------------------------------
Adventure #110 - Fire Island
Date fixed: 12/8/87
Problem: the SMILE cmd crashes with UNDEFINED STATEMENT IN LINE 290. This was 
caused by a serious line numbering problem in the POWER routine.
Fix: the entire POWER cmd was deleted and rewritten.

Problem: Bad room connection
Fix: In Room 37 data:  change NW data to 41

Problem: SYNTAX ERROR IN 29040
Fix: Remove the erroneous extra quote from the DOS cmd.

Problem: When you try to FREE a prisoner, you get an ?EXTRA IGNORED message, and 
he isn't freed
Fix: 24010  GOSUB 4900: SL = LEN (S$): FOR A = 1 TO
         NA: IF S$ < > LEFT$ (AN$(A),SL) AND S$ < >
         RIGHT$ (AN$(A),SL) THEN NEXT: PRINT : PRINT
         "I DON'T UNDERSTAND.": GOTO 100

Problem:  Room 66 exits listed incorrectly.
Fix: Change Room 66 Room Name & description from East to West

Also, the speed-up mods were installed.
------------------------------------------------------
Adventure 124 - Assault on Dolni Keep
Date fixed: 4/14/88
Several companions' comments weren't given if the appropriate situation arose.  
There were also a couple of inappropriate descriptions of events, and some 
awkward text.  None of these were fatal, although a 
couple were misleading.  The mods are too extensive to list here.  Anyone who 
wants the update can get it from Tom Zuchowski (it's his adventure!) at the club 
address by sending a disk and a buck for postage.
------------------------------------------------------
Adventure 138 - Starfire
Date fixed: 10/20/87
Problem: The Intro text is cleared as soon as it is printed.
Fix: Delete  'HOME :'  from line 5000 in the STARFIRE pgm.
------------------------------------------------------
Adventure 141 - The Infested Fortress
Date fixed: 10/20/87
Problem: It is impossible to exit the game if a certain artifact is picked up by 
typing GET ALL.
Fix: 4220  IF A = 76 OR A = 78 THEN 30000

Problem: At the very beginning, the exit back to the Main Hall isn't mentioned, 
allowing the player to stumble into it accidentally.
Fix: Add this text to the Room 1 description:
     THE MAIN HALL IS WEST.
------------------------------------------------------
Adventure #148 - Journey to Jotunheim
Date Fixed: 6/6/88
The GET command doesn't work right in all situations.  This is not a fatal 
problem.  A new copy is required to get all of the mods.  The same update offer 
is available from Tom Zuchowski as is offered for #124 above.

======================================================
 Eamon Adventure Listing
------------------------------------------------------



Anyone is welcome to send in their ratings of the adventures, and they will be 
averaged into the rating numbers.  The more people who do this, the more 
accurate the ratings will become as individual preferences become averaged out.

Ratings are given on a scale of 1 to 10 with 10 highest.  Format is R/N, where R 
= the adventure's overall rating;  N = the number of people who have rated it.  
Special notes follow some ratings; eventually all adventures will have them, as 
the list is reworked.

 
Note key:
     * or none: not reviewed under new system
     a: adventure is version 4 or older
     b: adventure is version 5
     c: adventure is version 6.0
     d: adventure is version 6.2
     e: (not used)
     f: contains a quest
     g: science-fiction setting
     h: contemporary setting or modern weapons
     i: 40/80 column capability
     j: 80-column only
     k: 2-disk adventure
     l: 3-disk adventure
     m: 4-disk adventure
     n: exists in both 40 & 80 col. versions

  1. Main Hall & Beginners Cave  D. Brown       4.0/1
  2. Lair of the Minotaur        D. Brown       5.0/1
  3. Cave of the Mind            D. Brown       2.0/1
  4. Zyphur Riverventure         J. Jacobson    6.0/1
  5. Castle of Doom              D. Brown       5.0/1
  6. Death Star                  D. Brown       6.0/1
  7. Devil's Tomb                J. Jacobson    6.0/1
  8. Abductor's Quarters         J. Jacobson    6.0/1
  9. Assault on the Clonemaster  D. Brown       5.0/1
 10. Magical Kingdom             D. Cook        3.0/1
 11. Tomb of Molinar             D. Brown       5.0/1
 12. Quest for Trezore           J. Jacobson    7.0/1
 13. Caves of Treasure Island    Genz & Braun   3.0/1
 14. Furioso                     W. Davis       4.0/1
 15. Heroes Castle               J. Nelson      5.0/1
 16. Caves of Mondamen           J. Nelson      8.0/1
 17. Merlin's Castle             R. Herson      4.0/1
 18. Hogarth Castle              K. Nestle      4.0/1
 19. Death Trap                  J. Nelson      7.0/1
 20. The Black Death             J. Nelson      7.0/1
 21. Quest for Marron            J. Nelson      8.0/1
 22. Senator's Chambers          J. Plamondon   5.0/1
 23. Temple of Ngurct            J&R Plamondon  7.0/1
 24. Black Mountain              J. Nelson      7.0/1
 25. Nuclear Nightmare           J. Nelson      7.0/1
 26. Assault on the Mole Man     J. Nelson      7.0/1
 27. Revenge of the Mole Man     J. Nelson      7.0/1
 28. Tower of London             F.& S. Smith   6.0/1
 29. Apple Island                D. Brown       2.0/1
 30. Underground City            S. Adelson     2.0/1
 31. The Gauntlet                J. Nelson      5.0/1
 32. House of Ill Repute         Anonymous      2.0/1
 33. Orb of Polaris              J. Nelson      7.0/1
 34. Death's Gateway             R. Linden      7.0/1
 35. Lair of the Mutants         E. Hodson      6.5/2
 36. Citadel of Blood            E. Hodson      6.0/2
 37. Quest for the Holy Grail    E. Hodson      8.0/1
 38. City in the Clouds          E. Hodson      7.0/1
 39. Museum of Unnatural History R.Volberding   6.0/2
 40. Daemon's Playground         R.Volberding   4.5/2
 41. Caverns of Lanst            R.Volberding   6.0/1
 42. Alternate Beginners Cave    R.Volberding   5.0/1
 43. Priests of Xim!             M & E Bauman   5.0/2
 44. Escape from the Orc Lair    J. Hinkleman   4.0/2
 45. Swordquest                  R. Pender      7.5/2
 46. Lifequest                   D. Crawford    2.0/1
 47. Future Quest                R. Pender      7.5/2
 48. Picnic in Paradise          J. Nelson      7.0/1
 49. Castle Kophinos             D. Doumakes    7.0/1
 50. Behind the Sealed Door      T. Berge       4.0/2
 51. Eamon Bluff                 T. Berge       7.0/1
 52. Devil's Dungeon             J. Merrill     5.0/1
 53. Feast of Carroll            D&J Lilienkamp 4.0/1
 54. Crystal Mountain            K. Hoffman     5.0/1
 55. Master's Dungeon            J. Allen       6.0/2
 56. The Lost Adventure          J. Allen       6.0/1 a,h
 57. Manxome Foe                 R. Olszewski   4.0/1 b
 58. Land of Death               T. Berge         -/-
 59. Jungles of Vietnam          J. Allen       1.0/1
 60. Sewers of Chicago           J. Allen         -/-
 61. Harpy Cloud                 A. Forter      4.0/1
 62. Caverns of Doom             M. Mullin        -/-
 63. Valkenburg Castle           J. Weener        -/-
 64. Modern Problems             B. Anderson      -/-
 65. School of Death             K. Townsend      -/-
 66. Dungeons of Xenon           S. Bhayani     5.0/1
 67. Chaosium Caves              S. Bhayani       -/-
 68. Smith's Stronghold          A. Porter        -/-
 69. Black Castle of NaGog       D. Burrows       -/-
 70. Tomb of Y'Golonac           R. Romanchuk     -/-
 71. Operation Crab Key          J. Vercellone  1.0/1
 72. House of Eamon Ridge        T. Berge         -/-
 73. The Deep Canyon             K. Blincoe     6.0/1
 74. Dharma Quest                R. Pender      9.0/1
 75. Temple of the Guild         D. Doumakes    7.0/1
 76. Search for Yourself         D. Doumakes    8.0/1
 77. Temple of the Trolls        J. Nelson      8.0/1
 78. The Prince's Tavern         R. Davis       9.0/2
 79. Castle of Count Fuey        D. Brown       6.0/1

 80. The Search for the Key      D. Brown       3.0/1
 81. The Rescue Mission          D. Brown       7.0/1
 82. Escape from Mansi Island    S. Starkey     5.0/1
 83. The Twin Castles            J. Tankard     5.0/1
 84. Castle of Rivineta          R. Karsten       -/-
 85. The Time Portal             E. Kuypers     5.0/1
 86. Castle Mantru               S. Constanzo   6.0/1 c,f
 87. Caves of Hollow Mountain    J. Nelson        -/-
 88. The Shopping Mall           A. Porter      1.0/1
 89. Super Fortress of Lin Wang  S. Bhayani     4.0/1
 90. The Doomsday Clock          J. Tankard     6.0/1
 91. Future Quest II             R. Pender      8.0/2
 92. The Fugitive                D. Doumakes      -/-
 93. Flying Circus               R. Krebs         -/-
 94. Blood Feud                  R. Krebs         -/-
 95. Maze of Quasequeton         B. Kondalski   1.0/1
 96. Chamber of the Dragons      B. Kondalski   1.0/1
 97. The House of Secrets        G. Gunn        6.0/1
 98. Slave Pits of Kzorland      R. Hersam        -/-
 99. In the Clutches of Torrik   J. Nelson        -/-
100. Sorceror's Spire            J. Nelson      8.0/1
101. Ground Zero                 Sam            1.0/1
102. Eamon Railroad              Sam            2.0/1
103. Top Secret                  Sam              -/-
104. The Lost World              Sam              -/-
105. The Strange Resort          Sam              -/-
106. Camp Eamon                  R. Slemon      7.0/1
107. The Last Dragon             R. Pender      8.0/1
108. Mines of Moria              S. Ruby        8.0/1
109. Forest of Fear              S. Ruby        7.0/1
110. Fire Island                 G. Gioia       5.0/1
111. Vacation in Europe          D. Smith       5.0/1
112. Hills of History            D. Smith       5.0/1
113. Orb of Mevtrelek            R. Volberding  7.0/1
114. Thror's Ring                T. Zuchowski   9.0/2 c,f,i
115. Ring of Doom                S. Ruby        5.0/1
116. The Iron Prison             S. Ruby        5.0/1
117. Dungeon of Doom             D. Knezek      7.0/1 *,n
118. Pittfall                    S. Starkey       -/-
119. Grunewalde                  P. Hurst       7.0/1 *,k
120. Orb of My Life              J. Nelson      9.0/1
121. Wrenhold's Secret Vigil     R. Davis       9.0/1
122. Valley of Death             S. Ruby        4.0/1
123. Wizard of the Spheres       M. Elkin       5.0/1
124. Assault on Dolni Keep       T. Zuchowski  10.0/1 c,f,i
125. The Mattimoe Palace         J. Actor       3.0/1
126. The Pyramid of Anharos      P. Hurst       8.0/1
127. Hunt for the Ring           S. Ruby        7.0/1
128. Quest of Erebor             S. Ruby        7.0/1
129. Return to Moria             S. Ruby        8.5/2 *,k
130. Haradwaith                  S. Ruby        7.0/1
131. Nucleus of the Ruby         K. Somers      6.0/1 c,f,j,k
132. Rhadshur Warrior            R. Pender      9.0/1 c,f
133. The Final Frontier          R. Slemon      5.0/1 c,f,g
134. Pyramid of the Ancients     J.& R. Pirone  4.0/1 c
135. The Tomb of Evron           M. Greifenkamp 2.0/1 b
136. The Mountain Fortress       M. Greifenkamp 3.0/1 b,f
137. Ruins of Ivory Castle       M. Greifenkamp 6.0/1 b
138. Starfire                    E. Phillips    6.0/1 c,f
139. Peg's Place                 M&A Anderson   8.0/1 c,f,h
140. Beginner's Forest           M. Anderson    5.0/1 b
141. The Infested Fortress       M&P Hamaoka    3.0/2 c
142. The Beermeister's Brewery   J. Actor       7.0/1 b,f,h
143. The Alternate Zone          J. Actor       6.0/1 b,f
144. Gartin Manor                G. Gioia         -/-
145. Buccaneer!                  P. Hurst       9.0/1 c,f,k
146. The House of Horrors        D. Cross       6.0/1 c,f,h
147. The Dark Brotherhood        P. Hurst       9.0/1 d,f,k
148. Journey to Jotunheim        T. Zuchowski   8.0/2 c,f,i
149. Elemental Apocalypse        S. Ruby        8.0/1 c,f,m
150. Walled City of Darkness     T. Zuchowski     -/- c,f,i
151. Eamon S.A.R.-1 (Deneb Raid) D. Crawford    4.0/1 c,f,g
152. The Computer Club of Fear   N. Segerlind   6.0/1 c,f,h
153. Lost!                       N. Segerlind   5.0/1 c
154. A Trip to Fort Scott        W. Trent       7.0/1 c
155. Tomb of the Vampire         Trent/Grayson  6.0/1 c,f

Dungeon Designer Diskette    Version 6.2
Eamon Utilities I            Player's Utilities
Eamon Utilities II           Designer's Utilities
Eamon Utilities III          Monster Battles
Eamon Utilities IV           Customizer Tools
Eamon Master 3               Special Weapons Shoppe
Eamon Master 2.0             Expanded Master
Eamon Master 5               Graphics Main Hall

