			The Eamon Adventurer's Guild

				December 1989

News & Comment                by Tom Zuchowski

We are now online with GEnie; check Category 16 in the A2 Roundtable (page 645).  
There seems to be moderate interest in Eamon, although this is primarily a //gs 
'power user' environment and there is some of the usual hostility to Dos 3.3.  
Still, our mission is to spread the word about Eamon near and far, and you never 
know where you will find the next John Nelson or Sam Ruby.

======================================================
      Contest Update
------------------------------------------------------
IMPORTANT NEWS:  the closing date of the contest has been POSTPONED.  At least 
three of the promised entries did not make the deadline.  One was from an 
entrant who has been plagued by an intermittent computer problem and his Apple 
has been in and out of the shop a lot recently; it didn't seem fair to shut him 
out.

Since the next newsletter comes out in March, there isn't really any point in 
extending the deadline by a couple of weeks or a month.  The new deadline is 
JANUARY 31; this will give you the Christmas holidays to work on your Eamon.  No 
further extensions on this deadline; you make it or you miss.  So far the 
entries are Eamons #184, 185, & 187.

MORE IMPORTANT NEWS: Even though 'The Boy & the Bard' is eligible for the 
contest, Sam Ruby has graciously removed himself from consideration.  ("I don't 
want to endanger my professional status by competing with amateurs," says Sam.)  
I want to add that Sam did this spontaneously without any request from the EAG, 
and we can only congratulate his good sportsmanship.  Sam has agreed to be one 
of the contest judges, instead.  Any of you out there who didn't see the point 
in competing against the likes of Sam can now get back to work and get your 
entry in!

======================================================

BACK ISSUES:  NOTE:The Mar'84 issue is NOW AVAILABLE.
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

All issues are $2.00 each.

ADVENTURE UPDATES:
You may obtain updated versions of your Eamon adventures from the EAG.  Send in 
a copy of the adventure to be updated and $1.00 per copy to cover our cost, and 
an updated copy will be returned to you.  You MUST include a copy of EACH 
adventure for which you wish an update.

We want to improve Eamon all we can; this includes getting authors to use the 
latest and best version.  Therefore, the version 7.0 Dungeon Designer Diskette 
and the 7.0 Multi-Disk Supplement may be obtained from us for US$1.00 each (US & 
Canada; foreign $2.00 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.
------------------------------------------------------
EXPIRATION DATE:  The usual reminder: be sure to check the expiration date next 
to your name on the address.  If it is 'DEC 89' and highlighted in yellow, this 
is your LAST ISSUE.
=======================================================
       New Adventures
-------------------------------------------------------
184 Quest for Orion      by Pat Gise
185 The Body Revisited   by Robert Parker
186 Beginners Cave II    by John Nelson
187 Batman!!             by Andrew Geha

In 'Quest for Orion', you are sent into a strange land to recover the lost 
animals of Eamon.  A fairly simple adventure, but the descriptions are well-
written and entertaining.  Pat shows a real talent for writing; let's hope that 
this is her first of many Eamons!

In 'The Body Revisited', you are shrunk to microscopic size and injected into a 
human body to search out a poison pellet.  This is a huge, 190-room adventure 
that goes into intense detail in the descriptions of the body's pathways and 
organs.
 
'Beginner's Cave II' is a Beginners Cave that John wrote for the aborted Eamon 
II project.  It is completely different from the other 'beginner' Eamons.  This 
adventure has been around for awhile and has just now been translated to Eamon 
6.2.

You are 'Batman!!' in this very simple adventure.  Your quest: kill the Joker 
and find the portal back to Eamon.

=======================================================
          Letters
-------------------------------------------------------
Dear Tom,
   It appears that some of the reviews in earlier issues of the NEUC 
Adventurer's Log have been left out of the "reviewed" list.  The following 
adventures were reviewed in the May 1984 issue: E10-The Magic Kingdom; E13-Caves 
of Treasure Island; E15-Heroes Castle; E22-The Senator's Chambers; E42-Alternate 
Beginners Cave.  E24-Black Mountain was reviewed in the August 1984 issue.  I 
also noticed 3 adventures that have been reviewed twice E45-SwordQuest and E47-
FutureQuest were also reviewed in the NEUC August 1984 issue.  E87-Caves of 
Hollow Mountain was also reviewed in the NEUC Jan. 1985 issue.                       
- Steve Bernbaum

Steve:  They were left off the list on purpose.  Those in the May '84 issue were 
just 2-sentence descriptions.  Of the duplicates, we chose to list the better 
review; those in the Aug. '84 issue were also very superficial.  The 'review' of 
E87 is just John, Bob, & Dan clowning around; fun to read, but not really a 
review.  E24 was a good call-thanks!               - Tom
======================================================
Terminological Inexactitudes
-------------------------------------------------------
We have a new reviewer this time, 'King Gordo'.  Gordon has been a regular 
correspondent for some time, and was finally persuaded to put his views into 
review format.  It is not entirely clear why he wishes that his real name not be 
used; it may be that he is afraid that some Eamon author, bent on revenge, will 
hunt him down for his comments.  Gordon says that he used to be just plain 
Gordo, but once when on an Eamon quest he won a kingdom and a princess.  The 
kingship stuck, but the princess never showed up.  Lost in the mail, no doubt.
=======================================================
        Eamon Lore
-------------------------------------------------------
Main Halls

by Tom Zuchowski

The Main Hall has been a fairly popular program to expand and modify.  It is not 
clear why this is so, since a majority of Eamon Adventurers only use it as a 
place to store their character between forays and as a means to launch each new 
adventure.  In fact, there is a program on the EAG Utility disk named FRESH SAM 
which allows you to launch and play an adventure without using the Master disk 
at all, and judging by my mail this program is a fairly popular time saver.  
Perhaps the Main Hall is often modified because it is fun to play with it, and 
it is a much easier thing to do than to write an actual Eamon adventure.  Even 
so, some of the modified Main Halls show a lot of work and effort.

The Main Halls can be divided into two groups: those which can currently be 
obtained through public-domain sellers, and those which cannot.  First, let's 
discuss the ones which are available:

1) EAG MAIN HALL & BEGINNERS CAVE   by Don Brown. Widely available from public-
domain sellers (just about everyone sells it or one like it), this is the 
original Main Hall with a simple armorer, magician, and banker.

2) GRAPHICS MAIN HALL  by Rick Volberding.  Also widely available, this Main 
Hall uses hi-res graphics in the 'overhead' mode, similar to the old Epyx 
adventures such as 'Temple of Apshai', but of better quality.  The Main Hall 
itself is much like the basic Main Hall above, but it ajoins a 'village' where 
you can have weapons made to order, visit a witch who can enhance your 
attributes, gamble in a casino, a spellcaster who can enhance your spell 
abilities, or practice arenas where your weapon or armor expertise can be 
improved.  There is something special in the center of each screen that can be 
done, too.

3) EXPANDED MASTER (also known as EAMON MASTER 2) by John Heng & John Nelson.  
This is a menu-driven disk that includes limited character editing among its 
start-up options.  The armorer handles custom weapons and you can special-order 
any weapon you want, if you have the money!  It has a weapons-training center 
for boosting weapon expertise.  (Aspen's EU8 disk)

4) ARMS SCHOOL  by Bruce Miller.  Uses lower-case text. This is a program that 
is meant to be merged onto the Main Hall (it includes instructions for doing 
so).  It has enhancement programs for Hardiness, Agility, Charisma, and weapon 
abilities.  This program uses random numbers; you never know what enhancement 
you might get.  You can fail the course or even get killed, depending on what 
the Random Number Generator hands you.  Each course is extremely expensive.  I 
found this to be a one-time wonder: interesting to do for 15 minutes just to see 
what comes up, but not worth going back to.  (Aspen's EU6 disk)

5) GUILDHALL   modifications by Ron Maleika.  This is 3A's adaptation of the 
regular Main Hall, except that the 'new character' instructions have been added 
as a 'Visit to the Library' option.  The most noticeable modifications were 
several name changes.  It includes a 'Visit Annex' option (see 6 & 7 below).

6) ANNEX 1  by Mike Greifenkamp.  There is evidence that John Nelson developed 
the 'Annex' as an option that enables anyone to expand the Main Hall any way 
they want.  Mike wrote these particular additionss.  They include a Weapons 
Training School, an Attribute Shop where you can have your attributes boosted, 
and Free Information about the shops.  The disk exits back to the Guildhall, and 
is far from being full.

7) ANNEX 2   Has a shop for unusual weapons that is the same as the 'unusual 
weapons' option on the Expanded Main Hall.  This disk is almost empty.

This concludes the various Main Halls that I am aware of that are currently 
available through public-domain sellers.  Next, I will list some stuff that 
people have sent me to look at and discuss that have never been widely 
available.  If you are interested in obtaining any of this, write and we'll work 
something out.  Perhaps one of the public-domain sellers might be interested in 
carrying them.

8) RAMDISK EAMON   Ted Swartz sent me this to look at.  It runs an Eamon 
adventure from a Saturn-compatible ramcard.  I found that it loaded at best 20% 
faster than a regular disk-based Eamon, because most of the time savings were 
eaten up by the time spent configuring the system and transferring the disk 
contents to the ramdisk.  Once loaded, it wasn't noticeably faster than disk-
based Eamon.  Regular Eamon can read the disk and print it to the screen faster 
than you can read it, so any speed enhancement in this area goes unnoticed.  The 
speed problems in Eamon have always been in the area of inefficient programming, 
which is not enhanced by the ramdisk.

9) EXPANDED MASTER   by Scott Everts.  (This disk may be available from Shever 
Software-I'm not sure.)  It is like the original Master, with these additions:  
Training Center for weapons; shops where you can raise your attributes or spell 
abilities for cash, a Casino where you can bet on roulette, blackjack, 
wrestling, or play the slots; and of course a Special Weapons Shop where you can 
buy & sell magic weapons.

10) MONSTER BATTLE DISK   This disk used to be sold by the NEUC as the Utilities 
III disk, and may still be sold by them and others-I'm not sure.  It consists of 
a single program that can load in any monster from any Eamon and then pit them 
against one another in an arena.  I never saw any use for this program, since 
(on the average) the stronger monster will win more battles, but if you like to 
watch the antics of the insidious Random Number Generator, you might enjoy it.

11) EAMON II   by John Nelson, John Heng, & Bob Davis.  This disk marks the 
beginnings of John's quest for a 'super-Eamon' that culminated in his aborted 
Apple-based 'KnightQuest' system.  It shows many of the features and commands of 
the later-to-come version 6 Eamon, but lacks the commands PUT & FREE.  It has 4 
new spells: CHARM, FEAR, BLINK, & SLEEP.  It accommodates 5 personal weapons 
instead of the usual 4 of the Main Hall.  It has a total of 7 artifact types, 
including Shield, Healing, Light, & Shovel.  There are several new monster 
fields: Low Room, High Room, #Attacks, Greed, Hate, and Wanderlust.  It allows 
the adventurer to find 'friends' and take them along on adventures.  There are 4 
professions: Thief, Fighter, Cleric, & Magician.  Alignments run from Lawful 
Very Good to Chaotic Evil.  It has an Intelligence attribute.  It runs VERY 
slowly and is an incredible memory hog.  This situation got worse as it grew 
into 'KnightQuest', and the next thing you know John got himself an IBM-PC with 
compiled Basic & 640K of memory.

12) PRODOS EAMON MASTER   by Dr. Wm. H. Trent.   A plain-vanilla adaptation of 
the regular Master into Prodos.  I don't believe Dr. Trent ever settled on a 
protocol for launching adventures.

13) PRODOS EAMON MASTER   by Tom Phelps.  Another plain adaptation of the Main 
Hall, but with some important enhancements to the adventures themselves.  It 
used sequential files and incorporated text-compression for a dramatic decrease 
in disk file size.  As far as I know, the project never got as far as converting 
and testing a significant number of existing Eamon adventures.

13) EAMON PRO  by Ryan Page.  This is NOT Prodos-based Eamon.  It is basically a 
supercharged, multi-disk version of the Expanded Master that requires 80-columns 
and lower-case, and has a couple of nifty double-hi-res screens.  It allows the 
player to keep as many as nine weapons and has a lot of other enhancements, such 
as a 'frequent character' option that allows you to jump right to an adventure.  
It has a lot of other stuff, such as a general store, but there were 
compatibility problems with my Videx card and I got tired of modifying programs 
before I got through it all.  This system is not compatible with regular Eamon, 
although it is capable of launching and returning from a regular Eamon 
adventure.  The reverse is not true: a regular Main Hall cannot launch an Eamon 
Pro adventure. I dunno where Ryan is going with this; I recommended to him that 
he either require 128K or else do a lot of downward-compatiblity modifications.

And that sums it up.  I don't doubt that there are other Main Halls out there 
somewhere, and some of the above may be available though I am unaware of it (the 
public-domain sellers don't keep me especially up-to-date on what they're 
selling).  I hope you enjoyed it.  And if you are considering your own Main Hall 
enhancements, you need to ask yourself if there is a need that is not being met 
by the standard Master with its character editor, or by the Graphics Main Hall 
with its extra shops.  I settled on these two disks to carry in the EAG library 
because one or the other will appeal to the two basic types of Eamonaut: the 
type that just wants to go on adventures, and the type that cares a great deal 
about building up his character.
=======================================================
      Dungeon Designs
-------------------------------------------------------
Basic Eamon Routines
(from the 'Eamonomicon' by Hokas Tokas)

translation by Nathan Segerlind

New Eamon authors have been almost eternally plagued by problems: "How do I add 
a new command?"  "How can I make the POWER spell do what I want?"  "How do I..." 
and the list goes on.

In the recently rediscovered 'Eamonomicon', the answers to these and many more 
questions were found.  If you're new to Eamon designing, read on...

IMPORTANT POINTS

First, it must be said that it is VERY important to obtain a printout of the 
MAIN PGM.  Without this, it is difficult to decipher the inner workings of each 
routine.  Use the full 80 columns of your printer or even a compressed 132-
column mode if you have it, both to save paper and to minimize the paper 
shuffling while jumping back and forth from routine to routine.  Don't fool 
yourself into the false economy of saving paper; the ease of working on paper, 
being able to spread it out before you and make notes on the printout will more 
than make up for 2 cents worth of paper and ribbon.

Commit the following variables to memory:

RO        room player is in
M%(x,5)   room monster is in
A%(x,4)   room artifact is in
T(1)      true if hostile monster is in room
M%(0,13)  player's wounds (damage or 'hit' points)
M%(0,2)   player's agility

HOW TO ADD A COMMAND

To add a command to the MAIN PGM, change these lines:

LINE 31910: the number stored in this data statement is the total number of 
commands.  Add 1 to this number for each additional command

LINE 31930: put new commands in a list on this line in the same format as line 
31920.  All commands must be single words with no spaces in the middle; use a 
hyphen to join two words together if it is a two-word command.

LINE 290: add the line numbers where the start of each new command is located.  
These must be in the same sequential order as the commands at 31920-31930

Add special programming for each new command at the new line numbers specified 
in line 290

The best thing to do is to look and see how any normal command is handled by the 
lines listed above.  Here are a few tips:

End each routine with a GOTO 98.  This will print a blank line, update the line 
counter, and proceed to the code that checks to see if there is a fight in 
progress.  Except in special cases, this should always be the exit point.

If the command requires an object, always GOSUB 4900 to check to see if an 
object was included in the command.  If no object was specified, this routine 
will ask for one before returning.

Use the search routines.  GOSUB 4700 for monsters and GOSUB 480x for artifacts.  
If either of these routines return with the variable F = 0, then instead of 
exiting to 98, exit to the appropriate error message at lines 91-96.  Note that 
the routine at 4800 has different entry points for different circumstances; once 
again it is best to examine the code in the MAIN PGM to see how it is done.  For 
example, if the artifact you are looking for must be carried by the player for 
the command to work, see lines 5010-5030 of the DROP command for the proper 
coding.  If the artifact must be in the room, see lines 4010-4020 of the GET 
command.  If the artifact can be carried by the player or be in the room, see 
lines 6010-6020 of the EXAMINE command.  For artifacts that must be worn, see 
27010 of the REMOVE command.

If the command only works with one particular artifact, DO NOT do a string 
compare with the artifact's name; instead use this line:
     IF A < > (# of artifact) THEN 94
If the search routine at 4800 finds a match, it returns with the variable A set 
to the number of the artifact that it found a match to.  By checking the 
artifact number instead of the string, you are letting the search routine worry 
about abbreviations so you don't have to, and you also get a very consistent 
response to different abbreviations.

HOW TO USE THE POWER SPELL

The POWER spell effects are in lines 13015-13080, though 13080 may be easily 
renumbered to anything as high as 13990 for more code space.

For random effects, such as a chance that a cow may fly past, check to see if 
the random number RL (generated in line 13010) is smaller than the chance (from 
1-100) of it happening.  If it involves an artifact or a monster entering the 
room, set the artifact/monster's location to that room.  If it's a monster, be 
sure to then GOSUB 3600 to check its friendliness.

Be sure to put the checks of RL in sequential order.  The smallest chances must 
be checked first, with greater chances following in order of probability.  In 
the following example, the dragon is monster #1 and the box is artifact #1:

  13015 IF RL < 35 AND M%(1,5) < > RO THEN PRINT: PRINT
        " A DRAGON MATERIALIZES!": M%(1,5) = RO: GOSUB
        3600: GOTO 98
  13020 IF RL < 60 AND A%(1,4) = 0 THEN PRINT: PRINT
        " A BOX APPEARS!": A%(1,4) = RO: GOTO 98

Also, you can have room-specific effects.  These are placed before the random 
ones and check the room number before being executed.  In this example, room 13 
has a brick wall, artifact #4, that hides a treasure, artifact #5:

   13012 IF RO = 13 AND A%(4,4) = RO THEN PRINT: PRINT
         "THE WALL EXPLODES! SOMETHING WAS BEHIND IT!":
         A%(5,4) = RO: GOTO 98

HOW TO USE THE 'USE' COMMAND

The USE command is exceptionally easy to use, as all you have to do is check for 
the artifact you wish to use and then furnish the effects.  In the following 
example, the artifact must be in the player's inventory to be used:

   28020 GOSUB 4900: GOSUB 4801: IF NOT F THEN 91

If it can also be in the room, change the above code to read like this:

   28020 GOSUB 4900: GOSUB 4804: IF NOT F THEN 94

Here are some examples of code for the USE command (artifact #5 = drugs; #6 = 
computer; #7 = concrete; #8 = broken wall in room 27; #9 = new wall):

   28030 IF A = 5 THEN PRINT: PRINT "WHAT ARE YOU, A
         FOOL?": GOTO 98
   28040 IF A = 6 THEN PRINT: PRINT "THE BLASTED THING
         EMITS A CURL OF SMOKE, THEN EXPLODES!":
         A%(6,4) = 0: GOTO 98
   28050 IF A = 7 THEN IF RO = 27 THEN PRINT: PRINT
         "YOU'VE FIXED THE WALL!": A%(7,4) =0:
         A%(8,4) = 0: A%(9,4) = RO: GOTO 98

You may also have the USE command refer to other commands, if the artifact type 
is right.  This is useful for weapons and healing potions.  You must check the 
artifact type, A%(A,2), to see if its the right type.  In this example, the 
command USE (weapon) will jump to the READY command (artifact type 2 = weapon):

   28060 IF A%(A,2) = 2 then 17000

Happy Adventurer slaying!
=======================================================
     Adventure Reviews
-------------------------------------------------------
#67 Chaosium Caves - by Sam Bhayani

Reviewed by Tom Zuchowski

MAIN PGM version: 4
Extra Commands: READ, EAT
Deleted Commands: none, no SAVE
Special Features: none
Playing Time: 30 minutes
Reviewer Rating: 3

Description: 'One day, you see Hokas Tokas, the wizard.  He says to you, "I have 
just heard word of a new tyrant.  He has the ancient Medallion of the Mind.  It 
was stolen from King Eamon's treasure room.  It has the power of controlling 
other people's minds.  I found the tyrant's hide-out.  It is in the CHAOSIUM 
CAVES.  You must venture into the caves and kill the tyrant.  His name is 
Astrallion.  To get out of the cave, get the Medallion."  He makes a gesture 
with his hand and you find yourself in the caves.'

Comment: The above is the entire text of the introduction.  Although you are 
given a quest, the background is rather bare.  And so goes the adventure.  There 
are no puzzles nor hidden stuff.  The extra commands are nothing special.  The 
descriptions are typically no more than a variation on the name (eg: YOU ARE IN 
A N/S HALL).  Four-fifths of the monsters are bats and skeletons (BAT4, BAT7, 
SKELETON11, etc.).  Punctuation is very erratic.

It has two things going for it: there is a quest, and the room exits are clearly 
stated in both the room descriptions and in the names.  It is a VERY simple 
adventure, and may be well-suited for young Eamonauts.  I give it a (2) for 
difficulty.
-------------------------------------------------------
#98 Slave Pits of Kzorland - by R. Hersam

Reviewed by Tom Zuchowski

MAIN PGM version: 4
Extra Commands: none
Deleted Commands: none, no SAVE
Special Features: none
Playing Time: 30-45 minutes
Reviewer Rating: 3

Description: 'Welcome to the Slave Pits of Kzorland!  In this adventure you will 
enter the slave pits in the hope of getting to the treasury vault.  To get there 
you have to pass many guards and other creatures, some stronger than you and 
some not.  You would be well advised to flee from some of the monsters and if 
you are not very strong, you should not even attempt this adventure.

No one can carry out all of the treasure you will find so you will have to 
decide what is worth more.

Note: METAL CLAD FIGURE=GUARD
      LARGE METAL CLAD FIGURE=KING'S GUARD
      MONSTER W/CRAZED LOOK=ORC
You have to figure the rest out.'

Comment:  There isn't much else to figure out.  the above is the entire 
introduction.  The 3 types of monster named above very nearly describe the 
entire pantheon of bad guys here. More than 50% of the 'rooms' are of the 2-exit 
'YOU ARE IN A N/S HALLWAY' variety.  There are no puzzles.  The adventure isn't 
as tough as it makes out, by today's standards; it is geared for a player with a 
Hardiness of 18.  It gives the room exits in nearly all room descriptions & 
names, but misses a couple, which can really mess you up while mapping, 
especially since many of the room descriptions are of 'room name' lengths.

This is straight 'kill & loot' with an enormous reward for all the treasures.  I 
give it a (3) for difficulty, because of the semi-tough monsters.
-------------------------------------------------------
#184 Quest for Orion - by Pat Gise
 
Reviewed by 'King Gordo'

MAIN PGM version: 7.0
Extra Commands: none
Deleted Commands: none
Playing Time: 60-90 minutes
Reviewer Rating: 5.0          Average Rating: 5.7/3

Description: All of the animals in the Kingdom of Eamon have disappeared.  You, 
the most famous adventurer of  all time, are enlisted to find the animals and 
return them to the kingdom.  Any delay will be deadly to the pets and animals.  
Your quest begins at a cave of unknown dangers.  You quake with fear but realize 
you cannot back out now.

Comment: The descriptions of the cave rooms are interesting and realistic with 
stalactites, stalagmites, drop-offs, and pot holes.  You will find the usual 
cave creature inhabitants, such as bats, spiders, lizards, and crabs, with a few 
others not often found, as well.  But what else would you expect to find in a 
cave, after all--hummingbirds?

This adventure is pretty much straightforward as to play: fight the bad guys and 
hunt the animals.  There are no hidden traps that kill you without warning.  The 
few hidden rooms are easy to find and lend credibility to the storyline.  The 
story is unique, interesting, and well thought out as well as clearly presented.  
It is fun to play for a number of reasons: 1) there are few extraneous rooms 
tacked on to take up space; 2) the few puzzles are easily solved; 3) it has an 
easy and sensible map; 4) it is interesting to follow the plot development.

This is the author's first adventure and is a good example of good, clear, above 
average Eamon programming.  It bodes well for additional adventures in the 
future and I look forward to playing them.  The rating would have been higher if 
there had been more puzzles and rooms and a more complete storyline, but extra 
credit certainly should be given for the plot uniqueness and smoothness of play.
-------------------------------------------------------
#185 The Body Revisited - by Robert Parker

Reviewed by 'King Gordo'

MAIN PGM version: 7.0
Extra commands: none
Deleted commands: none
Special Features: emergency exit
Playing Time: 2-3 hours
Reviewer Rating: 4.0          Average Rating:5.0/3

Description: Your doctor friend, S. Fraud, enlists your help.  It seems that a 
VIP has been shot and has a slow acting poison pellet in his body.  You are 
shrunk to microscopic size to run around in his body, banging through organs 
until you stumble on the pellet, which you are to put in a lead container, after 
which you will be retrieved and returned to normal size.  You enter the body at 
the left elbow in the brachial artery.  To the north is the radial artery and 
south  the left forearm.  Get the picture?  You travel through 193 organs, veins 
and arteries, such as: Jugular Vein, Common Carotid Artery, Posterior Tibial 
Vein, and my favorite, the Inferior Vena Cava.  If you get tired of looking for 
the pellet, just SAY CHICKEN and you are rescued, but be ready for insults.  You 
can also exit through the Urethra.

Comment: My God, 193 rooms- much ado about nothing.  I gave up trying to map it 
after reaching room #85.  There are so many rooms that seem to have no point 
other than to round out a very complete internal map of the body.  It is very 
difficult to map without getting mixed up because of the difficult anatomical 
names and because the body's organs aren't laid out in a very orderly fashion.  
One of the things I enjoy doing is making good, clean and understandable maps, 
but not this one.

The pellet is randomly placed and the quest consists of stumbling about until 
you come upon it.  The ending is unsatisfactory because you are not recognized 
nor thanked for your enormous effort in killing cancer cells, tapeworms, and 
tumors and bringing out the pellet.  The small reward gives little satisfaction.  
The monsters were very monotonous, being mainly an endless succession of cancer 
cells and white blood cells.

I reluctantly rate this a 4.  I say reluctantly because I know the author must 
have spent a lot of time learning the proper names of the parts of the human 
body and getting them in the right places.  He set out to write an educational 
Eamon adventure that teaches the body and probably deserves more credit for that 
alone, but I was turned off as I don't have that kind of interest.  This is a 
perfect example of an adventure that has too many rooms that don't go anywhere.
=======================================================
       Bugs 'n Fixes
-------------------------------------------------------
Dungeon Designer Disk 7.0
Date Fixed: 11/20/89

Problem: 'Slot, Drive' parameters can cause a crash on //GS which may not have 
drive in slot 6.

Program DUNGEON EDIT 7.0 Fix:
     delete Lines 35 & 38
     In Line 50, change   EAMON.NAME,S"SL$;",D";DR$
                    to    EAMON.NAME"

Program DUNGEON EDIT Fix:
     see DUNGEON EDIT 7.0 above.

Program MAIN PGM Fix:
     In Lines 32540, 32550, & 32900: delete   ,S6,D1
------------------------------------------------------
Dungeon Designer Disk 7.0   Program: MAIN PGM
Date Fixed: 10/19/89

Problem: BAD SUBSCRIPT ERROR IN 7735
Fix: In Line 7735, change   A%(DF+X)  to  A%(DF+X-1,4)
------------------------------------------------------
Dungeon Designer Disk 6.2
Date Fixed: 10/15/89

Problem: 'Slot, Drive' parameters can cause a crash on //GS which may not have 
drive in slot 6.

Program DUNGEON EDIT Fix:
     delete Lines 35 & 38
     In Line 50, change   EAMON.NAME,S"SL$;"D";DR$
                     to   EAMON.NAME"

Program MAIN PGM Fix:
     In Lines 2540, 2550, & 2900: delete   ,S6,D1
------------------------------------------------------
Dungeon Designer Disk 7.0   Program: DUNGEON LIST 7.0
Date Fixed: 10/12/89

Problem: Some printers overprint descriptions.
Fix: In Line 2100, 3520, 4520, & 5520,
           change   PRINT A$   to   GOSUB 8000
     In Line 8010, change   40   to   80   in both
           places.
------------------------------------------------------
Dungeon Designer Disk 7.0   Program: DUNGEON LIST
Date Fixed: 10/12/89

Problem: Some printers overprint descriptions.
Fix: see DUNGEON LIST 7.0 above.
------------------------------------------------------
#1 - Master Disk & Beginners Cave
Date Fixed: 10/19/89

Problem: 'Slot, Drive' parameters can cause a crash on //GS which may not have 
drive in slot 6.
Fix: In Lines 30 & 6010, delete   ,S6,D1
------------------------------------------------------
#32 - House of Ill Repute
Date Fixed: 9/13/89

Problem: Error: FILE NOT FOUND   BREAK IN 215
Fix: In Line 215, change   "PRINT DK$;"RUN BYE,D1"
                    to     2000
------------------------------------------------------
#98 - Slave Pits of Kzorland
Date Fixed:10/1/89

Problem: MAIN PGM hangs.
Fix: delete Line 105

The speedup mods were also added.
-------------------------------------------------------
114 - Thror's Ring
Date Fixed: 9/13/89

Problem: RETURN WITHOUT GOSUB IN 21040
Fix: In Line 21040, change   POP:GOTO   to   GOTO

Also, the boot pgm was shortened to 3 sectors to allow room for a LAST UPDATE 
line in the catalog.
-------------------------------------------------------
#152 - The Computer Club of Fear
Date Fixed: 10/19/89

Problem: FLEE only finds 6 directions of 10-dir map.
Fix: In Line 8020 & 8510, change   6   to   10

Problem: Exits listed incorrectly in Room 2 desc.
Fix Correct exits from room 2 are   N/S/SE/SW
    use DUNGEON EDIT to modify description. ------------------------------------
-------------------
#183 - The Boy and the Bard
Date Fixed:9/18/89

Problem: ILLEGAL QUANTITY IN 20005
Fix: Replace Line 20005 with these two lines:
20004  IF RO = 52 AND S$ = "" THEN S$ = "CHEST"
20005  IF RO = 52 AND S$ = LEFT$ ("CHEST", LEN (S$))
      THEN PRINT: PRINT "            YOU DON'T HAVE THE
      KEY!": GOTO 300
-------------------------------------------------------
As you have undoubtedly noted, the majority of fixes this time around concern 
the use of 'S6,D1' in //GS's.  This is just about a universal problem in every 
Eamon adventure.  The following Eamon adventures have had 'S6,D1' purged because 
I have had reason to be messing with them recently.  This list will undoubtedly 
grow as I get to them, but I am not undertaking any organized effort to 
eliminate this from all Eamons.

Public-Domain sellers, take note:  //GS customers should be advised of this 
situation.

#74 'DharmaQuest' (11/5/89)
    MAIN PGM Lines 2540, 2550, 2900
#108 'The Mines of Moria' (11/5/89)
    MAIN PGM Lines 2540, 2550, 2900
#114 'Thror's Ring' (11/5/89)
    POSTLUDE Lines 1050, 1080
#120 'Orb of my Life' (11/5/89)
    MAIN PGM Lines 2540, 2550, 2590, 2900
#121 'Wrenhold's Secret Vigil' (11/5/89)
    MAIN PGM Lines 2540, 2550, 2900
#162 'Eamon 7.0 Demo Adventure' (11/20/89)
    MAIN PGM Lines 32540, 32550, 32900
-------------------------------------------------------

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

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.

Note key:
     a: version 4 or older    h: contemporary setting
     b: version 5             i: 40/80 column capability 
     c: version 6             j: 80-column only
     d: version 7             k: 40 & 80 col. versions
     e: (not used)            l: 2-disk adventure
     f: contains a quest      m: 3-disk adventure
     g: science-fiction       n: 4-disk adventure

  1. Main Hall & Beginners Cave  D. Brown       4.0/4 a
  2. The Lair of the Minotaur    D. Brown       4.7/3 a
  3. The Cave of the Mind       Jacobson/Varnum 2.2/3 a
  4. The Zyphur Riverventure     J. Jacobson    5.8/4 a,f
  5. Castle of Doom              D. Brown       4.5/4 a
  6. The Death Star              D. Brown       3.5/4 a,f,g
  7. The Devil's Tomb            J. Jacobson    4.8/4 a
  8. The Abductor's Quarters     J. Jacobson    6.0/1 a,f
  9. Assault on the Clonemaster  D. Brown       5.0/1 a,f
 10. The Magic Kingdom           D. Cook        3.0/1 a
 11. The Tomb of Molinar         D. Brown       3.0/2 a,f
 12. The Quest for Trezore       J. Jacobson    7.0/1 a,f
 13. Caves of Treasure Island    Genz & Braun   2.5/2 a,f
 14. Furioso                     W. Davis       4.0/1 a
 15. Heroes Castle               J. Nelson      5.0/1 a
 16. The Caves of Mondamen       J. Nelson      8.0/2 a,f
 17. Merlin's Castle             R. Hersom      4.0/1 a
 18. Hogarth Castle              K. Nestle      4.0/1 a,f
 19. Death Trap                  J. Nelson      7.5/2 b
 20. The Black Death             J. Nelson      7.0/1 a,f,h
 21. The Quest for Marron        J. Nelson      7.5/2 b,f
 22. The Senator's Chambers      J. Plamondon   5.3/2 b,f
 23. The Temple of Ngurct        J&R Plamondon  7.0/2 b,f
 24. Black Mountain              J. Nelson      7.5/2 b,f,h
 25. Nuclear Nightmare           J. Nelson      6.5/2 b,f,h
 26. Assault on the Mole Man     J. Nelson      6.5/2 b
 27. Revenge of the Mole Man     J. Nelson      7.0/2 b
 28. The Tower of London         F.& S. Smith   6.0/1 a,h
 29. The Lost Island of Apple    D. Brown       2.0/1 a
 30. The Underground City        S. Adelson     2.0/1 a,g,h
 31. The Gauntlet                J. Nelson      5.0/1 b
 32. House of Ill Repute         Anonymous      2.0/2 a,h
 33. The Orb of Polaris          J. Nelson      7.5/2 b,f
 34. Death's Gateway             R. Linden      6.5/2 a,h
 35. The Lair of Mutants         E. Hodson      6.5/2 a,f,g
 36. The Citadel of Blood        E. Hodson      6.0/2 a,h
 37. Quest for the Holy Grail    E. Hodson      7.0/2 a,f
 38. City in the Clouds          E. Hodson      7.0/1 a,f,g
 39. Museum of Unnatural History R.Volberding   6.0/2 b,f
 40. Daemon's Playground         R.Volberding   4.5/2 b
 41. Caverns of Lanst            R.Volberding   6.0/1 b
 42. Alternate Beginners Cave    R.Volberding   5.0/2 b
 43. Priests of Xim!             M & E Bauman   5.0/2 b
 44. Escape from the Orc Lair    J. Hinkleman   3.8/4 b
 45. SwordQuest                  R. Pender      7.5/2 b,f
 46. Lifequest                   D. Crawford    2.0/1 b,f
 47. FutureQuest                 R. Pender      7.3/3 b,f,g
 48. Picnic in Paradise          J. Nelson      7.0/1 c
 49. The Castle Kophinos         D. Doumakes    7.0/1 b,f
 50. Behind the Sealed Door      T. Berge       4.0/2 a
 51. The Caves of Eamon Bluff    T. Berge       7.0/1 b
 52. The Devil's Dungeon         J. Merrill     5.5/2 a,h
 53. Feast of Carroll            D&J Lilienkamp 5.0/2 a
 54. Crystal Mountain            K. Hoffman     5.0/1 b
 55. The Master's Dungeon        J. Allen       6.0/2 a
 56. The Lost Adventure          J. Allen       6.0/1 a,h
 57. The Manxome Foe             R. Olszewski   4.0/1 b
 58. The Land of Death           T. Berge       6.0/1 a
 59. Jungles of Vietnam          J. Allen       2.1/4 a,h
 60. The Sewers of Chicago       J. Allen       3.3/4 a,h
 61. The Harpy Cloud             A. Forter      4.0/2 b
 62. The Caverns of Doom         M. Mullin      3.0/1 b,h
 63. Valkenburg Castle           J. Weener      2.0/1 a,f
 64. Modern Problems   Anderson/Barban/Thompson 6.5/1 a,f,h
 65. The School of Death         K. Townsend    5.0/1 b,f,h
 66. Dungeons of Xenon           S. Bhayani     5.0/1 a,f
 67. Chaosium Caves              S. Bhayani       -/- a,f
 68. The Smith's Stronghold      A. Porter      6.0/1 b,f
 69. The Black Castle of NaGog   D. Burrows     7.0/1 b,f
 70. The Tomb of Y'Golonac       R. Romanchuk   4.0/1 a,f
 71. Operation Crab Key          J. Vercellone  1.0/1 a,h
 72. House on Eamon Ridge        T. Berge       3.0/1 b
 73. The Deep Canyon             K. Blincoe     6.0/1 a
 74. DharmaQuest                 R. Pender      9.0/1 b,f
 75. Temple of the Guild         D. Doumakes    7.0/1 b
 76. The Search for Yourself     D. Doumakes    8.0/1 b,f
 77. Temple of the Trolls        J. Nelson      8.0/1 c,f
 78. The Prince's Tavern         R. Davis       9.0/2 b,f
 79. The Castle of Count Fuey    D. Brown       5.5/2 a,f
 80. The Search for the Key(80a) D. Brown       3.0/1 a,f
 81. The Rescue Mission    (80b) D. Brown       7.0/1 a
 82. Escape from Mansi Island    S. Starkey     5.0/1 b,f
 83. The Twin Castles            J. Tankard     5.5/2 c,f
 84. Castle of Riveneta          R. Karsten       -/- b,h
 85. The Time Portal             E. Kuypers     5.0/1 a,g
 86. Castle Mantru               S. Constanzo   6.0/1 c,f
 87. Caves of Hollow Mountain    J. Nelson      6.0/1 c
 88. The Shopping Mall           A. Porter      1.0/3 b,h
 89. Super Fortress of Lin Wang  S. Bhayani     4.2/3 c,f
 90. The Doomsday Clock          J. Tankard     6.0/1 c,f,h
 91. FutureQuest II              R. Pender      8.0/4 b,f,g
 92. The Fugitive                D. Doumakes    7.0/1 c,f
 93. Flying Circus               R. Krebs       7.0/1 b
 94. Blood Feud                  R. Krebs       5.0/1 b,f
 95. The Maze of Quasequeton     B. Kondalski   3.0/3 a,f
 96. The Chamber of the Dragons  B. Kondalski   2.0/2 a
 97. The House of Secrets        G. Gunn        6.0/1 a
 98. Slave Pits of Kzorland      R. Hersam        -/- a
 99. In the Clutches of Torrik   J. Nelson      6.0/2 c,f
100. Sorceror's Spire            J. Nelson      7.9/4 c
101. Ground Zero                 Sam            1.0/2 a,g
102. The Eamon Railroad          Sam            2.0/3 a,h
103. Top Secret                  Sam            1.0/1 a
104. The Lost World              Sam            1.0/1 a,g
105. The Strange Resort          Sam            1.0/1 a,h
106. Camp Eamon                  R. Slemon      7.0/2 b,f,h
107. The Last Dragon             R. Pender      7.5/2 c,f
108. The Mines of Moria          S. Ruby        8.3/3 c,f
109. The Forest of Fear          S. Ruby        6.5/2 c,f
110. Fire Island                 G. Gioia       5.0/1 c,f
111. A Vacation in Europe        D. Smith       4.5/2 c,h
112. Hills of History            D. Smith       6.0/2 c
113. The Life-Orb of Mevtrelek   R. Volberding  7.0/1 c,f
114. Thror's Ring                T. Zuchowski   9.0/4 c,f,i
115. The Ring of Doom            S. Ruby        5.0/1 c,f
116. The Iron Prison             S. Ruby        5.5/2 c,f
117. Dungeon of Doom             D. Knezek      8.0/2 a,f,k
118. Pittfall                    S. Starkey     8.0/1 c,f
119. Grunewalde                  P. Hurst       6.5/2 b,f,l
120. Orb of My Life              J. Nelson      9.0/1 c,f
121. Wrenhold's Secret Vigil     R. Davis       8.3/2 c,f
122. The Valley of Death         S. Ruby        4.0/1 c
123. Wizard of the Spheres       M. Elkin       5.0/1 c,f
124. Assault on Dolni Keep       T. Zuchowski   9.3/3 c,f,i
125. The Mattimoe Palace         J. Actor       3.0/1 b,f,h
126. The Pyramid of Anharos      P. Hurst       6.5/2 c,f
127. The Hunt for the Ring       S. Ruby        7.0/1 c,f
128. Quest of Erebor             S. Ruby        7.0/1 c,f
129. Return to Moria             S. Ruby        8.5/3 c,f,l
130. Haradwaith                  S. Ruby        7.0/1 c,f
131. Nucleus of the Ruby         K. Somers      6.0/1 c,f,j
132. Rhadshur Warrior            R. Pender      8.3/2 c,f,h
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. The 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   7.5/2 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       6.5/2 b,f,h
143. The Alternate Zone          J. Actor       6.0/1 b,f
144. Gartin Manor                G. Gioia       5.0/1 c,f,h
145. Buccaneer!                  P. Hurst       8.3/3 c,f,l
146. The House of Horrors        D. Cross       6.0/1 c,f,h
147. The Dark Brotherhood        P. Hurst       9.0/2 c,f,l
148. Journey to Jotunheim        T. Zuchowski   8.3/3 c,f,i
149. Elemental Apocalypse        S. Ruby        7.8/4 c,f,n
150. Walled City of Darkness     T. Zuchowski   8.7/2 c,f,i
151. Eamon S.A.R.-1 (Deneb Raid) D. Crawford    3.5/2 c,f,g
152. The Computer Club of Fear   N. Segerlind   5.5/2 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
156. The Lake                    N. Segerlind   4.0/1 c
157. Pathetic Hideout of Mr. R.  N. Segerlind   5.0/1 c,f,h
158. The Lair of Mr. Ed          N. Segerlind   7.0/1 c,f,h
159. The Bridge of Catzad-Dum    N. Segerlind   6.5/2 c,f,h
160. Monty Python & Holy Grail   N. Segerlind   7.0/1 c,f
161. Operation Endgame           S. Ruby        9.0/3 c,f,h,m
162. Eamon 7.0 Demo Adventure    T. Zuchowski   (N/A) d,i
163. The Sands of Mars           T. Swartz      5.7/3 a,f,g
164. A Real Cliffhanger          T. Swartz      6.0/1 a,h
165. Animal Farm                 S. Ruby        5.0/1 c,f,h,l
166. Storm Breaker               S. Ruby        8.5/2 c,f,m
167. Expedition to the Darkwoods G. Gioia       3.5/2 c,f
168. The High School of Horrors  M.Haney/A.Hunt 4.5/2 a,h
169. The Black Phoenix           R. Pender      7.8/3 c,f,g
170. Ragnarok Revisited          N. Segerlind   7.8/3 c,f,i
171. The Pyramid of Cheops       R. Parker      5.0/1 b
172. The Mountain of the Master  M. Dalton      5.0/1 a,f
173. The House that Jack Built   R. Parker      2.0/2 b,h
174. Escape from Granite Hall    R. Parker      3.5/2 b
175. Anatomy of the Body         R. Parker      3.0/1 b,g
176. Dirtie Trix's Mad Maze      R. Parker      3.0/1 b,h
177. Shippe of Fooles            R. Parker      3.0/1 b
178. The Alien Intruder          R. Parker      4.0/1 b,g
179. The Wizard's Tower          R. Parker      4.0/1 b
180. Gamma 1                     R. Parker      3.0/1 b,g
181. The Eamon Sewer System      R. Parker      1.0/1 b
182. Farmer Brown's Woods        R. Parker      1.0/1 b,h
183. The Boy and the Bard        S. Ruby        8.3/2 c,f
184. Quest For Orion             P. Gise        5.7/3 d,f,i
185. The Body Revisited          R. Parker      5.0/3 d,f,i
186. Beginner's Cave II          J. Nelson        -/- c
187. Batman!!                    A. Geha        2.0/1 b

Dungeon Designer Diskette    Version 7.0
DDD 7.0 Multi-Disk Supplement
Dungeon Designer Diskette    Version 6.2
Eamon Utilities Diskette
Graphics Main Hall

