			The Eamon Adventurer's Guild

				June 1991

FINANCIAL REPORT PART II: Just a clarification here about last issue's annual 
financial report.  The goal of the EAG is to be revenue-neutral; that is, to 
have a net income of zero.  Thus, last year's net income of $2.27 was almost 
right on target.  I'd actually prefer to show a similarly small net loss.  It 
would be awful if the IRS got to thinking that the EAG is a moneymaking 
business!  They will be a lot more inclined to look at it as a hobby if it's 
losing money.  Just so the losses don't get too large! <grin>

PRODOS UPDATE: Currently there are 90-odd EAG ProDOS Eamons.  Just a few more 
and all Eamons rated 6.0 and higher will be available in ProDOS.  Besides the 
Public-Domain outlets, I am working to get them available on most major BBS's.  
These ProDOS Eamons are almost identical to the DOS 3.3 versions with just a few 
changes to take best advantage of the features available under ProDOS.

Late-breaking news is that I have worked up a utility program that semi-
automates the process of converting a 40-column, Upper-Case ProDOS Eamon 
adventure to  80-column Mixed-Case (lower-case with capitalization). All player 
input and artifact and monster names are still Upper-Case, but all of the rest 
of the text is Mixed-Case.  These conversions will not have a 40-column Upper-
Case option; they will require 80-column text.  I have converted a couple of my 
own Eamons with this utility and the conversion process appears to generally 
take 5 hours or so for adventures that aren't outrageously non-conventional.  
The upshot here is that you will begin to see a trickle of 80-column Mixed-Case 
Eamons become available.  My immediate goal is to convert the Top 20 from the 
ratings list before I resume performing conversions to ProDOS.

Where does this leave II+ users?  Actually, it doesn't affect them at all.  All 
206 original Eamons are still widely available in DOS 3.3.  And Diversi-DOS is 
definitely the way to go for these people; it's generally as fast as ProDOS and 
is a direct substitute for DOS 3.3.  Compared to a Diversi-DOS/GPLE setup, 
ProDOS is a very difficult operating system to use unless you have at least one 
drive of 800K or more capacity.  Certainly there are II+'s Out There that have 
such drives, but the odds are overwhelming that such systems will also have an 
80-column card and can use the 80-column versions if desired.  Videx 
compatibility will definitely be included, and the 80-column versions will be 
checked on a II+.

There's a school of thought that believes that the 40-col Upper-Case ProDOS 
Eamons should continue to be available as well.  I suppose that there are some 
people out there who will prefer this format.  I can't personally envision a 
likely computer setup that would suit it, but different people have different 
likes and dislikes.  I hope that one or more Public-Domain outlet will choose to 
carry both kinds.  If not, I will make them available somehow.  Maybe I'll sell 
them directly if no one is willing to carry them; there can't be too many people 
who will prefer this format.  In any event, if I can find out exactly what they 
carry, I'll run a special listing of the Public Domain sellers and what they 
carry in the next issue.

Basically, ProDOS Eamon has been pretty much ignored by ProDOS people.  
Newcomers on the IIe/c and GS owners simply won't have anything to do with 40-
column Upper-Case text.  I thought that the ProDOS conversions would be the 
ticket, but it turned out that virtually no GS owner will touch Eamon because of 
the text regardless of its operating system.  More than one GS'er has told me 
that he doesn't like "being yelled at".  One can only assume that Upper-Case 
text is rather unfriendly on the GS! <grin>  (Certainly, the UC text on my //e 
is a lot less pleasant to read than UC text on my II+; I'm not sure why.)  I 
have a lot of hope that the new 80-col. versions will supply the breakthrough 
into this large segment of Apple II users that has yet to happen.
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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 'JUN 91' and highlighted in yellow, this 
is your last issue. ______________________________________________________

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

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

Mar'90, Jun'90, Sep'90, Dec'90 Mar'91
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.  NOTE: the update program does not cover 
conversion of DOS 3.3 Eamons to ProDOS; if you send in a DOS 3.3 Eamon, you will 
get DOS 3.3 back.

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 $1.00 each (US & 
Canada; foreign $2.00 each). Please specify DOS 3.3 or ProDOS for the DDD (the 
Supplement is presently available in DOS 3.3 only).
______________________________________________________ 
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Dungeon Designs
______________________________________________________

Back to the Basics: Containers

by Tom Zuchowski

A container is any kind of artifact that can hold other artifacts inside of 
itself.  Most containers are simple boxes or chests, but this artifact class 
also includes things like desks, lockets, sacks, and so on. In fact, anything 
can be used as a container if the story requires that it be able to contain or 
conceal other artifacts.

Containers may be closed or open, locked or unlocked. Their initial state is up 
to you.  Once a container is unlocked or opened, it may not be closed again or 
relocked using the standard MAIN PGM programming. However, if the player puts an 
artifact into an open container, the container will "behave" as if it is closed, 
holding and concealing the artifact until the player again opens it.

Like doors, container key numbers default to artifact #99.  You must change this 
number to the artifact number of the actual key or to zero.  If you leave it as 
99, then the player must have artifact #99 in his possession to open the 
container.  If the adventure doesn't have 99 artifacts, the MAIN PGM crashes 
when the player tries to open the container.

Also like doors, containers have a Strength parameter that is in effect the 
container's "hardiness".  If the player has no key, he can attack a locked 
container and wear down its strength until it reaches zero, at which time the 
container shatters and can be opened. Try to select a container description that 
fits the strength number that you choose.  If the container is a lightly built 
wooden box then the strength should be around 10.  If it is a massive iron-bound 
strongbox then the strength can be in the hundreds.  Make some effort to have 
the container's description match its strength.

Let's do an example of a container.  Let's say that the container is a small, 
stoutly built, locked wooden box that contains an emerald.  The box is artifact 
#1, the key artifact #2, and the emerald artifact #3.  The box will be found in 
room 1 and the key in room 7. This example underlines all typed input:


ROOM-0  ART.-0  EFF.-0  MONS.-0

YOUR CHOICES ARE--
	1. ADD NEW ROOM, ARTIFACT, EFFECT, OR
		MONSTER
	2. (etc.)

ENTER KEY OF YOUR CHOICE (1-7) 1

DO YOU WANT TO ADD A ROOM, ARTIFACT,
	EFFECT, OR MONSTER (HIT KEY, RAEM) A

ENTER ARTIFACT NAME:
BOX

ARTIFACT DESCRIPTION:
YOU SEE  A SMALL  WOODEN BOX.   IT IS
ORNATELY FINISHED IN DARK VARNISHES WITH
SILVER  INLAYS.   YOU  CAN SEE  FROM ITS
CONSTRUCTION THAT IT IS STOUTLY BUILT.
THERE IS A SMALL KEYHOLE ON ONE SIDE.

VALUE : 5             (not worth much) 
TYPE : 4              (container) 
WEIGHT : 5            (not too heavy)
ROOM : 1              (found in Room #1) 
KEY# : 2              (Artifact #2) 
STRENGTH: 50          (moderately strong)
OPEN? : 0             (Open = 1; Closed = 0) 
USER #8 : 0           (doesn't matter)


ROOM-0  ART.-1  EFF.-0  MONS.-0

YOUR CHOICES ARE--
	1. ADD NEW ROOM, ARTIFACT, EFFECT, OR
		MONSTER
	2. (etc.)

ENTER KEY OF YOUR CHOICE (1-7) 1

DO YOU WANT TO ADD A ROOM, ARTIFACT,
	EFFECT, OR MONSTER (HIT KEY, RAEM) A

ENTER ARTIFACT NAME:
 STEEL KEY

ARTIFACT DESCRIPTION: 
YOU HAVE FOUND A SMALL STEEL KEY.

VALUE : 1		(not worth much)
TYPE : 9		(key)
WEIGHT : 1		(doesn't weigh much)
ROOM : 7		(found in Room #7)
USER #5 :		(doesn't matter)
USER #6 :		(doesn't matter)
USER #7 :		(doesn't matter)
USER #8 :		(doesn't matter)


ROOM-0  ART.-2  EFF.-0  MONS.-0

YOUR CHOICES ARE--
	1. ADD NEW ROOM, ARTIFACT, EFFECT, OR
		MONSTER
	2. (etc.)
ENTER KEY OF YOUR CHOICE (1-7) 1

DO YOU WANT TO ADD A ROOM, ARTIFACT,
	EFFECT, OR MONSTER (HIT KEY, RAEM) A

ENTER ARTIFACT NAME:
LARGE EMERALD

ARTIFACT DESCRIPTION:
YOU SEE A MARVELOUS LARGE EMERALD!  IT
HAS AN EXQUISITE COLOR AND WONDERFUL
CLARITY.  IT HAS BEEN CUT INTO AN OVALSHAPE WITH LARGE FACETS.

VALUE : 500	(valuable)
TYPE : 1	(treasure)
WEIGHT : 1	(doesn't weigh much)
ROOM : 501	(inside Artifact #1)
USER #5 : 0	(doesn't matter)
USER #6 : 0	(doesn't matter)
USER #7 : 0	(doesn't matter)
USER #8 : 0	(doesn't matter)

That's how it's done.  Be sure to print out the manual.  It has all this 
information and more in it, and you will find it a valuable reference.

The above example is not a complete printout of everything that you will see on 
the screen.  There are quite a few on-screen menus during data input that list 
the allowable inputs, so that you don't have to memorize such things as the 
artifact type of a key. In fact, the menus almost cover such information better 
than the manual does. 

The USER prompts seen with some types of artifact data input, such as the key 
above, are not used by the standard MAIN PGM programming.  They are made 
available for the purpose of adding extra data for special programming.  If you 
have not added any such extra programming, simply enter zero at each prompt (or 
hit Escape to retain the default value shown on the screen) and ignore them.
______________________________________________________ 
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Adventure Reviews
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#86 Castle Mantru - by Steve Constanzo

Reviewed by Tom Zuchowski

MAIN PGM Version: 6
Extra Commands: None 
Deleted Commands: None 
Special Features: HiRes screen at startup 
Playing Time: 1 hour
Reviewer Rating: 6.0

Description: You are summoned before King Stevron.  He wishes you to go to 
Castle Mantru, where the evil wizard called Crimson has hidden the magical 
Amulet of Wizdom, which was stolen from the king.  If Crimson has the amulet 
long enough, he will be able to use its powers to control the world.

It is rumored that the amulet is also where you will find Crimson deep in his 
castle.  It is also rumored that Crimson has many deadly monsters and traps in 
his castle.

King Stevron says that he will reward you well if the amulet is brought back and 
is not damaged.  Any special weapons that you find are yours to keep.  You will 
probably have to kill Crimson to get out safely.

Comment: This adventure isn't terribly sophisticated. It plays much like an 
earlier version of Eamon, with no hidden artifacts or locked doors to contend 
with, but it has the convenience of the shortened commands that version 6 
allows.  The descriptions and monsters are on this same level: short and simple 
but not exactly lyrical in their content.  The 76-room map is laid out well 
enough, and the room names and descriptions list available exits, a definite 
plus.

So while there is little of special note to make this adventure stand out, it is 
a competently done Sword & Sorcery dungeon and well worth a play.  The Hi-Res 
screen at the end of the intro is a nicely done line drawing of the Castle that 
was a very nice touch. As puzzles are nonexistent and the monsters are suitable 
for mundane weapons, I give this adventure a (3) for difficulty.  All in all, a 
superior beginner-level Eamon adventure. 
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#90 The Doomsday Clock - by Jim Tankard

Reviewed by Tom Zuchowski

MAIN PGM Version: 6 
Extra Commands: DISARM 
Deleted Commands: None
Special Features: Time limit 
Playing Time: 1-2 hours 
Reviewer Rating: 6.0

Description: You have been assigned to the embassy in Moscow, officially as an 
Air Force attache.  Actually, however, you are a highly-trained member of a 
covert branch of the CIA known as SOG, or Special Operations Group.  SOG was 
famous during the Vietnam War for its covert operations behind the lines in 
North Vietnam, including assassinations.

One night you are called to duty by your section chief, who looks like he is 
about to have apoplexy. He informs you that our agents have discovered an 
unbelievable but terrible plot -- the Libyans have succeeded in putting an 
atomic bomb somewhere in the  Kremlin and the thing is set to go off in a few 
hours! If the bomb explodes, the Soviets will think the Americans did it and 
launch their missiles, starting World War III!

It is your task to go into the Kremlin and find the bomb and dismantle it.  Your 
adrenaline starts pumping! This is the one you have been waiting for -- the 
assignment that will let you use all your training and skill, and save the world 
besides!

Comment: This adventure does a nice job of conveying the tension of the 
situation.  Every move that you make takes one minute, and the bomb goes off 
after two hours!  Each round prints an inverse bar with the remaining minutes on 
it.  It can really get on your nerves, which is a nice approximation of how you 
would feel if the situation was real.

The maps and descriptions of the Kremlin grounds give a pretty good feel for how 
it is laid out and what it must be like.  Descriptions and room names give 
available exits, an very important feature in Eamons with a time limit.  Good 
use was made of version 6 stuff, with notes, containers, and other features in 
ready abundance.  Jim supplies you with a full arsenal of modern weapons and 
special equipment for the task at hand.  All in all, a well-turned-out 
adventure.

Ok, if it's so good, how come I didn't give it a higher rating?  Well, 
essentially you have to fight and kill everyone that you meet.  While this is 
not unusual in Eamon adventuring, I was left wondering what the Soviets would 
make of a truckload of dead guards and KGB officers, bomb or no bomb.  Some 
special programming for special monster relations would have been a huge plus in 
this scenario. Secondly, the time limit is too short to find the bomb unless you 
happen to luck into it.  While I don't have a problem with a short time limit, 
it offends me that there is no way (that I could discover) to figure out where 
to look.  The Kremlin is a big place!  Lastly, I personally favor Sword & 
Sorcery stuff and don't get real excited about contemporary settings, as a rule.

Eamonauts who enjoy adventures that offer some real texture to their scenarios 
may favor this one. Hack&Slashers won't find much here to kill and maim. The 
puzzles are all within the normal bounds of what can be done with embedded 
artifacts.  Because of the time limit, you may have to play it more than once 
before you finally cover all the bases and manage to find and disarm the bomb.  
I give it a difficulty rating of (9) because of the game's complexity in 
relation to the time limit.

This is a pretty unique adventure and well worth a play; there's nothing else 
like it in Eamon.
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#97 The House of Secrets - by George Gunn

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: OPEN, DIG, READ, DRINK 
Deleted Commands: None
Special Features: None 
Playing Time: 1 hour 
Reviewer Rating: 6.0

Description: You are returning to the Inn and take a short cut, when you stumble 
over the bodies of several adventurers.  Their arms and armor have been stripped 
away, but you search them anyway.  On one you find a crumpled map and a note.  
The note vaguely mentions treasure and extreme danger.  Your purse is a bit 
light so you follow the map.  After a long trip, you close in on your goal.  In 
the distance is a stone building.  As you near the building, you spy a message 
engraved in stone:

	ENTER YOU MAY, BUT HEED WELL
	POWER THOU MUST TO ESCAPE
	MAGIC THOU MUST TO DRAGONS FELL 
	KEYS THOU MUST TO TREASURE TAKE.

You move on.

Comment: This adventure had a large, well-organized map.  It is somewhat 
misnamed; this "house" is manor-sized with several dozen rooms, courtyard, wine 
cellar, etc.  Combat wasn't especially bad for my advanced character's weapons.  
The inscription is partly right; you do need POWER and many keys to get past a 
number of obstacles.  But the dragon wasn't too difficult with my magic-level 
sword, though he did take some wearing down.  For a character with mundane 
weapons, there does appear to be a magical means provided to handle the dragon.

This is a nice, average-level adventure, certainly worth playing.  There's no 
quest; this is strictly a kill and loot scenario.  But it isn't a simple 
straight walk through.  There are several locked doors, and the keys are not 
exactly lying by each door!  I give it a (5) for difficulty.
______________________________________________________ 

#112 Hills of History - by Dave Smith

Reviewed by Tom Zuchowski

MAIN PGM Version: 6
Extra Commands: None 
Deleted Commands: None 
Special Features: None 
Playing Time: 1 hour 
Reviewer Rating: 5.0       Average Rating: 6.0

Description: You have been up for several nights in a row studying for your 
final exams at the College of Wizards and Wanderers.  Your history test is the 
one that really worries you.  There are so many historical figures and deeds to 
learn.  You suddenly remember an endurance potion that was given to you by a 
Senior you once did a favor for.  You take a large swallow.

Too late, you notice that the potion's expiration date has passed!  As the room 
begins to spin, your mind tries to focus on all the facts you have been reading 
about.  You must find your way out of this nightmare. Learn what you can while 
you fight history's villains and search for the treasures of our past.

Comment: You find yourself on a road in a strange land that is populated by a 
wide assortment of people from the history of the world.  As usual, there is no 
exit in sight and you must traverse the entire map before you find it.  While 
there is a fair amount of combat, it isn't too difficult to overcome your 
enemies. About the only puzzling consists of doing a LOOK in every room and 
opening embedded containers to find hidden keys and treasures.

The premise of the adventure works out well enough and the historical aspects 
are presented as well as you could possibly expect in single descriptions.  One 
item drove me nuts and lowered my rating of this adventure: Dave has set up 
every piece of water on the map as a death trap.  I guess that he assumes that 
your armor carries you to the bottom, and he permits you to enter the water 
without any warning or windup. Never try to go in a direction that might put you 
underwater and you will enjoy this adventure more than I did.  I give it a 
difficulty rating of (5).
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Bugs 'n' Fixes
_____________________________________________________

#1 Main Hall and Beginners Cave (ProDOS version)
Date: 5/11/91

The ProDOS Master was modified to display Mixed-Case (Lower-Case with 
capitalization) text.  If it detects the ID byte of a II+, it offers the option 
of using either Mixed-Case or all-Upper-Case text.  Also, the adventure launcher 
was significantly upgraded, offering improved menus and drive polling for 
painless pathname selection. 
_____________________________________________________

Graphics Main Hall                      (ProDOS version) Date: 5/11/91

The ProDOS version of the Graphics Main Hall now has the same improved adventure 
launcher as described above for the ProDOS Eamon Master. 
_____________________________________________________

#29 The Lost Island of Apple
Date Fixed: 3/27/91

Problem: NO BUFFERS AT 1150
Fix: Move (renumber) Line 1060 to 1800. 
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#90 The Doomsday Clock
Date Fixed: 4/1/91

Problem: You get killed if you successfully disarm the bomb.
Fix: In Lines 207, 1210, 26050, change DIS  to   DB 
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