			The Eamon Adventurer's Guild

				June 1993

News and Stuff - by Tom Zuchowski

The big news this time is that Softdisk contacted me some months back about 
publishing a brand-new Eamon adventure in their monthly disk magazine.  I spread 
the word among experienced Eamon authors for them.  Sam Ruby picked up the 
gauntlet, and wrote "Redemption", which appeared in Softdisk #137, and is 
reviewed in this issue.

Since "Redemption" is copyrighted and owned by Softdisk, we lose one of the very 
best Eamons from the Public Domain, but everybody wins on this one.  Softdisk 
gets a great game for their monthly.  Sam makes $400 or so.  The EAG gets some 
terrific FREE advertising in Softdisk. Eamon in general gets a huge boost as 
thousands of people see for themselves how much better Eamon is now than it was 
years ago.

"Redemption" is definitely one of Sam's best. Don't miss it!  See the review 
inside for information on how to obtain your own copy.

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

On another front, I recently sold an article about Eamon to "II Alive" magazine.  
If you aren't getting "II Alive", you should look into it.  It's well worth 
reading.  The people at Quality Computers (who publishes the magazine) have long 
been friends of Eamon, including some Eamon stuff on the hard drives that they 
sell. Jerry Kindall, the editor of "II Alive", is a bit of a gamer himself.

Apart from that, QC is one of the last major bastions of Apple II support. They 
sell virtually everything that is available for the II and even go so far as to 
list their competitors in a little box in their advertising.

"II Alive" is published bi-monthly.  A one-year subscription costs $19.95 for 
U.S. subscribers ($30 Canada/Mexico, $40 foreign surface, $50 foreign air).  
With the recent demise of "A+/inCider", then "II Alive" might be for you. I like 
it.

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

Now that the EAG has been existence for five years, it's about time for a 
reality check and a contest!

This time, it's an essay contest.  Write and tell me what you like about the 
EAG.  What you don't like.  What you'd like to see added or changed.  What you 
would do different.  If it's something that costs money, how you would pay for 
it.

Prizes:  First prize will be one of my dwindling supply of Eamon notebooks.  The 
official Eamon notebook is a very nice three-ring loose-leaf binder, with padded 
vinyl cover, full-size Eamon dragon on the front, and EAMON in Olde English 
script on the spine.  The perfect place to keep your EAG newsletters!

Second prize will be any ten Eamon 5.25 disk sides of your choice.  There may be 
additional prizes, if I get lots of good input.

There is no criteria for judging the contest.  I will award the prizes to 
whomever I feel merits them.  Essay judging is always subjective, anyway.  You 
must submit your ideas and comments in writing; phone calls will not qualify.

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

On a related subject, I am going to start giving prizes for contributions to the 
EAG.  This will include binders, disks, back issues, and anything else I can 
come up with.  Tentatively, the best newsletter article submission in a given 
year will get a binder as a reward for a well-written article.

You can write about anything; it doesn't have to be reviews or "Dungeon Designs" 
columns.  I've  printed quite a variety of stuff over the years. I'm sure that 
we all remember Pat Hurst's "Eamon Lore" series with fondness, for example.

The more astute among you might equate this program with outright bribe-
offering.  Want to make something of it? <grin>  I don't mind writing the entire 
newsletter myself, but I feel that it better serves the Eamon community when a 
variety of viewpoints are offered.
________________________________________________
________________________________________________

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. ________________________________________________

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

EAG back issues: Jun'88, Sep'88, Dec'88
		Mar'89, Jun'89, Sep'89, Dec'89
		Mar'90, Jun'90, Sep'90, Dec'90 
		Mar'91, Jun'91, Sep'91, Dec'91 
		Mar'92, Jun'92, Sep'92, Dec'92 
		Mar'93

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

New Adventures
________________________________________________

		223 Time-Shift   by Corey Sena
		SD137 Redemption   by Sam Ruby

"Time-Shift" is a foray into a small dungeon. Reviewed in this issue.

"Redemption" is the first commercial Eamon adventure!  Published in Softdisk 
issue 137, just out May 1.  This is Sam's best 1-disk Eamon ever.  Reviewed in 
this issue. ________________________________________________ 
________________________________________________

Letters
________________________________________________

	May thy courage never waver,
	May thy heart never falter,
	May the fair maidens ever smile
		warmly upon your countenance,
	May Truth be thy cloak
		and Honor thy strong right arm.
	May thy sword ever be sharp
		and never fail thee,
	For our enemies are many
		and their strength as mighty oaks.
	Yet, valiant are we of the EAG,
		and ever shall we fight...
	As long as the software is free!

				Richard E. Hill
________________________________________________

(From GEnie's Apple II RoundTable:)

SHAREWARE SOLUTIONS II:
	AN EXCITING JOURNEY INTO THE FUTURE

(San Rafael, CA. May 6, 1993) Joe Kohn and Shareware Solutions is proud to 
announce a brand new publication for the Apple II family of computers - 
Shareware Solutions II: The Newsletter.  Written and published entirely by long-
time inCider/A+ Contributing Editor Joe Kohn, the premiere issue of Shareware 
Solutions II is scheduled to debut on July 1, 1993.

Joe Kohn has worked in a number of capacities in the Apple II world, including 
positions as Sysop of the Apple II Forums on The Source Information Network and 
as Freeware and Shareware Librarian for Big Red Computer Club.  He has been a 
Contributing Editor for The Apple IIGS Buyer's Guide and inCider/A+ and has had 
more than 150 articles about the Apple II published in those magazines, as well 
as in GS+, Call-A.P.P.L.E, Softdisk G-S and Scarlett.  His freeware 
"Connections" column has been reprinted by scores of User Groups world-wide, and 
his work with Apple II computers has been written about in GS+, Nibble, The 
AppleWorks Forum, Texas II, and the San Francisco Examiner.

Shareware Solutions II will provide timely information about new and classic 
public domain, freeware and shareware software, and will continue to provide 
subscribers with low cost access to that software via the mail.  Shareware 
Solutions II will also provide general information and solutions to help Apple 
II users, educators and hobbyists continue to use their current systems well 
into the next millennium.

In each issue, Joe will share useful hints and tips about using Apple II 
computers, will offer insightful reviews of hardware and software products, will 
provide money saving advice, and will offer tutorials and "how to" articles.  
All issues of Shareware Solutions II will include in-depth articles designed to 
help readers get more bytes for their bucks.  Subscribers will learn how to take 
control over their Apple II's for increased productivity and more fun. Shareware 
Solutions II will offer information that computer novices will understand and 
computer hobbyists will marvel at.  Shareware Solutions II will offer an on-
going source of news and views for the Apple II community, and will be an on-
going Apple II resource guide.

Available by subscription only, Shareware Solutions II will provide readers with 
at least 12 pages of fact filled and professionally written articles in each 
issue. There will not be any advertising. The North American subscription price 
is only $25 for 12 issues; for overseas air mail delivery, the cost is $40.

In the beginning, Shareware Solutions II will be mailed on a bi-monthly 
schedule, with the eventual goal of publishing one issue per month.

Make all checks or money orders out to Joe Kohn. US Funds Only. Sorry, but no 
charge cards, purchase orders or COD orders will be accepted.

(I've met Joe.  He really knows his stuff and this is very likely to be an 
excellent publication.  My check is already in the mail.  -  Tom) 
________________________________________________ 
________________________________________________

Dungeon Designs 
________________________________________________

In the past year, there has been some difficulty and bad feelings caused by 
misunderstandings between myself and one or two new Eamon authors. The problems 
could have been completely averted if we had each done a better job of 
communicating our opinions and plans.  So it seems well past time for me to 
discuss the subject of new adventure evaluation:

1) Sometimes a new author will write me and ask for help in setting up this or 
that special event that he wants to use in the adventure he is working on.  
Usually, the description of the proposed special event is very vague and doesn't 
begin to give me enough details or even an overview of the play behind the 
special event.

I can't properly help you unless you give me a detailed description of what you 
want to do and why.  More often than not, the author's original idea is either 
extremely difficult to implement or will never be seen by anyone because it 
requires obscure actions by the player.  But if I have enough details, I can 
almost always come up with modifications that are reasonably easy to program and 
will be seen by the player.

For example, I once received an adventure that had an enormous amount of special 
programming that only kicked in if the player character had a certain name.  I'm 
sure that you can see that the author hadn't thought this aspect out very 
rigorously.  It was a rather mundane adventure as originally submitted, but once 
modified to work for all players it became an excellent play.

Bottom line: be very specific in your requests for help. Always include a disk 
copy of your incomplete adventure.  I am more than happy to help you work out 
special programming ideas, if  you do all you can to enable me to see what you 
want.

2) The steps that I follow when working with new adventures are these:

a. A new adventure is submitted for assistance and/or evaluation

b. I look it over and playtest it.  I return an overview of my opinion of how it 
plays and a critique that lists plusses and minuses of the adventure, and any 
problems that I see.

Generally the list of minuses is much longer and more detailed than the list of 
plusses. Don't get shook by this; it doesn't mean that I think that the 
adventure stinks.  It's because the plusses are already OK, but the minuses need 
additional work to improve the adventure.

I will answer questions about special programming if I can figure out what the 
author wants to do.  If I can't figure out what he wants to do, I'll ask for 
clarification.  If he wants to do something that is very difficult to program, 
I'll explain the problems and recommend modifications to the idea, or may even 
recommend that the idea be scrapped.  If a disk was included, I will sometimes 
go ahead and make the program mods myself and return the disk.

c. After the critique is returned to the author, I sit back and wait for him to 
respond with comments or a modified disk.  I DON'T DO ANYTHING MORE UNTIL THE 
AUTHOR RESPONDS.

d. When I get a letter or new disk, I go back to step (b.) above.  If I see more 
problems or if more modifications are requested/required, I will again wait for 
a response.

e. Once the author is satisfied with the state of the finished adventure, it is 
assigned an adventure number and released to the public domain outlets.

Comment: The bad feelings mentioned at the beginning came about because of 
mistaken notions about my methods.  I returned a critique listing problems, and 
never heard from these people ever again.  Meanwhile, they were waiting for me 
to go ahead and release their adventures.  A year went by.  When I got around to 
noticing that I had never heard from them, the responses that I got were very 
hot.  One author assumed that I was ordering him around and refusing to release 
his adventures unless he rewrote them to my specifications. NOT SO!

Let's set some ground rules here.  If someone sends me a buggy adventure that 
has loads of bad room connections and database errors that cause fatal crashes, 
I am not going to spend a lot of time working on the adventure, since the author 
obviously didn't.  Usually about the fifth time it crashes or sends me to the 
wrong room, I quit and send a list of the problems that I saw to that point.  
But you must understand that I can't in good conscience release an Eamon that 
crashes every 50 moves.

There's no question that debugging an Eamon adventure gets old real quick. But 
if the author is too lazy to fix common database errors, I am not going to spend 
a dozen hours doing it for him.  If you really and truly don't know what you're 
doing wrong, write and ask for help. I'll be very happy to teach you how to 
recognize and fix the database errors.

Any time I get an adventure that has lots of badly-written text, full of line-
break, grammar and spelling errors, I always point out that such errors 
seriously detract from the adventure and tend to downrate it by two or three 
points. You don't have to fix them if you don't want to, but I won't do it, 
either.  I am willing to release it in this condition if you want me to. If you 
are happy with a (4) rating when you might have gotten a (7), who am I to argue?

IT'S OK TO DISAGREE WITH ME.  If you disagree with any of my criticisms, don't 
hesitate to tell me that I'm all wet.  This is your adventure, and we will do it 
your way. I only offer suggestions, not orders from On High.

Sam Ruby and I strongly disagree on several aspects of Eamon gaming.  The 
correspondence that we have exchanged over the years while calling each other 
idiots probably makes a stack two or three inches high.  But Sam learned from 
this, and has evolved his style to accommodate differing tastes in adventuring 
without compromising his vision of how his adventures should work.  I think that 
we all agree that Sam writes the best Eamons we will probably ever see.

Some people think that I have no right to criticize their adventures.  If they 
feel that way, all they have to do is tell me to butt out and release it "as-
is".  I'll do it.  But I have been directly involved in the development of 60 or 
70 Eamons.  I've played all 224 Eamons plus another half-dozen that were never 
released.  People send me Eamon ratings and often describe what they like and 
don't like.  I've been involved in numerous arguments about how an Eamon 
adventure should work and have developed an appreciation for differing tastes.

It used to be that I had a stable of knowledgeable playtesters and we got 
multiple assessments of new Eamons.  But one by one they dropped out, and 
presently no one is testing Eamons but me.  If you think that my critiques are 
rough, then you've never seen one from Pat Hurst!  It's a very humbling 
experience to send a "finished" Eamon to Pat and get back a list of 130 
problems, like Pat did with one of my own Eamons.  Pat took no prisoners, but he 
was always right.  I give him a great deal of credit for the quality of many of 
the high-rated Eamons, and for much improvement in myself, Sam, and Nate 
Segerlind, among others.

Bottom Line:  It comes down to this.  We  will offer criticism and suggestions, 
but we will do things your way.  All you have to do is tell us!  We are willing 
to release Eamon adventures with screwed-up text and plot problems, if you want 
us to do so.  We will not release Eamons that crash because of serious database 
and programming errors. Likewise, I'm not likely to release a 10-room, 2-monster 
Eamon (yes, I have received such). 

I have modified Main Halls coming out of my ears.  There's no market for new 
Main Halls, but it seems like everybody does one because it is a lot easier than 
writing a real Eamon adventure. (NOTE: if you are interested in collecting 
modified Main Halls, please let me know!  I have a reason for asking.)

It's my experience that the quality of an Eamon adventure is very closely 
related to the amount of time that the author is willing to put into it, 
polishing and spiffing until it is right.

This ability comes slow at first but improves with practice.  My first adventure 
is also my highest-rated one, but I spent hundreds of hours over a period of 
months getting it to that state.  The MAIN PGM went through over 140 significant 
revisions before release, with each revision encompassing dozens of 
modifications and a complete play-through. I certainly don't expect you to do 
that.  But it's a truism that the quality of an Eamon is directly related to the 
amount of playtesting that was done.  Think about it.
________________________________________________
________________________________________________

Bugs'n'Fixes
________________________________________________

#19 Death Trap
Date Fixed: 5/9/93

Problem: NBTL not properly updated when Dracula is killed.
Fix: In Line 7636, change   GOTO 7700
	to   FD%(1) = FD%(1) - MD%(DF,13) + MD%(DF,1): GOTO 7700
_______________________________________________ _ 
________________________________________________

Adventure Reviews 
________________________________________________

#16 The Caves of Mondamen       by John Nelson

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: OPEN, DRINK, READ, THROW
Deleted Commands: None
Special Features: None 
Playing Time: 1 hour 
Reviewer Rating: 8.0    Average Rating: 7.4/5

Description:  'You are summoned to the king, who says: The evil Mondamen, an 
evil deposed king from the South, has been amassing an army with which to attack 
our kingdom.  This would be bad enough, but now he has acquired the services of 
an evil wizard.

'The wizard is going to attempt to call forth the evil Vaprak.  If he succeeds 
his forces will be almost unstoppable.  Vaprak is an evil demigod worshipped by 
ogres and trolls.  By getting his help, Mondamen will have all the trolls and 
ogres in the land on his side.

'But Mondamen is leaving nothing to chance.  To be doubly sure of his success, 
the evil lord has captured the only daughter of king Kahn of Nexdor, a 
neighboring kingdom.  Mondamen is blackmailing Kahn into financing and aiding 
him.

'We need a brave warrior to enter his stronghold, kill the evil wizard before he 
can call up the demon Vaprak, and to bring back the daughter of Kahn.  Also, if 
the evil wizard succeeds in calling forth his demon, you will have to find a 
magic spell that will return the demon to his own plane.'

Comment:  This is typical Nelson fare, which is to say, pretty good.  It has the 
feel and flavor of a hack'n'slash foray, yet there are definite puzzling 
elements that add an extra dimension to the play.  The puzzles aren't deep and 
are mainly solved by finding the clues that are strewn about on scraps of paper, 
etc.

John has added a few of his trademark humorous touches that makes his work more 
fun to play. When I stumbled onto Mondamen's army, I quickly hunted for a 
magical way to escape; when I found it, I about fell off my chair with laughter.

It says a lot that this adventure is so highly rated even though it is very old 
and has none of the refinements of later versions.  You must type in complete 
commands and objects.  Screen pauses are almost nonexistent.

The difficulty rings in at about (8); many of the bad guys are pretty tough, and 
though the clues are easily put together, some are hidden by obscure secret 
doors.  And if you find a need for a puzzle solution before you have stumbled 
across the clues, you are dead meat.  Yet it's a relaxing play and I had fun. 
Just be sure to save early and often, and you'll enjoy it more.
________________________________________________ 

#93 Flying Circus       by Rick Krebs

Reviewed by Tom Zuchowski

MAIN PGM Version: 5
Extra Commands: READ, OPEN, UNLOCK, USE, EAT, PUSH
Deleted Commands: None
Special Features: Can heal companions
Playing Time: 1 hour
Reviewer Rating: 7.0

Description:  'Good day!  We apologize most sincerely to those of you who have 
bought this program, under the impression it was connected in any way with the 
humorous television series, 'Monty Python's Flying Circus'.  It is really an 
adventure based on World War I air heroes as compiled by Oscar Tritt.

'Good day!  We apologize for the previous apology.  That apology was unnecessary 
and appeared on this disk owing to an administrative error.  This program is not 
as stated in the previous apology, but does contain material from the humorous 
television series, 'Monty Python's Flying Circus'.'

Comment:  And so it goes.  This adventure is largely a collection of bits and 
pieces from 'Monty Python' skits.  If you are a fan of the show and can put the 
proper voices and emphases to the bits, you will likely enjoy it quite a lot.  
If you don't know 'Monty Python', it won't be nearly as good.  Much of the 
adventure doesn't even try to be overtly funny, but makes references that Python 
fans will enjoy spotting.

Bring some big guns; the bad guys are fairly tough.  On the other hand, you will 
pick up quite a few companions in your wanderings.  I never once had to use the 
heal spell on myself, but some enemies took quite a lot of beating with my best 
sword before they fell.

There is some puzzling in the form of imaginatively-hidden keys and magic 
doorways that require the answer to a riddle before you can pass.  Be sure to 
read descriptions closely and to examine likely-looking stuff mentioned in those 
descriptions; that's where the answers to the riddles will be found.  Here's a 
puzzle hint for you: what word rhymes with 'ding' and 'dong'?  Don't worry if 
this makes no sense now; it will be meaningful when the time comes.

I give this a (7) for difficulty, because you have to be on your toes to catch 
all of the puzzle clues.  Apart from that, it's a pretty easy play. 
________________________________________________

#223 Time-Shift by Corey Sena

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: SWIM, READ, OPEN, PULL, DIG 
Deleted Commands: None
Special Features: None 
Playing Time: 30 min. 
Reviewer Rating: 4.0

Description:  There is no actual intro text, but the story is basically this: 
you find yourself at the entrance of a small cave dungeon. You decide to explore 
it.

Comment:  This is a small 27-room dungeon. While there is no quest, a cave-in 
prevents your exit and you must find an alternate means of escape.  Strangely, 
the adventure's title has nothing to do with its content.  There is no time 
travelling that I could see.

For such a small, simple adventure, there is a surprising number of special 
items that kept my interest quite well.  I would likely have rated it higher if 
it had been larger.  There are a couple of death traps, but they are fairly well 
marked and are survivable if you luck into having the right artifacts with you.

I give it a (3) for difficulty.  I'd say that this is a good pick for the Young 
Eamonaut. ________________________________________________

Softdisk #137      Redemption      by Sam Ruby

Reviewed by Tom Zuchowski

MAIN PGM Version: 7 (heavily modified)
Extra Commands: ENTER, BUY, SELL, TALK, ASK, RESUME, QUIT
Deleted Commands: BLAST, POWER, SPEED, SMILE, REQUEST
Special Features: Requires 80-col. display; accepts lower-case input;
	standalone, does not use Eamon Master. Playing Time: 2-3 hours
Reviewer Rating: 9.5

Description:  It all started when you returned home from a long adventure to 
discover that a huge dragon was terrorizing the countryside, eating the 
livestock and stealing anything valuable.  The king's wizards and warriors had 
been soundly trounced by the dragon, who roamed at will with confidence because 
a prophecy said that he would die in his sleep, not in combat.

You hatched a plan to cast a huge golden statue, and let the dragon "steal" it, 
while you hid inside.  That night, you would emerge from the statue and kill the 
dragon as he slept.

To make a long story short, the plan goes badly. The dragon gets the statue, but 
you don't kill him and barely escape with your life.  The king, hardly amused at 
losing so much of his gold, convicts you of Treasonous Negligence of the Highest 
Degree, and sells you into slavery.

As the adventure opens, you have escaped from the Slavers.  After running for 
three days, you arrive penniless at the gates of a small village in another 
kingdom.  You quickly discover that they have a dragon problem as well.  Dragons 
have fabulous treasure hoards; if you kill this one you will have the means to 
repay the king. Can this be the means to your redemption?

Comment:  Nobody can do Eamon like Sam can, and he proves it again with this 
excellent offering. Presented by the Softdisk people with a 100K limit for the 
entire adventure, he still managed to stuff a complex storyline, varied map, 
plot development, numerous puzzles and special combat into this (for him) small 
space.  Furthermore, Sam tailored this adventure for newcomers to Eamon, taking 
special effort to make it wonderfully forgiving and easy to play without 
compromising the depth of the puzzles or encounters.

This adventure hinges on the new TALK and ASK commands.  Most of the play 
revolves around interacting with many of the characters, finding out what they 
know, learning how to approach people in power, earning money, gaining secret 
knowledge, obtaining your equipment and maps.  It all is deeply interlocked in 
the ways that Sam does so well.

This Eamon adventure requires an 80-column display, and may not work on a II+ 
without modification.  (Softdisk presently requires 64K and everything on issue 
#137 will work on a 64K machine.  However, some time in the next few months they 
will begin requiring 128K.)

This is in my opinion the finest single-disk Eamon that Sam has ever done, and 
in many ways could be argued to be his best work of any size. I found it to be 
an immensely good play.  Hack 'n'slashers may be disappointed, but anyone who 
enjoys complex Eamon scenarios will not want to miss this one! I give it a (7) 
for difficulty.

This Eamon adventure is commercial software.  You can not obtain it from the 
public domain but must buy it from Softdisk.  Non-subscriber price is $10.95 
plus $4.95 shipping charge.  Ask for Softdisk issue #137.

Credit card orders can call 1-800-831-2694

Mail orders should write:
	Softdisk Publishing
	P.O. Box 30008
	Shreveport, LA 71130-0008
______________________________________________________
______________________________________________________

ProDOS Eamon Adventures
_____________________________________________________

	EAG ProDOS Eamon Revision Dates:
	Date: 5/9/93		 40-col.   80-col.
1. Main Hall & Beginners Cave	06/06/91
5. Castle of Doom		02/24/90
8. The Abductor's Quarters	04/21/90
12. The Quest for Trezore	09/03/90
16. The Caves of Mondamen	03/28/90  05/08/93
19. Death Trap	05/09/93  	05/09/93
20. The Black Death		09/15/90
21. The Quest for Marron	08/05/90
22. The Senator's Chambers	02/26/90
23. The Temple of Ngurct	02/15/93  02/15/93
24. Black Mountain		08/29/90  02/25/92
25. Nuclear Nightmare		02/25/90
26. Assault on the Mole Man	10/03/90
27. Revenge of the Mole Man	10/06/90
28. The Tower of London		02/25/90
33. The Orb of Polaris		08/15/91  09/21/91
34. Death's Gateway		01/18/91  09/07/91
35. The Lair of Mutants		01/15/91
36. The Citadel of Blood	07/23/90
37. Quest for the Holy Grail	10/13/90
38. City in the Clouds		10/20/90
39. Museum of Unnatural History	01/22/91
41. Caverns of Lanst		01/28/91
45. SwordQuest	08/20/90  	01/31/93
47. FutureQuest	07/14/90  	12/01/92
48. Picnic in Paradise		08/08/90
49. The Castle Kophinos		08/11/90
51. The Caves of Eamon Bluff	10/23/90
53. Feast of Carroll		02/26/90
55. The Master's Dungeon	03/03/90
56. The Lost Adventure		01/29/91
58. The Land of Death		02/07/91
64. Modern Problems		02/19/91
68. The Smith's Stronghold	02/24/91
69. The Black Castle of NaGog	07/11/90  09/03/91
73. The Deep Canyon		03/06/91
74. DharmaQuest	10/13/90  	10/12/92
75. Temple of the Guild		03/17/91
76. The Search for Yourself	04/18/90  01/22/93
77. Temple of the Trolls	08/15/90  08/01/91
78. The Prince's Tavern		05/28/91  05/28/91
80. The Search for the Key	10/27/90
81. The Rescue Mission		10/27/90
86. Castle Mantru		03/23/91
87. Caves of Hollow Mountain	03/26/91
90. The Doomsday Clock		04/01/91
91. FutureQuest II		01/25/90  07/28/91
92. The Fugitive		11/02/90
93. Flying Circus		11/07/90
97. The House of Secrets	04/06/91
99. In the Clutches of Torrik	04/14/91
100. Sorceror's Spire		05/09/90
106. Camp Eamon			11/11/90
107. The Last Dragon		10/15/91  10/15/91
108. The Mines of Moria		04/18/90  09/29/91
109. The Forest of Fear		01/09/91
112. Hills of History           04/19/91 
113. The Life-Orb of Mevtrelek	11/15/90
114. Thror's Ring		03/05/90  05/04/91
117. Dungeon of Doom		01/15/91
118. Pittfall			06/18/90  09/02/91
119. Grunewalde			04/28/91
120. Orb of My Life		06/19/91  06/19/91
121. Wrenhold's Secret Vigil	06/02/90  11/08/92
124. Assault on Dolni Keep	05/09/90  05/21/91
126. The Pyramid of Anharos	03/15/92  03/15/92
127. The Hunt for the Ring	11/20/90
128. Quest of Erebor		11/24/90
129. Return to Moria		12/01/91  12/01/91
130. Haradwaith			11/27/90
131. Nucleus of the Ruby		  04/08/92
132. Rhadshur Warrior		10/03/92  10/03/92
137. The Ruins of Ivory Castle	04/26/92
138. Starfire	06/15/90  	05/21/91
139. Peg's Place		11/30/90
142. The Beermeister's Brewery	04/26/92
143. The Alternate Zone		05/01/92
145. Buccaneer!	07/31/90  	11/01/92
146. The House of Horrors	05/09/92
147. The Dark Brotherhood	04/11/90  05/27/91
148. Journey to Jotunheim	10/07/90  03/19/92
149. Elemental Apocalypse	01/06/91
150. Walled City of Darkness	01/23/92  01/23/92
154. A Trip to Fort Scott	06/05/90
155. Tomb of the Vampire	10/07/90
158. The Lair of Mr. Ed		12/25/90
159. The Bridge of Catzad-Dum	05/18/92
160. Monty Python & Holy Grail	01/25/90  03/20/93
161. Operation Endgame		06/29/91  06/29/91
162. Eamon 7.0 Demo Adventure	05/26/90
163. The Sands of Mars		03/17/92
164. A Real Cliffhanger		03/18/92
165. Animal Farm		04/02/92
166. Storm Breaker		01/09/93  01/09/93
169. The Black Phoenix		03/15/90  11/15/91
170. Ragnarok Revisited		09/15/90  03/10/93
183. The Boy and the Bard	06/20/90  04/10/93
188. Encounter: the Bookworm	05/31/92
191. Enhanced Beginners Cave	01/27/90
194. Attack of the Kretons	07/30/91  07/30/91
195. The Training Ground	02/12/90
196. The Cat House		04/20/92  04/20/92
198. Revenge of the Bookworm	06/06/92
204. Sanctuary			10/14/90  03/09/92
205. Utterly Outrageous		06/10/92
206. Curse of the Hellsblade	02/04/91  10/28/91
208. Assault on Helstar		06/21/92
211. Lair of the Marauders	07/04/92
213. Demongate			07/05/92
214. Deathstalker's Castle	07/15/92
215. Treasure Island		08/16/92
216. The Pirate's Cave		09/20/92
217. Eye of Agamon		09/13/92

Dungeon Designer Diskette  Ver.7.0 10/06/91 
Eamon Utilities Diskette	01/26/92
Graphics Main Hall		05/23/91
______________________________________________________ 
______________________________________________________

Eamon Adventure Listing
______________________________________________________


Newsletter issues containing bug fixes:

1. Main Hall & Beginners Cave  	1/85, 3/85, 5/85, 3/89, 9/89, 12/89, 3/90
2. The Lair of the Minotaur	1/85
3. The Cave of the Mind		1/85
7. The Devil's Tomb		1/85, 8/85, 12/88, 9/89
11. The Tomb of Molinar		8/84, 3/85, 12/88
12. The Quest for Trezore	8/85
13. Caves of Treasure Island	5/84, 8/84, 1/85
15. Heroes Castle		8/84, 10/84
16. The Caves of Mondamen	1/85, 9/89
17. Merlin's Castle		8/85
19. Death Trap			1/85
21. The Quest for Marron	8/84, 1/85, 3/85, 6/89
23. The Temple of Ngurct	8/85, 3/93
24. Black Mountain		9/89
25. Nuclear Nightmare		1/85
27. Revenge of the Mole Man	8/85
29. The Lost Island of Apple	6/91
30. The Underground City	5/84, 6/89
32. House of Ill Repute		8/85, 12/89
33. The Orb of Polaris		12/91
35. The Lair of Mutants		9/89
36. The Citadel of Blood	9/89
37. Quest for the Holy Grail	1/85, 12/90
38. City in the Clouds		12/90
39. Museum of Unnatural History 1/85, 10/85
41. Caverns of Lanst		8/85
42. Alternate Beginners Cave	1/85, 3/85
43. Priests of Xim!		8/85, 6/90
44. Escape from the Orc Lair	6/90
45. SwordQuest			5/85, 6/86, 9/89, 12/92
46. Lifequest			5/85
47. FutureQuest			8/85
48. Picnic in Paradise		5/84, 3/85, 5/85, 8/85, 3/92
50. Behind the Sealed Door	3/85, 3/85
53. Feast of Carroll	   	6/86
54. Crystal Mountain		8/85
55. The Master's Dungeon	8/84
56. The Lost Adventure		8/84
58. The Land of Death		8/85, 9/89
60. The Sewers of Chicago	9/89
61. The Harpy Cloud		10/85
62. The Caverns of Doom		5/85, 8/85
64. Modern Problems		8/85, 6/90
66. Dungeons of Xenon		8/85
67. Chaosium Caves		8/85
68. The Smith's Stronghold	3/91
69. The Black Castle of NaGog	10/87, 6/89, 9/90
70. The Tomb of Y'Golonac	8/85, 10/87
71. Operation Crab Key		10/84
72. House on Eamon Ridge	9/89
73. The Deep Canyon		1/85
74. DharmaQuest	12/88, 		12/90
77. Temple of the Trolls	3/85, 3/90
78. The Prince's Tavern		10/85, 3/90, 9/91
81. The Rescue Mission		8/85, 3/89, 6/89, 9/89
82. Escape from Mansi Island	1/87
83. The Twin Castles		8/85, 1/87
84. Castle of Riveneta		5/85, 6/90, 9/90
85. The Time Portal		9/89
86. Castle Mantru		10/87, 6/88
87. Caves of Hollow Mountain	8/85, 10/85
90. The Doomsday Clock		6/91
91. FutureQuest II		6/86, 6/88
93. Flying Circus		8/85
94. Blood Feud			8/85, 9/89
95. The Maze of Quasequeton	8/85
97. The House of Secrets	6/88
98. Slave Pits of Kzorland	12/89
99. In the Clutches of Torrik	6/86, 12/88
100. Sorceror's Spire		10/87
104. The Lost World		1/87, 10/87, 6/88
107. The Last Dragon		10/87, 9/90, 12/91
108. The Mines of Moria		10/85, 9/89, 6/90, 9/90
109. The Forest of Fear		9/89
110. Fire Island		1/87, 10/87, 6/88
113. The Life-Orb of Mevtrelek	6/86, 1/87
114. Thror's Ring		1/87, 10/87, 12/89, 3/90, 6/90 
115. The Ring of Doom		6/86, 1/87
116. The Iron Prison		6/86, 1/87, 10/87, 9/92
117. Dungeon of Doom		6/86, 1/87
118. Pittfall			6/86, 6/89
119. Grunewalde                 10/87 
120. Orb of My Life		1/87, 9/90, 9/91
121. Wrenhold's Secret Vigil	1/87
122. The Valley of Death	10/87
124. Assault on Dolni Keep	6/88, 9/88, 3/90
125. The Mattimoe Palace	6/86
126. The Pyramid of Anharos	10/87, 6/92
127. The Hunt for the Ring	10/87
128. Quest of Erebor		10/87
129. Return to Moria		10/87, 3/90, 9/90, 3/92
130. Haradwaith			10/87, 9/90, 3/91
131. Nucleus of the Ruby	10/87, 9/88
132. Rhadshur Warrior		10/87, 12/88, 12/92
133. The Final Frontier		12/90
134. Pyramid of the Ancients	10/87
138. Starfire			6/88, 9/88, 9/89
139. Peg's Place		3/91
140. Beginner's Forest		9/88
141. The Infested Fortress	6/88, 9/88, 12/88
142. The Beermeister's Brewery	9/88, 9/89
143. The Alternate Zone		10/87, 9/89
145. Buccaneer!			10/87
146. The House of Horrors	9/88, 3/90, 6/90
147. The Dark Brotherhood	3/90
148. Journey to Jotunheim	6/88, 9/88, 12/90
149. Elemental Apocalypse	9/89
150. Walled City of Darkness	9/88, 3/90
151. Eamon S.A.R.-1 (Deneb Raid) 9/88
152. The Computer Club of Fear	9/88, 12/89
155. Tomb of the Vampire	9/89, 12/90
157. Pathetic Hideout of Mr. R. 12/88
158. The Lair of Mr. Ed		12/88, 3/90
159. The Bridge of Catzad-Dum	12/88, 6/92
160. Monty Python & Holy Grail	3/90
161. Operation Endgame		9/89, 9/91
162. Eamon 7.0 Demo Adventure	9/89
164. A Real Cliffhanger		3/89
165. Animal Farm		3/90
166. Storm Breaker		3/90, 3/93
167. Expedition to the Darkwoods 9/89
169. The Black Phoenix		9/89, 3/90
170. Ragnarok Revisited		3/90
171. The Pyramid of Cheops	9/89
173. The House that Jack Built	9/89
174. Escape from Granite Hall	9/89
175. Anatomy of the Body	9/89
176. Dirtie Trix's Mad Maze	9/89
177. Shippe of Fooles		9/89
178. The Alien Intruder	    	9/89
179. The Wizard's Tower		3/90, 9/90
180. Gamma 1			9/90
183. The Boy and the Bard	12/89
186. Beginners Cave II		3/90
194. Attack of the Kretons	9/91
198. Revenge of the Bookworm	9/92
202. The Plain of Srevi		9/90

Dungeon Designer   Ver.7.0	3/89, 9/89, 12/89, 3/90, 6/90, 9/90, 12/90, 12/91 
DDD 7.0 Multi-Disk Supplement	9/89, 12/92
Dungeon Designer   Ver.6.2	6/89, 12/89, 9/90
Dungeon Designer   Ver.6.0	8/84, 10/84, 1/85, 3/85, 8/85, 10/85 
Eamon Utilities Diskette	3/90, 12/91, 3/92
Graphics Main Hall		3/90
General				12/88, 3/90
	Ver.7.0 MAIN PGM	9/89, 12/89, 9/90, 12/90, 12/91 
	Ver.6.2 MAIN PGM	12/89, 9/90
	Ver.6.0 MAIN PGM	8/84, 10/84, 1/85

		====  ProDOS-only fixes  ====

Dungeon Designer Diskette 7.0	9/90
Graphics Main Hall		12/90, 6/91
1. Main Hall & Beginners Cave  	12/90, 6/91, 9/91
117. Dungeon of Doom		3/91
148. Journey to Jotunheim	6/92
150. Walled City of Darkness	3/92
166. Storm Breaker		3/93
170. Ragnarok Revisited		12/90
194. Attack of the Kretons	3/91

