		The Eamon Adventurer's Guild

			September 1994

News and Stuff

As I write this, it is September 1, and you may not see this newsletter for a 
couple of weeks, at least.  I'm late, but I have a good excuse: I got married on 
August 6.  Between moving and herding cats (I have four and she has six!), I 
haven't had time to scratch.  And if that wasn't enough, we took two weeks to 
visit my family in Missouri and to attend the LDRS high-power rocket launch in 
Kansas.
	________________

The past few months have been productive in shaking out some old Eamon 
adventures that never came my way.  I've also begun a program of finishing and 
releasing several partial adventures that I have that got lost in limbo as the 
authors apparently lost interest in working on them.  Besides "Bookworm 3-D", 
which is released in this issue, I have 3 more mostly completed Eamons in my 
file that have been sitting for a year or more.

People come and go in Eamon.  This is fine with me.  You might lose interest, or 
you might trade your Apple in on a newer system.  That's why I am seeking 
permission from the authors to put finishing touches on their works and release 
them.  If the adventure looks really promising, I may even get deeply involved 
in honing and testing and go for a co-author position.

Don't be fooled by the apparent "half-finished" final form of "Bookworm 3-D".  
The second half that I abandoned (see review inside) is so very inferior to and 
different from the excellent first half that nothing I could have done would 
have brought it anywhere near the same very high standards of fun and 
playability.

If I remember correctly, the NEUC actually had "B I Z A R R O" at one time, but 
decided not to release it in a fit of quality control. It's not that bad, though 
it is certainly no shining example of the Best of Eamon.

It is the EAG policy to assign a number to every Eamon, regardless of content or 
quality, so that we have a complete master catalog of every Eamon in existence.  
This may seem at odds with my policy of not releasing modifications of existing 
Eamons.  I agree, the potential for confusion exists.  But I can't get behind 
people who amuse themselves by performing large mods to other people's work.  
Let 'em write their own Eamons.
	________________

Besides the above-mentioned partial Eamons, we currently have three more new 
Eamons that are well along in development.  Chances are excellent that you will 
see them announced in the next issue.
	________________

There has been a minor disaster here, and the most recent update of the 
membership listing was lost.  I reconstructed it from the previous update and 
the financial records, but there may be a few errors.  Please check the mailing 
label on your envelope and make sure that your expiration date is correct.  
Thanks! 
	________________

The Eamonaut of the Month this time around is Ken Kill, for his offer of 
assistance to his fellow Eamonauts.  Ken wins any four Eamon adventures of his 
choice for his offer.  We also have the usual suspects for runner-up: Phil 
Smith, Jim Grosshans, Phil Schulz, and others who no doubt deserve recognition 
but don't come to mind as I write this.  Jim in particular deserves recognition 
for an endless stream of excellent ideas and suggestions.
________________________________________________
________________________________________________

EAMON ADVENTURER'S GUILD
Thomas Zuchowski, Editor

Membership/subscription fee for 4 issues: US-Canada: $7.00; foreign: $12.00; in 
U.S. funds This newsletter is published 4 times per year, in March, June, 
September, and December
________________________________________________

We are always looking for new material!  If you would like to publish your own 
letter or article in this newsletter, feel free to send one in. We make 
quarterly Eamon adventure giveaways to the best contributions.

If you would like to add your own Eamon adventure to the EAG list, send it on a 
disk to the above address.  It will be assigned an Adventure number, and tested 
for bugs and other problems before release.  An informal critique and disk with 
bug corrections will be returned.  Once released, you will be given any Eamon 
Adventure of your choice in exchange, and may be awarded several Eamon 
Adventures if your Eamon is of superior quality. 
________________________________________________ 
________________________________________________

BACK ISSUES:
NEUC 'Adventurer's Log':
	Mar'84, May'84, Aug'84, Oct'84, Jan'85, Mar'85 May'85, Aug'85, Oct'85, 
Jun'86, Jan'87, Oct'87

EAG back issues: 1988:  -   Jun, Sep, Dec 
	1989,90,91,92,93: Mar, Jun, Sep, Dec 
	1994: Mar, Jun

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

New Adventures
________________________________________________

#226 Bookworm 3-D		      by Robert Parker
#227 B I Z A R R O		      by Allan Porter
#228 Shipwreck Island	by Ron Ledbetter

"Bookworm 3-D" is a most unusual offering. Very funny! Reviewed in this issue.

"B I Z A R R O" is basic hack'n'slash with very little of interest.  Reviewed in 
this issue.

"Shipwreck Island" is a largish though simple "escape" scenario.  Reviewed in 
this issue.
_______________________________________________ _ 
________________________________________________

Letters 
________________________________________________

Big Red Computer Club will be closing at the end of 1994.  I am greatly saddened 
by this since they have been an excellent source of Apple II software.  It seems 
that if we are to continue using our beloved Apple II's, we must pull together 
to maintain the Apple II community. Please encourage everyone in the EAG to 
support the few Apple II businesses still around (perhaps less than 30!) as well 
as Shareware authors.  Soon we may only have Shareware and used hardware to buy.  
that's not so bad, but I wish I could do more if only I knew what.  I don't know 
about everyone else, but I'm not even close to retiring my IIe!

I've developed an extensive list of contacts across the nation (and overseas) 
for Apple II hardware/software and information.  If you or anyone else in the 
EAG is looking for anything, I may be able to provide some information.  I have 
collected a large stock of Apple II reference books and I've been programming 
6502 computers for 10 years.  I would LOVE to hear from other Apple II users.	
		- Ken Kill
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________________________________________________

Dungeon Designs
________________________________________________

Multi-Column Text Formatter

by Frank Kunze

(Ed. note: I was so impressed by the text parser in Frank's Eamon, "Adventure in 
Interzone", that I asked him to write it up for us.)

The following is a quick and efficient way to print text without wrap-around in 
any column width.  It can be easily integrated into the basic 7.1 MAIN PGM.

The text must be contained in the string variable A$ and the column width must 
be specified in the variable CP before use (this is normally automatically set 
at program startup). When you want to print your text, simply use the statement 
"GOSUB 11".

11  GOSUB 28
	: GOTO 16
14  IF LEFT$ (A$,1) = " " THEN
	A$ = MID$ (A$,2)
	: GOTO 14
16  IF LEN (A$) < = CP -1 THEN PRINT A$
	: GOSUB 52
	: GOTO 29
17  FOR K = CP - 1 TO 1 STEP - 1 
	: IF MID$ (A$,K,1) = " " THEN 
	PRINT LEFT$ (A$,K - 1)
	: A$ = RIGHT$ (A$,LEN(A$) - K)
	: GOSUB 52
	: GOTO 14
18  NEXT
	: PRINT "STRING TOO LONG
		ERROR"
	: STOP
28  F1 = PEEK (111) + PEEK (112) * 256
	: RETURN
29  IF PEEK (111) + PEEK (112) * 256 < F1 THEN POKE 111,F1 - INT (F1 / 256) * 
256
	: POKE 112, INT (F1 / 256)
30  RETURN
45  GOSUB 28
	: F2 = F1
	: PRINT D$"READ"ED$",R"R
	: INPUT A$
	: PRINT D$ : GOSUB 51
	: GOSUB 11
	: F1 = F2 : GOSUB 29

 (Delete the old Line 50.)

Explanation:

Line 14 stops any problems which would be caused by double spacing between 
sentences.

Line 16 checks to see if A$ is equal to or less than the column width set.  If 
so, it prints it, increments the line counter, and exits.

Line 17 starts a search for a space at CP - 1 characters and works backwards 
until it finds one.

Line 18 - If no space is found, then an error message is printed and the program 
halts.  This can only occur if there is a word longer than the column width.

Lines 28-29 circumvent string "garbage collection" by discarding A$ after use.

Line 45 reads in A$ from disk and calls the rest of this routine to parse and 
print it.

If you want to do something special to A$ such as convert it to all caps, put it 
in Line 11 after "GOSUB 28".

If you have any questions or need help integrating this routine into your 
program, write me with an exact description of what you're trying to do:

_______________________________________________

A Tour of the MAIN PGM 7.1  -  Part I

A description of the workings of the MAIN PGM.

45-50 string print subroutine
45 note the top of free memory and read in A$ from disk
50 perform screen pause calculation for A$ length; print A$; then recover the 
memory that A$ occupied
51-59 screen pause routine
51 print blank line, increment line counter by one
52 increment line counter by one 54 print blank line, increment line counter by 
3
56 print blank line, increment line counter by 2 58 check for full screen; if 
full then
59 pause screen and zero line counter
91-96 command error messages
98 normal return point for most commands
99 return point for Inventory, failed commands

100-200 YOU SEE routine
110-117 check status of Artifact light source
120 check status of SPEED spell
122-123 recovery of expended spell ability
	S2 is present level, SA is full ability;
	if S2 is less than SA, then increase by 10% 125 check room light; skip YOU 
SEE if dark
130 print room name
135 print room desc. if "seen" flag is zero
140 check for monsters in room
145 print monster desc. if "seen" flag is zero
150 print single-monster name
154 print multiple-monster name
155 print blank line if desc. was printed
160 check for artifacts in room
165 print artifact desc. if "seen" flag is zero 
170 print artifact name
190 print personal-weapon name if in room

200-290 Command parser
210 ask for "YOUR COMMAND?" 220 strip any leading spaces 
230 use last command if <RETURN> was input
240 find end of first word of command
250 assign command verb (V$) and object (S$) 260 strip leading spaces off object
270 check for verb match to direction command (N,S,E,W,U,D)
272 if not direction command, check for match to rest of command list
275 if no match to any command, print command list and go back to 210
290 if match was found, jump to command routine

300-495 PICK FOE routine
305 print blank line
310 foes present? if not, exit routine
320 find monsters present in room
330 if monster is neutral, look for another 
333 if single-monster, check courage level,  determine if monster flees room
334 if monster did not flee, proceed to combat 
335 check multiple-monster courage level, determine if monster(s) flee room
336 multiple-monster member(s) flee room
340 if multiple-monster has more than 8 members, limit combat rounds to 8 (on 
theory that a max of 8 	monsters could get in a hit in one round) (BAD LINE???)
350 assign monster as attacker (OF); determine if attacker is friend; if so, go 
to 400 
360 determine if attacker is only enemy in room 
370-380 find friendly defender (DF) for attack; go to 480
400-430 find enemy defender for attack 
480 proceed to DO BATTLE routine

500-900 for every-round special programming

3000-3390 MOVE routine
3010 abort move if enemy present
3020 assign direction (D)
3030 get exit data; if door then proceed to GATE/DOOR routine
3040 if valid room connection then proceed to GO routine
3060 check for exit to Main Hall
3390 abort move if invalid exit

3400-3430 GATE/DOOR routine
3410 find room on other side of door; if door is not locked nor hidden then get 
room connection and 	return to MOVE routine
3420 if door still hidden then abort move
3430 if door locked then abort move

3500-3590 GO routine
3530 move to next room, check monster status 
3540 get new room desc. and exits
3550 find number of exits from room
3560 get room natural light status and determine if room is dark
3590 exit to YOU SEE routine

3600-3670 ENEMY? subroutine
3610 initialize group monster strengths and hits 
3620 check each monster...
3630 determine if monsters from last room follow and bring them in new room
3640 if monster did not follow then next monster 
3650 determine monster friendliness
3660 add monster strength and hits into group totals and exit to calling routine

4000-4240 GET routine
4010 check for object of command S$; if "ALL" then go to ALL routine
4020 check to see if S$ is in room; if not, go to error message at 94
4030 if object weight is greater than 900 then abort with DON'T BE ABSURD 
message
4040 if object weight plus inventory would exceed ten times player's strength 
then abort with TOO 	HEAVY message
4050 if object is "prisoner" artifact than abort with TIED DOWN message
4140 get object; increase weight carried by player (WT); if player has no ready 
weapon and object is a 	weapon, proceed to READY routine
4150 exit to PICK FOE routine

4200-4240 GET ALL routine
4200 find all artifacts in room
4210 print name of artifact; if prisoner, skip 
4215 if weight is over 900 then skip
4220 if weight would add too much to player's carried WT then skip
4230 get artifact and print TAKEN
4240 increment line counter and check for screen pause

4600-4780 SYNONYMS subroutine
4610 find length of object name 
4620-4674 space for synonym data 
4675 exit to calling routine 
4680 compare synonym name to object name; if match, assign object name to 
artifact defined by synonym 	data

4700-4780 MONSTER SEARCH subroutine
4705 assign search locations to room and player inventory
4710 check for match between object name and monster names
4715 if no name match then return with F = 0 
4720 if name match found then check to see if  monster is in room or in player 
inventory
4750 increment F; if first match found then assign monster number (M) to match
4760 if name is an exact match then assign (M) and exit to calling routine
4770 check for additional matches
4780 exit to calling routine

4800-4870 ARTIFACT SEARCH subroutine
4801 assign all search locations to player inventory only; proceed to search 
(DROP)
4804 assign search locations to player inventory, room, and artifacts "embedded" 
in room (EXAMINE)
4805 assign search locations to room, artifacts "embedded" in room, and third 
location defined by calling 	routine (GET, REMOVE)
4810 check for synonyms; perform search for match to object name; abort if no 
match
4820-4830 determine if any artifact that is in one of defined locations matches 
name; if perfect match, 	assign artifact number (A) to match and exit 
subroutine
4850 search for additional matches; if found, ask WHICH DO YOU WANT? and exit to 
YOU SEE 4870 	exit to calling routine

4900-4920 GET S$ subroutine
4905 if room is dark then abort to YOU SEE
4910 if no object defined by S$ then as for one 
4920 exit to calling routine

5000-5150 DROP routine
5010 check for object of command S$; if "ALL" then go to DROP ALL routine
5030 check to see if player is carrying object; if not, go to print error at 91
5040 deduct object's weight from weight carried (WT); print "DROPPED" message 
and check for screen 	pause
5042 if dropped object was current carried light source, extinguish light and 
switch to room's natural light
5050 if dropping object increases weight carried beyond player's carrying 
capacity (eg: dropped object was 	something like a cart or wheelbarrow) then 
proceed to DROP ALL and dump entire inventory on 	ground
5060 if dropped object was ready weapon then change Ready Weapon status to 
unarmed
5070 exit to PICK FOE routine

5100-5150 DROP ALL routine
5100 search artifacts for those carried by player
5110 drop each to ground as it is found; print DROPPED and check for screen 
pause
5150 set weight carried to zero, mark player as unarmed

6000-6060 EXAMINE command
6010 check for object of command S$; find out if named object is an artifact 
present in the room or being carried; if not found then proceed to search for 
monster
6020 if object is an "embedded" artifact then change location to room to make 
visible
6032 if object is one of player's personal weapon then name it
6033 if object is hidden door then make door visible
6034 if object is drinkable then print number of swallows left; check for screen 
pause 6035 print artifact 	description; set "seen" flag to "seen"; exit to 
PICK FOE routine
6040 search monsters for match to object; if no match then named object is not 
an artifact nor a monster, 	so print YOU SEE NOTHING SPECIAL and exit
6050 print monster description; if group monster and uninjured then print THEY 
ARE IN PERFECT 	HEALTH; exit to PICK FOE routine
6060 print monster's health status; exit to PICK FOE routine

6500-6510 LOOK routine
6510 set room "seen" flag to zero (this will cause room desc. to be printed at 
next pass through YOU SEE 	routine); exit to PICK FOE routine
________________________________________________ 
________________________________________________

Bugs'n'Fixes
________________________________________________

#185 The Body Revisited   (DOS 3.3 ONLY)
Date Fixed: 6/29/94

Problem: DISK FULL on Save
Fix: Delete DOS from disk. 
________________________________________________
________________________________________________

Adventure Reviews
________________________________________________

#210 Return of Ngurct  - by Hoyle Purvis

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: None 
Deleted Commands: None 
Special Features: None 
Playing Time: 45 min. 
Reviewer Rating: 5.0

Description:  Once again, travelers and people in the area of the old ruined 
citadel are being attacked by odd creatures and strange robed figures.  You had 
thought the demon exiled from the Earth with the destruction of the medallion. 

Could someone have reconstructed the medallion? The King wants you to take a 
look into the situation.  To help you, he has sent runners to find and enlist 
the aid of those who helped you fight Ngurct before.

This time, the King wants you to wipe out the cult members, recover the 
reconstructed medallion, and destroy the demon Ngurct.  The King will give you 
5,000 gold pieces upon the successful completion of your task.

Comment:  As you can figure out from the title, this adventure is a sequel to 
"The Temple of Ngurct", by the Plamondon brothers.  Once again, you are tasked 
to get rid of the demon.

Hoyle is a "hack'n'slash" kinda guy, and this adventure will please people who 
share his tastes in Eamon adventuring.  There is a puzzle or two, but they 
aren't that tough.  Some of the combat, though, is very intense.  Be sure that 
you are well-prepared when you fight Ngurct!

Like all of Hoyle's adventures, this one is solidly crafted with a good map and 
few errors. It might have rated higher with me, except that there are lots of 
monsters and artifacts; by the time you reach the final confrontation you will 
have a following of about two screensfull of companions.  Make no mistake, you 
will need all the help you can get to nail Ngurct, but it got a little tiresome 
to wade through all those --IS HERE messages after every command.  I give this 
one a (7) for difficulty, mainly in staying alive during combat. 
________________________________________________

#226 Bookworm 3-D  -  by Robert Parker

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: TROLLSFIRE, PASSWORD, SUICIDE 
Deleted Commands: None
Special Features: Not finished (see below) 
Playing Time: 30 min.
Reviewer Rating: 7.5

Description:  'Hokas sits in jail.  An orc lies in a hospital bed.  Luke loves 
Laura, but doesn't want to tell Beth, his wife, who secretly loves Daniel, 
Laura's son.

	...wait...

Scratch that last sentence.  Where was I?  Oh, yes.  The Bookworm has once again 
disappeared!'

Comment: Robert Parker no longer has an Apple II.  Though he had been working on 
this Eamon for years, it was not finished before he lost his Apple.  It can be 
cleanly divided into two parts: the first half was a collaboration with Nate 
Segerlind; it is a send-up of the "Beginners Cave" and is hilarious!  The second 
half is set on a space station; it is much poorer in quality and is not finished 
in this release.

The first half is so good that we simply couldn't let it go unreleased.  Some 
special text and code has been added to permit the player to quit any time he 
wishes once the "Beginners Cave" segment is completed.   NOTE that the above 
rating is for the "Beginners Cave" segment only!  Players are welcome to explore 
the space station if they wish, but they will find it an unsatisfactory 
experience.

I was so unimpressed with the space station segment that I didn't feel that it 
was worth any attempt at debugging and cleanup.  I seriously considered deleting 
it completely from the database for this release.  'Nuff said.

I give a difficulty rating of (3).  This adventure is strictly for laughs, with 
absurd puzzles and super-lightweight foes.  You'll see 38 rooms of great stuff. 

One caveat: this is not exactly a "G"-rated adventure.  It touches on some, uh, 
mature themes and uses some language that give it something like a "PG-13" 
rating. ________________________________________________

#227 B I Z A R R O  -  by Allan Porter

Reviewed by Tom Zuchowski

MAIN PGM Version: 6.0
Extra Commands: HINT, RUN
Deleted Commands: EXAMINE, BLAST, HEAL, POWER,  SPEED, WAVE, SAY, LIGHT, OPEN, 
	PUT, DRINK, FREE 
Special Features: None
Playing Time: 30 min.
Reviewer Rating: 2.0

Description: 'A neighborhood has been terrorized!

'The police chief of De Bunk, Iowa, has called you to stop 5 renegade hackers 
who have barricaded themselves inside a local software publishing house.  These 
persons have lost their minds after feeding piles of confusing commands to 
innocent machines.'

Comment: As noted above, the EAMON.NAME file shows this to be version 6.  But it 
much more closely resembles a late-version 5 Eamon, as shown by the extensive 
list of missing commands.

As near as I can make out, the five renegades are the staff of the National 
Eamon Users Club, and I suspect that the house is John Nelson's.

This is a very simple adventure with 26 rooms, no puzzles, 7 bad guys, no secret 
doors, and no Quest.  It's not badly done, but there's little of interest to do 
or see, hence the low rating.

I put the difficulty at (6) for some pretty tough bad guys.  Apart from the 
strong opponents, this is a low-difficulty no-brainer. 
________________________________________________

#228 Shipwreck Island  -  by Ron Ledbetter

Reviewed by Tom Zuchowski

MAIN PGM Version: 6.0
Extra Commands: None 
Deleted Commands: None 
Special Features: 10-directions 
Playing Time: 1 hour
Reviewer Rating: 4.0

Description:  'As you were on your way home from your last adventure, which was 
across a distant ocean, the ship you were on became lost in a violent storm and 
for several days you drifted aimlessly until suddenly on the horizon you could 
make out what appeared to be an island.

'As you ship is washed ashore it is torn to shreds by the sharp coral near the 
beach.  It is several hours before you regain consciousness. And as you look 
around you find yourself on a deserted island.'

Comment: And here you have an exact reproduction of the introduction in its 
entirety.  This is a basic "escape" scenario.

Though there is 84 rooms, there's very little here to see and do.  The map 
breaks into three parts: 28 rooms of uninteresting beach, 25 rooms of a complex 
maze, and the rest jungle trails. You may rate this adventure lower than I did.  
I like breaking mazes, but if you hate mazes, you may be less pleased.  However, 
the maze isn't all that bad, with four of the maze rooms giving you exact 
directions on how to escape.

I put the difficulty at (4).
______________________________________________________
______________________________________________________

ProDOS Eamon Adventures
______________________________________________________

	EAG ProDOS Eamon Revision Dates:
	Date: 9/1/94		 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  08/04/93
21. The Quest for Marron	08/05/90  07/03/93
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  12/07/93
38. City in the Clouds		10/20/90  06/20/93
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  09/27/93
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  09/09/93
74. DharmaQuest			10/13/90  10/12/92
75. Temple of the Guild		03/17/91  02/06/94
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  06/03/94
93. Flying Circus		11/07/90  05/11/93
97. The House of Secrets	04/06/91
99. In the Clutches of Torrik	04/14/91
100. Sorceror's Spire		05/09/90  05/31/93
106. Camp Eamon	11/11/90  	07/11/93
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  10/25/93
129. Return to Moria		12/01/91  12/01/91
130. Haradwaith			11/27/90  01/12/94
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  11/28/93
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	01/14/94
150. Walled City of Darkness	01/23/92  01/23/92
154. A Trip to Fort Scott	06/05/90  09/30/93
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	01/14/94  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  05/15/94
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  09/18/93

Dungeon Designer Diskette  Ver.7.1 08/22/93
Eamon Utilities Diskette	08/22/93
Graphics Main Hall		05/23/91
______________________________________________________ 
______________________________________________________

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: (reserved)		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	4.3/6 a
2. The Lair of the Minotaur	D. Brown	4.4/5 a
3. The Cave of the Mind	  Jacobson/Varnum	3.2/6 a
4. The Zyphur Riverventure	J. Jacobson	5.7/7 a,f
5. Castle of Doom		D. Brown	4.6/6 a
6. The Death Star		D. Brown	4.0/8 a,f,g
7. The Devil's Tomb		J. Jacobson	5.0/7 a
8. The Abductor's Quarters	J. Jacobson	4.7/3 a,f
9. Assault on the Clonemaster  	D. Brown	3.7/3 a,f
10. The Magic Kingdom		D. Cook		4.0/4 a
11. The Tomb of Molinar		D. Brown	3.5/4 a,f
12. The Quest for Trezore	J. Jacobson	6.2/4 a,f
13. Caves of Treasure Island	Genz & Braun	4.4/5 a,f
14. Furioso			W. Davis	5.3/3 a
15. Heroes Castle		J. Nelson	4.5/2 a
16. The Caves of Mondamen	J. Nelson	7.4/5 a,f
17. Merlin's Castle		R. Hersom	4.5/3 a
18. Hogarth Castle		K. Nestle	4.5/2 a,f
19. Death Trap			J. Nelson	7.5/4 b
20. The Black Death		J. Nelson	6.5/2 a,f,h
21. The Quest for Marron	J. Nelson	7.0/3 b,f
22. The Senator's Chambers	J. Plamondon	4.9/5 b,f
23. The Temple of Ngurct	J&R Plamondon	7.2/4 b,f
24. Black Mountain		J. Nelson	7.0/4 b,f,h
25. Nuclear Nightmare		J. Nelson	6.0/3 b,f,h
26. Assault on the Mole Man	J. Nelson	6.5/2 b
27. Revenge of the Mole Man	J. Nelson	6.0/3 b
28. The Tower of London		F.& S. Smith	6.2/2 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	1.7/3 a,h
33. The Orb of Polaris		J. Nelson	6.7/3 b,f
34. Death's Gateway		R. Linden	6.5/2 a,h
35. The Lair of Mutants		E. Hodson	6.9/4 a,f,g
36. The Citadel of Blood	E. Hodson	6.0/4 a,h
37. Quest for the Holy Grail	E. Hodson	7.0/2 a,f
38. City in the Clouds		E. Hodson	7.2/3 a,f,g
39. Museum of Unnatural History R.Volberding	5.5/4 b,f
40. Daemon's Playground		R.Volberding	4.7/3 b
41. Caverns of Lanst		R.Volberding	5.7/3 b
42. Alternate Beginners Cave	R.Volberding	5.0/5 b
43. Priests of Xim!	      	M & E Bauman   	5.7/3 b
44. Escape from the Orc Lair	J. Hinkleman	3.8/4 b
45. SwordQuest			R. Pender	7.8/4 b,f
46. Lifequest			D. Crawford	2.0/1 b,f
47. FutureQuest			R. Pender	7.8/6 b,f,g
48. Picnic in Paradise		J. Nelson	6.0/5 c
49. The Castle Kophinos		D. Doumakes	7.0/2 b,f
50. Behind the Sealed Door	T. Berge	4.7/3 a
51. The Caves of Eamon Bluff	T. Berge	6.8/3 b
52. The Devil's Dungeon		J. Merrill	6.0/3 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	6.5/4 a
56. The Lost Adventure		J. Allen	6.0/1 a,h
57. The Manxome Foe		R. Olszewski	5.5/2 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	3.2/4 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	6.2/2 a,f,h
65. The School of Death		K. Townsend	5.5/2 b,f,h
66. Dungeons of Xenon		S. Bhayani	5.0/1 a,f
67. Chaosium Caves		S. Bhayani	3.0/1 a,f
68. The Smith's Stronghold	A. Porter	6.0/1 b,f
69. The Black Castle of NaGog	D. Burrows	7.5/2 b,f
70. The Tomb of Y'Golonac	R. Romanchuk	6.0/2 a,f
71. Operation Crab Key		J. Vercellone	1.0/1 a,h
72. House on Eamon Ridge	T. Berge	4.5/2 b
73. The Deep Canyon		K. Blincoe	7.0/3 a
74. DharmaQuest			R. Pender	7.9/5 b,f
75. Temple of the Guild		D. Doumakes	7.0/1 b
76. The Search for Yourself	D. Doumakes	7.5/2 b,f
77. Temple of the Trolls	J. Nelson	7.3/3 c,f
78. The Prince's Tavern		R. Davis1	9.0/3 b,f
79. The Castle of Count Fuey	D. Brown	5.7/5 a,f
80. The Search for the Key(80a) D. Brown	4.3/3 a,f
81. The Rescue Mission    (80b) D. Brown	7.0/2 a
82. Escape from Mansi Island	S. Starkey	5.0/1 b,f
83. The Twin Castles		J. Tankard	6.0/3 c,f
84. Castle of Riveneta		R. Karsten	5.0/1 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	6.3/3 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	8.0/5 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	3.2/4 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	3.0/1 a
99. In the Clutches of Torrik	J. Nelson	5.3/3 c,f
100. Sorceror's Spire		J. Nelson	7.5/5 c
101. Ground Zero		Sam		1.0/2 a,g
102. The Eamon Railroad		Sam		2.2/5 a,h
103. Top Secret			Sam		1.5/2 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      	7.7/3 c,f
108. The Mines of Moria		S. Ruby		8.2/4 c,f
109. The Forest of Fear		S. Ruby		6.3/3 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	6.5/2 c,f
114. Thror's Ring		T. Zuchowski	9.0/6 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	8.0/3 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. Davis1	8.2/2 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	9.2/6 c,f,i
125. The Mattimoe Palace	J. Actor	3.0/1 b,f,h
126. The Pyramid of Anharos	P. Hurst	7.3/3 c,f
127. The Hunt for the Ring	S. Ruby		6.8/2 c,f
128. Quest of Erebor		S. Ruby		6.0/1 c,f
129. Return to Moria		S. Ruby		8.6/4 c,f,l
130. Haradwaith			S. Ruby		7.0/2 c,f
131. Nucleus of the Ruby	K. Somers	6.0/1 c,f,j
132. Rhadshur Warrior		R. Pender	7.9/5 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	6.5/2 b
138. Starfire			E. Phillips	4.8/4 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	6.0/3 b,f,h
143. The Alternate Zone		J. Actor	6.0/2 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	8.7/3 c,f,l
148. Journey to Jotunheim	T. Zuchowski	8.2/4 c,f,i
149. Elemental Apocalypse	S. Ruby		7.8/4 c,f,n
150. Walled City of Darkness	T. Zuchowski	8.8/2 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	4.0/2 c
154. A Trip to Fort Scott	W. Trent	7.0/1 c
155. Tomb of the Vampire	Trent/Grayson	5.7/3 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	7.0/2 c,f
161. Operation Endgame		S. Ruby		8.9/5 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		6.8/2 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	8.1/5 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	5.2/2 a,f
171. The Pyramid of Cheops      R. Parker      	5.0/1 b
172. The Mountain of the Master M. Dalton	5.2/2 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	3.5/2 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	4.4/2 b
180. Gamma 1			R. Parker	3.5/2 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		7.8/3 c,f
184. Quest For Orion		P. Gise		5.4/5 d,f,i
185. The Body Revisited		R. Parker	5.0/3 d,f,i
186. Beginner's Cave II		J. Nelson	2.0/2 c
187. Batman!!			A. Geha		2.0/1 b
188. Encounter: The Bookworm	R. Parker	6.5/4 d,f,i
189. The Ruins of Belfast	D. Sparks	3.0/1 a,h
190. Shift Change at Grimmwax	D&A Sparks	4.5/2 a,f,h
191. Enhanced Beginners Cave	Brown/Nelson	5.0/1 c
192. Mean Streets		T. Tetirick	4.0/1 c,h
193. The Creature of Rhyl	R. Parker	7.0/1 d,f,i
194. Attack of the Kretons	N. Segerlind	9.0/2 d,f,i
195. The Training Ground	C. Hewgley	5.0/1 c
196. The Cat House		Anonymous	1.0/1 b,h
197. Star Wars-Tempest One	S. Averill	2.0/1 c,g
198. Revenge of the Bookworm	R. Parker	6.5/1 d,f,i
199. Quest of the Crystal Wand	R. Davis2	5.0/1 c,f
200. The Lost Isle		R. Davis2	4.0/1 c
201. The Caverns of Vanavara	C. Hewgley	5.0/1 c,f
202. The Plain of Srevi		K. Ivers	4.5/1 c
203. Lotto's Masterpiece	H. Haskell	5.5/2 d,f,i
204. Sanctuary			S. Ruby		9.0/1 d,f,l
205. Utterly Outrageous		P. Gise		6.5/1 d,f,h,i
206. Curse of the Hellsblade  Nelson/Zuchowski  -.-/0 d,f,i 
207. Eamon Renegade Club	P. Schulz	5.0/1 d,f,h,i
208. Assault on Helstar		P. Schulz	6.0/1 d,f,h

209. Apocalypse 2021		H. Purvis	5.0/1 d,f,g,i
210. Return of Ngurct		H. Purvis	5.0/1 d,f,i
211. Lair of the Marauders	H. Purvis	6.0/1 d,i
212. Haunted Keep		H. Purvis	5.0/1 d,i
213. Demongate			H. Purvis	7.0/1 d,i
214. Deathstalker's Castle	P. Schulz	6.5/1 d,f
215. Treasure Island		M. Anderson	6.0/1 d
216. The Pirate's Cave		M. Anderson	5.0/1 d,f
217. Eye of Agamon		H. Purvis	7.0/1 d,f
218. Return to Pendrama		H. Purvis	6.5/1 d,f,i
219. The City of Sorcerors	R. Osgood	5.0/1 a,f
220. Catacombs of Terror	P. Schulz	5.0/1 d,i
221. Count Dracula's Castle	R. Parker	2.0/1 b,f
222. The Halls of the Adept   Berge/Cottingham	7.0/1 b,f
223. Time-Shift			C. Sena		4.0/1 a
224. Prisoner of Darkness	P. Schulz	7.0/1 d
225. Adventure in Interzone	F. Kunze	8.0/1 d
226. Bookworm 3-D		R. Parker	7.5/1 d
227. B I Z A R R O		A. Porter	2.0/1 c
228. Shipwreck Island		R. Ledbetter	4.0/1 c

SD#137  Redemption		S. Ruby		9.5/1 d,f,j

	Dungeon Designer Diskette	Version	7.1
	DDD	7.1 Multi-Disk Supplement
	Dungeon Designer Diskette	Version	6.2
	Eamon Utilities Diskette
	Graphics Main Hall
	EAG Tutorial #1 (1988-1991)

