			The Eamon Adventurer's Guild

				September 1996

News & Stuff

CONTEST: I will give 6 disk sides, two EAG back issues, or a two-issue 
membership extension to the first person who can tell me how to beat Eamon #62 
"The Caverns of Doom", or Eamon #72 "House on Eamon Ridge".  Heck, I can't 
figure out how to beat them even while cheating!
		_______________________

MEMBERSHIP EXTENSION: Yes, it's that time again!  The Eamon Set sales haven't 
exactly set the world on fire, but they have been good enough to justify 
extending everyone's membership by one issue.  You'll find that your expiration 
date on the newsletter envelope label has been changed!
		_______________________

Speaking of the Eamon Set, I am extending the offer to December 31; the same 
prices and terms apply as stated in the June EAG.  I am very pleased to know 
that the entire Eamon collection is now safely in the hands of several people 
scattered around the country.  With all of our online libraries experiencing 
various levels of uncertainty, it's a Very Good thing to have all of our cookies 
stashed in a few more places.
		_______________________

KansasFest '96 has come and gone.  I had to miss it this year because of work 
obligations, but by all accounts it was a good one.  Two announcements stand out 
among the activities.  First is the release of Spectrum 2.1, said to be a major 
speed and convenience upgrade.

The second was the official announcement of GUS, an Apple IIgs emulator for the 
Macintosh.  GUS is an application that runs under the Mac OS. It is not an 
official Apple product, so it has no release dates or other goals to meet.  It 
is a labor of love by several top Apple programmers who remember the GS fondly 
and used this project as a way to learn to become better Macintosh programmers.
Right now GUS has some limitations, particularly with Ensoniq emulation, and it 
only runs on PowerMacs.  The word is that GUS is about seven times as fast as a 
GS on a good PowerMac.

Future plans are to make it run on 68K Macs also and there are plans to release 
it into open Beta test when it is a bit more complete.
		_______________________

EMAIL ADDRESSES: I've received email and regular mail from several EAG members 
that said, "My email address is XXX," and nothing more.  Please take note that I 
will not add your email address to the list in this newsletter unless you 
specifically ask to be included on it.

________________________________________________
________________________________________________

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
  1989,90,91,92,93,94,95: Mar, Jun, Sep, Dec
				1996: Mar, Jun

   Quantities of 1-5: $1.25 each  (NEW PRICE!)
   Quantities of 6 or more: $1.00 each
 
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________________________________________________

New Adventures
________________________________________________

   238	Sagamore		by Joey Czarnik

A very simple Hack'n'Slash foray.  Reviewed in this issue.
________________________________________________


Eamon on the Macintosh:  a guide to Apple II emulation for Mac users with Web 
connections

by Henry Haskell

We've all watched as Apple let the Apple II line slowly decline. But optimism 
reigns supreme, and not even Apple can suppress old II users' love of Apple's 
now-disinherited line.

Those of us with internet connections and 33 Mhz 68030 or better Macs can still 
have and use their favorite Apple II programs.  The Macintosh line has two well-
finished Apple II emulators as well as a few under development, including a pair 
that hope to bring the //gs to a Power Mac.

You may know about the $125 Apple IIe emulation card, which can be plugged into 
certain Macs, and requires a 5.25" drive.  But what I describe here is a simple 
Mac application that can use Apple II disk "images," which abound on the 
internet, and work just like the old 5.25"s they are made from, except they are 
documents.

The two best emulators are "IIe," currently in version 2.0.3, and "STM" 
("StopTheMadness") now in version 0.88r.  IIe emulates the Apple //e (surprise!) 
and STM emulates the ][+.  Both emulators can be found on the World Wide Web at
http://ultrix5.csubak.edu/~jstiles/emulator/appl e2/index.html.

Here are a few comparisons that reflect my experience.  STM needs about 1 MB of 
RAM, and IIe needs at least 1.35 MB; STM requires that your computer be in 256 
color mode, but IIe requires only color of any sort.  IIe emulates a 128k IIe, 
expandable to 1M.  STM emulates a 48k ][+, expandable to 64K.  If you want to 
run programs that require an enhanced //e, go straight to IIe. However, DON'T 
expect EITHER program to run PRODOS. Even though I think they should, I cannot 
get them to run it yet.  Hopefully, this is just my own obtuseness, but I'm 
flummoxed.  Another comparison is financial: STM is freeware, while IIe is $25 
shareware, with an annoying enforcement mechanism. Finally, IIe runs a bit 
slower than STM.

I find these comparisons less important than the fact that IIe is more versatile 
in small things, like its superior joystick support, and in one BIG thing -- it 
can read and write more easily to more kinds of disk images than can STM.

STM can read the standard ".dsk" emulator disk image.  It cannot save to such 
disks, however, but saves only to the "nibbleized" format, by creating an 
entirely new disk first -- this process is slow, and easy to forget.  STM's 
option of creating a memory image of STM's processor and RAM, is not compatible 
with some programs, particularly the Graphics Main Hall.  On the other hand, IIe 
can utilize every kind of disk image I have ever found (choose compatible 5.25" 
read/write in the preferences.)

You'll need some Eamon adventures to try these emulators out on. The EAG 
supports one ftp site:
ftp://ftp.gmd.de/if-archive/games/appleII/eamon/ guild/dsk/.  For old favorites 
other than Eamon, try asimov at ftp://ftp.asimov.net/pub/apple_2/.

Disk images are usually compressed with Gzip, and must be unpacked with MacGzip, 
available at
http://persephone.cps.unizar.es/General/gente/spd/gzip/gzip.html. STM and IIe 
both have specific instructions in their documentation that direct you to assign 
a certain program type and creator to every disk image. If these are not set 
right, the emulator will not recognize the disk image, even though it is there 
on your desktop!  You can set these with MacGzip while unpacking them. If you 
make a mistake, a control panel called Snitch 2.0.2 is an easy way to change 
these settings -- look it up on The Mac Hack Page at 
http://members.tripod.com/~Buzzguy/z.

Emulators are not yet very polished, not even IIe 2.0.3, and it takes a little 
practice to get used to them.  Be prepared to read the manuals even before 
booting a disk -- that is, a disk image.  But the pains are worth it, if only 
because we now have a way to carry Eamon and our other old favorites into the 
future with us.

________________________________________________
________________________________________________

Eamon Walk-Through
________________________________________________

A Walk-Through of Eamon #147

"The Dark Brotherhood"

First, for those who want to solve it themselves, here are some hints:

As Pindar Rambis tells you, this is a battle between Good and Evil, and you are 
on Good's team.  This means that you do not want to be doing things of a 
questionable nature.  If you do bad things, your soul becomes tarnished and you 
become easier pickings for Mlat in the ultimate confrontation. Probably the 
safest rule to follow is to do nothing that does not seem noble to you.  You 
will have to do some bad things to achieve your goal, but they will hopefully be 
offset by your good deeds.

Note that your blessed weapon will have special capabilities and is the ready 
weapon of choice, but it will decidedly not be up to the task of doing battle 
with a god.

A disguise might save you a lot of trouble in Mlat's temple.

This Eamon is loaded with hidden and embedded artifacts. Be sure to read the 
descriptions very carefully, and LOOK at anything mentioned that seems remotely 
interesting.  This will enable you to find things that you need, like a lamp, a 
key, an ally and citizens who need help; and it will also prove to be a rich 
reading experience, greatly adding to the ambience and to your gaming enjoyment.
		______________________

Let's begin the Walk-through:

Pat has programmed a number of alternate ways of doing things.  To the best of 
my knowledge, the following is the most trouble-free route to your goal of 
recovering the legendary Shroud of Phrax and returning it to Him.

The first thing to do is take a LOOK around.  LOOK at the lamp and get it.  In 
fact, make a point to LOOK everywhere you go, and LOOK at anything that looks 
interesting in any description.  You'll enjoy the depth of the reading 
experience and find all kinds of interesting stuff.

Go south into the temple and listen to Pindar Rambis.  Note what your ready 
weapon is, because that is the one he blessed.  You'll find that

it's pretty much impossible to dispatch the Undead with anything but a blessed 
weapon. (I was intrigued by the blessing.  Does anyone else read it as sounding 
like, "Lotsa hooey, Bud's own goody?"  Pat has planted several puns and jokes in 
this Eamon, if you watch closely for them.)

Go North, LOOKing as you go.  Heal the Dragoon.  Don't try climbing on the 
rubble.  Go back South to the Plaza.

Go West down the Avenue of Swords. You'll find a couple of companions, but 
nothing else of note.

Head East on the Avenue of Temples.  Wear the ring.  If you got the lamp, you 
don't need the torch.  If you are stuck with the short-burning torch, it can be 
randomly renewed with POWER, but it's not really a very good tool.  Ready the 
crowbar and ATTACK the rubble to open a hole.  Ready your blessed weapon, and go 
East through the hole.  Get the board and continue East.

Try to GET the burning timber to rescue the trapped citizens.  Your efforts 
don't help them, but your soul gets credit for the effort.

Head East.  Kill the fiend first, because it can sap life force (hardiness) 
permanently!  Don't go North into the Phracian Fields; the Undead will 
(literally) have you for lunch.  Stay out of the forest, too.

Go South into the crater.  (I hope that you are continuing to LOOK at 
everything!)  The sign removes all doubt that this is the remains of Mlat's 
temple.  Light the lamp and go South into the temple.  Go West and wear the 
robe.  Go South twice.  Drop the board to the East, and go East twice.

Hmm.  A wooden floor here.  Check it out and open the trapdoor.  Go Down.  Say 
MLAT to get past the Templars.  Go North and check out the mines. Kill the 
overseer so you can get his key.  Get the climbing rope.  Free the human 

Thralls.  The humanoids won't like you, so leave them chained up.  Don't pass 
the grate at this time.  The bone golem will ignore you. Leave the mines.

This time, go West from the Templar guards and investigate the place. If you 
don't want Mlat to get your soul, don't indulge in any of the vices available 
here!  In fact, you will lose one or two of your companions to vices if you 
wander from the hallway (the "straight and narrow", if you will). Once you get 
to the Room of Supplication, kneel on the rug.

Go West and look around the rooms here. Read the book and the missal.  Check out 
the shrine and the face, and read the shrine.  While standing before the shrine, 
say I AM ONE WITH MLAT.

Whoops, trapped in a killing box!  Fortunately, your robe disguise saves you. Go 
South and look around these rooms.  Leave the Brothers alone, and they won't 
recognize you in your disguise.  Read the tome. LOOK while at the altar. A 
secret passage South!

Now would be a very good time to do a SAVE.

Go South.  Ignore the torturers and leave the victim alone.  Go West.  Uh-oh.  
These guys see through your disguise, and they're spellcasters!  Say RAMBIS to 
get some help, and start slugging.  Be sure to keep your health up; those spells 
hurt a lot!  If Rambis' avatar gets killed, you can again SAY RAMBIS to conjure 
up a new one, but if you've still got all your companions, he should survive.

Another face.  Say I SEEK THE CARESS OF MLAT.  LOOK at the well.   DROP the 
rope.  Remember the passage from the tome?  This is your weapon to face Mlat 
with!  Get the Sword of Virtue and ready it.

OK, time to face the music.  Go Up, and be sure to get the rope. Go East. Ignore 
the Gatekeeper.  Attack Mlat!  The Sword of Virtue does the hard work here.

Hey, we're back at the shrine.  The Shroud!  Get it, and then leave the Halls of 
the Brotherhood.  Again say I AM ONE WITH MLAT to rise through the floor.  
Return to the grate in the mines and go through it.  Go North to the brink of 
the chasm.  Ready your blessed weapon, then drop the rope.

Kill the Crypt Terror.  Go North, and kill the Lich.  Go North again.  Yow! 
What's this fungus?  You can't kill it, so get away from it! Go East.

A grove.  Phrax himself!  He takes the Shroud and gives you a gift.  Wear the 
Hand of Phrax.

You find yourself in the Phracian Fields.  Go South onto the Avenue of Temples, 
and head to the Main Hall on the Avenue of Swords.  Answer <Q> and quit the 
game.  You've won!

________________________________________________
________________________________________________

Bugs'n'Fixes
________________________________________________

Eamon Dungeon Designer Disk 7.1
	MAIN PGM  (DOS 3.3 ONLY)
Date Fixed: 5/25/96

Problem: SYNTAX ERROR IN 31100
Fix: In Line 31100,
	change   B%( > 2))   to   (B% > 2))
________________________________________________

Eamon #42 Alternate Beginners Cave
Date Fixed: 5/25/96

Problem: Failure to READ (artifact) results in YOU CAN'T DRINK THAT message.
Fix: Add this line:
	20060 PRINT: PRINT "YOU ARE HOLDING
	 NOTHING BY THAT NAME    THAT CAN BE
	 READ.": GOTO 100
________________________________________________

Eamon #66 Dungeons of Xenon
Date Fixed: 6/26/96

The Speed-up mods were added.
________________________________________________

Eamon #82 Escape from Mansi Island
Date Fixed: 7/25/96

The Speed-up mods were added.
Also, Line 1060 was moved to 1200 so that the MAXFILES Line 6 could be deleted.
________________________________________________

Eamon #229 Firestorm
Date Fixed: 5/25/96

Problem: GOSUB errors
Fix:
Replace Line 6050 with this Line:
	6050 R = M + 600: GOSUB 45

In Line 22140,
	change   GOSUB 7638   to   GOSUB 7640

________________________________________________
________________________________________________

Eamon Reviews
________________________________________________
 
#62 The Caverns of Doom		by Matthew Mullin

Reviewed by Tom Zuchowski

MAIN PGM Version: 5.0
Extra Commands: DRINK, UNLOCK
Deleted Commands: None
Special Features: None
Playing Time: 1-2 hours
Reviewer Rating: 3.0	Average Rating: 3.0/2

Description: "You have been chosen to journey into the Caverns of Doom to 
recover the stolen machinery desperately needed by the Apple Computer 
Corporation for their new computer, the Apple IIe.

"The town will reward you for each piece of machinery returned.  In addition, 
Hokas Tokas says that he will reward you himself."

Comment: This Eamon starts with much promise, but it is not well turned out and 
shows a severe lack of final polishing.  There are tons of text errors of just 
about every kind.  The room exits are usually well enough marked on this 100-
room map, but there are several significant room connection errors.

There is no theme to the adventure.  You'll see Egyptian pharaohs, mad 
scientists, dinosaurs, demons, Superman, evil priests, and more. That probably 
lowered my rating as much as anything.  There are several death traps. The 
artifacts are apparently quite heavy; I was unable to carry more than a handful 
at any time.

This is not an easy Eamon.  Between the mapping problems and some tough bad 
guys, a difficulty rating of (8) is none too high.  But there's more.  I could 
find no way to exit the dungeon after having completed the Quest! Spelunking the 
MAIN PGM with Program Writer revealed that the UNLOCK command does nothing 
except set a variable that is not used anywhere else.  I can only conclude that 
this is yet another bit that didn't quite get that final polish.

Hint: when carrying the sword TELON, you will be randomly teleported every 15-20 
moves.  There is no text or message, it just happens.  It looks like a bug, but 
it's that way on purpose.
________________________________________________

#66	The Dungeons of Xenon	by Sam Bhayani

Reviewed by Tom Zuchowski

MAIN PGM Version: 4.0
Extra Commands: READ
Deleted Commands: None, no SAVE
Special Features: None
Playing Time: 1 hour
Reviewer Rating: 5.0

Description: "An evil man is building up an army and is planning to take over 
the Main Hall.  I was once a prisoner in his concentration camp.  I escaped and 
came to the Main Hall to warn a brave and loyal Free Adventurer like you.  You 
must stop this evil man. His name is Xenor.  The way to find him is that you 
must venture into the DUNGEONS OF XENON.

"The dungeon leads to his hide-out.  You go past the dungeon and through the 
forest of Eldar.  Along the way you will meet five friends.  Now remember, you 
must kill Xenor.  The Main Hall is at stake and we're all depending on you."

Comment: Well, I saw no army, so you don't have to worry about fighting one.  
And I have a sneaking suspicion that this is supposed to be named "Dungeons of 
Xenor", but there you are.

This Eamon will be of interest primarily to the young Hack'n'Slash crowd. It has 
one death trap, a couple of unimportant signs to be read, no artifacts other 
than weapons and treasure, and "lots of bad guys.

This feels mostly like a largish Beginners Cave, with a bit of humor and a mixed 
bag of monsters.  Being a very early-version MAIN PGM, it requires that the full 
command be typed, but I did not find that to be a big deal, given its simple 
nature and the repetitive nature of combat (type command, hit return, hit 
return, hit return...)

The map is not bad at all, nicely laid out and written, though the room 
descriptions were often very simple.  There appears to be a couple of bad room 
connections near the end, but it felt intentional to me, to fake a simple maze.

It gets a (4) for difficulty, and it is that high only because there is no SAVE 
command.  This is definitely a good pick for the Young Eamonaut.
________________________________________________
 
#68 The Smith's Stronghold	by Allan Porter

Reviewed by Tom Zuchowski

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

Description: "The Wizard Frobos has commissioned you to secure a dragontooth 
from the lair of the White Dragon beneath the smith's stronghold."

Comment: Here we have a pretty straightforward Hack'n'Slash Eamon, with a large 
map and well-written room descriptions.  The play is to check out a smithy and 
the passages hidden below it.  LOOK appears to do nothing special at all; there 
are many secret passages, but you can only find them by simply trying every 
direction in every room.  There is one "Gotcha!" no-warning death trap.  The 
monsters and weapons are somewhat boring, with names like DWARF10 and VIPER7.

No mental heavy lifting at all.  Just check out all the passages and kill all 
the bad guys.  I half-expected to get slammed by the dragon once I got the 
tooth, but all I saw was one quick glimpse of him and then he was gone.  
Difficulty rings in at (5).
________________________________________________

#75 Temple of the Guild		by Don Doumakes

Reviewed by Tom Zuchowski

MAIN PGM Version: 5.0
Extra Commands: None
Deleted Commands: None
Special Features: See below
Playing Time: 10-30 min.
Reviewer Rating: 6.0	Average Rating: 6.5/2

Description: "At the Temple, you can get as involved or as uninvolved as you 
please in a variety of attractions. You may leave the Temple with permanently 
elevated hardiness, agility, or charisma, for example.  Perhaps you will choose 
a new name. There are opportunities to win gold, and several ways to spend or 
lose it.  There are also a few ways to get killed."

Comment:  The description pretty well sums it up.  This is a formalized "Monty 
Haul" adventure where you can easily bump up your stats or your cash in a way 
that is more "honest" than using the character editor.  There are four parts:

Bureau of Names: here you can change your name or the name of a weapon.

Sheepskinner Casino: you can play roulette or bet on wrestling matches.  (You'll 
make a lot more money if you bet negative amounts of cash.)

Gladiator's Pool: fight robots in an arena for pay.  The pay varies from 75GP to 
10,000GP, but I found them all easy to kill.

Adventurer's Proving Grounds: an easy 18-room dungeon where you can win an extra 
point for your hardiness, agility, or charisma for a fee.

The concept is unique, but I confess that I was not quite bored as I worked my 
way though the place.  Bob Davis gave it a (5) for difficulty, but this seems 
exceedingly high to me.  I think that the difficulty is something closer to (3).
________________________________________________

#79 The Castle of Count Fuey	by Donald Brown

Reviewed by Tom Zuchowski

MAIN PGM Version: 4.0
Extra Commands: HIT, FREE, OPEN, DRINK
Deleted Commands: None, no SAVE
Special Features: "Tournament" game: timed play
Playing Time: 30 minutes per attempt
Reviewer Rating: 6.0	Average Rating: 5.8/6

Description: "Baron Hador, being the kind soul he is, took in a man who had 
collapsed in front of his castle.  The next morning he man was gone, and a 
search showed that gone too were certain private papers, the Baron's crest, and 
Tanya his daughter!

"The Baron has asked you to recover the stolen items and rescue his young 
daughter.  Knowing a little bit of magic, he will teleport you inside the castle 
where you can search.

"He told you, "I will be able to arrange a distraction that will keep the Count 
out of his castle for an hour and a half.  You'll be doomed if you are there 
when he returns.  Therefore, I will teleport you back when the time is up."

Comment: This is one of Brown's best Eamons.  It is not a complex play, but is 
simple like most early Eamons were.  But the time gimmick greatly heightens the 
tension.  Every move gives you the time elapsed, and I found myself trying to 
plan how to shave seconds and minutes from my search.

The timings are nicely done.  You get a readout to the second, and the timings 
seem reasonable for the moves made, except for movement.  Each room move 
consumes an entire minute, the time required for most people to walk a city 
block!  You are not penalized for typos.

You are scored at the end of play.  You get points for each GP of loot, plus 
bonus points for the three things you were tasked to recover.

The "90 minutes" of play generally took me about a half-hour.  I was not 
successful in rescuing Tanya on my first attempt, but just made it in my second 
(the map is a set piece and does not vary from play to play). She is hidden 
magically and was difficult to find.  This plus the time limit puts the 
difficulty at about (7).

Two hints: EXAMINE is an important command.  And be sure to watch for unusual 
characteristics in the descriptions.
________________________________________________

#82 Escape from Mansi Island	by Scott Starkey

Reviewed by Tom Zuchowski

MAIN PGM Version: 5.0
Extra Commands: AT, GO, OPEN, CLOSE, BUY, PULL,
			 EAT, DRINK
Deleted Commands: None, no SAVE
Special Features: "Tournament" game: timed play
Playing Time: 1 hour
Reviewer Rating: 5.0

Description: "There is trouble in the town of Yomber!  The queen's dog, Fifi, 
has been dognapped and there is a reward for the person who finds her.  Fifi has 
been stolen by a group of vicious goblins known only as the Rogues of R.T.  
Yomber will never be safe until this R.T. is stopped.

"You will be issued a special ring.  This extraordinary ring has many powers, 
the most powerful being on your death, you will be teleported to Yomber castle, 
alive.

"You have approximately three hours to complete the mission.  If not back within 
that time, the ring will teleport you to Yomber castle."
 
Comment:  This adventure is very similar to Eamon #79 in that you have a limited 
number of moves and are scored at the end.  It plays well enough, and is not 
especially complex or difficult to complete.  I was able to rescue Fifi in my 
first attempt, though time was getting short.

I got somewhat bored while exploring a large forest and while floundering about 
on the ocean in a boat.  I have no doubt that these mapping aspects were 
included so as to run up the game clock as the player frantically explored them.  
This works as a random element of play, which never thrills me.  Apart from 
that, the play is a set piece, as in "Count Fuey".

In the end you are scored on loot taken, goblins killed, Fifi rescued, R.T. 
killed, and the state of your health.  I peg the difficulty at (5).

Three hints: remember the GO command and your spells, and don't put to sea 
without provisions.
________________________________________________

#83 The Twin Castles		by Jim Tankard

Reviewed by Tom Zuchowski

MAIN PGM Version: 6.0
Extra Commands: None
Deleted Commands: None
Special Features: Companion offers hints
Playing Time: 30-90 min.
Reviewer Rating: 6.0	Average Rating: 6.3/3

Description: "King Escher calls you before his throne and asks you to take on an 
assignment of incredible importance. The magic orb, Ballweena, has been stolen 
by Vathek, the king of a neighboring realm. The orb supplies the psychic power 
that keeps the whole kingdom going.  The orb can be recognized by its blue glow.

"It is your job to find the orb and return it to the king.  Escher says that he 
will have his favorite psychic waiting outside the castle walls to accompany 
you."

Comment: This was Jim's first Eamon, and it is a very creditable job.  The 
largish map is a bit simple, but clear.  He's done some nice coding of special 
events.  He did a very nice job with his method of printing a single description 
for a band of several bad guys in this time before the advent of the multiple-
monster.
 
This is an early version of the 6.0 MAIN PGM.  You have to type full command 
verbs, and LOOK doesn't recognize anything but full names.  However, the other 
commands all seem to accept truncated names without problem.  When playing, 
you'll want to stay aware of the full-name limitation of LOOK, otherwise you 
won't be able to find an embedded artifact that you need.

One item I really liked was the comments that the psychic guide made as I 
progressed. You'll want to pay close attention to his advice.

While nicely written, this Eamon doesn't have a lot of depth, which lowered my 
rating slightly and gives it a difficulty rating of (4).
________________________________________________

#238 Sagamore			by Joey Czarnik

Reviewed by Tom Zuchowski

MAIN PGM Version: 7.1
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 20 min.
Reviewer Rating: 2.0

Description: "Fight your way through Sagamore's Castle!"

Comment: Joey originally submitted this Eamon to me about three years ago in a 
severely flawed, unplayable form.  We exchanged some correspondence, and he 
eventually sent me a letter that said that it enclosed the final version, though 
it did not.  He did not respond to any further communication.  It's been long 
enough now that I went ahead and fixed the worst of the problems so it could be 
released.

This is a VERY simple Eamon.  Twenty-two rooms, 8 artifacts, and 11 monsters.  
Most of the monsters are multiples, and it is a heavy slugfest in the finest 
traditions of Hack'n'Slash.

Two things lowered my rating: first, the text has almost no punctuation, which 
makes reading it a chore.  And most of the artifacts are absurdly strong magical 
weapons with huge values; sell everything and you'll get over 100,000 GP!

I give it a difficulty of (2).  It's a fine selection for the young Eamonaut who 
prefers lots of combat.

______________________________________________________
______________________________________________________

Eamon Adventure Listing
______________________________________________________

Column: 1. Adventure Number
        2. Adventure Title
        3. Difficulty (1-easiest; 10-hardest)
        4. Last Revision Date  (DOS 3.3)
        5. Speed-up Mods installed (7=uses v7.0 search)
        6. Reviewed in newsletter

 (1)           (2)              (3)   (4)    (5)  (6)

  1. Main Hall & Beginners Cave  3  02/11/90
  2. The Lair of the Minotaur    5  12/15/84     Jun95
  3. The Cave of the Mind        4  12/15/84     Jun95
  4. The Zyphur Riverventure     5               Jun95
  5. Castle of Doom              4  12/15/84     Jun95
  6. The Death Star              6  12/14/85     Jun94
  7. The Devil's Tomb            9  07/06/89     Aug84
  8. The Abductor's Quarters     7  06/21/85     Aug84
  9. Assault on the Clonemaster  6  06/21/85     Aug84
 10. The Magic Kingdom           2  04/18/94     Jun94
 11. The Tomb of Molinar         8  10/16/88     Mar95
 12. The Quest for Trezore       8  07/03/85     Aug84
 13. Caves of Treasure Island    6  10/30/84     Jun95
 14. Furioso                     9               Aug84
 15. Heroes Castle               4  05/28/86     Sep95
 16. The Caves of Mondamen       8  07/18/89  Y  Jun93
 17. Merlin's Castle             5  08/27/84     Sep90
 18. Hogarth Castle              5               Mar93
 19. Death Trap                  9  05/09/93     Aug84
 20. The Black Death             6               Sep93
 21. The Quest for Marron        8  05/04/89  Y  Sep93
 22. The Senator's Chambers      3  08/18/95  Y  Sep95
 23. The Temple of Ngurct        6  02/15/93  Y  Mar93
 24. Black Mountain              8  07/20/89     Jun92
 25. Nuclear Nightmare           7  09/30/84     Aug84
 26. Assault on the Mole Man     7  07/03/95  Y  Sep95
 27. Revenge of the Mole Man     7  07/03/95  Y  Sep95
 28. The Tower of London         3  09/29/95     Dec95
 29. The Lost Island of Apple    9  03/27/91     Aug84
 30. The Underground City        7  05/04/89     Dec95
 31. The Gauntlet                6               Dec95
 32. House of Ill Repute         -  09/13/89     Mar96
 33. The Orb of Polaris          7  08/15/91     Aug84
 34. Death's Gateway             6  03/03/88  Y  Mar91
 35. The Lair of Mutants         7  07/04/89     Sep90
 36. The Citadel of Blood        7  11/14/93     Mar96
 37. Quest for the Holy Grail    6  10/07/90  Y  Aug84
 38. City in the Clouds          8  10/24/90  Y  Dec90
 39. Museum of Unnatural History 7  11/15/85     Mar91
 40. Daemon's Playground         5  04/29/84     Mar96
 41. Caverns of Lanst            5  06/21/95     Mar91
 42. Alternate Beginners Cave    3  05/25/96     Mar96
 43. Priests of Xim!             6  01/30/94  Y  Mar94
 44. Escape from the Orc Lair    3  05/03/90     Jun94
 45. SwordQuest                  8  09/13/92  Y  May85
 46. Lifequest                   9  05/15/85     Mar96
 47. FutureQuest                 7  11/14/93  Y  Mar84
 48. Picnic in Paradise          7  02/08/92  Y  Mar92
 49. The Castle Kophinos         7  09/28/93     Dec93
 50. Behind the Sealed Door      3  11/14/93     Mar96
 51. The Caves of Eamon Bluff    6               May85
 52. The Devil's Dungeon         3  04/07/84     May85
 53. Feast of Carroll            4  12/14/85     Jun96
 54. Crystal Mountain            7  07/04/85     Jun96
 55. The Master's Dungeon        4  07/14/84     Jan85
 56. The Lost Adventure          7               Mar91
 57. The Manxome Foe             4               Jun96
 58. The Land of Death           6  07/20/89  Y  Mar91
 59. Jungles of Vietnam          1  10/12/88  Y  Mar85
 60. The Sewers of Chicago       2  07/20/89  Y  Mar89
 61. The Harpy Cloud             6  05/27/86     Jun96
 62. The Caverns of Doom         8  05/17/85     Sep96
 63. Valkenburg Castle           -  07/31/85     Mar96
 64. Modern Problems             -  07/22/85     Mar89
 65. The School of Death         -  04/04/86     Mar89
 66. Dungeons of Xenon           4  06/26/96  Y  Sep96
 67. Chaosium Caves              2  07/04/85  Y  Dec89
 68. The Smith's Stronghold      5  02/24/91  Y  Sep96
 69. The Black Castle of NaGog   5  07/11/90  Y  Jun89
 70. The Tomb of Y'Golonac       9  06/07/87     Sep88
 71. Operation Crab Key          1  08/26/84     Oct84
 72. House on Eamon Ridge       10  07/22/89  Y
 73. The Deep Canyon             4  10/07/84     Oct84
 74. DharmaQuest                 8  11/05/89  Y  Jan85
 75. Temple of the Guild         5               Sep96
 76. The Search for Yourself     6  11/28/85     Oct84
 77. Temple of the Trolls        9  01/01/90  Y  Jan85
 78. The Prince's Tavern         7  05/28/91  Y  Jan85
 79. The Castle of Count Fuey    7  11/03/84     Sep96
 80. The Search for the Key      4  11/03/84     Dec94
 81. The Rescue Mission          8  07/25/89     Dec94
 82. Escape from Mansi Island    5  07/25/96  Y  Sep96
 83. The Twin Castles            4  12/07/86     Sep96
 84. Castle of Riveneta          4  05/03/90  Y  Jun90
 85. The Time Portal             -  07/25/89
 86. Castle Mantru               3  06/05/87     Jun91
 87. Caves of Hollow Mountain    -  09/20/85     Mar89
 88. The Shopping Mall           1  10/12/88
 89. Super Fortress of Lin Wang  9  01/12/86
 90. The Doomsday Clock          9  04/01/91     Jun91
 91. FutureQuest II              7  12/04/87  Y  Aug85
 92. The Fugitive                5  11/03/88  Y  Dec90
 93. Flying Circus               -  07/05/85  Y  Jun93
 94. Blood Feud                  6  07/27/89  Y
 95. The Maze of Quasequeton     1  01/16/94  Y  Mar94
 96. The Chamber of the Dragons  1  07/15/84
 97. The House of Secrets        5  01/16/94  Y  Jun91
 98. Slave Pits of Kzorland      3  10/01/89  Y  Dec89
 99. In the Clutches of Torrik   8  11/08/88  Y  Dec88
100. Sorceror's Spire            9  06/03/87  Y  Sep89
101. Ground Zero                 2
102. The Eamon Railroad          2  06/20/85
103. Top Secret                  -  06/20/85     Mar89
104. The Lost World              -
105. The Strange Resort          -
106. Camp Eamon                  6  07/01/85  Y  Sep93
107. The Last Dragon             7  10/15/91  Y
108. The Mines of Moria          8  04/08/90  Y  Oct85
109. The Forest of Fear          6  07/29/89  Y  Jun86
110. Fire Island                 5  12/08/87  Y
111. A Vacation in Europe        4  06/16/88  Y  Oct85
112. Hills of History            5  06/16/88  Y  Jun91
113. The Life-Orb of Mevtrelek   8  06/16/88  Y  Jun86
114. Thror's Ring                9  03/05/90  Y  Jun86

115. The Ring of Doom            9  01/28/94  Y  Mar94
116. The Iron Prison            10  09/06/92  Y  Sep92
117. Dungeon of Doom             7  08/26/86  Y
118. Pittfall                    6  05/04/89  Y  Jun89
119. Grunewalde                  8  06/16/88  Y  Mar89
120. Orb of My Life              9  03/17/96  Y  Jun86
121. Wrenhold's Secret Vigil     8  11/05/89  Y  Jun86
122. The Valley of Death         5  06/16/88  Y
123. Wizard of the Spheres       4  07/02/93  Y  Sep93
124. Assault on Dolni Keep       6  11/08/89  Y  Oct87
125. The Mattimoe Palace         4            Y
126. The Pyramid of Anharos      8  03/15/92  Y  Jun92
127. The Hunt for the Ring       9  06/16/88  Y
128. Quest of Erebor             8  06/16/88     Dec93
129. Return to Moria             9  12/01/91  Y  Oct87
130. Haradwaith                  7  11/27/90  Y  Oct87
131. Nucleus of the Ruby         6  05/08/95  Y
132. Rhadshur Warrior            9  04/18/94  Y  Dec92
133. The Final Frontier          3  07/29/90  Y  Dec92
134. Pyramid of the Ancients     3  06/16/88  Y
135. The Tomb of Evron           2  05/13/87
136. The Mountain Fortress       2  06/16/88  Y
137. The Ruins of Ivory Castle   4  06/16/88  Y  Jun88
138. Starfire                    4  07/30/89  Y  Mar94
139. Peg's Place                 7  11/30/90  Y  Jun88
140. Beginner's Forest           5  07/18/88
141. The Infested Fortress       4  01/14/94  Y  Oct87
142. The Beermeister's Brewery   6  07/18/89  Y  Jun88
143. The Alternate Zone          6  02/02/87     Jun92
144. Gartin Manor                4  10/18/88  Y
145. Buccaneer!                  9  03/30/87  Y  Oct87
146. The House of Horrors        7  02/20/90  Y  Mar90
147. The Dark Brotherhood        9  11/28/89  Y  Jun88
148. Journey to Jotunheim        6  01/18/95  Y  Mar95
149. Elemental Apocalypse        9  01/14/94  Y  Sep89
150. Walled City of Darkness    10  12/06/89  Y  Sep88
151. Eamon S.A.R.-1 (Deneb Raid) 5  08/01/88  Y  Sep88
152. The Computer Club of Fear   6  10/19/89  Y
153. Lost!                       4  03/11/90  Y  Jun94
154. A Trip to Fort Scott        4  06/21/95  Y  Dec93
155. Tomb of the Vampire         5  06/21/95  Y  Mar91
156. The Lake                    3  07/04/88  Y
157. Pathetic Hideout of Mr. R.  5  10/11/88  Y
158. The Lair of Mr. Ed          7  11/06/88  Y  Sep88
159. The Bridge of Catzad-Dum    6  05/18/92  Y  Dec88
160. Monty Python & Holy Grail   6  08/29/88  Y
161. Operation Endgame          10  06/29/91  Y  Dec88
162. Eamon 7.0 Demo Adventure    -  11/20/89  7
163. The Sands of Mars           4  10/12/88  Y  Jun92
164. A Real Cliffhanger          4  11/08/88  Y  Dec88
165. Animal Farm                 8  01/14/94  Y  Sep90
166. Storm Breaker               8  10/19/93  7  Jun89
167. Expedition to the Darkwoods -  06/13/89  Y
168. The High School of Horrors  -  03/09/89  Y
169. The Black Phoenix           -  12/21/89  Y  Sep89
170. Ragnarok Revisited          9  04/18/90  Y  Sep91
171. The Pyramid of Cheops       4  07/04/89  Y
172. The Mountain of the Master  3  05/16/89  Y  Dec92
173. The House that Jack Built   3  07/04/89  Y
174. Escape from Granite Hall    4  07/04/89  Y
175. Anatomy of the Body         2  07/04/89  Y  Sep91
176. Dirtie Trix's Mad Maze      2  07/04/89  Y
177. Shippe of Fooles            3  07/04/89  Y
178. The Alien Intruder          2  07/04/89  Y  Sep95
179. The Wizard's Tower          4  05/28/90  Y
180. Gamma 1                     3  01/14/94  Y
181. The Eamon Sewer System      2  07/05/89  Y
182. Farmer Brown's Woods        1  07/05/89  Y
183. The Boy and the Bard        9  09/18/89  Y  Sep89
184. Quest for Orion             6  09/12/89  7  Dec89
185. The Body Revisited          4  06/29/94  7  Dec89
186. Beginners Cave II           2  06/21/95  Y  Jun90
187. Batman!!                    1  11/05/89  Y
188. Encounter: The Bookworm     -  02/11/90  7
189. The Ruins of Belfast        7  01/13/90  Y
190. Shift Change at Grimmwax    7  01/13/90  Y  Mar90
191. Enhanced Beginners Cave     3  02/04/90  Y  Mar90
192. Mean Streets                3  02/01/90  Y
193. The Creature of Rhyl        5  02/09/90  7
194. Attack of the Kretons       7  01/14/94  7  Mar90
195. The Training Ground         2  02/13/90  Y  Sep91
196. The Cat House               -  02/02/90  Y
197. Star Wars-Tempest One       4  06/21/95  Y
198. Revenge of the Bookworm     4  06/06/92  7  Jun90
199. Quest of the Crystal Wand   3  04/29/90  Y  Jun90
200. The Lost Isle               7  04/29/90  Y  Mar96
201. The Caverns of Vanavara     7  04/29/90  Y
202. The Plain of Srevi          7  06/06/90  Y  Sep90
203. Lotto's Masterpiece         5  06/13/90  7  Sep90
204. Sanctuary                7-10  10/09/90  7  Dec90
205. Utterly Outrageous          7  01/26/91  7  Sep91
206. Curse of the Hellsblade     6  11/14/94  7  Dec94
207. Eamon Renegade Club         6  06/20/91  7
208. Assault on Helstar          7  09/15/91  7  Dec91
209. Apocalypse 2021             6  10/04/91  7  Dec91
210. Return of Ngurct            7  10/04/91  7  Sep94
211. Lair of the Marauders       4  10/09/91  7  Dec91
212. Haunted Keep                4  11/17/91  7
213. Demongate                   4  11/17/91  7  Dec91
214. Deathstalker's Castle       8  02/02/92  7  Mar92
215. Treasure Island             3  12/31/91  7  Mar92
216. The Pirate's Cave           3  01/06/92  7  Mar92
217. Eye of Agamon               6  09/18/93  7  Dec93
218. Return to Pendrama          4  07/16/92  7  Sep92
219. The City of Sorcerors       4  08/16/92  Y  Sep92
220. Catacombs of Terror         9  09/20/92  7  Dec92
221. Count Dracula's Castle      2  01/04/93  Y  Mar93
222. The Halls of the Adept      6  01/18/93  Y  Mar93
223. Time Shift                  3  03/12/93  Y  Jun93
224. Prisoner of Darkness        6  02/16/94  7
225. Adventure in Interzone      8  10/02/94  7  Jun94
226. Bookworm 3-D                3  07/30/94  7  Sep94
227. B I Z A R R O               6  06/21/95  Y  Sep94
228. Shipwreck Island            4  07/31/94  Y  Sep94
229. Firestorm                   7  05/25/96  7  Mar95
230. Well of the Great Ones      6  12/28/94  Y  Mar95
231. Keep of Skull Gorge         5  01/21/95  Y  Jun96
232. Jewel of Yara               5  06/08/95  7
233. The Domain of Zenoqq (PDOS) 3  08/19/95  7
234. The Forbidden City          7  06/30/95  7  Sep95
235. Vaalpa's Plight             6  09/11/95  7  Dec95
236. Search for Mack             4  09/23/95  7  Dec95
237. Fiends of Eamon             6  10/31/95  7  Mar96
238. Sagamore                    2  06/20/96  7  Sep96

SD#137  Redemption               7  May 1993  7  Jun93
SD#152  Banana Republic          7  Jun 1994  7  Dec94
SD#156  The Curse of Talon       9  Oct 1994  7  Sep95

Dungeon Designer Diskette  Ver.7.1  05/25/96
DDD 7.1 Multi-Disk Supplement       08/21/93
Dungeon Designer Diskette  Ver.6.2  06/08/90
Eamon Utilities Diskette            02/28/96
Graphics Main Hall                  11/08/89


