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			The Eamon Adventurer's Guild

				December 1991

News and stuff  -  by Tom Zuchowski

Well, with the assistance of the membership extension last issue, we finally exceeded 100 members in the EAG.  Growth slowed dramatically with the appearance of the Mac LC, but things are beginning to pick up a little once again as Apple people come to realize that the world didn't come to an end and as Apple II's pass into the hands of new owners.  We even get an occasional letter from a Mac LC owner.  Present membership stands at 101 members.

The place that I get the newsletters printed up has got a new copier and a great new price; I can now get them printed up in quantity for 41 cents per issue. One drawback is that this copier can't be hand-fed; my normal paste-up master has to be copied first, and the actual newsletter is then a second-generation copy of this master copy.  If you noticed inferior print quality in the Sept. issue, this was the reason.  I am going to try to get my formatting organized so that I can print the master directly to cut sheets and eliminate the paste-up operation altogether.  If this works out, then this newsletter that you hold in your hands will look better than Sept. did.

Regardless, the price is so good that I can't pass it up, even if it means less-good print quality.  And of course these savings get passed on to you:

IMPORTANT MEMBERSHIP ANNOUNCEMENT:  What with the new, lower cost of newsletter printing and lower overhead costs in general, we still have too much money in the club account.  Therefore, we are again extending everyone's membership by one issue.

I know that I talked at one time about lowering the  cost of membership once we reached the magic 100 mark. But that membership price is now listed in so many places that it would be a real zoo to straighten out all the $7.00 memberships that would continue to come in.  Heck, every once in a while someone sends in a $12.00 membership, and that old NEUC price is going on 4 years old now!

Instead, we'll just continue to charge $7.00 and will extend memberships as the excess money piles up, just the same as we have done for the past six months. Everyone  who has  joined or renewed  in the past year has gotten a 6-issue membership for their $7.00, so that's working out very well.  However, we can pass the savings on in another area:

NEW PRICE FOR BACK ISSUES:  All back issues are now individually priced at $1.75.  Quantities of 6 or more issues are now priced at $1.25 each--it can be six of the same issue, six different issues, or any combination thereof. 
______________________________________________________

EXPIRATION DATE:  Once again, there are no expired members, as everyone's membership is extended by yet another issue! 
______________________________________________________

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

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

NEW Back Issue Prices:
	Quantities of 1-5: $1.75 each 
	Quantities of 6 or more: $1.25 each

ADVENTURE UPDATES:
You may obtain updated versions of your Eamon adventures from the EAG.  Send in a copy of the 
adventure to be updated and $1.00 per copy to cover  our cost, and an updated copy will be returned to you. You MUST include a copy of EACH adventure for which you wish an update.  NOTE: the update program does not cover conversion of DOS 3.3 Eamons to ProDOS; if you send in a DOS 3.3 Eamon, you will get DOS 3.3 back.

We want to improve Eamon all we can; this includes getting authors to use the latest and best version. Therefore, the version 7.0 Dungeon Designer Diskette and the 7.0 Multi-Disk Supplement may be obtained from us for $1.00 each (US & Canada; foreign $2.00 each). Please specify DOS 3.3 or ProDOS for the DDD (the Supplement is presently available in DOS 3.3 only).
_____________________________________________________ _____________________________________________________

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. _____________________________________________________ _____________________________________________________

New Adventures
_____________________________________________________

	208 Assault on Helstar    by Phil Schulz
	209 Apocalypse 2021               by Hoyle Purvis
	210 Return of Ngurct      by Hoyle Purvis
	211 Lair of the Marauders  by Hoyle Purvis
	212 Haunted Keep                  by Hoyle Purvis 
	213 Demongate                     by Hoyle Purvis

As you see, we have a nnew author.  Hoyle specialize in combat-heavy adventuring and will prove to be a welcome addition for fans of hack'n'slash Eamon.  He favors combat himself and doesn't care that much for puzzle-heavy adventures.

'Assault on Helstar', 'Apocalypse 2021', 'Lair of the Marauders', and 'Demongate' are reviewed in this issue.

'Return of Ngurct' is a sequel to 'The Temple of Ngurct' by the Plamondon brothers.  Once again, you are tasked to get rid of the demon Ngurct in this solidly-crafted hack'n'slash slugfest that has a good map and few errors of any kind.

In the 'Haunted Keep', your mission is to clean out an old, abandoned keep of various evil and supernatural denizens.  This is mainly a straight combat adventure, but there is one roomful of were-monsters that can only be killed by the traditional method for such beasts. 
_____________________________________________________ _____________________________________________________

Product Review
_____________________________________________________

MicroDot - an alternative to BASIC.SYSTEM

Those of you who have done much programming in Applesoft under ProDOS know that the one big bottleneck is memory space!  An Eamon adventure running under ProDOS has easily 3K less free memory than the same program has under DOS 3.3.  While ProDOS itself resides in the upper 16K of memory and well out of the way, the Applesoft-to-ProDOS interface (BASIC.SYSTEM) resides where DOS 3.3 does at the top of normal memory.  BASIC.SYSTEM occupies 10.6K of upper memory, approximately the same size as DOS 3.3, but this does not include any disk buffers.  ProDOS buffers are each 1K in size; with the 3 buffers open that Eamon normally uses, we wind up with a net loss of 10% of available free memory space.

There is an alternative.  MicroDot is a very workable alternative to BASIC.SYSTEM, and it occupies only 4K of memory in its basic configuration.  It offers several very nice enhancements as well:

	Program Overlays
	Access File Auxtype
	Read disk catalog directly into program
	Fast disk formatter utility
	Pack/unpack Hi-res files directly to/from disk Line Editor
	Patch to work with Program Writer

MicroDot is modular.  The basic system can't do catalogs, pack hi-res pictures, use random-access files, have more than one file open at a time, or do MLI calls.  If you need any of these functions, you have to load the appropriate modules.  For an Eamon adventure, we don't need any of the above but the Random module.  When working in immediate mode (such as when writing/debugging an Eamon), you would also want  to have  the Catalog  module and  (if you have a clock) a Clock module that fixes a problem with bogus Syntax Errors.

Since the normal Eamon system has 3 files open at once, you might think that we also need the Multi module so that we can have more than one file open. But MicroDot automatically closes the open file whenever you open another file, making this largely unnecessary.  Let's take a look at some sample code for a comparison:

BASIC.SYSTEM:
120 PRINT DK$"READ EAMON.DESC,R"RO: INPUT A$: PRINT A$

MicroDot:
120 & .O,"EAMON.DESC": & .JP,RO * 256: & .R: INPUT A$: & .Z: PRINT A$

While it appears that the MicroDot line is longer, it actually requires fewer bytes than the BASIC.SYSTEM line does.  Don't let all those spaces fool you.  And the line wouldn't be even that long, except that I had to open the file with the first command.  If I had known that the file was already open, I could have deleted the first statement altogether.  The second command takes care of one of MicroDot's less user friendly features: you have to manually compute the offset in the file in bytes.  MicroDot doesn't know or care about disk file records; it's up to the programmer to figure out the exact byte where the record starts.  This isn't hard, but it's a bit of a pain when you're used to having that done for you.

MicroDot overlays are not the same thing as BASIC.SYSTEM's CHAIN command.  With CHAIN, you change out the entire program while retaining the variables. The Overlay module permits you to add individual subroutines to a running program.  Overlays load very quickly, giving this method a lot of potential for storing the code for seldom-used Eamon commands on the disk, freeing up the memory they would otherwise take up.  With this module, you could write enormous Eamon programs that have hundreds of different commands.

MicroDot's one serious drawback from my viewpoint is that it doesn't support the STORE and RESTORE commands that enable you to load and save variables from the disk.  You would have to use the BSAVE/BLOAD method that we know so well from DOS 3.3.  Another lesser drawback is that it handles Ampersand commands somewhat differently from BASIC.SYSTEM.  I couldn't get the 7.0 Demo adventure running under MicroDot because of its ampersand search routine.  In fairness, I didn't spend very long on it.  I have no doubt that it can be run if the hooks are redone correctly.

The Applesoft editor that is included is pretty simple and fits in the page 3 memory space.  It was written by Jerry Kindall, the author of MicroDot.  (Jerry is rather famous for being able to do amazing things in impossibly small memory spaces.)  But if you want a full-featured global editor, a patch program is included that will modify a copy of Program Writer to work with MicroDot.  This patch program is written to be able to modify any version of Program Writer, even versions that don't yet exist.
Enough talk.  Is it worthwhile to use MicroDot in Eamon?  Let's look at a few numbers:

			    Free Memory  Savings 
	BASIC.SYSTEM:	    	36348      -
	MicroDot:	       	43773     7425
	Random :		40847     4499
	Catalog & clock fix:	39845	  3497
	Multi option:	        40591     4243
	Cat/clk/Multi/Random:  	39567	  3219
	All modules:	        38294     1946

As you can see, the savings will run from about 2K to more than 7K, depending on what optional modules you have installed.  Eamon would use the Random module for a savings of 4.5K.  Not bad!.

But wait, there's more!  MicroDot commands use less space than the equivalent ProDOS commands do.  After I had modified the MAIN.PGM from the 'Beginners Cave' to work with MicroDot, I had saved another 667 bytes. And let's look at a few more free space measurements, using the 'Beginners Cave' as the test program:

Free Space after loading the MAIN.PGM into memory:

	BASIC.SYSTEM:	        	20501
	MicroDot (with Random): 	28336
		Savings:         	7835

Free space at YOUR COMMAND prompt:
	BASIC.SYSTEM:	        	15391
	MicroDot (with Random): 	26376
		Savings:        	10985

I'm not real clear on where all of these extra savings came from.  The big jump to 11K comes mostly from the three buffers that ProDOS has open at this time.  I purposely went for max free memory with MicroDot, choosing commands and options so that no more than one MicroDot disk buffer will be open at a time.  At this point there may not have been any buffers open under MicroDot so that the true savings would actually be 9985 bytes.  Still almost 10K!

There is a licensing issue, too.  If you want to sell or give away copies of your MicroDot-using software, you have to obtain a license.  The license is supposed to be very reasonably priced.  For Eamon, we have been granted permission to use MicroDot without having to buy a license, as long as it gets a really nice advertisement at the startup of the adventure.

So the bottom line is here.  On the plus side, MicroDot offers some powerful additions and saves an incredible amount of memory.  On the minus side, it doesn't have STORE/RESTORE and requires you to learn a different command structure.  The upshot is this: if you need more memory for your Eamon, MicroDot will give you another 10K to play with.  There probably isn't anyone in the Eamon world except Sam Ruby who actually needs it, but there's no question that it gets the job done.

The people at Kitchen Sink are 8-bit Apple enthusiasts and I have found them to be extremely available and helpful on GEnie.  I met them at KansasFest and I was impressed with them.  I think that you can count on them to support their products.

MicroDot requires 64K and works in all Apple II's.

_____________________________________________________ _____________________________________________________

Bugs 'n' Fixes
_____________________________________________________

Dungeon Designer Diskette V.7.0		MAIN PGM
Date Fixed: 10/6/91

Problem: DROP ALL doesn't always reduce the weight
carried to zero.
Fix: In Line 5100, change:   A = 999: NEXT: GOTO 300
			to:   A = 999: GOTO 5150

Problem: REQUEST does not increase the weight carried
Fix: In Line 25080, change:   A%(A,4) = -1
	to:   A%(A,4) = -1: WT = WT + A%(A,3)

Problem: If you drop your weapon during combat, the
weight carried is not reduced.
Fix: In Line 7530, change:   A%(W,4) = 0
		to:   WT = WT - A%(W,3): A%(W,4) = 0

Problem: If you break your weapon during combat, the
weight carried is not reduced.
Fix: In Line 7540, change:   A%(W,4) = 0
		to:   WT = WT - A%(W,3): A%(W,4) = 0

Problem: BAD SUBSCRIPT in 7735 if using dead bodies
Fix: This has been fixed before, but it apparently didn't get purged from all libraries.
In Line 7735, change:	A%(DF+X-1) = RO
			to:   A%(DF+X-1,4) = RO _____________________________________________________

EAG Eamon Utilities Disk
Date Fixed: 10/17/91

No bugs fixed; but a new Eamon UNIVERSAL CHECK FILES program has been added. See this issue for details. 
_____________________________________________________

#33 Orb of Polaris			                    MAIN PGM
Date Fixed: 8/15/91

Problem: If the Warlock kills you, you are returned alive to the Main Hall
Fix: Move (renumber) Line 2035  to  2025 _____________________________________________________

#33 Orb of Polaris (80-col. ProDOS)     MAIN.PGM
Date Fixed: 9/21/91

Problem: SYNTAX ERROR IN 2110
Fix: Change:   PRINT : " 'You have failed.
		to:   PRINT " 'You have failed. _____________________________________________________

#107 The Last Dragon			            MAIN PGM
Date Fixed: 10/15/91

Problem: DROP will "drop" items in room.
Fix: Change   GOSUB 4800	to   GOSUB 4810

Problem: You should only be able to READY INVICTUS in the presence of the dragon.
Fix: Move (renumber) Line 17015 to 17025
In Line 17025, change:   IF S$ = "INVICTUS"
		to:   IF A = 32

Problem: UNSAVE code opens wrong record length
Fix: In Line 29060, change   L64   to   L32   in both places.

Problem: Line 790 doesn't work right
Fix: In Line 790, remove extra colon between
	GOSUB 27030:: X0 = 39
_____________________________________________________ _____________________________________________________

Adventure Reviews
_____________________________________________________

#208 Assault on Helstar  - by Phil Schulz

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: None 
Deleted Commands: None 
Special Features: 40-col. only 
Playing Time: 1 hr.
Reviewer Rating: 6.0

Description: Throughout recorded history, there have always been Adventurers, and their enemies.  For a long time, these brave Adventurers fought the enemy, and they usually won.  But recently, there have been rumors of a large enemy city somewhere in the Eamon world.  The city is supposed to be the legendary city of Helstar.  You don't know if you believe this or not.  The last recorded sighting of Helstar was over 1000 years ago near a small African village.  But if it has arrived here in Eamon, the chance to destroy it forever is finally here.

Legend has it that Helstar can only be destroyed by 'the two jewels'.  After a long month of research, you learn that when these jewels are brought close together and a special phrase is said, there will be some sort of magical explosion and the entire city of Helstar will vaporize forever.

Both of the jewels have been guarded by powerful people for millennia.  One of them is in a cave somewhere, inside an indestructible magic field.  The other was in a Wizard's chest but about a year ago it was stolen.  If you do not get it back, Helstar will be destroyed anyway...except that you'll still be in the city when it happens.  And then you'll vaporize too.

Comment: Overall, I liked this adventure pretty well. There are several little specials that are interesting to play with; I especially liked the magic boots. Although it is described in fantasy-adventure terms in the intro, most of the adventure is quite contemporary in its map, rooms, and artifacts.  There's even a wrecked car alongside a highway at one point.  But it is a fantastical adventure in terms of magic and monsters.

Though the overall adventure is of average difficulty, there are a couple of puzzles that aren't all that easy to work out.  Therefore, I give it a (7) for difficulty. _____________________________________________________

#209 Apocalypse 2021  -  by Hoyle Purvis

Reviewed by Tom Zuchowski

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

Description: You have just been contacted by the people of Wagramtown concerning an attack by the Marauders, a very powerful group of cyborgs, mutants, and hired thugs.  The Marauders have turned the old high school into their headquarters.  They have been attacking and destroying nearby towns and villages. They employ a science that has been all but lost since the Great War.

You have been asked to help rescue the captured people of Wagramtown, which includes the mayor, his daughter Meg, and Captain Josh of the Wagramtown Guard.  All of the material wealth of the town was also taken.  You will be given a reward based on the success in rescuing the captured and returning their stolen valuables.  A young warrior who was not captured will assist you.

Comment:  This is a clean, solid adventure, refreshingly free of errors.  There's a ton of combat here and the puzzles are minimal; this is one that the "hack'n'slash" crowd will enjoy, for sure.  Many of the opponents are not lightweights; be sure to bring your heavy artillery along with you.

It's biggest flaw is that it isn't all that much fun to map.  This comes as no big surprise, since the adventure takes place in an old abandoned high school, and settings in institutional buildings often have this failing.

On the plus side, it is well-assembled and choreographed and had some nifty specials that I greatly enjoyed.

As you well know, I am not a "hack'n'slash" fan but am a puzzle nut, and this type of adventure is not my favorite.  Eamonauts who enjoy combat and get bored by puzzles may well rate it higher than I did.  I give it a (6) for difficulty.
_____________________________________________________

#211 Lair of the Marauders  -  by Hoyle Purvis

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: None 
Deleted Commands: None 
Special Features: None 
Playing Time: 30-45 min. 
Reviewer Rating: 6.0

Description:  The Marauders are back in business. They have set up shop in an old abandoned military complex.  Several of the old Marauders are still alive and are presently trying to beef up their ranks.  Adam of Wagramtown has gone to try and stop them before it is too late.  He is strong, but lacks the power and experience to take them alone.  You decide that you must go help him to take on the Marauders if you are going to save your rash friend.  Hopefully you will get there before he is killed.

Comment:  Well, you do get there in time, of course. And the two of you proceed to lay waste to the Marauders' stronghold.

This is a good adventure for young Eamonauts, with a good map, lots of simple combat, and simple puzzles. Even though it is on the simple side, I liked it for its clean, solid construction.  I give it a (4) for difficulty.

Let me give you one hint about all of Hoyle's Eamon adventures: it's usually worthwhile to INVENTORY your companions; you never know what kind of stuff they might be carrying... _____________________________________________________

#213 Demongate  -  by Hoyle Purvis

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: None 
Deleted Commands: None 
Special Features: None 
Playing Time: 1 hour 
Reviewer Rating: 7.0

Description:  While you were returning from a distant adventure, you decided to stop and visit your old friend Lorin.  He is a cleric at the Abbey of Light. Days earlier, a wizard had left a golden ankh for safekeeping.  The ankh is the key to a gateway from our world  to a demonic realm.   Recently the Darklord had used the gate to summon a powerful demon which wreaked havoc before he was finally defeated by the wizard and a small band of adventurers.  Since the ankh had been housed with the Brothers, the Darklord has concentrated a large force of his minions against the Abbey.  In the last three days, there have been several attacks which left many Brothers dead or wounded.

You find the Abbey wrecked and most if not all of the Brothers dead.  A strange, supernatural black wall of darkness now stretches out of sight and blocks travel to the north.  Is it the doing of the Darklord?

There is no one else.  It is up to you to find the ankh and put things to right.

Comment:  This is Hoyle's best adventure to date.  A good map, lots of nice special effects, and a clear quest add up to enjoyable adventuring.  The puzzles are minor, mainly consisting of finding and opening hidden doors.  A couple of additions were made to the USE command.  The combat is plentiful but unusually well-balanced; though I am decidedly "not� a Hack'n' slasher, I enjoyed fighting my way through the many undead that were everywhere.

This is by no means a deep or complex adventure.  No mental heavy lifting is required to win through to the end.  But its nice execution makes it a fun, relaxing hour of adventuring.  I give it a difficulty rating of (4), making it an excellent Eamon adventure for young Eamonauts.
_____________________________________________________ _____________________________________________________

Dungeon Designs
_____________________________________________________

We're running something a bit different this time; the code for the new UNIVERSAL CHECK FILES program from the EAG Utilities disk.  This new program can verify the data files of every known Eamon program (except #204) and new non-standard data can be easily added. The ProDOS version varies only slightly, though the non-standard list is a little different.

(CD-R note: a printout of the program listing was pasted into the newsletter here.)

______________________________________________________ ______________________________________________________

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	5.7/6 a,f
5. Castle of Doom		D. Brown	4.6/6 a
6. The Death Star		D. Brown	3.7/7 a,f,g
7. The Devil's Tomb		J. Jacobson	5.0/6 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		4.5/2 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	7.8/4 a,f
17. Merlin's Castle		R. Hersom	4.8/2 a
18. Hogarth Castle		K. Nestle	4.0/1 a,f
19. Death Trap			J. Nelson	7.5/2 b
20. The Black Death		J. Nelson	7.0/1 a,f,h
21. The Quest for Marron	J. Nelson	7.5/2 b,f
22. The Senator's Chambers	J. Plamondon	5.1/4 b,f
23. The Temple of Ngurct	J&R Plamondon	7.0/2 b,f
24. Black Mountain		J. Nelson	7.3/3 b,f,h
25. Nuclear Nightmare		J. Nelson	6.5/2 b,f,h
26. Assault on the Mole Man	J. Nelson	6.5/2 b
27. Revenge of the Mole Man	J. Nelson	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	7.5/2 b,f
34. Death's Gateway		R. Linden	6.5/2 a,h
35. The Lair of Mutants		E. Hodson	6.7/3 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	6.8/2 a,f,g
39. Museum of Unnatural History R.Volberding   6.0/3 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	7.5/2 b,f
46. Lifequest			D. Crawford	2.0/1 b,f
47. FutureQuest			R. Pender	8.0/4 b,f,g
48. Picnic in Paradise		J. Nelson	6.0/3 c
49. The Castle Kophinos		D. Doumakes	7.0/1 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	6.3/3 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	7.9/4 b,f
75. Temple of the Guild		D. Doumakes	7.0/1 b
76. The Search for Yourself	D. Doumakes	8.0/1 b,f
77. Temple of the Trolls	J. Nelson	8.0/2 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	7.0/1 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	8.0/4 b,f,g
92. The Fugitive		D. Doumakes	7.0/1 c,f
93. Flying Circus		R. Krebs	7.0/1 b
94. Blood Feud			R. Krebs	5.0/1 b,f
95. The Maze of Quasequeton	B. Kondalski	3.0/3 a,f
96. The Chamber of the Dragons  B. Kondalski	2.0/2 a
97. The House of Secrets	G. Gunn		6.0/1 a
98. Slave Pits of Kzorland	R. Hersam	3.0/1 a
99. In the Clutches of Torrik   J. Nelson      	6.0/2 c,f 
100. Sorceror's Spire		J. Nelson	7.9/4 c
101. Ground Zero		Sam		1.0/2 a,g
102. The Eamon Railroad		Sam		2.2/4 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	7.5/2 c,f
108. The Mines of Moria		S. Ruby		8.3/3 c,f
109. The Forest of Fear		S. Ruby		6.5/2 c,f
110. Fire Island		G. Gioia	5.0/1 c,f
111. A Vacation in Europe	D. Smith	4.5/2 c,h
112. Hills of History		D. Smith	6.0/2 c
113. The Life-Orb of Mevtrelek	R. Volberding	7.0/1 c,f
114. Thror's Ring		T. Zuchowski	9.0/5 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	9.2/4 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		6.0/1 c,f
128. Quest of Erebor		S. Ruby		7.0/1 c,f
129. Return to Moria		S. Ruby		8.5/3 c,f,l
130. Haradwaith			S. Ruby		7.0/2 c,f
131. Nucleus of the Ruby	K. Somers	6.0/1 c,f,j
132. Rhadshur Warrior		R. Pender	7.9/4 c,f,h
133. The Final Frontier		R. Slemon	5.0/1 c,f,g
134. Pyramid of the Ancients	J.& R. Pirone	4.0/1 c
135. The Tomb of Evron		M. Greifenkamp	2.0/1 b
136. The Mountain Fortress	M. Greifenkamp	3.0/1 b,f
137. The Ruins of Ivory Castle	M. Greifenkamp	6.0/1 b
138. Starfire			E. Phillips	5.0/3 c,f
139. Peg's Place		M&A Anderson	7.5/2 c,f,h
140. Beginner's Forest		M. Anderson	5.0/1 b
141. The Infested Fortress	M&P Hamaoka	3.0/2 c
142. The Beermeister's Brewery	J. Actor	6.5/2 b,f,h
143. The Alternate Zone		J. Actor	6.0/1 b,f
144. Gartin Manor		G. Gioia	5.0/1 c,f,h
145. Buccaneer!			P. Hurst	8.3/3 c,f,l
146. The House of Horrors	D. Cross	6.0/1 c,f,h
147. The Dark Brotherhood	P. Hurst	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	5.0/1 c
154. A Trip to Fort Scott	W. Trent	7.0/1 c
155. Tomb of the Vampire	Trent/Grayson	6.0/2 c,f
156. The Lake			N. Segerlind	4.0/1 c
157. Pathetic Hideout of Mr. R. N. Segerlind	5.0/1 c,f,h
158. The Lair of Mr. Ed		N. Segerlind	7.0/1 c,f,h
159. The Bridge of Catzad-Dum   N. Segerlind    6.5/2 c,f,h
160. Monty Python & Holy Grail	N. Segerlind	7.0/1 c,f
161. Operation Endgame		S. Ruby		9.1/4 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 DarkwoodsG. Gioia	3.5/2 c,f
168. The High School of Horrors M.Haney/A.Hunt	4.5/2 a,h
169. The Black Phoenix		R. Pender	7.8/3 c,f,g
170. Ragnarok Revisited		N. Segerlind	7.8/3 c,f,i
171. The Pyramid of Cheops	R. Parker	5.0/1 b
172. The Mountain of the Master M. Dalton	5.0/1 a,f
173. The House that Jack Built	R. Parker	2.0/2 b,h
174. Escape from Granite Hall	R. Parker	3.5/2 b
175. Anatomy of the Body	R. Parker	3.0/1 b,g
176. Dirtie Trix's Mad Maze	R. Parker	3.0/1 b,h
177. Shippe of Fooles		R. Parker	3.0/1 b
178. The Alien Intruder		R. Parker	4.0/1 b,g
179. The Wizard's Tower		R. Parker	4.4/2 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	  -/- 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

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