			The Eamon Adventurer's Guild

				March 1991

FINANCIAL REPORT: The EAG's finances were as follows for 1990: we began the year with a starting balance of $232.50. We took in $1,315.50 in memberships, updates, back issues, and gifts.  We spent $1,140.73 on supplies, copier charges, and postage.  There was a one-time payment of $172.50 to cover half the cost of a new printer (I am treating this payment as personal income from the EAG to me for tax purposes).  We ended 1990 with a balance of $234.77 for a net income of $2.27 for the year.

The most important thing about the above figures is that it shows that the EAG is growing, with approximately a 40% increase in the cash flow over 1989.  That's a nice growth for a single year.

We are still showing an income surplus that the printer took care of for 1990.  If a lot of money starts piling up and no unusual expenses loom, I plan to start using up this extra money by occasionally extending everyone's membership by one issue.  This will eliminate one round of renewals, which should lower the balance by around $170.  I can't predict when such an extension might happen; but intend to do this any time the club balance exceeds $300.

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Late last year I built a spreadsheet for the EAG Adventure Ratings Poll.  Besides revealing a couple of errors in the ratings, I came up with the following statistics:

	Total number of ratings: 393
	Average number of ratings/adventure: 1.9
	Average of all adventure ratings: 5.3

While we could wish that more people would rate adventures so that the poll reflects better averages, it is interesting to see that the 1-10 scale is holding up very well.  The exact middle of the 1-10 scale is 5.5, and our poll average is very close to that number. To recap the rating scale:

			1-2  Poor
			3-4  Fair
			5-6  Average
			7-8  Very Good
			9-10 Excellent

It seems that the very best adventures may have caused us a problem of sorts.  Most prospective young new authors that I talk with want to start out writing 9.5-rated adventures, and many quit before they even start because they are afraid that their effort will be considered 'average' instead of 'exceptional'. Presently we seem to have encountered a lull in new adventures, and I wonder if this is the cause.

If you are thinking about writing your first Eamon, you really should give it a try! It is so much more fun to write them than it is to play them that most authors seldom if ever play Eamon except during testing.  And you need only to look at people like Ruby and Segerlind who went from writing 'average' stuff to 9-rated adventures once they got some experience under their belts.  Very few people manage to get it all together on their very first attempt.

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So, what kind of directions do you want to see Eamon go in?  Would you like to see more, different Main Halls?  I have a couple of new ones that people have done.  One includes a couple of new simulations, and the other takes maximum advantage of (and requires) a 128K, 80-column machine.  I recently talked to a guy who is hot to do a hypercard-type Main Hall for the GS.  It seems that there might be a place for GS-specific Eamons, as long as I can get the info that I need to convert them to ordinary Eamons as well. Drop me a line and let me know what you think.
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EAMON ADVENTURER'S GUILD
Thomas Zuchowski, Editor

Membership/subscription fee for 4 issues:
		US-Canada: $7.00; foreign: $12.00; in U.S. funds The Eamon Adventurer's Guild is published 4 times per year in Mar., Jun., Sep., and Dec.

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We are always looking for new material!  If you would like to publish your own letter or article in this newsletter, feel free to send one in.  If you would like to add your own Eamon adventure to the list, send it on a disk to the above address.  It will be assigned an Adventure number, and tested for bugs and other problems before release.  An informal critique and disk with bug corrections will be returned. ______________________________________________________ ______________________________________________________

EXPIRATION DATE:  The usual reminder: be sure to check the expiration date next to your name on the address. If it is 'MAR 91' and highlighted in yellow, this is your last issue. ______________________________________________________

BACK ISSUES:
Apple-based back issues of the formerly Apple-based NEUC's 'Adventurer's Log' are available from us: 
Mar'84, May'84, Aug'84, Oct'84, Jan'85, Mar'85, May'85, Aug'85, Oct'85, Jun'86, Jan'87, Oct'87
EAG back issues: Jun'88, Sep'88, Dec'88
			Mar'89, Jun'89, Sep'89, Dec'89

Mar'90, Jun'90, Sep'90, Dec'90
All issues are $2.00 each.
ADVENTURE UPDATES:
You may obtain updated versions of your Eamon adventures from the EAG.  Send in a copy of the adventure to be updated and $1.00 per copy to cover  our cost, and an updated copy will be returned to you. You MUST include a copy of EACH adventure for which you wish an update.  NOTE: the update program does not cover conversion of DOS 3.3 Eamons to ProDOS; if you send in a DOS 3.3 Eamon, you will get DOS 3.3 back.

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

One of my favorite games is a short game (only 20 rooms) called "Search for the Key" (#80) by Donald Brown.  For the casual player this game probably doesn't do much for them.  You cannot enter this game with a powerful character but as a beginner.  I note that it is rated as a 2.  My rating for it since it is such a challenge would be about 7.  I have played it at least 200 times and have lost only about 5 times in the last 150 times.  I would say that I know more about this little game than the author.  Usually I lost because of broken weapons so that I had no way to eliminate the black panther.  I usually finish up with $80,000 to $100,000 and four of the best weapons that money can buy.  I don't know anyone who ever was able to get more than two weapons.  At one time I was running it as the Eamon Challenge on our BBS offering anyone who could come out of the game with $40,000 a $25 prize.  No one solved the mystery so I have not revealed it.  I doubt if the author even realized the quirk in the game which allowed me to win this way.  I wonder if you or any of the other adventurers can figure out how I do it.   -  Wm. Trent

Wow. How do you do it, Bill? <grin>  - Tom 
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New Adventures
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205 'Utterly Outrageous'	by Pat Gise
206 'Curse of the Hellsblade' by John Nelson
	and Tom Zuchowski

In 'Utterly Outrageous', the environment of Eamon is undergoing grave damage, and the world is rapidly becoming uninhabitable.  It is up to you to investigate the causes and discover the mystic procedure that will restore the Earth to good health. A version 7 Eamon, it makes very good use of nested and embedded artifacts.

'Curse of the Hellsblade' is an old, partially complete adventure that John had written for his long-abandoned Apple-based 'KnightQuest' system.  The monster and artifact data was completely different from that of Eamon, and it made heavy use of LOOK-type secret passages which are not supported in version 7.0.  This made conversion to Eamon very difficult but I managed it.  The map is 95% John's, and the monsters and artifacts are 80% his.  The puzzles and quest were shaped by the existing database but are largely mine, since they mostly didn't exist in the incomplete original.  The story: it seems that you have accidentally saddled yourself with a demonic sword that won't let go of your hand and kills anyone who comes near you!  You hear of a cave that might hold the answer to your problem...
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Dungeon Designs
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Back to the Basics: Rooms and Doors

by Tom Zuchowski

There are only two basic types of information in the room data: exits and light.  Light has two values: (1) if the room is naturally lit, and (0) if the room is dark.

A normal Eamon adventure has 6 directions of travel: North, South, East, West, Up, and Down.  When editing room data, you must supply an exit number for each of these directions:  A (0) means that there is no exit in that direction.  A (-99) signifies an exit to the Main Hall.  Custom programming can be accomplished by using negative numbers; however, you must supply the programming for such special connections.

The last means of exiting a room is through a Door artifact.  The exit number in the room data should equal the artifact number of the door plus 500.  For example, if the door's artifact number is 21, then the exit number is 521.  This tells the programming to consult Artifact #21 for more information about the exit.

And what about the door itself? First, you must decide if it is a normal door or if it is a secret door.  If normal, you simply use the Room number for the door's location and answer "0" to the HIDDEN question.  If it is a secret door, add 200 to the room's number for the location, and answer "1" to the HIDDEN question.  But if it is hidden, then you must remember to mention it somehow in the room description, so the player will have a name to EXAMINE to make it appear in the room.

Be careful with the KEY question in the door menu.  It presently defaults to 99, which means that you will need artifact #99 to use as a key to open it.  If you have fewer than 99 artifacts, the program will crash. The KEY number should be set to the artifact number of the key that opens the door.  If the door is unlocked, set KEY to zero.

Be sure to set the door's weight to 999.  The MAIN PGM recognizes 999 as an impossible weight and responds "DON'T BE ABSURD" if the player tries to GET the door. If you don't do this, some bozo with a super-character will pick up the door and carry it off, which does not open the passageway but does ruin the adventure. 

Set the door's strength to whatever you want it to be. This number is reduced by the damage hits inflicted when the player ATTACKs the door; when it reaches zero, the door shatters.  If it is a flimsy door, set this number to something small, like 10.  If it is armored, set the number very high, like 999.

Let's do an example of a door.  Let's say that the door is artifact #5 and is a secret north exit from Room 3.  The room beyond the door is Room 7.  The door armored and locked, and its key is artifact #6, and is found in Room #2. This example underlines all typed input:

ROOM-2  ART.-4  EFF.-0  MONS.-0

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

ENTER KEY OF YOUR CHOICE (1-7) 1

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

ENTER ROOM NAME:
END OF A N/S TUNNEL

ROOM DESCRIPTION:
YOU HAVE REACHED THE END OF THE TUNNEL. IT IS BLOCKED BY A LARGE FLAT PANEL.

FOR EACH DIRECTION ENTER THE ROOM # THAT THIS ROOM CONNECTS TO:
MOVE N ...505 (door - artifact #5)
MOVE S ...(etc.)


ROOM-3  ART.-4  EFF.-0  MONS.-0

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

ENTER KEY OF YOUR CHOICE (1-7) 1

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

ENTER ARTIFACT NAME:
 PANEL

ARTIFACT DESCRIPTION:
YOU DISCOVER THAT THE PANEL IS REALLY A STEEL DOOR!

TYPE : 8	(door/gate)
VALUE : 50	(doesn't matter)
WEIGHT : 999	(immovable object)
ROOM : 203	(hidden in Room #3)
ROOM BEYOND : 7	(connects to Room #7)
KEY# : 6	(Artifact #6)
STRENGTH : 999	(can't be broken down)
HIDDEN? : 1	(secret door; 0 if not hidden)


ROOM-3  ART.-5  EFF.-0  MONS.-0

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

ENTER KEY OF YOUR CHOICE (1-7) 1

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

ENTER ARTIFACT NAME:
 STEEL KEY

ARTIFACT DESCRIPTION: 
YOU HAVE FOUND A SMALL STEEL KEY.

TYPE : 9	(key)
VALUE : 1	(not worth much)
WEIGHT : 1      (doesn't weigh much) 
ROOM : 2	(found in Room #2)
USER #5 :	(doesn't matter)
USER #6 :	(doesn't matter)
USER #7 :	(doesn't matter)
USER #8 :	(doesn't matter)

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

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

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

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Adventure Reviews
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#34 Death's Gateway - by Bob Linden

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: USE, DRINK
Deleted Commands: None
Special Features: None
Playing Time: 1-2 hours 
Reviewer Rating: 7.0    Average Rating: 6.5

Description: The local blacksmith has disappeared. You search his shop for clues and find an obscure reference to some gates, and a map.  After following the map, you come upon a destroyed castle.  Searching the ruins, you discover the blacksmith's body, and a spiral staircase that leads down into the ground.

Just then you see a fellow adventurer who you know fleeing from the ruins.  He has been stripped of all his possessions, and does not stop to talk.

You descend the stair...

Comment: This is in many ways a mundane version 4 adventure.  You must type the full command and the full name, and passages are not well marked at all. On the other hand, there are a lot of interesting effects and puzzles that are often pretty funny. There are two or three no-warning 'Gotcha!' death traps, so it would be a good idea for you to save the game fairly often.

The basic 'quest' of this adventure is simply to escape, as you will find yourself trapped once you enter the dungeon.  The theme of the adventure is to win your way past a number of gates, each of which requires its own solution (only one gate requires a key).

This is a puzzler's adventure.  While there is quite a bit of combat, the opponents aren't that tough and can be handled easily enough.  I give it a difficulty rating of (6).
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#39 Museum of Unnatural History - by Rick Volberding

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: UNLOCK, OPEN, USE, ASSEMBLE
Deleted Commands: None
Special Features: None
Playing Time: 1 hour 
Reviewer Rating: 5.0    Average Rating: 6.0

Description: You are approached by Professor Larkspur, a physicist who is in need of the services of a free adventurer.  He tells you that the plans to his Interdimensional Translocator were stolen a few months back. Just this morning, the Eamon Museum of Natural History disappeared!  The professor's assistant, Yrn Zandro, is also gone.

The Professor believes that Zandro had stolen the plans, built his own translocator, and warped the Museum into another dimension for evil purposes.  He wants you to travel to this dimension and recover the Museum for a fee of 5,000 GP.  He warns you that this other dimension may have other natural laws, which would have unpredictable effects on the contents of the Museum.

Comment: The map of this adventure is well-organized and well thought out.  Basically, the objective is explore a museum until you find and destroy Zandro's translocator.  Where the adventure falls down is that text descriptions of the insides of museums are not necessarily all that fascinating to read.  However, the monsters were generally interesting enough.

This is basically a hack'n'slash offering with a couple of puzzles thrown in.  One of them is extremely obscure, so I will give a hint here: you will need a bomb, and you ignite the bomb by saying a certain word that has to do with fire.  Knowing this much, the clues that you discover should carry you through.

If not for this one puzzle it would have a difficulty rating of (4), but I give the adventure an overall difficulty rating of (7).
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#41 Caverns of Lanst - by Rick Volberding

Reviewed by Tom Zuchowski

MAIN PGM Version: 5
Extra Commands: GIVE
Deleted Commands: None 
Special Features: 10-direction
Playing Time: 1 hour
Reviewer Rating: 6.0

Description: The noted archaeologist, Dr. Andrew Whitehead, approaches you in the Main Hall.  He says, "You have been well recommended as an experienced Adventurer and I would like to hire you as a guide.  I plan to explore the caverns of Lanst in search of artifacts of the fabled Lanstians.  My research indicates that the caverns were inhabited many centuries ago by a civilization of great capabilities!

"I've prepared a standard contract."  He passes over a legal-looking paper:

1. I will guide Dr. Whitehead through the caverns of Lanst.
2. I will give all artifacts of indicated archaeological value to Dr. Whitehead.
3. All non-archaeological artifacts are mine to keep or sell.
4. Dr. Whitehead's suggestions will be considered in all decisions.
5. I will receive 5000 gold pieces when the party returns to the Main Hall.

You sign, and together you set out. After many days of following old maps and weary searching, you find the caverns of Lanst!

Comment: This is a very large adventure for its time, with 97 rooms and an adequate number of artifacts. The ten-direction map is quite complex, but holds no nasty surprises.  I came across a few traps that triggered a "narrow escape" special effect rather than actual death, which was a nice touch.  There are several possible endings, depending on how well you fulfill your contract obligations.

The scenario takes place in an ancient, abandoned location which doesn't have much to offer in the way of opponents for combat.  Rick compensates for this by sprinkling looters throughout the complex.  They felt somewhat contrived and in my opinion added very little to the adventure, but there would have been no combat at all without them.

While the adventure was well written, it lacked a plot or any puzzles to solve.  The "quest" consisted of wandering about, picking up artifacts and fighting off looters.  If there had been more content or variety, it could easily have garnered a higher rating.  With no puzzles nor difficult encounters but with a challenging map, it gets a (5) for difficulty.
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#56 The Lost Adventure - by Jeff Allen

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: EAT, READ, SMOKE, HELP, QUIT 
Deleted Commands: None, no Save in DOS 3.3 version 
Special Features: interactive intro program 
Playing Time: 1-1.5 hours
Reviewer Rating: 6.0

Description: You find yourself outside a very bizarre temple.  For reasons that you don't really understand, you go inside and take part in a weird ritual.  Drugs that you ingest during that ritual have an very odd effect on you...when you come to yourself, you find that you are one inch tall and in a friend's yard!

And so you embark on a quest to discover how to make yourself normal again.

Comment:  This adventure does a pretty good job of portraying the experience of being so very small.  You start out in a "forest" of lawn grass, and fight your way past an assortment of insects.  There is an interesting side-trip into an anthill.  Though most of your opponents are small like you, you will have to find a way past a cat which thinks that you are dinner.

The introduction is very unusual.  It actually consists of a mini-adventure with its own commands and events and its own small map.  It somewhat gives the player a feeling of having gotten himself into this mess (although in actual truth he has no choice).

All in all, I enjoyed the play.  It mapped well and was very consistent.  It had two or three nicely done puzzles.  It would have rated better but for two things: first, drug use is an integral part of the adventure both going in and during play, and the solution consists of trying drugs until you find one that makes you big again.  Secondly, there is a large number of death traps.  While there certainly are warning clues for all these traps, there are so many that stumbling into one or two is virtually unavoidable.  The cat, for instance, is instant death if you don't do the right thing on the very first move.

The combination of puzzle difficulty and death traps gives this adventure a (7) rating for difficulty. Puzzle fanciers will probably enjoy it more than Hack'n'Slashers, but there is plenty of combat to go around.
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#58 The Land of Death - by Tim Berge

Reviewed by Tom Zuchowski

MAIN PGM Version: 4
Extra Commands: GLASNAR, ALTAR 
Deleted Commands: None
Special Features: None 
Playing Time: 1-2 hours 
Reviewer Rating: 6.0

Description: In the distance you see a huge obelisk which the Night Marshall says is 'the Pillar of Time'. "Many people," he says, "have come this route never to return.  Good Luck."  Slowly, he turns and leaves.

Turning towards the east, walking, you soon find yourself before a huge fifty meter obelisk.  As you draw close to it you see an inscription.

HAIL ALL THOSE WHO COME THIS WAY.  WOE BE THOSE WHO SPEAK THE ANCIENT WORDS AND DESECRATE THIS MOST HONORED SHRINE.  LO THE PROPHET OF TIME, JOHN COOPER, HAS SPOKEN!!!

Casually you turn to leave even as you hear a voice say "Cooper's Revenge is upon you...foolish mortal!!!" 

Comment:  There is some more to the introduction, but it has very little to do with the play.  Basically, you find yourself in a rather odd city with overhead railroads, magical mists, and lots of cryptically inscribed obelisks.  The basic thrust of this adventure is to explore the city and find a way back to the Main Hall.

The city is loaded with fascinating objects and clues and seems to promise a lot a interesting puzzles and special effects.  Every few rooms you run across yet another inscribed obelisk with passages like this one: "THAT WHICH IS SEALED IN CRYSTAL CONTAINS THE POWER TO RELEASE THE FROZEN."  Unfortunately, nearly all of it is fluff-- "color" and "atmosphere" pieces that actually have nothing to do with solving the adventure.  At least, if more puzzles existed, I couldn't find them and didn't need them for anything. There is no indication of success or failure at the end of the game, so I conclude that the only true objective is escape.

Even so, the atmosphere is well done and interesting to read.  It fails on two counts: first, it has dozens and dozens of stupid spelling errors.  The extra command ALTAR, for example, is really "alter".  The second, and in my opinion much more damaging failing is that it has about a half-dozen death traps.

I give it a difficulty rating of (6).  While there is very little that is actually challenging, the map is pretty complex and the death traps do offer minimal warning once you have fallen into one and know what they are.  I feel that it is worth playing for the interesting descriptions and map, but there is little combat and only one puzzle.
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#155 - Tomb of the Vampire

Re-reviewed by Robert Parker 

MAIN PGM Version: 6
Extra Commands: None 
Deleted Commands: None 
Special Features: Hi-Res picture during intro
Reviewer Rating: 6       Average Rating: 6.0/2

Description: You have been asked to help a Transylvanian city defeat a vampire located in an abandoned cave in a mountain behind a cemetery.

Comment: First off, I would like to apologize to Dr. Trent for the "bad" review of this game in the Dec'90 issue.  When you trade disks with as many people as I do, you don't have much time to make sure that everything is as it should be.  That is how I got a bad copy of this game.  After performing the bug fix in the same issue, I discovered that this was the cause of a lot of my gripes.  I would like to withdraw my comments and rating in the Dec'90 issue and offer this instead.

The map was well thought out.  I had a copy that was sent to me by Dr. Trent and compared it to the one I came up with.  Pretty much the same, with the exceptions of hidden (LOOK) passages and those which didn't show up on my first copy.  The bad descriptions were replaced by full sentences.

In short, this was a lot better once the bug was fixed.  I rate it an overall 6 for the thought-out map and the relatively difficult yet simple puzzles.  The clues are there, you just have to look at them!
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Bugs 'n' Fixes
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#68 Smith's Stronghold
Date Fixed: 2/24/91

Problem: SYNTAX ERROR IN 5030
Fix:
5030 FOR A = 1 TO NA: IF LEFT$ (AN$(A), LEN (S$)) <
	> S$ AND RIGHT$ (AN$(A), LEN (S$)) < > S$ OR 
	AD%(A,4) < > -1 THEN NEXT: PRINT: PRINT "YOU 
	AREN'T CARRYING A ";S$: PRINT: GOTO 100
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#117 Dungeon of Doom    (ProDOS only)
Date Fixed: 1/15/91

Problem: character not properly returned to Main Hall 
Fix: In Line 2560, change   SEX$   to   SX$
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#130 Haradwaith
Date Fixed: 11/27/90

Problem: BUY or SELL commands may cause crash.
Fix:
13027 IF HM AND C = 29 THEN 14020
14010 GOTO 13010
14020 PRINT: PRINT "1 GOLD  2 IVORY  3 OIL  4 WOOD
	5 OTHER": PRINT "WHAT DO YOU WANT TO SELL
	?  ";:GET SE$: SE = VAL(SE$): IF SE < 1 OR SE 
	> 5 THEN GOTO 14020
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#139 Peg's Place
Date Fixed: 11/30/90

Problem: SYNTAX ERROR if quest if fulfilled while playing a saved game.
Fix: 29050 FOR I = 1 TO 29: READ A$: NEXT
(DOS 3.3 version: also move line 29033 to 29060)
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#194 Attack of the Kretons      (ProDOS only)
Date Fixed: n/a

Problem: trashed data file
(Your copy may not have this problem.)
If this adventure seems screwed up with bad descriptions, OUT OF DATA errors, etc., then your copy came from the release that was uploaded with a corrupted data file.  Note that this only applies to the ProDOS version that is up on BBS's.  This adventure plays extremely well with lots of well thought out features and is virtually bug free.  If you're having problems, see about getting a fresh copy.
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Eamon Adventure Listing
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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: (not used)	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	4.0/5 a
2. The Lair of the Minotaur	D. Brown	4.2/4 a
3. The Cave of the Mind	  Jacobson/Varnum	2.6/4 a
4. The Zyphur Riverventure	J. Jacobson	5.6/5 a,f
5. Castle of Doom		D. Brown	4.5/5 a
6. The Death Star		D. Brown	3.6/5 a,f,g
7. The Devil's Tomb		J. Jacobson	4.8/5 a
8. The Abductor's Quarters	J. Jacobson	5.0/2 a,f
9. Assault on the Clonemaster  	D. Brown	4.0/2 a,f
10. The Magic Kingdom		D. Cook		3.0/1 a
11. The Tomb of Molinar		D. Brown	3.0/3 a,f
12. The Quest for Trezore	J. Jacobson	6.5/2 a,f
13. Caves of Treasure Island	Genz & Braun	2.5/2 a,f
14. Furioso			W. Davis	4.0/1 a
15. Heroes Castle		J. Nelson	5.0/1 a
16. The Caves of Mondamen	J. Nelson	7.7/3 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	5.2/3 b,f
23. The Temple of Ngurct	J&R Plamondon	7.0/2 b,f
24. Black Mountain		J. Nelson	7.5/2 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	7.0/2 b
28. The Tower of London		F.& S. Smith	6.0/1 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	6.3/3 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	6.0/2 b
42. Alternate Beginners Cave	R.Volberding	4.7/3 b
43. Priests of Xim!		M & E Bauman	5.0/2 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	7.3/3 b,f,g
48. Picnic in Paradise		J. Nelson	6.0/2 c
49. The Castle Kophinos		D. Doumakes	7.0/1 b,f
50. Behind the Sealed Door	T. Berge	4.0/2 a
51. The Caves of Eamon Bluff	T. Berge	6.8/3 b
52. The Devil's Dungeon		J. Merrill	5.5/2 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	6.1/3 a
56. The Lost Adventure		J. Allen	6.0/1 a,h
57. The Manxome Foe		R. Olszewski	4.0/1 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	5.0/1 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	7.0/1 b,f
70. The Tomb of Y'Golonac	R. Romanchuk	4.0/1 a,f
71. Operation Crab Key		J. Vercellone	1.0/1 a,h
72. House on Eamon Ridge	T. Berge	3.0/1 b
73. The Deep Canyon		K. Blincoe	6.0/1 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	5.7/4 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	5.5/2 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	6.0/2 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		1.0/1 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	9.0/4 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	6.5/2 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		7.0/1 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	5.5/2 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

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

