EAMON
ADVENTURER’S LOG – National Eamon User’s Club
Volume
1 *
Number 3 – August 1984
Welcome to the third issue of the
National Eamon User’s Club newsletter. We hope you’ll like the new
format.
To help clarify who is responsible
far
each section of the newsletter, we will begin including a name with
each
article. This will help you correspond to the appropriate person when
you want
to comment on our style or content. It’s really not that big a deal,
because we
read each other’s mail, but it might help you out in addressing your
letters.
(No one is responsible for the Terminological Inexactitude column -
which
contains rumors and innuendo and will remain anonymous!)
Our volunteer staff now consists
of:
John Nelson
- Eamon author/fanatic/Bug Killer
Bob Davis
- Official mascot and reviewer
Jeff Harris
- Local barbarian artist and critic
Dan Cross
- Not-so-local tester and paid member
Thomas Zuchowski - Off-site bug
killer
WE HAVE MOVED! BY THE TIME YOU READ
THIS WE WILL BE AT A NEW ADDRESS!!
This is a miracle in itself it
seems, but it has happened and we’d better tell you the new address
before we
forget. [Address removed.]
This is a new column that will
contain news about Eamon itself and not necessarily anything to do with
the
club. News about the Club can be found in Club News.
New adventures - We are now up to
74 adventures. This does NOT include the four utility diskettes, the
three
tournament diskettes, the two dungeon designer diskettes or the new
Master
Diskette (see below). The newest Eamon adventures (since last issue)
are:
69.
Black Castle
of NaGog
70. Tomb of Y’Solonac
71. Operation Crab Key
72. House on Eamon Ridge
73. The Deep
Canyon
74. Dharma Quest
75.
Temple
of the Guild
76. Search for Yourself
By
next issue we are hoping to
release the following adventures for Eamon, but these are not completed
yet:
Temple
of the Trolls
Sorcerer’s Spire
Warlord of Warrick
NEW
EAMON MASTER DISKETTE
There
is a new Eamon Master diskette
that has been named Master 2.0. It will not replace the original,
because
people may choose to remain true to the original Don Brown version.
If you want to order the new
master, you must specify version 2.0 or you will receive the original.
The new
features on version 2.0 are:
A. Menu program, on boot-up,
allows:
1. Listing the names of your
characters
2. Ability to go directly to an
adventure
3. View any character
4. Listing Eamon adventures
5. Cloning character
6. Resurrection
B. The Beginner’s Cave has been
changed:
1. More monsters and
treasures
2. More rooms
3. Uses Standard DUNGEON EDIT files.
C. The Main Hall has been expanded
1. A training center has been added
2. You may buy better, special
weapons
For members who would like to try
the new master, send us a blank diskette (or your old master) and we
will copy
this and send it back to you. THIS IS DOME AS A BENEFIT FOR MEMBERS
ONLY -
Non-members are not eligible for this service. If you are a non-member,
please
include S5.00 for the copying fee and diskette and postage.
FOR THOSE WITHOUT WORD PROCESSORS
I have written a crude Applesoft
program that will read a standard sequential text file and print it far
those
people who do not have word processors. The Applesoft Text printer will
now be
included on the DDD 6.0 diskette. If you would like a copy of it, send
a
stamped self-addressed envelope. We will distribute this program on
paper,
since it is very short.
Thanks to Tom Weishaar and the May
‘84 issue of Softtalk, we have a patch to DOS that will allow you to
read the
Eamon text documentation files directly from the keyboard,. You may use
this to
print the documentation, but the DOS method does not break on words
when
printing or displaying.
The club dues announced last issue
seemed to cause a lot of people to drop the newsletter. It too bad
because the
sore people we have, the cheaper it is for everybody, but there are
still those
who expect something for nothing. Anyway because we are now on a
membership
dues and not a total charity outfit, we can afford to give some
services to our
members for their money. One benefit to being a member of our club is
of course
the newsletter, but there are other benefits planned. Effective
immediately and
continuing until further notice, there will be new disk prices (or our
adventures. The new prices far members (those who paid $12. dues) are:
1 – 4 adventures $4.00 each
5 – 9 adventures $3.75 each
10 – 19 adventures $3.50 each
20 – 39 adventures $3.25 each
40 – up adventures $3.00 each
You can order Eamon diskettes from
other sources also and sometimes cheaper than from us, but we endeavor
to have
the most accurate bug free and latest up-to-date conies. Also when you
order
them from us, we keep track of this and when we have some spare time we
are
planning on notifying people directly when an adventure they have has a
bug.
This may save hours of frustration.
We now offer two different ways of
receiving the newsletter. The first way is a full membership. Those of
you who
paid the $12 dues are full members. We also offer a lower $6
subscription only
price for those on a tighter budget or not in need of any other
services from
us. The benefits listed below will explain the differences.
Member benefits: Member rates
on adventures
Priority on Correspondence
Personal help on adventures
Special offers and discounts
John & Bob
This is a new column that will help
you while adventuring. Some of the tips say be of a general nature
(concerning
adventures) and others will be hints on specific adventures.
DETERMINING FRIENDLINESS - No Risk
One thing about Eamon is that you
have to know the name of the monster you want to attack before you can
attack
him. In many cases the designer will give the name in the monster’s
description.
You may not always be able to tell if a monster is friendly and you
don’t want
to attack if he is, but it takes one turn to find out and by then
you’ve taken
a hit from his. One way to avoid this is to try to leave the room
immediately
upon encountering the monster. If the monster is an enemy, you won’t be
able to
but at least you won’t be attacked. Of course you say not always want
to do
this if the room was difficult to find, the exit is a one way door or
something
like that.
BRIBING MONSTERS - a sure thing
Did you know that you can bribe a
monster in Eamon and depending on his friendliness, get him or her to
be
friendly? If you did know this, did you know that the maximum amount
you have
to bribe is 100 gold pieces? Unless the monster is totally unfriendly
(in which
case you can never bribe him) or there has been special programming to
require
a larger or different bribe, this is the most , have to spend to insure
success.
CHEATING DEATH - possibly
There are a couple of programs an
the Eamon Utility diskettes that allow you to test an adventure with no
risk to
your character’s life. One of these programs is on Eamon Utilities II
and is
called TEST BENCH. It creates a character for test purposes only that
you can
take through an adventure. Another prom., recently created is ADVANCED
BENCH on
the same diskette. It is a more advanced program used for the same
purpose.
These characters can never be returned to a Master diskette, but are
goad for
testing an adventure for bugs before risking a good character. A third
program,
but one that allows you to use a regular character and be able to
return to the
Master when done is ADVENTURE (or on some versions it say be called
ADVENTURE
ONLY). This say be found on both the current Eamon Utilities I and
Eason Utilities
II diskettes. When you want to on an adventure from this program,
select it
from the menu or RUN it. It will ask you to insert the diskette that
the
character is on. This will be the Master diskette containing your
character.
You will then have to type in the name of the character and you will be
on your
way. If you can’t remember the name of your character, type ‘?‘ and you
will be
given the names of
characters on that diskette.
CONTINUING AFTER CRASH - maybe
If an Eamon adventure crashes on an
error of some sort, it is possible to continue under certain
circumstances. If
there is no ONERR statement in effect while the game is in play, it may
be
possible to keep going after an error. The ONERR statement will
sometimes act
to close the files. If the files get closed, you will not be able to
restart
the adventure. If someone discovers how to restart an adventure after
the files
have been closed, I would like to hear about it. (It seems like I did
do this
once by doing a POKE 51,0 and branching to the line number that opens
the files
in the restart routine.)
Anyway, to continue after a program
crash, it will also depend on why the program crashed. If it was bad
programming and you were trying to do something obscure such a POLISH
EMERALD
RING that you could just as well do without doing, you can get back
into the
game by typing GOTO 210 (or GOTO 165 in. some of the old adventures -
prior to
#4 or in adventure #13). If the crash occurred while merely walking
around, it
is possible you have a bad copy of a disk and you may not be able to
restart
the game.
John

DESIGN STANDARDS -- by Jeff Harris
I was asked to provide a set of
standards for a typical EAMON adventure. What follows is, of course,
personal
opinion and not gospel. But PLEASE consider these points when next you
create a
dungeon.
I. BE CONSISTANT! Your adventure is
set in a world of fixed technology, laws and environment. Nothing
gripes me
more than striding dawn a castle corridor - in full plate armor - and
being
mowed down by a Nazi with a machine gun! If you’re in a medieval
scenario, then
by all means fill it with wizards and warriors, ogres and princesses,
etc. A
.357 Magnum or a flashlight simply do not belong. Conversely, who wants
to run
around in chain mail when everybody else has blasters?
2. WHAT’S THE POINT? An adventurer
should have a goal. If the adventure is just an excuse far violence,
save your
time and bucks and go watch a football game on T.V. On the other hand,
you’re
not out to rebuild Atlantis, either. Use your judgment: a rescue, an
assassination, a magic sword keep it simple, but stick to it.
3. AT THE ZOO. ‘There we were,
fighting two dozen orcs when in walks this blue dragon ..." In a pig’s
eye.
Unless they kept the big lizard as a pet, they’d probably avoid it like
the
plague. This borders on #1 above, but it deserves separate mention:
contrary to
popular belief, every little hole in the ground does NOT have a
life-form
lurking in it. And where there are life-forms, the ratio of predators
to prey 5
like 1:15.
Again, use your
judgment: orcs and dragons are both predators, and the competition will
be
pretty rough. Personally, I’d like to see more prey in dungeons,
castles, etc.
They’d make for great comic relief, and when you did run into the local
predator, it would make for a far nastier surprise.
4. THE OBSTACLE COURSE. A complaint
I heard recently was about an adventure where practically every door
gave the
adventurer an electric shock. It eventually killed him six doors into
game.
While not really an advocate of fair play, some early warning - or an
available
defense - sure couldn’t have hurt here. Any series of obstacles (no
matter how
many or how difficult) should not be insurmountable; using a Power
Spell to break
out of a room is unfair, stumbling blindly in a dark cave is NOT
unfair.
Consider the odds when designing a trap, a riddle, or a confrontation
with a
monster.
5. BE ORIGINAL! My wife (John’s
wife, too) collects Harlequin Romances by the box-full. I’ve looked at
a few of
them, and they’re all the same - only the names and locations have been
changed
to keep the reader awake! Variety is the spice a + life, and the best
adventures have a totally different slant to them. Try to avoid the
Thirty-room-six-monsters-and-a-wizard syndrome. BE CREATIVE!!
This issue we will cover more of
what we covered last issue, but in more detail: LOCAL PIA6IC. If you
read the
Eamon Player’s manual, it describes universal and local magic.
Universal magic
is the magic you can buy at the Main Hall and it works roughly the same
everywhere you go. Local Magic is magic that is unique or special to a
particular adventure.
Local magic is that created by the
de5igner when he designs and programs the adventure. It consists of
printing
neat little messages to the player and modifying some information in
the
computer to simulate some action taking place.
Let us say, for example that you
wanted to make the adventurer grow old if he drinks a certain potion.
This
could be simulated by printing a message such as YOU ARE GROWING OLDER
BY THE
SECOND. YOUR HAIR HAS TURNED WHITE, YOUR SKIN IS BECOMING EXTREMELY
WRINKLED,
AND YOU ARE GROWING WEAKER’’. You must then modify values to simulate
the age
increase. There is no age kept for an Eamon character, so you don’t
have any
variable here to contend with, but you may lower the character’s
agility which
is contained in he variable MD%(0,2) lower his defensive odds (which
normally
contain zero, so you could make them negative and lower his strength
(contained
in variable MD%(0,1).
Using the different fields, you can
do almost anything. I will cover the most commonly wanted tricks and
let you,
as the adventure designer decide what you want to do with it.
One common thing is secret
passages. Although this is not really a magical type of effect, it is a
common
feature and I promised to cover it last issue. Secret passages are
handled
automatically in DOD version 6.0, but in version 5.0 and before, it
required
the designer to program these. To program a secret passage, you may do
it one
of two ways. The first and easier method can also be more dramatic.
That is to
teleport the adventurer into the new room as soon as they discover the
passage.
A message can be printed to be as dramatic or as different as you wish.
Ta
effect the change in rooms, all you have to do is change the variable
ROOM to
the desired room number with a statement such as ROOM nn. You then have
to
branch to 3500 of the main program. The second method is a bit more
sophisticated
and the adventurer will not be forced to use the secret passage
immediately.
This is done by having a switch (or variable) to indicate whether or
not the
adventurer has discovered the passage yet. In the move routine, you
would check
this switch and if the passage had been discovered, allow the move in
that
direction. Far example, in the look routine, I would code IF ROOM = 54
THEN L1
= 1: PRINT "YOU FOUND A SECRET PASSAGE TO THE WEST!". Then in the Move
routine
I would code IF R2 = -55 AND L1 THEN R2 = 55: GOTO 3500
Another common adventure feature is
to love artifacts or monsters into or out of the room. The variable for
an
artifact’s location is AD%(A,4) where A is the artifact number in
question. The
variable for a monster’s location MD%(M,5) where M is the monster’s
number. The
variable ROOM contains the current room number that the adventurer is
in.
Therefore, to move an object - be it monster or artifact - into the
room you
change the corresponding room number variable. For example, to move an
artifact
into the room, the code might be something like: PRINT ‘THERE IS A
BRIGHT FLASH
AND A MAGIC SWORD APPEARS!’: AD%(1,4} ROOM. To remove an object from
the room,
the item’s location is changed to zero. For example, to take the sword
away
from the adventurer or out o the room it is currently in, the code
might be:
PRINT ‘THE SWORD VANISHES!’: AD%(1,4) = 0. Monsters are a bit more
complicated
to teleport around, however. When a monster is caved around, you have
to
compensate for whether he is friendly, or unfriendly, and how he will
react to
these changes. This is done by setting the variable R3 to ROOM and
performing
the subroutine at line 3600 after changing the monster’s room number.
This
extra step insures that the monster knows he has been teleported.
That’s about all the space we have
for this issue, so I’ll wrap it up for now. Next issue I’ll cover
locked doors,
gates and how to operate and program them.
John
Terminological
Inexactitudes
Things appearing in this column
must not be confused with actual facts, but are rumors regarding the
world of
Eamon and adventuring.
Bob Davis writes adventures?? We’re
not sure it’s true, but rumor has it that Bob has written Eamon
adventures
before, but never released them to the world. I am planning a covert
operation
(top secret, of course) to try to get these from his and release them.
We have gotten thousands (maybe
millions) of letters asking what is Knight Quest. Rumor has it that it
is Eamon
raised to the 12th power less the bugs, but we’re not telling.
In this column we answer commonly
asked or interesting questions we receive.
Q. I was in the Abductor’s Quarters
and found that the roams in one area were not working correctly. Can
you tell
me how to fix this?
A. I spoke to the author about this
‘bug’ years ago when I first encountered it and found out it was not a
bug. The
designer did this to create a ‘space warp’ effect.
Q. It costs you over $1.00 per
person per issue to put out the newsletter?
Actually, yes and no. Depending an
the size of the issue, the number of copies and whether or not you
count
overhead such as use of a postage machine, it ranges from 70 cents to
1.05 per
issue per person. Amazing, isn’t it? If we had a lot more members, this
price
would go down drastically, but there seems to be few Eamon players who
don’t
want to pay for a newsletter. They tend to want everything for free.
Q. I would like to buy some more
Eamon adventures, but I don’t know which ones are any good. Is there a
description of all of the adventures that I could get? Ratings on the
adventures would also be great.
A. There is a document containing
descriptions of all of the Eamon adventures, but it is not current at
this
time. Every time we get more adventures, this document has to be
updated. We are
currently updating the document and are adding a review and rating
section to
each one. It may take a while to get this all done, but we will keep
members
informed on it’s progress. It will be quite a thick document, so we
will have
to charge to recover printing costs, but we will keep it as cheap as
possible
for members. For non-members, the once will be a bit higher. Since we
do not
have it finished yet, we do not know its length or cost. In the
meantime, see
the current SPOTLIGHT
ON
column in this issue.
One thing I would like to talk
about before getting into the actual bugs and their corrections is the
tools
and knowledge needed to make these changes. If you are an Applesoft
programmer
and are familiar with a program line editor, you say skip down to the
bugs
portion. If you do not know anything about Applesoft programming, the
changes
may be difficult, but you should be able to make them if you follow the
instructions. If you do not want to attempt the changes, please let me
know and
I’ll see what I can do to help you out. I can’t promise to make the
changes for
you, but I can give you a more detailed set of instructions or possibly
re-copy
the diskette for you.
The best way to make corrections to
the program lines is with a program line editor. It is advised to
obtain one of
these and learn how to use it. It will make corrections much easier. If
you are
already familiar with Applesoft programming and how to change programs
and you
understand the instructions given for changing these programs, go right
ahead
and make the changes. If you do not know how to change Applesoft
programs,
there’s no time like the present to learn, so I’ll try to explain the
procedure
below.
CHANGING AN APPLESOFT PROGRAM IN
GENERAL
In order to change an Applesoft
program, the program must first be in the computer’s memory. This is
done by
typing LOAD followed by the exact name of the program. From that point
on you
may modify the program by replacing the lines already in the program,
adding
new lines or deleting lines that are already in memory. If you have a
line
editor, you will be able to change a line without having to completely
replace
it.
[ACTUAL FIXES OMITTED FOR INTERNET
VERSION]
Last time I promised to highlight
some intermediate to tough adventures. (By tough I mean not easily
survived.)
Well, I’ll do that but unfortunately I have not tried some of the
adventures
above #48 because of the volume (25 new adventures in 4 months!). Those
will be
covered in later issues.
I would like to clarify the rating
system a little more. The first number is the overall rating including
settings, descriptions and plot; the second number is the difficulty in
both
problem solving and survivability. Range is I to 10 with 10 highest.
The
following is a break-down of the meaning of the numbers.
Rating - any rating 5 or above is
recommended.
0-2
Poor or
tasteless. Would not recommend.
3-4
Casual,
non-descriptive, unintriguing.
5-6
Average,
somewhat interesting.
7-8
Interesting,
descriptive, exciting.
9-10
Excellent!
Entertaining - a must.
Difficulty - any rating above 5 is
recommended.
0-2
Easily
survived, little problem solving.
3-4
Some
injuries, maybe secret passages.
5-6
Some
problem solving, a few tough guys.
7-8
Multiple/intricate
complexities, some death.
9-10 Heavy
hitters, time/move problems.
I have a personal definition I
would like to share before going on to the reviews. It is ‘adventure’.
ADVENTURE - A defined, riskful task
that must be or is desired to be performed within a set of UNKNOWN
circumstances.
Unknown is the key. In other words,
I am not going to explain in detail the environment the adventure is to
be
performed in, the adversaries/friends you’ll encounter, the special
effects/magic possible or the types of treasure available. I wouldn’t
want
someone to inform me of this. I will explain the general background and
mission
(if known) and sometimes the quality of the game (descriptions.
settings, task,
etc.).
Here are the recommended
intermediate adventures and their ratings:
NO
TITLE
8
Abductor’s
Quarters
9
Assault on
the Clonemaster
25
Nuclear
Nightmare
33
Orb of
Polaris
37
Quest far
the Holy Grail
8) Abductor’s Quarters (6:7) - A
friend of yours (who is a fellow adventurer, of course) has been
captured and
is being held in a nearby network of caverns. You must enter these
caverns and
rescue your friend before the abductor executes him/her.
If you slip up and become abducted
yourself, your friend will be lost forever and you must wait in the
deep
recesses of the diskette far the next rescuer. If you rescue your
friend and
escape, both of you will return to the Main Hall safely.
9) Assault on the Clonemaster (5:6)
- You blundered into an aperture between universes and fell into a
different
world; a world ruled by a ruthless despot called the Clonemaster. The
rebels
force you to help them destroy his Clonatorium (where the evil clones
are being
produced even now) before they will show you the way home. The longer
you wait
to destroy it, the more clones you will have to face to complete your
mission.
25) Nuclear Nightmare (6:5) - A
mysterious stranger appears in town talking about the ultimate weapon;
a weapon
that could destroy the entire kingdom! If this weapon does exist. it
must be
dismantled or destroyed and measures must be taken so that it could
never be
rebuilt.
33) Orb of Polaris (7:7) - You have
been captured and teleported by an angry warlock who claims a great
treasure
has been stolen from him - his orb of power. A mystic defense has been
cast
over the ice caverns of Polaris barring the warlock from entering. He
needs a
free adventurer (you) to get the orb for his, for which he will give
you a
great reward. He teleports you to the ice caverns without so much as
loaning
you a sweater. The caverns are very cold and you must find some form of
protection
from the cold before you can even begin to look for the orb.
37) Quest for the Holy Grail (9:7)
- A personal favorite for any Monty Python fan, this adventure is
entertaining,
very descriptive, humorous and follows the movie enough that you should
catch
some clues if you’ve seen it. Be wary of a little peril. If you have
not seen
the movie version, but are partial to English humor, this adventure is
a must.
The following are same of the best
adventures available for Eason (my opinion of course). These adventures
are
challenging in either puzzles, mazes and/or seasoned fighting monsters.
NO
TITLE RATING
12
Quest for
Trezore
16
Caves of
Mondamen
21
Quest for
Marron
24
Black Mountain
45
SwordQuest
47
FutureQuest
12) Quest for Trezore (7:8) – You
are searching for the wizard Trezore and come across a bronze door with
three
small holes in it. You know it must be opened somehow. The key(s) is
tough and
dangerous, as you will encounter varied and pugnacious beasts and
beings.
16) Caves of Mondamen (8:8) - The
evil Mondamen is assembling an army and has employed the services of a
wizard
to summon a demon from another dimension. He has captured the princess
of
Nexdar (a neighboring kingdom) to force the king of Nexdar to help him
financially. You must stop Mondamen by killing the wizard before he
summons the
demon Vaprak and then rescue Princess Mari.
21) Quest for Marron (8:8) - A
friend of yours has become possessed by an evil (what else?) demon. The
only
one that can help her is Marron, a crazed holy man now living in a
cavern with
other crazy, and a few normal, people. You bind your friend and take
her into
the caves only to find two people named Marron! Which is the fake? You
must
find the clues to deduce the real Marron along with finding several
artifacts
to help Marron purge the demon from your friend.
24) Black Mountain (8:8) - The
evil, rotten, no-good Black Bark has been terrorizing a little town for
years,
The local authorities, are hot on his trail, but need some assistance.
You pick
one mission of a possible six, and each time this adventure is entered
the
monsters are different and found in random places. The six missions are:
1. Arrest Black Bark
2. Rescue Pauline (a key witness)
3. Retrieve a murder weapon
4. Rescue the kidnapped mayor
5. Return evidence (file papers)
6. Return stolen loot
The most interesting of the six is
number 3; you must find what the murder weapon is before you can
retrieve it.
45) SwordQuest (7:8) - King
Arthur’s sword, Excalibur, has been stolen and is being kept in Morgan
Le Fay’s
castle. You seek Arthur’s favor by retrieving the sword for him. This
is a
dangerous mission and you may need help.
This is a large dungeon with many
roams, artifacts, and creatures. The room descriptions are average but
most
monsters have reactions (such as being surprised) and enough action is
taking
place that flourishing room descriptions are not critical.
47) FutureQuest (8:7) - You are in
a future society and must use new commands to communicate - SCAN for
LOOK,
REPAIR for HEAL and TRANSMIT for SAY for example. Waking up from a
cryogenic
sleep an a spaceship under attack, you must abandon the shin and head
for the
planet below. You will Cross a desert, invade a castle or two and end
up on
another planet where you will try to complete your mission -
assassinating the
emperor.
For those of ho like a real
challenge or just watching your characters die, we have the following
four
adventures classified as ‘tough’. I personally only recommend #7 and
#19 as far as overall rating.
NO
TITLE
7
Devil’s
Tomb
14
Furioso
19
Death Trap
29
Apple Island
7) Devil’s Tomb (6:9) - Setting out
of this one is the mission. Along the way (if you get out of the first
room)
you’ll find gambling with the devil, a few demons and gargoyles, and
the
magical book of Trezore! One hint: You’ll need magic to survive the
Tomb.
14) Furioso (4:91 - You start out
being abducted and all your possessions taken - armor, weapons,
everything. You
are placed in a dark hold of a ship which soon runs aground and is
sinking. You
must get out of the ship before it sinks and find your way back to the
Main
Hall.
19) Death Trap (7:9) - Enter at
your awn risk - this dungeon contains very experienced warriors. You
took a bet
proposed by one of your enemies that you could survive this place. The
amount
at stake - 20,000 gold pieces! Good luck. One note - this dungeon adjusts to
your character’s experience; the tougher your character, the tougher
the
dungeon.
29) Apple Island
(3:9) - This is the first graphics adventure for Eamon. The tough part
about
this adventure is to stay awake or keep from starting a new adventure
before
you finish this one. You must have lots of gold to buy food packs, each
food
peck costing one gold piece, and a food pack is expended on each move
the
player makes.
The most exciting part of the
adventure as when I found an Eamon-like passage (text), but then found
nothing
there. Got my hopes up, then - DASHED on the rocks.
In summary, if you’ve got
characters ready for intermediate and/or ad dungeons, these are the
diskettes
to get next.
Bob
About a day before press time we
received the last two adventures Temple
of the Guild and Search for Yourself from an old displaced Iowan friend
Don
Doumakes. Don wrote Castle Kophinos - Adventure *49 also.
These adventures warrant a small
word from us before we pack this off to the printers. The Temple
of the Guild is not really an
adventure, as such, because it is intended primarily to boost the
attributes,
skill or gold of the adventurer. I had the opportunity to try this out
before
we went to press and I think it deserves some attention and
explanation. I have
listed it as an adventure because it does contain a main program that
has the
regular adventuring commands in it and you can adventure in it. I liked
it, and
recommend it for people who want to boost their character, but do not
want to
cheat.
The second adventure: Search for
Yourself is not a pop psychology game, it is an adventure with what the
author
calls ‘two moderately devious features’. I regret that I have not yet
had a
chance to play it, so I cannot give you my review, but I promise by
next issue
that I will try this one out.