{\rtf1\ansi\ansicpg1252\uc1 \deff0\deflang1033\deflangfe1033{\fonttbl{\f0\froman\fcharset0\fprq2{\*\panose 02020603050405020304}Times New Roman;}{\f28\fscript\fcharset0\fprq2{\*\panose 03040902040508030806}Old English Text MT;} {\f33\fnil\fcharset0\fprq2{\*\panose 00000000000000000000}Broadview;}{\f34\fnil\fcharset0\fprq2{\*\panose 00000000000000000000}Heather;}{\f172\froman\fcharset238\fprq2 Times New Roman CE;}{\f173\froman\fcharset204\fprq2 Times New Roman Cyr;} {\f175\froman\fcharset161\fprq2 Times New Roman Greek;}{\f176\froman\fcharset162\fprq2 Times New Roman Tur;}{\f177\froman\fcharset177\fprq2 Times New Roman (Hebrew);}{\f178\froman\fcharset178\fprq2 Times New Roman (Arabic);} {\f179\froman\fcharset186\fprq2 Times New Roman Baltic;}}{\colortbl;\red0\green0\blue0;\red0\green0\blue255;\red0\green255\blue255;\red0\green255\blue0;\red255\green0\blue255;\red255\green0\blue0;\red255\green255\blue0;\red255\green255\blue255; \red0\green0\blue128;\red0\green128\blue128;\red0\green128\blue0;\red128\green0\blue128;\red128\green0\blue0;\red128\green128\blue0;\red128\green128\blue128;\red192\green192\blue192;}{\stylesheet{\ql \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 \snext0 Normal;}{\*\cs10 \additive Default Paragraph Font;}{\s15\ql \li0\ri0\widctlpar\tqc\tx4320\tqr\tx8640\nooverflow\faroman\rin0\lin0\itap0 \fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 \sbasedon0 \snext15 header;}{\s16\ql \li0\ri0\widctlpar\tqc\tx4320\tqr\tx8640\nooverflow\faroman\rin0\lin0\itap0 \fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 \sbasedon0 \snext16 footer;} {\*\cs17 \additive \sbasedon10 page number;}{\s18\qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \b\f28\fs56\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 \sbasedon0 \snext18 Title;}}{\info{\title Annual Financial Report} {\author Thomas J. Zuchowski}{\operator Thomas James Zuchowski}{\creatim\yr2000\mo2\dy21\hr18\min57}{\revtim\yr2000\mo3\dy26\hr13\min27}{\printim\yr1998\mo3\dy20\hr19\min57}{\version5}{\edmins4}{\nofpages10}{\nofwords5573}{\nofchars-32766}{\*\company } {\nofcharsws0}{\vern8247}}\margl1440\margr1440 \widowctrl\ftnbj\aenddoc\noxlattoyen\expshrtn\noultrlspc\dntblnsbdb\nospaceforul\lytprtmet\hyphcaps0\formshade\horzdoc\dghspace120\dgvspace120\dghorigin1701\dgvorigin1984\dghshow1\dgvshow0 \jexpand\viewkind1\viewscale100\pgbrdrhead\pgbrdrfoot\bdrrlswsix\nolnhtadjtbl\oldas \fet0\sectd \psz1\linex0\colsx432\endnhere\sectdefaultcl {\*\pnseclvl1\pnucrm\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang {\pntxta .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang{\pntxta )}}{\*\pnseclvl5\pndec\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang {\pntxtb (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl9\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s18\qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \b\f28\fs56\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\super The}{ Eamon Adventurer\rquote s Guild \par }{\fs40 \par }\pard\plain \qc \li0\ri0\widctlpar\brdrt\brdrtnthmg\brdrw60\brsp20 \brdrl\brdrtnthmg\brdrw60\brsp80 \brdrb\brdrthtnmg\brdrw60\brsp20 \brdrr\brdrthtnmg\brdrw60\brsp80 \nooverflow\faroman\rin0\lin0\itap0 \fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\f33\fs48 Tenth Anniversary Issue ! \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\f33\fs28 \par \sect }\sectd \psz1\sbknone\linex0\cols2\colsx432\endnhere\sectdefaultcl \pard\plain \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b OUR TENTH ANNIVERSARY! \par }{ \par That\rquote s right! This issue of the EAG newsletter marks TEN YEARS of continuous publishing with never so much as a late issue before now, and with any luck this will be in your hands before the end of March. \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {_______________________ \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par }{\b Annual Financial Report \par }{ \par EAG Finances for 1997: \par \par }\pard \qj \li0\ri0\widctlpar\tx720\tx1440\tqdec\tx3690\nooverflow\faroman\rin0\lin0\itap0 {\tab Starting Balance:\tab $382.46 \par \par \tab Income \par \tab \tab Back Issues:\tab 7.00 \par \tab \tab Eamon Sets:\tab 20.00 \par \tab \tab Renewal Memberships:\tab 133.00 \par \tab \tab Updates:\tab 3.00 \par \tab \tab Total Income:\tab 163.00 \par \par \tab Expenses \par \tab \tab Copier:\tab 173.14 \par \tab \tab Postage:\tab 105.13 \par \tab \tab Supplies:\tab 30.00 \par \tab \tab Total Expenses:\tab 308.27 \par \par \tab Ending Balance:\tab $237.19 \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par A net loss for the year of $145.27. That p robably sounds horrendous to you, but it's not. It's merely a reflection of the gradually shrinking financial obligations of the EAG. Remember, I try to keep a balance that is roughly in accordance with the outstanding issues owed to the membership. Besid es that, I've already taken in $70 for 1998. \par \par In other words, you should have no concern for the paper loss in 1997. I am certainly not concerned. It merely reflected a payout of }{\ul your}{ money, which I have been holding for use to fulfill your membership privi leges. We had quite a number of multi-year memberships, and those are presently paying down to smaller numbers. As a matter of fact, it's once again time for another... \par \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\b MEMBERSHIP EXTENSION !!! \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par Yep, that's right! If you look, you'll find that your member ship expiration date on the newsletter envelope has been extended by one issue. And the money that has poured in already this year makes the September issue look like a sure shot for an extension, too. I should have done an extension in December, but my schedule was just too hectic, and I hadn't at that time made the mental transition from a hard deadline to whatever I can manage comfortably. As the lateness of this issue will testify, that transition has been completed! \par \par The above ending balance is actually a couple of dollars more than it was in 1991, when the income and outgo were each a thousand dollars more than for 1997. A meaningless factoid that I find mildly amusing. \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {_______________________ \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par }{\b NEW PHONE NUMBER \par }{ \par The phone company has struck again. For the second time in four years, I have a }{\b NEW PHONE NUMBER.}{ The area code has again been changed. My phone number is now }{\b \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {_______________________ \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par Well, since I have a few lines to fill here, I think I'll chat a bit more about TV shows I\rquote ve tried this year. "Prey" seems to be making the story up as it goes along, and it shows. "Earth: Final Conflict" seems to lack direction. This new season of "Babylon 5" is depressingly bad so far. But on the bright side, "X-Files" has been really except i onal recently, and "Buffy, the Vampire Slayer" just keeps getting better and better. Another bright spot is "American Gothic" rerunning on the Sci-Fi channel, giving the masses who blew it the first time a second chance to see some real quality fantasy/ho rror. \par }\pard \qj \li0\ri0\widctlpar\brdrt\brdrsh\brdrs\brdrw30\brsp20 \brdrl\brdrsh\brdrs\brdrw30\brsp20 \brdrb\brdrsh\brdrs\brdrw30\brsp20 \brdrr\brdrsh\brdrs\brdrw30\brsp20 \nooverflow\faroman\rin0\lin0\itap0 {\b\fs24 EAMON ADVENTURER'S GUILD \par }{ Thomas Zuchowski, Editor \par \par \par \par \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par Membership/subscription fee for 4 issues: \par US-Canada: $7.00; foreign: $12.00; in U.S. funds \par This newsletter is published 4 times per year, in March, June, September, and December \par \par \par \par \par \par \par \par \par \par This newsletter was composed in its entirety using Appleworks 4.3 on an Apple IIgs computer. It was then transferred to a PC for printing. \par \par }\pard \qj \li0\ri0\widctlpar\brdrt\brdrs\brdrw30\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {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. \par \par If you would like to add your own Eamon adventure to the EAG list, send it on a disk to the above address. It will be assigned an Adventure number, and tested for bugs and other problems. An informal critique and disk with bug corrections will be returned for your final comment, action and a pproval before release. \par }\pard \qj \li0\ri0\widctlpar\brdrb\brdrdb\brdrw45\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par }{\b BACK ISSUES: \par }{ \par }{\b NEUC 'Adventurer's Log': \par }{ Mar'84, May'84, Aug'84, Oct'84, Jan'85, Mar'85 \par May'85, Aug'85, Oct'85, Jun'86, Jan'87, Oct'87 \par \par }{\b EAG back issues:}{ 1988: - Jun, Sep, Dec \par 1989,'90,'91,'92,'93: Mar, Jun, Sep, Dec \par 1994,'95,'96,'97: Mar, Jun, Sep, Dec \par \par Price:\tab EAG members: \tab $1.00 each \par }\pard \qj \fi720\li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {non-members: \tab $2.00 each \par }\pard \qj \li0\ri0\widctlpar\brdrb\brdrdb\brdrw45\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par }{\ul Our mail-order Eamon vendor: \par }{ \par \par \par \par \par \par \par Eamons are available online at various sites. Some good sites I can recommend are }{\b Genie}{, }{\b ftp.gmd.de}{, }{\b ground.isca.uiowa.edu}{, and }{\b http://www.ecnet.net/ users/mumbv /pages/eamon/index.shtml}{ \par \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\b EAG EAMON DISK OFFER \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par EAG members can obtain the complete Eamon set from the EAG. Th is contains both the DOS 3.3 and 80-col. ProDOS Eamon collections archived to 3.5 disks. These are ShrinkIt archives. To access the ProDOS titles, you must have a minimum of one 3.5 drive. The DOS 3.3 titles require both 3.5 and 5.25 drives. \par \par The EAG members' price for the entire set is $25.00. To take advantage of this offer, you must take these steps: \par \par 1) This offer requires that you supply the disks. You must include }{\b 19}{ DD 3.5 floppies with your payment. }{\b NOTE}{ that these }{\b MUST}{ be }{\b DD}{ disks. My drives cannot read nor write to HD disks, so don't send them. \par \par 2) You must use a shipping container that I can re-use to return the filled disks to you. \par \par 3) The $25.00 price includes formatting the floppies with ProDOS If you format the disks for me, the price i s $20.00. This reflects the time savings I get from not having to do the formatting. It doesn't matter what ProDOS volume name you use since they will be rewritten. \par \par 4) If any of the above requirements are not met, the disks will be returned unfilled, and the shipping cost will be deducted from your refund. \par \par 5) Both versions of 8-bit ShrinkIt and basic instructions are included with the set. \par \par Purchase of the set puts you on a mailing list that automatically gets free updates once or twice per year. \par \par \par }\pard \qc \li0\ri0\widctlpar\brdrt\brdrsh\brdrs\brdrw15\brsp20 \brdrl\brdrsh\brdrs\brdrw15\brsp20 \brdrb\brdrsh\brdrs\brdrw15\brsp20 \brdrr\brdrsh\brdrs\brdrw15\brsp20 \nooverflow\faroman\rin0\lin0\itap0 {\fs16 \par \par \par (This space intentionally left blank) \par \par \par \par \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\fs16 \par \par \par }\pard \qc \li0\ri0\widctlpar\brdrt\brdrdb\brdrw45\brsp20 \brdrb\brdrdb\brdrw45\brsp20 \nooverflow\faroman\rin0\lin0\itap0 {\b\fs28 Eamon Walk-Through \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {A Walk-Through of Eamon #19 \par \par "Death Trap" \par \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { We had a request for a walk-through of this Eamon. While it's an early one, it has a well-earned difficulty level of (9), and there is plenty of tricky combat plus some obscure puzzles to boot. \par \par First, let's get up to speed on some features of this Eamon. In the early style, it uses a lot of randomizing; there are lots of monsters that may or may not be friendly, and results of an action can vary quite a lot from one try to the next. \par \par This dungeon tailors itself to your character's weapons. During initializ ation, the MAIN PGM examines your weapons, and adds more and tougher monsters to equalize your big guns. If the total of your weapons' dice times sides adds up to less than 50, you get the "minimum" dungeon, but if it adds up to more, you get more and tou g her monsters on an ascending scale. To give you a reference, the weapons used by "FRESH SAM" add up to 132. The extra bad guys are placed randomly. I can't predict what weapons you'll bring, or where the tough guys will be randomly placed, so this walk-th rough addresses the minimum dungeon only. There is actually pretty much everything you need here in the way of weapons and armor. \par \par This Eamon is a straight kill'n'loot scenario with your only quest to escape alive. The entrance is sealed, so you need to fin d an alternate escape route. It turns out that a lot of the combat is optional to the basic route out, but we'll hit every room to let you know what you will see and do. We won't discuss treasure either, but please feel free to grab all you can carry. For simplicity, we'll assume that all the variable-friendliness monsters are enemies. \par \par This is a tough Eamon to survive, so I suggest two MAIN PGM modifications before you get started: delete lines 1055 and 30130. Doing this will prevent the FRESH MEAT and sav ed game files from being deleted. Thus, if you get killed or simply wish to restart while playing, all you need do is halt the game with a control-C, type CLOSE, then RUN. \par \par So let's get started! \par \par You begin the adventure hanging onto a sheer cliff face, and must climb up or down. Right away, you hit a stroke of good luck and find a climbing rope! GET the rope. \par \par Go up twice to the ledge where you must use the rope to proceed. THROW ROPE. Odds are such that you may miss many times before you succeed. There is also a 10% chance with each throw that you will slip and die. \par \par Once you secure the rope, continue up twice, then go SE twice, then E twice to the cave entrance. Go south and enter the cave. \par \par Trapped! The entrance is no longer passable! Now you need to find another way out. There are three different ways out. The first is via the POWER spell. If you are asked to surrender and do so, you are returned safely to the Main Hall. But we are not }{ \f34 losers}{, so we'll find a more honorable way out! \par \par Go south to the T-intersection, then head east twice. A blue dragon with a bad attitude, and a magic ring! Before you do anything else, GET the ring. \par \par Here is the first trick this Eamon throws at you. WEAR the RING. ( Hey! There's no WEAR in the command list! This is not a bug. John did it that way on purpose. Gotcha!) This is a first-rate magic ring, and it boosts your armor to 100 (regular plate armor is 7). Not too shabby. But there is a catch: once the ring absorbs a certain number of hit points of damage, it vanishes from your finger. You can recharge the ring's power by periodically removing it from your finger with the REMOVE RING command. (Hey! There's no REMOVE command in the list, either!) There is no harm in wearing it constantly, but it's a good idea to recharge it pretty often. The ring's capacity is randomly set and can vary between 50 and 170 hit points. \par \par (Here's a hidden testing feature: if you are wearing the ring and answer "T" to the POWER spell's surrender question, you are made pretty much invincible. But we aren't }{\f34 cheaters}{, either, so we'll work it through the hard way!) \par \par Now that you are protected, kill the dragon. Take a LOOK around. A dark hole to the south! Go south into a closet. That south wall doesn't look too sturdy, so try going that way, too. You find a small white pill. This pill will heal all your hits one time (the command is TAKE PILL). \par Go south and kill the wizard. Head east twice. Wow, who stepped out of the mirror? A clone of yourself! He'll have the same weapons and armor as you, and more will appear shortly, so you need to shut that business off right now. ATTACK MIRROR. Get that big mirror fragment, it may come in handy later. Go back to the T-intersection two rooms west of the blue dragon (W,W,N,N,N,W,W) \par \par Go south, then west. Kill the hill giant, and get the shovel. Go back east, then go south twice, then SW to the 4-way intersection. Go NW, then DIG in the soft ground. A box, and a huge diamond! Go back SE. GO SE again, kill the war rior, and DIG. A skull. Return NW. \par \par Go SW to another 4-way intersection, then go SE twice to a "very strange" four-way intersection. Go east from there. You meet the Lone Ranger, who will probably be your friend. If he turns out to be your enemy, be sure t o get his pistol after you kill him. \par \par Go back to the last 4-way intersection (W,NW,NW). If you killed the Lone Ranger and have the pistol, READY it now. Go NW, then north. Kill the Werewolf (the Lone Ranger used silver bullets, remember?) The Lone Ranger i sn't a very good shot; if he is with you as a companion, you may have to "kill" the werewolf several times before he finally nails it permanently. Return to the intersection. \par \par Go SW, then west. Get the wooden stake. Never know when you might run into a vam pire. Go south. Wow. Here you find Odin's spear, Gungnir, guarded by a Viking. The Viking won't fight you unless you try to get the spear. Gungnir is a first-class magical weapon with 4D12 damage potential. The easiest way to get it (though somewhat cowar dly) is to attack and kill the Viking before you touch the spear. Whether you get the spear or not, head back to the intersection. (N,E,NE) \par \par Go back SE twice to that "very strange" four-way intersection. Go SW, then south, then east. Kill the black dragon a nd get the cannon. (Here is the second way out of the cave. If you return to the entrance and ATTACK ENTRANCE with the cannon as your ready weapon, you will blast it open so you can leave.) \par \par Go back to the 4-way intersection (W,N,NE), and go east from there to where you met the Lone Ranger. LOOK reveals a secret passage to the east. \par \par Go east twice to the tomb and kill the caveman. Go south twice to the trophy room, and east into a T-intersection. Go south and kill the mammoth, then return north. \par \par Go north, then east into a 4-way intersection. Go east twice to a room with a statue. READ the door. You can't understand it, but you can make out the name MEDUSA. Medusa was the Gorgon who turned men to stone when they looked upon her. No doubt the fate of this stone statue here. Let's see if we can't free him-- keep trying POWER, and you will eventually hit a result that turns the statue into Perseus. \par \par READY the mirror. Now you are gazing into the mirror, but still have your old ready weapon readied as well. Go south into Medusa's lair and kill her. Go back north. \par \par Go north into the other chamber. GET the bottle and OPEN it. A genie! He's just a fighting companion, but the more, the merrier. Return to the last 4-way intersection. (S,W,W) \par \par The four rooms to the south of the intersection are simple enough and don't require mention here. To the north are two doors; you can open them with an OPEN DOOR command. Behind the north door is an evil book. There is nothing to gain from opening the book, but if you do, you will find yourself facing four movie monsters and will need that wooden stake. Return south to the 4-way intersection. \par \par Return to the last not-fully-explored 4-way intersection (W,S,W,N,N,W,W,W) \par \par Go NE, then east three times, then north. You meet Unus, who is said to be indestructible. If you have trouble damaging him with your weapons, use your BLAST spell on him. \par \par Check out that east wall: it's just paper. Go east twice. You'll pick up Lockjaw as a companion, which is good and bad, as Lockjaw may randomly teleport you at random moments. Go north twice. \par \par You may or may not be able to get a bead on Vanisher with your weapons, but the BLAST spell works well on him also. Go north twice. \par \par Uh-oh. This Ba alzebul character is in fact as bad as he looks. I could find only one way past him, and that is to FLEE until I achieve the state where he didn't follow me and I am in a room ahead of him. There's no telling where you will be by the time you achieve this , but from this room head on north to the bend. \par \par Go west twice. A dead end, but you can DIG here. If you DIG west several times, you will eventually break outside by the cave entrance. \par \par And that's it. Head back down the cliff and return to the Main Hall, and collect on your bet! \par \par }\pard \qc \li0\ri0\widctlpar\brdrt\brdrdb\brdrw45\brsp20 \brdrb\brdrdb\brdrw45\brsp20 \nooverflow\faroman\rin0\lin0\itap0 {\b\fs28 Eamon Reviews \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par #140 Beginner's Forest\tab by Margaret Anderson \par \par Reviewed by Tom Zuchowski \par \par MAIN PGM Version: 5 \par Extra Commands: READ, WEAR \par Deleted Commands: None, no SAVE \par Special Features: Beginner characters only \par Playing Time: 10-60 min. \par Reviewer Rating: 5.0 \par \par Description: "You have no trouble finding a horse that you, well, borrow to take you on your first adventure. You follow several signs to take you to the Beginners Forest. \par \par "You see a green, vine covered arch and a locked gate under the arch. The gate is wrought iron, into the design is worked the letters 'BEGINNERS ONLY'. As you stand there, you see the local Knight Marshal come out to inspect you." \par \par Comment: As the above implies, this Eamon will only accept beginner characters, just like the "Beginners Cave". I whomped up a new character, bought myself a sword and leather armor, and jumped right in. \par \par It is well enough written, with a small, coherent map and good descriptions. It is heavy into combat, and is p retty tough for freshly minted characters with very little in the way of weapons, armor, and spells. I got killed out five or six times in 20 minutes of playing, and never did see more than about 20 of the 32 rooms. In fact, I am going to jump up the diff iculty rating to (7) because I found it darned hard to survive the combat with a brand-new character. \par \par One hint: don't even try to fight the spooks; you'll soon find yourself hopelessly outnumbered. Run away! \par }\pard \qj \li0\ri0\widctlpar\brdrb\brdrs\brdrw30\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par #152 The Computer Club of Fear \par }\pard \qr \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {by Nathan Segerlind \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {Reviewed by Tom Zuchowski \par \par MAIN PGM Version: 6 \par Extra Commands: CAPTURE, EAT \par Deleted Commands: None \par Special Features: 10 directions \par Playing Time: 1 hour \par Reviewer Rating: 6.0\tab Average Rating: 5.0/2 \par \par Description: "You have been chosen by a group known as "The Students" to capture an evil king known as -- Mr. Roessler! \par \par "They will give you 5000 GP for his capture, not assassination. They then give you a rope to tie him up with and send you out." \par \par Comment: In case you are wondering, Mr. Roessler was Nathan's computer-education high school teacher. I understand that the poor gentleman was somewhat bemused by Nate's tendency to cast him as the villain in his Eamons! \par \par This is actually a pretty well-written Eamon, even though the concept is silly to the point of bordering on stupid. You explore this 60+ room computer club that has all sorts of computer crazies and unlikely stuff laying around. I got somewhat worn down by the silliness, and didn't greatly enj oy the Samurai Cat references, but there are many clever bits that I found pretty funny. \par \par This would be a harder Eamon, but there is something wrong with the combat code, and enemies won't attack you if you simply leave the room. But stay and do something, and they jump you. Even so, it's not a big deal, as you will probably find plenty of companions. You might not want to hang around the Picts, though. \par \par Watch for hints in the room descriptions, and you won't even have to bother to LOOK in every room for the several secret exits. \par \par Here are a couple of hints: first, the Computer Clubber has a key you need; if he becomes your friend you will find yourself stuck if you don\rquote t know this. Second, Mr. R. is a real heavy guy; you'll need a bit of magic to get him out and get your reward. \par }\pard \qj \li0\ri0\widctlpar\brdrb\brdrs\brdrw30\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par #156 The Lake\tab \tab by Nathan Segerlind \par \par Reviewed by Tom Zuchowski \par \par MAIN PGM Version: 6 \par Extra Commands: None \par Deleted Commands: None \par Special Features: None \par Playing Time: 20-60 min. \par Reviewer Rating: 4.0 \par \par Description: "Way to the west, in a dark land called Death, is the lake. A dark place, with darker monsters and glittering treasure. Deep in the middle of the lake is Fred's Island, rumored to be a lair of several disgusting orcs... and worse. \par \par But ye beware of the terrible dragon, Anglacion! He's as big as the world and as black as midnight. Beware of him, but behold his treasure for no mine mines as much gold in several years as he steals in a day!" \par \par Comment: This adventure consists of a survey of a very large lake (about 50 rooms) punctuated by the island and the dragon's lair. The lake is, as you might expect, pretty boring to explore. Every few rooms you run into a giant this or a ticked-off that to fight, but I found them all to be light one-or-two-ro und combat with Fresh Sam. Even Anglacion isn't that tough to kill; the catch with him is that he can kill you with just one or two blows. \par \par My impression from the way Nate designed the clues is that you are intended to find out how to steal some of the drag on's treasure without actually having to face him. It's up to you: you can steamroller the place with a strong character and tactical nukes, or make it interesting with a "normal" character and Main Hall grade weapons. Difficulty of (3) unless you choose to do it with Main Hall equipment. \par }\pard \qj \li0\ri0\widctlpar\brdrb\brdrs\brdrw30\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par #157 The Pathetic Hideout of Mr. R. \par }\pard \qr \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {by Nathan Segerlind \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {Reviewed by Tom Zuchowski \par \par MAIN PGM Version: 6 \par Extra Commands: FIRE, USE \par Deleted Commands: None \par Special Features: None \par Playing Time: 1-2 hours \par Reviewer Rating: 5.0 \par \par Description: "While having a real blast last Friday at the annual Adventurer Day bash, someone yanked you aside. It was a short skinny Dwarf with a black beard and a name tag which read "Sledgehammer". He said to you... \par \par "'The evil tyrant Mr. Roessler has built a small outpost in northern Eamon. It is believed to be nothing more than a small hideout, but who knows exactly the power he has in his grasp. Your goal is to stop Roessler by destroying his fortress.' \par \par "The Dwarf takes you on the North Road to the Really-Big-and-Scary Forest, where Roessler's outpost is suspected to be." \par \par Comment: This is another of Nate's early juvenile works. It has lots of general silliness, out-of-narrative descriptions, and in-jokes relating to his high school. In general, it is an example of the kind of lightweight Eamon typical of those written by young boys. \par \par Yet this is in many ways a sophisticated Eamon and there are flashes of the brilliance that Nate gradually developed and finally demonstrated in "Kretons". There are ma ny specials of various kinds, and some of the humor is pretty good. While there are several items to work out, the flavor here is primarily Hack'n'Slash. \par \par I am bumping up the difficulty to (7) for several likely-death traps. Along those lines, here are som e hints: if you enter the secret room off the tunnel with the stalactites, you will probably die. There is an antidote for the poison, but you may have to replay that segment several times before you find it in time. There is no way to honestly survive an encounter with a Balrog. You get exactly }{\ul one}{ turn to escape after using the detonator. That's a lot of hints, but there are a lot of ways to die here. \par \par You most likely won't find a way to open the steel door without cheating. If you do open the door, you will either be amused or annoyed, depending on your sense of humor. I thought it was a pretty good joke. \par }\pard \qj \li0\ri0\widctlpar\brdrb\brdrs\brdrw30\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par \par #160 Monty Python & the Holy Grail \par }\pard \qr \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {by Nathan Segerlind \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par Reviewed by Tom Zuchowski \par \par MAIN PGM Version: 6 \par Extra Commands: BUILD, USE, EAT \par Deleted Commands: None \par Special Features: See caution below about SAVE \par Playing Time: 1-2 hours \par Reviewer Rating: 7.0\tab Average Rating: 7.0/2 \par \par Description: \par }\pard \qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {MONTY PYTHON AND THE HOLY GRAIL \par MONTE PYTHON UND DA HOLE GRAIL \par by Nathan Segerlind \par bie Nathun Segerlund \par Inspiration by Monty Python \par Inspurashun bie Monte Python \par Technical aid from the Bug Stomper \par How about da holidae in Sveden? \par Eamon game system by Don Brown \par See the loveli lakes \par V6.0 MAIN PGM by John Nelson \par See lots of furre animals \par Distribution by the Eamon Adventurer's Guild \par Inkluding da majestik moose \par Dumb comments by Ryan Brown \par A moose bit my sistur once \par Animation by John J.J. Schmidt \par Reallie! She was trieing to carve hur \par initials in da moose with a knife when \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par Comment: And so on. If you've seen and love the movie, you will probably get a lot of enjoyment out of this adventure. It's one of Nate's earlier Eamons and doesn't work nearly as well as it might for many of the sophisticated things it tries for, but it does pull them off for the most part without too much awkwardness. If you are familiar with the movie, you will do best if you try not to deviate from the movie script any more than you have to. If you don't know the movie, you may miss some specials and may die a bit more often before you win throu gh to the end. \par \par There are about three death traps, and odds are you will get nailed by a couple of them. But overall the puzzles and combat are not that bad; the difficulty rings in at about (6) if you've seen the movie and maybe a point or two higher if yo u haven't. When you get killed out by a trap, you will find that you can get back where you were pretty quickly, for usually there isn't much reason to repeat stuff you have already done, and most of the stuff is on side-paths. \par \par This being one of Nate's early Eamons, much of the text assumes that you have done everything in exactly the order that he visualized it. But that isn't very likely, so some text will read a little strangely, but it won't mess you up. \par \par There was one item t hat I couldn't solve. Saint Xavier has the Holy Hand Grenade and the Book of Armaments, and isn't inclined to use or share them. This leaves you with the choice of murdering one of your companions or slugging it out with the bunny. I slugged it out and di d OK, but that meant I missed that special. (I went back and replayed the game to see that special, and it does work. But I find it distasteful to murder loyal followers.) \par \par }{\b HERE IS THE "SAVE" WARNING}{ that I mentioned above: the disk is full, and there is no t room to save a game. If you try to save a game, the program will crash with a DISK FULL error. However, the game isn't that complex and it will cost you very little extra aggravation just to start over if you get killed out. \par }\pard \qj \li0\ri0\widctlpar\brdrb\brdrs\brdrw30\brsp20 \nooverflow\faroman\rin0\lin0\itap0 { \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par #167 Expedition to the Darkwoods by Greg Gioia \par \par Reviewed by Tom Zuchowski \par \par }\pard \qj \fi-432\li432\ri0\widctlpar\nooverflow\faroman\rin0\lin432\itap0 {MAIN PGM Version: 6.2 \par Extra Commands: DIG, CAMP, WEAR, REMOVE, ASK \par Deleted Commands: None \par Special Features: 10-directions, camping, buried items, magical artifacts \par Playing Time: 3-8 hours \par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {Reviewer Rating: 7.0\tab Average Rating: 5.0/2 \par \par Description: "Several of the town's children, seven to be exact, were abducted by marauders from the Darkwoods last night. Those attacks were only the most recent in a series of many and different evil-doings that have been going on for about two months. All of our best Adventurers have been slaughtered within moments after they disappeared into the Darkwoods." \par \par And thus you join a company that includes a wizard, fighter, and thief. Your mission is to find the children and put a stop to the evil. \par \par Comment: This Eamon was written as an entry for the NEUC's "Life Orb" contest of many years ago. I don't think it was submitted in time, even though there are some comments towards the end that indicate that the author was cutti ng his vision short because he was up against a deadline. \par \par It is a real mixed bag, with lots of very well conceived specials that are for the most part poorly executed. The poor execution was an unfortunate result of Greg not getting the feedback that the EAG has given to new authors. Simple things like having to type exactly what the program is looking for go far in piling much frustration on an otherwise fine offering. \par \par There is a goodly amount of combat, and you will do well to bring your better weapons. But there is also quite a lot of puzzling, and the puzzles are the more difficult for being narrow in their interpretation of your actions while dropping few hints along the way. For this, it garners a difficulty rating of (9). \par \par When I originally played it many years ago, I was put off by the poor spelling, death traps (I HATE death traps!), and the tedium of trying LOOK, DIG, and SAY in virtually every room of a large dungeon. There are also a lot of companions and events, and t h is coupled with version 6.2's truly awful screen pausing, resulted in a personal rating of (4). Pat Hurst, who has a real thing about sloppy spelling and programming, rated it even lower. But this time around, I found myself getting into the Quest, and I made a real effort to work it through rather than dismissing it as a poor work. I think it was worth it, and I am upgrading my rating to (7). \par \par If ever there was an Eamon that rated a hint or two, this is one, so here they are: first, the dragon has somethin g you need. You can't beat him, but you can reason with him; SAY TELL and SAY HELP are useful there. And here's a more cryptic hint: when looking for a conductor, think of Ben Franklin's famous experiment. Finally, to save you some aggravation, the ravine is a "Gotcha!" death trap. Hopefully these hints will lower your difficulty to something more like a (7). \par \par Having taken the time to really wring this Eamon out, I found several minor bugs that were missed before. The only one that perhaps rates a fix befor e play would be to add a PRINT statement after the GET in line 204, but even this one merely clips one effect record out of a special event, and I had no trouble getting the gist without it. \par \par In spite of the combat, this is definitely a puzzler's Eamon. Those who enjoy taking the time needed to sift through everything they can find in order to assemble the nuggets of puzzling will enjoy it the most. \par \page \par }\pard \qc \li0\ri0\widctlpar\brdrt\brdrdb\brdrw45\brsp20 \brdrb\brdrdb\brdrw45\brsp20 \nooverflow\faroman\rin0\lin0\itap0 {\b\fs28 Eamon Adventure Listing \par }\pard \ql \li0\ri0\sl-200\slmult0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 { \par \par }\pard \ql \li0\ri0\sl-200\slmult0\widctlpar\tqdec\tx360\tx3060\nooverflow\faroman\rin0\lin0\itap0 {\tab 225. Adventure in Interzone\tab F. Kunze \par }\pard \ql \li0\ri0\sl-200\slmult0\widctlpar\tqdec\tx360\tx3060\tx3240\nooverflow\faroman\rin0\lin0\itap0 {\tab 178. Alien Intruder, The\tab R. Parker \par \tab 8. Abductor's Quarters, The\tab J. Jacobson \par \tab 42. Alternate Beginners Cave\tab R.Volberding \par \tab 143. Alternate Zone, The\tab J. Actor \par \tab 175. Anatomy of the Body\tab R. Parker \par \tab 165. Animal Farm\tab S. Ruby \par \tab 209. Apocalypse 2021\tab H. Purvis \par \tab 124. Assault on Dolni Keep\tab T. Zuchowski \par \tab 208. Assault on Helstar\tab P. Schulz \par \tab 9. Assault on the Clonemaster\tab D. Brown \par \tab 26. Assault on the Mole Man\tab J. Nelson \par \tab 194. Attack of the Kretons\tab N. Segerlind \par \tab SD#152 Banana Republic\tab S. Ruby \par \tab 187. Batman!!\tab A. Geha \par \tab 142. Beermeister's Brewery, The\tab J. Actor \par \tab 186. Beginner's Cave II\tab J. Nelson \par \tab 140. Beginner's Forest\tab M. Anderson \par \tab 50. Behind the Sealed Door\tab T. Berge \par \tab 227. B I Z A R R O\tab A. Porter \par \tab 69. Black Castle of NaGog, The\tab D. Burrows \par \tab 20. Black Death, The\tab J. Nelson \par \tab 24. Black Mountain\tab J. Nelson \par \tab 169. Black Phoenix, The\tab R. Pender \par \tab 94. Blood Feud\tab R. Krebs \par \tab 185. Body Revisited, The\tab R. Parker \par \tab 226. Bookworm 3-D\tab R. Parker \par \tab 183. Boy and the Bard, The\tab S. Ruby \par \tab 159. Bridge of Catzad-Dum, The\tab N. Segerlind \par \tab 145. Buccaneer!\tab P. Hurst \par \tab 106. Camp Eamon\tab R. Slemon \par \tab 49. Castle Kophinos, The\tab D. Doumakes \par \tab 86. Castle Mantru\tab S. Constanzo \par \tab 79. Castle of Count Fuey, The\tab D. Brown \par \tab 5. Castle of Doom\tab D. Brown \par \tab 84. Castle of Riveneta\tab R. Karsten \par \tab 196. Cat House, The\tab Anonymous \par \tab 220. Catacombs of Terror\tab P. Schulz \par \tab 3. Cave of the Mind, The Jacobson/Varnum \par \tab 62. Caverns of Doom, The\tab M. Mullin \par \tab 41. Caverns of Lanst\tab R.Volberding \par \tab 201. Caverns of Vanavara, The\tab C. Hewgley \par \tab 51. Caves of Eamon Bluff, The\tab T. Berge \par \tab 87. Caves of Hollow Mountain\tab J. Nelson \par \tab 16. Caves of Mondamen, The\tab J. Nelson \par \tab 13. Caves of Treasure Island\tab Genz & Braun \par \tab 96. Chamber of the Dragons, The\tab B. Kondalski \par \tab 67. Chaosium Caves\tab S. Bhayani \par \tab 36. Citadel of Blood, The\tab E. Hodson \par \tab 38. City in the Clouds\tab E. Hodson \par \tab 219. City of Sorcerors, The\tab R. Osgood \par \tab 152. Computer Club of Fear, The\tab N. Segerlind \par \tab 221. Count Dracula's Castle\tab R. Parker \par \tab 193. Creature of Rhyl, The\tab R. Parker \par \tab 54. Crystal Mountain\tab K. Hoffman \par SD#156 Curse of Talon, The\tab S. Ruby \par \tab 206. Curse of the Hellsblade Nelson/Zuchowski \par \tab 40. Daemon's Playground\tab R.Volberding \par \tab 147. Dark Brotherhood, The\tab P. Hurst \par \tab 6. Death Star, The\tab D. Brown \par }\pard \ql \li0\ri0\widctlpar\tqdec\tx360\tx3060\tx3240\nooverflow\faroman\rin0\lin0\itap0 {\tab 19. Death Trap\tab J. Nelson \par }\pard \ql \li0\ri0\sl-200\slmult0\widctlpar\tqdec\tx360\tx3060\tx3240\nooverflow\faroman\rin0\lin0\itap0 {\tab 34. Death's Gateway\tab R. Linden \par \tab 214. Deathstalker's Castle\tab P. Schulz \par \tab 73. Deep Canyon, The\tab K. Blincoe \par \tab 213. Demongate\tab H. Purvis \par \tab 52. Devil's Dungeon, The\tab J. Merrill \par \tab 7. Devil's Tomb, The\tab J. Jacobson \par \tab 74. DharmaQuest\tab R. Pender \par \tab 176. Dirtie Trix's Mad Maze\tab R. Parker \par \tab 233. Domain of Zenoqq, The\tab R. Claney \par \tab 90. Doomsday Clock, The\tab J. Tankard \par \tab 117. Dungeon of Doom\tab D. Knezek \par \tab 242. Dungeon of Traps, The\tab B. Guenter \par \tab 66. Dungeons of Xenon\tab S. Bhayani \par \tab 162. Eamon 7.0 Demo Adventure\tab T. Zuchowski \par \tab 102. Eamon Railroad, The\tab Sam \par \tab 207. Eamon Renegade Club\tab P. Schulz \par \tab 151. Eamon S.A.R.-1 (Deneb Raid)\tab D. Crawford \par \tab 181. Eamon Sewer System, The\tab R. Parker \par \tab 149. Elemental Apocalypse\tab S. Ruby \par \tab 188. Encounter: The Bookworm\tab R. Parker \par \tab 191. Enhanced Beginners Cave\tab Brown/Nelson \par \tab 174. Escape from Granite Hall\tab R. Parker \par \tab 82. Escape from Mansi Island\tab S. Starkey \par \tab 44. Escape from the Orc Lair\tab J. Hinkleman \par \tab 167. Expedition to the Darkwoods\tab G. Gioia \par \tab 217. Eye of Agamon\tab H. Purvis \par \tab 182. Farmer Brown's Woods\tab R. Parker \par \tab 53. Feast of Carroll\tab D&J Lilienkamp \par \tab 237. Fiends of Eamon\tab F. Kunze \par \tab 133. Final Frontier, The\tab R. Slemon \par \tab 110. Fire Island\tab G. Gioia \par \tab 229. Firestorm\tab P. Schulz \par \tab 93. Flying Circus\tab R. Krebs \par \tab 234. Forbidden City, The\tab R. Parker \par \tab 109. Forest of Fear, The\tab S. Ruby \par \tab 92. Fugitive, The\tab D. Doumakes \par \tab 14. Furioso\tab W. Davis \par \tab 47. FutureQuest\tab R. Pender \par \tab 91. FutureQuest II\tab R. Pender \par \tab 180. Gamma 1\tab R. Parker \par \tab 144. Gartin Manor\tab G. Gioia \par \tab 31. Gauntlet, The\tab J. Nelson \par \tab 101. Ground Zero\tab Sam \par \tab 119. Grunewalde\tab P. Hurst \par \tab 222. Halls of the Adept, The Berge/Cottingham \par \tab 130. Haradwaith\tab S. Ruby \par \tab 61. Harpy Cloud, The\tab A. Forter \par \tab 212. Haunted Keep\tab H. Purvis \par \tab 240. Heart of Gold, The\tab F. Kunze \par \tab 15. Heroes Castle\tab J. Nelson \par \tab 168. High School of Horrors, The\tab M.Haney/A.Hunt \par \tab 112. Hills of History\tab D. Smith \par \tab 18. Hogarth Castle\tab K. Nestle \par \tab 146. House of Horrors, The\tab D. Cross \par \tab 32. House of Ill Repute\tab Anonymous \par \tab 97. House of Secrets, The\tab G. Gunn \par \tab 72. House on Eamon Ridge\tab T. Berge \par \tab 173. House that Jack Built, The\tab R. Parker \par \tab 127. Hunt for the Ring, The\tab S. Ruby \par \tab 239. Idol of the Incas\tab C. Easterday \par \tab 99. In the Clutches of Torrik\tab J. Nelson \par \tab 141. Infested Fortress, The\tab M&P Hamaoka \par \tab 116. Iron Prison, The\tab S. Ruby \par \tab 232. Jewel of Yara\tab H. Purvis \par \tab 148. Journey to Jotunheim\tab T. Zuchowski \par \tab 59. Jungles of Vietnam\tab J. Allen \par \tab 231. Keep of Skull Gorge\tab D. Kellogg \par \tab 158. Lair of Mr. Ed, The\tab N. Segerlind \par \tab 35. Lair of Mutants, The\tab E. Hodson \par \tab 211. Lair of the Marauders\tab H. Purvis \par \tab 2. Lair of the Minotaur, The\tab D. Brown \par \tab 156. Lake, The\tab N. Segerlind \par \tab 58. Land of Death, The\tab T. Berge \par \tab 107. Last Dragon, The\tab R. Pender \par \tab 113. Life-Orb of Mevtrelek, The\tab R. Volberding \par \tab 46. Lifequest\tab D. Crawford \par \tab 153. Lost!\tab N. Segerlind \par \tab 56. Lost Adventure, The\tab J. Allen \par \tab 29. Lost Island of Apple, The\tab D. Brown \par \tab 200. Lost Isle, The\tab R. Davis \par \tab 104. Lost World, The\tab Sam \par \tab 203. Lotto's Masterpiece\tab H. Haskell \par \tab 10. Magic Kingdom, The\tab D. Cook \par \tab 1. Main Hall & Beginners Cave\tab D. Brown \par \tab 57. Manxome Foe, The\tab R. Olszewski \par \tab 55. Master's Dungeon, The\tab J. Allen \par \tab 125. Mattimoe Palace, The\tab J. Actor \par \tab 95. Maze of Quasequeton, The\tab B. Kondalski \par \tab 192. Mean Streets\tab T. Tetirick \par \tab 17. Merlin's Castle\tab R. Hersom \par \tab 108. Mines of Moria, The\tab S. Ruby \par \tab 64. Modern Problems Anderson/Barban/Thompson \par \tab 160. Monty Python & Holy Grail\tab N. Segerlind \par \tab 136. Mountain Fortress, The\tab M. Greifenkamp \par \tab 172. Mountain of the Master, The\tab M. Dalton \par \tab 39. Museum of Unnatural History\tab R.Volberding \par \tab 25. Nuclear Nightmare\tab J. Nelson \par \tab 131. Nucleus of the Ruby\tab K. Somers \par \tab 71. Operation Crab Key\tab J. Vercellone \par \tab 161. Operation Endgame\tab S. Ruby \par \tab 120. Orb of My Life\tab J. Nelson \par \tab 33. Orb of Polaris, The\tab J. Nelson \par \tab 157. Pathetic Hideout of Mr. R.\tab N. Segerlind \par \tab 139. Peg's Place\tab M&A Anderson \par \tab 48. Picnic in Paradise\tab J. Nelson \par \tab 216. Pirate's Cave, The\tab M. Anderson \par \tab 118. Pittfall\tab S. Starkey \par \tab 202. Plain of Srevi, The\tab K. Ivers \par \tab 43. Priests of Xim!\tab M & E Bauman \par \tab 78. Prince's Tavern, The\tab R. Davis \par \tab 224. Prisoner of Darkness\tab P. Schulz \par \tab 126. Pyramid of Anharos, The\tab P. Hurst \par \tab 171. Pyramid of Cheops, The\tab R. Parker \par }\pard \ql \li0\ri0\sl-200\slmult0\widctlpar\tqdec\tx360\tx3060\nooverflow\faroman\rin0\lin0\itap0 {\tab 134. Pyramid of the Ancients\tab J.& R. Pirone \par }\pard \ql \li0\ri0\sl-200\slmult0\widctlpar\tqdec\tx360\tx3060\tx3240\nooverflow\faroman\rin0\lin0\itap0 {\tab 21. Quest for Marron, The\tab J. Nelson \par \tab 184. Quest For Orion\tab P. Gise \par \tab 37. Quest for the Holy Grail\tab E. Hodson \par \tab 12. Quest for Trezore, The\tab J. Jacobson \par \tab 128. Quest of Erebor\tab S. Ruby \par \tab 199. Quest of the Crystal Wand\tab R. Davis \par \tab 170. Ragnarok Revisited\tab N. Segerlind \par \tab 164. Real Cliffhanger, A\tab T. Swartz \par SD#137 Redemption\tab S. Ruby \par \tab 81. Rescue Mission, The (80b)\tab D. Brown \par \tab 129. Return to Moria\tab S. Ruby \par \tab 210. Return of Nugrct\tab H. Purvis \par \tab 218. Return to Pendrama\tab H. Purvis \par \tab 198. Revenge of the Bookworm\tab R. Parker \par \tab 27. Revenge of the Mole Man\tab J. Nelson \par \tab 132. Rhadshur Warrior\tab R. Pender \par \tab 115. Ring of Doom, The\tab S. Ruby \par \tab 189. Ruins of Belfast, The\tab D. Sparks \par \tab 137. Ruins of Ivory Castle, The\tab M. Greifenkamp \par \tab 238. Sagamore\tab J. Czarnik \par \tab 204. Sanctuary\tab S. Ruby \par \tab 163. Sands of Mars, The\tab T. Swartz \par \tab 65. School of Death, The\tab K. Townsend \par \tab 80. Search for the Key, The\tab D. Brown \par \tab 236. Search for Mack\tab C. Roth \par \tab 76. Search for Yourself, The\tab D. Doumakes \par \tab 22. Senator's Chambers, The\tab J. Plamondon \par \tab 60. Sewers of Chicago, The\tab J. Allen \par \tab 190. Shift Change at Grimmwax\tab D&A Sparks \par \tab 177. Shippe of Fooles\tab R. Parker \par \tab 228. Shipwreck Island\tab R. Ledbetter \par \tab 88. Shopping Mall, The\tab A. Porter \par \tab 241. Shrunken Adventurer, The\tab A. Myrow \par \tab 98. Slave Pits of Kzorland\tab R. Hersam \par \tab 68. Smith's Stronghold, The\tab A. Porter \par \tab 100. Sorceror's Spire\tab J. Nelson \par \tab 197. Star Wars-Tempest One\tab S. Averill \par \tab 138. Starfire\tab E. Phillips \par \tab 166. Storm Breaker\tab S. Ruby \par \tab 105. Strange Resort, The\tab Sam \par \tab 89. Super Fortress of Lin Wang\tab S. Bhayani \par \tab 45. SwordQuest\tab R. Pender \par \tab 23. Temple of Ngurct, The\tab J&R Plamondon \par \tab 75. Temple of the Guild\tab D. Doumakes \par \tab 77. Temple of the Trolls\tab J. Nelson \par \tab 114. Thror's Ring\tab T. Zuchowski \par \tab 85. Time Portal, The\tab E. Kuypers \par \tab 223. Time-Shift\tab C. Sena \par \tab 135. Tomb of Evron, The\tab M. Greifenkamp \par \tab 11. Tomb of Molinar, The\tab D. Brown \par \tab 155. Tomb of the Vampire\tab Trent/Grayson \par \tab 70. Tomb of Y'Golonac, The\tab R. Romanchuk \par \tab 103. Top Secret\tab Sam \par \tab 28. Tower of London, The\tab F.& S. Smith \par \tab 195. Training Ground, The\tab C. Hewgley \par \tab 215. Treasure Island\tab M. Anderson \par \tab 154. Trip to Fort Scott, A\tab W. Trent \par \tab 83. Twin Castles, The\tab J. Tankard \par \tab 30. Underground City, The\tab S. Adelson \par \tab 205. Utterly Outrageous\tab P. Gise \par \tab 235. Vaalpa's Plight\tab H. Haskell \par \tab 111. Vacation in Europe, A\tab D. Smith \par \tab 63. Valkenburg Castle\tab J. Weener \par \tab 122. Valley of Death, The\tab S. Ruby \par \tab 150. Walled City of Darkness\tab T. Zuchowski \par \tab 230. Well of the Great Ones\tab M. Ellis \par \tab 123. Wizard of the Spheres\tab M. Elkin \par \tab 179. Wizard's Tower, The\tab R. Parker \par \tab 121. Wrenhold's Secret Vigil\tab R. Davis \par \tab 4. Zyphur Riverventure, The\tab J. Jacobson \par }}