
THE WONDERFUL WORLD OF EAMON

     The  wonderful world of Eamon is a creation by Donald  Brown
of Golden Colorado.  None of this would exist without his talents
in  creating the W.W.O.E for the Apple II (Apple inc.)  computer.
The  reasons for his turning this wonderful system over to public
distribution  is  unknown but deeply appreciated  by  many  loyal
Eamon  fans.   My  reasons for turning this system in  an  MS-dos
(Microsoft  inc.)  and CP/M (Digital Research) systems partly  is
for  the love of Role playing games and a deep respect  for  this
system.   It  is  a  well thought out and usable system  for  any
computer if we merely care to take the time to transfer it.

     I wish to thank Mr.  Brown for creating this game,  Gene for
introducing  me to this game,  Mike for his unwavering faith  and
smart remarks, and my parents for there support and patience.




Most  of  the  following  text describing  Eamon  came  from  the
origional dungeon designer disk written by Donald Brown.


NOW...LET THE GAMES BEGIN (gee.. I always wanted to say that!)




Welcome to the Wonderful World of Eamon,  created by Donald Brown
and converted to MS-dos (Microsoft corp.) and CP/M (Digital Res.)
by Jon Walker


     Eamon  is a computerized version of what are called "fantasy
role-playing games."  When you enter the universe of one of these
games,  you  are  no longer Jon (or  Jane)  Smith,  mild-mannered
computer hobbyist.   Instead, you become a character in a land of
adventure, doing almost anything you want to.

     In  the land of Eamon,  you will be a member of  the  select
free  adventurers  guild,  which is made up of hardy  individuals
like  yourself who want to live by your wits,  defeating horrible
monsters and finding glorious treasures.   (For those of you  who
want  a  more  calm  life,  you will have to wait  for  the  game
"Adventures in the land of the certified public accountants".)

     Unlike  most games,  there is no single set goal for you  to
achieve, no way to 'win' the game.  Instead, in Eamon, you have a
lasting goal to both better yourself and also get rich.   If  you
set  for  yourself  another  goal (do good  to  all  princes  and
princesses,  kill all evil wizards,  that sort of thing), you may
also work towards it in you quests.

     To  run the adventures of Eamon,  you need a cp/m or  ms-dos
computer,  one  disk  drive  (in working  condition),  MBASIC  or
similar  basic,   and  at  least  64k  memory.  (MBASIC  is  from
Microsoft).  Also most importantly, a large dose of imagination.


     Acknowledgements:   Most  importantly Donald Brown for  this
wonderful game.  My folks for their patience and support, and the
Columbus  high school students who helped in the  testing  stages
and developing new dungeons.

     The  basic  system  of Eamon was created  and  developed  by
Donald  Brown,  converted  to other systems by Jon  Walker.   The
individual  adventures  were  created  by  various  people.  Non-
commercial distribution is encouraged.















     Far away, at the dead center of the Milky Way, is the planet
Eamon.   It  doesn't orbit any suns-- all of the suns  orbit  it.
The  shifting  pulls of all of these great bodies  bring  strange
forces to bear upon this planet;  twisting light, tides, even the
laws  of science itself!   Strange things happen there,  and  the
citizens of Eamon must always be adaptable, for things are rarely
what they seem, and even more rarely what they were yesterday!

     You  are a citizen of this weird world.   You are a free man
(or  woman)  out to seek your fortune in this world  of  shifting
laws and time.   You will usually find yourself fighting terrible
monsters such as orcs, trolls, and dragons to get their treasure.
However,  at  times  you may find yourself fighting  such  varied
opponents as Billy the Kid and Darth Vader!  Anything can happen,
anything at all.

     Eamon  is a fantasy role-playing game.   This means that the
computer  will generate a character for you and you will  pretend
to be that person.   You will command your character into  fierce
battle,   where  hopefully  he/she  will  emerge  victorious  and
wealthy.

     Obviously,  not all characters are equal in ability.   Three
numbers  (called  attributes)  describe  various  parts  of  your
physical  condition.   You also will have various abilities  with
weapons,  which  will increase as you gain experience with  them,
and learn how to better use them.  Additionally, you will be able
to learn some powerful magic spells  (of course you will have  to
be  taught these spells,  and the teacher will charge you for the
job!)

     Eamon  is usually non-sexist-- there is full room  for  both
male and female adventurers.   However, for simplicity's sake, an
adventurer will usually be referred to as 'HE'--please understand
that  this a proper english pronoun to imply both male and female
indiscriminately.



















CHARACTER ATTRIBUTES

     As  mentioned  earlier,  three numbers  describe  the  basic
'working  material'  of your character.   They are all gotten  by
selecting three random numbers from on to eight and summing them,
thus the numbers can range from three to twenty-four,  with  more
numbers  around twelve to fifteen.   (by the way,  this is called
'three  die eight' or written as '3D8'.   This terminology  comes
from older role-playing games where you roll stranage  dice,  and
means roll three eight-sided dice and add).   The tree attributes
are  hardiness,  agility,  and charisma.   Their descriptions and
effects are given bellow--


HARDINESS

     Your character's hardiness has two major effects.   The most
important  is  that  your hardiness is the number  of  points  of
damage  that your body can withstand before you  die.   In  other
words,   assume Hedric the horrible is fighting a troll.   Hedric
has an HD (hardiness) of 13.   The troll swings his battle as (as
described  later  in the combat section of the manual)  and  hits
Hedric for 10 points of damage.  This brings Hedric down to three
more  points of damage before death-- if the troll can hit Hedric
again and do more than two points of damage (before Hedric can go
home and heal himself,  or use some magic to heal),  Hedric  will
die!

     The  other effect of hardiness is the total weight that  you
can carry.  The standard measure of weight on Eamon is the grond,
which  can be split into ten dos.   You can carry up to ten times
your hardiness.  Therefore, Hedric can carry up to 130 gronds (or
1300  dos).   Note that weight-carrying ability is based  on  the
characters  base hardiness,  not the number of hits he has  left.
In  his  unpleasant encounter with the troll,  Hedric  can  still
carry 130 gronds,  even though he only has three hits left before
death.

     As with all three basic attributes,  a character's hardiness
is  not  normally changed.  (unusual magic items or spells  might
change  them).   Thus,  a  player who starts life as  a  90-pound
weakling will remain one until he dies.


AGILITY

     The   second   basic  ability  is   the   player's   agility
(abbreviated  'AG').   Agility's  major  effect is  in  combat--a
player  with  high  agility  is more  likely   hit  an  opponent.
Agility  may  also be usefull for avoiding  special  traps  (like
falling down a mine shaft) or other special occurances.




CHARISMA

     The  last  basic  attribute for the player is  his  charisma
(abbreviated  'CH').   Charisma is mostly a measure  of  physical
attractiveness,  although  it  also  includes such  things  as  a
forcefull  manner,   pleasant speaking voice,  and anything  else
that  makes people look at you and say,  "GEE,  WHAT A NICE GUY!"
(or  girl).   In some ways,  charisma may be the  most  important
attribute, at least for the beginning character.  The first major
effect  of charisma is on the prices you'll have to pay for goods
and services (or the prices people will pay you).   Obviously, if
somebody likes you,  he will give you a better price than if  you
disgust him.

     The  second  effect of charisma is on how citizens of  Eamon
(generically  called  monsters)  will  react  to  you.   Not  all
monsters  are bad--you can sometimes make friends with a  few  of
them,   and their assistance may make the difference between life
and  death!   Your  charisma will affect the likeliness of  their
liking  you-- subtract  10  from  your  charisma,   multiply  the
difference by 2, and the result adjust the percentage chance or a
favorable  reaction from the monster--if there was any chance  at
all!   Example:   The mad hermit of the beginner's cave has a 50%
friendliness rating,  which means that Joe Normal with a charisma
of  10 will get to make friends with the hermit one-half  of  the
time.   However,  old  Hedric the Horrible with his charisma of 5
has only a 40% chance of making friends (5-10= -5 ,  -5*2=  -10).
On  the other hand,  Lovable Linda with here charisma of 24 has a
78%  chance  of  making  friends.  Unfortunately  a  rat  with  a
friendliness rating of 0% will never be a friend,  be it with Joe
Normal, Horrible Hendic, or Lovable Linda.




COMBAT

     Being  a  rough  and  violent  world,  combat  is  the  most
important aspect of Eamon.   In most adventures,  combat is taken
care of on a blow-by-blow method--every player or monster in turn
uses his weapon(s) on one enemy,  the effects are calculated, and
then applied.

     Every  time  that  a player or monster  attempts  to  strike
someone  else,  there  is a percentage chance  of  success.   The
computer will generate a number from 1 to 100,  and if the number
is less than the chance to hit, the blow did strike.

     Several  factors determine just what that chance to hit  is.
If  a  player has no armour on,  there  are  three  factors-- The
player's agility,  His ability with that weapon,  And the quality
of the weapon (also called the complexity).



     Roughly  speaking,  all weapons in the world of Eamon can be
divided  into five types--axes,  bows (this includes  all  thrown
weapons and guns), clubs (or any blunt weapons), spears (or other
pole  weapons),  and  swords.   Every player has what are  called
'weapon expertise' for each class.  All players start at the same
levels: 5% for axes, -10% for bows, 20% for clubs, 10% for spears
and 0% for swords.   (These numbers are to reflect the fact  that
somebody  who doesn't know what he's doing is more likely to  hit
with  a  club than with an arrow.)  Your chance of  hitting  your
target  is equal to twice your agility plus your ability for  the
weapon  you are using,  plus the complexity of the weapon you are
using.   For example,  our old friend Hedric has an agility of 20
and  is  using a fair quality sword (with a  complexity  of  0%).
Since he is a starting character,   he has a sword ability of 0%.
Thus his chance of hitting is 40+0+0 or 40%.

     Weapon  expertises  can be increased through use in  combat.
The scheme goes as follows:   assume Hedric is fighting his troll
and  scores a successful hit.   The question now is,  did  Hedric
learn anything about how to use his weapon better?  Well, it just
so happens that his chance to learn is his chance to have missed.
Thus,  60%  of the time Hedric will learn from his blow.   If  he
does,  his sword expertise will go up by 2%.  Thus, next time his
chance  of  hitting  will be 42%.   (notice that  his  chance  of
learning on the next successful blow is only 58%).

     Well,  Hedric  somehow  made  it out alive  from  his  troll
battle,  and has brought his sword expertise up to 12%.   He then
wants  to  take  his booty and new knowledge  and  get  a  better
weapon.  If Hedric goes and buys a new sword-like weapon, such as
a rapier which has a weapon comlexity of 15%,  his chance hitting
with  it  will be 40+12+15 or 67%.   However,  if he  decides  to
switch weapons and get a battle axe with a complexity of 15%, his
chance  with  that  will be 40+5+15 or 60%--his  experience  with
swords will not help him with his axe.

     If an attacker is wearing armour,  his chance of hitting may
be  reduced.   After  all,  one just isn't as agile when  one  is
fighting  from within a tin can!   A player may carry  a  shield,
which  will  lower  the chance to hit by 5%,  and may  also  wear
either leather armour (lowers chance by 10%),  chain mail  (20%),
or  plate  armour  (60%!).   However,  these numbers  are  "worst
cases".   A  player  becomes used to the constricting  effect  of
wearing armour,  and builds an armour expertise (called AE).   It
is built the same way that weapon expertise is  increased-- every
time  a  successful  blow is landed and the effect of  armour  is
bigger  than the player's AE,  a check is made on the  chance  to
miss  and that is the chance of the armour expertise going up  by
2%.  Thus a successful blow may increase the chance to hit by 4%.
Armour expertise is carried over from each type of armour.   Thus
if  you've  bought your AE up to 10% while in leather armour  and
you  go to chain,  you chance to hit will only drop by  10%,  not
20%.   However, the effect of armour expertise can never increase
the chance to hit--if the AE is 32% and you goto leather  armour,
the net effect will be 0, not adding 22%.
     In addition to agility, weapon expertise, weapon complexity,
and armour, there may be magical or other extraordinary forces at
work that will affect the chance of hitting.

     When  a blow hits,  a random amount of damage is done to the
target.  This amount of damage is based on the weapon and will be
given  in  'N D N' format.   (Remember 3D8 for  the  three  basic
attributes?)   This  base number of damage is usually lowered  by
the  armour worn by the defender--leather armour and shield  each
take on point of damage,  chain takes 2, and plate armour takes 5
points of dame away from that taken on the body (all effects  are
cumulative and magical devices may act as armour).

     That,  of course,  is what usually happens.  However, due to
flashes  of  good  luck or clumbsiness weird things  can  happen.
About  5%  of  the time an attacker will get  what  is  called  a
'critical hit'.  That will get one of the following results (each
result  is  followed by the percentage chance of its  occurance):
Ignore  armour (50%),  three-halves normal  damage  (35%),  twice
normal damage (10%),  triple normal damage (4%),  or an automatic
kill (1%).

     About  4%  of  the time the attacker will  fumble  with  his
weapon.   It will have one of the following effects: Recover from
fumble without any other effect (35%),  Drop weapon (40%,  if the
attacker  is using built-in weapons such as claws,  the  attacker
simply recovers instead), Break weapon (20%, with a 10% chance of
hitting  oneself at the same time),  Hit self normally (4%),  and
hit self with double damage, ignoring armour (1%).



MAGIC

     The  strange  shifting forces around  Eamon  sometimes  give
results  that  can only be called 'magical'.   However,  most  of
these effects are extremely localized, and will not be consistent
from one adventure to the next.   Most often these strange things
will be the special results by carrying magical  items,  however,
some  citizens of Eamon who have lived all of their lives in  one
location may have learned how to control the forces around them.

     There are, However, four spells that work almost everywhere.
Anyone can be taught these spells without too much difficulty (if
you  can  find a wizard who will teach them to you!).   When  you
learn a spell,   you will start with a random ability in it  from
25% to  75% (you will not know what your ability  is).   As  with
combat   experience,   this  can  be  increased  every  time  you
successfully cast the spell-- if a random percentage roll is less
than you chance to not have cast it,  your ability will go up  by
2%.   However,  there  is a catch in casting spells-- Due to  the
tiring effects of sending all this power through your body, every
time  that  you attempt to cast a spell regardless of whether  or
not  the attempt was successfull your chance for the rest of  the
adventure is halved.   Thus,  old Hedric who knows a spell with a
200% ability will always cast it the first time.  His second  try
will  always  work (100% of the time).   His third try will  only
work  half (50%) of the time.   On the fourth try the  chance  is
down to 25%,  fifth try 12%,  and sixth only 6%.  Fortunately for
Hedric,  however, if you know a spell your chance of successfully
casting it can never be less than 5%, so Hedric can use his spell
for the rest of the adventure at the same odds.

The four basic spells are:

BLAST

     This  spell sends a magical burning arrow at your  apponent.
Armour  will  absorb  damage  from  it,   but  if  the  spell  is
successfully  cast it will always hit its target,  regardless  of
the range.   However, the blast spell only works on living (or at
least animate) objects and the targets must be seen by the person
casting it.   The arrow will do 1 D 6 of damage (a random  number
for one to six).


HEAL

     The  heal  spell  removes hits from the body of  the  person
casting.   It will cure 1 D 10 hits,  but never past 0.  (Hedric,
having   taken  five  hits,   casts  a  heal  spell  on   himself
successfully.   He got a good casting this time--would have cured
8  hits  normally,   However  it only cures  five  hits  on  him,
bringing  Hedric back up to perfect condition).


SPEED

     This  powerful  spell will double the caster's  agility  for
from 10 to 34 turns.   You will know when you have cast the spell
successfully,  However you may not be told when it wears off.  If
you  successfully  cast  a speed spell while one  is  already  in
effect  on  you,  the new spell will reset the time for  you-- it
will not have the effect of quadrupling you agility.   Obviously,
when  you  cast  the speed spell your chance of hitting  goes  up
accordingly (Hedric had a 56% chance of hitting with some  weapon
before  casting  the spell,   with 40% of that because of his  20
agility.   When he casts the speed spell on himself,  his  chance
will increase by 40% again, giving him a 96% chance of hitting).


POWER

     The  power  spell  may  well  be  the  most  powerful  spell
available  to you,  and certainly the most uncertain.   It has no
set effect,  it's a call to the gods saying "HEY, SO SOMETHING!".
What they do will certainly differ from place to place,   and may
even  differ from one moment to the next!   It could kill all  of
your enemies,  teleport you randomly somewhere else in the  place
you  are exploring,  cause an earthquake that buries you and your
opponents alive, or anything else you can and cannot think of.


     For all of these spells,  it should be pointed out that this
is the way they >>>usually<<< work out.  In some obscure sections
of  the world spells may not drop in ability every time  you  use
them,  in other places spells may not work at all!


RELATING WITH CITIZENS

     There  are two places you will be encountering other  people
of Eamon,  on you adventures and at the main hall of the Guild of
Free Adventurers.

     At  the main hall,  you will be able to communicate with the
various people there and do business.   However, they will not do
you  any real favors (except possibly giving you good  prices  on
things if they like you),  and you will not be permitted to fight
with  anybody there.   Essentially,  they will be businessmen and
women,  out  to  relieve you of some of your gold  while  helping
outfit you to go get more.

     On  the other hand,  during your adventures outside  of  the
main  hall,  you will not be able to communicate with most of the
people  you  find.   Additionally,  they will usually  be  rather
simple-minded-- when  meeting you they will decide if  they  like
you.   If  they do like you they will follow you around and fight
on your side during any battles.   If they don't like  you,  they
will  try  to  kill you.   These people are rather set  in  their
ways-- once  they make up their mind about you they will  usually
keep with their decisions,  unless you do something nasty such as
attack  a friend,  or you do something especially nice,  such  as
healing an enemy.

     However,  just  because they do or do not like you does  not
mean that they will always fight to the bitter end.   Some people
or things you encounter will be less courageous (or smarter) than
others and will run from what they view as a losing battle-- both
your  enemies  and  your friends.   When  someone  retreats  they
usually kick up a cloud of dust so you cannot see which way  they
ran,  although  they  will always only run out of exits that  are
really there, and you can usually follow them.

     Once again,  though,  note that all of the statements  above
were prefaced by the word 'USUALLY'.   In some parts of the world
you may be able to work quite well with others,  give orders, get
ideas,  even  play games with them.   As always,  the key word is
flexibility.






HOW TO REALLY AND ACTUALLY PLAY EAMON

(Never thought we'd get here, did you?)

     To actually run Eamon on the Sanyo,  you must first 'BOOTUP'
on  the MS-dos (Microsoft inc.) then enter BASIC.   Now  put  the
Eamon disk into drive A: and type in...

RUN"EAMON"
...and hit the RETURN key.

     After  you  are shown the title pages,  you will  be  almost
ready to enter the main hall.   Simply follow directions (for the
sake of you mothers,  if nothing else!).  If you are new to Eamon
(or  your  character was killed the last time he went  out),  you
will  be directed to the man in charge of  new  adventurers.   He
will show you what the attributes of your new character are,  and
let  you read some instruction that are stored on the  disk.   If
you  have  this manual,  you don't need to read his  instruction.
Finally,  you  will  be sent to the main  hall,   where  all  old
adventurers go immediately from the Irishman.

     The  main hall will serve as you headquarters.   You can buy
spells there, as well as weaponry and armour, you can 'check out'
yourself  and all your attributes and abilities.   You  can  also
keep some money with the banker there.  He gives no interest, but
money in the bank is safe if you're robbed on an adventure.   (Of
course,  you  can't  use  it to ransom yourself out of  a  sticky
situation, either!).

GOING ON AN ADVENTURE

     Of course,  the main purpose of the main hall is as a  place
to leave from to go on an adventures.  Most of your exploits will
be exploring caves and old ruins,  doing similar things as in the
popular adventure games.   However,  Eamon is wide enough to also
have you go to casinos and gamble your money away,  raise an army
to fight invaders (both from other countries and from space!), or
do just about any other activity you can think of.

     Only  one Eamon adventure will be stored on a diskette.   To
go  on  an  adventure,  work  from the  main  hall  as  directed,
inserting the diskette with the new adventure into drive A:  when
asked  to do so.   From then on,  you're on  your  own.  (Notice:
characters who do not return from adventures are considered dead.
Thus,  turning  off the computer in the midst of an adventure  or
halting it with the break key or 'RESET' merely commits suicide).

     To  help  your  character  get some gold  to  equip  himself
properly and gather a little bit of experience,  one adventure is
included on the master disk-- the Beginners Cave.   It's a gentle
little  romp  through a set of  caves  underground.   I  strongly
advise  that you send your new character through this first.   If
he  can't  survive this,  there's no point in going  out  to  the
dangerous  places.  (For more information on the beginners  cave,
see the enclosed sheet).
BUYING WEAPONS AND ARMOUR

     You  will  have 200 gold pieces when you start a  character,
and  hopefully  more  after your adventures.   One  of  the  most
important  thing for you to do with this gold is to  buy  weapons
and  armour.   Additionally,  you  may sometimes want to  sell  a
weapon,  be it because you have no need of it or because you have
reached the leagal limit on weapon ownership of four.

     Well, Marcos Cavelli owns a small weaponry store in the main
hall  that  will do this for you.   Marcos carries five  standard
weapons--an axe, which does 1D6 of damage and has a base price of
25 gold pieces,  a bow which does 1D6 and has a base price of 40,
a  mace which does 1D4 and has a base price of 20,  a spear which
does 1D5 and has a base price of 25,  and a sword which does  1D8
and  has a base price of 50.   For each weapon Marcos sells three
grades  of quality--Poor (with a weapon complexity of  -10%,  but
only  half the base price),  Medium (with a weapon complexity  of
0%,  at normal price), and Good (with a weapon complexity of 10%,
at double the base price).  Furthermore,  the price you are given
can  vary  from  one-third  to  three  times  the  normal  price,
depending upon how your charisma and how Marcos feels about you.

     Marcos will also buy old weapons.  If it's of a type that he
doesn't sell, Marcos will pay an average of 100 gold pieces for a
weapon.  If it is a weapon from his stock, he will pay around 1/4
the normal price.

     Marcos'  base  prices  for armour are 50 gold pieces  for  a
shield,  100 for leather,  200 for chain mail,  and 500 for plate
armour.   He will also give you a trade-in of your old armour  at
its  old price,  subject to adjustment for the way he feels about
you.

     Marcos'  credit  terms,  like all of the businesses  in  the
hall, are very simple--none.


BUYING SPELLS

     Hokas Tokas,  the local wizard in the main hall,  is willing
to teach anybody spells for a price.   His base prices for spells
are:  Power (100 gold pieces),  Heal (1000 gp),  Blast (3000 gp),
and  Speed  (5000 gp).   As with Marcos,  Hokas will  adjust  his
prices for how much he likes you,  but he will never do  anything
to you if you try to buy a spell you can't afford,  or try to buy
a spell twice.

THE BANKER

     Shylock McFenney,  the local banker, will open up an account
with  anybody.   He is absolutely trustworthy with the funds  you
leave in his care,  although he does not give interest,  nor does
he  make  loans.   (He makes enough money  from  adventurers  who
deposit money with him and never come back.)
EXAMINING YOURSELF

     Unlike  most  things  at  the hall,  it does  not  cost  you
anything to examine your attributes.  It is generally a good idea
to examine your attributes last thing before leaving to go on  an
adventure,  and  write them down--you cannot examine yourself  in
the midst of an adventure!


LEAVING THE UNIVERSE

     This is simply ending the game.   However, your character is
stored  on the diskette,  so he or she can be called up again the
next time you play.   You should only leave the system this way--
otherwise  some disk files may be destroyed,  and your  character
will be trapped forever in the horrible bit bucket!







































     A few commands you should know about:

N, S, E, W, U, D, NORTH, SOUTH, EAST, WEST, UP, and DOWN all will
move you in the direction given if possible.

     INVENTORY or I will list all of the items you are  currently
carrying.

     READY (weapon name) will ready that weapon for action.

     GET  (item  name)  will  get that item and add  it  to  your
inventory.

     To return to the main hall you must leave the cave, once you
have  done  so,  Sam Slicker (the local dealer  of  treasure  and
booty)  will pay you what the are worth (with the price  adjusted
for charisma).  You will then return to the main hall.




     That's really about all there is to say about playing Eamon.
Of  course,  the best way to learn is by starting up a  character
and running him through a few adventures.  One thing I would like
to  warn  you  about--do not get too attached to  any  character.
Unfortunately,  while wealth and expertise come rather quickly in
this world, so does death.




























A NOTE FROM THE PROGRAMMER


Configuring the diskette
 
     If you have a double sided disk,  copy all of the files to a 
disk which contains the Dos system and command.com file.   If you 
have  a  single  sided  (<200k drive)  copy  everything  but  the 
EAMON.DOC file.   Now enter basic and run CONFIG.BAS.

IBM  users will find it easier to use the AUTOEXEC.BAT  to  enter 
Eamon  because you have to tell basic you are using random  files 
of 256 characters in length.  (Config does all this for you!)


PROBLEMS

     If you accidently break out of a adventure, you can try to

CONT

or continue to basic,  and go on as if nothing happened.   If you
get  a...

CAN'T CONTINUE ERROR

or  some  other  foolishness,  you can  usually  just  start  the
adventure  over by typing in RUN and hitting return.   This is  a
last  resort  effort because you will start the dungeon over  the
way you were when you came.

     One  thing  that the origional Eamon system didn't  have  to
handle  is lower case letters.   Normally this should give you no
trouble  since  there  should be coversion  logic  in  the  code,
however,  if  your  commands  don't work the way you  think  they
should,  check first to see if you are using the proper spelling.
The computer could be asking for upper case or lower case only!



     If  you liked this adventure and would like a crack at  more
of them, send a letter to:

     JON WALKER
     VIDEO SHOP
     139 S. CENTRAL AVE.
     MARSHFIELD, WI  54449

     OR FROM 10am - 5pm 
     call 715-387-1813   (REMEMBER I'M IN CENTRAL STANDARD TIME!)

or  if you wish to make your own adventure,  the Dungeon Designer 
is available.

     Of  course  more adventures are always on the way.   If  you
think  you  have a dungeon that others  would  like,  contact  me
directly.

Have Fun!