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- 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 Wonderful World of Eamon 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.) 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 it, Mike for his unwavering faith and smart
- remarks, and my parents for their support and patience.
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- Most of the following text describing Eamon came from the
- original dungeon designer disk written by Donald Brown.
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- NOW...LET THE GAMES BEGIN (gee.. I always wanted to say that!)
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- By the way, most of the names that sound like computer companies
- and have capital letters are, and the various respects to their
- names and products are hereby acknowledged and with deepest
- respects we bow to them in thanks for their support of the
- industry.
-
- <Extended cheering and applause from the audience during deep
- bow, please.>
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-
- Welcome to the Wonderful World of Eamon, created by Donald Brown
- and converted to MS-dos (Microsoft corp.) 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".)
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- 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 your quests.
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- To run the adventures of Eamon, you need an IBM compatible
- computer, one disk drive (in working condition) and at least
- 256k memory. Also most importantly, a large dose of imagination.
-
-
- Acknowledgements: Most importantly Donald Brown for this
- wonderful game and the Beta testers who helped in the testing
- stages and converting/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.
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- 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. Eamon is a planet that was settled years ago
- after the development of hyperdrive by the near mythical
- citizens of the mother planet Dirt (or Earth, or whatever). Much
- to the delight of some and disgust of others, science does not
- work correctly here and magic is an everyday occurrence. Also
- due to forces not understood by anyone, Eamon is sort of a
- gateway to other worlds and dimensions as well.
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- Eamon is a medieval setting with monsters such as orcs, trolls,
- and dragons (the original inhabitants of this and several other
- worlds). But don't let that fool you! 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 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 (since I hate the use of 'it', 'one', and
- 'personage').
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- 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 one 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 strange dice,
- and means roll three eight-sided dice and add). The three
- attributes are hardiness, agility, and charisma. Their
- descriptions and effects are given below--
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- 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 healing magic), 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.
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- 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 useful for avoiding special traps (like
- falling down a mine shaft) or other special occurrences.
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- 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
- forceful 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.
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- 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 chance 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 her 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 Hedric, or Lovable Linda.
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- 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.
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- 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.
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- 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).
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- 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%.
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- Weapon expertise 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 complexity 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.
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-
- 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 A). 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 have leather armour,
- the net effect will be 0, not adding 22%.
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- 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.
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- 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 one 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 clumsiness 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 occurrence):
- Ignore armour (50%), three-halves normal damage (35%), twice
- normal damage (10%), triple normal damage (4%), or an automatic
- kill (1%).
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- 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%).
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- 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.
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- 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 successful 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 opponent.
- 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).
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- HEAL
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- 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).
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- SPEED
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- 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).
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- 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, DO 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.
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- 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!
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- RELATING WITH CITIZENS
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- There are two places you will be encountering other people
- of Eamon, on your 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.
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- 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.
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- 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.
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- HOW TO REALLY AND ACTUALLY PLAY EAMON
-
- (Never thought we'd get here, did you?)
-
- To actually run Eamon you must first start the computer and
- load in the DOS on your System disk. Now put the Eamon disk
- into drive A: and type in...
-
- EAMON
-
- ...and hit the RETURN key.
-
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- After you are shown the title pages, you will be almost
- ready to enter the main hall. Simply follow directions (for the
- sake of your 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 your headquarters. As a novice
- using the Eamon system, your interaction in the Main Hall will be
- limited to a few people.
-
- 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!).
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- 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.
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- 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).
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- 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.
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- 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 things 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 legal limit on weapon ownership of four.
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- 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.
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- 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.
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- Marcos' credit terms, like all of the businesses in the
- hall, are very simple--none.
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- 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.
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- 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.)
-
-
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- 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!
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- 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!
-
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- COMMANDS
-
- 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.
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-
- A NOTE FROM THE PROGRAMMER
-
-
- Setting up and Configuring the diskette
-
- Before using Eamon too much, make a copy all of the files to a
- disk which contains the Dos system and command.com file.
-
- The util.exe program on the disk will let you recreate the
- character file, beginner cave files, and print out this manual.
-
- One thing that the original Eamon system didn't have to
- handle is lower case letters. Normally this should give you no
- trouble since there should be conversion 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, look for the Eamon Adventures at your nearest computer,
- hobbyist, or book specialty store or send for our price list...
-
-
- Wisconsin Software Systems
- P.O. Box 112
- Marshfield, WI 54449
-
- Phone: 715-387-1813
-
- 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 (or any other program) that others
- would like, contact us directly, we do offer royalties!
-
-
-
- Have Fun!
-