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Eamon Walk-Throughs


Eamon #7 “The Devil’s Tomb”
Walkthrough by Tom Zuchowski

This isn’t really all that difficult of an outing, except that there are one or two puzzles that will surely try your puzzling skills as well as your patience!

 

First, the hints, for those of you who want to try this on your own. These are largely repeats of the hints listed in the review:

 

You must often type in full commands with no abbreviations. However, when working with doors, use the object name DOOR instead of the door’s listed name.

 

The first door can’t be opened, but there are two standard commands that will get you out.

 

The second door can only be opened, but it takes ALL of your strength to do so, even that strength you are using to carry your stuff.

 

Well, let’s get started! This time out, we’ll take the scenic route and hit almost all of the rooms. I will say to kill most of the denizens you see, but there is a chance that some might be friendly, so you might want to test them before attacking.

 

As the adventure opens, you find yourself trapped in a cell in the Devil’s Tomb. Obviously, your objective is to find your way out, and maybe pick up a little treasure along the way.

 

First off, let’s check the command list.  Our new commands are BET, OPEN, and READ. Given the age and level of this Eamon, odds are good that the new commands are special purpose and not general-use.

 

We need to do something about that door. Hmm, it won’t open, and you can’t attack it. Let’s try magic and use our POWER spell. It vanishes! (POWER is the intended command, but if your POWER spell is weak, you’ll find that a minor programming bug lets GET work just as well.)

 

Go S into the torture chamber, then W into a cell, and get the diamond ring. Return E.

 

Continue E into another cell. There’s nothing here, so return W.

 

Head S to a T-intersection. Turn E, and kill the zombie. Continue E and kill the lizard.

 

Let’s look up those stairs: go N three times to a platform and look around. There’s nothing here, so return S three times.

 

Go E into a cell with shiny blue walls. Read the word NEAMO on the floor. If you SAY NEAMO, you will be randomly transported elsewhere in the dungeon. We don’t’ really need to do that, so return W three times to the first T-intersection.

 

Go W four times. Get the painting and vase along the way if you wish. There’s nothing here, so return E.

 

Turn S to a corridor with a hole in the west wall. Get the bow.

 

Go W through the hole and kill the torturer. Go U the ladder into a huge cavern. A book! Get the book and read it, and learn the spell TREZORE. (TREZORE is a very powerful spell that is very similar to POWER. It carries the chance of great reward as well as great danger. It looked to me like the odds may favor a harmful result. TREZORE is not needed, but it has a lot of interesting results. Use it at your pleasure and your peril.)

 

Go S to a 4-way intersection. Continue S into a cell. There’s nothing here either, so return N.

 

Head W and get the ruby. Go N and kill the wildman. There’s nothing else here, so return S and E.

 

Go E down the tunnel. Kill the Blob, then continue E to a T-intersection. Go N – we’ve been here before, so return S.

 

Go E to the bend. Read the inscription – hmm, apparently we can’t read inscriptions.

 

Go N into a cell and kill the infant. Get the old book. Sheesh, this can’t be read either. There’s nothing else here, so return S.

 

Continue S, then E, then S again. Go S into another cell. Open the box of TNT and find it’s empty. Return N.

 

Go W into another cell and pick up the sling, then return E.

 

Go E down the corridor and find a golden apple. The apple is a trap that explodes when you pick it up, but the damage is minimal., and you do get to keep the apple.

 

Continue E to the end of a long hallway. Notice that south wall? Don’t do a LOOK yet; we’ll be back shortly to check that out. For now, head N up the corridor. Kill the tiger.

 

Go W into a fancy room, find nothing, and return E.

 

Go E into the casino, and find a scroll. Get the scroll. It will crumble to dust if you try to read it.

 

You can BET on the Wheel of Fortune if you wish. This is a very high-stakes game! You bet points of your hardiness, agility, or charisma, and you might die if you get a bad spin.

 

Return W and go N, then N again to find a dead end. Get the necklace, then return S three times to that wall we noticed.

 

LOOK, and find a secret passage south! In fact, you’ve moved into the passage, and there’s no going back. You can get the trident, but it belongs to the Devil and it will burn you (a trap.) Also, if you try to ready it, it will burn you again and then disappear (another trap.)

 

Go E, and get the bottle. Read the bottle. What’s this? It turns out that the bottle is filled with a harmful gas that will slightly injure you if you open the bottle (yet another trap.)

 

Go N into a small chamber, and kill the witch doctor. Get the shield and the gold spear, then return S.

 

Continue S into another small chamber. Open the chest, and get all. Return N then W.

 

Continue W, then S to an arch. It says ABANDON HOPE ALL YE WHO ENTER HERE. Well, that sounds both promising and dangerous. Let’s check it out! Go S through the arch.

 

The Devil’s Temple! Yow, there sure are a bunch of bad guys. Fortunately, they are rather cowardly. Clean them out.

There are exits in all directions, but I’ll save you a little aggravation right now and tell you that all of the exits are death traps, except for the way you came in, and the iron door.

 

That big bolted iron door looks interesting. OPEN doesn’t work. POWER doesn’t work. TREZORE doesn’t work. There’s only one way to get it open.  DROP ALL, then OPEN DOOR. Pretty obscure, I have to say.

 

OK, it’s open. GET ALL of your stuff, and go W through the door.

 

You’re out! Sell your loot, and head home!


Eamon #19 "Death Trap"
Walkthrough by Tom Zuchowski

We had a request for 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.

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.

This dungeon tailors itself to your character's weapons. During initialization, 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 tougher 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-through addresses the minimum dungeon only. There is actually pretty much everything you need here in the way of weapons and armor.


This Eamon is a straight kill'n'loot scenario with your only quest to escape alive. The entrance is sealed, so you need to find 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.

 

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 saved 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.

So let's get started!

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.

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.

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.

 

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 losers, so we'll find a more honorable way out!

 

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.

 

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.

 

(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 cheaters, either, so we'll work it through the hard way!)

 

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).

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)

 

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 warrior, and DIG. A skull. Return NW.

 

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 to get his pistol after you kill him.

 

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 isn'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.

 

Go SW, then west. Get the wooden stake. Never know when you might run into a vampire. 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 cowardly) 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)

 

Go back SE twice to that "very strange" four-way intersection. Go SW, then south, then east. Kill the black dragon and 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.)

 

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.

 

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.

 

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.

 

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.

 

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)

 

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.

 

Return to the last not-fully-explored 4-way intersection (W,S,W,N,N,W,W,W)

 

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.

 

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.

 

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.

 

Uh-oh. This Baalzebul 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.

 

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.

 

And that's it. Head back down the cliff and return to the Main Hall, and collect on your bet!


Eamon #44 “Escape from the Orc Lair”
Walkthrough by Jared Davis

This Eamon is actually very simple, and has many secret passages discovered by LOOK, but as soon as you find them, you go through them immediately!

LOOK around first of all. Ah, you go DOWN! Now find a "T-intersection E-W & N." LOOK to go south. ATTACK SNARG and FLARG.

Go on South, West, and Up to find Corondol. Go Down and West. ATTACK BORK and CORK. Go South, South, South, and ATTACK the GIANT PIKE. Go South, East, and GET the RUBY. Go East to a big battle. Eugene may or not become a companion. Go East when all the enemy orcs are dead. Here are more orcs! Mork may become a companion.

Go North, East, and GET the CRYSTAL. Go East, and LOOK to go North.GET the COINS. Go South.

Go East, South, and ATTACK the enemy orcs. Go South, West, and ATTACK Klorg, Blorg, Mortimer, and Ferdinand. Go West, South, LOOK to get out! You can finish now or go back inside. I suggest leaving.

Thanks a lot!


Eamon #62 “The Caverns of Doom”
Walkthrough by Paul J. Hollander

 

Tom Zuchowski reviewed this adventure (EAG, Sep. '96).  He complained about the spelling errors and room connection errors.  I agree completely.  Tom also criticized the lack of a theme.  The Egyptian elements hint at an ancient Egyptian theme, which could have been very interesting.  But the monsters and artifacts from other mythologies bury the Egyptian elements.

 

Tom reported that the room exits were usually well enough marked.  I found the hallways to be well marked, but the room exits are not. Mapping was mandatory just to remind me where I entered a room.  This wouldn't be a bad problem if there was only a single entrance.  But 18 of the 100 rooms have unmarked exits in addition to the entrance.  Concealed doors should be visible if one LOOKs, but these are not. Bashing into walls looking for exits gets frustrating very rapidly.

 

Tom was unable to find an exit to the Caverns, and neither could I.  However, one room is named Exit Chamber, obviously marking where the exit should be.  After spending a few days with the Caverns, I decided to add an automatic exit (line 205).  I also modified the LOOK command (lines 6052-6058) to show all the exits.

 

Modifications to the Main Pgm:

 

205 IF ROOM = 96 THEN ROOM = 97 : NBTL = 0 :

    GOTO 100

 

6052 A$ = "EXIT " : PRINT DK$;"READ EAMON.ROOMS,

     R";ROOM

 

6054 FOR D = 1 TO 6 : INPUT R2 : IF R2 THEN A$ =

     A$ + MID$(" N S E W U D ", D*2, 2)

 

6056 NEXT : PRINT DK$ : PRINT A$

 

6058 IF ROOM = 98 THEN PRINT : PRINT "A VINE

     COVERED SIGN POINTS NORTH TOWARD THE GUILD

     HALL."

 

I persistently try to read scrolling text.  This strains my eyes and has given me some bad head- aches.  So I added another modification to minimize the scrolling:

 

Line 300 becomes line 302, and a new line 300 is added.

 

300 HOME : PRINT "YOUR COMMAND? "; A$

 

Make the modifications to a copy of The Caverns of Doom.  There are still twisty passages, unfriendly monsters, and death traps. But with luck and a good healing spell, the adventurer can get out alive with a pack full of loot.

 

The adventure's primary objectives are the four stolen pieces of computer equipment.  One can leave the caverns with none, some, or all of them.  Other loot is usually less valuable, so if anything must be abandoned, the computer parts should be the last to go.

                        _______________________

 

The following route seems the most direct to the computer equipment and the exit:

 

One enters the Caverns and walks south into a large cavern. Go west to the large room and make friends with Superman.  You need all the friends you can get.  Continue west then south into the green room.  Go south.  The cyber-nibble lies in the hallway.

 

After getting the cyber-nibble, continue south. Turn east then north into the staff room. Continue north through a one-way portal to a west- north bend.  Go north, then east to a T-intersection.  Continue east to another T-intersection.  Turn south and continue south all the way to the end of the hallway.  Turn west into the space room, where the cyber-bit lies.

 

After getting the cyber-bit, return east into the hallway.  Go north to the first T-intersection, then west to a four-way intersection. Turn south, then west, then north to get to another T-intersection.  Turn west, and enter the lava room.

 

Go south from the lava room to a four-way intersection.  Turn east into the secret room, and climb a ladder to reach the endgame beginning.  Go south to a four-way intersection. One of the hallways leads to one of the missing computer parts and another leads to the other missing part.

 

Take the east hallway for two moves.  There is a room to the south, where the cyber-byte is located. Get the cyber-byte, and return to the four-way intersection.

 

Walk west to the vertical chamber, and go up. Go east to a four-way intersection, and turn south.  Continue south through the chapel to the burial chamber, where mummies are prepared.  Go down, then proceed east through several rooms.  The hallway turns north to enter a four-way intersection.  Go north into the Egyptian room, and get the cyber-key.

 

You now have all four of the stolen computer parts in your pack, and you want to leave the Caverns.  Go north into the exit chamber, where you are spit out into the forest.  Stroll north until you reach the guild hall.  You've won, and the townsfolk reward you handsomely.


Eamon #74 “DharmaQuest”
Walkthrough by Tom Zuchowski

 

In this adventure, you have offended Hokas, and he sends you to another land to learn some manners and compassion.

 

First, the hints for those who wish to solve it on their own:

 

If you delete line 19050 from the MAIN PGM, you can restart a saved game more than once. You will need a separate “Save” disk . This disk will be formatted and erased when you save a game to it.

 

There are two ways to exit the adventure. One is through a simple magical portal, which can be done at any time once you find it. The other exit is more difficult to achieve, and gives a far more satisfying outcome. The maximum outcome ends with the gods boosting every one of your major stats. Those of you who use cheater-superman characters will not want to return to the Main Hall, as the reward maxes your main stats to 25.

 

Use the Ring of Asroth sparingly. You must kill some enemies in the conventional fashion in order to learn every clue you need to completely solve this outing.

 

There is a bug that deposits you in the Temple of Aphrodite if you SAY something that the program doesn’t recognize. You will find things less confusing if you only SAY things you are reasonably sure that the SAY routine should recognize.

 

There is a random chance that you will be denied entrance at each of the four temples. There is nothing in these temples that you have to have in order to achieve the maximum outcome. If you want to complete all of the temples, here is a workaround:

 

1) If the statue disappears and your prayers are ignored, halt the game with a Control-C, then type:

 

R2=xx:POKE51,0:GOTO3500

 

2) Replace “R2=xx” with these values:

 

            Temple of Poseidon:       R2=39

            Temple of Apollo:           R2=45

            Temple of Aphrodite:      R2=63

            Temple of Artemis:         R2=52

 

Be aware that the gods cherish their pets!

 

OK, those are enough hints. Let’s get started!

 

Many people that you meet have a random chance of being friend of foe. Take care of them as necessary if they are enemies. Note that there are some exceptions, listed below.

 

Note the new commands: PRAY, HELP

 

As you begin, there is nothing to see in any direction but north, so go N and meet Gwynnith. Continue N, then go E into a cave and meet Polydorus

 

Continue E deeper into the cave and discover TABLET1. EXAMINE TABLET1 (NOTE: you MUST use the FULL command! Command abbreviations often do not work with the EXAMINE command in this Eamon.)

 

You learn about 4 great wizards’ magical rings:

Ilgaard’s opens locks and seals

Twalrep’s cures wounds

Xantec’s gives wisdom

Asroth’s destroys all in its path

 

Return W twice to the canyon, then go N into the valley Climb U into a small cave and meet a hermit in trouble. HELP the hermit, and acquire the bronze Ring of Ilgaard. Return D to the valley.

 

Continue N to the river bank, then go N again into the river, and discover TABLET2. EXAMINE TABLET2, which reads:

 

F.OM ..S..TH CAME ….R,THE B.A.. WIZARD

.. KIL.ED THE FOUR AND USED A SPELL TO

WELD THE RINGS INTO THE ULTIMATE RING OF

POWER.HE WAS SLAIN BY THE GODS FOR THE

SIN OF HUBRIS AND THE RINGS SCATTER.. TO

THE FOUR .INDS. THEY … … ..

 

That looks interesting! We’ll have to remember that.

 

Go W upriver and help a drowning boy. He tells you that death lurks west of here and east of the ford. Believe him, and return E.

 

Continue E. Here is the ford, so let’s turn N. Continue N again into the village.

 

There is nothing of real interest in the huts; explore them as you wish.

 

Continue N into the Grove of Athena. Help the old woman, and acquire the golden Ring of Xantec. SAY XANTEC and learn how to use rings (I guess you already knew that, though, huh.)

 

Return S three times. Continue S to the south side of the river and meet Deiphobus. Then go W three times along the path.

 

Don’t go D below the bridge. This is the same point in the river that laid W of the boy, and Death awaits there. Instead, go N across the bridge and meet Polydamus.

 

Continue N to the city gate. The gates are locked and you are blocked here. This looks like a good place to try out the Ring of Ilgaard – SAY ILGAARD. You find yourself on the Main Plaza, where you meet Memnon.

 

You will get yourself into some combat if you GET the statue of Patroclos. There is nothing to be gained apart from the thrill of combat and the chance to see a couple Effects. It’s your call.

 

Go N to the palace, then go W and find a crying girl who can’t get her cat. HELP the girl. Have you noticed that none of these people in trouble quite seem to be what they appear to be? Return E.

 

Go N twice to the throne room, then N and meet Machaon.. EXAMINE TABLET3. Hmm. To gain the power, you have to not only possess the four rings but must also be noble of spirit? Well, we have been helping all of these people . . .

 

SAY XANTEC and learn of a secret passage down. Go D and meet Theoclymus. SAY XANTEC again and learn of another secret door down. Continue D and meet Xuthus.

 

You have found a gold box. SAY ILGAARD. Get the black Ring of Asroth and some other loot. Do not ever say ASROTH unless you have an enemy standing before you! Even then, use it sparingly. When you destroy an enemy, you also destroy whatever he is carrying; so only use it when you are sure you won’t want what they might have, or if you are perhaps trying to leave no evidence. I wound up not using it at all and didn’t miss it.

 

Return U twice and go N into a courtyard. SAY XANTEC and discover another secret passage down.

 

Go D and discover a sarcophagus. EXAMINE INSCRIPTION. The Black Wizard! The tablet said that we need his name to forge the rings together. Let’s see if we can find any clues in the sarcophagus. SAY ILGAARD.

 

Oops. He’s not so dead, after all. Kill him with your weapon. Do not use the Ring of Asroth! If you use the ring, you will never learn his name. As soon as he dies, note his name! It will appear just as he dies. You get just this one chance to learn it, so be attentive. Write it down, as it changes with each play.

 

Return U, S, and E. Continue E and meet Phaedra. SAY ILGAARD to open the silver box, and discover the silver Ring of Twalrep. If you are injured, feel free to use this ring as needed to heal yourself. You may require multiple tries before you become totally rejuvenated.

 

OK, we’ve got all of the rings, and we know the Black Wizard’s name. But let’s hold off on that until we’re through exploring everything else.

 

Return W, then go N and meet Nemo. I expect you’ll have to kill him. Continue E into the wizard’s lair. EXAMINE INSCRIPTION over the door. Is this the exit? (Yes, this is the quick way out. But we are going for max points here, so don’t go through it!)

 

Return W, then S four times to the Main Plaza. Go D to the Plaza of Temples.

 

Go W into Temple of Aphrodite and PRAY.

 

(If the statue disappears, this temple is barred to you. You can still proceed by halting the game with control-C and then typing:

            R2=63:POKE51,0:GOTO3500.)

 

EXAMINE INSCRIPTION over the east door. Big deal, danger, and glory, the usual stuff. Yada, yada.

 

Go E through the door. It becomes blocked behind you – you’re trapped! EXAMINE INSCRIPTION on the wall and find a riddle! Luckily, it’s the old Sphinx riddle that we’ve all seen on many an outing. Answer MAN and learn the magic word to exit (get it right the first time—you just get one chance.)

 

Get the gold ingots, then SAY NAUTA to escape the room.

 

Explore the south room if you wish, then go into the west room and meet Helen. SAY XANTEC and learn of a hidden door behind the mosaic. Go N and find yourself back in the little girl’s garden. Return E, S, D to the Temple Plaza.

 

Go N into the Temple of Apollo, and PRAY.

 

(If the statue disappears, this temple is barred to you. You can still proceed by halting the game with control-C and then typing:

            R2=45:POKE51,0:GOTO3500.)

 

Go N, then W, and get the hamster. Return E. Continue E and meet Admetus. Get the chest if you wish. Continue N and meet Cassandra.

 

SAY XANTEC and find a secret passage down. Go D and find a crown. Get the crown. A python appears! Do not kill him. Give him the hamster and earn his trust.

 

Again SAY XANTEC and learn of another hidden passage in the floor. Continue D and meet Astynax. Go S and return to the Temple Plaza.

 

Go E into the Temple of Poseidon, and PRAY

 

(If the statue disappears, this temple is barred to you. You can still proceed by halting the game with control-C and then typing:

            R2=39:POKE51,0:GOTO3500.)

 

Go W and get the salt. Return E. Explore the south room and return.

 

Go E and meet Thetis, and then continue N. SAY XANTEC and discover a secret passage north, behind the mosaic. Get the golden cup. A sacred bull appears! Do not kill him. Give him the salt and earn his trust.

 

Go D into the pool, and find yourself in the small cave near the beginning. Return to the Temple Plaza (D, N, W, W, N, N, SAY ILGAARD, D)

 

Go S into the Temple of Artemis, and PRAY

 

(If the statue disappears, this temple is barred to you. You can still proceed by halting the game with control-C and then typing:

            R2=52:POKE51,0:GOTO3500.)

 

Go N, then E, and meet three Amazons (alternatively, you can go S and circumnavigate the island until you run into them from the other direction.)

 

Go S, then D and meet Andromache and Clytemnaestra. Get the jewels, then return U.

 

Continue U and meet Penthesilea and her leopard. EXAMINE INSCRIPTION on the door. It says THE FIRST SHALL BE LAST AND THE LAST FIRST. SAY DNEIRF AND ENTER.

 

That’s simple enough—SAY FRIEND and find yourself on the path outside the city.

 

OK, we’ve done it all. Time for the finale. SAY the Black Wizard’s name.

 

Lots of gods here. Let’s try PRAY and see what happens.

 

Not bad!


Eamon #77 "Temple of the Trolls"
Walkthrough by Tom Zuchowski

 

We are on a Quest to have a superior weapon made for us by Grommick, the Trolls' master armorer.

 

If you want to solve it yourself, here are a few clues:

 

Look before you leap.

 

Ulik can be sidetracked easily if you do something unexpected.

 

The dead adventurer merits closer inspection than you might think.

 

The HANSWORD is a 2D10 weapon.

 

That's enough clues. Let's get started!

 

This walk-through will hit every room and feature, even the ones not necessary to complete the Quest.

 

The intro spoke of an old map that we had obtained. Let's try doing an inventory and see what we have. Aha. READ MAP.  OK, now we know what we will need to get our weapon made.

 

Go N, and LOOK around. You find a sword blank of excellent quality. How convenient! Get it.

 

Read the runes. What's this all about? Let's see if it's a magic word: SAY TREZORE. Yep, that's a good one!

 

(Note: there are a lot of Trolls wandering around this place. Many will be friendly, and many will not. I will mention them in this walkthrough and will leave it up to you to handle them as necessary. By the way, the KISS command is somewhat effective in winning enemies of the opposite sex to your side.)

 

Go N and kill the Sentry. GET BOTTLE. EXAMINE BOTTLE. Good, a healing potion. We'll want some light too. How about that torch on the wall? EXAMINE TORCH. Aha. GET TORCH.

 

Go E twice. Let's find out what that dead Adventurer is all about. LOOK. Aha. GET TOKEN OF PEACE. Let's look some more. EXAMINE CORPSE. He's got something in his hand! EXAMINE CORPSE a second time. GET SCROLL. READ SCROLL. This peace offering should be useful!

 

Go S twice. Let's check the hole for trouble and do a LOOK. A ledge! Go S onto the ledge.

 

Hmm, what's the point? LOOK. A secret passage West! Go W twice. Get the MAGIC AMULET. READ WALL. The wall says PRO EC  ME. Could that be PROTECT ME? Let's try it: SAY PROTECT ME. Not bad!

 

Go back E twice to the ledge. JUMP over the pit. (There is a random chance that you will fall into the pit below. This merely puts you into a different place in the map. This is quite playable, but we are not going to handle that possibility in this walk-through. If you fall below, you need to get back up top to stay with this guide. You can do this by halting with a control-C and then typing:

MD%(0,13)=0:R2=8:POKE51,0:GOTO3500.)

 

You encounter the king of the Trolls!

 

King Holfane is undoubtedly the desired recipient of the peace offering. Give the scroll to him, then give the Token of Peace to him. He responds favorably by teaching you a magic phrase. Remember it well! (This phrase changes each time you play, so there is no point in naming it here.)

 

Now what? This is a dead end. Try LOOK. A secret stair to the south!

 

Go S, S, W and meet Halfjac. Then go S and meet Wenda. Then go E twice and meet Timik. Go N and encounter Brodjac. Go W, W, S to the room where you met Wenda. LOOK, and find a hidden stair down.

 

Go D and meet Frong. Go N twice, and discover the room that is at the bottom of the pit you jumped over. Go W and meet Rupper. The BLANK 2 you find here is not as good as the one you already have.

 

Go E twice and meet Quater. LOOK and find BLANK 3, which is even poorer in quality.

 

Return W, S, S to the stair. Go E and meet Sanig. Return W then go S.

 

That stone slab door isn't going to move easily. Maybe that's what the magic phrase it for? Say the magic phrase that King Holfane taught you. The door opens!

 

Go S three times and meet Slavack and the slaves. LOOK, and find a secret passage west.

 

Go W twice and meet Neadie and Yeadie. Return E, then go S and meet Seargant (sic) Hawk, Troggie, and Soggie (dontcha just love the names that John came up with?) LOOK, and find a large iron key. GET KEY.

 

Return N and E and FREE THE SLAVES. They seem pretty grateful, huh. Get the loot, too!

 

Go S three times to the slave pen. Return N then go W, W, S, E and meet Harry. Return W, then go S and find an iron gate. You'll find that the gate is locked, and that we need different key.

 

Continue S, S, W and meet Trogg. Return E, then go E into the other room and meet Wangba.

 

Return to that last 4-way intersection by going W, N, N, N, N, E, E. Then continue E, then N and meet Hakkard. Return S, then go E, S, W. Nothcvvvvvvvv[pppcv xing there. Go E twice and meet Hiccut. Grab the chalice.

 

Return W, then go S then W and meet Tolos. Go E twice and meet Groggo. Get the magic powder and the grog. (The grog is a healing potion.)

 

Return W, then go S then E and meet Rimik. Go W twice and meet Bulik. Get the gold dust. Try LOOK. Yes! GET KEY!

 

OK, let's go back to that gate! GO E, N, N, N, W, W, W, W, S, S. OPEN GATE!

 

Go E twice, then S. READ ARCHWAY. It says "DANGER - DO NOT ENTER". Well, that isn't very helpful, but let's leave it for now.

 

Go W. Coal? What a waste of time. Let's look around anyway. GET COAL. Aha! GET RED DIAMOND! Now, that is a worthy bribe for Grommick!

 

Return E, then go E again and meet Truq. LOOK. Another secret passage! However, you'll want to ignore this one because all it does is dump you into a corridor halfway back through the dungeon, forcing a lot of useless backtracking. Return W.

 

Time to pass through that archway. Go S.  Oops, this Ulik character looks like trouble. This is a good place to consider John Nelson's brand of humor as it relates to the extra commands in the list. Let's try something outrageous and KISS ULIK. Well, it wasn't fun, but it worked!

 

Go S. If you find Ulik here, just kiss him again.

 

You finally meet Grommick. GIVE him the SWORD BLANK, then the MAGIC AMULET, then the RED DIAMOND. Grommick fulfills your commission and magically transports you to a forest.

 

There you find the HANSWORD, your new weapon. GET HANSWORD, then go any direction to exit the adventure.


Eamon #107 “The Last Dragon”
Walkthrough by Tom Zuchowski

 

First, hints for those who want to solve it themselves:

 

There is much important information in the introduction text.

 

There are three magic words or phrases for you to learn that can get you past certain obstacles. One of them also serves as a secret password that identifies you to potential allies, both animate and inanimate. A magic ring is required for some results.

 

If you find and read all of the clues carefully, you will know that the old dragon has lived a full life and is now in pain, and she deserves to die a noble death in combat. If you have properly interpreted the clues, you will also know that the world will be a poorer place without dragons in it, and you will have resolved to preserve the young breeding pair.

 

All bottles found are healing potions.

 

You don’t learn of your true Quest until halfway through the adventure! A successfully completed Quest consists of whupping the bad guys and exiting the treasure vault in the company of both baby dragons.

 

NOTE-you need a blank disk for a saved game. The saved files are deleted when you resume the game, so if you want to preserve your saved place, make a copy of the Save disk.

 

Let’s get started!

 

(This walk-through will not give you every single move as I have done with the most difficult ones. Instead, here are general guidelines to follow.)

 

You start on a beach. Board the ship and look around. When asked to pay, respond by saying QUAAL DRACIS. Remember that phrase!

 

As you exit the ship look for a torch. As you proceed further, keep a sharp lookout for hidden passages– there are a lot of them! Also keep a lookout for hidden objects that can give you information about your Quest.

 

When you reach the dusty plain above the beach, explore to the east first. There is no key for the first door you encounter, so you will have to break it down. Same for the large chest you find.

 

By the time you leave the stronghold, you should have a good idea what Invictus is for, and should have found a lamp and a copper ring.

 

After returning to the dusty plain,  explore to the west. By the time you reach the cave entrance that is blocked by a light, you should have Invictus.

 

Your magical password will get you into the cave, but it will put you in one of four different paths. Each winds up in a room blocked by a golden light which can be passed via the usual means in this adventure. Note that one of the four paths can rob you of your personal weapons if you are injured by the unicorn.

 

The Last Dragon! By now you have learned to recognize that Vincingotrix is old and in pain, and is worthy of an honorable exit in combat. Ready Invictus and give it to her. After the Elf takes Invictus, remember to ready your usual weapon.

 

Go west through the secret passage, and discover dragon eggs! Vincingotrix was not the Last Dragon after all! Watch them hatch, then say the words that reveal you as a friend.

 

Now you have learned your true quest. Say the word, and be about your business!

 

Stay on the trails as you traverse the woods, unless you want to spend a little time being lost. Proceed to the spot where you kill Kinth.

 

First, explore to the east, and free Igraine, then return to Kinth and travel one move north.

 

From here, explore the path to the west. Use your magic to free Woglinthe from the ice and Lisolet from the temple. Ishi gives you a warning: what does it mean? (You will find out!)

 

Return to the main path and continue to Sauron’s stronghold. Explore the upper tower first.

 

Sauron awaits beyond the bronze door in the lower level. You will find him a worthy adversary as he shape-changes several times and turns a companion against you before you defeat him. Remember that the whole purpose of this foray is to blood the pair of dragons, never forget that they both must survive lest the trip become meaningless.

 

After you’ve killed Sauron, help yourself to the treasure in his vault. If the dragons are not with you at this point, summon them with the remaining magic word that you’ve found no use for. They must be with you as you exit back to the Main Hall.

I really love this Eamon. It’s one of my favorites. I hope you had a successful Quest!


Eamon #108 “The Mines of Moria”
Walkthrough by Jared Davis

 

You start on a path south of the Main Hall. You can go back, but if you did, you might as well not have started at all! Go South, but not South again. There are quite a few instant death traps, and this is the first. Remember that this is Sam's first EAMON adventure. Early EAMON adventures had a lot.

 

Go East. ARGH! A dead end? Come on? Let's take a closer LOOK! A door! OPEN it! Oh, you can't! EXAMINE the DOOR! Yes! READ the WRITING! SAY "MY FRIEND." Go East again!

 

Get the Staff and Light it. Go East. Go South and LOOK. Get the Key. Go North and East. Here is a four-way intersection. To the north are some spiders. If you're aching for some stuff to kill, go ahead. But, other than that, there is nothing there. Go South. And South again! Okay, four orcs. Time to get your weapon!

 

ATTACK the ORCs. If you're strong enough, you should come out with minimal damage. If not, make use of the HEAL spell. Go West. Okay, here is a SERGEANT, LIEUTENANT, and an ARCHER. Get the Orc-brew when you've finished them off. Yes, it's a healing potion. You can also take their weapons. You can sell them when you get back to the Main Hall.

 

LOOK. Examine the desk. Open it. Get the key. Head back to the intersection. Go East twice. A gate and a crack. One of the keys you found will open it. (I'm not sure which one.) Go North a couple of times to meet a TROLL! Now to get some compadres! Go East and ATTACK the GUARDS. FREE the DWARF. It's Gimli! Go West twice to ATTACK some URUK HAI GUARDS. FREE the WIZARD. Ah, Gandalf! Head back to that crack.

 

JUMP over the crack! Go East! To the south is an army of ants protecting a box. Kill them and ATTACK the BOX until it opens. (There may be a key, but I never found it, or used it for this purpose.) When the box shatters, OPEN it to GET some DIAMONDS. (No use in the game, but worth mucho dinero when you return to the Main Hall.) Go North and JUMP over the trap door! (If you go east, you fall in. But it's easy to get back out. Just go UP!)

 

ATTACK the BAT. Go no further EAST, unless you want to die. Go North, and LOOK for a keyhole in the wall. INSERT the GOLD KEY and PULL the LEVER. I don't think Tolkien would've made an elevator, but it's okay. Go Down and East, and don't go south. It seems to be the pit from...upstairs? Go East and LOOK.

 

Go East and ATTACK the BOA, RATTLER, and COBRA. Get the Mining Tools. Exit and go South. Go East and head to the south. Hmm, a noise. Maybe you oughta turn back....

 

OR GO SOUTH TO MEET A DRAGON! ATTACK IT! ATTACK IT! ATTACK IT! Whew! You might survive if you're pretty strong! (Faints.)

 

LOOK for the ARKENSTONE and GET ALL. (You can't move the dragon.) Head back to the s/e/w intersection. Go East and OPEN the GATE. Go North. ATTACK those LIZARDs! (In my game, I only had to kill two. Gimli and Gandalf finished off the last one. Go EAST and MINE. GET the GEMS. Go back West and go North. If you want, you can go East and MINE to uncover a giant worm. Only if you wanna kill something!

 

LOOK. Go WEST. EXAMINE the PILLAR. Do you think something goes in that depression? It must be made be a dwarf, so it must be a dwarvish item. Hmm, what do you have that's dwarvish and only one piece? The ARKENSONE. INSERT it. READ the WORDS. (And you can get the Arkenstone back!) SAY NOW. Go West and LOOK. GET the KEY. OPEN the BOX to get DURIN'S AXE.

 

If you want to wake Durin, play the sequel, "RETURN TO MORIA."

 

Head back to the mines. Go North. MINE to go North. There is no turning back here. Be sure you've done everything above. Okay. Go East, East, and ATTACK the KRAKEN. Go Down and ATTACK the SHARK. (What is a shark doing in a subterranean river?) Go East, East, and DOWN. OPEN the GATE. Go East. To the north and south are orcs with names. No items. The same when you go East. Go East again.

 

Once again, only enemies to the north and south. Go East twice. DON'T go south. It starts a path leading to a death trap. Go EAST. ATTACK the OLOG and URUK. GET the NECKLACE. Go West, and North. ATTACK the VAMPIRE. (Note: Vampires are part of Middle-earth! Read "Silmarillion!") Go North to meet an orc named CLUMSY. (Whenever I played, Clumsy became a companion.)

 

Go East and ATTACK the ORC PATROLMAN. Go East and ATTACK HANK. Go East and ATTACK AZOG. GET SKULLCLEAVER and the bag of GOLD. Congratulations! You've just avenged Thror! Now you'll have to JUMP over the crack to the South. Continue South.

 

Go East onto the Bridge of Khazad-dum. A Balrog!

 

Let me tell you right now, there is no point in trying to kill him. Remember the book? Or that movie from 2001? BLAST the BALROG! The bridge collapses and the Balrog goes bye-bye! Continue East twice out of Moria. Go North and climb Down. Go East.

 

Try to OPEN the GATE. No good. What does it mean "It will open when you approach?" Go East. Oof! Can't do that? Maybe a word can open it! But what? What have you had since the beginning? No, it's not your weapons! READ the LETTER. SAY ELBERETH. Go East.

 

Welcome to Lothlorien. You can go North to a tavern, but there's nothing but an interesting room description. You can't get the drink they give you. Go South (twice from the tavern) to meet an elf who wants to exchange gifts. Sounds good. Now, how do you exchange? What's another word for exchange? No, it's not GIVE! (Won't do you any good anyway.) The word is TRADE! TRADE with him for PURE LEMBAS and a WOODEN CARVING. GET ALL of them. Now go North and East.

 

Hey, Galadriel! She must be the person you GIVE the LETTER to! So, GIVE the LETTER TO GALADRIEL! She sends you back to the Main Hall.


Eamon #109 "The Forest of Fear"
Walkthrough by Jared Davis


Head on East into the forest. Hmm, singing to the East? Go on! Uh-oh, a battle! Two orc patrolmen and two wargs! Attack 'em. Get their weapons if you wish. They will sell for cash back in the Main Hall. Go on East. More sounds to the East? Go on East again and climb Up the trees. Ah, you meet Legolas! He's a new companion, armed with a bow and arrows. I might as well tell you now, you CANNOT heal your companions. Go ahead Down out of the tree. Go South.

 

Go East and South until you run into some spiders. Attack them and head South to fight some more. Get their hoarde of treasure. Go South again to run into a bear! Attack it and do a quick look. Get the ring. Go all the way back to where you were at the beginning of the paragraph. (It's easy, go North until you can go no further, then go West.)

 

Let's head West! We're combing Mirkwood! Go West until you meet the Biker Scout. (Hmm, "Lucas is gonna owe me overtime for this screw-up?" I'm not familiar with Star Wars, so I wouldn't know.) Go West and South. Go East until you can go South. You will meet Treebeard, quite a good companion. Get the ent-draught. Comb to the East.

 

Go South into the lake to attack a Kraken. Go East to fight more Spiders. Go South.

 

Attack the spider. Comb to the west, attacking any enemies along the way. When you've gone as far as you can, go South twice to cross the bridge. Head South a couple of times to fight some Wargs. After beating them, head North twice. Comb to the East, attacking all enemies along the way. When you've gone as far as you can, go West and Up.

 

Attack the Fell Beasts. Go Down and East. Go South twice to meet a dragon. Attack it. (You have to beat it.) Go South and you will be outside Dol Guldur.

 

Go South and attack Draugluin. Go West into Dol Guldur. The door locks behind you. Look for a torch and light it. Go West into the hallway.

 

Go Up the stairs. Attack the bat swarm. Go North and Up. Attack the wight. Get the chest (you don't have the key yet) and go Down and South twice. Go Up and attack the wight. Get the chest. Look and read the writing on the wall. Go Down and North. Go back Down the stairs.

 

Go East to the entrance. Go North and West and attack some orcs! Go West and attack some Uruks. Free the warg pack to fight them. Head back to the entrance and go South. Go as far West as you can. Go back East and look for a key. Go West and look for a passage Down. Go that way.

 

Follow the tunnel to some stairs and go Down. Go West and attack the enemies. Go West twice to find...

 

...The Lord of the Nazgul, the Black Captain. Attack him. After he's dead, get everything, but do NOT eat the magic food. It is poison. Head back to the intersection and go South twice and attack the troll. There is only one cell to visit, and that is the one to the west. Attack the guard. Get the whip and key. Head back the four-way intersection. (E/N/N)

 

Open the gate and go North twice and kill the slaver. Head north and fight the guard. Get the chain and free the ranger, who is Aragorn. Head ALL the way back to Dol Guldur's entrance. Open the door.

 

Wait! Remember those chests you got upstairs? Open them and get everything inside of them. (And them as well. If the key doesn't work, drop the chests and attack them until they shatter.) Head East out of Dol Guldur. Head South twice.

 

Before leaving, loot the cave to the East. Then leave the cave and go South.

Congratulations!


Eamon #114 "Thror's Ring"
Walkthrough by Tom Zuchowski


First, for those who want to solve it themselves, here are some hints:

 

This Eamon makes full use of the "embedded" type of artifacts that are mentioned only in the room descriptions.  It also "nests" some embedded artifacts; these are not mentioned in the room descriptions but only in the descriptions of other artifacts.  For example, there is a lamp in the Southron camp in the glen near the start.  You will do well to learn how to work through the descriptions and find that lamp; it's the key to how this Eamon works.

 

There's no HEAL command and the Miruvor won't go real far, so go easy on it.  POWER is good for getting you out of serious trouble and has no downside, but it won't last long either.

 

There are several traps and such in there, but there are warnings, so watch for them in the room descriptions.  Eventually you'll have to brave most of them to find the key to the Quest, but with just a bit of luck you'll carry through all right.

 

You NEED your companions.  Each has special abilities that you lack. Take good care of them, and they'll take good care of you.  The Miruvor and Power spell are meant for the good of all, not just you.

 

As noted in the BUILDER'S NOTES, the doors are not "real" artifacts, but they work just like real ones.

 

A very early SAVE is a good idea.  If you get in serious trouble, it's a lot quicker to restart a saved game than to start from scratch.

                        ______________________

 

Let's begin the Walk-through:

 

In case you didn't get it, the Quest's object is to recover a magical ring of great power from an abandoned underground stronghold that is now overrun with every type of Evil.

 

This walk-through doesn't hit on everything in the dungeon but concentrates on the shortest path to success.  There are alternate paths, and there's a lot to see and do in rooms that are not or only briefly mentioned.

 

First, note well what you're told by the Lady in the introduction.  She's given you a healing potion, and somehow enhanced your POWER spell, but it will now work just five times.

 

Once the adventure starts, check out the command list.  No HEAL spell!  Try the INFO command.  Note the other new commands, and examine the Miruvor to find out how many doses it contains.

 

Begin the journey.  Go North into the glen and kill the Southrons.  Examine the camp.  The camp's description mentions a tent, so let's examine that too.  The tent is real!  Open it.  A lamp!  Get it.

 

Proceed West to the Dimrill Dale.  The Mirromere is pretty, but that's all.  Go North.  Oops, you can see in the distance that the main gate is heavily guarded.  Let's look around for another entrance.  Go back South.

 

An unguarded side door!  That's more like it. Go West and enter here.  Dispatch the Uruks.  Grab the torch and light your lamp.  Head North, then cross the bridge.

 

(If you try foolish things such as stepping off into the chasm, or try paths that look "most unwise" like the path north of the gate, your companions will usually save you. The more times you risk death, the less the chance of surviving such actions, but odds are good that you'll make it to the end.)

 

Nothing on the west side worth noting. Head on West up the stair.  Try North from the top of the stair.  Nope, no good.  How about South?  No good either.  West it is.

 

North and South from the next room are also dead ends, so it's West down the passage some more.

 

(If you're exploring as you go, be sure to keep your companions healthy, or at least alive with the Miruvor. Besides their considerable fighting prowess, their presence will greatly ease certain aspects of play. In a real pinch, resurrect them with the POWER spell.)

 

North was definitely a bad idea!  How about South?  A chest!  Examine it.  Read the runes.  Hmm, whatever is in there sounds like a magical weapon, so let's get it.  It's locked!  There must be a key somewhere, so let's move on down the passage and look around some more.

 

Next down the passage is a south room covered with carvings.  Better EXAMINE CARVINGS; such relief could cover...a secret passage!  Head South!  Oops, a cave troll!  Kill him.  Let's postpone further exploration from here for now and go back North through the carvings again, and go West down the passage.

 

Hmm, the stonework isn't so good here.  A secret passage?  EXAMINE CRACKS.  Yes!  Go South.  A hidden armory!  What, more poor stonework?  Go West into the twice-hidden armory. A look around just reveals an old steel mail shirt.  What's the big deal here?  There's something else to notice about this room-- it doesn't list any room exits.  Try going West.

 

You find a mail shirt made from mithril, a metal both wondrously light and strong.  Examine the medallion and read the runes.  Dragon fire?  A magical shirt!  Get the shirt and wear it.

 

But wait, wasn't there more here?  Examine the bones.  Keys!  Get the key ring, and head back to the chest.  Open the chest, get Yrchost, and ready it.

 

OK, we're loaded for bear now.  Head back West through that door by the cracks.  Take a look north and south.  Nothing south, but an odd hole in the floor to the north.  Head on west out of the chamber.  Open the W DOOR and continue West.  Check out the Chamber.  Another hole!  Continue West.  Yrchost glows!  A warning?

 

Boy, that door sure looks dangerous.  It turns out, however, that you can't progress further until you go through it.  Go West through the door.

 

YOW!  This is no place to be!  Wait a minute, what's that on the floor there?  Grab the hook!  The fighting won't last long at these odds, so invoke the POWER spell!

 

Hnh.  That wasn't so bad.  Let's go try out that hook on those holes.  The command is PUT HOOK IN HOLE.  The one in chamber two doesn't pan out.  Back to the first chamber.  A stair!  Down we go, all the way to the bottom.

 

Proceed to the first intersection.  Avoid any direction that refers to a "maze of tunnels"; it's not kidding.  The maze is rather large and quite pointless.  Go West twice, then North twice.  Yrchost glows!

 

A dragon!  Looks like time to earn your pay.  Make sure that you're in pretty good health, wearing the mithril shirt and have Yrchost readied, and go East through the door.

 

Attack Mograf!  If you're swinging Yrchost and have Galehir at your side, the battle should be a short one.  Darn, the stupid dragon fell on his hoard.  Oh, well.  EXAMINE HOARD and get the good stuff.

 

Time to head for home.  If you're inclined to check the other rooms, there's a huge mithril ingot and a hand-barrow down in the mines, too.  Then head back up the stairs.

 

Oh, no, someone has closed and locked the east door!  We'll have to find another exit. Go West and take that south exit we skipped earlier.

 

Go South through the Records Chamber, then East as far as you can.  Another locked gate.  Go back West once, then North. The Defaced Room!  Go North through the wall.

 

Now we're on the other side of that locked door.  Retrace your steps back to the beginning, and return to Forest Lothlorien.  You've won!


Eamon #115 "The Ring of Doom"
Walkthrough by Jared Davis

You start in Ithilien. Check the vocabulary. Uh-oh! No SAVE! This means if you die, you'll have to resurrect your character in the Main Hall and start at the beginning. Now check your inventory. Shards of a sword called Narsil that can be reforged...somewhere, the One Ring, some Lembas (Healing item), a flask (for what?), your weapon(s) and gold pieces. Okay, let's get started.

 

Go South a couple times to meet Gollum. He should become a companion. Try to keep him alive. Now, LOOK around. A secret passage west! Let's go!

 

Cool, a secret cave! Let's go through the door. Okay, now that you've met the Rangers of Ithilien, they want you to meet their leader. Go UP the stairs. Faramir should join you. Go back to Gollum's Pool. Now South.

 

A couple of Haradan scouts. Well, let's get busy! ATTack the HARADAN SCOUTs. They should die quickly if you and weapon are good enough. Get their weapons if you want. You can sell them when you get back to the Main Hall. Continue South. When you meet more enemies, ATTack them, too. When they are dead, LOOK for a passage East.

 

But is there anything to the south? Yes! A Mumak, who, even if you have a "super weapon," takes a bit to kill, and some more Haradan Warriors. They will drop nice items when dead. You can go south once from there, but any further will take you into the desert, where you die.

 

Anyhow, now for the passage East. Go East, South, and UP the stairs. Now go further UP. Go South. The entrance to Cirith Ungol is to the East. Let's go!

 

Ooh, kind of dark. Do you have a torch? No? Neither do I. Head back west, and do another Inventory. What IS that flask for, anyway? EXAMINE it.

 

"YOU SEE A FLASK CONTAINING A SHINY LIQUID. IT IS SAID TO POSSESS PART OF A STAR WITHIN IT. WRITTEN WITH GOLD LETTERS UPON IT ARE THE WORDS 'GITHONEIL A ELBERETH' AND THEN THE WORDS 'AIYA ELENION ANCALIMA.'"

 

Say "GITHONEIL A ELBERETH." Yes! A light source! Now go in. Go East to where two Uruk sentries wait. ATTack them. Go East.

 

Four way intersection. Go South to meet Sam, who has a friend he has to rescue from "that tower!" He's a great companion. You can go North a couple times to a storage room, but all that's there is some junk, a secret passage east when you look, and in there is garbage and some empty chests. Oh, and a LOOK around reveals some gold. Worth money at the end, and it's worth it. Go back to the intersection and continue East.

 

ATTack the SERGEANT and the ORCS. Go North, East, South. Hmm, South leads to a giant spider named Shelob. Kill her. Go North, then East.

 

A blocked tunnel? You sure? LOOK! Go UP.

 

Now go East, to run into a BIG battle. ATTack Gorbag, then the Orcs. GET ALL. Go East, East, Down, North, ATTack the PATROL.

 

Go W, say "AIYA ELENION ANCALIMA." Go W, W, ATTack the Guards. Go N and ATTack all the enemies there. GET ALL. Go South, then UP.

 

ATTack the ORCs. LOOK. Go South. REFORGE NARSIL! GET ANDURIL! Go North, North, Up, ATTack the Lieutenant and the ORCs. Go South. Go Up. ATTack the ORCS. It is likely some of your companions will be killed. LOOK and go UP. ATTack SHAGRAT. FREE the HOBBIT. Here's Frodo! Backtrack out of the Tower.

 

Uh-oh! The Watchers won't let you leave! Repeat "AIYA ELENION ANCALIMA." Go East, East, North, North, ATTack the TROLLs. Go WEST, North, Up, ATTack the Nazgul.

 

Go Up, East, South, South, West, North. ATTack the Witch King. Get his crown. Go Up. Gollum bites off your finger and grabs the Ring. He falls in the Crack of Doom! The Ring is destroyed! You mission is over! You are returned to the Main Hall.

 

There's more Nazgul and some Variags to battle, but I side-stepped those.


Eamon #116 “The Iron Prison”
Walkthrough by Tom Zuchowski

Your mission is to enter Angband, the stronghold of the evil Morgoth, and recover the blessed silmarils for the Valar.

 

For those of you who want to try it on your own, there aren’t a lot of hints to give for this Eamon. It is very hard because of the many traps and strong enemies you will encounter. This Eamon dates from a time when Sam believed that any good Eamon will kill the player several times before he wins through to the end. The theory was that, as you got killed, next play you would know to avoid that room or that trap.

 

(Historical note: as I recall, the original version of this Eamon was literally impossible, with many bad-guy Hardiness ratings in the mid to high hundreds, and I knocked a zero off most of these ratings for the EAG release. Arguably, the difficulty could have been dropped to perhaps (8) at that time.)

 

Actually, it isn’t all that difficult if you use a moderately strong character with some good weapons (like Fresh Sam) and line up your friends early on. But if you intend to play it without the benefit of this walk-through, you can expect to be killed out a minimum of two or three times and perhaps many more. There is no SAVE!  Keep a good map so you can remember what rooms to avoid!

 

Here is my only true hint: be on the lookout for a magic stone. It will be well-hidden, but it is the key to easy victory over Morgoth.

 

Let’s get started!

 

This walk-through pretty much hits every room that offers a reward not too far out of line with the associated combat difficulty. It avoids the death traps and the side trips that offer high-risk combat for little reward.

 

First off, let’s enter a bogus command such as ‘X’ to see the command list. There are two new commands, THROW and PULL. And SAVE is missing! Let’s be careful out there.

 

Go N, then W, then U twice, then E, then U again, and meet the Great Eagles. They are friends, and are very good company in a fight.

 

Return D, then go E, then N, and kill the white dragon. LOOK, and GET the white crystals.

 

Return S. then go D. Kill the blue dragon. LOOK, and GET the blue crystals.

 

Continue D, and kill Celegorm. I played this several times for this walk-through, and Huan was always friendly. GET Angrist (4D4) and the Miruvor.

 

Go W, then N to the stronghold. Kill Carcharoth. Be sure to GET the torch. If you continue N, you will quickly find the first death trap, a pit. Instead, LOOK around and find a lever. PULL the lever. Oops, you’re trapped, but now the way is safe.

 

Go N. It’s dark! LIGHT the torch. Continue N twice more, and kill the guards. Then go N once more to the 4-way intersection.

 

The iron doors block the way north, so go W, and kill the vampire. GET the ring and the iron key, and return E.

 

OPEN the doors. Go N, then D, then N, and meet Luthien.

 

Go W, then N. OPEN the bag, then GET ALL. Return S and E. (If you go S instead of E, you find the second death trap, a 1000-orc army!)

 

Continue further E, then S, and meet Super Orc. (I don’t know what he’s doing here, as he is totally out of place in this deadly-serious Tolkein outing, That’s not Sam’s normal style. But he is another friendly companion. Note: you’ll want to be careful when attacking orcs with Super Orc along. If you type ATTACK ORC, and they have all been killed, then ol’ Supe gets the hit!)

 

Return N, then W to the 4-way intersection. Go N twice and kill some orcs.

 

Continue N twice, and kill the balrog. Get the steel key and Demonflame (2D10).

Return S, then go E, then N, and kill the troll. Attack the chest several times until it shatters; open it and get the jewelry.

 

Return S. Open the steel doors, then continue S and kill the troll. Ignore the rocks. LOOK and discover a secret passage down. Go D, then S and get the lamp. Then go E, kill another troll and get the gold ore. Return W, then S, kill more trolls and get the gold nuggets. LOOK and find a secret passage to the south.

 

Go S and LOOK, and get the mithril. That’s it. Now return N, N, N, U, N, W to the four-way passage.

 

Continue W. LOOK, and find a secret passage to the north. Go N to a storage room. LOOK again, and find a secret passage down. Go D and kill the troll and orcs. GET the diamonds.

 

LOOK and find another secret passage down. Go D, then N, and kill the orcs. Continue N, then go E and kill more orcs. GET  the strange brew, a  healing potion. LOOK. READ the sign. Balrogs! We’ll pass that one by.

 

Return W, then go N twice, and kill the sentries. LOOK, and GET the black key. OPEN the gate.

 

Go N though the gate. LOOK around and find a lever. PULL the lever. LOOK again, and find a secret passage down.

 

Go D, then N, then W. Kill the slaver, and free the chained man. (He is Beren, a very important character in the story.) LOOK around. EXAMINE the corpse. Hmm. EXAMINE the skull. Aha. OPEN the skull. GET the magic stone!

 

Return E, then continue E, and kill Gothmog. Get the key he drops, and Bloodfang (3D8).

 

Return W to the tunnel, then go N, then E, and kill Thuringwethil. Get the gold key and the cloak.

 

Return W to the tunnel, then continue W into the other room, and GET the chained lizard. Don’t free it. (Strangely, the lizard is a pretty good treasure.)

 

Return E to the tunnel, then go N twice to the stone door, and OPEN it. Go W into the room with the bubbling stuff. (It has no use that I know of.) LOOK and find a secret passage down.

 

Go D and kill the breeder. LOOK, and get the key. Examine the oak boxes, then OPEN them, and GET the potion.

 

Return U and E. Then continue N and kill the sentries.

 

OPEN the gate and go N. (There is some very good treasure to E and W, but you have to fight some big dragons for it. Feel free to take them on, if you’re up for it.)

 

Go N again, and kill the balrog. LOOK and find a secret passage north.

 

Go N twice, and kill Sauron.

 

Go N again. You meet Morgoth! THROW MAGIC STONE. (You must use that exact command, or it doesn’t work.)

 

Morgoth dies! The Valar arrive! You win! If you got the mithril, your reward is Druinval, a quite valuable 4D8 magic sword that you were already carrying if you were using Fresh Sam.

 

See, it really isn’t that bad if you manage to miss the Bad Stuff. There is one other death trap involving poison darts that we avoided.


Eamon #120 "Orb of My Life"
Walkthrough by Tom Zuchowski

This is one of the "Life Orb" Eamons from the contest that the NEUC ran way back when. Your mission is to recover Sagonne's life orb.

 

Like many of John's Eamons, this one is both very simple and very complex, and I don't really have any suggestions to offer, except one. If you are playing the DOS 3.3 version, you might want to go in before starting and make sure that line 29050 in the MAIN PGM has been deleted. With this line deleted, you can restart a saved game more than just once.

 

Oh, and be sure to bring an industrial-strength magic weapon along!

 

I should probably add that you will want to read the descriptions most carefully. This Eamon doesn't have a very involved plot, but it relies heavily on hidden and embedded artifacts, and there are clues about things like avoiding death traps and how to do away with powerful enemies.

 

Let's get started!

 

First thing, examine the bed. Sagonne lives pretty good, huh. Examine Sagonne himself. A letter! Read it. OK, we now know that two important spells exist.

 

Take a LOOK around. A secret passage! Go E. This is a library, so let's try EXAMINE BOOK. Found one! READ BOOK. Hmm. It looks like we'll need something that can "bend light and space" to fix the problem.

 

We're done here. Go W, then S. READ SIGN. That might well be a "sign" that the woods are a death trap. We'll keep that in mind.

 

Go D into the temple, then N. Fight the Priest (why are priests always bad guys in Eamons?) LOOK around, then GET the plate & cross.

 

Go W, then LOOK. A secret door! Go W, then GET the idol. Return E to the pulpit.

 

Go E, then E again. LOOK. Another book! GET it and READ it. Aw, it's just a treasure.

 

Go E three times. Kill the high priest. GET and READ the Holy Book of the Slo-Ven. Hmm, that might be useful information.

 

LOOK. A note! GET and READ the parchment. This word "ROVATHA" just might come in handy. Go back W, then N. Skip the door to the north that goes outside. At best it just wastes your time, and at worst you die (remember the sign?)

 

Go E. Kill the serpent and get the ruby, then go E into the fountain. That deep part looks promising; let's try going D.

 

Looks good. Go N twice. LOOK around. OPEN the box, then GET the orb.

 

Go E twice. Kill Broglia, then get the key and chest. LOOK around. A prisoner! Free the bound Centurian (sic). A "Guilded Might" warrior. He might be useful.

 

Go back W twice., then go U to the surface. EXAMINE the log and GET the Key of Isk.

 

Go W. Kill the pike, then go W twice more. Heed the description's advice and don't go under the bridge. Go N onto the beach.

 

Go W, then N, then W, then N. Free Harold. Go back S and E. Go E down the tunnel.

 

A gate of light! Open it. Ow! that didn't work. Try LOOK. Wait a minute-- the blind priest walked right through! Let's try something different. CLOSE your EYES and try going NE. No resistance...OPEN EYES. It worked!

 

Go S, then E. Kill the falconer. GET the PERCH. LOOK around. those shelves look interesting; EXAMINE SHELVES. A secret passage! GO S, then E. LOOK. EXAMINE the TABLE. GET the TARP. Sheesh, stuff everywhere you look! OPEN the CRATE. Whoa, a Cloak of Levitation! OPEN the GOLDEN BOX. GET the cloak, ring, and key. Go back W, N, W, N.

 

EXAMINE the BLUE PAINTINGS. Go NE , then EXAMINE the other BLUE PAINTINGS. They seem to suggest that a demon can be destroyed with the BLAST command; let's keep that in mind. Go NE, then W. Nothing here. Go back E, then go E twice more. Blinded! Try going E again. LOOK, and GET the staff. Go back W three times to the intersection.

 

Go S. You've found Sagonne's friend, Tolor! EXAMINE the CRYSTAL BALL. Hmm, a vortex of some kind is causing the trouble. EXAMINE the bear-skin rug. A note! READ the PAPER. It says VORAKA MEDE and ERADA VALA. Can these be the two magic spells we need? (NOTE: these magic words change with every game, but I'll list the words I saw for you to cross-reference with the words you see.)

 

EXAMINE the FIREPLACE, and go S. LOOK. GET the Jaded Talisman and the globe. WEAR the Jaded Talisman. EXAMINE that globe. Hmm, it seems to be saying that it won't support weight. Could your Cloak of Levitation be the 'Cloak of Tolor' the globe mentions?

 

We're not through here yet. Let's try reading the symbols on the walls. OK, this looks like some very important information! We've got the Staff of Light, we're wearing the Jaded Talisman, and we have a Guilded Might warrior along. And we know where to find a bright light!

 

Go back N, then go E into the magic study. LOOK. READ the BOOK OF TOLOR. You see the word ZABATA.

 

Let's go see if we can get something happening back at the bright room. Go W, N, E, E. CLOSE your eyes, and SAY ZABATA.

 

Well. THAT got results. (This might be a good place for a SAVE.) Now is the time to WEAR CLOAK OF LEVITATION (even if you did it earlier, do it again now.) Go N. Whew, this isn't much of a bridge, is it? Go N again.

 

The Demon depicted in the painting! You'll find that he is VERY tough to kill, but the paintings gave the clue-- BLAST DEMON. He crumbles to dust!

 

Go N, then W, then SW, then S, where you meet the Siren Witch. It looks like she may be some real help, so let's find her scream for her.

 

Go N, then W. Uh-oh, these giants will be more than you can handle. But as the description says, this is a dream land, and these are dream giants. OPEN EYES. They disappear! But CLOSE your eyes again real quick; this insanity business looks bad.

Continue W twice more. Kill the Prince of Darkness. Be about it smartly, because he will call up companions. GET the cloak. Hey, this cloak appears to affect dimensional boundaries. This could be the gizmo described in Sagonne's book!

 

Go back E, then go S three times. Go SW and meet Tobias, Lord of Poverty. That might be a clue; GIVE him 100 GP and see if you can buy him off.

 

Go W twice, and meet the elders. They don't seem to like you much. Take a LOOK around-- a wooden box!

 

Here you have two options. If you have the Emerald Key of Isk, you can trade for it. If Hero is with you, you can use the ROVATHA command and he will fetch the box for you.

 

Let's see what we've got here. OPEN WOODEN BOX. Yeek! CLOSE WOODEN BOX! Let's go find the hag! Go E, E, NE, NE, SE, N, E, E, S. GIVE the WOODEN BOX to the SIREN WITCH. She gave you something; do an INVENTORY to find out what it was. The Jewel of REOME! EXAMINE it. Our ticket home?

 

OK, let's see if we can end this. Go N, W, W, S, S, SW, W, W and return to the clearing.

 

Now it gets hairy. Ready your best magic weapon. WEAR the CLOAK OF DARKNESS. It makes you invisible, but at a price. You will gradually weaken. Watch for injury messages to yourself and HEAL at the first sign.

 

Go W. You encounter two very heavy bad guys, but your invisibility allows you to let your companions enjoy their attentions. Somewhere along the line they will summon an ally or two, so get to work and slay them!

 

Go N. The ORB!!! Darrk Ness thinks he's got you beaten by that force-field, but he doesn't realize that the Cloak of Darkness allows you to bend dimensional obstacles. GET the ORB!

 

That got his attention. You've got to kill him before you move on, as the programming tends to get squirrely if you don't do so. Once he's dead, SAY VORAKA MEDE (remember, your magic words may be different.)

 

Whoa. The vortex! DROP the Cloak of Darkness. SAY ERADA VALA. The dimensional hole is repaired!

 

But there are no exits from here. Well, the hag gave you the Jewel of Reome; let's try SAY REOME. It worked. Go any direction. You've won!


Eamon #124 "Assault on Dolni Keep"
Walkthrough by Jared Davis


Although this can be one of the hardest EAMON adventures out there, when I finally solved it, I realized how simple it was! Obviously the true mark of a great EAMON adventure!

 

Oh, and this is ONE way to finish, not necessarily the best. Probably the best is the one where you get rescued. However, I took so long finding THIS way to finish, I'm not even going to bother!

 

Now for the solution...

 

Go east. There is no way I know of to keep Gorim from falling or getting the tinder, flint, or torch from him. But it doesn't matter. Climb down and meet with Gorim. Head north until you reach the Keep Wall. Then head east twice. You can scale the wall! So go up.

 

Attack the orc sentry. Go west. Hm, Galehir is very good with a bow. Continue west to the grate and go down. Clinging onto the grate, go east to the riverbank. See, you didn't even have to get wet! Go east behind the wagon. Go ahead north into the Keep.

 

Wow, you've made it into the Keep and didn't raise an alarm. But quickly dispatch of these guards! Head north twice and get the torch off of the wall. Head south and east. Answer yes to the question. Go east again and dispatch the six orcs here. Light the torch. Head back to the main passageway. Go north three times. Cross the bridge to the west.

 

Here's something that I suggest you do now. Get the keystone. Destroy the bridge. (And Gorim approves!) Continue west into the oval room, which is so large, it counts as two. So go to the west side of it.

 

FROMIR!!! And an evil orc, so dispatch of him, and do NOT flee! Free Fromir and get all. Give Fromir his ring.

 

Now to escape! Head east and drop the rack. Go up! Now to set the rack on fire! Drop the straw and light it! Go up!

 

Follow the crack until it comes to an ewud. (East, west, up, and down intersection.) Go down, it's the only way! Follow the fissure south. You can go down to an area you've already been to, or wander around. The point is to get out, so go down. You're back in the room where you lit the torch. So, carefully go in reverse all the way back to the beginning and go down! You'll win!

 

It looks as if your reward depends on HOW you managed your adventure. In this solution, you get 5000 gold pieces.

 

Okay, getting out, I'll simply sum it up in easy directions. w/w/w/s/w/s/u/u/e/e/e/s/yes/w/w/s/look/u/w/d


Eamon #126 "Pyramid of Anharos"
Walkthrough by Tom Zuchowski


This is a worthy quest for the hardened Adventurer! It's a puzzle-rich outing with minimal combat. Not only are there plenty of puzzles to solve, but you are on a tight timeline no longer than the contents of your water bag.
 

Everything hinges on water consumption, and there is very little margin for error. Normally, anyone could expect to die and restart several times before winning. Your armor and your companions are also a drain on your water. So here are the hints for those who wish to solve it themselves:

 

Hire the best guide and follow his suggestions. Any­thing you see off the guide's recommended path is likely a mirage. Get off his path, and you become lost and will waste much water before you find your way again.

 

You and your guide will consume one unit of water per turn. If you are wearing armor, you will sweat so much that water consumption might double or more. There is only one place in the entire adventure where armor is desirable, so take it off until you need it.

 

You will be unable to find your way in the desert until you get Anharos to show you the way.

 

The protection of Terza should be sought as well.

 

Let's get started!

 

First things first. You're sweating all your water away in your armor, so take it off! DROP your armor, then GET it again for later use.

 

Follow Omar's (you did get the best guide, right?) advice and go east, then SE. Kill the Dust Devil. Again follow his advice and go S, E, and E.

 

A great pyramid! Read the glyphs on the door. SAY FOR ANHAROS, then go east. GET a torch. (Actually, there are two torches. I only found a need for one, but feel free to grab both if you wish.) Light the torch and go east. Uh, oh. Those flattened bodies and dark stains indicate that there is probably a heavy deadfall trap ahead, so we'll just turn around right now. Go back outside and around to the south side of the pyramid.

 

Once you reach the south side, take a LOOK around. That loose stone looks interesting. It's far too large and heavy to move yourself, so let's try the same trick that got us in the main entrance: SAY FOR ANHAROS. It opens!

 

Go north, then west. Kill the guards and get the pike.

 

Go east twice. That rope looks like it might be useful–EXAMINE it to see if it's real–it is! GET the rope, then return west to the center chamber. Go north three times.

 

Go west into the storeroom and LOOK around. Get the tunic. Go east twice and LOOK around again. Get the amulet, and WEAR it. Go back west to the center chamber.

 

Go north. A huge statue! Maybe there's something up there? EXAMINE it. Maybe you could hook one of the teeth? THROW ROPE. Climb UP the rope, then go south into the statue's mouth.

 

Hmm. That moat looks fishy, and the corpse with the flesh eaten away is a clear warning of danger. EXAM­INE the moat to get a closer look at it. Whatever it is, it isn't water, so let's play it safe and not try swimming in it. That pike should make a pretty good vaulting pole, so let's use it to JUMP across the moat. (Simply type JUMP.)

 

A wall of flame! You don't want to end up like the burned corpse. That tunic you found is a real heavy fabric and should offer some brief protection from the flames, so WEAR TUNIC, then go south into the fire.

 

Yeah, that worked well. DROP the tunic to conserve your water consumption. Go south. But now we're facing some sort of electrical discharge, and that corpse bears signs of electrocution. Perhaps that amulet will offer some protection? Let's try it! Go south. It works!

 

Oops, another corpse, this one clawed badly. Read the glyphs engraved in the floor. They say, THOSE WITHOUT HONOR PASS AT THEIR PERIL. Now go south. You face an avatar of Alaxar! If you don't get the answer right, your Quest ends here. It's looking for a worthy trait, so your answer is HONOR.

 

A stair! Go up, then north. A pool, and none too soon! Get water from the pool to refill your water bag, then return back south for a look around. Try south into the black room. Whoops, that's no good at all. Return north and relight your torch.

 

Examine that pedestal. Remember that the desecration involved the theft of the Diamond of Purity, so that depression in the pedestal is certainly where it must belong. Read the glyphs. They say to "follow the light of the spectrum and reach he who lies above." That's the key here. Go into each of the colored rooms, in this order: red, orange, yellow, green, blue, and violet. Now, go back north into the white room.

 

A column of water reaches to the room above!  SWIM, and it will carry you up there. Go north.

 

Looking around, you find that this Inner Chamber contains the Queen's remains. We're looking for An­haros, so continue north.

 

This sarcophagus bears the Seal of Anharos-- pay dirt! Take a LOOK around, and find a hidden door in the mural. Open it. Read the glyphs on the reliquaries. Yep, as you would expect, they contain Anharos' in­ternal organs. (If you don't know, this really was stan­dard procedure for mummification.)

 

You remember that Pindar Rambis said that Anharos will "reveal the gem when he is made whole again." Open the sarcophagus, and put the reliquaries inside.

 

Anharos awakes! Listen to what he says, and make note of the map he etches on the sarcophagus lid.

 

Now we know where we are going! SWIM back down the waterspout and refill your water bag, then leave the pyramid, using all the protections you used while getting in. (Don't forget to take the tunic off after passing the flames.)

 

The map departed from the east side of the pyramid, so that's where you'll want to start from; go east and north to get there. Then from that point, go east six times. Ignore the crazed hermit if you can, or kill him if you must.

 

You arrive at the Obelisk of Terza. If you've been paying attention, you've noted that you are walking in the Desert of Terza, and that she is the goddess of pain and purification. It could do no harm to get her protection. Read the glyphs on all four sides, enduring the pain. Her protection comes at a price, but you can stand it! Heal yourself when done.

 

Now go south five times, to the Riff camp. It is your option whether to aid Farouk along the way, but I would do so. Pat, er, Alaxar, has a history of reward­ing good behavior. Be warned, the aid will cost you 20 units of water, but you should be able to afford it if you've been sticking to the plan here.

 

A spring! Refill your water bag. You can expect some fighting here too. With the spring nearby, here is an excellent place to don your armor for combat.

 

There are a couple of ways to go from here. If you go to the west then south, you have to kill all the Riff children (which is rather distasteful to classy Adven­turers.) If you go straight south, you have to kill the women. If you go east, then south, you have to kill the men. The choice is yours. I've tried them all and prefer dealing with the women; it's the straightest path to your goal.

 

Kill the sheik and his aide. You're through fighting now, so drop your armor to remove it and conserve water. Examine that carpet. Read it. It says, "SOAR WITH ALAXAR." What's this, a magical flying car­pet? Get it!

 

Still nothing to be found. LOOK closer. You find an onyx case! Get the case and open it. The Diamond of Purity! Get it! (Just so you know, if you aren't enjoy­ing Terza's protection at this point, the diamond will sap your strength and kill you in three or four moves. Remember the Sheik's sickly condition?)

 

Your water is probably running low by now, so go back to the spring and refill your water bag. Now it's time to try out that carpet. SAY SOAR WITH ALAXAR, and return to the pyramid.

 

Re-enter the pyramid, and return to the Pedestal Room. Put the Diamond of Purity in its niche on the pedestal. Order is restored in the universe! Your Quest is complete!

 

But you're not done yet. Return to the pyramid's se­cret entrance (use the carpet), and SAY FOR AN­HAROS to re-seal it.

 

Then use the magic carpet to go home!


Eamon #127 "The Hunt for the Ring"
Walkthrough by Tom Zuchowski

This Eamon was chosen for a walk-through because it includes several fairly obscure puzzles, and  also has the potential to be pretty deadly.

 

Not much to say in the way of hints that wasn't said in the review. Pay very close attention to the information that people give you. Be on the lookout for embedded artifacts. Don't explore the cave without a light source in hand.  If you are familiar with the LOTR story, you may do better, as Sam uses many of the events therein.

 

Let's get started!

 

First, let's do an inventory. Yep, you have the magic ring Narya that Gandalf gave you. (You can wear the various magic rings, but they are greater than you and it's generally a bad idea to do so.)

 

Go North, then West and meet Cirdan. GIVE Narya to Cirdan, and pay attention to his advice.

 

Go East twice, then South into Buckland where you meet your friend, Merry. From here, go East to avoid the road as Cirdan advised. Go East twice more, and kill Old Man Willow.

 

Continue East, then go North and meet Tom Bombadil. (Tom's advice will only come into play if you go into the fog and become a prisoner of the barrow-wight. This is an interesting side event, but it is not necessary to the Quest and involves unnecessary combat.)

 

Go North, then East twice, then South, then East into Bree. Go North into the Prancing Pony and meet Strider, another companion.

 

Go South, then East, and kill the midges. Continue East, then North to again avoid the road. Go East, then South to avoid the Trollshaws (another interesting side-event.) Go East three times.

 

The Nazgul! If you haven't read the books, the Nazgul are very bad customers indeed, and there is no way you can defeat them. FLEE!

Aha. A magical event saves you. Perhaps we are nearing Rivendell, our first goal. Go East. Nothing here, but the Misty Mountains are to the east, which puts us in the general area we are seeking. Let's take a LOOK around. A secret passage East! Go East into Rivendell. (There is an intermittent bug here. If you get the message that you can’t turn your back with enemies present, halt the program with control-C, then type NB=0:POKE51,0:GOTO100 to clear it. Or you can simply FLEE once.)

 

Go East twice more and meet Elrond. Say GITHONEIL A ELBERETH, as Cirdan instructed, and Elrond will advise you. Get the miruvor. (Another note: The miruvor doesn't heal all that much, and it only works twice. You will likely need to cheat once or twice to recover your health or healing ability to survive. Here's a short refresher on the method: after halting with a control-C, you can restore your health and beef up your HEAL spell by typing this: MD%(0,13)=0:S2%(2)=2000:POKE51,0 :GOTO100.

 

We're through here for now. Go West three times, then South twice. Kill the Crebain. Continue South twice more and kill the Dunlandings. Then South twice yet more, then East, and kill the Uruks.

 

Here is Isengard. If you've read the books, you know that this is the entrance to Orthanc, Saruman's lair. Saruman covets the Ring and may know or have something useful. Go North and kill Ugluk, then Up twice and kill Wormtongue. LOOK around, and go Up again. Saruman! Kill him.

 

This room is just loaded with Stuff. LOOK around. GET the key. EXAMINE the crate and closet. OPEN the crate. OPEN the closet. EXAMINE the shelves and cushion. GET ALL.

 

We're done here. Go Down three times, then South to leave. Go East into the Gap of Rohan, and kill the Orcs. Go East twice more, then South twice to Minas Tirith. Go West, then Up and meet Denethor.

 

Denethor is suspicious of you. You'll have to prove yourself to him. Hmm. You found a valuable heirloom of the men of old in Orthanc; could that do it? GIVE Elendilmir to Denethor. He rewards you with access to their records. You’ll want to EXAMINE BOOKS. EXAMINE SCROLL. READ SCROLL. EXAMINE MANUSCRIPT. READ MANUSCRIPT. GET ALL, for future reference if you need it. Now we're done here. Leave by going Down twice, then East.

 

Now, what?  Well, let's look at what we learned from the visit to the archives: not much, except the seemingly useless factoid that Hobbits will respond to a call for a drink. That was a lot of bother for so little information. Is it a clue to our next step? We'll save you some time here and tell you that the call achieves nothing in Hobbiton. Let's try to find another land of the Hobbits. Go North twice, then West, then North twice into Fangorn (the Ent will not attack you.) Go East, then North four times into the Gladden Fields.

 

Hey, there are burrows here. The manuscript said that Hobbits lived in burrows. Is this the spot we're looking for? Say HO! HO! HO! TO THE BOTTLE I GO! Weagol appears! GIVE the pipeweed to Weagol. (There is a screen pause in the text that follows, but the YOU SEE text will shoot the second screen off the top, so be ready with the control-S key and halt it after a half-dozen lines so you can read it first.) She rewards you with reminiscences, a coat, and a torch. GET ALL.

 

So, what good were those reminiscences? We need to put some pieces together here. Look at where you are: the Gladden Fields. You know that the Ring was captured in the Gladden Fields shortly before it became lost. Weagol went on about this Gollum character who found some sort of "precious" item. Let's go find Gollum!

 

Go West, then North twice, then Up and kill the Goblins. Go West, then North into the cave. A dead end? LOOK. A secret passage!

 

Go North and kill the Orcs. LOOK and find another secret passage. Go West, then North.

 

It's dark, and you've lost your companions! LIGHT your torch, then go Down.

 

You meet Gollum. Agree to the riddle contest (type Y with no return.) The answer to the riddle is FISH. Be careful with your typing, you only get one chance!

 

Gollum "leaves" you for a moment. While he's "gone," LOOK around.

 

What's this? A small ring. GET it and WEAR it.

 

Gollum rushes past you as if you are invisible! (You are invisible. This small, nondescript trinket is the Great Ring you are seeking.)

 

He thinks you've gone for the exit. Follow him by going South.

 

Remove the Ring. It is far more powerful than you and will turn you to Evil if you leave it on.

 

We are nearly done. All we need to do now is deliver the Ring to Elrond.

 

Go East, South twice, East, Down, South eight times, West three times, North six times, and East three times.

 

Give the Ring to Elrond. Your Quest is complete!


Eamon #128 "Quest of Erebor"
Walkthrough by Jared Davis

First of all, here are some notes:

 

When you get into a battle, some of the dwarves will sometimes run away. You can COUNT them to see who's missing. In order to find them, go in any direction from the scene of battle. COUNT DWARVES to see if they're back. If not, go back to the scene of battle and try another direction. There are supposed to be thirteen dwarves: THORIN, BALIN, DWALIN, BIFUR, BOFUR, the infamously fat BOMBUR, NORI, ORI, DORI, FILI, KILI, GLOIN, and OIN. (What a mouthful!)

 

The Woodman who you can rescue and Beorn are not important to get, but they are nice to have in combat.

 

There are extra battles to be fought outside the Lonely Mountain. None are important, but if you take the WAIN in the northernmost battle, it's worth quite a bit when you return to the Main Hall.

 

Now for the solution...

 

After the long list of the dwarves, you will see that one member of your company isn't here. Bilbo. He's over to the east. Please note that if you go west here, you end the game.

 

Now go East, and you will find BILBO and a DOE. Also note that instead of listing all the dwarves, it just says "The Dwarves are here." As far as I know, the doe is of no use, nor is it harmful, so leave it alone.

 

Go North a couple times to meet BEORN. SAY HELLO or SAY HELP, and he will follow you. Or attack you.

 

Now go South. And then East into the forest. You will immediately meet two wargs and three orcs. I suggest ATTACKing the WARGs first. After they're dead, ATTACK the ORCs. After they're dead, look around for any missing dwarves. Head East from the scene of battle to...

 

...go to another one. A warg is attacking a poor guy. So, ATTACK this WARG. Now, TAKE the WOUNDED MAN. You can go South, then East, to a village where a woodman is. GIVE WOUNDED MAN to the WOODMAN, and you have a new ally! Now, go back West, North, then West to the scene of your first battle.

 

Head North for another battle with a BUNCH of ORCs. Oh, and three WARGs. Attack either the WARGs or the ORCs first. When you're done, probably a lot of dwarves have run off, and many of your companions have been injured.

 

Well, you can only go East, South, and North. Go South and North first to pick up any dwarves that ran off, and then go East. Go East again, and you meet a BEAR you have to ATTACK. Now, head North, then East. Here is the infamous black river. Go South and LOOK for a BOAT. TAKE the BOAT. Go East. In the boat some of the dwarves will fall in the river, so you have to TAKE ALL of the sleeping dwarves. Then head East, and WAIT until all the sleepyheads wake up. Then head North.

 

Head East to lose ALL the dwarves. Go South, ATTACK all the SPIDERs, LOOK, get the SHOVEL, then head South and kill all the spiders. Go East and kill the spiders here. Get Sting and DIG and GET the HOARD. Go West and North twice. LOOK for a secret passage East to get into the Elvenking's Halls.

 

Head East. further east, the Elvenking is partying. But, nothing important there. Unless you want the ELVEN KING'S TREASURE. But then, that'll make 'em mean. It might be wiser to...leave it be... If you did go, go back West. LOOK for a way Down.

 

Right now, I'm going to tell you this: THESE ELVES ARE PEACEFUL. YOU WILL SAVE YOURSELF A LOT OF TROUBLE BY LEAVING THEM ALONE! Okay? Good!

 

Now that you're down here, go East. Unless you took the treasure...

 

Go east, ignore the elves, go north and have a LOOK around. Get the bottle. (Note: it might not be a good idea to get the barrels...) Go South twice, go Down, go East twice to the end of the hall, then LOOK for a passage Down. Go North, North, then West. PUT the BOTTLE ON the TABLE to get the butler and guard "stoned." LOOK for the TRAP DOOR, then OPEN it. TAKE the KEYS, go East, S, then OPEN DOOR, and go West.

 

Here's Thorin! He's asleep, but just GET THORIN! Go South, Up, OPEN DOOR, and go North. Here are more dwarves. GET ALL of them! Go South, West, OPEN DOOR, North, GET ALL of the dwarves here, South, West, OPEN DOOR, N, GET ALL the other dwarves, then go South, then Up, then North a couple of times and TAKE BARRELS. OPEN BARRELS, and PUT THORIN IN BARREL. The rest of the dwarves will follow suit, as will Bilbo. Go back to the platform with the (now open) trap door and DROP BARRELS, then go Down.

 

Go East three times and OPEN the BARRELS. Go East into Lake Town. Go North to meet Bard. You can give the Northmen some money to join you. Go South and East twice to get to the Desolation of Smaug.

 

Now the important thing is to get inside the Mountain and kill Smaug. You can just go North from here until you get there. There are other things to do as well, though, so I will go into those.

 

Go East to meet three SAGATH warriors. Dispatch of them. Go North into Dorwinion. You can get some grapes here. Go North again to get some presents from the Dorwinion people. You can also hire one of them, but not the other one, unless the other one is killed. If you try to hire both, the first one you hired will always get the gold. Go North a few times to fight some WAINRIDERS. I suggest ATTACKing their CAPTAIN first. Here LOOK and go East twice to meet Dain and his army. You can keep going North and fight some BALCHOTH, then go West.

 

There are two ways to enter the Mountain. There's the main entrance and the secret side door.

 

MAIN ENTRANCE
From here you can go back Down, East, South, South, and West to get to the main entrance. Go North twice to enter the Mountain. Go North and Up. Go North and LOOK for a passage West. GET ALL the things in here. Exit and go North. SAVE here! Go North to meet SMAUG!

 

SECRET DOOR
From the Far North, go as far West as possible. ATTACK the ARMY of Orcs and Wargs. Go South and Up the Mountain. Look and go Up. Look for the key. (Get it!) WAIT three times and PUT the KEY into the HOLE. Go East and Down to meet SMAUG!

 

Here is a bug that sometimes happens. It will prevent you from leaving or FLEEing. After Smaug is dead, leave, then go back. For some reason, doing a LOOK here before leaving the first time will make the program think Smaug is still alive. You cannot FLEE Smaug, and you cannot leave a room with enemies in it.

 

ATTACK SMAUG. After he is dead, go South to avoid the bug. Go back North and LOOK for the ARKENSTONE and GET it. Head back to the bridge. PUT the PLANKS on the BRIDGE. Go West twice to return to the Main Hall.

 

 


Eamon #129 "Return to Moria"
Walkthrough by Tom Zuchowski

This is a very tough Eamon on two levels. The first is the puzzling, which is complex and often deadly if you don't correctly figure it out. The other is the combat, which is rich, varied, and at times very difficult to survive. This Eamon dates from a time when Sam believed that a proper Eamon required many plays to survive; thus there are many avoidable foes and death traps that can only be found the hard way.
 

I know of no way to avoid nor to survive the encounter at Balin's Tomb. As near as I can tell, it is a slow death trap by combat unless you are using a superman character carrying tactical nukes, and even then your companions will not survive. And yet, there is no way around it that I can discover. I do not know what Sam's intentions are here. Perhaps it is a puzzle that eludes me.

 

Here is a way to cheat past that encounter: when you go west from Balin's Tomb and are jumped by all those bad guys, hit control-C at the YOUR COMMAND? prompt to halt play. Then type in this command (you can type it in without any spaces, but I include the spaces here for clarity):

 

FOR I = 1 TO NM: MD%(I,5) = MD%(I,5) * (MD%(I,5) = RO AND MD%(I,14) = 3 OR MD%(I,5) <> RO): NEXT: NB = 0: POKE 51,0: GOTO 100

 

Poof, they disappear!

 

I have little in the way of hints for this. Read carefully. Save often. Try examining the stuff you see in the descriptions. Examine all artifacts that you find in rooms. Read carefully. Save often.

 

As Sam recommends in his Author's Notes, you will want at least one magic weapon capable of at least 20 hit points. This is not an adventure for lightweights!

 

Sam's obscure hint about "ATTEMPTING" something refers to the fact that you can heal your companions (eg: HEAL GIMLI). It isn't too hard to keep everyone alive if you temporarily stop the game with a Control-C and boost your heal ability enormously by typing

S2%(2)=20000:POKE51,0:GOTO100.

You may wind up needing to do this more than once if you start getting a lot of NOTHING HAPPENS messages.

 

You will encounter several groups of multiple foes. One way to divide their numbers is to FLEE. Usually, only a few of the foes will follow you. Then you can kill them and return to the room of the original encounter to finish the rest.

 

The descriptions are rich and full, and well worth careful reading even without the vital clues supplied.

 

The command parser supports "A" as shorthand for "ATTACK". At the same time, it often requires that you type in the full object name. Be sure to type the full name when doing EXAMINEs!

 

One startup note for the ProDOS version: if you answer "N" to the 5.25 disk question, it assumes that all of the files are in the same folder.

 

All right! Let's get started!

 

This Walk-through will assume that you are reading carefully and thus will understand the reasoning behind the moves outlined below. Also, it ignores passages that contribute nothing except unnecessary combat to the Quest. Feel free to explore the unlisted passages if you wish, but only if you are spoiling for a fight!

 

OK, our Quest as outlined in the detailed intro is two-fold: bring back mithril for the repair of the gate, and revive Durin the Deathless.

 

The adventure opens in a dark room. Light your Lantern. Go South three times, then West into the Reception Room. Kill the bat.

 

Examine the chandelier. Aha, our new light source. Get it and light it.

 

Continue West twice more. Ignore the web. Go further West into the circular tunnel. Turn North, then West. Kill the spiders.

 

Continue West, then turn South twice. Kill those spiders, and get the greasy slime. Light the web.

 

Continue South, and find yourself out of the spider tunnels and into Dwarven works. Go West twice. Take the stair Up twice, and kill the Wargs. Go East and find the Mirrormere.

 

Examine the Mirrormere. Examine the stars and find a magical Crown of Stars. You know this crown; it was Durin's! Get the crown.

 

Return West and Down twice, and then continue Down again. Go West three times, then enter the room to the North. Kill the Uruks.

 

LOOK around. Get the iron key. Go South to exit the room.

 

Go West, and kill the Gate Keeper. Open the gate. Continue West, then turn South twice, then West twice. Kill the Orcs.

 

Continue West, and kill more Orcs. Examine the beer. It is a one-time healing potion; get or drink it as you choose.

 

Continue West twice more and enter the kitchen. Open the cupboard, and get the Orc Brew. This is another healing potion that works three times.

 

Return East, then turn North twice, then East twice more and enter the Armoury. Examine the molds. They might be useful, so get them.

 

Return West. Examine the dead operator, and get the small key that you find.

 

Go North into the storage area, then turn West. LOOK around. Put the small key in the keyhole. Examine the box, then open it. Pull the lever. (Going down!)

 

Go West three times and enter the Chamber of Mazarbul. Examine the stone block, then examine the runes engraved on it. It's Balin's Tomb! Examine the chests, and the book. Read the book. Note the magic word "CARASH".

 

Save the game!

 

Go West. As you try to pass the door, you are jumped by overwhelming odds! I know of no way to survive this combat. Use the cheat outlined at the beginning of this walk-through.

 

You're still in the Chamber of Mazarbul. Go West twice, then North. Examine the rope and the winch. Go West, and examine the rope and the pulley. Put the rope on the crate.

 

Return East, and pull the winch. Go South, then East, then North into the booth. LOOK around. Put the greasy slime on the lever. Pull the greased lever.

 

Go Down, then West, then North. Open the crate. Mithril ore! Get the large rocks.

 

Go South. Open the stone door. That didn't work. LOOK. The door has no keyhole; is it magical? Say CARASH. It opens!

 

Go South. Examine the pool. (It doesn't say so, but it's full of acid, and you will die if you enter it.) Examine the plug. Pull the wire.

 

Continue South twice more, and encounter the most complex puzzle in the dungeon, with four death traps to avoid!

 

Examine the blanket. A spike trap! Get the blanket. Examine the mithril armour. Another trap! Get the mithril armour, and wear it.

 

Return North, then go East. Examine the red spot. Looks innocent, doesn't it? It's not. LOOK. Put the blanket on the hooks. Get the gold vase and let the blanket save your life.

 

Go West twice. Examine the pillar. The last trap! Put the gold vase on the pillar, then get the diamond vase. Open the diamond vase. Get the steel key and the serum. (The serum significantly enhances several character attributes; use it if you wish, but also be aware that it is the most valuable loot that you will find and is worth some serious gold.)

 

Return East, then North twice, then go West twice. Open the steel door. Continue West, then turn North into the stone workroom.

 

LOOK around. Get the explosives and the black liquid. Examine the smelting pit. Obviously, this is where we refine the mithril, but we need heat, and it won't accept our large rocks.

 

Return South, and go West. Examine the mallet. This looks like the way to make small rocks out of big ones! Get the mallet, and ready it. Drop the large rocks, then attack them.

 

Get the mithril ore and the mining tools. You're done with the mallet, so drop it and ready your combat weapon!

 

Continue West, then North. Get the mining cart. Continue North. Ants! They will be a serious problem if you don't solve this puzzle. Put the black liquid in the ant hole.

 

Continue North, then West. Dig. Get the coal. Return to the smelting pit. (E,S,S,S,E,E,N). Put the mithril ore and the coal in the smelting pit. Put the molten mithril in the molds, then get the