Tuesday, September 01, 2026

Solution Found: Wm. Trent’s “Search for the Key” Mystery

In the March 1991 issue of the Eamon Adventurer’s Guild Newsletter, Wm. Trent described a mystery involving Donald Brown’s The Search for the Key:

Dear Tom,

One of my favorite games is a short game (only 20 rooms) called “Search for the Key” (#80) by Donald Brown. For the casual player this game probably doesn’t do much for them. You cannot enter this game with a powerful character but as a beginner. I note that it is rated as a 2. My rating for it since it is such a challenge would be about 7. I have played it at least 200 times and have lost only about 5 times in the last 150 times. I would say that I know more about this little game than the author. Usually I lost because of broken weapons so that I had no way to eliminate the black panther. I usually finish up with $80,000 to $100,000 and four of the best weapons that money can buy. I don’t know anyone who ever was able to get more than two weapons. At one time I was running it as the Eamon Challenge on our BBS offering anyone who could come out of the game with $40,000 a $25 prize. No one solved the mystery so I have not revealed it. I doubt if the author even realized the quirk in the game which allowed me to win this way. I wonder if you or any of the other adventurers can figure out how I do it. - Wm. Trent

Nobody solved his challenge.

Years later, when I corresponded with Trent, he could no longer remember how he had done it.

In 2026, with considerable help from ChatGPT, I believe the mystery was finally solved.

Reverse-engineering the actual Eamon disks

The breakthrough began almost by accident.

I recently realized that ChatGPT could now Apple II .dsk disk images. Rather than relying only on walkthroughs, reviews, or surviving documentation, ChatGPT could examine the disk catalog, Applesoft BASIC programs, room and artifact data, monster statistics, and special game logic.

I first uploaded John Nelson’s standard Eamon conversion of The Search for the Key, Eamon #80.

ChatGPT reconstructed the dungeon and found several quirks that were not obvious from the published reviews. Among them was an unintended way to avoid fighting the Black Panther: the player can FLEE into the Key room, GET KEY, and then use the Key as described in the introduction by entering:

    SAY <your character's name>

The player is then teleported home.

But that still did not explain Trent’s extraordinary amount of money or his four excellent weapons.

More importantly, something Trent wrote did not agree with Nelson’s converted version:

“You cannot enter this game with a powerful character but as a beginner.”

Nelson’s standard #80 contains no such restriction.

That suggested we were looking at the wrong disk.

The original tournament version

Fortunately, a copy of Donald Brown’s original tournament version of The Search for the Key survives. I had never actually seen this version before. After locating it on Huw Williams Eamon Wiki, I uploaded the tournament edition of the game and we were able to compare both:

  • Donald Brown’s original self-contained tournament disk.
  • John Nelson’s later conversion into standard Eamon #80.

The tournament disk was the missing piece.

Unlike the later conversion, it contains its own character generator, Main Hall, weapon shop, spell shop, character records, and tournament-specific game launcher.

And buried in that code were the answers to virtually every clue Trent had given us.

Trent really did have to use a beginner

The tournament version explicitly checks the adventurer before allowing entry.

It totals the character’s armor expertise and five weapon abilities. A brand-new character begins with a total of exactly 25.

If the total has risen above 25, the game rejects the player with:

    FOO! YOU HAVE ALREADY GOTTEN THE KEY!

So Trent’s statement was correct.

He really could not simply bring an experienced Eamon character into the adventure.

John Nelson removed this tournament restriction when he converted the game to standard Eamon, which helps explain why people studying #80 years later could not reproduce what Trent described.

The perfect “beginner”

The tournament character generator gives the player 48 points to distribute among Hardiness, Agility, and Charisma.

No attribute may be below 3 or above 24.

That means the player can deliberately create:

Hardiness: 24
Agility:   21
Charisma:   3

This is an exceptionally powerful fighter who nevertheless qualifies as a brand-new character.

The extremely low Charisma turns out to be the key to the entire mystery.

The Main Hall pricing bug

Every time the player visits Marcos or Hokas, the program creates a temporary Charisma value.

The relevant code is essentially:

    C2 = CH + INT(11 * RND(1) - 5)
    C2 = C2 + (C2 = 0)
    RTIO = 10 / C2

The program accounts for the possibility that temporary Charisma might become zero, avoiding a division-by-zero error.

But Donald Brown apparently never considered what would happen if it became negative.

With a permanent Charisma of 3, the random adjustment can produce:

    C2 = -1

The resulting price multiplier is:

    10 / -1 = -10

Prices become negative, and the purchasing routine then subtracts the price from the adventurer’s gold.

So if the price is -30,000:

    GOLD = GOLD - (-30000)

The player's gold increases by 30,000.

In other words, Hokas and Marcos start paying the adventurer to buy things from them.

The $91,000 clue

Hokas sells four spells.

At the -10 price multiplier, their prices become:

BLAST    -30,000
HEAL     -10,000
SPEED    -50,000
POWER     -1,000
----------------
TOTAL    -91,000

Buying all four spells can therefore increase the adventurer’s wealth by approximately:

$91,000.

That was the moment the solution became difficult to dismiss as coincidence.

Trent had written:

“I usually finish up with $80,000 to $100,000…”

The bug naturally produces almost exactly the amount of money Trent reported.

The player can repeatedly return to Hokas until the favorable temporary-Charisma roll occurs, making the process reproducible.

Four of the best weapons money can buy

With approximately $91,000 in hand, Trent’s other mysterious claim becomes straightforward.

Marcos will sell a “very good” sword with:

    Complexity: +10
    Damage:     1D8

The tournament Main Hall permits the adventurer to own four weapons.

So the player can buy four top-quality swords:

    SWORD
    SWORD#
    SWORD##
    SWORD###

This also explains Trent’s comment that his rare losses usually happened when his weapons broke and he could no longer defeat the Black Panther.

The four swords were not merely trophies.

They were spare weapons.

We reproduced Trent’s result

We then tested the theory on the actual tournament disk.

I created a character called TEST2 with:

    HD = 24
    AG = 21
    CH = 3

Using the negative-price exploit, I learned all four spells, acquired plate armor and shield, and bought four +10, 1D8 swords, then went on the adventure.

The resulting character screen showed:


That is almost exactly the result Trent described in 1991:

  • A beginning character.
  • Four of the best weapons money could buy.
  • Between $80,000 and $100,000.

One exploit beyond Trent

Our analysis of Nelson’s later conversion also uncovered another quirk.

The Black Panther, normally the final serious opponent, does not actually have to be killed.

The player can FLEE south into the Key room, then:

    GET KEY
    SAY <character name>

and teleport home.

Interestingly, Trent apparently did not use this method. His letter says that his occasional losses occurred when all of his weapons broke and he could no longer kill the Panther.

If he had known the FLEE trick, broken weapons would not necessarily have prevented him from completing the adventure.

So in one respect, our investigation may have found a shortcut that even Trent did not know.

Why the secret remained hidden

The mystery survived for decades partly because The Search for the Key existed in two significantly different forms.

Donald Brown’s tournament version included its own Main Hall and New Characters routine. 

John Nelson’s 1984 conversion retained the adventure itself but transformed it into a conventional Eamon adventure.

The economic exploit that made Trent’s feat possible was therefore largely outside the dungeon that later players knew as Eamon #80.

Someone searching the converted adventure for a hidden treasure room or a gold-duplication trick would never find the real answer.

The secret was in the tournament Main Hall.

Solution found

ChatGPT’s ability to inspect the original Apple II .dsk images made it possible to reconstruct both versions of the game, compare their BASIC code, identify the tournament-only beginner restriction, discover the negative-Charisma pricing bug, and test the resulting strategy.

We then reproduced Trent’s published claim on the original tournament disk:

    $95,301 in gold and four +10, 1D8 swords.

After approximately 35 years, Wm. Trent’s Search for the Key challenge appears to be solved.

---------

Disclosure note: This summary was made with the assistance of ChatGPT.

Thursday, June 04, 2026

Three Newly Uncovered Apple II Eamons

It has been a pretty long time since there was a post here but some incredible work by Huw Williams has promoted me to dust off the old email account and share the following. Huw relates the following:

Recently an old box of assorted floppy disks auctioned off at eBay revealed a hidden treasure: three previously unknown Eamon adventures that had eluded the clubs and the official catalog for nearly 45 years! The unearthed adventures are titled Castle Danger, The Jester's Court, and The Trapster's Maze.

Castle Danger was written around 1982 by Pat Hartman, a member of the Apple Corps of San , and has some interesting custom features, most notably several pieces of colorful computer art by Hartman that show locations in the story. The Jester's Court and The Trapster's Maze are even older, created around 1981 when Eamon was still radiating out through the nation's Apple II user groups. What makes these two especially remarkable is that they were written by none other than the young Raymond E. Feist, who would later go on to become a best-selling fantasy novelist and creator of the popular Riftwar Cycle. Reached for comment, Feist remembered the adventures, recalling that he made them "for grins and giggles" back before he had any expectations of being a writer or game designer. Writes Feist, "It's good to know they're still floating around out there somewhere and a few folks may still get a giggle out of them."

All three adventures are simple outings with straightforward layouts, representative of the earliest Eamons. In "The Jester's Court", the adventurer's friend Felinah has taken a wrong turn on her way to Krondor and instead winds up in the clutches of the nefarious Jester, so the adventurer sets out to free her. In "The Trapster's Maze", the Guild sends the adventurer and a handful of companions on a quest to locate and return the legendary Chalice of Ubarzee. "Castle Danger" has no explicit quest and is simply an exploration of a forbidding stone castle.

These three rarities have been converted to DSK, mapped, and are now available as adventures 281, 282, and 283 in the Eamon catalog.

Sunday, April 26, 2020

Four New (or Newly Available) Eamon Adventures!

Between Keith Dechant's last blog post and its subsequent comments, there was a suggestion of an incoming tidal wave of good news for Eamon in 2020. Well, that wave has made landfall, leading to the announcement of four new (or heretofore unannounced) Eamon adventures across three platforms.

All of the adventures represent the best of what Eamon can be: Each includes fantastic writing and storytelling; several are wide in scope and leverage lots of special modifications to the basic Eamon routine.


Malleus Maleficarum: The first original adventure written for the Eamon Remastered system, Keith Dechant's Malleus Maleficarum sees the adventurer's friend Maya draw the player to the far-away land of Virrat. From Dechant's description, the adventurer travels
to a nearby land that has outlawed magic and is conducting a witch hunt against all magic users. Your quest is to rescue a friend's grandmother and investigate a militant anti-magic organization called the Cobalt Front... The Cobalt Front is a very lawful organization, at least when it comes to magic and magic weapons, and you can easily find yourself getting into trouble with the law if you're not careful.
There are other things happening in the land of Virrat, too, and you'll find yourself battling some bizarre creatures as you learn what's really going on.
Malleus Maleficarum relies heavily on interaction with non-player characters, as well, which helps develops the storyline. For playing the adventure and getting more information about it, the reader can consult the following links:


Land of the Mountain King: Several years ago, Kenneth Pedersen released Land of the Mountain King as an ADRIFT adventure and has now ported it to Michael Penner's Eamon CS system.


While the adventure's scope is more constrained than the others described in this post, its writing and story are solid. From its introduction:
You are walking in the woods looking for prey when you are suddenly shrouded in a cloud of white smoke. The smoke is too dense to see through, but eventually, the smoke clears and you find yourself on a barren plain.
As you turn around, you see an old witch stand before you. "Listen carefully!" the witch whispers with a hoarse voice.
"I have summoned you here to help me clear this land from the evil mountain king, who lives in his castle up north. The mountain king terrorizes this land and must die so that peace can be restored around here. If you succeed you will be significantly rewarded.
Land of the Mountain King is the first original adventure for Penner's Eamon CS, and the reader can use the following links for more information:


The Treachery of Zorag: Derek Jeter's follow-up to the excellent Stronghold of Kahr-Dur for Eamon Deluxe, The Treachery of Zorag was nearing completion just as Frank Black was shelving development of the platform. Consequently, Zorag failed to receive a formal release or widespread acknowledgement (I hadn't even realized that it had been completed until last month). Undaunted, Jeter has made some modifications to the adventure and is hosting an online, playable Zorag.


Like Malleus Maleficarum, interaction with non-player characters plays an equal role to combat, making for an engrossing adventure. From the introduction:
A knight from the nearby city of Behlos arrives at the Main Hall to announce that the king is assembling a party of the land's greatest heroes to investigate the possible return of Zorag, an evil wizard imprisoned for many years and now feared to be free. The knight asks for the Guild's greatest warrior to join the party, and when your comrades all point to you, you accept the errand. The knight orders you to appear at the King's Hall in Behlos at sunrise on the second day to begin the mission.
Long ago, I was blown away by an incomplete version of Zorag and it's fantastic that the full adventure can finally reach a broader audience. More can be found at the following links:


Assault on the Clone Master Remake: Forty years after its release, Donald Brown's Assault on the Clone Master has been reborn with a superbly-written, steampunk-infused remake courtesy of Keith Dechant. While nominally a remake, the adventure has been so deeply reworked as to warrant its being described as an all-new adventure.

By way of illustration, check out the introductory text of the original Clone Master, and compare with the introduction of the remake:
You were traveling in the far-away land of Knieriem, a land with technology far beyond your own. You marveled at the towering cities and majestic arches and goggled at the wondrous metal vehicles and flying machines powered by the most exquisite clockwork.
But, all was not well in Knieriem. A day before you were to leave for home on a massive, steam-powered ship, word came that the harbor was being blockaded by the dreaded fire fleets of the infamous Clone Master!
The Clone Master was known all over Knieriem and the surrounding kingdoms, feared for his vast armies made up of human clones!
Dechant's Assault on the Clone Master is worth checking out; more information can be found at the following links: 



Sunday, February 02, 2020

Eamon is turning 40!



We don't know the exact date the first version of the Main Hall and Beginner's Cave were created. This is largely thanks to the fact that Apple II's DOS 3.3 didn't keep timestamps on files, and authors didn't always record the dates in their file comments. Some knowledgeable people have done some research, and estimated that development on the first Eamon adventures must have begun in 1979. The first specific date we know for sure is January 30, 1980, the publication date of Adventure #3, Cave of the Mind, which is now 40 years ago!

In honor of the occasion, I thought I would take a look back at the history and how things have changed over the years.

The Apple II Era

1979-80: The first DOS 3.3 version of Eamon is released for the Apple II Plus. It supports 40-column text, all uppercase, and is designed to work on machines with 48k of RAM.

1984-1989: Eamon sees widespread distribution and over 150 adventures are published during this time.

1985: The Graphics Main Hall is released, providing a richer experience and several additional shops.

1985: Thror's Ring is the first adventure released with support for 80-column text.

1988: Tom Zuchowski releases v7.0 of the Main Program. This includes a small compiled program that drastically sped up monster and artifact search routines. It also introduces group monsters and revised combat logic that emphasizes Agility as a primary combat stat.

1990: Zuchowski begins converting several adventures to Prodos, intending to make them easier to play on the Apple //gs.

Mid-1990s: Authors continue submitting new adventures, even though the Apple II as a platform is in decline. Zuchowski also manages to locate a number of older adventures that had either languished on floppies since the 1980s, or had been started and never finished.

1999-2013 - Eamon Deluxe

This is a port of Eamon to MS-DOS by adventure author Frank Black. It has gone through several revisions over the years, and about 200 adventures have been ported. Frank upgraded most of the adventures, fixing bugs and broken room connections, as well as updating the command parser and some of the combat logic.

Frank also wrote some new content for several adventures, intending to make them a more unified storyline. Several NPCs could now appear in multiple adventures, if they survived the adventure where you first met them.

2017-present - Eamon Remastered

I had always dreamed of making an updated version of Eamon that could run in a web browser. In the 21st century, this seemed to be a good way to bring new players to Eamon and to keep alive all the hard work done by dozens of adventure authors.

The original Eamon was written in Applesoft BASIC, being a common, low-barrier-to-entry programming language in its time. So, it only made sense to use today's common, widely known language, JavaScript, for the rewrite. Data and file storage have also come a long way since the 1980s, and Eamon adventure data seemed a good fit for a relational database.

So, in December 2015, I started planning the rewrite of the game engine. This meant a major update in game features for some of the older adventures, which now all have the updated commands and combat logic that the newer Apple-based adventures and Eamon Deluxe had.

Since the official release of Eamon Remastered in February 2017, 34 adventures have been ported to Eamon Remastered. There is still a long way to go; there are currently about 275 total adventures, of which about 180 are actually playable on the original systems (a prerequisite to porting them) and are of good enough quality to be interesting.

The Future

There are still many things in store for 2020. I am currently working on a brand-new adventure titled Malleus Maleficarum. In this one, the adventurer joins a friend from the Guild to save her homeland from fanatics who are persecuting magic users.

Even more new content will be coming soon as well. The next project will be a port of Derek Jeter's unpublished adventure, The Treachery of Zorag, which Derek developed for Eamon Deluxe but which was never included in any of the Eamon Deluxe 5.0 releases. This is a large, complex adventure with lots of special effects and puzzles. It will be a great addition to the catalog.

Until next time, happy adventuring!

Friday, February 02, 2018

Eamon Mystery - William Trent and the "Search for the Key"

It's Groundhog Day! To celebrate, let's look back at a letter that Dr. William Trent wrote to the EAG way back in March of 1991:
Dear Tom,

One of my favorite games is a short game (only 20 rooms) called "Search for the Key" (#80) by Donald Brown.  For the casual player this game probably doesn't do much for them.  You cannot enter this game with a powerful character but as a beginner.  I note that it is rated as a 2.  My rating for it since it is such a challenge would be about 7.  I have played it at least 200 times and have lost only about 5 times in the last 150 times.  I would say that I know more about this little game than the author.  Usually I lost because of broken weapons so that I had no way to eliminate the black panther.  I usually finish up with $80,000 to $100,000 and four of the best weapons that money can buy.  I don't know anyone who ever was able to get more than two weapons.  At one time I was running it as the Eamon Challenge on our BBS offering anyone who could come out of the game with $40,000 a $25 prize.  No one solved the mystery so I have not revealed it.  I doubt if the author even realized the quirk in the game which allowed me to win this way.  I wonder if you or any of the other adventurers can 
figure out how I do it.   -  Wm. Trent

Wow. How do you do it, Bill?   - Tom 
Well, I've looked at the program myself and couldn't find out what he was talking about either. So, back in 2003, I wrote him a letter to ask for the solution. He responded in December 2003 as follows:
In 1983 I had an Apple computer which had very few capabilities but it did have Eamon games which I played a lot.  After a couple of years the Apple changed to Macintosh and upgraded to a format which was not compatible to the Apple.  As a result I became disgusted with them and switched to an IBM computer and did not play Eamon games any longer.
 At that time you had to write almost any program yourself as there were very few except Appleworks typing programs.  I wrote one Eamon game myself "A Trip to Fort Scott" which was my home town in Kansas before I joined the navy.  (I'm a Pearl Harbor Survivor)
 That has been too long ago for me to remember anything about my early computer years.  I am sorry but at age 84 I can't remember anything about the Eamon games.  In fact one of the things that happens to you when you get old is your memory goes.
 I can go to a movie and a year later my wife will say, "We saw that movie".
 I will say, "I never saw that movie."
 I am on the computer quite a bit but have to keep reviewing to be able to remember the programs I use most of the time.  I "bookmark"  anything which I wish to find on line with the computer and keep most of the program icons on my desktop so they are easy to find.
 I keep a very descriptive index of all the files I have on the hard disk.
 I am very sorry but I do not remember anything about any of the Eamon Games.
 Dr. William H. Trent, DDS (retired for 18 years)
So, my question for the Eamon community is, what was he talking about? The data file doesn't indicate that it's possible to have that many weapons or to earn that much money. The MAIN PGM is likewise rather mundane. Was it possible that he got some customized version from a non-EAG source?

Sunday, December 31, 2017

Eamon Remastered

Keith Dechant has done a great job porting Eamon to run on a web based platform with no need for emulators or other softwares. He has already ported 15 adventures from the EDX platform.

Check it out at https://eamon-remastered.com/

Tuesday, March 31, 2015

Eamon database

Derek C. Jeter scoured the Eamon database and came up with this handy way to examine all of the Eamon Deluxe adventures. You can inspect each adventure's rooms, artifacts, monsters and effects. If you get stuck in an adventure, this is great place to find all the hidden doors and embedded artifacts.

Check it out at http://dcsoftsys.com/eab/