HDTenEightyP/NetNews huggingface dataset:
From: zaphod@bluemoon.rn.com (Peter Bierman)
Newsgroups: comp.sys.mac.games
Subject: Re: NETTREK!
Date: 12 Oct 92 03:25:34 GMT
Organization: Blue Moon BBS ((614) 868-998[024])

blakey@ug.cs.dal.ca (Jason Richard Blakey) writes:

>   Anyone have a copy, or know where I can get one, of that great game NetTrek
> It's ShareWare, or it was 2-3 years ago.

I have it available on my BBS. See the sig.


---
The opinions I express are rarely my own, because my own are far too
outragous to post here.

IntNet:SEE NOTE BELOW            FutureNet: #33@#10
The Metropolis (614)-846-1911
---
Internet Address: Send two copies of everything to:
zaphod@bluemoon.rn.com and zaphod@bluemoon.use.com
From: Babak.Gohari@f421.n109.z1.fidonet.org (Babak Gohari)
Sender: Uucp@blkcat.UUCP
Newsgroups: comp.sys.mac.games
Subject: Re: EXPENSIVE GAME
Date: Wed, 07 Oct 1992 11:36:56 -0500

Aha! I read that too, so I researched SSI on the price.  Basically, if you like
any of the D&D games SSI puts out, the new Dark Sun is supposed to be
incredible.  Everything's very well programmed, AND because it's being done
in-house by SSI itself, the Mac version should be what a Mac version should look
like.  Still, guess we have to wait 'til next year (and see if there's any money
left for games after the ski season).

Newsgroups: comp.sys.mac.games
From: skaven@carson.u.washington.edu (Willilam Gilliland)
Subject: Hellcats over the Pacific gripes
Organization: University of Washington, Seattle
Date: Sun, 11 Oct 1992 05:56:45 GMT

Things that Graphic Simulations should change to make their incredible game
even better:

1) Have enemy planes actually TAKE OFF.  It is unsettling to have a plane
blink into existence nearby, at several thousand feet altitude, with zero 
velocity.  The B17 bomber takes off in mission 3; why not everyone else?

2) Have the enemy fighter plane algorithms include flaps.  Without that it is
ridiculously easy to win when heavily outnumbered.
  
3) If you wind up on the brown patch of ground surrounding a friendly runway
after bailing out or landing a disabled aircraft (or rolling off the end of
the runway) have the odds of being safely rescued be 100%.  This represents 
walking back to base.

4) Have the ground-clutter algorithm avoid the areas immediately in front and
behind runways.  How many real runways do you see with a nice tall tree growing
right at the end?

Things that Graphic Simulations should add to make their incredible game
even better:

1) A multiplayer version, either head-head combat or cooperative missions.

2) A longer flight recorder with view controls.  Views such as chase plane
(with adjustable chase separation), nearest enemy, bombing, tower, cockpit
(with the 'head turning' option of normal flight) and overhead during instant
replay.  Also able to save films to disk.

3) Adjustable difficulty levels.  Low levels have fewer, dumber pilots and
ackack crews.  Higher levels have more, smarter versions of same.  Tie points
awarded to difficulty (like in F19 on the IttyBittyMachine).

I really do like this game, but there are a few glaring problems that detract
from it.  Some of them are minor, others are frustrating because they wind up
in your demise.  What stupid deaths have other HOtP players encountered? I
have been 'fortunate' enough to have found...

	Parachuted around 100 yards from runway and was never found.
	Midair collision with enemy plane.
	Midair collision with enemy parachutist (he lived, I didnt).
	Collision with tree at end of runway (wasn't there when I took off!)
	Shot down by Charles Herbert in 'the duel'.
	Killed by friendly ack-ack fire.
	Shot down by mortar shell from battleship in 'capture island'.
		(I had to work to get that one though. (: )
	Drowned after ditching plane.
	Pilot hit by first round fired by enemy.  Stick was centered, so I 
		flew about 45 minutes before crashing.
	Court-martialed and executed. (Another deliberate demise)

Have I missed any real stupid ways to perish?


-----------------------------------------------------------------------------
He who knows, and knows not that he knows, is asleep.            
-- Rob him.
He who knows not, and knows not that he knows not, is a politician.
-- Elect him.
He who knows not, and knows that he knows not, is innocent.
-- Lie to him.
He who knows, and knows that he knows, is dangerous.
-- Kill him.
	
	


Newsgroups: comp.sys.mac.games
From: ingemar@isy.liu.se (Ingemar Ragnemalm)
Subject: Re: RE> Minesweeper for macintosh (Mine v1.0)
Organization: Dept of EE, University of Linkoping
Date:  8 Oct 92 18:45:50 GMT

jackr@wpd.sgi.com (John "Jack" Repenning) writes:

>In article <ingemar.718484048@isy.liu.se> ingemar@isy.liu.se (Ingemar Ragnemalm) writes:

>   Dear gamers... Whatever you do, please don't do (4). The game above is
>   number *14* in my list of Mines/Minesweeper clones, most of which mimicks
>   the Windows version.

>Fair enough.  As it happens, I've missed a few of those announcements.
>Got any opinions on them?  Any particularly good ones?  Any
>particularly poor ones?

Actually, I fogot one above. That one is number 15. Here is a list of the 14
before that one. The formatting is not really made for 80-character
terminals, but I hope it's ok.

		Snd	Clr	StP	HiS	Sup	Deb	Che	Note
(Suntools-Mines-style:)
Mines 1.01	Yes	No	Yes	No	No	No	No	Closest to original Mines
Hexmines 1.1	Yes	Yes	Yes	10	Yes	No	No	Hexagonal
(Windows Minesweeper-style:)
Mine Sweeper	No	No	No	6	Yes	No	No	?
Bombs 2.2	Yes	Yes	Yes	10	Yes	Yes	No	Multi-window, 10-entry high score list
Mind Mines	No	Mnd	No	No	Yes	No	Yes	?
MacMines 1.1	Yes	No	No	3*3	No	Yes	No	Moving mines
Saddams R. 1.3b	Yes	Yes	No	1*3	No	No	No	Graphics
Minesweeper 1.1	Yes	Yes	No	10	No	No	No	10-entry high score list
MineField	Yes	Yes	Yes	1*7	Yes	No	No	Many difficulty levels
KMines 1.0	No	Yes	No	No	No	No	No	?
MineSweep 2.01	Yes	No	No	1*3	Yes	No	Yes	Cheating & hints
MineSweeper 1.4	Yes	Yes	Yes	1*3	Yes	No	No	Configurable graphics
Windows 3	Yes	Yes	No	No	No	No	No	Parody on Windows 3, source included
Mine Field	No	No	No	No	Yes	No	No	?

Snd = Sound
Clr = Color
StP = Starting position
HiS = High score list(s)
Sup = Superclick
Deb = Debris
Che = Cheat
Note = Some interesting or unique feature of the game

Yes = Feature present
No = Feature not present
Number: Indicates number of high score entries
Mnd = Mandatory (color)
Man = Feature activated manually (starting point)

I suppose some of the stuff above might be wrong. E-mail me any major
corrections.

My favourites are Bombs (nicest implementation), MineField (best of the
straight Windows-Minesweeper-clones) and, of course, Hexmines (since I made
it). Saddam's Revenge is also good, if you like the somewhat silly theme.

Again, let's hope some would-be-mac-game-programmers read this, so they
don't too think "Hey, that's a neat game they have under Windows 3! Perhaps
I could make a Mac version?" Don't. More than 15 people already have.
(The same goes for Tetris, Snake and Othello.) Even if you make it work
in b/w and color, system 6 and 7, and give it away for free (all this is
true for most games above), few will notice it. It's better to make, say,
a new Centipede, or a new Defender, or a new Missile Command, or... well,
there are a few that *are* missing, and quite a few nice ones that only
works under UniFinder on 9" Macs.

-- 
Ingemar Ragnemalm
Dept. of Electrical Engineering	     ...!uunet!mcvax!enea!rainier!ingemar
                  ..
University of Linkoping, Sweden	     ingemar@isy.liu.se
From: dave@prc.unisys.com (David Lee Matuszek)
Newsgroups: comp.sys.mac.games
Subject: Re: Lost SimEarth Manual
Keywords: SimEarth Copy-protection lost
Date: 16 Oct 92 18:01:52 GMT
Distribution: talk
Organization: Paoli Research Center - Paoli, PA

In article <1992Oct16.053921.18748@ccu.umanitoba.ca> thorntn@ccu.umanitoba.ca (Duncan Peter G. Thornton) writes:

>Well, the thing that everyone talks about happens to me; I was playing
>SimEarth on a plane last week and left the manual in the cabin when I
>got off. I now officially hate copy-protection schemes.

Welcome to the club.

We have a lot of software on our old Apple II+.  When we bought a Mac
LC we also bought the IIe emulator card and a suitable 5.25" disk
drive for it, so we could use old Apple II software.  Guess which
programs don't work?  Right...the copy protected ones.  Those with no
copy protection, and those for which we broke the copy protection
(usually for backup purposes), work fine.

I think that's ironic.

  --dave

-- 

It isn't pollution that's harming the environment.  It's the
impurities in our air and water that are doing it.
                -- Vice President Dan Quayle
From: jtgorman@cs.arizona.edu (J. Taggart Gorman)
Newsgroups: comp.sys.mac.games
Subject: Re: Hellcats over the Pacific gripes
Date: 12 Oct 92 19:30:43 GMT
Reply-To: jtgorman@cs.arizona.edu (J. Taggart Gorman)
Organization: Organization?  We don't need no steenking organization!
Discliamer: Upon my being captured or killed, my professors will
            disavow any knowledge of me, my statements, and/or
            my mission.


In article <1992Oct11.055645.26583@u.washington.edu>,
Citizen skaven@carson.u.washington.edu (Willilam Gilliland) writes :
>Things that Graphic Simulations should change to make their incredible game
>even better:
>2) Have the enemy fighter plane algorithms include flaps.  Without that it is
>ridiculously easy to win when heavily outnumbered.

  Like another message says, the flaps on the Hellcat do not deploy below 170
knots.  When I'm in a dogfight, I never engage flaps because most of the time
my airspeed is above 170 knots.  I could lower the flaps and zoom right inside
the zero, but that's not "right."  When you dogfight without flaps, it makes
the fights alot more interesting.  In my snarls, the outcomes always depends
on who hits who in the head-on passes.  (I turn away from zeros, get a mile
lead on them, then circle back and make a head-on pass with 400 knots closure.
Boy, is that fun!)

  I realized that the zeros weren't using flaps and that I was (sometimes)
lowering them when I shouldn't be able, so I gave up flaps.
  But that's not important any more, for now all I play is Psycho Hellcats.  I
love to bomb my own carrier and fly underneath the rear deck of the Japanese
carrier.  (I'm sure that pisses off the zeros!)

|--------------------------------|    "If you were happy all of your life,
|      J. Taggart Gorman Jr.     |     you wouldn't be human - you'd be a
| jtgorman@caslon.cs.arizona.edu |     game show host."
|--------------------------------|             Winona Ryder, in _Heathers_
Newsgroups: comp.sys.mac.games
From: miweber@apollo.davidson.edu
Subject: Re: Network games:  List & comments:
Organization: Davidson College, Davidson, NC
Reply-To: miweber@apollo.davidson.edu
Date: Tue, 13 Oct 1992 02:56:13 GMT
X-Posted-From: apollo.davidson.edu
NNTP-Posting-Host: sol.ctr.columbia.edu

In article <1992Oct13.012820.9602@cheshire.oxy.edu>, dementia@cheshire.oxy.edu (Daniel Steven Reinker) writes:
>In article <1992Oct12.220013.1859@leland.Stanford.EDU> jrawles@leland.Stanford.EDU (jody rawles) writes:
>>Seeing the recent post about Nettrek reminds me I am interested 
>>in the history of multiplayer (networkable) Mac games.
>>
>>How many are there?  Which ones worked well?  Which ones didn't?  etc?
>>I know of and have played:
>>
>>Stategic Conquest
>>Armor Alley
>>Robowar
>>NetTrek
>>Bolo
>>Spaceward Ho
>
>Tron
>Robosport
>Minotaur
>
>
>
>Hiz Lord Dementia

Don't forget Spectre!  Works amazingly well.

Mike Weber
miweber@apollo.davidson.edu

Newsgroups: comp.sys.mac.games
From: af733@yfn.ysu.edu (Ryan James Smith)
Subject: Re: Aces of the Pacific
Organization: Youngstown State University/Youngstown Free-Net
Date: Fri, 9 Oct 1992 22:34:41 GMT


If you check out the back of the box for the IBM version the
screen shots are from the Mac version. Same deal with Red Barron,
both the IBM and Amiga versions had screen shots from the Mac.
Kind of cool.
Ryno.
-- 
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Ryan(Ryno) Smith <> "I no longer fear Hell because I've
af733@yfn.ysu.edu<>  been to Kamp Krusty..."
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Newsgroups: comp.sys.mac.games
From: harris3@ra.nrl.navy.mil (Kevin Harris)
Subject: Re: Aces of the Pacific
Followup-To: comp.sys.mac.games
Organization: -
Date: Tue, 13 Oct 1992 14:18:48 GMT

In article <1992Oct10.170515.2328@sol.ctr.columbia.edu>,
blackst@ac.wfunet.wfu.edu (James Black) wrote:
> 
> Aces of the Pacific
> 
> I called Sierra/Dynamix to ask when Aces would be available for the Mac.  
> 
> Sierra Response #1:  We don't have such a product planned.
> 
> My reply:  Well in your ads and in your Red Baron literature, you refer 
> to a Mac version of Aces.
> 
> Sierra Response #2:  Well, those are typos.
> 
> My reply:  That's the darndest typo I've ever seen. So you don't intend 
> to release a Mac Version?
> 
> Sierra Response #3:  We do intend to release one soon.
> 
> My reply:  (growing more and more confused).  Great, I'll forward that 
> info to the folks on the Internet who are looking forward to this sim.
> 
> Sierra Response #4:  (In urgent, sheepish tone)  Well, I wouldn't do that 
> just yet.  We, uh, we lost some of the programmers on that job and, uh, 
> it may be a while before the product is released.
> 
> My reply:  Thank you.
> 
> So am I right?  Does this set the new record for most contradictions in a 
> 4 minute conversation?

I have to say that is a bogus line of BS.
We all know that HellCats is the best anyway, and anytime Sierra comes out
with
anything on the Mac...it's  just a lame DOS port! 

Kevin
Newsgroups: comp.sys.mac.games
From: heeschv@cognos.com (Brian VanHeesch)
Subject: Re: Lemmings Release?
Organization: Cognos Incorporated, Ottawa CANADA
X-Newsreader: Tin 1.1 PL3
Date: Thu, 15 Oct 1992 13:33:32 GMT

v108pxu3@ubvmsb.cc.buffalo.edu (SOUTH-SIDE) writes:
: 
: 	There has been both praise and criticism about this game.  Personally,
: I thought it one of the *most* origional games I have ever played.  I can't 
: wait for the release.  
: 	This is just speculation, but some logical answers arise to the recent
: criticisms.  Each level is a puzzle--similar to Infocom'd games.  You aren't
: allowed to the next level until you solve the present one.  You build a bridge

Also  3 in Three has a similar feature but your allowed to explore 3 or 4
levels at once, thus allow you to solve the easy ones first (of course you
need to solve all levels to complete the game.)

: on Nessie's head, it doesn't work, and the game forces you to figure out why.
: It seems to me that this maximizes gameplay.  You keep at it until you solve
: it, then go on.  I remember the puzzles in Zork that used to frustrate me so.
: I would leave, then come back to it.  Or invite some friends over.  I've 
: solved them all, and enjoyed it so much more for having to wait.
: 	This I know I don't know, but maybe the reason demo's are released
: to the public is so the programmer's can receive feedback and criticisms like
: the one's Lemmings has been getting.  Maybe they monitor this group, and will
: make changes--like being able to access any level--I don't know.  I hope they
: don't change a thing.
: 
As with PoP, they do NOT have the annoying save midway thru the level.
IMO, the save option should only be used on marathon games like SIMCITY and
STRATCON not on quickie games.

WAY TO GO!
Organization: University of Illinois at Chicago
Date: Friday, 16 Oct 1992 10:00:46 CDT
From: <U59985@uicvm.uic.edu>
Newsgroups: comp.sys.mac.games
Subject: Re: Lost SimEarth Manual
Distribution: talk

Yes, I have a list of all the codes needed to play SimEarth. Ironically enough
the entire code set has to do with that page on the specs on Venus. I have mine
 in Word 4 for the Mac format. I'm not sure how I'd get it to you though. I can
 upload it from my Mac to the school mainframe. But I haven't figured out how t
o send a file I uploaded as mail. Maybe if I uuencode it first. If you want the
 codes and have any idea how to do this, please respond.


Thomas
From: pjanney@ssurf.ucsd.edu
Newsgroups: comp.sys.mac.games
Subject: ACES of Pacific
Date: 8 Oct 92 21:58:53 PST
Organization: University of California, San Diego
NNTP-Posting-Host: ssurf.ucsd.edu



HASHASFS
Newsgroups: comp.sys.mac.games
From:  (jmhodapp@aplcomm.jhuapl.edu)
Subject: Damn that Powerbook - the games are a-dyin'
Organization: master/peon
Date: Thu, 8 Oct 92 12:59:27 GMT

My new PB100 is a great machine, but all of my old software is just
not working.  Of course, anything which required ColorQuick Draw,
but even Sargon IV and World Class Leader Board just die, 
even running System 6.0.7.  (Before was System 7).The latest
is Dungeon of Doom.  It will play for about five minutes, then just freeze. 
I don't do anything different or new, I'm just strolling around
and BOOM, lock-up.  Any suggestions would be very welcome.

Jon jmhodapp@aplcomm.jhuapl.edu
=================================
From: an780@cleveland.Freenet.Edu (Travis Grundke)
Newsgroups: comp.sys.mac.games
Subject: Re: SimCity 2000
Date: 15 Oct 1992 01:47:05 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: an780@cleveland.Freenet.Edu (Travis Grundke)
NNTP-Posting-Host: slc12.ins.cwru.edu


In a previous article, pa56680@uxa.cso.uiuc.edu (P. Ialamanna) says:

>In article <Bw4uK9.2Jy@news.cso.uiuc.edu> narain@ih-nxt09.cso.uiuc.edu (Nizam Arain) writes:
>>Has anyone here heard about the new version of SimCity that's coming out  
>>soon? I've heard that Maxis is putting in more zone types, and a bigger  
>>variety of transportation options. It sounds really cool, and I'm curious  
>>about specifics, release date, etc.
>>
>>Some more info would be appreciated, if anyone knows about it.
>>Thanks
>>			
>I too would be interested. Also what's the idfference between SimCity
>and SimCity Supreme? I thought the SNES version was pretty cool
>since they had zones like a bank,casino,amusement park,etc; Does SimCity2000
>plan to incorporate these new zones?
>
>-- 
>*********************************************************************************   - P. Ialamanna -    " I think you hear me knocking, and I think I'm coming *
>			  in, and I'm bringing my big, bad opinions with me"  * 
> I represent the Univ. of Illinois. (Along with 50,000 others)===DISCLAIMER== * 
>
>
 Couple of the things *I'VE* heard to add will be highways, more control
over zones, natural resources, different entertainment options such as
casinos, amusement parks, public utilities such as waste disposal, water
treatment plants, subways, public trasnport, etc. ALl rumours, but neat!
-- 
         Travis Grundke- Contributing Editor, MacGames Digest
                      an780@cleveland.freenet.edu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~  
    MacGames Digest: The first magazine dedicated to Macintosh Gaming.
From: krazykid@csa.bu.edu (Ernest Kim)
Newsgroups: comp.sys.mac.games
Subject: FYI: Lemmings Shipping Date
Date: 8 Oct 92 13:16:49 GMT
Distribution: comp
Organization: Boston University Computer Science Department

I called the folks make Lemmings for the mac and asked them what the
shipping date was.  The guy I talked to told me that it will ship
sometime next week and that places like Egghead Software will have it
by the end of next week.  

Ernie
krazykid@csa.bu.edu
From: 10667547@eng2.eng.monash.edu.au (JIMMY FANG)
Subject: Re: Mac games vs PC Games- comparison
Organization: Faculty of Engineering, Monash University 
Date: Tue, 13 Oct 1992 05:34:20 GMT

In article <921012#119#025608_nmehl@rm105serve.sas.upenn.edu> nmehl@rm105serve.sas.upenn.edu (Nathan J. Mehl) writes:
>From: nmehl@rm105serve.sas.upenn.edu (Nathan J. Mehl)
>Subject: Re: Mac games vs PC Games- comparison
>Date: 12 Oct 92 06:44:59 GMT
>Lemmings?  Lemmings?  Did somebody say LEMMINGS?!
>
>*SIGH* My fondest hopes and desires coming true!  Lemmings for the 
>Macintosh!  Now I'll NEVER get any work done!
>
>Pertinent questions: will it run in B&W, when does it get released,
>and how much will it cost?
>
>------------Nathan J. Mehl---------------(nmehl@pennsas.upenn.edu)------
>It's the little touches that make a future solid enough to be destroyed.
>------------------------------------------------------------------------

Hey, go buy a cheap, bottom of the range Amiga600 and you can play Lemmings 
right now.  Also, Oh No! More Lemmings, Lemmings data disks, and watch the 
Lemmings II PreView (which is pretty cool if you've seen the Terminator II!)

BTW, if you want to play games, I believe that a cheap console, or cheap 
Amiga would be much better.  Hey, you even get stereo sound on the Amiga!
From: zorro@cats.ucsc.edu (Dragan M Zivkovic)
Newsgroups: comp.sys.mac.games
Subject: HARPOON
Date: 9 Oct 1992 20:48:00 GMT
Organization: University of California; Santa Cruz
NNTP-Posting-Host: si.ucsc.edu



anyone have harpoon scenarios they want to trade?

how about games you made with the Editor?

and in case you want to sell your color options floppy...

(i am trying to avoid buying a new game and revive my old ones. help)

- Dan


Newsgroups: comp.sys.mac.games
From: hd12@ellis.uchicago.edu (hui  dong)
Subject: SpaceWar! follow up
Reply-To: hd12@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Thu, 8 Oct 1992 01:54:08 GMT

Since people suggest I take a different name for the SpaceWar!, I am going
to upload an update to sumex today, with a new name: SpaceInvader!. If there's
any problem with this name, please let me know. The update fix a bug for the
people with Graphic Acc Card, please let me know if there's still a problem.
I also make the background black since quite a few people suggest that, OK,
that's easy, you get it! I also adjust some game parameters so the enemy
appears a bit faster. When I wrote this game, I have a PC type game quite
similar in mind (that's five years ago, I played a lot on a PC XT, and really
love it), the gun is in constant motion is a feature. If aimming or catching
is so easy, what's the fun playing the game? I get a few emails telling me
that they don't have fun, ha ha ha... Although I hope you guys can have fun,
but it's not really my responsibility. I welcome suggestions, but sorry if
you can't have fun with this game. I can certainly make it more polished, but
I really don't have time these days for the cosmetic things. I will make it
more polished as soon as I settle down a bit, and as I said, registered people
get future updates free. I am also going to release the PianoSim 1.0, although
it's not really a game, but you can play with it and see do you like it or
not (PianoSim in fact is my first application for Mac, not the SpaceInvader).
OK, enough said, please stop downloading the SpaceWar, get the SpaceInvader
instead. Have a good time.

hui dong

(rainbow is down, so if you email me tonight, use this account)




Newsgroups: comp.sys.mac.games
From: thinker@gate.oxy.edu {Mad Thinker}
Subject: Re: Help needed on DQofK (possible spoilers)
Organization: School
Date: Sun, 11 Oct 1992 21:02:01 GMT

In article <1992Oct09.024027.53106@bmug.org> Leslie_L._Shafer@bmug.org writes:
>You cant go through that way!  You have to find another way in!  Hint:  It's a
>teleporter...  The real answer after my question.
>
>Now, I'm wondering, Did more than one of your characters have weapons that
>could damage the Iron Golems?  Where did you get them???
>
	Two of my characters had weapons that could damage the golems.  Given that I
was having so much trouble getting through the first few encounters with my new
party, I went back and gave some the the pre-generated character's posessions
to mine.  Most important of these items was a second footman's dragonlance. 
With the two dragonlances, my party was able to defeat the golems with the help
of all my healing spells during combat and a little bit of luck.

Thanks for the help,

The Mad Thinker
Newsgroups: comp.sys.mac.games