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The Datestones of Ryn

Also known as: Dunjunquest: The Datestones of Ryn

Developer: Automated Simulations

Played on: Apple II - Screenshot from: Apple II
My Score  Avg. Score 
7.0 6.5
Release Dates
1979
Not released
Not released


The Datestones of Ryn is the second game in the Dunjonquest series and the first "microquest" game of the series. It's called a microquest because it's a smaller, faster-paced game in comparison to the first game in the series, the Temple of Apshai. This is also the first game where you control Brian Hammerhand, who looks absolutely terrified in the picture provided in the game's manual (and boxart - same picture, but mirrored) while he attempts to poke out the eye of Rex the Reaver, the leader of the robbers in the game. Anyway, once you begin to play Datestones of Ryn, you'll find that it plays mostly the same as Temple of Apshai did…well, except for a big new ability - the ability to talk. Using the ! Key, you can attempt to talk to monsters or robbers. Talking really doesn't seem to do anything except allow you to pass by a monster or robber without fighting them. There's no dialogue…if you press ! and it works, the you'll see PASS BY on the screen and they won't attack you. If it fails, they'll keep coming after you. Likewise, if you attack a creature or robber after it allows you to pass, or if you try to take the treasure it has in the room, they'll change their mind and try to kill you again - Brian Hammerhand is not that much of a smooth talker, it seems. Also unlike the previous game, you're on a time limit - which fits its "microquest" description. You've got twenty minutes to sneak into the caverns, and obtain as many of the datestones as possible in that time limit while not dying. The catch is that if the time limit expires, and you are still in the caverns, any stones on you do not count towards your score. You need to completely leave the caverns for stones to count, meaning if you easily get turned around in mazes, you may struggle a bit here unless you're quick enough to draw a map as you go. Anyway, Datestones of Ryn is a decent follow-up to the Temple of Apshai. Its shorter play time may appeal to folks that want to kill twenty minutes, but don't want to spend a whole day wandering around a cavern talking to clumps of slime and picking up stones. If you like the Dunjonquest style of gameplay, then you'll probably like this game, though I do feel like it's the weakest game in the series. If you don't, then I don't think the added ability to talk is going to convert you into a fan.

Review added: 12/07/2025



Dungeon Campaign

Also known as: N/A

Developer: Synergistic Software

Played on: Apple II - Screenshot from: Apple II
My Score  Avg. Score 
5.0 5.9
Release Dates
December 1978
Not released
Not released


Dungeon Campaign feels like a bit of an oddity to me…it's a combination of a maze game with an RPG. Essentially, when you begin the game, the mazes will generate, and you'll have a glimpse of what they look like. Once the game begins, however, the screen is black except for whatever walls surround you. While it looks like you control one person, you're actually controlling a party - thirteen humans, an elf, and a dwarf. I mention that for two reasons…first, as you encounter monsters in the maze, the amount of people in your party can drop if someone dies - think of it kind of like a "health meter" for your party. The other reason I bring that up, and specify who is in the party, is that the dwarf is the one that draws your map. As you navigate the maze, you will see the walls drawn in. If the dwarf dies in battle, then you no longer have that benefit and you'll be navigating the maze blindly. Likewise, the elf has the ability to sense danger - traps or monsters - and he'll warn you if any are near. Likewise, if he dies, those warnings will stop and it'll be much easier for you to be taken by surprise. Like most RPGs, the further you get in the game, the stronger the monsters become, and the more you fight, the stronger you become. So, it's necessary to spend time on each level trying your best to get stronger so that you aren't overwhelmed as you get deeper into the dungeon maze. Combat results are determined by a "roll of the dice" in digital form…which unfortunately means that battles often feel more like they're won or lost by luck rather than skill or strategy. You'll encounter three different monster types - stationary monsters that you can sometimes avoid, moving monsters that will chase you through the maze, and necromancers/pterodactyls, who will teleport or carry your party to a random part of the dungeon…meaning, you may be thrust into the middle of the final area of the dungeon before you have any opportunity to strengthen your party. There are also traps like pits and poison gas that you've got to try your best to avoid. The ultimate goal of the game is to navigate the first maze all the way down to the fourth maze and exit the dungeon. Overall, I wasn't really a fan of Dungeon Campaign, unfortunately. The concept feels unique, and I appreciate that, but I simply don't feel like it's done very well - specifically with the odd controls where if you tell the party to go left or right, they often go in the opposite direction that you intend…I think telling them to go left or right means THEIR left or right, and not necessarily how you see it from your perspective. You'll get used to it the more you play, but it's an odd, somewhat annoying design choice. Some folks do seem to really like Dungeon Campaign, though, so if it sounds interesting to you, definitely give it a try.

Review added: 12/12/2025


Dunjunquest: The Datestones of Ryn

This game is listed on this website under a different name. To access the review, please click here.


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Dunjonquest: Morloc's Tower

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Dunjonquest: The Temple of Apshai

This game is listed on this website under a different name. To access the review, please click here.