********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. 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Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the unofficial Temple of Apshai Documentation. Converted to etext by Heywood Floyd, supplied by "Frank" Jeno E. Kontros , the Non Stop Cracker. Some of the information in this etext is assumed to be close enough to the original hardcopy version until an original can be converted, which is likely to be called TAPSH10B.TXT. TAPSH10A.TXT, September 1996, etext #90. ********* Temple of Apshai Documentation Typed by Heywood Floyd Edited by M.Hata, for **DOX** Temple of Apshai is a lot like the popular Dungeons and Dragons game. The character attributes are similar. Charisma has been changed to Ego and Intuition has been substituted for Wisdom. Commands 0-9 : Move 0-9 spaces forward ! : Speak to monster A : Attack D : Drop treasure E : Examine wall for secret door F : Fire normal arrow G : Grab treasure H : Use healing salve I : Inventory L : Turn left M : Fire magic arrow O : Open door P : Parry Q : Query for monster R : Turn right S : Search for traps T : Thrust V : Volte-face (turn around) Y : Drink elixir Fatigue Determines how tired you are. 100% means not at all tired and 60% means you are a little tired. A negative number means you fall on the floor and pant. You can recover from fatigue by resting for a bit - walking or doing nothing. Experience As you overcome dangers and find treasures you are granted more experienced. These points help you become a better adventurer. Wounds Determines your health. 100% means you are perfectly healthy and 60% means you have a good supply of wounds from traps or fighting monsters. You can increase this percentage only by using a healing salve or drinking an elixir. 0% means you are de ad. Resurrection If you are killed there is a certain chance you will be found by one of the following: Monsters. If you are found by a monster you will be eaten. The Dwarf. If you are found by a dwarf, you will be saved but all your possessions will be stolen. The Magic-User. You will be saved, but any magic items you had will be stolen. The Cleric. You will be saved. In exchange for your life, you will be asked to make a donation to his sect. Monsters ANTMEN. These are six feet long and walk upright on their hind legs. They attack with their mandibles. CARRION BEASTS. These creatures resemble squids. They walk along the walls and ceilings. CENTIPEDES. This represents a nest of the little buggers as might be found under chests or in remote crevices. GHOULS. Misshapen creatures with long fangs used to attack prey. They are said to eat the soul of the victim as it exits the dying body. GIANT AMOEBA. A mass of protoplasm that has a strong solvent effect on skin. GIANT ANTS. Giant insects that travel quickly on their six legs. They attack with their mandibles and are entirely encased in a hard shell. GIANT BOMBADIER BEETLES. These insects fly around on a pair of glossy wings. They attain good speed and attack prey in bowling rushes. GIANT FIRE BEATLES. Copper red beatles which are capable of generating tremendous heat within their bodies. They have a thin shell but move very quickly on the wing. GIANT LEECHES. These wormy creatures travel on a trail of gray slime. They drain body fluids with their sucker mouths. GIANT MOSQUITOS. These extra-large insects have good dexterity and drain body fluids by inserting their proboscises into their prey. GIANT RATS. These guys have nasty teeth and are recognized by their smell. GIANT SPIDERS. Tarantula-black widow hybrid with black and red banded legs. They are quite poisonous and one of the most deadly in the dungeons. GIANT TERMITES. Have flimsy wings and a brownish color to their soft-shelled bodies. GIANT TICKS. Drain body fluids with their proboscises and are black and brown in color. GIANT WASPS. These guys have a thorax tipped with a gigantic paralyzing stinger. They are very agile and will attempt to sting their prey into submission before consumption. JELLIES. A type of formless mass of translucent jelly that dissolves flesh on contact. SKELETAL BATS. Bare skeletons of bats with red ember-like eyes. They will attempt to bite their prey with their sharp fangs. SKELETONS. Animated skeletons of men who now roam the corridors in search of victims. They are said to devour the souls of victims as it exits the dying body. SPIDERS. A whole nest of the little pests. They are coal black with white eyes. They are found in dark places such as the insides of chests. SWAMP RATS. Famed for their ravenous appetites, they will attack anything that moves fearlessly. They come in your choice of decorator colors. VAMPIRE BATS. They inhabit the darker places of the dungeons. They bite with their fangs and drink the blood of the victim through the wound. WRAITHS. Ghostly figures which appear as skeletal figures garbed in hooded frocks. Their eyes are fiery points of light within their cowls. They move effortlessly about with leaving any trace of their passage. They move through solid matter at will. ZOMBIES. These creatures are animated corpses which stalk the dark passages in search of prey. They carry weapons garnered from prior victims. They are said to devour the soul of the victim as it exits the dying body. The Traps of Apshai Level I LILY TRAP. The lilies give off a cloud of powder WHICH causes severe swelling in your throat. NEEDLE TRAP. A needle springs from the lock in the immediate vicinity of your hand. PIT TRAP. A ten foot pit opens up beneath your feet. SPEAR TRAP. A spear thrusts out of the cabinet and retracts. MOLD TRAP. The yellow mold on the floor gives off a cloud of spores as it is stepped on. These spores cause a severe coughing fit. Level II CEILING TRAP. A steel blade descends from the ceiling, sweeps down the corridor in a long arc, and then retracts. NEEDLE TRAP. Same as above needle trap. PIT TRAP. A ten foot pit with pointy spikes in the bottom opens up beneath your feet. SPEAR TRAP. A spear thrusts from the wall and then retracts. CROSSBOW TRAP. A crossbow quarrel fires from the wall opposite the door as you enter the room. Level III Cave In Trap. There are no traps per se in the Apshaian mines. There always is the chance, though, that a rock could loose itself and cause damage to the victim below. Level IV LILY TRAP. Same as level I lily trap. Dagger Trap. As you examine the cabinet, a stiletto with a dark stain near the tip thrusts toward you and then retracts. FLAME TRAP. A jet of flame roars out from the wall above the chest as you disturb the contents. PIT TRAP. A twenty foot pit a bed of spikes at the bottom opens up under you. Still alive? Rough footholds have been dug in the side of the pit. SPEAR TRAP. Three spears thrust out of the wall at waist level and then retract. The Treasures of Apshai Level I T01 Lilies T02 Incense Moss T03 Phosphorescent Algae T04 Magic Cloak T05 Food Algae T06 Mushrooms T07 Kelp T08 Four gold pieces T09 Silver Arrows T10 Five small diamonds T11 Eight small diamonds T12 Four small diamonds T13 Seven small diamonds T14 Silver Arrows T15 Magic sword and two gold pieces T16 Five magic arrows T17 Copper ingot T18 200 silver pieces and a diamond ring T20 Nothing of value Level II T01 Silver candelabra, six silver trays, and a magic skull ring T02 Fifty silver pieces T03 Gold ingot and two small rubies T04 Magic Cloak T05 Two silver ingots, two copper ingots, and 3 small diamonds T06 Milky white potion T07 500 copper pieces, 400 silver pieces, and a magic talisman T08 Magic dagger T09 60 gold pieces T10 600 copper pieces, 60 gold pieces, 200 silver pieces, and a diamond ring T11 100 silver pieces and 30 gold pieces T12 200 silver pieces and 30 silver pieces T13 seven silver coins Level III T01 Two gold ingots T02 Three gold nuggets T03 Four gold nuggets T04 Five gold nuggets T05 Six gold nuggets T06 Nothing of value T07 Two small diamonds T08 One small ruby T09 One small emerald T10 One small sapphire T11 One small diamond T12 One small emerald and one small diamond T13 One small ruby T14 300 gold pieces, a pearl ring, an emerald ring, a sapphire bracelet, and a magic skull ring T15 Three small diamonds, a small ruby, a ruby chalice, a silver chain, and a pearl ring T16 Two small diamonds and a small ruby T17 Two small diamonds, a small ruby, a small sapphire, and a diamond goblet T18 200 gold nuggets T19 45 small diamonds, 4 small rubies, 10 small emeralds, and 7 small sapphires T20 Nothing of value Level IV T01 Gold plaque T02 Magic sword T03 84 platinum pieces, 55 small diamonds, and a magic cloak T04 65 gold pieces T05 60 gold pieces, 15 small emeralds, emerald bracelet, 2 diamond stickpins, 2 gold chains, and a pair of magic boots T06 Magic book T07 Magic arrows T08 500 gold pieces T09 5 platinum crosses, 2 platinum offering plates, candleabras T11 30 gold pieces T12 10,000 silver pieces T13 Gold plaque T14 2 large rubies T20 Nothing of value MASTER KEY OF TREASURES Baubles: Gems: Small diamond 100 SP Small emerald 200 SP Small ruby 400 SP Small sapphire 300 SP Large ruby 3000 SP Jewelry: Diamond goblet 2000 SP Diamond ring 300 SP Diamond stickpin 1000 SP Emerald bracelet 5000 SP Emerald ring 500 SP Gold chain 1000 SP Pearl ring 200 SP Ruby chalice 1100 SP Sapphire bracelet 1600 SP Silver chain 900 SP Flora: Food algae 5 SP Incense moss 30 SP Kelp 5 SP Mushrooms 6 SP Phosphorescent algae 5 SP Miscellaneous: Copper ingot 20 SP Platinum Candelabra 3500 SP Platinum cross 2500 SP Gold ingot 450 SP Gold nugget 50 SP Gold plaque 2000 SP Platinum plate 1000 SP Platinum piece 100 SP Silver arrow 1 SP Silver candelabra 200 SP Silver ingot 100 SP Silver tray 100 SP Magical or other priceless items: MAGIC ARMS. Magic weapons with their effects enhanced by magic. MAGIC BOOKS. These most commonly increase certain characteristics of the reader although other effects are not unheard of. They are permanent. MAGIC BOOTS. These enable the wearer to run like the wind. MAGIC CLOAKS. They protect the wearer from injury. Their protection is by no means absolute. Magic skull rings. These have unknown powers on the living dead of the passageways. MAGIC TALISMANS. These give the holder miraculous powers of mental perception. WHITE MILKY POTION. This acts exactly like a healing potion. LILIES. These act exactly like healing salves. NOTE: All magic items except the magic arms and the magic books lose their powers if taken from the complex. ********* End of the Project 64 etext of the unofficial Temple of Apshai Documentation. *********