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The Project 64 etext of the unofficial Temple of Apshai Documentation.
Converted to etext by Heywood Floyd, supplied by "Frank" Jeno E.
Kontros <jeno@kontr.uzhgorod.ua>, 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.

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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.

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End of the Project 64 etext of the unofficial Temple of Apshai
Documentation.

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