TEMPLE APSHAI1 D
FILE INFORMATION
FILENAME(S): TEMPLE APSHAI1 D
FILE TYPE(S): SEQ
FILE SIZE: 21.8K
FIRST SEEN: 2025-11-30 18:12:26
APPEARS ON: 1 disk(s)
FILE HASH
175aac70796642e149978c47e436212b6c72cc943542daf78fc725ca0f0e2d56
FOUND ON DISKS (1 DISKS)
| DISK TITLE | FILENAME | FILE TYPE | COLLECTION | TRACK | SECTOR | ACTIONS |
|---|---|---|---|---|---|---|
| WAREZ DOCS 1 4 | TEMPLE APSHAI1 D | SEQ | Sailor, Ganheden | 17 | 0 | DOWNLOAD FILE |
FILE CONTENT & ANALYSIS
00000000: 80 2A 4E 42 22 41 50 53 48 41 49 37 22 0D 80 2A |.*NB"APSHAI7"..*| 00000010: 48 44 32 3A D0 41 47 45 20 80 23 2C D4 45 4D 50 |HD2:.AGE .#,.EMP| 00000020: 4C 45 20 4F 46 20 C1 50 53 48 41 49 2C 0D C8 CF |LE OF .PSHAI,...| 00000030: D7 20 D4 CF 20 D0 CC C1 D9 3A 0D 20 20 20 C9 54 |. .. ....:. .T| 00000040: 27 53 20 45 41 53 59 20 54 4F 20 4C 45 41 52 4E |'S EASY TO LEARN| 00000050: 20 54 4F 20 50 4C 41 59 20 C4 D5 CE CA CF CE D1 | TO PLAY .......| 00000060: D5 C5 D3 D4 2E 20 20 D3 49 4E 43 45 20 54 48 45 |..... .INCE THE| 00000070: 20 52 55 4C 45 53 20 4F 46 20 54 48 45 20 47 41 | RULES OF THE GA| 00000080: 4D 45 20 41 52 45 20 41 43 54 55 41 4C 4C 59 20 |ME ARE ACTUALLY | 00000090: 50 52 4F 47 52 41 4D 4D 45 44 20 49 4E 54 4F 20 |PROGRAMMED INTO | 000000A0: 54 48 45 20 43 4F 4D 50 55 54 45 52 27 53 20 4D |THE COMPUTER'S M| 000000B0: 45 4D 4F 52 59 2C 20 54 48 45 52 45 20 49 53 20 |EMORY, THERE IS | 000000C0: 56 45 52 59 20 4C 49 54 54 4C 45 20 59 4F 55 20 |VERY LITTLE YOU | 000000D0: 4E 45 45 44 20 54 4F 20 4B 4E 4F 57 20 54 4F 20 |NEED TO KNOW TO | 000000E0: 50 4C 41 59 20 54 48 45 20 47 41 4D 45 2E 20 20 |PLAY THE GAME. | 000000F0: 54 48 45 52 45 20 41 52 45 2C 20 48 4F 57 45 56 |THERE ARE, HOWEV| 00000100: 45 52 2C 20 41 20 46 45 57 20 42 41 53 49 43 20 |ER, A FEW BASIC | 00000110: 54 48 49 4E 47 53 20 59 4F 55 20 53 48 4F 55 4C |THINGS YOU SHOUL| 00000120: 44 20 42 45 20 46 41 4D 49 4C 49 41 52 20 57 49 |D BE FAMILIAR WI| 00000130: 54 48 20 54 4F 20 4D 41 4B 45 20 54 48 45 20 42 |TH TO MAKE THE B| 00000140: 45 53 54 20 44 45 43 49 53 49 4F 4E 53 20 44 55 |EST DECISIONS DU| 00000150: 52 49 4E 47 20 50 4C 41 59 2E 20 20 D4 48 45 20 |RING PLAY. .HE | 00000160: 46 4F 4C 4C 4F 57 49 4E 47 20 50 41 52 41 47 52 |FOLLOWING PARAGR| 00000170: 41 50 48 53 20 44 49 53 43 52 49 42 45 20 54 48 |APHS DISCRIBE TH| 00000180: 45 20 55 53 45 20 4F 46 20 54 48 45 20 C9 CE CE |E USE OF THE ...| 00000190: CB C5 C5 D0 C5 D2 20 41 4E 44 20 C4 D5 CE CA CF |...... AND .....| 000001A0: CE CD C1 D3 D4 C5 D2 20 53 45 47 4D 45 4E 54 53 |....... SEGMENTS| 000001B0: 20 4F 46 20 54 48 45 20 47 41 4D 45 20 53 59 53 | OF THE GAME SYS| 000001C0: 54 45 4D 2C 20 54 48 45 20 43 4F 4D 4D 41 4E 44 |TEM, THE COMMAND| 000001D0: 53 20 46 4F 52 20 43 4F 4E 54 52 4F 4C 4C 49 4E |S FOR CONTROLLIN| 000001E0: 47 20 59 4F 55 52 20 43 48 41 52 41 43 54 45 52 |G YOUR CHARACTER| 000001F0: 2C 20 47 41 49 4E 49 4E 47 20 45 58 50 45 52 49 |, GAINING EXPERI| 00000200: 45 4E 43 45 2C 20 45 56 41 4C 55 41 54 49 4E 47 |ENCE, EVALUATING| 00000210: 20 54 52 45 41 53 55 52 45 2C 20 41 4E 44 20 52 | TREASURE, AND R| 00000220: 45 53 55 52 52 45 43 54 49 4E 47 20 41 20 43 48 |ESURRECTING A CH| 00000230: 41 52 41 43 54 45 52 20 57 48 4F 20 44 49 45 53 |ARACTER WHO DIES| 00000240: 2E 20 20 D4 48 45 20 46 49 4E 41 4C 20 53 45 43 |. .HE FINAL SEC| 00000250: 54 49 4F 4E 20 44 45 53 43 52 49 42 45 53 20 57 |TION DESCRIBES W| 00000260: 48 41 54 20 54 4F 20 45 58 50 45 43 54 20 46 52 |HAT TO EXPECT FR| 00000270: 4F 4D 20 54 48 45 20 4D 4F 4E 53 54 45 52 53 20 |OM THE MONSTERS | 00000280: 49 4E 48 41 42 49 54 49 4E 47 20 54 48 45 20 44 |INHABITING THE D| 00000290: 55 4E 47 45 4F 4E 2E 20 20 D4 48 45 20 53 50 45 |UNGEON. .HE SPE| 000002A0: 43 49 46 49 43 20 4D 4F 4E 53 54 45 52 53 20 41 |CIFIC MONSTERS A| 000002B0: 52 45 20 44 45 53 43 52 49 42 45 44 20 49 4E 20 |RE DESCRIBED IN | 000002C0: 4D 4F 52 45 20 44 45 54 41 49 4C 20 49 4E 20 54 |MORE DETAIL IN T| 000002D0: 48 45 20 CD 4F 4E 53 54 45 52 53 20 4F 46 20 C1 |HE .ONSTERS OF .| 000002E0: 50 53 48 41 49 20 53 45 43 54 49 4F 4E 2E 20 20 |PSHAI SECTION. | 000002F0: D9 4F 55 20 57 49 4C 4C 20 46 49 4E 44 20 54 48 |.OU WILL FIND TH| 00000300: 41 54 20 41 4C 4C 20 4F 46 20 54 48 49 53 20 42 |AT ALL OF THIS B| 00000310: 45 43 4F 4D 45 53 20 56 45 52 59 20 43 4C 45 41 |ECOMES VERY CLEA| 00000320: 52 20 57 48 45 4E 20 59 4F 55 20 50 4C 41 59 20 |R WHEN YOU PLAY | 00000330: 54 48 45 20 47 41 4D 45 2E 0D 80 2A 4C 4E 31 0D |THE GAME...*LN1.| 00000340: D4 C8 C5 20 C9 CE CE CB C5 C5 D0 C5 D2 3A 0D 20 |... .........:. | 00000350: 20 20 D4 48 45 20 C9 CE CE CB C5 C5 D0 C5 D2 20 | .HE ......... | 00000360: 43 52 45 41 54 45 53 20 41 20 43 48 41 52 41 43 |CREATES A CHARAC| 00000370: 54 45 52 20 2D 20 59 4F 55 52 20 50 4C 41 59 49 |TER - YOUR PLAYI| 00000380: 4E 47 20 50 49 45 43 45 20 46 4F 52 20 54 48 45 |NG PIECE FOR THE| 00000390: 20 47 41 4D 45 2E 20 20 D4 48 49 53 20 53 49 4D | GAME. .HIS SIM| 000003A0: 50 4C 59 20 49 4E 56 4F 4C 56 45 53 20 41 4E 53 |PLY INVOLVES ANS| 000003B0: 57 45 52 49 4E 47 20 59 45 41 20 4F 52 20 4E 41 |WERING YEA OR NA| 000003C0: 59 20 54 4F 20 41 20 53 45 52 49 45 53 20 4F 46 |Y TO A SERIES OF| 000003D0: 20 51 55 45 53 54 49 4F 4E 53 20 50 55 54 20 54 | QUESTIONS PUT T| 000003E0: 4F 20 59 4F 55 20 42 59 20 54 48 45 20 C9 CE CE |O YOU BY THE ...| 000003F0: CB C5 C5 D0 C5 D2 2E 0D 80 2A 4C 4E 31 0D C7 C5 |.........*LN1...| 00000400: CE C5 D2 C1 D4 C9 CE C7 20 C1 20 C3 C8 C1 D2 C1 |........ . .....| 00000410: C3 D4 C5 D2 3A 0D 20 20 20 C1 53 20 59 4F 55 20 |....:. .S YOU | 00000420: 45 4E 54 45 52 20 54 48 45 20 C9 4E 4E 2C 20 54 |ENTER THE .NN, T| 00000430: 48 45 20 C9 CE CE CB C5 C5 D0 C5 D2 20 47 52 45 |HE ......... GRE| 00000440: 45 54 53 20 59 4F 55 20 41 4E 44 20 41 53 4B 53 |ETS YOU AND ASKS| 00000450: 20 49 46 20 48 45 20 53 48 4F 55 4C 44 20 43 52 | IF HE SHOULD CR| 00000460: 45 41 54 45 20 41 20 43 48 41 52 41 43 54 45 52 |EATE A CHARACTER| 00000470: 20 46 4F 52 20 59 4F 55 2E 20 20 C6 4F 52 20 59 | FOR YOU. .OR Y| 00000480: 4F 55 52 20 46 49 52 53 54 20 47 41 4D 45 20 59 |OUR FIRST GAME Y| 00000490: 4F 55 27 4C 4C 20 50 52 4F 42 41 42 4C 59 20 57 |OU'LL PROBABLY W| 000004A0: 41 4E 54 20 54 48 45 20 C9 CE CE CB C5 C5 D0 C5 |ANT THE ........| 000004B0: D2 20 54 4F 20 43 52 45 41 54 45 20 4F 4E 45 20 |. TO CREATE ONE | 000004C0: 46 4F 52 20 59 4F 55 2C 20 53 4F 20 59 4F 55 20 |FOR YOU, SO YOU | 000004D0: 57 4F 55 4C 44 20 57 41 4E 54 20 54 4F 20 41 4E |WOULD WANT TO AN| 000004E0: 53 57 45 52 20 D9 C5 C1 20 54 4F 20 48 49 53 20 |SWER ... TO HIS | 000004F0: 51 55 45 53 54 49 4F 4E 2E 20 20 C9 4E 20 4C 41 |QUESTION. .N LA| 00000500: 54 45 52 20 46 4F 52 41 59 53 20 49 4E 54 4F 20 |TER FORAYS INTO | 00000510: 54 48 45 20 44 55 4E 47 45 4F 4E 20 59 4F 55 20 |THE DUNGEON YOU | 00000520: 4D 41 59 20 57 41 4E 54 20 54 4F 20 45 4E 54 45 |MAY WANT TO ENTE| 00000530: 52 20 49 4E 20 43 48 41 52 41 43 54 45 52 53 20 |R IN CHARACTERS | 00000540: 43 52 45 41 54 45 44 20 49 4E 20 4F 54 48 45 52 |CREATED IN OTHER| 00000550: 20 46 41 4E 54 41 53 59 20 52 4F 4C 45 2D 50 4C | FANTASY ROLE-PL| 00000560: 41 59 49 4E 47 20 47 41 4D 45 53 2C 20 4F 52 20 |AYING GAMES, OR | 00000570: 59 4F 55 20 4D 41 59 20 57 41 4E 54 20 54 4F 20 |YOU MAY WANT TO | 00000580: 52 45 55 53 45 20 41 20 50 52 45 56 49 4F 55 53 |REUSE A PREVIOUS| 00000590: 4C 59 20 47 45 4E 45 52 41 54 45 44 20 43 48 41 |LY GENERATED CHA| 000005A0: 52 41 43 54 45 52 2E 20 20 D9 4F 55 20 4D 41 59 |RACTER. .OU MAY| 000005B0: 20 54 41 4B 45 20 54 48 45 20 53 41 4D 45 20 43 | TAKE THE SAME C| 000005C0: 48 41 52 41 43 54 45 52 20 49 4E 54 4F 20 54 48 |HARACTER INTO TH| 000005D0: 45 20 44 55 4E 47 45 4F 4E 20 41 53 20 4F 46 54 |E DUNGEON AS OFT| 000005E0: 45 4E 20 41 53 20 59 4F 55 20 4C 49 4B 45 2C 20 |EN AS YOU LIKE, | 000005F0: 4F 52 20 55 4E 54 49 4C 20 54 48 45 20 43 48 41 |OR UNTIL THE CHA| 00000600: 52 41 43 54 45 52 20 44 49 45 53 2E 0D 20 20 20 |RACTER DIES.. | 00000610: C9 46 20 59 4F 55 20 48 41 56 45 20 41 4E 53 57 |.F YOU HAVE ANSW| 00000620: 45 52 45 44 20 D9 C5 C1 2C 20 54 48 45 20 C9 CE |ERED ..., THE ..| 00000630: CE CB C5 C5 D0 C5 D2 20 47 45 4E 45 52 41 54 45 |....... GENERATE| 00000640: 53 20 41 20 43 48 41 52 41 43 54 45 52 20 52 41 |S A CHARACTER RA| 00000650: 4E 44 4F 4D 4C 59 20 41 4E 44 20 44 49 53 50 4C |NDOMLY AND DISPL| 00000660: 41 59 53 20 49 54 53 20 41 54 54 52 49 42 55 54 |AYS ITS ATTRIBUT| 00000670: 45 53 20 4F 4E 20 54 48 45 20 53 43 52 45 45 4E |ES ON THE SCREEN| 00000680: 2E 20 20 C6 4F 52 20 45 58 41 4D 50 4C 45 3A 0D |. .OR EXAMPLE:.| 00000690: 80 2A 4C 4E 31 0D 20 20 20 20 20 20 20 20 20 20 |.*LN1. | 000006A0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 C9 | .| 000006B0: CE D4 C5 CC CC C9 C7 C5 CE C3 C5 20 20 20 20 20 |........... | 000006C0: 31 30 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 |10. | 000006D0: 20 20 20 20 20 20 20 20 20 20 20 20 C9 CE D4 D5 | ....| 000006E0: C9 D4 C9 CF CE 20 20 20 20 20 20 20 20 20 37 0D |..... 7.| 000006F0: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000700: 20 20 20 20 20 20 20 20 20 C5 C7 CF 20 20 20 20 | ... | 00000710: 20 20 20 20 20 20 20 20 20 20 20 39 0D 20 20 20 | 9. | 00000720: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000730: 20 20 20 20 20 20 D3 D4 D2 C5 CE C7 D4 C8 20 20 | ........ | 00000740: 20 20 20 20 20 20 20 31 34 0D 20 20 20 20 20 20 | 14. | 00000750: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000760: 20 20 20 C3 CF CE D3 D4 C9 D4 D5 D4 C9 CF CE 20 | ............ | 00000770: 20 20 20 20 31 31 0D 20 20 20 20 20 20 20 20 20 | 11. | 00000780: 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 | | 00000790: C4 C5 D8 D4 C5 D2 C9 D4 D9 20 20 20 20 20 20 20 |......... | 000007A0: 20 20 39 0D 20 20 20 20 20 20 20 20 20 20 20 20 | 9. | 000007B0: 20 20 20 20 20 20 20 20 20 20 20 20 20 D4 C8 CF | ...| 000007C0: D5 80 A3 C8 C1 D3 D4 80 A3 31 32 35 80 A3 D0 C9 |.........125....| 000007D0: C5 C3 C5 D3 80 A3 CF C6 80 A3 D3 C9 CC D6 C5 D2 |................| 000007E0: 0D 20 20 20 20 20 20 20 20 20 20 20 20 20 20 20 |. | 000007F0: 20 20 20 20 20 20 20 20 20 20 C3 C8 C1 D2 C1 C3 | ......| 00000800: D4 C5 D2 80 A3 CE C1 CD C5 3F 0D 80 2A 4C 4E 31 |.........?..*LN1| 00000810: 0D 20 20 20 CF 4E 43 45 20 59 4F 55 20 48 41 56 |. .NCE YOU HAV| 00000820: 45 20 44 45 43 49 44 45 44 20 4F 4E 20 41 20 4E |E DECIDED ON A N| 00000830: 41 4D 45 20 46 4F 52 20 59 4F 55 52 53 45 4C 46 |AME FOR YOURSELF| 00000840: 2C 20 41 4C 4C 20 4F 46 20 54 48 45 20 41 42 4F |, ALL OF THE ABO| 00000850: 56 45 20 49 4E 46 4F 52 4D 41 54 49 4F 4E 20 53 |VE INFORMATION S| 00000860: 48 4F 55 4C 44 20 42 45 20 57 52 49 54 54 45 4E |HOULD BE WRITTEN| 00000870: 20 44 4F 57 4E 20 53 4F 20 54 48 41 54 20 59 4F | DOWN SO THAT YO| 00000880: 55 20 43 41 4E 20 52 45 55 53 45 20 49 54 20 41 |U CAN REUSE IT A| 00000890: 54 20 41 20 4C 41 54 45 52 20 44 41 54 45 2E 0D |T A LATER DATE..| 000008A0: 20 20 20 D3 49 4C 56 45 52 20 50 49 45 43 45 53 | .ILVER PIECES| 000008B0: 20 41 52 45 20 59 4F 55 52 20 53 50 45 4E 44 49 | ARE YOUR SPENDI| 000008C0: 4E 47 20 4D 4F 4E 45 59 20 46 4F 52 20 54 48 45 |NG MONEY FOR THE| 000008D0: 20 53 55 50 50 4C 49 45 53 20 59 4F 55 20 4E 45 | SUPPLIES YOU NE| 000008E0: 45 44 20 49 4E 20 54 48 45 20 44 55 4E 47 45 4F |ED IN THE DUNGEO| 000008F0: 4E 2E 20 20 D4 48 45 20 C9 CE CE CB C5 C5 D0 C5 |N. .HE ........| 00000900: D2 20 57 49 4C 4C 20 4B 45 45 50 20 54 52 41 43 |. WILL KEEP TRAC| 00000910: 4B 20 46 4F 52 20 59 4F 55 20 4F 46 20 48 4F 57 |K FOR YOU OF HOW| 00000920: 20 4D 41 4E 59 20 53 49 4C 56 45 52 20 50 49 45 | MANY SILVER PIE| 00000930: 43 45 53 20 59 4F 55 20 53 50 45 4E 44 20 55 4E |CES YOU SPEND UN| 00000940: 54 49 4C 20 59 4F 55 20 45 4E 54 45 52 20 54 48 |TIL YOU ENTER TH| 00000950: 45 20 44 55 4E 47 45 4F 4E 2E 20 20 C1 54 20 54 |E DUNGEON. .T T| 00000960: 48 41 54 20 50 4F 49 4E 54 2C 20 54 48 45 20 C9 |HAT POINT, THE .| 00000970: CE CE CB C5 C5 D0 C5 D2 20 46 4F 52 47 45 54 53 |........ FORGETS| 00000980: 2C 20 53 4F 20 59 4F 55 20 53 48 4F 55 4C 44 20 |, SO YOU SHOULD | 00000990: 4D 41 4B 45 20 41 20 4E 4F 54 45 20 4F 46 20 48 |MAKE A NOTE OF H| 000009A0: 4F 57 20 4D 41 4E 59 20 59 4F 55 20 48 41 56 45 |OW MANY YOU HAVE| 000009B0: 20 4C 45 46 54 20 41 46 54 45 52 20 59 4F 55 20 | LEFT AFTER YOU | 000009C0: 48 41 56 45 20 50 55 52 43 48 41 53 45 44 20 59 |HAVE PURCHASED Y| 000009D0: 4F 55 52 20 45 51 55 49 50 4D 45 4E 54 2E 0D 80 |OUR EQUIPMENT...| 000009E0: 2A 4C 4E 31 0D D0 D5 D2 C3 C8 C1 D3 C9 CE C7 80 |*LN1............| 000009F0: A3 C5 D1 D5 C9 D0 CD C5 CE D4 3A 0D 20 20 20 D4 |..........:. .| 00000A00: 48 45 20 C9 CE CE CB C5 C5 D0 C5 D2 20 57 49 4C |HE ......... WIL| 00000A10: 4C 20 51 55 45 52 59 20 59 4F 55 20 46 4F 52 20 |L QUERY YOU FOR | 00000A20: 50 55 52 43 48 41 53 45 53 20 4F 46 20 53 57 4F |PURCHASES OF SWO| 00000A30: 52 44 53 2C 20 53 48 49 45 4C 44 53 2C 20 41 52 |RDS, SHIELDS, AR| 00000A40: 4D 4F 52 2C 20 41 20 42 4F 57 2C 20 41 52 52 4F |MOR, A BOW, ARRO| 00000A50: 57 53 2C 20 41 4E 44 20 48 45 41 4C 49 4E 47 20 |WS, AND HEALING | 00000A60: 53 41 4C 56 45 53 2E 20 20 C6 4F 52 20 45 41 43 |SALVES. .OR EAC| 00000A70: 48 20 4F 46 20 54 48 45 20 46 49 52 53 54 20 54 |H OF THE FIRST T| 00000A80: 48 52 45 45 20 43 41 54 45 47 4F 52 49 45 53 2C |HREE CATEGORIES,| 00000A90: 20 53 45 56 45 52 41 4C 20 49 54 45 4D 53 20 41 | SEVERAL ITEMS A| 00000AA0: 52 45 20 4C 49 53 54 45 44 20 49 4E 20 54 48 45 |RE LISTED IN THE| 00000AB0: 20 4F 52 44 45 52 20 4F 46 20 54 48 45 49 52 20 | ORDER OF THEIR | 00000AC0: 45 46 46 45 43 54 49 56 45 4E 45 53 53 2C 20 57 |EFFECTIVENESS, W| 00000AD0: 49 54 48 20 54 48 45 20 46 49 52 53 54 20 49 54 |ITH THE FIRST IT| 00000AE0: 45 4D 20 42 45 49 4E 47 20 54 48 45 20 4C 45 41 |EM BEING THE LEA| 00000AF0: 53 54 20 45 46 46 45 43 54 49 56 45 2E 20 20 C6 |ST EFFECTIVE. .| 00000B00: 4F 52 20 45 58 41 4D 50 4C 45 2C 20 55 4E 44 45 |OR EXAMPLE, UNDE| 00000B10: 52 20 41 52 4D 4F 52 20 54 48 45 20 C9 CE CB C5 |R ARMOR THE ....| 00000B20: C5 D0 C5 D2 20 44 49 53 50 4C 41 59 53 20 54 48 |.... 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HELPFUL | 00004D90: 54 4F 20 4B 4E 4F 57 20 54 48 41 54 20 4D 4F 4E |TO KNOW THAT MON| 00004DA0: 53 54 45 52 53 20 43 41 4E 20 42 45 20 45 49 54 |STERS CAN BE EIT| 00004DB0: 48 45 52 20 46 49 58 45 44 20 4F 52 20 57 41 4E |HER FIXED OR WAN| 00004DC0: 44 45 52 49 4E 47 2E 20 20 D7 49 54 48 20 41 20 |DERING. .ITH A | 00004DD0: 46 49 58 45 44 20 4D 4F 4E 53 54 45 52 2C 20 45 |FIXED MONSTER, E| 00004DE0: 41 43 48 20 54 49 4D 45 20 59 4F 55 20 52 45 41 |ACH TIME YOU REA| 00004DF0: 44 20 49 4E 20 41 20 4C 45 56 45 4C 20 4F 46 20 |D IN A LEVEL OF | 00004E00: 54 48 45 20 44 55 4E 47 45 4F 4E 2C 20 54 48 41 |THE DUNGEON, THA| 00004E10: 54 20 4D 4F 4E 53 54 45 52 20 28 41 4E 44 20 41 |T MONSTER (AND A| 00004E20: 4C 4C 20 4F 54 48 45 52 20 49 54 45 4D 53 29 20 |LL OTHER ITEMS) | 00004E30: 52 45 41 50 50 45 41 52 53 20 45 58 41 43 54 4C |REAPPEARS EXACTL| 00004E40: 59 20 54 48 45 52 45 20 49 54 20 57 41 53 20 50 |Y THERE IT WAS P| 00004E50: 52 45 56 49 4F 55 53 4C 59 2E 20 20 D4 48 45 53 |REVIOUSLY. .HES| 00004E60: 45 20 4D 4F 4E 53 54 45 52 53 20 41 52 45 20 4E |E MONSTERS ARE N| 00004E70: 4F 52 4D 41 4C 4C 59 20 54 48 45 52 45 20 54 4F |ORMALLY THERE TO| 00004E80: 20 47 55 41 52 44 20 41 20 50 41 52 54 49 43 55 | GUARD A PARTICU| 00004E90: 4C 41 52 20 54 52 45 41 53 55 52 45 2E 20 20 C1 |LAR TREASURE. .| 00004EA0: 20 57 41 4E 44 45 52 49 4E 47 20 4D 4F 4E 53 54 | WANDERING MONST| 00004EB0: 45 52 20 49 53 20 47 45 4E 45 52 41 54 45 44 20 |ER IS GENERATED | 00004EC0: 52 45 4E 44 4F 4D 4C 59 20 42 59 20 54 48 45 20 |RENDOMLY BY THE | 00004ED0: C4 D5 CE CA CF CE CD C1 D3 D4 C5 D2 20 41 4E 44 |............ AND| 00004EE0: 20 4D 41 59 20 41 50 50 45 41 52 20 41 4E 59 57 | MAY APPEAR ANYW| 00004EF0: 48 45 52 45 20 41 54 20 41 4E 59 20 54 49 4D 45 |HERE AT ANY TIME| 00004F00: 20 4F 4E 20 54 48 45 20 41 50 50 52 4F 50 52 49 | ON THE APPROPRI| 00004F10: 41 54 45 20 4C 45 56 45 4C 2E 20 20 D9 4F 55 20 |ATE LEVEL. .OU | 00004F20: 44 4F 20 4E 4F 54 20 48 41 56 45 20 54 4F 20 46 |DO NOT HAVE TO F| 00004F30: 45 41 52 20 52 55 4E 4E 49 4E 47 20 49 4E 54 4F |EAR RUNNING INTO| 00004F40: 20 54 48 45 20 4D 4F 53 54 20 50 4F 57 45 52 46 | THE MOST POWERF| 00004F50: 55 4C 20 4D 4F 4E 53 54 45 52 53 20 4F 4E 20 54 |UL MONSTERS ON T| 00004F60: 48 45 20 46 49 52 53 54 20 4C 45 56 45 4C 20 4F |HE FIRST LEVEL O| 00004F70: 46 20 54 48 45 20 44 55 4E 47 45 4F 4E 2E 20 20 |F THE DUNGEON. | 00004F80: C4 4F 4E 27 54 20 42 45 20 53 55 52 50 52 49 53 |.ON'T BE SURPRIS| 00004F90: 45 44 20 54 48 4F 55 47 48 2C 20 49 46 20 59 4F |ED THOUGH, IF YO| 00004FA0: 55 20 46 49 4E 44 20 57 48 41 54 20 46 49 52 53 |U FIND WHAT FIRS| 00004FB0: 54 20 41 50 50 45 41 52 53 20 54 4F 20 42 45 20 |T APPEARS TO BE | 00004FC0: 54 48 45 20 53 41 4D 45 20 4D 4F 4E 53 54 45 52 |THE SAME MONSTER| 00004FD0: 20 4F 4E 20 4D 4F 52 45 20 54 48 41 4E 20 4F 4E | ON MORE THAN ON| 00004FE0: 45 20 4C 45 56 45 4C 20 41 4E 44 20 54 48 45 4E |E LEVEL AND THEN| 00004FF0: 20 44 49 53 43 4F 56 45 52 20 49 54 20 54 4F 20 | DISCOVER IT TO | 00005000: 42 45 20 54 4F 55 47 48 45 52 20 54 48 41 4E 20 |BE TOUGHER THAN | 00005010: 59 4F 55 20 52 45 4D 45 4D 42 45 52 45 44 2E 0D |YOU REMEMBERED..| 00005020: 20 20 20 20 CE 45 49 54 48 45 52 20 46 49 58 45 | .EITHER FIXE| 00005030: 44 20 4E 4F 52 20 57 41 4E 44 45 52 49 4E 47 20 |D NOR WANDERING | 00005040: 4D 4F 4E 53 54 45 52 53 20 45 56 45 52 20 46 4F |MONSTERS EVER FO| 00005050: 4C 4C 4F 57 20 59 4F 55 20 4F 55 54 20 4F 46 20 |LLOW YOU OUT OF | 00005060: 41 20 52 4F 4F 4D 2C 20 42 55 54 20 55 4E 4C 45 |A ROOM, BUT UNLE| 00005070: 53 53 20 59 4F 55 20 4B 49 4C 4C 20 41 20 4D 4F |SS YOU KILL A MO| 00005080: 4E 53 54 45 52 2C 20 49 54 20 57 49 4C 4C 20 42 |NSTER, IT WILL B| 00005090: 45 20 57 41 49 54 49 4E 47 20 46 4F 52 20 59 4F |E WAITING FOR YO| 000050A0: 55 20 57 48 45 4E 20 59 4F 55 20 47 4F 20 42 41 |U WHEN YOU GO BA| 000050B0: 43 4B 20 49 4E 54 4F 20 54 48 41 54 20 52 4F 4F |CK INTO THAT ROO| 000050C0: 4D 2E 0D 80 2A 4C 4E 32 0D 80 2A 43 4E 31 3B 2A |M...*LN2..*CN1;*| 000050D0: 2A 2A 2A D4 C8 C5 80 A3 CD CF CE D3 D4 C5 D2 D3 |***.............| 000050E0: 80 A3 CF C6 80 A3 C1 D0 D3 C8 C1 C9 2A 2A 2A 2A |............****| 000050F0: 80 2A 43 4E 30 0D 80 2A 4C 4E 31 0D C1 CE D4 CD |.*CN0..*LN1.....| 00005100: C5 CE 3A 20 D4 48 45 53 45 20 43 52 45 41 54 55 |..: .HESE CREATU| 00005110: 52 45 53 20 4C 4F 4F 4B 20 4C 49 4B 45 20 53 49 |RES LOOK LIKE SI| 00005120: 58 20 46 4F 4F 54 20 4C 4F 4E 47 20 41 4E 54 53 |X FOOT LONG ANTS| 00005130: 20 57 4F 4C 4B 49 4E 47 20 55 50 52 49 47 48 54 | WOLKING UPRIGHT| 00005140: 20 4F 4E 20 54 48 45 49 52 20 20 20 20 20 20 20 | ON THEIR | 00005150: 20 20 20 20 48 49 4E 44 4D 4F 53 54 20 4C 45 47 | HINDMOST LEG| 00005160: 53 20 57 49 54 48 20 54 48 45 20 4F 54 48 45 52 |S WITH THE OTHER| 00005170: 20 46 4F 55 52 20 4C 45 47 53 20 46 52 45 45 20 | FOUR LEGS FREE | 00005180: 46 4F 52 20 4D 41 4E 49 50 55 4C 41 54 49 4F 4E |FOR MANIPULATION| 00005190: 2E 20 20 D4 48 45 52 45 20 41 52 45 20 20 20 20 |. .HERE ARE | 000051A0: 20 20 20 20 53 49 47 4E 49 46 49 43 41 4E 54 20 | SIGNIFICANT | 000051B0: 44 49 46 46 45 52 45 4E 43 45 53 20 42 45 54 57 |DIFFERENCES BETW| 000051C0: 45 45 4E 20 54 48 45 20 43 4C 41 53 53 45 53 20 |EEN THE CLASSES | 000051D0: 4F 46 20 41 4E 54 4D 45 4E 20 42 55 54 20 55 4E |OF ANTMEN BUT UN| 000051E0: 46 4F 52 54 55 4E 41 54 45 4C 59 20 20 20 20 20 |FORTUNATELY | 000051F0: 20 20 20 20 54 48 45 53 45 20 44 49 46 46 45 52 | THESE DIFFER| 00005200: 45 4E 43 45 53 20 41 52 45 20 4F 4E 4C 59 20 44 |ENCES ARE ONLY D| 00005210: 49 53 43 45 52 4E 49 42 4C 45 20 54 4F 20 4F 54 |ISCERNIBLE TO OT| 00005220: 48 45 52 20 41 4E 54 4D 45 4E 2E 20 20 D4 48 45 |HER ANTMEN. .HE| 00005230: 59 20 41 54 54 41 43 4B 20 20 20 20 20 20 20 20 |Y ATTACK | 00005240: 20 20 20 20 57 49 54 48 20 54 48 45 49 52 20 4D | WITH THEIR M| 00005250: 41 4E 44 49 42 4C 45 53 20 41 4E 44 20 53 4F 4D |ANDIBLES AND SOM| 00005260: 45 54 49 4D 45 53 20 57 49 54 48 20 54 48 45 49 |ETIMES WITH THEI| 00005270: 52 20 46 4F 52 45 4C 45 47 53 20 41 53 20 57 45 |R FORELEGS AS WE| 00005280: 4C 4C 2E 0D 80 2A 4C 4E 31 0D C3 C1 D2 D2 C9 CF |LL...*LN1.......| 00005290: CE 80 A3 C2 C5 C1 D3 D4 D3 3A 20 54 48 45 53 45 |.........: THESE| 000052A0: 20 43 52 45 41 54 55 52 45 53 20 52 45 53 45 4D | CREATURES RESEM| 000052B0: 42 4C 45 20 53 51 55 49 44 53 20 45 51 55 49 50 |BLE SQUIDS EQUIP| 000052C0: 50 45 44 20 57 49 54 48 20 53 50 49 4E 44 4C 59 |PED WITH SPINDLY| 000052D0: 20 4C 45 47 53 2E 0D 20 20 20 20 20 20 20 20 D4 | LEGS.. .| 000052E0: 48 45 59 20 47 45 4E 45 52 41 4C 4C 59 20 48 41 |HEY GENERALLY HA| 000052F0: 56 45 20 53 49 58 20 54 45 4E 54 41 43 4C 45 53 |VE SIX TENTACLES| 00005300: 20 57 49 54 48 20 57 48 49 43 48 20 54 48 45 59 | WITH WHICH THEY| 00005310: 20 4D 41 55 4C 20 41 4E 44 20 43 52 55 53 48 20 | MAUL AND CRUSH | 00005320: 54 48 45 49 52 0D 20 20 20 20 20 20 20 20 50 52 |THEIR. PR| 00005330: 45 59 2E 20 20 D4 48 45 49 52 20 42 4F 44 49 45 |EY. .HEIR BODIE| 00005340: 53 20 41 52 45 20 43 4F 56 45 52 45 44 20 57 49 |S ARE COVERED WI| 00005350: 54 48 20 41 20 54 48 49 4E 20 42 55 54 20 48 41 |TH A THIN BUT HA| 00005360: 52 44 20 43 41 52 41 50 41 43 45 20 41 4E 44 20 |RD CARAPACE AND | 00005370: 54 48 45 59 0D 20 20 20 20 20 20 20 20 41 52 45 |THEY. ARE| 00005380: 20 41 42 4C 45 20 54 4F 20 54 52 41 56 45 4C 20 | ABLE TO TRAVEL | 00005390: 41 4C 4F 4E 47 20 57 41 4C 4C 53 20 41 4E 44 20 |ALONG WALLS AND | 000053A0: 43 45 49 4C 49 4E 47 53 2E 0D 80 2A 4C 4E 31 0D |CEILINGS...*LN1.| 000053B0: C3 C5 CE D4 C9 D0 C5 C4 C5 D3 3A 20 D4 48 49 53 |..........: .HIS| 000053C0: 20 52 45 50 52 45 53 45 4E 54 53 20 41 20 4E 45 | REPRESENTS A NE| 000053D0: 53 54 20 4F 46 20 54 48 45 20 4C 49 54 54 4C 45 |ST OF THE LITTLE| 000053E0: 20 42 55 47 47 45 52 53 20 53 55 43 48 20 41 53 | BUGGERS SUCH AS| 000053F0: 20 4D 49 47 48 54 20 54 41 4B 45 20 55 50 0D 20 | MIGHT TAKE UP. | 00005400: 20 20 20 20 20 20 20 52 45 53 49 44 45 4E 43 45 | RESIDENCE| 00005410: 20 55 4E 44 45 52 20 41 20 43 48 45 53 54 20 4F | UNDER A CHEST O| 00005420: 52 20 49 4E 20 53 4F 4D 45 20 52 45 4D 4F 54 45 |R IN SOME REMOTE| 00005430: 20 43 52 45 56 49 43 45 2E 20 20 D4 48 45 49 52 | CREVICE. .HEIR| 00005440: 20 42 49 54 45 53 20 41 52 45 0D 20 20 20 20 20 | BITES ARE. | 00005450: 20 20 20 4D 49 4C 44 4C 59 20 50 4F 49 53 4F 4E | MILDLY POISON| 00005460: 4F 55 53 2E 0D 80 2A 4C 4E 31 0D C7 C8 CF D5 CC |OUS...*LN1......| 00005470: D3 3A 20 C1 52 45 20 4D 49 53 53 48 41 50 45 4E |.: .RE MISSHAPEN| 00005480: 20 43 52 45 41 54 55 52 45 53 20 57 49 54 48 20 | CREATURES WITH | 00005490: 4C 4F 4E 47 45 52 20 54 48 41 4E 20 4E 4F 52 4D |LONGER THAN NORM| 000054A0: 41 4C 20 41 52 4D 53 2C 20 57 49 43 4B 45 44 20 |AL ARMS, WICKED | 000054B0: 43 4C 41 57 53 2C 20 41 4E 44 0D 20 20 20 20 20 |CLAWS, AND. | 000054C0: 20 20 20 41 20 4D 4F 55 54 48 46 55 4C 20 4F 46 | A MOUTHFUL OF| 000054D0: 20 52 41 5A 4F 52 20 53 48 41 52 50 20 46 41 4E | RAZOR SHARP FAN| 000054E0: 47 53 20 57 48 49 43 48 20 54 48 45 59 20 41 42 |GS WHICH THEY AB| 000054F0: 4C 59 20 45 4D 50 4C 4F 59 20 54 4F 20 43 52 41 |LY EMPLOY TO CRA| 00005500: 43 4B 20 54 48 45 0D 20 20 20 20 20 20 20 20 42 |CK THE. B| 00005510: 4F 4E 45 53 20 4F 46 20 54 48 45 49 52 20 50 52 |ONES OF THEIR PR| 00005520: 45 59 2E 20 20 D4 48 45 59 20 48 41 56 45 20 54 |EY. .HEY HAVE T| 00005530: 4F 55 47 48 20 48 49 44 45 20 41 4E 44 20 53 54 |OUGH HIDE AND ST| 00005540: 41 4E 44 20 41 42 4F 55 54 20 53 45 56 45 4E 20 |AND ABOUT SEVEN | 00005550: 46 45 45 54 0D 20 20 20 20 20 20 20 20 54 41 4C |FEET. TAL| 00005560: 4C 2E 20 D4 48 45 59 20 41 52 45 20 53 41 49 44 |L. .HEY ARE SAID| 00005570: 20 54 4F 20 45 41 54 20 54 48 45 20 53 4F 55 4C | TO EAT THE SOUL| 00005580: 20 4F 46 20 54 48 45 49 52 20 50 52 45 59 20 41 | OF THEIR PREY A| 00005590: 53 20 49 54 20 45 58 49 54 53 20 54 48 45 20 42 |S IT EXITS THE B| 000055A0: 4F 44 59 2E 0D 80 2A 4C 4E 31 0D C7 C9 C1 CE D4 |ODY...*LN1......| 000055B0: 80 A3 C1 CD CF C5 C2 C1 3A 20 D4 48 49 53 20 43 |........: .HIS C| 000055C0: 52 45 41 54 55 52 45 20 49 53 20 41 20 4D 41 53 |REATURE IS A MAS| 000055D0: 53 20 4F 46 20 47 52 41 59 20 50 52 4F 54 4F 50 |S OF GRAY PROTOP| 000055E0: 4C 41 53 4D 20 57 48 49 43 48 20 48 41 53 20 41 |LASM WHICH HAS A| 000055F0: 20 53 54 52 4F 4E 47 20 20 20 20 20 20 20 20 20 | STRONG | 00005600: 20 20 20 20 53 4F 4C 56 45 4E 54 20 45 46 46 45 | SOLVENT EFFE| 00005610: 43 54 20 4F 4E 20 4C 49 56 49 4E 47 20 46 4C 45 |CT ON LIVING FLE| 00005620: 53 48 2E 20 20 D4 48 45 59 20 52 41 4E 47 45 20 |SH. .HEY RANGE | 00005630: 46 52 4F 4D 20 53 49 58 20 54 4F 20 54 45 4E 20 |FROM SIX TO TEN | 00005640: 46 45 45 54 20 49 4E 20 20 20 20 20 20 20 20 20 |FEET IN | 00005650: 20 20 20 20 44 49 41 4D 45 54 45 52 2E 0D 80 2A | DIAMETER...*| 00005660: 4C 4E 31 0D C7 C9 C1 CE D4 80 A3 C1 CE D4 D3 3A |LN1............:| 00005670: 20 D4 48 45 53 45 20 48 49 47 45 20 49 4E 53 45 | .HESE HIGE INSE| 00005680: 43 54 53 20 41 52 45 20 46 4F 55 52 20 54 4F 20 |CTS ARE FOUR TO | 00005690: 53 49 58 20 46 45 45 54 20 4C 4F 4E 47 20 41 4E |SIX FEET LONG AN| 000056A0: 44 20 54 52 41 56 45 4C 20 51 55 49 43 4B 4C 59 |D TRAVEL QUICKLY| 000056B0: 20 4F 4E 0D 20 20 20 20 20 20 20 20 54 48 45 49 | ON. THEI| 000056C0: 52 20 53 49 58 20 4C 45 47 53 2E 20 20 D4 48 45 |R SIX LEGS. .HE| 000056D0: 59 20 41 54 54 41 43 4B 20 54 48 45 49 52 20 50 |Y ATTACK THEIR P| 000056E0: 52 45 59 20 57 49 54 48 20 54 48 45 49 52 20 4C |REY WITH THEIR L| 000056F0: 41 52 47 45 20 4D 41 4E 44 49 42 4C 45 53 2E 0D |ARGE MANDIBLES..| 00005700: 20 20 20 20 20 20 20 20 D4 48 45 59 20 41 52 45 | .HEY ARE| 00005710: 20 45 4E 54 49 52 45 4C 59 20 45 4E 43 41 53 45 | ENTIRELY ENCASE| 00005720: 44 20 49 4E 20 41 20 48 41 52 44 20 53 48 45 4C |D IN A HARD SHEL| 00005730: 4C 2E 0D 80 2A 4C 4E 31 0D |L...*LN1. |
.*NB"APSHAI7"..*HD2:PAGE .#,TEMPLE OF AP
SHAI,.HOW TO PLAY:. IT'S EASY TO LEARN
TO PLAY DUNJONQUEST. SINCE THE RULES O
F THE GAME ARE ACTUALLY PROGRAMMED INTO
THE COMPUTER'S MEMORY, THERE IS VERY LIT
TLE YOU NEED TO KNOW TO PLAY THE GAME.
THERE ARE, HOWEVER, A FEW BASIC THINGS Y
OU SHOULD BE FAMILIAR WITH TO MAKE THE B
EST DECISIONS DURING PLAY. THE FOLLOWIN
G PARAGRAPHS DISCRIBE THE USE OF THE INN
KEEPER AND DUNJONMASTER SEGMENTS OF THE
GAME SYSTEM, THE COMMANDS FOR CONTROLLIN
G YOUR CHARACTER, GAINING EXPERIENCE, EV
ALUATING TREASURE, AND RESURRECTING A CH
ARACTER WHO DIES. THE FINAL SECTION DES
CRIBES WHAT TO EXPECT FROM THE MONSTERS
INHABITING THE DUNGEON. THE SPECIFIC MO
NSTERS ARE DESCRIBED IN MORE DETAIL IN T
HE MONSTERS OF APSHAI SECTION. YOU WILL
FIND THAT ALL OF THIS BECOMES VERY CLEA
R WHEN YOU PLAY THE GAME...*LN1.THE INNK
EEPER:. THE INNKEEPER CREATES A CHARAC
TER - YOUR PLAYING PIECE FOR THE GAME.
THIS SIMPLY INVOLVES ANSWERING YEA OR NA
Y TO A SERIES OF QUESTIONS PUT TO YOU BY
THE INNKEEPER...*LN1.GENERATING A CHARA
CTER:. AS YOU ENTER THE INN, THE INNKE
EPER GREETS YOU AND ASKS IF HE SHOULD CR
EATE A CHARACTER FOR YOU. FOR YOUR FIRS
T GAME YOU'LL PROBABLY WANT THE INNKEEPE
R TO CREATE ONE FOR YOU, SO YOU WOULD WA
NT TO ANSWER YEA TO HIS QUESTION. IN LA
TER FORAYS INTO THE DUNGEON YOU MAY WANT
TO ENTER IN CHARACTERS CREATED IN OTHER
FANTASY ROLE-PLAYING GAMES, OR YOU MAY
WANT TO REUSE A PREVIOUSLY GENERATED CHA
RACTER. YOU MAY TAKE THE SAME CHARACTER
INTO THE DUNGEON AS OFTEN AS YOU LIKE,
OR UNTIL THE CHARACTER DIES.. IF YOU H
AVE ANSWERED YEA, THE INNKEEPER GENERATE
S A CHARACTER RANDOMLY AND DISPLAYS ITS
ATTRIBUTES ON THE SCREEN. FOR EXAMPLE:.
.*LN1. INTELLIGE
NCE 10. INTU
ITION 7.
EGO 9.
STRENGTH 14.
CONSTITUTION 11.
DEXTERITY 9.
THOU..HAST..125..PI
ECES..OF..SILVER.
CHARACTER..NAME?..*LN1. ONCE YOU HAV
E DECIDED ON A NAME FOR YOURSELF, ALL OF
THE ABOVE INFORMATION SHOULD BE WRITTEN
DOWN SO THAT YOU CAN REUSE IT AT A LATE
R DATE.. SILVER PIECES ARE YOUR SPENDI
NG MONEY FOR THE SUPPLIES YOU NEED IN TH
E DUNGEON. THE INNKEEPER WILL KEEP TRAC
K FOR YOU OF HOW MANY SILVER PIECES YOU
SPEND UNTIL YOU ENTER THE DUNGEON. AT T
HAT POINT, THE INNKEEPER FORGETS, SO YOU
SHOULD MAKE A NOTE OF HOW MANY YOU HAVE
LEFT AFTER YOU HAVE PURCHASED YOUR EQUI
PMENT...*LN1.PURCHASING..EQUIPMENT:. T
HE INNKEEPER WILL QUERY YOU FOR PURCHASE
S OF SWORDS, SHIELDS, ARMOR, A BOW, ARRO
WS, AND HEALING SALVES. FOR EACH OF THE
FIRST THREE CATEGORIES, SEVERAL ITEMS A
RE LISTED IN THE ORDER OF THEIR EFFECTIV
ENESS, WITH THE FIRST ITEM BEING THE LEA
ST EFFECTIVE. FOR EXAMPLE, UNDER ARMOR
THE INKEEPER DISPLAYS THE FOLLOWING LIST
:..*LN1. TYPE WEI
GHT OFFERED PRICE..*LN1.
LEATHER 9
30. RING..MAIL 22
100. CHAIN..MAIL
31 150.
PARTIAL..PLATE 47 25
0. FULL..PLATE 63
1000..*LN1. LEATHER ARMOR IS
THE LEAST EFFECTIVE TYPE AND FULL PLATE
IS THE BEST. IT IS ALSO TRUE THAT THE
MORE EFFECTIVE TYPES OF WEAPONS AND ARMO
R WEIGH MORE, WHICH HAS AN EFFECT ON THE
AMOUNT OF FATIGUE YOU EXPEND...*LN1.BAR
GAINING..FOR..YOUR..EQUIPMENT:. APPEAR
ING NEXT TO EACH ITEM FOR SALE IS AN "OF
FERED PRICE." YOU CAN BARGAIN WITH THE
INNKEEPER TO BUY AN ITEM FOR LESS BY ENT
ERING A NUMBER LESS THAN THE SUGGESTED P
RICE. YOU CAN, HOWEVER, ONLY PURCHASE T
HOSE ITEMS LISTED. ANY OTHER ITEMS, SUC
H AS MAGIC WEAPONS, MAGIC ARMOR, AND ALA
S, MORE MONEY, HAVE TO BE FOUND IN THE D
UNGEON...*LN1.LEVELS..OF..PLAY:. BY CH
OOSING WHICH LEVEL OF THE DUNGEON YOU WA
NT TO ENTER (1TO4), YOU ARE ALSO CHOOSIN
G THE DIFFICULTY LEVEL. THE FIRST LEVEL
IS THE EASIEST, AND EACH LEVEL THEREAFT
ER GETS PROGRESSIVELY HARDER...*LN1.ENTE
RING..AND..EXITING..THE..DUNGEON:. WHE
N YOU FIRST ENTER THE DUNGEON, YOU WILL
BE JUST INSIDE THE DOOR OF THE FIRST ROO
M ON THAT LEVEL. YOU WILL ALWAYS ENTER
A LEVEL OF THE DUNGEON AT THE SAME PLACE
. FROM THAT POINT ON, YOU ARE FREE TO R
OAM ABOUT ON THE LEVEL AS YOU PLEASE. T
O LEAVE THE DUNGEON OR TO MOVE TO A DIFF
ERENT LEVEL, YOU MUST FIRST EXIT THE DUN
GEON, THEN RE-ENTER AT THE ENTRANCE TO T
HE NEXT LEVEL...*LN1.THE..DISPLAY:. TH
E DUNJONMASTER BOTH DRAWS A MAP OF A POR
TION OF THE DUNGEON AND DISPLAYS YOUR ST
ATUS, INCLUDING THE NUMBER OF THE ROOM Y
OU ARE CURRENTLY IN, YOU PHYSICAL CONDIT
ION, AND HOW MUCH WEIGHT YOU ARE CURRENT
LY CARRYING. PART OF THE DISPLAY IS RES
ERVED FOR REPORTING MESSAGES THAT ARE OF
IMMEDIATE IMPORTANCE TO YOU. THERE ARE
A NUMBER OF POSSIBLE MESSAGES, AND MORE
THAN ONE OF THESE MAY APPEAR AT THE SOM
E TIME. THESE MESSAGES ARE SELF-EXPLANA
TORY DURING PLAY...*LN1.KEY..DESCRIPTION
:..*LN1. 1. THIS NUMBER IS THE NUMBER
OF THE ROOM YOU ARE CURRENTLY IN. PASSA
GEWAYS ARE ALSO ASSIGNED ROOM NUM
BERS.. 2. SHOWS THAT, AT THE MOMENT, Y
OU ARE NOT WOUNDED.. 3. SHOWS THAT YOU
HAVE ALL OF YOUR ENDURANCE AVAILABLE..
4. SHOWS HOW MUCH WEIGHT YOU ARE CARRY
ING.. 5. LINES 5, 6, AND 8 ONLY APPEAR
WHEN APPROPRIATE. LINE 5 SHOWS THAT YO
U . KILLED THE MONSTER YOU LAST FOU
GHT WITH.. 6. THESE TWO MESSAGES SHOW
HOW YOU FARED DURING THE LAST ROUND OF C
OMBAT. THE FIRST LINE SHOWS THA
T YOU HIT THE MONSTER WHILE THE SECOND S
HOWS THAT HE HIT YOUR SHIELD. AGA
IN THE SPECIFIC MESSAGES VARY WITH THE S
ITUATION. UNLESS YOU ARE IN COMBAT
, THERE WILL BE NO MESSAGE HERE.. 7. S
HOWS HOW MANY NORMAL AND MAGIC ARROWS YO
U HAVE LEFT.. 8. SHOWS THE NAME OF THE
MONSTER CURRENTLY IN CONTACT WITH YOU.
THE NAME. SHOWN DEPENDS ON THE MON
STER TYPE PRESENT.. 9. SHOWS THE TOTAL
NUMBER OF MONSTERS YOU HAVE SLAIN IN TH
IS FORAY...*LN1.COMMANDS:. THERE ARE
A NUMBER OF KEYBOARD COMMANDS AVAILABLE
TO YOU FOR MANEUVERING YOUR CHARACTER TH
ROUGH THE DUNGEON. THESE COMMANDS ARE D
ISCUSSED BELOW UNDER THREE MAJOR HEADING
S: MOVEMENT, BATTLE, AND SPECIAL COMMAND
S. THE COMMAND CARD CONTAINED IN YOUR G
AME PACKAGE SUMMARIZES THEM AND THEIR ME
ANINGS. MAKE SURE THAT THE COMMAND CARD
YOU HAVE IS APPLICABLE TO YOUR COMPUTER
TYPE...*LN1.MOVEMENT..COMMANDS:. CHE
CK YOUR COMMAND CARD, AND LOOK AT TABLE
1. THIS TABLE LISTS ALL THE MOVEMENT CO
MMANDS USED FOR YOUR COMPUTER TYPE. FOR
SOME VERSIONS, YOU MUST FACE THE DIRECT
ION IN WHICH YOU WANT TO MOVE BY TURNING
LEFT, RIGHT, OR COMPLETELY AROUND (VOLT
E-FACE); THEN, YOU ACTUALLY MOVE WHEN YO
U ENTER THE SPEED (0 TO 9 FEET PER "TURN
" OR PER "SECOND"). FOR OTHER VERSIONS,
YOU SIMPLY MOVE UP, DOWN, RIGHT, OR LEF
T.. IT IS IMPORTANT TO REMEMBER THAT
THE FASTER YOU MOVE, THE MORE TIRED YOU
BECOME. SINCE MONSTERS CANNOT FOLLOW YO
U OUT OF A ROOM, YOU ONLY NEED TO RUN FO
R SHORT INTERVALS. OF COURSE, IF THERE
IS A MONSTER IN THE NEXT ROOM.......*LN1
.BATTLE..COMMANDS:. THERE ARE SEVERAL
COMMANDS TO CHOOSE FROM WHEN DOING BATT
LE WITH MONSTERS. THEY ARE ITEMIZED IN
TABLE 2 ON YOUR COMMAND CARD AND DESCRIB
ED BELOW. AS ALWAYS, THESE COMMANDS SHO
ULD NOT BE FOLLOWED WITH A CARRIAGE RETU
RN.. ATTACKING WITH SWORD. TO ATTACK
WITH SWORD, YOU MUST BE CLOSE TO THE MO
NSTER. WHEN YOU ARE NOT WITHIN RANGE, T
HE DUNJONMASTER WILL DISPLAY THE MESSAGE
: TO..FAR..TO..HIT, AND YOU WILL INSTE
AD REST WHILE THE MONSTER CHARGES YOU.
A NORMAL ATTACK IS A SIMPLE SWING OF THE
SWORD, WHEREAS A THRUST IS AN ALL OUT A
TTACK. A THRUST INCREASES YOUR CHANCES
TO HIT AND DAMAGE THE MONSTER, BUT IT AL
SO MAKES IT EASIER FOR THE MONSTER TO HI
T YOU. A THRUST ALSO COSTS SUBSTANTIALL
Y MORE IN FATIGUE.. A PARRY HELPS SHI
ELD YOU AGAINST THE MONSTER'S ATTACK WHI
LE CONSERVING FATIGUE, BUT IT MAKES IT M
ORE DIFFICULT FOR YOU TO HIT THE MONSTER
. PARRYING ALLOWS YOU TO REST WITHOUT L
ETTING YOUR GUARD DOWN.. ATTACKING WI
TH BOW: WHEN ATTACKING WITH A BOW, YOU M
UST BE FACING THE MONSTER (AND THE FURTH
ER AWAY THE BETTER, SINCE HE CANNOT HURT
YOU UNLESS HE IS WITHIN THE MELEE DISTA
NCE.) IF YOU TRY TO FIRE AN ARROW WHILE
THE MONSTER IS WITHIN STRIKING RANGE OF
YOU, IT BECOMES MUCH EASIER FOR THE MONS
TER TO HIT YOU (YOU CANNOT FEND OFF HIS
ATTACK).. BOTH NORMAL AND MAGIC ARRO
WS ARE GOOD LONG RANGE WEAPONS;HOWEVER,
A MAGIC ARROW IS MORE LIKELY TO HIT ITS
TARGET AND IT DOES MORE DAMAGE. MAGIC A
RROWS CAN ONLY BE FOUND IN THE DUNGEON,
SINCE NO ONE WHO HAS THEM IS LIKELY TO S
ELL THEM. FIRING EITHER TYPE OF ARROW G
ENERALLY ALLOWS YOU TO REGAIN SPENT FATI
GUE...*LN1.SPECIAL..COMMANDS:. THE SP
ECIAL COMMANDS VARY FROM HEALING YOURSEL
F TO ATTEMPTING TO TALK TO A MONSTER. E
ACH COMMAND IS ITEMIZED IN TABLE 3 ON YO
UR COMMAND CARD AND DESCRIBED IN THE FOL
LOWING PARAGRAPHS...*LN1.OPENING..DOORS:
. NEARLY EVERY ROOM HAS AT LEAST ONE
DOOR (ALSO SEE SECRET DOORS BELOW), WHIC
H MUST BE OPENED BEFORE YOU CAN GO THROU
GH THEM. TO OPEN A DOOR, GO UP TO WITHI
N ONE FOOT OF IT. WHILE FACING IT, GIVE
THE "OPEN DOOR" COMMAND (NO CARRIAGE RE
TURN IS NEEDED). THE DOOR WILL THEN OPE
N, AND YOU MAY WALK THROUGH IT TO THE NE
XT ROOM.. ONCE A DOOR HAS BEEN OPENED
, IT WILL STAY OPENED UNTIL YOU GO TO A
DIFFERENT LEVEL OR REINITIALIZE THE GAME
. THE DOOR ALSO REMAINS OPEN WHEN YOU S
AVE THE GAME.. .*LN1.SECRET..DOORS:.
SECRET DOORS ARE HIDDEN FROM VIEW AND
MUST BE LOCATED BEFORE THEY CAN BE OPEN
ED. TO LOCATE A DOOR, USE THE "EXAMINE
WALL FOR SECRET DOOR" COMMAND LISTED IN
TABLE 3 ON THE COMMAND CARD. YOU MUST B
E FACING THE WALL YOU ARE EXAMINING, BUT
YOU DON'T HAVE TO BE NEXT TO IT. THE C
OMPUTER WILL RESPOND WITH: NOTHING, OR
A..SECRET..DOOR!..*LN1. DO NOT BE F
OOLED BY A "NOTHING" RESPONSE; SOMETIMES
SECRET DOORS ARE ONLY LOCATED AFTER THE
WALL HAS BEEN EXAMINED SEVERAL TIMES.
WHEN THE SECRET DOOR IS FOUND, OPEN IT T
HE SAME WAY YOU WOULD AN ORDINARY DOOR..
.*LN1.TRAPS: A TRAP MAY COME IN ANY ONE
OF A NUMBER OF FORMS RNAGING FROM DARTS
THAT SPRING OUT FROM A TREASURE CHEST TO
A PIT IN THE FLOOR OF THE ROOM. THEY C
AN BE ANYWHERE IN A ROOM, BUT A ROOM DOE
S NOT HAVE TO BE TRAPPED. YOU CAN SEARC
H FOR A TRAP USING THE COMMAND FOUND IN
TABLE 3. AS WITH SECRET DOORS, IT IS PO
SSIBLE TO MISS A TRAP, BUT AGAIN, YOU CA
N SEARCH ALL YOU WANT. WHEN YOU SEARCH
FOR AND FIND A TRAP, ITS LOCATION BECOME
S OBVIOUS, AND YOU CAN USUALLY AVOID IT
BY GOING AROUND IT...*LN1.FINDING TREASU
RE: TO FIND OUT WHAT KIND OF TREASURE IS
IN A PARTICULAR ROOM, YOU MUST FIRST MO
VE TO WITHIN ONE FOOT AND GRAB IT, USING
THE APPROPRIATE COMMAND. (BEFORE DOING
SO, IT WOULD BE WISE TO CHECK FOR TRAPS
). THE DUNJONMASTER THEN DISPLAYS THE N
UMBER OF THE TREASURE. THE DUNJONMASTER
KEEPS TRACK OF ALL YOUR TREASURES FOR Y
OU AND LISTS EACH AT THE END OF YOUR ADV
ENTURE, BACK AT THE INN (REFER TO EVALUA
TING..TREASURE..BELOW). NOTE THAT IF YO
U FIND A SWORD IN THE DUNGEON, YOU MUST
LEAVE BEHIND YOUR OLD SWORD BEFORE YOU C
AN USE THE NEW ONE. SWORDS ARE JEALOUS
OF THEIR POSSESSOR'S ATTENTIONS! YOU AL
WAYS HAVE THE OPTION OF IGNORING THE NEW
SWORD AND KEEPING YOUR OLD ONE...*LN1.D
ROPPING TREASURE: IF YOU SHOULD DECIDE A
FTER PICKING UP A TREASURE THAT YOU DON'
T WANT IT, YOU CAN PUT IT DOWN AGAIN AT
ANY TIME BY USING THE "DROP TREASURE" CO
MMAND AND THEN ENTERING THE NUMBER OF TH
E TREASURE YOU WANT TO DROP (SEE TABLE 3
). WHEN DROPPING TREASURE, THE NUMBER M
UST CONTAIN TWO DIGITS. FOR EXAMPLE, TO
DROP TREASURE 1, YOU WOULD ENTER 01; TO
DROP TREASURE NUMBER 19, YOU TYPE 19.
NOTE THAT YOU CANNOT DROP TREASURES THAT
YOU DO NOT HAVE...*LN1.HEARKEN OR QUERY
: ALL CHARACTERS VISITING THE DUNGEON HA
VE SPECIAL LISTENING POWERS. BY USING T
HE APPROPRIATE COMMAND (SEE TABLE 3), YO
U CAN SENSE THE CLOSED DOOR. THIS COMMA
ND ONLY WORKS IF YOU ARE FACING THE WALL
OR DOOR YOU WANT TO LISTEN AT. IT IS S
IMILAR TO THE FIND TRAPS AND SECRET DOOR
COMMANDS IN THAT THERE IS A PERCENTAGE
CHANCE YOU WILL NOT HEAR ANYTHING, EVEN
IF THERE REALLY IS A MONSTER LURKING IN
WAIT FOR YOU. WHEN THIS COMMAND IS USED
, THE DUNJONMASTER TELLS YOU THAT YOU FO
UND NOTHING OR YOU ARE GIVEN THE NAME OF
THE LURKING CREATURE...*LN1.SPEAKING WI
TH MONSTERS: SPEAKING WITH MONSTERS IS A
NOTHER ABILITY YOU HAVE AS A TRAVELER IN
THE DUNGEON. THE COMMAND GIVES YOU A C
HANCE TO AVOID FIGHTING WITH A MONSTER.
IF THE MONSTER IS IN A GOOD MOOD WHEN Y
OU SPEAK TO IT, IT WILL TELL YOU TO PASS
BY AND LEAVE ANY TREASURE IT IS GUARDIN
G UNTOUCHED. HOWEVER, IF YOU THEN ATTAC
K IT OR DISTURB THE TREASURE, THE MONSTE
R WILL PURSUE YOU. BUT BEWARE! SOME MON
STERS HATE ALL ADVENTURERS!..*LN1.HEALIN
G: THERE ARE TWO ITEMS YOU MAY USE TO HE
AL YOUR WOUNDS: SALVES AND ELIXIRES. EI
THER OF THESE MAY BE TAKEN AT ANY TIME,
INCLUDING DURING COMBAT. HOWEVER, THE M
ONSTER WOULD THEN GET A FREE SWING. YOU
CAN REST WHILE YOU ARE HEALING YOURSELF
...*LN1.SALVES: EACH SALVE PURCHASABLE
FROM THE INNKEEPER WILL HEAL SOME OF THE
WOUNDS YOU HAVE TAKEN. THIS PERCENTAGE
VARIES DEPENDING ON YOUR CHARACTER. TH
E DUNJONMASTER KEEPS TRACK OF HOW MANY Y
OU HAVE AND, UPON APPLYING ONE, AUTOMATI
CALLY ADJUSTS THE COUNT REMAINING. YOU
CAN SEE THE CHANGE ON THE WOUNDS PORTION
OF THE DISPLAY. IF YOU ATTEMPT TO USE
MORE SALVES THAN YOU HAVE AVAILABLE, THE
DUNJONMASTER WILL DISPLAY THE MESSAGE:
NONE..LEFT...*LN1.ELIXIRS (YLIXIRS): THE
SE VALUABLE ITEMS WORK THE SAME WAY AS S
ALVES, EXCEPT THEY ARE MORE POWERFUL AND
HEAL A LARGER PERCENTAGE OF YOUR WOUNDS
. ELIXIRS MUST BE FOUND AS TREASURE AND
CANNOT BE PURCHASED FROM THE INNKEEPER.
TO EXECUTE THE COMMAND, HIT THE APPROP
RIATE KEY FOUND IN TABLE 3 OF YOUR COMMA
ND CARD...*LN1.FATIGUE:..*LN1.EXPENDING
FATIGUE: YOUR FATIGUE RATING DETERMINES
HOW MUCH ENERGY YOU HAVE AT ANY GIVEN TI
ME. EXCEPTIONAL EXERTION RESULTS IN SPE
NT FATIGUE, BUT WHAT CONSTITUTES EXCEPTI
ONAL EXERTION AND HOW MUCH FATIGUE YOU E
XPEND DEPENDS ON YOUR CHARACTER. WALKIN
G NORMALLY AND FIRING ARROWS GENERALLY A
LLOW YOU TO REGAIN FATIGUE. ACTIVITIES
SUCH AS RUNNING, FIGHTING, AND CARRYING
HEAVY LOADS ALL COST VARYING AMOUNTS OF
ENERGY.. THE AMOUNT OF ENERGY YOU EXP
END FOR ANY ACTIVITY IS ALSO AFFECTED BY
THE WOUNDS YOU HAVE TAKEN. THE MORE WO
UNDED YOU ARE, THE MORE IT COSTS YOU IN
FATIGUE TO PERFORM AN ACTIVITY.. IF Y
OU USE UP MORE FATIGUE THAN YOU HAVE (IF
A NEGATIVE NUMBER IS DISPLAYED FOR FATI
GUE), YOU FALL ON THE FLOOR AND PANT. Y
OU WILL NOT BE ALLOWED TO ATTACK OR MOVE
UNTIL YOU HAVE RECOVERED (THAT IS UNTIL
A POSITIVE NUMBER IS DISPLAYED). THE D
UNJONMASTER KEEPS TRACK OF AND DISPLAYS
FOR YOU THE AMOUNT OF ENERGY YOU HAVE LE
FT. THEREFORE, IF THE DISPLAY READS: FA
TIGUE: 100%, YOU HAVE ALL OF YOUR ENERGY
AVAILABLE...*LN1.REGAINING SPENT FATIGU
E: WHILE YOU CANNOT ACCUMULATE MORE ENER
GY THAN YOU STARTED WITH, YOU CAN REGAIN
PREVIOUSLY SPENT ENERGY IN A VARIETY OF
WAYS. THE FASTEST WAY IS TO STOP YOUR
MOVEMENT ALTOGETHER (THIS MAY BE DANGERO
US). YOU CAN ALSO REGAIN IT WHILE FIRIN
G AN ARROW OR SIMPLY WALKING MORE SLOWLY
. EXECUTING ANY OF THE SPECIAL COMMANDS
ALSO ALLOWS YOU TO GAIN BACK FATIGUE.
EACH TIME YOU REST, HOWEVER, YOU HAVE A
CHANCE OF MEETING A WANDERING MONSTER...
*LN1.EXPERIENCE:. EACH TIME THAT YOU
SUCCESSFULLY VENTURE INTO THE DUNGEON YO
U ACQUIRE EXPERIENCE POINTS, WHICH BASIC
ALLY MEANS YOU BECOME A BETTER AND MORE
POWERFUL ADVENTURER. THIS NUMBER IS DET
ERMINED FOR YOU BY THE DUNJONMASTER AND
IS BASED ON WHAT YOU ACCOMPLISH WHILE IN
THE DUNGEON. ESSENTIALLY, AS YOU GAIN
EXPERIENCE, YOU BECOME ABLE TO HANDLE MO
RE DIFFICULT SITUATIONS.. MORE SPECIF
ICALLY, YOU WILL NOTICE IMPROVEMENTS IN
YOUR CHARACTER. THESE IMPROVEMENTS COME
IN "JUMPS" AND MAY NOT BE IMMEDIATELY O
BVIOUS. ONE INMPROVEMENT IS THAT IT BEC
OMES EASIER FOR YOU TO HIT A MONSTER AND
MORE DIFFICULT FOR THE MONSTER TO HIT Y
OU...*LN1.ONCE THE PROGRAM IS LOADED, IT
KEEPS TRACK OF YOUR EXPERIENCE POINTS O
N A CUMULATIVE BASIS. THAT IS, IF YOU R
ETURN TO THE INN TO PURCHASE MORE SUPPLI
ES, THE DUNJONMASTER REMEMBERS HOW MANY
EXPERIENCE POINTS YOU EARNED ON THAT ADV
ENTURE AND ADDS IT TO THE EXPERIENCE YOU
GET ON THE NEXT ADVENTURE. THE DUNJONM
ASTER WILL CONTINUE TO DO THIS UNTIL YOU
TURN OFF THE COMPUTER OR UNTIL YOU HENE
RATE A NEW CHARACTER. AT THAT POINT IT
FORGETS ALL OF YOUR EXPERIENCE. IF YOU
INTEND TO KEEP A CHARACTER FOR USE IN FU
TURE SESSIONS, YOU SHOULD MAKE A NOTE OF
THE FINAL NUMBER OF EXPERIENCE POINTS B
EFORE YOU TURN OFF THE COMPUTER. THIS N
UMBER CAN BE RE-ENTERED AT THE BEGINNING
OF A NEW SESSION AND THE DUNJONMASTER W
ILL ADD UP ANY NEW EXPERIENCE TO THAT NU
MBER...*LN1.EVALUATING..TREASURE:. ON
CE YOU ARE SAFELY BACK AT THE INN, THE I
NNKEEPER LISTS ALL OF THE TREASURE YOU F
OUND DURING THE ADVENTURE. IF YOU ENTEN
D TO KEEP YOUR CHARACTER FOR USE IN FUTU
RE SESSIONS, YOU SHOULD MAKE A NOTER OF
THE TOTAL SO THAT YOU CAN RE-ENTER IT AT
A LATER TIME. LIKEWISE, YOU SHOULD MAK
E A RECORD OF ALL OF YOUR POSSISSIONS, I
NCLUDING THE NUMBER OF NORMAL AND MAGIC
ARROWS YOU HAVE LEDT, THE TYPE OF ARMOR
AND WEAPONS YOU HAVE, ETC. ALSO NOTE AN
Y CHANGES IN YOUR ATTRIBUTES, SINCE THES
E ARE PERMANENT AND MUST CARRY OVER FROM
ADVENTURE TO ADVENTURE...*LN1.ON..DEATH
..AND..DYING:. WOUNDS: ANY TIME A MON
STER ATTACKS YOU, THERE IS A CHANCE (DEP
ENDING ON THE TYPE OF ARMOR YOU ARE WEAR
ING) THAT IT WILL PENETRATE YOUR ARMOR A
ND WOUND YOU. THE DUNJONMASTER KEEPS TR
ACK OF AND DISPLAYS HOW MUCH DAMAGE YOU
HAVE TAKEN ON A PERCENTAGE BASIS. THE N
UMBER DISPLAYED NEXT TO WOUNDS IS ALWAYS
THE PERCENTAGE THAT YOU HAVE LEFT. FOR
EXAMPLE; IF THE DISPLAY READS: WOUNDS..
90% YOU ARE STILL RELATIVELY HEALTHY BEC
AUSE ONLY 10% OF YOU HAS BEEN WOUNDED.
YOU MAY HEAL YOURSELF AT ANY TIME WITH E
ITHER A SALVE OR AN ELIXIR. YOU CAN CON
TINUE TO FUNCTION NORMALLY UNTIL YOU REA
CH 0% OR LESS. AT THAT POINT YOU ARE DE
AD. HOWEVER THERE IS A CHANCE YOU CAN B
E "RAISED FROM THE DEAD". THE FOLLOWING
PARAGRAPHS EXPLAIN THIS PHENOMENON IN M
ORE DETAIL...*LN1.GETTING..YOURSELF..RES
URRECTED:. IF AFTER ALL THAT HARD WOR
K YOU SHOULD FIND YOURSELF DEAD, DON'T P
ANIC. ALL MAY NOT YET BE LOST. AFTER A
LL, YOU ARE NOT THE ONLY ADVENTURER IN T
HE DUNGEON AND SOME KIND SOUL, HAVING ST
UMBLED ACROSS YOUR BODY LYING ON THE FLO
OR, MAY DRAG YOU OUT TO SAFETY AND SEE T
O IT THAT YOU ARE RESURRECTED. OF COURS
E, FOR HAVING GONE TO ALL THE TROUBLE, H
E WOULD NOST LIKELY WANT SOMETHING IN RE
TURN AS A THANK YOU.. IF YOU SHOULD D
IE, YOU MAY SIMPLY BE EATEN BY A WANDERI
NG MONSTER. THIS IS THE WORST CASE. YO
U MAY ALSO BE FOUND BY ONE OF THREE CHAR
ACTERS: A DWARF, A WIZARD, OR A CLERIC,
ALL OF WHOM WILL ASK FOR SOME TYPE OF PA
YMENT. THE DUNJONMASTER TELLS YOU IMMED
IATELY WHICH OF THE FOUR CASES HAS OCCUR
RED...*LN1. MONSTERS: IF YOU ARE FOUN
D BY A MONSTER, YOUR CHARACTER AND ALL I
TS POSSESSIONS WILL BE EATEN
. FRESH ADVENTURER IS CONSIDERED TO BE
A DELICACY BY THE MONSTER INHABITING
THE DUNGEON...*LN1. THE DWARF: THE S
ECOND WORST CASE IS TO BE FOUND BY OLIAS
THE DWARF. WHILE HE WILL NOT EAT
YOU, HE WILL TAKE ALL YOUR MONEY, INCLUD
ING ANY GEMS AND JEWELS, AND ANY
MAGICAL ITEMS YOU MIGHT HAVE. THIS INCL
UDES MAGIC SWORDS, ARMOR, AND ARROW
S. YOU WILL BE ALIVE, BUT YOU WILL BE V
ERY POOR...*LN1. THE MAGIC-USER: LOWE
NTHAL THE WIZARD IS ONLY SLIGHTLY EASIER
TO PLEASE THAN OLIAS. IN RETU
RN FOR YOUR LIFE, HE WILL TAKE ANY SPECI
AL MAGICAL ITEMS YOU MIGHT HAVE, LEAV
ING YOU WITH YOUR CASH, GEMS, JEWELS, WE
APONS, AND ARMOR...*LN1. THE
CLERIC: THE FORTUNATE ONES WILL BE FOUN
D BY BENEDIC THE WANDERING PRI
EST. THIS KIND SOUL (IF HE CAN FIND HIS
WAY OUT OF THE DUNGEON), AFTER RES
URRECTING YOU WILL SIMPLY ASK THAT YOU M
AKE A DONATION TO HIS SECT AFTER YOU
GET BACK TO THE INN...*LN1.MONSTERS:.
ALTHOUGH A COMPLETE DISCRIPTION OF THE
TYPES OF MONSTERS IN THE DUNGEON IS CON
TAINED IN THE MONSTERS OF APSHAI SECTION
, IT IS HELPFUL TO KNOW THAT MONSTERS CA
N BE EITHER FIXED OR WANDERING. WITH A
FIXED MONSTER, EACH TIME YOU READ IN A L
EVEL OF THE DUNGEON, THAT MONSTER (AND A
LL OTHER ITEMS) REAPPEARS EXACTLY THERE
IT WAS PREVIOUSLY. THESE MONSTERS ARE N
ORMALLY THERE TO GUARD A PARTICULAR TREA
SURE. A WANDERING MONSTER IS GENERATED
RENDOMLY BY THE DUNJONMASTER AND MAY APP
EAR ANYWHERE AT ANY TIME ON THE APPROPRI
ATE LEVEL. YOU DO NOT HAVE TO FEAR RUNN
ING INTO THE MOST POWERFUL MONSTERS ON T
HE FIRST LEVEL OF THE DUNGEON. DON'T BE
SURPRISED THOUGH, IF YOU FIND WHAT FIRS
T APPEARS TO BE THE SAME MONSTER ON MORE
THAN ONE LEVEL AND THEN DISCOVER IT TO
BE TOUGHER THAN YOU REMEMBERED.. NEIT
HER FIXED NOR WANDERING MONSTERS EVER FO
LLOW YOU OUT OF A ROOM, BUT UNLESS YOU K
ILL A MONSTER, IT WILL BE WAITING FOR YO
U WHEN YOU GO BACK INTO THAT ROOM...*LN2
..*CN1;****THE..MONSTERS..OF..APSHAI****
.*CN0..*LN1.ANTMEN: THESE CREATURES LOOK
LIKE SIX FOOT LONG ANTS WOLKING UPRIGHT
ON THEIR HINDMOST LEGS WITH T
HE OTHER FOUR LEGS FREE FOR MANIPULATION
. THERE ARE SIGNIFICANT DIFFEREN
CES BETWEEN THE CLASSES OF ANTMEN BUT UN
FORTUNATELY THESE DIFFERENCES AR
E ONLY DISCERNIBLE TO OTHER ANTMEN. THE
Y ATTACK WITH THEIR MANDIBLES
AND SOMETIMES WITH THEIR FORELEGS AS WE
LL...*LN1.CARRION..BEASTS: THESE CREATUR
ES RESEMBLE SQUIDS EQUIPPED WITH SPINDLY
LEGS.. THEY GENERALLY HAVE SIX T
ENTACLES WITH WHICH THEY MAUL AND CRUSH
THEIR. PREY. THEIR BODIES ARE CO
VERED WITH A THIN BUT HARD CARAPACE AND
THEY. ARE ABLE TO TRAVEL ALONG WA
LLS AND CEILINGS...*LN1.CENTIPEDES: THIS
REPRESENTS A NEST OF THE LITTLE BUGGERS
SUCH AS MIGHT TAKE UP. RESIDENCE
UNDER A CHEST OR IN SOME REMOTE CREVICE
. THEIR BITES ARE. MILDLY POISON
OUS...*LN1.GHOULS: ARE MISSHAPEN CREATUR
ES WITH LONGER THAN NORMAL ARMS, WICKED
CLAWS, AND. A MOUTHFUL OF RAZOR S
HARP FANGS WHICH THEY ABLY EMPLOY TO CRA
CK THE. BONES OF THEIR PREY. THE
Y HAVE TOUGH HIDE AND STAND ABOUT SEVEN
FEET. TALL. THEY ARE SAID TO EAT
THE SOUL OF THEIR PREY AS IT EXITS THE B
ODY...*LN1.GIANT..AMOEBA: THIS CREATURE
IS A MASS OF GRAY PROTOPLASM WHICH HAS A
STRONG SOLVENT EFFECT ON LI
VING FLESH. THEY RANGE FROM SIX TO TEN
FEET IN DIAMETER...*LN1.GIAN
T..ANTS: THESE HIGE INSECTS ARE FOUR TO
SIX FEET LONG AND TRAVEL QUICKLY ON.
THEIR SIX LEGS. THEY ATTACK THEIR P
REY WITH THEIR LARGE MANDIBLES..
THEY ARE ENTIRELY ENCASED IN A HARD SHEL
L...*LN1.
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