_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

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

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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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