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Temple of Apshai Trilogy Maps


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In 1994 I wrote an article called "Temple of Apshai: A Classic Graphical Adventure." I had mapped the first four levels of the temple while playing the Atari 8-Bit version of the game. I included the first three levels of the map in the article. Recently I brushed the dust off this article and it can now be read online, here:

Temple of Apshai: A Classic Graphical Adventure

After re-reading my Temple of Apshai article I wanted to play the game again. What I REALLY wanted to do was to map the levels using an emulator. I decided to play the Commodore 64 version using the Vice emulator, since my first experience with the series was on this system in the mid-eighties. Having played the C64 version and the Atari 8-bit versions of the trilogy in detail, I can say with confidence that they are nearly identical as far as gameplay goes.

Here is the map that I made of The Temple of Apshai, Level 1:


As you can see, I also went through the trouble of numbering each room so that it can be matched with the description of the room that is found in the Temple of Apshai manual. For instance, here is the manual's description of the first room that you enter:

Room One - The smooth stonework of the passageway floor shows that advanced methods were used in its creation. A skeleton sprawls on the floor just inside the door, a bony hand, still clutching a rusty dagger, outstretched toward the door to safety. A faint roaring sound can be heard from the far end of the passage.

The first level of the Temple of Apshai has 56 rooms. I entered each room and made a screenshot. Then, using LOTS of patience, I combined the 56 screenshots and came up with this ultimate map of the level! Along the way I found a few errors that I corrected from the original map drawn on my Amiga computer back in 1994.

I was going to make more of these maps, but it took so long to make this one that I don't think that I'll make any more of them. Still, it was a fun exercise and it made playing the game quite fascinating, as I had to visit each area at least once.

I looked for other maps of the Temple of Apshai created using emulators before I started this map but I never found any. In fact, I couldn't find any other maps at all, except for the ones that I made myself. Are there any other maps of The Temple of Apshai around that I can take a look at?


Links to All Maps and Interesting Posts Added Here

(Created, June 27, 2017:)


This Apshai map thread has become quite long over the years. I wanted to add some more maps to it, so I decided to refresh my memory by reading through it all. Wow; what a chore. I started a few days ago and I'm still not completely done!

To make reading this entire thread easier, I've added links to posting in it so that you can find what you're looking for quickly. I want to give a special thanks to Albert for allowing me to edit this first post so that I could add these links here so that people could find them easier. If I add more maps, then I plan to also place links to them here.

The original Apshai maps that I posted here were for the Commodore 64. These maps were created first because I was most familiar with that version of The Temple of Apshai Trilogy. Luckily, I came to my senses and played and mapped the Atari 8-bit version of the game. After all, this is Atari forum, right?


I hope that you find these links useful. Keep in mind that I don't link to every post in this thread, and the links are not necessarily in the order which they were posted. If you want to follow along with how these maps developed, then I encourage you to give this thread a full read. It will take you quite some time (perhaps a couple of fun-filled evenings). I promise that if you read this entire thread, whether or not you're a fan of the Apshai games on the Atari or any other platform, that you'll find the experience to be highly rewarding,

Temple of Apshai Trilogy Maps (Atari 8-Bit Maps)

When I was part-way through making the maps for the Commodore 64, I decided to add the locations on each map of all of the traps and treasures. On the Atari maps (which I made later), each treasure and trap location is always listed. Also, on some of the later maps I begin to list the treasures, how much they're worth and what they do if they have magic powers. I wish that I had done this on all of the maps.

The Temple of Apshai, Level 1 (Atari 8-Bit Version)

The Temple of Apshai, Level 2 (Atari 8-Bit Version)

The Temple of Apshai, Level 3 (Atari 8-Bit Version)

The Temple of Apshai, Level 4 (Atari 8-Bit Version)

Upper Reaches of Apshai Maps (Atari 8-Bit Maps)

Upper Reaches of Apshai, Level 1: The Innkeeper's Backyard

Upper Reaches of Apshai, Level 2: Merlis' Cottage

Upper Reaches of Apshai, Level 3: Olias' Cellar

Upper Reaches of Apshai, Level 4: Benedic's Monastery



Curse of Ra Maps (Atari 8-Bit Maps)

Curse of Ra, Level 1, Well of Forever

Curse of Ra, Level 2, The Sphinx

Curse of Ra, Level 3, The Pyramid
To-Do: Map completed. Need to finish background material and post to thread.

Curse of Ra, Level 4, Temple of Ra
To-Do: All rooms mapped. Map begun, but there is no background material at all yet.



Temple of Apshai Trilogy Maps (Commodore 64 Maps)

The Temple of Apshai, Level 1 (C64 Version)

The Temple of Apshai, Level 2 (C64 Version)

The Temple of Apshai, Level 3 (C64 Version)

The Temple of Apshai, Level 4 (C64 Version)

Background Material

The Temple of Apshai Trilogy's documentation doesn't have nearly the amount of details that the original games included in their original released form. For this reason, I included some of this material in their own posts.

Dunjonquest: The Temple of Apshai (Background)

Dunjonquest: Upper Reaches of Apshai (Background)

Hellfire Warrior's Original Name (Lower Reaches of Apshai)


Temple of Apshai Prototype on Coleco Adam (Different Thread)


Chronological Play Order of the Dunjonquest Games





Cross-Platform and Monster Comparisons

Amiga Version Overview and Comparison

Amiga/Atari 8-Bit/Commodore 64/DOS Overview and Comparison

DOS and Apple II Overview and Comparison

Amstrad CPC French Overview and Comparison

TRS-80 MC-10 Conversion of Temple of Apshai (with Video)

Commodore Amiga/Atari ST/Apple II/Atari 8-Bit/Commodore 64/DOS

Graphics Comparison of Level 3, "Olias' Cellar," of The Upper Reaches of Apshai


User Experiences

"8Bitter's" Memories of Playing The Temple of Apshai: Part 1

"8Bitter's" Memories of Playing The Temple of Apshai: Part 2, Reply

"8Bitter's" Memories of Playing The Temple of Apshai: Part 3, Feedback

"8Bitter's" Memories of Playing The Temple of Apshai: Part 4, Reply

"8Bitter's" Memories of Playing The Temple of Apshai: Part 5, Reply

BallyAlley's Uses an SIO2SD to play Apshai on a real Atari 130XE

MarcoC's Play experience with Apshai, Part 1

MarcoC's Play experience with Apshai, Part 2 (Ballyalley's Reply)

MarcoC's Play experience with Apshai, Part 3 (MarcoC's Reply)

MarcoC's Play experience with Apshai, Part 4 (MarcoC's Reply)

MarcoC's Play experience with Apshai, Part 5 (BallyAlley's Reply)

MarcoC's Play experience with Apshai, Part 6 (MarcoC's Reply)

Ward Shrake's Experiences with The Temple of Apshai: Part 1

Ward Shrake's Experiences with The Temple of Apshai: Part 2

Ward Shrake's Experiences with The Temple of Apshai: Part 3

8-Bitter's Reply to Ward's Hacking

Ward's 1st Reply to 8-Bitter

Ward's 1st Reply to 8-Bitter

Hacking The Temple of Apshai Series

Listing the BASIC Program on Copy Protected Disk

Temple of Apshai - Read Files from ATX Disk Image (Separate Thread)

MarcoC's Hacks the Apple Version of Hellfire Warrior

BallyAlley's Notes About the Hellfire Warrior Hack for Atari

For now, that's all the links to separate postings in this thread. From time to time, as this thread grows, I'll add more links to this first post. If you've read and enjoyed most or all of the above links, then take some time to read the thread in its entirety. Let it wash slowly over you over the course of several days. Then grab your favorite classic computer (or emulator) and begin your exploration to discover and uncover the secrets of Apshai!



Edited by ballyalley
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nice, Apshai for the 8bit was a fav of mine back in the day, i have the cart now, and still play it on occasion... along with AutoDuel, and Seven Cities of Gold (still disk for them), and been playing alot of kaboom!



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nice, Apshai for the 8bit was a fav of mine back in the day, i have the cart now, and still play it on occasion... along with AutoDuel, and Seven Cities of Gold (still disk for them), and been playing alot of kaboom!




this post makes me want to fire up apshai this weekend :)


ah, Kaboom! the hours i spent getting dizzy following that little guy around. I still remember back then the big thing with my friends was trying to find out the big "surprise" that the rulebook hinted at when you get when you hit 10,000. I spent DAYS trying to get that score, and when i did, only to find that that the characters mouth goes from ":)" to "O" was MORE than alittle dissapointing :)

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so levels are not generated randomly?


No. The only random element to the game is monster placement. All the rooms are in the same place, as are all the treasures. This works out very well when used with the book of descriptions, as the descriptions give hints about what is up ahead via sounds that you hear or odors that you smell.


I've read postings where people say that they are looking for the book so that they can play the game, and someone replies that the book isn't needed to play. While, in a strict sense that is true, without the book the player is missing out on the richness of the game. Without the book, all of the rooms appear the same.


I don't have any experience playing Gateway to Apshai. I know that there are thousands of rooms. Are they randomly generated?



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I've been playing the "Temple of Apshai Trilogy" some more and... I've made another map! Here is a complete map of all 57 rooms of Temple of Apshai, Level 2:




It's interesting to note that I had to squash room 30 to make it fit correctly on the dungeon map. The bottom of the room overlapped with room 25 by about one tile-- so I deleted the overlap and shortened the room.


If anyone is interested in reading the descriptions for each room, without playing the game, then the Amiga version of the manual is available in text format. The room descriptions match those of every other release of the game. The manual is available here:


Temple of Apshai Manual


Back in the mid-eighties when I first played this game (and made maps on paper), I wanted to use this game as a spring-board for a Dungeons & Dragons campaign. That never came to pass... but it still would be a neat thing to do. Now that there is a map in GIF format, and the text of the rooms are available, how difficult would it be to create a webpage that would display the text of each room when the mouse cursor was hovering over a particular room? That would be neat!


To all you explorers out there... enjoy the map of level 2. As the manual says, "Go ahead... Enter the dungeons... you may be just in time for lunch..."



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I have mapped level three of the Temple of Apshai. That leaves just one more level to map from the original trilogy.


This map went smoothly except for room 60, which I couldn't find. I knew this room existed from the manual's description of it. I eventually set forth to use the brute force method. I proceeded to searched every room that could possibly have room sixty as a hidden chamber. I searched clockwise on all the outer walls starting from the entrance into the level. Eventually I had only one room left (room 39) and I had all but given up on my method. I pressed 'E' (for Examine Wall for Secret Door) expecting nothing to happen, but instead I was greeted with "Found Thee a Secret Door!" All right!


Here is the complete map of the Temple of Apshai, Level 3:




You will notice a difference between this map and the previous two maps that I've made so far: I've included the traps. As the manual says about traps for this level:


CAVE IN TRAP - There are no traps per se in the Apshaian mines. One never knows, however, when a rock might loose itself and cause severe damage to those unfortunate enough to be standing below. For this reason it is highly recommended that all visitors wear helmets while wandering through the ancient caverns.


This level is FULL of cave-in traps (there is one in almost every room). Unlike the previous two maps that I've made so far, I have decided to show the traps that are in most rooms. Traps are found by pressing 'S' (Search for Traps). If a trap is found it is shown as a skull and crossbones. Notice how many of them are on the map!


There is just one more map to create (for level 4)... and then it is on to the second part of the Trilogy, "The Upper Reaches of Apshai!"



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Its great being able to see these - thanks!


I'm glad that you like them. I've discovered that making these maps is far more fun then I expected it to be. I hope that someone gets some fun from viewing them or... gasp!... using them.


I've been able to play the game very well using the text format instructions that I mentioned earlier. When I used to have the game on floppy I had the actual manual. Not only do the descriptions add to the game, but the pictures in the manual seemed to make the game a little bit more exciting. I don't have the manual anymore and I've been VERY surprised that no one has scanned it. I've found scanned versions of the original Temple of Apshai manual, but they don't seem to have the same pictures (at least as I remember them).


The manual gives descriptions of the 23 monsters included in the Temple of Apshai. The manual doesn't seem to say anything about other creatures in the sequels, but I THINK that there are more monsters. I haven't played those games in... well... probably twenty-five years-- so I can't remember for sure. I've entered every room on the first three levels and about half the rooms on level four (I'm still mapping it), but I have only encountered fifteen of the monsters. As I've been playing the game I've also been taking screenshots of all the monsters and I plan to compile them into a bestiary of some sort.



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I'm really excited about the maps. Is it possible to use the maps for the planned second edition of the handbook of ATARI Games?


PM sent.


I'd like to see these maps spread about, in their original GIF form, onto other sites. Feel free to pass them around or upload them where you feel they might be of use to people. Also, if these are used in print, then I would like a copy of the book or magazine that they are printed in.



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I have finished creating the map of level 4 of Temple of Apshai. This is the final map (map 4/4) of the first third of the Temple of Apshai Trilogy. Unlike previous maps, I have decided to mark where three important magical treasures are located.




The next level to explore is Level 1 of "The Upper Reaches of Apshai." This second game of the Trilogy is a much less serious game. It is lighthearted and funny-- or at least I THINK that seems to be the aim of it. For example, here is what the proud adventurer faces for Level 1 of the "Upper Reaches of Apshai:"


The innkeeper has graciously assented to your cleaning up the yard behind his inn. He has warned you of the possibility of a thief in the neighborhood, however, and dark rumors concerning peculiar happenings in the vegetable garden have been circulating lately. Be careful.


The first creatures that you encounter are geese, dogs and chickens! Not the most impressive display, but perhaps the folks at Epyx were a little tired of creating the same old thing and decided to take a break from the usual fare available at the time. Here is an example of a goose that the player encounters:




I would hardly want to go around a village slaying the local's farm animals. Wouldn't that give me a bad reputation in the neighborhood? If not... then it should!


The Temple of Apshai Trilogy manual contains descriptions of each "room," and a very small bit of background for each level (for example, the above quote is all that you know about level one). There are no other descriptions of the game. I have found the description of the Upper Reaches in an Epyx catalog online. I've typed them up to give everyone a general idea of what the game is about:


For the true Temple of Apshai aficionado, The Upper Reaches of Apshai is the first in a series of expansion dunjons for the award-winning "Temple."


The Upper Reaches of Apshai has four fun levels and over 150 rooms, gardens, berry patches, and caverns. Horrible monsters, from giant tomatoes to killer chickens, lurk in the Innkeeper's backyard.


Discover the secrets of Benedic's Monastery and the cottage of Merlis the Mage. What of all those donations adventures have made to Benedic over the years? Perhaps a sizable horde, maybe a healing potion-- or something even more intriguing-- remain within the cleric's realm.


In the Upper Reaches of Apshai, you'll be walking on eggs in search of... Who knows? In Olias' cellar may lie the sword and shield he took from you, oh, so many moons ago.


Take your favorite character along, or have the Innkeeper generate a new one for a combined indoor and outdoor adventure.


I've looked online for the manual for the original expansion version of The Upper Reaches of Apshai, which I figure probably has more information and gameplay background, but I can't find it. Does anyone have a link for it? Does anyone own it?



Edited by ballyalley
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Hi Adam,


Great work on the maps, thank you!! This was (and is) one of my favourites, and I now have it on an Atarimax flash cart with save game feature so can start playing it again! I don't have the original expansion manual for Upper Reaches, but I do have the original expansion manual for Curse of Ra if you need that scanning one day!






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Great work on the maps, thank you!!


Thanks. It has been a pleasure putting the maps together, but getting feedback is always great. In a way, using the maps sort of ruins the game as the primary reason that I play the game is to explore. These games were created in a time before end-of-level bosses ruled. Thus, my primary motivation when playing Temple of Apshai is exploration. Making the maps has made the game more fun, and a bit easier too. Finding hidden rooms is easy when you have a map that is "drawn" exactly to scale and an obvious hole is missing somewhere in the middle of the map.


This was (and is) one of my favourites, and I now have it on an Atarimax flash cart with save game feature so can start playing it again!


First, where can I get this hacked version of the Temple of Apshai Trilogy so that I can play it on my real Atari using my AtariMax cart? If it is NTSC (or will work on an NTSC TV without rolling the screen or having strange colors), then I'll try it out. The only trouble with playing on a real Atari is that I can't map the game using screenshots. I initially map the game using the tried and true old-fashioned paper method before I begin to take screenshots that I use to create the maps that I've been uploading. I should upload a scan of my next hand-drawn paper map so that you can see the immense difference between my chicken-scratch and the final product.


Last night was the first time in many years that I played the Atari version of the Temple of Apshai. I wanted to make sure that my memory had served me correctly and that the Atari version and the Commodore version both have the same maps. I played the game using the new (to me) Altirra Atari 800 emulator. I played Level One of Temple of Apshai. The maps, and the scale, do appear to be the same (though I only explored about ten rooms). What I was surprised by was the lack of color and detail in the Atari version of the game. There isn't a BIG difference, but a difference does indeed exist. I was rather embarrassed for the Atari game when my character was attacked by a Swamp Rat. The Rat looked like a jumble of pixels and even KNOWING what the monster was didn't help me to identify it. The other difference that I noticed was that the Atari version has different monsters attack the player's character. In the Commodore version the first foes are the Antmen. In the Atari version my character was attacked over and over again by the Giant Mosquitoes. Next I encountered the Swamp Rat. I never did see an Antman. Granted, I only explored for a short time, but I certainly would have seen those monsters right away in the Commodore version of the game. Discovering small differences like this enhances the game to me. It makes me want to try some of the other versions too.


I don't have the original expansion manual for Upper Reaches, but I do have the original expansion manual for Curse of Ra if you need that scanning one day!


The Temple of Apshai's manual is also lacking in background information for The Curse of Ra. As with The Upper Reaches of Apshai it basically gives the room descriptions and a VERY brief overview of the level. If there is more background than that in the original manual, then I would be very interested to read it. I did a search online, but I didn't find the manual there, so I would love to arrange for scans to be made. Perhaps you could just upload them directly to this thread.


Finally, now that I've looked at the Atari version of the game, I have a question for those that are interested in giving some input into these maps. I would especially like to hear from "Bunsen" about this, as he wants to print these in his German Atari Hint book for the Atari members of ABBUC (Atari Bit Byter User Club-- an Atari club with over 400 members in Germany!).


When I made the Temple of Apshai Commodore maps I purposefully removed the traps from Level One and didn't mention where any treasures were found. Since I will be making these maps again using the Atari, should I include this type of information? I could easily mark down all the traps by leaving the skulls on the map, which represent the traps (as I did with the Commodore Level 3 and 4 maps). I could also mark down where any treasure (except "Nothing of Value" and "Garbage") are located. Do these details give too much away? Or is this the sort of information that is most useful to game players?



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Finally, now that I've looked at the Atari version of the game, I have a question for those that are interested in giving some input into these maps. I would especially like to hear from "Bunsen" about this, as he wants to print these in his German Atari Hint book for the Atari members of ABBUC (Atari Bit Byter User Club-- an Atari club with over 400 members in Germany!).




I would like to have as much information as possible on the maps. OK, it spoils the fun when you play only after the maps. The same is also true for adventure games, if you play after a walkthrough. As a player you can use the cards as a tool if you have trouble somewhere. Everybody can decide how much he uses the maps.

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First, where can I get this hacked version of the Temple of Apshai Trilogy so that I can play it on my real Atari using my AtariMax cart? If it is NTSC (or will work on an NTSC TV without rolling the screen or having strange colors), then I'll try it out. The only trouble with playing on a real Atari is that I can't map the game using screenshots. I initially map the game using the tried and true old-fashioned paper method before I begin to take screenshots that I use to create the maps that I've been uploading. I should upload a scan of my next hand-drawn paper map so that you can see the immense difference between my chicken-scratch and the final product.




This link has the download for the AtariMax 1Mb Cartridge game..




Good luck Lot's of fun.

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I have finished mapping level one of the Temple of Apshai Trilogy for the Atari 8-Bit. I used the Altirra Atari emulator (version 1.8 ). Here is the map including, as requested, all trap and treasure locations.




While I was creating this map I noticed that I slightly misplaced room 20 on the Commodore 64 map. That was my own fault. My memory did serve me correctly though, as all the details between the Atari and C64 appear to be the same. That is, the MAP, is laid out the same, but I did notice small gameplay differences, but nothing that has a significant impact on the game.


Most of the rooms contain a treasure chest, but many of those chests contain nothing of value or garbage. Twenty-five of the rooms (out of fifty-six total rooms) have treasures worth keeping. That means that about 44% of the rooms are worth visiting. Remember that when you leave a level and then re-enter, all the treasures are back again in their original locations. This makes stocking up on certain items easy.


I have created a list of the eighteen treasures available on this level. Next to each treasure I have listed where the treasure is located (some treasures are available in multiple rooms).


Temple of Apshai, Level 1 - Treasurers



T01 - Lilies - Room 7

T02 - Incense Moss - Room 10

T03 - Phosphorescent Algae - Room 13

T04 - Magic Cloak - Room 15

T05 - Food Algae - Rooms 20 and 23

T06 - Mushrooms - Rooms 21 and 22

T07 - Kelp - Rooms 25 and 26

T08 - 4 Gold Pieces - Room 29

T09 - Arrows with Silver Points - Room 30

T10 - 5 Small Diamonds - Rooms 25, 37, and 43

T11 - 8 Small Diamonds - Room 36

T12 - 4 Small Diamonds - Rooms 40, 45 and 46

T13 - 7 Small Diamonds - Room 42

T14 - Arrows with silver points - Room 47

T15 - Magic Sword and 2 gold pieces - Room 48

T16 - Magic arrows - Room 51

T17 - Copper Ingot - Room 54

T18 - 200 silver pieces and a diamond ring - Room 55



I have previously mentioned that there are 23 monsters in the four Temple of Apshai levels. The monsters are:


1 - Antmen

2 - Carrion Beasts

3 - Centipedes

4 - Ghouls

5 - Giant Amoeba

6 - Giant Ants

7 - Giant Bombardier Beetles

8 - Giant Fire Beetles

9 - Giant Leeches

10 - Giant Mosquitos

11 - Giant Rats

12 - Giant Spiders

13 - Giant Termites

14 - Giant Ticks

15 - Giant Wasps

16 - Jellies

17 - Skeletal Bats

18 - Skeletons

19 - Spiders

20 - Swamp Rats

21 - Vampire Bats

22 - Wraiths

23 - Zombies


I encountered just eight of the monsters on level 1:


1 - Antmen

2 - Fire Beetles

3 - Giant Ant

4 - Giant Beetle

5 - Giant Leech

6 - Giant Mosquito

7 - Skeleton

8 - Swamp Rat


I took screenshots of each monster that I encountered as I was progressing through level one. I have created a picture layout of each of these eight monsters.




These monsters don't look so scary, do they?


Creating the new map with the extra detail, and including the extra information in this posting, took quite a bit more time, but I think that it was worth it. I find that the new map set-up is easy to follow; let me know what you think of it.



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I have finished mapping level two of the Temple of Apshai Trilogy for the Atari 8-Bit. Here is the map including all trap and treasure locations.




The Commodore 64 and Atari versions of map 2 match exactly, including the trouble that was already noted about the Commodore 64 version. In that version I had to squash room 30 to make it fit correctly on the dungeon map because the bottom of the room overlapped with room 25 by about one tile-- so I deleted the overlap and shortened the room. I had to do the EXACT same thing in the Atari version.


I have created a list of the thirteen different treasures (fifteen total) available on this level. Next to each treasure I have listed where the treasure is located (some treasures are available in multiple rooms).


Level 2 - Treasurers



T01 - Silver candelabra, 6 silver trays and a bronze skull ring with mithril specks for eyes - Room 9

T02 - 50 silver pieces - Rooms 19, 49 and 53

T03 - A small gold ingot and 2 small rubies - Room 12

T04 - Magic Cloak - Room 13

T05 - 2 small silver ingots, 2 copper ingots and 3 small diamonds inside - Room 14

T06 - Milky white Potion - Room 16

T07 - Magic Talisman - Room 24

T08 - Finely honed blade worked with mithril - Room 31

T09 - 60 gold pieces - Room 55

T10 - 600 copper pieces, 60 gold pieces, 200 silver pieces and a diamond ring - Room 56

T11 - 100 silver pieces and 30 gold pieces - Room 21

T12 - 200 silver pieces and 30 gold pieces - Room 25

T13 - 7 silver coins - Room 51


Along with several of the monsters first encountered on level 1, five new monsters are introduced on level 2:


1 - Giant Wasp

2 - Huge Termite

3 - Jelly

4 - Vampire Bat

5 - Zombie


I took screenshots of each new monster that I encountered as I was progressing through level two. I have created a picture layout of each of these five monsters. By the end of level 2 I have encounter 13 of the 23 monsters in the Temple of Apshai.




The most poorly drawn monster that I've encountered so far is the Swamp Rat, from level one, but the Vampire Bat comes in as a close second place.


Has anyone tackled any of the dungeons so far since I started creating these maps?



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After playing the Temple of Apshai Trilogy so often over the last two weeks, I thought that I'd write an article about it. I was scouring the Internet last night looking for some resources when I came across an EXCELLENT history of the Dunjonquest series (of which the Apshai games are a part). The article is simply called "Dunjonquest" and the author is Derboo. You can find the article here:




Derboo takes the ideas that I had for an article and just runs with them. Most of the various versions of the games for different platforms are compared against each other. The writer seems to do his best to give fair judgment to each DunjonQuest version, no matter what platform it was released on. This goes from the lowly graphics of the Commodore PET to the Atari 8-Bit and Commodore 64. He even talks about the unreleased version of Temple of Apshai for the Coleco Adam. In just about every case the Atari versions are said to be the port to play, not just for graphics, but also for sound and, probably more than anything else, for how fast the game responds to the player. The only exception to that rule is that if your playing the Temple of Apshai Trilogy, then a modern gamer who is not familiar with the classic systems should probably try the Amiga or Atari ST versions both because of the graphic improvements, but also because the entire text from the manuals are built into those games (just press the enter key and the entire room description appears).


The ELEVEN DunjonQuest games, listed in the order that they are covered by the author, are:


1) Temple of Apshai (1979)

2) Upper Reaches of Apshai (1981)

3) Curse of Ra (1982)

4) Temple of Apshai Trilogy (1985)

5) Datestones of Ryn (1979)

6) Morloc's Tower (1979)

7) Hellfire Warror (1980)

8 ) The Keys of Acheron (1981)

9) Danger in Drindisti (1982)

10) Sorcerer of Siva (1981)

11) Gateway to Apshai (1983)


These games aren't just simply talked about in passing. From the information that the author provides, it is obvious that he played each game to completion (or near completion). He talks about the good and bad points of each game- except for "Keys of Acheron." I was very surprised that the author could not find a good dump of "Keys of Acheron" for any of the systems for which it was released. I took a brief look for the Atari version of the game, but I couldn't find it. Does anyone know where to find this game? If not, does anyone OWN this game?


If you have a slight interest in Apshai, then this article might be overload for you, but if, like me, you find the game fascinating, then you'll find the history of Apshai (and, at times, of Automated Simulations and Epyx) to be very intriguing. I was very pleased to find the article, read the details and see the time and effort that the author put into his writing project.



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I have finished mapping level three of the Temple of Apshai Trilogy for the Atari 8-Bit. Here is the map including all trap and treasure locations.




When I was making the Commodore 64 map of the third level I miss a few traps (or they were not included in this version). Consider this the definitive map of the third level.


This level has the least amount of secret rooms: just one (room 60). Room 60 has a wraith. As far as I can tell, the only way to destroy this monster is with a magic arrow.


I have created a list of the eighteen different treasures (twenty-nine total) available on this level. Next to each treasure I have listed where the treasure is located (some treasures are available in multiple rooms).


Level 3 - Treasurers


T01 - 2 gold nuggets - Rooms 36, and 40

T02 - 3 gold nuggets - Rooms 42, 43, and 56

T03 - 4 gold nuggets - Room 51

T04 - 5 gold nuggets - Room 32

T05 - 6 gold nuggets - Room 54

T06 - Nothing of value - Not Used

T07 - 2 small diamonds - Rooms 4, 15, 16, and 30

T08 - 1 small ruby - Rooms 7, 8 and 14

T09 - 1 small emerald - Room 29

T10 - 1 sapphire - Room 12

T11 - 1 small diamond - Rooms 5, 11, 13, and 31

T12 - 1 small emerald and 1 small diamond - Room 6

T13 - 1 small ruby and 1 small diamond - Room 9

T14 - 300 gold pieces, a pearl ring, emerald ring, a sapphire bracelet and a diamond ring - Room 58

T15 - 3 small diamonds, a small ruby, a ruby chalice, a silver chain and a pearl ring - Room 52

T16 - 2 small diamonds and a small ruby - Room 34

T17 - 2 small diamonds, a small sapphire, a small ruby and a diamond goblet - Room 10

T18 - 200 gold nuggets - Room 35

T19 - 45 small diamonds, 10 small emeralds, 7 small sapphires and 4 small rubies - Room 60

T20 - Nothing of value


Along with several of the monsters first encountered on levels 1 and 2, three varients of monsters are introduced. They look slightly different or use a different weapon, and are also more difficult to defeat. They can each also inflict more damage to the player's character. These updated monsters are:


1) Antman (With Spear)

2) Skeleton (With Spear)

3) Zombie (Gray)


Like the new monsters, I also took screenshots of the alternate versions of these monsters:




I took screenshots of each new monster that I encountered as I was progressing through level three. I have created a picture layout of each of these five monsters. By the end of level 3 I have encounter 18 of the 23 monsters in the Temple of Apshai.


1) Carrion Beast

2) Ghoul

3) Giant Rat

4) Giant Spider

5) Wraith




There is only one more level left to map for the Atari 8-bit version of the Temple of Apshai. After that, I'll start mapping the Upper Reaches of Apshai.



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I have finished mapping level four of the Temple of Apshai Trilogy for the Atari 8-Bit. Here is the map including all trap and treasure locations.




I have created a list of the fourteen different treasures (sixteen total) available on this level. Next to each treasure I have listed where the treasure is located. Some treasures, although not many in this level, are available in multiple rooms.


Level 4 - Treasures


T01 - Gold plaques - Rooms 9

T02 - Magic Sword - Room 10

T03 - 84 platinum pieces, 55 small diamonds and Magic Cloak - Room 14

T04 - 65 gold pieces - Room 15

T05 - 60 gold pieces, 15 small emeralds, an emerald bracelet, 2 diamond stickpins, 2 gold chains and Magic Boots - Room 20

T06 - Magic Book - Room 34

T07 - The arrows have mithril slivers - Room 37

T08 - 500 gold pieces - Room 38

T09 - 5 platinum crosses, 2 platinum offering plates and 2 platinum candelabras - Room 43

T10 - 50 gold pieces - Rooms 47, 50, and 51

T11 - 30 gold pieces - Room 53

T12 - 10,000 silver pieces - Room 55

T13 - Gold plaque - Room 18

T14 - 2 large rubies - Room T14

T20 - Nothing of value


I had trouble finding Treasure 11 (it turns out it was my own fault, I didn't mark it down correctly when I was mapping the level). To help me find the missing Treasure, I also broke the list down into the rooms that have the treasures:


1) Room 9 - T1

2) Room 10 - T2

3) Room 14 - T3

4) Room 15 - T4

5) Room 18 - T13

6) Room 20 - T5

7) Room 25 - T14

8 ) Room 34 - T6

9) Room 37 - T7

10) Room 38 - T8

11) Room 43 - T9

12) Room 47 - T10

13) Room 50 - T10

14) Room 51 - T10

15) Room 53 - T11

16) Room 55 - T12


Along with the monsters first encountered on levels 1, 2, and 3 there are variants of monsters introduced on level 4. These monsters look slightly different or use a different weapon. They can each also inflict more damage to the player's character. These updated monsters are:


1) Antman - Red, with Spear

2) Giant Rat - Gray

3) Zombie - Brown


Here are the screenshots of these alternate versions of the monsters:




I took screenshots of each new monster that I encountered as I was progressing through level four. I have created a picture layout of each of these monsters. By the end of level 4 I have encounter 21 of the 23 monsters listed in the Temple of Apshai manual.


1) Giant Amoeba

2) Giant Tick

3) Skeletal Bat


I also encountered one monster not listed on the monster list at all:


1) Giant Mantis


These four new fourth level monsters are included on the following compilation picture:




The two missing monsters are Monster 3 (the Centipedes), and Monster 19 (Spiders). Although Giant Spiders ARE mentioned in the manual (and I did encounter them) the Spiders have a separate entry in the list. The manual's descriptions of these two missing monsters are:


1) 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 poisonous.


2) Spiders - This represents a whole nest of small spiders. These little killers are coal black and have white eyes. They inhabit small dark spaces such as the insides of chests.


I was quite methodical about taking screenshots of the monsters as I encountered them, so I'm quite sure that I never encountered them on the Atari 8-Bit or the Commodore 64 versions of the game. I did find a screenshot of the Amiga version of the Centipede and the room that it occupies. Here is a picture of it:




From the Amiga picture I could see that the Centipede is encountered in Room 3 on SOME level-- I wasn't sure which one. Since I had the room number I thought that I might be able to find the Centipede and get a picture of it. My search was in vain. First off, from the Atari maps, I realized right away that the Centipede wasn't in any of the four levels of The Temple of Apshai. The room layout of level 3 is different from that of the Atari 8-Bit and Commodore 64 versions of the game. Then I thought that Room 3 might either be included in Upper Reaches of Apshai or Curse of Ra. However, a search of Levels 1-4 of each of those games on the Atari 8-Bit version of Temple of Apshai Trilogy turned up nothing.


I also discovered that there isn't ANY Room 3 in the Atari 8-Bit version of the Temple of Apshai that looks anything at all like the Amiga version. I had given a cursory look at Level 1 of the Amiga version of Temple of Apshai and it WAS the same as the Commodore and Atari versions of the game, so I had concluded that the layout for all the levels was the same. My presumption seems to be incorrect. This discovery makes me want to play more of the Amiga version, but I can't (at least not now)... as I have more exploring of the Atari 8-Bit version still left to do. This does leave me wondering just how much of the Amiga version is different from the two versions that I've mapped so far.


It makes sense that level four of the the Temple of Apshai is the most difficult and deadly for the player's character. While playing level four I came up with a few tips that might help out a few adventurers:


  1. When I was finished exploring and mapping Level 4, I had 39,265 experience points. This is after going through the Commodore 64 version of levels 1-4 and then going through the Atari versions of levels 1-4. This means that I explored eight levels, yet level four still found ways to do my adventurer in.
  2. The fastest way to get more elixirs, the more powerful of the two healing options in the game, is to grab them from Level 1, Room 4.
  3. The Antman on Level 4, Room 2 almost ALWAYS kills my character. This also would happen in the Commodore 64 version of the game, so I guess the game designers made that particular Antman particularly powerful for some reason. I learned to save the game as soon as I entered this room so that if my character died I could just start over from there.
  4. Room 14 on Level 4 has a trap that has a VERY good chance of killing the player's character if he is hit by it. Even with full health my character has died several times while springing this trap to reach the treasure. This is also one of the few traps that the character can't avoid unless the player doesn't want to pick up the treasure. It is worth the risk to get this treasure. The loot that you find in the chest are 84 platinum pieces, 55 small diamonds and a Magic Cloak. I think that this is the most valuable treasure in the game (if you don't count magic items like swords or books).


This wraps up mapping the Atari 8-Bit version of levels 1-4 of Temple of Apshai as part of the Temple of Apshai Trilogy. I'm going to take a break before I tackle the second part of the Trilogy, which is level one of Upper Reaches of Apshai. I hope that people enjoy and are able to make use of these four maps that I've made so far.



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I do have the manual for the "Temple of Apshai Trilogy" (in text format), but now that I'm mapping the "Upper Reaches of Apshai" I have tried harder to find the manual for that expansion. Although there is plenty of information in the Trilogy's manual to play the "Upper Reaches," I expect that there might be a little more background information in the original release.


During my fruitless search for the "Upper Reaches of Apshai" manual online, I did come across some hand-drawn maps for the game! These are pretty interesting. I was just about to automatically use them for reference, but then I decided against it. They reveal everything. That is one of my worries of the maps that I've been creating. Everything is given to the player without any effort at all. It's the effort that makes this game fun. It is the searching for ALL the treasures. It is finding EVERY room. Yet I do understand that some people prefer using maps rather than making them. I know I wouldn't want to make a map of the United States as I made my way across the county-- maps are MADE to use.


If you want a short, insightful overview of the "Upper Reaches of Apshai," along with hand-drawn maps of the four levels, then visit this blog:




The blog says that the "Upper Reaches" are more difficult to map because:


Rooms can overlap. [...] Adjacent doors don't have to have the same connections. [... and] the "two rooms appear to be one room" trick."


The blog goes into more detail about all that, so if you're interested in knowing what that means, then read it in full. Suffice it to say that it seems that it will make mapping the levels using screenshots much more difficult. I already have some ideas in mind on how to create disjointed maps. I know for sure that the new maps, starting with the second level, won't be as "clean" as the maps that I've been creating so far.



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WOW, Adam -- Just this single thread is much more detailed and informative than any Epyx manual I've ever seen. Sure, the room descriptions are also included in the original docs, and probably add to the fun; but your maps alone could serve as handy reference points even to those who'd like to make their own maps, as they'll have some meticulously done versions to compare theirs with, in order to double-check the details.


I've enjoyed reading all of this Apshai stuff that I didn't know. That certainly defines the best games from that first major era: There are still things to discover and hone, 30+ years later!

Edited by Chris++
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I've already noted that the "Temple of Apshai Trilogy" is lacking in additional information for "Upper Reaches of Apshai." There is quite a bit of information for the original game, but that part of the manual happens to also be missing quite a bit of information. I learned this today when, out of curiosity, I started reading the original manual for "Temple of Apshai." The Introduction is longer and quite different and there is also a short story called "The Adventures of Brian Hammerland." I'd read references to this story, but I thought that it was included with another game. There is another story, I'm told, called "The Adventures of William Nailfoot" that is included in the original manuals of "Upper Reaches of Apshai" and "Curse of Ra."


Since the "Hammerland" story isn't included in the Apshai Trilogy, I've OCR'ed it and proofread it. The story is about three pages long. It sets a very fun tone and fleshes out quite a bit of background for the game. Even if you have never played the game, and never plan to play it, I'm sure that you will enjoy this comical tale.



"The Adventures of Brian Hammerhand"

By Epyx Computer Software

(From "Temple of Apshai" Instruction Manual)





Landfall at last!


Don't get me wrong, now, chum. Shipboard life can be enjoyable. You meet a lot of interesting people-- thieves, exiles, fugitives, and the like-- most of them as willing as I to gamble a week's wages on a cast of the bones. And so far as I can tell, being swallowed by a sea serpent can't be much different from being chewed up by any of the foul creatures on Geb's good earth. It's just that I'm infantry born and bred, and you can't ground your spear against a charge at sea. Besides, this leather armor may float all right, but it wouldn't stop a wasp sting, much less a pirate's arrow


Staggering down the gangway-- my legs yet unaccustomed to treading a stable surface-- my ers were assaulted by raucous mixture of music and shouting carried downwind from the only tavern in evidence. Our port of call was a poor excuse for a hamlet, it appeared, but at least it didn't pitch and yaw every time the gods of the sea got playful.


When I moved closer, I saw an inscription on a worm-eaten piece of planking hanging above the open doorway: The Wallowing Whale Tavern. From within the shabby, red clay building at odd intervals bellows of "Ale! Ale!" rose above the din. With the luck of the dice running against me lately, I was just about down to my last copper. Still, I was thirsty, and my purse would get no fatter without help. Shrugging, I went in to see what passed for a drink in this forgotten armpit of the continent.


As I expected, the place was no better inside than out. Half-barrels served as tables, and the seating ranged from milking stools to shipping crates to the red clay floor itself. Nestling into the red powder at a table occupied by an unconscious seaman, I peered through the gloom and smoke for the serving wench. I spied her slowly wending her way through the press, and staggering under the weight of two over-full serving trays. Comely once, I guessed, she now looked as run down as the tavern itself.


As the wench neared my table, I cried, "Ale!" My voice, loud enough to be heard, was echoed by a moan from my unconscious companion. Flipping one of my last copper pieces down her bodice, I reached for the only clay mug with no flies on its rim.


I was intercepted in mid-reach by a massively thewed arm thrust toward the tray by a giant of a man sitting at a nearby table. In his haste, the fellow succeeded only in upsetting the tray, showering us both with ale. Cursing the clumsiness of the serving girl, he leaped to his feet and struck her. Bone yielded with a snap, and her arm hung limp. A drop of blood welled where her teeth held her lip, but she made no outcry.


"Geb's beard," I swore grimly, as he still berated her. "Wouldst care to try that with one less frail, chum?"


As all eyes turned to me, I studied my opponent briefly ere he lunged. I saw no promise in assaulting either the huge hairy chest or the treestump hairy legs, so I ducked under his outstretched hairy arms and smashed my gauntletted fist into the side of his snarling, hairy face as he went past. His momentum carried him over my table and head first into the wall. The old building shook. He bounced halfway back to his feet before sliding slowly down to rest cheek to cheek with the drunken sailor, who greeted him with a belch.


"Anyone else?" I asked the crowd. There was a deal of talking, but none stepped forth. Not against a man with a hammer for a hand," one muttered.


I bent down and tugged loose a heavy purse from the hairy man's belt. Turning, I flipped it toward the serving maid's good hand. "Take a holiday," I suggested, as she caught it. She nodded, still without speaking, and I took myself off before the fellow's friends-- if he had any-- could gather their courage.


I was walking toward the docks, half regretting giving away what felt like a goodly sum when my own purse was near empty, when I heard footsteps behind, in a heartbeat I was flattened out behind a building, my dagger in my hand. The wisp of a lad who turned the corner jumped when he saw me waiting. He looked as harmless as a heifer, but I growled, "Well?"


Eying the scowl on my face and my naked blade, he suddenly burst out, "Yawannagitrich?"


"Geb's beard," I muttered, sheathing my dagger. "Who doesn't?"


As we strode off down a dirt lane, he elaborated on his proposition. I was silent until we stood before the gate to a well-kept yard fronting a small, wooden shack. "We're there," said the lad.


After a time, I shrugged and gave him my last two copper pieces. It was little enough, and, if the tale be true, I wouldn't miss it. If not, I'd take it out of his hide, if need be-- and he knew it. I left him then and strode up to the house of Merlis, a mage of little account (so said the boy) and what passed for the wise man of the village now that priests of Geb stayed away. It was Merlis who told me the rest....



The Legend of The Ruins of Apshai


For more generations than any man now living could count, this entire corner of the continent was devoted to the worship of Geb, god of the earth. Into the area came worshippers of Apshai, the insect god, who claimed knowledge far in advance of that possessed by the followers of Geb. However, it was widely known that this knowledge came from dark and sorcerous practices, and the Gebite priests, fearing the results of their grisly rites, led their people to drive the outlanders from the village.


Fleeing south, the Apshaians were shortly halted by a vast, uncrossable swamp. Unable to return to the Gebite village, and unwilling to essay the perils of the swamp ahead, the high priest of Apshai prayed to his patron for guidance.


Scarcely had he begun his devotions when he was interrupted by the intrusion of a young girl who said that her brother had fallen into a pit and did not answer her calls. Although the priest was wrapped in his own concerns, he did direct some of the others to search for the youth, but they returned at nightfall, defeated, convinced the pit must be bottomless. Nor had Apshai seemed to respond to the priest's prayers.


Then, shortly after dawn the following morning, the boy wandered into the pilgrim camp, cut and contused, but without serious injury. Not only had the lad returned safely, but Apshai seemed to have used him to give the solution to his people's plight.


The pit may indeed have been bottomless, but the boy had landed on a shelf not too far below the surface, unconscious. He had come to after nightfall and had wandered in the dark through a series of caves, eventually coming upon a larger cavern with a salt-water beach. There he had collapsed to the sand, too weary to continue. He awakened to a light touch only to see a six-foot-long ant towering over him. Despite his beliefs, he fled this manifestation into the water.


As his swimming brought him nearer to the furthest wall of the cavern, he noticed the water had assumed a greener hue. Beneath him a glow spread into the murky depths within the cavern. He dove and swam into the brightness.


When he surfaced, drawing in great lungsful of fresh sea air, he rejoiced in the restoring warmth of the sun. As he climbed the rocky face of the overlooking coastal bluff, he noticed that the water was receding. The clump of red seaweed which had caressed him as he swam out of the cavern was now hanging limp from the cliff face.


The boy led his people back to the spot. Behind the drape of seaweed, they discovered a narrow cleft in the rock. They had found their new home.


In the caves beneath the coastal bluff, the Apshaians set to planting the strange crops they knew would flourish in the underground environment. They hewed out new passages and reaped the harvest of gems and gold they found in their new cavern kingdom. They prospered, and their numbers swelled. The power of Apshai grew in the land. Finally, they were even accepted by the Gebite priests, who were won over by the tribute of gems and incense sent to them every year.


The Gebite people, however, grew sorely fretful. While none knew the details of the dread Apshai rites, dark rumors abounded, and every year young people disappeared. The priests of Geb, well satisfied with their new wealth, ignored their pleas, for nothing could be proven. By themselves, the people prayed for three years while the temple of Apshai was constructed within the cavern by the sea. They prayed for two years more while a plague of insects from the swamp beset them. They prayed for five years more, while the priests of Geb continued to burn Apshaian incense moss during the Gebite rites, even though crops failed and animals were barren.


Finally, the people's prayers were answered.


One morning, as the priests began their regular devotions, the earth trembled beneath them, and a deafening roar was heard throughout the land. Stumbling out of their tottering temple, the shaken priests were greeted by the tumbled ruins of what had once been their town. Following the cries of the villagers, they hurried to the shore and ran up the beach toward the coastal bluff. When they reached the entrance in the cliff face, a thin streamer of dust was filtering from within. They peered in and, where the mighty temple of Apshai had stood against the far wall, they now saw only a vast slide of fresh earth.


Over the years, the village was rebuilt, and the Gebite priests renewed their power over the common folk. For many years the caverns remained seldom visited and always undisturbed. Generations passed, and memories faded into legend.


Then, during the reign of high priest Nemdal Geb, a movement was begun to excavate the old temple in search of the legendary gems and gold of the Apshaians. A noted engineer was hired, and first the ancient temple and then the ancient passages, one by one, were cleared. The underground gardens, with their strange, sunless growths, were rediscovered, as were the shops and, finally, the mines of the Apshaians. Nemdal Geb decided to continue the excavation in hopes of recovering the lost knowledge of the Apshaians. This proved to be an ill-fated decision indeed.


Shortly after the fourth passage was cleared, work parties began to disappear. Soon no one would enter the fourth passage, and eventually the other passages and the temple cavern itself became unsafe. Commerce dwindled, and the population waned. The town was again facing disaster. In response to the people's outcries, Nemdal Geb led the other priests of Geb and the strongest warriors of the town in a quest to end forever the curse of Apshai. They entered the fourth passage, and none returned.





"And now, my friend," Merlis continued, "only the bravest or most foolhardy dare enter the cavern under the coastal bluff when the tide is at its ebb, and few of them return. Those who do grow in legend to proportions men of mere flesh and blood could never hope to realize. My friend, this village is dying, and its people with it. Soon the last will fall to the curse of Apshai, and only the doers of great deeds shall be remembered." He turned his gaze to me. "Dare you join them in search of the lost wealth still, if the legends speak true, hidden there?"


"Geb's beard," I murmured....

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I have finished mapping Level 1 of "Upper Reaches of Apshai" from the Temple of Apshai Trilogy for the Atari 8-Bit. This time I am including three maps of the level. Choose one of the maps that best suites your needs or interests.


Map with Traps Only:




Map with Area Names:




Map with Room and Description Numbers:




I have created a list of the eleven different treasures available on this level. There are fifteen treasures total-- unless you count Treasure 2, the berries, more than once, which I'm not doing here. Next to each treasure I have listed where the treasure is located. Some treasures are available in multiple rooms.


Level 1 Treasures



T01 - A copper piece - Rooms 2, 3, 40 and 42

T02 - Big cluster of berries - Rooms 12-35

T03 - Chicken or Goose Eggs - Room 9 and 10

T04 - Bandit's Treasure - Copper ingot, 750 copper pieces, one silver arrow, 23 silver pieces, 14 gold pieces, two small emeralds, and a partridge in a pear tree. - Room 41

T05 - Some arrows - Room 39

T06 - 6 copper pieces, 7 silver pieces, 3 gold pieced, and a small diamond. - Room 43

T07 - Chicken cacciatore - Room 44

T08 - Laundry - Room 5

T09 - Stale cheese - Room 7

T10 - Rusty chain - Room 37

T11 - Broken crockery - Room 38


When the player's character gains Treasure 7, the game says that it is "Chicken Soup," but the manual states that it is actually Chicken cacciatore-- which isn't "soup" at all.



"Upper Reaches of Apshai" isn't at all like the original "Temple of Apshai." It is quite different, and I wasn't sure exactly what to expect. Once I got myself into the mindset of "Upper Reaches," then I really began to like it. In level one the player's character cleans up the Innkeeper's backyard. Entering into someone's back yard isn't exactly my idea of a fun, but once I did it, I discovered that the designers were just having a bit of fun with the dungeon crawl genre-- which was quite limited at the time. The programmers were poking fun not just at the genre, but also at THEMSELVES.


Just as in the first game, "Temple of Apshai," you really must put yourself into the mindset of the time and place that you're in. The graphics are not going to do it for you. Luckily the manual surely does help. If the descriptions for level one didn't exist, then this level would be a total wash-out. However, the manual DOES exist, and this allows the player to understand that the "monsters" aren't really monsters at all, but just the typical animals and people encountered in the backyard of anyone that lives out in the country setting. Well, except for the "Tomato" and the much more vicious "Killer Tomato." Perhaps these were created from some magic leaking up through the ground from the Apshai dungeons, caverns, mines and tunnels that lurk below the surface.


I encountered eleven "monsters" on level one of "Upper Reaches of Apshai," in "The Innkeeper's Backyard." The Temple of Apshai Trilogy's manual only mentions what monsters will be encountered in levels one to four of "Temple of Apshai--" not on the later levels. I thought the original manual for "Upper Reaches" would list these "Monsters," but now that I've seen a pdf copy of the later manual, I've discovered that it doesn't list the "monsters" there either.


These are the "monsters" that will be encountered in the "The Innkeepers Backyard." I have created the descriptions myself, based on what happens when you encounter each "monster."


1) Bandit - Apshai levels don't have "bosses," but if they did, then this would be him. This is "the thief in the neighborhood" that the innkeeper has warned you about before he sends you into his backyard to clean it up. Even though you've found him and entered his Thieves' Den, if you talk to him a bit and calm him down (say that you're not going to tell anyone that you saw his place), then he will let you pass without incident. However, if you want all the shiny coins and treasure that the bandit has amassed in his Den of No Good, including "a partridge in a pear tree," then you will have to do battle with him for he won't let you have it without a fight.


2) Chickens - If you wander into a barn, then you can expect to see some chickens. The chickens are likely chasing you around because they think that you have some feed for them. They're not too bright and they'll peck at anything, including your feet!


3) Dog - This isn't a rapid dog, so put away your sword! This dog is actually quite a friendly little fella. If you talk to it, he won't bother you. If you had a treat, then he probably wouldn't leave you alone for the rest of your visit into the backyard.


4) Drunk Sailor - My guess is that this sailor fell asleep in the shed, where you find him. If someone woke me up out of a sound sleep and I didn't know where I was, I might be belligerent too. If you talk to the sailor then you don't have to fight him. Perhaps you can help the sailor nurse his hangover tomorrow by sharing a story or two over some ale at the inn?


5) Field Mouse - These mice are eating someone's leftover lunch that has been left in the stables. These mice aren't TRYING to bother you, but if the idea of their little bodies crawling over your feet does bother you (and it should if you’re a warm-blood Apshai Adventurer), then you'll just have to do something about it.


6) Flies - These flies are lingering around garbage. When you walk through the garbage they surround you.


7) Garden Snake - Here is one creature that many adventurers are deathly afraid of. It may be poisonous or it might not be poisonous. You've heard that most snakes aren't poisonous. Why stick around to find out? An adventurer's motto should be: See snake; Run. It would have to be one nimble snake to catch the average fleet-footed adventurer.


8 ) Goose - When you see a graceful goose swimming around the water you'll think, "Oh, how lovely." When you hear the hiss of a goose chasing you around the yard you'll wonder why people keep these mean-tempered fowl around at all. There's only one reason. To scare the children and... because you're not eating a turkey for holiday dinner this year.


9) Housewife - While not specifically said, I presume that this is the innkeepers wife. She lets you pass if you talk to her, but you have to wonder exactly what the innkeeper meant when he asked you to "clean up" his backyard.


10) Killer Tomato - This beastly creation is bigger than a pumpkin and is responsible for at least the death of one chicken, which you discover as is described so eloquently, "closer inspection [of the dead chicken] shows that it is not covered with blood, but with ketchup!" Soon after, you discover that the vegetable garden isn't exactly what it seems at all.


11) Tomato - Killer Tomatoes have to start off someplace, right? This cute little fellow's mouth is barely big enough to eat the bugs in the garden. There is no need for violence here. It's just a vegetable. Or is it a fruit? You don't have time to ponder this deep question because the Tomato's eyes are clearly bigger than its stomach. As soon as it sees you, this pesky bright red monster begins to nip at your boot heels trying to make its way to your throat. Well you can't have that. You pick up your boot and... STOMP!


Here are screenshots of the eleven monsters:



I have already finished mapping Level 2 of "Upper Reaches." I've even just about finished creating the finished map using the screenshots. Level 2 is the first map that will not have a level that can be clearly mapped without some fiddling around with the map layout. When I come up with the best solution for preparing a map with magical rooms that overlap, then I'll upload that map too.



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