Showing posts with label Apshai. Show all posts
Showing posts with label Apshai. Show all posts

Monday, March 10, 2025

Temple of Apshai Trilogy - 1984


If one were to draw out a Venn diagram with one circle including the earliest game programmers and the other circle including players of Dungeons and Dragons, one would find that they were pretty much entirely overlap. With its requirements for personal bookkeeping, many dice rolls, and its piles of reference tables, D&D practically begs for digital assistance. Combine this with the need for a Dungeon Master making it impossible to play alone and you have a pretty good explanation for why so many early coders built what became known as "CRPGs", first for fun and later for profit. In the earliest days, these manifested as programs for mainframe computers — like dnd in 1975—a similar story to how Zork was built. Over the next five years, companies spouted out of the woodwork. Many were founded by these earliest coders, and all were hoping to sell to this wave of potential customers.

Dunjonquest: Temple of Apshai was one of the earliest commercial endeavors for the genre, releasing for the TRS-80 home computer in 1979. It was heavily inspired by Advanced Dungeons and Dragons, which had been published just a few years before. Automated Systems (which later rebranded as Epyx) released numerous follow-up games within the same game engine and the whole library was ported to various home computers.


Getting Started

First, the elephant in the room. Epyx remastered the three Apshai games into a single package for the Commodore 64. This is what I am playing, because the original release is staggeringly slow to play and having easy access to lots of dungeons is hard to argue against.

The game was sold with an expansive manual which lays out how character creation works. A player can let the game generate them a character, which is random, or they can import one from outside. The manual even explicitly instructs the player that they can transfer their already-existing D&D character into the game. It is worth noting, however, that all adventurers are fighters. There are no magic spells in Apshai. Neither are there thief skills, although the player can locate secret doors and traps.

I rolled a random character until I was happy with the results, spent my starting money, and finished with the following statistics and equipment:

I had spent every single silver piece on this equipment (thanks to the ability to haggle letting me punch slightly above my purse's weight), so it was clear that I needed to get started with the dungeon delving.

Gameplay is a little different to other early CRPGs. Rather than choosing between moving a single tile or taking a different action such as attacking, the player chooses their facing and then a number of steps to take. The manual implies that the player can wear themself out if they run around all the time, especially with heavy loads, but in my own play I never dropped below 100% fatigue. The game is also only pseudo-turnbased. An enemy gets a single action per player action but gets a free turn if the player takes too long to do something.


Early Gameplay

©EPYX Inc., 1985

Jumping straight into the first level of the original dungeon, I quickly found that not leaving myself any silver for healing salves was risky. It took me a few trips to just the first few rooms to gain a level and find some elixirs before I felt confident going further.

My first impressions are positive. I enjoy the sounds (particularly the short pieces of music) and the gameplay loop—while slow by modern standards—is compelling, especially as I am mapping as I go. Combat and traps feel threatening enough that I don't want to sprint through the hallways; it's hard to know how much I'll be hurt by something until it is too late. I do not die, but sometimes I limp back to the entrance with my tail between my legs. I attribute this to the game using an armor class system: I either get hit or I don't.

By the time I have explored, mapped and looted the whole of the first floor, I have enough experience points to count as a 3rd-level Fighter (running on the assumption that the game uses AD&D progression), I've upgraded my equipment to have the best the shop has to offer, and I have a small pile of healing items banked. I've also found a +1 sword but it isn't clear what the base, unenchanted item would be. I struggle with this when I return to the game and have to type my character statistics back in.

Several More Levels

As I play more and more, it's hard to shake the feeling that fully mapping the first floor and purchasing all of the items from the innkeeper's shop is the biggest victory. In most D&D settings, a warrior getting full plate and a magic sword is kind of a Big Deal. They are likely a local hero at this point. The second floor is similar to the first and I particularly enjoy the descriptions of the prison space.

As the manual suggests that levels 3 and 4 are harder, I move from the original temple to the game's first expansion, the Upper Reaches. This may have been a mistake. The tone is lighter and there's little challenge to be found for my increasingly experienced character. I fly through the first level and, by the time I have finished the second map of the second game, I am very nearly level 6, and I have increased my Intelligence to 18.

Winding Down

I think that at this point I had realised that I was likely to run out of motivation before I ran out of dungeon. It was not that I was not enjoying the game, it was that I had a creeping feeling growing in me that I'd seen all it had to offer.

I completed the third floor of both the first and second games (here and here respectively), and then poked my head into the final level of the first game where I was killed by the very first enemy on screen. I elected to try the final level of the Upper Reaches and finished up with my character at level 7 with only two ability scores not at 18. This was where I decided to call it quits for now.

Thoughts

I found Temple of Apshai Trilogy to be highly compelling and surprisingly tense during my first few hours. The slow, thoughtful process of entering a new room, reading the description within the manual, dealing with any enemies and then searching for secrets created a gameplay loop that remained fun up until I felt like my character was no longer improving. Unfortunately, a lack of an outlet for the large amount of money a player accrues combined with very little personal progression turns the later floors into a mapping exercise. I found that the more I played, the quicker I went and the more diminished the exploration felt. I don't think this is specifically an Apshai problem, though. When I hit a proper flow while gaming, it's easy for me to lose the detail and get locked into just the basic mechanical aspects.

With regards to the mechanical aspects, the opaque nature of the game system both helps and hinders. When actively playing Dungeons & Dragons, I can see when I roll poorly; no matter what, there's an unavoidable element of metagaming. I know more than my character does. With this game, I can only see results, so the opposite feels true. I can't tell how close I was to a successful hit, nor can I see my armour class or any bonuses from magic items. It feels like my character knows more than me.

Is it Worth Playing?
Yes, but only the first level unless particularly interested in the style of gameplay.
👍

Loot for the Hoard:
144,891 silver pieces, and a magical lily with healing properties.


Wednesday, March 5, 2025

Temple of Apshai Trilogy - Benedic's Monastery Map

General Layout

The final dungeon to explore within the upper reaches is a monastery named after the friendliest NPC that can rescue the player when they are defeated. There are no unusual mechanics like one-way doors, but there is a large spiral staircase leading into the depths that I've represented on the map above as several small floors.

The bulk of this level is relatively peaceful—the monastery itself—with creatures that offer little challenge to the player by this point. Many of them are not even aggressive! We start in the main hall and can walk through the monks' accommodation to the west. Many of these small rooms contain traps and if the player is not careful, they may spawn Geb's Spirit—possibly the strongest creature in the game. Since these traps tend to summon additional enemies, the player can take advantage of the game only handling a single creature at a time. Treading on such a trap while another creature is onscreen causes nothing to happen.

The eastern region and the downstairs is a much less pleasant place. Undead roam the halls and seem able to reduce the player's attributes permanently. The level culminates in a fight with a vampire, something that is hinted within the description in the manual.


Notable Treasures

The main hall (Room 4 to be precise) contains another attribute-increasing item, the Empty Hand. This permanently raises the players Intuition by a point.

There's a few sources of elixirs within this level, but the easiest is in Room 19, just east of the entrance.

Possibly the best treasure yet, the Stale Bread can be found in Room 30. Retrieving this gives you a permanent point of Constitution.

Finally, the biggest source of silver on this floor may be found in the hidden Room 47. The money is probably useless at this point and it is guarded by a vampire. There's also a magic sword at the very bottom of the level in Room 60, but it isn't close to the entrance so repeatedly retrieving it is arduous.


Full Reference


Monday, March 3, 2025

Temple of Apshai Trilogy - Level 3

General Layout

Level three of the original dungeon is a mine filled with sources of gold and riddled with collapsing ceilings that do a surprising amount of damage. There is little else here, but it is a natural step up in difficulty from previous levels. It's particularly noticable here that the antmen are tougher than previous floors.


Notable Treasures

Every treasure in level 3 is cold hard currency. There are dozens of rooms filled with gold nuggets and gems, but by this point in the game, you will have no use for this much silver.

The heaviest haul from this level is found in Room 35. Two hundred gold nuggets in a pile! The ten thousand silver this is worth is really only good for keeping score, however.

Room 60 contains the other notable treasure pile: nearly twelve thousand silver's worth of gemstones. It is guarded by wraiths which may permanently drain the player's strength.


Full Reference


Wednesday, February 19, 2025

Temple of Apshai Trilogy - Olias' Basement

General Layout

In addition to having some overlapping spaces, there's a large number of one-way doors within this level. The general geometry isn't too bad, however, as the player will generally either loop back round to the entrance or will use the alternative exit found in the northeast corner.

Olias the dwarf is one of the NPCs who may rescue the player upon their death and, since he takes all of your treasure for the privilege, we can assume that the wealth in his basement is either our own or has come from similarly unlucky adventurers. The room descriptions paint a much grander picture than simply a "basement". Olias seems to have his own castle!


Notable Treasures

Speaking of the wealth in his basement, Olias has a lot of treasure.

Normally, the large amount of treasure (more than five thousand silver's worth) found in Room 19 would be the haul for a whole dungeon floor. There's actually a second, similar reward in Room 27 to further pad out our now impossible-to-spend hoard.

Easily the best reward so far across the trilogy, Room 34 holds more that twice the aforementioned treasure along with a belt that permanently increases our Strength by one.


Full Reference


Temple of Apshai Trilogy - Merlis' Cottage Map

General Layout

This level is quite a lot more confusing. It's likely the first time that the player experiences a layout that doesn't follow conventional geometry and there are times where exiting a room and then trying to return will instead send you to a third location. I've represented this on the map with notes by the appropriate doorways. The only exception is room 19 which doesn't have a western wall at all; a trick of the layout that's particularly hard to visualise.

Other than this, the level is small. There's the cottage itself, which sort of has two versions that the player travels between, and a forest to the southwest (filled with bees and culminating in finding the hive).

It is worth noting that the enemies in this level give far more experience than both the Innkeeper's Garden and the first two floors of the original Temple of Apshai. I found it trivial to fight my way to what I'd assume was character level 6 (following AD&D rules) by running through the cottage a few times.


Notable Treasures

There's a source of elixirs (honey from the hive) found in the very southeastern corner of the map.

Room 6 holds the best treasure in pure coinage: a chest containing gold worth 1000 silver pieces.

However, by far and away the most exciting loot here is found in the well-hidden Room 19. It's a magic wand with no material value, but collecting it permanently gives the player a single point of Intelligence.

It is trivial for the player to loop through the cottage repeatedly picking up the wand and the chest of coins. During my playthrough, I did this until I had increased my Intelligence to a total of 18.


Full Reference


Monday, February 17, 2025

Temple of Apshai Trilogy - The Innkeeper's Backyard Map

General Layout

The first level found in the Upper Reaches expansion is a far more relaxed affair. Rather than delving into an underground maze, the player is tasked with tidying up the innkeeper's land. The player has a lot more opportunity here to talk to creatures rather than resorting to violence. In fact, getting carried away can lead one to slay the innkeeper's wife!

The majority of this level is outside, though there is a sizeable barn to the north and a shed to the southeast. There is a large open space made up of twenty-four "rooms" representing a field of berry bushes. All of these spaces hold the fruits as treasures, but some are covered in vicious thorns.

Interestingly, there are some aggressively growing tomatoes in a garden adjoining the main field. Some of these attack you, and some of them even have knives! Feels a lot like a certain 1979 movie...


Notable Treasures

There is very little to be found on this level. I think this makes the most natural starting point into the trilogy, but it's a little disappointing if the level is explored later on.

Room 41 (a cave in which a bandit hides) holds the only meaningful treasure, presumably the spoils of the bandit's... banditry.


Full Reference


Temple of Apshai Trilogy - Level 2 Map

General Layout

The second floor of the Temple of Apshai is again largely made of natural spaces that have been expanded and smoothed out. The initial rooms are plain, but the southwest corner of the map shows evidence of industry, including a jeweller's workshop and a forge. The floor is dominated by the bleak gaol and extensive torture chambers on the western side. We also have locations reminiscent of the first floor: underground natural water features give the impression that I am exploring a space that's a continuation of where I was previously.


Notable Treasures

The quality of treasures here has not improved meaningfully since the first floor. This matches up with the rough description in the instruction manual that the first two floors are suitable for adventurers of levels one to three. A player may gather a decent proportion of the valuable treasures by only exploring the western third of the floor.

Immediately upon entering the dungeon, the player can enter Room 9 to find some valuables. The manual hints that the skull ring found as part of the loot may have an additional effect, but it is too vague to see anything going on. If I were to guess, I'd take a stab that the ring protects the player from the stat-draining effect that attacks from some undead can have.

Room 13 contains another magic cloak. While I couldn't verify that this actually improves a player's defenses, it's worth grabbing as early as possible just in case it does.

Room 31 contains a magic sword. Again, it seems random whether this is a bonus or a curse, but at least this room is easily accessible from the entrance to repeatedly collect it.

An elixir can be found in Room 16, but it is probably easier to repeatedly enter level 1 in order to pick up the lilies.

There is also a magic talisman which the manual describes as able to "endow the holder with wondrous powers of mental perception." The effect is too subtle to see, but I assume it increases my chances of (s)earching for a trap or (e)xamining for a secret door. It is found in Room 24.


Full Reference


Thursday, February 13, 2025

Temple of Apshai Trilogy - Level 1 Map

General Layout

The first floor of the Temple of Apshai is presented as being relatively unimpressive. We are treated to descriptions of smoothed out natural passages and expansions to already-existing caves rather than entirely artificial constructions. Sections are flooded or have water flowing through them (particularly the southwest and northeast corners). The middle of the map appears to be the most interesting and has the most signs of long-past habitation, but outside of this region, there is little furniture remaining. Finally, the southeast corner is made up of tunnels dug out of the earth by the antmen who now roam the whole floor.


Notable Treasures

While this is only the first floor, there are still a few treasures worth collecting.

Room 7 contains an easily-grabbable elixir source: magic lilies. Since the dungeon resets each time you return to the inn, it is relatively trivial to only do further exploration once you hold a safe quantity of elixirs. They heal a lot more than the salves you can buy from the innkeeper!

Room 48 contains a magic sword. It is random whether this is a +1 sword or is cursed, and there is no way to know which you have received until you leave.

The ant passages in the southeast corner of the map (Rooms 37-48) contain a multitude of small diamonds which should make it trivial to purchase everything the inn has to offer.

There is also a magic cloak that makes the player a little tougher, but it disappears upon leaving the dungeon. It can be found in Room 15.


Full Reference


Full Spoilers Map

Map created in DungeonScrawl using icons created by Daniel F. Walthall.