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Beneath Apple Manor – Apple II Manual – English

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Language
English
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beneath-apple-manor_apple-ii_manual_en_3th.pdf
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BENEATH
APPLE MANOR™
By Don Worth

A
product
of

~ QU.?ILITY SOFTW.?IRE

Published by Quality Software
©1982 by Quality Software
No part of this publication may be reproduced
wit hout prior written consent.

THE GAME

BENEA '!'H APPLE MANOR is a solitaire role playing simulation
game, loosely based on several popular fantasy games such as
Dungeons and Dragons or Tunnels and Trolls. You play the role of an
adventurer, exploring an underground maze of corridors, rooms,
secret passages and the like, killing dangerous monsters and finding
rich and powerful treasures. The dungeon complex consists of many
floors or levels, each more dangerous than the last, but as you gain
experience from vanquishing Green Slimes, Ghosts, and other
fearsome creatures, your capabilities will rise to meet each new
challenge. Finally, in a dragon horde many levels below Apple Manor
you may . even find the ultimate object of your quest, the fabled
golden apple.
BENEATH APPLE MANOR was originally released in November
1978, making it one the very first fantasy games for the Apple II
computer. It has continued to be very popular, and so, when the
Galfo Integer Basic compiler was released, it seemed natural to
update BENEATH APPLE MANOR for the 1980's. HIRES graphics
and sound have been added to the original version, and it is now
compiled so that it runs so fast that it has been compared to arcade
games. New monster types and magic items have been added also
so that "old pros" will enjoy BENEATH APPLE MANOR - Si:>ECIAL
EDITION even more than the original. Although the game is easy to
learn to play by a beginner, the strategies developed by experienced
players are many and complex. A special section devoted to
strategies is provided later in this manual.
BENEATH APPLE MANOR - SPECIAL EDITION is available only on
diskette and requires a 48K Apple II or Apple II Plus.
Apple II and Apple II Plus are trademarks of the Apple Computer,
Inc.
Dungeons and Dragons is a product of TSR Hobbies
Tunnels and Trolls is a product of Flying Buffalo
The Galfo Integer Basic Compiler is a product of Galfo 8ystems and
is available through Synergistic Software

TABLE OF CONTENTS
THE GAME

2

THE STORY OF APPLE MANOR

4

GETTING 8TARTED

4

GAME INITIALIZATION

5

THE SCREEN

7

THE MAP

8

PLAYER ATTRIBUTES

10

EXPERIENCE AND GOLD

11

THE MAIN q'TAIRCASE

12

REINCARNATION

13

SAVING THE GAME

14

MONSTERS

14

COMMANDS DURING PLAY

17

FOR ADVANCED PLAYERS ONLY

19

COUi:>ON FOR BACKUP COPY

22

AUTHOR'S NOTE

23

COMMAND SUMMARY

2

back cover

3

THE STORY OF APPLE MANOR

any years ago the last known descendant of the Apple family disappeared
without a trace, leaving the ancestral
manor house deserted atop windswept
Apple Peak. For three centuries the
Apples had subjected the surrounding
countryside to a reign of terror,
sending out legions of hellish monsters
at night to murder and pillage. Countless wealth disappeared, to be hidden somewhere within the manor.
It is rumored that the seat of the family's power rested within a
m~gical focus, shaped like a golden apple. Many have sought this
prize but few have survived and it remains only a legend.
You are a young adventurer, trained in arms, seeking a good fight to
hone your skills. You have heard tales of Apple Manor and have
decided to quest for its hidden treasures. Having learned a few spells
from a mage you once befriended, you consider yourself better
qualified than most to undertake such a perilous endeavor. Arriving
at the manor you are disappointed to find the house itself to be
gutted by fire. Upon further inspection, however, you locate a stone
staircase leading down into the subterranean labyrinth, BENEATH
APPLE MANOR.

CAUTION: The BENEATH APPLE MANOR diskette cannot be
copied and attempting to write to the diskette will destroy the
program. BENEATH APPLE MANOR is provided on a high quality
diskette that should give you trouble free usage for many years. If
the diskette should fail, it will be replaced promptly by Quality
Software. Simply return it to Quality Software, 6660 Reseda Blvd.,
Suite 105, Reseda, CA 91355. If you have owned the diskette for less
than 90 days, include your receipt and there will be no charge for
replacement (only those outside the continental United States need
pay shipping). If you have owned the diskette for more than 90 days,
there is a nominal charge of $5.00 plus shipping. Shipping charges for
replacing an out of warranty diskette are the same as those for a
back up copy and may be found on the back up copy order form at
the end of this documentation. California residents must add sales
tax.
Owners of BENEATH APPLE MANOR who feel they need an
immediate back up copy may purchase one for $5.00 plus shipping.
Simply fill out and send in the coupon at the end of this manual
along with payment directly to Quality Software. Only one back up
copy may be ordered by each owner, and phone orders are not
accepted.
To start the game, boot the diskette by simply placing it in drive
number one and turning on your Apple. If the computer is already
on, type PR#6 (if your disk controller card is in slot 6). In a few
moments you will see the title screens and then game initialization
will begin.
GAME INITIALIZATION

When you first boot BENEATH APPLE MANOR. you will be asked a
number of questions which allow you to specify the parameters for
the game. They are:
GETTING STARTED

This package consists of a diskette and a manual. The diskette does
not have a write protect sticker because the status of the game
must be periodically written to the diskette. Do not add a write
protect sticker!

DO YOU WANT SOUND EFFECTS?
During play you will hear sound effects (breaking a door down
chopping at a monster, breaking the lock on a chest, etc.). If you;
wife is trying to sleep in the next room, she may not appreciate
these marvellous noises. In this case we recommend a NO answer to
this question. If you want sound effects, answer YES.

4

5

RESTORE PREVIOUS GAME?
If this is the first time you have played BENEATH AP"PLE MANOR,
you should reply NO to this question. If you have played previously
and have stored the status of your game on the game diskette, reply
YES to restore the game to the point at which you left it (or at least
since it was saved). In this case, you will be asked to specify the
game number you chose when saving the game. The desired game
status will be read in and dungeon construction will begin.
STANDARD GAME?
If you are starting a new game (not restoring an old one) you will be
asked if you want a standard game. If so, answer YES and you will be
playing using the standard options: five rooms per level, HIRES
graphics, and difficulty level 5. Those playing for the very first time
may want to change the difficulty level from the normal value of 5
to a lesser value. If you want to change one of these options, reply
NO to the above question.
NUMBER OF ROOMS?
The recommended number of rooms per dungeon level is five. This
will usually produce a game lasting about two hours. More rooms per
level lengthen the game, fewer rooms shorten it. If you ask for more
than five rooms, HIRES graphics is not possible and text graphics
will be used. The HIRES characters are too large to allow more than
five rooms on the screen at one time.

After all of the above questions have been answered, the first
dungeon level is constructed. Dungeon construction involves placing
rooms, corridors, doors, monsters, treasure, and magic items. The
messages indicating this will flash by, usually in less than ten
seconds. In BENEATH APPLE MANOR, geography and placement of
monsters and treasure is randomly controlled by the computer. This
means that it is almost impossible to see the same dungeon map
twice. You can create new levels (by going "deeper" - discussed
later) as many times as you like and always have a new complex to
explore! When the dungeon construction for the level is completed
you will see a screen indicating your current level of ability (e.g.
SWASHBUCKLER). Press RETURN to begin playing.

THE SCREEN

During the play of BENEATH APPLE MANOR the screen might look
like this:

HIRES OR TEXT GRAPHICS?
If you specify five or fewer rooms per level you will have the option
to use HIRES color graphics or black and white text graphics. If you
want to try more than five rooms you will not see this question and
text graphics will be used.
DIFFICULTY FACTOR?
The difficulty factor (DF) controls both the powers of the monsters
relative to your attributes and the richness of the treasures. The
higher the DF the more dangerous the monsters and the larger their
treasures. Since the amount of treasure is scaled by DF, the length
of the game is also. Hence, a DF 10 game will last about half as long
as a DF 5 game. BENEATH APPLE MANOR has been play tested for
hundreds of hours at DF 5 (average) which is a good starting point. If
you get killed too often try a lower DF. For a fast and furious game,
try a higher DF, but · beware-the game is deceptively easy in the
first few levels.

90% AAARG!!! YOU INFLICT 7 HITS
100% GHOST ATTACKS .•. YOU LOSE 2 STR.
Sl 7 113 D18 B20 OGP OEP

6

7

The top (graphics) portion of the screen is a map of the dungeon
level you are working on and represents your memory of the areas
explored so far. When you enter a level for the first time the screen
is blank (or nearly so). In the example above (shown in HIRES mode)
the fighting man with the sword is you, the monster next to him is a
ghost, and there is a treasure chest in the center of the room.
Entrances to the rooms are blocked by doors. The lighter, flagstoned
areas are corridors and rooms while the black areas are either
unexplored regions or solid rock. Just below the map is a space
where important messages are printed out. At the bottom of the
screen is a read-out of your current strength, intelligence, dexterity,
and body (player attributes) as well as the gold you are carrying (in
gold pieces, GP) and experience points (EP) you have earned for
killing monsters and finding treasure. These will be discussed in
detail later.

FEATURE

HIRES

TEXT

ghost

f)

G

troll

d.

T

purple worm

~~I•

'"'

w

invisible stalker

invisible

invisible

vampire

I

v

dragon

liH''

D

THE MAP

As you explore a dungeon level a map is constructed for you in the
upper part of the screen using either HIRES color graphics or black
and white text characters. This map represents your progress. The
symbols used are as follows:
FEATURE

HIRES

open space

0§

TEXT

~o

white block

solid wall or
unexplored

I

black

you

~

flashing Y

door

a

44'

treasure chest

•

green slime

•1111•

"'~

Normally, as you move along within the dungeon, you will see only
those blocks of space adjacent to you (including diagonally adjacent).
This is meant to represent the effect of your torch light on a
surrounding area.

$

s

8

9

PLAYER ATI'RIBUTE')

EXPERIBNCE AND GOLD

Thr~ughout the game your adventurer can be described by the
attributes shown at the bottom of the screen. There are four basic
attributes: STRENGTH, INTELLIGENCE, DEXTERITY, and BODY.
At the start of the game each of these attributes is set at a
maximum level of 20. As play progresses the value of each attribute
moves down and up but can never drop below zero or rise above its
maximum. Given below is a description of each of these attributes.

As you kill monsters and find treasures you will be awarded
experience points. These points may be traded on a 10 for 1 basis to
increase the maximum levels of your attributes. Thus, if you had
earned 310 experience points you could increase your maximums
from 20 STRENGTH, 20 INTELLIGENCE, 20 DEXTERITY, and 20
BODY to 35 STRENGTH, 20 INTELLIGENCE, 35 DEXTERITY, and
21 BODY, for example. In other words, you would have 31 points
(310/10) to distribute between your four attributes in any way you
desire.

STRENGTH
Strength is used to carry gold, smash through doors, and inflict
damage on opponents. Your strength is reduced with each attack
?ur~ng hand-to-hand combat, by hitting doors, and by damage
mfhcted upon you by ghosts and vampires. Normally strength points
may be regained by resting. If strength drops to zero, you can't
fight.
INTELLIGENCE
Intelligence points are spent when casting magic spells. There are
four spells, each requiring different amounts of intelligence: ZAP,
HEAL, XRAY, and TELEPORT. These will be described later.
Intelligence is regained by resting.

As you obtain gold from treasure chests you may use it to purchase
better weapons and armor or get a "brain scan". Although you get an
experience point for each gold piece you take out of the dungeon,
the two quantities are independent. You may spend your gold o- a
new sword and still use the experience points it represented to build
up your attributes. Better weapons produce increased damage when
you hit an opponent. Armor decreases your opponents' likelihood of
hitting you. Brain scans are "insurance policies" you can "take out"
against the possibility of dying. (See REINCARNATION)

DEXTERITY
Dexterity represents the player's speed and agility. It is used to
compute the probability of hitting an opponent and your speed when
moving. It is reduced by walking or running and regained by resting.
If dexterity is zero, you can't move.
BODY
Your body points indicate your ability to take the punishment dished
out by monsters and traps. Each time you are hit your body points
are reduced to represent your taking wounds. Should they go to zero
you are dead. Body points can only be regained through HEAL spells.
The current read-out of your attributes at the bottom of the screen
indicates whether any are below their maximum value. If the number
given is in inverse video (black on white), this means the value is at
its maximum. If the number is in normal video, then resting or
healing will be necessary to bring it back up to maximum.

10

11

THE MAIN STAIRCASE

Each time you begin a new level, make a mental note of the square
on which you began. This is the main staircase to the surface. You
must return to this square to trade the experience points you earn
for attribute points, spend gold, or go to a deeper level. When you
move onto this space (at normal speed) you are given the option of
temporarily leaving the dungeon. If you exit, all of your attributes
are raised to their maximum and you are given the following options:
TRADE

- Allows you to trade experience points for attribute
points (10 for 1). Enter the number of attribute points
to be added to STRENGTH, INTELLIGENCE, DEXTERITY, and BODY. Enter 0 if no addition to that
attribute is desired.

WEAPON

- Allows you to purchase a weapon with your gold.
Available weapons are handaxe and sword (numbered
1 and 2). You are assumed to begin the game with a
dagger (0). If you decide against making a purchase,
enter 0 here.

ARMOR

- Allows you to purchase leather, chain mail, or
plate armor (1, 2, or 3). You start with none (0).

SCAN

- Checkpoints your status at present (for a price),
allowing reincarnation to the last such "brain scan"
should you die during the game. The game is saved to
disk after scanning.

DEEPER

- Builds a new, deeper (more difficult), dungeon
level for you once you have cleaned out the current
one. Of course, you may go deeper at any time if you
are in a hurry.

RETURN

- Returns you to the current dungeon level at the
staircase square. If a monster is occupying the square,
you will be teleported (for free) to a random nonoccupied square on the same level.

Note that unless you can get the gold you find back to the main
staircase you are not awarded any experience for it.

I

r.

(,

REINCARNATION

By proper use of the SCAN option, you can give yourself the ability
to reincarnate. This saves a slain adventurer the necessity of
starting all over at the beginning. In BENEATH APPLE MANOR, you
always get another chance. If you want to keep track of the number
of times you are killed, fine, but that's up to you.

"

If you use the SCAN option, then when a wandering dragon appears
and chews your head off, or any other fatal catastrophe occurs, you
will be reincarnated. You will be removed from the dungeon, your
attributes will be set to what they were at your last brain scan, and,
of course, any gold you were carrying will be dropped. You retain
your weapons, armor, and magic items, however. If your last scan
was several levels ago, you might consider going "deeper" (in this
case not as deep as when you were killed) to .find a level more
commensurate with your new-old capabilities (levels are always
generated to match the average of your current attributes).

Note that after reincarnation it is a good idea to SCAN again soon,
because reincarnation reduces a scan by 10 % each time it is used.
Thus, if you keep dying without any new scans you will eventually
have no attribute points and then you really ere dead!

12

13

SAVING THE GAME

Playing BENEATH APPLE MANOR can take a long time.
Fortunately, the status of your game is saved each time you
purchase a brain scan, allowing you to play again tomorrow or some
other time, starting where you were following that last brain scan.
(If you could save the game at any time, you'd never buy a brain scan
- would you?) After scanning your character, you will be asked to
enter a game number. You may chose any number between 0 and
15, allowing you to have up to sixteen independent "checkpoints" or
maintain several concurrent games. When you boot BENEATH
APPLE MANOR again at another time, you can recall the saved
game by replying to the RESTORE PREVIOUS GAME? question with
a YES and then entering the appropriate game number. Obviously, it
is best to end a session immediately after a brain scan to avoid
losing ground.

Monsters can appear either as pre-placed "room guardians" or at
random times as "wandering monsters". Thus, the player must keep
his attributes as high as possible at all times because he never knows
when a wandering monster will "tap him on the shoulder".
Unless awakened by a noise or approached, monsters do not move or
initiate combat. Once alerted, · however, they move toward the
adventt~rer and attack him until they run out of strength or they die.
Wandermg monsters appear out of thin air next to you and are
assumed to be initially alerted.
GREEN SLIMES
Slimes are the least dangerous of all the monsters as they inflict
minimal damage when they hit you. They are easily hit but can take
a lot of damage. Their real danger is in their ability to occasionally
damage your armor (reduce plate to chain, chain to leather etc.)
Slimes have little if any treasure.
'
GHOSTS
Although ghosts do not usually present a threat to your life, they too
have nasty abilities. When a ghost hits you it reduces your
STR~NGTH, not your BODY. Damage done by a ghost is to your
maximum as well as current STRENGTH, and your maximum
STRENGTH cannot be recovered by resting or HEALing. In this
sense ghosts are experience point drains since you must spend EP's
to regain maximum STRENGTH. Ghosts can only be hit by magical
weapons (a magic sword or ZAP spells), and cannot be heard behind
doors with a Listen command. Their treasures are usually better and
more frequent than those of the slimes.
TROLLS

MONSTERS

You will encounter seven basic types of monsters while playing
BENEATH APPLE MANOR. Each type of monster differs in its
capabilities and the difficulty of each individual monster varies
within a given monster type. For example, in general a troll is more
dangerous than a green slime. However, a troll on the first dungeon
level may have lower overall attributes than one on the third level
or even a slime on deeper levels. As a rule, monsters on any given
level are matched to the player's capabilities at the time he began
that level. On the first levels, also, easier types of monsters (like
slimes and ghosts) will be found, but very few difficult monsters
(like dragons.)

14

Trolls are tough hided creatures capable of regeneration. This means
that they can HEAL themselves as you inflict damage upon them.
They are harder to hit and do more damage in a single blow than do
slimes or ghosts and are therefore more dangerous. They have few
body points, however. Troll's treasures are better and more frequent
than ghosts' or slimes'.
PURPLE WORMS
Worms are strong and tough but rather undexterous. If they manage
to hit you, they can, as a rule, kill you with one or two blows. Worms
have twice your BODY points on the average, so several "raids" are
usually necessary to kill one. Worm treasures are very large indeed.
15

INVISIBLE STALKERS

COMMANDS DURING PLAY

Just as the name implies, invisible stalkers are invisible! When a
stalker strikes, your first task will be to guess in which direction. to
attack. A stalker is fairly easy to kill once you locate him.
Unfortunately, if you don't locate him quickly he can hurt you badly
since he has a very high dexterity. Stalker treasures are equivalent
to dragon hordes in value.

There are twenty-seven commands which can be invoked while
playing BENEATH APPLE MANOR. This may seem like a lot, ~ut
they can be learned quickly since they are the first letters of English
words or phrases describing what you want to do. In general, you
should type only a single character or number to perform a
command. Don't press RETURN. Occasionally you will be asked to
clarify your input and a flashing cursor will appear. At this point
multiple character input is allowed and a RETURN is required. If no
cursor is evident then no RETURN is required. A beep will sound
whenever it is time for you to enter a command.

VAMPIRES
A vampire is similar to a high level ghost. Unlike ghosts, vampires
reduce all of your attributes, not just STRENGTH. Lucky for you,
only the current values are reduced, not the maximums. The net
result is that once you feel the icy chill of a vampire you will find it
a lot harder to hit him. Vampires can only be hit with magical
weapons. Their treasures are similar to those of dragons.
DRAGONS
Dragons are the most powerful of all the monsters. They have hides
equivalent to magic armor, weapons like a magic sword, and twice
your strength (on the average). Their only weak point is their body,
which is nominally half of yours. Dragons can occasionally kill in a
single blow. Their treasures are the richest and it is in such a dragon
horde that you will find the golden apple.

MOVEMENT COMMANDS
N
S
E
W
R

Move North (up) on the map
Move South (down)
Move East (right)
Move West (left)
Run in panic from a monster. Running halves your
DEXTERITY. You will be asked for a direction if more than
one is possible.

· DOOR BREAKING
B

K

Bash through an adjacent door. Doors do not always _open on
the first try so keep trying if one fails to open. Bashmg (and
Kicking) doors does make a lot of noise though, attracting
monsters. Although Bash is more effective than kick, it will
usually carry you past the door square, into the room beyond,
with the door closed behind you!
~ame as Bash but half as effective. Leaves you on the door
square (holding the door open).

SENSORY
L
I

16

Listen at an adjacent door. If a monster lurks behind, you will
hear it (Ghosts, Invisible Stalkers, and Vampires are silent!).
Inspect all adjacent wall squares for ·a secret door. Secret
doors do not appear on the map until the I command is used.
They then appear and function as a normal door. Inspection
takes time so beware of wandering monsters!

17

COMBAT

H

A

x

Attack adjacent monster with your weapon. Your probability
of hitting as a percentage and the damage you inflicted on
the monster is given in a message, for example:
80% YOU INFLICTED 3 HITS.
Each attack drains your STRENGTH a little.

T

CHESTS AND GOLD
0

D

Open an adjacent treasure chest. If it's locked you may spring
a trap so keep your attributes up! The chest may contain
either gold or a magic item. Magic items are usually selfexplanatory or their function becomes apparent in time. The
Open command may also be used to open doors (silently!) if
you have the appropriate magic item.
Drop excess gold. Should you become too weak (or greedy) to
carry the gold you find, this command will make it :::'Ossible
to move by dropping your excess gold. Dropped gold is placed
in a random chest somewhere in the dungeon level.

RESTING/STATUS
1-9

0
?

Causes you to wait (and rest) that many turns. For each turn
you rest you gain additional attribute points for STRENGTH,
INTELLIGENCE, and DEXTERITY up to their maximums. If a
monster attacks you before the indicated number of turns is
up, the resting is prematurely ended to allow you to defend
yourself.
Rest as many turns as necessary to bring all attributes up to
their maximums. (Note: only HEAL spells will increase the
BODY attribute.)
Display a list of the items you are carrying, including your
weapon, armor and magic items.

A summary of all commands may be found on the back page of this
booklet.
FOR ADVANCED PLAYERS ONLY

By now you should have a pretty good idea of how BENEATH APPLE
MANOR is played. If not, most questions can be answered by
playing, so put this book down and try it. If you have been playing,
here are some fine points which showed up during play testing:
1

Whether you get the ZAP wand or the magic sword first
determines if you will concentrate on Attacks or ZAPs as
your primary offense. Having neither, Attacks are usually
more reliable in terms of damage (if not in probability of
hitting) and cost you less. If you are using Attacks you must
concentrate on building STRENGTH and DEXTERITY. If you
are using Zaps you should concentrate on INTELLIGENCE,
and, to a lesser degree, DEXTERITY. Since the monsters do
little damage in the earlier parts of the game, BODY can be
more or less ignored (at least until trolls appear).

2

The safest place to rest is on a single corridor square
between two doors, since no monster can occupy a door
square. If no such friendly geography exists, rest on a door. If
a monster appears to the east, step west, slamming the door
in its face. When resting, alternate HEALs with the O
command. This way your INTELLIGENCE will never be so
low that you can not teleport out if a wandering monster
should appear. One easy way to "rest" if you are near the
main staircase is to exit the dungeon and return again. A
typical first move on a new level is to Xray, step off the
stair square, step back, exit the dungeon, and return. Sneaky!

3

Monsters are kind of dumb when it comes to getting to you.
They don't know that by stepping one square away from you
they might be able to get to you. An example is the classic
19

Si:> ELLS
Z

ZAP spell. Attacks the adjacent monster with a powerful
lightning bolt. DEXTERITY is used to compute the
probability of hitting as if you were wielding a magic sword.
ZAP inflicts a random amount of damage up to one half your
INTELLIGENCE. You must have enough INTELLIGENCE
points to cast a maximum ZAP to use this command. Cost: as
many INTELLIGENCE points as damage actually done.

18

HEAL spell. Restores a small increment of BODY points at
the cost of an equal quantity of INTELLIGENCE points.
XRA Y vision spell. Shows you all squares in a three square
radius around you. Allows you to see through doors, walls,
etc. Cost: initially 20 INTELLIGENCE; increases at deeper
levels.
TELEPORT spell. Drops all gold you are carrying and sends
you to a random spot in the dungeon level. Cost initially: 10
INTELLIGENCE points.

case of a monster moving toward you in a room with a
treasure chest. If you step directly south of the chest, the
monster will get "stuck" directly north of the chest. It is too
dumb to realize that by stepping to one side (a bit farther
away from you) it can then proceed south and get you. You
can make use of this by always opening a chest on the
opposite side from the monster and then resting there for at
least five turns (until the monster goes back to sleep) before
moving away.
4

Sometimes is it more convenient to lead a monster back to a
door or even to the main staircase so that you have an escape
route during the fight. Remember that monsters cannot
follow you through a door.

5

Monsters are awakened in a three square radius centered on
you. Remember this when opening chests. It may make sense
to open the chest from the east if this would put you outside
the 3 square range of a sleeping monster.

6

Monster attributes are created based upon a Player Factor
(?F) which is computed as the average of your attributes at
the time the level is constructed (untraded EP's count too).
Thus, attaining the potion that doubles your strength at the
end of a level puts you at a disadvantage on the next level
because your PF has been forced up above your INTELLIGENCE, DEXTERITY, and BODY levels. Since magic spell
costs are based on PF you should never let your
INTELLIGENCE maximum get below 1/2 the average of your
attributes when you go to a new level.

7

During the early levels, concentrate on INTELLIGENCE,
DEXTERITY, and especially STRENGTH. In the median
levels D becomes more important, I less so, and B can't be
ignored anymore. At the deepest levels concentrate on D and
B. Monsters there are harder to hit.

8

Your rating, given on the screen following dungeon
construction, is an indicator of the kinds of monsters you will
face most often on the next level:
WARRIOR = SLIMES
HERO =GHOSTS
SWASHBUCKLER = TROLLS
CHAMPION = WORMS
SUPERHERO= STALKERS/VAMPIRES/DRAGONS
LORD= almost all STALKERS/VAMPIRES/DRAGONS
20

9

As you enter a ~evel ~our fir~t task should be t? get. some
easy experience if possible. Stick close to the mam staircase
and try to steal a treasure without fighting. Since monsters
are based on your PF (see point 6) at the start of the level,
this will give you an edge in later combat.

10

Once you find the magic item on a level it is usually best to
go deeper right away. Any more gold you find on the current
level will make the next one tougher and you don't want to be
fighting dragons until you have all the magic items you can
find.

11

Buy a weapon before you spend gold on anything els_e. Do:i't
get too armor conscious; slimes have_ a way of dealing with .
expensive plate armor. If you are trymg to save money for _a
brain scan, remember that the cost of the scan is
proportional to your attributes. Don't fight m~nsters
unneccessarily as this will add to your EP total with no
concurrent increase in GP toward that scan.

12

Whenever you drop gold on a level it goes to the same che~t
(not exactly "random" as we said before) unless the magic
item for the level has been found. In the latter case the gold
will appear in the chest in which the magic item was found.

21

13

14

No restrictions have been placed upon how deep you can go
BENEATH APPLE MANOR. Under normal circumstances you
should find the golden apple before your attributes average
500. If you choose to play on, ignoring the golden apple, you
will eventually enter a "nether region" in which strange
things start happening to the program (negative hit
probabilities, etc.). An upper limit was not imposed because
some players actually enjoy seeing how deep they can go
before the program blows sky high! If you are one of these,
play on!
Since there can only be as many monsters on a level as
rooms, one school of thought is to "flood" a room with
wandering monsters so they won't appear later elsewhere in
the level.

15

Unless they stay next to you, monsters only remain "awake"
or alerted for five turns. This can at times be used to
advantage to lure a creature away from its treasure.

16

Never use so much INTELLIGENCE t)mt you don't have an
ace in the hole, TELEPORT. Establish its cost on each level
and always have enough INTELLIGENCE left to do at least
one. Running is usually preferable as it drops less gold and
uses DEXTERITY.

AUTHOR'S NOTE

It has been four years now since BENEATH APPLE MANOR was
first released. Throughout that time several other Dungeon games
have come and gone but there is a certain uncanny staying power
about BENEATH APPLE MANOR. Now that it has been compiled (it
used to be pretty slow) even I can't stop playing it. While debugging
the new features I found myself unable to avoid finishing out a game
I started just to test the latest change. I ended up spending more
time playing then programming. It has always been a labor of love
for me since I have been a Dungeons and Dragons aficionado
continuously for several years now.
If you have an interesting strategy, observation, or question about
BENEATH APPLE MANOR, feel free to contact me, care of Quality
Software. I would be especially interested in any claims to the
record for the fastest game (finding the golden apple) or the deepest
game (number of levels before self destruction sets in). Happy
adventuring, and slay a dragon for me!
Don D. Worth
9/20/82

TO GET A BACKUP COPY OF BENEATH APPLE MANOR

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Each Beneath Apple Manor owner has the option of purc~asing .one
backup diskette. If you wish to have a duplicate copy for immediate
backup, you must mail the coupon on the opposite page directly to
Quality Software along with payment of $5.00 and shipping charges.
Do not mail a copy of the coupon-you must clip the coupon from
this booklet. The backup diskette is identical to the original but
does not include documentation. Shipping charges are as follows:
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23

SUMMARY OF COMMANDS

COMMAND MEANING

COST

N*
S*
E*
W*
R*

North
South
East
West
Run in Panic

B*
K*
0

Bash in Door some STRENGTH and one turn
Kick in Door some STRENGTH and one turn
Open Door
no cost

L
I

Listen at door
Inspect for secret
doors

some DEXTERITY and one or two turns
some DEXTERITY and one or two turns
some DEXTERITY and one or two turns
some DEXTERITY and one or two turns
half DEXTERITY and one turn

no cost
three turns

A*

Attack monster

some STRENGTH and one turn

O*

Open chest
Drop gold

one turn (BODY damage if trapped)
gold only

D

?

Wait # turns
Wait until rested
Display status

Z*
H
X
T*

Zap monster
up to 1/2 INTELLIGENCE and one turn
Heal spell
1/10 INTELLIGENCE and one turn
Xray vision spell 1/4 INTELLIGENCE + 15 and 3 turns
Teleport spell
gold, 1/4 INTELLIGENCE + 5 & one turn

1-9
0

# turns
0 or more turns
no cost

* starred commands can or do make noise which attracts monsters
within a 3 square radius.

20234

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