FAQ by ASchultz

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    FAQ by ASchultz

    Version: 1.0.1 | Updated: 04/02/01 | Search Guide | Bookmark Guide

    Akalabeth FAQ(Apple IIe) version 1.0.1

    by Andrew Schultz(blurglecruncheno@gmali.cmo spam protected)

    Akalabeth is originally copyright 1977 Richard Garriott and California Pacific.

    Please do not distribute this document for profit without my permission. Note however that a poilte request, asking me by name, will probably result in permission to use this FAQ. It is part of my efforts to help preserve memories of Apple games that I feel are noteworthy.

    RETROACTIVE AD SPACE

    My page for other classic apple games was at: http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm and there are GeoCities preservation pages all over.

    But you can and probably should just check my GameFAQs page now. It has more by now. In fact, you may've just been there! But I sort of miss GeoCities.

    OVERVIEW

    You must traverse the land of Akalabeth and go into dungeons to defeat monsters as ordered by Lord British. This is a precursor to the Ultima series. In fact, it is pretty much the side-castle quests from Ultima I in a nutshell. Enter a dungeon, defeat a special monster, and return.

    Akalabeth is available on asimov.net.

    ftp://ftp.apple.asimov.net/pub/apple_II/images/games/rpg/akalabeth/

    I don't know what the differences between the files are, but since it's not too complex a game, it shouldn't take too long to figure out. I used akalabeth+, I think.

    CREATION

    The terrain depends on the "lucky number" you choose(I used five throughout.) If you die and play again, choosing the same number gives the same terrain. Also, you will get the same character attributes for each successive roll. The best quick option I've seen is to type 5, N, Y, especially since I have map number five below. It's also worth noting that the median attribute is about 19, while the average is 18.

    Proof: the code shows that Attribute = 21*square root(rnd(1))+4. Integral of x^.5 from 0 to 1 is (2/3)(x^1.5) from 0 to 1, or 2/3. So the average is 21*2/3 + 4 = 18. The median is 19 since 21*(.5^.5) is about 15. Who said you'd never use calculus? :)

    I recommend the mage over the fighter, since the mage can control magic amulets. They allow you to leave dungeons quickly if you've got the amulets, which is nice if you are low on food--gremlins, combined with getting lost, can be dangerous. The amulet is also nice on lower levels since it does more damage the lower you go.

    WEAPONS

    • Costs are in parentheses.
    • Food(1 for 10 units): not really a weapon, but very cheap at one gold per ten units. Don't get caught without it or you'll die. You lose .1 food for each dungeon move and 1 food for exiting/entering or moving a square in the outside world.
    • Rapier(8): damage 1-10, but only a fighter may use it.
    • Axe(5): damage 1-5
    • Shield(6): damage 1
    • Bow(3): damage 1-4
    • Magic amulet(15): casts 1)Ladder up, 2)Ladder down, 3)missile or 4)bad?? Option 4 has equal probability of turning you into a toad(all stats 3), backfiring(lose half your hit points), or turning you into a lizard man(all stats +150%.) If you are a fighter, you randomly cast one of 1-4, but a mage gets a choice.

    IMPROVEMENT

    • You can gain hit points by beating monsters and leaving a dungeon.
    • You can gain attributes by seeing Lord British before and after a quest.
    • The wand can give you a chance for big statistical improvements, but one goof-up and you're back to all 3's.
    • At first, just stay on the top levels and beat up easy monsters. Build up your food supply to get to the lower dungeons.

    MAPS

    For those who have played Ultima I, you may recognize that the stairs are in the same place. Ultima I just added walls, doors, and force fields.

    INSIDE(WITH MAP KEY)

    LEGEND

    • . = open square that cannot be changed
    • X = wall by default, can be changed
    • [space] = open space by default, can be changed, but you can still pass through it
    • ^ = stairs up
    • v = stairs down

    --------

    Level 1:

     ***********
     *^ .X.X.X.*
     * . . . . *
     *.X.X.X.X.*
     * . . . . *
     *.X.X.X.X.*
     * .v. . . *
     *.X.X.X.X.*
     * . . . . *
     *.X.X.X.X.*
     ***********

    Level 2x:

     ***********
     *^ .X.X.X.*
     * . . .v. *
     *.X.X.X.X.*
     * . . . . *
     *.X.X.X.X.*
     * .^. . . *
     *.X.X.X.X.*
     * . . . . *
     *.X.X.X.X.*
     ***********

    Level 2x+1:

     ***********
     *  .X.X.X.*
     * . . .^. *
     *.X.X.X.X.*
     * . . . . *
     *.X.X.X.X.*
     * .v. . . *
     *.X.X.X.X.*
     * . . . . *
     *.X.X.X.X.*
     ***********

    Probability that any square may be...

    • A chest: .06
    • A portal down: .03*.94
    • A door: .4*.97*.94
    • A secret door: .4*.6*.97*.94
    • A trap: .05*.6*.6*.97*.94
    • Untouched: .94*.97*.6*.6*.95

    OUTSIDE(WITH MAP KEY) FOR "LUCKY NUMBER" 5

    • .: town
    • &: town where you start the game
    • o: ????
    • *: mountain
    • +: Lord British's
     *********************
     *    o**  *+     * x*
     *     o        oo * *
     *      o o * *   .  *
     *           x       *
     *        x      .   *
     *o          o       *
     *x*    *o  .*x**    *
     *   o. . o  oo  o   *
     *   *   x  *.       *
     ***   *o     *     **
     *     x       *  *  *
     *    o * *  xo  *   *
     *o**     .  * x  o &*
     *x   .    *       . *
     ** * o **          **
     ***      ox o  *    *
     * o x    o    .     *
     *   o  .     *o   o *
     *     o     .* oox  *
     *********************

    MAP GRAPHICS

    There are only six map graphics, and as one is blank, it doesn't count.

    Mountains:

        *     *
        *     *
      ***   *****
        *   *
        *** *
          * *
          *****
         *    *
      ***     ***
        *     *
        *     *

    Lord British's:

      ***********
      *         *
      * ******* *
      * **   ** *
      * * * * * *
      * *  *  * *
      * * * * * *
      * **   ** *
      * ******* *
      *         *
      ***********

    Town:

      *** ***
      * * * *
      *******
        * *
      *******
      * * * *
      *** ***

    Hole:

      ***
      * *
      ***

    Dungeon:

      * *
       *
      * *

    MONSTERS

    There are ten monsters in the game, each a bit tougher than the next. Hit points are a linear function of dungeon level and difficulty level. Monsters are listed below in order of increasing difficulty.

    • Skeleton
    • Thief(can steal items)
    • Giant Rat
    • Orc
    • Viper
    • Carrion Crawler
    • Gremlin(steals 1/2 your food, first quest)
    • Mimic(disguised as chest, but you can't tell until you step on it) Daemon
    • Balrog

    GETTING BETTER QUICK

    Without a game-saving ability, you can't expect to be able to edit your character. What you can do, however, is return to places that must reset. When you exit and re-enter a dungeon, all chests are returned to their former spots. This makes things a lot easier. You can find a dungeon you like and just go to work entering, pillaging, and exiting. Just make sure you save up your food. Monsters are also pre-determined, so beating them up may also improve your hit points, since you gain hit points by defeating monsters and leaving a dungeon.

    OVERWORLD

    The only thing to do, really, is to find Lord British's castle. There are plenty of towns throughout the land where you can buy stuff(food and magic amulets are the most useful, but some backup weapons may also be useful.) As the terrain is 19x19 a map should not be hard. A few horizontal sweeps shouldn't be too hard. Monsters will not attack you above ground. All you need to do is visit Lord British(with each quest he gives you, all your stats increase by one) and return after defeating a tough monster(gremlin, mimic, daemon and balron.)

    UNDERWORLD

    Ahh, this is a bit tougher. Once you realize there are secret doors, and the locations for the up/down ladders are the same on each level below the top, where the up ladder is in the corner, navigation up and down is easy--unless you get into a fight while you are moving around. From the start you can turn left, go forward twice, turn right, and go forward to the stairs. From there, you can go forward, go left, go forward four, go left, and go forward five before you climb down. You can follow this spiral all the way down to whichever level holds the monsters you want to kill. Leaving the underworld follows the same pattern, although taking your chance with the amulets can also work(keep casting "ladder up" spells, and be aware that an amulet has a 25% chance of vanishing after any use) if you are a mage. It takes a bit of faith to walk through walls, and combat may be exasperating, but it gets simple pretty quick. Amulets make it much easier. Note that you can go down ad absurdum, and the monsters will get tougher, and it'll be impossible to get out.

    TIPPING THE ODDS IN YOUR FAVOR

    Akalabeth slightly favors the monsters--not like Wizardry, which takes an even longer time to solve, but it can be annoying. If you have an Apple emulator, you can eliminate this advantage. Once you've bought a few magic amulets, save the emulator state, and cast 4 for "BAD??" Most of the time, the results are bad, but if you are turned into a lizard man, save the state. You can turn yourself into a lizard man again. After a few times you will have 300 or so strength, which will be enough to club even a level 10 monster.

    As for the ending, it's a bit different for level 10 than for the first nine. I won't spoil it.

    (end FAQ proper)

    PRINTING THE SOURCE

    • http://www.geocities.com/SiliconValley/7430/akalabeth.html had the source code for Akalabeth, which I found fascinating and hope others interested in gaming history will enjoy, too.

    You can't use archive.org to dig up the ZIP attachment because there was a ZIP attachment, but with AppleWin you can set the printer file, hit ctrl-c while playing Akalabeth, PR#1, LIST, and PR#0. Technology!

    If you're curious about different perspectives, there are other people with different outlooks on the game. https://thoughtstreams.io/jtauber/akalabeth/ is worth a look, as is http://reconstruction.voyd.net/?event=project&typeKeyword=remakes. Akalabeth seems like a good porting project because it is not massively complex, and it does something cool.

    VERSIONS

    • 1.0.1: 3/8/2017 updated to FAQ markup, added a few details
    • 1.0.0: 4/2/2001 Submitted original version to GameFAQs.com.

    CREDITS

    • The author for submitting this game to the public domain and writing a few other things too :)
    • ftp://ftp.apple.asimov.net for the Apple disk images.
    • Caroline Spector and Rusel DeMaria's fun book, _Ultima: the Avatar Adventures_, that made me aware this game existed.