Raaka-tu

An Interactive Fiction game for the TRS-80 and TRS-80 Color Computer


Cover of the TRS-80 Version of Raaka-Tu


Cover of the TRS-80 Color Computer Version of Raaka-Tu


Raaka-Tu TRS-80 Instructions | Raaka-Tu TRS-80 Color Computer Instructions | Raaka-Tu Solution


Where to play Raaka-Tu on-line

Play Raaka-Tu online with the Java based CoCo emulator called Mocha! http://www.haplessgenius.com/mocha/. The game is included in the emulator, just click "Load", choose the "Cassette" tab, click on Raaka-tu, type CLOADM at the CoCo prompt, type EXEC when the CoCo prompt appears again and you are off and running.

View the Raaka-Tu source code

Please check out the Computer Archeology site that disassembles the Raaka-Tu source code and allows you to see exactly how the game designers created the program : http://www.computerarcheology.com/wiki/wiki/CoCo/RaakaTu

Raaka-Tu Manuals

Download the PDF of the TRS-80 Raaka-Tu Manual : http://www.figmentfly.com/raakatu/raakatu-trs.pdf.

Download the PDF of the TRS-80 Color Computer Manual : http://www.figmentfly.com/raakatu/raakatu-coco.pdf.

The text of both manuals can be found here : Raaka-Tu TRS-80 Instructions and Raaka-Tu TRS-80 Color Computer Instructions

The Solution to Raaka-Tu can be found here : Raaka-Tu Solution

Raaka-Tu Game Roms

Download the Raaka-Tu TRS-80 Game ROM here : http://www.figmentfly.com/raakatu/trs80roms/raakatutrs.zip

Download the Raaka-Tu TRS-80 Color Computer Game ROM here : http://www.figmentfly.com/raakatu/cocoroms/raakatucoco.zip

Emulators

TRS-80

For PC Users : http://www.trs-80.com/wordpress/emulators/.

For Mac Users : http://macscene.net/

TRS-80 Color Computer 

For PC Users : http://www.trs-80.com/wordpress/emulators/.

For Mac Users : http://www.haplessgenius.com/mocha/

Information about Raaka-Tu

The original part number of Raaka-Tu is 26-3311 and the price was $14.95 according to http://www.tim-mann.org/trs80/tandycat.txt.

Raaka-Tu TRS-80 Instructions

A DIVISION OF TANDY CORPORATION
FORT WORTH, TEXAS 76102

Raaka-Tu Program: (c) 1981 Robert Arnstem
Licensed to Tandy Corporation.
All Right's Reserved.

Raaka-Tu Program Manual: (c) 1981 Tandy Corporation
All Rights Reserved.

Introduction

You never thought that your Ph.D. project would send you to a remote corner of the world, but the research grant came through! You and your team of anthropologists began in India, sailing up the River Ghaghra where it departs from the Ganges. Last night, you entered Nepal on the river, but were forced to come aground when navigation was made impossible by the twisting, narrow stream.

For years now, there have been rumors of a civilization still existing somewhere on the fringe of the Himalayas, living as people lived thousands of years ago. Several expeditions have searched for the tribe of Khazhadim without success. Reports have filtered back of terrible tragedies - members of expeditions who disappeared without a trace, others who were found later, either dead or unable to recount what they had suffered at the hands of - what?

This morning looks like a good one to start exploring the area. After breakfast, you're planning to set out on foot, perhaps talk to a few natives for any information they might give you, and hire a guide. As you sip your coffee and scan a map of the region, one of your crew approaches, holding by the arm a wrinkled old native, dressed in long robes and wearing a headdress.

"Beware! Beware the temple of Raaka-Tu!" the old woman cries. "Do not go into the jungle - you will never get out!"
"We found her snuffing around outside the camp. She keeps yelling something about temples and gods, and 'Beware, beware!' " your photographer says. "She won't talk to anyone but you. Says she has to talk to the leader."

The old woman is seated beside you, where she unfolds an unbelievable story about the god Raaka-Tu and his temple of sacrifice. The woman tells of the treasure kept in the temple, the hideous monsters Raaka-Tu employs, and the Khazhadim who serve Raaka-Tu and guard his temple.

Though the woman will not consent to be your guide, she points a bony finger to the west, pleading with you one more time to turn back. Seeing that her efforts are useless, she rises, tracing a sign on your forehead for luck, and disappears into the undergrowth surrounding the camp.

At last ... you have the key to finding the Khazhadim tribe, and much more. You don't want to alarm the group with the story the woman told you, yet you are anxious to begin the search. Extinguishing the fire with your coffee, you set off alone in the direction the woman pointed, and you are soon surrounded by the impenetrable jungle.

It's up to you now ... good luck, and may the gods of the jungle smile upon you and grant you a safe journey.

Raaka-Tu is a challenging new adventure. It is a trip, which can lead you to treasures and wealth, or to death. What you find depends on your skill in maneuvering and using the tools you can acquire.

Your computer will help you do what you need to survive your exploration of the realm of Raaka-Tu and get out alive. It recognizes a command you might give, like GO WEST or PULL THE LEVER. You don't have to limit yourself to two-word commands. You can PUT THE -----UNDER THE -----, or LOOK IN something (not to mention LOOKOUT when danger is near). Don't forget to press [ENTER] after you give the computer a command.

You earn points for each treasure you are able to find and return to your starting point in the jungle. If you fail to get the treasures back to your starting place, you'll receive less points than if you had been successful. To find out how many points you have at any time, type [SCORE] and press [ENTER].

Since Raaka-Tu's domain is highly adventurous, you might occasionally forget where you are. If you become lost, just type [LOOK] and press [ENTER] to find out where you are. You can keep track of your progress by drawing a map of the temple as you play, showing directions to different locations, etc, To find out exactly what you're holding at the moment, type [INVENT] (short for Inventory) and press [ENTER].

You'll come across a few times when you might want to diagnose your health, just to see how you're getting along. To see what physical condition you're in, type [DIAGNOSE] and press [ENTER]. If you're not doing too well, better stop and rest a bit if possible.

A word of warning: Raaka-Tu guards his possessions jealously. You could make a few monsters very angry and end up fighting fierce battles for rights to the treasures. Don't worry, though. You can always ATTACK THE ----- WITH THE -----!

System Requirements

To run Raaka-Tu, you will need the following equipment:

Model I:
• A Radio Shack 16K Level II TRS-80 Microcomputer
• A Radio Shack Recorder and Cable

Model III:
• A Radio Shack 16K TRS-80 Model III Microcomputer
• A Radio Shack Recorder and Cable

Loading Instructions

Model I/III

It is assumed you have reviewed the general operational procedures for your equipment as explained in your TRS-80 Owner's Manual, Computer Cassette Recorder Manual and Cassette Information Sheet enclosed with this package. You should now be aware of how to power on your computer, load tapes, etc.

If you are using a system with a disk drive, hold the [BREAK] key down while powering up the system. Make sure your cassette program tape is rewound, and the "PLAY" key is down on the recorder.

Turn on the system. If you are not familiar with the equipment, please refer to your Owner's Manual.

The screen will show: You type:

Cass? (Model III only) [L]

Memory Size? Press [ENTER]

READY [SYSTEM] and press [ENTER]

*?_ [RAAKA] and press [ENTER]

*?_ [/] and press [ENTER]

Caution: Model III Users Only

Extreme caution should be exercised when executing the slash [/] [ENTER]. Failure to release the [ENTER] key quickly will result in turning the cassette on and the program will not function. If the program does not function, then repeat the loading instructions.

Note: If C* appears in the upper right corner of the screen, turn the computer off, then repeat the loading instructions. Turn up the cassette volume a little.

After the program is loaded, take the program tape out and put in a blank cassette to save an unfinished game later.

How to Save a Game

If your exploration is interrupted and you must stop playing for a while, you can save your game up to this point. When you get back to the jungle, you'll start again at the exact spot where you left off, still in possession of all you had when you stopped. To save a game, you'll need a blank tape.

1. Insert a blank, rewound tape in the cassette recorder.
2. Type [SAVE] and press [ENTER].
3. The screen will show READY CASSETTE.
4. Press the "PLAY" and "RECORD" buttons on the recorder.
5. Press [ENTER]. The game (up to this point) will be stored on the blank tape.

When the tape has finished storing where you are, what you're carrying, and where you've been, you can rewind the tape for later use, and continue exploring if you choose. If you turn your computer off, you can always return to this point in the game by using the tape you have just recorded.

Returning to a Previous Game

If you want to continue an exploration (from where you left off), follow these instructions:

1. Load the Raaka-Tu Program tape (as described in the Loading Instructions).
2. Remove the Program tape from the recorder. Type [/] and press [ENTER] to start the game.
3. Put the "Saved" tape in the recorder and make sure it is rewound.
4. Press the "PLAY" button on the recorder.
5. Type [LOAD] and press [ENTER].
6. After the recorder is ready, press [ENTER] to start loading.

When the tape has loaded, the game will resume (with everything intact) at the point where you stopped before.

FOR HOPELESS SITUATIONS ONLY!

Inside are a few hints for you if you're a beginning explorer. Use them only if you are in an absolutely hopeless situation (for example, you've been killed 15 times before you even get inside the temple). Otherwise, depend on your own intuition and logic to help you through the hazards you encounter.

When you approach the temple, there is one thing that could give you real trouble - the squadron of guards who march constantly around the temple. When you see the guards, you should go back in the direction from which you came and WAIT for them to get out of your sight before you continue exploring. If you don't pay attention to them, you could end up in a very painful situation,

At another point before you enter the temple, there will be an object to find, If you do not carefully EXAMINE your surroundings, you'll never find it - once inside, you'll need the object to stay alive. Use your excellent climbing abilities (and a little help from nature's greenery) to scale the wall and get inside the temple.

Inside the temple, you'll see that one of the treasures is a bit difficult to get easily - the magic ring. Everytime you pick it up, you will be transported to another room. When you get the ring, drop it. Pick it up again, and you will be transported back to the room from whence you came in the first place! After this, NEVER drop the ring again.

A word of warning about the poisonous candle is in order here - use it with caution!

Be aware that when you LIGHT it, it will have the same effect on YOU as it does on any other occupant of the room (for a good example, a GARGOYLE). Speed is very important - once the candle is lit, you must hurry out of the room, or else you won't live long enough to see daylight again. Once you have sufficiently recovered from the candle's immediate effects, you can return to the room and QUICKLY put out the candle.

These tips should help you over some difficult spots in the exploration. If you think in a logical manner, you shouldn't have any trouble getting out of the temple alive and wealthier than when you entered.

Good luck!


Raaka-Tu TRS-80 Color Computer Instructions

1982 Robert Arnstein
Licensed to Tandy Corporation
All Rights Reserved.

Raaka-Tu Program Manual:
1982 Tandy Corporation
All Rights Reserved.

Introduction

You never thought that your Ph.D. project would send you to a remote corner of the world, but the research grant came through! You and your team of anthropologists began in India, sailing up the River Ghaghra where it departs from the Ganges. Last night, you entered Nepal on the river, but were forced to come aground when navigation was made impossible by the twisting, narrow stream.

For years now, there have been rumors of a civilization still existing somewhere on the fringe of the Himalayas, living as people lived thousands of years ago. Several expeditions have searched for the tribe of Khazhadim without success. Reports have filtered back of terrible tragedies - members of expeditions who disappeared without a trace, others who were found later, either dead or unable to recount what they had suffered at the hands of- what?

This morning looks like a good one to start exploring the area. After breakfast, you're planning to set out on foot, perhaps talk to a few natives for any information they might give you, and hire a guide. As you sip your coffee and scan a map of the region, one of your crew approaches, holding by the arm a wrinkled old native, dressed in long robes and wearing a headdress.

"Beware! Beware the temple of Raaka-Tu!" the old woman cries. "Do not go into the jungle - you will never get out!"

"We found her snuffing around outside the camp. She keeps yelling something about temples and gods, and 'Beware, beware!'" your photographer says. "She won't talk to anyone but you. Says she has to talk to the leader."

The old woman is seated beside you, where she unfolds an unbelievable story about the god Raaka-Tu and his temple of sacrifice. The woman tells of the treasure kept in the temple, the hideous monsters Raaka-Tu employs, and the Khazhadim who serve Raaka-Tu and guard his temple.

Though the woman will not consent to be your guide, she points a bony finger to the west, pleading with you one more time to turn back. Seeing that her efforts are useless, she rises, tracing a sign on your forehead for luck, and disappears into the undergrowth surrounding the camp.

At last. . . you have the key to finding the Khazhadim tribe, and much more. You don't want to alarm the group with the story the woman told you, yet you are anxious to begin the search. Extinguishing the fire with your coffee, you set off alone in the direction the woman pointed, and you are soon surrounded by the impenetrable jungle.

It's up to you now. . . good luck, and may the gods of the jungle smile upon you and grant you a safe journey.

Raaka-Tu is a challenging new adventure. It is a trip which can lead you to treasures and wealth, or to death. What you find depends on your skill in maneuvering and using the tools you can acquire.

Your computer will help you do what you need to survive your exploration of the realm of Raaka-Tu and get out alive. It recognizes a command you might give, like GO WEST or PULL THE LEVER. You don't have to limit yourself to two-word commands. You can PUT THE ---- UNDER THE ----, or LOOK IN something. Don't forget to press [ENTER] after you give the computer a command.

You earn points for each treasure you are able to find and return to your starting point in the jungle. If you fail to get the treasures back to your starting place, you'll receive less points than if you had been successful. To find out how many points you have at any time, type [SCORE] and press [ENTER].

Since Raaka-Tu's domain is highly adventurous, you might occasionally forget where you are. If you become lost, just type [LOOK] and press [ENTER] to find out where you are. You can keep track of your progress by drawing a map of the temple as you play, showing directions to different locations, etc. To find out exactly what you're holding at the moment, type [INVENT] (short for Inventory) and press [ENTER].

A word of warning: Raaka-Tu guards his possessions jealously. You could make a few monsters very angry and end up fighting fierce battles for rights to the treasures. Don't worry, though. You can always ATTACK THE ---- WITH ----!

System Requirements

To experience Raaka-Tu, you will need a 16K or 32K TRS-80 Color Computer, a cassette recorder, and a color television. (You can use a black-and-white television).

Loading Instructions

Make sure your Color Computer is properly connected to the television. Connect the tape recorder to the Color Computer. Insert the tape into the cassette recorder and rewind the tape. Turn on the Color Computer and the television. Press "Play" on the tape recorder. Type [CLOADM] and press [ENTER]. The program will load. You will know the program has loaded when you see the OK on the screen. Type [EXEC] and press [ENTER] . The screen will show:

YOU ARE IN A DENSE DARK
DAMP JUNGLE.

FOR HOPELESS SITUATIONS ONLY!

Inside are a few hints for you if you re a beginning explorer. Use them only if you are in an absolutely hopeless situation (for example you've been killed 15 times before you even get inside the temple). Otherwise, depend on your own intuition and logic to help you through the hazards you encounter.

When you approach the temple, there is one thing that could give you real trouble - the squadron of guards who march constantly around the temple. When you see the guards, you should go back in the direction from which you came and WAIT for them to get out of your sight before you continue exploring. If you don't pay attention to them, you could end up in a very painful situation,

At another point before you enter the temple, there will be an object to find, If you do not carefully EXAMINE your surroundings, you'll never find it - once inside, you'll need the object to stay alive. Use your excellent climbing abilities (and a little help from nature's greenery) to scale the wall and get inside the temple.

Inside the temple, you'll see that one of the treasures is a bit difficult to get easily - the magic ring. Everytime you pick it up, you will be transported to another room. When you get the ring, drop it. Pick it up again, and you will be transported back to the room from whence you came in the first place! After this, NEVER drop the ring again.

A word of warning about the poisonous candle is in order here - use it with caution!

Be aware that when you LIGHT it, it will have the same effect on YOU as it does on any other occupant of the room (for a good example, a GARGOYLE). Speed is very important - once the candle is lit, you must hurry out of the room, or else you won't live long enough to see daylight again. Once you have sufficiently recovered from the candle's immediate effects, you can return to the room and QUICKLY put out the candle.

These tips should help you over some difficult spots in the exploration. If you think in a logical manner, you shouldn't have any trouble getting out of the temple alive and wealthier than when you entered.

Good luck!

Raaka-Tu Solution


This document below used to be on Steve McCoy's website at www.simology.com but his site no longer exists. When I realized this, I knew that I couldn't let the great knowledge from his site be lost. Luckily the Internet Archive Wayback Machine (http://www.archive.org/) allowed me to find his old web pages and post them here. I hope that other people get to enjoy these solutions as much as I did. Thank you Steve, wherever you are!

- Sean Murphy


Title:  Raaka-tu
Game type: Text based adventure
Vendor: Radio Shack
Year: 1980-83

Walkthru by: Steve McCoy
Date: 01.12.98
Finish Date: 09.30.98
email: smccoy@simology.com
web: http://www.simology.com/smccoy


Foreword

This game originally came out in the early 80's like 1980-81.  It was released by Radio Shack for the TRS-80 Model I or Model III.  It was later released for the Radio Shack Color Computer.

Since I'm a huge fan of adventure games.... and this is one I had on my first computer during my Chirstmas break from high school in 1980.  My parents had purchased the Model III as my Chirstmas present and Raaka-tu was included along with Haunted House.  Both games are very dear to my heart and both are classic text adventures.

Basic overview of the game is that your in a jungle and trying to solve the mystery of the Temple of Raaka-tu.  Like may adventures of the time... you tend to die over and over.  Every wrong move can result in your death.  The games didn't allow for saving each step... so you have to start from scratch each time you 'choose poorly'.  This walkthru will smooth out each phase or step of the game.  The game is won if you can enter and leave the temple and return to your starting point with 5 treasures for 50 points.  I hope this helps you on your quest....

Game text will be in upper case.  Game walkthru commands are in bold.


Key Dangers:

Guards (marching around temple)
Wooden Door & Rug
Bow & Arrow Statue
Gargoyle
Serpent
Vault
Candle (when burning)

Key Items:

Burning Lamp
Candle (light it to kill Gargoyle)
Sword (use to kill serpent)
Food (to restore health)

Treasures:

Golden Ring
Bejeweled Lever
Golden Idol (protected by serpent)
Golden Chopstick (protected by gargoyle)
Percious Gem  (note: the gem is a random item.  you must 'Examine Room' in each room until you find it)

Area Maps by Branden Robinson

 

Outside Temple

Inside Temple

Game start:

YOU ARE IN A DENSE DARK DAMP JUNGLE.

GO WEST

YOU ARE IN A DENSE DARK DAMP JUNGLE.

GO WEST

THROUGH THE JUNGLE YOU SEE THE EAST WALL OF A GREAT TEMPLE. A GROUP OF GUARDS MARCHES AROUND THE CORNER TO YOUR RIGHT.

Note: At this point you need to visualize the Temple.  I will provide a map
of the outside.

You must stay in the jungle area not to be seen by the guards which patrol around the temple.  You can only for one turn at a time move close to the Temple outer walls.  If you stay for longer than a turn the guards will see you and kill you!  The trick is to wait in the jungle until the guards disappear to your left.  By typing just GO then the guards advance around the structure.

GO

TRY A DIRECTION. A GROUP OF GUARDS DISAPPEARS AROUND THE CORNER TO YOUR LEFT.

GO SOUTH

IN A CLEARING BEFORE YOU STANDS THE SOUTH WALL OF A GREAT TEMPLE. A GROUP OF GUARDS DISAPPEARS AROUND THE CORNER TO YOUR LEFT.

GO WEST

THROUGH THE DENSE UNDERGROWTH, YOU CAN SEE THE GREAT BRONZE GATES ON THE WEST WALL OF THE TEMPLE. A GROUP OF GUARDS DISAPPEARS AROUND THE CORNER TO YOUR LEFT.

GO EAST

YOU ARE STANDING BEFORE THE WEST ENTRANCE OF THE TEMPLE.  GREAT BRONZE GATES ENGRAVED WITH IMAGES OF SERPENTS STAND SILENTLY BEFORE YOU. THERE IS A COIN ON THE GROUND.

GET COIN

COIN TAKEN.

Note:  You have to pay a price for passage later... trust me.

GO NORTH

YOU ARE AT THE NORTH WALL. A LARGE NETWORK OF VINES CLINGS TO THE WALL.

Note: This is the way into the Temple.  The vines can be used to climb up the Temple wall.

Note: If you stay here close to the north wall the guards will shoot you the very next turn.  So to hide from the guards we will move north into the jungle and wait for them to go marching around from the right to the left.

GO NORTH

THROUGH A GAP IN THE JUNGLE YOU CAN SEE THE NORTH WALL OF A MAGNIFICENT TEMPLE. A GROUP OF GUARDS MARCHES AROUND THE CORNER TO YOUR RIGHT.

GO

TRY A DIRECTION. A GROUP OF GUARDS DISAPPEARS AROUND THE CORNER TO YOUR LEFT.

GO SOUTH

YOU ARE AT THE NORTH WALL. A LARGE NETWORK OF VINES CLINGS TO THE WALL.

CLIMB VINES

AS YOU CLIMB, THE VINE GIVES WAY AND YOU FALL TO THE GROUND.

Note: If this happens quickly GO NORTH and wait for the guards
to come around from your right then GO again and the guards will
disappear around to your left.  Then GO SOUTH again and try to
climb the vines.  If the vine gives way again repeat this step
to avoid the guards.  Sometimes you get the right vine on the
first try and other times it takes several attempts.

YOU ARE AT THE NORTH WALL. A LARGE NETWORK OF VINES CLINGS TO THE WALL.

CLIMB VINES

YOU CLIMB TO THE ROOF. AS YOU STEP ON THE ROOF, IT COLLAPSES. YOU ARE IN A SMALL ROOM WITH GRANITE WALLS AND FLOOR. THERE IS A SMALL OPENING TO THE EAST AND A LARGE HOLE IN THE CEILING.

Note: You've made it past the first step and defeated the guards. In the original version on the Model I/III you see a bottle in this room.  In the CoCo version the bottle isn't here.

Note: OK! Now that the guards are out of the way its time to do a little treasure hunting.

YOU CLIMB TO THE ROOF. AS YOU STEP ON THE ROOF, IT COLLAPSES. YOU ARE IN A SMALL ROOM WITH GRANITE WALLS AND FLOOR. THERE IS A SMALL OPENING TO THE EAST AND A LARGE HOLE IN THE CEILING.

GO EAST

YOU ARE IN A LARGE RECTANGULAR ROOM. ON THE FLOOR OF THE EAST SIDE OF THE ROOM IS AN INTRICATE ORIENTAL RUG STRETCHING BETWEEN THE NORTH AND SOUTH WALLS. IN THE EAST WALL IS A HUGE CARVED WOODEN DOOR. TO THE SOUTH, A SMALL HOLE LEADS TO A DARK PASSAGE WAY.

GO SOUTH

Note: Beware of the wooden door.  Its a trap!

YOU ARE IN A DARK PASSAGE WAY WHICH SLOPES UP AND TO THE SOUTH.

GO SOUTH

YOU ARE AT THE TOP OF A PASSAGE WHICH SLOPES DOWN AND TO THE NORTH. THERE IS A CORRIDOR TO THE EAST AND ANOTHER TO THE WEST. THERE IS FOOD HERE.

GET FOOD

GO WEST

YOU ARE IN A SMALL ROOM WITH A SINGLE EXIT EAST. THERE IS A LARGE SWORD LAYING NEARBY.

GET SWORD

Note:  You will need this sword later... trust me!

GO EAST

YOU ARE AT THE TOP OF A PASSAGE WHICH SLOPES DOWN AND TO THE NORTH. THERE IS A
CORRIDOR TO THE EAST AND ANOTHER TO THE WEST.

GO EAST

THIS IS A T SHAPED ROOM WITH EXITS EAST, SOUTH, AND WEST.

GO SOUTH

YOU ARE IN A ROOM WITH GRAY STONE WALLS.  PASSAGEES LEAD NORTH AND EAST.

GO EAST

 THIS IS A ROUND ROOM WITH HIGH WALLS.  THE ONLY OPENING IS TO THE WEST.

GO WEST

YOU ARE IN A ROOM WITH GRAY STONE WALLS.  PASSAGEES LEAD NORTH AND EAST.

GO NORTH

THIS IS A T SHAPED ROOM WITH EXITS EAST, SOUTH, AND WEST.

GO EAST

YOU ARE IN A TRIANGULAR ROOM WITH OPENINGS IN THE EAST AND WEST CORNERS.  THERE IS A STATUE IN THE SOUTH CORNER WITH BOW AND ARROW.  THE STATUE IS FACING THE EAST DOOR.  THERE IS A TINY SLOT CUT IN THE NORTH WALL.  THERE IS A MESSAGE CARVED UNDER THE SLOT.

READ MESSAGE

THE MESSAGE SAYS, "SAFE PASSAGE FOR A PRICE."

Note:  Here is the price for passage.  Good thing we found the 'Coin' outside eh?

PUT COIN IN SLOT

THE STATUE TURNS TO FACE THE WEST DOOR.

GO EAST

YOU ARE AT THE SOUTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.

Note: As you move from room to room.  One treasure is very hard to find.  You must 'Examine Room' command in each room as you move through the game. If you find the 'Gem' it should read like this.

EXAMINE ROOM

YOU DISCOVER A PRECIOUS GEM HIDDEN IN A CREVICE.

GET GEM

PRECIOUS GEM TAKEN.

GO NORTH

YOU ARE AT THE NORTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.  THERE IS A DOOR ON THE NORTH WALL.  THE DOOR IS CLOSED.

OPEN DOOR

RRRRREEEEEEEK - THE DOOR IS OPEN.

GO NORTH

YOU ARE IN A VAULT WITH A LARGE DOOR TO THE SOUTH.  A BEJEWELED LEVER IS ON ONE WALL.  THERE IS A PLAQUE ON THE WALL ABOVE THE LEVER.  THE DOOR CLOESES BEHIND YOU.

Note: DON'T PULL THE LEVER or its all she wrote.  Just get the lever and leave the vault.

GET LEVER

BEJEWELED LEVER TAKEN.

OPEN DOOR

SCRUUUUUNG THE DOOR OPENS.

GO SOUTH

YOU ARE AT THE NORTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.  THERE IS A DOOR ON THE NORTH WALL.  THE DOOR CLOSES AGAIN.

GO WEST

YOU ARE AT THE ENTRANCE TO A LONG DARK TUNNEL WHICH LEADS WEST.  THERE IS A PASSAGE EAST.  A CANDLE IS IN THE ROOM.  THERE ARE CRYPTIC RUNES ABOVE THE TUNNEL.

GET CANDLE

CANDLE TAKEN.

GO EAST

YOU ARE AT THE NORTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.  THERE IS A DOOR ON THE NORTH WALL.  THE DOOR IS CLOSED.

GO EAST

YOU ARE IN A VERY SMALL ROOM.  THERE IS A BURNING LAMP HERE.

GET LAMP

BURNING LAMP TAKEN.

GO WEST

YOU ARE AT THE NORTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.  THERE IS A DOOR ON THE NORTH WALL.  THE DOOR IS CLOSED.

GO SOUTH

YOU ARE AT THE SOUTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.

GO EAST

THIS IS A T SHAPED ROOM WITH EXITS EAST, SOUTH, AND WEST.

Note:  At this point the author is going to pull a fast one on you if your not careful.  He has made to sections of the temple look very similar.  Remember the room with the Statue and the Bow & Arrow?  He hopes to trick you into walking in the wrong door which the Statue will run you through with the arrow.  Thats why this room's description is identical to the first T shaped room you encountered.

GO SOUTH

YOU ARE IN A ROOM WITH GRAY STONE WALLS.  PASSAGEES LEAD NORTH AND EAST.

GO EAST

 THIS IS A ROUND ROOM WITH HIGH WALLS.  THE ONLY OPENING IS TO THE WEST.  A RING OF FINEST GOLD IS HERE.

Note: Ahh yes the 'The ring of motion' has got me shot to many times to count.  This is a key treasure you need.  But you have to work a little to get it.

GET RING

GOLD RING TAKEN.

READ RING

THE INSCRIPTION READS, "RING OF MOTION."

Note: At this point.... you don't realize but you just moved back to the first room with high gray walls.  Since they are identical you don't notice this.  But like the ring inscription warns 'motion'.  Every time you pickup this ring you move.  So we don't want the arrow in the heart... just drop the ring and pick it up again.

DROP RING

DROPPED.

GET RING

GOLD RING TAKEN.

Note: Now we are safe and sound back in the right room with high gray walls.

GO WEST

YOU ARE IN A ROOM WITH GRAY STONE WALLS.  PASSAGEES LEAD NORTH AND EAST.

GO NORTH

THIS IS A T SHAPED ROOM WITH EXITS EAST, SOUTH, AND WEST.

GO EAST

YOU ARE IN A PETITE CHAMBER.  THERE IS A LARGER ROOM TO THE NORTH AND A PASSAGE TO THE WEST.

GO NORTH

YOU ARE IN A LARGE ROOM WHICH SMELLS OF DECAYING FLESH.  THERE ARE EXITS NORTH AND SOUTH.  THERE IS A HIDEOUS STONE GARGOYLE PERCHED ON A LEDGE ABOVE THE NORTH PASSAGE.

Note:  Ok campers beware of the Gargoyle.. oh I know he is made of stone.. for now.  But trust me this guy is deadly in a few moments.  The candle is deadly when lit.  The fumes are very posions.  But we need to light the candle and bring the Gargoyle to life then leave the room for a few moves before the candle smoke or the Gargoyle kills us.

DROP CANDLE

DROPPED.

LIGHT CANDLE WITH LAMP

THE CANDLE IS NOW BURNING, A SWEET SCENT PERMEATES THE ROOM.  THE LIGHT FROM THE CANDLE SEEMS TO BE GROWING DIMMER.

GO NORTH

THE GARGOYLE COMES TO LIFE AND JUMPS DOWN TO BLOCK YOUR WAY!  THE LIGHT FROM THE CANDLE SEEMS TO BE GROWING DIMMER.

Note: See I told you!

GO SOUTH

YOU ARE IN A PETITE CHAMBER.  THERE IS A LARGER ROOM TO THE NORTH AND A PASSAGE TO THE WEST.

Note: At this point use up some moves by going West a few moves and back to the Petite Chamber to let the Candle do its job on the Gargoyle.

GO WEST

THIS IS A T SHAPED ROOM WITH EXITS EAST, SOUTH, AND WEST.

GO WEST

YOU ARE AT THE SOUTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.

GO EAST

THIS IS A T SHAPED ROOM WITH EXITS EAST, SOUTH, AND WEST.

GO EAST

YOU ARE IN A PETITE CHAMBER.  THERE IS A LARGER ROOM TO THE NORTH AND A PASSAGE TO THE WEST.

LOOK

YOU ARE IN A PETITE CHAMBER.  THERE IS A LARGER ROOM TO THE NORTH AND A PASSAGE TO THE WEST.

LOOK

YOU ARE IN A PETITE CHAMBER.  THERE IS A LARGER ROOM TO THE NORTH AND A PASSAGE TO THE WEST.

Note: After wasting these moves the candle should have killed the Gargoyle.  If you enter the room and he isn't dead.. just leave and do a few more moves then enter the room again.  You should see the following.

GO NORTH

YOU ARE IN A LARGE ROOM WHICH SMELLS OF DECAYING FLESH.  THERE ARE EXITS NORTH AND SOUTH.  A CANDLE IS BURNING DIMLY.  THERE IS THE DEAD CARCASS OF AN UGLY GARGOYLE NAERBY.  THE LIGHT FROM THE CANDLE SEEMS TO BE GROWING DIMMER.

EXTINGUISH CANDLE

THE CANDLE IS EXTINGUISHED.

GO NORTH

THIS IS A TALL ROOM CARVED OF STONE WITH A SINGLE EXIT TO THE SOUTH.  THERE IS A GOLDEN CHOPSTICK HERE.

GET CHOPSTICK

GOLDEN CHOPSTICK TAKEN.

GO SOUTH

YOU ARE IN A LARGE ROOM WHICH SMELLS OF DECAYING FLESH.  THERE ARE EXITS NORTH AND SOUTH.  A CANDLE IS IN THE ROOM.  THERE IS THE DEAD CARCASS OF AN UGLY GARGOYLE NAERBY.

GO SOUTH

YOU ARE IN A PETITE CHAMBER.  THERE IS A LARGER ROOM TO THE NORTH AND A PASSAGE TO THE WEST.

GO WEST

THIS IS A T SHAPED ROOM WITH EXITS EAST, SOUTH, AND WEST.

GO WEST

YOU ARE AT THE SOUTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.

GO NORTH

YOU ARE AT THE NORTH END OF THE GREAT CENTRAL HALLWAY.  EXITS EXIST IN THE EAST AND WEST WALLS.  THERE IS A DOOR ON THE NORTH WALL.  THE DOOR IS CLOSED.

GO WEST

YOU ARE AT THE ENTRANCE TO A LONG DARK TUNNEL WHICH LEADS WEST.  THERE IS A PASSAGE EAST.  THERE ARE CRYPTIC RUNES ABOVE THE TUNNEL.

GO WEST

YOU ARE IN THE DARK TUNNEL.

GO WEST

YOU ARE AT THE ENTRANCE TO A LONG DARK TUNNEL WHICH LEADS EAST.  THERE IS A PASSAGE WEST.

GO WEST

YOU ARE IN A LARGE ROOM WITH A SINGLE EXIT EAST.  BEFORE YOU STANDS AN ALTAR, STAINED WITH THE BLOOD OF COUNTLESS SACRIFICES.  A GOLDEN IDOL STANDS IN THE CENTER OF THE ROOM.  A LARGE SERPENT LIES COILED ON THE FLOOR.  THE SERPENT STRIKES, YOU DODGE HIS LUNGE!

Note: Ok now you must kill the serpent with the sword.. I hope you picked it up... right?

KILL SERPENT WITH SWORD

YOUR LARGE SWORD SINKS TO THE HILT IN THE SERPENT'S SCALY BODY!  THE SERPENT STRIKES, POISON COURSES THROUGH YOUR VEINS!

KILL SERPENT WITH SWORD

THE SERPENT'S HEAD IS SEVERED FROM HIS BODY!  A MAGNIFICENT BLOW!  THE SERPENT IS DEAD.

Note: Sometimes this takes several attempts to kill him, and sometimes you don't always win.  Now get the idol and lets move the altar.

GET IDOL

GOLDEN IDOL TAKEN.

MOVE ALTAR

UGH! WITH GREAT DIFFICULTY YOU MANAGE TO MOVE THE ALTAR AND YOU DISCOVER A SECRET PASSAGE.

Note: Let us take a quick inventory just to make sure before we enter the secret passage.

INVENT

FOOD
GOLD RING
LARGE SWORD
GOLDEN IDOL
BEJEWELED LEVER
BURNING LAMP
GOLDEN CHOPSTICK
PRECIOUS GEM

Note: Yeppers got all of the 5 treasures.  Now we must return them to the exact spot we started the adventure from and type 'SCORE' to see if we win.

CLIMB DOWN PASSAGE

YOU ARE IN THE SECRET PASSAGE WHICH LEADS EAST.  THE ALTAR MOVES BACK TO SEAL THE HOLE ABOVE YOU.

GO EAST

YOU ARE AT THE END OF THE PASSAGE.  THERE IS A HOLE IN THE CEILING.

CLIMB HOLE

AS YOU CLIMB OUT OF THE HOLE,  IT SEEMS TO MAGICALLY SEAL UP BEHIND YOU.  YOU ARE AT THE SOUTH WALL.

Note:  Careful here everyone.  The guards are always marching around the temple.  You should move 'South' into the jungle so you won't be seen.

GO SOUTH

IN A CLEARING BEFORE YOU STANDS THE SOUTH WALL OF A GREAT TEMPLE.  A GROUP OF GUARDS MARCHES AROUND THE CORNER TO YOUR RIGHT.

GO EAST

THROUGH THE JUNGLE YOU SEE THE EAST WALL OF A GREAT TEMPLE.  YOU HEAR THE DISTANT CRIES  OF WILD ANIMALS.

GO EAST

YOU ARE IN A DARK DENSE DAMP JUNGLE.  YOU HEAR THE DISTANT CRIES OF WILD ANIMALS.

GO EAST

YOU ARE IN A DARK DENSE DAMP JUNGLE.  YOU HEAR THE DISTANT CRIES OF WILD ANIMALS.

GO SOUTH

YOU ARE IN A DARK DENSE DAMP JUNGLE.  YOU HEAR THE DISTANT CRIES OF WILD ANIMALS.

SCORE

OUT OF A POSSIBLE FIFTY, YOUR SCORE IS 50.  YOU HEAR THE DISTANT CRIES OF WILD ANIMALS.

Note:  I know, I know... its a little lame that after this AWESOME adventure he doesn't even give you a....

C O N G R A T U L A T I O N S!!!!

But trust me you deserve it.  Its taken me countless hours to solve this game.
 


Bedlam Solution | Haunted House Solution | Madness and the Minotaur

Pyramid 2000 Solution | Raaka-Tu Solution | Xenos Solution


This document was last updated on 5/1/13.
Maintained by Sean Murphy (figment@figmentfly.com)