KAA’S KINGDOM Walk Through by Dorothy Millard and Terri Sheehan (Spectrum Version) Notes 1. Your objective appears to be to return safely. 2. It is not possible to get 100% score. 3. In some places, there are a limited number of moves. Walk Through (Start in a damp cave), LEAVE (cave behind waterfall), U (top of path), S, D (by bridge), CROSS BRIDGE, NW (top of escarpment where you see three crossbow bolts), GET BOLTS, S, SE, ENTER (stockade), GET WHETSTONE, GET SPEAR, LEAVE, NW, D (deep valley), GET FLINT, N (foot of waterfall), N (river bank where a huge serpent blocks the way north), THROW SPEAR, N (beach), W, N, N (outside tower), ENTER TOWER, GET LADDER, U (landing where you see a trapdoor), PUT LADDER (leads up to the trapdoor), CLIMB LADDER (top of tower), GET LANTERN, D, D, N (a dwarf lies in a pool of blood), SEARCH DWARF, GET KEY (bronze), UNLOCK DOOR, DROP KEY, N (small room), GET CROSSBOW, LOAD CROSSBOW (with the bolts), GET COINS, S, S, LEAVE TOWER (a brigand bars your path), GIVE COINS, S, S. E (beach), S, S, S, U, N, SE (bridge), CROSS BRIDGE, U, N, N, N, U (a harpy blocks your path up), FIRE CROSSBOW (misses), LOAD CROSSBOW, FIRE CROSSBOW (misses), LOAD CROSSBOW, FIRE CROSSBOW (this time you hit the harpy), DROP CROSSBOW, U (rocky crag), SEARCH NEST (find talisman, leave the egg alone), GET TALISMAN, WEAR TALISMAN, D, D, S, S, S, D (bridge), CROSS BRIDGE, NW, S, D, N, N, N (beach), W, S (clearing where warriors are torturing a dwarf), WAIT (they are now lying in the clearing), S (a guard is asleep by a caged dwarf), STRANGLE GUARD (don’t try to take the battleaxe or the game ends), SEARCH GUARD (find steel key), GET KEY, UNLOCK CAGE (you free a red bearded dwarf who deals with the reptilians), GET TINDER, S (the dwarf joins you), SE, ENTER HUT, GET CROSS, LEAVE, NW, S (the dwarf says he knows the way through the swamp), FOLLOW DWARF (to south of swamp). E, D (bottom of scree slope), LIGHT LANTERN (you fail to light it with the flint), DROP TINDER, LIGHT TINDER, LIGHT LANTERN, DROP FLINT, U, W, W (south of swamp where you see a crevice in the rock wall), SQUEEZE THROUGH (to small cave where you see a human skeleton clad in chainmail), GET CHAINMAIL, GET SWORD, SHARPEN SWORD (using whetstone – you cut your finger), DROP WHETSTONE, SQUEEZE THROUGH (back to swamp), E, E, D, WEAR CHAINMAIL, SW (an archer fires an arrow at you but it glances off the chainmail), SW (cool cavern), S (huge cavern where natives on a bridge demand you go back), ATTACK NATIVES (using sharpened sword), CROSS BRIDGE (to east/west ledge), W, S, S (entrance to cave), D (behind rock where you see armed reptilians below playing a warlike game – don’t go down), U, ENTER (passage), N, E (ledge), D (steps), E (surrounded by giant fungi), S, W, S, W, W (see human heads on poles blocking the way east), GET POLE, MOVE POLES, E (burial chamber), E, E (by rock), EXAMINE ROCK (feel a draft beneath it), LEVER ROCK (using pole), DROP POLE, D (through hole to a low cave). DROP CHAINMAIL, LEAVE CAVE (hiding in bushes – if you go east you will be seen by the reptilians), CRAWL EAST (you are between canoes on the river bank), SWIM (must not be wearing the chainmail - the current carries you past the settlement and under an arch), U (walled yard), EXAMINE DOOR (see no visible means of opening it), LIFT DWARF (he climbs in the window and unbolts the door), ENTER DOOR (to a pleasant corridor), E (richly furnished room), OPEN CHEST (see some silver rings which the dwarf takes), W, OPEN DOOR, S (attacked by reptilians, the dwarf is felled and you are told yield or die), YIELD (you are in a foul smelling cell where a guard stares at you through the door), REMOVE TALISMAN, SWING TALISMAN (the guard is hypnotised, opens the cell door and walks away), WEAR TALISMAN, LEAVE CELL (to corridor), D (torture chamber), GET HAMMER, GET CROWBAR, U, E. U (top of steps), OPEN DOOR (stuck), PUSH DOOR, N (courtyard), U, ENTER (to torch lit corridor), GET TORCH (you take one from the wall), S (storeroom), GET BESOM, OPEN CHEST (locked), EXAMINE CRATES (some are empty), WAIT (hear someone coming), HIDE (in a crate – reptilians enter the room), GET BELL, WAIT (they complain about something being heavy and leave… you wait until it is safe and leave the crate), LEAVE (to torchlit corridor), W (in front of altar), GET KNIFE (sacrificial), EXAMINE ALTAR (discover symbols from the runic alphabet), EXAMINE IDOL (inscribed “KAA”), DROP BELL, DROP BESOM, MOVE DRAPE (you enter a richly furnished room), GET PEBBLES (red), GET RUNES, EXAMINE RUNES (each of the runes bears a magic symbol), LEAVE (back to altar), CAST RUNES (they glow and the altar moves to one side revealing steps leading down into the darkness), TAKE BESOM, DROP KNIFE. D, ENTER DOORWAY (need lit torch – to a golden room where a hideous stone gargoyle sits by the exit), OPEN CHEST (reveals treasure), SWEEP FLOOR (you sweep away the dust to reveal a slab of stone in the floor), DROP BESOM, LEVER STONE (using the crowbar to reveal a sarcophagus containing a golden coffin with “KAA” inscribed on the lid), OPEN COFFIN (stuck), LEVER LID (may take several attempts – keep trying until you succeed and it opens… you see the remains of a reptilous creature with a ring on his left hand), GET RING (as you take the ring you hear a grinding sound), LOOK (the gargoyle is moving from side to side), HIT GARGOYLE (using the hammer – it shatters), DROP HAMMER, DROP CROWBAR, LEAVE, U, EXAMINE RING (inscribed with magic symbols), WEAR RING, GET KNIFE, GET BELL. E, E (top of steps), D (courtyard), N (amongst urns where reptilians are sharpening their weapons by an arched exit), THROW PEBBLE (an eerie mist is released), N (you pass unseen through the mist), U (top of stone steps by a rope bridge… the alarm has been raised), CROSS BRIDGE, CUT BRIDGE (the knife slips from your grasp), BURN BRIDGE, NE (ledge), E (the ledge gives way and you finish up in a pit with sheer sides – note if you examine the holes you see a rat; eventually you die so move quickly), GET TORCH, GET TALISMAN, WEAR TALISMAN, GET BELL, (you can leave the pebble), SHOUT (must be wearing the talisman), SHOUT, SHOUT (someone comes to your aid and a rope is lowered), CLIMB ROPE (the dwarf helps you back onto the ledge), TAKE SWORD, N, W (by barred door – the dwarf grabs an emerald which is here), N, N, (vampire bats attack), RING BELL, U, UNBOLT DOOR, OPEN DOOR, N, N, N (bottom of scree slope), U (brigand is approaching), ATTACK BRIGAND (the dwarf deals with him and finds some gold coins on his body). W (south of swamp), FOLLOW DWARF (he leads you through the swamp to south of forest), N (large carnivores are feeding in the clearing), WAIT (the animals eventually leave), N (clearing – the dwarf leaves you), N, N, E (beach), S, S, S (deep valley), U (cliff), E (wood), E (mysterious place where you see a large marble head with a gaping mouth), WEAR RING, PUT ARM (must be wearing the ring – you pull out a crystal hoop), W, N, CROSS BRIDGE, U (hillside), N (top of path), D (near cave – Kaa appears and blocks the entrance), CAST HOOP (Kaa is forced back into the ground), ENTER (damp cave), RUB RING (a misty portal appears… you are pulled through by an unseen force to a shop crammed full of adventure games), E (narrow alley – the shop has disappeared… was it all a dream… in your pocket is a miniature red bearded dwarf and there is a deep cut on your finger). CONGRATULATIONS on a safe return. ***************************************************** Displayed on the Classic Adventures Solution Archive: http://solutionarchive.com