Aztec FAQ(Apple II game)
version 3.0.0
Copyright 2001, 2003
by Andrew Schultz schultza@earthlink.net
Please don't duplicate this for profit without my permission. This is
part of my effort to help preserve memories of old Apple games. If you
ask permission to post this on my site(use my first name please) I'll
probably say yes.
"Remember, kids, together we can remove that 'YOU DID NOT MAKE IT' from
yet another classic game!"
********
AD SPACE
********
A page with stuff about other Apple games:
http://www.geocities.com/SoHo/Exhibit/2762
Mailing me about this FAQ(esp. screenshots of scenarios I haven't really
described much) or offering help just might improve it as there are a
lot of potentially annoying factors that can kill you off. This is one
of my guides I'm least comfortable with.
************
1. THE VERY BASICS
2. DIFFICULTY LEVELS
3. CONTROL QUIRKS
4. FALLING DOWN
5. MONSTERS
6. BUGS THAT AREN'T MONSTERS
7. TEXT MAPS
8. SCENARIO WALKTHROUGHS
9. GENERAL QUICK-WALKTHROUGH ALGORITHM
10. VERSIONS/CREDITS
************
1. THE VERY BASICS
Every level of Aztec has eight rooms with three platforms each and
scrolls around itself--go east eight times and you're where you began.
Of course, in some cases, you are barred from doing so by walls, drops,
etc. Any one scenario when you start Aztec has eight levels and the Idol
is on one of the lower ones. Here I'll describe some of the non-living
things you may find:
--stairs: use C to climb up them. You can change your directions on
stairs to climb up stairs that crisscross or are very close to each
other.
--boxes: open them and there may be an item inside. The possible items
are::
PROF VON FORSTER (?) (Daryl Ashfallen says: "I believe this is the
signature of Prof Von Forster, your arch-enemy and predecessor in the
Aztec ruins, mentioned in the opening text. He took something out of the
box and left his mark behind to taunt you."
SKULLS (can't take)
THE IDOL
BULLETS (you can have up to 7)
STICKS (of dynamite--you can have up to 7)
MACHETTE (allows knife fighting in combat mode)
PISTOL (with bullets, allows shooting in combat mode--the default if
you have both) (Daryl Ashfallen: "The default on [F] (fight mode) is to
draw the machete, then you have to draw the pistol with [G]."
--garbage piles: you can open the messiest. You may find a potion that
adds one strength, or you may find a bomb that will take a while to go
off. It'll explode a few paces. If you go onto another screen the bomb
will stay on the screen and will be just as deadly. But either way you
get a different death message(YOU WERE BLOWN UP.)
****(Daryl Ashfallen points out some useful strategy:)
"You can see what treasure is in the garbage pile, it is always down
the bottom and left of it. Digging the garbage up requires 3 'openings',
and the bomb if any only appears on the third. If you change screen, the
bomb reappears in the same x,y screen position that it was. Note that as
a consequence of the 'only one bomb at a time' rule, you can effectively
move the bomb out of the garbage pile and get a free wall demolition.
This can be a reason to search an empty garbage pile.
****(then points out a related note:)
"Now, since garbage piles are made of three of the shapes in the
shape table printed on top of each other, and Aztec's handling of shapes
is interestingly imperfect, you will occasionally get mutant garbage
piles that are missing a shape or have it printed twice (and hence
invisible). So occasionally you will see a treasure item lying on the
ground that you apparently cannot take. These treasures are actually in
garbage piles, and you need to dig with [O] to put them into a take-able
state." This is a bit of a bug and not an obvious one.
--piles of bones: several different types, mostly for effect.
--machette: machettes may be lying around. They are white lines just
above the floor.
--trap-doors: these are on the second or third platform and designated
by a slightly thinner floor. Step on them and you fall through to the
lower platform.
--general stuff lying around. Daryl Ashfallen: "I have seen treasure of
all kinds (except the Idol) just lying about, as well as under invisible
garbage piles. I think there is a very small but non-zero chance of this
being generated." So keep your eyes pealed.
Here are some of the more complex things:
--trapped rooms: walls come down from the top when you try to get close
to the edges. Then the ceiling starts lowering. Sometimes all the edges
may not be covered, and you can walk out. You have to go a certain way
in the room before you walk out again. There's also a
variation where a faucet starts filling up the room from the bottom. You
may be able to crawl out of the room, but don't count on it.
Daryl Ashfallen: "There are three kinds of trapped room. You can
tell if a room is trapped, because there are a limited number of rooms
in the "rooms list" from which the dungeon is constructed that have a
trap in them, and these are always trapped. Traps reset themselves if
you escape. The easiest and most obvious way to get out of a trapped
room is to dynamite the floor and fall down to the next dungeon level.
The next best way is, after setting one edge off but not the other,
dynamite your way back out. If you have entered a trap and stop yourself
immediately, you won't necessarily set it off. The trigger points are
about twenty pixels from the edge(s) of the room. So you may be able to
turn around and jump back out."
In other words, don't panic and run to the sides if you see 'trap,'
although it is a common reaction.
Daryl also catalogues the three different kinds of traps.
"(1) Lowering ceiling: Doesn't go off until you have been near both the
left and right edge of the screen. When it goes off it starts lowering
from the ceiling of the lower level that you visited the edge of in
order to set the trap off. If you're quick, and there's stairs there,
you can get up to the level above the lowering level. However if you
fall into the 'lowered ceiling' later, you will be killed.
"(2) Closing walls: a much scarier trap than (1). Set off in the same
way, but fills the room with walls, two at a time, from the edges of the
room. If you fall down a level, the walls will continue to squeeze in
from the x positions where they were up to at the level above. So if you
time this right using dynamite, furniture or the short fall bug, you can
get through to the level below behind the squeezing walls. Don't hang
around too long as the walls keep squeezing through each other if they
failed to squish you the first time."
"(3) Giant faucet: This is always on the lowest of the three levels on
the screen, on the right hand side. The faucet trap starts after you
visit the left edge of the screen on the lowest level. This entryway
will close. Shortly after the faucet will start dispensing water. If you
are careful, you can climb up on the water (swimming). Interestingly the
water will not douse dynamite and it will not re-fill holes blown in it
by dynamite. You can 'float' dynamite on the surface of water and it
will stay where it is when the water level rises over it. When the
dynamite goes off you will be knocked out and may drown, so you have to
be very quick and decisive to get out if this trap. Drowning is
triggered by the water level being over your body."
--moving platform: a flashing platform may appear on a level. It will
be a few steps wide and may go left or right. It changes the walkability
of wherever it's on. So, for instance, if it's floating over a space you
normally can't walk over, you'll be able to. You'll also fall if the
platform's over a space you usually can walk on and you try to walk on
it. However, if you stand still and a platform goes under you, you won't
fall.
Daryl Ashfallen:
"Technically this thing is a monster, moves with one of the monster
walking patterns, and it can be killed with a downward stroke of the
machete. It definitely can appear on the lowest platform." [correcting
my assumption it couldn't.]
--stalactites: sometimes they drop and create a bomb-like explosion.
Very rare.
2. DIFFICULTY LEVELS
The higher the difficulty level, the more monsters. The maps for the
scenarios are the same, though.
3. CONTROL QUIRKS
There are a lot of keys to control your man. The most important are
W, A, S, and D for basic control. C, R, and J are the others. Get used
to hitting O and then T when you're around a box, and around a garbage
pile you'll need to hit O a few times. There are also a few very strange
things you can do in controlling your man. Here they are.
--when you are on the top level, if you climb up a garbage pile or box
on the top(third) platform, you'll be returned to the surface, as your
level is determined by where your adventurer's face is. In some
scenarios there are traps just before you get back, and this is one way
to skirt them. On any other level, you get a brief view of the above
level before falling back down.
Daryl Ashfallen: "...Climbing an open box or garbage pile often becomes
the only way to get up. The key to understanding how this works are the
'brickwork pattern' in the bottom left-hand corner of the screen, and
the little picture of the idol directly across from it. If you can
contrive to climb such that you are standing in one of those pictures
when you reach the higher level, you will continue to climb up and out."
--If you can't figure out how to get down to the next level, or if
you're in a rush, you can always crawl to the side of the bottom
platform if no wall is in the way. You'll fall down. Getting back up is
a bit different.
--You can jump from a garbage pile to the stairs or from one stair to
another.
--If you keep running into a box and falling over, try crawling by it or
climbing over it.
--It doesn't always work, but switching rapidly several times between
two rooms can make nasty monsters disappear.
(Daryl Ashfallen: "...you can jump through monsters if you don't stop
jumping. So you can see a monster, go back a room, and then jump into
the room where the monster is and keep jumping through it." <-I'd seen
this but couldn't isolate it. Once again, good job Daryl.
--when you're on the ground, there's a way to levitate. You can then
fall over to the next level somehow(I forget how.) Very useful when
you're trapped.
(Daryl Ashfallen explains why: "This is actually two things: firstly,
you don't fall until you move. So you can 'levitate' by climbing up a
monster and staying there when it moves away. Secondly, AND THIS IS THE
MAJOR MOVEMENT BUG/TRICK OF THE GAME, if you fall exactly one step-
height while crouched, you will fall through the floor below. This so
breaks the game that I refuse to use it unless I have no other way of
escape (ie, no dynamite), and I encourage others to do the same.")
--dynamite is tough to use. You must be crawling AND have one hand
forward. If you don't have it right, the machine will beep. If you do, a
lit stick will appear as when you search through rubbish and find it.
NOTE: you can jump through a wall where the bottom half is blown up,
even if it doesn't make physical sense.
--after running a while, you slow down. Nice touch of realism.
From Clifton Kayano:
--"When crawling, you can crawl a little over the ledge. With your hand
forward, you can press G to drop a stick of dynamite. But instead of the
stick being on the ground, it falls to the floor below. This can be
problematic, especially if you don't want to blow a huge gaping hole in
the level below. However, if you press G again, while the first stick is
in mid air, you can drop another one (the first one will hover in
space), and it'll explode when it touches the first hovering one. If you
get it wrong, you'll blow yourself up. If you get it right, I think you
can use this take out monsters on the level below without blowing holes
in the ground.
4. FALLING DOWN
You can fall down for the following reasons:
--you fall off a platform
--you run into a wall
--you touch a monster(sometimes--loses strength points too)
--a bomb explodes in a garbage pile, [Only if you're on the same one of
the three screen levels as it.]<-Daryl Ashfallen corrects my assumption
you could be anywhere
--you change directions on the stairs
--you crawl downwards
--a stair ends up over open space
--you jump off a stair and fall a bit
--you crawl into a wall(not always)
--you walk into an open box(sometimes)
--you walk over a trap door
When you fall off a stair, the time to regain consciousness depends
on how far you fell.
5. MONSTERS
[Daryl Ashfallen is responsible for the VAST majority of information
here. Killing monsters gives no experience points. "Some monsters may
come in two sizes, with the same graphic. The ratings I give them here
are not really physical size, they're 'formidability'." <- so generally
count the bigger of the two sizes. I put his information in quotes.]
5-1. SMALL/MEDIUM/LARGE
"Small: Can be killed with a downward stroke of the machete. Cannot
harm you if you are one stair-height up, but you can harm them. Cannot
be harmed by a lunge with the machete. cannot be shot with bullets.
Small monsters cannot cross trapdoors. You can jump over a small
monster. Normally does 1 strength damage to you if it bites you."
"Medium: Cannot be harmed by a downward stroke of the machete. Can be
killed with one machete lunge. Note that you can hold down [L] and keep
lunging forward to 'charge' a Medium-sized monster. Can be shot with one
bullet. Does 1 or 2 strength damage."
"Large: Cannot be harmed with the machete. Generally take multiple
bullet shots to kill, and if its movement is normal, each shot it
survives will cause it to reverse direction. Does 1 or 2 strength
damage, may kill you outright especially if you leap into its claws."
5-2. THE WAY THEY WALK
"Monsters are not subject to terrain when off the screen, and do not
move between levels. So, from a monster's point of view, the 7 screens
you are NOT on are three stripes with nothing in them. They still take
the same time to walk across these empty screens."
[this explains why they appear in thin air sometimes.]
"Monsters move at two speeds, normal (your walking pace) and fast
(your running pace). Fast monsters are comparatively rare. The same
monster always moves at the same speed and with the same pattern. They
have the following movement patterns:
"Normal: follows a continuous path. Will attack you once if its path
crosses you, and then keep moving. Turns around only if it encounters
the edge of a gap."
"Tracking: moves towards you. If it encounters a gap it will stand at
the edge of that gap and keep lunging towards you. It is sometimes
possible to walk under a tracking monster on the edge of a gap and make
it levitate backwards across the gap away from you. It will walk through
walls between screens."
"Chaotic: moves randomly left and right, ignoring walls. For some
reason cobras are the monsters which most commonly do this."
5-3. MONSTER CLASSIFICATION
"Each monster has a noise it makes when it enters the room you are in.
This noise will indicate to the astute player what size it is, if it
comes in two 'sizes' with the same graphic (as spiders, cobras,
crocodiles and club-wielding Aztecs do). The noises monsters make are
different on the lower three levels, where Aztecs (humans) start
appearing.
"Snakes and scorpions: These are always small." [me: you can jump over
these. They track you. Use F/M.] [you can jump over these. If they touch
you once, you're in big trouble, even if they only take one strength per
hit, since they can track you. When you're lying on the ground, that
makes it easy. Use F/M to kill them.]
"Small spiders: Only small compared to the bigger spider, they're
still the size of your head. Some of these are actually Medium size. You
can tell which is which by their noise and movement pattern. Spiders
very rarely track you. ...you can jump over these. They are slow and may
not take any strength if they do hit you, and even if they do pass you,
they might not actually hit you. To kill them, push F for fight mode and
hit M a lot, assuming you have a machette.
"
"Moving floor: No attack, just XOR's the floor and pits. I've never
seen a chaotic moving floor."
[In other words, it can cause you to fall through if you walk over it
while on a platform or if you stay on it and it reaches a platform. Best
to jump onto it and quickly off.]
"Cobras and giant spiders: Medium, very rarely small." [can't jump
over cobras.]
"Crocodiles and cougars: Large. Occasionally you will get a small
crocodile on the lower levels." [Galen Komatsu points out that you can
jump on crocodiles, as long as you're already climbing on something.]
"Dinosaurs: Large, occasionally medium. Dinosaurs are sometimes
'stuck' in place, and do not appear to move at all. These have been
known to change the screens they are on, without actually moving. They
usually maintain the same x,y position on the screen. If a stuck
dinosaur can be killed with a machete lunge, you can only do this from
behind its back."
"Club-wielding Aztecs: Large, sometimes medium. If Aztecs find you
unconscious, they may capture you rather than killing you outright. This
involves stripping you of bullets, pistol, and machete, but not
dynamite, marching you over several screens, and forcing you to fall
into a pit."
"Blowgun-wielding Aztecs: Large. In addition to hitting you, they can
fire a blowdart at you, which works like a monster itself. They may also
capture you."
"Blowdart: Usually fired by an Aztec, but sometimes spontaneously
found in a level. Flies at a rapid pace at head height. To avoid it, you
must crouch or change levels. To kill it, you must drop dynamite on it.
If it strikes you, it does 1 strength damage and knocks you unconscious
for a LONG time."
"Octopus: This is as much a terrain feature as a monster. It does not
move, and will only hurt you if you move into it. It consists of a head
graphic which can be shot or lunged, a body graphic which must be down-
struck, and two tentacle graphics which also must be chopped downwards
to destroy. You can only destroy the octopus from its left side. I have
once or twice seen disembodied octopus parts running about, but this
only happens if you don't chop it completely to pieces."
6. BUGS THAT AREN'T MONSTERS
--If something is blown up on the bottom level and you fall through, you
can walk over the little designs on the bottom left. You will also have
to walk off it to the right and fall to the next level, though.
--I've mentioned where you can climb trash/boxes on the top platform to
see the next level. If you're on the top level, you'll exit the tomb.
--Find a bomb in a trash pile. It's still there on the next screen, and
it will blow up.
--Sometimes the octopus's tentacles are divided up in a weird way.
--Jump at a monster when you have zero strength. If you time it right,
you'll see your character jumping when the words "YOU DID NOT MAKE IT"
come on the screen. No falling down, even.
--Sometimes, if you come into a room and get knocked around by a
monster, 1)you won't lose strength and 2)you'll be knocked two rooms in
one direction.
--if you blow up a monster with dynamite, the floor may remain
untouched. [Daryl Ashfallen: Only if the monster was tall, or you used
the two-drop trick.]
--crawling between rooms in level 8 just makes you dizzy a bit.
--blowing dynamite up on level 8 doesn't leave a hole on the bottom
platform.
[I'd sort of hoped you'd fall into a bottomless pit actually. Given all
the carnage in the game, it's too bad it doesn't
.]
--you can climb on the decorations in the lower left if you jump left
towards the stairs at the right time, or if you explode a bomb over it.
[Daryl Ashfallen: You can also climb on your inventory list, which
appears in the same place.]
[corollaries of Daryl Ashfallen's information:]
--sometimes items seem there for the taking, but you need to dig for
them.
--falling into the lowered ceiling from a trap can kill you.
From Galen Komatsu:
--"Approach the right wall (doesn't work on the left I think) and get as
close to it as you can. Draw your machette, it'll appear to be "stuck"
in the wall up to the hilt. Lunge. It may involve using the D key to
inch in closer to the wall before you lunge. The way I learned it long
ago was to hit D and L _at_the_same_time_ which technically is
impossible (for both keys to register simultaneously) Could be more like
a D followed immediately by a L, not sure."
Daryl Ashfallen:["I just verified it. You have to be standing close
enough to the wall for
your machette to appear through it, if you're not close enough you'll
just
be KO'd for a few seconds. It works EXACTLY like wall-crawling."]
7. TEXT MAPS
As mentioned before, each scenario of Aztec, picked at random, has
eight levels that run in cycles of eight(i.e. go east or west eight
times and you're back where you started.)
If you wish to make your own maps, I suggest using Word 2000 and
creating a table with dotted lines. Make it so it has 8 columns and put
it in landscape mode. Put in as many rows as you can(make them as small
as possible) and you may be able to fit 8 levels(or 24 rows) on it. This
makes your mapping squares a better size for drawing maps than you would
find on graph paper.
The key is pretty straightforward. At the top of each scenario, you
start out at level 3.
Note that scenario 1, level 1 = scenario 2, level 7. Also scenario
1, level 6 = scenario 2, level 2.
Also, garbage may be construed as a blank space.
$ = chest
/ = stairs up right
\ = stairs up left
- = floor
v = false floor
SCENARIO 1
Maps for scenario 1:
Maps for level 1(left to right:)
Room # 1:
--------------------- v---------------
|
--------------- /------ ------------
| / $
----------------------------------------
Room # 2:
$
--------------------v-------------------
| |
----------------------------------------
----------------------------------------
Room # 3:
\
----- ---------------\ ----------
| |
----------v-----------------------------
$ |
----------------------------------------
Room # 4:
|
-----\ ----------
| \ |
----- -\--- /---- -
| / $
----------------------------------------
Room # 5:
| $
----------------------------------------
v------------------------------ v-----
$ |
----------------------------------------
Room # 6:
------------------------------\ -----
$ \ |
----- /---------\ -----v\---
| / \
-------------------------------\--------
Room # 7:
|
-----\ ------------------------------
| \ $
-----------\------------------v---------
$
----------------------------------------
Room # 8:
----------\ ---------- /---------
\ /
----------------\-------/---------- ---
$ |
--------------------\ ---------------
| \
Maps for level 2(left to right:)
Room # 1:
| $
------------------------------ /----
/ |
-----\ ----------v--------/----------
| \ $
-----------\----------------------------
Room # 2:
----- /---- ----------
| / |
----- /---/--------------- /----
/ /$
----------------------------------------
Room # 3:
$ |
----------------------------------------
----------v-------------- /---------
/ |
--------------------\ ----------------
| \
Room # 4:
- /----
/ |
-----\ // -
| $ \ / |
-----------\----------------------------
Room # 5:
------ v--------------- ----------
v--------- /------------------------
| / |
----------------------------------------
Room # 6:
------------------------------ /----
/
----------- v------ -------/ -
| $
----------------------------------------
Room # 7:
$
----- ---------------\ ----------
\
- --------------- /\ -
/ $
------------------------------ --------
Room # 8:
\ |
----------\ ----------\--------- -
\
- -\--------v---- /----
/ $ |
----------------------------------------
Maps for level 3(left to right:)
Room # 1:
| $
------------------------- /---------
| /
- ---------------v---/---------------
| |
----------------------------------------
Room # 2:
----------\ -------------------------
\ |
---------------v\-------- ----------
| $ |
------------ --------------------------
Room # 3:
\ |
-------------------------\---- ----/----
| / |
-----\ v------------------/----------
| \ $
-----------\----------------------------
Room # 4:
-----\ ------------------------------
| \ |
- -----\\ -
\ $
----------------\------------------ ---
Room # 5:
$ |
--------------- \ ---------------
| / \
v---- /---/-----------\---\ --
/ \ |
------------------------------------\---
Room # 6:
-------------------- /--------------
/
----------\ ----/----- /----v----
| $\ / |
----------------\-----------------------
Room # 7:
$ |
----------------------------------------
- -----------\ ----------v---------
| \ $ |
--------------------\\ ---------------
| \
Room # 8:
| $ |
----------\ -------------------------
\ $ |
----------------\-------- /---------
| / |
----------------------------------------
Maps for level 4(left to right:)
Room # 1:
----- -
----------------------------------------
$
----------------------------------------
Room # 2:
-----\ /----
\ /
-----------\-------- ----/----------
$ |
----------------------------------------
Room # 3:
|
----------------------------------------
---------- ----- /-
| / |
--------------------\ ---------------
| \
Room # 4:
| |
- -
|
----------\ -
| $ \
----------------\-----------------------
Room # 5:
| $
- /----
| /
- /---/----------
/ $
----------------------------------------
Room # 6:
- /---------
/
------------------------/\ -
\
-------------------------------\--------
Room # 7:
\
----------\ ----------\--------------
\ |
- -----------\-------- /---------
$ /
----------------------------------------
Room # 8:
-----\ -------------------- /----
| \ /
- ------\-------------v---/----------
----------------------------------------
Maps for level 5(left to right:)
Room # 1:
-----\ ----- ----------
\
----- -\----------------------------
$ |
----------------------------------------
Room # 2:
--------------------v-------------------
|
----- --------------- ----------
| $
----------------------------------------
Room # 3:
\
-------------------------\--------------
----------v------------------- /----
$ /
----------------------------------------
Room # 4:
|
---------------\ -
\
-----\ -----------\------------------
\ $
-----------\----------------------------
Room # 5:
- ----- /-------------------
/
--------------/-------------------------
$
----------------------------------------
Room # 6:
----- ----- /-------------------
/ |
--------------/--------------------v----
$
----------------------------------------
Room # 7:
----------------------------------------
- --------------------v---- -
$
----------------------------------------
Room # 8:
----------------------------------------
- /---------
/ $
--------------------\ ----------------
| \
Maps for level 6(left to right:)
Room # 1:
----------------------------------------
|
----------\ -----
| \ $
----------------\-----------------------
Room # 2:
-----\ /----
| \ / |
-----------\--- /----\ /----------
/ \ $
-------------------------------\--------
Room # 3:
|
----------------------------------------
| |
- -
$
--------------------\ ---------------
| \
Room # 4:
| |
- -
- /----
$ / |
----------------------------------------
Room # 5:
- /----
/ |
-----------------------------/ -
| $
----------------------------------------
Room # 6:
----------------------------------------
- /--------------v----
/$ |
----------------------------------------
Room # 7:
----------------------------------------
---------------\ -
| \
---------------------\------------------
Room # 8:
\
-------------------------\--------------
- /----
/$ |
----------------------------------------
Maps for level 7(left to right:)
Room # 1:
| $
-------------------------\ ----- -
| \ |
- ----- /----v----------\--------
/ $
----------------------------------------
Room # 2:
- ------------------------------ -
| |
----------\ v------------------------
$ \
----------------\-----------------------
Room # 3:
\ |
- --------------------\ /---------
| / |
----------\ ---------/---------------
\
----------------\-----------------------
Room # 4:
---------------\ /---------
| \ / |
- /\--/\ -
/$ \ |
-------------------------------\--------
Room # 5:
|
- ---\ ----- /---------
| \ $ /
v----\ -\------------/----- /----
| $\ / |
-----------\----------------------------
Room # 6:
- -----
|
- -
| $ |
----------------------------------------
Room # 7:
|
------------------------------\ -
| $ \
------------------------------------\---
| $
--------------------\ ---------------
| \
Room # 8:
| |
- /------------------------
/ |
---------/---------------v----\ -
$ \
------------------------------------\---
Maps for level 8(left to right:)
Room # 1:
----------------------------------------
| $
--------------------\ ---------------
\ |
--------------------------\-------------
Room # 2:
----- --------------- ----------
---------- ----------
| $ |
----------------------------------------
Room # 3:
----------------------------------------
----- /---------
| /
----------------------------------------
Room # 4:
---------- /----
/ |
-----\ ----- /---/ -
\ / $
-----------\-------------- v----------
Room # 5:
-------------------- ---------------
| $ |
v------------------------\ -
\
-------------------------------\--------
Room # 6:
----- ---------- ----------
- /----
/$ |
----------------------------------------
Room # 7:
\ |
-----\ ---------------\--------- -
\
-----------\-----/------- /---------
| / / $ |
---------- - -----------------------
Room # 8:
| $
----- /---------\ ----------
/ \ |
---------/\ /\--------
| \ /
----------------\-----------------------
** END SCENARIO 1 MAPS **
** BEGIN SCENARIO 2 MAPS **
Maps for scenario 2:
Maps for level 1(left to right:)
Room # 1:
----------\ /---------
\ / |
---------- /\ ----/ / -
| / / $ |
----------------------------------------
Room # 2:
----- -----
| $ |
- ------------------------------ -
| |
----------------------------------------
Room # 3:
| \
-------------------------\--------------
- ----- /----
| $ / |
---------------------------------- -----
Room # 4:
--------------- /-------------------
/ |
-----v--------/----------\ -
| $ \
-------------------------------\---- ---
Room # 5:
--------------------\ ---------------
| \
v------------------- -\-------------
$
-- -------- ---------- -----------------
Room # 6:
$ |
----------------------------------------
-----------------------------------v----
|
- --------- ----------------- ----------
Room # 7:
- -----------------------------------
----------\ /---------
| $ \ / |
----- ----------\-----------------------
Room # 8:
----- -------------------- /----
/
------------------------- //---------
| / |
--------------------\ ----------------
| \
Maps for level 2(left to right:)
Room # 1:
$
----------------------------------------
|
----------\ -----
| \
----------------\-----------------------
Room # 2:
----------------------------------------
| |
----- -----
$ |
----------------------------------------
Room # 3:
|
----------------------------------------
| |
- -
$
--------------------\ ---------------
| \
Room # 4:
| |
- -
- /----
$ / |
---------------------------------- -----
Room # 5:
- /----
/ |
-----------------------------/ -
-------------- -----------------------
Room # 6:
----------------------------------------
- /--------------v----
/ |
----------------------------------------
Room # 7:
----------------------------------------
---------------\ -
$\ |
---------------------\------------------
Room # 8:
\
-------------------------\--------------
- /----
$ / |
----------------------------------------
Maps for level 3(left to right:)
Room # 1:
| $
------------------------------ /----
/ |
-----\ ----------v--------/----------
| \ $
-----------\----------------------------
Room # 2:
----- /---- ----------
| / |
----- /---/--------------- /----
/ /$
----------------------------------------
Room # 3:
\ $ |
-------------------------\--------------
----------v-------------- /---------
/ $ |
----------------------------------------
Room # 4:
- /----
/ |
-----\ // -
| $ \ / |
-----------\----------------------------
Room # 5:
------------------------- ----------
v--------- /------------------------
| $ / |
----------------------------------------
Room # 6:
------------------------------ /----
/
-----------------------------/ -
| $
------------ --------------------------
Room # 7:
$
----- ---------- \ ----------
\
- --------------- /\ -
/ $
--------------------\ ----------------
| \
Room # 8:
|
----------\ -------------------- -
\
- -\------ --- /----
/ $ |
--------------------------------- ------
Maps for level 4(left to right:)
Room # 1:
-----\ ----- ----------
\
----- -\----------------------------
$ |
----------------------------------------
Room # 2:
---------- ----------
|
----- --------------- ----------
| $
----------------------------------------
Room # 3:
----------------------------------------
$
----------v------------------- /----
/
--------------------\ ---------------
| \
Room # 4:
|
---------------\ -
\
-----\ -----------\------------------
$ \
-----------\----------------------------
Room # 5:
- ----- /-------------------
/
--------------/-------------------------
$
----------------------------------------
Room # 6:
----- ----- /-------------------
/ |
--------------/--------------------v----
$
----------------------------------------
Room # 7:
\
-------------------------\--------------
- --------------------v-//- -
//
---------------------------- -------
Room # 8:
--------------- ------------------------
- /---------
$ /
----------------------------------------
Maps for level 5(left to right:)
Room # 1:
- --------------------
- /----
$ /
----------------------------------------
Room # 2:
$
- ---------- ---------------
| $ |
---------- v---- ---------------
|
----------------------------------------
Room # 3:
$ \
--------------- /----\ ----------
| / \
- -----\ //---- -\--------
| /\
----------------\-----------------------
Room # 4:
---------- ----- ----- -----
| |
-----\ ----- ----- ----- -
$\
-----------\----------------------------
Room # 5:
|
--------------------\ ----- -
| $ \ |
v--------- /--------- \ -
/
----------------------------------------
Room # 6:
| $ |
- /-------------------
| / |
- \ /---------- -
\
----------------\-----------------------
Room # 7:
| |
- ---------- /--------------
| / |
- ----------\ / -
\ $
---------------------\------------------
Room # 8:
| $ |
-------------------------\ -
| \ |
- ----- /---------------\--- -
/
--------------------\ ---------------
| \
Maps for level 6(left to right:)
Room # 1:
|
- /----
/ |
-----\ -------------------/ -
| \ $ |
-----------\----------------------------
aztec262.bmp cannot be read.Room # 3:
----------\ --------------- /----
\ / |
-----\ ------\------------/ -
| \ $ |
-----------\--------\ ---------------
| \
Room # 4:
$ |
--------------- /-------------------
| /
-----v--------/-------------------------
----------------------------------------
Room # 5:
| |
- -
------------------------- /---------
$ / |
----------------------------------------
Room # 6:
------ -------- /-------------------
/
--------------/--------------------v----
----------------------------------------
Room # 7:
$ |
-----\ ------------------------------
\
-----------\---\ ----- /----
\ / |
---------------------\------------------
Room # 8:
| \ |
---------------\ -----\--------------
\
---------------------\---v--------------
| $
----------------------------------------
Maps for level 7(left to right:)
Room # 1:
--------------------- v---------------
|
--------------- /------ ------------
| / $
----------------------------------------
Room # 2:
$
--------------------v-------------------
| |
----------------------------------------
----------------------------------------
Room # 3:
\
----- ---------------\ ----------
| |
----------v-----------------------------
$ |
----------------------------------------
Room # 4:
|
-----\ ----------
| \ |
----- -\--- /---- -
| / $
----------------------------------------
Room # 5:
| $
----------------------------------------
v------------------------------ v-----
$ |
----------------------------------------
Room # 6:
------------------------------\ -----
$ \ |
----- /---------\ -----v\---
| / \
-------------------------------\--------
Room # 7:
|
-----\ ------------------------------
| \ $
-----------\------------------v---------
$
----------------------------------------
Room # 8:
----------\ ---------- /---------
\ /
----------------\-------/---------- ---
$ |
--------------------\ ---------------
| \
Maps for level 8(left to right:)
Room # 1:
----------------------------------------
- /----
/$ |
---------------- -----------------------
Room # 2:
----------------------------------------
|
----------\ -----
| $ \
----------------\-----------------------
Room # 3:
-----\ /----
| \ / |
-----------\--- /----\ /----------
$ / \
-------------------------------\--------
Room # 4:
|
----------------------------------------
| |
- // -
// $
------------ -----------------------
Room # 5:
| |
- -
- /----
$ / |
----------------------------------------
Room # 6:
- /----
/ |
-----------------------------/ -
---------------------------------------
Room # 7:
----------------------------------------
- /--------------v----
/ $ |
----------------------------------------
Room # 8:
\
-------------------------\--------------
---------------\ -
| $ \
---------------------\------------------
** END SCENARIO 2 MAPS **
8. SCENARIO WALKTHROUGHS
The following walkthroughs try to go light on the violence. I will
mention where I remember I picked up pistols and bullets, but that's no
assurance they'll be there again.
#1
This is the first one I solved, but it's not the easiest. Starting
off, you're in a pickle, as you can't just walk down to the next level.
Just fall down the ladder and fall through the false floor. Then crawl
left and you'll fall down to the next level. You can also use dynamite
once you get trapped(the room to the left is a trap!) and then fall
through. You'll want to go right from here, so descend. You may have a
problem getting past the box. Crawling should work, or you can climb the
stair to the left of it and fall down. The stairs are to the right. From
there you will want to go right. You'll have to shift platforms a bit--
down two platforms, right two screens, up, right two, and down the
stairs. From there you can pretty much go either way down the stairs.
The retraceable way is to the left, where you must take the stairs up
one platform before going right back down. However, if the octopus is in
an awkward place you can go the other way, which involves falling. On
level five you will want to go right, then go down a platform. From
there going all the way right leads to the stairs down to stage six.
From level six, go left a lot, and the stairs to level seven beckon. You
can also go right, but the way left has a couple of boxes along the way
that may contain treasure.
On level seven, go down to the bottom platforms. Go left, as three
rooms to the right of the up stairs, there is a pit room, even if the
box there has dynamite. Level eight is in fact the easiest, as the idol
should be in the box in that very room. Now, the steps I've laid out
should be reversible. The only problem is at level one. There are a
bunch of solutions to get to the top. The first involves climbing on the
garbage you'll find two rooms left of the entry. The second involves
dynamiting two screens left of the down stairs to level two, jumping
through, and climbing back to the top. The second involves getting
trapped in the trap room and dynamiting the right wall. All are pretty
neat and effective.
#2
What I call scenario two is a bit easier than number one. Go right
to start(you don't have much choice!) and jump over the ladder. Down and
to the left there may be some bullets(At the bottom of the start screen)
but if you're going for speed go right three screens--remember to jump
over the trapdoor. At this scene there's a box which may have a
machette. Climb up and go right to the stairs and go down to level two.
On level two, go left all the way, and the box you'll find may have
a pistol in it. Down the stairs to level three. There's nothing
preventing you from going left(you may fall a few times) four screens
before getting to the next level. On level four, go left four times
again. From level five you can fall down to the bottom and just go right
to climb down to level six. The idol is one screen to the left. Take it
and climb back up. You can pretty much retrace your steps to get back to
the surface. If you try a different path you may run into a trap. This
certainly isn't as hectic as the first solution and requires absolutely
no frills except avoiding a monster or two.
In the Dollars to be Clocked department: on the easiest level, you can
get a maximum of $600000(I think.) Money's taken off for time lost. I
generally wind up with $560K or so. You have to look at the top of the
screen to see how much money you have, not after the text saying how
much the slightly damaged idol is worth.
9. GENERAL QUICK-WALKTHROUGH ALGORITHM
Daryl Ashfallen says: "Personally I never bothered mapping, you go
downwards killing everything until you find the idol, then you go up
killing everything until you find the exit. :) The strategy of the game
is: explore everywhere until you have armed yourself, kill everything on
the level that you can kill, then go downstairs. If you find a box of
bullets, you can keep killing critters and coming back to it to reload.
This makes for a hard trip down, but if you can do it your trip up will
be easy."
--------
END OF FAQ PROPER
VERSIONS/CREDITS
3.0.0: sent to GameFAQs on 03/20/2003 with lots of help from Daryl
Ashfallen, who is not only much better than I am at the game in all
likelihood but also states 'Firstly, you could mention that this game
uses enough keys to teach the player to type. Seriously, it's how I
learned.' I put his useful help first though actually.
2.0.0: sent to GameFAQs on 4/3/2001 with contributors' info and the
second walkthrough maps, including places you fall through. Further
mapping would be a waste of bandwidth and my energy.
1.0.0: sent to GameFAQs on 2/4/2001 with a couple of walkthroughs and
the core information.
ftp://ftp.apple.asimov.net for this old favorite.
vgstrategies.about.com for the (printable) move instructions.
Clifton Kayano(Clifton.Kayano@terayon.com) for the double dynamite drop.
Galen Komatsu(gkomatsu@hawaii.edu) for jumping on alligators and lunging
through the right wall.
A *HUGE* thanks to Daryl Ashfallen for all his awesome information. It's
emails like his that make the more grind-like of FAQ writing worthwhile.