Lady Tut FAQ/Walkthrough
Version 1.0.0
Copyright 2001 by Andrew Schultz
Please do not reproduce this for profit without my consent. Please do
not convert this to HTML and/or put banners on this. This document is
part of my attempts to help preserve memory of Apple games that should
not be forgotten. Maybe it'll encourage others to make similar
documents. If you wish to include this on your web page/database, e-
mail me politely by name and you should get a favorable response.
Thanks!
**** AD SPACE ****
My webpage with lots of Apple stuff:
http://www.geocities.com/SoHo/Exhibit/2762/games/games.htm
****************
OUTLINE
BASICS/CONTROLS
SCORES
LEVEL BASICS
LEVEL MAPS/WALKTHROUGHS
BRIEF STRATEGIES FIRST
VERSIONS/CREDITS
****************
BASICS
Lady Tut is a 9-level game on what is for movement purposes roughly
a 13 x 7 grid. There are some doors that span two grid line segments
that you can turn 90 degrees by touching them. This can block out
monsters that are chasing you. The object of each level is to pick up a
key(or two--the second doesn't appear until you've used the first) to
open the lock to get to the next level--or to enter the treasure tomb on
levels 5 and 9. On the way you must avoid bugs, snakes, skulls, and
frogs. You can help your own cause by picking up rings, which give you
shots to fire. You can only fire horizontally, and you can only get a
fixed number of shots per level. After the sixth ring, you get a gun,
which allows you to use your shots.
With the shots organized like this, and with the multiple keys and
locks, one suspects this game was inspired by the classic arcade game
Tutankham. Interestingly the spin-off has a few more levels and twists
than the original, which had the better graphics, although both are
rather tough and can fluster you.
Oh yeah, the intro tune is Greig's "In the Hall of the Mountain
King." A sequel was promised, but sadly, I never saw it. Too bad.
CONTROLS
You can only use the joystick to play, although you can use a
numeric keypad on an Apple emulator. With ApplePC I find that you need
to set the center to something like (5F, 5F) as opposed to the default
(7F, 7F) in order to be able to move. You also have to really hold the
keys down, or your man will move to his default direction. You can stop
your man at a grid point by running into a wall(unlike Tutankham, you
can turn into a wall, you don't have to hit it head-on,) and you are
protected in spots where you pick up a key or a ring. However, you
cannot shoot effectively from these spots. Shooting is as follows:
Button 0 = fire left
Button 1 = fire right
As for the monsters, they randomly change directions at an
intersection. However, they do not consider reversing unless they have
run into a wall.
SCORES
10 for shooting a bug
20 for shooting a snake
30 for shooting a skull
40 for shooting a frog
150-400 for picking up a ring. A ring in a certain location on a
certain level is worth the same across games.
# of shots = 2 * [points/100, rounded down]
2000 for getting through level 9
Yes, the "00xx" for shots is superfluous.
You get no points for getting a key or unlocking a lock.
There are no extra lives. In fact, if you get killed, monsters stay in
place, and you're bumped back to the start. So no fair play if you die-
-ouch!
LEVELS/BASICS
Note: the total number of monsters remains the same per level(shoot one
and another appears,) but the monsters that appear or re-appear are
randomly determined.
Monsters achieve temporary invisibility on level 7. The levels
alternate between purple with orange doors and green with blue doors,
except for the strange level 9.
L | monsters | # | Rings(L->R) |
--+---------------+----+---------------+
1 | snakes, bugs | 8 | 250, 200, 300 |
2 | bugs, skulls | 8 | 400, 300 |
3 | snakes, frogs | 8 | 300, 300 |
4 | snakes, frogs | 9 | 250, 350 |
5 | skulls, frogs | 9 | 400, 200 |
6 | snakes, bugs | 10 | 250, 200, 300 |
7 | snakes, frogs | 10 | 350, 300 |
8 | snakes, bugs | 10 | 250, 150 |
9 | skulls, frogs | 9 | *** NONE. *** |
Maximum shots=94(2*sum of hundreds values)
LEVEL MAPS/WALKTHROUGHS
Map ledger
Text | Meaning
-----------+----------------------------------------
A, B, C | where you find shots
1, 2, 3, 4 | where you find keys(note: on level 9,
| 3 and 1 are on the same square.)
! | exit to next level
= | swinging doors
|, - | Vertical and horizontal walls
$ | Treasure room
* | Where you start
BRIEF STRATEGIES FIRST
Say you are in the following position. The monster is moving to the
left. To pass by him safely, push left, wait for him to pass, and push
up. You can also wait a bit by moving up and hoping he'll go down, then
moving to the right to trap him below. Trapping can be a useful way of
taking monsters out of commission.
= (monster moving to left)
. .-.-.-
u=
If you're about to complete a level and a monster might kill you,
shoot it. Otherwise you'll have to start at the beginning and there may
be more than one monsters in your way.
LEVEL 1
-.-.-.-.-.*.-.-.-.-.-.-.-.
|A = | | | = |
-. . . . . . . .-. . . . .
| = | | | |C| = | = |
.-. .-. . .-. .-. . .-. .
| = | | | = |
=.=. . . . . .-.-.-.-.-. .
| = | = | |
.-.-. . . . . . .-.-.=.=.
| = = | = |1 |
.-. . .-.-. . . . .-. . .
| | | = | = | | |
-. .-.=.=.-. .-.-. .-.-. .
! |B | |
-.-.-.-.-.-.-.-.-.-.-.-.-.
A=250, B=200, C=300.
This isn't a terribly tricky introductory level. The one thing you'll
have to watch out for is when trying to get (A), monsters may hang
around the area a while longer than you'd like. In general, Lady Tut
requires a lot of patience on the early levels, because you can't just
go shooting anything. This can be particularly agonizing when you're
trying to exit and monsters are just running back and forth by the lock.
(B) is easy to get, since you can trap the monsters out. Also you can
trap the monsters out from the area around (1) by switching the
rightmost door. I'd actually hit (C) first, though. I really do
recommend trying for all three, as they are good practice for the later
rounds(i.e. wait for the monsters to commit before you react--quickly,)
and getting a gun on level 3 as early as possible may help you to avoid
the treacherous vertical hallways that pop up more frequently as the
game goes on.
LEVEL 2
A=300, B=400.
-.-.-.-.-.-.-.-.-.-.-.-.-.
| | 1| |
.-. .-. .-. .-. .-.=.=.-.
|A| = | = | |
-. . .-. . . . .-. . .-.-.
| = | | = | = | | | |
. .-. . . . . .-. . .-.-.
| = | | | *
.-.=.=.=.=.=.=.-.-. .-. .
| | |B |
=.=.-.-.-.-.-. . . .-.-. .
| = | | = | |
-. .=.=.-. . . . . .-.-.-.
|2 | = | = !
-.-.-.-.-.-.-.-.-.-.-.-.-.
The neat thing about this level is that strategic use of doorways
makes it very easy to get through without leaving a lot to chance. You
may have to wait a bit to pick up the ammo in (B) but if it can get done
right away it's worth it since it gives maximum points and shots. From
there go to (1) and (A) and note the doors east of (A) can be switched
to trap an enemy. Also the doors north of (2) can be switched to trap
an enemy that ventures into the corner. After you pick up the key in
(2) you can also walk by any enemies remaining in the area. For
instance, if they are in the top part of the 2x6 box, wait below the
right part of the swivelling door, and they will pass to the left. Move
up. Also note the swivel door close to the exit can be used
strategically to close all enemies off as you go to unlock the door.
LEVEL 3
-.-.-.-.-.-.-.-.-.-.-.-.-.
* | |1| | | | !
. . . . .-. . .-. . . .-.
| | | = | | | |B|
. .-. .=.=. . . .-. . . .
| | | | = | 2| |
.-. .-.-.-. . .-.-. .-. .
| | | = | = |
-. .-.=.=.-.-. . .-.-. . .
| | = | = |
.=.=.-.-.=.=.-. .=.=. . .
| | |
-. .-.=.=. . .=.=.-.-.-. .
|A | | |
-.-.-.-.-.-.-.-.-.-.-.-.-.
A=300, B=300.
The passages curve a bit more here. However, going down immediately
should get you the gun at (A). If there are too many monsters there,
just get the key at (1) and after switching the door left and down from
(2) get the key at (2)--assuming you've unlocked the first gate. It's
actually quite easy to get the second key unless a monster is putzing
around there--but if you have gotten shots this level, you can shoot it.
Getting the shots at (B) shouldn't be tricky, and even if a snake
follows you there he won't complete the job.
LEVEL 4
-.-.-.-.-.-.-.-.-.-.-.-.-.
* | |1| | = | | !
. . . . .-. .-. . . . .-.
| | | = = = | | |B|
. .-. . .-. . . .-. . . .
| = = | 2| | | |
.=.=. .-.-.-.-.-.-. . . .
| = | = | |
-. .-. . . . . . .-.-. . .
| | = | = | = | = = | |
. . .-. . .-.-. . . . . .
| = = = = |
-.-. . . . .=.=.-. . .-. .
|A | = | | | |
-.-.-.-.-.-.-.-.-.-.-.-.-.
A=250, B=350.
Getting the first key is easy enough and well worth it, and although
the (B) shots are a long vertical hallway, note that switching the
rightmost swivel door makes it VERY hard for monsters to find you. And
with your gun you can trail any monster that follows and blast him if he
turns to the left. The shots at (A) are shut off, so you can probably
get past a few monsters, get the shots, and get on with life. The
difficulty here is the second key. Note you can probably trap a monster
just above it, and you can trap some more monsters in the lower right.
You may have to waste a few shots to get to key two, but if you want to
wait your best bet is to switch the two doors to the left of it into a
horizontal position.
LEVEL 5
-.-.-.-.-.-.-.-.-.-.-.-.-.
* | | = | |
-. . . .-. . .-. .=.=.-. .
| | | = | |
=.=. . . . . .=.=. .-.=.=.
| | |A| |
. . . .-. . . . . .-.-. .
| | | |$ $| |
.-.-. . . . . . .-. . . .
| = | ! $ $|1|
. . . . . . . . .-. . .-.
| = | = = |$ $|B|
-. . . .-. . . . . .-.-. .
|2 = | = |
-.-.-.-.-.-.-.-.-.-.-.-.-.
A=400, B=200.
The grid part(with no walls and just dots) is very nasty indeed. Try to
wait for the monsters to commit themselves before moving. For instance,
if a monster is one up and to the left, wait to see if it goes down or
right before moving. The only time you really want to navigate the grid
is when you go to unlock the door. If you can, move along the edge of
the grid. I recommend going (A)-(1)-(B)-(2). Note that (B) and (2) can
be shut off from the rest of the field.
LEVEL 6
The map is the same as level 1, except there is one more monster. The
walls are a different color, as well. This might be a bit nicer since
you can now blast monsters skulking near the exit.
LEVEL 7
-.-.-.-.-.-.-.-.-.-.-.-.-.
| 1| | *
.-.-.-. . .-.-.-.-. . .-.
| |A = | | | | |
.-. . . .-. . . .=.=.-. .
| | | = | = | | = |
. . .-. . .=.=.-.-.-. . .
| | = | = |
-. .-. .-.-.-.-.-. . .-. .
| | = = | = | | |B |
.-. . .-. . . . . . .-. .
| | = | | = | = | | |
. .-.-. . . . . .-.=.=.-.
| |2 | | !
-.-.-.-.-.-.-.-.-.-.-.-.-.
A=350, B=300.
Things get nasty here, as the monsters randomly turn invisible. I
highly recommend picking up (B) first, or you won't get the shots. From
there sneak back up the corridor and left across the top. Be sure you
know where all invisible monsters are. If some are hanging around (1),
just pick up (A) and blast them. Unfortunately, they'll appear by the
lock, but you've accumulated some shots and here's a good place to use
them. As you leave the very left area, try to trap out a monster with
the door above (2). You can also do the same with the door up and to
the right of that. Shooting monsters may make them reappear on the far
left, or just above the lock, which would be good. But if you can time
things so that you trap monsters out with the two doors to the left of
(B), you should be in good shape. Burn a few shots if you must to exit.
This is one level where losing a guy is a serious setback, so try extra
hard not to.
LEVEL 8
-.-.-.-.-.-.-.-.-.-.-.-.-.
* | = | | B|
. .-. . . .-.=.=.-.-. .-.
| | = | |
. .-.-.-. .-.-.-. .-.-. .
| | = A| | = |
. . .=.=.-.-. . .-. . .-.
| = | |1| = | |
.-. .-.-.-. .-.-.-. . . .
| | | | = |
. .-. .-.-.-.=.=. . .-. .
| |2| | | | | = |
.-. .-. . . .-. . .-.-.-.
| | | !
-.-.-.-.-.-.-.-.-.-.-.-.-.
A=250, B=150.
Go down immediately. Monsters can appear quickly and go after you.
I would not hesitate to blast a bit to get to (A) and then (B). It's
the shortest path to key (1), and you might as well use the protection
of the shots(i.e. monsters never go there) along with the door between A
and B that can shut out a monster. And you probably want to turn the
rightmost door horizontal as well. That may trap some monsters--so if
you can avoid shooting them in the (A) area, they are trapped and cannot
regenerate. For (2) you may trap monsters out twice--the door below (1)
can be used to trap a monster in the area by the lock, but then going
back, you may want to trap the monster on the other side. The long run
for the key is where you should be the least ashamed to waste shots, but
beware--there's another level still to go. You'll want to save about
twenty shots for it.
LEVEL 9
-.-.-.-.-.-.-.-.-.-.-.-.-.
|3| | | | |4 | |
. . . . .-.-. . . .-. . .
| | | | | | | |
. . . .-.-. .-. . .-. . .
| | | | |2| | | |
. . . . .-. . .-.-. .-. .
| | | | | |
. . . . . . .-. . .-.-.-.
| | | | | | |$ $|
. . . .-. .-. .-. .-. . .
| | | ! ! $ $|
. . . . .-.-. .-.-.-. . .
| | |$ $|
-.-.-.-.-.-.-.-.-.-.-.-.-.
No shots, so no points.
This level seems a bit graphically blurred--the locks are placed a
bit to the left. The monsters really like to bolt around, so you'll
want to go directly north, which will give you a nice haven as well.
The best time to leave is when two monsters just below you have turned
down. Follow them--they won't double back--and those are two less
monsters to worry about. As for getting around monsters a square away
from you, don't be afraid to feint one direction, and if the monster
follows double back. Always let the monster commit. Go up the right
corridor to unlock the first gate. The next part may require a few
shots--going all the way up and around--but you'll get the second key.
Now you'll need to get back where you were. Don't waste a lot of shots
if you have an extra guy, as dying is not a big deal here. It'll send
you back to the start where you can get the third key easily where the
first one was. Follow the previous procedure to get out of the mess,
and once you've opened the third gate, the fourth key is very simple.
You get a bonus, and the game's over.
The most annoying thing with this level is that enemies can trap
themselves going back and fourth between the first and second gates.
You can't shoot them. The best solution is to try to time things so you
run at them and get behind them, and then you fire. But this is a
potential game-killing bug and something to be wary of after unlocking
the second gate.
****************
VERSIONS/CREDITS
1.0.0: 3/4/2001 wrote first draft of FAQ and sent it into GameFAQs.
ftp://ftp.apple.asimov.net for this classic.