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Kaa's Kingdom (Kaas_Kingdom.txt)

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.

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