VALLEY OF THE KINGS Norell Data Systems, 1983 ========================= Solution by Exemptus - December 2025 Overview and general hints: --------------------------- This game is one of several written by Dian Crayne in 1982-1983 for IBM PC using the same codebase and engine. All of them are treasure hunts in the vein of the classic Crowther & Woods adventure, and they heavily borrow from it, as the structure follows similar patterns. This one is not an exception. We play an adventurer that searches for ancient treasures among the tombs of the Egyptian Valley of the Kings; the goal of the game is to gather all treasures and deposit them in a certain location. Dying is possible and there are three opportunities for resurrection, but they cost points. Losing treasures also will deduct points. A mildly annoying feature of the game is that locations have a long and a short description: the first time a place is visited we are given the long description, and most of the rest of the time we'll see the short one if we come by again, but randomly we'll be shown the long one again. This can be a bit baffling because some short descriptions do not exactly resemble their long counterparts, and this can make us mistake the location for another. As in Colossal Cave, the underground is dark and there is a light source which can be replenished with batteries, but in my playthroughs I have never found it to run short of power. You can indeed buy batteries in exchange for a treasure, but this prevents you from getting full points, so power should be conserved. Of course, moving in the dark is inevitably fatal after 2 turns. There are some mad priests that will attack us randomly while in the tombs. They throw knives at us that fail *most* of the time (but have a 2% chance of hitting) and have to be fought back if met. There is also a thief that robs us of any treasures we either carry or are present in our location and stashes them in a hideout room. It is necessary to be robbed in order to find a treasure stored in this hideout, or otherwise we will pass it by and it will be empty. A number of connections on the map are long-range and very twisty. If I had drawn all possible connections, the map would be an unreadable tangle of lines. Fortunately this is not such a drag because it is possible to travel directly to some places from the starting location by naming them, but not before we have travelled to them before. This mechanism takes on the role of the magic words in other games. HELP and INFO provide generic information, but useful. There is no EXAMINE, but you can READ objects, and should, because some of them have important inscriptions even if no such thing is hinted at. All ten main directions of travel are possible; IN and OUT are not needed. The lamp is switched by ON LAMP and OFF LAMP. There are 24 treasures to gather, and the maximum score is 191 points: 5 for each treasure stored, 70 additional points for solving puzzles, and the Last Lousy Point. The latter involves being at the final location at a certain moment which is triggered by a timer. There is some advance warning that something like this is going on, though. The game is completely deterministic, except for when the long room descriptions are shown again on visit, the random attacks, and the thief robbing us. These two things will always happen in the dark, never under the light of day. The long descriptions can always be shown by LOOKing. As with other games in the series, the inventory capacity itself is based on weight, not fixed slots. Each object has a weight associated (in "adventure units"), and there is a limit to how much weight we can haul. So we can carry many lighter objects but only a few heavy ones. Every object serves a purpose. Some are treasures, some are useful, a few are both. An unusual feature, also shared with other games in the series, is that the game only allows for a single save and quits immediately after. The saved game is deleted once the game is continued. Not a problem if using an emulator with save state capabilities, but on the original hardware this makes for a restrictive way of playing. Walkthrough: ------------ [So you want to challenge Valley of the Kings! Would you like instructions?] NO [Feel free to answer YES; there is no penalty] [We are at the Visitor Center in the Valley of the Kings. A tour guide is here asking where we want to go and will take us automatically to some places, but we don't know yet. We can guess, which may produce some interesting results if we are lucky, but let's not jump ahead and explore the area a bit. More about this later. South of here is a desert which is tedious to map, and East we will find ourselves in a remote spot in the Theban mountains. We'll start slow and gather a few objects first.] N W [Valley of the Kings; there is a carved piece of coral here] GET CORAL [This is a treasure, but we don't know where to store it yet] S W [Parking lot; a wilted carrot is here] GET CARROT N [Paved road; there is an iron key here] GET KEY W [Souvenir shop] [This souvenir shop has lamps and batteries that the clerk hurriedly hides, no doubt questioning our moral integrity as a hardened adventurer, but the hint is noted: here we can eventually buy batteries for our light source, should we need to charge it again. We won't, though.] N W N [Rocky trail in the mountains] SW [Broad ledge, an entrance to a tomb is immediately in front] N N [Storage room; a sign tells us to place treasures here] DROP CORAL [Score: 5] W GET FLASHLIGHT S GET SHOVEL [Both good things to have in any adventure!] E S [Outside the tomb again] W W N [There is a hunk of rotten meat here, but we'll retrieve it later] W [Bend in the trail] N [There is a camel here] [The camel will block access to the eastern rift, as he's very bad-tempered. We can tame him with the carrot.] GIVE CARROT TO CAMEL [He turns his back on us] [We could TAKE CAMEL and he would follow us everywhere, but this is not necessary and gives no advantage. One could think that bringing a camel would allow us to carry more weight, but the camel is really useless, as his former master had attested.] E [There is an ancient, locked iron door on the cliff face] UNLOCK DOOR [Score: 15] DROP KEY [Won't need it anymore] [We'll go in to retrieve a number of treasures, but won't be able to explore the area fully until later.] S [It is dark] ON LAMP [From here on, at any time while in the dark, a young punk may show up and throw an axe at us, missing. The axe we will need later to defend against the priests, so GET AXE the moment you see him appear, and carry it with you at all times. When the priests attack you, you need to THROW AXE AT PRIEST then GET AXE until it says you were successful. This is totally random so it may take a while, some patience is needed. Once dispelled, the priests take a while to come back.] E E [There is a rug here] GET RUG S W W D S [The temple treasury halls; this is a maze] SE [We will assume that the young fanatic attacks you now, but GET AXE whenever] GET AXE SE [Also, it is very likely that the thief will show up here, as you carry some treasures and his hideout is in the area. If this happens, don't fret; it needs to happen, and the stolen treasures will be retrieved later.] N [There is a ruby here] GET RUBY SW NW [This is the thief's hideout] [In the hideout we will find any treasures that may have been purloined from us, plus a sack full of jewels. It goes without saying but if we reach this location without the thief having robbed us then nothing will be visible. As with the original Pirate in the C&W adventure, once we have retrieved the treasures from here the thief won't show up again.] GET SACK [Also, remember to GET any other treasures here] [There is more to see and do here, but not now; we will be back later, so make a note to get to the thief's hideout in case the robbery takes place later in your playthrough.] SE E NW NW N U E E W W OFF LAMP N [Outside again] W S E S E E N N [Storage room again] DROP SACK [Score: 20] DROP RUBY [Score: 25] DROP RUG [Score: 30] [Now to retrieve a heavy treasure in the Temple of Maat.] S S W W N W N E S ON LAMP E E S S W [An idol of the temple goddess is here] GET IDOL E N N W W OFF LAMP N W S E GET MEAT [This time we'll take it] S E E N N DROP IDOL [Score: 35] S S NE S E S [Souvenir shop] NE E [A rectangle of sandstone is here in the middle of the valley] DIG [Score: 45] [We have uncovered another tomb, but we won't go far there without additional assistance.] DROP SHOVEL W S S S [Bank of the Nile; a crocodile is here that bars access to the East] GIVE MEAT TO CROCODILE [Score: 55] E [There is a plank here, for later] E E [Oops, the chasm got very narrow and dark] ON LAMP NW U U OFF LAMP U [We have emerged at the top of the canyon in an area with tropical jungle] W W [A skeleton wearing a Roman helmet is here] [The helmet, despite their usual uses, is just a treasure and has no other function.] GET HELMET S NE E D ON LAMP D D SE OFF LAMP W W GET PLANK W N N E S S [This is the base of a cliff with a giant statue of Rameses II at the east end. It looks like there is a crevice blocked by the statue. Remember this, as it looks like there may be a way to open this way later. For the time being we double back.] N N SW [Entrance to the tomb of Tothmes] N ON LAMP W [The tomb was robbed long ago, but someone left a hacksaw here] GET HACKSAW E S W [A paper is here] GET PAPER READ PAPER [It's a prayer: "Lion of the Sun, hear my prayer"] [This suggests two things: that we can PRAY, but this only elicits a generic "Hare Krishna" response, which hardly helps in context. But the other thing it suggests is that there is a sphinx somewhere, as the image of a lion in the sun is easily associated with it. This turns out to be a key hint.] SE [There is a silver charm here] GET CHARM READ CHARM [It has an image of a jackal and 9 men] [This is important as well. If we go down the tomb in the desert we dug out earlier we will find a magic door with a lintel seal depicting a similar scene. The charm will allow us to pass it, although there is a second obstacle after that we don't yet have the means to pass. The charm is a treasure but we won't store it yet for this reason.] NW OFF LAMP E NE NE E [Entrance to the underground tomb] DROP CHARM [For later] E SW E S [Visitor center; the guide asks us where we wish to go] MAAT [Since we have been there, we can directly be taken by the guide now] ON LAMP W D S [Treasure halls again] SE NE [There is a shaft on the floor leading down] D W W [A valuable ritual object is here] GET OBJECT E S W [The pack south is blocked by a chasm] PUT PLANK ACROSS CHASM [Score: 65] S S U S [A large coin is here] GET COIN READ COIN [50 piasters] [Now that we have the coin, the souvenir shop clerk no longer is wary of us and we can exchange the coin for some lamp batteries. Of course, this prevents the game from being optimally completed, and is not necessary anyway.] E S S E D [A gold ring is here] GET RING [We can go east from here but a mummy will block our way. Since we don't yet have the means to get past it, we'll leave it for later.] U W S [An emerald sundisk is here] GET EMERALD [The description of this rubble-filled corridor says that we can scramble down the rubble to the west but we won't be able to come back up this way. This is actually a handy exit from the temple.] OFF LAMP W [We are in the desert, outside the pyramid] [Arguably, the description does not suggest that the pyramid cannot be entered from this way, but this is the case: it can only be exited from.] N N [Visitor center] TOMB [To store treasures] N DROP HELMET [Score: 70] DROP OBJECT [Score: 75] DROP COIN [Score: 80] DROP EMERALD [Score: 85] DROP RING [Score: 90] S S NE S E S E SE E [Visitor center] SPHINX [We are taken before a sphinx] [This is a bit left field, but it makes sense in context of the prayer scroll. It so happens that if we say CAVES to the tour guide, he asks how did we hear of the legend of ancient underground caves and mentions asking the Sphinx instead, so this is another source of info about its existence. This is a stretch, unless caves were mentioned in the original manual to the game, which is a possibility. The sphinx cannot apparently be reached except through the tour guide, or at least I haven't found a way.] N [Tiny room with an altar] PRAY [We need to have the paper with us; the altar moves and reveals a way down] DROP PAPER D ON LAMP [This is the secret Hall of Amon-Re] E S [A papyrus is here] GET PAPYRUS [It cannot be read, so we won't bother] N E [Prehistoric natural tunnel] S SW [A set of iron bars blocks the entrance to the caves] CUT BARS [Score: 100] DROP HACKSAW W N SW NW S [A moonstone is here] GET MOONSTONE [After the faff with the caves one would have thought they'd have more to deal with, but no, there's just a single treasure here.] NE S NE SE E E N W W OFF LAMP U [At the altar room again] S [From here we can walk the desert up to the visitor centre, but not the other way back. Luckily there's nothing else of interest in this area.] NE N N [A petrified dinosaur egg is here] GET EGG [This is another treasure] N N N NW N N [Visitor centre] TOMB N DROP EGG [Score: 105] DROP MOONSTONE [Score: 110] DROP PAPYRUS [Score: 115] W GET CROWBAR S E S [There is another temple in the desert that we haven't been to yet; the crowbar will allow entry.] W S E E N [The temple is here; there is a huge slab on the floor] PRY SLAB [We open a way down] DROP CROWBAR D S ON LAMP D [There is a lyre here] GET LYRE [This is a treasure, but also has other use] READ LYRE [The inscription says it belonged to Rameses II] [Now, where have we seen a statue of Rameses II? Right, at the cliff base. Worth a shot. The temple way is blocked to the south by a rockslide and there's nothing else there. Though it resembles a puzzle, there is no way to move the rocks, so it's a red herring. Back up then.] U U OFF LAMP U [Outside again] N N N N N [Visitor centre again] RAMESES [This takes us directly to the cliff base] PLAY LYRE [Score: 125] [A piece below the statue moves aside and a passage to the east opens.] E ON LAMP E SE S [Sunny courtyard] W S [Temple of Isis] E [There is a bracelet here] GET BRACELET S S S [A bundle of dry leaves is here] GET LEAVES READ LEAVES [It's not tea but tana leaves] N NW S E [A marble table is here] GET TABLE W N N [There is a Roman water clock here] GET CLOCK N E S S [A platinum pin is here] GET PIN N N N E N [Back at the long winding tunnel] NE E [A piece of carved jade is here] GET JADE S SW SE [Dead end] [Despite the description, this is not a dead end, as we can go east yet.] E SW [There is a little gold bull here] GET BULL SE [A stone ankh can be found here] GET ANKH [Whew, that was some serious tomb raiding. We are done here, so let's get back.] NW SE W NW N NE W SW SW W OFF LAMP W [And out again] N N E SE E [Visitor center] TOMB N DROP LYRE [Score: 130] DROP BULL [Score: 135] DROP CLOCK [Score: 140] DROP TABLE [Score: 145] DROP JADE [Score: 150] DROP PIN [Score: 155] DROP BRACELET [Score: 160] [The tana leaves are traditionally used to ward off mummies (especially in adventure games!). This will allow us to get the last treasure in the chambers below the Temple of Maat, which we'll do now. And after that, it'll just be a couple of leftover treasures to collect.] S S W W N W N E S ON LAMP E E S W W D S SE NE D [Plastered room] W S W [The plank over the chasm] S S U S E S S E D [Bottom of airshaft] E N N [Hunt room; the mummy is here, guarding the North doorway] GIVE LEAVES TO MUMMY [Score: 170] [The mummy crumbles the leaves to powder, rubs them, and vanishes.] N W N E [The shrine of the Great Pharaoh Userkaf; a string of pearls is here] GET PEARLS W S E S S S W U W S OFF LAMP W [And out at the pyramid again] N N [Visitor center] VALLEY [We are transported to the middle of the Valley, where we dug the tomb] GET CHARM ON LAMP D [Open doorway] [The doorway here has a seal with an impression of Anubis, which we need the charm to get through.] E E [Another open doorway, with a carving of an ankh on the floor] [And this one requires that we carry the ankh, which is why we didn't visit the place before.] E [Antechamber to the lost tomb of Akhenaten] S W [A lovely alabaster urn is here] GET URN S N [The tomb is here, along with the Vulture Crown of Upper and Lower Egypt] GET CROWN [And we are done. Let's get out of here.] W W DROP ANKH W W U OFF LAMP U [Outside] E [At this point, you should hear an odd sound in the air like a flute. This means the endgame timer has been triggered. We have exactly 20 turns to get to the tomb and deposit our treasures, before an earthquake seals the tomb and we are prevented from completing the game.] SW E S [Visitor Center] TOMB N DROP PEARLS [Score: 175] DROP URN [Score: 180] DROP CHARM [Score: 185] DROP CROWN [Score: 190] [And that's it. The Last Lousy Point just requires us to be at this location when the endgame timer expires, so we just WAIT until then.] WAIT [12 times] [Score is now 191 points and you are reincarnated as the next Pharaoh.] [End of game.]