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!

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****************

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.
