Map - Demo - Temple

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Demo - Temple

Cadaver - 'Temple' Demo

The 'Doors' in 1, 2 and 9 are useless ;-)

In room 1 pull all four levers, pick up the diary and the book and then leave via the pit.

In room 2 pick up the green book and exit up-screen.

In room 3 pull the lever six times. Get the bowl, the rocks and the book and leave using the steps.

In room 4 climb down the steps and search the right hand barrel. Get the sack and then get the key (it's behind the barrel and the rocks). Go back to room 3.

In room 3 open the chest with the key. Get the dagger and the scroll and then go to room 5.

In room 5 avoid the jumping bloke and go to room 6.

In room 6 the door locks behind you. Pick up the potion. Drop rock and move it over one of the holes so that the hole can no longer be seen. The pull the lever. The rock should prevent one of the spikes from emerging. Pick up the rock and use the Dispel Traps spell on the chest. Open it and get the wand, book and potion. Face the door and use the wand on it to unlock it. Go to room 4 via room 5 and room 3.

In room 4 use the wand on the locked door and then enter room 7.

In room 7 stand on the left-hand wooden platform and move to the front. Hold a rock and then press fire to throw it at the left-hand lever. As the platform starts to move, jump off back to the stone floor. Now go to the right-hand platform and throw another rock at the other lever. This time stay on the platform and when it has finished moving, exit down-screen.

In room 8 steer clear of the altar for the time being. Get the book and then pull the lever. Now go up to the altar and pick up all the rocks that result. Get the potion and the brass pyramid. Now drag the barrel in the left corner over to the other barrels in the top-right corner. Jump on the barrel and push the other two until the one with the chest on top falls to the ground. Now push the chest off and open it. Get the orb and search barrel to get the sack of stones. Go to room 10 via room 7 and room 9.

In room 10 you can open the chest and put the gems in the gold-gambler if you feel like making a bit of money. Go to room 11.

In room 11 get the potion and enter room 12.

In room 12 pick up the coins and the glass orb. On the floor is a tile with a circle in the centre on a cross. Put the glass orb in the circle. Now get the potion and the brass pyramid. Use the giant Jump Potion to get on the wooden ledge. On one side of the ledge are two blocks; go to this side. Jump over the first and stand in front of the second. Have a drink of the red Strength Potion and push the blocks onto the orb on the floor. Now jump back over the first block and push this onto the second. You should now have two blocks on the floor, one on top of the other. Drop all your books on them and a couple of rocks. Drop down, get the key and unlock the chest. Get the scroll, the key and the orb. Now get back onto the ledge and hop onto the pile of books/rocks you have made. Leave through the door. Go back the way you came to room 9.

In room 9 use the key and enter room 13 via the right door.

In room 13 pull the lever. Stand in front of the two spikes nearest the lever and hold a rock. On the floor, in the moving block's path, is an almost blank paving stone. You must wait until the block is moving up-screen and is about half-way across this tile. Then press fire to throw the rock. With a bit of luck it will land on the edge of the block and will knock the lever. If it doesn't keep trying. Move over the now retracted spikes and get the book. Before you go to room 14, drop both scrolls, the sleep orb and the wand.

In room 14 get both silver orbs to kill the Watcher. If you dropped your magic (see above) it won't be destroyed. Go to room 15 via the steps.

In room 15 quickly get the key and pull the lever. Use the key in the keyhole and exit down-screen.

In room 16 kill the jumping monsters with one of your weapons (it's not easy). Get the orb and enter room 17 through the right-hand door.

In room 17 get everything, but don't open the casket yet. Go to room 13 via room 16

In room 13 pick up all your magic, drop the casket and use the Dispel Traps scroll to dispel the trap. Open the casket and get the orb. Pull the left-hand lever and go to 14.

In room 14 use the Unlock Door spell on the locked door and go to room 18.

In room 18 watch where the floating grey platform lands and stand near it. You must drop one of the brass pyramids on it and then rush over to the lever. Pull it when the platform is over one of the posts and the pyramid should drop onto it. Pull the lever again to bring back the platform and repeat this procedure for all three pyramids. When you've done that, go to room 19.

In room 19 quickly grab the final pyramid and return to room 18. If you're fast then only one baddie will appear.

In room 18 put the pyramid on the platform and drop it over the final post. A tune will play if you've done it properly. Go to room 19.

In room 19 no further baddies will arrive, because of the pyramids on the posts. Put the orbs (NB - not the sleep spell orb - it won't work) in each hole to unlock the door. Go to room 20.

In room 20 all you have to do is go up the stairs and that, to coin a phrase, is it.


NOTE:
This will not give a 100% score. However, extra points can be gained by dropping down the pit in the Holy Hall. Push a barrel to the edge of the crevice and use it to jump the gap. Repeat for the other chasm and pull the lever. You will reappear in the Ante-Chamber (room 1). End.


~ Zero Coverdisk #8