


If we go N, however, we're partially trapped in the PHARAOH'S CHAMBER, where a HUGE GREEN FIERCE SERPENT BARS THE WAY! It won't let us go back south, but we can escape by going east to return to the hall. We now find ourselves in a vast hall leading west, with openings to either side, meaning to the north and south.

We can't get through the crack, even if we drop all our inventory, so it makes more sense to go D into the pit.
#MUMMY MAZE FULL CRACK CRACK#
A small crack continues westward, and ROUGH STONE STEPS LEAD DOWN THE PIT. Traveling west again (this first section is very linear) leads to a SMALL PIT BREATHING TRACES OF WHITE MIST. If we try to GET STATUE without the statue box, it can be lifted but not carried if we have the scepter in hand, it comes to life and flies out of reach. There's a STATUE OF THE BIRD GOD sitting here. We continue through an AWKWARD SLOPING EAST/WEST CORRIDOR to enter a SPLENDID CHAMBER THIRTY FEET HIGH, with the walls memorably described as FROZEN RIVERS OF ORANGE STONE. Proceeding west, we enter a ROOM FILLED WITH BROKEN POTTERY SHARDS OF EGYPTIAN CRAFTS, with a THREE FOOT SCEPTER WITH AN ANKH lying nearby. There's a SMALL STATUE BOX in this low passage we can't EXAMINE or READ it, as the parser does not support these verbs, but we'll take it along anyway. Heading west, we find ourselves in the pitch dark, so it's time to LIGHT LAMP and LOOK to get a view of the surroundings. There's nothing to do here, except to GET LAMP and everything else below the entrance, we find a small chamber with the classic low crawl leading west, and a dire warning that never quite pans out in-game: "CURSE ALL WHO ENTER THIS SACRED CRYPT."

Inside the pyramid are a number of iconic adventuring items - a SHINY BRASS LAMP, some FOOD, and a BOTTLE with WATER IN THE BOTTLE.
#MUMMY MAZE FULL CRACK TRIAL#
(One of the challenges of this RAM-limited version is that we get few entrances or exits described in the early and late going - navigation depends largely on trial and error, which makes maze mapping very difficult later on.) we can't ENTER PYRAMID or GO PYRAMID or OPEN PYRAMID or GO ENTRANCE, we just have to travel North. We begin standing before the entrance of a pyramid, with nothing in inventory (and we have to type INVENTORY, the I shorthand command was not yet traditional.) We can wander around the desert, to no real purpose - we're surrounded by four endless, instinguishable desert "rooms" - so our best option is to get inside. Beyond this point I will be recording my playthrough in detail, which means I can only cover my Astral Projection with the warning that there are certain to be. The game provides its share of frustrations, no doubt, and the best resource I can point you to is Sean Murphy's excellent figmentfly page for more information and a full walkthrough. I always encourage interested readers to sample these games firsthand, though in Pyramid 2000's case I'll accept Colossal Cave experience for full credit. The interface is very basic - text and response, with none of that fancy windowed interface stuff Scott Adams would pioneer on the same platform at around the same time. Basically, Pyramid 2000 substitutes a pyramid for the building in Colossal Cave, replaces the high fantasy gingerbreading with Egyptian mythology, and manages to cram a substantial portion of the classic treasure-hunting experience into 16K of cassette-loaded RAM. I finally solved Pyramid 2000 with the help of Tandy's support line, but only discovered a few years later (on a friend's Apple II), as a "new" adventure became increasingly familiar, that Pyramid 2000 was actually an excerpt of the Crowther and Woods Colossal Cave Adventure, redressed with an Egyptian theme. The pyramid motif was more enduring, and many later adventure games explored similar settings.
#MUMMY MAZE FULL CRACK MANUAL#
The game's manual was a product of the late 1970s, positing that our adventuring avatar is a product of Astral Projection, a New Age concept since consigned to the pop culture dustbin.
