This file contains hints for getting through the Temple of Kaos, including those parts which is is not essential to undertake in order to finish the game. If you are really stuck, type WALKTHROUGH in-game, for a list of the commands which will get you through the section you are in in the minimum of turns. 1. Throughout the game, you should remember that part of what I set out to do was to write a game that challenged some of the conventions of IF. This means that the noraml rules of logic, cause-effect, and physics may not apply. 2. The game is set in a temple, of sorts. There is an apparent element of either teleportation, or time-travel, or magic, present, such that you may, depending on your point-of-view, read it as moving back in time within a single temple , or being transported from one temple to another, or perhaps they all exist in parallel. Whatever the explanation, there is a delibrate element of confusion - for example in the naming of rooms. The same might be true of you. 3. The game can be divided into four parts: a. The two-chambered temple b. The second temple c. The temple with further rooms d. The final temple Hints for each of these are given below. 4. There are two elements to the scoring. The first is the conventional points, up to a maximum of 11, though it is possible to finish the game with only 10. The second element is your 'shiftgrethor'. This moves up or down in state, described by a range of terms. For an explanation of shiftgrethor, type SHIFTGRETHOR, and see the credits (type CREDITS). It is possible to finish the game in any state of shiftgrethor, but naturally you will want to enhance it as far as possible. 5. If you have an HTML-active version of TADS, the status-bar contains hyperlinks for (from left to right): LOOK, SHIFTGRETHOR, and SCORE. H I N T S Part A: The two-chambered temple There's very little here at first. Observe the behaviour of the two chests. They are linked. Are they big enough to get into? If you were stuck, and there was a god present, what would you do? Interacting with a god could be good for your shiftgrethor. In the void, there's an in-game clue: take it literally. Dagger, candle: examine them, you've only got the two objects. Make them interact. Disc: those hollows: to hold something? The god might know. (If you are still stuck type WALKTHROUGH in-game.) PART B: The second temple Even less here. Not everything came with you: don't worry, things do tend to get moved around, but eveything you need will end up where you need it. Speaking of moving around.... Remember what I said about defying conventions? There are clues in the rhyme. And do try various things with a disc, if you haven't before: you may learn something of advantage. PART C: The temple with further rooms Hopefully you've got the disc (or a disc, anyway). Think about the clues in its description. Then think about the physics of what is happening. Then subvert the laws of physics. Ha! The statue (again?). Dirty though. From the domed room, there are three side-rooms: not that easy to get into, keep trying, watch the statue. Cellar: there is only one way out - think about King Wenclas You might suffer if you don't heed a caution. Closet: Try wearing what you find. That's all. Then lash out with the improbable. Crystal chest: Have patience, salvation will come. Treasury: My dagger! You'll need it. The way out is clued in the description. Beware the gong! (Oh, too late. Sorry.) OK, you should have a hammer, a feather, a dagger, and a print. That's all you need now. Now for the way out of the domed hall. That wall: go for it with everything you've got. Forget logic. (Or that sort of logic anyway.) PART D: The final temple. A disc, again! Read the description carefully. Think about the little you have with you. And where it came from. That's all, folks! Peter Gambles September 2003 Version 1.0