Zaldana, the wicked Empress of Inthedel, secretly poisoned the lunch that was prepared for you by an unknowing servant. As you rest during your journey, you partake of the deadly poison. In the distance you hear the cackle of Zaldana, "You fool! You have eaten my poison and you will soon die! There is nothing you can do! Heh, Heh, Heh."
You know, from studying the ancient legends, that the Pharaohs were always entombed with an antidote against poison. Only this "Antidote", if found soon enough, can save your life.
You waste no time finding the legendary pyramid, but feel your body grow weak from the poison. Without an Antidote you will die an agonizing death in less than three days. You finally enter the pyramid and feel the cool, deathly-still air. In the darkness of the chamber you feel as if you are not alone. You quickly light a torch. To your surprise (and relief) you see an eerie, greenish moss on the walls. You know of its medicinal healing qualities, and you eat quickly to regain your health. You then continue your quest for the Antidote down the dark hall when suddenly, out of the shadows ...
The object of your quest is to find the Antidote hidden somewhere in the pyramid.
As you fight monsters, your health goes down. As you eat "Medicinal Moss" your health goes up. If at any time your health goes to zero, you will die and your quest is over. Your skill (at killing monsters) goes up each time you kill a monster. You must attain a skill of 100 on each level before you go up to the next level (or you might not be skilled enough to fight the monsters on the next level.)
A monster can see you, sense you and smell you. When it does, it will try to catch you (and have you for lunch.) If you attack a monster, you can leave the fight. If a monster attacks you, it will be a fight to the death.
Once you leave a "level", it will never be the same, even if you return.
In order to make your quest for the Antidote easier, there are certain treasures that you may want to find. They are the following:
ABSORPTION: When activated, you will absorb a monster's strength when you fight the monster.
CLOAK: When activated, the monsters cannot see, sense, or smell you.
HEALING POTION: When activated, it will immediately raise your health.
MAGIC DAGGER: When activated, it will give you the power to kill the very next monster that you encounter with no danger to yourself.
TUNNEL: When activated, will open a wall in the direction you are heading when you touch the wall.
LIGHTS ON: When activated will light up the entire level.
MOSS POCKET: For each pocket you have, you may fill it with moss by moving on top of some moss while your health is at 100. If, at any time, a fighting monster causes your health to go to zero or less, the moss in your pocket will quickly be eaten and your health will rise. Hopefully it will rise far enough to save your life.
RESURRECTION: Will automatically act as an additional "Life".
MAP: this treasure will light up the rooms and passageways when you enter the level.
Of course, there are some curses that you may NOT want to find. These are:
LIGHTS OUT: This makes the hallways dark again.
TRANSZAP: This makes the hallways dark AND transports you to a new location on the same level.
VACUUM SHAFT: This sucks you up into the pyramid several levels.
LEACH: This will drain off some of your health every minute for ten minutes.
When you reach the stairs, a button will appear in the upper left corner of the screen. Tap it to change levels.
Press the INVENTORY button at the top of the screen to see your treasures and activate them.