Scarabaeus
Alternative title: Invaders of the last Tomb
Platform: Commodore 64
Gametype: Undefined
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Description 

Scarabæus is a 3D adventure game made by Andromeda in 1985. It is also known as "Invaders of the Lost Tomb". 

The game starts with the player in a space suit landing with his dog near an Egyptian tomb. The aim is to collect the ancient treasure of Scarabæus, which is a smaragd in the shape of a dung beetle. The explorer gets bitten by a spider upon entering the tomb, although it's not shown on the game, nor in the presentation. This is what causes the search for the vials of medicine, on top of the search for the treasure. 

 Design 

The game is divided into three maze-like floors, each with its own goals. The ultimate target is to survive and recover the Scarabæus, held in the Pharaoh's Tomb. 

Along the way, the player needs to keep an eye on the explorer's health on the HUD. The Heads-Up Display consists of the following: 

Play area - The explorer's first-person view of the maze. 
Compass - Gives the player an idea of what direction you are facing. The map, however, is easier to read. 

Tomb - A vague representation of where you are in terms of which floor you're on. In order to see an actual map of the area, hold back on the joystick. 
Hourglass - Overall game time limit. Maybe it represents the air supply? It ticks down very slowly; once it empties, it's game over. 
Doorway - To the right of the hourglass; this doorway with your explorer walking in front of it represents his vitality. It slowly wears down (opens) on its own because of the spider bite he received upon entering the tomb. It is possible to recover lost vitality by drinking medicine on the bottom floor, but not before, so the player must advance through the top and the middle floors quickly. Once the door opens completely, it's game over. 
Electrocardiogram - Allows you to check the explorer's heart rate. This is basically an extension of what the doorway tells you. The faster it weaves the heartbeat line, the more perilous the explorer's condition. 

To view a map of the area, hold back on the joystick. Keep in mind that viewing the map does not pause the game, so enemies can still move freely while you check the layout. Some things which appear on the map are:  	Explorer / Player - Whichever direction his arms are outstretched, that's the way he's currently facing. The player's symbol twinkles white and blue. 
 
 	Alcoves - They contain spiders, puzzles and zombie traps on the middle floor; vials on the bottom floor. If the player explores them he will enter on a new screen. Once an alcove has been inspected, they are depicted as thinner on the map. The dot inside, if present, represents a spider lying on the alcove in the middle floor. 
 	Skulls - On the top floor they represent mummies that will give you hieroglyphs. You need to catch them. On the middle floor they represent spiders following the player's path. You need to avoid them. On the bottom floor they represent zombies heading toward the explorer. You need to avoid them or lay a zombie trap in order to kill them. They all are slower than the explorer, but contrary to him they don't lose time turning around around a corner. 
 	Walls - Impede movement of both you and the monsters. Their positions are randomly generated with each new game. Sometimes a bug causes the wall of the bottom floor of some games being inconsistent, so he can walk through them while zombies can't. 
 	Zombie Traps - Indicate where you placed a zombie trap. Only on the bottom floor. 
 	Elevator - Always somewhere on the edge of the maze. 

Elevators, alcoves, skulls and zombie traps can be depicted with different colors. Colors don't have any particular meaning. 

 Hints 

 Maze Sections 
 - Move forawrd. 
 - Turn left/right. 
 Hold  to view map. 
 At any time, you can check your current score with the H  key, and toggle the music on or off with M . Remember that, while checking your score, the game timer will keep ticking. 
 - Check current hieroglyphs (top floor only). Place a zombie trap (bottom floor only). 

 Puzzle Sections 
 - Move cursor. 
 - Make selection. 
 Hold  and move  for the sliding puzzle on the bottom floor. 

 Elevator Sections 
 Rotate the joystick anti-clockwise to move down, and clockwise to move up. Remember to hit all the directions (left, down-left, down, down-right, right, etc.), because missing even one causes you to fall and lose health. 

 Solution 

Keep in mind that this game has its fair share of buggy moments. The strategies listed below assume that the game is working as it should. 

 Top Floor 

The player starts near the top of the tomb, in a magenta-colored area. A mummy (marked by a skull on the map screen) wanders the corridors, and the player must catch it. 
 
Catch this mummy to receive a glyph.

When the player reaches the mummy, he kills it and retrieves from it a hieroglyph, which the explorer automatically notes down on a 3x3 grid. Another mummy will spawn somewhere in the floor, and the explorer have to catch it again until 9 hieroglyphs are collected, after which no mummy will appear anymore. Collecting all of the hieroglyphs is critical, as the next set of puzzles is impossible to solve without all of them. 
 
Playing hard-to-get, as always.

Press fire at any time to see your current hieroglyph collection: 
 
Egyptian sudoku was very popular back in the day.

Mummies move along random paths, so for a slightly easier glyph-hunt, look at the map for a few seconds and see which direction the mummy is moving, then try and anticipate where you can cut its way: 

 Middle Floor 

This is a grueling preparation floor. The walls and floor are now blue, and your objective now is to decipher puzzles hidden in alcoves using the 9 hieroglyphs you collected on the above floors. To view the collected symbols, bring up the map below. 
 
Much work to be done.

There are 13 alcoves on this floor, and each one contains a puzzle and a spider. When you walk past an alcove (never approach one directly unless you're sure the spider has left it), a spider appears and slowly begins following the exact path the explorer takes. If the player crosses his own path, making an 8-shaped walk, the spider will shortcut its march, following the shortest way. There are also several known glitches who govern the spiders' movements, so their behavior is not really strict. If a spider catches up to the explorer, it bites him and disappears, causing an injury of variable gravity. 
 
A rare, flying, six-legged spider, very human blood-thirsty after not having eaten, drunk or breathed for few thousand years.

A reasonable strategy for outrunning spiders is to run around the maze and hope you have built up enough of a lead so that you will have enough time to decipher the puzzles before they catch up. The only problem with this is that while walking the explorer lose his vitality, so that is not possible to make 13 tours of the floor without take some medicines from the bottom floor in between. 

This is an example of a long path that would give the explorer plenty of time to solve the puzzle on the yellow alcove without triggering the pursuit from a second spider. Apart from the difficulty of remembering and following it on the first person view, the energy lost making it is fairly the same of an average bite, which would also make disappear the spider. It's not possible to make with the available energy 13 tours of such length. Remember also that while the player loses time turning around a corner, spiders, zombies and mummies don't, so a path with many angles gives an inferior advantage over the monsters than a straight one. 

Whatever the length of time you decided to give yourself for the puzzle, is not a good idea to interrupt your work on the alcove just to check where the spider is. For instance spiders (as well as zombies) make a screeching noise when approaching to an alcove, giving the player plenty of time to escape. Also, doing so would mean losing plenty of time just for go out and return to the alcove. If you made a little tour it will burn out most of your time, if you made a big tour an eventual bite wouldn't make more harm than the delay you just spoiled. 

12 alcoves present themselves with a screen like this: 

Vial - Note that these vials are not actual vials that you can take; they represent an identically designed vial on the bottom floor. 

Zombie Trap - Looks like a gas-mask for some weird reason. Used on the bottom floor to get rid of zombies. Press fire to lay one where your explorer is currently standing. 

Hieroglyphs - There are 2 sets of hieroglyphs: a violet side, which concerns the vial, and a green side, which concerns a zombie trap. Remember the set of 9 glyphs you collected on the top floor; if you can see all 9 appearing in any order on a 3x3 grid anywhere on the violet side, you can mark the corresponding vial on the bottom floor as safe. If this holds true for the green side, you can take a zombie trap. Keep in mind that you can choose to do both. 

Pen symbols - These appear underneath the violet set of hieroglyphs (left). If this set contains the 9 glyphs you collected on the top floor in any order on a 3x3 grid, select the pen without the red line going through it and press fire. This will cause the vial to appear on the bottom floor's map screen, indicating that it should be safe to drink. If the glyphs don't match, select the pen with the red line going through it. It means the corresponding vial on the bottom floor should contain deadly poison, and won't show up on the bottom floor's map screen. 

Hand symbols - These appear underneath the green set of hieroglyphs (right). If this set contains the 9 glyphs you found on the top floor in any order on a 3x3 grid, it is safe to take the trap; select the hand without the red line going through it. If the glyphs don't match, it's better to leave it and exit back to the maze. 
Maze symbol - Returns you to the maze. 

Among the 12 vials depicted on the middle floor and present on the bottom floor, 8 are filled with medicine, 4 are filled with poison. Among the 12 potential zombie traps, 4 are indeed working zombie traps, 8 will just cause the player an injury of variable gravity if he tries to take them. Here is an example of a vial's puzzle which has all 9 glyphs: 

1 alcove presents itself with a screen like this: 

This is a puzzle where you have to get all the tiles to show the same picture by flipping entire lines at a time. In this case: an ankh. You can move the red cursor along the hand symbols around the edge to choose which line (horizontal, vertical or diagonal) to flip. Remember that all the tiles in a line will get flipped, even the ankhs, so plan your moves carefully. 

Solving the puzzle will grant you the Pharaoh's Key. It's used to unlock the Pharaoh's Tomb puzzle on the bottom floor in the case you block it using too much moves to solve it. It can be used only once, and only if it's retrieved after blocking the Pharaoh's Tomb puzzle. If you took it before, then it's useless. 

Remember that while you are inside an alcove studying these puzzles, the spiders will be moving. In one version of the game once you have inspected all the alcoves and solved the last puzzle, all the spiders should disappear, in the other no. 

 Bottom Floor 

This is where you will see the fruits of your labors on previous floors. The level is mainly brown, and you can see the Pharaoh’s Tomb in the center and 12 alcoves. Each one of them contains a vial, filled with medicine or with poison. Ideally, you should have drawn the 8 bottles with medicine and collected 4 zombie traps. 

Every time you visit an alcove a zombie appears somewhere in the floor. Unlike the spiders and mummies, zombies choose their own movements and usually try to catch the player. If a zombie catches up to the explorer, it bites him and teleports to its original position in the floor, causing an injury of variable gravity. To get rid of the zombies, place a zombie trap with the fire button (you can check the location of where you placed them by looking at the map sub-screen) and try to lure one into it. The traps won't hurt the explorer, so a good strategy is to stand on one, wait for a zombie to approach, and move away just as one is about to catch you. Usually, they will walk over the trap while trying to pursue the explorer. Since the player has to act as a bait for the zombies to come to the trap, there is little need for placing more than 1. Also, you can lay multiple traps on strategic spots, but if you place more than one a bug will make disappear and reappear randomly the old ones. 

If you've checked your map upon arrival on this floor, you will notice two things: 

the right of the screen lists the number of zombie traps you have at your disposal, and the bottles that were marked as safe (pen symbol without a red line going through it) will be lined up across the bottom. Keep them in mind, you'll need to recall those soon. When you reach an alcove, you are presented with a screen like this: 

If the bottle matches one that appears on the bottom of the map screen on this floor, it means that it should be safe to take, unless there was a mistake with solving the puzzles on the second floor. To take it, select the hand symbol and press fire. If you are unsure, select the maze icon to exit. If you drink a bottle with poison, you will day instantly, if you drink a bottle with medicine, a variable amount of your health will be restored. Health restored in excess of the maximum is not lost. Even if the Doorway on the HUD can't show it, the health is stored and can be used to sustain a future damage, it slowly declines and is counted for scoring purposes at the end of the game. Every time you drink a medicine you will unlock part of the solution for the last puzzle. Without drinking at least 7 of them, it's not possible to know for sure how to place its tiles in order to solve it. 

Remember that while you are inside an alcove or the Pharaoh's Tomb the zombies will be moving. Taking all the 8 medicines will make all zombies disappear. Once you visited all the alcoves, head to the Pharaoh's Tomb in the center of the floor for the final puzzle: 

This is a 4x5 tiles sliding puzzle which must be completed less than 40 moves, indicated by a 40 links chain whose links materialize one by one as every move is made. You can move the cursor to select a tile, then hold fire and press up, down, left or right to shift the tile in that direction. Note that you can shift multiple tiles at a time using a single move if a tile you move push other tiles. The solution to the puzzle is on the outside of the 4x5 grid. The 2 columns on the far left of the screen indicate where each tile should go on the left-hand side of the grid. The 2 columns on the far right of the screen indicate where each tile should go on the right-hand side of the grid. For having a full vision of the solution you must have visited the 12 alcoves of the bottom floor. If you use your fortieth move, the puzzle is blocked, even if this move solves it. To unlock it, you can retrieve the Pharaoh's Key on the middle floor, provided you didn't take it already, in which case is useless. If you use the Pharaoh's Key you have 39 more moves, the fortieth blocks the puzzle again, with no way to unlock it a second time. However, you can still move the tiles while it's blocked, which effectively gives you an unlimited number of movements to solve it. 

Once you've solved the last puzzle, the treasure of Scarabæus is finally yours: 

 Elevator Sections 

When it's time to move on to a different floor, or the player feels they have forgotten something on a previous floor, the elevator is the (only) transport of choice. It is represented by a brightly-colored square on the edge of the map; its color depends on what floor the player is currently on. 

To descend, you must rotate the joystick anti-clockwise, making sure to press every eighth direction (up, up-left, left, down-left, down, etc.) until the walls change color, indicating that a different floor has been reached. It takes 15 wheel turns to go from a floor to another. Hold your current direction and press fire to get off. Rotate the joystick in the same fashion, instead going clockwise, to ascend. If the player misses even one of these eighths, or lets the joystick return to its neutral position, the elevator plummets to the lower floor. Your explorer then loses a portion of vitality on impact, depending on how big the fall was. 

The player is free to move between floors at any time regardless of how many things have or haven't been collected. Note that this is the only other part of the game, except the title screen, where the explorer's dog appears. 

In the game there are 24 Vial or Zombie Trap puzzles, so it's important to know how to solve them fast. Besides, it's not possible to ponder long time on all of them. It's very useful to be familiar with all the 16 glyphs used in the game. They are: the scarabæus, the ankh, the eye, the hand, the foot, the jackal, the Sphinx, the man, the woman, the girl, the falcon, the hawk, the duck, the vulture, the cobra and the rattlesnake (which, by the way, doesn't inhabit Egypt). Also, draw on a paper the 9 glyphs retrieved from the top floor is very useful. 

First of all, you have to choice the easiest symbol to spot among your 9. For example, on the image below it can be the scarabæus, since visually it's an oval light dot. The ankh, the eye and the hand are peculiar too, but you should avoid the others, since they intentionally resemble each other. 

When you watch a puzzle, you will search for a scarabæus. Here there are 2, but if you don't find any, that's enough for discard the puzzle. Then you have to visualize the 3x3 grids of which those scarabæus are part. You can see on the image that on a 4x5 grid you can select just 6 3x3 grids. One, here highlighted, is on the top-left corner. The others are on the top-right corner, on the bottom-left corner, on the bottom-right corner, on the center-left and on the center-right. You will then notice that the 2 scarabæus can be part of just 3 of the 6 3x3 grids: the first fits only in the upper-left grid, the second on the upper-right and center right. This method allows you to exclude half of the possibilities just with an eyesight. 

You will then look for a second correspondence, possibly not with one other peculiar glyph, but with a whole group. For instance, you could notice than in the picture you have all the 4 heads of the game. It could be some other set, like the 2 serpents, the 4 birds, the 2 striped draws, the 6 dark ones, the 2 carrion-eaters, the 2 predatory birds, the 2 non-predatory birds, the 3 human heads, the 2 female heads or any group you can easily identify. You will notice that on the grid you analyzed you found indeed all the 4 heads. 

You will then look for a third correspondence, if you can again for a whole group of glyphs. On this case you need to find the 2 predator birds, the falcon and the hawk, since you don't have the duck and the vulture. You will notice that on the grid you analyzed you found them. 

You will then look for a fourth correspondence, and possibly the last one. Since you have only 2 glyphs left to check, you can easily remember both, even if they are unrelated, on this case the jackal and the rattlesnake. 

With a little practice, you will discover is not difficult to check the last 4 symbols at once, which makes a 3 steps method to check a 3x3 grid within a puzzle. As soon as you find a single 3x3 correct grid within a puzzle, like on this example, you can validate it and pass to the next one. As soon as you find within a given 3x3 grid you are analyzing 2 identical glyphs or an alien symbol you can discard it and start checking the next 3x3 grid. If you discarded all the potential 3x3 grids within a puzzle, then you can discard it and pass to the next one. 

 Pharaoh’s Key puzzle 

In the game there is only 1 such puzzle, which is also very easy. There is no way to explain how to solve it without involving complex mathematical speech, but there is a very intuitive hint you can follow. The hint is simple: you have to look for order, any kind of order. Since you have 11 lines of 3 or 4 elements, each one of them in 1 of 2 states (positive or negative), you will surely find some. Order in a line means the tiles are either all positive, all negative, on alternate state, on symmetric status or on reverse symmetric status. Some of these definitions overlap, and thus all positive means also symmetry, all negative means also symmetry, a 3 elements alternate state means also symmetry, a 4 elements alternate states means also reverse symmetry. Overall, each line can be either symmetric (simple or reverse) and thus ordered, or asymmetric and thus disordered. 

On this example you can find order as described on lines 1 (alternate state, symmetry), 2 (all positive, symmetry), 3 (reverse symmetry), 4 (alternate state, reverse symmetry), 5 (alternate state, symmetry), 6 (alternate state, symmetry) and 8 (all positive, symmetry). That means 7 lines over 11. You can try to reverse (pushing the joystick button) any of them and see if overall you have more order than before. In this case line 4 was changed: 

At this point is impossible not to notice that changing line 1 will render homogenous all the vertical lines: 

And now only a last movement: 

It takes an average of 3 operations to solve the puzzle, and there are many different ways of solving the same puzzle with a given number of moves, like in this case 3. Even random trials will lead sooner or later to the correct solution. 

 Pharaoh’s Tomb puzzle 

In the game there is only 1 such puzzle. If you killed all the zombies with zombie traps or they disappeared because you drunk the 8 medicines, you can think as long as you want on how to solve it. If you didn't take already the Pharaoh's key, you can use unlimited moves to solve it. 

Usually the tiles are already pretty well ordered, so the first thing to do is find the 6 tiles that go on the center, knowing that the other 10 will go around. You should put those 6 on place without messing too much the others. At this point, even though they are far from their correct place, the other glyphs will be almost on line, so that turn them on blocks clockwise around the center will put most of them on the correct position. If you didn't move them too much in the beginning, now you should just switch 1 or 2 couples of glyphs in order to solve the puzzle, and with 4 empty places that's pretty easy. 

An experienced player could foresee the external line suited order since the beginning, and obtain it on the same time he orders the center, sparing few moves. On the picture above, the center is in order and the external ring is already aligned, you just have to turn clockwise the tiles around the center. Note that the tiles could be far more scattered than they are on this game: if they were ordered randomly in the beginning, these advices would be worthless, and you should order the puzzle by little groups of 4, 6 or 9 tiles at a time, according to your skills, using far more than 39 moves. Indeed, the only true problem is the moves' limit, which forces the player to think for a global solution since the start, but since the puzzle is presented almost in order to begin with, an intelligent player can find all the necessary moves since the start. 

 Scoring 

The score is calculated in a complex way. First, the collection of several items gives you the following points: Description 	Meaning 	Points 
Hieroglyh pieces 	Collecting each of the 9 hieroglyphs on the top floor and thus allowing the solution of the vial and zombie trap puzzles 	500 
Decisions 	Solving each of the 24 puzzle on the middle floor and thus marking vials and traps as safe or unsafe 	1,000 
Pharaoh's Key 	Solving the Pharaoh's Key puzzle on the middle floor and thus obtaining the Pharaoh's Key 	5,000 
Medicine taken 	Taking each of the 8 medicines on the bottom floor and thus allowing the solution of the Pharaoh's Tomb puzzle 	10,000 

Then the points obtained are used on a broader calculation: Description 	Meaning 	Points 
Remaining 	It consists on the points obtained collecting the items from the above table with a negative correction linked with the time elapsed according an unknown formula. If its result is negative points are not deducted from the other achievements. 	<113,500 
Medicine bonus 	It consists on the overall vitality gained during the game minus the energy decline and the eventual injuries sustained, according an unknown formula. It's awarded only if the player drunk all the 8 medicines on the bottom floor. Because of this, it can still be positive in case of death because only the losses of energy occurred after taking the eighth vial are deducted, any injury or decline experienced before is not considered. 	<~140,000 
Magic Scarabæus 	It consists on the prize obtained after solving the Pharaoh's Tomb puzzle on the bottom floor, which also makes win the game. 	100,000 
Pharaoh bonus 	It consists on the overall time left, according an unknown formula that makes big leaps between a score and the next. It's awarded only if the player wins the game. 	<~80,000 

Despite games conventions and popular belief, spiders killed, zombies killed, zombie traps spared and moves spared when solving the Pharaoh's Tomb puzzle are not counted in the score.

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Description from the packaging:   (US 'Invaders') :

"Egypt. Sand. Heat. Spiders. I hate spiders. There I was, searching for the Lost Tomb of the fabled King Tut. I had my machete, my hat, and my gun. The sun was beating down, wilting me, melting my courage like a lump of ice. Suddenly...I fall through a trap door in the sand. I stand face to face with the most miraculous sight in the history of archeology. Walls of solid gold, hieroglyphics everywhere. And spiders. I hate spiders. At that moment I realize I'm caught in a maze. A maze filled with poisons, ghosts, and...treasure. I take a last look at the world above, then dive in, searching for the treasure of the Lost Tomb. Using state of the art 3-D graphics, Invaders Of The Lost Tomb puts you right in the middle of the most exciting adventure of your career. Eerie sounds, a labyrinth and dozens of clues face you as you make your way through the three levels of the Lost Tomb of King Tut. One of the most sophisticated games ever developed, Invaders Of The Lost Tomb features: Joystick-controlled, smooth flowing 3-D motion. Musical soundtrack throughout the game. Hidden clues, deadly poisons and enormous treasure. Three distinct levels of play. Every replay is completely different. Are you hero enough to face the Lost Tomb?


http://www.c64-wiki.com/index.php/Scarabæus
