To 'move' in the game click the square in front of you. Instead of dice, moves are calculated by using the monkey to drop coconuts on the hippos' heads. Depending on how far down the tree the monkey is, press the red button to drop the coconut on between one to six heads. The diagram below shows the position of the monkey to throw a 'six'. It may take a bit of practice, but this is the only position you need to master.
 

 
The strategy is to land on 'star' squares (to get catapulted forward) and to avoid 'snake' squares, which send you backwards. Also, avoid the 'well' square which sends you back to the beginning. The imp always moves first and he always throws a 'six' for his move. Note that he also jumps ahead or is sent backwards (if he lands on a 'star' or 'snake' square) before your move.
 
At any time during the game you can monitor your position on the tower map. The diagram below indicates the starting position and subsequent moves.
 
 

 
ROUND ONE
The imp throws a six, lands on the first 'star' and catapults ahead.
You throw a six and land on position 1 in the diagram.
 
ROUND TWO
The imp throws a six, lands on a 'snake' and is sent backwards.
You throw a six, land on the second 'star' (position 2) and catapult ahead to position 3.
 
ROUND THREE
The imp throws a six, lands on the 'moon' and catapults ahead.
You now need to throw a three to land on the next 'star'.
 
Instead of trying to position the monkey to throw different numbers, here's a little cheat I worked out to throw the other numbers. Release the coconut to throw a six, then watch the number in the digital display carefully. It starts at six and counts down. As soon as the number (of moves) you want is displayed, press the <ESC> key. The diagram shows the screen when the number three is displayed.
 

 
After throwing a three you land on position 4 and catapult ahead to position 5.
 
ROUND FOUR
The imp throws a six and lands on an empty square.
You throw a six and land on position 6 in the diagram. You're now nine squares away from the next 'star'.
 
ROUND FIVE
The imp throws a six and lands on an empty square.
You should now only move three squares, so use the same method as above and move to position 7.
 
ROUND SIX
The imp throws a six and is sent backwards.
You throw a six, land on position 8 and catapult to the door at the top!
 
 

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