The Egyptian Prophecy

The Egyptian Prophecy

8 April 2007

Copyright © 2007 Balmoral Software (http://www.balmoralsoftware.com). Portions copyright © 2004 DreamCatcher Europe SA. All rights reserved. Republication, redistribution or conversion is expressly prohibited without the prior written consent of Balmoral Software.


Table of Contents


Walkthrough

The New Game button plays a video clip presenting an introduction to the story. You learn that pharaoh Ramses II has beseeched the gods for a longer life, and that the gods have responded with a task to erect a huge stone obelisk in order for Ramses to extend his reign another twenty years. You play the magician Maya, daughter of the High Priest Herimen, who has been instructed by Ramses to solve various problems in getting the obelisk constructed. Right-click the mouse to access the inventory and game control menu. You can also right-click the mouse to skip dialog and video segments.

Nile River


Chapter 1: Pi-Ramses

Move forward once into the Temple of Amun-Re, then turn left and move forward to talk to the construction overseer Djer. Confirm your identity with Djer by showing him the Pharaoh's seal from your inventory. He will identify Paser's house as the only one with a decorated lintel. Turn right and exit the temple through the doorway ahead into an L-shaped courtyard (see map). Follow through a recessed doorway into a residences enclosure with seven small doorways. The third doorway from the right has a large white urn on a wooden stand and a decorated lintel above it, so it must be Paser's house. Enter the house and go through a second door into another room of the house, where Paser lies sick in bed. Talk to him. Go through a doorway near the foot of Paser's bed into his workroom. Approach the table on the far side of the room and retrieve a brown stick that will be used as a torch. Exit Paser's house and return through the courtyard to the temple. Navigate through the temple to a room with two columns (see map). Pick up a fragment of a cartouche from the floor next to one of the columns.

Return to Djer and talk to him. He will give you the other portion of the broken cartouche. Go to the brick pit at the end of the L-shaped courtyard and talk to the worker there. If you haven't spoken to him before, you'll need to show him Pharaoh's seal to establish your identity. Give him both cartouche pieces and he will mend them for you. Re-enter the temple and navigate to the room containing the naos (see map). Put the mended cartouche into the recess to the left of the naos doorway. Light the torch from the fire at right and enter the secret passage disclosed in the wall.

You're locked in! Go to the far side of the crypt and pick up another cartouche. Turn left and approach the triangular floor tile at the base of the wall. Move the loose tile and retrieve some foundation deposits from underneath it. A cutscene plays in which you are warned of the consequences of not erecting the obelisk. Return to the closed doorway and zoom in on a diagram on the wall at left. This is a slider puzzle that will open the exit from this room. Activate the puzzle by placing pharaoh's seal on the highlighted area at the bottom. The base and head of cobras on either side of the sliding pieces can be used to manipulate their positions. To reset the puzzle, zoom out from it. A solution in five moves is:

Press tail of left cobra
Press head of left cobra
Press tail of left cobra three times
An alternate solution is:
Press head of right cobra
Press tail of right cobra
Press head of right cobra
Press tail of left cobra twice
Exit the crypt and return to Paser's house. Give Paser the foundation deposits and ask for his advice. He will give you a purification vase that will show up in the spells part of your inventory.

Return to the naos room and use the purification vase on the mended cartouche to the left of the wooden doors. Put the whole cartouche from your inventory into the recess, which reseals the crypt. Go back to Paser's house and talk to him. He will give you a triangular black stone. Enter his workroom and approach the long table. Zoom on on the dark-brown statue of Imhotep. Use the triangular black stone in your inventory to move the statue. Retrieve the quarry documents from the crack in the wall. Exit Paser's house and navigate to a door at the end of the courtyard near the temple entrance. Talk to the boatman squatting next to the door and he'll take you up the Nile River to the quarry at Aswan.


Chapter 2: Aswan

From your position at the entrance to the village, the entrance to Ouni's house is in the distance, just to the left of a vertical cactus. The house is easy to identify because it has a brown thatched canopy or partial roof to its left. Ouni is sitting in the shade to the left of his doorway. Give him the quarry documents, and notice that he sneezes a lot.

Move toward the canopy behind and just to the left of Ouni. Turn around, look down and pick up a black dolerite ball from the pile on the ground. Use the ball on the stone to the right of the pile to show how easily it breaks. Pick up the damaged dolerite ball. Return to Ouni's position, but before turning around to speak to him, rotate slightly right and move forward toward a cluster of two houses. Look down and pick up some dried donkey droppings, which may come in handy later. Turn around, go back to Ouni and talk to him to learn that he has misplaced a papyrus on dolerite tools. Enter his house and note the location of a bitter apple on the table in the first room. Enter the second room and note the location of some ocher (yellow powder) on a low table. There are a lot of scrolls lying about this room. Zoom in on a flat sheet of papyrus to the right of the right-hand flame on the L-shaped table. Click on the stack of sheets a couple of times to disclose a recipe to counteract snakebite:

Dried donkey droppings
Gum
Ocher
Dried terebinth
Piece of a broken jar
Bitter apple seeds
Pulverize and drink
The left-hand door from this room leads to a small closet. Go through the right-hand door past an alcove and into a third room (courtyard), where you will see Ouni's wife Tuya working with a mortar and pestle. Approach her and she will give you a handkerchief containing a transfer spell. Exit the house and use the transfer handkerchief on Ouni. Rotate left a bit and use the handkerchief on the donkey to transfer Ouni's cold to it.

Go back to the third room in the house and talk to Tuya. She will give you another spell, the Cobra of Hypnosis. On the seat just to the left of Tuya, notice some small white balls that are identified as gum. A bit farther to the left is a knife (click on the knife handle to identify it). Turn left and approach a collection of jars to the right of the doorway back to the second room. The large purple one has a hotspot.

Turn around and approach the doorway between the oven and the tree trunk. Just to the left of this doorway is a hanging basket containing terebinth. You have now identified the locations of all the ingredients for the snakebite remedy. Open the door and descend into Tuya's storeroom. Save your game at this point since a timed sequence follows.

Open the straw basket on the floor. After the cobra strikes, you need to quickly collect all the snakebite remedy ingredients before you run out of "life force" as shown by Maya's bar graph at left. Go back up the stairs and take the terebinth. Go over to where Tuya was sitting and pick up the gum and knife. Move left and break the purple jar with the dolerite ball, then pick up a jar fragment. Go through two doorways back into the second room and pick up the ocher. Return to the first (front) room and cut the bitter apple with the knife, then pick up some bitter apple seeds. Return to the courtyard and zoom in on Tuya's mortar to add all six snakebite ingredients. Use the pestle to combine the ingredients and save Maya.

Return to the storeroom and retrieve the dolerite papyrus from the straw basket. Exit the house and Ouni will give you a dried snake and tell you about the god Ptah responsible for fixing the defective dolerite tools. Ask Ouni about Ptah, he will direct you to the priest Khaemouaset in Memphis. Leave the village the way you came and speak to the boatman to travel to Memphis.


Chapter 3: Memphis

Move forward and talk to the guard in the doorway at left. You will learn that you need his name in order to hypnotize him. Turn around and go through the opposite doorway into a large walled yard containing a pool. Go around the right side of the pool and pick up some pebbles from the ground about halfway down. You can replenish your pebbles from this location if more are needed later. Approach a man sitting at the far corner of the pool. Throw a pebble into the pool to the right of the lily plants. While the man is distracted, quickly take the white tortilla-like object (ostracon) from one of the open baskets at his feet. Give the ostracon to the sitting man and he'll tell you the name of the guard. Go around the back edge of the pool to the right of the sitting man. At the entrance to a sunken stairway, pick up a coil of string. Continue past the stairway along the long edge of the pool until you see a circular stone pit to your right. This is the "nilometer", or device for measuring the height of the water in the Nile River. You'll need to return here later. Turn left and note the bird sitting on the wall to the right of the doorway. Pick up some pebbles from the ground beneath the bird. Throw the pebbles at the bird and it will drop something it was holding in its beak. Pick up the reddish S-shaped object from the ground to create a grappling hook using the string you picked up earlier.

Exit the pool area and return to the guard at the doorway opposite. Use the Cobra of Hypnosis spell on him, then show him the dolerite papyrus, which he will assume is a valid pass for entry into the chapel. Move into the chapel and give the dolerite papyrus and foundation deposits to the priest Khaemouaset. Ask him how you can reach the god Ptah. Turn right, open the wooden cabinet and use the Wedjat-eye of clairvoyance inside. Use the knife on the triangular piece of stone to disclose a dead scorpion. Pick up the scorpion, then talk to the priest and receive a banner for controlling the wind. Turn left and pick up the rod-like key from the altar in the center of the room. Turn right and note the small box, or coffer, that is sitting on the floor to the right of the priest.

Use the key on the coffer to start up a puzzle. The object of the puzzle is to align the open part at the edge of each disk with the red rod in front. An on-screen button lets you reset the puzzle to the beginning. Here is a solution:

Rotate the key counterclockwise using the lower curved arrow
Move the key forward twice, using the left-facing arrow
Rotate the key clockwise twice
Move the key forward four times
Rotate the key clockwise twice
The gold plate is now in position
Move the key backwards once
Rotate the key clockwise
Move the key backwards three times
Rotate the key counterclockwise
Move the key backwards twice
Rotate the key clockwise
Move the key forward five times
Rotate the key counterclockwise
The silver plate is now in position
Move the key backwards
Rotate the key clockwise twice
The ebony (brown) plate is now in position
Move the key backwards
Rotate the key clockwise
The ivory plate is now in position
Move the key backwards
Rotate the key counterclockwise to align the juniper and copper plates and complete the puzzle
Pick up a small bottle of incense (Kyphi) from the open coffer and give it to the priest. He tells you the incense is incomplete, so ask him what can be done. He instructs you to bring him some fragrant rush.

Return to the corner of the pool and talk to the man sitting there. Ask him if he wants something in exchange. Use the grappling hook on the exact center of the closest lily pad in the pool, then pick up the gouge tool from it. Trade the gouge to the man for some fragrant rush. He also gives you some water lily seeds as a bonus. Go back to the priest and give him the fragrant rush.


Chapter 4: World of Ptah

A cursory look at the cave shows three dark tunnels ahead, separated from you and from each other by inaccessible lava rivers. There is also a tunnel directly behind you. Turn left and pick up the yellow scissors-like pincers from the ground. Exit through the tunnel into a room containing a tall statue of the lioness-headed god Sakhmet. Use the pincers to unlock the canopic jar at the foot of the statue. Click on the top of the canopic jar (baboon head of Thot) until it's facing to the right. Exit through the tunnel into another area of the original cave. Each of the four positions of Thot's head provides access to the four areas of the cave. Re-enter the tunnel and click once on the head of Thot until it's facing away from you. Exit through the tunnel into another area of the cave. Turn right and pick up a reddish handle from the ground (you may need to look down in order to see it). Move once toward the stone doorway on the other side of the lava river, then look down and right to pick up a bronze strip. Re-enter the tunnel and click once on the head of Thot until it's facing to the left. Exit through the tunnel into another area of the cave. Turn left and pick up a mallet near the bottom of the rope (you may need to look down in order to see it). Use the knife on the hanging rope to obtain a length of it. Re-enter the tunnel and click once on the head of Thot until it's facing you. Exit through the tunnel into the first area of the cave. Move forward toward a flat-topped outcropping or anvil. Put the bronze strip into the lava river to heat it, then put it on the anvil at right. Pound the heated strip with the mallet to fashion it into a curve. Add the handle to it and pick up the resulting mute sistrum.

Re-enter the tunnel and click once on the head of Thot until it's facing to the right. Exit through the tunnel, then turn left and move toward a worker. Tie the length of rope to the hanging rope overhead, then talk to the midget below. Talk to him again and he'll make your sistrum musical. Re-enter the tunnel and click three times on the head of Thot until it's facing you. Exit through the tunnel and return to the anvil. A cutscene plays in which you meet the god Ptah.

Re-enter the tunnel and click once on the head of Thot until it's facing to the right. Exit through the tunnel, then turn left and talk to the midget. He will give you an empty mold. Return to the first cave area with the anvil and put the mold into the lava river. Put the lava-filled mold on the anvil and wait for it to cool off. Pick up the lava object and return through the tunnel to the statue of Sakhmet. Put the lava object on the broken ankh the statue is holding in its right hand. Turn left and approach a vertical rod that has appeared in a recess in the rocks. Click on the rod to lower it. Exit through any of the tunnels into the next room, also containing a statue of Sakhmet.

Move forward and put the dolerite ball on the rounded rock slab in front of the statue. This causes the slab to descend and four stone balls to appear in the base of the statue. Click on each of these balls to store them in your inventory. This room contains four shallow recesses in the cave walls. Each recess has a picture etched into it that corresponds to one of the four balls. Put the balls into the recesses in the following way:

	Sakhmet                         Wadjet

			Statue
			 Slab
	Bastet                          Sechemtet

			Tunnel
Exit through any of the tunnels into a third room containing a statue of Sakhmet. Use the purification vase on the offerings dish at the foot of the statue, then pick up the resulting bowl of lava. Talk to the statue to hear the riddle "What did Ptah accomplish with his heart and tongue?" The answer, which can be found in the game's Documentary Database, is "He created... the world."

The game's next challenge is a sound-matching puzzle. To recreate the correct combination of sounds, put three inventory objects into the recesses in the following way:

	Sistrum                         Bowl of lava

			Statue
			 Dish
	Water lily seeds                (Empty)

			Tunnel
Exit through any of the tunnels into a room with dolerite tools. The puzzle to be solved here involves moving each dolerite shape to its respective pedestal. To reset the puzzle, exit the room. Let South be the position facing the central platform from the mouth of the tunnel. Left to right, the dolerite shapes are a cube, a sphere and a triangular wedge. From the North position on the opposite side of the lava pool, use the wind spell on the sphere to move it to the South pedestal. Blow the wedge from the East position to send it to the center of the platform. Blow the wedge from the South position to send it to the North pedestal. Blow the cube from the West position to send it to the East pedestal. Blow the sphere from the South position to send it to the central platform. Blow the sphere from the East position to send it to the West position. Go to the West position and retrieve the Magical Ball of Dolerite.

Exit through the tunnel back to the anvil area. Ask Ptah how to return to the land of Egypt. When you're done talking to him, he will give you some magic wax in the form of a bee. Drop the magical ball of dolerite into the lava river. Exit the chapel, then turn right and talk to the boatman to leave Memphis and return to Aswan.


Chapter 5: Aswan

Enter Tuya's house and go to the second room. Approach Tuya and ask her what part you must play. Give her the dried scorpion. When you are finished talking to Tuya, enter the closet through the doorway to the left of Tuya and pick up a straw mat lying on the floor. Exit the closet and pick up a blank papyrus from the stack to the left of the striped jar. Turn slightly left and zoom in on the writing area next to the oil lamp. Put the blank papyrus in the open spot. Pick up the thin stick (calamus) and dip it into the container of red ink. Use the inked calamus on the blank papyrus to make a copy of the healing formula. Take the healing formula and give it to Tuya. She will give you an unfired figurine of Paser. Also pick up a ligher atop the pile of scrolls to the left of Tuya.

Go to the third room (courtyard) in the back of the house and pick up some twigs at the base of the tree. Put the twigs into the lower opening of the oven, then ignite them with the lighter. Place the figurine on the top of the oven to fire it. Return it to your inventory and exit the house.

Turn left and follow the path to the quarry between the two houses and the pile of timbers. Approach a column of fire in the distance. A jug of water can be found in the vicinity, but it will be of no use in extinguishing the fire. Instead, pick up a long pole lying on the ground at the far end of the quarry pit. Go back to the column of fire and put the mat on it. Zoom in on the mat and use the hotspot at right to move the mat out of the way. Use the stick in the fire to disclose a knife. Pick up the mysterious knife and return to the village to talk to the boatman.


Chapter 6: Memphis

Go through the right-hand doorway into the pool yard. Approach the circular nilometer at the left side of the pool and zoom in on its edge. Place a blank sheet of papyrus on the bas relief, then use the charred stick to sketch on it. Pick up the incomplete drawing and give it to the man sitting at the corner of the pool. Turn right and pick up a plate lying on the ground under a tree in the corner of the yard. Turn right and proceed along the side of the pool until you can pick up a long stick lying on the ground. Turn right and approach the bird and its nest at the end of the stone wall ahead. Place the plate on the ground under the nest, then use the long stick on the wall nest to dislodge an egg. Pick up the plate containing the egg and give it to the man at the corner of the pool. Also give him the inked calamus from your inventory and he'll provide you with a completed drawing. Return to the nilometer and place the finished drawing on its coping. Click on the brightly-shining spot at the center of the drawing to disclose a red goblet. Pick up the goblet and approach the young girl standing at the entrance to the sunken stairway of the nilometer. Give her the sacred recipient from your inventory and she'll give you something interesting to drink.


World of Isis

If there's a Puzzle Palace in the game, this is it! After Isis gives you a magic net, turn around and move to the far side of the island you're on. Next to where Isis reappears, put your water lily seeds among the blossoms in the water. Cross over the water lily to the far shore. Approach the stone altar ahead. Pick up the top stone (Nut) from the altar and Isis will explain the rules of this puzzle. Cross over the water lily to the other stone altar you can see on the next island. Place the Nut stone on this altar and return to the first altar. Pick up the middle stone (Shu) and move it to the second altar. While you are there, pick up the top stone (Nut) and return it to the first altar. Pick up the bottom stone (Geb) and move it to the second altar. Finally, return empty-handed to the first altar and move the top stone (Nut) to the second altar. This causes a bridge to materialize. Cross this bridge to the next island.

This island has five small peninsulas extending out from it, like the toes of a giant stone footprint. The far right peninsula is where Isis stands on her boat. The next one over is a bit obscured by grasses and flowers. The remaining three are pretty easy to see. Note also that one of the peninsulas has a bird hovering over it, and another one faces a dark mound in the water that turns out to be the back of a tortoise. The object of this puzzle is to get the bird and tortoise to occupy the same spot. Start by following the tortoise around until it surfaces at the middle peninsula. You may need to return to the foot of the bridge to get a good idea of its position. Next, do the same thing with the hovering bird until it too goes to the middle peninsula. When you've "reconciled Set and Horus", you can go to the middle peninsula and cross to the next island over the tortoise's back.

Turn right and follow the path to a pile of rocks in the distance. Pick these up and proceed to the irrigation pivot on the other side of the island. Put the rocks into the hanging basket at one end of the pivot, then operate the other end of the pivot to fill the canal with water and create the Gates of Death.


Chapter 7: Book of the Dead

Move forward to the stone altar. Place the bee spell from your inventory onto the bee symbol on the altar. Look down and see six buttons each marked with a symbol. Number these from left to right:
1 2 3 4 5 6
Press buttons 1, 6 and 4 to create the correct representation of the guardian of the gates of the Book of the Dead.

Move forward through the blue gateway to the next puzzle. The object is to move through the maze ahead while identical moves completed by your doppelganger at left allow her to navigate a different maze, all without either of you falling into the Void (which simply resets the puzzle). The trick here is to realize that you can deliberately run into a wall and not change your own position, but if your double can move in that direction, she will (and vice-versa). If North is straight ahead toward the gateway with the guard, make the following sequence of moves:

Move North
Move West
Move North three times
Move West (which just bumps you up against a wall, but allows your double to move)
Move South
Move East
Move North
Move West against a wall
Move North twice against a wall
Move East
Move North
Move forward through the copper gateway to the next puzzle. This is a logic puzzle in which you must find the correct guard out of a set of five, given information about the relative positions of the guards and their characteristics. The five guards each have hearts made out of a unique material: stone, gold, lapis-lazuli, papyrus or feathers. There is some randomness to this puzzle; here are all the possible solutions:
If the first statement is that "the small guard hath a heart of stone", the feather-hearted guard is at far left.

If the first statement is that "the tall guard hath a heart of papyrus", the feather-hearted guard is at far right.

If the first statement is that "the luminous guard hath a heart of stone", the feather-hearted guard is second from the left.

Move forward through the silver gateway to the final puzzle. Osiris's wish that the heavens guide your steps is a hint that you should notice the array of bright stars in the sky overhead. Note also that the four reedy stepping squares each have drawings on them resembling constellations. There is some randomness to this puzzle, but the solution is simply to always step on a square whose drawing matches the constellation in the sky. This is pretty easy since the constellations and number of stars they contain are quite unlike one another, and there are just two possible choices you can make from each position. Continue the process until the last, blank square is available as an exit.

Move forward and give the mysterious knife to Osiris. He will give you kyphi, a spellbinding incense. Turn left and put Ouni's dried snake onto the burned section of the reed mat. Stairs will materialize; climb these to exit the Book of the Dead.


Memphis

Talk to the young girl until she returns the sacred recipient to you. Go to the corner of the pool where there are now two men. Talk to the man on the right to find out that he stammers. Use the transfer handkechief to pass on his stammer to the other guy, and you're rewarded with a measure of salt. Go back to the chapel entrance and re-hypnotize the guard using your Cobra spell. Enter the chapel and give the sacred recipient and salt to the priest Khaemouaset. Talk to the priest, then go and ask the boatman to return you to Pi-Ramses.


Chapter 8: Pi-Ramses

Return to Paser's house and put the figurine on him. After the cutscene, approach the lamp at the head of Paser's bed and quickly put the soporific incense in it. Exit the house and go back to the main courtyard. Go to the storehouse area (see map or ask Djer for directions). Talk to Khaemouaset and he will give a rain charm. Ask him to teach you how to counteract Tuya's spells:
	Attack                  Words           Spell

	Cobra of Hypnosis       Stay, Maya...   Purification vase
	Magical Net             Attendants...   Banner of wind
	Lotus transformation    ...lotus...     Wedjat-eye of clairvoyance
Use the corresponding spell on the priest before your time runs out. Enter the temple through the closest doorway. When challenged by the guard to interpret his dream, ask him to test you, then answer as follows:
Fat cat: Harvest
Naked backside: Parents
High pole: Support
Wine: Honest
Leopard's face: Authority
The guard gives you a magic coffer as you pass. Enter the temple, wait for the nearest worker to squat down, then move forward. Wait briefly for the second worker to disappear to the right, then move forward twice. Turn left and move forward four times.


Chapter 9

Move forward one more time to Tuya. In this timed sequence, you must successfully counteract each of her randomly-chosen spells by attacking her with the corresponding spell of your own:
	Words                   Spell

	Come ye...              Cobra of hypnosis
	I obey magic...         Rain spell
	Stay, Maya...           Purification vase
	May the shadow...       Magical net
	I am the lotus...       Wedjat-eye of clairvoyance
	Attendants...           Banner for controlling the wind
It's helpful to familiarize yourself with these spells' locations in your inventory window before approaching Tuya.

Tuya then turns into a snake. To catch her, move forward into the naos chamber. A strategy game is displayed. Your object is to attack the end of the Tuya-snake before she can strike you. Here is one solution:

Right-click to Maya's upper right
Right-click to the right
Right-click to the lower right
Left-click to the right
Right-click to the right (immediately neutralized by the snake)
Right-click to the upper right
Left-click to the upper right
Right-click to the right
Left-click to the right
Right-click to the right
Left-click to the right
Right-click to the top
Right-click to the right
Right-click to the lower right
Left-click to the lower right
Right-click to the lower left to attack the snake
Right-click to the lower left
Left-click to the lower left
Right-click to the left to neutralize the square
Right-click to the left to attack the snake
Right-click to the left
Left-click to the left
Right-click to the upper left to neutralize the square
Right-click to the upper left to attack the snake
Left-click to the upper left
Left-click to the upper right
Left-click to the right
Right-click to the bottom to neutralize the square
Right-click to the bottom to attack the snake and win the game
Return to Paser's house through the main temple colonnade. Use the mysterious knife to break open the figurine next to Paser's body and watch the endgame sequence and credits. The game menu now has a "Victory Diary" selection that lets you recap the events of the game.


Maps

Temple Map

Map of Paser's House

Map of Ouni's House


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Copyright © 2007 Balmoral Software (http://www.balmoralsoftware.com). Portions copyright © 2004 DreamCatcher Europe SA. All rights reserved. Republication, redistribution or conversion is expressly prohibited without the prior written consent of Balmoral Software.