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1. Pi-Ramses
Watch the introductory cinematic and you're ready to go. You find yourself in the temple of Amun-Re. Walk forward to meet the local construction chief, a bald man by a worker working on a column. Talk to the chief to learn of the importance of Paser. When he asks that you prove Pharaoh sent you, show him Maya's ring and he'll be convinced.
Take the door on the chief's left and leave the temple. Move past the brick-makers on the right, go to the small courtyard, and then the door on the right. Near one of the colored columns is an incomplete cartouche. Go back out and speak to the workers to know where Paser is.
Head for the courtyard left of the workers. You know Paser's house has a decorated lintel over the door, so you know it's the fourth door. Walk in. Pick up a club in the second room, in the far left corner. Meet Paser in the third room and show him the incomplete cartouche. He says it's part of a "cartouche of Amun-Re."
Go back to the construction chief and ask him about the cartouche. He has the second piece, but he won't glue them together because he's too busy. Go to the worker outside Paser's courtyard and he will do it for you. Get the complete cartouche.
Back to the Naos. Use the cartouche on the empty niche to open a crypt on the left. Use the club on the lamp to light a torch, then go down the stairs and into the crypt.
You're locked inside! Pick up the amulets and watch the cutscene. Pick up another cartouche on the right. Go back to the closed door and click on the panel on the left.
PUZZLE. Use the RING on the lower niche to activate it.
the lower left button (LL) moves the left tiles vertically
the upper left button (UL) moves all the tiles vertically
the lower right button (LR) moves the right tiles horizontally
the upper right button (UR) moves all the tiles horizontally
The figure you need to obtain is shown in your Historical Database: go to it, select The Promises of Amun-Re, then Egyptian Enigmas, and then The Cartouche of Ramses II.
Leave the crypt and tell Paser what happened. He'll give you a Purification Vase (new spell). Go back to the Naos. Use the new spell on the cursed niche with the cartouche. It'll dissolve. Now use the cartouche you got in the crypt on the niche to seal it.
Paser told you to go back to him because he has a mission for you, so do it. He'll say you have to give the obelisk quarrying plans to his first assistant, Ouni. He gives you a triangular stone and says the plans are hidden "beyond Imhotep."
Go to the fourth room in his house. Use the triangular stone on the small statue on the bench on the left to make it slide. Get the quarrying plans.
Go back outside. In the courtyard, on the right, is a man waiting by a door. He'll be your boatman for the whole game. Talk to him to travel to Ouni's house in the town of Aswan.
2. Aswan
Proceed forward: there is nothing for several screens until you get to the house in the centre with the donkey and the squatting man. Pick up the dried donkey droppings and then go talk to the man.
The man is Ouni, Paser's assistant, and he says the quarrying can't proceed because their tools can't extract granite. Behind him are some black balls on the ground. Pick one up: it's a dolerite ball. Use it on the granite rock in front of you and see it break; pick up the damaged dolerite ball. Go back to Ouni. He says that he does have a papyrus on dolerite, but that he has no idea where he keeps it. You'll have to find it for him.
Walk in the house. You can't pick up anything yet, but in the first room thre's a pile of notes on a bench. Read them and note down the ingredients for the remedies. Proceed forward through the corridor and go to the third room to find Tuya, the Great Healer and Ouni's wife.
Tuya will teach you the Transfer Spell (new spell) that can transfer one's illness to another, but before she can grant you access to the rest of her house you must prove yourself worthy of such a spell.
Ouni was sneezing. Go to him and use the Transfer Spell on him, then click on the donkey to give it Ouni's cold. Talk to Tuya again and she will give you a Cobra of Hypnosis (new spell). She will let you in the storage room, the fourth and backmost room of the house.
Look in the vinyl basket left of the door: there lies Ouni's papyrus on dolerite -- and also a snake! It bit you! You have two minutes to brew a remedy, or you're dead. It's extremely easy, though. Tuya and Ouni have left, so you have access to the whole house. Remember the notes? Look for the ingredients you need for a remedy for someone who has been bitten by a snake.
Find the dried terebinth left of the storage room door, in the hung basket. Find some gum and a knife on Tuya's bench, left of where she was sitting. There's also a jar there: use the dolerite to break it and pick up the jar piece. Find ochre on a low stool in the middle room. Find a bitter apple in the first room: use the knife on it to slice it and pick up the bitter apple pieces. You already have the dried donkey droppings.
Tuya left a mortar where was sitting. Zoom in on it. Use all the ingredients you have in it and pick up the pestel. Use it on the mortar to concoct the remedy. Maya will drink it.
Give Ouni the papyrus he was looking for. He'll thank you and give you a dried snake to protect you against further snake bites. Thanks?
Ouni says you need to invoke Ptah. You need High Priest Khaemouaset, son of Ramses II, to intercede with the God on your behalf. You can find him in the capital city, Memphis. Go back to the dock and leave.
3. Memphis
The guy guarding the left building is not letting you pass, and you don't have the seal anymore. To hypnotise him you need to know his name. Go right and enter the courtyard with the lavatorium. Pick up the stones on the left. Go to the basket weaver on the right side of the pool.
You want what's in his basket, but he won't let you. So throw stones in the water to distract him, and then grab the ostracon. Use it on him to give it back, and in exchange, he'll say the name of the guard: Pamose.
Go to Pamose and use Hypnosis on him to hypnotise him. When he asks for your pass again, show him any item and he'll believe it's your pass. Go forward to enter the Temple of Ptah and find Khaemouaset.
Give Khaemouaset the dolerite papyrus and talk to him to find out you'll have to pass a few tests before he sends you to Ptah's dream world.
First off, open the rightmost cabinet. Use Clairvoyance to see the harmful presence the High Priest was talking about. Use your knife to remove the piece of stone from the wall and pick up the drained scorpion.
Your reward from Khaemouaset is the Banner of Wind Control (new spell). He wants you to open a coffer, so pick up the key from the central table and use it on the grey coffer on the right.
This puzzle is tricky:
Spin the key counter-clockwise once;
>Push the key to wheel 2, turn twice counter-clockwise;
>Push the key to wheel 6, turn until green button appears;
Pull the key to wheel 5, turn clockwise once;
Pull the key to wheel 1, turn clockwise once;
>Push the key to wheel 2, turn counter-clockwise once;
>Push the key to wheel 5, turn until green button appears;
Pull the key to wheel 4. Turn until green button appears;
Pull the key to wheel 3. Turn until green button appears;
Pull the key to wheel 2. Turn until green button appears;
Pull the key to wheel 1. Turn until green button appears.
The coffer opens. Pick up the kyphi perfume, but it's incomplete: you need some fragrant rush to add to it.
Go back to the weaver. He will give you fragrant rush only if you can recover the gouge he threw in the pool. Go to the entrance of this courtyard, on the right: there's a falcon perched up on the wall. Pick up some stones and use them on it to make it fly away. It drops a hook.
On the other end of the right side of the courtyard is a Nilometer, the gallery dug into the ground with the circular well. Pick up the rope by the entrance. Maya will combine it with the hook. Go to the weaver and use this rudimental fishing rod on the nearest lilypad, where the weaver's lost gouge is. He will give you the fragrant rush.
Now Khaemouaset has the complete perfume and will open the doors to Ptah's world for you.
4. World of Ptah
Maya finds herself in a dark cave. Go forward and pick up the pincers. Turn around and go into the dark tunnel. You re-emerge in front of a statue of Sekhmet, Ptah's sister and wife. Use the pincers on the canopy in front of the statue to unlock it. Then spin it around and go back through the tunnel (any of them, since they all lead to the same location).
FIRST ROOM. Talk to the dwarf to find out you need a sistrum (a musical instrument) to invoke Ptah. You need to collect some tools to make it. Back to the statue room, turn the canopy, and go back through the tunnel.
SECOND ROOM. Pick up a bronze strip and a handle from the ground. Back to the statue room: turn the canopy and go back.
THIRD ROOM. Take the mallet on the ground, then go to the long rope you see hanging and use the knife on it to cut a piece of rope. Go back and turn the canopy, then go out again.
Go over to the anvil. Use the bronze strip on the lava pool, then place it on the anvil and use the mallet on it. It'll take on a "U" shape. Now use the handle on it and pick up an incomplete sistrum.
Go back to the statue room and turn the canopy to go to the dwarf. Use the piece of rope on the rope behind him to repair it. He'll be grateful and give you the metal strips you need. Now you have a sistrum.
In the statue room, spin the canopy thrice to go back to the anvil room. Go to the anvil and watch the cutscene as Maya invokes Ptah. Talk to the God, who wants you to bring a magic dolerite ball and explains how to get it.
Go back to the dwarf. Talk to him and he'll give you an empty mold. Use the empty mold on lava to fill it and then place it on the anvil. Wait for the lava to cool and then pick up a lava object. In the statue room, use the lava object on the statue: it's the missing element in the key that Sakhmet is holding. Something moved! A golden staff has appeared in an alcove behind you. Pull it.
Use any tunnel to reach a second statue room, slightly different. At the base of Sakhmet's statue, use the dolarite ball on the slab to lower it. An alcove opens. Pick up the four balls and take a look in your Documentary Database for "The Enigma of the Four Balls." The balls represent the four Goddesses defending Osiris. The goal is to place each ball in its own alcove. Here's the correct order:
WADJET (snake): top right alcove
SECHEMTET (scorpion): bottom right alcove
SAKHMET (standing): top left alcove
BASTET (sitting): bottom left alcove
Something moved again. Exit through any tunnel. Third similar room. Talk to the statue and answer the question: the first part of the answer is "He created..." and the second part is "... the world." Sekhmet makes some music that you must reproduce. First off, use the Purification Vase on the goblet at its feet to obtain a bowl of lava. Now you must reproduce the sounds Sekhmet made, by placing items in each of the four alcoves where water drips. Use the following scheme:
top right alcove = place bowl of lava
bottom right alcove = place nothing
top left alcove = place sistrum
bottom left alcove = place lily seeds
The door to the hall of the magic dolerite opens. Use any tunnel to go. The idea is to use the Banner of Wind to move the items on the central altar, so that the magic dolerite ball hovers over the pillar with the circular sign on it:
Stand in front of the pillar with the square symbol.
Use the Banner on the ball on the altar. It'll fly to the opposite end.
Stand/circle. Move the dolerite cube.
Stand/triangle. Move the dolerite cube again.
Stand/circle. Move the dolerite prism.
Stand/triangle. Move the dolerite ball.
Stand/square. Move the dolerite sphere again.
Stand before the pillar with the circle.
Pick up the magic dolerite ball.
Exit the room and you find yourself at the anvil. Talk to Ptah. He'll grant your wish to help the workers. Also, he gives you the Lotus Transformation (new spell) to revive items. Cast the magic dolerite ball into the pool and Maya will exit Ptah's world.
Talk to Khaemouaset, who'll thank you, and go back to the boat.
5. Aswan
Talk to Ouni. He'll say the obelisk is almost ready to be loaded on a barge. That was fast. Go to his house and talk to Tuya. Give her the drained scoprion. She has prepared the remedy for Paser, but you must concoct it. Pick up the lighterfrom beside Tuya.
Go to the mastaba (= bench) behind you and pick up a papyrus. Zoom in and pick up the calamus. Use it on the ink jar. Use the blank papyrus on the empty space in the center. Finally, use the inked calamus on the papyrus to copy the remedy recipe.
Use the recipe on Tuya. She'll make a Paser figurine that you need to fire before you can use it on him. Go to the third room and pick up some twigs from the leftmost corner. Go over to the kiln and use the twigs and the lighter on the lower hole to light it up. Now place the Paser figurine on top of the kiln let it bake for a few seconds, and pick it up. Before you walk out, pick up a mat from left of the kiln.
Outside the house is Ouni with yet more bad news: an evil fire has broken out at the quarrying site and the Nile won't flood like it should. Walk away from the house, but on the opposite side from where the boatman is.
Watch the cutscene in which Maya walks to the Quarrying site and sees the fire Move ahead a few screens. On your right, pick up a jar of water. Use it on the fire, but it still won't go out.
Use the mat on the fire to put it out, then click on it to move it. There's something buried, but you need a stick to rummage through the ashes. Zoom out, walk to the spot right behind you, and pick up a stick. Use it on the ashes to get an evil knife.
Leave the quarrying site. Ouni's there again. You need to go to Paser, but he insists you consult Khaemouaset about the Nile flooding instead. Go to the docks. In the cutscene, Maya decides to go to Memphis and Khaemouaset, so go speak to the boatman.
6. Memphis
Khaemouaset isn't at the Temple of Ptah. Go to the pool area. Collect a stick on your right from among the trees. Notice the nest on the rightmost wall.
Go to the circular section of the Nilometer on the left. Zoom in on the incomplete drawing and use the blank papyrus on it. Move to the back of the Nilometer. A little girl will talk mysterious and say, basically, that she wants the recipient of Isis to tell you where Khaemouaset is.
Go to the basket weaver and show him the incomplete drawing. He can complete it, but he needs a calamus. Pick up the blue plate from behind you, go to the nest, place the plate under it, and use the stick on it to make an egg fall. Pick up the egg and give it and the calamus to the weaver. He'll finish the drawing.
Use the complete papyrus on the Nilometer, where you drew it in the first place. A tray will slide open with a goblet on it. Pick it up and give it to the little girl. She accepts it and has you drink from it, and you are taken to the world of Isis.
7. World of Isis
Speak to the Isis on the barge. She says you must travel to the root of all evil and ask for the help of Osiris, her brother and husband. Isis also gives you the Magical Net (new spell) to trap your enemies.
Move to the opposite edge of the isle. Use the lily seeds on the water to grow a lily pad you can walk upon. Once on the other bank, walk to the altar with three stones. It's the old game of wolf-sheep-cabbage (or however you used to call it as a kid): you need to move the stones to another altar, carrying only one at a time and knowing that neither Nut and Geb, nor Nut and Shu can be together at the same time.
Bring Nut to the other altar.
Return.
Bring Shu.
Return with Nut.
Bring Geb.
Return.
Bring Nut.
Proceed forward to where Isis has appeared again. There are five islands. You need to move the tortoise and the owl so that they meet in front of the central island and let you pass. Number the islands 1 to 5 left to right: step on the 4th island, then the 1st, then the 2nd, then the 4th again. Then walk on the 3rd and pass.
On this new isle, walk to the bottom right to collect some rocks. Go to the water-collecting tool on the far left and use the rocks on the left container. Then use the right one to collect water and see Maya pour it in the ditch. A water gate forms: it's the door to the World of Osiris.
8. World of Osiris
You have to pass 4 tests before you can meet Osiris himself.
FIRST TEST. You need to guess the guardian's name. The six buttons before you read the syllables neg, eb, ess, ou, et, and a. Each of them also displays a part of a bigger image. Make the image match with that of the guardian you see in the door frame ahead. Or just press 1-6-4 ("Negaou") and you're done.
SECOND TEST. This is a little trickier. You must make it through a labyrinth and so must your Ka, your ethereal double... only that her labyrinth is different than yours. Look at the sky as you make your moves. In short, number the squares from 1 to 16 as per the following pattern, and then make the following moves:
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2, 1, 5, 9, 13, 9, 5, 1, 2, 3, 7, 7, 7, 8, 4, 3, 7, 8, 12, 16, 15
THIRD TEST. It isn't hard to solve the riddle, but if you don't want to bother, just click on the leftmost guard: it's the one with the heart of feathers.
FOURTH TEST. Step on one of the mats and look at the sky: memorize the pattern of the stars and look down at the mats. The one whose stars match the pattern is the one you need to step on.
OSIRIS. Talk to the God and give him the evil knife. You find out that the enemy is the God named Set. Osiris says to make a salty beverage once you're back to Memphis. He gives Maya some kyphi, a sleeping powder. To return to your world, use the dried snake on the snake-shaped burn on the mat on your right. Now climb the steps to return to the little girl at Memphis.
Talk to the young girl twice. She gives Maya the recipient of Isis in which to make the salty beverage. Now you need salt. Go to the basket weaver. There's a stammering man beside him who will give you salt if you cure him. Easy: use the Transfer spell on him and give his stammer to the weaver. Suits him fine! Get your salt and go to the Temple of Ptah.
Hypnotise the stupid guard again. Give the recipient of Isis to Khaemouaset and watch as Ptah tricks Set into drinking the salty water. To placate his thirst, the evil God releases the waters of the Nile, making it flood. Go back to the boatman, and off to heal Paser.
9. Pi-Ramses
Back where you started the game. Go to the second yard on the left, where Paser's house his. Use the figurine on him to heal him... but instead you release evil forces! Tuya shows up and has Maya arrested. Tuya is a traitor! So now you're trapped in this room with her and an armed guard.
You can move only for a few seconds and in one direction. Move to your right and use the kyphi on the lamp. The guard and Tuya will be paralised for a few seconds and you can escape.
After the cinematic, go to the next courtyard and find an "ethereal projection" of Khaemouaset. He can't fight Tuya himself, but he can teach you spells to do it. Learn the Rain Spell (new spell), then go out and to the temple entrance, where the brick-maker stands.
He asks that you prove your skills by interpreting a dream of his before he lets you pass. Here are the answers:
the harvest will be good
you will lose your parents
you will rise above common people
you will live a honest life
you will have authority over people
He trusts you now. Talk to him again to be given a magical coffer. To pass through the temple unseen, wait for the guard on the left to doze off, the guard on the near right to turn around, and the guard on the far right to walk away. There's a time window of about two seconds when these three things happen at the same time, so do it then.
10. Duels at Pi-Ramses
Enter the Naos. Tuya is there and engages you in a spell duel. Here is a list of spells and counter-spells to use:
Tuya's spell: Burn --- Maya's spell: Rain
T: Hypnosis --- M: Purification
T: Dead souls --- M: Hypnosis
T: Ka --- M: Magic net
T: Lotus transformation --- M: Clairvoyance
T: Magic Net --- M: Wind Banner
Defeated, Tuya changes into a snake and flees. Follow her to the entrance of the Naos. The duel with the snake is tricky. Click on the "?" symbol to read the rules. There are many ways to go about this. The one below is written by John W. I didn't follow that, but it works, and I am far too lazy to repeat the duel a third time and note my method!
1A 2A 3A 4A 5A 6A
1B 2B 3B 4B 5B 6B
1C 2C 3C 4C 5C 6C
1D 2D 3D 4D 5D 6D
According to John, the movements are ("R" stands for "right click" to cast a spell in the indicated square; "L" stands for "left click" to move to that square):
R2C, L2C, R3D, R3B, R2B, R1B, R3D, L1B, R2A, R2C, R1C, R1A, L2A, R3B, R3B, L1B, R2B, R2C, L2C, R3B, R3B, R3C, R3C, L3C, R2B, R3B, L3B, R2A, R2A
Watch a cutscene with Maya trapping what's left of Tuya/the snake in the magic coffer. Now she can return to Paser and heal him for good.
The temple is deserted, so you won't have trouble going back. Go to Paser's house and talk to Djer on the way there: he says everyone has gone to the river to see the obelisk pass.
Reach Paser and use the evil knife on the figurine laying next to him. The drained scorpion you had given Tuya was inside it, and that was what was causing Set's evil influence. Now Paser is healed. Enjoy the ending cinematic.
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