The Egyptian Prophecy										
										
PC Walkthrough


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  Table of Contents
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01: Basics
02: Chapter 1
03: Chapter 2
04: Chapter 3
05: Chapter 4
06: Chapter 5
07: Chapter 6
08: Chapter 7
09: Chapter 8
10: Legal Jargon


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  Background and Basics
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You start the game as Maya, the daughter of the magician Herimes. You have been 
sent by Ramses II, to investigate the construction site of Pi-Ramses. Here he 
is building the largest Obelisk as a tribute to Amun-Re, and in exchange his 
life and reign will be extended. You can access your inventory by right 
clicking. Point and left click to move and access interactive items.


**THIS GUIDE CONTAINS SPOILERS**

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 Chapter 1
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Pi-Ramses:

You need to speak to Passer, the lead architect. Move forward and turn to the 
left. Talk to Djer the overseer of construction. He'll ask for some proof, so 
show him the Pharoh's seal. Continue forward through the open door and turn 
right, move forward once. Turn left and move through the farthest open door (on 
the right). Enter the door after the white urn. This is Passer's house. Inside 
move past Passer and pick up the TORCH in the next room. Go back and speak to 
Passer. Exit his house and the courtyard outside. Turn left and go past the 
brick makers. Enter the arch, turn right and re-enter the temple.

Near the painted columns, you will notice A PIECE OF A CARTOUCHE. Pick it up 
and go talk to Djer. He will give you the corresponding half. Talk to the brick 
makers and they will repair it into a single MYSTERIOUS CARTOUCHE. Take the 
cartouche back into the temple and turn right between the painted columns. Go 
forward into the next room and into the center of the next set of painted 
columns. Turn left and go to the end of the temple. Use the cartouche to the 
left of the door. Light the torch and enter the crypt. The door locks behind 
you. Inside, pick up the AMUN-RE CARTOUCHE and the FOUNDATION DEPOSITS. 

Use the pharoh's seal on the engraving to the left of the locked door. Use the 
newly activated controls to line up the cartouche. When properly aligned, the 
door will re-open. Exit the crypt and speak to Passer. Show him the deposits 
and he will teach you a purification spell. Return to the crypt and use it on 
the cartouche. After it dissolves, use the Amun-Re cartouche to seal the crypt.

Return to Passer. He gives you a BLACK STONE and tells you to take his 
instructions to Ouni in Aswan. Go into the backroom and examine the statue of 
Imohtep on the table. Use the black stone on its open hands. Take the QUARRY 
DOCUMENTS, exit Passer's house and the courtyard outside. Turn right and talk 
to the squatting boatman. He'll take you to Aswan.

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  Chapter 2
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Aswan:

Continue forward until you are standing in the shade of a canopy. Look at your 
feet and pick up a DOLERITE BALL. Throw it against the nearby rock and pick up 
the DAMAGED DOLERITE BALL. Continue forward and speak to Ouni. Give him the 
documents and ask if you can search his home. He'll give his ok. Before 
entering walk past the house. You'll look down. Pick up the DRIED DONKEY 
DROPPINGS, turn around and enter Ouni's home. In the second room, turn left and 
read the healer's recipies on the table. Enter the last room and talk to Tuya. 
She'll teach you the transfer spell, and ask that you use it to prove your 
skills as a magician.

Go outside and transfer Ouni's sneezing to the nearby donkey. Return to Tuya 
and she grants you permission to search the house. She also teaches you the 
hypnosis spell. Enter the back room and open the basket. You find the plans, 
but are bitten by a snake. You must concoct the antidote from the formula you 
read earlier. 

Exit the store room and immediately turn right. In a basket above the chiminea 
is a basket. Pick up the DRIED LEAVES OF TERIBINTHE. Turn to where Tuya was 
sitting and pick up the GUM and KNIFE from the bench. Turn around and use the 
dolemite ball to break the cracked jar. Pick up a FRAGMENT OF A JAR. Continue 
forward into the first room of the home. Use the knife to slice open the bitter 
apple. Pick up the BITTER APPLE SEEDS. Return to the back room. Stop in the 
second room and pick up the OCHER from the chest on the right. In the back 
room, turn to the left, where Tuya was sitting. Place all of the ingredients in 
the bowl. Pick up the PESTLE and grind them to create your cure.

If you didn't do so earlier, pick up the DOLEMITE PAPAYRUS from the storage 
room. Exit the home and give it to Ouni. He tells you to seek help in Memphis. 
Return to the boatman.

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  Chapter 3
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Memphis:

Move forward and speak to the guard. He's not going to let you pass, so turn 
around and exit through the opposite doors. Turn to your left and pick up a 
pebble from the small pile. Throw the pebbles at the bird, and it will drop a 
PIECE OF COPPER. Pick up more pebbles and then the copper bit. Near a door and 
a well, there is a bit of rope. Pick it up to form the GRAPPLING HOOK

Move around the lake and speak to the weaver. Throw a pebble in to the lake 
behind him and grab the OSTRACON out of his basket. Use it to blackmail him for 
the guard's name. 

Return to the guard and hypnotize him. Show him any object to pass. Talk to 
Khaemouaset.  Open the cabinet you are standing in front of. Use your magical 
sight to find the DRIED SCORPION. Speak again to Khaemousaet. He'll teach you 
the and grant you permission to search. Pick up the KEY from the alter and use 
it on the coffer. Once it is opened, pick up the KYPHI inside. You need some 
fragrant rush to complete the perfume. Check with the weaver.

If you can get his gouge, he'll give you the rush. Use the grappling hook to 
pull the lily pad over to the edge of the pool. Grab the gouge and trade with 
the weaver. He'll give you FRAGRANT RUSH and WATERLILLY SEEDS. Return the rush 
to the priest and he'll transport you to the world of Ptah.

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  Chapter 4
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World of Ptah:

Look around and pick up a set of PINCERS from the ground. Enter the cavern, and 
use them to unstick the canopic jar. Turn the head to the side. Exit the cave 
and speak to the smith outside. You need to make a sistrum to invoke Ptah. Go 
back into the cavern and turn the jar again. 

In the next area pick up the BRONZE STRIP and the HANDLE. Re-enter the cavern 
and turn the jar head. Next exit and pick up the MALLET and LENGTH OF ROPE. Re-
enter the cavern and turn the handle. Dip the bronze in the lava near the 
anvil. Place it on the anvil and use the mallet to shape it. Add the handle, 
and pick up the sistrum. Return to the cavern and turn the jar head. Speak to 
the smith. Lengthen his rope and he will give you some rods. Re-enter the 
cavern, and turn the jar head so it is facing you.  Speak to Ptah.

Enter the cavern, and turn the head once. Talk to the smith for an EMPTY MOULD 
and return to the anvil through the cavern. Dip the mould in the lava and place 
it on the anvil. It will turn from red to brown, then pick up the LAVA OBJECT. 
Enter the cavern and use to repair the statue's broken ankh. A niche in the 
room with open, activate the lever inside.

Exit the next cavern. Place the dolemite ball near the base of the statue to 
open a hidden compartment. Take the BASTET BALL, SAKHMET BALL, SAKHMET BALL, 
and WADJET BALL inside and place them beneath the representations of their 
respective goddesses to open the next chamber.(Clockwise from the lower left 
corner: Bastet, Sakhmet, Wadjet and Sechemetet) 

Use the purification spell on the Goblet to create a BOWL OF LAVA. Speak to the 
statue and correctly answer her question. She will play a natural melody which 
you must reproduce. Turn it on an off by activating the flower on the statue.  
Place the water lily seeds in the first niche to the left. Moving clockwise use 
the sistrum next, and then the lava bowl. Exit the cavern.

Here you must use the wind spell to blow the objects above their respective 
pedestals. When each object is above the correct pedestal, take the MAGICAL 
BALL OF DOLEMITE. Return to Ptah and speak with him. He will teach you the BEE 
OF MAGICAL WAX. Then drop the magic ball back into the lava to exit. Go to the 
ferryman and return to Aswan.

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  Chapter 5
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Aswan:

Speak to Ouni and he will tell you that they've successfully quarried the 
Obelisk. Speak to Tuya regarding Passer's cure. You must give her the dried 
scorpion. Take BLANK SHEETS OF PAPYRUS from the table and place them beneath 
the spell. Pick up the CALAMUS and use it in the ink pot to gain an INKED 
CALAMUS. Use the calamus on the papyrus to crate the HEALING FORMULA and pick 
it up. Give the formula to Tuya and she will give you an UNFIRED FIGURINE.

Pick up the lighter next to her and move to the back of the house. Near the 
tree, pick up some TWIGS. Use them in the fire place and place the figurine on 
top. Light the twigs. Wait for it to bake, then pick up the FIGURINE OF PASSER. 


Ouni tells you there is a fire near the obelisk. Run to the fire, check it out. 
Run back to Ouni's house and grab a MAT from one of the rooms. Return to the 
fire and use the mat to smother it. Near the quarry site, pick up a STICK. Move 
the mat away from the ashes and use the stick to stir them. Pick up the 
MYSTERIOUS KNIFE, and the nearby JAR OF WATER. Speak to Ouni and return back 
towards the village. You experience a vision. Go to the ferryman and return to 
Memphis.

Memphis:

Hypnotize the guard so you can speak to Khaemouaset. He is missing. Go into the 
chamber with the pool. Speak to the little girl near the nilometer. She says it 
must be restored. Go around the back and you can see part of a drawing. Use the 
blank papyrus and the charred stick in your inventory to create a TRACING OF 
DESIGN TO BE COPIED. 

Talk to the weaver. He'll complete the drawing, but he needs an egg to bind the 
ink. Near him there is a plate on the ground. Pick it up. Walk towards the 
entrance and pick up a stick along the way. Pick it up. You can see a nest on 
the wall ahead. Place the plate on the ground underneath. Use the stick to 
knock down an egg. Pick up the SMASHED EGG and give it to the weaver. He also 
needs a calumus, so give him the one from your inventory.

Take the FINISHED DRAWING to the nilometer. Place it on the incompletecarving, 
and you will be able to see one of the figures holding something. Press it, and 
the SACRED RECIPIENT will be revealed. Take it to the litte girl.

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  Chapter 6
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Isles of Isis:

Speak with Isis. She will teach you the MAGICAL NET. Use the lilly seeds in the 
water to get across to the next isle. There are three gods on an alter Nut, Shu 
and Geb. She tells you not to leave Nut and Geb alone, or to leave Nut and Shu 
Alone. So first, Pick up Nut and take it across to the next alter. Return and 
pick up either Shu or Geb. Place the god on the alter with Nut, and then pick 
up Nut. Carry nut across the isle place it on the alter with the remaing god, 
and pick up the other god. Carry it across the isle and place in on the alter. 

At this point you should have Geb and Shu on the farthest alter and Nut on the 
original alter. Go back and pick up nut and return to the isle. A bridge will 
appear. Before crossing it, search the isle and pick up some ROCKS. Cross the 
bridge. Here you must align Horas and Set at the center isle.  First approach 
the turtle until it is at the center isle. Then approach the bird until it is 
above the center isle. Cross using the turtle as a stepping stone.

Next use the stones in the basket as a counter weight. Lift the water-filled 
urn.  Exit.

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  Chapter 7
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Book of the Dead:

Your first challenge is to identify the guardian. Use the bee spell on the 
altar, and pressing the glyphs you can see how they will build a character. 
Press the glyphs in the correct order until the figure you create by speaking 
matches the guardian ahead. 

Next you must move through a maze. Go forward, right, forward, forward, right, 
back left, forward, right, forward, forward, left, forward.

Now you must figure out which figure had a heart of feathers.

The gold/small figure is the second one.  You also can figure out that the 
papyrus, gold and lapis lazuli hearts are to its right. Leaving the first 
figure to be the heart of feathers.

Next use your magical eye on the stars, and step on the figure that is shown 
above until you have solved the puzzle.

Speak to Osirus and give him the sword found in the fire. He gives you a KYPHI.
Place the dried snake in the papyrus floor, and climb the magical stairs.


Memphis:

Once back in Memphis, talk to Khaemouaset. He needs a bowl and some salt to 
prepare the drink. Go talk to man with the weaver. Transfer his stutter to the 
weaver and he will give you some SALT. Talk to the little girl and she will 
give you back the SACRED RECIPIENT. Take them to Khamouaset and he prepares the 
drink.

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  Chapter 8
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Amun Re:

Talk to Djer. Enter Passer's house and use the figurine to heal him. Tuya and a 
guard have tricked and trapped you. Use the Kyphi in the nearby torch. Run out 
of the house and talk to Djer. Find Khaemousaet. Learn how to do battle with 
Tuya. 

Try to enter the temple. Interpret the brickmaker's dreams correctly and he 
will give you a COFFER and let you pass. Now you must sneak by the workers. 
There is a sleeping guard on the left and two guards working on pillars to the 
right. Wait until the sleeping guard is asleep, the first guard turns to get 
more paint, and until the third guard turns to get more supplies. Run past them 
and enter the naous and fight Tuya. 

She has several attacks, just use the appropriate spell to counteract each one. 
Next you must battle with her in snake form. When she is defeated you will 
scoop the snake up into the coffer. Go to passer. Use Set's knife to destroy 
the statue and Passer will awaken.

Game over. 

 
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  Legal / Contact 
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This game guide is for personal, non-commercial use only. I was not paid to 
write it, and you should not be charged to read it.  Please do not reproduce or 
alter this guide, in part or in whole without written permission. All 
trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Copyright January 21, 2007 S. Evans.
 
I may be contacted at beatrixgamer[at]yahoo[dot]com. Please include an 
appropriate subject with your e-mail. 

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