~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~ ~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~ ~*~*~ ~*~*~ ~*~*~ "THE EGYPTIAN PROPHECY" ~*~*~ ~*~*~ ~*~*~ ~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~ ~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~*~~*~ A FAQ/Walkthrough by Mr Haley -- this game is also known as "EGYPT III" -- TABLE OF CONTENTS: (this walkthrough) I. REVISION HISTORY II. COPYRIGHT NOTICE III. CONTACT INFORMATION IV. A FEW STARTING TIPS V. GAME WALKTHROUGH VI. AFTERWORD VII. ACKNOWLEDGEMENTS <~~~|~~~|~~~> {I} REVISION HISTORY v 1.0 22 December 2004 <~~~|~~~|~~~> {II} COPYRIGHT NOTICE "The Egyptian Prophecy" is a game by The Adventure Company. It is named "Egypt III" in some of its releases. Release date: 2004, March 30 Platform: PC House: The Adventure Company Developer: DreamCatcher Interactive Publisher: The Adventure Company Official Website: http://www.adventurecompanygames.com/ http://www.dreamcatchergames.com/ Min. Sys. Requirements: PIII 600, 64MB RAM, 32MB VRAM, 2GB disk space Rec. Sys. Requirements: PIII 800, 128MB RAM, 64MB VRAM, 2GB disk space Also required: DirectX 7.0; 16x CD-ROM drive; Windows 98/2000/NT/XP My system: Intel Pentium 4 3Ghz, 512MB RAM DDR, GeForce 5700LE 256MB, DirectX 9.0c, 2GB disk space, 52x CD-ROM drive, Windows XP. The game is very stable unless you do back and forth with Windows a lot, (the ALT+TAB combination or whatever): in that case, it will crash sooner or later. The game is mostly composed of high-resolution backgrounds, lightly animated. Character animation and the beautiful cinematics will take some RAM, so it's better to have at least 128Mb of it. <~~~|~~~|~~~> {III} CONTACT INFORMATION THIS FAQ/WALKTHROUGH is the exclusive copyright of Haley Brimley. Copyright (C) 2004 Haley Brimley You may use this walkthrough as you please PROVIDED THAT: 1) you do NOT make any money out of it; that includes featuring it in publications, compendiums, compilations and other media that is in any way sold and/or rented; 2) the WHOLE content remains COMPLETELY unaltered, including this and other disclaimers and property statements. Legal action will be taken against transgressors. The author of this FAQ/Walkthrough can be written to at: haley_brimley2 (at) yahoo (dot) it or at harmless_vampire23 (at) yahoo (dot) co (dot) uk <~~~|~~~|~~~> {IV} A FEW STARTING TIPS 4.1 "Backstory" At the dawn of his 60th year, the great Pharaoh Ramses II (the "Sun of Egypt") feels life slowly leaving his body. Not wanting to give up reign, he prays to god Amun-Re to prolong his mortal life. The deity accepts to grant him twenty more years, but in exchange, Ramses will have to erect the biggest, most magnificent obelisk in his honour. The project is soon underway, but hideous events risk to cripple the construction. Strange happenings, voices heard, and an ominous prophecy predicting the fall of Ramses and the whole Egypt. Paser, the construction master, is severely ill without a reason. The workers speak of a curse cast upon him and them all. Since Paser is the only architect in the reign who is able to erect the obelisk, the whole project is on hold. Pharaoh Ramses II sends Maya, daughter of the famous magician Herimes, to investigate on the construction site. The young woman needs to apply all of her wits, as well as the magical abilities her father taught her, in order to save the Pharaoh and the whole reign. 4.2 "Magical Skills" Use the game manual in order to learn to play. If you own a pirated copy and don't have a manual, be a good boy/girl and buy the game. :) I am going to spend a few words on Magical Skills, since they are the one and only big innovation presented by "The Egyptian Adventure". These are spells that Maya learns from time to time, either taught by someone or gifted by a God. You start with only Clairvoyance, but as you go on, there are seven more to learn. All of these are used at one time or the other, so make sure you don't miss any. The game structure is so linear, though, that you can't progress to the next chapter until you have done all that is to do in the previous one, so don't worry. <~~~|~~~|~~~> {V} GAME WALKTHROUGH V.1 "PI-RAMSES" * Watch the stunningly beautiful introductory cinematic, and then you'll be all ready to go. You find yourself in the temple of Amun-Re, devoted to the God Re that Pharaoh has an oath with. Walk forward to meet the local construction chief, a bald man near to a worker using a scalpel 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 the ring Maya has, and he'll be convinced. * On the chief's left is a door that leads outside. Take it. Move past the brick-makers on your right, go to the small courtyard and then the door on the right. Near one of the coloured 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. Ignore the first room. In the second, on the far left corner, there's a CLUB you need to pick up. Move to the third room, where you find an ill and delirating Paser. Show him the cartouche you found near the crypt, and he says it's part of a "cartouche of Amun-Re". Hmm. * 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. Heh. So, go to the worker outside Paser's courtyard, and he will kindly do it for you. You have a CARTOUCHE now. * 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 into the crypt. * You're locked inside! Pick up the AMULETS and watch the scary cutscene. On the right there's another CARTOUCHE, that you need to pick up. Go back to the now 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 leftmost tiles vertically; the upper left (UL) one moves them all vertically; the lower right (LR) one moves the rightmost tiles horizontally; the upper right (UR) one moves all the tiles horizontally. The figure you need to obtain is shown in your Historical Database: go to it and click on "The Promises of Amun-Re" and then "Egyptian Enigmas", and select "The Cartouche of Ramses II". This is the image you need to obtain by clicking the buttons. * The door opens again, and you can leave the crypt. Go talk to Paser again and tell him what happened. He'll be all worried and give you a PURIFICATION VASE (NEW MAGICAL SKILL). Go back to the Naos and use the new spell on the bewitched 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 that the plans are hidden "beyond Imhotep." * Go to the fourth room in his house, and you see a small statue on the bench on the left. Use the TRIANGULAR STONE on it to make it slide, and behind it, the QUARRYING PLANS. Pick them up. * Go back outside. On the right of the courtyard, you see a man waiting by a door, squatting. He'll be your boatman for the whole aventure. Talk to him to make him carry you to Ouni's house in the town of Aswan. V.2 "ASWAN" * Proceed forward: there is nothing for several screens until you get to the house in the centre with the donkey and the man squatted. Pick up the DRIED DONKEY DROPPINGS (eww!), and then go talk to the man. * The man is Ouni, Paser's assistant, and he says quarrying can't proceed as all of the tools they have can't extract granite because they break. Behind him there's some black balls on the ground. Pick one up: it's a DOLERITE BALL. Use it on the granite rock right there in front of you, and see the ball 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. So, 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. Use them to read them, and note down the ingredients for the remedies they describe. 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 MAGICAL SKILL), 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 spell. * Had you noticed that Ouni was sneezing? Well, he is. Go to him and use the TRANSFER SPELL on him, then click on the donkey aside him to give it Ouni's cold. Heh. Talk to Tuya again, and she will give you a COBRA OF HYPNOSIS (another NEW MAGICAL SKILL), then 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... but there's a snake too! It bit you! From now on you have a couple of 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 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... eww you'll eat something with them in it now! * Where Tuya was sitting, she left a MORTAR. 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, and Maya will drink it. Whew! Just in time. * Here comes Ouni again. Where was he while you were dying? Hmph! Anyway. Give him the papyrus he was looking for. He'll thank you and give you a DRIED SNAKE to protect you against further snake bites. Umm... thanks. * Ouni says you need to invoke Ptah (the God founder of the Universe according to the Egyptian myth). You need High Priest Khaemouaset, son of Ramses II himself, to intercede with the God on your behalf. You can find him in Memphis. The capital! Go back to the dock and leave. V.3 "MEMPHIS" * The guy guarding the left building is not letting you pass, and you don't have the seal anymore. You could hypnotise him... but you do not not know his name. Yet. Go right instead, and enter the courtyard with the lavatorium (it's the pool). There are STONES on the left for you to pick up. Then go to the basket weaver on the right side of the pool. * He's very rude too. What's with these people?! You want what's in his basket, but he won't let you. So throw stones in the water to distract him, and 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 just *any* item, and he'll believe it's your pass. Ha! Go forward to enter the Temple of Ptah where Khaemouaset is. * Give Khaemouaset the DOLERITE PAPYRUS, and talk to him to find out you are going to have to pass a couple of tests before he "sends" you to Ptah's dream world. * First off, look into the rightmost cabinet Open it. Use your magical skill of 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. Done. * Your reward from Khaemouaset is a BANNER to control winds (NEW MAGICAL SKILL). 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. Since I solved it for you, no need to spend an hour trying: just follow these instructions. :) 1. Spin the key counter-clockwise once; 2. >Push the key to wheel 2, turn twice counter-clockwise; 3. >Push the key to wheel 6, turn until green button appears; 4. Pull the key to wheel 5, turn clockwise once; 5. Pull the key to wheel 1, turn clockwise once; 6. >Push the key to wheel 2, turn counter-clockwise once; 7. >Push the key to wheel 5, turn until green button appears; 8. Pull the key to wheel 4. Turn until green button appears; 9. Pull the key to wheel 3. Turn until green button appears; 10. Pull the key to wheel 2. Turn until green button appears; 11. Pull the key to wheel 1. Turn until green button appears. There you go. The coffer opens. Pick up the KYPHI PERFUME inside. But it's incomplete! Argh! You need some FRAGRANT RUSH. * 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. Near the entrance there's a ROPE. Pick it up. 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 be all happy and finally give you the FRAGRANT RUSH you need. * Now Khaemouaset has the complete perfume, and he will open the doors to Ptah's world for you. V.4 "WORLD OF PTAH" * Maya finds herself in a dark cave. Go ahead and pick up PINCERS from the floor. 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, go back through the tunnel. * SECOND ROOM. On the ground are a BRONZE STRIP and a HANDLE. Pick them up. 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 to work it. It'll take on an "U" shape. Now use the HANDLE on it, and pick up this INCOMPLETE SISTRUM. You still need metal strips to have it work. * Back to the statue room, and turn the canopy to go to the dwarf. Use the PIECE OF ROPE you have on the rope behind him to repair it. He'll be grateful and give you the METAL STRIPS you need. You have a SISTRUM. * In the statue room, spin the canopy *thrice* to go back to the anvil room. Go by the anvil: 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, 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 Sakhmet is holding. Something moved! A golden staff 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 you have 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." It'll turn out quite useful. * The balls represent 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. We 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. It takes six simple moves. 1) Stand in front of the pillar with the square symbol and use the BANNER on the ball on the altar. It'll fly to the opposite end. 2) Stand/circle. Move the dolerite cube. 3) Stand/triangle. Move the dolerite cube again. 4) Stand/circle. Move the dolerite prism. 5) Stand/triangle. Move the dolerite ball. 6) Stand/square. Move the dolerite sphere again. Now go stand before the pillar with the circle, and pick up the MAGIC DOLERITE BALL. * Exit the room and you find yourself at the anvil. Talk to Ptah, and he'll grant your wish to help the workers. Also, he gives you the LOTUS TRANSFORMATION to revive items (NEW MAGICAL SKILL). 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. V.5 "ASWAN" (#2) * As you disembark, talk to Ouni. He'll say the obelisk is almost ready to be loaded on a barge. WOW! That was fast. Go to his house and talk to Tuya. Give her the DRAINED SCORPION. She has the remedy for Paser ready, but you must concoct it. Aside Tuya lays a LIGHTER: pick it up. * Go to the mastaba (= bench) behind you, and pick up a papyrus. Zoom in and pick up the CALAMUS (= writing stick). Use it on the INK JAR to ink it. Use the blank PAPYRUS on the empty space in the centre, and then the INKED CALAMUS on it 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 kile, and use the TWIGS and the LIGHTER on the lower hole to light it up. Now place the PASER FIGURINE on top of the kile, let it bake for a few seconds, and pick it up. Before you walk out: left of the kile is a MAT: pick it up. * Outside the house is Ouni, with *yet* more bad news! An evil fire of some sorts 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. * A beautiful cutscene shows Maya walking to the Quarrying site. Once there, you notice this fire from a distance. Move ahead a few screens. On your right, pick up a JAR OF WATER. You use it on the fire, but it still won't go out. Definitely magical. * 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. So zoom out, walk to the spot right behind you and pick up a STICK. Use it on the ashes to get an EVIL KNIFE that Maya doesn't know the origin of yet. * Move away from the quarrying site. Ouni's there again. You need to go to Paser, but he insists you consult Khaemouaset about the Nile flooding instead. Still undecided, move towards the docks. Another beautiful cutscene makes Maya decide to go to Memphis and Khaemouaset. So, go speak to the boatman. V.6 "MEMPHIS" (#2) + WORLD OF ISIS * Surprise, surprise: Khaemouaset isn't at the Temple of Ptah. Go to the pool area then. On your right, among the trees, collect a STICK. 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 a BLANK PAPYRUS you have 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. Resist the temptation to spank her, and go to the rude basket weaver instead. * Show the incomplete drawing to the weaver. He can complete it, but he needs a CALAMUS. We have that... but the ink has dried by now. An egg would do. So pick up the blue PLATE from right behind you, go to the nest, place the PLATE below it, and use the STICK on the nest to make an EGG fall. Pick it up. * Give the EGG 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, presenting you with a goblet. 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, pronto! * -- THE WORLD OF ISIS -- Speak to the Goddess on the barge and she says you must travel to the root of all evil and ask for the help of Osiris, her brother and husband. Are they all incestuous here?? Isis also gives you the MAGICAL NET to entrap your enemies with (NEW MAGICAL SKILL). Turn around and walk away from her. * Move to the opposite edge of the isle. Use the LILY SEEDS on the water to grow a lilypad you can walk upon. Once on the other bank, walk to the altar with three stones. It is the old game of sheep, wolf and spinach (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. * So, take Nut and bring it to the other altar. Come back, take Shu. Bring Shu, and bring back Nut. Take Geb. Come back, take Nut and bring it. Done. * Proceed forward to where Isis has appeared again. There are five isles. You need to move the tortoise and the owl so that they meet in front of the central isle and let you pass. Number the isles 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 the waters easily. * 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. V.7 "THE BOOK OF THE DEAD" (World of Osiris) * You have to pass 4 tests before being admitted before Osiris himself. * FIRST TEST. You need to guess the guardian's name. There's six buttons in front of you, which carry the syllabes "neg", "eb", "ess", "ou", "et", "a" -- in this order. Each of them also visualises a part of a bigger image. Make the image match with that of the guardian you see in the doorframe ahead. If you don't want to bother trying, just press 1-6-4 (the name is "Negaou") and you're done. * SECOND TEST. This is trickier, but only a little. You must make it through a labyrinth, and your "Ka", your ethereal double, must too -- only that her labyrinth is different than yours. So, look at the sky as you make your moves, because she must make it safely as well. In short, number the squares from 1 to 16 as per the following pattern, and then make the following moves. |¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯| | 13 | 14 | 15 | 16 | | | | | | |¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯| | 09 | 10 | | 12 | | | | | | |¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯| | 05 | | 07 | 08 | | | | | | |¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯| | 01 | 02 | 03 | 04 | | | | | | ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯¯ Move like this: 2, 1, 5, 9, 13, 9, 5, 1, 2, 3, 7, 7, 7 (go forward twice: you are blocked but Ka advances), 8, 4, 3, 7, 8, 12, 16, 15 ... and you're both out. * THIRD TEST. It isn't hard to solve the riddle, but if you don't want to rack your brains, just click on the leftmost guard: it's the one with the heart of feathers. * FOURTH TEST. Step on one of the mats in front of you and look at the sky: remember the pattern of the stars you see, then look down at the mats in front of you. The one which stars match the pattern of those in the sky is the one you need to step upon. Do so, and move forward. * OSIRIS. Talk to the God, and give him the EVIL KNIFE you have when he asks for it. You find out that the enemy is the God named Set. Osiris says to make a salty beverage once you're back to Memphis. Trust him, he's a God after all. He gives Maya some KYPHI, which is a soporific powder. It'll be useful. To return to your world, use the DRIED SNAKE on the snake-shaped burn on the mat, on your right at your feet. 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 to make the salty beverage in. Now you need salt. Go to the basket weaver; there's a stammering man beside him, and he'll 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 High Priest Khaemouaset, and see 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! V.8 "PI-RAMSES" (#2) * 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! We should've known. So now you're trapped in this room with her and an armed guard, and can't move. * Actually, you can move only for a few seconds, and in one direction only. More than enough. Move to your right, and use the KYPHI on the lamp. The guard and Tuya will be paralised for a few seconds. Escape! * After the cinematic, go to the next courtyard and find Khaemouaset... well, not really, just an "ethereal projection" of him. He can't fight Tuya himself, but he can teach you spells to do it. Very convenient. Learn the ropes from him, learn a new spell (RAIN SPELL, NEW MAGICAL SKILL), then go out and go to the temple entrance, where the brick- maker is standing. * He asks that you prove your skills by interpreting a dream of his before he lets you pass. Alright. Here are the answers: 1) ... the harvest will be good... 2) ... you will lose your parents... 3) ... you will rise above common people... 4) ... you will live an hohest life... 5) ... 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 grab your chance and move forward undetected. Go for the Naos. V.9 "DUELS AT PI-RAMSES" * Duel"s" is right. You wouldn't think Tuya is letting you stop her from desacrating the Naos, would you. So, the first is a spell duel, much like the Duelling Club in "Harry Potter and the Chamber of Secrets". Here is a list of spells and counterspells to use. TUYA'S SPELL YOUR COUNTERSPELL Burn Rain Hypnosis Purification Dead souls Hypnosis Ka Magic Net Lotus transformation Clairvoyance Magic Net 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 too lazy to repeat the duel a third time and note my method! LoL 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, movements are: 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. "R" stands for "right click" (to cast a spell in the indicated square) and "L" stands for "left click" (to move to that square). * 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 shan'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. Yay! So they got it going. Only one thing left to do now before it is erected. * Reach Paser and use the EVIL KNIFE on the FIGURINE laying next to him. The drained scorpion you'd given Tuya was inside it, and that was what was causing Set's evil influence. Now Paser is healed. * That's it. Enjoy the beautiful ending cinematic. Congratulations, you have cracked "THE EGYPTIAN PROPHECY" / "EGYPT III". <~~~|~~~|~~~> {VI} AFTERWORD 6.1 "The Documentary Database" Not all games have such a feature. Actually, very few do. There are many graphic adventures with lots and lots of text to read, like the "Dark Fall" and "The Longest Journey", but this is not the case. In this game, you are not forced to read much of anything, but if you do, it will be all the better for your gaming experience. "The Egyptian Adventure" is a slightly-above-average adventure game, with great static backgrounds and stunningly beautiful cinematics, which are countered by poor Inventory management and an annoyingly slow interface. However, all puzzles are rooted in the time frame the game is set into, namely the Acient Egypt, and their solution is always logical once you get a good feel of things. That's why reading as many entries in the Documentary Database as possible is a good idea. They're individually brief and to-the-point. Not to mention that for certain puzzles, like the Enigma of Four Balls, the information in the DD are essential. <~~~|~~~|~~~> {VI} ACKNOWLEDGEMENTS Thanks to "The Adventure Company", who always supplies top class graphic adventures. Even if they get relatively low scores on most specialised magazines, and aren't objectively top-class games per se, it's these guys to keep this great genre alive in these times of first-person-shooters, and I'm happy they do. Thanks to GameFAQs for hosting this FAQ/Walkthrough. See you next with another game. :) ~*~*~*~*~*~*~*~*~*~*~ END OF FILE ~*~*~*~*~*~*~*~*~*~*~