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Table of Contents:

Introduction
Chapter 1: A Plague in Heliopolis - Your Arrival
Chapter 2: The Temple Library
Chapter 3: Hetep's Granary Report
Chapter 4: In Search of Hetep
Chapter 5: Deciphering the Tablet and Prophecy
Chapter 6: The Governor's Villa
Chapter 7: The Abandoned Quarries
Chapter 8: Preparing the Remedy
Chapter 9: Reporting to the Great Seer
Chapter 10: The Cat Burglar's Finale

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Introduction: The Back Story

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Egypt, under the reign of Amenophis III, has never been so prosperous. It is a time of
peace, good harvests, and a constant inflow of gold and wealth. The city of Heliopolis is a
large religious capital, ideally situated on a trade axis that is vital in exchanges with foreign
countries. It is also a seat of learning. And the libraries of its temples contain knowledge
about local mythology that center around Re and his manifestations.

Many Egyptian and foreign merchants (including Syrians and Nubians), young priests and
scribes come to Heliopolis to benefit from the climate of peace.

You are Nefermaat, know as Tifet, a young woman and a doctor from the town of
Bubastis.

You receive a message from your father, who remains in Heliopolis. He is severely
weakened by a strange and deadly illness. He asks to see you one more time before he
passes away.

When you arrive, you realize that his illness is caused by an outside source and may spread
to the whole of the city. You will have to race against time to find the origin of this disease
and its cure. This seems a reasonable task for a doctor like Tifet, who knows the cures and
magic formulas that help people to rid their bodies of demons. However, it would be in
some people's interests to let the disease spread.

With power struggles on one side and a looming epidemic on the other, chaos threatens to
strike Heliopolis. The further you go in your quest, the more vital the following question
becomes: Who and Why?

The Prophecy of Heliopolis is first and foremost an epic adventure game. But it is also an
enlightening voyage into one of the greatest civilizations that has ever existed.............

(paraphrased from Cryo Interactive's game documentation)


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Chapter 1: A Plague in Heliopolis - Your Arrival

You, young Tifet, awake from a dream in the city of Bubastis where you are currently in
practice in the Temple of Sakhmet as a doctor in good standing. You hear a loud knocking
at your door.

Go to the door and open it to greet a messenger from your home city of Helipolis. You
adopted father, Djehouty, has fallen gravely ill and begs to see you immediately.

After the messenger departs, turn around and go to the low ledge under the
windows. Pick up the Book of Remedies and the jar of eye ointment. Place these items in
your inventory (right click) along with Djehouty's message, which is automatically placed
there.

That's all you (Tifet) need to get started. Go back to the door and exit. After a cutscene,
you arrive on the river bank in Helipolis. You are in the Neighborhood. Turn left and go
forward to the vendor's stall, where you can see the standing donkey. Turn right when
you get there and talk to the vendor, Djaou, who tells you there's a "strange mood in the
city."

Turn right and go forward once. Turn left and go forward once. Turn left again and enter
the House of Beer. It's the first door. The beer vendor, a woman, remarks that there
aren't as many customers as there usually are. That's all she has to say to you for
now. But, you already get the feeling that something foreboding is happening in Helipolis!

Leave the beer shop and turn left. The man standing in the shade under the scaffolding,
Idi, will approach you. He is an old friend of Tifet's. He gives you directions to your
childhood home and also a map of Heliopolis.

Turn right and go forward twice to the main street through the Neighborhood. Turn right
and go forward four times. If you look off to the left, you will see a house with a gold or
yellowish wooden door. This is the house of Djehouty. Go inside to the courtyard. Go
straight ahead through the door of the house to the lower main room.

As soon as you enter the house, you will see a cutscene where Tifet rushes up the stairs
and out onto the sunroof, where Djehouty sits in the shade. Approach and speak to
him. He tells you he wanted to see you one last time. He lets Tifet examine him. (Click on
"Examine" in the menu bar when it appears.)

Djehouty has an "unknown disease." You can't cure it now. But, you promise to go to the
Temple library and search the archives for the cure. Djehouty tells you that the papyruses
you need are to the left, as you enter the Temple Library.

Leave the house, returning down the stairway. Just follow the sunlight. Once through the
outer courtyard and back on the main street again, turn left and go forward twice. The
Heliopolis map Idi gave you will appear. Click on it to choose the Temple of Re.
Chapter 2: The Temple Library

When you enter the Temple's main courtyard, and after the cutscene, go straight ahead
three times. Talk to the man standing off to the right, the Nubian. Tell him you don't
know where to find the person in charge of the warehouses. He'll go off to another entry
between two very large statues.

Turn around and approach the man dressed in white, Kephren, who is standing in front of
a large door. He tells you that you may not enter! Click on him again and persist,
declaring that you are a priestess of Sakhmet, until he lets you prove you are a priestess by
solving a slider puzzle.

The Slider Tile Puzzle:

The Slider Tile Puzzle is randomly generated. Therefore, there is no one correct solution.

The nine tiles on the left are stationary. You must position the tile on the right to
correspond with the position of its mate on the left. Move your cursor over the tiles on
the left to highlight them and determine what position the right side tile should be moved
to. Click on the right side tile to move it, gradually, to the correct empty space. (You will
receive plenty of hints from the game, as it appears necessary. )

When you have solved the slider puzzle, you will enter the Library courtyard in a
cutscene. Go forward and talk to the scribe, Irou. He must keep a log of all the people
who enter the library, he tells you. But, he doesn't have anything to write with. He wants
you to go talk to Menna, another scribe, who has his writing tools.

Menna is in another courtyard off to the left. Turn around and go right into the adjoining
courtyard. You will see Menna sitting beside the door to the right. Menna tells you that
Irou actually left his writing tools in the back room.

Go into the Library. Straight ahead of you on the low ledge, you will see two long boxes
that look like pencil boxes. Pick up the reed pen case and add it to your inventory. Take
the pen case back to Irou in the Library courtyard. Give it to him and discover that now
you must find him some ink.

Go back to the courtyard to the left, past Menna, and back into the adjacent room. In the
left rear corner, on the ledge, you will find a small bag of ink. Pick it up.

Return to Irou in front of the Library and attempt to give him the ink. You will find that he
has left. Ah, but the Library door is now unlocked. Just click on it to enter the Library. Go
left, to the wall. Turn right and go all the way to the end. Turn left to see one of three
cabinets on the wall. Open the one you are standing in front of and remove the tablet and
the prophecy papyrus from the cabinet. Read it (and each recipe for remedies, if you
haven't already).

Leave the Library and go straight ahead out of the Library complex and back to the main
courtyard of the Temple. Turn left and go out through the arched entrance. A woman will
stop you before you get there and ask you for help for her husband, Ramose. "Examine"
her. She's also sick. She has the same "unknown illness." The woman says she has
nightmares too. They started after her husband was paid his wages in wheat from the
Temple.

Turn to the right to see Ramose and their son, Ipouky. Speak to the boy. "Examine"
him. He needs eye ointment. (Only after his is examined and diagnosed by Tifet will he
accept the eye ointment.)

Then, turn and use the Heliopolis map to exit the Temple area and return to the
Neighborhood.

Chapter 3: Hetep's Granary Report

Go one click forward and turn right to reenter Djehouty's house. Go through the courtyard
and into the main room. Go one click forward, turn right, go forward, turn left to face a
short hallway. Go one click down that hall toward the closed door. Turn left, go forward,
turn right and go up the stairs.

After the cutscene, at the top of the stairs, turn left and approach Djehouty again. Show
him the prophecy on the papyrus. Djehouty agrees that the wheat from the Temple is
poisoned. He will keep the tablet and the prophecy to try to interpret them, while you go
to warn the Great Seer of the threat to Helipolis' population.

Exit the sunroof and go down the stairs to the main room. At the bottom of the stairs, go
forward to the center of the room and pick up the gold ring from one of the three-legged
stools. You'll need it later.

Exit the house and return up the street to the map. (You might stop along the way and talk
to Idi, who is leaning against the garden wall. But, he'll just tell you he's heard of seven
people who all have the same symptoms.) Go again to the Temple of Re.

Go forward and speak to Kephren again. He is now standing in the entry between the two
huge statues. Tifet will ask to see Meryre, the Great Seer. Kephren cannot allow entry
without a letter of introduction. And, he suggests that you get one from Dejhouty.

Leave the Temple and go back to the Neighborhood. Go directly to Djehouty's house and
on to the sunroof to speak to Djouhouty again. He'll write the letter of recommendation
but asks for his writing materials. He says he needs a quill and some papyrus.

Go downstairs to the main room. Go to the far left corner and pick up two (2) sheets of
parchment, a bag of wheat grains, a bag of sleeping potion, and the quill case from the
ledge near the corner.

Take the quill and the two sheets of parchment/papyrus up the stairs to Djehouty. Give
them to him. After he accepts them, he will ask for a little ink, which you can give to him
from your inventory. He writes the letter of recommendation.

Put the letter of recommendation in your inventory and go back to talk to Kephren at the
Temple of Re. Give him the letter of recommendation and enter the courtyard of
Sakhmet, straight ahead of you. Turn right or left to go around the building. It doesn't
matter.
Go through the archway at the back of the building and into the adjacent courtyard. You
will see the Great Seer, Meryre, in the left corner with one of the scribes. He will come to
you and speak with you automatically. The culmination of the conversation is that Meryre
wants you to look at the wheat in the silos and find Hetep's report (the granary inspector)
stored at the Library. He gives you a jeweled bracelet, in order that you will be able to
gain access to him later on. Meanwhile, he says he will look into the matter on his own.

Leave Meryre. Turn around and exit out to the main Temple courtyard the way you
came. Turn right, and go forward. Turn right and enter the doors to the Library
courtyard. Go straight ahead and into the Library. Talk to Menna, who is standing in the
middle of the room toward the front, where a baboon has seemingly taken up residence.

Menna tells you where Hetep's report is stored. Turn to your right, go forward, turn left
and open the cabinet. Pick up the fastener of Hetep's report and place it in
inventory. Apparently, the report itself has been stolen.

Leave the Library. Go straight out across the courtyard through the door, and into the
main Temple courtyard. After the cutscene, go straight ahead to the door on the opposite
side. Enter the Silo Courtyard.

Walk up the right side of the silos to see a man, Mehou, who is sweeping up dead
rats. Just before you reach Mehou, look down to your right and pick up a coiled rope. Talk
to Mehou. He hasn't seen Hetep and tells you where his house is. He also tells you to
examine the contents of a silo.

Turn around and go back one click toward the entry. Turn right and go forward between
the silos. Turn left, go forward, turn left and pick up the plank laying beside the first grain
silo. Turn left and go forward once. Turn right and go forward once. Turn left and go on
up the stairs of the silo.

At the top, lean down to look into the grain silo. There's plenty of wheat down at the
bottom. In inventory, combine the rope with the plank. Place this apparatus across the
opening in the top of the silo. After the cutscene, scan the wheat at your feet with the
cursor until you see a fist. Click with the fist and pick up a wheat stalk which Tifet remarks
about "....that's not normal."

Put the stalk of wheat in your inventory and climb back up the rope. Leave the rope and
plank behind. You don't need them anymore. Leave the silo and exit the Silo Courtyard.

Chapter 4: In Search of Hetep

Leave the Temple's main courtyard and return to the Neighborhood. Go forward four
times, across the broken down walkway in the middle of the street. Turn right and go into
the alley. Go straight ahead and into Hetep's house. If you need directions, stop and talk
to Idi.

Hetep is not in his house either. Look around as long as you're here. Go left along the
ledge and find a small metal hand mirror resting on a wooden stool nearby. Put
the mirror in inventory and head back out to the main street.
Go left and then forward five times to go back to the Temple to show Meryre the evidence
you have gathered thus far. In the Temple courtyard, find Kephren up by the far right
Library entrance. Show him the jeweled bracelet and he will tell you that the Great Seer,
Meryre, is in the School adjacent to the Library.

In the Library courtyard, go left to the School. You'll see Meryre with the scribe,
Menna. Show him the wheat stalk. Meryre seems unsure of what he should do. He tells
you to continue your mission and find a cure. He will take care of the rest in his own way.

You will see a cutscene where Meryre checks out the wheat silos and seals the
courtyard. Then, you are with him again at the School, to see Ipouky race into the
courtyard over Meryre's left shoulder.

Go out and speak to Ipouky. He tells you Djehouty is dying and you must go to him
immediately. Leave the School, the Library courtyard and return through the Temple
courtyard to the map, the Neighborhood, and then Djehouty's house.

Go up to the sunroof and speak to Djehouty. He doesn't have much time for you to find
the cure. You must decipher the tablet and the prophecy all by yourself. He wants you to
go to the Temple and ask a scribe for help in deciphering it.

Chapter 5: Deciphering the Tablet and Prophecy

Go back out to the street, turn left and use the map to go back to the Temple. Go up
through the main courtyard to encounter Kephren again. He will let you pass with no
problem.

Go to the School, through the left archway, and find Menna still sitting by the right side
door. Ask Menna to help you and give him the tablet and papyrus (prophecy). It turns out
that the prophecy is written backwards, or so Menna informs you.

You could try to use the mirror on the tablet. That makes sense, right? But, unfortunately,
that's not the trick. In inventory, pick up the bag of ink and combine it with the tablet and
the parchment. Then combine this product with the blank piece of parchment you got at
Djehouty's. Use the eye icon at the left of your menu bar to read the newly created legible
parchment. It says, "He who wakes after a dream knows the path."

You'd better high tail it back to Djehouty's house with this new information. Leave the
Temple area and go back to Djehouty's in the Neighborhood. Go up to the sunroof and
show the legible parchment to Djehouty. Tifet will relive her dream in a cutscene and she
realizes she must visit Sakhmet's shrine to find some answers.

Leave Djehouty's house and go back to the Temple. When you get there, go to the entry
between the two huge statues. Walk around the building on either side and enter
Sakhmet's shrine at the rear of the building. You can click on Sakhmet's statue to send a
prayer for help. However, it might be more productive to look down and find an
interesting impression in the floor. If you guessed that the little hand mirror will fit nicely
in there, you are so correct! Place the mirror in the impression.

Nothing more is happening. Look at the legible parchment again in your inventory, in
closeup, using the eye icon. Do you see the Sakhmet statue and what looks like beams of
light reflected from somewhere high up off to the left? Exit this view. Replace the
parchment in inventory and scan the wall of the shrine to your left. You will find a small
rectangular stone that apparently can be removed. That is, if you had a mallet. (The
mallet is also shown on the legible parchment, but isn't easily recognized.)

Leave the Sakhmet shrine and go straight ahead back into the storehouse area. Go
through the second courtyard (where you found the Great Seer earlier). Go down the row
of storage rooms to the next to last one on your left. Go inside to find Irou, arms crossed,
standing in the far right corner. Go to him and ask him for his mallet. He's being
selfish. Choose the first conversation option, which begins "Listen closely,
Irou..........." Irou will be sufficiently intimidated and will turn over
the mallet immediately. Put it in your inventory.

Go back to Sakhmet's shrine. Use the mallet on the small stone on the left side of the
shrine wall. In the following cutscene you will see the stone open to allow a beam of
sunlight to enter. The light bounces off the mirror and onto Sakhmet's statue. The statue
moves over to the right. There's an opening under the statue and a valuable papyrus is
hidden there. Pick up the papyrus. Use the eye icon to read it. Wonderful! You have
found the recipe for making the antidote; the medicine to cure Djehouty and all the other
stricken people of Helipolis!

You must waste no time in visiting the vendors in the Neighborhood. But, before you
leave the area, you might want to go back to Irou in the store house. And, if you haven't
found them already, get a fist full of carroway seeds, and juniper berries from the baskets
on the right side of the room going in. Get the bean flour from the middle wall cabinet on
the left side of the room.

Leave the Temple area and go back to the Neighborhood. Go all the way down the street
to the vendor nearest the dead end; the last stall. Talk to Maya, the vendor, and go down
the list that appears to see which, if any, of the remedy ingredients she has in her
inventory. You will find that she has none of it. Ah, but does she have other wares that
you might be able to use for advantageous trading?

Give her the jeweled (gold) bracelet. You won't be needing it anymore. She'll be thrilled
to pieces over this item and will reciprocate with lentils, dates, linseed oiland 10 debens of
copper.

Go all the way back to the river shore area (turn right just before you get to the donkey)
where you landed at Helipolis. Talk to the first vendor you met, Djaou. Go down the list
that appears to mandragore roots and trade your linseed oil for them. Trade the lentils
for garlic. Djaou has no beer, so ask him lastly about the fan tree leaves. He does know
where you might get some. He needs your help for his bellyache though, first.

The recipe for the bellyache remedy will appear. You already have the bean flour, juniper
berries and carroway seeds. All you need is the honey.

Go back around the corner and down to the vendor stall just to the left as you reach the
intersection. Talk to Kauit. Give her your dates in exchange for the willow leaves you
need. Then, give her your 10 debens of copper in exchange for "excellent quality olive
oil."
You still need honey, though, before you can make the remedy for Djaou's bellyache and
find out where the fan tree leaves can be found. Go left and then all the way back to the
map at the end of the street, to the Temple, then through the great statues entry to the
storehouse row in the back. Find the selfish Irou right where you left him.

Ask Irou for honey. He has some but he wants it himself, of course. If you want it you'll
have to give up the gold ring from Djehouty's house. After you give Irou the ring, turn
around and you'll find the honey jar in the wall cabinet on your left nearest the door.
Notice that you have TWO portions of honey. Go to the Beer House in the village and
exchange one portion of honey for some beer.

Go back to Djehouty's house, inside to the main room where you found the ring, etc. Go
straight through the door and straight forward to the corner. Look down to find a large
cooking pot. You should see a fist icon. Put the following items in the pot:

 bean flour

 carroway seeds

 juniper berries

 honey

The pot will immediately produce the bottled Remedy for Djaou. Remember he told you
he was going to sequester himself in an inconspicuous place until you were able to
cure him? Leave Djehouty's house. Turn right and go seven clicks down the main
street. Turn left and go forward into the alley. Turn left again to spy Djaou leaning against
a wall, holding his poor stomach. Give him the remedy.

He doesn't exactly have the fan leaves. He does know the man who may have some
though. This Nubian man will be found at the House of Beer. Leave Djaou to recover and
go back out to the main street. Go back toward the shore and Djaou's stall. But, before
the end of the row of buildings on the right, turn and enter the House of Beer.

After the ensuing cutscene you will see the Nubian again in the far left corner. Go talk to
him. He wants you to have a beer with him. The Nubian has a great time teasing
you. But, he finally tells you that you'll need a trade permit from the Governor himself
before he can provide you with a special product like fan tree leaves.

Chapter 6: The Governor's Villa

Off to the Governor's house you go! Just take the same route as if you were going to the
Temple and when the map appears, click on the Governor's Villa. (CD#2)

After a brief cutscene, you will find yourself inside the entrance to the Governor's
Villa. Before you go forward, turn left and notice the alcove. Turn right and note an entry
to a garden area. Go forward and ask the first man, Paihry, to see the Governor. You'll
have to get tough with him too. He allows you to pass and approach a second
guard. When this one challenges you, answer him with the first conversation choice:
 "You're a warrior, aren't you?"

 "You look like a fine soldier to me."

 "My whole life I've dreamed of meeting a warrior.........."

 "Listen --- my husband is in there........."

 "My word is equal to the reputation of our country's soldiers........."

When you tell him you will come to him later that night, he will let you pass into the
house. You will be greeted by a musician who is seeking a missing drummer. He won't let
you in. It looks like you'll need to find the missing drummer, or at least the drum!

Turn around and leave the way you came in. Out on the steps, go extreme left into the far
garden entry. Once inside,
turn right and walk all the way around the pool to the gazebo in the back. You will find
the intoxicated musician asleep on the gazebo floor. In the corner, behind her, is
her drum. Take it, and after a cutscene, return to the house. Go on inside and, this time,
you will readily get past the chief musician in your disguise as the missing lady drummer.

Go into the large central hall where the musician instructs you on how to play for the
dancers.

____________________________________________________

You must duplicate the rhythm of the drums by synchronizing your beats with the flashing
lights in the drum. If you do well, the dancer to the left will join her dancing partner. If
not, she will come out on the floor and then retreat toward the wall again.

You must complete the drum puzzle correctly. There is no solve for it.

After the drum puzzle is solved, go forward twice into the Great Hall. Turn left and
approach the Governor, Nakht, in the white tunic. He agrees to talk to you later in a room
at the back; the bedroom.

Leave the Governor, and facing the back of the room where you see a simple throne
arrangement, exit through the door on the right side. You will see the two dancers
resting.

Once outside on the veranda, turn right and go talk to the guard in front of Nakht's
bedroom door. He will let you through when you insist. Enter the bedroom. Go forward
and walk around the perimeter of the room On the ledge at the back of the room, pick
up Hetep's report about the poisoned wheat.

The Governor interrupts you in a cutscene and seems suspiciously disinterested in Hetep's
report, or in helping you by granting permission to buy the fan leaves for the remedy
recipe. You are subsequently ordered to drink a tainted brew brought in by the Theban
priest. Apparently, the Governor has been remiss in his duties. He just loves to
party. And partying and living the good life is very expensive. He's been blithely accepting
money and goods from Theban, making him indebted to Theban and, stupidly, completely
within his power.

During the cutscene, you fall to the floor unconscious, while Theban and Nahkt discuss
what befell poor Hetep and what must be done next; that is, to hide Hetep's report.

Chapter 7: The Abandoned Quarries

You awake in the abandoned quarries. Look down and around to see Hetep's broken
body. Pick up the pick axe. Turn left and go out through the lighted archway on the
right. Follow the tunnel around to the right until you come to a dead end with a pile of
broken rocks.

Turn right and find a square shaped impression in the wall to the left of a burning
torch. Use your pick axe on the square stone. You will hear a rumbling sound, like heavy
stone moving.

Put your pick axe away and walk back the way you came. When you come around the
corner, go forward once and turn right. Follow that new corridor into another quarry
room. Pick up the ladder you find there. Use it on the large granite block at the end of the
room to try to reach the sunlit opening in the roof. The ladder is very old and it crumbles.

Scan around to find that you have company; an old friend (or maybe your alter ego) the
black cat. Approach the cat. What is she doing scratching at the floor there? Maybe she is
trying to tell you something. Use your pick axe in the spot where the cat is
scratching. After the cutscene, turn right and follow the sunlight out of the quarries. Use
the map to go back to the Neighborhood.

Chapter 8: Preparing the Remedy

You can't go back to the Governor's house yet, to find where he and Theban have hidden
Hetep's grain report.

When you arrive in the Neighborhood, the Nubian will step out to greet you. He tells you
that Djehouty, your adopted father, has succumbed to the strange illness and has passed
away. How sad that Tifet could not find all the ingredients in time to save him!

When you speak with the Nubian again, he will tell you that there is someone waiting for
you at Djehouty's house, downstairs. He also tells you that he will take care of Dehouty.

Go inside the house through the courtyard. In a cutscene, you will view Djehouty's body
on the sunroof. Speak with the Nubian again, near the outer wall. He tells you that a
dozen other people have also died of the disease. The Nubian entreats you to leave
town. But, you must stay to help. The Nubian consents to help you and he tells you
there's a bag containing fan leaves downstairs, along with the "someone" who wants to
see you.
Turn around to see Ipouky sullenly slouching by the stairway door. Talk to him. He wants
you to help Mi, his friend, who is apparently also ill from the poisoned wheat. Go right on
down the stairs behind Ipouky.

Downstairs in the main room, turn left and go to Mi, who is sitting on the ledge near the
corner. Click on her. Then "Examine" her. You will see displayed the recipe for the
remedy. Exit the screen. Mi will be the first to receive the new medicine.

Turn right and go to the opposite corner to find the fan leaves on the ledge near where
you picked up Djehouty's writing equipment. If you haven't already, move further to the
right and pick up the sleeping potion and the wheat grains.

Cross to the big cauldron that you used to prepare the remedy for Djaou's bellyache. Click
on the pot to learn that this is where you will prepare the remedy for the much needed
antidote.

Remember, you must use the ingredients in the correct order:

Preparing the Remedy:

1. add willow leaves to the pot,


2. add mandragose (mandrake) root
3. add garlic
4. add olive oil
5. add fan tree leaves
6. add the beer

The Beer Puzzle:

When you click to pour the beer in the cauldron, Tifet will tell you to measure out the beer
and you need 4 doses of beer in one jar. She will direct you, if you have trouble figuring
out how to get four doses in one jar. There is no set solution for this puzzle, so just keep
pouring doses back and forth and listening to Tifet until you figure it out.
I found it easiest to isolate one dose in one of the two larger jars, fill up the little three
dose jar, and then add it to the jar with one dose. That appears to be the simplest
solution.

Following is a detailed solution for the Beer Puzzle recently submitted by J.Wright of
Gameboomers.

To be able to put 4 units into 2 different containers, you would have to use the 2 larger
containers. I found a set of solution that might interest you.

A= 3 unit jar, B = 5 unit jar, C = 8 unit jar.

At the beginning you have this scenario:

1. A=0, B=0, C=8. Put C into B:

2. A=0, B=5, C=3. Put B into A:

3. A=3, B=2, C=3. Put A into C:

4. A=0, B=2, C=6. Put B into A:


5. A=2, B=0, C=6. Put C into B:

6. A=2, B=5, C=1. Put B into A:

7. A=3, B=4, C=1. Put A into C:

8. A=0, B=4, C=4.

When you have placed all six ingredients in the pot correctly, you will receive a bottle of
the remedy.

Turn right and go administer the remedy to little Mi. In a cutscene, you appear on the
sunroof with the Nubian, Ipouky and Mi.

Walk forward once and speak again to the Nubian. He tells you you should give the
remedy to Meryre, the Great Seer. Turn around and walk over to speak to Mi, who is all
better, completely healed. Go to the stairway and click on a very grateful Ipouky, before
you go out to access the map and return once again to the Temple.

Chapter 9: Reporting to the Great Seer

At the Temple courtyard, go to the far right entrance and speak with Kephren. He allows
you entry to the Library courtyard. Go on left into the Schoool courtyard, where you will
find both Menna and the Great Seer.

Give the remedy to the Great Seer. He tells you he will have Heliopolis' doctors reproduce
the formula and will issue new wheat to the community, which has just arrived by
ship. He says he will do nothing about the Governor and Theban unless you bring proof of
their misdeeds. So, you do need to get that report of Hetep's back wherever Nahkt and
Theban have hidden it.

With a last warning, the Great Seer admonishes you to do what you think is right, but you
must break no laws. Leave the temple and go back to the village. You will meet the Nubian
outside Djehouty's house. Talk to him. You will find yourself at the Governor's Villa.

Chapter 10: The Cat Burglar's Finale

Outside the Governor's house in the courtyard, it is now very dark. Swing left to see and
hear Paihry, the guard, sleeping soundly in the alcove you checked out earlier. Don't wake
him. Instead go to the right archway and into the garden. Go left along the wall until you
come to the second archway leading back to the courtyard. See the geese visiting with
one another there? Seems a good idea to put these little honkers to rest for a while, so
they won't become alarmed and noisily interrupt your plans. Combine the wheat grains
with the sleeping potion in your inventory. Click the mixture on the geese to put them to
sleep. Go through the entry and left around to the entrance of the house. Go up the
steps.
Once inside, continue forward three times until you are standing in the middle of the
Great Hall and can see both right and left exits out onto the veranda in back. When you
see the guard, on his rounds, pass the right side doorway (going left toward the other side)
wait about ten seconds to make sure the guard's back is to the Governor's bedroom.

Then, quietly go out onto the veranda, turn right and quickly enter the Governor's
bedroom.

After the cutscene, where you nearly blow your cover, go to the cabinet on the wall to the
left of the Governor's bed (left of his feet). Open the cabinet and move the statue. Turn
completely around. Go to and open the cabinet on the opposite wall. Take Hetep's
report. Put it in your inventory. Save your game! Now, go to the door. Wait for the
guard to walk the other direction. Then go out, turn left, and enter the Great Hall.

Continue on out into the courtyard where you will see that Paihry is awake and vigilantly
guarding your exit. Go through to the garden by the entry where the geese are
sleeping. Pan down on the other side of the little gate and pick up some gravel from the
ground. Throw the gravel at the geese to awaken them.

Paihry will come over to check out their chatter. As soon as you can, turn left and run to
the other garden exit. Run across the courtyard to the alcove where you first found Paihry
sleeping. Pan down and find the key. Turn around and run back into the garden by the
same route. Go down the right side of the pool two clicks. Turn right and use the garden
door to exit.

A cutscene takes you out of the Villa where you access the map to go to the Temple
again. Go to the far left entry to the Silo Courtyard and go on in.

You will see Meryre in conversation with two other men, a warrior and a guard. Click
Hetep's report on Meryre's back. You are delivering the final proof he required. He will
turn to tell you that he will open an investigation. He thinks you are a "brilliant
priestess." And he thanks you extravagantly for your heroism!

Finally, the Governor is banished from Heliopolis and the Theban priest's plans to conquer
the city are forever thwarted!

You, Tifet, have saved Helipolis! Congratulations!

___________________________________________________________

This walkthrough may not be copied or posted to another website without the express
written
permission of the author, Witchen, at GJan1@aol.com or webmaster@gameboomers.com

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