Complete Walkthrough - The Cameron Files 2: Pharaoh's Curse



Compiled v1.0: November 9, 2002


The Mokteos Hotel:


Move toward the palm tree in the middle of the garden.
Continue straight and go into the hotel.
Turn to your immediate right.
Examine the telegraph (paper) on the table.
Go down the corridor on the right.
Enter the room on the right.
Move to the right (the area with the caged bird).
Examine the telegraph (paper) on the table.
Leave the room and go back to the main lobby.
Talk with the attendant to get your room key.
Once upstairs, turn left then left again.
Turn right, into the corridor with white tiles.
Turn left and advance two screens.
Swivel left then go into your inventory.
Use the key in the inventory on the door and enter.
Swivel left and examine the letter on the nightstand.
Grab the key on the letter.
Examine the letter.
Move towards the curtains.
Swivel toward the bed (to the corner nearest your), and you
will drop your suitcase on the bed.
Examine the suitcase.
Click to move the clothes away.
Grab the keys and the flashlight.
Move toward the table on the left (otherside of the bed).
Examine the hotel brochure.
Optional step: Open your inventory and the brown carrying bag.
Examine the brochure (move the cursor to the
right or left to be able to flip the brochure
over to read the other side).
Exit the room the way you came (turn right).
Go back down to the main lobby (attendant has left).
Go behind the front desk and examine the guest book (we hear
the taxi pull up).
Exit the hotel and get into the taxi to go to the Cairo Museum.




Cairo Museum:


Proceed to the end of the walkway (away from the taxi).
Go to your inventory and use the key you got from the nightstand
atop the letter from Moira.
Enter into the museum.
Turn left and advance two screens.
Enter the door on the right.
Walk to the back of the room then face the door and enter.
Proceed down both flights of stairs.
Examine the tool stand and grab the wire cutters.
Turn to the black box on the floor and examine it.
Cut the lock with the wire cutters.
Open the box and take the crowbar.

Note: The door down here is locked, but we will get thrown inside
after we chat with the museum's curator.

Go back upstairs, through the door, and through the other door
until you are back in the main part of the museum.
Turn right. once you are at the corner, swivel right then advance
6 screens.
Swivel right then advance 2 screens.
In your inventory, get the key ring you got from your suitcase.
Use the key ring on the door to your right and enter.
Examine the desk drawer and open it, but you cannot take anything.
Walk to the otherside of the desk and examine the box on the small
desk (look at the symbol in the top middle, for later).
Go out the door you came in.
Swivel left then advance 2 screens.
Swivel left then advance 1 more screen.
Swivel left then advance 1 more screen.
Swivel left then examine the small display case.

Note: The shape of the Cross of Light (ankh) should look familiar.

Use your key ring (the one from your suitcase) and open the case.
Take the Cross of Light.
Swivel left then advance 1 screen.
Swivel left then advance 1 more screen.
Swivel left then advance 2 more screens.
Re-enter the door on the right.
Walk over to the box we could not open before.
Examine the box.
Use your Cross of Light from the inventory to open the box.
Take the key from the box.
In inventory, use the key ring (the one from your suitcase) and
open the door to the right of the box we just opened.
Walk through the door.
Walk toward the desk.
Swivel to your left a little then examine the purse on the mini-
cabinet.
Open the purse and click again (to close).
Examine the book beside the green one on the left side of the desk.
Take the Isfet card.
Open the "Tomb KV 65" book then examine the first page.
Walk to the stand with the 12 wooden drawers.
Examine the stand.

Note: You will see that only 5 drawers open. M-P is all that we are
concerned about, but look through the others if you want.

Examine the "M" tab and take the Mat card.
Turn 180 degrees, so you are facing the door you came through then
backtrack (advance) 1 screen toward it.
Swivel left to face the door you haven't been through then leave
through it.
Swivel left then advance 1 screen.
Swivel right then advance 1 screen.
Swivel left to face between the staircases then go up the right-hand
staircase.
Swivel right then advance 2 screens.
Swivel left to face the door. In inventory, use the key you took
from the box you used the Cross of Light to open, on the door. Enter.
Walk through the red curtain.

Note: There is nothing really to do in this room (at this time), but
you have to come here before we can chat with Mehdi Al Salem
(the Cairo Museum curator).

Go back through the curtain and out the door.
Swivel right then go to the stairs you came up.
Go down the stairs.
Swivel left then advance 1 screen.
Swivel right then advance 1 screen.

Note: Voila, the curator! A cutscene plays and you are locked in the
room you could not access before (where you picked up the wire
cutters and the crowbar). It is first black, so access the
inventory to get your flashlight.

Face the other end of the corridor then advance 3 screens.
Examine the open crate to your left then take the wire.
Swivel left then advance 3 screens.
Swivel right then examine the light switch next to the stacked
crates.
In your inventory, use the wire on the light. Click on the wires to
start the light.
Swivel right then advance 1 screen.
Examine the mummy case then open it. Boom, nothing!

Note: Now would be a good time to save your game. A timed sequence
will occur shortly.

Swivel left then advance 1 screen.
Examine the crate on your left then read the attached paper.

Note: The timed sequence begins!

Swivel left then move forward, behind the black statue.

Note: A German guy with a beer belly walks in as a cutscene plays.
Phew, safe!




The Mokteos Hotel:


Note: Back to square one. Before we continue, open your brown carrying
bag in your inventory. On the bottom right are the 2 cards you
got at the museum. Examine Mat and Isfet. Coincidentally,
the Nazis (Germans), in the game, are after the powers of Isfet.

Go into the main lobby of the hotel then go behind the main desk.
Examine the box with the room keys on the wall (left-hand side).
Take the key to room 18 (Moira's room).
Go upstairs then turn right this time.
Turn right again then turn left into the corridor with the white
tiles.
Swivel right then advance 2 screens.
Swivel right (use the key you just swiped to get in). Enter.
Swivel right then examine the nightstand.
Open the drawer then take the letter (the letter appears in your
brown carrying bag, so you can read it anytime you like).
Walk over to the wooden closet on the farside of the room.
Examine the closet then take Moira's journal from the top, right shelf.

Note: Drat! We can see it in our brown carrying bag, but we cannot open
it... yet!

Walk back the way you came 1 screen.
Walk toward the foot of the bed and a cutscene plays.
Open your brown carrying bag in your inventory and read the white piece
of paper you just acquired.
Exit Moira's room.
Swivel left then advance 2 screens.
Swivel left then advance 1 more screen.
Go back down the stairs then walk down the corridor to the left where
the caged bird was before.

Note: Groovy, people to talk to. Well, 2 at the bar (which we cannot talk
to) and our German friend from the museum (who we can talk to).

Walk into the room on the right and talk to the German.
Exit the room then go back to the main lobby.
Go back upstairs to hear a quick audio clip of our German friends.
Go left and back to your room which you now find has been broken into.
Enter into your room.
Walk toward the chair then take it.
Swivel right then place the chair under the grate, on the wall, to the
left of the door.
Climb onto the chair then examine the grate (you overhear a conversation
that takes place in another room of the hotel).
Go back down to the main lobby and leave the hotel.
Get into the taxi and go back to the museum.




Cairo Museum:


Note: Mokteos Hotel, Cairo Museum, Mokteos Hotel, Cairo Museum... I hope
this isn't a pattern developing.

Go to the second floor then into the locked room that was covered by a
red curtain from last time. Enter.
Advance 1 screen then swivel left.
Examine the chamber then open it.
Take the first statuette of Ka.
Swivel 180 degrees then walk to the far side of the room.
Examine the chamber then take the second statuette of Ka.
Optional step: You can examine the box on the floor to your left if
you like. You cannot take anything from it, but we now
see that it is full.
In your inventory (brown carrying bag), read the card on Mat.

Note: This is where you make the "Essence of Mat" to neutralize the
effects of Isfet.

Take the ostrich feather then take the scepter of Ouadj (white spike).
Take the round, blue jar then take the narrow, blue bottle of turpentine.
In your inventory, take the turpentine then use it on the white object
in the middle of the table. Next, place the ostrich feather in the
turpentine on the white object. Add the scepter of Ouadj to the mix.
Finally, take the round, blue jar from your inventory then fill it with
the mixture (Essence of Mat).
Leave the room the way you came (through the red curtain).
Swivel right then go down the stairs closest to you.
Swivel left then advance 1 screen.
Swivel right then advance 2 screens.
Swivel left then advance 1 screen.
Swivel left then enter through the door.
Examine the pencil holder on the desk then take the pencil.
Examine the drawer (yes, again) then open it.

Note: If you remember from the first time we looked through this drawer,
the stuff that was here is now in that box on the floor in the
room we got the 2 statuettes of Ka from.

Examine the red notebook.
In your inventory, use the pencil on the notebook (3 times) then
read what was written.

Note: Good thing we made that Essence of Mat!

Move to the open box on the small desk.
Place both statuettes of Ka in the box (a secret drawer opens).
Click on the box holding the two statuettes.
Take the items (piece by piece) and construct a balance on the
drawer.
In your inventory, take the jar holding the Essence of Mat then
use it on the balance (another secret drawer opens).
Take the letter and the key.

Note: Yay! You have balanced good (Mat) and evil (Isfet).

Optional step: In your inventory, look at the new key we just
received. This tells you where you need to go next,
but we have one more thing to do before we can go
there.
Go through the door to the next room (with Moira's purse).
Move toward Moira's purse. Examine then open it.
Take the key that is inside the purse.
In your inventory, use the key from Moira's purse and open her
journal. Click to open it then read through it.
Exit through the door we didn't come through.
Swivel right then advance 1 screen.
Swivel right then advance 3 screens.
Swivel right then advance another 3 screens.
Swivel right then enter through the door.
Go through the other door then down both flights of stairs.
In your inventory, use the key to open the warehouse door then
enter.
Advance 1 screen then swivel right.
Examine the mummy case (hmmm, it's tied up this time).
In your inventory, use the wire cutters on the rope.
Click on the mummy case to open it (doh, the museum caretaker).
Advance 1 screen then swivel left.
Examine the crate then use the crowbar to open it.
Take the object inside.
In your inventory (brown carrying bag), read the message from the
Berlin war ministry.

Note: There is nothing left to do here, so leave the museum.

Take the taxi back to the Mokteos Hotel and talk to the attendant.




Wonder of the Nile boat:


Note: Check your iventory; time to start anew. We begin on the
uppermost (observation) deck of the boat. We see our German
friend from before taking a snooze.

Swivel right then walk toward the stairs. Walk down them.
Swivel left then advance 5 screens.
Swivel left then enter through the door (into the bar).

Note: Notice the table with the 2 chairs to your left. There is
nothing on the tabletop at this time, but there will be
something there later.

Walk over to the table beside the sofa.
Try the "Turkish delights" snack (in the red dish) if you like
then examine the brochure and take it.
Walk toward the other door.
Swivel right then click on the bartender to talk with him.
After viewing the cutscenes, swivel left then go out the other
door.
Swivel left then advance 1 screen.
Swivel left then go down the first flight of stairs.
Swivel left then continue down the stairs.
Swivel right then advance 1 screen.
Use the key ring (from your suitcase) to unlock the closet then
enter.
Swivel left then examine the boat's layout.
Swivel right then examine the drawers beside the towels.
Open the drawer then take the stethoscope.
Swivel right then examine the guest information.
Leave the closet.
Swivel left then advance 1 screen.
Swivel right then advance 1 screen.
Swivel left then advance 2 screens.
Swivel right then use your room key to open cabin 15 and enter.
Walk toward the closet.
Swivel left then walk into the washroom.
Examine the floor (to the right of the sink).
Exit your room.
In the corridor, swivel right then advance 2 screens.
Swivel left then examine the panel to the right of the door to
cabin 20.
Take the item inside the panel.
Swivel left then look down to the door on the floor.
Use the item we just took from the panel on this door.
Swivel left then take the ladder hanging on the wall.
Swivel right then drop the ladder down the open door on the floor.
Climb down the ladder.
In your inventory, use your flashlight.
Swivel left then take the hammer on top of the barrel.
Walk through the gates.
Walk to the very back of the next room.
Examine the statuette on the red rug through the locked gate.
Use the hammer on the lock (do this twice to receive a warning).

Note: If you use the hammer on the lock a third time, the gates will
open and you will die.

Leave the room then go back up the ladder.
Go back to the stairs leading to the upper deck (take the left-hand
staircase this time when going up).
Swivel right then advance 1 screen (view the cutscene).

Note: We are sent back down to the lower deck. Remain here. If you go
back to the bar at this time, you will notice that it is empty.

Go back around and down the corridor once again.
Swivel left to the cabin across from yours (cabin 18) and listen to
the audio clip.
Go back out to the stairs leading to the upper deck (take the
left-hand staircase again).
Swivel right then advance 1 screen.
Swivel left then advance 1 screen.
Swivel right then go down the stairs.
Swivel right then examine the window (view the cutscene).
Go back up the stairs.
Swivel left then advance 1 screen.
Swivel right then advance 2 screens.
Swivel left then enter into the bar.

Note: Amazing, the bartender is here now! Gee, I wonder who he could
be. Oh, and look what is on the table to our immediate left.

Examine the green book on the table (it looks as if our German friends
were here).
Walk toward the other door (advance 2 screens).
Examine the bartender then take the items beside his head.

Note: Sweet, we now have a pass key to all the rooms on the boat.

Swivel left then exit the bar.
Swivel left then advance 1 screen.
Go to the lower deck (to the very back of the corridor) where the
ladder was hanging.
Swivel left then use the pass key to enter cabin 20.

Note: First look on the shelf above the bed. There are only 2 items at
this time, but this will change later.

Examine the nightstand to your right.
Open the drawer then take the book.
Walk to the closet then open it.
Open the box then take the statuette.
Leave this room then go back down the corridor to cabin 18.
Use the pass key then enter.
Walk into the washroom then take the soap.
Leave the washroom then open the suitcase on the left.
Examine the symbol at the top.
Walk back to Edmond then examine his left hand.
Use the soap on his ring to ease it off. Take the ring.
Walk back to the suitcase then open it.
Examine the symbol again.
Use the ring on the symbol then click on the panel to reveal a hidden
compartment.
Open the passport then take the white note inside (and get everything
else but the gun).
Leave Edmond's room then go back to the upper deck (use the stairs on
the right this time).
Swivel left then advance 3 screens.
Swivel left then use the pass key and enter cabin 2.
Swivel right then examine the mirror.
Examine the bottle to the left of the mirror.
Click on the wooden rail to the left of the rum bottle to expose a
safe.
Examine the safe.
In your inventory, use the stethoscope on the safe.

Note: To turn the dial, I recommend placing your cursor below the 10
(on the dark gray ring) to turn right, and below the 90 (on the
dark gray ring) to turn left.

Turn the dial to the right 2 clicks (you will hear a specific click).
Turn the dial to the left 1 click (you will hear the same click as before).
Turn the dial to the right 4 clicks (you will hear the same click).
Turn the dial to the left 3 clicks (same sound as the other 3).
Press the center of the dial to open the safe.
Take everything from the safe.
Open the closet then examine the brown coat.
Take the key from the coat then leave the closet.
Swivel left then walk over to the table in the far corner.
Click on the brown box to open it.
Click on the machine then take the paper that generates.
Leave this room.
Swivel right then advance 2 screens.
Swivel left then advance 1 screen.
Swivel left then go down the stairs.
Enter through the doors.
In your inventory, use the key to the right of your pass key on the box
to the left.
Examine the gears then click to get them started.
Click on the cellar-like doors to open then go down.
Swivel left then use the file you got from Edmond's suitcase on the lock
to open the gates.
Walk over to the green box to the right.
Examine the green box then use the key with the brown tag (the key you
took from the brown coat in the closet) to open the green box.
Click on the green box to open it (wow, dynamite; those pesky Nazis).
Go back up the ramp then up the walkway we came down to get here.
Swivel right then advance 1 screen.
Swivel left then advance 1 screen.
Swivel right then go down to the lower deck.
Go all the way back to the very end of the corridor then enter cabin 20
again.

Note: Doh! Look what's on the shelf above the bed. Okay, now is a good time
to save. Your second timed sequence is about to begin.

Examine the letter on the shelf above the bed.

Note: Looks like the Cairo Museum curator got scared off because we took
the statuette he was carrying. I wonder why...

Leave the cabin... Muhahahaha!
Use the statuette to scare the mummy off.
Walk to the door (of your room) after the cutscene plays.
Take the letter that was slipped underneath your door.
Open your inventory.

Note: Grrr, they took all your stuff again!

Open the brown carrying bag then examine the letter inside.

Note: Well, what do you know; the coward has come back.

Leave your room.
Swivel right then go into cabin 20 again.
Walk over to the closet then swivel to face the bed.
Take the object on the floor (to the left of the bed).
Leave this room.
Go back to the upper deck (take the left-hand staircase).

Note: Whoa, an island. This is the beginning of the Valley of the Kings.
Before we leave the boat, we have a little more work to do.

Go back into the bar then grab the brochure on the table with the
Turkish delights again.
Walk through the other door (the one closest to the bar).
Swivel left then advance 1 screen.
Swivel right then advance 1 screen.
Swivel left then go down the stairs.
Move through the doors then down into the cellar-like doors again.
Swivel left then walk back to the end of the corridor (the mummy case
is gone).
Swivel right then examine the rope on the floor. Take the rope.
Go back out through the gates then walk over to where the green box of
dynamite used to be.
Examine the pipe beneath the ramp then take it.
Go back up the ramp to the upper deck.
Swivel right then advance 3 screens (toward the island).

Note: We are warned to check out if the explosives are still on the boat,
but we already checked.

Swivel right then go down the stairs.
Walk across the bridge to the island.




Kings Valley north:


Swivel left then advance 2 screens.
Swivel right then examine the stone (looks like we need to find something
to use on it later).
Go back to where we began (on the island).
Swivel left then advance 2 screens.
Swivel left then advance 1 screen to get onto the ferry boat.
Swivel right then advance 2 screens to get to the new area.
Advance 1 screen to get off the boat (or swivel right then advance 1
screen; same effect).
Swivel left then advance 3 screens (following the coastline).
Swivel right then advance 1 screen up the path.
Swivel left then advance 2 screens up the path.
Swivel left then examine the second stone (hmmm, looks like we can't do
anything with this one either... for now).
Go back the way you came until the ferry boat is in front of you and an
old building is off to your left (another building is in the background).
Advance 1 screen then swivel left.
Advance 1 screen then swivel left again.
Advance 2 screens then swivel right and advance 2 screens.

Note: You see a rockfall blocking your path. No worries, we will find
another way to get around!

Go back until the ferry boat is in the background, along with the
unexplored building on the left, and the other building on the right.
Walk down the path on the left this time then advance 2 screens. Enter
into the new building.

Note: If you click in any direction forward, you will hear someone lock
the door behind you.

Go back to the door then try to open it (no luck).
Swivel right (180 degrees) then advance 1 screen.
Swivel left then examine behind the barrels on the ground.
Take the wire from behind the barrels.
Swivel left then advance 1 screen.
Swivel right then advance 1 screen.
Swivel left then examine the box on the second shelf.
Click to open the box then take the spikes from inside.
Swivel left then advance 1 screen.
Swivel right then advance 1 screen.
Swivel right then advance 2 more screens.
Swivel left then examine the basket on the ground.
Take the mirror fragment from the bucket.
Swivel left then advance 1 screen.
Swivel right then examine the hole in the wall approximately where the
lower door hinge is.
Examine the hole again.
Use the mirror fragment on the hole to learn new information.
Swivel down to the base of the door then examine that area.
Open your brown carrying bag (in your inventory) then take the boat
brochure.
Leave the inventory then use the brochure under the door.
Click on the brochure to slide it under the door.
Examine the door lock.
Use the wire piece you picked up from behind the barrels on the lock.
Examine the brochure on the floor again then click on it to pull it back
and reveal a key that you knocked out from the keyhole on the other side
of the door.
Take the key and the brochure.
Use the key on the door then enter through it.
Advance 1 screen, swivel left, then examine the ashtray.
Walk toward the other door, but do not leave.
Examine the paper on the lower shelf beside the door.
Walk toward the table against the wall in front of you.
Examine the map on the wall.
Swivel left then advance 1 screen toward the file cabinets.
Swivel right then take the registrations book from the shelf.
Click to open the book and see that the second page has been torn out.
Leave through the door you haven't been through yet.
Advance 1 screen, swivel right, then advance 1 screen.
Swivel left then advance 1 screen.
Swivel left then advance 2 screens up the mountainside.
Swivel left then advance 1 more screen.

Note: You will notice a pointy rock that is shaded (darkened). You will
need to know this for later. Swivel to the left of the rock and that
will allow you to go one direction (which is nothing more than a
hiding place). To the right of the rock is another way to go.

Click on the path to the right of the rock. Continue down the path then
go up the ladder.

Note: Doh, it appears the path has been cut off, but no worries.

Swivel right until you see the cursor change (use the rope here).
Swivel left then examine the rock beneath the ladder rungs.
Use the metal spike you got from the box in the room you were locked in.
Use the hammer to drive the spike into the rock.
Swivel right then take the rope.
Swivel left then click on the spike and advance 1 screen.
Click on the ladder rungs to connect the rope then swivel up and advance
1 screen.
Advance 1 screen then examine the telescope (view the cutscene).
Swivel left then go back the way you came.
Go back down the ropes.

Note: A timed sequence with the mummy is about to occur, so this may be a
good time to save your game.

Advance 2 screens (view the cutscene).
Swivel back 180 degrees, but this time, go to the left of the rock to
hide from the mummy. Phew, safe!
Swivel 180 degrees then leave the hiding place.
Continue straight ahead 2 screens.
Swivel right then advance 1 screen.
Swivel right then advance 1 more screen.
Swivel right then advance 1 more screen.

Note: Listen to what your character (Alan) says about the curator, but we
have work to do before we can do that.

Swivel left then advance 1 screen and go through the door we came out of
before.
Walk into the room we were locked in before (view the cutscene).

Note: Remember, the Nazis are after the evil power of Isfet. This German
wants to take sole credit. An enterprising lad.

Walk back to the door we entered from outside, but before leaving,
examine the ground next to the door.
Take the key the German just dropped.
In your inventory, take the key and open the box we took from the safe
on the boat earlier.
Leave through the door you came through to go outside again.
Walk back to the ferry boat then go back to the island the boat is docked
to.
Go back to the curator's cabin aboard the boat.
Examine behind the plant, on the nightstand, then take the key.
Examine the curator's neck then grab the small key resting on his tie.
Examine the curator's chest then grab the beetle necklace.
Use the two keys you just picked up to open the tan suitcase on the floor.
Take the statuette inside the suitcase.
Walk inside the washroom then examine the white object.
Use the beetle necklace on the white object then take the beetle after
filling it with the Essence of Mat.
Leave the boat then go back to the island the boat is docked to.
Swivel left then advance 2 screens.
Swivel right then examine the stone again.
Use the beetle necklace on the lower beetle carving.
Grab the blue scarab and the beetle necklace.
Go back to the ferry boat.
Examine the barrel on the right-hand side in front of us (in the boat).
Take the pulley wheel from behind the barrel.
In your inventory, take the metal bar you got from the underside of the
ramp on the boat with the pulley wheel.
Leave your inventory then cross the water in the ferry boat.
Swivel left (once off the ferry boat) then follow the coastline all the
way back to the second stone carving you discovered earlier.
Examine the stone then use the beetle necklace on the lower beetle
carving.
Take the red scarab and the beetle necklace.
Walk back down the path and all the way back up the mountainside to
where the telescope sits.
Swivel right, once at the telescope, then follow the new path.
On the cable, use the pulley system in your inventory (view the cutscene).
Advance a screen (slightly to the right) then go down the ladder rungs.

Note: Check your inventory. Doh, you lost your beetle necklace. Alan must
have dropped it while sliding down the cable.

Leave your inventory then swivel to the right a little and take the beetle
necklace sitting on the ground.
Advance 1 screen then swivel right then right again.

Note: In the background, you will see the mountains. To the right, you can
see the ladder rungs you climbed down. To the left of the ladder rungs,
you can see a pass (an opening in the mountainside). Okay, you will need
to go into that pass to get the green scarab. If you go now, a timed
sequence will begin (Alan needs some water or he will die). Instead, you
should get the water first and not worry about the timed sequence.

Walk over to the tents near the dig site.
Walk into the middle tent where we see somebody on the cot.
Advance 1 screen into the tent.
Swivel left then examine the box. Click on it to open the box.
Take a drink from the canteen to shut Alan up.
Other than the water, take the 2 items in the crate that you are allowed to
grab.
Swivel right then enter into the main area of the tent.
Examine the map on the table then take it.
Swivel down then examine the bag on the floor.
Take the gray item from the bag.
Leave the tent then swivel right and advance 1 screen.
Swivel left and you will see two wooden carts.

Note: On the otherside of the mound, behind the two carts, you will find the
green scarab. Go the way I said earlier (through the mountain pass).

Examine the stone, place the beetle necklace at the bottom, then grab the
green scarab and the beetle necklace.
Go back to the dig site then go into the pit.
Walk over to the gated mine shaft.
Walk up to the gate then examine the lock (to the left).
Shoot the lock off.
Before entering, swivel right then grab the ladder to the left of the mine
car.

Note: You never really use the ladder, unless you forget something (which, if
you follow this walkthrough word for word, you didn't) on the otherside of
the mountain. To use it, you will need to go out of the pit and passed the
tents. When you see the ladder rungs on the right (going up the
mountainside), look farther to the right and follow that path instead
(i.e. don't go back up the mountain). You will see the box of dynamite
(which those Nazis caused this rock pile up we saw from the otherside
earlier). Use the ladder on the rocks. Climb up then jump down the otherside.
If you decide to do this, or if you need to, the only way back to the dig
site is up the mountainside, down the pulley again and down the ladder rungs.

Walk into the mine shaft.

Note: Well, throughout my adventure, I was unable to locate the yellow scarab. You
do not need it to finish the game. If you want to go looking for it, you are
on your own. Also, if you decide to go looking for it, there is a map in
your inventory with approximations as to where the scarabs are.

Advance one screen, swivel left, then examine the lantern on the crate.
Click to bring the lantern closer.
In your inventory, use the gasoline can (below the batteryless flashlight) on
the lantern.
In your inventory (after leaving the inventory the first time to go back to
the lantern), use the white lighter (above the pulley system) to light the
lantern up.
Swivel left then advance 5 screens.

Note: On the wall in front of you are 14 black dots where you can place the
scarabs.

In your inventory (brown carrying bag), examine the book with the ankh
symbol on the cover. Open the book then advance 3 pages. The illustration on
the right tells you how to proceed. Remember the symbol (outlined in black)
and the order the scarabs must be placed (B, R, G - blue, red then green).
Leave your inventory then look at the symbol, on the wall, that is on the
top row, third from the right. This is the one you will need.
Place the beetle necklace on the black dot first (symbol changes to black).
Place the blue scarab on top of the beetle necklace (symbol changes to blue).
Place the red scarab on top of the blue scarab (symbol changes to red).
Place the green scarab on top of the red scarab (symbol changes to green).
Swivel left then walk into the tunnel going to the temple (view the
cutscene).
Swivel 180 degrees then advance 3 screens.




Temple:


Note: This would be a good place to save your game if you happen to get the
wrong sequence in the next room.

Advance 2 screens (through the columns) then examine the door in front of you.
Take the ankh.
Swivel 180 degrees to view the way you came in.
Advance 2 screens then swivel left.
Advance 1 screen then examine the door.
Place the ankh on the door then enter into the room.
Examine the statue then take the ankh.
Swivel 180 degrees then advance 1 screen.
Swivel left then advance 1 screen.
Swivel right then advance 1 screen.
Examine the door then use the ankh to open it.
Enter into the room, examine the statue, then take the ankh.
Swivel 180 degrees then advance 1 screen.
Swivel left then advance 3 screens.
Swivel right then advance 1 screen.
Examine the door then use the ankh to open it.
Enter into the room, examine the statue, then take the ankh.
Swivel 180 degrees then advance 1 screen.
Swivel right then advance 1 screen.
Swivel left then advance 1 screen.
Examine the door then use the ankh to open it.
Enter into the room, examine the statue, then take the ankh.
Swivel 180 degrees then advance 1 screen.
Swivel left then advance 1 screen.
Examine the door then use the ankh on it. Click on the ankh to open the door.

Note: This is a good time to save your game. Also, before you leave this room,
you need to go retrieve the other ankhs on the doors in the room.

Go around the 4 doors on the sides and take the ankhs.
Now enter into the room with the green casket.
Examine the green casket.

Note: Great, more symbols. Open your inventory (where you should 5 ankhs if
you took the 4 ankhs from the previous room - if you don't take them, you
will be stuck later in the game) then open your brown carrying bag. Open
the book with the ankh symbol on the cover. Advance 2 pages until you see
a blue person with lightning on the left page, and a brown person on the
right page. The symbols beneath the blue character is the code to use on
the green casket. Write the symbols down on a piece of paper.

Leave your inventory after writing the symbols down. Press the buttons in
the order they appeared in the book (from left to right). Begin with the
face-dwon half circle on the far right, etc (view the cutscene).

Note: This is a good time to save your game. Another timed sequence is just
ahead.

Walk down the steps that appear.

Note: Once you walk into the fog, the timed sequence will begin.

Advance 2 screens.
In your inventory, use your goggles to the right of the statuette you took
from the curator's cabin.

Note: Okay, this part is annoying (tedious), so let's get through it.

Open your inventory (with your goggles on) then open your brown carrying bag.
Open the book with the ankh symbol on the cover then advance 5 pages until
you see 4 characters with numerical equivalents (write these symbols and values
down on a piece of paper).
Leave the book, but remain in the brown carrying bag.
On the right, in the middle pocket, examine the brown parchment paper.

Note: Okay, use the characters and numerical equivalents you wrote down to figure
this mess out. Basically, this parchment tells you 120 and a count of 6
(little men) that represents times you need to go in that direction. Next
you have 130 with a count of 3. Next you have 220 with a count of 5. Finally,
you have 270 and a count of 2. Great, you figured out how to move through
the fog.

Leave your inventory.

Note: The way this puzzle works is you will always move to the right along the
number line. First, you will navigate to 120 then click. You will be reset
to, or near, zero. Go back to 120 then click again. you will need to do this
a total of 6 times. If successful, the fog will change color. After, go to
130 then click. Repeat this for a total of 3 times. The fog will change
color again if you did it right. Next, navigate to 220 then click. Repeat
this for a total of 5 times. If you did it correctly, the fog will change
color. Finally, navigate to 270 then click. Repeat this one more time.
After, you will be on the otherside of the fog.

Swivel left then advance 2 screens (view the cutscene).

Note: Scary, no? You need to get over to that ledge that is sticking out into the
pit, so let's do that.

Swivel right then advance 1 screen.
Swivel left then advance 1 screen.
Swivel left the walk out onto the ledge.


Mummy Pit:


Note: Now is a good time to save. If you didn't take the 4 other ankhs from that
one room, you cannot finish the game. You will need those now.

Swivel left then examine the ankh symbol on the ledge.
In your inventory, you have 5 ankhs. For ease of explanation, number your ankhs
1 through 5 going from left to right.
Use the second ankh (second from the left) on the ankh symbol on the platform
you are standing on.
Walk down the first set of steps.
Examine the ankh symbol on the second platform.
Use the third (third from the left) ankh on the symbol to release more steps.
Go down to the next platform.

Note: You can now see the mummy and Moira.

Examine the ankh symbol on the third platform.
Use the fourth (fourth from the left) ankh on the symbol to release more steps.
Go down to the next platform.

Note: Doh! Swivel right and see that the steps we came down have retracted.

Swivel back to face the stand to the right of the mummy.

Note: If you were to place the fifth ankh on the platform you are on now, you'd
end up just like the German that flew up into oblivion. This is aslo a
good place to save your game.

Shoot the statuette on the stand (view the cutscene).
Examine the ankh symbol on the platform.
Use the fifth (fifth from the left) ankh on the symbol to release more steps.

Note: A timed sequence will begin once you move after placing the ankh.

Move down the steps then advance to the right-hand side of the stand the
statuette stood on.
Use the item in the box you took from the safe, back on the boat, on the mummy.
Next, use the statuette you took from the curator to destroy the mummy.
Walk over to Moira then give her the beetle necklace (view the end cutscene).


THE END

 

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