Walkthrough Menu
- General Tips & Information
- Chapter 1: A Call For Help
- Chapter 2: Research the Sickness
- Chapter 3: The Prophecy
- Chapter 4: The Grain
- Chapter 5: Find the Cure
- Chapter 6: The Trade Permit
- Chapter 7: Escape
- Chapter 8: Make the Remedy
- Chapter 9: Evidence
General Tips & Information
- This is a point and click adventure game.
- When the cursor changes to a “Pointing finger”, it is indicating the accessible areas in the game.
- When the cursor changes to a “Fist”, there is the possibility of interacting on the background.
- When the cursor changes to a “Mouth”, you can dialogue with a game character.
- When the cursor changes to a “Map”, you can access the game map and transfer between locations.
- To open or hide the inventory bar, simply right-click on the mouse.
- The journal will give a brief synopsis of the past events.
- Saving is carried out automatically as you progress through the game.
- The Documentation button has numerous articles on the history of Heliopolis.
Chapter 1: A Call For Help
- You are awakened from a dream by a knock at the door.
- Open the door and a messenger delivers a letter.
- The letter is from your adoptive father, Djehouty. He is quite ill and wishes you home.
- Click on the message to exit.
- Turn around and take the Book of Remedies and the eye ointment from the counter.
- Exit the room to automatically travel to Heliopolis.
- Walk forward three times and you are met by an old neighbor who gives you a map of Heliopolis.
- Continue in the same direction, then turn right.
- Walk forward until you see a yellow door on the left.
- Enter the yellow door.
- Go through the courtyard and enter the house.
- A cut-scene shows you running through the house and up to the roof.
- Walk to the far corner and speak with Djehouty.
- He is very ill, but allows you to examine him.
- Select examine when it appears in the bottom of the screen.
- The Book of Remedies says it is an unknown disease.
- Talk to Djehouty again and discuss the medical scrolls at the temple.
- Exit the house and courtyard.
- Walk to the left until the map appears.
- Click to enter the map.
- Move the cursor over the temple and click to enter.
Chapter 2: Research the Sickness
- After the entrance cut-scene, walk to the far right.
- A man will inquire as to whom is in charge of the warehouse.
- Once he leaves, continue to the door.
- Speak to the man guarding the door several times until he tells you to prove that you are a priestess of Sakhmet.
- A mini-game will appear.
- The object of this mini-game is to move the tiles on the right, so they are in the same position as their counterparts on the left.
- Holding your cursor over a tile will reveal its mate.
- Slide the tiles around the grid to the proper formation.
- The lower right tile appears when you have completed the puzzle.
- Enter the door and walk across the courtyard.
- Talk to the guard at the door.
- He needs to record the names of all who pass, but does not have the correct tools.
- Turn and walk through the door on the left.
- Walk across the courtyard and enter the right door.
- Turn right and take the reed pen case from the shelf.
- Return to the library guard and give him the pen case to learn that he also requires ink.
- Walk through the door on the left.
- Cross the courtyard and enter the left door.
- Walk forward and take the ink off the shelf.
- Return to the guarded door and discover that the guard has left.
- Enter the library through the door.
- Walk to and open the last cabinet on the left.
- Read the remedies from the scrolls. They are added to your Book of Remedies.
- Read the prophecy to learn that many more may become ill.
- Take the scroll and the stone.
- Exit the library and walk to the door.
- A cut scene will return you to the main courtyard.
- Walk towards the main entrance and a woman will ask for your help.
- Talk to her until you can use the examine feature.
- Learn that both she and her husband have been ill since receiving wheat from the temple.
- Walk towards the front gate once, then turn to the left.
- Talk to and examine the small boy.
- Give him the eye ointment from your inventory.
- Turn right to the gate and click when your cursor becomes the map.
- Inside the map, move the cursor over the Neighborhood, and click when the inset appears.
Chapter 3: The Prophecy
- Return to your house with the yellow door.
- Cross the courtyard and enter the house.
- Walk through the door on the back wall and turn to the left to see the stairwell.
- Go up the stairs to the roof and talk to your adoptive father.
- Show him the prophecy scroll and tablet.
- Learn that he also ate wheat from the temple.
- You need to warn the Great Seer at the temple.
- Exit the roof and enter the main room of the house.
- Look down at the stool and take the ring.
- Exit the house and walk left to the map.
- Return to the temple.
- Once in the courtyard, walk to the right entrance flanked by the two seated statues.
- Talk to the guard and find you need a letter of recommendation from your adoptive father.
- Exit the temple courtyard and select 'Neighborhood' on the map.
- Return to your home.
- Cross the courtyard and enter the house.
- Return to the roof and speak to Djehouty.
- Djehouty agrees to write the letter and asks for parchment and his pens.
- Exit the roof and return to the main room of the house.
- Walk to the upper left corner.
- Take the parchment, wheat grains, sleeping potion, and reed pens.
- Return to the roof.
- Give Djehouty the reed pens, parchment and ink.
- *Note- Djehouty will not take the parchment until he has the pens.
- Place the letter into your inventory and exit the house.
- Return to the temple and walk to the right gate, flanked by the two seated statues.
- Give the guard the recommendation.
- Walk through the gate.
- Walk around the building and through the next gate into another courtyard.
- The Grand Seer approaches you automatically.
- Talk to him about the grain supply and he will ask for proof along with the granary report.
- The Great Seer gives you a bracelet.
- Place the bracelet into inventory.
- Return to the main courtyard of the temple.
Chapter 4: The Grain
- Walk through the left gate into the silo courtyard.
- Wall to the rear wall and talk to the man sweeping.
- He tells you where the inspector lives and that you should check out one of the silos.
- Turn around and walk forward once.
- Turn left and take the rope at the the base of the palm tree.
- Walk to the left side of the first silo.
- Take the plank and combine it with the rope inside of your inventory.
- Walk to the third silo and go up the stairs.
- Use the plank and rope on the opening.
- After the cut-scene, pick up some grain.
- Look up and click on the rope to exit the silo.
- Exit the silo courtyard.
- Exit the temple courtyard and return to the neighborhood using the map.
- Walk forward and talk to your neighbor to get directions to Hetep's house.
- Walk forward twice and turn right.
- Enter the alley.
- Walk forward and enter the house.
- Look at the far left corner and take the mirror and the scribe seal.
- *Note- the seal shows as a bucket in your inventory.
- Exit the house and alley.
- Turn left and walk forward to the map.
- On the map, select the temple.
- Walk to the far right gate.
- Show the bracelet to the guard to gain access.
- Walk across the courtyard and enter the library.
- Walk to the rear and speak with the scribe.
- He tells you to look in the cabinets on the right for the report.
- Look in the center cabinet and take the fastener.
- Show the fastener to the scribe and he tells you that the markings indicate that it held the grain report.
- Exit the library and walk right to the scribe's school.
- Talk to the Great Seer.
- Give him the wheat stalk and the seal and fastener will follow automatically.
- The Great Seer orders you to find a cure for this sickness.
Chapter 5: Find the Cure
- Walk to the center of the courtyard.
- The young boy informs you that Djehouty has taken a turn for the worse.
- Exit the temple and return home.
- Go to the roof and speak with Djehouty.
- He is not feeling well and has been unable to decipher the tablet.
- Djehouty gives you the tablet.
- Place the tablet and parchment into inventory.
- Inside of your inventory combine the tablet with ink.
- Use the inked tablet on the blank parchment.
- Show the legible parchment to Djehouty.
- The answer must be in Sakhmet's temple.
- Exit the house.
- Walk left to the map and return to the temple.
- Walk through the gate flanked by the two seated statues.
- Walk around the building and through the gate.
- Cross the courtyard and go through the next gate.
- Walk forward and enter the third door on the left.
- Walk to the rear of the warehouse and talk to Irou.
- Choose the first selection of dialog to scare him into handing over the mallet.
- Place the mallet into your inventory.
- Exit the warehouse and go through the gate.
- Cross the courtyard and go through the gate.
- Walk forward and enter Sakhmet's Temple.
- Click on the statue of Sakhmet to pray.
- Look at the floor in front of the statue.
- Place the mirror into the indentation.
- Look at the left wall for a small brick.
- Click on the brick to find it is loose.
- Use the mallet on the brick.
- The light comes in and reflects off the mirror.
- Sakhmet's statue moves, revealing a parchment under the statue.
- Take the parchment and discover it is the recipe for the cure.
- Exit Sakhmet's temple and walk through the gate.
- Cross the courtyard and enter the gate to the warehouses.
- Enter Irou's warehouse and look at the baskets on the right.
- Take some caraway and juniper berries from the baskets.
- Walk to the center left cabinet and take the bean flour.
- Walk to the back of the warehouse and give Irou the gold ring.
- He will tell you the honey is located in the first cabinet on the right.
- Walk to the first right cabinet and take the honey.
- Exit the warehouse and temple area and return to the neighborhood via the map.
- Walk forward eight times and talk to the vendor.
- Give her the bracelet and she will trade lentils, dates, linseed oil and copper debens.
- Turn left and walk to the next stall on the right.
- Ask the vendor about willow leaves.
- Give the vendor the dates in exchange for the willow leaves.
- Ask the vendor about olive oil.
- Give the vendor the copper in exchange for the olive oil.
- Walk up the street just to the left of the stall to return to the harbor area.
- Walk to the stall up near the water and to the right.
- Ask the vendor about mandragore root.
- Give the vendor linseed oil in exchange for the mandragore (labeled as mandrake in your inventory) root.
- Ask about garlic.
- Give the vendor the lentils in exchange for the garlic.
- Ask the vendor about the fan tree leaves.
- He will tell you who has them available if you help him with his terrible bellyache.
- The book of remedies automatically appears, showing the recipe for the remedy.
- Click on the beetle to close the book.
- Return home and enter the house.
- Walk forward to the cauldron.
- Place the honey, bean flour, juniper berries, and caraway into the cauldron.
- You will automatically get the remedy for Djaou.
- Exit the house to the street and turn right.
- Walk forward seven times and turn left.
- Walk forward into the alley and turn left to find Djaou.
- Give the remedy to Djaou.
- He does not have the fan tree leaves, but tells you the Nubian should have them at the house of beer.
- Walk back to the harbor area and enter the second door on the right, just after you pass the scaffolding.
- Speak with the shop mistress. She warns you that the Nubian is dangerous.
- Ask her for beer.
- Give the shop mistress honey in exchange for beer.
- Walk to the back of the shop.
- Talk to the Nubian until he tells you to get a trade permit from the governor.
- Exit the shop and return to the map.
Chapter 6: The Trade Permit
- Select the Governor's villa.
- Walk forward to the first guard and ask to see the governor. He allows you to pass.
- Walk to the next guard on the right.
- Choose the responses that indicate you are infatuated with warriors and soldiers.
- The first response is: "You're a warrior, aren't you?"
- The second response is: "You look like a fine soldier to me. You must have had adventures in so many countries."
- The third response begins: "My whole life I've dreamed of meeting a warrior."
- The fourth response starts: "Listen, my husband is in there. Let me through. I could tell him..."
- The fifth response begins” "My word is equal to the reputation of our country's soldiers, untarnished."
- Turn left and walk forward.
- A third guard approaches and will not let you pass. He is looking for the missing drummer girl.
- Exit the building and enter the garden on the right.
- Walk to the rear of the garden to the pavilion.
- Take the drum from the sleeping girl.
- Return to where you spoke with the guard looking for the drummer.
- The musician insists you play the drums.
- The object of this mini-game is to play the drums so that the dancing girl moves all the way to the right.
- Use any key from the right and left side of the keyboard to hit the drums.
- Try to follow the beats in the playing music.
- If you fail several times, lights will flash on the drums to show when you should play.
- This pattern is repeating: RR-L-R, RR-L-R-L.
- Walk to the left side of the room and speak to the Governor.
- He instructs you to go wait in his room.
- Turn around and walk outside to the terrace.
- Turn right and walk to the guard.
- Talk to the guard to gain entrance to the Governor's room.
- Take the scroll from the back counter.
- You automatically read the scroll to find it is the granary report that states there is a problem with the wheat.
- The Governor arrives and you find that he is aware of the situation.
Chapter 7: Escape
- After a number of cut-scenes, you awaken in an underground chamber.
- There is a body nearby.
- Look at the body to discover that it is Hetep.
- Take the pickaxe.
- Enter the corridor on the right and follow it to a dead end.
- Turn right and push on the rock mechanism on the wall.
- Return to the main chamber.
- Enter the left corridor and follow it left, to a dead end.
- Use the pickaxe on the rocks where the cat has been scratching.
- Walk forward to exit the corridor and enter the map.
- Select the neighborhood on the map.
Chapter 8: Make the Remedy
- Walk forward and the the Nubian informs you that Djehouty has passed away.
- Enter your home and walk to the house.
- You automatically run upstairs.
- Talk to the Nubian and the young boy.
- Exit the roof and return to the main room.
- Talk to the girl to the left and discover that she has the sickness as well.
- Walk to the right and take the fan tree leaves.
- Walk to the cauldron in the opposite corner.
- Place in the cauldron, in order: willow leaves, mandrake, garlic, olive oil and the fan tree leaves.
- Once you add the beer, a mini-game appears.
- The object of this mini-game is to measure four units of beer.
- If we call the 3-unit jug 'A', the 5-unit jug 'B' and the 8-unit jug 'C', make the following moves:Pour C into B. Pour B into A. Pour A into C. Pour B into A. Pour C into B. Pour B into A.
- The remedy will automatically appear in your hand.
- Walk to the sick girl and give her the remedy.
- After the cut-scene, you are on the roof.
- Talk to the Nubian to learn he believes you should give the remedy to the Great Seer.
- Exit the house and return to the map.
- Select the temple as your destination.
- Walk to the far right gate and talk to the guard.
- Open the door and enter the library courtyard.
- Walk through the left gate and across the courtyard.
- Give the Great Seer the remedy.
Chapter 9: Evidence
- Talk to the Great Seer and discover you need evidence against the Governor.
- Exit the temple and return to the neighborhood.
- Walk forward once and the Nubian advises you to make sure to quiet the Governor's geese.
- After the cut-scene, you are automatically at the Governor's villa.
- Enter the garden through the first entrance on the right.
- Follow the wall on the left to the second garden entrance.
- Inside your inventory, combine the sleeping potion with the wheat grains.
- Feed the sleeping grains to the geese.
- Walk through this entrance and enter the villa.
- Walk to the back of the room, along the right wall.
- Stop by the last pillar.
- Wait for the guard to walk to the left, then quickly go to the Governor's room.
- Open the cabinet to the left of the Governor.
- Move the statue to open the other cabinet.
- Turn around and take the granary report from the opposite cabinet.
- Walk to the door and wait.
- Once the guard starts to the left, exit the room and enter the hall.
- Quickly exit the villa.
- The guard has awakened and is blocking your way.
- Enter the gardens through the gate by the sleeping geese.
- Look down in front of the gate and pick up some stones.
- Throw the stones at the sleeping geese.
- Walk along the wall to the other garden entrance.
- Walk across to the alcove and take the key.
- Return to the garden.
- Walk down the right to a door.
- Use the stolen key to exit to the map.
- Select the Temple on the map.
- Walk through the courtyard to the left door.
- Walk to the Great Seer and give him the Granary report.
Created at: 2009-08-30