Riddle of the Sphinx Guide The VIVA Adventure Anthology - PC version, sidelinealec Dec 08 RIDDLE OF THE SPHINX ===== Notes: in this version, if items aren't placed into the backpack, it will be dropped and return to its starting location as soon as you try to pick another object up. There is a deadly curse on somethings that will prematurely end the game. Save Game before choosing between things. Touching the wrong tablet stones or wrong final star cluster choice past the Atlantian door into the Sphinx will kill you. ===== Base Camp ---------- The game begins on the Helo pad at the base camp next to the Sphinx. Exiting the helo, head to the main tent. Entering the tent you will see starting from your left, a desk, a boxes of supplies, a work table, a chest, a cot and a night stand next to the cot. Starting at the desk, of the things on the desk to look at, a tape is found with a message from your friend Gil Blythe Goeffrey. First turning the volume up, the tape can be picked up and played in the cassette player. The taped message will be from Gil filling in some background story, including an important discovery he believes you can find, but because of mistrust of the others working on the site he has had to hide clues around so one of them couldn't steal it. Looking over the desk, pulling out the upper left leaf reveals a paper with directions for using 3 tapes. At this point the other drawers are locked and you will need to find a key. Start by looking in the boxes to the right marked supplies. In the box you will find an empty package for a combination lock. Turning the package over you will find the instructions for opening the combination lock. Moving on to the workbench, you will see a portable stove with a pot with something in it. You can turn on the gas to the burner but you will need something to light it. Moving over to the cot, check out the content of the box. Be aware that touching the pillow will cause you to take a nap and time will switch day/ night. If you do take a nap and night falls, the candle can be lit and the scrap of paper under the pillow can be read by the candlelight. Look through the card wallet pulling out the cards. Behind one is a scrap of paper that is part of the clue for figuring out the combination. Also for later use, note the no. off of his CAMPUS IDENTIFICATION card. Turning to the nightstand, a candle with a book of matches will be found. Since it wont let you take the matchbook with you, you will need to be ready to return to the stove quickly. Pickup up the matchbook, open it and take one match out. Light the match by holding the left button and dragging the head across the strip. Once the match is lit, move quickly to the stove. At the Stove, with a lit match, turn on the gas and light the burner with the match. The pot will start to heat up and the mass inside will melt to reveal a key. Pick up the key and return to the desk. Back at the desk, use the key to unlock all of the drawers. In the main drawer is a site map and two star maps. (You cant take the maps with you but if you want to save a game here, they can then be looked at later.) In the side drawers the 3 tapes can be found. Using the directions taped on the leaf, insert the matching tape into the player, make sure it is rewound, then reset the counter. Then each tape can be fast forwarded to the counter number listed on the paper. Playing the tapes from these points Gil has recorded a clue for one. All 3 can be found in Numbers and using the clues from the scrap of paper in his wallet gives which chapter and verse that the answer can be found in. Turning back to the nightstand, on the lower section are several books including a bible. Using the clues from the tapes and paper scrap the bible can be opened up and turned to the corresponding chapter and verse of the book of NUMBERS. Now you should have the 3 numbers for the combination lock. Move to the chest.The combination will not work until you have played all 3 tapes and have looked up the verses given. Using the instructions off the lock package the combo R 12, L 5, R 20 can be used to open the lock. It may take trying a couple of times to do it correctly. When it is done correctly the lock will open. Once the lock is open, the 2 latches can then be opened. Inside you will find a scroll and a scroll translation tape. Returning to the desk the tape can be played while you look at the scroll. From the tape note about the door under the sphinx that looks atlantian and on the right side the 6 tableture that should be looked for and an emphasese on Horus guarding. At this point you can exit the tent and go check out the door under the sphinx. Moving out of the tent, turn and follow the scaffolding to the base of the sphinx. At its base turn left and preceed around to the right side of the sphinx. As you pass through the scaffolding, note the construction date on it for later use. Further down the right side a hole will be located. Entering here and following the tunnel will bring you to the 'Atlantian' door. Note that 6 special keys will be needed to unlock it. Exit and return to the base camp. You have what you need for now and can now take the helo over to the pyramid site. Pyramid Site ---------- Once Landed by the pyramid you can exit the helo. Move off the platform and over to the small shade tent. A can of gasoline can be picked up here. Turn around then move to and follow the fenced path up to the entrance. It is dark inside and currently there is no power for the lights. Move over to the generator. Use the gasoline can to fill up the generators tank. Once the tank is full the start button can be pressed and the generator will turn on feeding power into the pyramid. Follow the tunnel until a split is reached. Follow the upper tunnel until another more developed split is reached. On the right side a grate is located. Opening it up you will find a darkened hole and a note from Gil taped to the side. It gives the code to Gatenbrinks "door" is the last four digits of his campus ID# plus the date the scaffold was constructed. From here the lower tunnel can be followed. This will lead into the Queens Chamber thats being used as the staging area for the video robot. Queens Chamber Entering the Queens Chamber you will see the stepped niche, two shaft holes, the video robot (dupped the Cheoptronic) and a table with the equipment for the robot control. On the table is a notebook from a co-worker. Things of note from this 'journel' is Gil was seen at the grate at the tunnel transition if you didn't find his note taped there yet. Another is the 'Gatenbrinks door' is in the north shaft which the table is set up next to. The video robot can be picked up and placed into the north shaft. Once the robot is in the shaft, the equipment needs to be turned on. Starting with the main power switch on top, press the 3 power buttons. To see the video feed from the robot, library 1 needs to be selected. Once the robot is ready the robot can be controled by the holding the switches. Moving it Forward for a short distance, a blockage will be encountered. The AUX switch can be used to work past the blockage. Once past the blockage keep moving forward a much longer until the block 'door' is reached. Upon reaching the 'door' the equipment will prompt you for the code to engage the robot. From Gils note the code is the last four digits of his ID# plus the date the scaffold was constructed which gives 1334 + 217 = 1551 is the code. Entering 1551 on the keypad, the robot will engage its pusher arm and push the block. With the block moved, it will cut to a scene of the stones in the stepped niche sliding back to reveal a tunnel. Other items need to be found first so this new tunnel will be used later. Take the entrance tunnel back to the transition where the rails are installed. Following the installed steps to the top and passage will lead you to a room with an empty crypt in it. Looking more closely a loose block behind the crypt is found. (This one is locked until the one in the Queens Chamber is opened). Pushing the bl0ock back will reveal another tunnel. Following this tunnel will bring you to the Kings Tomb chamber. There is nothing of use in here but another tunnel directly under the end of the Kings funeral alter. Following this tunnel will bring you out into a square passage with a Cobra sistern ahead. Around this square passage are 6 doorways and a closed door covered in stars and opposite the closed door is another short tunnel into a room with a ship model (yacht) and 6 crocodile headed statues. In this room the item to note is what the eye colors will flash when you touch the head of each statue. Note the eye colors and their relative positions around the boat. Back in the passage there are symbols over each doorway. Cobra t throne = = vase dagger = = boat trumpet = = arrow room t D = stars Starting with the doorway with the throne symbol enter into the room. To the left will be another doorway to the throne room. In this room in the right hand corner is a round basket. Moving the lid will reveal the 'Heraldic' key inside. Pick it up and put it in your backpack. Another thing to note in this room is the golden disk on the table in the left corner. It is a representation of a circle maze you will run into later. Moving through the next doorway will bring you to a room with a figure on a large stone in the corner and a throne on a platform. Sitting on the throne will cause it to move and make the large stone move to reveal another doorway. Moving through this doorway you will find a 'Royal Scope'. Also note on the wall is painted the symbol, a rectangle with 6 columns out the top, that you will need to look for on things. Make your way back to the main passage again. Turning right, move to the next doorway with the dagger symbol. Following this one in will bring you into a room where stairs lead up to a platform with a chest. To the left of the stairs can be found a starmap vase but turning it over it has a different symbol. To the right of the stairs is a box and a vase full of arrows. Take at least several arrows from the vase for spare shots if you miss later. In the Box will be the Yacht scroll. At the top of the stairs in the chest, a gold dagger will be found. Make your way back to the main passage again. Turning right and move to the next door with the trumpet symbol. Following this one in will bring you to a room with a statue of a flute player and a stand in front of it. Just inside the doorway to your right will be found the 'Royal trumpet' and beside it in the vase is the flautist scroll. To the left of the doorway is another starmap vase but of a different symbol and a game board. Opening the drawer on the game board will reveal the 'Flax Wick' key. Moving closer to the statue, to its left is another vase and behind it the 'Throne' scroll. Moving behind the statue you will see a plug hanging out of its pipe. Place the plug back in. Move to the stand in front of the statue. Place the royal trumpet on the stand and play it (click on it). A panel in the wall before it will shatter. Move to the opposite side of the stand and replace the trumpet facing the other wall. Playing it again will cause a panel to shatter on this wall. Through one side is seen a path guarded by several cobras and the other will be a bellows bag. Checking the Flautist scroll, it shows using the bellow bag 8 times to charm the snakes. Go to the bellow bag and squeeze (click) them 8 times. If the plug is in the flautist will play and the cobras will settle back down in the other room. Moving through the room where the cobras were will bring you to Hathor's Tablet sitting on a ledge. After you have picked up the tablet you can make your way back to the main square passage. Continue around the passage to the doorway with the arrow symbol. Following this in leads to a room with several alcoves and 6 pillars with doors. In the alcove to the left from where you entered is a half round box. Opening this will reveal the 'Reed Leaf' key inside. In the other 2 alcoves are other starmap vases. Next the dagger can be used to cut the ropes on the pillar doors. Going to the center pillar of the right side from the entrance, cutting the rope tie will allow the door to be opened (click on it). If you have the right one the door will open revealing a climbing rope. Climb all the way to the top and follow the path to a platform with a mounted crossbow and a burning fire beside it. There are only 2 arrows here so aim very carefully if you didn't pick up any spares. The target is to burn through the ropes the statues across from the mounted crossbow are holding. Picking up an arrow and passing the tip over the fire will light it. Once lit the arrow can be loaded into the crossbow. The Statues can be hit by aiming 2 clicks left/right of the crossbows center position. Once the ropes are burned through, a narrow platform will roll out that can be used to cross overthe chasm. Climbing up the ladder of bones brings you to a small alcove with 2 'Anubis' Tablets. Pick up only the one with the added scarabs (left). *!* Touching the other tablet will kill you. *!* Climbing back down and returning across the chasm, a niche is seen in the back of the mounted crossbow stand. The 'Archway' scroll will be found here. Once the correct tablet and scroll are picked this room can be exited. Climb back down the rope in the pillar to the room. From this room you can exit back into the main square passage. Turning right again move to the doorway with the boat on it. Following this one in you will see a model of the boat room in the center of this room. This model shows the boat is rigged up to be moved forward and back. Back in the corner to the right of the entrance is a small cabinet. Opening the door will reveal the 'Pillar' key. On the left side is a reddish brown box. Inside will be a 'Sacred Amultet' and the 'Charmers' scroll depicting the amulet being used to ward off a large cobra. Return to the main square passage. Once again turn right and move to the doorway with the vase on it. This will lead you into a room filled with many vases and a small table against the opposite wall. On this table is a vase with a yellow lid. Moving the lid off you will find the 'Ahnk' Key. To the left and right are several more starmap vases but the one you need to look at is the one with the rectangle and 6 columns. Note the stars positions on this grid. With the key and correct starmap exit the room back to the main square passage. Now it is time to move to the closed Stars door. Entering here and following this will take you on a long winding stairway up to the top of this structure. Half way up you will pass a a handle with a star symbol on it and a hole for something star shaped below it. The star shape will need to be found before this lever will work. Continue up the stairway into a room with 2 statues flanking a star map grid. To the right is a vase full of star pieces. Picking up a star piece out of the vase, each will have different symbols on them. Click on the pile to select different ones until you find ones with the correct starmap symbol, the rectangle with 6 columns. Once you have ones with a correct symbol they can be grapped and taken over and placed in the starmap grid in the pattern that was found on the correct starmap vase. . X . . . . . . . . . . . . . . . . . . . . . . X . . . . . . . . . . . . . . . . . . . . . . . X . . . X . . . . . . X . . . . . . . X . . . . . X . . . . . . X . . . . . . X . . As soon as the star pieces are placed in the correct places the scene will move back, a 'Star Scepter' will emerge from a hole in the wall and land in the arms of statue and the sections that the starmap grid was on will slide back revealing another stairway up. For the moment it wont let you enter the darkened room above. Pick up the star scepter and go back to where the lever was. Insert the star scepter in the hole and now the lever can be moved. The star will open up into a sun. Now you can return up to the room behind the starmap grid. Entering the upper pryamid chamber, 4 windows around the room have opened up and letting light in. At the top of the steps is another lever. Moving this lever will cause the stairway blocks to move back, revealing other steps and a 'Astro' scroll at its base showing the 'Royal Scope' being used in the brackets seen under each of the windows. Looking around the room 2 tablets are seen. With the usual warning of the deadly 'cursed' tablets, do not touch the one with the dead skeleton holding it and pick up the other one. Since it is still light out you will not be able to see anything with the royal star scope yet. To shift day/night forward go to the bed and touch it to take a nap. upon waking up night will have fallen. To use the royal scope move around to the stand below one of the windows. Placing the scope on the stand, you can then look in the eye piece to view different star constellations. Moving around the room there are different heads above each window. Looking out the window with the rams head you will see the constellation Gemini. Looking out the window with hippo head you will see Lepus. At the one with the giraffe head you will see Tuarus. At the one with the Bird head (Horus) that was seen on the Astro scroll you will see the constellation crater. Once the constellations are noted the lever by the stairwell can be used to reopen the stairs back out. At this point it is time to travel all the way back to the Queens chamber where the robot staging area is. All the way back down the stair way, back through the star door, around to the tunnel by the Cobra sistern, out of the tunnel below the Kings tomb, past the empty crpyt down the sloped passage to the split, then back to the Queens chamber. It is time to move down the stepped niche passage. a tunnel entrance will be on the right. Down this one, there is another branch to the right. This will bring you out in a room with a fire basin stone in the center. To the left there is a door with chains with the maze symbol over it. Inside is a statue holding the lever handle. Taking the lever handle you can turn around. Inside the doorway on the right is a control that the lever handle can be put in. Moving the lever will cause the door to start to close. Move back out to the room before it closes. t d f ramp . . . . . . t=S . . . . . . . . S . = passage S . . . . . . . . . . . maze = d . . . Out of this room a ramp will lead down a hallway past 1 sitting statue then a pair of sitting statues with a passage opposite them. Further down the hallway as it starts to curve is the other doorway with the maze symbol and around the curve is the entrance to the small rotating maze. Other items will still needed to be collected before continuing past the rotating maze. For now take the passage opposite of the 2 sitting statues. The passage will lead to a stairway with a bird head playing a harp over the entry. Following this passage will lead out into a chamber with a large column with a cobra wrapped around it. Moving up to the base of the column by the cobras tail, move right (CCW) around the its base to the opposite side bringing you to a walkway leading to a doorway in a pryamid shape. Entering this doorway you will find a pedestal with a gold harp key. Turn the harp once. Now go back around to the front and climb the cobra tail up to the top. You will come out in a chamber that is ringed by 6 harpist statues. Examining each one you will see on the harps base there is a key missing. Replace each of the keys matching the symbols and the keys. Return to the base and to where the gold harp key is. With the proper keys replaced on the statues, after turning the harp key once, it will be ejected from its holder and you can pick it up. Return to the hallway with the sitting statues. Turn right and go to the single sitting statue. Move it to reveal another tunnel entrance. Follow this will lead to a shaft. Climbing down will bring you to a staircase over looking the 'Yacht' room. Yacht room Moving along the stairs, at the first landing in the large vase the 'Stair rod' will be found. wheel carving v w =c c= r basket g =c c= b w =c r Yacht c= - x - =c c= g v stairs ! ! Archway At the bottom of the stairs working around the room to the right (ccw), between the last two columns is found a basket holding the 'Pryamid bolt'. In the alcove in front of the ship is a carving of the archway. Note which ones are shown depressed. In front of this carving is a vase. Touching it will cause it to fall over and break revealing the 'Vase bolt'. Continue around to the left side of the boat. Take th ramp on to the boats deck. Once on deck, opening the door you will see a storage area with a wooden box. Opening the box will reveal the 'Sun bolt'. Back on the floor in the corner before approaching the archway is a vase with the 'Cross bolt'. Approach the archway with the crocodile headed statue. Using the carving for which stones need to be pressed and the 'archway' scroll for the number sequence, Starting counting from the bottom left stone, press the 12th, 18th, 20th, 9th, 3rd, 7th stone. As soon as you press the last one the statue will start to rotate. Quickly step on the platform as it is going around. The revolving platform will open out into a cave. Following this path will bring you to a chamber filled with water and a number of crocodiles. Approaching the 1st croc on the path will move out of the way and back into the water. The path will take you to the edge of a pool with several crocs in it. To cross approach the water, the crocs will start swimming, as soon as they line up in the center they can be quickly used as stepping stones to get accross.Step on their backs then immediately step over to the shore. On the other side on top of the mound is two 'Sobeks' tablets. The one on the right is the real one and touching the one on the left will kill you. Pick up only the correct tablet. The crocs can then be used to cross back again. Returning to the 'yacht' room, it is time to move to set the columns. From the yacht scroll 6 of the 8 columns will need to be set with 2 blanks that don't. From matching the eye colors/ relative positions found in the yacht model room, Each column can be climbed and the head sections can be turned until the eye colors match. clockwise starting from the left by the archway, none white green white red blue none green Once the columns are set it is time to go up the steps to the pulley wheel mechanism. Trying the wheel, the wheel will turn freely. Examining closer you will see it is missing a vase shaped pin. Place the vase bolt in the hole. Now the wheel can be turned and move the pulleys. The pulleys will pull the boat forward. Moving back down to the floor, it will be found that the moving of the boat has revealed another tunnel in the floor. Following this tunnel will lead to a cavern with a pool ringed with stones. Diving into the pool, follow this water filled tunnel until you come out and surface in a water filled cave with a reddish-brown column to the right. At this point the watery cavern will travel left and right. pool structure . . t painted . s wall . . . . . . . slope . . c . . dead end . . . pool . . . . s t underwater tunnel From this entry pool, take the right channel. This channel will take you past a reddish stone and turn. Following this one further it will come to a fork branching into 3 streams. Take the right branch. After winding around a little this stream will lead to a slope that you can get out of the water. Once out of the water moving to the left a reddish boulder is seen. Moving this boulder will reveal another tunnel. Following down this tunnel will lead through a water filled section to a ladder out of the water and into a small space. Turning around there is a low ledge. On this ledge pick up the pick axe and check the notes in the satchel. The Notes will give you clues about using the pick axe to get through the painted wall and using the Sacred Amulet to ward off the giant cobra that is guarding it. It also gives a sutle warning about the tablet next to the crates. Also on this ledge is a skeleton clutching another tablet laying next to some crates. The dead guy should be enough warning to you to not touch this one, the safe correct tablet should be nearby. Over by the ladder out of the water is a section with a number of small holes. Using these holes you can climb up to a small ledge where the real 'Horus Tablet' is at that you can pick up. Once you have the correct tablet it is time to climb back down the ladder to the water and make you way back out the tunnel entrance with the boulder. Then back into the water and make your way back to the 3 way fork. Take the branch on the opposite side. This stream will take you to a chamber with a cobra shaped column and the painted wall. Moving up to the wall, use the pick axe on the wall twice to break it open. The giant guard cobra will immediately pop up before you. Use the Sacred Amulet to send off the cobra. Move up to the colorful cobra statue before you. Turn around. On left side of the walkway are two more tablets. Move close and pick up the 'Tauert's Tablet' on the left and avoiding the deadly one on the right. You now have the six tablets. Leave the cobra room and follow the channel back to the fork. Take the center fork (currently to the left). This channel will lead out into a pool structure. SSSS ......... w w . . arch = . golden water . pryamid arch= ........................ w . . arch ! ! pool s d ! ! channel Move forward, turn left and exit the pool. Turn left and move back to the corner left of the water channel opening. There is a sitting statue here. Note the colors/shapes pattern on its midsection and the 3 circles on its leg with one position filled in. Move around the pool until you can exit out the main archway. Exiting the pool structure you will see 4 seated statues across the water. Move up to the waters edge then take the right hand path. As you make your way around some ruins will be in the water on the left. At a palm tree you can turn left and wade over to the ruins arch. Approaching and climbing up the arch you will find 3 round devices on top. Touching each one, note the colors. Climb back down and return to the shore. Turn left and continue around the water. Continuing around, just as you enter the shadow of a rock outcropping, on the right will be a Scarab weight ball stuck in the sand. Continue forward to the 4 statues. keeping to the waters edge move past the front and the fallen head of one of the statues. Turning around you can approach the head and you will find another Scarab weight ball stuck in its ear. Move back around the head to the ramp up to the structure. Continuing forward brings you to a sand filled alcove with 'Ra's Scroll' stuck in the sand. Turn around and move back to the front at the top of the ramp. Turning left at the base of the statues there will be stairs between 2 statues. Take the stairs and climb to the top of the statues where a small viewing balcony is cut in the back of one of the statues head. Move onto the viewing area and look down. Note the 3 symbols carved on the top of the head. Climb back down off the statue and move back around to in front of the pool structure. Continue past the pool structure following the left path which will lead to an archway that will then lead to a golden pryamid. Approach the ramp in front of the prymid then turn around. At the base of a palm tree on the left side will be another Scarab weight ball stuck in the sand (light will be shining off it). Checking the bordered area on the door of the pryamid it can be noted 4 symbols will be needed. Return to the pool structure. Reentering the pool structure, move to the doorway to the right of the entry channel (along left side of pool from the archway). Follow this and stairs up to the walkway around the top of the walls. Continue across to the section at the front of the building. Enter and take the stairs up to the upper structure. At the top of the stairs turn around and note the color/shape pattern and circle position on the statue. Turn back around and continue to the other tower. Just before taking this last set of steps down note the color/shape/position on the statue overlooking the steps. Down the steps will be a mechanism on the wall. Use the 3 scarab weights to balance the 3 positions. Using the color/shape/positions found on the statues turn each ball to match. top = red circle, green rectangle, blue circle middle = red rectangle, green circle, blue circle bottom = green rectangle, blue circle, red rectangle As soon as the 3 are in the right positions the mechanism will activate. Turn around and go back to the walkway between the 2 towers where a golden disk is hanging. Opposite of the disk is a viewing balcony overlooking the pool. Move up on it and look down. Note the 4 symbols that can now be seen in the pool. Return to the ground level and return to the golden pryamid. Golden Pryamid At the golden pryamid the matching symbols on the door can be selected by passing your hand over the position until the right symbol appears then selecting it by clicking on it. The 4 symbols from top to bottom are Sun Snake Boat Water When the correct 4 are selected the door will open. Inside the tablet holders arent ready yet. Outside the pryamid move around its base until you reach a set of climbing slots leading up to a golden wheel simular to the small ones found on the arch at the ruins. Move to the top where you can turn the wheels. Using Ra's Scroll match the symbols found on the statues head with the figures on the mirrored side of the scroll. Matching the order of the symbols and colors with the colors behind each of the cobra figures, turn the golden wheels to the matching symbols. Continuing around the base the 3 sets of wheels will be found. blue = fish yellow = turtle red = stork As soon as the 3rd wheel is correctly positioned you will hear some mechanism moving. It is time to enter the pyramid. Around the chamber is spaces for the 6 tablets to be placed. Match the correct tablet with the heads on the wall above each niche. When a correct tablet is placed a scroll will emerge from the round openings above them. You will get the following scrolls, Bermuda, Stonehenge, Atlantian, Easter Island, Mayan Pryamid, and Giza Complex. Once you have all 6 scrolls it is time to return all the way back to the hall with the sitting statues and the entry to the maze. Back to the pool, the underground channel to the underwater tunnel leading back to the Yacht room, up the stairs and shaft leading back out from behind the single sitting statue. If you have already operated the lever in the small room at the other end of the hallway, the second door with the maze symbol will now be open. Entering this room the 'Cobra Wheel will be found. Turning around, note the drawing of the small rotating maze just to one side of the doorway. Back in the hallway just outside the maze entry is a reddish stone the Cobra wheel can be placed in. Operate the wheel 3 times to align to the first passage opening you need. Enter the revolving maze and follow it to a tunnel that leads to a small chamber with the 'Sacred Cull' sitting on a stone and a skeleton clutching the 'Flume Scroll'. Pick up these 2 items then return to the cobra wheel operating mechanism. Turn the wheel once then reenter the maze following it out. You will come out in a chamber with stairs leading down into a pit area. On the right side of the steps is a place for the Gold Harp key to be inserted. The Harp key will activate a mechanism that looks like 2 figures carrying a sedan chair rising out of the pit. In front of the seat is a basin. Back on the main level, on the left of the steps is a chest with a model, on the right side of the pit is a sand dispenser. Place the Sacred cull in the holder, then operate the lever to dispense the sand. Take the full cull and dump it in the basin in front of the seat. it will take 6 trips to fill the basin. Once the basin is filled it will activate and lower to steps leading up to the entrance of the maze. MAZE As a reference point, just inside will be a Cobra statue with the grate blocking the shaft from below. The maze symbol that has been seen elsewhere will give the relative positions of the openings but doesn't show any of the blocking walls. With the clunky movement it is hard to orient, but Annubis heads are your guide. I suggest saving a game while at the Cobra statue so if you get off track and get lost you have a place to start over again. __ ! !__ _! _F! Pool _ ! ! ! ! ! ! !__ ! b! ! !__! ! ! ! !__ !__ ! ! ! ! __! _h!__ !a __! ! !* a! ! ! ! ! ! ! ! ! ! ! ! ! ! ! __! ! ! ! !b_ __ __! ! ! ! ! ! ! ! !a ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !g_ ! ! ! ! ! !a ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! !_ !gC _ elevator chair ! ! directions: Move up to the cobra face right forward 10 steps face left forward 1 step face right forward 13 steps face left forward 1 step face right forward 9 steps the 10th step will auto turn left forward 1 will auto turn left again forward 6 steps face right forward 1 step (Scene will angle toward the right) forward down the section on right 4 steps 5th step will auto turn left and move forward face right * at this point the movement is erractic as it zig zags around the curves but Forward 19 steps will bring you to the entrance to the pool room. POOL ROOM Enter the pool room. Around the pool are 6 Annubis statues. You will need to move around the pool and activate mechanisms under each statue. Move up to the pool then move up to the first statue around the circle. Pushing the statue it will slide back into its alcove exposing a wheel and a painted 5 ball float diagram. Note the symbol on the valve and the corresponding number of balls above the red section. Turn the wheel to open it. Back away then move on to the next statue. Repeat this until all 6 wheels have been open. As soon as all 6 are open the pool will immediately drain. At the bottom of the pool are 6 archways with corresponding wheels and symbols on them but must be activated first. Exit the pool room and move into the alcove with the Flume float controls just opposite of the pool entrance. On closer examination each of the 6 controls has a corresponding symbol. Using the lever on top of each tube fills the tube with water while the lever on the bottom will drain out the water. Matching the symbols found on the wheels in the pool room adjust the floats until the matching number of balls are above the red section for each of the 6. v shape = 4 balls offering (s) = 3 balls water vase = 2 balls alter = 0 balls urn = 5 balls 3 ball = 1 ball With the 6 floats correctly positioned, return to the pool room. Move around to the rungs and climb down into the empty pool. On the 6 doorways are another wheel that can be turned to open the blocking bars. Inside each one will lead to a space with a burial ark. Inside each one are the Easter Island, Bermuda Triangle, Miyan Pryamid, Atlantian, Stonehenge and Giza complex keys. Once all 6 are retrieved return to the pool bottom. For a short cut out, climb up to the pipe thats just about head level. Following this pipe it will lead to the grate that is in the cobra statues tail. Open the grate and climb out. You have the needed key now it is time to get back to the door in the side of the sphinx. From the cobra Statue return to the elevator chair. Click on the basin and it will dump the sand weight out then the elevator chair will return to the upper floor. From here its back through the revolving maze section, back up the hallway with the sitting statues to the tunnel out of the chamber back to the Queens Chamber back out of the pryamid and to the helicopter. Take the helicoper back to the Sphinx. Move to the Atlantian door in the right side of the Sphinx. Place the 6 keys in the the key holes around the door. From upper right continuing clockwise, Stonehenge Bermuda Triangle Easter Island Atlantian Mayan Pryamid Giza Complex The door will open. Move forward once and a star viewer will drop down. *WARNING selecting the wrong constellation will kill you.* You can view the six constellations by moving the cursor across each of the blue domes. The correct one to select is the upper left one with the constellation crater/Orion. The viewer will move out of the way and you will see the 'Ark of the Covenant' ahead. Upon touching the ark a video of the professor will play. After the professor explains some things, he will talk about following him to the next sequel 'The Omega Stone'. You can now open the ark for the scroll and you have completed the game. Now on to search for the 2nd scroll in THE OEMGA STONE...