Egypt II: The Heliopolis Prophecy

by GameBoomers about 30 minutes to read

 

EGYPT II – THE HELIOPOLIS PROPHECY

Walkthrough by Witchen =O)
June
2001


 
 
 

Table of
Contents:

Introduction

Chapter 1: A
Plague in Heliopolis – Your Arrival

Chapter 2: The
Temple Library

Chapter
3: Hetep’s Granary Report

Chapter 4: In
Search of Hetep

Chapter
5: Deciphering the Tablet and Prophecy

Chapter 6: The
Governor’s Villa

Chapter
7: The Abandoned Quarries

Chapter 8:
Preparing the Remedy

Chapter 9:
Reporting to the Great Seer

Chapter 10: The
Cat Burglar’s Finale

___________________________________________________________

 
 

Introduction:
The Back Story




(Note:  Before starting the
game, go to http://www.cryo-interactive.com/  
Download and install the Egypt 2 patch EGY2CDINT.exe)

___________________________________________________________

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

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

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

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

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

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

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

(paraphrased from Cryo
Interactive’s game documentation)

___________________________________________________________

 
 
 

Chapter 1:  A
Plague in Heliopolis – Your Arrival

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

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

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

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

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

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

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

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

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

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

 
 

Chapter 2: The
Temple Library

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

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

 
 

The Slider Tile
Puzzle:

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

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

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

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

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

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

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

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

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

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


 
 

Chapter 3: Hetep’s
Granary Report

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

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

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

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

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

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

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

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

Put the letter of recommendation in your inventory and go back to
talk to Kephren at the Temple of Re.  Give him the letter of recommendation
and enter the courtyard of Sakhmet, straight ahead of you.  Turn right or
left to go around the building. It doesn’t matter.

Go through the archway at the
back of the building and into the adjacent courtyard.  You will see the
Great Seer, Meryre, in the left corner with one of the scribes.  He will
come to you and speak with you automatically.  The culmination of the
conversation is that Meryre wants you to look at the wheat in the silos and find
Hetep’s report (the granary inspector) stored at the Library.  He gives you
a jeweled bracelet, in order that you will be able to
gain access to him later on.  Meanwhile, he says he will look into the
matter on his own.

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

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

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

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

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

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

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

 
 

Chapter 4: In
Search of Hetep

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

Hetep is not in his house
either.  Look around as long as you’re here.  Go left along the ledge
and find a small metal hand mirror resting on a wooden stool nearby.  Put
the mirror  in inventory and head back out to
the main street.

Go left and then forward five
times to go back to the Temple to show Meryre the evidence you have gathered
thus far.  In the Temple courtyard, find Kephren up by the far right
Library entrance. Show him the jeweled bracelet and he will tell you that the
Great Seer, Meryre, is in the School adjacent to the Library.

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

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

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

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


 
 

Chapter 5:
Deciphering the Tablet and Prophecy

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

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

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

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

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

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

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

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

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

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

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

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

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

Go back around the corner and
down to the vendor stall just to the left as you reach the intersection. 
Talk to Kauit.  Give her your dates in exchange for the willow leaves you need.  Then, give her your 10 debens
of copper in exchange for “excellent quality olive
oil.”

You still need honey, though,
before you can make the remedy for Djaou’s bellyache and find out where the fan
tree leaves can be found.  Go left and then all the way back to the map at
the end of the street, to the Temple, then through the great statues entry to
the storehouse row in the back.  Find the selfish Irou right where you left
him.

Ask Irou for honey.  He has
some but he wants it himself, of course.  If you want it you’ll have to
give up the gold ring from Djehouty’s house.  After you give Irou the ring,
turn around and you’ll find the honey jar in the wall
cabinet on your left nearest the door.

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


  • bean flour
  • carroway
    seeds

  • juniper
    berries

  • honey


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

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

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

 
 

Chapter 6: The
Governor’s Villa

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

After a brief cutscene, you will
find yourself inside the entrance to the Governor’s Villa.  Before you go
forward, turn left and notice the alcove.  Turn right and note an entry to
a garden area.  Go forward and ask the first man, Paihry, to see the
Governor.  You’ll have to get tough with him too.  He allows you to
pass and approach a second guard.  When this one challenges you, answer him
with the first conversation choice:

 


  • “You’re a warrior, aren’t
    you?”


  • “You look like a fine soldier
    to me.”


  • “My whole life I’ve dreamed of
    meeting a warrior……….”


  • “Listen — my husband is in
    there………”


  • “My word is equal to the
    reputation of our country’s soldiers………”


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

Turn around and leave the way you
came in.  Out on the steps, go extreme left into the far garden
entry.  Once inside,

turn right and walk all the way around the
pool to the gazebo in the back.  You will find the intoxicated musician
asleep on the gazebo floor.  In the corner, behind her, is her drum. Take it, and after a cutscene, return to the
house.  Go on inside and, this time, you will readily get past the chief
musician in your disguise as the missing lady drummer.

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

The Drum
Puzzle:

(Note:  As outlined at the
beginning of the walkthrough, if you find you are unable to solve the Drum
Puzzle, you probably need the patch for Egypt II from

http://www.cryo-interactive.com

The patch is valid no matter when
you load it, meaning your save games will be fine even if you don’t load it
until this point in the game.)

____________________________________________________




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

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

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

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

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

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

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


 

 

Chapter 7: 
The Abandoned Quarries

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

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

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

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


 
 

Chapter 8:
Preparing the Remedy

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

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

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

Go inside the house through the
courtyard.  In a cutscene, you will view Djehouty’s body on the
sunroof.  Speak with the Nubian again, near the outer wall.  He tells
you that a dozen other people have also died of the disease.  The Nubian
entreats you to leave town.  But, you must stay to help.  The Nubian
consents to help you and he tells you there’s a bag containing fan leaves
downstairs, along with the “someone” who wants to see you.

Turn around to see Ipouky
sullenly slouching by the stairway door.  Talk to him.  He wants you
to help Mi, his friend, who is apparently also ill from the poisoned
wheat.  Go right on down the stairs behind Ipouky.

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

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

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

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

Preparing the
Remedy:

1. add willow leaves to the
pot,

2. add
mandragose (mandrake) root

3. add garlic
4. add olive oil

5. add fan tree
leaves

6. add
the beer

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

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

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

 
 

Chapter 9: 
Reporting to the Great Seer

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

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

With a last warning, the Great
Seer admonishes you to do what you think is right, but you must break no
laws.  Leave the Temple and, on the map, select the Governor’s
Villa.

 
 

Chapter 10: The
Cat Burglar’s Finale

Outside the Governor’s house in
the courtyard, it is now very dark.  Swing left to see and hear Paihry, the
guard, sleeping soundly in the alcove you checked out earlier.  Don’t wake
him.  Instead go to the right archway and into the garden.  Go left
along the wall until you come to the second archway leading back to the
courtyard.  See the geese visiting with one another there?  Seems a
good idea to put these little honkers to rest for a while, so they won’t become
alarmed and noisily interrupt your plans.  Combine the wheat grains with
the sleeping potion in your inventory.  Click the mixture on the geese to
put them to sleep.  Go through the entry and left around to the entrance of
the house.  Go up the steps.

Once inside, continue forward
three times until you are standing in the middle of the Great Hall and can see
both right and left exits out onto the veranda in back.  When you see the
guard, on his rounds, pass the right side doorway (going left toward the other
side) wait about ten seconds to make sure the guard’s back is to the Governor’s
bedroom.

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

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

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

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

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

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

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

You, Tifet, have saved
Helipolis!  Congratulations!

___________________________________________________________

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